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/agdg/ - Amateur Game Dev General

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: 760
Thread images: 145

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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

> Chat
https://discordapp.com/invite/0g6DnnHCw7KH2NzH

> 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
>>
>>161145046
>a real thread

Thank god
>>
>>161145026
>>
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>>161145046
You've been here how long and have never made a game?
>>
i hate your pic, but i'll bump this because this shortened op autism is getting out of hand
>>
youtgameideaistoobig is telling me it will take a month to make my game.
learning how to draw and animate characters is going to take a year or more by itself.
>>
>>161145026
I started getting into gamedev last year.

Finished games: 2 (Mobile but hey)
Prototypes/demos: 2 (plus several unfinished/abandoned)
Jams: 8
Pros and cons:
+ Learned a lot of C# + Unity
+ Learned almost everything I know about Blender, animating and texturing
- Still pretty bad at coding
- Haven't practiced drawing in many months (I do 3D but I'm decent at drawing)
>>
>>161145026
Finished games: 1
Prototypes/demos: 1
Jams: 0 (was considering jumping in if boat jam 2 became a thing)
Pros and cons:
+ Proved I was able to make a video game to completion
- still can't into modelling and animations
>>
>>161145026
games finished: 0
demos: 6
jams: 1
P & N:
+ Accepted myself as a failure
+ Joined the military
- haven't become any better at art
- haven't made a dime
>>
Is the female who volunteered for lewd voice acting here? Last time I'm asking.
>>
How the fuck do stats work in RPGs?
Like, if a character is the defensive type, or the offensive type. or the fast but weak type, how do you make it so the corresponding stat increases more than the other when they level up?
>>
>>161145419
>asking this while sage
rude
>>
>>161145368
>+ Joined the military
That's not a + my man
>>
>>161145419
Fuck off
>>
Thank you for the proper thread just report the other.
>>
>>161145446
Actually, saging when you're not posting content is polite. It doesn't matter much on /vg/ though, due to how generals work.
>>
>>161145442
by letting the player put in the stat points themselves.
>>
>>161145494
when you've been without an income for 12 months, it is.
>>
>>161145793
That's actually a good point. Thanks.
>>
>>161145419
>>161145338
She seems interested, but she's sick atm, so you have to wait. I'll leave the link here.
>>
>>161145442
In Rpg Maker 2003 you would do this by editing some graphs which had the stat value for every corresponding level until 100. If you wanted to have infinite levels I think you would need a function.
>>
>>161145880
Right. Thanks for doing this.
>>
>quiet thread
I love it when everyone is working hard on their game.
>>
>>161146370
'merica didn't wake up yet, give it time
>>
>>161146370
5 AM my nigga, let us get our coffee
>>
>>161145442
Functions. Do you remember those from school? X will be the level, Y will be the value of the stat at a certain level.
>>
>>161146470
>Do you remember those from school?
Ahah
No

Thanks for these. Though that means I need a function for each stat for each character, right?
>>
Can I use sound effects someone ripped from a Super Robot Wars game in my own? If not, would editing their pitch or something in Audacity make them usable? I remember some games doing that and I need mech sounds.
>>
>friend comes over
>"wow anon you are making your own game?? coooool can i c?"
>u-uhm o-ok
>"...um...uhmm.,. n-nice work anon... eh..."
>whats wrong?
>"n-nothing.. it's just... like... well... why don't you make a game more like... i dunno.. COD for exmaple, that is a pretty cool game..?"
at that point my dev motivation left me at such a speed it was even able to escape the pull of the black hole which is my soul
>>
>>161145026
Finished Games: 0
Prototypes: 2
Demos: 3
Jams: 1
Pros and Cons
+ Showed my work to people outside of my group of friends
+ Got a lot of feedback that helped me improve
+ Finally started learning 3D after years of avoiding it
- Left unfinished 2 prototypes
- Still bad at music
- a lot of questionable stuff in my workflow

Hope I can release a new demo before the year ends, and finish the game before it turns one year old, to focus more on the other projects/prototype I forgot about.
>>
>>161146590
anyone who likes cod shouldn't be your target demographic.
>>
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>>161146590
>show my mobile games to 2 of my normie firends
>they actually like them and praise them
>one of them asks me to develop an app (which of course I have no idea how to od so I turned him down)

Felt pretty good as I wasn't expecting them to like them.
>>
>>161146675
he is not my target demo, i have like 2 irl people to which i talk to and can show them my game, so it's not like i can be picky when it comes to beta testers
>>
>>161146590
That's why avoid telling people that I make games. People that have no idea about game deving will usually expect you pulling a COD or God of War clone all by yourself, and get dissapointed when they see something different.
>>
The draw text function in game maker doesn't show hiragana or katakana
Should I make a separate font for that?
I'm not even sure what I'd use hiragana for in the games so if it's too complicated I won't bother but I'm just wondering why it doesn't work
>>
>>161146590

>Brother catches wind of me wanting to make games
>"You should make mobile games, that's where the money is"
>dad hears about it
>"You need to make games that appeal to the broadest demographic, you like weird games that no one buys"

Pro tip: Don't let people find out about your game dev unless you start selling shit.
>>
>>161146730
the problem is that even costumers except that, so good luck selling your game on steam etc when everyone expects it to be GTA 6
Those faggots think you can for example slap together a character model like the dude form assassins creed in like 30 minutes
>>
>>161146590
did i click fucking /r9k/ by accident
kill yourself
>>161146778
they're not wrong
>>
>>161146827
Is there a better way to sell your game other than steam? I don't have 100 usd or whatever the greenlight fee is
>>
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Wannabe Nintendo Clone here
I've finished my fishing mechanic
Alongside my combat mechanic and quicksave stuff
I've only got one last thing left before I start working on the animations.
I'm so happy my shit is finally coming together for the second time.
>>
>>161146827
Yeah, that's a big issue for 1ma indie devs in general.
>>
>>161146853

Mobile dev is awful, and a shithead one man indie dev can't really make shit that appeals to broad demographics.

That being said I don't want to appeal to a broad demographic, there's AAA studios for that, and if I made a fucking safe and bland game that appeals to everyone, why the fuck would people want to buy -my- game over the other garbage on offer
>>
>>161146907
Hey, that's pretty good
Thanks for the idea, I should think of optional mini-games to include
>>
A question for someone that used rpgmaker (especially mv), where is stored the value for walking speed? i know that some games let you choose in the option so if the value is in some file i would be able to change it.
>>
>>161146956
Indie games are hip
>>
>>161146881
No. Steam created absolute monopoly over indie market.
Having your own website will net you 0 sales, selling on other platforms will net you 95% less sales than steam.
>>
>>161145240
>Learning how to draw and animate characters is going to take me a year
>>
>>161147030
That's sad. Would Kickstarter be a good idea? I don't really know what to put in as Kickstarter goals other than "get a free copy of the game", at the very least it could cover up the steam fee
>>
>>161145046
Huh what's with the p e d o OP?
>>
>>161147094
Nope. Kickstarter is only for games with amazing graphics like porn games (monster girl island for example from agdg). If you use programmer art it's game over even if its the best game on the planet
>>
>>161147162
>If you use programmer art it's game over even if its the best game on the planet

>what is undertale
>>
>>161147162
Well fuck. Guess I'll have to get some of my friends to help me out with the game's artwork. While I don't suffer from programmer art syndrome, my art isn't the best. Maybe I'll try and stylize the shit out of it.

But then again Undertale's art was shit and look at what happened to it on Kickstarter
>>
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>tfw no Mecha Jam 2
>>
>>161147276
>implying there was a mecha jam 1
>>
>>161147276
>Tfw basing my game on various mecha, mega man and some of my favorite mecha tropes
>>
>>161147193
>what is undertale
an exception
everything has an exception, same as almost nobody wins the lottery but the there are exceptions
>>
>>161146590
Your friend is a moron, who expects a single person with no formal education to do the work of a team of 30 professionals?
>>
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>>161147309
Boat Jam was technically Boat/Mecha Jam, but then again that was a big failure of a jam.

I just want a reason to make a small Mecha game as a prototype for a bigger one I can make in the future. And I also want to play agdg's mecha games.
>>
>>161147392
Time to figure out what made Undertale explode
Pandering to SJWs? Show that in the trailer and never include it in the game because fuck SJWs
>>
>>161147276
Mecha jam was a disaster.
Just like Boat jam.
Just like Zelda jam.
Just like this Dinosaur jam will be.

You people need to realize that it's time to stop piling on useless jams and start working seriously on your games.
>>
>>161147402
but this isn't isolated
every normalfag things this. they assume game dev is much simpler than it actually is when they see millions of games coming out every day and new cod, bf, nfs etc coming out every year
>>
>>161147464
define disaster
>>
>>161147446
literally tumblr memes
>bad time
>quirky characters
>homstuck
>hipster pandering
>nostalgia pandering for people who actually never played the Mother series
etc
>>
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Guys, I can decide on how to add greeble to my UI. Pic related is top left corner of my UI. The line starting with blue must stay to give it a saturated look. But what should I put on that line.

The current one is virtually the same as Turn counter above. Perhaps I could add something else time related there. Regular day/month/year doesn't really apply since this is a colony on an alien planet(with dinosaurs). Earth date wouldn't make sense there.

You can see it in action here: >>161146581

What do you think?
>>
>>161147464
>lewd jam not listed
rly mak.es yo.u think....
>>
>>161147521
You know what, fuck it
I'm including catchphrases and quirky characters
If it works out in the end I'll be fucking rich
Fucking tumblr I hate them but just like furries they're easily exploitable
>>
>>161147446
>made Undertale explode
Thirsty Earthbound fanbase. They were waiting for a sequel and the autist just knew how to pander to them.

Stardew Valley is the same. It's a Harvest Moon but pandering to SJW of the West so everything in it has country musics and typical westernized archetype like the used good, the liberated scientist woman or the rebellious gamer girl who has dyed her hair purple.
>>
>>161145026
Finished games 0
Demos/prototypes 1
Jams 0
-wasted half of the year
+ New computer
+ Signed up for C's at college
+ Started learning 2 art again
+ Had a dream in wich I had sex last night
>>
>>161147464
No. By making Jam games you exercise your creativity and practice your skills by learning things you wouldn't have learned while working on your main game.
As >>161140549 >>161140365 shows, Jam games can also become your main game later on if you expand on them.
>>
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I did some more movement logic and such and added a comfy chair and a dash where the buttons will go. Feels cozy
>>
>>161147007
thnx
and yh, honestly i think more games should have minigames
>>161147019
There's an rpgmaker general
>>
>>161146907
So what kind of game will it be in the end? Like Zelda OoT or something else?
>>
>>161145026

Finished games: 0
Prototypes/demos: 1
Jams: 0
Pros and cons:
+ Slowly figuring out how to get my game to do the things I want it to do
+ I learned a lot about game design thanks to feedback and YouTube videos, kind of
- Don't have any sound for my game
- My art will be subpar but I know how to use Spriter and I'll combine it with frame by frame spriting and smears to hopefully make good looking animations
- Don't have any interest in jams because I'm working on my own project for almost 3 months now
>>
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>watching tutorial on youtube
>see this
Who the fuck uses this kind of font in an IDE?
>>
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I planned on getting animations implemented as well as saving and loading and now I have done those
penis removed for 4chan
>>
>>161148032
What's the point of this kind of games though, I will never understand.
>>
>>161148032
desu for 4chan u should add a penis
>>
Is the HappieCat channel on Youtube good/useful? It looks pretty cool to me but I'm not completely sure.
>>
As an artist I've tried for years to work with programmers. It was always shit and they never followed through and I was left with a ton of useless art assets.

I've moved away from Gamedev, boys. I'm just going to try to make a comic or something that I can create with art alone. My art has really improved and I'm in a happy place for myself right now, but I will always enjoy gamedev. You guys are doing a great thing and I have great respect for everyone honestly working hard and trying their best, especially one-man-armies.

I believe in you guys. You've got a good thing here. Don't lose it.
>>
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>>161148084
I had something in my head about a brothel management game (I know there's already a few of them) and the girls rooms you just see the silhouette of them getting fucked when you get customers
if it does go in that direction then its a small part of a bigger game, but I plan on releasing the animation editor
>>
So agdg have you ever dreamt with your game?

I have twice. First one was about me having a crazy fan that made a shit ton of merchandising with my MC for himself, he would post pics of backpacks, t-shirts, a modded xbox, and more shit, and he was crazy good at art.
Second one was me deciding to double the resolution and breaking everything to the point even the back ups were fucked up for some reason.
>>
>>161148204
put them on the unity store if you are not going to use them anyways and try to find someone to work with that you can meet in person instead of online
>>
>>161147791
it wont be like a nintendo game, but will hold a lot of tropes
I'm more going for the feel of nintendo, the bright pastels, the gentle and easy to grasp (yet tough to master) gameplay.
It will have more in common with a zelda title in that there is adventure elements and semi-puzzle solving involved I suppose.
>>
>>161148204
I sincerely hope that you're not theonian or I'll be extremely mad that you didn't find a programmer even for your last progress.

