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/agdg/ - Amateur Game Development General

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Thread replies: 776
Thread images: 148

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Join the Dinosaur Jam
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
>>
first for nice
>>
>>160941498
Godot > Construct 2
>>
so if im making a side scroller and want the charcter to stay in the center of the screen, do i move the world around him instead.
>>
>>160941498
MARKETING IS AGAINST THE RULES YOU RETARDED CONSTRUCT 2 SHILL
>>
>>160941498
Fifth for penis.
>>
Is the female who offered voice acting here?
>>
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>>160941637
Pic related is you
>>
>discussing the youtube show "Extra Credits"
>some cuck speaks up "oh well as a games design student, extra credits was used as a very effective medium to convey core ideas to the process of development"
>mfw these retards are spending money to watch barely 5 minute long youtube videos lacking any depth
no wonder modern devs are so fucking shitty jesus christ
>>
>>160941637
Yes, you move every object while the character remains stationary
>>
>>160941637
probably bait but you just lock the camera to the character
>>
Is the anon who offered work on rule34 of my game here?
>>
>>160941674
i don't get it
>>
my shmup engine is finished

someone give me an original idea for a story besides space or anime girls
>>
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How do I get other people to help me for free?
I plan to provide this as a template in Godot's asset store, so that other people can use it to build an actual RTS
>>
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>>160942167
>he fell for the Godot meme
>>
>>160941898
only useful advice ive ever seen them give is the advice they stole from yesdev.
you're welcome.
>>
>>160942140
What game?
>>
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>>160942151
Look at the OP pic.
This guy has been making threads since 2 days ago using Construct 2-related images, added the engine ti the list in the OP and has basically shilled it at every possible occasion.
>>
>>160941898
>jealous poordev thinks his show unknown outside of agdg influenced a popular YouTube series that makes more money making videos than he makes with his games
>>
>>160942471
damn...
>>
>>160942517
Meant for this tard
>>160942382
>>
>>160942281
>using proprietary game engine for simple game
>writing engine from scratch
Literally why?

And even Unreal Engine 4 is almost FOSS. You are two registrations (Epic and Github) away from source code for the whole thing, and pay Epic some shekels only after you made 3k shekels yourself.

It's literally either Godot or UE4, depending on complexity and how shiny graphics you want.
>>
>>160942471
but nobody on agdg even uses construct
>>
>>160942167
there's an irc channel, but the only people there are either beginners (including me) or godot development team
there's also official forum or smth, i don't really use it
>>
>>160942167
We need more stuff for Godot. godspeed anon
>>
>>160942670
Exactly. Well there is that guy making that pixel game with the guy killing the slimes and with the sick linghting.
>>
>>160942471
that's hilarious
>>
>>160942167
Post it on github for easy pull requests and bug reports, post it on their subreddit, I'll upboat you.
>>
>>160942517
>high quantity content youtubers would never repackage content from other people! unthinkable!
given theyre not gamedevs im fairly certains thats all they ever do
>>
>>160942857
>github
>not gitgud.io
>>
>>160942857
>implying it isn't on Github already
https://github.com/testman42/3D-RTS
There, now you have my username and enough info to find out who I am IRL and then send me a box of dragon dildos
>implying reddit account
nah, will go on their IRC and forums and post there.
>>
>>160943163
>/agdg/ has it's own GitLab instance
>uses Mattermost instead of Slack for communication
My inner Stallman is proud of you guys
>>
>>160943198
I know it's a fun meme to hate reddit, but the small subreddits, such as the Godot subreddit, are actually completely fine. Because there's only a few people there it doesn't turn into a circlejerking echo chamber.
>>
Why is it that I've made tons of 2d platformers, but I can never seem to remember what the "correct" ways of programming collision detection and resolution are?
>>
>>160942471
The funny thing is that I'm the guy who's been talking about C2's benefits over GM recently but I'm not the one making new threads.

>>160942670
There's a bunch, including me. There's even a couple agdg games on Steam that were made in C2 (Dreaming Sarah, Aviary Attorney).
>>
>>160941440
It sure is.

Anyone knows a way to get into it? I mean, the modeling and the coloring part.
>>
>>160943385
Yeah, any sub with more than 100k users turns into normie garbage.
>>
If I namefag will people recognize my game more?
>>
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>>160943782
>There's a bunch, including me.
>>
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>want to make a game where a dinosaur eats people for the jam
>this will not be original and half the games posted will probably be variations on this theme
>>
>>160943991
>implying anyone is making a game like that
>>
>>160943991
Anon Dino Jam will have 4 games tops, just do your thing.
>>
>>160943908
they will, but it probably won't be a good recognition
you're better off putting in memes in a restrained way
>>
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>>160943968
>there are 10(TEN) enginedevs currently polluting agdg
>>
>>160941637
not really. Best way is to create a camera, attach it to the player, then calculate what should be visible inside the camera's viewport.
>>
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>>160944128
Also a lot of nodevs like you
>>
>>160944128
And zero games between them all.
>>
>>160944225
>85% say yes
I'm calling bullshit
>>
>>160943968
Your point being? I never said it was more popular than GM or Unity, and really, it's the prevalence of GM and the subsequent recommending of GM to new people that made me speak up in favor of C2 in the first place.
>>
>>160944295
I think that nodevs here are a very vocal minority, they shitpost so much that it feels like 60% of agdg is made up by nodevs.
>>
>>160943908
Yes. I remember rotateman, car game and rotating Loli game solely because rotatedev is a tripfag
>>160944225
>10 engine devs
>11 nodev
>110% of enginedevs are nodevs
>>
>>160944225
Also a lot of enginedevs who think what they're doing is gamedev and believe because there is some programming it makes them yesdev, when they never actually make any games like you
>>
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https://www.youtube.com/watch?v=Hn-enjcgV1o
>>
>>160944404
The engine question was asked only to people who answered yes to the "are you making a game?" question.
>>
>>160944404
Or you can have a recognizable character. I have one that's a dude in armor and a lion mask and it always got called a furry even though it was a mask. Either way I don't think I was very liked.
>>
>>160944490
>those canned animations

nice dress though
>>
>>160944396
Not really. The majority of posters in agdg are not actively making a game and most have never made one before. People lie to themself and say they're making a game when they haven't opened an IDE for weeks.
>>
>>160944462
Joke's on you, I'm a Unityfag
>>
>>160941898
people who make games are making games, not talking about making games

if someone hasn't released anything i don't consider them a gamedev, no matter how good they appear to be
>>
>>160944591
>People lie to themself and say they're making a game when they haven't opened an IDE for weeks.

Nah. Most people do open their IDE daily.

They just don't actually do any work. They tinker with pointless shit while browsing the internet and watching youtube vids
>>
>>160944626
apparently he's worked with activision and such
>>
>>160944613
Okay engie.
>>
>>160941905
>>160941908
>>160944139

I am using sdl2. I can't find any function to change the x,y location of the top left corner of the window.

I am thinking I have to just do some kind of transformation from world coordinates->center of person cordinates
>>
>>160944676
look at the amount of unique IPs in any given thread

compare that to the amount of games you ever see posted here

you're delusional
>>
>>160944723
majority of people who work at game companies don't make games so that's meaningless.
>>
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>>160944752
ok nodevvie
>>
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#5435234 attempt at SS13 remake

Next on is the items system
>>
>>160943991
its okay if you do that
I've seen like 4-5 dino concepts posted here including my own and I haven't seen any people nomming

DO IT
>>
>>160944868
He did admit that most are not actually making progress.
>>
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>>160944556
Hey im just one man, i will polish it eventually ok? Thanks for the compliment, tho.
>>
>>160944924
Whatever engie lover.
>>
>>160944945
>doing multiplayer only games
dead on arrival, just look at goog's rock paper scissor ripoff game
>>
>>160944512
I'm just being a dumb shitposter anon
>>
>>160945151
If someone manages to actually remake SS13 on something other than byond's dogshit then I guaran-damn-tee they will make a mint.
>>
I feel a meltdown approaching...
>>
>>160945151
I'm not stupid. This is the third time I try to remake SS13, I literally gave up on multiplayer. I'll just make the base game (singleplayer) and then dump the code somewhere and hope someone makes it multiplayer
>>
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Changed Munk's Attack
>>
[increasingly nervous engie post]
>>
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>>160945284
Haaaah

I take this:
>>160945263
back, then.
>>
>>160945040
Goddamn does that dress have physics or is that premade?
>>
>>160945284
>I'll just make the base game (singleplayer) and then dump the code somewhere and hope someone makes it multiplayer

Considering that you generally need to build your game with multiplayer heavily in mind from the get-go, that's quite the pipe dream assuming you get somewhere with this revision.
>>
>>160944871
>majority of people who work at game companies don't make games
Yeah gogem you know all about the corporate structure of professional gamedev.
>>
>>160945478
physics

nvidia apex in ue4
>>
He's about to blow!
>>
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you've been in agdg how long and have never made a game?
>>
>>160945553
>you need to work for them to know that the majority of their staff isn't involved in development.
they're called credits and they're filled with advertising and publishing and managers and QA.
>>
>>160945531
Well, since SS13 is grid-based and heavily based on variables, you would only need to change the code to client-host requests based.

If you search "SS13 remake" on google, you'll find dozens of free and commercial attempts at remaking it. At this point, most people feel that they will never be able to remake it, but if I make the base game, then maybe they would at least try to.
>>
"He” is present.
>>
>>160945740
Well that should make something like 3 weeks.
But I had my hand broke until yesterday and since like one week after the start of my project.

But I'm working.
>>
>>160945740
Two years

Almost a hundred projects, no game
>>
>>160945740
4 years enginedev ;_;
>>
>>160945740
2 years.

But it's only been on one game unlike >>160946110
>>
>>160945740
1 (ONE) year +- few days
end me
>>160945272
>>160945435
>>160945442
>>160945683
>>160945924
what is this
>>
Will someone live in my apartment? The only requirement is that you let me cuddle you and cry on you whenever i need it
>>
>>160945740
3 years started here when i was underage have made zero games but started like 9 projects here :3
>>
Oh no!
>>
>>160945740
6 years. I blame you know who.

