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/agdg/ - Amateur Game Dev General

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Thread replies: 765
Thread images: 137

File: demoday11.png (939KB, 1108x980px) Image search: [Google]
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Play all the demos!

> Play Demo Day 11
itch.io/jam/agdg-demo-day-11

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

> Next Jam (Dino)
itch.io/jam/agdg-dinosaur-jam

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

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/qRHNpCbZ

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
last
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penultimate
>>
who wants a review of their game? link it fags
>>
>>159895783
Just review all of the demos
>>
any devs here have a positive experience with itch.io?
>>
How can I reinvent the courtroom drama videogame? I don't want a Phoenix wright clone
>>
>>159895783
Review my game please.
https://itch.io/jam/agdg-demo-day-11
>>
>>159895783
>>159895879
I would say do it in reverse order, but I can't figure out how this page is sorted.
>>
>>159895994
>>159895957
>>159895879
fuck you all
>>
>>159895783
https://itch.io/jam/agdg-demo-day-11/rate/94542
>>
>>159895783
fuck my shit up, my dude
https://itch.io/jam/agdg-demo-day-11/rate/96202
>>
>>159895953
Phoenix Wright is all about collecting wacky evidence for wacky crimes to sate a wacky court system, so I'd go the other direction and make it about misrepresenting/obfuscating/forging evidence and testimony as well as manipulative cross examinations designed to hide the truth and influence the jury. Maybe the Edgeworth game plays this way? I dunno, I've only played a couple cases of one phoenix wright.
>>
>>159895934
Yeah, it's the best place for indie devs to host and sell their games. A typical strategy is to sell your game on itch to make $100 for a steam greenlight. And if you want you could sell your game for a discount on itch, since they take a smaller cut than Steam does.
>>
>>159893564
>Unity project file
That's what I get for writing [engine]. I expected something like a link to someone who's done it with about 200 pageviews total on his tutorial. Guess I gotta install Unity now.
>>
>>159895783
sure, go ahead.
>https://monolithdevs.itch.io/monolith
>>
>>159896175
No that sounds kind of cool. My hope is to make it nonlinear and present multiple ways to win a case. Like, instead of going down a single path to win a case, maybe you have a score value invisible to the player that is how much each juror agrees with you. And you can do shady things (or not) to win each juror by appealing to both logic and emotion. Or maybe my dream courtroom videogame is impossible/overly complicated to make it the way I want to.
>>
>>159895994
It's at least partly based on popularity, judging by who's currently in the top 5. I know that I have a ton of hits, and Anubis, Clarent and Monolith all have hits from past jams. Bottom up is the way to be most fair.
>>159896084
already did
>>159896138
I tried, but I couldn't figure out the first wall. When I hold an object, I can't move. Is that intentional? I downloaded V2.
>>159896398
Sure. If you feel this is good enough for the world to see, try tweeting at some games writers. It certainly looks good enough to me as is
>>
>>159896495
Sounds fun to me. Won't know until you try.
>>
>>159895869
Yeah, itch has been steadily growing as the place to buy indie games and indie game accessories.
>>
>>159896529
dont feel we're quite there yet. will need a few layers of polish and config rewrites.

i also have no clue how to approach anyone like that without looking like a jackass.
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>>159896660
I literally tweeted "check out my game" to a certain RPS columnist, and he did, and I got in RPS. Attach a gif to the tweet so it catches their attention
>>
>>159895783
Feedback appreciated.
https://rb-d2.itch.io/wingman

you need 7zip to extract it, sorry
>>
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>>159896642
>indie games and indie game accessories
>>
>>159896529
I've got a lot of feedback on it, so i am trying out carrying objects, but yes stopping is intentional in the demo. You can dash in the air, and in 8 directions, so you gotta do that to get up, or use a thrown objects momentum.
>>
>>159895783
Yes please
https://itch.io/jam/agdg-demo-day-11/rate/96201
>>
>>159897017
Why would you upload in a compression format not supported by default windows software? 7zip is one of the first things I install on a reformat so I don't give a shit, but still.
>>
>tfw your game can be finished in 20 minutes if the player knows what to do, if they don't it takes 2 hours and 1 minute
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>>159897254
>tfw your game can be finished in 47 seconds if the player knows what they are doing
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>>159897254
You're gonna have the speedrunning community.
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>>159895783
do mine pls
https://itch.io/jam/agdg-demo-day-11/rate/96395
>>
>>159897254
>and 1 minute
I'm taking the bait. Why the minute?
>>
>>159897381
To get around Steam's refund policy anon.
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>>159897335
Did you purposely try to make the ugliest logo?
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>>159897161
Had to split the file because itch still hasn't removed my 500mb restriction.

Noted the default windows thing though, Is zip the only thing windows recognizes? I might just reupload using split zip files.
>>
>>159897439
DUDE VAPORWARE LMAO
>>
>>159897435
Well, that's the motive. I was asking about the method. Why will it take players 121 minutes exactly to finish, what must they do that takes this exact amount of time to complete?
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>>159897510
Oh nevermind, its actually already a split zip file. Can't do anything about it I guess. Sorry.
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>>159896642
Nice
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>>159897603
The game is text heavy, the text dialogs last longer if you're closer to finishing game and you aren't at the 2 hour mark.

The last one lasts the amount of time needed for 2 hour and 1 minute time.

You can beat the game in 20 minutes because you can skip all dialog by avoiding entering the dialog collision boxes.
>>
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Any good guides on real time Perlin Noise?
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>>159897439
you don't like it? i put so much effort in though...
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>>159897996
>skip all text boxes except the last one
>have to wait 1 hour and 41 minutes
Wew
>>
>>159898070
Not even close to the audacity The Stanly Parable and Desert Bus show towards their players.
>>
>>159896398
OK this hooked me this time, more than the last demo.
You just changed the firing angles in response to feedback from DD11, right? Good choice, it feels more fluid now.
The destructible element at the end of the tutorial should maybe stand out from the background.
I love the room that's half full of blocks, in a diagonal shape. Nothing clever about it, but it's a nice break and I appreciate the extreme level design.

Regarding sending it to journalists, it depends on how much longer you are developing this for. If you think it's 6 months out or less, consider starting to build a fanbase now. And having more playtesters wouldn't hurt. This definitely feels polished enough to me already
>>
Anubisdev, you bastard. Post more often/frequently with progress (not just the one or two times in the past few weeks) and I'll vote for your furry shit that's on Greenlight atm. Don't be a faggot.
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>>159898690
>I'll vote for your furry shit that's on Greenlight atm
Did he remove the actual yiff? I thought that wasn't a thing Valve wanted to get involved with?
>>
What agdg games are you most excited for?
I'm asking because I'm a vain person and I'm hoping someone mentions me
>>
>>159898056
change the orange to green
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>>159898807

He's gonna have two versions most likely, a lewd version with the cutscenes, and a SFW version with only suggestive remarks but no porn.
>>
>>159898869
I'm looking forward to My Game coming out in 2019
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>>159898869
(You)rs.
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>>159898690
I've seen him post more in /v/'s gamedev threads

>>159898807
the yaff is only in the form of post boss cutscenes afaik, so he just cuts those out.
>>
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Back to doing environment art for a while. Finally gave up on my own water shader and just played around with untys.
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>>159899113
What's your game? I'm having a hard time associating that gif with a title.
>>
>>159899113
>tfw 2.34mb gif

webm pls, it will show your work so much better
https://gitgud.io/nixx/WebMConverter
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>>159899229
I only post on here once every month or two.
>>
>>159899513
I dig your aesthetics. What's your game about?
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>>159899686
You're a costumed crusader in a furry suit cleaning up the city of degenerates. Very tongue in cheek.
>>
>>159899686
Think top down twin stick, but rather then linear shooting galleries its a interconnected world with some exploration, puzzles, light platforming, enemies, optional bosses, little npc quest lines, etc.

Basically a twin stick adventure/variety game.

Also has a 60+ track darksynth OST
https://soundcloud.com/user-326390451/radium-radium
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>>159898409
One joke achievement/branch in Stanley Parable is not even remotely comparable to Desert Bus, and neither are comparable to misleading your consumer deliberately (Desert Bus wasn't a bait and switch).
>>
>>159899513
>gifs for video and pngs for noisy screenshots

I don't mean to be nitpicky, but learn your appropriate compression

pretty game though
>>
>>159900320
What would you prefer he use rather than .png for "noisy screenshots"?
>>
>>159900320
>>159899349

PNG is auto generated by our screenshot tool, because that how unity handles that shit.

When it goes up it gets compressed but I pulled it right out of the build, I also hate gifs, but twitter and our website don't support them and they are taken for their rather then here.
>>
https://monchop.itch.io/rune-revolver

Just changed some very minor shit but I still updated it for whatever reason
>>
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Made another build, fixed some shit resetting when switching scenes, also added a value readout of your currently used modifiers (and whether or not you're using default modifiers)
Current record is 77kills.
WIN: http://justletit.be/~brum/GunMetal_Build0-45-1110_WIN.zip
WEB: https://brum.itch.io/gunmetal
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>>159895783
try mine i guess
https://itch.io/jam/agdg-demo-day-11/rate/96210
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>>159900418
jpg at 90-100% quality

>>159900501
understandable
>>
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Now we are talking!
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>>159900156
>Also has a 60+ track darksynth OST
I'm spotchecking through your soundcloud and I like what I'm hearing. Theme especially kinda reminds me of the beginning of Carpenter Brut's "L.A. Venice Bitch 80's", which doesn't say much since its not overly complex. Digging it though. Your overall style's pretty dope.

>Basically a twin stick adventure/variety game.
Interesting choice. I hope you finish your game.
>>
>>159900984
>Interesting choice. I hope you finish your game.
Considering how much time we have put into it at this point and how close we are to finishing it will get done.

tfw when we turned down a buy out because of the artistic integrity meme.
>>
With 8 directional sprites, I have a problem where if one direction is let up a split second after the second, then the character is facing the second direction. It means that a character rarely stands diagonally, which, I guess isn't a huge deal, but it's a little annoying. Is there any way to fix that? Is it even worth fixing?
>>
>>159901449
>someone made a buy out offer for an unreleased indie game

yeah okay
>>
What is video game fog made out of?
>>
>>159901614
Thats what we thought. But the guy had thrown money at tones of retarded shit in the past, made his money in real estate but wanted to desperately get into tech but kept failing.

It was the RNG jackpot thought, the guy was hitting on one of his employees who was evaluating the house I am renting, so he came along with her and stumbled across us all working in the garage, which landed us an interview, he wanted majority though.
>>
>>159897335
>>159896138
>>159900779
check your itch pages
>>
>>159901812
Depth buffer
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>>159901485
>Is it even worth fixing?
Depends on your game. If it's only visuals, fuck it. If the player can only shoot in the direction he's facing, you gotta fix it.
>>
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>>159901912
Thanks! Most of your comments are things I want to change, I rushed it a bit for demo day
>>
>>159901812
There is more than one method to do this.
What are your specifications?
If you just want some simple distance fog then >>159901949 is right.
>>
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Working on adding more ice death for the monsters here. Originally the skeletons used to slide forward punching at you but I realized how annoying that is if you're trying to juke them and they can always slide forward and wallop you.

Though in my defense someone else programmed these guys for me
>>
>>159895783
https://itch.io/jam/agdg-demo-day-11/rate/96203
>>
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>>159901912
your feedback is appreciated
>>
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>>159895783
Could you review my game? http://zillo7.itch.io/tier-1
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>>159902597

I'm waiting for you to do something like this
>>
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reposting: (forgot image)

I DID IT

I MAKED GAME

>https://wanderfall.itch.io/phantoma
>>
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>>159902695
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
If googum hates rng does that mean googum hates procedural generation?
>>
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>My original pure idea slowly became corrupted into simpler, more casualized and more marketable until now its like every other game out there

I feel empty inside.
>>
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some art progress. Also we changed the boss to have 4 legs now
>>
>>159903260
neat
>>
>>159903260
CUTE
>>
>>159903260
What's up with the slowmo
>>
>>159901912
That was a very concise review, and you touched on most of the things i feel that definitely can be improved, too. So thanks a bunch, dude!
>>
>>159903201
>using randomness in your procedural procedures
wtf are you doing?
>>
>>159903223
isnt that a good thing? you've discovered what the core of your "idea" actually was. you can move on to something better without guilt.
>>
>>159903349
what slowmo?
>>
>Try to make music for game
>It always sounds like I'm stealing song from another game

Literally never going to make it.
>>
Making a Classicvania clone, anyone have tips on level design?
>>
>>159903594
The webm looks really slow
>>
>>159903594
Looks slow to me too
>>
>>159903817
just steal levels from the original
>>
>All my co-workers left early
>I still have 1 more hour
Heh heh heh... Time to work on my game
>>
>>159897153
>>159902497
check your pages!
>>159902695
I tried it for space jam, and didn't really care for it. Has much changed since then? I can give it another shot.
>>159903362
>>159902398
lmao i have no idea who's who
>>
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>>159902736
have this lousy approximation
>>
typically, how do indie multiplayer-only games fare?

to me it seems like indie games tend to have a small user base and a brief shelf life. this would make me wary of buying a multiplayer only game, and I'm guessing most people feel the same.
>>
>>159904179
they never work, ever
>>
>>159904179
There is a reason they usually focus on local multiplayer
>>
>>159903260
something something frog shrinks
>>
>>159904179
There's couple that are popular and still played, Duck Game for example.

