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/agdg/ - Anime Games Done Great

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Thread replies: 782
Thread images: 154

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Yuge edition

>Demo Day 11
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
Monogame: monogame.net

>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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>tfw got in RPS
all i did was tweet at one of their writers
>>
>>159831550
>GameMaker: yoyogames.com/gamemaker
>Godot: godotengine.org
>Haxe: haxeflixel.com
>LÖVE: love2d.org
>UE4: unrealengine.com
>Unity: unity3d.com
>Monogame: monogame.net
Too political. Why isn't MY engine of choice on there?
>>
>>159831901
blame the electoral college
>>
>>159831901
I'm not sure why HaxeFlixel is still there. I don't think anyone has ever used it.
>>
>>159831550
Congratulations on including "/agdg/" in the title. Truly a noble sacrifice to type those two extra characters.
>>
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Apologies for the delay everyone, got caught up in the election happenings. I went back and noticed some complaints about incorrect scores. Looking into it briefly, I realized that some of the old recap images I was referencing had later been updated with more entries in another thread, so I hunted those down and adjusted the scores accordingly. Here are the current, updated scores:

21 ... Unnamed Pixel Platformer
17 ... Monolith
15 ... Skylarks
13 ... [Placeholder Title]
7 ... Crystal Chrysalis
7 ... RPG Town Builder
5 ... Clarent
5 ... Throbot
5 ... Catgirl Pool Party
3 ... Ctesiphon
3 ... FPSpooky
3 ... Project Retro (Working Title)
3 ... Whimp the Bold
3 ... Arborgore
3 ... Shiphack
2 ... Not-Castlevania
2 ... Rowan
2 ... Maid Game
2 ... Elements Torn
2 ... card tactix
1 ... REM Project
1 ... #21: The World
1 ... Space Dementia
1 ... Sim Loli
1 ... Vampire's Bit
1 ... Rune Revolver
1 ... Project Sunshine (placeholder)
1 ... City Night
1 ... RoboDungeons [working title]

If you believe your score is still incorrect and want it rectified, let me know and I'll recount.
>>
How is PRESIDENT DONALD TRUMP going to improve your game deving?
>>
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Controls fixed, doubled the number of spells, time for a post-demo day break
>>
>>159832097
By not making me wonder if I'll have to pay the ESRB $800 to rate it so I can have it sold to minors
>>
>>159831745
game?
>>
>>159832190
I don't understand, are you making a console game or something?
>>
>>159832402
I was worried Clinton was going to mandate that to sell to children, a game has to have an ESRB rating of Teen or below
>>
>>159832573
Why did you think that
>>
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Whimp the Bold demo: https://attaboy.itch.io/whimp-the-bold-ddxi
I didn’t have much time to test this build out, it’s been a wacky day in the world.
Things to note:

You can hover again after absorbing into a wall
The flower is technically shielded when it is standing still with the bulb up. This applies for when you’re controlling it
You take 2 hits as Whimp, up to 6 within an enemy. The 2 hits regenerate after absorbing.
I’m shit at level design :(
Sorry about the mixels in the title screen, “the Bold” is placeholder
>>
>>159832601
She's tried stuff like that before
https://en.wikipedia.org/wiki/Family_Entertainment_Protection_Act

But thats all in the past now, praise kek!
>>
>tfw nobody responded to your progress so you samefag to feel better about yourself
>>
>>159832320
https://itch.io/jam/agdg-demo-day-11/rate/95974

Seriously, try just contacting these guys. Brendy who does the free games column has a taste that leans toward walking sims and novelties, but it doesn't hurt to try either way.
>>
>>159832763
Where is the praise kek thing from? I only browse here and /tv/.
>>
>>159831965
I'm learning it si pretty cool
>>
>>159832320
>not transcribing the URL and reading the article yourself
>>
>>159832087
>so I hunted those down and adjusted the scores accordingly
You're a true hero, Recap Guy #53.
>>
>>159832846
>thinking i give enough of a shit to type all that shit out
>>
>>159832052
I didn't realize that blocking mechanic existed, no, though it sounds great conceptually and I'll definitely be trying it out. It probably would've taken me a while to figure that one out on my own, though flashing text might be too heavy-handed a solution to the issue. The "successful link" "particle" that appears on a combo link or link-dash is already universal language in the game for a successfully queued attack or action, so you might use that, although maybe using it for blocks would be inconsistent with the other things that trigger it? Food for thought, at least. Barring that, I /personally/ think explaining mechanics in the documentation is sufficient, but I know that a developer has to be conscious of the fact that most people can't be fucked to read a manual or instructions, or even go through a non-mandatory tutorial.
>>
So what might work better is that there is just a limit on how fast you can move while firing a gun, based on the gun's size, and slowing down to that speed takes time.
>>
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>>159832874
>giving just enough of a shit to greentext on 4chan instead of typing a url
>>
in gm, can I add force to something that's being moved via path_start?
>>
Is monogame a meme? I want to make some kind of dumb, system bloated, sand box rpg thing.
>>
>>159832821
any time you don't know thing, google thing first
always
every time
>>
>>159832943

Is that a cutebold?
>>
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Have some day old progress

I need to stop making more editors
>>
>>159833056
When I used the inbuilt pathfinding system with physics enabled objects I did it in a very roundabout way. Is that what you're attempting to do?
>>
>>159833143
You'll likely have a better time not using something like Unity or GM, yeah.
>>
>>159833291
ye
>>
>>159833327
What do you make them in? C# + WPF?
>>
>>159832684
Oh good, i was waiting to try out this one
>>
>>159833327
I really need to get into unity editor scripts

shit looks fucking amazing
>>
>>159833340
Yeah, basically all I'm wondering is if I have something on a path and I add force to it in a direction, will it try to get back on the path
>>
Every time I learn a new modeling technique I come back to this same fucking ship and instantly get sick of working on it
>>
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How would you go about decolorizing an image while minimizing detail loss?
I want to tint it different colors and just plain ol de-saturation isn't enough if the original image is dark.
>>
>>159833327
thats pretty sweet
>>
>>159833462
Thanks anon, hope you like it. It's a pretty thin demo, but hopefully you get the point
>>
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>>159833404
Unity GUI scripting. A lot of GUILayout and EditorGUILayout. This one is about 240 lines of code just for the editor, not including all the classes for the items and their features.

>>159833482
It's surprisingly fun to make these. It's my fourth editor in a week.

>>159833639
Thanks. Here's one more.

I got this one working earlier but it still needs more features and I need to implement a version of it to the Item editor to make Unique items.
>>
>>159833514
Unfortunately I don't have an answer for that. I was probably a dumbfuck ghetto rig strategy, but I used non-physics enabled pathfinding agents as anchors for the physics objects I wanted to travel on paths, so the little knowledge I gained from that attempted game isn't really of use to you.

My guess is that, if a physics object can even be made to use the pathing system without ghetto rigging, it will continue on the path with relative displacement caused by the force you apply to it, rather than gravitating or snapping back to the path position (though it may do the latter, or it may simple ignore the force).

Any time you want to test a concept like this, it's easiest to set your game aside, open up a new project, and code an example that specifically tests what you need to know.
>>
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oops posted on old thread

https://clyp.it/jd1d3vbz

Here's another boss theme for Monolith. Hope you like.
>>
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How do you do the "player draws shapes and things happen" thing like Google's Halloween game? I don't even know what to google desu
>>
>>159833934
1. capture mouse position every frame
2. store that in an array of positions
3. see if the shape matches a premade shape, within a certain margin of error
>>
>>159832735
>What's retarded about a larger gun taking more time to line up for firing?
That's not what you said. You said firing delay, which without any context would mean a gun with a long barrel (a sniper rifle? a 15cm naval cannon? what are we talking about here?) takes 1 second between mouse click and firing. Which just sounds bad and dumb without knowing the context and intent.

There are situations where it can work and feel good, but it requires careful design and lots of juice.

Or maybe you're just aiming for one of those "it's supposed to feel bad because that's what I think realism feels like", in which case, good job.

I'm gonna need more context, because without it all I give you is a generic answer that firing delay feels bad because in general it does.
>>
>>159834061
>draw the rest of the owl
>>
>>159834195
Nevermind I'm an idiot and I didn't read the whole post because I was reading on a phone at the time.

Still, I stand by what I said. I understand where you're coming from anon, and from a totally logical standpoint I can see why you think that's a good idea. It's not a good idea, but if you don't believe me I encourage you to implement it yourself and see what you think. Give it to others and see what they think. Maybe you can make this work, but it's not likely.

There's a reason that conventions in shooters are conventions. What you're trying to do can be solved by modifying recoil values or spread values so that you are naturally forced to take more time between shots rather than having this weird arbitrary system that introduces a delay between trigger pull and firing which makes no physical sense whatsoever.
>>
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Is this yours?
>>
>>159834061
Yeh but how do you compare, obviously you can't just go "if (distance from mousepos to shapepos < margin of error)" cuz the player might have drawn the shape really big and slow or small and fast so there's gonna be a different amount of positions recorded. You'd have to use some sort of mathematical model to see if points are a certain distance from the predefined shape, and move and scale it so it's as similar as possible to the players shape
>>
>>159833934
Do you mean like gesture recognition, like drawing sigils to cast spells? Or do you mean like, drawing a shape and then it becomes a real physical object? Or do you mean like, you draw a stickman and it becomes your character?
>>
>>159834552
Oh, googum... did you get any dosh?
>>
>>159834552
>googum
>>
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>>159834552

>googs

You know I'm not even surprised
>>
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>>159834948
Gesture recognition, couldn't remember what it was called
>>
problem?
>>
>>159835220

I've seen furry patreon artists that're less jewish than you. You should consider sitting in the corner and think about your actions.
>>
Breaking news: Australian game developer holds players of his new game at gunpoint and forces them to get an "achievement" that requires sending him money.
>>
>>159835364
bullshit.
>>
>It's a googum tries to start a ARG episode
>>
Guys... Gogem killed himself last night after the election. >>159835220 and. >>159835501 are imposters.
>>
>>159835501

There's Patreon artists out there that still share their artwork to non-patreons. Just supporting them just gives them free commissions and shit.

and yet here you are trying to have an auction for a goddamn achievement in your half-hearted attempt at a game.

Shame on you, at least Phil Fish finished a goddamn game and left it at that without trying to wring more money outta people.
>>
>>159835686
>without trying to wring more money outta people
What is Indie game: The movie
>>
>>159835220
oh u
>>
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Made lots of progress today and yesterday. Implemented a working dialogue/text popup system, buying and equipping new weapons, and boss enemies. Next up is working on locking rooms, adding keys and switches, and making the boss' death open doors. Then I'll have all the mechanics for the dungeon crawler part of the game in place!
>>
>>159835686
consider the following: it's a steam achievement achievements are completely meaningless and have no impact on the game, charging money for meaningless things is perfectly normal happens all the time. what is so egregious about this that i deserve to be shit on by twitch cunts who charge 5 bucks for chat emoticons?
>>
>>159835965
>there is nothing wrong about charging money for achievements
kys
>>
>>159835881
I unironically like clickers and I think this looks neat.
>>
>>159835965

It's the principle of the matter, and the sheer audacity of it says a lot about you as a creator. Granted your half-assed attempts at gamedev in general say enough as is. Just because there are twitch cunts that're being cancerous doesn't mean you have to act like that.
>>
goog's pay-to-achieve deserves a front page expose on kotaku
>>
>>159836104

I like clickers too, one of the original ones with the candy that quickly turns into a sweeping RPG adventure with platforming elements is a personal favorite.

This guy taking it a step further with full on controls during the action scenes is pretty fucking dope. Dungeon clicker dev, I hope you plan on making a comfy home base where the player can chill out to heal or let their resources grow
>>
>>159836115
>the sheer audacity of it says a lot about you as a creator
It's performance art and you're becoming part of it

Keep going, this is incredible
>>
>>159836104
Thank you!

>>159836214
It's funny you mentioned the house thing, because that's pretty much my plan! Here's my current plan (this is the entire design doc lol):

The idle game: The player earns EXP and coins every second or two as a bar in the top left fills up (you can see it in the gifs I posted). With EXP, the player levels up, which unlocks new idle game upgrades (make the bar go faster, earn more EXP when it fills up etc) that are bought with coins. In addition, the player gets a small boost to their EXP gain speed when they're in their house at the town instead of the dungeon. This is where the idle game side really comes in- the player can buy a bunch of different upgrades for their house with coins that change its appearance, the bonuses you get from stopping by there, and how many coins you earn when the bar fills up. Generally the house improvement is cosmetic stuff, but you can unlock unique equipment for upgrading stuff around the house to max.

The dungeon crawler: The dungeon is where the main gameplay is. Presented as a side-scroller, the player earns EXP and coins from defeating monsters. Each floor of the dungeon gets progressively more difficult, but with better rewards. The goal is to reach the bottom for phat loot or something. On this side of the game, the player's EXP level affects the supplies they can purchase from the blacksmith in town with coins. Generally, it's faster to gain EXP and coins by beating up monsters than just idling until the house has significant upgrades. The player's level also gives them a boost or detriment to damage dealt, depending on what floor they're on- this is how I plan on gating the game's progress by the player's level, but never in a way that requires the player to resort to sitting in the house doing nothing unless that's what they want to do.
>>
>>159834552
Omoshiroi
>>
>>159836101
im only charging money to teach how to get the achievement.
if someone has the bravery to pay (unafraid of how much the previous achievement hunter has paid) they get knowledge which they can use however they wish.
they could not use it and never get the achievement.
they could tell everyone and make paying for the achievment worthless.

instead they...
>>
>>159834552
daily reminder to report it to steam
>>
>>159836426
instead they use SAM
>>
>>159836426
>they could tell everyone
Didn't realize thats how it was
Get Martin Shkreli on the phone
>>
>>159836664
yeah im just like Martin Shkreli, you could die if you cant afford an achievement.
there's also another achievement in SIT which isnt for sale which no one can get except me. hope no one needs that to live.
>>
>>159834552
>"How many levels of microtransactions are you on?" "Like, 5 or 6 my dude" "You are like a baby, watch THIS"
Cake
>>
>>159836771
he's referencing the wu tang album thing
>>
>>159837017
oh right.
im literally wu tang clan so this is an apt metaphor.
>>
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>>159837148

here's your controller, bro
>>
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https://clyp.it/auibcnva

Ok, I made some fixes to the track, should be ok for now.
>>
>>159837290

I really dig this. how easy is Pxtone to work with? I've always wanted to try making music
>>
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You can now destroy these busts then kick around their heads.

yes I stole that from Blood
>>
>>159837345
I used a manual from Gryzor87 to get some neat tips and tricks for music, but def. not hard to work with. Might be a bit cumbersome in some areas tho.
>>
>>159837596

>gryzor87

You're taking notes from a very talented man. I look forward to listening to more of your music in the future dude
>>
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I got buggy raycasting in a fixed slopes and now I have about 200 more things to do. How do you stay focused and productive when 1MA'ing a project that'll probably take years?

