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/agdg/ - Amateur Game Development General

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Thread replies: 774
Thread images: 130

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Dino Jam: Maybe in a few couple million years we can run our cars with its remnants?


>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
>>
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Describe your game using only other games
>>
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>>161600147
A game like no other.
>>
let's talk networking
>>
Getting called out
https://youtu.be/a83Qk3j-1e4?t=728
>>
>>161600147
it's like skyrim plus WoW, but with dark souls combat. pm me if you're a programmer, artists, sound guy, or level designer
>>
>>161600473
I hate people and wished building a career wasn't 95% this.
>>
>>161600436
> has no game
>>
>>161600147
It's like legend of zelda windwaker meets thomas was alone
>>
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>>161600147
Harvest Moon meets elements from Ar Tonelico meets WW visuals meets small scale meat industry

It's a game for me and nobody else!
>>
>>161600509
>4chan
>the worst place on the internet
Not in a long time, if ever.
>no rules
Yeah right..

The way he talks about lurking makes me think of lizard aliens infiltrating human society.
>>
>>161600147
dark souls plus super mario 64

with a furry protag
codename "super bark souls 64"
>>
>>161600590
Correct.
>>
>>161600838
you had me until the spoiler m8
>>
>>161600147
its like metroid and castlevania
>>
>>161600147
Kirby Kong Country
>>
>>161600509
>nervously laughing while telling the redditors there that he doesn't spend too much time there
Strong cuck. Trying to be politically correct about it when I'm sure 80% of that audience are 4channers.
>>
>>161600147
nes castlevania
>>
>>161600147
watch dogs 2 + overwatch
>>
>>161600147
It's like your game except it actually exists.
>>
>>161600473
>>161600556
this
>>
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Humans now die and leave a blood splatter when you walk on them.
>>
>>161600147
SCP with HM graphics.
>>
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>>161600907
I'm slightly ashamed of myself, don't worry

see you demo day 12
>>
>>161600147
it's like Final Fantsy 3 (US) and Final Fantsy 6 (JAP)
>>
>>161601547
HM?
>>
>>161601484
is the blood splatter supposed to be a footprint? if so they're currently all facing the same direction. if not, maybe have a couple variation splatter sprites to break repetition.
>>
>>161601484
>Humans now get raptured and leave their orange sweater behind when you walk on them.
fify
>>
>>161601636
>it's not even small and charming
Anon stop, you can still save your game
>>
>>161601657
Hotline Miami
>>
>>161601636
see you in the constant position in first row of demoday 12 listings despite posting the game within the last hour
>>
>>161601657
Harvest Moon
>>
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>>161601636
>>
>>161601657
Honster Munter
>>
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>>161600147
It's like Armored Core except worse in every possible way.
I also have nothing done for it yet, been trying to learn 3D modeling
>>
>>161601676
>>161601678
Yeah I need to sort my shit out, needs to be more red, more footprinty and make it come up in the other direction if the player hits them from the other way.
>>
>>161601657
Hatred: Middleschool
>>
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>>161601769
its too late for me, I'm a broken individual

>>161601827
I could always leave the character out of the thumbnail, and the game itself isn't going to be lewd or anything
>>
>>161602005
The thumbnail of that picture made me think there was a cute girl mecha sitting on the big one's shoulder. Disappointed to find out it wasn't true. Is your game going to have cute girl mecha?
>>
>>161602327
i didn't say that's a bad thing though
>>
>>161602327
>its not lewd
>generic furry fuck face
If you're not gonna try to make a decent looking video game just go for the money, dude.
>>
>>161602430
No.
Now fuck off weeb.
>>
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>>161602430
I will probably add mecha parts that are feminine. Like pic related.
>>
Fuck 3D is hard. Can any blender bro give me some tips on how to make this better? Its supposed be a train bench in spirited away.
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>>161600147
Its sokoban and captain toad had a baby.
>>
>>161602675
Looks good to me
>>
>>161601676
What language?
>>
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>>161602675
>>
>>161602652
Beautiful.
>>
>>161602830
Don't use Ortho mode. Switch to perspective with Num5
>>
>>161602327

I still feel bad about that. Almost every single other game deserved more attention.
>>
>>161602675

I like the minimal aesthetic you have going there
>>
>>161602830
That looks like a train chair to me, those seats are pretty minimalist, so it fits well.
>>
>>161602768
oops meant for
>>161602067
>>
How do I into really low-poly (clothed) humans? Anything I make falls appart when i start rigging and animating.
>>
>>161602991
I really don't think the placement matters that much, and its not your fault, though I think itch.io should shuffle them on every load. But yes, sadly the preview image can determine a majority of the clicks a game gets. I think they should be designed to be as flashy as possible and get people to click, then the screenshots should be of the actual gameplay. I wouldn't call this deceptive especially when hovering over the tiles gives you the screenshots.
>>
>>161603635
latex suits/drawn on/modeled in clothing, depends on if you want the clothing removable or changeable.

or you just keep the clothing very close to the body and weight it exactly the same as the underlying body vertices.

you can also make a separate bone for the parts of the clothes that move/clip the most and adjust them as needed
>>
>>161603565
Java using LibGDX
>>
bye agdg
>>
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>>161604785
>>
>>161604785
where are you going?
>>
I tried asking this in /vn/ but since it's a game mechanic design question might as well give it a shot here too.

For the purpose of delivering a story, are there any games that give "scenes" our of a random pool of scenes, with restrictions based upon variables? For example, the pool of scenes wouldn't include those requiring CHAR1 to be alive if CHAR1DEAD = 1, so these won't show up at all. Certain conditions could instead alter the weighting of the scene's selection from the pool. Additionally, scenes that have already been displayed do not re-occur.

A sort of extremely non-linear way to deliver a plot. Even more so than the widest branching structures, because the chronology of everything can be radically altered with each play-though. While a VN is the obvious use of this structure it could be used anywhere where the game is split into different story sections.

I'm researching this in the hopes that it provides some information that I could use in my own game design.
>>
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>>161600838
>super bark souls

fucking top kek
>>
I can't name my female character

What's a cute name I can use
>>
>40 minute post gap
I want to see your 40 minutes of progress right now.
>>
>>161608057
Watching the game awards
>>
>>161608057
In the process of fixing what I thought to be a fixed system.

>>161608093
The fuck are you talking about?
>>
>>161607854
Heres a list

https://youtu.be/04uN57jOg-Q?t=43
>>
>>161600628
>Ar Tonelico
Ma nigga. Love me some Ar Tonelico. Doesn't get enough love I feel.
>>
>>161605235
This is easy to accomplish with basic programming knowledge. Do you have any programming experience?
>>
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What should be my top priority for replacement to make my computer able to run Unreal Engine 4 better? It works ok now on top settings, but it's a little slow when like compiling shaders and stuff. Should it be Processor -> Graphics Card -> RAM?
>>
MonoBehaviours not having constructors is really just fucking retarded.
>>
>>161608093
begin watching game awards.

robotic humanoid safety razor fistbump a Ryan Seacrestesque showhost

end watching game awards, thank you i have seen enough
>>
>>161608642
yup, that pentium is a bit on the weak side
>>
>>161608093
As if the Oscars and other shit like that weren't unnecessary enough.
>>
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Is this progress? Is this in any way stimulating?
>>
>>161609009
>butt implants
>>
>>161602680
Can't remember if you said you had boss battles or something similar. Looking good though!
>>
>>161609009
>Is this in any way stimulating?
This is agdg, where some are so sex starved that simply saying "nude woman squatting" is enough to promote turgidity.
>>
>>161608507
I already know it's well within my programming capabilities for implementing an IF or VN style game using a random scene pool. I am even considering making a game engine to utilise a simple .txt file syntax, since AFAIK all existing engines of this nature are designed primarily for strict branching structures.

I just want to know if anything else is doing it so I can look at.
1. How many scenes they use
2. How large the random scene pool gets at any given time
3. How complex the conditions get for pulling scenes into and out of the pool.
4. Whether they use something like a time progression to cycle scenes into and out of the pool. For instance, the game plays a daytime scene followed by a nighttime scene via alternating between TIME=0 and TIME=1
5. And, of course, to play it and see how well it works.
>>
>>161609009
why is she doing that
>>
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Space traffic!

Combat tomorrow. Exciting stuff.
>>
I've kind of got stuck with my game.

I had some ideas, and I've done them. But I do not have a game, just a framework for a game and a collection of cool things.

I don't really know where to go from here.
>>
I'm about to buy playmaker. Somebody stop me.
>>
>>161610553
>playmaker
what?
>>
>>161610321
If you've got the mechanics down, start adding content, levels, or whatever else.
What sort of game is it? What sort of stuff do you have done?
>>
>>161609009
I mean, It looks pretty well made, if that's what you're asking. Not sure about 'Stimulating'
>>
>>161609171
Im working on all the games levels first and then doing all the boss battles last.

Considering them still really. Its tough to think about how a puzzle games boss should be but il get to that challenge when im done with all the main levels.
>>
>>161610819
It's all set up for an android 2d platformer, it just needs art and level design. But I cannot do art, so instead there's a neat lighting system and particle simulation.

I don't really know what I'm going to do with it, but it looks a lot nicer than any art I could create myself

If I designed a level, and made a webm of my game, would anons give me constructive advice, or just the shitposting i normally see on agdg?
>>
>>161609740
I'm a big slut for space. Tell me more.
>>
>>161611196
what engine
>>
>>161612112
I'm using LibGDX, and Box2D
>>
>>161610553
Real programming is a useful, life-applicable skill that you should take the time to learn.
>>
>>161612360
how experienced are you with it. would you recommend it
>>
>>161612954
I've spent a few months using it, and I really like it.
It's been compatible and has had libraries for everything I've needed, so I would recommend it.
>>
>>161613323
yeah i'm using it too. it's good
>>
Pretty good for day 1 I say.
>>
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>>161613603
Forgot the gif.
>>
So, I'm about to start on a phone project using Unity. I know how to use Unity. What I'm mostly looking for is some guide to show someone a few tips to how to approaching organization, and creation for a platform like ios.
>>
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So I finally was able to save in Unreal 4. I honestly can't remember what finally got it to work at this point but whatever.

I've run into a new problem, though. I can't seem to be able to save user-placed actors in the game, only the ones that were placed by me in the editor

I thought I could save the actors in another array located in the save actor, get their classes, and spawn them every time the game is loaded since their location data is also saved. But it seems as though even though I save the actors in another array in the exact same way I saved the data that was successfully kept and applied, the array just ends up with a big fat null in each index where there should be an actor. I can't just use spawnActor and manually set the class because there are a bunch of different subclasses that get similar data saved to the same array.

I can't really find a tutorial on this. The only video I found that had multiple identical actors saving different data had those actors placed in the editor and never had to deal with player spawned objects

Any ideas would be appreciated.
>>
Hey all you really good modellers. How well does 'paper' art translate to 3d?
>>
>>161613948
>[aircraft noises]
>>
>>161614120
check out the latest paper mario
it looks pretty good imho
>>
>>161614120
The foundations are all the same, of course. And instead of having to visualize forms and do your own lighting, well, you work directly with forms and the lighting is rendered for you.
>>
>>161614265
>color splash
>sticker star
>super paper mario
Why can't it just be Paper Mario? That formula obviously worked with PM and PM:TTYD
>>
>>161614265
Was asking how well 2d skills translate to 3d
>>
>>161611829
It's a 4X/RTS with a dynamic map where the planets and moons actually move / orbit, so you can setup little ambushes by say camping on the farside of a moon and then launching your attacks when the planets align.
>>
>>161614562
I guess for making textures, and proportions, but generally it is different
>>
>>161614405
Nintendo literally said this:

>"You want a Mario RPG? Buy the Mario and Luigi series."

This must be what being triggered is like
>>
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How would you feel about playing a sidescroller level from right to left?
>>
>tfw making first game
>literally is just a microwave and things to put in the microwave
>wrote out stupid story about the guy's slow descent into depression and mania
>not sure if I can convey this by microwaving cans of beans until they explode
>>
>>161614810
Sickened, because that is not how I read with my filthy gaijin eyes.
>>
>>161614810
Feels pretty awkward.
>>
>>161614847
Anon this sounds like the stupidest great game ever. Please post progress.
>>
>>161614810
https://www.youtube.com/watch?v=PEZWYXPvmS8
>>
>>161600147
it's like classic Castlevania meets a sledgehammer to the thigh
>>
>>161614847
microwave lasagna
>>
>>161615010
Sounds like any other zany youtube-bait game.
>>
>>161600147
It's Megaman Zero with Ace Attorney profile-building
>>
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>>161614810
meh
>>
>>161600509
why is that hair style so common? it's so fucking stupid
>>
>>161615115
I just want to see beans in a microwave, dont ruin my fun
>>
>>161615010
I'm currently just started. I'm modeling the microwave.

