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/agdg/ - Amateur Game Dev General

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Thread replies: 752
Thread images: 119

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Don't give up!

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

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

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

> 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/wUh6itNN

> 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
>>
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Comfy
>>
Remember to post progress!
>>
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Look i made a shitty android game in unity
http://slideme.org/application/doggodanger
>>
>>161407167
You are not wrong. The movement after hitting the ground is a very nice touch.
>>
>>161406605
I'd add
coneLight.setSoftnessLength(3f);

To make it look more comfy and natural
>>
>>161407167
Looks like it could be expensive to process those particles. But snow is pretty comfy.
>>
>>161407069
is this some sort of reverse psychology to ward against Sourceposting?
>>
>>161407265
LW?
>>
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Reposting for feedback.

Since one of the ideas for the setting of my ARPG 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?
>>
>>161407167
looks nice but how fast will it run on a toaster?
>>
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glsl shaders are annoying
>>
>>161407434
it's probably because it was posted one post early
>>
>>161406820
I'm seeing lots of high level unity-esque games but no low level graphics stuff, are there no autists here?
>>
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>>161407450
>LW?
i don't get it
i'm retarded when it comes to 3d modeling. im doing it in 3ds max. Is there something better for beginners?
>>
Man, I think I will never understand python lists.

A word of caution for all python devs out there. ANYTHING MORE COMPLEX THAN A SINGLE VARIABLE IS NEVER ENCAPSULATED BY PUTTING IT INTO FUNCTIONS OR CLASSES. IF YOU CHANGE ONE OF THOSE WITHIN A FUNCTION OR A CLASS, THE CHANGE WILL AUTOMATICALLY TAKE EFFECT OUTSIDE THAT SCOPE WITHOUT EXPLICITLY RETURNING THE CHANGED COMPLEX(???) VARIABLE.

As far as I understand, this is caused by the fact that python complex(??) variables are entirely based on pointers.
>>
>>161407452
I would allow use of any card in your hand, that way you could set up combos and synergy in your hand. Unless combat is super fast and simple.

I would have it so you draw your hand, you use the cards and either when all the cards in your hand are used up or you choose discard, then all the cards get tossed and then you draw a new hand.
>>
Is 20,000 triangles for a staircase with a banister ridiculous?
>>
>>161408241
How long is the staircase?
>>
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I created an unshaded particle material and set its color to yellow to use with traffic lights.
>>161407457
Not a chance.
>>
>>161408241
if you are planning to release that game in 2030 then it is pretty okay
>>
>>161355115
just go back to the old eyes anon. they worked much better than any of the other designs you or others have proposed
>>
>>161408241
It isn't 'ridiculous'
>>
>>161408271

it's one floor but it has a landing half way.
>>
>>161407918
I think you need to read about python more. In Python (and many other languages) when you pass a complex type to a function, you are passing a reference to that complex type, not the complex type itself. If you want to modify it without modifying the original, you will have to manually make a copy of it. This is normal behavior and not something you should be surprised by.
>>
>>161408241
we don't know a damn thing about your game or this scene its in so its impossible to answer. I'm guessing you are not confident in your topology or you wouldnt be asking
>>
>>161408241
It should be fine if it's a main element and the rest of the room doesn't have a high polycount
>>
>>161408620

It's really the banister adding it up like that because of the detailing on the poles. I should probably change those assets. Not sure exactly how I'd maintain that fidelity though at a lower triangle count though, a normal wouldn't quite cut it.
>>
how legit is to make html5 games, cloning some super mario world game and putting google ads on it?
>>
>>161408819
Just show us the fucking staircase already.
>>
>>161408914
I think I can foresee what is coming
>>
>>161408334
Cool stuff.

I liked all the volumetric (or fake volumetric?) particles in The Division.
>>
>>161408903
Super Mario World is not an easy game to clone, FYI
>>
>>161408982
it is if you're a professional software programmer.
>>
>>161408903
Why would you do this?

Why would people play this?

I'd rather just download an emulator and rom to actually play super mario world.
>>
>>161409071
Not really
>>
>>161408680
yea, I think I was just going overboard with that whole thing

I think I was more frustrated with all the thousands of python tutorials that adamantly claim that a function or class or object cannot modify anything outside themselves unless these things are explicitly returned. To learn about this little asterisk the hard way was pretty frustrating. And this seems to be a pretty big asterisk that should be written in big red letters.
>>
how easy is it to clone dark souls as an indie dev?
>>
>>161409202
About 204 difficulty units
>>
>>161408903
Also a quick google search yields many websites that just have the game available to play no download on their sites.
>>
>>161408982
Den't let Gogem read your post anon. He'd probably say he could clone SMW in a week since it already exists.
>>
>>161409291
I doubt it. Mario doesn't have a neck.
>>
>>161408903
I'm gonna go out on a limb and say it isn't legit
>>
>>161408903
Assuming you don't use Nintendo assets (sprites, names, music), it's definitely possible I know Canvas has issues with multiple entities on the screen at once though.
>>
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sup agdg, I've got a bit of a problem. I've been developing a game in unity for a while now and am looking to release in the coming months. My concern is that I've been using an asset from the store that I pirated from CGpeers. I'm also using hack for Unity called "Uniskin" which makes the UI dark like the pro version, and allows you to disable the default unity splash screen..

What I'm worried about is, if i release a game like this, will there be any way for someone from Unity to determine whether or not I actually have purchased this asset and Unity pro? Don't they have some kind of internal tools that they can use to verify things and cross reference with Unity accounts? Currently I have never linked a unity account to my installation, so when I build a version, there is no trace of anything to link back to right?

I just don't want to release a game and then possibly get some flak or a nasty email from someone saying "you're fucked mate, cease and desist, you're going to jail"

does anyone here have any insight on situations like this?
>>
>>161407306
I think I can get something to that effect, will tweak it around later.
>>
>>161409535
>I know Canvas has issues with multiple entities on the screen at once though.

??? are you just talking out of your ass because that makes absolutely no sense
>>
where do you get your inspiration from?
>>
>>161409748
Movies and old abandoned agdg projects.
>>
>>161409748
the beautiful earth that G-d created
>>
>>161409801
What happens when you type an o instead of that - ?
>>
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>>161408961
>>161408914

Oh boy, here I go.
>>
>>161409648
>Unity Pro

Unity has the right to audit your company and computers. (part of the TOS agreement) It's pretty unlikely it'll ever happen but definitely possible.
>>
>>161409914
turn into a goy
>>
>>161409914
God bless /agdg/
>>
>>161409923
>it has a landing half way
Yeah, I can see how that dramatically increases your tris.
>>
what I mean guys is that I'm planning on making a portal website with clone games using stolen assets and putting google ads on the games.

>but there's hundreds of similar websites
except their games are garbage.
>>
>>161408334
Amazing
>>
>>161409648
First of all you are not releasing the next Minecraft, the chances of people let alone Unity actually finding out is very slim because you are going to reach NOBODY. On the other hand Unity can totally find out if you are using a hacked version of their software. Roll back to a legit version before shipping anything that you are going to sell as a product.
>>161409748
By playing games and being disappointing they never did X feature or explored Z theme more.
>>
>>161409923
>there are more tris in a single banister post than the entire set of stairs
>it's the landing that's making the tri-count so high!
>>
>>161410071
>except their games are garbage
have you considered why? some companies have bigger cocks than others
>>
>>161410071
>except their games are garbage
Implying yours won't be.

>stolen Nintendo assets
Cease & Desist within the hour someone at Nintendo hears about this.
>>
>>161410160
because they're made by complete amateurs.
there's not quality control on portal games.

>>161410186
good luck with all those million clones on the internet made on flash.
>>
>tfw shit at gamedev because I rarely play games
Should I take a year off and play some games instead of devving? It's not even that I don't like games, I just can't force myself to start playing.
>>
>>161409923
do you really need all those polygons for the following things

>the poles
>the edges of the stair steps
>the arc shaped thingie at the foot of the stairs

also, I think that a lot of these details can be achieved using tesselation or whatever it is called
>>
>>161409648
>people should pay for my game, since it's my hard work and I deserve it
>I don't owe anyone anything for using their tools or software

I can smell the entitled millennial all the way over here in Canada
>>
>>161410248
why are you devving to begin with?
>>
>>161409648
mate, unless you somehow rake in 100k+ in sales, nobody is going to care.
>>
>>161410337
Because I have ideas for games that don't exist yet.
>>
>>161410248
>career as teacher but hate being around students
Why are you making yourself so unhappy?
>>
>>161409071
>software programmer
here is the trap
there are people who might be able to optimize the fuck out of their code and squeeze the last drip of sweat out of their machines, but this does not mean they're capable of making a good game
there is a lot more to a game than it looks, especially when we are talking about something as finely tuned as a main-series mario title
>>
>>161409680
It does though. It has issues displaying multiple (as in, a lot of) sprites at once.
>>
>>161404282
>>161404693
What if you allow the combatants to stack the deck?`
>>
>>161410442
>we're talking about cloning a snes game
>huh duh but you wont be able to make a fun game
>>
>>161410443
>game engine has issues displaying multiple sprites at once

kek
>>
>>161410459
What do you mean?
>>
>>161410337
i havent played a new game in 5 years and im deving.

why? because there's a game i want to make which nobody has made yet.
>>
>>161410248
I don't see how playing games correlates to your ability to make games. Just analyze the features of games you enjoy, and make your fucking game already.
>>
>>161410490
Nice bait friendo.
>>
>>161409648
>asset from the store that I pirated from CGpeers
What is this? Sounds interesting.
>>
>>161410624
pirating? yeah its pretty interesting
>>
>>161410486
a clone is unlikely to be successful if it's made by someone who looks at the game as superficially as "haha it's a 2d mario game mario jumps on turtles shell come out and he kick it it's just that simple" or says things like "cloning some super mario world game"
>>
>>161410772
>make 100% acurate clone of some popular snes game
>how do you know if it will be fun
>>
>>161410497
The deck isn't shuffled, the player chooses the order of the cards before a match, or maybe a group of matches if you want to limit how often they can change their build.
>>
>>161410839
>remake Adventure
>"why is nobody playing my game?"
>>
>>161410839
it guarantee it wouldn't be even close to 70% accurate in this case
>>
>>161409648
>>161410362
this

just ignore this unless you somehow manage to get significant profit from your game, then just buy unity pro
>>
>>161410884
Oh, I see. Yeah that could work, although, wouldn't that be the same as having a 10-card hand?
>>
>>161410839
>make a rip off of a very revered snes game
>throw a ton of google ads into it
>mobile

>nobody will like it, obviously
>>
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>>161410839
Clones leave a bad initial impression that never goes away even if the game is good.
>>
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>>161409941
>>161410112
>>161410362
>>161411012

thanks for the help guys, I guess my plan atm is to just continue development and then when release time comes, buy the asset and unity plus, which should cost me total around $85
>>
Does somebody have an idea how to make basic camera in LOVE2D?

I read this tutorial, but kind of doesn't make sense.
http://nova-fusion.com/2011/04/19/cameras-in-love2d-part-1-the-basics/
I'm not sure what push and pop do, wouldn't it work if I just made all objects move?
>>
>>161410839
Tell me why I would go to some shitty website full of ads where some dude attempted to remake old SNES games, and probably failed at making them exactly the same, instead of just downloading an emulator and downloading a rom and playing the actual real game without it being covered in ads.