But if you're making multiplayer only indie game you're making your chances of succeeding even lower than they are normally.

If you think your chances of "making it" as an indie dev are 1/100, making a multiplayer only game makes them 1/1000.

Good luck.
>>
>>159904179
It's either everyone plays it and you make shitloads of money (RoR, Lethal League, that car soccer game), or literally nobody plays it (every other indie multiplayer)
It's like mobile games where you're very unlikely to make it, but if you do you're set for life
>>
>>159904179
>how do indie multiplayer-only games fare?
Survival lies in free to download and community participation. See SS13, which is as thriving as it can get for multi only. Maybe 500 - 1k core players.

If you don't create a cult following your game, it's already dead.
>>
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>>159904163
Most of the changes are in the AI; it plays like an actual game now!
>>
>>159904163
Our comments are basically the same but >>159903362 is for throbot
>>
>>159904380
What do you actually DO in your game anon? Do you just jump from sector to sector picking fights or is there more to it?
>>
>>159904380
>fire torpedo
>gun turret shoots torpedo
Truly next level, enemy won't see it coming.
>>
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>>159904176

MADMAN
>>
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>>159904597
You control a single ship and you destroy the enemy team. Think of it as war thunder/world of tanks in space.
>>
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>try to code something complicated
>it doesnt work
Back to the drawing board

>>159904163
Mine was >>159902398 shooty wizards
>>
Would I run into legal trouble if I made my game's story based off an existing novel?
>>
>>159904687
>Not writing documentation before code

DESS
>>
>>159904714
How based off?
>>
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>>159904716
I did, but I think my idea just isn't gonna work
>>
>>159904714
If you change names of everything then you are free to do whatever.

You can make a game about a wizard named Barry who goes to school for magic called Mogwarts.

You can't hold story elements as your own IP.
>>
>>159904714
Only if it was written after 1923. If so, you have two options: Get permission from the author, or change all the names so they don't have as strong a case against you.

Though, really, you can be sued by anyone who thinks they can get money out of you, even if their claims are all bullshit.
>>
>>159904714
If you don't use the names occuring in the novel, you could call it an hommage or inspired by, but i doubt you are ripping off a narrative so unique it can be traced back.
>>
I'm making a fighting game in Gamemaker and I'm unsure of how to implement the state machine for attacking. Something tells me I don't need individual states for every attack for each character.

Is the answer to my question using ds_map?
>>
>>159903705
>try to make music for game
>manage to make it sound alright but never fits intended purpose
>>
>>159904367
>>159904343
>>159904328
>>159904257

pretty much what I thought. but fuck it. I may as well throw together a dirty prototype anyway. I mean, you guys would test it out, right? If even just to call me a fag and point out how terrible of a dev I am?

If it's good I could make a single player campaign, or get really good at AI (not likely).
>>
>>159895783
Give this a shot? https://itch.io/jam/agdg-demo-day-11/rate/96397

Need a bigger to-do list of shit to improve, besides optimization and sound effects.
>>
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>>159904176
>>
>>159905231
What's your genre anyhow?
>>
>>159905231
We'll call you a fag because we only care about financial success in this thread.
>>
>>159904176
Literally the best dev on AGDG
>>
>>159904714
what novel
>>
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>>159903705
>can't make music
>put in temp music until you can get a composer on
>end up hating the composer's music because the temp music works much better

Fug
>>
>>159905420
Literally Stockholm Syndrome
>>
>>159905420
It doesn't work better, it just seems correct because you got used to it.

I had the same problem when I replaced my placeholder protagonist but now I much prefer the new one.
>>
>>159905290
2d team attrition shooter in a nutshell.
>>
>>159905698
>not just multiplayer
>TEAM multiplayer

the one place where games like this can be successful is online, on a meme .io domain. even then you're living on ads
>>
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This game is super fun. Modifiers, powerups and more weapon types when?
>>
>>159906023
>not using standard values
I N V A L I D
more stuff soon(tm). I'll have to refactor a bunch of shit and work on level generation.
>>
>>159906402
I totally used standard values. Messed around with them a bit to see what they did but clicked reset afterwards. Looking forward to more content :^)
>>
>>159896495
If you make this game and it's good I will give you money.
>>
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>Been working on my game for 6 months
>Feel like a failure for taking this long on a simple concept
>Play and finish Owlboy
>Read that it took 9 years to make
>Suddenly realize I'm not that bad and get motivated

Feels goodman.
>>
>>159906510
Ah, you seem to have max monsters per wave at 15. default is 14, so your game was a tiny bit more difficult.
It doesn't do a check whether or not the values match, just detects if you've moved sliders at all. Pressing reset turns it back to untouched default values.
>>
Need some military sounding buzzwords for how to subdivide an area.

Region -> Zone -> Sector.

Something like that.
>>
>>159906712
>Read that it took 9 years to make
Anything below 12 years in the making isn't worth shit. It's why Boyhood is the best film this and last millenium.
>>
>>159906842
Yeah I know, did you know it took 12 years to make?
>>
>>159906842
>9 years
geez. What were they doing for the majority of that time? Stroking their dicks?
>>
>>159906835
>Region -> Zone -> Sector
I'll be expecting my cheque within a week.
>>
>>159906938
Art/programming/music
>>
>>159906887
Oh, it took 12 years to make? That certainly shows! I felt like I was watching the boy grow up before my very own eyes!

At first I thought 12 Years A Slave was good, but I found out that, despite the title, it did in fact NOT take 12 years to make, which put a bit of a dent in the opinion I had of it. Not so Boyhood however, which may be the greatest cultural achievement humanity will bring forth,
>>
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I feel like my game is too difficult for new people to play with all of the keyboard controls. I can't test usability properly because I'm the developer but if you've played my game, what should I do to improve usability?
>>
>>159906938
>2d pixel platformer took 9 years
>wasn't even 1ma

so basically im fucked.
>>
>>159906842
meh, 12 years. Try 49.

https://en.wikipedia.org/wiki/Up_Series
>>
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>>159907324
>Linklatter nowhere on the page
Come on now.
>>
>>159895783
i always appreciate honest feedback if you have time
https://itch.io/jam/agdg-demo-day-11/rate/96586
>>
forgot my goddamn pen at home, now I can't dev

fuck
>>
am i going to have to start paying people to use my music for games? am i really THAT bad?
>>
>>159907727
>Implying there aren't at least 4 people in this thread ready to suck a bag of dicks to have their music featured in a game with 500+ downloads
>>
>>159907818
k
>>
how do you set the window on top the taskbar in openGL
>>
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>that feel when your code works in the first try and you manage to fix another bug by mistake

looks like i gonna have a playable mode working for my 4 months birthday in 4 days
>>
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>>159898869

That date sim one.
>>
>>159907934
>He thinks the code works

Enjoy it not working next week faggot.
>>
>>159907979
furries look almost normal from this angle
>>
>>159898869
Your game!
>>
>>159908065
>furries look almost normal from this angle
>almost normal
>furries
>normal
Do you need help?
>>
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>>
state endorsed murder
>>
>>159895783
its pretty rough, but if you have the time
https://kada.itch.io/crystal-chrysalis-dd11

people who are doing the videos have like quadrupled my bug log, its gold
>>
>>159908267
The frame before the smear doesn't really fit with the arc that is created, and perhaps the smear should continue following the sword in the 7th frame.

Also if you overshoot the sword on the 7th frame and pull it back on the 8th, that would illustrate more strength used.

Pretty good animation tbqh desu.
>>
>>159895783
c
>>159902957
>>
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>>159908065

It's an anime trick where the base color is flat like cell shading but the mouth is actually heavily inset on the model making it an upsidedown L shape. That and the flat face and lips, which triggers some faggots for some reason.

The demo is neat but you're pretty much done in 5 minutes.
>>
>>159908201
blame bronies for normalizing furries
>>
So in a game where the player is expected to die a lot and start over, is it a bad idea to just let them pick some of their gear to start with and not let them switch during the game until they die again?

I'm debating if people can switch in safe areas or they are just stuck with what they chose.
>>
>>159908701

Bronies took the cancer out of furries. They were always the faggots, but becoming bronies identified them as the bad ones.
>>
>>159908882
If only. Take a look at the three furry threads continuously up on /b/. The cancer is still there.
>>
>>159908693
dude go drop this link into /b/ reap the views
>>
I can do a few more videos tonight if anyone wants one
https://www.youtube.com/playlist?list=PLTNB11KbDROyD9cQLNEkvrkkbrMrNNJuJ
>>
>>159909381
https://itch.io/jam/agdg-demo-day-11/rate/95974
I'm curious what a first time player does
>>
>>159908693
I would her, not even a furry
>>
>>159909381
you should make one big video of all the demos that are very short or are tech proofs of some sort
>>
>>159908882
nah man, what I'm saying is with bronies furries suddenly don't look so bad. I mean, they at least get laid. they meet up and have gigantic orgies. bronies meet up and watch a cartoon for 6 year old girls together telling each other how much they love and cherish each other's friendship and other rainbow vomit inducing behavior.

they should really just start sucking each other's dicks, then maybe we could begin to make heads or tails of the whole thing.
>>
>>159909501
I figured out what the space bar does, where the boundaries of the map where, what the stars looked like, and that was about it

not the other guy though

>>159909608
yeah this pls
we still want to hear feedback even if our game isn't that complete
>>
>>159909608
I generally play all the demos of games that I see repeated progress from over the months (but I will sometimes skip games I played last demo day). After that, I ask for people to submit. Don't really want to waste time on games from people I've never even seen before.
>>
>>159909728
>Don't really want to waste time on games from people I've never even seen before.

ain't that the point?
>>
>>159909798
i assume he's saying he doesn't want to play whodevs' games
>>
>>159909890
I agree with that in principle, but if he plays all the demos of games he's seen repeated progress of then who would be left to submit to him other than whodevs?
>>
>>159909701
I did add a new build that fixed some issues and made the whole game more concise.

But yeah, there probably isn't more gameplay for you to find. Depending on when you stopped, there are some more changes to discover. I get that the experience won't connect with everyone.

What I was curious about was the exact movement patterns of a first time player, who has no idea what the game is.
>>
>>159905239
Really rough.
Pressing left/right when wall climbing should get you off the wall.
I actually like the very narrow red line of death, if the rest of the graphics were sleeker.
Nice death animation.
I stopped pretty early on, so if I missed something unique, sorry.

Tips for prototyping graphics, and this goes for a lot of games here:
that midtone gray looks like SHIT. Go to any color scheme generator, smash that randomize button until something good shows up, and use only that 5 or 6-color scheme for your game. It will improve the graphics immensely.
https://coolors.co/
>>
How hard would it be to make a roguelike dark souls pixelated platformer?
>>
Give something to listen to fellers
>>
>>159910864
https://www.youtube.com/watch?v=OUJQx_JmtVA

I ironically love listening to this type of music while proramming
>>
>>159910723
>https://coolors.co/

That's an awesome site. Thanks for that.

I was being lazy with graphics because I'll eventually have to hire an artist, but I may as well pretty things up for demoing. Would help me think about art direction too. Noted.

Anything else stick out about the platforming physics?
>>
>>159910952
For real anon? I don't judge but
>>
J-List is back yay!
>>
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>>159908375
pic related
>>159910987
>stick out
more like sticking to walls ayyyy
>>
I can't decide on an MC
>>
>>159909501
It will be uploaded in about an hour. Be warned that your shader totally killed OBS's performance. It couldn't handle the sheer amount of pixels changing values every single frame.

