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/agdg/ - Amateur Game Dev General

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Thread replies: 764
Thread images: 149

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Demo Day tomorrow!

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

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

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

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/qRHNpCbZ

> 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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post progress
>>
>Demo Day tomorrow!
aaaaaaaaaaaaaaaaaaaaaaaaaaaa
>>
>>159627171
First for C++, SFML and OpenGL.

Fuck unity
>>
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>>159627298
>demoday begins in the middle of a class
>by the time i get to post my demo no-one will play it
>>
>>159627583
send it to asian problem hair lets play man
>>
>>159627583
I wish there was a way so that all the demos would be released at the same time regardless of actual submission time. But I think if you post within the first 24 hours or so you are probably okay.
>>
>>159627583
I think there's 2 or 3 days to actually submit
>inb4 "But no one plays games after the first hour!!"
Don't be so silly. Plenty of people wait until the submission is over to play the games.
>>
>>159627583
Post it now faggot I will play it provided I can play from my android phone
>>
>>159627374
Teach me :3

That's literally what I want to use but I'm just a bab with minimal knowledge
>>
>>159627269
Your progress always makes me jealous as fuck.

Did you start as a programmer or artist? For how long have you done both?
>>
>>159627959
Took me a week to pickup C++ with prior knowledge of programming. SFML is just 10 pages of documentation. OpenGL is the fun part
>>
>>159628193
What was your prior knowledge?

Where/how did you learn OpenGL?

do you have anything to show
>>
>>159627269
I finished my Atom Bomb game but I can't post progress because im in a hurry.
>>
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>broke all my levels from the last demo
>gotta scrape something together at the last minute
>again
>>
>Write for 3 hours
>Produce 12 cards
great

Card games are hard.
>>
>>159628141
>Did you start as a programmer or artist? For how long have you done both?
I started this summer, not counting little never released things I've toyed with, really
>>
>>159628246
>What was your prior knowledge?
Im a 3rd year computer engineering student, been programming mostly java.


>Where/how did you learn OpenGL?
This is honestly the best resource i have found

http://learnopengl.com/
>>
huh

so apparently you can have inverted textures in blender
>>
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>>159628717
whoopsie forgot pic
>>
How to get started with engine dev?

Assume I know nothing except basic scripting in the environment of engines like GM and Unity.
>>
>>159628830
i wanna know too
>>
>>159628830
Make a terminal (ASCII-based) engine first.
>>
>>159628901
That doesn't explain how to get started. I already want to make game, but I don't know where to begin.
>>
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Domo day
>>
>>159628930
By not trying to be a retard reinvent-the-wheel engine dev who will literally never have a completed game.
>>
>>159628956
more like homo day
>>
>>159628479
>not counting little never released things I've toyed with, really

Well that's what I was interested in, how long you fiddled around/practiced before starting this one.

Since I've been messing with stuff for 2 years and still don't have anything myself.
>>
>>159628998
I see. Where's your finished game, then?
>>
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>>159628830
>>159628930
I already had several years of programming experience coming in, so I just picked up a library and started working
don't know if that's helpful but u kno
look up tutorials on youtube

I started in 2d and text-based games though
you need to understand how draw and update functions work first and foremost. Takes about a month to pick that up I think
>>
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>>159628930
>learn a language
>make a Hello, World! -program
>add functionality for user input
>change output from Hello, World! to player character
Congratulations, you've achieved a game!
Now you can either add stuff to the game (gamedev)
Or make the program modular in the sense that it could be used to create games (enginedev)!
Have fun!
>>
>>159629056
It's not finished yet. But it will be, because I didn't waste 2 years coding an engine for it.
>>
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>>159629023
A year or so, then
>>
>>159629091
3D?
>>
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>>159629125
>But it will be
>>
With GM:S I get:
>Error: no sound exists for soundid 1635208
when compiling. How can I search which sound file GM:S has fucked up without going through all the files? It doesn't give resource name, just ID.
>>
>>159629179

Yeah.
>>
>:DD

Reminder to report shitposting.
>>
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>>159629375
Thanks for the reminder
>>
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finally, spicing the combat up in time for the demo
>>
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>>159622589
Those are my placeholder test rigs. Here are the real set.
>>
Making a roguelike with libtcod for the first time, what's a good alternative compiler to mingw? I've heard it's no longer supported.
>>
Sign-up Here and Get Your Skeletons
>>
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Very rough item switch, but already suppa cool
>>
>>159630407
What language/framework/engine are you using?
>>
>>159630407
Why do those little shrubs block line of sight?
>>
Rate my victory theme:

https://clyp.it/kxk352gz
https://clyp.it/kxk352gz
https://clyp.it/kxk352gz
>>
>>159630742
because the developer programmed them to block line of sight
>>
>>159630548
GML

>>159630742
Yeah I'll make them bigger later
>>
Demo day is two days from yesterday, are you ready you pitiful shits?
>>
>>159630852

Which game is this for?
>>
>>159631004
>are you ready you pitiful shits?
Nope, I'm still missing any actual playable levels. Maybe I'll make it for the next one.
>>
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>>159631057
>>
>>159631135
Don't bother. You already failed due to your poor deadline adherence, as planing is the most important game dev skill.
You are only wasting your time.
>>
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>unity broke the set dirty flag
>documentation says to record an undo instead
>its also broken
>keeps reverting my level connections so the player is warping around like crazy
>>
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>>159631193

I should have guessed.

It doesn't sound terribly fitting for an Egyptian/desert themed game. Maybe take a page from Shantae with how they made their victory tune Arabian themed.

Or Startropics 2, for some reason I think the instrument set would fit well

http://vocaroo.com/i/s17y0J7KLS5I
>>
>>159631212
I started the project last week.
>>
>>159631519
>tune Arabian themed
Just have a nasheed without vocals playing in the background, dude.
>>
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Reworking combat wasn't the best idea a day before DD
>>
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>>159627465
>>
>>159631519
I'll see about adding some flat seconds in there. That's probably the easiest way to make things sound middle-eastern.
>>
>>159632057

Keep up the good work.
>>
>been nodevving for over a week
>zero motivation
Help, how do I yesdev again
>>
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Ez tutorial is killing off NPC's infront of the player.
>>
>>159632424
what if the player isnt looking at that
>>
>>159632524
Then they clearly have autism
>>
>>159632561
>player isnt doing exactly what I want at all times
>autism

nice
>>
>>159632424
I didn't even notice it
>>
>>159632654
?The player isn't smart enough to not cross their eyes at the start of the level to notice something right in-front of them.
>>
>>159632424
the wind and flying things get player too busy to notice the other character
>>
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>>159627269
Yesterday's progress.
Today I'm making puffy puffy pants.
>>
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all debris isnt automatically siphoned in now, rather you suck it in when close enough.
>>
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Top
or
Bottom
A.K.A
Shadows
or
No Shadows
>>
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Getting ready for demo day.
>>
>>159633207
those look really annoying

also why does it say hull? is that dude like a mecha?
>>
>>159633172
Every games should have an option to have shadows or not.
>>
>>159633109
looks cool anon! is it done with smart materials?
>>
>>159628717
what do you mean with inverted?
You can flip normals of faces, but your pic looks more like you extruded some double. If they fully align with their twins you can remove those via the W menu in edit mode.
>>
In GM:S how would I go about having an expandable panel behind my main game screen? (think of shmup resolution games but that have HD resolution panels that expand with game/concept art so that its not just black bars). I only want the panels to grow once the game has hit it's maximum possible aspect ratio for the current monitor. Would this just be using another view entirely and overlaying the main game view on that?
>>
>>159628998
Just stop with that reinvent-the-wheel. I don't want to reinvent it but to know how do you make one and how it truly works and use it with full functionality
>>
>>159633336
Yep.
Bronze armor masked with the displacement map I used to make those ornaments. Could have done that easier possibly. Gotta look into that again.

Also some steel material with height information disabled (basically just taking the normal map from the bronze armor)
>>
How the fuck did Gogem do it? He made chinese pewdiepie play his game. Fuck. I'm jelly.
>>
>>159633626
He finished a game

Did you finish a game?
>>
>>159633172
shadows preferred, especially for green ball
>>
>>159633685
Yes ;_;
>>
>>159633318
Yes.
>>
>>159633207
weren't you making a cuhrazy platforming hack n slash, some time ago?
>>
>>159633626
paying
>>
>decide to test game on mums laptop
>bottleneck at cpu
>cpu usage is 100%
the fuck?
>>
>>159633889
I guess. I have time to work on it full-time now, so I'm aiming to finish.
>>
>>159633626
>How the fuck did Gogem do it?
...by making a wacky youtube-bait game with zero depth?
>>
>>159633989
that's great. I'm just hoping no one steals your identity again and you keep posting progress.
>>
>>159631636
It's ok, you have another 48 hours from the start of DD.
>>
>>159633340
It was the result of drawing a rectangle incorrectly

Rather than 1234 you line the quads up like 1342, otherwise it's lined up completely wrong, basically
>>
>>159631636
I'd love to get a bigger picture of how your game works. You always post stuff that seems so disjointed.
>>
>>159633626
Because Googum keeps working, no matter how hard everyone shits on him. Some huge youtube personality shit all over a game googum spent years working on. And did Googum stop or get butthurt? No, he kept working and bettering himself. I honestly hope he finds financial success, he embraces the grind.
>>
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>>159635123

>bettering

I mean yeah he keeps going, but bettering? Come on now
>>
>>159635123
>Some huge youtube personality shit all over a game googum spent years working on.
what is this referring to?
>>
>>159635123
I guess you're right, I never saw Gogum under that light but thinking that way he doesn't seem that bad.
>>
>>159635236
That dodger chick that said "...so it's literally just rock paper scissors? Next!" or whatever.
>>
>>159635276
Man, that's a huge dump they took. Devastating.
>>
>>159635276
oh that podcast thing?
does that even count as a youtuber? much less huge.
>>
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>>159634814
the only thing saving me right now
>>159635091
you solve mysteries by encountering weird events and fighting enemies while accumulating skills and equipment to defeat the elder god slowly waking up
>>
>>159632424
nice.
>>
Nico Nico-nii~ Anata no Heart ni Nico Nico-nii, Egao todokeru Yazawa Nico Nico~ Nico-nii te oboeteru Love Nico~
>>
>>159635404
Savage
>>
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>>159635404

You're alright sometimes, Googs.
>>
>>159632424
I didn't even see the other bunner until I specifically looked for him.
>>
>>159635404
how can one man be so ass blasted, I remember how you stopped posting for two days when we posted the link here
>>
>>159632424
This is more of an easter-egg than a tutorial.
>>
>>159635949
His game is busy and unreadable as fuck and no matter how many times we warn him he doesn't change. Don't waste your breath on him.
>>
>>159636290
woah
>>
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I threw my wacom pen at the wall and it burst into pieces and I haven't found all of the pieces of days.

