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/agdg/ - Amateur Game Development General

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Thread replies: 760
Thread images: 168

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Dino Jam: Expected disaster, still disappointed.

>Join the Dinosaur Jam
itch.io/jam/agdg-dinosaur-jam

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

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

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

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

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/qRHNpCbZ

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
VIDEO GAME DEVELOPMENT
>>
Any musicbro here today?
I need the sound effect of crafting.
something like "clunk clunk".

those i found online are too realistic / actual records. and they are not suitable for games~
>>
>>161523650
Who's maintaining aggydaggy.com anyway? DD and Jam are outdated.
>>
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Friendly reminder that there is nothing wrong with enginedevving
>>
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I'm currently learning Blueprints through some tutorial, and I have a question if someone would be kind enough to help.

In the tutorial, the guy's making a system that when you press "ctrl" you enter "discarding mode" where the mouse appears on the screen and you can select an item in your inventory to discard. Now the problem is the way he designed it feels weird to me. In the pic his version is the top. Someone in the comments mentioned a different way(pictured bottom) which doesn't give you a time limit to discard and feels a lot better gameplay wise, though it also feels like it's doing something wrong. Would creating a 'Survival HUD widget' every time you press ctrl fuck up your performance after a while?
>>
>>161523765
>those i found online are too realistic / actual records.
drag them into your audio editor and get to work
>>
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>>161523765
>realistic sounds aren't suitable for games
>>
>>161506592

Late, but I never planned on having those bullets be final, just easy to look at.

Also the game is sandbox, and there isn't a "player" character, the player can just direct control anyone of his units.
>>
>>161524117
Yeah you don't want to create the widget every time.
In all likelihood it won't have performance implications unless you do it hundreds of times, but it's still a weird and pointless thing to do.

If you don't want the time limit, just remove the part which connects the top to the bottom.
>>
>>161524520
If I remove the part that connects the top to the bottom, then I'm stuck in ui input mode forever because it only accepts mouse input
>>
>>161523765
I'm too lazy to do it right now but I would start here
http://www.freesound.org/people/MrAuralization/sounds/274846/
rearrange them in the speed you'd like, EQ the low end a bit, and you're done
>>
>>161524647
The only reason the bottom version doesn't have that issue is that it uses the Game And UI node instead of just UI
>>
>>161524892
Oh yeah, that works very well. Thanks for the help mate.
>>
>>161523765
I'm guessing you are looking for something chiptune-ish. Have my go at it.
https://a.pomf.cat/mmtwfl.mp3
>>
thread last posted in 18 minutes ago? ded game, ded thred
>>
Day 7

Still cannot save specific variables to identical blueprint actors in Unreal 4

I feel the madness overtaking me
>>
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https://www.youtube.com/watch?v=jieg-7FjMLo
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>>161526951
>stuck on saving feature
That's a hard swing UE is taking at you. Hang in there.
>>
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Pro strat here.
>>
>>161527173
>browsing imgur when you should be devving
>>
>>161526945
We're all just busy yesdevving! Right guys?
Post that progress!
>>
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>>161527064
Well what the fuck else am I going to do?

FULL SPEED INTO DESPAIR
>>
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2 years anon here, posting shitty screenshot of 1 nights work getting used to unity again. Tower idle style game atm.
>>
>>161527274
busted
>>
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>>161527562
well that was anticlimactic
>>
>>161527562
THE FUTURE IS NOW
>>
>>161527634

You just don't get it goog.
>>
Added mouse support for the main menu. Almost free to do more entertaining things.
>>
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>>161527403
Most def, boss.

Got herbivores accustomed to the new system. I also fixed it to make them show respect when they want to eat a plant which is already being munched on by someone else. They will now just bugger off and look for a new plant.

Also pepped up the environment a little. I'll probably build a tileset and some random generation at some point, but right now the focus is on coding carnivores. The herbivores aren't limited in their reproduction right now, and I must somehow introduce population control.

The webm may not be convincing (the stutters are due to WebMCam being a cheap piece of shit), but profiling shows that ~50 of these relatively dumb agents take up a maximum of .00005 seconds per frame, and that's only the case when all of them are planning at the same time. This gives me confidence, I am definitely on the right way. However the number of nodes and objects is growing at a rate of about 2 per second, so I will have to go leak hunting soon.
>>
>>161525565
the pitch is too high and sharp.
thanks though.

>>161524736
thanks for that.
That's really good.
the clunk is separated, so it's easy to edit too!

unlike other free sounds i found, always recoding in the background sound, or just clunking 2 metal object together.

here's what i edited.
in case anybody needed the same sound effect too.
https://a.pomf.cat/lnjiaq.wav
>>
>>161528490
I love seeing progress on this anon, keep it up.
>>
Is there really no low-poly centric 3D tools? I want something ultra goddamn lite.

Everyone seems to say "use whatever" or "blender".
>>
>>161528490
I'm liking this, it's nice of those dinos to show respect for each others eating space.
What engine/language/whatever are you using?
>>
>>161528658
maybe wings3d, it wont teach you to model though
>>
>>161528658
i like silo
>>
>>161528619
Thanks, I will.

>>161528779
Godot with its built-in scripting language GDScript. I have previously worked in GMS, but couldn't find a way to implement this system with the way it handled scripts and objects (though that was a few months ago). Overall I am happy to have made the switch, my brain works better with Godot than GMS. Though the documentation is somewhere between "abysmal" and "not as good as it should be".
>>
>>161529000
Let's see your models nigga
>>
>>161528924
That's fine, I only plan to use 3D for walls and minor details like vines and shit. I'm going to billboard characters/monsters/etc.
>>
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>>161529081
hospital room i modeled recently for an animation.
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how do I mix the following words:
Pong/multiplayer/versus/breakout/every player can shoot balls/every enemy ball damage the player.
>>
>>161529278
Golden Project?
>>
>>161529278
>not cartoony shit
huh

Breddy gud hospital bed.
>>
>>161529605
yeah
>>
>>161529584
Into a sentence or into a name?
>>
How can I make a clickable GUI in GMS? I just don't have any idea on how to do it. What I've found attach sprites and draw rectangles to the GUI but doesn't include attaching objects that you can interact with. Is there a way to do this? I need a bar to select and place buildings from.
>>
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Well the dual camera trick for viewmodels was working great

Until I tested it online with two players
>>
>>161529835
did you check the asset store?
>>
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Ported my project over to Unity 5.5 and spent most of my time messing with draw distances. 5.5 changed some stuff with the depth buffer that allows you to set your far clip plane to really big numbers. For example, I've set it to 2 million and haven't had any issues with z fighting.

This isn't the best example (because most aren't near or overlapping each other), but the cubes in the background are hundreds of kilometers away from the camera and have no issues whatsoever rendering.

After doing that, I mostly just messed with some effects stuff that I've been wanting to try. I'm not feeling too well tonight so I'm not in the mood to try anything heavy.

Both Ace Combat and DCS do slightly wobbly smoke trails that look really nice and are more interesting than just straight ones, so I wanted to try mimicking that. Turns out just jittering the rotation around doesn't give you the right effect. The particles need to slow down over time so that they they stay together and don't get too spread out.

As it currently is, the pattern is a bit too regular, but it's a decent proof of concept for later.
>>
>>161529816
into a game idea.
>>
>>161530093
No.
But I don't think that helps if I don't know how to make it follow the screen and be interacted with.
>>
>>161529835
Create an object that checks on mouse_click if the mouse_location on the GUI layer is within the AABB of the object.
>>
>>161530140
Do you have a tumblr?
>>
>>161529835
Literally the first result for "game maker studio gui button"
https://www.youtube.com/watch?v=HnYsJWE6-3c
>>
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Thoughts on Grass Texture?
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>>161530360
ain't nobody got time for a 25 minutes tutorial!
>>
>>161530363
meh... you can see the pattern.
>>
>>161530440
But apparently the time to be stuck on GUI buttons for several consecutive days.
>>
>>161530360
Shit I didn't see that, I'm going to watch through. Thank you. Hopefully it'll work with objects.
>>
>>161529023
Oh nice, Godot is fun. I agree the documentation needs some work.
>>
>tfw to intelligent too make a game in an existing genre
>>
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I feel super retarded for not being able to figure out how to get a reference to a game-object that a script is attached too.
>>
>>161530724
what genre you gonna invent, fampalicious?
>>
I'm learning programming for the first time in my Cs course. Language is processing, similar to java I think. How do I start up gameDev? Making games in processing is a pain the penis.
>>
What do you guys think of a Galactic Senate Simulator?

You basically play a Senator in Star Wars type galactic senate. You can author new proposals by picking from a large list of issues that have varying effects, and you vote on proposals by other Senators. You'd have to manage relations with other Senators, Trade Federations (which provide most campaign funds), and your constituents.

There would be random events that could happen, like an intergalactic invasion, assassinations, and maybe random disasters that occur when certain policies are in place.
>>
>>161530872
Pick an engine from the OP or Construct2 that caters the most to your preferences and plans. Watch tutorials, remake the classics, become not-totally-incompetent, start your first project, realize the scope is way too high, finish your first game after a dozen or so failed projects.
>>
>>161531004
Because the thing people wanted to see the most in Star Wars was more negotiations and politics.

I'd give it a try, depending on the graphics. Gotta have some good UI if that's all the player gets to see.
>>
>>161531059
Do games I've made as assignments for class count? Like I have one where you have to get a key and unlock a door in a time limit, or a really terrible frogger imitation.

Is GameMaker a good place to start?
>>
>>161531004
Sounds pretty cool. Of course, with something like that you have to make it pretty goddamn compelling to keep people's interests.

I imagine you'd need an angle other than just drama (humor, puzzles, action, whatever) to make it work. A straight menu-em-up is too dry (see: Googum's Whip The Vote).
>>
>>161531335
The more games you remake, the more practice you get. It's important to rebuild the classics, because they are simple enough to help you learn the nooks and crannies of your engine of choice. You'd be surprised how many people have problems cloning Pacman, Tetris, or even Breakout.

GameMaker is a decent beginner's engine, and it's even possible to make great games with it (like Hotline Miami or Risk Of Rain). Only really useful for 2D though although there is one madman in this thread using it for 3D.
>>
>>161530363
a-are those diamonds?!
The fuck were you thinking?
>>
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This isn't really anything special, but floating origins continue to be super rad. Combined with the insane draw distances you can now set, it makes it easy to set up scenes like this.

The field is 1 million meters across and being able to fly through it like nothing is really cool. I doubt I would ever actually make a play space this large, but it's neat to know that I can.
>>
>>161532042
Damn, that's a pretty good update Unity made there.
>>
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What does one put in a design document? How much of an idea do you flesh out before actually deciding to start making something?
>>
>>161529584
>>161530180
Well anon it sounds like you already described the idea with those words.
>>
>>161530000
Is that an ass holding a gun?
Nothing personal, but it kinda looks like one.
If you just got a 3d model of an ass/legs, and added clothing textures to it, I wonder how convincing it would be as a player view model.
>>
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Well, this was easy. I have found (one of) the sources of the insane object / node increase. I've been using timers to implement a cooldown system. In my naivety I assumed that setting these to "one-shot" would mean they delete themselves after firing, but that was not the case. They continued to exist in the scenetree, hogging memory without contributing. Fixed this by telling those timers to go kill themselves when their job is done.

The growth does continue to exist, even though in lesser magnitude, so I must assume my planning code is leaking. Back to the profiler.
>>
>>161531534
people really enjoy whip the vote you know.
anyone who is interested in a game where they play in government (in a position that isnt the expected dramatic action of a top world leader) is fully expecting something "dry"
>>
>>161532042
>up and down in space
That looks awesome though.

The enemy gate is down.
>>
what kind of melee weapons would be in a medieval scifi fantasy world?
>>
>>161533165
Laser rapiers
>>
>>161532517
Much like a schematic for a circuit, your design doc should provide enough information such that someone could remake your game and have it be very close to original. Take my example of a circuit diagram, Given a diagram (assume infinite resources) I could replicate that system in many different ways--industrially manufactured on a PCB or simply prototyped on a breadboard, to name two off the top of my head.

Your design doc need not be done all in one go. The more you flesh out early on the better of course, but iterative development facilitates critical analysis and flexibility.

If you want practice, I suggest writing a couple for simple games like tetris or the original super mario brothers.