>>161148232
>that evil face
>probably going to brutally murder the guy after sex or something
>>
>>161148401
No but I dreamt about an injured, bleeding woman limping towards me in the desert
and then her face fell off, and she collapsed.
>>
>>161147549
What the fuck is a greeble
>>
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>>161148232
Man, that mouth is scary as fuck, but I would fuck her without a doubt anyway.
>>
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>>161148872
A greeble or nurnie is a fine detailing added to the surface of a larger object that makes it appear more complex, and therefore more visually interesting.

pic related
>>
No time for games!
>>
>>161149081
>greeble or nurnie
Did Gavin Free name it or something?
>>
>>161146907
this is the power of unreal
>>
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>>161149081
This is actually nice. Thanks.
>>
>>161145419

what if you used a pirated version of voicechanger to change your own voice into a females voice - would anybody notice ?
>>
>>161149081
How do you even apply that concept to a menu?
>>
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>low poly 3D is too ha-
>>
>>161149142
ofc!
>>
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>>161149337
add lots of fluff that looks ultra important but is pretty useless

pic related
>>
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>>161149406
>>
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>>161149530
>>
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>colour is too ha-
>>
>>161149124
someone working on Star Wars CGI ships started first using it
>>
>>161149625
>>161149530
>tfw i don't understand these pics
>>
>>161149406
Let's see your 3D low poly character if you think it's so easy.
But we all know you don't have any, you're just here to shitpost.
>>
how to get source code from certain games?
>>
>>161149919
asking the devs nicely
>>
>>161150001
can I have your source code?
>>
>>161150024
Sure thing buddy
It's just an engine so far, very WIP

#include <iostream>
using namespace std;

int main()
{
return 0;
}
>>
>>161149919

What you need is a decent source code extractor.

l33t0r made one that works fairly okay, but even with good source code extractors the code reconstruction isn't hundred percent so you're left with some broken up code that can take some time to puzzle back together.
>>
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>>161149808
It's pretty old though so I could do a bit better now.
>>
>>161150183
not sure if false flagging
>>
>>161150369
?
>>
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>>161150183
looking at this sure does re-assure me that it's easy.
>>
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>>161150453
>>
>>161150594
>Want a soda and a candy bar
>Get out of bed
>Buy stuff
>Eat breakfast
>Go back to sleep
It was pretty fucking easy and damn worth it
>>
>>161149406
The body is easy, but I still have a hard time with heads and hair.
>>
>>161150805
And still no game
>>
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I'm not dead yet! It's been awhile since I've posted and I sadly had to miss the last Demo Day. I havent' had much progress to post on Dungeon Break since I've started working in Unity and learning modelling and texturing and all that. I haven't given up on this game though, and I've started spriting some tiles and drawing up enemies for the third dungeon.
>>
>>161151060
I missed you man. Welcome back.
Why Unity and modeling? Do you have any 3D game idea in mind?
>>
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>>161151136
Thanks man! I've always wanted to get into 3D games but the fact that I'd essentially have to start at square one, after 10+ years of GM, was pretty discouraging. I've been taking it slow, learning some modelling basics, and creating some simple 3D projects, including my Halloween entry that I didn't wind up submitting because I thought entries were open til the end of Halloween day D:

https://www.youtube.com/watch?v=DiZbqzPWveg
>>
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>>161151060

Glad to see you've returned to us, friend. I've missed you.
>>
>>161149406
>tracing
>>
>>161150941
Well that's like 5 candy bars worth of effort
>>
>>161145046
>Have no passion left whatsoever
>Just keep at it because I don't have anything better to do anyways
>>
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Help me, aggydaggy. Unityfag here.

I can't get text to stay inside its fucking canvas. This is a typing game and literally the only thing I can't cut from the scope.

Set up:

Canvas (Parent), Screen Space Camera, Canvas Scalar [Scale w/ Screen, Ref Res: 1720, 880, match W or H .05]

battleTextBoxPanel Canvas (Inherit), Aspect Ratio Filter (Fit in Parent, ~2.13)

battleText: I'll just post another picture
>>
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>>161152063
Things I've tried:

Pretty much everything in Google and the Unity UI references docs relating to "canvas, canvas scaler, Unity GUILayout/GUIText/GUIContent fucking hell this is driving me up the wall JUST STAY IN THE FUCKING BOX.
>>
>>161151314
Wow this is your first try with 3D? Damn it's amazing, looks really good.
>>
>>161152368
Set vertical overflow to Wrap and check Best Fit.
>>
>>161151060
wow, this is pretty sweet man.
>>
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There must be an easier way to set up UI without testing, inching moving everything a few pixels, testing repeat. This took me way longer than I expected it to.

Maybe I'm in over my head
>>
>>161150369
how new?
>>
>>161152898
for (you)
>>
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First enemy: B@
>>
>>161152409
Haha thanks, but honestly the toon shader just hides my shoddy modelling skills

>>161152686
Thanks! The DDX demo is still up and fairly up-to-date, if you wanted to check it out

https://jasozz.itch.io/dungeon-break-ddx-demo

>>161153274
Nice! The platforming looks very smooth and responsive
>>
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>>161153274
>>
>>161153274
everything looks good but the mc animations are barf.
>>
>>161153685
let's see if you can do any better cunt
>>
>>161149639
>suttle
>>
>>161153274
>Stage 1
>The Temple of the Dead
Wew lad what's next? Death Mountain?
>>
>>161154183
Nah man, Candy Apple Island

Watch out for apes
>>
Alright then
One more shilling of my fishing mechanic before I move on, this time working on varying difficulty levels. It still needs some tweaking but overall I'm satisfied.
>>
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>>161153685
yeah I need to improve the anims a ton, I'll end up doing a full revamp soonish.

>>161153684
crap, very similar.

>>161153664
thanks, guy!

>>161154183
placeholder name, couldn't think of anything, honestly.
>>
>>161152832
Which engine?
>>
>>161154336
I'm using game maker, I just followed the HeartBeast tutorial on making an RTS and now I'm trying to figure it all out.

Never done this before.
>>
>>161154316
>shilling
Thanks to extensive overuse, nobody seems to know what that even means anymore.
>>
>>161154460
back in my day it was a coin
definitions change with use
>>
>>161154415
Draw your UI in the draw gui event of an object. 0,0 is the top left corner of your screen if you draw in draw gui.
>>
>>161154415
If you want UI elements to be proportional to screen size then you'd do stuff like (this is pseudocode obviously) uibox.x = 0, uibox.y = screenwidth/2, so on and so forth.

I can't imagine how you're going to get your UI to look the way you want without fiddling with it, though. You could program it so that you can change its dimensions and position in real time, I suppose.
>>
>>161154460
People don't get banned for spamming shitty games, comics, wathever anymore it's just a part of coming to 4chan
That's why you don't ask for recommendations here
>>
>>161154415
>game maker
That's rough. I think there was some sort of plugin or project that could be used to design ui and output code to use in the draw_gui event, but that may have been for GM7 or GM8 (pre-studio).
>>
>>161154634
>uibox.y = screenwidth/2
ffffffuck

uibox.x2, rather
>>
>>161154606
>>161154634
>>161154662
draw_sprite(spr_mineralGUI, 0, 12, 5);
draw_text_colour(35, 10, "Minerals: " + string(global.crystals), c_black, c_black, c_black, c_black, 1);
draw_sprite(spr_mineralIcon, 0, 34, 25);
display_set_gui_size(640, 360)

This is what I've done. It's a god damn mess but it's all I could do to get it even slightly lined up.
>>
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ending devving on pic related note to get some rest for a moment

what do you think of the design, pals?
>>
>>161154794
I wish I could do that. It looks good.
>>
>>161154794
Honestly I have no idea what any of that is supposed to be.
>>
>>161154794
I'm trying to guess the setting. Is it zombie survival camp management? Remote space colony? !Stargate?
>>
>>161154927
>>161154998
It is supposed to be indeed colony management on alien planet. Alien planet is full of dinosaurs.

If you have seen the show called Terra Nova, the concept should be familiar.
>>
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>>161155223
OK, let's get the rest of this game done.
>>
>>161152474
Best fit has been checked since the beginning and the Vertical dropdown can only do Overflow and Truncate; I set Vertical to Overflow in the script and it still didn't work.
>>
POST DEV MUSIC
https://www.youtube.com/watch?v=moFQC6oo9iI
>>
Alright, anyone has an idea on how could I make a tile based game with multiple "characters" in the same tile?
>>
>>161155345
https://www.youtube.com/watch?v=YpYSUWrF59A
>>
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>>161155812
https://www.youtube.com/watch?v=408tWOubRDM
>>
>>161155886
What do you mean by
>"characters"
?
What genre, which mechanics?
>>
>>161155808
It wasn't checked in your pic so I thought that was the problem. It's pretty weird though.
Might be stupid but did you check the size of the text object and if the text itself doesn't have some empty newlines in the end? It's happened to me before.
>>
>>161154789
You can use view_wview and view_hview to find width and height of your view, if you base the UI on those numbers it could work with multiple resolutions
>>
>>161155808
>>161156046
Oops, I didn't see the first pic. I'm out of possible solutions, sorry.
>>
>>161155812
https://www.youtube.com/watch?v=GXoZsgNHquM
>>
>>161156180
Next time post the lazy town edition you fag, it's way more fappable.
>>
>>161156243
How thirsty can you be if you wait for fappable POST DEV MUSIC? You do know there is porn on the internet? For free even.
>>
>>161156163
Thanks heaps.
>>
>>161156243
i-is this fappable?
https://www.youtube.com/watch?v=e2ZRSwul7cE
>>
>>161156795
>a show featuring women
>they are allowed to wear clothes
nope
>>
Send help. Game Maker games play completely different in HTML5 and Windows.
>>
>>161157601
make it into a feature
>>
>>161156171
That's fine, I went quick and dirty and manually set the anchors so everything fit. I have no idea what will happen when I change the phrase because I'm scared of what might happen.

>>161156243
Look at this .NET
That I just found.
>>
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>>161156795
>>161157141
>not making high definition fappable models
>>
What's the best way to keep hit/hurt boxes in Gamemaker?

I could store all x1, x2, y1, and y2 values in an array for each move (st.lp, st.mp, etc). With that, I'll just do a collision_rectangle check during the active frames in the player state. This would allow for direct manipulation of the box sizes, however, it seems limited to a single hitbox.

The other way would be to create an invisible 1x1 object that I use x_scale and y_scale to manipulate the size. This would allow for multiple instances to be created for hit/hurt boxes. I would still have to create some kind of array though to store the x and y scaling values.

Anyone have good input on hit/hurt boxes? It seems like the latter method is the way to go, but maybe there's a better option that I haven't realized.
>>
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>>161157718
>>161157601
First clip is Windows.
>>
>>161158320
>disney head
can't fap to that
>>
>>161158642
image_speed = .1*deltatime
>>
>>161149530
That's wrong though. You'll never get the shoulder to roll with the topology on the right. Look at the overwatch characters:

https://sketchfab.com/models/e647f56f3ad34cc59917c49fc509356d
https://sketchfab.com/models/b32db17c500749029c7fe114a64bb616
>>
>>161159808
>look at these ultra high poly models
full retard
>>
>>161159771
Didn't fix anything.
>>
>>161160729
Are you using the built in deltatime or your own?

Make an empty object and place it in the room.

In the create event, put in this code:
global.gameSpeed = 1;
global.delta = 0;
global.deltaPreGameSpeed = 0;

In a begin step, use this code:
global.deltaPreGameSpeed = delta_time / (1000000/60);
global.delta = global.deltaPreGameSpeed * global.gameSpeed;
>>
>>161161017
Then multiply all your movement code by global.delta instead of deltatime.

This is also assuming 60 fps, hence the 60 in global.deltaPreGameSpeed
>>
WHERE THE FUCK ARE THE DINO GAMES
>>
>>161161241
why would anyone want a dino game?
>>
>>161161017
>x / 1000000 / 60 every step
>instead of x * 0.00006
>>
>>161161017
Should probably also mention to mark that object as persistent and to make sure the instance order has this as the first object to be handled each step.
>>
>>161161878
It's meant to show how to change deltatime according to room speed. When you're finished, yes, it's better to do what you're saying for efficiency.
>>161162147
Yes, this, I forgot.
>>
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So I've continued working on this script which filters dialogue through a characters personality by switching out words with a degree of randomness weighted by the various "dialects" which compose their personality. I'm nicknaming it Project Smalltalk.

I made this script to help me build a giant dictionary of interchangeable words, each which I'll rank to various dialects. Before I do this I need to decide what dialects I want to consider. I can have redundant ones which will be rarely used (eg Pirate) because the default value is zero and I'll just tab through these easily. I also don't need to do ones which are opposites of eachother because I can generate those automatically with just one of the two (eg uneducated and educated). With all of this considered I'd love to take suggestions.
>>
>>161163142
Nice! What's the game like though?
>>
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Progress!
>improved enemy AI in the overworld, now they go back to idling if you get too far away while they chase you (not shown here)
I'd like to add a behavior where certain enemies will run away from you, either based on a difference in level, or for rare enemies.
>added enemies spawning in the battle scene, of course they're just placeholders and they can't do anything yet
Now I'll get to studying inheritance, interfaces and data serialization to manage character stats etc.

I also STILL haven't found a theme for this game, help?
I'm playing with the idea of a mahou shoujo or a viking girlbut not both things at once
>>
>>161163142
Vulgur a race or misspelling of vulgar?