>>160946310
>what is this
If you only knew what I know. Beware 'him'.
>>
I can taste your fear engie.
>>
>>160946315
only if we can work on a game together!
>>
>>160946480
>Beware 'him'
i don't speak riddles
who is 'he'
>>
>>160946774
Never you mind.
>>
>>160946774
its just the resident shitposter announcing himself
basically ignore anyone who isn't posting progress or helpful feedback
>>
>>160945740
8 months isn't that bad I guess. I'd say by the time I hit 2 years I'll have something polished.
>>
>>160945740
Since it was on /v/, and I've been through 3 games. Hold me.
>>
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>>160945478
>>160945597
Everything this anon said, but the ue4 part, im using unity 3d
>>
>>160945740
Since about 2012-2013. A few small games but nothing worth showing off.
>>
>>160945740
This >>160947172
Except I've been here since 2010-2011
>>
>>160946956
is it really ok to just ignore them?
is it necessary that people who want to post progress or help other anons in deving are forced to share the same space with people whose only purpose is to shitpost, distract and bring disorder to the thread?
>>
>>160947328
More like inevitable
>>
>>160947146
>but the ue4 part, im using unity 3d

Heh. I didn't realize Unity had Apex.
>>
>>160945740
2013. I made a free Android game that released in January and absolutely nobody downloaded it. I started it in 2013 but it honestly took only a couple months to make once I stopped fucking around. I've been working on a "real" game now since June and it's going well.
>>
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>>160947293
>>
everyone who replied to >>160945740 with how long you've been here without a game instead of finishing a game needs to flip off the internet.
and if you made you need to flip yourself off too.
>>
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>>160945740
>pic related
It's me and my hard earned indie dev money
>>
>program thing and test it
>doesn't work so you change some stuff
>still doesn't work
>realize the way you did it is wrong at its basis and you have to do it again in another way, scrapping lines over lines of code
Damn...
>>
>>160947549
*if you made an excuse
>>
>>160947549
You replied too.
>>
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Well there's some progress.
>>
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Post dead games.
>>
>>160947949
The shitposting sure is intense today, huh?
>>
How would you turn this into a video game?

https://webmshare.com/VnzVZ
>>
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>>160947981
Did he give up after not getting more music?
>>
>>160948141
that's your job, get to it

cause I sure wouldn't
>>
>>160947749
>Drag and dropper thinks his insert name is impressive
>>
>>160948141
mix bleach with ammonia, that should do it
>>
>tfw hopoo thinks he's too good for us because he got lucky with his success
>>
>>160948489
literally who
>>
>>160948378
I tried filtering "drag and drop" and so far its only caught shitposters

time to hide stubs
>>
>>160948378
>drag and dropper
You wot? That's in monogame. I also never claimed it to be impressive. It's just progress.
>>
>>160948489
proof?
>>
>>160947981
>>160948246
Bunnydev here, actually I did get another song some time ago. I abandoned the game because
>making accurate beatmaps was killing me, needed tons and tons of testing and tweaking and it was really tiring
>I needed to re-rig Bunny and redo all her animations because I fucked up the arm IK
>the idea of doing all this for other idols and song just killed my motivation
>I needed to rethink the animation system completely and just couldn't bring myself to do it

Happy to see people still remember it though. Might go back to it someday.
>>
>>160948678
Time to kill yourself.
>>
>>160948489
he...IS too good for us
he made a game, made some fuckin' money
why the fuck would he ever come back here? although he did for deadbolt, for a bit
>>
>>160947749
What is your vision with this game?

keep up the progress
>>
>>160948678
>Might go back to it someday
ha, don't if you know what's good for you
>>
>>160945740
https://wanderfall.itch.io/phantoma
try me nigga, I just like made game and I've been here since 09
>>
>>160948378
>Small progress is now a bully-able offense

Why do you guys hate quality threads?
>>
>>160948770
My vision? I don't exactly want to give out my whole GDD but it's a RPG with a focus on character and gear customization.
>>
http://m.imgur.com/tXtKhFl :)
>>
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Help me name my Tomb Raider knockoff game where you raid pyramids
Not Pyramid Raider
>>
>>160948678
it's okay friend. I don't believe every project has to be finished, you probably learned a good deal from making idol commander

you probably also lost your original vision somewhere along the way too, and it hurts
>>
>>160948876
its just the shitposter, he's been getting his ass kicked by janitors lately so he's kinda subdued
>>
>>160948678
Loser fuckin nodev lmao you will never ever finish a game lmaoing @ it life
>>
>>160948939
Into the Pyramids
Pharaoh's Loot
Looting Pyramids
Thief of the Pyramids
Pyramid Thief
Thief of the Pharaohs
>>
Anyone else like to go to Reddit.com?
>>160948957
>>160948957
>>160948770
>>160948563
>>160948367
>>160947981
>>160947682
>>
>>160948489
He could literally have bough 4chan of moot and kicked agdg out if he wanted
He's too good for us
>>
>>160923631
no, it would be relatively simple to impliment. but i think it would end up being overwhelming.
>>
>>160949279
Not him, but perhaps a mini mini boss (similar to axe knights in CV) would be good for something like that. Something that's supposed to be overwhelming.
>>
I have concrete proof that googum is the shitposter. Will be dumping info soon
>>
>>160949263
buying 4chan would have cut into his bourbon budget
>>
>>160949436
Form factor is nice, but the colors could probably use more work.
>>
>>160949436
You suck at art.
>>
>>160949465
>you will never have a fancy studio

fml
>>
>>160949436
I think you could improve the contrast between the colors. They seem little muddy (particularly the skin tones).
>>
>>160949427
yeah, a special variation would work fine, i think.

>>160949550
i know youre shitposting, but when your character has limited movement and limited tools, then yes, overly complex enemies are a bad thing.
>>
>>160949550
Not him, but the CV logic is to use simple enemies and use a combination of them in complex ways to fuck with the player. One enemy alone doesn't have to do everything to be complex.
>>
>>160949593

I bet my roommate $20 I could guess a reply to that post down to the punctuation and won. Thanks Anon!
>>
>>160949626
Just die already.
>>
I'm on a quest to kill yesdevs.
>>
>>160949436
I think that's pretty good
>>
>>160949671
It's very easy to replace the colors in pixel art
>>
>>160941898

Extra Credits is fine though.

As for broad game design concepts, they can be pretty spot on, but obviously they are extremely entry level. Such as things like 'Did you know in multiplayer games the distance between your spawn and the field of battle is an automatic balancing tool as the match progress???'. It's literally the Vsauce of game design.

Much worse then their actual content or credentials is their SJW pandering. That is far more irritating then a slightly pitch shifted narrator voice.
>>
>>160949436
>tfw not skilled enough to draw cute 2D girls
>>
>>160950145
>tfw can't think of better goals
>>
Do people not report posts here? I'm getting a little bored of my 1⃣3⃣3⃣7⃣ shitposting
>>
Important poll
http://poal.me/k7h7ow
http://poal.me/k7h7ow
http://poal.me/k7h7ow
http://poal.me/k7h7ow

Add your own answers.
>>
>>160950256
make thinking of better goals a goal. or keep drawing cute 2d girls as your goal. its a good goat.
>>
>>160943968
What about 3D modeling? Does /agdg/ use Blender or 3DS Max more?
>>
>>160949436
le 27
>>
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>>160942167
If you actually plan on giving it some gameplay and stuff, I'd consider making some simple units and buildings for you.
I like your progres so far

Email in name field
>>
>>160951075
Enjoy the porn sites I'm about to sign you up for.
>>
>>160951075
Can you explain how animated textures work in blender to a retard?
>>
>>160943968
AMAZON LUMBERYARD
>>
Does anyone know of a free human model on the asset store that includes some animations? Just want to fuck around with something.
>>
>>160951265
what a stupid name its almost as bad as godot
>>
>>160951316
Mixamo
>>
>>160950453
>beans isn't winning
Wtf
>>
>>160951390
same
>>
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>>160951169
That's what you get for trying to help someone on Aggydaggie, I suppose ;_;

>>160951191
For this, I've made four versions of one 128p texture and put them together on a 256p image, then turned on tiling textures in the UV tool tab. To see it in motion, you have to turn on OpenGSL rendering and switch to Blender Game mode, and then press P to run the game logic.
It was a stupid way to do it, because I later found out that you can actually keyframe UV movements, so you can just put your animation frames on a texture and move the UV coordinates how you want them - With custom timings and all.

No idea if either version can be exported to a real game engine (besides BGE), though.
>>
>>160945740
I come to agdg every vacation since last christimas. I did just a small game for the winterjam.
>>
>>160951321
Godot? That's an engine? I thought people were talking about ace attorney
>>
>>160951607
Do you have IK rigging on that?
How do get good at IK rigging?
>>
>>160948939

Mausoleum Explorer

Pyramid Peruser
>>
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2016-11-23 20h05_28.webm
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https://www.youtube.com/watch?v=79NiN7ISW7E
>>
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>>160951832
No. That was my first ever attempt at rigging, so the bones aren't even mirrored.

Rigify is easymode IK rigging, but I prefer to work with simple bones myself. You lose a lot of direct control over bones when you use IK - though it can help you create some very natural moves.
Rigify also turned out to be shit for very low-poly limbs, by the way (like cube arms with only two edge-loops for elbow joints - see pic).

Here's a good rigify tutorial, if you want to try it yourself:
https://www.youtube.com/watch?v=dYiAd_08-0k
>>
My inner jew is killing me guys

I want to make my Unity VR asset open source and let everyone use it and help make it better
I know it would make it easy for retards to spit out all sorts of games

But I know for a fact that I could make $10,000 over the next 2 years with it when looking at my past assets

What do? Keep in mind I make like $135/140K a year and it goes up by like 2-3% each year
Do I make a sacrifice to help kick start indieshitters making VR games?
Would you want to make a VR game if all the overhead of VR was already handled?
>>
>>160952142
>asset store: the game
>>
So serious question here- if you intend to make a shitty little game that's not for sale, where do you upload it?

Where are little games like that uploaded? Is there a website for it or is it all just filesharing or?
>>
>>160952251
what makes you say that?
>>
>>160952483
itch.io
>>
>>160950453
>comfy jam
Worst jam idea ever
>>
>>160952483
https://itch.io/
>>
>>160952483
try itch.io
>>
>>160952543
Still better than lewd jam.
>>
>>160952483
itch or gamejolt (it has better analytics)
>>
>>160952541
Just a feeling with the over-the-top physics and mannequin-like character model.
>>
>>160952543
Why?
>>
>>160952624
>over-the-top physics
cloth movement and breakable objects..?
>>
>>160952601
forgot about that
>>160952674
it's literally just make any game jam and I bet most have a different idea what comfy is so it will be a shit show
>>
>>160952218
I want to make a VR game but I don't have a headset

I honestly think the price of the computer + headset is a bigger obstacle than the scripting for it

that being said, devs who buy the headset might be perfectly willing to buy an asset to make it easier
>>
>>160952541
>>160952251
Really? You guys never played VTM:B?
>>
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>>160952624
>spend a year programming physics
>get told game is just one big unity asset
>>
>>160952801
That's the kind of stuff you find on the asset store because it appeals to suckers yet it's not actually all that useful for gamedev. Fracturing with full physics is way too heavy to be feasible at the scale of a real game, and that cloth is super detailed and will be the same way.

If you were doing it all yourself you would consider this more carefully.
>>
>>160952807
Every jam we've had until now was like this
>make any game but with a cute girl
>make any game but with lewds
>make any game but in space
>make any game but with dinos
>make any game but with pumpkins or skeletons
etc

Also jams are about making games and using your creativity, nobody wants to play the same exact game made by 20 different devs.
>>
>>160952807
>different idea of what comfy is

that's the point of making your own game
>>
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>almost finish enginedev-y technical stuff
>time to make game
>kind of don't want to because it means the end of easily defined problems to solved

im scared agdg.
>>
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>>160953002
>>160952624

In my case 2.5 years...
>>
>>160952807
Honestly that's why I like /agdg/ jams. They're more laid back and fun.
>>
I'm not really sure how to create an association between the visual aspect of something and the data aspect of something, and have that connection be reciprocal.

