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/agdg/ - Amateur Game Dead General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 754
Thread images: 193

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Prevention edition.

> Dinosaur jam is over.
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
>>
First for POST PROGRESS
>>
>>161894886
reposting progress
https://drive.google.com/file/d/0B5M_1gBxnWnhTnItZnBjNGk0bFU/view

Just some more basic functionality and you faggots will be able to use this as base for your own RTS
>>
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made two types of cactus enemies

one just walks slowly back and fourth, but the other follows the players inputs (and has some AI) to keep it from falling at times

it tries to BOX the player in to stab them while following their movements basically
>>
>>161894941
sorry to burst your bubble, but nobody here decided to make game just so they can use other peoples work instead, this is a game dev thread not a game mod thread
>>
>>161894886
Should I still post it if it's just gui screens integrating the RPG half of the game into the action half of the game?
>>
>>161895126
nope
>>
>>161895126
sure
>>
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>>161895281
>>
>tfw fell for the entity component system meme
>>
>>161895440
Is your game not suited for it? It's nice being able to play as enemies to test them out.
>>
>>161894847
Yet Another Child Diddler OP
>>
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>>161894886
Drawing decaptiated bodies. Whee.
>>
>>161896013
>not knowing old /agdg/ waifus
>>
>>161896268
He knows them the tranny is just being triggered by them.
>>
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Post DinoJam stats
>>
>>161895067
so everyone here is enginedev who does not plan on finishing the game?
>>
>>161896527
>nodev triggered by devs
typical.
>>
>post something
>it instantly gets compared to some other dev's work and implied that I'm stealing their style
>I have literally no idea who they are
>>
>>161894941
>this video is unavailable
>>
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>12 entries
>5 submissions
Dino Jam confirmed for most successful AGDG jam?

Anyway, if you still haven't, give my game a try.
https://itch.io/jam/agdg-dinosaur-jam/rate/98215
>>
Who was/is the cutest AGDG waifu?
>>
>>161897476
>successful
>most successful
Stop. Just stop. You're embarrassing everyone in this thread.
I sure as hell hope that itch.io will not notice how lazy you all are.
>>
>>161897751
>getting this mad over obvious sarcasm
>>
>>161897094
>such a buster that he jacks other niggas' style without meaning to
>>
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minor improvement
>equipment and status card buttons are now cleaner
>curses and injuries are black
>>
anybody have the new recap format?
the old one doesnt work i think
>>
>>161897751
What? Almost half of the entries delivered a game, how is that not successful?
>>
>>161897904
>sarcasm
see >>161898504
>>
>>161897434
publicly visible video on Google Drive.
I can see it trough FF and Chrome on Linux and Windows, both in normal and private mode.
Unless you are using some serious tinfoil-hat browser extensions it should work fine.
I can upload it to Youtube trough some throwaway account if you want.
>>
>>161897725
This year, I think, Bunny girl and Vampire girl was the most famous. The oldest (as in: being in development for the longest time) might be Charlotte.
>>
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>your game will never have a player-base this dedicated
>>
>>161898729
Wasn't the question.
>>
>>161898815
dedicated to youtube bucks maybe
>>
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Had some electrical problems at home during the weekend so I couldn't post before.

Progress time:
Uploaded a new build: https://jcs.itch.io/vampires-bit-demo
No new features on it besides having a 4x resolution option, some tweaks/optimization and F12 to take screenshots, since I have been focusing on getting rid of all the game breaking bugs before adding the new content.

If you still have that bug with the vampire not appearing at the start of the level, wait for the timer to be between 50 and 30 seconds and press T to get an error code I need to fix it, because I could never replicate that bug.
>>
>>161898815
>northernlion
Honestly rather be who Dev than have my game be touched by this filth.
>>
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>>161898729
>waifu agdg games are always inevitably dying
The only successful waifu games are the ones with a big dev team behind like Dreaming Sarah or Memedora and they've all decided to permanently cut ties with this place.

>webm related haven't seen this dev since
>>
>>161898960
momodora had no ties with agdg in the first place, he shilled here for 3 days and had a meltdown and left
>>
>>161898567
It worked for my when I used a different browser. It looks great, keep it up anon
>>
>>161898960
I thought Dreaming Sara was made by a 1MA.

