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/agdg/ - Amateur Game Developer General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 761
Thread images: 164

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DINO JAM IS ON
itch.io/jam/agdg-dinosaur-jam

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

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

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

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/qRHNpCbZ

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
C++
>>
>>160560718
sucks
>>
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ok before i start working on actual game stuff
how many other people are making a bullet hell style dungeon crawler?
>>
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Good OP

Its going to be cold and snowy this weekend, time for maximum progress
>>
>>160560975

thanks

I'm in Gamemaker and this is my first time making a game, I found the code for switching rooms and I'm wondering if I should make a unique case for each room or make a reusable object collision and use a custom variable to switch from room to room.
>>
does that guy making the first-person RPG with the fists in a dungeon and a knight dude have contact information anywhere?
>>
>>160560915
"bullet hell style dungeon crawler" is a fairly common "starter game" genre in a post-nuclear throne world (see gungeon, neuro-voider, etc.)

have a gimmick, be extremely competent, or produce for fun/practice rather than money
>>
>>160561292
Wait, you just mean "thing you hit that sends you to the next level"?

just have a player event for collision with your "go to next level" object that runs the "go to next level" code, you don't need multiple objects to handle that
>>
>>160561346
https://seacowhero1492.itch.io/sceptre
prototype for my newer game
not exactly a bullet hell but a fast action rpg with predetermined levels and a doom like level and weapon design
>>
>>160560376
>>160561037
>Good OP
The pictures isn't even gamedev. OP is once again a faggot.
>>
>>160561292
>>160561475
https://docs.yoyogames.com/source/dadiospice/002_reference/rooms/room_goto_next.html

Run that in the player's collision event with your room transition object.

Like I said, go watch some Shaun Spalding/Tom Francis/Heartbeast tutorials.
>>
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>code layering function
>rounds float values from 0-1 into n layers
>test code
>for n = 3, there are 3 layers
>for n = 4, there are 4 layers
>for n = 5, there are 6 layers
>for n = 6, there are 7 layers
>for n = 7, there are 6 layers
>for n = 8, there are 10 layers

I'm not properly trained to deal with this level of wat.
>>
I've finally decided on what game I'm making.

A diablo clone.

Wish me luck or give advice, either way.
>>
>>160561312
recap images
>>
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A pretty small bit of progress. Not a major improvement, but learned about some cool stuff I can do in Blender for texturing. Didn't realize I could have multiple UV maps for tiling and bake in materials and other stuff like that.
>>
>>160561707
Give the player more non-cooldown/non-mana-cost (basic, free, whatever you want to call them) abilities that are class-specific that allow for a higher skill ceiling. Movement and non-ability-based combat in diablo-likes are fucking boring. Make something where, even when I'm not using my special limited-use abilities, I have interesting things to do.
>>
>>160561707
good luck

make a demo with a raptor character and submit it to the dino jam

16 days!
>>
>>160561957
i think a cool idea would be a meditation ability that lasts a few seconds but restores mana when not interrupted
>>
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>>160561751
I didn't see him in the last one anywhere

it's this guy by the way
>>
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The warp function of the lightning weapon is now a separate button like the ice block is with the ice weapon, and the hitbox is a bit larger too. Originally this was going to be a 8 direction warp ability but I feel like this will work out better. This also gives me an excuse to add in actual air dashing. Personnel
>>
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Any Megaman Battle network fans? I want to make a game with basically the same battle system for pc, but with a totally different premise (nothing to do with technology).

Starter working on it a couple of days ago, using all placeholder graphics, mostly stuff from mmbn.
>>
>>160562116
http://rattower.tumblr.com/
>>
>>160562204
cool, thanks
>>
>>160561037

how cool would it be to apply butter to your toast using a samurai sword ?
>>
>>160562139
>Any Megaman Battle network fans?
My MMBN2 playtime tracker topped out at 999:99. I only ever played one real life netbattle.
>>
>>160562139
Welcome to the club, battle network clone dev #6
>>
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>>160561584

Going to look up those tutorials, thank you

I know you guys probably get a million "how do I do basic thing" posts but thanks for not biting my head off, the /v mentions made me think this thread would be hostile but I really appreciate the help
>>
>>160562139
nice, you got a tumblr?
There's another dev here that's doing something similar.
http://thumbtackdev.tumblr.com/
>>
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is this bad level design
>>
>>160562402
Jesus christ man don't do that

If I wanted to shill i'd have done it myself
>>
Googled already and I couldn't find the solution to my problem

For some reasons trail render isn't being shown on my game sceen but is in my scene view.

not being culled
>>
>>160562394
No problemo. When I direct people to those tutorials I'm not telling them to fuck off, it's just that they're an excellent resource for beginners to get acquainted with the language before they branch off on their own.
>>
>>160562338
>battle network clone dev #6

Weird, I've been here a couple of years and I've never seen anyone else working on a mmbn clone.

Its something I've wanted to do for years now, and now that I've done (and by done I mean half done) many games, I feel like I have the knowledge/work ethic to make it a reality.

I just hate working with placeholder sprites, because it limits my ability to think outside of the "mmbn box" in terms of game design and especially HUD/UI.
>>
>>160562548
free publicity
hipster
>>
So I went to /g/ to try and find a generally approved or or hopefully anon built guide to learning programming, and was disappointed

This is my home board and this is the thread I figured was most likely to be helpful in that area so how do I learn programming?
>>
>>160562494
>3 normal keys needed to enter
>only path 1 and 3 contain a key each
I dunno, do you want your players to finish the game?
>>
>>160562548
>complaining that someone cared enough about your game to link another someone
I'm none of the people involved in this conversation, but that seems a silly thing to rebuke someone for.
>>
>>160562634
Well, what do you want to program?
>>
>>160562652
nice
yeah i knew if i didnt fix that i'd get some shit about it lol
idk i want one of the paths to reward you with something like another level entrance or something instead of it only being a key each time
so im guessing 2 keys
>>
>>160562402
I don't. I literally started last week, so haven't really setup anything "pr" related. Will do that once I start putting up non-placeholder graphics.

>>160562297
I'm trying to get a complete physical collection of the games, still missing a couple, once I get a bit more money hopefully I'll be able to get them all. It's hard finding them all in case though.
>>
>>160560376

anybody here that can make music like Com Truise ?
>>
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>Final boss of this shmup is a giant robot that you can destroy piece-by-piece

>You have to destroy it before it re-enters the Earth's atmosphere

>Straying outside of the boss's slipstream will result in your ship taking damage from re-entry heating

>As you take out parts the safe zone gets smaller and the boss moves around more vigorously, forcing you to follow a deadly rhythm

Is this original?
>>
>>160562634
thenewboston on youtube

then read a book
>>
The architecture firm I'm working for likes to indulge in "research" in between jobs, they want me to look into writing a program that will generate possible combinations of ramps/stairs/elevators between two levels. I've been getting my head around path-finding but I'm too amateur to map out what a framework for solving this might be. Has anyone tried this sort of thing? Any direction would be super appreciated anons, I'll post some progress when I'm back at work Monday.
>>
>>160562701
>>160562631
I don't know, it kinda came across as "check out this it's totally not me guys" shilling. I got a little flustered and didn't mean to sound mean

>>160562774
>tfw you moved houses and lost your original copy of Blue and Gregar

There's been a couple MMBN-clone projects popping up recently, There's 2 in the AGDG discord and another that had a kickstarter that looks terrible :^)
It's been about 10 years so I guess the withdrawal is starting to set in
>>
>>160562494
oh come on this is a basic game design question you bunch of nodevs
>>
>>160562749
Well my problem is that I don't even know where to start
I'm vaguely aware that it would be doable to make a text adventure without too much trouble as practice
I still have the gentoomen library mostly intact from somewhere which seems to be a large library of reading material to draw upon so yeah
I'm just overwhelmed by the large amount of possible places that claim to good and wanted a solid opinion to start with
>>160563125
Kind of doubtful about youtube as a teaching tool to anything complex but I'll take a look
>>
>>160562602

this is a great way to start a thread
>>
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Finished 11/12 of these tilesets ah yisss
>>
>>160563306
You just want to get started on programming right? thenewboston can teach you the ultimate basics. Then read a book on the guidelines of the language.
>>
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>>160563348
>>160562139

For those of you who have played mmbn, what is something you would like different from the real game?

For starters my protag will have a sage/mage look from Fire emblem, but more modern. Chips will be spells, and combinations are totally gonna be a thing (I'm thinking of making less spells in total, but that each spell has atleast one possible combination with another one).

I was also thinking of implementing something of a "risk/reward" thing, where if you held the attack button, you're character would stop moving for a bit, but if you released at the right time it would shoot a more powerful version of the spell. However I don't want the scope to get out of hand.

Thoughts?
>>
>>160563306

Another tool would be something like codecademy.
Although I have a nagging feeling someone is about to write me an essay on why that's a terrible idea, enumerating all the ways I should feel terrible for having it.
>>
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>>160563613
Alrighty
my unfailingly optimistic friend has convinced me I can do this so I'll try it
>>160563886
well even if it's shit I don't know that yet

thanks lads
>>
>>160563004
Sounds original enough. Odd of you to post a game whose final boss is a ripoff of Devil Gundam when talking about originality
>>
>>160563730
I only played 2 through 4 so I don't have a complete picture of the series, but I always felt like non-chip abilities went slightly underutilized. Stuff like the hubstyle guard that could be used on demand, that sort of thing. The mechanic you described sounds interesting as well. The various styles throughout the series were my favorite aspect in general: various twists and modifiers that changed the way combat was approached.

I'm kinda rambling, but those are the types of systems and features I'd tell a developer to focus on, bolster, and create permutations of in order to make the MMBN formula their own
>>
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>>160564208

Yeah, I'm planning on revamping the whole customization aspect of the game, and making it more prominent. If you don'T remember in mmbn you could different effects onto megaman such as more hp, resistance to certain elements, etc. in a sort of "puzzle" where each upgrade had to fit in a certain way. I would like to make more interesting upgrades, certain abilities which you can use whenever, etc.

As for styles I too love styles/versions/etc. The thing is I'm no artist, and I understand that something like that means a lot more work in terms of art design, so it's something I would like to do but we'll see (I would like to avoid just recolors if possible)
>>
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i might have made it a little too dark
>>
>>160563004
Sounds neat. I don't know about original, but why should that matter?
>>
>tried to make little 3D physics game
>player just spins and flips around instead of just moving

Nevermind, physics are lame anyways.
>>
>>160564101

>well even if it's shit I don't know that yet

If nothing else, it gets you up and typing lines of code and running them right away. And there are lessons in a bunch of languages, so you can pick whichever one looks the least incomprehensible to you.
>>
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>>160532839
Zooming and panning works now.
>>
>>160564938
Wait so I don't have to do html first?
okay
We used C in my class so I might still have some fuzzy memories of that
>>
Any of you guys have a GDD template? But a small concise one , not one of those with 100s of pages.
>>
>>160565343

No, you don't need any HTML stuff.

The site is a little bit obtuse. If you're logged in, click "catalog" in the top right corner, or if you're logged out, scroll all the way down to the bottom, and you'll see a list of lessons.

The one's that teach you the basics of programming specifically, afaik, are Java, JavaScript, Python, and Ruby.
>>
>>160561856
are you planning on selling this game or its just for fun? cause i could help with the graphics.
>>
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Resources popup
>>
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>being a weeb and/or engine"dev"
>>
>>160566673
>not knowing how to make your own game
>>
added a guy (most of him), mid sections are done by script so I just have to plug in numbers for that
>>
>>160562754
>>160562494
Are you using proc gen for these levels or handmaking them? If you're hand making them, then you should really have some sort of basic plot for each dungeon with different mission objectives instead of instead of 'kill boss -> get blue keycard'.
>>
>yes I am gamedev
>I am making my own open source engine in C++ and will soon have a pre alpha beta to preview with working collision detection and lighting for horizontal surfaces so the floor is no longer a black void like my life
>I will have a game or something like a game complete in 2082 just before I die
>it will be a shitty game but at least I didn't copy paste it into Unity or just make games following GMS tutorials like everyone else
>I did it the special way because I'm special
>>
>>160566921
handmade
yeah that makes sense
i guess it would be good for the first dungeon at the very least
>>
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>>160566936
>>
>>160566936
t. salty shit programmer

those who can, do

those who can't, are jealous
>>
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>DURH IM A ENGIE
>I make duct tape and elmers glue imitations of a gamedev studio using carefully pre-written plans already completed by countless other engies through history because engines are fundamental and not creative or difficult to make
>i am making a subpar 'engine' which is also my game! but it's a game done 'the hard way' which makes me SMART!
>gamedev is really about enginedev which isn't really about games it's about me trying to be smart!
>DURHH
>>
>>160567269
you seem to have some insecurity issues. did an enginedev fuck your gf?
>>
>>160566894
is this QWOP but with blowjobs?
>>
>>160567361
just like
make game
>>
>>160567435
no but that's a good idea
>>
>>160567490
i have a game and an engine

what do you have?
>>
>>160567580
a game and an engine
i didnt make it but i have one that works for me
im not that guy but i'm not a programmer, i'm an artist and game designer
>>
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>>160567104
>>
>>160567738
that's not your engine and that's not your game because you only have limited rights to run those game scripts and assets in that engine. you own nothing.
>>
>>160562993
for what? i'd like to see if i can do that kind of stuff
>>
>>160567870
Pretty sure once those deposits hit your bank account they're yours buddy. Stay liberated with your libre software libtard.
>>
>>160562993
I've dabbled i synthwave stuff but never really committed to it, but could probably make some similar stuff. What's it for?
>>
>>160567929
enjoy having no ownership of your game cuck
>>
>>160567738
I bet I can guess the engine.
Unity
>>
>>160567870
youre full of shit lol
>>160568046
nope
>>
>>160568031
I don't foresee any situation where the license holders on the engine I'm using would ever infringe on the relationship I have with any of my games. I'm more about just like making games and less about doing it the "right" way.
>>
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>logcat is completely empty
>can't use nsight or gdebugger
>no errors
>nothing showing up on screen
JUST
>>
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REEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!