>>161615060
I made a lift of things one could find in the kitchen to start out.


Basically the concept is each day you receive one of the following:
>a message on your answering machine
>a note
>some weird thing talking to you
>etc.

These various things mean you need to solve a problem in your kitchen. The first example is day one you girlfriend leaves a message asking if you're ok. That day requires you to figure out to take out the picture from the frame on the wall of you and your girlfriend and put it in the microwave to burn it.

Slowly things get weirder, like outside the window are landscapes. Little gremlins inside of cabinets, and weirder problems to solve for the things.

Honestly I couldn't think of a game idea. I don't know.
>>
>>161615328
sounds pretty awesome, I retract:
>>161615115
>>
game awards show is over
What absolute trash, not even memeing.
Time to dev again
>>
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>>161615228
It's the latest indie trend. You must follow the trends if you want to be a real indie dev.
>>
>>161615546
>freeman
>>
>>161615328
>Honestly I couldn't think of a game idea. I don't know.
>couldn't think of idea
>comes up with best idea I've seen on /agdg/ in actual years
>better than my ideas
>>
>>161615546
Is top left the only one identifying as a gender different from the other three?
>>
>>161615530
Why would you even watch that? You can take 10 seconds to just read all the winners after the show is done.
>>
>>161615328
If you don't pull shitty graphics on this, you got a solid thing going on there.
>>
>>161615692
>box color denotes gender
fucking shitlord, don't assume that box's gender
>>
>>161600147
Transcendence of a Dead Solar Empire
>>
>>161615891
Oh it's gonna be shitty. I can only do Low Poly.
>>
>>161615967
I think you might have legal issues with that one I'm afraid.
>>
>>161615775
There was a big ad for it on Steam, so I thought it was something being done by valve
>>
>>161615328
That sounds really solid anon.
>>
>>161616160
fresh off the boat from /v/eddit eh?
>>
>>161616160
I didn't see any ad for it on Steam. Valve is running their own game award thing though, but that is something later this month, not the one today.
>>
>>161616024
Low poly =/= shit. Just depends on how you make it, desu.
>>
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>>161616036
I'm not going to be sued by George Moromisato, Star Dock and Q Switched Productions because I haven't even made a game
>>
>>161616330
how about flat shaded meme poly?
>>
>>161615546
>jews, jews, and trannies
>>
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Got carnivores aka walking shitbrick working. They attack herbivores until those are dead and spawn a carcass, then eat from the carcass. Both types now lay eggs when satiated, which hatch into another one of them without anything special.


At this point I consider the tech demo complete. There's no sound, animation, or even harm avoidance behaviour, but the GOAP framework is functioning as it should, is well expandable, and doesn't produce leaks if handled correctly. I will therefore cease development on this example project and start something else.
>>
>>161609740
That looks really cool anon. What are you planning on making with a game of that scale?
>>
When creating a "beam" super weapon in GM:S (standard shmup laser stuff) how am I supposed to go about extending it across the entire screen? Is it common to just draw one that is longer than the screen or do people usually stretch a shorter one to make it fit?
>>
>>161616595
Sorry, didn't see >>161614698
Either way, I look forward to seeing more of this.
>>
>>161616545
rip herbivores
Are you gonna release the source?
>>
Does anyone have some good suggestions for blender tutorials?
>>
>>161617045
I was planning on it, though I don't want to use the asset library, because that would imply proper versioning and maintenance. I'm still undecided on whether I create a blog for my gamedev and put it there or just post it to the forum. Or maybe both. I have little experience with actually "releasing" stuff. Gotta read up on licenses, too, so I don't put something on there I don't actually want (like "must release anything containing this code as free" or "non-commercial only".
>>
>>161615115
It doesn't though. That was an original idea.

Calm your salt and make a game.
>>
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>tfw your AI is too unpredictable to get good footage, but is still funny
>>
>>161617494
Yes it does. Calm your salt and make a game.
>>
>>161617403
jonathan williamson is a fine lad to learn from
>>
>>161614080
Bumping this before I sleep on it
>>
>>161617614
Name a "zany youtube-bait" game that it's similar to.
>mfw you have nothing
>mfw you are bringing this on yourself because you're a salty nodev
>>
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https://www.youtube.com/watch?v=bCaw_26Z2BU
>>
>>161600147
Kirby meets Mighty Number 9
>>
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stay up an extra hour tonight bitch. if you don't get it done now you won't get it done tomorrow
>>
Freespace 2 but bad, boring, and with no character.
>>
>>161617718
it's the same tier of humor as any other wacky hikinks game
>lmao da beans asploded
>lmao da qwopman felled over
>lmao i dwopped the patients heart
>lmao da goat has ragdoll physics

>mfw you have no game
>>
>>161617798
Why should I listen to an actual cannibal?
>>
World of tanks, but the building from Robocraft and Ksp.
>>
>>161617798
>if you don't get it done now you won't get it done tomorrow
W-why? Are we all going to die?
>>
>>161617907
>it's the same tier of humor as any other wacky hikinks game
Yeah you already said that. Stay salty nodev.
>>
>>161617963
Because if you do it tomorrow you reach tomorrow and suddenly tomorrow isn't today it's tomorrow again
>>
>>161615328
>The first example is day one you girlfriend leaves a message asking if you're ok. That day requires you to figure out to take out the picture from the frame on the wall of you and your girlfriend and put it in the microwave to burn it.
I dunno, this does sound kind of "random xd" to me. What exactly are you solving?
>>
>>161618081
nice game faggot
>>
>>161617907
>get message from girlfriend asking if you're ok
>going slowly insane
>have to burn the photo of you two together to progress

Sure is wacky!
>>
>>161615115
>>161617614
>>161617907
>>161618182
Where is your game kiddo?
>>
>>161618242
Where's your game kiddo?
>>
>>161617907
It has the danger of coming across as pretentious if he does it wrong, but wacky meme-bait it is not
>>
>someone has a good idea for a game
>nodev ideaguy gets increasingly rowdy and jealous
Oh boy we're getting extra triggered over this one aren't we.
>>
>>161618413
game where
>>
>>161618242
>>161618303
Where's your game kiddso?
>>
>>161618242
>>161618303
>>161618518
Where be your game, laddie?
>>
Tell me the whereabouts of your entertainment software, wee man!
>>
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>>161618558
I'm trying to work out saving actors created by the player but it's not going well.
>>
>>161617907
>qwop
>surgeon simulator
>goat simulator
Those are just the 3 top known ragdoll games you basic bitch. Literally had nothing to do with that anon's idea. Stop posting.
>>
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Can you Animate better than AAA studio /agdg/?
>>
>>161618707
>beans xd
>>
>>161618767
Oh fuck

Please PLEASE tell me that's Andromeda
>>
>>161618850
It is anon!
>>
>>161618876
I WANT IT TO BE THE WORST THING SINCE UGLY AUTISTIC ASARI, ANON
>>
>>161618812
Yes that anon's game included the idea of putting beans in a microwave. What did that have to do with the question about OTHER games in the "wacky youtube" genre?

Stop posting.
>>
>>161618967
>in the microwave xdddd
>>
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>yfw maximo is free
>>
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im making a boring 3d side scroller
>>
why doesnt your game have beans in the microwave?
>>
>>161619069
Pardon?
>>
>>161619141
Cause there's no electricity in my game
>>
>>161619141
It's clearly too whacky
>>
>>161619141
Haven't coded the accurate electricity model yet. Also, plantlife hasn't evolved to bean-like plants yet. Gotta wait for that neural network.
>>
>>161619161
fug meant to say mixamo
>>
>>161619190
gotta throw a pigskin full of beansauce into the fire as a symbolic destruction of your relationship with your cavewife
>>
>>161619309
I can launch pork into the sun with crystals, is that good enough?
>>
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REMEMBER THE BASICS OF CQC
>>
>>161619258
Darn. I like Maximo. The only game I know of that uses dutch angles.
>>
>>161619141
beans in the microwave and an unusual storyline?
what am i making a goat simulator clone?
:^)
>>
>>161619372
It'll have to do. Needs more symbolism, though.
>>
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>>161619409
Wait a minute, that face...
>>
>>161619460
It's pretty much the exact same thing! So ZANY
>>
>>161619570
Burn [a picture of] your girlfriend, anon!
>>
>>161619689
That's SO QWOP xD
>>
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Sorry for the late replies. Didn't have any time for gamedev stuff tonight and was busy all day, so have this webm from when I was testing both particles and a floating origin's effect on them. It doesn't seem to mess them up, even though I recall it used to do so, and is one of the reasons I didn't use it last time.

>>161570318
>How many objects is there in your space environment ?
I'm spawning 2000 of those cubes. Somewhere around 10k seems to be the critical mass where the game goes to shit. I might test to see what happens if you disable the Rigidbodies of stuff that's far away to see if that makes it playable. I probably wouldn't have that many physics objects simultaneously either way, but it's good to know the limits.

>>161539645
>btw, anon, what is your control scheme for keyboards?
For now, it controls very crudely. W/D for pitch, A/D for roll, Q/E for yaw, R/T for throttle. If (when?) I do AI, I want to try and do a War Thunder-esque mouse-flight control scheme because that whole control scheme is killer for flight games. If not, I guess I could always revert to doing an old fashioned Freelancer style virtual joystick. Keyboard controls are kinda low priority though now that I've got the controller stuff hooked up.

Unity input is garbage though, and it's probably my least favorite part of the engine. Creating bindable and customizable controls require you to write a lot of your own code and I really hate that.
>>
Dear christ what is wrong with you people.
>>
>>161618767
BIOWARE YOU FUCKING HACKS
YOU FUCKING BLEW IT AGAIN
not that I doubted they would, but I hoped they wouldn't
how foolish
>>
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>>161616298
This one
And the individual "nominate for" buttons that were integrated into the client itself
>>
>>161619827
>Welcome to 4chan, the worst place on the internet!
ROFLMAO MAH WEWLADDIE FRIEND!
>>
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>>161619827
Too many clones and not enough time
>>
>>161619917
>>161620070
I thought anon's idea sounded fine if kind of pretentious.
>>
>>161618767
>her fucking shoulder
Damn and I thought my rigs were shit.
>>
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>start new game
>most of the work so far is tedious data encapsulation, naming things, making class interfaces, filling in fields and properties, creating instance methods etc.

software design is so boring

Anyone have a primer on saving and loading data from files? Is there like a standard format for writing and parsing files? My university CS program for some reason dodges teaching practical software engineering skills until you finish the highest tier of prereqs
>>
>>161617561
I like your game
>>
>>161620592
generally you'd prefer saving data in custom binary format. Google that, it should get you going.
>>
>>161620259
Nevermind me I'm actually mocking the idea that it's a clone or similar to other "zany" "youtube bait" games.

>cooking crazy things in the microwave? what is this SHOPPING CART SIMULATOR? xD
>>
>>161620867
>aggressively shitposting to counter shitposting
wow smart
>>
I don't like your game idea. I'd appreciate it if you would stop working on it. Thanks!
>>
>>161620987
was meant for
>>161619764
>>
>>161620949
Actually I'm ironically shitposting to counter a genuine and objectively wrong opinion. That's what mocking is.
>>
>>161609740
were you the same anon who wanted to know how to move an object in constant time while the destination is also moving?
>>
>>161621112
>and objectively wrong opinion
wow smart
>>
>>161619764
>Unity input
Rewired is worth the price.
>>
>>161621197
>he thinks im smart
Objectively correct opinion
>>
>>161619409
whoa, anon, for a moment I thought that a spooky ghost was moving my mouse there
>>
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>>161600147
It's like Eye of the Beholder (or Legend of Grimrock if you're 2young) crossed with LISA

Pic unrelated.
>>
>>161619764
>keyboard controls are low priority
aww, man, I only have a keyboard
anyways keep up the good work, its about time someone attempted to step out of the Starshatter shadow
>>
>>161614265
>all that blood
brütal
>>
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>>161619827
>>161620070
Tell me how do I avenge myself senpais.
>>
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>>161600147
gameplay is like King of the Dragon Pass.

setting is like James Cameron Avatar: The Game, with the difference being that humans are entirely on their own with absolutely no backup arriving any time soon
>>
>>161622127
whät did yõ süy äbõüt me
>>
>>161617798
I SEE IT
>>
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>>161600147
2D phaze fighting from Pokken with Skullgirls characters and sex scenes like Erotas.
>>
>>161617450
I would actually appreciate it, just make sure that you keep your code general, good GOAP with a base action class that relies on NOTHING from you game.

