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/agdg/ - Amateur Game Dev Gen

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

Thread replies: 780
Thread images: 172

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Optimized Edition // Previous Thread: >>161006397

This is a thread for amateur and aspiring and amateur game developers and anyone interested in the field.
The OP you're used to is here:
>http://pastebin.com/geTiMLWZ

Even older helpful links can be found at:
>http://alloyed.github.io/agdg-links/

NEWS:
• Dino Jam! Brought to yo by [REDACTED]. Get your pixel RPGs in NOW!
itch.io/jam/agdg-dinosaur-jam

• Final Demo Day Tenis complete! No one won. It was (Not) a competition.
https://itch.io/jam/agdg-demo-day-10

• The first ever Demo Day Elevenbegins at some point ever.
https://itch.io/jam/agdg-demo-day-11

• Beta /AGDG/ Website
http://tools.aggydaggy.com/#
>>
Is the female who volunteered for lewd voice acting here?
>>
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What should happen when it hits its head?
>>
>>161073021
it grows a giant penis and fucks him
>>
>>161072975
No, stop asking every 2 hours. She(?)'s not coming back.
>>
>>161073021
>hammers character into the ground
>player has to mash the jump button to get out
>doing so launches the ball vertically in the air
use this in puzzles
>>
tl;wr: networking in unity3d/ue4, which is best/easiest?

I've made a few small games in Unity3d although I don't have extensive programming knowledge, I feel comfortable in it as implement simple mechanics is rather easy.

Now I'm interested in making a small multiplayer shooter. I doubt I could make any good networking code better, so even though I'm used to U3D I'm ready to switch to Unreal if the networking there is best suited for my interests. Which of the two makes it easier for a game like that to be made without any networking knowledge?

Thanks.
>>
>>161073324
I am asking once per thread (one AGDG thread lasts about 12 hours). I will ask for a few more threads before giving up.
>>
>>161072975
>I need you to sound like you're having an orgasm and yell out Anon as you do it.

yeah dude, totally going to happen - grow the fuck up you creep
>>
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>ywn be this good at low poly with pixel textures
>>
>>161072861
I really hate this meme where people try to ruin the OP for no reason.
>>
>>161073381
Unreal, for sure
>>
SHAN'T BE POSTING IN THIS TERRORISM THREAD
>>
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>>161073686
m-maybe if we practice enough we'll both get good at 3D!
>>
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>>161073686
>>
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>>161072975
>>
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any idea why calling "Fishing UI Canvas" returns the "accessed none" error/?
>>
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here have some old sprites I made a year ago
>>
>>161069363
>inheritance
>>
>>161073828
Thanks man
>>
>>161073539
Have you never been to /soc/?
>>
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>be bug fixing
>solve biggest error
>solution itself returns a different, albeit equally complicated error
>>
Just post in the old thread. This one is tained.
>>
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Help I need more cute witch pose references.
Know any game with cute witches?

Looking for a battle stance and possibly charging/casting animations.
>>
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>>161074641
>taking references from bad anime instead of from actual humans or at least a posing doll
https://www.posespace.com/
>>
>>161074504
no? why would I want to socialize with a fucking weird 4chan people who can barely function in normal society?
>>
>>161074641
that bitchs left knee is broken and her right foot seems to have been amputated
>>
>>161074806
It was a rhetorical question
>>
>>161074125
I'm not sure it is valid to consider an entire widget as a slot.

You can probably do it on one of the child elements instead, parent the other stuff to that one to move them all around (if that's what you're going for)
>>
Go monkey go!
>>
>>161074742
Who is this loin lion?

>>161074641
Who is this dick dragoon?
>>
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>>161075061
EVERYBODY'S SUPER SONIC RACING


pic is from some google search i did for some halloween update
>>
>>161074641
https://it.pinterest.com/search/boards/?q=anime%20witch
Look around a bit.
>>
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Fuck you unityfags.
>muh best engine
>hey we've got a monthly subscription
>updated and improved pricing recently just for you, we are the best

So I propose a small short-term augmented reality project to my boss to create an application that would be used during presentations in conferences.
>boss hyped, everyone's hyped
>finally get approval from sales team for short-term licensing purchase
>go to purchase page
>oi mate, 12 months commitment or fuck off
Kill me please.
>>
>>161075328
>pinterest
No, thanks. Fuck that place.

Anyway I've never played the games but I've noticed I could just have a look at the Atelier series, as far as the main character actions/animations are concerned.

Also sounds like a bad time to post with the other samefag shitposter idiot around so I'll come back later and ask again.
>>
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>>161073686
>>
>>161075650
Glug Glug. :^)
>>
>>161075050
yh I was being a retard, I fixed it.
>>
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>>161075541
Why would you buy Unity? It's free.
>>
>>161075873
What kind of poorfag can't afford just 125 bucks per month to make a game?
>>
>>161074125
dammit, I like Unreal but seeing blueprints gives me spaghetti code nightmares
>>
A game where you come over and watch anime and I make some snacks
>>
>>161075982
You grow used to it.
>>
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What kind of art asset are needed the most in game dev? I would like to join indie game dev as an artist in the future, so I would love to know more about this, what's in my mind right now are 3d model, pixel art sprite, promotional poster, concept art. anything else?
>>
>>161075916
>What kind of poorfag can't afford just 125 bucks per month to make a game?

The average indie dev.
>>
>>161076097
how about yo just be a good artist in general instead of a useless piece of shit eating oreos off the floor like an animal
>>
>>161076069
Wasn't rotatedev making something like this?

Where you watch anime with a loli?
>>
>>161075982
If you can't avoid making your blueprints into spaghetti then c# or c++ won't save you
>>
>>161075873
Unity is free to use at home. However, terms and conditions do not allow use of Personal and Plus editions at my company since it goes over 200.000$ in annual revenue.
>>
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>>161075916
why not the $35 version?
>>
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what do you think of my game, guys
>>
me and my game are going to bake cookies :)
>>
>>161076317
Nice!
>>
>>161075916
don't you have to pay for a set number of months?
>>
>>161072861
>The first ever Demo Day Elevenbegins at some point ever
what
>>
>>161076648
OP is a fuckup. We're at 12:

https://itch.io/jam/agdg-demo-day-12
>>
>>161076317
I like it.
>>
>>161076149
Theres a newer version where you cut some cake (?) and I think feed it to them, its impressive
>>
>>161076317
This is truly the greatest game /agdg/ has ever seen.
>>
>>161076648
The shitposter made the OP. So it's no surprise it's all fucked up.

Next thread will be fixed. If he tries to push this shit again just report the thread and don't post in it.
>>
>>161076960
No, that can't be it, because the shitposter has a vendetta against source, so it wouldn't be in the image.
>>
>>161076786
are you taking hormones?
>>
>>161077003
The shitposter will post source engine and source pictures and then freak out about his own posts. That's his MO. He's the only one that would make the OP like that.
>>
D* please stop melting down! Please!!
>>
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anyone remember me?

https://steamcommunity.com/sharedfiles/filedetails/?id=284552004
>>
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>>161077376
>anyone remember me?
Of course.
>>
>>161077575
hi
>>
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pals, I think I am gonna make it for the dino jam
here's progress as proofs

now I just need to make a game for that menu
>>
>>161078116
>getting the worst part of gamedev done first so you won't abandon the project
Genius
>>
>>161078256
>tfw game is almost entirely UI driven

feels bad man
>>
>>161078256
I hope nobody actually abandons their project over UI
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>>161073021
>>161073374
This is actually a really interesting idea. I second this.
>>
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>>161078652
>enjoying UI work
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A game where you are the senate.
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>>161078652
Not him but I absolutely hate it for some reason, can't stand anything about.

Put off progress for a week cause of it
>>
>>161078724
>>161078863
I don't like it either but it seems ridiculous to just drop a project over something so small. (unless your game was entirely UI)
>>
>tfw I unironically like UI work
>>
>>161078834
It's treason, then.
>>
anyone have any tips on 1x1 pixel perfect fullscreen with game maker?

i can do windowed fine but i have issues with fullscreen stretching
>>
>>161078256
That'd be great if I didn't realize that I need even more UI than planned. Always.
>>
>>161078724
>>161078863
I think UI work that's just purely functional (click this, here's your info, done) is indeed soul-draining. But putting effort into its presentation and design, juicy transitions, etc. makes it really rewarding and thus a lot more enjoyable. That's the case for me anyway, ymmv.
>>
>thread spergs out any time someone likes anything not involving programming
>>
>>161079283
>juicy transitions
https://www.youtube.com/watch?v=z620vpc6NoM
>>
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>>161079283
>ywn have a UI this juicy

why even live?
>>
>>161079374
>ui work
>not involving programming
niggerwithfloatingquestionmark.jpg
>>
>>161079453
All that UI and no fucking gameplay.
>>
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>>161079582
>a madman behind the wheel
https://www.youtube.com/watch?v=tNveMjoSxp0
>>
>>161079672
delete this
https://www.youtube.com/watch?v=NnTYmg4LmzI
>>
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>tfw haven't devved in 3 days
I know exactly what I should do and how (at least I think so) but I can't bring myself to open the IDE.
>>
>>161079863
Just open it and start working on something. Eventually you'll get into a work phase and wont' want to stop.

The hard part is opening it.
>>
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>>161078724
I usually don't like making UI at all. But I really like movie fake-UI look, so I actually enjoy making this UI.

So, you gotta have inspiration for your UI or smth I quess.
>>
>>161079863
Open it. Open it right now you cocksucker. Get to work.
>>
>>161078116
>menüü
What language is this
>>
>>161080105
estonian
>>
>>161080140
Really? I though it was Finnish at first because of the double vowels but I remembered they use y instead of ü.
>>
http://www.strawpoll.me/11730026
http://www.strawpoll.me/11730026
http://www.strawpoll.me/11730026
>>
>>161080140
Oh shit Estonians have researched computer technology?
>>
>I hate UI
t. uses RMGUI
IMGUI is a dream.
>>
>>161080369
anyone who doesnt hammer out mechanics before levels is a fucking moron who will have a shitty game full of retarded broken garbage
>>
>>161080389
Estonia is more technologically advanced than Japan, anon. Bravo, Estonia.
>>
>>161080369
>Work on levels while designing mechanics and systems
Sure, if you're stupid and have no idea what you actually want to make. Plans and actually putting thought into design before you work on it is for nodevs.
>>
>>161080503
but they've got "stonia" in their name

surely they're still banging rocks together
>>
>>161080369
if there exists a design document in some shape or form, making levels and mechanics in parallel should be fine
if you are just winging it as you go, it would be smarter to first do mechanics and then levels
>>
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>>161080695
Hah I get it
>>
>>161080695
Same story as e.g. Romania. Because Estonia only became independent from the USSR in 1991, and they're really small, it was easy for them to implement high speed internet everywhere, online government services, etc. The current prime minister was a programmer and put programming in all school curricula.
>>
>>161080876
>The current prime minister was a programmer
I don't suppose they're accepting (white) immigrants at this time, are they?
>>
>>161076097
I don't know too much about what indies want but the industry mostly needs people who can make models of furniture and rocks and shit.
>>
>>161080984
I believe they're pretty eager. The northern countries (especially the Baltics) are pretty removed from the whole immigration problem the EU is having, though Estonia already has to deal with a 25% Russian population.
>>
when I grow up I want to be a video game
>>
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>>161080503
>>
>>161081306
This is an American website. Speak American, gook.
>>
>Debug.DrawRay doesn't actually take a Ray object as one of its overloaded parameters

literally retarded Unity
>>
>>161080695
while they are banging rocks together,
>they are voting through internet
>taxes and all forms of banking are done using internet
>one can reliably sign documents with digital state backed signatures
>foreign enterpreneurs can sign up for e-residency (which provides all electronic services locals recive in exchange for paying company taxes(small and non-progressive with tax exemption if income is less than 10,000) to estonia instead to your actual country
>everything concerning personal medicine being in online database so that you will never have to quess what your doctor perscribed)

source: my dad is an e-Resident
>>
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I know where I'm moving to.
>>
>>161081490
>getting an LLC
>not getting an e-residency in Estonia
Fucking plebs.
>>
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is this lowpoly
>>
>>161081490
>>161081569
Yeah, sounds hype as fuck.
>>
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>>161081490
its like Estonia was specifically designed for basement dwelling neets.

imagine a world where you can stay in your mother's basement forever
>>
>>161081616
it looks like something out of DarkBASIC Professional

which is good, I quess
>>
>>161081616
Please don't.
>>
>>161073021
are you using Aether sprites or do they just look similar?
>>
>>161073021
>rixels again
you had one job
>>
>>161082129
No idea. Never played the game so it's a coincidence.

