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/agdg/ - Amateur Game Dev General

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Thread replies: 751
Thread images: 151

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Just Like Make Game

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

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

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

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

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/qRHNpCbZ

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
Important poll
http://poal.me/i7c8mq
>>
>early thread
>tells us to "wait until 750" in the past thread
where is your game?
>>
>>161335435
I dunno
I have only ever played website games in my browser (like Legend of the Green Dragon or OGame)

Its supposed to be like King of the Dragon Pass or Thea: The Awakening
>>
>>161335453
early thread garbage

>> Engines
>GameMaker: yoyogames.com/gamemaker
>Godot: godotengine.org
>Haxe: haxeflixel.com
>LÖVE: love2d.org
>UE4: unrealengine.com
>Unity: unity3d.com
Waste of space
>>
>>161335993
Waste of space
>>
>>161335453
>>>/vg/agdg
Waste of space.
>>
What do you listen to when you dev?
>>
>>161336230
PriPara music collection.
>>
>>161336230
Sia
>>
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>>161335810
>tfw the option I created got upvoted to top
I am starting to understand the Reddit upvote whores
>>
>>161336230
Lamentations of women. Mostly my mother's.
>>
>>161336230
https://www.youtube.com/watch?v=rf5SFn2gPjY
on repeat.
>>
>>161336230
I sing!
>>
>>161336230
vgm and weebshit
>>
>>161335201
>http://poal.me/k7h7ow
>these options
literally never made a game in his entire life and spends everyday in a gamedev thread on the internet shitposting and growing progessively more insane while sucking e-penis in his friend simulator chatroom with other """"""devs"""""" who have never made a game: the game
mean
going for comfy jam because i always pick the winner
>>
>>161336276
>taking a screencap of the options when there are six total votes and your category is ahead by a single vote so you can post about how your category is ahead
You're already a reddit upvote whore.
>>
>>161336426
You're not going to make a game anyway.
>>
>>161336276
>voted to the top
>its tied 2-2
???
>>
>>161336494
>implying im from discord
>>
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>>161336230
https://www.youtube.com/watch?v=EC3Cdq8B4Cg
https://www.youtube.com/watch?v=a7bzk6vmFkQ

these put me in the correct mood
>>
Is AndEngine worth anything?
>>
>>161336635
That doesn't matter, you're not going to make a game for the Jam, or at all.
>>
Making new OPs before 750 so YOURS can be the one is in bad spirit
>>
>>161336276
>>161336485
I took that screencap yesterday, friends
>>
>>161336713
>or at all
you calling me a nodev?
>>
>>161336740
you gonna keep crying about it or work on your game?
>>
>>161336763
>reposting old content
>>
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Will I stop being a virgin when my Game becomes popular?
>>
>>161336426
>because i always pick the winner
sure you do
>>
>>161336878
i felt that it was appropriate to put something relevant in the image slot

don't bully plz
>>
>>161336962
>post was intended to be a witty barb
>falls flat
>pointless gogem image attached
Everytime
>>
>>161336884
Well...
Technically yes. But I can still sell you my ass.

Everybody on AGDG need money so if you make money you'll know where to go...

Just out of curiosity, what's your game?
>>
>>161337080
>doesnt understand the significance of the image
>complete retard
everysingletime
>>
>>161336426
>literally never made a game in his entire life and spends everyday in a gamedev thread on the internet shitposting and growing progessively more insane while sucking e-penis in his friend simulator chatroom with other """"""devs"""""" who have never made a game: the game
There is already a theme for "nodev"
>>
>>161336884
If Markus "Notch" Persson can lose his virginity, then so can you.
>>
>>161337260
please explain the significance of that image attached to your post I'm just too pleb to understand
>>
>>161337160
Still just learning how to code, haven't even started on working on a game.
>>
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lets hope that the poll doesn't turn out like it did last time
>>
>>161337396
type the number in the image into google to learn who the guy is. if you still dont get it at that point than i cant help you, you're just too ignorant or current events to get it.
>>
>>161336884
>forehead
>>
>>161337260
Is this why your games do so poorly? The players just don't """understand the significance""" of the shit you do?
>>
>>161337432
You're not even close to lose your virginity in that case.
>>
>>161336884
>anime
lost cause
>>
>>161337540
>cute
>>161337575
Hey, I can wait a few years I guess.
>>
Do you ever feel like deleting your game
>>
>>161337463
>gogem jam
I'd unironically do a gogem fangame if he provides his trademark neck art. I'd need to see a full body though, not only the torso.
>>
>>161337559
ive said this before in AGDG, its next to impossible to plan for ignorance, no matter how ignorant you might think your players are there are always new depths to surprise you.
old saying: if you cant build something idiot proof they'll just build a better idiot.
>>
I'd unironically do a gogem fangame
Jesus christ gogem.
Inb4 you photoshop a screen """proving""" you're not samefagging as usual.
>>
>>161335876
Sadly, I have never played those, but I'm looking forward to your game. Keep it up!
>>
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>>161337709
it's mostly triangle structure at full body.
>>
>>161336884
yes but youll be the same dickhead and you will spend most of your time jerking off into old socks anyway
>>
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>>161336962
>>161337260
>doesnt understand the significance of the image
>complete retard
>>161337498
>type the number in the image into google to learn who the guy is
How do you expect people to decipher something like that? Are you crazy? I've always considered what other anons say about you staying here even though you get abused and how you're mentally ill but it's when you do shit like this that I really consider "gogem is probably a crazy person"
>>
>>161337960
Hey, I'm already living the life I guess.
>>
>>161337943
Fuck this. I might want to try a 3D model out of this later, too tired for it today.

Do you still have all the artwork you did for the thread? I'm talking as far as the racing-game fan art you did about Velko. Could be nice if you could just upload that somewhere.
>>
>googled 538
It's an obscure reference to "picking winners" and some pollster who predicts election outcomes. Yes gogem thought it was clever. Yes he is crazy.
>>
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>tfw no progress worth showing off at the Monday Recap (again).
>>
>>161338041
>>161338258
>Nate Silver
>obscure
google even auto suggests first as soon as you type the 5. if you had been paying attention to the biggest election on earth at all in the past 2 years you would understand the significance.

>>161338187
http://gogem.pro/tagged/yaoi-proportions
>>
>>161338495
>google even auto suggests first as soon as you type the 5
>googum doesn't understand personalised suggestions
I wish I was surprised.
>>
>Have themes and feelings I want to get across in a game
>This is my first game
>terrified that if I don't execute it perfectly I won't get a second chance to express these things to people
>This stress is another thing I could try to convey in the game but it doesn't fix the problem
>>
>>161338495
I've heard of Nate Silver but 538 is just a meaningless number to most people and I would never have googled it just because it's in that picture. You're crazy.
>>
>>161338432
>tfw no progress worth showing at the recap ever
>>
>>161336230
https://m.youtube.com/watch?v=1-eJsVehlPU
>>
>>161338495
Oh right should have figured that you had a tumblr.
One glanced at the archives and I saw that it was missing most girls though, like the letodev lolidev fanarts.
>>
>>161338743
most anyone paying attention to the elections would know his face anyways and know the number is his website even if they didnt remember the number.
he's famous for his 2008 predictions that got it right where all the normal polls got it wrong and now infamous for repeatedly fucking up on Trump predictions.
>>
>>161338963
it's in there, some are bundled (left right arrows next to image)
the drift stage and golden project videos were missing though so i went and tagged them just now.
>>
>this nate silver fiasco
>tfw getting a good look into the mind of gogem
Not sure what to think but then again this is a dev who made a school shooting game and then was upset that people didn't "get it".
>>
>>161339093
Ok. I'll take my time to look later.
>>
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Does anyone know how GameMaker works it out when an object with the code
>var instanceToDamage = instance_place(x, y, obj_enemy);
collides with 2 or more of that object at the same time?

Alternatively, can anyone tell me how I could make it so that it detects several instances at the same time?
Run the code on the enemies instead and have them return their IDs then save them in an array on the damage object?

I posted an anime girl with question marks you can't ignore my question.
>>
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>>161339202
>upset
im not and was never upset.
>>
>>161339316
Where is your game?
>>
>>161339663
>bing
hahahahahahahahahaahahahaha
>>
>>161339613
a whole post just to tell us you already know a solution to your problem

yes it's basically random which ID GM will return when a collision functions is tripped by multiple instances (it might be spawn order or objectID (not instance ID) but it's nothing you can rely on)
>>
>>161339871

wp
>>
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>>161340061
alright, thanks

have another +1 to post and image limit
>>
>>161339613
i'll answer your question in spite of you posting anime girl with question marks
if your instance overlaps 2 instances of a chosen object, instance_place returns one id of the one that iirc was spawned earlier
if you need all of them, you can for example construct a loop where you continuously check instance_place, add the returned id into an array, deactivate the instance and check again until you run out of them, then go through the array and reactivate all of the instances
you could call instance_place in the enemies and add to the array from there without any deactivation, but this way every instance would check it, while the former proposed solution would call instance_place just once in case of failure
you'll need to pick the solution that suits your needs the most depending on the quantity of either objects
>>
>>161339316
>>161340035
>sourceposter is the one constantly posting about danny and mothdan
ok i get it now
>>
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>>161340163
Remember the most important part:
Never even planned to make a game
>>
>>161340162
>if you need all of them, you can for example construct a loop where you continuously check instance_place, add the returned id into an array, deactivate the instance and check again until you run out of them, then go through the array and reactivate all of the instances
oh I didn't think of simply deactivating their collision masks during a loop
sweet, thank you I won't post animegirls anymore I promise
>>
>>161340360
post as many anime girls as you want since if you don't, others will anyway i guess
>>
>>161340376
>instead of simply reporting and filtering the post I'm going to whine and be triggered by it! Further shitting up the thread with my own post!
Nice logic.
>>
>>161340376
You'd like that but no. Nobody has ever really cared about your shitposts or your source garbage, you only ever got attention by attacking other devs and being a retard. Source and hammer are inferior outdated tools but you would be an annoying retard with any tool, so it makes no difference.
>>
>>161336271
My fellow african american
>>
>>161340376
>>161340757
Where is your game?
>>
>>161340828
Remember
>Never even planned to make a game.
>>
>>161336230
https://www.youtube.com/watch?v=wfxDIyYU9nM
>>
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>>161340828
>>
>>161341092
>drag and drop walking simulator
So this is what you call enginedev? Interdasting
>>
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----[ Recap ]----
Game: Chris The Coolosaur
Dev: Hippie
Tools: LibGDX, Eclipse, MSPaint, Tiled
Web: N/A
Progress:
+ Started the project
+ Made Chris (approx 10hr work)
- Only 6 days left to make the rest of the game
>>
>>161341176
fully custom c engine that i copy pasted from some library and some shitty model i ripped off a n64 game and couldnt animate
and the cel shading looks like shit but i like it because memes
im really probably the best enginedev in agdg ever
>>
>>161341260
Id buy it
>>
>>161341092
Did that take 5 whole minutes in Unity? That's a lot of work!
>>
>>161341302
I kind of like the cell shading, its got a certain appeal, but the rest looks like something one might throw together in unity in like an hour at most
>>
>>161341359
>>161341438
>>161341493
fuck off danny stop being jealous of my custom engine
and no it didnt take 5 minutes retard it took me 5 days unlike your babby engine
>unity
>>
>>161341320
Thanks anon
>>
>>161334978
A coroutine is conceptually just a function that can pause, "yield" control back to the caller, and then be resumed.

This is useful if you want to e.g. make a function wait for a few seconds but without blocking the entire program. You make the function a coroutine and have it yield the time to wait. The engine stores the coroutine, keeps running, and resumes it when the time is up. Unity, for instance, provides this functionality.

This is useful for games because you can write straightforward code that doesn't necessarily execute all at once. For example, a conversation in a dialogue system can be written as a coroutine that yields when it wants to have a character say something or ask a question.
>yield say("D-do you like me, s-senpai?");
>answer = yield ask("Yes", "No")
>if answer == "Yes"
>..then yield say("S-shut up! You're just m-messing with me!")
>..else yield say("If you h-hate me, that's o-okay too...")
The dialogue system would resume the coroutine (passing back the answer to a question if a question was asked) whenever the user advances the dialogue. If the coroutine returns normally, it means the conversation is over.

Less abstractly, a coroutine is just a function that can return either a value by itself (normal return) or a continuation to be resumed by the caller along with some other data (yield).