Does this help at all? And disclaimer: there are many ways to interpret a design doc, and I'm certain others will reply to you with their interpretations. No one is inherently wrong, it just means that the best design doc is one that is tailored to fit your/your team's style of work.
>>
Thanks for the help, I've got the buttons working. I just need to get them into the right position on the screen.
>>
>>161533098
I've seen your demonstration of it and while I'd like to try it, the UI sounds and, for the lack of a better word, the feeling of dryness it creates for me hold me back from giving it a go. 18:20 onwards is where that is very prominent. Especially when rapidly moving the mouse over several elements, the sound is very unpleasant.
>>
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>>161532195
What's funny is that the fact that they've switched to a reverse float depth buffer at all is only mentioned as a side note.

Jesus fucking Christ why was this so hard to get past the spam filter.
>>
>>161533165
Jet propelled halberds.
Hovershields/hoverbucklers.
wallhacking hand-crossbow
Magnetic-segmented blade (rigid blade with gaps held together with sci-fi magnetics, so you can basically just cut through a sword bind)
Don't forget also your trusty companion, the hoversword. Is it enchanted? Is it space technology? Is it ever going to stop talking to you about the time somebody used it as a farming implement? Who knows!
>>
>>161530754
GetComponent<ComponentType>() ?
>>
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Would pic related be a helpful screen if you're new to the game? And yeah, I know the drawings are shit; I can't draw.

>>161531004
I would probably end up boiling the game down to a visual novel; there must be a way to influence things in the senate. The player should be able to execute schemes against their rival senator/party.
>>
>>161532195
I don't have one specifically for the project, just a personal one that I also progresspost to. They all get posted under the tag "space carrier ops", so if you really want to you can find it through there.
>>
>>161533508
there's volume controls (bottom left), you can turn off the effects and/or ambience/music if you dont like them. it's a long play type of game so i put those volume controls in there with full expectation that basically no one is going to have the sound on.
>>
>>161533786
So where on my keyboard do I find the radar button?
>>
>>161533007
Yeah, nodes don't delete themselves, even if they're removed from the scene tree completely they'll just exist out in purgatory. This is the only thing that has caused leaks for me in the past. I'm not sure what the other leak would be.
>>
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>>161530754

it's just .gameobject.
>>
>>161533808
Was this intended for >>161530298
?
>>
>>161530724
>tfw to intelligent too
Getting real tired of this facebook meme.
>>
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>>161533870
Yes.
>>
>>161533852
That's what I get for being eager to post progress. I forgot that I used timers for the plantspawners and waterbasins as well. So far the numbers are stable, so I'm gonna chalk that up as a win. I really love that I could solve that with just
>timer.connect("timeout", timer, "queue_free()")
The native event system is pretty dope.

My original fear was that somehow the datastructures (priority queues) for the planner weren't collected properly, but that has been confirmed not to be the case.

Today was a good day.
>>
>>161530724
I know that misspell is on purpose, but It gave me an aneurysm.
>>
>>161527785
you are BACK
>>
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what's the highest level of math i should know if i want to make a great game.
>>
What's a good way to design bullet hell patterns

Should I just focus on making them pretty or are there guidelines I should follow besides making them survivable
>>
>>161535259
You can get by with just trig.

If you want to be good, probably learn up through linear algebra and physics one wouldn't hurt.
>>
>>161529584
Battle pong party breakdown
>>
>>161535259
you should definately understand Cartesian coordinate systems - both 2D and 3D need it every day out of the week
>>
>>161535231
I wasn't gone that long, maybe like a week and a half of focused not-devving. I was caught up in playing shitty video games with friends. However, I was thinking about working on my game's mechanics the entire time. I got some stupid new ideas I will work on after the post-demo-day todo list.
>>
>>161528658
>Is there really no low-poly centric 3D tools?
Milkshape 3D is low-poly frienly, since the original goal for it was to work with Half Life, UT and Quake models. Not free, but serials are easy to find.
You could also check Crocotile 3D, may be a good approach for you if you have issues with traditional modelling. Is not free and hasn't been pirated though.
>>
Are there any decent indie game publishers out there?
>>
>>161537172

Devolver Digital I guess, but they're pretty high profile for indie stuff. Stay the fuck away from BlackShellMedia
>>
>>161537424
i trust this anti blackshellmedia thing isnt just a meme?
whats wrong with them exactly? genuinely curious
>>
>>161537609
they don't do anything in exchange for a large percentage of your profits
>>
>>161537609

They have a habit of fucking people over, they're very quick to put games they publish on sale for hardly anything, screwing over the devs on profits.

Vampire of the sands dev suffered this fate, and he's one of our own
>>
>>161537645
>>161537701
Wow, that sounds pretty shitty.
Thanks for the heads up. Will be handy if I ever finish my game.
>>
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I want to learn to model like a simple cartoony artstyle (kinda like LoZ), is this worth it or just use blender?
>>
What happened to agdg steam chat?

haven't been there in a while, I went in today and there was only ONE person in the chat, by himself.


>>161523902
I second this.

I engine dev'd for 5 years.

I've stopped recently, but it was a lot of fun and I learned a lot.
>>
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Bumpmaps working. There are some weird artifacts here and there, but since it didn't happen before the rigging I think is my fault for being shit at it. Now working on combo system.
>>
>>161538189
>What happened to agdg steam chat?
Almost everyone moved to the Discord. Steam's chat was kinda shitty in a lot of ways. Discord is too, but it's better... Only downside is having yet another goddamn chat program open.

https://discordapp.com/invite/chquY2e
>>
>>161538189
discord
>>
>>161535259
The coordinate system, geometry, trigonometry, vectors. Matrices if you go 3D.
>>
>>161532042
btw, anon, what is your control scheme for keyboards?
>>
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Fuck marching cubes how do you work.

I'm so close, I'm just calculating voxel vertex values not the correct way and I have no idea what the correct way is. Anyone?
>>
>>161539705
srry, pal, i would help you if i knew anything about marching cubes
>>
>>161539840
thanks pal
>>
>>161538921
Is this a test? I probably haven't played most of those games but...

I think that's
Tomb Raider
Mirror's Edge
Beyond Good and Evil
Bloodrayne
Mass Effect
Walking Dead
Don't know
Don't know
Don't know
Metal Gear Solid
Don't know
Don't know
Half Life 2?
Don't know
Don't know
Don't know
Looks familiar (Half Life??)
Don't know
Don't know
Don't know
Don't know
Prince of Persia I think
Smash boobs
Quake
KotOR
>>
>>161538187
Blender has more/same features. Silo, is pretty much just Maya's modeling tools, ui, and hotkeys with less bugs.
>>
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I just implemented persistent dungeon levels by stacking multiple copies of my world object in an array, and it just worked
so that's nice
>>
Is there a point in making a simple game, hyping it a bit and selling it for pennies?
>>
I'll watch the newest episode of South Park and then I'll start devving, guys
>>
>>161535259

In addition to what the others already wrote, for game balancing you should really understand regression analysis.
>>
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>>161541231
Do you enjoy game dev?

If yes, then yes.

If no, then no.
>>
>>161541231
If you like money, sure. It has to be good/novel on some level, though.

Like, what little there is better be pretty gratifying (good sound/music/feedback/juice/etc).

>>161541443
>making shovelware is what people who enjoy gamdev do
okay
>>
>when you didn't think the graphical part of your game and have to redesign the calculation stuff

fugggg
>>
Is there any good resource on how things looked, what people of different crafts wore in the medieval times and such? I feel like i spend more time figuring out how something is going to look than making it.
>>
>>161541830
https://www.youtube.com/watch?v=iSpqpwJ__Ek&list=PL_T_qssRkCyZb6Su_NpJVAmuStQ7gaDTW

and also search for Tudor's Farm
>>
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>>161541560
>shovelware
no one mentioned shovelware, not even you...
> It has to be good/novel on some level, though.
literally not shovelware

>>161541231
no theres no point.
>>
>>161542002
Oh wow this is actually incredibly useful, and interesting. Thanks anon
>>
>>161542002
A good resource, but I think the 1620's is a bit later than what's generally considered medieval.
>>
>>161541231
How many prototypes have you made?

If the answer is less than 5 you aren't going to complete a game anyway so why bother asking
>>
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Ok I've posted this once before, but I'm back because I'm still stumped.

I've currently finished the framework of my protoype to what is best described as a tactical RTS, think of a regular RTS with way less units. These units can use cover, concealment, have 4 different speeds at which they can move, at 3 different stances, and a ton more variables. All of these variables give these units certain penalties or bonuses to aim/speed/accuracy/vision/etc. Right now it's just a sandbox game, where players duke it out. But I want there to be some kind of objective. I'm having a hard time figuring out what that objective should be, because I have a few issues.

1) Sitting in one spot with a unit gives that unit bonuses to pretty much everything but movement. I.E. CAMPING is inherently strong in this game. I want to find a way to disincentivize that and keep players on the move unless they have a good reason to lay low or camp.

NOTE: I am not not looking for ways to nerf or buff camping/moving. I am looking for a gameplay framework which will punish passive gameplay/camping.

2) As of right now, I think I am opposed to asymmetric gameplay (i.e. CT/T sides on a counterstrike map). I want both players to have the same objective.
>>
>>161543925
perhaps you could give each player some sort of ancient throne to defend, with some outer defenses guarding it. and then when you kill the outer defenses you get bonuses that give you buffs to help win
>>
>>161544084
i dont play league but this sounds like league

am i wrong
>>
>>161544162
it goes without question that that dumb post was going to only get dumb dota2/lol based suggestion.
maybe a splatoon based one too if youre lucky.
>>
>>161544162
Except one player controls the whole group instead of one unit. I like RTSs where you control a small team, like Warhammer 40k or any turn based tactics game, so I would dig it.
>>
>>161541443
>>161541560
Thanks for the answers. I'm in mostly for the money, but I find games fun, so why not?
>>
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>>161544707
>i'm going to get into game dev for the money
>>
>>161544803
What's the problem though?
Even the shittiest game on steam still make 4~5k sales.

if it's at $10 price and u took a year to make it,
with steam's cut, u still get $30k per year.
that's good enough right?
>>
>>161544707

You're in the wrong hobby if you're in it for the money man.
>>
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POST EM LADS
>>
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>>161544994
Sure anon. Go for it!
>>
>>161544994
>Even the shittiest game on steam still make 4~5k sales
definitely 100% true
>>
>>161544994
> stea cut

Don't forget your countries tax cut. Also the cut if you're using and engine or working together. Just steam and taxes will only leave you with about 35% from each dollar. And that's being generous.
>>
>>161544994
https://www.youtube.com/watch?v=Q4F-zdpFb9I
>>
>>161545157
**also he has likely not made a single game and has absolutely no idea what it entails**
>>
>>161544994
>$30k
Take into account that I live in Second-World country, so multiply that four times.
So if I get lucky with $10 price tag and taxes won't fuck me over, then I can live for few years from it.
>>
>>161545228
Where is the prototype you have begun working on?
>>
>>161545210
>implying I don't know how overdone platformers are.>>161545272
>>161545272
>>
>>161545272
Actual reply here:

So far nowhere, I just decided to jump off the LOVE2D train after dicking around with it for too long with no real effect (expect a barely-shmup)
>>
>>161544994
>Even the shittiest game on steam still make 4~5k sales.
this is bait right
>>
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>>161544994
>on steam
you have to get on steam in the first place, and a lot of those "shitty games" include art, sound, graphics, etc. you basically have to be well versed in a variety of opaque fields to even have a shot at making one of those shitty games, and even then it's going to take you a considerable amount of time, and getting on steam isn't as easy as you think, and delivering a bug-free game that people enjoy isn't as easy as you think

basically as an individual, you should only do it as a hobby, unless you are seriously talented and have some serious game ideas and have savings that can support you

>steam cut
that's just the tip of the iceberg, you still have federal taxes, local taxes, and the cost of software/engines that you need to recoup

>even the shittiest game
see, coding doesn't work like that, and neither does any of the auxiliary departments (sound, art, 3d, etc). 99% of all your work will be simple and smooth, but suddenly you will run into a problem, and that problem will spiral out of control into all sorts of other problems, with seemingly no solution, and you will end up spending 99% of your time on 1% of your code/art/graphics/3D. that's just how it works. so something that looks simple still has a good amount of blood sweat and tears involved, especially when you consider that it's the work of an amateur or amateur team, and they have limited experience to draw upon to solve these problems

good luck but do it for fun and don't underestimate the work, and most of all don't get disheartened by all the negative nancies and naysayers on /agdg/
>>
Why are 90% of the 2D games here platformers anyway?
>>
>>161545216
Also that, but I was talking about the best case scenario where you make a game, it gets greenlight and people buy it. And you also only needing to pay steam cut and taxes. so if you sell 10k copies for 10$ you will only earn 35k at best, unless you live in like a few specific countries, then you will earn alot more.

