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/agdg/ - Actively Grabbing Dino Gonads

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Thread replies: 792
Thread images: 183

File: ArtGDG.png (147KB, 490x490px) Image search: [Google]
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Dino jam apparently a thing happening right now in your reality
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 (embed)

> Previous Demo Days
pastebin.com/i0W2tVRS (embed)

> Previous Jams
pastebin.com/qRHNpCbZ (embed)

> 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
>>
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What do you think of the pulsing background vines?
>>
>>160800062
Why do they pulse?
>>
>>160800062
Too tame.

(at least zoomed up and out of context...)
>>
>>160800159
It's explained as you explore the area.
>>
>>160800439
>Implying I sleep
Better not take any chances, even with backups.
>>
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>>160800439
>>
>>160800062
Wait, I just looked at it longer. Scared the shit out of me. Good job.
>>
>>160800062

spoopy
>>
hey paranormies it's mothdan
>>
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>>160800018
>long legacy of major game devs and classic games have used sprite rotation
>some nodevs on 4chan say it's bad
>using legitimate techniques used on legitimate hardware when making a game that tries to legitimately mimic the look of games on old hardware

Hmmmm.
>>
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>>160800439
>>
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>>160800439
>>
>>160801067
I'm like 99% sure native res, nearest neighbor does NOT count as rixels.
>>
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>>160801309
>dt = dt + 0.01
>>
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>>160801449
lua doesn't have +=
>>
>>160801569
That's not the problem.
>>
>>160801569
>that image
lol
>>
Anyone here had experience with godot in 3d? I made one a scene with a root node with a MeshInstance child which has just a diffuse texture, made a MeshLib but when I use a GridMap in another scene with it the mesh isn't textured.
>>
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>>160801569
>>
>>160801595
oh lol

its ok time is relative
>>
>>160801432
You are right, but nodevs clearly wouldn't know the difference.
>>
>>160800062
Kind of confusing. Would look better if animated rather than just fading in and out.
>>
>>160801067
Yeah, >>160800018 is dumb and it's not rixels. But it still doesn't look great.

YI is one of the few exceptions to the rule that algorithmic sprite rotation looks like complete shit, thanks to the artstyle with thick outlines and generally large blobs of colour (or noise, like the texture of that planet).
>>
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slowly getting there
>>
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>>160801969
Really digging your art.
>>
>>160801969
the cinders are a good touch
>>
>>160802072
>>160802062
thanks, it's far from being completed though
>>
>>160801969
nice punished volgin clone
>>
>>160802234
nice johnny storm clone
nice rage against the machine album cover clone
nice my genitals after sex with your mom clone
>>
>>160802234
I've heard "that scene from v like vendetta movie clone" and "that obscure 80s anime with greek demons clone" today
>>
>>160802362
>nice rage against the machine album cover clone

FUCKING KEK dumb millennial
>>
>>160802234
>>160802362
nice "nice x clone" clone
>>
>>160802568
sorry I insulted your dadrock faggot
>>
>>160801969

Nice Supersayan Dr. Manhattan you've got there. Loving the dithering, actually.
>>
>>160801969
neat
>>
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If I complete my game will I lose my virginity?
>>
>>160801921
Play Gunstar Super Heroes.
>>
>>160803103
You will be thoroughly fucked by any online media you can imagine.
>>
>>160803103
AGDG will tear you a new
>>
https://clyp.it/ljd0vwia
>>
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>>160803401

well this is rad, what's this for anon?
>>
>>160803401
>>
I'm looking to apply for a game dev internship, but I'm not sure if I'd be able to do it or not. Currently in my first year of a CS degree, and one of the questions they ask is if I'm on track to get a 2:1.
Is it worth applying for, or should I wait for next year? What kind of shit would I be doing?
>>
>>160803401
what'd you make this in
>>
>>160801969
Loving it
>>
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>>160803542
vaporware

>>160803687
FL Studio
>>
>>160803715
>vaporware

well that's a shame
>>
>>160800968
Do you talk about anything else besides danny?

https://boards.fireden.net/vg/search/tripcode/!ROtaTe.Z.Q/

http://imgur.com/a/3Yl07
>>
>>160803654
2:1?
>>
What in the fuckiest fuck is going on here?
One side of this mesh unwraps to hexagons instead of squares.
It's just a standard cube with two loop edges cut into it.

I can just make a new one, but I'd like to know how I managed to produce this fuckup.
>>
>>160803795
I'm actually stuck. I need to put in vocals.
>>
>>160803909
>>160804027
get out of here, you psychotic retard

I don't even know what this danny shit is about, but I've heard it one too many times
>>
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>>160804161
>forgets pic

Also, nvm, forgot I had knifed it earlier and forgot to remove a few vertices.
Please rape my face.jpg
>>
rotate pls
>>
>>160803654
i don't know what 2:1 means
but go for it. It's an internship, you're expected to not know a lot of stuff and you're there to learn. The 2 worst possibilities are that 1. you won't get accepted and life goes on as normal plus you now have an idea of what an interview for this kinda job looks like 2. you get accepted and it doesn't work out so they let you go and life goes on as normal plus now you know what this work entails and what you need to work on to be able to work in this industry.

Either way you'll get out of it with some valuable experience.
>>
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----[ Recap ]----
Game: City Night
Dev: Anonymous
Tools: SDL/Allegro
Web: No
Progress:
+ Implemented map changing
+ Added configurable audio options
+ Drew a new character
+ Began work on NPC code
- Effort spent on Amiga 3.x port is so far fruitless
>>
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>>160800439
>>
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>>160803103
if you wanna fuck some boipussy hmu senpai
>>
>>160801921
>But it still doesn't look great.
metal slugs do that, and metal slugs is definitely the top 3 in great pixel art.
>>
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>>160799859
that is a god tier thread title

started a company logo sprite, ima leave it as a watermarkf or now
i will probably work on fixing the axe next
>>
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>>160805827
>>
>>160806408
>flurry of blows
Nice attack pattern.
>>
>>160805732
rotate weren't you already banned from discord for talking like this to everyone? ease up man
>>
>>160806489
i dont know why i cant wrap my head around this
probably because im using a drag and drop engine
>>
Hey where is that lovecrafty lemmings knock off

did he give up?
>>
>>160806861
just say
Pugdev
God's Gift
and he shall appear
>>
>>160806861
hopefully he hanged himself and his pug and his baby
>>
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>>160806408
nearly there
>>
>>160806928
pixels =/= progress
>>
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>tfw hundreds of people download your game but you get zero feedback
Anyways, here's a new enemy.
>>
>>160807023
pixels > progress
>>
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>>160807117
>tfw 100 people download my game
>>
>>160807165
pixels <= progress
>>
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>>160807023
im just posting progress and bumping the thread
>>
>>160807117
If nobody's complaining then stay the course.
>>
>>160807117
People are lazy these days. You have to make a real easy low resistance means for them to give feedback.

Like fridges in grocery stores with no doors. Try something like an in-game feedback mechanism, which pops up after a couple levels / end of the demo or whatnot. Also accessible from the main menu.

Doesn't have to be pretty.
>>
>>160807280
pixels | progress > !progress
>>
>>160807280
nice logical implication arrow you have there
>>
----[ Recap ]----
Game: [Placeholder Title]
Dev: Ogier
Tools: GM:S, Aseprite
Web: http://ogierdev.tumblr.com
Progress:
+Refactored main menu code
+Replaced placeholder text for buttons with the actual keybind being used, switches between keyboard/gamepad controls depending on last thing pressed
+Almost finished implementing new tutorials
+The alt action of the lightning weapon is now a separate button
+Some more sound effects
>>
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We turrets with target leading now.
>>
>>160807464
>tfw FiraCode changes <= into ≤, != into ≠, etc.
>>
>>160804219
>vocals
Why??
Sounds like MGS. Or Ace Combat actually. Why not work with Project Wingman dev?
>>
>>160807845
Strangely satisfying.
>>
>>160807845
Can you sync the pivoting with the fire rate better?
>>
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ok now it works but only when fully charged
>>
>>160808221
You probably know what development strategy works best for you, but I'd suggest getting some sort of placeholder baddie up and running before you get too deep into tweaking the feel of attacks. Bit easier to see what works and feels good when you've got something to actually test it on.
>>
>>160807992
Thanks anon.

>>160808146
What do you mean? They're independent right now.
>>
>>160807987
because I'm tied to this project until it's done.
it had a lot of meaning to me back then, but now it's just something I want to get over with. lot of drama involved, can of worms that will probably never be opened because the game is probably never gonna be that successful
>>
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>>160808431
youre probably right
im a rapid prototyper so thats why im posting a lot to tiny progresses
got charging to work, now just need to make it work for the other direction and im gucci
>>
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>>160808584
>im a rapid prototyper so thats why im posting a lot to tiny progresses
s'cool with me baby
>>
What are some good written programming tutorials for Unity?
I.E. books, papers, written tutorials etc.
>>
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This is still really hard for me
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>>160808431
I do this too much.
I haven't even decided on a scale for my game yet, as a different scale might feel better once I add more content.
Redoing things will be a nightmare, but fuck it
>>
>>160799859
We just used that image for the OP. You can do better...
>>
>>160808727
sufficient
>>
>>160808545
Sorry to hear that. Hopefully you'll learn something from the experience.
>>
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----[ Recap ]----
Game: Ctesiphon
Dev: Stomy
Tools: LibGDX, GtkRadiant, Blender, GIMP
Web: stomygame.tumblr.com
Progress:
+ Made a new late-evening skybox
+ You can now fall further without taking damage
+ Working on adding actual lighting to the renderer
>>
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>>160808849

See but I'm not sure if I can be happy with sufficient when my other sword power up animations are more bombastic, mainly because they were done by someone far better than me at this
>>
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>saw a PS1 Harry Potter thread today
>feel like giving up on 3D forever, because I'll never be able to make anything look that comfy-looking
Well fuck

Advice on how to make comfy environments?
>>
>>160808932
I did.
it's that you will get sick of working with incompetent people even if they're your friends.
>>
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man fuck ai and shit
and i guess im gonna have to add z sorting
fuck
this is why i work on weapons first
>>
>>160809005
Your airship looks comfy, anon.
>>
>>160809005
damn doggie that's lookin' good
>>
>>160808703
catlike coding is really good, especially if you already know how to program and just want to learn Unity
>>
>>160809085
Well, thanks a lot.
Can you think of any way to improve it?
>>
>>160809157
thanks
>>
>>160809085
>>160809156
Damn, two (you)s and the despair is gone!
Now I feel hyped to make more

Thanks, Anons!

Still want to hear ideas for what to do next, if you've got any.
>>
>>160809005
I hope low-res textured low-poly becomes the new pixelart of 3D.
It's such an appealing and easy to look at style. MML and the MMBN games are some of the best for it.
>>
>>160808995
Is that two different swords or the basic sword evolving into a magic sword before taking on an element?
>>
>>160809405

It's the basic sword changing into a powered up form, then taking an element. The elements is the altfire attack for the power sword, and what element you have depends on your subweapon.
>>
>>160809159
Well, I don't really know what your game is, or how to improve the look of your airship, but if you want comfy, it would be cool if there was a mode where you could walk around in first person of your airship, even if it's way different from the rest of the game.
>>
>>160809365
It's quite a niche style since you pretty much need to be good at lowpoly and pixel art to be able to pull it off.
>>
>>160809312
Unfortunately I'm drawing a blank, and I definitely don't want to try to give advice when I don't have any to give.
>>
>>160809005
Use some warmer colors. Shift the palette there to be a little more orange/red instead of straight brown.
>>
>>160809512
I always thought low poly was one of the easiest things to do in 3D. The geometry is very rudimentary and basic.
>>
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after testing with an enemy it works a lot better this way
you can hold the charge instead of it releasing as soon as it hits max
ima make this a critical hit
>>
>>160809671
the texturing is hardest

and modelling organics
>>
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>>160809365
Yeah, for some reason, I remember thinking that "early 3D" looked horrible, but now I look at games like MML, Harry Potter, Spyro, Grandia, etc. and just fall in love.

>>160809481
First person will be out of the question for the airship, I'm afraid.
I only made half the ship, because I imagined viewing it from the side (pic)

>>160809561
Might try that - Thanks
>>
>>160809671
>The geometry is very rudimentary and basic.
It is but the less polys you have the more important each vertex becomes in defining the silhouette of the model.
>>
>>160809954
Back then games often had to come up with their own solutions to get better visuals. Spyro is a great example. I think there's a talk about their graphics stuff somewhere in the internet.

