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/agdg/ - Agonizing Game Debugging General

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Thread replies: 811
Thread images: 148

File: agdg_agony.png (506KB, 1048x738px) Image search: [Google]
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>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 (embed)

> Previous Demo Days
pastebin.com/i0W2tVRS (embed)

> Previous Jams
pastebin.com/qRHNpCbZ (embed)

> 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
>>
>>161747792
>(embed)
>other thread at 725 posts
You stupid cunt.
>>
>>161748028
There was an... incident involving someone who shouldn't be named..
Making a new thread early won't do any harm.
>>
>>161748028
I second this >>161748142

Just wait for the other thread to reach bump limit.
>>
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I'm running out of time for DinoJam and this is all I have. Going to have to prioritise features, like having walls so you can't walk off forever
>>
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Hey /agdg/, do you guys prefer gameplay or story?

If you could answer this poll http://www.strawpoll.me/11789460 it would be helpful. Thanks in advance!
>>
>>161748669
I prefer well made polls.
>>
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Doing a ray caster game, with floors and ceilings
will have a multiplayer

Play here(pure js):
https://eikamikiku.github.io/Raycaster/public

Only chromium based engine are welcome, cus its the only one that has good canvas support, maybe ill make a shitty fallback version without floors and ceilings for firefox later
>>
>>161748669
what is that webm
>>
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sorry i had to make the gameplay small and had to compress it a lot
>>
>>161748669
I prefer grown hairy men
>>
Filter

>!
>danny
>insane
>meltdown
>deleted
>deletion
>dodge
>him
>his
>ourguy
>images with "senpai"
>ban
>bans
>...
>rant
>rants

ez
>>
>>161750303
Or, you know, don't be thin skinned
>>
>>161750430
nah, it feels pretty good to see filtered posts
>>
>>161750430
its gone way past that point man, are you fucking kidding me? avoiding 50 posts of putrid shit is just smart. its literally the same posts every time
>>
>>161750303
Also
>glug
>boom
>sourcefag
>sourcefam
>shitfam
>reek
>mothdan
>YesDev
>>
>>161750471
>filtering 'him' and other everyday words
Stop spamming your retardation and get back to the other thread
>>161748929
Also learn to filter
>>
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>tfw my wife's son saw me drawing the furry sprites for my game
>>
>>161750303
>filtering "I"
Eye think you're a moron
>>
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FUCK I hate the audio stage. Can't find an appropriate sound for when a character is sliding on a 45 degree slope stone surface.
>>
>>161750648
it's an exclamation mark, not the letter
>>
>>161750774
Take a mic, go to any stony surface, record your shoe dragging over it. Edit in [program], you're set.
>>
>>161750826
Eyem a moron, thanks for clearing that up.
>>
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>>161750640
Nothing wrong with animal people sprites.
>>
>>161750873
>Take a mic
let me stop you right there
>>
>>161750981
he saw the horse cocks
>>
>>161750976
you're weLcome
>>
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Still trying to figure out shaders, the lack of helpful documentation and clear explanation is infuriating. Can someone please answer the following?

>Is the shader script run for every pixel being drawn?
>How do I get the width/height of a single pixel for use in the shader?
>Is the screen measured from 0 to 1, or from 0 to the width in pixels?
>>
>>161747792
>>161748142
stop making threads early. just stop
where is your game?
>>
>>161750997
Don't you have a mobile phone?
Quallity is for losers
>>
>>161751118
my progress isn't good enough to post
>>
>>161751108
>width, weight of a single pixel
Nani
>>
>>161751208
then you haven't earned the right to start early threads
>>
>>161751208
See
>>161751130
>Quallity is for losers
>>
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Alrighty, i finished several control types for the control panels. Now i can easily hook all sorts of ship functions to them. I also made myself a small sketch to have a rough idea which controls will go where on the panel. Maaan designing cockpit button placement so it isn't shit ain't easy. It's fun though. I have to watch out so i won't over do it, since nobody will be interested in learning what 10 million different switches do.
I will have to slap some sort of radar on the dashboard too.
>>
>>161751108
>Is the shader script run for every pixel being drawn?
The fragment shader is run for every fragment rasterized, though they might not be visible due to depth/stencil rejection.

>How do I get the width/height of a single pixel for use in the shader?
1, 1

>Is the screen measured from 0 to 1, or from 0 to the width in pixels?
gl_FragCoord is in window coordinates. Using the interpolated position X and Y it's [-1, 1] in both dimensions.
>>
>>161751108
shaders are almost bad as engine dev, good ones take forever to make and all they do is add some crappy effect, it's not worth it
>>
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You can now level up! Although stats increase by arbitrary numbers for now.
Also, technically, you can perform normal, side, up and down attacks (though they all do the same damage).

Not sure what to work next: enemy AI, inventory, dialog system, equipment, setting up the UI for the things I already have or making some models. When you have so little done, it's hard to choose where to start.
>>
>>161751724
t. brainlet
>>
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100% custom engine coming through
Try to contain your jealousy
>>
>>161751927
N G
>>
>>161751927
Gimme seatbealts and a rollcage and I'll ride that bitch around all day.
>>
https://archive.org/details/GameEngineArchitectureSecondEditionJasonGregory.pdf
>>
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Make way brainlets for the elite NG crew
No babby engine for these babbies thank you very much
>>
>>161751260
What is weight?

>>161751439
>though they might not be visible due to depth/stencil rejection.
Not sure what this means, would it be a concern for a simple pixel platformer?

>1, 1
So what would I write to access the rgba of a neighboring pixel? Something like texture2D( gm_BaseTexture, v_vTexCoord + 1) ?

>Using the interpolated position X and Y it's [-1, 1] in both dimensions.
Interesting. I tried setting the red value equal to the x value, so theoreticaly it should be 0 when centered on the screen. But when I moved to the right of the screen, it stayed 0.

Thanks for your response
>>
>>161752428
A typo of height
>>
>>161752365
why do niggers bother with putting bricks under the wheels after they steal the tires?
>>
>>161752413
dang that yellow one has a sick hood. functional too. enginedev confirmed best
>>
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i tried adding more detail and it looks worse.
Does anybody know if you can somehow paint OVER a texture?
>>
Wow so much flak because I started a thread 30 posts too early.

>>161748142
>>161751208
Why the fuck are you trying to imitate me?
>>
>>161752428
>Not sure what this means, would it be a concern for a simple pixel platformer?
No.

>So what would I write to access the rgba of a neighboring pixel? Something like texture2D( gm_BaseTexture, v_vTexCoord + 1) ?
v_vTexCoord isn't in screen coordinates. Instead of adding vec2(x, y), you add vec2(x/width, y/height).
>>
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>>161752365
I'd rather have to put the wheels on myself than have to try and create something that powerful from scratch only to end up with a shopping kart like a retard.
>>
>>161751770
>brainlet
lel

>>161751402
neetdev?
>>
>>161752515
so the car stays up while you steal the wheels, dumbfuck.
>>
>>161752638
What do you mean over? Just export the UV map and paint on it in photoshop, gimp or something. Also normal, specular, AO and height maps etc can do a lot for your model
>>
>>161752727
Parts only available from manufacturer.
>>
>>161752751
are you retarded? you have to use the jack to lift it up anyway. in fact if you put bricks there it makes it harder to lift too
>>
>>161752515
Let's say they remove both wheels from one side. How can they remove the jack if there's nothing other than it supporting the car?
>>
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>>161752929
kys fake ass poser nigga
>>
is it worth making a generic 2D game with C++ and SFML or should I just use something like löve?
>>
>>161751726
I have to ask: are you Squaredev?

For the tasks: find the hierarchy between functions to see which is required first.
>>
>>161752781
what I meant by over is if I could put a texture that had no color? and I paint over it.

Anyways, I am going to try out photoshop
>>
>>161752638
get rid of the black line around the brown vertical and horizontal stripes, and it will look good imo
>>
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Made another torture device because why not. I'll probably have enough props soon to start making something.
>>
>>161752819
That works for me. The manufacturers have been creating strong and quality auto parts for decades and know far more than I do about putting together an entire powerful automobile.

Now I can happily drive to my destination with everything I need instead of never leaving the garage.

I hope these metaphors aren't too deep for the "brainlets"
>>
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Repostan for the not-4AM crowd
Got back to working on portals, they're massively efficient now and only render fragments that they have to. VR is still working/seamless, all that I have to do now is share the shadow buffer between the cameras to squeeze that last little bit of efficiency out of these fuckers
Here's a little non-vr demo: https://phygon.itch.io/portal-example
>>
>>161752998
If you have to ask, use LOVE.
>>
i want to create an openttd/simcity style isometric real-estate game

will love2d be sufficient?
>>
>>161753101
VR medieval torturer simulator when?
>>
>>161753292
I don't see why it wouldn't be
>>
>>161753082
Well you could always grab a texture and desaturate it before importing if that's what you mean.
>>
>>161752693
Is there a way to do it so it is in screen coordinates?
Something like gl_FragCoord.x+1?

I don't even know how I would use that to reference a neighbor
>>
>>161753367
That would only work if you were sampling from a full screen texture and you were using a texel sampling function and not on that uses UV mapping.
>>
>>161753101
>waste months by making useless props which can be downloaded for free in higher quality
>get burned out before even touching the actual game dev
GJ son
>>
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Anyone here work with cocos2d-x? (C++)

I'm currently working with libGDX but not sure whether to move or not
>>
>>161753310
Not exactly what I had in mind but maybe in a year or so
>>
Which is better SDL or GLFW?
>>
>>161752998
Löve is just C++ with SDL2 and Box2D. So if you know C++, there's no real reason to go for Lua.
>>
>>161753523
What don't you like about what you're using at the moment?
>>
>>161753431
Don't know what texels are, but please answer me this

You said before to add vec2(x/width, y/height).. What are width and height here? And for that matter, what are x and y measured in? From [-1, 1] you said, does that corresond to the screen or to the sprite's canvas?

Sorry that I'm still kinda lost here, but you're being very helpful and I really appreciate it
>>
>>161753641
It depends. SDL has a ton of plus things like sound, image handling, game pad input, error message windows etc., while GLFW just barely creates you a window (like there's no default function to center it) and handles your inputs. You need other libraries for the other tasks. Which means you can mix the two. Like use GFLW for window, but use SDL Mix for sound and so on.
>>
>>161753510
What's the point of making a game if you're not going to make it yourself? I'd rather make my own props and improve my skills. Burning out isn't really a factor.
>>
>>161753906
UV coordinates go from 0 to 1 in both dimensions. So the left edge of the sprite or whatever is x = 0, the right edge is x = 1. A pixel's width in UV coordinates is 1/(width of the thing in pixels).
>>
>>161753529
Think of all the fun minigames
>Turning the rack
>Fastening restraints
>Slapping/hitting
>Pouring hot oil
>Splashing with water to wake them back up
>psychological torture like throwing their possessions into a fire
>tickling
>>
>>161753819
Mainly that you need to embed the JVM into the app when deploying for iOS which just bloats it by 50MB.
>>
>>161753670
I'm far from good in C++, and C is more familiar to me, but I get by. I'm completely new to game programming though. are there any good resources which explain some basic game engine and map design?
>>
>>161754242
I've never published to iOS so I wasn't aware, cheers for letting me know. Could be useful in the future.
>>
>engine""""dev""""
>>
<><161754446
Why do you care so much?
>>
>>161754212
I agree that it would provide a "unique" experience, but it's also a bit messed up. But yeah other than that I suppose there would also be a bunch of free media coverage for a game like that.
>>
>>161754679
>bunch of free media coverage
nope
gta v had a brutal torture minigame and nobody even talked about it barely
>>
#614
t. engine"""dev"""
>>
>>161753057
Yes I am,and yeah I'll do that.
did you make the connection because of the cubes?
>>
^^161754904
Why do you care so much?
>>
>engine "^8 dev "^8
>>
>>161754878
Huh that's interesting, I have indeed never even heard of it before now. In this case it might also have to do with GTA V being talked about a lot anyway.
>>
>>161754878
>gta v had a brutal torture minigame
It could have been much worse. I'm sure they took it to the limit of what was allowed by regulations though.
>>
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Progress.
you have to steal the eggs
>>
>>161755585
it's ok torturing someone to death but god forbid showing us someones benis or vago
>>
Does anyone have experience with licenses?

