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/agdg/ - Anime Game Development General

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Thread replies: 782
Thread images: 159

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Letting the thread die edition

> 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
>>
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Frist for where's the other thread?
>>
wew
>>
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Came back to AGDG for the first time in months; was shocked to find that the catalogue had no threads under the "AGDG" filter. I guess it was that rare moment in between the death of an old thread and the creation of a new thread?

Anyway, I know you get this a lot, but what's new? I haven't been here since about August. I know GMS2 just got announced, but did anyone here release a game or launch a failing Kickstarter? Inquiring minds would like to know.
>>
lad
>>
>Evil prevails when good men do not act.
Anime was a mistake.
>>
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Shaders are fun to program. A little tricky though but I don't think I'd want anything too extreme. I don't even think I need to calculate as far as specular. I like the flat diffuse. Most of the things I want might include moving vertexes and offsetting textures. I would like to eventually get something that could render 'fur'
>>
>>159280447
Nothing happened.
We finally got rid of the worst shitposters (except for Gogem), so things have slown down considerably.
>>
>>159280447
>release a game
>2016
>not selling your game in Early Access, taking the money and never finishing it
>>
Anyone >>159278305 ?
>>
>>159279687
>> 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
Delete these
>>
mommy bought me a book
>>
>>159280674
Right after you finish a game.
>>
>>159280572
>Yeah ok you managed to make a ball yel..
>oh
>Yeah ok you modify the geometry with a sine wave
>>
Repost from last thread.

Also, just add class that lets me 'talk' to objects.
>>
>>159280658
KSP uses 4 cameras most of the time (UI, close terrain, far terrain, scaled space to fake size of distant objects).
>>
>>159280729
Is it any good?
>>
>>159276156
Dinosaur jam begins in 1 week, after DD 11 ends.
>>
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Today I learned to blow shit up in Blender. Still need to get a feel for the parameters but I think I got the procedure down. The fact that I forgot to randomize the size of the smoke trailing from those particles that shoot out had a particularly bad effect on this one, but I'm not gonna render this shit again right now.
>>
>>159280729
AI is truly the hardest thing to make.
>>
>>159280658
No. That's pretty standard practice.
>>
>>159280864
i dunno, i can't read
>>
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>>159280921
And now with an index colors filter to make it slightly more video games and less 1997 website.
>>
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So when do you guys think I should work on something other then weapons?
>>
>>159281142
Make a dinosaur.
>>
>>159281142
Weaponise a teapot
>>
>>159281042
That's rough, buddy.
>>
>>159281142
About twenty models ago.
>>
>>159281142
a game made entirely of weapons
>>
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I implemented all the necessary features for my editor.
There's a load of shit I could add but not right now.
Back to killing myself by making art assets and designing levels.

https://www.youtube.com/watch?v=NhimomTlg4Q
>>
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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
>>
>just want to make an awesome game
>have to spend days writing camera code and other mundane shit

gamedev is hard :(
>>
>>159281556
I don't get your intention behind the smoke.
>>
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>>159281556
Vs this
>>
>>159281584
Make sure you watch this:
https://www.youtube.com/watch?v=C7307qRmlMI
>>
>>159280831

gotta start somewhere.
>>
>>159281743
It scrolls and looks cool. It's an effect. What's the issue?
>>
>>159281885
Looks like shit in a static image that reduces readability and nothing else. How about a webm?
>>
>>159231193

He's still working on it, I talk to him from time to time about it and he shows no sign of stopping. He's a bit of a perfectionist so I have no idea if he'll ever release it, if he does it'll be pretty cool.
>>
>>159282109
Still? That's pretty neat. Does he have a blog or something where he documents his progress?
>>
playtesting is hard when you made the game

I don't know how many secrets and stuff the player will find, and it's semi-open world, so I dunno where they will go first.
>>
So is the autotiling in GMS 2 just for background tiles? Or can I use it to make in game objects with autotiled sprites as well?
>>
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>>159281973
Let me find them in the last thread and I'll link them
>>
>>159282109
Speaking of perfectionism, I sure hope Plok dev hasn't killed himself yet.
>>
>>159282328
You can use demo day for free beta testing
>>
>>159282430
yeah, that's the plan but I still want to get the numbers relatively balanced, at least
>>
Are 4chan images broken for anyone else?
>>
>>159282573
Broken how? Did you not buy the goldpass?
>>
>>159281584
>enginedev is hard :(
I agree
>>
>>159282328
Just ask your normie friends to playtest it.
They don't know that you're getting free work out of them.
>>
>>159282573
Some of them are, for me.
>>
solar system camera
>click any planet to set it as the focus
>hold right mouse button to spin the camera
>mouse wheel in to zoom in on focused object, switching to planet camera

would it feel more natural to just zoom in on whatever you're moused over at the time rather than having to click first... but then how would I let the camera track the object in orbit, but not necessarily zoom in on it (for whatever reason we'd want to do that)

could also do multiple zoom levels, Sins style, but once you're at a certain threshhold it auto locks onto the nearest object?
>>
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>>159280572
anon that keeps replying to your posts here

I have a simple fur shader I've been working on, I used it in my halloween jam game https://dwgwgy.itch.io/shadow-of-the-cowlossus

it has an underlying skin map, a map for fur color, and an alpha map for determining where fur grows. It also has adjustable length and fade multiplier

It uses like 10 shells, but you can do more or less depending on your needs

this webm shows a version that pulsed the underlying skin texture to expose blood vessel location

maybe i'll share the code, but its super messy so i dunno, but yea shaders are fucking neato
>>
No Clickteam Fusion?
I using this program and it's pretty good for 2D game.
>>
>those GM:S2 beta limitations
I don't want it anymore...
>>
>>159282960
I think I need new glasses. Everything's so blurry.
>>
>>159282960
>the underlying skin texture to expose blood vessel location
why?
>>
>>159283048
You don't need it, my man. Godot is better and completely free.
>>
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>>159282960
>>159283107
fuck the compression killed that webm

It does a good job though for smaller characters

>>159283109
to find the veins to suck blood from, for the jam game
>>
>>159283256
neat
>>
So I kind of want to make a game with modding support.

But how does that work if a use a proprietary engine, such as Unity? Is it against the rules or inadvisable to just export my game's editor file and tell everyone to use the engine?
>>
>>159282960

I see. What I want is more of a viva pinata thing (which might just be manually built into the model and then just given movement influence based on gravity.) but I imagined a fur shader could do it just the same provided I set it correctly.

I'm still learning so I will read through more documentation.
>>
>>159283660
That's more like making your game open source than modding support, but I don't think it's against any rules.
>>
>>159283660
Why would you give away your game for free like that?
You can implement a modding API yourself, users shouldn't need to download all of Unity to mod your game.
>>
>>159283674
yea I've seen fur shaders on the asset store that can take physics into effect, haven't tried it myself

In the end it all ends up being a variation of shells/fins. Rare did it well with conker, starfox adventures, and viva pinata (and nuts and bolts too)
>>
>>159283660
UE4 has a system for it
>>
>>159282335
Anybody know the answer? It might make or break whether it's actually worth it to me
>>
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progess new sword
its one of many weapons you can find in my game
this one will have the ability to random 1H ko small mobs.
>>
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This is what I'm talking about here >>159282910 - where you'd click to select the planet you want, then mouse wheel to zoom in on it. Does that seem like reasonable usability? I'm bad at UX stuff.
>>
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Changed the suplex up a bit from last night, now is affected by platforms and ceilings.
>>
>>159285457
>no art
stfu dude dont comment me without posting your art
>>
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>>159281973
Okay here's a new webm I just made
>>
>>159285979
What the fuck are the bullets for?

And don't make the blocks so similar to the respawn point, it's pretty confusing.

Otherwise, keep it up, way to reinvent a classic
>>
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I don't think I'll have enough time to finish the newer boss fight before demo day, so I'm working on other things. Made some adjustments to the first fight. The fire pillars now use the newer tell look so you can [hopefully] see them better. You can now also jump kick off the boss, which will probably make it super easy compared to before. In addition to the delay between attack strings and healing items, it shouldn't be too hard anymore. The jump kicking does give me an excuse to re-implement some scrapped ideas for it though.
>>
>>159286292
Bullets kill red enemies and blue enemies can only be killed by collision. I agree about the window. I need to redesign the ship but I have no idea. Any feedback would help.
>>
>>159287072
Jesus this is getting complex. I think it would be pretty simple to make blocks solid. Save the transparent window look for the respawn window, they blocks can easily be opaque. Also this might let you make the entire block red or blue, I hadn't even noticed the outlines before.

How do you aim bullets?
>>
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>>159281142
A game where weapons change you
>>
>>159287320
Fire bullets either with the abxy buttons of a game pad (8 way direction) or the arrow keys on the keyboard. Move left and right with a and d or the d pad and use the triggers or spacebar for flippers. I want to get the bullets mapped to the analog stick but I'm still working on that. Keyboard actually works pretty well.
>>
>trying to come up with stealth souls names
>How about wayward souls
>Google it
>Turns out it already exists
>Turns out it's the name of that shitty game made with stolen assets from final fantasy that got viral marketed on /v/ a couple years ago
I always wondered if that guy has anything to do with agdg
>>
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>have generic upgrade system like binding of issac/gungeon/etc
>cant think of things for the upgrades to be
r/gamedev where do you get inspiration to come up with 100 random items tangentially related to your game?
>>
>>159288454
Get one of those old ass catalogs from before the internet about shit a store was selling and pick at random
>>
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Back at it! A-Anyone miss me? Okay.

I fixed up the menus, the buttons were all sorts of fucked up when responding to gamepad input.
>>
>>159288454

It literally all depends on the setting of the game, the theme, and what the gameplay actually is.

Your post doesn't help anyone help you.
>>
where do you get your ebooks, /agdg/?
Google ad sicp.me have failed me.
>>
so it takes about 2 hours to finish my demo, do you think anyone will actually play that much?
>>
>>159289334
I would.
>>
>>159287632
megaman?
>>
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Basic bitch question about this thing in Gamemaker.
I'm following a tutorial and recently made a weapon that could be picked up by the player.
This is part of the player object's code that is used to assign the weapon to the player once they collide with it. The part I don't fully understand is the last line.

I know that "self.id" means the specific ID of the player object, since this code is on the player object. CurrentWeapon is a variable, and Owner is a variable on oMachineGun's code.

What I don't know is what does connecting the two with a period explicitly do? Also, how am I able to reference a variable on the gun's code from the player's?
>>
>>159288290
>stolen assets from final fantasy
>Wayward souls
The fuck are you talking about
>>
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>No motivation to do anything
>My entire week has been "masturbate for six hours, watch tv and play games for 12"
>>
My dev laptop is slowly breaking

>no touchpad so have to use mouse now
>WiFi so weak have to use usb tethering now
>keyboard just died, now have to use external
>audio back died last year so use speakers
>charging pin almost broken
Just fuck my life up

Can anyone recommend me a <300 dollar laptop for devving in 3d? Doesn't need powerful gpu but needs a good cpu
>>
>>159290023
CurrentWeapon is the id of the weapon that touched the player.

Instance_place returns the id of the machinegun that touched the player, so you're calling the 'Owner' variable from the instance that touched the player.
>>
>>159289334
2 hours is too much, separate it into 2
>>
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>>159290465
The only way I get things done is deliberately decide "time to play games" until Im tired of it, then dev. Saying "I should dev" and then playing games doesn't work because its 1) a guilty feeling so I dont even enjoy the vidya, and 2) I still felt like it was dev. So rather than try to abstain from shit I like, its more like I indulge in it until I'm full
>>
>>159289061
Its about wizards with shotguns
>>
>>159290023
Dot notation indicates that you're accessing a member of an instance of an object. In this case you're getting the owner property(which is an integer) of the weapon you picked up.

GML is pretty shitty though and if you want to learn actual programming i'd advice against it. If you just wanna gamedev then keep at it.
>>
>>159286468
There comes a point in development where graphics are needed and m8, you passed that point several months ago.
>>
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>>159290774
>>159290931
Very helpful info, thank you.
>>
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>>
>>159291317
im not lazy i just run out of ideas
>>
Haven't checked the thread in months, anything interesting got released?
>>
anyone fucked with GMS2 yet? Is it any good?
>>
still working on the same damn thing I have been the last week

having immense difficulty translating right ascention/declination to polar coordinates and then to cartesian

at least I have the even distribution though. I think I'm close to an answer!
>>
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>>159292409
fuck wrong webm
>>
>>159291317
does this mean
>everybody else is so good, and do things better than me
>why should i live?
>>
>>159291997
my soul
>>
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>>159284078

Playing around with the shaders crashed my GPU. I think my card is faulty. My GTX460 used to never do this but the 960 does. This card has just been weird ever since I got it sadly I might just put the 460 in if I get sick of this.
>>
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Is Godot kind of counterintuitive to use or am I just a huge retard?
>>
>>159281515
Nice. Level design is a pain in the ass, good luck on that.
Also, Yun is fat but I love her that way
>>
>>159279687
im having problems baking an ambient occlussion map.
most of the parts of my uv come out pitch black, could it be because of differences between texture resolution?
>>
>>159293798
haven't managed to crash my 560ti in all the shader fuckery I've done, that sounds annoying
>>
>>159294448
did you try preheating to 350°?
>>
>>159294584
im actually scared of my oven blowing up but thats irrelevant
>>
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>>
>>159294548

It crashes on start up every day. It has to be faulty but I'm too lazy to switch it out. I guess I could complain to EVGA it's still under warranty.
>>
>>159295031
savage
>>
>>159295109
You could always bake it for science
>>
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Root motion is fun
>>
I have an item in my level class that needs to find and call functions on other items in the level class. How can I do this, without the level class being a singleton?
>>
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Created a placeholder spawn / exit, with placeholder menu icons.
>>
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>>159290465
>masturbate
>for six hours
>>
>download maya
>install
>10 years later

industry standard boys
>>
>>159296004
>Falling for the industry standard meme
>>
>>159295789
>without the level class being a singleton
Why this stipulation?

