DINO JAM IS ON
itch.io/jam/agdg-dinosaur-jam
> Play Demo Day 11 games
itch.io/jam/agdg-demo-day-11
> Play Halloween Jam 2016 games
itch.io/jam/agdg-halloween-jam-2016
> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627
> Previous Demo Days
pastebin.com/i0W2tVRS
> Previous Jams
pastebin.com/qRHNpCbZ
> Engines
Unity: unity3d.com
UE4: unrealengine.com
Construct 2: scirra.com/construct2
Godot: godotengine.org
Haxe: haxeflixel.com
LÖVE: love2d.org
GameMaker: yoyogames.com/gamemaker
> Models/art/textures/sprites
opengameart.org
blender-models.com
mayang.com/textures
> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>160628183
So, continuing. C++ or Java?
I am asking this having written code for 6 years but with little knowledge of game writing resources for each.
>>160628295
Whichever you are more comfortable with.
first for gms
>>160628465
I mean, that's the obvious answer, but I was hoping for something more in depth.
Which has faster libraries, in terms of development speed and running speed?
Which is compatible with more platforms with said good libraries?
Which one has libraries with the greatest array of features which are the most easily accessible?
>at home on a Saturday night working on your game instead of smashing prime pussy and feeling their soft, delicate bodies pressed up against yours afterwards
proud of you anons, sacrifices must be made if we're going to make it
>>160628295
c++ for 3d. java for 2d
How did you guys come up with the design for the main character of your game?
>>160629163
Witches are CUTE
>>160628993
Why that distinction?
>>160628967
yyeaaah... that's why I don't have a girlfriend, it's because of "sacrifices" for my "game"
>>160629163
same way Nioh did, I just copied Geralt.
>>160629163
inspiration from sex dolls
>>160629163
I showed the guy my placeholder model and he made a different one
>>160629261
because c++ for 2d is overkill
>>160629163 i just played around
>>160628295
unity/unreal for 3d gamemaker for 2d
>>160629163
i made something that looked like it fit with the main gimmick of my game and then i put a scarf on it
>>160629957
I was thinking about putting a scarf on my character as well. It is just such a cool accessory.
>>160628619
C++ runs faster, but you'll develop faster with Java because you don't need to manage memory. Java is compatible with more platforms because of its JVM. C++ has more libraries.
I don't believe you have six years of experience with C++/Java if you're asking these questions.
If the goal is to make a game, then you should probably get Unity and learn C#. The language is very similar to Java and it only took me a few days to learn it. Making video games is already a colossal task, so it would be reasonable to do whatever you can to save time.
>>160628967
This game isn't going to make itself
Besides once people see how I can make game they'll be impressed and want to be my friend for sure
>>160630326
yeah, all the cool kids wear scarfs, and not in just Old Navy commercials
>>160629924
godot and construct2 for mememaking?
So I've finally decided on my game concept. I really want to make a Diablo/GrimDawn/PathOfExile clone.
Any tricks to get this baby rolling? I can already do some 3d modelling, but I need to know where to start on the programming. Unity and C# is my best tools right now.
>mfw an 18 year old girl is really into me and thinks it's awesome that I make games for a 'living'
>>160631676
They're not that hard in concept, from a programming point of view, minus the deterministic lockstep required for multiplayer.
Making them fun is the whole challenge.
I am maken a Roguelite Breakout.
You start with 4 balls, and the levels get progressively harder. On mobile, tap and you place a platform. Platform length and duration is a stat. Balls bounce around hitting blocks, or walls on the side/top. There is no wall on the bottom so you must place a platform to bounce it back up.
Lose all your balls, the game starts over with just 5 balls. Otherwise you keep going and it keeps getting harder.
Also, each block gives XP. XP can be used to purchase talents that are persistent between runs, like +1 starting ball, or +1 active balls, or +1 platforms, or +%platform width etc.
There will also be chest blocks that if you hit them, release a thing you can tap (I'm making it for tablet). It can contain a random buff, debuff or modifier.
Like releasing more balls, or increasing all ball speed for a few seconds, etc.
It's so stupid but it's kind of becoming a little bit fun.
>>160632106
>when you tell girls you make games for a living when you only make $1 a week from it
>>160632106
>>160632662
>communicating with female s
normues ree
>>160632106
>I make games for a 'living'
>>160632467
So spiritual successor to sorcerer's maze (PS1)?
>>160632662
where do you get the 1$ from? currently making 0
>>160632790
I get my 2.33 a week from sellfy and itch.io
Gmod is a treasure trove of interesting game ideas ripe for the stealing
>>160632776
Never saw that before now but yeah kinda.
>>160632790
ios app store
The Donald will be on sale on the asset store sometime towmorrow,
>>160633020
you better have a similarly misleading cover/title screen
>>160633150
>The Donald
Literally who?
oi aggy
I'm going to spend the night making music for practice, if any of you want some free custom tunes for dino jam, hit me up.
>>160616192
That's looking awesome. I love the new color scheme for the fire when killing the bat, never liked the red one used in the nes castlevanias for that.
I would suggest that the bats die when the boss dies too, Since you weren't forced to kill all of them while the boss was alive you should be forced to kill them after he dies to open the door.
Reminder not to let your dreams be dreams.
https://www.youtube.com/watch?v=5-sfG8BV8wU
>spending the week refactoring and now having doubts about your new systems
>>160634679
This is why you wont make it, you get stuck with trivial things.
>>160634679
Thats what version control is for. Just rollback.
>>160623318
Adding more rays doesn't seem to change the fact that when one ray (or multiple) hits a different face on alternating frames, it's going to align to a different (albeit marginally less different, due to the average) angle on alternating frames.I might be doing it entirely wrong, of course.
>>160629163
One time I was fiddling around a game's character creator out of boredom until I ended up creating a character who design resonated with me so much that I wanted to recreate them on paper, in my own way.
Enamered with the results, I begged the question, What If I could make a story with this character? So after that I continued to tweek said character further to something ideal and I was also thinking up a story that would be best for this character. And so on and so forth, the rest was history. My memory is a bit fuzzy but that was the broad strokes at least.This was 5 years ago.
>>160635076
smooth between the current rotation and the target rotation, rather than instantly setting it
>>160635378
Won't that just delay the problem?
Let's see...
>>160635076
What are you trying to do?
Do you have to plan your game ahead of time to make multiplayer? I'm guessing you can't just throw it in later or anything?
How much does it increase the difficulty and time-cost of making a game?
>>160635660
Exactly five months.
>>160635660
what platform
>>160635660
if you want online multiplayer, you need to design your game around easy implementation of onilne multiplayer, otherwise you're setting yourself up for hell
turn-based games and delayed inputs based shit are an exception i guess
>>160634226
Last call before I leave this taiwanese duck preparation BBS
>>160636021
You didn't even post a sample
>>160635076
What are you trying to accomplish? Faux gravity? Ground clamping?
>>160635564
>>160636175
Faux gravity, yes.
>>160635378
Seems to have the same effect, just happens slower.
>>160636109
You didn't post a game either
>>160634360
thanks anon! i appreciate the kind words
>I would suggest that the bats die when the boss dies too, Since you weren't forced to kill all of them while the boss was alive you should be forced to kill them after he dies to open the door.
i dont think this is a good idea. it would be really frustrating if you barely managed to kill the boss with a point of health remaining and get killed by a bat. plus it would tedious to make the player kill them even though post-boss-death is usually a universal breathing time.
i want the game to be difficult, but not frustrating. still appreciate the input though, anon, so thank you.
>>160636639
Sorry, I fucked up my post, I need to proofread before hitting the submit button.
>Since you weren't forced to kill all of them while the boss was alive you SHOULDN'T be forced to kill them after he dies to open the door.
That's what I meant, so yeah, seems we were thinking about the same thing after all.
Again, great work, this is one of my favorites agdg games right now.
>>160636285
That's actually really easy to implement, you're hacking at this the wrong way.
The only thing you need to do is rotate gravity to push you toward the planet center. PlanetPos - YourPos to rotation
lookDirection = Quaternion.FromToRotation(transform.up, (planet - you).normalized) * lookDirection
look rotation is controller by your horizontal mouse input and by this line above, if you apply gravity like velocity += transform.up * -gravity * Time.deltaTime, gravity will always be applied relative to your lookDirection.
then to rotate your actual transform you do the same thing but transform.rotation = Quaternion.FromToRotation() * transform.rotation
>>160636285
Are you using the normal of the point of collision as your rotation and gravity?
>>160637106
oh, gotcha. yeah, now i see what you mean. i guess that final bat could possibly kill the player. however i did make it so that the bat physically cannot kill you unless you jump into it, and you dont need to kill it anyway. itll just fly away with the rest of them. its still something that requires more consideration on my part though. thanks for bringing that to my attention.
>Again, great work, this is one of my favorites agdg games right now.
d'aaww
>>160637180
although I might add if you have a really really small planet, this solution won't work very well. If your planet is rather sizable you'll have a desired result walking over sharp edges and what not.
>>160637204
Yes. The (literal) edge case is that when standing on an edge between two faces with different normal directions, aligning to one normal can make the ray collide with the other normal, which then keeps alternating between aligning to the two normals.
Admittedly, with the lerping, the shaking isn't so bad.
>>160637807
>Heroin withdrawal simulator
Ei guys, how hard it is to make a fun turn based battle system? I'd like to make a game like Child of Light (platformer/RPG).
>>160637912
>hey guys how hard is it to make a thing
very hard
Check my17
>>160638042
Aw man!
Finally got my hex grid working for my tactical cyberpunk game
Need some ideas for unit abilities both passive and active, or any cool ideas for a grid based tactical game in general
Never played Xcom before either. I''m basing my game more on Fire Emblem
Each faction has a warleader and the first one i am working on has a cute android girl with a flat chest whose faction focuses on hacking
Of all 3D genres, which is arguably the easiest to create? Platformers? RTS?
>>160638306
check my 8
>>160638524
check my 5
>>160637759
Aligning to the center is a good method for the "special" case of a convex planet. But my approach is for arbitrary meshes as gravity normals.
>>160638421
If the regular units something like robots, something could be converting certain units to your side using hacking Lololol style, or possibly something along the lines of disabling ranged units for a turn.
>>160637807
You're using rays to detect collision?
>>160638540
>>160638524
ok check my 8
>>160638421
Go play xcom you shit
You can't make a cyberpunk game while ignoring one of the biggest cyberpunk games for fucks sakeYou better have played shadowrun too
>done with dynamic configurable state machine
>done with battle base mechanics
>time to add more stuff
>.....
What now? I always get stuck at that content part.
Also how do you feel about the Ecclesia left-right battle?
>>160638718
keep going anon!
>>160638428
>RTS
>Easiest in any dimension
RTS is super difficult in every dimension. If you want to produce anything just above of "too shit to downvote", steer clear off RTS.
Easiest definitely walking simulator. Include some half-assed story about lesbian rice farmers in the 1870s and vomit out some generic assets and you'll be rolling in cash and fame.
>>160638718
>dynamic configurable state machine
As in "has its own scripting language so adding new states is easy" or "new states added at runtime"?
tfw you have all of your game systems in place but you can't draw for shit :(
>>160638718
I keep telling you people to just become engine devs and pray to the rng gods your patreon gets noticed.