I am currently setting up a blog with a download link to an example project I made. I want people to be able to freely use the code comercially in their games, however I'd like to be credited for it should they just copy/paste it. I also don't want someone to be able to say "I made this" and earn money just by selling this example project or the system as an asset.

Which license provides this? CC-BY is attribution only and comercial use is permitted, but it doesn't adress the last point I made (selling the code as is as an asset or similar). Is there a license that fulfills this?
>>
>>161755929
>>161755929
>but it doesn't adress the last point I made (selling the code as is as an asset or similar).
If you're providing the code for free then this won't work in the first place unless there's some significant work involved (wrapping it to work with a particular engine, for instance).
>>
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>>161754096
Assuming the UV for a 2d sprite is just the bounding box of the sprite?

I tried out this shader, which should look to one pixel on each side and change the alpha of the pixel to the highest neighbor's alpha, giving an outline. The result is in the top left (there is no black originally in the sprite).

It doesn't seem like a pixel width is 1/spriteWidth
>>
>>161756156
Guess I'll just write "don't do this or you're a cunt" next to the license then.
>>
>>161756165
I don't use GM so I can't really help with the particulars of how GM implements it, sorry.
>>
>>161756309
I don't know why you'd even care, because you can't sell something available for free without there being some kind of added benefit.
>>
>>161756309
>>161756460
Also, you might look into making these engine plugins or whatever yourself and make them cheap.
>>
>>161756460
I just don't want to see my code uploaded somewhere else and people buying it when they could have had it for free.
>>
>>161756681
I mean, yeah, you can say whatever you like in your license and people have to follow it, but that alone isn't going to stop anything from happening. You have to be prepared to issue a takedown and follow through with it. You also have to draw the line somewhere; what separates stealing the code and wrapping it up for a particular language/engine?
>>
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>>161749256

now add different heights to your grid based engine.
>>
>>161756324
Damn. I never realized it would actually differ in performance between programs. Thanks for all your help!
>>
>>161748397
Better than being a nodev. Good job dude
>>
>rolled my own input manager because I wanted more precision
>mfw I needed everything below

>pressed
>framePressed :: pressedOnce
>buffered
>frameBuffered
wew the buffered thing took me by surprise
>>
I just realized, my game is mega man, mortal kombat, and sacrifice all rolled up into one.
>>
>>161749256
Windows95 screensaver/10
>>
Remember: Raycaster FPS is what broke the sourceposter originally.
>>
Does anybody know how to stop GameMaker from automatically cropping subimages in sprites?
>>
Childhood is idolizing C

Adulthood is realizing Java was right
>>
>>161758237
it's a texture page setting (no cropping)
>>
>if (x.isTrue() == true)
>>
>>161758320
>adulthood is realizing C++ was right
fixed
>>
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Serialized object state - can reset to start level inventory. Haven't stress tested it, so probably will break under some wacky circumstances.
>>
>>161758362
Shorten it to, and it should work the same
>if (x.isTrue())
>>
>>161758234
It's also the coolest form of enginedev and the only one I really respect.

https://www.youtube.com/watch?v=HQYsFshbkYw
>>
>>161758610
but doom isn't raycasting
>>
>>161758610
>https://www.youtube.com/watch?v=HQYsFshbkYw
damn this is comfy
>>
Is there a way to add like... inertia to a PID controller? I've got one working but my vehicle is a little too snappy - I want the counter-turning forces to take a while to overtake the turning forces.
>>
>>161758814
I guess you're right but raycasting is where it all started.
>>
>>161758610
Why? It's either inferior to rasterization or impractical.
>>
reminder
>>
>>161759097
Shit, thanks. I almost forgot.
>>
Do people actually buy game soundtracks on Steam?
>>
>>161759097
Swing and a miss there kiddo.
>>
>>161759167
If they're bundled with the game, I often pay the extra 5. Depending on the quality, of course.
>>
>>161758610
>>161759069
Although it can be useful in special scenarios, like voxel cone tracing or ray tracing of far-off terrain.
>>
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Imagine what it would be like to be so influential to an industry. Billions of dollars of produced software and technology (video cards, processing, etc.) can be attributed to your innovations. Imagine if your work laid the groundwork for generations to come.
>>
>>161758823
I have no idea what your code looks like, but I guess you can simulate this just by adding velocity over time. eg.

[code]
if (turnLeft() && Math.abs(velocity.x) <= velocityMax) {
velocity.x += appliedVelocity.x;
}
if (turnRight() && Math.abs(velocity.x) <= velocityMax) {
velocity.x -= appliedVelocity.x;
}
[/code]

So it takes a second or two for the velocity to change to the amount that you want it to.
>>
I did not know they even made widescreen CRT monitors. Fucker will never stop being ahead of his time.
>>
>>161759650
would I still have to look as bad as that guy?
>>
>>161759984
>implying you don't already
>>
>>161759875
holy shit up until last year I had a 24 inch widescreen sony Trinitron! fucking thing weight over 100 pounds, I had to reinforce my shitty walmart computer desk with 2x4's. but fuck, that thing had ungodly color, contrast, resolution, and refresh rate.
>>
>>161760046
I'm incredibly handsome, prob why I still don't yet have a game.
>>
/agdg/

I have two choices,

Continue trying to learn zbrush and character art

Or

Learn to make environments and unreal.

Characters is too hard.
>>
>>161759984
Probably. Dedication takes a toll. All worth it in the end though.
>>
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>>161757367
Thanks anon
>>
>>161760756
Well zbrush can be used for environments too
>>
>>161760138
>resolution
m9 do you even 4K
>>
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>>161752727
>>
>>161760876

I would use substance designer and painter for environments not zbrush.
>>
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>>161761031
I don't, but that monitor did. in 2001 no less.
>>
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Started on a new platformer to take my mind of my main project (Desert Dog).

Drew some zombies and a... scifi knight? you kill the zombies to collect souls for your village. or something, u kill things and platform.
>>
>>161761062
nice

>>161761425
there were 4k ultra hd CRT monitors in 2001 you say?
keep in mind 4k tvs are twice the resolution of HD tvs and is a recent tech
>>
>>161761680
Future technology vs zombies is an under-explored theme
>>
>>161761754
keep in mind that HD, 2k, and 4k are just buzzwords for x pixels wide by x pixels high.
>>
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>>161760270

>tfw to attractive for game dev
>>
>>161761754
>>161761878
okay I was wrong, I remembered it having a max horizontal of 3096, but I just googled and it was 2304x1440. so 2k. in 2001.
>>
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I have released my sourcecode for the GOAP system in Godot: https://hamfistedgamedev.blogspot.de/p/blog-page_3.html

I also built a new and clean (albeit much uglier) example project showcasing its functionality.
>>
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>>161747719
Getting the animations to work took a lot longer than I expected. The problem I was running into was that I was using one animation for steering left and right. It started turned all the way to the left, and then ended all the way to the right.

The Unity gotcha here is that for some reason it was using that initial rotation of that one animation to override the rotation of the wheel on start, and so all movements in the game are relative to a wheel that's already 60 degrees to the left. It's pretty dumb.

I'm also noticing that the blending glitches (you can see it in the jittering torque links) are getting more severe now that there's another animation layered on top of it. Maybe it would be best to just rotate the gameobject programmatically, but modifying model geometry so directly like that makes me scream internally so I'm extremely hesitant to go that route. Though, it would work.
>>
>>161753310
>>161753101

Yes, a torture simulator featuring the mistress from dungeon keeper 2.
The mistress always was my favourite part of the game.

Also, you should probably model the mistress next. Remember to post progress.
>>
>>161762540
Great progress:
+Drew a bunch of concept art and icons for new menus yesterday
-Can't find where I saved it, it's nowhere
>>
When considering Textures and some sort of Texture cache when making an engine, should there be some sort of "default" texture loaded all the time for when the user tries to load a texture, but loading fails for whatever reason (incorrect file path, etc.)?

This seems like a nice way to handle it, but I was wondering if there were alternative approaches.
>>
>>161761405
So like Touhou 1?
>>
>>161763082
Ye. But better in every way.
>>
>>161763074
What do you need for your game? Making an engine for other people is just stupid.
>>
>>161762962
Wrong reply, I think I'll just go lay in bed, today wasn't a good day and it won't get better next week.
>>
>>161763178
It seems like a handy thing to have, rather than crashing the program. I'm making an interface so I can dynamically load textures, but want to maintain a certain coding practice.
>>
>>161758498
Game's looking good.
How does it work?
>>
I need to spawn 300 particles.

What can they spawn from? Some type of tap or fountain, but that looks cool, any ideas or concepts?

It needs to spawn within 1-2 seconds
>>
>>161763302
A cannon
>>
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Drew and added a death animation.

You like?
>>
>>161763302

That's pretty vague. What kind of particles and what kind of area?
>>
>>161763302
a benis
>>
>>161762962
are you on windows 10? check one of the five Documents folders that fucktard OS gives you
>>
>>161763416
ebin, simply ebin. I tap my hat to you, fine sir!
>>
>>161763289
I guess when in doubt, have both.
>>
>>161763293
Rogue with minimal procgen.
>>
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Taking shortcuts is fun
>>
>>161763595
i miss super monkey balll
>>
Do you guys know any good tutorial for how to make human models in Blender?
I want to make a waifu game.
>>
>>161763074
Sure, make a pink checkerboard pattern so visually show which textures are broken, but without causing an exception
>>
>>161750826
What's wrong with exclamation marks?
>>
>>161764135

It's used pretty much exclusively in shitposts.
>>
>>161754283
http://gameenginebook.com/
http://gameprogrammingpatterns.com/
https://unisalesianogames.files.wordpress.com/2011/08/programming-game-ai-by-example-mat-buckland2.pdf

Other than this, check out some "how to make a basic game wit C or C++" tutorials. Lazyfoo has a good guide about how to set up SDL2, but that's also a basic guide on how to do basic game logic.

Map design is a completely different thing. It's game design basically, and I think it's trial and error. You can practice with map editors of your favorite games or with modding, or by simply analyzing the maps of games.

A kind anon once put together this pasta:
http://pastebin.com/dUg0t2vz

The link at the top is a link to an analysis of a DKC returns map, sadly, I forgot which.
>>
>>161764135
Exclamation marks are indicative of code filled with negative emotions.

One should only check if things are, not if they are not
>>
>>161764135
exclamation points are the middle finger of punctuation.
>>
>>161764350

Let me correct myself by saying that there's an exception for boards like /g/ and /tg/ where it's useful, but places like /a/ and /v/ only use it for "I love [anime girl]!" funposts.
>>
>>161753292

Is it going to be Donald Trumps' Real Estate Tycoon ?
>>
>>161750867
>This reminds of that video with the game dev sat in a chair literally stringing together random words about programming, graphics and shaders.

https://youtu.be/8-5kvqZBRVg This?
>>
https://www.youtube.com/watch?v=dJO2q7TIyEA
>>
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>>161764817
You've made my day anon
>>
>>161764817
Is this a Tim & Eric sketch? What the hell, man.
>>
how much Booleans is too much booleans
>>
>>161765336
Hundreds of thousands
>>
>>161765336
False. There is never enough booleans.
>>
>>161756460

Just sell your code man. Don't give it away free.
>>
What marketing buzzword do I use to promote my game's short length?
>>
>>161765694
>high content density
>pottery
>>
>make thing
>now have to make content for thing
>>
>>161748397

Fuck the police man.
>>
>>161765694
Is it a story?