WHY ARE MY PIXELS FUCKED UP I THOUGHT GAMEMAKER WAS SUPPOSED TO BE EASY. WHY ARE MY PIXELS DISTORTED???? REEEEEEEEEEEEEE
>>
>>160561856
you could start with some free textures from some database and work them into something usable

do you have a target for what the art should look like for comparison ?
>>
>>160568539
>28 second webm of no movement
at least it compresses

now check your scaling settings, I don't use GM so I can't give advice on getting perfect pixels
>>
>>160568539
Did you make a 28 second webm of nothing moving at all.
I'm honestly offended.
>>
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>>160567973

for my video gaem.

i will have progress soon.
>>
>>160568539
>use Godot
>click "pixel perfect"
>everything is pixel perfect
Godot wins again.
>>
>>160562296
it's caled a katanner
>>
>>160568773

nice gaem
>>
>>160568539
Probably has something to do with aliasing, listen to this anon.
>>160568696
>>
>>160568773
What engine? :^)
>>
As someone who makes infinite side scrollers all the time I never thought level design would be this time consuming

/blog
>>
>>160568967
I will check my game settings but I have a 320 x 240 room. I have a view that is the same as the room size. And my port scaled 2x at 640 x 480. I don't get it.
>>
has anyone in here made an .io game
>>
Been away from AGDG for several months. What happened to the steam chat? Is there a new one?
>>
>>160568539
>>160569072
basically find out what resolution you want your game to be
320x240, 640x480 etc.
then find where you set that in GM.

then make sure your sprite is scaled 1x, or whatever pixels per unit you need for it to take up exactly one pixel per (game) screen pixel.

I'm sure this should be a setting somewhere, but I don't use GM

>>160569293
like posted games to itch.io or what
>>
>>160569353
like agar.io or slither.io
>>
>>160569072
The aliasing is probably coming from when the game is stretched to your monitor resolution, which looks like it's 1120x700.
>>
So I'm using UE4, and I can't for the life of me figure out how to get a dash working.

Being a beginner sucks ass.
>>
>>160569346
check here
Website: tools.aggydaggy.com

though I've only heard bad things from it
namefag drama etc.
>>
>>160568773
i dont get it
>>
>>160569043

Unity3d
>>
>>160569392
agar.io guy actually posted his games to /v/ to begin with iirc
>>
>>160569443
I imagine AddImpulse in the forward direction would be enough?
>>
>>160569450
There's no one in the chat. Did everyone die?
>>
>>160569546
yeah, and a couple of the devs from the newer ones, woto and driftin, posted on /v/ for a minute. but i'm asking about in ag dg
>>
>>160569493

it's a puzzle block game !
>>
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>>160569581
I'll see what I can do with that information.

Here's my setup, it's a modified version of a tutorial I watched.
>>
>>160569581
>>160569443
I don't know much about the default UE4 controller, but it might handle its velocity strictly, so attempting to add a dash force with an impulse might be effectively ignored. You could temporarily multiply speed for a short duration like half a second, and maybe disable gravity in that same interval if you want an air dash
>>
>>160569715
where are you setting "can dodge" to true?
>>
>>160568401
run it in normal mode, not debug mode and java will hopefully throw an exception
>>
>>160569873
The function.
>>
>>160569443
I also tried using root motion to force it, but to no avail.

My character enters the pose and doesn't move, even though it works fine in Persona.
>>
>>160569637
try the discord, its much more active and seems well moderated

most importantly they have a channel for dev and a channel for shitposting, so it stays much cleaner than the steam chat would
>>
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>>160569887
>java
my issue is no feedback, which is the most frustrating kind of issue
>>
>>160569715
do you want air dashing? because you'll have to do it a little differently if so

if it's on the ground only you can probably just get the character movement component and set the velocity manually and let physics do the rest (make sure to disable player input and reenable it after x seconds)
>>
>>160570760
I'm essentially trying to replicate this.

https://www.youtube.com/watch?v=7J1VV5GdW8Y
>>
>>160571183
it might be even easier to just use a root motion dash animation (which makes the character's position move while the animation is playing.

https://docs.unrealengine.com/latest/INT/Engine/Animation/RootMotion/
>>
>>160571597
That was my original intention, but:

>>160570278
>>
>have ids all over the place
>spaghetto of spaghettino
>remember pointers exist
I'm not a smart man
>>
>>160567578
Wait, so you're not making a super deep throat clone?
>>
>>160572305
You can only get better then.

Now go forth, make progress and save this general.
>>
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what is this... is it... progress?!?!?!
>>
>>160565731
help guyse
>>
>>160572749
don't make a GDD if you're an indie dev. there's no real purpose and you can achieve pretty much the same thing by just having a .txt file you add notes into as you go to refer to later
>>
I'm just going to leave that for the experienced devs around here. Doesn't matter if they are the Google devs [insert meme joke here], they're tackling a good subject.
https://www.youtube.com/watch?v=0wxyOng0-14

I was in that case for the past few months and my progress has been coming back to me now that I've decided to KISS it again.
>>
Quick question for you guys, me and two other people are releasing a small game for mobile, complete with ads (we know it's not gonna make money, this is only to beef up resumes), will we have to make a 'company' since we are technically monetizing our game?

I just really want to get our game out there to the Play Store, but I don't want to run into legal issues later down the road.

Thanks in advance to any of you fine folks kind enough to answer this.
>>
>>160572976
Look into an LLC, it's basically babbies first company.
>>
>>160572976
just put it under one of your names. if you make over 10k consult a tax advisor
>>
>>160572949
me irl
>>
>>160572949
this pisses me off at work
>abstract OurBaseNode
>interface ILinkableNode
>OurNode : public OurBaseNode, public ILinkableNode
>OurRealNode : public OurNode

>we never need any other implementation class other than OurRealNode
>the entire hierarchy is pointless and now you have to look through 4 files to find the code you want
>>
>>160572745

i don't know, is it ?
>>
>>160573419
Have you tried telling them that.
>>
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>no progress since July
The fuck am I doing
>>
>>160573752
Not him but that's the industry standard. If he tries to talk he's just going to appear as a bad dev and will probably be fired.
In other words, just be a good sheep. No companies want a black sheep.
>>
>>160573781
what is your game and what did you get done before you stopped?
>>
So what's the standard way to manage clients on a UDP server?

I'm thinking I'll add a hashmap and hash all client socket addresses then when I do receiveFrom I can check the incoming address against the hashmap and know who I'm talking to.
>>
>>160573752
yeah, this was all written by people over 5 years ago before I joined. we slowly fix things as we can when we get tickets related to that area. to refactor the whole thing would take probably a month or two and we can't spare that dev time for something with no visible benefit
>>
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>>
>>160573868
I have no game I'm engine dev
>>
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>>160572405
I wouldn't call it a clone, I have different goals than he did, but there will be similarities
I was joking about the qwop being a good idea
>>
>>160575023
pfft
>>
>>160575074
This image is just wrong.

- random sjw
>>
>>160572852
>having a .txt file you add notes into as you go to refer to later
so a GDD?

A GDD doesn't really have a definition, it's what you make it to be. A .txt file you add notes to related to design is gonna be your GDD
>>
>>160575375
it's a female empowering game
>>
>>160575543
>assigning gender labels
you shitlord
>>
>>160575543
This image is just wrong. Typical feminist.

- randow mgtow
>>
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>>160575730
>>160575670
well shit then its a nonbinary love making game
>>
>>160575778
The good/sad thing is that I can't think of anything wrong with that image. It's going to please everyone, what a century we live in.
>>
>>160569715
I have no idea what you're doing with those timers without seeing ResetDodge, but there is a simpler way to do this, but first disconnect everything and try connecting Launch Character directly into Pressed to see if that works.

if it does, do this: Pressed -> Test Can Dodge True -> Set Can Dodge False -> Launch Character -> Delay for how long you want before the character can launch themselves again -> Set Can Dodge True
>>
>>160576362
btw, by "Test Can Dodge" I mean Branch like you're already doing
>>
>>160575543
an actual chinese shadow puppet game on a chinese shadow puppet forum
>>
>>160576067
Don't worry, anon. Either civilization as we know it will collapse, or Muslims cuck the West, so women will be objectified again.
>>
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>tfw to intelligent for the gamemaker and unity peasants here
>>
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>>160573781
Damn, I thought I'll have a fun time watching that show, but it's the most depressing thing I've ever seen.
>>
>>160576660
Right you can't make a game because you're "too intelligent"
kys engie
>>
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>>160576726
It was super cringe
>>
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>Take a +6 month break from my gamemaker game
>come back to it and want to change everything now
Oh boy. Do I just start over? My code and systems are...an acquired taste, I think I'm gonna have to rewrite a bunch of stuff.

What do you think of this specific case: It's a 2D sidescroller and I have a separate event for a particles getting shot to the left, and another particle getting shot to the right, even though they're the same attack.

But that's not all. My character levels up throughout a stage in the game (up to level 10), and each level uses the same attack with slightly faster/stronger particles each level up, but I have those particles also separated by the character's level and direction she's facing. And each attack also spawns a 'critical shot' that does extra damage and stuns an enemy, which is also separated from the other particles. So just one attack has 40 different events that all use the same sprite. And each attack/particle's properties like speed/cooldown-time/damage are hard coded.

Is this a best practice that I can continue with or is it time to throw in the towel and start fresh?

Reason I'm asking is because the character described above is the baseline for all future characters for me to copy/paste all my code from. Am I setting myself up for failure or am I stressing over nothing? Does anyone else have fun managing hundreds or perhaps even thousands of separate events that do slightly different things?

Thanks for reading.
>>
>>160577836
>Is this a best practice that I can continue with or is it time to throw in the towel and start fresh?
It's not about best practice but being practical and...

>the character described above is the baseline for all future characters for me to copy/paste
.. refactor that shit m8
>>
Hey guys. There's a game I've been planning for over a year. I'm writing out basically a blueprint of guidance for what I want the player to experience from it and what I want it to be, start to finish. After daily brainstorming I finally know what I want to do and why. The only problem is how. I have no idea where to begin the steps to creating this project I seem to have mapped out. But every fiber of my being demands I make this, and I should stop beating around the bush and get cracking.
Any and all advice/help is welcome
Why/how do I start?
>>
It's so demotivating seeing the progress being so slow.. like you slave away for a week 10hours/day on your game but it amounts to only a tiny bit of progress in the face of the entire scope which you need to complete. And that is talking about already scaled down realistic scope.
It's slow as fuck and i don't even have a job yet, when i finish school this year and be able to dev like 2-3 hours/day tops on work days the progress will become even 4 times slower... like holy shit... it will take like 10 years to finish like this and by then your game is going to be horribly horribly outdated
and the only alternative is to make some tiny game like pong clone or some shit but that is just way too boring to work on..
god damn it, i don't mind the work, but the life is way too short for it, i wish days had more hours
>>
>>160578053
>>>/out/
this general is for professionals only
>>
>>160577973
Will do. This is gonna take some serious elbow grease, just needed to hear someone else say it.
>>
>>160578115
Professional nodevs?
>>
>>160578053
You can start here:
https://www.yoyogames.com/gamemaker/studio2
>>
>>160578053
>Hey guys
stopped reading right there
first step, don't talk like a fag
>>
>>160578053
C++ and OpenGL
>>
>>160578264
this

make sure to use a text editor (like vim) instead of an IDE and create all your own header files, make files, support files etc.
>>
>>160578314
That's what I do.

use git for version control and branch management.
>>
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>>160578314
>create all your own header files
>he unironically uses code generation bullshit
>>
>>160578064
Welcome to gamedev, Anon. This is the same for 1MA, small Indie groups, mid-sized companies, and AAA game dev companies. Enjoy your stay, and continue to work on your game. You will spend a significant portion of your life making a game that you either will never finish or you will finish but will possibly fail. All those years of work only to have some youtuber rip it apart in a few minutes or a bunch of trolls shitting on your game in the Steam forums and demanding refunds after they have already beaten it 2 or 3 times.

Take comfort in knowing that you aren't alone in feeling this way. Good luck and continue to work hard!
>>
>>160578053
Give us more info, is the game 2D or 3D? RPG? Action? Platformer? Horror? Walking simulator?

There are two starting points you can use, first one is picking up programming and second is picking up art so you can make the assets for your game.

I'd say programming is faster since it takes less time to get something running 'cause how shitty the code is doesn't really matter if the game actually works. As far as 2D is concerned, Game Maker is as good choice as any. If the game is 3D then both Unity and UE4 are good options. Though if this is your dream game, chances are you'll want decent art assets so it'll be hard for you to finish it alone.

My second piece of advice is to put your dream game on the backburner and make some other shitty small games before it (maybe even derived from your dream game), otherwise you're just going to kill your dream with your own hands.
>>
Coroutines are such magical things.
How did computers even exist before they were invented?
If I have coroutines I feel like I can code the world
>>
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Progress.
>>
>>160578469
>How did computers even exist before they were invented?
How Can Computers Be Real If Our Eyes Aren't Real?
>>
>>160578485
Wow. Just wow. Can we fucking delete this piece of shit? And whoever made it needs to go, too.
>>
>>160578573
doubt you could do any better
>>
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>starts making a game in unity
>learning curve is steep af

Only thing I have been able to do right now is make my character stand still without falling off the map.