>>161082192
Only to trigger the likes of you.
>>
NO! Don't reply to it! Not even to tell him how stupid he is! He's just trying to rile you up! Report and hide! Report and hide!
>>
>>161081490
>voting through internet
That's ripe for voting fraud. I'm all for all sorts of electronic advancement. But voting is one thing that should stay on paper.
>>
>>161082251
the webm with planet looked great and was pixel perfect
>>
>>161082304
Where are you from?
>>
>>161082345
No it didn't. It was a joke.
>>
>>161082304
>instead of using a medium that is necessarily tracked by at least three not-necessarily related parties just for its basic functioning, let alone many intermediaries for market force and security reasons, we should use paper slips in a box that are counted by hand by hand-picked agents in a sealed room
>>
>>161082345
>the webm with planet looked great and was pixel perfect
pfthah, sure...sure
>>
>>161082304
>"voting fraud isn't super easy with paper ballots"
you can't make this shit up. folks
>>
>>161082583
It's harder with paper than it is with online voting.
>>
>>161082345
You shouldn't be talking about mixels or rixels if you don't even know what they are or what pixel perfect looks like.
>>
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Literally only 1 thing that might be considered a game was posted in this thread. Great job guys.
>>
>>161082651
idk where you live but here in freedom land, you can walk into the designated voting location of where any famous person lives, tell them that you're that famous person, and they have to let you vote under their name if they havent already voted.
>>
>>161082251
I never played it either and I think I was trolled in a past thread, because I looked it up and it looks nothing like your game. I think someone posted your game asking who made it and someone else said it was aether by ed mcmullen or whatever his name is
>>
>>161082782
link it
>>
>>161082782
>137 posts

It's still early yet
>>
>>161082782
>oh come on stop shitpos-
>scroll back thread
>it's true
What the fuck is wrong with this thread.
>>
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>>161081616
fuck off
>>
>>161082782
>>161082862
>instead of posting progress or anything gamedev related I'm going to shitpost too!
I don't understand this mindset. If you have something to contribute then just do it.
>>
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>>161078724
I started a game based purely on UI. But I had no idea how to make the gameplay interesting (plan was to go for Please Don't Touch Anything), so I'm now sitting on some super tasty buttons and flashy graph panels. I really enjoyed making them too, because Godot is an engine that makes UI work not as much cancer as the rest.
>>
>>161081616
what the fuck

what the FUCK
>>
>>161083035
>instead of posting progress or anything gamedev related I'm going to shitpost too!
I don't understand this mindset. If you have something to contribute then just do it.
I just finished studying, I'll make some progress soon
>>
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Rate my mortar
>>
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>>161083148
>find a dead corpse
Are there alive ones?
>>
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>>161083243
yes
>>
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>>161081616
>>
>>161081616
Nope.
>>
>>161083535
https://www.youtube.com/watch?v=Ae2N5310MXE
>>
if you want to avoid this meltdown, stop by the discord, where he isn't allowed to post
>>
>>161083535
https://www.youtube.com/watch?v=HpDSJ2lVlAI

>>161081616
reported
>>
>>161083535
https://www.youtube.com/watch?v=2m8s18LrJxk
>>
>there are people in this thread right now that do not have 4chanx installed and all the drama filtered out
Thread quality rises by 5000% if you do. Best decision of my life.
>>
>>161083694
post the link
>>
>>161083535
https://www.youtube.com/watch?v=zHVSWRgCVrs
>>
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>>161083703
>Ronald Jankees

Now that's a blast from my past
>>
>>161083694
Yeah, dev drama is so much more fun. At least on 4chan it's easy to filter him. But the only way to avoid to stupid shit on Discord is to just not go.
>>
>>161083694
but he posted it there first, its just easier to ignore him there
>>
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>>161083817
>filtering out the best thing about thread
why do you hate yourself so much
>>
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>>161081616
>this isn't in the archives

>he actually made this
>he actually thought this was good
>he actually thinks this is YesDev
>>
>>161084331
>best thing about the thread has nothing to do with the thing the thread is about
Wew laddie.
>>
i don't think mothdan's meltdowns are even a part of the thread at all, they're an anomaly that needs to be wiped out
>>
>>161081616
This is why we cant have nice things.
>>
ok, since I wasn't accepted in my college in software engineering, I will accept my destiny and focus on just one thing.

I'll focus next year in doing art and will become a top artist, I'm half way there after all.

Hope to see in the future in people here will be willing to collab.
>>
>>161085346
>I'm half way there after all.
post art
>>
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Ey! What do you think I should put into the marked area?

This region is a scrolling selection of people. If user clicks on a person down there, a character sheet about that person is opened above. In the blue boxes, there are gonna be pictures. Above the picture, there is person't first name, below there is Family name. Putting names there is the obvious filler choice.

Can I actually put anything useful into there.
>>
>>161081490
Holy shit, can't wait for the cyberspace to become a real thing so I can move to eStonia.
>>
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>>161085417
>>
>>161081616
Delete this.
>>
>>161085664
That's not nearly as shit as I hoped it to be. You are definitely skilled. Good job, Anon. I hope you succeed in your endeavour.
>>
>Want to have different sized views for different levels
>Some levels will be 320 x 180 with x3 pixels
>Some levels will be 480 x 270 with x2 pixels
>Window size options will be 960 x 540 and 1920x1080

Is this alright?
>>
>>161085664
It's crap m8.
>>
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How is this punching animation? first time doing this.
>>
>>161085831
I just need to put the effort towards practicing at least 4-5 hours every day next year.
>>
>>161085664
Nice

>TAAAKE OOON MEEEEE
>>
>>161085809
Are they like, single screen levels?
>>
>>161085630
What's the most important aspect of a person? Do you have a class system? Put their class there. Do you have a health or loayalty value? Put that there.
Or think about a stat users have to check regularly. Show them the stat that removes the most clicks on profiles.
>>
>>161085937
Nah, scrolling platformer levels
>>
>>161086020
Then the answer is very much a no, unless you have a dynamically zooming camera.
>>
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>>161086020
>inconsistence
I don't think that's a good idea.

>>161085916
Your gif is pretty fucked up. Can't make out anything.
>>
>>161085809
If all graphics on the screen are at the same res I think it might be alright. I'm not sure though.
>>
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>>161086178
Not fucked up version of the gif, sorry.
Im using this image as reference, didnt do the going back to idle part yet.
>>
>>161086121
>>161086178
I'm hoping it will be less inconsistent because between levels you'll go in a door that blacks out the screen
>>
>>161072861
Amazon Lumberyard
>>
>>161086540
>>161085937
>>161085809
Level design is not game dev. Fuck off.
>>
>>161074026
Looks like a Cartoon Network bumper.
>>
>>161072975
Better off asking for voice actors on /soc/, that shitty cosplay board, or /r9k/
>>
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>>161086648
If youre so desperate for (You)s who am I to deny you of them?
>>
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>>161086313
Could be good, could be bad, honestly. The animation itself is alright, but I'd need to see the punch connect to something with a proper reaction. Solid start for a first time though.

>>161086648
How can a person be so stupid and not have killed themselves yet?
>>
>>161086723
I'm hoping >>160765385 will show up again
>>
>>161086818
I bet he was talking about a fleshlight sewed to his pajamas.
>>
Polishing my sandbox.
>>>/wsg/1412525
>>
>>161077168
>implying I'm up early enough in the morning to be posting in here when you're throwing your shit fits
Everytime, reek. You were never remotely adequate at false flagging and you're still not.
>>
>here comes another meltdown over source
>>
>>161086818
You're better off asking from multiple sources while you wait, in case she isn't what you hope
>>
>>161087046
True
>>
>>161083148
>hulk penis
>>
>>161086818
Just sample some shit https://youtu.be/JRiLk9qw59Y?t=337
>>
>>161083694
>attack the thread with shitposting
>EVERYONE COME TO MY DISCORD WHERE IT'S SAFE
I bet you actually think this is clever.
>>
>>161087046
>>161087127
>>161087206
any anon interested in doing some voice acting for a horror rpg game?
>>
>>161087331
>horror rpg
Like screams and gurgling?
Whatcha need?
>>
>>161087389
>It's been a full year and you've made zero games
its been a lot longer than that
>>
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>>161072861
How does a "person" manage to spend years of his """life""" here and never actually make a single game?
>>
>>161087385
Mostly dialogue, it is a modern day take on old myths, monsters of all kinds ruling society behind the shadows. But we could start by recording basic idle and combat voice.
>>
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>>161087605
Why are you talking to yourself?
>>
Idea guy here. A futuristic RTS, with mecha and tanks and such things.
Except you can take direct control of any unit and go into a third person shooter style game.
>>
>>161087753
nodev pls
Just let it happen
>>
>>161087648
Do you have anything to show for it or is it just ideas?
>>
Go! Go! Go, danny, go!
>>
>>161087605
You know those kids at the skate park who walk around holding their board but never actually skate? Same thing.
>>
>>161087605
If anyone is actually spending years here they already have a game. Most people pretend like they're doing something while all they do is spend 99% of their day not deving and shitposting or just enough time of deving to make a shitty screenshot of some placeholder boxes.
>>
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>>161087206
>"stretching"
>>
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>>
>>161087916
That's a good analogy although the kids holding their skateboard don't throw their skateboard at the kids who can actually skate. In here we have nodevs like >>161087842 who seem to think throwing tantrums and shitposting is a way to be seen and heard and interrupt people who are doing what they can't.
>>
>>161087917
>If anyone is actually spending years here they already have a game.
I have sad news for you friend
>>
How should I handle critical hits? RNG? Or a luck stat? Something else?
>>
>>161087917
Where's yours?
>>
>>161088113
build a meter that lets you use the crit whenever you want, no overflow after the bar is filled
>>
>>161087605
He has made a game though, it's right here https://www.youtube.com/watch?v=97IDWBeohAg
>>
>>161081616
This is filth. Absolute fucking filth. Mods, get rid of this, please...
>>
>>161086803
I didnt start programming yet so i cant show that, but hey thanks.
>>
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>>161087605
Notice the most important element to the literally insane shitposter.

