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/agdg/ - Amateur Game Dev General

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Thread replies: 756
Thread images: 189

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Just like make game edition.

> 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
>>
>tfw glitch
>>
I can't figure out my gimmick for my platformer.
Pls help.
>>
>he uses unity
>he calls himself a "game dev"

Just stop, you're embarrassing yourself.
>>
I can't figure out basic shit in Unity, I guess I'll go back to making games on Excel.
>>
>>160425869
The only real-time 2D games I enjoy are ones that make use of physics like Gish and Hammerfight

So have lots of physics, maybe make everything destructible.
>>
>>160425890
What you use doesn't define you. You can use your own shitty engine and you won't be a game dev unless you actually make a game
>>
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>>160404946
It's alright Anon. When I first was learning how to use Game Maker, no matter how much I tried, I just couldn't wrap my head around scripting (more of a musician than a programmer). What I ended up doing was watching just about every single tutorial from Shaun Spalding and making a bunch of projects that I would end up dropping.

You won't get very far if you try to do this on your own because as a kind anon told me a long time ago "GML is about 10% knowing how to code and 90% knowing the built in functions". Watch/Read tutorials, read the official support document (it's very helpful and if you middle click on a word in the script editor, it'll take you right to its entry) and fiddle around with small shitty games, and never be too prideful to google your problem because you'll most likely not only find every answer you need, but also have them explained in detail.

Shaun Spalding's youtube (very good for absolute beginners): https://www.youtube.com/user/999Greyfox

Also don't worry about dialog for now. That's fairly complex relative to coding movement.
>>
>>
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>Not a single negative answer to the guy having trouble with GML
>Bob Ross OP

Thanks, guys, I needed that. It's worth returning to agdg after all.
>>
>>160427358
Oy fuck off stop ripping off my BLOCKO game.
>>
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Some accidental drifting
>>
>>160428443
getting grindhouse vibes from this. I hope you add texas chainsaw massacre van to this
>>
>>160428443
https://www.youtube.com/watch?v=0NBw7k3XWjo
>>
>>160428443
you better keep that in as a feature to rack up points. i like it
>>
>>160428443
https://www.youtube.com/watch?v=UgHu_WAyspI
>>
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>>160428443
Looks slick, Anon.
>>
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>>160428512
I have already made a chevy van unfortunately.
>>
Is this dead games general?
>>
>>160429643
>games
I doubt you'll find that here.
>>
>>160428702
Carlos!
>>
>he has entities run their own update or draw methods

fucking kek
>>
>>160429794
?
>>
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as suggested by an anon, lvl 3 whip is now a bone fist
>>
>>160430989
That's nice.
>>
>he rounds the price of his game instead of using .99 on the end

it's like you don't want money
>>
>>160431285
>wanting your game's price to have floating point errors
>>
>>160431285
>Wanting to lose thousands of dollars
>>
>>160430989
BONEFIST
>>
>>160431463
>ever using floats to represent currency on the backend in a financial system
>>
What are some must haves for grid based tactics games?

Are there any games where the tiles you move on become your "territory" permanently that grants your units various buffs? I think that would add a cool element of territory control to these games
>>
>>160431968
Like Civilization?
>>
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oh god, using unique decks for each location makes the game feel much better
>>
>>160432083
Never played it tbqh

But sounds fun

I want to make a fire emblem style multiplayer game where you also control the map
>>
when you think of feeling claustrophobic, do you usually associate that with warm temperatures or cold temperatures?

i would say warm but i want to see what others think
>>
>>160433336
warm
>>
>>160433336
Warm
>>
>>160433336
Definitely warm. Panic doesn't feel cold. Small spaces are easier to heat up.
>>
>>160425890
This your new form of meltdown for the day sourcefam?
>literally has never made a game in 3+ years of camping in agdg
>somehow manages to get his anus twisted up about Unity and GMS
You're like that kid who talks shit about Chevy or FORD cars and rides a bicycle to the grocery to buy his mom her cigarettes. Actually on second thought - you are that kid. Kys.
>>
>>160432123
Love it. Any idea when you think the entire game (sans post launch content) will be done?
>>
>>160425890
>he has no game
>...
>>
REMINDER THAT DINOSAUR JAM STARTS IN 11 HOURS
>>
>got 99 ideas
>a game ain't one
Biggest issue is art.
Even the first lesson on drawabox is too hard. Is it supposed to be like this or am I just retarded?
>>
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>>160434635
two demo days more, maybe
>>
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>>160434714
Make everything using basic geometry anon
>>
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The pull cube is a green cube you pull instead of push.
>>
>tfw you play games all day instead of working on yours

how do i kill myself
>>
>>160435176
captain toad but bad
>>
>>160435176
Looks like a certain nintendo game but worse. You should also fix that clock color.
>>
>>160435176
Remove the milliseconds. Everything else is so looking smooth but then there's some fucking useless digits in the corner spazzing the fuck out.
>>
>>160435176
Your art is getting worse the more you post. Looks like your gonna have to steal more from nintendo.
>>
>>160435176
Why is the timer text cartoon vomit green? It's hard to read and looks awful. Also this: >>160435373
>>
>>160435495
That's mean. Also funny.
>>
>>160435176
>nintendo rip-off
hope you are not going to sell it
>>
>>160435176
FUCKING SHIT ART FUCKING SHIT NINTENDO CLONE.

Am I cool yet guys? Am I doing it right?
>>
>>160435176
toads like worse, but captain look
>>
In GM:S, do scripts called from an object have access to the variables of the calling object?

As in, if I have an object obj_player with a state machine defined by the variable currentState and the enum STATE, and I call a script, could the script change say "currentState = STATE.jump" without my having passed those as arguments?

Variable scope is the fucking worst.
>>
>>160435715
calm down kid
>>
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guess what I am making ;)

pic related.
>>
>>160435176
Am I the only one that admires he still works on this game and posts here while constantly getting shitposted for like 6+ months?

Nintendo clone.
>>
>>160435176

haha nice man, that rolling animal kills me everytime.
>>
>>160435873
This was okay pretty much every time I tried it. Still not sure what caused it to fail the literal only time.

So, yes, basically.
>>
What do you think about my Breakout game?
>>
>>160435987
>it works, except when it doesn't
That's GameMaker for you. Fuck me.

Thanks, anon.
>>
>>160435909
well fuck enjoy your 30 million
>>
>>160435715

no, you should talk more about how you have no ideas for a game and how you spent more time doing nothing than actually working on your game.These are the only acceptable posts for this thread.
>>
>>160435268
>>160435324
>>160435495
>>160435561
>>160435715
>>160435762
what the fuck? dont bully
>>
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>>160435928
>everyone hates useless source posting shitposts.
>everyone posts useless shitposts at bokudev. Every-time he posts progress.

fucking agdg. What kinda posts do you even want here fuckers.
>>
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Repost from old thread.

I added combo system which rewards from keeping the combo up by upping the power of specials (fire balls has different levels for example, where on lvl3 they go through enemies). When getting hit, player loses one level and the levels decreases to 1 over time.

Now there has been debate whether the levels should be determined by this system or be tied to current HP of player.

I think the former is more interesting and dynamic than the latter, but latter works better with slower weapons and some weapons that has more interesting gimmick than just projectile. The latter is still somewhat dynamic as it does encourage to not get hit and PC can sacrifice corpses to regain HP, so it's active part of the gameplay.

Does anyone have any opinions on this?
>>
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>>160435909
>>160436128
Some more sneak peak ;)

pic related as well.
>>
>write a parser for external UI styles for my game because maybe that one player will eventually want to edit the UI style
>worry about it taking a significant amount of startup time because a lot of string comparisions and what not
>runs in about 500~ μs

o-okay
>>
>>160436220
source fags and shitposts
>>
>>160436220
>>160436154
>>160435176
I fully believe there is a hidden agenda within agdg to shit on 3D games and keep attention on 2D pixel shit ones.

A 2D cult if you will.
>>
>>160436331
very nice

you could also keep the combo system but lock the player out of level 3 if he's too hurt?
>>
>>160436331
> memepixel platformer with reddit combat

oh wow...
>>
>>160435176
>people talking about captain toad shit
>have no idea what it is and check it out
other than totally stolen aesthetics (even the boss is a bird) it's not that similar
>>
>>160436868

i just got here but i don't know why everybody is being so hard on this guy, it looks awesome tqbh
>>
>>160436331
Slower weapons build more combo per hit to compensate for their playstyle
>>
>>160429794
>>160429901
#justOOPthings
>>
>>160436220
Because he has good basic program but he doesn't do good things with it. Also his color palette is shit. There should be more warmer pastel colors
>>
>>160437163
Dev was targeted by our shitposter some time ago.
>>
>>160437163
Its the new hit meme to bully him clearly.
>>
>>160436820
>reddit combat
what's that?

>he doesn't know Clarent
What does it feel to be new? First day on agdg must be exciting!
>>
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I'm new here and i think that rotating block game looks pretty good.
>>
>>160436331
I would do it by health as your game doesn't seem like the kind of cuhrayzee meat grinder that is conducive to combo multipliers and whatnot.
>>
>>160437381
>>160437163
>>160436868

Its sort of this
>>160436604

There is a circlejerk session within the agdg discord of a few bullies that hate the devs guts for some and constantly seem to shitpost him and end his feedback loops here.

Pretty disgusting when his game looks better than a lot of the 2D shit here.
>>
>>160437701
fuck off twink
>>
>>160437402
> if you hate Clarent you must be new
> We must all suck up to him
>>
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fucking bonefist was the best idea ive been gifted. i love it. ignore the whip level on the ui. it hasnt been implimented yet.

>>160435176
hey, your shaders are really nice! i remember when everything was way too bright and you couldn't get it right. i think you hit the sweet spot.
keep up the good work

>>160436331
looking good. just be careful since its very easy to use the infinite combo so make sure the combo system isnt too rewarding/easy to get. due to this i think dropping a level when hit would be better balance. maybe heavier weapons should give more combo/charge/thingy than faster weapons to compensate?
>>
>>160437824
>posting the devs profile picture will help the bully meme.

You should judge him by his work instead of maturating to his faggot looks.
>>
>>160435176
>showing off a new feature
>webm has several seconds of just getting there
>webm cuts off a fraction of a second after the new feature is revealed
???
>>
>>160438135
>gay looking dev
>gay looking game
>>
>>160434123
Stop posting.
>>
>>160438197
>no dev
>no game
>>
>>160438197
Get the fuck out source poster
>>
>>160437995
He was talking about not knowing Clarent isn't meme not about hating or liking
>>
>>160437824
If that is his girlfriend shes kinda QT. I thought he was a hot Asian trap into boys though does this mean I can't try to be his boyfriend?
>>
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Finally finished my game and I'm really proud of it.

https://boustrophedon.itch.io/you-are-a-torpedo-ai

I'm selling it for the very reasonable price of PAY WHAT YOU WANT.

-------
>pic
It took me 33 minutes to complete all 91 levels. The last 16 are really really hard.
>>
>>160438642
>she
you're in for a surprise
>>
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>>160435373

>useless digits

those digits show you how much time you have in between seconds
>>
>>160435176
Good looks good. Now here is the important question.