When will this ride become easier?
>>
>>160578421
I don't care much about all that wasted free time.. what else was i gonna do with it? watch tv? getting drunk with lame pub friends? nah
what i am afraid of is the possibility of nobody liking my game after all that work is done.. because if you get even just one hundred people who finish and like your game then your spent time is at least somewhat validated
>>
>DURH IM A ENGIE
>I make duct tape and elmers glue imitations of a gamedev studio using carefully pre-written plans already completed by countless other engies through history because engines are fundamental and not creative or difficult to make
>i am making a subpar 'engine' which is also my game! but it's a game done 'the hard way' which makes me SMART!
>gamedev is really about enginedev which isn't really about games it's about me trying to be smart!

>DURHH
>>
honestly making a 3d game is a waste of time if you're just one person
>>
>>160578630
after i used unity heavily every day for about 6 months i was able to do anything i wanted in it, limited only by my imagination and time
>>
>>160578630
Never with that attitude.

Suck it up, experiment, do stuff and keep doing until it does what it needs to.
>>
>>160578630
Nigga thats just the tip of the iceberg
The road to gamedev is a harsh one. To finish a game is to enter Mordor, piss on the Eye of Sauron, destroy the ring and get out ON FOOT.
>>
>>160578614
ignore it, it'll get 600 replies but the poster count won't increase much
>>
>>160578686
>spends time on elaborate shitposting
>the engies are the salty ones
>>
>>160578645
At least 1 player will like your game, anon. So your luck can only get better from there.
>>
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>>160578485
FUCK OFF SOURCEFAM
>>
>>160578217
>>160578264
>>160578314
I'll keep these in mind. Probably start with game maker. Thanks guys.
>>160578428
I'd like to make a 2d action rpg of some sort. But you're right I should probably make smaller more compact little games first.
>>
>>160578732
>replying to a copypasta
>>
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>>160578485
>fucking salty engie nodevs are ruining the thread again
>>
>>160578840
reply meant for OP :^)
>>
>>160578768
Don't reply to him, he's just waiting for that.

Think about it, he's someone who has been doing the same exact shitposting for over a year while replying to himself.
That's not even being retarded at this point, I truly believe he genuinely has some disability or something, which explains why his mother doesn't care that much about what he does on the internet all day.
>>
>>160578630
So far I have only been able to do the rolling ball beginner's tutorial. I can't do anything more since my Visual Studio trial license is expired so Ino longer have access to C sharp. Even reinstalling it doesn't refresh the 30-day license. Consider yourself lucky anon and keep learning until your license expires.
>>
>>160578769
Nigga dont.
Gamemaker is limited as fuck, this whole "its good for 2D" is total bullshit. So is Unity and UE4 and both have much more functionality than GM
If youre absolutely completely totally new to gamedev/anythingdev, then you should use GM just as a stepping stone. Once youre comfortable with the terms and maths, you should focus on learning a better engine.
>>
>source shitposters are posting their """games""" here again
Disgusting.
>>
>>160578891
visual studio is free, buddy
>>
>>160578891
>trial visual studio
is this 2010?
>>
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>>160578858
>guys uses a well known and established game engine, source engine
>LOL U FUCKING ENGINE DEV
how does this make sense?

he's not making an engine he's using one.
>>
>>160578891
Jesus christ just use MonoDevelop
Like holy shit son are you kidding me now
>>
>>160578891
Windows "devs" everybody!

>i can't make game because this program trial has run out :((

cuckold
>>
>>160578941
Literally a cuckold. That's you. Cucked. By me. :^)
>>
>>160578913
Man I don't even know anymore. I don't feel like redownloading it for the next few days right now since I'm busy with other stuff. Moved on to Gamemaker and Unreal so I'll be busy for a while anyway. Might come back to it later.
>>
>>160579064
well, unreal uses visual studio, so prepare yourself
>>
>>160578941
a mentally ill tranny haunts this thread, posting the same shit and replying to itself for hours every day, you will soon recognize the pattern and learn to ignore the poor lost soul
>>
>>160579098
>mentally ill tranny
Rio Grande River
PIN Number
ATM Machine
>>
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Progress, making a fake in-game IRC. Last week I killed all the conversation code, so the AI can't talk to you anymore, but I picked up a dialogue asset, so thats being incorporated next
>>
>>160579094
For now I'll just use blueprints until I get a good grip on how things work.
>>
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Anyone got some good professional letter examples?

I think I'm just going to write a letter to this idiot's mom and tell her that her son is literally breaking the law.
He's been at it for more than a year now so something has to be done or this general is not going to get better.
>>
Remember who owns this thread. It's not you. Where are your (You)s? I have them all. It's me. I own this thread. Not you, you fucking tranny. It's me. /agdg/ is mine and always has been. Sorry about AGDG2. (just kidding I'm not sorry) :^)
>>
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>>160579224
>A FUCKING BONG

A FUCKING BONG

B O N G

HAHAHAHAHAHAHAHAHAHAHHAAAAGHAHAHAHAHAHAH


only one character off of "bomb" kek
>>
Is it possible to apply rotation only on one axis in blender?
>>
>>160579376
surely blender has a rotate button right next to the translate button
>>
>>160579376
Shut the fuck up Yukizini.
>>
>>160579169
why not make it actually connect to an irc channel like Uplink does
>>
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https://youtu.be/USOYHxPAqmQ

Moar progress on crap
>>
>>160579546
I doubt I could figure it out, but I also dont want to make players IPs known
>>
>>160579376
>>160579439
no

>>160579546
delete this
Delete This

DELETE THIS YOU FUCKING ENGIE PIECE OF SOURCE USING TRASH
>>
>>160578901
>you should focus on learning a better engine.

I think you mean making his own.
>>
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non placeholder character srpite
>>
>>160579708
Literally why not? Most IPs are dynamic now and a simple /whois will find you whoever you're talking to on any other IRC network.

Are you some kind of scrub?
>>
>>160578485
literally what teh fuck.
>>
>>160578421

this is what happens if you pander to the most priveleged group of people on the planet.

they expect games and their personal fantasies to be the same.
>>
>>160578485

this is what happens if you pander to the most priveleged group of people on the planet.

they expect games and their personal fantasies to be the same.
>>
>>160578715

depends on how complex your models are and how complex your game is.
>>
>>160580168
obviously but at super noob very enthusiastic level its better to start with 2d and probably stay with 2d
if you want to actually finish games
>>
>>160579747

Jesus, I'm new here.

This place sure is quirky.
>>
>go to bed early to get enough rest for proper dev
>proceed to sleep like absolute shit

alright that's okay
>>
>>160579376
>select object
>press R
>press the letter for the axis you want to rotate on (X,Y,Z)
>>
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>>160580295
just don't sleep senpai
I mean I can feel the diabetes approaching, am jittery and tired at the same time, my right temple is aching, my eyes are burning and I can smell blood for some reason, but I did some solid enginedev for some 8 hours straight.

Don't let sleep get in the way
>>
>>160578630
but unity is about as easy as a game engine can be and the learning curve is literally 1+1=2.

just watch some damn tutorials man, preferably those that takes you through the progress of a smaller project, like pong, get a feel of what a game actually is.
>>
>>160578630

i started doing one of those tutorials - that space shooter.

That gave me all I needed to get started.

Just do one of those tutorials before you start doing your own shit, you'll learn a lot that way.
>>
>>160580425
I understand your feelings but in my experience pulling allnighters isn't worth it, even if you feel inspired. it just leads to burnout
>>
>>160578891
This is bait right? I mean, it has to be bait. Damn it, i'm biting.

Are you stupid as fuck or what? Visual Studio Community you fucking niglet. It's >FREE< and it has all the features that VS Pro does.
>>
>>160580578
Yes it's bait, it's just rotate trying to stir up drama and make Unity devs look bad as usual when his sourceposting fails. Just ignore.
>>
>>160580747
This. If you think it's him, it's him. And it's always him. Rotate is here 24/7 to stir up trouble, because he has never made a game. Not like me and my general though. But he belongs to me, just like this thread. He just hates it when anyone uses Unity. He's triggered, because he's a faggot nigger tranny who hates /agdg/. Just look at AGDG2. Oh wait. You can't. :^)
>>
JOB POSTING
Looking for someone specialized in medical/science themed GUI for a game I'm working on.

Can give lots more detailed if you're interested, but going for something that looks like a more "consumer" version of https://s-media-cache-ak0.pinimg.com/originals/e1/32/12/e132126cd1b7e1bc914781a265935fb6.jpg (as in, less raw data, more sleek).

Willing to pay, can discuss rates, if you want to see other games we've worked on, go to Newgrounds front page and scroll down to Featured Games until you see Future Fragments, try that out, etc.

The particular game we're trying to get GUI work/logo for is called Reclaim Reality, it's also an 18+ game, so you would need to be 18 or over to work on this. Picture attached is of art style we're trying to match with the GUI (and a picture of a background from the game)

Send me an email at [email protected] if you're interested with previous examples of any GUI or logo work you've done, you'd be getting paid high 3 figures/low 4 figures depending on the quality of your work.
>>
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>just multiply it bro

XD
>>
>>160579439
>>160580392
I said i wanted to APPLY rotation on one axis not that i want to rotate the object on one axis
>>
>>160580906
If you're going to hire and pay someone, wouldn't you want him to be over 18 years old regardless of the game content?
>>
>>160580906

I don't think you're going to find what you're looking for here, mate.
>>
>>160581094
but thats not wrong, for example 0.5 would be 127.5 which is what the asker wanted
>>
>>160581281
the new shitposting is asking an incredibly stupid question and then when someone answers it, the same guy responds to the post 20 times
>>
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I need a better background, any suggestions pls? My artistic abilities are dead.
>>
>>160581179
>>160581224
Over 420 views now. :^)

http://imgur.com/a/3Yl07
http://imgur.com/a/3Yl07
http://imgur.com/a/3Yl07
>>
>>160581326

this looks nice to me
>>
>>160581281
Fucking prove it, sourcefam.
>>
>>160581395
its deosnt seem to go with my game theme I want. I want something dark and gloomy.
>>
>>160581281
Are you stupid or something?
>>
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>>160581224
some countries you can work under 18 in (i'm not just accepting people from America of course)

>>160581339
Huh? How does this even apply to me?

>>160581280
Already hired a programmer from here that's been incredible at his job, as well as two amazing animators who also knocked it out of the park. Definitely skilled people here, which is why I'm asking here.

Another background from the game attached, for more examples, etc.
>>
>>160581281
Here's the thing, though. You're wrong. And a nodev.
>>
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silly
>>
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>>160581494
>yfw he hired r*tate
>>
>>160581592
lmao, I can promise you, I've never hired rotate for anything, ever.
>>
>>160577836
That pic makes me anxious...
>>
>>160581618
reminds me of surf_greatriver
one of the remakes
>>
>>160581618

these are beautiful
>>
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please fuck off danny?
thanks.
>>
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>>160581618
mental illness is a helluva drug
>>
>>160581281
Literally prove it. FUcking moron
>>
>>160581281
How does that make a lick of sense? Show your work
>>
>>160581281
Prove it, nodev.
>>
how am i the mentally ill one?
you're the one who literally sees "orbs of light" at the spillways.
nice.
https://www.youtube.com/watch?v=svn6D9UsLsQ
>>
>>160579169
So you are actually programming a talking AI? Wow, that sounds cool. Is it any hard? Is there any algorithms for this or you are inventing your own stuff?
>>
I think I see why this general was abandoned.
>>
>>160581873

RoR is a Hopoo game. Hopoo stopped giving a shit about this place a while ago, especially after bitter faggots like ROTATE kept shitposting all his progress posts like he did everyone elses.
>NYAH GO AWAY FAGGOT YOU'RE ALREADY RICH THIS IS AMATEUR GAME DEV NOT PROFESSIONAL GAME DEV
>>
>>160581873
what are you doing here? arent you supposed to be on a weed farm?
>>
>>160581914
i never did that.
>>
>reeee don't talk about me and my past shitposting danny!!!!
t. grand ferrell
>>
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>>160581727
>>160581873
>>160581870
>>160581815
>>160581763

>rotate can't multiply
>>
>>160581941
i got banned from there
>>
>>160566195
what is this? devlog?
>>
post progress boys
>>
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This is you. This is L I T E R A L L Y your "work". Fucking lol. Just fucking lol. :^)
>>
>>160581281
Fucking prove it you moron.
>>
>>160582018
is there anywhere you dont get banned from?
>>
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>using different networking libraries on my client and server

MOMS GONNA FREAK
>>
>>160581738
I would fuck that
>>
>>160582018
Reminder that rotard also wrote:

>A floating point means that the number has, well, a floating decimal point. Its decimal point is at any arbitrarily chosen position. (the position is not RANDOM, just ARBITRARY -- it's chosen based on the needs at that time, but those needs can be anything.)

>Usually, computers have a set number of digits to work with, but can put the point wherever because the math still works out fine. So the difference between 1.2345 and 123.45 is not that big, computationally, in base 10. (computer math is done in base 2 because le ebin binary may mays actually having root in real computation despite most binary converters and the like being totally arbitrary in how they interpret things; computers use base 2 because they only have "On" and "Off" to work with as numbers)

>However, to the user, a moving decimal point can represent a large difference, because the significant figures you can use are necessarily limited.

>Obviously to us, a computer has LOTS of digits to go through, but let's say that we have some fairly small number of them, like 5.

>If I want to calculate physics stuff on a cartesian plane streching out to "Very Far" units on each side in 2d. an object can be at a very precise position near the center, like [1.0082, 2.5598], but if it's far from the center, I star to lose precision. 10 units out, and I can only go to 3 places. 100 units, and I can only go to 2 places, like [650.25, 554.47]. If it's more than 99998 units out, I lose whole individual units as I start to having to define things like 1.0000x10^5 for being at 100000 in any coordinate (but not just htat, but now using much more memory because I have to store "1.0000" and "10" and "5" instead of just one number.)