>NEVER EVEN PLANNED TO MAKE A GAME

It's that simple.
>>
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Spent the week memefactoring so everything was cleaner / easier to use code wise. Converted the control points to UI objects instead of world objects.

Ready to start making ships do cool shit.
>>
>>161088268
>He has made a game though
Then that post doesn't apply to him.
Oh wait you're just obsessively shitposting about "him" as usual.
Thanks reek
>>
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>>161081616
>>
>>161088398
This is pretty rad, how are you doing that smooth transition between cameras?
>>
How do I get myself to stop trying to reinvent the wheel
>>
>>161088505
use someone elses wheel
>>
>>161087605
Bad parenting, ADHD, low IQ, bipolar, no aptitude for things requiring a combination of creativity and logic.

It shouldn't come as a surprise that not everyone can make a game. As for nodevs who will always be nodevs yet still choose to stay here I think they have special needs and we are basically babysitting them.
>>
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>>161087830
Some of the creatures i need dialogue from are humans, vampires, wherewolves, demons, wraiths, etc. inside a certain archetype you can experiment all you want.

ps.: these are old reposts
>>
On Greenlight, when I make an announcement, does it notify anyone? For instance, it says that X amount of people have your project favorited; does it notify them somehow if you make an announcement?
>>
>no game
>no job
>no house
>no car
>no skills
>no gf
>no things at all
Literally you. We see you, Reek. :o)
>>
>>161077376
I do.
>>
>>161088780
it shows up to everyone who's following
>>
>>161088756
Oh you're that guy. Sorry if I got your hopes up, I'm not the anon you were in talks with earlier even if I wanted I'm Italian so voicing an English game would be difficult.
>>
Why haven't you killed yourself yet? Yes, you. We mean you. You know who you are, pet. :v)
>>
Anybody know if there's an iomanip header equivalent for Unity? I can't seem to find anything similar like setw() function.
>>
>>161088398
Is this Feet Tactical Command?
If so you did a good job with branding/art direction
>>
>>161088810
>no game
It's true you have no game. You have never made a game. You likely never will.
>no job
Obvious. You might get a gig once in a great while and try to milk it the rest of the year but you're a bum. And you're poor.
>no house
You live with your mom on welfare m8
>no car
Ironic because you shitpost /o/ memes so much, but yeah. You're literally an adult who doesn't own a car. Subhuman.
>no skills
Obvious.
>no gf
Obvious.

Sorry reek what point are you trying to make?
>>
@161089048
@161088810

literally arguing with himself now
>>
>>161088927
Strange felling i get being refered as "that guy".
>>
>he can't stand the truth
Sorry? I guess you should just spam and attack the thread until you're no longer triggered. That seems to be how you deal with the truth
>>
>>161088398
It's looking real comfy, can't wait to see more.
>>
>>161089048
>>161089065
>>161089108
>>161089193
>>161089264
Come on man
>>
That's right. Dance for me. Dance, monkey, dance! Remember who owns you and who owns this thread. :o)
>>
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>>161089365
>>
WHAT THE FUCK IS GOING ON
>>
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>>161086006
I think I am just gonna placeholder it all up until I have something legitimate to add there.
>>
>>161089524
a psychotic breakdown
>>
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>>161089365
all me
>>
>>161089670
>he took the time to do this
Anything is better than making games I guess :^)
>>
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>project due in a week
>everyone in group has finished their work
>I'm the programmer
>haven't done my part
>haven't even started yet
>everything depends on me
>8 days to code the whole game project, everything from UI to game logic
>I'm shitposting
>>
>>161073021
It absolutely should bounce
>>
No Game.
No Life.

:^)
>>
>>161089735
Don't don't tell me this is a term project or some shit like that... what fucking year are you?
>>
>>161089735
This is a big deal anon
You don't want to get the reputation of someone who is incompetant/unreliable if you're going to do programming as a career
>>
>doubletime meltdown
Even for you this is a particularly hyper reaction to being reminded that you have no games, kiddo.

Keep it up and have a nice day :^)
>>
Hey could anyone give me a pointer on what the poly budget for a unity scene should be for a mid end pc? (hovering around the gtx780 range and maybe a bit lower)

Game will be third person with mostly a single character (has the most detail) on screen in a basic town enviorement.
>>
>>161089945
Fucking this, you're going to fuck yourself over so hard if you do this. You're going to be stuck with these guys for years and possibly after you graduate. Your reputation is everything in your network
>>
That's right. Just keep attacking the thread. I'm sure that'll get you a game.

Keep dancing, monk monk.
>>
>>161088496
Thanks anon! It's just two cameras, both lerping at the same time and I switch which one is active half-way through. I think the changing skybox helps sell it.

>>161089017
No, I'm not that guy. I don't think he really has a game just marketing materials trying to scam on patreon.

>>161089292
Thanks anon!
>>
>>161090072
>>161089945
>>161089935
It's gonna be fiiiiine, guys. It's just a 2D platformer and I've got everything planned out and the art is all there. I could probably get it done in 24 hours of actual work.
>>
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>tfw the /agdg/ thread is better help than all of /g/
>>
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>>161077376
>>
>>161086178
Was that made by the Risk of Rain dev?
>>
>>161090206
>>161089880
>>161090089
Does this guy not know how to reply?
>>
>>161090312
>I could probably get it done in 24 hours of actual work.

Over eight days that's still only 3 hours a day. And that's if something doesn't fuck up.

And it always fucks up. Start early dumbass
>>
>>161090340
Nah, though I can see why one would think that. gif is by Saint11, he has more pixelart advice like that.

>>161088756
First guy here. Never tried voice acting before. Could deliver with german accent, if you wanna try.
>>
>>161090312
24 hours is light years in "le estimated programmer time". that goes double if you are in college
>>
>>161090312
You're about to pull a rotate. Soon you'll be hiding from everyone because you're rightly ashamed of having done literally nothing.
>>
>>161087938
>Tfw you have a manager manager
>>
>>161090581
Any project that legitimately took more than 20 hours of dedicated work scared the shit out of me because you can't do it last minute. You could start days before it was do and still be fucked.

Until I learned to do that shit immediately after getting the assignment my life was fucking hell.
>>
>>161090739
Ok reek
>>
>>161090413
>>161090581
>>161090664
My performance does not affect my groupmates' grade only my own. I wouldn't slack off like that if people actually depended on me. The whole point of the project is to simulate the programming project enviroment.
The project manager, analysts, designer have already done their work and if I'm late then they're about to learn a valuable lesson that they should have provided more resources for the programmer kek.
It's just Uni and it's not like I live in the US where wasting thousands I spent on my education.
>>
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>>161072861
Lightning inspires progress in everyone <3
>>
>>161091139
Nice!! Is this your game? I really like it. Can you post your github?
>>
>>161090574
I have some ideas you can fit into, how would you like to exchange contact?
>>
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https://play.google.com/store/apps/details?id=com.companyname.lightstorm

I did it bros. I've finally published my game!
>>
What are the RPG terms for a skill that spends mana instantly and a skill that spends mana continuously as you use it?
>>
>>161091330
Woah, now I can tell my grandkids I've spotted a yesdev back in the day.
Congrats
>>
>>161091378
Normally it would be visible in the casting cost, e.g. 50 mana vs 5 mana/sec
>>
>>161091330
>com.companyname
>>
>>161091330
Looks like shit.
In constructive sense, backgrounds shouldn't be as bright as foreground objects
>>
>>161091330
>com.companyname

Did you forget to change this in your project?
>>
>>161091139
man FF15 looks like shit
>>
What's the deal with OSX/Linux exports in GMS? Can I literally just create an application I can run on either of those OSes to test? Or do I have to do some kind of advanced fuckery
>>
>>161091325
Just shoot me a mail.
>>
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Hey I'm the creator of this game

https://itunes.apple.com/app/id1051479566

I made this using sprite kit when I was like 15, only problem is that I can't release it to anything other that iOS.
Should I bother creating it in libGDX? Or just focus on other games.
>>
>>161091760
>memes
>apple
kys
>>
>>161091065
holy shit
>>
>>161091817
I was 15 when I made it, give me a break lad.
>>
>>161091878
You must be 18 or older to browse 4chan.
>>
Shit, I'm just gonna go back to RPG Maker.
>>
>>161091962
I'm 20 now
>>
>>161091878
So you made it last year?
>>
>>161091878
>Updated: Jan 24, 2016
underage
>>
>>161092013
I got around uploading it last year. It was previously "Mr. Obama" while he was running in 2012. I changed it to mr pepe.

>>161092030
Yea I updated it, so?
>>
>>161082821
That's because in my game you can fly in space and visit various planets like you can in Aether.
>>
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>>161091065
I hope you fucking fail
>>
>>161092590
I forget, who does it belong to?
>>
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>>161092685
I won't ;)
>>
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POST PROGRESS
>>
I'm thinking of making a game involving the input of a 4chan thread

Something like an automatic thread generator creator, is this possible?
>>
>>161092918
There are several people each year making a 4chan shitpost simulator.
>>
>>161092918
Do you mean a game that creates threads or that uses a thread as input in real time, or one that uses archived threads content?
>>
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>>161092881
Made some sort of AI for the overworld enemies.
Now I just have to add gameplay haha

Things I'll have to read up on
>inheritance
>serializing

I also still don't have a theme or setting for this game, need help
>>
>>161092991
>>161093025
I'm talking about a game that requires the input of a 4chan thread that outputs a video like this
https://www.youtube.com/watch?v=BH831BV450E

How hard would this be?
>>
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>>161092881
I'MMA NEED 5 MORE MINUTES, I SWEAR I JUST HAD A BREAKTHROUGH!
>>
>>161093119
But WHY
>>
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>>161092881
MESSAGE WINDOWS
>>
>>161093191
>why do you make games
>>
>>161093194
>RPGmaker
>>
>>161092881
see >>161081616
>>
>>161093286
>4chan thread generator
>game
>>
>>161093313
who cares, as long as it is good?
>>
>>161093313
No actually. But I have a big RPG Maker background and everything I try to make winds up basically being the same way RPG Maker does stuff.
>>
>>161093424
It's a video generator that uses a 4chan thread as input.

If you want to get philosophical about what's a game and what's not then fuck off
>>
>>161093479
We have a separate general for RPGmaker
>>
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>>161092881
>>
>>161093520
isnt ruby rpg maker main language?
>>
>>161093531
>video generator that uses a 4chan thread as input.
>game
>>
>>161093631
The new one uses javascript
>>
>>161093531
Also you still haven't answered my question.
>>
>>161093638
Definition of game
a (1) : activity engaged in for diversion or amusement
>>
>>161093603
I really like your game anon. It's going to be pretty cool when you get some real art in there.
>>
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>>161093764
I made some minor improvements, but it'll be even better when I add multiplayer.
>>
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>>161093759
Look at my game.
>>
>>161093938
like I said, I'm not looking to get into an argument with an obviously autistic virgin about what's a game.
>>
1-3 go to the canadian pub
4-6 go to the gaming lounge
7-9 go to the college bar
0 or dubs get some cans of beer and do game dev @ home
>>
>>161094012
That's because you know you can't win the argument.
>>
>>161093759
a game has to have win and/or loss states otherwise it's either a toy or simply an entertainment activity
>>
>>161094110
says the trump supporter
>>
>>161094071
post full
>>
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i made the main theme for my game. please dont mind the shitty cover art i have for it on soundcloud. one of these days ill replace it with something better. or the old screenshot attached

https://soundcloud.com/muscularhair/main-theme

>>161086313
looks fine but theres not much to go off of.

