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/agdg/ - Amateur Game Development Game

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Thread replies: 767
Thread images: 164

File: agdg.png (7KB, 793x504px) Image search: [Google]
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Dino Jam is on
itch.io/jam/agdg-dinosaur-jam

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

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

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627 (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
>>
Is dinojam a flop?
>>
1⃣3⃣3⃣7⃣
>>
>>160873567
Does the pope shit in the woods?
>>
>>160873567
it still has 12 days left before submissions

somehow some guy managed to submit his finished game on the first day it opened..

cheater.
>>
>>160873483
>> 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
What is this for, really? People that don't know how to google?
Do we want those people here?
>>
>>160873951
yes, we want those people
we don't want people like (you)
now fuck off and eat shit
>>
>>160873951
This is here so when someone asks for >THE BEST
engine you can say: Look at the OP, faggot. It is a source of superiority.
>>
>>160873951
It's more about the engines we don't put in the list.
Like source and other baby mode mod engines.

Helps to keep out the riff raff. Well, most of the riff raff.
>>
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>>160873483
>pastebin.com/i0W2tVRS (embed)
> (embed)
>>
Anons I'm really struggling with some geometry. This function is supposed to generate a grid of hexagons but the results are totally batshit. Where am I going wrong?

http://pastebin.com/ZKxCv7bX
>>
>>160874232
First you build a regular 2D grid.
Then you offset every second row by half the distance between two points.
For each point, draw a hexagon.
>>
>>160873951
The main reason it's there is to trigger you.
>>
https://www.youtube.com/watch?v=XqEiiVvxyMc
thread theme

also where can i get 4d physics for gamemaker
>>
>>160874784
>using GM for dimensions > 2
>>
>>160874579
Offset only the x right?

And in that case is the y incremented by only half of height each row?
>>
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Practicing with easy animations: part two
>>
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>>160874998
Well, depends on the orientation you want your hex grid to have. If you want horizontal gameplay, you should offset the x, if you want vertical gameplay, offset the y. You do not offset the other axis.

First try to create a grid of points just with that offset. Result should look like pic related, if you offset x.

If you have a grid of points in this way, you can tell each point to draw a hexagon.
>>
>>160875213
If that's meant to be flying towards the viewer, I don't think the orientation of the grub gives much of a feeling of movement or momentum (also its trajectory seems like a terrible miss that's veered towards my left). The animation itself is adequate in its simplicity, though.
>>
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You see hexagons, I see cubes.
>>
>>160875663
Further information:
http://www.redblobgames.com/grids/hexagons/
Thinking of the space as the plane x + y + z = 0 in 3D space makes everything way easier.
>>
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Does anyone have any idea what's going on with my arms? I copied the animation from the left arm over to the right and they look totally different.
>>
>>160875663
i dont think anyone sees hexagons if all the sides are different colors.
>>
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----[ Recap Complete ]----

I noticed a lot of people used webms instead of an image this week. Keep in mind that for those I just use the thumbnails, so the resulting image quality will be poor. I'll add this info in next week's post.

Also for those who want to quickly find the recap image, I will use the above tag from now on, so you can just search for that in the archive.
>>
>>160876297
t. brainlet
>>
>>160875170
>>160875170
I recommend reading through the documentation for your used functions when you have trouble.

However, look at this paste:
http://pastebin.com/xc7hk7Gr
>>
>>160876346
I hope shitty nintendo clone is comfy when it's done
>>
>>160876291
The bones probably have different rolls.
>>
>>160876346
Wtf are all these games i only see like 3 people ever post progress and agdg is a community of like 15 people there are too many games reeeeeeeeeeeeee whodevs get out
>>
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Finished up some Masquerade animations, the transition is placeholder but does the job
>>
>>160876346
>Generic Newsgrounds Game With Date Sim But Improved

I suddenly like this guy
>>
>>160877012
Thanks, that fixed it.
>>
>>160877105
your game is very creepy in a charming way

I don't know how that works but it's a compliment??
>>
>>160877105
Holy fuck, i want to play it already.
>>
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oops
added animation switiching for basic melee mobs
>>
>>160877014
I recognize 19 of them from actual progress posts and not just posts made for the recap.
>>
>>160877353
Thanks. Masquerade is a creepy enemy in a cute environment as it is. There's also something inherently unsettling about forcibly controlling an enemy's body

>>160877402
Thanks anon!
>>
>>160877931
Name the whodevs. Kick them out of agdg
>>
>>160877105

>norm and reece

I see what you're doing there, you cheeky fucker
>>
>>160873567
I was working on a Dino Jam game, but had to drop it. Work is just taking up too much time now that the Christmas season has arrived.
>>
>>160879570
>Work is just taking up too much time now that the Christmas season has arrived.
Retail?
>>
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I started polishing up this tileset yesterday and then just got the new version in today
>>
>>160878283
I may be cheeky but I'm not doing any fucking. :(
>>
>>160876346
>Also for those who want to quickly find the recap image, I will use the above tag from now on, so you can just search for that in the archive.
Ah, man, you're putting a lot of thought into this. I gotta say I appreciate it. I just noticed my posts the last couple of weeks have had a missing hyphen at the beginning (like >>160841325) so that means you've been adding them manually. I just wanna give you a high five and buy you a beer. You're a swell guy, anon.
>>
>>160877864
Is this a remake/new version of an older aggygame? It seems familiar
>>
>>160880003
This is the first time I see textures other than the testing dirt background. Nice style, comfy palette.
I just have a problem concerning the perspective. My perception constantly switches between "walls come closer to the viewer, the grass is below the orange" and "walls move away from the viewer, the grass is a walkway on top of a big wall".
There's also particles in the upper right corner with a z-layering issue
>>
>>160880153
https://seacowhero1492.itch.io/sceptre
yes this is the old one
it runs like shit and was more of a proof of concept
>>
>>160880003
>particles disappear under wall and then reappear behind it
>>
Someone give me attention please
>>
>>160880616
you're an honest guy, i like that
>>
>>160877014
I post in the discord more often. Too much shitposting here.
>>
>making a top down game with line of sight instead of making a first-person game
>>
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>>160880489
mah nigga
>>
>>160880713
>2
Damn, son.
>>
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what would you choose?
>>
>>160880848
Boot up some number cruncher
>>
>>160880848
>>
>>160880848

>No "play game similar to my dream project and fantasize instead of working" option
>>
>>160881063
Are you me? Are you making an old-style CRPG too?
>>
>>160880045
Hey wait a minute you're not me you cheeky notfucker
>>
File: Sequence 01.webm (2MB, 848x480px) Image search: [Google]
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alright i think im done working on the ai for this enemy now. theyre kinda slow to fight if you dont have a throwing weapon, but theyre going to be placed conservatively, like the knights/guards in castlevania.
there was originally a line of sight mechanic so they wouldnt attack/activate unless there was a clear sight to the player, but i found that made them too easy and they were less apt to jump up into you from below, so i scrapped that.

>>160875213
looking good anon! though im not sure whats up with the little creature thats floating next to her

>>160876346
>ive been misspelling my game for a couple weeks and even made that mistake in the recap
oops

>>160877105
i fucking love those animations

>>160877864
https://www.youtube.com/watch?v=XCiDuy4mrWU

>>160880003
your game looks comfy as hell. makes me think of a 2d rune factory game or something.
is it zelda style? i like it a lot
>>
>>160880848
Look at porn obviously
>>
>>160881424
What are the two smaller lines on top of the bigger one?
>>
>>160881424
neat jump shot
>>
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>>160881603
>>160881063
>>160880991
>>160880990
>>
>>160881682
theres 3 lines above the long one

the long one is activation range
the second longest is the chase range
the second shortest is the move backwards range
and the shortest is the move backwards quickly range

>>160881693
thanks!
>>
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>>160881424
i dont understand
its supposed to be an action rpg
>>
>>160881734
>seeing my reflection on the screen
wow literally nothing
just let me use the damn computer
>>
>>160881734
I said number cruncher, not soul cruncher
>>
>>160881734
What if the printer printed a spook
>>
>>160881424
Yea, zelda style
>>
>>160881892
Is it possible to fax a spook
>>
>>160881990
>>160881892
technology spooks are the best, wasn't there a horror with ghosts killing people with cell phones?
>>
>>160882076
http://www.imdb.com/title/tt0454919/?ref_=nm_flmg_act_62
My friends and I saw it in theaters. Fucking abominably bad.
>>
>>160881734
Yep. Looks like porn to me.
>>
>>160879798
Yeah. Hopefully this will be my last Christmas working retail, but I doubt it.
>>
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>>160882502
My deepest condolences. Here's to you surviving the onslaught.
>>
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Made some tests this weekend with some friendsRSRS, they thought the game was fun enough
lots of bugs for me to fix.AND I MEAN LOTS OF BUGS

Also when there was only 2 players it got realy hard to find each other


So what a did today. players gets red when its hit.
and made a totaly original dunotsteal arrow to make the ending of a battle easier

cause you know, if there is only 2 faggots left, of course they will know who is the assassin is, so it becomes a hunter and prey game
>>
>>160875616
Oh I didn't even realize it was there, definitely needs fixing if that's the case.
>>
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>check Demo Day 11 games
>furry game is the most polished and well done game
>someone here is actually gonna make loads of money
>>
File: damagetext.webm (1MB, 296x241px) Image search: [Google]
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added floating damage text and tweaked axe a bit
>>
>>160882858
and you needed to post about it because?
>>
>>160882858
>someone here is actually gonna make loads of money
>forgetting about hopoo
git out
>>
>>160882858
>furry game is the most polished and well done game
I believe he has been working way longer on it too.
>>
>>160880003
It's a smidge dark but looks nice.
>>
>>160882858
Did you actually play any of them or did you just look at the pictures?
>>
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>adding a fourth-wall breaking easter egg treasure trail
>requires jumping around invisible walls and seeing the backface of objects
Too much fun
>>
Realistically, how often do yesdevs nodev?

I've always been curious about this but never put it into words before.
>>
>>160883117
judging from the reaction picture he chosen, the fact he speaks in memetext and forgets about ror, he just might be looking at the pictures of the games from the first row
>>
>>160881424
>Enemies can jump after you
Always spooked me. A great action game is defined by great enemy AI, in my opinion
>>
>>160883117
I only just played umbrella warriors. and it was really good.
>>
>>160883268
Only when I have a terrible headache, because in those cases I can't dev even if I try to force myself to. Nothing comes out.
>>
>>160881424

Getting to see those lines and bounding boxes for enemy behavior is fascinating
>>
>>160883691
They are extremely comforting.
>>
>>160883268
I am not going to masturbate to that gondola.
>>
How do I write a game allegorically about depression without it coming off as sentimentalist ?
>>
>>160883812
Make a good game then retrofit your allegorical theme.

Or be good enough to weave an emotional narration in the fashion of the first two silent hills (you can't because it's hackneyed at this point).
>>
>>160883268
To be honest I only became yesdeving because Im on vacation
I wonder how much dev Ill get once I go back to work
>>
>>160883561
Wait Umbrella Warriors is the "furry game" you're referring to?
>>
I fucking hate all of you. Hope you never achieve your dream.
>>
>>160883268
If me, 90% of the time.
If my partner, 5% of the time.
>>
>>160884549

What if my dream was you to be a depressed and bitter little bitch?
>>
>>160873567
not yet

https://gyazo.com/48dcdf545d2b78b05cae029c15a4dc41
>>
>>160884607
artist detected
>>
>>160881823
i was joking because theres no walk animation yet so hes drifting around. games looking good anon

>>160881917
neat! got a tumblr/twitter that i can follow? always love zelda inspired games

>>160883438
yeah, ai is always important. i was thinking of making them follow more diligently by jumping over gaps and such, but i feel like that could overwhelm the player if there's too many other obstacles in the way.

