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/agdg/ - Amateur Game Devving General

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Thread replies: 785
Thread images: 151

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> Play Halloween Jam 2016
itch.io/jam/agdg-halloween-jam-2016

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

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

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

> Previous Demo Days
pastebin.com/X6fLvtzA

> Previous Jams
pastebin.com/qRHNpCbZ

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

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
1st for Dinosaur jam.

http://poal.me/33ujzy
>>
Rust!
>>
Reposting link to Uplink source code that a generous anon uploaded:
http://www26.zippyshare.com/v/8RYHWKUe/file.html

I really recommend you check out the \other folder, it contains pictures of project books with the vision for the game and so on.
>>
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I made a title screen, sort of
>tfw all the core programming is done and all that is left is (((((content)))))
I didn't realize how much making a text adventure would make me resent writing
>>
>>159084460
>Everyone collab on the same game jam
how the fuck would that work
>>
>>159084737
it wouldn't
>>
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>>159084650
You can do it anon

if even i managed to do it you sure can do it
>>
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Trying to see if cubes would do it for the distant mountains. Looks like garbage. Moreso without grass or rocks in the scene.
>>
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Made some solid progress on the terrain today, but god know I'm not an 3d artist.
>>
>>159085141
I love that indie games now have several styles that I can instantly see to skip over.
>>
>>159085141

I think it looks okay? What type of game? infinite runner?
>>
>>159085141
I don't know I think it work, even more so if you get more stuff in there.
>>
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I put Newton's laws into Unity and got these objects going in elliptical orbits around their barycentre, I think.

The orbit certainly looks right but the only way I'd know for certain is to place an ellipse in the scene that is exactly on the path where the planet should be and look to see if the planet does follow that ellipse.
I know enough maths to know how to describe the ellipse given the starting parameters of the planet but I have no idea how I would place said ellipse into the game without tailor making it in blender and then importing it in for those specific starting conditions. Obviously if I change the starting conditions I'd have to make a new ellipse so I'd rather not do it that way.

Anyone have ideas about how I could plot the ellipse into the scene given the starting parameters?

p.s.
No I'm not making a KSP clone, I have an idea for something MUCH worse
>>
>>159085141
Just use pyramids?
>>
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>>159084325
>> AGDG Chats
>steamcommunity.com/groups/vgamedevcrew
>webchat.freenode.net/?channels=vidyadev
Delete these
>>
>>159085837
Look into editor Gizmos, maybe it will help you
>>
>>159085417
Yes. I'll make some simple cone shapes with fake shadows, that should look nice
>>
for(int i = length; i > 0; i--)
{
// How do I calculate a value from i that will start from 0 and increase by one each for-cycle?
// No creating a variable outside the loop
}
>>
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What do you guys think of GameMaker Studio 2?

I hope it won't be too expensive.
>>
>was about to give up fixing a bug today
>last attempt finally worked
>going to bed with relief

No greater feeling on earth.
>>
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>>159086263
>>
>>159084951
Thanks anon
Terminaldevs have to stick together in this cold place
>>
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How does this look? I'm mimicing Nexus the Jupiter Incident here.

Also, I asked this in the old thread but no one responded so I'll try again:

I'm thinking of extending my game to an entire solar system instead of a single planet-moon combination -- but I think it might be a bit of a usability nightmare.

To move ships from one planet to another, you'd have to:
>select the ships in the current sector you want to move
>zoom out from the sector to the planet view
>zoom out from the planet view to the solar system view
>zoom in on the planet you want to move to
>click the sector you want to move the ships to

Moving between different sectors around the same planet would just be one click -- so only moving across the solar system would really be "annoying". I think it might be okay because it's more 4X than RTS but what do you guys think?
>>
>>159086448
bet it felt greater when i was fucking you're mum LOL
>>
>>159085837
>>159086046
Having had a harder think I could probably just import a slightly thick annulus from Blender, use the component x,y,z scales to make it the right shape and then move it to where it should be
>>
>>159086603
Looks good. Can you make it more realistic?
>>
>>159086476
>Girls who code
What am I looking at?
>>
>>159086263
length - i - 1
>>
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>>159086828
the oposite of this.
>>
>>159086828
Gamebryo's source code
>>
>>159087016
HAH

>>159086978
Is it meant to be an insult or is it one of those things where it's unintentionally proving the point they're arguing?
>>
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>>159086603
>tfw that webm made me have a vision of a space-travel simulator
>first-person "metagame" where you spend time in the ship, chatting with other players through the monitors, playing minigames, etc.
>occasional stop at a distant planet, after hours of traveling
>maybe take a friend with you, and fuck around in 0-gravity with the objects that you have in your spaceship
;_;
>>
>>159086263
>>159086904
Never mind, it's actually just length - i.
>>
>>159087151
is just a nice gif i found and needed a excuse to post
>>
>>159086804
Eccentric orbits rather than circles? Definitely on the todo.
>>
>>159087359
When it comes to it, this website is the Holy Bible

http://www.braeunig.us/space/orbmech.htm
>>
>>159087195
>born too early to explore space

I feel you anon
>>
>>159087359
Is it me or the ranges and sizes aren't really realistic? Also the smaller bodies should influence each-other, no?
>>
What kind of food would a nuke eat?
>>
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>>159087515
how does this make me so sad
>>
>>159087714
Oh yeah, the scale is absurd. Just working on drawing the paths.
>>
People with real life experience, I need advice.

College student, eventually want to dev for my own studio full time, enjoying the life.

I have a couple internship offeres for next year.

Main one is Google, I'll make about 8k a month as an intern, and more as a full time employee. This is prestigious and will make me some decent money.

Second I have couple from game dev companies (think Epic, 2k, etc).

None of them make my favorite genera (GS) but still make great games and would provide experience.

Which path would lead to me having the easiest time making my own studio? Professional experience? Prestige and moeny?
>>
>>159087731
the evaporated souls of the japanese
>>
>>159086341
>GameMaker Studio 2
>expensive
unless they wanna kill themselves,
they won't require people to pay to use.
there will be at the very least a free version that have mostly everything with some limits.
>>
>>159087805
Sounds good. Keep it up.
>>
>>159087731
Uranium?
>>
>>159087864
Nigger don't be a retard. Go work at google, I don't give a fuck what you want to do with your life.
>>
>>159087864
Google intern, working in a AAA game studio will end up with you being overworked and underpaid.
>>
>>159088008
I hope so. I've heard some rumors about a paid subscription.

I knew they'd do something like this after the humble bundle.
>>
>>159087864
Make money.

It will look so good on your resume when you say you quit your job at Google to work on your passion.
>>
>>159088087
>>159088125

Yeah I figured, but maybe funding would be easier if you were a dev? Or a host of other things I had not considered, but thanks
>>
>>159087714
>Also the smaller bodies should influence each-other, no?

They should but making systems of more than 2 planets would become an absolute nightmare since most of them behave chaotically, it took nature eons to form our solar system where everything isn't crashing into each other all the time. Much much much easier to have the smaller bodies ignore each other.
>>
>>159088125
>Google intern
>underpaid
What?
You make like 6k+ a month.
>>
>>159088429
Read that post again.
>>
>>159088501
Working in an AAA studio is going to make you at minimum 6k+ a month. definitely not underpaid
>>
>>159087714
Check out Children of a Dead Earth for N-body physics. Great for autism, not so great for gameplay.
>>
>>159088076
yea that makes sense
>>
>>159086603
One solution could be to handle the planetary and sector travel separately e.g.

>One click zoom out to the solar map (e.g. a solar system map button or something).
>Click the planet you want to go to.
>Your ship takes off and slingshots around the planet and heads for the target.
>On arriving it begins a high orbit of the planet, still in the solar map.
>From that orbit the player can either degrade into a sector (a 'land' button could work well) or slingshot again to a different planet.

You could also allow clicking through to the sector map from the solar map via a clickbox around the planet.
>>
Aspiring 2d dev here.

Left unity. Just downloaded, properly linked and tested sfml is properly running.

Mistake, or best decision for make games?
>>
>>159088807
For the amount of work you might end up doing, it very well could be. AAA studios are still largely soul destroying crunch machines where its employees are just entities to be consumed, spat out and replaced.
>>
>>159089027
Mistake or best decision depending on how much effort you're willing to put.

SFML isn't a framework or engine.
You'll have to handle everything from your main loop to things like animation, tile maps or whatever else you need.

That said if you put in the time to do that work your self, it's much better than using a bloated engine and you don't have to deal with the retarded GCs of managed languages.
Don't be dumb and allocate things on the heap constantly during gameplay though.
>>
>>159087864
College student, finished all levels of foobar (full clear, including the after where you redo all old problems)

Would kill for an intern position at Google. You literally would have time and money for dev if you had a job there. Great company.

Do it and don't look back. Make dev your hobby. If it becomes profitable from your own work someday, then consider making it your job. Not before then.
>>
>>159089027
Love2d would be easier.
>>
>>159089079
>For the amount of work you might end up doing
They have the money to fund huge teams. I doubt it's anything comparable to being a 1ma and handling an entire game on your own.

Most 1mas here spend 10hours+ a day on their games.

>AAA studios are still largely soul destroying crunch machines where its employees are just entities to be consumed, spat out and replaced.
How would working at Google be any different? And that's not the experience my friend who worked at an AAA studio said. In fact it was the polar opposite.
>>
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PROGRESS!!!!
Oh lord what a day. Sometimes the simplest things are the worst. I spent 3 hours trying to get a background to school, then change position. anyway I redesigned the enemies, added transparencies, and Lots of sounds and music. Too bad 4chan has silent webms.

Working on that multiplier feature! feedback welcome.
>>
>>159089232
In honest enough to say that I don't know what you mean by allocating on the heap while typing this post, and that I'm looking it up now. Thanks for the advice.

I know it's a learning process, but it's like learning math to me. I would rather learn how my identities are derived, and leave with a better understanding of them (and more likely to remember them.) I know I have a lot to learn about things I take for granted (display, collision, audio, etc) and am ready to pretty much start from scratch.
>>
>>159089636
You have a lot to learn but if it's just 2D then it's not hard, learn how memory works properly before starting your engine.
Use modern c++ with smart pointers, it will make your life easier.
>>
>>159089369
What he's saying is that a 1MA can make a game within their scope and spend 5 hours a week on it. Working for a triple A as a programmer will often lock you in for 60+ hours a week during crunch time and you could end up sleeping at work.

However, the most important thing is that 1MA and small indies have full creative control; at AAA's you're just a worker drone building pieces of a product that you have no meaningful input into.
>>
even i'm gonna try and do a low poly model of whatever is first to reply to this

odds i'm gonna make a video compilation of particular scenes in movies i like masturbating to.
>>
>>159089771
Appreciate it. I never thought about it like that. Even if you don't make an "engine" you still are pretty much going to. Might as well keep up with what you learn, and eventually you keep reusing a lot of similar functions and classes.
>>
>>159089930
Teapot
>>
>>159089930
Huh. Zero is of even parity by the way
>>
>>159089930
Monkey head
>>
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>>159090079
done
>>
>>159090379
Now make it a cube
>>
>>159090379
what a waste
>>
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>>159090553
They look better than the cubes you had before.
>>
>>159090553
Looks good to me.
>>
>>159089391
background is a lot easier to see stuff on now
>>
>>159090553
I'd recommend a mix between what you had before and what you've got now, because I actually live in the desert and I thought the plateaus looked fine.
>>
>>159089930
casset recorder
>>
>>159088915
Quick UI buttons is definitely a solution but I'm not sure it's perfect.