What do I do now.
>>
>>159636439
Kill yourself
>>
>>159636439
>I haven't found all of the pieces of days.
Time escapes us all, anon. Move on, or you'll be left grasping at grains of sand as they slip through your fingers.
>>
>>159636439
sudo apt-get remove autism
>>
>>159636290
I always have to wonder why exactly they keep coming here and posting. Every time something's pointed out to them they just say "no it's fine don't be autistic".
>>
>>159636554
no no, you want to purge.
>>
>>159635656

mind sharing some of the porn that you've made?
>>
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>>159636439

>mistreating your equipment
>>
>>159636439
>uncontrollable rage fits
You must be 18 or older to post here.
>>
>>159636578
They think it's free advertisement.
>>
>>159636439
compulsively masturbate
>>
>>159636439
dumb animeposter
>>
What should I start devving for DD12?
>>
>>159637080
a game where you fare seas
>>
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>>159636673
I don't have the required skill yet
>>
I'm going to make a sailing game where you play as a dinosaur pirate captain.
>>
>>159636439
>western loli speech
Western women really are the worst.
>>
What should I start devving for DD11?
>>
Did Marmo kill himself or what?
>>
>>159637247

godspeed soldier
>>
>>159637330
I hope so anon
>>
>>159627694
There are two options
1: Suggest feature to itch
2: Host jam somewhere else
>>
>>159637870
>1: Suggest feature to itch
Leafo is a pretty cool guy, he might actually implement that if you suggest it to him: https://twitter.com/moonscript
>>
would it be ok if I submit my game more as a proof of concept than a thing with gameplay?
>>
>>159638297
yes, feedback is necessary at every stage of dev
>>
>>159638297
Sure
>>
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"hard" colours
or
"soft" colours?
>>
>>159638390
Man you just have placeholder assets and basic geometry
>>
>>159638390
>literally every asset is in different art style
disgusting
>>
>>159638390
Like the other guy said, it's difficult to say without seeing an actual constructed world. That said, in most cases I'd probably err towards the softer colors, unless you're planning on being fairly bold with your palette.
>>
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Just before DD11 changes:
+made changing weapons more clear
+some adjustments to enemies
+added option to turn on v-sync
+new sound effects
+no need to separately sacrifice both torso and bottom part of enemy, they are now count as one "target"
+fixed cloths going ape shit when changing room
+faster menus
+fixed some minor issues
I hope my musicbro is alright with this now. Got huge to-do list (mainly some small stuff but still) and don't have time to do those before DD11.
>>
>>159638617
I don't want to commit to constructing a world only for it to look fuck ugly and have to start from scratch.
is it not counter intuitive to base a shader around a world instead of a world around a shader? it feels so
>>
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>>159638383
>>159638354
ok great

I should have a fully generated level by then and some basic health mechanics but I just started working on it a few weeks ago
>>
>>159638761
This is webm from yesterday so it doesn't have the changes. Too lazy to make new .webm.
>>
Unreal 4

Trying to make an HUD element that shows the name of the items in the inventory. I thought I could do this with a text box set in its options menu to bind to the display name of an actor variable that gets populated by the actors added to the inventory, but nothing ever shows up

To get items to show up, I have to turn the text element into a variable and manually set the text to the display name of the actors in the graph portion of the widget blueprint

Is that just how I have to do it or is there something I'm missing? Because shouldn't it be the exact same thing only a lot less elegant?
>>
>>159638480
how else would I know what different art styles look like with this shader?
>>
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was banned and also had work so i havent had time to work on my game or even post progress

i have the stopwatch in place. please ignore the extremely shitty effect.
i think im going to start wrapping up features and just like make game already, because im starting to get eyes for other projects but i refuse to start something else until i finish this.
plus ive learned a lot of things from making this and id like to move on and free myself from this awful spaghetti code that i can't be bothered to rewrite.
and i need to learn delta time badly. fraps for some reason decided to cut the frame rate to 30 today so i had to double the video speed post production since everything is dependant on framerate (i didnt know better)
>>
>>159639660
What did you get banned for?
>>
>>159639775
made a post during the whole cp discussion a few days ago and got a three day ban for making a post that isn't about video games.

shouldnt have involved myself in hindsight
>>
>>159639660
>moving clock
draw it, not make it x=view_xview+something
>>
>>159639172
>but nothing ever shows up
What do you mean?
>>
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Working on toning these guys back and giving their homing boners a unique sprite. They won't be as funny to watch but at least they won't be annoying to fight in melee, also not pictured is how they behave when headless, they wander around aimlessly and have a chance of randomly targeting other monsters, which is fucking hilarious.
>>
>>159639660
i was worried it was that furry porn game from the thumbnail but this is cool as shit
>>
>>159639906
Yeah hindsight is 4/20
>>
>>159628998
Engine dev isn't reinventing the wheel. That would imply that we already have a wheel.
>>
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Did it AGDG.
I can now reload C++ scripts during runtime and it's almost instant!

https://youtu.be/TBHD5r9AR44
>>
>>159640137
I mean the text never shows up like it's not receiving a value. Except I know it is.

The problem seems to be that the text block element doesn't recognize the display name of the objects I load into it even though I know for a face that they have display names
>>
>>159640512
...how?
>>
>>159640674
https://blog.molecular-matters.com/2014/05/10/using-runtime-compiled-c-code-as-a-scripting-language-under-the-hood/
>>
>>159640735
>each script consists of a single C++ file that is compiled into its own dynamic library (e.g. .dll on Windows, .prx on PS3). Whenever the file contents change, we store the script state into memory, unload the library, compile the script, load the new library, and restore the script state from memory. Done.
I feel dumb now
>>
>>159640512
nice clunky, ill conceived solution to a problem that's already been solved
>>
>>159640863
where did bjarne touch you anon
>>
>clover is shitting it's pants ever since the new 4chan update
What am I gonna do now?
>>
>>159640230
does he even still post here?
>>
>>159640863
Thanks!
>>
>>159640975

Scroll up. He does.
>>
>>159640957
What update?
>>
>>159640849
As in you don't get it or it was really simple?
>>
>>159638761
Have you ever encountered an issue where you import a MP3, GM:S changes it into .ogg and the sound comes out a garbled, screeching mess and is unusable?
>>
>>159641024
oh that one!
i thought you meant the one with the fox in his underwear
>>
>>159641096
The latter. Of course there's more than that, like the exception handling as to not fuck the entire thing up, but still it's a lot simpler than I thought it would be.
>>
>>159641120
not him but just convert the mp3 to ogg yourself
>>
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Still alive and making progress on Mayhem League.

Currently taking a break from melee design for Kikaigui to polish the gun design a bit. Functional reticle now in place (sans properly-configured active reload indicator, I have to tweak the curve on that), reload functionality now works as intended (it fills the proper gun's ammo supply, it remembers its own progress if interrupted, etc).

I feel like I may actually go ahead and implement some more guns before continuing with melee implementation; the animation blending makes it much easier to implement the guns when they're all rigged to the skeleton (since there's a lot of additive pose blending that needs to be done with aims which will require all of my additive reference poses to have gun bones attached). I had to go back and redo a bunch of my offset bases to include the Kikaigui attach points since they were originally done with only xCal.

It's also much quicker going (and therefore feels more satisfying) churning out aim poses than churning out melee combo sets. You really feel like you're making progress, whereas with melee you can spend forever tuning combos and just never actually get any further along.
>>
>>159641120
Yes.

GM:S converts all your audio files to .ogg when you compile the game and people at yoyogames are retards so their compile method is shit. What you do is convert it to .ogg yourself with audacity or whatever you use.

Also remember to change audio to stereo if you have stereo sounds and raise the bitrate, because by default the bitrate is 198kbps and that's WAY below acceptable.
>>
>>159641248
I'm surprised it wasn't complex as I thought it would be, I'd have never considered using this method for scripting. I was planning on using Lua before this.
>>
>>159641258
I guess I should just do that then. Thank you, anon.
>>159641350
Sorry to ask another question since I know you have a lot to do but what would you consider an acceptable bitrate? I am a retard when it comes to sound/music
>>
>>159641290

I love those reload animations, are you gonna have an ammunition pool or will weapons have infinite ammo and just need to be reloaded? I'm happy to see you still working on this
>>
Watching game design presentation, then I notice I can't tell the presenter's gender.

Alright, nothing to worry about.

First slide:
- Title
- Topic
- My website
- My twitter
- My pronouns

...god damn it...

>>159640512
FUCKING NEAT

>>159641290
glad you're back to posting progress
>>
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How's this for a mech arm? Still got to add more details and the final textures, but this is roughly how it'll look in game.
>>
>>159641640
>- My pronouns
Did they have pink hair?
>>
Are 6DOF games a dead genre? I hyped myself into making one, and I'm liking it, but u have doubts if it ever becomes even slightly popular. I don't want to put some memes or anime girls inside, I just want to have a fun 6DOF Metroidvania and earn some dosh with it ;_;
>>
>>159641563
I'm fucking retarded when it comes to music, that's why I have musicbro.

320kbps is maximum .mp3 quality, so that should give you some kind of direction.
>>
File: 2016-11-07 11-43-28.webm (464KB, 640x478px) Image search: [Google]
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Progress for today: I rearranged the windows and stuff and made borders for the hud. Going to make a deeper background as well so that the panels look like they're floating above it. The little guy still doesn't do anything but walk around, but I'm working on that next. Again, I realize it's not very interesting but I'm still having fun.
>>
>>159641290
>Still alive and making progress on Mayhem League.
https://youtu.be/jfGPQIDxA1A?t=15s

I think those reloads might be a bit long, but of course it all depends on how you want to tune it.
>>
>>159639951
yeah i know. i just figured that making two objects would be simpler but i learned quickly that i was wrong.

ill fix it later
>>
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>>159641142
Same guy, FYI.
>>
>>159641754
Looks good, although I'd like to see it at maximum contraction as well.
>>
>>159641797
not yet, but the Tumblr is strong
>>
>>159641290
I'd love to see the blueprint for your shader
>>
>>159642087
>no underwear anymore
>cute bandana

im listening
>>
>>159642037
9/10 bait
>>
>>159642125
It still needs retopoing before I rig it. It's 20k polies right now, so way too heavy for UE4.
>>
>>159632736
It's not a matter of being smart or not, retard. You can quite easily miss that considering it's a small chunk of land away from the main action and isn't very interesting. I didn't even look down there the first time through the webm.
>>
>>159632736
I didn't even look at the bottom of the screen until I read your post, I was focused on the player.
>>
>>159641640
>>159642197
The topic could've been interesting but I couldn't stand that presenter.
>>
>>159642304
Drumpf is going to ruin this country
>>
>>159642710
good
USA is in hard need of a reboot
>>
>>159642257
Probably move onto that thing once the Anubis game is done, unless the programmer wants to do some non-platformer game.
>>
>>159642671
it is interesting. I'm powering through it even though she(he?) is downright obnoxious.
>>
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>>159641889
>but I'm still having fun.
Enjoy it while you can.
Nice progress. Keep it up
>>
>>159642197
>how and why to create discomfort
He/She is exhibit A. This is what I call dedication to one's craft.
>>
>>159641889
sell me on your game
im curious what its about
>>
>>159642304
You have some low standards
>>
>>159643093
I don't spend a lot of my time purposefully getting trolled, sorry
>>
>>159642304
>9/10 bait
>not a single (you)

the only one baited here is you
>>
>>159643087
>sell me on your idle game
>>
>>159643209
didnt know it was an idle game
relax
>>
>>159643194
Is agdg going to be a shitshow after the polling results or no?
>>
>>159642219
The cel shader/outline renderer?

>>159641938
Kikai's default reload is extra-long since its max magazine capacity is 81 rounds (next to xCal's 60), but with the active it's reduced by like 50% (next to xCal's 25% or so).

>>159641639
No total ammo, just mag capacity. Reloading/overheating is the limit on your firing, you can't run empty.
>>
>>159643306
pol and int will, I suppose

election is already pretty much over though so it wont be a big shock or anything
>>
>>159642908
Thank you! I'm sure the stress and frustration is coming but for now I'm enjoying it.

>>159643087
Well, I'm still not sure what I want it to be when it's done. But for now, it's a half-idle-game, half-dungeon-crawler sidescroller. The player can upgrade their little guy using the resources they gain through idling or defeating monsters, with the goal being to reach the end of the dungeon and beat a bigass monster-that-I-haven't-decided-what-it-is-yet. Currently I have planned a town where the player can buy new items, equipment, and upgrades for their guy, and a scrolling panel of buttons along the bottom to increase the speed/etc of the idle game elements.