Would static functions work
>>
>>159295923
holy crap

I wish I had the drive for that
>>
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>>159295109
yea if you've updated drivers and that is still happening complain

I still have the lifetime warranty on my evga so if it dies I'd probably get a 960/1050 as a replacement
>>
>>159296174
>import fbx from dota2 to blender
>loaded in 2 secs
>import fbx from maya to blender
>chashes blender

XD!!!
>>
>>159296274
My level class is currently a singleton; at the end of every level I wipe it clean then load the next one. It works, but it's really messy and I just wanted to clean everything up a bit.
I wanted my game to have multiple rooms per level, like Binding of Isaac. With my current code that's pretty much impossible.
>>
>>159295923
>>159296394
not him but I could do it because of prozac

it doesn't hurt your sex drive at all but makes it really difficult to cum. Like you need a shitton of stimulation

so you would just do it 3x for 2hrs each
I have better things to do than masturbate for 6 hrs a day though
>>
>>159295009
Well i cant figure thissht out other than it isnt my mesh since it does the same shit with everything
>>
I want to add houndstooth somewhere on this dude. Where's the best place?
>>
OpenGL is free, right? I don't have to pay them or credit them or anything?
Just making sure.
>>
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>>159296930
fuck
>>
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Good night, aggy daggy
>>
>>159297025
its free.
It's "open".
Just yooz it
>>
>>159297042
He doesnt' seem like a houndstooth kind of character
>>
>>159297049
GET THE FUCK OUT VINE REEEEEEEEEEEEEEEEEEEE
>>
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>>
>>159297159
oh, no? His motif is a red poodle and he'll be pretty dog-like

Pattern suggestion? He's feeling pretty plain to me as is
>>
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new daily reminder
>>
>>159297389
>maya
>not 3ds max
>>
>>159259013
Best of luck, anon!
>>
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>>159297598
>>
>>159297648
FASTER
>>
>>159296394
No you don't.
>>
What's that one website where you can meet other game devs?
>>
>>159297840
>log onto meet hot game devs near you
>matched with 2 girls
>vine and brianna wu
>>
>>159297203
Wasn't Vine working on that frog game?
>>
>>159297840
aggymingle.org
>>
>>159297389
Man when 2016 came out all my frenz and I couldn't stop laughing at all the flesh-colored buttons
>>
>>159297389
>>159297648
>These abstract art garbage renders
Least they could do with all their money is get some good images on that installer
>>
>>159297261
He looks like a 70s party animal, isn't houndstooth for british blazers
>>
>>159298076
What do you wanna see? Those images capture the eye and show essential functionalities to the trained eye.
>>
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>>159297929
>tfw you tried it just in case
>>
>>159297840
tumblr
>>
>>159298194
I have no idea. He wont be in a setting where Britain or 'the 70s' exist though

if it matters, it'll only look like houndstooth up close in portrait. On his sprite it'll look more harlequin chic
>>
>>159297042
>release game
>immediately start on something else
A true inspiration for the children
>>
>>159298259
I want to see something impressive, both technically and artistically.
Thoise images don't catch, they look like quite boring and artificial, lifeless, corporate.
As for essential functionality, it's impossible to show in a render.
>>
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>>159298402
what? Who do you think I am?
>>
>>159298472
But you have to understand that they're a massive company who's purpose is mass appeal, abstract images let anyone have their own interpretation of it, more specific render alienate people even subconsciously.
>>
>>159298481
Sorry, I mistook your garbage art for googems garbage art
>>
>>159298613
Fucking normies reeeee
>>
>>159298472
>they look like quite boring and artificial, lifeless, corporate
but thats the kind of art I like
t. autismo
>>
>>159298628
>Carachter with a THICK NECK
>Thinking it can somehow be googems art
>>
>>159296884
impressive development i can bake anything except ambient oclussion
the reason why is still a mistery
>>
>>159298628
>>159298402
i started on something new before SIT even released. you dont get to see it though you PLEB.
>>
>>159297797
I guess it depends. With me it feels like a real chore - something to take care of every couple of days much like doing laundry or cleaning my kitchen.

It'd be nice if i could actually enjoy it.
>>
>tfw you're parents fail to dump you into the mental health system and now you're being set up for "suicide"
>>
>>159299252
just get a job and move out? then you can dev in the evenings and weekends without having to worry about your psychopath parents
>>
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https://a.uguu.se/kUGJ4fLFubWE.mp4

How is my sound AGDG?
>>
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>>159299252
>tfw you were medicated so hard because school was a nightmare that you're incapable of emotions other than humor and shame
Oh well, at least the shame keeps me from being a sociopath

And I can still have a laugh
>>
>>159299252
just make game, it soothes and causes depression all at the same time
>>
>>159299364
the popping is kind of annoying. the rest is fine
>>
>>159299674

What could I do to fix the popping? Perhaps change the pitch or lower the volume on them?
>>
>>159298945
nevermind i had to click normalized
>>
>>159299729
hm, lower volume might help. it could just be because there's so many of them in a row
>>
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lol haha what do you think :) :) :)
>>
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>>159299928
>>
>>159292530
yeah basically

much like >>159299928 you should kill yourself
>>
>>159299674
I thought it was annoying at first too, but then I realized its just for the bridge, and its not piercing or anything

imo all sounds are okay, not superb
>>
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>>159299928
>source
>>
>>159299928
Great for a post-apoc mod for Cities: Skylines

At high distance
>>
>>159299928
holy fuck how can one person be so bad at literally everything
>>
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>>159299928
>>
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Idea designer here

Multiplayer tic tac toe where if you get 4+ in a row, those 4+ symbols will disappear and you gain points. Also each extra symbol in your row will double the points you get (4=1point, 5=2points, 6=4points...)
>>
>>159299928
wowwwwwww

quit your dayjob. so your boss will have someone to replace you with when you kill yourself for what youve done
>>
>>159300509
Nice!

>>159299928
What the fuck is this?
>>
How do I make textures for blender models that don't suck ass?
Is there any good tutorial for it? Kind of want to go for a low poly or comic-ish style.
>>
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Will tweak the fire rate when I have time, but for now, here's some vomiting lemons.
>>
>>159300651
need a modeler
>>
>>159299928
Never ever fucking post here ever again you fucking alcoholic piece of shit.
>>
>>159299928
F U C K O F F
>>
what is this meme why are people so upset at the guy's freeway overpass?
>>
>>159299928
(you)
>>
>>159300976
I would also like to know
>>
>>159300976
Samefagging the fuck out of the thread whenever you post source engine image is a meme apparently. You need a plugin that adds hide+ feature to 4chan if you want to browse this shit fucking thread properly.
>>
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>>159299928
Why is this here? I'd feel a lot better in this thread if it were gone.
>>
>>159299928
FUCKING DELETE THIS
>>
>>159300976
all you can do is report and hide
notice the samefagging replies with added furry to try to rile more people up
>>
>>159300651
Need an artist? I love shoot em ups
>>
>>159300198
talkin' bout source, i want source on that comic

i hear it has a bad end
>>
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ok, I playtested about 50% of my game and I've got 35 issues to fix/adjust

now I need to address them all, playtest again, and hope it's perfect, all before tuesday
>>
What is the next gamejam?
>>
>>159301905
I love you

full homo
>>
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>>159295923
It's light masturbation while listening to trance music.

I'd basically spend I'd like a couple of hours playing some porn games, cum once every two hours with 10 minute breaks.


>tfw too smart to focus on something productive for long periods of time
>>
>>159303928
When you really focus on something productive hours seem like minutes
>>
>>159303928
>tfw too smart to focus on something productive for long periods of time
that seems like the most logical conclusion
>>
>>159303928
ive been looping the same song in my headphones for the last 6 hours, been really focused

http://vocaroo.com/i/s0SCwXLBfkUN
>>
>>159297929
Meet hot nodev singles in [PROXY] now!
>>
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>>159299409

> medicated in the Navy due to chronic seasickness
> bad reaction
> emotions have faded completely

Humour is not an emotion, its a mental construct.

You can still find things funny, without having emotions.
>>
>>159304252
that the majora's mask fan soundtrack?
ive been listening to https://www.youtube.com/watch?v=qROQ0XYP4Ck a bunch
>>
https://www.youtube.com/watch?v=eoSKCdT-7n8

its from back when i used to play MonsterHunter Frontier, this song would usually play at 4-6 am

gets me in the zone when its late
>>
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>>159303928
>>tfw too smart to focus on something productive for long periods of time
This is a feel I know all too well.
>>
https://unity3d.com/learn/tutorials/topics/scripting/polymorphism

So I'm having a bit of problem with trying to use what this example taught me in Unity.

I have a BaseClass and a ChildClass that inherits from BaseClass.

I have a ScriptableObject and in that a List<BaseClass> that can hold both types. Based on the Unity tutorial I should be able to do this
>BaseClass base = new ChildClass();
>
>ChildClass child = (ChildClass)base;

And it works for new objects but it seems that once the data gets refreshed(?)(for example when I edit the script and let it compile) by the Unity Editor I can no longer use the objects in the list like this. It's like they get casted into the BaseClass entirely. If I add a new object it works just fine for that object.

Anyone have any idea why this is happening or how I could prevent it?
>>
>>159297797
I like being able to fap for many hours because I get to finish my lewd tankoubon/ova
Though it's a pain when you don't have enough time
>>
>>159285294
Does it rotate around a point on the outside of the planet at the end there? It would be better if that rotation point was in the center imo.
>>
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Fixed 15 of my 35 issues, which is where I'll call it quits tonight. Most of the stuff left is adding audio and fixing the colors of some things. A brief overview of some of the stuff:
StatsUp/StatsDown status effects now actually do something, item prices are a little higher if the item is enchanted, the text log no longer tells you the name of items when you pick them up if you can't identify them, traps do less damage, unused stat points are now actually saved, and some other stuff
>>
>>159286468
I recommend you to do some work on your art, and I am not talking about serious work, but just enough so you can see the silhouette of whatever it is supposed to represent.
>>
>>159280447
>having the lamp turned on while you're in VR
>>
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Daily reminder that there's absolutely nothing wrong with developing pixel platformers with cute female characters as long as the game is fun to play.
>>
>fun
>>
Why is it that as long as a parameter EXISTS in a Unity Mecanim state, it's impossible to change it by any other means? Imagine an object that turns itself back on when you disable it, or clamps its parameters permanently.

And by "exist" I meant it quite literally.
- Add an Animator to an object
- Add a state with an animation clip, try to animate something with it
- Add an empty state without an animation clip
- Transition Entry to the empty state, so that the animated state is just hanging around doing nothing
Now the thing you just tried to animate is completely fucked and locked in place, even when the state that animates it was never visited

Hilariously enough, this behavior isn't there in legacy animation
>>
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>>159307028
Hourly reminder that in spite of authors' best intentions half of these platformers are simply not that fun to play, but get a free pass on /agdg/ for having a female anime protagonist.
>>
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>the only progress I've made in the last 3 months or so was in the last 3 days
>re-invented the wheel, by creating my own String -type
>basically no progress on the game, but having fun while learning
>>
>>159307585
Were you at least doing something fancy like adding colors/other sylization as part of the string type
>>
>>159307668
added to the to-do list...
>>
>>159281584
>want to make an awesome game
>have ideas but don't know how to program that well
>know your way around unreal blueprints enough to make something stupidly simple
>gonna spend ages on something that will more than likely just be a low poly homage to another game I like
>watch other people make amazing ideas and concepts in engines they've made themselves or straight up programming

GameDev is hard.
>>
>>159307028
You missed one key point. Platformers are never fun to play.
>>
>>159308884
>I don't like entire genre
>therefore it's shit
Top tier opinion forming.
>>
>>159306437
Please hire an artist.