The specific action classes yeah, but no the base class. Too many people miss this
>>
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What kinds of magics am I missing? I'm not doing summons.
>>
>writing a shota porn game
>tfw SWAT comes to ask you questions about it and seizes your laptop
Which one of you did this?
>>
>>161623782
Transfiguration? Turning something that exists into something else, or you could call it alteration.

You already have turning mana into something else with power

Turning lead to gold, an iron shield to Adamantium, turning earth to lava, etc.

Also I would consider re adjusting your schools, it's probably just me but "debilitation" and translocation seem odd. How would the same system that moves something teleport something?

How would the same system that slows something create organic poison?
>>
>>161624080
Well it was less about the physics of magic and more about what the effects of the spell are.
>>
>>161623798
This happened to my dad once. Me mom and Sister were Christmas shopping and we come home to see swat team outside door talking with dad. Mom and Sister thought it was about drugs (which my dad has never done) I knew better. Mom just typically started whining and annoying the SWAT, Me and Sister snuck into the house to play games. After everything cleared up I Overheard a conversation with my mom and dad, Dad was drawing Shota and posting it online on normie sites like fb to troll people.
>>
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>>161623576
Pic related is the "goap" folder in res://
At the top of each class is code marked to be copied to specific actions, goals, and agents, because I built this with the intention of using it in other projects. The only dependency this system has is a datastructure script (containing the priority queue) that comes with the example project and which will be included in the bare goap download.

I'm assuming 30-40% of lines to be comments in the base classes which explain the system step-by-step. Of course as the coder I have a hard time not understanding what I meant when writing a comment, so I'm expecting there to be questions.
>>
>>161624226
Cool I'm looking forward to you posting it
>>
>>161624189
What part of the bible says that?
>>
>>161624189
Ah ok.

You could have animation? I know you said no summons, but for example animating a golem, a snake made earth, or a sword that duels by itsefl
>>
>>161623782
Primalism - player character is taken over by AI for the duration and during that duration, AI will go berserk on anyone he sees by doing random magics(of any strength) for zero cost. After duration ends, player regains control and everything returns to normal.

You know, that same magic that was in the Kingkiller Chronicles. Or if you don't know that book, it is like the "frenzy" state in Vampires The Masquerade
>>
>>161624459
I know just the thing
https://www.shortoftheweek.com/2016/06/06/manoman/
>>
>>161600147
Like Legend of Zelda without the action and story.
>>
>>161605235

I'm not aware of any major games structured like this, but people are researching and trying out such a structure for years now. Here's a relatively recent overview:

https://emshort.blog/2016/04/12/beyond-branching-quality-based-and-salience-based-narrative-structures/
>>
I'm thinking about ways to prevent people from cheat engine-ing their local client to prevent cheating in peer to peer multiplayer
>http://pastebin.com/ncJ15xur
I saw a pretty robust package for Unity that does it, and I'm wondering if I can recreate some of the main parts of it related to specific types
I'll probably just end up buying it though
>>
Anyone got link to the previous thread?
>>
>>161625581
My computer is slowing down just from me reading this pastebin code.
>>
>>161625581
I've actually played a game with that extension, I guarantee you it's impossible to stop cheat engine in peer to peer multiplayer.

I've never had a single game ever manage to stop me. Dominions 4 (even with the disable cheats option), Civ, Europa, anything has always just been < 10 mins to figure out.

Basically saying it's not worth your time, they can do it unless you either use a server (and even then it's still possible)
>>
>>161625665
You wouldn't use something like that in a lot of places, or anywhere you need frequent updates to hundreds of times per millisecond.
>>
>>161623782
there are also way of casting. here are what I can come up with a short notice

>channeling
creating a link between the caster and target and maintaining that, which lets the caster do stuff to the target like just speaking from long distance. Or caster would make a link between two logs and then hiding away with one log and hiding another in someones house. Then setting the owned log on fire to cause the other to be lit up aswell

>manaing
using internal magic power(mana) to do a spell

>saying
using a string of words to invoke a spell (doesn't require mana). One can cast such a spell as long as one knows the words.

>ritual
using a ritual to invoke a spell (doesn't require mana). basically "saying" could go under this aswell. one has to perform a specific ritual to cast a spell.
>>
>>161625790
What game did you play,
And what extension was it?

genuinely curious since the game I'm making in peer to peer cooperative, so while cheating isn't the worst thing, it is still kinda annoying.
I'd like to prevent basic scriptkiddies if I can, and let obscurity/lack of popularity of the game handle the rest
>>
>>161625629
>>161523650
>>
Reminder that any countermeasure you take against pirates/hackers will harm the ordinary player and will be beaten anyways unless it's keeping the sensitive data outside the hands of any client.
>>
>>161625929
It was on greenlight, I'll try to find it and let you know, but it was a multiplayer top down shooter.

Dominions 4 is a game that puts ALOT of work into stopping cheating. It has verifying like you have as well as having random numbers generated that act as multipliers for your real gold.

For example, a RNG number is generated that is, less say, 57.3, so if you have 5730 gold your hidden number (actual amount of gold you have) is 100

It's and it does this THREE TIMES. Meaning to get the 57.3 you have to find even more values.

Its honestly just not worth it. IF someone doesn't like playing with a hacker, especially if they're cooperative, they can just leave.

The thing is for ever 2 hours designing a system to stop cheating, cheaters spend 30 seconds breaking it.
>>
>>161626089
pirating and hacking are two completely different things,
and my goal is to prevent low barrier of entry hacking into a peer to peer game

It's one of the things that ruined Vermintide for me was when my group of buddies decided to farm gear by flying and speedhacking. Obviously it was our own faults, but it was still so easy to do.
I wanna prevent people from hurting themselves.
that said, Vermintide kinda sucked anyway. Combat was very dull
>>
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>Play completely through Mass Effect 1 for the first time.
>Pick "Sentinel" Class, Specialize into being a "Medic" for my master class.
>Very fun playstyle that is completely different than what my friends experience playing the game was
>He was a soldier and run and gunned everything, has supporting allies.
>I had combat focused allies, I'd direct them directly into the enemy while I stayed back and used healing / stand united to repeatedly resurrect them during combat. I'd essentually outlast everything and play a commander type role.
>Start Mass Effect 2
>Sentinel is COMPLETELY DIFFERENT
>I have power armor or some shit as my special ability.
>Absolutely no healing or squad support/defense abilities.
>Everything has been replaced with damage abilities and my power armor.
>Skill trees massively gutted.

I'm playing through my backlog while taking notes. What I gathered from this is fuck "elegant", "streamlined", and "simple" design. Fucking retards making shit games where players can't fucking enjoy themselves because the devs have some retarded autistic need to make every class the same in a fucking single player RPG. Literally why? Why straight up remove content from a game? Its fucking stupid.
>>
>>161626295
I know, but the same principle applies. Either you go all the way by having an authoritative server (for anti-piracy that means streaming) or you don't bother.
>>
>>161626278
>Its honestly just not worth it. IF someone doesn't like playing with a hacker, especially if they're cooperative, they can just leave.
>The thing is for ever 2 hours designing a system to stop cheating, cheaters spend 30 seconds breaking it.
I just don't agree with this. The assumption about time is a big one, and a properly designed system should work with code that same way normal variables do.

Even that gold example while a bit funky can be replicated pretty easily and worked with like a normal integer of 100.

And for cooperative, you ruin it for other people.
That said, the goal is script kiddies. The lowest barrier of entry. By blocking that, 99% of people will give up on it.
>>
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Working on a new enemy, thanks to those based Saint11 tutorials
>>
>>161625931
Thanks!
>>
>>161626551
That fire looks pretty nice, but the glass around it is just dull.
>>
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>>161625581
can't you do it so that computers don't process the player's own stuff at all. every other peer processes player's stuff. And player's computer can ONLY process other people states. And after processing - peers compare results and if they agree, the result is returned to player.

In that system, player can only send to others information about what buttons he pressed.

like for example a shooter game. player computer only sends to others which buttons are being pressed. peers take that information and figure out the next state of the player and then compare the result with each other. if every peer agrees, the result is sent to the player computer.

It seems to me that in this system one can only cheat by processing other peer information so that it is useful for you, since you have no say in your own character processing. And if someone is using a cheat engine, then their results are gonna be different from the rest and thus you will know that someone is cheating.

For any cheat engine to work, everyone needs to have the same cheat engine running and at that point they have practically just changed the rules and everyone is still on equal footing.

Although all this could be just a bunch of bullshit, since I only know how to program 2D menus in pygame.
>>
>>161626513
The thing is if professionals can't do it, you can't. You can say that theoretically properly designed blah blah blah, but in practice it's worthless and a simple google search is going to breka all your effort

And what do you mean script kiddies? Generally that refers to people using auto-input scripts, like recoil reduction by putting in artificial mouse inputs.
>>
How can one do things like these?

>>161567583
>>161596812

Any specific tutorial worth following?
>>
>>161626649
Yeah, I mainly just put this together to try out the fire, I'll have to do some major practice with glass lighting. But I wanted to get feedback like that before I moved on, so thanks!
>>
>>161626708
You could do something like that, but that sounds honestly extremely complex and would require a complete change of design mindset when it comes to network programming.

The real key points to cheating with Cheat Engine are preventing people from quickly identifying values and modifying them. For instance, store a string as a char[] instead or a SecureString (which is basically a char[] inside it)

The goal isn't complete cheat prevention. You can't have that because you could intercept packets if you wanted to.
The goal is the 99% who want a 'quick fix'. Make it hard for them. If the game got popular, then that quick fix might be broken by people dedicated, but then you're swimming in money and who cares?
>>
>>161626817
its just 3d modelling, download Blender and search youtube for some tutorials

that exact style would be considered "low poly" and maybe "weeb as fuck"
>>
>>161626758
>And what do you mean script kiddies? Generally that refers to people using auto-input scripts, like recoil reduction by putting in artificial mouse inputs.
I don't know why you're trying to spin words or definitions, this isn't some political debate.
With cheat engine you can create files that will automatically detect values for you and let you edit them in a neat way
I used one for Vermintide that would identify you speed/health/ammo/tomes collected/dice collected/etc
>>
>>161626862
when searching strings cheat engine does a lot of things already like converting char[] to strings

Plus theres a handy feature of checking modifiable factors. If you have a value of 100 you can see what addresses are modifying it. Dude you should really give it up
>>
>>161626862
>For instance, store a string as a char[] instead
And what do you think a string normally is?
>>
>>161626473
Why. what if you don't really have a problem with pirates?

I used to pirate stuff a lot. As soon as I got some sort of income I bought games from then on and bought games I had previously pirated as well.

>Mount and Blade
>Dragon Age
>Skyrim
>Bioshock Trilogy
>Shadowrun
>Civilization IV and V
>Sins of a Solar Empire
>Skyrim, Bethesda, Morrowind etc

I've literally bought every single one and far more other games. Every single person I know that used to pirate when they didn't have money has turned out the same. Piracy isn't a problem in the gaming industry, I don't care what companies like EA or indie devs making shit games say.

If pirates steal your game and don't buy it its because your game or your company is shit and you don't deserve money. There are plenty of companies literally supported by their fans, enjoying massive success, because the company actually cares and isn't shitting all over everything and everyone.

I will admit that some of those were purchased during sales and if I had blindly purchased them on release the company would have made more money. But I have since bought new games on release that I wouldn't have before such as Fallout IV and Borderlands the Pre-Sequel (I regret the latter even though I did play it with four friends). But the people that are risking pirating in order to save money on not buying shit games aren't the same demographic that will just buy shit on day one because they NEED to play a game.
>>
>>161619096
Me too xD
>>
>>161627112
shan't be reading this
>>
How well received would a game in the same tone and genre as the Gabriel Knight series be nowadays? Sins of the Fathers and Beast Within specifically (I never played GK3 Blood of the Sacred, Blood of the Damned).
>>
>>161627312
One of my friends likes games like that
You might need better graphics than they had since they released in 1993, but there is a following for that type of game.
Shift the theme slightly and art style and it could hit a whole different group of people as well.

or as /agdg/ would say, given up nodev
>>
>>161627312
my mom would play it, no joke

she loved all the old point and click games, and buys lots of indie ones off steam all the time
>>
>>161627112
you're retarded but there's plenty of /v/ threads for this discussion
>>
>>161627602
why is he retarded? because he is correct?
>>
>>161627718
>Every single person I know that used to pirate when they didn't have money has turned out the same.
>>
>>161627770
and what is wrong about that?
>>
>>161627112
>If pirates steal your game and don't buy it its because your game or your company is shit and you don't deserve money.
Actually, pirates don't steal at all. They infringe copyright. As a developer, piracy shouldn't even be on your radar. Either a pirate is going to pay for the game eventually or would never buy it at all.
>>
>>161627980
>Actually, pirates don't steal at all

By the definition of the law, they are stealing even if you say "only making a copy XD" its still stealing by law, which is all that amtters
>>
>>161628104
> its still stealing by law
what fucking law
>>
>>161628178
American laws and you can find it if you really care
>>
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>>161605235
in my upcoming detective project (got most of the central logic finished, will be returning to it to make a prototype sometime early next year) the ingame scripting of the story is 100% through evidence/player actions (i might expand some evidence/actions into cutscenes in the finished project but it's not needed)
there is some things that will be happening in the "present" as the player is conducting the investigation but the majority of the plot is before the player/detective entered, so i have a story of the crime that took place and instead of writing it in some natural sequential bookish way it gets conveyed through the evidence.
and with the ways i have set up to produce evidence theres an infinite supply of "space" for me to use and the player to explore (before i get bullied again for "infinite evidence" it's infinite like in the ways a space is infinte, mostly empty dotted with meaning if you use scientific thinking to figure out where to look)
>>
>>161628229
I have smarter things to do than to prove your assertments to myself.
>>
>>161628285
The idea that taking things you didn't pay for because it's digital is more of an assertation than the idea that's illegal.