Basically, I wanted to take the boring parts of an idle game (waiting around for resources to refill etc) and give the player something to do during that so it's not boring.
>>
>>159642958
she's sneaking in "non-binary" zingers, now. I'm having a hard time.
>>
>>159643312
>Kikai's default reload is extra-long since its max magazine capacity is 81 rounds (next to xCal's 60), but with the active it's reduced by like 50% (next to xCal's 25% or so).
All right, fair enough. Sounds cool.
>>
>>159643430
No, you're sneaking binary normativitity into agdg because you're trying to fit in.
>>
if i sneaked a non-binary character into my game, would agdg hate it?
>>
>>159643425
>Basically, I wanted to take the boring parts of an idle game (waiting around for resources to refill etc) and give the player something to do during that so it's not boring.
sounds like a good idea anon!
good luck and ill keep an eye out on your game
>>
>>159643624
If it's "normativity" then why does he have to sneak it in?
>>
>>159643624
Awww look at it and how it tries to demand that the overwhelming majority of the world is doing it wrong and they're not just insane
>>
>>159643653
Yeah.
>>
Need tips on writing a GDD
>>
>>159643803
Don't and just start prototyping.
>>
thinking of sneaking a white male into my game but a bit worried about the repercussions
>>
>>159643624
>normativitity
someone was just triggered hard enough to forget their English
>>
>>159643656
Thank you anon.
>>
>>159643773
Challenge accepted
>>
File: agdg.webm (3MB, 1280x720px) Image search: [Google]
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Having slept on it and built it out a bit more, I'm not entirely convinced setting the game around a single planet is going to be any more visually interesting than entire solar system. Unless I make the moons retardedly huge, you only ever see one moon + the background planet anyways.
>>
>>159644023
That's okay, nobody will care about your game in general.
>>
>>159643860
See, there won't be any. But if you so much as have a transgendered character, you get shat on to all hell.
>>
>>159644140
Dang, I thought it was Xenoraptor from the thumbnail.
Keep going though anon.
>>
>>159644191
>i would fall for such pathetic bait as that

you got another thing coming cowboy
>>
I'm too buzzed about the prospect of Sun and Moon getting dumped today to do any dev. Fuck.

Guess I'll have to compensate when I finish the games.
>>
>>159644191
This. We need to stop the sexualization but more importantly the inclusion of cis females.
>>
>>159644245
Try it. Put an openly trans character in your game and read the kind of responses you get.
>>
>>159643312
>The cel shader/outline renderer?
yes
I'm looking to go for a toon shader effect, and looking through old ue4 forums I saw screens of your game alongside blueprint screens, however, I was unable to replicate them.
I'd assume you've since updated the bp and would very much appreciate seeing what you're using now.
>>
Looking for an artist for an RPG with Unity. Will pay $30 upfront for a couple of backgrounds and characters so you know I'm serious and then split 30/70 profits(seems fair since I'm the programmer).
>>
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==|AGDG Weekly Recap|==
Game Name: Super Space Jam Jetpack Robo Turbo
Dev Name: nurikabe
Tools Used: Unity, Tiled, SAI
Website(s): https://nurikabe.itch.io/jetpack-robos-dd11
Progress:
+new enemy types
+scrolling level transitions
+object pooling more flexible
+enemies drop health
+new rooms for the demo
-broke all the old demo levels
-sleepy
>>
>>159644710
>$30 upfront for a couple of backgrounds and characters
lmao
>>
>>159644710
>pajeets think they're worth more than artists
Cool, I'll get someone to code my game on fivrr, good luck finding quality artist for that rate btw!!
>>
Any 2d only engine with babby-mode high-level networking?
>>
>>159645163
pygame
>>
>>159645163
opengl
>>
>>159641875
Thanks a lot. Goodluck with your dev and I look forward to buying your game on launch day!
>>
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>>159644710
>$30 and 30/70
Artist may as well do it himself in RPG maker.
>>
>>159645163
No. Unity is the closest you can get.
>>
>>159641290
Keep on trucking anon. I remember when you were just posting little animations.
>>
>>159644140
What's the problem? That looks good to me, the relative sizes/distances feel suitably large yet still relatable, and the gas giant is a cool reference point that's always on the sky. More interesting than a featureless sun.
>>
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Cleaned up the topology and did the UVs in Blender, then exported to SP.
>>
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>>159641754
Graze?
>>
>>159646016
neato
>>
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Demo's gonna rock.
>>
>>159646146
Lol I posted some of my concept art on /m/ and someone said the same thing. Are you him?
>>
Is recap monday still a thing? I've been wanting to post for awhile now but always forgot about it
>>
I really miss my game :(
>>
>>159646234
I am him, mah /m/an
>>
>>159645225
>>159645131
>>159645028
>only 3(three) (You)s
you fucking kikes
>>
>>159644710
In case you're really serious, make the game first then ask for an artist when you have something to demonstrate.
>>
>have dream about being raped by a muscular woman
>wake up
>no muscular woman rape
>can't go back to sleep
>>
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>>159646296
Cool. I'm going to post a full thread there once I have more to show, but here's a demo of the VR functionality:
>>
>>159646749
Don't forget to make shell casings crush civilians.
>>
>>159646749
>whipping around huge ass machine-cannon pistols
Muh
>>
>>159646749
That's a big webm
>>
>>159647006
For CIA
>>
>>159646016
Whats SP? Looks really nice anon.
>>
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>>159646749
I love it, anon. Do you have somewhere i can follow your progress?
>>
>tfw huge ego
Is this okay? Will other devs hate me?
>>
>>159647160
Huge ego is the number one reason I hate people and most of the time the sole reason too.
>>
>>159646749
I like where this is going.
>>
>>159647160
Just keep in mind that nobody wants to see your ego, they want to see your game.
>>
>>159647160
Depends on whether you have redeeming qualities. If you have to ask people on agdg whether your character traits are acceptable, then you probably don't have redeeming qualities.
>>
>>159646889
Don't worry, that'll be in the game. You'll be able to smash up cars and buildings in a cyberpunk GITS-style city.
>>159647113
Substance Painter
>>159647148
simulacraentertainment.com
I'm updating it with new screenshots as I go, so don't take anything on there as final.
>>
>>159647160
Yes.
>>
File: Potions.png (399KB, 1998x998px) Image search: [Google]
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From last thread.

Made a shitload of potions.
>>
>>159647317
I know how it is with development, anon so no worries
>>
>>159647654
I still haven't seen the actual game.
>>
>>159647654
nice dildos you got there
>>
>>159628998
I used to be an enginedev with one finished game and I completely agree. 2D shit is way too fundamental and established, everything you do here IS reinventing the wheel and there would be negligible difference between your own and someone else's. If you're doing a 3D engine by yourself good fucking luck even getting to the make game stage.

For the longest time I avoided engines like every fresh eared CS graduate because it wouldn't look as impressive if I didn't code it myself, right? Then I fired up one of the big boy engines and see those things I've been struggling with already in place, functional and far more expanded and I could dive straight into actually making game. You can argue that rolling your own engine lets you trim away all the fat, but unless it's a very performance critical game I don't see why it would matter.
>>
>tfw all the progress I posted is fake progress
>tfw people actually saying they're excited for my game
>>
>>159647984
What was the thing you were struggling with? I'm a 2d enginedev.
>>
>>159647317
And also if anyone here has a Vive, let me know. I need alpha testers for the multiplayer.
>>
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>>159647984
>I avoided engines like every fresh eared CS graduate
I used Unity for my thesis.

I got a stupid high mark and sometimes wonder if they just assumed I made everything, there were no supervisors with Unity knowledge.
>>
>>159647992
once the excited anons will continuously like a bunch of little children ask where the demo is, when that one particular comment that says your game really is something else and could make you a second toby fox, you will realize that your compulsive need of instant gratification, those few little laughs at those "who don't know" are nothing compared to what you could've been if you actually worked on your game
>>
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been chipping away on his face. My programmer didn't like his moshed up angry face, so i gave him a sophisticated inquisitor beard instead.
>>
>>159647992
What exactly is fake progress?
>>
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Coming along nicely, should be ready for demo day.
>>
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>>159649009
>>
>>159649009
>My programmer didn't like
Who cares? Its not like as an artist you care about which engine your programmer is using
>>
>>159644710

Hmm, I'll do it for $150 per character and $200 per background. Don't need profit share.
>>
>>159648481
What was your thesis about?
>>
it's working, it's really working!

https://www.youtube.com/watch?v=-UJ9K8lMxPA
>>
File: 2016_10w5.png (2MB, 2020x6893px) Image search: [Google]
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-------- AGDG WEEKLY RECAP
Fill out the form to be a part of the weekly progress recap. Be sure to respect the format and pay attention to any customization options that might be available.
Submissions will be accepted for roughly the next 36 hours.

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

* Images are scaled and cropped to fit 16:9.
* You must attach the image with your post. If you forget, delete and try again. Do not reply to your own post with the image.
* You do not have to reply to this post for the scraper to catch your entry.
* IF YOU DO NOT RESPECT THE FORMAT THE SCRAPER COULD MISS YOUR RESPONSE

-------- SCORES
16 ... Monolith
12 ... [Placeholder Title]
4 ... Clarent
2 ... FPSpooky
2 ... Project Retro (Working Title)
2 ... PHANTOMa
2 ... Arborgore
2 ... Shiphack
2 ... Skylarks
2 ... Ctesiphon
2 ... Crystal Chrysalis
2 ... Ctesiphon
2 ... Crystal Chrysalis
2 ... Throbot
2 ... RPG Town Builder
2 ... Unnamed Pixel Platformer
2 ... Whimp the Bold
1 ... 32-Adventure
1 ... Succubus Caprice
1 ... tooryanse
1 ... The Foregunners
1 ... Catgirl Pool Party
1 ... Rowan
1 ... Elements Torn
1 ... Exometric
1 ... Ouroboros: The Ascension
1 ... card tactix
1 ... Spaceship Crew Self-Defense Simulator
1 ... totally-not-castlevania
1 ... September Sortie
1 ... [mage game]
1 ... Inchoate Wrens
1 ... Maid Game
1 ... Saigo no Shinwa
>>
>>159649321
>programmers in small indie teams are not allow to have an opinion on the art assets.
>>
>>159649009
Is this a jojo character?
>>
do you put memes in your game?
>>
>>159648176
It's mostly struggling with maintenance, because even trivial things needed to be restructured/redone when I picked up better programming techniques

The only things I never managed to fully solve were physics and making a (not frame-by-frame) animation editor
>>
What's the best way to start unwrapping a humanoid UV in Maya? Do you guys use "automatic", or is there some way of doing it that is the standard?
>>
>>159649321
Of course i care what my programmer thinks, we are making a game together. I would be pretty pissed if he implemented a shit game mechanic i didn't approve of.
>>
>>159649580
aww thanks

so, we still on for dinner tonight?
>>
>>159649509
do you want sales?
>>
>>159650018
only if you pound my asshole til kingdom come.
>>
my game loves me sooo much
>>
File: Catgirl-pool-party.png (6KB, 300x200px) Image search: [Google]
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----[ Recap ]----
Game: Catgirl Pool Party
Dev: Hik
Tools: SGDK, Paint.net, GIMP, Qt Creator
Web: hik.itch.io/catgirl-pool-party
Progress:
+ Made a working tileset handler for levels
+ Catgirl can jump and move around
+ Implemented collision
>>
>>159649509
my game is just memes.
>>
>>159650329
post it.
>>
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>>159650481
>>
>>159650972
rotflmao
>>
>>159650972
Lost it at the sword attack
Keep up the good work anon
>>
>>159650972
i would buy this.
>>
>>159627171
so i'm working in unity and for some reason, OnCollisionEnter2D doesn't work at all. the rigidbody physics work - it stops when it hits the ground, yet it doesn't ever enter the oncollisionenter2d. one object got an edge collider (the ground) and the other one got a box collider 2d and a rigidbody 2d. wat do
>>
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>>159650972
reminds me of
>>
>>159650972
how did you get such smooth animation?
>>
>>159651414
Whos the slut on the right?
>>
>>159645163
byond
>>
>>159651650
You monster.
>>
>>159651751
he didn't specify anything else
>>
>>159644710
you weren't flooded with tumblr nose posts, I'm surprised
>>
>>159644140
Moons would be roughly in line with the rings, which would also be roughly in line with the rotation of the planet.