Interesting idea. I'm eager to see the results of this. Doing this for lots of words must be tedious though. Lemme throw this meme neural network video at you for inspiration: https://www.youtube.com/watch?v=evTx5BoKcc8

Suggestions:
Technobabble
Poetic
Militaristic
>>
>>161149220
I think so. I wouldn't want to do that either way.
>>
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I'm just gonna post this chimp so I don't have to actually dev
>>
>>161161017
What the fuck does my sprite speed have to do with the game loading the wrong sprite? They're separate sprites. It uses the jumping sprite when I walk and the walking sprite when I jump.
>>
>>161163198
Ideally something with the VoxelQuest engine. Otherwise just a javascript rpg.

>>161163489
Yeah it's gonna be super tedious especially since most thesauruses dont do words of the same parts of speech.
>>
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got my inventory screen quarter way up
i'll end today with that note
>>
>>161164259
Ah, I thought your issue was the shit performance on HTML 5.

I can't answer your question besides just giving you a better method to do what you're doing. Use a state machine instead of these if statements. You'll be able to do more and it's easier to debug.
>>
>>161164774
Should've used Godot.
>>
>>161164850
Is there something I should know?
>>
>>161165002
Godot has many included UI elements that are easily reskinned and are easily placed and resized visually etc. in the editor.
>>
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>someone posts criticism on AGDG
>dev acknowledges it
>AGDG chimps out and reassures the dev there's nothing wrong and that the critic is just a shitposter with no game
Why does this happen?
>>
>>161165241
Show one example
>>
>>161165362

>>161153685
>>161153749
>>161154321

If you seriously haven't seen this then you're obviously new to AGDG because it happens all the time.
>>
>>161165241
una vela...
>>
>>161165451
niagara region
>>
>>161165241
>people defend devs that behave reasonably
>people attack devs that are arrogant and/or ignorant assholes

I dunno, must be a coincident.
>>
>>161165667
This is what I mean. Why do you feel the need to "defend" others from criticism when they're open to it?
>>
>>161165738
>implying I would defend garbage

I guess in the vast emptiness of space, folks just try to preserve the tiny specks of light they stumble upon.
>>
>>161165738
Attacking assholes feels very good
>>
>>161166003
sounds pretty gay tbqhwyf
>>
How do I come up with something fun and innovative when I have no imagination and everything's been done?
>>
>>161166202
Marihuana
>>
>>161166202
^^

Alternatively, sitting in a pitch black cave for two weeks in dharana.
>>
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Lol oops posted in wrong thread
Newest client animation with hand animated sling physics because I'm too lazy to figure out how to simulate it in Blender
>>
>>161163483
What is happening here anon? Overworld map into battle map? What's the game, like an action RPG or something?
>>
>>161166270
>>161166365
Isn't there somewhere I can just steal l ideas from?
>>
>>161166473
Is one of these ever going to make it into a game? You've been posting reload animations for years.
>>
oh no!
here it goes again..
>>
>>161152832
>>161154336
>>161154415
>>161154634
>>161154789
>>161156163
>>161156412
nigga add a debug script that lets you click and drag around the object until you get it where you want it, then print the position to plug into the setup functions

don't fucking sit there and do x+1, compile, x+2, compile, x+3, compile
>>
>>161166524
Ok now answer me this: How come humans females have both an anus and a vagina and males only have one dick, but female snakes have a single cloaca yet male snakes have 2 dicks?
>>
>>161147193
I believe that guy already had fan base from his rom hacks.

his kickstarter would have probably failed if he was just some guy nobody heard of wanting to make a game like Earthbound
>>
>>161166805
fuggin two girl snakes at once
>>
>>161166805
girl snakes have dicks too.
>>
>>161165241
ASAJJAJAJAJSAKKJASASAKJASJKASASDDAS
>>
>>161166714
The 80s. Fire up a japanese pc emulator, find something you like, change the theme and go to town. No one will ever know.
>>
>>161166473
Serious question: Don't you get tired of making those?
>>
>>161166775
all me
>>
wow i really like unreal but it does have some cryptic error messages and random crashes.
>>
>>161166202
here's a fun idea for you
Kuru kuru kururin but for phones
instead of 2d movement, do lanes: tap left/right to move that way, and then swipe up/down to change lanes
>>
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>>161164714
okay, I lied, I couldn't leave before making inventory slots highlight when hovered over

do you think its juicy enough?
>>
>>161167207
Serious answer: I get paid
>>
>>161165241
>Why does this happen?
Because you're a shitposter and everyone knows your """feedback""" is a meme? Just like your "level design".
>>
>>161167678
Been fucking around with surfaces in GM, they are such a pain.
I'm trying to overlay a frame over another surface that has a screenshot saved to it (while everything else is deactivated). But the frame surface has a corrupted version of the screen in the middle of it, where it should be transparent.
Any ideas on how to make one part of a surface transparent while the rest isn't? And shouldn't that happen automatically?
>>
>>161165241
>dev posts game for months
>almost all of agdg likes it
>progress goes smoothly, dev responds to feedback in a reasonable way
>suddenly a newfaggot appears, saying the game is shit/barely passable and that it basically needs to be remade from the ground up
>newfag gets called out for being retarded
I don't know, sounds normal to me.
>>
Here comes the meltdown! Everyone take cover!
>>
>>161167707
Where's the 'kill my furfag self' option?
>>
>>161168027
its almost there

I just need to make "Space Mission Ration" food item. Then I need it to go down by (1 * number_people) every time "END TURN" key is pressed.

Will it be a shitty game then?
>>
>>161165241
Because they're right?
>>
>>161168440
Furfags are about as mentally ill as the fag you're replying to.
>>
>>161168795
Avatarfagging is against the rules.
You should just kill yourself already.
>>
>>161166805

When you go to sleep tonight ask Jesus to give you the answer to that question and he will give you the answer in a dream. Jesus knows the answer because he made those snakes.

Good luck with your quest for knowledge, anon. I hope Jesus helps you.
>>
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>>161168795
I seriously don't get it. How can you be so mentally deranged to even have this faggy shit of some kind of an underaged looking cat boy in on your computer, let alone share it.
What happened in your life that made you this way?
>>
>>161167626
I haven't had one crash yet. mebe because I don't move to a new version until it's second hotfix.
>>
>>161147549
Look at youtube videos of a game with interesting UI, like xcom2 or titanfall2, and just do the same things they did.
>>
>>161167626
other than unpreventable hot-reload crashes I haven't had trouble figuring things out
>>
>>161169624
but that's plaguery!
>>
The only thing worse than furfags are the autist bitching about furfags.
>>
What do you guys think about the Model-View-Component thing in Unity?

https://www.toptal.com/unity-unity3d/unity-with-mvc-how-to-level-up-your-game-development

my team is using it and I have to adapt ...
but I think that just regular old Entity-component shit in Unity is probably enough.
We're overcomplicating things
>>
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>>161169202
You never see reaction pics from regular porn posted by people who only watch regular porn, just saying. It's always the hentai and furry autismos who are doing it since they don't understand social norms.
>>
>>161151060
Glad to see you're still working on this.
>>
>>161145419

hey, anon, that was me. I'm here now. I was away for Thanksgiving with my family and I don't have a PC at home. I apologize.

If you need to contact me in the future, I'm on Discord when I am available, so you can ask for me in audiodev.

Are you ready with your script?
>>
>>161169431
its actually an old bug, i had to delete and regenerate the intermediate and saved folder.
>>
>>161167943
I like how amateur you are.
>>
>>161169903

when did it become a meme to hate "furfags" ?
>>
>>161170075
>social norms
>on a chinese cartoon forum
lmao
>>
>>161167741
>Kuru kuru kururin
Damn that throws me back.
>>
>>161170237
The day the first furfag was born.
>>
>>161170051

are you a toptal engineer ?
>>
>>161170237
Your post has the highest newfaggotry ranking I've seen in a long time.
>>
>>161170051
Your team fell for some snake oil, that's what I think. MVC is a pattern designed to make standard GUI applications "easier" to develop with large teams by taking away programmer freedom to write "messy" code.
>>
>>161170523
no
I don't even know what toptal is. But my team is using this ... strategy?
>>
In GM surfaces, can a surface have transparent parts and opaque parts?
I'm trying to draw a frame on a surface but the middle of the frame surface has a fucked up version of the application surface, covering anything underneath

Any help?
>>
>>161170597
Yes. A surface has exactly the color and opacity of what you draw to it.
>>
>>161170586
you don't make it sound bad.
And why is it "easier" for standard GUI applications?
>>
>>161170051
>>161170586
That said, there's always some good in decoupling logic from presentation. For instance, sharing most character code between players and NPCs where the difference is what provides the (abstract) input. Or having both a model and a icon for units in an RTS. MVC isn't a good fit for the way games work, though.

>>161170716
Because when a code monkey is told to write code for X with MVC mandated, they will only fuck up 1/3 of something instead of the whole thing.
>>
For the cuck dev:

https://clyp.it/rwlzjfz3#
>>
>>161170943
wew lad
>>
>>161170596

no i was just wondering ... since i visited the page linked in your posts and there was a popup ad asking me if i wanted to hire a unity developer to work on my project ... a so called toptal engineer.
So naturally I was just wondering if you were shilling your services.
>>
>>161170943


Wait a second ...

this post >>161145419 doesn't refer to you

does it ?
>>
>>161170687
My issue is happening even though I only draw rectangles on the outer edges? When it's created does it start with something on it?
Would drawing a giant clear rectangle to "erase" it work?
>>
>>161171045
nope, and I find that annoying too.
>>
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>>161171183

Oops! I thought it did, unless I was wrong. That person may have been someone else though... they wanted me Tuesday and I don't believe we got in touch.
>>
>3rd day spent on modeling/animating
>barely have 5 animations
>still not satisfied about any of them
Damn. I should just go back to my cube chars.
>>
>>161171291
Post them, I'm sure they were worth the time.
>>
>>161171219
When you initialise the surface, you should do a clear draw on it, so eventual leftovers are cleaned up. The surface tutorial has that exact command.
>outer edges
Note that the surface can only draw what is actually in its dimensions. Whenever you draw to a surface, you also change the frame of reference.
If you create a 32x32 surface and draw a pixel at 64x64y (because it's the global coordinate for that pixel or something), the pixel won't show up on the surface, because it's outside of 32x32.
>>
>>161171270

he's been making that post every day for the past few days.
>>
Anyone have good examples of item systems for games? I'm considering a component based approach but I'm mostly just a simple web developer with little experience is game software design.
>>
>>161171429
>clear draw
Gotcha, thanks. Is there a function for that, or do I just draw a clear rectangle?
>>
>>161170051
I've never really been a big fan. We had to use it a couple of times at school, and I guess it would be good in a 10-20 people team for programs and apps, but I feel like the headache isn't worth it for small games, especially not a 1MA.

It's doubly good if you're working if graphic designers or other people that aren't too programmy savy, that way if they change shit around it doesn't affect your stuff at all, and vice versa.
>>
>>161171703
Just clear it with
draw_clear_alpha(c_white,0);
This draw function takes the dimensions of any sprite/surface and makes every pixel opacity 0.
>>
> -site:pinterest.com
Thanks again to the anon who suggested this. Really makes life easier when looking for stuff. Fuck pinterest.
>>
>>161171960
>Fuck pinterest.
Yup.
>>
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Why is it that always when you think that you're done with UI for good 10 other things appear that are needed to be made
>>
>>161171948
Perfect, I'll give it a try, thanks!
>>
>>161171960
>>161172052
Can I know why?
>>
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I started designing a character I had in my head and then I realised it just didn't work. I sat back and thought of what art styles I pictured fitting the main character and then I remembered Quest 64. I like the way the hero was shaped even if the game was bad, so I started building the hero and adapting him to voxels just to get a rough shape I wanted.

I don't think the apron works in a voxel model so I'm going to have to adapt that out of it but other wise it seems to be going reasonably well. I'm posting because I'm slightly concerned that it looks a bit too Kingdom Hearts. Thoughts?
>>
>>161171701
What do you expect from "item system"?
>>
>devs posts progress
>ask them a question or two
>they never respond

scumbags
>>
>>161172327
>cancerous layout
>populating the first three pages of any google search with the same fucking destination page
>"please make an account to view these free pictures"

I dunno, guess I don't like the name.
>>
>>161172327
They can't be bothered to make an account
>>
>>161172327
See >>161172447
>looking for something
>you can have a peek everywhere
>pinterest :
>"please make an account just to see"
>"btw we're going to remind you if you try to browse the list browser, it's just a preview!"
>"we're also just redirecting links to tumblr or deviantart lol"

Like I said, fuck those guys. It's not even original content they're just redirecting shit.
>>
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>>161172447
I see what you mean, I made an account just so I could bulk download entire boards with jDownloader. I hoarded a lot of good reference pics this way so I can't complain.
>>
>>161172393
Sorry, like, RPG items that can go into an inventory, myriad weapons, armour, consumabled, with different magical effects and such.
>>
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>>161170075
"regular porn" and hentai are not different in any way, both are consumed by people inept to socialize like a normal human being.
>>
>>161172908
And you basically calling people subhumans makes you a normal human being?
>>
>>161145026
Finished games: 1
Prototypes/demos: 4
Jams: 3
Pros and cons:
+ I'm really good at Swift and C++ now
+ I can make a game fast enough to sell in a week
- you still need to know about bit shifting and stuff they teach you in school to land a job at a big game studio
>>
>>161172752
Well there's nothing just about that that inherently asks for either composition or inheritance. They are just two different ways to facilitate code reuse (inheritance does a little more, as well).

