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/agdg/ - Amateur Game Dev Gen

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Thread replies: 768
Thread images: 119

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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
>>
I'm too dumb to make a platformer.
>>
im too dumb to shitpost.
>>
>>161006397
>sudden urge to fap
>>
4th for gogem is faget
>>
5th for pugdev will be the new hopoo
>>
Happy Thanksgiving /agdg/. I'm the writer of a dev team in the early stages of working on the tentatively titled Project Remi. We don't have any gameplay to show yet but we've been making rapid progress on creating a unitary vision, perfecting the engine, and completing the story and lore. I'll be posting here in the near future about our progress. Here's some info:

>Metroidvania type made in Unity
>"A young girl is spirited away into an ancient and mysterious world, armed with a living sword and the knowledge that she will find what she’s searching for. On this journey she will unravel the truth of this world, and of herself."
>Dark and tragic bildungsroman
>Science-fantasy world influenced by Celtic and Japanese mythology
>"Lore notes" scattered around the world
>Colorful hand drawn art style
>Highly acrobatic platforming
>Shapeshifting weapon with a variety of different modes
>Intricate and difficult boss battles

Would /agdg/ play?

“The sleeping ones. The scorned ones. Seething in their earthen tombs. Waiting, waiting, waiting...Until that one moment of great becoming, that one instance of glorious violence, to rise and reclaim their purloined thrones. Our divine punishment. I await them with open arms.”
>>
Rollen for task today:
1-3 - Damage system
4-6 - Stamina system
7-9 - Saving system
0 - Character creation work
>>
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>>161007123
And here's the character design for our protagonist for you. There is some completed art which I'll be able to post at a later date.
>>
>>161007123
>Metroidvania
>young girl main character

definitely pass
>>
>>161007123

why dont you give it roguelike elements so its the most generic game of all time.
>>
>>161007219
>I don't know how to draw hands so I'll hide them behind the back.

t. DeviantArt ''''''''''artist''''''''''
>>
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Managed to convert mouse coordinates to grid coordinates

Just procastinating
>>
>>161007219
It took me a while to understand she's wearing a jacket thing
>>
>>161007401
That's a silly thing to say based on a single piece
>>
Where's the underpants furshit dev
>>
>>161007654
Steam
>>
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>>161007235
>>161007271
I know that the market is oversaturated with Metroidvanias, but we're convinced that the genre itself is not broken. We're not trying to make a meme.

We're also trying to work in a Path of Exile style gem system to create different types of damage effects.

>>161007401
She can definitely draw hands lol. Here's another piece from the same artist.
>>
>>161007706
>drawing looks pretty good at first glance
>start to notice the fucked proportions, wonky hands, photoshop lens flare

uhhhh
>>
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>>161007836
I do admit that that's not her best work lol. Just noticed the lens flare and the proportions.

She is a good artist though, and the best part is she's working for us free of charge.
>>
>>161006043


There are many who have tried to remake it, yet so many fail.

What makes you think you can do it
>>
>>161008110
fair enough
>>
WE WERE BORN TO MAKE HISTORY

B-B-BORN TO MAKE HISTORY
>>
dev music

https://www.youtube.com/watch?v=TIDShT8cb4g
>>
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we enemy intro screens now
>>
>>161008175
There was only one attempt at making SS13 standalone. The others were stupid attempts at making it 3D
>>
>>161008474
real dev music
https://www.youtube.com/watch?v=uTm518mgAf4
>>
>>161008110
can we see some wip models/sprites?
>>
>>161008531
That's true, I'm interested in your approach however, I always wanted to do one myself, so I'd happily help someone else too
>>
>>161007706
>can draw hands
>that right arm
That's fucked up yo
>>
>>161008719
I'll try to divide everything into four types: Players, Mobs, Items, and Tiles. Static objects, like walls, will be Tiles. But things like closets, that are solid but can be pulled around, will be Items. An item is still an item, even if stored.

Right now I'm working on finishing the items system and the UI. Afterwards, I'll work on the vision, and lightning.

Once I finish these, I'll just start working on the game mechanics, such as chemicals and health.
>>
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>>161008525
>disgusting slurping sounds from the a closet
>>
>>161007706
>I know that the market is oversaturated with Metroidvanias
It's not. It's just that most of them are shit and not worth it. Only good indie Metroidvanias that has been released are Axiom Verge and Cave Story. Tons of projects are still in progress and some has been dropped. Not too many devs finishes their Metroidvania games because they are shittons of work.
>>
>>161009091
Engine?
>>
>>161007123
Good god, go back to ribbit
>>
>>161009192
Forgot Valdis Story. That's good shit too.
>>
>>161009351
LÖVE2D
>>
>>161009380
k
>>
>>161007706
>that anatomy
>thighs as long as her torso
>fingers touching her knees

yeah dude, she's amazing and totally not from deviantart lmao
>>
Is the voice actor girl here?
>>
>>161009648
voice actor girl?
>>
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>>161009569
She's a friend from university and our team meets IRL so she's certainly not from Deviantart.

To everyone that's commented: yeah I get it, it's not the best picture. Proportions can be fixed. Still a worthwhile artist. And, as I said, free of charge.

>>161008541
I can ask her for some background art and a few concept images, but there's not too much sprite work that's happened yet. We've been working more on getting the design down. We only started development in late September (though the engine was finished over the summer) on top of uni. Our artists have started on sprites, but I don't think they're ready to show off yet.
>>
>>161009978
This one
>>160765385
>>
>>161009419
Damn, I know lua but I prefer engines with editors (helps with debugging among other things)

Well I hope the best byond is shit and it would be really awesome to have a good game with active support (actually good support)

Plus I've always wanted to implement AI for SS13
>>
>>161010068
why are you even posting, you're not posting gamedev and this isn't your blog

fuck off
>>
>>161010428
He's responding to people asking questions about his gamedevving you autist
>>
>>161010271
>I prefer engines with editors (helps with debugging among other things)

making an editor is trivial if you're a decent programmer.

hell, I used to make my own level editors and shit within GameMaker before I moved to Unity.
>>
>>161010519
kys nodev-enabler
>>
>>161011036
This is a bully-free zone
>>
>>161011140
It's also a gamdev-free zone apparently.
>>
>>161010992
Game maker has always had an editor so I'm confused what you're talking about there, but making an editor if you mean simple drag and drop window yeah it is, but a lot more goes into an editor than that and it's not trivial at all.

UE4 had a team of 20 just on the window for months, so I highly doubt getting a descent editor window up is going to be a piece of a cake for single dev
>>
>>161010519
>"""gamedevving"
>>
>>161011307
>>161011036
why respond to me twice?
>>
>>161011140
Google "exit-bag"
>>
>>161011474
Deviant-tier drawings and "ideas" ar enot gamedev.
Fuck off, you underage idiot.
>>
>>161011490
>>
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>>161011820
>bullied everyone off agdg
>only left is me
>>
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>>161011474
Go away
>>
>>161011820
>bullying bullies

agdg pls
>>
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>>161012163
>>161012042
>>161011920
>>161011820
>>161011608
>>161011490
>>161011474
>>161011307
Put the progress in the bag, or AGDG ends.
>>
>>161012431
Just end it, already.
AGDG never ever provides valuable feedback.
It's 90% uneducated nodevs shitposting 24/7.

I only come here to gloat, desu. It's motivating to see how much energy you spend on making progress which is objectively a lot worse than my own.
>>
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>>161007219
Looks a bit like the Momodora girl (plus same genre and similar setting). Make sure you at least use a different color scheme.
>>
>>161012631
Stop replying to him, you dumb shit.
>>
>>161012631
They said they're doing hand drawn so I doubt color scheme means anything in comparison to that.
>>
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working on secrets is probably my favorite part of level design

probably because im awful at every other part of level design

it took me five recordings to get over the gap
>>
>what /agdg/ threads are good for
it's 4chan alright
feedback on waifus
anonymous shitposting
>what /agdg/ threads are bad for
building a fanbase
feedback on important stuff

To promote your game you need to cross-post on other sites
>artists on tumblr
>everyone else on twitter and reddit

That's the sad reality if you want to earn money from your project
>>
>>161012797
>castlevania enemy placement 101
>see when player is jumping and place a bat, hawk or medusa head there
Your demo had pretty random enemy placement
>>
>>161012797
That's so fucking obtuse and stupid.
>>
>>161012545
AGDG's main purpose isn't feedback. You're thinking of Game Development Feedback General
>>
>>161013113
cease this meme
>>
>>161013113
Then what is?
Shitposting? Time-killing?
>>
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>>161012797
>Only way to get obtain secret passage is hit stun abuse

This belongs in the "Out smart your enemies" pot.
>>
>>161013170
Posting about amateur game development in general.
>>
>>161013003
>>161013039
>>161013221
wow, tough crowd. its a secret. you dont have to get it.
>>
>>161013279
Again, deviantart drawings (made by someone else on your "team") is not gamedev.
>>
>>161012797
i actually like this, but considering how incredibly complex this is there should be an easter egg behind this at best
>>
>>161013373
I'd like to see you proving that
>>
>>161013543
>I'd like to see you prove that red is not blue
???
>>
>>161013373
BUT MUH INSPIRATION/LEARNING
>>
>>161013371
good secrets:
>chainsaw behind your starting point
>running off the elevator to get the plasma gun

bad secrets:
>clicking open door on random walls and praying

yours is the latter
>>
>>161013613
So you can't huh?
>>
>>161012797
>probably because im awful at every other part of level design

you're awful at this too.
>>
>>161012797
I like it
>>
>>161013702
in his defense there is a torch, extended floor on the left side, lone stairs on the right side and because of widescreen you can see both at once at a certain camera position
it's not that difficult to add two and two
>>
>>161013702
>secret behind starting point
literally shit tier, valid only because nostalgia
>>
>>161013730
There is nothing to prove.
It just is. Self-evident shit.
>>
Where is the best place to advertise my game? It has art, sure, but it certainly isn't the main focus of the game
>>
>>161013960
Better start coping with the fact you can't prove it.
>>
>>161013279
lol no
>>
>>161014063

what game? this does matter.
>>
>>161008538
I want happy hardcore + noise to exist
>>
>>161013279
next you're going to tell me that posts about good diet and getting laid are related to the subject, because "they aid amateur game development"

faggot
>>
>>161008474
https://www.youtube.com/watch?v=SqGyPdul86s
Imagine this song playing while you're fighting a Boss in an underground club with flashing strobe lights and people dancing in the crowd.

Damn I need to hurry up and progress.
>>
>>161014152
The SS13 remake >>161007418

My motivation comes from support
>>
>>161014193
Slippery slope argument
>>
>>161014078
It is indeed a fact that I can't prove it.
Just like I can't prove that water is wet.
It's still considered common knowledge.
>>
>>161014339
>ive seen pols sticky and now i can argue
faggot
>>
>>161014338
Release a multiplayer build and let the fanbase snowball
>>
>>161014169
Industrial hardcore? Though the only real similarity is the beat.
https://www.youtube.com/watch?v=TYJum1KYJHg
>>
>>161014369
https://corkskeptics.org/2011/05/03/the-common-sense-fallacy/
>>
>>161014338

SS13 forum? your low quality art and lack of innovation isnt going to get you any followers or attention on the regular places (twitter/tig/tumblr whatever.)
>>
>>161014338
>SS13
>Not in BYOND

Oh baby
>>
>>161014413
The facts I've never been to /pol/ and that you apparently know what they have in their sticky seem to indicate you are projecting
>>
>>161014519
You know I'm right.
Now, please go home.
>>
go away danny, you've done enough damage to this thread
>>
>>161015018
If you can't even prove what you claim it's more like you're not even sure you're right yourself.
>>
>>161015140
Why are you pissing around in this thread making angry little replies to everyone and still obsessing over danny?