How many poly's bokudev?
>>
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>>160438662
OMEDETOU
>>
>>160438909
MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT
;_;
>>
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>>160437824
>>160436154
>>160435762
>>160435715
>>160435561
>>160435495
>>160435324
>>160435268


No bully him plz!!
>>
But Bokube does look like Captain Toad just with clunky grid-based movement and a camera that snaps to 90 degree angles.
>>
>>160438909
wtf happened to your image
>>
>>160438662
Congratulations, anon! You have all the rights to be proud!

But didn't you say you will put it on Steam and only keep a demo on Itch?

Just out of curiosity, how long have you been working on it? As I see you finished the basic mechanics early on, and then worked on level design. Did you do any marketing of some sort other than tumblr and /agdg/?
>>
>>160438798
too many.
https://i.gyazo.com/a6ad950c380c52ccb6ad12599c7c28ee.mp4

posted gyazo link and not webm so sorry I want 100 shitposts
>>
public SomeClass classProperty { get; set; }

why is this null? thought C# auto generated that shit for me
>>
>>160439025
boku don't deserve actual bully desu
it's a pretty solid sokoban clone
>>
>>160439583
It's null because you didn't initialize it with any other value.
>>
>>160439514
Fuck me I meant to say I dont want 100 shitposts when I post a webm
>>
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shit i think i forgot to post about double portal power here.
>>
>>160439640
Anon from previous thread about save system. What would be the best way? Talking about UE4/Unity, binary files, custom file extension. I don't want to use the registry (Unity PlayerPrefs).
>>
>>160439640
well that's an issue, I don't have access to a constructor in Unity and things might use that property before Start or Awake is called

rip encapsulation
>>
>>160439852
Yeah, it's not ideal but
>things might use that property before Start or Awake is called
shouldn't happen in that case.
>>
>>160439852
I think you can make a script or constructor load before Awake or Start, using the Editor's script execution feature.
>>
>>160439819
hero core?
>>
>>160439819
I saw this room in the demo, the portals are pretty cool.
>>
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>>160437643
>>
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>>160440114
>>160437643

Forgot the text: I think it looks great, too.
>>
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I want to make a game that players (yes, all three of them) will talk about. Is there anything wrong with that? Genuine question. I'm worried that's overly ambitious or even egotistical.

Thoughts?
>>
>>160440252
>I want to make a game that players (yes, all three of them) will talk about.
Just add a waifu
>>
>Foo: Do X to one target
>Mass Foo: Do X to all valid targets, costs more
Is this boring or valid?
>>
>>160440364
Depending on the mechanics you can try to be a bit cleverer with it.

Like a mass lightning spell bounces to nearby targets rather than just hitting them all.
>>
>>160440252
make it super sjw.
some tards will shill it
some tards will go ape shit
>>
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>you will never be toady, achieving satori through developing a single game your entire life
>>
>>160435176
Looks like ass, Wii shovel-ware shit.
Oh I was late..
>>
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>>160440673
That is my plan all along, anon
>>
>>160437996
he's using the unity default shader...
>>
>>160439826
Depends on what you want to save and load; there is no real one-size-fits-all solution (because that is precisely the problem with serialization). In any case, it's conceptually the same as parsing, except of course that it's not textual (e.g. you read an integer, not by parsing a decimal number string, but rather by loading the next 4 bytes of the file into memory).
>>
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Should I make a cyberpunk final fantasy tactics clone?
>>
>>160441150
so? it looks good.
>>
>>160439471
thanks anon

my greenlight failed (17% yes), so i kinda gave up the idea of putting it on steam.

I started working on the game in january, just as a hobby. I was finishing my master's degree back then.

That's exactly what happened. If you play the first demo I released and this final version, there's not much difference other than the number of levels.

I posted on /agdg/, tumblr, tig, game maker forums and reddit. I'll create a twitter account and a facebook page for my next games.
>>
>>160438662
Looks like trash and you wasted your time.
>>
>>160440252
give the characters sad backstories. it doesn't even have to fit in, so long as players know about it.
>>
>>160438662
wise move, looks like a decent freeware from mid 00's, it's not a bad thing though
good job anon
>>
Are there any cool tools I can use to design my game concept before I start programming?

I was thinking of flowcharts/ui mock ups/ER-models etc.

Thanks in advance!
>>
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>>160441349
didn't work for mgs4
>>
>>160441519
Yeah, it's called prototyping.
>>
>>160441196
No, make action games.
>>
>>160441196
source?
>>
>>160439025
No OP with bob ross in it should welcome this much bully.
>>
>>160437996
How did you do that transition effect?
>>
>>160441570
yea I know, I was wondering if there are recommended programs for that
>>
>>160441912
Your game engine of choice.
>>
>>160441514
thanks anon, i appreciate that
>>
>>160441912
>>160441978
>inb4 the "before I start programming" bit
All those are going to be a waste of time because they produce nothing that will tell you if the game is fun. Make a prototype with the knowledge that you can write shitty code since it will all be thrown away if you end up promoting the idea to an actual game. Then you might as well just start instead of biding time playing with flow charts and design documents and what not, especially since you're probably a 1MA.
>>
>>160441563
>implying
i meant more like how nuclear throne and overwatch did it
>>
Does your game feature any disability-related options?
>photoepilepsy warning at the start
>colorblind blue/green UI options
>>
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>buy a simple database addon in the Unity asset store
>been using it for months, fill it up with lots of data
>it begins to sink in how limited it is, ie it cant store certain types of objects that i want
>start to consider switching from this database to purely Unity's built-in scriptable objects
>it will take me weeks to restructure everything

It's these kinds of roadblocks that make me want to give up on vidya dev and just kill myself now.
>>
>>160442676
Yes, easy difficulty.
>>
>>160442832
Very good joke, anon!
Just kidding, I expected it to be the first reply, you cockmongler.
>>
>>160442676
cant get those sjw bucks without it ;)
>>
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>>160441858
its semi hard-coded (feel free to laugh at me)

there's a next room object that when touched deactivates all objects, runs this code, then goes to the designated room set in the creation code. for the fade in, it has its own room, runs this code but backwards essentially, then goes to the real room.
i originally had it go to the real room and fade it in, but i was having issues of instances still being created and running after i deactivated the others, so i made a new room instead. its a bit of a process but its not too bad since i have template rooms that make it go faster.

if my game was nonlinear/more complex this system would need to go ASAP, however.
>>
>>160442713
>he didn't write an interface between his front and back end

rookie mistake junior, always encapsulate
>>
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>>160443075
>that switch statement
>>
>>160442713
If you were hoping to get everything right on your first game, youre out of your depth
You learned a lesson, and I reckon you will learn many more others till you finish your game.
But just like the hero's journey, when youre done, you will be the master of two worlds.
>>
>>160443075
>>160443206
Easily fixed with some math, and why even have the weird order of things and the separate variable?
>draw_set_alpha(round(fadeAlpha * 4) / 4);
>>
>>160443206
>>160443507
yeah i tend to think of complicated solutions rather than simple ones. it worked though so im not complaining.

thanks for the tip though.
>>
>>160442101
Just make a word document of ideas, or a notepad of sketches and notes. Most people won't complete their projects because they plan too big, making unrealistic or unachievable goals. Making a prototype is fine, even if you end up cutting a shitload of things out of it it's still experience.

Left for Dead started as a fairy magic mmo before being overhauled. The original zelda dungeon levels were drawn by hand on grid paper.

Otherwise, powerpoint, excel, word, and photoshop exist for a reason.
>>
>>160443645
Also, instead of making a copy of the room, you could just create the transition object in the same room and deactivate/destroy all other instances (I assume the ground is made out of tiles).
>>
>>160435176
How can I get so many (You)? What is your secret? I find this to be the most aestethically pleasant zone.
>>
>>160443961
yeah thats what i originally did, but i would still somehow have objects being created and activating even while everything was deactivated. so i got frustrated and made a work around. its fine though since while its very intuitive, its still manageable for me and nobody else has to deal with working with it (thankfully).
>>
>>160444207
look like a tranny and actually not kill yourself while keeping up progress on your game.
>>
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>>160443958
>Most people won't complete their projects because they plan too big
>>
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>>160425773
>Super apathetic lately, barely any deving.
>Also
>Inventory systems are annoying
>>
>>160444553
that's some interesting collision
>>
>>160444553
Gamemaker is a mess
Ive no doubt its a good engine but unity is so much more simple to do stuff like this its not even funny
>>
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Objects feel wrong and i just dont know what to do. Maybe im being paranoid and they are fine. Lightning also made it look worse when i put it.
>>
>>160444685
Yeah, the collision works but webm for some reason records things like they're glitchy.
>>160444778
B-but everyone here has always told me that unity is shite for 2d..
>>
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>>160444778
I started with GM. In hindsight I probably should have started with something easier
>>
>>160444490

Awww, don't cry pal. He's talking about all those slack jawed fools who lack the determination to finish what they started.

That's not you an me though. We're in this for long haul. Amirite ?
>>
tomorrow i'll do it i swear
>>
>>160445118
Bullshit. Unity works for everything.
Thats not to say its a perfect engine, because it sure as hell isnt, but it works just as well for 2D as it does for 3D.
>>160445154
I also started on GM. It was good to teach me the basics of scripting, and I also liked its portability so I could dev at work, but holy shit the UI was fucking atrocious. I havent used it in some years though, maybe its gotten better but still, if I leave Unity its to get into UE4.
>>
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>>160445516
I wish. I spend more time watching gaming development videos and reading checking other people's progress than working on my own game

Not giving it up, tho
>>
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>>160430989

YOU ACTUALLY DID IT, YOU MADMAN.

That was a good suggestion, I hope it rolls well with the rest of your game
>>
>>160445575
But theres plenty of time left today
>>
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>>160445575
But...you could just uhh, do it now friend..
>>
>>160445578

how hard is C++ to get into coming from C# ?

i guess that's my main concern for not using UE4.

a)that and the fact that b)Unity is so well supported and c) You have to pay 30 % of what you make if you use UE.
>>
>>160445076
dude they look fine, they just look out of place for you because you placed them.
>>
>>160445989
>You have to pay 30 % of what you make if you use UE.
5%
>>
>>160445989
>30%
What the fuck, what time do you live in?
UE4 only takes 5% when you make $3000 per quarter.
>>
>>160445989
Not that much, really.
At the end of they day, if you know programming logic you can learn any language. And in an engine you will likely be using their own functions to do stuff so intricate knowledge of the language isnt always necessary
>>
>>160446090
>>160446089
not him but I also picked unity when I started because the bullshit money /licensing thing from UE back then
>>
I don't want to start a flame war or shitpost on what engine is better, but given the cons on Unity's networking library, I'd prefer UE4 for making games with MP than use Unity for that. I'll stick to single player games if I want Unity.
>>
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added damage modifiers for the different whip levels. lvl 1 does 1 bar, 2 and 3 do 2 bars. i think i need to rebalance the boss now since even 2 bars for the lvl 3 whip kills too fast.

>>160445751
thanks. i think thats gonna be his signature weapon now
>>
>>160446089
>>160446090

> $#$!@$#1$@ !!!
> only 30% !!!!!
> ^&*%^$^&*#1@#!@# !!!!!

Okay, okay but still Unity's payment plan still seems better in my mind.
>>
>>160446386
So what are you using now?
>>
>>160446289
CryEngine was worse, I think everyone agrees on that. They now went "royaltyfree". Haven't had time to look and search into this further.

