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/pgdg/ - Professional Game Development General

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

Thread replies: 828
Thread images: 175

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No amateurs allowed.

> 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
Networking: LinkedIn.com

> 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
>>
GMS2 beta's open again lads, get it while it's hot
>>
>>159211284
>p
>game maker
hahah
>>
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This is my first time using surface in GM:S, can anyone help me figure out why I'm not seeing this line drawn to the screen?

I'm trying to draw somehting at base resolution and then scale it up, so there will be no mixels
>>
>>159211365


>>p

what
>>
>>159211484
see OP
>>
>>159211508

So you ment Professional? And Gamemaker isn't professional?
>>
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>>159211365
>>159211484
>>159211508
>>159211545

We are in the big league now boys.

Critique on another one of my advertising images appreciated.
>>
>>159211718
Too many goddamn words
>>
>>159211718

> Big league
> 5 posters

> Where amateur has 50
>>
>>159211284
free version is "windows test version"
why shud i use it?
>>
>>159211784

Oops ment 154 posters.
>>
>>159211784
>>159211853

It was a fucking joke you nerds.

This is agdg.
>>
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>>159211951

> Lol I was only pretending to be retarded
> Joke's on you!

I urge you to stop trying.
>>
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>>159212046
What is this nightmarish hellscape?

This can't be real, right?
>>
>>159212046
did he cried?
>>
>>159212046
what the fuck
>>
>>159210961
Do you think oversaturation of the market and the need to appeal to everyone is failing to create new consumers?
It used to be that you got yes made especially for kids and gales for teenagers and adults but nowadays you see 9 year olds playing call of duty and the non call of duty games more often than not share mechanics for the sake of it
A kid growing up nowadays would think hitman is the same as Batman games and who could blame them?
Granted pc is a safe heaven with tons of games but too many games + too little exposure + a group of assholes that want to monopolize the non AAA market for themselves
>>
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How do you make portals like these in Unity?
>>
>>159213004
>failing to create new consumers?
Gaming has been opening up new markets for years now, and its revenue rivals that of movies and music in the west
While AAA must take the safe route and make games that have a large appeal, indie games has risen to fill the many niches left behind.
>>
>>159213093
that has nothing to do with gaming itself and its completely because of economical growth and globalism, there are plenty of countries that jumped from a snes t a playstation 2 and to an xbox 360 a couple years later
indiegames fill the niche
>on pc
>with no media exposure so good luck finding out about them
>with a widespread idea that indie games are ony dear esther or rougelikes

like it or not /v/ and reddit is our audience
>>
>>159213021
I'd probably make all the geometry overlapping, and use a combination of camera culling masks and shaders to selectively view each portal realm
>>
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>>159178605
I'm here. I'd love to help you in any way I can (I'm not really good at anything inn particular, but even the smallest role would be fine). As I said, what you're making is basically my dream game and I'm not confident I can make it on my own, at least not with my current level of ability.

I don't have steam though, but I do have discord. Otherwise we can keep in touch by mail or something.
>>
> tfw working on 5 small projects
> always hard to decide which one I want to focus on for the day
>>
>>159213021
isn't that unity?

the skybox on the left looks like the default unity one
>>
Who /gamemaker2/ here?
>>
>>159213551

I understand, atleast from a graphical standpoint, but I think in Unity you can only have one skybox material per scene and it almost looks like the is transitioning scenes, even though it could be also that the only real skybox the the standard Unity one in the left portal and all the other skyboxes are just 3d spheres or something, even though I still don't fully understand how you would transition objects smoothly through portals.
>>
So is anyone here actually in the GM2 beta?

Are there any actual relevant features you can tell us about apart from "drag 'n' drop = blueprints now" and "wow you can draw fire while it's animating".
>>
>>159214056
Since the Unity skybox is very limited you probably need to write your own shader or do the Source trick if you want a 3D one.
>>
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>have slacked off working on my games for months
>was working with GM:S
>GM:S 2 is now in beta
Made me realize how much of a nodev I am. I-I guess I'll make my game on GM:S 2. I had always envisioned making it on GM:S, but now...

So how is /agdg/ feeling about it? Have they fixed the most problematic parts of GM:S? Anything new that is radically different/better so far?
Had this in my emails, haven't watched it yet but have a look : https://www.youtube.com/watch?v=h7KxgqQzTak
>>
>>159214054
me

though I'm not going to anything with it until it launches properly
>>
>>159214089
I've only messed around with it for like 15 minutes, but you can tell it's designed to be easier to work in. UI is a lot more customizable, things flow nicely.

Also Animated backgrounds and tiles, plus the ability to view animations in the room editor is really nice
>>
>>159212046
That place must have a fuckhuge waiver to sign
>>
>>159212046
>multiple layers of safety to catch the kid after the first hole.
>Unluckly falls through each hole while spinning.

KEK
>>
>>159212046
did he died?
>>
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>>159213565
looks familiar...
game about raping campers?
>>
>>159214574
>gogem thinks he invented that kind of UI
wow man, just wow
>>
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>>159214574
No gogem I didn't copy you.
>>
>>159214659
i invented radial UI selection of your mom's genitals
>>
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>>159214769
that proves you did in fact copy my concept of radial UI in raping simulators.
>>
>>159214769
>>159214894
>not knowing how to format your date properly
its right in every 4chan post you cretins
>>
>>159214894
So where is your game?
>>
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>>159214169

I bought GM:S while I've been working with another toolset, and I told myself I'd use it when I finish up.

I have yet to finish my first project and now GM:S 2 is coming out. I say fuck it, if GM:S 2 is a massive improvement I'll just bite the bullet and buy it at a discount
>>
>>159215009
on itchio and steam
>>
>>159215097
Why not here?
>>
>>159215130
4chan doesnt have any infrastructure for selling games.
>>
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Would anyone know how to fix this?

I'm currently using
Quaternion.LookRotation(movement, hit.transform.up)
which works except for when going up and down it seems to flip the rotation it should be doing.
>>
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>unity crashes every other time playing in editor
>>
>>159215214
Why do you post here?
>>
>>159215251
thats deep
>>
>owlboy releases
>it's yet another amazing 2D indie game made in game maker

reminder that if you're making a 2D game in ANYTHING other than GM, you're a fool
>>
>>159215284
Daily reminder that ironic, self aware shitposting is still shitposting
>>
>>159215345

>owlboy
>gamemaker

Are you SURE, Anon? I thought it was XNA
>>
>>159215427
>>159215345
wikipedia says XNA
>>
>>159212046
Kek, who the hell thought this is a good idea. Kinda reminds of fucking around with garrysmod ragdolls.
>>
Give me an idea i can finish in a week.
>>
>>159215552
Tic Tac Toe
>>
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I got scrolling level transitions working. It was a huge pain to get working with the camera trapping system.
>>
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Doesn't show up well in the pic but the hardware visualizer reacts to things now, unfortunately its either a fake 5-15%, or maxed out at 100 for the most part. Maybe making each poll bar an average of the last two would make it look nicer.
>>
>>159215694
>shoot rounded white space squares
>they bleed
>>
>>159216253
they are filled with meat in case the other robots get hungry
>>
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>>159215694
Looks pretty frantic for how cute the art is
>>
So how does ludum dare work if you enter the compo? Do you have to provide a stream/recording of your entire process so they make sure you aren't using old libraries/assets?

I mean I wouldn't cheat regardless. But how do they know people aren't using old libraries that they made themselves?
>>
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> Call thread professional
> shit posting stops immediately

I'm actually impressed.
>>
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I also have non-scrolling transitions looking better now, though they are more suited for doors that are in the middle of levels instead of on the edge.

>>159216437
Hachiko has a hard life.
>>
>>159210961
>implying young girls spend their time on the computer
>implying girls have messy rooms
>implying girls dev
>implying girls wear no pants at home
>implying NEET girls exist
>further implying NEET girls are cute
TRIGGERED
>>
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Progresso report part 2

Does agdg like these colors edition?
>>
>>159216570
That's because googs is sleeping
>>
If you know anything about ss13, you know that it has a shitty closed source engine of Byond that severely limits it. As coders of ss13, we always secretly or openly desire to remake it on a different engine, in fact you could say this is the ultimate goal of any ss13 coder. The problem has always been that not a single group has ever gotten past the backend stages, we cant choose an engine that works, we cant decide what libraries should be used, we're a mess.

So /pgdg/, what is the best route of attack to remake ss13, what is the best engine for it? Is it even possible for a bunch of developers who have never seen the inside of a game engine to create one for their needs?

We need:
>good 2D support
>networking
>multiplayer functionality, 20-100+ players range
>open source, to fix the primary reason Byond kills us
>relatively speedy language, no VM bullshit like Byond was
>compiles and runs on Linux+Windows (no one gives a fuck about apple)
>clientside processing with thin client, Byond has given us literally ZERO clientside processing of any kind
>>
>>159216920
Social Interaction Trainer got released on Steam
its sad that it wasn't a bigger deal on /agdg/ but thats the price of namefag notoriety
>>
>>159216794
>tfw all of these apply to me
Don't just go on assuming we don't exist, anon.
>>
>>159217050
traps are not girls
>>
>>159217046
>paying for flash minigame
>>
>>159216894
thanks doc
>>
>>159217050
rotate yourself 360d and leave
>>
>>159215231
Better stop writing such shitty code
>>
>>159217043
I was planning on making something VERY similar (basically SS13 but with old school MUD interface) to this, basically NOPE'd the fuck out once I realised how complex it would be.

I tried reading "Game Engine Architecture" but that book kind of sucked. IDK what other books might be better.
>>
What's less time consuming, 2D or 3D?
>>
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Would you play a game where you were a cute wolf or fox girl?
>>
>>159217598
2D
>>
>>159217612
Is the game good?

I don't care about character design.
>>
>>159217612
Yes I awoould
>>
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>Want to pirate shitty old game for reference
>Pirate Bay claims it's too dangerous without paying for VPN

Are they just making an excuse to start shilling or is it actually too dangerous to pirate?
>>
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>>159215229
bunny should be standing vertical anyways.
>>
>>159217554
Yeah, the fact that no reasonable ss13 dev has any experience with engines or networking has really been what caused the ss13 'curse'. Every one of us wants it, but absolutely no one has the knowledge or experience to make a backend for it, we've even tried piling onto various projects that have promise but they always fail due to poor choices and arguments over the engine architecture.
>>
>>159217612
There's not enough of this type of game.
>>
>>159217659

I think for now I might just go back to that. but they did in mario 64!!
>>
>>159217658
In my years of pirating I have never gotten a copyright claim from anyone other than a big movie studio and a select few television networks. You're fine.
>>
>>159217658
>honeypot bay
medium goy
>>
>>159217684
>this type of game.

HE DIDN'T EVEN MENTION GAMEPLAY REEEEEEEEEEEEEEEEE
>>
>>159217658
I had one of these things

No way that guy didn't know which one would set it off, the trigger tooth has a very slight resistance to it that he should have been able to feel.
>>
>>>/wsg/1376428

So I added some sounds to the ice sword and now frozen dudes explode into icicles and ice cream.
>>
>>159217658
It's just shilling. Normal users don't need VPN.

You only would need VPN if you torrented fucktons of shit and seeded more than you downloaded (on public tracker).
>>
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>>159213004

I think the triple A monopoly is creating an feeling of despondence among gamers. A lack of creativity and innovation in triple A titles is forcing consumers to look for other niche gaming markets. This is good for indie games in my opinion. Let the big gaming companies dig their own graves and smaller game developers can reap the rewards. Creative focus generates innovation. Forcing rules and lack of resources on indie projects pushes indie developers to come up with new and original game ideas that can be done on a small budget. Experienced gamers love those kinds of games, because they are fresh.

Personally I think there are two kinds of people, gamers and non-gamers. Games appeal to a large percentage of the population, but some people just don't like them, regardless of platform. An over-saturated market forces developers to push their games beyond industry expectations and thus, rise to the top of the pile.

Overcrowding is good, it saps resources and makes species more aggressive. We, as indie developers, can use this saturation to push our products and appeal to despondent gamers who have grown sick of the triple A markets.

This is the greatest time in history to be an independent developer. Small teams, creative projects, limited deadlines, no publishers, crowd funding, making games for gamers rather than suits.

Get into it boys, make those games.
>>
>>159217768
3rd person ARPG.
>>
>>159217784
what if the guys who played were drunk? I mean I wouldnt do that if I weren't really hammered.
>>
So what game are you making for Dino Jam?
>>
>>159217726
Well I'm sure it's technically simpler to angle the whole character than to adjust foot placement to prevent excessive clipping. And for something like Sonic where you're running loops or those Bowser parts in M64 where you basically run vertical up those special walls it makes sense. But bodies in the real world do not tilt perpendicular to angled ground obviously because they'd be off balance.
>>
>>159217801
That's really fucking good. How long have you been working on this? What engine? What will the game be about?
>>
>>159212046
This is hilarious
>>
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>>159217949

It's just a doom mod so don't get too hyped. I've been working on this project for like, 2 years now though.

the gist of the mod is you control a manlet knight and you go fuck up demons in a fashion inspired by the Dungeons & Dragons beat 'em ups, Magic Sword, and Ghosts n Goblins

I'm eventually gonna add more playable characters, I got a special one planned on the backburner, as well as a warforged and a Kobold.
>>
>>159217906
You would do that if you were really drunk?

You're retarded anon. Its okay there are support groups available and you can get neetbux from the government.
>>
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>>159217657
sir please do not
>>
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>>159218180
>>
>>159217237
>paying for entertainment
all of art is a luxury item that could be substituted with real life.
>>
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>>159218180
>>
>>159217923
I have an idea, but the scope might be too big for a jam. I'll probably just start now to try to get it mostly done.
>>
I'm going to make a game where you genocide all monstergirls.
>>
>>159218564
delet this
>>
>>159218564
You could have simply said "I'm going to make a game for fags".
>>
Show me some good low poly
>>
>>159218065
If there was enough money in.
>>
>>159218502

>lewd mothgirl

about goddamn time
>>
>>159218739
Good low poly isn't a style, because good "low poly" models are those that hide their polygons as effectively as possible, so in 99% of cases you might as well not be using low poly models.

Prove me wrong.
>>
>>159217043
It's doomed, byond for all its shit features allow even a retard to do something with the game without having to worry about networking and client-server interaction, this is big, the moment you take that away is the moment most wannabe devs won't even bother trying to learn how it work.
>>
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>>159218739
>>
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>>159218902
>anything with visible polygons is now considered low-poly
>>
>>159219072
Do you know what low poly means?
>>
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r8 my portals

https://my.mixtape.moe/bwpkjo.webm
>>
>>159219125
No, because it's definition has clearly changed.
>>
>>159218849
In some respects its true, but working on a project that exists is much easier for amateurs to begin and learn coding as there is always small things to do that teach them the basics of OOP and then grow their skills. That's why SS13 has grown virally into so many different codebases. But you're right, making a new project having to make these considerations is a huge stopping point that would break anyone.
>>
>>159219183
nice bitrate
>>
>>159219282
I know right
Recommend me a better webm recorder pls
mine is fucking terrible
>>
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>>159219191
Then why do you talk about it?
>>
>>159218902

>little skeleton knight bro

Tell me more
>>
>>159219309
it's not the recorder fault
it's the limitation of the video compression
*noisy* things severely decrease picture quality
>>
>>159219390
The recorder only records at shitty bitrates and if you increase it to something reasonable it crashes if the resolution is over like 300x300
>>
So what agdg characters need r34?
>>
>>159219445
have you tried obs?
>>
>>159219452
all of them
>>
>>159219452

Could always do with more moth girl.
>>
>>159219502
Okay. Which one first?
>>
>>159217043
I don't know shit about networking, but as someone who both played SS13 and used SFML I definitely think making a SS13 clone in SFML with C++ is doable without a lot of complications. (And it's as free as free beer can be and works on Windows/Linux and Mac.)