Is it fair to say you don't know exactly what you want? Then you should favour composition. Inheritance tends to fail if it's not meticulously planned out.
>>
>>161145139
4 years fell for the enginedev meme ;_;
>>
How do I into rotating a turret with a body and a barrel pivot set at arbitrary rotations around the ship while capping their rotations in local space?

Math is hard ;_;
>>
>>161173601
Convert from world to local, constrain local, convert back to world? Better yet, convert the local constraints to world constraints.
>>
>>161173093
There is nothing wrong with calling degeneracy out.
>>
Post progress
>>
>>161172908
>tumblr gif
>Complaining about people being poor at socializing.

What?
>>
>>161173601
you give the turret a local transform and parent it to the ship, then you multiply the turret's transform and the ships transform
>>
>>161174140
Can't, it's private project
>>
>>161166202
Take game/thing you like. Think of all the shit you felt they did wrong, could have done better, didn't include at all or included but it was unnecessary fluff. Make version of game/thing with all the above critique in mind.
>>
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>>161174140
I said I wasn't gonna work on my project anymore but I decided I'll work on a GDD in my spare time now since I have nothing else to do. Even though it will never get made. I just started last night though.
>>
>>161174140
The last time I posted progress I got no replies even though I asked a question so no.
>>
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>>161174140
ssshhh
>>
>>161174482
did you ever fix the draw card hitbox being broken in fullscreen mode?
>>
>>161166512
Late answer but yeah, pretty much. I'm taking some inspiration from the Tales series.
>>
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>>161174140
remade the first boss theme. also got rid of the ugly skeleton head on the title screen for until i add something proper to it. thats about all i have to show right now though since im procrastinating level design

https://clyp.it/tek5r3e2
>>
>>161172350
there really isn't anything wrong with looking "kingdom hearts"
big shoes are okay

keep working
>>
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I don't know what could be the problem, but there's a seam between my backgrounds and it's really annoying. However the code is so simple I don't understand what could be the issue.

I have 2 scrolling backgrounds, one that starts at (0,0) and one that starts at (-width,0). Both are moving to the right at the same speed, and when one of them reaches the end of the screen, it goes to (otherBackground.x - width, 0).

Any clues? (LibGdx if that could somehow have a role in this.)
>>
>>161174389
>Player can do anything and everything, wow!!

Tod please.
>>
>>161175024
it says they can go anywhere, not do anything. that's completely different.
>>
>>161145139
I have been making Source®™© "levels" for 6 years and will never make a game and do not care :)
>>
>>161174582
oh yeah
the problem wasn't fullscreen but scale = x2. Since my laptop monitor wasn't big enough to test it normally I had to just play the game in giant overlapping ui elements mode

speaking of I never figured out why it crashes when you go into fullscreen. If that happened to you, mind telling me your monitor resolution so I can see if I can reproduce?
>>
>>161175106
Things a pimp would say
>>
Don't engage the basketcase please.
>>
>>161175348
https://youtu.be/F77EfBasbGQ?t=24

looks like it says my resolution in the crash log
>>
>>161175434
>don't pay attention to the thing I'm telling you to pay attention to
Everytime.
>>
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>>161174140
Enemy patrolling
>>
>>161172397
>post progress
>instead of praising my work all i get is some faggot not caring about my game but just asking how i did the X thing in the progress so that he can implement it into his own shitty game
fuck off sod
>>
>>161174919
it's probably a float rounding error
>>
>>161175710
Imitation is the sincerest form of flattery.
>>
>>161175538
so 2048x1152? fair enough, thanks anon~
>>
>>161175865
it's also annoying as fuck
and imagine if that faggot's game succeeds because he is using stolen shit from your game, while your own game fails for whatever reason.. people killed for less than that
>>
>>161174919
>it goes to (otherBackground.x - width)
Are you performing an update on the otherbackground after setting the position of the first background without also updating the position of the first background?
so
background1 updates its position and detects it is too far off screen, snaps to background2's position
on the same frame, background2's position is updated which creates the gap
>>
>>161175796
I don't really see how. Even if there was one both of them would be affected by the same error, which would simply cancel it out.
>>
>>161174919
I concur with >>161176165.

>>161175796
It's definitely not that.

>>161176064
Well clearly it's not the imitated feature that brought them success or you would be successful too. What's the problem?
>>
I'm watching episodes of homemade hero. Is there any reason to try to code a game from scratch in C other than for educational purposes? Even after 351 hours, the guy seems so haggard and unhappy with the product.
https://www.youtube.com/watch?v=6mTkcOlaUUc
>>
>>161176348
How the fuck is that game still so trashy?? What does he do with all that time? Dude will be doing this into his eighties if he actually wants to shit out a decent product
>>
>>161176169
>>161176205
no because 0 stays 0 but when you cast a float to an int like you're doing then it will round up
>>
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What are the salaries like in game programming?

Is it a fulfilling and lucrative career, or does it just lead to unprestigious cuckdom?
>>
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>>161170943
>>161170098
>>161171270
Hi there, I'm the same guy from Tuesday. I decided I'm going to do more work before asking you to do any voice acting but first I want to decide which character you will do the voice for since I'm going to work on it first.
Can you record "*giggle* Get ready to have your ass kicked!" in a playful/confident way
and "In the name of justice I WILL PUNISH YOU" in a heroic manner
and also "Surrender, or taste my blade." in a serious way
I think it will take a month or maybe more and since I know you're in discord I will look for you there or if you want you can send me an email (see pic)
>>
>>161176348
No, but I think it's still a good resource if you want an in-depth look on specific things.

>>161176490
The goal isn't to make a particular game, the goal is to do a tutorial of making a simple game (with the idea that the audience can apply concepts to any game) from basically the bare minimum. If it used particular libraries then it would only be applicable to those libraries, so I understand the idea of starting from scratch.

>>161176549
There's a lot more than 1 pixel of error there, anon, not to mention it only looks like floats are used for delta timing.
>>
>>161176745
So if I am making a game in unity, do I ever have to think about how the memory is being allocated and make decision that affect my game, or is all that just out of my hands?
>>
>>161176165
Wow, it's so obvious! Thanks! Sometimes it really does help to just explain your problem to others. Right now I just move the second background backwards to compensate for the additional update. It feels a bit hacky but it works for now.

(Don't worry I'm going to remove the magic number soon, it was just for testing purposes right now.)
>>
>>161176873
If you're using Unity then I don't think there's anything useful for you in HH.
>>
>>161174140
I've been a filthy nodev the past week. I have no progress
>>
>>161176745
>The goal isn't to make a particular game, the goal is to do a tutorial of making a simple game (with the idea that the audience can apply concepts to any game) from basically the bare minimum. If it used particular libraries then it would only be applicable to those libraries, so I understand the idea of starting from scratch.
I never said he should have used libraries. What he should do is stop nodevving for 3 hours a day and actually show people how to be efficient and optimal in both design and execution. If he did that there is no way the game would be this trash. I mean it looks like a fucking ludum dare game.
>>
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>tfw finally learning c++ through ue4
>>
>>161176165
>>161176959
I advise you make a better solution right now, because this kind of problem will crop up again. You absolutely need to be able to make it so that you can have all entities do some logic before more logic runs, e.g. by having multiple update methods where the first is called for all entities, then the second, and so on.

Also you're kind of shoehorning here. Why does the background need to be made up of objects? You can easily have just a value for the scroll and draw the backgrounds directly.
>>
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>>161174879
Thanks man.

I realise that I have a problem with the face. I like the low voxel count until I have to design a face in 10 small boxes.. It simply doesn't work. I may have to enlarge the torso and double the model size so I can do a face properly but at that point would I be better off detailing the rest of the model up?
>>
>>161177193
The series isn't for you, get over it.
>>
>>161177219
https://wiki.unrealengine.com/Entry_Level_Guide_to_UE4_C%2B%2B
>>
>>161177193
I just watched the video you posted, I can't tell what the game is about.
Reading the titles for the other videos, I can't tell what the game is about. It's literally a grab bag of things that are sometimes useful for games.
It seems less like he's making a game and more like he's making a term project, like those toy OSs that have no real use. Like how many concrete programming ideas can I fit into a single game, except spread over multiple years
>>
>http://handmadehero.org is a project designed to capture and teach the process of coding a complete, professional-quality game from scratch.
>REEEE WHY IS HE DOING EXACTLY WHAT HE SAID HE WOULD DO
>>
>>161177734
How can he teach something he's never done before?
>>
>>161177734
>professional-quality
>>
>>161177494
you can basically use any 2D frontal sprite as a good reference for the face (or the rest of it)

you're going to have to make it pretty cartoony
>>
>>161176670
Very unstable, income isn't great, extreme working conditions and there is always another thousand idiots wanting your job if you ever complain.
>>
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>>161177734
>a complete, professional-quality game
>>
>>161177408
>Why does the background need to be made up of objects?

I'm using scene2D, which uses objects called Actors for optimized behaviour and rendering. My background object is just an Actor. Plus it contains stuff like position and whatnot, I just find it more convenient. Also, there is a possibility that might make backgrounds more complex later on, so already having them as objects for now will save me the hassle later on.
>>
>>161177846
well, it does look like it's on its way to be a complete professional-quality mobile game
he wasn't wrong
>>
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>tfw you get unity to work with you
I'm starting to feel extremely optimistic about this
>>
>>161177846
To be fair he's only three hundred and fifty-one days in. Atleast give him a decade or two before you start criticizing.
>>
>>161177791
He made RAD's Granny and worked on Bink 2 and The Witness. If you logically interpret professional-quality as being from a programmer standpoint then I think he has plenty of experience.

>>161177794
>>161177846
>what is programmer art
>>
>>161177846
the why does it look like someone followed a gamemaker youtube tutorial for a week?
>>
>>161178078
He only does an hour a day, and he spends a lot of time explaining things. If he was actually making a game as a passion project, he'd only be about a month in.
>>
>>161178275
>a month in
>shitty mobile tile based engine walking sim
>impressive
>>
>>161177930
Just because you need to use these Actors for drawing the background tiles doesn't mean you need to have "Background" objects for each of them. The background should be one thing with multiple tiles, not a system of tiles interacting because as you can already tell it's going to get messy.
>>
>>161178427
The game doesn't need to be impressive from a player perspective. Any time he spends on making the game look good for people who aren't his audience is time not spent on doing what the series is actually for.
>>
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>>161177846
The squares are actually symbols for the futility of human achievement. Truly a masterpiece.
>>
>>161176348
>>161176490
>>161176745
>>161177519
>>161177620
>>161177734
>>161177846
>>161177931
>>161178078
>>161178090
>>161178272
>>161178275
>>161178630
>>161178706
>Handmade Hero is an ongoing project to create a complete, professional-quality game

>The game design has been specifically tailored to require more complex code than exists in most game designs. Sophisticated procedural level generation, intricate item interactions, and globally propagated effects are just some of the many aspects of the game that will be implemented during the series.

> I estimate it will be about 600 episodes or so before the game is complete

via https://handmadehero.org/
>>
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How did they make these cutscenes? Are these 3D models, or are they very well animated 2D images?
>>
>>161179056
funny
>>
>>161179056
I'm glad you posted a video so we can diagnose this for you
>>
>>161179056
no video or anything to judge how the animation was made, but i'm going to go out on a limb here and guess that they used live2d
>>
>>161179056
I think they used live2d.
>>
How would you handle AI escaping from a target? The idea I have is to
>check position of AI and of the target
>get the direction, normalize the vector and multiply by some number
>tell the AI to go to to that point
This works, but what happens when the AI gets cornered? Should I make it so it will pick a random direction and run?
>>
>>161181049
This is how I'm planning to do it: granted my game is strictly grid-based, but you could do similar things with polymeshes/waypoints
http://www.roguebasin.com/index.php?title=The_Incredible_Power_of_Dijkstra_Maps
>>
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I accidentally made a console ascii printer instead of dev
>>
>>161181154
I love Dijkstra maps. More people need to realize that if you're doing many similar e.g. A* invocations, you should probably just be using Dijkstra.
>>
>>161175709
Looks awesome. Are you using a navmesh or just some kind of spline?
>>
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How's this for design:

You start the game in a small room. From the room you go into the dungeon sections, upon the completion of which, you return to the same room. Using crap you collect within the dungeon you can expand/decorate your room. Webm shows getting a tombstone, coming back, making a new tile and then once more.

This would let you feel your progression and serve as a save area.
>>
>>161182074
You should collect items that allow you to access different dungeons.
>>
>>161182074
I'm reminded of nethack in a way
To beat the game you have to go down several branches, but you also have limited inventory space, so it's common to leave items specifically for when you travel back up to go down a different branch

with this metaphor your room becomes a box like in a diablo-like game: a sort-of minigame to decide what you need right now and what you'd rather save for later
>>
>>161181930
Thanks, the green line is the target point which gets iterated along a spline, then navmesh to move to that point.
>>
>>161182074
I like this idea allot. Nicely done.
>>
>>161182074
brilliant, I'm stealing this idea and not crediting you
>>
I want to release a game in 9 months. I'm free every day. I'm an intermediate programmer with several years of c++ experience. I have zero artistic and creative skills.