I have no idea what it will look like on Youtube.
>>
>>159910864
https://www.youtube.com/watch?v=1whb0NdE3Tw
>>
>>159911214
Thanks man! Yeah that shader removes any possibilty of lets plays. I kind of shot myself in the foot there.
>>
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>>159911207
>>
>>159903223
you dont have a game
>>
>>159911598
who cares
>>
>>159895783
https://chaikadev.itch.io/spaceship-crew-self-defense-simulator
>>
>everything's coming up aces with the latest feature/mechanic
>suddenly, using it one way is fine, but the other way has you like 60 pixels left of where you should be
fuck
>>
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>>159909381
see
>>159911850
>>
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Fresh progresso. I guess I'll call it "kitty biscuit simulator"
>>
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Should I make a Trump Game? It might ruin my nonexistent reputation, but I would like the moneys and I have the 3d models to do so.

http://webm.land/media/79Jd.webm
>>
>>159912090
just take the concept and make your own character
>>
>>159912090
>pros
get some ez attention

>cons
get killed by the secret police
>>
>>159912090
Do it I want to see how many unpopular trump games agdg can make
>>
breaking news
https://itch.io/jam/agdg-demo-day-12

weekee leeks
>>
>>159911850
whoever called this a flawed hotline miami that missed what made HM good was right
>>
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>>159912090
Considering Trump is an anti-war isolationist with a focus on economic growth and infrastructure, a proper Trump game would be more like SimCity or Civ than Douk.
>>
>>159912081
Hi Fredrick
>>
>>159912364
>https://itch.io/jam/agdg-demo-day-12
these gifs are getting too sexual
>>
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How's that side project coming along?
>>
>>159912520
Who the fuck is Fredrick?
>>
>>159912046
it will be up about an hour after the other video
>>
>>159912559
Fuck off nodev
>>
>>159912081
Hey look its Frederick!
>>
What are some games with lots of heart put into them that I can take inspiration from?
>>
>>159912007
>adding the wrong thing
go me
>>
>>159912559
>recursion
>>
>>159912808
Undertale
>>
>>159912464
we talking about hotline miami 2?
>>
>>159912559
I gave up because I couldn't decide on interactions and secondarily created things (if any)\
fortunately it wasn't really a game
>>
>>159912081
Freddy, boy! How are you doing?
>>
>>159912967
well I say "gave up", I kept the files; I'd like to go back to it at some point
>>
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>>159912364
>january
Another year wasted
>>
Unreal 4

I'm trying to spawn items in a grid. I was doing this by putting a set actor location function in the construction script of the object and basically:

Dividing X by 100 (so it snaps in a meter sized grid)
Getting only the value and discarding the remainder
Multiplying that value by 100 again

Now it works fine unless the object has a translation value like 199 and it goes to 100 instead of 200

How can I get it so that it rounds to 100 or 200 depending on which is closer?
>>
>>159913291
round the divided value instead of discarding the remainder
>>
>>159913291
use X / 100f or your languages equivelant. Dividing an int by an int truncates the remainder. Dividing an int by a float is a float
>>
>>159913372
I didn't even know there was a round function, goddamnit.

I even looked this time

>>159913525
It was a float (100.0). I was using a function that returns the value and remainder and just ignoring the remainder
>>
>>159913665
there is floor (always round down), round (round to nearest), and ceil (always round up)
>>
why dont you just create a variable with the size of each grid square and then make a array to make the grid


then put each item in PositionX += PositionX + Size , PositionY += PositionY + Size
>>
>>159913741
Awesome, thanks

Needless to say I'm new to everything but the most basic of programming and forgot a great deal of my learned math. I never have an issue picking it up, but anything beyond the basics evaporates after a few months.
>>
>>159913815
Because I"m too stupid to understand how to implement what you said

I understand what you're saying but now how the array would make the grid
>>
>>159914060
>>159913815

Like I would need one array for X and as many Y arrays as needed to make a grid the correct size?
>>
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3d platformer - rabbit swaps body with turtle in order to explore underwater

This is the 2nd or 3rd world btw
>>
>>159914297
Dude that FOV is making me sick
>>
How would you guys start a project that is future proof to port to switch? Make it for mobiles/using mobile presets and specs? Which specs? NVidia Shield?
>>
>>159914297
Game's lookin' good.
>>
>>159914421
How come?
>>
Is there a way in C# I can give a base class a function, and override the function in a derived class, such that even if an object looks like its the base class, the derived function is still what'll be called?

like

(instance as BaseClass).myFunction()
prints out "run by DerivedClass"
>>
>>159914770
I dunno

It just is
>>
>>159914853
you can't make it not do that

that's what polymorphism is
>>
>>159914297
what engine?
>>
how many polygons to have in a level mesh that are visible to the player?

I have no fucking clue how much a low-end pc can be expected to see

The current model I have is about 5 million verts but clearly no program can have that on one mesh anyways

Does anyone have any information that might help me with this?
>>
>>159915001
Godot
>>
>>159914423
best to get a game down which can have scalability, worry more about core mechanics
>>
I'm gonna do a full playthrough video of my demo tonight (about ~2 hours long). Should I do developer commentary during it, explaining how things work and why I'm doing what I'm doing? Or should it just be in-game sounds the whole time.
>>
>>159903260
man that frog is just so fucking cute man
>>
Anyone else here trying out the Gaymaker Studio 2 beta? What are your thoughts on it so far?
>>
>>159915158
If you have interesting things to say and can say them in a way that won't be unappealing, the former, otherwise, the latter.
>>
>>159914853
>>159914947
nvm fixed it
override is what I needed, not new
it was probably misleading that I used the casting parens, in reality it was actually a List<BaseType>
>>
>>159914947
You can in C++ if the base function isn't virtual.
>>
>>159908826
Depends on the kind of stuff and how much of it there is.
>>
>>159915527
Technically yes. But that's dumb and you generally shouldn't.
>>
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>>159914421
probably also the shitty webm quality. but ill probably add a FOV slider
>>159914497
thanks
>>159915001
UE4
>>
>>159912475
nice game progress there
>>
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I'm bad at everything
>>
>>159916013
I'm bad at art, but that's the only thing that matters so I may as well be bad at everything.
>>
>>159912475
I agree with this. Make it a whole map of America that you build up. Including the ability to build walls.
>>
>>159916049
>Tfw you're a 3D artist and Unreal 4 has blueprint so you barely have to learn how to code
>>
>>159916316
If you want to make an incredibly simple, small-scoped game, sure.
>>
>>159915601
>UE4
you using a custom post-process/shader or default?
>>
is this the nodev general?
>>
>>159916013
Me too (almost). Let's keep at it
>>
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Anyone know a good resource for learning how to do "tag loading"? Trying to do some HTML5 development and I'm having a lot of trouble with preload.js
>>
>>159916547
>>
>>159916674
I try. It's hard when every step you take forward feels like you haven't moved at all.
>>
>>159895783
https://mountainousdevelopment.itch.io/rem-project
>>
>>159915598
I only know that because it accidentally happened to me, caused quite the headache.
>>
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Hey Aggy Daggy, I feel like trying to maek game in "Superpowers" for no good reason.

Anyone else?
>>
>>159917252
Do it! You'll easy be able to get on their "Games" page since there's nothing good there right now
>>
>>159914297
its a little confusing, how do you know to get the turtle, but looks fun/good
>>
im bored and have a few minutes to kill.

anybody want some honest feedback on for their demo? preferably something that only takes a few minutes to play.

i know i could just go through all the entries and i will later but just wanted to know if anyone in particular would like some feedback right now
>>
How do I become a dev without being bullied? I have more mental problems than rotate so I'm worried people won't accept me once they learn who I really am.
>>
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Need some advice and help, I'm making Whimp the Bold.

Would a player prefer smaller enemies that give simple powers, like early kirby, when absorbed? Or enemies that provide more completes movesets, like recent kirby, that might be harder to teach.

And with that in mind, if movesets are more varied, should certain levels require certain enemies to be used, or should everything be designed so that you can use anyone?

For those who don't know the main mechanic is controlling enemies and using their powers
>>
>>159898013
The...same way you'd do any Perlin noise.
>>
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I just wanted to say that I love you guys.
Never stop trying. One day, you'll make it.

I'm going to better place soon
Goodbye
>>
>>159917623
>I'm going to better place soon
>Goodbye
bb hf
>>
>>159917521
Make your game and don't bring your personal life into it.
>>
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>>159917623
Don't go anon. We love you too. I love you too. It won't be the same without you.

Don't go
>>
>>159917541
I think absorbing movesets rather than moves is a more interesting permutation of the formula.

If you can design levels such that they can be solved multiple ways without being too easy then that'd probably be ideal, but if that's too difficult or takes to much time then it's a place where you might opt to compromise.
>>
>>159917521
Don't ever say anything under your developer name that doesn't have to do with developer activities.

Seriously. Act like an apathetic AAA company and nobody will know what your personality this therefor no bullying.
>>
>>159917623
Do as you must.
>>
>>159917623
Don't worry m8, I'll be meeting you there.
>>
>>159917541
I'm going to avoid the actual question and just say that I genuinely think it's in your best interest to simply absorb moves a la early Kirby. I think absorbing entire movesets and designing levels around that is too complex and outside of your scope and abilities as a developer.

I mean no malice when I say that. I think you should just keep it simple for now.
>>
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>>159917623
Oh are you moving to a new town or something anon?

A-anon?
>>
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>>159914297
FYI.
>>
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>tfw you reduce the amount of draw calls by implementing LOD.
>>
>>159918063
I 100% understand this. And I'm shit at level design as it is, so I'm not doing any favors by being over ambitious

It's just so fun to try and make cool characters with cool moves

Then there's the issue of having minibosses thatyou can absorb, should they only have one move too?

>>159917773
I just want a game that feels open-ended gameplay wise, while grappling with not wanting the player to feel like some choices are better than others if some movesets are bettere
>>
>>159917541
depends on how good you are at design, one of those ideas will be much harder to implement or make fully useful
>>
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>>159917623
>>
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>>159918313
>reduce amount of draw calls
>increase the amount of nodev
>>
>>159918381
>should they only have one move too?
Yes. You'll also find that players will appreciate the powers too if they're simple and just one or two moves max.

>I just want a game that feels open-ended gameplay wise, while grappling with not wanting the player to feel like some choices are better than others if some movesets are bettere
Save this idea for when you have more experience under your belt. Honestly, you won't regret it because it'll make your scope more managable for your current game and it'll actually come out rather than being over ambitious and dropping the project (I know I've done that too many times).
Save it for the sequel, Anon.
>>
>>159918313
Wouldn't draw calls be the same? Unless you have some models that disappear completely at a distance.

I don't really know anything about draw calls or 3D.
>>
>>159916451
pls respond
>>
>>159918730
Maybe the simpler LOD models have fewer different textures to switch between
>>
>>159918730
Draw calls depend on materials/shaders/other render states and vertex count, so if the LOD mesh uses the same materials when rendering instead of switching through many you can reduce calls a lot.

If for example the normal mesh and LOD one use the same materials and shaders and say only reduced # of vertices by a certain amount, there wouldn't really be decrease in calls.
>>
>>159918702
thanks, i think my path is more clear now. Besides, I can distinguish enemies with their different aspects like
>movement
>attacks
>midair attacks

It should be good, thanks a lot everyone
>>
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>>159914297
you monster
>>
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continuing mapping efforts tonight

will have roughly 1m verts, which is enough to be getting on I think
>>
>>159919107
>using Submeme editor
I hope you didn't buy it.
>>
>>159919049
There ya go! That sounds like a much more realistic plan than entirely new movesets.

Good luck anon. I'm gonna play your demo next after I finish Anubis and leave you some feedback!
>>
>>159917623
Don't leave now, there's cool shit here.
>rumania more
You could go to Romania! They have nice architecture.
>>
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>>159916451
custom post process, and fuzzy shading for animal fur (kind of hard to tell from these images)

>>159917441
when you get close enough to another animal, you will glow, then you just press the swap button. the player will take control of the new animal, and your previous animal will revert back to AI
>>
>>159919485
oh that's cool
>>
>>159919107
hacker level: Neo%
>>
Anyone have a good article or tutorial on how to have a good project start and good practices in UE4? Im completely lost, in unity you just start doing stuff, in UE4 looks like you have to think 300x times before doing anything.
>>
>>159917623
See you soon.
>>
>>159919485
I'm surprised by how cool that reflection looks juxtaposed to all the low poly stuff. Along with the depth of field I'm getting some bizarre sense that I'm either looking at a claymation animation or early 90s CGI even though neither of those things look like what I'm seeing.
>>
>>159919769
>>159918005
>>159917623
https://www.youtube.com/watch?v=cidFq2xlvow
>>
>>159917623
call the help line, do it now. don't question it.
>>
>>159919745
it's the same thing. you just start doing tutorials and piecing things together
>>
>>159919181
Thanks anon, for the demo-ing and the advice!
>>
Trying to recreate a new blueprint under a new parent in Unreal 4 I duplicated everything and it works, now I want to rename the old blueprint and give its name to the new one. Renaming went fine, but it absolutely refuses to let me use the old name. I even deleted the old blueprint and it still won't let me use the old name

Wat do?
>>
>>159914297
>>159919485
Do you build your maps in a 3d program or in the engine editor?
>>
>>159896495
Make it, man. Won't know unless you try.
>>
>>159920882
right-click on the folder where the old file used to be and Fix Up Redirectors
>>
>>159905631
I have a bad feeling this is happening with my game.
>>
>>159921103
Awesome! Thanks anon.
>>
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>>159920554
I tried to break your game.
You knew exactly what I would try to do.