For gameplay reasons, ships can't maintain orbits outside of "control" sectors around the planet, which is honestly the core of the issue but it'd be like if you could float ships outside of gravity wells in Sins of a Solar Empire -- pretty silly.
>>
>>159090553
love your pallette anon
>>
>>159091215
Yeah sure. If it takes more than 30 minutes I'll consider it a failure and stop.
>>
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>>159091109
Yeah... I had this before I made the mountains. I like the plateaus quite a bit.
>>159091502
Thank you. It's gonna look very rich with actual traffic as well as more environmental assets.
>>
>>159089391
shit, this looks fun
>>
>>159091631
>>159090553
Where have you placed the mountains?
Are they giant things far out on the horizon?
>>
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Progress. Party management screen done!
>>
>>159091898
>Those ugly dark-skinned characters and names

Dead on arrival.
>>
>>159089391
I like this.
>>159091768
They will render far out. They will pop up on either side of the road in front of the player, travel around the player depending on the player speed and then disappear down just as they appeared.
>>
>>159092034
nah that guy's game was pretty cool last demo day
>>
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>>159089391
>>159090913
>>159091681
Thanks! that was actually a completely wrong webm. this is the right one
>>
>>159092276
>all this progress
Good lord dude
>>
>>159092493
Yeah well I lost my job and a lot of other stuff so I am filling a hole with learning how to dev.
>>
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>>159092705
Keep it up
>>
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Apologies to anyone who had a heart attack upon seeing their score reset. I forgot to add the old ones in. I will do that next week.
>>
>>159092276
Isn't the ball a little overpowered? It can shoot enemies and destroy them on contact... maybe adding a little penalty when you destroy an enemy on contact or maybe having limited ammunition. I don't know...
>>
So if I wanted to create 3d game with different outfits and character heads, I'm guessing you should model the head and outfits separately or?
>>
>>159093132
Hi!

>>159093467
Ah okay well you see when an enemy reaches the bottom it removes health as well as when the red enemy bullets reach the bottom. You can only destroy the blue enemies by colliding and the red enemies by shooting. So there is quite a hit of management going on.

Here's one fun combo:
Red bullets mover faster than blue enemies but blue enemies move faster than red ships so - block the red bullets with the ship (the ship and ball absorb bullets without penalty) while you tackle the blue enemy, then shoot the red enemy.
>>
>>159093393
Let them die of a heart attack, scores shouldn't matter, the progress is what matters.
>>
>>159094148
Score is fun and not an issue.
It was only a problem when your score determined your position on the image, so all the whodevs and lolsim would just post on mondays to keep their combo and stay at the top row of recaps.
>>
>>159093393
Wait we get scored on this? We gonna have letter grades too?
>>
>>159094501
it was number of consecutive submissions

it was also dumb
>>
>>159093662
or selective submeshes you toggle on / off, but yes just don't end up with big ugly neck seams like Fallout
>>
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>>159093393
What is this? I want to play. Also r8 each other's dev logos
>>
>>159093393
>pumpkin still is the best in term of color
sweet
>>
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Which one of these looks best and most like a typical "potion" in a game?

I'm trying to think of what the healing potions are gonna look like and I need a little guidance.
>>
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>>159094586
looks pretty.
how about mine?
>>
>>159094703
1
>>
>>159094706
Yours is more appropriate for what you produce than "bee and pinecone guy".
>>
>>159094787
but im making a game
>>
>>159094787
Pincone is the metaphor for ideas or (THOTH) The Egyptian god of ideas. The bee is a symbol of success and workmanship.
>>
>>159094889
where's your game
>>
>>159094996
okay bee and pinecone guy
>>
>>159095161
There's your answer fishbulb
>>
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Anyone have any tips or tricks for creating sound effects? ive been using bfxr and its okay but I need something less chippy. Downloading other premade ones dont seem to cut it.
>>
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>>159091215
>>159091592
i failed it

the model was really bad and it felt like a waste of time.
>>
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>>159095049
>>
>>159095292
Sound design is sound design. You will want a DAW with synths and effects. You can also process downloaded samples with the latter.
>>
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Made some muzak for the SFW Visual Scenes.

https://clyp.it/uatholp0
https://clyp.it/uatholp0
https://clyp.it/uatholp0
>>
>>159095530

Nice to see you're working on this again.
>>
>>159095530
!!!
This is your game? I like the Mc.
>>
>go through a programming tutorial
>it teaches me how to do some calculator shit and how to triforce using loops
>"now you know everything you need to create any program ever :) the end"
>go through game programming tutorial
>it teaches me to move a square and shoot a bullet at other squares
>"now you know everything you need to create any game ever :) the end"
I still have zero idea how to make game, am I retarded?
>>
>>159095641
>hey what's up everybody!
>>
>>159095641
that's because you're trying to take the easy way
>>
>>159095698
howling
>>
>>159095641
You're doing it the easy way. Read actual text books and do some lynda.com stuff
>>
>>159095641
Yes, you are retarded.
>create square that shoots bullets at other squares
>do some calulator shit for scores/lives/deaths/penalties/etc.
Literally a game
>>
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>200 people online in discord
>thread moving extremely slow
>someone posts something retarded
>4 responses in under 1 minute
everyone's hard at work and that makes me happy
>>
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>>159095350
Now you have a logo.
>>
>>159096135
those 205 people? all me
>>
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func_buttons that require a certain key now properly gate the player if they don't have the right one.
>>
>>159095465
Thanks, that helps.
>>
I really want to try and make a character model but I'm really scared. This would be my first time trying to 3d model a living thing.
>>
>>159096143
its beautiful.
im saving it
>>
>>159096294
I've got an easy solution. Model a corpse instead!
>>
>>159095350
that's pretty cool will you be able to do that on bosses?
>>
>>159096384
if you're skilled, then yeah probably. it gets pretty fast though and i think the bosses are gonna have designated weakpoints so you'll need to time jump attacks to keep the boomerang going.
>>
>>159095805
I'm trying whatever comes up in google
>Read actual text books
Can you recommend some? Not the meme lisp one.

>>159095818
Yeah, I can even make some semblance of turn based combat with the calculator shit I learned but what about the hard stuff? Like menus, inventory management, saving the fucking game, thinking how to make all that makes my head hurt.
>>
>>159096886
Not really. You should ask someone that's actually qualified. I'm a basic bitch when it comes to coding.
>>
>>159096886
I repeat, you are retarded.

https://tfetimes.com/wp-content/uploads/2015/04/Beginning_Cpp_Through_Game_Programming.pdf

>what about the hard stuff? Like menus, inventory management, saving the fucking game
That's not the hard stuff.
Also literally every single one of those problems are explained in the first 5 results on google for the search "*your language* game *the hard stuff*".

This shit becomes even easier with OOP, when you can have actual semantic relationships between the parts of your code, instead of just line after line.
>>
>>159097713
>This shit becomes even easier with OOP, when you can have actual semantic relationships between the parts of your code, instead of just line after line.
(You)
>>
Owlboy might be the epitome of indie games.

Playing it, it feels like I'm playing a good Zelda game again, but it's also distinctly it's own thing. This is amazing.
>>
>>159097982
That's a shitty "meme" and you must be a filthy newfag for using it.
Fuck (You)
>>
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>a game that I won't drop in three weeks
>>
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It climbs ledges now. It's alittle iffy because I don't quite understand apply root motion and it broke everything else when I had it one so I didn't bother. so it manually moves the position. the smoothing of the camera's rotation helps hide it a little but there is a clear jump. The jump animation after climbing up is just something not yet fixed.
>>
>>159098146
Nah
>>
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>>159098146
>Owlboy might be the epitome of indie games.
Sure guy
>>
>>159093393
Can you repost October 1/2/3 please?
>>
>>159098437
He already tried this on /v/. Same Zelda schtick and everything.
>>
opinions on unity 5.5?
>>
>>159098750
They still added nothing important because of asset store sales.
>>
>>159098325
>requires lots of pre-planning yet produces brittle code
>rarely fits the problem, leading to "design patterns" and other bloated constructs that mimic ordinary non-OO (typically FP) features
>is completely orthogonal to how the cache wants your code and data
>is implemented poorly in most languages
>its good parts aren't specific to it at all
>>
>>159098437
>dat anterior pelvic tilt

sit up straight everybody
>>
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ALRIGHT I actually like this. Was nervous about the orange but I think it complements nicely.

I would love feedback
>>
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We poorly drawn programmer icons now.
>>
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>>159099348
Shading looks wonky and blocky in some areas (circled).

Also, the font rendering sucks.
>>
>>159099609
Thanks for pointing out the shading, I'll fix that up by DD11. And yeah, I have yet to make a font so I'm working with some garbage placeholder. The buttons overall don't match with the screen but they're functional so that's enough for right now
>>
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This is when the dream of making a game comes tumbling down.

Tumbling down
down
down
>>
>>159099879
FUNDAMENTALS
>>
>>159099348
I don't have any real meaningful critique but I don't really like it. The hard black outline is too much - maybe try just a darker brown?
>>
>>159099879
*three minutes of clapping*
>>
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Any ideas on what I should add next?
>>
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>>159099879
try to make pong before jumping straight into 3D jesus christ
>>
>>159098348
you can actually enabled and disable "applyrootmotion" in script, so it doesn't interfere with other parts of your controller.

its funny because I just got done doing the same sort of ledge thing a couple weeks ago

how did you do ledge detection? I use a sphere collider trigger (you are up against a wall) to start the checking function, then start a downwards raycast from forward and up of the character to find where the ledge is. It works pretty good, even at high falling speeds.

good luck
>>
>>159098734
The only thread I posted in on /v/ today was a Doom thread. I wouldn't be surprised if somebody else compared it to zelda, because it really feels that way.

Just go torrent it or something and stop being so cynical for 5 minutes. It's a really refreshing game, and not like those other fucking hurr I'm deep indie games that try to avoid characters doing any actual confrontation and making everything a metaphor for something.

It's really some quality that we should all strive for
>>
>>159100139
He won't learn to 3d model by making pong
>>
>>159099985
Add more chaika
>>
>>159100376
he won't learn how to do games by starting with 3D modeling
>>
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>>159100139

>how do I draw images to screen?
>>
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>>159099980
Is this better? I think it certainly clashes less, thanks for pointing that out.

I also made some of the changes >>159099609 pointed out
>>
>>159100942
Looks much better. Just noticed now that the h is significantly shorter than the other letters and leaves that big space.
>>
>>159100942
I think that's 100x better
>>
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>>159093393
>Only person who picked zombie
Choosing the one the same colour as my game turned out well.
>>
>>159101105
Thanks, looking at them side by side I'm amazed I didn't see it sooner

>>159101013
I see that too, but I don't think it stands out too much. I'll try to raise it, but I'm worried that if it gets too high, with the stylization, it will look like a shitty R
>>
>>159101380
now do the outline thing with your main character
>>
How retarded am I for thinking TheHappieCat is a good game dev youtuber?
>>
>>159098348
for the camera snapping problem, you can try having the camera follow the head or body bone of the rig instead of the root object transform or whatever
>>
>>159101553
no
>>
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>>159101513
Bam
>>
>>159098348
>laggy camera in 3D
It's easy as fuck anon. Position of the camera lags, but it always points at the character.
>>
>>159100257

Mine are two raycasts that shoot forward from the character where it checks if the bottom one hits and if the top one doesn't hit then it acknowledges that there is a ledge due to the difference.

I tried the apply root motion in the script but I am using a generic rig and I'd need to set the root motion to maybe a bone (and I don't actually have a root bone. I could add one I suppose if it works) <root transform> did nothing so I am left to assume that's the parent transform so of course it wont move.

I might try to play around with it more. I dunno how my raycast system works at speeds but the thing you described sounds like you could grab a ledge even if you fall off it backwards which would be nice.
>>
the death sound effects for my player that I found sound disturbingly like orgasms, but what can you do
>>
>>159086476
I mean, I'd like to imagine the only operators they had were = and +. Then this solution may be acceptable.
>>
>>159102209
root bones are useful for many things, and even if you don't end up using root motion its still helpful

one problem with yours would be steps, wouldn't a knee/waist/chest high step in front of the character trigger it? Even if you only check when the character is in midair. I tried something similar and switched to the raycast down approach because it gave me problems, but I still don't have it perfect.
>>
>>159090379
HURR DURR THAT'S THE JOKE
>>
>>159102489
True, Presburger arithmetic doesn't admit multiplication by a non-constant.
>>
>>159102542

My raycasts for ledges use a layermask so only things specified as ledges would trigger it. I will eventually have it so environments are split into two main objects: grounds, things you walk on and walls, which if the raycast hits you hang on to.


I might try the rootbone method for now. That's just as easy as rigging all my IK's to a root and then adding its keyframes to the climb state.
>>
>>159102647
>Presburger arithmetic
BUT if they had for loops, we could make it a lot prettier and scalable.
>>
>>159102950
Undecidable.
>>
>>159102919
ah yes, layermasks would solve that

I remember that I was trying to have it a bit more dynamic so I wouldn't have to worry about flagging everything, but that opens up some seriously shitty cases.