Also not 3d but Diablo 1 lit every pixel separately which was a huge factor in the atmosphere of the game and also something that hadn't really been done before.
>>
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How much money do mobile games make?
>>
>>160810293
Spyro was one of the first games to use LOD models, it's how they managed to make levels that looked a lot larger than most PS1 games.
>>
>>160810478
IIRC they also used vertex colors to color them instead of textures.
>>
>>160810462

Either <300 dollars or billions.

There is no inbetween.
>>
>>160810478
other games had big open levels too but they ran like shit (Tomb Raider)

I don't think spyro has actual LOD models but they unloaded textures for distant objects
>>
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>>160810672
Time to make billions.

Android uses Java right?
>>
Yesterday there was a guy here asking about AI and how to program GOAP based AI. I found this youtube channel that goes into details about it and other forms of AI.
https://www.youtube.com/channel/UCov_51F0betb6hJ6Gumxg3Q
>>
>>160808995
this looks fucking SIIIIICK
>>
>>160810782
>how to program GOAP
Literally pathfinding.
>>
>>160801969
really liked it more with the deeper black around the fire/cinders.
>>
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>>160810293
I'll look up Spyro tech - Thanks

>>160809561
Tried mixing up the colours a bit.
Tried warmer lights and colder darks.
So much vibrance that it's beginning to look a bit cartoony, but I think I might be on the right track.
Thoughts?
>>
>>160811061
remember that comfort comes from familiarity.

If you want your airship to be comfy, model it after a comfortable place
>>
>>160811061
it just looks cramped
and the colors are a bit dark
otherwise thats comfy as fuck
>>
>>160811165
Eh, copying isn't very fun, Anon.
Or do I misunderstand your meaning?

>>160811294
The cramped look was intentional (I imagined a whole little story about how this guy basically invented and built this machine himself - with limited resources), but I can see that it might "cramp" the comfiness too.

Might try lighter colours. Thanks for the advice.
>>
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Reached a milestone today. First AI agent doing what it should. Which is just eating dark green squares right now, but it's a start.
>>
>>160812181
Is this a dinosaur eating plants?
>>
>>160812280
Could be. Everything is possible if you believe in it.
It's just a tech demo I'm working on. I don't plan on participating in dino jam.
>>
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How do you guys make your game design documents?
>>
>>160810782
That was me anon, we talked about FSMs and weighted actions, right?

Bookmarked to watch later. Thanks!
>>
>>160812398
I'm making it up as I go
>>
>>160812398
Trello with 400 detailed checklists.

.txt with 4 or five lines outlining a specific feature
>>
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i havent done anything in 2(?) weeks sorry please no bullying
got moving working and starting on attacks
knocking back and physics in general will be a big part of the game
>>
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>>160812398
emacs org-mode.

This isn't a design doc because I'm writing an engine. Though, I strongly believe that if you can't make a reasonable todo list out of your design doc, it's not concrete enough.
>>
>>160812706
>crisp XM playback
Are you doing that on your own or are you using a MOD player?
>>
>>160812181
cute
CUTE

please make it reproduce once its full
>>
>>160812774
I'm using love2d, so it has XM built in via modplug. I need to find out what sort of resampling it does, how the settings can be adjusted, etc.
>>
>>160812813
That was one of the first things I programmed. As soon as this little guy ate 3 plants and drank water 3 times, he'll pop out a little brother.

Just need to make sure he doesn't think that in order to achieve the goal "drinkWater" one should "eatPlant".
>>
>>160812983
I want to be a little square dinosaur

life would be simpler if I just had to drinkWater and eatPlant
>>
>>160812615
I've only done a couple minor stuff in the past 3 weeks. I feel bad for nodevving so much.

That's looking good. It's turn based combat? I want to see more turn based games that aren't on a grid. I like that it will have physics stuff, could lead to a lot of fun strategies.
>>
>>160812879
Ah. I've used Love2D in the past. Sadly, I am pretty sure Love2D doesn't have any configuration in the way it plays tracker formats. It uses xmms-modplug.
>>
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>Trying to animate a character.

Why is this so hard?
>>
>>160812879
modplug's replayer is decent, you should be fine if you're planning to do xm as opposed to IT modules
>>
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Have you made a game yet, anonymo?
>>
>>160812615
>restaurant game about serving fish and getting paid
>suddenly turn-based combat
what
You cant just abandon games around here without retribution.
>>
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>>160813186
Go study people. Watch videos on youtube or go outside to populated areas. Observe every motion of their body. Learn, grow, and apply this wisdom.
>>
>>160813048
thanks
probably have pits and hazards to push people into for instant death and stuff, I wanna use the physics for all kinds of neat things

>>160813362
its not abandoned its on hold :-)
>>
>>160813186
https://www.amazon.com/Animators-Survival-Kit-Richard-Williams/dp/0571202284
>>
>>160812398
I don't have one. I don't know how I'd organize a design doc, and I don't know how detailed I should be. Should it be technical or should it be from the perspective of the player? Should it have a path from beginning to end of programming? Should it just be what the player sees on the surface? Should my game's story be written in it?
>>
>>160813102
You seem to be correct on that, now that I'm looking into it.

>>160813250
Yeah, that's not what I'm worried about. I want a .XM with linear interp for that crunchy sound, not a smooth interp, and that's what I'm looking into.
>>
>>160813413
My character is a cute chibi sheep.

What do?
>>
>>160813626
sprite or model?

you should post it
>>
>>160800439
Ya got me there
>>
>>160813715
I'm still working on it, I suck at this, I was never a drawfag.

It's a sprite though.
>>
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Finished up the walk and run animations. Transformation animation to come soon
>>
>>160813808
all you can do is try your best

good luck
>>
>>160813102
alright, I just ear-tested and it seems to be linear interp, which is what I wanted.

shame others can't change that for the hi-fi sound, or for a chiptune sound, but ah well
>>
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>>160813626
https://www.youtube.com/watch?v=GF6srBYEaCo
LET YOUR JOURNEY BEGIN! TODAY YOU GROW STRONGER!
>>
>>160813880
is that a blue kirby?
>>
>>160813880
this is bodysnatchers kirby
>>
>>160812615
I'm impressed on how you always manage to get a very good visual feel with simple graphics.
>>
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remaking cause he looks like shit compared to the new models
>>
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>>160803401
If you ever want to make music for me or anyone else or whatever go ahead
>>
>>160814684
I'm this guy
https://soundcloud.com/colin-tremingway

hit me up. I don't expect money (though it'd be nice), just need to get out of the rut I'm in.
>>
>all those musicbros giving out music for free
Why can't we have artistbros once in a while?
>>
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>>160814886
I do give out free art!
Free example art of what I'll do for money, even though I can't guarantee that I'll even deliver on time.

t. artist
>>
>>160814340
>>160814451
Both of these are basically correct
>>
Since there's music bros here, is there any way of finding out if a song has fallen out of copyright?

I want to make some mixes of katyusha, it's a long way to Tipperary, smile smile smile, hanging on the old barbed wire, but I'm really not certain of a legal repercussions of using them.
>>
>>160814795
Just sent you a message
>>
I already regret making this game isometric

Fuck me, what's a good way of doing depth sorting for this kind of thing in GMS?
>>
>>160803401

I'm using this in my game, don't worry we'll talk numbers later.
>>
>>160814886
What you need i got you.
>>
>>160815651
hey don't! that's already for something. besides, it's not even finished.
>>
>>160814795
Whose mom did you fuck to not get any more work after Sierra Ops? Cuz it sounds good but what did you do, anon. Tell us your story.
>>
>>160815797
but I do have work. it's a day job being a one-man sound team for mobile game development.

it's practically perfect because they don't really need super good music, but the commute is hell and my contract doesn't include benefits for regular employees.
>>
>>160807845

holy crap those turrets never miss
>>
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REMINDER:

Retarded hipsters can make millions off theiir shitty games. There's nothing preventing you from making way more money from the way cooler game of your dreams. So get off here and make some progress.
>>
How do you guys create your color palettes? Do you use a program?
>>
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>>160799859
Guys,
So the level design aesthetic appeal of Digimon World, FFVII, and Donkey Kong Country for example,
How does one recreate that? Fuck the 3d models, they can be a different style,
but that enlarged pixelated feel like pic related
How?
How does one achieve?
>>
>>160816582
Modeling 3D and making lowres sprites from screenshots.
>>
>>160816624
>screenshots
>>
>>160816652
>not laying your CRT monitor face down on a xerox
>>
>>160815735

just kidding.

But I like your stuff.
>>
>>160813880
>we want the meme audience
norm is p. great on its own tho.
>>
>>160816582
Meat is the most important element.
>>
>>160813880
>Norm was actually a sprite for Whimp
Surprising actually.
>>
>>160813506
Bump. Is there a good template for a design doc? Also, how big should a design doc be for, say, a 10 hour RPG?
>>
>>160816624
>not using your cellphone to take pictures of your monitor.
>>
>>160817130
>not using a projector to cast screen at wall, then using a camera obscura to get the sprites
>>
>>160817126
well, try organizing your document into screens.
as in what should you see in the main menu, options screen, character select etc.

technical and programming stuff should be put into a separate document, design docs should be able to be read by... businessmen and publishers.

story and level design go to separate docs
>>
>>160817223

>Not using a searchlight to project images of your models into the night sky like a Bat-signal, then masking the sprites out of grainy jpeg photos people posted of the event to social media.

It's as if you people have no respect for the craft and artistry that goes into making a video game.
>>
>>160817051
Thanks fella
>>160817123
Yeah my lack of style is pretty inconsistent

Still have to iron out Norm's attack. For now it's a big thumbs-up punch, but I feel like it could be better

And the names are placeholder, but they'll be there for a while
>>
>>160817223
>not hiring a guy to make oleo paintings of each frame without pausing the animations for him.
>>
>>160816582
That's not what "level design" means.
also the pixelated look is not an intentional style.
it's just like that because of hardware limitations on the platform the game ran on, that had to make the rendered models pixelated.
>>
>>160817907
>>160818078

>not making a clay figure, sending it back in time, then scanning in the picture of the painting a caveman made of it
Sure, go the easy way, but everyone will notice the lack of effort and most likely call you out on it.
>>
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question time
heterochromia or no heterochromia
i want to check your opinions
>>
>>160818406
>hetero
Please die, cis scum.
>>
>>160818406
Blue eyes. I think orange and blue looks a litle over-designed.
>>
>>160818248
>not designing your mc and asking God to create it millon of years ago so now archelogists can find their bones buried, rearrange them at a museum and imagine how it actually looked like so you can use that as inspiration for your jam game.
>>
>>160818406
what about both eyes being orange
>>
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>>160818694
here you go
>>
>>160818406
>heterochromia
Is only good for cute girls. You have a cat so it won't look good, unless you make it a catgirl.
>>
Daily reminder:

If you don't write your games on binary punch cards you're nodevs.
>>
>>160818957
>binary punch cards
>not mayan temple constructs
>>
>>160818957
Your post was as useless as your existence.
Stop bumping the thread if you have nothing interesting to say you fucking piece of shitposter.
>>
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>>160819046
>>
>>160801569
http://lua-users.org/wiki/LuaPowerPatches

See 'compound assignment operators'.

I always include this when I pull in Lua.
>>
>>160818406

a tough choice, i think they both work.

although if pressed I'd go with the blue only.
>>
>>160818828
Actually, I like this one the best. This is me >>160818458
>>
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>>160819150
>>
If I wanted to play around making a tower defense game what's a good engine?
>>
>>160820430
Get the free version of GameMaker, should suffice for just playing around.
>>
>>160820430
any of them
use flash for purism points
>>
>>160820430
Stop with the useless questions, second time.

And you people needs to stop falling for that pattern.
>>
>>160820516
this is my first post anon but thanks for the (You)
>>160820462
>>160820486
Thank's I'll give Gamemaker a whirl and go from there
>>
>>160818828
I also like the orange eyes. I'm with >>160818458 about it looking over-designed.
>>
>>160816582
Low resolution + bad filters
>>
>follow tutorial correctly
>everything compiles
>lights don't show up

https://www.youtube.com/watch?v=dYbCfhX3Hu4

Fuck. How do I set a simple circle gradient in an overlay blendmode instead in GMS?
>>
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>Getting confused and frustrated with script
>Go write on my design doc
>Happy again because nodeving is fun
>Go back to game
>Fix everything
At least for now everything is fine and good.
>>
>>160821935

You have good taste in waifus and games, anon.
>>
How can I learn Java for the sake of Android gaym making?
>>
How do I names of things/people/places? and game
>>
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>>
>>160823694
gratuitous
>>
>>160823385
Read a book.