And yes, it was.
>>
What's something that really annoys you in games?

For me it's when there's multiple paths in a level but I don't know which path is just a secret bonus path and which is the main path. So I end up back tracking to each path making sure I get all the collectables.
For an open dungeon this isn't bad, but for a level that's generally linear this is really annoying.
>>
>>159921313
the disillusioned blinking at the end sells it
>>
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>>159908620
Maybe now?
>>
Is there someone making a hotline miami spinoff using a synthwave OST? I've seen someone mention "Wizardline" but I can't find anything.
>>
>>159921353
That, and if you go down the main path something prevents you from backtracking.
>>
>>159920554
>>159921313
Also if I have FRAPS recording or OBS running, the game maintains 60fps, but if I don't, the framerate fluctuates between 50 and 51, causing a lot of timing related bugs and issues. Unfortunately I can't show you because if I record, the framerate goes back up to 60 and the problems are fixed.
>>
>>159921353
>Lots of boring piecemeal pickups and looting that you MUST do to be able to buy upgrades (dishonored and the bioshocks were especially terrible for this).
>Enemies that drop artificially low amounts of ammo or loot e.g. 7 rounds from a 30 round mag.
>Lots of forced exploring in fast paced games e.g. new doom.
>Items or encounters that can be lost forever if you leave the level, especially if the transition isn't obvious.
>Giving you some sort of mechanic that is only used in one sequence and then never again.

That's all I can think of at the moment.
>>
>>159918212
that picture makes me want to go to a better place
>>
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>>159921774
>>
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I don't know how to art.

Revisited one of the stages. I think the current state is better, but still far from acceptable. Need to break all the 90 degree angles up.
>>
>>159921774
Not that dev but now I'm curious. How does that even happen?
>>
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>try GLSL
>fragment shader
>cannot convert from 'float' to '2-component vector of float'"

What went wrong
>>
>>159921985
>>159922042
I honestly don't have even slightest clue. I've never seen Game Maker do that (the fluctuation framerate part).
>>
>>159922189
I believe what went wrong was you being dropped on the head as a child
>>
>>159919745
what I did was read the entire documentation and watch every official video and training stream while at my wagecuck job.

if you just want to get right into it and worry about best practices, and the nuances of the framework later, I would suggest watching the blueprint videos and the twin stick shooter tutorials.
>>
>>159921774
As the dev, that's weird as fuck. I honestly don't know how to deal with this. I have delta timing going, but it's not particularly helpful in some cases because if the timing is not a perfect divisor of 60, things like the image_index won't become round numbers, and certain events won't get triggered.

I'll work on it, but it's hard because it runs fine on my laptop

>>159921313
Glad you liked it You can float after each time you slam into the wall. The other wall has one too
>>
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>>159919852
thanks. ive been trying to make the style more like that actually. It looked too clean sterile before (ive attached a picture to show what i mean). Still have to work on a lot of that stuff tho
>>159920895
in the editor. I cant imagine having to keep testing and tweaking a map when its not made in the engine itself
>>
>>159922189
I don't speak glsl but mod returns a gentype, so what if v_vTexcoord.x is an int, so the result of mod is an int, when vec2 is made up of floats

Then again maybe you can't just = (x,y) to put into a vec2, maybe you need a 'new vec2(bla, blah)'
>>
>>159922189
You need to say vec2(..., ...), not just (..., ...). I imagine that as it is it's like C where it runs both expressions but just gives the value of the latter.
>>
>>159922376
Fixed, see >>159922306

I didn't put vec2 after setting.

Anyways, @159922306 you're welcome for the fucking (you) asshole.
>>
>>159921353
having to bid real monies on the developer's private auction in order to unlock an achievement
>>
>>159922331
thanks for the tip, i'll do that !
>>
>>159922349
I agree that it's weird as fuck. I was getting all kinds of issues where the player would freeze in his current sprite and zoom off the world or something crazy. To combat it I just played the game with OBS running in the background. Very very very bizarre. Might be out of your control but I've never seen a game maker game do that.

>The other wall has one too
Oh shit, I didn't even notice!

I left feedback on the game page. Was gonna leave it on the submission page but the comments there have a 1024 character limit for some reason.
>>
I WANNA ART GODDAMNIT

But the game still lacks essential features that preclude making a test area, let alone making final assets
>>
>>159922920
>But the game still lacks essential features that preclude making a test area
Sounds like you haven't even started then.
>>
>>159921801
>>Enemies that drop artificially low amounts of ammo or loot e.g. 7 rounds from a 30 round mag.
If the amount of ammo they drop is based on how many shots they fired then it's actually fucking awesome.
>>
I have not given up on Ball Run.
Just very busy
>>
>>159922759
Replied on itch. Thanks for the in-depth response and remarks! You've got me excited with the idea of fan music, would love to hear if you actually do it
>>
>>159922431
Note that mod() works on vectors, so you can just use
[code]
vec2 pixel_coord = mod(v_vTexcoord.xy, 4.0);
[/code]
>>
>>159923334
Yeah, but it never is, is it?

They could fire off a thousand rounds and still have more, but if you kill them before they get chance to fire a shot, they'll only have five rounds on their corpse.
>>
>>159923586
It's called balanced gameplay

Shooting someone in the head takes 1 bullet, you shouldn't need 300 from it or you'd never run out of ammo and the game would be stupidly easy
>>
>>159923201
Well I have a character moving around a box but I had that within 2 seconds of making a new project.

Right now it's just determining how to structure the classes and adding a shitload of functions to everything
>>
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dang I just tried recording a gameplay video and found out the packaged version didn't include the sounds for attacking or casting spells

now I have to upload new versions
>>
>>159923334
I'm specifically talking about games that consistently give you a bare handful of bullets per enemy no matter what, extra shitlist points if you have to manually loot the enemies like with duce echs or the new wolfensteins.

>>159923586
It's just a gimmick, it's not supposed to be realistic. It'd be kind of novel to have enemies with max ammo counts that either bayonet charge you or hide in the fetal position when they burn though their 3 mags though.

>>159924528
>It's called balanced gameplay

If you genuinely think that limiting ammo pickups is fun or an important mechanic for making a game challenging you, then you should never make any sort of shooter.
>>
>>159925238
I dont think Dude Sex gives you rudely low ammo for killing an enemy. STALKER and Fallout, though. Which is funny because weight limits matter so much in that game, they could just give you all the ammo you could ever want, and you'll still self-regulate because of how much it weighs
>>
>>159925393
Actually, Deus Ex in particular gives you the benefit of killing an enemy before they have a chance to throw their grandes, and you can pick it up off them. Agreeing about the manual looting though.
>>
The one that will put down a simple roadmap for generating a simple terrain in opengl will get my eternal love and gratitude.
>>
>>159925393
I should have specified that I was mankind divided there. I don't remember if 1 or HR were that bad for ammo, but in mankind divided you have enemies dropping 3 rounds for rifles and 7 rounds for the SMG.
>>
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>>159925641
I have my midpoint displacement algorithm in C#, would you like something like that? I don't know what language you are working with
>>
>>159925807

c++, I'm a beginner actually just finished with transformations,cameras,moving cubes etc so I just wanted to know what the procedure of generating a simple terrain looks like in the simplest terms so just giving me some tips and where to start would be deeply appreciated. Also your pic looks cool.
>>
>>159926067
Perhaps you'd better start at the beginning. Open up blender, export the default cube as an .obj and examine what you find inside.

You have a set of vertices and a set of vertex normals and a set of coordinates linking the vertexes up. Terrain is just a set of vertexes and points linking them up. The process of generating terrain is taking points at random heights, and connecting them. It's that simple. You have algorithms for doing this but basically all you gotta do is open up python and write out a new .obj file with quads defined, open it up in blender and that's a generated level mesh. Make it big and complex enough and you have a fully generated level.
>>
>>159926067
You might want to try to implement the said midpoint displacement algorithm, or create terrain with Perlin's Noise.

For the former, I followed this article:
http://stevelosh.com/blog/2016/02/midpoint-displacement/

For the latter, I'm still looking for a good explanation. So far the only stuff I find are just snippets, and I don't like to copy paste code.

Bot these methods are just creating a height map for you. Look it up what it means. So basically if you grab your Paint, you can make a heightmap in it with black and white colors, then write a parser which reads the bmp file. At this very moment I'm doing it like this, since I had to realize that the randomly generated terrain does not suit my game after all.

After you generate the map, you might want to calculate normals for your vertices for proper lighting and shadows. I'm using the equations described here:
http://www.lighthouse3d.com/opengl/terrain/index.php?normals
>>
>>159926614
you do not want to calculate normals yourself, blender will do that for you.

Anyways here is my midpoint displacement implementation

http://pastebin.com/mqx7tQvE
>>
>>159912857
>He thinks recursion is bad

How is that first year CS course going for you?
>>
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>agdg grill dev
You could have saved her.
>>
>>159918127
>image grows 50x larger than the thumbnail
For what purpose
>>
>>159927469
>writes more about their noprogress than most yesdevs write about their entire demos
>>
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Clarentdevs any of you there?
>>
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>>159898690
>>159899019
I post here as much as I ever have. Just haven't posted much in the way of graphics anywhere since jumping back to the Anubis thing.
>>159898906
>>159899019
The SFW version has little expository visual scenes.
>>
>>159927685
Ye but not for long.
>>
>>159927972
Does Clarent keep the saves on reg? I still can't delete my saves, even if I deleted everything and downloaded the new build.
Can post webm if you want.
>>
>>159927929
The underpants were cute, coming from a non yiffer
>>
>>159927583
so you can see the anime girl in great detail
>>
>>159928076
They should be in appdata. Did you play an older demo and then try to play this one and have troubles? Or was the current demo working fine and then something happened?
>>
>>159923421
So the fan song was supposed to be like main menu music style.
Used a Kirby 3 soundfont, was gonna make it peppy and neat.
Something that peps you up.

Then it turned into Metroid.
So here, this is your game's main theme in an alternate universe where Whimp the Bold is a metroid inspired platformer.
I really don't know how that happened or where.
Um... enjoy...
http://vocaroo.com/i/s1fsRcMbxv5t
>>
>>159928241
3.80 worked fine. Suddenly I couldn't erase them anymore. Deleted 3.80 and downloaded 3.81 and the issues is still there.
>>
B&hb progress update

Made some planets with panning texture materials
Made some particle effects
Made the big planet with a variety of effects
Made sun rotate altough not correctly and too fast
>>
>>159928485
>Suddenly I couldn't erase them anymore.
Alright, I'll let Ari know. If you happen to have any more info about what you may have done leading up to that I'll let him know that too.

But yeah there's a folder in appdata which you should be able to delete the save files, or just delete the whole folder (but you'll lose your settings).

C:\Users\(name)\AppData\local\clarentdemo3dot80

Appdata is a hidden folder.
>>
>>159926274
>You have algorithms for doing this but basically all you gotta do is open up python and write out a new .obj file with quads defined, open it up in blender and that's a generated level mesh. Make it big and complex enough and you have a fully generated level.
Why the hell would you do this instead of generating it right into memory?
>>
>>159928485
I can delete saves, but it instantly takes to name input screen (which is bug that probably came up when I changed some delays). Does it do same for you? What OS are you using?
>>
>>159928787
oh we are talking about different things. You are talking about doing this in runtime, I am using it for different purposes.
>>
>>159928985
If you're generating maps offline then you use actual dedicated software like Terragen and not a quick Python script writing to a bloated text format.
>>
>>159928076
>>159928485
Were you the same anon who reported not being able to delete saves earlier too?
>>
>>159929012
>why don't you just use 3rd party programs
Maybe I don't need my hand held all the time.
>>
>>159929109
>claims he doesn't need his hand held
>uses Python
>>
>>159928774
>>159928827
When I hit delete takes me directly to the "continue screen" like if I choose the save instead of trying to delete it.
Only different stuff I did was changing a lot of keybinds, but doubt it was that. Using XP so I guess the issue starts there, I can try to replicate it on 7 if you want.