You're game looks fun, but it makes my eyes bleed.
>>
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Can I make a game about religion in 2016?
>>
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There are still (obviously) a ton of problems but my portals are looking better and they actually function like true(r) portals rather than just visual ones
Next up: having the portal actually go somewhere else instead of just rendering the shit on a different layer
This shit is WAY harder in VR than it was in regular 3d gorram
https://my.mixtape.moe/wixtuz.webm
>>
>>159308884
faggot
>>
>>159309483
wow rude
>>
>>159308884
i agree
>>
>>159309293
What am I looking at? Those prayer animations are hilarious.
>>
>>159309565
Well it's just the beginning of what is supposed to become some sort of cult management sim. People praying gives you faith points which you can use to manifest your powers in the world. There's gonna be loyalty system with special members receiving acolyte robes, fighting off crusaders/witch hunters, discovering and sacrificing traitors, and sending followers to recruit others.

I just hope the shitty art won't kill my motivation like it did with the other projects.
>>
>>159309293
>>159309798
Well the flag on the wall vaguely resembles the star of david so that could be confusing/an issue.
>>
>>159281584
>just want to make an awesome game
>having fun with camera, physics, collisions etc.
>after all that, there's still gameplay to implement
>no idea how to design a fun level
>no idea how to design a fun mechanic
>suddenly my safe heaven becomes a plain of suffering and struggle

gamedev is hard
>>
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half a trillion raycasts later and you can now climb most meshes within reason, not really sure how it's going to factor in to the gameplay but it's neat none the less.
>>
>>159311067
>give up as soon as the easy shit is out of the way
I think the answer to your problems is to GIT GUD
>>
>>159310568
What sort of issue?

I mean the symbol for "faith" is a christian cross and the idol is a pyramid with an eye, so I'm not exactly going for real life accuracy here.
>>
Is there some middle ground between random level generation and premade maps? I'm trying to make a reccetear dungeon crawl type thing but I dont really like randomly generated dungeons, but I'm unsure of how to create a bunch of maps so you don't have to revisit the same maps over and over.

Should I just git gud?
>>
>>159311789
Premade rooms strung together randomly
>>
>>159311789
Probably, I think Skyrim did that
>>
>>159311789
There's many ways to mix them. For example you could spawn premade rooms/chunks but make them generate in random sequence and connected in different ways.

You could have room templates with randomly generated content in them, e.g. a long hallway with specific hotspots that can spawn objects from a list of possible ones for that hotspot (for example a hotspot that can spawn either a desk, a water cooler, or a vending machine). You can also make random alterations to said rooms, for example adding a few platforms or distorting the floor or something.

You could even have a completely premade level that uses the above to make slight alterations. Add a door into one of 4 possible walls, move a loot chest, spawn random pots on the sides.

You can also control it with variables, for example add a room with "enemy strength" cap, and then spawn random enemies with different strength levels until their combined strength reaches the room strength cap.

Really only your imagination is the limit to what and how you do things.
>>
>>159311123
Looks good.

The legs dangle like he's a paraplegic though.

What were the raycasts for?
>>
>>159311123
This is awesome.
>>
>>159311763
I mean if you don't give a damn about offending anybody and don't plan to put your game on Steam or anything then it doesn't matter. But obviously if you make a game about religious psychopaths and someone notices you're using symbols of their religion to represent them they might get rubbed the wrong way.
>>
>>159312261
That's retarded
Art is derivative, why is anyone supposed to make a fictional religion without having it on anything?
Half of everything Tolkien wrote was based on some religion or culture, do you think those books shouldn't exist?
>>
>>159312261
I think your post reminds me of my country's flag, it's offending to me so you should get out of here if you have any respect for other people.
>>
>>159311123
Did you play Grow Home?

If not, you should.
>>
>>159312607
>Playing home alone
>>
>Play as a dinosaur strapped with guns, shooting the fuck outta bad guys
or
>Play as a guy strapped with guns, shooting the fuck outta dinosaurs
Which one?
>>
>>159311978

>Skyrim did that

I am fairly sure every dungeon and the loot inside is the same for everyone in Skyrim. It would be new to me if skyrim had some kind of random procedural map/dungeon layout.
>>
>>159312761
Why not bad guy dinosaurs?
>>
>>159312461
He didn't base it on anything. He didn't say, ok let's make this christian.

It's not about religion and it's not about ww2 and nazis. He said this himself.
>>
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>>159312738

>home alone
>>
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>>159312738
>>159312838
Nigga that game was the shit. In fact I kinda want to make something similar now.
>>
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>>159312738
Just in case someone else misunderstood, I meant Grow Home not Gone Home.
>>
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>>159312140
yeah I know the animations are just freebies from mixamo atm as I didn't want to spend hours creating custom ones in case the feature gets scraped/reworked in the future

as for the raycasts, you don't really see the effect to well on such a flat surface but I use them to get info about the mesh, what rotation should the character have, at what height should he be at, is there a convex or concave bend coming up and how should the transition be etc, etc..

as you can see here it still needs a lot of work to look 'good' but it's a working prototype.

>>159312247
thank you, I hope the feature finds a place in the final game.

>>159312607
no I haven't, and this might sound ironic coming from me but the reason is, I thought it looked kinda shit, not the art style, but the environments.
>>
>>159312793
It had randomized missions and the big chunk of dungeons where completely computer created
>>
>>159313074
Gameplay wise it seems similar to yours, including the "climbing on nearly every wall" thing.

Maybe it can give you some ideas regarding other mechanics.
>>
>>159313074
>get info about the mesh, what rotation should the character have, at what height should he be at, is there a convex or concave bend coming up and how should the transition be

You can get all that from face normals.

For your corner problem you want a bounding box and different animations/movements depending on which sides of the BB are being touched and where the player is moving
>>
>>159313185
>>You can get all that from face normals.
yes and this is what I'm doing, the rays are simply used to find the relevant faces, and on more complex meshes it isn't as easy as on a box.

as for the corner problem, the way you proposed is more or less how I've solved it in the past, but again I need/want the system to work on more complex meshes and I don't want to have to create 7-8 animations to accommodate all the different degrees the corners might have, I also don't want add a lot of manual info on to the mesh, so it's preferable if it's as dynamic as possible, I'm working on an ik system for the feet and when I'm done with that I'm thinking I'm gonna try to see if I can get rewire it to work with the arms and see what kind of results I get with that.
but anyway, any of these solutions are way more work than I am willing to put in to a feature I might end up cutting

>>159313168
"climbing on nearly every wall" isn't really the gimmick I'm going for, I just wanted to spend a couple of day prototyping systems that might make exploration more fun, not even sure if I'm going to keep the climbing system in the end.
>>
>>159287632
>Any game with weapons
Weapons change you into murderer or corpse
>>
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Now enemies marked as "heavy" cannot be lifted with grappling hook or uppercut move. This will mainly be used for huge enemies that wouldn't work with either.
>>
>>159314339
Climbing isn't the main gimmick of that game either, procedural animations and collecting/exploration is.

But hey I'm not gonna force somebody to play a game he doesn't like.
>>
>>159314676

I see you got a new graphic for your grapple, and maybe you can use heavy enemies your advantage somehow?
>>
>>159314703
Then I think I might have misunderstood what the game is about, form what I've seen I assumed it was just jack and the beanstalk the game, with only the beanstalk, I'll probably pick it up during the christmas sale
>>
>>159314945
I said play, not pay anon. I didn't even buy it myself, but I checked it out because I was fiddling with procedural animations at the time and wanted to see how others were doing it.
>>
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I seem to be getting the base mechanics to work but they will need a lot of tweaking to work correctly all the time.

Unity seems stable enough so long as I'm not messing with shaders so I might hold off on that for now and just use the basic shader... I'm not sure what was doing that. I think it was trying to edit a shader value while it was trying to update maybe.
>>
>>159314785
>see you got a new graphic for your grapple
yeah. I had to rewrite it for 3rd time and now it works exactly how it should. The PC animations are placeholders because I've yet to manage make good animations for it.

>maybe you can use heavy enemies your advantage somehow?
I haven't thought about this. I mainly added this feature to prevent player from spamming these to bosses.
>>
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Can I j-join your secret club?
>>
>>159315783
>mushroom doesn't make him grow
0/10 shit game preorder cancelled will never play games from you again
>>
>>159315869
It's in the pipeline senpai.

How do you feel about HTML5 game dev?
>>
>>159315632

Consider adding a trinket or item that maybe lets the player hit a button and slam into things bodily when being pulled in with the grapple, that way you can be even more aggressive.

That's what I plan on doing for grappling big dudes
>>
>>159316008
>Consider adding a trinket or item that maybe lets the player hit a button and slam into things bodily when being pulled in with the grapple
Absolutely great idea. Thanks, man!
>>
>GetComponentInChildren<Rigidbody>();
>Print the velocity of the Rigidbody returned from the line above
>It's the velocity of this object, not the velocity of the child

Is there something I'm missing with GetComponentInChildren
>>
>>159316132
Yes, it counts the parent as the first child
>>
>>159316132
no but there is something your missing about rigidbodies
>>
>>159316205
Damn should've read the documentation more carefully
>>
>>159316095

Anytime, you got a cool game goin on here, and adding more utility and cool high level tricks to weapons and abilities is always rad
>>
>>159314676
You better have some sick tunes on this game
>>
>>159316931
My musicbro will come up with something. I believe in his skills.
>>
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>>159309451
>halfshirt
>>
DEMO DAY 11 IS IN THREE DAYS

WILL YOU BE THERE?
I won't ;_;
>>
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>>159318023
idk if i really should post my game since after dd10 where i did post a demo there was very little work done that actually extended the playtime of the presentable part
maybe i could just throw in some little debug menu for people to mess around with or something
>>
>>159314676
>Giving the enemies a new advantage
Finally I thought you were just going to keep making the player character stronger and making the game easier to exploit. I love this new feature very much.
>>
>>159318023
I'm sort of getting there but I think I'm still not going to make it. I have a bunch of shit up and working but I still need to piece it together and that includes writing a lot more code to have anything playable.
>>
>>159318530
I also have enemies that dodge and dash forwards to close the gap between him and PC.
>>
I want to move away from 3ds Max as my student license will be running out soon and the whole interface feels outdated when watching modelling speedruns in other software.

Maya, Maya LT or Blender? I use UE4 and will need Apex clothes (Blenderbros seem to be able to get cloth working by using Clothing tool?). Toon shader in viewport is a must too.
>>
>>159315962
HTML5? I'm honestly really interested in it. I want to see how much it has to offer.
>>
>>159319075
3ds people don't make the jump to blender easy, Maya is probably the better option
>>
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3d smears are fun even if it's fairly minor.
>>
>>159314676
Anyone up for ideas how to show that PC can't escape from room when it's locked by event (boss fight for example)? Have white glow on sides?

Interior bossfights are easier because I can just have boss door and lock it.
>>
>>159287632
They already made that game.
It was called Heavenly Sword.
And I fucking hated it.
>>
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>>159319418

>smears

Jesus christ how RAD.
>>
>>159318023
No...
>>
>>159319418
Do you have a tumblr?
>>
>>159319075
>>159319265 is right. People usually get fairly pissy when they have to move to Blender from another program. Also you can't do Apex cloth stuff within Blender. I use Blender and ue4, too and getting the exports to work right is a finicky process.
>>
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I'm pretty annoyed at how my invisible message brushes still seem to be impacting the lighting of my map.
>>
>>159319987

>didn't end with a UR A FAGET

Missed opportunity
>>
>>159318023
Yes, just like every other demo day
>>
>>159319265
>>159319931
I was really hoping to hear that Blender is good enough these days and save some cash on licenses.

Thanks for the input.
>>
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My ice sword effects are nowhere as cool as Clarentdev's, but hey, I think they work.

Making chain reactions like this is so goddamn satisfying.
>>
>>159320623
>strawberry
>>
>>159320720

I prefer chocolate myself too, but hey. It's 3 HP and it overheals. Eat it, you weenie.
>>
>>159319690
Livin on the edge, man.
>>159319910
Err yeah? http://gearsting.tumblr.com/ Prepare for disappointment, though.
>>
>>159320550
Well Blender is good enough. It does everything I need with ue4 and for Apex Cloth, you can use ApexSDK externally. It's just that. . . well I think you should try using it first to see if you cat get used to the ui and hotkeys.
>>
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>>
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>>159321138
>>
>>159319931
Did nvidia magically get apex to work on non nvidia cards or something. The last time I did apex cloth, it was mandatory to bake them to allow them to work on AMDs.

Blender bakes most basic cloth setups just fine.
>>
Does gamedev get worse?
>>
>>159321107
Aye, I've tried it years ago and it felt really alien. I really hated the viewport camera controls and was really fighting it. However, I do remember that after a day I felt like I could perform some modelling tasks in Blender faster. I'll try Maya this weekend first.

>>159321265
I'm pretty sure all PhysX jazz just runs on your CPU instead when using poorman's GPU.
>>
>>159321724
It does, when you need art.
>>
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>>
>click an icon on the screen
>now have to redirect input through like 4010820 systems to have the icon do stuff in the game

I did not plan this well... is there any sort of clean solution?
>>
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>>159281104
Now this is a lot less shitty. Next problem is I'm gonna need two different types of explosion in the game, and the player should be able to tell them apart easily. First idea is to use blue flames for the "special" explosion, but I have a feeling it's gonna look horrible.
>>
I think I realize why deving is getting harder and harder for me.