I never understood this underage /v/ meme, but regardless enjoy
>>
>>161627770
I can't say I'm friends with shitters that would pirate just to pirate. Most did because they simply didn't have the money. Games aren't that expensive and once you start bringing in a paycheck its reasonable to just buy stuff especially with platforms like steam.

I can say that people I know, including myself, still pirate anime. That's because there is no reasonable alternative. People will mention crunchyroll but that doesn't solve several issues.

>Shit quality compared to BD rips
>Can't use your own media player
>Don't physically have the files
>Can't select your own sub group
>Don't have the files in a proper format (or have them at all)
>Buying anime is incredibly expensive and it rarely gets published for US audiences.

Most I know do however buy anime merch for shows they like sometimes spending hundreds or more on a single statue (I'm thinking the Huge Guts and Saber). I just buy mugs.

I'd rather not watch anime anymore, even though I love anime, than stream via crunchyroll or buy blurays at the current costs.
>>
>>161628238
Nice stuff googs, I forgot you were doing the detective game.
>>
>>161628357
Definitely denial if an anon doesn't think its stealing. But if you're willing to steal over giving money to business practices you dislike I'd still argue its more capitalistic/pro free market than simply giving in to the shit practices.

People need to make sure companies that are doing shit they don't like lose business rather than just complaining about it.
>>
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>>161628378
its ok, i forget some of the things im doing sometimes
>>
I'm actually curious about how hard /agdg/ can cheat engine
Some time tomorrow I'll post a Unity game using some simple scripts to obscure values like strings, ints, and floats
I'll include all the code that's being used as well for reference
Then people can try their hand at modifying the values with Cheat Engine.

Obvious you could decompile/recompile the dlls, but it'll be interesting to see how well people do. I ran some basic tests and couldn't find the pointers quickly, so we'll see how others do
>>
>>161628849
You gotta offer a prize, like hacking X value/string will give you a picture of a juicy dragon dong or something.

BAM you have a game, if a bit meta
>>
>>161629404
If someone does it using cheat engine and shows proof, I'll admit that I'm retarded and that the shitposters are right and I should give up
>>
>>161627312
I don't know that specific series, but my wife digs these things. Not the famous ones, but the rather obscure and not well know ones. Like she played two about Dracula, one with Frankenstein etc. So if the story is good, and the puzzles are interesting, sure, there's still audience for it, but not as big as in the '90s.

The only point 'n' click game I ever enjoyed is Machinarium, but maybe because it was rather a collection of mini puzzles rather than an adventure game.
>>
>>161609740
I think some small trails would help a lot to visualize movement of those ships. I assume they are ships
just very tiny trails,
>>
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Here we go, I'll post this again later when it's not 4AM

The Unity build itself is here
>https://mega.nz/#!qJpSEASa!2SW4N6zYxoaB_5ULPfRL3EcZeSdmZu5ulP9A94gp3Ew

Implementations for the Protected variables are here
>http://pastebin.com/zBf5FG54
Implementation of how the values are set/updated
>http://pastebin.com/g55q5z5v

Try to change the of the text above.
Every update, the text is updated to the stored value (which is stored in those 'protected' classes). The functions on the "Control" class are fired via Unity's UI buttons.

Post a picture of you changing the int/float values to non-100 multiples or the string to something else along with CheatEngine to show off how if you can figure out a way to break it
>>
Where are the games? I was told there would be games here.
>>
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>>161630648
>implying I'd install some peasant's Unity game just to use ArtMoney on it
>implying just calling a variable "protected" in its name actually protects it
>>
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>>
>>161630651
deleted in a fit of rage
>>
So I've been working on an RTS sort of game in Gamemaker. I'm considering switching over to Unity, would Unity be easier for me to use? I'm still new to dev.
>>
>>161630932
Unity is the only way to make a game.
>>
>>161630961
Is it easy to learn if I already know a bit of GML? Are they similar?
>>
>>161630887
I want to FUCK that cat.
>>
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What's your favorite book, /agdg/?
>>
>>161631214
The Heart of Darkness by Joseph Conrad.
>>
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>>161631214
Jubei No Hon

j/k

It's actually probably A Little Woman by Kafka

it's about the merciless angels that exist solely to complain about you
>>
What do I have to reference if I want to rotate my Character? Capsule? Movement?
>>
>>161631214
SICP my family
>>
>>161631214
The Confession of a White Widowed Male
>>
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>>161631214
im a book pleb though
>>
>>161631214
>>
>>161630753
>implying just calling a variable "protected" in its name actually protects it
then why would they call it protected? checkmate
>>
>>161631423
Thumbs up, good choice, sir.

>>161631214
My favorite book is in my mother tongue, and as far as I know it has not been translated yet. From foreign authors, I would probably pick Vonnegut.
>>
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>>161631214
>>161631912
"Now this little woman is highly dissatisfied with me, she always has some fault to find with me, I am always doing her an injustice, I annoy her at every turn; if it were possible to divide up one's life into the smallest of its parts and judge each part separately, there is no doubt that she would find every smallest part of my own life offensive. I have often wondered why it is that I should offend her so; it may be that everything about me runs counter to her aesthetic feelings, her sense of justice, her habits, her traditions, her hopes - such mutually incompatible natures do exist, but why does this cause her so much pain?"
>>
>>161631214

Just fill it up with every volume of this tbqh
>>161631662
>>
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>>161631662
>not a "Kemono For Essential" book or even a kemoket book

kys you're self
>>
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"Just try to explain to someone what the art of fasting is. No one who does not feel it can be made to grasp what it means. The beautiful placards became dirty and illegible, they were ripped down, no one thought of replacing them; the little board showing the tally of days fasted, which at first had been scrupulously changed each day, had now long stayed unaltered, for after the first few weeks the staff had grown weary of even this little task; and so the hunger artist did indeed go fasting on, as he had once dreamed of doing, but no one counted the days, no one, not even the hunger artist himself, knew how great his achievement was, and his hearty grew heavy. And once in a while some casual passer-by should stop, ridicule the outdated number of the board and talk about fraudulence, that in its way the stupidest lie that ever indifference and inborn malice could invent, for it was not the hunger artist who was cheating, he was working honestly, but the world was cheating him out of his reward."

...

" 'Because,' with the hunger artist, with his lips pursed as if for a kiss, right into the overseer's ear, so that not a syllable may be lost, 'Because I couldn't find the food I liked.' "

"these were his last words, but in his dimming eyes remained the firm but no longer proud persuasion that he was still continuing to fast."

Then they replaced him with a panther or something, and everyone liked it better. I think the moral of the story is that art sucks and isn't worth working towards.
>>
>>161632413
The time you took to read, copy and post that could have been time used to work on your game.
>>
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If there was no friction and you drop these two balls simultaneously, will they reach the ground at the same time?
>>
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>>161632581
No diagonal is faster

Also please feedback on my spooky. Making doom style billboard anims
>>
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>>161632523
>work on your game.

>working on something that will just invite rampant shitposting against it

>>161632581
no the one hitting a slope will be affected by friction against the slope, as well as it having to translate its forces sideways against the ramp
>>
>>161632581

Assuming the only force acting on it is gravity, friction does not exist from the air or slope, and gravity pulls them both straight down:

First ball moves straight down at x m/s^2
Second ball moves diagonally at x m/s^2

First ball travels further towards gravity's pull in the same amount of time.
>>
>>161632664
>If there was no friction
>no the one hitting a slope will be affected by friction
Thats a pretty astounding ability to not comprehend what you read anon.
>>
>>161626817
Look for Sebastian Lague on youtube.
>>
>>161632750
Both vectors have the same magnitude, one is just rotated. Same distance is traveled, but one ball ends at a lower height with the same time traveled.
>>
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Reposting for feedback.
I'm probably going to redo it from scratch though because I don't feel good tracing other people's models
>>
>>161632862
THICC

Seriously though work on your topography.

As for tracing other models, don't be. Everyone does it to some extent, whether it's borrowing parts, buying assets, or copying styles. Just make sure it's an improvement.
>>
>>161632664
>>161632718
Oh no. It's a shitpost. Abandon thread.
>>
>>161632862
>I don't feel good tracing other people's models
I had more progress the time I've decided to properly use references or tracing for modeling.
You can try to act like a big shot and do everything on your own but I wouldn't recommend it.

Also there is no feedback to give here, the topology looks fine for a low poly thing.
>>
>>161600147

Doom +magic sword + ghosts n goblins
>>
So I'm just following a tutorial for Unity right now and I think I prefer C# to GML so far. Though I haven't really done much in either.
>>
>>161633134
>the topology looks fine for a low poly thing.
That's a stretch. Areas near the wrist and joints need a lot more polys.
>>
>>161633186
>unity tutorial
>C#
Even as an Unity user I'd recommend you to follow real C# tutorials over the Unity ones if you really want to have a good grasp of what the language can actually do.
>>
https://www.youtube.com/watch?v=fMzmLSEVjZc

Would anyone care to give me some critique on this trailer? I don't intend to use it on greenlight or anything hence the music that isn't mine, its more of a elevator pitch.
>>
>>161633285
>Areas near the wrist and joints need a lot more polys.
No they don't, we're talking about low-poly here.

Two rings are more than enough for deformation, you just weight them for penetration rather than volume conservation.
>>
>>161633321
I've done a tiny little bit of C# before, I'm mainly doing this tutorial so I can understand it a little better and try to port over what I've done on GMS.
>>
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>THIS was at a GDC
>>
>>161633134
Using references is good, tracing is not.
>>
>>161626817
download rips of low poly models from other games and take notes
>>
>>161633539
to 99% of the wannabe artists on the internet, there is no difference between the two terms
artists on the internet are by and large shit, best to let them wallow in themselves
>>
>>161633539
Stop memeing.

We're talking about 3D models, and most 3D artists just slap their reference in the background and literally traces it. Only a few can model from nothing and it requires years of experience.

Right now you just sound like your typical deviantart artist.
>pls do not trace pls even though i did it in the past LOL
>>
>>161631214
Oswald Mosely - The Alternative
>>
>>161633627
not the guy you're talking to but
>literally everyone traces at some point LOL

is this what baddies really believe? are you baiting?
>>
>>161633671
>baddies
Thanks for proving my point by using such words. You're just an elitist.
>>
>there are baddies in this thread right now

calling the police
>>
>>161633627
Even if everyone did it doesn't mean it's good.
>>
>>161633780
w h e w
>>
>>161600838
>dat spoiler
You have chance to dip your dick in gold mine, gold luck.
>>
>>161615328
Do it.
Just fucking do it.
>>
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still working on it but how about a mole that once you enter his vision cone when he pops up he blows himself up?
>>
>>161634674
how can you enter his field of vision when he is underground and blind
why does he kill himself?
>>
>>161616845
I would make one short laser sample and then copy the instance as needed.
>>
>>161633583
>>161632795
Thanks for the tips!
>>
>>161619409
I don't know why, but most webms run like shit in my case.
The test webm on camendesign works well.
>>
>>161633367
Needs more and more impactful explosions
>>
>>161634839
Moles are not blind, just extremly short sighted.
>>
I want to make a game for my gf for christmas
>>
Guys, I think that my Dinosaur Planet Colony game wont make it to the jam.