My scope is big, but it's pretty settled/final at this point. I know what to do, just not exactly how (but I can figure it out) or in what order (which I apparently can't).
>>
Is Ace Combat bro here? Post a webm, I want to show a friend your awesome game.
>>
>>159837346
RIP frog game
>>
Anyone have any spare Dino Jam ideas?
>>
>>159837687
>I know what to do, just not exactly how
I've gone down this path and discovered the limits of computation quite a few times.
>>
>>159837767
nope still being worked on. Now we're only posting official announcements rather than every little bit of progress
>>
>>159837935
That sucks, no more constant frogress on agdg then?
>>
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>>159838013

>frogress
>>
>>159837935
Did you at least replace the fucking double jump animation yet?
>>
>>159838013
all the frog devs have died
>>
>>159834534
I've thought of something simpler. Weapon weight affects your move speed, but it affects different stances to different extents. Walking is affected the greatest because it is "weapon ready" stance. Running is affected less so because you don't hold the weapon ready while running and crawling is something I'm not sure about. There's still a delay in the sense that you have to decelerate to the speed of the firing stance, but it makes sense this way.

Also, weapon weight affects how quickly you take it out and put it away.

Now something that's still weird is how pellets should work in terms of when you're allowed to fire. My first thought is that larger cone of fire should correlate with increased walk speed because it represents a lower need for precision. Explosive projectiles are even more of a head scratcher.
>>
>>159838013
yes but I only like to post art progress and thats kinda slow since we have pretty high resolution art.

>>159838092
no we're leaving Ribbert animations for the end
>>
>>159837904
well the physics system is functional, just kinda ugly. It can be optimized I'm sure and there's some more I wanna do with different tile shapes but it works.
>>
Where is Bokube this demo day?
>>
>>159838889
Bokudev committed sudoku last night after Florida got called.
>>
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>>159826186
fanart coming through
>>
>>159838353
You sound like you're trying to come up with an overcomplicated solution to a solved problem.
>>
>>159839103
Why? Hes a KKK member and trump voter?
>>
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>>159839428

>that terminal velocity Simon in the background
>>
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what you all working on at the moment?

im trying to finish up my boss fight so i can tweak a few things and finally submit my demo
hopefully before the time runs out

>>159839428
thank you so much anon! gave me a good chuckle! ill be saving that.
>>
>pol has elected a president

surely that means agdg can come together and create a AAA game
>>
>>159839917
The chance of agdg electing a president is greater than that
>>
>>159837346
sweet more of this
>>
>>159839917
LETS DO IT
>>
>>159839676
Florida went red, you know.
>>
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Tried rigify (thanks, guy who linked a tutorial video!)

It seems very powerful, but damn, what a mess.
>>
>>159839518
How is weapon balance a solved problem?
>>
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>>159839428
>Simon on the background
You have to make that a easter egg at some point dev.
>>
>>159840535
Mind posting the link?
>>
>>159840535
Oh by the way the texture is alot better.
>>
>>159841094
Sure thing!

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

>>159841212
Thanks!
>>
Reposting videos made last night for Aliens Go Home Run, Card Tactix, Arborgore, and REM (I think everyone else saw theirs already):
https://www.youtube.com/playlist?list=PLTNB11KbDROyD9cQLNEkvrkkbrMrNNJuJ

taking requests for videos tonight

also thanks to the 2 people I saw who made comments about New New Sorpigal. to the first guy, it actually never occurred to me to start the game in a smaller tutorial-like dungeon. that would have been a great idea.
>>
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Which game engines have a well designed audio system?
I need to reference some to make mine better.
>>
>>159841701
As in quadraphonic or as in layered tracks/dynamic music?
>>
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https://itch.io/jam/agdg-demo-day-11/rate/96397

Page is all set up now, belatedly. Will post impressions of other games tonight.
>>
>>159841681
yeah its a really complicated game I think you need to introduce features to the player gradually, its a bit overwhelming, you could be introducing new things for hours it seems,

how big is the game going to be anyway, is it one town and a big dungeon underneath whats the goal ?

and thanks for the video the feedback really helps
>>
Clarentdevs, would you mind posting a mp3 of the title screen song? I want to have it as my ringtone
>>
>>159842396
This release is basically the extent of the game. I was working towards a prototype I could use to try and recruit others to collaborate with on a new project based on the prototype. Whether I continue I guess will depend on if I can find anyone else.

But the scope of the prototype was the outdoor area (split into 4 subregions, town/mountain/forest/maze) plus the final dungeon. So you travel to each subregion and interact with a statue, and once that's done it unlocks the dungeon, which has a boss-type guy at the end. Basically it's just a little sandbox to play with all the features that I implemented.

I think as I was developing I assumed my target audience had played M&M6 so I didn't really need to explain things, which is sort-of right because I think the only people who would collaborate on this project would also be huge fans. But then that alienates a bit all the people who haven't played it.
>>
>>159841681
Could you make a vid for Whimp the bold? >>159832684
>>
>>159832071
aggydaggy.com should redirect to 4chan.org/vg/agdg
This way either `agdg` or `/agdg/` will work. Who owns the site, they need to fix it.
>>
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I was trying to dash and somehow got stuck in the ceiling. there's also an issue with munk scaling walls
>>
>>159843693
Ah, yeah I knew about the ceiling dash issue, I'll try to put out a fix tonight.

Not sure what the problem with Munk is? He's supposed to scale them if you hold space against them. I just didn't make an animation that shows him climbing yet. It's mentioned in the pause screen.
Thanks for trying it out, I'll try and fix that getting-stuck issue!
>>
Whimp
>you can scale walls forever by slamming into them
>you can float forever as the flower
>the death animation seems to inherit the image_speed of the last animation so it can play much faster than it should
>>
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>>159844298
Got this too
>>
Unreal 4
I need to get an actor to, when activated, launch into the air and land on the player regardless of where the player is or is moving.

I have no idea how to do that.
>>
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>>159844510
OBS only records the current window, so the error message won't show, but this is what happened prior to trigger it.
>>
>>159844635
Interpolate a parabola from the player's and actor's position.
>>
>>159844367
Wall scaling is intentional, will fix the flower and the death animation
>>159844510
Noted, not sure but I can try it out

Thanks so much for letting me know this stuff, I know the demo was rushed but I'm glad youre taking the time to help me iron these out. You guys rock
>>
>>159844635
you probably need to set the actor's x/y location every tick. the start point is constant and the end point is the target's current location for that tick. the X position would then be Start.X * (t-1) + Start.Y * t where t is time from 0 (start of jump) to 1 (end of jump)
>>
>>159844731
>>159844869

Thanks. I'm not a programmer and I'm still fumbling through Unreal 4 tutorials and stuff so I'm unsure of what can actually be done or how
>>
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>>159844794
>not sure but I can try it out

just replicated it bw
>>
>>159844635
yea you'll need to calculate a parabola or other arcy shape where the start point is the launch position (static I guess) and the endpoint is the player's position (changes every frame). You basically need a desired height and some equations, then you can interpolate the actors position along the parabola at a desired speed

yea this >>159844869
>>
>>159844869
>>159844920
sorry I meant Start.X * (t-1) + End.X * (t-1)
big difference
>>
>>159844959
really just calling unreal's jump() function should be fine with overriding the x/y and letting unreal handle the gravity and stuff for z
>>
>>159843307
I did Monolith (he asked last night) and yours. They'll be up at the link in an hour or so.
>>
>>159845446
didn't know unreal had a jump() function

I'm a unity fag but I kinda wanna explore unreal sometime
>>
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>>
>>159842352
Fat touhou?
>>
>>159845446
Yeah but jump is a function of the character class, I can't call it on this object because it's a child of a custom class that's the child of the basic actor class
>>
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Truly, this shall be the game of the decade
>>
>>159845915
well, it's basically the same as calling
MovementComponent->Velocity += FVector(0,0,JumpVelocity)
>>
>>159844953
Issue identified I think, it's a misfiring of the script that destroys enemies that are offscreen
>>
>>159846034
I'll be honest, I don't know how to parse what you said
>>
>>159846416
basically get the movement component's velocity and set the z value to 1000 or something (if it doesn't have a movement component it probably should, since it's moving).
>>
>>159841681
>"oh boy, this is gonna be rough, the mouse sensitivity on my mouse is really high"
>doesn't lower windows mouse settings, continues to complain about it for the whole video

Wew lad.

Thank you for the video, gave me a lot of insight of what players do without any idea of what's going on. Definitely need some sort of reload indicator on the guns, seems it wasn't immediately clear you couldn't just hold down the fire button, and needed to allow it a reload cycle after firing a given number of rounds.

>presses right click, thruster effect turns off, starts drifting
>"Very confused on what right click does"

Gave me a giggle.

Definitely need gui indicators and a mouse sensitivity slider. A dedicated tutorial wouldn't go amiss either, probably. The flight mechanics are specific to the ship used, so if you used a different ship in the blueprint menu you might have had an easier time.

Helped out a lot, thank you.
>>
>>159846705
Should probably mention this was in reference to REM.
>>
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>>159846416
>I'll be honest, I don't know how to parse what you said
Sounds like the average HTML parser
>>
>>159846705
man I got my mouse settings right where I want them, I don't want to mess with that for 1 game

but keep in mind I am not really a space/sci-fi fan so my feedback should not be taken too seriously since I am not your target demo
>>
>>159845794
Free placeholder sprite. Or fat Touhou.
>>
>>159845720
way too much screen shake. there really shouldn't be any at all for the gun
>>
>>159846873
>not your target demo
Well, we have been pandering to just /egg/, which is full of autistic space engineers, so we really need to have some outside opinion.
>>
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This game is too stylish. I can't stop.
>>
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Making more random stuff
>>
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>>159847117
>mfw I got the backdash
>>
>>159846656
Get Movement Component is a Pawn function and apparently actor doesn't inherit from pawn, I guess (I know it does but it doesn't behave as though it does and outright tells me it doesn't)
>>
>>159847154
please zoom out. You can't really see anything around you. You jump once and you can't see the floor beneath you
>>
3 more hours to polish the demo for demo day.
Plenty of time~
>>
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hopefully wrapping up something, in the meantime here's something from a few weeks ago I never posted
>>
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>>159847154

>super metroid style speedbooster spear move
>>
Just uploaded my game but when I click on Submit Your Project it says
>You haven't uploaded a game that can be submitted yet.
what gives?
>>
>>159848339
itch marked my upload as hidden by default and I had to go in and make it viewable

could be that
>>
>>159848339
Obviously itch doesn't consider your '''program''' a game
>>
I'm thinking of making a Diablo clone game. What's the best way of doing the random generation of levels, items, mobs, etc.?
>>
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Huge update!
People were complaining a lot about the bullet spread/damage/ai stats, so i decided to implement a handy debug menu where players can adjust these values themselves.
The baseline the game starts at should be pretty fun now though, but you can test crazy combinations. Increasing the AI stats by a lot breaks the balance really hard though.
webgl (use fullscreen)
standalone(runs way better) https://brum.itch.io/gunmetalGunmeta_build16_2_web.zip
known issues: not enough feedback on weapon (needs more juice), game runs badly for some people, game only has one sound effect, dying in web build doesn't make the mouse visible
>>
>>159848339
Nevermind, apparently it was automatically submitted to the jam as soon as I uploaded it and that's why it wouldn't give me the option to submit it.
>>
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>>159848784
Whoops, messed up links.
Itch: https://brum.itch.io/gunmetal
WIN: http://justletit.be/~brum/GunMetal_Build0-40-1110_2WIN.zip
>>
Anybody else here actually make a Greenlight page?
>>
>>159848784
>I don't want to make a fun game
>I know I'll just get other people to do it
>>
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>>159848953
>dev gets really good at playing the game at default values
>players complain
>"f-fine! Set your own damn values!!"

Happens all the time. Literally all the time.
>>
>>159849050
>>159848953
It was really good practice, first time using sliders and cross-scene singletons.
I figured people could post me what values they enjoyed the most and i'd default to those.
>>
>>159849050
>>159848953
To be fair, the default values are almost certainly wrong. For the devs here, who don't have dedicated playtesters, this is the way to find better values.
>>
>>159848737
level generation is probably the hardest/most important detail

you need a set of features (hand crafted pieces like unique rooms) that you distribute randomly in a grid/path. You then need to do lots of checking to make sure its all reachable by the player. There is lots of literature on this. Then you just need to do the standard character movement/combat/inventory programming and then start in on monsters and stuff.

tl:dr study up, make gaem
>>
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>>159849143
>singletons.
>>
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>>159849185
what did he MEAN by this
>>
Reminder that GameMaker is for numales and real gamedevs use C++/SFML
>>
How are you supposed to handle collision for a 3D platformer in Unity?
Are capsules the way? How do you get them to stop flipping out on slopes or hanging on edges?
>>
>>159838889
The true demo day hero who is always last to upload.
>>
what's the BEST game of demo day XI?
>>
>>159850164
wait till its over yet. Some people upload late even till the last 30 minutes.
>>
>>159849954
Real devs use Ruby/Gosu
>>
>>159849954
>SFML
>real gamedev
>>
>>159850059
You don't use a rigidbody, or if you do you constrain the rotation axes.
>>
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>>159848784
>>
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Hey you fucks I uploaded the new Bokube demo to demo day 11
full controller support, new puzzles, new enemies, color polish, new level designs, and best of all every level is now at least under 300k tris
get it now
>>
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>>159850403
oh no :^(
i had to put a collider there, due to the lack of actual AI; they just fly straight towards the player, so the collider needs to be here to have them slide up the wall in order to reach the player on the highground.
>>
Anyone who played Whimp the Bold, thank you for your feedback and patience with bugs!