I keep dropping projects, all the work I do goes to waste and I become more impatient every time I start a new project because seeing the project I work on in its bare-bones despite "deving" for 3 years is frustrating.

Learn from my mistakes and finish your shit even if it's shit, otherwise the ghosts of those projects will pile up and haunt you forever.
>>
>>159319418
actually this would look allot better in reverse
>>
>>159321724

debugging.
>>
>>159322679
IMGUI
>>
>>159321724

art
>>
>>159322745
nah its okay , you should see some of the projects of devs before their breakthrough projects.
Just make sure u keep practicing and dont drop for no reason
>>
>>159322745

Look at it this way, you may have dropped a project but you just gained a lot of resources from those old projects

Ideas, mechanics, and music or art assets, recycle those man.
>>
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This week I put in the infrastructure to my upgrade system. One of the upgrades is smoke grenades which temporarily hide you from enemy sight so you can be a coward in new and exciting ways!
>>
>>159321724
Let me tell you these deving all nighters are going to kill me
It feels so good before feeling so bad, being productive at night is a curse
>>
>>159319418
Gonna take home the gold B)
>>
>>159319418
Animation and model look great.
I really really hope the in-game model will be properly lit and have nice shaders
>>
>>159324494
Fix your camera fampai
>>
I had a dream last night that I had a boyfriend.

Should I continue on unit tests for my library code or should I work on trying to wrap my head around fragment shaders today?
>>
>>159281556
This is better than the other one, but the pallette of the ship is jarring.
>>
How would I go about creating custom shapes in SFML? I'm interested in creating a cross and a 45' tilted cross, how exactly do I define the vertice? I'm clueless.
>>
>>159320623
Do you have any other maps? I'm returned from like 3 month haitus, and I recall that same map being used all the way back then.
>>
>>159319529
Steal from Dark Souls. Throw a fog around the limits of the boss arena.
>>
>>159319987
I cry every time
>>
>>159316450
It's not your fault, Unity is kind of stupid about these things.
>>
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>>159316205
Who the fuck made this decision?
>>
>>159303928
>>159305398
lol that delusion and ignorance.
Complain about work and life while you're not doing anything because you're lazy and suck, but then blame it on being too smart. Hahahahaha, ja clearly, its not you that's the problem.
>>
>tfw no longer an ideas guy now that I can actually dev
I can't stop making walking simulators. I cannot think of any interesting gameplay mechanics.
>>
>>159280840
This looks neat. Is it a new project?
>>
>>159327496
Do a platformer. Its just walking sim but with jumping, and people actually recognize it as a game.
>>
>>159326996
Yeah that's what I thought of doing, but maybe players realized they can't leave boss room? Or am I just trusting players not being retarded too much?
>>
>>159327642
Always assume that you're dealing with full blown downies. It's just easier that way.
>>
>>159327642
Just fucking slam the door and make the sound really loud. No one will ever bother fucking with the door.
>>
>>159311123
How did you do the soft cloth?
Did you export the vertex displacement directly from Blender (or similar), or did you apply cloth physics in Unity?
>>
>>159327769
>>159327910
But I can't put door in middle of forest now can I?
>>
>>159327969
REALLY LOUD VINES
>>
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>>159326495
>>
>>159327910
I think he's talking about exterior boss fights.

You don't really even need a fog or anything. Just don't let the play leave the room when they try. If they try to leave and discover they can't, then they'll know that they can't leave.
>>
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>making anime gurl island
>patreon is basically a big "yeah whatever - I try making this - fuck you"
>14500 buckaroos

How does it feel to know that your games will never ever be this popular, nor get you cash anywhere near that amount?

How does it feel to know that the best thing you can hope for is some snotty college drop-out "journalist" sneering at your game, judging that it is too complex, too niche or not creative enough to even be covered on his blog.
>>
>>159328102
nice projection anon
>>
>>159328102
Nice projection anon.
>>
>>159328146
You don't have to give him attention you know
>>
>>159328102
I don't mind I like monster girls
>>
>>159328102
>why aren't you a kissless virgin who spends all day pandering to other kissless virgins who jerk off to cartoons

no idea anon
>>
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WHEN IS DINOSAUR JAM STARTING?

WHAT GAMES WILL YOU MAKE FOR IT?

DO KAIJU COUNT AS DINOS?

DO KAIJU GIRLS COUNT AS DINOS?
>>
>>159328049
No I read the documentation, I'm not sure how to define the points and then make them be affected by size.
>>
>>159328102
>per month
Fuuuck me
Who are these retards with with pockets full of burning cash?
>>
>>159326314
Fragment shaders. They get really fun with advancing through the topic.
>>
>>159328256
Tony Hawks Pro Skater: Dino edition

You grind on their backs and up their necks and do sweet tricks which are dinosaur puns of real skating tricks
>>
>>159328102
it feels completely normal, because sex appeal boosts the popularity of your thing no matter what it is
>>
>>159328256
After demo day apparently
None
Probably not but no one cares
Probably not but no one cares
>>
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How do I do this with GM:S? I've heard you could maybe do this with surfaces or d3d_vertex_texture() function, but I have no idea which would be the best way to do this. Can anyone point me to right direction?
>>
>>159328256
See >>159280910
>>
>>159316132
>multiple rigidbodies per game object

what the fuck are you doing anon
>>
>>159328474
look up d3d_transform functions
>>
>>159328474
D3D transformations. Ordinarily, scaling is applied before rotation but with more control you can apply rotation before scaling.
>>
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>>
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i'm having an existential crisis
>>
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can someone help me understand pic related?
why does only the first wave have a mask?
What's the significance of having two decal layers?
>>
>>159328302
I wanted to post the patreon for breeding season to show you how much money is in autism and expecially furfaggotry. Just found out it was cancelled in july, because the artist fucked off after three years of development. That artist was entitled to 50% AFTER expenses and took with him about 190k. You read that right. 190000 dolladorinados is half the of the profit after three years.

If you want to make money, you can become cardiologist after streneous study or start drawing slightly above average furry porn.
>>
>>159328813
It's okay, reality is just a simulation anyway so you're not real and nothing is.

So you can't really have an existential crisis since now you know you don't exist.
>>
>>159328976
That's capitalism, baby.
>>
>>159329120
So is human trafficking. Gotta love dem monies.
>>
>>159328813
Its not 4am eastern, faggot
save your blog for nighttime and post progress instead
>>
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>>159329120
>and of to help solve it for a price :^)
>>
>>159328669
>>159328717
I found d3d_transform_set_scaling() function which is probably what you meant? How do I use this on sprites? The documents on this are kinda shady.
>>
>>159329309
If you're good at something, never do it for free.
>>
>>159329309
>offer
>>
>>159329372
That's what I said to your mom after she lmao jk, post progress
>>
>>159329350
In your case, you want to apply rotating, scaling, and then translation (to the position) while drawing the sprite at the origin.
>>
>>159329263

Don't you dare compare furry artists to human traffickers.

Human traffickers deserve more respect than that...
>>
>>159329372
desu I'd do everything for free, if I had food, internet and a roof above my head for the foreseeable future.
All I want is to make someone happy, and for them to know that I worked hard to provide that for them.
>>
>>159308737
have you considered just learning to program?
>>
>>159329481
Okay I got the scaling work with rotation using:
d3d_transform_add_scaling(1, 0.5, 1);
draw_sprite_ext(sprite_index, image_index, x, y, 1, 1, angle, c_white, 1);
d3d_transform_set_identity();

The problem is that the sprite is not in right position. It appears way higher on y axle than it should.
>>
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>>159316205
>unity
>>
>>159328102
it fucking kills me honestly
some people including myself are putting genuine effort (regardless if its good or not) to make something special and most likely wont get shit out of it
meanwhile i dude makes some 3d models once in a while and makes half of what i make in a year in a month
it hurts
>>
>>159329753
What did I just tell you?
>>
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>>159328813
Don't cloud your mind with eternity, anon. Let yourself become one with it and embrace the void.
>>
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r8
>>
>>159329949
Okay I just stopped being retarded and managed to do this. Thanks man. I'm pretty sure this will come handy in future.
>>
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>>159304923
>haha what a snowflake seasickness pills wouldn't fuck you up like that let me just read wikipedia and call this faggot ou-
>scopolomine
>>
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Everyone loves reflections
>>
>>159329854
Oh shut up there is more than enough people out there making it big by getting lucky with some half assed game
Just look at noch
>>
>>159330525
Shiny floors are sweet, but why the hell would someone want reflective ceilings and walls?
>>
>>159328932
Dunno about the decal layers, but the first wave is the only one with a mask because the rest of the wave effects are done with the foam and that first wave mask is just the edge of the blue color of the sea
>>
>>159330036
The straight line a the bottom is jarring. WAter shouldn't all be one colour either.
>>
>>159328932
Decals are used because the shader model the Gamecube uses can't go up to 7 layers, so they split it.

IT SAYS THIS IN THE IMAGE
>>
>>159330036
>Ground has terrible blurring on the details (seriously it's ass)
>Ocean doesn't
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>159318023
I had no idea it was this soon.

Jesus christ.
>>
>>159330943
>soft shadows on land created by bumps on the land
>not a thing with water
>>
>>159331680
I forgot that sea foam formed in big squares.
>>
>>159328102
i wonder if he'll hire me to be an idea guy.
>>
>>159320091
How close is this to being done?
>>
>>159331759
i wonder if he needs someone to beta test it
>>
>>159331935
Well now we have pretty much all core mechanics set and working, so after this demo day we'll start working on the story and world (basically writing and level design). It's long way, but now that gameplay feels fluid we can actually start moving forward. I'd say the game is maybe 10% done. Biggest trouble will be creating the world since we want it to be interesting and exploring has always been one of the most important points in metroidvania games, if not the most important.
>>
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>>159331746
>I forgot that sea foam formed in big squares.
>>
>>159331986
surely thats what the patreon is for you pathetic goy.
>>
>>159332812
I thought Paterson was welfare for tumblr users
>>
>>159328102
>mfw I warned people about this fraud dev
>mfw faggots are still giving him money
>mfw his ""game"" is not going to be finished anytime in the next 5 years
>mfw not even a proper demo

Frankly I don't give a fuck, I did not waste my money on him.
He's going to cuck everyone the same way the breeding season artist did, mark my words.
>>
>>159332954
...by having people pay to betatest their jiggle bone simulators.
>>
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>>159326495
>>159328049
>>159328295

nvm figured it out
>>
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He made it.

What do you have to offer?
>>
>>159333129
Once I pissed moviebob so much he twitted my post and got me perma banned from the escapist
>>
>>159333303
Pics or it didn't happen.
>>
>>159333112
>not an array
nigga what the fuck
>>
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Reminder that Hillary is bad for indie devs
Can you afford the $800 to have your game rated by the ESRB? The AAA industry tried to smother us with regulations and fees, and she sponsored their legislation. This was a concrete step to remove the threat of the indie gamedev industry to AAA market share. They failed, and its payback time.

Don't vote on political or cultural bullshit. Vote according to whats best for you and your industry.
>>
>>159333664
The size can be dynamically changed so I can't just pre-calculate it and use it there, I could just generate an array on each getPoint() call instead but that's pointless since you don't need all points at all times and it just follows the same convention the default shapes (rectangle and circle) use.
>>
>>159333398
I have been through 2 new computers since, I also lost the picture I snattched of a McDonalds employee being taken away by an ambulance after having a heart attack
>>
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>>159333737
>voted for Brexit
>with the weak pound every copy I sell internationally gets me more money
>>
>>159333303
>>159333847
This is both pretty good I guess. You get a pass anon.
>>
>>159333824
don't you need every point at a time, though?
>>
>>159334082
I don't know, it's abstracted away. This is just a function overload since I inherit from sf::Shape so I can't really change the semantics, I guess I could just generate a vector/array on setSize() call and do a lookup in getPoint() though, doesn't really matter though.
>>
>>159333975
Closest thing I will ever get to recognition from the industry, I take what I can get
>>
>>159334228
>I don't know, it's abstracted away.
>inherit
>OOP
lol
>>
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>tfw screen progress that means nothing for actual gameplay but has to get done.
>>
>>159334267
Why should I care about the internals of the lib? I just wanted a cross shape, and I got it, I couldn't care less about how it works under the hood, that's not my problem.
>>
>>159332403
Good shit I look forward to playing it
>>
>>159333303
i made a game that singlehandedly brought the concept of morality censorship to newgrounds
your move.
>>
>>159334405
because it forces you to write this garbage instead of giving all the points at once? >>159333112
>>
>>159333934
who do i vote for to devalue the us dollar
>>
>>159334568
bernie
>>
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>>159334568
Don't worry, its already being taken care of
>>
>>159327521
Been working on it for about two weeks. Which is about 5 nights for me.
>>
>>159279687
today instead of deving im going to download a couple indie game demos and try to learn from them
any ideas?
>>
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>>159334492
>game about gun control
>morality censorship
>>
>>159334568
Trump... but because the devaluation will be resulting from the world losing confidence in America's pledge to always pay it's debts (Trump has said it would be fine if America defaulted on debts like he did as a pro-businessman) it will likely send the entire world economy into turmoil, resulting in fiscal war for a new standard bearer for world trade and crush the USD well beyond any sort of import edge into full on USD death.