The reason is that the python script to executable converter doesn't work for me.
>>
>>161636010
This is what you get for not putting cute dino girls in your game
>>
>>161636010
> doesn't work
> normie lack of error code or detailed description of issue
> excuses to not post shit jam game consisting of just UI
>>
>>161636306
Where is your game?
>>
>>161636392
He does not have a game.
>>
>>161636443
Where is your game?
>>
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Stop posting, reek.
>>
>>161636306
I turned my computer off and went to take a nap to clear my head. Im currently phoneposting until sleep sets in.

Besides, since when has /agdg/ become the place to post error codes to.

Also, should I just post the python script version into the jam?
>>
>>161636658
If you don't mind opensourcing it I don't see why you shouldn't.
>>
>>161628238
>gogem makes an actual game instead of memes like before
wtf
>>
>>161629404
>the gameplay isn't about beating the game, but cheating at it using external programs
wew
>>
>>161631214
>Bookcase itching to be filled
l-lewd!
>>
>>161637045
>make cheating based game
>still ban users if they're caught
>they have to buy new copies to keep playing
>????
>PROFIT
>>
>>161628238
Another UI game...
>>
>>161636010
Hop onto Gamemaker
>>
>>161637116
>vidya journalism praises it as "ultimate roguelike game" due to it's unique permadeath system.
>>
>>161637214
"""game"""
>>
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gonna stop trying to be a 1MA and become a full artist.
going to start practicing 8x8 pixel art.
feel free to request anything, as long as is 8x8.
>>
>tfw changing all of the slly lighthearted names to tryhard edgy shit to fit the game's visual aesthetic
being an edgelord is hard how do people do this
>>
>>161637829
it's easier if it's subconsciously developed at a young age
>>
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check out this sick gameplay
>>
>>161637907
Catlike Coding bro?
>>
>>161637880
I WAS an edgelord. Turning a card named Porcupine into something edgy requires next level skill.
>>
>>161637951
yeah, its nice to find a set of tutorials that doesn't require listening to some autist's voice
>>
>>161637823
Cute witch.
>>
>>161637823
i can only make educated guesses on what this is
8x8 pixelart is not art it's a meme
>>>/ic/
>>
>>161637907
reminds me of

https://www.youtube.com/watch?v=S530Vwa33G0
>>
>>161637823
AGDG-tan
>>
>>161636658
If you really can't figure out how to convert it then yeah just give us a link to download it raw and we can just run it ourselves
>>
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>>161638058
how bout now?

>>161638163
give me a sec.
>>
>>161638245
lolisim dev?
>>
>>161638285
No.
>>
Is Xenoraptor dev still working on his game?
>>
>>161638245
that's nothing.
It's just shit.
>>
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>>161638163
done.

>>161638856
very hard to do anything at 8x8.
even spelunky art was 16x16.
>>
>>161638245
>>161638950
In all seriousness what game do you think people can do with this shit? You probably can't even have animations.
>>
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>>161639012
realm of the mad god.
still better anything agdg can do, and more sucessfull.
>>
>>161639012
>You probably can't even have animations.
Have you never owned a Tamagotchi?
>>
>>161639174
>mixels
>rixels
Vomit
>>
>>161639174
>sucessfull
is terrible spelling a part of your bait
if so, consider me hooked
>>
>>161638950
>very hard to do anything at 8x8.
and yet somehow you managed to fit eyes, one of the smallest features a person has.
>>
>>161639174
>browser game
>flash game
>very positive review

You know, I can't blame the developers when there are people out there buying those games.
It's exactly like the twitch gamer girl sluts. You can't blame them when there are betas out there willingly giving them money.
>>
>>161621853
What would you like to see out of keyboard controls in a game like that? You mean keyboard and mouse right? Does anybody still play these kinds of games purely with the keyboard anymore?
>>
>>161639381
is mostly practice, will spend all day today trying to master 8x8.

>>161639440
I think is a good game, just because the art is meme doesn't mean is bad I think.
>>
>>161600628
Harvest moon meets WW2 death camps.
Harvest camps.
>>
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>>161639589
good luck
>>
Realm of The Mad God was made for contest where people were supposed to make a game with giiven sprites. It won against pseudo 3D RPG and then stuff did by itself.
>>
>>161614776
Mario and luigi aren't the same kind of RPG...
One day I'll make a rpg like Paper Mario 1 and 2.
Not a fangame, just the same genre of RPG.
>>
>>161639829
Where's the neck gogem?
>>
>>161640107
andre the giant is a heroic/tragic tale of deformity
>>
>>161639460
>You mean keyboard and mouse right?
yes

>Does anybody still play these kinds of games purely with the keyboard anymore?
I am sure that there are people who don't own a gamepad or a joystick and are never going to get one.

>What would you like to see out of keyboard controls in a game like that?
>mouse
ship trying to follow the mouse automatically. moving a mouse moves a reticule on the screen(that is the direction vector without magnitude). Jet plane will then automatically try to adjust itself to match that in real time. Jet plane will only use the manouvering thrusters to do that. The plane will not adjust its movement speed direction automatically - just where its facing.
>mouse scrollwheel to control the output of the main thrusters
>pressing down the scrollwheel will trigger the boosters
>"Q" and "E" to roll left and right
>"A" and "D" to rotate left and right
>"W" and "S" to tilt up and down
>"Z" and "C" to strafe left and right
>"R" and "F" to go vertically up or down
>>
>>161639892
Just because it won doesn't mean it's good. Did you have a look at the game? Even marmoreal version is actually better.

People just got all over it because it's muh mmo rogue permadeath so cool.
>>
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Scrolling done.
Can't decide on whether to draw all slots to a surface to prevent the overlap, or have them quickly fade. Surface is easier, fade may look better but will be more costly.
>>
>>161640712
what about hiding anything that touches the box edge? with no fading or anything
>>
>>161640807
Yeah surface would do that, anything past the edge wouldn't be drawn. I guess I'll go with that, I already spent too much time on this stuff.
>>
>>161631214
The Wind-Up Bird Chronicle
>>
>>161640712
>speaking of UI and items
>have started to work on the items and inventory logic
It kind of feels weird because I think I've done that only two or three times in all of my gamedev years.
>>
>>161618767
>screenshots look better than the game in motion
>>
>>161640234
10/10 post
>>
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r8 my first game
>>
>>161618767
Does bioware not use motion capture?

I don't see how you can be this incompetent.
>>
>>161642330
https://www.youtube.com/watch?v=fxot_7UDOfg
>>
>>161642384
It probably is mocapped. Mocap doesn't just automatically look good. You have to make it look good.

Check out the leg twitch betwee 0:01 and 0:02.
>>
>>161642330
i like that you added a variety of butts
>>
>>161642476
If it is mocapped then they're not doing the entire sequence as motion capture. You can see blending between "state" animations.
>>
>>161642330
>penis shooting at asses loool
I'm baffled that anyone in here would find that funny.
>>
Is there a good perspective to do a 2D mech game?
>>
>>161642570
Of course they didn't anon. It's a videogame.
>>
>>161640610
Had some fun with it before they started requiring registration.
It was sort of decent shmup-like gaem.
>>
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>>161642330
what a ripoff
>>
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>>161643053
Anything could work. It can be sidescrolling, or top down. If it's top down isometric would work, but isometric is really common. Oblique is rarely done, and could be more interesting. Boktai for example is oblique.

Just don't do completely top down, that's the most boring angle and you'll only see the top of the mech.
>>
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>>161643623
Another image for reference.
>>
>>161643623
>>161643703
This game looks incredible for the time
>>
>>161643776

I think it still looks great.
>>
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I entered my dinosaur planet colony game into the jam.

If you want, you can go and check it out.
>>
Is there any precedent for a rougelike city builder that's not a Dorf fort clone? I think it could be an interesting project.
>>
>>161643919
Do you mean something like rimworld? or is that too dorf fort
>>
>>161632581
The right has a longer path to travel.
unless you count the slope as ground, then right wins
>>
>>161643861
You going to release the source?
>>
everyone should release source
>>
>>161644042
haven't played it, but it looks pretty dorf fort. I was thinking that one of the most engaging parts of darkest dungeon was gathering materials from an expedition to upgrade your keep, so I was thinking something along the lines of a raider game, half SRPG and half simcity, where you battle for supplies, and the building aspect is more focused on economy management and such than actual pure sandbox.
>>
Battle.cs
or
Combat.cs
?
>>
>>161643623
>>161643703
That's some fucked up perspective.
>>
>>161644268
I had an idea pretty similiar, it was more of a god game though.

Sandbox with a basic story of the True God had moved on/died to outside universe forces, so all the archons (demi gods) were now battling for obtain the means of ascension to true godhood.

You would manage your little village/town while defending from other archons, and trying to gather supplies (with a focus on trying to obtain artifacts)
>>
>>161644430
Kombat.ks
>>
>>161644498
Game plays and looks wonderful so I'm sure it's better than anything most will ever accomplish (especially (you)).
>>
>>161644430
You should name it something else like "TacticalBattleMaster.cs" if it's just general information, and if it's the script you are attaching to enemies you would name it "TactialBattleEnemyAI.cs"
>>
>>161644179
I licensed the .py under Creative Commons 0, which means that you can download it and do whatever the fuck you want with it.

If you have python installed, you can open the .py file and see the code. And you can do whatever you want with that code.

Or do you mean smth else with "release the source"?
>>
>>161644638
No need to be salty, I was just saying.
>>
>>161644529
Fine you motherfucker I'm doing exactly this.
>>
>>161644670
It's consistent within itself, so no, not really.
>>
>>161640446
Sorry, when I was asking about if anybody still played with keyboard anymore, I meant keyboard only. I know that's how I sometimes played games like Descent and X-Wing before I got a simple joystick.

Thanks for the thoughts anon. The control scheme you're asking for is more manually controlled than anything I was intending to do. I find it interesting that you don't want the mouse to ever adjust your velocity vector and instead only rotate the ship. That seems like something that would just get tiring after a while unless you plan on flying in straight lines a lot. There's no drag to straighten out your velocity vector to bring it in line with your nose, so you'd have to manually do that at all times anytime you wanted to fly in a new direction.

I'm also undecided how strafe will be handled. I honestly don't want to have manual controls for it at all, but I know that's a very taboo thing to do these days.

Thinking about it though, those commands are a natural fit for the disconnected mode, so perhaps a good way to approach it would be to leave it as a disconnected mode only feature for people who want a much more hands on and high skill ceiling approach.
>>
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>>161644498
Oblique projection does stretch the objects because it doesn't correspond to any real view of the object. But I still think it looks good, and is a lot better than pure top down.
>>
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Are my colors for this dark night level ok?
>>
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Started animating clouds and lava. Need to get better textures though.
>>
>>161644650
Nah that it was I meant im on mobile so I couldn't click and see it
>>
>>161644909
purple fog is weird. Maybe lighter level colors, but use a vignette?
>>
>>161644909
Love how it looks on the models, but the background color get hard on the eyes after a while. I would move it towards desatured blues a little.
>>
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>>161644848
Earthbound is also oblique, but in a different direction.
>>
>>161645303
It's a common enough technique to be unremarkable, honestly. Can't imagine why anyone would feel it noteworthy after it's been at use in video games for so long.
>>
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This got me thinking, is it possible to make a shader that creates an oblique view of 3D models?
>>
>>161644921

This is done in gamemaker right? People that go to this level with that toolset always blow my mind.

What's this game gonna be about anyway?
>>
>>161645412
Gungeon is rendered in 3D so I'm sure it's possible.
>>
>>161645412
Would that not be as simple as FOV 0?
>>
>>161645563
oblique stretches the view, so it's not just an orthographic camera.
>>
How can you call yourself indie when you haven't perfectly satirized a summer comedy in adventure game form?
https://www.youtube.com/watch?v=EIxOLLKDdBY
is this game serious
>>
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>>161644754
I didn't mean that the jet would maintain its movement direction. I meant that while adjusting to the mouse, it would only use the manouvering thrusters. The jet would not care about what the main thruster is doing at all. If the main engine is at full speed and the jet is turned 90 degrees, the main engine would be at arbitrary power before, during and after the adjustment process.

Doing turning while the main engine was blowing with full throttle in Starshatter allowed me to do pic related manovering. So, its not just flying in straight lines.
>>
>>161646134
I watched a playthrough of it last night. It looks and sounds amazing (for an indie game) but all the comedy sadly just falls flat.
>>
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I took a page out of that latest kirby game and made a section where you need to memorize the order of the 3 Signs. There is 3 pitfalls with the signs randomly placed 3 times and you have to fall in that correct order or you die.
>>
>>161646798
diabolical
>>
>>161646134
looks cute mang, i don't see the problem.
wouldn't pay more than a dollar or so for it though.
>>
>>161646218
Your picture depicts what I was saying. In your picture the only translational thrust you're using the is the main engine at the back. What normally happens is that your strafe thrusters are firing to arrest any slide automatically. Its not instant by any means, especially the faster you go, but it is there for the normal flight mode.