I suggest the Head First one, if you can swallow your pride for the cheesy bits.
>>
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>>160823732
i like comical amounts of blood
>>
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>>160812398
word is pretty nice
>>
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>>160823736
Are books better than videos?
>>
Anyone got a simple solution for autoscrolling rich text? I suppose the platform doesnt matter but mine is unity
I have one involving reading the beginning of the rich text and then finding a way of putting the actual text in the middle but my head hurts just thinking about it
>>
>>160823941
Yes. Easier to reference, easier to copy code from, much faster to get information from.

If your brain is helplessly shot from instant gratification though, videos may be your only reasonable choice.
>>
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>>160823826
>>
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>>160824019
How long does it take to finish a programming book and start on average?
>>
>>160824135
Longer than you expected.
>>
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>>160824164
Thanks, I just want to start shitting out Android games for practice.

I'll search for what book to read.
>>
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honest question
should i add double tap dashing with a stamina meter or would that be a bit too much
>>
>>160824589
I've never been a fan of sprint meters because they are annoying when you are trying to go fast.
>>
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>>160825428
maybe double tap dash with a short rest period?
>>
>>160825428
I've never been a fan of health because they make you die when you are trying to live
>>
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A game where there is no health, no stamina meters, no limits. You can do anything.
>>
>>160825564
normal move speed with a roll ability
works great, sells millions
>>
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>>160825712
Anything you say?
>>
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>>160825731
i mean basically yeah but i dont want it to be a roll
rolls 2 cliche
>>
>>160816059
>making way more money from the way cooler game of your dreams
if you want to make money you dont make dream games you make meme games.
>>
>>160825893
How about a moonwalk or spin?
>>
>>160825893
wait is the main character a skeleton?
if so he should split into bones and then bounce away
>>
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>>160826137
a moonwalk would be rad
>>160826262
too much to animate
>>
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>>160826403
>>
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Didn't want to fix the broken planner which always returns the cheapest action instead of an action actually fulfilling the goal. Every mob just wanders about, because their cheapest action is "wanderAimlessly".

Coded preselection system instead so when I add more goals and actions the planning time won't increase as much. Also spares me busy work of maintaining a database by creating said db on startup.

Non-visual progress is still progress, r-right?
>>
>>160807117

>2000+ downloads
>3 comments.

Buh.
>>
>>160809067
>and i guess im gonna have to add z sorting

FYI this is super-easy in C2 at the basic level

Just make sure everything z-sorted have the hotspot at the bottom of their sprite, then add them all to a family (call it SortFamily or whatever), then just do System - For Each (ordered) -> SortFamily - SortFamily.Y - ascending -> SortFamily - Z Order - Move to top
>>
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What's your dream project?
>>
>>160827635
fine i'll do it tomorrow
i think ive made enough progress for the night
>>
>>160827635
Also, if you don't have the hotspots at the bottom you could also always create a family instance variable called "sortOrder" or something, then on every tick just have actions for all objects that set their sortOrder to self.Y + n (where n puts the spot at the bottom of their respective sprite). You might want to use this anyway to control for things like the sort order of the player's hand (which if you want to always place at the front of the player you could ensure the sort order value is always player.Y + n + 1).
>>
>>160827683
a comfy wizard game
and I'm working on it slowly
>>
>>160827683
Dynasty Warriors but good based on my country's folklore
>>
>>160827683
A project with good arts.
>>
>>160827683

Diablo clone rpg.
>>
>>160827683
SS13 in not-BYOND
>>
>>160808545
Don't mix work and personal relationships, friend. It's a bad combination.
>>
>>160827086
What will the visuals look like for this?
>>
>>160827683

A Ys clone where you fuck up demons with your kobold sidekick, and one of the dungeons is a catacomb where you party with skeletons and shit.
>>
>>160828301
Speaking of kobolds, where's that kobold nodev prick?
>>
>>160828278
Currently just tech-demo status: >>160812181
Basically engine-deving right now, because I have several projects in mind that can all benefit from this, so I decided to get that out of the way first and decide on a project later.
>>
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>>160827683
19th century grand strat that's not shit
>>
why the fuck are clash of clans and cookie clicker clone #285237489237892347890983270479032473290473248978932478329479382498721389412739842
still doing well? How the hell is one supposed to get into that mobile bux.
>>
>>160827086
GOAP?
>>
>>160828641
I don't even own a smartphone.
>>
>>160828641

They aren't doing well you dumbass. Only a few of those games succeed, the rest are millions of pointless and stupid clones.
>>
Weird stuff with Unity Rigidbody jittering:
Shit looks blurry and jittery whenever I move with a fixed camera, whether or not the Rigidbody2D is kinematic, all types of interpolation. Whether I set the velocity every frame or leave it without doing so.
Is this something that just happens?
Am I just retarded?
It looks completely fine when the camera is moving with it
>>
>>160828641
>gotta spend money to make money
1: People are idiots and like familiar things
2: You can pay 50k to some chinks that get your app to TopTen status, from there your skinnerbox is a guaranteed ATM.
>>
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>>160828704
>>
>>160827683
an arpg that's actually good
and fail like literally everyone else did
>>
>>160828910
Don't let your dreams be dreams. I believe in your ability to fail.
>>
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>>160827780
i'll probably do it the other way with the hands and weapons always on top of this layer
also have osme more ai progress
made each one a bit more independent
now if i can just get the sprite to flip based on the movement angle
>>
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Made some snazzy labels for the menus, and the first couple of stats icons for the condition menu
Added door up/down/treasure sprites
New sticky 'cowered' ailment icon that shows up next to life bar if player cowered from fight
And minimap icons for tents, still may need a little changing tho
Also lots of little tweaks
>>
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>>160828818
I LOVE GOAP
>>
>>160827683
a space RTS.... but now it's ruined.
>>
>>160827683

a grand strategy game with 4X elements. Like Crusader Kings 2 with the same timescale as a game of Civilization.

One thing I struggle to figure out is how to move time in the early game, because you want time to move relatively faster in the BC era but you still want enough time so your early era rulers' lives can still be portrayed in a meaningful fashion.
>>
>>160829113
>now if i can just get the sprite to flip based on the movement angle

Make a player movement speed > 0, then subevent System - Is Within Angle -> player.8Direction.MovingAngle, 90, 0 -> player - Set Mirrored - false, then just add an Else after that for player - Set Mirrored - true
>>
>>160829273
Fuck man your game is so advanced.
So many little detail that just make the whole thing feel great.
Keep up the good work, man. Your game looks like a hit.
>>
>>160829325
no i have that
i meant for the enemies
its a group with a bullet behavior for the main pathing and i cant seem to pull the angle and mirror them for every instance
>>
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>>160829113
>>160829325
Guess it would be simpler to just post a screenshot actually (I have 8Direction renamed to just Movement here)
>>
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>>160829276
And GOAP loves you, random citizen!
>>
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> how to sell your soul for mobile bux: the tutorial
https://vimeo.com/182860078
>>
>>160829432
Should be able to do it with basically the exact same logic, Bullet just has AngleOfMotion instead of MovingAngle
>>
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>>160829498
>>
>>160829279
how is it ruined anon
>>
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>>160829463
>simulator
>>
>>160829463

i bet with simulator they mean those asshole city building games where everything has a cool down time that you can speed up with micro transactions.
>>
>>160829581
recent spacegame disasters probably
>>
>>160829625
what disasters?
>>
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>>160829550
I told you, use System - Is within angle

The stuff under System conditions is basically the power tools of C2 events - you can build custom conditions out of any expressions available with them.
>>
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>>160829581
I'm this guy.
>>160808545
it's ruined
>>
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>>160829459
WHAT GOAP WANTS GOAP GETS
>>
>>160827683
Something with groovy music.
>>
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>>160829670
it flips them as group and not individually
thats the problem
>>
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>>160829713
RIP AND TEAR! YOU ARE HUGE! THAT MEANS YOU HAVE HUGE GOAPS! RIP AND TEAR YOUR GOAPS!
>>
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>>160806908
>>160806861

and just like that, i appear.

game is progressing nicely full steam ahead, nothing very showoffy to show off at the moment but we're still here.
>>
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>>160829834
Just tested it out and yeah seems like it

Oh well, nothing that a For Each doesn't solve
>>
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>>160830040
aw fuck
im retarded
thanks a lot anon
>>
>>160830084
Like integers but bigger.
The downside is you need to implement a catcher to prevent the decimals points from "floating away" in memory over time to remain efficient.
>>
>>160830084
Particle effects where you render points and do physics on them so they look like fire or whatever
>>
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So when should I work on new models?
>>
>>160830117
Btw if you're using that second Bullet behavior for the charge, you could just simply change the speed of the first one for the attack instead
>>
>>160829431
Thanks! I think I'll have some time in the next months to do some serious progress.
>>
>>160830231
im also using it for knockback and anti glob purposes so they dont overlap
>>
>>160830286
also a happy side effect is that sometimes in the middle of their attacks they will face you again so you might have to dodge twice
>>
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>>160829862
GOAP IT DOWN
>>
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basic melee mob ai fully implemented i would say
>>
>>160830217
When you have something other than badly modeled weapons and shit. Seriously I have no idea what your game even is.
>>
>>160829862
i love huge goaps
>>
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>>160830084
>>160830503
basically this. floats are nothing but pain, especially since different hardware companies treat the IEEE754 floating point standard more like guidelines, making your game's calculations different depending on the player's cpu.

use integers and fixed point numbers for gameplay. networking, recorded games, and just calculations in general imo, become way easier.

use floats for rendering wherever possible though, their non-linear distribution makes them perfect for graphics (who cares if the tree five miles away is a few feet out?), plus floats are what the gpu is designed to work on, so you'll get maxperf.
>>
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-------- FORMAT
----[ Recap ]----
Game: Arborgore
Dev: polisummer
Tools: Unity, Aseprite
Web: https://polisummer.itch.io/arborgore
Progress:
+ leveling up now heals you
+ movement sprites for the player
+ colour-coded player status updates
>>
I just want to get these footstep sounds playing on my player in GMS. I've got the code, it's in the Step event but nothing plays. Ugh.

Does anyone have code for this? I thought this would be the easy part...
>>
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Does this guy ever sleep?
>>
>>160829273
>>160829431
I don't understand how you still haven't fixed the sprite when using the sword or shield. That would take like 5 minutes.
>>
>>160831610
Not him, but dev is full of "it would only take 5 minute" things. Gotta choose which shit you do first. Superficial visuals don't really matter so much in early/mid dev.
>>
>tfw no idea what game I want to make
Do I make a mecha game?
Do I make a viking themed exploration/action game?
Do I make an ARPG or an RPG with timed hits?
Fuck me and my half assed ideas.
>>
>>160831804

I guess it all depends on the level of experience you have, have you made vidya before? If not, consider making either a simple actiony mecha game, or your viking game idea.
>>
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Started making a shitty clicker game. I'm trying to go for all upgrades/decisions being meaningful / mutually exclusive, rather than being straight up upgrades + number porn.

However going against number porn will probably reduce people who would ever play the game to zero!
>>
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>>160803401
holy shit
>>
>there are people here who haven't set the insane shitposting bot on ignore
>>
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they now have health and a visual indicator
>>
>>160831804
Mecha are cool, but are best in 3D. So if you're good at 3D I'd say go for that.
>>
>>160832103
I wish he was a bot.
>>
>>160832157
he is as smart as one so is easy to filter him
>>
He can't keep getting away with it. Here's his photo. Let's take this fucker down.
>>
>>160832489
Yeah but I'm really worried about his mental health, it's just not normal to keep spamming this shit every single day for hours each time.
>>
>>160832552
nice one my dude
>>
What is wrong with this general? It's not about gamedev at all
>>
>>160833012
if you ignore the shitposters it mostly is
>>
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new dash.
>>
>>160830025
Your game looks neat.
>>
>this game will outsell yours
https://www.youtube.com/watch?v=yV3StnkDTiE
Good job we just do it for the joy of creation, right guys?
>>
>>160833172

Tell me more about your game, anon. You got a nice presentation going on here so far
>>
>>160833242
I don't think I've ever seen a more cringe-inducing game.
>>
>>160833208
There's more production value in that scene than entire games here. Seems fair.
>>
>>160833406

Speak for yourself. If I wanted money I'd pursue an actual job
>>
So let's say I made a mecha games, how should it be? A shooter? Top down, TPS, FPS? I should play more games
>>
>>160833012
The sad thing is I can't tell if you're the shitposter or some innocent newcomer.
We have a shitposter, could be one guy, could be a couple guys. He posts the exact same things almost every day, and he just keeps posting. It never stops. Every time his post time comes off cooldown he posts again. Usually he keeps replying to himself to make it look like people are acknowledging him. And occasionally he'll post something similar to your post, trying to make it look like everyone in this thread is to blame.
>>
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>>160833180

thanks, here's an eldritch pope just for you.
>>
>>160833172
Who?
>>
>>160833534
Third person is the best because you get to see more of the mech, and that's the best part of mecha.