But again I know jackshit about how you'd do the networking, though SFML does have both UDP and TCP sockets ( and provides basic networking support).

Also be aware that it's just a multimedia library and doesn't have stuff like pixel perfect transparency collision detection out of the box or such stuff like you'd find in a game engine.
>>
>>159219330
Because the new definition is fucking retarded created by nu male hipsters, and I'll keep pretending it doesn't exist.
>>
>>159219594
What's the old definition?
>>
>>159219594
> nu male hipsters
You people are like old folks with how you peg all of your problems on a single stereotype that barely actually exists
>>
>>159219594
Maybe if you spent less time bitching about definitions and more time making games, you wouldn't be such a whiny baby.
>>
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>>159219575
hoo boy we got another one boys
>>
>>159219542
Since Charlotte, Bunny and Vampire already have at least suggestive fanart I would go for Maid.
>>
>>159219665
>>159219672
Judging by all this triggering, I think I figured out why /agdg/ is so shit nowadays: it's infested with nu-males and hipsters.
>>
>>159219762
post
game
>>
>>159219762
>Implying I'm triggered
I'm just pointing out how retarded that statement is. You can't blame literally EVERYTHING on "numales", even if they are annoying as shit.
It's like those people that blame the fact that they're poor/stupid/stubbed their toe on reptilians/the jews/da gumbent/etc
>>
>>159219575

>remaking ss13

good luck. Many have tried and none have succeeded.
>>
>>159219762
Answer this >>159219621
>>
>>159219914
That's because every single instance has either stayed closed source and dead, or gone open source but had terrible engine choices that limit it so severely nothing can be done.
>>
>>159219762
> retard comes into a club
> starts flinging shit and screaming uncontrollably
> people call the retard a retard
> "wow guys, stop being so TRIGGERED"

It's not your fault. the lack of (You)s can turn people.
>>
>>159219740
Ah yeah that makes sense. Thanks.
>>
>>159219248
But okay, lets say this isn't a problem anymore and the confused beginner problem got fixed.
You're gonna need something very easy to modify , probably not a compiled language to reduce the toolchain and allow beginners or any enthusiast coders to hack right away with just their favorite text editor, lua + love2d is great at that with luajit on the server it shouldn't be hard to find a library to handle the database.
Other solution is to make spessman a web application, serve the client from an http server, enjoy html and css for easy ui, javascript being braindead simple and an almost self contained game where all you have to do is start the server and connect to 127.0.0.1:80 if you want to test locally.
>>
>>159220165
>web app

Dear god no
>>
>>159218902
That sword is not low poly. A skilled modeler could have accomplished that with a third less tris.
>>
>>159220227
I know anon, i know, but you've got to admit it make things easier even with that clusterfuck of a language they call javascript.
>>
>>159220329
A decent modeler could have accomplished all of the everything in that pic with a third less tris.
>>
>>159220354
It'll never be fast enough to handle the complexity of the ss13 backend
>>
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Is it acceptable to have wood paneling float like that next to the stairs, or does it look stupid?
>>
>>159220464
Explain what's supposedly too complex about ss13.
>>
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How to achieve this style?
>>
>>159220464
Never said you had to use javascript server side, there's plenty of solutions. It's just the client you can't avoid unless you go for transpiled stuff like typescript.
Plus hey don't be so pessimist, if byond can do it, who can't?
>>
>>159220537
1. Look up "toon shader" tutorial. There are ton of them.
2. Spend the next 12 years of your life in various digital art and animation programs.
>>
>>159220537
Pro tip: your eyes can be used to look at pictures.

Did you know? You can look at a picture and see what's in it!
>>
>>159220485

The paneling is designed to break up the corner between the floor and wall.

It doesn't look good having it float like that. Just cut it out.
>>
>>159220532
The depth and breadth of the simulation, lighting, atmospherics, power, a host of other systems and a large number of things that can spike cpu usage, especially in combination.

>>159220570
Byond only manages by virtue of years of research into the inner workings of Byond to find weak points and optimize the code, and trim out portions that will just never work. At its core new ss13 will need to compete with old ss13 in a way that is clearly superior, not just equal to it.
>>
>>159220537
I want to know how the eyes/eye brows were done in this game. They show through the hair anime style.
>>
>Even AAA games with multi millon dollar budgets have ugly seams and mismatched tiling on their corners

See the corner on the far right. Is there any point to even attempting 3d, or will it always look shit?
>>
>>159219707
Why would an actual question be bait?

I mean even if it is copy-pasta, why would a normal question that doesn't elicit anger or any emotion count as "bait"?
>>
>>159220932
Why are the brick textures on the stairs 45 degrees? No one lays bricks like that...
>>
>>159221002
I initially thought it was two images juxtaposed thanks to that nutty as fuck brick texture.
>>
>>159220897
>http://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavy
Here you go, there's an image about the eyes and it's a very simple solution.
>>
>>159220842
>The depth and breadth of the simulation, lighting, atmospherics, power, a host of other systems and a large number of things that can spike cpu usage, especially in combination.
Maybe if your server hardware is made from a cpu you got from your electronic microwave.
>>
>>159220932
Just use a simple low poly style and you'll be fine. It's easy to fix problems with low poly, it's harder with high poly.
>>
>>159221078
there's no difference between fixing low poly and high poly models because there's no difference as far as the model itself goes.
>>
>>159221061
I mean hey, maybe Byond is so shit that it makes one who uses it underestimate the power of a cpu. But in terms of ss13 it's hard to succintly describe the number of various systems that it's doing in the background, because there is a lot going on. Icon operations, speech code, UIs, powernets, cameranets, pipe networks, atmospherics. Though lot of these things are weakened in Byond particularly by the extremely limited clientside manipulation, thus the need for a remake.
>>
>>159220932
I don't know about you but Okami, a 3D game from 10 years ago, looked beautiful as fuck to me.

If you really think that a couple of pixels being off in the corner of a wall that only an autist would notice suddenly makes the entire game "look like shit" then really I don't know why you're playing video games in the first place.

The angled texture on the left on the other hand is a lot more jarring.
>>
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Is there any website with reliable artists? I keep trying to commission artists for my game but they always flake on me even though I'm willing to pay them well.
>>
It doesn't matter what style you choose or what you do, as long as you make it work for your gameplay and keep it consistent.
>>
>>159221057
I'm not sure I understand how the eyes know to only draw in front of the hair, and not other things.
>>
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>>159221375

ArtStation is pretty good.

I ask for a sketch before payment. Artists does the sketch, I pay them, then they deliver the final goods.
>>
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Made a potion today.
>>
>>159221712
is this your strongest potion?
>>
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>>159221712
Nice skyrim ripoff
>>
how hard is it making a tank controls, fixed camera survival horror in unity
>>
>>159221834

Not even close, potion seller.

>>159221845

Yes actually, I was going for the more squarical look for Skyrim's potions. Look a lot more feasible then traditional orb potions.

Or rather, I would use orb potions for the best healing potions out there- they'd be the rare elixirs as opposed to the common herbal tinctures made by alchemist apprentices and so forth.
>>
>>159221898
it would be hard not to make that
>>
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How did they get this level of detail in their background textures? I can't imagine the PSX could do more than a 256x256 texture, and when I try to texture anything with something that small, you can't make out anywhere near this much detail.
>>
>>159222075
Pretty sure it's all prebaked. You're just looking at a bunch of textures on a plane facing the camera while the character walks on a invisible collider.
>>
>>159222075
Look at the wall on the right and tell me those are textures on a 3D model.
>>
>>159222161
I know its prebaked, but I'm asking about their textures on that plane. What res do you think it was?
>>
>>159221608
thanks, I'll check it out
>>
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Thoughts comments.

Advertising images for web/social media.

They are all going to get stacked on top of each other, to make like an infographic/graphic page.

http://www.fleettacticalcommand.com/p/game.html
>>
>>159222709
>don't even pretend anymore and blatantly advertise
Wow
>>
>>159221956
so it's easy then
>>
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>>159222890

Explain?
>>
>>159223034
That's the only logical and natural thing to do.
>>
>>159221375
What's your game?
>>
>>159220932
>Deformed tiled bricks
>PS2 skin shader
>Hair shining like in a shower ad
>Metal way too rough
disgusting.
>>
>>159221375
>>159221608
>paying artists
This is why free arts will always be shit.
>>
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>>159223128
>tfw not real code I'm just shitposting and should get back to actually deving.
>>
How do we make Godot Engine great?
>>
>>159222227
It's simply a background texture, either with the exact screen size or screen size divided into 4 textures for less workload. the only planes are the invisible/physical ones that are placed so it seems like the player is walking on it, or can't go through a wall.
>>
>>159223546
make it not feel like a half-assed piece of software that is barely stitched together by two average comp-sci students and give it actual community support
>>
>>159223525
That reading code is a recipe for disaster though. Might as well just use enums in that case.
>>
>>159223487
At least you can get free art.

You can't get a programmer who will make your game for free, but you can find an artist who will make shit for your game for free.
>>
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>>159223487

Nobody should work for free. People spend hours honing skills and they deserve to get paid for it.

Giving away your skills for free means that you don't value yourself.

The ONLY person who doesn't get paid for his labour is the guy at the top, the owner, manager or leader. They only get a dividend of the company when it starts to turn a profit, and usually, in the end, they get the largest piece of the pie. That is the reward they get for their sacrifice.

Knowing how to value yourself is an important skill. Working for free makes you less than a slave, because you are slaving away willingly.

> but I don't have money to spend on artists

Then don't be the guy at the top. Make some money first.
>>
>>159223891
I'd work for free.

To gain experience and make a portfolio.

Not an artist though, but a programmer. And yeah I guess I don't value myself. (Since there's nothing to value)
>>
>>159223879
>You can't get a programmer who will make your game for free
The hell are you smoking?

>free coding tutorial everywhere
>free code examples everywhere to copy&paste
>heck even some free code completed games that you can download and study

>>159223891
How good it must be for you to be able to spout that nonsense now that we have a good amount of free game engines and libraries out there.
>>
>>159223487
When i started to learn how to draw i always thought one day i will deliver free art...
>mfw
After almost destroying my hands drawing and getting anxious just thinking about drawing something, i must say fuck free art, shit is hard.
>>
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Another one.

So we got explore, engage, encounter. Sort of inspired by the four Es of 4x, explore, expand, exploit, exterminate.
>>
>>159224246
I've been drawing for albeit just two years so I'm no veteran, but how the fuck did you destroy your hands drawing?
>>
>>159224332
I didn't i just got close.
Drawing too much even with hand exercises i almost developed carpal tunnel.
>>
>>159223214
a metroidvania with a female elf protagonist and VN elements on the side..
>>
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>>159212046
I realize I'm five hours late but this had me laughing for at least three minutes straight, goddamn.
>>
>>159224246

A decent piece of concept art can take anywhere from 20-30 hours. An artist with 4 years of experience is entitled to around $18 USD an hour. Do the math, it adds up quickly.

Entertainment is expensive.
>>
>>159224223
>get a programmer to make a game for you
>lol of course you can, just make a game yourself
Go learn english, pajeet
>>
>>159224823
See >>159224178
>>
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>>159224704
Yeah if you're making shit like Dragon Dogma or Skyrim.

If you're an indie dev then the only concept art you need is a bunch of scribbles on some papers you keep nearby.
>>
>>159224873
Some more DD concept art because why not.
>>
>>159224968
>>
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>>159225072
>>
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>>159224873

That image you posted probably cost around $1000 to produce. Big game titles have million dollar budgets. A professional game artist can earn up to 60k a year, while only busting out two dozen 'usable' pieces of concept art.

That aside.

Indie devs aren't garage devs.

Independent developers can make high quality games and content. Concept art has two purposes, design and advertising. It doesn't necessarily have to make it into the game, but often people will see cool concept art and start following a project.

Concept art is becoming more important to independent development, because it can used on platforms like kickstarter or patreon to kickstart a project.

Independent developers are just developers who aren't funded by a publisher, it's a very broad category.
>>
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>>159225260
>Indie devs aren't garage devs.

I'd very much prefer they still were.
>>
Are cute loli witches mandatory in all indie games?
>>
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>>159225182
How do you do a solid painted wall, but not make it a flat color?

Should I just rely on lighting, and misc objects like picture frames to hide the fact its a flat color for a texture, or is there some other technique to add variation, while still being recognizable as just a boring painted wall?
>>
>>159223891
there is completely nothing wrong with doing things for free if you want to do them for free
until early 10's, many people who made games were content with sharing their efforts for free, because they actually enjoyed what they were doing and the fact that people enjoyed their work was enough to satisfy them

this having said, the fact that talented people who actually like video games and want to make them can relatively easily make a buck or two from them now is one of the ups of the current indie scene
however, with this also comes a shitton of retards who only care about quick and easy money
>>
>>159225397
Thankfully no
>>
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>>159225260
>Independent developers are just developers who aren't funded by a publisher, it's a very broad category.
The category hasn't even been THAT specific for years. Hotline Miami 1 and 2 are "indie" despite being associated with a publisher. In fact, I've seen many, many people refer to Devolver as an "indie" publisher in general, which boggles my mind.

>>159225345
Nobody cares any more what we'd prefer, anon.
>>
>>159224704
>A decent piece of concept art can take anywhere from 20-30 hours
No it doesn't you faggot. A pro concept artist can make rough designs and concepts in under 1 hour.

Art like this probably took them from between 30min to 3 hours or something like that. >>159224873
>>
>>159225397
And how do you plan to have a cute loli witch in your game? Are you an artist?
>>
>>159225467
That piece didn't take no thirty fuckin' minutes. MAYBE three hours at the bottom of a much larger range.
>>
>>159222161
It's just one texture or image on a square.
>>
>>159225624
>That piece didn't take no thirty fuckin' minutes
It probably actually did. That drawing is extremely rough and has a lot of stoney shit and photo textures and the entire top half is nothing but a smudgy scribble.

Look at some Feng Zhu videos and tell me again how it takes 20 hours to draw these things.
https://www.youtube.com/watch?v=P-l9kNXAeGQ
>>
>>159225397
Would a cute witch milf be good enough for /agdg/ instead?
>>
>>159224591
You're fucked, sounds like a long term thing and you probably need more than 1 artist as well as making sure they can match on a specific style so you don't have a mess.
>>
>>159225857
It would be preferred.
>>
>>159225857
>Milf
>Cute

Impossible.

Milfs cannot be cute, they can only be sexy.
>>
>>159225407
Anyone? Should I put a noise filter on it or something?
>>
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HOW THE FUCK

DO I RETAIN MYSELF

FROM AUGMENTING SCOPE
>>
>>159226207
Noise is good
>>
>>159225467
This

>>159225624
The simplest explanation is that you've never seen a professional at work before. Back in the day I used to stay on a /f/ whiteboard and once in a while you could have a glimpse of a pro at work. It really blew my mind every single time I witnessed how fast it IS possible to draw. And all they used was a basic round brush.
>>
>>159226207
>>159225407
Maybe not literal noise but you can have brush marks in the normal map, specs of chipped paint

But also yeah, lighting should make it all look less flat, don't go mad with the details.
>>
I started enjoying making pixel art more then programming. Wut to do?
>>
>>159226319
You can finally make a game
>>
>>159226319
sacrifice your drawing hand to David Rosen
>>
>>159225467
>>159225624
>>159225830

You are fucking dreaming. DREAMING.

A piece of concept art doesn't only constitute sitting down and drawing the damn thing. Artists aren't designers. They don't come up with this shit.