Maybe something like
>This short and sweet adventure will really make you think, etc.
>>
>>161763595
I love this, you clearly understand what makes these games fun
>>
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>>161765336
Bool is my favorite data type.
>>
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got weapons and animations in for attacking
also you can kind of change what direction you throw someone in by changing your attack angle
>>
>>161766534
Looks fun
>>
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>Gamemaker Studio 2 free trial doesn't allow shaders
>>
>>161766534
I thought this was about cooking in a restaurant.
>>
>>161767410
I've always been confused what the game actually is

(not dev)
>>
>>161767405
GMS1Free didn't allow more than 15 sprites. Why are you surprised?
>>
>>161767405
learn a programming language
>>
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>>161753082
Step 1: UV unwrap
Step 2: Asign texture
Step 3: Enter texture paint mode and paint
>>
>>161761680

Making one game to take your mind of making another game.

Damn, i wish i could be NEET too.
>>
>>161767518
if i recall correctly they eventually made gms:standard completely free, so with everything but texture pages settings (it was automated), non-windows platform exports, some other minor shit and with forced splash screen
this is a bit of a step back
>>
so for 2d pvp, you pretty much have to have the player centered in the screen to prevent situations where one player can see the other without themselves being able to be seen. but that really cuts down on shooting range.

it's a problem. I'm gonna experiment with player camera controls, but I have a hunch it's going to be a bit of burden with already having to manage shooting, avoiding bullets, and commanding AI bots.
>>
>>161766936
thanks

>>161767410
different game silly
>>
>>161767405
>still falling for the Gamemaker meme when Godot exists
>>
>>161767820
What about a minimap that shows player positions?
>>
>>161767820
what game
>>
>>161767971
I would do arrows pointing offscreen to enemies you should be able to see if you moved your camera, but that's still camera buttons that need to be pressed often and I'm thinking it might feel clumsy
>>
>>161768283
the game that doesn't yet exist.
>>
>>161768419
Yeah but what's the idea, I'm working on a game in the same vein, and have had issue so maybe I could be of help
>>
>>161768298
What if you had two cameras, one always centered on the player, and another for targeting/viewing far?
>>
>>161767820
What type of 2D are we talking here? 2D platformer like Soldat, or something topdown, or what?
>>
>>161767570
Hey, can I ask you a question about Blender?
If I use Blender to make a model then it is mine, right? How about making a game using Blender? How GPL even works?
>>
>>161768478
oh yeah, that's what I'm doing. camera that places you at screen right, at center, and at left. but it's the having to toggle them manually that I'm worried is going to feel like a burden
>>
>>161768507
sidescroller
>>
>>161763595

I love it when there's shortcuts built into the game.
>>
Fuck it took the whole day just to get my head to work
>>
>>161763595
engine?
>>
>>161768476
2 teams advancing on each other's base with AI support bots. that's it in a shellnut.
>>
>>161764004

Search for david allen ward's channel on youtube.
>>
>>161769181
iktf
>>
>>161768842
I mean have both cameras display in separate viewports both rendered to the screen, side by side or something
>>
>>161769229
is this bait?
>>
>>161769243
Thank you.
>>
>>161767914
>Godot
I tried it on my last game and everything was fine, except for exporting. What's the point of using Godot if the game is only playable on my computer?
>>
>>161768529
Software under the GPL may be run for all purposes, including commercial purposes and even as a tool for creating proprietary software.

https://www.gnu.org/licenses/gpl-faq.html#CanIUseGPLToolsForNF
>>
>>161769471
why did I hook you?
>>
Do people like puns?

I can only write puns
>>
>>161770032
I think puns are funny.
>>
>>161769837
Great. Thank you. Glad to know I can continue to use Blender without worries.
>>
https://www.youtube.com/watch?v=4Rjz0PapmVI
>>
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>>161763595

New City level, Climbing to the top of a Skyscraper
in case its not clear, the springs are making him jump, there's no jump button

>>161763806
yea me too

>>161766391
thanks. its turning out to be really fun, and hopefully standing apart from others in the genre
>>
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>>161769229
Cool, how about using something like this?

What I do is have a bonus in accuracy if aiming in (while having a decrease in movement speed) and the camera goes forward.

I think this may help
>>
>>161767820
just move the camera towards the mouse, that's unbiased for all players
>>
>>161770693
yeah, I could do an aim shot kinda camera. maybe when crouching and aiming, and all other times camera puts player in center screen
>>
>>161769810
Did you install the export templates?
>>
>>161770693
you should check out running with rifles, it's a pretty similar top down game
iirc the camera goes to the avg of your croshair and the player with some sanity checks to keep the range in line
>>
>>161771006
Awesome glad I could help, should balance your gun shooting distance I would think.

Looking forward to seeing progress
>>
>>161771189
You're right that's a good idea, thanks alot
>>
>>161770810
no mouse. you can only shoot in 8 directions. I want it more about jumping and shooting. you have to perfectly time a jump to land a head shot.
>>
>>161770432
why do you only make speedrunners
>>
>>161766534

Looks great. The fact that the character is constantly moving really ads a feeling of quality to the game. Cuteness abound in this game, gives off a real comfy feel.
>>
>>161764817
TAKE THAT 15 MINUTES OF REAL GAMEPLAY
STRETCH IT OUT OVER A PERIOD OF 2 HOURS
>>
>>161771937
THE MONITOR ISN'T FORMATTED FOR POLYGONS YET
>>
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>>161767405

>2d
>shaders
>>
>>161771937
Real talk, how do I do this?

Just stretch out the objective of the game over several levels?
>>
>>161772119
>cartoons
>butts
>>
>>161772119
>like asses
>being white

pick 1
>>
>>161772301
Make stuff really far apart, and then make the player backtrack.

Just add some stuff to find along the way and people will be fine with it.
>>
>>161772450
thanks senpai
>>
>>161772119
>posting memewatch here
fuk OFF with this shit game I got put in 2350 rank after my placement matches and I hate everything
>>
what are some underrated juice methods?
>>
>>161771118
Yes. Problem is that the exported game crashes on computers other than mine, so I don't even have an opportunity to debug what causes the crashes. In fact, the crashes also happened when I changed the location of the game in my own computer.

Also, there was the problem about ctrl-Z-ing causing Godot to crash and lose not yet saved stuff, which I don't actually mind much, but is still annoying.
>>
>>161772506
What's juice?
>>
>>161772782
search juice it or lose it on youtube
>>
>>161772506
having natives chew the fruit and spit it into a gourd and allowing the juice and saliva to ferment over the course of a few weeks
>>
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>>161772506
Good hit reactions which vary based on the impacted area
>>
>>161772587
That is really odd. I've never heard of an exported game crashing when its location is moved, or put on a different computer. Did you build all the stuff yourself, or were using an official release? Did you ask about it, or post a report on the github?
>>
>>161772506
screen-shaking, underrated because everyone here hates on it
>>
>>161766534
Looks good and the mechanics are interesting, it remembers me of Chrono Trigger attacks.
>>
>>161772587
You're probably loading core assets for a local path causing the crashing like c:\programflies\user\me\assets

you need to find the path to local directory
>>
>Started a 2D platformer game
>Not sure how to continue

I want to start other projects and return to this later.
What should I do, in your opinion?
>>
>>161772943
It is for the greater good.

I think you'd struggle to find an indie action game with no screenshake whatsoever, but something being 'universally' hated will hopefully make developers more careful and clever in how they use it, e.g. bloom.
>>
>>161772908
3D is fucking impossible, I will never be able to do this shit.
>>
>>161772908
This. But don't be a fag about it like your game is the first and only game to do this like a certain japanese dev studio
>>
>>161772943
screenshake hate is a meme around here like mixels because hipster indies like to throw it into their games with minimal thought and actually fuck their games up in process
screenshake is a powerful tool that needs to be used with caution - what's underrated about screenshake is not the screenshake itself, but careful usage of it
>>
>>161772943
Too much screenshake and it completely diminishes the benefits while retaining the drawbacks.
>>
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>>161773179
Don't worry, you could always stop giving a shit instead.

Like how does a team of professionals look at this and think it's good enough for promotional footage
>>
>>161773123
you didnt "plan to be lazy" from the beginning. I'm starting a platformer that has the absolute bare minumim to be considered good. go ahead and jump ship, it wont change you being a yesdev that will always be a nodemodev
>>
>>161773324
>walk up a window then walk up some boards
>jump onto cieling

What's wrong with it
>>
>>161773650
>yesdev that will always be a nodemodev
yawn, these memes make you boring
>>
>>161772943
i've never seen screenshake hate here, just people getting called out on doing it poorly.
>>
>>161773179
It's easier than it looks, there's just a huge wall of difficulty at the beginning
>>
>>161772929
What do you mean by building all the stuff myself? I think I did everything as sheeply as one could do, nothing advanced. About the reports, I kind of dropped Godot for now, so fixing the problem now is not a priority.

>>161773075
Yes, that seems likely. Though I don't know exactly what do you mean "to find the path to local directory". Is it about using an alias in the references or just relocating the assets? Anyway, maybe I'll try it next time I try to create something on Godot.

By the way, thanks for the helping /agdg/.
>>
>>161773807

>people doing it poorly
Which just happens to be everybody implementing it in the first place.

I guess the correct way to do it is to make it so subtle as to be invisible to the naked eye. The screen shake only registers in the players mind on a subconscious level, leaving them with a feeling of deep satisfaction or "transcendence"
>>
instead of arguing about screenshake implementation can any of u guys tell me some other ways of providing visual feedback to the player based on their actions
>>
>>161774660
What are the player's actions?
>>
>>161774660
Controller rumble
>>
>>161774797
>visual feedback
>>
>>161763595
wow man this is nuts
>>
>>161774858
You can see it rumble
>>
>>161774556
>invisible to the naked eye
>subconscious
>transcendence
if that's unironically your conclusions for how to do screenshake then you should probably quit gamedev and take up new age medicine.
>>
what are some of the things that consumes more fps and should be given some thought from the start?

The one's that were most blatant I remember were just
>multiple meshes
>instancing() and destroying()
>PlayerPrefs
>>
>>161774492
I wondered if you compiled Godot and the templates yourself or if you downloaded the official builds. But it's alright, if you use the engine again and have the same problem it's probably an easy fix.
>>
>>161774978
I'm guessing you are using unity

Sending Messages is actually slow

Accidentally leaving Debug messages in your code when drop you a lot frames

Un-optimized shader code can be hell as well.
>>
>>161773179
Just buy FinalIK on the asset store for $50 fampai, save yourself the trouble
>>
>>161774918
im still baffled how modern star tropics (metal gear) never used rumble for morse code.
>>
>>161775225
I'd rather have no IK than buy a $50 asset. Also I don't use Unity
>>
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here's an idea for a porn game
you connect your controller to it and it activates the rumble during the hot parts so you can put it on your dick or arse or clit
>>
>>161775334
nigga people dont even know how to read and you think theyre gonna tolerate morse code? lol
>>
>>161775225
Does it actually handle fancy stuff or is it just putting in IK stuff that Unity should have by default?
>>
>>161775557
It's pretty gud

https://www.youtube.com/watch?v=-z_l7Jdz8Bo
>>
Why's Unity so cool bros?
>>
>>161776314
because you can buy your game from the asset store
>>
>>161775751
That doesn't look like anything special. Certainly not worth the price.
>>
>>161763595
looks great, but the squirrel is spinning so fast that's almost giving me a seizure.
>>
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PID seems to have passed the torture test. I'll put it in the game tomorrow.
>>
>>161776361
unreal has taken this direction as well
>>
>>161776542
Every engine should

I'm not going to model some fucking rocks
>>
>skipping through som tumblr of devs that used to come here
>remember we used to have fun game
>remember we used to have cute waifu jam
>remember we had meme games like magic meister but was still nice to see
>remember we had some low drama dev like marmo or delko but they still had demos
>remember some musicbro giving out music for fun
>remember some artist giving out sprites for free
>remember some coders posting screencaps or pastebin help for free

>now this general is fully filled with super shitposting, useless posts and constant fake question baiting
>discord constantly shitting up the thread for the kek
>most of the old devs that still need to finish their games have permanently left this place

What the fuck happened in here in that 3years span ???
>>
>>161775751
>robot spider example
>insects/spiders lower general experience of movements and give expectation of jagged sudden movement
>robots lowers overall viewer expectations of competent movement
>>
>>161776720
>>>discord c
stopped reading
>>
>>161775143
yes, I had to handle optimization problems on Unity one time and it was hell
>>
>>161776720
the people who you're so sad you left all went to discord
>>
>>161777018
>cum sock
I'll never get this.
>>
>>161777018
she forgot you're also shitposting on taiwanese sock-cumming board
>>
>>161777107
she doesn't know about that
>>
>>161777187
now she does
>>
>metapost mentioning discord
>defending discord
>blogpost
huh really makes you think
>>
>>161777243
it's almost like this general suffered one of the two possible unavoidable fates that await generals and spilled into chats, while the other option was death of it
>>
>>161777243
Each time you mention discord shitting up the thread there is always someone defending it.