Loving
Every
Laugh
>>
>>160582256
>>160582006
what are you two talking about
>>160582242
thankz :3
>>160582163
no
>>
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>>160582256
lolllllllll holy fuck its realllllll

fukken nodevs lookin at planetssss xx
>>
>>160581673
I'm gonna assume this is a compliment, haha.

>>160581696
Thanks a lot :D here's another! (had to downsize it to get it on 4chan)
>>
>>160582430
Why are you making a high budget porn game? Seems pointless to me.
>>
>>160582430
dude cant even remember what counter strike source was like in 2008
what a newfaggot
>>
>>160582404
stop
>>
>>160582430
>trees aren't even copy pasted
damn thats FINE
>>
>>160582256
In case this gets deleted:

>>A floating point means that the number has, well, a floating decimal point. Its decimal point is at any arbitrarily chosen position. (the position is not RANDOM, just ARBITRARY -- it's chosen based on the needs at that time, but those needs can be anything.)
>>Usually, computers have a set number of digits to work with, but can put the point wherever because the math still works out fine. So the difference between 1.2345 and 123.45 is not that big, computationally, in base 10. (computer math is done in base 2 because le ebin binary may mays actually having root in real computation despite most binary converters and the like being totally arbitrary in how they interpret things; computers use base 2 because they only have "On" and "Off" to work with as numbers)
>>However, to the user, a moving decimal point can represent a large difference, because the significant figures you can use are necessarily limited.
>>Obviously to us, a computer has LOTS of digits to go through, but let's say that we have some fairly small number of them, like 5.
>>If I want to calculate physics stuff on a cartesian plane streching out to "Very Far" units on each side in 2d. an object can be at a very precise position near the center, like [1.0082, 2.5598], but if it's far from the center, I star to lose precision. 10 units out, and I can only go to 3 places. 100 units, and I can only go to 2 places, like [650.25, 554.47]. If it's more than 99998 units out, I lose whole individual units as I start to having to define things like 1.0000x10^5 for being at 100000 in any coordinate (but not just htat, but now using much more memory because I have to store "1.0000" and "10" and "5" instead of just one number.)

Lol. Just lol. That someone actually wrote all that out is just... Just Lol. :)
>>
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>>160582481
stop
>>
>>160582563
Why are dogs so fun?
>>
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>>160582578
stop
>>
>>160582525
>>160581281
Holy fuck. Can people itt even do math at all?
>>
>>
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>>160581873
>https://www.youtube.com/watch?v=svn6D9UsLsQ
>this is the person who keeps coming here complaining about "sourcefam" and saying he's writing letters to people's moms and shit
>>
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>>160582745
>>160582697
>>160582578
>>
>>160582745
why would you fuck that dog when you can fuck that cat
>>
>>160582838
>He never fapped to psy101 or DangerDoberman (a literal dogfucker) art
get out
>>
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this is taking way too long to get right
>>
>>160582838
>>160582578
tthats a SUPER CUTE kitty!!
>>
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>>160582484
Three reasons;
1) In the 90's, people made violent video games, but they were mostly done for shock value, not actual interesting usages of violence within the game itself. The western hentai market is at that place right now; most games are just glorified animation galleries with little to no gameplay, poor storyline, so on.

However, I think there's room in the west for hentai games that blend quality gameplay, art, audio, and storyline with sexual themes/depictions, and not just for shock value. It's something that's been done other places and even with other western games before, but I'd like to make games I'm proud of and that I can say "hey, people like playing this not only for the sex, but for the actual game itself too".

2) The challenge of trying to make a game like this and actually successfully blend all those elements is fun as hell.

3) Hentai games in the west are a small market now, but they're quickly exploding, and I wanted to get in on the ground floor of it.

>>160582501
Never played CS that much, preferred stuff like UT99.

>>160582521
The background is modeled in 3D first, then painted over and animated later (can't post animated versions due to size limit), glad you're liking it so much!

Attached another one I had to downsize.
>>
>>160582892
>DangerDoberman
>>160582881
>>160582842
>>160582838
>>160582790
>>160582745
>>160582697
>>160582636
>>160582578
>>160582563
>>160582519
>>160582501
>>160582484
>>160582481
>>160582404
>another deference tactic
you know, the fed knows which posts are yours or not. pretending you're not the one who did the crime doesn't mean you're not gonna do the time when that no-knock raid comes, hahahahaha
>>
>>160582913
why cant japan make vanilla hentai right now?
>>
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>>160582745
stop
>>
>>160582913
>but they were mostly done for shock value
No it was done because guns and action makes for the best kind of entertainment, that's like saying a movie like Terminator was done for shock value.

Fuck off.
>>
>>160582913
Since you're knowledgeable in the topic, what communities should I hang around if I'm a programmer looking to work on a hentai game? As in where are hentai games teams birthed and where do people post when they're looking for programmers for such projects? AGDG is barren of that since the programmer to artist ratio is pretty skewed and most people are 1MA's anyway.
>>
>>160583376
>hentai game
>programmer
you dont need a programmer to make a slideshow anon
>>
>>160583423
You do if you want to make actual hentai _games_.

Working on something like Rance could be pretty fun.
>>
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>>160582889
>>
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I've been working on other things so I didn't have much time for game development yesterday, but I still made a little bit of progress. Feast your eyes on my incredible boss sprite. I made my first enemy that has more than 1 attack and multiple ranges at which to do the attacks (and a sort-of random timer for deciding when to attack when in range), which was pretty hard and confusing. But I'm glad I got it working without too much hassle.
>>
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Does doing it this way sound too convoluted?
I'm tired, sorry if it's too retarded
>>
>>160563202
>employed to do a job
>not able to do it
>outsource it to a chinese picture book theater fanclub

Here's your (You)
>>
>>160583593
I still don't understand what kind of game this is but I like it. Good job.
>>
>>160563730
The best thing for you to do is recreate the original system until it's working smoothly and without bugs, then go about finding ways to improve upon it or make it better suited to your game.

If you just take shortcuts and field ideas from other clueless amateurs online you're going to end up with an unworking, bug-filled and unfinished mess.
>>
>>160583774
Thanks. It's a sidescrolling dungeon crawler, with some idle game elements. Or an idle game with a dungeon crawler stapled onto it. I don't know which it is yet.
>>
>>160564638
You have a 20px character that doesn't fit in his environment and modern lighting techniques. Are these placeholder, or do you not give a shit about the art direction?
>>
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>>160583141
What? Terminator had an actual plot behind it, continuity, great acting, writing, the works. Movies had been dealing with violence for decades, so they actually had it down pretty well in terms of meshing it with quality.

That's why I specifically mentioned video games, because video games didn't have much experience at it, but years later, they started using violence in "non-shock value" ways, where the entire game wasn't just centered around nonstop guts/gore.

>>160583376
Honestly, due to the subject matter, you'll likely have to scout out artists/writers/audio people yourself by just simply messaging them. If you can prove you've got skills and a great game idea and the finances to execute it (or some way to procure those finances), a lot of people who normally do SFW stuff will happily do NSFW under an alias.

Ask around ULMF, Tumblr, and hell, even the AGDG discord, there's a few hentai game makers there.
>>
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>>160583852
That's a pretty fresh idea. Keep up the good work.
>>
Does Unity have performance issues or something? I've never played a sizeable game in it that didn't run like shit after a while.
>>
>>160584137
and now you know why enginedevs exist
>>
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>>160584001
Thank you. In case anyone missed it when I posted it the other day (it was very small) here is what the boss will actually look like when it isn't a placeholder sprite.
>>
>>160584137
Personally I never noticed this. Can you give an example of one?
I genuinely want to know because I haven't encountered this in my games or other Unity games.
>>
>>160583994
>Honestly, due to the subject matter, you'll likely have to scout out artists/writers/audio people yourself by just simply messaging them. If you can prove you've got skills and a great game idea and the finances to execute it (or some way to procure those finances), a lot of people who normally do SFW stuff will happily do NSFW under an alias.

Nah the other way around, I'm the one who wants to get hired.

But thanks anyway, I guess I'll just lurk some more in places where the sun doesn't shine.
>>
>>160583994
>Any use of violence without a story is for shock purpose.
???

Violence translates well into games, this is evident even before FPS games became a thing, it isn't "shock value", it's because it would take too much time to create a story and it would actually decrease the quality of the game and uselessly make the game larger.

Especially the space issue, it's the reason why Strife had all the content it did compared to Doom or Hexen.

also "fuck off" was meant to be directed to >>160583040
>>
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>>160584530
I guess I should be more clear then; Doom and Hexen and the like still had solid gameplay, and gore and violence ITSELF wasn't the actual focus.

As in, you didn't win by *specifically* causing as much gore as possible, you won by defeating enemies and progressing to the end of the level, which is something in many games.

It's not just story, there's gameplay, audio, visuals, all that coming together to make a solid game; a more appropriate statement, and what I meant originally, would be something more like "Using violence while completely ignoring gameplay, audio, visuals, and story is making a game just for shock value".

To compare it sexually, take the Meet n' Fuck games. Devoid of decent audio, gameplay, storyline/writing, and even in most cases, visual quality, their sole purpose is to be glorified animation galleries.

Attached picture is of buildings for the first boss battle for the game (it's a top down Bomberman-esque boss fight)
>>
>>160583737
Here's yours
>>
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I hate the bug catching phase.
>>
>>160584137
Nah, it's just easy to produce shit with it, few people actually bother doing any optimization at all.

That said, it's not an engine you use to build GTA V.
>>
>>160585707
This. Most games made in unity that had performance issues had a lot of other lazyness driven issues too (think about No man's sky or Rwby Grimm Eclipse).
It can happen with any engine and even AAA games too. MKX pc port was made using Unreal and had ridiculous performance issues bad to the point WB had to pay another team to fix them, and now it runs really well.
>>
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The life of Pepe progress.
>>
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Posting again
Working on a new boss, first pass at the sprite. Ignore the blank floor, it's not finished either
>>
>>160586130
holy shit I remember playing a demo of your game like over a year ago
all I remember is that it wasn't that bad, glad to see you're still at it
>>
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There we go, that's much better! The animation is real basic, no smoothing or those action lines I put on the other skeletons, but it's just a test. Once I get all 4 attacks blocked out and coded properly, then I'll refine the animations themselves.

Here's an open question: for a side scrolling game where you can't jump, should I make the enemies deal contact damage?

I have to start thinking about this now even before putting in player health, because I was considering putting in a roll button- that way I could have contact damage and prevent the player from doing what I do in the webm and just walk behind the enemy, but also have them able to still do so with slightly more skill by rolling through them. Opinions?
>>
>>160586124
can't wait
>>
>>160586130
>mfw i thought it was Monolith based on the thumbnail
>>
In blender, is it possible to tell the knife project to ignore some faces?
>>
>>160586667
Knife knows who to strike
>>
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These VR/non VR portals are coming along super nicely
how much do you bet I could sell this for on the asset store given that it's seamless in VR (including teleporting the player?)
>>
>>160586785
Holy shit that's cool.
>>
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>>160586820
They also do other stuff
if they're of different sizes, you come out the size of the other one and your 3d effect etc scales perfectly, and you don't even notice it. It's like walking through a door.
(also thanks anon)
>>
>tfw turning it off and back on again fixes a bug
I don't even understand anymore.
>>
>>160586785
delet this before valve sues your ass
>>
>>160586785
>>160586905
Rwally impressive stuff, how are you making this? What engine?
>>
>>160586905
Thats pretty cool. Are you using some shadershit to hide the rendering of the object belov the portal and then display a clone of the object coming out of the other portal?
>>
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>>160586203
Cheers. Frost has been worked on for a while now, over two years.
>>
>>160587008
Do you want it to be a first person survival game?
>>
>>160587008
story-based walking simulator
>>
>>160586993
>How are you making this?
Through a hideous amalgimation of many shaders and scripts that have been worked like hell to be generic and highly optimized (Having to use reflection to make the halfway effect work was not fun at all, and I'm not even entirely satisfied with it yet)
Also, Unity.
If you have a question about any specifics I can probably let ya know but I can't reasonably go over how all of it works

>>160587037
Shadershit to hide the gameobject, scriptshit to do the duplicate. Due to a number of reasons it was (unfortunately) significantly more difficult than just shaders, the class that deals with nothing more than the duplicate visual effect is 200+ lines just by itself... Not exactly proud of it, I wish it was easier to achieve desu, but Unity's obscuring of components made it super hard.
On the plus side, you can drop literally anything into a portal and it will look perfect, including animated characters, particle effects, and more.
>>
>>160586908
It's a Houdini bug. They're known for disappearing
>>
>>160586908
https://en.wikipedia.org/wiki/Heisenbug
>>
>>160587193
Yeah i don't really think it's possible to make the portal effect in a super clean way with just a little bit of code. I considered implementing it in a game, but it was so much work that i decided it was not worth it since it would be only a very minor mechanic anyway.
>>
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>>160587353
If you don't care about objects other than the camera and don't want to do VR it's easy(ish(er))

