[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/agdg/ - Amateur Game Developer General

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

Thread replies: 777
Thread images: 154

File: c2-vs-gm-graphics-performance.png (216KB, 1294x517px) Image search: [Google]
c2-vs-gm-graphics-performance.png
216KB, 1294x517px
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
>>
File: 1479381279325.jpg (288KB, 600x600px) Image search: [Google]
1479381279325.jpg
288KB, 600x600px
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
>>
File: player_front_0.png (168B, 32x32px) Image search: [Google]
player_front_0.png
168B, 32x32px
>>160629163 i just played around
>>
File: 45245245425.jpg (27KB, 600x600px) Image search: [Google]
45245245425.jpg
27KB, 600x600px
>>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?
>>
File: DIablo 2 badass Necromancer.png (2MB, 1600x1200px) Image search: [Google]
DIablo 2 badass Necromancer.png
2MB, 1600x1200px
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.
>>
File: Karl Tanner Drinking From.jpg (53KB, 720x404px) Image search: [Google]
Karl Tanner Drinking From.jpg
53KB, 720x404px
>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.
>>
File: 778017590184.jpg (75KB, 960x479px) Image search: [Google]
778017590184.jpg
75KB, 960x479px
>>160632106
>when you tell girls you make games for a living when you only make $1 a week from it
>>
>>160632106
>>160632662
>communicating with female s
normues ree
>>
File: 1479368329497.jpg (13KB, 500x500px) Image search: [Google]
1479368329497.jpg
13KB, 500x500px
>>160632106
>I make games for a 'living'
>>
>>160632467
So spiritual successor to sorcerer's maze (PS1)?
>>
>>160632662
where do you get the 1$ 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
>>
File: trump final model.webm (3MB, 1920x1080px) Image search: [Google]
trump final model.webm
3MB, 1920x1080px
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?
>>
File: 0004451535_10.jpg (364KB, 1200x803px) Image search: [Google]
0004451535_10.jpg
364KB, 1200x803px
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.
>>
File: 3 ray.gif (633KB, 394x463px) Image search: [Google]
3 ray.gif
633KB, 394x463px
>>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
>>
File: uriel.jpg (192KB, 1200x877px) Image search: [Google]
uriel.jpg
192KB, 1200x877px
>>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?
>>
File: lerp.gif (2MB, 394x463px) Image search: [Google]
lerp.gif
2MB, 394x463px
>>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?
>>
File: 1461219611400.jpg (27KB, 220x215px) Image search: [Google]
1461219611400.jpg
27KB, 220x215px
>>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.
>>
File: jiggly monkey.gif (1MB, 394x463px) Image search: [Google]
jiggly monkey.gif
1MB, 394x463px
>>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
>>
File: 1479510645812.png (181KB, 409x409px) Image search: [Google]
1479510645812.png
181KB, 409x409px
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
>>
File: GodsGift02.png (494KB, 1223x977px) Image search: [Google]
GodsGift02.png
494KB, 1223x977px
Check my 17
>>
>>160638042
Aw man!
>>
File: IMG_7690.jpg (79KB, 580x644px) Image search: [Google]
IMG_7690.jpg
79KB, 580x644px
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
>>
File: implying planet.gif (3MB, 394x215px) Image search: [Google]
implying planet.gif
3MB, 394x215px
>>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 sake
You better have played shadowrun too
>>
File: 2016-11-20-0354-04.webm (191KB, 800x446px) Image search: [Google]
2016-11-20-0354-04.webm
191KB, 800x446px
>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 some cute artsy girl 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.
>>
File: cantdraw.jpg (3MB, 3984x2988px) Image search: [Google]
cantdraw.jpg
3MB, 3984x2988px
>>160639343
>>160638962
Woops forgot to attach my
shitty WIP
>>
>>160638710
>X-Com
>one of the biggest cyberpunk games

>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.
>>
File: BokuNew.png (30KB, 336x363px) Image search: [Google]
BokuNew.png
30KB, 336x363px
>>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.
>>
File: proto.png (34KB, 771x413px) Image search: [Google]
proto.png
34KB, 771x413px
>>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...
>>
File: ForestLevelComingAlong.webm (1MB, 800x418px) Image search: [Google]
ForestLevelComingAlong.webm
1MB, 800x418px
>>
>>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.
>>
File: Sequence 01.webm (2MB, 848x480px) Image search: [Google]
Sequence 01.webm
2MB, 848x480px
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.