I would suggest testing your method at higher speeds or lower framerates for fun, you'd be surprised how shit can fall apart. Or you can worry about that later
>>
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this is shaping up to be 'walking through autumn coloured forests- the game'
>>
>trying to learn glsl with only gml experience
is it normal for me to be this confused or am i just retarded?
>>
>>159103731
GLSL is really simple. What are you having trouble with?
>>
>>159103705
that's actually okay, but you need to have SUPER comfy music
>>
>>159103808
everything.
i have absolutely no idea how this works
do you know any recommended reading an idiot like me can understand to learn?
>>
>>159093393
Appreciate that you're making OC for the recap, recapanon

Would you consider dropping the tools entry?
>>
>>159103969
GLSL is basically C without pointers and some different built-in types and functions.
>>
>>159102023
>literally 100% identical
>>
>>159104089
only language i know is gml which is closer to javascript than c
tomorrow ill read into the basics of c and glsl
thanks anon

now i sleep
>>
>>159099985
Environmental hazards
Duskers is fun
>>
>>159104108
Nah, changed the remaining black outlines on the W to brown, and made the main character outline a dark dark blue. It's subtle, and hard to see when not told, but it is different
>>
>>159104352
>Environmental hazards

Good idea. I was already planning on them playing a major role in gameplay since a lot of levels will be on a spaceship.
>>
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>no screenshots
Fuck you I'm not trying your fucking game holy fucking shit I fucking hate retards like you
>>
>>159084737
every aspect of the game would be determined by a web of straw polls
>>
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>>159099484
>>159086603
I've been picking up and dropping ideas for orbit-based games for years. You just can't have even semi-realistic physics and good gameplay too.
>>
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>>159105508
>that one planet wiggling furiously around that sun
>>
>>159105248
shieeet nigga his game is like 12mb just try it out

you should be complaining about the spook2 107mb computer restarter
>>
>>159096193
oh no key finding, please make them reasonable to find
>>
>>159103235

the root bone broke all my animations and stuff. I guess unity has to make a whole new avatar thing for it. the new bone moves the model but I think my point of origin or something in blender is all wonky because instead of going up and then forward it seems to go backwards.

I may need to figure this out before I worry about ledges...
>>
>>159103705
Needs big piles of leaves and yellower grass
>>
>>159106365
somtimes reconfiguring the avatar fixes things
otherwise you have to go through all the animations and play with the root rotation, position etc. on import because by default it may base the initial position on the root bone

I recently added a root bone to one of my models and managed to re-import it without too much hassle

did you say you switched to humanoid instead of generic?
>>
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I know these all look like shit, but which one is the best?
>>
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>>159106623
>>159106365
in here i mean, after setting your root bone in the "rig" tab

>>159106789
just let the player switch between them
>>
>>159106623

I have to use generic because I have the feet set up in a way that unity doesn't understand.
>>
yesterday I wrote my own hashtable implementation and started working on a unit testing framework

not sure when I am going to start making a game
>>
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Ok, I got the character voice system set up. it's pretty bad, both in terms of how it works and the random voice clips I found online. Here is what it sounds like:
https://webmshare.com/play/RAxPq

I added a way to pick your voice from the party creation menu, too. Now I have to go and find attack/damage/death sounds for each of the 5 monster families so... 15 more sounds to go (actually there are like 30 more, but one thing at at time).
>>
>>159106904

Oh I see. I had to set the root in the rig menu. I was trying to set it in the 'motion' section of the animation tab. The root works right but I dunno if it's gonna work with my old avatar. I'll have to check it out.
>>
https://www.youtube.com/watch?v=TgIYpe4dPWo
>>
>>159107768
yea I've never had to touch that motion section yet

good luck, hope to see more progress
>>
>>159087195
this is why you become a developer

to not feel so alone and make the impossible things you'd never be able to do happen

now get out there and make it!
>>
>>159106789
mix C with D
>>
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>>159107289
oh hey progress... sort of?
>>
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'bout to embark on the biggest waste of time ever
going to attempt to recreate the night sky using the luminosity/distance of all the stars in the visible universe
>>
>>159109717
I like this kind of autism.
It's something I could imagine myself doing, sometimes.
If Google didn't have hi-res images of the night sky already.
>>
>tfw adgd is better than the GameDev website
I really enjoy to read about your miceprogresses. Hopefully I'll have time to continue working on my own game, now that my engine is nearing feature completion for this game. Only the GUI remaining now.
>>
>>159109792
but it's not much help when you're trying to make a seamless skybox eh. Haven't found any programs that allow you to lock axes and FOV and the stuff necessary to do that
>>
>>159107983

Would you know why the root motion moves up on the Y axis perfectly fine but wont on the XZ?
>>
>>159074078
XenoRaptor is a more niche genre and mostly a skill based shooter instead of a casual platformer trying to tell a story. The latter appeals to a much wider audience. I think Dreaming Sarah might've been part of a bundle and probably got more coverage by the press.

Selling games isn't as simple as just making sure they look good.
>>
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i did a sketch for greedy graveyard
>>
>>159085837
>>159086742
https://www.assetstore.unity3d.com/en/#!/content/5141

These are old as fuck but there's the example of extruding a mesh which might give you some idea how to draw the ellipse at runtime. Also like the other anon said, Gizmos and possibly other Draw functions might also work.
>>
>>159085251
I don't know, anon. Other than the vibrating colors, that's a pretty comfy terrain for me.
>>
>>159093393
>No report in from Vampire-dev this week
I hope you are well, anon.
>>
>>159105753
If he doesn't even take the time to upload a screenshot the game is probably not worth testing.
>>
>>159110119
I've always been able to fix mine with a combination of those 'bake in pose', 'offset', 'based on' etc., even the stepping up onto ledge animation
>>
>>159110653
Nothing is worth a nodev's time, and a nodev's time is worth nothing

but seriously you can probably download and play all those games within 20-30 minutes, then leave them all a nice comment.
>>
>>159110934
>implying I'm a nodev
>implying I didn't play the other games
That's my feedback for that game. Stop being lazy, take a fucking screenshot. Making people want to test your game is part of the deal, a big one actually.
>>
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>>159110776

I had fears the rigibody somehow was disrupting my XZ movement and by changing the rigibody to kinematic I was able to confirm it. Fortunately changing to and from kinematic during the climbing up ledge time is unnoticeable. Now I need to work on climbing cylinder stuff like trees and poles.
>>
>>159095292
DAW is good to have but u also need a good recording device for field.
U edit what u record and voila
>>
>>159110934
I don't know, anon, I think he is right. I mean, I don't know if Itch has any sort of virus scanner in the background, but it looks like a gamble: since you can put there anything, there should be some indications about the content of those files. If there's not even a decent screenshot about the game, then sorry, but I rather just skip it.
>>
>demo day one week away

time to panic haha
>>
>>159110354
Nice!

I'm not the dev, but thanks for drawing these sketches.
>>
>>159111772
>mfw today is exactly the 500th day of no pogress because no art
>>
>>159111418
looking pretty solid, I'll have to remember that because I think I've had that issue sometime in the past

>>159111727
good point
>>
i thought i would be ready a few weeks ago. everything was going well. now im panicking. i wont make it to DD in time. im about to start crying
>>
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>>159109376
Is that really better? Maybe if I tone down the C part some more it'll be better.
>>
>>159112243
TOO MUCH NOISE ON THE SQUARESTORM, BRO

KICK THE CONTRAST OF THAT NOISE BACK, BRO

ESPECIALLY IF YOU NEED THAT CENTER TURRET THING TO READ, BRO
>>
>>159112243
I didn't mean blend them. I mean make like the base section like C and the other parts like D.
>>
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how should a scroll of mapping work
square
square rotated 45*
or
circle
>>
>>159112587
100 random tiles anywhere on the map (excluding empty tiles)
>>
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>>159112519
>>159112556
Too late, I already reduced the C part and it looks decent.
>>
>>159112936
>it looks decent
No it doesn't.
>>
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>>159112676
>>159112676
>>159112676
>>159112676
>>159112676
if by empty you mean not-wall then its ugly
and otherwise its pretty dumb
its magic mapping not magic find items and enemies
>>
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>>159113163
it's how adom works. uncursed scrolls uncover random tiles, which is useful for uncovering hidden rooms

blessed scrolls uncover the whole map, which is incredibly valuable
>>
>>159113080
Well yeah it looks like something I'd have made before I learned to draw. But everyone's gotta start somewhere
>>
>>159111772
I have way too much to do to realistically make it in time for the demo day but I'm still holding a bit of hope.
>>
>>159114005
I think I will finish but there are some serious pacing/balancing issues and it's like 1 hour to play through if I rush it, so I dunno how much testing I can do.
>>
>>159112587
Circle
>>
Getting ready to post my first game to greenlight.

If you're oma, what do you put where companies normally put developer/publishing studio info?

I don't want to put my name (boring name), but I would want to be connected to future games I release.
>>
>>159114732
>not having a developer name or a "studio" name
Are you even a real dev?
>>
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>>159094703
3 is similar to a certain space potion
>>
>>159114865
Sorry. Making a game was higher on the list.
>>
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>>159084325
not dead, just busy
>>
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>trying to write system that can automatically reset all the serialized fields on a prefab after it is spawned from a pool
>c# refuses to have any non-convoluted way to do it without making an allocation for every field or doing it manually
>>
>>159115115

>dat rat man

Hell yeah, looks really nice.
>>
>>159115080
show your game
>>
>>159087864
Google
>>
>>159115286
its ra'at ma'an
>>
>>159091898
Idea: how about clicking on a portrait on the left puts it back in the right window, and vice versa? Would be quicker than having to drag imo.
>>
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>>159110635
I'm alive, well, as alive as a vampire can be.. Sorry to worry you. I just was buried under work stuff, so I didn't had any time to dev, and barely lurked here, but now I have more free time to go back to the game again.
Hopefully I'll be able to upload a small update focused on bugfixing soon. I specially want to get rid of game breaking bugs and really weird issues (pic related) a couple of people reported, before I start adding the new content.
>>
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>>159093393
>finished
>but not sure how to make his game into an installer
OH LAWD
>>
>all those devs with cute girls
>mfw can't art
Should have been born an artist srly
>>
>>159115962
this is a good time to say that if your game runs an installer, I'm not gonna play it or record a video for it
>>
>>159115541
I thought about that but then you can't easily choose what position to put the character in, or have characters in the party switch positions.
>>
>>159116010
you only need one good picture of the character in your titlescreen and then it doesnt matter if ingame she is just a tiny mass of pixels
>>
>>159116159
and how then, do you expect them to run?
>>
>>159116428
an executable in a zip file
>>
>>159116495
ah yes, just like every notable game in history...oh wait
>>
Which is better

Armor deducts a flat amount from damage
OR
Armor reduces a percentage of all damage taken?
>>
>>159116782
armor reduces physical damage taken by a % for each point of armor
>>
>>159116782
Option 1 if the player can see the numbers

Otherwise either works
>>
>>159116782
>x is better for all situations
We should ban anyone who thinks this way. NOTHING is "best", there's no mechanic that you should always have, because everything has it's own pros and cons.
>>
>>159116782
Since I'm in a very good mood I'll allow you to steal my idea : Why not both?

>Raw armor deducts a flat amount
>Additional bonus/buff/enchant/whatever reduces a percentage on top
>>
Best engine to throw out a mobile game as quickly as possible?

Language doesn't matter, just needs to be able to export to Android and easily implement micro transactions.
I only need about 300 a month to leave this job and change my mind about suicide being a viable alternative to living like this
>>
>>159116964
>ban
>>
>>159116970
>Steal my idea
Hello dark souls, being the first to come to mind.
>>
Is it wrong to steal devs game mechanic?
>>
>>159117076
Uh as someone who has failed at mobile games, I got $8 in a year for a single shit game I made in a weekend. If you're really cranking em out that might be viable (esp if you get lucky with one and know how to take advantage).

Game Maker seems like a decent route. If you're thinking of churning shit out (and can already program) maybe LibGDX+Java might be better. In any case, I had decent enough of a time with both of those.
>>
I need to implement a diablolike stat system. Probably a 4 base stat system and then 'advanced' stats like armor, accuracy etc. on top of that.

I looked at a couple examples of what people had done but somehow everything seemed so complex and I'm not really sure where I'd start of what sort of programming structure would I use for it.

I need a way to easily define a lot of different stats and they need to share the same functionality so being able to add and multiply them based on bonuses from items. Defining what the stats actually do would probably make sense to be done separately in the actual mechanic calculations.