Suppose you did a lazy 30 degree turn to your right. Basically, a course correction. Would you expect to have to manually adjust your velocity vector using your strafe controls?

Something else worth mentioning too is that under normal control rules you don't directly control the main engine. Your throttle is more like a cruise control than a throttle. Full throttle just means that the computer tries to achieve a predetermined max speed, then stops firing the main engine when it reaches that forward speed.

When disconnected though (at least as it is now) you can keep firing the main engine as long as you want and accelerate indefinitely. Makes it near impossible to turn to turn oncs you get going fast enough, but that's the physics for you and all bets are off when the FCS is disconnected.
>>
>>161647170
you make a fair point
so, perhaps some time in the future, you can perhaps make a setting where one can toggle computer auto-compensation on and off during flight
>>
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What kind of game could you create from start to finish(Gameplay, UI, sounds and all) in 2 weeks?
>>
>it's a "anon takes something incredibly simple and turns it into something convoluted and slow for increasingly autistic reasons" episode
>>
>>161647416
A very simple puzzle game with procgen levels.
>>
>>161614810
depends on the type of game. if it's basic platformer like mario, id feel strange about it. if it was more action oriented like metroid or castlevania (just examples off the top of my head), then it wouldnt bother me unless the entire game was right to left
>>
>>161647502

wait what
>>
>>161645303
True, but Earthbound isn't the greatest example since half the time its perspective is all over the bloody place.
>>
>>161647416
Something endless like Flappy Bird or that game where boxes fall down and you have to avoid them.
>>
>>161645521
Thanks! It is, but I'm also using Ultimate3D, a dll that helps a lot with some stuff, like the model's managment. Still very limited stuff anyway.
Right now I don't really have an idea of what I actually want to do with it. No story, no characters, anything. I'm just working on the gameplay and mechanics and making it look as good as the engine allows me.
>>
>>161645412

Not shader; projection matrix. And yes, it's trivial.
>>
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Asked last night. Thought I would try again for the hell of it before I really get stuck in trying to figure it out

>>161614080
>>
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it's just the system, not the attacks ;_;
>>
>>161640995
Alternatively you could try a shader that sets anything outside a given parameter with an alpha of 0.
>>
>>161648553
>>161648553
If i had to bet I would say you are saving a reference to those Actors instead of the actors themselves
>>
>>161648879
Yes I am doing that. Since those actors are destroyed when the game is closed, I guess they're destroyed when the game is loaded again?
>>
>>161649092
Exactly, all you are left is a memory address that points no where.
Have an array of class objects instead and copy them in from the level on save may work better for you.
>>
>>161614080
I've never been able to save actors directly in UE4. I usually save the important properties and then set those properties to the relevant actor when spawning it. (i.e. their position, inventory, rotation, etc)
>>
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this is too fun.
>>
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>>161649230
>>161649457
I knew there was something I wasn't getting

Still new to this so when the logic breaks because I don't understand what's going on under the hood I get stuck
>>
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>>161649545
>8 bit
>>
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>>161647854
All that shit is just to determine if a System should receive a Message or, alternatively, act on a Message it receives, not sure how exactly I'm going to implement it. Here's a basic example of how it works.
>>
>>161649457
>>161649230
Alright awesome

It saved the spawned actors and it doesn't replace the actors removed by the player when starting the game up again and it doesn't make them all the same class

I can FINALLY do something else
>>
>>161649687

I feel like that's a really unnecessary way of implementing a message handling system.

variadic templates are cool though. Are you making an ecs?
>>
>>161649687
>the message defines who receives the message

what the fuck is the point then? the entire point of a message system is you don't give a fuck who receives it
>>
>>161615228

https://www.youtube.com/watch?v=lVmmYMwFj1I
>>
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Got camera working smoothly, characters now face each other, fixed a minor landing bug and improved the hitstun but still needs a fix.

It's not much to look at but I feel pretty achieved today.
>>
>>161650175
I assume there's going to be an animation for turning at some point. Other than that looks nice

Hopefully when you put this game out the tiddies will trigger people so hard you'll get a bunch of free publicity
>>
>>161650293
skullgrills comparisons abound
>>
>>161618767

how do they come up with such unsavory characters ?

Genius !
>>
>>161650123
Quite funny to see that this is still relevant 6 years later.
>>
>>161650598
ugly = diverse = inclusive = good
>>
>>161618767
>Press R1 to disarm
>>
>>161650702
Attractive women are a myth spread by the patriarchy to keep real women insecure
>>
>>161650293
>free titty publicity
Man that'd be amazing. But thanks and yeah I'll definitely be adding a turning animation.
>>
>>161600509
>4chan
>no rules

uhhh
>>
>>161617561

that ship movement looks awesome with those side thrusters.
>>
>>161620704
>>161651060
>not one but 2 replies to a REM post
Wow.
>>
>>161650053
>I feel like that's a really unnecessary way of implementing a message handling system

You'd be right.

>Are you making an ecs?

Yes but it's mostly object-oriented.

>what the fuck is the point then? the entire point of a message system is you don't give a fuck who receives it

I've been teaching myself programming and game development for about a year and it's entirely possible I've completely misunderstood the point of messaging. Can you give me a quick explanation of what you mean?
>>
>>161651263
last part meant for >>161650116
>>
>>161649545
Vampire girl? The girl from Evangelion?
>>
>>161632954

if /ic/ could hear you now they'd be rupturing some hemorrhoids.
>>
>>161651572
Ignore Unity hacks.
>>
>>161651036
There are comparatively few, but yes, the guy is obviously a dumbass (who's so insecure that he feels the need to specifically explain that "he don't go to da bad inturrnet place", because god forbid you browse 4chan, that means you're a depraved pedophile van exploding superhacker).
>>
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>>161632954
>topography
You almost got it, anon!
>>
>>161651629
>b-but unity!
Fuck off.
>>
>>161651667
Well he did say he comes here just not often.
>>
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>>161651534
yeah.
is azuka.
>>
>>161649545
Cool, now do 4 bit.
>>
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>>161633817
>>
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>>161652008
that could work I guess.
8x8 is already hard.
>>
>>161618767
well I like the look of Krogans and Turians, shame that overly inexperienced team is working on the IP
>>
>>161651263

Oh okay, so more similar to Unity's style of ECS than a real one.

Have you taken a look at the observer design pattern? that's a good way of implementing what you want (selective message handling).

I understand where you're coming from though. You're creating a message which defines who receives it so that it knows who it can skip without the system being skipped caring at all. But it's a very awkward implementation from what I can see and those dynamic casts are going to ruin you.

Give the observer pattern a go and see how you do. Also take a general look at http://gameprogrammingpatterns.com/contents.html
>>
>>161652450
http://gameprogrammingpatterns.com/observer.html for the observer pattern specifically
>>
>azuka
I expected nothing more of the likes of you.
>>
>>161651667
>a depraved pedophile van exploding superhacker
That actually sounds cool.
>>
>>161653064
https://www.youtube.com/watch?v=128IR21ZQa0
>>
>>161647502
>>161649687
>recursive dynamic_cast
There is something like std::enable_if and std::is_base_of.

And wouldn't it be better for messages to know recipients in compile time and make this deduction a constexpr though?
>>
>>161653263
>tfw a bunch of shitposters and memers were shown as terrorist group to the normies
That's funny
>>
>>161650053
Message systems are unnecessary.
>>
>>161653708
>Go home for Thanksgiving
>Parents ask me what the fuck a Pepe is
Oh man the election was such a ride
>>
>>161654070

Right, because functional programming and data binding are finally in a state that they are used in game development.
>>
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>>161639770
>Auschwitz Simulator
>>
>>161654242
>FP boogeyman

Why send a message to an object when you can just call a method on it?
>>
>>161652450
Thank you, I've added it to my tabs and will give it a thorough read.

>>161653314
>And wouldn't it be better for messages to know recipients in compile time and make this deduction a constexpr though?

Maybe but I'm not sure how to implement that.
>>
>>161654283

Because then you need to know the object exists and it introduces tight coupling. In some situations and in small games or jams it's okay, but once you get to anything bigger it becomes a mess.
>>
>>161654412
How do you send a message to an object without being coupled to it?
>>
>>161651263
>>161651475
It's silly because the message is now responsible for being delivered to the right place, which defeats the purpose of a message system in the first place: de-coupling.

Instead, have your systems subscribe to messages they're interested in: "Tell me when something takes damage" versus "Tell the HealthSystem I took damage".

What if when something takes damage, you want to enable those floating damage numbers beside the entity? Now you have to go back and edit your TakeDamageMessage and tell it to inform the FloatingDamageTextSystem that something took damage -- versus the FloatingDamageTextSystem subscribing to listen to TakeDamageMessages and *everything just working*.
>>
>>161654545
>Instead, have your systems subscribe to messages they're interested in: "Tell me when something takes damage"
Like implementing an interface with a method?

>What if when something takes damage, you want to enable those floating damage numbers beside the entity?
You don't do this contrived shit and have the entity create the damage numbers itself.
>>
>>161654508
You let the messaging system handle it. Object A sends a message to the messaging system which then passes it on to all relevant objects based on any number of factors.

Objects can then decide when they register with the messaging system what kinds of messages they would like to receive.

Objects don't need to care who is getting the messages, they just send them off.
>>
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Think I'm done with this menu, no room for a scroll bar but since there won't be repeating icons like there are now it shouldn't be confusing.
>>
>>161654673
>You don't do this contrived shit and have the entity create the damage numbers itself.

So the entity is responsible for the input, physics, collision, health, damage, inventory, updating the UI, spawning new UI elements?

You've obviously never made a game bigger than a 2 day jam if you think that's sustainable design.
>>
someone make a fun game about tanks
>>
>>161654673

It's not contrived, that's good architecture. Having your objects do the float numbers causes one of two things to happen: either you don't use an object pooling system for your floating text in which case you lose performance, or you do and now every object is coupled to a floating-text object pool in some way.

Better to just implement the floating text system separately.
>>
>>161654897
https://en.wikipedia.org/wiki/Scorched_Earth_(video_game)
>>
>>161654839
The scrolling doesn't look very smooth for some reason, I can't quite pin point it.

Your game is looking like it has quite a bit of potential though, love seeing the progress.
>>
>>161654679
>Object A sends a message to the messaging system
I understand this. I didn't mean that you call a method on the object directly, but instead of packaging up what is essentially a method call into its own object and passing it along you just do it with method calls.
For instance, you can call a method on some central collection of entities and it's done that way. But I find this isn't very useful in the first place.

>>161654876
When did I say that?

>>161654906
>every object is coupled to a floating-text object pool in some way
Why do you think this is a bad thing? They use it, so they're coupled to it.
>>
>>161654194
how did you explain 4chan hate crime frog?
>>
>>161655068
>When did I say that?
>You don't do this contrived shit and have the entity create the damage numbers itself.
>>
>>161652168
>>
>>161654839
why not just make equipment a tab next to inventory?
>>
>>161655208
it's the pokebitch obviously
also
https://www.youtube.com/watch?v=n_vxuD_oSo8
>>
>>161655173
And how exactly do damage numbers lead to all that stuff?

I mean, it also depends on other aspects of the design. Do you have data-only components with separate systems? Then it is literally the system that is creating the numbers, but it's still the entity that is responsible for itself (because these systems are part of the entities as a whole).
>>
>>161655324
https://www.youtube.com/watch?v=zDLuXNpUF7w
>>
>>161655326
If you don't see how spawning floating damage numbers doesn't create new UI elements, I don't know what to tell you fampai.

What if the user has disabled floating damage numbers in the options? Now the entity is responsible for checking the user options too? What if they're customizable (colors, etc.)? Is the Entity responsible for all of that too?

How is that system sustainable versus just having a FloatingDamageTextSystem that manages all of it in one neat and tidy place listening for TakeDamage messages?
>>
>>161655474
Damn good.
>>
Hey, I made a sort of generic-looking pixel font. It's under Creative Commons CC0 if anyone wants to use it for their game. It's got complete Latin, Cyrillic, Greek, and Katakana scripts, as well as incomplete Arabic.

http://fontstruct.com/fontstructions/show/1275236/bitwise-3
>>
>>161655583
Hahaha nice meme font, faggot.
>>
>>161655478
>>161655478
>just having a FloatingDamageTextSystem that manages all of it in one neat and tidy place listening for TakeDamage messages?
Well you could also do this, but I don't know why you need to communicate to it through a message instead of just calling a method directly.
>>
>>161655123
I explained for the third time what a meme was and said it was basically the equivalent of putting a Nazi armband on Kilroy Was Here and having the ADL say that all Kilroys are antisemetic hate symbols which is why everyone on the internet was laughing themselves sick.
>>
>>161655681
To avoid tight coupling... which is the entire point of message systems...
>>
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Boys and girls, remember to optimize your game.