But basically:
Unity >$100K/year no royalties, but requires Pro after.
Unity Plus >$200K/year, requires Pro after
UE4 >5% $3K/per quarter
CryEngine >"royaltyfree" supposedly (Their SDK version of it, Crydev)
>>
>>160446407
Sweet. Couple of questions.
What does the B F and T stand for?
Is that boss using a 300-400 px wide or is that ball and chain separate?
>>
>>160446407

Need a cooler name though. It's pretty hype watching this come together.
>>
>>160446386
For someone who've tried Unity's networking it is actually decent.

But it's Unity's fault for attracting retarded devs that don't know what the fuck they're doing.
>>
>>160446434
>Unity devs
>>
idea guy here

alien world which is about as technologically advanced as us. the problem? they never figured out that them pumping co2 into the atmosphere would cause their planet to turn into venus.
UNTIL TODAY!
follow john, a generic scientist who has just made the most important discovery of his race. can he convince his fellow aliens of global warming or will his efforts be in vain?
>>
>>160446027
Thanks.
>>
>>160446562
Unity, starting with single player games, moving onto multiplayer when I have a some more experience and some good MP game ideas.
>>
>>160445076
The lit part of the wall looks like it's a shaded part of the ground going deeper into the background, the power panels look like cabinets standing on that "fake" part of the ground instead of being attached to the walls.

First thing you should do is apply the shading to the power panels too, might make it less confusing, but the whole "wall looks like ground" thing you'd have to use different colors to fix.
>>
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i love dem progress
>>
>>160446659
Honestly, been working with Unity since 3.0 and the networking is still shit in 5 to me.

Since 3.x
>socket support where?
>silly workarounds
>some hacks here and there for proper serialization and RPC calls/
If I used Unity for my MP games, I'd use something like Photon or roll some other middleware.
>>
>>160446608
thanks! b stands for bottom, t stands for top, and f stands for floating. the solid objects auto assign themselves so that the player collision doesnt have any strange behaviors.

>>160446637
thanks anon! i kinda like hellaton though. because its a combination of hell and skeleton im so sorry
>>
>>160446832
Binding of Isaac, huh?
>>
>>160446832

I love that green.

Does he throw those tennis balls towards the mouse pointer ?
>>
>>160446717
setting a 2-player multiplayer in unity became really easy , just changing a few lines in the player/gamecontroller scripts, put the backend in a host and it just werks , now if you want several players...good luck
>>
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JOIN DINO JAM

LET'S MAKE DINOSAURS GREAT AGAIN
>>
>>160447272
My modeling skills are subpar :(
>>
>>160447272
maybe if I can think of something fun or find someone nice to collab with
>>
>>160447272
>LET'S MAKE DINOSAURS GREAT AGAIN
by giving them feathers!
>>
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>>160447365
I can do the models for you.
>>
>>160447215

what about something like a chatroom where players can talk trash and look for matches before joining a 1v1 match ?
>>
>>160446954
Actually itll be more of a smash tv kinda game

>>160447109
Sadly everything is a placeholder , so nothing of you see will be final , only gameplay
>>
>>160446928

I was talking about for the whip name man. Gotta have something iconic if it's his signature weapon
>>
>>160447717
oh, yeah. youre probably right about that.

ill brainstorm on some names later.
>>
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>>160446808
Outline didnt work though.
>>
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>posting uninteresting placeholder progress
>thinking someone cares
>>
>>160448083
Speak for yourself, shit poster. Seeing other people's progress is one of the best things about this general.
>>
>>160448231
it's literally the only good thing about this general
without progressposting all you're left with is stale shitposts and losers trying to reignite old drama
>>
Is a action co-op rogue-lite with a game master trying to fuck players up a shite idea?
>>
>>160448231
There's good progress, then there's bad progress of games that will never ever leave the concept phase
>>
>>160448580
There are no shite ideas
>>
>>160448580
People wont even notice the game master
>>
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>tfw you figure it out
>>
>>160448580
What do you mean by a game master?

>>160448379

Agreed!
>>
>>160448580
Only if it's multiplayer only.

Gotta give the loners some love.
>>
>>160447405
give me ideas for dinosaur game please
>>
>AGDG doesn't care about placeholders progress
>>160448083

I'm going to screencap and remember this. It will definitely be of use.
>>
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>>160448781
>my one eyed brother
>>
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>>160448918
You're a lone dinosaur in an office full of humans simulator
>>
>>160449014
One guy isnt agdg
>>
>>160448918
Platformer where you transform into different dinos with different abilities
>velociraptor can sprint though falling shit
>brontosaurus can grab items that are high up
>t-rex can eat enemies
>stegosaurus can roll into a ball
>triceratops can destroy obstacles
etc
>>
what happened to all the lewd devs?
>>
>>160448803
a god-like player that can spawn enemies, make traps, modify rules of the game and such to a limited degree to make the convenctional players lose
>>
>>160449107
and you have tiny clumsy T-Rex hands? I'm sold
>>
>>160449292
Excellent, bring us frequent updates.

if I didn't already start a dinosaur game I would have kept it for myself.
>>
>>160449014
>uninteresting placeholder progress
there's a difference between that agdg dev's castlevania-like game with interesting combat and bosses which has no art whatsoever and 'hey guys, I just made my first hello world program and my square can now move when I press W'
>>
>>160449384
I don't see it, they're both making games. Unlike you.
>>
>>160449381
let's do it together~
>>
>>160449192
I see. Thanks for the explanation.
>>
>>160449640
I'll gladly contribute in one fashion or another!
>>
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>>160447406
>>160447272
Who is gona make this game?
https://www.youtube.com/watch?v=x3vr6u9yjJY
>>
>>160449856
You are.
>>
>>160449179
all lewd energy was spent on lewd jam
>>
>>160449179
they went to patreon because lewdjam proved pandering to you was not profitable
>>
>>160446608
>Is that boss using a 300-400 px wide or is that ball and chain separate?
whoops completely missed that one. the ball and chain are one object separate from the boss. the sprite is 272px wide (easier to sync up with the boss sprite that way), but the collision mask is a separate sprite so that the chain doesnt hurt the player.
>>
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Enemy progress. His name is Buer.
>>
>>160449856
I wish I could pixel art :/
>>
>people still use inheritance

wew lads, it's not the 90s any more
>>
>>160450619
>Buer

Nice Castlevania ripoff :^)
>>
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fuck sprite animation, I like 3D better
though its my fault for doing 16x16

dino jam progress, I disabled the falling volcanic ash effects for webm because it compresses awful.

going for a silent hill vibe, gonna have some ash demons/zombie as a primary enemy for now. I'm still working on pallete + environment textures

I probably won't use the 3d movement unless its for a small room. 2D for outdoor platforming/combat and maybe 3D for small a small indoor exploration/puzzles sounds doable.

>>160449179
this >>160450260
it was a cleansing jam
>>
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>>160450771
Thanks famalam!
>>
>>160450619
is that an ophanim

the bible is fucking spooky
>>
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>>160450619
>>
>>160450990
a cute!
>>
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>>160451024
>ophanim
>some circle thing with wings

Fug.

I-It's Buer, ok?
>>
>>160451117
S2 WHEN
I need more Cla-ring
>>
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>he's making a game in C++/OpenGL
>>
>>160451448
I don't think there is anyone here making a game in C++/OpenGL
>>
>>160450990
jojo reference?
>>
>>160451884
while a volcanic stando would be pretty great, I just hooked up the controls to both for a demonstration

fuck that's a neat idea though
>>
>>160451448
Oh no!

Someone seems a little but hurt about someone else's ability to actually program

It's ok. You can learn too! :^)
>>
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How do I apply concentrated forces for rigidbody simulation in Blender? All I see are force fields and shit that's more geared towards particles. Pic related is gonna look unnatural as fuck if I just try to keyframe it manually.
>>
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>when you finish refactoring and start building out the new systems
>>
I'm using Unity and I want a method to return a Vector3 struct. How can I do this?
>>
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Just posting my model Progress so far with my "Dumbest Character Design" Project. (I've started with the Art first so you know this will crash and burn)
>>
>>160452329
Don't use physics simulation for game assets, are you completely insane? Just keyframe it
>>
>>160452548
return YourVector;

? ? ?
>>
fuck unity's shit UI tools, is there an easier way to do UI in unity?
>>
>>160452641
Rad/10, would pick in an 50's style THPS clone
>>
>>160452720
Buy an asset goy!
>>
>>160446090
>UE4 only takes 5% when you make $3000 per quarter

did they change this? I thought you had to earn much higher than 3k before you pay.
>>
>>160452707
It's gonna be pre-rendered, in case you're wondering.
>>
>>160452815
Where's your game please?
>>
>>160452720
describe your issues, I found it to be relatively straightforward.

unless you need to do pixel perfect stuff, then you gotta really get into it deeper.
>>
>>160452714
Vector3 is a struct though and I can't return structs.
>>
need idea for a 1MA game that is 3d and not some kind of shooter. i'm counting on the ideaguys to not be completely useless here
>>
>>160452983
what the fuck are you talking about
>>
>>160452835
It has always been that as far as I know.

Bare in mind that $3k doesn't roll over between quarters, so you can make $12k without paying anything if it's spread evenly.
>>
>>160452923
Yes, I want to do pixel perfect buttons and text, not blurry shyte
>>
>>160452983
unless you put it in a struct, Vector3s can be returned from functions

>>160452984
pick your favorite n64 game, remake a couple levels of it with your own characters
>>
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>>160452984
dark souls combined with lawrence of arabia

send me royalties when you're done
>>
>>160453165
this is actually quite a good idea
>>
>>160453132
well I can't help you with the pixel alignment part because I'm about to try that myself, but just make sure to make your own sprites for all the UI elements and keep the filter to point (no filter) to keep everything sharp. As long as you keep everything the same scale and PPU they should work well together

then its just a matter of keeping it the same size no matter the resolution
>>
>>160453462
thanks fa m, I'm digging into it aswell right now... but it shouldn't be this complicated
>>
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>>160453132
>>
I know agdg always shits on unity for pixel games but is unreal any better?
>>
>>160453649
Unreal is probably worse honestly.

Just use Game Maker.
>>
>>160449292
help, I don't know how to turn this into an actual game mechanic
>>
>>160453649
No
>>
>>160453649
It's overkill.
>>
>>160453649
just use gamemaker for pixel shit. stop making it complicated
>>
>>160453649
Maybe instead of using engines dedicated to 3D, why don't you pick something made for 2D?
>>
>work as a software engineer
>much more comfortable in the backend, since I suck at making things look good
>able to work like a machine with laser-sharp focus at work
>tfw can't focus for more than a couple of hours on a personal project before dropping it permanently and don't want to be an engine dev even though I kinda suck at making things look good.
>>
I swear it's the same idiot constantly asking the same stupid questions and the same idiots constantly replying to it.

>which engine best engine LOL
>is unity pixel LOLOL
>unreal better >D
>ue4 xD
>>
>>160453609
"Force elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space."

There is a lot of side work to make it actually useful, and it doesn't prevent scaling and stretching of UI elements
>>
>>160453690
>>160453696
>>160453740
>>160453750
>>160453798
That was kinda my point, everyone shit on Unity for being bad at doing pixel stuff and I don't understand why since being a 3D engine it's obviously not made with pixel stuff in mind, just like Unreal.
>>
>>160453971
What do you want people to say when someone asks if Unity is good for 2D?