>>161088398
looks nice and smooth anon. you have a good sense of scale going on. i always thought you were the fleet tactical command guy. nice to see youre not

>>161088756
id offer if i didnt have a cringy voice. your game looks nice though anon

>>161091330
>com.companyname
regardless, congrats anon! ill check it out later

>>161093603
love the look of this. isnt this the game that had the super cool title screen webm where all the laser trails stayed on the screen?
>>
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>>161094414
That was a bug, but yeah.
>>
>>161094501
well then its one of the coolest bugs ive seen.
>>
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I don't know what it is but something feels wrong with the scale here.
>>
>programming class requires 12 week project for final
>blatantly copying code from github

Is this acceptable? Am I expected to write completely original code when I'm at a job?
>>
Hi everyone. panstas here. Some of you know me for kyoufo no sekai/world of horror. I am quitting game development. I'm sorry to say. I am going to propose to my girlfriend and her daughter, and I'm going to get serious about being around for her, and I will start looking for a job that pays decently
>>
>>161095217
How is that different than copying segments of code from stackoverflow a 100 times. Just edit it slightly, familiarize with the code and it's all bueno.
>>
>>161095275
epic

just epic
>>
>>161095275
>I am going to propose to my girlfriend and her daughter
Polygamous relationship with a woman and her daughter? Living the dream, dude. Fuck game dev.
>>
>>161095217
yes, you are expected. quit being a cheat and do your work
>>
>>161095217
Depending on what kind of job your doing.

If you're a webdev then copy pasting is almost a must if you want to compete with other companies.
>>
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>>161092881
>>161093123
I rewrote all the planning code to allow for easier addition of goals and actions, while at the same time saving resources with some calculations. For example, instead of evaluating i.e. assessing the grade of fulfilment of goals whenever I want to (which could occur as many times in a plan as the agent has actions in its pool, if not even more), I evaluate each goal once before planning and move that status down the graphtree.

Speaking of the graphtree, I removed the superfluous node object the reference code created many times in a plan. Instead I use the functional paradigm and ensured through the (for me) quite clever use of a priority queue that the first plan I find is 100% the cheapest i.e. best plan that can be found at that state of the world.

Also spent about 50 hours on creating and debugging the priority queue structure.


The result is that for the observer, everything is exactly the same as before. One symbol ("s_eatPlant") doesn't work at all and the idle goal to wander about works for one agent, but not the other. So I have my work cut out for me. But I am mighty proud of the work accomplished so far. I feel wicked smart.
>>
>>161094974
Seems okay

Maybe add some height to the top of the store so it goes out of view, could be a psychological thing of being able to see it end so soon.
What is the field of view?
>>
>>161095442
>>161095372
thanks fammy
>>
>>161093045
I hope you're reading up on them so you understand why not to use them.
>>
>>161095534
Elaborate for a retard?
>>
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>>161095275
>I am going to propose to my girlfriend and her daughter,
>and her daughter,

I-Is that legal?
>>
>>161094974
Make another panel above the door and texture it with the store name.
>>
>>161095489
the height of the wall is 4m and the FOV is 90 by default.

I'm going to add more floors later.
>>
>>161095575
Dunno about serializing but someone has been shitposting for week(s) about how inheritance is bad and you shouldn't use it, which is totally unfounded of course. Just ignore him.
>>
>>161095575
Talking shit about standard practices is a meme, ignore him.
>>
Tell me about devving with a Vive.
>>
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>>161095275
nice shitposting anon
>>
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Made a "1996 poorfag mode" which allows the visor view to be downscaled. Currently working on the UI and underlying code for the two big interactive screens, which will have a whole bunch of "software" to choose between.
>>
Also, I wrote that distance shader for the desert. Thanks /agdg/ for pointing me in the right direction for that.
>>
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That's not even how it's spelled
>>
>>161096043
nice
>>
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>still no mail from the horror rpg guy
Just tell me if I should stop waiting for it. I've got work to do.
>>
>>161095575
Inheritance is fine if your language supports multiple inheritance and if you're not making a hierarchy (this is called mixin inheritance). Otherwise, the code will end up very brittle, i.e. in order to make a change you will have to do a lot more refactoring work as well. Inheritance hierarchies only work when you can plan everything out beforehand (i.e. time spent not programming) and know that you won't have to make changes to the hierarchy itself (extending it is generally fine, less so without multiple inheritance). Just use composition and save yourself the hassle.

Serialization is much less harmful although you may run into a situation where you can't serialize something you want to save, or you can't NOT serialize something that you don't want to save. Also, it bloats file sizes.

>>161095703
>>161095721
>implying standard = good
>>
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>>161094414
Thanks, anon. Your cringy voice could be an asset if you'd be willing to impersonate a character.
>>
>>161095275
Is this real? If so, I'm sad. I was looking forward to your game the most.
>>
easiest way to produce 60fps gifs? gifcam gives me fucked up shit
>>
>>161094414
Theme has a nice drive. I like it. You'd only need to rework the jaws. Top hat and eyes are fine.
>>
>>161096818
>gifs
>not webm
Get with the times, gramps.
>>
>>161096575
Okay, I kind of understand what you mean.
I was thinking of using inheritance to make the player, his allies and the enemies share some elements (so all of them have HP, MP, stats, etc) but I guess using composition will work just as well (composition is when you split features in different files or classes and reuse them for different objects right?).

About serialization, well I think it's useful to know how to do, for saving game progress but also for temp saving data when switching from one scene to the other.
>>
Who is vine?
>>
>>161097454
A guy who pretends he's a girl online
>>
>>161097507
Does he have a game? I see he makes all the demo days.
>>
>>161097454
an agdg dev
and I think an admin of the discord
>>
>>161096606
>Your cringy voice could be an asset if you'd be willing to impersonate a character.

im no voice actor but im curious about the details anyway.

>>161096912
thanks anon. im still going to replace it though. it looks really out of place overall
>>
How I name my variables doesn't affect my build in any way, right? It all gets turned into a bunch of 0s and 1s? Or is there any difference at all for the memory in having shorter variable names?
>>
>>161097570
Yes. It's on steam. He even gave away some keys in discord
>>
>>161096357
any features you'd want to see in "ArmA in power armor" which is what I'm striving for?
>>
>Unity actually doesn't save the current scene when you fucking compile and run the game on debug
>if it crashes then you lost all scene related project you had
WOW THANK YOU RETARDED DEVS WHO THE EVER LIVING FUCK CAN LET THAT SHIT PASS ON A PROFESSIONAL TOOL HOLY FUCK
>>
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>>161097730
You can move through anything.
>>
>>161096567
it's a shitpost you cuckold
>>
>>161097773
>he doesn't ctrl-s constantly
>>
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Why do I only get to work only when it's very late in the night
>>
>>161098327
Because the night blocks out all distractions. You are left alone with your project.
>>
How do I turn a grid of tiles (1-9) into a string and back? (Game Maker)
>>
>>161097773
just buy the autosave asset
its cheap
>>
>>161098243
I don't expect tools to be shit. No auto save on fucking running is fucking unknown in any other professional tools.
>>
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>abandon project months ago
>come back to it
>don't know what anything does other than occasional comments
>>
>tfw devving while watching anime for little girls
Who /yesdev/ here??
>>
>>161098769
>not using voice comments
>>
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Who's the most annoying agdg or /v/ vidya game dev thread dev or nodev?
>>
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>>
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>greenlight is not in the sale
fucking jews
>>
>>161098624
Into string is easy: Loop through all y, nested loop through all x, add value as char to string.

The other way round you need save your grid's width somehow, maybe the first three or four chars of your string.
Have two counting variables x and y init as 0
Then you loop through the rest of the string. Each char you add at x, y in the grid and add one to x. When x reaches that stored width, set it to 0 and add 1 to y.
>>
>>161098848
>watching anime at all
are you sure you're a /yesdev/?
>>
>>161098926
Sorry but I don't take motivation from someone who is the dev equivalent of girlgames.com
>>
>>161098884
Frogposters.
>>
>>161098859
>not using the cum injector
>>
>>161099026
as googum will tell you anime is essential to yesdev
>>
>>161097730
I can only think of a couple off the top of my head, and they're both ripped from other series (but that doesn't mean you can't use them):

Eject parts/armor to decrease load (a la Armored Core although many series have done it)

Increased damage/explosion damage and ammo depletion upon critical damage to ammo stores (a la MWO)
>>
>>161099026
I take it you're not a yesdev
>>
>>161099135
>listening to googs
Oh boy.
>>
>>161098926
it's ok until he used the comic itself as a means of a final achievement to be proud of.
>>
>>161099267
>implying that comic was ever ok
or rather
>implying...
>...that comic was...
>...ever ok.
>>
>>161096818
>>161097043
I've never gotten a webm above 30fps, even recording from a standalone build. I'd like to know too.
>>
>>161093603
How are you handling projectiles in your game anon? Are they actual objects with collision or are they particles and you use raycasts to see if they would hit something?
>>
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>>161099506
>>
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>>161099608
The projectiles are physical objects; I wouldn't have any idea how to get particles to work like that.
>>
>>161097204
>(composition is when you split features in different files or classes and reuse them for different objects right?).

Not quite accurate. But for your example inheritance works perfectly. Having a class "AbstractCharacter" or something is great in that situation, makes things like collision handling or whatnot a lot simpler.
>>
>>161087786
I spent a couple of weeks on something like this using simple spheres then dropped it realizing just how futile it would be without a guarantee I could hook a 3d modeler so I dropped it.

was pretty cool concept though. you were a flying drone bot that could posses any unit by physically entering it like you were a cartridge.
>>
>>161099728
Right, and then it lags and the actual video comes out to 15fps.

It's just a performance issue, but I do wonder what webmcam needs to successfully record at 60fps. I believe fraps could do it but that's different.
>>
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Only two stolen art pieces left and I'm 100% OC
>>
>>161087916
what is the engine equivalent of those dumb long ass flat boards capable of no tricks? RPG Maker?
>>
>>161099728
>22 FPS
>can't scrub resulting webm forewards/backwards
Into the trash. Use Shadowplay + webmforretards instead.
>>
>>161100835
then use shadowplay
>>
>>161100752
>Not quite accurate.
Could you give me the accurate definition? i've never done something like this before, sorry.
>>
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>>161098926
>taking years to learn how to properly draw fucking cartoons
>>
>>161097507
Vine is rotate"dev"? I knew it.
>>
>>161101778
i didn't read that comic beyond first row, but my experience with some of my artist friends and shitters from /ic/ tells me that you need to pin down the realistic drawing first before you dive into any stylized shit including tumblr cartoons and animeme, otherwise you will develop bad habits and won't be able to go beyond your little niche
it involves grind. hard grind of boring things

that's why as a codemonkey i have utmost respect for competent artists
>>
>>161099257
Stop calling him googs all the time you literal faggots.
>>
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>>161102427
It really depends on what your ultimate goal is. Sometimes sticking to your niche is all one cares about. Finding their "art style".