I'm using Unity, and I have an Icon component attached to a Unit that generates an icon which the UI uses when appropriate (like if the actual object is too far to see) but I'm not sure how to create a reciprocal connection. Right now the UI system just builds the association internally using a Dictionary.

Do you think that's good enough? How do you guys do it?
>>
>>160953020
>Fracturing with full physics is way too heavy
but there are literal mobile trash games with mesh slicing

the skirt cloth simulation can easily be adjusted based on the individual user.(low = less fluid, high = very fluid)
>>
>>160953325
If all you have is a few objects and the pieces don't interact with each other, yeah it's cheap.

Also mesh slicing produces far fewer bodies than fracturing.
>>
>>160953264
>arguing about non issues for whole months
>laid back
>>
>>160953421
That's just the internet
>>
Gonna kms before Thanksgiving
Bye
>>
>>160953421
Not everyone is arguing, just people triggered by game jams. Everyone else just votes for whatever and makes games.
>>
>>160953483
bye
>>
>>160953483
Thanks for killing yourself.
>>
>>160953224
This is why i'm starting to not feel bad about using store assets.

I actually did spend nearly a year learning and studying how to do my own custom physics. I know how it works inside out, all for some shitter to tell me I just bought it and dumped it in my game.
>>
>>160953020
>>160952251
>>160952624
Never developed a game but somehow an expert: The game
>>
About a week back an anon posted a mega link with thousands of textures. Does anyone have that link still?
>>
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>>160950453
CUTE JAM OR WE RIOT

>>160953685
Look here, under (Misc)
https://mega.nz/#F!gIBniSSA!-R2D3mYW5u0N5-3FROZlEg
>>
>>160953676
Where's YOUR game?
>>
>>160953483
post any of your dev stuff before you do

I can continue your work.
>>
>>160953676
that's a very sophisticated way of saying "wheres ur gam??"
>>
>>160953745
why not Comfy Cute Jam

cute is comfy
comfy can be cute
>>
>>160953775
no you cant
its far too complex for your simple mind
>>
>taking asset store as an insult
Nice insecurity.
>>
>>160953973
This.
But i get what they mean, i wouldnt like if someone asked me about where i bought something that took very long to create. No question about the quality of asset store, however.
>>
>>160950453
>nodev jam
>nodevs do a game for their own special jam
or
>nobody makes a game in order to be nodevs
>>
File: Squirrelbasketball1.1.webm (3MB, 320x180px) Image search: [Google]
Squirrelbasketball1.1.webm
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Game: Squirrel sphere
World: Squirrel city (BasketBall)

sorry for small webm, iI suck at getting good webm filesizes. if anyone has a good program/tip to use, please post a link
>>
>>160953848
Can I at least have your steam account?
>>
>>160955390
2nd sounds far superior
>>
>>160942163
Aliens show up
They're bad
You shoot them to make them go away
>>
>>160955401
good to see you again

I use "webm for retards", variable quality and set CRF to 30-45, check "high quality mode"

however with lots of crazy shit happening like yours the compression can only do so much
>>
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Ironed out some bugs, working on redoing some of the animations and adding more flair to the hookshot (a stylized circle that shows the maximum range of the hookshot when aiming, doing rotated versions of the hookshot graphic so it doesn't look fugly, etc).
>>
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anyone know how to manipulate the position of individual letters in Unity's UI system? super burrito galaxy does it but there doesn't seem to be a built in way. individual text boxes for each letter?
>>
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>>160956148
>doesn't look fugly
Nothing wrong with rotation.
>>
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>>160950453
Everyone make sure to vote for boat jam
>>
>>160955401
It looks like a racing game. Make it a racing game
>>
>>160956410
At that point you might as well just DIY and forget the built-in text system.
>>
>>160956410
custom text system

use a buffer of 80 or so gameobjects with spriterenderers and cache it, then manipulate the sprite index for each and play with position as you see fit

http://tippinggoat.com/blog/2014/06/sprite-based-text/
>>
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>>160956419
The internal resolution I'm using is 400x240, so having 360 degree of freedom over aiming has results like this.

I'm going to do 8 different rotated graphics by hand (for a single 90 degree rotation), and flip those graphics about based on the angle.
>>
>>160956410
You're still alive!
>>
>>160956760
I didn't make this, but I know the guy posts here once in a while so fingers crossed
>>
>>160956760
Read the post dumbass, that isn't mush.
>>
>>160955401
nah it's perfectly fine, that's a pretty long webm with a lot of fast movement and contrasting colors, quality is fine considering

some day 4chin will support vp9 which compresses a little better
>>
>>160956730
That looks fine.
Very simple sprites that only appear for a second can be rotated freely and it wont be terrible.
The problem is when EVERYTHING is rotating all the time, then it gets messy and ugly.
>>
>>160956730
That's honestly why I chose to just scale up instead. I'd much prefer rixels to those artifacts.
>>
>>160956730
what language is this in?
>>
>>160956979
>>160957103
Yeah, I suppose I could just boost the internal resolution, too. It's not like I'm planning on having multiple rotating parts.

>>160957216
Lua (love2d).
>>
>alt rmb in blender brings up a selection menu

thank u jesus
>>
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Neat.
>>
>>160948678
If you want to continue making I'd suggest looking into auto generated beat maps or making a tool that makes making beat maps easier to make.
>>
>>160957478
congratulations dude

in all honesty I didn't listen to the music in the game but it better be good or there will be murder
>>
>>160957478
Great job anon!
>>
>>160957538
Probably the weakest part of it all, really. Was gonna do an overhaul of it for the last demo but ran out of time, oh well.
>>
>>160957783
it's ok my man but know there's a special circle in hell for people who dev good games with poor music

how close is the game to being finished?
>>
>>160951607
why didn't you link your tumblr, instead of your email?
>>
>>160957783
If you're ever looking for new music I'd love to do a track or 2 for free. What kind of music is it?
>>
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>>160957478
congrats!
>>
>>160955401
I'm not digging the huge ass race environments. SMB had tight, dense levels that you could usually start over quickly.
>>
>>160957478
grats, man!
>>
>>160956105
thanks,. im assuming this is "webm for retards"
https://gitgud.io/nixx/WebMConverter
since apparently the original was taken down because of the name

>>160956468
Im working on a racing and battle mode as well.

there will be local multiplayer, minigames, and Im going to try and add online

>>160956937
ok cool.
>>
>>160948678

Have you considered just taking your bunny girl and adding her to another game later? Never hurts to have reoccurring characters.
>>
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>>160958418
most of the levels are smaller. theres a big variety of size and complexity. the above is the longest one by far, and isnt final
>>
>>160957478
Omedetou.
>>
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>>160956148

I did a little gasp at the new animation. I love the chain and how your guy gets yanked off his feet when flying forward
>>
>>160955401
neato
godspeed anon
>>
>today aggy was not a bully

what the fuck is going on
>>
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Considering I started it today, I think I'm going pretty well


Tomorrow, I'll finish the item system and start the vision system
>>
>>160958019
Hard to say. The basic engine and everything is pretty much done, programmer just rewrote the physics to accommodate some items that were planned. It's mostly just building the worlds and populating them that remains. Probably a couple months of work for that.
>>160958095
Maybe if I struggle to redo the music I'll try and find someone to do it. This is what the overworld theme was in the demos https://clyp.it/ci55ptl5
>>160958412
>>160958506
>>160959081
thxthxthxthxthxthx~~~
>>
>>160959286
pretty surprised myself
>>
>>160957478
nice
>>
>>160959140
Thanks, mate.

Still need to do finish the different variants when aiming to different directions aside from straight forward, as well as do an airborne version. I'll try to get those done by the end of this friday/sunday.
>>
>>160959363
It's better than the DOOSH DOOSH DOOSH techno I can do, at least.
https://dl.dropboxusercontent.com/u/11911775/files/SC%20-%20Nameless%20Dimension.mp3
>>
>>160959286
How about you post some progress and I'll comment nice things about the cool things you're making
>>
>>160959575
>it's better than my shit that also doesn't fit the game at all
>posts it anyway
>>
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>>160959578
Progress.
>>
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>>160959575
>>
>>160959747
I wanted him to understand how shit my music was.
>>
>>160959575
That's not too bad, just that the intro with just the beats feels a bit empty.
>>
>>160941498
>AOOO
>>
>>160959757
it's okay i guess
>>
>>160957478
Gj friend
>>
>>160957478
>8bit gay furry game
end yourself my man
>>
>>160959891
It's literally a one note song, using nothing but presets. Have another.
https://dl.dropboxusercontent.com/u/11911775/files/SC%20-%20Devorador.mp3
>>
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>>160960105

correction, an 8bit gay furry game that's getting on steam.
>>
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>>160960106
>>
>>160959363
>Maybe if I struggle to redo the music I'll try and find someone to do it. This is what the overworld theme was in the demos https://clyp.it/ci55ptl5

Cool. Are you necessarily looking for 8-bit sounding stuff or are you open to more "modern" sounding music?
>>
>>160948678
>Might go back to it someday.
death knell for a game
>>
>>160959575
Your oontzoontzoontz ounds nice enough. Nothing too exciting going on, prolly alright for background music. I was doing some of that more textural electronic stuff for another project before jumping back to that Anubis thing https://clyp.it/xto01uzw https://clyp.it/bkvltjwt
>>160960346
Gotta be 8-bit. Came across a tracker that uses MSX hardware that I might try, but famitracker is close enough to pass for most people.
>>
>>160960674
Yeah yours sound a lot better than mine. I can use the program, I can make music well enough when I already have the notes, but when I go to compose, my head just plain freezes and explodes.

Example of song using a note sheet.
https://dl.dropboxusercontent.com/u/11911775/files/SC%20-%20Battle%20Chips.mp3
>>
>>160960674
MSX or bust.

Do your graphics even stay as true to it like how La Mulana does?
>>
>>160961128
La-Mulana is actually really weird in how they did the graphics. They did all the backgrounds in a lot more detail than you would likely see on an MSX2 even, but then had the single color enemies and shit that would've been common on early MSX games. We're mostly doing MSX2 looking stuff, which allows for 3 colors per sprite thanks to sprite layering.
>>
>>160961524
I'd say La Mulana is basically a similar love letter to MSX like how Shovel Knight was to NES.

Though I prefer La Mulana.
>>
>>160960984
Nifty, bit heavy on the bass but neat.
>>160961661
I suppose, but neither of those games were made by people who seemed to understand what a hardware restriction was. Not that most people out there care or anything.
>>
>>160962094
https://www.youtube.com/watch?v=x1JxzHEuYFM

The original, for comparison.
>>
>>160956730

You got a tumblr or twitter or anything like that? I forgot if it's been asked about before.
>>
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>>160956691
it works! thanks anon
>>
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I'm following some youtube tutorial on making an RTS. I've never done this shit before so this is pretty fun for me.
>>
Is there a major difference in performance when using html 5 canvas over webgl?
>>
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Screenshot_12.png
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God. This unfinished building is being hell to be made. ( not polished, will look nothing like what looks now, placeholder colors and stuff )
>>
File: agdgtan-wip-ip.png (86KB, 584x701px) Image search: [Google]
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>bored and can't find a fun mechanism for my game
>open again agdg-tan and continue working on it
>decide to make a better functional rig
>detailed model makes me add fingers, thumb and various IK controls
>think about the fact that I'll have to paint-rig that later

TOO MUCH FUCKING WORK.