Kill yourself kiddo. Nobody needs you around.
>>
>>161015430
knew it was you, can smell a rat from miles away
now dance for me!
>>
>>161015479
>knew it was you
How? This was literally my first post in over 24 hours. I saw your meltdown in the last thread and it was pathetic but this is different now you're just being pissy with everyone like you're grumpy because your mom is a dumb slut who can't into thanksgiving.

Kill yourself and stop posting. You've never even made a game.
>>
Some people's children.
>>
>>161007418
I know this is doomed to fail, but I'm interested in seeing how far you will get before giving up. Have you started with online components yet? Do you have a plan for the atmosphere simulation? Do you think multilevel maps will be possible, i.e. up down on the station in addition to asteroid and ai satellite?
>>
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Day Z but good!
>>
>>161012797
That is exactly the amount of bullshit I like. You can see the stairs and must come up with a plan to get there. Nice work.
>>
>>161013859
>>161016175
thank you
>>
>>161015965
I'm not really planning on finishing it, I wasn't from the start. I'll make the base game and dump it somewhere for other people to finish.

To your questions: Atmos is finished (it still needs some tweaks, and it's an old code so I'll have to adapt it). Z-levels would be absolutely possible, just need the patience to actually make them
>>
https://www.youtube.com/watch?v=u9P20Jskwmo

Not the greatest orator, but he makes some valid points. If you have an hour to play something in the background, this is pretty good.
>>
Where to find good particles?
I have no idea how to make them.
>>
>>161016698
>I'm not really planning on finishing it, I wasn't from the start. I'll make the base game and dump it somewhere for other people to finish.
I figured. No way can one person produce a game with the same level of detail.
However, in order to get the ball rolling, I'd think there needs to be a very robust framework that allows this detail to be added later on without too much of a hassle.

What engine are you working in, anyway?
>>
>>161016698

why the hecking flip would anyone want to finish your fangame demake of a game that already exists??
>>
>>161016764
particles are the easiest damn thing to make
>>
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Post gamedev related videos to add to this playlist
https://www.youtube.com/playlist?list=PLG0xAbfkvXJMjpAS-C-9aPj6NJbsr4aE1

Can be talks, conferences, lessons, tutorials, etc
>>
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>>161013170
It's a safe space. It's a place for people who are too old to play video games, but still do. It's a place for people who have lost all hope to pretend like there's still hope left. Where you know that you're wasting your life developing something pointless that means nothing in the real world, but it's all you know because you never were able to grow out of it. So, you just keep going and posting in these threads to make yourself feel like you're totally not wasting your life so that the existential dread doesn't set in.

Trust me, I know. I used to play video games. I used to be a developer, too. It's been 305 days since I've stopped. Life is moist. I go on here every few months to /feel/ and realize how lucky I am that I got out. It is what it is.
>>
>>161017089
Why do people buy every single Cowadoody when 4 was the last highpoint?
Get the frick outta here.
>>
>>161017186
DELETE THIS
>>
>>161017186
dumb frogposter
>>
>>161017145
I guess Shaun Spalding's tutorials would make a good addition.
>>
Working on a simulator/sandbox sort of game about dwarves. Can't get my head around multi-threading though. Any tips? he he he
>>
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R8 my first ever model guys
>>
>>161017089
I don't think you ever played SS13

It runs on literally the worst engine: BYOND. It lags all the time, it's a decade year old, it runs on donations, and will probably shut off very soon.
>>
>>161017537
I think you just got played like a damn fiddle, mate.
>>
>>161017491
Doesn't look like anything to me.
>>
>>161017615
I want /tv/ fags to leave
>>
>>161018002
I want shitters who don't even try to leave :^)
>>
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>>161017491
Want to work at my studio?
>>
>>161018071
>>161018074
No tips? :(
>>
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>>161018074
>>
>>161018373
Watch a tutorial video, first of all.
>>
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>mfw have to use playmaker because im shit at programming
>>
>>161018382
Fuck the pigtail with the glasses
>urination scene
FUCK YEAH
>suddenly scat
Fuck no.
>>
>he gamedevs on thanksgiving
>>
>he shitposts on thanksgiving
>>
Thanks.
>>
>>161018952
dumb american
>>
>>161007130
I want to see your character creation.
>>
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time for some sleep
>>
>>161018952
>meet with family for a few hours
>free food
>free pie
>come home
>gamedev the rest of the day
Super comfy.
>>
>>161019201
Nice DOS game.
>>
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>finally figured out how to do one-way platforms
>>
>>161019201
>fire
>water
>drill
>rock
>hand
>triangle
nice elements, faggot
>>
>>161019201
>Hu Mungus
>>
>>161019201
Noice
>>
>>161019201
I like it, but where's the male characters?

>hire shady thief at an inn
>"what could possibly go wrong?"
>go to sleep
>he murders your best party member and runs away with all the gold
>the 4th and last guy spits on you and leaves the party

easily the best part of these games
>>
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What's with all the bullying today?

Like, I'm used to people shitting on progress once in a while but there is a very large majority of hate going on right now.
>>
>>161019720
All the little kids are off school today.
Next Monday the thread should be back to normal.
>>
>>161019720
I don't notice out of the ordinary bullying. What do you mean?
>>
>>161019720
Pretty much >>161019859
>>
>>161019720
The only bullying ITT has to do with Mr. Concept Art idea guy up there.
>>
Artist here, looking for a programmer to work with
>>
>>161019720
frst letter M
second letter D
>>
>>161020558
gamemaker
>>
>>161020603
I'm confused, is that the engine you're using or did you quote the wrong person
>>
>>161020669
He is recommending the artist forego the programmer and use an engine so easy a kid could do it.
>>
>>161020669
i-i meant what this >>161020718 anon was saying, y-yeah
>>
>>161020558
same!
>>
>>161020760
Okay well sorry I'm not interested in that.
>>
>>161020669
>cool nvm good luck
>>
It will be more effective if you post with a sample of your art. Or perhaps less effective, depending on the art.
>>
>>161012797
I like this too. Those dudes complaining don't remember how common this sort of bullshit was in older games especially. Off the top of my head I can remember secrets like this in some sonic games and even some mega man games.

Taking a hit so you can temporarily walk on spikes was another common theme.
>>
>>161020996
every time

>guys im draw who up
>ok but post first xdd
>no you first :------D
>xdd

musicians are more upfront at least
>>
I'm a programmer looking for an artist
>>
>>161021178
show programmer art first
>>
>>161021128
local musicians actually do things
artists just meme
are a meme
meme
>>
>>161021178
Artfag here

Whatchu want, famalam
>>
>>161021285
>famalam

cool nvm good luck!
>>
thoughts on this boss theme I made?

https://soundcloud.com/iwilldevouryourkittens/god-of-our-tiimes
>>
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>>161021238


>>161021327
ur not me
>>
>>161021330
no bass
>>
>>161021178
Good luck
>>
tfw you suddenly realize you're not creative at all
>>
>>161021658
Are you me
>>
>>161021658
>>161016763
>>
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>>
Why do you develop a game? You do develop a game, right?
>>
>>161021285
http://imgur.com/a/FaOp0

Actually discovered this art a couple days ago and it seems exactly like what I wanted except circle heads instead of square.

Whats this style called?

also the artist seems impossible to contact
>>
>>161021830
To fill my life with purpose.
>>
>>161021830
Cuz I have these ideas and I think it would be nice if they were actual things
>>
>>161021891
thick outlined vector
>>
>>161021891
damn all dem fresh meeeeeems
>>
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--Progress--

I was gonna make a new enemy but i decided to work on the Game Feel. Aka i added a bunch of effects for different actions to make the world more lively.

-Character trailer when he walks around (shadow image and blue trail, very sci-fi)
-Bullets scale up when they hit something
-Changed Blood effects, the change in size, color and stick to walls.
-Particles when hitting walls
-Muzzleflash from gun when shooting
-Killing enemies now leave corpses and bloodpiles creating permenance.
-This isnt obvious in the gif but i added original sound effects for everything and it also has a original music track now.
>>
>>161021972
That seems reasonable, thank you.

>>161021997
Yeah seems he's a fan of happy toads
>>
>>161021914
This
>>
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Any musicbros wanting to increase their portfolio?
>>
>>161022136
>colors
DROPPPPPPED
>>
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>>161022191
DD11 demo had colors too
>>
COMFY JAM HERE WE COME
>>
>>161022317
ITS NOT OVER YET
http://poal.me/k7h7ow
>>
You never even made 1 game.
>>
>>161022482
yes i have
>>
>>161022482
Do non-video (traditional) games count?
>>
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>>161022482
>>
>>161022136
I wanna say me, but I'm so busy that I worry about holding you back.

I'll see if I can come up with something and then put myself out there. Any type of music you're specifically looking for?
>>
>>161022394
>people not voting raspberry jam
All faggots. Except the guro guys. At least someone has guts here.
>>
>>161022653
I like you. Here's a vote for raspberry.
>>
>>161011204
love2d is a great engine.
you don't need anything besides a text editor, decent paint program and 3d modeler if you know what you're doing.
>>
>>161007123
You had me at "Metroidvania".
>>
>>161022649
https://www.youtube.com/watch?v=jn2JiQeSyIQ
That's the thing I've been using so far
>>
>>161022482
what about mods, are they games?
>>
>>161022482
I have but I don't have the files anymore and it died when yoyogame's sandbox died
>>
>>161017145
Did you created it? Very well done.
>>
>>161022015
sorry for self post, but does this really suck so bad no one gets interested in this? I rarely get feedback or any replies
>>
Any music bros gonna make a couple songs for Dino Jam games?
>>
>>161007123
you've done it, you've made the most """indie""" indie game possible, complete with nothing to show for it
now please get the fuck off my planet, even if you're joking
>>
>>161022015
It's hard to tell when you're not actually behind the controller but as a viewer it's sometimes hard to tell where you've jumped without having to look around or follow the player's cursor. If it feels natural behind the controller then maybe don't bother but it may be a good idea to add a small white flash or some other feedback at the landing spot.
>>
>>161023120
Stop namefagging
>>
>>161022774
>if you know what you're doing.
I always hate when messages are followed up by this.

Iets say you're building a level, do you really want to define an entire level in code or define it in editor and save it json afterward? That way you can easily see absolutely every single thing, and save it.

Over the course of development this will save you weeks of man-hours messing with levels.

The value of an editor only grows with teamsize
>>
what's a cool dino that isn't a triceratops or a t-rex
>>
>>161023146
good point thanks, currently it jumps to your mouse pointer so ive always assumed you would automatically look there, but i will add a "landing Zone"
>>
>>161023235
>save it json
Soiled your message a little.
>>
>>161022903
Did you make the game you're modding?
>>
>>161023260
Stego
>>
>>161023260
Stegosaurus.
>>
>>161022903
if you're the doom guy yes

otherwise it's debatable
>>
>>161023289
Expand on that

Also it doesn't really matter what you save it to, don't get focused on the unimportant details
>>
Anyone here using Unreal Editor on Linux? Seems to work otherwise fine for me except it uses a lot of CPU and occasionally crashes when opening different editors
>>
>>161023260
This
>>161023337
>>161023350
>>
>>161023260
Anklyosaurus
>>
>>161023364
JSON is shit, just because it's better than the even shittier XML doesn't make it good. A custom binary format is pretty easy for levels.