Uranus is tilted 97 degrees and its moons and rings are as well.
>>
What was the name of that metroidvania where you played as this cute blob thing?
>>
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are ue4's blueprints kind of ok?
>>
Who /friendlessdev/ here? How do you cope?
>>
>>159652263
they're perfectly fine
if you know the basic concepts of programming, such as loops, classes, and so on, they're capable of so much
>>
12 hours to demo day
>>
>>159652263
better than source
>>
>>159652284
name 700 ways that having friends would impact your deving ability
>>
>>159652419
It makes me feel bad and feeling bad negatively affects my devving ability
>>
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----[ Recap ]----
Game: Clarent
Dev: Arikado, PHI
Tools: GM:S
Web: https://arikado.itch.io/clarent-demo
Progress:
+made changing weapons more clear
+some adjustments to enemies
+added option to turn on v-sync
+new sound effects
+no need to separately sacrifice both torso and bottom part of enemy, they are now count as one "target"
+fixed cloths going ape shit when changing room
+faster menus
+fixed some minor issues
+prepared for demo day 11
>>
>>159643312
>>159644704
I too am curious
was
>https://forums.unrealengine.com/showthread.php?306-trying-to-make-Toon-Shader-Material-on-UE4/page3
the forum you were talking about?
>>
Well, /agdg/ I finally gave in and decided to try out that literal-who dev's game that keeps getting shilled in here for those who don't know its this one http://store.steampowered.com/app/343150 and i have to honestly say:

It's not bad. It's pretty long, got a lot of in-depth tactical combat and it really does feel like a refined and polished metroidvania RPG. It's not the greatest thing I ever played, but honestly for $5 I kinda think he's selling it too cheap. You guys should try it, you might get evangelized and see just how good my game is too. It's a shame we bulled him off of /agdg/ this piece of work turned out to be pretty good for a 1man game
>>
>>159650972
This is unironically good because of the juice.
>>
>>159649305
I-is that Sackboy?
>>
Put in the proper animation. I have to find a way to dynamically change an indexed palette in gamemaker so the rocks fit in better, anyone have any ideas?

The attack will launch enemies into the air, where they will be open to be hit more
>>
Any sprite artist wanna help me make a game? I can program pretty well but I can't fuckin draw for shit. You get 80% of whatever income happens from it, if it happens.
>>
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----[ Recap ]----
Game: #21: The World
Dev: lsddev
Tools: Unity3D
Web: lsddev.tumblr.com
Progress:
+Keyword input system
+New Camera controls & mouse sensitivity adjuster
+New scenes & events
>>
>have a million dollar idea for a game
>can't find anyone else to work on it with
>everyone ive tried to work with has been either a lying cheat or a backstabber or just incompetent or lazy
>tfw this idea would be amazing if I could find the right person for it
>>
>>159644710
>>159653151
You got desperate fast.
>>
>>159651318
PLS RESPOND :^(
>>
>>159650972
>most polished game on AGDG is a meme game

enjoy the free streamer bucks anon, youv'e earned it
>>
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>>159652284
Right here. Every time I try to make a friend the interactions feel incredibly forced, and I can sense the other person secretly hopes I don't engage them. So I've learned to find comfort in solitude. Definitely helps productivity in school and devving when you don't have to worry about a social life. 4chan is good enough for primal social needs.
>>
>>159651318
Well clearly it isn't entering the ground.
>>
>>159653379
are either of them marked as isKinematic or isTrigger?
>>
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----[ Recap ]----
Game: FPSpooky
Dev: SquareDev
Tools: Unity, Blender
Web: squaredev.itch.io, squaredev.tublr.com
Progress:
+ Fixed the enemy AI a bit
+ Added an actual attack
+ Implemented game over screen
+ Fixed UI for the bullets, now it adapts properly to any aspect ratio
+ Added new zombie type (which is the same as the other except with more HP)
+ Ready for DD11 (with about 2 minutes of gameplay)!
- For some reason headshots have stopped working, no time to find out why
>>
>>159652785
How many layers of metamemery are you on right now?
>>
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----[ Recap ]----
Game: Maid Game
Dev: Anon
Tools: C++
Web: hexundev.tumblr.com
Progress:
+ Level editor usable
+ Can load levels in game
+ Rewrote the code for characters to work with scripts
+ Implemented scripting interface
+ Scripts work
+ Added runtime script reloading
+ Added runtime level reloading
+ Coding characters is going to be comfy
>>
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----[ Recap ]----
Game: Whimp the Bold
Dev: AttaBoy
Tools: GM: S; Aseprite, GraphicsGale
Web: attaboydev.tumblr.com ; Twitter @AttaBoyGames
Progress:
+ Made a new blacksmith sprite and animated
+ Got aseprite, animating is easier now
- Demo won't be very meaty
>>
>>159650972
>being this good
>spending it on memes
>>
>>159653689
Like five or six right now, my dude.
>>
>>159653558
nope. it used to work on a diffrent project and now it doesn't work anywhere
>>
>>159652950
You know GM supports dynamic hue shifting of sprites, right? Make the rocks a separate sprite and make them white, then determine their RGB values based on terrain.

I think the less resource-intensive solution would, in the long run, be to simply have an anvil launch sprite for every type of ground terrain.
>>
>My post copy + paste from /adv/
I've started a project around 2 months ago that I intend to release in 2 years time and programming wise I'm struggling to come up with my own code, even though I understand the language well (GML) I constantly seem to dread trying to get back into it because of this reason. I still power through and manage to get a few lines in each day since I want to release my first game for the world to see but I feel at the rate I'm going it's going to take a lot longer than 2 years to complete this game and burn me out completely.

I don't know if I am being an idiot for trying to create my first game after only months of learning the basics of coding and GML but the reason I learned those in the first place is because I wanted to make this game and if this game does well I have other ones I want to do in the future hell at the moment I've hired an art studio and musician out of my own pocket so I could make this game a reality as well as a blog to keep track of my progress on Tumblr (sorry) to hopefully have some fans that will be interested in my game.

Seems like I've rambled a lot here but basically I just don't know what to do really except just tackle this day by day as a amateur programmer and hope that I come out with the game I want to make. What do you guys think?
>>
>>159652785
I played it. It's about a 6/10. Worth five bucks, but not a cent more. If you like metroid/megaman/final fantasy you might enjoy this game
>>
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>mfw working on my butt drawing skills instead of fixing bugs
priorities, right?
>>
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>>159649469
----[ Recap ]----
Game: Monolith
Dev: Monolith Devs
Tools: Game Maker: Studio, Paint.net, pxTone
Web: https://twitter.com/MonolithDevs , http://monolithdevs.tumblr.com/
Progress:
+ tutorial complete! that includes tutorial boss!
+ i promised the cat. the cat is there now. he talks to you about things.
+ collecting health over the max now builds up towards max hp
+ above and the vault key got GUI representation
+ nerfed and added polish to daemon and armor tac bosses(and fixed a crash in another boss)
+ debris($$$money$$$) now not globally siphoned, has to be vacuumed in manualy
+ several new/expanded music tracks, some old tracks synch up better
+ scanlines blend in with the new dark blue colors
+ dying sends you back to the hub, not intro
+ laundry list of minor fixes
>>
>>159653981
justlikemakegame
>>
>>159653981
just like make game
>>
Why are gamemaker views so bad, and what's a good alternative to use?
>>
I worked on it about 20 hours yesterday. 6000 lines. maybe two months left. And it seems to not suck. but whatever.
>>
>>159654249
what seems to be the problem little buddy
>>
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>>159654249
Don't use views, use
looks
>>
>>159654249
keep using views but instead of using shitty view_object built-in functionality code your own view movement
>>
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Discuss
>>
>>159653981
Hiring the artists/musician isn't bad, their art/music will still be the same in two years or five years or however long it takes to make the game.

You might be setting the bar too high and getting discouraged from lack of progress relative to whats in your head. For example tic tac toe is a big accomplishment for a new programmer, but compared to a full scale RPG its nothing.

IMO do smaller, iterative tasks so you can learn new things and SEE the progress you're making, rather than expect to just sit down and make the game you want, then get disappointed that the 0.01% you achieved that day wasn't "enough"
>>
>>159642197
>Name: Dietrich SQUINKIFER (SQUINKY)
>Pronouns: They/Them
>presentation starts with George Michael's Careless Whisper
I feel... uncomfortable. Good job.
>>
>>159654732
for(int a = 0;a < 100;a++)
{
level[a] = (a*2);
a = a*2;
}

our something, thats offensive. :)
>>
>>159654685
>but instead of shitty
>code your own
The solution to 90% of beginner GM complaints.
>>
>make one progress post and one off topic post close to one another
>leave to do other things
>come back, see reply notification icon
>think someone replied to my progress
>nope, they replied to the off topic post
Every
Single
Time
>>
>>159652950
You don't just play blob creatures in your game? What other characters are you going to have?
>>
>>159655175
okay make another progress post and I'll reply to it
>>
>>159654107
thicc
>>
>>159655094
a fuckload of gm's functionality was designed with 10-years olds in mind so that they can figure the basic shit out in 2 minutes, the reputation of the program didn't come out of nowhere
>>
>>159655313
The entire gimmick is a more fleshed out Kirby game. He's posted a swinging monkey character.
>>
>>159654107
>yfw?
Your face is a butt?
>>
>>159655175
Open another browser for off-topic posts
>>
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got a quick and dirty screen fade
i just dont have the time right now to mess around with the palette to get an authentic screen fade right now

now i have both the fade transition and the door transition in place now. look ma, its starting to look like a real game now
>>
>>159655449
¯\_(ツ)_/¯

I don't care about the program's reputation because I actually know what it's capable of, and I got there by reading the documentation whenever I had a problem instead of bitching online.
>>
>>159654107
looks like a but to me, maybe you and landing gear enthusist can get together. jk, you guys are great. lol. move on
>>
>>159654361
No actual problem yet, but an anon told me that was a cardinal sin, but for the life of me I can't figure out another way to draw to screen the correct part of the level
>>
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fuck dev

its time for some SOMBRA
>>
>>159655810
i use it too actually
>>
>>159655882
>They have a fucking queue
LOL
>>
>>159655457
A swinging monkey character? Where?
>>
>>159655850
Told you...using views is a cardinal sin?
>>
>>159655313
Yeah, in the game already are
>sentient bucket of dynamite
>big glasses spherical blob
>walking flower with death laser
I'm adding (by Demo Day 12)
>buff bara blacksmith
>swinging monkey
>state changing enemy, going from happy to sad

It's supposed to be that you can control most enemies, like Kirby, just like that anon said
>>
I need a slightly wacky looking sheep. I don't want a boring realistic sheep. but nothing too crazy.
>>
>>159656469
Ok
>>
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>>159656469
Here you are sir, one not too crazy sheep.
>>
>>159656469
worth a shot. lol
>>
>>159655958
baka, that's the PTR(public test region) server. its where you can play patches early before they are released to millions of players.
>>
>>159656649
It's perfect.
>>
>my game is finished, it's flawless.