>>160883691
>>160883745
thanks. yeah ive always loved being able to see "behind the scenes" in games
>>
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REEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
WHY DOES GAme Maker do this? WHY SHAUN. TELL ME WHY!
>>
>>160885083
do what you little faggot
>>
>>160885083
>[record scratch]
>"Yup, that's me. You probably wonder how I got here."

What's your problem?
>>
>>160884642
Let's rid all these yesdevs of their hope. They're too happy.
>>
>>160885187
>>160885186
it shudders when I move the character Diagonally.
>>
Do you do any market research? How do you go about finding out what your target audience wants? Lets say I'm making a LotR game, how do I find out if the people who like LotR would be prefer a game with pixelart or they'd rather have the game with vector graphics?

Only way I can think of is just posting quesions to related subreddits.
>>
>>160885328
>>>/pgdg/
>>
>>160885328
no one fucking cares what kind of graphics your game has

as long as it's good graphics
>>
>>160885248
Try moving x and y by a whole number of pixels.
>>
>>160885248
are you doing sub pixel movement?
>>
>>160885248
Sub-pixel movement, maybe? What does your movement code look like? Have you tried rounding your position?
>>
https://youtu.be/EBhFHJMVfiI
>cry because your ost will never be this beautiful
>>
>>160885328
dumb animeposter
>>
>>160885471
I'm following HeartBeast's beginner RPG tutorial and my speed or spd is set to 1.

main movement stuff looks like this
http://pastebin.com/U3NrcVBm
>>
>>160885374
That just an example of a question, I wanted to know where and how to get some feedback from my potential audience.
>>
>>160885056
@blankthevidya
or blankthevidya.tumblr.com
>>
>>160885328
>market research
It's called creative vision.
>>
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hey guys what if
randomly generated metroidvania
>>
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wheres ur dinogame agdg?
>>
>>160885328
>>160885884
Adding to this: you don't become a successful indie dev by giving the market what it wants. You do it by giving them what they didn't know they wanted. History has proven this.
>>
>>160882858
>most polished
So polished that it had a terrible framerate on my computer. I uninstalled it immediately after the first dialogue box.

>you're computer a shit
Sure, this is why I can run fine games like SFV or Skyrim.
>>
>>160885838
Yup, that should be the problem. On a fixed width pixel grid you are moving in subpixel values.

If you move along one axis, your speed is the number of pixels you move on that single axis.

If you move on two axis, the speed you move at causes your character to move speed / 1.414 pixels on each axis.

Rounding your hspd and vspd should resolve this problem.
>>
>>160886015
fuck dinos
>>
>>160885838
>>160886163
keep in mind that if you decide to round your hsp and vsp, do not use the round() function as it rounds to the nearest even number. you should either floor() or ceil() it instead so that you get consistent rounding.
>>
>>160885975
It's possible but it would suck as good level/map design is one of the biggest draws of metroidvanias.
>>
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>>160886292
>>
>>160886089
i think he meant anubis, not the VN thing
>>
is there a good tool to use for sketching out non-tile maps? other than photoshop or something
>>
>>160886906
Krita.
>>
>>160886906
physical meatspace pen
physical meatspace paper notebook
>>
>>160886985
>>160886945
I thought maybe there'd be something pre-made where it gives you a paintbrush, and then some pre-made icons you can drop in for treasure chests, or exclamation points for quests, or whatever. Rather than importing an icon and copy/pasting it everywhere I want it.
>>
>>160887096
Something like Campaing Carthografer?
>>
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>>160886015
working on slopes, kinda funky so far but I'm getting there
I switched to spherecasts rather than boxcasts for my custom controller, now I gotta adjust some pushback stuff
been lazy for a couple days, gonna pick up the pace.
>>
>>160887176
neat
>>
>>160886015
I will marry your wizard dino, mark my words
>>
>>160887262
You might want to watch this series:
https://www.youtube.com/watch?v=MbWK8bCAU2w

Its good stuff
>>
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>>160887262
>>
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>>160887557
I was just challenging myself by not using rigidbodies or colliders
its all manual positioning and correction using spherecasts. It also works in 3D

I like to think It feels tighter and can go faster than using unity's physics, but probably not
>>
What's a good host for distributing demos and stuff?
>>
>>160886362
Just make pre-generated obstacles like spelunky.
>>
>>160888320
itch.io or gamejolt
>>
>>160888489
I mean for more casual distribution. Just something like dropbox?
>>
>>160888587
itch.io is perfect for what you want, it's part of why itch.io even took off.
>>
>>160886362
I don't believe there's much in the way of being able to procedurally generate a metroidvania map, theoretically, but it would not be easy. You do have to be mindful of generating puzzles/challenges without crossing the line from "interesting/hard" to "impossible".

>>160888347
If you rely too much on stitching premade pieces together everything starts to look monotonous. That also doesn't help with the overall map design which is important to metroidvanias.
>>
>>160885975

It exists. It's called Spelunky.
>>
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you can now bleed as a skeleman
>>
>>160889151
>Spelunky
>Metroidvania
Pfft.

>>160888938
>If you rely too much on stitching premade pieces together everything starts to look monotonous.
Spelunky is a perfect proof-of-concept for using randomly stitched together level segments which themselves have randomly generated objects and layouts.
>>
>>160889298
thank you for the consistent stream of progress anon
>>
>>160889151
>Spelunky
The term you are looking for is "rogue-light rogue-like"
>>
>>160889628
>rogue-light
The term you're searching for is "rogue-lite"
>>
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>>160887953
>I like to think It feels tighter and can go faster than using unity's physics, but probably not


http://info.sonicretro.org/SPG:Solid_Tiles
>>
>>160889316
Yeah but do the levels themselves stay interesting? Also it seems like Spelunky gameplay is just going down further and further trying to maximize rewards along the way without dying.

Metroidvanias have a much lighter emphasis on combat and whatnot and heavier emphasis on navigation. The same room with different enemies is still essentially the same room.

What I'm trying to say is that just because stitching premade pieces together and peppering them with entities works for games like Spelunky, Binding Of Isaac, etc. doesn't make it appropriate for a Metroidvania.
>>
>>160885975
That kinda defeats the purpose of metroidvania, doesn't it?
>>
>>160889419
ty senpai

demo if anybody wants to try it out
https://seacowhero1492.itch.io/knave
>>
>>160889753
awesome find, I'll have to read more into that

I'm doing this right now in my slope check
yMovement = xMovement * Mathf.Tan(slopeAngle);

which I really have to think about if that makes sense or not. It basically is attempting to convert some of the horizontal movement into vertical movement depending on the slope.
Right now I think my ground pushback code is interfering.
>>
>>160889684
Actually it's a procedural death labyrinth.
>>
>>160890010
...not inherently, no.

>>160889969
>The same room with different enemies is still essentially the same room.
>games like Spelunky, Binding Of Isaac, etc.
Yeah, you don't understand Spelunky's level generation.
>>
>>160890109
wait does it change the word senpai to senpai
>>
>>160890240
Actually it's a roguelikelike.
>>
>>160890278
Yes I do. Now go after my arguments.
>>
any helpful game maker bros here? The standard resolution for monitors is 16:9 right? So I have a room at 320 x 180 with a view and port at the same size. Still my character sprite is still slightly distorted. What gives?
>>
>>160890490
Not if you think Spelunky's level generation is at all comparable to Isaac's, m8. See you in the funny papers.
>>
>>160890610
Feel free to elaborate on how it isn't.
>>
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Made a pig

Can't have PS1 graphics without anthro characters!

He's currently 1388 tris, but I think I can slim it down to about 900.
After that I'll begin the texture work.

Feels good to be working on something else than the airship interior for a change
>>
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>>160890278
>...not inherently, no.

The way I see it the appeal to metroidvania games is that it's all essentially one big carefully crafted puzzle. You traverse the game field often enough that you become intimately familiar with it yet so much thought and work was put into it that you're constantly finding new secrets, gaining access to new areas via new abilities, and so on that you never get board of it. If anything even though you traverse the same area many times, your perspective of said area changes over time to keep it fun and interesting.

If you randomly generate rooms for players to travel through then you lose all of that. A player may still have to travel through the region often enough to become familiar with it but it will quickly become uninteresting and just feel like a long slog moving back and forth across the game field.

pic related, your players when they decide to leave the game unfinished.
>>
>>160891513
>PS1 graphics
>900 tris
pick one.
>>
>>160891524
>Make extremely in-depth metroidvania layout and map generator
>Just need to iterate a new map to release a new full-price sequel

The dream
>>
>>160891646
The PS1 could handle about 3000 tris rendered at any time.
I'll probably go above that because why not, but so far I have made sure that I can fit two characters within an environment, quite comfortably and well below the 3000 triangle mark.
>>
>>160891646
This. The PS1 approach is to attempt to make a humanoid figure under limited resources and call it anthro if it doesn't make a cut.
>>
>>160891867
True enough, but I'm adding extra loop cuts just to make animation much easier. Without those, I could easily get down to 500-600 tris, but see no very good reason to do so.
>>
>>160891524
There's no inherent reason you can't generate a world with those qualities, though.
>>
>>160892280
Half of this discussion has been people who've got an extremely limited understanding of the myriad techniques available under the umbrella of procedural generation.
>>
>>160890581
...anyone?
>>
>>160892620
Can you show us the distortion?
>>
>>160892620
>The standard resolution for monitors is 16:9 right?
What's YOUR resolution?
>>
>>160890581
Do you have a windows border around the edge? It will throw it out by a few dozen pixels

post a print screen
>>
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>>160893013
>>160892712
sorry for the long ass webm. I cant take a screenshot.
>>160892840
fuck I'm retarded. This is probably it.
>>
Fuuuck i want to start yesdevving again
>>
>>160893406
What's stopping you, blogposter?
>>
>>160893473
Uni work
Just wanna blog because im jealous of everyone's progress
>>
>>160873567
At least people are receiving it better than lewd jam. I loved lewd, but god some people got autistic over it, having their own breakaway jam that failed entirely in protest.
>>
>>160893378
>1 minute 23 seconds
>first 10 seconds is a non-moving picture
>the other 1 minute 13 seconds is black

Are you triggering me
>>
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Well, that's a thing.
>>
>>160876346
>tfw missed the recap again
Fuckin' hell.
>>
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Not much of a progress post, but had some major issues with the old turn order system and fixed them. Looking to finish all of the other classes attack animations by the end of next week...
>>
>>160895096
>dude with claymore beats the fuck out of rogue
>rogue doesn't give a fuck

I see where you got some feedback but you need a lot more because with how they hop it's not easy to tell that that animation's really happening.
>>
>>160894774
>not the full pasta
Come on!
>>
>>160895096
Who?
>>
I want to learn something. Recommend me a book.
>>
>>160895592
But anon, that was just the test of text entry. I can't be fucked for that.
>>
>>160895613
Your newfag is showing.
>>
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>>160890205
>>160887262
well seeing as xMovement can be negative and gong left is negative, it was making my dino sink into the floor instead of going up, which triggered some other out of bound code

I used the absolute value which makes more logical sense, better but not quite smooth
>>
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>>160895496
Yeah, I need to rework the being hit animations for the rogue/berserker/knight. They were kind of done on the fly.

Eventually I'm going to have hard enough hits send characters spiraling backwards, interrupting channeled spells if they hit someone else. I'll figure it out. Thanks for the feedback.

>>160895613
yeah, thats me.
>>
Anyone using UE4 here? I want to make some ragdoll death system, what node do I use to make my skeletal mesh simulate physics?
>>
fuck
>>
>>160895867
>too intelligent to simulate text entry and just copy pasta
Great tech is always a child of laziness.
>>
>>160896345
yeah
>>
>>160873483

i see Unity3d now installs visual studio on your PC.