And before you say "b-but some idiots will go to it!", no they wont, downloading an emulator is the easiest shit, any idiot can do it, and they're much more likely to do that than try to find some shitty knockoff website.
>>
>>161410912
>>161411181
>>161411207
>he doesn't know about flash games and browser games
>he thinks kids give a fuck about quality
>he hasn't seen the average quality in those portals
kek
>>
>>161411379
>he thinks 4-5 year old kids know about emulators
>what are portals
>>
>>161411392
>it would be 100% accurate because professional qualified software programmer with 12 years experience
>i-it doesn't need to be kids will eat it up anyway
dumb backpedaling poster
>>
>>161411207
>comparing a free to play browser game to a paid desktop game
>>
>>161411340
>I'm not sure what push and pop do
might want to go back to game maker
>>
>>161411392
>>161411496
If you're so sure that it's going to work then why are you even asking? Just start making it. You clearly think it's a great idea, so there should be nothing stopping you.
>>
>>161411530
>quality and being a browser game are oposites

>>161411573
will do.
>>
>>161411340
>I'm not sure what push and pop do
There is this great website called google.com. You might find answers there.
>>
>>161411552
You know, I kind of know what those commands are supposed to do it's used for storing coords, size and resetting to normal), but I don't see the usage in camera system.
>>
>>161411694
you're no longer even consistently backpedaling, just shifting the point back and forth
just fuck off, make your clone and come back to laugh at this general when you're second notch or something
>>
>>161407167
>>161407272
i disagree, i think it makes it look like dust instead of snow. place hundreds of small accumulation textures and raise the opacity on them super slowly when snow hits the ground
>>
WE HAD LOVE
>>
>>161412051
ebin :D
>>
I NEED TO SEE SOME PROGRESS PICS POSTED IN THIS THREAD
>>
>>161407594
How come?
>>
>>161411694
good, glad that's settled. now kindly fuck off
>>
>>161412208
We all do, anon, we all do.
>>
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>>161412384
Here's my progress from the last 3 hours
>>
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>>161412208
>People post progress
>Meme replies
>No useful feedback
For what purpose should people even post progress?
>>
>>161412506
wrong post id
>>161412208
>>
>>161412506
>public void
is another class going to be calling these methods?
no? then make them fucking private
>>
>>161412560
>People post progress
>Meme replies
>No useful feedback
Can you point this out in this thread?
>>
>>161412560
You makin' Advanced Wars 3D?
>>
>>161412506
>if (something <= 0) something = 0
>if (something >= max) something = max

mah nigga use the something = Math.MinMaxRange(min,max,val) if it exists.
if it doesn't, be smug and make your own so your code gets more readability for ya later and u can impress the girl next to u with ur code
>>
>>161412664
Why? Who cares? It's video games ffs.
>>
>>161412506
>not using clamp()
For what purpose?
>>
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>>161412798
No, it's just a neat low poly reference I saved from this thread.
>>
>>161412848
>not following basic code etiquette
>>
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>>161412664
It's all called from another class, see pic related

But the public void in pic related should be private.. i will change that, thanks anon

>>161412808
I like this idea, thanks anon

>u can impress the girl next to u with ur code
I haven't sat next to a girl in over 2.5 years, nor been within a 0.5m proximity of one

Thinking of going back to uni and paying the £50k tuition just to speak to / meet girls.
>>
How many enginedevs are there? Is there a list of them? I was wondering how hard a 2D engine would be.
>>
>>161412848
This particular example isn't so bad but if you don't care about your code "because video games" you will make it very hard for yourself later.
>>
>>161413124
why write a game engine if these exist already
>>
>>161412848
You'll care when you're 2 years into your project and your garbage code is making your life miserable.
>>
>>161413124
According to strawpoll there's about 11 engine devs on agdg.

>>161413338
Some people do it to learn and not make games.
>>
>>161413124
Does it count if I use SFML for graphics/context/window management?
>>
>>161413124
You basically just move a PNG around the screen. If you use a library like Box2D, all is left is to manage file loading. It's nothing special, really.
>>
Are there any examples of a game being funded through patreon? Or is that only for porn?
>>
>>161413456
Yes, that still counts as engine dev.
>>
>>161413124
2D is easy, and there's little reason to go any lower than something like MonoGame, Love, SFML, LibGDX, etc.
>>
>>161413527
You forgot rendering, sound, and input.
>>
>>161413338
Why make a platformer if those already exist? Why make a Tetris clone if those already exist? Why did Kojima bother making Metal Gear 2 when Konami already made Metal Gear? Why didn't Jonathan Blow just use Unity? Why does Nintendo always use in-house engines when Unity and Unreal exist?
>>
>>161412560
Good stuff, how exactly is the gameplay going to be?
>>
>>161413819
Answer the question before asking more questions.
>>
>>161413338
Because most engines give you very little control over where you can write code and make it very difficult to do certain things without making a mess of it all.

Want to have two entities interact if you control the main loop? Easy, just call a function on both of them. Want to have two entities interact if the only place you're allowed to write code is in their update methods? Good luck.
>>
>>161413819
>Why did Kojima bother making Metal Gear 2 when Konami already made Metal Gear? Why didn't Jonathan Blow just use Unity? Why does Nintendo always use in-house engines when Unity and Unreal exist?
Money
>>
>>161413947
>Why didn't Jonathan Blow just use Unity?
>The Witness took 9 years to make
>7 years of it was spent on enginedev

good question anon
>>
>>161406820
Anyone else doing LD37? I'm thinking about warming up with a couple prototype games before the jam.
>>
>>161413752
Oh, right, calling drawimgae() is pure black magic, along with createrenderer(), and checking if key_A is true or false, and starting a score when the game starts. I'm seriously asking, is it really that much? I mean, if an already made engine does even these very basic tasks for you, then what is left to do? I mean, I see the reason to use something for 3D, but a 2D engine just mystify me.
>>
>>161414018
>The Witness took 9 years to make
If only he had spent 3 more years on it, it could have been the greatest game of all time.
>>
>>161413819
I don't think The Witness would've been possible in Unity.
>>
>>161414121
No, it's not, but saying a 2D engine is just file loading and physics is disingenuous.
>>
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>>161412208
after long day of battling a bug, I finally got role assignment for expeditions done. however, assigning people to those roles is still to be done and that is far off

tomorrow I will work on the interface to add items to expedition (like giving food to them so that they don't starve out there)

after that is done I need to make communications screen for expeditions and then I can start working on an interface to add people to expedition roles.

once all of that is done, I can finally start programming in events. I don't think that there will be enough time to implement base building for jam deadline. I quess I have to substitute that with making people consume less food while in base.

------------------
I just checked how much code does that "Expedition" window take up. It takes up 556 lines, which is just a bit under half of total lines. And I still have to implement a few things in there.

So, lesson learned - fancy menus may look innocent and easy, but they require significant amount of grunt labor.
>>
I forget what I'm doing then get distracted and my dev progress slows down.

Downloading Excel to make a spreadsheet of shit I have to do

Have a christmas song
>https://www.youtube.com/watch?v=akzSA6H4jFI&index=21&list=RDMMhhHXAMpnUPM
>>
>>161414246
Why is the a offset?
>>
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>>161414276
>excel

just keep it all in a text file bruh
>>
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>>161414018
yeah Blow went through a fortune to develop an engine when he could have created the game in any premade engine and spent a year or two polishing it and still release sooner. It would have been a better game with an earlier release.

It's a beautiful looking engine they made but surely this could have been done in UE, Unity or Cryengine with custom shaders.
>>
>>161414404
>I don't have any desire to use a different engine for many reasons, and it's unclear which are the most important reasons, so let's start with the least usual one. Which is: when I'm making these games, they're not just commercial products. They're expressive works that we're working very hard to make, and we want them to have as long of a lifetime as possible. So I would like this game to be relevant 20 years from now, 40 years from now. How do you do that? Well, you don't necessarily do that by building it on top of a very complicated system, that you don't own, that somebody else will cease to support at some point in the future. Once future consoles happen or current PC operating systems no longer work, we at least have the source code to the whole system so we can make it work in the future. If Unity ceases to support something in the future, you basically have to rewrite it on a different system, and depending on how much of your gameplay depends on the core of how that worked, it may be very difficult or impossible to reproduce the same thing."
>>
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>barely motivated to do anything since hard drive died in august and I lost my project and learned the extreme, obvious value of backing everything the fuck up
>today for no reason, decide to plug in hard drive just to see what happens
>doesn't work of course
>start fucking with it, moving it around, moving cables, plugging into different ports
>it fucking miraculously turns on
>immediately retrieve old project before it dies after a minute

I AM SO HAPPY
>>
>>161414553
>see year old code
>get the immediate urge to delete everything
>>
>>161414553
Quick post game
>>
>>161414373
a font issue probably - most lower case letters seem to be wonky in some way or another

currently I let the pygame fetch the default font - whatever it is
I currently consider it a pseudo problem. When I get to the stage of polishing, I will swap the font out for smth that isn't wonky.
>>
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>>161414603
It's this one.
>>
>>161414520
Unreal is open source tho
Literally no excuse
>>
>>161414520
Spending years and millions of dollars to build a custom engine because commercial engines "might change" is a bold but stupid move.

Notice his statement that it's "not just a commercial product", not quite fitting with his reaction to the initial sales of The Witness. Blow has been a crybaby most of his post-Braid existence now that he's blown all the Braid money on a one trick pony engine.
>>
>>161414553
now you go and finish the game
no more excuses
>>
>>161414803
UE4 didn't exist then.

>>161414808
Try reading the first sentence again, it's not his only reason.

None of that has to do with enginedev.
>>
How do they make the enemies spawn in shoot'em ups?

I mean, they must be using some kind of tool for deciding at what time an enemy spawns, because doing it one by one, editing spawning time for each enemy manually is crazy.

Do they do it sort of procedurally also?
like, spawn 10 enemies between this point and that point, separated by x.xx seconds and equidistant from each other?

So yeah, are patterns programmed, or are they inserted with some sort of visual tool? but I can't think about how to make such a tool
>>
>>161414802
I'm gonna be the rude boy to say

That doesn't look like something that could be remade within a few hours.
>>
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>>161413124
>How many enginedevs are there?
Too many.
>>
>tfw to smart too use an engine or OOP
>>
>>161415110
probably a combination of both
>>
>>161415110
I'm gonna guess they do exactly that. Save some movement patterns (sine-wave, to-edge-and-back etc.) with variables like frequency, speed and such and the same for wave spawning. Then create a list of spawners that works with a timer to move from entry to entry.
>>
>>161414520
Any game that's decent will be made to run on future hardware through hacks or emulation. I can go to GoG.com and get hundreds of games that were never intended to run on current hardware or operating systems.
>>
>>161415119
Oh I know, it's not anything special. I'm sure anyone here with experience could crap it out easy, and I'm sure I could have remade it if I really tried. I just let myself get demoralized.
>>
>tfw to smart too use visual feedback of computer screens
>>
>>161415337
that's what I was afraid of...

There has to be a resource on patterns to use for shmups already out though, going to test my google-fu
>>
>>161415248
>using no engine
what
>>
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>>161415406
>I just let myself get demoralized.
You stop that shit right now and get back to making a mecha game. Give me 20 lines of code, right now!
>>
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>>161413009
here's more low poly reference
>>
>>161415463
The engine is the part of the code that's reusable. If I'm making a game from a lower level (that wouldn't be considered an engine as it isn't game specific) and I haven't reused any of the code yet then I don't have an engine.
>>
>>161414520
>So I would like this game to be relevant 20 years from now, 40 years from now
I don't want to be asshole, but...
AHAHAHAHAHAHA

>blow money on custom engine
>take 9 years to make the game
>a puzzle game on top of that

They got like 150k sells in year and doesn't look that discount helped much. I don't expect them to sell much more in next years.
>>
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>>161414553
You have been blessed by the gods of dev, Anon. Now you must dev wholeheartedly.
>>
>>161415817
Like a Calculator game?

https://www.youtube.com/watch?v=1h_UYsFkCYY
>>
>>161415898
it's made especially ironic by the fact that I can play SMB on my ps4 but not braid
>>
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Ships can now leave local sectors to travel across the system but they're lost for all eternity because nothing happens on arrival, spoopy.
>>
>>161415898
wouldn't 150k already put them even give or take
>>
>>161414802
You gonna keep working on this? I love mecha games
>>
>>161415898
What are you talking about the game will be selling for the next 40 years. It will be relevant for generations to come because it's a custom engine game made by the great Jonathan Blow!
>>
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>>161416227
Super spooky.
>>
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>>161415229
can you spot the Unity/UE4 dev on this pic
>>
Is there a good 3d engine for if I decide to GPL my game?
>>
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We must gas non-enginedevs (or devs that don't make games by low-level means) as they are brainlet scum.
>>
>>161416232
wikipedia said he paid about 6 million in dev costs
to break even on 150k he'd have to make 40 dollars per unit on a 40 dollar game
so no
>>
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>>161414404
>>161414018
Hey, he got mentioned in the book I'm reading.
>>
>>161416190
No.
>>
>>161415579
on it sir

>>161416241
Yes I am definitely going to continue working on this
>>
>>161416413
No, they're already much farther along the way.
>>
>opening brackets on a new line
JUST
>>
>using brackets
JUST
>>
>>161416474
Godot. Currently it's good for PS2 era graphics. But the 3D renderer is being updated to be more modern, it will be stable in a few months.
>>
>>161416819
LIKE

MAKE

GAME
>>
>>161416597
this is literal autism
>>
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----[ Recap ]----
Game: Shiphack
Dev: vestigial
Tools: Unity
Web: vestigialdevelopment.com
Progress:
+ Greenlit!
+ Build webpages from HTML fragments
+ From SQL tables into page values without per-page code
+ Remade web browser
>>
>>161416232

Just like >>161416586 said.
Hoppo and his Risk of Rain done in Gamemaker made more.
>inb4 but's in three years
Most of the sales are done in first months, then hype dies down.
>>
>>161416413
It's strange to see how an enginedev visualizes their imaginary superstitious "bloat" they say is in premade engines.
>>
>>161416949
srsly
>>
>>161416016
>the non-smug version of the pic
It's first time I see this.
>>
>>161407880
He's accusing you of being Zoe Quinn or a part of weird twitter. Doggo is not an accepted 4chin maymay. But that can't be true because what you've made is actually a GAME
>>
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>>161416802
like this?
>>
>>161393697
Good stuff, I'll just follow in your footsteps

Then become an engine dev and never make a game again
>>
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>>161416413
A better analogy for most engines, particularly Unity, would be a cart that, instead of having a bed for all the rocks, forces you to balance all the rocks on plates that are attached by long spindly poles.
>>
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>>161407452
>deck of 9-10 cards
>>
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Adjusted the eyes so Whimp doesn't look so sad, pretty happy with the new design now. It's got potential to be emotive while not directly ripping off Kirby and being pretty neutral
>>
>>161416227
I can't tell by looking, but please tell me the planets have a larger angular velocity closer to the center

Kepler would cry if they're not
>>
>>161417023
How do you create those titles? Markov chains or something else?