Now how do i marketing?
>>
>>159652950
your game has grown so much since you let me play your old demo on itchio. so proud anon :')
>>
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>>159656929
>my game is finished
>starting marketing when it's done
Anon you screwed up.
>>
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Well.

At least I finished something.
>>
>>159627269
yeah nice stole gif.
>>
>>159655313
Yeah, I've already got in the game
>sentient bucket of dynamite
>blob with glasses
>walking flower with death laser
Currently implementing (should be ready by Demo Day 12)
>bara blacksmith
>monkey swinging
>mode switching character that goes from happy to sad
>several others I haven't sketched out but have ideas for

Basically most enemies will be controllable, or at least that's the goal

>>159656003
I'm on mobile so I can't post a webm, but right near the top on my dev blog is a webm of it. I hate posting the link in the thread, but here : https://attaboydev.tumblr.com
not trying to shill just showing you the webm
>>
>>159657231
way to go anon.
>>
>>159657231
that dope as super attack!
>>
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>>159657231
>he finished his game
the absolute madman
>>
>>159657231
Cooler than I expected it would be when you first posted that blue dildo of yours.
>>
>>159657294
>>159656416
Shit, sorry to double post, I thought my first one aborted.

Fuck mobile posting
>>
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ok sure. I will give you screenshot. but you guys are gonna steal it, and fuck it up again.
>>
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>>159657231
>I finished something.
ARE YOU FUCKING RETARDED ANON, YOU'RE NOT SUPPOSED TO DO THAT HERE
>>
for the first time I'm using a z coordinate in my 2d game - is it usually set positive or negative for increased height?
>>
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>>159655409
>>159655662
>>159655812
t-thanks
>>
>>159657703
That certainly is a lot of UI elements you've got there.
>>
>>159657212
>>159656929
Why? He can just pretend it's not finished and shill until he decides it's time to sell.
>>
>>159658185
it's quite complicated, if you want it too be.
>>
>>159656062
Yup. I simply don't know a way around it. I have views set to follow an object that mimics the player movement. I guess I could forego having the views follow an object and just change their position with code. Not sure how that's any better though
>>
>>159657703
Why are all your characters Bulgarian?
>>
>>159658243
but I'm keep it fairly casual. If you want it to be. sometimes feel like I'm building windows os.
>>
too cluttered
>>
>>159658258
There's no alternative to using views. That would be like saying it's a cardinal sin to have your visuals drawn to a surface (everything you see in game has been drawn to a surface). Next time someone tells you it's a cardinal sin to use what appears to be basic functionality, ask them what the alternative is before taking the advice to heart.

https://docs.yoyogames.com/source/dadiospice/002_reference/windows%20and%20views/views/index.html
>>
>>159657231
just juice this game up, get a proper artist and sell it on steam!
>>
>>159658451
really? I'm adding a second page with more stuff. hehe
>>
>>159658258
I suspect the sin he told you is using room editor's view settings to follow an object rather than doing it yourself in GML. or something.
>>
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I've been making some solid progress on the farm area, I'm not really a fan of 'inhabited' areas but it's needed to give the world some kind of believability, but fuck me I cannot make good looking lowpoly wheat that also fits with the vectorish style I'm going for (advise much appreciated)
>>
>>159658634
Nuclear Throne/Gungeon are the gold standard of twin sticks nowaday. You better have a gimmick or somehow be better than those two at "solid twin stick shooting" if you wanna be anything better than "reviews: mixed" on steam.
>>
>>159658845
I want to collab with you on your game
>>
>>159658570
>>159658773
Thanks. I suspected as such, but now I'm sure
>>
>>159658848
Well thankfully neither of those games are good so your second option will be easy.
>>
>>159658845
That's real comfy looking.
>>
>>159659148
What talents do you have/
>>
>>159659218
>dildo wizard
>better than either of those two shitty games
uh huh okay
>>
>>159658845
So what kind of game is this? What genre?
>>
>>159658243
the top left is getting removed. And still got top right to cram stuff in. lol
>>
>>159659346
I can code in Unity a bit and I can model a bit

I'm squaredev btw
>>
>>159652785
This game was pretty good. Don't believe the lies.
>>
>>159659218
well, gungeon has bad boss system and little clunky moving system for a bullet hell but rest is good
>>
>>159658845
Is that the gameplay perspective?
>>
itt: garbage games that won't ever get finished.
>>
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>>159658845
I mean, seems simple enough to me.
>>
>>159659801
my gf will get finished
>>
>>159659714
Pretty sure that's the developer of the be-hatted climbing and exploring game, so no.

Your character looks like the characters from the lassoing game from the fantasic arcade bundle on itch.io btw, dev.
>>
>>159659801
post your game then.
>>
So seriously, when you realize your projects scope is too big, how do you scale back, I have so many things that I feel are core to the gameplay experience.
>>
>>159660205
then you get some coffee, knuckle down and either do all of them, or cut out the ones you can do without.
>>
>>159660205
When demoday comes around you realize how shit some parts of your game are and you mercilessly hack them out
>>
>>159659628
>Annoying quests and shops
>Retarded spawns
>Bullet sponge bosses
>No way to strategically flee a room
>Tons of items with no value to mask poor replayability and clunkiness
>>
>>159660205
Reduce the scope down to nothing
Implement features bit by bit, if it starts to become too much then stop there and finish your game.
>>
>>159660205
Personally, I come to agdg and ask so-general-as-to-be-useless questions.

If your project is beyond your means then scale back. If you can't scale back then congratulations, your project is a stillbirth.
>>
>>159660205
literally just cut out 80% of your plans, then finish and polish the 20%
if you can finish that, start adding the rest

explain your core things tho
>>
I'm having trouble with animations. I have 1 collision box per animation, but the collision boxes differ when you change to a different animation. So my options seem to be: 1. don't let the animation start if the new collision box is colliding with any geometry or 2. Push the character to the nearest non-colliding area. What do you think?
>>
>>159660979
probably 2 but context always helps
>>
>>159650972
plz be real
>>
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>>159659148
hey again, well as I've said I'm not really in a situation where I feel the need for much collaboration but I have steam/skype/discord if that situation changes in the future.
desu tho, I'm a little scared that you might be super autistic and won't leave me the fuck alone if you ever get my info, I've been burned in the past, never trust anons in the internet

>>159659295
thanks, good to know I've kept the comfy levels up.

>>159659371
well [insert pretentious quote about genres here] I don't really like genre definitions on prototypes but I guess you could say it's a exploration game with light survival and rpg elements? idfk

>>159659714
nah, this is the current perspective, the camera hasn't gotten much love, so I'll probably change in the future, thinking I'm goona zoom out some.

>>159659805
my god man, what a masterpiece, if only I could make textures like that... I've got a lot left to learn.
>>
>>159661351
>if only I could make textures like that
Making textures at all would be a good start, then.
>>
>>159661351
Fucking egoposter
>>
>>159661351
what engine?
>>
>>159661351
I understand. If you ever feel like collabing you know where to find me. I promise I won't be a stalker.
>>
>>159661351
no kidding, imagine if sourceposter got your info and focused on you.

are you planning on doing any wind/leaf falling/tree swaying effects? It could really add to that atmosphere.
>>
>>159661351
The leaves probably shouldn't be falling straight down out of the trees. Probably best to have them drifting and blowing about instead don't you think?
>>
>tfw no gamedev gf to eat out when she devs
>>
>>159662996
she wouldn't be making much progress being distracted like that.

NOT GOING TO MAKE IT!
>>
Multicolor agdg logo where
>>
10 HOURS
10 HOURS
10 HOURS
Do you have a game?
>>
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>>159663440
There's a vector logo in the OP, you can easily edit that.
This is the only multi-color one I have saved.
>>
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>>159661234
if you have any ideas for moves post them here.
>>
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Sick, Somehow managed to implement this in an hour. no gamepad support on this menu yet though
>>
>>159663973
Loadout menus give me a huge stiffy. The thing where the camera pans down to reset the view looks weird. In old Ace Combats they did that to hide swapping the model but all your planes are just sitting there making it redundant and weird looking.
>>
>>159663530
i don't participate in demoday anymore because no one gave feedback
>>
>>159661561
pls, no bully

>>159661996
hey man as I said if you have steam, discord or something I'd be happy to add you, always good to make connections you know.

>>159661654
I've honestly have never heard that term before, so not really sure how to respond to this.

>>159661798
Unity

>>159662134
I tried that and my shitty hack implementation made my computer lag like crazy, will try to revisit it in the future tho as it looked dope as fuck.

>>159662607
yeah that's good point, I'll get on it and see how it looks
>>
>>159664491
Alright then, add me on Discord.
SquareAnon#9593
>>
>>159664278
I did that for exactly that reason actually. Because otherwise the model just jumps up and down when swapping aircraft. Got any advice on how I can make it look better?
>>
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>>159663884
just have a tfw attack that turns pepe into sad pepe

feelbird might be good too
>>
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Any C++ devs want to collab? This insane voxel engine was finally released and I want to make something out of it.
>>
>>159660454
>explain your core things tho

It's an open world RPG.

Obviously, I know there is a scale problem.
>>
>>159664652
Wait is it actually swapping the planes? I thought you were just moving around the hangar to different planes because I saw them all in the background.

Maybe just make it a rotation rather than a translate + rotation. The translation of the camera makes it look like it's physically scrolling between things. A rotation alone would just look like it's resetting.
>>
>>159660043
http://steamspy.com/app/343150
>>
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>https://www.youtube.com/watch?v=NTKnoAbdF98
I'd give so much to have my game look like this + aa
>>
>>159665016
just start with a small section of the open world

do a short main quest (go kill bad guy in cave of doom) and maybe a couple side quests

the most important thing would be getting the framework for movement/quests/battles/dialog/inventory done.

after you get that done and you like the feel, buckle down and start adding shit.
>>
>>159665167
good on you for finishing a game. Now stop shitposting and be nice!
>>
R8 My Game Ideas:

YOU START OFF AS A ROBOT WITH 3HP
You have 100 Battery
Doing THINGS cost Battery
When you get enough XP from winning fights you LEVEL UP! and gain +1 HP and a full battery recharge
But! For every 5 points of dmg u take in 1 blow your max HP drops by 1 point
U can recharge your battery by : Finding and eating battery cakes, getting the solar wings radioactive mutation, or by sitting on a magic point.

What do you think?
>>
>>159651053
>>159651143
>>159651414
>>159651547
>>159652869
>>159653407
>>159653859
>>159663884
funny reddit meme. get out .
>>
>>159665291
the only hard part about making a pokemon game is modeling 1000 monsters
>>
>>159665536
Really terrible.
>>
>>159665536
what kind of things will you do
it needs to be something other than an action game with a weird health/stamina system
>>
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----[ Recap ]----
Game: [Placeholder Title]
Dev: Ogier
Tools: GM:S, Aseprite
Web: http://ogierdev.tumblr.com
Progress:
+Enabled holding down a direction in menus to speed up cursor
+Added a timer in the top left for bosses
+Boss adjustments
+Some changes to the demo room in preparation for DD11
>>
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>>159665932
>Top left
Whoops, top right. Oh well.
>>
>>159663973
>SAAM
>mounted on a plane
that extra "A" better be something creative
>>
>>159665932
Didn't know you had a tumblr, followed.
Keep up the progress
>>
>>159664297
You gotta do it for yourself, to force yourself to get something playable and releaseable.
>>
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Not a very significant update but I like how the graphic turned out. The player has a sword they can swing now.