I'll eventually do it but damn. Next time make a chibi or low-poly pls k thx

>mfw making all of that only to do a "make progress" animation to try to impress agdg
>>
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>>160962980
good work!

try having at least one pixel space between sprites (in the slicer), pic related
>>
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Welp, here's my boatjam prototype
all that's really left is to fix the steering and add fishing/plundering a-la windwaker and I'm done
>>
>>160963370
>all that's really left is to fix the steering and add fishing/plundering a-la windwaker and I'm done

So basically everything?
>>
>>160963508
yes but that everything is very minor
>>
>>160963370
>here's my prototype
>.png
>>
>>160963370
Are we having boat jam again?
>>
File: some progress.webm (3MB, 640x480px) Image search: [Google]
some progress.webm
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Most of the basic stuff works. Random battles. enemies, chips, etc. And everything is wrapped up so it's easy to make new enemies and chips. Don't mind any of the graphics (especially the background, I don't know why there's a seam), they're literally all placeholders (except maybe the spell icons).
>>
>>160963973
http://poal.me/k7h7ow
>>
>>160964116
Time to think of 200 chips
>>
>>160964137
I hope it doesn't sink like the last one did
>>
>>160964251
I think I have a lot of ideas for spells (trying to stop saying chips to try and start distancing myself from mmbn as soon as possible).

It's not set in stone yet, but I'm thinking of a system where enemies drop elemental tokens (such as fire token, ghost token, etc.) which can then be used to enhance spells or to create new ones, somewhat like a skill tree (some spells won't be able to be created if the previous one in the line hasn't been made yet). I'm still figuring out that part.

Also Im thinking of implementing a mana system for spells, so instead of them being one time use during battle, you might be able to use them 2-3 times before you run out of mana.
>>
>tfw ccocksucking jam will never win
>>
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>>160964256
>>
>>160964572
why not comfy cute cocksucking jam?
>>
>>160964572
>previous jam was a disaster
>previous previous jam was a disaster
>previous previous previous jam was a disaster
They will never learn.
>>
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Fucking finally. Randomly generated Tilemap with multiple layers and transparency, automated generation of round corners/transitions.

Now I need to think about terrain generation rules n stuff, and maybe try it out with real textures instead of solid colors...
>>
>>160964816
like all the problems /agdg/ has, it was caused by nodevs

though what is your requirement for a jam not to be a disaster? anime jam?
cause we got a lot of games out of those jams, and I submitted games to them as well
>>
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>tfw
>>
>>160965069
the chunky colors sooth my autism
>>
>tfw using GameObject.Find for everything and not giving a fuck

fuck your 500 singleton managers you dumb cucks
>>
>>160965069
Good job mate.
>>
>>160965308
Why not just find the object and store the reference?
>>
>>160965308
What I do is, each class has a static list of instances of that class, and in every Awake() it adds itself to that list, and in Destroy() it removes it.

So its so easy to go
foreach item in Bullets.Instances
if bullet.criteriaMet() or whatever
>>
>>160965069
I don't understand shit but it looks nice.
>>
>>160965628
that's actually kinda cool, but you do that for every single monobehaviour or just for the whole gameobject in its own special monobehaviour?
>>
>>160965172
Which game?
>>
>>160965213
>>160965348
Thanks. So far it's baby steps tier, but I haven't touched Visual Studio for almost a year, so any progress feels good.

>>160965693
Well it's just a simple map with 3 overlapping layers of tiles, but it's a nice first step towards a map/world editor/generator, and maybe a tool to automatically generate preliminary tiletypes (edges, corners) from a single square texture by overlaying them with semi-transparent masks.
>>
>>160966035
Every class that inherits from monobehaviour gets it. It probably sounds like a pain to write, but its all contained in a C# codesnippet, so its all of 3 keystrokes per class
>>
>>160966268
good thing classical/industrial/harsh noise isn't on there
>>
>>160963218
What's the problem exactly? Seems like nearly the easiest possible thing to make with pixel art.
>>
>>160966268
>chink reprimanding nigger for not taking care of belgian roads for 50 years.jpg
>>
>>160966368
you know you can change the script template in Program Files\Unity\Editor\Data\Resources\ScriptTemplates to include your default code
>>
>>160966651
Good point
>>
>tfw over 300 colliders in your scene
>>
>>160966835
if you're concerned about performance, it probably isn't
>>
>>160966893
isn't what?
>>
>>160966972
(a concern)
>>
Post some AGDG dev music

https://youtu.be/wY4N5NOAsH0
What I'm listening to when I'm butchering my code
>>
>>160958838
>thanks,. im assuming this is "webm for retards"
google webmcam. dont know why people still refer to it by its old name
>>
>>160967018
>dont know why people still refer to it by its old name
Don't be obtuse, of course you do. It's a memorable name.
>>
>>160967018
Much catchier. WebMConverter / WebMCam are just insanely generic sounding.
>>
>>160967018
webmcam isn't the same thing

it's LICEcap except it exports to webm

it's ghetto video capture and not very good since all it does is take a screenshot 30 times per second
>>
>>160967018
I usually use fraps to record first because its lossless, then I can compress the footage as I need to. I use VP9 for everything outside 4chan because it compresses much smaller.
>>
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I finished my textboxes today!
>>
How long do the jams last? I want to try making a video game.
>>
>>160967273
the jumping word wrap hurts my eyes.
>>
>>160967273
That's some solid dialogue.
>>
>>160967363

I'll figure out how to fix that eventually.
>>
>>160967341
1-2 weeks, but you can always start early if you are a filthy cheater/want more time

dino jam has 12 days left, go for it
>>
>>160967465
You gotta prewrap it instead of wrapping it on the fly.
>>
>>160967527

As in write the whole thing, just not display it yet. Got it.
>>
In Unity, how do you make a rigidbody-based character unable to climb steep slopes on terrain?
Is there something similar to the CharacterController's slope limit that can be applied?
>>
All this talk about code and optimization is fine but without arts you're not gonna make it.
>>
>>160967527
>>160967580
You can go word by word, just check if the next word you want to get typed will fit into the current row. If it doesn't, do a linebreak.
>>
>>160967616
My game has over 19 arts
>>
>>160967273
https://www.youtube.com/watch?v=47Yxa9IeJEc
>>
why are some of my prefabs blue in the hierarchy and others just regular black?
>>
>>160968073
I think black = 'this prefab has been modified'
So if you want what you've changed about it to apply to the prefab, go up above the Transform component in the inspector and hit Apply
>>
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>tfw random ass irreproducable errors
>>
In honor of your game getting greenlit, I went through my folders and found a picture of your smug ass. You know who you are.
>>
>>160968073
A blue prefab is saved and therefore the 'original' prefab, a black prefab has been edited from the original without 'Apply to Prefab' having been clicked
>>
>>160968615
muh blue board

cute ass though
>>
>>160968380
>>160968631
I hit apply, even though I didn't change anything, and it's still black. It's black even when I drag it from the project into the hierarchy for the first time.
>>
>>160968742
I'm overdue for a ban, makes me productive, just thought I'd give congratulations in ways only anon can.
>>
>>160968615
BLUE
O
A
R
D

but the game was 28% and dropping of the way to top 100% yesterday so someone at Steam did save my ass

>>160968825
Does it contain a reference to an object in the scene that isn't part of the prefab?
>>
>you will never develop a game feature bloated enough to build a fanbase of a few turboautists that keeps your game alive for decades
why even try?
>>
>>160968615
Thanks~ appreciated I suppose!
>>
>>160968895
just make it moddable
>>
What would be the easiest way to have your player character be able to drag/carry corpses like in thief/deus ex in UE 4.14? The AttachToActor method just won't work for me.
>>
>>160969023
>>160968884
I've been saving that, along with frater k's government name and moots social, for an occasion like this. Good job you fucking degenerate, not only have you gotten me through many a lonely night, you also have me swearing at vidya like god intended.
>>
>>160966651
AKSHULLY this wouldn't work because in declaring the list of instances, it needs the name of the class
>List<MyClass> Instances = new List<MyClass>();

Code snippets has a function that'll automatically populate the classname into the code you want to generate
>>
>tfw you add so much new content to you're game and you're too lazy to test it all
>>
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>>160970132
>>
>>160969621
create a physics joint? I don't use UE but that's what I'd do in Unity
>>
>>160969781
List<#SCRIPTNAME#> Instances = new List<#SCRIPTNAME#>();

should work
>>
>>160967273
Oh shit I remember this from a long time ago, it's been like a year hasn't it?
Glad you haven't thrown this away.
>>
>>160942167
nice mammoth
>>
Thanks to the anon who gave the potted history of fangames last night. Was a good read although I couldn't reply at the time.
>>
>>160967273
This looks great! I am jealous.
>>
>>160970576
Thats cool
It seems you can define your own terms too
Thanks bruv
>>
>>160952218
if you have any debts just sell that shit, if not consider open source

140k is pretty good desu, but you never know what could happen
>>
>>160957478
grats!!
>>
>>160952218
>$135/140K a year and it goes up by like 2-3% each year
There are people here that could survive for a decade with that amount. What's your standard of living that you need to consider 10k over 2 years?
>>
>>160957478
>having to strip out lewd shit for Steam
>>
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>There will be a time when someone in the world will have player your own game more than you did
>>
>>160952218
Why do you care about 10k if you earn 140k a year? Jesus... I make 50k and I'm in a good position, fuck you brah.
>>
>>160952218
VR is a fad, cash in while you can.
you can open source later when it's niche.
>>
>>160957478
Congrats anon!

>>160965172
This is the spaceship hacking game, btw, not anubisdev trying to double dip
>>
>>160971937
I dunno Anon, dev takes a lot of playtesting time, unless you get some real autist who doesn't mind playing long after they have burned through all the content
>>
>>160969710
pretty sure I've seen that ass on a dozen tumblrs
>>
>>160971093
>>160971093
>>160967454

Thanks guys. Yeah, it was on hold for about a year but I kept everything. The assets were finished. I'm rebuilding the game itself from scratch since I think that would be easiest.
>>
>>160968615
wtf I love gay boys now
>>
>>160972156
https://www.youtube.com/watch?v=IUid7L1gSnk
>>
>>160972396
>ulillillia has done it again
>>
>>160972156
There always is. You'll see, someone will eventually find a way to break through to a different PU in your game.
>>
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Since I dont know shit about art this is my protagonist for the next year until my game is feature complete and I can convince an artist to make some decent shit
>>
>Not building your own engine

>Not feeling like GOD after creating light out of linear algebra and life out of triangles.