If it's an unimportant detail why even mention it?
>>
>>161023350
>>161023337
>>161023374
nice

alright thanks
>>
>>161023362
Modding is modding, no debate. Gamedevs create games they don't pick up on completed games made by someone else and add new things.

No need to be dainty about it, modders shouldn't be offended to be called what they are. Not everyone gets to be a gamedev. This fact can really rustle some "people".
>>
>>161023315
no, valve did
>>
>>161023562
If you're using UE you're just modding Unreal Tournament.
>>
>>161023562
I wasn't serious about my reply, I actually don't care

I just like the stuff doom guy makes
>>
>>161023019
What? The playlist or the pic? Yes to both
>>
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>>161023260
Was going to say: >>161023408

Spinosaurus is cool too. An aquatic dinosaur.
>>
>>161023672
No, you're making a game using the same engine as unreal tournament. If you were to pick up a finished copy of any UT game and start modding it though, that's modding.
>>
>>161023440
Because it's commonly used in video game development and easy to understand.

It is unimportant, what format you save data doesn't matter at all to anybody
>>
>>161022964
>tfw I have several thousand plays on my YYG games but can't link them to say I'm not a nodev because I had a pony avatar
>>
>>161023562
What about games like Portal?
>>
>>161023234
is this better? or would you rather just stop with the autism?
>>
>>161023778
That's what Doom "modder" is doing. Gutting the particularly Doomy parts of the Doom engine and replacing it with his own stuff.
>>
>>161023889
It's better.
>>
>>161023818
Portal is a game. With a full storyline and front to back development.

If a modder creates a full game front to back with a story and custom features (demonstrating ability to program new things instead of jerry-rigging old systems)... then they might be a gamedev. That's beyond a total conversion mod though. Modding is modding.
>>
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>>161023562
>Gamedevs create games they don't pick up on completed games made by someone else and add new things.
Congratu-fucking-lations. You learned that programmers use code and tools made by other people. Perhaps in your world a true game dev would be abstaining from SDL or GLFW and setting up their own OpenGL context by manually flipping bits on their hard drive.
>>
>>161023901
>Gutting the particularly Doomy parts of the Doom engine and replacing it with his own stuff.
Still not particularly gamedev unless a game is created. What you're describing sounds exactly like modding.
>>
>>161024159
>implying setting up a context without a library like that is hard
>>
>sourcefam having another meltdown because his shitty garry's mod "maps" aren't praised in agdg
You can seriously set your watch to it.
>>
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Why did it have to die?
>>
>>161024253
>by manually flipping bits on their hard drive
>>
>>161024353
>catmouth island is dead
wat
>>
>>161024243
UE is the Unreal Tournament engine gutted so that it can be used more generically.

Even if recent iterations have put the cart before the horse so to speak (UE came before its UT), the only difference is that in one case the engine came after the game and in the other case the game came after the engine.
>>
>>161024353
I miss OldGDG
>>
hold the fuck up

I don't want another fucking engineshit vs modbabbys thread
>>
>>161024159
>Perhaps in your world a true game dev would be abstaining from SDL or GLFW and setting up their own OpenGL context by manually flipping bits on their hard drive.
In my world a true game dev makes games you fucking spazz. Sorry I triggered you by stating facts of reality, not sure what world/reality you're in but you should go back.
>>
>>161023901
So...literally Half-Life?
>>
>>161024412
It bombed, didn't it?
>>
>>161024405
>implying there's no middle ground
>implying you'd be flipping bits on your hard drive and not RAM

>>161024507
That was Quake, but basically, yeah.
>>
>>161024513
i dunno, last i heard it was on steam
>>
>>161012797
Considering the penalty for failing this secret is death, the reward should be more than proportionate.
>>
Reminder to make your mechas look rad
>>
>>161022901
not him but always happy to make music.

does this mean youre specifically looking for nes/retro chiptune style, or does that mean you want this kind of spirit?

gotta be specific when it comes to music, man
>>
>>161024412
I don't get it either. Apparently, in today's world, even single player games can be dead.
>>
>>161024730
So simple, but I wouldn't have figured that out on my own. Thanks for posting that.
>>
>>161024440
>in one case the engine came after the game and in the other case the game came after the engine.
Until a unique game is made with the engine, no gamedev has taken place. It's modding. This is actually a pretty simple concept to grasp if you're not a contrarian retard.
>>
>>161024730
mechs are fucking stupid
>>
>>161024896
No problem. This it made for Gunpla, but it works for anything mecha-related really.
>>
>>161024909
>unfinished games aren't allowed in AGDG
Oh damn you showed me.
>>
>>161024920
I have read a lot of retarded stuff today, but this one takes the cake.
>>
>>161024909
>Until a unique game is made with the engine, no gamedev has taken place. It's modding.
Or enginedev
>>
>>161024818
It's a game with retro-inspired visuals so I think people would expect a retro-inspired soundtrack to go with it
>>
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>>161024920
Dem's fighting words m8
>>
>>161024730
>avoid less than 90 degree angles
>bottom example is littered with them

'''''''art'''''' rules
>>
I've always liked the concept of mechs being more like WW2 era tanks then the modern clean tech of Eva or Pacific Rim. Like requiring a half a dozen people in a hot, dark and horrible hell just to get it walking.
>>
>>161025121
mechs with human pilots are even more stupid
>>
>>161024980
How can you prove anything you've done is gamedev if it doesn't result in a game?

You gotta pop that cherry. I don't believe in coddling "gamedevs" who have never made a game before.
>>
>>161025283
name three (3) franchises that do this
>>
>>161025342
I can't name one.

That's why I mentioned liking the concept.
>>
>>161025110
alright, will keep in mind. i already follow your tumblr so if i manage to make anything noteworthy ill message you.

im this dev >>161012797 by the way

also i never really considered your game to look retro per se, but kind of its own unique artstyle which i dig
>>
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>>161025310
Silly.
>>
>>161025207
External angles ya dummy
>>
>>161022394
I know sanic speed jam wont win but it should.
>>
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>>161025283
>Das Boot as mech
Where can I vote for you to be president of something?
source: Jakub Ralski
>>
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>>161025473
sure thing, thanks!
>>
>>161025395
Matrix mechs were pretty crude and had to be reloaded manually, but they were more like suits so I guess they don't count

>>161025559
maximum saved
>>
>>161024909
please define "unique"
>>
>>161024730
I don't understand the layers or pieces in the third picture.
>>
>>161007123
>>161007219
>expecting the average anon to have anything positive to say
such foolish optimism...
best of luck, you're going to need it.
>>
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Made some quick parallax layers to test out the wild west backgrounds. I'm liking where this is going
>>
>>161026197
Neat
>>
>>161026197
>I'm liking where this is going
Not the only one.
>>
>>161026197
What's in the desert?
>>
What should I do if I want to code a TCG game?
Is it fucking hard to code the ai and do all the programming for card games?
>>
>print so much text to the console that the editor output window stops printing
>have to look at the console window
>out of habit click x when done reading
>Godot closes
This happens several times per hour. I am upset.
>>
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>>161026481
strawberies
>>
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>>161026309
>>161026375
Thanks!

>>161026481
I just drew random little desert plants and cacti. Ultimately this will lead to a western town, including this guy
>>
>>161026671
You dutch bastard.
>>
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Sooo...should I have only one collision shape per entity or...
>>
>>161026197
reminds me of this for some reason
https://www.youtube.com/watch?v=vP-ziZeAQek
>>
>>161024353
Shit camera.
>>
>>161026197
you need to lower the values and put a truly static background behind the mesas, your sense of distance is really wonky
>>
>>161026909
Do your entities change shape? There are some few scenarios where this would make sense, for example fighting games.
>>
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>>161024730
>>
Where are the mecha games anyway?
>>
>>161026909
Per model anon
>>
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Sup /agdg/
I'm a complete novice to game development. I have an absolute entry level knowledge in modelling, coding, texturing. I've read most of the sticky, including the aggydaggy site.
I have far too much free time on my hands. So, I've decided to try my hand at actually creating some projects. Although I realize creating anything even remotely "decent" is way down the line, I have an interest in real time strategy games.
Does anyone have any suggestions for starter tools that would be useful for my interests in particular? Certain engines? Certain types of languages? I would greatly appreciate any suggestions.
And if none of that really matters at this point then I'll probably use the recommended stuff on the aggydaggy tools page
>>
>>161027346
I made a mech model ages ago, I don't know what to make and I'm not sure I've ever played a mech game.
>>
>>161027346
My dream game is a mecha game. But everything about 3D is really hard. Trying to make fun physics, good models, rigging, animating, all that jazz.
>>
>>161027567
Why don't you make a 2D version of it?
>>
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>>161027427
Post it, anon.
>>
>>161027243
I was thinking about having bosses/entities that are composed of multiple shapes like vid below

https://www.youtube.com/watch?v=TVuUZ9p_cYg

And also have entities that "walk" like in the Sonic 2 end boss where it's made of multiple pieces. I was thinking about having a simple parenting system with entities, but my collision system only works with convex polygons, and if I had concave level geometry made up up several convex polygons it would be easier to group the multiple shapes into a single entity.
>>
>>161027657
I'd fuck it.
>>
>>161026197
please make a looping version
>>
>>161008110
oh a head with some patterns on a blob
clearly she's a pro
I'm just meming but you shouldnt post concept art on here because nobody will fucking care and just mock you instead because you're just in the ideas stage faggot
>>
>>161027643
I think it would be best in 3D. I've made 2D games/prototypes of various things. But I want some full freedom of movement for the mecha game.
>>
>>161027793
I care
>>161008110
Don't mind the shitposters
>>
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>>161027885
yeah well fuck you buddy
>>
>>161027413
Any engine will do, pick one you feel safe with that has enough tutorials and you will get comfortable with whatever language(s) your engine uses, then you'll master the basics well enough that a strategy game will be doable.
>>
>>161027413
>Beginner
>RTS
Good luck.

Engine I'd recommend is GameMaker as an overall easy engine to work with and aimed especially at beginners. Don't bother with drag'n'drop. Start with GML immediately, DnD will only hold you back. GML is easy to learn and the language is well documented. Shaun Spalding has a good series of tutorials on YT. Don't expect it to be high performance though. You can get some speed out of it if you don't do too complex stuff, but it has a limit. 3D is possible, but its strength lies in easy 2D (although the ingame room editor is fucking garbage, easily the worst thing about working in GM).
If you want to stay 2D I'd also recommend Godot, however it should be approached with caution. It's not as documented as it should be, but its own scripting language has a nice syntax and is very similar to Python. Due to that you are "forced" into making neatly indented code, because it actually bases its logic on indentation instead of curly brackets and semicolons. Expect to have a rockier start with it than GM. The biggest learning tool are the demos you have to download seperately. They contain a small concept (like switching scenes or building a basic platformer) which you have to dissect to adapt them in your own way.

For 3D, you gotta decide between Unity and Unreal really, they are the two big players in that field. My personal favourite among them would be Unity, but that shouldn't stop you from checking out Unreal. They are both neat in their own way.
>>
>>161027567
What kind of game is it?
>>
>>161023235
lots of things you could either build an editor for, or in the case of level building, you could use tiled or paint or something.
i have grown to really hate IDEs because i feel like they dont help me that much, and restrict me based on what they think the best solution for my problem is.

you're not wrong, i just like to roll with my own custom stuff.
>>
>>161028465
>>161028441
I've used Unity in the past, but I have Unreal downloaded. I guess I'll give that a go. Recommend any tutorial series for Unreal?
Sorry for all the questions. I am perfectly capable of learning things, I'm just worried about learning things in the right way. Youtube is full of tutorials for everything, good and bad.
>>
How difficult would it be for a first timer to make a tile based strategy game on top of a Pokemon style creature feature?