>>160628183
>daiz in charge of making OP
>>160638962
Time to learn draw
>>160638962
>not hiring an androgynous fuccboi from deviantArt to make your sprites for 50$ per pixel
>>160638561
That's really cool. I think a much higher polygon mesh would make the snapping to different faces less jarring.
This might be oversimplifying it, but what if you kept your downwards ray, but instead of immediately snapping to the rotation beneath you, you lerped to that new direction? If nothing else that would smooth it out.
As for standing ON THE EDGE, what about averaging the normals of 3-4 raycasts below you and slightly offset? Somebody must have said that already. Is there a reason that wouldn't work?
>>160639220
tfw also being a student so can't afford to hire artists
>>160639220
Per pixel in terms of what? A single sprite, animated sprite, a tilesheet?
>>160638962
Tell me about it. Started thinking about protag design and I can't draw for shit. Hopefully I'll be able to make something atleast readble at one point so I can give it to somecute artsygirl and she can turn it into something cool.
I'm thinking about darkbasic to make a game
someone stop me before i hurt meself
>Girl has joined my group
Shit, what do I do?
Is this going to be one of those things where guys start competing for the girl and the whole group just falls apart?
>>160639323
Per pixel as in a single pixel.
>>160639343
>>160638962
Woops forgot to attach my
shitty WIP
>>160638710
>X-Com
>one of the biggest cyberpunk games
ツ
>You better have played shadowrun too
Those were among the shallowest "tactical" games I've ever played.
>>160639485
>group
That's where you fucked up.
>>160639512
Hopefully those are some CPS2 quality sprites you're paying for.
>>160629163
By deciding I would make a character that is
un-fapable, and completely not attractive sexually that could be just cute, and fit as a main character in a charming puzzle game.
>>160638779
Yeah... I think I'll just add random stuff I want for the time being and see how it goes.
>>160638938
A bit of both.
Kind of hard to explain but I've technically removed the dependence between states that you can find in a real state machine.
Right now each state can just exist independently, I just have to either plug-in/out new transitions either by dragging them in edit mode or create a new one at runtime.
Could probably be simplified but since I'm using Unity I've made it so that I can debug everything visually... Actually now that you talk about it I could probably even drag stuff at runtime, though I don't see the point for now.
Don't mind the weird naming and temporary variables, it's for debugging.
>>160639684
I'm actually thinking about quitting because they just keep adding more people. It's becoming more and more like a corporation than just a few friends having some and messing around with stuff.
>>160639767
>timer
>timerr
That's not a good way of naming variables
>Don't mind the weird naming and temporary variables, it's for debugging.
Still...
>>160639767
>States are literal GameObjects
what the fug anon
>>160638653
Yes. See:
>>160636285
>>160635076
As for
>>160639224
>I think a much higher polygon mesh would make the snapping to different faces less jarring.
You're absolutely right, the low poly mesh really amplifies the problem, and I'll make better meshes eventually. But for testing purposes, amplifying the problem seems like the best way to weed out edge cases.
And yes, somebody said all that already, and that's how it's implemented now. But thanks!
Anyway, the wiggling is pretty minimal with the average and the smoothing, so I might just move on to the next headache.
>>160639950
why is that chimera moving backwards?
>>160639920
Joke :
Timer, which is in code [public int timer] is the timer configurable through the editor.
Timerr, which is in code the internal [private m_timer] is the variable doing the count but for some reason Unity just shows [m_Something] as [Something] in the editor so I've added a r to differentiate them for debugging. I'm not going to keep that obviously.
>>160639980
..? I've just explained that they are not. The GameObject equivalent is just here for me to visually see it. Too lazy to make a custom editor for the time being.
>>160638617
Sounds like a great idea and would be simple enough to implement
>>160640275
70's roller skating my dude.
enginedevs, im curious to how you all handle terrain LODs.
personally im using a quadtree of a instanced regular grid with a VTF offset. each patch then has a row in the VTF texture corresponding to its instance id, my current "problem" is that i need to specify different index buffers depending on its neighbors to avoid cracks. how would you go about efficiently assigning these? right now im thinking of using a hash table of the patches morton number and then bit the apple and go from O(1) to O(log n) since the patches at the same level of detail may not exist so the patches of lod - 1 need to be looked up for matches
>>160640405
Well that would certainty make his game 100% better.
>>160628967
I've been a kissless virgin for 24 years. At this point I've just accepted it.
>>160639717
>a character that is un-fapable
Challenge accepted.
>>160639717
Streisand Effect m8.nice strat for asking for lewd fan art though
How do I make my game highly moddable similar to games like Skyrim.
I need the modding demographic.
>>160641162
You need a solid game for anyone to want to mod it first.
>>160641013
Who the fuck faps to a bunny cube though in all seriousness? Thats like fapping for a brick wall.
webm show a few things
- new enemies (theyll have better ai to maintain a distance at some point rather than just stand there)
- attacking projectiles
- ducking under projectiles
- reminder that i need to rework how attacking while on stairs works (was one of the first systems i implemented so its due for an update)
- confirms (which has been nagging at me) that the recovery system is not nearly as broken/OP as it was thought to be at first. while it can save your life, if you dont use it right you can still die/lose a ton of health super easy
- rooms that need to be taken a little more slowly (need to be conservative with this so i dont hurt pacing)
>>160629163
i drew and i drew and i drew. the character has gone through a ton of redesigns. at one point he was modern ninja/samurai type of deal with a ball and chain and a staff on his back, but i thought he looked too anime so i looked towards the western theme.
>>160641264
You do realize people and animals as cubes is a fetish right?
>>160641162
Learn how to load external files and scripts
Make as much content for your game as possible that uses these external files
Keep a full set of the files inside the game to use as "default", but use ones the player adds on top or instead of the default ones
>>160641332
>332 ▶
>>>160641264 (You)
>You do realize people and animals as cubes is a fetish right?
More like a meme nobody SERIOUSLY like 100% gets turned on by cubes.
>>160641239
I know. I want to plan ahead though so I don't have to do a lot of refactoring later.
>>160641289
oh and enemies that have more than 1 hp.
knew i forgot something
>>160641553
0/10 no game
>>160639767
Have you heard of GOAP?
https://github.com/sploreg/goap
http://alumni.media.mit.edu/~jorkin/goap.html
>>160641406
>what is petrification
>what is inanimate transformation
>what is forniphilia>who is tile-wanker
>>160642096
See everyone look at this? Look at how unfappable this is. Who would ejaculate to this?
>>160642096
Is boku dev a girl or boy? Anyway I would do him.
>>160642096
>french cubes
So, metric?
>>160642089
>>who is tile-wanker
I want him to come back and tell us how things have escalated.
>>160642176
>implying this isn't in the upper 80th percentile of deviantArt quality
People have yanked it to the curvature of ceiling lamps.
>>160642187
A girl, I'd fuck her too desu.
>>160641710
No. Looks like I borrowed a bit of the concept though.
>>160642571
Well, the tech is at least a dozen years old. It's not surprising to see people vomit when thinking of large-scale FSM maintainability and getting on the same track as those guys.
>>160642187
A boy I'd fuck his boy pussy up though.
>>160639717
>I would make a character that is un-fapable and completely not attractive sexually
You really understimate how the internet is. Furries are all the proof you need.
At what age did you start gamedeving?
>>160642812
26
>>160641406
>More like a meme nobody SERIOUSLY like 100% gets turned on by cubes.
How new? Never forget that the tile rapist is an actual human being that posted in 4chan.
>>160642812
12 using rpg maker, still haven't made anything worth a damn though
>>160642812
13 for programming
16 when i released my first game on app store
>>160642812
16-17
And I'm still a hack who hasn't progressed much.
>>160628183
Still making interior stuff for my airship.
It's slow stuff, but pretty comfortable.
New shadows, no more ellipses
>>160642812
I was modding at 13.
But I didn't do real gamedev until I was 22.
>>160643108
>>160642812
12, father brough home what he thought was software to create games for little anon the future computer guy, little did he know, it was a curseit was a DOS program fuck me i'm old all my good years are gone and besides working for some big vidya companies i've never done anything vidyadev related worth mentioning
>>160642812
Dabbled with modding and mapping since 12. Actually making a game took me until I was 18, and I haven't produced anything worth mentioning until today.
But that is bound to change. I hope.
>>160642812
Modding/level designing in in-game level editors since I was 6. Didnt start seriously learning how to gamedev till I was 17 though, and I could never get to the point where I could make a polished product in development till I was 20.
>>160642812
I started hacking games and making mugen characters around 13. Tried to make my own games at 16-17, but not much came out of it. Got into coding and pixel art recently at 25.
>>160643251
Most of your pieces look very good (the table is great), but that ladder is a real mess. It's way too thick
>>160643449
Yeah, I might make the ladder steps thinner. ThanksRunning out of texture space
For your current project, rate the quality/potential of the following given what you have so far and the skills of you (and your group if you have one):
Audio
Graphics
Gameplay
>>160643638
3/10
8/10
0/10I wish I knew how to cooperate with people.
>>160643638
Audio : 7
Graphics : 8.5
Gameplay : 9
>>160643638
Graphics: 3/10
Gameplay: 7/10
This is just for me though, not the musicbro and artbro who worked on frost for a bit
>>160643638
2/10
8/10
7/10
I wish I could get better at music.
>>160643638
Audio: 9/10
Graphics: 5/10
Gameplay: 7/10
my friend has made a killer soundtrack in famitracker for this game. it's easily the best part of the entire thing
neither of us are artists but I think we have done a serviceable job given the theme we're going for
I think the game's kinda fun if you're into this kind of thing. I don't think it'll have a big appeal but whatever
>>160643638
0/10
0/10
9/10
Its just me and I cant make art
>>160643930
how's frost going? the other gb zelda clone I liked died, and I totally forgot about thiswhen you left for pedochan
I'm pretty disappointed. I spent most of the week trying to get an Amiga 3.X version of my game working and I just can't. It compiles fine, the thing just won't run, saying "bad loadfile hunk". Anyway, I won't focus on that right now - I'm going to shoot for a demo day 12 (whenever that is) demo, so I don't have time to make an Amiga 3.x port.
I made quite a few optimizations, so the speed is a bit better on DOS. Note that sound is OFF. When it's playing MOD music, it is basically unplayable. According to DOSBOX, this would be about how fast it would be if it were a 386 running at 33 MHz (which is still pretty slow, but it's not unplayable).
I also re-worked the back-end so that you can edit a config file to play MOD music (the preferred way), play MIDI music (the not preferred way) or turn sound off alltogether.
http://vocaroo.com/i/s1QccWZJeErM
Looking for some constructive criticism. What can I do to improve this piece?
I have an idea for the game I want to make. I know the genre, theme, and some basic gameplay elements.
What do I do next?
With the last few games I've made, the code base was horrible, I think because I just started coding without really having a plan for how the games would work. For this game, I want to make a new engine.
Should I start with the engine? Or should I write the story, design all the levels, work on the art, or do something else first?