>>161335286
This is very language/engine dependent. If the built-in coroutines are shitty then you can always do it yourself and it won't be that painful if the language at least has lambdas.
>>
>>161341579
>5 days for that rubbish

I hope im being baited
>>
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>>161341092
>>161341302
>>161341579
That's enough rotatedev. That's... enough.
>>
>>161341493
>looks like something one might throw together in unity in like an hour at most
welcome to the life of a """""dev""""""
>>
>>161341720
Just a question, since I've been here for something like 6 month and I always hear of that person...
What's the thing with rotatedev?
>>
Nodev here

I understand the benefits of making your own engine, but here's the thing

I've heard of just passable engines taking years to develop, why the stigma over using something already exists and works? Just curious really
>>
>>161341720
what makes you think that's actually rotate?
oh wait

https://boards.fireden.net/vg/search/tripcode/%21ROtaTe.Z.Q/page/9/

nvm
>>
>>161342003

I'm not sure. I thought rotatedev was the guy who made that weird 3d platformer remake of an old n64 game?
>>
I STILL CAN'T SAVE AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH
>>
>>161342015
any engine related shitposting is just shitposting, usually the same guy

we really don't care what you use, as long as you are making a game and posting progress
>>
>>161341827
More like a """""""""""""""""""""""""""""dev""""""""""""""""""""""""""
Amirite
>>
>>161342015
I am a software engineer, not a game dev and just lurk these threads.

My opinion of building your own wheel when theres a perfectly good one is to see how the wheel works, to break it, fix it, change the material, etc.

To better understand how something works its easier to build your own and fix your failures, learn from them, rather than to cut and paste some shit someone else has done and then accept it 'just werks'.
>>
>>161342003
>What's the thing with rotatedev?
He has never made a game and he obsessively shitposts about some guy named danny since 2015 for some reason. He's nobody.
>>
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Reposting from the bottom of last thread
>Adding some visual flair to the hookshot mechanic, as well as implemented restrictions on where you can aim depending on context. This is indicated by the little blocks that appear around the player.
>Still need to finish implementing the smart aim locking, show the trajectory while aiming, as well as make the aiming cursor easier to read (it just goes to the max range of the hookshot at the moment when using gamepad).

Another thing of note is that hookshot throwing and dash-startup animations are missing for ledge/wall/ceiling grabs, gotta add those later.
>>
>>161342015
I don't think there's a stigma. There are valid reasons to not want to use a premade engine nonetheless.
>>
>>161342015
>why the stigma over using something already exists and works?
Genuine autism. Not even memeing.
>>
>>161342181
Okay.
Well I guess it's pretty much classic here. No?
I mean I've seen so much shitposter here that doesn't have a game to share...

(My game is shitty, but at least I work on it!)
>>
>>161341621
Thanks for the write-up. I'm currently trying to utilise coroutines in my AI project, and coroutines appear to be a good way to simplify the "plan-execute-repeat" loop. The way the Godot docs try to explain it makes it clear they are supposed to be used in conjunction with the built-in signal system. Which is neat in itself, but is also giving me a bit of trouble, because using the signals would probably produce more clutter than the way I was wanting them to work.
>>
>>161342246
Of course, i know that

But i see people around here throwing around pseudo slurs like "enginedev" like they've got a fully developed engine built from scratch of their own creation just sitting on the backburner
>>
>>161342378
>enginedev thinks danny is everywhere
It's a shame so many engies like you and rotate are so insane. You could actually make a game if you weren't disabled like that.
>>
>>161342452
You've got things mixed up. "Enginedev" basically means everybody who doesn't use Unity, UE4, GM, Godot, etc.
>>
>>161342383
Coroutines are closely related to state machines and the ilk so I think you're on the right track.
>>
>>161342378
>for all the occasional memeing here about sales and having to sell a game to move out of a van or w/e, most people do not need the income from making games and are really just doing it just to do it, like with any other art
This sounds like a really long winded excuse for not having a game

>>161342527
>You could actually make a game if you weren't disabled like that.
No they couldn't
>>
>>161342535
Other than MemePGMaker and VN engines, what else would you even use
>>
>>161342672
Something lower-level, even like Love or MonoGame.
>>
>>161342661
>This sounds like a really long winded excuse for not having a game
because it is
enginedevs like that are shitposters and have never even made a game
>>
>>161342775
Never even heard of those, but neat, i suppose
>>
>>161342661
>This sounds like a really long winded excuse for not having a game
It was. I guess if you "don't need the money" you can use that as an excuse for not making games. In a gamedev thread. ?
>>
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Small progress, now you can flee from battle and if you do, the monster in the overworld will be disabled for a while.

I'm still using lots of static variables and methods because I haven't found the right method to serialize, load and save data.
>>
>>161342015
Because if I would use an engine, I would face the fact that I suck at art and never finish this thing faster. Now at least I can entertain myself with physics and collision algorithms for weeks before the usual breakdown comes. If I would have my bouncing square ready in mere hours or minutes, what else would be left for me?
>>
>>161342878
Are you high on crack right now?
>>
>>161343064
would look good on a castlevania ripoff
>>
>>161341302
>fully custom c engine that i copy pasted
>im really probably the best enginedev in agdg ever

>copy pasted
>best enginedev in agdg ever
O k
>>
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This was a slow week, I added mission borders, improved bloods particles a bit and made some performance improvements.

There is a weird on my work pc which slowdowns the game randomly for like half a second. visual studio says nvidia opengl library takes more time than usual, couldn't find the cause though.
>>
>>161342878
>everyone itt who would regularly post game content for more than a week (who are, coincidentally, mostly neither using Unity, UE, nor Gamemaker)
It's funny how you say that and yet when asked about your enginedev you made a long drawn out explanation for why it's okay to not actually develop any games.

Maybe if you used an actual engine instead of dicking around you'd at least have a chance at making a game. Probably not though.
>>
>>161343198
drugs are haraam, just say no.
>>
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>>161342878
>mostly neither using Unity, UE, nor Gamemaker
WIYG?
>>
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>24
>STILL haven't finished a game in my life
>>
>>161343308
>goes right back to caterwauling about danny
Sorry to trigger you about not having a game I guess. You seem to be happy with your excuse about "not needing the money" to finish one though.
>>
>>161343652
>tfw 23 kissless virgin
>never worked a day in my life
>living with parents
>literally the only thing I have in my life is gamedev
>not even good at gamedev
>>
>>161343425
this
most of the progress posts i see are from unity and gm:s devs
i don't actually believe enginedevs can make progress
>>
>>161343787
Add 2 years and you have literally me.
We're gonna make it some day, r-right?
>>
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>>161343652
>>161343787
>>161343876
why did we make so many wrong choices?
>>
>>161343652
>25
fuck
>>
>>161343876
w-we're gonna make it!
we just have to keep trying!
>>
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>>161344025
>>161344023
>>161343876
>21
haha you no lives nerds.

I surely won't end up like you.... right?
>>
>>161344198

feels bad...
>>
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I just used my weapons-grade autism to analyse this video and come up with a concept for gameplay:
https://www.youtube.com/watch?v=4aGDCE6Nrz0

https://docs.google.com/document/d/1mJo31oV3UfK8lZXJijLtC_ZHjfmDCWsrC31J6ayI9SU/edit?usp=sharing

Feel free to improve on this concept and help with game development or you can steal the idea, make meme game and sell to memelords for quick profit.
>>
>>161344278
You would know.
>butt bothered engie thinks false flagging will make him look better
You need to make a game. Just 1 game in your whole life then you can be a gamedev. Until then throwing tantrums won't change anything little engie. You're just a baby.
>>
>>161344390

You have too much free time.
>>
>>161344481
>tripfagging
For what purpose?
>>
>>161344581

I want everyone to know how happy I am
>>
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Reposting because last thread got deleted and i am a atention whore

to the guy that asked if it was a horror game, It kinda is.
>>
>>161344524
>nodev
>anime avatar
>pissing around about danny again
Yeah mods need to listen up. Nodev voices need to be heard!
>>
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>>161344632
Time to update the filter.
>>
>>161344668

>banned
>dynamic ip
>>
>>161344581
Might want to ask danny, he used to, guess he realized people could filter out his insane outbursts.
>>
>>161338734
This is why you don't make your dream game your first game.
>>
>>161344741
>replying to obvious shitposting
Well guess you're just another one going on the filter list.
>>
>>161344668
>Where are their games? They have none. That's where. Lol. :)
Very true. An astute observation.

>this was intended to be a shitpost
Oh.
Strange that someone would think posting true statements is trolling. Is it possible that they are simply triggered by true statements and feel trolled themselves?

:^)
>>
>>161344726

thank you, your reply actually made me laugh out loud today.

I'll give your filter a break for now.
>>
new gimmick
*replies to self 100 times*
>>
https://www.youtube.com/watch?v=cbBkAdNc88w
>enginedevs
>>
THE GAME REFUSES TO ACCEPT THAT I HAVE MADE A SAVE ACTOR ANYWHERE
>>
>>161344890

hey man not cool. the system thought I was a spammer when I'm not.
>>
>>161344957
>comparing a legit computer science genius to the engies ITT
engies pls
you're just script kiddies and everyone knows it
>>
working on an engine and I'm trying to get this to work

this I do know, In the mathematical discipline of linear algebra, a triangular matrix is a special kind of square matrix. A square matrix is called lower triangular if all the entries above the main diagonal are zero. Similarly, a square matrix is called upper triangular if all the entries below the main diagonal are zero. A triangular matrix is one that is either lower triangular or upper triangular. A matrix that is both upper and lower triangular is called a diagonal matrix.
>>
>>161344671
What sort of visual style are you thinking?
>>
I still can't believe stardew valley is successful yet my game will never see any play.

At least I'm learning I guess.
>>
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>>161345202
i have seriously have no idea

something cartoonish with lots of gore or "normal" without it, depends of witch is easier for me to do

right now everything is made with squares, spheres, cilinders and a pyramid i made on 3ds.
>>
>>161345227
>has no game
>>
>>161345195
and?
>>
>>161345421
I don't, still working on it.
>>
>>161345265
>hidden, reported, banned, and murdered.
Or you could just make games instead of being literally insane false flag shitposters.
Easier to just stick to what you know I guess.
>>
>>161335453
why is agdg tan so fucking ugly and forced?
>>
>>161345635
I know. Get that weebshit outta my agdg
>>
>>161344957
>30 times a second
>2016
Worst OS.
>>
>>161345635
harsh
>>
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>>161345693
This.
I can't stand these faggots posting smug anime girls
i hope i never see another smug anime girl
>>
I want to make a moddable open source game and make money on it. How do I do this?
>>
>173 posts
>38 unique posters
>2 progress posts
good job everyone
>>
>>161345836
You won't get paid for remaking SS13. Forget it.
>>
>>161345836
Use UE4
>>
>>161345859
it'll be like this until "he" is rangebanned
>>
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>>161345828
I know right? Weebs have no place in 4chan
Fuck them and their smug anome girls
>>
>>161345859
all me
>>
>>161345991
It's a /dpt/ thing
>>
>>161345923
gogem?
>>
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>>161346139
me on the right.
>>
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Added some houses for my dinosaur to walk on. Essentially he's going to go round eating people
>>
>>161344524
>>161345024
>>161345828
>>161346139
>>161346326
You've been here how long and you still have never made a game?
>>
>>161346454
I like the idea of a game where the main character takes up 30% of available screenspace. It's bold.
>>
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>progresspost gets deleted
>anime garbage and schizophrenic rants get to stay
n0ice
>>
test
>>
>>161346669
I was actually going to shrink him just a little bit
>>
>>161346803
where is yours?
>>
>>161344524
>>161346695
what are you crying about now? what progress post?
>>
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Progress.
>>
>>161346896
I swear I made a progress post but danny deleted it ;_;
>>
>all these deleted posts
https://boards.fireden.net/vg/thread/161335453
Really starting to suspect you don't have a game kiddo
>>
>>161347160
looks like the lil engie got his shit pushed in
>>
>>161335453
anyone have the link to that japanese site free with music

it was dragon somethng i think?
>>
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where's your game janny
we all do it for free here
>>
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>full on sourceposting meltdown with ban dodging
Noice
>>
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>>161347423
>where's your game janny
Pretty sure you're it, reek. And you're getting played hard.
>>
alri lads
>>
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https://mega.nz/#F!FJhX3YTK!ylcGBIaPINbo1p-tOIZ4nw
Repostan the v0 of the game UI reference folder.
Might reupload it to Google Drive or somewhere else where people can upload stuff anonymously.
>>
>>161347831
>halifax
where did this come from
>>
>>161347974
bucks
>>
>>161347921
Also suggestions for games with particularly good UI designs to add to the folder?
>>
[increasingly upset]
>reek thinks he's going to win a war of attrition with the janitor
This oughta be good
>>
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>>161348027
fuck sake
>>
>>161347801
He's freaking out.
>>
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progress, completing events in certain ways can unlock new content in the next runs
>>
idea: remake the source scene in unity so danny has a brain aneurysm
>>
ITT: autistic shitposters with no life wasting their time
>>
>>161348352
it's good
>>
>>161336230
https://www.youtube.com/watch?v=cf2uzE6OMlQ
>>
>>161347921
I'm confused, it says every folder is empty. What am I doing wrong?
>>
hello?
>>
>>161348424
>>161348540
>>161348673
Are you having a legit panic attack right now?