I was thinking of trying to make a game like civilzation/total war but instead of actual combat you have JRPG combat. I want some tiles to have different rules (you can't use a fire creature), that disappears once you conquer the square. It might be a bit over the top but I would also like the map to be randomised every time you start a new game.

I have decent photoshop skills and I'm learning 3D modeling in Sculptress. I would prefer to avoid coding as much as possible as it doesn't click with me (being an artfag is suffering) but I really like monster raising games and I think this has legs.
>>
>>161017491
well it needs more work to be a cool low-poly human model but hey its pretty good, just keep practising and one day you'll made it minimalistic but cool (also as an ideasgy and programmer assistent I tried to do models once ant believe me, my results where plain bad and MUCH worse by yours)

Also can anyone post the anon who made a monster instead of an anime head and sais "he didn't knew what he made wrong??"
>>
>>161025559
>cavalry completely invalidated by machine guns
>let's make an even bigger target!

fuck mechs are so dumb
>>
>>161028821
>instead of actual combat you have JRPG combat
I like the way you think.
>>
>>161028858
Tanks were a thing, you know?
>>
>>161017464
play dwarft fortress, then realise that the best dwarf game already exists and go on creating another project.
>>
>>161028821
>instead of making it fun i purposely make it so only people approaching and well into their 30s can tolerate my systems
>>
>>161028858
Horses have the disadvantage of not being bulletproof.
I bet you are the type of person that would argue about the military value of AT-ATs.
>>
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>want to prototype lots of ideas
>don't want to actually make games out of any of them
why am I stupid like this?
>>
>>161021914
This anon gets it.
>>
>>161028523
It'll probably be a super generic 3rd person mecha game with customizable mecha.
But god damn it I love mecha, so I don't care!
>>
>>161028757
Not a tutorial per se but go on the Learn tab of the launcher and download the Content Examples project, it showcases just about every feature and how to use it.
>>
>>161029092
find an idea that can tie them all together and make one giant shitty mess
>>
>>161029107
Fuck that's my dream game too
>>
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Senpaitachi I'm developing a life simulator along the lines of Real Lives. I need ideas for ailments, diseases etc. the player can catch.

So far I've got stuff like autism (in game not irl) which allows you to claim autismbux from the government but lowers social skills. Also AIDs which you can catch or pass around to others.
>>
>>161029010
>AT-ATs
>value

yeah dude, losing to a bunch of fucking speeders equipped with literal fucking towing cables

just like mechs would be completely raped by tow trucks in real life lol
>>
>>161028976
I want to make a game that I want to play. The goals would be

>Make a tile based conquest game
>Make evolution changes matter by tile restrictions

JRPGs just work well for monster raising sims but I'm willing to make changes if people can offer me a better system.
>>
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>>161027657
Found a render, not sure if I still have the mesh.

It is based on one in '50 robots to draw and paint', cool book.
>>
Surely, you aren't devving on Thanksgiving? C'mon anon. Go talk to your family.
>>
I'm making a sidescrolling action game similar to Castlevania, how should I handle lives? Should I bother with lives? it's stage based and I'm planning on adding a level select anyway.
>>
>>161029295
R e a l L i f e
e
a
l

L
i
f
e
>>
>>161029298
Damn that's cool
>>
>>161029197
That heart clashes hard with the style of the rest.

http://www.ss13.eu/wiki/index.php/Infections#Infection_Listings
>>
>>161029338
fuck family
>>
>>161029298
>highpoly
Worthless for gamedev anyway.
Make a new one.
>>
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>>161027093
The Mesas are moving a bit too fast, but I'm gonna put a static sky eventually. Thanks for the feedback!

>>161027739
I tried, but I'm too retarded to do it well. Here it is anyway
>>
>>161029202
https://www.youtube.com/watch?v=P5iqYuFmzqg

>>161029397
Only in the southern states.
>>
>>161029428
It isn't 2005 anon, Ryse's characters are 160,000 polygons
>>
AGDG meetup reminder, summer 2017, let me know if you need assistance with travel

-N
>>
>>161029512
Hopoo?
>>
Is this journey with a santa mask?
>>
>>161029512
Noot?
>>
>>161029512
Where?
>>
>>161029512
Nopoo?
>>
>>161029512
>-N
odev?
>>
>>161029498
Your game will not look very good.
Peple will expect it to run on toasters.
Also, don't be an idiot.
>>
>>161029512
Nodev?
>>
>>161017464
https://blog.molecular-matters.com/2015/08/24/job-system-2-0-lock-free-work-stealing-part-1-basics/
>>
>>161029512
baNe?
>>
>>161029829
Either way, making a high poly model is how you do things nicely, then you can bake shit.
>>
>>161029985
Your model looks so simple that it won't be worth it.
>>
>>161019201
So you like Might and Magic RPGs huh?
>>
>>161029338
But I already talked to my family. We spent like 3-4 hours together.
>>
>>161028757
I've never used UE but Unity has good official tutorials and documentation. I stay away from youtube tutorials for the most part as I can figure everything out in a few minutes using the API documentation and google. I don't have the patience for unofficial tutorials.
>>
>>161030037
I meant in principle, to look at an image and assert that it's too high poly for video games is silly.
>>
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So in Godot, I have a script that is autoloaded. It inherits Node. I have a class <name> in that script. When I try to free() or queue_free() that class, the editor tells me "Attempted to free a reference." According to the helpfile, see picture. Does that mean they may create a memory leak and I can not do anything to fix it? How is it decided that they are no longer in use?
>>
vote boat game faggots, comfy game is just level design, that's not a game, comfy does not have mechanics. Boat game will result in fun physics and interesting shit

vote boat gaem
>>
>>161030257
You don't need to manually free it if it's reference-counted.
>>
>>161030326
I actually like comfy better but I voted boat because it would be more challenging
>>
>>161030037
It has fine details you tardo.
>>
>>161030326
>comfy does not have mechanics
im-fucking-plying
>>
>>161030326
Boat jam will result in autism from me over people not even trying to make the sailing somewhat plausible.
>>
>>161030391
Huh. How does that work? Would you mind sharing your insight?
>>
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>>161027657
Here's one of my first attempts at a mecha. It's a Lagann style mecha. The face will look like the Godot Logo, and it will be piloted by Godot-chan when I eventually get good enough to 3D model organic girls.
>>
>>161029376
im also making a game based off castlevania

drop the lives system. its old, outdated, and just annoying. you can find a more creative and fun way to punish losing
>>
>>161030476
Comfy is an atmosphere. What mechanics come with 'comfy'? it can be like any genre first of all..
>>
>>161030489
When the reference is copied, the count is incremented. When the reference or a copy goes out of scope, the count is decremented. When the count reaches 0, it's known that whatever is being referred to can't be used anymore and it's safe to free it.
>>
>>161030495
Wow that looks great
>>
>>161030495
The Lagann style looks shit. If you're going to do bulky mechs then make them more space suit styled with a large dome head.
>>
Is there really a agdg meetup next year?
>>
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>>161030625
That's simple, but nifty. I feel smarter now. Thanks!
>>
>>161030623
>it can be like any genre first of all..
That's what makes it good. Nobody wants to play 20 jam games that play the same.
>>
>>161030704
Great post!
>>
>>161030792
>meetup
Meet & Fuck
>>
>>161030495
That looks very much better than the highpoly thing you posted.
Good work!
>>
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"Incredibly specific jam"

Everybody follows an extremely rigid game design document and makes nearly identical games where the only variation is quality & amount of juice.
>>
>>161031021
I wasn't the other anon, sorry. I just wanted to share my mecha too!
>>
A murder mystery VN set on a medium sized cruise ship

A comfy atmospheric game where you live in a community of houseboats

A game where boats but in space
>>
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https://youtu.be/YGGTcYfrEZU?t=49
>>
>>161031249
Ah, that makes sense, then
>>
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So, what would be the best way to highlight which enemy I'm targetting?
so far the camera focusses half way between both the targetted enemy and the player whilst painting a large arrow above the targetted enemy...but I feel this is too bashful.
Besides making an outline, what would work?
>>
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>spend 3 days trying to implement something
>at several points felt like wanting to give up
>" i have no idea what im doing"
>"i wish i was good at math"
>eureka moment
>successful implement solution
>works flawlessly
>warm fuzzy feeling
>grinning for a solid 5 minutes at my accomplishment
>check it off my list
>look at list
>still 20 more things to do to reach milestone


we're all gonna make it r-right
>>
>>161023717
The playlist.

>>161031347
I love you, man.
>>
>>161031658
small white dot Bloodborne style
>>
>>161031684
Cover the last 19 items with black tape or something.

Focus on the next step only.

We all can take one more step towards our goal.

We will all make it in the end.
>>
>>161031347
The gameplay looks solid but the art direction is pure cancer. It is generic indie hipster. You really need to up your game if you want to stand out among every other hipster game with that art style.
>>
>>161032002
>art is consistent and sets the tone he wants to achieve
>nodev comes along and shouts generic cancer instead of giving examples
>art stays as it is
>nodev achieved nothing
>>
>>161032002
How would you fix it?
Can you give an example of a better art style to work towards?
>>
>>161032002
Indie hipster? Mixing random words together don't make them a thing, you know.

The art's solid, albeit the background could get a wee bit repetitive if an entire level has it. Keep it up.
>>
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>>161007654
>>
>>161032125
An example of generic 2d platformer art? I assume people actually look at Steam's frontpage once in a while. It's got zero detail and looks lazy for for it.

>>161032274
Aim more for a SNES style than a GBA style. In the screenshot below you can see that there are very small details that pick ups on a large screen but won't on a handheld. The problem with this art style is it doesn't look good on a full screen because it's just large blobs of colour made for a small screen. Up the shading, add detail to the cloak edges, and give the guy a face.
>>
>>161032547
You've never made any kind of pixel art in your life have you.
>dude just double the resolution and redraw every single sprite and animation
>>
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>>161032002
>he thinks THIS GUY can do anything art related that isn't a sprite edit or looks like shit
>>
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>>161032274
Not him but, GBA Castlevanias.

That's probably what >>161031347 is shooting for in the first place, but the lack of visual detail and limited value range are holding it back imo.
>>
But where's your game?
>>
>>161032646
I actually have made pixel art. I never said to double the resolution, I said to add detail to them. It has no shading, no highlights nothing.