An even then, the average sales for shitty game is much lower. Getting through greenlight is also becoming harder and harder.

Let's not forget about actually having the ability to start, develop and finish a game

>>161545210
And this video sums it up. Shitty games are hitting a wall now and you wont be earning money from ash grabs much longer. This doesn't mean the indie scene is dying, there will be more money floating around. It just means you will actually need a good game, hit a niche or do a very nice gimmick to rake in the money.

I'd say the upcoming period will be very good for indie deving, as long as you don't churn out shit.
>>
>>161545376
Hype it enough and it will sell.
Learn from AAAaaaaa guys.
>>
>>161545387
because most people have no idea what they're doing and are trying to learn by making one for their first project
>>
>>161544994
>Even the shittiest game on steam still make 4~5k sales.
said someone who's never released anything on steam.
>>
>>161545387
Because being a OMA dev is hard and 2d platformers are extremely well documented. It's also "easier" to do and "harder" to mess up. Simply because of all the examples you have to look at.
>>
>>161545535
Well your shit can barely even be called a game.
>>
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>>161545618
sorry for triggering you but facts are facts
>>
>>161545792
sorry for triggering you but facts are facts
>>
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>>161545063
Who the fuck comes up with these shit themes?
>>
>>161545063
>>161545863
what is this from desu
>>
>>161545863
sounds like a pretty good rape simulator you've got there
>>
>>161545850
REKT
>>
I want to make the next FNAF and create something that appeals to autists so I can milk them for all its worth

What kind of game should I make?
>>
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>>161545902
the new ludum dare website that will be used for ld37. Theme suggestion elimination round right now.

>>161545792
same
>>
>>161545949
try creating a game people want to play and you might be able to "milk them for all it's worth"

good luck anon!
>>
>>161545949
Furry
>>
Aren't you guys developing vidya in your free time?
even 1k sales will still be extra income for you, right?
>>
>>161546074
I don't have income
>>
>>161545210
>>161545280
Except the overdone plateformer is a meme.

If you make a platformer that is decent you will still get players. It's just that nowadays *designers* make platformer with tumblr meme art and cry on reddit when they don't get the success they *deserve*.
>>
>>161546074
You honestly have no idea how much effort and work it is to even get to a point where you can sell your game, nevermind actually getting sales on it

For every 1 game that has 1k sales on steam, there are 10000 games that were made with the intention of being sold on steam, but weren't able to hack it

Have you ever completed a game?
>>
>>161546305
>Have you ever completed a game?
i thought we are at /agdg/.
most of us are nodevs here.
why even be so aggressive?
>>
>tfw won't make it
>>
>>161546532
So why are you talking about selling games? Just fuck off.
>>
>>161546532
Because he/you isn't trying to be an amateur doing it for fun, they are specifically stating their objective is to make money

Which is both retarded and unethical

You also don't have the skills or knowledge to do it, and I'm merely pointing out the reality you will face eventually anyway
>>
>>161545210
Doesn't this game like 100k sales according to steamspy?
>>
>gogem sperging out about steam on /v/
oh lord
>>
>>161546612
>Making games for money in unethical
Since when?
>is retarded
cough cough, Risk of Rain, cough
>>
>>161546589
>Why are you talking about game related stuffs on /agdg/?
>We only do shitposting and sourceposting here.
Y don't you fuck off?
stop shitting up this place.
>>
>>161546828
Post your game?
>>
>>161546657
>earning sales from publicity for doing an article about not getting sales
squeaky wheel marketing
btw steamspy is wildly innaccurate and if it's been included in a bundle or other ridiculous sale than it's ownership figures are pretty much meaningless for figuring out how much money it made.
>>
>>161546887
and where's yours?
>>
>>161546794
Making money off a genuinely well crafted product with artistic merit is fine.

If you go in wanting to make a good game, and you do, go ahead, sell that

That's not what you're doing. You specifically said you want to do it to make money. You have no ideas, no skills, no progress. You just want to fleece the goyim. Given that you don't have the skills and are only doing this for money, not to make a good game, you will damage our industry and those who do it. People might accidentally buy your shit instead of a good game (not that you'll ever get as far as to sell a game, anyway)

>hurr durr I can name 3 indie games that made money

Go for it anon! Enjoy, truly! Reap the profits! I'm sure with your extremely small experience with gamemaker, that you know more than actual programmers and people who've done this for decades, right?

Absolutely, of course you do. Go ahead anon, enter this field. Thousands of dollars are just a few months away!
>>
>>161546912
Post your game.
>>
>>161546938
says the guy with no game to post.
>>
>>161547023
Post it.
>>
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Can you really call it game dev if your game doesn't have BLAST PROCESSING?
>>
>>161547042
i will post it after u, u shitposter.
>>
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>>161547128
Post it.
>>
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>38% Of All Steam Games Have Been Released in 2016

Is it over lads? Are we too late to make it?
>>
>>161547116
idk can you really call it game dev if your game doesn't have a game?
>>
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>>161547206
You can still make it with the VR meme
>>
>all this talk about selling your game

HOW ABOUT FINISHING YOUR GAME FIRST?
HOW ABOUT POSTING PROGRESS THEN?
>>
>>161547151
HAHAHA, dumbshit posting his dumbshit game.

thanks for posting the game, i will shit on it everytime i see it from now.

on the other hand, i'm not as retarded as u, so i won't give u the chance to do the sae.
But i can tell u that i posts my game on recap too.

see ya later, moron.
>>
>>161527003
>debris popping up within the cameraview
>not rotating
>>
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>>161547304
Everyone here can tell what a joke you are.

Enjoy your 30k a year from gamedev, anon.
>>
>>161547304
You sound butthurt.
You could have a game but you don't because you spend all your time shitposting. I feel sorry for you.
>>
>>161547206
no fucking way. That can't be true
>>
>>161547304
ITT: You have no games.
>>
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>>161547273
It took me 2 days just to figure out how blast processing works, give me some time
>>
>>161547535
will you make it to the dino jam?
>>
>>161547602
I kind of doubt it unless you'd be happy with a dinosaur sprite bouncing around the screen
>>
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if i have money and good ideas how hard is it to find a lead developer who can help me find the right people/equipment?

i have roughly 2 million usd, an empty office space that can fit 20-30 ppl, and experience producing, delivering, and selling independent films
>>
>>161547795
I'm sure you could very easily find someone willing to take your money. Don't know if you'd actually see any return on it, though.
>>
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>>161547725
having a dino PONG is better than having no game

you could make it that two T-Rex'es are the two paddles and the ball is a frightened grass eating dino who wants to escape from the T-Rex'es - perhaps make the grass eating dino sometimes alter its path aswell
>>
>>161547116
I wish we had more true retrodevs
>>
>>161547795
Start extremely small. Like make a mobile/casual game for 20,000 or something. Don't go all out right away until you learn. Find people you trust.

You NEED the experience of making basic simple shit.
>>
>>161547883
Honestly, I'm not even sure how to do collision detection on the Genesis yet. There is a bit on the video processor control register that gets set if two sprites overlap, but I think it's mostly in there for backwards compatibility with the Master System. Seems kine of useless with the number of sprites on the Genesis since there's no indication of which sprites or anything like that (maybe good for not even checking collisions on frames where the bit's not set, though).

I'm guessing most games probably rolled some collision rectangles just like modern game dev.
>>
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>>161547795
My advice is:

1) Find a lead developer on a title with a similar scope of the games you are looking to make. Offer them an hourly wage OR a small percent of future revenue if they will conduct interviews of other lead developers for you. Why would you do this? Because you don't have any experience and you don't want to get grifted. You need to make sure that the person you are hiring as your lead dev can handle everything you can't, they have to be a rock solid game developer. That's something someone without experience like you, will never be able to tell, because you won't be able to ask the right questions.

2) Hire said lead developer on an hourly basis to start hiring other employees and conduct the interviews for you.

3) If your game requires a team of more than 4-5 people, you need to downsize. Start small. 300k budget.
>>
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went through my code and made sure that players can't do stuff they shouldn't be able to do while expeditions are in the field - for example like taking items away from expeditions and giving them to the base when the expedition is 4 days distance from the base

now I can finally start working on events
>>
>>161548095
can't you write collision logic for yourself?
for something as simple as PONG it shouldn't be that hard ... right?
>>
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>>161547913
i get that because i had to work my way up in the film world and honestly every project that had a larger scope than i had ever worked on was a serious learning experience that made me better in the end


however

i just want to provide the game idea/financing/scheduling/accounting. in film you call that a producer, i'm not sure what you call that in the game world, but is it okay to start a little bigger than a mobile game for 20k considering that i will presumably be hiring someone who is competent and has years of experience?

>>161548096
thanks that is a good idea.
>>
>>161548249
bee attack needs a little more juice, give it anticipation
>>
>>161548249
You should really have some kind of transition or animation for the "YOU DIE" screen, it's way to sudden (it's also pretty ugly imo).
>>
>>161548178
I just mean that on some early consoles I've worked with they had hardware collision detection, so I still have to research what the typical solution on the Genesis was
>>
>>161548325
>knowing how to animate 2D UI

Hah
>>
>>161547795
sounds like bullshit but i'll bite.
instead of hiring 20-30 people to follow a "lead developer" and literally burn all your money on a single shit project the intelligent thing to do would to have all of those people be 1MAs working on their own things until something bubbles up that is clearly shining above everything else and THEN dedicating more people to polish up that thing.
remember to save most of your money for marketing
>>
>>161547369
Sorry anon, it's straight from steamspy's twitter page
>>
w-what happened to steam chat?
>>
>>161548679
it went full steam
>>
>>161548679
discord happened
>>
>>161548764
discordchat detected
>>
>>161548705
>>161548764
where the discord link at my dudes?
>>
>>161548843
in medical cancer treatment department
>>
>>161548843
https://discord.gg/5bcTw
>>
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>>161548363
to be honest that's either a retarded idea or a brilliant one

either way i won't be going that route
>>
>>161548982
It's gogem, of course it's retarded.
>>
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>>161548325
Hows this?
>>
>>161549185
>>161548982
explain how it's even slightly retarded.... the only way you fuck up is if you have no idea how to vet for 1MAs and end up hiring nothing but nodevs.
>>
>>161548982
hire peter molyneux and his studio
>>
>>161549207
it's not better
take a bunch of nintendo games and analyze the fonts and effects they use, also their animations
adding outline and shadow to shit is not as simple as taking the whole thing, copying it once and painting it black
you'll be much better off after it
>>
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>>161549295
for one, it's retarded because it's slow and inefficient and you could probably just ask reddit/4chan for game ideas and get 100 shitty ones and a couple decent ones and save yourself a million dollars and a huge amount of time

if the game doesn't sound good on paper i want nothing to do with it, no need to bother prototyping a million different shit ideas
>>
>>161549558
>literally never made a game
i see
>>
>>161549634
I think you meant to quote >>161548363
>>
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>>161549634
>not a rebuttal
have a nice day
>>
>>161549558

>your life is a game, and it doesnt sound good on anything

get rekt faggot.
>>
>>161549687
in the future when you're poor and a little bit smarter remember this exchange
>>
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>>161549502
I don't have the skills to copy Nintendo effects to a tea, even more in their UI and animation styles.
>>
>>161549502
That fredoka font is amazing you ass.
>>
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Still making progress. The idea here is you trigger a powerful thrust attack, if you go far enough you can really lay the hurt on with some lightning and shit.
>>
>>161549834
That looks pretty polished and nice to me.
>>
>>161549834
That's fine. You should make the countdown stop when you die though.
>>
>>161549908
this game seems REALLY cool
>>
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It's like a graveyard thing.
>>
>>161548279
20k on a mobile game was just a shitty example, not meant literally. My point was that you should start very, very small and basic to get experience before blowing your wad. There's so many lessons you need to learn.