I pity all of you...
>>
>>160973134
stop shitposting and get back to work
>>
Stop mentioning Ulillilia all the time. He's my thing not yours.
>>
>>160973314
https://www.youtube.com/watch?v=WdLbUHdKTJ4
>>
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>>160972396
>platform masters will never be finished in your lifetime

also trying to design dinowaifu

she's a chef-tain so I'm torn between tribal look and leather apron

gameplay is centered around throwing things hence the huge arms
>>
>>160972645
Usotsuke.
>>
>>160973563
>platform masters will never be finished in your lifetime

Why not?
Also has he made any released games or tech?
I would love to download anything by Ulillilia
>>
>>160973779
I don't think he's released anything but I don't follow him that closely, I was just content to follow his autistic devlog

maybe >>160973314 knows
>>
>>160973563
He finished his books! Plural!
>>
>>160945343
How many enemies total do you plan to make, anon? Will be a lot of skillsets to create.
>>
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Well I learned that physics engines are shit and I eviscerated it from my project. Oh well, back to the hello world of the player moving across the screen with the arrow keys. At least I got rendering working again.
>>
>>160974105
>physics engines are shit
No they're not.
>>
>>160974054
oh yeah how could I forget about the legend of the elemental masters

what a hero
>>
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added a bunch of new sounds
https://dl.dropboxusercontent.com/s/e68dsszi4550w6d/bigjumpnewsounds.webm
WIN: http://justletit.be/~brum/GunMetal_Build_0-61-1124_WIN.zip
WEB: https://brum.itch.io/gunmetal
>>
>>160972156
Not sure if it has involved more playstesting time or not, but there has been anons that have surpased the devs hiscores on their own games here.
>>
>>160974054
Got a torrent of LOTEM?
>>
>>160974141
They are if physics aren't a fundamental aspect of gameplay. They're not worth it for platformers.
>>
>>160974314
I bought the physical book, to support that autistic fuck.
>>
>>160973563
super cute

just give her a fancy chef's hat
>>
Just finished bloodborne for the second time, now looking at the credits. Damn does it take a lot of people to make a good game.
>>
>>160944490

yeeees. that dress really is amazing. how did you do it ?
>>
Is reading through the Unity documentation the best way to learn about the scripting API?
>>
>>160976479
yea

Other good pages to read are the script pages for things like:
gameobject, transform, vector3, Physics, Collider, Input, Scenemanager, etc.
The basic ones and their children functions, as well as the example code given with every function will give you a good idea of what you have at your disposal.

other than that just google any problem you have
"unity how to implement jumping in 3d" etc
>>
>>160976256
Yes it does. But credits also tend to be inflated because they make the game look "more professional" in front of players and publishers. They are also used for portfolios and e-peen in the industry. I worked for a small studio years back, our core team of devs and artists was less than 10 people. Yet, in the credits there were suddenly like 100 names, they listed everybody who had ever something to do with it, including relatives who might have playtested for an hour or two.
>>
>>160976256
It's not a direct ramp. As you increase amount of people you get increasing headaches from managing everyone properly / time waste / technical debt.

Small dedicated teams can get shit done pretty fast. That said, nothing beats huge teams for shitting out masses of content for your 100+ hour game.
>>
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Made this new background for the western setting. It's nice to not look at forest constantly
>>
>>160977341
Do you constantly change characters, to merit that huge chunk of screen space for the name card?
>>
>>160977341
looks desert/10, nice job
>>
>>160977394
It will take some playtesting to see what people do.
Ultimately the plan is to have the bottom fold up to the top a few seconds after absorbing, but I haven't figured out a good way to do it. It's pretty low priority, and if you ever get close to that side of the screen it goes transparent

>>160977413
Thanks. Wild West here I come
>>
>>160976361
Marvelous Designer and Nvidia Apex inside unity.
>>
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Polygons must die.

I'm sad to see some of the nice and corpulent rotundness go, but other than that I'm fairly happy with how well the shape is retained (considering an almost 40% tri reduction).

(The numbers indicate the total tri-count for all the objects, not just the highlighted pants)
This took me a gorillion hours
>>
>>160978031
Unless you're targeting mobile know that what you did is absolutely pointless and useless.
>>
>>160978114
I'm targeting PS1 limits and I know ;_;
>>
>>160978031
you've done the right thing

next time just construct it at that poly level tho, unless you wanna bake some AO/normal maps
>>
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ok so do i work on player stats
or ui
or finishing up the simple melee ai with an enemy with different stats
or another weapon
or z sorting
or
idk
>>
>>160978114
those vertices add up if you make a piggu army

and WebGL is the new mobile
>>
>>160978248

I know that feeling. Though I'd say finish up simple melee ai
>>
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>>160978187
>you've done the right thing
Thanks, Anon.

>next time just construct it at that poly level tho
Well, it's not always easy to establish a good shape with a very limited amount of vertices, so although this was very time-consuming, I think it was worth it.

>unless you wanna bake some AO/normal maps
No baking planned (just flat textures, like the other stuff I've made so far)
>>
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I want into pixel art, are there any YouTubers that make fun tutorials?
I like HeartBeast but he doesn't upload vids very often
>>
>>160978539
First of all you need to into normal art. Fundamentals. Then you need to start at a lower resolution and with fewer colours and work your way up.
>>
https://youtu.be/C8Wr3C2wpSo

How many people do you think were needed for such a game?
>>
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aw its like its in the back cheering them on
fuck why is it doing that
>>
>>160941637
Yes that's technically how OpenGL works.
>>
>post progress
>0 reply
i will remember this
>>
>>160978876
Which one is yours
>>
>>160968409
is this your progress
>>
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>Something broke in a really bad way
>Haven't touched any code related to it at all
>Literally haven't touched anything since yesterday
>everything worked perfectly this morning.
What the flying fuck? Sometimes I'm afraid to think I should delete everything and restart from scratch.
>>
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>>160978936
Nah, it's related to it. I have selectable player settings profiles now. Whoo hoo.
>>
>>160979032
now this is progress
that other post wasnt :(
>>
>>160979102
Sorry anon. I thought it was funky looking enough to post.
>>
>>160979168
no its fine just dont always expect a reply
>>
>>160979197
Oh, you're confusing me for that other anon here? >>160978876 Nah, I know better than to expect replies in shitpost central.
>>
>>160974245
>Force a Nature the game
Looks cool. Is this going to be like one of those rocket jumping games or something?
>>
why is C# such a popular language?
the lack of diversity is almost annoying
>>
>>160979789
gets shit done fast

I used to be "pure" C++/DirectX disciple, but after learning C#/XNA and realizing you can prototype stuff in a few hours which would take days or weeks in C++, well...
>>
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Old concave walls LoS blocking system (bottom)
New concave walls LoS blocking system (top)
>>
who's struggling to make something cool in unreal and needs me to code for them
>>
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>>160947981
>>
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>trippydev and zeroquestdev nowhere to be found

They were good men. I don't deserve to still be here when they're gone
>>
>>160980608
I need to have my player character in third person to drag a ragdoll behind him, I tried with sockets and attachToActor and I'm losing my mind on this shit, send help
>>
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>>160947981
>>160947981
>>
wake me up inside
>>
>>160963261
Keep it up, anon!
>>
cant wait for the comfy jam
>>
>>160948563
whopoo
>>
>>160977341
the bg looks jarring and over detailed compared to the clean NES-style of the sprites and tiles.

the palette looks good tho
>>
>>160980929
>guy doing that dropped the project
>then he went mia
>I wish I could be that good at animating
God gives bread to those who have no theet.
>>
>>160981919
I'm actually with you. I have no consistency in style, and I was copying a picture. But it will do for now

Ironically, the palette is just a slightly modified stock palette from Aseprite
>>
>>160979789
It's a good mix of everything programmers like and surprisingly well-designed (unlike e.g. C++) for its impressive feature set.

The one major issue that keeps it from beating C++ in a lot of applications is, of course, everything's garbage collected.
>>
>>160983029
https://msdn.microsoft.com/en-us/library/aa288474(v=vs.71).aspx

C# can do C++ style coding too. Checkmate.
>>
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Made buttons actually clickable. Just made a bug that locks up the browser when you stay away for too long.

I'm an authentic JavaScript programmer now!
>>
>>160983585
It would be a useless language if it couldn't do this in some shape or form so that it can interface with foreign functions.

Is it possible to use unsafe code to implement an allocator that can be used with all your C# classes and whatnot and circumvents garbage collection?
>>
when was the last time hopoo posted something
>>
>>160983714
I dunno, there's not really much reason to use unsafe mode as a game dev, so I don't know what to tell you.
>>
>>160983754
Since just about when he released Deadbolt.
>>
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>>160947981
>anon never delivered the witch
>>
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p-p-practice makes you better right?
>>
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>>
>>160983924
Not if it's shit practice.
>>
>>160983787
Well that depends. If unsafe mode could do that, C# would be a viable language for programming an optimized engine for a game. But it doesn't, and it's not, so we still need something like C++ for that.

If you're using an existing engine (probably programmed in C++, of course) and don't need rigorous performance from your code then it's pretty much perfect.
>>
>>160984024
>Looking through my old progress screenshots.
>Liking some of the older stuff better than the newer stuff that replaced it
Am I devolving?
>>
>>160984113
Let's hope jai lang doesn't take 7 years to complete.
>>
>>160984143
Jai is very nearly a Jon Blow catered subset of C++.

Also Rust exists.
>>
>>160984216
But rust is such a pain

>Subset of C++
C++ id a mess. it's more like an improved version of C. Since it has features C++ doesn't have and it's not OOP
>>
>>160984338
Rust is only painful if you refuse to learn how the new things work.
>>
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>>160981479
Like I've said I'm definitely doing it.

But she will be expecting progress from this general.
>>
>>160983936
is this like a golden axe style beat em up?
>>
>>160984805
I might have to scale it back to just a beat em up, but right now I'm aiming for RPG with beat em up combat.
>>
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fixed a bug with the ai
now they attack as a group properly
>>
>>160984903
like the dnd arcade game?
>>
>>160985045
Is saw a webm of this game yesterday with some delicious dynamic lighting. How did you implement it?
>>
>>160985372
comes with construct 2 my man
nothing special
>>
>>160983936
If that's the final background style then you should render your 3d objects at a smaller resolution
>>
>>160983914
Do you want me to upload the model? It's nothing great really but if you want it, sure.
>>
>>160985481
yeah
desu senpai mixels are gross
>>
>>160985105
that's another one of my fallback plans, premade characters and no overworld map.. but right now I am aiming for character creation and a topdown overworld map with locations, encounters, caves, dungeons, points of interestes etc taking place in side scrolling beat em up land.
>>
>>160985559
you should already cut a few of those things
thats a huge scope without the help of random generation
>>
>>160985481
no it's not, its something I grabbed from King Arthur arcade game to test movement in that perspective.
>>
>>160985491
>It's nothing great
IT IS STOP UNDERESTIMATING YOURSELF.

And yes please do upload. It's always good to have more resources around.
>>
>>160985640
there would be random generation for encounters
>>
>>160985743
Okay. I can't right now, as I'm not at my PC, but I will upload it somewhere and post the link here later.
It's really nothing special, and you will see that too once you get your hands on the model
>>
>>160973779
Because he quit playing video games
>>
>>160985829
still a fuckton of assets if you plan on anything looking different
>>
>>160984024
shut up nodev

every single thing you experience is learning
>>
>>160985906
what does he do now?
>>
> tfw looking at a bug and knowing exactly what causes it, but too lazy to fix it
>>
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Progress in the form of annoying things that pop up and tell you things.
>>
look at this horrendous mess I just made because I really want to see something move and attack in the next hour. look at it
>>
>>160985957
I know, I am thinking of putting it aside and doing the other thing I want to do which is much more feasible.

here's the conundrum. this one will take so fucking long but people might actually play it.

the other one is quicker but in a genre destined for failure (indie 2d multiplayer only)
>>
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Happy thanksgiving /agdg/. I finally released Way of the Red. Some of you might remember me constantly phasing in and out of these threads.