The janitor just deleted a few posts of yours there's no reason to fall apart like this son.
>>
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Oh wow.. I actually like this song :D

Its so happieeeee
>>
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>>161347921
I like this one very much
>>
>>161348773
Oh, I think the subfolders are still uploading. Sorry about that. (There's nothing special in them, just some stuff I batch downloaded from a blog) My upload speed is pretty shit so it might take some time.
>>
https://www.youtube.com/watch?v=I1ny4gOEPm0

How do we fix Valve?
>>
>>161348847
>there's no reason to fall apart like this son.
multiple years shitposting full-time in a gamedev thread
has never made a game
every so often reality hits him and this is what happens
just let him be
>>
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>>161335453
>using Blender
>>
https://www.youtube.com/watch?v=HoeWMCC_Ti8

progress
>>
>>161348987
That was like a haiku
>>
If you're designing land scape pieces are you better off building blocks and putting them together in engine or build the entire model?
>>
>>161349047
so this is the person you can't stop posting about
why?
>>
>>161349138
cosigned.
>>
>>161349261
>Asking about building your map's content isn't game dev
>>
>>161349332
I think you're just salty about your bad reviews.
>>
>>161348918

You called?
>>
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Well I fixed the issue of the workers flying off in random directions and got them to wait before dropping the wood off. Also did a little UI thing.

Problem is that the top worker seems to wait too long and also gets stuck in the lumbermill. I think I know what the issue is but I don't know how to fix it.

The code: http://pastebin.com/T5v2LxEp
>>
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>>161349548

thanks for asking
>>
>>161349668

wow that's insulting, why do people bother posting progress here when people shit all over it.
>>
>>161348962
I don't really see how this is a scam. You're just abusing Steam to sell something that helps people level up through the guise of a game. Of course, it's not appropriate for Steam, but it's still just making something that people want to buy.
>>
>>161349807

fine, I'll leave you to focus on all the progress you're making on that game of yours.
>>
>>161349737
Two things, I have a feeling you're new to agdg and I want to help you out:
1. You'll be better off without your trip. That paints a big red target on you.
2. Stop replying to shitposter.
>>
>>161349428
I have no idea who you're talking about dude. I'm the Voxel monster game dude and I'm figuring out how I make a ruin to explore.
>>
>>161346957
Indeed
>>
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>>161335453
How does one recreate Megaman Legends art feel? Using 3dsMax let's say?
>>
>>161349983

thanks dude <3 at least some people on here are decent human beings.
>>
>>161350050
Stop replying.
>>
>>161350114
>>161349631

he literally just posted it. quite shit though, probably just a filthy shitposter
>>
>>161350085
Cel shading baked into the textures, unshaded in-engine.
>>
Don't reply to mothdan please.
>>
>>161350085
its all in the textures
>>
>>161350085
look up something called "low-poly modelling"
>>
>>161345419
>>161345202
He's going for that 1990's bowling alley animation look
>>
>>161350265
You dropped your card >>161340313
>>
it's like a bot
danny is like a bot, powered by jealousy
>>
These threads have been shit for quite some time now. Any alternative places to post progress and get feedback anyone wants to share?
>>
So I've been playing around with yield() in Godot and tried building an FSM with them. Which actually works as expected, except this way the debugger registers several hundred new objects per second, see webm. What the hell. Their origin, I can only guess, must be the function state the yield() returns.
This raises two questions:
1) Does the debugger keep count of objects created in total or is that the number of objects present in memory at inspection time?
2) Do these get deleted when the coroutine is resumed? Docs say the "state object becomes invalid", but this does not clarify for me if that's a potential memory drain.

Overall I guess it would also be interesting to know how the program reacts to this many objects created per step. At this rate of creation I would assume integer overflow occuring within mere minutes when introducing several agents to the world.
>>
Hello, I'm trying to learn jquery. can anyone help me animate polygons?
>>
>>161350085
low poly models of nice grassy town
>>
>>161350475
discord
>>
>>161348049
>>161347921
I thought the 7th dragon sequels had pretty stylish UI designs, too.
>>
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>>161350482
Holy shit I just took a look at the profiler. Currently running at .0x fps. Further research necessary.
>>
>overtime double speed shitposting
>DANNY EVERYONE IT'S DANNY BE OUTRAGED
>haha take that danny now everyone thinks my shitposts are you haha
Hard to imagine how bitter and sad you must be to do this so often.
>>
>>161350482
I know the coders for godot personally and they're super approachable guys, you should bring it up to them on irc. even if it's not a real bug they can point you in the right direction
>>
I Know there are lots and lots of places to learn some basic programing online, my question is where could I find one that will properly motivate me in a similar way that a class would? obviously nothing will match the motivation that being graded in a class you paid for will yield but is there anything that could maybe compete?
>>
>>161350482
PEBKAC
>>
>>161350475
/v/ gamedev threads will get you some exposure, 8gdg is slow but has less shitposting, IRC is nice, Reddit, Tumblr and Twitter are great for exposure
The shitposter has been on all of them, but he goes on them less
>>
>>161350684
>Hard to imagine how bitter and sad you must be to do this so often.
danny cut me real deep
>>
>>161350570
>implying the discord isn't pure cancer and at least partially behind the ocean of shit the thread is soaked in
>>
>>161350475
discord
if you avoid channels other than dev and artdev (audiodev is just "what music are you listening to" 90% of time) and time your posts so they don't go in the middle of someone's conversation you can get some okay feedback, bullying only applies to rabid memesters who know each other well enough so it's more of a bantz thing

there are also irregular /v/ threads to watch out for
>>
>>161350475

Reddit? TIGSource? Tumblr? You know, the places with actual communities that like and support game developers, rather than distract them with shitposting.
>>
>>161350803
Obviously. I'm an amateur after all.
>>
>>161350834
no, it's almost all mothdan, if not all
he won't go on the discord because he knows he'd get banned, so it's like a shield

this is from experience, he got banned on the steamchat lmfao

he really is on the same level as rotate isn't he
>>
>>161350954
My guess is that you're somehow keeping around references to them and so they're not getting garbage collected.
>>
>>161350834
Pretty much. Literally insane shitposter(s) are all from the chat.

>>161350987
>my chatroom is a special anti- danny fortress where we magically banned him even though he's never been here
Give it a rest nerd nobody cares.
>>
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>>161350987
>he really is on the same level as rotate isn't he
Rotate has never made a game and literally took pictures of himself raiding the discord with proxies.

But yeah your imaginary boogeyman is "on the same level".

Where's your game by the way?
>>
>>161351293
>everything about this post
You realize this is a thread for gamedev right?
>>
>>161351017
>somehow keeping around references to them
I'm just wondering where that is.
http://pastebin.com/dkau7106
My understanding is that "yield()" behaves like "return StateOfFunction". If I don't assign a variable to store that, why is it not collected?
>>
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>>
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Play my game pls
>https://wanderfall.itch.io/phantoma
>>
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>>161350085
Look up Kenneth Fejer's 3D portfolio, basically you create low-poly models and use very compact pixelated textures.
>>
>>161351740
>[NOTE - this game may prompt you to install something called "UE4 Prerequisites" - for more info see: http://www.shouldiremoveit.com/UE4-Prerequisites-121254-program.aspx]
>>
>>161351740
>avoid the horror within

Too spooky
>>
>>161351828
>tfw engine has option to include pre-requisites so you don't have to install them
>still have to install them
>>
>>161351293
>>161351323
>danny shitposter is in fact from chat
This is brand new information we never knew
>>
>no game
>uses friend simulators i.e. chatrooms
>obsessively shitposts about some namefag who triggered him a year ago
It all adds up
>>
>>161351740

So.. it's a 1st person maze game, where you can't see shit?

the input control is terrible
>>
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>>161350085
low poly modeling and pixel-art textures
>>
>>161352093
>It all adds up
to exactly zero games
>>
>>161352093
That describes more than one person at this point. Not that it matters.
>>
Is that dude who's making the game with the dude talking about him chopping his arm off and replacing it with a shotgun here? I'd like you to post the webm of that scene if you could. I need a demonstration of imperfect word wrapping.
>>
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>>161352249
>>
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>>161352506

I've fixed it at this point but I still had it in my recycle bin. Hope it helps.
>>
>>161352421
>""""""person"""""""
ftfy
>>
>>161352105
>hit forward
>move forward

>hit left
>turn left

>hit right
>turn right

>terrible
it's literally as straight forward as possible
how can one be this inept at adapting to control schemes?
>>
>>161352717
this gives me that PS1 FF boner something fierce
>>
>>161352790
You can't queue up keys

Pressing a key mid-animation doesn't make you move when the animation finishes

Holding a key does nothing

it's just frustrating and not user friendly
>>
>>161352717
Thanks, it helped demonstrate my point.
>>
>>161352957

I'm glad something came of that oversight!

>>161352814

Thanks. I'm familiar with that fetish.
>>
>>161350475
honestly /v/ dev threads have been much much better than this shithole for a while now
>>
>>161351524
Yeah you're clearly a yesdev and not the exact kind of shitter that we expect to come from chat.
>>
>reek can't keep a post up long enough to reply to it anymore
Oh well it's hard to have a conversation with a fart cloud anyway
>>
Anyone here actually learned how to draw from books and tutorials rather than practicing ever since a child?
Cause I am drawing every fucking day, and I am getting better, but not fast enough. I wish I could draw some simplistic cartoons at least, so I could fix an visual idea for my characters and shit. Its pissing me off.
Ive already made the base of my game, to the point where all it lacks are enemies and actual stage design, so I want to make some assets for a first stage, but I dont want to just jump into blender and try to make something without a set-in-stone reference.
>>
>>161353587
He'll dodge the ban and throw another tantrum in a minute.

Look at all these delicious deleted posts :

https://boards.fireden.net/vg/thread/161335453

My little monkey has been working hard today :^)
>>
>>161353817
>How do you get good at ___ art
dunno mate
>>
>>161353739
little monkey has been getting his tush pushed in by the janny and is very unhappy
>>
hey guys would you mind posting some progress? I'm trying to get to sleep and it would help if I could shift the guilt of being a nodev with seeing yesdevs.
>>
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>>161354000
Imagine monkey's face when he learns that danny is the janny now kek
>>
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----[ Recap ]----
Game:RPG Town Builder
Dev: Shen
Tools: GM:S, aseprite
Web: shengamedeveloper.tumblr.com, twitter.com/ShenDeveloper
Progress:
+ arts update
- no idea where to go from here, probably polish it to be a playable demo and see what others think about it
>>
>>161353438
wait /v/ has a dev thread? link?
>>
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Still learning to draw thing correctly. Did some progress with making character and started that fire-dude animation (just posted first and last frame, cause I'm lazy fuck when it comes to posting progress)
>>
>>161354383
It was the predecessor of agdg. It's irregular nowadays.
>>
>>161354265
can you srsly not keep a secret
>>
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I made a new design for the eyes, but new Whimp always looks sad. I'm not sure what to do with them
>>
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----[ Recap ]----
Game: Ancient Saga
Dev: Plessy
Tools: Monogame
Web: teamessell.tumblr.com
Progress:
+Did the text entry screen.
+Did the popup message screen.
+Made player profiles actually work.
+Changed how passives work to be far more softcoded.
+Added data to all my passives that they were missing.
+Filled in the blanks of passives and added about 100 more.
>>
>>161355143
Your game looks cool.
>>
>>161355263
I can just feel the sarcasm oozing out of your post, lol. I don't have any cool stuff yet.
>>
>>161355115
man i really like this newest agdg waifu
i want to put my groin on her sweet soft bod and swing around a bit
>>
>>161355351
I'm not being sarcastic though. Should I say instead "this game looks like it could be cool"?
>>
>>161350085
Everyone's talking about low poly models + pixel art, but I would say that low resolution is also recommended, if you want a really similar art style.
>>
TL;DR
Just got my first accusation of misogyny because of my waifu.

Some SJW I met in a festival was pussy angry I didn't talk to her as much as her friends (she was looking sick / angry and her friends were super nice).
Next she is attacking Cube Chan. I will never give up my waifu!
>>
>>161355560
Oh well, thank you, then. I'm hoping to make it cool as tits at the very least. I still have a long long way to go though.
>>
>>161355630
i'm glad you said it my man
i consider low resolution a very important part of lowpoly as it helps mask the imperfections of the models and gives the whole thing a more genuine feel - also allows smooth implementation of 2d pixelart hud
>>
Game dev is fucking a pain in the ass. writing a game in c++ using sdl2 currently.