Everything starts with a meeting. Artists will usually meet with designers, sometimes writers and talk about stuff. Designers will make rough designs, or write things down. This takes an hour or two.

Then the artist goes off and does a rough sketch or two. Usually more. This can take another 2 hours.

The artist then goes back to the designer and they talk some more. Designer will point things out, make changes and so on. Another hour.

Artist goes away makes some more changes. Another hour.

They get back together and call in other leads. Bigger meeting. If people agree, artist gets the sign off to start colouring, if not, the artist will need to make some more changes (a few more hours).

That was a workday.

Next morning artist starts on the colouring. Designer rocks up and doesn't like something - artist makes revision changes. 3 hours.

Rough copy goes to designer. Designer is not happy. Back for more revisions. 2 hours.

Designer is happy with revisions. Artist puts on final touches, and the piece is done. 2 hours.

Another workday done.

Designer and the artist need to get paid. Designer makes 65k a year, artist 55k a year. On an average workday they will walk away with around 300-400. You just paid $1200 for a single piece of concept art. But wait, they work in an office and there are overheads, and there is tax, and software, and and and and... you be lucky if you didn't end up spending $3000 at the end of the day for that simple piece of concept art.

That is reality.
>>
>>159226548
Except you got completely proven wrong by an actual concept art designer posted in this thread.

Read the textbox in here >>159224968

He had no idea how the game was going to be like, he was just told to draw something "medieval fantasy". And you can notice that because the game didn't actually have any beast races.

Concept art is just that, concept art. It doesn't represent the final designs, it doesn't require several meetings. It's the part where the artist has the most freedom and he's just supposed to throw shit at a wall until the guy in lead likes it.
>>
>>159225830
Not that guy but thanks for the video. I had no idea you could come up with original designs with a method like that. You really can't ever stop learning.
>>
>>159226015
I've already commissioned several artists since I'm rich.
>>
>>159226736

I concede. It does happen.

Depends how the studio utilises its artists.

My point still stands, its expensive.
>>
>>159227129
It's not about the money dummy.
It's finding reliable artists that'll work with you for a long time and making sure all your art is consistent.
>>
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>>159227456
>It's not about the money dummy.
>>
>>159227579
>pay artist
>he does 3 drawings and fucks off
>now you either have to find another that can draw similarly or ditch the drawings he made
>>
why the fuck is this thread full of morons pretending they actually know anything about game development? if you did, you wouldn't be here
>>
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>no GM2 beta slots open
>>
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>>159226548
>>159225467
>>159225624
>>159225830
The amount of work to create a conept, can take minutes or hours, or even days, depending both on the scope, details and how much experience you have with the genre.

If you have drawn sci-fi since 5th grade, then you will probably shit out a concept within half an hour, but if you are new to the genre, then you have to consider research time and also redrawing that shit all over in order to get the essence. Also if you draw an collossal battleship, the concept will take longer than a simple fighter, or for example a robot has more complicated parts than a sci-fi suit. So everything between 30 minutes and several days is correct.
>>
>artists think they have hard getting paid

Trying being a loremaster. It takes tons of hours and creativity to come up lore and make sure it is consistent , but nearly every indie dev expects people to do lore master work for them for free
>>
some weeks ago somebody posted some screenshots of a game which looked as if everything was made with paper and drawn by 10 year old children

is that game still alive?
>>
>>159228039
>but if you are new to the genre

Then someone else gets hired who is not new to the genre.

That's what portfolios are for. They're not only there to judge skill level but also the type of work they've done. If you're making a sci fi game you hire someone with sci fi experience, if you're making medieval one then one with medieval experience. Nobody wants to hire someone new to the genre who will spend 10 days on a piece of concept art while getting paid at the same hourly wage,regardless of how good he is in other genres.
>>
>>159228423
You mean every AGDG game
>>
>>159224591
Post you're game pls
>>
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>>159228423
Yeah, that was my project. That was just early trials are art, sorry. I got some feedback and changed my sprites some. Here's a newer screenshot
>>
>>159228739
It's far from presentable at the moment. when I no longer have placeholders I'll show it.
>>
>>159228948
If I theoretically was an artist possibly interested in joining what would I do?
>>
>>159228495
What would you rather have a skilled artist with limited genre knowledge, or a shitty artists with a lot of genre knowledge? Do you think a companies switch their artists like desktop backgrounds everytime they make a new game with a new genre? They might get 1-2 more artists who may be knowledged in that certain genre, but otherwise they give their artists a few weeks time to get accostumed to the genre and do research on it, after which they are then able shit out a few concepts a day. Take a look at any dev documentary and you will see the artists table swarmed with research. Also they want their artists to get more experience and become loyal to the company, otherwise other companies might snatch all the good artists and nurture them. No one will work for you either if you are known to be kicking and hiring out workers like in a fastfood restaurant
>>
>>159228524
no friend that paper game actually looked decent i thought
>>
>>159229705
>or a shitty artists with a lot of genre knowledge?

When did that ever enter the conversation? Stop strawmaning and stop moving goalposts. There are good artists accustomed to the Sci Fi genre and there are good artists accustomed to the medieval fantasy genre. All a company does is allocating the right artist to the right project. Nobody's going to be offended at that, there's no "kicking out" when hiring artists renowned for their sci-fi skills to work on sci-fi stuff. And how many genre switches do you think a company can feasibly do in the same time period without going bankrupt? Especially when some projects take over 5 years? You really think there are 100 different genres and a company will go through all of them throughout its lifespan?
>>
>>159229103
Only thing I need right now is an artist for background assets. But I ain't hiring anyone from here cuz I don't trust any of you clowns.
>>
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>>
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Bokudev if you dont fix how you look and keep uploading these to the discord how the fuck will you ever become a successful game developer at trade shows looking like this.

I'm giving you some nice advice to fix your look, before you end up a meme on /v/ or something for looking like a faggot gamedev.
>>
>>159222709
stop shilling your advertising campaign you whore.
post real progess or get out
>>
>>159217612
I'm hyped already
>>
Can yall faggots stop changing the name of this piece of shit, it's like yall want this general to die.
>>
>>159226131
What about mom from yuyushiki
>>
>>159230847
lurk moar
>>
>>159214169
God.

This fucking guy has such a punchable fucing face. The way he looks at the screen all sad and shit. add his omega voice ugh.
>>
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>>159230616
I just want to make game, if that isn't enough for people then I shouldn't care past that.

I mean if you can look at me at first glance at assume I look like a faggot that couldn't make a good game, then that is all the more better to me because I want to prove that I can.

Being a living example of "can't judge a book by its cover" is dear to me.

Progresso part 3
>>
How do I get gud at 3d modeling?
>>
>>159231062
Just like do it
>>
>>159230676

I'm not shilling. I'm getting feedback and critique.

Advertising is gamedev and progress.

This is a new screenshot btw.
>>
>>159217043
Speaking of SS13 5 hours later, what happened to the guy remaking it in DOOM-style?
>>
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>>159231058
Bokudev, can you stream gameplay of your game while dress like a girl? :3
>>
>>159231058
That arrow indicator at the beginning looks ugly, why does it rotate with Boku? Just make it float above his head.

Also the clock on the timer looks dumb if it just spins randomly, make it a proper countdown clock or take it out.
>>
>>159231058

Bokudev.

It's time to get a haircut.
>>
File: Unity Orbits.webm (2MB, 1680x604px) Image search: [Google]
Unity Orbits.webm
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I can now define any orbit I want it works perfectly

Now I should be able to start actually make game
>>
post dev music <3

https://www.youtube.com/watch?v=Rn95I87UC3c
>>
>>159231493
I'm no scientist, but I'm pretty sure gravity doesn't work that way. You've ignored all the planet-planet interactions.
>>
>>159231545
https://www.youtube.com/watch?v=Y3GrHLOgF3c
>>
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>>159231493

What!

Teach me senpai! Let me see your source code.
>>
>>159231020
no im fucking working. i only come here to post progress. and complaing about op title.
>>
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>>159222709
>>159224301
For infographics they're very, very bland. They're just paragraphs of text. Infographics break up the boring with different font sizes, colours, sections, etc.

Compare yours to this random template I just found.
>>
>>159231786
What is it about engines that give them that "feel" unique to them?

Every time I buy an indie game off Steam, within minutes I can usually guess if it was Unity, Unreal 4, or Source with pretty much 100% accuracy.
>>
>>159231545
https://www.youtube.com/watch?v=16snK15annE
>>
>>159231592
And he arrived at the decision that he would several threads ago when people rightly told him that realistic planet to planet gravitation wasn't important (which it isn't, unless your game specifically features mechanics that involve it).
>>
>>159231916
>Unity
Unique and original assets.
>Unreal
Everything's glossy.
>>
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>>159231786

It's a fair point.

I was using the same design as https://www.pathofexile.com/game which I thought looked good enough.

That template you posted looks a little busy.

I want to stitch them together like this http://www.fleettacticalcommand.com/p/game.html
>>
>>159231493
No moons? Step it up senpai.
>>
>>159231962
I was actually the guy telling other people to ignore the planet-planet interactions, but same effect, the planets in my game will be far apart enough for it not to matter anyway
>>
>>159231545
https://www.youtube.com/watch?v=RjzGPpM76fQ

Lum is best waifu
>>
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Well I thought about the loli trading aspect and then mocked this up. Would it work? Can you think of anything that would be good to keep in mind for it? Right now I could start off just with the ability to buy/sell lolis, then later I was thinking of adding the ability to prostitute them out, or to produce (possibly custom) pics/videos with the girls for money. But those aren't needed at first and should wait until more core features of the game are in, but I think just having a buying/selling menu like this would be pretty easy to make.

Other things I was hoping to work on before releasing a demo (probably around Christmas/new years?) would be like...

*Making cop AI less shit

*getting saving/loading working (it saves/loads some things now, but not all - this is what I was working on the past couple weeks which is why I haven't been posting, since there's not really any visual progress to post with this)

*Looking after the girls (feeding, nutrition, etc)

*Expanded dialogue options
>>
>>159231545
>>159231595
>>159231936
>>159232719
>not listening to VGM when devving
baka
>>
>>159231545
https://www.youtube.com/watch?v=LeAJzWzR0c0
>>
>>159232731
uh oh
>>
>>159222709
>>159224301
>>159232135
I see on your blog that you're talking about Kickstarter and Patreon. Do you have ANY gameplay to show for those ventures, and not just bullshots like >>159231192 where you've dragged a few ships into the scene with automated scripts to shoot... but actual, real gameplay? The days of free money on Kickstarter are long gone.
>>
>>159232731

Look, I'm a cop and if I found that on your computer I would arrest you.

From one anon to another, time to dump that project.
>>
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Made a knife draw animation

I don't want this guy to have guns, or big and obvious warrior weapons like swords or mace, but a knife is a light and decent self-defense, right?
>>
>>159233097
>not listening to anime music while devving anime games
>>
>>159233237

Good luck doing that, if you're even actually a cop (doubtful).
>>
>>159231596
Basically used this website and a shitload of quaternion rotations
http://www.braeunig.us/space/

The code is pretty messy atm and it's the logic and maths behind it that's more important so I'll make a flow diagram and the steps and then post the code
>>
>>159231545
https://www.youtube.com/watch?v=HFlgNoUsr4k
>>
>>159231545
This helps me get shit done by inducing massive brain damage

https://www.youtube.com/watch?v=UmC-_bTCRwQ
>>
>>159233289
Looks more like a stabbing motion
>>
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>>159233225

I have a demo which lasts about an hour. It has basic functionality, story events, space travel, limited space battles.

Large parts of the game are still unimplemented, item system, skill tree, abilities, so it is still really rough.

I'm launching the patreon this week with what I have, kickstarter around December with the completed gameplay demo, trailer and video introduction.
>>
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>>159233458
>japanese humor
>>
>>159233597
Post some webms?
>>
>>159233550
I thought it would be logical to enter a fighting stance with a threatening stabbing motion?
How would you have done it?
>>
>>159230939
A woman cannot be a MILF and cute at the same time. If you find her cute, you shouldn't want to fuck her, and vice versa.

The only people who want to fuck cute things are pedophiles and furries.

Are you a either one of those, Anon?
>>
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>>
>>159233237
>Look, I'm a cop and if I found that on your computer I would arrest you.

It depends on your state/country I guess but I doubt that would hold up in most reasonable courts. He's making a video game.

Don't go swat-teaming 12 year olds playing hitman anon.
>>
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>>159233352

There is a line anon, and what you are creating is crossing that line.

Somehow, someway, accidental or on purpose, someone is going to stumble onto that material and link it to you, and if law enforcement is informed they will raid you, and they will find your loli porn and the real CP you keep hidden on an external hard drive.

Then you will go to prison and some nigger is going to stab you in the scrotum with a shiv because his daughter got raped by a pedophile.

These hobbies don't end well. Make sure you remember that.
>>
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>>159233776
>>
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>>159233781
5th amendment! 5th amendtment!
>>
>>159225072
Those designs are cool as fuck
I really want to try my hand at modeling one
>>
>>159233867

I'm not out to get anyone. This is 4chan of course, and I've seen much worse IRL.

But I feel it is my duty to guide anons. I joined the police to help people, I think the right words now can prevent somebody having their life ruined, people don't need to be perfect or righteous, just smart about who they expose their innermost thoughts to.
>>
>>159234046
m8
He's not an assassin. The knife is meant to be seen.
Also, a weapon draw animation shouldn't take ten seconds.
Also, that is a cinematic - The animation doesn't even feature in-game (as far as I know).
>>
>>159225407
It's a 3d modeling software technically everything you make there is just light
>>
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>>159234250
>The animation doesn't even feature in-game
>>
>>159233776

Knife is a weapon of opportunity.

Only muggers pull it out and show you, because they don't actually want to kill you, just take your money.

Knife should be hidden until making the killing blow. Knives aren't combat weapons, they are for assassination and surprise.
>>
>>159234250
Trouble is yours is halfway between a draw and a stab.

If you want a stab, make it a stab. Otherwise maybe add some sideways motion or a rotation so he holds it a bit more at an angle.
>>
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>>159231596
>>159233419
Prays to gods this mobile postin doesn't flip the photo

Lots of rotations of vectors around other vectors so you need quaternions
Hope you can read my handwriting

Working out the vector that's normal to the orbital plane can be done with crossing the longitude of ascending node vector and any position vector on the orbit, however if you do happen to choose an position vector that's on the same line or is perpendicular to the longAscVector then it comes up with 0 so I randomly choose a new true anomaly to randomly choose a point that almost certainly will avoid that issue
>>
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>>159233757

Opening scene.
>>
>>159234505

Thanks anon. I'll work through it for my own game.
>>
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>>159234505
Those lines that got chopped off are the ends of quaternion rotations I was doing to rotate the vectors to point the right way and give them their magnitude on the same line
>>
>>159234371
>Knives aren't combat weapons
https://en.wikipedia.org/wiki/Combat_knife
>>
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First screen!
Yay!
Contains mostly nothing.
Second screen will contain a sort of "shooting tutorial" and a "dashing tutorial".
Forth screen gonna be the first save spot and the first appearance of magic.
What I care about is does this look ugly?
>>
>>159234798
It's more called that because it's a knife designed solely for combat as apposed to most other knifes.

It's hardly ever a first choice combat weapon rather than a backup
>>
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created a pretty useful system for testing in gamemaker.

A debug menu that brings up a list of every room that exists in your game project.

Clicking on a room will take you to it and move the player to the nearest free space in that room.
>>
>>159235313
i dont use gamemaker but that looks like a pretty sick debug feature anyway
>>
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i made the spawning enemies drop health pickups and now this room is even more difficult for me
>>
language dev
>>
>>159233597
>>159234578
You posted that before... and it's a scripted bullshot.