Pic related is a game from Demo Day 11 and it gives me about 10 fps. I know that my laptop is shit, but its not THAT shit.
>>
>>161655846
And why is tight coupling bad in this case?
>>
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>>161654839
Just noticed enemies suspicion was going down at normal rate while in slow-motion, woops fixed.

>>161655046
I guess lerping wasn't a good idea, is this better?

>>161655265
Don't like tabs that much, although equipment will work in a way that it can totally be hidden behind a tab, but the weight stat is important enough to be shown from the get-go, but not important enough to go in the condition area.
>>
>>161655921
... because you decided to add the floating text damage system after the fact and everything just works with a messaging system, instead of having to go back and edit your entity to handle all this extra shit it doesn't need to know about, like UI canvases and user options
>>
>>161655876
What game?
>>
>>161656064
>having to go back and edit your entity to handle all this extra shit it doesn't need to know about, like UI canvases and user options
If you're using the system like before, just calling it by method instead of a message, then this doesn't apply. And if you have to do a lot of edits in a lot of places to make this change, you're already doing something horribly wrong.
>>
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Its probably hard to tell but I made it so the blood splatters from the dead people are dependent on which direction you were going when you stepped on them
>>
>>161656009
Something to do with Love
You can find it from AGDG Demo Day 11 (link is in OP)
>>
>>161656301
>itch.io/jam/agdg-demo-day-11

Something to do with Love
>>
>>161650685

6 years ?

... oh jesus
>>
>>161656421
>you don't have to edit your entity to reference a new system that didn't exist before to call a function on it

ok buddy, whatever you say lol
>>
>>161657605
>all this extra shit it doesn't need to know about, like UI canvases and user options
To be more precise, this is the part that doesn't apply.

Why is it so bad that you have to add a single function call in one place?
>>
>>161655876
>I know that my laptop is shit, but its not THAT shit.
I keep hearing this crap here. Not only is your laptop shit but you know nothing about optimization.
>>
>>161657739
>why is coupling and lack of modularity bad in a massive project like a game

no idea
>>
>>161655046
>>161656009
I think the anon is referring to the way the boxes fade in and out at the top and bottom. It looks a bit jarring.
>>
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>>161657823

oh the ironies
>>
>>161658007
>this tiny instance of increasing coupling means the entire codebase is now spaghetti
There are also ways to reduce coupling while not inflicting as much of a performance hit. For instance, use "dependency injection" instead of referencing a global instance of the system. Pass a reference into the object, either on creation or when calling whatever method leads to the damage code itself.
>>
>>161657823
>one character model on screen
>one background
>fps 11

one doesn't need to be a CS Doctor to smell that smth is fishy
>>
I'm trying to raytrace a sphere. I have the primary rays working and the sphere and the plane it sits on are appearing, and I'd now like to move on to reflections. Is there an easier way to get specular reflections than just casting hundreds of rays with a distribution based on the roughness? I feel like there should be an analytic solution since I'm only trying to trace a sphere and not arbitrary geometry.
>>
>>161658403
Integrals generally do not have analytic solutions.
>>
>>161658245
>entities knowing about UI elements that don't even involve them in the most distant of relationships
>not spaghetti
>>
>>161658663
We've already been over this.
>>
>>161658704
we really haven't, you just keep giving vague answers about "calling a magic function that totally isn't coupled to the exact system you're referencing"

your solution of editing the entity to change the behaviour of the UI is pants on head retarded
>>
>>161658885
>the entities calling floatingNumbersSystem.create(x, y, damage) is somehow knowing about how the UI works
>>
>>161655837
hopefully you followed that up with an apology to them and to Matt Furie
>>
>>161658273
Yes because those are all of the factors you need to decide that a game should magically run at 125 fps.
>>
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>>161655876
>>
>>161659187
Actually, yes, it really should be.
>>
>>161659253
Yes definitely.
>>
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>>161656847
Added a new class of enemy: The police. They are less scared than the average citizen so they don't run away unless you're much closer. I'm planning on making them shoot at you, and you regain health by "eating" both them and the citizens. Current you "eat" people by basically moonwalking over them, which is a feature not a bug.
>>
>>161658997
>something reference something else
>not knowing about the system

do you even know what coupling means?
>>
>>161659431
See >>161658245. The entity only knows about this thing (which could be supplied in various ways) that it can tell to create a damage number, it doesn't care how the fuck it operates internally.
>>
>>161659193

i think she's actually and actual fox anon.
>>
>>161658997
class Entity
{
PartyHealthBarSystem, PartyPortraitSystem, FloatingTextSystem, WorldHealthBarSystem, WorldNavigationCompassSystem
}

>my entity is completely decoupled, what are you talking about?!
>>
>>161659752
>slippery slope
>>
>>161659821
>I have no counter argument
>>
>>161660109
No need to counter a non-argument. I was talking specifically about floating damage numbers. I'm not even going to dignify that with a reply.
>>
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>>161659703
She loooks like that ferret from Korra
>>
>>161660212
>my solution works for one specific system but if you expand your UI or use-case in an organic game development environment, it completely breaks down, but that's not worth discussing because it defeats my argument
>>
>>161660435
Why is she so perfect, anon?
>>
>replay game so I can analyze it since I'm making a similar game
>have so much fun I forget about analyzing it
fug
>>
>>161660587
what game m8?
>>
>>161660452
>I want to blindly apply the same reasoning to every problem I come across
All the rest of those systems are dependent on specific entities so I would just put them outside the entities themselves, i.e. they pull data from the entities and it's not the entities that push commands to them. You could do that with the damage numbers system, too - track how much the entity's health changes over the frame and make a number if it's negative (or you could extend the system easily to make green numbers show up when healing if you wanted).
>>
>>161660697
Tales of Symphonia
I had so much fun 12 years ago, and it's still great (though I am noticing some flaws I overlooked when I was a kid)
>>
>>161660532
Furries should be gassed, anon. I am not your friend
>>
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>loli dev got ousted
what hope do i have with my holocaust tycoon?
what happened to agdg?
>>
>>161660938
>>loli dev got ousted
This is like the fifth or sixth time, he'll be back.
>>
I was looking at some feedback from DD11. It's weird to see people analyzing really early crap while they have no idea about all the things you've yet to add in.
>>
>>161660938
Oh fuck i was gonna make the same game
>>
>>161661061
If you don't want feedback don't post a demo. Easy.
>>
>>161661061
>submit a game for criticism
>STOP CRITICIZING IT

Literally don't submit it if you don't want people to comment. We can't read your mind.
>>
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>>161660938
>>161661067
Edgy.
>>
>>161661184
>>161661263
Wow, I said it was weird.
>>
>>161661337
>wow it's weird people give their opinions about things they interact it

I think it's even weirder how obviously thick people can be.
>>
>>161661421
I think you've just never made a game and don't know what the experience of having other people analyze your work after spending so much time in your own head is like.
>>
>>161661421
obliviously*
>>
>>161661556
>oh god people don't understand my creative work, woe is me

I regularly participate in /prod/,/crit/, /scrn/ and here. And hope to be /ic/'s crit threads soon.

Fuck off Jblow
>>
>>161655583

:o nice, I'll save a link to it if I ever need a pixel font
>>
nodevs getting triggered
>>
File: ElegantDangerousBeardedcollie.webm (443KB, 620x480px) Image search: [Google]
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Some progress, don't expect anything amazing from this.
>>
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>>161658082
Alright, drawing into a surface now, how's this?
The half-slots appearing on the bottom-left when you can scroll down and on the top-right when you can scroll up might be good feedback?
Or maybe it's better to raise/lower the borders so that it doesn't happen, haven't decided and I really got to keep moving on.
>>
>>161660938
Nobody is going to run you out of here for a holocaust sim.

Pedo dev posted that game here for ages before anons finally got tired of seeing it. His progress was slow as fuck, he reposted progress posts all the time because he's desperate for (You)s, and his "game" was about raping children which is better for /b/ than /vg/
>>
>>161656009
I like that movement better but >>161658082 is right I meant the boxes.

I think I figured it out. The boxes fade in but they don't fade out, they just dissappear.
>>
>>161662091
youre replying to loli dev
he likes to cry about himself being run out of here when nobody else remembers or cares
>>
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>>
>>161662260
Canadians
>>
>>161662085

I think it's better but yeah the half-boxes are weird. Anyway don't worry about it too much, you can always tweak it later. Keep doing what you're doing.
>>
That's right loli rape sim "dev"... punish agdg for oppressing you. You will shitpost us into submission and we will praise you and your """"game"""".

Just 1 more year of source.jpeg shitposting tantrums. That will show us.
>>
>>161661021
>coming back to a board that has kicked you out 6 times
sounds potato
>>
>>161662085
Add an alpha-to-black gradient on the top and bottom.
>>
>>161662732
Sounds like Canada
>>
>>161662732
He's never been """kicked out""".
It's always just a couple shitters (probably canadians) mass-reporting him until mods get annoyed.
>>
>>161662896
Nope. All a mod had to do was actually open one of his "progress post" webms to see what his """game""" was about.

His """"""game""""""" was not okay to be posting on a blue board.
>>
>>161662896
Multiple devs have said they don't like posting their games next to his garbage
>>
@161662091
#161662594
$161662896
%161663020
^161663187
all me
>>
>>161663020
>oh no, those three pixels kind of look like something i could be offended of
Will be your last (you) by the way.
>>161663187
>multiple devs
anonymous posts don't mean anything.
Show me solid proof of said """devs""" and their games.
>>
>>161663187
i couldn't even give any less shit about this whole 8-bit pixel child simulator sexual things game, but this sounds like something that's said by memesters rather than devs
let me guess, they didn't say what's their game because they don't want people to link it with their posts, right
>>
Let it go pedo dev. Nobody cares about some canuck and his kid diddling autism simulator.
>>
>>161661061
>game description tells nothing about what should be critizised about
I might just throw my best quess then.
>>
>>161663385
see >>161663258, >>161663485
its all the same shitposter samefagging, just report and ignore
>>
>>161663393
t. pixel platformer with a female mc
>>
>>161663556
>thinking all me posts are serious
>>
>>161663568
t. leaf
>>
>>161663556
>just report
Telling people to report posts that trigger you but aren't breaking rules is against the rules. You can leave now or be escorted quietly, up to you.
>>
>>161663598
I've been called all sorts of insults on 4chan over the years but never have i actually been offended like this
I won't rest until Canada is wiped from the face of the earth
>>
>>161663720
Telling people that they can't tell people to report posts that trigger them but aren't breaking the rules is against the rules. You can leave now or be escorted quietly, up to you.
>>
<><161663596
that's what i was trying to convey actually
>>
>>161663830
sim loli dev, if you're reading this, you will always be welcome in agdg

don't let retards deter you
>>
>>161663910

Stop being an anarchist and link your goddam replies properly. >>161663596
>>
>>161663949
Not sure why that came out as a reply, must have misclicked.
>>
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Any tips about improving the animation? sorry for potato quality, It's just how Aseprite imports gifs.
also, how do I into level design?
>>
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Post progress to banish all the nodevs
>>
>>161664069
Isn't that Tiger a bit small?
>>
>>161664069
I love it!
>>
>>161664115
muh realistic proportions

>>161664069
I mean, that's pretty good for what it is, duder.
>>
>>161663949
t. pedo dev
No need to tell lies about how "welcome" a pedo shitter is here, he was already run out a dozen times.
>>
>>161664069
He runs across the gun pretty fast.
>>
>>161664240
Horrible post
>>
>>161664275
He'll always be welcome with me, shitposter-kun
>>
>>161664275
https://www.reddit.com/r/gamedev/
>>
>>161664330
horrible opinion
horrible priorities
horrible brain
>>
>>161664513
horrible post: the sequel
>>
>>161664370
That's cool but he has been banned and kicked out of /vg/ on 4chan. So let's stop shedding fake tears for a pedo fake dev and move on.