I've also been doodling dungeon layouts and maps, though I'm not sure where I would put the button for that with my current screen setup. Maybe the top right could have pause/map/quit/etc buttons?
>>
>>159665012
>insane voxel engine
The Euclidion one or something else?
>>
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>>159663884
Ironic detachment is impervious to most forms of attack
>>
>>159665012
Sauce?
>>
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>your game will never have a name
>>
>>159666123
It's probably semi-active air missile or something
>>
>>159666442
>>159666610
http://www.voxelquest.com/

https://youtu.be/n0GPIvXFL0w
This video is a good show of its power, I would skip around a bit
>>
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>>159666667
>your name will never have a game
>>
>>159655882
is that on linux
>>
Post dinojam ideas please.
>>
>>159666123
New form of anti aliasing
>>
>>159666774
So it's like a really high-tech roblox?
>>
>>159666667

Seriously, how do you come up with a good game name?

Or even worse; how do you come up with a good game COMPANY name?
>>
>>159665559
I was talking purely from an aesthetic standpoint, the artstyle, the colours mostly. That world just looks fun to run around in.
>>
>>159666959
More like a high tech minecraft
>>
9 HOURS
9 HOURS
9 HOURS
>>
>>159666978
The more important question is how do you come up with either of these without having some faggot try to sue you later down the line
>>
>>159666838
Remake the best PC game that ever existed.
>>
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Rebooting an old project of mine. Old version had pixel art, but I'm giving hand-drawn big toony sprites a try this time.
>>
>>159667182
for what?
>>
>>159666978
something generic, easy to pronounce and unique.

Punchbag studios
Hammershield entertainment
devolution corporation
firestorm inc
etc
>>
>>159667223
looks cool,lose the border.
>>
>>>159667182
>tfw will probably be able to be one of the first to submit
Can't wait.
>>
>>159667446
Just there so I can see the hitbox for varios rasins.
>>
>>159666986
Really? I think it actually needs to be a lot lighter.
>>
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>>159665047
Yeah its actually swapping. Though I've tried just doing rotation only and it seems very nauseating rather than changing location + rotation.

I'll probably leave this problem for another day. Still gotta finish off a lot of things before demo day.

>>159666123
"airplane" >>159666702
>>
>>159665012
>>159666774
I get that it's powerful but what do you plan to do with it?
>>
How do you deal with loneliness?
>>
>>159667608
Open world RPG. What else?
>>
>>159667624
hang out here. call people.
>>
>>159667624
Indulge in it for a few days until ive had my fill
then wait for the next trigger
>>
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Looks like the only thing that's left is getting good at creating assets. Maya's Hypershade and ShaderFX should allow me to recreate the shaders in viewports.

Not sure which outline I will go with. While the right one is what Guilty Gears uses, gives consistent results and allows for customization, the left one looks a lot more artistic but goes tsundere all over the place and is unpredictable.
>>
>>159667585
Ace Combat 6 didn't even bother and took it out completely and just swapped the models right in front of you without doing anything with the camera.
>>
Quick! I need an idea for a top down click-to-move game. Setting, gameplay features, etc.
I wanna try to code this control system but I'm all out of creativity.
>>
>>159668753
Runescape
>>
>>159668727
Actually none of the legacy Ace Combat games ever did what you said. Unless you're talking about Assault Horizon that is.

https://youtu.be/_KkIBcv2GX8?t=84
>>
>>159668108
every guilty gear character has their own lighting, and all the normal directions are customized. That's what makes them more believable, not just an outline.
>>
>>159668871
https://www.youtube.com/watch?v=zfbK_dbsCu0
>>
>>159668108
Right for sure. Looks better, especially on the closeups, which is pretty important. And like >>159668965 said, most of the artistic diversity comes from the design of the character and their specific lighting, not which shader is "more artistic"
>>
>>159668108
You still don't have the lighting right at all.
A ramp shader is not all you need for the GG look.
>>
>>159668937
Wow I could have sworn that 6 didn't do anything because I played it like a week ago and thought it was weird that it just loaded the model right in front of you. I'm probably just going crazy.
>>
==|AGDG Weekly Recap|==
Game Name: Spaceship Crew Self-Defense Simulator
Dev Name: chaikaDev
Tools Used: GameMaker: Studio
Website(s):
Progress:
+ Added more physics
+ Added reloading mechanic
+ Improved dash move
+ Added acceleration to movement
- My main computer broke down
>>
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you guys
>>
>>159669345
whatever
>>
>>159669345
She's done videos of AGDG jams since waifu jam #1
>>
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>2.7 years
What's your fucking excuse?
>>
>>159669989
>2.7 years for a game you could easily make in a month
>>
>>159651318
Make sure you set the collider as a trigger.
>>
>>159669989
My art takes more than 5 seconds on ms paint
>>
>>159669989

Depression?
>>
>>159669989
I dobut he actually spent that long working
>>
>>159653759
when you going to make new baddies to hit
>>
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>>
>>159669757
>>159669345
>played my game
my heart is all a flutter

>>159670747
>>159670174
the easiest criticism is saying you could do better, the best criticism is making something better.
>>
>>159632424
I woulda picked up that box straight away! If it looked like a bomb though, I'd be alive..
>>
>>159670852
I love this style & its piss easy to implement
>>
>>159670778
First things I'm going to do after I get done with all this non-gameplay code is give the player new attacks and new enemies, got them designed already, just need to animate them.
>>
>>159671104
same I like it a lot, and once you get the render ordering down it's exactly as you say.

Makes it really easy to prototype without an artist but still "see" what you're end game might look like
>>
>>159666667
Outlander: hellbound
Accuracy of fire: verge of collapse
Starship cadette: beyond the barracks
Icypop and the mistery mirror
I could come up with 100 in an hour
>>
>>159658845
A city builder that looks like this.. p-please
>>
>>159671472
Hurry up, I'm sitting here waiting
>>
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>>159671709
I'm trying
>>
>>159640512
This is very very fucking sexy.
All kinds of jelly.
>>
>>159671503
all too long
>>
Are there services or even places where you can just talk to a professional game programmer and get general advice?

I don't want career advice, I'm looking for "Hey, heres my game, and I would love to know where I should go from here, and what I should after I get this feature implemented, etc".

I really just need a little guidance, but no idea where I can get it
>>
>>159672219
Just post it here and ask your questions
>>
>>159672219
go to cons or meetups and find people that are better than you and learn from them. the same way you get better at any skill.
>>
>>159672217
Arbeit March frei and the curse of the judden
I like long names but wathever starship cadette, outlander, icypop chronicles work woth me
>>
>>159672126
>>159641640
Thanks anons, you can implement this kinda thing yourself too.
>>
>>159672632
I saved the link. I'm really interested into trying out scripting systems. I was considering Lua, but with this, I might do a little more research to see what I'll try first.
>>
>>159664652
Just freeze the screen until it finishes swapping shit.
>>
>>159672217
Melanie Jones and the hollow fairy
Damn it now I want to abandon game design and become a writer
I could come up with cool as fuck children mistery books
>>
Reminder that your game will never be completed, nobody will ever play it and you will die sad and alone.
>>
Watching a GDC talk when the guy says you shouldn't have string compares in your game. Why is that?
>>
Jupi Plays AGDG Halloween games
https://www.youtube.com/watch?v=kBsEIU_9cKU
>>
>>159673723
salty didn't-make-it-dev detected
>>
>>159673723
Was there ever an alternative?
>>
>>159673756
Slow and there's more room for programmer error if you accidentally misspell something. But this is only if you're not dealing with something essential to strings. If you're actually dealing with strings in your game, like text input then there's no real way around it.
>>
>>159673756
funny, I also watched a GDC talk where someone said that. Also, what >>159674013 said.
>>
>>159673756
What the fuck are you coding in, php?
>>
>>159673756
performance mostly, and prone to errors

Its usually best to set up a data structure that associates all your needed strings with a number/index, because comparing numbers is hella fast.
>>
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is this plantpot too dark?
>>
>>159673756
O(n).

Strings should only be used for either showing text to the player or getting text input. Everywhere else, either you shouldn't be using a string at all or you should be keeping a hash/ID/whatever alongside a string (e.g. username + user ID).
>>
post dev music. been listenin to this lately.

https://www.youtube.com/watch?v=1vrEljMfXYo
>>
>>159673756
What is he coding a game for a DOS computer? Things change grandpa, string comparisons aren't slow anymo
>>
what is the demo day? I am not a regular here.
>>
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>>159673013
If you're still deciding here's what I learned from trying both Lua and C++ for scripting.

Lua is easier to implement:
Simple API, no need for a compiler on the machine since the Lua code handles compilation of scripts.
LuaJIT is really fast too.
I'm pretty sure Lua has bindings in other languages, so you can write your game in C#/Java and use Lua for scripting. Your scripting code will be cross platform since Lua is cross platform.
However Lua requires more work to set up, it's very very tedious.

With C++ though you have to use OS specific code to load/unload libraries, there's probably something to make it cross platform in >Boost.
I switched to C++ because it simplified things on the engine side and I'm very comfortable with C++.

For example to expose C functions for Lua scripts to access you had to individually bind them by a string name and explicitly point out the function.
With this system you just create a class with virtual functions and call those directly, no need to bind anything so you can add/remove functions as you wish without having to add/remove binding code.

Another bonus is because you're using the same language you can pass the same data types directly since you're just calling C functions. With Lua you have to use functions like lua_toNumber to get the value from the stack.

One more thing with Lua is everything is done with the stack so you write even more code just to get arguments from a function call for example. There are libraries to help you with Lua gluing like SWIG but I never tried any.
>>
>>159674698
https://www.youtube.com/watch?v=hpsG36FB3GY
>>
>>159674826
They are slow compared to what you could most likely be doing instead, and they always will be.
>>
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man if i didnt hate making IA more that i hate working with online i would have said fuck it by now

another fucking comand not working on the fucking server
>>
Does anyone at /agdg/ have any experience making text adventures? I like video games and I like writing but I'm not very good at the rest of the video game making thing so I thought a text adventure would be a good place to start. Is the coding end of it difficult?
>>
>>159674884
You post a demo for the game you are working on.

As opposed to a jam where you make a game FOR it, demo day is for your long term projects and has no theme.
>>
>>159674927
not available in your country. this is usa goddam it lol.
>>
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>tfw too retarded to make a simple HP bar
I've been at it for hours and i cant do it.
>>
>>159675050
if you know how to make a IF you now how to make a text adventure game
>>
>>159675050
>Is the coding end of it difficult?
"adventure" games in general are among the simplest and therefore easiest types to make
>>
>>159675050
No, actually that's a great way to begin. Only thing is, there aren't many people will into play them
>>
>>159673756
Because if you do it all the time every frame and your strings are large your performance will shit itself.

Better to do with an enum and ints
>>
>>159675050
>Text adventure
Use Twine and type away. You can do some nifty stuff with it (see NSFW Free Cities), but you should really only do that if you want to write a lot. If you actually want to make a game, don't start with text adventures. Start with Pong and the like.
>>
would agdg accept help from a blender artist who isnt very good or knows much about unity but wants to learn and get better without wanting to commit to a project yet?
i mean worst case scenario my work is bad and you tell me to fuck off since you dont rely on me
>>
>>159675123
What? Really?

What are you working in?
>>
>>159675123
Art or code?
The latter is simple to do and we can help.
>>
>>159675092
Salyu - Kaifuku suru Kizu (Wound that Heals) - All about Lily Chou-chou
is the title
no, it's not k-pop or any anime shit
>>
>>159675293
Should post your models or something
>>
>>159675295
Monogame with Nez. I have the bar and everything, but i cant get it to actually use the player health
>>
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>>159675181
I mostly want to make it to prove I can.