It doesn't have to be 20k or a mobile game to start.

While we're talking, give me 1000 shekels and I'll make you a good space game. :^)
>>
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IMAGINE BEING STRANDED ON A PLANET FILLED WITH DINOSAURS
----------------------------------------------------------------------------------------------------------------

What would you do to protect yourself from dinos while you are outside the base?

Conditions:
>you only have access to any material you can find in woods (wood, strings, leather, bones, clay)
>any advanced material like iron and such is inaccessible
>compliance training of captured herbivore dinosaurs will take a lot time to finish, which means that no beasts of burden can be used yet
>dinosaurs are scary beasts with thick skins
>machines (like bikes, cars and guns) are unobtainable due to not having any advanced materials
>>
>>161549834
it looks scarily like a russian childrens television show
>>
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>Decide to get back to work on old project
>So much junk in it
>See all the terrible sloppy code I've done
>Spend two days stripping the project and rebuilding a bunch of it
>Realized I stopped working on it cause I'm shit at art, especially compared to jojo sprites

Time to get back to practicing spriting.
>>
>>161551678
Is this a Jojo reference?
Just kidding,looks good, though I'm not sure what that thing that looks like a floating camera is for.
>>
>>161551732
I'm using sprites from the Jojo fighting game because I'm trying to make a game where you fight by striking poses that counter attacks.

The camera is story stuff for why you are able to use poses to do things like counter and to do different abilities.
>>
>>161551873
Oh I see, sounds fun. Keep at it!
>>
>>161551873
so its a game about taking selfies in a NEET gathering?
>>
>>161551929
Sure, but it'll mainly be in space, but I guess you'll be going up against some gross beings.
>>
>>161547795
Do you just have no connections whatsoever? How do you reach this level of success and not know how to start a project?

This is amature game dev so not a great place to ask.
>>
>>161551369
Is this just ARK or something?
>imagine a generic perpetually alpha survival game with dinosaurs
>>
>>161551678
I remember this.
>>
>>161552186
no, not ARK
you have a base and that base is your home until rescue arrives
along with you, you have a bunch of other crew members
but your food is running out and you can't just hunker in your base and wait for starvation

so, you must go out to look for food. you send out expeditions to forage and expeditions to hunt dinosaurs and expeditions to perform logging operations. But how would those expeditions protect themselves out there.
>>
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>>
http://store.steampowered.com/app/466480
You think you could do better than this yesdev?
You can't
>>
>>161552871
>4 reviews

oh
>>
>>161552871
what the fuck
>>
>>161552871
so this is the power of clickteam
>>
>>161552871
And yet You are a Torpedo AI didn't get GreenLit. What the actual fuck.
>>
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BokuSpiderExample.webm
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>>161552584
>>
>told myself I'd work on my game today
>already 2pm and haven't worked on my game today

no social life is bad for dev motivation
>>
>>161547206
Only 4207 games released. Sure that's a lot, and it will probably continue to climb. But also, that's not even scratching the surface of how bad it is for mobile. There are several hundred mobile games released every single day.
>>
>>161554030
>/r9k/ shit
>motivation meme
cut yourself away from the internet you fucknugget and work
>>
>>161553396
Thats a cute lil spider
>>
>>161554112
>cut yourself away from the internet you fucknugget and work
He's obviously a unity answer/stackoverflow babby and couldn't program anything himself without copying
>>
>>161554048
Yes but mobile games take only like a week to make.

The ones on steam are the big 2~5 year games.
>>
>>161554359
>The ones on steam are the big 2~5 year games.
Like this one? >>161552871
>>
>>161554359
are you retarded? I could make at the very least half of those games in less than a month
>>
>>161552871
>Rage Pig is a non-stop run'n'gun hardcore action platformer! Remember the 90's when computer games were something incredibly hard to make? No Unreal Engine, no free assets no nothing. Rage Pig brings you to the times when indie was not so mainstream!

Their selling point is that the game is literally shit by any of today's standards?
>>
>>161552871
I like this
>>
>>161554503
best part of that is it was made in clickteam
>>
>>161552394
Clubs
Sticks with sharpened rocks fastened to them
How do you think humans survived the dinosaurs?
>>
>>161552871
how does a game like this manage to get greenlite

is it all automated now?
>>
>>161554790
if it gets enough votes it gets in
if you thought that there are or ever were people in steam offices who actually check what kind of garbage is going into their service then you're mistaken
>>
>>161554790
greenlight is more about attrition than quality
as long as you don't have a meltdown and take your greenlight down because you got some no votes, you'll get in, it may take 2 years but there's no quality control
>>
>>161554214
Where's your non-engine game big shot?
>>
>>161554880
>half the reviews are fake
>Rage Pig is by far the best game of 2016

Let's check steamSpy.

>540 ± 747 owners
>540 * $1.99
>$1,074.6
>steam takes 30%
>$756.00

this fucking 12 year old made $700 off this garbage.

disgusting.
>>
>>161555112
Makes me actually think if I should actually upload my 2 finished games I haven't released because I thought they weren't that good. They're way better than this garbage garbage though, better looking too. Maybe the only reason people buy it is because it's this awful though.
>>
>>161554702
They threw big rocks at them
>>
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>>161527525
Day 2,
+tabbed menu for upgrades
+more placehlders for plants
+number rounding(k/m/b/t)
>>
>>161552871
Soooo.
Something was talking about shit games not getting greenlit.
I guess you were wrong.
And maybe about 100 people won't refund the game, bringing in around $200 before taxes.
>>
>>161555841
I don't think the average steam user knows refunds exist there
>>
>>161555459
If you're unsure you could sell them on itch.io first. There's less "risk", because it's free to sell the games, and itch.io takes less of a cut (optionally down to 0% cut if you want).

If you can make $100 on itch you could pay for the greenlight to get the games on Steam.
>>
>>161552871
>tfw not gonna make it
>>
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007.webm
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when u just cant take it anymore
>>
>>161555112
>this fucking 12 year old made $700 off this garbage.
If dev is a Russian, then he is rolling in nice paycheck now.

>>161555896
Graph on Steamspy seems fucky, so probably some people refunded it.
But if most people doesn't know, then maybe dev probably got those $700
>>
>>161552871
Post more.
>>
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Show me your oldest progress image/webm you can find
>>
>>161556267
Maybe it's cause I just woke up and still half tired, but this was really fuckin funny.
>>
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>>161556502
Dead for now
>>
>>161555112
Don't forget their cut of trading card sales
>>
WHEN YOU LOOK FOR ME I'M GONE IN FRONT OF YOUR EYES....
>>
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>>161556502
here you go frogposter
first one i posted on agdg
>>
>>161556572
shit, I think I remember that game
>>
>>161556325
>If dev is a Russian, then he is rolling in nice paycheck now.

>Alexander Kov
Fuck, I was right.

>>161556604
Cannot find them.
>>
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sABlo[1].jpg
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>>161556502
not even the oldest desu
>>
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progress.png
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>>161556502
>>
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power cannon altfire.webm
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>>161556502
>>
>>161555112
or he just threw out some copies and got like 5 sold copies
>>
>>161556572
I miss this game, comfy camping is the best. I hope you go back to it one day.

What are you working on now?
>>
>>161547206
A lot of the games that are presented through greenlight are shit though.
>>
>>161557097
Achievement table points that there are more people who played it, maybe they refunded it, maybe not.

$700 is a bit more than monthly average wage in Russia, btw.
>>
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>>161556502
If I recall correctly this one is the first thing I ever posted about it here. Not sure if counts as actual progress since it was just a mock up.
>>
>>161557292
>$700 is a bit more than monthly average wage in Russia, btw.
Is everyone in severe debt or is it just cheap as hell to live in Russia?
>>
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comparison.png
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>>161556502
>>
>>161557363
Russia is cheap as fuck and there come sanctions as well.

http://www.xe.com/currencyconverter/convert/?Amount=700&From=USD&To=RUB
http://www.tradingeconomics.com/russia/wages
>>
>>161557515
>those wage inconsistencies
literally wtf
>>
>>161557481
arikado-sama sugoiiiiii
>>
>>161557363
The Greenlight fee in Russia is literally half what it is in EU/US
>>
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>>161556502
Here is footage of the earliest versions of bokube I posted to agdg a year ago.
>>
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Trying out some new urban landscape stuff. Still needs a ton of stuff like actual buildings but this is a good start.

Eventually I'll make 3D models to cover up the city textures going under the sea so it looks more like a port.
>>
>>161557363
>>161557292
Is Russia any decent to live in?
>>
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>>161556502
too bad i don't have time to work on it anymore ;_; maybe in a year
>>
>>161557481
>>161557843
Is amazing how some games have changed so much that they look like a totally different game.
>>
>>161557934
>Is Russia any decent to live in?
I'm not Russian, but I bet it's quite a corrupt hellhole.
>>
>>161557934
if you are a hot girl, corrupt cops will literally arrest you on the street for some made up reason and then take you back to the station and rape you and you can't do anything about because who are you going to tell it to? to the cops?
>>
>>161557262
Hey, thanks! Though it was barely a game. Actually it wasn't a game at all. But yeah, I definitely want to go back to it when I'm better at programming (and everything else), this game is the reason why I started gamedevving in the first place.
I even 'rebooted' it at the beginning of this year, though it didn't last long (pic related). I'm never going to give up though. I'll try as many times as I have to.

Right now I'm working on that ARPG with everything being placeholder cubes.
>>
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>38% of all steam games were released in 2016

we're fucked aren't we?
>>
>>161558119
That's kinda hot.
>>
>>161558198
yes, easy game dev tools are around only for years and the generation of gamer kids is now in their teens and 20s and they all want to make games and they can with unity etc, so increase a MASSIVE increase in released games in the coming years. If you think this is bad, you have seen nothing yet
>>
>>161558325
Or it is just because Valve gave up their quality control
>>
>>161558379
>>161558325

Both

Out of all those new games almost 80% were greenlighted games with no advertisements and/or no official webpage or team.

It's just college/high school kids getting their games greenlighted because Valve won't do quality control.
>>
>>161549558
you have any idea how much stuff sounds like shit on paper but turns out to be absolutely interesting in prototypes?

Ever tried to explain Papers Please to a friend or something?
>>
>>161558198
How can I even compete
>>
>>161558325
> easy game dev tools
These tools have been around since like 1999.

>But they weren't that good then
Which is nonsense, since the bar for indie games back then was incredibly low.

If unity/UE/GM/etc didn't exist, then people would just use a framework such as XNA/Love/SFML. It's not at all difficult to use them.

>>161558379
This is the main reason.
>>
>>161558815
Yeah I agree with this.

So many concepts sound horrrible on paper, but are super fun. I spent fucking 200 hours in prison architect despite it looking terrible to me
>>
>>161558831
>dat selective denial
no, you game won't make it, i'm sorry, but i can't support your delusions
>>
>>161559073
>spent fucking 200 hours in prison architect
for a moment there I thought you were the dev
>>
>>161559098
What am I in denial about? Maybe I'm just supposed to magically know what you're talking about?

>>161558819
just make the game you want to make.
>>
>>161558815
>>161559073
>watch friend play dark souls
>bitch about movement speed, combat speed, overpowered enemies, dumb AI, etc

>play game
>love it
>>
>>161556502
>>
>>161559303
But what if the game I want to make is not the game other people want to play
>>
>>161559492
Then you open source it. :^)
>>
>>161559492
i highly doubt there's a game you want to make that nobody else is going to be interested in.
>>
>>161558163
The one where the cubes have little arrows making them look like cute birds?
>>
>>161558198
Make a good game and you'll probably be fine.
>>
>>161559616
If the birds are purple with white beaks then yes. I'd take a screenshot but I'm on my laptop now.
>>
>>161557481

bring back big fucking trees
>>
>>161559492
If you make a game you truly want to make your concern is NOT if others don't want to play it, it's very unlikely that you'll make a horrible game.

Your biggest concern is obscurity. Obscurity will cause people not to play it.

Now, don't get me wrong it's possible to make bad games even if the person making it likes the idea, what usually happens is they have to go down on the scope of the game, cut so many corners that eventually it doesn't resemble the game he wanted to play in the end.