You don't have any actual gameplay at all do you?
>>
this is about to get ugly
>>
>>159234371
Geez man maybe you should go teach the rok military, they've been doing it wrong all along. (according to you)

https://www.youtube.com/watch?v=WM-hiVoQugs
>>
>>159236618
D:
>>
>>159231545
https://www.youtube.com/watch?v=mx6t6E24SSM
>>
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wew more music. i think this will be the level 1 music.
very akumajou densetsu inspired with some castlevania 1 flair thrown in and i kinda like it
heavily compressed because mp3 and vocaroo. sorry.
http://vocaroo.com/i/s1n1uS20SGfF
>>
>>159237117

What do you use to make your music?
>>
progress haha
>>
>>159222075
>he didn't know resident evil was all pre-rendered
it's like...design 101 senpai
>>
i am trying to do the simplest thing but it appears to be rocket science in Unity.

i need to firmly( so no noticeable wobbling allowed ) drag a ball with the mouse and i need all sort of colliders to apply to it: if i try to drag it through a wall the ball shall not cross it.

in order to do so i choosed to have a kinematic point controlled by the mouse connected with a joint to my ball.
it turns out that the ball suddenly gives only half a fuck about wall colliders and clips into the wall collider until it reaches the ball's center.
a spring joint respect boundaries, but makes the ball oscillate instead of sticking it immediately to the closest point, changing its frequence doesn't solve stuff.
>>
>>159237356
famitracker if im feeling authentic and have a lot of time to spare and fl studio if i want to make something easier at the compromise of authenticity
i used fl studio for this one
>>
File: comingTogether.jpg (137KB, 1617x991px) Image search: [Google]
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>tfw character creation
>slow dev process
>need to figure out system for traits
>but its coming together
>but its coming together...

Hours of dev today, and miles to go before I sleep, and miles to go before I sleep.
>>
File: piblastboss.gif (2MB, 400x299px) Image search: [Google]
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Working on a boss today. Do you guys like the plain colored pixels or should I make sprites for them?
>>
had a bit of a revelation right after having a wank
now i know how to do the maths for my spaceships turrets so they aim the way i want em too
wahay
>>
>>159224873
I think making sure you have a solid character sheet is important. It's the blueprint for the artist to work from, especially if you have two or more art guys. You want everything to look similar.
>>
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i hurts my soul when i see good games fail because they don't understand basic economy

don't overprice your game senpai
>>
>>159238085
that's not what he was asking. he was asking how the pre-rendered background looks so good despite texture size limitations
>>
>>159238474
who the fuck pays over 20dollaridoos for fucking platformer?
>>
>>159238474
Steamspy is way off for the first week at least, although I agree.
>>
>>159238469
That's some Rob Liefeld tier scoliosis on the left.
>>
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>>159236871

I've been doing martial arts for 23 years. I'm an ex-Soldier and an ex-Naval Officer. I used to, and still train soldiers and police.

This video is advertising. This kind of PR NEVER includes operational or combat techniques and tactics, because it is secret or above (most likely top secret when it comes to spec. ops. teams).

These attacks are useless, smoke and mirrors. Looks flashy to layman because they don't know any better. None of these attacks would kill a moving target.

Soldiers DO carry a combat knife, but a combat knife is a general purpose tool, not a weapon. A soldiers weapons are his rifle and sidearm.

The combat knife was used in earlier wars (Falklands, WW2, etc.) more extensively, but its use since then has declined. Soldiers don't even do H2H or knife courses anymore.

Lethal knife attacks are unseen against a unaware target. You can use it to do otherwise, but its not effective. A knife has NEVER been used as a combat weapon. It's always gone hand in hand with a real weapon (sword, rifle, sidearm) or from an ambush position.
>>
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>>159231058
>I want to prove that faggots can make games too!
Really breaking boundaries there.
>>
>>159238481
This. I was playing around with prerendering stuff this week, and I can't figure out how the texture looks so sharp. Squezzing your whole background down to a 256x256 texture (which is probably larger for PS1 standards) just makes it look awful. You need at least 512x512 for it start to retain its photo-real quality, but even that looks worse than an average RE1 scene.
>>
>>159239265
perhaps the background is comprised of several images that make the whole bg look higher res than it would be as one texture?
like a glorified tileset maybe?
>>
>>159238789
>dual wielding is always a thing in RPG's
>it makes you attack faster

People should stand up and swing or stab with their arm. Seriously do it, right now.

What happens to your other arm/hand? It ends up in literally the opposite direction of where you are attacking and any strike in that direction isn't going to have any force behind it and worse off your balance/stance is weak on the opposite side. You can attack with one weapon just as fast as you can attack with two weapons.

You can attack with a weapon wielded in two hands with greater speed and control than one wielded in a single hand.

Shields are good.

Spears are good.

Armor doesn't impede you nearly as much as you might think.

Armor is really, really good.
>>
>>159238264
>isKinematic
>why isn't my stuff colliding?!

wtf I hate Unity now
>>
File: not old enough.png (35KB, 952x368px) Image search: [Google]
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>tfw made the logger tell when a girl gets ejaculated inside of
>launch the game and see this

Where the hell is all this sex happening?! I don't recall implementing NPC on NPC sex...
>>
Colors are hard
>>
>>159238474
>owners: 5,575 +/ 2,395
>players: 8,271 +/ 4,048

something seems amiss
>>
>>159238474
$8.99 is what I'd price it at.

I didn't even look at the game though. That's just what my jew sense is telling me.
>>
>>159233289
>>159233776
>>159236871
>>159234250
dude quit arguing like a bitch.
like, if you like the animation and don't want to change it that's fine. just say so. but arguing with peoples' first impressions is not a good way to discuss feedback. if you get a large portion of people here that instantly see something other than what you intended, chances are that anyone else who will play your game will also see it.
rather than arguing about it, either change it or don't.

it's like:
>this is a nice song but the bass is way too loud and the rest of the eq is too quiet
>that's the intention.
>but it hurts my ears
>you're wrong
>>
>>159239454
Your progress is like a car crash. Horrible, yes, but I can't stop watching. I hope you evade the police long enough so they get you just before you kidnap your first 3d loli so you can keep posting this.
>>
>>159239393
you aren't factoring in the time to pull your sword from the enemy ribs and the like which is what makes dual wielding attacks faster. i also believe triple wielding and quadruple wielding should make your attacks even faster for the same reason
>>
>>159239220
Phill fish is an asshole, I want to be nice to everyone.

Major difference.
>>
>>159239726
I didn't post that youtube-link, Anon.

I'm sorry if I came across as a "bitch" in my replies.
I just meant to explain that this knife is meant for scaring people off - Not to backstab them. This guy is not in the habit of carrying guns or anything, but will be able to draw a small knife if the situation becomes really precarious.
>>
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>Pay $500 for GameMaker 1.4
>Still have to fight for GameMaker 2 beta access with all of the trial account plebs
>>
>>159240054
Is there a single game where attacking an enemy will get a bladed weapon stuck in the body if it wasn't a graze instead of just phasing right through?
>>
>>159240176
>>Pay $500 for GameMaker 1.4
For your sake I hope that's bait.
>>
>>159240087
>I didn't post that youtube-link, Anon.
my apologies

sorry if i came across as rude, but being a developer you really need to learn how to take criticism. shitposting is one thing but criticism is very very important for a dev to keep in mind and either you take it or dismiss it. arguing with criticism never ends well though for either parties.
>>
>>159240252
Criticism is fine, Anon.
I just don't agree with it, and explained why.
Your(?) suggestion was for a type of animation which diametrically opposes what I'm trying to achieve, so it wasn't really of use to me.
I just wanted to explain that, so that I don't get accused of ignoring you.

Thanks for the input, anyway.
>>
>>159239393

Duel wielding, done properly, is devastating.

https://www.youtube.com/watch?v=o2xmfyZSn80

See the stance, how it moves from right to left. This is to project the weapon forward and to get the best possible reach.

I wouldn't say it makes your attacks faster, than it gives you a wider range of attack vectors.

In any case, only thing I hate more than going up against duel wielders, is very good long weapons handlers. Somebody who is good with the spear is probably the worst thing you can go up against.
>>
>>159240252
>your animation is wrong because knives shouldn't be brandished to be effective in combat
>it's not to be effective in combat it's to appear threatening
>no you're wrong, learn to take criticism
>>
>>159240482
i didn't really suggest anything. i've just been watching. though i do think it looks more like a stab than anything else.
>>
>>159239393

It's a video game my dude. Giving the player more playstyles, even if they aren't realistic, is often better then realism.
>>
>>159240483
you're mum is a good long weapon handler
>>
>>159240638
Noted. Might try to ease it in more, to make it look less jabby.
>>
File: FTC_al'makhtarTestSketch2.png (2MB, 1771x1422px) Image search: [Google]
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Thanks for everyone's input and critique on the art for my game.

Here is the latest one. I'm pretty happy with it.

Only thing is the positioning of the symbols and emblems, but that's about it.
>>
>>159222075
This is because you are looking at a PC version screenshot, the models are also upscaled. BTW, there is more than a texture with invisible walls. If you look at the other wall you'll notice the resolution is lower. This is because they saved rendering time by stretching the texture of the floor (the last tiles on the right and the column on the left are stretched) and instead of making a longer texture and an invisible wall that would cover Jill's model on the other side, they covered that space with another lower res texture, much more pixelated since it probably has a Z level and was rendered in real-time, costing a bit more processing power... or maybe they programmed it so that when Jill walks after it on the invisible planes, a value is turned positive, making sure that when she walks near the wall she'll be rendered over it rather than under it like when coming from the corridor.
>>
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>>159240483
>literal training shit

How many people would choose to dual wield when defending their life compared to having a weapon with longer reach and more control. In regards to non-controlled brawls the benefits of dual wielding are better served by having a shield and having an easily reachable offhand.

If I had to use a sword in a dual I'd use something like pic related.
>long
>well balanced
>protects hand

I'd rather use a spear or other polearm though. I agree that dual wielding gives you more options, kind of. But having longer reach gives you even more options.
>>
>>159241096
I doubt it's at all that complex. Probably just have a prerendered depth map so it fits into the pipeline normally.
>>
>>159240208
Once again, Dwarf Fortress, the greatest autism sim known to mankind.
>>
Can we all just agree to ignore this tactical fleet command shill until he posts actual gameplay? AGDG is for posting progress not fucking drumming up support for your soon-to-fail Kickstarter.
>>
>>159232731
congratulations, this is the most degenerate thing i have seen on the internet this week.
>>
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>>159241108

Issue with longer rapiers was they couldn't bludgeon. Heavier swords like the broadsword and the katana can. This makes a huge difference with armour. Rapier is decent against things like leather and chain, but once you get to scale or plate mail it becomes less useful.

Incidentally the rise of rapiers correlated with the firearms, because heavier armours stopped protecting from bullets.

Duel wielding was often trying to improve a bad situation, using your sidearm (sword) and your other sidearm (knife), to get an advantage over an opponent. Swords were not battle weapons, they were skirmish weapons and sidearms. Front-line troops used halbards, spears and bows.

Long weapons are machine guns. The battlefield weapon that does the damage. Swords are rifles. They kill people sometimes, but are used more to put lead down range (posturing).
>>
>>159215427
It's XNA. I just ripped all the sprites from the xnb's.
>>
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>>159238789
Haha, you know it's because the Army sits back and waits for the Marines to clear buildings, dealing with any potential close quarters chaos.

"Nope, them Marines do that, H2H don't apply to us anymore, lets cut those courses."
>>
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>>159241503

Drumming up support on agdg... really.

I'm here for critique and feedback. And you anons are really helpful.

And its Fleet Tactical Command.
>>
>it's a bunch of overweight weebs discuss which irrelevant medieval weapon they would prefer to get winded after swinging for seven seconds with episode
>>
>>159242107
I thought it was Tactical Command Fleet?
>>
>>159242201
what would you rather talk about anon
>>
>>159242107
>I'll prove I'm not shilling by posting another static screenshot with poor lighting and a bunch of branding!

You're easily the best troll AGDG has ever had, desu fampai.
>>
>>159242327
Fleet Tactical Testicle.
>>
So how hard would it be to make a Diablo clone?

ARPGs like that are one of my favorite types of games.
>>
>>159212231
I assume it's videoedited.
>>
>>159242441
Tactile Feet Combat?
>>
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>>159228829
Aberoth?
>>
How would you decorate a place for skeletons? Just slap on a couple of gravestones, spooky trees and call it a day? Not sure about what props are fitting to be honest
>>
>>159242506
Strategic Flotilla Control?
>>
>tfw no progress
>>
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>>159242012

Nah, its because statistically, close quarters fighting (CQF) is so rare that its inefficient to waste resources on it.

A friend of mine did 42 boardings as a boarding officer and only once had to draw his baton - he didn't even use it.

Talking to a US Special Forces Commander, he could only recount 3 incidents in which knives were drawn and used to kill. One of them the insurgent literally fell on the soldier and impaled himself on the knife.

MPs get special H2H courses that cover arrest and holding and Naval Boatswain do H2H as part of PT, other than that its become a lost art. Army doesn't even have H2H instructors anymore, they just call in civilians from whatever martial arts background.

H2H combat in the military is dead. I reckon the only people who are still good at it, really good, are the gurka.
>>
>>159225407
Normal maps and decals
>>
>>159242563
Super Fluous Character?
>>
>>159242730
Piss Taking Badname?
>>
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>>159242201
i didn't realise this was that kind of episode. Allow me to post a thing from tumblr.
>>
>>159225465
It's stupid, because all we are seeing is the same trend the market took a long time ago.

>Small developers make games
>Make decent amounts of money
>More want to get into it
>Market becomes crowded
>Need money to make money
>Publishers provide said money
>Everything trends towards top heavy

So much for the "indie" spirit.
>>
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>>159242771
The Final Countdown?
>>
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>>159242201

Actually did a fitness test the other day. Scored 10.9 on the beep test, managed 57 military push-ups and 100 sit-ups.

Two years ago I was doing 15 minute competitive Judo rounds in the nationals.

I have a strong suspicion I'm the fittest in this thread.

>>159242441
>>159242506
>>159242563
>>159242327

Fleet Tactical Command.
>>
>>159241108
>>159240483
Well, Musashi Miamoto was dual wielding and rekt every single weapon user in Japan, including longweapons. They didn't use shields though. I think Roman way is the most effective one. Big plate shields and a spear/sword in a defensive turtle formation can probably wreck most armies, at least according to history.
>>
>>159238474
maybe it'd help your statement if you didn't post shit
>>
>Project Salesman is an algorithm that solves the Travelling Salesman problem 300% more efficiently than current algorithms. Red Prince Games hopes to create a simulation that demonstrates the algorithms validity and to then patent it as a product and to licence it to logistics companies and other interested parties.

fucking kek this just gets better and better
>>
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>>159243054

Musashi literally took a boat oar to a duel and beat the other guy to death with it.

And then there was the other time he hid in a tree and made his opponent wait for 5 hours at the dueling spot, before jumping out and killing him in an ambush.