>>160644104
I never left, I just crossposted for a bit, although I haven't posted there in like a year
Frost is going well, on the home stretch now ifI can stop adding bosses for fucks sake
>>160644232
1. drums are too loud and obnoxious
2. drums sound unnatural and robotic
3. it doesn't really have much going for it
>>160644230
>DOSdev
my negro
how do you plan to distribute? I've made a great installer for dosbox bundles if you're insterested. It's not as good as, let's say GOG's, but it gets the job done minimal hassle
>>160644294
>on the home stretch now
great to hear
>>160643930
>Gameplay: 7/10
>>160643638
>Current quality
0/10
0/10
0/10
There's nothing yet playable.
>Potential
2/10
3/10
5/10
I haven't lost faith in myself completely.
>>160644447
>t. no game
>>160644394
>how do you plan to distribute?
I'm not 100% sure, although most people will probably be playing the Windows/Mac/Linux version. I've considered making the DOS version free to download for enthusiasts.
I'VE GOT A JOB
>>160643638
>Audio 10/10
>Graphics 10/10
>Gameplay -0/10
>>160644903
What?And HOW?
>>160644232
you should probably hit the quantize button until you get good at playing whatever it is you're playing
most songs have more than one "line" of notes to them
to keep things simple try taking the first note every bar and and copying it down an octave
thanks for trying tho <3
Does NES dev count as game dev or engine dev?
>>160644903
Nice! What's your job?
>>160645178
Depends on whether or not you can play it.
>>160644232
Step sequencer / 10
>>160645031
>>160645183
IT'SENVIRONMENT ARTIST
AT AMAJOR STUDIO
>>160645178
both, once you actually start having a game
>>160645259
have fun anon
make the prettiest fucken rocks the world has ever seen
>>160645259
Congrats, anon!
>>160645259
Pretty impressive. Although I am under the impression that it's a stressful job, given thatMAJOR STUDIOSoperate on harsh deadlines. But as long as it makes you happy and pays enough, I'm glad for you.
>>160645298
>>160645343
>>160645365
WE'REALL GONNA MAKE IT LADS
>>160645259
Wow, congratz anon!
Have fun makingENVIROMENT ART
>>160636285
you could try adding a collusion mesh with rounded edges, sort of bevel down the sharp parts there,
but it would probably be easier to mess with transforms
maybe you can clamp the maximum speed of rotation per frame, and scale to the min(max_rotation, current_rotation)
I'm using Unreal 4. I want to make a loop that will return a true value if any of the contents of the classes in the array have one variable larger than the other. I know I can use an OR gate for this if I had all the elements laid out in the blueprint, but how do I do it when the loop only provides one value at a time?
>>160638561
I like this concept
>>160645443fuck you, no I won't
>>160643145
looking good man
>>160643251
cant wait to play this,does play within the ship happen with cut away interiors
>>160645630
your wording is a little confusing. are you expecting all values to be the same, and you want to know if one of them is larger than all the others?
you should store the value of the first element in the array and then just compare the others to that.
Some UI updates and missile tracking.
Going to be doing a major feature/gamemode of the game in the next few weeks/months now that I've got the gameplay loop all fine and dandy.
>>160645938
>cant wait to play this
Thanks, Anon!There's no gameplay at all yet, though
>does play within the ship happen with cut away interiors
Yeah, the idea is that you view the outside of the ship when you travel the world map, and whilst traveling you can switch to the interior view at any point to engage with characters you've brought on-board.
When switching to the interior view, a completely different mesh will load, which is supposed to represent a side-view "slice" of the ship. You will be able to walk around on a 3D surface inside the ship, but the camera will be locked to a 2D sidescrolling point of view.
Or, that's the idea, anyway. Still have a lot of work to do.
>>160645950
Nah I'm looking through an array of blueprints. Each has two values. One represents the maximum stack size and the other is the current stack size
I need to see if there's one object that still has a stack size below maximum size and return a boolean value that reflects this as true
>>160645973
Damn son, that is looking great.
>>160646473
you can return in the middle of a loop. the loop just stops executing. so if you detect one just return true immediately, otherwise return false
>>160646705
Be gone, demon
>>160645973
>missile misses target
>keeps flying forever
>the fighter has crashed hours ago
>still watching missile approaching sun
>>160646643
Thanks. My brain isn't working right now I guess because I feel like an idiot
>>160645672
It might be alright, once I get some proper meshes and a proper character controller that doesn't spaz out.
>>160645178
Hey anon! I hope you make it! NES dev is very cool! Just look up all the limitations so you can make certain you're okay with them.
>>160646705
Nope. There are no enginedevs on /agdg/. Not a single one.Why do you need validation anon?
>>160645259
Congrats, anon!Don't forget to hide an agdg logo or a sord somewhere
>>160628295
As with other things you've written, it depends on the project. 2D or 3D? Action-intensive or not? Big or small? Multi-plat or single?
The answers to those questions will let people point you to an engine or framework, or several of them, which will narrow down the choice of language considerably.
>>160647773
2D
Not very action intensive
Medium sized project
Single plat (PC)
So?
>>160629163
I haven't yet. I'm using something I drew in high school as a placeholder.
>he uses Windows for his game dev
>>160644287
Any advice?
It may be worth noting that I suck at art, and I can't really afford to hire someone. Either I'll have to convince a friend to help, or spend many years practicing.
>>160644287
ofc you should start with the engine
>>160647832
Is your emphasis on making a game or just experimenting with code and possibly building a portfolio?
If you want to make a game then you'll want to pick an engine. Since you're going 2d Gamemaker Studio is the best option at the moment, although with your background in coding you'll find their custom language incredibly easy.
Grab GMS, check out some tutorials, make pong and snake to get the hang of GMS, then jump into whatever your dream game is
>>160642089
>that bug that haunts your dreams
What is it?
>>160642812
27, I'm 28 now
I did try to write a chess game in QBASIC when I was like 13 though, and the following year I spent a summer working out on paper how to always win or tie at tic-tac-toe, but I never got around to implementing it
>>160648418
I don't write software with bugs.
>>160642812
Around 10 with Blitz Basic.never finished a game thouhg
>>160644287
Do you want to make a game or an engine? You can only pick one or the other unless you're some kind of yesdev god (which you're probably not if you're posting here instead of deving)
If you want to make a game, do this:
>write down all the features you want in the game (including menus, saving/loading, player mechanics, etc)
>that list is almost certainly too big so cut everything that's not essential and don't add anymore
>take the core mechanics (what the player will actually do during the game, like jumping, attacking, etc) then try to make that in as short a period as possible, like a week or two, without regard to keeping the code clean. This is called rapid prototyping, and it'll help you realise if your mechanics are shit
>if the mechanics are fun enough, start the code from scratch and keep it clean this time
>every day work on your game.
>literally every day, this isn't a euphemism
>keep a task list for your current day, and keep a list of all the features you've completed
>repeat until game is finished
There, you've made it
>>160648517
So you don't code software, got it
>>160648609
>>every day work on your game.
>>literally every day, this isn't a euphemism
Wrong
take weekends off or something or you'll get burned out. it's better to be eager to get back to working on it than it is to dread working on it. plus cool off time lets your mind solve all the problems rattling around in your head, gym is a good time for this.
Is it possible to make good games if you don't even like games anymore?
>>160648418
>player wobbles noticeably sometimes when walking diagonally but not on cardinal directions
>it's do to the pixel perfect snapping, so there's a good chance it won't be fixable
>>160648720
No, I know how to program. I can tell if something will work when I write it. The last time I had a bug that I couldn't explain was years ago.
>>160648750
The fact that most games suck now-a-days is exactly why I want to make a good game.
>>160648807
So you have had bugs, they were just explainable.
>>160647961
I am struggling to keep deving my game before I can define the main character ><
>>160648418
There was one where I would randomly get stuck, and I think once I mysteriously fell through the map. Every few weeks I momentarily freak out that those or something I've forgotten is still hiding in the thousand-plus lines of code I have now and I won't find out until people want their money back.
>>160646875
Well, it only tracks the missile when you're holding the missile button.
>>160646483
Thanks anon.
>>160648750
m8 i actively hate most games I play, and the games I do like I still have a laundry list of shit I hate about it
you're not a good creator unless you can tear apart existing works
>>160648730
It depends what kind of person you are. If you have an obsessive streak, making game is a great way to let your mind get way too focus for a while every day without ill effects. Well... you need to remember to eat. Obsessives know what I mean.
>>160648854
A bug doesn't haunt you if it's solved instantly.
You're supposed to test your code every few lines. This is pretty easy with Java or Python, but does this mean you're constantly compiling with languages like c++? Or is it IDE/debugger stuff?
>>160649627
Why would you test your code every few lines?
>>160649713
It was explained to me that that was a best practice.
>>160649765
By who? I'm currently getting my java oca cert and never have heard of this
Working on my last track of my game and damn it's getting me emotional.
>>160649627
Compiling doesn't take very long.
>>160649765
as with everything, it depends. but the more experienced you are the more you can write before testing. generally you can take big tasks and split them into subtasks, and test at the completion of subtasks
>>160649939
You aren't using templates, I take it?
>check youtube video analytics
>34 views from somewhere I've never heard of
>average viewing time is twice as long as from every other source
>browse the site until I find the post
thanks, poles. you da real mvps
http://www.forum.acidcave.net/topic.php?TID=729&pid=132257&page=7#132257
>>160648889
That's way better for selecting and seeing weapons.
>>160648609
I have an engine already made, it's probably enough to make my idea with. The problem is that it's using SDL's renderer, which means it's slow and missing a bunch of necessary features. I'm currently learning OpenGL, if I can get it to work I can switch renderers and use all sorts of cool features like lighting, shadows, etc.
Apart from that, the only thing I'm worried about is slopes. I literally cannot even into slope collisions.
>>160650089
I use the STL.
just kys if your game is just a shitty clone of someone else's with a few minor changes
>>160651490
This is literally what I do except I remake the game then just put it on the app store for normie consumption
just kys if you're a nodev
>>160651613
I can't I'm not strong enough
>spend $$$ on an asset in the asset store
>its broken and clearly didn't go through testing on the latest update
h-hooray supporting bedroom programmers
I think I'm actually the worst dev.
its a tough job, but someone's gotta do it
>>160648903
this
also, do any of you guys get completely de-immersed when playing a game because you can see right through all the design elements?
>>160652213
>tfw i take assets from free places like opengameart and stackoverflow and post them on the unity store
made $500 already lol
>>160652584
Yeah
The autist in me gets furious at how lazy modern devs are, and how I "should" be able to do something in the game
>>160652584
>when u were a kid you were battling a dragon to save your village and protect ur waifu
>now u just see a mesh of vertices being animated around the screen following a set list of transformations
Fuck, I'm actually considering leaving the group I'm part of.
They don't need me.
All I am is a writer and idea guy
Everyone else seems so well connected except for me
/endblog
>>160653410
Can I have your job?
>>160653410
>All I am is a writer and idea guy
Useless. Just be an artist instead and everyone will need you.