>>
File: 1464035366422.jpg (108KB, 512x288px) Image search: [Google]
1464035366422.jpg
108KB, 512x288px
>>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
>>
File: lewd.png (13KB, 456x386px) Image search: [Google]
lewd.png
13KB, 456x386px
>>160641264
>>
>>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?
>>
File: 1479372128966.jpg (22KB, 312x287px) Image search: [Google]
1479372128966.jpg
22KB, 312x287px
>>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.
>>
File: c4jt321[1].png (310KB, 580x282px) Image search: [Google]
c4jt321[1].png
310KB, 580x282px
>>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.
>>
File: Table_Runner1.gif (2MB, 331x291px) Image search: [Google]
Table_Runner1.gif
2MB, 331x291px
>>160628183
Still making interior stuff for my airship.
It's slow stuff, but pretty comfortable.
>>
File: DynamicShadows.gif (3MB, 506x250px) Image search: [Google]
DynamicShadows.gif
3MB, 506x250px
New shadows, no more ellipses
>>
>>160642812
I was modding at 13.
But I didn't do real gamedev until I was 22.
>>
File: WIP_Airship_Interior_PW2Bunk.gif (1MB, 295x253px) Image search: [Google]
WIP_Airship_Interior_PW2Bunk.gif
1MB, 295x253px
>>160643108
>>
File: i-am-bready-to-die-·-2865950.png (93KB, 500x566px) Image search: [Google]
i-am-bready-to-die-·-2865950.png
93KB, 500x566px
>>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 curse
it 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. Thanks
Running 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
0/10
I wish I knew how to cooperate with people.
>>
>>160643638
Audio : 7
Graphics : 8.5
Gameplay : 9
>>
File: frost 16-11-17 field.png (13KB, 528x528px) Image search: [Google]
frost 16-11-17 field.png
13KB, 528x528px
>>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.
>>
File: Runner_20161119_231641F.webm (3MB, 960x720px) Image search: [Google]
Runner_20161119_231641F.webm
3MB, 960x720px
>>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 this when you left for pedochan
>>
File: dos_optimizations.webm (954KB, 640x480px) Image search: [Google]
dos_optimizations.webm
954KB, 640x480px
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.
>>
File: Euphonium_08_13.jpg (98KB, 1280x720px) Image search: [Google]
Euphonium_08_13.jpg
98KB, 1280x720px
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?
>>
File: frost 16-11-19 prince.png (8KB, 528x528px) Image search: [Google]
frost 16-11-19 prince.png
8KB, 528x528px
>>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 if I 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
>>
File: 1468512383137.gif (1MB, 245x200px) Image search: [Google]
1468512383137.gif
1MB, 245x200px
>>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.
>>
File: 1476283103381.jpg (71KB, 437x458px) Image search: [Google]
1476283103381.jpg
71KB, 437x458px
I'VE GOT A JOB
>>
File: 78f.jpg (100KB, 960x926px) Image search: [Google]
78f.jpg
100KB, 960x926px
>>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
>>
File: nesgaem.png (16KB, 770x724px) Image search: [Google]
nesgaem.png
16KB, 770x724px
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'S ENVIRONMENT ARTIST
AT A MAJOR STUDIO
>>
>>160645178
both, once you actually start having a game
>>
>>160645259
have fun anon
make the prettiest fucken rocks the world has ever seen
>>
File: 1479485842481.png (566KB, 1020x660px) Image search: [Google]
1479485842481.png
566KB, 1020x660px
>>160645259
Congrats, anon!
>>
>>160645259
Pretty impressive. Although I am under the impression that it's a stressful job, given that MAJOR STUDIOS operate on harsh deadlines. But as long as it makes you happy and pays enough, I'm glad for you.
>>
File: 1460140227243.gif (2KB, 128x116px) Image search: [Google]
1460140227243.gif
2KB, 128x116px
>>160645298
>>160645343
>>160645365
WE'RE ALL GONNA MAKE IT LADS
>>
>>160645259
Wow, congratz anon!
Have fun making ENVIROMENT 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
>>
>>160645443
fuck 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.
>>
File: FiringSequence2.webm (3MB, 1200x634px) Image search: [Google]
FiringSequence2.webm
3MB, 1200x634px
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.