Do you guys have any ideas where I should get started?
>>
What are the pros/cons of using Unity to make a game versus a simple coding framework?
>>
>>159116782
Ragnarok Online did it so that armor from equipment gave you a % based reduction and Vit stat added a flat reduction on top of that. You could only spend 99 points in a stat but gear bonuses could push you over that.
>>
>>159117232
I just have a function called GetStat() and an array called BaseStats. When you level up and stuff, BaseStats increases. When you need to get the value of something, you call GetStat(), which is BaseStat + modifiers.
>>
>>159117269
Unity

Pros: Easy to get into, fast/easy to make early progress

Cons: When there's a feature you need but not possible, you're fucked. If there's a bug (there are bugs) you're at the mercy of the Unity team getting around to fixing it. There are certain things that are impossible because they never implemented/fixed certain things.
>>
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What's a cool mathematical thing, I could make a game around?
>>
>>159117446
>When there's a feature you need but not possible, you're fucked
Only if you're a shit programmer.

For example, currently NavMesh cannot be changed at runtime but that doesn't stop you from writing your own pathfinding implementation.
>>
>>159117536
alternatively, just use unreal which does have navmesh rebuilding at runtime and is also completely open source
>>
>>159117536
There are a lot of things you can't do using Unity components but you could techincally just write the same functionality yourself and make the engine useless. At this point I am using Unity just as a data editor and for rendering, the former is not working out well though so I am considering exporting my data to xml or json and using monogame for the runtime.
>>
>>159117593
>use the chinese bloatware
>>
>>159117446

yeah well Unity doesn't have a fur shader either but it isn't so bad. I'm hoping to get more familiar with shaderlab so I Can try something like viva pinata where they had fur that was paper pieces.
>>
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wizards are so powerful they can wear potions as armor
>>
Anyone ever had their game on steam, I have couple question. Can you set the price of your game? Do you have the option to enable pre orders. Is there a max prixe or min price a game has to be? Can I release free dlc or expansions?
>>
>>159118050
please make this a feature
maybe the mana potion would increase mana regeneration for a bit until it wears or washes off
>>
>>159118092
youre so dumb i really doubt you will ever get something on steam
>>
>>159118138
regardless I would still like answers
>>
>>159118169
I have worked on steam games before but I did technical integration and not store related things but anyway:
>yes
>yes but might require your rep to approve it
>technically yes but practically no
>yes
>>
Okay, serious question. Hopefully I can get an honest answer.

I don't care about making huge money, or anything like that. I just want to make enough to continue going to school and leave my shit job and find something part time. I don't need 'passive income' or the other bullshit excuses people use to try and justify how they imagine sitting on their ass while their game makes thousands every month.

Would I be better off releasing a complete mobile game with microtransactions, or a few smaller single player PC games that are at least a little unique?

I have the capability to finish both in the next month, but I won't have another chance for a long while after that.
>>
>>159118749
>finishing multiple small PC games that people would pay for in a month
good luck

even mobile games these days need marketing and a bit of luck
>>
>>159118749
You would be better off getting a job, faggot.

Game dev is ridiculously unpredictable and unreliable for making money, you should under no circumstances rely anything on it.
>>
>>159118828
I wasn't implying that I was making them from scratch. I'm talking about several past projects that could be polished to releasable content.

>>159118847
I literally have a job. Literally 1800 a month. Not great, but above average.

This job still makes me literally want to die every day I go.

I am finishing my degree, and would have a very wide variety of technical jobs available to me, but I cannot do that while I stay at this job. Lack of time and lack of sleep have already proven this in the past couple semesters. Barely scraping by this semester, literally failing last semester.
>>
>>159118943
Your sob story doesn't change the fact that game dev is a shit idea if you need to make money.

You should only switch to game dev when it's already making you enough profit to sustain your lifestyle.
>>
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>>159118749
You can make small shekels fast if you know how to make cute shit. You don't even need gameplay.
>>
>>159119047
That's just amazing to me.

I cannot imagine someone working a full time job and managing to release content profitable enough to make a living wage in the US.

If you want to eventually participate in game development, it looks to me like you're planning on years of development and praying that your idea is even remotely relevant at the time around its release.

Even as a hobby, you still give up basically all other time outside of your job for a fruitless effort.

Does that sound about right?
>>
>>159093393
Why is my game not here?
I've posted it as an answer monday!
>>
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I found sounds for trolls, goblins, and vampires. I still need to find dragonflies and spiders. I'm thinking about getting rid of the attack sounds though. They don't really fit cause I'm using grunt sounds for attack instead of swinging-type sounds. There is already a sound when a player gets hit, so maybe if I also add a sound for evasion, that'll be good enough.

I also added crappy blood particles, as seen in the webm. Since enemies don't play an animation when taking damage, this helps a bit with visual feedback.
>>
>>159119894
I have no clue what's going on in your battle system, but your game always looks nice
>>
>>159103705
>someone is making the dream game I got into devving to make
F-Fuck. Great job though.
>>
>>159119947
it's a lot simpler than whatever you think. it's basically ATB, but it's first-person so you can't see your 4 party members
>>
someone should make a game where you can fuck a large female spider and impregnate it

the idea of a spider gf is just really cool I think
>>
>>159120048
I feel the same. I was taking photos about the nice yellow leaves on the ground recently for reference. I was planning my nice autumn hillside forest, and then he showed up with that glorious landscape. I am jelly, but at the same time, I'm happy for him.
>>
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>tfw your todo list of consists of nearly everything in the game
>>
>>159120336
Spider as in:
Human with spider features (like Muffet) or something like a centaur but with a spider as a lower body? How do spiders even mate? Most of the times they eat the males, wouldn't that worry you?

Other than that, spiders are the best, so I'm seconding your idea.
>>
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>>159120435
mine used to look like that 5 months ago
>>
>>159119894
your bolgins remind me of this
https://www.youtube.com/watch?v=NsXtU0rZkAQ
>>
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>>159099879
Dear young 3d artist, your method was not entirely wrong.

In this image I demonstrate your potential. I modeled this quick torso in a similar fashion so you can see.

I used subdivision twice in the process.

I know it's not the best torso ever, but I'm showing you your method was in no way wrong.

When you do it this way you will 100% have to retopo before you skin/uv it btw.

Better learn topology in your spare time.
>>
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didn't turn out th eway i wanted but i leraned something
>>
>>159120590
>step 1: add a cube
>step 2: model the rest of the fucking body
>>
>>159119195
it depends on your game development skills.
and obviously art and sound which gonna require you to put some money into it.

to the point of making money of course, you need your game to be presentable as possible
>>
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>>159120492
no just a spider like a human-sized shelob
with all the legs wrapping around you
I don't know if spiders have vaginas though

btw quelaag fits your centaur description
>>
>>159099879
Nigger just download a model rip from a game or get a basemesh from any forum like polycount. These are made by pros and are therefore already very well done. Then just learn from and reproduce their work and then start optimizing your mesh from there however you need. No need to reinvent the wheel every time you make a new model.

Here, just download any of these free basemeshes and you are good to go:
http://wiki.polycount.com/wiki/BaseMesh
>>
>>159120809
>I don't know if spiders have vaginas though

Yes, but it's a bit different. Called a epigyne.
>>
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>>159120809
>When wasp spiders mate they create a dramatic spectacle.
The very much smaller unprepossessing male (4 to 6mm) approaches the plump female (15 to 20mm), moving jerkily. The female lifts up the front part of her body so the male can insert his sexual organ, which is situated on his head, into the female's abdomen. That is the moment depicted by the models.
Generally, the male is cocooned, killed and eaten by the female during mating. However, a split second before this, the male breaks off his sexual organ so it remains in the female and prevents entry by potential competitors.
>>
>>159121493
Jesus that's horrifying
>>
>>159121493
Literally fucking to death.
>>
>>159120651
I don't think your model isn't simplified enough to match well with the texture.
>>
>>159121584
>>159121797
It's pretty common in nature. I believe the mantis also eats the male alive during sex.

>women are literal youkai succubus
I'm trying to warn people but nobody ever listen to me.
>>
>>159121892
>>159121584
>he doesn't want to be eaten alive just after ejaculating in a matter of seconds

It's not really that bad of a deal I think
>>
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http://crocotile3d.com/

This seems like a neat tool for any dev making low poly 3D games
>>
>>159122450
Nice advertising kid. What does your program do that Blender can't already?
>>
>>159122820

Fucked if I know. A friend linked it and I thought it was neat.
>>
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>>159122440
I know of a galactic superhero who agrees with you.

Whole universe counting on him, endless budget to bring him back to life. Hmmm... lets do this instead.

Worth
>>
>>159122450
While it looks neat, only because of the art, but this task can be done much faster with regular software.
>>
>>159121493
Spiders man, there was this species that formed big nests and when they run out of food the entire nest became a warzone of spiders trying to eat each other
>>
>>159100139
Post the other one, the one with the crazy shitposter.
>>
>tfw made a huge progress for the first time in years but afraid of posting it on aggydaggy because this game might actually make it to the finish line and you don't want to be associated with lolidev
>>
>>159116579
Literally 90% of games on Steam don't have an installer. You just download them and run them. Why would you even need an installer?
>>
>>159099879
>Blender doesn't have an unweld tool
Why?
I was using unweld in 3d studio 6 years ago
>>
>>159109717
Aren't there like a trillion or more stars in the observable universe?
>>
>Only have a 1920x1080 monitor
>The Steam hardware survey lists several common monitor sizes bigger than that
How do I test them and make sure everything looks good if I can't actually see the whole thing in real size at any given time?
>>
>>159123464
"y"
>>
>>159100487
I started with 3d modeling
>>
>>159122450
I'm really tempted to test that shit, but I believe is not worth 10 bucks. Is a shame nobody has pirated it yet.
>>
>>159123294
>>>/r/eddit
>>
>>159123294
Post it, you need someone to give you those greenlight yesvotes

Kotaku isn't going to write an Anon Posted On The Same Chinese Cartoon Forum As Known "Loli" Dev While Working On His Game article about you
>>
>>159123294
>and you don't want to be associated with lolidev
You are the only one making the association. Be honest with yourself, you don't post progress here because you can't handle feedback or people memeing you
>>
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>>159123561
I've used Blender for 9 months without knowing that... I always just made a new layer out of the selected faces and then merged them back together. Same thing with another step I guess.
>>
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>>159123531
well sure but you get sets of the brightest 80,000 or so

And I still can't solve this damn even distrbution problem so I can't even move onto it since the stuff online is in right ascention coordinates (so you get rotational forces but not XYZ coordinates and you have to do some conversion. I can't do that conversion correctly so I get centrally grouped results like you can see in pic related)

I've been following these http://mathworld.wolfram.com/SpherePointPicking.html instructions but still get this fucking distribution even with the star offsets I now have

Maybe I'll just post it on /sci/ and have someone solve it or me, but this is what I've got
http://pastebin.com/T8wNTVha
>>
>>159093393
This general should be renamed to /uagmg/ - unity and game maker general
>>
>>159119894
Oh shit it's Yanma!
>>
what abilities that are unrelated to equipment would a knight have in a roguelike
>>
>>159123561
It's not working
>>
>>159124217
No, you shoud make your own thread on /g/ instead
/agedg/ - amateur game engine development general.
>>
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This was a lot easier than I thought it'd be. It still needs cleaning up and I think I might turn the capsule collider of the cylinders and also limit how high you can go, currently you can just keep going up which is no good.