>>159675175
>>159675140
I know literally nothing about code except a very vague knowledge of HTML but if you guys say it's easy I'll give it a go.

>>159675257
It's mostly a way to write with a level of interactivity on the same level of vidya without making an entire vidya.

Thanks, /agdg/, you guys are cool
>>
>>159675293
The actual way to get people to accept your help:

>agdg tell me what you need modeled (in blender) and I will make it happen
>>
>>159675050
i sometimes rp with friends (its entirely nonsexual)
i guess its pretty close but it lacks the sex
>>
>>159675434
*locks my eyes with yours as I lick your chest*
>>
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>>159675434
>>
>>159675397
>Thanks, /agdg/, you guys are cool
Hahaha. We're definitely not.
>>
>>159674887
wow, I really thought integrating Lua would be much less of a hassle.....
>>
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>>159675397
>I mostly want to make it to prove I can.
thats the spirit
>>
>>159675397
The first game I made was a "click your own" adventure in HTML. Not exactly as complicated as a text adventure, but it was fun.
>>
>>159675376
i dont have much yet since i hate everything i made in the past, i have been practicing again for a couple weeks only
plus i have no idea what to make really, im not that bad i think but my friend who is better than me told me im too slow
>>
>>159675379
Nevermind i got it. All it took was complaining to strangers on the internet, apparently.
>>
>>159675785
>m not that bad i think but my friend who is better than me told me im too slow

fuck that noise anon. you might be shit and useless but that's how most people start out.

just keep doing your best. If you keep doing your best, you'll get better. All you can do is your best.
>>
>>159674529
the lack of a defined internal rim makes it difficult to look at, the colour doens't matter as much though it could be lighter I suppose.
The lack of an internal circle/rim however, makes it look like it has a lid on it
>>
>>159675530
>>159675534
judging by the reaction, maybe i should take this to the grave
>>
>>159675601
I'm not sure I agree with that anon who said setting up Lua is tedious. The Lua API is pretty easy to use IMO. Documentation is a little skimpy though
>>
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>>159675915
Rubber duck debugging is a powerful thing
>>
http://steamcommunity.com/sharedfiles/filedetails/?id=795669170
What is that song from? I'm sure I've heard it before, sounds very Banjo Kazooie.

What is wrong with mobile developers? Why are they so terrible.
>>
>>159675931
Anyone who's played DnD has RPed with his friends.

But the way you described it didn't do you any favors.
>>
>>159675917
actually he told me the last couple things i made are good enough to be used in a game thats why i asked
i figure i will get better faster if i work on something but i will feel like shit if i fail
>>
arggh, wanted to post a video but it does not allow audio streams. how do I remove audio?

I used ffmpeg before but its download link is giving me 403. is there an online converter?
>>
>>159676061
>Why are they so terrible.
They develop for a large market in order to get the most money for the tiniest effort.
>>
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How many pokemons does your game have?
>>
>>159676061
Mobile games are madewith money in mind, not love
>>
>>159676154
webmforbakas
there should be a link in the OP
>>
>>159676175
It would be pretty sweet to see an island of slowbros die in the aftermath of a volcanic eruption. Some dying immediately from the immense wave of heat, others choking to death on ash and debris.
>>
>>159676125
i never played dnd since im too much of a dork to get 10 people to come here
i heard it helps a lot with the conceptual part of game design
>>
Redpill me on Entity–component–systems
>>
Fucking help me. I just signed up for a "Game Development" class at my uni (I'm a CS & EE double) thinking it'd be a good excuse to get some credits for deving.

Turns out it's taught by 3 guys from a local game company who built this pile of shit:

https://www.youtube.com/watch?v=q5M6qTEtsSQ
>>
>>159675945
The API is easy but it's definitely more tedious.
Just an example, think of a function that adds two numbers.

With a c++ script you just call
int x = interface->add(x,y)
The interface implementation just does
return a*b since it's a normal C function call and the arguments are right there

In Lua:
local z = add(x,y)

From C++
Get the 2 arguments from the stack
do the math
Push the result back on the stack
return 1
>>
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>>159676376
>Mfw I'm two seconds in and already hating it
>>
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>minFPS : -64
>>
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I am working on this game for a week. It is going pretty cool.

It is a crimsonland clone (top down shooter, realtime survival game where you kill endless waves of enemies). I have a few ideas that will hopefully make it more distinct.

one of the major things I want to do is making it highly moddable. I am using c++ and lua.

here is the current state

>>159676214
thanks!
>>
>>159676376
Your post had me laughing before I even opened the link. I've actually tried to watch this trailer before and didn't last past the XDRANDUM intro. Good luck and godspeed anon, I hope you take the class just so you can come here to bitch about it, because it sounds like quite the experience already.
>>
>>159676504
>running 4k games locked at 30fps on a console.jpg
>>
Should I let players see how much health is left for an enemy, or is it better to keep it secret from the player?
>>
>>159676376
just have fun anon, take it as a chance to know new people, make some friends
you never know wich dick you suck will get you to hollywood
>>
>>159676372
It's like OOP except even worse.
>>
>>159676607
Make the enemies get progressively bloody and physically damaged
>>
>tfw replying to your own progress to try and drum up discussion
>>
>>159676607
Some of column A, some of column B.
Holy shit anon, can you be any less specific?
>>
>>159663884
He reddIt chek out tips fedroa this pepe game im making its so funny XD.stroke neckbeard
>>
>>159676376

Nu-male gamedevs were a mistake.

also the animation and gameplay of that game look fucking AWFUL
>>
>>159676607
Depends a lot on the kind of game and the reasons for why you might want to, but in general I would say no.
>>
>>159676582
Enemies look slow and unchallenging compared to the player, do you have any plans to speed them up?
>>
>>159676607
try telling us anything about your game before we answer that question
>>
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And here is another video with 1000 enemies. I was surprised with lua's performance. currently every enemy has a lua script that controls its animations/movement

>>159676394
I just started using lua for this project and api is a mess desu. first I went for lua only and it was a nightmare. currently I am using sol2, it is more manageable but still looks overly complicated.

maybe it is because I am not good with lua
>>
>>159640512
fucking neato.
>>
>>159676372
Compose, don't inherit. Separate state and behaviour. Don't have a single collection of all the entities. That's about it.
>>
>>159676969
If the enemies share the same script you don't need to load the same script for each enemy, just once.
Try using LuaJIT, your fps might go up. I know I noticed a difference.
The API isn't that bad, just more stuff to type.
>>
>>159676769
sure, currently I am just trying to make the engine work. enemies are just a json and a lua file. after a few things, I will start adding content improving gameplay
>>
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>>159676376
>mfw "butterscotch shenanigans cancer" is the third autofill recommendation as I look them up on google
>>
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I found an old archive I had of TIGRS before it went down a while ago. Anyone want it?
>>
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>>159649469
----[ Recap ]----
Game: RPG Town Builder
Dev: Shen
Tools: GM:S, aseprite
Web: shengamedeveloper.tumblr.com, twitter.com/ShenDeveloper
Progress:
+ finished quest system
+ working on event system next
- took a week long break, almost no progress
- no graphical improvement at all, all progress are codes.
>>
>>159676969
The stack takes some getting used to but after a while it is quite natural.
>>
>>159677119
I load the scripts once, each individual monsters tick lua script once every frame though. probably would be better looping through monsters on lua side instead of all those calls between them.

currently fps is good. I am told about lua jit before, will probably use it once things get more complicated. I am assuming just replacing lua libraries will be enough for luajit? is sol2 or any other lua helper compatible with luajit?
>>
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>how poorman's ggxrd would've looked like
>>
>>159677183
wtf in TIGRS, I've never seen those before.
>>
>>159677490
>each individual monsters tick lua script once every frame though
That's not a big deal, you can reduce that if necessary like calling them once every few frames than every frame.
I haven't used sol2, just straight Lua but LuaJIT is supposed to be compatible with normal Lua code so you shouldn't have to tchange much.
>>
is it wrong to mix zelda with your businesses simulator. I kinda like it.
>>
>>159677417
I just wasn't expecting why communication between c and an interpreter written in c would be that complicated. a tutorial says the reason is GC and difficulties of interpreters of different languages.

I also checked angel script, but decided against it because of benchmarks
>>
>>159677589
It's a DIY rating system. It wasn't ever really big but all the links have been dead for a while, which is why I'd rather not just delete it.
>>
>>159677708
Yeah, it's because Lua manages its own memory.
>>
>>159676376
that game looks fucking great, what's wrong? nice bright colours, sexy animation and fun character designs
>>
>>159676376
watched about half. It looks kinda cool.
>>
>>159677821
It's a sci-fi re-skinned don't starve with "lolsorandomXD" humor and garbage aesthetics.
>>
personally, I mainly want to get listed on home of the underdogs, not sure why anymore. I always loved that site.
>>
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Almost finished with the upper body!

Then I have to do 3 more...
>>
>>159678242
Sexy

Where are you at with the game itself?
>>
>>159677691
Sooo Recettear? Moonlighter?
>>
>>159678242
I want to that mecha
>>
>>159678092
that mentality is the reason they have released a successfully game, are in charge of a game dev course and get to live their dream job every day, while you sit in moms basement with no game and shitpost in agdg
>>
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So these orbital and rotational periods are exaggerated still - need to figure out the timescale of the game - but is the fact things rotate out of view an issue or do you think it's not a big deal?

I feel like rotating the camera with the planet would be jarring when it comes to rotation controls as moving the mouse into the planet's rotation would create a higher net movement than moving an equal distance against the planet's rotation?

Keep in mind the sector view, where you can see the ships, will change the camera to a sticky orbit camera to an actual ship - not free floating like the rest of the game - something like Nexus the Jupiter Incident.

Hope that's clear. Sorry for rambling.
>>
>>159678242
There is a criminal lack of awesome mecha games.
>>
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>>159678242
Wait a minute that face....
It looks really good, keep it up.
>>
>>159678242
We Patlabarmoredcoreseed now.
>>
>>159678335
Found the butterscotch shenagians dev
>>
>>159678282
I've finished all of the major features over the last couple months, except multiplayer. You can build different loadouts and do singleplayer missions. Basically the level of functionality of an early AC game.
>>
>>159678221
hanging out with all the cool games from the 80's, that would be cool.
>>
>>159678221
I'd be happy to be listed there and mobygames
>>
>>159677821
>a bunch of tweeny shit and bobbing sprites
>"""""""""animation"""""""""
nice meme butterscotch shenanigans dev
>>
>>159676376
godawful presentation and complete lack of originality aside, the game is pretty feature rich and seems polished
You'll probably learn a lot from these guys if you ignore the memes they'll undoubtedly fill every class with
>>
>>159678335
What mentality? Having good taste?
>>
>>159678531
Here's some videos showing off the basic features.
https://www.youtube.com/watch?v=vFtT5cEstHE
https://www.youtube.com/watch?v=0-57o9XME-I
>>
>>159679414
needs some work.
>>
>>159679414
https://www.youtube.com/watch?v=DxhocBG-moY
forgot this one
>>
>>159679551
Those videos are from a couple weeks ago, here's the latest version of the customization system.
>>
>>159679414
no one wants to have to focus this little red dot. remove it. Remove it! when is the next meatup?

https://www.youtube.com/watch?v=fL22VFISsJI
>>
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>>159679738
dropped my webm
>>159679880
it's the debug trace from UE4, it's turned off in the real build
>>
>>159679880
at least in the menus.
>>
>>159679964
well besides the menu dot, it looks pretty cool.
>>
what are the best independent titles on Steam at the moment?
>>
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I am almost finished with this dude, are there any obvious faults with him? I've been staring at this dude for so long i am kinda going blind to the mistakes.