What's a reasonable scope?
>>
>>161183487
blocky graphics unity game

art is the most important part of gamedev so you're fucked
>>
>>161182074
Thanks for the idea! Much love!
>>
Why hasn't the other thread been deleted yet?
>>
>>161182905
Aah cool that's cool. It looks very fluid and with the spline you can easily set new paths too I bet.
>>
>Suffer from a creative burnout for years
>Narrow scope in hope of being able to finish something
>Finally push through and recover
>Content flows freely; close to actually finishing the game
>Feel urge to almost double scope
Am I being self-destructive?
>>
>>161183487
coffee-break roguelike
>>
>>161183848
>>Content flows freely; close to actually finishing the game
Finish it nigger, don't you dare change the scope now
>>
>watching Night Court
>get idea for game
>go to PC to code it
>sit down
>blank slate, can't remember what the fuck I wanted to make
Damn.
>>
I've been putting getting into game dev for over a year, and I've decided it's finally time. I want to get into 3D games, but should I start with Unity, Unreal, or Source?
>>
>>161183821
Because >>161179459

It will now become the next thread.
>>
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How hard is it to make a neural network and build a game around it?
>>
>>161184734
shut up "henry"
>>
>>161184179
>a game where you are judge but you are also a magician
>>
>>161182074
I really hate coming here and seeing other people have had the same ideas as me

that's it, I'm wrapping my head in tinfoil
and maybe a faraday cage too
just to be safe
>>
>>161185027
"He's judge, jury and prestidigitator"
>>
>>161184734
Games that 'learn from the player's actions' sound cool but are never that good. A good game has to have well defined systems and patterns for the player to learn.
>>
>>161184734
very hard
>>
>>161185554
It definitely doesn't use a neural network, but the pawns in Dragon's Dogma learn from how the player fights enemies. It's pretty cool.
>>
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What did you accomplish today (if it's evening where you live)?
What will you accomplish today (if it's morning where you live)?
>>
>>161185710
finihsed my fishing minigame
>>
>>161185173
>that's it, I'm wrapping my head in tinfoil
That's what they want you to do!
Think what shape satellite dishes are, the foil is transmitting your brainwaves to the aliens.
Think about it anon, don't make any mistakes or they'll get you
>>
>>161185710
Made my game much more efficient.
A 300 value array is created ~240 times a second, rather than 50,000
>>
>>161186220
nodev reee
>>
>>161185710
>>161186220
Also made my game work on any size device

>>161186283
What makes you say that?
I've created a shit-tier game on the app store, and the one I'm currently making should be rather good
>>
>>161186379
optimization is not gamedev
>>
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>want to implement a system where you can interact in different ways with an object by pressing different buttons
>can't think of any object that you can interact in different ways
Help?
>>
>>161186452
My game now doesn't lag and I can render a huge amount more [insert secret idea].

I wasn't optimising a mistake that I made previously, I edited a library written by Google
>>
>>161186603
A broom
>Click (A) to wield
>Click (B) to brush
>Click (C) to fly
>Click (D) to insert into anus
>>
>>161186603
are you retarded
>>
>>161186774
What's the difference between A and D
>>
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>>161145026
I've gotten much closer to finishing this fucking thing, and that's it
>>
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>>161185710
I've got a bunch of icons to finish, then it's onto the menu redesign
>>
>>161181551
I recognize that pic
Its the nighttime version of the image /3/ collabed on
>>
>>161184734
I love this picture whatever it is
>>
Reminder to budget some money to pay off the LP League, as they have black/shitlisted AGDG and will trash any game and dev who doesn't pay up.
>>
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here's a progress
>>
>>161188227
the scrolls at the bottom are p cute
>>
>>161189510
thx bb
btw you should consider making spikes their own color so you can tell immediately they are a kill you thing
>>
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https://clyp.it/qytxaess

what do you lads think.

pic related is atmosphere im shooting for
>>
>>161178090
>He made RAD's Granny and worked on Bink 2
Unironical props to him.
>>
>>161181049
>not implementing the prometheus school of running away from things
gotta get dem mad meme monies
>>
>>161189326
??? what ???
>>
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How do these transitions seem?

Do they help with the changing resolution?
>>
>>161190672
They're fine but I don't get why you zoom in
>>
>>161190672
it does yeah, way less jarring
>>
>>161190672
Did you get the face graphic from kirby?
>>
>>161190672
Zoom is always iffy with pixel games so try it without it.
Darker colours are nicer on the eyes than a flash of white, so try that almost black colour you've got in the doorway
>>
>>161190893
Eyes are basically copied, yeah
Still can't find a cuter/better way of conveying eyes, the Japanese know what they're doing
>>
>>161189326
what LP league?
>>
>>161190953
Are you planning on selling it or no?
>>
>>161190953
dont fuck with nintendo m8
>>
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>>161190939
This, I would stop playing this game just because of the flash of white.

But maybe it's just me. Pic related is my desktop, and I have 2 dimmers on it.
>>
>>161190953
On top of this >>161191151 >>161191291 it helps to make the player sprite jar with the rest of the art. Compared to the player sprite, the rest looks almost placeholder.
>>
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>>161190953
you can use this design for 1 shekel
>>
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This thing took ages to make, relatively speaking. Things like making chains and importing material ids into unity was new to me.
>>
>>161185710
>implying I'm not the most productive during the night
I'm finally gonna find and squish the second of two bugs that I had bigger trouble with than I should have.
>>
>>161191482
the smile makes it look creepy tbqh
>>
>>161186452
>x is not gamedev
One of the shittier memes of agdg.
>>
>>161190640
>>161191046
Surprised you haven't heard about it, it was big a month or so ago, they backed down for awhile.

Apparently someone in AGDG made fun of one of them and this is their way of getting revenge.
>>
>>161189326
The who in the what now?
>>
>>161191428
>>161190672
forgot to link the dev
>>
>>161190640
>>161191046
>>161191761
it's a meme you dips
>>
I'm having some trouble with attaching sprites in GMS.

I have a player object that uses Draw_Ext in the Draw Event to render the body, head, and weapon arm. The position is based off of HeadX/HeadY.

In the StepEvent, I have an "if" that adjusts the HeadX/Y based on the frame (image_index) of the two different animations, Idle and Walk. However, it doesn't seem to update the HeadX/Y while walking, the head just floats there, not attached to the body. Any ideas jump out at anyone?
>>
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>>161147584
>Fucking tumblr I hate them but just like furries they're easily exploitable
Yeah haha. Worked out real well for pic related, didn't it.
>>
>>161166775
I don't know how to do that but I'll look. Thanks.
>>
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>>161191554
>>
Greetings. I go by Canus, and I am an Artist. I am in search of a programmer with whom I can work.

Let us talk about your game.
>>
>>161192478
>not linking to your art first
>immediately namefagging
I hope for your sake you're just meming.
>>
how do I profit from making clone games using stolen assets?

make them in Html5 and put some ads?
>>
>>161192567
>new
>high horse
:)
>>
>>161192567
Do you have a game or are you just going to prattle on
>>
>>161192186
Undertale succeeded not only because it capitalised on the tumblr fanbase, but because toby was already well known in those circles. To tumblr, Aerannis dev was a literal who
>>
>>161191151
>>161191291
>>161191456
Gotcha. I'll get back to the drawing board on the eyes I guess
>>161191482
Looks like you made him in the spore creature creator

>>161190939
>>161191428
Working on that, thanks for the advice
>>
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Making a 2D FTL-like game, want to make ship and crew management a bit deeper. How should I go about visually representing the ship? I was thinking top down overview of the whole ship and clicking on each section(like engines, bridge etc.) opens up an isometric view of the room but this is just a first idea and I'm not really sure about it. Any ideas?
>>
>>161192754
I like that idea. If you open up the kitchen area in isometric view, will you occasionally see a space bug skitter across the floor?
>>
>>161192012
Disregard, turns out I had to make the HeadX/Y into globals. However, I'm having an issue with image_index not updating in game? Or are there "hidden" frames or something because if I walk for a few seconds, his head will move like once, then stop.
>>
>>161192754
Will everyone be running around all parts of the ship a lot like in FTL? Then it'll be very awkward to not be able to see the whole ship at once
Imagine you're the player and think about what information you'll need on a second-to-second basis, and design visuals so the player will get it. Also draw a shit-ton of mockups
>>
>>161191456
>>161192721
>Compared to the player sprite, the rest looks almost placeholder
Change the black outline of the blue drop for a lighter black / dark blue
>>
How do I, using game maker, make it so that the game checks what direction the player is moving and chooses the appropriate jumping sprite? Left or right.
I know I'm a retard. I'm sorry.
>>
>>161187183
>are you retarded
>animeposter
>>
File: Door Transition Zoom.webm (1MB, 960x540px) Image search: [Google]
Door Transition Zoom.webm
1MB, 960x540px
New and Improved
>>
>>161193284
Either base it on input, where if last button pressed == left change sprite to left etc.
or base it on movement and compare the last x with the current x.
>>
>>161193079
_or_, if you really want the greater depth, you can slow down the rest of the game to the point where menu digging doesn't affect the pace of combat. I'm reminded of the paradox games, which have pretty deep menus and get away with it because usually during peacetime you don't lose all that much in letting time pass
>>
>>161193392
nice
>>
>>161193284
I have two functions that set a direction variable. One sets it to the sign of the horizontal speed, one sets it based on player input.

In pretty much every state I call one of them
>>
>>161193284
if (hspeed > 0 && "Jumping") {
sprite_index = spr_jumping;
}
if (hpseed < 0 && "Jumping") {
sprite_index = spr_jumpingleft;
}

Or just use the hspeed to decide the image_xscale of the whole character. I made a variable called "facing" that equals 1 when facing right and -1 when facing left, and is used for the sprite's image_scale to flip the sprite automatically. Saves me having to load a stupid flipped sprite.
>>
>>161193392
way better. the white was terrible
>>
To: Shigeru Miyamoto
From: [email protected]
Message: I don't know if you were consciously in that dream I saw a few hours ago. But I did tell you to come to AGDG for inspiration/etc.
Also, sorry for calling you Hideo Kojima the entire time, I didn't know the difference. And for beating you up before you left. It was a weird dream.
Also, I'm not sure I can finish that game we talked about in 3D, but I can totally try in 2D, with pixel-art. I think it was a pretty cool concept.

Hope you see this. Bye.
>>
>>161193392
Still don't get why you'd zoom in.
>>
GMS: if I'm drawing multiple sprites from my oPlayer, is there a way to check what frame a particular sprite is on?

I have Body, Head, and Arm, and I'm trying to avoid animating the heads if possible by just attaching them and updating their position based on frame of the body animation.
>>
>>161193706
image_index
Why are they separate sprites?
>>
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>>161193601
I got you fucker
calling the cops right now
>>
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>>161192721
>Gotcha. I'll get back to the drawing board on the eyes I guess

here ya go m8, the best nipshit I could muster
>>
>>161176727
>and "In the name of justice I WILL PUNISH YOU" in a heroic manner
https://www.youtube.com/watch?v=lb5h4ZegzvQ
>>
File: Door Transition No Zoom.webm (1MB, 960x540px) Image search: [Google]
Door Transition No Zoom.webm
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>>161193695
It's supposed to ease the eye into the different pixel scale

pic related for comparison
>>
>>161193957
>10 minutes into possess and chill and he give you this look
>>
>>161194007
I didn't mean the way you change it, but the reason.
>>
>>161193830
So they can be switched out at random. Random character gen.

I think I might have figured it out, apparently image_speed ADDS whatever you put in it, and can give subimages goofy numbers. I changed it to 0.5, so it should work fine if I take the doubled frames into account.
>>
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>>161194101
>>
Well shit, I've finally finished what I wanted to do and it looks like my game is too visually complex to post progress in GIF form now, I end up with files way too big.
How should I go about recording it to a WEBM?
>>
>>161194421
webmCam
>>
>>161192256
can't sleep, Wimp will eat me
>>
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>>161192852
lol if I ever find an artist to help me out I'll definitely tell them to do that

>>161193079
>>161193410
Yeah, sending people around would be a bit clumsy. I thought that I could do it so that you can see from the overview how many people are in a room and what specialization they have by having an icon for every person drawn over the room. That way if the player needs an engineer on the bridge they can just click the room with an engineer, click the engineer and tell them to move to the bridge. Still might be too much work for something like that. I wanted to do the combat turn based to accomodate the increase in micromanagement.