And yes, I'm also hoping to see more progress from that dev.
>>
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suddenly idea.
>>
>>161899003
>>161898960
I remember somebody here basically ripped off Momodora sprites or Momodora basically ripped off the sprites of somebody here. Can anyone remember which, or is that lost to time at this point?
>>
>>161899726
gwyn had a lot of (((striking similarities))) to momodora and was the fulcrum of the meltdown, yes
>>
>>161898960
>waifu agdg games are always inevitably dying
>one of them posted 30 seconds before him
>>
>>161899705
Make it release some steam outta nowhere.
>>
>>161897725
but who is the most handsome agdg husbando?
>>
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Having trouble finding the beauty and variation in the female dimorphism for these Firryn.
>>
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>>161900083
it works on a bunch of things.
>>
>>161900091
Noir without a doubt. Even Charlotte wants him.
>>
>>161900492
>dev is pivoting into a game about plumbing
>>
>>161900247
whats wrong with there fucking heads.
>>
>>161900247
try making them not look like shit next time
>>
>>161900247
they're ok if they're meant to be dwarfy looking
>>
>>161900247
don't listen to the retards that is some the best drawing I've seen in this shithole
>>
>>161900247
Hike over to /ic/ if you want worthwhile criticism on your drawing.
>>
>>161900580
>Even Charlotte wants him
Lies
>>
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>>161902339
Accept it.
>>
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>>161900247
Seriously what is wrong with their heads m8.
>>
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>>161902465
Charlotte is pure. PURE.
>>
>>161902160
Nah I've got enough recommendations for Loomis to last me a month or two yet.

>>161901540
Somewhat childish/baby faced. Without beard etc mistakeable for human children/teenagers due to their facial proportions and large eyes/ears

>>161902086
Thanks. I'm trying to polish this game up for Greenwich so I can make a few dollars.
>>
>>161902542
The bump is a sensor, sort of like the tiny eyes on top of the heads of reptiles like the tuatara that senses light and heat. These, instead, sense magical energies well enough that they could be described as 'an eye'.
>>
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>>161902603
>All this denial
>>
>>161902806
Greenwich is apparently how android likes to spell greenlight. There's a good joke in there somewhere.
>>
>>161898332
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Worked on ships
+ Saw some wild names on tombstones and stole a few for my characters
>>
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>>161903032
Here's what would happen to him if he were to try anything funny
>>
>>161903410
>must of
>>
>>161903410
No surprise a loser who makes games like this can't form a simple sentence.
>>
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>>161903589
Yeah but he's making a game. The same cannot be said for you
>>
>>161903410
Wish I could daterape Charlotte ;_;
>>
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So do you:

a) Work on the feature until it's "done". It's functional, does what it's supposed to do, at a very basic level, so you can move on to other features, and put all the polish and tweaking at the end.

b) Work on the feature and spend more time on it until it stand and you probably won't have to touch it ever again.

It appears to me that (a) would be wiser, because of flexibility and how everything can change during development, no matter how slightly.

The only thing I get from (b) is just the gratification of getting something done in a definite way.

What does AGDG think?
>>
>>161904019
A
>>
>>161903589
You're the biggest loser here, geek. Probably a virgin too.
>>
>>161904019
B will make you feel better. You won't feel like you have to come back to it later.

But I find it's also pretty unrealistic. Unless you know exactly what you're making you're bound to change things as you keep deving.
>>
>>161904019
>b) Work on the feature and spend more time on it until it stand and you probably won't have to touch it ever again.
B will literally never happen
>>
>>161904019
A unless it's the only mechanic in the game. When mechanics interact, often stuff comes up that wasn't anticipated. Best to not spend time doing work that'll only ultimately be undone while you work on the interplay between your mechanics.
>>
>>161904019
A unless you already have all the features and game structure planned ahead
>>
>>161904019
b) option is the nodev option. and an illusion
>>
>>161904019
c) work on a feature until i get bored, promise ill finish it later, then never do, until i remove it one day because i cbf to fix it
>>
>>161904461
yep, there's the /agdg/ I know
>>
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>>161903410
>>
posted last thread, but no replies.