I still think sliding is very fun.
>>
>>159124376
Joke's on you, I'm not making an engine.
>>
>>159124392
What engine?
>>
>int orgy = 1;
What the fuck did I mean by this?
>>
>>159124353
Challenging enemies
Getting aid from maidens found in the dungeon
Having a squire
>>
>>159124526

Unity.
>>
>>159124437
nor game either
>>
>>159124537
You're sim loli dev
>>
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>/v/
>>
>>159124353
+4 chances of convincing an enemy to surrender
>>
Anyone know if there is a script/plugin/whatever for Photoshop that automatically divides up a huge picture into smaller squares and saves them as individual images?
>>
>>159124353
All low level enemys flee from you instead of fighting
>>
>>159124606
where's your are game
>>
> tfw cant decide if I want my MC to wear cloth or armor.

autism
>>
>>159125051
both. do it faggot
>>
>>159107370
this game is complicated
>>
>>159124858
Basically, every program is just ones and zeros. Therefore you could write any game you want with a light switch. Even has built-in dynamic lighting.
>>
>>159124925
would be possible in any programming language

you'd need some sort of way to load in the image but the rest of it is easy enough. Anything like the jlwgl for java would allow you to do that, you just generate the start and end coords of the squares you want, open a space up on the disk, and send the data in. also there's probably a plugin for photoshop, yes

>>159124353
healing miracles, faith-based stuff like lightning buffs
>>
>>159124672
Am I? fuck
Brb smashing hdd
>>
>>159123294
if you post your game on reddit, make no mistake, you WILL be associated with people who want to legalize weed, support bernie sanders and donald trump, support public nudity and sex, beat women, indulge in furry porn and hate on fat people
>>
>>159125157
not even electric circuits are just ones and ceros and thats the core of anything digital
>>
>>159125787
The voltage is interpreted as either 1 or 0 by rounding.
>>
>>159126173
there is also 5 logical operatrs
>>
>>159126204
Made by combinations of 0 and 1
>>
>>159126631
that is irrelevant, a logic system thats just ones and ceros can only turn something on and off on command
>>
Nobody thought that kid from small kid could make mili

THANK YOU UNITY ASSETS STOR
>>
>>159126769
are you literally retarded?
>>
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>>159084650
tfw when I've started working on a smaller project because the scope was too big before. I'll share progress soon. I'll be honest though I've never liked actual text adventures. I like terminal based roguelikes, strategy games, and rpg's though.
>>
>>159126829
logic operators arent ones and ceros you dense stupid moron, just replicating a signal isnt coding. You cant make a game without anything modifying it
why do stupid children form /v/ always wonder off here? go back to post stupid monkey memes or wathever you do there you clearly have no fucking idea what you are talking about
>>
>>159127023"
"Bools r gay n' shit" - /agdg/ 2016
>>
>>159127112
try to turn 1and 1 into 2 without using math
>>
SHIT SHIT SHIT I FINALLY HAVE AN IDEA!!!!
>>
>>159127023
>>159127352
answer me this then. What part of the CPU handles operators? Do you even know what a CPU is made of?

It is a few billion switches in on/off states. Calculations are done, at their most basic level, by adding using a binary switch. By literally sending electrical signals down a circuit which activates an array of binary states. It's bizarre how you can be so matter-of-fact when you don't even understand basic shit like this. Do you think computers run on some sort of magic or something?
>>
>>159127352
One plus one equals two
>>
>>159127352
if( inputA == 1 && inputB == 1){
return 2;
}
>>
>>159127420
Put together a full design document proving your idea on paper, then you can be excited.
>>
>>159127430
You are using math
What's the matter you have ones, math is only digits why can't you make 2 if you have the digits and not the math?
>>
>>159127486
Smartass
>>
>>159127529
it was a bad joke you autist.
>>
>>159127352
a = 1
b = 1

if (a == 1 && b == 1){
return 2
}
elseif (a == 1){
return 1
}
elseif (b == 1){
return 1
}
else{
return 0
}
>>
>>159127421
You can perfectly code without knowing that
You are full of shit kid, get out of my turf
>>
>>159126842
>that poem
that's good shit
>>
>>159127635
The name a does not exist in the current context.
The name be does not exist in the current context.
Invalid token '=' in class, struct, or interface member declaration.
Invalid token '=' in class, struct, or interface member declaration.
>>
>>159127685
lol that's the best you can come up with?
>>
>>159127741
Where's your game, faggot?
>>
>>159127420
c'mon share it nigga
>>
>>159127824
I won't indulge you by answering every single thing you can muster for an hour this isn't /v/ and I actually have things to do today
Your attempt at "no, you" was pathetic, come back when you have a game or you get rid of that insecurity complex
>>
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>>159127352
using the power of art alone
>>
a sailiing simulator

you just get an unrigged ship and a mast and have to do all the knots yourself

>>159128139
I literally pointed out how you are wrong about there being logical operators in a computer and you said it doesn't matter because knowing what you are doing is for nerds
then all you can do is call everyone who does know what they are doing nodevs

it's just pathetic mate. You're clearly insecure about something
>>
>>159098348
Yo bro how'd you get that sweet camera motion?
>>
>>159127980
I will make a mili niga
>>
>>159128334
Those logical operators are the archaic version of code. Everything else is an improvement over them
Way to completely miss the point
>>
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> tfw still trying to find the method that I would enjoy making the character with
>>
>>159128387

I based it off this guy's series and changed what I needed.

https://www.youtube.com/watch?v=b0PvJ4AWvWQ

essentially the camera follows with a distance offset so if you run around the camera in a circle it wont move around and you orbit the camera. The trickiest part, for me, was translating the movement from the camera's view to the player in world location.
>>
>>159128569
try rope
>>
>>159128569
id fuck every last one of them
>>
>>159128593
Stealing this
>>
>>159128593
if this was reddit i'd upvote this so hard
>>
>>159128569
Your characters are pretty soulless, try making something more creative
It looks like you made a template and said fuck it
>>
>tfw went back to old project and making good progress
Feels good. I still need to fix a bunch of things but it's nice to have a fresh view of what I need to do.
>>
my game has 10 different characters
DOES YOUR GAME HAS SOMETHING LIKE THAT LOSERS ??
>>
>>159128569
The first one is super cute love everything about it. Now rig and animate it anon
>>
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>>159129261
Forgot progress.
>>
>>159128648
thanks?

>>159129076
What do you mean by soulless exactly? is it the face/eyes?

>>159129354
Thank you. Wont rig and animate just yet. Need to do a few extra iterations on the character to get it all right.
>>
>>159129369
I like it. Can you explain the rules?
>>
>>159129332
My game has more than 10 different characters.
>>
>>159129332
>Didn't post a single character
>>
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>>159129332

My project has 4 planned. Though I've only got one at like 80% completion and another barely started.

I really need to get back to work
>>
>>159128569
Try learning how to model first and get an idea what youre doing before posting weeb shit. Not progress
>>
>>159129553
He meant that the code has 10 different characters, as in 10 different letters.
>>
>>159129485
It's everything
It looks like you said I need 3 characters, made one chibby since low poly and low effort and then copy it and changed it a bit to make other characters
There is nothing wrong with that and you could make a ton of characters that way but it isn't exactly artistic and it won't satisfy you much
>>
>>159129659
Well now I feel stupid
>>
>>159129649
post progress then

>>159129709
it's not 3 different character's, just the same one with different iterations and different attempts. But thanks for the critique, i'll try harder.
>>
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>>159129540
Well I barely started but I'm trying to adapt a paper&pen game I used to play some years ago.

Basically you have a grid of squares, you trace a line starting at an angle and the line bounces of angles and stops at flat edges. The squares formed by the lines and the grid's walls become points for the player who traced the line.
It may sound confusing put hopefully the pic helps.
>>
>>159129826
Stop posting weebshit reddit characters and learn how to model it will be your best attempt then
>>
Why is typing in maths equations into code such a horrid unreadable mess?
>>
>>159129649
Calm down anon, not everyone can do super detailed and realistic models like yours. We are here to learn shit after all.
>>
Why are arms do fucking difficult to do?
>>
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>>159103831
you bet!

>>159106530
your right that would look much better, I'll get on it when I have the time, thanks.

>>159120349
>>159120048
Don't worry anons, I just really wanna play a comfy exportation game, if there's tree people working on one, hopefully one of them might get completed.
I'm a hack anyways that relies on the shader for 80% of the work to not look like shit
>>
>>159130403
Depends
>>
>>159084325
is randomizing part of the story a good idea?
thast way different people experience the game in a different way and there is a reason to play it instead of watching a lets play
>>
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no progress in 5 hours

wat do
>>
Why is googum bullying devs again?
>>
6 days until demoday and my build has some pretty major issues. I've dev'd hard as fuck lately and burnout finally got me. How do you guys get over burnout fast?
>>
>>159130726
I can become one if you provide the skirt
>>
>>159130726
Good luck, I've been trying to find a lewd female voice actor here for years
>>
>>159131215
try fsa on /soc/
>>
>>159131023
Don't dev in the first place
>>
>>159130730
You could give the player different options on how to proceed so that each playthrough is unique.
>>
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>>159130757
>>
>>159131474
I WILL
>>
give me an idea for something to model that will take less than two hours.
>>
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Anyone know what happened to the guy making pic related
>>
>>159105508
That asteroid belt is super cool anon.

I wouldn't even try to have "real" physics, but I would like to have eccentric orbits and things not aligned with the invariable plane.
>>
>>159131997
He probably died
>>
>>159131997
>dat anterior pelvic tilt
>>
>>159131997
Deleted his tumblr and disappeared without a trace
>>
>>159132246
really?
>>
>>159131215
try tumblr and look for the voice actresses that do sfm stuff
no joke.
>>
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>>159131773
Karen
>>
>mfw that guy making a waifu simulator in a custom C++ engine
>>
>>159132270
If I remember correctly. My mind has been somewhat innacurate lately.
>>
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>>159124208
> double oh = (1 / Math.Cos((2 * secondRnd) - 1));
Here is your problem. What you are calculating is what is shown in blue in the picture. What you want is shown in red. Notice that you need to use the 'inverse cosine function', which should be available to you as a function from the Math module.
>>
>>159132445
he was making a ss porn game, do i don't think he's be using tumbr for that
>>
One huge 2d hand made level or infinite procedural generated ones?
>>
>>159132681
Are you trying to make Deus Ex, Metro 2033, Dragon's Dogma, or Spelunky?
>>
>>159132681
>Procedural meme
>>
>>159121493
Thanks. I know what I will be doing tonite. NOT FUCKING SLEEPING AT FUCKING ALL THANK YOU VERY MUCH
>>
>Make unit circle in blender
>After imprting to Unity is no longer a unit radius

So this is the power of the meme
>>
How much do I have to resize 32x32 sprite to look decent in unity?
>>
how long is a piece of string
>>
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Lads, ASCII is the best graphical system for a lot of games. It really gives games a super immersive feel, it's more like reading a book. The problem is most gamers won't even give it a second glance. How can we redpill the normies on ASCII so we can make more games without having to deal with (((artists)))?
>>
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>>159133128
>import model into unity at correct size
>it inherits scale from its parent, so is wrong yet again
>>
how do i make gaem xd?
>>
>>159133393
how long is a line of coke?
>>
>>159133537
you cant
shut it down
>>
>>159133128
>making circles in a 3d modelling program

you sure you're not just retarded senpai?
>>
>>159133443
Solution: l2art
problem solved lad, ascii is pretty limited
>>
>>159133572
ye but i fucked your mum last night xd
>>
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Give me ideas how this boss should attack. Originally idea was to have roots come from ground, but I tested that and they were just incredibly hard to dodge and see, because I'm shit at art. Now the other option I've been thinking is giving her 2 floating hands that shoots projectiles at player. and you need to destroy those arms to open her chest to reveal heart that's inside the tree and destroy it to kill the boss.

All ideas are welcome. If I can't finish this before DD, I'll just import old sprites of red knight from 3.60 version and add new lightning effects and call it a day.
>>
>>159132559
My brain says they are http://shibasoft.tumblr.com/
Though it did say they deleted their tumblr when in fact they deleted all posts so you never know
>>
>>159133939
Falling fruit
Lashing vines
Bugs attacking from between her legs
>>
>>159133616
It's technically 3D, but very thin on one axis
>>
>>159133939
https://youtu.be/xgIaFz-tFTc?t=3m5s
>>
>>159133939
You could precede the root with a small harmless sprout, before the root shoots through.
>>
Don't know if it's new news but:
>At launch, a GameMaker Studio 2 desktop license (allowing export to Windows, Linux and Mac) will be available for a one time purchase of $99.99*
Just saw on the website.
>>
>>159134403
>paying $100 to compile
Why do you people do this?
>>
>>159133128
Did you check your import scale? Did you apply scale in Blender?
>>
>>159134403
>one time purchase
Wow, I honestly thought they'd go for a subscription model.

That's pretty based.
>>
>>159133939
https://youtu.be/4K4zacVL03Q
>>
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one of the main characters modeling is near completion
>>
>>159134649
>so this boss is gonna be like wispy woods
>but like, a sexy wispy woods
>>
>>159134719
WHo?
>>
>>159134719
looks good nigga
>>
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>>159134719
Also texturing
>>
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Planet selection and smooth camera tracking.