Does anybody still use MonoDevelop ?
>>
>>160896345
yes
>>
>>160896364
Sounds like a waste of time honestly.
>>
>>160896759
>Unity3d now installs visual studio
kek, Unity just gets worse and worse, doesn't it?
>>
>>160894774
Does that work properly only with monospaced fonts?
>>
>>160895964

you know your tools
>>
>>160897136
>Visual studio is bad
Where's you're game?
>>
>>160897294
I'm not going to make a microsoft account to use an IDE. I'd rather use any other IDE that doesn't require a login to work.
>>
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>>160897147
SOON

it was my "sinking into platform" code that I hadn't updated since my boxcast -> spherecast move

more importantly I need to work on some item code, since I want to try some survival horror stuff in this
>>
>>160897146
Yeah, because that's what I'm forcing my game to have. It could be more complex, but it doesn't need to be.
>>
>>160897136
>>160897379

it still comes with MonoDevelop too though. I just don't understand why Visual Studio is set as the default script editor now.
>>
>>160897136
>>160896759
visual studio install is optional, monodevelop is installed still

Its good enough for me, but I'm used to using vim anyways
>>
>>160897478
>I just don't understand why Visual Studio is set as the default script editor now.
Because MonoDevelop sucks and even the Unitydevs admitted it.
>>
>>160897565
How does it suck?
its just a text editor with some debug stepping if you really want it

you better show your game soon
>>
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>>160897435

fascinating.

boxcast ?
spherecast ?

I'm sure you know what you're doing though.
>>
>>160897691
>you better show your game soon
show yours first
>>
>>160896198
have you tried mesh->set simulate physics
>>
>>160898172
>>160896198
Yeah thanks it works now.
>>
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>>160897951
I started with raycasts, shooting a ray in all 6 directions to see if I could move there. If the raycast hits a wall or determines that the sprite was inside a wall, it stopped movement and adjusts it. This only detected things in the narrow ray, so I switched to boxcast which throws a box around. I then switched to spherecasts because I wanted to implement slopes.

>>160897973
sorry, I'm just extra cautious about shitposters and I never understood people's strong opinions on IDEs, especially when monodevelop w/ unity is 99% text editor.
>>
>>160875213
the grub seems kind of small considering the hole it made
>>
>>160890610
it is though
its not exactly the same but the general generation design is very similar. on a basic level isaac's is generating a map layout, populating it with necessary rooms, and filling the rest in from a pool of predefined rooms.

spelunky in an extremely basic sense generates a starting predesigned chunk on the top row, generates the solution path, generates fills in the rest of the map with other predesigned chunks, then adds objects, enemies, etc. its really not that different from isaac in a general sense.
then again a lot of procedural generation works very similarly.
>>
>>160898315

I never knew you could cast boxes or spheres.

I haven't worked much with Unity's built in physics though. The game I'm working on, I'm trying to avoid using physics.

Good to see somebody pushing those limits.
>>
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What distance calculating method should I use for 8 directional movement where I want all of the directions to have an equal distance?

All purples would be 1.
All greens would be 2.

(Relatively from blue).
>>
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I sure hope this turns into some sort of gameplay sooner or later.
>>
>>160899310
Diagonals should be 2
>>
This documentary about a game company gave me some strong feels. Makes me never want to go full jew at the risk of losing my soul.
http://iview.abc.net.au/programs/play-to-win/AC1523Q001S00
It's on Australian abc, though so sorry if it's region locked.
>>
>>160899310
If you are going to make something in the genre of Advance Wars or similar, diagonals should be 2.
>>
>>160899363
No, no, I don't want to weight them, I want to see if the target is withing range so diagonals should also be 1 because I want to check if the target is within "melee" range. And different distances for ranged attacks.

I'm using 5 for normal and 7 for diagonals in my pathfinding but it's a different case here.

>>160899441
see above
>>
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>>160899413

It's encrypted with some sort of ancient technology that doesn't exist in contemporary computers.
>>
>>160899327

it's a gardening simulator.
>>
>>160899495
So you want to get concentric circles on the grid? With every range increment is just another layer around the last?
>>
>>160899636
I guess so?
For any given purple point, and the blue point as the target, it should give me a value of 1.
For any given green point, and the blue point as the target, it should give me a value of 2.
And so on.
>>
>>160899310
max(abs(p2.y-p1.y), abs(p2.x-p1.x))
>>
>>160899717
max(abs(blue.x - color.x), abs(blue.y - color.y))
>>
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>>160899621

Yeah, that's absolutely what I want it to be. I just need to figure out some sort of compelling gameplay loop that doesn't blow the scope out of proportion for dino jam. The fish thing is going to be an ophthalmosaurus, I swear!
>>
>>160899760
>>160899809
Thanks, that did the trick. Does it have any specific name? Like there are Manhattan, Euclidean etc distance functions. I want to name it proper.
>>
>>160900032
I call it 'basic math distance'
>>
>>160900032
Differential maximum?
>>
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Mapped out all the rooms I'm hoping on having for the demo. Didn't realize it was so many for just a small portion of the game. I might be able to cut it down a litlte bit, but jesus christ, my game is going to have a lot of maps.
>>
>>160900258
And which game would that be?
>>
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I'm delving deeper into engine dev. Godot doesn't come with priority queues. Time to read up on binary heaps.
>>
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>>160900401
City Night. This screenshot is 01 on the my drawing. I think I'm going to have to scale back or something. The amount of maps I need is absolutely baffling to me.
>>
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What'd you get done today /agdg/?

Post any progress you've made!
>>
>>160900735
Can't post screenshots but implemented health, death with ragdolls, item pickups for my game. Concept phase also complete.
>>
>>160900735

>making example scenes for an Event System asset for Unity
>fixing bugs and adding stuff as I build examples
Got about 6~ more examples to make, I'll probably post some vouchers later on once I submit it to the store.

It's a code package that lets you create Events and give them triggers, and once those triggers act it fires callbacks for listeners. There's a ton more to it, but I'll post documentation I'm making later on

After this I'll probably get back to the HTC Vive package I was going to make. Already created some helpers for managing controllers and the Event System I'm making was specifically for it.
>>
>>160900735
Broke the 1000 lines mark for my GOAP agent. More preloaded lists. Nothing visual. Planner still not quite ready. At this point I have rewritten all of the reference code I had for this project.
>>
>>160900680
>Godot
Enginedev is thrown around pretty loosely these days.
>>
>>160900974
I am removing myself from gameplay programming a little bit more every day is what I was trying to convey.
>>
>>160900974
its open source, so you can technically dive right in and rewrite parts of the engine
>>
https://www.youtube.com/watch?v=ErFsDrBBJc4
>>
>>160901064
Implementing a priority queue isn't really enginedev.
>>
forked an nes emulator and set some debugging features to some unused registers.
hmu if you want
>>
>>160901315
>editor
That's a lot more sophisticated than I expected. Only seen you fly around with the same model.

How's your AI?


>>160901464
I deeply apologize for using that word in jest. Never again shall my worm-like fingers type such letters in your presence. I can only hope for your forgiveness.
>>
>>160900735
No progress for 6 months because no art.
>>
no free released cute girl
>>
>>160901919
You got your free girl several threads ago. You didn't want it. Sucks to be you.
>>
>>160901850
You're game is done?
use placeholders from other games if you have to
>>
There's literally NO REASON to use anything but Gamemaker for 2D games

NO. REASON.
>>
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lowered player move speed bc kiting was op and he kinda zoomed around the place
fits the pace better
>>
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Anon, who requested a teleport a while ago, are you still here?
Sorry it took that long, but here is the current highpoly.
Is it okay to move on to texturing it?
>>
How do you guys shill your game on /pol/?

I can get away with shilling on /b/ and /r9k/ but /pol/ is harder because I have to keep it somewhat political related. Should I make a game with trump as a character?
>>
>>160902207
It costs money to monetize your app with game maker.

Libgdx + Gdx pay is free and open source without having to spend a dime.
>>
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>>160899901

>ophthalmosaurus

shape looks about right

it saddens me that this little fella is no longer around.
>>
>>160873951
If we wanted to be flooded with smartypants and professionals and marketers then we would be called Advanced Game Development General, not Amateur Game Development General.

Professionals and smartasses wouldn't be hanging out here, they'd be on the official engine forums or some super secure hacker chat room or creating their own communities with their own tools.
>>
Post dev music

https://www.youtube.com/watch?v=zuDtACzKGRs
>>
>>160904140
https://www.youtube.com/watch?v=Ks0GQ44xR4I
https://www.youtube.com/watch?v=B1Yw-ClM5M0
>>
>>160904140
https://www.youtube.com/watch?v=YHVarQbNAwU
>>
>>160904140
https://www.youtube.com/watch?v=3vE-mIcEXoM
>>
>>160904140
https://www.youtube.com/watch?v=z7aPocCfsI4
>>
>>160904140
https://www.youtube.com/watch?v=QCN3l8wc_-Y&list=PL450AB09DD39D66FD
>>
>>160904140
https://www.youtube.com/watch?v=lG0FzLVMd4w
>>
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>be away from PC
>plan code for a certain features
>come up with a good system, the logic works
>time to code it!
>code the first step
>it doesn't work as I thought it would
>automatically invalidates the rest of the logic
>have to rethink everything from the beginning
Fuck. Every time.
>>
Stop posting.
>>
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>>160904870
>experience bug
>notice flaw in algorithm
>bug doesn't occur
>expand algorithm
>new bugs pop out
>revert previous change because that part of the logic was actually right beforehand and the bug was caused by something completely different
>>
>>160902061
>use placeholders from other games
last time I did I got absolutely lynched by agdg.
>>
Also I'll bet that the post dev music shitposter is the same guy.
>>
>>160873483
She wouldn't be cute.
>>
>>160905505
Just let everyone know where you got your placeholders from. Having legitimate assets and then sneaking in a few "placeholders" in without a word is what invites suspicion and lynching
>>
Anyone here tried ebegging with patreon?
>>
>>160905505
I'm ripping WoW models and animations since I don't have a large selection of models to work with.
I'll replace them if I ever finish
>>
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tfw you spend all night jerking off instead of devving
>>
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>>160907262
>tfw pills kill your libido
never made so much progress in my life
>>
Do you use something like UML for your software?
>>
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First try ever at rigging.
Is shit, but for a first attempt and a skeleton that doesn't really fit the model I'm pretty happy. I hate how difficult is to find decent looking animations for free outside of unity's store.
Also ignore the stolen model.
>>
>>160907910
>skeleton makes fists
>model karate chops the air to dust
>>
>>160907990
Yeah didn't even try to rig the fingers, specially because there was no way to make them work with the model's hands. I kinda like how the karate chop looks though.
>>
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>>
>>160908085
He definitely knows how to defend against ninjas.

Biggest problem with the rig seems to be the pelvic cloth. Lots of clipping and stretching there.
>>
Delete this shit thread.
>>
>>160908129
I like them
>>
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>>160908881 (wrong webm)

Trying to rapidly shit out maps so I can have a rough level with this design. >>160900258
>>
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>>160908129
>>
>>160908129
Is that a prop model or just a prefab?
>>
>>160909097
THIS!!!!!!!!!!!!!!!!!!!!!!!!!!!!

there is LITERALLY no way >>160908129 could have MADE this!!!!!!!!!
>>
>>160908129
This is garbage. Complete fucking garbage.
>>
>>160908279
Yeah, I will probably have to add a bone for it at some point, since rigging it to the body gives a lot of clipping and rigging it to any of the legs gives me a lot of stretching.
There is a lot of stretching on the shoulders I'll need to fix too. But overall I'm happy with the results for a first attempt.
>>
>>160909325
The only thing left is to animate a murder bitchslap.
>>
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>i-it's all one person!!!
Not quite.
>>
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>>160909393
>>160908129
>>
>>160909393
Don't worry bro, agdg is just a bunch of dick-suckers.
Most of them does it figuratively and then there's me.
>>
>>160909373
Totally agree.