>tell my meager group of twitter followers that the game is going to be released on november 15th
>set my build for approval on steam late by accident
>15th comes around, game releases on GOG
>steam staff still hasn't approved my build
>fuck
>game ends up releasing the next day on steam, a few people are confused by the dates but they aren't too upset about it
>I wake up the next morning to a message on twitter
>"hey I just tried your game and it crashed within the second cutscene"
>FUCK
>I rush to patch it, i'm nervous as fuck because I can only imagine how many people are out there having the game crash on them within the first 5 minutes
>surely they must have all gotten refunds by now

It was pretty stressful, but in the end everything seemed to turn out OK. Seeing that twitter message was probably the fastest I had ever jumped out of bed.
>>
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>>160986573
>>
>>160986969
Hooray another AGDG game to add to the list.
Which language / tool did you use?
>>
>>160987005
I..I..i love it
>>
>>160986969

Yoooo you're back, this game is looking rad as fuck
>>
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>claims to be a game dev
>can't solve this simple problem
>>
>>160985831
I'm not him, but I agree with him. I would be so happy if I could put together something like that. I'll totally use it as a placeholder, or at least will examine the shit out of it so maybe on one day I could have my own cute low poly people.
>>
>>160987269
It's not possible.
>>
>>160987039
Just GM:Studio with lots of scripting.
>>
>>160986724
make it a meme and it can work
transformice
itch.io
among others
>>
>>160980763
Considering the combat options of your MC he should have a WAY darker skin tone. :)
>>
>>160987514
It is possible.
>>
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n-no bullying pls
>>
>>160987860
The feeling I get from looking at this is like the feeling you have when you have to sneeze but you can't sneeze, so you're stuck in limbo.
>>
AGDG Steam Games:
-------------------------------------
Risk of Rain: Game Maker
Deadbolt: Game Maker
Cash_Out: Game Maker
Cavern Kings: Game Maker
Spaceman Sparkles: Game Maker
Uncanny Valley: Game Maker
Pixel Star: Game Maker
VA-11 HALL-A: GameMaker
Way of the Red: Game Maker: Studio

Skyrogue: Unity
Catmouth Island: Unity
Megabyte Punch: Unity
Xenoraptor: Unity
Stormworm+: Unity
Social Interaction Trainer: Unity

Vagante: C++
Lethal League: C++

Painter's Guild: Flash
Restricted RPS: Flash

Aviary Attorney: Construct 2
Dreaming Sarah: Construct 2

Vampire of the Sands: Java

Aerannis: LÖVE
>>
>>160987860
But anon, there's a rpg maker general. >>>/rpgmg/
>>
>>160987860
What is this game about?
>>
>>160987860
Canned RPG Maker assets + no game? What is one to respond to.
>>
>>160987913
rippus is also java (server)
>>
>>160987913
Does games like http://store.steampowered.com/app/341540/ not count since the dev officialy left AGDG?
>>
>>160988043
Uh I play it by ear but I only bothered keeping ones that kept AGDG updated about progress. But yeah, there are a couple of other projects I left out too because of the dev melting down and fucking off.

>>160988021
Hmm hmm right I should know since I made the server :^)
>>
>>160987658
I figured out a way, sort of. I fudged it with the constexpr because I cannot get it to initialize with a definition outside the class and it won't link.
>>
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>>160988415
Oops.
>>
>>160987909
>>160987960
>>160987964
>>160987986

https://youtu.be/DpmchTy585A
>>
>>160988616
Nice desu.
>>
>>160988616
But why, when osu! exists?
>>
>>160988782

osu triggers me
>>
have you ever dreamt with your game agdg?
>>
>>160983936

You've been a thorn in my side for far too long Avatar..
>>
>>160959349
Late as fuck but what is this?
>>
>>160988510
I'll count it, but there is a way to solve it without altering the original declaration.
>>
>>160987913
Oh, didn't know Vagante was AGDG, I've had it on my wishlist for a while now
>>
>>160988180
you really need to wear a name
homph the autistic documenter of AGDG game
>>
>tried rogue legacy again after last thread
>it runs like crap while 3D games with more requirements run perfectly fine

Now I remember why I've uninstalled it. It's literally like Starbound, devs need to learn how to fucking optimize their 2d games holy shit.
>>
>>160989985
>Optimize? It's only 2d anon. Computers these days are fast enough.
I swear everytime I hear something like this I feel like killing a kitten.
>>
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https://mega.nz/#!ABoWDRDY!ARHaU1Gs_4tJjUNrdYKZxskr_ppttunDQKoPtLD6ZRM
Here it is. I hope someone will find this somewhat useful.
>>
>>160991086
can it be? a free released cute girl?
>>
>>160991086
Nice.
>>
>>160991357
There are plenty.
>>
>>160983591
>I'm an authentic JavaScript programmer now!
Not until you learn one of those hot meme techs like Angular, React and so on. I'm serious, companies these days don't hire people if all they know is vanilla JS.
>>
>>160963882
>displaying images in anything but
>>
>>160964256
Cake
>>
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>>160979789
It's cute.
>>
>>160986113
Swim in the sea. Not even joking
>>
>>160991086
Wait a moment.
You wouldn't happen to be the same guy who actually made agdg-tan too? I see similarities in the topology.

And what the fuck dude? Not anything special? She's literally cute as fuck now that I get to see her properly.
>>
>>160973563
Hello Digimon.
>>
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I switched all of my images from PCX to GIF, which dramatically reduces the image filesizes and good for me since I'm using a filetype that's supported in web browsers which makes me feel a little bit better. It's even smaller than PNG in some cases. I noticed some palette quirks like pic related that seem to be caused by the transparent. Both SDL and Allegro have quirks when loading GIF files, but it seems to be able to be sorted out by:
1. Using PCX files for palettes rather than GIF
2. Making sure that the GIF's transparent color is always pink, and that it is the first color in the palette
>>
>>160991619
C still best girl.
>>
>>160957478
Furry shit aside, this looks like it will be a fun game.
>>
>>160991712
>You wouldn't happen to be the same guy who actually made agdg-tan too? I see similarities in the topology.
Yup that's me. I basically use he same topology I learned from that youtube tutorial. I realized it's pretty limited and I'm trying to make it better but I'm not there yet.

Thank you. But I think I can make cuter girls now
>>
>>160951607
>>160952217
Dude, Theonian, send me the tutorials you used. I need to learn this shit pronto.
>>
>>160991782
C is no girl, she's a woman!
>>
>>160991989
*hag
>>
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my spaghetti worked. I need to make that sprite move forward with that running spin attack, and I got two jump attacks to hook up. the attack anims are too slow too so I'm gonna play with that, then it's on to actual hit collision
>>
>>160991772
Neat
>>
>thanksgiving
>game jam is related to dinosaurs

who's fucking idea was that ?
>>
>>160991086
that ass is too low poly for dick
>>
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Anyone here got any experience with Twine text adventure engine? I'm wondering if it's complex enough to handle a reasonably fleshed out storyline.

I know there's ways to implement inventories and such but can you set certain dialogue to only appear after collecting certain items or meeting certain flags i.e. in the way blue options in Faster Than Light appear?
>>
where does one go for pixel art inspiration
as in where can i find cool scenes to trace over and steal from
>>
>>160991816
>that youtube tutorial
May I ask which one?
>>
>>160993258
Sure, look for Sebastian Lague's character creation series. It's pretty good to learn the basics of modeling, rigging and texturing.
>>
>>160992535
Is this Golden Axe modern version?
>>
>>160993292
>Sebastian Lague's character creation
Sweet, thanks!
>>
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I drew a witch. Not the best, but it'll do.
>>
>>160993956
Cute.
>>
>>160979410
Naw. Actual game with monsters and stuff.
>>
arent winter jam and comfy jam just the same thing
>>
>>160994294
How about working on your game instead of wasting time on all jams?
>>
what's common practice for where to set an object's origin?
Is it okay if I use the lowest point for stuff that's stuck on ground and the center for floating stuff or things like single stones?
>>
>>160993956
Now draw a kobold witch
>>
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>>160994437
I always set it to upper left by default, but then I set it to literally whatever. I usually put the original between a character's feet.

>>160994515
But why?
>>
Another day, another gamedev session.

>>160951075
K, tnx.
I think that the "template" (the thing that will go into Godot asset store for everyone to use) should use placeholders.
However, the purpose of a template is to be used as base for actual game.
We could have RTS collab, get your units in the game, invite some level designers, get some playtesting going to adjust balance and then we can post it as free game on Steam or even try to port it to other platforms (Godot can export to multiple platforms)

Also I hope this isn't your primary email.

>>160951169
you better make sure they are gay and shemale porn sites

>>160971189
I'm huge C&Cfag, of course I will make a reference to the most iconic unit.
>>
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>>
>>160994983
Rather than spamming the thread with the low-poly folder again just link the agdg google-drive.
>>
>>160995038
I-I don't have the link though.
>>
>>160994437
Depends on how it's being used, as you say for 3D props that will be placed on ground the centre of the base is most convenient. On the other hand for some modular props (Like walls) having it on the edge of the base is better (Saves time rotating). Just do what seems most appropriate and make sure you're consistent about it.
>>
>>160994983

where can i download the asset ?
>>
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Well I finished the tutorial, I didn't realise how long this stuff takes.
>>
>>160992932
>thanksgiving
I am German and what is this?
>>
>>160992932
>thanksgiving
Whats that holiday even
>>
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kill me
>>
>>160996057
what the fuck
>>
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>>160996095

>>160974245
>>
What ever happened to the kobold devs?
>>
>>160994983
>N-gons everywhere
I thought that was bad??
What is wrong with N-gons and why should they be avoided?
>>
>>160996495
Where do you see the n-gons? I only see tris and quads.
>>
>>160992932
dumb american
>>
>>160996350
Fetish devs rarely get far.
Anime devs rarely get far.
>>
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>/agdg/
>>
>>160996541
>>160996495
ngons are bad because they can end up not being flat, which causes problems with texturing and collision and such.

quads count as ngons because they have the possibility of not being flat.
>>
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>>160996541

Assuming the black lines are the polygons, there are some above the knees, for instance.

>>160996495

One thing is that they're going to get triangulated at some point anyway, but you have no idea which way they will get triangulated.
>>
>>160996541
Okay, I only see the thighs being obvious n-gons (more than four vertices for a single face?)
But what about that face topology??
They are triangles, but not two and two together - Isn't that basically the same?
>>
>>160996937
/agdg/, everyone
>>
>>160997060
>One thing is that they're going to get triangulated at some point anyway, but you have no idea which way they will get triangulated.
WTF
Have I been avoiding n-gons for such a stupid reason all this time???
Fuck you, Aggydaggy. Time to sculpt with triangles!
>>
>>160987913
>Xenoraptor
>Approximately how long will this game be in Early Access?
>“2-3 months.”
>>
>>160997171
rip
>>
Oh no..
He's back!