>>
File: BFly_Back1.gif (1MB, 525x398px) Image search: [Google]
BFly_Back1.gif
1MB, 525x398px
>>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
>>
File: 1479368664974.jpg (222KB, 494x494px) Image search: [Google]
1479368664974.jpg
222KB, 494x494px
>>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
>>
File: bok.jpg (399KB, 1254x1771px) Image search: [Google]
bok.jpg
399KB, 1254x1771px
>>160642096
>>
>>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
>>
File: oph.gif (3MB, 394x215px) Image search: [Google]
oph.gif
3MB, 394x215px
>>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.
>>
File: 1478487028815.jpg (280KB, 1114x876px) Image search: [Google]
1478487028815.jpg
280KB, 1114x876px
>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
>>
File: forniphilia.png (45KB, 1179x222px) Image search: [Google]
forniphilia.png
45KB, 1179x222px
>>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.
>>
File: tumblr_odqi6mjon61r11jbho1_500.gif (2MB, 500x500px) Image search: [Google]
tumblr_odqi6mjon61r11jbho1_500.gif
2MB, 500x500px
Is it possible to make good games if you don't even like games anymore?
>>
File: 1470168771694.jpg (178KB, 750x864px) Image search: [Google]
1470168771694.jpg
178KB, 750x864px
>>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.
>>
File: UE4Editor_2016-11-20_01-33-56.png (277KB, 593x306px) Image search: [Google]
UE4Editor_2016-11-20_01-33-56.png
277KB, 593x306px
>>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
>>
>>160648889
>>160650783
Agree
>>
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.
>>
File: 1436652787276.jpg (147KB, 600x534px) Image search: [Google]
1436652787276.jpg
147KB, 600x534px
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
>>
File: 1479518413739.jpg (23KB, 420x500px) Image search: [Google]
1479518413739.jpg
23KB, 420x500px
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
>>
File: FOkEuwF.png (1KB, 124x288px) Image search: [Google]
FOkEuwF.png
1KB, 124x288px
>>160645443
>>
>>160629163
i googled similar characters and ripped them off
>>
>>160655195
:O
>>
>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
>>
File: dassy.gif (2MB, 500x374px) Image search: [Google]
dassy.gif
2MB, 500x374px
>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).
>>
File: 2016-11-20_00-27-55.png (860KB, 1675x949px) Image search: [Google]
2016-11-20_00-27-55.png
860KB, 1675x949px
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?
>>
File: 1475209644738.jpg (57KB, 600x454px) Image search: [Google]
1475209644738.jpg
57KB, 600x454px
>>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.
>>
File: amateur game space thing.webm (1MB, 960x540px) Image search: [Google]
amateur game space thing.webm
1MB, 960x540px
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
>>
File: DemonBuer.png (3MB, 1920x1080px) Image search: [Google]
DemonBuer.png
3MB, 1920x1080px
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
>>
File: Screenshot_2016-11-20_02-08-34.png (3KB, 382x388px) Image search: [Google]
Screenshot_2016-11-20_02-08-34.png
3KB, 382x388px
Any thoughts on this guy's sprite before I continue?
>>
File: 2016-11-20 03-00-29.webm (1019KB, 636x476px) Image search: [Google]
2016-11-20 03-00-29.webm
1019KB, 636x476px
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
>>
File: janky.webm (363KB, 296x241px) Image search: [Google]
janky.webm
363KB, 296x241px
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.
>>
File: 464957111659.gif (487KB, 464x325px) Image search: [Google]
464957111659.gif
487KB, 464x325px
>>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
>>
File: ss+(2016-11-20+at+03.47.33).png (329KB, 495x363px) Image search: [Google]
ss+(2016-11-20+at+03.47.33).png
329KB, 495x363px
>>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.
>>
File: dugong.webm (2MB, 1034x578px) Image search: [Google]
dugong.webm
2MB, 1034x578px
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.
>>
File: fixed.webm (2MB, 1030x582px) Image search: [Google]
fixed.webm
2MB, 1030x582px
>>160659068
forgot webm lol
>>
>>160657314
Make the enemy turn toward your position right as its about to swing.
>>
File: 1479445232808.png (82KB, 244x160px) Image search: [Google]
1479445232808.png
82KB, 244x160px
>>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
>>
File: a bar.webm (3MB, 1024x580px) Image search: [Google]
a bar.webm
3MB, 1024x580px
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
>>
>>160659720
post your line of sight solution
>>
File: SheHaveABigTail.webm (634KB, 637x513px) Image search: [Google]
SheHaveABigTail.webm
634KB, 637x513px
>>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 mad
shadowlight 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.