>>160908990
Damn, I love seing how much this game has evolved since its first demo. Really impressive work.
>>
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>>
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Okay, so, apparently the problem I was having yesterday with the scene switching is fixed. I just replaced estroy with DestroyImmediate. Now everything works fine.

For now only the last enemy met gets destroyed, but technically I could just make a list and add the monsters' names to it every time the player touches one, and then remove all the monsters in the list from the overworld. Might be CPU heavy though since right now I'm using GameObject.Find to find the monster with the right name.
I will eventually have to serialize stuff, but I first need to study up on json and shit, because I don't know anything about that.
>>
>>160911737
That anime in particular deserves the trash treatment.
>>
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>>160911737
You could have made pong in the time it took you to record this shit. Truly anime haters are the biggest retards.

>>160911787
Shit taste detected.
>>
>>160902274
What the fuck. You did that for free, for someone you're not even in contact with?
>>
>>160899327
this is like a metaphor for me devving
>>
>>160902274
Notthe requester but dang this is awesome! Really amazing work anon.
>>
>>160911787
Full pleb
>>
>>160902274
Nice desu
>>
>file a ticket with Unity because part of their networking doesn't work
>17 months ago
>just got a response
>"Developers have resolved this case as postponed. Currently this is a property of the design of the HLAPI, when you have several instances of the same NetworkBehaviour subclass on a GameObject the information of which instance of the NetworkBehaviour a command is called on is lost when the call is transmitted to the server, and since the NetworkBehaviour lookup simply uses a GetType() check we get the first instance available in the cached array of NetworkBehaviour instances. To fix this partial system rewrite is needed to we will fix this once that is done. No ETA dates though."

Their answer was "we fucked up everything so it doesn't work"
>>
>>160912598
>No ETA dates though.
>17 months later
Yeah, I figured.
>>
>>160912598
Hey, at least they're gonna fix it, right?
>>
>>160912718
lol right
I wasn't actually waiting for them to fix it, but I planned on writing my own networking since theirs has so many needless bugs
>>
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are you ready to ascend agdg?
>>
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>>160912598
I am so glad I'm writing my game from scratch
>>
>https://webmshare.com/play/jQMMa
Distance shader is shaping up, even though I'm pretty much completely clueless.

nevermind the non-existing flight model for the jet, it won't be pilotable in the end anyway.
>>
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>>160912779
>perfect loop
>>
>>160912779
that is adorable
>>
>>160911737
See >>160911826

Rather than making a game you waste your time, and our time, with your stupid agenda.
>>
>>160912802
So this is how Wingman would look if it was made in another engine....
Whoa....

Nah just kidding, I like it. It gives a good old-school feel, especially with the music. Good job.

If you don't pilot that plane, then what is the game about though?
>>
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Tell me about your game
>>
>>160912598
I gave up on networking a long time ago. The scope it adds to your game is insade, it is 2x as much work added and it is not worth it at all for indie games
>>
>>160912949
it's a shitty adventure puzzler game with nice bright colours but awful art direction and very few, minimalist, mechanics upon which everything will be centred when I'm finished
>>
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Morning /agdg/. G'devin to ya.
>>
>>160912779

I'm seriously not trying to be a confrontational shitposter here- but what's the gameplay like? Is it like lemmings but with little cultist dudes?
>>
>>160913175
Unfortunately yes. Lemmings/platformer.

Such a pity.
>>
>>160912949

I'm making a diablo clone.

I don't care what anyone says. It's my favorite genre, I've played pretty much every single one of the ARPG or loot based, or whatever you want to call it genre of game. I love it and want more, and I want to make a few gameplay, class, character and enemy ideas come to life. Not to mention each game has a slightly different system for things and each has elements I like; I'd like to combine them all into something new and interesting.
>>
>>160913205
>I don't like [entire genre]
Top tier opinion forming, man.
>>
>>160913205
>Lemmings
>Regret
Pick one.
>>
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>>160880075
Thanks man. I probably should've just told you, but if it's any consolation, you weren't the only one I've had to manually enter. I don't mind doing that, but it invites possibility of human error and forgetfulness like what happened this week. I made sure your score wasn't reset or anything, so no worries.
>>160894867
I'll be expecting you next week, anon
>>
>>160912948
The engine is a doom port called "zandronum". Music is by some amazing guy who offered to compose 90's midi rock for me right out of the blue.

The game will be a simulationist mech/power armor tactical fps, with aesthetics of some early GL game from -97. The jet is just there for called-in close air support.
>>
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And now i have to make the cockpit look like a cockpit
But man, cockpit design is complicated as shit since i need to add new stuff gradually so it will fuck with any existing design for control distribution and stuff
>>
>>160912949
It is garbage
>>
>>160913524
Pls stop insulting garbage.
>>
>>160913524
>>160913560
This. At least garbage exists, unlike your game
>>
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>sudden urge to make a mecha game where you build your mech from the ground up, choosing legs, tracks, wheels, body, weapons, engine, etc
>know I don't have the skill to actually make it work
Help
>>
>>160912067
I'm too much of a sperg to ask for money
>>
>>160913718
Nexon used to have a really fun mecha game where you had a few parts you could customize and you had 2 weapons you could carry. You'd basically ski around and jet pack fighting people with your mecha
>>
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>>160913175

https://webmshare.com/play/EE1KX

^ this webm is a few weeks old but gives you a gist of the gameplay, doesnt include any enemies in the game however.
>>
>>160913759
That's amazing quality right there, great puzzle pieces too

If you replaced the red stuff with more detailed it'd be crazy
>>
>>160885083
do yourself a favor, double your resolution, scale your sprites by 2x and always use round(hsp, vsp) when adding them to your x and y position
>>
>>160913718
>tfw have the skill to make any game i want but have no talent so it would look ugly
>>
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>>160913852

;)
>>
>>160913560
Ok
>>160913587
My game's existence is arguable only in ideal terms
>>
>>160913860
>double your resolution, scale your sprites by 2x
Why would you do that? That's the fastest way to get your game full of missaligned pixels and double it's filesize at the same tme. Best approach is keeping the assets at 1x, rounding x and y when drawing them and then scale the view to 2x.
>>
>>160889151
You can beat spelunky without any item so no.
>>
>kids in the neighbourhood fucking around with fireworks
Christmas spirit in the air.

Have you started your SantaJam game yet?
>>
How does one start getting into animating. Disregard any art skill tips, assume that stuff is in the bag. Just like, aseprite and layers and tada?
>>
>>160914090
and then you still have less pixels to work with and any movement that doesn't go perfectly horizontal, vertical or diagonal will be just as hacky as his is right now
>>
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Is there a good big guide to blender, something like a video tutorial series that teaches stuff that goes beyond the basics?
I mainly deal in low poly, and I've got the basics down I think, but there are still tons of things I don't know, like constraints, modifiers (the only ones I use are mirror and decimate), materials, shading, texture tools, animation curves, etc.
>>
>>160914469
I don't like Christmas
>>
>>160914553

what other advice are you looking for, you already answered the question.
>>
>>160914469
Only got like 3 downloads on last year's, so I think I can safely submit that again.
>>
>>160914643
That's not how it works bub
>>
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>>160914553
Any program with onionskin feature is useful. Then you gotta learn how to make a series of pictures that on their own convey motion. Antisipation, preparation, execution etc.
>>
>>160914679
I doubt you played it last year. You won't even know it's happened.
You're going to play last year's trash and won't even know.
>>
>>160914576
>and then you still have less pixels to work with and any movement that doesn't go perfectly horizontal, vertical or diagonal will be just as hacky as his is right now
That's exactly what won't happen. If you have game logic and drawing logic pixelperfect and then scale up to an integer multiple, things will not get misaligned.
>>
>>160914553
I do not understand what you're asking
>>
>>160914801
What's the point of entering a jam if you're not making a game for it?
also
>implying I play other people's games
>>
>>160914063
Your project looks pretty tight. When's the demo coming?

>>160914862
>not stealing other game's best parts for your own
>>
>>160914862
Getting downloads obviously
>>
>>160914705
Thanks this is nice.

>>160914856
Well I don't understand what you're asking
>>
>>160914576
>you still have less pixels to work with
If you are aiming to get pixel perfect movement you'll will have the same amount of pixels.
I believe you actually are trying to get missaligned pixels to get smoother looking movement.
>>
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>>160914948
Saint17 has more nifty tutorial gifs like this on pixelart and animation, I recommend you check them out.
>>
>>160914830
>>160914984
shit, you are right, for some reason I was thinking that as zoomed in as his game is you might notice movement pixel by pixel
>>
>>160914948
I am not asking anything
>>
>>160915020
>Saint17
>not Saint11
>implying I can read the gifs I post
>>
are you ready for lewd jam II?
>>
>>160915020
Thanks so much, I will.

>>160915041
Stop beating around the bush and tell me what you want.
>>
>>160914063
>dat risk of rain enemy
God, it was so tedious.
>>
are you ready for boat jam II?
>>
are you ready for strawberry jam II?
>>
are you ready for space jam II?
>>
are you ready for pearl jam II?
>>
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Cleaned up the pickup code today, now you can safely have as many pickups on screen as you want without anything bugging out by accident.

Also worked out an initial version of what happens when you actually pick something up instead of having it expire. Webm related.

I should really spend the rest of the day doing actual work (ie. the one that pays the bills) though so this might end up being all the progress for the day.
>>
>>160915081
Not yet
>>
>>160915171
which games had the comfiest fishing minigames?
>>
>>160915250
JUICY AS FUCK

But what's the game about? I don't remember seeing it before.
>>
are you ready for traffic jam II?
>>
I'm gonna make a simple platformer.

What would be a neat setting?
>>
>>160915352
boats
>>
>>160915265
The comfiest looking one IMO was the rat on a leaf boat one, ai dont even know if it was finished
>>
>>160915231
>>160915235
Definitely the winners this round.
>>
>>160915294
I'm working on a remake for a game I made ~10 years ago. It's an arena-based arcade game focused on high-speed dodging.

The core gameplay from back in the day mostly holds up, which is why I'm working first on the parts of the design that weren't particularly well done at the time.
>>
>>160915352
Clocktower only with 50% more medusa head per medusa head.
>>
any dinosaur games
>>
>>160915379
I meant in general, not just in the boat-jam clusterfuck
>>
>tfw there will never be a comfy jam
>>
>>160915640
I'm trying to work on a comfy game to spearhead comfy jam but I need ((inspiration)) in the form of fishing minigames
>>
>>160915640
Dream game is a comfy game but I can't really point out what makes a game comfy or how to make one.
>>
>>160915619
I like the fishing in Gaia Online
>>
can we have comfy jam next?
>>
Am I falling for a meme if I start using Godot? I want to do a comfy open world rpg with too many systems and features.
>>
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>>160915680
Reverse fishing minigame, where you play as the fish and somehow gobble the fake bait to get caught. But this is tricky because you are working against yourself, in that the fishy doesn't want the fake bait. Maybe you could have a spook meter and if your character's fishing skill is really bad, the bait would seem too spooky for you when you play as the fish and you would dart off, "winning" as the fish but "losing" as the fisherperson
>>
How does a game become comfortable?
>>
>>160916059
>Godot
>Meme
That's what we have C2 for now.