>>159335304
this is just the threat of Trump causing the smarty pants pulling out, shelter it somewhere else for the election just in case.

>>159334942
yeah that might do it for a decade or multiple (not dramatically but lower) depending on how his programs were to be rolled out.

Jill Stein would also devalue the USD heavily with her debt forgiveness plan but that would quickly rebound within a few years based on the concept of velocity of money.
>>
>>159334523
>garbage
it works and it's efficient the only garbage here is your post
>>
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>>159335503
>>
>>159335901
wew someone's mad
>>
>>159336212
>Muh feels getting things pulled
I hate this crap
>>
>>159336443
YOU BET YOUR ASS I'M MAD LOOK AT ALL THESE CAPS
>>
>>159334492
>>159336212
>lol I made people get assmad because I reminded them their children got murdered XD
>>
>>159335787
>Liberals knowing anything about money
Come on
>>
>>159336930
see >>159336443
>>
>>159336930
if that was all it took, tom wouldve made that post back in 1999

>>159337082
what is your basis for this? i dont know many left administrations to have fucked up something as basic as in-out.
the right on the other hand invented trick-lol-down economics and republican controlled congresses never pass a debt lowering budget even when it's a Republican president they could be making look good.
>>
>>159294231
Yun has the best accent.
>>
>>159337658
How is that welfare and Obamacare working out for you? Have you saved any demographic from poverty at all yet?
>>
>>159317583
>who is Gon
>>
>>159337881
>welfare
here in straya we call your system "pissy cup foodstamps"
>obamacare
here in merica we call your obamacare, "instantly sold out the enforcement mechanisms under corporate pressure because Obama is a tool"
i love how republitards agree that obamacare is shit but dont even know why... they act like having healthcare is unamerican.
>>
>>159337881
It's hilarious how people today talk about Obamacare the same way people spoke about medicare when Johnson pushed it through. If you tried to shut down medicare today, people would lose thier minds.
>>
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Dinosaur jam idea: This minigame except you're a dinosaur and you have to avoid the asteroids.
>>
>>159338609
because giving affordable healthcare rquires a lot of spending and restructuration, passing a few new bills, building a couple new hospitals and putting a collective effort for at leats two decades and instead they tried to dump everything on the middle class and employers like they always do and they said fuck it and lowered everyones hours to not pay shit?
but im sure hillary raise the taxes on tthe middle class clinton will fix it, why dont morons ever realize they themselves aspire to and will become the very same people they are throwing under the bus?
>>
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Just doing some videos on the environment and weather. Still needs a bunch of work especially for the rain, vegetation and cockpit. Other than that I'm quite happy on how the game looks for now.

https://www.youtube.com/watch?v=9ER32crvZ7o
>>
>>159339256
so obama care was a waste of time that helped nobody?
while also being obamas greatest achievement in two consecutive terms?
>>
Am I posting on /agdg/ or /pol/?
>>
>>159339705
considering that im outnumbered by left leaning morons talking about shit they dont understand this is pol
>>
gonna re-write a lot of my code guys
>>
>>159339978
Why?
>>
is it possible to have a material with multiple animations, on seperate layers, in ue4?
I'm trying to find examples/documentation and I'm coming up with nothign
>>
>>159340061
'cause it's bad and i want to change the way the game works
>>
>>159340069
what do you mean by multiple animations?
>>
> condemning shooting games because of the victims
but shooting russians, muslims and other villian-of-the-decade is fine?! fuck you americunts
>>
>>159339903
left leaning, right leaning, doesn't matter. Both sides are full of idiots and no matter which side wins America is fucked.
>>
>>159339601
>>159339406
>>159339256
more people are insured due to not only the mandating of people insuring but also the expanding of family coverage, pre-existing conditions cant be discriminated against anymore... good things did happen.
it's just he also instantly ripped out the public option (under the guise that he needed to for republican support....which never even came) which would have prevented the mounting problems that are going to sink the whole ship. luckily for his legacy he gets to fuck off before it all breaks down.... Obama and Bush not so different in that way.
>>
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Reduced scope by completely changing project for now. Will learn some things before going back to real project.

Here is a picture of a map I did.

woaw
>>
>>159340150
you can have animated materials in ue4
and you can have multi layered materials in ue4
I could just plop down a few materials instead but I think it'd be better to have a single material do the work instead
>>
>>159340423
>Reduced scope by completely changing project
That way lies nodev and sadness. Don't let it become a habit.
>>
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Oh god, they're intensifying their attacks
>>
>>159340515
I will remember you anon, always
>>
>>159340327
well yeah but still, at least the right isnt popular with coffee making college students surviving on tips and we are outnumbered evrywhere forcing us to actually try a bit harder and not just get 4 or 6 people to swarm everyone
you cant kill aan idea and you cant murder the truth, the more shit we get the stronger we become
>>
>>159339561
Looks good, but you really need to find a way to distribute the trees on the ground better.
>>
>>159339561
Game looks really nice. I think adding some subtle god rays would be a nice final touch.
>>
>>159340363
no shit you are trying to introduce socialist ideas in fucking america, no matter what the media says that wont happen in a long ass time
>Obama and Bush not so different in that way.
als war, they both love war
oh, oh and spying on the people
and taking away freedoms
all they had to do was get a black puppet and every liberal changed their mind
>>
How do I implement game over in my Guantanamo Bay Simulator? I'm going for realism, so I can't just close it down?
>>
>>159341406
You get booted as the warden for pissing off the public or your political opponents.
>>
>>159341137
>trying to introduce socialist ideas in fucking america
america has always been socialist, they just dont like the word... or didnt, even the oldest millennials (me) never got given the communist/socialist propaganda
>all they had to do was get a puppet and every liberal changed their mind
hey there was no way we could know he was a puppet in 2008. if we had wikileaks back then showing us him making the deal with the Clinton controlled DNC for the primary nod i sure wouldve reevaluated.
>>
Is Godot any good?
>>
>>159341835
its funny because they got told they won and suddenly everything was perfectly ok because it was their side doing it
you want to know the hard truth? all the shit you blame capitalism for is just the consequence of democracy, the biggest mistake voters make is thinking its a fair and just system when you are electing someone who will exploit half the people in favour of the other
but that power, society and freedom are enemys that cant coexist what you call alt right or regressive left is just natural progression, now the charade is over and you can see how shit really works
>>
A hurr durr politics no progress
>>
>>159342382
Good enough for nodevs
>>
>>159341137
>all they had to do was get a black puppet and every liberal changed their mind

quoted for truth

can't wait to see the horrors the first women president will bring unchallenged by modern liberals

for clarity, this isn't an endorsement for Trump
>>
>>159341406
>all the shit you blame capitalism for is just the consequence of democracy
>implying america has actual democracy
lol
>>
>>159342382
If you are looking for 2D, it's the best choice imo for beginner - intermediate skilllevel. Big plus is the GUI-aspect of it, it's one of the least cancerous.
3D should probably stick to unreal / unity.
>>
>>159342684
im sorry, i get easily dragged down this shit
>>
>>159342382
Yeah it's good. Especially for 2D. And it's alright at 3D.
>>
>>159339561
Has this all been a one man project? This shit is so impressive.
>>
Idea for Dinosaur Jam.
>play as herbivore dino
>top down view
>have to avoid falling meteorites (click to move controls), you can see the shadows and hear the sound when they're about to land
>also have to avoid carnivores
>since they try to come at you straight, you can bait them into getting hit by a meteorite or making them run into a rock or some other obstacle
>maybe have an hunger meter, so you have to go near a tree to eat every once in a while

Thought?s
>>
>>159342739
this for >>159342473

>>159341406
dont forget you're here forever.
>>
>>159342739
>implying america has actual democracy
If only they had a dictatorship. You could let 1% of the people have all the nation's wealth. You could help your rich friends get richer by cutting their taxes. And bailing them out when they gamble and lose. You could ignore the needs of the poor for health care and education. Your media would appear free, but would secretly be controlled by one person and his family. You could wiretap phones. You could torture foreign prisoners. You could have rigged elections. You could lie about why you go to war. You could fill your prisons with one particular racial group, and no one would complain. You could use the media to scare the people into supporting policies that are against their interests.
>>
>>159342739
oh how embarrasing for you
protip democracy isnt what you think it is
>>
>>159342382
Yeah, but the waiting can be a bit boring
>>
>>159342739
Post progress
>>
>>159342979
its still democracy as long as they get elected isnt it?
and they say the biggest piramyds are on egypt look around you america is a fucking get rich quick scheme
>>
>>159342992
>unity fags can't get some new jokes
>>
>>159342981
>one man one vote
america thinks it invented democracy but cant even do the most basic most simple aspect of it even slightly correctly.
>>
>>159343171
That's a real low hanging one m8
>>
>>159343227
Post progress
>>
>>159343171
I wish it was just unity fags. Google itself tries to enrich me with cultural art whenever I try to solve a problem.
>>
>>159343227
people vote in groups you moron
>>
>>159342924
I'd play it.
>>
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>>159340746
Yeah at the moment I'm just encountering some technical limitations regarding on how I distribute the trees using grassmaps right now. There is a solution available in terms of how many texture sample I can provide in a material but I haven't tested it yet but it should fix the distribution of the trees so they don't look out of place on mountains, cliffs, etc..

>>159340832
There is some god rays already but maybe its a bit too subtle. And for some retarded reason I can't adjust it.

>>159342923
Thanks anon.
>>
>>159342924
90% of the Dinosaur games are gonna be stupid "dodge meteorites!" games. Just forget the meteorites, it's dumb. Instead have things like tar pits that you lure the carnivores into.
>>
>>159343227
>one man one vote
I am the man, so I have the vote.
>>
>>159341835
>america has always been socialist, they just dont like the word... or didnt

>having a military, police force, and schooling is socialism
>liberals pretending we don't mean the belief that the government should provide everything for people and stick their nose in every facet of our lives by trying to govern it.

America was founded and has run on the belief that the government and foreign power structures should mind their own fucking business. 80% of the governance of things regarding our actual every day lives should be done on a county/state level and not on the federal level. I shouldn't be interacting with the feds for health insurance. I shouldn't be interacting with the feds when determining whats allowed on websites, television, and the radio. I shouldnt be interacting with the feds when I eat food or consume medicine. I shouldnt be interacting with the feds when I drink tap water. I shouldnt be interacting with the fed when I drive on the road, when I go to school, when I read a book, when I order food, when I drink alcohol, when I smoke cigarettes, when I have sex, or pretty much anything else that's not Foreign Affairs and funding the military.

I'd rather have everything be fucked than have big brother monitoring everything. I'll grow my own food to avoid taxes, I'll spend only cash so that grocery stores can't track what I buy and don't buy and give that info to the federal government. I won't use a cell phone and I'll keep my internet/compjuter as secure as possible.

Being American is about being as self reliant as possible because then you have the freedom to tell people to fuck off if they tell you what to do.
>>
>>159343569
>I'll keep my internet/compjuter as secure as possible.
>Posting on 4honeypot.
>>
>>159343816
Oh no, people know I shitpost.
>>
>>159343816
>>159343569
Go home you two
>>
Oh shit googum's game got played by the shitlord supremes
https://www.youtube.com/watch?v=tOSFiKEUdV4
>>
>>159343961
but anon im posting from home
>>
>>159295589
>>159311123
Do you need help with anything? I've asked you before, I know you said you can't work on it full time right now, but I'd really like to give you a hand with it.

I'm not exceptionally good at coding or modeling bur I think there are some small, simple things even I could help with. I don't want to sound like and ideas guy but, do you need ideas?
I wrote down quite a bit of stuff for my own game at the time
>>
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Hey...
Who here knows how to make fuzzy hair in 3D?

Not that I need to know, just wondering is it even possible.
>>
>>159343396
oh boy. the most basic form of counting votes in a ~democracy~ is counting the raw votes "the popular vote" in the American Presidential election that doesn't even slightly exist. instead the population of a state (pointless borders on a map) are represented as a smaller amount of votes roughly representing the population of that state (unless you're the smallest states in which case you get more than your population deserves and take those votes from the largest states) and then the popular vote gets counted until a candidate reaches a majority and they get all the state votes even though they only achieved 50% because fuck it (except in like Maine which recently changed this to split up the states electoral votes). and then those votes gets handed to some state reps and they meet in december to vote for reals and they'll probably vote the way the news called the election in november but if ~something~ happened in the month between they can change the votes because fuck you.