Oh also, scale demo on the boxes

I'm heading to bed, if anyone has questions or is interested in this here's the link
https://forum.unity3d.com/threads/wip-almost-released-seamless-portals-that-also-work-in-vr.441781/
I'll be posting back here tomorrow, though
>>
>>160587353
You gotta use 2 cameras. It's not that difficult, just need a bit of shader magic and transform maths
>>
>>160587548
That'll get you the basic portal effect but it won't get you anything else
>>
>>160587591
I think the tricky part could be actually passing the barrier between the 2 cameras/locations
>>
>>160587638
It is. It definitely is.
That, and figuring out how all the bizarre shit works on low level with components
>>
>>160587638
I think the hardest parts is passing the objects through portal. The camera itself is easy, just use a second camera to to project the view from the second portal onto the first and as you pass into the portal you switch to that camera as main camera
But passing 3d objects through is sphaghetti as fuck
>>
>>160587759
I assume you'd somehow hack the collider to disable on the character while touching the portal..
For example you'd only collide the character with surfaces close to perpendicular to the portal.
>>
>>160587846
I don't mean that, that is incredibly easy. I mean 3d objects passing the portal visually, like dog going into the portal and his other half come out through the other portal while playing the same animation etc and the hardest part here is preventing the dogs second half from rendering behind the first portal
>>
>>160587759
>The camera itself is easy, just use a second camera to to project the view from the second portal onto the first and as you pass into the portal you switch to that camera as main camera
oh man
no
definitely not that easy
think clipping panes and someone being halfway inside a portal and looking at the side

>>160587846
Collision is easy, it's accurately duping the visual elements (and only the visual elements) and reconstructing skeletons for animations in an efficient way that is less fun
>>
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>when there's no simple ready to go UDP server library you can just include and run so you have to write your own multi-threaded server
>>
>networked multipleb
don't
>>
>>160587910
>clipping planes
i guess that's why portal just has a giant particle effect around the edge?
As for visual elements.. you just need to copy the animation stuff, that doesn't seem to hard.
>>
>>160587945
>oh god i have to do things myself the horror
kys
>>
>>160587983
>i guess that's why portal just has a giant particle effect around the edge?
I think how they do it is by punching a deep hole in the wall that they cover the borders of with the effect, this is actually way more elegant than that and would work in multiplayer (although it doesn't work directly against a wall atm)
>>
>>160588057
What, they actually modify the mesh? I'm not sure they'd do that
>>
>>160587983
Oh, also
>the animation stuff
what animation stuff are you referring to? You need to reconstruct the skeleton because if you reflect the values from the component it will reference the old skeleton and not the duped one (which isn't a cohesive thing). I wish it were as easy as just copying over the animator

>>160588113
I don't think they modify the mesh itself, but I think that they do specialized localized collisions and have a pocket in the wall with a higher draw priority than the wall itself
>>
>>160588012
there has to be a better way
>>
>>160588142
I'm actually curious... is there an educational/deconstruction video that anyone has made? I'm not talking about theoretical stuff or their own implementation, did anyone actually look at how it's done within the game's engine?
>>
>>160588272
http://glportal.de/
>>
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>>160587945
>When you don't really know what you're talking about but you want (You)'s so you make something up about networking which you assume to be a very advanced topic.

Not very hard to accomplish whatever it is you want to do, you just have to git guud.
>>
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>>160588397
>Wow that sounds like an advanced topic I'll assume it is and try to make fun of him for it, completely missing the point of the post.
>>
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>>160588364
>enginedev
>>
>>160588397
>>160588462
rekt
>>
So I'm making a typical sidescrolling action game, should I bother having a score system?
>>
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>>160562139

Been working on a MMBN-style battle system for a little while now. Nothing to do with technology here either.
>>
What do you do when you've spent over a year developing a game and then realize the core design/gameplay is simply flawed and not fun
>>
>>160588928
tweak the core until it's fun?
>>
>>160588364
That jump moan is so indecent
>>
>>160588928
You didn't spend a year developing the gameplay, just make it better and you still have the rest of the stuff
>>
>>160586359
heh, had the same thought.
>>
>>160588928
Redesign the core but keep the systems you can in place so that you don't have to rewrite everything.
>>
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So i woke up last night with an idea in my mind. A musical shmup. Would anyone be interested in playing something that looks like this or am i crazy?
>>
>>160589245
>would anyone be interested in making a shmup around music because i will end up scoping down from a rhythm based shmup
sure
>>
>>160572745
Is it some maze generator?
>>
>>160587945
>>160588462
>>160588692

Butthurt samefag, kek.
>>
>>160589456
whatever you say family
>>
>>160589245
A Rhythm/Shoot Em' Up hybrid?
Sounds interesting.
>>
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>>160589245
Musical shrump sounds fun. Something that looks like that? No thanks.
>>
>>160589373
I dunno. Making it rhythm based doesnt seem that difficult.
>>
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>>160590112
>>160590112
>Making it rhythm based doesnt seem that difficult.
>>
>>160590112
See you in a few days m8
>>
>>160590230
A bit more. I'm gonna finish up what i'm working on now.
>>
I've seen some people posting images of a software that tracks what they're doing during the day. Like how much time they spend browsing the internet, coding and so on. What's the name of the software? Something to do with procrastination.
>>
>>160589245
>>160590112
>>160590438
some inspo:
https://www.youtube.com/watch?v=3_YcUG8e9sY
>>
>>160590597
Thanks. Retro/grade is a great game. The only problem i really see with this whole thing is that i know next to nothing about music
>>
>>160590641
>is that i know next to nothing about music
Ah yes, then you should definitely hinge your game on that one element.
>>
>>160590641
which, now that i think about it, might be kind of a big deal
>>
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>>160590112
>>160590641
>Making it rhythm based doesnt seem that difficult.
>i know next to nothing about music

Come now anon, are you trolling? I hope you get to make your game and release it, but if you know nothing about music, it will be difficult.
>>
>>160590978
>are you trolling?
That's rich coming from you. You're really stupid if you honestly think nobody sees your constant stream of samefagging and stupid reaction images.
>>
>>160590978
Who said anything about releasing it? I just make games for the fun of it
>>
>>160591152
What. I made two posts in this thread so far.

The other being this one: >>160590003

Kindly fuck off, thank you.
>>
>>160590003

this art is pretty nice. it's not everyday you see high res 2d art that looks pretty good - from a gaming perspective of course.
>>
>>160590592
Is it this? http://strlen.com/procrastitracker/
>>
>>160591550
>http://strlen.com/procrastitracker
yes, thank you
>>
>>160588462

heh. Sony had to make a formal apology for the use of those costumes.
>>
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So hue shading is a really nice technique, but is there a way to replicate it within photoshop?

I mean having a transfer mode that's just like "screen", except the brighter values you add the more they shift towards a "brighter" color, ie red -> yellow.
>>
>>160566195
youre alive! do you have a tumblr?
>>
When itch.io sends a payout to your paypal account what does the transaction show up as? Does it include the title of the game you bought?

I need to know for reasons.
>>
>>160592085
Gradient map
>>
>>160592639
I've only purchased a few games on itch but it has always showed up on my bills as being a payment to the name of the developer's paypal account, which thus far I believe has always simply been their real-ass name.
>>
>>160592639
it just shows "itch.io leaf corcoran" iirc
>>
>>160581738
He's coming along nicely
>>
>>160592639
Doesn't paypal tell you what it will appear as in the payment window?
>>
>>160592734
Yes
>>
>>160592707
Thanks
>>160592639
>>160592704
I'm not making a purchase I want to get the money I made out, dunno if that works the same.
>>
>>160592918
>I'm not making a purchase I want to get the money I made out
And you even clearly stated that. My bad.
>>
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How do I fix the running animation with the speeeeed...reeeeeeeeeeee
>>
>>160593170
Looks fine! Just make the levels larger
>>
>>160593271
you mean zoom out a bit? make the camera area bigger?
>>
>>160592684
I guess that sort of works. I just wish you could do it in real-time, based on transfer mode rather than a pre-set gradient.
>>
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i gave this player character a thicker set of limbs
...and tights
also changed the crouch into complete duck
onto player 1 one now
>>
>>160593781
holy shit what did you make that in?
>>
>>160593781
tumblr/twitter?
>>
>>160593781
I like the dynamics of the game, looks smooth, all the movement/interactions and stuff, but the sprites seem a bit lacking.
>>
>>160593312
Sure whatever. Make it so you dont cross the entire level in .5 seconds
>>
>>160589245
Yes, specially if it looks like that. My only peeve with that is that the art style would clash too much with the guitar/spaceship idea thoug. I would sugest having an angel as the main character instead, and maybe demons or freaky looking things as enemies.
Ypou would have to get a really talented musician too.
>>
>>160594349
I havent even started on my levels yet kek.
>>
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>>160593923
gm:s
>>160593981
@herr_jak on twitter
>>160594074
thanks
it's probably because they're devoid of any shading right now which i will prolly add when i figure out how to make it look good and easy to work with
>>
Time to do the oh-so-bloody-original "tiny planet with massive gravity" thing.
>>
>>160588012
>I like being inefficient

pleb
>>
>>160594648
Neither of the Super Mario Galaxy games did anything particularly interesting with it, so maybe you'll do better.
>>
>>160594773

Don't worry, I won't.
>>
>>160594648
dude just fire a ray down and orient character+gravity to the hit normal
>>
>>160594838

That's the easy way to do it, yes. But then I can't have hills and valleys and other geometry, because the player will be walking up walls.
>>
>>160594934

Although, come to think of it, I guess I could just do the ray thing with the gravity mesh...

Yeah, good point, guy.
>>
>>160594934
There are multiple implementations that could solve that issue.
-You could fire a cone of rays below and use their average as the desired surface/gravity
-if you have a lumpy planet, you could have an ordinary simple sphere collider hidden within it, which your gravity ray would be checking against, but your character would collide with the lumpy part.
>>
I wish people on Twitter would stop unfollowing me for no reason
>>
>>160593781
I love your game so much, it's always nice to see your progress.
>>
>>160595367
Twitter is shit. Mobile devs and other marketer bots follow randoms and unfollow all day.

Hell I had one asshole that followed me then unfollowed. I unfollowed him and a few weeks later he follows me again, I blocked him.
>>
>tfw you lose all motivation

what's the point senpaitachi
>>
>>160595721
You don't need to feel like working on it to work on it.
Just do it.
>>
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>>160595721
The only way I keep getting motivation to work on my game is, every time I do something in it, something new occurs and also I keep looking at anons posting their games webm's on here.
>>
>>160595607
thanks
>>
https://cgcookie.com/course/pixel-course-fundamentals/
>>
>>160596534
>Create a free account to watch this video
Nope.
>>
A friend o' mine asked about me what I'd recommend for making a game. Specifically, wanted something that had WYSIWYG tools with additional scripting support. Having never used such things for gamedev myself, I suggested stuff like Construct 2, Game Maker and Multimedia Fusion based on what little I know about them.

Are there any others that might be worth recommending?
>>
>>160596534
>that banner on that page
>>
>>160596883
C++ and OpenGL
>>
>>160596883
Construct 2 is a great choice, really. Clickteam Fusion straight up sucks and while Game Maker is usable it's lackluster on pretty much every level compared to C2.
>>
>>160596534
Just get an account on cgpeers you doofus.
>>
>>160598058
what's cgpeers?
>>
tl;dr how would you price a spell that just gives Trample in Hearthstone?
>>
>>160598123
looks like a torrent tracker
>>
>>160598394
depends on too many factors

now, if you'd asked about trample in MTG...
>>
Help me agdg
I've posted this before, I want to make a click to move game but I can't come up with a good setting/genre for it. I kinda want to make a comfy game ala AC but I also want to make a game with combat, and a game with a little girl as MC. I'm not sure if I should wait for Winter Jam and make it winter-themed somehow.

What do? I need a good ideas guy.
>>
>>160598016
It was a kind of a hard call for me to judge (I just use C++ and lua in sublime), since of the three I have only used GM:S, and even there I never touched the WYSIWYG stuff. I think he's going to use C2 to test the waters first, though.
>>
>>160598501
I'm making a game that is pretty similar to Hearthstone and decided to just tl;dr it instead of posting the wall of text on my Slightly Different Ripoff.
>>
>>160598546
Oh yeah, when it comes to the WYSIWYG scripting stuff GMS basically straight up sucks as well. You really have to use GML to get anything real done, whereas with C2 you can be just as productive if not more so with the events as you can with GML in GMS.
>>
>>160598703
Does shadowverse have trample?
>>
>>160583818

That's what I'm doing right now, but I'm afraid that by doing that I'll have trouble thinking of new ideas. I want to think of new ideas right from the start, that way if they require a big overhaul of a particular system I'll be able to start making those changes as soon as possible.

>>160588902
Seems great, like the art so far. Is there a particular reason why all the tiles are the same? Can the player freely roam all 18 tiles or have you just not created a separate sprite for friendly/enemy tiles?
>>
>>160598808
>Can the player freely roam all 18 tiles or have you just not created a separate sprite for friendly/enemy tiles?
I was wondering that myself when I saw his screenshot. Being able to traverse the entire board does seem like an interesting concept. Could either let the player flip facing direction manually or force them to face forward and simply adapt with the possibility of being unable to face their enemy if it manages to get behind them etc.
>>
>>160598728
Alright, good to know for future reference if someone asks me the same question again. Thanks anon.
>>
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Learning Unity by making a clone of flappy bird. Finished the jumping and generating continues background.
>>
>>160598956
Take everything construct 2 shill says with a grain of salt.
>>
>>160589245

Love the border and the enemy art. The guitar not so much. Not that it's a bad drawing but I feel it feels out of place with the rest. I would replace it with a different instrument. Hell you could have different instruments which could function logically as different "ships" each with their stats/abilities somewhat related to the instrument (flute = faste/weak notes. Celle = Slow/Strong notes).
>>
>>160598770
Haven't played it enough to notice. Trample would be something like "When this creature attacks and deals more damage to a creature than it has Health the remainder is dealt to the opponent".
>>
>>160598951
Battle Network 5 had "surrounded" battles in the liberation mission. It was a bit clunky there, but giving that free roam does sound like an interesting approach for taking a different spin on the concept.
>>
>>160599054
I can go into more detail on pretty much anything related to this matter though, but honestly it shouldn't even be needed here because everyone agrees GM's drag & drop scripting sucks ass.
>>
>>160590641
>whole thing is that i know next to nothing about music

Well if you're ever looking for an anon that knows a lot about music/can write music hit me up, I really dig your art.