>comfy open world rpg with too many systems and features
Still a meme.
>>
>>160916019
You mean after winter jam?
>>
>>160916203
>comfy jam after seasons that promote comfyness
>>
>>160916203
that should be incorporated into comfy jam
>>
>>160916240
Spring and fall are the comfy seasons
>>
>>160916382
Comfynter Jam, fund it.
>>
>>160916391
>spring
>comfy
Must be nice not having allergies.

>>160916423
I'm already funding Wimfy Jam.
>>
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>>160916450
>being a genetic failure
>>
>>160916512
>not being a genetic failure
>still on hawaiian surf board
>>
Amazon Lumberyard
>>
>>160916691
!!!
>>
>>160914830
>>160914984
Just did some testing on this.
Going from double resolution with scaled sprites to native resolution with unscaled sprites AND rounding your hsp and vsp limits both your options for movement speeds and movement directions since you're working closely to 0-2 pixels per frame of movement or speed and rounding does fuck things up there, especially if you're also working with z-depth and want to move slower vertically than horizontally.
>>
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>>160916691
Comfy lumberjack game where you cut trees with some sort of rhythm minigame?
>>
>>160916871
>rhythm minigame
gods no
>>
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>>160880003

bootiful ...
>>
>>160916903
Why not?
Alternatives?
>>
>>160916871
>murdering trees
>comfy
>>
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>>160916938
The human fraction from Avatar. Full on exploitation. Carve the image of trees into the forest by clear-cutting.
>>
>>160913759
>>160912779
So beautiful!
>>
>>160916871
Could be a good rhythm heaven part but a whole game around would be boring.
>>
>>160916391
This is objectively wrong.
>>
>>160881424

how about giving those bad guys the ability to fire their arrows at an angle.

And when the player gets too close they ditch the bow and pull out a knife.
>>
Question! What is a good width/height for a normal door in UE4?
>>
>>160917330
1m*2m
>>
>>160917203
You're objectively wrong.
>>
>>160917203
>>160917441
Every season is comfy. See: Animal Crossing.
>>
>>160917390
Sounds a bit small.
>>
>>160917441
>>160917493
Incorrect. "When everything is cozy, nothing is" -Sun Tzu
>>
>>160917519
I have several 1m*1,9m at home. My forehead knows the top part of the frames intimitely.
>>
>>160917595
Incorrect. "When I'm not sucking cocks, I'm taking them up the ass" -Sun Tzu
>>
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Ended up doing a small but really nice tweak to the pickups - now the sparks that get removed on each rotation fly off slightly as they fade out.
>>
>>160917595
>>160917493
What is the difference between comfy and cozy?
>>
>>160917729
If you have to ask, you're in the wrong general
>>
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>>160917703
That is magnificent. Very nice. Looks good and is informative, and not in a way like you have to count the stars, it's just very clear how much time you have left (well I imagine it would be if you played enough and saw it happened enough)

Very nice work my friend
>>
>>160917729
comfy is more generally referring to a comfortable situation like being inside during rain or on a comfortable chair while cozy is more specifically about being in a small warm space
>>
>>160917793
Not that guy.
Have you read that book? Would you recommend it?
>>
>>160913718
Skill has to be acquired, if you don't push yourself to learn and do it, then you'll be always in the square one.
>>
>>160917841
I haven't read it but I really want to. I am a huge, huge fan of everything I've seen/read/heard about Tufte. And I think a lot of it would near-directly apply to game-making (since a game is, in a certain sense, the "visual display of quantitative information")
>>
>>160917919
I have not heard of him yet. What makes him gain your enthusiasm?
>>
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I made some new animations.
>>
>>160918074
Are you a furry? Or do you just pander to them? Either way, >>>/trash/
>>
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Blew most of day doing """research""" with other clickers.

Made a shitty progress bar!
>>
>>160918074
>very not good
do they purposely talk like retards?
>>
>>160917981
Mostly my work in statistics and visualization, and his perspective on data visualization is very spot-on imo.

If you're bored and into this topic, https://www.youtube.com/watch?v=nP6qWhOkha4 here's him talking about data visualization

And here's him talking about Aaron Swartz and the JSTOR stuff and his own youthful hacking https://www.youtube.com/watch?v=NSNVUt_5BkM unrelated to the visualization stuff but he's just a rad dude as well as having a good perspective on data visualization (which again is a big part of what a videogame is, in a sense)
>>
>>160918140
>pedo trap fetishist taking an uppity attitude
>>
>>160918423
having retarded and inane speech is at the core of furry culture
>>
>>160918140

My bad. This was meant for another thread. I only post things in /agdg/ that don't contribute to it's shittiness.

Even devposting is shitposting when it's furry.
>>
>>160918441
Thanks for sharing, watching right now.
>>
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>>160918443
Why yes, yes I am. And rightfully so.
>>
>>160918482
dumb loliposter
>>
>>160918441
>data visualization (which again is a big part of what a videogame is, in a sense)
Definitely. UI is super important. The devs of FTL talked a lot about their UI on GDC: https://www.youtube.com/watch?v=P4Um97AUqp4
>>
>>160918497
Sorry the first one is not him talking but looking at his stuff. Also edwardtufte.com has a lot of articles and he writes in the comments and stuff. Too busy right now to find a better youtube sorry.
>>
>>160918074

not a furry fan myself, but ... maybe I am a furry fan.
These look awesome.
>>
>>160918594
Exactly. In the backend you have data, being read and updated, and in the frontend you present that data to the player. And you want to display (or not display) that data intelligently and there's a lot of creativity involved in choosing how to do that to make your game "better".
>>
>>160916168
With comfy music and comfy lightning
>>
What would you rather see in an RPG, a cyberpunk setting or a modern day setting?
>>
>>160918074
Damn, this shit looks AAA.
>>
>>160917493

>summer
>comfy

Literally the only appeal is anime beach episode shenanigans.
>>
>>160918441
Damn that Russian Campaign graph.
>>
>>160918830
Neither. Cyberpunk is covered by Shadowrun, modern day is boring. Go steampunk with newtonian physics n sheit.
>>
>>160918074

Kabangeh what are you doing here anyway? It's really weird seeing these chicks in a game.
>>
>>160918879
>not having to even dress yourself up to go outside
>not comfy
i see the appeal of sitting under a warm ass blanket with snow outside but winterfags need to calm the tit
>>
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I started working on this again. Using Game Maker Studio this time since it was cheap.
>>
>>160919023
That's some pretty terrain. How'd you create it?
>>
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>>160918924
>The graphic is notable for its representation in two dimensions of six types of data: the number of Napoleon's troops; distance; temperature; the latitude and longitude; direction of travel; and location relative to specific dates.

Yes it's lovely. Charles Joseph Minard.
>>
>>160918937

The only reason it's these characters is because I had the models from a sequel I was working on. I cancelled that because it would have been too much work.

This is just a proof of concept for a full size game with new characters.
>>
>>160919143

What is the game going to be about ?
>>
>>160918969

not a winterfag(don't like that either), but it's much more manageable overall. Summer is just too hot on an average lazy day, and it's unbelievably awful if you don't want a huge electric bill. I end up sweating in nothing but my briefs when I try to sleep in the summer, and I'm in Saint Louis. It's also only going to get worse as the years go by.
>>
>>160919143

Carry on then. I just mainly wanted to double check it was actually you. Whatever you produce is gonna be a lot better than mister fucking jigglebones.
>>
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were all gonna make it
>>
>>160918074
will this involve porn?
>>
>>160902274
I think I'm done with it. If you want to download it, here it is
http://soidev.tumblr.com/post/153559538868/
>>
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>>160919226
Never give up
>>
>>160919205
fair enough
>>
>>160919281
what did he mean by this
>>
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>>160919104

Blender with an invisible cave wall to keep the lighting right and lots of vertex painting, displacement maps and all that good rocky stuff.
>>
>>160919281
11 years and he progressed backwards
good fucking job
also those faces kek
>>
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--progress--

Added upgrades that spawn after every level. 5 ones atm, bullet size, fire rate, freeze bullet, exploding shells, dmg boost.

u can see in the gif the huge bullets and faster fire rate. altho the gif makes it look like its running in 10 fps (it's 60).

With the spelunky level generation and upgrades, the basic game is done (super alpha i guess). Next is making 1-2 more enemies then some home base.
>>
>>160919270

Nope, just cute dating stuff. Part of the "proof of concept" is seeing if people would give a shit if it doesn't involve porn. There are a lot of angry weirdos.
>>
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>>160919415
>>
>>160919415

Cute dating stuff could work, though I'm sure you'll have the sense to keep the furry chicks within reason and not go multi color sparkledogs like that awful space furry VN that came out.

You gonna get the same voice actresses?
>>
>>160919281

What's the best year? I'm tempted to say 2005.
>>
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Some sprite scaling. Going for a Star Ocean 2/SAGA Frontier look.
>>
>>160919553

What the fuck, this looks like it came from a playstation one game.

I really like it.
>>
>>160919494
You'll like it anyway.

>>160919452
It'll be completely new characters, but I wasn't planning on having voice acting at all.
>>
>>160919281
I wanna see agdg devs version of this pic
>>
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>>160919605

Thanks!
>>
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>>160919391
Current upgrade icons
>>
>>160919553
>>160919820
Blog or anything where you post your stuff?
>>
>>160919553
Huh you're not the Death on Frontier guy, are you?
>>
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>>160920000

I haven't posted anything from this game in years but I'm hoping to have a demo by the time of the next AGDG Demo Day, then I'll actually do that sorta stuff.
>>
>>160913718
If you're envisioning a western style mech game, then that is not actually that hard at all; in fact, it's probably easier than a regular FPS game.
>>
>>160895096
Which font is that
Awsome looking game btw
>>
>>160920130
Not him, appears to be this: http://opengameart.org/content/boxy-bold-truetype-font

It's seems pretty decent but it hasn't worked out for any of my projects...
>>
>>160919820
is that woody
>>
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>>160895825
>>
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>>160920085

Yeah. I still have all the assets from before, I just switched engines because going back to Unity after such a long break was brutal.

Also Game Maker was on sale.
>>
>>160919553
>>160920101
>>160919820
How did you do the backgrounds?
>>
Does anyone make fan games these days? You know, something set in the universes of Star Wars or Star Trek or The Notebook?

I'm very idly considering something at the moment for all the wrong reasons (I can't afford to buy a fucking Idris so I'll make my own) and have an idea I think is fun as a concept but I don't know whether anyone actually does them these days or not? No point if no one does.
>>
>>160920542
hard when you get hit by a C&D for doing anything
>>
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Working on a dialogue generator in my free time. I'm hoping to have hundreds of lines and dialects by the time I start work on an RPG that can make use of it.
>>
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>>160920470
see: >>160919320
>>
>>160920692
Yeah, that'd be the thing. But I'm not talking about something for release per se. Just for shits and giggles and because I want a capship. If I did release it, it'd be someplace like here or to friends or something. I don't think many people would want to play the type of game I'd like to make.
>>
>>160913759
The animations look fantastic mate
>>
>>160918441
Data visualization looks really interesting but really broad to approach easily, how did you get into it?
>>
>>160920542
it's a largely dead phenomenon because people realized they can just get on greenlight and try to earn bucks anyway so they do that
>(I can't afford to buy a fucking Idris so I'll make my own)
this makes me question if you really know what a fangame even is
>>
>>160921260
R, Hadley Wickham
>>
>was initially listening to something funny
>see post >>160919281
>burst out laughing

God fucking dammit internet.
>>
How do you guys manage to handle so much data at once? I am trying to make a platformer so I want to make it as organized as possible, but it still seems to be a huge mess.
>>
>>160921549
Using the setting from something. It's something that does have starship action, particularly interactions with the crew, so it's a fangame.

Eh. I'll probably burn out on the idea before I get too far into actual design work and instead boldly go elsewhere. Or instead go the pen and paper or boardgame route.