I'm not sure why this isn't working; I'd like to limit the rotation of an object to a certain range, but this doesn't work at all. Is anyone here good at math?
public static bool PointAt(GameObject obj, Vector3 Target, float MaxTurningSpeed, float minAngle, float maxAngle)
{
float currentAngle = obj.transform.rotation.eulerAngles.z;
Vector3 dir = Target - obj.transform.position;
float desiredAngle = ((Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg) + 270f);
desiredAngle = Mathf.Clamp(desiredAngle, minAngle, maxAngle);
float setAngle = Mathf.MoveTowardsAngle(currentAngle, desiredAngle, MaxTurningSpeed);
float difference = (Math.Max(desiredAngle, setAngle) % 360) - (Math.Min(desiredAngle, setAngle) % 360);
obj.transform.rotation = Quaternion.AngleAxis(setAngle, Vector3.forward);
return difference < 1f;
}
>>160653410
Work harder?
>>160651708
He's football team
>>160652926
yeah, or i become really aware of the few things that I can do in the game. the limitations in options are always really jarring.
>>160652930
all I see are collision triggers when I play a bethesda game
>fix a bug by changing a major component in my engine
>another one pops up in its place
basically my past week tbqh
>>160654228
all I see is horrible animation whenever I play a Bethesda game
Lol haha heres my ""progress"" hahahaha :^)
Every reply to the above post is a samefag
>>160654464
Can you please delete this? It's sickening...
>>160654490
Even yours?
>>160628183
>shill OP picture
>Construct 2 added to the list of engines
I wonder who is behind this post.
>>160654464
So this.......... Is the power............... Of Construct2.............................
>>160654464
why does garbo like this even exist
>>160654464
Search the archives for this image. See how people REALLY feel about it. :^)
>>160654125
I'm sorry?
>>160653549
sorta drunk but where does the desired angle have a frame of reference?
try printing out desired angle and difference and see if they are what you expect
because an object can't use itself as a reference for an angle difference when you change its own direction, I've always had to use a parent object's rotation as the checker
>last night i decided to not drink for a week to see if i'm addicted or not
>caught myself pouring scotch just now
welp
>>160645443
>>160629163
i googled similar characters and ripped them off
>tfw someone is making a game in the same niche genre as you are
i hope they die ;_;
>>160655372
What genre?
>>160655372
>oh no someone is making the same cake as me
TWO CAKES NICCA
plus yours might be better
>>160655372
is your genre metroidvania? because you just hoped for a massacre
>The animation isn't the same in ue4 as it is in Bender
WHY DOES THIS HAPPEN!? Why can't Blender just export correctly for once!?
>>160638561
I guess you could use a spherecast / overlap sphere followed by 2 rayasts.
The overlap/cast will give you an interpolated normal should it hit several faces where the raycasts gives you the actual normals.
Good grounding makes all the difference. You could look up the SuperCharacterController and see how they implemented its the ground probing, i think it solves the issue you're having if i'm not mistaken, although it handles its own collision(no rigidbody).
i'm not making anything
>>160655587
use the Better Collada Exporter
>>160655587
differences can be caused by:
bones per vertice: UE4 has 4 max, blender lets you do as many as you want
import compression/error: check import settings
what exactly isn't the same though? And are you using fbx or what?
>>160655114
Right now I'm trying to limit the angle in worldspace, but if the object has a parent object I'll use the localspace instead.
>>160655771
when in doubt use Debug.raycast on every part, and print out all the angle values as well.
and also be advised that using eulerAngles for any calculation can eventually give you gimbal lock issues
>>160655470
2D retro inspired platformer.
>>160655741
Righto I'll give that a look, thanks.
>>160655763
I use fbx and for the most part it's fine and I don't have any errors but when it comes to splines for iks, it's slightly off. Right now I'm trying to see if I can use animation baking to get rid of the spline but have my animation intact.
hey agdg who made this?
>>160656613
edmund mcmillen
>>160656393
better hope for a shoah then
>>160656613
Literally a better version of no mans sky.
>>160656613
there was a guy in here not too long ago making something with the sprites from that game
>>160656613
a frenchie, did he stop posting?
>>160655482
>wow i just ate this big delicious cake and i am so stuffed i can't even look at another cake, let alone one less shiny and delicious or i'm gonna puke
Made a special attack that causes "Tinnitus" status effect - player starts hearing high pitched noise that prevents hearing UI and battle sounds.
http://webmshare.com/JerK7
Any thoughts on this guy's sprite before I continue?
Progress update for today: Not much, I'm bummed about a college course project so I didn't get very much done.
The player can roll now! When I eventually implement health for the player (and damage), enemies will do a little bit on contact and bump you back so you can't walk through them. But when you roll, you are invincible and don't get bumped back! The rolling animation looks silly right now because I have no idea how to draw my bobble-headed dudes rolling just yet.
Also, right now there are no particle effects; but when I do put some in the player will kick up dust when they're rolling, just so the player knows how long they're invincible for.
>>160657314
Oops, just noticed that I accidentally changed the z-order and now the player is in front of the weapon/shield. I'll fix that.
>>160657314
nice 2d dark souls clone
>tfw you realise you should have done a bunch of subclasses that extend off one instead of thowing it into the one, slowly starting to spaghetti
also its so hot it's hard to concerntrate
>>160657241
reminds me of the fat black guy from hotline miami
>>160657241
Full honestly?
Shading on the arms and legs isn't the best (you're dangerously close to pillow shading), and your choice of shades isn't so great either (harsh outline around the torso, lighting lacks a distinct direction or tint).
But you can always come back to it. Focus on the meat of the programming first.
>>160657241
your outlines are pretty inconsistent in width
the perspective on the shoes makes it look like he's floating above the air
I can't tell where the arms part of the jacket and the body part begins or ends
colorscheme feels dull and desaturated but that might just be this shite monitor
99% of the detail is on his crotch area, just so you know
>>160657057
Speaking of frenchies that stopped posting, I miss watching GodIsACube-dev get attack literally every time he spoke
>>160657580
>>160657597
Thanks. Art is something I really, really struggle with (yet my art style I have in mind requires a lot of it, so I kind of fucked myself) so your feedback is appreciated. I knew something was wrong with it, but it's like the longer I look at what I draw, the more I accept it looks fine to my eyes, even though it doesn't.
>you're dangerously close to pillow shading
You know, I just read about pillow shading a couple hours ago. I thought I was avoiding it, but I guess I fell into the trap anyway.
>99% of the detail is on his crotch area, just so you know
O-oh you're right
>>160657241
His face looks like tfw
>>160657314
Looking good as usual!
>>160657094
yeah, you might not want more cake right afterwards, but if you like cake, you'll want more cake
just make sure you're cake is baked first. failing that, bide your time and make your cake even more delicious while you wait for all the cake eaters to get hungry again. not doing this is why Battleborn failed.
My trail renders show in Scene view but not game view, not being culled, whats up?
>>160657314
You still have yet to fix that weird delay in the slash wave of your sword man
>>160657094
>wow I ate once guess I'm never gonna get hungry ever again and this cake I ate will last me a lifetime
hi im back more progress in a bit
somebody mentioned something about "how it looks like that fucking papyrus" and im curious what he meant so im reposting my last one
enjoy
>>160658094
white == skeleman
red cape == meme skeleman
>>160657831
think he stopped posting now that his gl came though.
>>160658146
oh the cape
yeah thats pretty much the only thing i changed from the original sprite other than upping the resolution
>>160642812
When I was 9 and discovered The Games Factory.
Me and my friends had already made our own card games (eg. we made our own Pokemon card game clone because real Pokemon cards were just too expensive for us to get any real games going), board games, yard games etc before that though, so creating games had already been a thing at that point.
>>160657972
Thank you.
>>160658028
Yeahhh, sorry, I keep saying I'll do it before I work on the game... and then forgetting. I'll write it down under my 'stuff to do' list so I don't forget.
>>160658224
Other than that I think this is looking good.
I suggest looking into making genuine gameboy tier sound effects, don't you dare just use Bfxr and call it a day.
>>160642812
23, I'm 25 now
Learned a lot of stuff but still nor good enough to work on my dream games
>>160642812
9. My elementary school had this special afterschool class where they taught you game maker back when it was on version 6 I think.
11 years later and I still haven't done anything worthwhile with it.
Anyways, what's a good way to go about limiting the players ability to move back and forth in the air? I figured changing friction between ground and air might help, but to no avail.
>>160642812
18, i'm 21 now and only made a game and a half
>>160658284
I was thinking about that the other day. I might see about emulating a gameboy to make real gameboy chiptune sounds!
>>160658478
That's the spirit. I wonder if there's documentation or non-garbage tools to make good older vidya sound effects?
>>160657919
He's sad that he's fat.
>>160642812
14 havent made any good games but now im doing a degree in software engineering im 18 now
>>160658524
Well, what I could do is get a program like LSDJ like so:
http://www.littlesounddj.com/lsd/
Then I could make single-bar "songs" to make noises/sound effects, and make music using it too. It's compatible with gameboy emulators so I wouldn't have to use my own real gameboy unless I wanted to go the crazy extra mile. So it is possible! Thanks for the suggestion anon.
>>160658319
What kind of dream games are yours?
How do you animate a character holding a two handed weapon in 3D?
For a one handed one, you just parent the weapon to the hand bone, but this can't work for a two handed weapon. Do you just manually move the bone of the second hand to match the position of the weapon?
>>160658745
make hand 2 IK'd to the weapon? I don't do 3d, iunno
>>160658745
In blender, using IK I just add an empty to the weapon's handle and make it the parent of the left hand controller. (While the weapon itself is child of right hand)
I'm sure it's not the proper way, cause my animations end up looking shitty and you still have to do some adjustments, but it's something at least.
added mp bar
>>160658904
Never make important stat bars on the opposite sides of the screen my dude-man
>>160658798
>>160658859
Yeah I figured it would have something to do with IK. The two times I tried to add arm IK to my models it ended badly so i hoped there would be another way. Off to watch some more tuts.
>>160658939
can i put the score/exp bar on the other side
>>160658724
One is a comfy game kind of like AC
One is an (A)RPG with lots of playable characters
One is a mecha game with lots of customization and online battles
So yeah I'm fucked.
>>160659068
Yes, it's not vital to the gameplay. Health and mana is.
>>160659068
forgot webm lol
>>160657314
Make the enemy turn toward your position right as its about to swing.
>>160659073
Ah, I see. We need more comfy games like AC, so focus on it!
Fuck me, now I want to make one.
>>160659151
Hmm, I could try that and see if I like it better, sure. I think if that were the case for all of the guy's attacks it'd be a bit unfair since there'd be no point in rolling behind him if he can just spin to face you before the swing, but for that one it makes sense. Thanks for the feedback.
Why does drawing take so long >_<
I always read AC as Armored Core
It's comfy
>>160659301
Because its FUN
>>160659374
Drawing feels so much not like progress compared to programming (to me)
>>160659518
i feel the same here
xp bar
>mfw all my major bugs are solved 1 hour after i get off work
>on my off days, never can fix anything
so weird
>>160659720post your line of sight solution
>>160643638
Audio: 7/10, I guess. Right now I still haven't finished my musics, but the first bits of music I made are really well made and I'm proud.
Graphics: ~~1/10~~ ~~2/10~~ ~~3/10~~ 4/10. Well, let's say that get better everytime I find time to work on my assets
Gameplay: 6/10. But the magic will make it a 7/10 once I've finished it. It's on the way. Sadly slowly, but that'll get better next week.