Lie and say yes?
>>
>>160453934
I will send you 5$ on paypal if you prove you're not a nodev. I swear every single of these posts is made by nodevs.
>>
>>160453908
>I have a skill concerning gamedev but suck at other aspects
>Instead of looking to collaborate with a team of people who can fill those gaps, I'll blogpost in agdg
>Nothing changes
>>
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>>160450619
And another new enemy - cute naked fish
>>
>>160454052
Of course not, I'm just saying that people say it s if it's not normal for Unity to be bad at pixel stuff, that's all. I'm a 3D dev so I don'r care about this kind of thing anyway.
>>
https://www.youtube.com/watch?v=OHFlIpN0ROw

>made with unity
>>
>>160450619
Sweet
>>
>>160454230
I could tell

because it looks mediocre
>>
>>160454230
Looked good when the environment was nothing but rocks.

After that it is meh
>>
>>160454230
That's some nice non-game footage.
Would have looked better in UE.
>>
>>160454471
I guess your game is made with Unity too then.

Oh wait, you don't have one!
>>
>>160454230
And? Assets are fairly engine agnostic, you could stick those same things into UE4 and it would look better.

That body bouncing like a rubber ball after falling from the cliff was hilarious though.
>>
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>>160454530
>>
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>GMS overwrites the save file every time you click the play button
Is this real life?
>>
>>160454694
I rest my case.
>>
>>160454083
Wew lads
>>
anyone know what the acceleration/deceleration values mean in UE4? default is 4000/8000, is that units per second?
>>
>>160454718
https://docs.yoyogames.com/source/dadiospice/001_advanced%20use/source%20control/using%20source%20control.html
>>
>>160454896
SI Units

m/s^2
>>
>>160455078
>>160454896
Wait, no.

It's cm/s^2 for whatever reason
>>
>>160455196
That's the units UE4 uses rather than meters
>>
Im comfy with macromedia as2, should i learn GM code instead? does anyone knows the differences?
>>
/agdg/!!!

Time to post gamedev music that you procrastinate with instead of actually deving to !

https://www.youtube.com/watch?v=5LWCPzwiN28
>>
I bought RPG Maker awhile back but have never really used it for anything.

What's a good website that teaches you the basics? I'm overwhelmed right now.
>>
>>160455629
I think you should learn more languages regardless.

Once you have the concept of programming down, learning new languages is ez

try C++ and/or C#, it really expands your possibilities.
>>
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>>160452983

vector 3 is made up of 3 floats

why not return three floats ?
>>
>>160455857
>>160449095
>>
>>160455824
https://www.youtube.com/watch?v=NLRxuEheG-M
>>
>>160455824
https://www.youtube.com/watch?v=-rA5T2S2SwI

I'll never understand how are some people able to work with bangers blasting in their ears
>>
>>160452983
You can
>>
>>160455980
Thanks my dude.
>>
What's the recommended way to make a webm for 4chan?
>>
>>160456456
Record with obs/fraps and then use webm for retards or ffmpeg directly if you're a madman
>>
>>160456456
Fraps/shadowplay/obs -> ffmpeg
>>
>>160455824
https://www.youtube.com/watch?v=_u3wnRuJccE
>>
>>160456456
WebmCam
>>
>>160453690
>>160453750
>game maker

If you're doing 2D, just use Construct 2

GM is only worth using if you're already familiar with it, otherwise learning it nowadays is just silly when better alternatives exist
>>
>>160456456
ffmpeg if you're a leet hacker
>>
>>160456595
>Construct 2
Literally who?
>>
>>160456595
>html5 games
C2 a shit
>>
Hey guys, what program should i use to make a mobile 2d fighting game?
>>
>>160457040
Nothing wrong with being HTML5-based, their engine is top notch (most likely better than GM's runtime in terms of raw performance too) and you can make desktop builds etc just fine.

Relevant reading:
https://www.scirra.com/blog/ashley/28/the-case-against-native-engines
>>
>>160457203
yuneetee
>>
>>160457203
>mobile 2d fighting game

Unless you're literally making a Divekick clone with two inputs max, why.tiff.bmp.exe
>>
>>160456569
this is toooooo cute. holy shit
>>
>>160457203
game maker\
>>
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Ended up with two different monitors and there's a massive difference in color. I don't know what color my colors are anymore.

Base colors for textures are done, so I can change it and apply more detail. Also going to look into modeling small shrubbery to make things look less barren.
>>
If your anus bleed when you poo
Does that mean the dev gods are shinning upon you?
>>
>>160457529

PIXELIZE IT !!!
>>
>>160456595
please consider Godot!
>>
>>160457228
> their engine is top notch (most likely better than GM's runtime in terms of raw performance too)
Quite literally impossible unless your GM game code is horribly optimized, especially not with YCC
>desktop builds
That's just webkit bundled with your game.
>>
How do l get a job as a programmer or modeler at From Software?
>>
>>160457889
Demonstrate your ability to tie gameplay elements to framerate, they love that
>>
>>160457889
1. Be ethnically main-islander Japanese
>>
>>160457372
Because i want to make a game and the only genre that i ever play is the fighting game genre. Besides, i believe that a tekken-like meta could work without the 3d dashing and obnoxiously long combos.

>>160457279
>>160457468
Thanks guys. Gamemaker seems to be less overwhelming, so i'll look into it.
>>
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Where's the recap?
>>
>>160457529
The aesthetic is coming along nicely.
>>
>>160457960
Isn't seperating gamelogic from graphics-performance one ofthe first things you learn in gamedev?
>>
>>160457738
>Quite literally impossible

What makes you think that? All GM games need to ship the GM runtime, and GM's runtime clearly isn't exactly the best around (let's take just one recent high profile GM game, Hyper Light Drifter, for example, which has notable frame drops when running at only 30 FPS to begin with).

C2 obviously has its runtime too, which is written in JavaScript, but there's mad bucks going into making JS run faster and faster by browser vendors. And even then JS speed generally just affects main event processing which is far less likely to be a bottleneck compared to other things like GPU fillrate etc. On that note, C2 uses highly performant WebGL rendering on the graphics side of things.

Really, just read the linked article.

>>160458050
If you haven't used GM before I highly suggest looking into Construct 2 instead.
>>
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>>160458137
If only that was the case
>>
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>>160458137
Plenty of them do it
>>
>>160458250
>On that note, C2 uses highly performant WebGL rendering on the graphics side of things.
I'll give you the other points since I didn't read the article but this point has literally no meaning.
GM uses OpenGL too so there's no difference on that end.
>>
>>160458050
Check out skullgirls mobile. They seem to have nailed the mobile formula.

https://www.youtube.com/watch?v=_3uoHYDAqD0
>>
>>160458335

should it be noticeble somehow ?
>>
>>160458423
>GM uses OpenGL too so there's no difference on that end.

There's still the matter of how well they're actually using it - bad graphics code can make things a lot less efficient. Based on how common GM perf issues seem to be I'd wager there'd definitely be a lot of room for improvement on that end.

I can't say for 100% certainty though because I haven't directly compared the two, but I can try setting up a comparison between the two right now. But the Scirra guys definitely know what they're doing at the very least.
>>
>>160458679
You'd know if you played the game.
Also can't you see how the game's going fast and the car is not controllable in the webm?
>>
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>>160458309
>three months of labour to retool all the systems that are dependent on fram timing
>>
>>160458783
Fair enough.
>>
>>160458679
https://youtu.be/eDA37BmvNwM?t=5m40s
>>
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Don't mind me, just testing webms
>>
>>160457628
I don't really have the skill or time to use pixel art, unless you're referring to using a special shader or something like that. Got an example?

>>160458115
Thanks. It'll look much better once I can get rid of the placeholder valet guys.
>>
>>160458941
>that crash at 6:20
AAA indeed.
>>
>>160458137
When Japs program games they either do a really thorough job or a really hack job - there seems to be nothing in between.
>>
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>forgotten every idea i had as a kid
>can't think of new ones that dont' copy others
why gamedev
>>
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>>160459554
>no more games using MT framework
Dmc4 ran on absolute toasters at 60fps.
>>
>>160458941

>can we please not be treated like morons ?

continues to act like a moron on a youtube video.
>>
>>160458989

well it should be possible to render it at a lower resolution to give the pixel effect.

I'm not sure how to do it in Unity though, I've only messed around with this in Blender, I'm still learning Unity.
>>
>>160457657
I want to do a 2d open world rpg sandbox game with way too many systems and functions. Is godot right for me?
>>
>>160446407
Call the whip bone smasher
>>
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Remember to backup regularly
>>
>unity asset shows up on the front page of the asset store today
>2 sales
I've already made about 1200$ from it, but it's a little sad to see the sales start trailing.
Makes sense though considering it's nature, but I have another one coming out as soon as I finish up all these examples
>>
Are there any open source opengl-based voxel libraries?
>>
>>160460273
I upload to my dropbox daily!
>>
>>160460542
>about 1200$
What did you make that you can sell for 600 bucks a pop?
>>
>>160460542
Is this where someone asks you what the asset is and then you can advertise it
>>
>>160460646
nah it doesn't matter at this point
I actual have a free code left over if someone wants it, but I'm too lazy to go copy paste it right now. If you figure out what it is and want it, I'll give it away for free

don't worry though, I'm definitely gonna post my next asset once I have it up and ready
>>160460629
it's not 600, I've made money over the past few months with it
>>
>>160460552
Backup locally too
>>
>>160460867
I use a GitLab account and just use SourceTree (git gui) to push everything to it.
They give you unlimited # of projects free, private, and any # of collaborators. Limit is like 10GB per project too.

I even use it to backup my sandbox environments.
Cheap, easy, convenient
>>
>>160460792
Visual Novel Engine/2D Cutscene Engine is my official guess.
>>
>>160461123
>gitlab

what is this shit?
>>
>>160460547
Not that I know of. Voxel stuff kind of needs to be tailored to your use case, anyways. What kind of texturing? Will it be modified at runtime, and if so how often and how much? What proportion of the volume is likely to be filled, and how sparsely? And so on.
>>
>>160461272
It's like GitHub or Bitbucket
Online Git repositories
>>
>>160460547
>>160461273
Also, you almost don't even need to care about optimization because you can just generate the geometry on the fly all on the GPU pretty easily and quickly.
>>
>>160459652
>Remember every idea I had as a kid.
>They're all just different shades of Kingdom Hearts.
>>
>>160462078
what if square enix and disney partnered up with nintendo
and digimon
and toonami
>>
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>>160459652
Most games nowadays are just copies of a bunch old games mixed together.
>>
>>160462656
Most of the games back then were just copies of a bunch of older games mixed together
>>
>>160462656
so were those old games desu
>>
>>160462985
>>160463008

Yeah, but there were less games back then, the market wasn't as saturated as it is today c:
>>
>>160462078
>Remember games I was working on a year ago
>They're just garbage

H-how do I know my current ideas are any good?
>>
>>160463282
well, are they garbage?
>>
>>160463435
i don't know
>>
>>160463694
Lucky you. I'm always sure my ideas are garbage.
>>
>>160463694
do you want to play it?
>>
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Cleaned up a couple of things and made a high quality render of the enemy I finished yesterday.