>>161032851
I can't post two images at the same time but yes. It looks great on a small screen but doesn't look good on a full screen for obvious reasons. Adding some shadow and highlight makes it pop and look much better. The GBA games always added a bunch of trinkets to add detail that isn't there like on Soma with the brown bits.
>>
>>161032547
>US
please remove this eye cancer hud thank you.
>>
>>161032002
nooooooooooooooooooooooooooooooodev
>>
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Give Winter Jam ideas pls
>>
>>161033431
Snowman building simulator

You roll the balls, and then decorate
>>
>>161029197
>I need ideas for ailments
>goiter
so i take it i dont need to make my hypothyroidism suggestion?
>>
>>161033431
You play as a snowman and collect snow to get bigger, kinda like katamari, only with snow.
>>
Is there a multiplayer shooter where players are each given different procedurally generated guns at the start of each round?
>>
What happened to the dev using Java to make a Civ clone?
>>
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>>161029512
>N
>>
>Tactical Fleet Command guy disappears now that he's out of marketing posters to shill and has to make actual gameplay

kek
>>
>>161033770
Post your game.
>>
>>161033431
Penguin raising game.
>>
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>>161033812
What now?
>>
>>161032547
>>161032851
>complaining indie game looking worse than AAA game series
>clarentdev is programming and making graphics all by himself
His art is not good but it does the job.
>>
>>161034095
LOOKS AWFUL
HAHAHA HOLY SHIT
WOW
and YOU criticized HIM!

actually looks p good anon
>>
>>161034095
but where's YOUR game
>>
>>161034107
Indie devs today have enough tools to add basic shading and highlighting to a sprite. It makes the game far more functional and helps define sprites areas.
>>
>>161033770
that guy was seriously such a faggot, holy shit

I'm usually supportive of new devs but he was terrible
>>
>>161034246
it's a twitter filename
>>
>>161032547
I agree with you that it doesn't look as good in full screen. The reason why we're using a lower resolution is that it's easier to make backgrounds and tile assets for. I would also prefer something like a SNES resolution (and the game once had a bit larger resolution) but there's a ton of work involved and there's only two of us (and I'm not the one making the art assets). Actually being able to finish the game is a higher priority.

>>161032851
I agree with you that we could do better balancing values and color saturation. It's something we can work on. We're not copying Castlevania's art style directly though (it's better/more detailed than we could realistically make anyways).
>>
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Do I have to buy an enterprise license if I'm a single person company?
>>
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>>
>>161033431
cute but winter
>>
>>161034983
>trying to start shit
Go be with your family. Leave the gun.
>>
>>161034983
>caring what 'actually' happens.
if it works, and it's fast, then who cares.

take your functional ass to >>>/g/
>>
>>161035106
>implying functional and OOPs aren't orthogonal
Maybe it's you who should visit /g/
>>
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Well friends, after spending a lot of time considering my options, I'm not going to be moving forward (for the time being) on this anymore. It was a good 6 months of practice. I will probably linger around various places and see if there's any interesting projects I can join. I sent a message to that one guy making a medieval dungeon crawler thing but I'm not sure if he's looking for people.

I dunno if I will do videos for next DD like I have been, but we'll see what I'm up to when the time comes for it.
>>
>>161035205
>anon in charge of reading comprehension
>anon in charge of not starting shit
Damn, son.
>>
>>161035229
and I forgot, I may be open sourcing it in the coming week or two if anyone is interested, but I haven't totally decided on that yet, since if I do do it I'd like to do it somewhat properly.
>>
>>161034410
where's your graphics?
>>
>>161035229
Do a farawell dungeon showcasing everything you've got so far in case you need portfolio
>>
I don't know anything about object oriented or functional but why do OOPsies get so devastated when these discussions come up?
>>
>>161034968
are you operating as a business ("Joe's Company") or as you, a person ("Joe Smith")? If the former, then yes
>>
>>161035520
Right now I am operating as an individual but I'll likely start a business when actually selling the game. (isn't having a business a requirement for selling on steam?)
>>
>>161035656
The more important reason for starting an LLC is to avoid having your own personal assets seized in costly patent litigation.
>>
>>161021027
How can they remember something they were not alive to witness?
>>
>>161035229
> I'm not going to be moving forward (for the time being) on this anymore

Why not?
I remember you saying it was just a fun hobby you did on the side.
>>
>>161017615
Cease all motor functions.
>>
>>161029393
Yes, YES. Creepy sci-fi diseases are needed especially alien rape babies. Agree the heart sticks out, I need to try a different style tomorrow.

>>161033542
Got you covered senpai.
>>
>>161033652
He was garbage collected.
>>
>>161035106
Even if it works and it performs alright you may be seriously hampering your own ability to make progress. You're not really doing yourself a favour by using OOP more than a smattering.
>>
>>161035894
Maybe it stopped being fun to him.
>>
>>161035894
It started out as a "I wonder if I'm technically competent enough to make a M&M clone". So, the answer is yes. But if I actually want to make one, I need to find a few artists who are as passionate about a project like this as I am. I didn't find those people, and I think in order to find them I would have to spend another 6-12 months on art-related things to make the demo pretty. I'm not interested in art, so in the end, I don't think it's worth it.
>>
>>161036261
I'm an artist looking for a project to work on and get passionate about. What engine?
>>
>>161035656
no, it's not a requirement -- if you have a tax number (social security number in the States) -- you can sell on Steam
>>
>>161036261
You're not the only one who reached that conclusion anon.

But know that you're not going to find any artist willing to work on full projects if you don't pay them. That's how the world works, sorry.
>>
>>161037125
Yep. I wasn't expecting it to happen, anyway.
>>
>>161036261
Fuck man, don't let that stop you. Make an ugly game, who gives a fuck, it's not like M&M games were beautiful.
>>
>>161037276
Even making Arx-Fatalis-tier stuff would still take ~2 people a few years. I wouldn't mind an artist making crappy stuff if they made it rapidly, but I don't really have any interest in modeling or texturing.
>>
>>161037439
You not gonna answer that?
>>161036518
>>
>>161037439
>not enjoying all aspects of game dev
you weren't cut out for it anyway
>>
>>161037543
I'm actually surprised my shitposting filters didn't block it automatically.

>>161037571
Regardless, there's simply not enough time to make a project on that scale with 1 person. You're looking at over 10 years. 3 people could get it done in under 5.
>>
>>161037276
>Make an ugly game, who gives a fuck
Not him but as a dev I give a fuck when I make something that looks ugly. Unless this is your first game, this is absolutely bad for your motivation.

I know that people always wants to preach using placeholders and programmer art but they clearly have their limits.
>>
Interesting article from an indie game that tried selling on Steam, but ended up leaving Steam because it wasn't working out.
http://bombdogstudios.com/blog/important-announcement-steam-support-ending/

Just goes to show Steam isn't always the best decision.
>>
>>161037730
Problem is this guy did zero marketing, and took too long on aspects of the game that weren't needed at that stage.
>>
>>161037713
Well, my game is freeware and just a thing I do for fun so I don't give a fuck. If you're going to sell yours then I can see why you would give a fuck.
>>
>>161037730
Read the article. The guy acted like he was a special snowflake and when he posted it on Steam that they were going to offer him 1 on 1 support and he would be a free lancer for Valve basically.

Turns out Steam is a store and they will let you sell on the platform but they expect you to do your own shit and they just provide the manufacturing (bandwidth and hosting) for you .
>>
>>161037807
He had a successful kickstarter that raised 30k though, with only 1000 backers.
>>
>>161037730
>steam store page is not designed in a way to actually sell the game or inform people about the game
>>
Guy , any of you know how to get a correct setup of UE4 projects ans best practices so it doesnt become a clusterfuck down the line ? Like a software design kinda thing
>>
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How do I make Unity UI images and text not blurry garbage?

>Screen Space Overlay
>Constant Pixel Size
>Scale Factor: 1
>Reference Pixels Per Unit: 1
>>
>>161037730
He should have went in knowing Steam is no different than Google Play.
>>
>>161038040
scale them down a bit, to like 0.8 or 0.6, then increase the size of the font and image how you normally would. gives them a clearer image.
>>
>>161038040
Damn...so...this...is...the...power...of...Unity......woah....
>>
Post dev music.

http://www.youtube.com/watch?v=KMU0tzLwhbE
>>
>>161038039
Read their page on GameMode, GameState, PlayerState, PlayerController, Player Pawn, etc. The engine is actually designed to force you into a specific software design so you don't end up shitting stuff everywhere. (though you still can if you try hard enough)
>>
>>161038279
https://www.youtube.com/watch?v=B5SX_90vpk4
>>
>>161038040
Did you fix your issue? Let us know
>>
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Hello /agdg/
Any idea on indie game I can spend 8 bucks on. I want good ones that'll give me motivation to make mine.
>>
>>161038578
>8 bucks
That's oddly specific.
>>
>>161037730
I automatically disregard anyone to talks about Steam like it is a company
>>
>>161013702
wow scrub that plays on easy detected
>>
>>161038621
That's what remains on my paypal account. I had 8,5 bucks but spent 50 cents the game from someone I know. Not the best game, not even a good one but I wanted to buy it for him.
>>
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>>161037730
>>161038712
>I expected selling MAV on Steam to be a partnership between Bombdog Studios and Steam. A partnership that would help both companies grow.
>>
>>161038736
>>161038578
Crypt of the Necrodancer

Be prepared to get your ass kicked though
>>
>>161037730
is this guy retarded?
>>
>>161038331
Thanks m8 will do that
>>
>>161039060
I hope it was the guy himself posting it and now he's getting assblasted because nobody in the thread has sympathy for him.
>>
>>161039138
>implying anyone with a game posts here
>>
>>161039617
>Implying RRPS is not a game
Shitty, admittedly, but it is after all a game.
>>
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>>161038040
looks fine to me?
>>
Thoughts on using Voxels in Unity?

I don't mean minecraft punchathon bullshit. I mean something like 3D Dot game heroes which put effort into it's designs.
>>
>>161040274
What is your RectTransform set to? What is your Canvas / CanvasScaler set to?
>>
>>161040546
Do you know what you're doing with Unity?
Do you know how to optimize voxels?
Otherwise your game will be a piece of shit like Stonehearth with motherfucking MINIMAL requirements like 8Go Quad-Core XTRemX-UcantRUNthis.
>>
>>161040546
Why Voxels?
If you're doing it just for a stylistic choice, then no.
If you're doing it because you plan on giving players the ability to build shit with it, then go for it.
>>
Is nobody here thankful?
>>
>>161040853
I am thankful for being born in a first world country with enough money to have a machine to call my own with which I can ignore shitposts.
>>
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>yfw Loli Sim Dev tries to sneak Loli Rape Sim onto Recap Monday
>>
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>>161040767
>Otherwise your game will be a piece of shit like Stonehearth
>hehe wonder what this shit game anon is talking about
>( Very Positive) Rating: 9/10 - 3,094 reviews - $24.99
>>
>>161040767
I'm looking at options. I will learn whatever system I need to learn.

>>161040784
Wouldn't be to build shit. It would allow for destructible terrain though. I like the style and I think it's a nice throw back to the extra of virtual pets to do them as pixels brought 3D
>>
>>161041142
Looks like a cubeworld knock off.
>>
>>161041142
There are tons of popular total shit games, Anon.

Shit eating casuals are many.
>>
>>161041142
People in Stonehearth's genre are starved for content. They are too casual to enjoy dorf fortress, so they'll take anything with the same premise, but fewer features and more graphics. Stonehearth has the added bonus of being close enough to Minecraft to win over some of those.
>>
>>161038279
https://www.youtube.com/watch?v=S4g7mPUskW8

best dev music coming through
>>
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>tfw when coming back to well-documented code
Reminder to shit comments everywhere.
>>
>>161041621
>reading through colleagues' code
>function name: SetCharacterName
>Comment: //Sets the character's name
>>
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>have annoying problem that takes days to solve
>finally solve it
>move on to next thing, next problem
>solve that problem
>original problem tested to be sure it was fixed has resurfaced for no fucking reason after not going anywhere near it's shit
>>
>>161042191
I know a person like that too. Actually he's even more retarded because he'll give variables and methods retarded names and then explain what they are in a comment above.
>>
>>161042191
>comments on the same line with anything but variables
There is an astonishingly big correlation between a comment's position and its usefulness I've found.
>>
say that shit to my face, nerd
>>
>>161041334
That's because no one actually finishes their games. Cube world clones are basically Early access only games.
>>
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Is the majodev still here?