I'm alone and it's basically my second game who's supposed to be finished, but I'm doing not so bad until now.
>>160659857
dont be madshadowlight object in construct 2 and line of sight behavior on player sprite for triggers
>>160648153
Isn't that a draw from rustle? It seems to be his style of draw...
>>160659926
I can hardly see the main character. Remove the C shaped thing and the hair and make the character bigger.
>>160655195
Hey, that's my rule 34!Proud to see that someone else like it
>>160659721
Do you think about the bugs during work?
>>160660016
The C shaped thing is her tail... I think I'm gonna make the full game bigger (like making it fullscreen) but I can't really make bigger without starting over all my draws
>>160659926
are you an enginefag
>>160660186
No (well not anymore). I'm using GM. Why?
>>160660213
enginefag graphics
>>160660269
It's an art style, for that game.
I can do way better.
>>160660308
>It's an art style
>I can do way better
>>160660308
also enginefag game mechanics
>>160660403
such as?
Stop bullying, you dense motherfuckers! It's a safe space for developers and allies!
>>160660378
And I can prove it.
>>160660403
What do you mean by "enginefag game mechanics"?
>>160660431
No.
This is supposed to be a hostile environment in which only the best, hardest devs can survive. The weak can goto /r/gamedev/tumblr.
>>160660424
>hey look a dash and blocks that will kill you
>>160660489
not that guy but what qualifies as non enginefag mechanics?
I just realized I'm making an engine without realizing it
>>160660480
Your toxic masculinity will kill this great community of diverse auteurs
>>160660548
i mean enginefag mechanics as in he can finally make a sprite move on the screen and not have to spend all day implementing it that this is all he can come up with
>>160660551
>diverse
>71 guys and 3 trannies
lol
>>160660617
it'd probably be that way anywhere else too.
females dont typically make games.
games are built on logic
this goes against the nature of females.
>>160660489
That's because it's the first rooms of the game.
AKA tutorial.
>>160660608
I took five day(one for the MVP, two for the full first room, two for the second, everytime one day of code and one of assets)for what you see there, and since then I can't work as much as I did at first because my fingers broke. I take out my plaster tuesday
>>160660608
So an enginefag is someone who takes on basic capabilities with a framework instead of using an already existing tool that is much easier?
I'm making a game in libgdx and requires lots of enginefagging but if I made my game in something like game maker then I won't be able to do a lot of stuff. Pros and cons I guess
>>160660685
Women not on agdg?
No way it's because of the tit of gtfo shit on 4chan. It must be that they don't like making games.
I made a rough, shitty down walking animation. I know it's bad and the pixels do dances they shouldn't do. But I'm posting this and then going to bed.
>>160660842
What'd you make this with?
>>160660931
Aseprite. Want a steam key for it? Reply with an email I can send it to if you do (or if any other anon replies with their email before you I'll end up giving it to them).
>>160660842
AYYYOO HOL UP
>>160660842
now he looks like a walking diglet
>>160660842
Get rid of the headbob, or at least tone it down
>>160660685
>we're practically begging women to program
>give them free scholarships and support groups
>they still won't do it
>proceed to whine about men earning too much on average
>>160661274
Do non-whites get special treatment too?
>>160641264
don't forgetthere is a anon who faps to tiles, of all things.
>>160661502
It's a collective ruse though, are you freshman in imageboards culture my dude-man
>>160661563
.....i guess
>>160661639
Never post something about said "tile anon fapper", it's not true and by spreading you're not making things better. Never post this shit again! Just forget.
>>160661676
dude you know youre anonymous right
we'll keep your secret
>when you work on your game for over 20 hours
wew laddie im going to bed
reminder that bokudev is a racist
>>160663145
DELETE THIS
>>160663145
saved
>>160662326
I SAID NEVER POST ANYTHING ABOUT "TILE ANON FAPPER"
STOP SPREADING IT
REEEEEEEEEEEEEEEEEEEEEEEEEE
NODEVS OUT
>>160663327
alright, i wont post anything about the "tile anon fapper"
jeez
>>160663145
rip there goes any chance of him having success
>>160663145
Im just attracted to her more now desu
>>160663491
If Donald trump can do it, anyone can. Boku I wanna fuck your boy pussy as you become a QT Hitler.
>>160663145
My big black dick is ready to ravage some whiteboi pussy
>tfw no ideaguy general
>>160663145
>more drama by discordfags
Why doesn't this surprise me?
>>160663145
Posting on reddit right now lmao
>>160663145
>using the things people say to a chatbot against them
uncalled for, im sure it was all joshing.
>>160663145
>making a jam just to shill your own game
Come on now
>there is inheritance in his code
>>160663841
are you rich yet?
>there is no game in his post
>>160664227
>he's using a commercial engine
This thread is lacking cute anime girls.
What do you guys think, is it worth to create such things as patreon, etc?
Dont be to harsh on me, this is pre alpha.
>>160664360
wait a bit till its presentable then it might be worth it but at the state its in now it isnt.
>>160664172
define "rich".
>>160664339
>>160664360
Are you drag and dropping assets?
Every time I try to make a JRPG my final boss ends up being God
How do I stop this
>>160664854
dont make him god or just turn down the stats
>>160664525
>tfw graduating from ideaguy to game designer
We dev now.
>>160664916
>>tfw graduating from ideaguy to ideaguy
??
>>160642812
fiddled around a ton with one of the early versions of game maker when i was 8.
didnt really start trying to make games until i was 17-18.
im 20 now and im just now getting discipline and motivation to keep working.
>>160664916
Sorry bro, this is not what a design document looks like.
>>160664339
>>160664525
>>160664915
How about making a cute girl and sharing it so that we can make games?
>>160665059
How else do you organize a table of contents?
>>160665059
It's essentially a list.
>>160664423
Thank you for your sincerity, here is a panty shot for you.
>>160664691
I have a few models from VTMB but they are just placeholder and im replacing them as i go, ive created all the buildings using PRObuilder and photoshop, check it out.
>>160634679
http://howtomakeanrpg.com/a/not-your-problem.html
Reminder that you are not progressing your game, if you keep focusing on trivial matters.
>>160665095
Generally two columns, one with a title and one with a page number.
>>160665092
My girl is not a slut
Wrapped up some of tutorial for now with transitioning back to menu.
>>160665092
Cute girls must come from within
>>160664167
>he doesn't make the most out of C++11's features
lol, don't you want to finish that engine?
>>160665059
That's literally all a design document is. A bunch of wishes on a piece of paper.
>>160665092
there's a neat base model you can use to build off
just add hair and clothes or cloth textures
http://opengameart.org/content/3d-chibi-rigged-model
>>160665189
>>160665283
>inheritance
>C++11's features
what?
>>160665408
if you don't like inheritance you're gonna hate anything in c++11
>>160665453
that's not an answer
the main features don't have anything to do with inheritance
>>160664915
>>160665529
inheritance is a babby step on the road to the many extravagant OOP things you can implement.
Plus inheritance is absolutely excellent when used with abstract classes.
>>160664854
What is wrong with that?
>>160665180
>If you should care about 60FPS (The answer is: No.)
It was nearly a good article
Finished the scripts placing props randomly on tables. It's not completely random though, its just selecting randomly from presets. Could use the same way of placing it in bookcases etc too.
At the moment I'm just naming the transforms things like HeapOfBooks1%50 which means 50% chance of it being placed. Feels pretty hacky and probably not sustainable so it could need improvement somewhere along the way.
>>160665563
you're a fucking retard throwing words around
properly learn c++ or just go use unity
>>160665671
I'm sorry you don't know how to use inheritance and abstract classes. If you did you'd know it's incredibly useful.
>>160665709
>t. CS major 2 months into his first term
>>160665646
nothing is perfect
it's still a good article
>>160665794
>t. C babby who can't handle polymorphism
>>160665794
Not him but ADHOMINEM
>tfw babby spouting such nonsense that adhom is all he deserves
Weebs, I call upon you. Are mikos known for being able to banish evil spirits like western priests?
>>160665828
>t. I just learned oop and everyone else who doesn't agree that I'm an expert is a babby XD
>>160665913
>t. i hate oop because /g/ told me so and will insult anyone who knows how to use it effectively.
>>160665909
Of course
>>160665557
Nice.
>>160665557
Noice
>>160665960
>t. I KNOW I use it effectively
>>160665978
>>160666021
Nicemind
>>160666025
>t. noone can possibly use it effectively, /g/ told me so, i'll just say he doesn't know how to use it because i don't
Where the videogames
>>160666090
I'm busy learning stuff
>>160666067
>t. my prof told me about oop and anyone else who doesn't want to do things like I do is just parroting /g/
>>160665557
Nice
>>160664167
>>160665283
>>160665408
>>160665453
>>160665529
>>160665563
>>160665671
>>160665709
>>160665794
>>160665828
>>160665913
>>160665960
>>160666025
>>160666067
>>160666112
dumb enginedevs
now fuck off and rent a room and kiss or something
>>160666112
>t. /g/ told me about oop and anyone else who doesn't want to do things like i do is just parroting their prof
>>160666067
you still haven't answered what c++11 has to do with inheritance
proving you don't know what you're talking about
>>160666263
>please spoonfeed me information
Post progress
>>160666395
And they say robots don't have a sense of humor.
>>160664487
can you afford your own appartment now?
>>160666549
>i'll post a maymay, that'll work
>>160666537
i live in an owned house, why would i want to get an apartment?
you'll never get rich.
>>160666606
ah, so no. ok.
>>160666395
>>160665646
Ofcourse not. Does caring about 60FPS make your game come closer to release? No.
How would a game about a mahou shoujo work? RPG?
https://soundcloud.com/prutte-1/entrance-theme
Y'all got any of that feedback?
>>160666710
What if you're 25 and a repressed tranny
>>160666712
This looks great desu
>>160666606
Who owns it?
Been a while since last progress. What's new:
-Done most of the player graphics.
-Now when you fire the cannon a huge fireball bursts out from the ass-end of the ship and that can also be used to damage enemies.
>>160666840
obviously not him otherwise he'd say he owns it
>>160666395
That comes, that comes.
Hard to work right now...
>>160666901
I know, I just wanted him to admit that he lives with his parents.
>>160666606
>lived the whole life with no father
>30yo virgin making porn flash and meme games to fill the void
>>160666641
reminder: it only takes one accident or sudden onset of illness and you can die before anyone knows anything is wrong when living alone.
>>160666840
grandmother.
>>160666841
there's like 2 billion of these games, why did you decide to make another?you could go for a new style and make everything paper cutout looking
>>160666790
Something about the low (trumpet?) notes doesn't seem right.
Maybe it's just too loud
Good though
>>160666773
Card based RPG.
>>160666978
Mostly because it's simple enough that I might actually finish it, but I also really like the genre.
>>160665215
This is starting to look not bad at all !
>>160666810
>What if you're 25 and a repressed tranny
Aren't you? You keep samefagging about transgender people. Go deal with your personal issues somewhere else.
>>160665653
This is fucking cool, my dude. I've been doing something similar in ue4, but until they enable realtime or at least load-time batching through code or blueprints, it's not really performant
>>160667006
You're too pure for this world
>>160666773
cant find the webm but someone round here was making a witch simulator that involved a flying broom.