Hopefully i think i can fix any minor mistakes when im goin to texture him. Not sure if im going to give him hand painted textures or not, any input would be nice
>>
>>159680691
Devil daggers
>>
>>159680691
Hyper Light Drifter
>>
>>159680872
i'm surprised how unfun it looks. Like doom where you can only see 10 feet and there are 2 colors?
>>
>>159680789
Are those buckles just part of his belts? That might look a little weird if the metal blends into the other surfaces, but it depends on how close you'll be looking at them
Also if you're planning on animating that paper seal or his cloak you'll want them to be straight too
>>
>>159681151
It's fun for about five minutes. In no way even approaches "best indie on steam".

>>159680942
lol
>>
>Starting a new project in Unreal 4.13
>All this VR garbage included in the example projects
>No option to create them without it
Guess I'm making a blank scene. Thanks Epic
>>
>>159680789
its great, move on.
>>
>>159681287
you can install literally any version of ue4 through their launcher, the documentation hasn't really changed since 4.7
>>
>>159681153
The characters cape is going to be physically based, all the rest will be animated by me. He is controlled by a third person camera, so i don't know how much of his front part will be visible but i am hoping i can get away with some wonky deformation here and there (like the paper seal). The belt buckles are part of the belt, but with textures and a normal map nobody will notice.

>>159681401
I have given myself until next weekend to have this character finished (retopoed, rigged and animated). I still have some time.
>>
>>159680789
what's with the random pattern of crosses on his torso?
>>
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>>159682072
I guess the thought behind it never crossed your mind.
>>
>>159682032
it looks fine, your wasting your time.
>>
>>159682072
He is a demon hunter/inquisitor, his only protection from damnation and evil is plastering himself with crosses. In his mind, the more crosses, the more evil he is protected against.
>>
>>159682357
what are you gonna do,move crosses around,its done.
>>
>>159682675
and tell landing gear guy, that shit looks like landing gear to me stop already.
>>
>>159682406
nice purity seal clone
>>
>>159678338
Any thoughts on this? I think I'm just going to roll with it for now.
>>
>>159682916
looks pretty dope! The camera speed is too fast when you are locked on to the ships.
>>
Unreal 4

Where the fugg do I find the option to change which camera is used when the game begins?

My game right now defaults to a first person view unless I go out of my way to set the proper camera

And no, I can't find the camera it's using otherwise anywhere
>>
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Runner 2016-11-07 17-43-28-98.png
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----[ Recap ]----
Game: Not-Castlevania
Dev: MuscularHair
Tools: Game Maker Studio
Web: should probably get something
Progress:
+ Stopwatch
+ Room transitions
+ Starting work on level design
+ Working on non copyrighted art
- Still only have one enemy
- Haven't had much time to work
- I'm running out of steam
>>
>>159678338
well its a cube, but besides that,looks cool.
>>
>>159682916
>>159678338
Looks good, but when you zoom right into ships don't rotate the camera automatically.
>>
>>159682675
chances are, no ones gonna notice.
>>
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>>159683269
It'll use the camera attached to your pawn by default
>>
>Tfw working on a farming simulator
>>
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>>159649469

----[ Recap ]----
Game: Vampire's Bit
Dev: VampireDev
Tools: Game Maker, Photoshop
Web: https://jcs.itch.io/vampires-bit-demo
Progress:
+ Gamepad support remade from scratch
+ Added proper X-input support (untested with real hardware)
+ Added two new variations to hunters' AI to avoid them doubling
+ Tweaked some code and resources
+ Fixed more bugs
+ Probably could release a bugfix update soon
- Still can't replicate a couple of bugs reported
- I will miss Demo Day 11
>>
well I might go Betty bye. but hope every ones game is a great success.
>>
>>159683743
It's actually using the apparently invisible camera attached to the player controller rather than the one attached to the character which is the issue.

I mean I guess it's not a big issue. It's just a small event to change the camera when the game begins. It's still kinda stupid, though
>>
>>159640154

Is that some motherfucking Hexen
>>
>>159650972
Lost my shit at the ninja attack.
Then my sides went in orbit at gigapepe.
Good job anon, this is my new favorite agdg game. Please keep working on it.
>>
>>159684167
see you around 3 am
>>
>>159642087

Oh wow you finally removed the fucking underpants. Now i'm interested.
>>
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>>159649469
----[ Recap ]----
Game: Throbot
Dev: scarfdev
Tools: GM:S
Web: http://scarfdev.tumblr.com/
Progress:
+ nearly complete movement/sprites for player
+ demo level/tileset finished
+ suplex move and made grabbing possible outside of dashing
+ breakable blocks
+ demo has SECRETS
- demo has no HP/threats
- demo is like 2 minutes tops
- placeholder music
- my eyes hurt
>>
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Made an imouto-sized grill. 970 tris, but I think I'll remove a few more.

Used the previous guy's texture map as guideline for the UV-unwrap, and was surprised to find that the texture actually fit her pretty well. Will make her some new clothes soon, though.

Also, I found that if you set the width or length of a UV tile to 0, you get a “shimmering” effect (here applied to the skirt).
It's a texture glitch, so I'm not sure how well a game engine would handle it, but I thought it was an interesting effect which could be used as an alternative to adding new rendering materials (I want to try to go as toaster-mode as I can with this stuff).

Anyway, does she look okay?
>>
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here's a screenshot from last saturday.
>>
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>>159649469
----[ Recap ]----
Game: Source
Dev: Sourcefam
Tools: Source
Web: boards.4chan.org/z/
Progress:
+ progress
- posted it
>>
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How's that demo day entry going Anon?
Posting cute brown girl to get your attention.
>>
>>159684907
>970 tris
Wait, no, she's actually 862.
I just forgot to delete a hidden object.
>>
>>159685092
finally
>>
>>159685105
I'm a long way away from any kind of demo
>>
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>>159685105
Making sure things are able to be dodged and fixing bugs. Hopefully I can finish it, but it's being a bit of a pain.
>>
>>159684907
Looks good to me anon - but I'm not a low-poly conisseur.
>>
>>159685095
is this racist

this seems racist
>>
>>159685105
What are the point of brown girls when you can just have white?
>>
File: 113.png (89KB, 960x540px) Image search: [Google]
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Hey hey, rate my art.

Bonus if you recognize the filename.

I really have no knowledge of how to make aesthetic art.
>>
>>159685092
This game is still alive?
Wasn't it a Gameboy jam entry a year ago?
Pretty cool though.
>>
>>159685474
Thanks, Anon!

I don't know much about lowpoly'ing myself, so I'm probably wasting some vertices on things which aren't really needed.
>>
>>159652785
I'll take the bait and give you my opinion.
When you need to convince someone to play saying "actually it is good" because they assumed the game is bad, you know you did an awful job on the game presentation. And that's exactly the issue with that game. Bad graphics, bad trailer, bad graphic design, and a dev with a really bad attitude.
I'm a big fan of metroidvanias so I guess I could enjoy it gameplay wise, but I personally wouldn't buy it for the already mentioned details.
Prices seems right. Not too expensive, but is in no way too cheap either, Always have in mind there is a shit ton of alternatives for that kind of game on the internet, some of them better looking and even free.
>>
>>159685598
I like it, but you could probably just draw all those spikes into the texture (with alpha), and save a lot of polys.
>>
>>159685596
Why not both?
I'd post a relevant pic but it's nsfw
>>
>>159640154
will this be in demo day?
>>
>>159685095
Maybe consider killing yourself.
>>
>>159685105
Well here's my to do list

Add improved pause screen
Update title screen
Start the game at 2X, remove 1X option - DONE
Add death animation and song
Add juice to cannon shot
Design new levels
[power gap]
fix tiles
Make boss playable???

It'll be a long night
>>
>>159685947
The ones on the bottom I know, but what about the arms? Just stuck there?
>>
I am really bad at coming up with a story or an interesting plot.

How to get better?
>>
>>159686179
You can do it!
>>
File: itch.png (2KB, 315x250px) Image search: [Google]
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----[ Recap ]----
Game: Elements Torn
Dev: Arkbrik
Tools: Game Maker: Studio, Paint.net
Web: http://elementstorn.tumblr.com/
Progress:
+ Acquiring new characters, spells, and items for your party
+ Bugfixing
+ Demo for demo day
- Demo overworld looks pretty bad
>>
>>159686319
Just hang a flat face down from one of the seams?
>>
>>159685598
dark souls 3 grave warden/10
>>
>>159685095
why are you making italy?
>>
If you had to choose between playing a tactical RPG or a plain old RPG then which one would you prefer?
>>
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>>159649469
----[ Recap ]----
Game: Project Retro (Working Title)
Dev: Fuzzy
Tools: Unity, Photoshop, 3ds Max
Web: http://fuzzy.games, http://fuzzygamestudios.tumblr.com/, https://twitter.com/FuzzyGameStudio
Progress:
+ added bouncing and rolling logs
+ added gabable hooks
+ some bugfixes and adjustments
>>
>>159685596
everybody knows tanned white girls > brown girls
>>
>>159686038
It's ok the mods are offline
>>
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>>159686857
Also forgive me agdg for i have sinned.
The recent days I have spent more time consuming video games than producing.
I am weak.
>>
>>159686857
>>159686997
ulillillia is that you?
>>
>>159683269
is AutoActivate turned on for the camera?
>>
>>159686849

I dislike tactical RPGs. I get too frustrated and annoyed by having to play around the limitations and natural strategies of a grid; like having to move just out of the AI's move range so I can bait it into standing next to me, etc. Kind of lame in my honest opinion.

I prefer action RPGs more then anything.
>>
new thread
>>159687556
>>159687556
>>159687556
DEMO DAY
>>
>>159687239
I may be a somewhat similarly broken person, but no I'm not ulillillia as the recap may point out:
>Dev: Fuzzy
but i know why you're asking, it's the epic parralax scrolling
>>
>>159686969
https://files.catbox.moe/6hs6vn.jpg
>>
>>159686997
The only sin here is the envy I have for you

Between devving and school I feel tremendous guilt when I even think about playing vidya. I'm glad you enjoyed yourself. Besides, your game looks great

You better be putting out a fucking demo
>>
>>159687609
it's not just the parallax
your game looks like bubsy and platform masters rolled into one
>>
>>159685095
what the fuck
>>
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>>159649469
----[ Recap ]----
Game: Crystal Chrysalis
Dev: Kada
Tools: Unity, Blender, Gimp, Zbrush, Topogun
Web: NA
Progress:
+ More stuff added to dungeon
+ Animate an enemy
+ Texture and modeled first area of overworld map
+ Fix many bugs
>>
>>159687272
The only reason I say there's a camera is because there's a camera graphic in the blueprint. Were it not for that I wouldn't know what the fugg was going on.
>>
>>159686323
read a bunch of weird far out shit. watch all the twilight zone. outer limits.
>>
>>159686997
if your not having fun doing it, probably not doing it right.
>>
>>159685637
yeah we're like ~70% done now and we got past greenlight and we exhibited at like two conventions.
>>
>>159689219
Oh shit, that's awesome, congrats.
>>
>>159689029
I am having fun, but other things are fun too.
>>
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>>159649469
----[ Recap ]----
Game: Rune Revolver
Dev: Monchop
Tools: GMS, Sai
Web: N/A
Progress:
+ Spell catalyst added and lookin' fine
+ Shotgun added
+ Two new spells added
+ Basic enemies work properly
+ HUD is almost done
- Still a lot of placeholders
- No animations whatsoever
- No map
>>
>>159687673
>You better be putting out a fucking demo
Downloaded webgl pack for unity, start building for webgl - unity crashed.
Now it's reimporting all the assets which can take a good while..
Thanks Obama.
>>
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>>159688003
???????
Thread posts: 764
Thread images: 149


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