I could repurpose the design easily enough to an original setting as well, I'm just not interested in making money, I'm just interested in captaining a capship I can walk around in.
>>
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Did a quick remake of the Su-27 because the old one was not up to standard. Made this one again from scratch and I'm getting faster at 3D modelling with somewhat decent results.

Gonna make the gears and then start unwrap and texturing it. Rigging and animating is probably going to be the last step.
>>
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Felt like coding after a longish break, started with a tilemap generator. So far it only knows 2 tiletypes, but can create soft corners and transitions. Now what next?
>>
>>160920697

cool idea mang
>>
>>160922401
Looks cool dude but how are you going to reconcile that when there's real graphics there? Aren't the blended shapes going to be hideous?
>>
>>160920368
That is a nice cover
>>
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Very jealous of the dev env of the guy who was making Limit Theory, yet can't give up comfy C# and XNA for linux.

So I'm making something similar with XNA :^)
>>
Thoughts on http://www.world-machine.com/?
>>
>>160920542
As someone who used to make fan games all the time, I can say that >>160921549 is partially right.

The trend sort of died, not necessarily because of greenlight but when people started more often to make $$$ with their game.

Also this one is me speculating but I believe it died with the "anonymous deliver" trend too. Let me explain :
Anyone who used to be part of the rpg maker communities, precisely the 95+ and 2000 last, know how easy it was to find all kind of resources on the internet for free (audio and sprites mainly) to make fan-games.
Maybe it's just me but back then people were making game mainly for FUN. We had a fucktons of buggy r-type clones, ffvi tryhards, super girl sisters platformers and people were playing them and just having fun.

Things have started to change when rmxp came around, precisely at half the life of rmxp which also is the time when indie games were on the rise. At this point it was not really about fun anymore, but how to make a QUALITY AND ORIGINAL GAMU.
At this point people were starting to shame game using rtp, ripped arts from other games or non-original-ideaTM. It's also the time when most artists went to things like deviantart, funny I just noticed that it indeed started around 2000 so at the end life of the rpgmaker golden era, because it was a place to make easy money with commissions. So we could not find anymore new sprites to make new games, at least not without showing the money, so no wonder why everyone just said fuck it and started making their own games with their own "artistic view".

I'm too tired to look at the dates but I wouldn't be surprised to see that it aligns perfectly with the appearance of games like minecraft (2011)
>>
>>160922576
> implying it will ever get "real" graphics

Sure, at some point it will be nice to have an actual artist paint some tiles and create custom blendshapes, but for the time being (as long as I don't even know how big 1 tile will be and so on) this helps a lot to get shit done fast. And the generated blendshapes can be exported to a tilesheet for manual customization. I only just started, after all.
>>
>>160917312
i think the enemy having too many options like that would overwhelm the player since its just a normal enemy.
>>
>>160875663
I just see Q-Bert, faggot. This is a video games thread after all
>>
>>160885328
>LotR game
Enjoy your C&D
>>
>>160923049
this post is on point
>>
>>160883268
that is a deluxe fucking gondola
>>
>>160923290

you're not just saying that because it'd be too much work, are you ?
>>
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>>160885975
>pic related

I don't know what offends me more, that you fucks don't do your research and see if what you're proposing actually exists, or that you don't already know because you're a disconnected normie from the Yahoo! part of the web-o-verse.
>>
>>160920129
What do you mean by western style mech game?
>>
>>160919226
Is this going to be yet another of those where a dude from the modern day gets sent into some fantasy universe where the becomes the hero? Don't it fucking sucks.
>>
>>160922401
You're halfway thru the mobile version of Civilization for tablets.
>>
fuck. I am making progress, but I keep flip flopping between what I am working on so there is no visual/showable progress on the actual game.
>>
>>160923817
>Is this going to be yet another of those where a dude from the modern day gets sent into some fantasy universe where the becomes the hero?

What about a dude from the modern day gets sent to some fantasy universe and just becomes a merchant? And then one o f his buddies who goes looking for him also gets sent to the same universe, and he makes it as a castle guard? And more of this guy's friends and family come thru and they start taking over a kingdom by taking up key positions in this primitive but likable society with their knowledge of mildly advanced technologies and tactics.
>>
>>160923808
>Rogue Legacy
I know that I've tried this game and uninstalled it right off the bat but I forgot why. It probably wasn't that good.
>>
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Wannabe Nintendo Clone here
I'm now done with the combat mechanic
Only thing missing is the art., animation, and juice
>>
>>160924436
I like the robot's model.
>>
>>160924523
that's defaul unrealman
>>
>>160924170

just keep it up.

visual progress will come later.
>>
>>160924645
oops kek
I'm just now making my first model.
>>
Alright bitches.

I want to make a small comfy game like animal crossing but I want to add some combat.

What is the comfiest combat system you can think of?
>>
>>160925097
Paper mario
>>
>>160925097
rogue-like turn based with tile-based magic effects
>>
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what do you guys think?
>>
>>160914590

I am almost sure that blenderguru on youtube has many beyond-the-basics tutorials.
>>
>>160915171
>Had a fun idea for a spoopy underwater boat game
>There won't be a boat jam or an ecco jam anytime soon
>>
>>160922130
Instead of "textures", "soundfiles" etc. I organise by objects. I.e. "world1/enemies/goomba/textures, sounds, script" etc.
This way I don't have to sift through many unrelated files if I want to adjust a sprite for a certain enemy. And if I want to change that same enemy's script to adjust it for new sprite dimensions, I don't have to go through all scripts, but have it right there where I already am.
>>
>>160924259
It's incredibly slow to get into, and that's saying something since there's only 4 tilesets/bosses in the game. It has some progression where you perma-die, and get points for perks for future attempts, and you inherit some weird traits from run to run, but it's not very rewarding and the castle levels are actually pretty bad, compared to Spelunky.
>>
>>160925236
>>160925243
I don't think a turn-based system would work on an animal crossing game since it's real-time.
I was more thinking of some kind of action-rpg but a full zelda-like sounds boring. Know any good comfy action-rpg for reference?
>>
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uhhh... huh
>>
>>160918074
The animations are pretty good but they need to stop fr*cking gyrating constantly like they're struggling to not p*ss themselves.
>>
>>160925260
I could wank to this. Looks VtM-ish
>>
>>160913331
I hope I remember it. I always forget.
>>
>>160925260
She's gonna catch a cold.
>>
>>160925615
you should make the whole game a rogue-like so that time only moves forward when you're moving (or doing things) and npcs only move when you move
scope it in, brah
>>
>>160919023
Looks beautiful but the jerky camera and webm compression kind of ruins it.
>>
>>160925673
>fr*cking
>p*ss

It's okay, nigger fag. You can godfucking damn this shit swear in here, you cunt.
>>
>>160925260
I can fap to this
>>
>>160925768
That sounds a bit boring and not comfy at all.
>>
>>160925872
Wow you're realy r*de, you know that?
>>
>>160925673
>like they're struggling to not p*ss themselves
This is my fetish
>>
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>>160925960
I don't give a heck.
>>
>>160925934
comfy is 90% art and music, 10% game pacing
a decent dev can make any game mechanic comfy
>>
>>160925994
That's fine but not when it's constant throughout an entire game's length. You'll get burned out. If you're going to fetishize that you need to hold off on it until the right moments.
>>
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Doing some player movement and basic enemy density testing

The idea here is that as difficulty goes up you'll have more and more basic slow-moving enemies on the field that don't actively chase the player(s) in addition to harder and faster enemies that actively hunt the player(s) in various ways

Doesn't have any of the UI/pickup stuff from >>160915250 right now because they're currently in a separate experiment setup, also the visuals are way more work-in-progress here
>>
>>160926161
That's not how holding piss in fetish works. If they do it for the entire game it only makes it hotter. The only thing that can make it better is if they piss themselves at the very end of the game, not a moment before it.
>>
tower defense is the comfiest kind of combat possible

>sitting inside your comfy base while your defenses deal with onslaught of enemies
>>
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>>160925683
>>160925683
srsly u guys, wtf!?
>>160925740
not anymore.
>>
>>160926564
space ship combat in games like X where you control a giant capital ship with a fleet of subordinates is pretty comfy too
>>
>tfw scared of making >100 line long scripts because I feel they're bloated/messy/spaghetti, even though they probably aren't since the code does many things
Anybody else know this feeling? It's kind of stopping me from making bigger games.
>>
What made mgs1's gameplay good?
>>
>>160927139
Take it easy anon. I got an assignment in my programming course to make a basic calculator and i ended up with 300 lines of code. Just do what it takes for the thing to work.
>>
>>160927139
Sounds like you need to break things down more. That's absurdly long.
>>
>>160927139
>since the code does many things
that's your problem
separation of concerns, brother
>>
>>160927139
Jeez anon, AAA games are only about 17 lines of code. Something is clearly wrong with your code style.
>>
>>160927403
I wonder what game could be made in 17 lines of code.
>>
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just found an old model from one of my previous games, i chuckled a little so i thought i would share.
>>
>>160927478
All of them, almost all parsers ignore whitespaces and linebreaks.
>>
>>160927489
>OH GOD MY FINGERS, THEY CHOPPED OFF MY FINGERS
>>
>>160927567
>almost all parsers ignore whitespaces and linebreaks

t. retard

>intfloatingboolean
>>
hehe
>>
>>160927776
duplicate whitespaces, duh
>>
>>160927489
I can't stop looking at it

good shit
>>
>>160927776
>>160928065
I'm not sure how it works but I think gml has some sort no whitespace detection of just like it has misspelled variable detection and automatic type conversion. It's good for coding retards like me who make these mistakes often. I dabbled in Python and I understand its a lower level language but I think it should do have a similar feature
>>
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>>160927627
>>160929090

it was an archer for an rts game i was planning.
>>
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Replacing religious education in elementary school with a small computer science course that includes game making with Scratch.
Would you do it?
>>
>>160929405
No
>>
>>160929405
>religious education
son i hope you know that god isn't real and nothing happens when you die
>>
>>160929405
>mfw I always skipped rel. ed.
>in middle school, rel. ed. class consisted in were solving puzzles of dinosaurs, while I was made to read books
Fuck.
>>
>>160929405
sounds fun. Elementary school kids have the wildest and best game ideas, they just have no clue what they are doing so thinking out of the box is an understatement.
>>
>>160927139
You should be much more apprehensive of splitting things up needlessly. Long code is fine as long as you're not repeating yourself in the process.
http://number-none.com/blow/john_carmack_on_inlined_code.html
>>
>>160918830
What matters more is the atmosphere.
>>
>>160930548
>tfw have great atmosphere but have next to no gameplay
>have no clue how the gameplay is going to be
>>
>>160930662
Adventure game like Shenmue
>>
I seriously hope your game doesn't have any permanent missables besides conscious choices. If you must punish the player for proceeding past a point of no return at least make it available later.
>>
>>160930662
>>160930707

like shenmue would be good. just don't make it like those fucking walking sims like everybodys gone to rapture or dear esther. both those games are boring as fuck.
>>
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make everything wobbly
>>
>>160931278
So I'm curious, is your game a glorified tech demo? You've been around forever and I haven't seen anything that could be considered gameplay, just cool as fuck graphics.
>>
>>160931668
it's a puzzle game, there's been three demo day demos over the years showing that aspect off if you're curious. puzzle design is generally less of my focus than mechanics implementation at this stage though, not to mention less easy to show off in a 20 second webm
>>
>>160931668
I think he has done fair share of mechanics too, would just need to build levels around them I guess.
>>
>>160931909
>it's a puzzle game
what a waste
>>
>>160931909
Ahh, I don't participate in demo days, so that's why I didn't notice. But alright, I was just curious, as you keep adding sexy graphical effects and I've never seen gameplay for it. I was around when you started posting it on here.