Probably gonna rig/animate on the weekend.
>>
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>>160464168
:o looks good
>>
>>160464168
looks like those 90s adventure games with FMV elements
>>
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I got my first ecosystem running with plants and herbivores.
Herbivores lose energy constantly and regain it by eating plants. If they gain enough energy, they reproduce.
Plants slowly gain energy over time and spread to neighbouring cells if they've gained enough.

What's neat about large-scale simulations is that they seem to be pretty resilient and self-stabilizing. Even if there's a sudden surge of herbivores on one part of the map, it won't cause an Easter Island scenario globally.
>>
>>160464364
I have a raging boner for fluid large scale simulation. What's your endgame? Where do you plan to take this?
>>
>>160464353
Why you gotta be like this senpai?
>>
>>160464168
Damn, that's some fine work. How often will the player see on of these?
>>
>>160425869
No jump button
>>
>>160464242
>:o
>>160464771
>senpai poster

Insufferable piece of shit just fuck off already.
>>
>>160425869
No platforms
>>
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>>160465043
>>
>>160431552
BBLPBLLBPBLPBLLBPBPBLLPBPLBPLBPLBPBLP
>>
>>160430989
>what if oregano trail was an action platformer
>>
>>160465043
:O
but f a m s, f a m filters to senpai t b h
but senpaitachi, senpai filters to senpai desu
>>
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>>160465356
This desu baka senpai cuck
>>
>>160464871
It's the elite standard enemy.
Think lothric knights in Dark Souls 3
Probably gonna add lower tier versions with a regular chestpiece and without the mask later on
>>
>>160464639
I want to make a multiplayer ecology simulator.
Players can design and draw their own creatures by choosing different body parts and creating an AI for them with drag&drop behaviour trees. Then you let them loose in the world, and they'll migrate to other people's simulations if they manage to survive.
It'd be especially cool if the system would support complexity on the level of ants, for example. Then you could design whole colonies, with resource gathering, hunting and all that cool stuff. And if other people do the same, you get a competitive arms race, where players would try to dominate the global ecosystem with their creatures.
>>
>>160465649
That's a pretty neat idea. I hope you finish your game or at least a demo.
>>
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>>160465459
Also inengine screenshot.
>>
Implemented the 3rd tutorial. This one covers ice based attacks. Before I can work on the next one I need to do the changes to the lightning weapon I had in mind.
>>
>>160465998
Is there a reason you're doing tutorials so early in development?
>>
>>160464364

oh man this is so cool.

It reminds me of SimLife - you could make your own plants and animals shit and it had graphics not unsimilar to the graphics you're using.

So do they need to find a mate before they reproduce ?

What engine are you using ?
>>
>>160465998
I was just thinking about your game
>>
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Whats the proper way to do topology and weights for low poly joints?
I can't seem to figure out how to make it look good when deforming. Especially the shoulder.
>>
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>tfw too tired from work to dev
>>
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What are you guys going to do about the soundtrack of your games? Hire someone to compose? I doubt most here can compose music.
>>
>>160459652
>Think back to when I was a kid
>Yeah I'm totally getting a tattoo of organization 13 from kingdom hearts in my hair blue
>Mfw
>>
>>160466376
I'd connect the joint to the shoulder and then not care about it too much because you're going to raise the shoulder for most actions anyway
>>
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>>160466113
Well, two reasons.
1) There is no real opportunity to learn how anything works since I don't have actual levels yet, and the last tutorial wasn't too great
2) Watching other people play the game
hurts my soul

>>160466326
What about it?
>>
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>>160466580

i feel your pain bro.
I'm on leave now for two weeks which is the only reason I'm even on this board.

wageslavery is hard.
>>
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>>160464168
>>160465864
>tfw when this was the same project exactly 2 years ago

Time sure flies. Better make progress anon or you'll end up like me.
>>
>>160466816
>What about it?

I dunno I was just thinking about ityou

it's cool how you continue to work on it despite no art

I have no real passion for anything
>>
>>160466197
Nah, they don't need a mate at the moment, they just kinda divide.
It'd be neat to have a genome with crossover and mutations though, I bet there'd be some natural selection happening. It wouldn't provide much gameplay though, all you'd need to do would be to fast forward the simulation.

I use Unity, mainly for rendering, UI and networking. Most of the code is just lots of multithreaded array manipulations with no connection to Unity, so it doesn't really matter what particular engine the main simulation loop is running on.
>>
>>160465864
All your stuff looks great.

Keep it up you giant faggot
>>
>>160466376
I thought that was a furry character's tail for a second.
>>
I'm an ideas guy, can someone do all the work for me, without me having to pay you anything, even if the game sells?
>>
>>160466971
Hey that's actually a lot of improvement
When would you say you started making good stuff or good enough stuff for a game?
>>
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>>160467357
i got you senpai
>>
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>>160467463
>>
>>160467463
Are you an industry celebrity that can really get my name out there?
>>
>>160467113
Thanks anon. Maybe you just need to find 'the one' project that will ignite the flames of your passion.
>>
>>160467228

The idea you have for making it a multiplayer game is pretty cool. Kudos.

Are you going to implement carnivores as well ?

I don't know if you've ever played SimLife but if you haven't check this out. You might get a few ideas.

https://archive.org/details/msdos_SimLife_1992
>>
>>160467463
finally! we've all been waiting for someone like you to come into this thread!

BACK OFF HE"S MINE GUYS

now I can truly make game now that I have you
>>
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>>160458925
Well, I did end up making that performance test. The test basically just creates 10 new object/sprite instances every tick as long as the FPS is 59 or over.

As you can see from the results, C2 got to around ~111K while GMS only managed to do ~31K. C2 had some dips in the 50-58 on the way there before settling at around 55 past the 111K mark, while GMS never recovered after slowing down. I tried running the test with the limit lowered to 55 or higher for GMS for "closer" comparison but even then it only got to around 32K.

Also, here are both the executables (64-bit Windows for the C2 one) and the sources for the tests if you want to look at them yourself:

https://my.mixtape.moe/cishli.zip

I'm not the most experienced GM user so if you see room for improvement in there feel free to let me know.

But yeah, based on this, in terms of raw graphical performance C2 certainly seems to have a considerable edge over GM.
>>
>>160464364
why are they slowbros. Not that I'm complaining.
>>
>>160468025
>this program makes more 2D images than this one!

on your way to making your first game ?
>>
>>160468170
Already did that years ago bruh

Was just curious how the graphics performance of the two runtimes actually stack up since the subject was brought up earlier.
>>
webm to gif where
>>
>>160468479
innernette
>>
>>160468479
http://ezgif.com/video-to-gif

Good site
>>
games are really just stories? I mean really only one way it can go, and I plotted the whole journey already. I know exactly what your gonna do.
>>
why won't anyone bully me?
>>
>>160459668
amen, anon.

It looked pristine, too.
>>
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>>160467717
Yes. It's me.
>>
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>>160468776
>2016
>bullying
good luck

time for everyone on earth produce garbage and compliment eachother for a job well done
>>
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>>160467590
Depends in what your standards are.
Stuff like that enemy i could effectively make roughly a year ago. However i only really got the right tools for all the necessary texture baking in summer. And last year around this time i was handdrawing textures. That kinda worked too. Wasnt on the same quality level tho.
>>
>>160467309
Th-th-thanks anon!
>>
How do you know what a good price for your game is? Just asking out of curiosity, I'm not working on a game.
>>
>>160468759
oh well I'm gonna go to bed, nothing going on don't feel like deving. see you at 12:30
>>
>>160467957
Yeah, carnivores are definitely going to be there, and things like poison teeth, stingers and other fun murder organs.
I had more fun with SimEarth, but SimLife was kinda fun too. To be honest, they really were a bit too dry with not much player agency in hindsight, more like a lab tool than a game.

>>160468101
Because the largest creatures will be 64x64 pixels, and this slowbro sprite was the only sprite in that size that I had lying around.
>>
>>160469231
$24.99
It took me 9 years to make.
>>
>>160468936
Did you have any non 3d previous background
>>
>>160469372
>largest creatures will be 64x64 pixels
Are you gonna use pixel art in your game?
>>
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>>160469372

>more like a lab tool
indeed

well keep us updated yo, i'd love to see where this is going.

>mfw i just started playing a game of simlife and I have responsibilities tomorrow (that I've been putting off the whole week).
>>
>>160469830
get to your responsibilities first and then reward yourself with simlife.
>>
>>160469532
Only those. I'm actually a Programmer.

I just sat down exactly 2 years minus 2 days ago and started out making stuff in unity. I dont even remember what my original intention was.
>>
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This is the extent of my artistic abilities.

What kind of game should I make?
>>
>>160470057
puzzle game
>>
>>160470057

Text adventure.
>>
>>160470057
point and click filled with pixel hunts.
>>
>>160469749
I'm gonna allow people to draw their own creature sprites ingame.
The world's probably gonna be filled with roaming dicks, but I still think it'd be a neat thing to have
>>
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Gamepad is now better supported, and player can switch back and forth between kbm and gamepad at their own leisure: it detects which input method was last used, and switches the focus to it.

Works pretty well, need to do some minor tweaks and change up the aiming reticule and its behavior between gamepad and kbm modes (kbm can move freely on screen, while gamepad would draw a straight line from player's center to the max length of the hookshot).

Gonna also implement some snap locking to relevant targets (items, enemies, etc), and then redo a bunch of the graphical assets.
>>
>>160469985
Oh wait i actually remember. That was at a time when i had only programmed mathscript for like a year and a half and i wanted to get back into more object oriented stuff. Thats why i went with unity an c#
>>
>>160470321
Ooh right, I'm pretty sure I read that earlier in the thread, my bad.

And yes, but they'll be our roaming dicks. Can't wait for your game anon, happy working!
>>
>>160470057
Mmorpg
Massive memes online Reddit please go
>>
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How's this?
>>
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New update!
Didn't make a web build this time since it takes ages to build and there are no significant gameplay additions.
http://justletit.be/~brum/GunMetal_Build_0-49-1118_WIN.zip
Changes since last version:
Added doublejump; Added reload sounds; Added objectpool system, so the game should consume way less CPU; Added powerful modifiers to the secondary shot (+spread, +damage)
Known issues: People say the shot sound is off, but i'm not sure how to fix it; game is missing some juice, like hit sounds/feedback, proper muzzle flash, and recoil animation on arm.
>>
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>>160470449
>i wanted to get back into more object oriented stuff
>wanted
>object oriented
>>
>>160471056
make this have VR support brum >:(
>>
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>>160471204
Sure, just send me a kit and I'll do it.
I won't feel good about it though, but I'd sell out.

Jokes aside i don't think it would make much sense. Most VR FPS seem to have stationary action otherwise you get sick instantly.
>>
How would my tumblr react if I rework my game so that it appears to have regressed 10 years of game technology so I can reign the scope in?
>>
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>>160466971
It really does.
1 year comparison.
>>
>>160471404
>Most VR FPS seem to have stationary action otherwise you get sick instantly.
Apparently this is a myth propagated by Vive room scale shills because I never heard anything about that since room scale became a thing and anons have affirmed once you get used to it it's smooth sailing.
>>
>>160471404
2nd'd, any VR game where your virtual body moves and your actual body doesn't is instant nausea + headache
there's a reason why its all teleport to move atm
>>
>>160471560
Gaze upon his works, ye lazy, and despair.
>>
>>160470057
You're lying and shitposting.