i need some help with gamemaker

i'm running a shader that is global to the application surface. since im redrawing the application surface, i need to manually resize it since if i change the resolution, it gets fucked up
the issue is that sometimes if i close the game, i get an error message after its closed that it cannot retrieve the window's dimensions (since it's closed). how do i work around this? its inconsistent and only happens about 1/4 times i close the game. i added the conditional thinking that it would alleviate the problem but it didnt help.

any advice?

http://pastebin.com/Q6n2Du0P
>>
>>161904713
Saved
>>
>>161898957
I know Youtubers have a bad rap here (for good reason), but at least when I watched some of his old original BoI videos, he seemed like a pretty chill dude.
>>
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Finished my PID controllers. This is being driven entirely by physics forces. Feels good man.

It should look more convincing once I rig up some thrusters.
>>
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>bored
>can't get myself to work on main game
>listening to some megaman III music
>before I knew it made another programmer art mechgrill
>mfw it's highly compatible since I have a charge system and all
Hum...

>>161905434
Neat.
>>
>>161905434
Looking good, anon. Are you doing between nodes flight path correction to avoid obstacles?
>>
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I'm bored aggy
http://www.strawpoll.me/11805041
>>
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I keep adding more pipes

Send help
>>
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----[ Recap ]----
Game: VikinGirl RPG (temp)
Dev: SquareDev
Tools: Unity, (Blender)
Web: squaredev.tumblr.com, squaredev.itch.io
Progress:
+ First recap for the game
+ Overworld/Battle scene switching works
+ first prototype for battle system works
+ Laid the base for leveling up
+ came up with card system to use in combat
- still haven't decided on a them, might go with viking/valkyrie-inspired magical girl
- this means no models for anything
- haven't started working on inventory, equipment, dialog system, quests, enemy AI, saving/loading, etc yet
+ have come up with a different targeting/movement system in battle
- haven't coded t yet
>>
>>161904019
A 100%
Learn from shitty nintendo clone dev
>>
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>>161898960
----[ Recap ]----
Game: Ancient Saga
Dev: Plessy
Tools: Monogame
Web: teamessell.tumblr.com
Progress:
+Completed data entry for the passive and valeo systems.
+Completed the passive and valeo GUI screens.
+Optimized GUI drawing so it won't chug in certain menus on weak machines.
+Did a bunch of art ranging from icons to character graphics.
-Most of my progress was boring so I didn't post it in AGDG. Sorry, whobros.
>>
>>161907872
Oops, didn't mean to quote >>161898960.
>>
anyone got the old recap image (i've forgotten what I put down in terms of name and stuff)
>>
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Why do people waste their time writing code for simple shit in UE4?

https://docs.unrealengine.com/latest/INT/Gameplay/ClassCreation/BlueprintOnly/index.html
https://docs.unrealengine.com/latest/INT/Gameplay/ClassCreation/CodeOnly/index.html
https://docs.unrealengine.com/latest/INT/Gameplay/ClassCreation/CodeAndBlueprints/index.html

So many needless lines of code have been broken for me when updating to new versions that I don't get why people still shit on Blueprints.
>>
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>>161907828
>shitty nintendo clone dev
>>
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>>161908108
>>
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----[ Recap ]----
Game: Clarent
Dev: Arikado, PHI
Tools: GM:S
Web: arikado.itch.io/clarent-demo
Progress:
+ all menu codes has been redone now (including store)
+ added 1h weapons
+ option to turn off screen shake
+ added area names
+ made map screen smaller so you can see entire map
+ added animations for portraits
+ fixed some minor issues
- 1h animations are kinda crappy
>>
>>161908134
say what you want but that cunt is organised af
>>
>>161907828
>>161908134
>shitty nintendo clone dev
literally who
>>
>>161908278
I stole a UI idea from you like 3 recap mondays ago. Sorry, Arikado.
>>
>>161908428
they post here all the time
>>
>>161908451
kinda hard to tell who "shitty nintendo clone dev" is supposed to be with half a dozen low res pixel art wannabes around here
>>
>>161908585
he's attempting to shitpost at either bokube or hellaton I'm guessing

stop indulging him by replying
>>
>>161908585
At least we know it's not me.
>>
>>161905294
It takes a special sort of autismo to do what they do, with all that attention. The cool guy thing is all a facade.
>>
>>161906581
I can build obstacle avoidance in by changing the target vector. It's just trying to flight right to the point right now.
>>
>>161908773
You forgot your tinfoil hat.
>>
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I'm going to say I'm done with this texture (for now).
Made him a lot less creepy/zombie.