>>159929024
Yes.
>>
>>159929109
Oh here we go
>>
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>>159929173
Recorded exactly what I happens when I try to delete a save.
Same thing happens with all of them.
>>
Post your game's environments, receive fanart
>>
>another enginedev showing his true elitist colours
Hmmm, really makes you think. There are plenty of reasons to spend the effort required when you don't use a full-blown engine but to act superior isn't one of them and you'll probably give up along the way.
t. enginedev
>>
>>159929290
Okay that's interesting. I'm using W7. I fixed
>instantly takes to name input screen
Just a minute ago. I'll look into this one. Thanks for report.
>>
>>159929409
No prob. I'm glad I can help.
>>
>>159929335
I don't have anything against using an engine, it is by far the faster and more optimised way to go. I just have reasons for avoiding using a terrain generation program, particularly because I have fixed points I need to generate around. But mostly because I like to understand the algorithms even if it takes days to figure out and wastes a bunch of time. You pay a pretty high cost in time but eventually you have a deeper understanding.
>>
t. nodev
>>
I want to make a Memory game for Dinosaur Jam but I need a catchy name, preferably with a pun of some sort. Help.
>>
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>>159929325
>Post your game's environments

It's gonna be like this, but it hasn't been made yet. First I need to get an artist.
>>
>>159930185
>Dinosaurs
>Memory game.

I'm sure that there's probably a harder combination of concepts to make decent puns for, but I can't think of any right now.

>>159930205
>Landmass bigger than lots of AAA openworld games.
>I'm going to get someone to make it for me.

Not a good idea.
>>
>>159927469
she has a kid and a husband
>>
>>159915018
Just split the entire thing into even chunks and start making a LOD version or two out of it while trying to keep the edges of the chunks the same so the player doesn't see weird holes in the distance where LOD changes from one to another.
>>
Finished my second set of reviews. If you didn't make it into either just let me know and I'll write something up.

http://pastebin.com/CQbzq2J0
>>
>>159930397
which game is yours? not trying to whodev you, just curious
>>
>>159930397
ah, I forgot to reply to project sunshine. I think it was a fine game, its clearly unique. I didn't like that you died instantly and how you weren't able to change trajectory very easily in mid-air

>>159930426
mine is the everest prototype. It's not really a game at all, I'm just doing general math stuff in it, thinking about working in game development maybe. I haven't been working on it for very long at all though, my backgroujnd is all programming
>>
Did the guy making fanart of previous Demo Days and Jams disappear forever? I miss him.
>>
>>159928612
Also made a weapon thingy. My first real blender object. Not sure if itll be a spear or umbrella. Depends on if i can get a nice umbrella folding animation. I at least want an engine that rotates in it.
>>
>>159917521
i dont havr any mental problems
>>
Best environment for creating and selling digital board games?

Tabletop lets you make them, but not actually sell them. Important point for me.

Familiar with UE/C++&BP, Unity+C#, C++&SFML. Own Gamemaker for many deployments, never used.
>>
>>159921995
what engine?
>>
Please, PLEASE give me a good idea
>>
>>159930841
depends how good you are at programming
if you are familiar with the concepts more than the actual code, then I'd suggest blueprints
>>
>>159931025
Much more familiar with the coding. Graphics will be the toughest part, but I've got a decent 2D background.
>>
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>>159931023
Here you go pal
>>
>>159931023
Wheels
>>
>>159927469
;_;
>>
>>159931023
giving up
>>
>>159927469
I'm worse than her lol fuck my life
>>
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>>159931023
How do you not have ideas.

Like halfway through every project I get a million new ideas, and it takes all my willpower to try and not drop the current project and start working on the new one. I always fail.

Here's an idea I posted on /v/. CCG ala MtG or Hearthstone based on license-free art and paintings from history. For different classes you can just use different styles that existed, such as Impressionism, Surrealism, Cubism, etc.
>>
>>159931023
simcity but instead you are designing all the organ systems of a body
you can use abstract art too
>>
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I think I finally have something I can tolerate, tho the skybox needs a lot of work
>>
>>159932534
Looks better than before but you should probably make the sun cast from another direction.
>>
How do you find ideas for your games? Any way to improve my creativity?
>>
>>159932572
it's meant to be a cloud
I'm gonna work more on the skybox today
>>
https://www.youtube.com/watch?v=2u6HTG8LuXQ

Found this interesting tbqhwy lads, maybe you will too.
>>
>>159932675
What I meant is that you should probably angle the light source a bit so that it's not completely perpendicular with the ground, making the house look dark from self-shadow in the process. But I'm no artist and I have no idea how to do light scenes, so hey don't worry too much about what I say.
>>
>>159932743
>developers of Souls started the games with the intention of making a "difficult" game

Stopped watching right there. He has no idea what he's talking about.
>>
>>159932965
He said accomplishment, he didn't say anything about difficulty.
>>
>>159932780
no it's fine I noticed it too
I have great gripe with it myself.
>>
>>159933092
just make it so that one wooden beam doens't case a shadow
ezpz
>>
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>>159931747
Holy shit this is the best advice I have ever taken, I have never been this happy and successful before in my life. Pic related, it's me after taking your advice, people from Dreamstime even wanted to take photos of me for their stock collection.
>>
>>159933056
>says accomplishment
>shows clip of player defeating boss

Yes, accomplishment and difficulty are generally tied together, because you can't call something an accomplishment if it's easy and can be done by everyone.

And even putting difficulty aside, he'd still be wrong. The creator gave an interview talking about what inspired the creation of the souls series and those specific multiplayer mechanics and it definitely wasn't birthed from "desire to make player feel accomplishment". The idea came from something much simpler than that, a very ordinary situation of strangers coming and helping him with car problems and then leaving, with them never talking or meeting each other again. He wanted to recreate that experience with game mechanics.
>>
>>159933265
Why don't you watch the rest of the video to dismantle his other arguments then. I'm just as interested in a rebuttal.
>>
>>159931023
I'm in your boat m8

>>159932406
Yeah we can all come up with a million shit ideas
hes asking for a good idea
>>
>>159933309
Cause that short segment at the beginning is plenty enough to tell me that the rest of 10 minutes is not worth my time. And cause he'll probably just tell me stuff I already know about, like how at the beginning when making a Mario game Miyazaki put priority on polishing the movement first and foremost and how they prioritize gameplay/mechanics/fresh experience for players.

Which is sound advice but you definitely have to take into consideration your circumstances as an indie dev and theirs as a multi-million dollar company running their own video games on their own software and their own hardware. They can pull off a lot of tricks and get off with a lot more stuff, so don't go assuming that love of video games is enough to make your game play nice.
>>
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>>159933567
>Miyazaki
>>
>>159933494
>calls my idea shit
>can't give a "good idea" himself

Ideas by themselves are worthless, it's the implementation that makes or breaks a game. If you honestly think there is such a thing as a "million dollar idea" waiting for you to find it and not million dollar implementation or (or million dollar circumstances, as it is with stuff that comes out at the right time, in the right place whose success can't be recreated like flappy bird) then you need to drink some bleach.
>>
>>159933613
My bad, all chink chong names are the same to me.

Miyura , Miyamoto, Hiroshima, whatever.
>>
>>159933567
Alright, fair enough.
>>
>>159933265
>"However, our main goal is not to deliver only deaths, but for players to experience the joy of achievement and glory."
>>
>>159931023
parasailing simulator

or some sort of sailing simulator
particularly a large, slow ship with slow-moving sails that you take to various ports while delivering cargo
sortof like a mix between tradewinds and the aurora wager
>>
>C#
Is a byte implicitly converted to an int when using the shorthand increment operator (++)?
>>
>>159934206
i dunno
>>
>>159932743
Isn't this the faggot who said Zelda games aren't worth playing for their inherent charm/character and represented dungeons with a shitty chart?
>>
>dino jam
What the fuck
>>
>>159934446
Problem?
>>
>>159934206
why dont you just test it instead of asking us? You know you can invoke .GetType(), right?
but the answer's no

>>159934446
I think it is too difficult of a challenge but you never know eh
>>
>another sleepless night thanks to my wife's son's cat

being a fake NEET is rough
>>
>>159935481
>my wife's son's
Cuck
>>
>>159935514
maybe his son is just such a reckless faggot that he doesn't recognize him as his son?
>>
>>159935550
Then he's a worthless piece of shit
>>
Made the first boss for my rpg. i think he looks ok
>>
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>>159935991
fuck posted the wrong picture.
>>
>>159935991
>almost 6 year old drawing
>>
>>159934446
Same fools pushing their foolish agendas to a foolish jam.

Mark my words, this jam will also be shit and will have less than 4 interesting games out of 15.
>>
>>159935991
>>159936068
>trigger discipline
pls
>>
>>159936174
What agendas?
Also what's wrong with making games?
>>
>>159934446
shood of been loli jam
>>
>>159936362
could have lolis dressed as dinos you know
>>
OK AGDG

WHO /LOW-POLY/ HERE????
>>
>>159936509
Literally worse than pixelshit
>>
>>159936509
Memepoly or lowpoly?
>>
>>159936509
Here.

>>159936531
t. pixelshitter
>>
>>159936509
yes and no
>>
>>159936509
me
no textureless, realistically shaded polygons though
>>
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>>159936509
>>
>>159936531
>>159936534
>>159936560
>>159936572
>>159936583

OK GOOD. THE SEARCH NARROWS DOWN.

SHOW ME A MODEL OR TWO
>>
I wished there's a way to practice making VNs without dealing with the hassle of obtaining art/music. I guess you can make something with generic art for practice but idk looks like it might look like crap
>>
>>159936660
Clover? Beastwood here.
>>
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>>159914060
Create a 2d array to make how much grid squares you want in each line and how many lines you want

then you set a position for the [0,0] as the starting point to the grid

Then you just spawn each object in the Position 0 ^ the array number + the size Using a for loop
>>
>>159936660
Take anime or movie, turn into vn for practice
>>
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>>159936660
>want to make VN
>doesn't want to get art
I think you're in the wrong market. Consider pic related instead.
>>
>>159936754
sounds kinda dumb but would work

>>159936758
did you even read what I type or what
>>
>>159904716
http://howtomakeanrpg.com/a/not-your-problem.html

>making documentation before code
>not following kaizen
>not improving your progress as much as possible
Silly nodev
>>
>>159936838
>did you even read what I type or what
Yes. You want to make a "VN" but don't want to get or learn to make assets for it. Thus you should write a book instead, faggot.
>>
>>159936872
there's more to making a vn than just typing words, moron. Why should I buy/make assets for something that's just for practice
>>
>>159936872
When you don't even know how to read you shouldn't be telling people to go write books
>>
>>159936847
>http://howtomakeanrpg.com/a/not-your-problem.html
If everyone on AGDG lived by this, it would be a much better place.
>>
>>159925238
>If you genuinely think that limiting ammo pickups is fun or an important mechanic for making a game challenging you, then you should never make any sort of shooter.
Yeah 'cause otherwise he might make a game that limits ammo pickups like Deus Ex or STALKER: SOC.

God forbid.

idiot
>>
Sure is constructive in here.
>>
>>159936961
It's literally what you said though.
>>
>>159937020
haven't seen progress in several hours
I haven't been making any either
>>
>>159937000
One can only dream
>>
>>159936657
So let me try without the caps.

The reason why I ask is because I'm a musicfag and my brother is a drawfag and a writefag. We have this video game idea, planning to do it low poly, so all we need is a 3D/programmerfag.

I wouldn't want to distract anyone from their own projects but I'd really appreciate if anyone would like to join up/help with that. Maybe we can trade music for your game for 3dmodels/programming for our game?

I guess the only question I have is if you guys think that making a 3D low poly model or game is simple enough for two guys who have a little bit of 3D design experience (my bro) and a little programming experience in Visual Basic (me, from college) to undertake and achieve in a reasonable amount of time?
>>
>>159936174
So I guess Demo Days are shit too, I mean there's only 4 good games out of 46

>>159936321
The agenda of feathered dinosaurs. These heathens need to be put down. Dinosaurs were lizards!
>>
>>159937290
>all we need is a 3d programmer
hahahaha

oh that's all you need, huh?
>>
>>159937290
What engine/language are you working in? I have no problem trading code for some music tracks.
>>
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>>159936509
I fucking wish I was good at low poly. 3D modeling is impossible.
>>
>>159937290
>all we need is the guy who makes everything that actually matters
Good. Fucking. Luck.
>>
>>159937290
Let's face it. Most indie projects are made with a team of one of the following:
>1MA
>1MA+musicbro
>programmer+artist
>programmer+artist+musicbro
>1MA+PRshillmaster

And musicbros are usually something that get used and then thrown away like a used cumrag. Like there's a fuckton of people ready to shower pretty much any decent game with free or almost free music.