>>161664463
That's cool but he has been banned and kicked out of /vg/ on 4chan. So let's stop blaming reddit and normies and move on.
>>
>>161664631
>So let's stop blaming reddit and normies and move on.
thats not what he was doing. you need to go
>>
>>161664631
>mods
>not redditors
>mods
>not faggots
someone report me so they see this sick burn
>>
sim loli dev post any time you like, I don't mind if you ban dodge
>>
>crying about some pedo cuck who doesn't even make games
cuckadians pls
>>
>>161664776
see>>161664463
>>
>>161664729
How's that Menu simulator """game""" going Ryan? Your latest """"progress""""" post was underwhelming as fuck and literally the same thing you had posted 5 months ago.

Remember when you actually wanted to make games instead of grandpa-doing-the-taxes simulators?

Me either.
>>
>>>/x/
>>
>all these mad nodevs
Even a pedophile is a better dev than you fags, lmao.
>>
I mean seriously, what is this shit? >>161628238

You couldn't pay me to play one of your """"""games"""""".
>>
wheres the games itt
>>
>>161664928
what are you """"talking"""" about? i havent even posted any progress lest it be viewed by a """""poster""""" like you
>>
>>161665145
>i havent even posted any progress
>>161628238
>>
>>161665191
that's not progress. progress has to be new, sourcefam.
>>
>>161665145
>>161665191
well that was embarrassing

>>161665279
>i made no progress
even more embarrassing
>>
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>>161662785
Yeah that does look better
>>
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>>161665078
RIGHT HERE
>>
>>161665336
>i made no progress
i never said that. i just dont post progress during the holiday season when you're around.
>>
>>161665370
bless you anon, savior of the thread
>>
>>161665279
>that's not progress
I fully agree, Ryan.
>>
>>161665449
unless your next progress post has actual gameplay instead of menu shuffling i dont think anyone really cares dude
it won't. you got lazy and comfortable with menu simulators ever since whip the vote
>>
>>161665339
Ship it.
>>
yo someone make a holocaust sim
>>
>>161665741
>lazy and comfortable
>menu simulators
cool opinion nodev but please consult with actual devs to confirm or deny it's validity.
>>
>>161665829
as has been said before, a convincing simulacrum could be constructed in prison architect
>>
>>161665915
that's a lot of words for
>nuh uh
mr. tryhard
>>
>>161666071
actually it was alot of words to say you literally have never made a game if you think making a menu simulator would in any way be lazy or comfortable.
>>
>>161665915
>gogem sacrificing himself and preoccupying the shitposter

thanks
>>
>>161665915
>please consult with actual devs
Freudian slip much?
>>
>>161665370
Gamemaker?
I read the same tutorial.
>>
>>161666128
>it takes REAL SKILL to make my slideshows in Unity
ok
>>
>>161666361
Post your game.
>>
>>161666361
>slideshows
what are you even on about kiddo?
>>
So how do I go about learning to draw simple top-down sprites/textures for environment like grass, dirt, sand tiles and such.

Any essential resource to read on?
Any recommended tool for drawing?
>>
File: deep.webm (1MB, 1280x720px) Image search: [Google]
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I'm having trouble doing somewhat engaging level design for this dino game. I'm trying to make it a 5 minute heavy handed 2deep shit demo.
Hopefully I can hammer out a level by today, I want to spend tomorrow making a background track and maybe a sound effect or two.

also It looks really crappy without the falling ashes but ashes do not compress into webms. Also that parallax pixel snapping volcano needs some work
>>
>>161666702
ahahaha oh wow
>>
>>161666443
From RRPS to Whip The Vote to this "detective" """"game"""" there is a clear progression.

Your "games" are now slideshows. RRPS was the last time you even bothered to make animations or graphics for a game or give the player a sense of agency outside of the menu space.

What's it like to not only remain an amateur for so many years but actually get WORSE at making games?
>>
>>161666815
Post your game.
>>
>>161666361
>>161666815
Slideshows have pictures. Gogem is making choose your own adventure text games now.
>>
>>161666815
>>161666957
What are you guys making?
>>
>>161666815
this
>>
>>161666815
>>161667180
Where is your game though?
>>
>>161666815
thats not what slideshows mean.
you're wrong about RRPS being the last game i made with graphics, i literally just released SIT.

>>161666957
sorry, ive never made a text adventure.
>>
>>161667376
>i literally just released SIT
Do you really expect us to know wtf SIT is?
>>
>>161667450
Social Interaction Trainer you knobend.
>>
>>161667450
well you only come to AGDG on schoolbreak so i suppose you wouldnt have seen progress but you probably bought it.
>>
>>161667450
he does that all the time
he thinks his games are AAA titles
>>
>>161600147
Quake meets Spelunky.
Hopefully it sounds familiar.
>>
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>>161650598

Bioware finds a way to fuck up the simplest things. But then again, Skyrim sold gangbusters and it was also a lazy pile of shit, so why should they hire talented people when their audience seems content with eating shit?
>>
>>161667598
Exactly.
>>
Does ganging up on googs give you that much self esteem? Stop talking devs and start talking games
>>
>>161667739
based first female shadow president
>>
>>161667739
>great minds discuss ideas
REEEEEEEEEEEEEE FUCKING IDEAGUYS GET OUT
>>
>>161667739
The discussion was about his games, though. So you can fuck off.
>>
>>161667947
Let's discuss yours now.
What genre is it? What are you making it in? How far along are you? Where's your latest progress?
>>
>>161667947
was it really? not a single post about my games seems to know even slightly how they work or whats in them or which are released vs which are prototypes vs which they bought.
>>
>all this damage control
You know Ryan you could have just not posted if you didn't want to deal with criticism right now
>>
>>161668041
I thought SIT was cute

Sincerely, published lurker dev
>>
would you play a moonman game
>>
>>161668041
Hey gogme do you read Last Inning? I think it's a nice take on the baseball manga genre. Too bad the scans are way behind.
>>
>it's a ryan jake lambourn calls his chatroom in to defend him in the thread episode
>>
File: Cooh-Moth-Scream-EP.jpg (625KB, 1200x1200px) Image search: [Google]
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>it's a mothdan meltdown episode
>>
>reeeee danny
And that's our queue.
>>
hi gocum
>>
>>161668472
if "danny" doesn't exist why does someone in this thread get so angry when the name is brought up?
>>
jewcum.pro
>>
jesus christ I come in here after 10 hours of work, finally having a day end early, and theres this shit

what the fuck is this shit that you're all doing? The mystery is how many are you and who's real
>>
>>161668598
scrotem.pro
>>
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>>161668173
thanks.

>>161668235
i know it but i cant remember if i have read any of it or not.... maybe there was a live action movie of it?
>>
>all these hidden posts
looks like I walked into the middle of one of danny's signature meltdowns

Yawn!
>>
>>161668730
Filter his name and 90% of the posts are gone. It's that simple.
>>
>>161668598
>>161668739
kek
>>
>>161668730
>after 10 hours
>day end early

uhh
>>
>>161666702
I'm glad you didn't quit

looking forward to playing tiny dino
>>
>>161668730
Yeah, it's honestly fucking annoying to read this shit each time you come to the thread.
>>
>>161668394
getting bored of this episode, they rerun it every day
>>
someone make a game where you kidnap a boy and force him to become a trap through torture and conditioning
>>
>it's a cry about your imaginary boogeyman episode
We on Season 3 already?
>>
your meltdowns are boring danny, you're done, finished, move on to a new gimmick or scram!
>>
>>161668896
Thanks, if I don't procrastinate today I think I can put enough polish on it to give at least a couple minutes of fun/ironic enjoyment
>>
>>161667739
I actually thought that was goog at first.
>>
>>161669041
Schizophrenia is contagious.
>>
>>161668394
>>161668824
>>161669219
t. danny
>>
>>161666702
>make a generic 2d platformer and nobody bats an eye
>add philosophical dialog and everyone loses their minds
>>
before you guys make the next thread i just wish everyone would consider the following:
u r a faget lol_______
>>
There's someone in this thread who is building a theory that lolisimdev, rotate, sourcefam, and gogem are all the same person and they are responsible for shitting up the threads day after day.

In reality, the only thing in common between these posters is that they were all enemies of MothDan.

Really makes you think about who is behind today's shitposting.
>>
>>161668886
I'm an artist, I work on games for money and stop in here to see whats up and sometimes cheer people on or offer tips. Everyone on an indie team works like 12 hour shifts basically because everyone else does. No one guilts you into doing it, no one shames you - but you're definitely pulled along and pulling along with you and everyone wants product so you work and work.

10 hours is my average work day, but normally I start at 5PM and end at 1AMish, today I started at 5AM and ended at 3PM - so there's daylight left basically and I feel accomplished enough to dick around here.

It's not the ideal, but it's so common in games (we have someone who also works at Id on the team, back before doom2016 came out they had him doing 14-16 hour shifts sometimes) that I have to say that if you think 10 hours is long you're in for a world of hurt. But the more you work, the more okay you become with working and the more you relinquish free time because its simply all you can do. Its either that or give up. Because the money is gonna run out if you have it, so you gotta meet deadline.
>>
>>161669587
epic
>>
>>161669772
>>161669772
>>161669772
>>
Made it to prevent the shitposter from shitting the OP.

>>161669796
>>161669796
>>161669796
>>
>>161669630
that sounds tiring but if you enjoy it then that's cool for you i guess
>>
>>161669628
>lolisimdev
Pedo cuck canadian who has never made a game
>rotate
Basket case mental patient who has never made a game
>sourcefam
Literally insane shitposter who has never made a game
>gogem
Enough said.

Sounds to me like you're a bunch of cucks who need to stop crying about "danny" everytime you're challenged here. Pathetic.
>>
>>161669997
>danny aka MothDan aka reek
Schizo shitposter who's never made a game and got jealous at all of the above for getting more attention than him.
>>
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>>161669584
If I can get it done, I might make a second stage that features 3rd person and maybe a silent hill type puzzle.
>>
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relevant.png
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>>161668394
>>161668472
>>161668549
>>161668824
>>161669041
>>161669219
>>161669374
>>161669536
>>161669997
Remember r*t*t*dev?
>>
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>>161669908
its alright
I'm considering working in a mail room or a library after our game comes out on Steam. We have commercials and stuff and are kinda 'big dick' but I don't really consider this or anything a higher calling for me.

The things that reward me in life aren't things that I think I can get paid for or that I would want to be paid for - the work just keeps me busy and thats all I can ask for. I love games and I hope people will love our game. I would love for someone to be entertained by it, but I have no expectations really. I wasn't gonna post anything but I did this in 2 or 3 hours today.

There will be color that matches the zones massive wall textures overlaid onto this, this is meant to be placed as a hero object, blending in partially, and insects come out of it as a notifier of something odd in the environment.
>>
>>161670416
>don't give gogem credit for being less shit, he still fucks up the thread whenever he's around
>>
>>161670416
http://imgur.com/a/3Yl07

>danny danny danny danny danny
Even if he were capable of making games you can't expect people to tolerate literal schizophrenic shitposting about imaginary boogeyman forever.
>>
>>161667730
>Bioware finds a way to fuck up the simplest things.
You know, it's weird they have cash to make fancy graphics and stuff, but animation is shit.

Fuck, time for little rant.
Why the fuck all these fightan an' dodgan games are so fucking slow?
In MEME Souls the main factor in if you manage to dodge or not isn't speed, but if you get lucky to get out of attackbox, which often is gigantic.
That trailer fight with troll/giant in newest God Of War? Gigantic, but slow-ass enemy.
WHERE ARE ENEMIES THAT ATTACK OFTEN AND QUICKLY? If I ever make a fightan game, then I will include quick enemies and no normie will force me to do otherwise.
>>
>>161670597
its true he should just stay in his friend simulator chatroom
>>
>>161671130
actually in dark souls the main goal of the roll is to hit it in time to utilize your invuln frames, you can roll into the attack box.
>>
>>161668394
>mothdan
>danny
Who the fuck are they and why should I care about these two?
>>
>>161670743
>http://imgur.com/a/3Yl07
So this is where danny posting gets you.

>>161671285
imaginary boogeymen that a few failed devs still shitpost about
>why should I care
You absolutely shouldn't.
>>
>>161671491
>imaginary boogeymen that a few failed devs still shitpost about
>>why should I care
>You absolutely shouldn't.


Thanks for clearing it up.
I wouldn't care about shitters anyway
>>
>>161671254
>>161671130
alright that was kind of autistic of me to even bother pointing that out.

There are a few quick enemies in dark souls but they're sprinkled pretty thin by comparison
>>
>>161671130

Souls games are designed around cautious, reactionary play. Fast attacks mean less reaction time, smaller windows for countering, and more opportunities to get hit. This is important in a game that prides itself on punishing the player for bad play to the point where you're given limited healing charges for a stage and take significant amounts of damage from pretty much every enemy unit.
>>
Guys

>>161669772
>>161669772
>>161669772
Thread posts: 774
Thread images: 130


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