For those who still want to try, just uploaded a new version with:

>fixed the bug where you get stuck in the ceiling
>hopefully fixed the game-crashing bug
>Added a down and dirty climbing animation to Munk
>>
>>159850636

Could you maybe make it a collider that only applies to the enemies? That way it wouldn't break the player's immersion?
>>
>>159850928
It is a collider that only applies to enemies, which is why the player in the webm can stand under it and not get hit, unless they glitch past it.
>>
vr is the fucking shit you ppl better have vr support in all of your games
>>
>>159851218
I stripped all of the default VR stuff out of my game on purpose
>>
>>159851218
>tfw no way to test it
If I could afford a new comp + Vive I would

google cardboard/daydream can only go so far
>>
>>159841681
>https://www.youtube.com/playlist?list=PLTNB11KbDROyD9cQLNEkvrkkbrMrNNJuJ

Hey just watched your Whimp the Bold video, thanks for your feedback. It's awesome feedback I wouldn't have thought of, I'll definitely turn sound down in the next one.
For the rest, in the pause menu, under options, you can turn down music and sfx
>>
>>159837346
have you tried this in game maker 2 yet?
>>
>>159851046

Maybe disable it when the player stands inside of it?

Or you could program better AI, that would also work.
>>
>>159851967
I will. This is only a test for demoday.
>>
>>159851967
I mean the easy solution is to just make it an actual ramp instead of an invisible ramp
>>
>>159850214
>Ruby
>>
>>159835781
a pretty shitty documentary with the most annoying soundtrack ever.

but what that has with Phil Fish being a jew I don't know
>>
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posting some more progress.

my game is going to look and feel like ass until the very last step. I cant wait to add unreal amounts of juice
>>
Music for an RPG

https://clyp.it/dvt5jt3g
>>
>>159844635
you might be able to do this with a projectile movement component. have it launch straight into the air at a desired amount of time, then set it's Homing variable to true and set it's homing target to the player's head by placing a dummy object there like a scene component or socket, or if the player has a skeletal mesh, you could set the head bone as the target.
>>
>>159853543
I don't really understand but I'm liking what I'm seeing.
>>
>>159845650
the character movement component has all sorts of shit built into like jumping (and now double jumping) crouching, slope movement, walking-off-ledge-prevention,
>>
>>159847306
pawn inherits from actor.

you could make your own actor class and give it a Movement Component (Character, Default Pawn, Flying Pawn etc.)
>>
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I'm sill not entirely sure how to fix this side sliding. I guess I might need more work.
>>
>>159854189
Friction. I.e. Slow your objects down over time.
>>
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Made a little splash page cover thing.
>>
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a cyberpunk stealth rpg where you're an elite operative sent to infiltrate a top secret laboratory, and you can take a gaseous form where you must sneak around the lab via the ventilation ducts and hiding inside peoples' asses until they fart you out
>>
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It saves! It loads! It does the dishes!
>>
>>159854613
is this game maker?
>>
>>159854703
it's obvioiusly a link to the past romhack, dipshit
>>
totally-not-castlevania dev here

im about to submit my demo
but there's an issue... i dont have a name
anyone whos been following progress and knows the games intentions have any suggestions? im drawing blanks because im extremely tired
>>
Watching Lapislosh's video on Monolith, and damn. This shit looks fun. Good job, monolithdev
>>
>>159854736
just pick a random one you like

short so people can remember it
>>
>>159854928
thanks
i named it helleton
because it takes place in hell
and youre a skeleton

im so sorry
>>
>>159854703
Yeah
>>
>>159854361
What button do I press to yiff?
>>
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>>159855240
this one
>>
>>159854907
thx. waiting on a few minor things before reuploading with feedback stuff implemented:

- 360° aim
- cursor scales properly with all window sizes
- all mixels in the game gone
- more intuitive "next floor" markers

etc etc.
>>
>>159847117
>>159847225
Super glad you like it dudes. We're going to make it better.
>>
>>159847154
>still haven't fixed the perspective on that roof
>>
>>159853989
>pawn inherits from actor.
Oh

>>159853781
>you might be able to do this with a projectile movement component. have it launch straight into the air at a desired amount of time, then set it's Homing variable to true and set it's homing target to the player's head by placing a dummy object there like a scene component or socket, or if the player has a skeletal mesh, you could set the head bone as the target.

That sounds like it might work.
>>
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YEAH BOY UPLOADED MY DEMO
only had 26 minutes left.

its probably shit.
and everythings probably going to fall apart.
but it's there. so fuck yeah man

heres the link if you give a shit
https://muscularhair.itch.io/helleton

now i sleep
>>
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Last minute entry coming right up

https://itch.io/jam/agdg-demo-day-11/rate/96584

>HOSTING SERVER NOW!

IP : 78.173.4.167
Port : 3056
>>
>>159854292

When moving sideways I try to subtract the character's transform.right by the movement velocity magnitude. It works but not as well as I'd like because it still has a little slipping at the start.

http://pastebin.com/3gmH1zDy
>>
>>159855392
was there a reload button or something that I missed? with one of the guns I kept getting stuck with like 1-2 ammo at the end of the room so the next room I was just stuck waiting for ~2 seconds after my first shot
>>
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Did anyone happen to make any videos of them playing Clarent? I don't remember seeing any posted.
>>
>>159856353
i made a video here. dont do commentary though cuz thats not my style

https://www.youtube.com/watch?v=dX9DoASC9QQ
>>
>>159831550
Help setting up SDL and Code Blocks please?

When it tries to build the file it has a shitload of undefined references
>>
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>tfw you didn't even touch the map code or the map file, but when you rebuilt, the map became completely fucked somehow
My guess is memory corruption somewhere

>>159856464
What are the undefined references? The solution depends on specifically what the undefined references are.

Your problem is most likely you didn't build with the option >-lSDL2

Could you have forgotten to include SDL?
#include <SDL2/SDL.h>

Also, SDL does some behind-the-scenes redefining of the main function, so it requires you to have your main function declared as follows:
>int main(int argc, char *argv[])

I've never used Code::Blocks but I'm using MinGW right now (which is what you're using, right?)
>>
>>159856428
>dont do commentary though cuz thats not my style
Yeah right, I bet you're a squeaky stuttering faggot
>>
>>159855731
aaaand i just noticed i posted the game link and not the submission link

sorry im kind of retarded
https://itch.io/jam/agdg-demo-day-11/rate/96586

>>159856801
nah. voice is average. i used to do the youtube and got burned out on it. now i dont enjoy doing commentary anymore
>>
>>159856743
Well this is how it tries to build

mingw32-g++.exe -Wall -g -std=c++11 -DSFML_STATIC -IC:\SFML-2.4.1\include -c "C:\Users\anon\Documents\Programming\TEST\test.cpp" -o obj\Debug\test.o
mingw32-g++.exe -LC:\SFML-2.4.1\lib -o bin\Debug\TEST.exe obj\Debug\test.o -lsfml-graphics-s-d -lsfml-window-s-d -lsfml-system-s-d
C:\SFML-2.4.1\lib/libsfml-graphics-s-d.a(RenderTarget.cpp.obj): In function `ZN2sf12RenderTarget5clearERKNS_5ColorE':

I am noob trying to follow their guide
>>
>>159850453
PLEASE keep this lighting, it looks REALLY GOOD. I remember when you were fucking with the lighting a bunch and some of the pics looked nightmarish to me, but this looks literally perfect.
>>
>>159856743
Fuck me I'm using SFML, sorry
>>
>>159856464
>Help setting up SDL and Code Blocks please?
>>159856882
>links SFML

w-what?
Are you using SFML or SDL?
>>
>>159856979
maybe that's why it doesn't work
>>
>Game just looks worse at higher resolutions because of a ton of dead space
What if I just lock it to 1024x768? Just making the elements bigger isn't working out for me.
>>
>>159856882
>>159856978
Hm, in that case, I've never used SFML before. But there's definitely something wrong with your linking.

http://www.cplusplus.com/forum/beginner/169425/
This forum post suggests that you need to link OpenGL?
>>
>>159857021
>>159856979
No no, I just misspoke.

Am following
http://www.sfml-dev.org/tutorials/2.4/start-cb.php
>>
>>159856464
Lazyfoo published a great step-by-step guide
>>
>>159857072
>What if I just lock it to 1024x768
Then I will file your game under "shit".
>>
>>159856353
I will try to do one later. No commentary either because my english sucks.
>>
>>159856250
the revolver? nah, too obtuse. should we make it autoreload when a room is cleared?
>>
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>>159856353
I will try to do one later. No commentary either because my english sucks.
>>
>>159857128
For some reason I'm getting a connection error when I try to post from desktop (I made a detailed post!k but read the part on the dependencies and the fact that you need to link them in order. You're missing the dependencies and you're also linking them out of order.
>>
>>159857269
what if it is good though
>>
>>159857696
I'm having the same issue. Maybe Chinkmoot is fucking up with the servers again to ask for more money.

>>159854361
I keep getting corrupted file error on rt.jar everytime I try to uncompress it with both winrar and 7zip.
Also, You really need all that stuff to run the game? Is kinda amusing how a 8-bit like game is almost 70mb and takes 3 minutes to uncompress.
>>
>>159857964
Which version of the game?
>>
>>159858107
Windows
>>
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>>159837665
I'm a little late because I pretty much went to sleep not longer after I uploaded the render, but thank you so much!
>>
>>159854361
I'm trying to play all of the DD11 games but I can't find a fucking donwload button for yours. Where the demo at?
>>
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>tfw the game i want to make is not a popular genre and my art skills are very poor so there is not really any point since i would waste a year or so of my free time and then not make a single dime or even get any stable fan base
on the other hand making a game for a popular genre with popular memes for higher chances of success, when i wouldn't enjoy doing it would defeat the entire purpose of hobby dev, it would be like having a second work that won't likely pay
>>
>>159858481
>>159857964
Had to reupload the files, should be fine now!
>>
>>159858631
that didn't stop me
>>
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I fixed collision from when I broke it, and with that, I fixed every problem I came across when I decided to no longer use floats, doubles or math.h!

Now that I can focus on something different, I'm hoping to work on a perspective projection instead of an orthographic camera, using sprite scaling. I already have a new map setup just for that, instead of this same map I've been working with. I haven't tested sprite scaling in either Allegro or SDL so I'm a little concerned on how it's going to work out.

Also, I changed the resolution from 256x224 to 320x240. 256x224 works on my monitors, but I'm reading that that's actually an unusual case for and sending 256x224 to older monitors can potentially damage them (???). 320x240 is I guess the resolution I should have chosen from the start, but it means my game will probably be slower on DOS machines. It's already kind of slow on my 486SX@25 Mhz so that kind of sucks. i see that quite a few DOS games actually put the game world in a box about 75% of the resolution. I'm wondering if the reason they do this has to do with scrolling, or if it there were performance related reason. I'm tempted to just target a 486DX@100 Mhz.
>>
>>159859078
Neat
>>
>>159859201
Thanks anon!
>>
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Think I figured out the friction for the most part, it's not entirely perfect when orbiting the camera but I'll take it for now.
>>
>>159859278
pls no ice level
>>
>>159859278
why are you using velocity to control movement?
>>
>>159859342

Don't like ice? I don't really like sliding around either

>>159859361
For some initial acceleration when starting to run. I didn't know how else to do it. otherwise it would be a straight vector and it feels weird. Plus I'm not a very good programmer.
>>
>>159859078
I love this game. I have learned so many weird shit about DOS games I didn't know with your progress posts.
>>
>>159858791
Thanks. Working perfectly now.
>>
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>see this last thread
lol'd
>>
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Wrote up the first iteration of my magic item generator. It works though it's still missing stuff.

It pulls a random item from my Item Database, flags it as a magic item and then gives it both a prefix and a suffix or one or the other and then makes sure the name matches the mods.
>>
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Demo Day feedback update is up!
https://monolithdevs.itch.io/monolith

>360° aim! Bullets go where you point them to!
>Cursor keeps the same size in any window size!
>Now 100% mixel-free!
>Vertex Buffering problems solved!
>Allegedly the above doubled the game's performance somehow.
>Spooky boss theme.
>Plus a huge bunch of other small updates you will probably not notice(bomb cooldown, extra tutorial hinting, no sounds when clicking on setkeys when controller mode is on, etc etc.)
>>
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>>159859850
this was my favorite kind of thing to add, a long time ago when I was making a little roguelike

random item spawning was fun too
>>
>>159859709
>lol'd
More like cring'd. I fail to see what's so funny about this shit.
It's just as stupid as the guys who put a Doge WoW game on steam unironically.
>>
>>159860101
>wojak is cringe
Well, have you considered: fuck you.
>pepe is cringe
Well, I can't argue with that. It was O.K. 'til ~2014.
>>
>>159860101
I cringe at people that do things ironically
>>
>>159859850
Question for you and pretty much anyone who feels they want to answer.