Might pass for a normal character now, right?
>>
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----[ Recap ]----
Game: 23\Prometheus
Dev: GrandFaker
Tools: GM:S, Gimp
Web: -
Progress:
+ First recap of the game, so will just write things done recently
+ Started working on crouching/sneaking animation
+ did some movement animations
+ did casting, shooting and attacking animations
+ made few idle states (sword, bow, empty handed)
+ recolored tiles
- still not a game
- still much work to do
>>
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----[ Recap ]----
Game: Wannabe Nintendo Clone
Dev: PHANTOMa Dev
Tools: Ue4, Blender, GIMP
Web: https://wanderfall.itch.io
Progress:
+ Finishing up juice on combat mechanic, as well as eneral touch ups to how it works
+ Finished Modelling Player Character (including cleanup)
- Stillw orking on the texture for the player model
- Yet to model Wand
- Yet to clean up/make efficient the only enemy model I have
- Yet to work on animations or even rigging
>>
>>161908706
shitty nintendo clone dev is that dude who achieved his unreal engine 4 artstyle through crapshoot and throwing pics with mismatched assets at people
he got better i think
>>
>>161908585
>>161908884
>>
>>161905434
>physics controlled by PID controllers
I love these kinds of things. Nice work anon. What's it for?
>>
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----[ Recap ]----
Game: Monolith
Dev: Team D-13
Tools: Game Maker: Studio, Paint.net, pxTone
Web: http://steamcommunity.com/sharedfiles/filedetails/?id=803820311, https://twitter.com/MonolithDevs, http://monolithdevs.tumblr.com/
Progress:
+ Almost all floor 4 visual assets done. (Only props left)
+ 4 new enemies.
+ Valves. Shoot them to toggle some environmental features on and off.
+ All the above (plus several Floor 4 enemies that weren't used in the demo) linked up in the editor, room layout production started.
+ Whoops turns out changing language in the in-game menu crashed. Fixed that.
>>
>>161908162
literal spaghetti
>>
>>161908884
Sounds like you're almost done
>>
>>161906548
make her hold the arm cannon with her other arm to make it seem that it reduces recoil
>>
>>161909423
fuck no
I've still got the main mechanic for combining puzzles and spells to get through
and then maps to make/levels to design
to be anywhere near what I'd consider done
>>
>>161908945
It's for the 4X/RTS I'm working on. The one with the orbits, if you've seen it posted. Working on the flight dynamics of the ships.
>>
>>161908162
>>161909302
its a funny meme but you have to be retarded to let your BPs (or code) get that bad
>>
>>161910338
Oh yeah I've seen that. Looking forward to seeing little cube ships flying around.

Thruster effects can be a pain to set up though. I don't know how in depth you're going with those, but I ended up writing some functions that I can call from the UI to auto assign thrusters to speed it up the process.
>>
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Posting the little I got.
I will work on inventory next, I guess.
>>
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>>161908868
your giger palette and the painted arm muscles (wires?) are still a bit unsettling, but yeah the nightmare fuel factor is mostly gone