>>160667483
Oh yeah I miss that game, I wonder what happened to it.
I wish I bought that $1 humble bundle for gamemaker. It would probably be a lot easier to make a side scroller in that than using sdl or whatever.
What other options do I have for making a 2d platformer type game?
>>160666790
I played the original Tomb of Friends. It was a nice game. Never got the secret ending tho. Is this the music for the remake?
>>160667594
Godot
completely free as in freedom easy to use engine
>>160667205
I don't think I've posted about this in 2016.
>>160667594
Godot for a free, decent job.
C++/SFML will be definitely a positive experience (if you're willing to learn).
Construct 2 if you want to take it in the ass and fuck your shit up.
>>160667594
>>160667674
>>160667692
just beware that godot doesnt have nearly the same amount of support or detailed documentation as some other engines, so you might need to feel your way around until you get the hang of it.
why dont you just try the free version of game maker studio? i dont think it has any major limitations that should affect you for the time being.
>>160667606
Yeah Im working with Zizou on the sequel to the orignal Tomb of Friends
>>160667747
There's literally entire tutorial series on how to make a game in godot from the ground up.
http://www.gamefromscratch.com/page/Godot-Game-Engine-tutorial-series.aspx
>>160667594
You didn't take the 1$ GameMaker:Studio offer? Why, friend, you are in luck!
Construct 2 is superior to GameMaker:Studio in every single aspect, from much more modern and user friendly interface, to easy learning curve and even to performance! Take a look at the picture in the OP to see how much powerful Construct 2 to GameMaker:Studio actually is.
GameMaker:Studio's only edge is that it has been around for much longer, so people could actually use it. But now that Construct 2 is on the scene, that tool is entirely obsolete and nothing but a waste of your time.
You're indeed very lucky to be beginning your adventure with gamedev right now, as Constuct 2 has everything you need to get started. Take a look at the OP again for the link.
Good luck, friend!
>>160667890
I completely agree with this anon! Construct®2 is the best game engine I've ever tried!
>>160667890
fuck off construct drag and drop shill
>REMEMBER TO GIVE YESDEVS FEEDBACK
>>160666841
>>160666712
>>160665653
>>160665215
>REMEMBER TO GIVE YESDEVS FEEDBACK
>>160668054
>my screenshot isn't here
Fuck you, you clique fucker
>>160668156
I took four latest pics that looked like progress
If I'm going to learn to art, do I start with sprites or just jump right into 3d?
>>160667854
ok?
that has nothing to do with what i said
>>160668321
do you want to do 2d pixel art or 3d modeling? They are pretty different.
for 2d just open up your ms paint and do a 16x16 pixel image and zoom in.
for 3d get blender and just look up some tutorials.
>>160667747
That was true a year ago. But since then Godot's documentation has gotten a lot better, it's not completely filled in, but it's definitely better than before.
The community is also larger, there's more people making tutorials, plus more open source projects to use as examples. There's also a site for asking questions https://godotengine.org/qa/
>>160666712
looking good anon, demo when?
>>160667961
For all of your 2D needs, it is definitely up there!
>>160667980
Don't knock it until you try it!
I have a lot of experience with programming and it is still my go-to tool for prototyping. I find pleasure in working with Event Sheets, which are very carefully tweaked and optimized for continued usage, unlike GameMaker:Studio's clunky and outdated interface, which requires way too many clicks to move around in. Even GameMaker:Studio's manual is much less handy than Construct 2's tooltips, which can be easily viewed at any given time.
After learning the keyboard shortcuts, Event Sheets feel like an extension of my own hand. It's just that intuitive!
>>160666841
This is looking comfy, I like it.
>>160666841
NICE HITBOXES
>>160669548
I KNOW RITE
>>160670317
Zun would be proud
>>160668752
>>160670317
I think it would be better if you had a visual cue for where the hitbox is.
>>160667335
Thanks. What is it that is currently slowing the performance down in ue4? Just placing assets through code sounds fast enough to me.
pic: my setup.
>>160670583
Yeah I would like to avoid making the hitbox visible just because I think it's ugly and most games do fine without it, but in this case I think the ship design doesn't make it very clear, specially when you start turning from side to side. I smash head first into shots all the time when testing, I just might have to make it visible.
>>160656613
I did.
>>160657057
I'm Dutch actually. And I took a(nother) break to work on other stuff. But now I'm back (again).
webm is what the game would look like if everything was pixel-aligned.
>>160670875
Yeah, but a plenty of shmups either highlight the location of the hitbox after spawning/dying, or there is a small design element that illustrates it. You could add a small emblem to the ship; maybe something red so it stands out from the hull's yellow. However, it'd have to be done in some manner that turning left/right doesn't reduce its readibility.
>>160670661
I want to have tons of this kind of generated objects displayed at the same time, and apparently every single separate unbatched mesh is a drawcall, so it just kills itself
>>160670947
Gorgeous.
Oh shit, I think I fucked up
blue oni, an rpg maker horror game now has an anime airing on tv
this could be you one day agdg
>>160646850
L-lewd.
>>160671163
Can't use Instanced static meshes?
>>160671163
That seems like a really basic feature. I really can't imagine why they wouldn't have it lol
>>160670947
May I ask the name of your project?
>>160671258
if the guy who made ao oni came on agdg he wouldn't have made it
>>160671163
>UE4
this is why you write your own engine
>>160671467
>lol i posted it again xD
>>160670317
If you wanted to follow shmup tradition then the cockpit would be the hitbox on this design. It's very poor form to have your hitbox floating out there "somwhere in the middle of the ship".
>>160671408
Traveler
Tigsource devlog: https://forums.tigsource.com/index.php?topic=53776.0
>>160671289
That's what I'm using actually, still not good enough because there are like 10 different meshes with 10 different materials. Would be great if I could batch the generated meshes into one and create an atlas.
>>160671594
Good stuff.
>>160671671
Heirarchechal LoDs let you do that, not sure how it'll play with procedurally generated stuff though.
>>160671594
Thanks!
How's that forum working? You just set up a topic for your game and post progress in it when have something? Why is it better than something like Tumblr?
>>160671772
Oh yeah, I've heart of those, will have to check them out.I'm still on 4.8 though, it's a pain to move code between versions
>>160671901
It's where all the *cool* devs post their stuff.
And yes that's how it works.
>>160671901
>Why is it better than something like Tumblr
Because you have a horde of mouthbreathers jerking you off every time you post something (unless you're shit or just starting out, then you get zero feedback)
>>160671594
>>160671712
>>160671901
blogging on tigsource is a waste of time, it's only developers there not a big swathe of potential customers
>>160672152
Unlike agdg :^)
>>160666772
No but it's something you should keep in mind while making your game. If you end up churning out a game but it runs at 5 fps you might not jave the will to go back and change major things to make it run smoothly.
>>160672187
no onesaneblogs on AGDG, it's for quick questions and feedback not long term product presentation
>>160672254
Nice blog, subscribed
>>160672043
tigsource is dev circle-jerking that won't turn into fans and buyers. Just spam tumblr with content and don't follow anyone for organic growth
>>160672152
anything but facebook and maybe twitter/tumblr is a waste of time
>>160672359
>don't follow anyone for organic growth
How do you even get discovered then? Hashtags?
>>160672450
Tags and occasionally linking your devlog when asked, yeah.
>>160672359
What do you mean by organic growth?
What's the standard way to sync player movement over a network with a dedicated server in the middle?
>>160672663
I mean getting followed only by people genuinely interested in the project and not because you followed them first
>>160665353
>just model the rest of the fucking owl
>>160672668
i dunno but someone make like 50 loli porn games
>level design
>the tedious work of actually laying everything out in the engine
please kill me
>>160672998
But that's like the best part of game dev
>>160673093
Lol no
>>160673215
The worst part of game dev is learning new things and problem solving.
>>160672998
Shoulda used unreal ;)
>>160672998
This is 99% of why I proc-gen everything I can.
>>160673493
Is this bait?
>>160673558
Yes
>>160673558
Good job
>>160673093
worst part of gamedev are
>ui design
>hud design
prove me wrong
>>160673912
Correct
>>160673558
I like making content and gameplay, pretty much only for RPG's, I don't give a fuck about any other type of game.
You can easily add on a manager to expand gameplay, like, adding in something that checks how much magic the player is using and then using that data to affect the environment and encounters isn't hard at all but its something simple that would make the world infinitely more engaging.
Creating data structures is fucking cancer though.
Creating UI, and input handlers is fucking cancer.
Creating anything that displays graphics or animation is fucking cancer.
I mean I don't envy people that want to make good looking games because creating assets is a pain especially when you want them to be of consistent quality. I believe in designing gameplay and presentation that caters to asset creation being super fucking easy. I'd rather have a game that's easily expandable without requiring much problem solving than anything else.
If I could I'd just design some sort of engine that would let me create whats essentially the same game control and display wise, so that you could focus 100% on shit that actually makes RPG's better like character creation and worldbuilding ( gameplay, like a magic system like exists in Darksun counts as worldbuilding imo, not just writing backstory)
>>160673912
Agreed, but what about the hardest part?
I feel like balancing is fucking hard. When you've played your game so much it's hard to see if your game is too easy/not fun enough or if it's only because you've played it so many times and you know exactly how everything works.
>>160674295
Make a text-driven game. You'll soon discover good design is much harder, bordering impossible. There's a reason almost every RPG ever made has at least one fatal design flaw.
>>160674304
Ideas are the hardest because most people don't even realize their ideas are shit.
>>160673912
making money is the worst part of gamedev
>>160674812
You must love gamedev then.
>>160674304
>>160674529
>"ideas"
Design is about ideas in the same way architecture is about ideas. Sure, at some point you sit down and imagine something, but 99% of what you do is engineering. Game designers work with abstract building blocks with the end product being an experience.
I kind of dislike how this man worships Nintendo but here's a video that communicates some of what I mean. Theme, graphics, music, everything exists to support an abstract set of rules that are meant to stand on their own. https://www.youtube.com/watch?v=2u6HTG8LuXQ
>>160674812
I'd argue that being a 30yo virgin living with divorced parents is worse
>>160674498
I am making a text game. I'm still "engine deving" kind of. I'm working on some way to generically store character traits and scenes.
I want to be able to use the same system for a sci-fi mech game as I use for a fantasy. The same map display system for showing a fantasy dungeon, a forest, or a post apocalyptic city. I'm studying systems like GURPS but a large portion I have to make myself.
Obviously I'd have to make custom managers for the different types of games. But I'd really like to be able to have
>Core Mechanics that always exist
>Custom Game Specific Managers and content that are dynamic and loaded in during runtime.
>>160674812
Only for you gogem because your "games" are shit.
>worst selling agdg is made by gogem
lmao
>>160670947
rixels was a good choice
>>160675017
>multiplayer rock paper scissor game stolen from anime
>dead on arrival
>>160628183
Developers blog # Stardate 70354.5
It's been a long day, I got up at 3h00 this morning and spent 9 hours on the road. I'm fatigued and, as always, I feel a little paranoid when I' m tired. I had to check my room for listening devices and had to make sure my kinect camera wasn't secretly recording after mentioning "them" in a conversation on the phone with a family member.