Mainly though I want to shift the focus on story and characters instead of making it so roguelikeish like FTL was. I want the player to get attached to their crew like they do in x-com. I'm also working on a simple system for creating stories that even non-programmers could use, the missions will be easily packaged like .wad files in doom and anyone will be able to just copy them into their game. In fact this entire game started from this idea that I had for a system for creating quests, and because that was my biggest gripe with FTL, that the missions became repetitive and uninteresting too fast, I decided to start working on this.
>>
>>161194007
no effect on me senpaitachi, I don't care either way
>>
File: sd (425).webm (3MB, 960x540px) Image search: [Google]
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somebody suggested making shield juicier and more satisfying to use so people actually pay attention to it, so i'm working on that
what do you think

also yeah i turned unlimited shield power on for purpose of showing it off
>>
>>161194421

If you have the gifs already, you might be able to use webm for retards.
>>
>>161194421
OBS + WebM for Bakas
>>
>Tfw trying to get save games to work but you need alcohol to survive family outings to watch football

Help me, /agdg/ I don't think I can sublibe the holiday season
>>
>>161193284
You should really google your questions first. Chances are this question has been answered hundreds of times and you'll get a faster result
Also if you're having issues with this you should start with some tutorials.
>>
>>161194007
no zoom is way better, imo
>>
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Well that can't be passed as a feature
>>
Are there really this many positions and roles at a game dev group? It really makes me wonder who is considered to be game dev after all. Other than the level designer and the creative director, the rest are just wage slaves.
>>
>>161195831
Previous part.
This weird tumblr image cutting always triggers me.
>>
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Started work on a cave level within the forest. You enter a mining cave and need to take a torch cube with you. Its going to be tough to finish this level as I want the player to go deep underground.
>>
>>161195535
charge attack.webm

there now it's a feature
>>
>>161195831
Yes, there are. Why do you think the credits roll on for 30 minutes?
Though for indie/small teams, they don't need most of them and all the members work in multiple roles.
>>
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>>161196063
Comfy as fuck.
>>
>>161195831
>having a team
>>
>>161195831
for a lot of those there 3-5 people per positions. there's usually even more positions than that, like texture artist or technical assistant
>>
You have 1 minute to explain the simplest problem you're currently facing.
>>
>>161196174
Just to add, your image doesn't even list all roles (Missing VAs etc)
>>
>>161196181
What is that picture it better not be my pure boku as a grill you fucking fuck fuck.
>>
>>161196313
Don't know were I can find explanations on how to approach implemented tactical AI behaviours, like flanking.
>>
>>161196313
time
>>
>>161196313
I want to be able to draw sprites but I can't wrap my head around this shit. All I want right now is a fucking worker.
>>
>>161196313
Game's name
>>
>>161196313
I'm thinking about how to design the main flow of the game loop to be the most efficient. It relates to another question, namely, how should I store level data. Simple binary? Lua scripts? JSON? XML?
>>
>>161196313
can't find artists
>>
>>161196181
What have you done to his unfappable bunny cube oh noo
>>
>>161195980
>>161195831
a gamedev is someone who devs games

and yeah it could look like that with a "traditional company structure"

but you could also have this scenario

>Project Lead/Game Designer wants doors
>Project Manager adds this item on the list
>Code monkey A and B say its feasible, just need a door first
>Art Director/The guy that does graphics and shit looks busy, he says he'll be busy for some time
>Project Lead talks to CEO about outsourcing
>CEO thinks this saves money
>Project Lead outsource door
>door arrives 3 weeks later
>Code Monkey A and B gets cracking
>The next week a door has been implemented
>Project Lead gets another existential crisis

every single one of them is a wageslave
>>
>>161196515
Canus

>>161196596
I'm an artist, what is your game about?
>>
>>161196434
Maybe this will help.
https://unisalesianogames.files.wordpress.com/2011/08/programming-game-ai-by-example-mat-buckland2.pdf
>>
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>>161196403
>>161196648
Don't tell me you haven't seen it before.
>>
>>161196313
I am not facing a problem. Currently preparing progress post.
>>
>>161196815
why do you keep reposting it

it's bad and boku is a boy (male)
>>
>>161196592
A simple binary format.
>>
>>161196918
Rule #63.
>>
>>161195831
>>161195980
This is for teams of 100 people, like CoD or Asscreed, and many of these positions are outsourced. You'd hire a QA or advertising company (or your publisher would have one that you use) who have their own hierarchy, so the credits get inflated when most of the people don't really do anything specific on the game.
Most AAA games don't even have that many. When you're an average team of 30 or less a lot of those roles are shared.
>>
>>161196313
character's default name >>161187667
I'm thinking "ember" but that's gay as fuck
>>
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what are some other topics that I should write up design rules/principles for?

will people tolerate no quest compass in 2016?
>>
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>>161196918
This. Boku=boyo

>>161196181
Actually looks like the dev more than her character
>>
>>161196063
Gimme your adderall
>>
>>161197582
Bokudev is a 21 year old man we have been over this. You people clearly cant tell Asian twinks apart from girls.
>>
>>161197582
>This is the kid that will be running the deathsquads during day of the rope
>Future people will know him as the Emo Death the Moonman-incarnate
Do you think he was actually raped by black people or what?
Why is he so racist?
>>
>>161197513
I always thought that he is Frost. Other than that, the Finnish word, tonttu, sounds good for him.

Besides: I never understood this. Why do games give me the option to name a character, when it already has one, and the whole world will refer to it by that name? I stopped naming my characters after I started to read about FFIII and I didn't understand a word because I named all my characters differently.
>>
>>161197545
>will people tolerate no quest compass in 2016?
Only if you design your game well enough not to need it. Treasure hunt quest with "under a tree in the forest" won't be.

>other topics
I'd need more info on your game to suggest any. Genre and type, mainly.
>>
>>161197582
>never wanted the discord shitters to post my pics of me in the thread
>they somehow find my facebook and constantly post shit in the thread of me.

Stop this meme. I just want to make game.
>>
>>161197545
this sounds like an open world game
you probably won't be able to make a traditional open world game with designed quests and economy and shit in any reasonable time frame
t. nodev
>>
>>161197847
>we know his facebook
SOMEONE GIVE IT TO ME I WANT TO POST MOONMAN MEMES ON HIS WALL!
>>
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>>161197847
>expecting hivemind of basement dwellers addicted to anonymity to respect personal boundaries
>>
>>161197847
>MEN in agdg sharing and constantly saving pictures of a trap

Yeah agdg is of course a bunch of gay men not focusing on their games.
>>
>>161197842
the initial idea right now is to come up with a set of guidelines, so later when I'm designing quests I can go back and say "does this meet requirement 2 that states that all quests should have a clear path forwards without quest markers"

it is a semi-open-world rpg. right now I'm trying to think of things in other games that I don't like that I don't want to fall in to

maybe I will do something about no weapon degradation next or item weight or something
>>
>>161197954
insert facebook shitty url/fredrick300
>>
>>161196313
I can't do graphics.
My plan of using interesting lighting and minimalist graphics won't work as I've edited the box2d physics engine too much and box2dlights breaks and gives meaningless errors. I'll have to find a work around, or suddenly become good at art.
>>
>>161197831
Nobody refers to the player by name in Frost, it's more to differentiate the save files
>>
>>161198247
how does modifying a physics engine break lighting
you can break raycasts sure, but then you have bigger worries
>>
>>161196313
I don't have an artist and I'm not good enough at art, if I work on art it takes so much time that I don't have enough time to code.
>>
>>161198308
Then just Save 1, Save 2… or Player 1, Player 2… I mean, what if everyone wants to use the same name?
>>
>>161198062
What about differentiating accessible areas from inacessible ones, like avoiding ledges that appear reachable but are guaranteed to end in the abyss or doors that open and doors that will not? Does the player have different ways to open a door, will some doors not open when tested in a certain way and how will they indicate that?
Do you plan on having groups or factions with which the players can affiliate? Should an action as part of a quest have foreseeable repercussions with those? Should those repercussions always be made known to the player, i.e. will they ever face a situation that makes them go "shouldn't have fucked with the paladins"?
>>
>>161198667
ah, those are good. I hate doors that are locked forever since there's nothing behind them (with no indication of such). thanks
>>
>>161198324
This is my current error
[code]
FATAL EXCEPTION: GLThread 125
java.lang.AbstractMethodError: abstract method "boolean com.badlogic.gdx.physics.box2d.RayCastCallback.shouldQueryParticleSystem(finnstr.libgdx.liquidfun.ParticleSystem)"
[/code]
I didn't write this piece of code, so I don't currently know what's wrong. Having the physics engine, lighting, and particle simulation all written in c++ and wrapped in java makes things harder and more tedious </3
>>
>>161199060
something's gotta be really fucked up to have an abstract method called at runtime and not have been caught by the compiler
>>
>>161197582
>>161197847
Anybody who stays in chat after they've had a chance to see how much dick sucking goes on in there deserves what they get unfortunately. Did you expect nodevs namefags hanging out in a friend simulator to be cool?
>>
>>161198468
Giving the character a name is important for fans to be able to conceptualize the character. "the player character" is just an avatar for the player, but when you give them a name you separate them from the player and make them into their own entity. However letting the player rename the character lets the player connect with them a bit more if they want, and it's a good, easy option to add.
>>
>>161199186
Any suggestions or things I should look for? I'm new to this and pretty stuck
>>
>>161198352
I'm an artist, what engine are you using?
>>
Help I can't seem to find a decisive battle mechanic after all.

> Zelda-like, Link's awakening: Battle is kind of boring actually, but it fits with the fast-paced exploration
> Cross-Code, 3hits combo like: Gets repetitive too quickly
> Rune-Factory like: Not bad but feels like it's missing something
> Secret of mana: Same as above.

I think I want something between rune-factory and secret of mana, but I'm not sure how to improve it.
>>
stfu
>>
>>161199460
well, it implies you have some abstract class in java that's supposed to have a subclass implementing a bunch of functions but one of them wasn't reimplemented. normally a compiler would catch this, but your thing about c++ being wrapped in java I suspect is bypassing that somehow. maybe you have different version of the c++ and the java stuff which aren't 100% compatible. just speculating though
>>
>>161199541
have you looked at Shining Soul I/II or Secrets of Grindea?
>>
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Been working more on adding some juicy effects
>>
>>161199912
I don't trust those foxes

They seem sneaky
>>
>>161200016
They are gonna steal your underwear!
>>
>>161199854
I remember Shining Soul II, good game, but it falls under the mashup pattern. You can just hold ground and spam attack, boss excluded.

Secret of grindea... I tend to stay away from over-hyped games but I guess I should take another look.
>>
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Taunts.webm
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Small progress:

Added taunting into the game. There's 5 unique taunts against each class, and 30 generic ones. It's randomized what you get.

Knights can taunt within 2 squares. This makes it so the taunted character cannot use attacks or abilities unless they somehow also target the taunting knight. Once they do, they're cured of the status. It will also interrupt any channeling spell already started.

The idea behind this is that knights will act like a defensive or offensive line of sorts, making way for the ball-carrier to score, or soaking hits so the ball-carrier can live.
>>
>>161199912
Looking good anon! Keep up the good work!
>>
>>161200718
Thanks!
>>
>>161199912
my gf wants to play your game
>>
>>161200463
Hope you have a quick mode, all those animations will become painful to watch after playing for a couple hours.
>>
Bokudev isn't even cute. It's just myspace angles.
>>
>>161200463
I always love seeing your game. It gave me a hankering for FF Tactics
>>
>>161200780
well some day she can
>>
>>161200901
Calm down rotate.
>>
>>161200867
Yeah, I'll get to that eventually. All the animations play out in stages, so I'll just code in a short skip from stage 1 to whatever the final one is. Wouldn't be hard.

>>161200967
Thanks. FFT was my favorite game growing up
>>
>>161201005
*xe
>>
>>161200463
I'm happy you're still around. Keep it up!
>>
>>161200463
Neat
>>
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>>161199771
Thanks for the advice, I can't find anything that's abstract related to the error, but I'll keep looking

The error is possibly somewhere in pic related, but I don't really know what I'm looking at. The method containing line 1142 isn't even called..

[code]
java.lang.AbstractMethodError: abstract method "boolean com.badlogic.gdx.physics.box2d.RayCastCallback.shouldQueryParticleSystem(finnstr.libgdx.liquidfun.ParticleSystem)"
at com.badlogic.gdx.physics.box2d.World.rayShouldQueryParticleSystem(World.java:1142)
[/code]
>>
>>161199060
This sounds like a versioning issue. Like the library was updated, the method was made abstract, and the files using the library weren't recompiled or something.
>>
>>161200440
well if nothing else take a look at Diablo 3 Reaper of Souls for the PS4, might get some ideas at the very least.

Unless ofcourse by "mashup pattern" you mean having to press buttons repeatedly to defeat enemies

There's not a whole lot of ways to do things, it helps having played a lot of fighting games I guess
to come up with general ideas

You could think about the combat as a means to "get somewhere", every action you perform should
make you move in a certain direction and that's the direction the combat "happens", after that in broadly
speaking terms it's just a matter of making the buttons feel good and varied. Examples of this is in the
newer Batman games where its based around counters and that's sort of how you move around the chaos
or in combo heavy games like Guilty Gear where the goal is to get them closer to the corner and you can
vary combos so that you start on one side and perform different moves than you would normally and get a
side switch that way. The new Dark Souls 3 DLC also has a pretty good example of this, with the new wolf
enemies that has an AI that tries to surround you and incentivises rolling out of the circle.