Musashi was also unusually large compared to other Japanese at the time. I think wrecking everyone was more to do with him being a mean violent bastard, then wielding two swords.
>>
>>159243054
If you read the historical recounts of his duals he basically never actually dual wielded during them. He used quarterstaffs and shit.
>>
https://docs.unrealengine.com/latest/INT/Resources/Showcases/Stylized/PostProcessing/index.html
>you have no excuse to not release hyper-stylised shovel ware
>>
>>159243276
The fuck
>>159243410
Still have to create stylised assets
>>
>>159242960
https://www.youtube.com/watch?v=iVecSyZJbUU
>>
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unreal looks so good. Why did i every choose Unity...
>>
>>159224178
hey buddy, I'm an artist looking for a programmer on a game, Would you be interested in teaming up? If it sells, you get half of course. That's all I can do at the moment.
>>
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>>159240792
i think you should go for more of a style like this kind of draw if you're trying to be flashy
sorry that the animation is crap. did it with my mouse
>>
>>159243678
Thanks.
I think I get what you mean - A "colder" threat without a lunge, right?
>>
>>159243054
The best way to win any war is to be mobile and able to hit your opponent at a distance.
>>
>>159241731
>>159234231
>>159233979
It's like you faggots didn't even play Unteralterbach.
>>
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>>159243276
>300% more efficiently
>TSP is NP-complete
>>
>>159243868
sorta like a ready to pounce stance. if he was using a sword, waving it in front of himself would make more since but doing that with a knife (which has zero range) makes him look incompetent. which is fine if that's what you're going for but if it's not, holding it closer to himself is better since a knife is more for defense and not offense.
>>
>>159233979
He can own all the cartoon loli porn he wants. The most you could get him for is distributing lewd material or some shit if he was giving it away, otherwise eat a dick big brother.
>>
>>159242434
Well, he is Australian
>>
>>159244314
>he hasn't seen 12 Angry Men
Using a knife in combat, you hold it out in front of you to establish distance between yourself and your opponent.
>>
>>159244446
cp laws are very vague and are very eager to lock away pedos.
they could arrest him because of that.

not saying i agree or disagree with that even though i do since he's a fucking pedophile but that's how it is.
>>
>>159239454
This is for download?
>>
There's nothing wrong with being a pedophile if you don't contribute to supply/demand for CP and you don't actually do anything to children.
>>
>>159244615
>CP laws are very vague

I did not say anything about CP. I was speaking about cartoon anime porn, which is legal to own in the United States of America, because it's art. So long as he only has 2D girls, he can jerk off to whatever he wants.

Now fuck off and die big brother.
>>
What's with the anti-loli propaganda nowadays?
It's like I'm on ribbit or tumblr. I think it started with trolling and equaling 2d loli = CP and someone took it a bit too seriously. Few months later and here we are.
>>
>>159244765
why am i trying to argue with a pedophile? fucking degenerate.
>>
https://youtu.be/yzh7RtIJKZk?t=405
Really makes you think.
>>
>>159244872
Of fuck off already. Go to your safe space and police thoughtcrimes elsewhere.
>>
>>159244446
it also depends on location. I've heard some states have laws against fictional CP, but even for example, all of canada, drawn depictions of minors will get you jail time, and registered as a sex offender.
To parrot >>159244615
The laws are intentionally vague, and every ones out to prosecute.
It's a dangerous project to pursue.
>>
>>159244990
oh no, the edgy anonymous doesn't condone me jacking off to images of loli's. Clearly it must be because they are reddit tumblr feminists who have taken over the site.
>>
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Reminder that if you don't open source ur game ur literally a stinky buttface
>>
>>159244868
This place became tumblr/reddit 2.0 a while ago anon.

Now you cannot post or have a controversial opinion or you will trigger people like >>159244615 complaining about pedos in fucking 4chan.
>>
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>>159244990
>i jack off to children
>i fantasize about raping children
>that's perfectly fine
>i don't understand why people hate me
>go to your safe space
>>
Thanks for helping me learn 3d. Here's my progress so far. Intro area is archtecture is blocked out. Still a lot of texturing to be done. Those windows are default UE4 placeholders, before anyone asks.
>>
>>159244872
This is always the first step to establishing a false moral high ground, dismissal.

A pedophile is a person who is sexually attracted to children. A cartoon character is not a child, it's a cartoon character. Call them a Schediaphile, but so far we have not satisfied being a pedophile.

Assuming he only jerks off to 2D cartoon girls, it doesn't matter what they are, because they are not real. If a woman looks 13 but is 18, you can have sex with her, and not be a pedophile. If we apply this arbitrary reasoning to cartoons, we could say baby like cartoon characters are actually 100000000 years old. It's stupid, because in the end they are fucking cartoon characters.

Even if somebody is a pedophile, it's irrelevant if they don't do anything about it. As the previous case illustrates, there is nothing wrong with fucking grown women that look like "hot sexy teens," which demonstrates clearly that the problem with pedophilia is not attraction to youth, but the dangers of manipulating youth for sexual pleasure. As long as you don't actually hurt or condone any harmful action against children, you have morally done nothing wrong.

Now fucking go kill yourself you fucking piece of shit. Of course, you are probably too busy beating black people half to death for looking at you the wrong way.
>>
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Made an actual stab.
The hand doesn't bend very well, so it's hard to make the knife completely "flat" at the peak of the lunge.

>>159244314
Yeah, I get what you mean.
I still prefer to have him hold it out, kind of like
>>159244568
to show that "I can cut you, if you step within this radius", rather than the wild-west hand on revolver "I could kill you if I wanted to, but I remain completely calm".
I don't know if that makes any sense, but that's my reasoning anyway.
>>
>>159245149
>tfw open sourcing game
>tfw making game in my own language
>>
>>159245198
reminds me of resident evil, pretty cool.
>>
>>159245229
Wow I never noticed how ur face isn't a butt before
It's cute :)
>>
>>159233979
frick off with your tumblr gif
>>
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>>159245218
>tries to establish an educated stance by lecturing on morals
>writes a fucking novel in response that nobody is going to bother to read
>Now fucking go kill yourself you fucking piece of shit. Of course, you are probably too busy beating black people half to death for looking at you the wrong way.

WEW LAD YOU SURE GOT ME
>>
>>159245272
That's what I'm going for.
>>
>>159245218
its not even being a pedophile here that is the problem, or discussing the controversial subject of pedophilia. Its the fact that this is a blue board, on a thread about amateurs making videogames. There are countless hentai game making threads on the boards where they are relevant. Posting that shit here shouldn't and isn't welcome and especially when its about lolis.
>>
>>159245383
Wonderful argument. Keep in mind I remembered to add my trite bullshit after actually making an argument. You should try it sometime faggot.
>>
>>159245152
>This place became tumblr/reddit 2.0 a while ago anon.
Yes, because only Tumblr/Reddit complain about/hate pedophilia.
Or rather just about every other place on the internet along with just about every place in real life. Absolutely nothing has changed. You're just as hated now as you were back then. The only difference is that people are a little more vocal about it.
>>
>>159245560
That's rich coming from the board that made lewd game jam.
>>
>>159245601
>Keep in mind I remembered to add my trite bullshit after actually making an argument. You should try it sometime faggot.
but it's fun watching you sperg out like an autistic child. it genuinely is.
got anything else to add?
>>
>>159243019
>I have a strong suspicion I'm the fittest in this thread.
Not with me lurking. A mere whiff of my testosterone would knock you out cold.
>>
>>159245708
I'd like to remind you that the actual developers here are what make the thread what it is. Most of the people that voted for, promoted, and participated in the Lewd Jam are people that are not developers and just in fact wanted something to jack off to (which blew up in their faces because most of the entries were shit).
Please don't associate us with those people.
>>
>>159245770
It's always great when the level of discussion reduces to "HAH, you didn't just shit post! This is great! Everybody is laughing at you for thinking about your response longer than 2 seconds!"

:^)
>>
>>159245657
>Or rather just about every other place on the internet
This proves how much of a fucking idiot you are.

>You're just as hated
Nice projection you reddit idiot. I'm not one and unlike you I don't give a flying fuck about them. Go have your little moral crusade elsewhere you dumbfuck.
>>
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So I was told there would be progress here, instead I find pic related. Why aren't you making progress?
>>
>>159245189
>>159245142
I'm not even into lolis specifically anon, I just like hentai in general. It's astounding that people not only equal cartoon porn to actual CP, but assume that every anon that beats to lolis has a sex dungeon with real children in his basement.

Beating a dead horse:
>play violent vidya
Murderer
>watch porn
Rapist
>read de Sade
Degenerate and freak
People are acting out on every piece of stimulation or entertainment they consume, ban everything, churning butter is the only form of fun you can have (if you're male; otherwise it's too lewd).
>>
>>159243620
Unity can also look good, anon. And I'm not talking about that whole "custom shader live rendered movie" stuff they put out.

Have you seen Decay of Logos?
>>
>>159245189
>I jack off to children
He is jacking off to fictional characters. Not that it makes loli any better, but still, if you are unable to differentiate fiction from reality, it makes you the most retarded of all degenerated cucks.
>>
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>>159246053
if he is obsessed with loli that he makes a video game of kidnapping children, raping them, making them pregnant, and trying to keep them from escaping and reporting to the police, i think it is a very fair assumption that he jacks off to real pictures of children, anon.
>>
>>159245198
>Using UE4 for a ps1 tier graphic game
Nigger, that's like using a fucking spaceship to go to the supermarket. That's totally overkill, both hardware and diskspace wise.
>>
>>159245983
im not saying ban and make everything illegal, just post it where it is relevant. Posting fictional child pornography games here makes people tend to not want to be associated with the general.
>>
>>159245560
>Anon devs a game
>Posts progress
>Literally creme de la creme of the thread, given 95% of other posters are nodev shitters
>Spergs are triggered because IT'S FUCKING PEDO SHIT BRO
Is there even actual ero content in his fucking game?
> countless hentai game making threads on the boards
Name one.
>>
>>159246184
Not really.
>>
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>>159228423
i got ur paper right here
>>
What would you guys say would be the best logic for going about creating a sort of "Traveling" character in Unity? I'm trying to make something where certain NPCs are traveling the world and can be encountered or found at various times in various places based on their travels, but I'd like to have their travels actually be them walking through the world and going from place to place as the player plays the game on their own.

Similar to something like Skyrim where NPCs travel the world and whatnot.My biggest problem I've had is trying to think of how to have this work with multiple scenes, since Skyrim is basically one huge world, I think that'd be easier to do, but I don't think I'd hae one large open world to travel through.

Any ideas?
>>
>>159246398
yes really.
>>
>>159245560

You do realize the hentai game generals (both of them) are on /vg/ not /h/, right?
>>
>>159246372
/d/
/aco/

both have hentai game making generals.

this is my last reply, so we don't shit up this general more than we already have.
>>
>>159246326
And I don't want to be associated with thoughtpolice or ribbit and here we are.
>child pornography
If there's actual child porn there, you should really report it to the Police. Please do.
>>
>>159246435
If that's all you need, you simply have to model their position as a function of time so that you can load them where they should be after unloading them, without having to do any kind of background processing.
>>
>>159246372
i genuinely don't understand how you can think that someone who doesn't want pedo shit in the thread is a sperg.
i'd say people that are into pedo and defend pedos are spergs.

and if you want to REEEE at me for saying that, by all means be my guest you fucking faggot.
>>
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>all these pixel shit games in this thread
>no one doing real 2d dev
>>
>>159246618
that picture looks amazing, i want to walk around plotting terrorist attacks there!
>>
>>159246596
If it doesn't break the rules then yes, you are a sperg for complaining about it. Just hide the damn post if you don't want to see it.
>>
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>>159228423
working hard on it
>>
>>159246435
>since Skyrim is basically one huge world,

Its still the same problem you have though, since Skyrim loads in cells, and AI in other cells aren't active.
>>
>>159246618
Man, if I could I'd remake Robin Hood, but I completely can't into 2D art. I'm stuck on pixelshit.
>>
>>159246596
Sperging at someone who isn't breaking any rules is sperging anon. Until he breaks rules he is fine.
>>
https://www.youtube.com/watch?v=VrjS5ZRdjW8
>>
>>159246596
>i genuinely don't understand how you can think that someone who doesn't want pedo shit in the thread is a sperg.
Just fuck off this thread if it triggers you so much, how about that?
>>
>>159246435
>create a graph of their destination
>world position = (next node - current node) / walking speed
>>
>>159246447
>>159246184
I hope you're reporting all those sick scum that make games with any semblance of violence. Surely it's only a matter of time they snap, since they have such an unhealthy obsession with guns/knifes/blades/blood/explosions/killing etc.
>>
>>159246516
>>>h/4395905
>>
>>159246553
>>159246772
Hmm, I see. I figured it'd be something simple like that, perhaps I've just been needlessly overthinking what I have to do to make it work.
>>
>>159246618
And who's going to make the art for the real 2d dev?
>>
>>159246768
If it triggers you that pedo shit bugs other people, you can fuck right off as well, you know?
>>
>breaking: redditor frustrated content he doesn't like appears on 4chan
>>
>>159246761
Gogem gets a lot of shit from the thread, but fuck me if he isn't a fucking agd rolemodel.
>>
>>159246596
>Wow, stop making games I don't like!

I absolutely HATE platformers, and I don't shitpost against every one of them.

I don't like tag sim dev's game but it's not breaking the rules so he has every right to post about it here. Fuck off.
>>
>>159246184
From what i've seen, most loli advocators call them 3D pigs and are disgusted by real children. But alright, let's say you are right and he actually jacks of to normal pictures of real children. He doesn't break any laws by that, he could basically masturbate to a picture of a lamppost and it doesn't make any difference.

You break the law by breaking the law. i.e. possessing illegal nude/childporn pictures or by raping/having sex with a child.
I agree that people who are attracted to 9 year olds are degenerate cunts, but as long as they don't rape/have sex with or harass any children, that's all they are. You don't jail someone who says he would like to rob a bank, you jail someone who does it.
>>
>>159246372
>Name one.

hgg and hgg2d, both of which are this very same board.
>>
>>159246932
Nice try you piece of shit.

You're the one coming to a """gamedev""" thread to complain about a """game""" because it has lolis. So once again, fuck off.
>>
>>159246703
That...
That looks fun
>>
>>159246810

See:
>>159123493 for hgg2d
>>159160223 for hgg
>>
>>159245657
/b/ loved cp
>>
>>159246618
Stop dilly dallying.
>>
>>159246596
>I don't want [X]
>[X] has no influence on me whatsoever nor it forbids me from partaking in my usual activities
>I even have an option to completely hide it, if it offends my delicate psyche
>REEE [X] IS BAD, REMOVE [X], [X]ERS ARE SHITLORDS

You're literally everything what's wrong with contemporary culture. Muh feelings, muh safespace, muh morality, muh point of view. Muh left, muh right.

It's all ME,MINE,MY; as its the only important, valuable, useful and most certainly right way. Everyone else is wrong, bad and suck a dick. Black and white, relativism is dead.
>>
>>159226231
pls help
>>
>>159246432
That picture is not worth 3 megabytes
>>
>>159226231
>>159247346
the generally answer to this is have a strict Game Design Document.
?Before you start touching code, or art, you know what the game is going to look like, act like, and sound like.
And then when ever you want to change something, you don't. Just don't.
At the very least, accomplish the game according to the GDD before adding anything else.

Feature creepy is real.
>>
>>159246961
desu he's got good stuff on his porfolio, he deserves the fame he's got
>>
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REEE LEAVE LOLISIMDEV ALONE
ITS JUST A GAME REEE
NORMIES OUT
>>
>>159246432
>chatbox in corner

Is this an mmo?
>>
>>159247594
By bullying someone for a having a specific fetish it makes that specific fetish more taboo therefore more hot
>>
>>159246296
but this spaceship is comfy and I don't know how to use a bike
>>
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>>159247487
Thank you anon
>>
>>159247594
So with everyone calling your shit you've just decided to switch to pure shitposting?
>>
>>159246618
>real 2D dev
>posts picture of prerendered 3D assets
Okay, Anon.
>>
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>>159247709
reminder that regularly bullied here furfaggotry is a fetish just like lolis
>>
>>159246530
>>159247051
>/hgg/ and /hgg2d/
Neither is about game DEV, both hate each other, one is really shitty and constantly on the verge of dead. They also vehemently despise anything that doesn't come from grorious nippon and one project that could actually go somewhere (Feira Quest) was shitposted out to oblivion because >lol money.