Nobody can be this bad at drawing so try again and seriously this time.
>>
>>160471624
yea but most have you teleport your room sized walking area around
I tried my friend's Vive for a weekend and it was loads of fun, but as soon as I tried the "free move" option in minecraft VR I got nauseous within 2 minutes. It allowed you to hold a button to skate around instead of the room scale walking + teleporting

"In general, a good rule is to avoid moving the camera unless it’s copying user movement, or this can cause problems with the Vestibular system. Put simply, Vection is the effect of confusing the user’s brain by having conflicting signals sent from the eyes and ears, it can cause the body to assume it has been poisoned, and thus a similar response is evoked - a rejection in the form of sickness."
>>
>>160472039
So in other words it's basically how sea sickness works?
>>
>>160471624
What about that new racing game where you're even just stationary?
Apparently people got really sick from it, even though cockpit games are supposed to feel nice.
>>
>>160466589
You can try scouring Soundcloud. I think M.O.O.N from Hotline Miami was some kid they found on there.
>>
>>160472039
You never heard of any of this stuff when VR was still just Oculus development kits and shoddy ports and tech demos that you sat down to play. Maybe room scale just made everybody babies whereas before it was around you had to just deal with it.
>>
>>160471056
Good stuff, will give the new build a go.

If you could implement key mapping soon that would be great.
>>
>>160466580
I try and open Unity/VS as soon as I get home, even if I don't start right away. The open window will eventually bug me and I'll start thinking about what I wanted to work on.

Unless you code at your day job and your brain is fried by the time you get home, then you're fucked.
>>
>>160472248
or maybe its only recently become immersive enough to actually trigger this shit
>>
>>160472339
I'll have to figure that out, apparently you can't remap default unity inputs without getting rid of the simulated axis/falloff features..
Unless you get a third party input manager or some shit, which i don't feel like doing.
They're also developing a new input system apparently, i may try that out of people really want new binds, but it could be dicy to use a beta feature.
https://blogs.unity3d.com/2016/04/12/developing-the-new-input-system-together-with-you/
I will implement mouse sens/invert though, that seems easier to do.
>>
>>160472248
Yea it was disheartening

as >>160472212 said cockpit style games are supposed to be okay because you have a stationary frame of reference but i dunno

I've never gotten sick from any video game or carnival ride. Both of my friends that tried the free move mode in that minecraft VR got sick too, one had to take a fucking 2 hour nap to stop the nausea.

>>160472457
the Vive tracking is sub 2 millimeter accurate and ~sub millisecond responsive for the head and hands, not sure about the oculus

I still really want a kit to dev with, because I played tons of other games on it for hours and felt fine. Too bad I'd need a new computer as well.
>>
>>160472457
In any case, thank god *I* don't get seasick and I can play VR games that aren't constrained to a cockpit or make me teleport a room-sized personal space bubble around or something.
>>
>>160438662
Looking at the video, you should have added more juice, made the walls not placeholder-looking, and thrown in some story (like just radio conversation dialogue boxes at the bottom would have been enough). And you would have been greenlit for sure.
>>
>>160468025
Well color me surprised, good job anon.
>>
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>>160472339
>>160471204
>>160471056
Also the record was around 150 in the previous version, so GL beating that. (using default values)
This version should even be a bit easier than that due to the changed secondary shot and double jump.
>>
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>>160425773

To comission a 3D model like what Kancolle is using, how much is needed? Without animation and rigging.
$100?
>>
>>160473390
Wow.

If that's the Discord level of discussion then we're clearly not missing anything.
>>
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>stuck for hours(!) trying to draw a simple 2D array as a grid of cells

Why the fuck am I so dense?!

>draw_rect(x, y, x + 1, y + 1)

How does this produce pic related? I'm using integers only and printing those values does not produce unexpected results.
>>
>>160473472
A professional would & should charge a lot more, but you can probably find someone on the internet to do that for $100.
>>
>>160473562
Don't act surprised.
>>
>>160473472
The models are actually pretty detailed. I don't think you can get one under 350$.
>>
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>>160468025
>>160472825
For shits and giggles I also tried replicating the test in Clickteam Fusion 2.5 because I got that from a Humble Bundle a while back (same goes for my copy of GM:S, really). I actually used to use Clickteam software myself back like a decade ago but switched to Construct because Clickteam was doing basically nothing to actually improve their editor, and opening the latest version again today felt like going back in time said 10 years - pretty much nothing seems to have changed.

So I went on to replicate the test to find out that I couldn't make it past 999 instances for some reason, it just started removing older ones at that point. Then I find out there's an instance limit per scene which defaults to 1000, and can be increased to 20000 max (which is still around 11000 less than what GM could push before falling below constant 59 FPS). So I set it to max and let it run... and the final result is that it starts running at below 59 at mere ~8.5K instances (and it only gets to ~9K if I lower the limit to below 55).

What a fucking shitshow.
>>
>>160473620
>A professional would & should charge a lot more,

How much more?
I need a ballpark figure to negotiate.
>>
>>160473620
you could probably find someone to do it for that price but it wont be pretty

also its hard to find people who can model anime looking stuff without it looking absolutely horrifying
>>
>>160473390
>>160473562
Hes not wrong. Bokube doesnt look like mc at all aside from cube shapes even then half the shit in that game isnt cubes or even programmer art like mc.
>>
>>160473745
Now do a test with animated sprites and various textures and blending modes.This will be a more useful benchmark since games have more than a single colored square.
>>
How to get ASSets?
>>
>>160473582
what engine/language?
>>
Is there a good guide to using Blender?
>>
>>160473963
Godot/GDScript
>>
>>160473837
better take it up with the youtube content identification algorithm, or the guy who made it

"this cube game doesn't look like that cube game, fix your shit dummy"
>>
>>160473472
Thats at least a couple days of work minimum, do you think artists eat dirt?
>>
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>>160473963
This is the complete drawing code for that grid.
>>
>>160473390
Love and peace please!
>>
>>160473849
I could do that, but considering that I'd need to find usable assets for it and come up with a spec that allows replicating the test as closely as possible in both GM and C2, I honestly can't bother (at least not right now). And it most likely wouldn't change the relative performance difference between the two anyway.
>>
>>160474162
Then how much is the standard market rate, anon?
That's the question, not the statement.
>>
>>160474034
No
>>
>>160473562
i value elaborately written shitposts with correct grammar and spell-checked vocabulary over broken, honest english
>>
>>160474201
the docs say rect2 is x,y,width,height, not topleft/bottomright

it seems like you want width to be 1, not x+1
>>
>>160474309
I don't know since I'm not on that level yet but I have seen assets packs at the unity store with just one character for for 50 so if you want exclusive art for your game you are going to have to do better than 2 store sales
>>
>>160474363
>elaborate shitpost
>"fucking rekt"
>"Time to kys"
Ok.
>>
>>160474201
so Rect2 has a

Rect2 Rect2 ( float x, float y, float width, float height )

Construct a Rect2 by x, y, width and height.

you probably shouldn't be using x+1 and y+1 as the width and height, just 1 or something
>>
>>160473390
>ripping off captain toad and minecraft.

Wow I guess the path to yesdeving is stealing.
>>
>>160474596
top notch reading comprehension
>>
I tried to shill on reddit today and my post got auto-moderated. I then told them it was removed incorrectly, and they agreed, but by the time they restored it was off the New Posts page already, so not that many people saw it.

Shilling is tough.
>>
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>>160474428
>>160474598
..fuck

Would you believe if I said I did check the docs but was too blind to see it?
This is actually the second time Rect2 did this to me. Matter of seconds to fix it last time.

Thanks for unfucking my head.
>>
What do you guys think of Unreal Engine? is it good for 2d projects?
>>
>>160473390
This is why you shouldnt make games with blocks.
>>
>>160429794
What's the alternative?
>>
>>160474853

This is the second time? So you got Rekt2 times?
>>
>>160436402
>not using an existing UI library that has styling functionality
>>
So those are your elaborated shitposts?
>>160465203
>>160465356
>>
where is the recap picture at?
>>
>>160474853
coding mistakes are like that

try using a debugger to step through each line so you could pinpoint it faster next time

>>160475213
not who you are talking to, but 2nd was me just showin the filters
>>
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>>160474997
>>
ls bokudev a girl or a guy? l can't tell by looking at its discord avatar
>>
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>friend telling me about this game he's been making all day saying he's a game dev now
>we finally get to his house and he starts booting up the unity editor

Took all the control in the world not to laugh in his face when I saw that.

When will these people stop pretending to be "game devs"?
>>
>>160475620
you found it amusing becosue he was using unity or becouse his game was shit?
>>
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Blocking is back in!
Redone the attack system for the third time, first attack is weightier but follow-ups are faster; now I think it is modular enough for me to start doing the enemies movesets.
>>
>>160470337
Cool stuff. Love that sprite art.
>>
>>160475732
is the shotgun still in the game? If not, please put it back
>>
>>160475698
the guy that says "unity is the only way to make a game" and "unity 'devs' are a joke" and 'drag and drop' and anything else asset store or engine related is the same nodev shitposter fyi
>>
>>160476189
he's also the source shitposter
>>
>>160475698
don't reply to him, he'll get banned again in a few mins
>>
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>tfw to intelligent to use unity or gamemaker
>>
>>160476284
and the "too intelligent" guy, you can tell because he changes his image md5 and post wording to avoid user filters
>>
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>>160476145
Yeah it is, it could be an april's fools secret item or something. Related old webm.
>>
>>160476587
that was unexpectedly funny
>>
>to intelligent to use unity or gamemaker
Not intelligent enough to write properly
>>
So nobody knows how much 3D modelling comission cost?
Ah well.
>>
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Should i just kill myself if i can't beat someone at my own game?
>>
>>160476950
its because people filter "too intelligent"

>>160477059
ask the 3D modellers, prices vary like crazy
or better yet, do it yourself
>>
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progress for today: I'm working on the sprites for the first boss. He's just a big skeleton but it's fun to make sprites that are a different size but the same resolution.
>>
>>160477165
It's better to not be a turbo autist making a game because you'd probably make it so normies couldn't enjoy it.
>>
>>160477059
a rigged 3d model with a few animations can cost from $500-1500 for something roughly AAA-quality
>>
>>160465864
is that UE4?
>>
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>>160477409
Here is a size comparison between him and the normal-sized skeletons. I guess he really ate his wheaties growing up.
>>
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Sorry to shill but I made a blogpost about how to get Greenlight links to open up inside Steam so people will actually vote, rather than not being logged in via their browser

Blogpost
vestigialdev.tumblr.com/post/153326120004/about-the-problem-sharing-links-to-a

Example
vestigialdev.tumblr.com/greenlight
>>
>>160477642
Why not just send the steam:// url?
>>
>>160477767
because people click the link in their browser and it opens the steam webpage in their browser?

which part of your question am I not understanding?
>>
>>160477824
oh i thought u meant sending to people in steam
>>
>>160477496
Well, currently the difficulty just ramps up linearily, it usually takes 100-150 monsters before things get crazy difficult.
>>
>>160477767
It doesn't get recognized as a URL so it isn't clickable. Even if you paste it into the browsers address bar it won't get parsed right

steam://url/CommunityFilePage/795765733
>>
>>160477936
Also link shorteners will reject it. But if you have access to a page that lets you run javascript on it, you can do it really easily with window.location=mysteamurl
>>
>>160477642
Might as well still provide the link to the steam website, because I'm weary about clicking links that lead to browser redirection pages or links that prompt a "launch in [program]" dialogs.
>>
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>>160477560
>>
Light or Dark IDE themes?

http://www.strawpoll.me/11676727
>>
>>160477642
Cool. Bookmarked!
>>
>>160477409
That looks nice. Reminds me of Game Boy games.
>>
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Making some more simple furniture things to flesh out the airship interior
>>
>>160479001
Thank you. I'm trying to make the whole game without breaking the gameboy palette- in actuality, the gameboy didn't have a green palette, it was just a normal 4-shade system that was tinted green by the color of the LCD background of the screen. But it's what people remember and I think it looks nice, so I'm trying my best to stick to it!