Also, artists love to overstate how hard it is to get to a point where your art isn't puking inducing.

Don't get me wrong, though, it takes a LOT of practice to get good at drawing, but years? Come on now, son.
>>
>>161101412
>Not complete pre render editing
Into the trash. Use FRAPS + Adobe Premiere instead.
>>
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>>161087916
>>161100913
My board is enginedev. I don't ride it really but it's cool to poke at it and spin the wheels with my finger. Enginedev.
>>
>>161102719
webmforretards has pretty good editing for basic things like trim/crop
>>
Reminder to vote for the next next agdg jam
http://poal.me/k7h7ow
>>
How do I get sci fi concept art without paying for it?
>>
>>161103248
internet
>>
>>161103248
Practice and hard work
>>
>>161103248
Steal it.
>>
>>161103248
ur imagination
>>
>>161099140
yeah, subsystem damage is def. something I want to have. Any sufficiently powerful hit will get a roll on a damage table, so you can get any of your weapons, sensors, actuators or whatever fucked up if you're unlucky. that's the idea anyway.
>>
>>161098884
Mothdan
>>
>>161101746
Read this: https://en.wikipedia.org/wiki/Composition_over_inheritance
>>
>>161102650
Yeah, but, I don't know. The learning curve is pretty demotivating. Even to get acceptable results takes months, and in the mean time, I always ask myself if I ever gonna make it, does it even worth it, or is it just wasted time for something which never will be fruitful.
>>
>>161087786
Have you ever played Battlestations Pacific?
>>
>>161103972
That is true, but it is not different from learning any other kind of art. Learning to play, say, the western concern flute, takes a long time. It is all about dedication and knowing you that is what you truly want.
>>
>>161103929
>wikipedia
>For technical knowledge
Jesus no. Shit is summarized to the point of trivialization.
>>
>>161103672
>danny
hi literally insane >>161088324
>>
>>161103929
Thanks.

>>161104297
Well considering I knew nothing about it, this is actually helpful to start to understand.
>>
>>161104297
Did you read it? The Wikipedia page for composition gives you a good basic understanding of what it is. That's all I wanted to convey.
>>
>>161104297
>implying there aren't some good indepth articles in wikipedia
>>
>>161087605
enginedev
>>
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Urge to make a spaceship racing game rising
>>
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Multithreading bugs are just weird
>>
>>161104632
It's a feature.
>>
>>161102848
atleast you don't have to pay royalties to tony hawk or stacy peralta
>>
>>161104329
We warned you not to post here anymore, danny...
>>
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Making a comfy multiplayer farming/trading game. Can currently plant and harvest trees, going to add in other resources soon.
>>
>>161106705
Where's your game?
>>
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Where is your engine?
>>
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>Most of my code is tutorial
>When I try to do it myself in another project (while still relying on some elements provided by the tutorial) it's not as efficient

I want to die.
>>
>>161107163
Cute.
>>
>>161107163
>shitty nintendo clone BTFO
>>
>>161104632
I like that new Pokemon move. Chansey beam.
>>
>>161107428
Just stop being stupid I don't get why people don't consider this
>>
>>161107163
I recommend Obsidian Conflict's oc_harvest as a source of inspiration
>>
>>161107428
Who cares about efficiency? As long as it runs fast enough to be fun
>>
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>>
>>161108573
Looks like fucking shit Bokudev kill yourself.
>>
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>>161108835
Labyrinth is that you?
>>
>>161108976
Good lord, Discord really is worse than the /agdg/ threads.
>>
>>161094414

>that main theme

Surprisingly rad. Goddamn
>>
>>161109109
Not Bokudev but this shit on Bokudev for no reason meme is getting really annoying idk how he keeps posting feedback to the discord and puts up with it.

>>161109109
Agreed why even post feedback in it with shit mods and retarded circle jerking against a dev banter.
>>
>>161108976
What happened to the drawgroup
>>
Unreal 4

I'm reading a bunch of stuff on saving the game. Something I'm unsure of is how I can save different values for a bunch of identical objects.

Do I need to create an array filled with each object that is held by the save data object? How do I make sure that data is being relayed back to the correct object?

Sorry, I feel like this is a lot more straightforward than I think but I'm unable to wrap my head around it.
>>
would it be WAY too hard/autistic to write my own RTS engine using SDL?
>>
>>161109179
thank you anon
>>
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Hey if there are any blender anons in here I'd like some help.

So I've been working on trying to animate a simple walk cycle for my character(pic related), but when I tried to flip the contact pose the legs got really messed up.

However the arms flipped easily.

Can someone please help me out here?

here's the link to my blend file if it helps
https://mega.nz/#!5IEUUDoL!20_C8T6TzaDyjJc6k5RhU2AyGMY3RXrgwv1D6MbXI6c
>>
>>161109265
>Not Bokudev but this shit on Bokudev for no reason meme is getting really annoying idk how he keeps posting feedback to the discord and puts up with it.
They're trying to make him their bitch because they're afraid to admit he's out deving them. Who the fuck is Labyrinth anyway?
>>
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How do I stop being a lazy piece of shit?

How do I stop playing games and actually making them. I'm not retarded I can definitely make shit I just don't have the motivation
>>
>>161110412

discipline. You dedicate some time to dev, no matter what.

Don't do it in huge chunks though, pace yourself but make sure to adhere to a schedule of some type.
>>
>>161110315
>Who the fuck is Labyrinth anyway?
Probably just another nodev steamchat mod. They always have something stuck up their ass.
>>
>>161110206
>Bone.001_L.001
That bone and all the others like it. Blender doesn't recognize that as being left or right.
You need to give all of your bones a standard easy to recognize name. Make sure the last thing in the name is _L or _R, not a number or anything else.
>>
>>161110490
That's fair.

Maybe I'll just set an alarm on my computer everyday from 8 to say "JUST MAEK GAME" until I actually start Unity

thanks
>>
>>161110628

That's the spirit. Now you get in there and just like, make a game.
>>
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>>161085664
You just drew this from a completely fucked up angle, Anon.
>>
>>161110914
Maybe it was an especially slanty black dude
>>
>>161111043
Nope, all the shapes are stretched in the same direction.
He probably drew it on a flat table, sitting at an angle.
>>
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>>161109265
I just want to keep posting progress even if it doesn't get the feedback I need oh well. il keep posting my feedback to the discord and thread regardless of shitposts.
>>
Markus Persson
>>
>>161111274
Your game is so polished at this point that I don't give feedback to your posts because I feel like my input would amount to pointless meddling.

>>161111365
Sometimes I wake up in a cold sweat, halfway through shrieking a curse in Notch's name. It must work, though, 'cause the dude is grumpy as fuck.
>>
>>161111489
Really? Because that is great feedback at this point because I can't tell myself when its polished enough. Same thing whenever I make a new level which I do like every other day,

I fuck myself over by not being able to tell when its polished enough.
>>
How far can I be into my game dev before first posting here and NOT get "who'd" at?
>>
>>161111757
just keep posting your game and you will no longer be a whodev
>>
>>161111757
All you gotta do is show something worthy of respect
>>
>>161111757
You got it all wrong, you have to post as early as possible, if you wait to post when your game is already advanced then you get "who'd"
>>
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>>161110559
Thanks for replying, I tried it out, but it didn't help.
>>
>>161107268
So this..is..the power of..engine ..dev
>>
>>161111757
>>161111923 this desu
>>
I just want to make art now

I'm tired of all this "Basic functionality" nonsense
>>
>>161112037
Maybe the bone rolls? You can recalculate them so they should match.
>>
Android dev

>Code compiles perfectly on my Samsung S4
>Code compiles perfectly on the LG G5 emulator
>Errors when I try and compile on my new LG G5 phone

What do?
Googling the error code gives me no useful information
>>
If you're using voxels in Unity is it better for objects to be hollow or filled in?
>>
>>161110914

>When you're so racist you giggled at the middle pic imagining it as jail bars
>>
>>161111274
your game is very cute, its so polished.
and looks fun too.
I hope my game looks so nintendo like yours when its done.
>>
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>>161112037
>>161110206
To get it to work properly, the bones need to be flipped the way Blender likes it, Easiest way to do it is
>Edit mode
>Select side
>Press G, then enter while X Axis Mirror is turned on
And that'll flip the other side for you. If you show your axises you'll be able to see the other side flip.
You might have to redo your animation after this, though.
>>
>>161094974
Real world measurements rarely "feel" good in first -person games, try scaling the environment by 1.5 or camera fov.
>>
>>161114117
It's because humans have double the FOV of your average video game camera. It makes everything feel too small in comparison
>>
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Anything look off about this walk cycle to anyone? Ignore the missing leg chunk, I'm using Spriter and fixing shit up after I get the main animation down.
>>
>>161114381
I'm no artist, all I can say is that it looks like hes limping.
>>
>>161114460
Yeah, I'm seeing the same thing. I've been messing with him for way too long now and I can't seem to get rid of the limp.
>>
>>161114258
didn't know that. 5 sec search gave me this.
http://www.cambridgeincolour.com/tutorials/cameras-vs-human-eye.htm
>>
>>161114381
front leg lacks animation so it looks like it's being dragged.
>>
>>161113292
I don't know about Unity voxels but the likely answer is filled in. Hollow might lead to geometry being generated for the inside even though it will never be seen.
>>
>>161114539
Make sure his torso doesn't move
>>
>>161114539
I think its mainly his arm movement making it look like that since the legs seem to be moving at the same tempo. His right arm is staying forward for like a second too long and it is making it look like he is holding the position.
>>
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>>161107268
Right here senpai. I got entities to have bodies composed of multiple collision shapes.
>>
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Another go:
>>
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>>161115595
copy these and your walk cycle will be good
>>
>>161115595
front leg is still a limp. He puts his foot down then "slips" backwards.
>>
>>161113923
Alright it works,Thank you so much.
>>
>>161116184
Awesome, I glad I could help. Looking forward to where you take your model.
>>
>>161116113
you a dumb fuck
you're gonna get another arikado-level plagiaristic piece of hack shit if you keep encouraging people to "use references" and copy shit
these dumb fuckers who can barely hold a pencil are so far from understanding anything about how art works that you're sending them down a path of ruin
>>
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I expect to be eaten alive for this but here goes.

I want to make a voxel based game that mixes Cube world and Digimon in unity. It's my first attempt at a game and I would be happy just to get a tech demo done to see if this is something I enjoy doing.

Here is the first evolution line I want to test the game concept with. Starts as the blob, becomes the second and finally abortion deer with it's coat hangers of doom.

Would these models be okay to learn voxel animation with? The first will bounce and bounce into enemies with it's horn, I just wanted a basic shape to work with but I liked the design.

Now I'm not claiming these are anything amazing or that it's time to start sucking journalist cock for attention. Simply asking if these would be enough to learn basic animation in the tool sets I've downloaded and potentially insert into the game as a creature you could use or fight. I had designed a bunch on paper but realized that my designs were full of round edges, which doesn't work so hot..
>>
>>161115595
Another thing - his centre of gravity is behind where his feet contact the ground.
>>
>>161117454
have at it bro

when you say voxel animation I'm assuming you mean normal animation with voxel models. Actual "voxel" animation would be like pixel animation: voxels dispensary and reappear in the position like pixels do in sprite animation.