>>159343558
cute
>>
>>159344468
displacement modifier, cloud texture
remember you need a bunch of polys or else it will stay the same
>>
it gets better lads
>>
>>>/pol/
>>
>>159344468
Probably solid geometry at the "depth" it becomes opaque with curls the same way you do tree leaves.
>>
>>159344589
How is SIT selling
>>
>>159344589
this is completely unrelated but i dont like your game
>>
>>159343569
>having a military, police force, and schooling is socialism
and public roads and unions and wildlife reserves and social security and welfare and water protection and at one pojnt the government went complete 100% socialist nanny state banning alcohol consumption.
yeah, socialism.
>>
>>159344468
Basically hundreds of plane cards with distorted normals. (a sphere would probably work fine)
>>
>>159344981
I liked its presentation and tone, but the actual mechanic of "where do i mouse" was sketchy, but Im a turbosperg so maybe thats why I was bad at it
>>
>>159345004
outsidde of unions none of those things have shit to do with socialism
>>
>>159343569
>having a military, police force, and schooling is socialism
I am not having a side in this topic but I used to work for an insurance company, and around the time of the talk of the sequester and making things privitized,one example people used was the fire department. But the insurance company actually did have its own private firefighters that would go out and protect just the property of the people that they were insuring. So its not a crazy concept, its actually implemeted for value things.
>>
>>159344914
about as well as one can hope in 2016 for a reasonably popular game that isnt erotica on patreon.
>>
>>159345232
>things created and maintained as a public good isnt socialist
https://en.wikipedia.org/wiki/Socialism
>>
>gogem's game was noticed by youtubers
>hes probably going to make a lot of money

fuck, we dont need his ego to inflate any more than it already is
>>
>>159345432
Better than RRPS?
>>
>>159345843
>""""""""""""""""game"""""""""""""""""
>>
>>159345843
I'd be more upset that my magnum opus sold like shit but some game I made in a couple days sold well.
>>
>>159345843
if he gets too successful maybe he'll finally leave
>>
>>159345864
i think it's probably doubled RRPS's lifetime earnings already.... but hey so did Black Shell Media presents Sandy Vampire so that's not saying anything.
>>
>>159346185
ooooooooooooohhhhhhhhh shots fired
>>
>>159312819
it was based primarily on Saxon culture, and he never said he based it on WW2, in fact, people pointed out parallels and he said if there were any similarities it was done subconsciously
>>
Does anyone know of any devBlogs from Squad about how they made Kerbal Space Program?

Calculating the exact position of a satellite 'on rails' every frame seems to be extremely laborious and I wonder how they do it
>>
>>159346178
Not gonna happen. He likes being a "big" fish in a small pond. He can pretend he's top dog here because most people here can't even release a game, but if he goes elsewhere then he'll cease to be impressive in relation to his peers.
>>
>>159346617
>seems to be extremely laborious
What are you basing that on?
>>
>>159346251
at myself? at my RRPS co-dev?
RRPS was never gonna make much of anything unless it magically got massively popular with no marketing budget (or experience).
maybe we coulda made more if we implemented bitcoin gambling but bruh is scurred of the china feds.
>>
Is this thread anything but a group of children making shitty models in blender and one guy doing stuff in openGL?
>>
>>159346830
I am making pixels
>>
>>159346830
There's also one faggot asking what this thread is about.
>>
>>159346830
we also have game maker kiddies
see
>>159346898
>>
>>159346689
Finding the position of a satellite at a given time requires many equations, some of them are quite complex and one of them cannot be solved algebraically and needs a numerical iterative method to solve.
I can't imagine that every single frame for potentially hundreds of satellites they're solving them all for every one
>>
>>159346830
N-no
>>
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>>159346830
Also murder most foul.
>>
>>159346830
I-I'm making a game!

Promise
>>
>>159346953
Why not precompute them?
>>
>>159346830
There's a language dev too.
>>
>>159346953
>incrementing the time each step so you can run a numerical method from time 0 up to the current time each step
I hope you realize what you're missing here.
>>
>>159347117
That was surprisingly brutal for a sord meme, and pretty dope when the sun shone through the fingers
>>
Whats easier to make sprites or 3D models?
I'm a programmer who wants to make a game.
>>
>I find it incredible how many people here use the term "idea guy" about me when i did not once use the term myself.
>I am not your idea guy. I am your ideal guy. I am also your game directing, level designing guy.
>Now you need to ask yourselves: "What kind of a guy do I want to be?" How about trying "mr nice guy" for a change?
>You might not make a penny by cllaborating with me, i might not either. I am not giving any guarantees of success, but does not anyone just want to create a game just to make something great, awesome and inspired?
>>
>>159347514
It's the same thing basically. 3d models (meshes) are easier but textures require 2d art skills just like sprites do.
>>
>>159347514
Depends on so many aspects that it's a useless question
>>
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>>159347460
>>
>>159347553
At least they're into it for noble reasons, and not "we want the facebook audience" mobileshit
>>
>>159346953
>>159347454
Oh, iterative method.

Do you really need to track the motion that realistically? Can you not just solve for an elliptical orbit around one body (not taking into account Newton's third law) as a function of time?
>>
>>159347217
Hmmmm, I suppose that it could be done that way.
The rocket you're currently flying isn't on rails and won't need it's position calculated that way since it can be done off proper realtime physics.

All the other spacecraft have completely stable orbits if you're only flying the one so everyone else can have precomputed positions.
That would certainly reduce the load

>>159347454
I don't, I haven't had to deal with non-algebraic equations in devving before
>>
>>159347898
>Iterative method
What the fuck are you talking about nigga, it's and ODE y(1) = y(0) +y' * step
>>
>>159347989
Have you ever made a simple platformer?
You don't express the player's position as a function of time solved using a numerical method, you do:
>velocity += (0, -9.81) * dt;
>position += velocity * dt;
each step.

>>159348105
Then there shouldn't be a problem. OP said iterative.
>>
stupid GM:S question here. How do I calculate distance to something only on y axis?
>>
>>159348434
abs(object1.y - object2.y)
>>
>>159348434
>Uninstall GM:S
>Format drive
>Install gentoo
>Install gdb and g++
>Learn c++
>Learn sfml or SFL2
After some years, you will finally be able to use pythagoras theorem
>>
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>>159347898
>>159348105
Solving for an elliptical orbit is exactly what I'm doing, turns out they can be quite a bitch

Oh I realised that technique, but the equation isn't as simple and (0, -g), pic related
E also varies in time, I don't think I can get a nice formula for it bc of the non-algebraic solved equation
>>
Goddamn I'm an asshole, I shouldn't shitpost.
You guys are great, you're all gonna make it.
Even the idea guys.
>>
0-4 spooky game
5-9 zombie survival
>>
>>159348709
Well it looks like you have it figured out to me. It's just instead of v(t) being an actual function of time, you have
>velocity += dv;
>>
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https://www.youtube.com/watch?v=Prf93PpKIbs

What's your excuse for not releasing a VR game, anons?
>>
>>159348887
Btw that upsilon ~v represents an angle needed to find the position.
dV changes with time though because E does
Essentially the equations are,
Cosv = CosE - e / (1 - e Cos E)
M = E - e SinE
M - Mo = n (t - to)
E can't be solved nicely and you need it to either work out v directly or to work out dv

I don't see how Squad managed it without having the hundreds of satellites each running through their own numerical method every frame, I feel like that would be too intensive but maybe not
>>
>>159349083
thats a cool aesthetic but the connection between doritos and tris could kill lowpoly
>>
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>>159349447
Have you looked at the save data for a vessel in orbit? This is the vessel info for the first vessel in the docking tutorial, the stuff off the bottom is just part data.
>>
https://www.youtube.com/watch?v=X-iBGSLkfCU
>>
>>159349903
>using a human readable format while compressing your variable names to oblivion
Fucking Unity devs. Holy shit.
>>
>>159348549
Thanks. No idea why this didn't come to my mind. Sorry for being retarded.
>>
>>159349903
Hmmm good idea
The variables under the ORBIT{} block are the most interesting bits, I wish they weren't some abbreviated so I could tell more accurately what they mean

This section in Wikipedia is relevant to what I'm trying to do
https://en.wikipedia.org/wiki/Kepler%27s_laws_of_planetary_motion#Position_as_a_function_of_time
>>
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Welp.. tried to add back in the colour-swaps for different hair/eye/skin colours (using the new graphics)...

that didn't turn out how I thought it would.
>>
>>159350856
http://wiki.kerbalspaceprogram.com/wiki/Orbit

Scroll down
>>
>simplygon doesn't support morph targets

Think people will notice the character's faces becoming generic male/female (or completely changing) at a distance of 10+ feet?
>>
>>159347553
>No knowledge of anything
>Directing
You can be the coffee guy who makes coffee
>>
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>>159351127
>>
>>159351127
Doesn't simplygon just generate LoD meshes?
How would or wouldn't it support morph targets?
>>
>>159351719
It says it does in the documentation but when I actually do it in UE4 it just doesn't generate them. I don't know what's up with it.
>>
>>159351106
Interesting, of the variables in the equation they only store Mo and to with the rest of the variables that uniquely define the orbit. That technically is enough to find the crafts position at a given time but it doesnt shed light on how they do it
Having dug around in wikipedia a bit more this generally seems to be the way of solving the problem and finding the position

https://en.wikipedia.org/wiki/Kepler%27s_equation#Algorithm_for_the_inverse_Kepler_equation

This was my initial thought, I guess the fact it works for them must show that it isn't too intensive, I might make a shitload of debris satellites and see how many it takes before the game is ded
>>
>>159351832
Nothing printed to the output log?

I know it isn't helpful but UE4.14 is adding an official LoD tool, maybe that will be better integrated, not to mention free.
>>
>>159352191
are you talking about Simplygon? Because that shit ain't free. That shit is 2% of your sales.
>>
>>159353404
https://forums.unrealengine.com/showthread.php?125777-Unreal-Engine-4-14-Preview
>>
why do people still recommend godot when it has no support for consoles?
>>
>>159353571
because consoles are a meme
>>
>>159353803
godot is a meme too
>>
/agdg/ i did not think this through
>>
>>159353571
If you wanna put in the work to dev for consoles then more power to you, but I certainly fucking don't. Do you want to have to deal with Sony/Microsoft/Nintendo? Do you want to have to deal with people who purchase consoles?
>>
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11 unique tiles
>>
So im making this top down shooter in a desert. I'm trying to somehow simulate dunes. but i dont know how.... e.g i was thinking of making the movement speed slower when u are over the sprite to simulate you climbing it, but i cant figure out a nice way to make it since u have to speed up when u are the peak since you are going down hill then....

without the dunes the desert looks empty af...
>>
>>159355183
engine?
>>
>>159355183
normal map and compare the direction of travel
>>
>>159355970
clickteam fusion....
>>
>>159286468
I don't care if you don't have art, this shit looks fun as fuck, keep it up mate.
>>
>>159356043
Can you go into more detail? I've written code that can calculate instantaneous slope given a plane in 3d but that sounds like much less calculation
>>
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>>159346830

>Calling my models shitty
>>
>>159356705
More detail of what a normal map is or how it could be used in the dune scenario
>>
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>>
>>159346830
it's mostly trash, they're seriously incompetent manchildren who "just want to make game", they don't even want to learn anything they just decided up front that they know enough to start developing "real" games
>>
>>159359062
>30 fps
>>
>>159359062
>barely 30 fps
worrying
>>
>>159359565
>>159360149
its 200 normally as you can see at the start of the vid, fraps reduced it
>>
so anytime i try to use screentogif or webmcam the fucking thing crashes when it's supposed to record.
Gives me this shit:


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ComponentModel.Win32Exception (0x80004005): The specified executable is not a valid application for this OS platform.
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at WebMCam.FormProcess.FormProcess_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
>>
>>159360894
Are you running a 32 bit program on a 64 bit machine or vice versa?
>>
>>159289195
What book do you want?
>>
>>159360894
Use obs and webm for retards

>>159358091
How you generate a normal map, and how it is used in runtime. Doesn't need to be too in depth but I am trying to learn optimizations and structure
>>
unity is kinda shit and buggy. should I switch to UE4? even when all I make are 2D games
>>
>>159336212
Appreciate it Googum, this will be your biggest achievement in life. It's all downhill from here for you.
>>
>>159362914
use game maker

UE4 is too bloated for 2d
>>
>>159362914
For 2D games:
>gamemaker if you're not really good at programming or you just want to make simple stuff with unexpesive fees
>godot if you're already good at programming (python, c++ if you want to program modules for the steam devkit to enable achievements for example) and don't want to spend anything
>LÖVE if you want something still free, but coding with lua
>haxe if... you'd like an alternative
>construct 2 if you want to fuck your shit up
>>
>>159362914
I feel like that's more your fault than unity's
>>
>>159328102
Holy shit, this guy is making more than Mike Inel. How can that be?
>>
I can't stop pulling my beard out hlpe

Every time I change code and switch back to unity and it recompiles or whatever, I have to wait ~5-10 seconds, its just long enough to start getting impatient and I pull a few more out
>>
>>159364006
>beard
Shave that thing off. You're already making indie games, you don't want anyone to think you're a numale do you?
>>
>>159364127
I'm making an independent game, not an indie game.
>>
>>159364246
I'm like a protohipster mkay
>>
>>159364413
I was into ironic detachment before it was cool.
>>
>>159363829
No, I'm very confident it's not my fault. Look at >>159307309 and give me a cleaner solution than "disable the Animator after it's done".
I've been using this for 2 years and it gets messier the deeper I dig into it.
>>
>Finally decide to learn Blender
>It refuses to allow me to box select a full row of vertices from the front view, even in wireframe mode
Fuck this, I'm going back to 2D.
>>
i just wanted to clean up my code
holy fuck it's worse than it's ever been now
maybe i'll just purge it all in holy fire and try again
>>
>>159319418
That kick either needs to have more follow through, or you need to put boosters on her legs or something to stop the kicks momentum.