>/aco/
There's /stg/ and /weg/. /stg/ is a pile of shit; all shitposting, no substance, no games, no deving at all. /weg/ is better but 90% of the thread are anons that are into the genre and discuss the games in question, rather than creating them. Creators just occasionally pop up and post progress, hype or advertise. Not that it's bad per se.

>/d/
Can't say about this one because I'm really not into futa, but I imagine it's pretty similiar to /weg/.

So yeah, it's actually the only place if you're actually making an eroge (aside from the fact loli game doesn't even look like one) and need help or just focus on technicalities rather than content.
>>
>>159247649
Yeah, it's going to be the lovechild of Runescape and ArcheAge.
>>
>>159246961
>namefag
>agdg rolemodel
"no"
>>
>>159247960
But lolis were always relatively okay on 4chins whereas everyone hated furries and later ponies. :C
>>
>>159248020
Fapping to a picture of a child is a crime.
Fapping to a drawing isn't.
>>
>>159248109
>Anon in charge of reading comprehension.
Never said he was an agdg rolemodel, but an agd rolemodel. You should notice that I specified that he is therefore a rolemodel for amateur game devving, _not_ this general. He developed his own style (however disgusting you think it is) and finished multiple games. That's a lot more than most of us here can claim for themselves.
>>
>>159248020
trying to regulate human sexuality is one of the stupidest things that have ever come from congress
>>
>>159246296
If I had a spaceship, and it was easy to pilot, you bet your fucking ass I'd take it to the supermarket.
>>
>>159248174
But pornographic laws are the same across ALL forms of pornography. It's not limited to porn with real actors/actresses. It's for every medium of porn.
And laws on pornography say that everyone engaging in sexual acts must be over 18 years of age.
This is also true for drawings, as they are a depiction or pornography.

>>159248474
If you have a problem with it, then take it up with congress. Until then if you are sharing child pornography or depictions of child pornography, you are legally in the wrong. No question, end of discussion.
>>
>>159248649
And those laws work don't they?
Just like how they eliminated the drugs black market
Just like they got rid of prostitutions
>>
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>>159248020
>You can't sell real porn to minors and you can't sell drawn porn to minors.
>Sites with either real or drawn pornography must explicitly require the user to concent that they are 18+ years of age.
Thats about minors accessing sexual content

>Real bestiality is illegal and for the most part drawn bestiality is frowned apon/illegal as well.
>what is furry porn

What makes drawn cp/loli different is there's no victim, so there's no crime
>>
Can you fags move your argument to some containment thread on /b/ or something?
>>
>>159248828
don't argue with the shitposter, just hide his posts like he won't hide the loli posts
>>
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>>159247594
hating lolidev is the best way to find new fag
>>
>>159248828
>Thats about minors accessing sexual content
My point was that the laws are the same regardless of medium.

>What makes drawn cp/loli different is there's no victim, so there's no crime
The problem is that CP doesn't need a victim. If a person involved is under 18, it is CP regardless if it was consensual or not which eliminates the role of a victim.

>>159248941
Do you normally plug your ears and go "nah nah nah" when you run out of arguments?
>>
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making explosions work online was harder than i thought it would be, and parts of it doesnt even work

fuck me, nothing works right
>>
>>159248794
>Laws don't eliminate 100% of unwanted activity
>Might as well have no laws
That's a slope people have been slipping on since the dawn of society.
>>
>>159249078
Is lolismdev our version of Toady?
>>
>>159249250
>which eliminates the role of a victim.
Which eliminates the crime??
>>
>>159249250
There is no person involved in loli art.
>>
>>159248649
>>159249250

You really need to look up the law, unless you're talking about some backwards country like Australia. In the US it doesn't work that way. They need to be of real children for it to be illegal. Go look it up.
>>
>>159249316
No. Gogem is our Toady.
A fucking retard, who thinks himself such an important "artist" that he needs a trip.
>>
>>159249489
There have been cases in the US, however. It is a per case basis and it is possible to be convicted for having loli porn.
https://en.wikipedia.org/wiki/Legal_status_of_cartoon_pornography_depicting_minors#United_States
>>
>>159249516
How is Toady a retard?
>>
>>159249250
Are you insane? Imaginable people have no rights.
>>
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more debug tools.

spawn any object in-game.
>>
>>159249516
>Calling Toady a retard.
Who shit in your cereal this morning?
>>
>>159249250
encouraging a type of behaviour that is the mental illness that is pedophilia is absolutely disgusting, you should seriously kill yourself or chemically castrate yourself asap.
>>
>>159249689
through the power of agdg contrarianism, any cool developer is a retard
>>
>>159248649
I don't think the argument is whether it's currently legal or not. The argument is whether it should be illegal in the first place.
>>
we should have a jam where we make NES style platformers based on popular movies that wouldn't translate well to platformer mechanics.

I know cease and desist whatever. It's a little anonymous game jam where no money would be made.

Calling dibs on The Breakfast Club.
>>
Any good blender tutorials?
>>
When calling Start() on scripts on objects in Unity, I need the parent object's Start() to get called before the child's Start() function since some of the initial conditions for the child depend on some of the initial conditions decided upon in the parent's Start() function.

By the looks of things that's not how Unity works though and it seems the Child's function gets called first, any ideas of how to work around this?
>>
>>159221481
Shadermagic.
>>
>>159250692
either put the scripts in a defined order in the execution order editor or move the parent's logic to Awake()
>>
>>159250692
look up Awake() and script execution order

but that is probably not a good practice and you should figure out some way to not do that. Maybe have the parent object spawn the child?
>>
>>159249772
but... i'm not encouraging pedophilia...
i'm doing the opposite
>>
>>159250351
please kill yourself
>>
>>159250027
then go to >>>/pol/
if you want to discuss the legality of it.
>>
>>159250983
Nice argument you have there :^)
>>
>>159250692
You could do base.Start(), but that would call your parent's Start multiple times

I just made a function called FirstFunction() that gets run once the level is loaded. The first step in FirstFunction() is always base.FirstFunction(), so it travels up the class hierarchy to the base class, so the parents code always gets called first.
>>
Got my brain scanned. Jesus Christ, the "skeleton inside you right now" meme is too accurate. I have seen screamers I was more comfortable with than some of those slices. Then again there are some slices that would make for a great alien vidya enemy.
>>
>>159250774
>>159250864
Yeah I can see how using Awake() could cause me issues in the future, it might be worth it though
>>
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Sometimes you are really proud of something you made.
>>
>>159250341
This would fun, but open it up to other things beside platformers.
>>
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>>159251337
And of course I forget the image.
>>
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>>159251694
It's a man getting assaulted by an alien parasite
>>
>>159251694
That's really fucking badass.
>>
>>159251694
Why your brain was scanned, fatso?
Is the post cancer?
>>
>>159251978
>2048 x 1536
For what purpose?
>>
>>159251978
>png (3.49 MB
>>
>make a free to play online rpg
>people like it, play a lot
>add paid features
>"haha who would pay for a game lol"
>"omg this dev only cares about money"
>>
>>159251694
Fuck, I really should have my health checked out, but I'm poor and have no insurance. I'm also afraid of what they might find.
>>
>>159252230
If you were successful and good at what you'd do you'd make F/GO or Granblue where people are willing to pay for it.
>>
>>159252056
>>159252134
Excellent feedback. Why do I even come here?
>>
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>>159251694
Hello there.
>>
@159252472
(You)
>>
>>159251065
>Hurr durr I can't think for myself just gonna go by what the law says
>>
>>159252010
So the doc can confirm that my mental state is due to my pussy personality instead of something physical. And so they could recite Arnie: https://www.youtube.com/watch?v=OaTO8_KNcuo

>>159252296
It's been five years since my last checkup before the breakdown. I wonder what they'll find next now that I'm not flying below the radar anymore.

Thanks to y'all for reading my blog.

>>159252472
For the blogposts.
Related though: Three background textures is a bit much, don't you think?
>>
>>159252626
>@

kys
>>
>>159252643
lol that has literally nothing to do with my post
>>
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Opened another file. Thumbnail was different. Greeted by this nice fellow.
>>
>>159252849
Were you checking out the nurses ass or something?
>>
>>159247748
>>159248574
Fine. The only problem is though that not all supermarkets have a big enough place to park your spaceship, i.e. not all players will be able to play it. You are eliminating the playerbase with toasters, even though that shouldn't be the case.
>>
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>>159251694
>>
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Making tools to make your development easier is progress, right?
>>
>>159252424
The thing is, there are players who are willing to pay, but a few toxic players (the type that keep saying the game is shit and people shouldn't pay for it, yet they still play every day) are making them reconsider since they would get laughed at for paying. "hahaha you paid for this shitty game? what a loser lol".
>>
>>159252901
Man I wish. Only hotties for nurses/technicians. On picture time I was inside an opaque tube only a few centimeters bigger in diameter than my tummy.

>>159253037
Y'all free to use my likeness as you see fit. The hell is up with his legs though?
>>
>>159253045
Definitely.
>>
>>159253045
I'd be shocked if this was actually making anything easier.
>>
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>This is your brain on drugs.
>>
>>159253493
Now that is spoopy
>>
>>159252230
That's always going to happen. People love free shit and assume devs should work for free, not realizing that we need money to live too
You see it all the time on /v/
>>
>>159253045
>3 seconds editing a json file in a text editor
>31 seconds to modify a single variable for a single entity

dude what the fuck
>>
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Mister Grumpy Ape. Sorry for shitting up the thread with non-progress. I hope you can forgive me trying to cope. Free original spooky textures though.
>>
>>159253493
your a big guy
>>
>>159253589
So what can you do?

You can't ban them or mute them because that would make it seem like you're hiding something.
>>
>>159241017
Noice

>>159241503
Nopepe
>>
>>159241017
I don't want to use the word "generic" but it's hard to stick out when it comes to fantasy and those characters are nothing extraordinary whatsoever. The palette is very bland and it all comes across as someone who is very new to tablet drawing made it.
>>
>>159253908
Ignore them and make shit people might buy, whilst keeping in mind those people are likely to be a very small % of your userbase.
>>
>>159253908
All you can do is ignore them and make sure your game is worth paying for
Or have it paid from the start. People especially don't like free things going paid later, just see the whole shitfest with paid mods in Skyrim
>>
>>159253375
There's a couple thousand lines of code backing this Editor up. It's still missing some functionality (that's already there in the code) and there's another window where I can add new stats like Health.

>>159253731
This will go way beyond just simple text edits once I get the last bit of functionality in the editor. You'd be surprised how complex a stat system can get.
>>
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The grey mush is supposed to be asymmetrical, right?

>>159253751
You-u-u-u too... Not calling me a hothead is such a wasted opportunity.
>>
>>159254238
>that abscess on frames 6 and 7
lmao
>>
>>159254238
Dat hole
>>
>posting your fucking brain scans on /agdg/
This is a new level of blogposting.
>>
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Resized.
>>
>>159254456
Gotta admit this is not something I expected to see today
>>
>>159254456
And making zero attempt to make them related.
>>
>>159254573
I see what the other guy was saying about different backgrounds
>>
>>159254679
Only the clouds and topographic layer scroll. Everything else is stationary.
>>
>>159254135
>You'd be surprised how complex a stat system can get.
give me an example senpai
>>
>>159254456
Anything for a (You). I've run out of interesting ones now anyway.

>>159254573
I think you could really do without the topology layer and clouds. Blood Dragon background carries it on its own.
>>
>>159254573
There's pretty much zero cohesion in style and in palette.
>>
>>159254573
You have a cool gimmick but you need to set on an artstyle and palette. Colors and shapes are kinda all over the place now.
>>
>>159255214
>>159255061
>>159254969
Okay good advice. It's in motion here:

>>159238428
>>
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Anyone know how to fix rotation nonsense like this?

>spin the character for a forwards roll
>want him to interpolate back to the opening position at the end
>it interpolates a 360 degree reversed spin
Rotating the end keyframe does nothing.
Rotating the frame before it does nothing.
Is it just not possible?

Also, I read online that Blender interpolates rotation towards the nearest point.
Why the fuck does it spin an almost full 360 circle, then?

Pls send help
>>
Anyone know of a good tutorial for spline iks?
>>
>>159255604
Look at older SNES/NES games or try and find other games in your genre and look there for inspiration. An alternative is to look for an artist that could help you in an hobby-project kind-of approach. For that /r/gameDevClassifieds/ is not bad at all.
>>159255826
Have you tried setting it up in an animation controller inside say Unity?
>>
>>159242784
I had no idea the prince of Bavaria was dragonborn
>>
>>159254798
Well I have a base class Stat and classes StatModifiable, Attribute and Vital that extend one another. All of these have slightly different functionality and will be used for different things. For example the Modifiable has support for modifiers that can increase or decrease the stat based on different rulesets that I can assign to instances of the class. Now Attribute class has this but on top of that they can scale off other stats. So I can set it so that each point of Stamina gives 5 points of Health. And then I have the Vital class that has functionality for a current value in addition to everything else so I can use it for things like Health that need current and max values.

This about as simple as I can explain it.
>>
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>>159255826
you gotta mess with the f curves

see which one spazzes out and fix it

the rotation is some cyclic pi shit
>>
>>159256031
>Have you tried setting it up in an animation controller inside say Unity?
No?
Would that be different?

>>159256271
Jeezus, here we go, one more level of Blender hell.
Thanks a lot for pointing me in the right direction, Anon.
>>
>>159256145
>I have a base class Stat and classes StatModifiable, Attribute and Vital that extend one another.

OOP programmers, everyone.
>>
>>159255826
Are you using euler or quaternions?
>>
So in blender I've joined multiple objects into one mesh for weight painting purposes, but afterward I want them to be separate objects again. How do I do this?

When exporting the file to unreal there are separate objects, so the information must be stored somewhere.
>>
Does /agdg/ have experience with tessellation?
Does Unity have tessellation built in? Can it be controlled with a depth map?
>>
>>159254573
It's really the ship I need help with. That what is sticking out most to me
>>
>>159256761
select all vertices and hit space -> seperate?
>>
>>159256761
P?
>>
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>>159256427
>>159256271
>graphs.gif
Dear god

>>159256629
I don't know what those words mean
>>
>>159257095
>Visual scripting is user and beginner friendly.
>>
>>159256954
>>159257039
It was separate by material. Or at least that worked for me. Seemed simple enough but I figured the objects were permanently fused into one thing. thx
>>
>>159257095
Performing any kind of process that changes orientation with Euler angles is verging on impossible. Euler angles suffer from singularities - angles will instantaneously change by up to 180 degrees as other angles go through the singularity; Euler angles are virtually impossible to use for sequential rotations. Quaternions do not suffer from either of these problems
>>
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>moving every single bone for every keyframe
>>
>>159246703
I remember that I was actually trying to do something similar on Win 3.1. it was a guy with a sword and a hand coming out from the ground in a cemetery.
>>
>>159255826
so it's a story about a magic knife that drags this poor man by hand because it's glued, huh?
>>
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Made a simple clock module.
>>
>>159257095
even though most engines will optimize it out, remember that you only need to add keyframes to bones that change their relative position or rotation, and most of the time you don't need to set position keyframes for anything but your root bones. Otherwise it makes for a messy graph

but yea look for the rotation of your root? bone and check around the keyframe where it wigs out
>>
>>159257397
>not implementing neural networks to automate animation for you
It's not 1997 anymore, guys. Come on.
>>
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>>159257095
>>159257342
what anon means is this right here

its on the side bar that opens/closes when you press n
>>
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>>159215097
>>159246761
>>159246961
https://www.youtube.com/watch?v=tOSFiKEUdV4
>>
>>159256145
>For example the Modifiable has support for modifiers that can increase or decrease the stat based on different rulesets that I can assign to instances of the class. Now Attribute class has this but on top of that they can scale off other stats. So I can set it so that each point of Stamina gives 5 points of Health.
Aren't these the same thing? And why do all "vital" stats need to have potential modifiers?