Also why the fuck are you using it HTML? Do you run an actual browser in-game?
>>
>Made a cube as a slime programmer enemy
>It's just a cube
>Still ended up with 5 animations on it
Wew.
>>
>>161417275
No like this.
>>
>>161417285
That's an equally shitty analogy. This is like listening to virgins trying to describe what sex feels like.
>>
>>161417697
I thought he was trying to describe sex?
>>
>>161417697
Unity does greatly limit where you can write code.
>>
>>161417294
Well yeah, if you can only use a card once, it wouldn't make sense to have a 40 card deck.
>>
>>161407452
Doesn't seem particularly fleshed out. Post 5 cards, or a full "deck" and it's total potential if possible. Don't worry, this is aggy daggy, nobody's going to steal your idea, especially if you namefag and link it to a twitter saying "donut steel"
>>
>>161407452
Sounds similar to Phantom Dust on the original Xbox. The difference is you'd have 3 abilities from the top of the queue you could choose from, and you could hold a max of 4 abilities which you could use at anytime.
>>
>>161416861
>coding your game in languages that don't use brackets
memerrific!
>>
>>161417697
>>161417728
Imagine that the 'was' was written in italics, to make the sentence read how i want it to be read
>>
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Anyone interested in composing? I'm in need of a couple songs
>>
>>161417759
Reminder that you can still make your own external .dll plugins to improve your project or coding options in Unity.

ITT: You're just a full of shit enginedev with no games.
>>
>>161417853
>everything is blocky
>PERFECTLY CYLINDRICAL MESAS
>>
>>161417759
If a bunch of Mexicans can make a space program simulator in it and make money, then pretty much you're able to write whatever you want.
>>
>>161417759
In what way? If you want to modify the engine then you can use an open source engine or make your own. If you just want to make a game though Unity will let you do whatever the fuck you want.
>>
>>161417853
>Anyone interested in composing?
I prefer songs made by inheritance.
>>
>>161417786
It's all up in the air for now, so I don't really have anything for you to steal yet. Sorry.
>>
>>161417891
>Reminder that you can still make your own external .dll plugins to improve your project or coding options in Unity.

isn't it sort of getting back to square one and akin to developing an engine if it gets in the way and you're going to be reinventing what was supposed to be invented?
>>
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Got my dinosaur to walk. Don't have any experience animating things so this will have to do considering how little time I have until the jam ends.
>>
>>161417941
>KSP is Mexican
I feel dirty
>>
>>161417891
why not just write your engine by that point
>>
>>161411806
I don't think you know what push and pop do. Go read up on heaps and basic heap functions.
>>
Stand down immediately engies. You have been served.
>>
>>161414802
dva, the game?
>>
>>161418024
this is why Unity made the asset store, its one of their biggest innovations
>>
>>161418024
Sure that's stupid. But you can still do it, make your own engine in the Unity engine.
>>
>>161418056
If you don't have a method/class called WalkTheDinosaur, I'm going to be disapointed
>>
>>161418013
well make a full deck and see how it feels, then take out five of those cards and try to replace them with all new designs, and see where you end up with that creative process. It's going to get to the point where thinking won't get you shit, but DOING will, so you might as well start DOING now
>>
>>161417891
Can you write a plugin that lets you add game logic that isn't tied to a game object?

>>161417941
Turing-completeness is not an argument.

>>161417961
Doesn't let you write code that isn't in a method of a game object.
>>
>>161418024
Except you'd be making only the thing Unity can't do instead of literally everything.
>>
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>>161417626
The title/subtitle is from spaceipsum.com

>Do you run an actual browser in-game?
Theres an embedded browser from the asset store that renders a Chromium browser into a texture, so you can apply it to geometry for example, its pretty insane. Pic related, its running webgl and putting the result onto a bent mesh that also detects clicks accurately

>why the fuck are you using it HTML?
Mainly because the workflow for making websites has tons of free tools/templates/themes I can drop in, and whatever doesn't exist it'll be easier to make using a wysiwyg rather than rolling my own. Also it'll let players write their own html or modify existing pages because muh player agency
>>
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>>161418149
>>
>>161411340
Pushing and popping is for doing hierarchical matrix transformations. First you apply the camera transformation and push it so it's stored. Then, for each object, you apply their transformation. If you need to go deeper with child objects with their own transformations relative to their parent, you push again. Whenever you go back up the hierarchy, you pop the transformation.

>>161418101
Neither do you in this context, apparently.
>>
>>161418273
I'm proud of you anon
>>
>>161418232
Damn, that's impressive. Shine on you crazy diamond.
>>
>>161418232
How well does it run? Sounds very computationally expensive.
>>
>>161418085
>i want to customize 2% of the operation of this device
>better just rebuild the entire device while i'm at it
I'll be damned if this post doesn't perfectly illustrate the mind of an enginedev.
>>
>>161418216
>>161418401
Ever heard of libraries? Just because you're not using Unity doesn't mean you have to do everything yourself.

The great thing about libraries is they take care of the stuff like rendering and physics that isn't typically game specific and give the programmer full control over all the gamey stuff, whereas engines usually force a framework for game stuff on the programmer as well.
>>
>>161414246
I remember some of your previous posts, good stuff, keep going man.
>>
>>161418273
Top kek.
>>
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I wonder if I'm overdoing it
>>
>>161418401
>>161418216
This is why frameworks and libraries are the most ideal way to go about doing things. Sure they're not flashy and don't have a nice-looking GUI so you can drag and drop things together, but they handle all the boiler plate code so you can get on with making your game.
>>
>>161418216
But it would be cool and everyone would know I'm a genius programmer
>>
>>161418639
sugoiiii
>>
>>161418639
no
>>
>>161418676
Hmm, what you say makes a lot of sense except you don't have a game to prove you right
>>
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>>161417658
i think you meant this
>>
>>161418475
>whereas engines usually force a framework for game stuff on the programmer as well.
Enginedevs have the weirdest beliefs about premade engines. I give up.
>>
>>161418684
a genius programmer that never finished a game
>>
>>161418802
Is that a screenshot of the game you made in your engine? Oh wait.
>>
>>161418639
I like it
>>
>>161418676
>Sure they're not flashy and don't have a nice-looking GUI so you can drag and drop things together
Motherfucker, a GUI and suite of tools has been common in all software since 1989, you have no idea how archaic and touched in the head you engies sound. Just because you can accomplish basic tasks by clicking and scrolling through windows to manage your assets in an IDE does not make everything "drag and drop" and "flashy".

Engies are like the amish except you don't even have a religious excuse.
>>
>engie
The beast has been awakened.

>>161418814
Unity's component system. UE4's actor/pawn/etc. system.
>>
>>161419023
>don't even have a religious excuse.
What about the statues of Richard Stallman I keep seeing?
>>
How come in VS I don't have to include libs like string and iostream? All these seem to be working without it.
>>
>>161419062
You can make any kind of game you want in those engines, including 2D for Unity.

You are autistic.
>>
>>161418879
what did he mean by this
>>
>>161419180
You can also do anything with Brainfuck because it's Turing-complete.
>>
>>161418342
Thanks for the reply, though I do be lying if I was said that I understood everything.

Is the whole thing used so you could easily "move" everything without actual moving, so you wouldn't have to worry about objects colliding with map borders?
>>
>>161419137
perhaps the compiler figures out that you're using them and "includes" them for you
it's been long time since i used windows but as far as i remember you don't even need to add boost to your linker when you include the boost headers because the linker does it for you
>>
Why do all the top engines use an entity component system? its making my neurons fire more than usual
>>
>>161418179
I'll try. Honestly I've barely begun working on combat.
When I do get to work on this (I'm still not completely sure how this system would work code-wise, so I need to figure that out too) I'll post progress.
I think I want most cards to work as spacial attacks or spells, but I think having some that work as buffs/debuffs, give bonus exp/money, stun enemies, etc could work too, kind of like in Mario & Luigi Paper Jam.
>>
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>>161417517
It's a full Kepler solution anon, I just haven't put any thought into the system generator yet.
>>
>>161419267
Because composition produces less clutter than complex inheritance hierarchies.
>>
>>161417380
Now Whimp could be a tear of joy
>>
>>161419220
I meant that to take a screenshot of your game you need to have a game, which you don't.
>>
>>161419240
That's cool but the original assertion was that Unity or UE are holding devs back from making games they want to make somehow.

Nice deflection.
>>
>>161419137
Fluke. Do it anyways.

>>161419241
That's what matrix transformations are for in general. The pushing and popping is basically to facilitate a hierarchical scene graph.

>>161419267
Inheritance is terrible, but for games especially. Rarely can all your objects fit neatly into a hierarchy and you'd have to know every entity you ever want to make before programming to get it right and not waste time refactoring all the time.

>>161419424
>increasing development time because you have to work around them isn't important
Bit ironic considering engines are supposed to save you time.
>>
>>161419263
Interesting. Thanks for the heads up!

May I ask: what do you use now? Mac or Linux? I'm thinking about giving a try at multi platforming, because it looks like a good challenge and exercise, but I'm wondering if people actually use them for leisure or just for work.
>>
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>>161418182
>Doesn't let you write code that isn't in a method of a game object.
Why is that a problem for a gamedev?
>>
>>161418373
Thanks anon, but to be clear the browser asset devs did all the hard work, its 99% dragondrop.

>>161418395
The game itself still gets 60fps but as you can see the in-browser rendering is not that high when it gets stressed doing webgl stuff, regular browsing feels responsive enough
>>
>>161419589
Maybe because you can't have a game without game objects interacting and there's no clean way to do that without code that operates at a higher level?

Programming based on the way you perceive the real world to work doesn't work.
>>
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>>161415229
>He actually believes this.
I feel like people don't understand what reinventing the wheel means and or they don't understand why people would bother enginedevving.

The idea behind reinventing the wheel isn't to criticize new inventions of the same type, it's to criticize changing the underlying concept behind the original invention while providing no benefit from the endeavor.

If your picture was to be more accurate, it would be someone using a wheel just like the one being offered but instead taking those wheels they make their own which produced the same result but ended up taking more time.
>>
>>161418692
>>161418726
>>161418891
Cheers anons

Let's all make progress together from now on
>>
>>161419559
Linux, mostly for convenience and because I like the philosophy, and because I'm fed up with Windows' bullshit, I also work as a programmer and our workflow requires specific tools that are just easier to set up on Linux than getting through a fuck ton of hoops to get them to work on Windows and in the end they may not even work properly
>>
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>>161419417
ahh, its the "where is your game"

here is one of them

now post yours or admit defeat
>>
>>161419328
That's what i like to see, keep up the good work
>>
>>161419786
Thanks anon!
>>
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>>161419754
Holy shit I remember this one, didn't you make this months ago? I remember because when you posted it I expected actual page turning.

Here's my inferior enginebabby game.
>>
>>161419495
>increasing development time because you have to work around them isn't important
Yes in order to make any game you need to 'work around" things.

Your "work around" is to throw the baby out with the bath water and use outdated and inefficient techniques to create a vastly inferior platform to make your game, assuming you even care to make a game which enginedevs never do.
>>
>>161419690
>Thanks anon, but to be clear the browser asset devs did all the hard work, its 99% dragondrop.
I know, but you game is still pretty impressive nonetheless. I like how you're going for the most realistic approach possible with your hacking and systems.
>>
>>161419701
Can you give an example of what "interacting" you mean and how Unity somehow makes it very difficult? Maybe I can help.
>>
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>>161419754
>turn_pages.webm
>the pages don't turn
>>
>>161419701
I think it's your autism that prevents it from working, because the rest of us make games just fine without worrying about any of this retarded bullshit. Enginedevs are genuinely annoying.
>>
>>161419754
I hope the gameplay is more than reading books
>>
Engies just need an excuse for not completing an actual game.

Even with the skills they have they can't finish a game or even make a decent prototype so they end up making an engine that they have no use for whatsoever.