I took the liberty to give her a growing body too, went overboard with the hips so need to fix that though.
I think I ever thought of a gameplay that might be fun since she's a witch and all but right now I'm just testing some cloth physics because it's fun.

>clipping skirt
Now I understand the dilemma that Sunnydev had.
>>
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>>161044147
please redo your walk cycle with reference this time.
>>
>>161044345
I already have a reference that I want for her.
https://www.youtube.com/watch?v=G8Veye-N0A4

Also I'll polish the animations last, they are not the most important.
>>
>>161044652
bad reference, do not use human reference for cartoon chacters.
>>
>>161044776
Don't care if it's bad, that's what I want for her.
>>
>>161044652
>Handing facing backwards instead of to the side
>Leaning back that far while walking
wtf
>>
I finally finished my Event System that's completely generic and pretty easy to use.
Just created like 10 example scenes and fixed a ton of bugs and added some features.
Gonna think through if there are any more things I need and if not I'll make some videos going over the example code and a video of me using it from scratch
Then I gotta package the whole thing up for sale on the asset store
>>
>>161044910
why are you so attached to your model?
>>
>>161042193
>have annoying problem that takes days to solve
>finally solve it
>FUCK YEAH
>immediately find another annoying problem that takes days to solve
>>
>>161045181
What are you babbling about now? Dude I know you're bored but keep it dev-related.
>>
>>161041191
I don't work with Unity but I don't see the problem, Voxels are a data structure.

Of course, the point of using voxels is to also use a rendering technique appropriate for them. I don't know if Unity allows you to implement custom renderers to do that.

You can always just hack your way with shaders though.
>>
>>161045286
you need to learn how to take some criticism, why are you so triggered?
>>
>>161045347
>why are you so triggered?
Am I? I just told you that I wasn't interested in your walk cycle.
Are you sure you're not the one being triggered here?
>>
>I'm not triggered, you are!
>No, you!
I bet neither of you are devving right now.
>>
>>161045181
Why are you so attached to your one reference that everyone has to use or else?
>>
>>161040274
>>161040682
Answer me you big meanie holding back information :(
>>
>>161045486
wat
>>
>>161045486
I googled walk cycle reference and picked any of the thousands it found.

>>161045463
Just trying to help to make your game better but if you want shitty animations ok then, no more feedback from me.
>>
>>161045316
There is full support for them and several tools to work with.

I think I have a functional idea for a game now, so I'll look into the tools and see if I can whip up a demo as a first project.
>>
>>161044652
This reference is fine. Please stop replying to the autists who insist that you listen to them and do what they say.
These people can't handle the fact that sometimes their criticisms won't be used.
>>
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Item sub menu (with a censored 2nd option).
The use/equip thing will change text automatically to show the correct thing.
The lines scroll when you highlight the option they're attached to.
>>
You have gained a permanent attached shitposter to your project, you have made an enemy today by ignoring my feedback.

Signed, >>161045587
>>
>Want to make something lewd
>Want to do as much of the actual "game" stuff myself as possible
>Spend a few days experimenting with designing a framework
>Get bored
>Never get to the lewd
>>
>>161046034
nope, its not me
>>
>>161035106
>take your functional ass to >>>/g/
>projecting this hard
>>
Where should the agdg meetup be? Was thinking Cali
>>
>>161046241
Functional makes a lot of sense in event driven games like The Sims.
>>
>>161044147
are you using some engine's physics or doing it yourself?
>>
>>161026632
>Godot
There's your problem buddy.
>>
>>161047087
Best 2D engine though. Only engine that doesn't make you wanna claw your eyes out when thinking of UI work, too.
>>
>>161045106
Sounds cool
>for sale
Sounds less cool.
>>
>>161047182
Construct 2 far outpaces it.
>>
>>161047251
>Construct 2
Opinion discarded.
>>
>>161044147
>went overboard with the hips so need to fix that though.
They look perfect to me. Will you upload her too?
>>
Well shit, I finished my project I was working on. I just gotta make videos explaining how to use it tomorrow (can't because people are sleeping now) and it's all done.

Time to work on networking for Unity peer to peer
>>
>>161047524
>I finished my project I was working on
What's your project?
>>
>>161047182
My own engine is better tho :)
You can license it from me for 10,000$ :)
>>
>>161047182
Godot's UI system makes sense.

Also Phaser as you can use regular html+css to make the UI.
>>
I want so much to use godot but it still sucks for 3D , maybe i'll have to wait for 3.0
>>
>>161048365

So then, what you're saying is... you're... waiting for Godot?

I'm sorry.
>>
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What's the best way to manage an in-development project on itch.io?

Should you make a new page for every major update that you want feedback on? Or should you just maintain the same page and update it? I'm aiming to get a little bit of traction as my devving continues, and I'm not sure if anyone notices when you update a page, if there's a way to alert people, or how they'll know when the project is finished.
>>
>>161048778
i haven't tried it but i think if you just reupload the same filename it alerts people saying the game is updated
>>
>>161048591
It's okay. We knew the risk when choosing the engine.
>>
>>161044147
Default cloth system for the time being. But for the skirt I'll probably need to roll my own with ik-bones.

>>161047463
If the original author is fine with it.
>>
>>161047591
A way to make events easily
See
>http://pastebin.com/ZqWED4C7
for a simple example, going over a few ways to do it

Basically you make an event object and give it a trigger. Then, something will check that trigger each update to see if it should fire. If it should, it fires the callbacks of all the listeners.
There's a lot more to it than that that makes it really powerful, but that's the basic idea
>>
>>161049179
How is this kinda stuff not native?
>>
Is there a way to have Unity automatically exit an animation?

The animator requires you to set a value to enter an animation, but I don't know of an easy way to automatically unset those values.
>>
https://clyp.it/rxenkbak
hey i'm here again
>>
>>161049304
I'm sure there are systems that do all sorts of things similar around, but I needed something simple that also let me do some more advanced stuff.

One of the unique things I have is this idea of an "EventTrigger" object that is made up of parts. You can construct a series of parts which can either "complete" or "fail" causing the sequence to reset. The event will only fire once the last part "completes" which lets you do fancy stuff like double clicks and triple clicks, or sequences of presses, or really anything even non input related.

My use case was "I wanna have double clicking and single clicking for Vive controllers, but I don't want one to interfere with the other, and I also want it to be generic so I can do all sorts of sequences"
>>
>>161049494
Didn't you post this yesterday?
>>
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I'm doing a beat em up and I'm stuck at an early stage. What is the easiest way in GMS to keep the head, torso, and weapon arm separate, but all using the same animations? I want the characters to be slightly randomized.

I tried using draw_sprite_ext to draw a static head sprite on top of the body, but I can't figure out how to get the static image to bob up and down a little during walk animations, so I'm assuming I'll have to animate the head separately doing all the same animations as the torso and arms, right?
>>
>>161048778
If someone is following you they will see that your game got a new upload or the page changed or whatever whenever you change something. So they will be notified. You can also set your page to have its only little forum, and make a new thread for every major update. Have a changelog, and ask for feedback or whatever in that thread.

I think if you sell your game you can also send out an email to all the people who purchased the game. But I'm not sure on this one.
>>
>>161006397
I'm really into the idea of making a "comfy" breeding game where you try to breed and evolve creatures but I'm unsure how to make interesting gameplay out of it. What would the goals be? Any suggestions welcome guys, I would appreciate it.
>>
>>161049871
Google "Breeding Season", get loadsa monies.
>>
>>161049914
non-porn though
>>
>>161049871
Something like Chao could be neat. They're the only good part of the Sonic Adventure games.

Basically, take care of the creature, feed it, love it, etc. Give it various stats and things it can do, such as flying, swimming, running, climbing. Allow the player to help train those stats. Add minigame type stuff for the creature to do. Sonic Adventure 2 had a racing minigame, and a wrestling minigame. I think both of them you just spectated and cheered on the Chao. Have stuff like that.

And of course if you have two creatures they can mate and have a baby. The creature could evolve a few times before they eventually die of old age.
>>
>>161049726
You can define a "bob" variable that changes its value and use it as y argument when you draw the head.
>draw_sprite(head,-1,x,bob)
You could set the value of bob based on the body sprite's image_index
>>
>>161033770
>>161034621
agreed 100%. i love to help the new guys but all he did was market ideas and if anyone gave him criticism, he'd argue all day about it.

good riddance.
>>
>>161046757
Misquoted see >>161049145

>>161049467
Exit time in the animator controller window.
>>
>>161050685
Oh, good idea.
>>
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>making first game ever since january
>almost finishing alpha stage
>never showed to anyone
>there was a meeting of local and professional gamedevs today, who are people that I really look up to
>me and my team took the game there
>everyone praised the game and the feedback was constructive af
>people told us to put it on greenlight even though the game was not fully developed pretty far from it tbqh
>haven't felt this good and motivated in a long time


We're all gonna make it, anons
>>
>>161050886
Before you say goodbye, please tell me which of these 50 icons appeals to you the most.
>>
>>161050943
I think you know that you now need to post your game so we can destroy all your positive thoughts.
>>
>>161049720
it has choir now
>>
>>161050943
>Then we discussed how important social justice was for 4 hours

Local dev forum here is nothing but hipsters who use it as a drinking club and don't care about vidya at all.
>>
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https://www.freesound.org/people/Reitanna/sounds/344033/
>>
If you're American and you gamedeved today, you're a terrible person.
>>
>>161051105
>If you're American, you're a terrible person.
fify
>>
>>161051105
I am thankful for dev.
>>
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>>161017491
get on my level
>>
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Added a wait command to work with moving enemies.
>>
>>161050927
>Exit time in the animator controller window.
But that doesn't change the states of the values that caused you to enter that animation.

e.g. I have an animation for when the player gets hit. anim.SetBool("hit", true) causes the player to enter that animation. It's annoying/inconvenient having to make sure I throw in a statement to do anim.SetBool("hit", false) every time.
>>
>>161051341
i hope theres a rape animation when an enemy gets to you
>>
https://www.youtube.com/watch?v=u24zw0wMafY
>>
>>161051039
I've actually posted a video of it once, and some anons got really interested.

The problem is that the present code is messy and crappy af and the game is 5gb even though is 2.5D and only have like 7 screens.


>>161051091
This isn't the case, it was very professional desu.
>>
>>161051525
Of course there is.
>>
>>161051561
>5gb even though is 2.5D and only have like 7 screens
What the hell, anon. HDDs don't grow on trees!
>>
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Starting on new content.
These should be easy enough to deal with at the beginning.
>>
>>161051813
You don't think too highly of your players, huh?
>>
>>161051660
Ye, the loadings were infinite. I felt like killing myself.

But it will all be remade by next year. Hopefully.
>>
>>161051813
make them move when the light if off them, it will be creepier.
>>
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How to UI?

Are there examples of games that have multiple character info on the hud without causing clutter, this seems like too much

mmos have mutliple character icons but they are just thrown at the edges of the screen
>>
>>161052025
Might & Magic
>>
>>161050546
thanks man, that sounds interesting. I tried looking some youtube videos of it but fuck it's just a bunch of autists screeching, very annoying.
>>
>>161052292
>it's just a bunch of autists screeching
What did you expect when you read "Sonic Adventure"?
>>
>>161051492
Well, that's how it's supposed to work.
Rather than using bools you can try to rethink the logic and use triggers since they fire only once.