Always.
>>
hey guys, I'm sad, like, real existential dread no one finds me attractive I'm a lazy piece of shit that'll never finish college sad. To keep on-topic, who's hype for Ludum Dare one week from now? I sure as hell ain't.
>>
Post progress
>>
>>161776967
No they didn't
>>
>>161777187
now I do, Brayden. I wish I never had you
>>
>>161777548
>programmer's art has the most personality

programmers 1
artist 0
>>
>>161777548
miyamoto's is pretty good
>>
>>161776361
Ok nodev
>>
>>161777770
no dubs on /vg/
>>
>>161777770
Dude, it's not even possible.
>>
>>161777858
not true, 00 still occurs
>>
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>>161777548
retro japanese devs count as progress?
>>
>>161763595
Looks great, but is there a way the ball could go slower? It's zooming at the speed of sound
>>
>>161777386
>who's hype for Ludum Dare one week from now?
I am but then again I have a generally positive outlook.

>>161777769
Fuck off.
>>
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>>161778038
>slower
>>
Do wonder if mothdan realizes most of the shitpostin is a direct cause of him still lingering around here
>>
>>161778038
This genre is not for you.
>>
>>161778181
>>161778334
Let's give him the benefit of the doubt and assume he means the spastic spinning while the ball is in the air.
>>
>>161777909
What show was this? I always see it being used for reaction images
>>
Modified the ice boss's phase change move. It is now different each phase instead of purely increased speed. I also somewhat improved the functionality of the warping function, so now vertical hits will make more attempts to warp you before failing.I feel like completely redesigning the first boss.
>>
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>>161777548
>that programmer art
>>
How does one access the discord?
>>
>>161776515

How did you know it was a squirrel ?
>>
>>161778718
GameCenter CX
>>
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>>161778718
game center cx
>>
>>161776541

What is it ?
>>
>>161778746
How accustomed have you grown to your programmer rectangles? Will you weep when actual art is implemented?
>>
>>161778849
>squirrel_sphere.webm
>>
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Hey guys, is this book a good read?
Are there any books you can recommend that talk about the structure of a game in code, or books that talk about game design? Would these books even be relevant, or do standards change all the time?

I'm trying to fill up my Christmas list.
>>
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>>161771006
Tried implementing this (see gif) but the issue is moving the screen towards the mouse for aiming reason causes the mouse to move, causing the screen to move, causing the mosue to move, etc until you hit the limit.

I don't see any good ways to control the mouse without relying on windows libraries which would break the build for other operating systems. I could use "if mac() then blah" but I'd rather avoid that.

Anyone got any ideas?
>>
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>>161779089
Having actual assets would make me feel very strange, with being so used to using pure imagination for everything for so long. I'd probably leave the rectangles in the game somewhere as an easter egg or something.
>>
>>161779317
GEA is going to have very limited application if you're using a game engine or even a high-level framework like MonoGame or LOVE. Also it's really easy to find for free.
>>
>>161761680
Did you use collision events on blocks to control the zombie "AI"

Not sure if you did. If you did, please take a second to consider starting much smaller before making a game.
>>
>>161779586
>Also it's really easy to find for free.

I know, but I really like having a physical book if I am reading from beginning to end. And it will look nice on a shelf.
>>
>>161779345
Try attaching the camera not attached to your mouse, but to an object that is controlled by your mouse. Then move that object by the mouse's window-related movement times a multiplier.
>>
>>161779317
It doesn't teach you how to actually make things but it teaches you that they exist and what they are. It also points you at other resources so you can learn more in depth. There is a link to a pdf version of the second edition in this thread.
>>
>>161780148
Well, it does teach you how to implement certain things but it's really just concerned with the glue of your software rather than the working parts themselves.
>>
>be me
>in chat
>ask someone what there game is as is the custom
>"I have no game"
>turn around 360 degrees and leave
>>
>>161780974
That's so rude
>>
>>161781156
I know. He didn't even cover his mouth when sneezing his nodev reply all over me. I almost got nodev AIDS.

Vile place chat is. Shant be abiding by such company!
>>
>>161780642
I found that it spent more time describing each part in detail than the "glue", but I'm only halfway through so IDK.
>>
>>161781303
In terms of implementing, it's only concerned with glue for the most part, I mean.
>>
>!
>>
File: kk.gif (1MB, 473x339px) Image search: [Google]
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hi i'm making a 2d pixel platformer fuckging meme waifu retro 8bit game my first project
>>
>>161781359
>tfw half my niceposting will get filtered by this
>>
>>161781393
not enough screenshake
>>
>>161781432
>niceposting

I can tell you are an animefag based by this
thank god ! is filtered
>>
Shame it had to be this way Danny old boy :0)
>>
>>161781694
That would only filter my non anime posts leaving only my anime posts which usually have empty comment fields.
>>
>>161781752
must filter
>:)
>:^)
>:v)
>:0)

it's always good to filter
>:3
>;_;
as well
>>
>>161781917
thanks senpatchi
>>
Good way to smoke danny out is just saying his name, he hates that ;o)
>>
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>>161779802
I was doing something like this automatically (I had a vector3 I would assign and adjust) but it wasn't working

Figured out it was because my mouse position to screen was a little offset so I've fixed it now and it works thank you
>>
>>161781393
I want to see anime girl get dominated by enemys
>>
>>161782080
Good work. Are you planning on implementing sniper weapons with crosshair overlay that let you look further than with other firearms?
>>
>>161782080
what engine
>>
>>161781393

HOL' UP YO (EXCLAMATION MARK)
>>
>>161782041
>>161782061
nice proxy shitposting shitter
>>
>>161779378
Well I've already got one of those down

Now I just have to unmake all those games...
>>
>>161782467
You shitter you
>>
>>161782204
Sort of.

Not sure if you've heard the description of my game but it's a mercenary management game with a strategic map (just had a person join my team who's only going to work on that) and a combat map (what you see/what i work on).

Snipers are a support weapon, meaning if the unit is in range on the strategic map you get a little ability icon on the bottom of the screen so you can use that support. in the case of the sniper its a single high damage shot with a 60sec cool down. they're also the cheapest/first support weapon

I do have marksman weapons that have longer aim in values, but I'm not sure if I should just allow them to aim in more or doing something special with it.

>>161782205
It's made in Unity
>>
I'm using GML and I created a system where you can pick up an elemental orb and it'll change your projectile, and you can also exchange it for another. I currently have 3 orbs in place and can freely switch between them. However, if I press the pick-up button and fire button at the same time, I can fire the third projectile when I'm not close to it at all as long as the orb itself still exists in the room. Does anyone know what the problem might be?
>>
>>161782881
depends on your implementation
>>
File: IMG_2938.jpg (9KB, 68x68px) Image search: [Google]
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Q U I C K come up w/ a qt anime girl name for qt anime girl or household appliance to name her after and win the. Prize
>>
>>161782881
When you press pick if do you have a function to check if theres something there before you change anything?

for example this is a common issue if you press pick up and then immediately it's set the third orb, and THEN you check if something is there and assign the orb you are shooting to that orb
>>
>>161783009
mai pai
the senpai
>>
>>161781393
where did u get the sprite
>>
>>161783009
Vacuum
>>
>>161783009
Thanks for the image anon, I'll try and make something this qt using half the pixels for my ai gf
>>
>>161783009
Sealer
Grinder
Press
Toaster
>>
>>161783009
Bloom
>>
File: scanlines.png (2MB, 1712x480px) Image search: [Google]
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made a simple, subtle scanline effect. it looks a little dark in the comparison because it flickers a little and i happened to snap it at its darkest point.
also brightened the screen with a shader to make up for the darkening of the lines (the lines themselves aren't a shader)
if you object to scanlines they will be toggleable.

>>161751108
>the lack of helpful documentation and clear explanation is infuriating
agreed 100%. i ended up watching some youtube videos to get a grasp but the fog only cleared slightly. it's confusing and i respect people who can make shaders with no problem
>>
>>161783917
I actually like the way that looks. It is just subtle enough to not be annoying.
>>
>>161782670
Why do you always say "scram" when you're yelling at your boogeyman? Are you from the 40s?
>>
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Every time I add cool effects like DOF, lens flares, light flares, etc Agdg tells me to trash them.

Well fuck agdg look at these, don't they make this train level look even cooler? You won't tell me to get rid of them again will you? Please tell me they are acceptable this time around.
>>
>>161784472
>bokudev going insane from our feedback.

What have we done.
>>
>>161784472
So without trolling, and as sincerely as I can pose this question, what is the actual gameplay of this game? Your cube rolls around on a grid and does...what? What is the camera rotation for?
>>
>>161784472
It's about 2x brighter than necessary. Also stop trying to lick agdg's sack none of these homos even make games.
>>
>>161784472
They're kinda distracting, if there was a lamp in the glow it might be ok
>>
>>161784472
That screen rotation makes me want to kill myself. Please don't do that in future webms.

I can't even comment on the flares and smoke because it hurts too much to watch the rotations

Love you anon
>>
>>161784268
Just filter the ! sign and you won't see shitposts
>>
>>161784734
Sokoban meets captain toad. Instead of hunting for 3 diamonds like in captain toad, you hunt for 3 push block puzzle cubes to push into their goals in a sokoban fashion. In line with things stolen from captain toad there are also perspective puzzles where you need to rotate your camera into the correct position since certain levels will have objects blocking certain camera perspectives, and enemies and traps will try to kill you as well since you can also die.

The grid is for the 1;1 tile movement. You can also hop/jump.
>>
>>161784946
I rotate the camera because I want to show how it looks like from the 4 camera angles you can rotate the camera from. In a way you're suppose to rotate the camera to not let the bright light obstruct the playing field.

A mini puzzle if you will, though many of you will NOT understando.
>>
>>161784472
Clouds seem much more distracting/impeding of view from top down as opposed to a side view.

I get that they are all the same top down, so I guess I mean when you look at the train head on.
>>
>>161784978
>game where camera movement is integral
>camera movement is fucking awful
Something doesn't add up here.
>>
>>161785110
I think you people get confused thinking that its camera triggers but its really just the player hitting the camera rotate button.

Its not awful camera movement, its just me pressing the button to rotate it. Its not pre-programmed rotations or something.
>>
>>161784472

I think this is your best work yet boku.
>>
>>161785198
I understand that. The 90 degree snapping looks awful.
>>
>>161785263
I think it goes with the 4 directions, and also the perspective puzzles
>>
>>161785263
Do you want the snapping to be slower? Like pan instead of instant snap?

>>161785354
Pretty this

>>161785249
Thanks senpai

>>161785090
That is the train exhaust I'm still working on the effect really. WIP
>>
>>161785198
>Its not pre-programmed rotations or something
but they are pre programmed rotations?
>>
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>>161785354
I understand it's the only option but it still sucks. Grid movement sucks.