>>
File: 1427552406531.jpg (17KB, 216x209px) Image search: [Google]
1427552406531.jpg
17KB, 216x209px
>>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"?
>>
File: volcano.jpg (105KB, 1600x1068px) Image search: [Google]
volcano.jpg
105KB, 1600x1068px
>>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
>>
File: 2016-11-20_11-53-07.png (12KB, 529x281px) Image search: [Google]
2016-11-20_11-53-07.png
12KB, 529x281px
>>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.
>>
File: walking-down.gif (20KB, 240x240px) Image search: [Google]
walking-down.gif
20KB, 240x240px
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).
>>
>>160661004
[email protected]
>>
>>160660842

AYYYOO HOL UP
>>
>>160660842
now he looks like a walking diglet
>>
File: 350px-Nods-respectfully.gif (2MB, 350x490px) Image search: [Google]
350px-Nods-respectfully.gif
2MB, 350x490px
>>160660842
Get rid of the headbob, or at least tone it down
>>
File: 4.png (34KB, 572x252px) Image search: [Google]
4.png
34KB, 572x252px
>>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 forget
there 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
k
>>
>>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
>>
File: bokudev.png (53KB, 1098x511px) Image search: [Google]
bokudev.png
53KB, 1098x511px
reminder that bokudev is a racist
>>
>>160663145
DELETE THIS
>>
>>160663145
saved
>>
>>160662326
I SAID NEVER POST ANYTHING ABOUT "TILE ANON FAPPER"
STOP SPREADING IT
>>
File: 2016-11-20_13-25-32.png (13KB, 504x280px) Image search: [Google]
2016-11-20_13-25-32.png
13KB, 504x280px
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
>>
File: fashionable kaiji.png (337KB, 1136x976px) Image search: [Google]
fashionable kaiji.png
337KB, 1136x976px
>>160663145
>using the things people say to a chatbot against them
uncalled for, im sure it was all joshing.
>>
File: opera_2016-11-18_17-38-59.png (15KB, 321x181px) Image search: [Google]
opera_2016-11-18_17-38-59.png
15KB, 321x181px
>>160663145
>making a jam just to shill your own game
Come on now
>>
File: 428728347238.jpg (174KB, 620x412px) Image search: [Google]
428728347238.jpg
174KB, 620x412px
>there is inheritance in his code
>>
>>160663841
are you rich yet?
>>
File: you.jpg (64KB, 600x456px) Image search: [Google]
you.jpg
64KB, 600x456px
>there is no game in his post
>>
File: 4324135166.jpg (43KB, 400x286px) Image search: [Google]
4324135166.jpg
43KB, 400x286px
>>160664227
>he's using a commercial engine
>>
File: 487233253406285159.png (238KB, 600x542px) Image search: [Google]
487233253406285159.png
238KB, 600x542px
This thread is lacking cute anime girls.
>>
File: 2016-11-19 16h15_5555.webm (3MB, 996x624px) Image search: [Google]
2016-11-19 16h15_5555.webm
3MB, 996x624px
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".
>>
File: 256634878741198899.png (374KB, 610x660px) Image search: [Google]
256634878741198899.png
374KB, 610x660px
>>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
>>
File: 561190803547561156.png (237KB, 640x633px) Image search: [Google]
561190803547561156.png
237KB, 640x633px
>>160664525
>>
File: AGDG Design Document Screenshot.png (18KB, 619x576px) Image search: [Google]
AGDG Design Document Screenshot.png
18KB, 619x576px
>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.
>>
File: Screenshot_7.png (342KB, 474x505px) Image search: [Google]
Screenshot_7.png
342KB, 474x505px
>>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.
>>
File: 256634878741953232.png (201KB, 640x618px) Image search: [Google]
256634878741953232.png
201KB, 640x618px
>>160665092
My girl is not a slut
>>
File: Untitled 7.webm (182KB, 736x572px) Image search: [Google]
Untitled 7.webm
182KB, 736x572px
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
>>
File: 256634878741212326.png (425KB, 800x717px) Image search: [Google]
256634878741212326.png
425KB, 800x717px
>>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
>>
File: coffee.png (232KB, 640x633px) Image search: [Google]
coffee.png
232KB, 640x633px
>>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?
>>
File: 1473515256415.png (135KB, 262x266px) Image search: [Google]
1473515256415.png
135KB, 262x266px
>>160665180
>If you should care about 60FPS (The answer is: No.)