In the worst case go deep down into the unity manual to figure out what animation is playing and set the values accordingly but good luck with that, as much as I like Unity their mecanim system has been shit since the beginning.
>>
>>161052025
Kingdom Hearts.
>>
>>161052391
>>161052105
Thnx, yeah I might try the KH approach then,
looks like Might & Magic really block off a portion of the screen which works for the gameplay there, not sure if it would be ok for fps-ish stuff
>>
>>161052292
Yeah I doubt there's any good videos showing Chao.
There's some info here http://chao.hippotank.com/sa2/ Might be helpful for learning how the chao worked.
>>
>>161051492
Set a trigger instead of a bool. Alternatively use state behaviors to reset the value or have it done in code based on some other condition (tied to AI, etc.). When I had to have about 50 different oneshot animations play off the same character I used an int and a state behavior that would reset it to zero.
>>
>>161050685
So I put the "bob" variable (headY) in the MoveState script, and it doesn't seem to go at the same speed as the animation. I made a switch statement using image_index and made an adjustment to headY on each case, but it seems like it skips in game or something.
>>
>>161052025
Literally a cookie cutter game
Your game is not unique. It's shit
>>
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>>161053652
please do not bully!!
>>
https://youtu.be/4JjKnp0g3zk?t=67

i just finished reading 2001 a space odyssey and made this in 15 minutes even though i have like no game development experience whatsoever, save for a few video tutorials on how to do basic things.

Anything other people would do to make it more neat? I literally just slammed a rectangle in the ground.
>>
>>161024353
Because that's what happens when you let an artfag make a game.
>>
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>>161006397

Snow, bro
>>
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Engine of the GODS
>>
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>>161055131
>>
>>161055131
Where? is it behind that weird gear thing?
>>
>>161055131
>not even as good as Stencyl
>not even as good as Clickteam Fusion
>>
>>161054995
To clarify, this is my first "game" ever if you can even call it that. Really just wanted a good atmosphere. Probably should have done something with the skybox.
>>
>>161055342
Both of those have awful user interfaces
>>
>>161055131
>>161055342
>not even as good as construct 1
>>
>>161055385
>bragging about doing shit in 15 minutes several times
>"Oh and by the way, if you haven't figured it out, this is a reference to one of the most recognisable scenes in one of the most popular and critically acclaimed movies that literally everyone has heard of."
You are an insufferable twat.
>>
>>161055719
That's precisely why I made it, and I'm not bragging about the 15 minutes thing, it's just honestly that simple. I made terrain, slammed a rectangle in the ground, made a player controller, adjusted fog, and that was it. I had messed around for hours before just seeing what all the buttons did.

I want people to know it's from 2001. I'm not trying to create totally new games here, I'm just fucking around and hoping I make something cool.

It took all of my "skill" to make that, so that's the point I'm at now. I want to make some better stuff, that's why I posted it.
>>
>>161055893
>I want to make some better stuff

ok friend

get to work
>>
>>161055893
I can smell your insecurity from here. Stop trying to fish for compliments and go get your dick wet or something.
>>
>>161056102
I'll just go watch more tutorials. I didn't come here for compliments, I came here for criticism on the game itself and what could be added to improve the atmosphere.

but damn you guys are vicious
>>
>>161056192
The goal of many people in this thread is to make you give up. The sooner you learn that the better you'll be.
>>
>>161056102
>Stop trying to fish for compliments
you only think he's trying to fish for compliments by stating the time the project took because you've long lost track of how long you've spent on your game01
>>
>>161056384
Yeah I had the wrong impression, just read the rest of the thread. This really isn't the place for a beginner, but that's alright. I don't plan on giving up, it was fun making that.
>>
>>161056192
make a game with gameplay now.
>>
>>161056456
When are you going to leave this thread gogem? Jacksepticeye have tried your game so you don't have to lurk here anymore.
>>
>>161056535
That's my goal, I just don't understand how to create AI, weapons, any real objectives. I do know, however, that I want to make a somewhat unique 3d game.

I just played Trespasser and as shitty as that game was I fucking loved it because of its development history. The goal in that was really Point A -> Point B with obstacles/puzzles inbetween. Sort of what inspired me to give this whole thing a shot.
>>
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>>161056707
Also, anyone else who's interested in Trespasser, the source code got leaked recently and there's a secret.doc file in one of the folder. Reading through it is pretty funny, especially knowing that they didn't think the public would ever see it.
>>
>>161053652
>not unique
How come? It's the only sword wielding FPS here.
>>
>>161057276
>taking a shitposter seriously
>>
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>>161057196
>Player goes somewhere hard to get to and finds a raptor which speaks English instead of growling.

>Raptor Kong

>Dino Sex

>Passive Victory, have Anne run on the beach in the beginning for 48 hours.
>>
>>161056565
i should definitely give up on life now that jacksomeoneorother tried my game.
>>
[code]<a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x>[/code]

This will take two 2D vectors, a and b, and multiply their magnitudes and add their angles. Useful for rotating vectors without converting to polar.
>>
>>161057812
>code tags
>in a gamedev general
puhlease
>>
>>161057869
What can I say? I chanced it and lost, like gambling a fart.
>>
>>161057276
Sourcefam is throwing a tantrum again about us not thinking modding is the same as gamedev. The post said "Unless you make a unique game from modding you're just modding" or something and now sourcefam is triggered over the word "unique" and false flagging with it.
>>
>>161016698
>I'll make the base game and dump it somewhere for other people to finish.

Aren't you using Love2D? If you really cared about making it easily extensible/having others work on it you should of chose an engine that atually has tools and support for that. Hell even one that has multiplayer tools instead of manually setting up UDP would be much better
>>
>spend an hour modeling a lowpoly ass
>nobody will ever fully appreciate it
>>
i posted this on starmen already but fuck it

http://gamejolt.com/games/blind-early-beta/155309
here's the beta to this game im working on
>>
>>161058796
>no gamedev
>no description
>no screenshots
>trip

cool nvm good luck
>>
>>161058796
who?
if you start posting regularly that is fine, if you are only here to link and then shag ass out of here forever then it defeats the purpose of the community. Stay a while you will be fine.
>>
>>161057802
>jacksomeoneorother
He's a big youtube celebrity you dingus, just like Markiplier.
Him testing your game is instant success for you.
>>
>>161059058
kk

honestly all i need help on is if i should switch to 2003 or vx ace

mv sucks but its only good thing is that its portable
>>
>>161058743
I will anon.
>>
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>>161058904
if you want a screenshot, here ya go

btw this screenshot is old so take that how you want to. ill post a newer one l8r
>>
>>161059229
>>161059329
there's a general in vg specifically for rpg maker

>>>/vg/rpgmg
>>
>>161059405
well then

this is awkward
>>
>>161059453
Posting any gamedev here is fine really, you might be more at home there, though.
>>
>>161059063
you only think that because you understand nothing
>>
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>>161059329
newer screenshot

going to have to fix a tileset tommorow because i forgot to make it transparent
>>
>>161044147
Majodev here, wow amazing job. I really like the broom riding.
You can do what you want with it, so sure you can upload your revision.

Only suggestion I have would be to smooth the faces in blender.
>>
>>161044147
Smooth the model you fucking shit.
>>
>>161049467
>>161051492
Fire an event at the end of the animation to set the bool back to false if you don't want to use triggers.
>>
>>161056384
name 1 successful agdg game that was shat on when posted here.

being blunt and not sugar coating/hug boxing you =/= wanting you to give up.
>>
well then, sayonara /agdg/

time to fall into my yearly coma again
>>
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>>161030901
I don't mind fugging an AGDG member...

...as long as he's a wonderful /fit/izen
>>
>>161060372
this means you're going to be so busy deving that you wont be able to post progress for a year?
>>
>>161060753
no im just dead
https://www.youtube.com/watch?v=V0mt04U9P9g
oh and also heres my trailer
>>
>>161055194

I wonder what that dev thinks of Construct 2
>>
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new monster wip
>>
>>161061342
nice

i like how it looks
it kinda reminds me of the puppit from ssbb
>>
>>161061342
who thought it was a good idea to give a mutated monster fencing lessons
>>
Is it crazy to not do any exception handling or checking in code that really should have it just so that you can save a few nanoseconds on a piece of code that needs to perform?
>>
>>161061620
i have no exception handling in any of my code, and i have not ever gotten an exception while playing.

I figured that was more a software thing, where things need to be more open ended.
>>
>>161061620
exceptions have an extremely minimal performance overhead unless the exception is actually being triggered. check stack overflow for more information
>>
>>161057503
>>161058274
Ah, sorry then. Recently I just scroll trough most text posts in hopes to avoid shitposting and drama, and apparently I missed this "unique" meme and thought that the poster is actually serious.
>>
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is this feature worthy
>>
>>161061620
I think they're fine for things like file I/O because someone may have altered the file you're reading, but I don't see any reason you'd want them in your actual game code
>>
>>161061620
I heard they are bad because of the effects they have on the flow of your program
>>
>>161062203
What is going on in that webm?
>>
>>161062712
people bouncing off each other
>>
>>161062203
>>
>>161062386
> I don't see any reason you'd want them in your actual game code
this.
throwing an exception is something that can be done when there's a possibility the code execution enters an unwanted, unsafe path and you want to stop the thread from executing further to prevent further damage.

if you've got shit like that in your game, its better to just eliminate any possibility of it happening in the first place.

having it for debugging purposes is ok, but exceptions ideally shouldn't be happening in your game at all.
>>
>>161062650
an exception is meant to be regarded as an unrecoverable error that has occurred in your program. exception handling is only meant to give you the opportunity to clean up and log the error. exceptions dont change the flow of a program, because if an exception is triggered your program should terminate at that point

there's structured exception handling which allows the program to continue after an exception is raised but it isn't a good idea in a normal program
>>
http://poal.me/k7h7ow
>>
>>161063165
If you're not gonig to be catching them ever isn't it better to use assertions instead?
>>
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>>161063247
>after winter jam
>dino jam isn't even over yet
>winter jam still a month away

Why the fuck are we planning 2 jams ahead?
Jesus Christ this is a telltale sign of a true no fucking dev.
>>
>>161063452
>planning ahead is a sign of a nodev
>>
>>161060870
>oh sweet a YN fangame
>revealing info
>trailer, animation
>memes
dropped.
play some .flow.
>>
>>161063298
it's best to not write code that causes your program to crash (unless you're making an API that other people can call)
>>
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>>161063485
An actual yesdev is not going to concern themselves with what shitty side-project they're going to do 4 months in advance.

>b-but they're developers cuz they're making shitty jam games
"No dev" encompasses a wide range of traits.
>>
>>161063890
You know, you'd sound more convincing if you posted your game.
>>
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>>161063890
>finished game was posted literally the first day the jam was even created
>>
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What does it need?
>>
How do I filter images like that >>161064040
At this point it's safe to assume it's always the same guy greentexting stupid shit with it.
>>
>>161035229
apply for a UE dev grant
>>
>>161064040
Hey, I started early because I had another idea I wanted to test out after this. I didn't mean to cheat.
>>
>>161064047
leaves, vines, bushes, <props>

also stop using the same props for every level. I've seen that torch and fence in every stage. make it related to the theme.
>>
>>161062203
I thought you were making a cooking game, now you're straight up shanking mofos
>>
>>161064280
How do I pull off fire light from something that isnt the same torch?
>>
>>161064047
it needs the spacing fixed on the boxes and some anti-alias for those jaggies
>>
>>161064623
I'm not saying it can't be a torch. It just think it could be made different so that every level doesn't feel the same.

A literal torch works in this case since it's a forest/jungle level.

A tiki/lantern could also work.