This is normally how bad games are made.
>>
>>161552871
There's hope for all of us
>>
>>161557786
wtf why
>>
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Combo system is working, also added health to the cubes and juice when you hit them
Animations are still off with the combo timing, but that something I'll fix later.
>>
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>>161556502
I think I actually shared this in a /v/ gamedev thread, not here, but it was the first thing I ever shared
>>
>>161560784
Are you offended because you think that's unfair? News flash, Valve doesn't care about fairness, and they understand when admission at a lower price will get them more cash via a higher volume of sales than a higher price of admission would.
>>
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>>161556502
Day 1 webm
>>
>>161559762
>most bad games are passions projects with unrealized and unfulfilled potential
"no"
>>
>>161561905
Doesn't greenlight fee go to charity?
>>
>>161561905
>Are you offended because you think that's unfair?
To be fair shitholes like South America should have a way cheaper (if not free) greenlight fee. But yeah, that' s not going to happen.
>>
>>161562369
I'll admit I wasn't aware of that, but it doesn't exactly dismantle my point. There are direct benefits to donating more to charity. If Valve's decision to have a cheaper greenlight fee in Russia wasn't based on that fact alone, then Valve must've concluded that they'll make more from their sales cut if more Russian games had a chance to go through greenlight rather than fewer, which in turn comes from an understanding of whether "developers" in Russia will be willing to even attempt the greenlight process at one price point versus another.

My point is that it has nothing to do with fairness to would-be developers and everything to do with Valve's understanding of the market and profit-driven decisions. I know that's not a revelation by any means, but my original reply was made to someone with a "wtf omg so unfair" temperament regarding the issue.
>>
Has there ever been a genuinely good game on Steam that got completely ignored?
>>
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I'm currently learning how to low-poly
thoughts on my progress?
>>
>>161563430
"what is it" tier
>>
>>161563430
Stop memeing and use references.
>>
>>161563336
Are you looking to argue over what "genuinely good" means (and generally argue over subjective taste) or are you simply asking whether there are games on Steam, enjoyed by people here, that have gone relatively unnoticed?

If the latter, then yes, obviously.
>>
do you guys learn software development to make games or do you make games to learn software development?
>>
>>161563336
Nope, some get less recognition than they deserve because they are niche but that's another thing. People worrying about their game being ignored on Steam because a lot of shovelware is being put up are doing so because their game is shovelware that shouldn't be pricetagged to begin with.

Doesn't matter how much trash there is on Steam if your game is good. The trash is only a problem if your game is comparably trash. Maybe you shouldn't rely on your generic 2D platformer made in gamemaker to make money, because there's a shitload of those already.
>>
>>161563336
Completely ignored? Dunno, but I know that Xenoraptor was pretty underhyped.
It sold just 10 times more that rage pig
>>
>>161563697
Does that genre have a big following?

As an 'outsider', I struggle to tell any differences between them
>>
>>161563537
I guess I should clarify that I mean projects that clearly took a lot of effort to make, not just something that could be made in a couple of months by a 1MA

I'm kind of terrified that a game I spend 2+ years on will just be tossed in the gutter
>>
>>161563624
Explain the finer points of your distinction between a game going completely ignored and a game getting less recognition than it deserves.
>>
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>>161563430
you have a long way to go
>>
>>161563794
Yes, some games of the quality you are describing have incurred a net less on the entities producing them. You already knew that, though. You just wanted someone to cuddle you and tell you that your success is guaranteed so long as you really try.
>>
>>161563794
>I'm kind of terrified that a game I spend 2+ years on will just be tossed in the gutter
no one can guarantee you this won't be the case
>>
>>161559680
The resolution is lower so there's only so much you can fit in a background.
>>
>>161563803
>completely ignored
>less than it deserves

I think the difference is obvious, no? Anyway a lot of games get less attention than they should because they are mechanically complex and obviously don't appeal to a large demographic. Your game can be amazing but if it's Aurora-tier complex, you'll be getting a lot less attention than it deserves.
>>
>>161563782
>Does that genre have a big following?
Hell if I know but who the fuck wouldn't play shmup-like game about cyberdragon wrecking rocket chainsaws in space with pretty 3D graphics?
No adversivement, no hype.
>>
>>161548982
>>161548363

I mean that's basically how incubators work, it's not that far fetched
>>
not the anon who posted the low poly post, but if im absolute shit at drawing, where can i find good human references for 3d modeling? ive googled but i often only find one image rather than both a front and side and if i do, they're misaligned or bad quality.
>>
>>161564089
I might play it if it wasn't expensive and early access
>>
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>tfw I only dev for a hobby and it doesn't really matter much if the game sells 4 copies
>>
>>161564062
>I think the difference is obvious, no?
Not really. There are extremely, extremely few games on Steam that go completely ignored in the literal sense (zero reviews, zero sales, and totally inactive forums). Unless those are the games you're referring to, it's a subjectively determined matter of degree, and you're being deliberately obtuse because you're aware of that but you don't want to admit it (because that would undercut your "only trash games fail" argument).

So, again, please explain the finer points of your distinction.
>>
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>>161563336
I think the numbers are inflated a lot because they've given it away in multiple bundles.
>>
>>161564472
Would actually anybody include a Rage Pig in bundle? Customers would get mad.
>>
>>161563819
>artist never posted the wireframe
>>
>>161564768
>Would actually anybody include a Rage Pig in bundle?
the humble monthly
>>
>>161563819
that's nothign like what I'm trying to create to be fair
>>
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>>161556502
I don't know what got into me, but about a year and a half ago I wanted to make a spoopy game. It even got greenlit. Fuck that shit.
>>
>>161552871
>4 reviews
>review section has more than 7 entries
Did I not get the memo?

Just above newgrounds in 2008.
>>
>>161564295
i'm not the anon with whom you are having a screeching contest here, but I feel the need to interject

so, one can only talk in absolutes with you, yes? if a game sells one copy, it is automatically successful, right? if a game recieves a single review, it has been a success?

do you even think what you are writing here. no, you are not. you are just being a contrarian faget. go ahead and keep moving the goalposts of what a "failure" or "going virtually ignored" entails. Like in any argument, you can """win""" it by redefining the semantics.
>>
>>161563819
Nice. Looks like my girlfriend.
>>
What do you think would happen if say Undertale was release by a no name dev with no fanfare on Steam?
>>
>>161564945
what're you working on now?

i assumed you were dead
>>
>>161564961
is your girlfriend also low poly
>>
>>161561962
Pretty damn noice.
>>
>>161564952
>you can """win""" it by redefining the semantics
Actually, I specifically asked him to define the semantics, you dumb motherfucker.
>>
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>>161564987
Wow someone remembers!
Not dead, I've been here all this time! I'm making the battle network clone. Working on something I actually enjoy is a lot more fun. I hope I still have time to dev when I go back to uni next session though...
>>
Newfag here. Is Unity a good enough platform to start with? And do I just need to learn C#?
>>
what is a good environment for a horror game?
>>
>>161565184
A sinking, upside-down boat
>>
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>>161565150
>>161564987
>>161564945

As much as I thought my game was stupid, my ex's friend did some concept art for me and I thought it was pretty cool.
>>
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>thought i had progress backed up on C
>format E
>check C
>models not backed up

guess im glad i now know what type of game i am going to make, WW2 shooters coming back baby
>>
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>>161556502
>didn't save my old gamemaker projects before clean install
Fuck. Kinda regretting it now. This one is only several weeks old.
>>
>>161565038
Photorealistic stuff, high tech. ima enginedev you know.
>>
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>>161563336
> that got completely ignored?
is this meant in normie english? like "ignored" as in having got too little attention?

if so then this game - A.I.M 2: Clan Wars
https://www.youtube.com/watch?v=gShe-5VLowo

Its a decent non-animu mecha open world RPG where you have to level your glider and conquer the world with your clan
>>
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>>161565184
Anything can make a good horror environment. It's all down to the lighting and atmosphere.
>>
>>161556880
>cashout-dev finished his game and still visits agdg
You're a cool guy. Are you working on anything right now?
>>
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>>161565365
I wonder if you put something like this in a horror game, would people get spooked or get reminded that they are playing a video game and be unspooked.
>>
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A game where you play as an NPC in a dead MMO
>>
>>161565426
Wait, he did? Where it is?
>>
>>161565426
Wait, he finished his game? When? Where is it? I wanted to play it.
>>
>>161564295
You know perfectly well "completely ignored" didn't mean it was actually completely ignored, stop being autistic on purpose.
>>
>>161565116
>Actually, I specifically asked him to define the semantics, you dumb motherfucker.
yea, thats the classical behavior of a contrarian faggot

first they demand autist tier definitions and then the whole discussion devolves into a discussion about whose definition is the most correct and then eventually one of the participants stops responding and no one ended up discussing what actually was asked.

seen it. done it.

honestly, if you weren't a contrarian - just an immense autist - your approach was wrong from the start. I myself have been an autistic contrarian for a long time and my experience has shown me that you can't just go around starting semantics duels in subjects you care to debate in. Just use the words in the meaning that others use them and then you can actually discuss the subject - this shouldn't stop you, right, since you are such a goddamn smartass. anyways, ignore this last paragraph if you are not an autist
>>
>>161565671
>>161565708
According to http://www.homph.com/steam/ it's on Steam. I may have gone overboard with the "finished". It's Early Access.
>>
>>161564182
yes it does, literally not a single dev isn't bummed out if nobody likes his game
you are lying to yourself if you think that you are an exception
>>
>>161565974
im not finished, its still in early access
>>
>>161565743
>You know perfectly well "completely ignored" didn't mean it was actually completely ignored
Are you fucking retarded? Of course I did, which is why I immediately proceeded to ask him to explain the difference as he sees it. If he/(you) can't articulate it beyond the most general of terms, then it can't be that strong a distinction.
>>
>>161565962
tldr
>>
>>161565249
the idea of the setting being a mode transportation is pretty cool.

I think a boat is too ambitious for a an amateur though. I think I could do a train.
>>
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Got dialogues working. Going to add ChoiceDialogues after, then I might go back to making new spells for the battles. Still need to work on getting better on art so I can replace all of these placeholders as soon as possible.
>>
Do any of those MMO pitches on Kickstarter that ask for laughably low amounts of money (500K or so) ever succeed? And by succeed I mean churn out an actual product
>>
>>161566218
No.
>>
What's the point of twitter bots who duplicate tweets instead of retweeting?

Or even twitter bots in general
>>
>>161565974
Oh, right, somehow I didn't notice.
>>
>>161563819
Where's
The
Wireframe?????
>>
>>161565426
Only successful devs who released leave the agdg
>>
>>161566518
Is this a really lowkey shot at gogem? If it is, that's really funny.
>>
>>161566518
You're really gonna talk like that when I'm here?
>>
Any place I can get sounds ripped straight from games?
>>
soundfonts from things like SNES games are fair use, right?
>>
>84 cards done
>only 24 more
the hype is real
>>
>Dino Jam: Expected disaster, still disappointed
What really gets me is that the only submission was posted right at the start of the jam, so was probably made well in advance. From what I can tell there's only about 3 anons making anything for this; one game is an MSPaint last minute attempt and another looks like it won't even be ready in time.
>>
>>161566940
sounds have fonts?

>>161567072
you can do it, anon!
>>
>>161567123
Well where is yours?
>>
>>161567123
>and another looks like it won't even be ready in time
I can guess there first one, but which do you mean by this?


>>161567138
>sounds have fonts?
What else would you write music in?
>>
>>161567187
Where is yours?

>>161567234
There was someone who replied to a poll a day or so ago who said he probably won't be ready in time
>>
>>161567297
It's the submitted one
I didn't mean to cheat, but I had that idea and wanted to make it as soon as possible so I could go back to other things.
Also, I started working on it on the 11th so I technically worked on it for a week, so it's not really cheating
>>
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how's this? I don't even know why I made this, it's not like I can't model.I feel like I wasted 30 minutes.
>>
>>161567452
I wouldn't feel bad about cheating when the "competition" is basically no one. I guess you have a submission, which is far better than doing nothing.
>>
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>>161567123
my game will definately be in the jam

however, this post also serves as an update saying that I realized that I won't be able to code events into the game, since that will require even more hoops to be jumped through than the expedition_screen. It would probably take 3-4 days to do that - so that gets scrapped from scope to meet the deadline.