>>161785474
Pic related. If the easing curve looked more like the green than the red (what you have now) it might be better.
>>
>>161785474
>Do you want the snapping to be slower? Like pan instead of instant snap?
Yes please

Something slower or more gentle would be nice.
Perhaps it's just because I'm not controlling it, so my brain can't prepare for the sudden change in orientation.
>>
>>161785578
>>161785474
I think the quicker the better. I don't think many players want to feel like they have to wait for a camera to switch directions, especially when it switches your controls?
>>
>https://gamedevelopment.tutsplus.com/articles/1gam-how-to-succeed-at-making-one-game-a-month--gamedev-3695
>You need to design games that would take 20 to 50 hours of work.

Is this specific to his jam? Or is he saying devs should make shovelware?
>>
>>161785809
You can just change the easing curve and have it take the same amount of time but still be smoother...
>>
>>161785847
>Or is he saying devs should make shovelware?
For training, yeah.
>>
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>>161785578
>>161785809
i think longer
>>
>>161785865
Hahahhahhah i cant program that I suck at programming.
>>
>>161785865
well when the curve is 80% there within the first 1/4 of the transition its basically aligned, and the player will get the impression that pressing right will make the player move what was previously forward, in the case of a rotation to the right.
>>
>>161786062
>somebody actually drew these for bokube.

holy shit kek
>>
>>161784059
thank you
>>
>>161786073
>Hahahhahhah i cant program that I suck at programming
Hahahhahhah i cant math* that I suck at math*

I'm sure there's an equation generator online that you can use, rather than guessing yourself
It should be rather straight forward
>>
>>161786073
just fuck around in https://www.desmos.com/calculator until you find a formula that looks right
>>
>>161786073
Well it's a little bit more effort than simply doing x += (y - x) / 2 each frame or whatever. You have to turn it into a lerp, then apply the easing function, in this case something like sin(sqrt(t)*pi/2), to the lerp t parameter.

>>161786170
Yes.
>>
>>161786206
easing curves are used in a lot of stuff, its beneficial to any observers as well
>>
Is there a way to make a widget transparent to clicks?

I have an image widget that follows the cursor once an item is clicked, but I'm unable to click through that image to another slot so I can set the first item there
>>
>>161776541
Hell yeah PID machines. I both love and hate PID machines for being able to do anything, but also sometimes being a total bitch to tune.

What are you doing with yours?
>>
File: Grass1.png (2MB, 2560x1440px) Image search: [Google]
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Trying to find a new composer.
>>
>>161788471
There's almost nothing in this image that looks good.
>some things are blocky, some things aren't, block size is totally arbitrary
>colours and textures are boring
>too much empty space
>main character is zero-effort not to mention completely out of place
>blocky gradients instead of smooth gradients when you're already using smooth lighting
>>
>still don't have multiplayer working
The pain
>>
>>161788896
>still
How long have you been trying and which engine are you using?
>>
>>161788865
feed me more senpai
>>
>>161788865
Where's your game?
>>
Post devmusic.

https://www.youtube.com/watch?v=SbR6hmr2bAE
>>
>>161788951
Two days, most of which is time wasted not doing shit

Game maker studio

Laugh at me aggy daggy
>>
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>>161789047
https://www.youtube.com/watch?v=GSdYPkgCvtE
>>
>>161789047
And no fuck off with that shitpost already.
>>
>>161788471
Its kinda like bokudevs even worse cousin or something.
>>
>>161787318
Nevermind. I keep forgetting visibility doesn't just refer to whether or not you can see something
>>
>>161789219
>devmusic == shitpost
Yeah sure, buddy. That is the thread's most notorious shitpost. Everyone has a bad time when they share their music taste with the community. Oh the horror. The sheer horror.
>>
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>>161789228
I'm his sister's boyfriend's third cousin FYI
>>
Anyone else making a game for GMS2 jam?

I started, its fun to be in the prototyping stage again
>>
>>161789376
I unironically agree
>>
>>161789219
>>161790232
imma need you faggots to explain yourself, right now
>>
Spamming your favorite gay little songs is in fact off topic and always has been. Just saying.
>>
>>161791383
+1
>>
https://www.youtube.com/watch?v=4qlCC1GOwFw
>>
https://www.youtube.com/watch?v=9SZfoItFL8k
>>
>people change projects constantly because they dont know how to do anything
>i cant get a single idea for a game
Capable people should be the only ones with creative minds
>>
>>161792604
>have a creative mind and am capable of realizing my ideas
Sucks to be you, fag.
>>
>>161792743
Show me your game.
>>
File: MechaPig2.gif (1MB, 411x304px) Image search: [Google]
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Haven't really been doing game graphics at all lately due to Christmas preparations and family, but here's an attempt at a mecha-zombie texture for the pig.
It's a bit of a mess, but I'll make a "cleaner" and more natural-looking pig texture next.

General feedback/comments?
Is it complete eye-rape (I know some of you really hate my overly messy and detailed textures)?
>>
>>161793018
decent horrorgame asset / 10, would get jumpscared
>>
>>161793018
Reminds me of Silent Hill.
>>
>>161793018
Looks good but I don't see any resemblamce to a 'mecha-zombie'
>>
>>161793149
Thanks, Anon.

Harry Potter for the PS1 was my initial inspiration, but I feel like I'm moving onto Silent Hill-territory now.
>>
>>161793223
Thanks!

>>161793253
Thanks,
What do you see?
>>
>>161793357
Human butcher transformed into a pig running after you with a butcher knife
>>
>>161793434
Oh, well that's nice too.
I meant for it to look like a robot/cyborg pig with some metal parts exposed.
>>
>>161793625
>robot/cyborg pig with some metal parts exposed
I don't see any metal on it. To me it looks like a humanoid boar squeezed into pigskin clothing.
>>
the mechanical bits look more like leather or something, like a mask
>>
>butcher goes to hunt to the forest
>kills a wild board
>it was actually a druid
>curses butcher who is transformed into a pig
>butcher has to eat human children to regain his human form to go back with his daughter
>eats his daughter
I can see it
>>
File: MechaPig2_F2x2.gif (2MB, 822x608px) Image search: [Google]
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>>161793860
>>161794172
Ah. Oh well.

Anyway,
Here's a silly colour-indexed and dithered version, to make it look a bit more "PS1".
Maybe it's nostalgia-goggles, but I really like this effect.
>>
>>161794286
Good lord, Anon.
I'm just dreaming about making a nice exploration/adventure game, with some steampunk technology in it.
>>
File: ropl.gif (2MB, 468x351px) Image search: [Google]
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progress on enemies
>>
>>161794635
i have no idea what the fuck im looking at
but i think i love it
>>
>>161794635
engine?
>>
>>161747792
Hey guys. Anyone need any music? Looking for a project. Here's something I made just now.

https://soundcloud.com/soravme/when-you-glanced-back

Let me know friends.
>>
>>161794851
oh cool what engine?

nevermind, good luck!
>>
Managed to get my game compiling on both Linux and Windows.
>>
>>161794851
Guy with the pigman here,
That sounds great. I wish I could program, so I could capture you for my own game.
Sounds like something which would fit a slow airship exploration perfectly.
>>
File: box.gif (543KB, 474x354px) Image search: [Google]
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>that feel when you get fucking kicked into obscurity

>>161794831
gamemak
>>
>>161794921
i would love to say the same but for some reason yoyogames thinks its a good idea to charge 100 sheckles to compile to a fucking free open source operating system.
>>
File: gameplay1.gif (206KB, 342x219px) Image search: [Google]
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>>
>>161795448
Those must be some small and close mountains to be moving that quickly.

What's the gameplay anyway?
>>
>>161795448
A walking simulator?
>>
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I just remembered why I tried to stay away from floating origins the last time I did it. TrailRenderers don't have any way to get the position of each of the trail points and then move them. LineRenderers actually do, and so they can be made to work with a floating origin but you are SOL if you want to use the vanilla TrailRenderers.

The best I can do is clear the trail, which looks better than watching the trail zoom forwards in front of you by whatever you set your floating origin threshold distance to.
>>
>>161795532
>>161795520

It's a walking simulator, yes.
>>
>>161795520
So close that you could climb them
>>
>>161795559
looks like it has a tail. Make it thinner at the starting point of the smoke like pic
>>
File: 2016-11-30_22-05-42.webm (3MB, 800x518px) Image search: [Google]
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>>161795671
Oh, the trail's just there to test how a trail reacts to a floating origin. I still want to do a real engine trail at some point, but I'm not decided yet on what it'll look like.

If I decide to use an a ribbon trail, I'll probably have to write my own version of the trail renderer using the line renderer so that it works with a floating origin. I might end up actually using particles because they work better for my purposes.

This was my test case for particles, which thankfully handle floating origins like champs.
>>
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>tfw havent killed myself, took almost a year off to learn music and am Soon (tm) going to get back to work on my artful AESTHETIC game

>tfw the music is good
>>
>>161795559
can't you just make an array/list what stores the coordinates of the trail and then your TrailRenderer uses that to generate your trail. the first element in list would be the back end of the trail and the last element would always be connected to the coordinates of the exhaust of your jet plane.

Then you need to define how often a new point is appended on the end. The more often it happens, the more accurate the line is, the less it happens, the less accurate it is. And every time you append a point in the end, you can pop an element from the beginning, which is the furthest side of the trail.

I don't know if it makes any sense.

also, at this angle, your runway looked like TARDIS
>>
File: UI_Test.jpg (120KB, 1273x715px) Image search: [Google]
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Messing about with the idea of a "Homeless simulator.

I need animation ideas, so far I have:

Not holding something:
Running
Begging
Eating trash
Pushing
Grabbing
Puking
Urinating
Punching
Scope up liquid
Yelling

Holding something:
Running
Drinking
Eating
Begging
Throwing (Hard)
Throwing (Soft)
Puking
Urinating
Hitting with object
Yelling

I think I have everything at the moment, I'm not sure what else to add.
>>
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>>161789047
https://youtu.be/tsVzm-rgS-w

Best music coming through
>>
>>161796665
tokusatsu pose
>>
>>161796802
>tokusatsu
Oh yeah, like poses to taunt people.
>>
>>161795118
Thanks bro. Working hard on getting to where I want to be so any compliments are appreciated.
>>
>>161796485
The problem is that there's no access to anything of the positions of the trail at all. The API just doesn't expose it whatsoever. All I can do is move the thing emitting the trail, which will cause it to make a trail when it gets repositioned. Unity not us :^)

What you're describing is just writing my own trail renderer, which I'm kind of trying now because I think I tried this before too and I wonder if the changes to how these things get rendered makes them look better than they used to.
>>
>>161794851
Hobo simulator here.

Yeah if you wanna help with music and ideas, I'm trying to meme it hard with this game.
>>
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>>
>>161797069
perhaps it is indeed best to make your own trail renderer
>>
>>161797321
Why not. Email me at [email protected] will see what I can do homie
>>
>>161797321
>meme music

explain this
>>
>tfw 5-7mb unity webgl builds

neat
>>
>>161797938
I ment it like memesimulators.
>>
>>161798272
>memesimulators

EXPLAIN
>>
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>>161797394
Just wrote my own simple handler for a line renderer. It does work, and it's nice having total control of where each segment of the line goes. There's sometimes a tiny flicker sometimes when the origin gets reset, but the fact that trail doesn't look like it's doing anything is a sign that it's working. The origin is getting reset every couple seconds.