It took me like 8 hours to write and debug a re4 style dynamic inventory system.
>>
>>161356110
>Engine dev is fucking a pain in the ass. writing a game in c++ using sdl2 currently.

>It took me like 8 hours to write and debug a re4 style dynamic inventory system.
Fixed your post friend
>>
>>161351780

that feels very mgs2/v like. I love it. I want that style for my future game.
>>
Has anyone else here had to make tools to supplement their game's development process? Can you post some of em? I want to see what they're like, especially compared to my own tools.
>>
I am having the worst time ever trying to save things in Unreal 4

I can't even get the fucking array in the save actor to be populated by a bunch of identical actors

I have it so the actors when they're loaded look for themselves in the array. If they find themselves through a Find function, they load that data. If they don't, they find the next empty slot in the array via IsValid function and add themselves to it.

What I get is a load of actors who all return -1 like they're not part of the array and ONCE they returned 0. In that 22 actors all returned 0 like there were 22 arrays or all the data was identical
>>
>>161355115
>Looks sad
>Cannot find satisfaction in own life so must pretend to be others and live through their accomplishments and talents
>Realize it is a walking tear drop of inner sorrow

Deepest lore.
>>
>>161351780
>>161356315
is there a word for that MGS look where things are very pixel-y?
>>
>>161355732
was she really missing an eye?
no eyepatch to make it less spoopy?
>>
>>161356732
Identical in that they're identical blueprints with different locations and variable values which are the variables I'm trying to save and load
>>
>>161355732
Just tell her to stop being a fucktard

If anything, it'd score points with consumers
>>
>>161355732
welcome to Trump's America/Internet
>>
File: at least I'm not raping b.png (246KB, 931x574px) Image search: [Google]
at least I'm not raping b.png
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>>161356808
She had an eyepatch, yes. I learned later she has a blind eye which is strange looking, so she is hiding it.
When I saw her, I told myself she was either sick or attention seeking (coloration warning + problem glasses), so in both cases I should be nice.

Next she accused me of ableism.
Pic related.

I know I would be accused of terrible crimes against women, but I thought I would make it on purpose, rather than after the failure of being nice with a disabled person.
>>
Gogem stop with the politics already.
>>
>>161357270
you probably voted for killary, scum!
>>
>>161357317
whatsup with him lately all his posts have either been about politics or shitposting about arikado
>>
Best youtube guys for someone getting into gamedev? Been watching HeartBeast and Shaun Spalding, are there any others?
>>
>>161356227

I don't get it?
>>
>>161357804
GamesFromScratch has good Godot tutorials.
Coding Math can help you get into the part of maths that actually helps you in gamedev almost all of it.
>>
>>161356653

What do you mean tools? like how the cave story guy made his own music sound creation or whatever?

no. ive never done anything like that. I just use my language tools and paint for my own shitty sprites.
>>
>>161358093
Thank you!
>>
>>161357415
at least i didnt vote for shillary killed-tons like you.
>>
>>161357804
GDC uploads all the lectures given at the con. It's hit and miss though, some lectures are really interesting (like FTL Postmortem), some are badly orated (like Leveldesign for N++). I recommend going through their videos and picking a title that grabs your attention.
>>
>>161352717
how the fuck did you achieve that donkey kong country feel/ff7?
i wanna know how to do those backgrounds
>>
File: passivestool3.png (149KB, 1854x1080px) Image search: [Google]
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>>161358191
Well for one, I made a thing to make lots of passives quickly, and export them all to individual files. But something like that sound creation works too. Anything you've programmed that supplements your creation of your game in some way.
>>
>>161358468
I'll check it out, cheers.
>>
>>161357294
we can set her up with a free copy of Social Interaction Trainer to make her feel better.
>>
im not sure what i should use to play audio with SDL2

help
>>
>>161358745
SDL2_Mixer
SDL2's basic audio is just cross-platform PCM submission.
>>
>>161335453
Is that girl freely released?
>>
File: s (430).webm (3MB, 960x540px) Image search: [Google]
s (430).webm
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>>161356653
here's my stage editor
it's far from pretty and still needs a few upgrades, but it does its job - really saves me a lot of headaches with gm:s' shitty room editor, swapping out/arranging images and adding new kinds of static objects
it's running on gm8.1 so i could easily implement the preview and because that version is the last one that could load scripts on the go, so the editor just works directly on the gm:s project files
>>
>>161355732
This is hilarious and thank you for not taking shit from these people.
>>
>>161360025
How'd you make it? What does it export to?
>>
>>161357804
>>161358468
>>161358594
The best ones I find are the ones about old ass games.
https://www.youtube.com/watch?v=yINb5Huh0C4
https://www.youtube.com/watch?v=aqH4k_OEqhY
>>
File: machine thing.png (21KB, 394x526px) Image search: [Google]
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----[ Recap ]----
Game: Crystal Chrysalis
Dev: Kada
Tools: Unity, Blender, Gimp, Zbrush, Topogun
Web: https://twitter.com/
Progress:
+ Character swap menu
+ Cost to character swap 'mechanic'
+ 1 main character model
+ 2 robot models
+ HUD improvements
- No level design recently
- No easy way to deal with magic, need to rework again
>>
>>161360661
Fuck I need to do housework but these are so interesting.
>>
>>161359585
nice, thanks
>>
>>161360767
You don't have to watch them now, they're not going anywhere anon.
>>
>>161355732
>>161357294
You're doing it wrong. You should ignore them, not reply.
>>
>>161360843
You're right. Still going to finish this video though
>>
>>161348936
UI is the only thing japs are good at.
>>
File: Capture.jpg (26KB, 792x561px) Image search: [Google]
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----[ Recap ]----
Game: City Night
Dev: Anonymous
Tools: SDL, Allegro
Web: No
Progress:
+ Changed image format to GIF from PCX
+ Improved collision
+ Created some maps
+ Added AI mapchanging behavior
- Thanksgiving nodev
- I like a girl
- Didn't create all the maps I wanted to
>>
>>161361245
>>161361362
>- I like a girl
Wanna talk about it, anon?
>>
File: undead male.webm (1MB, 359x319px) Image search: [Google]
undead male.webm
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>>161360683
>>
>>161356732
are you saving the actors themselves (ie pointers)? this is probably way easier in c++ but I've never looked into saving/loading in blueprints
>>
I want to become a yesdev and make a 2d Zelda/Pokémon-like adventure/exploring game with deep lore and simple yet "innovative" game mechanics. I have zero experience. Where do I start? I'm legit serious about this.
>>
>>161362064
Give up and ffind a better idea.
>>
>>161362064
>Zelda/Pokémon-like
>"innovative"
>>
>>161362384
By that I meant to say a top-down camera game. Not much else.
>>
>>161362451
what engine do you intend to work in/with? I can give you my usual GM tutorial list since it's arguably (and oh how we love to argue about it) the ideal tool for what you're using.
>>
>>161362064
>I have zero experience
Give up and start with a smaller idea.
Because you will abandon this project faster than you can say Fuck
>>
>>161362064
Download Unity/GM and start playing around with it. If nothing else, you'll learn a lot.
>>
>>161362576
>for what you're using.
*for what you intend to make
>>
>>161362001
Yeah. I'm loading two arrays, one that holds the actors and the other that holds the struct that contains the data I want to save
>>
>>161362576
I have no idea. I've fooled around with GM a little bit and it seems easy to use and able to do the thing.
I also have a copy of RPG Maker VX Ace, but idk if it would be useful for what I want to make.
What would you recommend?

>>161362608
Of course, i'm not planning on doing the next big thing, what I would like to do is to learn in the process and maybe finishing it, if it happens.

>>161362801
Will do. Any tutorials of your recommendation?
>>
>>161363059
https://www.youtube.com/playlist?list=PLUtKzyIe0aB2HjpmBhnsHpK7ig0z7ohWw
https://www.youtube.com/playlist?list=PLPRT_JORnIuo-DyoWbB7LBrhqlJnsltJq
https://www.youtube.com/playlist?list=PL9FzW-m48fn2ug_FSNnfozQs3qYlBNyTd
>>
>>161363059
I only know Unity, but the tutorials on the official site are pretty good. I followed the 2D platformer one to get started, and after that I stumbled around trying to build my project until google taught me the rest of the basics.

Not sure if there's an official tutorial for top-down 2D games, but anything that deals with 2D should be helpful.
>>
File: added lighting.png (291KB, 962x541px) Image search: [Google]
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>LibGDX uses a coordinate system
>Android touch input uses a different coordinate system
>Box2D likes a scaled down coordinate system
>I'm adding scroll bars, which change the coordinate system

>movedHorizontal = (((mapSetUp.getMapPixelWidth() / LibPractice.PPM) - gamePort.getWorldWidth()) * (offsetX / (gamePort.getWorldWidth() - 2f - longSize))) - 1f;
>gamecam.position.x = movedHorizontal + gamePort.getWorldWidth()/2;

That code means move the camera left or right. The calculation for offsetX is of similar length.

Is there a way to make it all easier
>>
>>161363467
Why do you use for lighting? I like the effect.
>>
>>161363592
Box2DLights, i think it's quite comfy
>>
>>161363276
Thanks, I saved those, tomorrow I will start working on it.

>>161363434
I will take a look on those as well.

Thank you for the responses.
>>
>>161362861
well like I said I don't know how blueprint save works, but if you're checking if CurrentActor == SavedActor, that will probably never be true. you would have to save a string that identifies the actor somehow.
>>
If you use steam leaderboards in a game, how do you stop people from cheating via memory-editing and shit? I'm using GMS.
>>
>>161363467
Matrices.
>>
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Anybody has any experience with Ink? Especially integrating it into something other than unity and C# code.

I'm considering writing my own implementation just so I can avoid dependencies, writing languages is imho pretty fun.
>>
>>161363917
according to a brief search on the internet, you cross your fingers and hope players are nice
>>
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>>161364001
>>
>>161364036
My experience with Ink was, I tried to reimplement it in Rust and ended up making my own language with different syntax and semantics because why bother imitating every last one of their mistakes
>>
>>161365243
Matrices directly correspond to linear transformations which directly correspond to changes of basis i.e. going between coordinate systems.
>>
I would like my sawmill to spawn up to 5 workers over time, but not spawn any more than that unless 1 dies in GML. Is there any way to do this just some videos or webpages with help on the concepts are fine.
>>
File: cast.png (355KB, 2192x1233px) Image search: [Google]
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----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Compiled a bunch of notes on characters and gave names to some of them that didn't have any
+ Dicked around with menu music some more
- I'm a little stumped on how to transition between two parts of the melody
>>
>>161365857
did you try googling "unity sawmill worker spawn tutorial"?
>>
>>161365962
>GML
>unity
>>
>>161342527
rotate is not a engie anymore
>>
>>161365962
I've been trying to find something for awhile, nothing of what I found really suits what I need.
>>
>>161365857
Somehow maintain a count and check if it's under 5 before spawning any more..?
>>
>>161365857
Whenever you spawn a worker, increase sawmill variable "workers" by one. Before you spawn a worker, check if the worker counting variable "workers" is equal to or larger than the number of workers your sawmill is allowed to spawn. Whenever a worker dies, decrease the worker counting variable "workers" in the worker's spawning sawmill by one, so your worker spawning sawmill can spawn another sawmill worker.
>>
>>161366123
>>161366160

Okay awesome thank you, I'll get to it.

When is a game suitable for the recap?
>>
I am of the firm conviction that shooters need more crafting mechanics for the obligatory stealth level.
>>
File: 2016-11-28_22-50-15.webm (2MB, 800x504px) Image search: [Google]
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Messing around with landing on arbitrary surfaces, as well as filling out the thrusters on the ship with the newly revised system.