Whats the use of the item ID? In what cases would you want to check an int ID over other parts of the item
>>
>>159858798
it will tho after you waste months and months and realize that not only you wont make any money but even worse nobody even cares about your game
>b-b-but i make games for myself i don¨t care if other people won't play them
biggest lie ever, don't even try this poor argument
>>
>>159860101
Cringe derived lols.
>>
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>>159860304
I spent 6.5 months on this project and I don't regret it. No one is going to play it because it takes too long to finish and doesn't have nice-looking art. It was still fun, and if I ever decide to leave my nice, cushy job to work in games it will be more than enough to get me in the door.
>>
>>159860405
>replace portraits with cute anime girls
>replace monsters with chibi or low poly cute monsters
>enjoy people playing your game
>>
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>>159860086
It's the kind of programming where the end result is usually very satisfying to see working.

I still need to figure out some fancy way to determine a 'tier' of drops. Can't have the basic fodder monsters at level 1 dropping some high level shit.

Also need some way not to have to run a fuckton of for loops every time I need a new magic item. Or maybe not, will have to see the performance impact on the go first.

>>159860270
Well in theory if you knew the ID you wouldn't have to have a reference to the actual item and instead could just look it up when you need it. For example if you had a quest that required a certain item you could just store that item's ID in the quest info.

I admit I don't really use it for stuff other than my editors and I do automatically assign the IDs as I create new items.
>>
>>159860405
>is not a dev strugging to make the perfect game

filtered.
>>
>>159860498
Ah ok I figured that might be the case, my game doesn't have prebuilt quests and even the same item can have different stats so I just wanted to make sure I wasn't missing something
>>
>>159860498
I based mine roughly off of ADOM, which has a concept of "danger level", or dlevel. Every zone in the game is given a dlevel, and every item has one as well. So for a dungeon's dlevel x, the item's dlevel would from 1 to x, weighted towards x.

You'll also probably want to set up some kind of system to balance drops so certain item types drop more than others. Here you would give each item a commonality (the inverse of rarity) and pick based on that.
>>
>Can't decide if I want to make a Diablo style Roguelite or a Elder Scrolls inspired open world RPG

Just kill me
>>
>>159860961
well, you can't do either of those so it seems you can pick either
>>
>>159860961
Merge both
>>
>>159860961
Make an Elder Scrolls inspired roguelite. First person dungeon crawing in a Diablo style.
>>
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I keep jumping back and forth on this
at times it looks like a legitimate attempt
at times it looks like vomit
I'm worried that my varying perception is gonna fuck with this project
>>
>>159861142
it looks like vomit
and it should looks like vomit all the time to you as well.
>>
>programming tutorial
>no pictures
whyyy
>>
>>159860983

Edgy.

>>159861000
>>159861035

You know, at first I was going to write these off as meme responses but the more I think about it...

Actually a lot of my gameplay elements I had in mind for the combat were like other more action-oriented games. I wasn't a huge fan of some of the elder scrolls games level scaling systems, and the inherent difficulties of balancing things when there is an open world. I was also running into problems figuring how to craft the player character in third person, how to make the game appealing...

Holy shit. That might be crazy enough to work.
>>
if you could recommend one game to an aspiring developer what would it be.

wankish question, but i'm interested what the answers would be
>>
>>159861258
Rogue
>>
>>159861258
Strider 2 or Mega Man X3
>>
>>159860618
>even the same item can have different stats
Well for my case the ID is only a reference to the base item. If I were to look it up in the database I'd only get the base ring with no affixes on it. Every magic item will have their own affixes that can only be found with a reference to that item.

>>159860640
I've been looking at how D2 does it and it has a similar concept of monster level and area level that go into the logic.

>>159861257
Before I settled on the current Diablolike I'm working on I was torn between doing this or a more Elder Scrolls inspired roguelite. There's only a few first person action roguelites so it seems like a possible untapped niche.
>>
>>159861258
fez
>>
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WEEEWWWW! On a scale of garbage to completely unacceptable, how's my amazing script here? I have no idea what I'm doing!
It does work, though
>>
>>159861258
If it's only one game then it would have to be Moon Hunters. As a game it's not that amazing but what they do with procedural story telling is quite interesting and the entry barrier to the game itself isn't Dorffort level. I think dynamic stories is the future of games. Stories that actually evolve and react based on what the player does. Not this cinematic shit we see in 99% of the games that have any kind of story at all.
>>
>>159861517
depends what it's supposed to do
>>
So I have a child object that I want to completely replace with another object during runtime, how to with unity
>>
>>159862127
You instantiate the new object you want and in code call transform.parent to set the parent of it and then you can remove the old child you had.

For future reference it's good to not instantiate stuff at runtime if you can avoid it. It has quite a bit performance impact.
>>
>>159861186
why do you think it looks bad? what specifically do you hate about it?
>>
>>159861994
It's just a base listener to set the next action. Press Up + B and it'll set the next action to be UpB, then the animation state machine will get the UpB animation.
>>
>>159861517
From your image I notice that you cannot hold more than 2 buttons at the same time (execution stops after successfully reaching one action)

If that's intended, why don't you make an Enum composed out of None, AHeld, XHeld, YHeld and BHeld ? And then make a variable out of that enum type to hold the value of the currently held one.

When directional input executes, just use a Switch Case pin on that variable.

If what I'm saying is unclear, I can show with images.
>>
What should my logic be for implementing dragging a square from any point?
I currently use
>get mouse coordinates on mousedown
>change square coordinates to mouse coordinates
This causes the square jump so that it's dragged from the top-left corner, instead of from the point the mouse was pressed down.
>>
>>159861142
Use a skybox m8, it's hard to figure out how it would look like, unless the scene is at night?

I'd also generally use lighter colors, the ones you have seem too...saturated I think? It's hard for me to explain since I'm not an artist.
>>
>>159862994
Store the difference between the square coordinates and the mouse coordinates on click.

Set the square coordinates to mouse coordinates + the difference.
>>
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How can skeleton demand more respect?
>>
>>159863235
I'm not sure if you noticed but the particle on your torches is a bit misplaced.
>>
>>159862947
>I notice that you cannot hold more than 2 buttons at the same time
Oh shit you're right.
But yes please if you could explain with images I would greatly appreciate it!
>>
>>159863235
He's naked
Put some flesh over that iliac you perv freak
>>
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>>159863163
thanks
>>
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>>159863235

>Bullying skeletons this hard
>>
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>>159863509
>>
>>159863235
I think your fog color should be a bit darker. It's weird that it first goes black and "lights up" again into gray.
>>
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>>159863424
Well this method won't work if you want the object to keep track of multiple buttons being held down, but it goes like this.

Also I assume you know how to make enums, if not then look it up, they'll save you a lot of trouble down the road.

You could probably make it even more readable and efficient, including with multiple button combinations, probably by using bitmask flags or such, but I'm too lazy to think right now.
>>
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Take my trash entry - a piece of shit i made 3 years ago and hastily ported to MonoGame yesterday

https://itch.io/jam/agdg-demo-day-11/rate/96273
>>
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>>159863689
>>
>>159864034
Not downloading that shit.
>>
Discipline is so hard to get but so easy to lose. I was in a dev streak for a while now but at the first opportunity I broke it for a non-dev streak.

The human mind is a fucked up little thing. Or maybe it's just mine.
>>
>>159864187
:^ (
>>
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>>159863689
are you fucking seriouUUUUUUUUUUuuuuuuuuu-
>>
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>>159863235
>>159863689
>>
>>159832821
Cuck.
>>
>>159863898
Ah thanks heaps, man. I'll give it a try. I think I have an idea on how I can get the double button presses to work.
>>
>>159863692
I'll try that
>>
>>159859278
The super character controller does it with MoveTowards(moveDirection, Vector3.zero, (time stuff)) when in Idle state
>>
>>159866431

That is true but if you're holding down one direction on the stick you're not in idle. So I have to manually add movement friction. It's okay though because it's rather solid as I have it right now but I plan on working with it much later.
>>
>>159866635
better see you at demo day 12 in January

I better see me there too
>>
>>159855731
Worked perfectly fine on my machine. Is the boss beatable though?
>>
>>159866775

I really am hoping I can make the character not feel like shit. It's pretty much the reason why Mario 64 is so fun. Once that's done I think everything else should be fine. I wonder if the SCC guy responds to emails maybe he could assist me a little. Once the character is solid I think other subjects will go by faster.

Is your game a platformer too?
>>
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What the fuck did gogem do

https://twitter.com/bvrgy/status/796477651993169920
>>
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>>159866924
yea, but I'm going to redo my character controller into a state machine type one (like SCC) because I ran into hell managing it all with bools as I added more shit to it. It works okay right now but its almost impossible to add anything to. My first rewrite into a class based system was fun because I could slap the character input on any "enemy" or "npc" and control them as well because I kept the input separate from the movement code.

Mario 64 is definitely the feeling I want as well. I spent some time on some Jam games and it really helped me get more focused on my main project, and also helped me realized how much scope I can realistically manage.

also for game feel: get someone else to test it. I have some really picky friends who gave me a lot of shit about the feel of my controls. most of it was banter bullshit but they pointed out quirks that my mind had unconsciously gotten used to.
>>
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Idea guy here:
CUTE GIRLS x MECHA

Also, more games should have manga-style word effects when big noises happen.
>>
>>159868170
more like cute dinos and mecha

dino jam soon
>>
>>159867736
Goog is literally breaking the law. I'm curious to see where it will end.
>>
>>159868170
Drill Dozer, anyone?
>>
>>159868318

Is he? How?
>>
>>159868268
Mecha dinos and cute girls
>>
>>159868512
Sabertoothtiger-zords mouth is big enough to swallow one of the triceratops' horns and never get it out again.
>>
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>>159868512
no GIRLS ALLOWED REEEE
>>
>>159868512
Yellow Ranger was my first crush ever ;_;
>>
>>159868318

Selling information is a crime?
>>
>>159868803
Please. We all know Kimberlee was the hottest.
>>
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>>159868170
>cute girl mecha
>mfw I was working on this
Don't know why I've dropped it, probably because I want her to be more cute but don't have the skill to do it.
>>
>>159868170
i would make it plus dinos but this isn't new, nerd
>>
>>159868801
Grimlock, do you even know what a girl is?
>>
>>159857686
>>159856353
Done, tried to do a speedrun but failed because I'm retarded and forgot to check Yaranaika's room and lost a lot of time going back there.
On the bright side I managed to kill only the unavoidable enemies and only used the default sword.
a.pomf.cat/vjhzby.webm
>>
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>>159868341
cute. CUTE
>>
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>>159869001
fuck the fleshies

dinobots strong

DINO JAM SOON
>>
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/agdg/ im learning how to sprite.
this is the first sprite i made. any criticism is helpful.
>>
>>159866796
yes. his hitbox is his hip when hes not attacking.
>>
>>159869249
outlines to big.
>>
>>159869241
WHERE ARE THE DINO JAM IDEAS

TIME IS RUNNING OUT

FUCK
>>
>>159869249
save in lossless format like png

figure out power of 2 resolution (pls)

then figure out how much time you are willing to spend making animations for a sprite that large
>>
>>159868341
>tfw Gamefreak will never make a new Drill Dozer
>>
>>159869249
Vary outline with, specially on hand, make it thinner so we can see the fingers
>>
>>159869467
A game where you pet, feed, and take care of a cute dino!
>>
>>159869521
that sprite is pretty simple I don't think the size matters
>>
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>>159869521
>>159869402
like this?
>>
>>159869527
They're bein' moneygrabs with the pokegames now. I really wanted to see Pulseman again one of those days...
>>
>>159869467
egg stealing game
pterodactyl flight sim (i've seen pics of someone doin this already)
raptor platformer
T-rex semen collection minigame
noir crime drama with dinos
sonic heroes style (speed, power, flight) trio game (just one or two levels for jam scope)
dinos in space
>>
>>159868957
Just make the mechas in 3d and the grills in 2d. If u cant make 2d, try to find some waifu artist to make them for you and use those as character cards. Pretty easy solution imo
>>
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Pretty much release-ready I'd say
>>
>>159869849
>Pretty easy solution imo
Expensive solution.
>>
>>159870012
That's some juicy menus.
>>
>>159870012
>not restricting name input to 8 characters
as somebody with 9 letters in their name i feel offended. follow the rules anon
>>
>>159870227
>9 letter name
That's too much name, my nigga.
>>
>>159870012
I'm looking forward to your game but it's astonishing to me that you've kept that title/logo design (or rather, astonishing to me that I haven't seen anyone complain to you about it). The way the pillow ends 1 and 3/4ths letters into "Knight", the sword that inexplicably comes in front of the D in GOOD, it's got a lot of minor details that cumulatively result in a pretty bad title card. It's not abhorrent but it's far from good.
>>
Did steam ban googum yet?
>>
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Like this?
>>
>>159870628
does nae matter

just make game

move all e-celeb discussion to /v/
>>
>>159870342
alexander is a perfectly normal name anon
>>
>>159870081
That really depends on what you want, right?

If you want to go the paid route, you could get some fairly decent line drawings for 10 dollars ,15-20 for colored versions or something. Also depends on how many characters you want in your game. I realize a lot of people want as little monetary investment as possible, but what's about 50 bucks to help finish your game that could make two or more times as much as you invested in?

You have a chance to get them for free if the artist is interested enough in your game. Just pitch your idea, show your work, keep them in the loop, and as long as you credit them for their time and effort in credits etc, then everything should be fine.
>>
>>159870649
Right but like a game
>>
>>159870649
Whiter
>>
>>159870649
why not a cute dino girl
>>
>>159870701
You're not Alexander.
>>
>>159870694
>googum
>e-celeb
Hello googum
>>
>>159870852
it doesn't fucking matter, go blab about him on /v/, not here
>>
>>159870849
youre not alexander either
>>
>>159870852
He has his fans.
>>
>>159870937
Fine I'll rephrase it 4u you butthurt baby

Did steam take any action against that Social Interaction Trainer game that one AGDG dev made? I think the ARG they were pulling with the achievent system might have crossed the line a bit
>>
>>159870712
Now there, we're talking about game development and not just some random line drawing fan art you can get for 10$.