LineRenderers are unfortunately not very robust though, so options for visual customization are pretty limited. This probably isn't the way I'll go, but if I ever need a simple ribbon trail in a floating origin world (which I'm still committed to) then I have an option.
>>
>>161798490
>if I ever need a simple ribbon trail in a floating origin world (which I'm still committed to)
Meant to say I'm NOT committed to. I'd still rather design around it than have to deal with the quirks that tend to come with one, but we'll see what happens. I'm not completely opposed to the concept now that I know that particles survive with no issues.
>>
>>161798463
Goatsimulator, Friday nights at freddies, Acurate battle simulator, anything memey.
>>
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>>161794851 music
+
>>161795448 gif
>>
>add defeat state for player
>whenever it dies an old spawner I made randomly spawns in


wat
>>
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>>161798490
there is one problem with the trail - what happens when you turn off your engine and continue to drift and then turn your facing angle 180 degrees. Will the trail clip through the cockpit?

anyways, when you have your own trail you can at least tweak it and make it suit your needs

for example, you can optimize longer trails by doing more advanced point removals. instead of just removing points from the end, you can start removing points based on density. pic related is sorta what I mean
>>
>>161799359
conflicting variable/class/object/method/function?
>>
>>161799620
If you turn off the engine there shouldn't be a trail at all. However, the problem remains if you're flying backwards the main engine on.
>>
>>161800070
then perhaps you can turn it into a feature
when facing the wrong way while main engine is working, make the outcoming trail puff up as if it was trying to go around the ship. but to prevent it from clipping into cockpit, you could make it so that it puffs into a hollow cilinder while in cockpit view.
>>
>>161800070
>>161800346
or you could do the thing where you dont use a statically placed thruster to try to go backwards
>>
>>161801035
eh? could reword or smth, I don't follow
>>
FRAME RATE? FUCK THE FRAME RATE
>>
>>161801276
see the little thrusters that fire up aiming in a different direction to move down? >>161798490
that's actually logical... same applies to forward/backward
>>
>>161801035
What about the case where you are already moving backwards because of inertia?
>>
>>161801556
*shrug* just dont emit anything?
exhaust trails in space is a dumb idea in the first place.
>>
>>161773179
3d is easy, what they did in the video is easy to do relatively but it takes a long time to slap it together, that is the main problem here, if you want shit like that in your game it will take you 20 years to finish it
>>
>>161801478
can you have it explode in pieces sequentially? yknow like BOM BOM BOM BOM BOM instead of one big one... might save the framerate and look cooler
>>
>>161777548
Which ones are artists? only the bottom middle one?
>>
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>>161801861
nah I already have it explode like this
>>
>>161801478
do what the pros in the industry do and pre-render every likely combination
>>
>>161802041
that explosion sure takes me back.
>>
>>161801478
i cackle like a madman every time

fuck the framerate, this is fun
>>
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Has anyone else here tried to use GameGuru SDK? I just bought it since it was on sale for 7 euros.

I think I am gonna be a live test subject and try to do one game with it to see what it can do so that other anons in here don't have to.

Too bad that DarkBASIC Professional was discontinued and made open source. It was virtually Pygame in 3D in its simplicity in the good and the bad meaning.
>>
>>161802469
>>161802495
>euros
Where the fuck is your game?
>>
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>>161802526
its in the jam
>>
>>161802495
>eurocuck ausfag shitposting

Reported.
>>
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>>161802618
Wats yer problem? Dingo ate ya baby?
>>
>>161795123
WTF?? Your enemy design is amazing! Great job Dev
>>
>>161802495
I am looking at their forums and it seems that they host community voting sessions after each update to determine, what to do for the next update.
>>
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I feel equally confident with mi modeling, and drawing skills (mediocre but passable)

which one would be a faster/ easier game to make, 2.5d or 2D?

pic related. Is 3D easier or why are many modern succesors to games 3d now.
>>
>>161803180
>Is 3D easier
No it isn't. And it always looks completely different from hand-drawn sprites. It completely depends on what you're aiming for
>>
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Got a great fps, time to chunk this shit
>>
>>161803401
good job proud of u
>>
>>161803401
but for what purpose are you doing this?
>>
>>161803464
for sweet sweet knowledge and maybe a game someday
>>
>>161803401
thats freaking cool
>>
>>161803401
Baby's first shader?
>>
>>161803595
babys first marching cubes
>>
>>161803595
>>161803715
Where is your cube?
>>
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>>161784472
Starting to think it looks better at night than day or afternoon
>>
would it be ok to upload my jam game with few stolen art assets? I don't have much time left.
>>
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Got the lights working in the way I wanted them to. A strong reddish light that comes from the lava around the guy, the closest you are to the lava the stronger it gets, and a softer paleish light that is always on top of the character and at the opossite side of the red light.
Also got the jump mechanics working properly this time, but the jump physics are shit.
>>
>not programming your game in assembly to run on bare metal

wow, it's like you're just throwing cycles away and letting the OS dictate how much processing time your game gets
>>
any bros know about unity webgl build crashes?

I really wanna have this dino jam game be webgl, but it crashes when loading my main scene. It works on the menu but freezes up on firefox/chrome when loading the main level, both by itself or loaded through the menu.

I'm on 5.5.0b7 and I don't really have time or internet speed to update.

I've tried lowering the build memory reserves too, even though my game only uses like <10mb of VRAM and 7mb of assets, My other jam game was much more complex and worked fine through webgl.

If all else fails I have the windows build ready, but I know people would be much more likely to check it out if its in browser.

/blogrant
>>
>>161804140
Browser gaming is a meme. It's like like going to the theater and watching the movie through binoculars. Just let the player play it directly.
>>
>>161804404
well considering the game is 960x640 it fits pretty well
and it also has fullscreen

I have the windows build uploaded too, so its up to them.

time to sleep
>>
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I want to CUDDLE rotate
>>
>>161804598
>3D
>>
>>161804478
uploaded?
where?
>>
>>161804639
she is 2D in my heart
>>
>>161804667
>she
No, you are just to thristy
>>
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>>161804598
understandable
>>
>>161804651
Its on a draft page right now, I'll submit it before the deadline but I need to get some sleep before I do some last minute work/bugchecking

Dino jam ends in ~20 hours, HYPE
>>
>>161804737
cute!
>>
>>161804747
make sure not to sleep past the end
>>
>>161804598
>>161804737
Literally who?

Also if no game had a face it would be it
>>
>>161799058
>anything that is popular is now a meme
>>
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>>161804915
how do you not recognize your own queen? The ruler of agdg?
>>
>>161805286
The only ruler of agdg I know of is googum
>>
>>161805415
shut up danny
>>
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>>161805286
>>161804737
>>161804598
>Not having yellow fever for bokudev
>>
Should I make one big seamless city with less detail or make detailed small areas of cities that you can warp between?
>>
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Like my peers, it's because I'm loyal :3
>>
>>161805286
Where's the penis?
>>
>>161762763
>space runway
lol
>>
>>161805925
Why something like that be posted about our queen on a blue board?
>>
>>161805743
Seamless detailed area, load areas dynamically so they don't all have to be loaded at once
>>
>>161805415
oh oh? am i a good ruler? am i fair and just ruler? do you fear and love me? do you praise my name? praise me more!
>>
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>>161806143
I think it's time for some good old fashioned deicide
>>
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>>
>>161806143
never >:(!
>>
>>161806143
The king of no devs.
>>
>>161806762
the king of (You)
>>
>>161806817
What an autistic thing to say.
>>
>>161775459
gay
>>
Any experiences with Godot?

I'm usually enginedev and hate this shit, but after dicking around with it, it feels...cute.
>>
>>161807952
I feel like it's pretty intuitive, it's 2D side is probably the best out of any engine.
>>
>work on a game for a week
>already rethinking how it's gonna work or look
>feel like dropping it

kill me
>>
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rip wewuz ;_;
>>
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So, i need to make an Auschwitz-themed game nearly all alone in C++ SFML because i signed up for something i shouldn't have.
I need ideas, and i need serious ideas, because all i'm coming up with is stupid shit like incinerator simulator.
Anyone here got any ideas?
>>
>>161803797
It does look better at night.
>>
>>161808951
slow
>>
>>161809195
You're an idiot
>>
>>161809195
read up on the different jobs nazis had and pick one to simulate.
>>
>>161804598
I normally think identityfagging on here is rude, but god damn, trap technology is advancing rapidly
>>
How the hell I set up a timer in Gamemaker, so enemy would spawn every few seconds?
>>
>>161809472
That's the thing, no siding with nazis, i need to make it about the fucking survivors, making everything hard.
>>
>>161809595
eh? is this a propaganda jam? it shouldnt matter which "side" the gameplay is on as long as you are moral as the designer.
>>
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>>161809381
>>
>>161803797
That looks like the best level iv ever seen out of bokube good work!
>>
>>161809592
Why were there 3 dentists for an extermination camp?
>>
>>161809727
Everyone can clearly see that you're samefagging you know that right
>>
>>161809770
They were exterminating cavities
>>
>>161809770
it only was an extermination camp for those who couldnt live up to it's standards as a work camp.
to work they gotta eat, to eat they gotta have working teeth.
>>
>>161809681
I said im making it for a competition, it ain't a jam, point is if i made it and you side with nazis (which would be much more interesting and i'd prefer to do that) they would propably kick me out of it because amoral or some bullshit.
tl;dr only can side with survivors/prisoners.
>>
>>161810062
Make it a depressing simulator and be done with it.
>>
Need some advice here.
dev a game for 2 months.

realized it's a boring game with no unique gameplays from it's genres' games.

Should i give up?
Should i continue anyway and possibly waste more of my time making a boring ass game?
Should i just hire an artist and juice the game up so it will be boring, but an eye candy game?
>>
>>161810062
do they explicitly say that?
you literally cant have a game without some agency and just about any agency you give to the prisoners will inauthentic and thus undercut the point of doing a game about it.
>>
>>161810204
post game
>>
>>161810204
See >>161810212

>Should i just hire an artist
No. Fucking no. Don't do it.
>>
>>161809770
gold teeth
>>
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back on track.
>>
Shit, how do i get precise collision in unity on moving objects? Concave mesh collider can be only used on static objects and i'm sure as fuck not assembling ten millions of box colliders for each of my meshes to cover all faces.
>>
I would like to make a sandbox MMO.

Where do I start?
>>
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>>161810212
>>161810241

sorry for the delay.
here's the game.
>>
>>161810204
>realized it's a boring game with no unique gameplays from it's genres' games.
Lack of unique gameplay mechanics isn't a problem at all. Now, if you feel like it's boring that's completely different thing, how can you expect anyone to enjoy your game when you don't enjoy playing it yourself? Ask yourself, what exactly makes it boring and what can you do to un-boring it with the least amount of work. Work from there and at some point in the future you'll look at it and think "hey this is actually quite fun"
>>
>>161810276
You go to your modelling software and divide it into convex sections then import that to use for collisions. It's your own fault for not properly preparing your assets.
If you're to lazy there is stuff on the assetstore that will do the above work for you.
>>
The villain of my game is Giant Meteor 2016

How could the protagonists feasibly stop it
>>
>>161810864
Gather enough puppies to form a huge pupper cannon ball you'll then launch into space
>>
>>161804598
pls do i'm so lonely ;_;
>>
>>161810694
Use consistent placeholders and better colors.
Right now it looks boring because the visuals are a mess, just change some values around or something but you clearly don't need to buy arts at this stage of the development.

Looking at the icons you probably have something nice going for the game so at least do what I told you before trashing it out if your really plan to do that. Heck, even use ripped arts from rpgmaker or something until you have some solid gameplay.
>>
>>161810864
One Punch Man
Is your game a comedy/does it have a silly theme?
Strap giant rocket to earth to push it out of the way.
Giant magnet to push it away (metals in meteor etc)
Giant nets strung up high in atmosphere to absorb momentum
Scifi?
Wormhole
Nuke it (either to destroy or change path)
Launch space crafts that latch on and push it to change trajectory
Reverse time to stop villain doing it in the first place
Use what ever the villain did to call meteor, but run it in reverse. Or use it to summon another meteor to crash into the first one
>>
>>161810742
I don't even know anymore.
i might be seeing the same thing too long.
It might be the frustration from coding the game and fixing those bugs.

>>161811176
those are not placeholders.
it's more or less the final art i'm gonna be using, only the house with the flag icon is a placeholder.
the rest are final arts that i might fix a little bit of the details, but no big changes.
>>
>>161811057
and for good reason
kill yourself
>>
>>161811782
what reason
>>
>>161811341
>it's more or less the final art
It's still inconsistent.