Also a software engineer so can program if you're shit at that too.
>>
>one of the most powerful 3d engines out there
>still doesn't have rebindable keys

Fuck you UE4!
>>
>>160599107
I am familiar with what the trample effect is, but I haven't played shadowverse so that was just a shot in the dark if it has it.
>>
>>160599231
But that isn't true
>>
>>160599054
It's well known you should never use dragondrop and should use GML instead.
>>
Is targeting GLSL version 3.3 too high?
>>
>>160599303
That's fine.
>whereas with C2 you can be just as productive if not more so with the events as you can with GML in GMS.
That's the dubious part.
>>
>>160596883
the dude who's recommending construct 2 has been very very aggressively pushing it onto other people. a lot of what he says is true but keep in mind that he will pretty much never admit any of the ide's faults.

i personally recommend game maker. it has a lot of nuances that you need to learn but it has a fantastic documentation and a LOT of support out there if you're looking for help. plus the freedom to write scripts is nice (since construct 2 dropped scripting support from the classic version). very much WYSIWYG

i dont remember much from clickteam fusion, but it was on sale for dirt cheap a while ago. i bought it but havent used it much. ive heard its pretty limiting but i cant confirm or deny that. i do remember from mmf2 though that its incredibly simple and you can make some quality from it. i remember planet freedom was made with it

if your friend has patience/a desire to learn a language that's useful in other areas than gamedev, unity with c# has a lot of support out there, though he may not be interested in unity
>>
>>160599270
yeah you have to use ramas bloated victory plugin
>>
>>160599345
Well that's just C2 shill being himself.
>>
>>160599494
But that isn't true either.

Why can't you do it yourself?
>>
>>160599393
>i personally recommend game maker. it has a lot of nuances that you need to learn but it has a fantastic documentation and a LOT of support out there if you're looking for help.
That much is true, I must agree.

>if your friend has patience/a desire to learn a language that's useful in other areas than gamedev, unity with c# has a lot of support out there, though he may not be interested in unity
I don't think he has that in him, I even suggested that based on how you can basically just WYSIWYG your way through in Unity after enough setup (coding, assets, etc), but that's probably too much.
>>
>>160599616
So you admit that something he said is dubious but you took umbrage with my statement that his post should be taken with a grain of salt. k
>>
>>160599640
becuase I don't feel like coding that shit by hand, they could have just made a blueprint node for it.
>>
>>160599651
>I don't think he has that in him, I even suggested that based on how you can basically just WYSIWYG your way through in Unity after enough setup (coding, assets, etc), but that's probably too much.

thats fair enough. ive attempted to learn unity but due to the much simpler engines out there, you really need a desire to learn it since it's (while still simple) much more complex than using an engine with a very simple scripting language.

honestly just give him a list of the engines that have free versions/are free and see if any of them strike his fancy. just make sure he actually dedicates effort into each one since its easy to engine hop without spending time and effort to learn one.

also ive heard good things about godot which has a python inspired scripting language (so pretty simple i imagine). i havent tried it but its completely free so maybe let him know about that one. not as much documentation/support yet, though.
>>
>>160599767
You could have too

But you can't be bothered.
>>
>>160599978
Things like that should come out of the box.

Oh well, I'll just have the players rebind them in the ini file.
>>
>>160599345
And what exactly is supposed to be dubious about it? Most people who claim you can't be productive in the program have never actually used it because they balk at the very mention of "visual scripting". I do programming for a living myself and find C2's event system very pleasant and productive to use. And it mirrors writing actual code very closely anyway.

>>160599393
>he will pretty much never admit any of the ide's faults.

That's just total fiction - I can talk about C2's shortcomings just fine and have my own set of minor gripes about it, but most "faults" that people bring up about C2 are plain and simply wrong (eg. most claims related to its performance).

Also, on the subject of MMF2, I used to use it myself extensively a decade or so ago. I switched away from it because the developers were going nowhere fast with it and it suffered from severe limitations in terms of what you could do with it. I grabbed I current version (Clickteam Fusion 2.5) from the bundle a while back to see if anything has changed and it was like 99% the exact same shit as it was back a decade ago. For just one example of how bad using it is, you can't even nest events in it. That's like not being able to nest ifs in a programming language. Yes, it's that bad.
>>
>>160600203
It is in the box, it just isn't exposed to blueprints, which you can easily do.
>>
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>>160600274
please stop trying to pick arguments anon, and just work on your game... id really rather not argue with you about construct 2 AGAIN.
>>
>>160599942
I personally like to recommend Love2D (simple, free, easy to setup), which I did, but it's just that it hits my personal preference on how "high level" I like my frameworks/engines. However, while he can just about understand and write lua, he just wanted something simpler. So even with Godot, it would more or less be python that kind of breaks the deal.

So if you are looking for WYSIWYG development, I imagine your options are basically go proprietary or go bust.
>>
>>160600389
>So even with Godot, it would more or less be python that kind of breaks the deal.
just looked into it, apparently godot added visual scripting this year which looks similar to UE4's blueprints. might be worth a look.
>>
>>160598536
For a point and click game you might want to adapt one of your favorite novels or short stories into a game. I guess reading might be a good source of inspiration. Also play a lot of puzzle games to come up with creative challenges.

You didn't ask for recommendations, but check out Machinarium. That's an amazing point and click game.
>>
>>160600389
I really liked LOVE2D, only thing is that you can't really do OO in lua (I mean you can but it wasn't made for that) and I love me some OO, so last year I started working with LibGDX and fell in love with it.
>>
Anyone know how to replace string values in an .ini with data from a variable when read in GML or anything else? Like if I have the text 'playerName' as a value, is there anyway to search for that term and swap it out for whatever is in the playerName variable
>>
>>160600367
I'm just tired of seeing Game Maker (or god forbid Clickteam Fusion) recommendations to people when Construct 2 does pretty much everything better and makes for a much better option as a result.
>>
>>160600491
Huh, that's interesting. I'll check it out at some point.

>>160600527
I do OO in lua just fine (check out middleclass library for an example), but yeah, it's not exactly java or c++ in the same way.
>>
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>>160600649
nobody fucking cares how much it triggers you, anon.
just let it go ffs
>>
>>160600320
okay, you have a tutorial for this?
>>
>>160600649
SUBSCRIBED!
>>
>>160600698
>just let it go

Sure, once people realize that it makes for a better recommendation than GM.
>>
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>>160600839
well, i tried.
mind getting a filter so we can at least filter you?
>>
>>160599314
no, I target 420 lol

but i dont give a fuck about other people
>>
>>160600839
>>160600884
whoops. meant mind getting a trip so we can at least filter you?
>>
>>160600983
Nah, I'm good, thanks.
>>
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HAHAHA TIME TO CODE!
>>
>>160601071
alright. just keep shitposting then. here's one more (you) for the road then.
>>
>>160600721
No. I would imagine all the logic you need is in Rama's system

You need your UInputSettings, then you get the FInputActionKeyMapping and FInputAxisKeyMapping from that
>>
>>160601113
you don't need a 20GB ide to program
>>
>>160601134
Yeah, how terrible of me, trying to get people to recommend better tools to others.
>>
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>>160583135
Kek
>>
>>160581727
None of that was me you literal retarded faggot. What are you even doing here or in the chatrooms you don't even pretend to gamedev anymore.
>>
>>160581941
>what are you doing here?
Exactly my question.

>>160581873
Can you please stop stalking me. The idea of a "person" like you even viewing my videos makes me ill. Kill yourself.
>>
>>160601248
>20GB
VS Community is an easy install what are you talking about.
>>
>>160602275
Whatever floats your boat bro.

But for just 20MB you could have a text editor and debugger to fulfil all your programming needs.
>>
>>160581873
>how am i the mentally ill one?
You know damn well you're mentally ill and so does everyone else.
>>
>>160602423
dependes if you want to compile C++ or not.
>>
>Saturday Morning and agdg is quiet
Discord ruined everything
>>
>>160599056
I had pretty much the same idea. I couldnt really figure out what the player was so i just picked a random instrument. I think trumpet is going to be the standard. Has the hole for shooty things so it makes sense.
>>
>>160602779
In that case you only need another 160MB or so.

So for just 180 MB you could have everything you need to write and compile C++ programs.
>>
>>160601410
I unsubbed from them a few years ago.
What happened after Simon disappeared for a while?
>>
>>160599215
I was planning on doing the whole thing myself using creative commons music. Classical stuff ya know? Thanks anyway
>>
>>160598973
Keep it up, anon.
>>
>>160602423
VS is just a top tier IDE that can't be beat and often ruins other IDEs for devs. It's had millions of dollars pumped into design alone, so your layout and customization options are all just right and no other IDE ever feels up to snuff after.

And if you're a professional dev who does things besides games it will be your main IDE.
>>
>>160603271
I've used Visual Studio extensively for both C/C++ and C#. Given the choice though I will always fall back on a plain text editor and the GNU tool-chain. Once you know how to program you don't need an IDE.
>>
>>160561705
i have no idea how to help you anon

maybe youre rounding incorrectly.
>>
>>160603419
Frontend -> Sublime
Backend -> visual studio

Simple as that.
>>
>>160603649
I don't understand your post.

You need neither sublime nor visual studio for programming. You can accomplish everything with a simple text editor and the GNU tool-chain.
>>
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>>160602824
tonk
>>
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now have breakable walls so i can have more wiggle room for secrets.
>>
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>>160603793
went with c because it was the cutest one (but mostly because it looks the least like a metal slug ripoff)
>>
>>160603802
>old chicken in wall
yes
>>
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>>160603238
Wow, a (you)! Thanks!
>>
>>160603635
>15 hours later
Commendable effort. Fixed it though by choosing another approach. Took me another 30 minutes, but it's working as intended now. Still no idea how that clusterfuck came into existence. I hope I will never have to find out.
>>
>>160603419
>Given the choice though I will always fall back on a plain text editor and the GNU tool-chain
Gross. You probably smell like mothballs.
>>
>>160603793
>>160603931
I love it, but didn't you say you were going with a Western setting?
>>
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when's the last time /agdg/ showered?
>>
>>160603767
>I don't understand your post.

well that's because you're retarded.
>>
>>160604064
Is this for OpenGL?
>>
>>160603931
I like the b the most, c looks too detailed.
>>
>>160603931
>>160603793
Are you going to try to animate those treads?

I had a hell of a time trying to animate a looping escalator because I needed collision for each step object

You might be able to get away with a simple texture offset loop on those.
>>
>>160604115
It's fine if you need to boot up a 20gb program that brings your computer to a halt rapidly just to compile and write some programs in C++. But there are better ways.

>>160604209
It makes no sense. Are you implying sublime is good for writing front ends or has a good front end? You are too closely tied to your IDE, I don't think you've used a makefile in your life.
>>
How do I form a development team? I don't want to sit back and do nothing, but I don't want to do everything either.
>>
>>160604193
Yesterday
>>
>>160598973
Keep the bird still and move the background backwards, eventually resetting it forward... you don't want to endlessly move forward or you'll run into floating point issues eventually
>>
>>160604123
loosely western! dusty old buildings but sprinkled with technology, think Laputa

>>160604310
yeah I was going to just animate the UVs for simplicity, I don't want to set the bar too high for other things
>>
>>160604358
I'm just shitposting mate, don't get so triggered.
>>
>>160604431
Oh I see, sounds great.
What about the gameplay? What genre will it be?
>>
Is there anyone trying to make a animal crossing type game here?

Currently, trying to work out how you would model something like animal crossing in modo.
>>
>>160604358
>You are too closely tied to your IDE, I don't think you've used a makefile in your life.
Why should devs bother doing something manually that IDEs like VS do as a standard now? Too much pride in being old school instead of doing things efficiently, the same problem that most enginedevs have. Just because something is simpler doesn't mean it's more efficient, it just means you prefer simple things.
>>
>>160604431
>yeah I was going to just animate the UVs for simplicity, I don't want to set the bar too high for other things

Good idea, since you aren't focusing on realism you don't need to have realistic threads
>>
>>160604878
>need 20GB of hdd space and 3GB of ram to compile a c++ program
>"efficient"

Use cmake if you wanted automated make files.
>>
>>160604193
Keep friend simulator questions like that to the chat thx
>>
>>160604975
You don't need VS to compile but it's already open because it's the best IDE to use, so if you're already using it you simply RUN. It's more efficient because you can test and reiterate faster. Your caveman tools sentimentality doesn't seem to grasp this concept.
>>
>>160605142
But I don't need an IDE because I know how to program.
>>
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>>160604790
overhead shooter probably, I have some hopefully fun mechanics in mind
>>
>>160604852
My dream game is sort of like Animal Crossing but I'm still not good enough to make it.

Tell me about yours, is it a straight up clone or do you have some original ideas too?
>>
>>160605232
Working efficiently has almost nothing to do with the act of programming or writing code, in this case we're talking about choosing to work with the best tools. You'd rather pick up an old wooden hammer and do things the slow way because it's simple and quicker to get into. This "it takes too long to start up" excuse sounds like "muh bloat" to me, another outdated sentiment.

Notepad is objectively inferior as a tool for writing code.
>>
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>>160605509
What are you using to make your game? Visui in libgdx can make it easy to make very simple menus in no time, at least for rapid prototyping.

https://github.com/kotcrab/vis-editor/wiki/VisUI
>>
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>>160601113
YEAH RIGHT? HAHAHA
>>
>>160604213
It's just some square-diamond heightmap which I'm using for terrain generation in Godot. The rounding I had trouble with was supposed to seperate the image into a variable number of layers so I had more obvious height differences rather float-smoothness.
>>
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context shits.
>>
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Spent the past couple hours cleaning up model errors and weirdness with scaling and transforms. Just lots of tying up loose ends.