Assuming that you go the 2D way you would need at least 5 different animations for the girl, and if you want a bit of quality then you can count at least 5 frames per animations, that's already 25 drawings.

Add to that the fact that you will need some enemies and backgrounds and you can already see how you're going to need at least 300$ and I'm being very generous here.
>>
>>159870992
I don't think so
>>
>>159870937
You have a problem with googs boy?
>>
Do you think there is a market for adapting boardgames into vidya with online play?

So you could play something like Pandemic over the internet?
>>
>>159871089
scroll up to
>>159835220

>>159871242
no, I'd just rather see him and others post progress than have the thread derailed

>>159871250
see: desperate gods, tabletop simulator
>>
>>159871389
>no, I'd just rather see him and others post progress than have the thread derailed
So you'd rather derail the thread with meta discussion? If you don't like a post hide it instead of being a whiny bitch
>>
>>159871250
sure but generally you either need great production value (space food truck, armello) or you need to license somebody else's physical game. I don't know the financials on either but they exist so I assume they make at least a little money
>>
>>159871389
>scroll up to
Not only that post was several hours ago it also does not answer my question
>>
>>159870105
Thanks! Spent an ungodly amount of time trying to make it just right.

>>159870374
Yeah the title line-up is janky and having the sword behind the title makes it look weird too so I don't know what to do, and art takes a huge amount of time for me. I'll try to tweak it later I guess, thanks for pointing it out.
>>
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difficulty settings names, I need them
>>
>>159870649
That's some top notch cute.
Let's see a game with it!
>>
>>159870649
Gunbound?
>>
>>159871785
maybe names related to how horrifying it is
"unsettling" to "traumatizing"

just an idea
>>
>>159871785
make them themed to your player's job/role
>>
>>159871750
>I'll try to tweak it later I guess, thanks for pointing it out.
Yeah it's low priority for sure. I'd suggest centering the sword and lengthening it/reproportioning it so the quillon isn't in front of the text. You might also reproportion the text so that the pillow remains in the center but is behind and properly aligned with "Night", but that might end up too funky, your choice on how you tackle it.
>>
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>>159832087
>didn't make it in again
>>
>>159832087
>Unnamed Pixel Platformer
>2 weeks of dev
>19 weeks of ""fixing"" """bugs"""
it's time to let go
>>
>>159872267
>too stupid to copy and paste a template
>going to make it

pick 1
>>
>>159871785
>Lucid
>Dreaming
>Nightmare
>>
>>159871142
Well first of all you never mentioned animations in the first place, so I was under the assumption you understood what I meant by character cards. There are many games that don't have any sort of animation for their character cards for talking and it's not like the character card(s) for your game need animations either.

If this is strictly a budget indie game, personally, I wouldn't expect much from it.

Let's just write a quick outline of this idea game:
Cute anime grill(s) - Depending on how much you want to spend you can scale to how many characters you need. Example : Spend 20 bucks for one fully drawn waifu, and have her as the main character of the game.

Mech(s) - Can be made in 3D. You've already shown that you're capable in creating relatively basic meshes. So this is saving money.

Enemies - Can be generic 3D mechs or something. 2D Art is unnecessary because the idea is that they're generic enemies.

Under this outline, I would think that you wouldn't ever show the character. So whenever she'd need to say something her character card would come sliding out from the side and text box would show up. I understand there may need to be different faces for different emotions, but until you can gather more money to pay for that (if you want to that is), it really is a non issue imo. As long as the gameplay is solid then there shouldn't be any real problems with it.
>>
>just focus on your own work bro
>>
>>159872648
this is me but with AAA games

I know the projects I can accomplish but I want to work on something so much better.
>>
>>159872648
That's bad advice you should look at their work and learn with it
>>
>>159872736
im pretty sure that's the point it was making, sarcastically
>>
>>159872648

I would just like someone to work with who had the same passion I did about the project.
>>
>>159872648
>Be Goku not Vegeta

The reason the other guy is successful is because he's trying to be the best he can be, not comparing himself to others.
>>
>>159872768
What are you working on?
>>
>>159872768
idea guys are passionate
>>
>>159872819
you have to compare yourself to others in order to improve.

you dont get good in a vacuum with no inspiration
>>
>>159872819
Comparing is good
>>
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>>159872837
rabbit.

>>159872853
They are but their utility falters fast. A programmer would be nice but I guess I will continue.
>>
>>159872896
>>159872951
yeah that's why Vegeta is stronger than Goku right?

kek dumb millennials with their fucking spongebob instead of deep, meaningful shows like DBZ
>>
>>159872709

Why the fuck would you want to compare yourself to AAA devs?
>>
>>159873005
why are you comparing a cartoon to real life
even so, do you really think vegeta would have super sayian blue without goku's rivalry? nobody said you'll be better than the person you were inspired by, but you will definitely improve

dumbfuck
>>
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>>159873005
What are you on about? Goku compares himself to others. Pic related
>>
>>159873072
>want to

I don't want to. I just play AAA games and see amazing graphics then look at my own shit and feel bad
>>
>>159872983
What engine / language is this?
>>
>wanna work on a BC private server
>rebalance classes so all specs are viable
>maybe mix some stuff up to make class rotations different
>redesign bosses, or change bosses for all dungeons and raids
>redesign gear to make it fresh
>any quests related to bosses, just repoint them at the new bosses
>maybe some custom quests
It would be so much fun working on and could bring new life to a old great expansion
but it has 0 profit potential and would require multiple people to do, so no real hope of it happening
>>
>>159873205
why?
they have entire teams dedicated to one field(art/programming/etc). even if you did become the culmination of several talented artists combined, you'd still be lacking in other areas and it would still never reach AAA tier
>>
>>159872648
I was just going along since you've mentioned 2D, and for a mecha game I think it's safe to assume that you will need her and maybe the enemies to move around so that's at least a number n of animations.

>capable in creating relatively basic meshes
And that's still what they are, basic meshes. I'm confident enough to mess around with my stuff for personal use but I'm not stupid enough to think they would hold for a real game.

>Can be generic 3D mechs
Still adds to the budget.

Anyway I was just replying because I think you're definitely underestimating the budget you would really need if you go that way.
>>
>>159873456
Why do people even ask this?
You can guess it's unity or ue4 99% of the time.
>>
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>>159873456

Unity C#.
>>
>>159872352
A lot of that time was actually used to make things work with the needlessly convoluted engine. This is what I get for going experimental with my first game more complex than a tetris clone.

But there hasn't really been much progress lately, I'll admit that.
>>
>>159870715
>>159871834
A game? Uuuggghh.
>>159870821
Because I don't know what that. . . . is?
>>159871921
No?
>>
>>159873775
>the needlessly convoluted engine
i thought sdl2 was as barebones as one could get, or are you saying your game's engine is convoluted due to our own doing
>>
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>>159872352
>Dropping an unfinished project instead of fixing the bugs and learning from it.
>>
>>159873927
Yes
>>
>>159873934
The latter. There were many things I thought would be cool to implement which ended up being massive hindrances as I didn't expect a game like this to require all that much work.
>>
>>159873603
It's the same shitposter asking the same question over and over again.
Take a closer look at the next new game being posted in here, you can be sure that he's going to ask the same damn question again.
>>
>>159872768
It's hard to be passionate about a project you had no input on during its design phase.

Kinda like it's hard to have genuine fatherly affection for your step-son if you met him at 16.
>>
>>159874140
you paranoid
>>
>>159874414
...And once again I forget the link like a retard. Fuck.

I uploaded a hotfix to my demo based on some feedback as well as a bug I ended up finding as well.

* Fixed issue of being knocked outside the level forcing a restart
* Added kill floors in case of incidents where a hole in the level may be found. Will result in death rather than a forced restart.
* Made the boss's weakspot more clear since the placeholder art was not.
* Fixed instances of being placed halfway into a tile if knocked upwards into it.
>>
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Added throwable decoys, you chuck em out and they distract enemies while you do whatever you gotta do.
>>
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>>159874483
>forgot it the second time
this is a disaster. i wasnt cut out for this game dev stuff
https://itch.io/jam/agdg-demo-day-11/rate/96586

>>159874561
i like your art style anon
>>
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>>159872648
>someone good
>on agdg
more lie pic related
>>
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>>159874605
Thanks! Most assets are temporary, but here's a finished environment for you!
>>
fucking navigation
given a ship with position p0 and velocity v0, how can i calculate the acceleration i need to apply per tick in order to arrive at a given coordinate p1 with a given velocity v1

iv'e tried solving it but it turns into a clusterfuck differential equation, and i dont know how to do it with pure vector math
>>
>>159874634
most of the good people on agdg rarely post or have left.
>>
>>159856428
Looks like you figured out that combo trick haha. Well done and thanks for the video!

>>159869162
Don't forget you can use the dodge to move through enemies. In the final game of course we'll make sure to tell the player about all these things. Thanks a lot for the video!
>>
What do you engine guys use for string hashing for lookups using names?
>>
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>get followed
>don't follow back
>>
>>159874791
>with a given velocity v1

uhh what? aren't you trying to solve for that?
>>
>>159875347
just abstract it away and deal with it later
im guessing you have bigger problems to deal with
>>
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>>159875489
>get unfollowed later
>>
>>159875181
i found a glitch where i played to the first save, quit to the menu, deleted the save, started a new game, and couldn't go right past the area with the two mushrooms and crows. not sure if that's fixed in your update but just letting you know
>>
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>>159872648
>>
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>>159875489
if you are not interested, why bother
>>
>>159875690
This one is funny
>>
>>159859483
Thanks anon! The only problem is, I'm very worried about performance and about keeping a small memory footprint possible on DOS computers. Right now it's iffy, and I don't even have half the code/assets the final product will have
>>
>>159875690
>>159874634
now do a ctrl alt del one...you know the scene
>>
>>159875528
no, im solving for what acceleration i need given a distance to the target and the current velocity
i want to make an API call like:
move_to(target, v)
where v is a vector with the velocity i want when i arrive at target

so move_to(vec2(0, 0), vec2_zero()) would stop at origin
>>
>>159875852
forgot to add that i cant set the velocity directly, i have to use thrusters to modify acceleration
>>
>>159875489
>get followed
>it's only because you followed them
No thanks, I want to get followed by people who actually like my stuff.
>>
>>159876030
That's silly
>>
>>159875852
>>159876008
calculate the time to stop and the time to target, then if the time to stop is greater than the time to target apply a reverse thrust
>>
>>159876030
I usually forget to follow people, but when they follow me I check them out, and if they make stuff I like I'll follow them back.

I never follow someone just because they followed me.
>>
>>159876126
You're silly.
>>
>>159876126
that's the best way to build a real fanbase, pity followers do nothing
>>
Where do you get your ideas? I've been meaning to try and do a personal project, but I've had just about no creativity or imagination all my life.
>>
>>159875665
I'll take note of it. Thank you very much.

Did you delete the save via the game menu? I haven't been able to recreate it so far but I do notice another bug where deleting the file takes you straight into the name selection screen.
>>
>>159876216
Exactly, they do nothing. So aversion to them is pointless
>>
>>159876262
Find a game you like, work out why you like it, strip out all the stuff that would be out of your scope, make that.
>>
>>159876369
>they do nothing
well maybe except bloating the dashboard and hiding content from people I want to follow
>>
>>159876030
I agree.
Someone following you because they're genuinely interested has significantly more value. I'd rather have 100 legit followers than 1,000 fillers. The legit ones are going to be the ones who actually support and buy your game.
>>
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>>159876262
Collect lots (LOTS) of reference material. I download tons of shit from tumblr, flickr, facebook, google images, game art books and pinterest.

Also consume more media (and more variety of media - don't just watch fucking anime). The more you read/watch/play, the more stuff you'll be able to pull from when making your own projects. You never know what inspiration will come from.
>>
>>159876369
I wouldn't call it aversion, I just don't feel happy when somebody follows me just to pay me back for following them.
In the same way, I don't follow people just because they followed me. Of course if I see they have stuff I like, I will follow.
>>
>>159869162
>>159875181
I'll one up you matey
https://webmshare.com/play/BO99M

>>159876274
yeah i deleted it from the name select screen. it took me straight into the name selection automatically. im running the old version though so im not sure if thats the cause. ill download the update later and see if thats still the case
>>
>>159876591
>Also consume more media (and more variety of media - don't just watch fucking anime).
My issue with that is that I simply don't have much interest in most forms of media. Anime used to provide me with some rare, good examples that I'd be interested in, but that was mostly for the comfort factor, not because I'd learn anything new from them. Now that I'm moving away from that, I'm having an extremely hard time enjoying any sort of fictional work, especially ones that don't just rely on that so-called comfiness.
>>
>>159876747
>wahh media isn't comfy enough
>I don't care about a book with no onii-chan
this is what anime does with people
>>
>>159876747
Find out what interests you and make a game about it. If you can't find anything that interests you then I don't know what to tell you - maybe game making isn't for you. Or maybe you should make a clone.
>>
>>159876884
I don't think it's necessarily just anime for me, though it certainly is part of the problem. I don't really enjoy what most of /a/ enjoys, for instance, but for the most part I still have no interest in anything that doesn't feel outright comfortable, mostly because new things often just aren't interesting to me. It's the reason I went from reading multiple books a week as a kid to giving up on them.
>>
>>159876645
Haha, is the dodge actually faster than running after all? I didn't think it was.

It's not fixed in that version. The keymapping labels and a small bug with the spider movements should be fixed. Still can't recreate the bug with not being able to progress though.
>>
>>159876968
Yeah, part of the reason I haven't made any personal projects to date despite having a CS degree is that lack of interests that you mentioned. I'll try and look into that a bit more, however. Thanks.
>>
>>159840535
>Tried rigify (thanks, guy who linked a tutorial video!)