The grass seems high-detailed tier, the bushes and trees are mid-detailed tier while the house and road are just wtf-tier.
That being said that kind of art can be fine but you need to pick better colors.
>>
So copying Earthbound's aesthetic is now considered garbage

Is Mother 3 still fair game?
>>
>>161811865
copying is garbage. get inspired
>>
>>161811847
you're a shitposting attention whoring autist nodev
only reason you're here is because you have nobody else to talk to so you force yourself upon us knowing we can't do anything to force you out

you're not wanted here
or anywhere else for that matter
>>
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>still can't choose whether to have a mahou shoujo or a viking girl as MC
>still can't choose the setting for my game
Help.
>>
>>161812089
i will cut you some slack and not ask if you even have a game, but do you have any inch of gameplay planned out
>>
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>>161811176
>until you have some solid gameplay.
my game play is basically this.

>top right
>event system
u can get quests from event, push the story forward, random events where u get gold/penalty based on choices, etc.

>btm left
>shop system
basically, you get ingredients from quests and uses them to craft the items to be sold in shop.

>btm right
>quest system
Nothing fancy here, just assign some of your villagers to the quest, and there will be a quest progress, and when it's 100%, u finished the quest and get rewards from it.

that's the main thing that keep the game going.
a bit lacking, but i don't wanna get too ambitious and ended up couldn't finish the game.
but it makes the game seems lacking?

>>161811860
I'm not an artist, so i just picked random colors to draw before this.
but then some anon here told me to use the template from dawnbringer.
>http://pixeljoint.com/forum/forum_posts.asp?TID=12795
Probably just the way i'm using the color wrong?

btw, the road are just plain color that i randomly picked, nothing is drawn there.

i'm 1MA, but on the programmer side, and absolutely shit at art, let alone pixels art / 2d arts.

If i could, i wish to continue using my art even if they are shit.
But i'm willing to learn and are open to advice and teachings from kind anons around.
>>
>>161810249
I don't think I've ever been more hyped for an agdg game

you're doing a better job at roguelite bullet hell than when Isaac attempted it with that shitty dlc boss
>>
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>>161812180
Yes. >>161751726
I even came up with the card system to use in battle but I'm getting second thoughts about the whole setting because I'm not sure about setting, monster designs, plot etc.
I mean, a magical girl would have to transform back to a normal girl. And then what? At least with a viking setting, I can just use norse mythology and come up with something with that.
>>
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>>161812047
>>
>>161812047
but people where just saying they wanted to cuddle with me
>>
>>161812403
i will give you the benefit of the doubt because this isn't an excuse and it's more than i expected
keep fighting the good fight dev
>>
>>161812518
I'm sure he is honored to have your blessing
>>
>>161812559
i know
>>
>>161812518
I am honored to have your blessing anon.
>>
>>161812190
>but then some anon here told me to use the template from dawnbringer.
yeah no, no offense but avoid shit coming from the pixeljoint forum, they're trying too hard to bring their nostalgia old-screen coloring in their tutorials.
Try to have a look at games like Link's awakening with far more warm and colorful scenes.
Also like I've said your art can be fine as it is, one look and you seem to have already some knowledge about shadowing and saturation variations, just go for different colors.

For your gameplay there are games with far less details that are fun to play. I think that, as a programmer, what is killing your motivation right now is the art so change it a bit and see how it goes. Don't buy art if you're not 100% satisfied with your prototype first, you're just going to waste money.
>>
>>161812480
you're not the only shitposter autist nodev here
they don't want to cuddle you, they want to shit up the thread by bringing you up

if you don't have a game then fuck off to /soc/
>>
>>161812480
It's not because you're cute that we're forced to stomach your attention whoring and shitposting, sweetpea. Just try being nice and working hard on your game, you'll get out of the slump you're in.
>>
So I have such code in Gamemaker:

enemy = instance_create(x,y,object2); //creates enemy and sets it as separate entity with separate data
enemy.image_angle = point_direction(x, y, player.x, player.y);
enemy.speed = 5;
enemy.direction = enemy.image_angle;

Is there command that would just set the enemy class without having to create the object? In step event it creates as an infinite loop, but I ccannot separate class setting from movement commands.
>>
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>>161812089
>implying you can't have both
>>
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>Construct Dungeons in a tiled drag and drop level editor by placing traps, monsters and puzzle pieces in a dungeon with various items and improvements
>Has RPG elements for progressing from dungeon to dungeon in a quest line to play through campaigns instead of being isolated maps.
>Has an AI capable of procedurally generating full dungeons out of set blocks
>You can even design your own monster logic, abilities, minibosses and bosses by combining scripted elements and a wide range of mechanics.
>>
>>161812816
speak for yourself, rotate is cute af. She's smart too, able to navigate a lot of engines and programming languages very well
>>
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>tfw talking about game dev with my normalfag friends
>he says he doesn't like indie games because they look like shit and why don't devs make them look nice like COD and shit
>ask him how he thinks COD shit is made
>he thinks it's like ten or twenty people who slap it together and them some voice actor and shit, it can't be too hard i mean there are so many games coming out each year
>explain to the scale of the actual process and all other shit that is involved
>his jaw hangs open "n-no waaaaayyyy"
sure i redpilled this one normal fag, but 95% of gamer normalfag think like him and it just makes our indive dev lives living hell since we have to pander to them ;_;
>>
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There's no way to prove you stole code if you delete the owners copyright comment right?
>>
>>161812878
>Is there command that would just set the enemy class without having to create the object?
What?

>enemy.speed = 5;
You're accessing the object here, so I don't see how you expect to "assign values without having to create the object" when you access it to begin with.

If you want to have a class-oriented thing then use scripts instead. That way, you create a script -object-, assign your values and then you link the script with a gameobject later. But that will add another layer of coding :
>enemy = instance_create(x,y,object);
>enemy.speed = theScript.speed;
>>
>>161813042
M-MASAKA
>>
>>161812662
well, it's not necessarily for me to uses 16-bit colors.
but i think my art had gotten better when i limit my colors to a template instead of pulling colors out of my ass randomly.
perhaps i should uses an available palette from existing games?
e.g. zelda : minish cap?
I always like the cheerful color in that game.

or is there other palette that artists can recommend me?
or is there any tutorials on creating my own palettes?

oh btw, i meant buying art when i completed the game, if the game is still very boring, because i'm really really bad at juicing up the game.
and juicing up the game at least make it a boring gameplay but you can enjoy eye candy-game.

still images are just so boring to look at.
>>
>>161810207
Yes they did, closest to siding with nazis you can do is play as sonderkommando, but that's all.
>>
>>161813219
>e.g. zelda : minish cap?
>I always like the cheerful color in that game.
Then do it. We will never know if we keep on theorizing here.
But i've recommended Link's awakening first because it has far less colors so it'd be easier for you to work with for starters.

Color theory or any theory are just theories. At some point you have to jump in and see by yourself anyway.
>>
>>161813219
Yes anon art becomes so fucking easy when you enjoy it
>>
For real though how do I get better I've been trying to learn how to code and make games for months and I don't feel like I'm getting any better.
>>
>>161813413
By working on your game instead of shitposting.
>>
>>161813413
You aren't focusing

You must focus with all your mind
>>
>>161812878

Objects are your classes in GML.
>>
>>161813328
Alright, thanks for all the help.
I will take some time to change all colors to a new color template then~

>>161813370
As a programmer,
is it bad that i actually prefer art more than coding?
>>
>>161813131
>What?
Currently my code works like this:

-timer object does the timing - every two seconds it creates an enemy object
-enemy object has step event, which starts a piece of code which does the movement

For now all enemy objects take data from last enemy create because data is shared among all enemy objects.
In theory I could put the instance creation in that step event so I could use "enemy." thing to separate the data, but that would cause infinite loop of instance creation.

>use scripts
Didn't tried them before, I'm new to Gamemaker, but will try to figure it out.

>enemy = instance_create(x,y,object);
>enemy.speed = theScript.speed;
Aren't you describing one-time code? I cannot put this in loop due to instance_create and I need data changing real-time.
>>
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Bokube Pounce Mouse animation test.
>>
>>161813413
>I don't feel like I'm getting any better.

This is what stops 99% of people getting anywhere. Working with code is something that feels like it's not getting any clearer right up until the precise moment that it does. I promise that if you stick with it you WILL get it, no matter how much it seems like you won't.
>>
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>>161804598
Is this the second female attention whore agdg got?

I recall there was one in like 2011

>puke blue nails
Daddy issues ahoy
>>
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This guy is making 180k a year off making a porn game. By himself. With only Unity.

Why aren't you?
>>
>>161813820
I have to git gud first.
>>
>>161813820
Because I'm not good
>>
>>161813594
Nah

You've been doodling since elementary school

Programming is still new to you
>>
>>161813619
>Didn't tried them before,
I was going to make a long ass reply but have a look at this instead :
>https://docs.yoyogames.com/source/dadiospice/001_advanced%20use/006_scripts.html
>>
>Katana costs 2 and grants 3 attack
>Trenchcoat costs 1 and grants 3 defense
Am I obliged to add a fedora and if so what should it do?
>>
>>161814018
You also need to add set-bonus.
>>
>>161813820
>monster girl island
I still think that it's going to end up similarly to Breeding Season.

This guy will never finish the game and will just sit on the money he's earning by showing lewd models.
>>
>>161814018
Lowers enemy attack duh! *tips* m'lady
>>
>>161813787
>female
>>
>>161814091
There's no reason to finish.

Longer he drags it out more money
>>
>>161813820
Cause I'm a shitter
>>
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List degenerate things for my hobo simulator.
>>
>>161814091
why on earth would he want to finish the game? Any smart person would milk it out.

What's so surprising is that he's not even good. His models are nothing compared to illusion or other popular 3D hentai artist. It's very mediocre, yet he's making the salary of a seasoned Doctor.

the fuck
>>
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>>161814190
Everyone is a fraud anon

Even supreme emperor trump isn't as rich as he pretends he is
>>
>>161814260
Do I get hobo points for shitting in the street and evading cops?
>>
>>161814394
I was considering that, and throwing shit at people and urinating on them to keep your degeneracy high so you can at the end of the week get more welfare, but it will decline your mental state.
>>
>>161814394
You can generate infinite hobo points by tugging guys off behind the chik fil a
>>
>>161814018
INCREASE INTELLECT
PROTECTION AGAINST HOLY
>>
>>161814270
I'll be happy if I release one successful game before I die, so I don't really care all that much
>>
>>161814583
How do you define success is something you should ponder

*tips*
>>
>>161814267
His designs are good. Also llusion doesn't make monmusu games. There is a slight overlap between monmusu and furries.
>>
>>161813820
i can't even draw anime tits properly, i don't have enough willpower to grind it through to get to the point where i draw anime tits properly and i'm not interested in producing anime tits, 3d anime tits or any other kind of niche porn internet craves and throws money at
i'm on a losing position since i can't get the best either out of so-called normalfag life or internet degeneracy
>>
>>161761680

You gotta not control your zombies like a 12 year old, drag and drop Game Maker user.

I bet you used "reverse direction" and everything.
>>
>>161814742
His designs are good NOW

The game was a joke when it started

Like everything but the big tit black demon thing changed

Which looked so out of place in the beginning
>>
>>161814394
>Do I get hobo points for shitting in the street
No, but u get Indian Points.
>>
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>>161814742
>His designs are good
Right..
>>
>>161814846
Do you expect to change my mind by posting my favorite girl?
>>
>>161814846
That's fappable.

It clashes with itself but I'm sure someone can whack it to that tight chest and anime face
>>
Dangerous lack of progress here
>>
>>161814874
If that's your favorite girl, then I can happily disregard everything you've said.
>>
>>161814846
>loading
huh kinda cute

>loaded past half way
what the FUCK
>>
>>161814984
?
>>
>>161814913
(You)

>>161814824
The designs are better now but I always thought the android girl was bretty good, even when they were posting here.
>>
>>161814825
Poo in loo jokes lost the novelty since they now don't get mad about it

Toilet witches are still my ...number 2 though

Da dum tiss
>>
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>>161813820
because I want to physically simulate every muscle fiber and nobody cares
>>
>>161814846
Is that a dong or what, the crotch area is like 100$ unparseable
>>
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>>161814984
Vanillafag?
>>
>>161814260
copulation with street canines
>>
>>161815143
You see I'm perfect for this type of game

You know what would make her even more hotter?? Bare with me..