Heavily using mirror in 3DS really messed me up. Friendly reminder to make sure you don't have any weird scales before you do animation or export the model or else you're going to create lots of headaches.

The weird behavior of the suspension when dropping the thing at an angle turned out to just be my mixing up the left/right suspension animations. I put the left wheel animation on the right wheel and vice versa.
>>
>>160605509
Make your own IMGUI solution. Makes coding UIs easy as pie for gamedev.
>>
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working on my intro
>>
>>160606276
It's not that it's hard, it's simply extremely boring and I'm awful at UI design
>>
>>160606643
haha its ironical bad
>>
>>160606643
is the text a placeholder for art or is it intended to be text?
>>
>>160603793
I think the tank would greatly benefit from some bevels on the turret and tank main meshes. The silhouettes seem a bit too blocky without.

Looking great otherwise.
>>
>>160606135
is that unity or ue4?
that suspension looks nice, wheel system in unity is a piece of nightmare trash
>>
>>160606864
>>160606871

It's just a test to see how it works.
>>
>>160604852
just do some beginner tutorials, and especially research low poly if you want to have the same sort of arty feel to it.
>>
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>>160606873
yeah definitely, I leave bevels for last before I start texturing
>>
>>160607172
a without the X on the mouth.
>>
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>>160604193
>>
>>160607172
Shouldn't the eyepatch be angled in a different way in A? Otherwise it's the best. Also possibly >>160607413
>>
>>160603802
Well al least he doesn't need to worry about getting sick because he ate a rotten chicken buried inside a wall like Simon does. Still not a big fan of the rock tiles, but the progress keep being amazing.
>>
>>160607413
hmm yeah ok

I added the x mouth to make it slightly less edgy, but maybe I'm overdoing it

>>160607508
how do you mean angled in a different way?
>>
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>>160607172
many hours in mspaint
>>
>>160607508
nah, I think the angle is good.
>>
>>160603942
>>160607549
thank you.
ill work on the tiling more eventually. i just wanted to get it sorta in place for now since i was sick of looking at the castlevania 2 assets. i have a sticky note on my monitor reminding me to adjust the rock tiles at some point so dont worry anon i wont forget
>>
>>160600505
See, I don't want a point and click, I want a click to move.
Someone told me that Dota and other mobas use this system but I never played them and honestly I didn't really like what I saw.

I have a couple of gameplay ideas but I need an actual setting and an actual genre, in the end I only have a rough concept for the control system.

>>160598536
Bump for help.
>>
>>160607635
I had something like that and scrapped it. I'll save it though, there's no pressure to make a choice yet
>>
>>160607659
>strap goes over the nose
>nose will push it up
>strap can go over the other eye when pushed up
Not comfortable nor practical at all. There is an actual reason why people don't wear eyepatches that way.
>>
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>>160607172
best one here
>>
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>>160607508
>>160607632
>>160607659
not him but i see what he means
>>
>>160607881
yea and /agdg/ can argue over those kinds of designs for hours

I've seen devs waste a whole day here tweaking a couple pixels on a sprite

>>160607996
yea the jolly roger skull has it the more natural way
>>
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found this webm in some folder of mine, some guy here was making this right?
>>
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>>160608019
saved

>>160607996
>>160608059
yeah I think you might be right, the strap is just too low. thanks!
>>
>>160608250
i know its a minor nitpick but it bothers me that his right eye is tall but his left eye is shorter since the eyepatch covers the whole thing

it's a really really good animation though
>>
>>160608250
That's some really smooth animation. Nice.
>>
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>>160608361
I thought about that too but a tall eyepatch just looks like ass
>>
>>160608361
injured eye is closed presumably
>>
>>160607497
What's this tripcode shit? Googs is tripping now? Pffhahahah
>>
>>160608487
>>160608492
>injured eye is closed presumably
isnt the point of an eyepatch to keep your eye open while not letting in light? not arguing or anything, just wondering

but its just a tiny nitpick. if you say his eye is closed or shorter or whatever thats fine and its no big deal. just wanted to point it out in case you didnt notice.
keep up the good work! i look forward to seeing some gameplay eventually
>>
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The ship is actually already flyable, it just didn't have any its thrust/control settings set to higher than zero. While dropping it to test the suspension I realized that the way I wrote the thruster logic, it should automatically counter-act gravity.

Turns out it does. I had to make the ship heavier though, otherwise it could counter gravity so well that it just sits there and powers through it. Potentially having a map or something set on a planet using the same ship you fly in space would actually be pretty easy (from a physics standpoint), and kind of interesting. That hadn't really occurred to me before, and it seems like it would require only minimal flight control tweaks. They're basically tweaks that I was going to make anyway because I need to be able to land comfortable in space.

The thruster effects are pretty WIP. I only hooked up the bottom ones because I was curious to see what the bottom thrusters were doing.

>>160606887
Unity, and yes the wheel system is not the greatest.
>>
>>160608250
>>160608487

Great personality for the character and animation. You're going places.
>>
>>160607172
>>160608250
>>160608487
Like on the logo and the concept you have the eyepatch string "the wrong way" and on the model it's "the right way". For the logo do it like it's on the model and I think it'll look good.
>>
>>160608727
You need to scale your thrusters exhaust. All that rotation and lopsided-ness from equal looking exhaust ruins everything.
>>
>>160607868
Well, you can also try out ARPGs like the Diablo series, Torchlight etc.
>>
File: reeee.png (17KB, 486x436px)
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how do you even set it's value
>>
>>160609728
They already scale. They're firing at about 60% with only minor changes (~1-3%) based on the angle I was at.

Only the bottom ones have visuals. There's other thrusters firing to even it out. For example when I pitch up, the rear engine is actually firing to prevent the ship from sliding back. The rotational thrusters are also invisible right now so it just magically rotates.

Even if they did all have visuals though, it probably wouldn't look as cool as you're imagining because that's just not what's physically happening. I'm not cutting thrust on individual thrusters to induce a rotation. All the visible ones (which are the only ones that have visuals at the moment) are part of the up thrust bank, so they're treated as a single thruster.

Doing every single thruster individually would be a fun project, but it's not something I want to do for this because it makes things much more complicated and not something I really need for this.

Though, I'll probably do it some day. It did it once, but that was a long time ago and it didn't work very well. I think if I were try it again I'd be able to do it much better.
>>
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Do you have a dream game, agdg? You know, the awesome game you had in mind that you set out to make and that got you into gamedev.
Are you making it now? If not why? Tell me about that game.
>>
>>160610656
>Do you have a dream game, agdg?
Yes
>Are you making it now?
No
>If not why?
Too big for 1MA
>Tell me about that game.
Freelancer 2
>>
Should my game be 5 levels per world? Or 10?
>>
>>160610835
Nothing about Freelancer 2 can't be 1MA'd except maybe the voice acting.
>>
>>160610656
Stop trying to get close to me.
>Tell me about that game.
Get your own ideas.
>>
>>160611112
Oh dogposter, why haven't you killed yourself yet?
>>
>>160610656
Dark Souls but different
>>
>>160600649
C2 performance is ridiculously bad compared to GM
>>
>>160610656
Super mario 64 mixed with dark souls
or just dark souls with more goodie hunting

with a non-human protag

but dreamgame meme bullshit aside I just wanna make a fun 3D platformer. I'm currently remaking my character controller because I ran into issues adding abilities and it wasn't as responsive as I liked. Doing some game jams really helped my motivation.

demo day 12 hype
>>
>>160563004
Sounds kinda like Blazing Star on Neo Geo. Except the final boss isn't a giant robot, it's a giant alien creature thing.
>>
>>160611264
>>160611327
>DARK SOULS!!!!!!!!!!!!!!!!
Sheesh.
>>
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>>160611282
Except for the fact that its graphics performance is way better than that of GM, and that's much more likely to be a bottleneck when you're doing things compared to CPU logic execution.
>>
>>160610656
It's like Zelda crossed with Dark Souls and Elder Scrolls with roguelike elements

:^)
>>
>>160611417
as a nostalgiafag, it was one of the only game series in recent times that I've really enjoyed, which is why its tainting my game dev mind.
>>
>>160611435
Oh and for context, the pictured test was about creating 10 new sprite instances every tick while the FPS is 59 or over. GM goes under that at the ~31K mark and never gets back, while C2 only starts performing consistently under 59 after the ~111K mark.

GMS2 improves things slightly in that it manages to push ~38K in the same test, but that's still a far cry from C2's results.
>>
>>160611417
シェ―!
>>
Unreal 4 here

I'm trying to maintain an array with 6 slots. It's never allowed to get bigger or smaller

My issue is I need to get a way to find the empty parts of the array. IsValid doesn't seem to return false even though never assigned values to the array. The array's default has 6 empty indexes but they seem to be populated by something I'm unaware of
>>
Is Twine the best option for a simple text RPG?
I was pretty impressed by Free Cities but I would like to know if there are better alternatives.
>>
>>160610656
I failed at procedural generated terrain. Programming is too hard

My other dream game would only work in 3D, and 3D modelling/world design is hard as fuck

Had to lower my ambitions and make easier stuff.
>>
why is it shilling when someone recommends Construct 2, but it's not shilling when someone recommends GMS?

I don't know anything about Construct 2, but I know GMS is shit.
>>
>>160611727
Make a null object to fill the space. Replace references with the null object if they're being removed.
>>
>>160611808
GMS is easy to use and has been proven with successful games many times. That is hardly "shit"
>>
>>160611808
GM:S has incredibly successful and renowned games released for it

It is a tried and true engine

Construct 2 has literally nothing.
>>
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>>160611808
This is why.
>>
>>160612016
Nice to see Unreal taking up a solid chunk. I thought it was still niche among indies.
>>
>>160612016
tfw I want to Godot but I'm afraid I might be too retarded to get by without all the help available for unity
>>
>>160611887
Alright, thanks, I'll try that
>>
>>160612262
Same here. I need the crutch of massive resources because I'm too stupid to figure stuff out for myself
>>
>>160611727
I believe IsValid in the context of an array refers to whether the index itself is valid (not >size), not whether there is something there.

You can get(x) then check if x is valid
>>
>>160611887
>designating an inhabitant of the type as being nothing instead of adding a nothing value (i.e. Maybe)
>>
>>160612016
>there's zero love in gamedev
>>
>>160612571
I don't have autism m8. I just make games.
>>
>>160581591
I like it, but it looks like.... that fucking papyrus. Just a small change would make it look a lot better.
>>
>>160611435
Now do the same using tiles and surfaces. You can draw much more than 100k.
>>
>>160612747
>if it's not stupid it's autistic
>>
>>160611990
GM has had successful games made in it for sure, but the main reason for that is simply that it's been around for way longer (originally released in 1999 vs C2 first released in 2011 and it was in super bare-bones alpha state back then, took a couple years before it got actually good) and has had a bigger network effect as a result.

But the age is also GM's worst enemy, because pretty much all the bad decisions made years ago have stuck through to this day, not to mention the whole UI being originally designed for 640x480 screens with new features clearly just bolted onto wherever there was space in the UI at the time, and if there wasn't, well make more tabs motherfucker! Need more tabs? How about some vertical tabs! It's a fucking mess. And while GMS2 is improving on things somewhat it's still basically 99% the same GM underneath so a lot of the poor design decisions will still be around for a long time to come.

C2 in comparison actually has an UI built for modern displays and is much more consistent and usable in pretty much every area, and the engine itself is top notch as well (like how it has vastly better graphics performance than GM for example).
>>
is gamebryo free yet? I kind of want to make a horrible Bethesda game.
>>
>>160613151
>implying Gamebyro is the reason Bethesda games are a mess

Plenty of good games like Catherine were made in it.
>>
>>160613042
[shilling intensifies]
>>
>>160612262
The problem with Godot is that while it's pretty good and the scripting part is easy if you know Python, there's an incredible amount of things you have to do by yourself which any other engine has already built in.
>godot's on steam
>you still need to tinker with the SDK or get an external add-on to include achievements in the damn game
It'd be unnerving to pay the Greenlight tax, getting greenlit and going "Ook, now I just have to make the achievements, it's gonna take something like two minutes, right?" before realizing you need to spend another week mastering the Kermer API to include them.
>>160612475
>Too stupid to figure stuff out for myself
Not even an actually >tfw too intelligantz person could figure out a language by itself without looking at something first. Godot's lack of decent docs is alarming, considering its 3rd version is coming out next year. But I have faith in it, for something open-source, the quality is beyond shareware level.
>>160613042
C2's Ribbon UI is pretty bad, actually. There are good games made with it (The Next Penelope) and it has HTML5 capabilities, but with those license prices, and rivals like GMS, it'd pretty stupid too choose it if your target platform is the PC.
>99% the same GM underneath
GMS2 was reworked from scratch, you know, which is why you can get much more fps on your older projects than with GMS1.
>>
>>160612016
>tfw I selected Other because I am using RPG Maker MV
>Don't fit in their general because not 14
>Don't fit in here because not real engine
>Feel so insecure I've made everything from scratch to hide the engine as far as possible
>>
>>160612262
that's a shame, Godot feels very natural once you get a grasp on it
also, Godot is one of the only engines out there that are absolutely free and without restrictions (MIT license) - afaik GM:S, Unity and Construct all have limited free versions
>>
>finally set on an idea for my next project
>can't come up with a name
FUCK
I can't just name it "top down project" or something, but I can't come up with anything good
>>
>>160614330
Just generate something silly with a name generator or something.
>>
>>160614330
This is pretty silly. Just find a short word you like that you could stand to read every time you do some work, then stick with it.