what's the camera going to be like?
>>
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>>161909526
Just a joke, bro!
>>
>>161910909
I really like how that pic looks.
Is it gonna be in the next demo day?
>>
>>161908162
this looks so unreal
>>
>>161911662
thanks! yeah, the game is small so I hope to have a polished thing by then
>>
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>>161911662
>>
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>>161911129
oh, ofc, how silly of me to think anyone would have faith in my work
>>
>>161910856
sh-she's beautiful.
>>
FL Studio seems to have deprecated the soundfonts I was using, as I just opened up a song file and it was silent until I reimported some of the soundfonts. This is annoying as I don't want to redo the effects and tweaks I made to the sounds, is there a way to prevent this/fix it easily?
>>
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>>161900247
There. I think I've found the right ratios and scales -- though the dimorphism on the eyes is pretty extreme now. But, I dunno, it reads more attractive and cute I suppose so...?
>>
>>161912707
Oh so now only the males have the magic-sensing third eye. Thanks for perpetuating the myth of male superiority, shitlord.
>>
>>161910856
????
>>
>>161908585
How about the one guy that labes his own game "shitty nintendo clone"?
People need to start actually lurking the threads before posting like retards.
>>
>>161912885
What, don't you recognize the featureless, spherical body of a little girl, and the singular, protruding tendril so characteristic of little girls?
>>
>>161912707
>males are weird
>females are human
worst trope
>>
>>161912707
why are viewing attractiveness through a male human lens shitlord?
>>
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Dumping 3 actually 4 new waifus I made. With these I finish the batch of DD9, DDX waifus I had undinished, Now I could move on to the newer waifus, and some older ones too probably.
Hope any od the devs are here to catch them.
>>
>>161913076
You think the female is normal, but that's actually a chitinous carapace on top of her head that separates into think, bristly whiskers that trail down her back.
>>
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>>161913076
>ugly females
love this meme
inb4 googs
>>
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>>161912856
Ah, right forgot about the sensor. Thanks anon.
>>
>>161913217
So why's her hairline so uneven?
>>
>>161913167
Um, is that the "It hit the fan" girl?

Thanks for doing these!
>>
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>>161913167
>>
>>161913262
Because I just tossed it in, really. Don't have a fixed guide and I'm still experimenting with stuff.
>>
>>161913319
fair enuff
>>
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Seriously though, how would a magical girl game work? Like, when you're transformed you fight against the bad guys etc, but what about when you're not transformed?
Should the game be split into 2 modes with different gameplay? I'm at a loss.
>>
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>>161894847
>he "doesn't do game jams"
>he doesn't even do ludum dare game jams which are easy and the biggest jam platform on the internet for gamedevs
>a 2 day side project, says he can't spare 2 days from 2 years of never making a game
LD37 coming up nodevs need not apply
>>
>>161913167
where is my game waifu
>>
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>>161913281
2/3

>>161913274
Exactly her.
>>161913470
What game?
>>
>>161913407
Obviously it will have to have slice of life gameplay if you want it to play like a Magical Girl Anime. I mean its a weird question, what is your goal with your game?
>>
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>>161913513
If it's pic related, thank you anon
>>
>>161910745
Right on. I was thinking of marking the mesh with submeshes in an editor and then building them dynamically.

How do you do it?
>>
>>161913557
It' supposed to be an action RPG>>161907541
I don't really have a clear idea about a goal, I just wanted to make a game where you play as mahou shoujo.
Yeah I figured some SoL-like gamplay would make sense, but I can't come up with actual mechanics that would work for it.
>>
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>>161913513
3/3
I posted this one before but I fixed her hair a little since then, so I'm posting the new one.
As always, I'm also uploading all the waifus here http://imgur.com/a/KJfQL

>>161913690
Yeah, she was really fun to draw. You're welcome.
>>
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>>161913429
I'm already concerned about the themes but hey it's only round 1 and this is why they allow voting. I've never quit one because of the theme yet but there have been some really bad ones. I hope this year we have a good one.
>>
>>161913850
If only there were other genres of game you could look to that focus mainly on dialogue and general human interaction in addition to non-combat exploration gameplay.
>>
>>161914186
I don't want to make a VN if that's what you're getting at.
>>
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Just started learning c# through this video series a few days ago, but I was told my choice of learning was shit because the videos don't give you activities to practice the lessons and put them to use.

Do any of you have any recommended learning sources for c# (I've never programmed before, might I add).

https://www.youtube.com/watch?v=aJJCnVmQyk4
The video series I was previously using.
>>
>>161914241
If only there were other genres aside from VN's that focused mainly on dialogue and general human interaction in addition to non-combat exploration gameplay.
>>
>>161913003
sorry but his game looks so shitty that I've never paid his stuff any attention
>>
>>161914363
Where's your game then?
>>
>>161914363
edgy
>>
>>161914274
>Just started learning c# through this video series a few days ago

Get out while you still can and learn C++ or Rust.
>>
>>161913429
>LD37
what theme?
>>
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-------- AGDG WEEKLY RECAP
Fill out the form to be a part of the weekly progress recap. Be sure to respect the format and pay attention to any customization options that might be available.
Submissions will be accepted for roughly the next 36 hours.