Hey, no problem. Glad you checked it out. Hope you stick with it. You can hide a lot of unecessary stuff in the rig.
>>
>>159876884
Turns them into discerning individuals
>>
>>159877093
>Haha, is the dodge actually faster than running after all? I didn't think it was.
honestly i have no idea. its much safer though since it appears the invulnerability period lasts a couple frames after the roll has completed.
it looks like running might be faster though.
i tried sliding too but i think the delay might be too long for speedrunning.
ill see if i can record and recreate the bug.
>>
>>159876628
>somebody follows me just to pay me back for following them
How do you even know this?
What if they looked at your shit and liked it
>>
>>159874483
>>159874605
agdg speedrunner here.
>a.pomf.cat/qtikmw.webm

Your game is the 2nd next to Clarent's that I enjoyed playing. Could probably get more seconds because I did 3 stupid mistakes though.

Review : Go get the falling sound after the mummies bosses nigga. You're geam lacks some of the old Castlevania sounds.
>>
https://www.youtube.com/watch?v=pNkQMtZAMAw

Dev music?
>>
>>159877478
https://www.youtube.com/watch?v=8ERLEknLbfw
>>
>>159877478
https://www.youtube.com/watch?v=ua-f0ypVbPA
https://www.youtube.com/watch?v=1g-7-dFXOUU
I liked these
>>
>>159877275
Honestly you can just run up to and dodge through enemies very easily without taking damage with just a little practice.

I'm not a speedrunner and I like to take time with my games, but in SotN once I found out that back-dashing everywhere was faster, I felt like I had to start doing that all the time (the fact that you had to backtrack so often didn't help). That kind of got annoying so I like the idea of being able to go as fast as you need to without having to spam moves like that.
>>
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Today I added my first bonus ("Circle Fire", stupid name) to game.

I also improved c++/lua communication, which makes it easier to add new things.
>>
>>159877478
https://www.youtube.com/watch?v=QcIy9NiNbmo
>>
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>>159877478
I watch other people's dev streams in the background.
They usually listen to some music on quiet, or I'll hear their clickityclaking and some muttering. And if I want to procrastinate, I can usually help them.
>>
>>159877627
>heug reticle
>teeny tiny bullets
C'mon man.
>>
>>159877765
that's actually pretty cool of you
>>
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>>159877781
here are the bullet collision circles.

bullets are very small, but it wouldn't matter if I made bullets bigger and circles smaller, it is just point point distance < sum of circle radius
>>
>having to design a UI that accommodates 4120 input methods (usually at the same time) and 230492 resolutions
fuck pc
>>
>>159878071
he's complaining that your crosshair is 4x bigger than an enemy
>>
>>159870012
This >>159870105

Reminds me of some PSX game but I don't remember which one it was
>>
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I saw someone about two days ago posting a 3d model of plant pot and I got the idea of a plant sim where you watch your plant grow on your windowsill.

At the moment the plant is just an animation and doesn't react to being watered yet.

I don't know what you should be doing while your plant grows (it should grow much slower later on) or you just have to watch your plant grow for hours and that's the novelty of it.
>>
>>159877093
alright i wasnt able to reproduce the bug but i tried to follow the steps i took exactly if you want to pinpoint what might have caused it. the ending transition was the problem area.
you can also see a strange bug with the window when i go back to the title screen.
sorry i couldn't reproduce it.
https://webmshare.com/play/JeE9e

>>159877390
this puts the biggest doofiest smile on my face. thank you anon! i cant use any copyrighted work in the final release but i will go search out the sound you're referring to and try to recreate it!

>>159877626
agreed. the only reason i kept the shield equipped for so long was because i felt lightning fast when shield-dashing.
>>
>>159878161
Realistic harvest moon?
>>
>>159870649
I'd love to smell her farts
>>
>>159878125
oh, yeah that is a problem.

crosshair size is actually bullet spread. but the texture is too distracting. I will probably change it to a small non scalling cross and a highly transparent circle that scales with spread. the circle can go behind monsters too
>>
>>159878106
>position elements based on other elements' bounding boxes
>make elements the size of their contents
easy as that.
OOP helps a lot.
>>
>>159878106
Fuck that to be honest. I'm just gonna accomodate MKB for the menus and maybe multiple input modes for gameplay.
>>
>can't wait to get back home and dev
>hype as fuck for dev the entire day
>finally get home
>willl to dev evaporates
>turn on pc and start animu
why does this always happen to me ;_;
>>
>>159878161
Why not an actual gardening simulator?

Or a taking-care-of-house simulator? Dust the tables, clean the chimney, water the flowers, etc. With different weather at different times.
>>
>>159878106
If it makes you feel better, consoles have certification processes which mandate things like how long your game is allowed to be on a loading screen without a dynamic element
>>
>>159872819
Krilin was also doing his best and he was still weak as fuck. Some people are just meant to be shit.

At least you might get to fuck the hottest bitch in the franchise I guess.
>>
>>159878448
because you're an undisciplined manchild that still watches cartoons, you pathetic fucking loser
>>
>>159878501
that is a completely valid to mandate though.
>>
>>159875032
>we'll never have hopoo back
Did we deserve it?
>>
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what combination of video/audio/container settings should i be using in avidemux to convert an flv from obs to a format that vegas will ACTUALLY FUCKING IMPORT
>>
>>159878501
So how come they let Bloodborne release with 40 second long loading times until they patched it later on?
>>
>>159878590
don't shit talk anime
>>
>>159878646
I'm sure they are all entirely 'valid', but complying with them all must be an effort.

Back in the day they were under NDA but if I remember correctly the Xbox 360 one has more than 100 points.
>>
>>159878762
long loading problem is not a problem. long loading times without any animation (like if the game looks like it is hanging) is
>>
>>159878448
work sucks
>>
I'm trying to make an itch.io page for Dinosaur Jam, but I don't think it's working right. Can you guys see it?

https://itch.io/jam/3195
>>
>>159879016
404 for me
>>
>>159879016
>https://itch.io/jam/3195
>404 not found
>>
>>159878590
>manchild that still watches cartoons
>says the manchild who makes video games
>>
>>159879049
Try now.

https://itch.io/jam/agdg-dinosaur-jam
>>
>>159879116
https://itch.io/jam/agdg-dinosaur-jam works, previous link does not
>>
>>159878172
>https://webmshare.com/play/JeE9e
Thanks again. Not sure but I'm thinking maybe the window bug isn't the game necessarily but something to do with Windows and perhaps OBS. It does center the window in the screen when you do that but messing up the drawing on the window borders like that doesn't happen for me.
>>
>>159878762
Sony is FROM's bitch.

Or they just got lazy
https://www.youtube.com/watch?v=L6JXeX9sYYE
>>
>>159879165
Coolio, I guess I forgot to publish it the first time.

Anyone know how to add a header? I don't see a space to upload one.
>>
Struggling with some nomenclature... I have a planetary system that has planetary system bodies, and those are modeled on the map view... but then I also want to have a local view where you can see the actual body itself from a different perspective... but they can't also be called planetary system body.

How do you guys reconcile this kind of issue?
>>
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Does this sound like a good idea for a strategy gaem map?
>>
>>159878586
krillin is still the strongest human on the planet though.

trying to compare a human to a sayian is like trying to compare our brains to the processing power of a computer. its in an entirely different class
>>
>>159879116
>starting this soon after demo day
Welp, dino jam is a failure already.
>>
>>159879116
Too soon
>>
>>159879292
>tile based space movement

no
>>
>>159879202
Pretty amazing that such a mediocre looking game runs so poorly.
>>
>>159879343
>>159879387
I can change it, what should I set it to?
>>
>>159879116
You gotta push those dates back, man.
>>
>>159879397
it's turn based
>>
>>159879410
Odd thing is it got patched very shortly after and runs at a silky smooth locked 30fps now, and always ran well on PC.

Cryengine has a spotty history on consoles
>>
>>159879514
I think November 18th to December 4th would be the best.
>>
>>159879397
How does whether the game is in space or on water or on the ground matter for whether or not it's tile based? (Well aside from the fact that space is 3D but nobody's going to make a 3D space strategy game.
>>
>>159879514
Nov. 20 to Dec. 3
>>
>>159879325
That's my point, he's limited because he was born human, no amount of training could make him as strong as Goku, he's already reached his apex.
>>
>>159879602
because tiles are an abstraction of movement spaces they occupy, usually the terrain and its associated movement costs

space is open, tiles make zero sense and there's not a single well made tile based space game for that very reason
>>
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>>159879116
>another normie jam
>>
Why is the state of all players in the game broadcasted in so many multiplayer shooters?
It shouldn't be that hard to only send info about players that can see each other.
>>
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>>159878172
Fuck.

In my attempt to perfect my speedrun I've found a bug.
>>
>>159879686
You're missing the point entirely - that's exactly why it's bad to compare yourself to others. Krillin is the best he can possibly because, so it's pointless to look at Goku and want for more.
>>
>>159875782
Yeah, that's why a lot of old games abused pallete swaps and clever use of the same tiles for different things a lot. I feel confident that you'll eventually find ways to make it work though.

>>159876645
>>159875181
Neat, didn't want to abuse that feature, but I'll probably do it that way next time I try to make a speedrun. This game begs me to do it.
btw I found a bug too (playing the first build uploaded for DD11) I can't delete my saves at all. Only different thing I did was changing the keybinds at the options.

>>159874483
Great. Will play it again as soon as I get home.
>>
>>159878249
>>159878453

I just thought of ot to be kinda similar to that "luvvie ducks" game (some might remember) just more anticlimatic where you have one view watching your plant grow very slowly.
>>
Are there any good reasons to manually create all the dungeons on a dungeon crawling game instead of randomly generating them?
>>
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Hello, Desert dog dev is back.

Haventdone anything for 2 weeks since i lost my job and shit.

But today i started building the desert you will walk around in and find things to build your village (which is the goal i just came up with).

A couple of buildings.
Next is adding sound effects, but those cant be saved to gif.
>>
>>159879975
I wasn't arguing that you should compare yourself to others though. All I said is that some people are just born limited in what they can achieve.
>>
>>159879686
>he's already reached his apex.
yes, as a human
the person you aspire to be is human, therefore their 'level' is attainable, with effort and training.

goku is a computer.
no, you will never compete with a computer.
>>
>>159879870
>>159879397
It's not spaceships, it's historical stuff. I wanted to do free movement but having maps with land&sea with free movement is hard
>>
>>159879961
how absolutely bizarre.
ill look into that. thank you.
>>
>>159880120
What is the point of that? If you're going to make hand made dungeons then make it a proper adventurey game like Zelda. If you're making a dungeon crawler then randomly generated dungeons are better for variety.

Here's a couple of good videos on how to make random generation that mixes hand-made pieces with random generation:
https://www.youtube.com/watch?v=Uqk5Zf0tw3o
https://www.youtube.com/watch?v=97O88IK_2bI
>>
>>159880007
>Neat, didn't want to abuse that feature, but I'll probably do it that way next time I try to make a speedrun. This game begs me to do it.
Yeah when we get further into development we'll be making sure there are reasons to not just run past everything. In the meantime, it's just fun to kill stuff. :)

>btw I found a bug too (playing the first build uploaded for DD11) I can't delete my saves at all. Only different thing I did was changing the keybinds at the options.
Thanks for letting me know. I'll have Ari take a look at it for sure. Does it still happen even after you close and relaunch the game and everything? If so, does it still happen when you reset controls to default?
>>
Guys what was that old game that someone was dev'ing in AGDG. The one with desert graphics, much like >>159880136
The name was something "sand".. I think.
The dev had pretty.. peculiar artstyle, and made one character look like Hitler, etc.
Anyone got a name or some images?
>>
>>159880470
Got it from Google. Quicksand Coastline.
Turns out the dev changed the character styles.
Heh.
>>
>>159880470
Was it this?
http://store.steampowered.com/app/386160/
>>
>>159880652
Nah, it was way older than that. Found it here >>159880594
>>
>>159879596
>>159879625
Okay, I just changed them.
>>
>>159879625
>>159879596
Winter jam starts on december though
>>
>>159880713
It's by the same guy.

Homph has a bad track record of releasing games that end up getting no sales.
>>
>>159880961
Winter doesn't even start until December 21st. There's still plenty of time.
>>
>>159880358
That kind of bug is common when speedrunning indie games, it's a frame perfect bug.
Turns out I probably managed to start the animation of the whip attack and the jump at the exact same moment, and they cancelled each others.

Also
>a.pomf.cat/fnxlnh.webm
improved speedrunner because it was fun, that one can probably be improved only by 1 sec at most. Had my fun with your demo.
>>
>>159880987
Ah, shit, ok. I always ignore the dev names, to the point where I've been in these threads for years now, but I can barely name 2 devs here.
For me it's about the games/progress, not the devs.
But his newer game looks bretty gud. Definitely better than Quicksand Coastline. I'd actually play this one, maybe.
>>
>>159881114
Forgot to explain :
- The whiffing dagger at the start is to show that there are 2 ways to get rid of the zombie.
- The bat hit was intentional, allows me to gain some ground
- Tried to destroy more things around this time to make it more entertaining.
>>
>>159881240
He did the server programming for gogem's Restricted-RPS too.