There's no law stating you need to release the game using that name, m8.
>>
>>160614330
Just make game and post progress, AGDG will name it for you
>>
>>160614330
Literally a non-issue
>>
>>160614330
>Working title
There, now you can start developing.
That's really the cheapest excuse you could find for nodev.
>>
>>160611887
>>160611727
Turns out my real issue was that I never attached the system that identifies an empty slot to the break that gets the loop to stop looking.

IsValid did identify the empty slots with False
>>
>>160614408
>>160614489
>>160614506
>>160614547
>>160614709
I guess I'll come up with something placeholder-ish and change it later. Thanks for bringing me back to sanity. Will post progress as soon as I make some.
>>
saying game maker is better than construct because gm has more games is a shit argument.

inferior tools becoming more popular is a pretty common thing, for example, Apple products.
>>
>>160613886
>C2's Ribbon UI is pretty bad, actually.

I'd say it's perfectly functional when you need it, but on that note the ribbon is like the most minor part of the UI when working in C2 and it's even minimized by default, so all that really says to me is that you don't seem to have actually used C2 much if at all. Pretty much the only thing I do with the Ribbon myself is tweak the layout editor grid settings when I need it.

>with those license prices

But C2 is actually cheaper than GMS, and vastly so if you want exporting capabilities to multiple platforms?

http://www.yoyogames.com/get
https://www.scirra.com/store/construct-2-personal/personal-license-31

$149.99 for GMS with just desktop exporting, and a shitload more ($799 for master collection) if you want additional exporters vs $129.99 for C2 personal license with no extra cost for multiple exporters (picture related).

>GMS2 was reworked from scratch

The interface, sure. The underlying logic and structure of things is pretty much the same with just some minor tweaks here and there. Probably the most notable actual addition is that the room editor now has proper layers - something that Construct has had from the very beginning.

Also, at least the graphics performance hasn't gotten that much better - see >>160611651 and >>160611435. ~38K instances is a decent increase from ~31K but it's still a far cry from C2's ~111K.
>>
>>160615058
Post your C2 game or stop shilling please.
>>
http://www.strawpoll.me/11688743
http://www.strawpoll.me/11688743
http://www.strawpoll.me/11688743
http://www.strawpoll.me/11688743
http://www.strawpoll.me/11688743
>>
>>160614882
Halo was known internally as "Blam!" for like a year. You can call it whatever you want when you release it, it's just a working name.
>>
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>>160615058
Whoops didn't paste the image right, here's the right version
>>
>>160615058
Do you really think that benchmark of thousands of sprites with no logic is realistic? How often is an AGDG game going to be bottlenecked by graphics performance in a 2D game?
>>
>>160615058
>But C2 is actually cheaper than GMS

well I know this is false because I bought GMS for a dollar.
>>
>>160615157
>quintuple link posting
>asking about this non-issue
Go fuck yourself.
>>
>>160615203
>>160615435
Post your C2 game or stop shilling.
>>
>>160615524
>don't recommend or discuss any engine without posting a game you made in that engine
>>
>>160615681
Post your game or stop shilling. You're not a shill so you do have a game right? Then why aren't you posting it?
>>
>>160615410
I actually got my copy from a Humble Bundle as well, but with the latest one they obviously timed the sale with the idea of trying to get as many people as possible to upgrade to GMS2 for at least $60.

And if we're talking sales prices C2 was like $30 if you bought it as an early supporter back in 2011 (I didn't get my copy back then because I wasn't convinced about their move from native to HTML5 at that point but their efforts changed my mind within a year or so).

>>160615213
Considering that hitting a GPU bottleneck is much more likely than a CPU bottleneck unless you're doing something really, really dumb in your code that should be fixed? Yeah.

>>160615203
By the way, something this dialog doesn't really show is that the NW.js desktop option generates builds for Windows, macOS and Linux, and that the Windows Store target can also be used for Xbox One. There's a Wii U exporter as well but you need to be a registered Nintendo developer in order to download it (the exporter itself doesn't cost any extra at that point though).
>>
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>>
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boss fight actually has an exit now
>>
>>160615213
Also, here's some additional reading when it comes to performance matters in general: https://www.scirra.com/blog/ashley/28/the-case-against-native-engines
>>
>>160615762
we're discussing engines here, you know, an actual useful topic for an amateur game development thread.

maybe you should post your game instead of shitposting
>>
>>160616340
You're the only one discussing engines here, and you still haven't posted your game.
>>
>>160616192
the bats are pretty cool, they make the scene look busy
>>
>>160616403
google da owelboy
>>
>>160616708
thank you
>>
>>160616774
>XNA
???
>>
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>all this construct 2 recommending

what is this new disgusting meme.
>>
>>160616978
when you get tired of scrapping and starting new projects you can download a new engine and start the process anew
>>
>>160616978
As with every meme here, it's just one guy. One pathetic guy.
>>
>>160616978
Whats wrong with construct 2 lol
>>
Is Construct 2 the new Godot?
>>
>>160616978
So if recommending C2 is disgusting in your books, what's recommending GM then considering that it's worse than C2 in most areas? Vomit-inducing?
>>
>>160618308
Post your C2 game.
>>
>>160618308
>C2
>not meme engine
C'mon, it's not better than RPG Maker.
>>
>>160618628
Except that RPG Maker is a very specialized engine while C2 is a general (and highly performant) 2D engine.
>>
>>160618794
>>160618369
>>
>>160618369
you're acting like a source posting faggot
>>
>>160619147
How so? i'm just asking that anon to prove he's not a shill. I don't get what's stopping him.
>>
>>160582347
Open a tumblr were you shove things up your boi pussi and wear cute clothes
>>
>>160619226
if he was an actual paid shill he would have a project to post, so that would prove nothing

the guy is just arguing in favor of an engine he likes, and backing up his choice with valid reasons, even provided a performance test.

the game maker kool aid drinkers shill a 1000x times harder than this guy on a daily basis.

you can't even mention that you are making a 2d game in anything but GM without getting a bunch of shitposts telling you to use it.
>>
>>160619956
>you can't even mention that you are making a 2d game in anything but GM without getting a bunch of shitposts telling you to use it.

i think you have it backwards. if you mention you use GM, you will be shitposted at to use unity, ue4, own engine written in brainfuck, etc.
just gotta add construct 2 shitposting to the list. it's fucking annoying.
>>
>>160619956
>if he was an actual paid shill he would have a project to post
lol no
>>
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>ctrl+f 'dino'
>3 matches, two of which are OP
>check Dino Jam page
>8 joined
RIP Dino Jam
>>
>>160620713
It has barely even started
>>
>>160620713
Are you making a game for it?
>>
>>160620713
it was doomed from the beginning
it's not only not animu enough, but lewd jam was hyped for a good month before it actually happened, longer than dino jam
>>
File: Dino thing.gif (380KB, 380x302px)
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>>160620778
Yes.
>>
>>160621170
Looking good anon.
>>
>>160621170
engine?
>>
>>160621293
GMS
>>
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>>160621321
YOU NEED TO USE CONSTRUCT 2 YOU FUCKING IDIOT

IF YOU DON'T USE CONSTRUCT 2, YOU MAY AS WELL KILL YOURSELF BECAUSE IT IS OBJECTIVELY INFERIOR TO ALL ENGINES, COMMERCIAL, FREE, OWN, OR OTHERWISE. I FUCKING SNORT CONSTRUCT 2 EVERY DAY AND INSERT IT SURGICALLY INTO MY VEINS.

Looks good anon. Just make sure it doesn't play too fast otherwise it'll be hard to control. Maybe give more camera space?
>>
>>160621939
>game about a velociraptor
>not going Sonic fast
Pick one
>>
>>160622070
then there needs to be more viewing space.
>>
>>160621239
Thanks.

>>160621939
Thanks. There's more camera space, I just recorded a portion of the screen is all.

>>160622070
Its an Oviraptor.
>>
>>160622126
Oh yeah I agree on that.
>>
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>>160594838
>>160595024
>>160595225

I'm not entirely convinced I've gotten the ray thing to work.

For any reflex angle between two faces, there's an area where orienting to the normal of one face makes the ray hit the other face on the next frame, thus leaving the whole thing spinning wildly.
>>
>>160622167
oh, alright. may want to have some sort of acceleration. might play kind of jerky as is
>>
>>160566195
popup is a little big don't you think
>>
>>160622495
use 3 rays, one at the front, one at the back and one in the middle and average them
>>
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>>160583593
The graphics remind me a bit of real old cRPGs like The Taskmaker. Nice work so far.

>>160598973
That's a good start!

>>160606057
that's some nice progress, would also be useful for editing levels maybe?

>>160610656
World of Warcraft, but with content and server pops >500.

>>160616192
nice work on the boss fight, adding those bats in!

>>160621170
good animation on your dino, anon
all the progress the last week has been great. i'm getting inspired. i might even fail to dev at all myself!
>>
>>160572745
is your thing

thinking?
>>
>>160568539
global game settings --> windows --> graphics --> uncheck "interpolate colors between pixels"
>>
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Basic table/bookcase props done for now, cultists gotta study. Although I'll probably make a skull later on but that will require sculpting which takes way longer. Either way there's now enough stuff to start working on a decorating system, just putting random stuff on the tables/bookcases.
>>
How do I get a variable to hold two numbers? I want a single variable to hold both x and y coordinates. (Gay Maker)
>>
>>160620713
Minor jams usually don't get many people compared to demo days, plus it's only just started
>>
>>160624158
read up about arrays
tl;dr
position[0] = 64;
position[1] = 32;
but read up about arrays anyway, you'll need them a lot for other things
>>
>>160624158
use strings.
pos = 1_2; //1 being x and 2 being y
x = string_char_at(pos, 1);
y = string_char_at(pos, 3);

Or you could just like use arrays or datastructures
>>
>>160621170
OUTSMART YOUR ENEMIES
Cute dino

>>160624158
Please google your gamemaker issues before posting here. If you're asking a question like that, chances are all your issues will be solvable by a quick search.
>>
>>160624528
This is a horrible way of solving this. Just use an array
>>
>>160624158


Don't do >>160624528

do >>160624496

Seriously the string tactic is so wack and prone to error. Like what if you start using double digits? What if you decide not to use integers anymore?

Or see if GM has something like a Tuple.
>>
>>160610656
MGRR meets TTGL
>>
>>160616192
´man i wanna play castlevania now
>>
>>160624985
Just multiply it by multiples of 10, 100, 1k, etc, to get rid of it and you're back to integer values. Yeah it's another step to think about but nothing out of this world.
>>
>>160624528
using strings like that is a rather situational solution you wouldn't really want to rely on at all times if at all
>>
>using strings for anything other than text

what the fuck
>>
>>160626718
>diploma.jpg
>>
>>160625635
>Just multiply it by multiples of 10, 100, 1k, etc, to get rid of it and you're back to integer values. Yeah it's another step to think about but nothing out of this world.

Oh god this satire, right?
>>
I'm bored of writing games in C. It's taking too long and I think I spend too much time checking for errors than just like make game.

I know Java and could learn C++, which would be better for making game?
>>
>>160626718
I do string compares in UE4, fight me faggot!
>>
>>160627028
an engine
>>
>>160627098
There is no way I am using Unity or UE4
>>
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Progress!

I have added unit selection and basic movement as well as a bunch of graphical changes.
>added a dimming effect when placing units to show where you can place the units
> Seemless background so it isnt just solid colour
> Cursor and cursor limits
> Turn system

Cant show off the turn system because obviously i only have a single player right now, but its there.
Not sure if i wanna stick with this background, but its better than nothing. The dimming of the screen is a bit crude because i'm having trouble with opacity changes in the tilemap. Will probably have it fixed next time i post.

Next up is adding and showing the limits of your unit's movement as well as adding player 2 units
>>
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A dream game is just that... a dream.
>>
>>160627318
It'd also be helpful to draw an indicator around the selected unit.
>>
>>160627028
c++ is the goto language for high performance game engine making, hence why they rewrote minecraft (java) in c++ for the console versions

unity and ue4 are written in it too
might as well use one of those
>>
>>160576726
thanks senpai, I got this as my wallpaper now. It's perfect.
>>
>>160627028
>I know Java
Libgdx. I know I shill it a lot here but it's great, lightweight and has a lot of doc.
>>
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i made this in less than 4 days, how did i do?
enemy A.I works and combat works. dont know how to make webms so i just took pictures and edited them in paint.

the story is about a peaceful world that gets invaded by creatures from another dimension that have big noses
>>
>>160627646
I thought you could only script those, as opposed to actually writing proper C++?

>>160627783
What does it have over, say, LWJGL, for example?
>>
>>160627149
Why not? I can understand not using UE4, but not Unity

And C++ is objectively superior to Java for game development.
>>
>>160627954
I thought that Unity was only scripted.

Is the any advantage whatsoever to java or C++ superior in every way for me?
>>
>>160627954
>I can understand not using UE4, but not Unity
eh?
>>
>>160628086
Shekels

Unreal fees are retarded
>>
>>160627841
literally better than 98% of posters on AGDG
>>
>>160627527
Oh right. Forgot about that. Thanks.
Sometimes posting here is actually useful
>>
New thread, migrate
>>160628183
>>
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>>160628143
>>
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>tfw smart enough to read the Unity manual and the scripting API before starting my game
>>
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>>160628394
>tfw to smart for programming
>>
>>160610271

there is an assign node within macros, you take a value and a reference to a variable and you assign a value to it. Try opening some default macros like ++ or something to see how this works.
>>
>>160627916
>LWJGL
Never heard of it before, but it seems lower level than LibGdx, thats all I know
>>
>>160610656
Unrelated to the questions, but what is that font?
>>
>>160610656
>Do you have a dream game, agdg?
Yep
>Are you making it now?
Nope
>if not why?
impossible for 1MA without taking me years to develop it.
>>
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>>160620815
it can become animu enough
Thread posts: 761
Thread images: 164


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