A shooty game is pretty standard for mecha, it wouldn't be terrible, but maybe something more unique would be fun. How about mecha that have only melee weapons?
>>
>>160833635
Where is your game?
>>
>>160833569
Looks out of place. Old sprite?
>>
>>160833635
>Hi I only open one in 100 threads and I don't know who you are!!! Get the fuck out!
>>
>>160833282
it's a metroidvania with a "stage select" silimar to order of ecclesia. it have a cosmic horror thematic. You use a dagger as a main weapon, but you can get many "magic powers" and build your own playstyle.
>>
>>160833830

So what sorta abilities and stuff do you have planned for mobility and utility? I see you got some dash moves goin on there.
>>
>>160833569
Made my day
>>
>>160833569
Good to see you're still going
>>
how much money does indie developers make on average?
>>
>>160834393
the majority operate at a loss
>>
>>160834393
As much money as the mods.
>>
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>>160833830
>similar to order of ecclesia
Fuck. There's no way I can reach that art level, maybe it's time to for me to think of something else.
>>
>>160834857
>to people
To one guy.
>>
>>160834393
Depends on how much your daddy and mommy love you
>>
>>160835035
It does. It's literally just one guy that got triggered for personal drama reasons. He has been samefagging ever since for one, going on two, years.
>>
>>160833830
don't make all the levels flat and boring like OoE
>>
>>160833172
Neat, got a blog?

>>160835186
Actual autism
>>
>>160835186
He tried imitating other people's projects at one point by remaking them in source, but quickly gave up because he's a talentless hack. Now he just spams the same few pictures over and over and claims that it's "board culture". Then he replies to his own posts because no one else does
>>
>>160835532
I'm not the person you originally replied to. I don't like the shitposter because every time he gets banned the thread loses 100+ posts, meaning he is responsible for almost all of the useless crap you have to wade through on /agdg/.
>>
>>160835612
Order of ecclesia is my second favorite, just after Circle of the moon.
>>
>>160835753
What if I just stopped replying to a delirious troll who has taken to drawing attention to himself by posing as people who don't know who he is.
>>
>>160835836

is it Rotate ?
>>
>>160836159
videogames
>>
Just join discord, it's 100% literally insane free
https://discord.gg/c22VN
>>
>>160836248
Retarded dev drama is no better than shitposters.
>>
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I was talking to an HR person working at Ubisoft today about their hiring process for junior game designers and artists.

Apparently they rarely ever read the cover letter and just look at your portfolio.

They look for an amazing portfolio or formal education and most often than not formal education people get hired.
>>
>>160836248
I've joined discord yesterday and haven't seen a single progress post.

It was just vine acting because it was his birthday and some idiot called ekks or something spamming all channels with useless comments.
>>
>>160836362
>salty nodevs don't like discord because they can't shitpost as anonymous
no surprise here
>>
>>160836362
luckily there's no drama there so ???
>>
>>160836498
literally the first thing I saw after joining right now was pugdev's cultist game progress
>>
>>160836532
Clearly you've never been there.
>>
>>160836593
Clearly you've never been there.
>>
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Working on pickup design
>>
>>160836687
The way the rotation seems to stiffen up is kinda annoying. Other than that it's neat.
>>
>>160836234

Yeah, I could use one. Do you work for pay or just for fun? I'm pretty broke...

Do you like cats and creepy things?
>>
>>160836756
Yeah, I'm not entirely satisfied with it either, but it's pretty challenging to make the sparks adjust to their new rotation offsets while keeping the whole rotation looking as smooth as possible.
>>
>>160836687

pretty
>>
>>160803715
How the hell did you make that with FL studio? I can only make "ugly bips" with FL studio
>>
>>160836868
One easy cop-out would be to make the sparks go behind the pick up and re-emerge in the new formation, I guess.
>>
>>160836498

I have a question: Is there an agdg site or tumblr that aggregates progress posts and breakdowns of code/art/music/animation?
>>
>>160837008
Oh wait, no, I just realized the pick-up has transparency.
>>
>>160836931
He was making a huge point about people with experience and people with no experience.

Mostly team based experience. He was really trying to hammer down the formal education thing down my throat like

>you're gonna have a much better chance at getting hired as a junior designer or artist at most big studios if you've had formal education.

I'm gonna be in the agdg discord if anyone has like more questions about it. I left kind of disgruntled after that talk with him.
>>
>>160837073
At this point agdg is just not worth the trouble anymore. Just go over tigsource, indiedb or any real indie/gamedeving website if you want to talk about gamedev seriously.

Just use agdg as a dump place.
>>
>>160837252
tigsource is literally shit - it's a dev circlejerk that doesn't amount to actual people who would buy your game
>>
>>160837252
AGDG helps a lot, i dont know what you guys are talking about.
Stop the fucking drama.
>>
>>160837073
No. Too much work.
>>
>>160836970

I use Ableton Live and Rytmik Ultimate but all my stuff sounds busy and ugly and I hate it.
>>
>>160837374
i used to come to /vg/ only for /scv/ and I stumbled across agdg when looking for the agdq general.

and i just make game because of it now
>>
>>160837374
>AGDG helps a lot
Yeah no I completely disagree with you but I will respect your opinion.
>>
have anyone here moved away from their initial ideas about being a game developer and mature in the end.

Like dreaming you're going to shake off the game world and make minecraft 2.0 towards something like I'll be happy to make this small game and I'll be great if I can make a small income that will allow me to afford food, internet and the rent.

have anyone here went from unity basic tutorials towards watching how to marketing, how is the indie market, how to connect and all the non dev bussiness aspects?

Is like moving away from this is the best job ever, I wil die poor but I'll make my great games yay, to simply, meh, this is just another job, pretty cool to make games but nothing special and that guy in a bank makes more money than me.
>>
>>160837448
These two aren't free... And I'm broke...
Meh...

I need some money...
>>
>>160837547
If you started off with the idea of making minecraft 2.0 you're fucking retarded.

I began one year ago and I've had a modest goal all the way throughout it. Get a decent job to put food on the table while doing something I enjoy.

I don't want a 9-5 job that makes me feel dread my existence

And I have a paid internship this summer at ubi in eastern europe.
>>
>>160837547
>not treating gamedev as a hobby
just make a game you personally will enjoy
>>
>>160833534
High energy!
Going fast!
Big guns!
https://www.youtube.com/watch?v=S30mE57BWZ8
Remember to not make a mow-down-everything-you-see game.
The enemy should always be giant kaiju or other mecha.
>>
>>160837712
is not my idea, it was the typical meme of I'm going to make a WOW killer, how do I learn visual basic you see on forums.

that's cool I guess if you get a job in ubisoft.

>>160837718
making a game takes too much time even while being a neet.

nothing wrong with treating it as a job.
>>
>>160837827
>nothing wrong with treating it as a job.
nothing wrong but the paycheck
>>
>>160837862
yeah, is possible but you need to treat it realistic.

is not impossible to make enough cash to sustain yourself, but it will be as hard as another type of job.

there's not easy way to make money.
>>
>>160837712
>ubi in eastern europe
Where do they have a office/studio there, out of curiosity?
>>
>>160833534
Slave Zero
>>
>>160837965
>there's not easy way to make money.
just learn how to draw furry porn and set up a patreon
>>
>>160838014

somewhere, somehow people are going to find out you're a pornographer.
>>
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After taking a break I decided to reboot the spess ship game I have been working on like a year ago.
There are some things I want to throw out of that scope and some experience I will be able to use to avoid spaghetti in certain places.
Welp, hopeful this time I will be able to finish it, after learning from past mistakes.
>>
>>160838014
is not magically, you need a fanbase, like all other porn artists.

they make money off comissions and you need to be popular in their forums.
>>
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>>160838014

This.

>>160838059

It doesn't matter. I've been doxed like crazy and nothing bad happened. Words can't hurt you.
>>
>>160838593
furry art looks disgusting.
>>
>>160837559

I'll make music for you, Anon

give me a general idea of what kind of mood you need for your music. I won't claim to be an expert and I tend toward glitch/ambient stuff but I can make melodic harmonious noises for you.

https://clyp.it/rylud55e
>>
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>>160838014
every time i see an artist who is like "lol it's easy to make money with game dev just make porn games or games with cute grills as characters" i just want to stomp is dumb retard face in. Just because he is one of the few lucky cunts who was born with an artistic talent doesn't mean shit of everyone else. Normalfags care 95% about cute models and 5% about everything else. So as an non artist i could have a perfectly coded game which runs 200fps on a toaster, is fuck as fuck to play and has lots of love put into it i won't make even 1% as much money as some retarded cunt artfag who glued together some shitty asset store/youtube tutorial game in Unity in one week and the only effort he put in was into couple of qt grill models in blender. And those dumb costumer faggots gobble it right up and shower him with money.
FUCKING CUNTS FUCK FUCK
God just typing this made me angry as fuck again. It's so fucking incredibly unfair.
>>
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REEEEEEEEEE
I spent 2 hours trying to find out why my build wasn't running and it was because Unity couldn't run 64bit plugins outside the editor
REEEEEEEEE
>>
>>160838652
not to the clients and their wallets are loaded
>>
>>160836248
>the instant invite is invalid or has expired
>>
>>160838712
I sincerely don't really know what my game would go with.
I thought of something calm with a sort of 8-bit or less feeling...
Since most of the "fights" aren't gonna be the important part of the game, I guess it'll be an ambiant only soundtrack that I'm gonna use.

My game is that game in black and white who had two freezed week for medical reasons...
>>
>>160838887

>fuck as fuck
>>
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How good is the following plan.

I have a dream to make my own fighting game and I will start coding the engine soon.

What happens if I start selling the engine and getting people to pay me to use it and even pay me to fix it and improve it?

Same deal with other types of games, making the game base engine and getting people to pay me for doing something I need to do anyway.
>>
>>160838887
>the few lucky cunts who was born with an artistic talent
Yeah. Of course. And linguist are born with a natural knowing of every languages around the world.
>>
>>160838887

I started doing porn when I was 21 and I sucked really, really bad. People only bought it because it was animated.

My porn still isn't very good and people still buy it.
>>
>>160837547
I want to be a successful dev but Im not banking everything on my game, in fact I expect it to not do so well, but Im pouring all my heart and love into it, so hopefully, with time, I can build some kind of a brand
I have a job that suits my needs right now, working on a better one. If game dev happens to work out for me, great, but if it doesnt, its not the end of the world
>>
>>160839074
there's almost no competition doing animated porn.

maybe I should get into it, since people have told me my art skills are fappable enough.
>>
>>160839035
>coding the engine
good luck making something usable by other than yourself
>selling the engine and getting people to pay me to use it
good luck trying to find anyone who'd even try it for free
>>
>>160839271
my current plan is to study software engineering and get a small job as an apprentice to a guy who fixes electronics and pcs next door.
>>
>>160839035
>i have a dream to make my own fighting game
there's your first problem
>>
I'm really good at animating porn but I just kind of want to make something I can share with my family, coworkers, friends, everybody not just significant other + couple close hentai friends. I think there's something to be said for building a portfolio that's NOT porn based.

You can always fall back on it. But I think it's worth more, honestly, to just do something you love while you love it. But here's the thing, people don't want quality porn, they don't give a shit about your perfectionism or if you did it well, they are looking for quantity over quality...
>>
>>160839273

When if comes to furry animated stuff there's very little competition. Games also do very well, more competition there.