Is there a reason it has to be fire light? Can you not have glowing mushrooms or other magic?
>>
>>161064768
>jaggies
we talked about this before googs...
>>
>>161064906
then what's the excuse for them still being there?
>>
https://garry.tv/2016/06/18/becoming-a-gamedev/

Made by the person who made Gmod/Rust; short read, and well worth it.
>>
>>161065301
>Should I make my own engine?
>The short answer is no.

Thank you.
That was all I needed to see.
>>
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>>161065510
>Engine development isn’t game development
>Fuck design documents.
>Fuck concept art.

Is this guy an /agdg/er?
>>
>>161065510
I'm not sure if you're being genuine but I think the more important part is

>Engine development isn’t game development

Engine dev is for big companies or people looking to work in big studios. Not if you have low money or low funding.

>>161065729
Those are ideas are held by pretty much everybody in the indie community. Watch GDC indie post mortems, reddit, or any active community that actually has successful idies, they all say the same thing
>>
Should I use music that I don't have rights to in my shitty jam entry?
>>
>>161065834
And here I thought I was on my own with how this works. Never read a dev article or saw GDC videos.

This guys mindset is fucking exactly like mine. Hell I'm almost convinced I traveled to the past and wrote it myself, christ.
>>
>>161065903
No
>>
>>161065301
>Feel free to be treat people how they’re treating you. You’re making games. People who are abusive deserve abuse back – they don’t deserve help. They can suck our cocks until they learn how to be civil.

Are these the sort of things people get taught in the indie academy?
>>
>>161065903
I did and nothing happened even though the game got 2-3 let's plays on youtube. I doubt anyone cares.
>>
>>161065903
its a shitty jam
nobody cares

I did it all the time when I was 13~19 making fangames.
>>
>>161065903
My army of lawyers are tracing your IP as we speak. You're fucking bankrupted kiddo.
>>
>>161066078
I've been doing this shit longer than you've been born. Good luck, kid.
>>
Can anyone scribble what a dinoid tribal warrior would look like?
>>
>>161066164
>dinoid tribal warrior
A what?
>>
>>161066453
anthropomorphic dinosaur with african armor.
>>
Networking question

One client will control the game world and update things and send those updates to other clients. (MasterClient)
Other clients will only control what's related to them and what they own.

If a client wants to update something they own, should it go to the MasterClient that then sends it to all the other Clients?
Or should it send it directly to each Client?

The difference is that in one case each client has 1 connection to the MasterClient who's port has been forced open, and the other is that every client has a connection to every other client and also forced their ports open
>>
>>161064868
Here you are. Still working on more art assets for this level though.
>>
>>161067115
Is shadows coming from glowing mushroom light bad looking or is that just me?
>>
>>161067115
>literally smashed to pieces

thats pretty rough for a kids puzzle game
>>
>>161067115
Nice,That was quick, but it's much better now.

>>161067208
Yeah it looks a bit weird because of how close it is to the tree. It's also not really 'glowing'(pulsating glow for that matter). Wouldn't really worry about lighting right now though
>>
>>161066785
>One client will control the game world and update things and send those updates to other clients. (MasterClient)

That's usually called listen server, when a client is a server at the same time. (As opposed to dedicated server, which is a separate entity running in the background, generally without the interface the client has)

>If a client wants to update something they own, should it go to the MasterClient that then sends it to all the other Clients?
>Or should it send it directly to each Client?

In the industry for online games, the first method is preferred. The second method is only used for LAN games where package delay is a non-issue.(Also it's a lot more exposed to hacks/cheating.)

Some links I got bookmarked with random tidbits of info that might interest you.
http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/
http://www.gabrielgambetta.com/fast_paced_multiplayer.html
>>
>>161067297
Yeah I'm quick at making art, I just need idea's and feedback from idea's guys really.
>>
Scrapped another rendering engine project.
I realized I abstracted what's REALLY going on under the hood too much.

The next version will have all functions recieve untyped, raw byte data and will have no classes or records.
>>
>>161067617
Did you release the source code somewhere?
>>
>>161065301
>Feel free to be treat people who they’re treating you
What did they mean by this?
>>
>>161065301
i cant dispute it
>>
>I will never make a game that looks as good as even this pog
give me motivation to go on, agdg!
>>
Does anyone here have experience with online multiplayer?

I'm thinking of building a bullet hell kind of thing, and synchronizing hundreds of objects individually sounds like a terrible idea, so I was thinking that to work around it the host would only create "spawner" objects with say (this will spawn bullet patterns X Y Z in 500ms) kind of thing, and then it should be possible to sync that info accurately for every player (like when they get the message they'll create the same spawner with 500ms - message latency) and then the patterns will spawn in a completely deterministic fashion and should be completely in sync between players. Same for every other enemy / bullet pattern that wouldn't be affected by player actions, but then anything that does would be synced (eg. enemies that chase or aim specifically for players).

Does this sound like a sensible plan?
>>
>>161068108
>deterministic
all you need to send beyond initialization data is the the other players actions if it's deterministic.
just dont have anything relying on that player action information heavily since it's going to be unreliable.
>>
Today I am working on the talent tree for my rogue-lite breakout.
>>
>>161065301
>>161065729
But both Gmod and Rust are pretty much non-games.

Rust was a failure, and Gmod wasn't even a game, just a playground for a physics engine made by one company for a game made by another company.
>>161065834
That explains why all indie games are shit.
>>
>>161068108
that sounds like a good plan, just dont do anything that relies on continuous long term determinism consisting of a long chain of events that needs to be deterministic because that seems to break down very easily from what I've heard
>>
>>161068369
>Rust was a failure

How so? It sold quite a lot and there's dozens of people playing it.

What determines a game being a "success" for you? I mean if the developer himself says he's satisfied and that it's been successful, who exactly are you to say otherwise?
>>
>>161068369
I know I'm being baited but I don't even know what you're trying to say.

Gmod wasn't even a game? What does that even mean?

Both Gmod and Rust are extremely popular, regularly top 10 concurrent players on steam and make millions.

There are not many other indies who have made as much with as small as a team as him. Can't stand no-devs
>>
>>161068572
video game - a game played by electronically manipulating images produced by a computer program on a television screen or other display screen.

game - a form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck.


By both it is
>>
>>161068654
No it isn't, you retard.
What are the rules of gmod?
>>
>>161068696
Now I know I'm being trolled, just gotta report and move on
>>
>>161068734
You're literally too dumb to be a video game developer, consider a different hobby.
>>
>>161068696
Anon! Every algorithm is by definition a set of rules
>>
>>161068759
>work for microsoft
>too dumb to make moving pictures

feelsbadman
>>
>>161068817
>thinks working at microsoft is an intellectual accomplishment
Retard lol.
>>
>>161068572
>>161068696
>>161068369

Report and ignore nodevs they are just here to derail and you're feeding him.
>>
>>161068868
Derail from what?
We're discussing video game design.
>>
well thread has been derailed successfully by nodevs arguing about a post an actual developer, every day in /agdg/
>>
>>161068903
don't talk about what I don't like x(
>>
>>161069072
You know, your inability to consider arguments you don't already agree with is a large contributor to the mediocrity of your intelligence.
>>
>>161069151
im not the person you are arguing with but k
>>
In an RPG, should the enemies work like the player, with HP, MP, stats and levels?
>>
>>161069230
Yes.
>>
>>161069219
You're still retarded because you believe in such things as "thread derailment".
In a system where a user can only contribute posts and can't delete other people's posts, a user, by definition, can't "derail" a thread. The fact that the thread is discussing a certain topic doesn't mean that other topics are being actively suppressed. It simply means that at the moment, nobody is interested in discussing anything aside from what is being discussed currently.
>>
>>161067909
Don't expect fast results, anon. My dream game also inspired by 3D Zeldas, yet I always tell myself that I just picked up art and modeling, while those who made those games are in the field for at least 10 years.

I'm not rushing anywhere, I have no intention to go big, it's just my hobby, so if it'll take 10 years to have something which will be left ignored on Itch.io then it'll take 10. I learned already that game making is not about making an engine, but about game design and art, so I'm screwed already.
>>
>>161069230
It would make sense unless all enemies scale according to players level
>>
>>161069230
Yeah, at least have some base class like "ActorEntity" which as stats like health, armor, dodge, accuracy, etc.

And then from there you can have a "HumanEntity" class which extends it and adds movement speed, number of equpment slots and so on. This is a good idea when you have enemies which may not move, or have armor, but all entities have health and armor.

You can even have them have everything in just on base entity class and set things like movement speed to 0, and armor slots to none.

>>161069151
You're inability to not tip your fedora is shitting the thread, quit wasting posts
>>
>>161068334
Any screenshots?
>>
>>161069348
>because you believe in such things as "thread derailment".

first time on the 4chan eh?
>>
>>161061342
huehuehue
>>
>>161069464
Been here for 10 years, actually.
>>
>>161051341
This is still being made? Nice.
>>
>>161061342
>tfw you have great sword skills but no eyes
>>
>>161051525
>>161051635
A game made by retard to retards.
>>
>>161063452
seinfeld pls
>>
Help.
I need motivations.
I can't stop myself from shitpostings at /pol/ ever since trump won.

It just seems more fun to shitpost at /pol/ than deving my game.
send help.
>>
>>161071506
4u
>>
>>161071629
As a last resort incorporate /pol/ shitposting memes to your progress and use your game on your /pol/ posts. You disgust me though.
>>
Anyone here who works in a team, hate it when the team does something that you think is stupid?

like factories (in my case, inside of unity)
Sure, it sounds nice on paper, but in my opinion you're giving up the simplicity that unity offers, for other type of simplicity, which you have to work to achieve (to get it all setup at first)
I mean, now I have to learn to use some framework inside of unity, just to do this.
>>
>>161071629
Make a game about running a satanic pedophile ring as a blackmail tool.
>>
>>161051286
shit level
>>
>>161071823
quit the project, they sound stupid
>>
>>161072101
sure, I can quit this project, which means quitting this job, which means not getting paid thousands of dollars a month.
Great idea!

I would love to do it, but I need the money
>>
>>161029482
not just the mesas, but everything else is going way too fast compared to the previous layers.

Just look at the first 2 layers of cacti.
From the right, when things start almost together... when those things reach the left side, they are almost 1/5 of the screen apart.

It's like those things are on a tredmill.

Also, the stuff in the background is being rounded wrong, try to use Math.floor (or similar) so that things don't move left and sometimes right.
>>
File: img.png (607KB, 1280x720px) Image search: [Google]
img.png
607KB, 1280x720px
welp, got the barebones of the fishing mechanic sorted
now to add the rest
>>
>>161072693
How does it work? Can you post a webm or something?
>>
File: fishing.webm (304KB, 1278x720px) Image search: [Google]
fishing.webm
304KB, 1278x720px
>>161072693
Is your game going to feature an Australian localization?
>>
>>161072752
>fish moves left/right, gently but randomly
>player controls collision box, the walls of which are marked by the hooks
>the player moves box left or right trying to catch fish
atm it's very janky and buggy and so I'm not ready to show it off in motion, soon tho, I hope.
>>
File: am duck.png (172KB, 582x365px) Image search: [Google]
am duck.png
172KB, 582x365px
NEW THREAD
NEW THREAD

>>161072861
>>161072861
>>161072861
>>
>>161072864
Sounds fun. Good job.
Looking forward to your progress.
>>
>>161071506
why is lewd considered retarded?
>>
>>161063809
oh the sprite is just something i have on my computer

its not a fangame nor does it deserve to be considered one
>>
>>161006397
Who is this fluid Druid?
>>
>>161073346
ask /trash/

i think theyll give you the answer there
Thread posts: 768
Thread images: 119


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