Time to build a real solar system and then get ships moving between planets.
>>
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>>159128569
i drew this of your character as a japanese demon but i forgot to post it last time
>>
>>159134307
Oh shit this is good idea.
>>
>>159134719
Why is it so much bigger than the grid? Did you imort it just now?
>>
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>>159134805
I'm trying to make a co-op action game with few of my buddies.

>>159134818
Thank you, master.
>>
>>159134719

>mixygons
>>
>>159134886
Wow this looks really god. Are you using unity? If so can you please share your scripts or project it would be really good learning material.
>>
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>>159134403
Letting you guys see.
Pro: launch discount
Con: prices may vary
>>
>>159134403
>GameMaker Studio 2
use unity for crying out loud, or something else.
But not GameMaker.
I have never used it, but all games that i played that came from it well cpu intensive as fuck, while nothing happens
>>
>>159135004
Oh it's this game. You should post a bit more often. Are you far from a playable demo?
>>
>>159134403

>that * mark

alright, what's the catch.
>>
>>159135083
Thanks anon. Yes, it's Unity. I'm just using https://www.assetstore.unity3d.com/en/#!/content/26903 as placeholders, though I got them on super sale a while back.
>>
>>159135153
lmao
>>
>>159134971
Metric setup is on centimeters, not meters in the capture. If I change it to meters,
it would look more "normal" but there is almost no difference in working on it.

>>159135029
What is "mixygons"?

>>159135204
We'll have a buggy pre-apha demo in about 10 days. I'll post a link to the demo here when that happens.
>>
>>159134403
>*
>>
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I think the gameplay is improving. Or maybe I hope.
>>
>>159135395
>What is "mixygons"?

I'm just being a wiseass because people love pointing out mixels, (pixels that have inconsistent sizes)

in all seriousness it's a nice, chunky model, and I'm assuming he's some kinda orc dude
>>
>>159134897
Wow thanks anon, this made me happy. Looks very good. Saved
>>
Does anyone know a good place i can learn math? Or any books?

I dropped out of school so my math skills are really bad. My games are getting more complicated and it's getting to a point i need to know some math.

I probably have some bad habits so i'd like to start learning from the beginning.
>>
>>159135435
Juicy. I have to exaggerate my screen shakes. I'm too chicken lol
>>
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>>159135424
The * stands for "only cool anons get one of the 1000 selected spaces for the beta".
>>
>>159134971
he's a big guy
>>
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>>159134403

Hey do you think we can get the discounted Studio 2 price if we own the steam version?
>>
>Code not working for ages
>Unity's angle between two vectors function returns an answer in degrees
>Unity's trig function all take radians

Lesson learned, I wish everyone would just use Rads from a baby so it wouldn't be a problem
>>
>>159135546
Learning something everyday.
Thank you, anon-kun.
He sure is an Orc, and is one of the three playable characters.
The other two will be females(human warrior & elf archer)
>>
>>159135620
Khan academy is free and really good for non-classroom learning.
>>
Would I be fine in making a game in unity and buying the engine when it's ready to release or are features that could impact the quality locked behind the paywall?
>>
>>159135702

You better tell us how it is, and how much of an improvement it feels over the standard Gamemaker Studio
>>
>>159135130
>calling your toy an IDE
KEK
>>
>>159135974
>Would I be fine in making a game in unity and buying the engine when it's ready to release
They basically intend for you to do this. You have to pay for a 12 month subscription at that point though.
>>
>>159135762
for sure
>>
>>159135936
thank you
>>
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>>159134403
>free version has resource limit and can't shit out the executable, making entire point of gamedev moot
gee, what could go wrong; seeing as majority of interested people already have a working tool for free or a complete one for 1$ in bundle?????

???
>>
>>159135884
agreed anon, would also be nice if the parameters specified so I didn't have to look in the docs

function blahblahblah(xRadians, yDegrees)
>>
>>159135786
I genuinely want to hurt you for being stupid enough to buy it on steam.
>>
>>159135435
How big is the player character's hitbox? It seems like having it be the whole body is a bit big with how tight the bullet patterns are.
>>
>>159136289

It was on sale, so sue me

we both know you don't have the balls, anyway
>>
>>159135786
I bought a key off the website. In 14 days I got a secondary steam key that unlocked the steam version with my data.
Every license you have should be connected to your yoyo profile, meaning that you should buy the key from the website for Studio 2 while using your account, wait 14 days and then unlock it on steam... if I'm right. You got an account on their website, right?
Maybe if you don't you can register yourself than see if you can find a way to make them know you have a license number on steam.
>>159135985
I just started now.
>tfw if you have the window resized the process stops and gms2 stops loading
What the fuck?
>>159135620
Like the other anon said, use Khan academy. Coding a game should require you to know a bit of basic algebra (from multiplication to stuff like powers), coordinates stuff (x and y) and some trigonometry (the hard part, basically geometrical formulas) for physics.
>>
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>>159136293
The top is the helmet hitbox which absorbs damage until it breaks and the other one is the one the player takes damage from. That room is probably too hard.
>>
>>159135884
>>159136276
I'm sure you know these, but
With stuff like Mathf.Deg2Rad(...) and Quaternion.Euler(...) you can easily convert any of those to the one you want, though.
I personally found the way Unity's handling rotations in 3D world very helpful.
>>
>>159127352
Answer = (input1 == 1 && input2 == 1) ? 2 : 0 ;

ez breezy
>>
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https://twitter.com/dodgerollgames/status/593625936131653632

Why do you guys think they did it like this? What do you think the benefits are? The perspective is messing with my head but are they doing the 40 degree trick that Link Between Worlds did?
>>
>>159136790
b, but anon, conditional statements are math themselves.
>>
>>159136719
>helmet that much higher
I don't know how to feel about this. Most of bullets that would hit it wouldn't have hit the head anyway. I'd move the normal hitbox upwards so it won't sponge the bullets that mould miss you.
>>
>>159136351
You sure got me anon, I don't have the balls to hunt down some shmuck on an image board and risk legal ramifications to give him a wallop for being a fucking retard. Here I thought I had presented myself as someone who might actually do something like that.
>>
>>159136996

Exactly.

Besides what's the problem with the steam version?
>>
can i get a discord invite
>>
>>159136924
Is flipping a binary switch math? Yes or no?
>>
>>159136919
>Why do you guys think they did it like this? What do you think the benefits are?
My guesses are lighting and hitdetection. Probably easier for them to handle it in 3D.
>>
>>159136962
>Most of bullets that would hit it wouldn't have hit the head anyway.
I am okay with this since its meant to be a little weird bonus armor. This reminded me that I should mainly do difficulty testing with it disabled though.
>>
>>159134403
Rumour-mongers BTFO.

I had no reason to believe it would be a subscription service, except everyone decided they wanted to believe the worst possible case scenario.
>>
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>>159136924
>conditional statements
but anon, ternary IS a conditional statement
>>
>>159137142
ahahahaa, you've got a good sense of humor.
but seriously, that is math.
>>
>>159136761
My biggest issue is things like getting the right quadrants from the trig functions.

One of my angles Unity is telling my is 6.28radians, which should obviously just be 0rad but for floating point errors and Sin/Cos/Tan having mismatched domains/ranges
>>
>>159137331
In what capacity
>>
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>>159135985
Looking good so far.
>>
>>159137467

That interface looks way better than the old studio
>>
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Surely there must be a way to automatically merge verts on the same coordinates without having to sew everything back together manually.
>>
>>159137318
memory IS ram
>>
>>159137527
Dunno what the tool is called in Blender but the concept is usually called filtering (of points, edges etc)
>>
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>>159137527
There is.
>>
>>159137527
W -> Remove doubles

They have to be on exactly the same point though to many sig figs
>>
here's the GM2 feature feature videos

https://www.youtube.com/playlist?list=PLhIbBGhnxj5Jx3eGJsyparJ47BxlyUAub

although I did criticize the hell out of their continued inclusion of D&D the other day, it seems they've improved it somewhat with a Nodal Layout and an easy way to convert the D&D to GML.
>>
>>159137725
It's always been possible to view D&D as GML and convert as necessary, and pretty fucking easily at that.
>>
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>>159137690
>>159137718
I'm fucking retarded. Thank you.
>>
>>159137797
wait really? i must be a dummy, how?
>>
>>159137541
I've got a Local Area Network that needs your attention.
>>
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>>159137541
>>
What's the best resource for making a simple 3D engine in openGL ?
>>
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can someone tell me what im doing wrong?
>>
https://www.youtube.com/watch?v=z4rM42v9rpk
I always thought SS13 and Lolirapesim were super autistic, but I guess for this decade the debate is over.

Why don't you include every single physical equation available to mankind right now in your game?
>>
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>>159137857
>>
>>159138449
i think i clicked that button one time about 4 years ago

it wasn't useful so i never clicked on it again
>>
>>159138275
>engineering
>autistic

I mean maybe a little but what are you talking about?
>>
>>159138567
It's cool. Converting from DnD to GML is approximately as useful as coding in DnD in the first place: if you're doing things correctly, you'll never need to.
>>
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>>159138275
>Why don't you include every single physical equation available to mankind right now in your game?

This crappy gaem may have quite a lot
>>
>>159138162
Move the first > to beside the * (and maybe get rid of the *)
>>
>>159133779
>ascii is pretty limited

Fuck novels lads, picture books are the way of the future!
>>
>>159136521
Thanks, im on khan academy now and it seems like exactly the kinda thing i was looking for.
I'm fine with algebra, trigonometry was my main problem. I recently used some sine functions to achieve some stuff in my game, but i dont feel comfortable having code in my game that i dont understand.
>>
>>159138813
>(and maybe get rid of the *)

that did it, thanks mate
>>
>>159139030
Ah yes, let's retort with an outside medium comparison that seems to fit the argument but not really.
>>
>>159139053
>but i dont feel comfortable having code in my game that i dont understand.
Unironically smart.
>>
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>>159138796
>Kepler equations

mah nigga
>>
>>159138275
Wow that is neat
>>
>>159139249
Pretending ascii is any more limited than any other sort of graphical display is retarded too. You can make video games that literally don't have graphics at all. An example would be some sort of emergent reality phone app type game. Maybe something where you go to places in your area and submit letters to a cloud system and play like a crossword with everyone else in your area that gets refreshed every day.

Gameplay/Execution are literally all that matters. The only people that refuse a game based on graphics are AAA magazines and literal plebian players that will buy a game like crysis just because it has good graphics even though the game is fucking garbage.
>>
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can i get a discord invite pls
>>
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practicing sculpture.
pls rate.
>>
>>159139714
nice meat croissant you got there
>>
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>>159139714
>>
>>159139714
Looks like the top of a demon
>>
>extremely shitty day
>too ANGRY to gamedev
This is a first.
>>
>>159139830
yeah, is a croissant, better start with easy shit rather than my generic waifu blob.
>>
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>>159139689
>Pretending ascii is any more limited than any other sort of graphical display is retarded too.
Doubling down and pretending to be retarded now, are we?
>>
>>159132681
Both
>>
>>159139949
ever heard of angry sex?
angry dev is quite powerful
>>
>>159139995
It will limit your sales. But it won't limit your ability to make a good game.
>>
>>159139949
Do a Nick Cage and dev angry
>>
>>159139714
I have to make the jump to sculping one of these days
>>
Who /nodev/ here?
>>
>>159139689
>crysis...is fucking garbage
stopped reading there
>>
>>159140942
<<< this guy
>>
>>159139561
They've been good fun

I'm making a game where you start of on a planet with just a telescope, a ruler, and a stopwatch and you have to slowly build up your knowledge of the promemedural solar system you're in using the instruments, it's gunna be fun for nobody except people that already do this as their job
>>
Where did the survival horror devs go? The guy that showed off the landmine in the hallway, and the other guy who had the twin-peaks aesthetic?

Those projects both had a lot of promise.
>>
>>159141145
I think they are both the same person, who is still here making some sort of fishing game.

I think he lacks direction
>>
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does this look good?
>>
>>159141242
Oh, and he is the same as the ice fishing dev?