Word of advice: Don't try to do a feature length movie. A well animated 15 minute production will sell the same.
>>
>>160837547
Well the good news for me is that even though I'm just a beginner at game dev, I won't need to be that successful to profit if I ever finish a game. Like if I make a game in a year that sells 1000 copies (which I wouldn't say that's unreasonable considering how big the market is) 10$ each, that's enough for me to survive.
>>
>>160839493
>people don't want quality porn
>people don't want quality
>people would rather prefer shit poorly animated porn to something like seismic
off yourself and never breed retard.
>>
>>160836687
don't make the particle stop, either slow it down or speed up the one(s) which need to catch up
>>
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>>160839501

15 minutes LMAO
>>
>>160839586

I've made over $2000 in a month on first releasing a porn animation but the truth is that effort is generally not rewarded and you're better off just getting by with "good enough."
>>
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>>160839279
>>160839373
Making a fighting engine is easier than it looks.
He's going to have trouble with the arts though.
>>
Right then, that's the destruction spell mechanic basics dealt with, time to work on other spells
>>
>>160839743

This.
>>
>>160839763
I'm more talking about getting literally 2 people to actually want to play is fighting game, not how difficult it'll be to make.
>>
>>160839763
>that faggot never released the code
>still waiting for it

>>160839743
>2000 is bad
>2000 times more than what you make making games
>most porn animations take less than a few days off work
tell me how you made it and where did you sell it?
>>
>>160840259

Sure, I used a combination of Adobe Animate and Toonboom Harmony Premium and it took me 2 months to do the keyframes and draw and color and shade all 50 frames. I sold it through E-junkies. When my account expired and it was no longer selling and I didn't have any other porno games or other content to sell, I let my paid account lapse.

Previously, I've gone through HentaiKey and Palcomix but I think Palcomix is dead last I checked and Hentaikey is a dinosaur. E-junkies was easy to set up and I recommend it to both artists doing illustrations or animators.
>>
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>>160840259
>>that faggot never released the code
I will sound like the bad guy but considering the awesome hate wall I've faced everywhere when looking for free arts in the past years, I've grown spiteful enough to not release anything for anyone.

I just went back to my old mindset from 5 years ago and I just make games for myself that I want to play alone or with friends. At least they don't care about having everything in cubes or ripped art from snes games.
>>
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Post progress
>>
I'm struggling with A*, it either gives me odd results or no results at all, should I end it? ;_;
>>
>>160840683

> I'm struggling with A*

what is A* ?
>>
>>160840792
what is google?
>>
>>160840514
>2 months
>50 frames
nigga, you suck.

how do I open an account on hentaikey and palcomix?
What is e-junkies?

What are some stores for hentai animations?

I want to do some super ppppu clone with better art.

>>160840559
I remember you promised to give me the code if I started making the art of a character.
>>
>>160840880
>I remember you promised to give me the code if I started making the art of a character.
For the records, did you?
>>
>>160840846

Google is an American multinational technology company specializing in Internet-related services and products that include online advertising technologies, search, cloud computing, software, and hardware.
>>
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In GMS, what's a good way to make an index for all the attacks an enemy or the player can do?

I was thinking of making an array like
>attack_index[isAerial, isLevelX, isRageMode, hasItemX]
and so on, then access the attack by checking which of the arguments are true/false etc. but I have no idea how GMS handles array memory.

Would that work fine or should I just make a function to index them?
>>
>>160840936
we never got serious bro.

I need to get a new pen tablet soon, last I had was broke.

I never understood if you were serious about it, we didn't even talk about the character design and so on.

your work simply dissapeared and I though you left.
>>
>>160839273
>here's almost no competition doing animated porn.
is this a joke or are you delusional? there is a HUUUUUGE market filled with porn games, there are literally mountains of them because everyone wants to cash in on that genre
>>
>>160841247
games != animated clips

there's almost nobody making parodies beyond Zone.
>>
---[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Spent a total of like 10 hours chatting with other devs about the theory behind my core mechanics
+ Worked on menu music and somehow made a breakthrough on the main melody
- I still have no idea what I'm doing
>>
>>160840601
>>
>>160841316
this is a game dev thread, you should fuck off to /tv/ then
>>
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>>160807117
feedback from plebs is largely junk anyways. Unless it's about something glaring, like "I accidentally deleted/overwrote my savefile because you have these options and buttons arranged in a retarded way" they probably won't pick up on anything that they'd pass on to you that would be meaningful or useful in any way.

Are you looking for feedback on something specific, like at, physics, framerate, narrative flow, game pacing, etc?
>>
>>160841112
Shit I think I remember you. nundev?. I believe you decided to make your own fighting engine anyway? And you were making good progress.

Anyway yes I left at some point and tried to learn a bit of art and modeling by myself. I just came back a while ago expecting to play some games from devs I was following back then but they're all dead or on hiatus
>>
>>160838910
i hate that
>everything runs fine
>build game for the first time after two months of dev
>shitload of errors even though it works fine in the editor
>>
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Why aren't you using Hexels yet?
>>
>>160841390
nope, I'm cristian.

maybe we can make something togheter after all but I still need to get my pen tablet.
>>
How do you resist the urge to start a new project?
>>
>>160841686
What ever happened to your smash clone? And no I've given up on working with artists sorry bro
>>
>>160832552
>it's another /agdg/ & /pol/ crossover episode
I shiggy diggy hope this doesn't happen in the 2017 season famalam
>>
>>160841768
The knowledge that my current game is better than 75%+ of the stuff on Steam and all I have to do is finish
>>
>>160841794
I'm not a master programmer, I know the basics.

My goal now is to way to see if I can study software engineering in college, then get into my college drawing clubs and learn realism.

After that maybe get some music bros to mentor me.

So, I'm just waiting to enter college.

>I've given up on working with artists
That's a shame.

what if I make all the assets first, would you be willing then?
>>
>>160831420
I laugh that his tripcode on fireden is !ROtaTe.Z.Q

like Zoe Quinn, someone who pretends to gamedev but can't make anything worth a shit, just like rotatedev
>>
How do I wipe the student watermark from stuff made with max
>>
>>160841963
It's going to take time if you want to learn everything but godspeed to you. And doubt so to answer your question, when I said I grew spiteful I wasn't joking.
>>
>tfw have a musicbro that you made almost a dozen of games with
>tfw they were always small jam games
>tfw finally making something bigger that people seem to be interested in
>tfw he squanders it because he has no work ethic and gets nothing done

i feel terrible but do i need to drop him? seriously 1 song every few months what is he doing. he doesn't seem to be trying to improve either
>>
>>160842060
pirate the max like any other normal person you tard
there is no bigger disgrace that having someone play your game and the first thing they see is something like "made with unity PERSONAL EDITION (because this cheap poorfag shit was too cheap to spend even $30 monhtly subsciption for the whole thing so how much effort do you think he put in his game)"
>>
>>160842316
oh well, that's a shame.

maybe you can learn art, try to get into some local drawing class and learn realism first.

>spiteful
why?
>>
>>160842383
music is the least important part of any game, dispose of him like the worthless piece of trash he is
you can always use shitton of free or cheap songs from the internet
>>
>>160842549
>what is touhou
>what is final fantasy
lol
>>
>>160842503
>maybe you can learn art
I've got the basis, I just don't like it. I'm more interested in modeling and right now I'm satisfied with what I can do even if it's shit, at least I don't have to depend anymore on whatever public domain unusable model is currently available.

>why
Subjective reasons. Though what pissed me off the most was how, in reddit for example, people try to instant-shame you the instant you say you're looking for public domain graphics or something but don't really want to use the minecraft-like ones available (because anyone can do this let's be serious here).
Apparently it means that I'm "only looking for AAA graphics and I disrespect and undervalue the work of an honest artist". I think they also called me a "slave-enabler" and all kind of names from there, it got ridiculous real fast.
>>
>>160840601
c
>>160839819
>>
>>160842947
yeah, that sucks.

maybe some day you'll be ok.

learn low poly and do something like N64 shit.

I feel the same way, I've tried to help other people but I think the internet is not a really good place to seek and offer help, and most people are unreliable.
>>
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>>160841672
>bloom
2010 was 6 years ago
>>
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>>160838887
>hurr making porn is easy
>>
>>160842595

>what is cancer
>>
>>160827683
turn based tactics game with a middle east setting with the prince of persia ( 2008 ) aesthetic
>>
>>160843457
>the only reason people buy is touhou is because of music
>huh duh cancer

you will never be even 10% of ZUN, jealous sub human.
>>
>>160843456
literally me on the left
>>
>>160842449
but muh secret watermarks and muh interwebz police
>>
>>160843637

(you)
>>
>>160843456
>rich fat ugly guy takes advantage of young poor hot grill desperate for money and sexually abuses her
literally my fetish
>>
>>160843456
It feels weird to note that I'm dressed like this girl right now...
>>
If someone offered you $10,000 for the rights to your game and sole ownership, would you take it?
>>
>>160843863
>ZUN sells easily more than 10k copies every comiket in a few hours
>being a jealous faggot.
>>
>>160843991
No
>>
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>>160843996

i'm not even that >>160842549 guy
>>
>>160843991
yes, since it's only an idea with 3 concept document and one big psudocode for the main mechanic
>>
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>>160844218
>talking shit about ZUN
>in a fucking indie developer thread
lmao at you
>>
Gamemaker shader question:

Are x and y measured from 0 to 1? and if so how are they subdivided, how much is 1 pixel?
>>
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Did a quick result screen. It looks terrible but at least the framework is in.
>>
>>160841380
thats why i really like it when i get feedback from other developers, because they typically know how to give really valuable feedback that you just cant get from the average consumer.

though you shouldnt pass off the average consumer's feedback either since they will be the majority that play your game
>>
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>>160844317

i don't even know what ZUN is.

i don't care.
>>
>>160844530
ZUN is literally the top dog in the indie world.

he's literally God for other indies.

learn your indie lore newfag.

BTW he made touhou alone.
>>
>>160844317
Touhou is famous because of the waifus, the music is clearly made by someone who has no idea what he's doing. The lesson you need to learn from this is make a LOT of games and put a lot of waifus in your games and the music doesn't matter at all. It can be any music.
>>
>>160844367
That's dope. Honestly don't know if I prefer what you have or a sorting of kills by type as opposed to chronological.

Still cool
>>
>>160844537
thats why its a dream
>>
>>160844712
>indie lore
This isn't a fucking religion about superheroes, it's a cutthroat business where only the strong survive. Admiration for other developers is a meme. You're really just jealous of their massive dosh.
>>
>>160844818
ok, fucking underage.
go back to school.
>>
>>160844715
it's too late now. market is oversaturated.
>>
>>160844367
wouldnt it be better to list the kills sorted by value for each type with the number of each, I mean that would be a lot easier to read
>>
>>160844876

no. you just gotta have better waifus than everybody else.
>>
>>160843996
Yes but they put out professional level work that has an experience team behind it. You would have no chance if you tried to create something on that level
>>
>>160845037
>experience team
>team
>ZUN does the coding, writing, art, music
>>
What do you do when you just can't bring yourself to dev?
>>
>>160845019
Zun waifus are popular thanks to the fanarts. The original design being that.
>>
>check game jam submission from a year ago
>now has 400 downloads
Wow feels good to have people actually look at your work
>>
>>160845190
Dev regardless
>>
>>160845190
watch dev-related stuff, like tutorials for things or games analysis
>>
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>>160845218
>tfw your game has 5 stars on itch
>>
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>>160845409
>from 1 review
Someone is going to ruin it
>>
>>160845218
mine has 345 now
but it feels bad to have no feedback so i don't know if people liked the game or deleted it after two minutes
>>
>>160845558
>thousands of downloads
>people either really like the game enough to comment and ideaguy for you or say nothing at all

constructive criticism doesn't exist
>>
>>160845523
that's my story, just dropped from 5 stars because somebody rated 3
can't blame them i guess, it's only going downhill from here on
>>
>>160818406
heterochromia. you know you want to.
>>
Game Maker Studio 2 is available for purchase as of an hour ago. No beta restrictions.
>>
>>160845869
>nonfree engine
Lmao
>>
If you're an artist, abandon a project and go completely silent after doing a few things, would you still want/expect to be on the credits?
>>
>>160818406
portal eyes
>>
>>160846049
Yes
>>
>>160845190
Watch anime or read dev-related stuff
>>
does anyone have any tips on pixel perfect fullscreen scaling for game maker studio?