From now on, its all about polishing the current game, UI, adding music and sounds and making a start screen. I also estimate that I will need at least one day to figure out how to turn my python script into an executable.
>>
>>161563819
is this yours?
>>
>>161567652
also, you guys won't mind if you can't save right? you are just gonna play it once anyways
>>
>>161567741
N E I
>>
>>161567963
>you are just gonna play it once anyways
That's optimistic, mate. I'll do though.
>>
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I'm late to the Dinojam party but something is better than nothing right?
>>
>>161567963
I doubt it's going to matter too much, I'll definitely play it though
>>
>>161568217
Should have called it moonwalk jam, apparently.
>>
>>161568075
can you tell me who's it is? I'm always looking for good low poly artists.
>>
>>161568342
I don't know. In the ancient times in /agdg/ a few months back, there was a discussion about low poly modelling and someone posted that pic of a model and I saved it.

I have no idea where it came from.
>>
>>161567234
>What else would you write music in?
in sounds?
>>
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>>161568342
>>161568435
Pinterest (ugh) shows pic related.
>>
>>161523765
here's a tip

>SFXr.

you're welcome
>>
>>161567583
You're going to have problems modeling from the right side without a full sheet.

>>161568679
>still no wireframe
>reference
Fucking ridiculous.
>>
REE i fucking hate music why does my game have to have music
>>
I wonder if itch.io will ban me if I take my game off the NSFW filter. There's nothing lewd on the game page.
>>
>>161569212
>several musicbros offering their work for free each thread
You have only yourself to blame.
>>
>>161565596
I love this effect in games, especially when it uses parallax effect.
>>
>>161569316
Good artists don't work for free
>>
>>161567652
I'm sure it doesn't take one day to learn how to use cx_freeze pal
>>
>>161569316
>literally random BEEP BOOP garbage
>not even good enough as placeholder music
yeah no thanks
>>
>>161569212
Some immersionbros turn music off in games like Skyrim and Fallout. Just make your game immersive/realistic, anon.
>>
>>161527274

at least he didn't avoid criticism
>>
>>161569539
I didn't know that cx_freeze even exists
i only knew about py2exe
thanks

anyways, I am just giving myself room to wriggle. I have no idea what it entails and in case I fuck up somehow 30 times a row, I have time to figure it out.
>>
>tfw horrible at shilling your game
>>
>>161569432
>Good artists
Even shit artists don't work for free.
Face it, in this world artists are all jews with very extremely tiny exceptions.
>>
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>have personally worked for free as an artist in the past
>now have 2 artists working for free
Stop being so defeatist
>>
>>161529584

Super VS Multiplayer Lethal Ballshooter Go Go Breakout Pong
>>
>>161570000
I would buy ads on /v/
>>
Can anyone who knows music words recommend me something to google for a platformer set in egypt where you have to go fast? What kind of music would fit that?
>>
>>161530140

How many objects is there in your space environment ?
>>
>>161569921
No worries dude, I was the guy who didn't know pygame existed a few threads ago. I'd do some programming but I'm too busy choosing fonts and colour schemes.
>>
>>161530363

Kind of hard to tell without seeing it in context to the look you're going for with your game.

tl;dr - get real.
>>
std::vector< void(*(**)(void(**)()))() > vec;

>sepples fags will defend this
>>
>>161567583
That's actually pretty good, especially for 30 minutes of work.
You might want to play with the jaw some though, cause if it's as flat as it seems then the side view will look really weird. Keep up the good work though!
>>
>>161549908
Damn, This looks amazing. Reminds me of old-doom and Shadow warrior. (I hate having to specify old doom)
>>
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>>161570161
>Stop being so defeatist
It's not being defeatist, it's being realist.

> tons of good music for free on the internet
>even this thread has constantly musicbros
> tons of code for free, tons libraries for free, tons of shaders for free

>this is the average art that you can find on the internet
>people still expect you to be grateful otherwise you're just "an artist slave enabler"
>artists don't even want to share a model they did 6 years ago "as a test" but they will gladly post the picture to get (You) and +Likes
>>
>>161570327
oh hey, I remember you
>>
>>161553396
Make it so the spider comes down, Grabs you, pulls you up and then you die. More drama makes it more intense even if it isn't an intense game.
>>
fuck how do I make an instant jump animation not look like the character actually jumpshimself, not gets thrown in the air
>>
>>161559369
I remember you posting on /X/ about this one. You've come a long way since this picture.
>>
>>161571019
watch some anime
anime artists know how to make retarded things look semi-plausible
>>
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So, I'm working on a robe item of clothing and I cant for the life of me remember the method for making a normal visible on both sides in blender.
>>
>>161570292
>>161571019
>>161571293
Is this guy new trend to throw random questions now?
>>
>>161566131
Is that the default speed? Slow it down, Gives your audience more focus for key elements in dialogue.
>>
>>161568217
I remember when I was an old Focused Giraffe. Nice goyme is the dino the offical character or just a place holder?
>>
>>161571497
I'll probably slow it down, I was just tired of always watching the same dialogue, so I sped it up. It's an easy change.
>>
>>161568912
>character design
>wireframe
??????
>>
What is the easiest way to animate 3d models ?

a) using blender to rig and then import into unity

b) import models into Unity and rig with mecanim
>>
>>161572334
You can rig with mecanim?

I'm pretty sure you have to do the rigging in an external program.
>>
>>161572334
the less you have to do in Unity the better
>>
>>161572464

okay, i guess that answers my question, thanks for the reply.
>>
>>161571435
it's called backface culling in general, not sure about Blender but that might help
>>
>>161571435
I'm a complete pleb with blender but the way I see it, duplicate the robe mesh so it's a seperate mesh from the original you made
then flip the normals on that, and scale it slightly so it's smaller (only just) than the original and sits nicely inside the original mesh
>>
>>161530140
You're going to have huge issues with floating point precision if you actually move or interact at those distances.
>>
>>161567583
30 minutes? Tell me your secrets! But really, I want to get into modeling, I've made my first cup and a mushroom in Blender so far, so if you have any resources or methods you could share, I would be really happy.
>>
>>161546553
>>>/ic/
>>
Lets say you're making a multiplayer game where you require a server to play. No singleplayer.
Would it make sense to write the client in C++ (for that sweet performance) and the server in java or C#.
You release the server's source code which makes it possible to be heavily modded.
Most people prefer java/c# over low level languages like C++ and its easier to protect against bad mods & exceptions.
The client however you make closed source and paid.

Good or bad idea?
>>
>>161571435
look up "two sided materials" for whatever engine you're using, it'll work, trust me
>>
>>161573643
Wouldn't the server do the gameplay calculations while the client takes over rendering, sound and such? What's keeping people from creating a client that's free to interpret your server's messages?
>>
>>161555112
games with such few sales rely a lot on extrapolation.
Same as games that just are released.

Steam Spy is not reliable with these types of games. For all we know 10 people bought it, and 4 wrote a review
>>
>>161573762
The same reason why people don't make custom minecraft clients.
Besides, the client isn't as simple as just rendering, sound and input. You need lag compensation, prediction, optimizations, etc.
The client would also have its own art style and shaders which would need to be replicated with a custom client.
But otherwise a valid point. You could create a binary server release, and just release the API for mods which also takes care of that.
>>
>>161573727
Alright, this worked fine
>>161573220
>>161573176
thanks anyway
>>
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>>161570472
>GCfags will defend this
>>
>>161573643
If anything, the server needs to be made with more performance in mind. The solution that makes the most sense is to write them both in the same language so you can replicate the game logic across both.
>>
>>161573425
I don't get it? Are you saying devs.who can't make it belong in /ic/?
>>
I want to make a Final Fantasy Tactics Advance rip off. Should I be using GameMaker or something else? I'm comfortable with Java and C# if that matters.
>>
>>161576563
Unity. Always Unity.
>>
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>>
>searching for WWI army books and similar documents for research
>every resource takes ages to load
Fucking reenactors.
>>
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>>161556502
>>
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So, I've been racking my brain trying to find the best way to manage data persistence between overworld scene and battle. At first I thought serializing and the saving and loading the data I needed (player stats, equipment, inventory, money etc), but it didn't feel right. Of course using a bunch of statics wasn't an option.
Then I realized I could make an empty object, called something like player manager, put the scripts that manage inventory, stats etc there and set that object to DontDestroyOnLoad. This way, I could freely switch between scenes and have the different scripts (like a player controller for battle and one for the overworld) refer to the player manager.

Does this make sense, agdg?
>>
>>161556502
>>
>>161519868
>dark synth-arpeggiator music playing
>>
>>161571607
Place holder but I'll probably use it for what I release for the Jam due to time constraints. I'll probably continue working on the game after the jam finishes since I have a pretty big project in mind.
>>
>>161577167
Didn't I tell you how to do this and even build an example in 30 minutes a few days ago? Or is this just some cosmic coincidence?
>>
>>161569390
>>161565596
I was playing TLoU on the PS3 and pointed out to my friend that the reflections were just the same similar environmental images, rather than the actual environment and he had never noticed in the his dozens of play throughs.
>>
>>161577345
Yeah, and I had already thought of doing something like that myself, but while your way worked, I don't feel like putting all my overworld inside an empty object, and having the battle scene be an object inside the same scene. For example, I'm using navmeshes, and I don't know how to manage having 2 different navmeshes at once. Plus there are other things that would be complicated to handle with that setup.
>>
>>161577167
either that (which is basically just making the player static) or just make the battle arena in the same level as the over world and teleport the player to it
>>
>>161577512
I'm very surprised that a big budget game like TLOU didn't have the spherical environment capture nodes like most modern engines.
>>
>>161577345
>>161577747
>>161577582
Also, making battle and overworld in the same scene and teleporting the player around would cause some problems if I decided to add some AI controlled part members in the future, since if I did, I would only have them appear in battle and not in the overworld, though there are some games that do it.
>>
>>161577345
He's not the guy who was criticizing Unity if that's what you're asking.
>>
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Progress, first mystery totally finished with three different endings
> standard
> standard + sidequest solved
>secret ending

also, is this how mermaids work, right?
>>
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>>161556502
>>
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>>161578180
I think it would have been cooler with a merman.
>>
>>161556502
of my current game or oldest one in general?

i have one older than this but its literally just boxes moving so its not interesting. this was a game where you have to kill hordes of undead cats.
>>
>>161578348
Shit you're alive?
What are you up to lately dude?
>>
>>161578012
You don't teleport anything anywhere. You have an overworld view and a player view. When the battle starts, you create a battle player with a reference to the overworld player (and enemies) that moves and acts in completely different manners to the overworld version.
>>
>>161578917
Oh I see, I guess I remembered your webm wrong, sorry about that. It makes sense actually, I'll think about it. Thanks.
>>
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Warp works! Yay!

>ignore the UI fucking up
>>
>>161578180
Looks a bit fat, but still creepy. You can work on hand a bit, because it's too small comparing to torso. Still really good job.
>>
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So far today:
+Reduced the size of the conditions menu.
+Weight system is in and hooked up to equipment and save system
+Started on the equipment menu, now got to figure out how scrolling will work in it
>>
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>>161556502
>>
>>161579430
Your game looks really nice. If it will have enough JUUUUICEor will simply be fun to play, it will have big chances to succes. Good job anon.
>>
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Hey, agdg
I finally did it. It took me quite a lot of time, but I finished it. It is tiny, it's not ideal but it is done.

It is a short rhythm game about cute girl getting a new haircut.

Check it out please,it won't take long.

Here the link:https://drive.google.com/open?id=0B18iT5biNgtqUDFMUWI1RXVCTm8

Thanks to the music bro for music. He is the best
>>
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>>161578715
Nothing interesting. Trying to get back into my main idea, which is a Rune Factorish- Secret of mana.

To be fair I'm been lazily fooling around not progressing that much. I've been working with placeholders for years so I just can't get motivated as much as before.
>>
>>161579829
Who?
>>
>>161579942
>. I've been working with placeholders for years so I just can't get motivated as much as before.
I know how this feels
>>
Is there a way to move between two points in constant time, but one of those points (destination) is moving?