In very few teams is there room for a dedicated musicbro and a dedicated writer. If your brother is a drawfag then he should be working to be able to make 2d game art. You should be working on your skills to do sound effects in addition to music if you ever wish to be an actual part of a team.

Unless obviously you have money. If you have money then everything can be arranged.
>>
>>159921995
Just get better colours, Anon.
>>
>>159937776
unless the musicbro is a bud, of course. bros before hoes.
>>
>>159928461
AMAZING. You must tell me your software/how do I find sound fonts and make things that sound like that
>>
>>159937449
>>159937347
I meant it as a final piece of the puzzle. I realize it's pretty much the cornerstone team member of creating a game.

>>159937421
For the sake of honesty, we're not even sure what's best to pick. The game is 3rd person action/adventure platformer for now. For now the thing that best comes to mind is Unreal Engine. We've downloaded it and messed around with it but I'm certain progress would go much faster if someone specialized in that were involved. In any case I think you, as the programmerguy, are more qualified to really pick or recommend what would be an ideal engine/language to use.

That said; I'm thinking of switching to pixel art if this project turns too ambitious... thoughts?

>>159937423
I think that looks badass
>>
Whats the best way to handle player choosing colors? Should I use palette boxes, Slider Bars?

Its for hair/ armor. I'm thinking a slider bar for skin tone, and palette boxes for the rest.
>>
>>159937423
3d modeling is easy as fuck. Sculpting is actually quite hard. And don't get me started on texturing.
>>
>>159937874
You don't make business decisions based on who's your friend and who's not or you're doomed to fail. You might cut him a slice as a revenue if he actually delivers but that's about it.
>>
>>159937963
A preset palette of around 16 colors that fit in with the rest of the game's art is my favorite. For skin a slider from pale to dark is fine.
Unless you're okay with people wearing neon pink armor and having neon green skin.
>>
>>159937776
Thanks for the orientation, anon. It's good to have some direction to know where to go next. I have a couple of synths I can use for sfx.

>>159938109
I agree with this. Getting actual work done is mainly what earns people the merit to any compensation.
>>
>>159937963
How's it going to work? Is it a selection of premade colors or a shader effect or what?

People tend to pick overly saturated neon colors because they have no artistic eye at all, so it might be best not to give too much control.
>>
>>159938314
https://youtu.be/52W-KZUsJ-s?t=119

There are probably better videos around but here's an idea what kinds of shit people do to get sound effects.
>>
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I think I fixed my issue with sliding, now you can actually hold left and right and get off the ledge if you want to and I Also included some values on screen if people think they see any problems.

There is a problem with detecting the floor sometimes when sliding down a ledge but it might be my problem so I'll double check it. I think the character movement is solid I might tweak the smooth amount for the friction a bit but next will be putting cylinder climbing back in.

I also seemed to fix my problems with my driver, I think it was directX 11 crashing my card. ever since unity has been in directx9 nothing has broken yet. So fingers crossed!
>>
Can anyone think of a sexier buzzword than "control point" for an area able to be contested?
>>
>>159938438
>>159937963
I'm going to have do some shader effect, because I'm not going to recolor each item 16 times, but I really like the preset palette Idea.

I have to look more into it, but I think I'll make black and white sprites, and then manipulate the colors in game.
>>
>>159938694
area of interest?
>>
>>159938027
>3d modeling is easy as fuck.
Where's you're 3D model?
>>
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>>159938694
DANGER ZONE
>>
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New tiles for the first time in a while
>>
>>159938992
ah, I thought the same thing.
>>
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>>159937002
>Hurr durr

RPGFPS games like Deus and Stalker are good despite their use of bad mechanics like artificial ammo scarcity, not because of it.

Any game you can name that uses artifical ammo scarcity will be doing it for one or more of the following reasons (deus x, far cry, dead island, fallout and stalker are all guilty parties):

A) Because it's a stealth/combat game, but either the stealth or the combat isn't up to snuff, so no player would bother going stealth if they had enough ammo to go the combat route.
B) It's an FPSRPG and either lacks content or is blindly following genre-meme mechanics so ammo is used as a money sink.
C) It's trying to simulate survival-lite mechanics, but with high hp, run'n'gun shooting and the devs were too lazy and uncreative to think beyond the 'scarcity = survival' (This sort of game probably also has 'kill three animals' style crafting).

It's a shit mechanic that is only used to compensate for other gameplay flaws or because it's a genre trope and the devs aren't about to think outside the box. Either way, these sorts of games wouldn't be able to stand own their own feet as an FPS if you took away the RPG and artificial ammo scarcity is one of the reasons why.
>>
>>159938694
Power base

>>159938496
Thanks again.
Here's some stuff I've recently made for work.
https://clyp.it/4citquzw?token=1796795ab18b67419395507c2c78c346
https://clyp.it/yocygu0e
https://clyp.it/aco5cj2p?token=3cdf22811bab371e1167032b61b9028e
https://clyp.it/pkoqgbly
One I made for a video game hometown level a long time ago https://clyp.it/ypqhloqs

>>159938764
your*
>>
>artificial ammo scarcity
what the fuc
>>
>>159938694
>>159938992
"Contested zone" if you don't want to go for the Kenny Loggins/Archer reference. "Zone of contention" if you want to go with militaristic euphemism.
>>
>>159939423
>too stupid to understand gameplay abstractions for the purpose of balance
wub da fugg :DDD
>>
>most of the demos have the payments turn off
It's like you don't even want to get rewarded for all the hard work you've put into
>>
>>159939498
Clearly that's not what the author of the term was trying to communicate.
>>
>>159939334
Ps. It was an rpg maker game.
(It's still in progress but the developer haulted progress until December cus too much work in the semester)
>>
>>159939015
Those are some very sweet animations.
>>
>>159938694
Skirmish sector
Brouhaha boundary
Fight Place
conflict court
Kerfuffle factory
>>
Cool, not interested, but good luck with your game
>>
>>159938694
if you want something realistic i'd go with "pipeline" because it's always a fucking pipeline.
>>
How do I go about loading an array of sprites in unity for assignment? I thought a public jagged array would be handy, but serialisation isn't working: with a serialised wrapper class containing an array of sprites yielding attached.

Am I stuck with Resources.Load?
>>
>>159940151
I don't know what I was thinking with that one, never mind.
>>
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heh heh
>>
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shaderfag here with what feels like the first lump of progress in a while.
Now I can finally implement all those sweet gameplay mechanics
>>
>>159907195
Simplify the UI and add an instructions hotkey. Your controls are fine, but the interface is nearly unbearable to use.
>>
>>159940742
HE DID IT

THE ABSOLUTE MADMAN
>>
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>>159940742
>using anything other than ASCII + extended ASCII
>>
>>159912090
You'd gain a lot of fans if it's decent - there's a huge and entirely untapped market for it. There's be some kvetching, but nobody smart enough to ignore that shit ever takes any real damage from it.
>>
>>159940742
Nice sun fish you have there anon
>>
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>>159937423
3d modeling is easy

the catch is the texture
>>
>comfy fishing restaurant dev on hiatus
>crystal gun grill game not finished
>david not posting anymore
>catmouth will not make catmouth island 2
>letodev doesn't post anymore
>5th lolivania has been abandoned
>sugar won't be deving anytime soon
>charlotte dev has started a side project
>absolute cutie with clipping skirt dev is not posting anymore
>monster girl dev went full jew

I told you about games with cute girls being doomed.
>>
>>159941280
>>absolute cutie with clipping skirt dev
Who?
>>
>>159941280
>literally mention only 2 games
>complain about devs
It's not about the devs, it's about progress.

I've personally removed all poster names with custom CSS, and I do my best not to even learn the devs names. If I want to address the devs, I quote their posts with progress.
>no progress posts
>no replies
>>
>>159941280
there will be a dozen cute loli games soon to replace them
move on
>>
WHY NO ONE TALKING ABOUT THIS
https://www.yoyogames.com/gamemaker/studio2
>>
>>159941365
I just remembered that the girl's name was Sunnie.
>>
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>>159937952
3d is always harder than 2d. And you want this to be an action/adventure platformer? And you don't have a dedicated modeler (including animations)? I'm sorry to say this is too ambitious if you have no experience. Even if you do have experience you are missing the most important parts (the parts that can't be bought off a store). I'm assuming this is in 3rd person. If it is in 1st person it becomes more realistic but you will still have a hard time.

I program in C++ but I have limited experience with Unreal Engine. UE's blueprints should help you out a lot though.


2d and pixel art is literally dimensions easier. There are a handful of ways to make it from C++ and SFML to Unity (lol). I can easily help with that code.
>>
>>159912559
>segmentation fault
>maximum recursion depth reached
>>
>>159941871
What about 2.5d. Like 3d graphics with 2D gameplay
>>
>>159941280
Most of these faggots were working on shit they were never going to finish. Some of them have already been at it for years and somehow still not done.
>>
Honestly, is it fair that something as simple as undertale got crowdfunded and Toby Fox made millions from it?
>>
>>159942114
yes, if people are willing to pay for shit, it's his duty as a capitalist to oblige
>>
>>159941280
>>absolute cutie with clipping skirt dev is not posting anymore

I took it down because I though everyone hated it. Just been making models since. Do you want me to start deving again?
>>
>>159941997
Essentially the same as 3d. You just change the camera perspective.
>>
>>159941871
there's nothing wrong with 2d for unity 2bh. the process feels wholly 2d and there isn't any 3d fuckeries
>>
>>159942294
It takes more work to get 2d working well in it than just using XNA though. The cameras and physics are just not well suited for anything but shitty mobile physics games.
>>
>>159942294
I actually do use Unity a lot because of C#'s garbage-collection. The joke is that it is used so often.
>>
>>159942224
Does she have a fully modeled cervix?
>>
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>>159941673
I was testing this out the other day but I can't seem to get accustomed to the new layout
It does look pretty baller though
>>
>>159942445
yes
>>
Are there any arfags online? I want to get a drawing tablet for my computer because I want to start working on my sprites soon and I wondered what was a good but affordable tablet to buy, any of you guys have experience with them? Also should I get one with a screen in it, that seems like it would be easie to use
>>
>>159942392
XNA doesn't even do physics nor cameras. If Unity's built in cameras and physics aren't up to course you can roll your own, just like you had to do with XNA.

t. former XNA dev with completed game

I'm using Unity now and I just appreciate the fact that I don't have to deal with making an editor myself.
>>
Just one month and 27 days left till demo day 12, are you ready?
>>
>>159937926
I used FL Studio. I just searched up Kirby SNES soundfont. Theres a website that has a few different soundfonts from various games.
Then just drag and drop the soundfont into the instrument list, click on it, and change the instrument to whatever one you want.
>>
>want to make a game
>it's in a nonpopular genre
>would be fun making it
>turned off by knowing i won't make any money from it and wont get any closer to escaping my dead end job
the struggle is real
>>
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Thoughts?
>>
>>159942579
Anything by Wacom is fine. If it's just pixel art junk then any old tablet computer would work for that.
>>
>>159943191
somewhat reminds me of terraria
>>
>>159943181
what genre? targeting a more niche genre actually allows your games to sell more copies because you're more likely to get talked about on genre specific websites than yet another indieshit platformer
>>
>>159943191
I like it, but:

Mind your lighting and contrast. Try to make color transitions more gradual, and make more sense.

Make your outlines consistent, too. If you have a blue-outlined object overlapping a black outlined object, it should gain a black outline. And because you're using outlines, you should outline everything.
>>
>>159943205
Yea I looked into it and everyone is recommending Wacom tablets, I'm working on a cell shades kind of art style with bright colours not pixel art, never used one befor but is it actually hard drawing with the things I mean drawing while looking at the screen, seems like it would be a bit disorientating
>>
>>159943772
Recommend Wacom cintiq 24, should be right up your alley.

If the price is a bit too stretchy the 22 is a bargain.
>>
>>159943772
You get used to the hand-eye separation. Some people even prefer it. Tablet monitors like the Cintiqs are what I like the best, but they start at around ~$1000 USD new.
>>
>>159943772
You can see a cursor on screen though, and you definitely get a feel for it.