Otherwise you'd just do the easy thing and rotate the limbs from their attachment point, like cube world/minecraft do. That is totally fine, but just realize that's gonna draw lots of comparisons inevitably.

good luck regardless
>>
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Hopefully last update:
>>
this is an idiotic question but how do i make a link in my itch description? html wont work
>>
>>161117935
Looks very stiff, you're gonna have to suck it up until walk25.gif for it to be good.
>>
>>161118075
I don't want it to be too exaggerated, I'm not going for a necessarily cartoonish style. Aside from exagerating the motions, what else could I do to give it more life?
>>
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>>161117935
This should help.
>>
>>161117935
Huge improvement from last time, but fix that cut off leg.
>>
>>161117998
doesn't it use markdown?

[link](site.com)

will take you to site.com with the text "link"
>>
>>161118224
Does he talk about animation in there? I'm already living in a post-Loomis world.
>>
>>161118223
Style is fine and all but you don't have the motion down and he looks spastic.
Look up animation references.
>>
>>161117839
I believe the tools I have will let me do more than rotate the limbs. I'm looking at doing it as 3D sprites and if I have to draw each frame then I do. The art style isn't exactly complex and the tools robust enough to let me clone and rotate stuff.

Thank you for the reply.
>>
>>161117935
reduce the torso movement and extend the back arm a little and you got it.
>>
>>161118290
nope, ain't workin
>>
>>161117998
>>161118571

There's a link button you know.
>>
>>161118909
holy fuck im retarded lmao
>>
any blogs worth following?
>>
>>161108078
But I'm not being stupid, I literally have no choice of engine because my computer is shit so my choice for a 3d game is pretty much just OpenGL.

Right now I'm learning OpenGL and trying to integrate what I learned from SFML book on what to do.
>>
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Who here's willing to teach a complete idiot who messes up following video tutorials for Unity any method of making a videeya game?
>>
>>161119276
Dude you can't make a decent 3D game/engine unless you spend a long ass time on that.
I'm sure your toaster can run unity.
>>
>>161119304

Make your scope ridiculously small. To the point where you think to yourself "this couldn't possibly go wrong, it's just these 2-3 mechanisms and I'll whip them up in 20 minutes".

Then halve that, because the other half will be filled up again with problems you couldn't possibly have imagined when you initially had the idea.

And that's how you finish a game.
>>
>>161119386
or godot
>>
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>>161117189
>the best artists for centuries used references
you're right, they're wrong, just go by imagination see how that works out

thought I'd do a walk cycle to test the animations, the rotations aren't working like they should but the IK's are
>>
>>161094414
Sweet drums
>>
>>161119969
Godot is half broken for 2D and unusable for a real 3D game.
>>
>>161118318
Judging by the images you're posting, you most definitely are not living in a post-Loomis world.
>>
>>161119893
>Make your scope ridiculously small. To the point where you think to yourself "this couldn't possibly go wrong, it's just these 2-3 mechanisms and I'll whip them up in 20 minutes".
>Then halve that, because the other half will be filled up again with problems you couldn't possibly have imagined when you initially had the idea.
>And that's how you finish a game.

>Morgan_Freeman.png
>>
File: MECHANIC_Fishing_Movement_Test.webm (1MB, 1030x600px) Image search: [Google]
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Wannabe Nintendo Clone here with some Progress beyond my fighting mechanic
I've now been working on my Fishing Mechanic
All that's left is a winstate.
>>
>>161120635
oh okay
if you're shit that you're still in baby-disillusionment mode, you just had to say so. Good luck my man!
>>
Was watching a video on making voxel animations. It said to used 3D max. Any alternatives?
>>
>tfw to smart too use an engine
>>
>>161121553
>That default UE4 3rd person scene
>>
>>161121516
>Morgan_Freeman.png

Are you saying this is bad advice? Because it's not.
>>
>>161121619
To be fair using references does not mean copy... unfortunately most people do just that so I can at least understand the stance.
>>
>>161121619
it was a quick 2 minute test, lets see your animation portfolio
>>
>>161121680
it's pretty hideous, yes.
>>
>>161121553
Making the fish swim across and you have to bob the hook infront of their mouth might work better.
>>
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>>161121718
>>
>Have to put my current project on hold until I get better at making art
>Would like to program a very basic mobile game on the side while I improve my art skills
>No inspiration for any mobile games because I don't really play any

Anybody have basic ideas they wanna give?
>>
>>161122089
clone lesser nintendo ds shit
>>
>>161122089
Kancolle clone
What kind of art do you want to do for your current project?
>>
>>161122089
>Want to get better at something
>Decide to do something else entirely

Nigger sit yo ass down and get working on your art. Doesn't have to be for the game but dedicate your time to art faggotry until you improve. Adding more side projects to take time away from art won't help your art.
>>
>>161121148
its not broken for 2d
>>
>>161122262
>Kancolle clone
Fuck off. I already made one.
>>
File: some progress.webm (3MB, 640x480px) Image search: [Google]
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>>161122343
Oh I'm doing the art. 2-4 hours a day. It's just I really like programming and wanted to do a little something on the side.

>>161122262
No idea what that is, will look into. I'm making a game inspired by Mega man Battle Network. I've got all the systems in place and working, but everything is placeholder tiles. I'de like pixel art somewhat like the battle network games, but we'll see how good I am later on.
>>
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Feels good to finally get this out of the way, now to make more basic animations and move onto making a few more assets.

Also yay for first webm
>>
>>161122608
Come on, Mega Man, do you really need to waste all that energy teleporting between each and every tile? I mean, they're barely more than a step away.
>>
>>161074742
Realisting looking shit in anime style is max uncanny valley
>>
when this prozac starts workin i'll be able to dev again
>>
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Daily reminder that you should practice / get progress done every day, if even a little, to build discipline.
>>
>dont touch project for a while
>come back and somehow movement is jittery (phsyics based)

what the fuck unity
>>
>>161125153
bitrot
>>
>>161123047
there's a weird stop at the end of each step, clean up the curves so he doesn't move like a robot
>>
>>161125220
I'm actually really confused here, also my AI movement is fucked too. It used to just stop at it's location now it just "vibrates" around it's position, this used to be a common issue if it was moving fast, but it still happens on the slowest movement settings. I have to set my movement to stop distance to ridiculously high


on top of that source control says the last time i touched movement for either was over two weeks ago
>>
>>161125516
There's an asset you can buy to fix it
>>
>>161126032
turns out building the game and running it solves issue

rip me
>>
>>161126032
t. nodev
>>
>>161124496
You can stop tripfagging to tell us that you're not deving. We heard you the first 20 times.

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

Typically devs namefag because they're actually making a game. You should consider posting anonymously until you get your shit together if that ever happens.
>>
>>161126571
inb4 dannyposting
>>
Is art the great bottleneck of game dev
>>
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>>161125324
yeah I've been going off this tutorial where the guy started inserting key frames at 1 on the dope sheet, then had 33 in the complete set.

I cut it down so that it's only 30 frames here's the result, I'm not sure if it works though
>>
>>161126571
>https://boards.fireden.net/vg/search/tripcode/!ROtaTe.Z.Q/
this is a gamedev?
>>
>>161127078
It's.... complicated no
>>
>>161127029
you need to look at the curves to see what's going on
>>
>>161126713
Depends on who you are if you're a solo dev. And it depends on the team you have if you're part of a team.

I'm better at art than programming so for me the bottleneck is actually implementing mechanics.
>>
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It's a car. You controll the car. You crash the car
>>
>>161127314
sorry I'm new to this, but what do you mean by curves?
>>
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>>161127693
>>
>>161127789
maybe this will help I'm not sure https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Basic_Animation/Introducing_the_Graph_Editor

when you insert keyframes you're actually inserting control points for the curve that will actually drive the animation
>>
>>161128107
thanks
>>
>>161128087
the car looks like shit but this is 10/10 would get spooked
>>
>>161080369
If you start making a level without having the mechanics nailed down, you will probably end up having to redo the level at some point, especially if it's any sort of 3d game.
>>
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>>161128269

Thanks, I appreciate it.(old webm)
>>
>>161128402
you should've used a mincho font for the ps1 japanese horror effect
>>
>>161128087
oh my this looks amazing.

It's good to see this, especially after taking a break from agdg.

How did you get your aspect ratio and resolution to look like this?
>>
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>>161119386
>I'm sure your toaster can run unity
I just said my only choice is OpenGL, if I could use Unity I would have.
>>
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A little more progress on the new enemy, still quite a bit to go.
>>
>>161128705

Thanks. For most recordings I just set the aspect ratio the the resolution I want, but if you want a low resoltion for your game you render your active camera to a RenderTextureand set the rendertexture to the resoltion you want) and make a UI Image Object to project your RenderTexture onto.(in Unity)

>>161128646

I know what you mean, I didn't bother to get a proper matching font, it's just the default Unity font. I think it's Arial.
>>
>>161121148
It's one of the best 2D engine. And is fairly decent for 3D.
The only real problem for 3D is it can't do modern high end graphics. But for a game with simple graphics, such as Gamecube or PS2 era graphics Godot is perfectly acceptable.

Also it's getting a large 3D update right now, which will be released in a few months.
>>
>>161129393
Maybe try torque 3d? or godot really
>>
>>161129393
What about something like Irrlicht? Or even higher level like DarkPlaces?
>>
>>161129393
https://godotengine.org/
>>
>>161129529
Now make the skellingtons get up. This is the proper tutorial. RULES OF NATURE!!
>>
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>>161129691
Or MonoGame, or LibGDX if you absolutely must use Java, etc.
There are lots of middle grounds.

>>161129606
>right now in a few months
>>
>>161129827
The update is unstable right now, but it exists and is being worked on. It will be stable in a few months. Is that better for you?
>>
>>161073686
man that simplicity is so beautiful, I wish people werent so anal about graphics and just have more games try to do low poly stuff and devote all the nonwasted manpower/money to developing gameplay and more content
>>
>>161073021
flatten him for a few seconds, no damage, then he springs back up. You can use this as a means for you to get into tight spots by having it trigger some action where an object falls on its head.
>>
>>161129529
the zombies attack looks pretty weird, not creepy weird but "I don't know what I'm looking at" weird
>>
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>collision detection is polygonal
>have to translate from local to world
>should be easy enough but shape sizes and lengths are local wrt their parenting body
>essentially completely duplicating the vertex shader part of opengl but on the cpu side
Can I just get the output of an OpenGL vertex shader back to the CPU or something? This shit was much easier in GLSL.
>>
>>161131210
You can, but you don't want to for this kind of thing. There's generally a lot of latency involved.

You essentially do have to duplicate some work in your case.
>>
>>161123047
>>161127029
Are you new? Don't reply to the 'ur animation is not good' shitposter.

He's going to make you lose time until your animation is near realistic and perfect, and even then he's going to complain that it's not.
>>
>>161131418
Why do people make posts like this?
>>
>>161131369
>There's generally a lot of latency involved.
Is it any more than a typical draw call? I was planning to send all of the vertices in a single buffer object so it will compute them all at once before progressing in the collision detection.
>>
>>161121619
>baby-disillusionment mode
>says the same guy that thinks using references is bad
the projection is real.
>>
>>161131210
Sorry anon I dont know 3d maths but bumping on account of that pic
>>
>>161131554
Long story short, if you don't delay transform feedback for 1 or 2 frames after the corresponding draw calls were submitted, you will probably starve the GPU. The driver/GPU pipeline is very deep - it operates most efficiently when there are a couple of frames in the pipe at any given time.