Fuck, that guy has mastered PS1-era art. I wish he'd settle on a project and make something. He looks like he has talent.
>>
>>159141270
Looks like a sad fat worm.
>>
so I just started learning game maker earlier this year, should I switch to unity or something now that GM turned pay2dev again?
>>
>>159141270
It is a Tatooine Dewback without legs? I honestly can't tell what is supposed to be.
>>
unity2d doesn't exist
>>
>>159141132
I'd enjoy that and I don't do anything for a living
>>
>>159141270
Still too many polys for a croissant
Also click on smooth shading
>>
>>159141270
That is one excessively detailed croissant.
>>
>>159141493
I don't understand why you'd even think that. It's not a subscription based service, and whatever you were using before should still work if it was working in the first place.

What's the logic behind this question?
>>
>>159141641
you can use unity for 2d you just can't use most of the features if you want to make a non shit game and have to spend a few months getting it not to look like shit either
>>
retopo is a thing
>>
>>159085362
What is an example of a good indie artstyle, in your opinion?
>>
>>159093393
>recruited some outside help for the game's soundtrack
>recruited
i feel like a slave
>>
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>>159084737
Like the vidya version of the gamecover draw threads.
>>
>>159136919
They took a similar approach to the Dungeon of the Endless guys. Everything that stands on the Y axis is stretched to match the perspective.

Unity doesn't work very well for 2d top down games so this sort of approach seems to be somewhat popular.
>>
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>>159141906
Good.
>>
>>159116253
What about having right-click send it back to the right window then?
>>
>>159141872
He hates them all, but lacks the skill to make any of them.
>>
>>159137527
What the fuck are you even doing to have that many separate verts in the first place?
>>
>>159084737
Using Agile.
>>
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I decided I want to implement scrolling levels (Halloween game also was supposed to have them) but in the process I broke everything.

On that topic has anyone else implemented scrolling levels? I am not sure if it would be better to have the coordinates as if the level is actually in the physical layout or if I should reorient it to zero after every transition to avoid getting into floating point madness regions.
>>
>>159140942
I had a huge spurt of nodev until a couple days ago it ended. Today I've spent the entire fucking day implementing an rpg stat system. Slowly reaching the point where I can do anything I fucking want with it.
>>
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>>159120435
keep at it
>>
>>159084737
I think this could work okay in a Warioware format. It would need one person who would volunteer to do the framework as well as making sure everything integrates okay. The biggest problem would be getting everybody to agree on what libraries or engine to use.
>>
>>159142436
If we agree on using a certain save file format specification we could even have different engines for different parts of the game
>>
>>159084737
It's a terrible (albeit fun) idea and I regret suggesting it
>>
>>159142286
to make autoscroll levels in a regular platformer game all you do is change the camera behaviour

instead of following the player, it autoscrolls (obviously) and you prevent the player from leaving the view
>>
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i accidentally gave my protag the biggest shitposting face in his weapon concept art
>>
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How do i make textures like this?
>>
>>159123545
Anyone?
>>
>>159143117
Oh I guess my explanation was not very clear. I mean scrolling level transitions like in zeldas legend.
>>
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>>159142137
I'm working without textures, so I am splitting up simpler models into individual material groups
>>
>>159143153
Fill it in one pixel at a time
>>
>>159123545
>>159143165
there isn't much you can do, other than enlist beta testers with such hardware.

One thing you can try is running is windowed mode at a larger resolution. while you'll onmly see a subset of the game it might be enough to see if things are working properly.

You can also try gedosato to run it at 4k and downscale to 1080p, just to see if it looks proper, but I haven’t done this before.
>>
hour 5 of learning to make 3D models.

have no pen tablet, so I'll try to get one.
>>
>stream for a couple hours
>just boring boiler plate code
>super nervous, fuck up a lot of simple stuff
>am horrible programmer

thank god no one stopped by to watch. I would have felt awful.
>>
>>159143153
Make high res textures
Scale them down
add grain filter
>>
>>159143575
But did you stop working in case someone saw you slacking off?
>>
>>159143153
It's obvious that he is using downscaled photos, with some manual touch-ups (like the white dots).
>>
>>159143535
You don't need a tablet for normal 3D modelling, only for sculpting maybe.
>>
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>>159143535
forgot pic.
>>
>>159143691
wtf i hate croissants now
>>
>>159143668
the tablet is for painting the textures.
>>
>>159143648
my only breaks were to get coffee.

Although now it's shower time, and I need to replace a brake light in my car after that. Then back to development.

I want to get a rudimentary recruiting system implemented today. Need to add more of your own dudes to the game.
>>
>>159142945
>>159142436
>not making a realized version of the SEED system from Sword Art Online

>list of agreed upon generic rpg stats such as
str, dex, con, int, wis, cha
>generic xp system
>generic wealth system
>some generic skills
>some generic traits
>setting specific skills
>setting specific traits
>text based console app using only base libraries
>text file save system
>hub city
>gates where you enter a string to transport to other devs game worlds
>individual devs use generic stats and can parse the text file for stats/skills/trqaits from other games to use in their games calculations if they want.
>>
>>159130432
You know what? You are right! You've just made me want to work on this even more! On one day comfy forest jam will be a reality!

Gambatte, anon-san!
>>
http://help.yoyogames.com/hc/en-us/articles/231738328-GameMaker-Studio-2-Obsolete-Function-List

>instance_create(x,y,obj)
???????

What the fuck am I supposed to use now?
>>
>>159143908
instance_create_depth(x,y,depth,obj) - create an instance of obj at position x, y at a specific numeric depth
instance_create_layer(x,y,layer_id_or_name,obj) - create an instance of obj at position x, y on a specific layer (either id or name)
>>
>>159143535
I draw my textures using the mouse. I don't think the pressure sensitivity is worth it.
>>
>>159143884
As long as someone writes the framework that can load between the different executables.
>>
>>159143908
http://help.yoyogames.com/hc/en-us/articles/231539867
>>
File: 1477874006953.jpg (34KB, 604x513px) Image search: [Google]
1477874006953.jpg
34KB, 604x513px
>>159144068
>every Unity minigame has a splash screen
You'd need to sort that out
>>
How is Unity if i have no experience in 3d modeling?
>>
>>159144285
Doesn't matter
>>
File: 1468505293432.png (209KB, 257x439px) Image search: [Google]
1468505293432.png
209KB, 257x439px
>>159144205
>>
File: no.png (51KB, 611x757px) Image search: [Google]
no.png
51KB, 611x757px
>>159143908
>>159144076
I find it amazing that they're still clinging to their garbage language. Imagine if objects and GML "things" in general could have fields and methods.
>>
File: maxresdefault[1].jpg (101KB, 1600x900px) Image search: [Google]
maxresdefault[1].jpg
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>>159118050
I'm imagining this kind of thing right now.
>>
It is wise to make an entire game in Flashpunk?
>>
>>159144487
Personally myself this was a deal breaker for me when I first started working on my game. I considered a lot of engines but they were either too "bloat" in the sense that I'd be paying a lot for what I'm not using or they all shipped with a custom language - what's wrong with embedding an already existing language like Lua, Scheme, or Python?

That would make the job easier for both, the engine creators and people that want to use the engines.
>>
>>159144552
sure, back when flash games were selling for $5,000-$50,000 a pop

>those days are long gone btw
>>
>>159121493
How the fuck did evolution decide this was the most effective form of sex?
>>
Does anyone know any good Unity particle effect tutorials? Seriously the only stuff I found was utter crap. I tried videos for other engines but the features doesn't carry over either.
>>
Can you work in GMS without the drag-and-drop shit?
>>
>>159144348
you need that to create assets right?
>>
>>159145026
You can 100% ignore that stuff.
>>
File: 1478088214949.webm (3MB, 640x360px) Image search: [Google]
1478088214949.webm
3MB, 640x360px
is this googum animation?
>>
>>159144819
the same way yoyo games decided it was acceptable to release game maker
>>
>>159144819
evolution doesn't strive for efficiency, it strives for whatever works
>>
>>159145059
You can do that later, or find someone to do it
>>
>>159145185
that's pretty good actually
>>
>>159144819
>the dick breaks off in the pussy so the competition is thwarted
>the male can't reproduce anymore so he becomes nutrients for the female
It kind of makes sense.
>>
>>159145059
Just like make game. Don't worry about assets if you can't do them - just use placeholders while working out on the game mechanics and features.
>>
So GMS2:

Pro:
>Room editor looks infinitely better
>UI is much better
>Realtime animation editing looks fun, even if a little pointless
>Dat workflow

Cons:
>Changing one of the most common fucking functions (instance_create)
>Other dumb GML changes

Why couldn't they just fucking add a new workflow and keep the old language. WHY
>>
>>159145358
Then why not just have the dick break off without having the other spider get eaten alive during it?
>>
>>159144819
>>159145248
Evolution doesn't "strive" or "decide", evolution is a description of change over time.
>>
>>159145185
He would hear his keys hit the shoes and there's no way the keys wouldn't bounce off.
>>
0-1 model
2-3 2d practice
4-5 animation
6-7 clean apartment
8-9 rest 1 hour at home, 1 hour outside
>>
>>159145441
>Changing one of the most common fucking functions (instance_create)
What the fuck, man?

Does GM:S allow writing to game's root directory or is it appdata only bullshit again?

Did they fuck surfaces even more?
>>
>>159145509
>so he becomes nutrients for the female
>>
>>159145509
>why not just have
Unless you believe in intelligent design, there's no force that goes "hrm, better change this up", unless you want to consider the interaction of particles as per physics that "force".
>>
What would be a good sauce for RPG Maker-esque music other than the sites in the OP?
>>
>>159145441
>and keep the old language.
That's literally why C++ is the way it is.
Breaking things for the purpose of progress is good.
>>
>>159145592
fuck
well im still taking an hour long break first anyways
>>
>>159134084
>>159132559
>>159132445
>>159132246
>>159131997
warning for lewd
http://lambdabase.tumblr.com/
>>
>>159145634
Just bring a fucking fly with you when you're going to fuck.
>>
>>159145384
what do you use as placeholders?
>>
>>159145741
What purpose does the male have now that he has no dick?
>>
>>159145741
Spiders of that caliber that still would even bother with a fly for a meal wouldn't be adult enough to mate.
>>
>>159145797
Bringing more flies.
>>
File: 02112016_enter.webm (94KB, 640x480px) Image search: [Google]
02112016_enter.webm
94KB, 640x480px
finally.
>>
Collectible card game guy here. In your opinion what's a good balance, percentage-wise, between creatures that do something when they're played and creatures that have abilities which trigger whenever something happens? I originally intended to go 25/75 but huge boards with a ton of different triggers in play might be too complicated for beginners to grasp. I'm considering going 50/50 so that you have more creatures that are just bundles of stats once you've played them.
>>
>>159146073
Shit, that looks legit.
>>
>>159145580
What if he has a magnet in his shoe? Also you could easily miss the sound of that in a subway.
>>
What's this talk of Game Maker 2? Is it a marked improvement over the first version?
>>
>>159146073
Those back walls vanishing is a little jarring. I'd have the buildings first appear in a colour lighter than the black.
>>
>>159146090
Why would you try to make a collectible card game? The market is filled with AAA tier games and new ones keep popping up constantly.

It's not exactly a "for fun" sized project either.
>>
Started weight painting the model. For some reason the arm comes loose at the shoulder and even when setting the weight painting to 0, 100, or whatever and trying various places doesn't help make it a smooth transition. I also tried to gradually paint towards the transition but that also provides little results.

any ideas?
>>
>>159145289
Such as?
>>159145384
We all know you are never replacing those placeholders
>>
>>159146646
Such as the many lovely people who work for free on promising projects
>>
File: game.webm (444KB, 800x500px) Image search: [Google]
game.webm
444KB, 800x500px
That feeling of accomplishment when you don't have much experience scripting but manage to get it working.
>>
>>159146606
Wireframe shoulder
>>
File: 1478058272167.webm (2MB, 300x300px) Image search: [Google]
1478058272167.webm
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>>159146090
Do you want yu-gi-oh, magic, or pokemon?

Go watch shit like pic related?
Thats yu-gi-oh

I don't think magic has that much effect bullshit, its mostly passive stuff like this monster has
>trample
>untargetable
>banishes stuff
or whatever its not as retarded as yu-gi-oh though.