If I were you I'd distinguish between "hard stats" that you level up and "soft stats" that are defined based on formulas of hard stats, equipment, status effects, etc.

You're tackling the symptoms of complexity with this editor stuff but not the underlying cause. And that's being generous and neglecting the thousands of lines of code it took you to implement this, and how fucking cumbersome it is to actually use.
>>
>>159257342
Th-thanks. I know some of those words.

So, how do I switch to quaternions?

>>159257397
>>159257430
>most of the time you don't need to set position keyframes for anything but your root bones
What?
I find (most of the time) that everything looks a lot better if you add small movements to almost everything.
If you don't, things tend to end up looking very stiff and mechanical.

>even though most engines will optimize it out
Well, that's nice, I guess. Though I'd still like to see how it would interpolate, so that I can make appropriate changes.

>Otherwise it makes for a messy graph
Yeah, you got that right...

>>159257610
Oh, thanks!
It's currently set to quaternions, though.
>>
>>159257691
Wow that intro was fucking annoying but at least it let me know I'd been linked to a gamegrumps video by accident so that I could close the tab before I watched any more of it.
>>
>>159238474

Can you imagine working on a game for 8 years and then some Finnish meme develper makes a shitty unity early access game in 3 months about shitty cars and outsell your game.
>>
>>159251612
well, as long as it was a NES game. I was just thinking about NES movie games like Karate Kid and Karate Kid 2 and how anyone thought those movies would translate well into gameplay. Most movie tie ins were platformers that barely had anything in common with the movies they were based on aside from graphics. But there were exceptions like Gremlins 2 (or was that a snes game?)

basically, the jam would be about trying to shoehorn complex movie plot and characters into the absolute basic gameplay terms.

Forest Gump would be a good one, because you could have the Vietnam stuff play like Contra and the Bubba Gump shrimp boat stuff play like Jaws. Hell, you could even have the college football scenes be like Tecmo Bowl.
>>
>>159258120
>can you imagine spending 8 years on an indie pixel platformer
No, I surely cannot.
>>
>>159258120
>talking shit about MSC
>>
Why do all of you cucks cap your games at 60 FPS?
>>
>>159258518
>he doesn't have a deterministic gameloop with interpolated graphics

maximum zoz
>>
>>159258518
It's a limitation of real world physics you cunt. There's 60 minutes in an hour and 60 seconds in a minute, so you can not possibly go faster than 60 frames per second.
American school system, folks.
>>
>>159258518

They eye can't see faster.
>>
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>>159258002
if you are modifying each bone's local location and rotation and scale each keyframe that is okay

but don't be afraid to use just Rotation instead of LocRot or LocRotScale, since most of the time a bone will inherit its parent's location and scale making rotation the only important one

I think blender defaults to LocRotScale
>>
>>159258724
Then how do you explain that fighter pilots can see 70FPS?
>>
>>159258518
there are only 60 minutes in an hour, and only 60 seconds in a minute, it is only logical that there should be only 60 frames in a second.
>>
>>159255826
I'd just manually punched in the rotations on adjacent frames around where it messes up.

Example: Frame 9: -330 Frame 10: -10
>>
>>159258831
Because they broke the sound-barrier during the cold war. Military always gets the newest tech. Unlike GPS, FPS hasn't been released from the Top Secret folders to the public yet.
>>
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>>159238474
>$20+ for an indie game
>ever pricing your shitty indie game more than 15 max
It doesn't matter how many years you spent working on it, your pixel platformer isn't selling for that price unless it's got a big name like Nintendo on it
>>
>>159255826

Wait, are you not using an IK-System?
>>
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Made 2 new levels. Just need another 4 to finish the game.

I started a greenlight campaign recently, if anyone wants to help my game get into steam, here's the link:

http://steamcommunity.com/sharedfiles/filedetails/?id=791585463
>>
>>159258518
My game only actually runs at 20fps. However, inbetween every real frame, I render 2 blank frames in order to fool benchmarking programs into thinking its 60fps.
>>
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I already have an idea for my next game.

Should it be Pepe themed with or Spurdo themed? Pic related is my already existing game, not sure whether to have another Pepe game (lots of traffic) or gamble on spurdo
>>
>>159259087
If you're going for maximum meme-bucks, then stick with pepe. Spurdo isn't on normies radar at all
>>
>>159259087
With the recent relevation that Pepe is actually racist, you have to take into your other hand that spurdo is not yet substream enough to genere big doshes. Answer is clearly _k_y_s
>>
>>159258828
Ah, okay.

I just lock it to LocRot, and almost exclusively use rotation.
(I don't think scale can be exported anyway? I remember reading that somewhere)

>>159258953
How would I go about doing that?
I mean, I can alter the rotation of bones, but what's the right number?
And if I rotate frame 9, won't that just transfer the stupid spin to the interpolation between frame 8 and 9, instead of 9 and 10?

>>159258994
No? Is that bad?
I looked into IK rigging, but it seemed like it would just make some movements automatic, which I interpreted as less direct control.
>>
>>159259054
Digital Foundry manually calculates framerate by comparing the frame to the one before it, so that won't fool them
>>
>>159259359
Use IK for the love of god

(different guy here)
>>
>>159259087
>using a trademarked character in your game

enjoy losing everything
>>
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>>159257538
>tfw too intelligent for neural networks
>>
>>159259359
>No? Is that bad?

Yes, it's extremely bad and will make life very hard for you.

>I looked into IK rigging, but it seemed like it would just make some movements automatic

No, you can still manipulate every join individually.

Blender comes with a complete easy to use meta rig called Rigify. It's so simple to set up and use. It's so much easier to animate with an IK-Rig.

https://www.youtube.com/watch?v=dYiAd_08-0k

Please do your self a huge favour and do this.
>>
>>159257801
>Aren't these the same thing?
Modifiers you can think of as buffs or debuffs or item stat bonuses. Scaling stats works for creating level scaling and like the Stamina gives Health case.
>And why do all "vital" stats need to have potential modifiers?
Because above. A modifier could be a damage over time effect that reduces current health over time.

>If I were you I'd distinguish between "hard stats" that you level up and "soft stats"
I sort of have already. Also it takes like 5 seconds to write up a new way to implement the Stat class

>You're tackling the symptoms of complexity with this editor stuff but not the underlying cause
Might be. I do admit I got a bit sidetracked and maybe went too far with this but I'm not in a hurry.

>and how fucking cumbersome it is to actually use
I think it will be much easier to show it in action once I can show off all the features. Right now though I have to get some sleep.
>>
>>159259525
Why?
I guess it can make some movements more natural, but I want to figure out how to make those movements on my own.
It's very helpful for my 2D animating, because I can't prototype shit in 2D nearly as fast, and it really hurts to make mistakes in 2D animation so you want to get it right the first time.

>>159259663
>No, you can still manipulate every join individually.
Oh, nice.
I might try it out, then.
Thanks for the link!
>>
>>159223525
I couldn't keep myself from it.
http://pastebin.com/ymCfGQmp
>>
>>159259869
>I guess it can make some movements more natural, but I want to figure out how to make those movements on my own.

There is not a single developer today which is not using an IK rig. Don't do this to your self. Animating bone by bone will not make you a better 2D animator lol.
>>
congrats googum
>>
Omedetou Gogs
>>
>>159260073
>Animating bone by bone will not make you a better 2D animator lol.
I already feel like I've learned a lot, Anon.
You move everything around, just like you would in 2D (except you'd have to draw it), but the results are immediate, and you instantly see where you fucked up, and you can instantly go back and change that exact piece.
It's wonderful.

With IKs, the minute detailing (which is the hardest stuff) gets done semi-automatically, so I don't think I'd learn as much from it.
>>
>>159259832
>Modifiers you can think of as buffs or debuffs or item stat bonuses. Scaling stats works for creating level scaling and like the Stamina gives Health case.
What's the practical difference?
>>
>>159258975
yeah but why wouldn't you release it at high price so you can have it take part in sales without getting raped
>>
Yo, I don't post here at all, so sorry if this is a question that gets asked often.
How long do you guys spend planning a game before you get to work on a project?
I'm stuck between having an idea and seeing if I can get the core movements down in Unreal Blueprints and then seeing how I could make it fun while planning, or writing up a whole game document before I even look at a game engine, but if I can't figure out how to do something in a game engine that means my whole game document could go up in flames.

Sorry again.
t. aspiring game maker turned into cynical bastard who loathes to look at his projects.
>>
>>159261524
if you know that your game should have jumping walking swimming climbing then implement those, get something moving on screen and don't bother with other stuff until that's done
>>
>>159260847
Sales aren't your bread and butter though
Launch is the time when most of your sales come in, and if your price point is too high then, you're screwed. Sales add longevity to be sure, but the initial burst is when you've got most marketing and gaming news sites rarely give a shit about sales later on
>>
>>159261524
I felt much more comfortable planning out games/demos once I learned the tools

Knowing approximately what you can do at your skill level really helps you layout your plans
>>
>>159261524
Best way is to have a loose plan, then rapidly prototype all your core mechanics in a week or two. If none of them work, or if they're not fun, change your plan.
You don't want to spend years planning then realise you can't do it, or worse, that you can do it but it's boring. Prototyping all of your mechanics is very important.
>>
>>159261639
Oh cool.
One of my projects is a fangame and I've got those down, but I keep realising I need new animations and shit for the character and busting those out and reimporting them are a pain in the ass. Maybe I should keep everything as blocks until all the levels are completed.

>>159261695
>>159261819
Ahhhh. I getchu.
So if a goodish idea, spend at least two-three weeks busting them out as the most basic of levels and then plan more and expand?
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>>159262298
>the most basic of levels
No man, focus on the mechanics. Don't worry about actual levels until much later. The prototype is about testing if the mechanics you have are fun to play, and nothing more. Because it's all about saving time, don't even worry about clean code. Prototypes are usually completely thrown out and the game rebuilt because the emphasis is speed and not clean code
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>obvious bug that appears while testing other things
>finally get up to it on my todo list
>it magically fixes itself
>>
>>159262574
>>159262298
yea just make a test level to test your prototype in

with all the stuff you might want to include in actual levels, like slopes, stairs, water, etc that could fuck up your character controller.
>>
>>159262943
Good work anon!
>>
>>159262943
Now you get to live in fear of its return since you literally did nothing

Enjoy
>>
>>159214089
I'm in it, yes. Getting familiar still. Evaluating it to see if I want to switch to it for Ouroboros: The Ascension.
>>
>>159263178
>>159262298

realdevs do it

https://youtu.be/sAhfRD-2nkM
>>
>>159261524
Actually making "anything" is more important than anything else. Even if you just copy some other game (like the anon here that's remaking Mario 64's mechanics), you'll develop skills that could actually lead to you making more games much more than anything else.

It's good to have an idea of what you want to make, and if it's a bigger/serious project then spending time going hard at the design can definitely be beneficial, but you will NEVER get there until you've developed the skills to actually be able to implement those ideas.
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What should I work on?
I'm a bit burned out of programming.

also, fixed shitty workaround with something better that actually works.
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>>159263568
Needs industrial music.
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>>159263568
Work on making it readable 'cause I have no fucking clue what's going on here.
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>>159263330
I guess I'll see about making an Exterminator clone in GMS2 to test it out. Won't be able to do the fancy lighting stuffs I'd typically do (at least I think - I doubt they finally put in a lighting engine) but it should be pretty fast to get the bones of it up and running.
>>
>>159263726
I'm just making unit after unit to check if they get stuck.
>>
>>159263568
i thought it was an amazing maze puzzle game of some kind, now i feel dumb for overthinking how such an amazing game concept would work. Now i see its just a factory creating tanks
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>>159211365
>game maker
>professional
>hahah
Consider Rami Ismail
>>
>>159264114
Rami Ismail is insanely unprofessional.
>>
>>159262574
>>159263178
>>159263440
>>159263538
Ooooh.

Thanks guys, all of you, nice to see I was going somewhere on the right lines with making a test level for stuff.
Some anon's recreating Mario 64's mechanics? Good luck with that man.

Will work more on stuff now, I have a couple of ideas but I guess if I just make a new project for each and see if I can get the core mechanics down, maybe at least one of them will be fun and doable and I'll learn something from each one either way.

Good luck with all your games by the way, I aspire to be like you guys one day.
Probably cynical looking at Release 0.002 wondering why the bugs won't stop, but still, getting that far must feel nice.
>>
>>159221608
>distant future
>still not using AI ships to fight in place of humans
don't be like gundam.
>>
>>159264449
Post your game.
>>
as UE4s Terrain painting system is a broken piece of shit how is one supposed to apply any colour to a terrain in ue4?
Make one massive texture for it and use UV mapping?
>>
>>159264449
>posting anime nodev
>>
>>159259087
>make poll
>hillary vs trump
>first vote is free
>one dollar buys 3 votes
>constantly inflate trump votes so if people stop voting for hillary for a while then trump takes advantage
enjoy your million dollars
>>
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>>159259087
The spurdo platformed a few DDs ago looked good enough to put on an app store
>>
>StarRuler bro forced to work on pixel shit

feels bad man
>>
>>159264560
What
>>
>>159264560
What? Have you actually read any of the documentation on landscapes and landscape materials?
>>
>>159264793
It's alright anon. So long as I can keep working on games *and* pay rent, I'm happy. Besides, pixel art is fast to do at least.
>>
>>159264560
Oh.
You gotta make a special texture map.
It's a pain in the ass, but it just means converting some materials to Terrain materials and then you can paint with em
I'm paraphrasing of course, cause I forgot all the terms, but it's possible to just paint on.
>>
>>159264385
Yeah and water is wet, fuck you for stepping up to swede gamedev jesus
>>
>>159261524
Most games don't end up even remotely smilar to what they started at
Just work on it and when it's somehow functional start adding to it
>>
>>159264936
constantly
I've been scrolling through it constantly or the last five ish hours trying to debug an issue I'm having and there's nothing there.
Looking through the forums brings up "it' sjust a bug dude"-tier answers of little help to anyone.
it's a broken mess for layered material painting
>>
>>159255826
>>159256031
>>159256271
>>159256629
>>159258953
>>159257342
>>159257430
>>159257610
Hot damn! I figured it out!
The solution was so simple it's disgusting!
I just deleted the main controller bone from the last keyframe, and reapplied the bone to the frame at the right rotation!
The whole rotation was done with that one bone, so with that data deleted I was free to reset it however I like.

Goddam, it feels good - but fuck me, I feel stupid.
>>
>>159265001
According to SteamSpy you guys made over a million bucks, so what actually happened?

>You probably get asked this a lot
>>
>>159265185
Have you tried google?
>>
>>159265185
He actually deleted it, the absolute madman
>>
>>159265279
Eight years of development costs, Valve's cut, advertising costs, contract-costs for the musicians, concept artists, and modelers, and the costs of paying the IRS while you're a single-owner LLC, and then dividing what was left after all that between 3 people for most of that time. Also, the majority of our sales occurred when the game was deeply discounted.

We lived frugally and underpaid ourselves, but we knew that our warchest wouldn't last the development of another game so the boss closed up shop.
>>
>>159265279
in this economy a million bucks doesn't even buy you two million bucks.
>>
>>159265802
>eight years

I didn't realize there was much of a gap between StarRuler and StarRuler 2, that makes more sense.