Seeing people with little experience posting progress in GMS makes them even more furious so they start retarded discussions because they need to validate themselves.
>>
>>161419754
wow it's just like all the video games I play on my amazon fire
>>
>>161419754
>a slideshow
Please be joking.
>>
>>161419495
>That's what matrix transformations are for in general. The pushing and popping is basically to facilitate a hierarchical scene graph.
Thanks, I think more or less I get what I'm dealing with.
>>
>>161419893
it was one of my old projects
far along the line I noticed that I had made a really big mistake that fucked everything up
so, I quit working on it

I am doing a different game now - I won't post it since I don't want to associate that with my shitposting habits
>>
>>161419754
>>161420153
My fucking sides.
>>
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>>161419893
Got your page turning right here *unzips book*
>>
>>161420324
hnnng

Is that really an agdg game?
>>
>>161419917
>implying Unity isn't built with "outdated and inefficient techniques"

>>161419982
The player collides with an enemy on the overworld and both are taken to a turn-based battle screen. When the battle is finished the enemy is destroyed on the overworld.

>>161420045
Good for you.
>>
>>161420324
The power of using a premade engine
>>
>>161420324
nice lego harry potter DS clone
>>
>>161420324
Now we're talking.
>>
>>161420438
Yes, and I abandoned it because drawing glyphs with your mouse started to suck some serious dick after about 5 minutes.
>>
>all that talk about muh custom engines
>still no finished game
>>
>>161420463
How is that difficult?
>>
>>161420463
>The player collides with an enemy on the overworld and both are taken to a turn-based battle screen. When the battle is finished the enemy is destroyed on the overworld.
That's basic bitch stuff and easy to do in Unity.

Are enginedevs retarded? What's going on here?
>>
>>161419405
Yeah, the overly sad lore was interesting, but it didn't suit the type of story I would be going for. Besides, most people wouldn't want to look at a character that is cripplingly depressed all the time
>>
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Ok i'll stop
>>
>>161420738
>>161420835
Give me a run down, then. Where does the responsible code go, for instance? How do you change scenes while being able to resume the previous one and do something based on the outcome of the battle scene?
>>
What are some good gamedev related books to read on my way to uni?
>>
>>161420685
>all that talk about drag and drop development kits
>still no finished games
>>
>>161420924
redden them cheeks n' nose up son
>>
This engie shit is too triggering for me. I don't know why it's so hard for them to see that they really are reinventing the wheel because the explanations they give for it just make no sense.
>>
>>161420928
I'm pretty sure your example refers to my game. I will say right now that I'm pretty shit so don't use me as a meter of judgment for the engine.
Anyway, the way I do it is saving the name of the enemy from the overworld in a static variable, then after the battle is over, the overworld searches for that enemy and destroys it.
>>
>>161420463
Assuming you mean like a SNES JRPG, I'd have two root GOs: one for the overworld and one for the battle. When a collision in the overworld occurs, disable the overworld GO and activate the battle GO passing in the world GOs to a SetupBattle() method. When the battle is over, update the world GOs accordingly and re-activate the world GO.

I wouldn't try to do it with multiple scenes / LoadLevelAdditive, that'd be a complete mess.
>>
>>161420928
Don't change scenes, manage your overworld and battle scene objects in a single scene, disable/hide the other when toggling between.

You're deliberately looking for obstacles to gamedev instead of seeing the obvious solutions. This is why you can't gamedev and are an enginedev. Don't worry, you're not the only person with this affliction, but it's hard for us actual gamedevs to understand the world of enginedev. Because it's stupid.
>>
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>>161420536
>https://youtu.be/xoM9JQW7wOc?t=470
DELET
>>
>>161420997
http://www.homph.com/steam/
>>
>>161421116
Not bad, I guess.

>>161421174
>>161421187
Horrific.
>>
Is it true that danny hates engine devving because it means he can't just steal assets and has to actually work
>>
>>161421329
who
>>
>>161421305
>Horrific

Passing data around the same scene is horrific? You might have downs son.
>>
>>161420928
>How do you change scenes while being able to resume the previous one and do something based on the outcome of the battle scene?

Retard here, but I guess it's all about saving one gamestate in one table, taking data from enemy's table, freezing the table and hopping into second gamestate table where you have combat, if you win, you simply delete enemy's table when you return to first gamestate.
>>
>>161419930
Thanks senpai, its definitely supposed to be a "see that server? you can hack it" kind of game. Bottom up versus top down. It also makes design easier, because rather than having to come up with how to do something, I can just read how its done in the real world, to an extent. And lastly, I'm hoping it'll strip away some of the "black box" feeling of technology, so if someone is intimidated by the command line in real life, maybe playing will show them its not some arcane thing thats only for wizards.
>>
>>161421116
>>161421305
Though if you continue to use globals for everything eventually it will become very hard to maintain. They're an easy way out but dangerous.
>>
>enginedev is ranting about danny again
This almost never happens
>>
>>161421473
I know, that's why I'm trying to study serialization so that I can easily save and load custom datatypes etc making everything easier to maintain.
>>
>>161419690

That webm reminds me of OLEDs I saw a while ago

https://youtu.be/-uazGyw99e0

I can't seem to find the exact same one, but this is pretty much the same thing.
>>
>>161421459
Doubling game objects up for overworld/battle is pretty bad, yeah. How do you make sure they're kept synchronized without resorting to globals anyways?
>>
>>161420924
gud snow

>>161420682
Mouse drawing sucks, but maybe if it were a preset array of blobs on the screen you had to mouseover instead. Like instead of drawing a hexagon, you'd select the points that formed one, versus the points that formed the star.
>>
>>161421603
Can you not just figure these things out yourself?
Your original assertion that any of this would be difficult in Unity has been dismissed and you're still asking inane questions.
>>
>>161421467
>>161421576
>serialization
Also horrific solutions.

Listen, there was no question that Unity could or could not do this. It's at what cost. Just trying to get you guys to think about it a bit.

>>161421690
Well the problem isn't fully solved yet.

Of course I can do it myself. Do I want to have to spend effort on working around shit? No, I want to just do it, even if it means retreading some ground.
>>
>>161421603
>Doubling game objects up for overworld/battle is pretty bad

Where did you infer that? When you call SetupBattle(OverworldPlayer, OverworldEnemy), it creates a local battle representation with a reference to its overworld counterpart -- how else would you have say, detailed battle sprites versus the 1 tile tall world sprites?
>>
>>161421636
That could work. My idea was that the more accurate the drawing, the more powerful the spell. Maybe I could come up with some other kind of gimmick instead though. Your suggestion is a good one, I just wonder if people would prefer to just press a button at that point instead.
>>
>>161420997
Risk of Rain

I done little myself, because I was trying (with little effect) to use a framework despite scope being small enough that I could just use a Gamemaker.
>>
>>161421763
How would you do it in a custom engine and how much time would it take?
>>
>>161421603
>How do you make sure they're kept synchronized without resorting to globals anyways?
By not being a retard and being able to program?

FFS I thought you enginedevs prided yourself in being "programmers"
>>
>>161421763
>working around shit?
Once again the only shit proven to exist here that needs working around is your weapons grade autism.

Enginedevs are a literal mistake. You should all be shipped back to /dpt/ in /g/.
>>
>>161421763
Why is serialization bad?
>>
>>161421791
>manage your overworld and battle scene objects
>I'd have two root GOs: one for the overworld and one for the battle.

>how else would you have say, detailed battle sprites versus the 1 tile tall world sprites?
Well you certainly shouldn't need two separate game objects for that. E.g. one game object implements both an "overworld" interface and a "battle" interface so data gets shared between the two easily.

>>161421853
I'm not asking how to do it myself, I'm asking is there a way that works in Unity.

>>161421950
Nice argument.

>>161421961
Serialization in order to work around this stuff? Yeah, especially when you hear the other horror stories about Unity's flawed and limited serialization.
>>
>>161422026
You didn't answer my question.
>>
>>161421257
I can't, I'm making game
>>
>>161422086
What question?
>>
>>161422026
mate, the two root GOs are containers for the overworld scene and the battle scene (like the camera, UI canvas, etc.) not a mirror image of each other in two different spaces
>>
>>161421603
I do a Model/ViewController setup, so theres one gameobject that contains the data, and you can have as many other objects as you want to just reference it for its state/how to display it. So the monster would be one gameobject (the model/data source), the overworld would be a viewcontroller that looks through all monsters and creates overworld monster icons depending on what monster data there is, and the battle screen would also be a viewcontroller. When the battle screen decides the monster is dead, it sends a message to the monster model object, and when you go back to the overworld screen the overworld monster is gone, because the underlying monster model object is dead.
>>
>>161422142
How is serialization bad?
>>
>>161422149
How does that solve anything? How do these "root" GOs know about the actual GOs that get passed between them?

>>161422189
Again, lots of working around the framework that Unity imposes on you.

>>161422192
Unity's serialization is shitty and it's a super inefficient solution to the problem in the first place.
>>
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Who else making progress while people argue about nothing?
>>
>>161422280
Where is your game?
>>
>>161422280
>How do these "root" GOs know about the actual GOs that get passed between them?

With function calls or events / messaging? Like literally any program in any framework in any language on the planet?
>>
>>161422356
How do you couple these objects together if you can't write code that doesn't live in one or the other?
>>
>>161421223
>http://www.homph.com/steam/
Knowing that lethal league came from here makes me love that game even more

also seeing lethal league and risk of rain recaps is almost surreal
>>
>>161413819
Nintendo used unity for Mario Run and Blizzard used unity for Hearthstone. They just use the right tool for the job. And if they want a custom engine they have 50+ programmers to do that.
>>
>>161421763
>Listen, there was no question that Unity could or could not do this. It's at what cost. Just trying to get you guys to think about it a bit.

You know, easy methods are expensive, but the alternative is spending 7 years on engine just to make a game that sells in about 150k copies.
>>
>>161422486
False dichotomy.
>>
>>161422026
>I'm asking is there a way that works in Unity.
You know there is but you're being a flaky weirdo like most enginedevs and referring to every solution as a "work around" which is too much bother for you apparently. You don't want to have to figure things out or "work around" things while making a game so you're going to make the perfect engine capable of putting a game together with no issues and no restrictions - at least that's the excuse you and all enginedevs use for not just making a game.

Twats.
>>
>>161422412
>if you can't write code that doesn't live in one or the other?

? ? ?
>>
>>161422551
They are all workarounds. They may be easy, but you're still being slowed down by Unity nevertheless.

>>161422571
If you can only ever write code in a method of object A or a method of object B, how do you get them to interact?
>>
>>161422342
I'm sure he's been asked that question many times.
>>
>>161420924
>visible breath
You're hitting all the right spots. Keep going.
>>
>>161422643
>If you can only ever write code in a method of object A or a method of object B, how do you get them to interact?

The same way you do in any language? Get a reference to the object and call methods on it?

objectB.CallFunction();
>>
>>161422650
Because I make arguments that can't be disproven a lot? Yeah.

>>161422698
That assumes A and B already know about each other. How do you establish that in the first place?
>>
>>161422643
>but you're still being slowed down by Unity nevertheless.
I'm not sure you can blame anything for slowing you down m8. You're clearly thick, and not in a mentally retarded way, in a "I would hate to work with this person" kind of way. You're the kind of person who is a nightmare to work with in any tech situation. You over engineer, over think, second guess everyone, and slow everything down to a crawl, and in the end: your work is shit. I know your type.
>>
Can anyone tell me what indices do in graphics programming?
https://www.tutorialspoint.com/webgl/webgl_interactive_cube.htm
>>
your naughty misnamed variable.

https://www.youtube.com/watch?v=8Ya-hoIum3M
>>
>>161422315
Not you, obviously.
>>
>>161422643
>problem: want house with a window

>option A: buy premade house, but it comes with no windows
>solution: put a hole in a wall and build a window

>option B: buy materials and build house myself, with the window already made

What's the faster solution?
>>
>>161422745
>How do you establish that in the first place?

The same way you do in any language.

If anything, Unity makes that easier since you can just drag and drop references in the inspector.
>>
>>161422745
>Because I make arguments that can't be disproven a lot? Yeah.
You're not making arguments you're just asking endless questions like a child to annoy everyone.
>>
>>161422745
Post your game now.
>>
holy shit can you guys shut the fuck up
some people prefer making engines
some people prefer using engines

be it whether for learning experience or inability to use/learn the other one or whatever

none of it matters long as you're having fun

now settle the fuck down and get back to working on whatever you're suppsoed to work on
>>
>>161421815
Its strange that FPS aiming is so effortless in comparison. I question whether getting good at mouse drawing would even make the mouse drawing suck less, or just make it less painful. Maybe in VR where motion is more natural?
>>
>tfw you could literally make a barebones JRPG in 20 minutes in Unity while enginedevs are still double checking their SDL documentation to make sure their window setup parameters are correct
>>
>>161422817
Fucking this m8
>>
>>161422872
Bad analogy because you don't have to start from "raw materials" when programming a game without an engine. There's lots of libraries for rendering, physics, etc.