Pokemon is very simple and most monsters just have the 2-4 attacks listed and that's it.
>>
File: 02112016_whosthatasshole.webm (1MB, 640x480px) Image search: [Google]
02112016_whosthatasshole.webm
1MB, 640x480px
>what took up all that time
>>
>>159146736
I don't like how the word is on a line, but then gets pushed down to the line below as it gets longer
>>
>>159146735
Do you speak Korean?
>>
File: 0001.gif (113KB, 140x140px) Image search: [Google]
0001.gif
113KB, 140x140px
Obese fighter jet coming through.
>>
>>159145701
I know it's good, and if I were to start a new project I'm sure I'd like it. But I don't want to change a ton of functions. It's annoyance more than anything, im more pissed I missed the beta
>>
>>159141132
That's really fucking cool
>>
>>159115814
>I just was buried under work stuff, so I didn't had any time to dev
Different anon here. First of all, I hear you. I just had three weeks straight of 14-hour workdays to catch up with some work bullshit that got dumped on me on top of what I already had to do. I thought about dropping my game for a while but I realized if I didn't drag my pasty ass over to my dev machine for (at a minimum) a couple hours every week, then I'd go back to just not thinking about it for months, and before I know it a year has gone by and I've forgotten what needs doing. I already fell off the wagon earlier this year. The only reason I post for the recaps is to discipline myself.

I think you were ahead of me on the combo chart. I guess I'll be stealing your spot but I look forward to seeing your progress again and playing your next demo. Cheers.
>>
>>159144487
>underscore for functions
only the nodevs can know peace from this hell
>>
File: help.png (28KB, 1787x83px) Image search: [Google]
help.png
28KB, 1787x83px
getting a bit lost here and that's not even everything that i usually need
how do you deal with many files in your proejct?
>>
>>159145509
because he doesnt have a dick anymore and can't reproduce. Unless the god of evolution gives the male the ability to grow another dick giving him the chance of reproduction again (thus giving birth to spiders with the ability of regrowing dicks) It is pointles for the male spider to live after this.
>>
File: Croissant.png (268KB, 1124x579px) Image search: [Google]
Croissant.png
268KB, 1124x579px
>>159143691
Doing a little practice, Thanks for the idea anon.

Still suck at anything other than hard surface though.
>>
1-5-7 Dev
2-4-8 Draw
3-6-9 Anime
0 Autism
>>
>>159146567
It's single player and focused on drafting. A mostly unfilled niche.

>>159146819
I'm mostly worried about large boards where every creature has a triggered ability (e.g. When Foo takes damage it deals that much damage to the enemy creature closest to it), making reading the situation very hard since every action is liable to put a dozen of abilities into effect.
>>
>>159146957
is it a jet or a bullet with wings
>>
>>159147204
yeah, such models are better to practice when you're a begginer than starting with a character model.
>>
>>159145731
I wonder what game the guy that deleted all his posts was making then. We will never know
>>
>>159146856
That's one of the things I intend to fix at some point. BUt I'm not sure how yet.

The reason why this happens is because I'm using the text label object for this. Their purpose is so that you can put text onto your GUIs for AGS. It automatically adjusts text placement so it fits with the width.

You see, the engine isn't so much typing out the string as it's just replacing the string each time after a new character has been added to it, if that makes sense.
>>
>>159146736
Legit progress
>>
File: Untitled.png (300KB, 1680x1050px) Image search: [Google]
Untitled.png
300KB, 1680x1050px
>>159147002
Thanks, gotta brush up on my own celestial mechanics first and make sure I can actually recreate them, getting there a bit now
>>
>>159146840
Looking very solid anon
>>
>>159147197
First of all, I use a language with an actual module system and no dumb header files.
>>
>>159146793
Should I use it or do you want to see it?
>>
>>159145026
please never use drag and drop
>>
>>159147428
You could try to pad it out with spaces in place of the upcoming letters
>>
>>159147428
You need to add the line breaks before doing the typewriter effect.
>>
>>159147526
Yeah I wish C++ had modules, IIRC there was some draft for C++17 but that's a long time until then but I don't think that'd help me much, I'm just trying to come up with a way to make navigation through dozens of file more convenient and managable.
>>
File: Untitled.jpg (8KB, 151x136px) Image search: [Google]
Untitled.jpg
8KB, 151x136px
>>159147306
Both, the ship is supposed to be unmanned so I was gonna make something without a cockpit, but this was the best design among my scribbles, so I thought I'd make that cockpit looking thing into just a huge metal spike with no windshield or anything, and while texturing decided to make it look like a bullet. Don't know if that was a good idea yet.

There's even a sillier version painted like a cannon shell.
>>
>>159147704
An editor with a tree view would help too.
>>
>>159132521
oh fuck me

thank you so much though
>>
File: dub.jpg (71KB, 1313x847px) Image search: [Google]
dub.jpg
71KB, 1313x847px
>>159146606
Looks like you got double vertices in the same coordinates on your model, and they're splitting because the torso shoulder got weighted to some spine/collar bone but the arm didn't.

Possible solution:

If the double vertices is by your design for whatever reason - weight the arm too. Otherwise - select that entire area, both of the splits, click remove doubles.

Can't really tell with your obscure image tho.
>>
>>159147482
I think the biggest strength of a game like this is the ease with which player-created narratives could come about, kind of like a more math-y dwarf fortress. As long as you make each "run" variable enough, I could see the right kind of player getting really absorbed in the gameplay.

I think in that respect it would be important to make it possible to have some really bizarre/novel interactions come about, so that a player already quite familiar with astronomy wouldn't find it too predictable or boring.
>>
>>159147428
You gotta pre-wrap your text somehow. If you have direct access to font glyph data you can do it manually.

If you don't have that but you do have a way to detect when the number of lines has increased, you can have a hook where at the beginning of a word, it inserts the whole word at once, checks if it caused a linewrap, and if so, inserts a newline manually.

If you don't have either of those, try using a monospace font, calculating the number of characters that will fit on one line, and using a classical text wrap algorithm.
>>
>>159147579
>>159147681
Thanks, adding line breaks worked.

Learning scripting is really satisfying because you keep finding useful stuff like this.

>>159147463
Thank.
>>
File: maxresdefault.jpg (89KB, 1280x720px) Image search: [Google]
maxresdefault.jpg
89KB, 1280x720px
>>159118050
Nobody tells Jack what he can or cannot wear.
>>
>>159147782
I like this one better. You could embrace the theme and make all the enemies based on bullets or other ordnance. Though people might say you ripped off Gungeon.
>>
>>159147579
By the way has anybody got this shit working with Unity's UI system? I can't find any way of finding out how much room text takes up to know where to put line breaks.
>>
>>159148074
As long as he remembers to equip his sword
>>
>>159145530
>I'll argue semantics, that'll impressive everyone and make them like me!
>>
>>159142347
what's that pic of?
>>
>>159145530
evolution doesn't necessarily "strive" in a conscious matter, but in an abstract way, it can be seen as striving for perfection. Evolution will only stop once it has created the perfect being/lifeform.
>>
>>159148004
Adding line breaks was enough. But thank you for your advice. My knowledge of how to work with fonts is very limited. The font is a custom TTF one.
>>
>>159148339
issue tracker that I use as my todo
>>
>>159147923
Yeah I was thinking I could have a few goofy characters to keep the player occupied and to steer them as to what to do next. Like a King with a big head who speaks like in the Youtube vid who heard a rumour about some mysterious things a planet or star is doing and urges you to investigate, then once you solve the problem you get fancier equipment and move through history a bit. Then maybe some rival characters to challenge you or something.

https://www.youtube.com/watch?v=D-UmfqFjpl0
>>
>>159148373
That is not how evolution works, it does not strive for perfection, it will not stop.
>>
>>159148169
[10 damage]
>>
>>159148547
It will not stop but when it's reached perfection any deviation will die off and come back to the perfect.

Anyway everybody knows that spiders are dicks and this has nothing to do with evolution.
>>
>>159147534
Come on
Wireframe and post screencap
>>
>>159148810
>It will not stop but when it's reached perfection any deviation will die off and come back to the perfect.
That's REALLY not how it works. There is no concept of "perfection" in evolution. At all.
>>
>>159148810
I don't think you even know what the word "evolution" means.
>>
>>159148373
>>159148547
Are sharks perfect?
Are ants perfect?
Or are they simply very robust?
>>
>>159147482
There's a really good celestial mechanics asset on the Asset Store for $15 if you value your time versus your wallet.
>>
>>159148547
but once a lifeform (of whatever kind, if not everykind) reaches "perfection" it will not need to change. It will not need an energy source (light, food, material etc) it will not need to reproduce itself. It will be devoid of all our minor needs. It will be god itself.
>>
>>159148962
>>159148962
>>159148962
NEW THREAD
>>
>>159149012
Things change even when they don't need to.
>>
>>159149012
and until then, evolution will continue doing random shit.
>>
>>159147238
Fun fact: I have rolled about 20 times and never have I rolled a 0 even though it has a greater chance than any other number
>>
>>159149012
If it doesn't change, it isn't life. This is like saying "it got so old that its age became infinite." It's complete nonsense and just demonstrates that you don't understand the concepts you're talking about.
>>
>>159149290
>even though it has a greater chance than any other number

No.
>>
>>159149557
I mean any one other specific number, not a greater chance than a non zero number
>>
>>159149735
????
It has a 1/10 chance like every other possible digit
>>
>>159149478
my point was that evolution is striving for something. Either, life will continue changing forever, doing random shit hoping life adapts better. Or, eventually by chance, it stumbles into something that by our definition is so perfect, it doesn't need to change anymore.
>>
>>159149804
Your point was and is retarded.
>>
>>159149795
Dubs are blocked
GETs arent
>>
>>159149938
But you can have non-0 gets, and 0 dubs.
>>
>>159149478
Ok I'm reaching the conclusion that it's you niggers that don't know the concept of evolution. Living organisms change, they mutate, etc, that's not what is called evolution, evolution is the process by which the organisms that changed FOR THE BETTER become dominant while the others fade away. So if one organism could at one point reach perfection ("hurf durf there's no perfection", of course not moron but the concept exists) it wouldn't stop changing, but all variations would be INFERIOR (can't be better than perfect) so it could never EVOLVE anymore.
>>
>>159150000
Well-timed quads
>>
>>159150050
You're wrong, stop it.
>>
Look at
>>159150000
>>159151111
>>
>>159145602
what did they change it to?
>>
>>159150050
But there's no single concept of "FOR THE BETTER." It's only a valid idea in the context of a species' immediate environment, which is liable to change at random because it's not controlled by the invisible hand of some magic evolution god.

You do not understand that. Therefore you do not understand what evolution actually is.
>>
>>159150050
Like ants and sharks. They still have mutations when they procreate, but since they are largely so well adapted for their environments already these mutations aren't improvements so they are less likely to get passed on (since the parents of potential children might die since they are less good than normal sharks/ants that don't have that particular mutation).

Simplifying it a bit since obviously the process takes place over long ass timescales.

But the idea that "evolution is striving for something" like >>159149804 thinks is just stupid.
>>
File: 1349322687388.gif (2MB, 236x224px) Image search: [Google]
1349322687388.gif
2MB, 236x224px
>>159150000
>non-0 gets
>>
>>159150507
Yes, quads, quints etc.
>>
>>159150412
If it's the best for one environment, but not for another, it's not perfect, if any species were perfect it would be the best regardless of the environment. Perfection is absolute.
>>
>>159149804
this is wrong
literally the first thing they do in any class where you study evolution is tell you that nature has no intent, evolution is not just existing to make animals better/stronger/whatever

>>159150467
this is right
evolution happens through a combination oof random mutation and selective bias
>>
>>159150617
Even if you consider quads, quints etc to be gets, which they aren't, but even if you do, the fact that 11,22,33,44,55 etc is blocked when 00 isn't, means 0 will occur more frequently, baka
>>
>>159150962
I think 00 is blocked. It's from trips onward that 0 GETs aren't blocked but other digits are.
>>
>>159150906
im not saying it is the intention of evolution to strive to become better. I am saying that either after millions of lifeforms go trough millions of random mutations during the span of millions of years, it will either by chance find a lifeform that is perfect, or continue changing forever because no such lifeform exists.
>>
>>159151758
nope again

evolution only happens because of selective pressure. If the selective pressure is too high the population goes extinct. It is paradoxical because only large populations developed the mutations to become more adapted sufficiently quickly but when selective pressure happens it just kills off the less suited and makes the population small again (which means less mutations and also the need for sexual homogeneity since the members need to be able to breed with all females in the population to ensure the highest chance of passing on genes)

you can never reach perfection because nobody is trying to reach perfection. They are just slowly pushed in the direction of suitability for their environment

now I'm going to go back to fapping to lesbian porn and leave you to your thoughts
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