When you bend at the knee at the end of a kick it reduces range and power.

Are you planning on doing anything more to the upper body? You could have the characters left elbow and shoulder raised a bit more, tracing the direction the kick will travel through the air, and a bit more twisting of the shoulders and head before even starting to bring the leg around.
>>
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Post dinosaur jam game ideas, gao
>>
>>159364964
open world multiplayer dinosaur hunting game
>>
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>>159351913
Well, I have a variable that tells how many iterations of the numerical method to attempt before doing the rest of the maths, it appears I may need to increase that number
>>
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Guys,

if a DRILL is a TOOL
what is a SCREW
>>
>>159365242
a tool
>>
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>>159364764
>>
>>159365242
A screw is a fucking screw, faggot, now fuck off we're making video games.
>>
>>159364964
dinosaur forbidden love dating sim with TRex-chan protag falling for Brontosaurus-senpai
>>
a procedurally generated voxel game where you dig for dinosaur bones.

not every seed will produce a world with dino bones. in fact, most wont.
>>
>>159328932
it's explaining the method by which the ocean (or more, the ocean-front/shore-front was done in wind waker
it's all contained as a single material
this 1 material contains two seperate decals
these two decals both contain multiple textures
the decals share between them a total of 7 textures
so maybe decal 1 has 4 textures, and decal 2 has 3, or the other way around.
how do the waves move? I don't know
some form of animated texture system.
How a single decal can contain more than one texture? I don't know, never witnessed it before.

So to sum up
7 textures make up the effect
these 7 are split into two decals
these two decals are contained within a single material.
Pretty neat.
No idea how it's done. Not even sure ue4 can handle multiple-textured decals lol
>>
>>159365242
tool ammo
>>
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>>159365393
How about a game where you play as a T-Rex and you raise a cute herbivore dino?
>>
>>159365242
a tool component or reagent
>>
>>159365358
I deselected it. As far as I can tell, only it and whether or not you're in wireframe affect whether you can grab vertices hidden behind other vertices. Even with that shit off and while in wireframe, it refused to grab more than the first vertex. Actually, I should clarify that it let me grab the whole row once, then (having not touched any settings since that successful selection) it refused to let me grab the whole row for maybe my next 15-20 tries, then it successfully grabbed a whole row once more (again, no settings have been touched since the first time I successfully selected a row) and then it stopped letting me select a whole row for the next 20 minutes.
>>
You play as Nessie and you have to avoid the cameras.
>>
>>159365242
Part / material.
>>
>>159365242
code
>>
I was gunna have my terrible awful boring game idea where you're just a dude on a planet using a collection of instruments to work out the orbits and do science and such on the planets in a promemedurally generated solar system, maybe you could play as some personified dinos who receive word from God that an asteroid is coming and you gotta go from Dino-dum-dum to based Wernher-von-Brauntosaurus to save da dinos
>>
>>159304079
this is sadly true

time fucking flies by when you're focused and working on a problem
>>
>>159365781
Did it also not work using paint select? Hotkey c
>>
>>159366243
Nope, still being a bitch. I might pick it back up tomorrow and give it another go, but it's almost midnight and I can feel my blood start the boil the more it refuses to co-operate.
>>
>>159366128
>sady
not if you are enjoying it
>>
>>159365421
>No idea how it's done. Not even sure ue4 can handle multiple-textured decals lol
it can't
nintendo magic senpai, don't even try to compete
>>
>>159366359
Shame, I found Blender actually really quite fun. It has a fuckload of functions that all save a lot of time in a wide variety of situations that eventually it kinda feels like the program is making the mesh for you and you're just steering the ship
>>
>>159365421
>So to sum up
>7 textures make up the effect
>these 7 are split into two decals
>these two decals are contained within a single material.
>Pretty neat.
>No idea how it's done. Not even sure ue4 can handle multiple-textured decals lol
bu tthat's wrong you fucking faggot
>>
I wanna make a fps with babies.
>>
>>159367147
>no school shooting multiplayer game like dead by daylight where 32 players have to take out one OP shooter

too bad the game is too controversial as it would be fun
>>
>>159367147
tf2
>>
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Any other ways to make 2D levels for game maker, instead of doing it in game maker itself?
>>
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>mfw trying to figure out how the fuck GMS2 works after using GM for years
>>
>>159367343
I wrote an editor for one of my abandoned games in GM, so that's a way for you. Or implement Tiled, which is the way you should probably go.
>>
>>159367343
create your own level editor for GM
>>
>>159367321
no man. not a school shooting thing. a first person shooter where all the character models are babies. babies running around in diapers holding rocket launchers and ak47's. There'll be vehicles, like baby walkers and trikes. I'm thinking of calling it Call of Doody
>>
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I know literally fucking nothing about game development. How do I get started?
>>
>>159307309
>>159364623
I don't really get what you're talking about here.
The steps in your post seem specifically designed to make something that's not animated, are you saying that that shouldn't be possible?

Are you saying that if you transition to the animation state after visiting the empty state, it won't animate?

I use Unity for 2d, so I'm just curious/confused
>>
>>159367343
Just wait for GM2 where the editors arent literal garbage.
>>
>>159367343
Load it from a text file
>>
>>159367605
https://www.youtube.com/watch?v=iQ0e3QUADw8

This is a great series that will get you making low quality games in no time
>>
>>159367531
Thing is I couldn't find any working loader, that would load bin/tiled/lvl or any that kind of files into game maker. Help?

>>159367570
Well, how to start with that writing level editor?

>>159367641
Nah, I want to work already.

>>159367680
How to make a text file with level? And how to load it?
>>
>>159367993
000000
000000
00XXX0
XXXXXX

0 = empty tile
X = solid tile
>>
>>159367993
Learn how to use data structures. Once you know how they work, shit like that becomes easy.
>>
>>159368176
>doing this instead of a binary format
>>
>>159367993
look at the room files in your project
>>
>>159367641
They are still garbage.
>>
>>159367993
>Well, how to start with that writing level editor?
Make a room. This is your editor.
In that editor, create a map object. This will hold your level data (ds_grid) and draw the map (preferably to its own surface so you don't redraw 4000 tiles every frame, but one surface (or 20+ if you work with clusters.)). (It's helpful to make this draw a grid to a surface, then redraw that grid surface on top of your world tiles.)
Build or integrate a selector that allows you to change brush settings (round, square, size etc) and to set variable TILE to a certain value that represents that tile.
When clicking, modify the ds_grid_world according to your brush settings. E.g. for all tiles in range 4 of click, change to tile_selected.
Code a save function that dumps the ds_grid to a file of your choosing.

When loading a level, load info from that file.


2 days tops.
>>
>>159367619
Even when you don't animate an object and just have an animation state hanging around, the object becomes unmodifiable anyway.
An object should be modifiable when it's not being animated.
>>
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>>159368340
>>159369179
It seems that ds is really the way. Still, I'm using game maker for like 2 weeks, so as you can asume, I'm total newbie.
Could you tell me how to "load a level" from that file? How should it work? Should make levels in that editor, save them to, let's say, text files or what?

Also, if you can provide any videos or guides to read, that could help me in the process, I would be really grateful.
>>
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>>159370064
Sauce?
>>
>>159367753
i never saw it like this
im not going to make games
im going to make anime
>>
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>>159350958

Well, managed to fix the hair colour mishap.

Although I still don't get why there's that little orange triangle over the elementary school sprite... it has no reason to be there, as I told them not to wear any clothes.
>>
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>>159370371
Manga called Oyasumi Punpun. If you enjoy black humour, depressing themes and story about kids growing up, you will enjoy it. Pic related is main character of story (he looks really simple, while all other characters are drawn really nice).
>>
>>159369495
I think you might have "Apply Root Motion" enabled on that animator, because I don't think that's a thing that happens otherwise
>>
>>159366981
>>159366685
I would deeply appreciate your help in understanding this as I'm trying to replicate in ue4
>>
>>159370581
stop fucking spoonfeeding
>>
>>159366685
Sure it can
>>
>>159370665
>let's make 4chan as acidic and hostile as possible
no thanks bud
>>
>>159370823
really? I couldn't find any documentation on the subject, just animated decals
>>
If you're doing a standalone server for a co-op game, how would you handle pathfinding? I know older games would have lists of nodes that would be navigated through, but newer games don't visually seem to use that (unless there's just a hell of a lot more nodes so it's harder to notice).

Loading the client maps into server memory and calculating pathfinding off those seems a little expensive. Maybe some kind of simplified collision map of the world specifically generated for navigation?
>>
>>159370665
>>>/a/
>>
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Here's scythe weapon (the sprites will be surprisingly replaced with a scythe...). The special is to throw the scythe. You cant use the scythe while it's out.

I added health bar for the boss. It's pretty simple and I think it does the job. The boss still needs death animation (currently using generic knight's death animation).

I'm also working on getting rid of the gradient glow and replacing it with maybe outlines or something. Haven't decided yet what to do, but I tried replacing them with sprites that has 2 alpha values, but it looked kinda ass.


>>159370064
You can save data structures to .ini file.
http://docs.yoyogames.com/source/dadiospice/002_reference/data%20structures/index.html

Here's docs. Those are pretty easy to understand. I don't know why you want to hop into making level editor if you are completely beginner, but good luck.

Basically you'd make editor that creates ds_grid, then you use editor to place tiles on the "grid" (you can make spritesheet for that if you want, you also need to use loop to draw the shit on editor so you can see what you are doing) and then you save the grid you've made to like maps.ini. Then you make object that generates objects by reading the list and positioning them to the room.

I can't really explain it better than this. You just need to know what you are doing.

I had to write my own editor for my map system, because that's only sane way to make metroidvania style minimap.
>>
>>159370943
Decals use materials, why wouldn't you be able to have multiple textures.
>>
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Hello, desert dog dev here.

Added dunes today. They kind of work I guess... Best I can do. I might remove them and just add different colored sand for variation.
>>
>/v/ talking about graphics technology and game development

is there anything more painful?
>>
>>159371008
Juicy.
I would remove the text from above the health bar, it looks a little sloppy. Either that or shrink it down a bit
>>
>>159371193
what if you accidentally shoot the dog
>>
>>159371302
>/v/
Is there anything more painful?
>>
>>159371008
How do you keep procedurally drawn effects like the lightning pixel perfect at higher scales?

I draw my game at 1x then scale the application surface up, but things like draw_line still try to make it smooth with mixels? I've tried creating surfaces at 1X then scaling those for draw effects but I couldn't get surfaces working
>>
>>159371151
different anon, but the sea is made up of a material, which is made up of two decals, which are made up of materials themselves?
>>
>>159370575
make it a cheat code
to make everyone blonde
>>
>>159370064
I checked my backups, but it seems I lost my editor project. Shame, it was really neat.
Have you tried googling "code mapeditor" though? If you can't abstract from that, I could type up some rough pseudocode to give you a starting point.
>>
>>159371002
Nevermind, Google shows that navigation meshes seem to be the rage these days. Seems easy enough to implement.
>>
>>159371315
uh... nothing. that would be a cruel feature.
>>
>>159370581
I enjoy all those things. Thanks
>>
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>>159371193
>Random sand hill instead of based Barchan

The science of sand dunes is actually kinda cool, barhcan dunes can even form on Mars

Looking good anon
>>
>>159371527
>I've tried creating surfaces at 1X then scaling those for draw effects but I couldn't get surfaces working
How exactly did you not get them working? What did you try, what did you expect to happen, what happened actually?
>>
>>159371558
I think it differs from engine to engine
the manner in which it's achieved, the pipeline is different.
>>
>>159371527
>Use custom camera (don't use level editor's view, those are fucking shit)
>Scale view with window_set_size() instead
>Scale Application Surface last, as in Draw End or Draw GUI End (Hell, I don't even do this)
It sounds like your problem is scaling Application Surface before some other draw events which fucks it up. That, or you are using level editor's views and that's the worst mistake you can do (okay second worst, worst being using built-in "solid").
>>
>tfw no hotline miami style game to make music for.

https://soundcloud.com/demin_music/i-wont-hurt-you

i'll stop shilling if asked.
>>
>>159371890
thanks for this.
I can design it however i want, the feature is there and works no matter how the sprite looks.
>>
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That game in black and white with spooky Japanese cards

Wasnt it supposed to be for Halloween Jam?
>>
>tfw no coding boyfriend
>>
>>159372228
Isn't there an anon doing a Wizardline Miami game?
>>
>>159371558
That image is worded pretty ambiguously, especially in the context of UE4.
Like >>159371972 said it varies between engines and that explanation won't really help since UE4 materials don't contain decals.