I think that's his most recent project.
>>
>>159881114
thank you so much for playing anon! it warms my heart! im glad you had fun with it!
and yes, you were right. the bug was caused by landing while still in the attack animation and jumping again before it finished. i fixed it and a similar bug on the stairs in a new hotfix. i appreciate you bringing that to my attention.
>>
>>159881368
WHAT?? I thought googum supposed to be a 1MA? I feel cheated.
>>
First game I've ever made. Where do I go from here?

https://github.com/hertz4/ship-game
https://my.mixtape.moe/gadrlu.love
>>
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>>159881597

>googs not even 1MA and produces this level of content
>>
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>>159881637
Now make an even better game.
>>
>>159881637
Just like make game again
>>
>>159881827
it's nowhere near complete
>>
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>>159881740
>>
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>>159881873
Complete this one.
Then make an even better one.
>>
>>159879090
if i watch cartoons and make video games am i a double manchild
>>
>>159880136
...my least favorite part of this gif is the dog
hey Armed Renegade
>>
>>159882792
How he looks?
I'm planning to redraw him as soon as i got the engine done.
>>
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>>159883093
So never?
A good engine is never done
>>
>>159880961
>>159880961
Can't we move Winter Jam to after DD12 in January?
>>
>>159883669
Sure
Not like anyone cares about christmas
>>
>>159883669
No way, stop delaying all the fun jams because of every little DD.
>>
>>159883093
no, I just hate dogs

the style doesn't match at all. fwiw, I like the rest of the art, with maybe a little more texture
>>
>>159879937
>>159879116
This. Add this to the description please

"THIS IS A JAM HOSTED BY AND FOR THE AGDG COMMUNITY AT 4CHAN.

IF YOU ARE NOT A PART OF THE COMMUNITY THEN THIS JAM IS NOT FOR YOU."
>>
>>159883669
That makes more sense. Winter Jam should be in February.
>>
>>159883513
funny guy. u know what i mean. when the main game is set i can focus on final art.
>>
>>159883794
I agree, thanks for feedback. I will redraw everyhing soon.
>>
>>159883801
In like 2 years we won't be able to even do a Winter Jam, it'll be summer all year long.
>>
>>159867736
wow

no respect for him anymore
>>
>>159883954
climate change is just fake
>>
>>159883798
>>159879937
>have several days to make the jam page
>don't make jam page
>complain when it's not done your way
>>
>>159884154
Hey I made the last two I don't want to make them all myself.
>>
>>159883954
Hopefully Emperor Trump will be forced to do something by then.
>>
>>159884285
Vine made the last 11 demo days.
>>
>>159884123
Our dear Supreme Leader doesn't believe in Chinese propaganda like global warming.
>>
>>159884414
I made the last two Jam pages.
>>
>It's 2D
>the main character is an animal or part animal
>it's pixelated
>one simple mechanic
>it's "inspired" by something, in that it's just a direct copy
>>
>>159879937
normie jams are better than "haha look at me I'm a weeaboo and make anime games!" jams.
>>
>>159884478
you forgot
>it's successful
>>
>>159884414
who the fuck is Vine? I've never seen that person post or if they even have a game
>>
>>159884478
>it's a nodev with no game
>>
>>159883785
Some of us are actually trying to make games that become something more than a jam title.
>>
>>159884320
Sorry mate, Trump and Pence are both global warming deniers. He wont do anything about it.
>>
>>159884494
Why are you here then?
>>
>>159884630
Then work on that and don't make a jam game.
>>
>>159884473
So you had the jams your way twice in a row. You cant have it your way all time, unless you want to do it like vine
>>
>fiddle with gamemaker studio 2 beta
>compile project
>start playing
>collisions are broken
>"welp, gotta do it again"
>change some stuff
>collisions are broken again
>"welp, gotta do it again"
>close game too early
>needed to check something, start up again
>this time instances and such behave differently
>compile the project, unchanged, over and over
>sometimes doesn't work, sometimes gives me blank fatal errors
>everytime i compile it, something different glitches out
>error window opens
>it says "20:00"
>gms2 doesn't answer to any prompts, closes itself after a minute
Uhhh, I don't think this should be happening.
>>
>>159884765
>having an agdg jam stay an agdg jam is "having it my way"
Let me guess, you're the one who made the lewd jam page.
>>
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>>159878161

No with cactus!

Grow your favourite plant in window sill plant simulator!
>>
>>159884478
that's about as much as a 1ma can do to be successful, minus the animal/part animal part since that's irrelevant.
>>
>>159884906
That was you though. You said you made the last 2 jam pages
>>
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>>159881253
thought i posted this forever ago. oh well

here since i made the game (partially with speedrunning in mind) heres some techniques that i put in/left in to make things go faster.

if you fall past a certain speed, you'll have landing lag when you hit the ground. being in the attack animation negates this though so if you can manage to land on the last frame of the attack animation you can negate landing lag

the game has a recovery system where if you hold right or left and jump after being hit, you can do a recovery jump. you can only do one per "being hit combo (lack of a better phrase)" but it can allow you to get to higher places and even into transition areas and ignoring stairs
negating landing lag is good here too since you can recover from a hit, negate the lag, and lose only a couple milleseconds.
>>
>>159884832
>fiddle with Godot
>export project
>it just works
>export project to linux, mac, and windows
>it just works
>it's 100% free
Uhhh, that was easy.
>>
>>159885013
Oh right I forgot that Space Jam was before Lewd Jam. I made Space Jam and Halloween Jam 2016.
>>
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>Copy + paste from /adv/

Hey /agdg/ I need some advice.

For the past seven months I've been trying to learn how to do programming in Game Maker even had a tutor teach me how to do it however I can never seem to make any original code beyond simple movement and as a result has caused me to shy away from it but when I force myself to get into it daily after feeling that shyness and try to code I end up angry and grizzling in tears with a massive headache. Since yesterday when it was at its highest my neck and shoulders started to feel tense and mildly hurt, even today its the same despite having sleep and not being on it at all today because of yesterday. I just don't know what to do because I really want to make games to the point where I have been fighting through this stress for months to even learn programming and still get nowhere but be left with a headache, anger and now tense neck/shoulder muscles. I don't want to give up, I want to make this happen.
>>
>>159885063
I already plan on using Godot later. If I ever get something done with GM first, that is.
But still, that was fucking strange. Also I noticed that the collisions re-shaped themselves every time I ran the game. Feels like a creepypasta.
>>
>>159885015
>recovery system
This I didn't know. With that you can definitely gain some seconds in the 3rd and 4rd screen. Busy right now but I might give it a try unless I wait for your next demo.
>>
>>159885175
Take a chill pill.
Literally. Try benzos.
Also try introspection. It's obvious you have some kind of problems in handling your stress/feelings in general. Figure yourself out.
>>
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>>159884981
>Vector3 scale = transform.localScale;
>scale += 0.1f * newVector3(1,1)*Time.deltaTime;
>transform.localScale = scale;
>>
>>159885175
>gamemaker
>had a tutor teach me
I don't think you should be deving.
>>
>>159885175
You've got some kind of issue that goes beyond gamedev, no one should be getting that angry at gamedev.

Also it takes a while to learn programming, and a while longer to learn game dev, and longer still to make a fun game. I've been devving for over a year and only recently felt like I've really "gotten" it. And before gamedev I spent many years making little mods, which I guess can count as learning to program.

So it may be a couple of years before you can really make a game you think is great quality and fun.
>>
No but seriously, give ideas for dino games.
>>
>>159885864
Tokyo jungle with Dinossaurs Only
>>
>>159885864
See >>159869598
>>
>>159885864
Dinosaurs with guns.
>>
>>159885864
Dinossaur JRPG
>>
>>159885864
here's an idea;
don't waste time on jams.
>>
>>159885864
Attack on tyrant
>>
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>>159885427

I hope you enjoy my curtains DLC
>>
>>159886003
>t. Nodev
>>
>>159885389

Hmm how do you go about introspection? Just monitoring your own thoughts and trying to correct them into a positive mindset?

>>159885589
Could you expand on this if possible?

>>159885757

Hmm I'll have a talk with my doctor then, I was dealing with depression for years til these past two years where I could go to bars and that by myself without a single anxiety problem so I thought I've gotten past my depression hell I've even been getting off them these past few weeks but maybe I need to stay on them or try something new?

I get that programming takes a while to learn and that but I never thought I'd be in this type of mess over this.
>>
>>159885175
Sounds to me your tutor was shit and you didn't actually learn much at all.

Also take it slow. Accept that you can only develop at your own pace.

Also consider the possibility that gamedev isn't for you.
>>
>>159886016
>add tiny bit of detail to the window stool
>different kind of watering can
>wavy geometry on the curtains
10/10 gotyay
>>
>>159886149
you've got it wrong.

only a nodev can afford to work on jams every month, because they have no actual main game to work on.

>jam right after demo day
>then winter jam will be right after dino jam
>then another random jam after winter jam
that leaves what, 1~2 weeks a month to work on your main game, the one you're passionate about?
>>
>>159885175
Find a programmer and start learning art. Some people just aren't cut out for programming.
>>
>>159886389
Making games, whether they're for a jam or not, is yesdevving. A nodev is someone who doesn't make a game.
Not everyone has a main project, not everyone needs a main project. Jams are fun.
>>
>>159886389
I'm still learning and while I do have a dream game, I'm not good enough to be working on it as I am now.
I use Jams to expand my knowledge and go out of my comfort zone and try different genres of games and learn how to code different types of games.
>>
>>159884478
betcha you would drool over that game if the protagonist was replaced with a cute loli
>>
>>159886195
Maybe but I wouldn't say shit is the right word, you see I'm an actual autistic person so he had a disadvantage at the beginning to do with teaching me but I was still able to get my head around everything and now I can read code quite well it's just writing original code that has sent me this way.

This could also be a pacing issue since I have been putting time constraints on myself (like develop the prototype in a week) so I get it done.

I can't consider that possibility since it has been all that I have wanted to do, it's either this or do work I do not enjoy for the rest of my life.
>>
>>159885864
PONG RPG
>>
>>159886389
You're assuming everyone enters every jam.
You could only enter a couple of those which leaves you the rest of the year.

Also it's not like demo day is important, you don't get much feedback or downloads unless you're hopoo.
>>
>>159886185
>Hmm how do you go about introspection?
For me, it was something I was pretty much born with, so I'm not sure if I'm the best at teaching it, since I never had to learn it myself.
But for me, it's excessive analyzing of any and all problematic reactions I may have to my surroundings.
If I get sad, even about things that you're "supposed" to get sad about, I think about why that happens.
If you get stressed when you try to force yourself to do a new, difficult thing, why?
For some people it would be natural to be excited at an opportunity to learn such a skill as programming, especially if you're doing it from your own free will.

If you have a physical reaction (headache) to a psychological stimulus (stress or difficulty or whatever), why?
Why do you project the negative(?) stimulus to a physical reaction, as opposed to a psychological one (i.e. getting angry, etc.)

When you find the reasons to any and all negative reactions you have, you (99% of the time) also find the way to fix them.
>>
>>159885175
i guess i was lucky in the sense I was underage when I started making games. back then, using drag n drop/event based system(i used the games factory/multimedia fusion) was the norm. it helped me understand a lot of key programming logic.

then when I was 19 and moved to a language, it was like second nature.
>>
>>159886574
>now I can read code quite well it's just writing original code that has sent me this way.
Most of my class mates had the same problem when I was still at school. They'd understand what the teacher had written but when they'd read an assignment that didn't give an example in code they'd be fucking lost at where to start. And our teacher was shit. I learned all the shit on my own and eventually stopped going to class because it was pointless.

I honestly don't know how to get past that. I recommend trying to really understand the concepts of programming instead of just the syntax. What kind of basic structures and logic is used to solve what kind of basic problems etc.

Coding languages are like spoken ones. Even if you understand the language if you can't put sentences together on your own it's useless.
>>
>>159887024
>Even if you understand the language if you can't put sentences together on your own it's useless.
part of understanding the language is being able to put sentences together on your own
>>
>>159887224
Okay lets put it this way.

If you can't think for yourself but only parrot what others say.
>>
>>159885063
this upsets me. i wish i hadn't started my project in GM:S because now I know about godot. i mean i payed for gms so i feel like i need to use it, but the problem is how expensive the modules are.

but there's no way in hell im porting my project at this point.
>>
what are some rpgs set in typical medieval fantasy setting with only a single god

it can be for example that humans have a single god while elves have a shitton, as long as at least one religion is monotheistic
>>
>>159887665
Why do you need a monotheistic religion?
>>
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>>159886389
>only a nodev can afford to work on jams every month
That doesn't make any fucking sense. How are they a nodev if they're making a game?
>>
>>159886682

Hmm what possible reason is there though, it is what I want to do and I've been doing it out of my own free will for the past months despite being stressed from it, the only thing I can come up with is because I just want to know and just want to make the game but what do you think on that?

I'm not sure on this one, do you know?

>>159886728

So you think me do drag and drop first is the best course to understand programming logic?

>>159887024

This is exactly how I have been describing it but solving the problem is what I am having the issue with, not sure what to do.
>>
>>159887736
Because there's only one god IRL
>>
>>159888036
lol
>>
Anyone want to help me with the art for my game? I can give you a big discount when it's out
>>
>>159887795
real dev = has main game they put all their time, effort and energy into. months of research, passion and work has went into it.

no dev = screws around with shitty 'jam' games aka ms paint doodles and other random shit nobody cares about

sorry your dumbass takes everything literally.
>>
>>159887736
i dont exactly need one

most games use pantheons because you can write simple greek mythology-like stories to create societies worshipping different gods, conflicts and so on

i want to see if there are any games that were alright with using a single god (even if its like the modern idea of "god" being largely the same in several different religions)
>>
I just played through your demo, not-castlevania dev, you really did do a fine job of capturing the same feel of a classic strut-and-whip CV game, the one thing I noticed though is holding the buttons will make you automatically whip or jump.

Also I don't think it was intentional but I one shot the boss with a single throwing cross
>>
>>159887868
It's difficult for me to be introspective on your behalf.
Without a single point of reference, I can only provide guesses with no basis on any kind of facts.

I'd guess that you get stressed from programming, because you're expecting instant gratification, when you're supposed to be focused on the delayed gratification.
Maybe you (sub?)consciously expect to be able to do things way beyond your skill-level, before even having the required know-how.
Perhaps you haven't learned how to learn (google it). Maybe you're getting stressed out because the way you're trying to learn stuff is suboptimal for you, which causes slower-than-normal progression.