I actually prefer it, it feels more powerful than covering up your drawing with your own hand imo.
>>
>Post line
>Receive voice acting
>>
>>159944445
>off by one
>batemanwithguninmouth.jog
>>
>>159944445
"It was not by my hand that I am once again given flesh. I was called here by humans who wish to pay me tribute."
>>
>>159944445
"Rawcket Lawnchair"
>>
Does anybody here knows about TheHappieCat?
Are her videos worthy of interest?
>>
>>159936847
>I need an inventory system in my game
>start making it
>But wait, I should make it easily expandable and adaptable to everything ever that could ever happen
>tfw a thing that should take couple hours max, becomes a 2 week task with code I'll never use again
>>
>>159944534
http://vocaroo.com/i/s1SJlN0piNsY
>>159944607
http://vocaroo.com/i/s1ZRR7d5FdML
>>159944742
http://vocaroo.com/i/s0uT0pa1KXpn
>>
>>159941280
>cute girl side project
>bad
Pick one
>>
>>159943692
Which color transitions are you referring to? Genuinely uncertain about that.

And as for the outlines thing, for the plants in the picture I'm not sure how I can accomplish that and keep the color theme of each object - pretty well all of them have some pretty expensive pixel real estate. The tiles are 32x32 if that says anything.

Would I gain more mileage by removing black outlines altogether? And if I did, would I need to replace every black highlight?
>>
>>159945026
"doodaloodaloodaloooo"

Make it go up and down like a "puzzle solved" sound
>>
>>159944445
I am Rashid of the Turbulent Wind, remember the name well!
>>
>>159945026
You'd do pretty well if you had better equipment and worked a bit on your pronounciation so there's no these weird sounds that your tongue affects (apparent in the second recording).

Also I think you're a bit anxious because your voice seems to be slightly cracking, don't need to sweat it anon.
>>
>>159941407
Please elaborate on this incoming surge of loli games

>>159942224
Even thought I told you I liked it? Mou
>>
>>159945026
http://vocaroo.com/i/s0JaQzvhYLEL
>>
>>159945584
it's /agdg/
having cute lolis in your game triples the amount of (you)s you get by default and half of the people here are weeb on the principle of it being 4chan, so they will put lolis in their games if they can
>>
>>159945564
I have an AT2020, and an ART USB Dual Pre preamp. I use Audacity to record. I've noticed those sounds my tongue makes, sometimes they make it really hard to record, but I don't really know what to do about them.
Do I sound nervous? I don't feel nervous. Maybe that's just my normal voice.
>>
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https://clyp.it/xdspqgjq

Ok, so the spoopy boss theme got revised a little. I think there's still something I need to do for it before I consider it done.
>>
>>159945793
>Chiptune trash
>>
>>159945752
>I have an AT2020, and an ART USB Dual Pre preamp.
Do you have a noise cancelling shield for that?

>I've noticed those sounds my tongue makes, sometimes they make it really hard to record, but I don't really know what to do about them.
I guess it's just mostly diction, perhaps you need to try and open your mouth slightly wider when speaking.

>Do I sound nervous? I don't feel nervous. Maybe that's just my normal voice.
Mostly just the second video but yeah perhaps that's just your normal voice.
>>
Working on this today again. "Kitty Biscuit Simulator"
>>
>>159945821
>t. jealous anon who cannot make music
>>
>>159945858
>Do you have a noise cancelling shield for that?
I have a pop filter, and I'm in a tiny closet. I've put some bedding up on the walls.
>>
>>159945740
>triples the amount of (you)s you get
that's bullshit, but I believe it
>>
>>159945946
3 times 0 is still 0.
>>
>>159945921
>pop filter

So that's what it's called. Well maybe I just don't have any idea what I'm talking about so then there's that since I don't know much about voice recording. All I'm saying is that there's some room for improvement as a third party observer.
>>
>>159945909
What does t. mean?
>>
>>159946162
"Regards"
>>
>>159946162
>t. newfag
>>
>>159946179
Why are you spoonfeeding me, fucking retard.

Thanks.
>>
>>159941871
What are doujin games?

Porn game adaptations of an already existing anime/movie/whatever?
>>
>all of this nodev "discussion"
>no progress

Post-demo day RIP
>>
>>159944890
I watched a few of those. I'm mildly annoyed by the CUTECATDOODLES-factor, but she makes some legit points and gives helpful advice. Overall a recommendable channel for amateur gamedevs.
>>
>>159946484
Okay thanks for your point of view.
>>
>>159946378
Doujin is any fan made content.

Unlike Western companies, Japanese creators are friendly towards fan made content so a industry about making fan manga, games, stories and animations was born.

Nowadays doujin is also used to mean any kind of small scale content created by people, so indie games are doujin games unless you're autistic.
>>
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Removed the actual planets from the system map, so no more incremental zooms there, but now they're in their own little layer and stationary so no more awful parallax ruining the effect of gigantic planets with small ships.

Need to add a smooth transition and hide the UI elements but whatever, progress is progress.
>>
>>159946378
I think doujin pretty much means amateur work
So doujin games is what we make here in AGDG
>>
>>159946606
This isn't place for amateurs you cuck. We're all here making games to sell them, which is the opposite of being amateur, which means we're not making doujin games.
>>
>>159946378
They're pretty much Indie games but Japanese.
>>
>>159946862
>We're all here making games to sell them
>doujin/indie games are not made to be sold
i have a feeling a joke just flew right over my head
>>
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That's a lot of exposure you got going for your game, googs.
>>
>>159946573
>>159946606
>>159946943
Ah, I see, thanks!

>Japanese creators are friendly towards fan made content
What about Nintendo?
>>
>>159944445
Though you make me holler, though you make me sweat.
I can't get your tenderness
Still I can't get you off my mind

What is it about you baby?
>>
>>159947197
>What about Nintendo?
They're an American company anon.
>>
>>159945475
http://vocaroo.com/i/s08vUFHRNNHK
>>159945531
http://vocaroo.com/i/s0v2l8Ac0php

Vocaroo causes the audio quality to drop a little bit. Maybe I should have used clyp.it instead.
>>
>>159946862
Are you retarded?
>>
SOMEBODY CALL GABEN, I HAVE AN IDEA.
>>
>>159947473
Your (you)'s only make me stronger.
>>
>>159947523
I'll take it as a yes.
(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)
>>
>>159947510
Neat.
>>
>>159947510
>orange doesnt come out of blue

he will not like it
>>
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Started early on my Dino Jam game because I actually have another, bigger idea in mind but wanted to try out this in the mean time.

The idea is to find pairs of dinosaurs (duh) for which I'll make proper models later.
In the top of the screen I'll have the dinos with the meteorite about to fall down, when you find a pair, the corresponding dino will flee to safety inside a cave or something. The objective will be to save as many dinos as possible.

Oh and of course the board will be much bigger, with about 50-60 cards.
>>
>>159943181
That's right anon, don't follow your dreams. No one will ever play your game. Don't let anyone convince you otherwise. Just go back to your boring life.
>>
>>159947847
good idea
>>
Is the Discworld world copyrighted? I mean, would I get into trouble if my game was set in that world?
>>
>>159948003
Why not make it in Cassetteworld? It's cheaper plus you get dat analog warmth goodness.
>>
>>159947847
>Making a match pairs game

Jesus fucking christ is this reddit.
>>
File: bughunt.jpg (25KB, 423x249px)
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>notice a bug that is seemingly random and only happens every half hour or so
>can't track it down

fuck this part of dev
>>
>>159948159
Where is your game?
>>
>>159948097
>not wax cylinder world
>>
>>159948209
>not print()ing everything
>>
>>159948284
>not learning to use a debugger and inspecting everything
>>
>>159948216
Where is your game?
>>
>>159948159
?

What are the approved non-reddit video game genres?
Also where is your game?
>>
>>159948159
better than generic anime game with generic anime girl desu
>>159947847
looks good so far anon!
>>
>>159948598
now THIS post is reddit
>>
>>159948385
If your game is not a mobile game then it's non-reddit approved.
>>
>>159948284
>wolf fencing instead of using a debugger and breakpoints
>>
File: anmurun.gif (3MB, 377x233px) Image search: [Google]
anmurun.gif
3MB, 377x233px
Thinking on what weapon the character should use. The two robots are companions. The one with the eye will hook itself to the back of the character when she's falling to "glide" her safely, rather than letting her drop. Will also do an evac when the character supposedly dies. Will finish up the functionality of it today/tomorrow.

The other bot I was thinking it could turn into a melee weapon, like a mace, but I didn't like the idea in the end. Any suggestions on how she could use it to fight? Was also thinking of using it as a sort of "yoyo" she flings at enemies.
>>
>>159948598
ebin bait
>>
>>159948598
what the fuck is a "generic game" and why is match pairing, a gameplay descriptor being compared with anime/girl, an aesthetic descriptor? please go back to /v/
>>
File: 1430606479526.jpg (155KB, 1041x870px)
1430606479526.jpg
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>>159948652
that post is pure unadulterated agdg tho?
>>159948817
i'd rather take an honest lazy game (match pairing) than a dishonest lazy pandering game (just put an anime girl in bro pewdiepie will love it)

in the end it's just my opinion, go work on your game
>>
>hundreds of posters
>3 or 4 games
what's so wrong with this thread
>>
>>159946237

>asks a question
>upset when he gets an answer
>>
>>159949187
>thread is mostly dumb shitters
>implying this doesn't deter people from posting their game
>>
File: 1358731373918.png (36KB, 1208x928px)
1358731373918.png
36KB, 1208x928px
>>159949187
the death of honest games, this thread was about amateurs making flash and pixel shit with their heart now it's marketing central and "what kind of anime girl should i put in to get the youtube audience"

there is no passion left, only autism and "indie" super star wannabes
>>
>>159949187
I'm learning stuff
>>
>>159949187
Where's your game?
>>
File: happening.png (2KB, 269x103px) Image search: [Google]
happening.png
2KB, 269x103px
Making a text adventure in C because I'm shit :D
>>
File: riverCross3.webm (1MB, 1280x960px) Image search: [Google]
riverCross3.webm
1MB, 1280x960px
>>159930916
My own.

>>159937851
I think the colors and the sharp angles are the major issues. I can fix the latter much better than the former. My color choices always end up being bad.
>>
>>159949494
>:D
Kill yourself.
>>
>>159949009
You don't belong here, and I say this as the guy making the matching game.
>>
>>159949562
Give me two good reasons
>>
>>159949573
>in the end it's just my opinion, go work on your game
don't get butthurt at valid criticism if you're a dev
>>
>>159949592
1: The colon used to symbolize a pair of eyes.
2: The captital d used to symbolize a mouth.
>>
File: novo.gif (38KB, 256x256px) Image search: [Google]
novo.gif
38KB, 256x256px
Fuck this animation
>>
>>159949374

I still make shit with my heart, anon. I couldn't care less about pandering to marketers, or youtube faggots.
>>
>>159936068
the design is great but the pixel art is terrible, clearly you are a very talented traditional artist but you need to read up on pixel art concepts, pick appropriate palettes, etc. right now it just looks like you increased the line weight of the original drawing, did some rendering and then set the image index to like 10 colors to "pixelate" it.
>>
>>159949696
Post your game first.
>>
>>159949009
i like how you identified one example as lazy via their gameplay, but left the other completely ambiguous. unless you have a vendetta against anime girl match pairing games, since match pairing is by your definition lazy.

and pandering is a fucking stupid word because if someone has a hardon for dinosaurs, then a game with dinosaur visuals is already pandering to something.

for the record i've never made a game with anime girls in it, but every single one of your logics just baffles me.
>>
>>159949857
in that case enjoy zero sales and working at mcdonalds for the rest of your life
>>
>>159947510
How do the enemies know the shortest path is through the teleporter?
>>
File: neat.png (37KB, 346x706px) Image search: [Google]
neat.png
37KB, 346x706px
>>159949821

>those slashes
>>
>>159949725
Try harder.
>>
>>159949951
My guess:
Pick shortest
- Path to Player
- Path to portal entrance + path from portal exit to player
>>
>>159948703
Make the blush lines a texture you nimrod
>>
>>159949951
Not him, but pathfinding works on an arbitrary graph so it's easy to do stuff like this. Modifying the heuristic to match is more difficult but as long as you always at least underestimate you're fine. A better heuristic just means more efficient pathfinding.
>>
>>159949943

I'd sooner do that than strive for marketing fags. People that come into game dev for the money are fucking retarded, if you're just wanting a low-key job to be as profitable as possible, there's far, FAR better options than fucking gamedev.

What's the point of doing shit like this if you can't put your heart into it?
>>
>>159950030
Do not listen to this guy
>>
>>159950030
>>159950235
This. That guy doesn't know shit about cute.
>>
>>159950080
>What's the point of doing shit like this if you can't put your heart into it?
To put half or a quarter or a tenth of your heart into it on the off chance that you get successful enough for putting your whole heart into it to be profitable.
>>
>>159949992
1: Your self-deprecating humour is your way of masking your severe depression and despite people being annoyed by it (which they don't mention to you, because they know of your fragile psyche) you will keep using it until you alienate everyone ever close to you.
2: Even though society is ready to pay the bill for your treatment, deep inside you know that the money will just be wasted on you, so in order to benefit society and your social environment in the long term, killing yourself now is the only responsible choice.
>>
Why can't I find free cute girls like >>159948703 ?
>>
>>159950030
I understand that some people wont like it, but personally I really enjoy them. Might change them later on in the development.