>>160931913
Tru
>>
I GIVE UP
>>
would you guys play a shooter game to survive waves based on the warhammer universe? like survive the tyranid invasion, with upgrades after each wave.
>>
>>160932374
https://www.youtube.com/watch?v=9F5p1_hR2Ws
>>
>>160932374
がんばって下さい!
>>
>>160931909

> years

Jesus, how long does it take to make a game ?
>>
>>160929405
I think it's more important that children don't suffer an eternity in hell. So, no.
>>
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How the hell do you cut transparent holes into textures?

C#/XNA... I think I'm supposed to create an off-screen render target, then do something with the alpha, right? Instead of trying to draw with transparent color, which does nothing...
>>
>>160932457
>tyranids
>not the original version from starship troopers
starship troopers lore > warhammer lore
>>
>>160925097
just stat comparisons
check opposing stats to see if better
not much stress rly comfy
>>
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>>160932507
Not him, but I've been at it for 2 years and I estimate I have another 3 or 4 to go. MOTIVATION MOTHERFUCKER, DO YOU HAVE IT?

>>160932547
You can color key using 255,0,255 for what you want to be transparent, as shown. Or you can make a texture with actual transparency.
>>
>>160932685
>MOTIVATION
>>
>>160932751
I wish I had pictures of Motavio cracking his whip to reply to you with. Can someone help me out?
>>
>>160932685
>>160932818
If you had motivation you'd make your game in less time than 5-6 years. What you seem to have or be espousing is discipline. agdg has had this discussion many times.
>>
>tfw nobody ever comments on your progress
Should I start including memes?
>>
>>160932906
It depends on the size of the game, really. Mine is way bigger than I should be making, but I'm doing it anyways. But it's all semantics anyways, just keep at it, brah.
>>
>>160932641
warhammer is more famous and it looks like its fucking easy to get a license to make a warhammer game
>>
>>160933000
it's easy to license commercial songs, doesn't mean it doesn't cost $50k
>>
>>160933000
nah nigga, warhammer is great.

but I'm also a fan of starship troopers.

https://www.youtube.com/watch?v=ThrVQKl04Ak
>>
>>160932685
Thanks, but I can't use the color key stuff because I'm not using textures from the content pipeline but generate them on the fly during runtime. And just realized that what I'm trying to do isn't possible without temporary textures (so I'll need offscreen render targets). But thanks for mentioning color keys, I didn'T even know that XNA had them as a feature.
>>
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>mfw my enemies are cuter than playable characters
I've already turned one enemy into hidden character, I don't want to add another
>>
>>160932457
That already exists
>>
what kind of enemies would hang around an ancient ruined city
>>
>>160932920
Start sellin' that tush in the chat. Otherwise you're a whodev.
>>
>>160933314
If you're not using the pipeline, you are probably manually creatiing and managing memory for the textures, which means you can actually color key it manually or apply palettes to your color data. It's easy enough to do.

Color[] colordata = new Color[oldtexture.Width * oldtexture.Height];
oldtexture.GetData(colordata);
//Do whatever the fuck to your color data
//Create a new texture
newtexture.SetData(colordata);

It's as simple as that.
>>
>>160933461
>tfw I grow too attached to "enemy" characters when modelling and animating

How could I let them be hurt?
>>
>>160925097
>combat
>comfy
I completely disagree with the premise of your question. If you're gonna make a comfy game where you can just lounge around without fighting stuff, but then have the option of violence, then it should actually be violent. I'm talking decapitation with high pressure blood, and ragdoll physics with a sickening crunch when bodies are thrown against rocks and trees and stuff.
>>
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Why aren't you making a low poly game?
>>
>>160933804
That's the fun. Make it feel like a necessary tragedy.
>>
>>160933918
there are more low poly games than 2d now
>>
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>>160933918
>>
>>160933918
I need to practice low poly waifus.
>>
>>160934038
Because 3D is better than 2D.
>>
>>160933963
otherwise its
>all the bosses you defeat become your best friends forever and hang out with you/help you later in the story
>>
>>160925097
https://en.wikipedia.org/wiki/Kaeru_no_Tame_ni_Kane_wa_Naru

That has an english patch. Give that a try, it's as comfy as it gets.
>>
>>160934092
No.
It's just faster and easier production wise to do 3D.
>>
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>>160934075
Godspeed, anon.
>>
Is the female who offered voice acting here?
>>
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>>160934186
>>
>>160934185
Nope.
>>
>>160933461
>get overly attached to minor characters
>suddenly they have a crazy backstory
Every time.
>>
>>160934393
If these assets aren't related to your game then what are you trying to accomplish? It's not amateur game development. its just other peoples work
>>
>>160934612
Not him, but do you not understand what "practice" means?
>>
>>160927178
The fact that it hadn't been done before.inb4 the original Metal Gears or some other early game with vague stealth elements
There are a lot of unique tools at your disposal and the complexity of the AI along with the open-ended nature of the gameplay lead to lots of interesting possibilities that the player could "create."
>>
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>>160934612
It's called reference pictures/inspiration, dude.
>>
>>160934612
Do you not know how to learn from examples or something, anon?
>>
>>160934660
They're practicing by posting someone else's work in the thread?

Just fuck off already.
I'm here to see AGDG dev progress.
>>
>>160929405
I don't know, anon. Having fun with Scratch might sound super fun, but even when I was a kid, fucking around in RPG Maker, I always wondered how "real" game dev looks like, because having this weird code and a shit ton of other thing which my program needs to rely on didn't seem the real thing to me. Maybe it's just my inner engine dev speaking, but if I would have a whole class for having fun with programming and game making, I would either teach them some actual stuff, maybe with something simple like Löve or Pygame, or go for something even more standalone like GameMaker.

Other than that, I would not sacrifice religious classes for this. No matter how we want to get rid of religion, it's still part of our culture. Knowing jack shit about the Bible or Buddhism or anything is the same level of barbarism as not knowing anything about Tolstoy, Camus, Socrates etc. It just triggers me so much when I met programmers who are on their high horses because how smart they are, yet on an emotional and intellectual level they are no better than rednecks.
>>
>>160934781
>I'm here to see AGDG dev progress.
inb4 "u want progress? :^) source.jpeg"
>>
>>160919820
>Those fucking lights.
Holy shit, man, nice work!
>>
>>160934781
I want to see yours, where is it?
>>
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>>160934781
>>
>>160932507
Years.

12 hours if you're Cactus.
>>
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>>160920368
>>160922620
Reminder that Gil Strang (texts and MIT OCW) + Axler's Linear Algebra Done Right (if the reader has some mathematical maturity) is the best way to learn/review linalg
>>
>>160933637
>if you're not in steam chat you're a whodev
Fuck. Off.
>>
>>160919320
>>160920831
Neat stuff
>>
>>160935098
people still use steam chat?
thought everyone moved to the discord.
>>
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>>
>>160935163
Same thing. My point is that thinking that you have to join a chat to be a part of the community is cancerous.
>>
>>160935163
don't expect him to know that, he posts a bland progress shot from his engine every 3 weeks and never visits the threads otherwise unless he has (you)s to check
>>
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>>160935182
Whoops, wrong pic.
>>
>>160932507
within 1 hour-to-many lifetimes
>>
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>>160935357
>tfw no game that looks like this yet
>>
>>160935285
>you have to join a chat to be a part of the community
The point is if you want more replies to progress you need to suck that e-social friend simulator dick. Just look at _______. (You know who). Or you can do like _______ used to and make samefag replies to all your progress to try and trick people into thinking you're a popular and "well liked" dev. :^)
>>
I want to start devving again and make a simple game for the upcoming Dino Jam. However last time I was here was Demo Day 4 and back then everyone who submitted games was abused and degraded without constructive criticism. Has the situation changed or is it still a crap shoot?
>>
>>160935618
> Or you can do like _______ used to and make samefag replies to all your progress to try and trick people into thinking you're a popular and "well liked" dev. :^)

i remember ladybug dev doing this.
they would always get like 7 replies every progress post, even though their game wasnt anything really interesting.

then they stopped posting and i havent seen a single person so much as mention their game
>>
>>160935636
nah the demo day feedback is pretty nice, especially on itch.io

but regardless you should never let that stop you from making games. good luck
>>
>>160935540

holy shit, that's beautiful.
>>
>>160933513
Show me. The standalone mode from dawn of war 2 doenst count, what im imagining is very different
>>
>>160935295
Salty chatfag detected?
>>
>>160935540
ive seen a ton of generic mobile trash games look like this.
/yawn
>>
>>160935636
>everyone who submitted games was abused and degraded without constructive criticism
I'm pretty sure this never happened on a single Demo Day.

Usually every game gets feedback, hell even video feedback.

Maybe you're just remembering 1 bad comment or something.
>>
>>160935874
>haven't done game dev for a long time
>probably even more shit at it now
Oh well I'll still give it a go. You're right I shouldn't give up because of negative feedback.
>>
>>160936298
>that one girl does video of all the jam games
>intensely embarrassed at unfinished product and motivated to make my next jam game better
t-thanks
>>
File: ConstructiveCriticismLol.png (77KB, 737x581px) Image search: [Google]
ConstructiveCriticismLol.png
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>>160936298
Were you here for Demo Day 3?
>>
>>160936501
I wish people made rankings like that for dd11/dd10
>>
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Sadness.png
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>>160936501
It was always like this for the first few demo days, I left here shortly after. If you weren't one of the well known devs you just got insulted for trying
>>
>>160935636
>>160936501
>>160936639
>being discouraged by nodevs shit posting out of jealousy

pathetic
>>
>>160936639
last 3 demo days were pretty much completely peaceful, the worst that could happen to you was getting ignored
>>
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Demo Day 10 official tier list.jpg
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>>160936627
>>
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>>160936501
>mfw unsure if I made this post or not
>>
>>160936639

I got praise on my first ever submission.
>>
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>>160936764
Wow things have really changed here.
>>
>>160935370
>tfw agdg will never have 1 hour jams
>>
>>160936501
>2015
>1 year ago
>sorcerobe is the only game not dead

that's depressing.
>>
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engines.jpg
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>>160936998
>>
>>160929405
I live in a muslim infested country, if the government does that, there'll be allah ackbar everywhere.
>>
>>160936998
Which AAA dev uses unity though
I use Unity myself
>>
>>160936639
My first game ever is one of the most downloaded on my first demo day 11
>>
>>160937248
Well
>Pokémon GO is made in Unity
>Super Mari Run is made in Unity
>>
>>160937306
very impressive resume Mr. Unity
>>
File: dev.png (2MB, 1390x1228px) Image search: [Google]
dev.png
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I wonder what made /agdg/ a happy place again?
>>
>>160936501
>tfw I made hong kong 97
>what's the point of cloning games
>>
>>160937248
Obsidian
>>
>>160937502
>I haven't left the house in 3 days
>as if that's something hard to accomplish
Try 3 weeks. Who needs to go outside anyway?
>>
>>160937502
STOP MAKING GAMES
>>
File: top tier engine chart.png (200KB, 752x883px) Image search: [Google]
top tier engine chart.png
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>>160936825
wow I did make that post, because I specifically remember talking about the syosa art and luft rauser clone.