i got windowed scaling fine but im having issues with fullscreen
>>
>>160846384
Who
>>
>>160846436
>he doesn't know catatonic dev
>>
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why aren't YOU part of /agdg/ discord.
you are a dev, right?
>>
>>160845747
suck tho that 95% of those idea guys are garbage who suggest either things that are insanely large scope and would take a team and a year of work, or totally retarded shit that would be boring as fuck to have
>>
>>160846654
Because I already waste enough time not deving on agdg. I don't need a second chat.
>>
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>>160844716
>>160844894
Well I wasn't really planning on tackling that today, but you guys made me do it anyway. Still looks terrible but at least the functionality is there now.
>>
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>>160836687
Improved on the pickup design
>>
So I have
>playable characters
>several enemies with varied AI
>equippable weapons
>skills and stats
Now how do I make it an actual game instead of "kill enemy -> upgrade character -> repeat"?
>>
>>160846049
Yes, if you ended up using the art.
>>
>>160848375
that's literally every game you've ever played anon, there's no more to games at all... they're simple treadmills to pretend they have depth
>>
>>160846654
Because I'm not the cancer killing this thread.
>>
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>>160848262
Also, gotta say good ol' pen and paper can help a lot when working out implementation ideas
>>
>>160848262
Looking great! Very smooth
>>
>>160848262
it's beautiful
>>
>>160849093

this looks amazingly similar to something i was working on today.

i was trying to figure which way to rotate to follow the shortest path when rotating an object.

at the end i decided just to give up since the sphere i have now is just a placeholder the actual player will be a character and i want to get the prototype done.
>>
>>160846863
Does agdg have an orc?
>>
>>160850553
what did he mean by this
>>
>>160850824

i think he meant - what's the fucking irc ?
>>
>>160850553
We used to but it kind of exploded
>>
>>160850553
yes, but only successful devs can access him.
>>
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>>
>>160852771
jOjO rEfErEnCe?
>>
>Draw sprite at an enormous size
>Illustator won't export it at 100x136 px like I need it to without fucking up the quality via save for web
>Can't downscale it using SDL at runtime without it looking like shit
What do?
>>
>>160853135
Redraw at small size
>>
>>160853135
>>Illustator won't export it at 100x136 px like I need it to without fucking up the quality via save for web

what
if its in illustrator it should be a vector(since thats the point of vector), in which case it can be scaled to any size without loss of quality

if its an actual image then do nearest neighbor(hard edges)
>>
>>160808995
looks really fun. keep on truckin
>>
>>160853135
Why doesn't downscaling with SDL look good? Are you setting SDL_RENDER_HINT_SCALE_QUALITY?
>>
>>160808995
>was about to call this a shitty doom clone game
>gameplay looks alright

not bad
>>
>>160839035
eeh no. why would anyone pay you when you can already use free engines that have 100x the power and flexibility than everything you'll ever accomplish by yourself.
>>
>>160853303
I'm an illustrator noob so please bear with my idiocy. It is a vector but I need to export it to a PNG file. Exporting to a PNG by itself doesn't seem to give me the option to export to a given size. Even if I shrink the vector image and the board to the desired size when I export it the result is a PNG image several times that size. There's another option which lets you specify a size - save for web - and the result is actually that size! - but the quality is shit.
>>
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>>160851174

>>160850553
irc://rizon.net/AGDC
>>
>>160839035
Making games because you want money is stupid enough, now you want to make engines for money?
>>
>>160853657
Yup. I even tried to set all three hints in sequence, creating and rendering a new texture in between, and the result was missing lines. I don't think SDL's downscaling function was meant to handle shrinking something by a factor of 10 gracefully and that's not the fault of the developers.
>>
Is there anywhere I can get sound effects that I can use in my final game?
>>
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>>160853730
>but the quality is shit
What's shit about it?

This icon was a vector at 1000 x 1000, scaled down to 100 x 100 using save for web.
>>
>>160853757
It was an exploding orc reference
>>
>>160845037
haha, you are pretty mediocre
byebye :)
>>
>>160854076
yeah, hire someone or buy one colossal collection for a few grand

OR enjoy 4000 different quality sound fx at different balance levels sounding like complete fucking garbage
>>
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>>160854325
And this is non anti alias.
>>
>>160854207
>>160853928
0-9 make a furshit game you dong
>>
>>160854713
neither can I

this is AMATEUR game dev general after all

just do what you can, and get making
rumor has it you get better with practice too
>>
>>160854325
Maybe I'm seriously fucking something up, which seems likely. The colors are significantly darker, a few lines are incomplete and many are very jagged. Maybe this is because I used a lot of thin lines in the large image?
>>
This is my rarest googum picture.
He appears to be dressed like hitler in a basement with some LAN-Party looking fedora guys as backdrop.
I do not know the context of situation here.
This picture was taken around 2006-2007.
Okay now u can go on devving

May all your games progress swiftly
>>
>>160854925
post example svg/file?
>>
>>160855090
saved and set as tiled wallpaper
>>
>>160855207
nah, modding isn't really appropriate for this thread
go practice drawing then
>>
>>160855090
I don't see a pic?
>>
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>>160855090
so rare it wasn't even attached
>>
>>160855629
well the drawing practice would presumably be for improving your ability to make sprites or models
and making game entails writing your own logic and creating your own gameplay.

you can make any kind of game you want, be it furry or loli raep, as long as you MAKE IT
>>
>>160855851
>doom modder posts here
I don't see why modding shouldn't be allowed.
>>
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Ok. I'm kind of proud of myself. This might be simple stuff to you guys but took me a while to get it right. I succeded in building a Spelunky type level generation.

It basically splits the frame into 4 parts and then loads in different variations to get a full level. Now all i need to do is make different parts and the generator will take care of the rest.

I used much smaller zones first but then it became too messy and random. Gif demonstrates this quickly. Good progress today!
>>
>>160855207
Yes
>>
>>160854925
post your fucking sprite so we can laugh at you
>>
>>160855960
Alien Swarm map making isn't comparable to Doom total conversion (which is what it seems he's trying to do).
>>
>>160855960
that's using the doom engine to make custom shit

maybe I should say "mapping" rather than modding
>>160856153
>>
>>160855970
is that multimedia fusion?
wow that takes me back.
>>
>>160856540
Yeah, the newest version, fusion 2.5. Works well for what i want to do.
>>
>>160855378
Fuck you anon, I'll take modders any day over 400 posts of source or engine wars
>>
>>160856639
but source shitposting is using source mod screenshots
mapping isn't game making
using an engine to write your own custom gameplay is game enough for this thread

lets not argue
>>
>>160845869
I don't have the money for it. I'm poor.
And I don't even have welfare...
>>
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Water works and a couple of enemies are functional but the worm is still wonky.

I'm still undecided in terms of how the little fucker will even work.

I want him to chase and hit the player back when the player isn't biting in the right direction but I feel like that isn't enough on it's own.

+ meat
>>
>>160857071
I didn't say it wasn't appropriate for AGDG, I'm just saying the comparison is silly.
>>
>>160857194
hello sourcefam

hidden + stubs hidden
>>
>making minimum wage at Carl's jr
>barely have enough money for rent, some nights don't have dinner
>enter my wage in a poverty calculator
>says I'm in the top 5% richest in the world
Wtf
>>
>>160857423
Can you imagine the poorest?
And that the 1% richest is in average a thousand time more rich than the people between the 1% and 3% combined?
>>
Are we sufficiently PS1 yet?

Of course we're not - I still need that vertex shader, which makes vertices snap to a grid while animated.
>>
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>>160846125
thanks anon i chuckled
>>
>>160856883
I'd rather have productive people making SOMETHING then useless posts.
>>
>>160857690
unity?

just use this in a vertex shader

OUT.pos = floor(mul(UNITY_MATRIX_MVP, P) * _Accuracy) / _Accuracy;

where accuracy is a float for decimal points (100 for 2 decimal rounding)

lemme know if you want more/all the code
>>
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Okay I must be retarded or something but:
>trying to make game change scene when bumping into enemy
>for testing purposes I made it so when the return key is pressed, the 'battle' ends and you go back to the first scene, where the enemy gets removed and the player gets repositioned where he was when he bumped into it
I achieved this though some mom's spaghetti come, but it should work.
What actually happens is, as soon as you go back to the first scene, even though the monster has indeed been destroyed, the scene goes back to the 'battle' one the next frame. Except after some going back and forth, it does occasionally go back to the first scene for good.
I have zero idea why this is happening though.

Here's my question: what's the best way to manage scene changes and keeping references of things (like the enemy) between scenes in Unity?
>>
No homo
>>
>>160857849
you kill the fun. go away
>>
>>160857849
>using orders of magnitude more power than the PS1
I'm not, though?
The polycount is under the magical 3000 and there's only one 256p texturemap?

Now, how to do the rendering, I have no clue, but it should be possible to render without using fancy new tech, no?

>>160857960
I actually copied and saved a full vertex shading script (that you?) posted here a little while ago. Looking forward to testing it!
>>
>>160858050
I try to avoid changing scenes in unity much as possible, just fade out the screen and move the player to another part of the world to give the illusion of multiple areas
>>
>>160858050
It's amazing how easy something as simple as this is in a custom engine (or at least an engine with a good game state system) but how awful it is in Unity.
>>
>>160858291
Don't worry, Anon.
I won't be using AA, shadows or high resolutions, so I'm sure your grandma's rig will be able to run it ;^)
>>
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>>160858161
yea that was probably me

>>160858050
well "DontDestroyOnLoad" is a thing. Are you trying to make a sort of RPG type battle area? You might be able to do it more gracefully without scene changes.
>>
>>160858463
>yea that was probably me
That shit is so cool!
Thanks a lot!
>>
>>160858463
please link accuracydestroyer.vert thank you
>>
>>160854925
>The colors are significantly darker
Ah, gamma correctness. If you fuck that up, basic one-bit alpha masking will work, but pretty much all other scaling and compositing operations will be totally fucked up.
>>
>>160856616
Gotta be real, it's still pretty terrible though. I used to use MMF2 myself about a decade ago, and Fusion 2.5 has seen remarkably little improvement in the time since. Like you still can't even nest events.

You really should check out Construct 2. The way it works is basically a direct evolution from Clickteam software (so you should be able to get up and running really quick) except things work better in pretty much every regard.
>>
>all those deleted posts
Wow.
>>
>>160858651
this is probably more worth your time, as he also gets rid of perspective correction.

https://github.com/keijiro/Retro3D

mine was literally just a diffuse shader with that line up above added
>>
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First time trying to do some pixel art. Long way ahead, I guess.

First time posting progress too.
>>
>>160858916
thanks man. I may end up doing something small with this, I don't want to get sidetracked but this shitty rendering gives me the biggest nostalgia boner
>>
>>160854430
yes it was
>>
>>160857690
>make beautiful art
>ruin it
Why? Actual PS1 artists would probably crucify you because now that you have the freedom to make your shit look good you're choosing to make it look bad anyways..
>>
>>160857690
What kind of assets are those? 2D and 3D?
>>
>>160859102
I dunno, I like the dithering, and it hides a lot of flaws too. Like the "mixel"-look, some guys here complained about.
>>
>>160859285
That was a texel density complaint, fairly easily fixed. You just have to give larger surfaces more area of the texture to work with.
>>
>>160859102
the limitations created an artstyle
and that artstyle evokes feelings in us
>>
>>160859371
He's already working within the creative limitations, now he's just applying filters to badify it.
>>
>>160859102
They sure would cucify a fan for liking their work. How dares him.
>>
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>>160859285
guys here complain about everything
>>
>>160859356
Not if I want to keep the texture files small. It also gives me a lot of freedom to play with shapes and colours without having to align everything perfectly.

There are pros and cons to either approach, I think.

>>160859505
That's Aggydag. Sometimes it's retarded, but sometimes it can actually be helpful too.
>>
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>people are actually getting banned for rule violation now
Never thought I'd see the day this happened on /agdg/. Finally we can dev!
>>
>>160858950
Don't make it your last.
It's decent for placeholder art. Remember that you can only get better if you practice a lot.
>>
>>160859862
>installed 4chanx few weeks ago
>postcount went up quickly and I barely saw any posts
>now postcount grows at a suspiciously low rate
I dunno, kinda good?
>>
>>160857690

>Low poly
>Low res render
>Dithering

>>160858463

>"Turn this float to an int, and keep the change!"

I'm considerably aroused right now.
>>
>>160860239
>Low poly
>Low res render
>Dithering
What are you trying to say, Anon?
>>
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>Make 2D outline shader in GM
>After inputting some random values it actually creates a 1 pixel outline
>Except on some animation frames it doesn't do anything at all
>and sometimes it only puts an outline to the left or right

I hate this. You can't even debug this shit, with debug console or print statements
>>
Does anyone have any idea how you would even begin to make an authoritative server with Unity that doesn't involve running a copy of Unity on a server?