Granted, if you're not drawing much you're probably already starving the GPU, so it could work, but I wouldn't count on it.
>>
Anyone worked with edge-detection/Hough-transformation to find the center of objects in an image?
>>
>>161131554
>>161131812
Besides, you'd only be able to accomplish the equivalent of a single matrix multiplication on each vertex anyways. A lot of hassle and potential performance tanking for almost no gain.
>>
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How do these transitions look?
>>
>>161132219
>those backgrounds
Is this FF7 all over again? Not a fan of the transition btw.
>>
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>>161132219
Neat as heck. That run animation is god awful though.
>>
>>161132219
The transition is a little too jittery I think. Like all those little bits popping in and out. Make it a bit smoother and it'll look good.
>>
>>161132448 (me)
>>161132468
Oh, I agree with this guy though, although the rough idea of it is neat, it's a little too jittery... perhaps.
>>
>>161132219
>laggy camera
>>
>>161132219
I like what you're going for but you need to make the "scratchy part" thinner. It's kinda all over the place
>>
>>161132468
>>161132543
>>161132614

I filmed 3 different paint transitions. I wanted my hand and the brush to be slightly visible, that's the chunks you're seeing.

See: https://www.youtube.com/watch?v=kccafOf4O6Q
>>
>>161131812
>>161132021
Ok I'm convinced enough to just suck it up and do it on the CPU side, however...

>you'd only be able to accomplish the equivalent of a single matrix multiplication on each vertex anyways
Any non-dumbass will already be combining their complex transformation matrices into a single matrix via multiplication. The single transformation matrix would have been premade before being sent off to the GPU.
>>
>>161132919
Yes, that's what I mean. It would be a single multiplication per vertex (plus any multiplications of matrices themselves, amortized) on both the CPU and GPU side.
>>
Whats the best way to point towards a gameobject in Unity without instantiating the object?

For example, I want to have items on a shop list or inventory. This item should point towards a gameobject/prefab so when i "drop" the item it will THEN instantiate the associated prefab or item on the ground.
>>
>>161132468
I agree with this, the spots that flicker should go
>>
>>161132829
Now that I know it's the brush/hand I can sort of see it. But it doesn't really look all that good. Just have the transition be the paint strokes without the brush or hand.
>>
Post what you've done, and what you're working on

>networking stuff
>boilerplate c# socket stuff
>trying to simplify the whole process a bit so I can build a bigger system
>>
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so i'm prototyping a tactical rts (or something like that)

problem is that right now it heavily rewards defensive playing/posturing because as of right now there's no reason to play aggressive

what are some ways (or game modes) i can reward aggression that would offset this?
>>
>>161134257
give the aggressor an extra turn
>>
>>161134257
Point caputre

Each person has 500 points, point tick down for the difference between your points and the enemy points. For example the enemy has 2 hills caputred and you have 1 so every second you lose 1 point.

Always odd amount of points of map
>>
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>>161133168
>room transitions
>testing if having two different resolutions in different levels feels alright
>Trying to make it so that when you go to a more zoomed in resolution the transition implies this
>>
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>>161134338
its an RTS lol

>>161134348
i really like this however, point capture with a game where the defender is inherently at a significant advantage ONLY rewards aggression if you are behind, otherwise it greatly discourages it, and also makes it very hard to come from behind...
>>
>>161134257
in any game with an aggro/turtle spectrum, the reason to play aggro is that committing early is your win condition, otherwise the slow player will always outvalue you

The way this works out in traditional RTS is worker killing. If you kill enough of somebody else's workers, the gap between their economy and yours will more than compensate for lost units

So however it is you win the game, make it possible for that to happen early with a good rush, but not so easy that it becomes dominant
>>
>>161134371
it does look jarring honestly, maybe try deliberately zooming in and out

it's a pretty big difference in pixel size otherwise
>>
>>161133168
>lots of code re-usability has been done for months
>all kind of custom templates available to me but no game idea or graphics
>have been working on modifying 2 agdg cute girls for 4 days thanks to a kind anon
Damn.

One good thing is that he made me familiar again with Blender.
>>
>>161133168
Had a brainstorm session (i.e. thinking about gamedev while browsing 4chan) today after a couple lengthy sessions of Axiom Verge and Environmental Station Alpha.

Basically, designing a metroidvania around two movement states - land and water, just like Starfy.
>>
>>161134483
make the aggressor move faster
>>
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>>161134679
the aggressor already moves faster, that's part of why the aggressor is weak, is as he moves faster and faster, he makes more noise and is more visible, which is why sitting in one place and camping is the best thing you can do

but i want to incentivize or force aggression so that the game doesn't devolve into camping lol
>>
>>161134579
Hm, it's 2x to 3x, so there's no way to really zoom without warping the image
>>
>>161134862
temporary warping is ok in my experience, so long as you avoid pixel-thin details
>>
>>161134821
give the aggressor slightly more sight range
>>
>>161134821
You're just going to have to give more details about your game for anybody to help you.

My idea was >>161134348 and it could be modified by having there be a cost associated with losing points.

For example lets say there is a resource that can be used during gameplay to buy units, ever time you lose a point you get 10 of this resource (in addition to whatever the normal rate is)

This would help solve the "hard to come back" issue.

But i don't know enough about your game (are there turns? 2d? ww2? fantasty? teams?)

For example how would you identify the agressor in this >>161134952 situation
>>
>>161132219
I like it. I also like the scenery/visual style, except for the character's weird legs.
>>
>>161134920
I concur, but make sure you don't prolong the tail end of the transition or you'll get nasty banding/swimming artifacts. Axiom Verge suffers from this.
>>
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>>161134952
again, the aggressor has virtually NO benefits to actually agressing (besides faster movement, covering more ground, exploring more territory, etc), as he moves faster and faster, his sight range, ability to hear, and ability to aim and fire are more and more reduced, etc.

i can't scrap that because that whole system is what makes this game unique

so what i'm not asking is "how do i give the aggressor an advantage" because that's pretty much impossible given the way my game works

what i'm asking is "how can the rules of the game reward aggression and penalize passivity"

sorry, and hope this cleared some things up.
>>
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>>161134862
try a mosaic wipe? it might make it more bearable since the size of the pixels changes during the transition
>>
>>161135215
I'm not sure how we can tell you that when we don't know the rules of your game
>>
>>161135215
well tell us what your game is then you retard you're just wasting everyones time we can through ideas but if noone but you knows how the game works then it doesn't matter
>>
if it's stupid and it works then it's not stupid
>>
>>161135215
make the aggressor harder to aim at
>>
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>>161135326
>>161135323

right now it doesn't really have any game rules, it's just a platform

as of right now i guess you could just imagine a game of counterstrike where both sides are playing counter terrorist with no actual objective

i don't want to just make an attacking and defending force like counterstrike because i would have to give the attackers extra forces to compensate for the advantages of being a defender

my only criteria is that the objectives are roughly symmetrical for each side and that they reward aggression

this is why point capture is a good idea, however as i said, defending the point would be too easy in many case so it'd be impossible to come from behind

one idea is maybe point capture that despawns once captured and spawns a new point...
>>
Guys, how do I move out of home so I can YesDev properly? I ran the numbers and it looks like I need at least 20k/month to live comfortably. How do people do this?
>>
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>>161135881
>needs a quarter of a million dollars a year to live comfortably

umm why?
>>
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>need to find a tile index based on a position
>look at my old code that did the same thing which i used in another game
>looped through every tile and compared square magnitude
well i guess it was fast to write at least
>>
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got the staff hud element in that i've been thinking about having for a while

it'll react to obvious stuff like in the webm but also I'll be adding functionality for more map specific behavior to help hint the player towards what they should be doing
>>
>>161135986
nice eye of sauron
>>
>>161135961
maybe he means yen and he lives off instant ramen deep in the countryside
>>
>>161135961
>20k/month
>" a quarter of a million dollars a year"
Can you do math OR english properly, shitfam? Jesus christ.
>>
>>161135986
the angry face is CUTE

I thought it might be a little too big for a mostly cosmetic thing but if it has other uses maybe it gets a pass
>>
>>161135986
You still haven't finished that game. How long has it been now? 2 years?
>>
>>161135986
looks sexy af
>>
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>>161135961
>tfw my living expenses are at $3470/year to live at "pretty comfortably"
>>
>>161135746
Defenders can be seen through walls (think wall hacks from CSGO) if they're on the point

Also
>defending the point would be too easy in many case

I hope you understand that if this is true then the game favors agression right? Get to the point fast, and take it over quickly so you can just defend it from then on.

>>161136102
Not him but 20k * 12 if 240k meaning he would have to take almost a quarter million a year after taxes, i'm confused if you're just trolling or just did that math wrong yourself
>>
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>>161136110
This.

2 years.

2 years and you STILL don't have a game.

>pic related
>it's literally you right now
>and all the time
>you fucking alchie

:o)
>>
>>161136102
20,000 * 12 months = 240,000

240,000 * 4 = 960,000

1,000,000-960,000 = 40,000

40,000/1,000,000 = 4%

Anon was only off by 4%, desu senpai.
>>
>>161136287
oh fuck it's you again goddamn it quit dodging your bans
>>
>>161136201
Where is your game? You DO have a game, right?
>>
>i-its a quarter of a million bro
>j-just multiply it bro
Literally where is your game?
>>
>>161135881
yeah that sounds like the amount of money needed to die alone.
now work out how much it costs to live with other people like humans have done since before humans were humans.
>>
>>161136460
How can you live on any less than 20k a month? It's literally impossible.
>>
>>161136198
Go fuck yourself you fucking idiot.
>>
>>161136526
Cheaper neighborhood
Cheaper city
Cheaper state
Cheaper country

Problem solved.
>>
>I live paycheck 2 paycheck beyond my means
Sure is millennial in here.
>>
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>>161136198
>>161136110
how long do you expect it to take in order for one person to create a full feature game? i am legitimately curious about what you think the benchmark for that should be

>>161136114
>>161136030
thanx

>>161136107
thanks, and yeah I've got plans. it'll be used for dialogue between the player and the staff and a third character so it won't be going to waste
>>
>>161136597
Literally where is your game you fucking nodev?
>>
>j-just live cheaper bro!!
Where's your game?
>>
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>>161135986
Damn son, I like that.
>>
WHERE'S YOU'RE GAME, CHODE?

BACK OFF OR I'LL TWEAK YOUR NIPPLES
>>
>>161136110
You still haven't finished that game. How long has it been now? all your life?
>>
>>161136526
More expensive neighborhood.
More expensive city.
More expensive state.
More expensive country.
Share the burden.
Don't have debt.