Lerp doesn't really work in this case.
>>
>>161579942
your animations look pretty cool.
these models would look nicer with pixel textures
>>
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>>161579305
>hands still too small
well fuck me, I will never make big hands without a problem
>>
>>161580225
Vector3.MoveTowards
>>
>>161580103
>>161579942
>. I've been working with placeholders for years so I just can't get motivated as much as before.

Huh?
>>
>>161580225
How does lerp not work?
>>
Assuming there was a first person "rogue-like" (shitty and wrong term, I know) in the works, what would be the most important elements? Randomization of levels? Enemy design? Character building? Combat system?
>>
>>161580225
location = t*end + (1-t)*start from t=0 to 1
>>
>>161580225
You need to solve a differential equation.
>>
>code a huge chunk of my game in blueprints
>start learning c++ to get some extended UE4 engine functionality
>sudden desire to redo the blueprint stuff now that I know what I'm doing

Should I spend time converting it or just continue on?
>>
>tfw just in half a hour (or less?) made moving and shooting at mouse character in Gamemaker while spent a good while finding and figuring out how to make the same in LOVE2D
It's insane.
>>
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>>161556502
>>
>>161580283
>constant time

>>161580313
Presumably he wants it to travel in a straight line in which case >>161580391.

>>161580345
That is lerp you colossal retard.
>>
>>161580235
Maybe hands that you draw are small, but other things you do are really climatic, so work hard anon. Don't let me down.
>>
>>161580518
so change end every time you call the function, retard

spoiler: lerp works
>>
>>161580337
Something like Legend of Grimrock? I guess all of them are as important since they're integrally making the game whole.
>>
>>161580459
Well, it's said that early optimization is greatest sin of programming.
>>
>>161580584
Not if he wants it to go in a straight line.
>>
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>all the good looking reference images are too small or have been removed overtime
>all the links and websites are shady russian ones
>most links are to unrelated stuff or 404'd
WHY IS THIS SO HARD??
>>
Red pill me on 3D modelling. Rigs,
Tips, Fears, Ect.
>>
>>161564945
I remember anon arguing about the lightcone placement relative to the model
>>
>>161580670
whatcha lookin for stranga?
>>
>>161580651
but that's not possible if you don't know the end point
>>
>>161557949
Were you also working on a driveable vehicle with a turret?
>>
>>161580792
Yes, it is, but it involves a differential equation.
>>
>>161580228
>texturing
Not an artist though so I don't think I'm going to try.

>>161580297
>Huh?
Think about this.

When you get into deving the first time, you don't really care about graphics.
You get impressed by getting something in the screen, you get impressed by getting hit moving and do all kind of fancy tricks. You're just getting impressed and having fun with all kind of micro-progress.

Now fast forward to some years later. Let's say that you have enough experience to code things you want real fast, your main problem at this point is : "but how am I going to make it look good anyway?"
So you just code lazily, knowing that in the end you're not really going to make it because the game just doesn't look the way you want it to look. It feels like a waste of time.
Or worse, if you're like me and have some game idea that requires lots of work, you end up planning almost everything that you will need and look at how much work it would need, but can't get motivated enough because as it is right now it looks like shit and you're not getting impressed by your own progress. You just look at it and think "meh".
>>
>>161580937
if you somehow know where the target is moving, which doesn't seem like a safe assumption in a video game where things generally have intelligence
>>
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>>161580789
decent images of WW2 weapons, the rarer guns are really activating my almonds with the blurry ass black and white
>>
>>161580792
>>161580937
Actually, not even. If he wants a constant time (i.e. input time) then he can just lerp between the start point and the end point at time t. I was thinking constant speed for some reason.

>>161581078
In general? No. In practice for a simple game? Yeah, he probably can.
>>
>>161581164
very pretty
>>
turns out you can't take the tangent of 90 degrees

that was an awful bug to find
>>
>>161580696
You don't need as many polygons as you think you do. If you have a good silhouette then the normal map will do the rest.

There is a tool for everything. Don't waste time modeling clothing folds or hand painting textures when Marvelous Designer and Substance Painter exist.

Don't be afraid of scraping your first few iterations of a model. Also don't be afraid of working without a clear concept. Just like in drawing, your idea won't be complete without a few primaries first. Zbrush and Mudbox (any sculpting software really) are great for getting an intial concept done quickly.

Get your model in engine as quickly and as often as possible. You'll get a sense of scale , silhuette, proportion and whether your textures are working out very quickly.

Start planning your texture while modeling. I often assign flat colors to certain sections just to get an idea of how the final model will look. If it doesn't look good without the detail it won't look good with it either.

Your textures don't need to be that big. 1024 is adequate for most environment textures and 2048 is usually good for characters. Use detail maps instead of having large textures.
>>
>>161581164
Unless you're trying to make one of those super accurate WW2 games you could take some creative liberties with your weapons.
>>
>>161581017
>Not an artist though so I don't think I'm going to try.
Look up flat shading, it's a simple alternative that can also look good
>>
>>161581627

>You don't need many polygons
>Normal map will do the rest
Explain?
>>
>>161581795
Also, isn't there one unified modeller that has all of those things or do I have to have multiple programs to do things efficiently?
>>
>>161579227
What's this about?
>>
Is itch.io a good alternative to selling games through Steam?
>>
>>161581949
4X/RTS
>>
>>161581754
Well, initially she's still just my "programmer art in 3D" so if it looks average it's fine. I just didn't want to use some minecraft-tier model.
>>
>>161581994
Have you ever bought a game from there?
>>
>>161581795
>>
>>161582228
No, but neither from Steam.
>>
>>161581994
I watched a GDC talk where they said less than 1% of sales came from Itch.io/gamejolt/etc. They were listed in a other category along with a bunch of other online retailers.
>>
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>>161581164
get yourself a gun encyclopedia bruh
>>
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>>161581795
dont forget about the ngons, never use them
>>
>>161582270
Dang man, That's rad.
>>
>>161581795
normal texture maps on an object change the way light interacts with them. Its essentially a way of storing high poly light angle information onto a low poly model. You don't increase the polygons, but it looks like you do.

notice on the far edge of the scope in >>161582270 that you can still see the low poly edges
>>
>>161582432
How the hell those stay afloat?
>>
>>161582562
I've heard that low polly is hard to do on Blender? Fact or Fiction?
>>
>>161581918
Maya and Blender have basically all the tools you could ever need but they're not as good at them as using a tool built specifically for the job.
>>
>>161582712
low poly is easy as long as you know what your modeling, shit is easy
>>
>>161582712
fiction, all tools are hard to use at first, you have to power through the awkward learning phases. Learn the keyboard shortcuts.

Blender is nice because its relatively small and free, but you really need to watch some tutorials first
>>
>>161582859
>shit is easy
You really need to stop.
>>
>>161582932
>>161582859
>>161582727
>>161582645
>>161582562
>>161582270
Thanks a Bunch Boyo(s)
>>
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>>161583121
k famalama digerydoo
>>
>>161583419
Woah, Watch your language. This is a family friendly board.
>>
In a game like Sins of a Solar Empire, do you like the idea that the ships have to move to a special zone to begin their warp jumps? Or should they be able to jump from anywhere, but they take longer to initiate the jump?

I prefer the latter, but just curious if there's any merit to the moving to the special zone version.
>>
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Just started with low-poly stuff today
Here's my progress so far
Yes to do proper texturing or anything
>>
>>161584482
Is this supposed to be a Witch with a road cone instead of the hat?
>>
>>161584482
wtf is that head
>>
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>>161584482
Anon, you need some reference and lots of practice.
>>
>see low poly model
>it's super simple
>"I could make that!"
>try to make it
>try to copy it exactly
>never looks good
>>
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>>161584778
>>
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Finally finished this thing at around 4.5k polys and a couple of 2k maps. Unwrapping for all the details sucked honestly.
>>
>>161579829
why not put it on itch?
>>
>>161584664
yes
>>161584715
it's from behind
>>161584778
they're wearing a robe
>>
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>>161568217
Added gameplay out and inside car.
>>
>>161584946
my advice has hoenstly always been to find rips of low poly models from games where low poly wasn't an option, like ds games or n64 etc
and then deconstruct them
>>
>>161584992
Fuck off if you're going to post babby's first model that nobody should care about except to post criticism, which you then ignore.
>>
>>161585090
Them hotline miami assets
>>
>>161585192
they didn't post criticism that I can take on board.
The only real issue I'm having in terms of stylistically is what to do with that ungldly point in the centre of the back of the head
>>
>>161585414
>Anon, you need some reference and lots of practice.
>they didn't post criticism that I can take on board.
>>
>>161581164
world.guns.ru
>>
>>161585414
>The only real issue I'm having in terms of stylistically is what to do with that ungldly point in the centre of the back of the head
Oboy.
>>
>>161585541
Not that guy, but thank god for /k/ people in the world. That's a pretty good site.
>>
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>>161585276
I made slight edits.
>>
>>161585472
>reference is of a character completely stylistically different to what anon posted
if they were going for something like nes then I'd agree but they';re clearly not
>>
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Just finished!
https://www.youtube.com/watch?v=IdbZDkn5oNc
>>
I'm gonna make a generic platformer.
>>
>>161585770
Style shouldn't be in anyone's mind until they know what they're doing. Style is something you add to realism. It is not an excuse for lack of realism.
>>
Post videos of nodevs.

https://www.youtube.com/watch?v=brByJ5EVBn4
>>
>>161585832
what kind of game?
>>
>>161585931
>leveldesign is not gamedev
>art is not gamedev
>music is not gamedev
>programming is not gamedev
Truly the most cancerous of memes in agdg.
>>
>>161585931
You can just not watch the video if you don't like it.
>>
>>161586216
How will you then know that you do not like the video?
>>
>>161586034
>programming is not gamedev
not acquainted with this meme unless you mean enginedev
>>
>>161586307
I mean the title says a lot about what you can expect. If you're not working on a level editor for other people to use then you already know you're not going to get anything from the talk.
>>
>>161586418
It's really "x is not gamedev". It's comparable to the statement "He still has his foreskin, must be a clever jew!".
>>
>>161586418
There's been lots of times when programming talk, any at all even when it's perfectly applicable to your engine of choice, is told to go to /dpt/.
>>
>>161586423
I have never watched this shitty video but "Importance of Level Editor Design" already sounds like some self important nodev indie shit
>>
>>161586034
Level design isn't game dev, though.
>>
>>161586552
Actually, no, it's clearly targeted at people working in the industry on in-house editors. It might still be useful to an indie dev who wants their game to be highly moddable.
>>
>>161586558
Gamedev without level design is enginedev. Well done, you shitter.
>>
>>161585882
stealing this
>>
>>161586662
Not necessarily, think about a roguelike. Though I suppose you still need to know about level design to program a good level generator.
>>
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>>161586006
Modern day RPG with horror elements.
https://www.youtube.com/watch?v=ICnlyNUt_0o
>>
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>>161586423
>>161586552
Oh holy fuck it manages to get worse than the title could ever imply
>>
>watching an hour long video so you can find hammer being used in it so you can ruin an AGDG thread
>>
>>161586790
Not really. Level design has nothing to do with programming.
>>
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I think I'll try to copy this style for my game.
>>
>>161586790
ignore the shitposter
>>
>>161586797
>the ""person"" who made this was allowed to give a talk at GDC
>>
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Added a perk system, (no level system though). On each level, player will get select a perk. Added a few basic perks (regen, movement/gun speed, bullet velocity) and critical bullets.

here is the example of critical bullet perk. Each bullet becomes critical by 10% chance. Which enlarges its mesh, added a disco particle and quadruples its damage.

Also added health bar, I am not happy with the textures though.
>>
>>161587548
Hard to stay focused on gamedev with a lewd model. Just sayin'
>>
>>161587891
Nonfunctional clothing like that triggers me.
>>
>>161587891
is she wearing a goddamn diaper
>>
>>161587812
Solid progress every time you post anon, good job.