In practice it doesn't really matter which direction is "up" because the FCS just treats whatever is down relative to ship as down. That would actually make for interesting carrier designs because there's nothing stopping you from putting runways/landing platforms on the top AND bottom of the ship.
>>
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Finally figured out marching cubes. Now to figure out how to optimize this because it literally drops to 2 fps everytime the mesh is updated
>>
>>161366256
When you think it should be added to the recap. There is really no other condition but "I think I will work on this game enough to have new progress to add for the recap after a week".
>>
>>161366256
As soon as it exists. The recap point is to show how much (or how little) progress you made on your game during the week and to incentivate you to make more progress, not to show a finished and polished game.
>>
>>161366451
port starboard lights are noticed I feel that this is a liq game
>>
Am I wasting my time making my game work on both Linux and Windows?
>>
>>161366564
>>161366685
Thinking about it, it's a really good incentive. Is it too late to do a recap?
>>
Fuckit. I'm not bothering with coroutines, I'm not smart enough.
>>
>>161367080
Yes
>>
>>161366562
How do you have it currently implemented, roughly? Including how the data is stored.
>>
>>161367116
You have time until the guy posts the recap picture.
>>
>>161367180
I've got a voxel object (not gameobject, c# object) which has 8 vertice objects. Each vertice object holds whether its active and it's position. Voxel holds an array of vector3 points which are its edges and are eventually used to create the tris through marching cubes. Basically it checks what vertices in the voxel grid are active, references the marching cubes 2d tri array, and creates a mesh with that. Is that what you mean?
>>
File: cute girl.jpg (72KB, 700x700px) Image search: [Google]
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>tfw no programmer gf
>>
>trying to music dev
>roommate has been blasting christmas music 12 hours a day since thanksgiving ended
how do I escape this hell
>>
>>161366451
Games with legit spacecraft designs are among my dream games
Shit just give me a The Expanse game so I can rail gun some belters
>>
>>161367452
>roommate has been blasting christmas music 12 hours a day
I am of the firm conviction that this constitutes torture. Sue his ass.
>>
>>161367135
What's confusing about it?
In attempting to word exactly what's confusing you'll probably figure it out, but try to reply.
>>
>>161367080
Yes.
95% people who have a linux distro also have a Windows partition.

Why? Because 95% games are Windows only, and a linux user playing your game means they obviously play games often, hence will not fuck themselves out of 95% of games by only using linux.
>>
>>161342237
Looks pretty spiffy Anon. What are you using to make it?
>>
>>161367452
Is he doing it from his bedroom or the living room? If living room, turn it down, if bedroom, you gotta ask him to turn it down or stay a cuck.
>>
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>>161367392
That's not exactly a gf, anon.
>>
>>161366451
dude you could have so many landing surfaces
could look like a beehive
>>
File: .jpg (13KB, 250x250px) Image search: [Google]
.jpg
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>>161367874
>>
>>161367874
Fuck off and go fuck yourself with your gay shit you fucking degenerate.
>>
>>161367080
What do you mean? You don't have to do anything special. Just make the game and export it to Windows, Linux, and Mac.
>>
Do any of you 3D niggas make model sheets/concept art before modelling?
>>
>>161367380
This doesn't even sound like marching cubes.

With MC you have a 3D grid and each vertex (intersection point) on the grid has a "density" associated with it. For each edge you then see if and where the isosurface (i.e. solving for density = some constant) intersects the edge. Then for each cube (grid cell) you use the edge information to choose which triangles to add and where their vertices should be.
>>
>>161368206
Exporting isn't always a clean process even with engines that support it. You'll still come across weird problems and such that will need platform specific fixes.(usually shader related)

They're probably minor, but you'll still need to do thorough play-tests on said platform.
>>
>>161367706
I posted about them earlier: >>161351570
I'm trying to use coroutines with Godot, which does have a yield keyword that allows for using any function as coroutine. I'm trying to set up an AI system that uses coroutines for its FSM aspect.

The problem I'm having massive trouble with is this:

1) My testing routine calls a function setting n = 10. The routine then prints "N = (n)" to the console. The first time it runs, the console shows "N = 10".."N = 0", as it should. The routine then hands focus back to the agent's FSM routine. However, subsequently the console shows "N = 10", "N = 8".."N = 0". I have not figured out why the 9 is skipped.

2) Godot only has yield() and resume() to deal with the coroutine aspect, and resume() can be foregone by using yield() in conjunction with the native event-listener system. I have no way to stop a coroutine from existing, and within a few cycles the exponential growth of the number of objects created by this grinds fps down to over 30 seconds per frame, only getting worse. The code doing this can be seen here: http://pastebin.com/dkau7106
>>
>>161347390
i also want this
>>
>>161368236
I love drawing stuff and then modelling it

my models always turn out better than the drawings too since I suck at 2D art
>>
>>161367080
I like open source as much as the next freetard but there's basically no incentive. Like >>161367794 said, anyone who wants to play games and isn't delusional will also have Windows, and Linux is a bitch to support unless you just stick to a specific distro (usually Ubuntu or Debian) and make users of other distros figure it out.
>>
File: 2016-11-28_23-27-12.webm (3MB, 800x450px) Image search: [Google]
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>>161366931
Aircraft lighting is a fetish of mine, and I don't see why the trend wouldn't continue on into space if space ever becomes populated enough that you might see another ship.

I want to add formation lights eventually as well because those look rad as hell.

>>161367461
I'm not sure if you're including my stuff in "legit spacecraft designs" or not, because I've been accused many times in the past of just putting airplanes in space.

I did make sure to leave space for decently sized reverse thrusters though, because you need a lot of power to slow down if you don't just want to flip around for whatever reason (like keeping guns on target). Plus, they just look really cool.

>>161368028
Macross has some really cool carrier designs that whenever I get around to modeling a carrier, I think I might draw from. You could land like, a whole wing simultaneously if you had 4 separate landing surfaces.
>>
>>161368657
>I don't see why the trend wouldn't continue on into space if space ever becomes populated enough that you might see another ship.
There is no up or down in space so they wouldn't help.
>>
>>161367392
fn main() {
println!(r#"
I-I can be your girlfriend tonight, a-anon
------------------------------------------
___ /
//o o\\
|| V ||
--|--
/\\_\
| |
"#);
}
>>
>>161367080
alternatively you could make your game work in browsers, that way it'd work on any platform.
>>
>>161368725
It's not about up or down, it's about being able to easily identify the orientation and position of another boat/plane/ship from a distance.
>>
>>161368304
I researched marching cubes then did an implementation that made sense to me, but I guess it's a lot slower. I check what vertices are "active" (they'd be active in regular marching cubes if their value is below the isosurface? I guess?) then for each voxel get which vertices are active and get the cubeindex (some crazy byte shit) and use that for the lookup table.

I don't think the marching cubes part is slow, the actual mesh creation is slow.
>>
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>>161367080
yes, ditch the windows support
>>
>>161368820
Orientation as in are they going towards or away from you. Doesn't work if one is upside down relative to the other.

I'd think it more realistic that by the time we have space travel like that the vessels beam light to each other and use the Doppler effect to determine that.
>>
>>161368732
post steam profile
>>
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>>161369018
>Orientation as in are they going towards or away from you. Doesn't work if one is upside down relative to the other.
...?
>>
>>161368857
I'm pretty confident it's the marching cubes part that's slow because the lookups involve a lot of indirection through pointers and you're doing a lot of unnecessary branching. Not to mention you'll be duplicating density data.

I mean if all you want is on/off then all you do is test if the edge's endpoints are not equal and if so the isosurface intersects in the centre. But you should still have everything directly in arrays instead of abusing OOP like that because it is slow.
>>
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>>161369018
I think I see what you're saying because something could have its red/green "flipped" because it's upside down relative to you, but in those cases, with legit aircraft lighting, you would still see red and/or green if they were flying towards you. If it was flying away you would see white lights instead. It's not like you'd have to keep this setup verbatim either. You could add a standard yellow (for example) light to the top of something to give you another reference point for orientation.

Either way, I think lights on spaceships look cool, regardless of what may happen in the future. I think just having lights at all is pretty important because you want to visually see things.
>>
>>161369176
I'll see if I can't change my vertices to arrays of floats (density value). Think that would speed it up? I still don't completely understand the isosurface deal
>>
>>161369167
I drive boats for a living, but this applies to aircraft as well.

If you see the starboard light to the right of the port light, the other guy is facing away from you. If it's the other way around, they're going towards you. Assuming you're both right side up or otherwise rolled the same.

If the other guy rolled 180 degrees, he'd still be heading the same direction relative to you but his lights would be opposite and thus misleading. Put both vehicles in space and now there's no up or down so you can't tell if he's going towards you or just upside down relative to you.

I suppose this could be solved by having more than 2 lights, now that I think about it. Say RGB, and have the convention that if they're clockwise, he's going towards you, if counterclockwise, away.
>>
>>161369054
fn kek (string: String) -> String {
let mut bytes: Vec<u8> = string.into();
for byte in &mut bytes {
match *byte {
b'a'...b'm' | b'A'...b'M' => *byte += 13,
b'n'...b'z' | b'N'...b'Z' => *byte -= 13,
_ => (),
}
}
String::from_utf8(bytes).unwrap()
}

fn main () {
println!("{}", kek("Fgrnz vf sbe snttbgf ))".to_owned()));
}
>>
>>161369480
The isosurface is the manifold of all points at which the density = some constant. MC gives you this isosurface as a mesh.

I'm not saying you have to switch to floats, you can use an array of booleans. For the algorithm you'll need the 3D array of densities, world size + 1 in all dimensions. You'll also want 3 2D arrays for the edge data, one for each direction.
>>
>>161356785
Fuck man. Now I really have to change the design, that's too much for my tender heart
>>
>>161369480
>>161369687
You can also speed things up a tiny bit by only recalculating the relevant edges when you add or remove a voxel. And I misspoke when I added that +1 bit, don't mind that.
>>
File: Recap001.png (6KB, 640x360px) Image search: [Google]
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----[ Recap ]----
Game: Unnamed_Strategy
Dev: Glen
Tools: GM:S, Paint.net
Web: -
Progress:
+ Lumberjacks find the nearest tree, harvest it and return to the nearest sawmill to drop of 5 lumber.
+ Added miners that do the same, but with mines, warehouses and ore.
- Don't know how to assign 1 lumberjack per tree.
- No idea on where to go with the game.


Still need to add better sprites and collisions.
>>
File: Mesa.png (23KB, 640x360px) Image search: [Google]
Mesa.png
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---[ Recap ]----
Game: Whimp the Bold
Dev: AttaBoy
Tools: GM:S, Aseprite
Web: attaboydev.tumblr.com; Twitter: @AttaBoyGames
Progress:
+ Made a desert background
+Implemented different scaling for certain levels
+Added smooth transitions for doors, learning about surfaces
-Back at school, finals will kill dev
-Have to change Whimp design a bit, but struggling to make it cute and not sad
>>
>>161369931
>>161369687
Alright I'll work on changing the vertices to a density array. What do you mean by edge data, specifically? And thanks for the help.
>>
>>161368236
Mah nigga lemme tell ya that having a sheet/concept art before modelling improves your success rate by 100%.
At least it did improved mine, I just can't model for shit without a proper background sheet.
>>
>>161370130
Whether that edge intersects the isosurface. In your case that would be whether the endpoints are not both true or false. Normally it would also store how far along the edge the isosurface intersects for placing the vertices but in your case it will always be halfway. So all you need is whether or not that each edge intersects. To be honest the computation is so trivial that you might as well not even bother.
>>
Hey guys, UE noob here.

I need my player character to be able to plop down a pentagram on the ground. What's the easiest way to do it? It would be great if I could bring it as a vectorized texture to make it scale without looking terrible. Can I have an actor BP with just a texture? No mesh nor collision.
>>
>>161370351
Decal?
>>
>>161370351
https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Decals/1_1/
>>
>>161370268
Okay I get that. Going to work on some optimizations now, thanks a ton for the help.
>>
>>161370384
>>161370420
Based
>>
>>161350085
"low poly" is meaningless, this looks good because of color theory, character design, environment/prop design
>>
>>161362064
please don't try to make a game for your first project.

https://www.youtube.com/watch?v=UvCri1tqIxQ&t=335s
>>
>>161371410
>implying EC knows fuck all about gamedev
And it's okay to start with a game, just don't delude yourself into thinking you can start with your dream game.
>>
>>161369753
People love that shit though, anon. Keeping it might be the best thing you could ever do.
>>
>>161371571
well the gentleman was unironally proposing that he start making a pokemon/zelda game with 0 experience. The overall point was that he wouldn't even be able to make the base of such a game with compelling mechanics. He would be better off (obviously) leaning about logic, code, and then small projects first.
>>
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>>161370384
>>161370420
Thanks
>>
>>161368657
Your spaceship has wings and thats retarded by default
So no, yours isnt included
>>
>>161371938
got em
>>
You know whats a good game to design spaceships?
Corneroids. Yall should get into that shit
>>
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I added a small tweak to the flight control logic after seeing how robotic the movement in >>161366451 looks and feels to fly with. It's one of those things where it feels unintuitive, at least to me while flying.

Now, there's a configurable modifier for how hard the FCS will arrest rotations in each axis. It's sort of like a handicap for the thrusters when the pilot isn't giving any input.

For example, if you pitch up the ship will command full power to pitch up as quickly as possible. When you release pressure on the stick, the FCS will arrest that pitch rotation using half the thruster's strength. If you wanted to arrest that rotation as fast as possible, you could do so by moving the stick yourself to counter it.