>>161422889
>The same way you do in any language.
Vague answer, considering programming any language is not similar to programming in Unity where you can only write code in methods of game objects.

>you can just drag and drop references in the inspector
What if they don't exist in the editor and are created at run time?
>>
Musicians, does this sound like a suitable level 1 theme for an 8bit platformer?

http://vocaroo.com/i/s0YwrEfYjF1x
>>
>>161423050
then do it
>>
>>161423029
>holy shit can you guys shut the fuck up
"you guys"? Fuck off engie.
>>
>>161423202
?
>>
>>161423167
Right, you use premade bricks, paint, wood, glass, hammers and nails. Wow.
>>
>>161423167
>What if they don't exist in the editor and are created at run time?

What if they're not? Why would you generate world and battle scenes at runtime instead of build time? Makes no sense fampai. Even if you wanted to, there's still plenty of ways to find GameObjects in Unity via the half dozen Find() methods.
>>
>>161423275
No, it's just a bad analogy.

>>161423306
Sounds inefficient.
>>
>>161423167
if a game object creates them at runtime, you automatically have the reference when it calls instantiate or new
>>
>>161423167
>where you can only write code in methods of game objects.
But that's wrong. Why do you keep talking about Unity when you've never used it?
>>
>>161423167
>not similar to programming in Unity where you can only write code in methods of game objects.
We've already been over this you dumb cunt lmao
>>
>>161422681
Need to make some building faces and a yellow ford victoria cab for some proper mockups though.
http://a.pomf.cat/bpeasn.webm
>>
>>161423396
I suppose that's true.

>>161423406
>>161423408
Explain how I'm wrong.
>>
>>161423395
You sound like a retard, doesn't mean you actually are. Oh wait.
And no the analogy is completely legit.
>>
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>>161423029
>deving for fun
>>
>>161423042
If I had a Vive I'd be all over it. Unfortunately that's not the case, so I'll just have to wait. I think VR gestures for spellcasting would be pretty great though.
>>
>>161423395
>Sounds inefficient.
You sound inefficient. Vastly. If a person like you infiltrates a group of creative technical people you can legitimately bring down a small company unless kept tucked in a corner.
>>
>>161423518
The analogy is bad because houses aren't systems, they're things. There's no analogue to a "rendering library" if you think making a game is building a house. It's wilful ignorance.
>>
>>161423562
Its still imbressive that you got the glyph recognition working so well, cheers
>>
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Any sprite editors that work like Game Maker Studio 2's sprite editor? I'd like to animate things like this but I don't want to buy GMS2. I don't even know what to call this, real time sprite editing?
Link related
http://i.imgur.com/nYksP9G.gif


>>161422315
Currently finishing up my turn based battle engine, at least the basics of it. Guess I'll go for inventory/item usage next? Still don't have a way to heal allies or let enemies heal themselves which is where items will come in handy. Should I even bother trying to set up enemy AI or should I leave it at randomly picking an action until I get to actually designing enemies?

>>161421223
>Restricted RPS
Wait isn't that the thing from Kaiji? God damn it's literally the RPS game from Kaiji, thank you anon for letting me know this exists even though it seems to be dead. I was thinking of having something like this in my game as an entirely optional mini-game.

Also I was thinking of going the Pokemon route and letting my game's player characters have up to 4 different special attacks at the time but then I figured that'd be dumb for an RPG that isn't Pokemon. Should I just go with the standard elemental magic, physical damage, whatever fantasy thing? I kind of wanted to make a battle system similar to Chrono Trigger but without the timed turn mechanic
>>
>latch key kid making shitposting sounds in the background
Not now reek adults are talking.
>>
>>161423593
Wouldn't be necessary if people didn't make shit tools.
>>
>>161419690
what's the name of the browser asset you're using?
>>
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working on some crazy taxi esque movement in unity, how does it look?
>>
>>161424035
But I'm doing my game from scratch
>>
>>161423870
>problem: have bad tool
>solution A: learn to use it
>solution B: throw it away and build your own
If you think B is faster you're literally retarded.
>>
>>161423893
This one
https://www.assetstore.unity3d.com/en/#!/content/55459
>>
>>161424140
I don't think it's faster but there's a lot of other benefits to it. And I find it fun.
>>
>>161424154
much appreciated
>>
>>161424090
I was about to be upset if you didn't go off any jumps. Looking good to me.
>>
>>161424090
Drifting seems fun, but hitting obstacles seem too unnatural - the car bounces like it's made of rubber.
>>
>>161424196
what
>>
>>161424090
That looks really juicy responsive, but the transitions end too soon. I'd like to see the posterior shake more in sharp turns and probably raised by a greater amount when going full braking power.
>>
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What would be the best way to find the absolute height and width of a gameobject in screenspace (pixels) in Unity?
>>
>>161424325
But this is for you!
*unzips dick*
>>
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>tfw I could make a basic openworld sandbox game with 30 skill trees in 8 minutes using an engine while an enginedev is stuck making himself dinner
>>
>>161423516
Not previous devs but you can write scripts that aren't monobehaviours or use the system collections/unityengine stuff.
>>
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>>161417763
That's what MTG and every other TCG ever does

>>161409923
If you break up the staircase into a bunch of parts and make every single part have proper LOD and what you're showing now is the highest LOD at the closest distance then it's fine
also
>that malformed quad on the second lowest step outlined in green
FIX
>>
>>161424090
That looks fantastic, great work. Anywhere to follow progress?

And I think the controls looke pretty tight, only suggestion would be like >>161424309 said, snake out more with more brake pressure applied
>>
I'm using Rust for my game.
>>
>>161424354
raycasting and vector3.distance?
>>
>>161424521
Duh, but you'd be using the cards for special attacks etc, all while also fighting, with not turn based combat.Imagine needing a certain card and having to draw and discard 30 times to find it while also fighting the enemies. It's just not possible.
>>
>>161424448
Looks like this post triggered you good >>161423050
>>
It's really rare for engies to shitpost like this.
>>
>>161417239
Kek i didn't know that. I just thought doggo sounds funnier than dog... or maybe i wanted to use controversy as a marketing strategy hehe
thanks for the info anyway
>>
>>161424626
How would that tell me the size in screen units though

>>161424638
I think you should either commit to it being a card game entirely or drop the concept of cards because the second that the word "card" is dropped people start assuming shit
Maybe have them function the exact same as cards, without actually -being- cards? Like pages in a spellbook that go away when you use them?
Avoid using cards in gamedev
>>
>>161424354
Camera.WorldToScreenPoint()

https://docs.unity3d.com/ScriptReference/Camera.WorldToScreenPoint.html

would be a good starting point
>>
>>161424249
That's pretty accurate to Crazy Taxi. The physics in that game were whack.

>>161424090
Looks about as weird and snappy as Crazy Taxi, so good job with it anon.
>>
>tfw you could literally make a barebones JRPG in 0 minutes in rpg maker
>>
>>161424309
>>161424245
>>161424249
>>161425003
thanks for the feedback everyone
>>161424591
nowhere to follow atm, possibly in the future
>>
Holy shit these threads are worse than ever.
>>
>>161425095
Thread is actually really good when using filters. Hiding all stubs was the best decision I made this year.
>>
>>161424972
I suppose I could get the worldtoscreenpoint for the upper left corner and the lower right one (since that'd also give me my camera-z) and then get the difference
that'd work, right?
I think it wouldn't if the object was actually 3d (if it was facing away from you) but this essentially exists as a plane so there shouldn't be problems. Thanks, anon.
>>
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My dinosaur can now moonwalk across the screen. Just to chime in on the current debate, this is made in LibGDX which is a framework that does most of the boilerplate code for you. That way you can focus on programming your game. I believe it allows for more control over your game than engines like Unity but I haven't actually tried Unity so I wouldn't know. As far as I'm concerned as long as you are making a game, you're alright.
>>
>>161424917
I disagree, I think cards can work fine.
>>
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>tfw I could make a full avant garde post-gravity semi-indie platformer with 2 dlcs in 33 minutes while on the toilet using Unity™ while an enginedev is stuck writing a bootloader
>>
>>161424917
then you convert world units to screen units
>>
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>>161425189
nice shades
>>
>>161425189
don't give it legitimacy by calling it a "debate"

it's shitflinging at best
>>
>>161425095
nowadays you can filter a lot of stuff (like engie and wagie)
and a good rule is to recursively hide any engine shitposting that doesn't have progress/example images attached

>>161425189
godspeed, I'd better see your submission in the dino jam

>>161425187
yup, make sure to get the screen res programatically as well
I assume you could use the corners of the object's bounding box
>>
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>tfw I could make enginedev simulator 2017, with the ability to make up to 15 customizable engines in less than an hour using Unity while Enginedev is stuck learning how to read
>>
>>161425189
Even with "boilerplate code" done you still have to do A LOT for 3d. 2d less so. There's no real reason to ever write your own graphics or content pipeline, which is the important thing to remember.

>>161425190
No offense but Nintendo is a company that has been making card games for 127 years and they definitely know how to swing stuff that you normally shouldn't do
Also the IP of mario has the star power to break through the reservations people will have when they first see cards

>>161425261
3d distance is super not-cheap, and even if you did that it still wouldn't tell you the width and height.
>>
>>161425171
Imagine being this triggered by being called an engie nodev. Impossible? And yet someone is.
>>
>>161425412
>make sure to get the screen res programatically as well
I'm pretty sure that worldtoscreenpoint returns the result in pixels
>>
like just make game
or engine for that matter
>>
>>161425629
Thank you for acknowledging the distinction.
>>
>>161424090
love it, maybe make it more cartoony
>>
You don't make an engine and then make the game. You just make the game.
>>
>>161425501
It was just a suggestion, it would tell you a distance that you could then convert to any measurement you need.
>>
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There, I made a JRPG in 30 minutes with a clean abstraction between overworld and battle object views.

Now shut the fuck up.
>>
I'd rather 10 enginedevs join the thread than one ree-poster take another breath.
>>
I wonder how many engine devs in here jerk off to handmade hero vods

https://handmadehero.org/
>>
>>161425624
yea but the size in pixels would change depending on the user's screen res, but that depends on what you want to do with the information.
>>
If I use Gamemaker or Unity to make a game from scratch, are those two engines?
>>
>>161425831
What's wrong with HH?
>>
>>161425812
now add dinosaurs and submit to dino jam

seriously
>>
>>161425812
How did you do it?
>>
>>161425501
I agree that 3D in frameworks like LibGDX is a complete pain in the arse. In regards to 2D, once you've done one or two 2D projects you can reuse a lot of your code from last time to speed things up. I'll admit as an amateur programmer I don't know enough to talk much more on the subject.
>>161425396
Thanks anon
>>161425403
Yeah, true
>>161425412
Thanks, I'm trying to get this done before then but I doubt it's going to be a highly polished product.
>>
>>161425846
What if you use a matrix?
>>
>>161425904
GM and Unity are engines yeah.
>>
>>161425948
gonna filter e n g i e, w a g i e, enginedev, reee, r e e e too
and regex it so you can't use spanish e's or anything too

better switch your tactics

>>161426009
if you/they are comfortable with using matrices, then go for it
>>
Remember, reporting works!
>>
>>161425948
>engie finally realizes how much time he's been wasting
There there engie you'll be okay. Gamedev isn't really your thing anyway
>>
>>161426160
You're just as bad as he is. No one gives a fuck what you filter. Why do you insist on giving him attention?
>>
>>161426280
Never again
>>
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>tfw if it wasn't for based enginedevs, agdg nodevs would still be stuck making mockups all day or modding other people's games
>>
>>161426160
>if you/they are comfortable with using matrices, then go for it

I don't know, would it work?
>>
>all that carnage
Poor little guy. He just wanted us to know he was triggered ;_;
>>
>>161426280
Got a warning after reporting a post with unspoilered hairy gay scat. I am reluctant.
>>
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Post progress

Why are there no more AGDG meme videos?
>>
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>>161425956
As I described above: two root GameObjects, one for the world and one for the battle. When a battle is triggered, BattleManager.CreateBattle(OverworldPlayer, OverworldEnemy) is called, which creates new Battle View GOs (purely data driven) from the Overworld GOs and disables the World. When the battle is resolved, the referenced Overworld GO is destroyed and the World is enabled again.
>>
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Jesus christ.
>>
>>161425950
You are obsessed
>>
In risk of rain, the native size of the sprites are fucking tiny. How do you scale the sprites up without running into weird animation issues and stuff
>>
>>161426364
well world to camera space transformations is just a matrix operation, but I forgot most of my matrix math I learned in college
>>
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>>161425189
>moonwalk
My man. Making everyone moonwalk is a great way to pass the time when you need a break
>>
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>>161426553
Hide your stubs. It saved my sanity.
>>
>>161426515
Oh that's cool. Props to you for proving the enginedev wrong.
>>
>>161426618
>being this thin skinned
>>
>>161426621
What was proven wrong, exactly?
>>
>>161426553
Nice, all but one
>>
>>161426714
Fuck off nodev.
>>
>>161426703
>Not wanting to read the same post of all caps once a minute
Fuck me, right?
>>
>>161426714
The enginedev. get it? because he's not a person

The fact that using an engine doesn't slow you down.
>>
>>161425812
You actually did more progress than most of us.
Please do what >>161425950 said.
>>
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>>161420324
yeah booooi!
>>
>>161426806
Is 30 minutes for >>161425812 supposed to be an impressive feat of speed, given you have all the rendering and whatnot already?
>>
>>161426618
>It saved my sanity.
Because you were clicking and opening every stub to read it?