Ultimately my tip is dont be force the depth of the combat by introducing a bunch of mechanics (like 3 combo attack chains) just because "that's how fighting games look to me" or whatever. The most important thing is that the player is in full control at all times and that every button has a different feel and purpose.
>>
Why do i lose all the will to dev the moment I sit in front of the computer?
I'm a failure.
>>
>>161202105
That just means that it's unclear what you're supposed to be doing.
Come up with a better plan.
>>
>>161196313
I can't stop masturbating.
>>
>>161202105
>motivation
>not discipline/habits
Not gonna make it
>>
>>161196313
I hate everything I do
>>
>>161202105
I can't do any work on my gaming/fap computer. Get a laptop. It also helps to go somewhere like a library or your school's study hall. It is like going to the gym to work out, once you've made the effort to get there you aren't just going to turn around and go home.
>>
>>161201424
I've tried every version of Box2DLights, and I get the same error

>"by finnstr » Sun Sep 21, 2014 6:25 pm
>Box2dlights uses the Box2D raycasting system to calculate the light rays. I added two methods to the RaycastCallback in my extension but box2dlights does not implement these. To make the eytension useable again you just need to implement this two methods. Maybe I will create my own version of box2dlights extension to make everything compatible but if you need it now you should get no problems to get this problem solved on your own."

This is the only mention of Box2dlights by the guy that made the extension I'm having problems with. So maybe it never worked together.
>>
>>161202479
>I added two methods to the RaycastCallback in my extension but box2dlights does not implement these. To make the eytension useable again you just need to implement this two methods.
Well there you go. You need to implement the methods.
>>
>>161147446
>because fuck SJWs

Grow up, dude. It is fucking 2016 and people like are still bitching about "muh SJW"
>>
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Time for an update.

The refactoring of the planning code was a full success. Better, faster, stronger than ever before. What was once reference is no more, there is barely a line the same when I adapted the code for the first time.
Furthermore I crushed two bugs that have been pestering me for days: The rats, entities with only the goal to move about aimlessly, did not move. At all. The planner seemed fine though. The problem was that I set their movement speed too low, so when rounding their new position, it would always round down and so "freeze" them at their location. Secondly, herbivores were exactly not that. They refused to eat plants, though water became them just fine. Simple problem with the targetting code, they would just not find any plants to eat.

Webm related:
Beige/orange squares are the herbivores. Their goal is to eat and drink when they are hungry or thirsty, indicated by the squares above their head to the left. Green above their heads are plants eaten so far, blue the amount of water in their system. When both reach 3, a new herbivore pops up in the vincinity.

Blue squares are waterpuddles. They have a pool of three waterunits that refill over time.

Bright green squares are plantspawners. If there is not a plant on them, a new one will spawn soon.

Dark green squares are plants. Herbivores go crazy for this shit. To stop disappointment of cropping up en masse, I told them not to eat a plant another already has called dibs on. Now they spend most of their time wandering about.


Some interesting facts: Although I am lerping from their position to their target location to move them, their movement is not a beeline towards their goal. Instead they will kinda move in that direction, then draw a soft curve and then move along. This only happens for longer distances, When wandering, they just do it as they are supposed to. It looks more natural, but it's unexpected behaviour.
Rats on the other hand do not seize to astonish me. continued
>>
I want to make sprites like Warcraft 1 but I can't draw for shit and have no idea how to draw them facing different directions
>>
>>161148032
The cringe is real
>>
>>161202925
>implying you wouldn't a poorly made silhouette
>>
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>>161202843
continued
When placing a single rat, it just can't stop whizzing about. When placing more than five or so, they all move once. One of them will move a second time, but then all rats stop moving. They use the same goal and action as the herbivores, who do not show this kind of problem at all.

The herbivores stop multiplying after the herd reaches a certain size. They will just stop eating and drinking, even though they are thirsty and hungry. I never coded them to stop. I never coded the resources to be limited. I am spooked.
My guess is that the plant reservation code mucks up some of that. Though it doesn't explain why they stop drinking water.
>>
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Im actually spooked to make this underground level with the risk of needing to make everything dark so you dont see the shit background too well, but at the same time RIP my CPU up with unity's shit lighting system by having 20 point lights.
>>
>>161201527
I was thinking of looking at Diablo 3 again actually.
By the mashup pattern I mean holding ground and just spamming attacks. It works for Shining soul and Stardew valley for example.
At least in the zelda or SoM series you have to move around a bit.

For combos, as a fighting game player I absolutely love them but I haven't seen a good one for a topish-down view. Combos just seem to work better for 2D games.
>>
>>161193957
>>161194359
I'm having so much trouble detaching myself from the design I've looked at for so long, but these are great, thanks
>>
>be shit artist
>download process video of one of your favorite artists
>watch him sketch, ink and color stuff
>notice he can spend up to 10-15 minutes drawing a single hand just like me
>>
>>161194673
I love seeing progress from this. Keep it up anon!
>>
>>161203872
maybe your favorite artist is just bad and you haven't noticed it yet
>>
>>161202537
Despite looking for 35 mins, I haven't been able to find which methods he means, or where to implement them.
This guy doesn't use comments.
>>
>See Spriter Pro on Sale
>figure I'd see what the normal version is like since that's free and maybe I can get by with that
>See a bunch of features for Pro that aren't in the free version that I have no idea what they even mean

Like, what even is an easing curve option? kinematics?
What -IS- all this?
>>
Hi guys i didnt know a place like this existed.


Is this where we introduce ourselves?

I got fired from my job bc i didnt care about being a wageslave enough to put shitty job over my personal life.

Now i wanna make games and see if i can make a little money on the side. Started with Unity -- never done anything so so far im reading up tutorials.
>>
>>161205206
there is no money here
get another job
>>
>>161205289

Lol yeah i assumed as much. I will start applying in a week or two idk why i even brought it up sorry i guess i just had to tell someone. But yeah just a quick question with the pros/cons of the most popular engines out there.

Google results return unity as the one to choose, but also i saw unreal kept popping up.

I also have got gamemaker player from a sale a while back. -- Just wanted to know the opinion on which is the better engine
>>
>>161205464
People use all three of those.

GMS is good for 2D.
Unity is good for 3D and some people think it has a straightforward workflow.
UE4 is good for "high-end" 3D and is a bit more robust.

This is more people dicking around than a happy cheerful community but welcome.
>>
>>161205464
I quit my job and started about 2 months ago, been doing some freelancing work, got no gf and live with my mom so expenses are at a minimum.

There are depressing times and what not, but the key is too by have discipline and work everyday.

Engines, just pick one, they all suck.
>>
>>161205464
>THE BEST
Depends entirely on your needs.

3D, choose between Unity and Unreal. Unity has an asset for everything, if you're willing to pay for it. Unreal has blueprints, however I would advise against using that and instead dive head first into code. UE utilizes C++, Unity C#. All in all, it really comes down to preference.

2D I would recommend GameMaker for newcomers. Ignore the Drag n Drop shit and start with gml from the getgo. If you want to code pretty much all aspects of your game, go for LÖVE. Godot is pretty sweet, though many here still think of it as a meme engine. It had a rough start and while it's getting better, documentation for it is lacking, which is why it isn't that beginner friendly. Construct 2 is actually a meme engine. Avoid it.
>>
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Is maya really better than blender? I'm about to "buy" it.
>>
>>161205962
>>161205893
>>161205829

Thankies. Yeah ima start with Unity, i been coding for years so i dont mind coding at all.
>>
>>161205464
GMS or Godot for 2D
UE4 or Unity for 3D

Look into them all, see what they offer, see what language they use, etc, etc.
Your engine of choice should be the only you're most comfortable with, while also having the most features you want.
>>
>>161206397
DELETE THIS IMAGE
>>
>people still falling for that guy
>>161205206
>>161205464

Dammit agdg.
>>
>>161206397
kek
>>
I'm curious about the state of AGDG and VR

>Do you own a VR headset for the PC?
>https://www.strawpoll.me/11742873
>>
How do I go about shilling my meme related game on /pol/?

What are some good tactics
>>
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Grabby grabby!

I got excited and ended making them too hard to be the mechanics introduction/learning enemy.
Back to the drawing board.
>>
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Tried these new eyes. Trying to give him some character with the eyes. 2 and 3 are a bit too sad I think, but I'd love thoughts and suggestions
>>
>>161207342
3 just gave up on life.
>>
>>161207342
1 still looks like a kirby rip off
2,3 look weird. Make his eyes more circular
>>
>>161207197
Post the game here
If it's good and meme worthy, other people will shill for you

For instance, Trump wall games are always appreciated
>>
>>161207238
Make them drop full skellingtons on death and then after a set time said skellingtons get up to kick your ass. DO IT
>>
>>161207197
on a scale of 1-10 how meme is it?
>>
>>161207916
I'm in the process of making another meme game but I already have this out. I was kind of looking for some shilling tactics.
https://itunes.apple.com/app/id1051479566

>>161208005
idk, it has pepe in it? I can put trump in it I guess.
>>
>>161208143
If it's anything like that game then it's not worth shilling.
>>
>>161208427
That wasn't my question. I've shilled it on /b/ and /r9k/ pretty easily but /pol/ is the most trafficked board.
I get about $5 a day with it and could probably make more.
>>
>>161207941
That could work on some enemy later on, but I'm trying to keep these first ones mechanically simple.
>>
>>161208143
Don't put Trump's name in it
Also, it looks like a basic runner game with a flappy bird skin, so don't expect much. There doesn't seem much to it.
>>
>>161208775
>Also, it looks like a basic runner game with a flappy bird skin

Normies love it though. It makes enough money already I just wanted to know if I could make a little more
>>
>>161208845
>normies
>/b/ /r9k/ and /pol/
>>
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Are these any better?
>>
>>161209102
>three most popular boards on 4chan
>not normie

I just got baited didn't I
>>
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>>161209156
Here I fixed it, now give me sheckles
>>
>>161209236
When did these become the most popular boards?
I thought /a/ /v/ and /s/ were still the most popular boards
>>
>>161209546
Why do you consider /s/ a popular board
>>
>>161208845
In that case, good to you. Nice to see other people actually making some money from their work here.

How much have you made so far?

as for shilling, it's a phone game and your audience is probably younger people
>>
>>161209546
I'd say /b/ /v/ and /pol/ are the most popular.
>>
>>161203162
the world's shittiest fanart
>>
>>161209763
I'd say around 1.5-2k a year.

You have any games out? I'd be interested.
>>
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>>161209793
People said there was no greater feeling than getting fanart. They were right. I want you to know that I deeply appreciate this!
>>
>>161205204
Anyone?
>>
>>161209905
Nah, Unity Assets
Similar amount per asset in the first year
>>
Do you guys actually make pixel graphics in anything other than photoshop?
>>
>>161210286
Krita, Aseprite, GraphicsGale
>>
>>161210254
>first year

I'm assuming you make more now?
>>
>>161210286
Aseprite for pixelart.
>>
>>161210286
see
>>161210573
>>
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>>161210094
ok I'm done. looking forward to your progress
>>
>>161210984
the fuck was the point of this post
>>
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>>161211082
I'm super reluctant right now to start work on the carnivores.
>>
>>161210984
>>161211084
all me
>>
>>161211084
A +1 for Aseprite, obviously.
>>
>>161210502
first year isn't over, made about 1500 on my first asset, second one coming out soon
>>
Give me a very small game to dev. I need to get motivation by finishing something.
>>
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first 3D progress ever
after a lot of trial and error got animations working in the engine. Somehow I broke the jump mechanics.
Ignore how ugly is looking and the stolen assets.
>>
>>161210573
no no no no
muh freedoms
>>
>>161213375
JAZZ HANDS
>>
>>161175709
Looks groovy, super dumb question but I'm curious, how are you itterating the points a fixed distance along the spline?
>>
>>161213594
Someday I'll get over my lazyness and will rig those fucking fingers
>>
>>161213375
Is that your own engine? What's the game like?
>>
>>161212801
>no reply
Fine then I'll stay a nodev for another week.
>>
>>161213815
Is game maker, yes I'm the absolute mad man. The idea I had in mind was something similar to Arche blade. Probably won't have multiplayer for a while though.
>>
>>161210984
>upvoting this hard
>>
I can't turn my sketches into a vectoral drawing like the second mario in this pic. halp pls ;_;

I am using ps and wacom tablet.
There is any tutorial you recommend??
>>
>>161215089
>he doesn't think people don't just use the path tool and their mouse
>>
>>161215089
I don't understand what's exactly the problem you have.
>>
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>>161215254
Is there a tool that will allow me to draw straight lines? Or should I add a new layer and go through my sketch (so hard don't know how to)?
>>
>>161183354
He's already had his game stolen :^)
>>
>>161215552
Seems you are not familiar with vectors at all.
There is a vector general with tutorials on /w/, you should go there.
You could also try making a huge tracing of your sketch and using vector magic.
>>
>>161177846
we maybe salty, but seeing his patreon he is actually making a living by making those shitty tutorials which all of us would killed for here so we don't have to stack breads in our local supermarket to make the ends meet
>>
>>161215089
first of all you need illustrator for vector graphics, not photoshop
>>
>>161197592
Ask yourself, would you be ok with a game without a quest marker? (the answer is more likely than not yes if you put it in your design document)