This be used to even for a couple things. The first is to even out how quickly the ship arrests its rotations in all directions. Some thrusters are more powerful than others, and when they each arrest rotations at dramatically different speeds, which can cause turns to happen in unexpected ways. The second is that I can actually make ships more responsive by turning up the thruster power, and not having the effect of the thrusters arresting rotation so violently.

This is one of those things that is very easy to turn into a toggle, so I suppose if you want full power all the time I would just need to bind a key to it. It's probably one of those things where I'll need to try it outside of just lazily flying around before I settle on exactly how it'll be used, if at all. It's definitely one of those tweak by feel sort of things, and for now it feels a lot better.
>>
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>>161362064
I'd recommend picking something, anything, and trying to make it. You're likely to have a hard time, but smashing frontlong into doing something you care about and getting a facefull of what all is involved was, at least to my personality, enlightening.

After that, you'll know more of what's involved, and you can try to make what you want with a more informed and methodical attitude, figure out what' shit, what's not, and actually maybe make game.

You've got to try to make a game, but realize you're going to learn to make a game first, which means you're going to hit roadblocks from your own ignorance. (""fail""). That's called learning. Get at it. Go. Shoo. Dev.
>>
>>161366451
>>161372259

If you want to do landing stuff for your game, remember that this is the future and manually having to touch the landing pad is a pretty stone age thing to do.

Probably what would be the future of docking with a carrier would be the following.

You are given approach vectors (direction + speed + rough end location) to one of the pads. Once the vectors are correct, a drone approaches you and attaches itself to you and automatically brings you to the correct place.
>>
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Continuing to replace some of the old GUI. Also implemented some new skills and effects. Going to abandon making further assets for now and finish scripting the initial story scenes/battles.
>>
>>161374330
let's get some antialiasing in here
>>
>>161373861
Having piloted spaceships instead of drones is also the stone age thing to do.
>>
>>161372259
fack, I wanted to post you smth and after I had written it it I pressed "Ctrl + S" and "F5" automatically - devving is starting to get to me, I sware

anyways, what are you gonna do for the campaign?
>>
>>161375024
you are absolutely correct

however, when flying a fighter craft manually has some sort of charm, I don't think that landing a craft has any charm whatsoever - do you disagree?
>>
>>161375245
depends on how you land it

can I powerslide my way into the airlock?
>>
>>161363467
Matrix transforms ;)

http://docs.godotengine.org/en/stable/tutorials/matrices_and_transforms.html
>>
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Progress.
Cube is blue when not touching it.
Cube is yellow when you are.
Cube is red when you are touching it and facing it.
This will eventually become the basis for attacking the enemies.
Also noticed my model axis seems to be a little bit off. Will have to fix that.
>>
>>161375507
after 20 times of doing this, you will wish that spacebourne mobility scooter drones handled the powerslides for you
>>
>>161375929
is this a stealth game where you have to fondle streetfolk secretly?
>>
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>>161343652
>25
>first visited agdg and started programming at demo day 1.
>No finished games.
>No playable games.

Fuck.
>>
>>161376131
Not yet
>>
>>161374330
I remember you I think I played your game in demo day 1, maybe 2. I'm glad to see you're still making progress though that type of game isn't a game I really like that much.
>>
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>>161376187
step up your game bro

good progress will come to you if and only if you stop being a defeatist
>>
Should my shitty platformer use a kinematic character or a rigid body one?
>>
>>161376187
>>first visited agdg and started programming at demo day 1.
>>No finished games.
What the fuck man.
>>
>>161376387
bad time to ask your question, bro
it seems that only like 3 people are in this thread at this moment

and I don't know jack shit about platformers
>>
>>161376387
Kinematic if you want meme physics, rigid if you just want to make game.
>>
>>161376187
Do you have a learning disability?
>>
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>>161376051
how little you understand me
>>
>>161376187
in the 8 hours between your post and the post you're replying to you could have started and finished a game.
>>
>>161376387
depends how tight you want the controls

a serious classic platformer has really unrealistic super snappy responsive controls.

physics based platformers get nice comments like "floaty" and "unresponsive"

take a look at "Super Character Controller" for a pro non-rigidbody controller, it was made to emulate mario 64.
>>
>>161355732
Holy shit, this is pure gold. However it kinda scares me. Are these kind of people really exist?

How are these indie expos, by the way? It sounds like a fun experience.
>>
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>>161343652
> 22
>have'nt really worked more than a month in one place
>Still lives with parents
>never made nothing noteworthy
>everyone allways said I was the genius of the family

How can I face anyone anymore?
>>
>>161376495
not a fan of this post
>>
>>161376584
Nope just crippling depression and indecisiveness
>>
>>161376584
No.

>>161376410
Its never good enough. I encounter a problem and solve it but then I share my solution and ask for feedback with other programmers I know and they inform me of my solution actually being terrible. I usually end up scrapping the project afterwords and trying to salvage usable pieces.

>>161376720
I don't have any desire to make anything that isn't a story driven RPG. I don't want to make one like ones I've played and liked because there is no way I can replicate their assets or implementation as a 1ma. So I have to try and do something new that is within my means. But I don't have a background in CS or in making games so its hard to understand how to properly turn ideas into systems that aren't retarded. By systems I mean code that works.

Those are just excuses though if I wanted it enough I'd finish a game. There is no excuse, just laziness and incompetence.

I'm not going to make some shit platformer or shoot em up just to make myself feel better by having made a game though.
>>
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>>161376720
gögem speaks the truth
>>
>>161343652
>26
>never had a job that lasted more than a couple of months
>never had a relationshit that lasted more than 2 years
>dropped out of college because I couldn't manage the stress
>still live with parents
>>
>>161376735
I want snappy controls, but I also want to throw enemies around with cool explosions and knockbacks.

I'll just try to program all in by myself and scrap it after a few months, why should I change my habits amiright.
>>
>>161377263
Yeah, you want kinematics.
>>
>>161351740
hey i remember you based off the screenshots. im not going to play your game since it isnt my kind of game at all, but i wish you luck anon.
>>
>>161377263
>>161377320
You could even switch between rigid and kinematic for when something should be knocked around.
>>
>>161377263
you can also toggle kinematic by script, so you can enable rag dolls for physics operations and disable for player/AI control, its a common technique
>>
>>161376803
You guys are starting to get ridiculous. What kind of dream world do you live in where by the age of 22 you have to achieve anything? What? Do your parents pressure you to find the cure for cancer by the age of 30? Get your shit together man! You have a whole life ahead of you! Just enjoy the ride and the years when you can do whatever the fuck you want.

Also, which anime?
>>
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>>161377204
>26
literally still a baby

>never had a job that lasted more than a couple of months
wageslaving is overrated

>never had a relationshit that lasted more than 2 years
some of us have never even kissed a girl

>dropped out of college because I couldn't manage the stress
good thing that you did, since real world doesn't care about your degree, but about your portfolio

>still live with parents
literally nothing wrong with it - living alone after 18 is a real estate marketing meme to meme out more clients
>>
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>>
>>161378042
Harder to do than you think.
>>
>>161377041
>Do you have a learning disability?
>No.
>I don't have any desire to make anything that isn't a story driven RPG
>>
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>>161378098
indeed
>>
>>161378175
Not him, but that isn't remotely related, you shitposter. Get him on things that really matter, like his shit motivation.
>>
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>Tfw learning Python instead of a language I can actually dev with

pain consumes me
>>
>>161378428
What is Pygame?
>>
>>161378332
>refuses to make any learning projects because theyre not for X genre
>implying he's not mentally impaired
>>
>>161378647
says someone who expected people to know a reference only autists would know ;)
>>
>>161378647
I can understand where he's coming from. If someone told me to learn by making a FPS, I'd be like "fuck that" too.
>>
>>161377662
>literally still a baby
Thanks I guess, makes me feel younger.
>>
>>161378428
there is nothing wrong with python

except that its classes don't encapsulate complex(?) data
>>
By the way, vidyadev.com expired 4 days ago. I didn't do anything interesting with it, but maybe someone else is interested.
>>
>>161379139
As the current owner of the IRC of the old site, I can tell you that I'm not. Have at it with what you will.
>>
>>161377204
You're in prime gamedev position
I didn't start learning programming until ~26
NEET status means maximum gamedev energies
nogf means no succubus, so maximum focus

Come on man, you're actually in a really good spot
>>
>>161343254
Crimsonland was tits!
>>
>>161378519
>>161379131
>pygame

Oh cool. I keep forgetting that people make their own libraries and engines and that I'm not the only person that actually uses the language.
>>
>tfw comfy student life is ending in 5 monhts and then i will have to find some shitty work and be stuck there for the rest of my life probably be too depressed or busy to continue deving
it just sucks
>>
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Voxelmon stage 2 bug.

Stage 3 upcoming in next picture.

Now I need to design a new main character model and tomorrow I start figuring out how I animate these. I want to do sprite swapping basically but I don't know how that works. I could add bones and animate traditionally but I find that creepy. Any ideas?
>>
What is there to do in a space game without planets
>>
>>161380913
Cool ass dogfights with hella inertia. Zooming past an enemy, turning your back thrusters off flipping your ship backwards and firing at the enemy you just past, and firing your front thrusters to keep moving backward. YISS
>>
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>>161380763
the belly colours have been changed.
>>
>>161380913
fucking green women.
>>
>>161380913
there is nothing to do around nothing
there is no reason to do anything for nothing

thus any and all action must happen for smth
if there is smth happening over nothing - an idiot is probably in charge

So in order to create logical points of conflict(warefare, sperging, trade, social manouvering) in space, you must create points of interest

perhaps in that nothingness is a secret jump gate or a coordination center that enemies want to stay secret. so they will try to destroy any recconicanse that notices them
>>
>>161380913
Does it have space stations?
>>
I just woke up and I need a nap

fuck
>>
>>161380913
idly wish it wasn't a space game
>>
>>161380763
>>161381187
Nice.
>>
>>161336230
https://www.youtube.com/watch?v=swAKdWkG_rc

not even because of the memes, I genuinely like it I guess
>>
>>161377553
hibike euphonium
>>
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>>161380913
>>161381260
(count.)

another most likely thing that could happen far away from planets or such is an army encagement - most probably an ambush

enemy army somehow find the movement route and sets up an encagement and not just a petty skirmish - but a serious strike that will do so much damage that the target will have to at least return home for repairs if its not destroyed

and remember not a single battle is fought just to fight a battle. battles are fought to secure or to defend strategic points and/or "conceptual strategic highgrounds"
>>
>>161381260
>>161381735
Thanks for the input, do you think just people wanting power over others by means of better tech is enough for interesting things to happen?
>>
>>161380763
>Voxelmon
I kekked. Hope you'll stick around and keep on devving. I also hope you'll keep us updated on how you made those things move, because that's a subject I'm interested in.
>>
>>161381593
Thanks, anon!
>>
>>161380763
Sprite swapping would be cool
>>
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>>161378225
Whoa, whoever did that should have worked from low to high.
>>
>>161382095
Except that workflow is absolutely terrible.
>>
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Made some progress on my UI, I think it works for now.
>>
>>161380913
I'm also working on a space game without planets, most of the interesting things (hopefully) will be crew/passenger politics, ships systems, and the players immediate resources
>>
>>161376410
DD1 was only like 18 months ago
>>
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Minimap and xp box are shown for a bit when a room is cleared now.
>>
>>161382552
gud ui pop in
>>
>>161382547
There were Demo Days even before that, but they were not hosted on Itch. As I understand, they just uploaded the demos to some random file sharing site. You can find link collections if you search hard enough, but those events weren't as documented as they are now.
>>
>>161381862
hmm, that is another ball game
excuse the amount of autism that follows

it is no big secret that all regime changes happen with the pretence of some kind of ideology. that ideology serves as rally for the people. it doesn't matter what that ideology is - it doesn't matter at all. what matters is that the ideology is opposite of the status quo in some way. (like for example before ISIS, Islamic World made great strides in modernising Islam, a lot of people didn't like that and as a result, some of them went towards the opposite end and created ISIS)

there is also the issue of stagnation. there are a lot of examples of that. even in Europe in the last century left-wing stuff was the soft-core opposite of facism. Now the left-wing people of power have no "great causes" to rally people behind (since all of them are pretty much solved). So, to keep getting elected, they have to invent problems to fight. Common people are not THAT stupid and one by one they begin to understand what is going on. But since only the 3000 year old divide&conquer rhetoric has been used in public (the "us" vs "them"), people start to root for "them" instead of "us".