good thing ive changed my ways.
>>
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render_with_transparency.png
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>>160933656
Yeah, but your solution doesn't use the GPU, right? And I'd rather avoid manually going through the texture byte for byte, it should work somehow using alpha blending/masking. I've looked at some code snippets online how to render to offscreen targets, and pic related is my current code. But it doesn't work (the square is always rendered white, I already tried messing a bit with the render state settings). Maybe you have an idea what I'm still doing wrong?
>>
File: LowPoly - 4261220355.png (277KB, 1035x877px) Image search: [Google]
LowPoly - 4261220355.png
277KB, 1035x877px
>>
>>160937741
what happened to polycode?
>>
File: 514747432387163904.jpg (369KB, 912x617px) Image search: [Google]
514747432387163904.jpg
369KB, 912x617px
>>
>>160937741
>SDL
>More features and more portable than SFML
>Meg tier
>>
>>160937921
It doesn't. Afaik you need a shader to do stuff on the GPU in XNA/Monogame, but also consider that you shouldn't be constantly generating textures, so it's okay to have some of it on the CPU. Shaders overwrite colors as they are drawn to the screen, so that may be what you're looking for. I'm looking at your code and I don't see at all where you're trying to draw things transparently, and honestly, I'm not sure what your problem is to begin with. Are you trying to have destructable terrain or something?
>>
>>160938117
It's a bait image
>>
>>160937248
does digital revolver count?
>>
File: 566186984383353240.jpg (49KB, 590x544px) Image search: [Google]
566186984383353240.jpg
49KB, 590x544px
>>
fuck this gay earth. I just spent a whole bunch of time trying to find why my guy was not loading on the screen. well I finally did. I loaded the sprite first then the background so the background covered him. fuck.
>>
>>160938056
Nothing. It's available. I heard it wasn't that great though, and of course Godot came along so it's a bit pointless to use now.
>>
>>160880848
Download 500 mb of /pol/ posts and build a markov chain.
>>
File: 514747432387117490.png (203KB, 923x1024px) Image search: [Google]
514747432387117490.png
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>>160938464
>>
>>160936501
I miss Felix. He gave me great feedback about my game.
>>
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>>160938839
Last one, I already shit up the thread enough
>>
>>160938221
>I don't see at all where you're trying to draw things transparently

Basically here:

myBlendStateWriteAlpha.ColorWriteChannels = ColorWriteChannels.Alpha;
spriteBatch.Begin();
GraphicsDevice.BlendState = myBlendStateWriteAlpha;
spriteBatch.Draw(pixel, new Rectangle(0, 0, 10, 10), Color.White);

I'm setting the blend state to only write to the Alpha channel, then draw a white square (Color.White is 255,255,255,255). As a result the alpha channel of the pixels should be set to 255. (the square is only for testing, what I really want is to cut out a transparent circle/arc out of an opaque texture) This approach was described in code I found online, and it's supposed to have worked like that back with XNA 3.0. I'm pretty sure it should still work somehow, with some modifications.
>>
>>160939205
those textures scream shovelware
>>
>>160939205
You know that computers can handle more than 1k tri characters now, don't you?
>>
>>160939363
So why do people still make pixel games?
>>
>>160937741
>GODot not in GOD tier
terrible opinions
>>
File: texttransparency.png (82KB, 1296x758px) Image search: [Google]
texttransparency.png
82KB, 1296x758px
>>160939243
I need to ask why you're trying to do that, as I can't think of a reason other than destructable terrain. Certainly you're not trying to do basic transparency like that, right?
>>
Will I make it?
>>
>>160939297
>those textures scream shovelware
exactly.
it's why I find none of this low poly shit interesting. I thought it was just me being shitty
>>
File: 1471555432122.gif (265KB, 794x462px) Image search: [Google]
1471555432122.gif
265KB, 794x462px
>>160939363
It's almost as if it's a deliberate art style.
>>
File: 321374123390885928.jpg (84KB, 619x643px) Image search: [Google]
321374123390885928.jpg
84KB, 619x643px
>>160939690
>I thought it was just me being shitty
You are.
>>
>>160939619
Only you know the answer to that.
If you say you're not going to make it, then you won't make it.
>>
File: vagrant_story_ashley.png (146KB, 364x294px) Image search: [Google]
vagrant_story_ashley.png
146KB, 364x294px
>>160939690
I wouldn't say that about every low poly though
>>
Ok negative nancy
>>
File: skipstones_polyforest2.png (288KB, 800x600px) Image search: [Google]
skipstones_polyforest2.png
288KB, 800x600px
>>160939297
I'd rather a low poly model with any texture at all than something like pic related.
>>
>>160939619

Just do it.
>>
File: blendshapes.png (5KB, 558x102px) Image search: [Google]
blendshapes.png
5KB, 558x102px
>>160939576
I'm generating automatic blendshapes for arbitrary tiles, see picture. The convex corner versions can "easily" be created by filling a square with the texture, then cutting out part of a circle at the corner - and for cutting out I'd like to paint the appropriate pixels transparent (without doing that manually per pixel in a loop if possible, because there must be an easier and faster way).
>>
>>160939956
True that. Though I still have the feeling that no texture aesthetic can be done right, I just haven't seen it yet.
>>
File: samplerfix.png (12KB, 806x508px) Image search: [Google]
samplerfix.png
12KB, 806x508px
>>160940008
Ehhhhhh, that sounds like more of a pain in the ass than it's worth when you can just draw the tile. It'd probably look bad with an actual tileset too. I don't think I can help you other than to tell you that shaders are probably the way to go for this, as you can do whatever you want with them, up to and including cutting chunks out of tiles and replacing one texture with another.
>>
>>160939956
But your pic looks pretty, most low-poly with textures looks cheap while your pic looks just like a design choice.
>>
File: tastetherainbow.gif (1MB, 228x213px) Image search: [Google]
tastetherainbow.gif
1MB, 228x213px
>>160940008
Oops, meant to post the gif.
>>
Best agdg game?
>>
>>160939956
Games like this look ok from screenshots, until you actually play a game in that setting.
>>
>>160940349
mine
>>
>>160940349
Mine sure isn't
>>
File: 227788035751.jpg (120KB, 680x680px) Image search: [Google]
227788035751.jpg
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>>160940189
>But your pic looks pretty,
>>
>I'm just interested in captaining a capship I can walk around in.
then play mass effect or star citizen
>>
>>160900032

Chebyshev distance, also called chessboard distance if you can't remember weird Russian names.
>>
File: 1426144522784.png (1MB, 1054x1600px) Image search: [Google]
1426144522784.png
1MB, 1054x1600px
Reminder to mind your color choices
>>
>>160937248
That city game by paradox (i forgot the name)
rimworld
Rust

are a couple just off the top of my mind, all extremely successful
>>
>>160940152
>>160940298
Well I don't want to draw the tiles with an external paint program just yet because that would only be a waste of time at the current point. I haven't even decided on a final resolution and so on. Generating the masks for blending inside my program seems a pretty straight-forward way to stay flexible in regards of resolution, types of blend shapes etc. Trust me, I know what I'm doing - just didn't know what I was doing wrong with the implementation.

By the way, I just found a fix:

Instead of

//GraphicsDevice.BlendState = myBlendStateWriteAlpha;

which didn't work for some reason, I tried the following just before drawing the transparent elements:

spriteBatch.Begin(SpriteSortMode.Immediate, myBlendStateWriteAlpha);

AND IT WORKS YAY. I assume the spriteBatch has its own BlendState stored, so it didn't react to changing the BlendState of the GraphicsDevice...
>>
>>160940938
Oh yeah, I don't really get that detailed in it but spritebatch.Begin does overwrite the blend state. Do you need a custom one, btw? Can't you just use BlendState.AlphaBlend?
>>
File: 3d-rts.webm (3MB, 1028x630px) Image search: [Google]
3d-rts.webm
3MB, 1028x630px
What does /v/ think of my Free and Open Source 3D RTS prototype?
Still a lot of work to be done.
>>
>>160941059
Yeah, that'll be the next step. Earlier any changes I made to the BlendState simply didn't work at all, so I started playing around with the flags. Now I can simplify that crap again.
>>
>>160941154
well, it has units and pathfinding, so it's officially an rts
>>
>>160941154
It's looking good.
How are you liking Godot?
>>
>>160941154
literally a game
>>
>>160941204
Well, best of luck to you, fellow xnabro.
>>
>go to gamedev
>remember I have no friends, I live far away from family and I will be alone today, tomorrow and the rest of my life and I have little chance of ever finishing let alone people playing my game
>don't want to gamedev anymore
>>
File: shia aggy.png (185KB, 498x498px) Image search: [Google]
shia aggy.png
185KB, 498x498px
JUST

DO IT
>>
>>160941342
you don't go to gamedev, you are the gamedev
>>
>>160941342
>>160941403
>>
File: tumblr_ny1ky0CDF61rov8qno2_1280.gif (949KB, 268x268px) Image search: [Google]
tumblr_ny1ky0CDF61rov8qno2_1280.gif
949KB, 268x268px
Low poly shadeless with simple textures is the best art style.
>>
>>160941342
being a nerd who's so crushed under the weight of the futility and pointlessness of existence that he can't motive himself to do anything is kinda trite at this point

find some other shtick
>>
new thread
>>160941498
>>160941498
>>160941498
>>
>>160937741
I never was able to use Unity. (Because it doesn't work on my computer)
Löve2d was great until I discovered that I wasn't fan of develloping...
Finally I bought game maker studio and I'm happy with it.
>>
>>160941330
Thanks a lot to you for trying to help, even if I didn't use your solution about manually accessing the data. At least I have learned that the XNA content pipeline supports color keys, which I didn't know before. Might come in handy some day.
>>
>>160941268
>>160941306
>implying terrain
>implying AI opponent
>implying game settings
>implying proper unit logic
>implying TCP/IP multiplayer
>implying basically fucking everything

I have a lot of shit to do, and I am starting to get afraid of my own spaghetti code.

>>160941304
I had to adjust my gamedev mindset just a bit, but now I am comfy AF.
There is some very powerful functionality in Godot.
>>
File: palettes.png (48KB, 1293x759px) Image search: [Google]
palettes.png
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>>160941708
You can also use that method I mentioned to do color palettes, something XNA doesn't innately have.
>>
>>160942084
Kill yourself
>>
>>160942270
Is there a preferred method of doing so?
>>
>>160942084
Good to know, although right know I have no idea what I'd need palettes for. After growing up in the 8bit era I'm kinda glad about high resolutions and GPUs which can display 24bit+ colors.

By the way, I tried using BlendState.AlphaBlend, but it doesn't set the necessary stuff. I seem to need

myBlendStateWriteAlpha.ColorDestinationBlend = Blend.Zero;
myBlendStateWriteAlpha.ColorBlendFunction = BlendFunction.ReverseSubtract;
myBlendStateWriteAlpha.AlphaDestinationBlend = Blend.Zero;
myBlendStateWriteAlpha.AlphaBlendFunction = BlendFunction.ReverseSubtract;
myBlendStateWriteAlpha.ColorWriteChannels = ColorWriteChannels.Alpha;

for the desired effects, so custom blend state it is...
>>
>>160942710
Yeah, you may not need it, but that's how you'd go about doing it if you don't want to use up your shader for it (which I don't, personally) Did you also try NonPremultiplied or Additive? Just to clear all your bases.
>>
>>160942705
Inject horsecum into your heart
>>
>>160937502

I came back.
>>
>>160942870
Yup, I tried them. I think it's necessary to be able to write exclusively into the Alpha channel, so that's where the custom BlendState comes in. Dunno, maybe there is a more elegant way, but for now it werks like it should and I'm a huge step further.
>>
>>160939096
Felix was a faggot.
>>
>>160943862
Well, that's not my area of expertise so I don't think I can advise any further on the matter. Good luck!
>>
>>160944104
Thanks, have a nice evening as well. Now I need to decide between sleep and refactoring, seems the alpha blending stuff I'm doing only works with offscreen targets, which forces me to draw the tiles/blendshapes into textures during initialization - which I should have done to begin with, currently I'm still drawing almost everything on the fly inside Draw().
>>
>>160944614
imo sleep, then refactor. I work incredibly poorly with no sleep.
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