A Jew nose
>>
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ONE-HUNDRED EIGHTY THOUSAND PER YEAR
>>
>>161815067
>Poo in loo jokes lost the novelty since they now don't get mad about it
>they now don't get mad about it
Did you missed all those posts of indian being ass blasted from poo in loo memes?
they even tried to force the shart in mart meme but failed.
>>
>>161815392
Poo in the loo is like 2 years old bro

It's stale meme for me
>>
>>161815392
build wall, cristian
>>
>>161815383
Purupuru
>>
>>161815383
I wonder how she sword fights.
>>
>>161815683
Not well without a sports bra
>>
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>>161815717
feelin' alive again.
>>
>>161815821
Nice shit dude

What's the sound like?

I'm imagining that song Radar rider

Also guys please take cold showers and exercise it will help with our collective crippling depression
>>
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>>161816106
>trying to improve /agdg/ morale
>>
>>161815821
Sounds like this: https://www.youtube.com/watch?v=u3SWxUC4VME

And this: https://soundcloud.com/garoslaw/monolith-ost-crossfade
>>
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>>161816184
Oh man I remember that game

What's the oldest game you guys can remember??

I remember that Viking game with the dubs machine back when this was on v
>>
>>161816106
easier solution to your depression, take about 800mg of cough medicine
>>
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>>161816284
I remember the dead
>>
>>161816284
i miss the exploding orc game
i miss old /agdg/
>>
new agdg > old agdg
>>
>>161816347
OooooH that too down one right?

I remember that when he first started
>>
>>161816342
>Foxhole
>EyeContact
Totally forgot about them.
>>
>>161816410
*top down

Pink skull was the most aesthetic DESU
>>
Hey, I just noticed Mayhem League is not here anymore. Whatever happened to him? He posted the most consistent progress for the longest time, even though I think his design was all over the place.
>>
Stress test. Got 20 bumpmapped enemies on screen with almost no FPS drop on a toaster.
My plan was having 8 characters on screen at the same time so I guess the test was a success, at least if I keep all the models under 6k tris.
>>
>>161816574
Jail
>>
>>161816342
rocket witch was completed
cash out still being worked on
>>
>>161816608
Haha you guys joke about jail too much
Did he really? What charges?
Also
loli dev didn't really get vanned right?
>>
What does SDL_UnionRect do? The documentation doesn't really explain it at all.
>>
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>>161816284
>>
>>161816664
I'm just memeing.
>>
Give me some things that an adult character could do/own to indicate a childish innocence and sense of wonder
>>
>>161816601
what happens if you put static objects in there
>>
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>>161816342
>dev or die
>most of them died
I can see why we changed our motto to something less depressing
>>
>>161816715
Old aggydag best aggydag
>>
>>161816783
Misunderstanding dirty jokes and going into ideallistic tirades.
>>
>>161816783
Dreams about fantasies far away from where they are currently

Doing the right thing

Playing
>>
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>>
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>start trying to learn 3D game making
>feel like I am just making a themepark of sometimes moving statues
>it begins to feel so pointless

why do I always get this feeling whenever I try to make 3D?
>>
>>161816783
He finds out a passed out girl in a forest with nobody around and doesn't fuck her
>>
>>161817083
No

What?
>>
>>161817071
Released, Canceled, Left, Hiatus, MIA, MIA, MIA, Released, MIA, MIA, MIA, Hiatus, Hiatus(Canceled?), MIA, Left, MIA, MIA, ?, ?, ?
>>
>>161817083
Because that's what your actually doing faggot

It comes together with animations
>>
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and modern day aggy daggy
>>
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I lack motivation and as a result I'm getting nowhere with this char. I think I haven't touched it in two weeks
>>
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>>
Nothing like a stroll down memory lane to revitalize our WARRIOR SPIRIT
>>
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how many commits have you pushed today agdagy?
>>
>>161817425
It only reminds me of the sorry state we're in. WHERE THE COOL GAMES AT? we're at an all time low of progress and sheer quantity of devs.
>>
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>>161817194
so, it doesn't become better?

damn, I think 3D is not my thing then. Funny thing is that 2D is also not my thing.
Only thing I have left is UI games.
>>
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>think AGDG is better now because we have games which aren't 2D pixel platformers
>>
>>161817475
0 because I don't know how to use Git with my IDE
>>
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>>161817547
>this anon will never like your game
>>
>>161817547
I actually agree with this.
>>
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>>161816793
40 static objects, using the same model. Frames drop to 45-50. Pretty happy with it anyway, since I doubt I'll have so many objects with so many polys on screen at the same time at any point.
>>
>>161817583
there's not a directory containing all the files?
>>
>>161817517
No you missed my point

It becomes wayyy better when you move something with a walk cycle


What are you trying to make?

Your not getting anywhere because you keep flip flopping

If you set out to learn 3D don't give up
So soon
>>
>>161813964
Thanks for link, but you know what solved my problem?
Removing the "objectx." before variables, so it doesn't call entire enemy class, but separate objects (because "self" thingy in option already calls the object the code is written it), funny, isn't it?
>>
>>161817638
Nice! I wonder what happens when you add animated models into the mix.

and what are your general computer specs
>>
>>161817475
I've made 15 commits in the past 24 hours for work
>>
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alright niggers, post your patreon goals
>>
>>161817083
I had exactly the same problem once when making a desert scene. Then I added distance fog, some sand particles and created a heat haze effect. Even some color corrections for the weirder models. After that all models somehow seemed to blend together a lot better and didn't look like random stuff placed there.
>>
>>161817229
Bestiality and its depictions are illegal you degenerate fuck. Enjoy sucking ordinary human cocks in prison.
>>
>>161817547
Really? Do we have sojourn? Pornblade TJS? Blockhead?
>>
>>161817714
That's the next test I have to do. Will have to rig the scoprion model first, since the animated one I have been using as player placeholder has a higher polycount and that one does fuck up with the fps a lot. I'm testing on both on a semi-decent rig and on a toaster. Very little difference between them, but the decent computer has a shitty amd gpu.
>>
>>161813787
how is puke ever blue.
and how can you tell i have daddy issues from it.
>>
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>>161817691
>What are you trying to make?
I am currently getting familiar with a new SDK - toying around with its capabilities.

>>161818034
I think that the thing that is a dealbreaker for me is the actor centric .. umm ... design a 3D game must be about. That makes me feel as if I was making a furry porn "game". Focusing on visuals makes me feel like a god damn dirty manwhore. I just want to do everything else, but not the visuals.
>>
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>>161818380
Cold reading
Everyone has daddy issues
>>
>>161818482
Toying around is very fun but you'll never get anything done if all you do is dick around

Try writing down the absolute basics you need for your game to work
>>
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Added icons to weapons and bonuses. Added ability to slowdown game (which happens on pause and reflex boost)

Also added post process support. Currently it gets gray scale (except the bloods) when it is paused.
>>
>>161818606
Looking cool anon

Thoughts on adding an announcer for a more smash tv feel?

Also can you make a swastika bullet attack?
>>
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>>161817425
That's why this place is depressing, it can't escape its own past. Most games made here fail, and that's a fact
>>
>>161818482
Yeah I guess then it would be better to get an artist, or move away from anything requiring art. Like, why learn 3D if you hate it.
>>
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>>161818796
Risk of rain made that guy a millionaire

It's true most projects will die

But those that don't are immortal
>>
>>161818129
Uh, glad you like it.

She will be fully clothed
>>
>>161817945
Put your name on gogem.
>>
>>161817229
cute!

get to work, I'll be looking out for your progress now
>>
Am I right in thinking lua bytecode isn't platform-independent?

>compile on linux: works fine
>compile on windows: works fine
>cross-compile for windows on linux: doesn't work

Strange design choice.
>>
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>>161818767
>announcer for a more smash tv feel
wat?
>Also can you make a swastika bullet attack
why not, that sounds like a good way to test modability!
>>
>>161818910
True, that's probably what keeps a lot of us going: The fact that people from this place have made it. Notch used to post on the game dev threads in /v/ and now he's one of the richest men in gaming
>>
>>161819436
I gamedev because it's fun.
>>
>>161819868
Heresy
>>
>>161796665
>just make sure it's called Bum Simulator
>>
>>161819168
Thanks, I've been working on it since I first posted. Maybe today I'll manage to smooth it out a bit and retopologize it. Only then I can start laying finer details
>>
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Mak
>>
>>161817229
>furry
>not even cat furry
you sick fuck
>>
>>161819436
Humans are such silly creatures. Only 1 out of every 1000 devs here make it
>>
I'm trying to create a health bar on top of some units, for an RTS style game, in unity.

Is there something already made in Unity that I can use? or do I have to make my own?
>>
>>161820196
>tfw I'm in the 999
>>
>9th page
>782 posts
>no new thread

this is surreal. it's like the thread has gone to sleep.
>>
>>161820565
then do a new one
>>
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>>161820565
Just let it die
>>
>>161820593
im not good at anything
id probably fuck it up
>>
>>161820565
Actually the thread dying before anyone makes a new one happens quite a bit still.
>>
>>161820565
10th page was standard for a long time
>>
>>161820196
Of those that actually finish a game, it's more like 1 in 10.
>>
>>161820565
we've been a sleep for a long time now, I don't think we're gonna be waking up that soon.
>>
>>161820565
rotate said if we get this thread to 800 posts he will post his nudes, so everyone is gambatteing
>>
>>161820180
>johnny
>standing
pick one
>>
>>161820667
*she, *her
>>
>>161820667
>his

Uhhhg... could you like... not?
>>
>>161820667
i dont want to see his floppy penis, no matter how cute his face is
>>
>>161820667
Who is this 'rotate'?
>>
>>161820667
I shouldn't need to say this but stop posting
>>
>>161820565
this is the last thread
sorry, we're letting it end now, its been a couple couple of years, but let it die
>>
For combat, if my game doesn't have magic or guns, what can I use intelligence for?
>>
>>161820880
What IS the combat?
>>
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final page, boys.
rest in piece.
>>
>>161820880
>tfw to intelligent for combat
>>
>>161820880
Chance of getting crits
>>
>>161820880
Reading martial arts books that make you punch people really fast
>>
>>161820880
Use intelligence to answer this question yourself
>>
>>161820932
>>161820932
>>161820932
>>
>>161820880
>what can I use intelligence for
making a game that doesn't suck
>>
i'll miss you /agdg/
even when danny shitposted 24/7.. it was fun...

*single tear drop down my face*
>>
>>161820880

crit chance
some kinda focus meter?
Knowing weaknesses on certain enemies

what kinda combat is it, turn based?
>>
>>161820903
>>161820994
real-time, hitting dumbasses with melee weapons

>>161820946
Use intelligence to learn that commanding people is very rude
>>
>>161821067
>Use intelligence to learn that commanding people is very rude
Which means you are rude yourself
>>
>>161813042
My favourite part of normie gamedev logic is when they think the guy working on the company twitter should stop wasting time writing to the community and get back to finishing the next game.

Or that the company should stop working on new assets for the game and fix their server infrastructure. We have a team of 5 working in shifts to get this done and the other 195 guys in the company can't just sit around blocked drinking coffee for 5 months until it gets sorted out.
>>
Hi /agdg/,

Is there any stylized but sexy 2d art.

As I'm learning art and trying to choose a style to focus on. I need something that is sexy, but is easy to model in zbrush like disney level detail.
>>
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>>161822828
Hi anon,

Your question leads me to believe that you know next to nothing about art and are an absolute amateur, befitting /agdg/.

I'd recommend Loomis as a good starting guide on how to draw anything your heart desires for the entirety of your life. If you study hard, you will realize that "style" isn't really anything to aim for at all and that only those who cannot draw but want to become popular aim for a specific "style" of drawing.
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