Then some people, who want to get into power but can't get into the current establishment elite, see that growing opposition and hijack that to make themselves the new establishment. But don't think that they will definately turn the country into a dictatorship. They will probably do exactly, what the ideology they hijacked, promised, since they gotta keep "fighting opressors" hype train alive.

Then when they have exhausted their cause, repeat the regime change.

What you can do for your campaign is to take what I just wrote and amplify it.
>Current regime is more interested in cementing their own power. People are disgruntled. All opposition is violently culled. Opposition goes into open rebellion. Current regime squashes the rebellion(great place for tutorial missions). Rebellion goes Al Qaeda mode.
>>
>>161376720
Maybe one of your """""games""""" can be made in 8 hours but no self respecting dev would release a game with 8 hours dev time
You fucking ninny
>>
>>161383268
(cont.)
>player is now a cell in the Underground Rebellion
>game is perhaps open world(???)
>player has to do missions for the Rebellion
>over the course of the game Rebellion becoming stronger than ever
>game culminates in storming of the capital

--------------------

fugg, I really need to get back to my game
>>
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>>161382932
You can make shit up if you want, but Demo Day was the first demoday
>>
>>161380913
cool, are you making a spess game as well? I was suprised to see that several devs here are making a spess related game when i started working on mine. must be the weather or something
>>
>>161382301
>>161383561
Just ideaguyin for the moment
How far have you two come?
>>
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>>161383684
Greenlit a couple days ago
>>
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space devs
post space devving music
>>
>>161383982
https://youtu.be/PAln2rGiOF4?t=3216
>>
>>161383798
proud of u
>>
>>161367874
traps were a mistake
>>
>>161379715
It's still shit.
>>
>>161383982
https://www.youtube.com/watch?v=N-9xai73_n8
whenever I lose motivation I open up this video again
music is perfect - hopefulness mixed with the eerie feeling that something behind the curtain is wrong
and the video itself helps a bit. take what is written in there and corrupt it just a tiny bit and the whole thing turns spooky as fuck

once I finish my dinosaur planet game, these guys will be featured in the sequel
>>
>When you open your editor and just stare at it
>>
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>had no problem doing this in 3d
>try it in 2d because I want to see if it would be a viable gimmick for a roguelike or something
>it takes days
>80% of my time was wasted because I got my partial matrix rotation wrong
welp, it works (for) now, so rate my autism I guess
>>
>>161379131
Is that sum Runescape Classic I see?
>>
>>161385120
Probably just gifcam.
>>
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>>161385062
anon, you need to realize that the hardest moment of devving is starting

its the time when you need to decide WHAT to actually do and HOW and coming up with blank

this happens to me every single time I step away from the computer even for a moment

best medication against that is just to do smth - anything. draw a random new line or object on the screen or tweak some number and compile&run. then look at what went wrong and then magically your brain starts gaining momentum and soon you will be devving with full throttle
>>
>>161385120
>>161385234
its WebMCam
>>
Who's the idiot who keeps starting the "post dev music" shit? It periodically wastes up to 100 posts per thread.
>>
>>161385106
What am I even looking at
>>
>>161385372
2d viewportals for self-intersecting geometry.
>>
>>161385356
better than the source shitposting that commences every day at 10 hours forwards from the moment of posting this post
>>
>>161385106
pretty neat actually
>>
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>>161385356
>wastes posts
>>
>>161385304
>your brain starts gaining momentum
this, consider it a form of warm up
>>
post weeb dev music
>>
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>Ctrl + F => you
>480 matches

>Ctrl + F => (You)
>21 matches

damn, I almost started believing it
>>
>>161385304
wrong. the hardest part is finishing since you need to constantly struggle in the losing battle for motivation while seeing all those other similar finished games much better than the one your are making
>>
>>161385356
There's far more offtopic shit that goes on in these threads than that and at least good music can contribute to progress via boosting concentration & motivation (I'd imagine most people in this thread are the type that are use to working with music playing). Also posts aren't a finite resource, they can't be "wasted".
>>
>>161385759
https://www.youtube.com/watch?v=jbzPFLi2f0E
>>
>>161385843
your retarted
>>
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>>161385912
>Also posts aren't a finite resource
Posts are stored on hard drives, hard drives get worn out by data rewrites, so more posts means more data writes and the hdd will wear out fasaters. Hdds ´are made out of materials such as metal and silicon which are a finite resource on this planet.
So yes, it is indeed possible to waste posts. Once the materials for the storage runs out we will run out of posts
>>
>>161386102
you are gonna die eventually anyways
might aswell off yourself now and save some silicon and metal?
>>
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>>161352161

Raxels seem to ruin the effect !!!!!

Why not just texture normally and then render in low res ?
>>
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Progress
Got it implemented so webservers can knit multiple HTML files into one, and fill values into the page by looking them up in a SQL server.

Pic related, it's looking through index.html and seeing some code that says, for every result in captainsBlog.db "posts" table, paste in the postsFragment.html file, and inside that file are fields for filling in the author, blog title, etc. So its all dynamic.

The cool part is the HTML and SQL are both editable from within the gameworld so players can modify/make their own sites (I want the turboautist audience)
>>
>>161387518
is this a separate program or a game built into a real website?
>>
>>161352717
this is aesthetic
>>
>>161386269
>gonna die eventually
objectively wrong.
we are live in a time where discovering biological immortality is just a question of a decade or two and i have been saving up for my antiaging pill for a long time now
>>
where are the comfy games
>>
>>161387518
>their own sites
nobody will do that. i get paid to do this at work and i still hate it even thought i'm getting actual money for it
>>
Need help from artists/programmer.
I got a scrollbar right now,
and it will rescale itself according to how much it can scroll.
e.g.
if it can scroll down twice, the scrollbar is 1/3 size of complete bar.

for the art part, what should i do?
if i draw a complete scrollbar and scaled it, it will be distorted.
Do i separately draw the head, body and tail of the scrollbar then combine them together later in game??
>>
>>161355732
>objectifying
kek i was waiting for that word to pop up
>>
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>>161387721
One of the assets in the asset store is an embedded webbrowser, its pretty insane how much it can do. For example it can run WebGL inside it, register clicks, etc. It outputs to a texture so you can put the texture on curved geometry for example.

So my game uses that, the html is stored as just regular strings in game objects, then when you want to visit a page, it tells the browser to parse the stored string (versus going out to a web address and downloading the data).
>>
>>161355732
literal objectification
she is
a cube
>>
>>161387992
you need to have head and the body
head you can flip 180 degrees to form the tail

but yea, you do them separately and combine them afterwards
>>
game blacklisted
reason:
misuse of the term waifu
>>
>>161355732
i admire that you had enough balls to actually get a booth and go there with your game
i would be too afraid people would laugh at me if i did it
was it worth the effort tho? I don't see getting opinions from a couple of normalfags you meet there to be worth much
>>
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>>161388104
>worrying about autists who will inevitably get buttblasted about one ultra minor issue or another
>>
https://blog.sketchfab.com/animating-voxels-sketchfab-stop-motion/

How do I apply this to a game engine? It's exactly what I'm looking for.
>>
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>>161388216
That guy makes some cute shit.
>>
>>161388302

Since sketchfab deals with regular 3d models i'm guessing you could just download that MagicVoxel app and it will probably allow you to save as .obj or something ( a common 3d format )
I'm not certain though I've never used MagicVoxel.
>>
>>161388542
I'm using magicavoxel and it can do single frame animation but I want to know if there is a way I can hot swap models (lets say 10 of them for a run animation) and use that in unity or if it's just too intensive for the engine and would run poorly.
>>
>>161385759
https://www.youtube.com/watch?v=gYV28kzYb5M
>>
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Progress on sprites for my buildings. Thoughts?

> Thatch roof = sawmill
>Brick roof = warehouse

Will be adding in farms soon, probably tomorrow since it's getting late.
>>
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>>161388216
well at least i don't have to worry about SJWs in my crappy space game ... but wait.. those engine attachments look way too phallic... FUCK
>>
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>>161388387
It looks sweet doesn't it?
>>
>>161388849
cozy in an ugly kind of way
>>
>>161388850
Why doesn't your game have a trans space ship with a rainbow flag?
>>
>>161388930
At least it's comfy, thank you.

Plenty of time to practice.
>>
>>161355732
I didn't know those people actually existed
>>
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>>161388889
Yes she does.
>>
>>161388752

i'm sure you could. As to how it would perform i can't say. best way to find out is to test it out. i see no reason it should be particularly resource intesive.
>>
>>161388850
>sticking to aerodynamic looking space ships
>not having giant retarded asymmetrical mess ships that look like they've been thrown together out of random ship yard parts by some alien that smoked way too much space weed that day
Think about it anon. You can mix and match styles as you please.
>>
There's something really comfy about watching my ugly coloured circles gather resources for me, even if I can't actually do anything with them.
>>
>>161389504
Well the ships needs to be able to fly in atmosphere so it needs to have wings and shit, plus i really like wings too.
the big randomly extruded cube tier ship is more appropriate for large space-only battle ships and this is just a small fighter
i will have some big ugly cubeships as enemies later on though
>>
>>161387518
Impressive.
>>
>>161388752

maybe it could store the animation inside the model similar to a blend shape and it wouldn't be necessary to swap out models but to just animate it
>>
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>me :: game
>charge attack :: OK
>do attack :: OK
>charge spell :: OK
>cast spell :: ???

Progress :
- used animu gamu for animation reference, this run cycle is exactly as silly as I want it to be
- combined Mecanim and Legacy animation system, won't have to deal with the nightmarish blueprints transitions. Seriously who the fuck thought it was a good idea?
- added charge mechanics for gameplay, after lots of thinking I think I'll go with a simple action-rpg battle system, adding in a bit of SoM.

The new Unity metallic shader is kind of neat.
Anyway got enough shit animations so I think I'll start to work on the fun part and just like make gameplay now.
>>
>>161390157
Nice! What kind of game are you going to make?
I'm sort of making an action RPG too, though I'm far behind. >>161342948
>>
>>161390157
she runs like a girl
>>
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>>161390157
CUTE
>>
>>161390315
A mix between SoM and Rune Factory.
I just want to have fun playing a game where I explore dungeons for resources and take care of my home.

>>161390359
Exactly. I want her actions to be as girly as possible.

>>161390360
TY
>>
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>>
>>161390581
Sounds cool, keep it up.
>>
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I was messing around with shaders and made a cheap effect that lets things disappear with a slight distortion effect. Maybe I could animate the distortion and make it cooler.
>>
Quit smoking yesterday and started learning game maker.
Trying to make a silly platformer about a guy who's quitting smoking.
I need to learn how timers work codewise, because these smoke clouds fill up the whole room if you keep pressing the cough button too long.
>>
>>161390878
I just learned timers today and I still don't really know how to use them properly.
>>
>>161385759
https://www.youtube.com/watch?v=sUQyJ4bX7vw
>>
>>161390875
I can't tell what that thing on the ground is, but the effect looks neat.
>>
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>>161390875
This probably better shows off the effect.
>>161391218
ty

It's just a blobby enemy that hangs on walls/ceilings/floors and attacks when you're near.
>>
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UI is no fun. Is 1 alright? 2 is a failed attempt, don't think it works.
>>
>>161392097
I really like the look of 1.
>>
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>>161392097
Better rez
>>
>>161390875
That looks great.
>>
>>161391292
Good to see you again. Those backgrounds look great!
>>
How to learn programming, at least enough to make a demo for the next demoday or something.
I just have one year left and i need to be as quick as possible.
>>
looping animations
>>
>>161392268
It's gonna take a year or more to get good enough to make a good game.
But the fastest way is probably using GMS
>>
>>161392613
Already using Gms and have some little experience in it that i forgot, guess i won't be making gamebucks soon.
>>
> tfw trying to think of a way to do a combo system
> it all ends up being extremely messy in the end.
>>
>>161392702
Yeah, it's gonna take well over a year of constant practice before you can make anything that people would willingly buy.
And even then you probably wont be making mad dosh, more like some pocket change.
>>
>>161392820
At least you can make one, keep beliving and sooner or later you'll make it.
We are gonna make it bros, never stop working for your dream
>>
>>161387919
the non-believer's last straw
>>
>>161371938
Not him, but them having wings would allow them to fling in atmosphere. So definitely not useless.
>>
>>161379715
>>161378428
Don't worry Anon, I'm also using Pygame.

I hope to eventually move to C++, but I'd like to make a couple games with Pygame (pong, snake, tetris, and maybe a top down shooter) first. That way I've got the logic down, it's simply a change of syntax.
>>
>>161393362
i believe in science and human ingenuity
and not in some irrational sky fairy who makes magically makes the lightning strike
>>
>>161393718
I'm amazed fedora lords are still a thing
>>
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>>161376372
CHOO CHOO MOTHERFUCKER
>>
>>161393863
its also amazing that sky daddies are also still a thing
>>
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>>161373861
But that's boring. Landing was kind of you the main purpose of this whole thing will definitely play a major role.