>>159950235
>>159950282
Thank you.
>>
>>159948703
>we're almost in 2017
>he posts a gif

We demand a webm now.
>>
lets see your itch stats
>>
>>159950303
I swear you're describing yourself though? I don't really use self-deprecating humour + you were originally annoyed at me for displaying joy.
>>
>>159950479
>I don't really use self-deprecating humour

>Making a text adventure in C because I'm shit :D

Sure you don't.
>>
File: xcz.png (2KB, 222x88px) Image search: [Google]
xcz.png
2KB, 222x88px
>>159950462
it's not a tenth of top bruisers around here have, but presentation does matter
>>
>>159950586
have you gotten any feedback from the 57 downloads?
>>
>>159950620
yes
>>
>>159949187
i keep posting progress and never get any feedback or acknowledgments. there's honestly no point to this thread.
>>
>>159950543
I'm not shit though
>>
>>159944742
http://vocaroo.com/i/s125lza4YhdV
>>
>>159950745
Where's your game?
>>
>>159950779
Thanks for confirming that you don't even know what "self-deprecating humour" means.
You are shit though
>>
>>159950935
I am shit
>>
File: f6j5zxa.png (2KB, 185x79px) Image search: [Google]
f6j5zxa.png
2KB, 185x79px
>>159950462
Half of the downloads were for a version that didn't even work, mind you.
>>
File: pole.webm (2MB, 800x600px) Image search: [Google]
pole.webm
2MB, 800x600px
now with poles. I think I am almost back to where I was before. soon I shall have updates with fresh content!
>>
>>159950935
>>159951057
>>i can't be arsed to you all your shitty posts
autism
>>
File: Look sam, I'm a reaction image.png (9KB, 407x395px) Image search: [Google]
Look sam, I'm a reaction image.png
9KB, 407x395px
>>159951187

While I think your animations should be a little more exaggerated and lively similar to Mario's in SM64, it's pretty neat watching you make this game.

Haven't seen anyone actually try to make a traditional SM64 style game before, let alone with a black Max.
>>
>tfw can't dev and eat at the same time or I'll get my keyboard covered in grease
>>
>>159951674
>not having a dinner keyboard on standby
>>
File: itchstats.png (31KB, 972x588px)
itchstats.png
31KB, 972x588px
>>159950462
>>
>>159951802
what caused the big leap?
>>
>>159951864
Demo day update.
>>
>>159936636
cute
>>
>>159951187
good work, If there's any critique I could give you at this stage it would be to try making it a little more snappy feeling. Whether that is ramping up the overall speed (faster accel, jump accel, gravity+) or otherwise, it might be worth a try.

>>159951674
just watch random tutorials while you devour your food
>>
File: an ancient evil looks on.jpg (19KB, 300x284px) Image search: [Google]
an ancient evil looks on.jpg
19KB, 300x284px
>>159944607
http://vocaroo.com/i/s1anfaO1qOuN

Edgy enough for you?
>>
>>159951337

You are not the first to mention max. Although max has fingers.
>>
>>159951674

>not blending your food up and loading it into one of those plastic beer helmets

casuals I swear.
>>
>>159951957
https://www.youtube.com/watch?v=R-o7YG3x0DI
>>
Where's are you are game?
>>
>>159952003
holy fuck I was gonna snap if that wasn't cinco food tube

good work
>>
>>159941262
holy mesh balls that webm is cool
>>
>>159941262
> draw a circle
> draw the rest of the owl
>>
File: TOP100.png (194KB, 512x512px)
TOP100.png
194KB, 512x512px
Anybody have any idea how the whole Greenlight thing works?
Where's all the super secret insider Steam knowledge at
>>
File: how to draw.webm (648KB, 408x578px) Image search: [Google]
how to draw.webm
648KB, 408x578px
>>159952519
Works for me
>>
>>159952593
You need 200 yes votes and you get in steam.

That's it.
>>
>>159952519
Except you can actually see what you have to do, albeit fast.
>>
>>159952661
Source for that anywhere? Preeeeeetttttttttyyyyyyyyyyyyyyyyyy sure that ain't it.
>>
File: The Rock Clapping.gif (2MB, 320x265px) Image search: [Google]
The Rock Clapping.gif
2MB, 320x265px
>>159952660
>>
File: falling.webm (3MB, 770x434px) Image search: [Google]
falling.webm
3MB, 770x434px
>>159948703

The basic gliding animation with one of the robot companions. Still needs polishing.

Still trying to decide on how to handle combat.
>>
File: Capture.png (87KB, 984x770px) Image search: [Google]
Capture.png
87KB, 984x770px
>>159952593
Here's how mine is going. Blogs said to expect a dropoff in traffic after a week or ten days, but mine stopped after like three days
>>
>>159953028
>More No votes than Yes votes

How bad is your game?
>>
>>159952593
>>159952661
There's no defined amount of votes you need.

The dudes responsible for Greenlight occasionally go through it and pick what goes through and then let them through in batches.

Successful Greenlight means nothing anymore unless it gets featured by a major gaming news site.
>>
>>159953129
So bad my own mother refused to try the demo a second time
>>
>>159952954
HOLY SHIT THAT'S CUTE BRO
>>
>>159952593
Tier-1 got greenlight with something like 300-350 yes votes
>>
>>159952810
For anons wondering how that was done, its probably using the "art history" brush in Photoshop
>>
File: suffering.jpg (84KB, 638x363px) Image search: [Google]
suffering.jpg
84KB, 638x363px
>OpenGL core profile version string: 3.3 (Core Profile) Mesa 10.1.3
Okay, so I should have no problems using Open GL 3.3 stuff.

>error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES

Well, back to pure SDL2 it is. What a pain in the ass.
>>
>>159953626
lol no, it's just erasing from layer revealing the layer behind it.
>>
>>159953746
>I never used the "owl" preset
You never modelled a cube from a teapot either, did you?
>>
>>159953736
OpenGL version =/= GLSL version.
>>
File: 3D - Perfect Cube.gif (561KB, 640x367px)
3D - Perfect Cube.gif
561KB, 640x367px
>>159953872
>>
>>159953945
I thought there was a parity starting with version 3.3? This is confusing as fuck.

This also means whatever I do won't be able to run on older hardware, so it's not worth the effort.
>>
>>159953736
>>159953945
Oh, nevermind, didn't realize it started to sync up at 3.3.

The Arch wiki tells me you need to explicitly request the 3.3 core profile for Mesa to support GLSL 3.30.
https://bbs.archlinux.org/viewtopic.php?id=201864
>>
>>159953148
>>159953328
Can't googlefu jack-all on what Steam says about it.
>>
>>159953746
Oh yeah I guess that'd be simpler.
>>
>>159953736
You need to request core profile on context creation if you want to use anything above 3.0 with Mesa.
>>
>>159954074
pls no
>>
File: 1348728474296.jpg (9KB, 357x322px)
1348728474296.jpg
9KB, 357x322px
>>159954074
>>
File: gun.png (24KB, 508x281px) Image search: [Google]
gun.png
24KB, 508x281px
I'm testing out new mechanics: inventory tokens spicing up the gameplay
>>
>>159949561
coolors.co faggot
You're not choosing a color, you're choosing a palette.
>>
File: steam indie stats.png (62KB, 594x334px) Image search: [Google]
steam indie stats.png
62KB, 594x334px
>>159954175
That's because they've said barely anything about it.

A few years ago there was an article where they talked about eventually getting rid of greenlight. Sometime around then they also started letting a lot more projects through.

Here's a graph taken out of context from the GDC Indiepocalypse panel and while it's not exactly Greenlight numbers but you get the general idea.
>>
>>159954791
>2173 games in 2015
>100 games daily
math is hard
>>
>>159954791
>tfw you missed releasing a game before the indie boom and will never be a millionaire
>>
>>159954906
>Here's a graph taken out of context
That's indie games released in Steam and a wild estimate of Greenlight numbers. Not all Greenlit games get released.
>>
File: 1302748758933.jpg (240KB, 1200x900px)
1302748758933.jpg
240KB, 1200x900px
>>159933693
>>calls my idea shit
>>can't give a "good idea" himself
It's not like that contradicts what he said.

>drink some bleach
Grow up fag.
>>
File: 1434850077942.gif (554KB, 500x281px) Image search: [Google]
1434850077942.gif
554KB, 500x281px
>>159952954
CUTE
>>
Any UE4 and/or artfags want to work on space game together?

My idea is for a moba type game wherein there are fleets on two sides, you control a fighter, drones fly from capital ships at the opposite team. Control it like a top down shooter, where your turrets aim and fire where you shoot. Different upgrades and abilities like microwarp drives to blink around, etc.

Simple but fun.

I am a programmer (blueprint only, I am a shit. But legitimately good with them, I've made a lot of stuff and you can check out my portfolio if you want), UMG guy. I have tons of space assets.

That is my idea but I am willing to work on any type of space combat game that involves turrets shooting at other ships. That's where my autism lies. And where I have a lot of assets. I can also do VR or Tablet.

If you're interested send an email to [email protected]
>>
>>159954074
This is a pretty good basic blender tutorial
>>
File: 1392215904974.gif (458KB, 500x283px)
1392215904974.gif
458KB, 500x283px
>>159955017
>tfw you didn't rip off Infiniminer at the right time and end up in the timeline where instead of you a chink buys 4chins from moot
>>
>>159954268
>>159954083
That's what I had already set it to before making that post.
>SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
>SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);

Anything higher or lower than 3 just give me the same error.
>>
>>159955249
And the major version?
>>
>>159955297
It's the same. Anything lower (making sure it's not lower than the minor), equal or higher than 3 makes no difference - The error stays the same.
>>
>>159945584
>>159941280
If people care, I'll start again after DD12.
>>
>>159955525
So you also have
>SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
correct?

Also, that thread I linked mentions you need Mesa 10.6 at least for OpenGL 3.3.
>>
what is the best roguelike framework and why is it libtcod
>>
>>159955684
Ah, yes, I have.

If that's right, glxinfo is a misleading piece of shit. I'll try to upgrade the drivers and see what happens. Though, I might just end up sticking to SDL and maybe OpenGL 2.1 for compatibility, as I'm not planning on doing anything 3D in the foreseeable future anyway.
>>
>>159952954
The head takes up half the screen.
>>
>>159955141
>you will never have such a cute girl in your game
why dev?
>>
>>159952954
>>159956483
Yeah, that is ridiculous. The camera needs to be further out and placed so that the player isn't centred except maybe when the camera is oriented horizontally.
>>
File: tiled_2016-11-11_11-59-17.png (28KB, 676x563px) Image search: [Google]
tiled_2016-11-11_11-59-17.png
28KB, 676x563px
Okay so, other criticisms from earlier aside, I'm also working on a new tile texture for what I am trying to make look like a "teal rocks cave thing."

It tooootally doesn't look right, and I'm not sure why. Thoughts?

(there will be decorative cavey things like stalagmites and stalagtites so there's that)

(trying to build an alien landscape)
>>
>>159956662
Maybe because your background is just gray?
>>
>>159956662
Probably because your palette is just the same colour tinted white or black to various degrees. That's really boring.

Also, the black cracks on the right look out of place with the comparatively light shading.
>>
>>159956753
Hmm. This is demoing in Tiled. I'm not sure a different single color would work, and I don't have BG tiles built.

>>159956848
Good call. Any ideas on making a cave in a weird teal planet look thematically linked to the "dirt" tiles on the left?
>>
>>159956662
you need to learn some art my man
loomis that shit up
>>
>>159953746
>>159953626
>what are layer masks
>>
>>159952954
>>159948703
CUTE
>>
Fresh bred for fresh progress
>>159957230
>>159957230
>>159957230
>>159957230
>>
>>159957028
:( I'm not an artguy unfortunately. I used a rocks tutorial for that tile texture then changed the hue.
>>
File: neoprint.png (12KB, 384x240px) Image search: [Google]
neoprint.png
12KB, 384x240px
>>159956571
Must persevere
>>
>>159949562
work on your game anon
oh wait
>>
>>159947510
Is that the fucking Knightdev head floating around?
>>
>>159949227
Why are you posting that as if it wasn't the point of his post, ie. a joke.
Thread posts: 765
Thread images: 137


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