Every answer I've found has been deflective or "rewrite the entire physics engine and everything else"
>>
>>160860328

That I'm turned on by these things.
>>
>>160860392
Other than rewriting it all in not-Unity, no. Why is it so much of a problem, though? Surely Unity can run headless or you can at least disable all rendering and such.
>>
>>160860342
If you want a 2D outline, just check at each fragment / pixel if there is a solid pixel (i.e. alpha geater 0) next to it. Just check for cardinal directions though, often 8directional outline looks kinda rubbish. If you want a thicker outline, raise the check radius.
>>
>>160860512
Since someone posted about trying to do that yesterday or the day before, it's safe to assume it's the same guy and that's what he's working on.
>>
>>160860492
Oh, okay. I thought you meant something was wrong/off about it.

Thanks for being aroused!
>>
>>160860503
headless Unity is terrible, and that would be a really annoying way to run servers since everytime a player wanted to play a game you'd need to fire up a Unity instance.

It seems peer to peer and just letting players cheat might be the best way to do it
>>
>>160859995
I hope I will learn fast enough, so somebody will be interested enough to at least try to play it.
Ty for encouraging me, will try to do it from time to time
>>
>>160860639
>inputting some random values
Then what did he mean by this?

>>160860342
Post shader.
>>
>>160860512
That's exactly what I'm doing, but from what I can tell, adding 1 is not a single pixel ut rather the length of the whole screen, so I have to divide by some number Ive had to guess.

Plus sometimes it just stops working :(
>>
>>160859071
what happened to your digimon fan fiction ?
>>
>>160860686
I don't know what your game is, but if it's cooperative, or the type of game where I'd say to my friend "hey, let's hop on and play a round of _____" (between the two of us), then peer to peer is absolutely preferential, IMO, because it means as long as there are people willing to play the game, it can be played.
>>
>>160860342
Shaders aren't great for outlines unless it's 3D and it's a geometry shader in toon shading.

Easiest thing to do is simply draw the sprite multiple times like so:
>draw_sprite_ext(sprite_index, image_index, x-1, y, image_xscale, image_yscale, image_angle, c_black, 1);
>draw_sprite_ext(sprite_index, image_index, x, y-1, image_xscale, image_yscale, image_angle, c_black, 1);
>draw_sprite_ext(sprite_index, image_index, x+1, y, image_xscale, image_yscale, image_angle, c_black, 1);
>draw_sprite_ext(sprite_index, image_index, x, y+1, image_xscale, image_yscale, image_angle, c_black, 1);
>draw_sprite_ext(sprite_index, image_index, x, y, image_xscale, image_yscale, image_angle, image_blend, 1);
Be warned that this won't work for alpha sprites (not that outlines particularly make sense for them anyways) and you'll need to do some blend mode fuckery to get good outlines that aren't black.
>>
>>160860751
>Then what did he mean by this?
Considering he was having trouble, he probably means "shit's broke don't work so I'm grasping at straws to fix it"
>>
>>160860887
Yeah, I'll just have to make sure not to do anything retarded that makes it slow. Shouldn't be the worst thing in the world.

I wanna do a system where you can earn in game items to look cool, but cheating would make that really easy to mess with.

The solution is really a combination of
>not caring if people cheat, let them
>being obscure enough so that people don't bother cheating
>doing some fuckery to mess with modifying items, like odd variable names and storing them strangely
>>
>>160860686
If you don't want a dedicated server, just make one of the players authoritative or go P2P.
>>
>>160861086
Shit, I left out the more important half of my "peer to peer is good" post.

Peer to peer is good for the types of games I described because cheating in cooperative gameplay is significantly less important than cheating in competitive gameplay. I wouldn't worry about it if I were you. As long as a host can kick people, it's perfectly fine.

in short, this:
>>160861091
>>
Hello
>>
>>160861390
Fuck off.
>>
>>160861091
>>160861245
My current battleplan is/was peer to peer with player's having mastery over things they control and a single player being the server master itself.

I was more curious than anything with authoritative servers, but in my current plan one of the players will be authoritative.

Now I just need to do some mockups to see if I can host migrate. If not it's gonna be a sad time
>>
File: 1433864274720.jpg (127KB, 623x663px)
1433864274720.jpg
127KB, 623x663px
>>160861440
Netcode is always a sad time, friend. Stay strong.
>>
>>160860751
Pic related

The offsetX and offsetY are 1 divided by different multiples of the base resolution width (360)

>>160860964
This seems very finicky and prone to failure

>>160861012
Basically. I know the logic, but I don't know how GLSL refers to single pixels, so I have to play around with floats until it will work
>>
>>160861440
You don't need a privileged client in P2P, though.
>>
>>160861574
>Pic related
I see nothing wrong with it.
>>
>>160861574
>This seems very finicky and prone to failure
How?
>>
File: outline shader.png (126KB, 973x549px) Image search: [Google]
outline shader.png
126KB, 973x549px
>>160861574
And I forgot the pic
>>
I spend my entire workday thinking of devving and I hardly get anything done at work
>>
Did the recap guy post this week improvements yet?
>>
>>160862489
Nope. The past two weeks the new recap guy has been posting it at night.
>>
>>160862564
Oh, thanks.
>>
>>160862564
But it is nighttime for civilized nations
>>
>>160862789
Then civilized nations can wait until daytime.
>>
>>160862165
Do you dev when you get home?
>>
>>160862165
I try to get my daily work done as fast as I can and then hit blender since its the only thing I currently use that I can use in my office pc
>>
Did soresfam just get his shit pushed in again and I missed it? :^| Oh well :^)
>>
>>160863919
I know he'll just come back for more, but it's still incredible.

If only he could remember how to post progress, there might be hope for him...

If only he had a game...
>>
>>160861726
Going out on limb here as I am not that experienced in shader language:
http://pastebin.com/gFe4myV4
>>
File: Types.png (56KB, 700x390px) Image search: [Google]
Types.png
56KB, 700x390px
>>
https://boards.fireden.net/vg/thread/160799859/#q160857301
>160857301 and everything that follows
>GRR IM NOT SOURCEFAM (must not say danny must not say danny)
>post along with all source shitposting gets deleted
Topkek
>>
Who /autism/ here
>>
File: 1478031004011.png (138KB, 408x372px) Image search: [Google]
1478031004011.png
138KB, 408x372px
>>160862165
I know the struggle, anon, yet, when I come home, I can barely work because I'm tired.
>>
>>160864046
>>160861726
Just noticed the offset logic is a bit off, you'd need to change that to getting a vec2 coordinate
via

vec2 texoffset = 0,0

and then
//Right
texoffset.x = offset.x
texoffset.y = 0
..v_vTexcoord + texoffset..

//Down
texoffset.x = 0
texoffset.y = - offset.y
..v_vTexcoord + texoffset..

etc.
>>
>>160864101
You can really get to know a shitposter by reading all of his deleted serious posts. What a dumbass.
>>
>>160864126
>>
Statistically, you're not going to make it. And if you do make it, statistically, nobody's going to play it.
>>
File: 2016-11-22 18h57_25.webm (3MB, 996x624px) Image search: [Google]
2016-11-22 18h57_25.webm
3MB, 996x624px
What you guys think of this pallete for the clouds?
>>
File: 1476867843145.png (444KB, 1000x831px) Image search: [Google]
1476867843145.png
444KB, 1000x831px
>tfw to inteligent for to not languagedev
>>
>>160864827
I think a slightly darker purple might look better, but I do like how it looks now.
>>
>>160864637
I bookmarked it. Most of the posts deleted of his are posts I suspected were him. It's hilarious. He really is a neverdev failed source map making retard. He's never made a game so I'm not sure why he feels that is his right to shitpost so much.
>>
>>160864637
he's back

>>160864912
>>160864782
>>160865036
>>
>>160861726
Corrected for coordinate logic.
If you wanted to check diagonally too, I'd suggest a loop structure if possible.
http://pastebin.com/fPef9HY7
>>
>>160865204
hello again sourcefam

remember to hide + hide stubs on this post and any like it
>>
File: 1470976228429.gif (1MB, 245x280px)
1470976228429.gif
1MB, 245x280px
>>160864101
>>160833242
https://boards.fireden.net/vg/thread/160799859/#q160833242

>I would probably purchase watch dogs 2 if i had a better pc 2bh
My fucking sides are gone. He really is a toaster boy faggot making shitty gmod maps on his mom's acer laptop and just freaking out on agdg everyday because he wasn't worshipped as a rockstar gamedev over it. Holy shit.

This sourcefam 2016 leak is tops.
>>
>>160865386
Yeah nah.
Why are you replying to nothing btw?
Retard.
>>
>>160865156
I am just a normal nodev funposter. Not this man who you speak of.
>>
>>160864101
There's clearly a period of around 3 to 6 am where he just babbles to himself about nothing in particular. Literally insane and literally has never even thought about making a game.
>>
File: image.jpg (55KB, 680x598px) Image search: [Google]
image.jpg
55KB, 680x598px
>tfw to intelligent to optimize
>>
oh no, its time for dannys hourly meltdown, there goes any progress in the thread while people watch, embarrassed instead of posting
>>
>>160865156
I wasn't going to reply but the other anon did and yeah I'm not sourcefam. Kill yourself.
>>
File: 145168939636.jpg (140KB, 798x596px) Image search: [Google]
145168939636.jpg
140KB, 798x596px
>>160866085
>HEY EVERYONE IM READY TO CRY ABOUT "DANNY" SOME MORE NOW
Sounds like a plan reek let us know when you're done kiddo.
>>
anyone looking for a 2d artist to do hand painted bgs/textures ?
not replying to obvious joke replies
I'm not the best in the world but probably allot better than allot of stuff that is posted here
>>
red alert, danny's nut is about to blow
>>
>>160866362
any examples of your work?
>>
>>160863998
>If only he had a game...
m-m-m-making """"maps"""" for other games is gamedev :((((
- sourcefam 2016
>>
>>160866362
>allot
>no samples
>>
>>160864501
What's difference between having a vec2 offsetX and a vec2 offsetY or having a single vec2 texoffset? I'm not sure I see the advantage

>>160865158
This logic doesn't seem to different from what I already have
>>
File: room.jpg (62KB, 900x600px) Image search: [Google]
room.jpg
62KB, 900x600px
>>160866687
>>160866523
sorry didn't mean to sound so condescending here is a sample.
I originally drew this one to be used for a rpg but it could also be used for a point and click adventure altho than I would have to cut it up in multiple files.
I also have one of a house and a bed
>>
File: 1351828838553.jpg (23KB, 420x300px)
1351828838553.jpg
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>>160853717

It looks like a doom clone cus it's just a doom mod, anon
>>
>tfw two intelligent too be sourcefam
>>
>>160866362
what tools do you use?
>>
>>160866926
not bad, but most people around here will probably be wanting pixel art style
>>
>>160866926
it is certainly a background!
>>
File: 2016-11-22 19h36_22.webm (2MB, 996x624px) Image search: [Google]
2016-11-22 19h36_22.webm
2MB, 996x624px
>>160865026
Thanks, mate!
>>
>>160866823
For one: The less code you have in a shader, the better its performance. Though granted, the vector usage is similar and not as important.

The differences that matter: pastebincode has a settable color for the outline, as well as customisable outline width.
That color is only used if there is an opaque pixel as neighbour. What you did is to set the alpha of the outline to the alpha of the heighest neighbour it could find.

Imagine a sprite that was blured with 0-alpha background. The bordering pixels of that sprites may have an alpha value of 0.02 and your shader would make the outline for those pixels have that same alpha: 0.02, so barely visible.
>>
>>160867264
Is that the diner from VtM:B?
>>
Is there a way that I can get a for each loop to return the first null value while at the same time, futher iterating the loop to search for certain classes in the array?