Then there's probably at least a few autists who would be ok with it, and maybe even a few who'd prefer it. There's very little money in game dev unless you get supremely lucky, so don't waste your time making a game that you don't want to make.
>>
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>>161216317
>>161216570
Then how do i paint them? I'll need Photoshop again.
>>
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>>161217053
d-delete this
>>
>>161217053
You don't "paint" a vector. Each color is a vectorized shape/layer
>>
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>>161217053
whatever i will try every tool and watch random tutorials today. I will achieve this. you will see ;)

here is a cute kitten
>>
bumping with comfy game programming videos
https://youtu.be/JywnkK6Iuws?list=PL7wAPgl1JVvXBCTmnGwysy9OtR-5nOmz3
>>
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>start off with simple fake webpages
>end up having to learn jquery
>thinking how to CMS
reee i want to do gamedev not webdev
>>
>>161217698
>jquery
any webdev professional would laugh at you
that is like web deving in ms word. learn javascript you lazy autist, not some shitty 3rd party derivative library that will can go obsolete at any time
>>
Question, if I want to make a game that has visual novel aspects, plus platforming, rhythm game, action, adventure, rpg, elements, making it a hybrid game, which engine is best:

GameMaker or Unity?
>>
>>161217826
Professional full-stack webdev here. We use jQuery everywhere. Get over it.
>>
>>161217826
The responsiveness/scripting logic is already made so I don't need to touch any of that. The actual logic of "there are five blogposts, these are their titles" is going to be retrieved/calculated in C#, I just need jquery to figure out how to get the dynamic content into the page itself
>>
>>161218010
yeah there are many joke professionals like you in the industry
there are many shitty professional cooks in the cooking industry too
>>
>>161217949
No engine on the market can do all of that.
You're going to have to write your own.
>>
>>161218058
Oh, if only you knew. Just curious, are you a webdev?
>>
>>161218242
I used to be. Worked as a web dev for 7 years before i got out because i was bored to death with it. That was the last time i thought turning my hobby into my job was a good idea.
>>
>>161218242
>Just curious, are you a webdev?
You're know youre cruisin for a rusein, right?
>>
>>161218330
>implying
I'm not actually a webdev :^)
I was not the rused, I was the ruser
>>
Tell us about yourself, agdg
https://docs.google.com/forms/d/e/1FAIpQLSdz0nFLuGKsDE7sssvZGEvP6GWZq0zLcH1yuvHw7dfeUCNk_A/viewform
https://docs.google.com/forms/d/e/1FAIpQLSdz0nFLuGKsDE7sssvZGEvP6GWZq0zLcH1yuvHw7dfeUCNk_A/viewform
https://docs.google.com/forms/d/e/1FAIpQLSdz0nFLuGKsDE7sssvZGEvP6GWZq0zLcH1yuvHw7dfeUCNk_A/viewform

If you've already answered this, don't answer again.
>>
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>bodies are made up of collision shapes relative to the body's own position information
>generalized convex polyshape collision works
Most of the fucking work wasn't even in the collision detection, it was transforming the vertices from local space to world space.
>>
>>161218532
>You need a Google Account to fill out this form
>>
>>161218669
congrats anon
>>
>>161218532
Why are there so little 30+yo?
Wouldn't the most experienced be the most apt to making a game?
>>
>>161218773
30+ here with no game because no art
>>
>>161218773
Most 30+ people probably gave up on gamedev due to social pressure
>>
>>161218773
the truth is
they've become wizards
they don't need no gamedev
>>
>>161218773
30+ NEET here
Having a job would kill progress

Or maybe turning to gamedev is one way to cope with the reality of how life turned out at 30
>>
>>161218846
>tfw 31
>tfw my 30 yo friends have wifes and shit, most of them have a kid or two
>tfw i'm sitting here alone in my shitty studio apartment trying to make the next minecraft in unity
to be honest i am pretty glad i haven't fell for the family meme, my friends literally have no free time now and no money since kids are expensive as fuck while me, apart from the 9to5 have all day free to do my hobbies and shit
but it's funny how due to the societal standard they think that I am the one they should feel sorry for for not having a wife and kids and planting a tree
>>
Looking for programmers for a pre-existing project I'm working on.
Would need to be able to program in GameMaker ideally, but other engines are fine too.

You'd be paid a portion of Patreon profits, which right now isn't much, but once the demo's out in February, the amount would swell up pretty quickly.
For an example of how large it would likely grow, http://www.patreon.com/futurefragments is another game I'm working on/heading.

Programmer would need to be able to work on the game full time, would need to be very skilled in their respective engine enough to do a solid variety of genres within the same game
(And before anyone says no good programmers are here, two of the people working on my games right now are from this board, and they're both great at their work, so I'm asking in hopes I can find a third person).

If you have examples of your work and/or feel you'd be a fit, please email me at [email protected] - 18+ only, as the game is an adult game.

http://imgur.com/a/pIqtS contains a good deal of (but less than half of) the art we have done for the game, and the picture attached is from the game too.
>>
>>161219091
Wasn't this originally called Meteon or something?
>>
>>161219091
>implying anyone wants to work with you
>>
>>161219091
copypasta/10
>>
>>161219091
>another game I'm working on/heading
Red flag
>>
>>161218768
Thanks anon. Hopefully I can get to doing per-entity collision callbacks and get some minimal platforming ability soon.
>>
do you prefer skillchecks like:
a. if you have 49 lockpicking you have 0% chance, and 50 lockpicking is 100% chance
b. 30 lockpicking is 10% chance, 50 lockpicking is 80% chance

save scumming would be allowed if you wanted to use it
>>
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>>161219334
lets recount the latest happenings here
>bunch of nodevs memed lewd jam into existence(pic related)
>this jam had the biggest turnout rate in history

so, I'd say that this is the most correct place for them to search for programmers, bruh
>>
>>161219460
A because it feels more like a mechanic. Saving up skill buffs versus hammering F9 until I get it to work at 10% chance
>>
>>161219460
B
Save abuse is everyone's own choice.
>>
>>161219532
but would it bother you knowing you had to skip a chest because you only had 47 lockpicking when you went through the dungeon and if you wanted to see what was in it, you would have to trek all the way back later
>>
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>>161219318
Huh? No, it's never had that name. Might be confusing it with something else.

>>161219334
>>161219359
Not copypasta, and from the turnout of emails last time, I do figure people want to work with me, yeah. One guy "took the bait" and is now making $3,000 a month minimum for coding with Future Fragments, so definitely not copypasta/fake.

>>161219383
I've been balancing all three games while successfully completing a fourth game. The amount of content we're putting out/weekly updates speak more than anything else though, really.

Again, if anyone's genuinely interested and has the skills, let me know, [email protected] ; if you think this is a scam or copypasta or whatever else, you're free to do so too, of course.
>>
>>161219495
>>this jam had the biggest turnout rate in history
??
>not restricted to AGDG
>had 200+ entries but only 35 submissions
>only 5-6 of them were from AGDG
>>
>>161219594
If theres a chest thats unusually high skill level for that point in the game, it better have something worth the second trip
>>
>>161219091
If I emailed you would you be able to provide me with a design document?
>>
I accidentaly closed the right panel in blender where the hierarchy and shit are, how do i reopen it?
>>
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>>161219091
Sorry, the 'hexagons in the background of a big empty space' made me think of another agdg game
>>
>>161219654
>only 5-6 of them were from AGDG
How could that be determined?
>>
>>161219091
>tfw want to work on a lewdgame but will be far too busy with college for the next 3 months and can't even work on my own game full time

Why couldn't you make this post a couple months earlier or later.
>>
>>161219891
By being in the threads and seeing progress for them why they were being made.
If you never post progress, you're not part of AGDG.
>>
artist looking for a programmer, dunno what you're worth since art is what makes a game but will definitely pay over american minimum wage

reply if interested
>>
>>161219891
If you didn't post progress in the agdg thread or the /v/ thread at least once, then you don't count as agdg.

Even steamchat manage to post progress here when they're doing jams.
>>
>>161219997
I'm interested, but I would like to know what program you use to make your art.
>>
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>post about getting greenlit on FaceSpace
>no one says anything
>>
>>161219891
The thread is basically just where I shitpost
Discord is real agdg
>>
>>161220063
Post your game.
>>
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I always get amazed how much money some lewd games make.
>>
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>>161219891
>How could that be determined?
I tramp stamped mine so that everyone who played it knew it belongs to the proud agdg community
>>
>>161220082
>implying i would associate my game with a shitpost
>>
>>161220151
So stop shitposting.
>>
>>161219683
>design document?
I see that you are an amateur, as professionals do not use nor need weak crutches such as design documents. You are not the person we are looking for, sorry.
>>
>>161220113
kek

I think I can tell which non-lewd game is yours
You're going to get in trouble
>>
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>>161219683
I have multiple design documents with characters, storyline, game mechanics, dimensions, etc. all fleshed out, but I'd rather explain the game through a conversation or answer any questions that way until we had you signed on, as the documents have pretty massive spoilers, etc.

I'd also be happy to show you game design documents for the other games I'm working on, as those ones aren't intrinsically linked with spoilers the way the design documents for this game are.

>>161219735
No worries :)

>>161219904
Sorry!
>>
>>161220179
Thats not hard to do, since i post all my games from the same itch io account. I don't really have any problems with having a lewd game associated with my other work. I mean for fucks sake the lewd devs here are by far most successful ones
>>
>>161220227
>looking for professionals in an amateur thread
lol
>>
>>161219735
Sunnydev will be eternally missed. Those delicious legs though
>>
I was switching out a sprite file's image (large file) and after crashing I found everything except for the sprites to be deleted. Even in the automatically created backup folders. What the fuck. Am I a fucking ape or what?
>>
>>
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>>161220259
>found two people from this thread already
>both have already proven themselves better than most professionals

>>161220538
holy shit
>>
>>161220612
I could be interested in helping, how should i contact you?
>>
>>161220709
[email protected] :)
>>
>>161220762
Not sure how i missed that in the original post, cool i'll email you soon.
>>
>>161220227
I just wanted to see how easy the implementations would be. It looks like there's quite a few VN elements and I think developing VN tools for GM would be interesting.

I'll have to pass anyway, as I probably don't have enough finances to survive until the potential funding boost in February.
>>
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>>161220829
To be clear, if you were absolutely solid and reliable/skilled, and you didn't require some insane amount of money (you'd get a few hundred from the Patreon as is monthly), I'd be happy to front you some money monthly and then you could pay me back over time when the Patreon got big after the demo, etc.
>>
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>>161220612
damn, too bad I have a full time job and also had some really terrible luck with working with others in the past, I wish you all the best though
>>
>>161221010
So what genre is this game?
>>
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melinda+doodle2.jpg
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>>161221135
http://www.ulmf.org/bbs/showthread.php?p=904213

This might explain it more, but the tl;dr is that it's a visual novel/action/adventure hybrid, it doesn't really fit neatly into any pre-existing single genre.
>>
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>>161220057
are you a normie? you seem to be
first thing a normie dev learns here is that only lewd stuff gets (you)'s from dedicated shitposters

hey, I am not underplaying your achievement here. Its just that, what should one say about about. I, for example, don't really know what to say about those posts. I only know how give (you)'s to questions and I also dispense (you)'s if I get to be smartsy pants about smth.
>>
File: spr_worker_strip8.png (801B, 192x24px) Image search: [Google]
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So now my worker has a frame for every direction he faces. I need to do walking animations and fix up the movement now.
>>
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Where can an artist/level designer basically someone who is willing to do everything BUT programming find a programmer to make a game with?
>>
>>161221010
Sorry man, even if I did leave my job to work on this project fill time, there are other commitments that I think would stop me from committing to this project at the level required.

I hope you find a programmer, I agree with you that there's a lot of potential hiding in this thread.
>>
>>161221327
Game?

>>161221351
Reddit.

No seirouly, /r/gamedevclassifieds is a great place to find people and there are tons of programmers looking to join programmers (as well as a shitton of artist).

I've been hired from here before and it was a great experience. Theres also /r/inat (i need a team) which is smaller but works.

>>161221246
Emailed you
>>
>>161221473
I'm working on an RTS in Game Maker.
>>
>>161221351
Stop with the memes.
You can find programmers literally everyfucking where on reddit, tigsource, indiedev, or any gamedev collab board that are looking for artists.

Artists are not the ones having difficulties in the gamedev scene, assuming of course that your art is not at an opengameart.org's level.
>>
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>>161221324
Its 4am and I'm on a Tibetan origami BBS, definitely not a normie. But I thought my former friends were normie enough to realize you're supposed to congratulate your friends on their accomplishments, even if you dont understand them. Ironically the people I feel the closest to are Anonymous
>>
>>161221567
Oh wow that sounds fun
>>
Ready when ded

>>161221765
>>161221765
>>161221765
>>
when building a plot/world, would you create a main quest line and then build the world around where the player needs to go, or build a world and then figure out how the player will travel through it?
>>
>>161221783
I'm having fun so far, I have a lot to do though.
>>
>>161219091
What do you need a second programmer for?
>>
>>161221968
We're considering possibly replacing the current programmer, as they're spread between this game and a smaller game (and the smaller game is where they have their expertise in engine-wise), and so as to keep things moving smoothly, I'd like to keep my options open in regards to hiring someone else to take over this game code-wise.
>>
>>161145046
>that OP
I don't get it, do all AGDGers like children sexually? Why is this allowed?
>>
>>161193079
>Will everyone be running around all parts of the ship a lot like in FTL? Then it'll be very awkward to not be able to see the whole ship at once

This. Unless you have a separate dedicated window alongside the ship map for your isometric view of the current room, but I don't know how your interface looks.
>>
>>161221351
What did you have in mind?
>>
>>161175237
You do not sound like you do not care. It is good to not care, but you do not sound like you do not care.
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