It was nearly a good article
>>
File: DynamicPropPlacement.png (764KB, 1186x476px) Image search: [Google]
DynamicPropPlacement.png
764KB, 1186x476px
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.
>>
File: 441232312541.jpg (44KB, 600x444px) Image search: [Google]
441232312541.jpg
44KB, 600x444px
>>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
>>
>>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
>>
File: 1479078120025.png (281KB, 558x691px) Image search: [Google]
1479078120025.png
281KB, 558x691px
Post progress
>>
>>160666395
And they say robots don't have a sense of humor.
>>
>>160664487
can you afford your own appartment now?
>>
File: 3c0.jpg (188KB, 650x650px) Image search: [Google]
3c0.jpg
188KB, 650x650px
>>160666353
>>
>>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.
>>
File: 3c1.jpg (173KB, 647x650px) Image search: [Google]
3c1.jpg
173KB, 647x650px
>>160666589
>>
File: kazumi.png (43KB, 512x581px) Image search: [Google]
kazumi.png
43KB, 512x581px
>>160666395
>>
>>160665646
Ofcourse not. Does caring about 60FPS make your game come closer to release? No.
>>
File: 322992604500509374.jpg (221KB, 664x1000px) Image search: [Google]
322992604500509374.jpg
221KB, 664x1000px
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?
>>
File: 2016-11-20 11-43-54.webm (3MB, 534x706px) Image search: [Google]
2016-11-20 11-43-54.webm
3MB, 534x706px
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.
>>
File: file.png (1MB, 1416x869px) Image search: [Google]
file.png
1MB, 1416x869px
>>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
>>
File: 1475782530910.jpg (137KB, 1280x899px) Image search: [Google]
1475782530910.jpg
137KB, 1280x899px
>>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?
>>
File: 1444931153012.jpg (20KB, 287x480px) Image search: [Google]
1444931153012.jpg
20KB, 287x480px
>>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
>>
File: Untitled.jpg (38KB, 528x677px) Image search: [Google]
Untitled.jpg
38KB, 528x677px
>>160669548
I KNOW RITE
>>
>>160670317
Zun would be proud
>>
File: 1408334661879.gif (743KB, 180x130px) Image search: [Google]
1408334661879.gif
743KB, 180x130px
>>160668752
>>
>>160670317
I think it would be better if you had a visual cue for where the hitbox is.
>>
File: Before.png (870KB, 1172x623px) Image search: [Google]
Before.png
870KB, 1172x623px
>>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.
>>
File: space87.webm (171KB, 960x540px) Image search: [Google]
space87.webm
171KB, 960x540px
>>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.
>>
File: oops.png (11KB, 504x142px) Image search: [Google]
oops.png
11KB, 504x142px
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
>>
File: cool.jpg (9KB, 213x237px) Image search: [Google]
cool.jpg
9KB, 213x237px
>>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 one sane blogs on AGDG, it's for quick questions and feedback not long term product presentation
>>
>>160672254
Nice blog, subscribed
>>
File: tumblr.png (28KB, 582x315px) Image search: [Google]
tumblr.png
28KB, 582x315px
>>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?
>>
File: 1460278647272.jpg (88KB, 1024x1367px) Image search: [Google]
1460278647272.jpg
88KB, 1024x1367px
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.
>>
File: XHBa71T.jpg (70KB, 702x1024px) Image search: [Google]
XHBa71T.jpg
70KB, 702x1024px
>>160673493
Is this bait?
>>
>>160673558
Yes
>>
File: identifying bait.jpg (89KB, 550x750px) Image search: [Google]
identifying bait.jpg
89KB, 550x750px
>>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.
>>
File: 1479441723635.png (245KB, 540x517px) Image search: [Google]
1479441723635.png
245KB, 540x517px
>>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.
>>
File: e89.png (59KB, 960x886px) Image search: [Google]
e89.png
59KB, 960x886px
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
a lewd trap
>>
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
>>
File: gundam colony.jpg (839KB, 1920x1519px) Image search: [Google]
gundam colony.jpg
839KB, 1920x1519px
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.
>>
File: 1462293504705.gif (2MB, 263x350px) Image search: [Google]
1462293504705.gif
2MB, 263x350px
>>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
>>
File: .jpg (97KB, 682x1024px) Image search: [Google]
.jpg
97KB, 682x1024px
>>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.