>>160478819
Psychotic grin is still on my list of things to do!
>>
>>160479094
Unpopular opinion but I prefer the faceless girl. Her face is kind of fugly.
>>
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>>160479094
And these curtains.
It's not much, but the textures take time.
Slow and steady wins the race, r-right?
>>
>>160479235
Might actually go with faceless girl, just because I don't want to have to deal with animating faces desu.
>>
>>160479352
Anyway keep up the good work. I'm creepily monitoring your progress from the shadows hehe
>>
>>160479441
Thanks!
Please do - My dream is to be able to create something someone will enjoy some day. I'm still far from that goal, so if someone takes interest in my progress at least, I'm very happy.
>>
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After 3 months of yesdev, i only just now "hello world"'d
>>
>>160479094
m-mixels!
>>
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>>
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>>160479196
Yup, I knew about that. Pretty cool to have someone making a game with Game Boy like visuals, the only other I know is the original game made by the Rivals of Aether dev.

Good luck!
>>
>>160479737
Yeah, it becomes a bit obvious here.
I'm trying to get everything I can out of a 256x256p texturemap (covering airship interior walls, doors, furniture, carpets, lamps, chandeliers, etc.)
>>
>>160479686
>my waifu > ur waifu
no u
good progress
>>
>>160480014
Thank you. :)
>>
>>160479909
get me one that reads

I HAVE GIVEN UP

to go with the official agdg gear
>>
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E E E E E E E
E P P P P P E
E P Y Y Y P E
E P Y H Y P E
E P Y Y Y P E
E P P P P P E
E E E E E E E
>>
>>160480601
>using (((visual studio)))

what is wrong with u lmfao
>>
>>160480601
>2017
wait what?
>>
>>160480701
It's like car models. Software devs think people are retarded.
>>
>>160480651
>not using a feature packed IDE
I could ask you the same tbqhfam

>>160480701
It released 2 days ago. Just read about it.
Gonna install it while sleeping
>tfw install size 17 gigs
>on slow internet
but atleast you can now choose what you want installed
>>
>>160480827
>he needs an IDE to program

kids these days
>>
>>160480059
wew.
Well, at some point you are just constraining yourself for no reason while sacrificing time and artistic quality.
You use MSpaint for your pixel art though, so i guess painful limitations are your deal.
>>
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>>160480701
>>160480798
>2016 is only 44 more days
>haven't done anything useful
existing sure is fun
>>
>>160479737
>is this nigga srs its 3d how can-
>oh yeah it does have a mixel vibe
>>
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what is your opinion on developing games with JavaScript? I find it super easy to get going on projects and i dont have to wrestle with c++ shit (JUST USE BOOST)
>>
>>160481114
I guess. Painful limitations seem to help my creativity, though.
>>
>>160481696
if it wurks do it

there's a bunch of javascript game engines too
>>
>>160481696
as long as it's not too big and performs well. only real reason would be to make a small webgame because theres other languages that perform better
>>
How do I make a sprite that follows the camera's direction.

Eg a muzzle flash, what's the math behind that? Do I just rotate it toward the camera constantly or is there something more efficient?
>>
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>>160477165
am I doing it right?
>>
>>160482239
Do you mean billboards?
>>
>>160481696
You literally don't need boost for anything unless you're a stackoverflow poster.
>>
>>160481696
Fast to get devving if you're a shit coder.

Has an infuriating lack of ~*goodshit*~ if you're used to a proper language already.

The biggest pro of JavaScript though is the absolutely amazing low barrier to entry for people to play your game.

Send them a link and they're playing your goddamn game already. No installation, no configuration, no worrying about if it runs or not*, etc.
>>
>>160482332
I haven't heard that term before. Is that what I'm describing?
>>
>>160482438
a billboard is a something that always faces the camera no matter what
>>
>>160482651
Yeah but how do I make that happen, what's the maths. Invert the lookAt matrix or something?
>>
>>160482725
you use an engine that has billboards

or you just draw it in screen coordinates scaled by its z value or something
>>
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>>160479686
It's almost starting to look like video game
>>
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>$5 sheckles a month for collaboration sharing/EZ mode version control

Thanks Unity.
>>
>>160483324
Who cares? It's not like you have a game to begin with.
>>
>>160483324
Free with git.
>>
>All that people with no games

Hey welcome to the club!
>>
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POST ROBOTS
NEED INSPIRATION
>>
>>160476587
Everything looks smooth af. Awesome to watch and I can imagine is awesome to play! Also nice dramafag Chekhov reference :D
>>
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>>160483705
>>
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>>160483705
>>
>>160483885
>pshht, nothing personelle kid
>*teleports behind you and encases you entirely in ice*
>>
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>>160483705
THICC
>>
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Shit's starting to come together and work. That is an amazing feelng.

I refactored a bunch of stuff, and it looks like stuff might work now. Only the nose gear is set up, but in theory it shouldn't be much work to get the others working. The wheel collider looks like it's a bit off too, but that's just tweaking.
>>
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>unity official devs suggest to use mecanim
>no official way to get the current clip playing, only workarounds
>the only official workaround is as convulsed as :
>animator.GetCurrentAnimatorStateInfo(0).isName(name)
>it still lags behind if you use blending which is the whole point of mecanim

I know I've already been complaining a lot about Unity in the past but damn... Spending more time debugging and looking for workarounds than deving the fucking game.
>>
Any good tutorials for pixel art?
>>
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>>160483705
>>
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>>160483705
>>
>>160484579
who is this semon demon
>>
>>160484720
Fuchikoma
>>
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>>160484720
>>
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>>
>>160484883
Interesting.
>>
Heyo so my college has some game related classes, but it says on the pre-requisites that it strongly suggests people to have a very good basis of linear algebra, and advanced data structures

What do you think about the course with said information? Does it make sense to you?
>>
>>160485579
It's likely proper Graphics Programming and not drag and drop shit in unity.

Don't expect a huge amount of making games, expect software rendering triangles with color gradients and then maybe some OpenGL.
>>
>>160485725
Sounds about right

Worth taking ? What do you think about these courses
>>
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Remember to reset your scales before you export a model. I forgot to do that it was causing weird wheel behavior.
>>
>>160485803
I think they're great and will give you a proper from the ground up understanding of what's happening behind the scenes of a game. If you can handle it, do it.
>>
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>>160484482
Shall I dump?
>>
>>160485803
Graphics programming is fun to learn and very useful knowledge.

Until you get a black screen and there's 500 possible causes and debugging GL is SHIT
>>
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>>160485965
Yes!
>>
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>>160486079
Here you go anon.
>>
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>>160486126
Looks like the cooldown was raised again.
This could take a VERY long time.
>>
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>>160486262
>>
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>>160486126
>>160486262
Thank you. c: This will help me a ton.

I will be online for a couple hours so it is fine if takes some time.
>>
would anyone be interested in a poker night at the inventory type of thing but with agdg characters?
>>
>>160486382
Talk about undercutting your own point...
>>
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>>
File: 1459109568582.jpg (760KB, 1165x1240px) Image search: [Google]
1459109568582.jpg
760KB, 1165x1240px
>>160486518
>>
>>160486482
yeah is the top image supposed to look worse?
>>
File: 1471563296307.png (305KB, 683x7148px) Image search: [Google]
1471563296307.png
305KB, 683x7148px
>>160486641
>>
File: electricity.gif (229KB, 512x512px) Image search: [Google]
electricity.gif
229KB, 512x512px
>>160486804
>>
>>160480852
yeah real developers code in Microsoft Word
>>
File: glitches.gif (409KB, 512x512px) Image search: [Google]
glitches.gif
409KB, 512x512px
>>160486926
>>
File: DearestImmaculateBats[1].webm (329KB, 826x616px) Image search: [Google]
DearestImmaculateBats[1].webm
329KB, 826x616px
I'm all shilled-out, guys. I posted long threads begging for 3d artists in 3 different places. If none of those work out, I guess it's time to call it quits.

Have a video from a long time ago.
>>
>>160477182
>its because people filter "too intelligent"
No, it's because of irony. Reatard.
>>
File: pixel art fundamentals.gif (884KB, 506x506px) Image search: [Google]
pixel art fundamentals.gif
884KB, 506x506px
>>
File: pixel trees.png (282KB, 938x2850px) Image search: [Google]
pixel trees.png
282KB, 938x2850px
>>160487242
>>
>>160486482
>>160486671
I remember this. The creator of the infographic took an image someone else made and sketched over it to show how the lighting interacts with the volumes. It's not meant to be a finished product, it's meant to convey the idea of decent shading.
>>
>>160486979
I use a text editor.
>>
>>160487368
>>
File: run cycle.gif (173KB, 512x512px) Image search: [Google]
run cycle.gif
173KB, 512x512px
>>160487484
>>
>>160487368
I can't even do step 1
>>
File: rn.jpg (76KB, 1440x1080px) Image search: [Google]
rn.jpg
76KB, 1440x1080px
>>160483885
>>
File: shine.gif (380KB, 592x640px) Image search: [Google]
shine.gif
380KB, 592x640px
>>
File: simple run cycle.gif (212KB, 512x512px) Image search: [Google]
simple run cycle.gif
212KB, 512x512px
>>160487627
>there are people on /agdg/ right now who believe that art is something you can learn
>>
File: 1479425202961.png (97KB, 631x616px) Image search: [Google]
1479425202961.png
97KB, 631x616px
>>160487883
>posts tutorials for pixel art
>you can't learn art
>>
>>160487883
>he has a dysfunctional sense of how learning works
Yeah I bet you'll get far with that hangup of yours.
>>
File: smoke.gif (128KB, 512x512px) Image search: [Google]
smoke.gif
128KB, 512x512px
>>160488058
Am I wrong?

This is the last one, by the way.
>>
>>160487883
>he believe there are things that can't be learned
i bet your a nodev too
>>
File: 2016-11-18_01-09-27.webm (1MB, 800x440px) Image search: [Google]
2016-11-18_01-09-27.webm
1MB, 800x440px
I'm really unhappy with the workflow required to set this up, but Unity doesn't make this kind of tight coupling of animation and physics easy. There's too many little places where a game designer could mess up in implementing a model, but I'm having a hard time coming up with ways to automate a lot of this work beyond just setting hard naming conventions and restrictions on what can be done. There's also some strange behavior when wheels hit the ground at an angle and I'm not sure what the source of that is.