Settling down now in the hopes of getting some devving done before I retire for the evening. Feelings of impending doom still linger....
>>160675083
I know this was more of a what-if.
>>160674969
>>160674949
Agreed. Ideas are a dime a dozen anyways. It's all about execution. Completely new ideas don't exist anymore. However you can bring your own personal touch on familiar ideas.
Quick, give me trap ideas for an Ancient Egypt Pyramid setting!
>>160664360
Are you going more for a Dark City feel or a Truman Show feel?
>>160675228
>trap ideas
w-what kind of traps?
>>160675228
alewdtrap
What are some good softwares for making fonts for windows?
>>160675175
>archery VR dev #94848
you people are the most pathetic. i dont get why you even waste everyones time trying to make games if you really believe the bullshit you say.
>>160675395
Fontforge
>>160675395
>making fonts
>>160675410
Elaborate. When I mean personal touch I don't mean "Its like Skyrim with guns" or "It's like mario but with gurls".
>>160675395
Illustrator
>>160675519
>Elaborate
>Completely new ideas don't exist anymore.
>archery VR dev #94848
>>160675358
Debug.Log ("Gooby pls.")
>>160675395
inkscape
what if your skybox is another ground wouldnt that be trippy
it would also make a lot of people sick playing your game
>>160675625
I just mean that whatever your idea is, there's probably something that already exists that it sort of like it, but you shouldn't get yourself down because of that. Through iterations and whatnot it will become "your" thing, if you can execute it correctly.
>>160675625
Double blind bidding is one of the oldest mechanics used in board games yet RRPS focused on that, and that's without mentioning how you lifted the idea itself from a fucking anime. Actually original games are few and far between. If a game comfortably fits within a genre then it is not original. The first hint that a game is original is inability to file it under a genre.
>>160675228
Definitely not hole with sneks or scorpio inside because that's stupid. This shit is in every cartoon about egyptian traps.They would die without food and water.
>>160675625
Blizzard have never, ever made an original game.
>>160675862
>They would die without food and water.
It would be funny to precisely have a hole with a snake and like a cute little water bowl and whatnot.
>>160675625
>gogem talks about originality
>>160675808
and that's the pathetic mentality that has led to nothing but clones on every games medium since the beginning of videogames.
stop making pong over and over again, clones are tutorial projects not real projects.
>>160676113
Have you ever made an original game?
>>160676113
>gogem saying this
AHAHAAHAHAHAHAHAHAH
>>160676295
have you?
>>160676295
yes, multiple.
>>160672668
Predictive interpolation in between network updates
>>160676393
Oh shit, we have an Overwatch developer in the thread
>>160676371
Which? I only know RRPS and as I've mentioned before it is just a double blind bidding game, which is a fucking massive genre in tabletop gaming.
>>160676370
that guy has a cute sister.
>>160676460
rock paper scissor game is entirely stolen from an anime show googs watched
>>160676370
that guy has a cute fuck slave
>>160676370
No, and I have no trouble admitting this. Almost no developer has ever made an original game because to do so is to create a genre or a subgenre where there wasn't one before. Otherwise you're just iterating within the mechanics made by someone else i.e. doing what Blizzard does, which is all craft.
>>160676370
/v/ on the right
>>160676460
>Which?
http://gogem.pro/game
you're going to have to explain what a double blind bidding game is and what games i cloned with RRPS because google has no idea what youre talking about.
>>160676613
The thing is that the game in the show is just a minor variation on a whole genre of tabletop games that play out similarly.
Always crease up when someone tries to shill inheritance in AGDG.
>>160676613
if you clone an anime you end up with an anime not a game.
>>160675785
>"""""Gundam Colony"""""
plz, Anon. Gundam colonies are big 'ol cans of space home ala rendevouz with rama
>>160676795
I wonder
>>160676898
i'd puke every time i looked up
>>160676687
It's a genre of games where the main mechanic is double blind bidding with a limited set of resources. A variation on classic trick-taking card games except with a greater emphasis on resource persistence. Some use RPS-style bidding where certain resources are worth more when bid against certain others, and a plethora of other temporary modifiers (e.g. a card might be worth more if you play it against an opponent whose bid is worth at least 4).
A game isn't original just because it does some things differently. Is Hearthstone original? Is Starcraft? Both are copied from Magic and Dune, respectively.
>>160676687
>9 years ago
Holy shit goog, you made like 5 games in 9 years?
>>160677116
>>160677041
what is this image trying to convey?
>>160677114
you didnt explain what double blind bidding means.
i dont think RRPS involves that in any case because theres nothing involving "bidding" by any reasonable definition of the term.
also google doesnt agree with you that that is a genre and neither do you if those games you mentioned are all supposed to be one genre (they arent).
>>160677116
nah that isnt all of my games.
In Unity, if I have a prefab (let's call it Enemy) and that has an Icon component that has a public GameObject iconPrefab exposed and linked... when I instantiate the Enemy object, does the iconPrefab become a new copy of the icon prefab, or do I have to also instantiate a game object for that too?
EnemyPrefab
- IconComponent
-- public GameObject iconPrefab
GameObject enemy = Instantiate<GameObject>(enemyPrefab);
enemy.GetComponent<Icon>.iconPrefab;
^^^ is this instantiated and ready to use or is it using the prefab from the library and thus editing all copies?
>>160677458
if you instantiate a gameobject, every child object connected to it is also instantiated
>>160677390
>you didnt explain what double blind bidding means.
Each player sets a certain resource face down in a bid for some reward. Both players reveal their bids at the same time. Winner claims reward.
Bidding can be continuous (e.g. a certain amount of money) or discrete (e.g. one card per a bid, a la RRPS).
>i dont think RRPS involves that in any case because theres nothing involving "bidding" by any reasonable definition of the term.
Both players spend a resource in a double blind auction in order to claim score. The resources are then spent.
>also google doesnt agree with you that that is a genre
Not all genres have a well-known name. 868-HACK and Hoplite are next of kin but few would know what to call the genre. The more common term is auction games but that's a bid of a misnomer for games with discrete bidding.
>neither do you if those games you mentioned are all supposed to be one genre (they arent)
Is Netrunner a different genre from Magic: The Gathering? A genre is defined by its core mechanics. Worker placement. First person shooting. Platforming. Drafting.
>>160676295
What's the definition of original? Parts of my design is original, other parts are not.
>>160677795
It's not a child object though, it's a component with a linked GameObject prefab
They're everywhere
>>160678531
I'm operating under the fairly radical assumption of "game is the first entry in a new genre" since googs seems to be opposed to iteration as innovation. My personal definition definitely counts iteration as original if it is significant.
>>160678376
i can see why the genre never took off.... the way you use the term bid makes no sense by any known definition of the term.
>>160678776
>i can see why the genre never took off....
talking about your rps game?
>mfw making progress while silly people get triggered
>>160678376
>rock paper scissors throws are double blind bidding because you have a limited number of them
>therefore it's even more unoriginal than if it was just ripped straight from a manga/anime because the manga/anime ripped it from board games with double blind bidding which i will not even name
You what mate.
>>160678894
>mfw youre a nigger
>>160678894
>mfw almost every single post within the past hour has been automatically filtered so all i see is a see of stubs and have no idea whats going on
>>160678957
i decided that this time around, instread of having multiple scripts on different gameobjects in Unity I'm going to write a single script that controls everything.
>>160676782
what does any of this mean?
>>160677092
Most of the colonies use a 3 pronged design so that when you look up you mostly just see stars.
>>160678776
In Dune (the board game), combat is basically done by choosing how many units you are willing to sacrifice, as well as other resources (attack/defense cards, leaders). Both players do this, and the one with the bigger total number wins the encounter.
Blind bidding is a good term for describing mechanics like these.
>>160680007
in 0080 you can see the other city over the clouds
>>160680143
How is that at all similar to a RPS throw?
>>160675785
Rare
No copy
>>160680228
Both players make their decisions in secret, and reveal them at the same time.
It just has a few more variables.
>>160680228
There are other games where you can only play one card at a time, and where some cards are better against others. RRPS is just an extreme version of that where a given card beats, ties and loses to exactly one other card. At its heart it is still trick-taking via blind bidding.
>>160680428
>>160680429
So...like most card games?
>>160680167
I did say most. In one of the Unicorn colonies they have a giant tube in the middle which obscures the city. ZZ's shangri-la is only populated on one half.
>>160680228
Let me add that RRPS is not about "RPS throws" but about managing a limited set of cards which beat one another. The throws are just an action to facilitate that resource management, yomi and diplomacy.
>>160680445
It's game asset.
>>160680497
Trick-taking is common in card games but most do not use blind bidding. Instead you play cards sequentially.
>>160677458
>>160677795
>>160678624
I doubt anyone cares but here's my tests. A linked prefab does not become an instantiated copy when the containing GameObject is instantiated.
So if I want to create an Icon component for the UI to pull from automatically, I have to create a prefab variable and an instance variable to hold the actual runtime created instance.
>>160680308
I'll never unsee the cute girl giving you a thumbs up in that image
>>160680428
>>160680429
>>160680692
there is no bidding, you're describing....
https://en.wikipedia.org/wiki/Simultaneous_action_selection
also worth pointing out that a mechanic doesnt make a genre just like a mechanic doesnt make a game. you're using the most broad brush to try and say i dont make original games because i use mechanics that exist.
you might as well say all games are played and thus all of the genre of game and therefore all the same shit completely unoriginal.
>>160681109
>say i dont make original games because i use mechanics that exist.
So same think you do with literally everyone else?
>>160680007
>tfw what you're making might as well have been Gundam themed
This should have been Gundam jam.
They're called O'Neill Cylinders you fucking dumb weebs.
>>160681109
Your actions are a limited resource and managing them is the core of the game. Simultaneous Action Selection by itself is just RPS.
>also worth pointing out that a mechanic doesnt make a genre just like a mechanic doesnt make a game. you're using the most broad brush to try and say i dont make original games because i use mechanics that exist.
you might as well say all games are played and thus all of the genre of game and therefore all the same shit completely unoriginal.
You were the one who claimed iteration doesn't count, and you haven't made anything that isn't essentially iterative. I value iteration, which is why I think VR Archery Game One Million could be valuable if it improves on the formula in a significant fashion. My point is that you don't meet your own stringent requirements for originality.
>>160681224
Time to add cute mecha girls/cute girl mech pilots then, anon. You know what you must do.
>>160681224
Looks cool, Anon. I'd play it even if it doesnt have rad mobile suits and autistic teenagers
>>160681790
This.
>>160681187
>>160681498
>using the same set of mechanics as another game
there's only so many mechanics in existance so this isnt weird
>using the same ruleset as that game
literally a clone
>using the same theming
a lazy as fuck clone
> I think VR Archery Game One Million could be valuable
it isnt. the entire point of that example is you have a new medium which no one could possibly construe as having been completely mined of originality already and yet here these fucks are making the same game over and over like it's1973.
>>160681928
speaking of lazy as fuck clones, how many people are playing your rock paper scissor game?
>>160681224
>cylinder isn't slowly rotating to generate centripetal gravity
dropped
>>160682001
Clone of what exactly?
>>160683876
some people around here think anime is real, dont mind them.