>>
File: tumblr_nmjppf0Mbb1riaymvo3_1280.jpg (347KB, 1280x800px) Image search: [Google]
tumblr_nmjppf0Mbb1riaymvo3_1280.jpg
347KB, 1280x800px
>>160675785
>"""""Gundam Colony"""""
plz, Anon. Gundam colonies are big 'ol cans of space home ala rendevouz with rama
>>
File: Ryan Jake Lambourn.jpg (169KB, 609x701px) Image search: [Google]
Ryan Jake Lambourn.jpg
169KB, 609x701px
>>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?
>>
File: 2016-11-20_18-19-40.png (22KB, 696x508px) Image search: [Google]
2016-11-20_18-19-40.png
22KB, 696x508px
>>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
>>
File: RPG_2016-11-20_10-44-24.png (33KB, 642x507px) Image search: [Google]
RPG_2016-11-20_10-44-24.png
33KB, 642x507px
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?
>>
File: 1473982883323.png (111KB, 280x290px) Image search: [Google]
1473982883323.png
111KB, 280x290px
>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
>>
File: 1408400940617.jpg (92KB, 1208x721px) Image search: [Google]
1408400940617.jpg
92KB, 1208x721px
>>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?
>>
File: terranigma.jpg (19KB, 480x360px) Image search: [Google]
terranigma.jpg
19KB, 480x360px
>>160675785
>>
File: RareAG3dG.png (34KB, 566x483px) Image search: [Google]
RareAG3dG.png
34KB, 566x483px
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.
>>
>>160680315
>>>/out/
>>
>>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.
>>
File: ASSet.png (21KB, 566x502px) Image search: [Google]
ASSet.png
21KB, 566x502px
>>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.
>>
File: agdg.png (52KB, 1453x550px) Image search: [Google]
agdg.png
52KB, 1453x550px
>>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?
>>
File: inside-out planet.gif (3MB, 394x215px) Image search: [Google]
inside-out planet.gif
3MB, 394x215px
>>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;
>>
File: meme.png (168KB, 751x541px) Image search: [Google]
meme.png
168KB, 751x541px
>>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);
>>
File: 2016_11_20_20_02_15-man.webm (3MB, 800x608px) Image search: [Google]
2016_11_20_20_02_15-man.webm
3MB, 800x608px
T h e
g a t l i n g
t e m p l e
c a l l s
t h e
a 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
>>
File: AirshipInterior_Ch_WIP1.jpg (307KB, 1702x1074px) Image search: [Google]
AirshipInterior_Ch_WIP1.jpg
307KB, 1702x1074px
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.
>>
File: 1478788755259.png (107KB, 599x527px) Image search: [Google]
1478788755259.png
107KB, 599x527px
>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?
>>
File: 1471725360729.jpg (106KB, 608x574px) Image search: [Google]
1471725360729.jpg
106KB, 608x574px
>>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*
>>
File: dad-san.jpg (41KB, 640x422px) Image search: [Google]
dad-san.jpg
41KB, 640x422px
>>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
>>
File: 1477075319503.jpg (390KB, 700x700px) Image search: [Google]
1477075319503.jpg
390KB, 700x700px
>>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 better

sorry 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
>>
File: 207035917505.jpg (109KB, 563x364px) Image search: [Google]
207035917505.jpg
109KB, 563x364px
>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?
>>
File: 1433624937583.jpg (37KB, 500x257px) Image search: [Google]
1433624937583.jpg
37KB, 500x257px
>>160689378
>>160689439
>>160689554
>>
File: Ficus-Bonsai-2.jpg (2MB, 3436x2736px) Image search: [Google]
Ficus-Bonsai-2.jpg
2MB, 3436x2736px
>>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)
>>
File: header.jpg (33KB, 460x215px) Image search: [Google]
header.jpg
33KB, 460x215px
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.
>>
File: vanishgame2.gif (732KB, 766x504px) Image search: [Google]
vanishgame2.gif
732KB, 766x504px
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
>>
File: out.webm (3MB, 800x480px) Image search: [Google]
out.webm
3MB, 800x480px
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
>>
File: a78.jpg (29KB, 334x372px) Image search: [Google]
a78.jpg
29KB, 334x372px
>trying to design main menu that looks good and works smoothly
>>
>>160628183
What am I looking at here

What is this pic
>>
File: 1479671543035.jpg (56KB, 500x462px) Image search: [Google]
1479671543035.jpg
56KB, 500x462px
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
>>
File: interact.webm (655KB, 640x480px) Image search: [Google]
interact.webm
655KB, 640x480px
>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.
Thread posts: 777
Thread images: 154


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.