Yeah you filter users are fucking crazy. You only user filters so you can screencap them and post them.
>>
>>161426467
https://www.youtube.com/watch?v=gyfKdI6zi9M
Classic
>>
>>161426553
I'm starting to think someone is trying to deliberately false flag engine devs. I don't know why, but I find it hard to believe some anon managed to correctly guess 10 anons were all the same fag.
>>
>>161426703
I'm a thick skinned anonymous internet user and I LOVE reading the same exact meaningless shitpost over and over and over again instead of reading posts that this general was actually made for.
>>
>>161426960
quite the detective skills
>>
>>161426890
t. is in the filter

>>161426960
Because they were all (except the one that wasn't deleted) all-caps posts screaming about engies and wagies? Not very hard.
>>
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>>161426467
I've got an idea for a meme video, but noone to make it with.
>>
>>161426872
>You
[]not rekt
[x]rekt
>>
>>161426790
so you're saying you can't stop yourself from checking agdg every minute and unhiding and reading the hidden posts unless you hide the stubs? you call that keeping your sanity?
>>
>>161426890
>Because you were clicking and opening every stub to read it?
Because I don't any longer have to see how much shit lurks below the thin layer of actual dev and progress going on in the thread. Seeing all those stubs is like being reminded of the shit mexican cartels and russian mobs do on a daily basis. Leaves a bitter taste in my mouth.
>>
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>>161426606
>>
>>161426960
>false flag engine devs.
By screaming about enginedevs?
His false flagging operations aren't that complex.
>>
>>161426971
>so you're saying you can't stop yourself from checking agdg every minute and unhiding and reading the hidden posts unless you hide the stubs?
>>
>>161427057
When are you adding good art? Game looks sick.
>>
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>>161427336
I did the best I could with the art; I'm focusing on multiplayer right now.
>>
>>161427591
Why don't you buy some 3D models and do some 2D renders of them? They're only like 20 bucks a pop.
>>
>>161425812
>30 minutes

my ass
>>
>>161427886
>engie doesn't believe how efficient unity really is
Triggered?
>>
>>161427886
That whole thing is less than 100 lines of code anon.
>>
>>161425812
The original post specified turn-based.
>>
>>161409923
is this post-modern sourcedev?
>>
>>161427886
>>161428250
How insecure can you fuckers be?
>>
>>161428250
The original post didn't specify a 30 minute time frame anon. If I was a weab, I'd take the time to make it just as shitty as all other JRPGs, don't worry.
>>
man agdg is shit
im never coming here again
>>
Hi, which is the best option to make a classic 2D sidescrolling platformer? I am searching for something easy and faster to use and make levels.
>>
>>161428474
t. engie
>>
>>161428478
>THE BEST
Godot, GameMaker, LÖVE.
>>
>>161428474
see you in an hour
>>
>>161427731
that's what i did
>>
>>161428578
>LÖVE
It's more a framework than an engine, you would have to load it with libraries first.
>>
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>>161428775
>>
>>161414046
No ludum dare devils ITT?
>>
Octile distance or Chebyshev distance?
>>
>>161425812
can this handle collisions with multiple enemies at once yet?
>>
Is anyone here actually making a game for DinoJam? This is going to be a disaster!
>>
>>161429351
>DinoJam: Almost as dead as the real thing!
>>
>>161429351
there will probably be 3-4 games posted at the last minute, all of which are mspaint tier shitty.

jams are stupid.
the work of the nodevs.
>>
>>161429351
I think there is at least 2 people
It's not unusual for devs to post progress only once before submitting a game at the deadline
>>
>>161429539
>jams are stupid.
>the work of the nodevs.
How is it possible for nodevs to make games?
>>
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I've put my first human in, you can just see him jumping up and down underneath the tail, would you say this is a good size ratio? I'm planning on having literally swarms of humans running around which you have to eat

>>161429351
I am, don't expect anything amazing though.

>>161429645
>responding to the bait.
>>
>>161429709
>all of which are mspaint tier shitty
>prime example posted

hahahaha
>>
>>161429709
>not moonwalking over the human
Why did you post this webm?

>literally swarms of humans running around which you have to eat
Planning on using flowmaps?
>>
>>161429709
maybe the houses are symbolic, but the human to door height contrast is kinda extreme, you could probably just shrink the door and grow the people a bit.
>>
>>161429539
>>161429852
>being this childish and bitter
>>
>>161429859
I have absolutely no experience with them so probably not.

>>161429925
That's a good point actually, I might make the houses smaller if I find the time. I don't have long left to make this game alongside real life commitments.
>>
>>161426467
i assume the memer ran out of money or got banned from fiver
>>
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any blender bros around?
This is probably obvious but does anyone know why the render isn't showing a white box?
>>
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Say hello to mr rubber legs that I just finished.

Will try to make him look better later, but first I wanna rest from doing those running frames and focus on other sprites that I need.
>>
>>161430051
This is a decent primer.
https://www.youtube.com/watch?v=Bspb9g9nTto
>>
>>161430001
>bitter
Nope. Nice assumption though.
I genuinely believe they're a waste of time and will state so anytime a jam is mentioned.
>>
>>161430080
Damn, Jamal is gonna get a ticket for speeding. You should really reconsider your colours though. The only thing readable against that background is his robe.
>>
>>161430069
Is the lamp close enough to light it? Can you see the texture when you set the material to be shadeless?
>>
>>161430080
Why is he moving so fast while his feet move so slow?
>>
>>161430128
Thanks, I'll try to incorporate it but as I said time it my main problem here. This will definitely come in handy at some point in my game devving though so cheers.
>>
>she doesn't use (asymmetric) coroutines in her game
>>
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Should a graphics option with ~4 increasing choices be a slider bar? Or just a Low, Medium etc drop down.

It kind of makes sense but not many games do it so it looks weird
>>
>>161423536
>doing things not for fun
>>
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Pic is the event graph of my Game Instance (Top) and Player Controller (Bottom)

I

CAN'T

SAVE

I made a whole new project to figure out what the fuck I'm doing wrong. The "There is no save actor to save" printString in the Controller is what gets called when I try to save

WHAT AM I DOING WRONG? I'VE BEEN UNABLE TO SAVE DUE TO RANDOM ISSUES FOR A WHOLE WEEK AT THIS POINT I HAVE NEVER BEEN ABLE TO LOAD A SAVE EVEN WHEN THE SAVE FILE GETS CREATED WHICH IS NOT THE CASE HERE
>>
>>161430310
I'm thinking rather about chaning tiles or giving some shadow to him or other kind of outer glow. I like him being blackish/grayish. What do you think?

>>161430437
Movespeed was set long before making those sprites (movespeed is based on level and stats of character), so when sprites will get better, I will make animation move faster, as character gets faster. Movement speed needs nerf anyway. Thanks for pointing that out.
>>
>>161430407
the lamp is very close so I don't think that is it.
The material is already set to shade less. It is set to cycles render though...
>>
>>161430565
As in Low, Medium, High, Ultra?
Just use a dropdown. Sliders are for more granular stuff, like gamma.
>>
>>161430675
There's the problem. Cycles does material stuff differently, really only useful for making renders and movies and whatever.

For making game assets I'd stick with Blender's default render.
>>
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Musicbros, post your emotional tunes

https://clyp.it/djtjzwvw
>>
>>161430660
So the top bit is successful along both branches? Like if you delete your save file and run it, it'll create and set the actor properly?
>>
>>161430528
>asymmetric coroutines

like one side of the coroutine is lopsided compared to the other side?
>>
I have no real structure to my game, as I don't really know what I'm making yet.

I'm having to rewrite / rearrange a lot of my code when I add new features. Eg, loading different levels

Is this common, or does everyone have a solid plan of what they're doing?
>>
>>161426580
Does anyone have an answer to this
>>
>>161425831
I find his videos interesting but there's this bizarre disconnect between the level of sophistication in the dev/debug tools he's building and the game, or at least so it seems to me. Like right now he's building some multithreading simulation region memory debugging thing while the game looks like rpgmaker.
>>
>>161431083
welcome to enginedev
>>
>>161430916
Your work? If so, then good work, anon. Feels a bit like ost from anime or vn, but in a good way. But it doesn't feel like just "sad music". I imagine some character that has a complex feelings, because of his superiority to other people (which made them not understand him), so he has a dilemma, what he should do. Fuck, I just wrote some edgy shit, sorry
>>
>>161430919
No, one branch fires if there's a file and it then loads that file into the save actor

The other fires when there is no actor and should create one. From what I understand it won't create a file until it's saved. But I can't save the file for some reason because the controller refuses to recognize that the Game Instance created a save actor
>>
>>161431202
>>161430916
I forgot - make it longer.
>>
>>161431003
This is common, yes. Everyone has some sort of structure problem where they may need to rewrite parts of the game.
This is why it's best to not start with a huge game. Start with small games, you'll learn things, you'll make mistakes, then you'll learn from those mistakes. And since it's small you'll quickly move on to the next game, allowing you to start fresh and correct previous mistakes. After a few small games you'll have a better idea about how to structure things in future, bigger games.
>>
>>161430981
Where you still have a caller/callee relationship. It's easier to think about asymmetric coroutines in the context of a programming language with normal function calls that follow a stack.
>>
>>161430672
The coaled skin needn't go, but if it does stay, you'll need to make sure the background contrasts it well. A coloured outline could help you, but could also look like complete trash.
Overall I recommend using a color scheme generator to create a more concise theme in your art. Some of them have "show highest contrast", which you could use to find colours for your background by putting in his most prominent skintone.

>>161431017
Picking an integer scale factor. If you don't want mixels, calculate the game at scale 1x, then for the final draw step draw everything at factor X to the screen using nearest-neighbour. If this isn't a satisfactory answer, please post a picture of what you mean and specify your question.
>>
>>161431268
Yeah I get how it should work, I just meant do you know that they actually both work in each respective situation?
You don't have anything checking if the newly created save file successfully casts and is set, you sure it is?

Maybe check if it is valid before casting
>>
>>161431083
Any time spent on making the game itself impressive is wasted.
>>
>tfw your project is going well but you want to start a second one
>>
>>161430660
You're missing a "Save Game to Slot" node right after you create your save game object.

You're creating the object in memory but not on your harddrive
>>
>>161430184
You've never made a game though, faggot. Kill yourself.
>>
>>161430856
I'm a beginner obviously so forgive me me when I ask how you would set up a painting set up in the standard render? The reason I was using cycles was because pigart(low poly guy) was doing it.
>>
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>>161430128
Actually now that I'm spawning in lots of humans it's seriously impacting my FPS. I'll definitely be trying to make this work in my game or pathfinding will make it unplayable on toasters.
>>
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>>161431671
I know that feel. I have given in too many times. I have coded the same thing so many times over you could wake me up at 3am and I would be able to type it without a coffee beforehand.
>>
>>161431671
>tfw you're slowly realizing the scope of your project and getting weary
>>
>>161431202
>>161431323
Thanks anon!

And dont worry, there is a longer version of the song and its going towards a project. Slimmed it down a bit to make it less "stealable" because Im paranoid about shit like that.

And the song is meant for emotional moments, both sad and happy. Its supposed to represent "strong" emotions in the story. Its planned to be a reucurring motif throughout the game and story
>>
Are behavior trees the go to for RPG's with more complicated AI?
>>
>>161431695
>>161430660
Which is why "Does Save Game Exist" always defaults to false because the save game doesn't exist on your harddrive.
>>
>>161431851
>tfw people keep telling you to add more and more things to your game each build and don't know how to tell them you want to stop if you ever plan on finishing
>>
>>161431743
I don't know that much about Blender either. Hopefully someone else can answer it.
>>
>>161431083
>>161431134
For most enginedevs the game is just a means to developing tools that will then later (theoretically) be used to make a serious game. So an enginedev can spend his entire time moving boxes and blinking lights while making far deeper progress under the surface.