Care to share anything about what you learned re: marketing / struggling to get noticed?
>>
>>159265802
Even with all that you should still have some money left
Online advertising is cheap, valves cut can't be that much as for the artists and musicians how long could they realistically have worked?
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>>159266287
valve takes a fat third
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>>159266287
Valve's cut is 30%, but the biggest thing here is the 8 year development time between 3 people. let's say they made a million, take off the Valve cut to get 700,000. Spread over 8 years leaves 87,500 per year, spread that out over 3 people leave 29,166 each.

And that's ignoring EVERY OTHER COST, every potential tax and assuming they did in fact make that million.
>>
>>159265802 (cont'd)
I scrambled to find a job, by luck managed to get contracted by Playful Corp, and now that contract is about out and everybody I've contacted so far has either said 'no AAA experience' or 'we don't need a 4X/RTS designer thanks'. So, I'm considering maybe striking out on my own for a bit while beefing my portfolio up some - though I still have a few offers that *might* shake out something I can work with.

Andrew's working a boring programming job for some software development company last I heard. Not sure what Lucas is up to these days. Jon Michelseen's working for Hazelight now.

>>159266157
That the press of 2008 is not the press of 2016. The RPS of 2010 was very happy to cover Star Ruler. The RPS of 2015 couldn't give less of a crap. Getting people to cover your game is immensely harder now than it was then and even online adverts don't do much.

Seems the best thing to do is get folks to stream your game -- but good luck with that too; I sure didn't have much luck.

>>159266287
Some money, yes. Enough to cover 2-3 years of development in all but an optimistic outlook on background sales of SR1/SR2? Nah. Not unless we decided to collectively lower ourselves to even further below what we should've been getting paid.
>>
>>159257421
I love them
>>
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It's still a bit awkward, and I'll probably just drop the stab at the end, but man I am happy to see him not roll back.
>>
>>159266545
still thats 700k
how did it take you 8 years to develop it anyways?
it seem like you missmanaged the fuck out of it, how the hell does someone piss away the better part of a million dolars?
>>
>>159266646
cant you at least sell the game or the company?
>>
>>159266724
nice ragdoll
>>
>>159266986
Do you mean the cloth physics?
It clipped completely into the character during the roll and got stuck, so I had to change a lot of values just to keep it from doing that, but it's still a bit strange.
>>
>>159266581
That's not accounting for taxes too, by the way, and the with-holding for insurance,medicaid, etc that Andrew would have to do. The amount of taxes the IRS takes out of a single-owner LLC is pretty staggering. And, again, I feel it necessary to point out that most of our sales occurred when the game was deeply discounted. Taking the number of owners and multiplying that by the game's base cost won't lead you to the amount of money the game made before everybody got their cut from it.

>>159266754
Not 8 years to develop the game, sorry. 8 years of operations in total. It took 2 years to develop SR2's engine and another year to get it ready to go onto EA and then another year to finish it - then another 6-8 mos to do Wake of the Heralds. So about 5 years total in development costs for SR2.

>>159266868
And who would be interested in either? It's a two-man studio with a singular IP that didn't sell phenomenally. Rather than sell it for peanuts, we'd rather just hold on to if for if we can get back together in the future and keep making games. Besides, not my company; what Andrew wants to do with his company is his business.
>>
>>159266754
Ask Arcen Games
>>
>>159267219
i mean the character you are rotating whos arms and legs move in all sorth of crazy directions
who the fuck rolls with one arm extended upwards?
yhink about the key frames first, draw them, visualize them
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>>159267264
Appreciate all your insights fampai. Wish you nothing but luck in the future.
>>
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I played around a bit with cell life/death rules.
It's pretty neat how this sort of organic structure emerges from a simple count of cell neighbours. I think it could do Game of Life as well, theoretically.
>>
>>159267264
>That's not accounting for taxes too
I mentioned that. It also doesn't take into account the fact you wanted to save money to pay for development of future games, which would cut down on that amount even further.

I just used a million since its an easy number.
>>
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Working on account login and character creation GUI.

All account data and characters persist when the game is closed with my magical database.
>>
>>159267423
He dive-rolls onto the front arm, then lifts it as he exits the roll.
I might just drop the lifting at the end, as I said.
>>
>>159267264
you managed to make a game popular enough to get a sequel
i dont know who andrew is but next time get someone who can manage a company first since thats the most important part, i hope it was a part time thing and you had a day job during those 5 years
>>
FUCK
I CAN'T NEVER GRAB A GAMEMAKER 2 BETA SLUT
>>
>>159267574
to me you are rotating something with loose arm and leg phsycs
here is a tip, when the whole body moves its extremites tend to move in the same direction
>>
>>159267574
you like kicks?
look at this. It has speed, it has force and its fucking beautiful
https://www.youtube.com/watch?v=1buC21vrBfM
>>
>>159267680
>i dont know who andrew is
The guy who started the company, hired me on, managed the funds and the business, did the lion's share of the code for SR1's and SR2's engine, and came up with most of the maths and engine logic to handle the ridiculousness both games entailed. Without Andrew there's no way either of those games would've or even could've been made. We were the two developers of Blind Mind Studios; if I was the right hemisphere of BMS' "brain", he was the left hemisphere.

>i hope it was a part time thing and you had a day job during those 5 years

Why do you hope that? I enjoyed the time I spent at BMS. We made neat software and it helped me get a foot into the games industry. I worked full time, and did 80 hour workweeks at times. It was all online so it had the most flexible scheduling I've ever encountered and I had a strong say in all the game design decisions.

If anything, I'm hoping I'll have a job like it in the future. Though, sure, for the salary that I should've been paid - but I took that underpaid salary knowing it'd help the business out. Besides, me and Andrew just naturally gel'd together - it made working on those games very easy - that's worth a substantial amount of money to me.
>>
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>>159267574
study this fucking sequence
>>
>>159268378
this looks like the makers of Jackie Chan Adventures decided to make something more obviously racist.
>>
>>159268969
loss.jpg?
>>
>>159269118
its fucking evrywhere
but seriously
>>
using blender, trying to join two bones from the ass end, and its not working,
>>
>>159266724
this rollmotion would be better if you went for a lungeing stab instead of a downward one you dunce
>>
>>159266724
Anon, did you clean up those kicks from the other day?

You may want to consider duplicating your main character there and make your animations actually aim for specific targets on the body. I think it may help you. I noticed that >>159238789 mentioned some of the aspects of knife combat, I train Kali and there is not a movement that we do that does not aim for a specific target with the least movement or effort. Anything more costs you time, which, if a blade is involved you can not afford to give up.

While I did TKD it was also similar in that you don't just kick or punch your opponent, but rather you strike for specific areas such as joints or places where vital organs are close to the skin (kidneys, groin, diaphram, etc.)

I hope you don't get discouraged from people posting harsh feedback, I speak for myself when I say it's only because I'm an autist about body mechanics so I either need hyper accurate, or prince of persia.

As an aside, if I was going to spend the time and energy to roll before attacking I would strike while rising, instead of giving my opponent time to react while jumping up in the air. Take the last half of >>159233289 and swap it with the last half of >>159266724.
>>
>>159269832
blender won't do ass to ass? that whore maya would.
>>
What fun game can I do with only menus?
>>
>>159270185
Stock trading simulator
>>
>>159270185
Text adventures, business managers, etc
Anything where you're mostly working with nonvisual data - or a very limited set of actions.
>>
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Added tabs to the status menus. Although I guess I messed up the bodyfat thing, since I doubt that loli should have 2% BF, she's not milk...

>>159258518
>Why do all of you cucks cap your games at 60 FPS?

I cap it at 30.(gif is at like 20 though)
>>
>>159270185
MGS3?
>>
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>>159270185
Windows Explorer
>>
>>159270283
Are there consensual lolis there or it's all day rape erry day?
>>
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>>159270391
>>
>>159270437

Both.
>>
>>159270613
Gameplay wise, how do you get happy sex (as opposed to rape, since it's pretty straightforward)?
>>
>>159270071
>I hope you don't get discouraged from people posting harsh feedback
N-no
Listening to Moomin soundtrack to calm my nerves and avoid shitposting.

In all seriousness, though, I'm happy to get so much feedback, although I feel I just have to filter out most of it.
Some of you are completely retarded, and some don't seem to have any idea what they're talking about.

However, some things sound interesting to try out, and some things are genuinely helpful, so I guess I'll just stick around like a stupid barnacle.

>You may want to consider duplicating your main character there and make your animations actually aim for specific targets on the body.
I considered doing this at one point, but didn't bother. I suppose it would be useful, though.

>As an aside, if I was going to spend the time and energy to roll before attacking I would strike while rising
Yeah, that whole move is very silly. I wasn't initially intending for it to end in an attack-move at all.
>>
Blocked out where the desk is going to go.

There will be a desk there with a computer. The computer will have the first document the player can find.
>>
>>159270859

Talking to her, giving her gifts, making her like you. It's not implemented yet but I'll let them willingly follow you home at some point. Dunno if they'll be allowed out or treated the same as kidnapped girls at that point (but with them being happier and not wanting to escape)
>>
>>159270919
>In all seriousness, though, I'm happy to get so much feedback, although I feel I just have to filter out most of it.
>Some of you are completely retarded, and some don't seem to have any idea what they're talking about.
This is a person who gets it. Keep this mindset.
>>
AY YO WHERE DAT NEW BREAD AT
>>
Excuse, where can I find /agdg/? I need an agd opinion
>>
>>159271078
you could possible train one to be a wrangler, you know, a loli that goes out and gets other lolis for you

oh god why am I giving you ideas
>>
>>159271523

You're probably like the 10th or 15th person to suggest that.
>>
>>159271447
What's the password
>>
>>159271587
depraved minds think alike I guess
>>
>>159271623

'I'm making my 16-bit medieval fantasy rpg with UE4'
>>
>>159271587
I can imagine when you finally release it, it may become a case of "come for the porn, stay for the gameplay". I enjoy the vision of people trying to defend lolirapesim with "Yeah, the setting is kinda eeehhh, but otherwise it's a really good game!"
>>
>>159270185
EVE
>>
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I was away for awhile. What became of Lewd Jam? Did someone hit the abort button when it broke into the mainstream? Checked the 'past jams' pastebin and I see no sign of it.
>>
>>159270919
I don't want to be an asshole I'm trying to break through that barrier you have where you pick and choose only the things you want to listen
You have no idea what you are doing you don't even watch and study other fights but you assume you will get it eventually and you waste so much time on this
Honestly wathever you are doing right now you aren't getting better, maybe one day it will hit you and you will listen
>>
>>159270185
Capitalism II
>>
>>159271623
Pong RPG
>>
>>159271623
"Is this the RPGMaker general?"
>>
>>159272063
its a sore spot for some reason, because it didn't include the "this is /agdg/ only no girls allowed" on the itch.io page

it still happened though and most entries were from /agdg/
https://itch.io/jam/lewd-jam-2016
someone made this and a couple peeps reposted but eh
https://itch.io/jam/agdg-lewd-jam
>>
>>159270185
define "fun"
i think theres basically nothing conceptually you cant do with UI games.
>>
>>159272369
Thanks, glad it wasn't a bust
>>
a UI fighting game
>>
>>159272704
"No bars hold"
>>
>>159272369
Pretty shitty that anons hard work is dismissed because of a meme
>>
>>159271623
source
>>
>>159246618
This is made in 3d numbnut
>>
>>159270185
you could be a behind the scenes tech manager

for a giant robot's support system
for managing corrupt politician's private emails
for coordinating shitposting

etc.
>>
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you guys think this is looking any better? Changed BG, no more scrolling, shined out outlines of enemies and changed color of transparency
>>
>trying to make a game at comfy speed
>agdg coming really close to stealing your donutOC without even knowing
just lemme do my shit in peace
>>
>>159264764
mfw I made that spurdo spritesheet
Did that guy ever post again? Wanted to see more of his word.
>>
>>159270274
>a very limited set of actions.

My experience with mainly menu based games is that they have radically more complexity and actions available than realtime/minimal menu games.

>EVE
>Dwarf Fortress
>Sim City
>Most 4x's

vs

>Walking sim
>Shooters

You could also do an example like vanilla minecraft vs modded minecraft. The amount of cool shit you can do increases vastly when you're pipelining electrical circuits and configuring wireless networks within the game.
>>
>>159272872
Pretty shitty that whoever made the itch.io page deliberately left out a very important detail that has been a part of virtually every other /agdg/ jam and something that they absolutely knew would make the majority of anons buttmad but they did it anyways because for some reason they feel the need to ruin everything they touch.
>>
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Hardware visualizer isn't totally fake anymore, so the game feels less static
>>
>>159272872
and those memers are still here mind you (>>159274467)
>>
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>people still posting progress
99% of everything posted is shit and as soon as something not shitty slips through the cracks it immediatly gets stolen by some talentless fag. Whats the point?
>>
>>159275149
is your progress in the 99% or the 1%?
>>
>>159275241
Last time I posted something it got stolen so I have to guess im in the 1%
>>
>>159275149
Post your game

>>159275331
No it didn't
>>
>>159275387
>making games
lol autist
>>
>>159274860
>look at me I'm still trying to start shit with anons because I hate 4chan but I post here for some reason.

Do whatever you want though. The best course of action is just to not participate in jams that you don't want to. There's no point in complaining, so I'll just shut up now.
>>
>>159274142
He's referring more to it being mechanically simple.
Mechanically simple is different from the kind of complexity that games like Dorf fort have.
The actual actions the player can take are limited, even if the game has a lot of complexity
>>
>>159275848
I was in fact meaning more about mechanics yeah.
>>
Where's da new thread at?
>>
>>159275848
Oh, you mean like the actual mechanical interaction is simple. Like the player inputs text or whatever and thats all he can really do mechanically speaking, all the game has to do is interpret text, it doesn't need to check camera position, raycast the pointer, check for mouseclicks, and do a million other things.
>>
>>159275827
I participated in the lewd jam because I saw it posted here like all the other jams

Speaking of which, when is the dino jam and/or winter jam slated for? Or are we going to wait till after demo day 11
>>
>>159276012
There will be no new thread. This was the last one. See you in 2018.
>>
https://www.youtube.com/watch?v=WYdOQ_k6YvI
>Building Unity Games for SteamOS/Linux
>brought to you by tumblr
>>
>>159275149
nice converted reddit gif, fagola
>>
>>159276543
>thumbnail
Pass.
>>
>>159276543
>fat with small tits

I always pity these girls so much.
>>
>>159276543
>those arms
Damn, I wonder how much she lifts.
>>
>>159267558
looks like wow
>>
>>159276801
probably 2000 claories
>>
>>159276754
Dude are you me
Those are my exact words every time I think about or see girls like that, it's the most depressing body type out there.
Even if she lost that weight her body is naturally big/wide so it would still look pitiful.
>>
>>159276543
>Na'tosha
oh boy
>>
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>>159277256
>her body is naturally big/wide
>>
>>159277295
You can only fit so many piercings on your face, so why not put one in your name
>>
>>159277691
top kek

but the video is pretty informative and technical so far
>>
Wait, so with the new autotiling system in GMS 2, Can they only be background tiles? Or can I use it to place ground tiles that automatically tile and are also objects in game?
>>
>>159277921
Whenever you have a feature question, just remember that Yoyogames are incompetent fuckwits.
>>
Is having like 4 cameras retarded? I feel like it'll be easier to selectively enable / disable cameras as I move through different views with different behaviours (like a "world view" camera versus a "battlefield view" camera versus an orbit camera around a unit)
>>
>people still living
99% of people is shit and as soon as something not shitty slips through the cracks it immediatly gets fucked up by some talentless fag. Whats the point?
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