I can't wrap my brain around it. I need a loop to give me the first empty value it finds, yet continue on. And if I continue on, it will give me the LAST empty value because it will keep overwriting the variable I have set to record the index of the empty value

I can bruteforce it with two loops, but doing that makes me sick

Unreal 4 BP if it matters
>>
File: 1468376080771.jpg (26KB, 615x347px) Image search: [Google]
1468376080771.jpg
26KB, 615x347px
>>160867069
>>160865784
>>160865393
>>160864101
Gentlemen, after reviewing these posts of his including this in particular
>>160831337
>Remember. This is your ""work"". Literally. And we are LITERALLY LMAOing at your life. Or what's left of it until the cops come.
>>160857194
>so what you're saying is you'd LITERALLY prefer schizophrenics reposting the same screenshots over and over just to complain about them over someone who makes new content for an existing video game

I have concluded that our "sourcefam" is in fact a psychopath and mentally ill person, who because his level design screenshots or something were made fun of a year ago has been shitposting and attacking his own work in an attempt to force agdg to feel sorry for him, or somehow empathize more with his level design that nobody wants to see because this is not a modding general it's for gamedevs. He clearly resents not being a gamedev and is a literally insane shitposter about it.

This is a human being... ? And not a bot. Just. Literally insane.
>>
>>160867554
index = -1
for:
if value empty:
if index < 0: index = index_of_value
return index
>>
File: loop.png (2KB, 291x142px) Image search: [Google]
loop.png
2KB, 291x142px
>>160867868
>>160867554
>forgot 4chan can't into regular spaces
>>
>>160868054
Thanks. I just gotta translate that into blueprint while partially addled by delicious beer
>>
>>160867603
Not everyone can make games. Some people aren't smart enough so they might want to call themself a gamedev when all they do is make maps for some other AAA game. I can see how someone like that would go crazy and attack agdg for not accepting him in the beginning or something. Untermensch garbo.
>>
>>160868054
OH I GET IT NOW

SET THE VALUE TO NEGATIVE ONE AND FIX IT SO THE VALUE IS ONLY CHANGED IF THE CURRENT VALUE IS LESS THAN ZERO SO IT ONLY GETS CHANGED ONCE

BRILLIANT

I'M LERNDING
>>
>>160868197
>I can see how someone like that would go crazy and attack agdg for not accepting him in the beginning or something.
To do it for a full year is pretty damn crazy. A person could teach themself to actually make a game in that time but instead he just babbles in here and shitposts for a full year lol
>>
My game is going to have an insane NPC that babbles about "the source" and "orbs of light" with an associated quest for a magical item.
>>
>>160868434
>My game
Reek please
>>
Are you done with your temper tantrum, mothdan? Piss off!
>>
>>160867436
Yeah, yours is certainly more versatile.

My biggest problem is that I don't know how to measure 1 pixel in shader language. If I set the outline width to 1, it fills the entire background of a sprite. Setting it to around 0.0005 makes the background 1 pixel, but it has problems so it probably doesn't round correctly.

I just need to figure out how much 1 pixel is to the shader
>>
>reek is freaking out about m****** again
Booooring
>>
>>160868834
It never ends.
>>
>>160868683
>I just need to figure out how much 1 pixel is to the shader
That's why pixelH and pixelW are there at the top.
The shader regards coordinates in the texture you feed him to be a float value of 0 to 1. In order to get a pixel out of that you'd replace 1 with 1.0/pixelW or 1.0/pixelH
>>
>>160869097
Good! I can't wait until Monkey's next show :^) When I made the reeks I made them to last.
>>
>>160869141
>The shader regards coordinates in the texture you feed him
Wait hold up
Him?

Why didn't somebody tell me there was a little nigga in my computer reading my pixel shaders?
>>
>>160869141
Right, but I don't know what to set pixelW and pixelH to be then. I have those in there because of a tutorial I saw that this shader is based on.

I just don't know what pixelW and pixelH should be. And I can't find documentation that tells me anything
>>
>>160869689
Did you even try the non-shader solution?
>>
File: gogem.gif (2MB, 876x488px)
gogem.gif
2MB, 876x488px
>tfw you rewrite a bunch of shit spaghetti code and it's clean as fuck now
>>
>>160869592
>Wait hold up
>Him?
The pitfalls of writing in my second language. German genders many things, for example the sun is female and the moon male (grammatically).

>>160869689
They are automatically set iirc, so don't set them to anything.
Just calculate your offset as outline_width / pixelW for offse.x and outline_width / pixelH for offset.y
>>
>>160869879
>The pitfalls of writing in my second language.
Just teasing, your English is surely better than my German.
>>
>>160867603
It's called false flagging and he's been doing it forever. He thinks it will make him immune to criticism, anyone saying his work is bad is "the shitposter" (i.e. him). You can see how in this very thread he was testing the waters trying to see if agdg would think his maps were cool yet. What a sad nodev faggot. He should end his life.
>>
>>160869834
I love this art
>>
>>160870164
All Canadians should end their own lives for creating """people""" like that.
>>
File: 94101048[1].jpg (205KB, 1085x1217px) Image search: [Google]
94101048[1].jpg
205KB, 1085x1217px
>Unity and VS freeze whenever VS attaches to a process
>>
>>160869879
>They are automatically set iirc, so don't set them to anything.
I think I'm being retarded again. In pastebin, there's offset.x = outline_thickness * pixelW and same for offset.y

That is actually necessary. But pixelW and pixelH are uniforms that you pass to the shader before calling it. They are 1 / sprite_width and 1 / sprite_height.
>>
File: 2016-11-23_00-14-26.webm (1MB, 470x578px) Image search: [Google]
2016-11-23_00-14-26.webm
1MB, 470x578px
beep beep boing boing

Still no idea what to do with this. But I'm going to make a qt pilot soon
>>
>Unity is updating its Mono compiler

yay!
>>
Woooooooo it's me danny, the orb of light you're chasing

I'm outside now, xome find me and stop shitting up /agdg with your meltdowns
>>
>>160870513
Unity was trying hard but still falling way behind for a while there. Microsoft is pulling their asses out of the fire with this .NET Core shit. It's out of control.
>>
>>160869834
>That feel when you dont feel comfortable cleaning up hundreds of lines of commented code just in case something fucks up despite your current solutions working perfectly
>>
>>160870661
>dannyyyy look at me danny danny are you there?
Go back to your chatroom and no games you fucking weirdo. Or are you going to bust out some more source.jpeg for us? :^)
>>
>>160870510
godspeed

>>160870716
just make a copy or back up the original
cleaning feels good
>>
File: 1437539295841.gif (3MB, 436x262px)
1437539295841.gif
3MB, 436x262px
>>160870510
Looking gooooooooooood, mate
Cant wait to see it finished, keep it up.
And by the size of the cockpit, are you going for a chibi style, like Federation Force?
>>
>>160870951
Yeah but please don't remind me of that game
>>
File: 4586.jpg (37KB, 600x400px) Image search: [Google]
4586.jpg
37KB, 600x400px
>optimizing games for performance
>in 2016
>>
>>160871251
AAA industry pls.
>>
>>160870893
It's 2016 nobody uses chatrooms anymore
>>
>>160871083
Oh come on
Its a pretty decent game.
I rather not have Nintendo make another Other M
>>
>>160871294
>2016 nobody uses chatrooms
you wot
>>
>>160871251
My game runs at stable 44 frames per second +- 15 frames
>>
File: 1429029135001.jpg (10KB, 184x184px) Image search: [Google]
1429029135001.jpg
10KB, 184x184px
>>160871251
>not thinking 4GB RAM for a super mario clone is adequate
>in 2016
>>
>>160871294
Danny doesn't, because he's banned

So is rotate... hmmm.... maybe...
>>
>>160871294
Sad people do. Sad people like reek.
>why won't anyone respect my '''gamedev''' :((((
>>
>>160871251
>having to think about writing efficient code instead of just doing it intuitively
Im glad im smart.
>>
>>160871251
How is my game going to work well on a 486 if I don't optimize for performance?
>>
>>160871338
not to get into a /v/ argument, but I really liked other M's controls

I just want metroid fusion 2
>>
>>160869724
Yeah, and it works perfectly. I'll use it for now, but I want to learn shaders, and I know there's a solution to be found there

>>160869879
>they are automatically set iirc
Ah, now I'm trying that but it creates weird effects

Also there appears to be an issue where it automatically crops the sprite and I don't know how to turn that off
>>
>>160871251
I'm purposefully making my game a PC exclusive and unoptimized as fuck so people who spent money on i7s and gtx 1080s will feel justified in their purchase.

Highest settings will include supersampling at 4k and 16xMSAA.
>>
>>160871592
>>they are automatically set iirc
>Ah, now I'm trying that but it creates weird effects

See
>>160870507
>>
>>160871432
Who cares?

Kill yourself.
>>
>>160871625
As a person that spent money on i7 and gtx 1080, I approve.
>>
>>160871625
I bought my hardware to run demanding but optimized games well. So far that's only DOOM, unfortunately.
>>
>>160871625
Make sure it only runs well with hyperthreading
>>
>>160836970
simple answer:
pirate good VSTs

more complicated answer:
there are some free samples and soundfonts that give you this kind of sound. Sonatina Symphonic Orchestra is one.
long story short, if you're not using your bandwidth so much, just build your library of samples, soundfonts, and VSTs.
>>
Chat users will not be welcome in the next thread. If you are a chat user in /agdg/ you are to remain in your chatrooms with the other losers where you belong.
>>
>>160871625
what is your game?
>>
>>160867547
Maybe, i dunno. Listen to this song, tho. >>>/wsg/1407943
>>
>>160872384
Now I'm certain. That's a reconstructed club, so it is definitely the diner as well.
>>
Operation: prevent my little puppet danny from shitting up discord is a success

Dance, danny!
>>
>>160872264
List of good VSTs to acq-pirate?
>>
>>160872609
More like operation: make no games
>>
Is 8gdg still around?
>>
>>160871653
>>160870507
Still just as bad. I was only finding moderate success with values like 1/2000 . with sprite_widths of 50 or so, it basically fills the sprite background with outline color
>>
>>160872264
everything you see.
reFX Nexus, Massive, Kontakt 5, LUXONIX Purity, Rob Papen's Predator, XLN Addictive Drums, Guitar Rig 5, MusicLab RealGuitar/RealStrat

technically this is a shortcut way of getting nice sounds, but when you do manage to get these (and they can sometimes take up a lot of space), it'd be nice to learn how to use them, but for starters, just use the presets.
>>
>>160873108
Can you show me the shader code you currently use as well as the code from the draw event where you use it?
>>
File: 2016-11-22 20h51_17.webm (3MB, 996x624px) Image search: [Google]
2016-11-22 20h51_17.webm
3MB, 996x624px
>>160872384
What is this you speak about?
>>
>>160873142

whenever I try to crack Massive, it won't work for some reason. Could it be because I'm still on Win7 64bit?
>>
>>160873227
I want to fuck your character

Purple girls are the breast
>>
new thread bozos
>>160873483
>>160873483
>>160873483
>>
File: Screenshot_7.png (342KB, 474x505px) Image search: [Google]
Screenshot_7.png
342KB, 474x505px
>>160873390
A panty shot for you, anon!
>>
>>160873142
>Purity

you're a cool guy
>>
>>160873327
beats me, try a different torrent
>>
>>160858050

I use a scene manager game object which is always present. When you collide with something tell this object to load the scene as a corrutine with some programmed delay, and then destroy the enemy. Make sure the collider is parented to the enemy so it's also destroyed

In the future you will likely need to pause the game while the level loads, and so your corroutine will have to operate with unscaled time


Debugging tip. just set a break point in the ontriggerstay or whatever your trigger is for this event. See what is happening here maybe somehow the enemy is destroyed but the collider is not, or set break points in every code path that could change the scene. This is why its good to have one object for level loading. so you can break the and trace the issue back

After you get that working you can add transitions as blits, would start with a simple fade to black and fade in from black
>>
>>160866926
why would you lie on the internet?
>>
File: draw outline.png (176KB, 1551x482px) Image search: [Google]
draw outline.png
176KB, 1551x482px
>>160873198
I call the event on the left in the draw event
>>
File: New Norm.webm (881KB, 640x360px) Image search: [Google]
New Norm.webm
881KB, 640x360px
Finished up some animations, the transition is placeholder but does the job
>>
>>160876457
>posting progress seconds before the thread dies
>>
>>160864734
Oh shit, whats this?
>>
>>160875170
>>160876694
>>
File: attacks.webm (1MB, 296x241px) Image search: [Google]
attacks.webm
1MB, 296x241px
added basic animation switching for melee mobs
>>
>>160877725
>>160876790
>>
File: ew.png (824KB, 682x722px)
ew.png
824KB, 682x722px
>>160841803
>he doesn't like /pol/posting
Thread posts: 792
Thread images: 183


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