I could list these hypothetical reasons for days. The thing is, you're the only one who can find the right answer. And you're supposed to learn how to find them.
That's introspection.
>>
>>159888190
Nodev detected
>>
>>159888190
Objectively wrong. But keep believing what you want.
>>
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>>159886201

>different kind of watering can

Like this?
>>
So now that PINBLAST is released I'm working on a stress release toy type project where you're a cat who makes biscuits on things and purrs.
>>
>>159888190
At the end of their life the "real dev" will have a bunch of unfinished prototypes because their scope was too big. The nodev will actually have a game.
>>
>>159888190
making a shitton of dumb jam games and socializing with the community is a better way of becoming known instead of slowly autisming yourself over one game that might or might not be good
i know multiple people who haven't done a single actually playable game, but get to do even fucking university lectures because of the contacts they've gotten
>>
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man, making the random spawn work after some time was harder than i thought
>>
Anybody want to fuck my cleanly shaven boipussy while I dev?
>>
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>>159888560
Better, but it still lacks personality and soul.
How about pic related, or some of these?
https://2ecffd01e1ab3e9383f0-07db7b9624bbdf022e3b5395236d5cf8.ssl.cf4.rackcdn.com/Product-190x190/6a5746ee-a940-4ccd-a021-7d98d07db305.jpg
http://178eaaeacbd0fa953274-3d3ba9297f2f7303be162d5343c146a9.r21.cf3.rackcdn.com/products/x/huge/234957/diamond-watering-can-jade-923661.jpg
http://www.gifmania.co.uk/Objects-Animated-Gifs/Animated-Home/Gardening/Watering-Cans/Watering-Can-82285.gif
>>
>>159888671
It seems like doing a lot of small games is a good way to get popularity amonf indies, but the biggest megahits (>1million in revenue) are all long term projects
>>
>>159888328

I'll give it a go and see how I get on, thank you anon.
>>
>>159888671
just go to discord if you want to socialize you dumb shit nodev
>>
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>>159859709
wojak is actually stronger than pepe now in the pepe/wojak canon
>>
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>When your game is doing great and salty haters got no ground to stand on
Feels good.
>>
>>159888190
I agree with you but agdg proud itself by having shitty jams resulting in shitty demos. Just give up you can't reason nodevs like them.
>>
>>159889387
You're still here?
>>
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For some reason my colors keep getting fucked when i convert recordings to webm but hey, no biggie

I fixed the fireballs and they don't go to shit anymore, and my god look at that sexy magic boomerang
>>
>>159889539
I figured since you ignoramuses voted Trump in I might as well gloat about how great I am doing now to put a downer on your """victory"""
>>
>>159889426
If you're going to samefag make it a little less obvious next time.
>>
>>159889548
Lovely aesthetic anon. Fireball needs work but that boomerang is neato burrito
>>
I updated Cleft Knight to actually have the kb / pad defaults, as well as have kb as an input device. Also fixed a couple of crashes and added some popups for when you hit weaknesses / resists. I broke the boss healthbar though.
>>
>>159889628
What are you working on now?
>>
>>159889548

>guns
>floating book that shoots sick as fuck spells
>that boomerang

Jesus christ how radical
>>
Hey Aggy, what's your favorite small-scope 2-4 player game? Like, Bomberman-tier. Simple mechanics, very competitive, no excessive art requirements. That sorta' thing. One screen is a plus.

I need to come up with a good system for players dropping in and out with multiple controllers, and I figure I might as well make a little game out of the testbed while I'm at it. Bomberman is my first pick, but some other ideas would be nice.
>>
What is a good alternative to PCX for indexed color? I'm finding that the file size for PCX is just too big.
PNG is a last resort because... Well, it's complicated, but my engine currently doesn't support it and adding support would be a little bit painful.
>>
>>159889725
I'm not working on anything. I have a game out, it's starting to finally come to fruition after what Eric May and the 4chan trolls did to ruin it. Gonna sit back and relax as I make easy bucks off my game now. Maybe I can finally afford to get the hell out of this stupid country of HATEFUL ANGRY IDIOTS who voted for racism, extremeism, intolerance, sexism, bigotry, and regression.
>>
>>159889865
simple coop beat em up
little fighter 2 or so
>>
>>159889865
https://mathwithbaddrawings.com/2013/06/16/ultimate-tic-tac-toe/
Or even better, connect 4. I'm the fucking master at that.
>literally beat the fuck out of my teachers in it, at 3rd grade
>>
Is Godot a meme? Is LOVE?
>>
>>159890061
I'm sorry for you
>>
>>159889865
Spacewar, bomberman, littlefighter2.. fug, i'm sure there were a bunch of other good coop games. I remember some game called cell or jailed, you were just 2 prisoners going around platforming grabbing weapons and killing each other.
>>
>>159890110
No but you can fuck off with the "is X a meme" meme.
>>
>>159890138
You should be. I was the victim of an extreme cyberbullying and trolling campaign and I lost a lot. They almost took away the futures of my wife, me, and my wife's son. But - I perservered, and now that the skies have parted and the clouds are going away I can finally rest knowing that my game is going to bring millions of smiles to people all over the world, and that I can provide a good future for my family.
>>
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>>159890345
10/10
>>
>>159888560
This fancy shit >>159888861 should obviously be DLC/in-app purchases
>>
>>159889967
GIF supports it
>>
>>159889548
Juicy as fuck.
>>
howdy agdg.

I'm a shitty artist that wants to make his own comfy game. Only language I barely know is Python scripting in Maya. I've been wondering where to even start. I'm not even sure what engine I want to use. I feel like there are so many questions I need to ask before I can even get started with anything.

I was thinking about doing 3d art since that's what I know most of. But I also have a hard time seeing my comfy game (filthy animal crossing clone) being supr qt comfy womfy.

Any tips for a retard getting into gamedev?
>>
>>159889865
nidhogg is very fun to play with others

also crimson skies road to revenge on the xbox
>>
>>159889638
I'm not him you dumbuck so shut the fuck up you fucking faggot
>>
>>159891309
UE4 or Unity if you want to do 3D
>>
File: 4L_K0hEHB81.png (41KB, 1083x419px) Image search: [Google]
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3 cars now. Right one is player.
>>
>>159891536
nice

3d or 2d?
>>
>>159886569
who wouldnt? plebs need not apply
>>
>>159891309
I wanna lean towards recommending unity. Take a look at some beginner tutorials on the website.

Animal crossing doesn't require crazy movement programming, but its a hell of a lot of framework programming. (time, schedules, events). Luckily unity has a lot of community help available, and there are probably lots of code examples from people who have tried the same thing.

I believe in you, AC type games need cute art.
>>
>>159891536
Great reference to a great band.
https://www.youtube.com/watch?v=nhPaWIeULKk
>>
File: agd - gao.png (339KB, 641x857px) Image search: [Google]
agd - gao.png
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Pitch me an idea for a dino game featuring a dinosaur girl.
>>
>>159887665
Monster Girl Quest
>>
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>>159885864
>>
>>159891784
I only have ideas for good games.
>>
>>159891309
There was a guy making an AC clone in Unreal and the only thing he needed were assets, maybe you two can collab on that game.
>>
>>159891309
Just please do not use python just because you know some.
>>
>>159891784
animu girl raised by dinosaurs has to platform

cute girl raptor raised by humans has to get a job
(file discrimination lawsuits, resist biting customers, lots of challenges here)
>>
>>159891865
Post one, I need a good laugh.
>>
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>>159891997
It's a good game with dinosaurs and there are no cute girls because good games don't need pandering
>>
>>159892063
ahahahahahahah
Thanks
>>
>>159888190
A real developer develops game.

Bam. End of story. No rebuttal. No objections.
It's literally that simple.

sorry your dumbass takes everything too far.
>>
>>159891482
I have some knowledge of UE4 and I understand that an engine doesn't make your art good, or cute or anything of the sort. But I just haven't seen something proper cute that could assist with making my art aesthetically pleasing with the way the PBR lighting works with assets.

>>159891726
I will look into Unity for sure, thank you for your assistance. Appreciate your nod to cute art as well, I can't seem to brainstorm any character ideas or anything of the sort either, unfortunately.

>>159891893
Wouldn't happen to have a name or maybe a link to this project?

>>159891919
Well I'm willing to attempt to learn something else, I was just giving a point of reference of my skill level is all.
>>
What's your favorite code editor?
What's your favorite color scheme?
If you don't answer Sublime Text and Monokai you're probably a nodev.
>>
>>159892242
Found it
https://inacio.itch.io/comfyville-pre-alpha-v02
>>
>>159892063
You're pandering to dinosaurfags. It's all the same shit Pete
>>
>>159892259
monodevelop is fine

otherwise vim and elflord

>>159892242
Unity has bunches of non-PBR shaders built in, and plenty of free shaders in the Asset store. I'd assume UE4 has some as well
>>
>>159892063
>pandering to dinosaur fans
>pandering to good game fans
>pandering to literal gays who don't like cute girls
For shame Molly, for shame
>>
>>159892490
Monodevelop?
More like gay develop
>>
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1476999610994.gif
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>>159890345
>and that I can provide a good future for my family.
You mean your wife's family.
>>
what sort of programming algorithms/problems would you guys like help with?
>>
>>159889387
>Genre: Casual
errytime
>>
File: 1478810430460.png (465KB, 1796x780px) Image search: [Google]
1478810430460.png
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Why does gamedev does this to the minds of people?
>>
>>159892873

Who?
>>
>>159892953
A guy who made a game more popular than yours (unless you're hopoo)
>>
>>159892873
But he made a pretty racist joke in LISA: The Painful?
>>
>>159892983

Wait that's the LISA Dev?

Wow what the fuck is wrong with him
>>
>>159892991
Maybe the next patch will remove it then :^)
>>
>>159892716
Basic concrete implementation of GOAP-AI in [engine].
>>
>>159892873
He's right though.
>>
>>159893278
See? It's already warped your mind too.
>>
File: 1427415532133.gif (890KB, 305x320px) Image search: [Google]
1427415532133.gif
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>send musicbro a ton of songs he can reference
>just sends me the same stuff he always does that sounds nothing like it
>>
>>159893139
so https://github.com/sploreg/goap
>>
>>159893321
Gamedev wasn't what made me think the way I do.
>>
>>159892873
lisafags BTFO
tobyfox was the good guy all along
>>
>>159893336
time to cut him loose fampai
>>
>>159868912
yes this is why you cant make money in digital distribution
>>
File: 100% jam games, no main game.png (3KB, 286x62px) Image search: [Google]
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>>159888190
I think jams are pretty fun.
>>
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>>159893823
I like them too
>>
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Someone pls give me a quick explanation on how to implement gamestates (i think that's what they're called)
like having a main menu, game, credits, etc.
>>
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>>159893823
>>159894129
f-fucking nodev jammers
I-I'll have more views and downloads than that once I finish my game.
>>
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3KB, 203x79px
>>
>>159893823
>>159894129
>>159894610

what platform are these numbers coming from?
>>
>>159894816
itch.io
>>
>>159894816
looks like itch.io
>>
>>159894442
Language/engine?

Also, literally google it.
>>
>>159894848
>>159894849
thanks m8s
>>
>>159894816
t. nodev
>>
>>159894816
itch.io, the current best non steam place to host games/jams
>>
>>159894864
C++, no engine
I'm just on the verge of falling asleep and seeing if someone can help me with this thing, so maybe i can implement a bit of it now
>>
>>159894908
are there anyone on that platform that are not gamedevs as well?
>>
>>159834552
this is actually pure genius f*ck the h8ers
>>
>>159891784
https://www.youtube.com/watch?v=jRfmc5WMRaQ
>>
>>159894975
what do you mean?

Anyone can make an account, and hosting games is free, and you can sell games with an optional and adjustable 10% fee to itch.io + paypal
>>
>>159895148
I guess what i'm asking is, that platform specifically - are there non-devs on it actually download the games or is it a giant indie-dev circle jerk?
>>
>>159894442
finite state machine pattern
>>
>>159894975
Probably 50% or more of the accounts are devs, yeah. But you don't need an account to download and install free games, unlike Steam, so there is less incentive for players to join. It's more of a place to host games than a whole ecosystem.

I believe they have a desktop client, and are adding more functionality and aiming to become a competitor to Steam eventually.
>>
>>159895221
you don't have to have an account to download games, but you need an account to leave feedback

There is a surprising amount of non-devs that browse it, but other indie-devs can leave valuable feedback as well, and I'm just happy that people try my games. Its good motivation.
>>
>>159895418
>>159895394

makes sense - thanks!
>>
>>159895221
90% of purchases on itch.io are non-dev
>>
New thread
>>159895629
>>159895629
>>159895629
new thread
>>
>>159895543
Do you have a link to the page where that stat is? I assume they are using the answer to the question that they ask when you get an account, "Are you a dev or a player?"
>>
>>159895667
https://www.reddit.com/r/gamedev/comments/5b2s78/are_we_just_buying_each_others_games/d9md43r/
>>
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>>159895543
people buy shit from itch.io?
>>
>>159892259
Scite, my own
>>
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>>159892259
>not making a custom color scheme
>>
>>159894442
Simply just use a switch().
>>
>>159894963
you can either do a switch case as suggested:

switch (my_state) {
case MENU: update_menu(); break;
case GAME: update_game(); break;
}

or you can use object polymorphism:

my_state.update();

where my_state matches some kind of an interface.
>>
>>159892259
Visual Studio and Monokai
>>
>>159892259
vim, solarized-dark
colorschemes are for nodevs
>>
>>159892259
emacs
moe-light
>>
File: PHANTOMa.gif (215KB, 255x143px) Image search: [Google]
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215KB, 255x143px
I DID IT LADS
I FINALLY GOT IT DISTRIBUTABLE

>https://wanderfall.itch.io/phantoma
>>
>>159901484
And nobody will know if you don't post in the new thread: >>159895629
Thread posts: 782
Thread images: 154


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