I'm writing menu for GM:S game and I'm pretty new with GM:S. I use arrays to store menu names.
I have something like:
menu[0] = "new game";
menu[1] = "settings";
menu[2] = "exit game";
and I have variable called "select" which goes through them. Now is there way to get number of those menu arrays so I can have "select" go to 0 when pressing down at menu[2] (last array) or do I just have to add variable "select_max" (for example) to do the check?
I'm not too familiar with arrays.
>>160684369
Don't know GM:S's scripting off the top of my head, but try menu.length or menu.size.
>>160684369
array_length_id(menu) - 1;
>>160684337
oh wow, literally dead on arrival
>>160684685
Thanks man. This helps a lot.
>>160684369
Assuming pressing "down" adds "1" to the value of select:
if select > array_length_id(menu) - 1;
{
select = 0
}
>>160684915
this is better:
select = select % array_length_id(menu);
T h eg a t l i n gt e m p l ec a l l st h ea d v e n t u r e r
>>160674295
being able to do those tedious things is what separates a yesdev from a nodev
I'm starting to get really fed up with this scene now.
Texturing stuff was fun in the beginning, but limiting everything in these scene to a single 256x256p texture image turned out to be harder than first anticipated.
>artfag
>just came up with an easy-to-code idea for a fun lewd game
I'm gonna be fucking rich
I fucking love ruby.
>>160684369
The array is the collection. In your case, menu is the array. menu[2] isn't an array, it's an index.
So agdg, what other hobbies do you have other than gamedev?
>>160686474
Let's be partners
>>160686743
My hobby is starting shit and never keeping with it long enough gitting gud at it
>guitar
>drawing
>japanese
>gamedev
>writing
>eating healthy
>cleaning my room
>dungeons and dragons
>>160685582
make the player turn gradual when you press a side direction, rather than instantly snap the player angle. looks too jerky and is a big no no.
nice atmosphere though
>>160686743
Trying to not kill myself
>>160686892
keeping with it long enough to git gud at it*
>>160686892
>the story of my life
Does Blender digitally sign their applications? My antivirus keeps popping up from them
>>160686892
>>160686743
>guitar
Same - Went to a couple of lessons, couldn't figure out how to tune it ("Just listen to the sound!" Fuck you)
>drawing
Got a decent enough level (slightly above deviant-tier), then gave it all up in favour of digital art and 3D.
>japanese
Took a bachelor's degree, lived three years in Japan. Now I fucking detest the place, and don't want to work with anything related to the flat babby language.
>gamedev
Can't program. Scared of touching code.
>writing
Write well (I think), but I could never finish a whole book manuscript.
>eating healthy
lol
>cleaning my room
Eh, once in a blue moon
>dungeons and dragons
havingfriends.jpg
>>160687307
just compile it from source if you are truly worried
otherwise check that the installation hash file matches and get modelling
>>160648810
100% agreed. I want to inspire kids like I was inspired by better stuff in the early 2000s
What happened to that lewd dungeon crawler game?
>>160687462
Just download a tuning app you nimrod.
>>160687884
I was 12 or something.
I didn't even know those existed.
>>160687307
>>160687639
I know that blender is free but don't you guys have any dignity?
>>160687000
yeah, I'm mostly fucking around with aesthetics now, movement is ripped straight from UE4's default mannequin, definitely to be worked on later
>>160688012
Are you going to tell me that pirating software is more dignified?
>>160687000
this is only good advice if the smoothing effect is purely graphical and doesn't affect the precision of input (unless you deliberately design your inputs to be imprecise or it doesn't matter, as in a walking simulator where graphical fidelity are more important than gameplay)
>>160688012
it gets the job done
I'd like to try zbrush sometime for sculpting, but other than that I don't feel like blender has held me back at all. I'll drop blender as soon as I feel like my modelling skills deserve something bettersorry for responding to bait /agdg/
>>160688000
Did the gook reinstate repeating digits?
>>160688514
double zero has always been exempt from the no-doubles filter
>>160688330
Yes
>>160688330
you can sign up for the educational version, otherwise pirate.
blender is aids
>come up with idea for game
>prototype it
>it's not fun
>lose all motivation
watching tropes vs women so that my game doesn't fall into the traps that sexualize women
hope you all do the same
>>160689096
But anon, traps sexualize men not women
>>160688763
>come up with idea for game
>prototype it
>concept seems viable
>lose all motivation
>>160688763
>>160689272
Give me your idea and I will make it work!
>>160689378
multiplayer text adventure
>>160664360
is this santa monica from bloodlines?
>>160689439
that's a worthless idea!!!!
>>160689096
Is my game about matching blocks sexist?
>>160689378
>>160689439
>>160689554
>>160686743
Gardening. Growing various herbs. Most of the veggies I've tried growing just die eventually, but my peppers and tomatoes lasted the longest. Also bonsai (none of them look good, pic is not mine)
reminder, don't capitalize on personal tragedy, it will only backfire
>>160666841
>the hitbox is some small element of the ship
this is the genre's most retarded meme and you're no different.
If anyone's bored, feel free to try my new prototype (calling it Vanish for now). I posted it yesterday and it's a fastpaced top down shooter where u can teleport around.
By killing enemies with bullets u get HP drops,teleport stomping them gives you ammo. So the game loop is the balance between those two things and keep momentum up.
It has two stages for now with 3 waves. It lacks music (working on a basic one right now) but has sound effects etc.
Dropbox link: https://www.dropbox.com/s/aclfz0qeazc2gmf/Vanish%20Game_20161120.zip?dl=0
>>160666841
Getting some serious Dodonpachi vibes from this. Good stuff, anon.
>>160690148
how did it backfire on them? i've heard that they made a kickstarter for a game about their dead kid and gathered profits from steam, but apparently i don't know the rest of the story
>>160690372
agreed, back in my day it was the whole ship
Raptor best shmup ever
>>160690715
Gradius 3 Japanese arcade release is by far the best one.
>>160690148
Why, did autistic internet mob went after this guy for expressing his suffering through making a game about it?
>>160690569
The guy blames let's player for not turning the game into profit
http://www.polygon.com/2016/3/25/11305862/that-dragon-cancer-lets-play
Basically the guy is an asshole
r8 my game
>>160690795
>being a weeb
no ty kek, go hug your pillow you fag
>>160686821
>>160686474
these people should be exterminated
>>160690901
>makes a walking sim about your dying child
>demands 15$ for it
>people knows it's a cashgrab so they just watch the let's play of if.
>crys about it to polygon
yeah people must really hate kids with cancer
>trying to design main menu that looks good and works smoothly
>>160628183
What am I looking at here
What is this pic
A game where a cute girl pilots a cute mecha
>>160690903
what a cretin
>>160690521
enemies that chase you are too fast but overall it's legit. make reloading a seperate thing from teleporting, add more weapons and enemy types, maybe even rip off binding of isaac, make it a roguelite so you don't have to bother with level design and you got yourself a game.
>>160690012
Thats fucking beautiful, mate. Did you grow it?
>>160691367
girls are inferior to men and mechs are inferior to every other type of war machine except maybe zepplins but even that's debatable
literally the dumbest idea you could have possibly ever had
>>160686743
I somehow picked something more autistic than gamedev as another hobby. Plastic models. I paint planes and shit for fun.
>>160690012
Wow, that's nice.
>>160686743
I have too much IRL stuff going on, so other than reading and occasional gaming, I don't have room for much. But I like to clean the house while listening to pop music.
>>160691595
>too much IRL stuff going on
reeee
normies out
reeee
>>160691547
what a fag lmao
>>160691308
>works smoothly
how is this hard
>>160691416
>Also bonsai (none of them look good, pic is not mine)
>Did you grow it?
Why even ask?
>>160691390
Thanks for feedback.
I made them speedup to encourage teleportation but they might be too fast since you slow down when you shoot.
I've tried making rouge levels before and i can never get it just right. might be easier now
that i got a small arena.
Any specific kinds of weapons u would like to see?
>>160691345
comparison of Construct 2 and GMS
>>160691779
not same anon but you can't go wrong with aoe attacks
>>160691731
I just looked at the tree and the word "gardening" and replied before reading the rest. cant be asked to read entire lines of text at once in this busy, world
I'm using Minimax to design an AI for a simple board game. There's a total of 24 possible moves in the game, and Minimax is called when 1 move is already made (AI is second player). This leaves maximum depth for Minimax at 22 (24 - 1 for human player, -1 for AI move to analyze, 22 future game states to analyze).
Depth 0 analyzes 0 moves, takes 0s to complete
Depth 1 analyzes 8 moves, takes 0s to complete
Depth 2 analyzes 72 moves, takes 0s to complete
Depth 3 analyzes 583 moves, takes 0s to complete
Depth 4 analyzes 4643 moves, takes 0.001s to complete
Depth 5 analyzes 36633 moves, takes 0.013s to complete
Depth 6 analyzes 285693 moves, takes 0.099s to complete
Depth 7 analyzes 2194383 moves, takes 0.768s to complete
Depth 8 analyzes 16534863 moves, takes 5.778s to complete
Depth 9 analyzes 121715463 moves, takes 43.455s to complete
Depth 10 analyzes 871356663 moves, takes 317.061s to complete
Perfect AI would use Depth 22 but this is unrealistic as it would take several days to make a move. Difficulty slider which changes the maximum depth to analyze is planned, but what do you think the longest a player should wait for an AI to make a move? I'm limited by AI speed rather than AI skill. If Depth 8 is the slowest reasonable speed, then that's it, even if it's not a particularly good AI.
>>160691968
Who wins?
>>160692096
Thanks, i will add some sort of grenade.
>>160691660
This website is only for anonymous 3L1TE HACKZ0Rs. If you don't spend over 16 hours a day on a computer hacking the feminist agenda, get out or we'll triangulate your position and ddos and dox you.
>>160692124
write better code
>>160692258
Pretty much yeah. Anything wrong with this?
>>160692178
the one who can produce a game
>Tfw it's way more fun to implement basic systems like this than to try to make a complete game
NEW THREAD
>>160692461
>>160692461
>>160692461
best git GUIs?
>>160692124
alpha beta pruning mah nigga
though it really depends on the game
>>160691551
I'm making chainmail, try that for autism.
>>160692558
I use SourceTree.
>>160692617
I tried but then it made obviously poor moves. It would prune potential moves that were bad in the current state but might have been good had it been built on.
>>160692558
I just use the basic GitHub desktop application. Even thou I have my repos at GitLab.
Another good one is TortoiseGit.
"When applied to a standard minimax tree, it returns the same move as minimax would, but prunes away branches that cannot possibly influence the final decision."
if don't mind me asking, what is the game? Its been a while since I took an AI class, but we had to write a couple, including a small Go board AI
>>160693159
>>160692750
it ate my quote
>>160691079
we already have one/10
>>160693309
It couldn't prune moves that eventually become good moves assuming maximal depth. The timings are too high for me to even test Depth 22, even with pruning.
>>160693898
yea even if you optimized it to shit the exponential increase in time (and memory) would always defeat you.
Going back to your original question, ~10 seconds is the most a normal player might get impatient at, but maybe up to a minute in a game they could alt-tab, or one where it gives each player a turn timer.