Meltdown incoming!
>>
>>160997060
Those aren't n-gons, just irregular quads.
>>
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>>160997048
>This first year full sail "design advice"
Lol. Just lol. Do you really believe any of the shit you write? :v)
>>
make sure you reply to the correct post otherwise the pearls you want to share might get trampled.
>>
>>160996350
Devs rarely get far
>>
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>>160997048
are you LITERALLY stupid
>>
He is here!
I repeat, HE is here!

Remember the emergency procedures, just ignore his posts... his meltdown will pass.
>>
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>>160997048
>quads count as ngons

For real though: IS THERE ANY GOOD REASON TO AVOID MODELING WITH TRIANGLES (as in not pairs of triangles [aka "faces"]?)
>>
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>>160997048
>quads count as ngons
>>
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>>160997048
>quads count as ngons
he's here
>>
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>>160997318
>>
>>160997328

I don't know much about animation (I've heard triangles are less fun to work with than quads) but if you're doing subsurf then you're going to have lots of fun artifacts everywhere if you're working with triangles.

>>160997196

You're right, I just thought it made a clear example for that particular point.
>>
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>>160997048
>quads count as ngons
>>
Meltdown in progress.
>>
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>>160997048
>quads count as ngons
I love this new meme!
>>
>>160997048
>quads count as ngons
Literally he's here.

Honk honk. :^)
>>
>>160997487
Thanks. I can se why it's easier to model with faces, but when reducing the polygons later, removing singular triangles would be massively useful.
Also, triangualting everything would give you a lot more vertices to move around, to make rounder shapes and whatnot.

>subsurf
>on lowpoly
Why would you ever need that?

Singular triangles tend to stretch and bend textures, though.
That might be a big issue.
>>
Remember, don't reply to any of "his" posts, don't even say "his" name.
"He"'s just having a temper tantrum, when "he" is ignored, "he" will leave!

Do it for the good of /agdg/!
>>
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>>160997048
>quads count as ngons
>>
>>160997765
>>160997669
>>160997640
>>160997473
>>160997469
>>160997318
>>160997262
>>160997195
>>160996937
Stop shitposting, you fucking mongoloids.
>>
>>160997048
>quads count as ngons
M-MODS

MOOOOOOOOOODS
>>
>>160997816
>>
>>160997885
>s
>>
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>>160997048
Anon, I...
>>
Oh no...
You weren't supposed to reply to "him"!
>>
happy thanksgiving /agdg/
>>
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>ngons are bad
>quads count as ngons
This fucking thread.
>>
>>160998107
Happy fuck you
>>
Just when we had a nice thread this shitposting samefag ruins everything again.

This is why I've said that we need to do something about him.
>>
>>160997048
>quads count as ngons
cAN WE GET A BAN ON THIS CHUCKLEFUCK? tHANKS
>>
>>160962794
It's @MrFariator on both twitter and tumblr.

Sorry for late response, had already gone to bed.
>>
>>160979025
Black magic, stay away from the voodoo
>>
>formulaic, but less repetitive samefag shitposting
I dunno, I'm sort of liking this meme.

If only you turned it up juuuust a little and made posts that were actually funny.
>>
>>160998292

Thank you. Glad I stuck around like usual.
>>
>>160997048
Pleas emods... You see all the pain this post has cause'd.... pls... pls delete that poster, mods......
>>
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>>160997048
>quads count as ngons
Don't post here again.
>>
>>160997774

>Why would you ever need that?

Sure, as long as you're doing low poly, then your end result won't be subsurfed.

>triangualting everything would give you a lot more vertices to move around, to make rounder shapes and whatnot.

Gives you more control, perhaps. Same number of vertices, though. Maybe I'm just being academic in pointing that out.
>>
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>this thread
>>
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>>
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>>160998582
>mfw it always looks like a pain in the ass to even do basic stuff in 3d
>>
Is... "he"... done?
Can we go back to dev?
>>
>>160998768
>being so affected by thread you can't dev
you will not make it
give up
>>
>>160998809
He's not affected by the thread. You just responded to the guy samefagging the same thing every thread for years.
>>
>>160998809
>implying he ever even devved
Anon, that guy is here for the express purpose of shitposting.
>>
>>160998757

it's therapeutic.
>>
Artist here, looking for a programmer, just tell me a bit about your project and let's get something going!
>>
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Reminder to post with trip #rocket to join the team that will win dinojam
>>
>>160998952
Sure, just tell me what program you make your art with.
>>
>>160998952
i use construct 2
>oh yes great i will work for completely free and give you a free blowjob while i'm at it
>>
>>160999051
Let's start by talking about your game? Can't wait to hear about it. What sort of game are you working on?
>>
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I'm here for the job interview
>>
>>160995464
RTS is unnaturally hard to set up. Once you have shit going, new stuff is easier to implement though (if you don't introduce new concepts).
>>
>>160997048
>quads count as ngons
>>
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>>160998768
>>
>>160999153
>what job are you applying for
>I can do anything
>>
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Post your devstations
>>
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>>160999153
It says here you like... You like the Source Engine. Care to explain that?
>>
>>160999153
Tell us about your previous projects.
>>
>>160999204
I have some cool ideas (I think), I'm just going to play around with it and see how it goes. I need to make real sprites too.
>>
>>160999319
r u stoked for dino jam??

i wanna make a diaper-themed furfaggoty text game but I was having trouble determining a good game loop I'd conceivably be able to write with my limited skills and learning as I go. also depression
>>
>>160998582
>dodge and color balance
Theonian was right all along
>>
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>>160999349
It's a good engine for modding, some great games have been made with it! Can't wait for Source 2!

Wanna see some of my work?
>>
>>160999153
>have degree in Video Game Ideas
>never get call-backs
shit sucks
>>
>>160999153
would you call yourself ambitious?
>>
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>>160999551
disgusting
DISGUSTING
>>
>>160999505

meme game

meme life
>>
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>>160999551
>>
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>>160999551
i'm out
>>
>>160999551
Wow, man, this is, like, y'know, really totally not good.
>>
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>>160999551
>>
Yes puppet.
Dance! Dance for me!
https://developer.valvesoftware.com/wiki/Lightmap
>>
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>yfw Loli Sim Dev tries to sneak Loli Rape Sim onto Recap Monday
>>
Okay /agdg/, 2D vs 3D, difficulty-wise which is better to do? Also if making a 3D game, would you make game ready for release while using only placeholders and programmer art and replace everything with proper models and assets and release game or just work with assets from the get go?
>>
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>>160999551
>literally no lighting, no gi, no pbr, no asset store, no blueprints, no physics, no documentation
>nodevs think this is a real engine

If the mods won't clean this up, it looks like I'll have to...
>>
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>tfw massive memory leak and no idea what causes it
>>
>>161000426
Get profilin' nigga.
>>
>>161000358
2D is easier
>>
>>161000358
2D is conceptually and math-wise programming-wise
2D art has a lower entry level but in longer term 3D art production should scale better
>>
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>>160999551
That's some moxie you got there, kid. I'll be sure to end your life quickly.
>>
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>>160999551
>>
>>161000358
once you know how to model, 3d is WAY easier and faster.

model character once, get infinite poses/combos.

meanwhile the better you get at 2d, the harder it gets
>>
>>161000426

wtf kind of engine causes memory leaks ?
>>
>>161000426
If it's slow enough you might be able to release the game with it. Nobody cares if your game crashes every 2 hours.
>>
>>160999551
MODS

MOOOOOODS
>>
Is there a good community for discussing theoretical video game ideas?

no jokes about nodevs or source fags plz
>>
>>160956441
>literally all 2d pixel shit
Keep sailing.
>>
>>161000904
So you want a community of nodevs, eh?

https://developer.valvesoftware.com
>>
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tfw i've been shitposting on 4chan all day instead of devving
>>
>>161000904
There is a dead one associated with 8gdg. Dunno if its good.
>>
>>161000904
there's the discord
>>
>>161000407
>no asset store
>no blueprints
the nodev irony
>>
>>161000904
This thread can be good for that.

Or to be more precise, we had a good thread until this piece of shit showed up. Just ignore/hide&report.
>>
>>161001121

too bad discord wants my e-mail address
>>
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>>161001121
>>161001213
Discord is the one shitting up the thread.
>>
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Preliminary renders of the Su-27.
>>
>want to play video games
>have to dev
>end up doing neither

wake me up
>>
>>161000904
>>161000407
>>
>>161001360
Set aside some time for deving and some time for playing vidya.
>>
>>161001360
I know that feel. Setting goals like two hours of vidya for one hour of productive stuff helps a bit.
>>
>>161000683
GM:S

>>161000696
Memory usage is not gradually increasing. I free all emitters, surfaces etc when the objects gets destroyed.

Can it be caused by local variables like:
>var variable = 0;
because I thought those are removed from memory after each step?
>>
>>161001202
Hmm well I just want to here everyone's opinion about this then.

Just as a disclaimer, while this is one of my dream games I am not planning on developing this any time soon.

How would one approach developing a "grand strategy adventure game". What I mean is you play as an adventure, or group of adventures (maybe even play as a noble/politician or merchant)in a fantasty world. From here you mainly move around a map similiar to Victoria 2. There's a behind the scenes simulator that controls a good portion of the world.

For example generating all the world's stores, what they sell, prices (based on how much iron the area is getting, etc), prestige of the store (can you just walk in?, etc), their names, and more

Also managing hunger/supplies, dealing with getting passports into certain nations.

As well as a descent combat system, top down turn based maybe, but 2d top down regardless.

How would you approach this game, there would be a shit ton of menus and stats. What engine would you use? Any good resources on something like this?
>>
>>161001464
Problem is I feel guilty whenever I'm not deving, and tired whenever I'm deving.
>>
>>161001347
lmao what fucking garbage program did you use you nodev
>>
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>>161000426
>tfw found what's causing it
>>
>>161001712
Yayifications!
>>
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>>161001519
Have you ever played Darklands ? It's similar to what you're describing.

Personally if the game is not that complex I'd go with Game Maker. If it has a bit more depth I'd go with SFML, but that's because I know C++ so ultimately it depends on what you know and what you want to learn. People would tell you to use Unity for example, but you need to know C# for that.

Have you ever made a game before? Try learning programming and make Pong, a platformer, some shmup or turn based RPG for practice, and you'll be able to answer most of those questions yourself.
>>
>>160999551
Delete This.
>>
>>161001602
turbosquid :^)
>>
>>161001519

i guess i'd start by thinking about what all the variables are that will influence the game.
And then you start thinking about how generate that data in a way that's believeable. And then figure out a cycle that runs that checks the data and sees how it influences the player.

you don't need resources for something like this

you just need to go and sit down and plan the whole thing out
>>
hey guys, /week1dev/ here.
Anyone here ever try to make a fighting game like Alpha 3? what free program can i use to create character sprites? and what dimensions should i use for the screen and characters?
>>
>>161001830
No I haven't but I'll look into the game thank you.

Yeah I have made a game before, and developing one now. I've been programming for years and work in a Fortune 10 company, so it's not the programming that I'm confused about, I just want to hear others opinions.