Problems mitigated.
>>
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working on making scripts to create a navigation grid based on a map created in tiled

should be about ready to write the pathfinder now
>>
>>161135986
blog? twitter?
>>
>>161137116
2 Years. 2 Years and you STILL have no game.
>>
>tfw I would vastly prefer to use Vulkan over OpenGL for my 2D game but it would be commercial suicide
>>
>>161138009
bn05.tumblr.com
twitter.com/sorcerobe
>>
>>161138040
but that's objectively wrong.
>>
>>161135986

you're gonna make a lot of money
>>
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Man If I could get city proc gen like pic related I would be the happiest in the world
>>
Tell me what you think /agdg/

I want to copy WoW's combat mechanically wise for a dungeon crawler, designed for 5~ people to play.
The game would basically be "Do dungeons and get gear for your character"
No levels, just gear scaling

I know it would be enjoyable to play, but I feel it's missing the component that makes people log into WoW

What do you guys think about the idea?
It may be possible to make it data driven enough that people could build their own maps to be used by it
>>
>>161138604
There's a lot of very simple things coming together, it's not some complex behemoth. Look at the macro grid, look at how districts have clear types, look at how roads and major buildings are placed first then smaller buildings fill the spaces.
>>
anyone need music for their game?
>>
Whats my best option for rigging and animation if I'm a poor goy who wants to try game deving for free?
>>
Shouldn't have eaten this late at night, now I feel sleepy as fuck and I'm fucking up a lot while deving.
>>
>>161138723
Blender I guess. If you are poor enought that you can't run ir and need something even more toaster friendly, Milkshape 3D, not free, but serials are pretty easy to find.
>>
>>161138676
have you heard of this game called "diablo"
>>
>>161138887
It's getting to the point where the answer isn't obviously "yes".
>>
>>161139016
Damn, are we really that old?
>>
>>161139092
People born when Diablo was released are now 20 years old and can legally post here.
>>
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>>161139414
>>
>>161139092
People born when Diablo came out are old enough to retire now.
>>
>>161139016
>>161139092
>>161139414
>>161139707
fuck off grandad
>>
>>161109328
use structs nigga
>>
>>161138719
always. Email me
[email protected]
>>
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Reminder that bokudev made a jam just to shill his own game
>>
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Any examples of good games that were developed by people who posted/post here?
>>
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pathfinding is working now
though its not all that useful since the enemy can only make very simple predictions after losing sight of the player
>>
>>161140042
Mine.
>>
>>161140042
chance of precipitation
>>
>>161135215
One thing that made me play very aggressively in the XCOM reboot was the timed explosion missions. When I would normally go through the maps slowly and methodically, this forced me to play ultra agressively.

So, defender should begin the match with some thing that makes them win if they hold on long enough. For example, a bomb goes off. Or a copter comes to rescue them. Or a nuclear missile gets launched.

Make sure to make that time quite small, so agressors have no chance but to rush.
>>
>>161140023
reminder that this shitposter is a salty baby LOL
>>
>>161140042
Risk of Rain
>>
What are some ideas for random events I can put in my Rogue-lite Breakout?

Things I already have: more balls, speed boosts, spawn balls, add health to blocks, respawn some dead blocks.

Also, right now I have it so upgrades are persistent, IE if you kill a yellow block you get an upgrade, an upgrade like +10cm to platform width, or +1 active balls, or +1 active platforms, etc.

Should I keep it so upgrades are just upgrades and persistent, or should I have "loot", IE you can outfit your platforms, so they have wider width maybe, but slower recharge time.. I dunno maybe just standard upgrades until the end is better. You lose them when you run out of balls.

(I also have a talent tree that has upgrades like +1 starting balls and such that works between games :^) if you have any talent ideas)
>>
>>161140042
pretty much only ror, minecraft and monster grill island
>>
I don't know if these mechanics are actually even any useful in this game. Might be okay if I have them try to keep distance so they don't get into the awkward point blank range. It also looks awkward when an enemy moves faster than their own bullets.
>>
>>161140298
Parse error: ) expected
>>
>>161140042
If you strike "good" off your requirements, there are these:

http://www.homph.com/steam
>>
>>161140365
Why do his bullets slow down what the fuck lol
>>
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>>161140479
originally the enemy did not move, so slow bullets made them easy to dodge yet still looked okay
>>
>>161140365
then make him come only a set distance from you

btw, didn't you set out to do this game in black and white
>>
>>161140624
im going to try doing that
probably in a way that prioritizes a position that can shoot both the current player position and where they predict the player is going (for maximum damage)

it was originally black and white in order to get the demo done in time for space jam but after that i redid the graphics
>>
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>>161140305
>monster grill island
>good
>>
>>161140704
He is making about 15k$/month from his unity game with very little game mechanics and just good art
you are making 0
stop being so salty because someone is much better than you
>>
>>161140765
These are the words of someone who gave up
>lol I'm not salty because I'm not even trying!
>>
>>161140765
>stop being so salty
This is literally a thread where someone is so salty that he has been source-danny-reek-samefag-shitposting for more than one year.
>>
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>>161140765
It is not a good game, you huge faggot.

On the other hand, Risk of Rain is fucking good.
>>
looking at an old project that had a bug I could never fix

the load system is in the main, the save is somewhere else
creating a character required 8 parameters that were all randomised, this was before I knew about default values
>>
>>161140868
Opinion. I'd rather play cathmouth island than this RoR shit.
>>
>>161140868
>It is not a good game, you huge faggot.
That is your SUBJECTIVE opinion.
Let me educate you about what good means you autist.
Objectively good is anything that a majory of people says is good. For example, since majority of people said that killing is bad, then just because some psychos subjectively think it's good doesn't mean shit.
Since a large body of people thinks the rape island is a good enough game to donate money for the dev to be semi rich, then it is by game standards objectively considered a good game.
I can't believe i have to explain this basic theoretical stuff to you retards... even a child knows this.
>>
>>161141107
>Objectively good is anything that a majory of people says is good.
Hahahahahahaha

I mean I know you're baiting but this is just too funny
>>
What's a good tracker for someone with experience with DAWs, specifically FL and Ableton?
>>
>>161141204
As someone who also uses FL Studio, I've found myself dabbling about with Sunvox and Renoise sometimes.
>>
>>161141509
Yeah, I'm looking at a track walkthrough on Renoise and it seems pretty familiar. I had no idea Amiga music supported sampling like that.
>>
>>161141107
>by game standards objectively considered a good game.
No, it's not.
You're completely wrong.

Good =/= Successful.
A game can be successful financially yet not a good game.

Breeding Farm was a good example. The game aspect of it was piss poor, broken half the time and just generally shit. In fact I don't think anyone even really played the game part. Just skipped to the gallery to see the animations. However it was considered successful since it had tons of sex animations that people wanted to see.

Again, the 'game' portion was nearly non-existent. It was not a good 'game'.
>>
>>161141573
Wait, maybe not. It shows VST automation and that's definitely NOT Amiga-friendly. I figured it was just using the VST to make a sample on the fly.
>>
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>want to participate in the LLC meme
>adding "LLC" to the end ruins your made up business name
What could actually go wrong in a sole proprietorship? How would my company actually incur liabilities?
>>
>>161141652
You need something for the Amiga?
>>
Who's Homph?
>>
>>161142369
A dev, more active on the para-AGDG communities.
>>
Why isn't Whip The Vote on Steam?
>>
Thoughts?
Going to be like castlevania
>>
>>161095602
This looks exactly like a Japanese hotelroom I stayed at. Spooky.
>>
>>161142965

That HUD doesn't look so great but the art style of the game itself looks neato
>>
>>161142965
The art style is pretty good. I hope you'll stick around and post more.
>>
I just want to make autistic simulations. What's the path of least resistance to putting some graphics on whatever system I design underneath?
>>
>>161143182
What kind of simulations are we talking about?

Population algorithms are kinda neat and looks nice on a tile map even with simple colors. Maybe you can build a simple game around that.
>>
>>161140846
>someone is so salty that he has been source-danny-reek-samefag-shitposting for more than one year.
WHO though? It's not me even if I do play along and shitpost, I don't have time to do it 24/7 365. I don't know who it is but I assume they're nodev as fuck.
>>
>>161143440
>I do play along and shitpost
Kill yourself.
>>
>>161143427
>What kind of simulations are we talking about?
Real-time strategic ones. Planning to start with a typical approach of units and resources and see where I can get with that.
>>
>>161143575
Son the amount of yesdev I hold could excuse infinite shitposting. The problem is when snot nosed nodevs who have never made a game think they're part of the game dev community just because they hang out here and try to force memes and shitpost themselves. That's not right. Make games or leave. Or else...
>>
What should I call a class that wraps TcpClient and handles the writing and reading of messages in a simple way?

So far I've thought of
>TcpConnectionChannel
>TcpConnectionHelper
>TcpClientChannel
>TcpClientHelper
>TcpClientController
>TcpClientManager

Note: There's going to be a UDP version too which inherits the same interface
>>
>>161140254
t. bokube
>>
>>161142862
gogem gave up on steam and started preaching about how pointless it is after Restricted Rock Paper Scissors failed.
>>
>>161143657
>Son the amount of yesdev I hold could excuse infinite shitposting
Fuck off.
>>
>>161143815
Where is your game boy?
>>
>>161143842
Same place as yours faggot
>>
>>161143874
On my hard drive and on my game dev accounts on various sites? I don't think that's right, you retarded faggot.

Do you even make games???
>>
>>161143660
IConnectionInterface
>>
>>161143896
Post your game.
>>
>>161142862
because it's too smart for steam users.
they can barely handle my meme game.
>>
I am genuinely curious, who of you have beards?
>>
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>>161143920
You first.... boy.
>>
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>>161143923
Do you use steam
>>
>>161143950
on every level but physical, I have a big luscious beard
>>
>>161143973
no i just sell games on there.
>>
>>161143923
>they can barely handle my meme game.
They can barely handle the boredom of your paper shuffling job simulator "game" you mean? I would agree.

Why can't you just go back to making games where the player can walk around a world and interact with things, you scrote?
>>
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Gao-!! edition

> Next Jam (Dino)
itch.io/jam/agdg-dinosaur-jam

> Next Demo Day (12)
itch.io/jam/agdg-demo-day-12

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

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

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Demo Days
pastebin.com/i0W2tVRS
> Previous Jams
pastebin.com/qRHNpCbZ

> Engines
Unity: unity3d.com
UE4: unrealengine.com
Construct 2: scirra.com/construct2
Godot: godotengine.org
Haxe: haxeflixel.com
LÖVE: love2d.org
GameMaker: yoyogames.com/gamemaker

> Models/art/textures/sprites
opengameart.org
blender-models.com
mayang.com/textures

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
>>161144026
Quality thread
>>
>>161144026
nice try
>>
>>161144017
>paper shuffling job simulator
you're thinking of Lucas Pope.
>>
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>>161140549
Maybe have their bullets be like 'missiles', with a faster thrust at first but slower as it slows down?
>>
>>161143965
But you already know I don't have one.

Now post yours. You have no reason not to, after all you're a yesdev right?
>>
>>161144073
>But you already know I don't have one.
That's the point. I ask you where your game is to make you self reflect. Maybe you should make a game before shitposting in gamedev threads. Cuck.
>>
>>161144073
>>161144131
Neither of you have games, prove me wrong
>>
>>161144131
Post your game.
>>
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new thread
>>161144165
>>161144165
>>161144165
>>
>>161143657
This second-hand cringe is killing me.
>>
Thread new
>>161145046
>>161145046
>>161145046
>>
This >>161145130
Real thread

>>161145046
>>161145046
>>
>>161140365
Hiding from the enemies and trying to avoid them is actually the way I usually played the game, because I'm really bad at bullet hells, so it's wonderful to me.
>>
>>161143950
Wasn't that in a poll at some point?
At least I remember answering a lot of physical appareance questions for agdg.
Thread posts: 780
Thread images: 172


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