There are obviously different ways you CAN do it though, the Stylised Rendering project has a spline mesh along the shore with an animated texture which would work fine. You could use particles, or indeed decals moving along the shore.
>>
>>159372430
i have no idea, and he's probably got someone already and they're better probably.
probably.
>>
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>>159371906
I just couldn't get anything to show up when drawn on the surface I created. I expected to draw something on a 1x surface, then scale it up to current size. Pic related

>>159372135
Fuck, I'm using the room editor view set to follow a dummy object. How do I go about making a custom camera?
>>
>>159372497
>How do I go about making a custom camera?
There are like, hundreds to tutorials for that, man. Same for keeping the game pixel perfect. Google and yoyogames forums are your friends.
>>
Is Dungeon Break dev still alive? Will there be DD11 demo?
>>
>>159371008
you know any good tutorials on blend modes?
>>
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>>159371639
Well, I don't wanna use someone's time too much so I will try work with coding by myself. I will try to find more help online, as you suggested.

>>159371008
Well, the thing is I have a friend that will take care of making levels in game (while I will be doing other things, like coding mechanics, writing music etc.), but he's even worse in coding than me. I'm really stubborn when it comes to learning something I find enjoyable (like coding), so I figured it out that it would be easier to find/write map editor, then waiting for my friend to learn basics. Also, game makers map editor is really frustrating when it comes to creating/editing levels. At least that's how I feel it.

Thanks for help from all of you.
>>
>>159372469
>a spline mesh along the shore with an animated texture which would work fine
this is probably how I'd go about doing it, tho my experience with ue4 is very limited so I dunno if it's the best option
>>
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>>159372774
I've googled it and I can't find any helpful solutions that don't involve views. But let me see if I can figure it out with what you've said

Pic related is code that runs whenever the "Resize" menu button is pressed. Are you saying draw everything to a 1X application surface every frame and resize it again every frame, instead of setting it once and leaving it until it's changed?
>>
R8
>>
>>159373484
those tiles are disgusting. the backgroundtoo
eghfgbnfhghg
>>
>>159373245
>Also, game makers map editor is really frustrating when it comes to creating/editing levels.
It's the worst piece of shit editor I had ever the displeasure to work with. It's inappropiate to charge money for it.

Making an editor yourself isn't that hard though. Start with the basics, build up from there. Start with single tile manipulation. Then save feature. Then maybe a brush size to manipulate more tiles at once.
Remember that it's specifically for your game only, so you don't need to build generalistc features, only the stuff you need. This prevents feature creep and saves time, because your editor can be a total piece of shit as well, as long as it works for you.
>>
>>159373484
It's okay if you already have eyecancer, I guess.
>>
>>159371580

I'll probably have some sliders so you can change how many % of which gene pool (or maybe even nationality) the NPCs are in from each city, in case you want your city to be 100% Japanese or something.

pools are:
Caucasian {Dutch, English, French, German, Polish, Russian, Ukranian}
NordicCaucasian {Finnish, Norwegian, Swedish}
MediterraneanCaucasian{Spanish, Greek, Italian}
Asian{Japanese, Chinese}
Hispanic{Colombian, Mexican}
Tropical{Hawaiian}
Nigger{Nigerian, Ethiopian}
Indian{India}
SouthEastAsian{Filipino}
Arabic{Saudi Arabian, Turkish}
>>
>>159373484
remove mixels

unless those are ironic mixels
>>
>>159362914
2d is too fucking simple, program it yourself, you can still use libraries like box2d for physics and tiled map editor etc
>>
>>159372774
This solution >>159373420 of setting it to 1X at the beginning of each frame and then back to normal at the end worked. I'm sure this will have some effect on game run, but hopefully not.

Still not sure how to do custom camera though
>>
>>159373105
Well you can find some images on google about that, and I recall there being some example where you could test the effects in-game. I learned using them by just watching those pics, reading the docs and trying them.

>>159373245
Making simple level editor isn't really that hard. It's just matter of how complicated you want it to be. The GM's level editor is complete piece of shit like >>159373748 said. It's fucked up in so many levels that it's hard to believe how terrible it is.

>>159373420
Just draw literally everything 1X, then scale up application surface. If you draw everything BEFORE scaling application surface, it should work. Are you sure you are not touching the view ports? Because if you are, you 100% sure get mixels. Don't touch them. Ever.

After stopping using the level editor's views, I've never had "mixel" problem and I don't have any kind of fucked up else if mess to scale application surface.
>>
Is it better to admit you're ripping off something or to pretend you didn't know?
>>
>>159375221
Admit, no one will give you any shit for it if you do.
Hiding it just brings attention.
>>
>>159374763
>Just draw literally everything 1X, then scale up application surface
Tried this seems to work. I'm resetting application surface to 1X every frame at Step Begin, is this necessary?

If I stop using the level editor's views, can I still use the view functions? I don't know how else to set the viewable part of the level
>>
>>159375221
joke about it before anyone gets a chance to mention it
>>
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>When moving left pixels ghost and stutter
>Moving right is perfectly smooth
>>
>>159371480
when they come here and talk about the amazing games they aare totally going to make even tho they dont even know where to begin learning
>>
>>159279687
recommend me some podcast to listen to while wrking
>>
>>159376231
mechagamezilla's mean bean machine
>>
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Spooders
>>
>>159376334
You better not drop this
>>
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>The controller on the Apollo missions was vulnerable to gimbal lock like vidya game cameras that don't use quaternions
>If gimbal lock occurred during the mission the astronauts wouldn't have known which way they were facing in space
>During Apollo 13s explosion and escaping oxygen incident multiple times the uncontrolled rotation set off alarms that warned the astronauts they were approaching gimbal lock

Jesus christ
>>
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I think I'm going to start working on UI improvements to switch things up. It's not implemented yet, but I've got a concept for a replacement and an idea for a theme. Bottom brown is old. Top is new. Thoughts? Game will not be played at 1024x768, just keeping it at that resolution for easier testing.
>>
>>159376845
I like the new UI except for the way the fractions are presented. They're very cramped. If they're out of 100 just make the percents
>>
>>159376231
erasable.us
>>
>>159376845
Font is too small
>>
GIVE ME IDEAS FOR DINO JAM FUCK
>>
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We're getting there senpai
Now to cut down on the description a little bit, I went a tad overboard
also how do I stop OBS from making my videos blurry as fuck seriously it's just text it should be a little crisper than this
>>
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>>159378230
make google chrome's offline dino game into a full adventure
http://apps.thecodepost.org/trex/trex.html
>>
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>>159378648
>Tfw someone had to tell you that the reason it's a T-rex is because it can't reach the internet
Is it a poor joke or am I stupid?
>>
>>159373245
I made short how-to-level-editor because fuck you.

http://pastebin.com/EqBTc01j

Hope you find it useful because I put some time to this shit. It should work as it is but please try to google these functions and shit so you will learn how to use this and expand it.
>>
>>159378230
dig dug but your also searching for bones and if you collect them all you can resurrect the ultimate dino which unlocks a new game mode called hyper brontosaurus overdrive
>>
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>>159378309
My OBS does the same sometimes, I think this one's more to do with all the moving colours fucking the inter-frame compression
>>
>Watch ten minute video
>Code twenty lines
>Half an hour passed
I swear I do not need a minute per line. Who stole my time?
>>
>>159379137
https://en.wikipedia.org/wiki/Microsleep
>>
>>159378849
>>159373245
I fucked up the drawing the map loop. Change all *8 to *16 and you will be fine. There might be some other fuckups but you'll manage.
>>
>>159379262
And I still sleep for 8 hours when going to bed. That's bullshit, my body is a greedy fuck.
>>
>>159378849
>>159379329

You know what? I don't know what to say now. I didn't even asked for such a big help and yet you did something so kind. I simply can't find words to express that feeling of being both happy and surprised. I will try my best. Big thanks, anon.
>>
>>159374164
I used to program everything myself but my interest always tanked after I finished writing the tools and I felt I spent too much time on it instead of actually like making game. What's a reasonable timeframe for that stuff anyway?

Also keyframe animation completely spoiled me and I don't think I can live without it anymore
>>
Im at a dilemma here

>posts progress

>Its shit
>No (you)
>doesnt get stolen

>its actually good
>lots of (you)
>gets stolen

What do?
>>
>>159379816
>progress getting stolen
this doesn't actually happen
>>
>>159379816
>its actually good
this doesn't actually happen
>>
>>159378921
Christ what the fuck am I looking at. That's amazing
>>
Is a sierra style city builder too much for a one man project?
>>
>>159379658
Well if you want to show your gratitude, please read the docs if you can't understand something. You can't learn anything by just copy-pasting. I've found checking how others did something and learning to understand why and how it works the best way to learn any language. This is why I made and wrote this, so you can see that this is one way to do this and learn something about it.

Loops and data structures will save you from lots of trouble.
>>
>>159378921
That's some cool shit.

>>159380020
https://www.youtube.com/watch?v=yhPH1369OWc
>>
>>159330630
>but why the hell would someone want reflective ceilings and walls?
sanic did it
>>
File: 5D Cube.png (369KB, 1680x1050px) Image search: [Google]
5D Cube.png
369KB, 1680x1050px
>>159380020
>>159380214
Like the dude said, software to simulate a 4 dimensional Rubik's cube, I've been trying to capture my ~1300 move solve but it looks like shit

I'm making with the progress on the 5D cube as well, I don't have enough time in the day to go to uni/ dev/ do other stuff
>>
>>159380067
>sierra style city builder
Depending on experience and time you'll probably be able to churn out something like 1849. I doubt though you'll be able to catch the authenticity and comfiness of the original three.

Which does not mean you shouldn't try. A worthy successor to Zeus is a wish I've had for a long time.
>>
>>159380565
https://www.youtube.com/watch?v=4aGDCE6Nrz0
>>
File: 3555.png (3MB, 1500x2500px) Image search: [Google]
3555.png
3MB, 1500x2500px
>>159380178
I will for sure. And I'm actually doing something like you said. At first I was watching some vidoes (like Shaun Spalding and HeartBeast), then, when I understood basics of basics, I started checking out those game makers docs. Learning from already written code helps me a lot, so you gave me great opportunity to learn faster. Thanks a lot again.
>>
>>159379940
>good progress not getting stolen
this doesn't actually happen
>>
>>159380759
I'd play it
>>
>>159380993
alright memer give me 3 (three) (drei) (tres) examples of good progress getting stolen
and give me none of this "similar idea" shit
>>
>>159378825
Short arms.
>>
>>159381121
Demo versions of songs Ive made and posted here has found its way onto several projects that I didnt give permission for
>>
File: Unity Orbits.webm (2MB, 998x606px) Image search: [Google]
Unity Orbits.webm
2MB, 998x606px
We moons now

I had to basically rewrite the whole script to put the things 'on rails' rather than realtime force calculations like the old version. I will need a realtime calc version of doing stuff in the future as well I feel but I couldn't make it work with moons
>>
>>159380067
Shouldn't be too much, I say go for it.
t. guy working on a Maxis style city builder
>>
>>159381161
Yes I meant to include that understanding in my statement but just... forgot it
>>
File: 1456942152386.jpg (15KB, 285x287px) Image search: [Google]
1456942152386.jpg
15KB, 285x287px
>>159378852
>hyper brontosaurus overdrive
>>
>>159367753
Is this legit
Half of the stuff makes sense but I'm very skeptical
>>
>>159381360
Looks cool anon. I've been doing a ton of research on orbits myself, it's pretty fun to read up on such minute details on wikipedia like the inclination and eccentricity of the moons of the Solar System. Triton, for example, orbits in basically a perfect circle and is the only moon to do as such.
>>
>>159381360
quill18?
>>
>>159383072
>Eccentricity of 0.000016
That is neat

>>159383198
Nah m8
>>
Class based FSM - yay or nay? I feel like my enum based FSMs are getting really annoying to use.
>>
>>159383943
Enum based is what I like to use.
Why make it a class?
>>
>>159383943
If your FSM grows too big, try GOAP. More difficult to wrap your head around and implement, but much easier to maintain: https://www.youtube.com/watch?v=nEnNtiumgII
The cute gimmick is stale as fuck, but the explanation is beginner friendly. Alternatively you could read the paper on it by J Orkin, who created the system for F.E.A.R. : http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf


Mileage may vary. You gotta decide whether or not it's reasonable to apply this to your game.
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