Still, I'm stoked to finally see what I was aiming for, and I learned a lot about how Unity handles animations, which was a big part of my wanting to try doing it this way.
>>
>>160488153
Yes. No one is born knowing how to pixel art. It is not impossible to learn. Maybe it is easier for some than for others, but that is it.
>>
>>160487368
It's fine. His tree is a noisy chunk of ass.
>>
File: 1443171192871.png (1MB, 2129x1838px) Image search: [Google]
1443171192871.png
1MB, 2129x1838px
Looking for a good graphics framework for pic related.
>>
>>160488328
Unity
>>
>>160488195
how does the suspension spring action work
>>
>>160487180
Sorry but you're not going to find an artist without $$.
You're also not going to get noticed with boring art in this general.
>>
>>160487883
>there are people on /agdg/ right now who believe that programming is something you can learn
>>
File: Elvis's_Tip.png (169KB, 600x600px) Image search: [Google]
Elvis's_Tip.png
169KB, 600x600px
>>160452641
>>
>>160488532
There's probably about 5 people in the world with the relevant skillset who would be interested in the project. The odds of one of those 5 people finding my posts isn't very high. But it's not impossible.

That said, I'm expecting no one to respond. The problem is I need an artist to make a kickstarter.
>>
IMPORTANT POLL PLEASE ANSWER
http://poal.me/nz5216
http://poal.me/nz5216
http://poal.me/nz5216
IMPORTANT POLL PLEASE ANSWER
>>
File: 2016-11-18_01-22-08.webm (823KB, 800x530px) Image search: [Google]
2016-11-18_01-22-08.webm
823KB, 800x530px
>>160488503
They're all animations. I use a standard Unity wheel collider for collision detection and suspension. I then use the suspension travel on the wheel to play a specific frame of that gear's collapse animation.
>>
File: Unity_2016-11-18_01-26-09.png (135KB, 664x286px) Image search: [Google]
Unity_2016-11-18_01-26-09.png
135KB, 664x286px
>>160488748
>>160488503
>>
>>160488863
oh neat, thanks for the explanation
>>
>>160488705
>some asshole unironically voted for something other than all of them.
>>
>>160488997
Multiple choices are allowed.
>>
>>160458087
>>160318791
>>
File: blockfumble.webm (2MB, 1280x720px) Image search: [Google]
blockfumble.webm
2MB, 1280x720px
Some enemies fumble when their attack is blocked, but heavier attacks go through.

Not entirely sure whether to make the player have to aim at the attack to block it (like it is now) or have it so that if you're looking at your target you block all of its attacks automatically.
>>
File: screenshot.png (36KB, 962x543px) Image search: [Google]
screenshot.png
36KB, 962x543px
idk if any of you guys remember this but do you think i should start work on a similar game with more of a regard to graphical fidelity and a tighter design?
https://seacowhero1492.itch.io/sceptre
>>
>>160490630
What was that game about?
>>
>>160490890
a dungeon crawler with a random starting character and predetermined levels
like top down doom with stats
>>
File: sceptrer.png (62KB, 959x544px) Image search: [Google]
sceptrer.png
62KB, 959x544px
>>160490630
newer screenshot but graphics still hard to look at
also
>dat framerate
>>
File: 1473816746869.gif (826KB, 500x375px) Image search: [Google]
1473816746869.gif
826KB, 500x375px
how do I model boob physics?
>>
File: oop.png (152KB, 1948x858px) Image search: [Google]
oop.png
152KB, 1948x858px
How do I into OOP?
>>
>>160491468
Go back to /a/, please.
>>
>>160491046
Top down Doom sounds interesting, but yeah, you could definitely improve the graphical fidelity there.
>>
File: tits.gif (191KB, 401x462px) Image search: [Google]
tits.gif
191KB, 401x462px
>>160491468
I used bones with a ragdoll point on the end, it's pretty basic and they don't squish so I'll probably end up changing it in the future but as a placeholder it does its job
>>
File: 1472952666347.png (667KB, 813x640px) Image search: [Google]
1472952666347.png
667KB, 813x640px
Progress.
>>
>>160491987
Can you show an ingame view of that map. it looks pretty good.
>>
File: doot.png (616KB, 632x738px) Image search: [Google]
doot.png
616KB, 632x738px
>>160491046
>a dungeon crawler with a random starting character
>Doom
what part of that is Doom
>>
>>160492168
>that kerning
Fuck, man. Spoiler that shit.
>>
>>160491987
NO!!!! DO NOT REPLY TO THIS

This is SHITPOSTING and NOT A GAME. The (((person))) who made this simply wants to destroy /AGDG/.


Just look at 2ch and fchan. They allowed the SourceFam menace in, and look at where they are now.... (They are DEAD. Because of Full Sail Shitposting...)
>>
>>160492262
>being too retarded to see it's supposed to be pronounced "Doo~t"
Delete your account.
>>
>>160492370
lmao
>>
>>160491046
>a dungeon crawler with a random starting character
Name even ONE (1) game where this was a good thing

>>160491987
Holy fuck. Holy fucking fuck. This is awful. Trash. Straight trash.
>>
>>160491575
The image gives a good rundown. The right part is what you want to aim for, since it's the end result of OOP that actually works.
>>
File: delet ur team.png (4MB, 2048x1365px) Image search: [Google]
delet ur team.png
4MB, 2048x1365px
>>160491987
>>
File: remmy.gif (26KB, 200x232px) Image search: [Google]
remmy.gif
26KB, 200x232px
progress is slow to a grind

have animation
>>
>>160492617
cute.

>gunleg
Oh deer.
>>
>>160491575
Fucking delet that. That's a good start.

OOP is the only way to make a game.
>>
>>160492617
now make the animation where she shoots
>>
I wanna make a game like Half Life 2 meets Risk OF Rain, but in first person, with F-Zero gameplay.

What engine is best?
>>
File: 1476941233201.jpg (116KB, 1280x720px) Image search: [Google]
1476941233201.jpg
116KB, 1280x720px
> he uses AGDG discord
>>
File: remmyshooting.webm (641KB, 560x320px) Image search: [Google]
remmyshooting.webm
641KB, 560x320px
>>160492687
already did that senpai
>>
>>160492839
>he spends a significant chunk of his day scouring the internet for things to get triggered by
>>
File: free-bridal-shower-themes-com.jpg (21KB, 320x437px) Image search: [Google]
free-bridal-shower-themes-com.jpg
21KB, 320x437px
>>160492617
neva been dun befo
>>
>>160491769
i'm kind of considering that build a very rough proof of concept at this point
>>160492168
the weapons, pickups and general level design
>>160492456
it's honestly not very random, each stat has only a small point variation and you are given several skill points to allocate at the start
>>
>>160492986
yes that is the reference keep up
>>
>>160492986
His looks better.
>>
>>160492917
Wuh Oh. Looks like Steamchat is having another fit.....
>>
>>160493058
>the weapons, pickups and general level design
none of those things are random, nor are they intrinsic to dungeon crawling.
>>
>>160493287

>[HISS]
Thank you for your contribution, Reek. Your garry's mod map was better.
>>
>>160493287
yep
they arent random in my game
arent you thinking of roguelike?
the placed items are predetermined, the only things that arent are mob drops and they are little gold, hp or mp ups.
>>
>>160493447
oh and certain boss mobs drop colored keys (!) that open colored doors (!!!!) in the level
>>
>>160492986

>[HISS]
Thank you for your contribution, Reek. Your garry's mod map was better.
>>
File: 1476830348525.jpg (88KB, 702x936px) Image search: [Google]
1476830348525.jpg
88KB, 702x936px
SAY ALEPPO AGAIN I DARE YOU
>>
File: 1463883200366.jpg (61KB, 500x375px) Image search: [Google]
1463883200366.jpg
61KB, 500x375px
>>160483705
>>
>>160493629
Aleppo?
>>
File: 1478665918637.jpg (52KB, 540x540px) Image search: [Google]
1478665918637.jpg
52KB, 540x540px
>>160493681
FUCK OFF
>>
>>160492456

>[HISS]
Thank you for your contribution, Reek. Your garry's mod map was better.
>>
File: duck vomitting.jpg (22KB, 484x461px) Image search: [Google]
duck vomitting.jpg
22KB, 484x461px
>>160492884
>>
File: 26106872818129876.jpg (192KB, 1178x877px) Image search: [Google]
26106872818129876.jpg
192KB, 1178x877px
>>160483705
Here you go
https://mega.nz/#F!UZB1HBhA!JK0C2KVEyGeM9JcSKo_2jg
>>
>>160492617
>>160492884
Lovely.
>>
>>160493629

>[HISS]
Thank you for your contribution, Reek. Your garry's mod map was better.
>>
how do i make a webm small enough to upload here
>>
>>160492884

>[HISS]
Thank you for your contribution, Reek. Your garry's mod map was better.
>>
>>160493828

>[HISS]
Thank you for your contribution, Reek. Your garry's mod map was better.
>>
>>160494015
>trolling by getting people to respond to you with helpful answers even though you asked that question a few days in a row
>>
>>160494015
get the program "webm for retards"

if you do constant quality, set max size @ 4mb

otherwise just increase the variable mode CRF until it fits

high quality mode helps too
>>
>>160494425
You have been successfully "I got you to reply at all" trolled!
>>
>>160494391

>[HISS]
Thank you for your contribution, Reek. Your garry's mod map was better.
>>
>>160492617
Why gunleg? Why not gun TAPED to leg?
With that, she can crouch now.
>>
>>160494843
she's born with it, her father was a shotgun its really deep lore
>>
>>160494961
What is this, Soul Eater?
>>
>>160494961
>mother is a gun nut
>she likes to masturbate using a shotgun
>in the heat of the moment, she accidentally shoots the gun inside her pussy
>magically, the bullet doesn't kill or hurt her
>instead, it impregnates her
The rest is history.
>>
>>160495137
im stealing this
>>
File: 1479442097530.jpg (102KB, 430x627px) Image search: [Google]
1479442097530.jpg
102KB, 430x627px
>>160495137
>>
>>160495137

>[HISS]
Thank you for your contribution, Reek. Your garry's mod map was better.
>>
>>160492617
I really like that.
>>
Is there any downsides other than low maintainability if I have all my code in main.cpp and I don't use external files for classes and class definitions? I don't want to open source it, I work alone, and it's perfectly fine for me like this, but I'm still wondering.
>>
>>160496228
go for it and then open source it anyways
>>
>>160496228
Slow compile times, unwieldy and hard to maintain source file. Constantly scrolling to find what you're looking for.
>>
>>160474034
if absolute beginner, watch the free beginner tutorials on blender's site in your free time and have the following words forever etched into your audio memory: "Hi. Welcome to this blender tutorial entitled..."

there's also Blender from Noob to Pro for you to read.
>>
>>160499252
Not him, but thanks for the tips!
>>
File: hey.png (660KB, 827x586px) Image search: [Google]
hey.png
660KB, 827x586px
>>160495137
>>160494961
SHOTGUN MARRIAGE
>>
>>160481131
i started doing shit again in october and even if its just the last 3 months of the year i feel better because of it
>>
>>160499672
IT'S SHOTGUN WEDDING YOU SILLY ANIME GIRL
>>
new thread for new progress
>>160499952
>>160499952
>>160499952
Thread posts: 756
Thread images: 189


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