I would up the fire rate on all your guns, especially the starter one and lower the damage to compensate. It'll be more interesting visually and "funner".
>>
holy shit music is expensive
>>
>>161588047
stewin n brewin.jpg
>>
>>161587891
is that a whisk tail? fucking baller
>>
>>161588097
Depends who you ask

I've been quoted $0, $200, and $5000 for 5 songs
>>
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>>161586797
>>
>>161588097
its probably cheaper than programming or art though
>>
>>161588280
I'm a programmer and while yes holy shit art is expensive I've gone for such a minimalist style that it is not that insane. I can't use shit music and pretend that's a minimalist artistic statement.
>>
>>161588408
We indie games, we can pretend anything is an artistic statement
>>
>>161588074
Thanks, I have a huge list of todos but very little free time. once the basics of every gameplay feature is ready, I will start adding more content. Which will be more fun I hope
>>
>>161556502
OH NO
NOT ME
I NEVER LOST CONTROL
>>
>>161588540
To most people shit music is just shit music. Sparse, low-line black and white art is.. ~A R T~
>>
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>>161586797
>shitposting with hammer at a GDC
you cant make this shit up
>>
>>161588654
I want you to sell me something. Anything on offer?
>>
>>161588097
Eh. That really depends on who you're working with. Some agree on shared revenue for example rather than being paid up front.
>>
How does one in to basic 3D animation? I'm really not an art and models kind of guy.
>>
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>>161588814
I've already sold my wares.
YOU'RE FACE
TO FACE
WITH THE MAN THAT SOLD THE
WORLD
>>
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>>161567123
I should make it, this game isn't going to be much though because I'm really strapped for time
>>
>>161588249
https://www.youtube.com/watch?v=lEQRy6MkbcE
>>
>>161552871
I don't often say this in a sincere way
But I think this game may be truly ahead of its time
>>
>>161567123
I might do a ninja entry. We'll see.
>>
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>>161552871
>Remember the 90's when computer games were something incredibly hard to make? No Unreal Engine, no free assets no nothing. Rage Pig brings you to the times when indie was not so mainstream!

>clearly made in GM with backgrounds downloaded from Google Images
>>
>>161588963
what do you mean by basic?
i can show you how to animate objects and such. maybe characters like slimes or ghosts too but anything with legs arms and face is out of my league and outside of what i consider to be hobbyist level.

use mixamo for humans
>>
>>161589368
My bad, Clickteam Fusion.
>>
>>161556663
I like this.
>>
Rolling for which trello card I address
>>
>>161589903
Post 3rd trello card.
>>
Danny is having another source meltdown...
Boring!
>>
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>>161556502
>>
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>>161589965
Literally the worst one, I regret everything and will now make no progress today instead.

I know it doesn't make sense without context, like all good organisational systems
>>
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>>161589176
>this nodev thinks this is a game
>>
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>>161590330
Where's your game, nodev? Here's mine.
>>
https://www.youtube.com/watch?v=BjdxragMip4

I saw this, and it made me appreciate how many sounds a game needs to not feel empty.
Even though there is no music, there isn't a second where you can't hear at least some distance bazingas
>>
Scram, dan!
>>
>>161591242
So this is what hell is like...
>>
>>161591289
Fuck off retard.
>>
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>>161591242
>that buh-zINGguh when the pistol animation loads initially
>>
>>161591242
good point, really activated my almonds
>>
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Made it so the humans run away from the dinosaur if he gets too close. Sorry I don't know how to stop it looking like complete shit, there's just too many small characters jittering around
>>
>>161591289
Just keep mewling that name, buddy. :)
>>
>>161592242
Present your game.
>>
>>161592190
>back of the refrigerator when you forget opened yoghurt for several weeks
>>
>>161581608
> writes this down
>>
>>161592190
why are the humans so fucking small? an average sized human is about the size of your door for scale comparison.
>>
so I have a lead on someone to do art, their profile isn't impressive but it's not bad either (except maybe one or two pieces), and I don't think I'm going to get anyone better (although I haven't looked that much)
how do I decide if I want to go with this person? how does that work? how do you politely but safely work out rights and payments?
>>
>>161592912
meant to say portfolio, not profile
>>
>>161592432

Thankfully I'm not swine so I don't know that feel.
>>
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>>161592432
Yeah I like the "pest" effect, it helps you realise that you're the top of the food chain

>>161592859
You're right I should make them bigger
>>
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Do you think the size of the humans in pic related is better than the size in >>161593016
I don't want to waste too much time drawing better humans because I'm an awful artist and I'd rather focus on other parts of the project. I'm definitely going to add some different clothing styles though so they don't all look like a zombie army.
>>
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>>161592601
my slope code was popping my character into infinity floating point realm on certain straight edges, because I didn't check my tangent extremes and also didn't check some other things right. I kept it unfixed but capped in this vid.

misleading dino progress to show I'm still alive and might have something for the jam
>>
>>161579829
I don't know if this dev is still in the thread but I low-key love this game. The art and the music are both lovely and were you to release a full version of the game I'd 100% buy it. Hell, if you put it up somewhere right now I'd buy it just to support.
>>
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Sequence 01.webm
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skeletons. can have variable throw alarms
is it morally okay to be killing skeletons in a game where you play a skeleton?
>>
>>161593973
It is morally dubious to kill spooky skeletons
>>
>>161593973
>skeleton
>kill
>>
Any winter jam coming up?
>>
Why would anyone work on a jam when they could be working on their own project?
>>
>>161593358
>Do you think the size of the humans in pic related is better
yes much
>>
>>161579829
too difficult.
no feedback when getting the right notes
the electric lines are easy to miss

more importantly, why are you a who dev?
>>
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>>
>>161579829
You should post progress more often, otherwise we think you're just here to shill
>>
>>161594254
My jam game became my project
>>
>>161594254
i have no motivation or ideas for my own project. its easier for me to make something with a set deadline
>>
>>161594321
nigga got a conker for a fucking head wtf
>>
>>161594254
sometimes its to take a break from the main project

most cases they dont have their own project, so they just work on jams

me personally? I love my project too much to ever consider working on a jam.
>>
>>161594412
>implying people would try to shill on a dev forum
>>
>>161594254
why would anyone not make game when they could be making game is a better question

but seriously I feel it helps me exorcise side project demons, and I always end up learning some new programming trick or find some useful mechanic to put in my main project.
>>
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Didn't had much time today, so here's what I've done:
- repaired some minor bugs
- bow animation is little better
- started working on sword animation (as you can clearly see, it's still shitty, any protips?)
- main character now won't run in place, if he meets wall.

>>161593358
I like that size the most. Player won't have too focus to find pixels, if he has bad vision (like me).

>>161593973
People are killing each other and it seems ok, so why skeletons shouldn't? They are not worse than us, am I right?

Also, some times ago you gave me some protips about fl studio and how to do retro music with some vst. I have one more question. Do you use come compressors, eq and other shit to better quality of song or are you going mostly raw? I don't know if it will sound "retro" with better quality. Pls help.

[spoiler. P.S. I've seen you have helped anon from kyofu no sekai with OST. Awesome work, anon. I hope to hear more of you![/spoiler]
>>
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>>161579829
>I finished it
YOU CANT JUST WALK IN HERE AND POST A FINISHED GAME

BEGONE WHODEV
>>
>>161588963
Slimes and ghosts are right up my alley. I want to make some monsters for a simple RPG game in UE4 but all my placeholders are inanimate and it feels so dead. Have any good reads on the subject?

My graphical goal is no greater than aPS2-era game like DQ8 so I'm not trying to do anything absurd, I just don't know where to start. A lot of UE4 resources on animation are pretty complex topics.
>>
>>161594254
I feel terrible when working on my own project. At least for jams I have a deadline excuse.
>>
>>161588963
Film yourself performing the motion and try to replicate it.
>>
>>161589621
>>161594756
Meant to reply to you, ended up replying to myself.
>>
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>>161594254
Well I took quite a long break from gamedev so I'm getting back into it by participating in the Dino Jam. I arrived late to the Jam but it seems there isn't going to be many games so I felt compelled to enter.

>>161594549
You'd be surprised. I remember several occasions where people would only submit their game to the recap and were very open about the fact that they did it for the exposure only. One guy even submitted his almost-complete Unity project 3 recaps in a row and would laugh at everyone who asked him what he hoped to achieve by shilling on here.

>>161594603
>I like that size the most.
Great to hear, I made them a bit taller but it's the same sort of thing.
>>
>>161594549
you'd be surprised
by the way most of the time when i read "LOOK AT THESE ATTENTION WHORES WHO POST PROGRESS I WILL ONLY POST MY GAME WHEN IT'S FINISHED I WILL NOT SHOW YOU MY GAME FUCK OFF" i think it's le ebic irony board culture, but from time to time there are reminders that there might be someone out there who actually does think like that and they post games when they're done, just to be called whodevs
>>
>>161594603
Good point.

As for music composition, it depends on what I'm working with. I generally stay away from/use very light settings for compressors unless I'm doing something very rock or metal. Using compressors in places they don't belong can really ruin dynamics which are important for conveying expression. If you're doing straight up chiptunes, compressors are especially a no-no since you're trying to replicate the sound of authentic hardware. I do use EQ, though only to do two things: boost the triangle wave volume by like 12dB since the soundfont I use has the triangle instrument extremely quiet (not audible in a mix), and if that makes the low bass (20 - 50Hz) too loud/painful to listen to, I'll lower that a little bit. Otherwise I try to keep effects away (once again only if pure chiptunes).
>>
>>161594965
I've more or less stopped posting outside the recap because of impersonation
>>
>>161594603
Try making it so the bow never goes down as long as you're holding down whatever button it is to shoot. Then it won't look weird after every arrow.
>>
>>161594603
Oh, and
>P.S. I've seen you have helped anon from kyofu no sekai with OST. Awesome work, anon. I hope to hear more of you!
Thank you!
>>
>>161594412
>shill

yeah this is the best place to advertise your free games
>>
>>161595406
There's a difference between your case, where we see your game improve week on week, and the case where someone shows up with a finished/almost finished game and throws it on the recap or posts in the thread saying they've been here all along
>>
>>161595549
its not the best, but its better than nothing.

only takes 2-3 popular devs from agdg to follow you on tumblr, reblog your shit, then everyone on their tumblr follows you, so on.
>>
It always amuses me when anons who have never made a game get up in arms over whodevs.

Stop being a hall monitor and make a game faggot.
>>
>>161594674
who's gonna stop them?
>>
>>161595308
That's a lot of good protips. Thanks!

>>161595441
At the moment shooting animation starts only when character is not doing any other action and the key is pressed. So basically, if I'm holding the button, character whill shoot only once, that's why it's always looking like that. But making him shooting as long, as player holds button, is neat idea. I will think about this. Thanks!
>>
>>161595549
Where is a better place to get honest feedback from people who appreciate that games aren't always polished?
>>
>>161595745

I need to make a tumblr since this happens so often, don't want to miss out on all that exposure
>>
>>161595745
that doesn't happen as far as i've seen
notecollectors don't reblog shit too often
>>
>>161595839
there isn't, everywhere else people are too nice.
less shitposters though, wonder why.
>>
>>161595801
gonna have to drop a hot steamy word on this
>>
>>161595824
>That's a lot of good protips. Thanks!
No problem. If you ever have any more questions, I'll be happy to help.
>>
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>>161587548
How's this for now? The hands and head are still WIP
>>
>>161593714
Also just fyi, there's a typo in the "great" ending to the game. She says "take take this."
>>161579829
>>
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outline or no?
>>
>>161598227
no, definitely no
>>
>>161598227
You need to spend more time on things which aren't shaders
>>
>>161598342
this
>>
>>161598342
like what?
>>
>>161598706
gameplay
>>
>>161598804
>modelled first enemy
>modelled mc
>built combat mechanic
>built minigames
>built save/autosave system
I think now is a perfect time to reflect on shaders, now I have stuff to actually see what it will look like under various conditions
>>
>>161598839
post webm
>>
anyone know if there is a node in unreal to move a component in local space?

I need something like the move component to node but in local, not world
>>
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>>161598974
the mechanics ones were before my models were done (functione before form and all that)
>>
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last night I've started working on this project.
Just added the touch controls and now need to work with the collisions.
>>
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>>161598974
>>161599520
>>
New thread:

>>161599896
>>
>>161591242
>someone took the time to mod all that stuff
Jesus fucking Christ my sides. But what you point is really interesting.
>>
>>161599757
Can you explain this games current goal and your games end goal
>>
>>161600146
to try and make a colourful, whimsical, uplifting game that I can tolerate playing for longer than an hour
>>
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>>
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Fuck 3D is hard. Can any blender bro give me some tips on how to make this better?
Thread posts: 760
Thread images: 168


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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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