The question is whether an enginedev can make a game, though. Anyone can make an engine because there is no feasible end to the development of a toolset. Finishing a game however, is finishing a game.
>>
>>161431487
Thanks for suggestions. I was actually looking for generators like that, but couldn't remember, how were they called. Probably tommorow I will try to do that shit with shadows for jamal and if it won't work out, will try to work with tiles. Of course I will report my work. Thanks again.

>>161431892
What game is yours? I'm curious, because of that song.
>>
>>161431931
You say behaviour tree, I see coroutines. So, yeah, something like BTs would work but if you've got coroutines then I wouldn't try to OOP it up as hard.
>>
>>161425812
>JRPG
>I made a bunch of balls moving randomly and two blocks moving to each other in ANOTHER VIEW
>Am i dev yet?
>>
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https://webmshare.com/VnnYj
helletondev was kind enough to make me this great piece of soundtrack, how is it in-game?
>>
>>161432781
I think you two should work more together. This feels sooo good.
>>
Do not take triggered engie bait.
>>
>>161417853
You're also in need of a properly modeled main character, people have told you this before, it doesn't come of as "retro" but as lazy. Considering it appears in all of your screenshots you should seriously look into it.
>>
where did all the cute witch games go
>>
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>>161432217
Im only writing the music for it, but its the sequel to a game called Tomb of Friends. The name Im not entirely sure is set in stone yet. The demo is being released soonish I suspect
>>
>>161433347
Scared off by the constant REE- and sourceposting.
>>
>>161432573
>enginedev still hasn't figured out his SDL window creation parameters while a yesdev is already refining gameplay

kek
>>
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>>161409748
Quite literally "I wish this game I was playing was filled with lolis instead"
>>
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why does the mech snap backwards when I jump and touch the floor
>>
>>161433361
This was an agdg game
Not sure whatever happened to that dev
https://www.youtube.com/watch?v=-ALEmSBuM3k
Try to ignore Screamy McMemey the most obnoxious let's player on the planet
>>
>>161433783
literally the slowest dev
>>
>>161433783
My guess is you move it horizontally with speed and you set all speed to 0 on a collision with the floor instead of just vertical speed.
>>
Do not take triggered nodev bait.
>>
>>161433606
>yesdev is already refining gameplay
That's literally everything he needs to do with an engine and he can't do it properly. Lmao
>>
>>161431695
>>161431995
SHEEEEEEEIT THANKS
>>
>>161434247
Only vspeed is set to 0 on a collision with the floor though
>>
>>161433347
it's ocming nigga it's coming
I just need time
>>
>>161434595
GM? Is the floor solid?
>>
Where did all the real enginedevs go? The ones who could actually finish a game?
>>
>>161433759
I like you anon.
>>
>>161434662
Yep gamemaker, floor is solid. Should floor not be solid?
>>
>>161434710
Yeah, never use solid.
>>
>>161426467
people no longer cultivate the classic meme culture and opt for simplistic modern shitposting instead
>>
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>>161434787
Now the floor isn't solid, and I have this going on

Also why does my webmcam add frames once I hit stop recording
i can't stop fucking shit up
>>
Anybody know why rendering would take up so much CPU in Unity?
>>
>>161434935
t. shitposting memester
>>
>>161435027
Never use solid. Always build your own collision detection in GM.
You probably set the y position to 0 instead of the y speed.
>>
>>161435031
Because you didn't write your own engine.
>>
>>161435031
That's strange, those numbers don't add up. It's also weird that "update depth texture" seems to be the most expensive part.
>>
>>161435031
check the asset store
>>
>mfw Unity's "coroutines" are not coroutines
>>
Thanks whoever was talking to me about marching cubes last night. Finally understand the linear interpolation deal of it
>>
>>161435918
That's because everything runs on the main thread so it can work on all devices when Unity itself splits up what threads things are actually running on
If you're just targeting desktop users then use regular C# threading
>>
>>161435031
>Using an engine made by the jews
Buy a new computer goy.
>>
>>161435335
The question was not
"anybody know why I can't make a game"?
>>
>>161436367
Coroutines have nothing to do with threading. Unity's "coroutines" are actually just generators, but even more limited since they always yield to the engine and never to the caller.
>>
>>161436367
Quality post this.

>>161435335
>>161436490
Garbage.
>>
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Finally got around to adding the last tutorial, until the fire weapon is finished. This one covers the lightning weapon.
>>
>>161433837
This reply was meant for this post >>161433347
>>
>>161426349
You mean
>If it wasn't for based yesdevs
>Engine devs would still be stuck making nothing all day or coding features what others had already done before and can be easily found in game engines, except that enginedevs' is flawed and buggy.
>>
>>161436731
That's a pretty good tutorial system.
>>
>>161436552
Ah
yeah, the fact that they don't yield to the caller is a bit shit but they're useful for what they exist for, which is for defining limited use update/generation loops.

If you want coroutines like that, then you should check out this thing that a guy made
http://answers.unity3d.com/questions/24640/how-do-i-return-a-value-from-a-coroutine.html

>>161436626
You'll only anger them
>>
>>161436731
This will be a dope game.
>>
>>161436885
Ah yeah, fair enough, I suppose since they are just C# generators you don't HAVE to run them with StartCoroutine.
>>
>>161436962
Pretty much.
Personally, I wouldn't recommend using coroutines for anything that you need a return on (I.E. pathfinding or something). I'd recommend using async threads instead. You don't usually(or ever) need to access unity's functionality while running something like that, but you also don't want it to lag out your game.
>>
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>>161436731
>Accidentally deleted too much text for the first tutorial text

>>161436808
>>161436894
Thanks anons.
>>
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>tfw have sore throat and fever and devving in bed while drinking orange juice hoping it will go away so I don't have to leave my apartment
>>
>>161437602
>devving in bed
Oh the fantasies nodevs weave
>>
>>161423775
>http://i.imgur.com/nYksP9G.gif
You know, as cool as that is be prepared for fukkin 90% of the games people shit out on GMS2 to look like it. It will become the new memepixel/low poly/whatever else you want to put here common denominator. The games that will want to distance themselves from the "its GM crap" crowd will probably have to actively avoid using it in that way.
>>
>>161437934
You've never devved in bed? Do you not have a laptop?
>>
>>161438307
Also seems like it has extremely limited usefulness, but maybe that's me being myopic or shortsighted.
>>
>>161437602
>>161438396
"working on notebook on bed" is a terrible fucking meme you dumb frogposter
>>
>>161438463
You do you anon, but I'll insist that you're missing out. It's pretty cozy.
>>
>>161430916
https://clyp.it/xmpln5ts

Just downloaded FL Studio yesterday so this is my first song ever. Not done with it yet and I'm not really where to go with it. How is it?
>>
>>161438887
I fucking love it, makes me wants to start playing around in FL to make game music but I need to get everything else done first.
>>
>>161438887
Too repetitive, and the low frequency stuff sounds like ass. I would add some calmer sections and use what you already have as chorus. Adding the other layer on sounds nice but I would cut the chorus length in half and save that for a later part of the song.
>>
>>161432781
Sounds pretty good
>>
>>161418639
I'm pretty sure I've seen you post before on other chans perhaps? or maybe earlier thread.
Anyways.
Looks much better... More game realistic. Even if not real realistic.
>>
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Ships in warp now steer around planets, rather than ignoring them. It's not very predictive (the one on the right looks especially bad as it goes 'oh shit') but I don't really know how to fix it.
>>
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Progress.

Added Food and Gold resources. Food is gathered by farmers at fields and will be consumed by units over time. Gold is generated based on the number of workers on the map.
>>
>>161436309
Okay so fuck I was wrong. I get it in theory but I don't get it in practice. I don't understand how the edge values work and how an isosurface is actually represented in unity. Guy if you're still here pls help
>>
>>161438887
Pretty neat. Looks Sounds like it's building to a more complex and more emotional melody.
>>
>>161435031
Mine only takes up 3.4%.
>>
>>161439805
What's your model going to be? Majesty, Cossacks, Warcraft?
>>
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>make game
>cant think of any content to put in it though
>tfw not an ideas guy
>>
>>161440207
Originally I wanted to make something like Warcraft 2 since I played it when I was younger.

Now I don't really know what I'm doing and I'm just seeing how it goes.
>>
>>161440246
Horseshoes
>>
>>161439776
Sweet.
>>
>>161439805
looks like straight up shit
>>
>>161440246
>>161440327
Make a game where you have little monkeys throwing horseshoes at pegs.
>>
>>161430916
https://clyp.it/fp5xfvz2
A rock tune I wrote. It's in F major but my goal was to make it sound more melancholy than happy.
>>
>>161409071
Even if you're a professional "software programmer" (hint: you aren't as unique as you think), it's still a lot of work since it's a fairly complex game (compared to tetris, or the original arcade DK). It's not guaranteed that you'll finish it.

It's one thing to work on a team of software developers, divide things into tasks, delegate, merge, review, test, etc, vs doing everything on your own at home, using up your free time.

But what do I know? Maybe not everybody has issues finishing things like I do. I work like a beast when I'm at work, but as soon as I go home, I have the focus of a 5 year old.
>>
>>161440438
Yeah it is. The first straight up shit I've made.
>>
I cannot wait for Unity to ditch the current input system. It's so bad.
>>
>>161440778
Is there a better one on the Asset Store already? Then they won't.
>>
>>161440813
There is a better one, but they're working on a new one anyway. I forgot about this.
https://blogs.unity3d.com/2016/04/12/developing-the-new-input-system-together-with-you/
>>
>>161440450
Call it Oringutoss, because it sounds like orangutan and ring toss

Have an incredibly racist Chinese monkey as your character, when the game starts, he shouts 'WERRCOME, WOOD YU LIEK TO PRAY ORINGUTOSS' and you're not sure if he is saying the name of the game, or ring toss.
>>
>>161440897
Creative juices are flowing right now.
>>
>always binding a certain game action and a certain menu action to the same input
Never EVER fucking do this.
>>
seriously does no one know how to do this?>>161431743
>>
How long does a music loop need to be to not sound loopy?

It'll be playing for ~30 seconds
>>
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>>161440892
>We also need to be aware of how people use Unity.
>Specifically, people use Unity and they often get things from the asset store.
>>
In Godot, I have a packed scene. When that scene is added as a node to the scene tree, I want a child node within that instanced scene to find the node at the root of the instanced scene. Is there a function that does this automatically or do I have to commit to a rigid ordering of nodes so I can call get_node("../../../")? Looking at the node object in the docs only showed get_parent() and get_root(), of which the latter looks only at the current scenetree and returns the viewport, which is not what I need.
>>
>>161441087
>never EVER bind Z to INTERACT and ACCEPT
>never EVER bind UP ARROW to MOVE UP and MENU UP
>never EVER bind X to ATTACK and and MENU BACK
I just want you to know, that you're wrong. And that you're retarded.
>>
>>161441276
30 seconds

>>161441368
I didn't say "never", did I? Allow the player to bind them separately if they wish.
>>
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>>161440327
>>161440450
is this good enough
>>
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Taking a break from Unity to give Dungeon Break some attention. Working on some stuff to make the stages a bit more interesting, including new room-clear rewards, such as the Rune Fragments, which will increase your Damage much like the Soul Fragments do health.

I've also been working on some new music tracks for the next set of levels (The Dungeons)

https://soundcloud.com/jasozz/dungeon-break-boss-theme-2-wip
>>
>>161441087
>never use keys bound to ingame actions to control menus
Holy shit, do you have any idea how retarded you are right now?

>>161441441
>I didn't say "never", did I?
>>161441087
>Never EVER fucking do this.

Holy shit, this is legit! Apply for autismbucks right now, they will plaster your face with dollarbills!
>>
>>161441545
I didn't say "never bind...", I said "never [make it so you] always bind...".
>>
>>161441518
>Taking a break from Unity
What's your other project?
>>
>>161441513
Make it an Orangutan please, then it's complete and you can sell it.
>>
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>>161441649
Mostly just learning at the moment; trying out different kinds of concepts to learn different bits and pieces of how to use Unity. I did a little top-down shooter, some platforming stuff, and now I'm working on learning networking.
>>
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>>161424090
Please make it a Vigilante 8/Twisted Metal clone with Crazy Taxi physics.
>>
>>161441794
>I'm working on learning networking
Whatcha planning to do with that?
>>
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>>161441773
>>
>>161441951
Some kind of simple deathmatch style shooter, mainly just for my friends and I to mess around on but if it's halfway functional I might expand it more.
>>
>>161441963
Perfect. Now you can sell it for $0.99
>>
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>>161439614
I post in AGDG at least once a week, sometimes more often when I'm making ships. Slowly getting the hang of that part. I only need to make like two hundred more of these.