>>161375245
>I don't think that landing a craft has any charm whatsoever - do you disagree?
I do disagree. However I am an autist that plays (and makes) flight sims.

>>161375507
They're wheels for a reason. My thought is that there are slow and safe landings when you're not in a hurry or landing on a pad of some kind, and then there are combat landings where you slam into a deck while still flying forwards because you don't have time for smooth Star Wars landings.

It's what all the suspension work I was doing was for. Old webm related. I don't have any newer ones about landing.

>>161375058
I have no plans.
>>
>>161395034
wouldnt it make more sense for spacecraft to just float into place and then locked by magnetic clamps
>>
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Did any strategy/tactics game do turn based combat without a grid?
>>
>>161395631
Phantom Brave.
>>
>>161395157
Yes.

As the physics have gotten more realistic, I'm running into the obvious problem of how to keep it down once it hits the deck. For now, the thrusters are just providing a bit of downforce by weakly firing to keep it down, but that's not a permanent solution.

Magnets are the obvious solution, and because magnets don't need to physically touch anything I might be able to get away with saying that the gear struts have magnets in them. That way you can still roll around to reposition after touching down, something that I definitely want to be able to do.
>>
>>161390875
Aerannis dev, that you?
What engine?
>>
>>161395034
>But that's boring. Landing was kind of you the main purpose of this whole thing will definitely play a major role.

>I do disagree. However I am an autist that plays (and makes) flight sims.

I also have played my fair share of flying sims. I would like to bring out one in particular - Starshatter: The Gathering Storm. Part of it was about flying fighter jets. Other parts were about commanding fleets and squadrons and flying giant capital ships. But the main focus of that game was fighter jets.

At the end of each and every one of the fighter missions you had to land on the runway on ground or land in the spaceship bay. After a while it just got tedious. It wasn't hard by that point - it had just become annoying by that point.

So, at least put some sort of landing autopilot or smth in.

>I have no plans for campaign.

Then you might aswell look at how Starshatter: The Gathering Storm did it. It has 100% military focus - I don't if that suits you. Basically the entire campaign is dynamic. AI admirals are playing a regular RTS in the background with the world as their map. AI Admiral assigns tasks to free fighter jets. Players can ensign for any available mission that available. While players are on a mission AI Admiral will continue giving out orders to AI squadrons.

That created a cool campaign.
>>
>>161385759
https://www.youtube.com/watch?v=pZqJT4VaxH8
>>
>tfw only got 7 hours of sleep today and feel like a zombie
i can't dev for shit with all this brain fog
>>
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what are some good gdc lectures?
>>
>>161396391
anything by sam raimi
>>
>>161396353
>7 hours of sleep
>zombie

the fuck?
I get maybe 4-5 hours daily of sleep and still manage to feel energetic.(no drugs/caffeine either)

get a better diet/exercise or something.
>>
>>161396353
>only 7

Holy fuck you wouldn't survive a job or uni.
>>
>>161396529
It's just a "groveling for sympathy/attention" post. Ignore it.
>>
>>161387919
>saving up for my antiaging pill for a long time now
You could save your whole life and not be able to buy it. When this shit comes out it will be expensive as fuck, a thing for the 0.000[...]001% exclusively.

Besides you can still get killed :)
>>
>>161395034
That deceleration feels way too high.
>>
>>161378225

Get Zbrush.
>>
>>161396529
The fugg?

I need 9 to feel like a human being and I've stopped buying processed food and go to the gym and ride my bike
>>
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Post daily stats
>>
>>161383561

Space is a cool place. Don't underestimate it.
>>
Post progress
>>
>>161396263
I actually admire Starshatter for the scope of its mechanics. If this ever evolved into a real game I would definitely make landing at the end of the mission optional, because I know how it is.

The idea I've had though is that the reason landing might be important is because you would want to reload or perhaps change loadouts mid mission. To cut down on travel time, I was thinking that after takeoff you jump to the mission area. If you need to come back for whatever reason (rearm, repair, etc) you would jump back to a carrier already 90% aligned for landing so all you got to do put the ship down, select your options, then take off again and jump away to the mission area.

If after the mission is complete you want to do it one last time or whatever, then it's up to you, but that last one should be optional. I think most landings should be technically optional if you can pull off a mission perfectly and ultra efficiently.

>AI dynamic campaign
I didn't know that Starshatter went that far, but you have no idea how much such a thing is something I've always wanted to attempt to write. It's a very interesting problem with many layers of AI and mechanics working together.

Thanks for the lengthy and involved feedback anon. I haven't heard about Starshatter in a long time. I only played the demo, but what little I played of it I found fascinating.
>>
>>161395631
Valkrie Chronicles
>>
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>>161376372
CHOO CHOO MOTHERFUCKER
>>
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cant complain
>>
>>161396798
nah i just have to avoid death long enough for them to invent actual immortality solution
>>
>>161398498
post tumblr
>>
>>161398498
Noob I've got double your stats in 3 years
>>
>>161383982
https://www.youtube.com/watch?v=w34fSnJNP-4
>>
is possible to embed google ads in a desktop game?
>>
Is unironically using a vaporwave aesthetic a bad idea?
>>
>>161398947
It's a dying meme. You better make that game quick.
>>
>>161397401
you are in a luck
Starshatter went open source recently. it is now available for free. one needs to do some googling to find it.

>refueling and reloading
there is also another thing you can do. make it so that the base sends out "battlefield supply ships" with their squadrons. those supply ships wait outside the encagement area. player can dock with the supply ship when needed. although a supply ship would not be much bigger from a fighter jet. so it would need a bit different approach.
>>
>>161398831
That's a quick way to get negative reviews.
>>
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>>161397232
>>
>>161399049
is for a browser html5 game, not something of steam.
>>
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>>161398992
I just like the aesthetic senpai.
>>
>>161399230
>synthwave is vaporwave
>>
>>161398947
I feel like it's an all or nothing thing.

Nail the aesthetic and you have a winner, do it poorly and it'll just look lazy.
>>
>>161399280
That's right though. Synthwave IS Vaporwave pretending to be something else.
>>
>>161399339
I hope for your sake you know more about gamedev than about music genres
>>
>>161399339
(you)
>>
>>161398997
Oh that's pretty good too. Like the rearming ships in Freespace. I don't know that I would make it ubiquitously available, but it's cool to have options and you could make that a docking thing versus just landing.

>Starshatter went open source recently
Huh, I'll check that out then.
>>
>>161399432
Okay that wasn't for real but seriously though as far as the aesthetics go the two are next of kin.

>>161399543
>tfw one kind anon accepted your humble plea for (you)s despite knowing what it is
thank you
>>
Which of the following, used as a monster strength affix, would you say should be stronger: Prime or Elder?
>>
>>161399804
Prime > ancient > elder
>>
>>161398631
http://muscularhair.tumblr.com/
>>
>>161399804
Prime

Elder sounds like they would be experienced, Prime has godly connotations
>>
>>161399804
Logically speaking "prime" should denote more badassitude, but to the random pleb I'm betting "elder" sounds scarier.
>>
>>161399851
I'm one of those 6 followers
>>
I'm bored. Where can I find cute graphics to make a simple and cute platformer in 15 days or so?
>>
Anyone here devving with the Oculus Touch? Anyone know f it is at all possible to make the haptic feedback work on the OpenVR SDK?
>>
>>161399804
Prime, but only if there is one and only one specimen with that affix. It conveys prototype powerlevel, never reached again. It's more suitable to a tech background. Elder invokes age/experience hierarchy, which makes it a better candidate for masses of elite mobs. When going for magic, this is also preferable.
>>
>>161399920
thank you anon! i appreciate it!
>>
>>161400061
in your loli porn folder?
>>
>>161400061
15 days to learn
>>
>>161399843
>>161399869
>>161399896
>>161400114

Thanks familia, essentially I'm going for a Diablo 2 like system where monsters can be Champions and Elites but obviously I did not want to use the same names.
>>
>>161399804
Enemy Prime > Elder Enemy > Prime Enemy
>>
>>161400151
Nice try FBI

>>161400160
Who the hell do you think can learn art in 15 days?
>>
>>161394953

AGDG is a Christian board
>>
>>161399804
I don't think they're really interchangable. Prime is an adjective that means "the best". Elder is an adjective that means "the oldest".

So is a prime kung fu fighter better than an elder karate master?
>>
Pixel art or vector art?
>>
>>161401098
Good art > bad art.
>>
>>161401098
pixel art, because its hard to make vector art look good without it coming off as newgrounds tier.
>>
>>161400061
did you try opengameart.org
>>
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>>161401160
lmao get a load of this pleb
>>
>>161401313
>opengameart.org
Good luck finding a cute character for a platformer over there.
>>
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>think I only need a couple of songs
>make a list
>come up with 15
>>
>>161401692
how
>>
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>>161400307
>Who the hell do you think can learn art in 15 days?
>>
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Did some drawing again - simple idle animation as example
>>
>>161402393
Tyrone (Black Mage / Bard)
>>
>>161402309
Where's the rest of the body?
Where's the animation?
>>
>>161402580
>body
>animation
What?
>>
Should I make my neon interface pulsate light or not?
>>
>>161402657
HOW DO YOU PLAN TO MAKE A PLATFORMER WITH A SINGLE HEAD FACING THE SCREEN?
>>
>>161402712
VERY CAREFULLY
>>
>>161402712
Beheaded girl adventures. Done.
>>
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>>161402712
ゆっくり。
>>
>>161402393
i know you want him to look badass, but folding arms is an instinctive defensive trait. it makes him look like a pussy. in ancient times we folded arms to protect our weakest body part(stomach) from being punctured.
>>
>>161402846
It's been too long since I last saw that.
>>
Note that the creator of opengameart himself doesn't give a fuck about his website anymore.

>last patreon message in 2014
>last submission in 2015
>site gets spammed with donald trump meme art
>>
>>161402696
Depends on the neon interface and the intensity of the light.
>>
>>161402561
I was waiting for someone pointing out his black skin in that way. I don't mind this His skin is supposed to be painted black, it's not his natural color.

>>161402870
Nah, it's rather supposed to say "I'm tired of waiting for you, mr. player", because that stance is only shown when player is not playing for some time.
>>
>>161403497
>blackface
Holy shit that's good PR.
>>
>>161403448
>It depends
Annoying but accurate.
>>
>>161403572
More like "coal face". He is supposed to obsessed with fire, so he paints his skin with some coal mixture.

Still would be funny to make some butthurt by the way.
>>
>>161403598
>Annoying but accurate.
Sadly, gamedev is an iterative process and there is no boolean answer to any general question.
>>
What's the best text to speech voice? I need some simple voice lines that are slightly robotic but still easy to understand.
>>
>>161404020
Your own passed through a fan.

Alternatively, Sam.
>>
>>161404020
My ROFLCopter goes soi soi soi soi soi soi soi soi
>>
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Hey, I'm the guy working on the ARPG with cubes.
Since one of the ideas for the setting was 'magical girls' and someone suggested a card system for the combat, I tried coming up with one. Tell me what you think
>compose deck of 9-10 cards
>each card can have different effects, some are attacks that consume MP, other replenish it, etc
>in battle, you can only have 3 drawn cards at a time
>you can only use the card on the left
>when you use it, you put it back in the deck and a new card is drawn
>you can discard it without using it to draw another card
So I'm not sure if discarding should discard only the active card or the entire hand. Thoughts?
>>
>>161404282
I tried this before
the core problem I ran into is that the fact that cards are random, and the real-time nature of the game puts a significant barrier on how complex each card can be, which in turn limits the possibility for synergies
basically it just becomes normal arpg "spam the best attack" except sometimes you have filler shit you need to get through
>>
Smd
>>
>>161404693
Yeah I was thinking that same thing, it's one of the reasons why I posted it, to see if it was even viable.
I'll try to think it over a bit.
>>
>>161403445

Why should he care ? He's too busy spending all those patreon bucks.
>>
>>161404020
https://youtu.be/wcS5CH0dk6k?t=5m38s
>>
>>161405175
Damn, shit got much more sophisticated over the years.
>>
>>161355115
The Adventures of Whimp, the Doe-eyed Bishie Boy
it's not bad, it's cute, it's just... it looks cute in a very particular way
>>
>>161355115
Looks like a woman
>>
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Hooking up the xp box.
Why does this take soo much time
>>
new thread
>>161406820
>>161406820
>>161406820
new thread
>>
>>161355115
just go back to the old eyes anon. they worked much better than any of the other designs you or others have proposed.
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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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