Would it be fun?
What type of content would you definitely want to see?
Best combat system for a game like this?
>>
>>161000358
3D graphics are 10 million times easier to make than (good) 2D, but I don't know about programming.
>>
>>161002250

>bad graphics are 10 million times easier to make than good graphics
>>
>>161002250
This is objectively wrong
>>
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hello, wasn't posting here for ages but now i made something i'm actually happy with. on the picture you can see what the item generator is capable of. all the items seen in inventory are generated, i created the 4 base textures which are shown on right side, and game itself alters them upon item drop. i think the base textures will be used for legendary items. :) how do you like this mechanic?
>>
>>161002005
Well I'm a bit biased in answering because I want to make a game like this myself

Personally the type of content I want to see (and content I will want to add) is lots of different events and options/interactions based on the party members and their stats/abilities. To give a more recent example, FTL where different crew members can handle events differently (and generally better or worse). Like say sending someone afflicted with Stoneskin inside a burning building to save some children (as opposed to sending a normal human who will get hurt a lot more easily or might even die)

The combat does not need to be amazing in my opinion, but it should not be a bother and it should complement the story/event side of the game. Continuing on with the previous example, a character with stoneskin should in combat have reduced damage from fire and melee attacks. (But maybe weakness to shatter attacks and slow spells or the such) This way the two different game modes actually feel connected and part of a whole, as opposed to separate things the player has to manage.

Turn based and top down does indeed sound like a fitting idea for it, though you could also make it real time but with pause like in Baldur's Gate or FTL.

If you're interested I could expand more on the ideas I had for my game, I mean some time ago I'd be afraid of someone stealing my ideas, but considering my nodev tendencies to abandon games after 2 months of development I might as well put them to good use and give some inspiration to someone else instead.
>>
>>161002724
Sweet. Obviously an RPG of some sort, but what flavor?
>>
>>161003212
>not wearing diapers while you dev

Shameful.
>>
>>161002737
Yeah I would, if you're in the discord we talk as well I'm pretty interested
>>
>>161003351
a roguelike. the goal is, to have as many things as possible being randomized. i already have working gameplay with solid amount of base mechanics implemented and its actually possible to play already. you can see the preview here:

https://www.youtube.com/watch?v=DqwxfJv5HOo&t=7s

its not very dynamic, as the character is lvl 1, so can't be too fast. but as you progress your attack/move speed increases aswell the enemies are getting stronger.

the nice thing is, the algorithm that creates items, can alter ANY texture, so i can randomize the look of enemies too :D
>>
>>161000426
>for every new there's a delete
>>
>>161003503
I'm a sucker for generated items in realtime games, especially rogue-thingums. Good luck to you friend.
>>
>>161001512
>>161003590
Oh, GM:S..

That's what you get from using shitware.
>>
>>161003635
why? it's not that hard. i can explain you my colors swapping for texture algorithm in steps so you get the basic idea how it works. and since the texture size is just 8x8 pixels, everything is blazing fast so you dont even notice the texture is being created on the fly
>>
>>161003797
"I'm a sucker for [x]" means "I like [x]"
>>
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Nothing particularly new here besides showing off the new spark disappearing and the HUD in one video, but I did get a better quality webm setup sorted out

Been busy doing actual work and playing TIS-100 from the most recent Humble Bundle
>>
I have to apologize for making my little puppet MothDan dance around the thread, I'm sorry for controlling him like a little toy.
>>
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>>161003961
>playing fake assembly code game when you could be putting the same skills to use making game
Anon noooooooooo
>>
Orbs of Light
>>
>>161003946
ahh, okay. yeah i like them too, that's why im making everything what's possible generated randomly. even the fog that comes out of chimney in village goes in random directions :D nothing is static, unless it has to be static. the graphics are supposed to be 8x8px base size and NES color pallette, if you wondered about colors.
>>
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>>161004075
The fake assembly is pretty fun when all you're doing is solving logic puzzles, but I wouldn't want to actually make games in such a low-level environment.
>>
>>161004145
Cute but where's the game?
>>
>>161003502
Well game design gist is as such:

There are 3 main modes for the game, Combat Mode which is exactly what it sounds like, turnbased topdown combat, Adventure Mode, which is the "event" mode as I've shown in the previous Darklands screenshot where the party makes decisions, and Travel Mode, where the party chooses on a map what area to travel next.

Areas
Players move from area to area. Areas have specific events which can be randomly triggered by various factors. Some of these events will engage the party in combat. Moving to another area consumes the "food" resource. Food is found from scavenging, after some fights, bought from stores, earned as reward, etc. You can also choose to search for food in an area, which is more successful depending on various factors(Ranger in party, or area itself is a forest filled with wildlife.) but carries the risk of triggering needless combat states which will damage your characters (healing is scarce)

Party
Player has a party which is made out of different classes (Knight/Witch/Ranger/etc.) which can permanently die or be afflicted with some conditions during events or combat.(lose an arm, become blind, etc.) New party members can be recruited from taverns. Each class has some rare unique events only to them. (Whole party gets attacked by superstitious mob if Witch is present, player can choose to hand her over to be burned/fight/flee or the such)

Combat
Combat is turn based and top down, with various typical stats such as initiative to decide who goes first, speed to decide amount of tiles a character can travel in a turn, attack skill, defense skill, protection, damage, attack speed (amount of attacks in a single turn), magic resistance, etc.
A non-standard addition to the combat mode is vision. There are 3 vision modes, normal vision, night vision and magical vision. All non-blind units have normal vision and are afflicted with penalty to attack skill during the night if they don't have night vision. contd.
>>
>>161004582
I really like it and it's pretty much similiar to how I imaged it which I'll list too.

Strategic map
Very similiar to your area map, this is the main screen, choose where to go, where/how to make camp for the night, send mail, etc You can also see states, relations, and more from this screen.

City
This is different between us. I imagine a simplified 2D map of a city (randomly generated with each city having a certain seed?). On the left would be all the menus, on the right the map of the city, and on the bottom your party and inventory. From here you can enter buildings and do interactions. Like right click guard post and click rob -> choose party member/gear -> see success/failure (or you could actually play it out).

Next is combat which was pretty much exactly as you say, except I did consider real time

Glad to see someone else likes the idea, after I finish my current project I would definitely like to focus on this as this begins to get close to what I consider a dream game
>>
>>161004231
See
>>109638728
>>
>>161004582
As mentioned, units with the trait of nightvision can bypass the penalty. Blinded units however will always suffer from vision penalty even during the day. Some characters/monsters will have a trait called "Blind Fighting" which bypasses the vision penalty even while blind. This can be also gained through various events.
Magic Vision refers to the ability to distinguish illusions or spot magically invisible units.

Units can have weapons. Weapons have range, ranging from 0 being fists and daggers, 1 being normal swords/axes/maces, 2 being spears. (and 3+ for special magical artifacts like say a lance that grows in length based on the amount of allies behind the unit.) Range number also corresponds to amount of tiles an unit can reach to attack. When an unit is in another unit's range of attack it needs to pass an attack skill check to move out of it.

There are also spells, which can only be cast using another limited resource which you can call "magic materials" or whatever in an attempt to make it something other than just colored arrows of damage that get spammed like every attack. Magic can't cast when you're inside another unit's attack range, unless you have a specific (and very rare) trait.

Other than this there's not much to say without actually writing down the game's design document. Game goal is to bring a crystal to some far away area, focus is as mentioned on the adventure mode with lots of written events and possible situations reflected by the party members (locked in a dungeon, only way to escape is to put hand inside a statue's mouth, you can choose which party member to do that, the arm gets crushed and the unit loses the ability to wield 2-handed items etc.)

All in all it would be something similar to Darklands and FTL, so definitely try playing those games if you're looking for inspiration. King of Dragon Pass would be another good one I think.
>>
>>161005192
Looking forward to it. After all the only reason I want to make a game like that is because I want to play more games like that myself, so it's good to know there are others doing it.
>>
>>161005419
>>161005663

Great taste with King of Dragon Pass, I'm a huge fan of that game and actually have a session going on right now. The world is meh, but damn that game design is amazingly fun
>>
>>161002508
>>161002437
I make decent 3D graphics in minutes (animations and all).
Decent 2D graphics takes days, and (hand-drawn) animations take weeks.
>>
>>161005746
Just in case you haven't heard of it, they're making a spiritual sequel, although release date is pretty far away.

http://sixages.com/
>>
>>161005851
>implying time = difficulty
>>
>>160989701
Space Station 13 remake
>>
>>161006007
I have experience, and I say 2D is much more difficult, and due to that also much more time-consuming.
>>
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>that feel when you finally face the reality that your dream game just can't be possible for a 1MA
>>
>>161006104
Whats your dream game? Anything is possible it's just a matter of how much time it's going to take.
>>
>>161006096
You're wrong, because the process of creating 3D artwork is much more intricate than that of 2D art.
>>
bump limit

>>161006397
>>161006397
>>161006397
>>
>>161006395
depends. in 2d you need to redraw the textures for animating them, and it might become harder than animating a 3d model.
>>
>>161006104
>Work on game
>get it as far as you can (whiteboxed levels and enemies, all programming done, etc)
>bring on some other people to help finished it up
>>
>>161006395
It is not.
In 3D you can just make a shape.
In 2D you have to use a lot of techinques to suggest a shape (in a 3D space which does not exist).
In 3D you can just generate light and shadow.
In 2D you have to paint in light and shadow, where it seems logical.

3D is so much fucking easier it's completely ridiculous to claim otherwise.
>>
>>161006545
That's why there are so many good looking 3d indie games.
>>
In 2D you can just draw a shape.
In 3D you have to use a lot of techinques to create a mathematical model of a shape (in a 3D space which does not exist).
>>
>>161006495
There are animation techniques which don't requirere redrawing, and also animating isn't even required for all aplications.
>>
>>161006545

post examples of your models
>>
A game where the dev has friends and isn't lonely
>>
>>161007447
Post examples of your drawings
>>
>>161007628

i don't draw, i make 3d models.
>>
>>161006896
>a set of vertices
>in the form (x,y,z) instead of (x,y)
>hard
>>
>>161010678
Harder than 2D
>>
>>161010890
>Harder than 2D
That's how I feel about meeting women IRL.
>>
Well perhaps not harder, but at least more time consuming - relatively speaking, of course.
>>
>>161011479
Yeah 3D is less time consuming in the long run but definitely harder.
>>
>>161012546

Relatively speaking, of course.
>>
Any programmers looking for an artist?
>>
>>161012708
How could "harder" be anything other than relative?
>>
>>161013005

I'm not saying that harder is relative, I'm saying that it's relatively harder.

Meaning of course that it depends on exactly it is that you're doing. Because there certainly are instances where 3D could be easier. For example - where you're working with very basic models

But yes I agree, it's harder.

Which is actually what I've been saying all along. But somehow this whole argument got turned around on me and I started arguing somebody else's point.
>>
>>161013851
Ok so we agree that 3D is harder
>>
>>161014243

Yes
>>
>>161014243
no you see 3d is easy that's why every movie now is in 3d it takes too much work to make 2d movies compared to the computer that does everything for you
>>
>>161014624
It's likely because it's cost efficient for studios, not because it's easier.
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