Actually, I've been in AGDG for a couple years now, but it's just in the past couple months that people have noticed and recognized my posts in a non-meme capacity. It's kind of blowing my mind.
>>
>>161441518
At :08 and :21 the track gets a bit too busy and kinda devolves into just noise for me. But there's some nice energy behind it.
would fail bossfight nervously/10
>>
>>161442160
Yeah I agree on the busy-ness of it. I've considered taking the lo-fi bit and molding into more of a woodwind melody instead, which would simplify the whole thing alot.
>>
>>161441518

That water's comfy as fuck.
>>
>>161441365
It might be good to ask here https://godotengine.org/qa/
You're more likely to get a better answer.

I've used the get_node("../../") way, as well as get_parent().get_parent() etc. I think those are messy as well.
You could create a variable in the script and set it to the node you need once when you create the scene.
>>
>>161442462
Thanks anon

It's going to need to be far more transparent in the future when swimming actually functions, but I was pretty happy with how it turned out, just using a small tileset and a super simple sine function to draw the water.
>>
>>161442710
i like everything except the water. That's what water looks like from the surface. Weird perspective things happening for me.
>>
>>161409923
I honestly can't tell if this is some sort of really elaborate trolling. Literally every part of that staircase is done in the least efficient way possible, both in terms of effort and resource use.
>>
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----[ Recap Complete ]----
>>
>>161442892
This, I think water in a side scroller works best when you just have a solid but transparent colour with waves on top and bubbles and maybe a refraction effect underwater.
>>
>>161443183
Where did the score go? Wasn't there a score last time?
>>
>>161442892
>>161443198
Fair enough. I haven't done a whole lot with shaders in GM:S but I did use a wave shader for the Game Over screen and I bet I could do an interesting water effect using a subtle wave shader.
>>
>>161443283
>there's a score
>people bitch
>there's no score
>people bitch
how can anyone give a fuck at this point
>>
>>161443310
I still think Cave Story has some of the best looking sidescroller water. It with some subtle refraction would look great.
>>
>>161443429
Poor Quote, keeping his lungs in his feet like that
>>
>>161443283
Oh I've been posting the score totals on Mondays. Current ones are

20 ... Monolith
18 ... Skylarks
10 ... Crystal Chrysalis
10 ... RPG Town Builder
8 ... Clarent
6 ... Whimp the Bold
6 ... Shiphack
5 ... Rowan
4 ... Vampire's Bit
4 ... City Night
3 ... Wannabe Nintendo Clone
2 ... Saigo no shinwa
1 ... Not a School Shooter
1 ... Good Night, Knight
1 ... Babby's first 3D game
1 ... Chris The Coolosaur
1 ... Ancient Saga
1 ... Unnamed_Strategy

I'll start posting them with the completed recap as well. That would make sense.
>>
>>161444051
Thanks for your effort.
>>
>>161444051
thanks
>>
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Why making games is so hard?
>>
>>161444397
Making games isn't hard. Making good games is.
>>
>>161414602
It came true anon, I'm rewriting everything
>>
>>161444397

https://www.youtube.com/watch?v=Kd_tqUJZGAs
>>
>>161444397
https://www.youtube.com/watch?v=J5FFDj7vH6E
>>
>>161444502
I dunno, anon. FINISHING games is pretty fucking hard.
>>
Anybody else here have problems with Game Maker Studio randomly deleting rooms and objects or removing references to rooms/objects from anything not coded in GML?

I keep 30 backups just because of this bullshit.
>>
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I see people complaining about modern FPS beign garbage.
I never could play a FPS because I suffer from motion sickness.

But tell me, how would you design a proper FPS?

What are the mistakes indie devs are now making when making FPS?

Why old school FPS like DOOM and Quake are the peak of FPS?

What went wrong with the genre?
>>
>>161443183
Recap seems a little empty this week.
>>
>>161445393

The thread didn't remind people very well is all.
>>
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Working on little things tonight.
>Added controller support
>Added flight control disconnect and gear down cues to the HUD
>Added hotkey to zero throttle by double tapping negative throttle
>Finally added rotation to external camera
>>
>>161445370
Play NuDoom. It took everything good about classic FPS and brought it to the foreground in the new era. It's biggest flaw is that it spends an hour jerking off to it's own lore and set up rather than giving you the good stuff.

What went wrong with the genre is simple. Call of duty sold too well, colour left games, fantasy left the genre. It became too gritty and real and hadn't really recovered since. The good FPS games are all fantasy based and ignore reality when it suits them. When we do get fantasy it's done badly and we get Bioshock which is too lore focused and it trying to make a movie instead of a game. Bioshocks small engagements and set pieces (taken from CoD style) made the pacing boring. Then the game slows down even more with collectathon items to add to the DEEP LORE. It creates a game that places against it's strengths and tries to be a bad RPG.

3rd person cover based shooters did the Bioshock style better and stole the spotlight from the genre almost entirely outside of yearly DLC packs of CoD and battlefield.

How do you save the genre? You make more NuDoom, you drop the shitty hour with only a pistol and a shotgun and include double jumping right from the start. FPS aren't Devil may cry, we don't need the tools slowly given to us, give us a new gun or enemy once in a while and other wise design challenging fast paced maps that encourage movement and space control.
>>
>>161445773
Literally all of this.
>>
>>161445370
The biggest mistake the FPS genre made was to remove medpacks.

Modern shooters that utilise automatic health regeneration are crap, because that feature promotes player-non-agency. When you get hit in COD, you must remove yourself from the action for a few seconds to regain your health. Not getting hit is piss easy, all you have to do is stay in cover and not - do - anything. Exposing yourself just puts you at risk of being shot again and losing the level.

Not so in the predecessors. Sitting in the corner and waiting doesn't help you. You must move to find healthpacks, and if you used up all the packs behind you, you must gather your wits and aiming skills and push through the enemy hordes to find new packs. In order to not lose, you must experience gameplay, instead of removing yourself from it.
>>
>>161445370
I think the important parts from >>161445773's post are:
1. Not handholding
2. Making navigating the level a prominent part of gameplay
D44M did a much better job of this than most modern games but not as well as it could have, e.g. by getting into the thick of things faster and having way more combat outside of small, locked down arenas.
>>
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How does my barrel look?
>>
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now that the thread is almost over i wanna remind devs to
make so your game keeps running after you close it without task manager so that people can't refund it
>>
>>161409648
dude if you have anything solid that you think is going to make good money why not just shell out for pro (or suck it and have the spalsh screen) and the asset?

just why not, honestly?
>>
>>161446452
You know you're still allowed to get a refund even past 2 hours of play if there is a really good reason. Doing some dumb shit like that will still get your game refunded, in fact you'll probably get more refunds because people wont want to deal with your shitty game.
>>
>>161446064
The arenas weren't a problem because they flowed into each other reasonably well. It's very rare you step into a full on arena fight unless it's for a key or a switch that will then spawn stuff around you for hitting it. But that's what the original Doom did as well quite often but it used monster closets to do it ambush style.

>>161445995
No med packs works fine as long as it's not just strawberry jam for 3 seconds then pop out again. The bigger problem with that system is the check points which reduce your ability to try risky things. That and the fact that the balancing is bad in taking damage, either you insta gib or you're a bullet sponge. They never give you enough HP to do anything or there's just no challenge. That is why I said cover shooters do it better. They suit regenerating health, they suit pop up and shoot gameplay and tactical cover usage. The FPS camera doesn't suit sitting behind cover for obvious reasons.
>>
>>161446187
not as good as the peniss
>>
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>>161446187
I actually really like how your game looks because it reminds me of the games I used to play when I was a kid
>>
Once I've finished my game, I want to learn a new language.

Is C# a good choice?
>I want to make 3D games
>I want to make my own version of iTunes on Windows
>I want to do stuff with neural networks

Can I do these things easily with C#?
>>
>>161414553
congrats buddy.

I'm happy for you
>>
>>161446792
I'm not seeing the similarities
>>
>>161446905
prerendered 3d

don't worry about it
>>
Could someone explain to me why in Unity I've followed a tutorial and it says enter play mode, I enter and then my character doesn't respond to any button presses. I followed the tutorial exactly
>>
>>161446865
C# is a pretty good language. 3D games, yes, iTunes clone, yes (regardless of how I think about that idea), neural networks, yes (at least using a library, if you want to implement your own network that's ASM/C/C++ territory).
>>
>>161447125
you need to initiate controls in play mode with alt+f4
>>
>>161447201
>I use AOL messenger and what is this?
>>
>>161418639
looks very, very good. nearly great.
>>
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>>161446903
I'm gonna make it

I'm making indie pixelshit and no one can stop me
>>
>release my game still in development
>seems popular and gets hundreds of downloads per day
>update regularly
>out of all those people only 1 or 2 usually give feedback
>the rest are ghosts

is it even worth it? packaging a game to something playable every once in a while is a lot of work, and if people can't even provide feedback i'm better off not releasing anything at all.
>>
>>161447852
>Do you make money?
>If no, then fuck that.
>>
>>161413124
I'm here. No list. 2D engine is easy with OpenGL. Keep out the matrix stuff and work shader side. A lot of the code and thinking is just creating framework.
>>
>>161447919
a handful of people donate, i wouldn't say it's worth it
>>
>>161447992
is it a game where u can throw on steam and sell when it's finished?
if no, then fuck that.
>>
>>161447992
>>161447852
You only need 5,000 daily users and a few ads, and you've made enough money to continue your neet lifestyle
>>
>>161448193
it's not something i can put on steam, no.
>>161448220
not the kind of game i can throw ads into either
>>
How should I go about making mobile controls for a side-on game? Some kind of touchscreen d-pad and buttons? Virtual thumbstick and buttons? Something else?
>>
>>161446452
Damn I want that fire texture
>>
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Experimenting with landing on moving objects to see what happens.

It doesn't work so well for a plethora of reasons, but the primary ones are that wheels don't stick very well, and the flight computer gets confused because 0 velocity isn't technically what you want. I think I should just disable the speed control entirely while touched down, whether you have the FCS disconnected or not.
>>
>>161448567
How about setting the speed control to the object's speed instead of 0 on first touchdown, so as soon as it lands (or even before that) it targets a speed of relative 0?
>>
>>161448337
Not with that attitude
>>
>>161448843
Hm, as long as I make sure that it's speed in the correct components, i.e., account for the ship facing a direction that's not the landed platform's, that should work pretty well.
>>
>>161448428
I've got a scroll bar on the x and y axis to move across my game
>>
>>161448567
I know it's just a test environment, but damn everything in that looks sexy.
>>
>>161449207
thats the power of UE4
>>
>>161426515
Question: if this were a full, detailed game, wouldn't creating and destroying the "world" be taxing? Just curious.
>>
Out of utter desperation for motivation I tried to massage my prostate, but unfortunately the tablet pen is too big and I'm too tight. I can try for half an hour and it just won't go far enough to reach it. What do I do? (´・ω・`)
>>
>>161427057
That looks super cool.
>>
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>>161441794
>>
>>161449930
I can't imagine most RPGs are keeping the world loaded in the background during battles, but maybe I'm way off.
>>
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Eureka, the fucking lightbulb!

I have, again, rewritten a big chunk of my code. At first, I was dissatisfied with how the FSM was handled, so I tried myself at Godot's yield() functionality. The results were.. unusable. Another reason for the rewrite was that I didn't like the way it handled movement.

The first version closely oriented itself after Jeff Orkin's paper on GOAP for F.E.A.R., in which a given entity was switching between animation and movement (and interaction as a special subset of animation) in an FSM structure. This meant looking at the next action in the agent's plan and determining "am I in range for that?". If not, the agent would switch to movement and only continue with the next action once it reached its destination.

I said sod that and implemented movement as a subset of actions. This way I could do away with the FSM part and replaced it with a simple action queue and custom update cycle. This also leaves more room for compositing entities with different movement types, which I am keen on.

This is the first iteration of the system in which these grey little fuckers move the way I want them to. They are actually simpler than the herbivores, but so far they denied me their cooperation. Not anymore. This is a major breakthrough.
>>
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>>161448843
Killer idea anon. That worked perfectly. I didn't think it would be that easy. I wish there were more cubes nearby so it was more apparent that I'm actually sitting on a moving platform. It sits so still it doesn't even look I'm moving at all.

>>161449207
Thanks!

>>161449839
Unity
>>
>>161450572
Congrats anon. GOAP is pure phenomenal cosmic power but it's also a phenomenal cosmic pain in the ass.
>>
New thread:

>>161451154
>>
>>161450959
>pure phenomenal cosmic power
I'm feeling it, Anon. This last week has been fucking great so far. Making huge progress on that bitch, getting first fan-art. I just wish I wasn't anxiously awaiting the fall after coming so close to the sun..
>>
>>161431801
underrated webm
Thread posts: 752
Thread images: 119


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