-------- FORMAT
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
+ ...
- ...

* Images are scaled and cropped to fit 16:9.
* For webm files I use the thumbnail.
* You must attach the image with your post. If you forget, delete and try again. Do not reply to your own post with the image.
* You do not have to reply to this post for the scraper to catch your entry.

-------- SCORES
20 ... Monolith
18 ... Skylarks
10 ... Crystal Chrysalis
10 ... RPG Town Builder
8 ... Clarent
8 ... Throbot
6 ... Whimp the Bold
6 ... Shiphack
5 ... Rowan
4 ... Vampire's Bit
4 ... City Night
3 ... Wannabe Nintendo Clone
2 ... Saigo no shinwa
1 ... Not a School Shooter
1 ... Good Night, Knight
1 ... Babby's first 3D game
1 ... Chris The Coolosaur
1 ... Ancient Saga
1 ... Unnamed_Strategy
>>
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----[ Recap ]----
Game: Vampire's Bit
Dev: VampireDev
Tools: Game Maker, Photoshop
Web: https://jcs.itch.io/vampires-bit-demo
Progress:
+ Fixed 3 game breaking bugs
+ Everything seems to work correctly
+ Uploaded new build to itch
+ Already received feedback on it
- No new content on new build
- Kinda burnt out after fixing so many things
>>
>>161914846
Theme voting is still round 1 at ldjam.com
>>
>>161910909
Sorry for late reply,

Thanks. Yeah, I guess I could clean up the arms a bit more.

>what's the camera going to be like?
I was thinking a simple third-person type thing (behind and above, at an angle). Static side-view for the airship interior.

But all that is just dreaming at this point. I don't know how to program shit.
>>
No offense 2d devs but when I scroll through search:gamedev in tumblr and see walls of 2D pixel platformers it really does make me queasy.
>>
>>161913725
I've done it a bunch of different ways and have never been all that satisfied with any of them.

The way I'm doing it right now is that I position a game object in Unity with the thruster component on it. The component then tells which "bank" that thruster is a part of. For example, it can be defined as a thruster in the "pitch up" bank. I also created a custom inspector which has buttons to auto assign that value so you don't have to do it manually if you don't want to.

On the ship itself there's a component that sorts all of them into separate banks based on what the thruster says it should be in. I have a context menu function to automatically do all that sorting so I don't have to manually assign all of those.

Like I said, I don't really like this system, but I've never done one that I've been totally happy with. Doing it totally programmatically based on naming conventions of sub meshes (or dummies) on the model is an appealing thought, but I have a mental block with doing something that requires such specific naming conventions and is so easily broken. Maybe I should get over that.

If I was on my computer I could show you a short webm of the process but I won't be home for some hours.
>>
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>tfw testing game at 8fps to try to find any collision glitches

I fixed some bugs and made the demo easier

>tfw I thought captcha wasn't loading for 10 minutes but I suddenly had googleapi's script blocked
>>
>>161915501
Games with art will always get more attention than games with nothing even if they are just walking simulator.
>>
>>161915501
It makes me queasy that people still bitch about 2D pixel platformers when I learned to automatically ignore them years again.
>>
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>>161915501
I like stuff like this much more.
>>
>>161915501
I tried doing search:yourgame but I couldn't find anything. Why is that?
>>
>>161915620
Does it have to be so....depressing?
>>
>>161915501
what genre is your game, and where is it?
>>
>>161915620
I don't have an itch.io account so I can't comment there. The moving platforms forced me to quit the game. Falling through floor when jumping is one thing. Forcing the player to move while the platform is moving is another
>>
>>161915620
pssssh 8fps

I've tested at 1 fps before

>>161915723
it's a 2deep4u ((satire)) game, so yeah, duh
>>
>>161915501
I think it was this video where totalbiscuit said the same last year
https://www.youtube.com/watch?v=Q4F-zdpFb9I
>>
>>161915723
The theme was supposed to be super deep / ironic / satire, but I didn't get around to completing the story.

I was going to have the volcanic eruption be half metaphorical, in that it was symbolic of your infidelity to your wife. The actual event didn't hurt your family, but the ashen fallout (representing discovery of your affair) destroyed everything. I was even gonna have your child named ashley, and maybe she was just a metaphor too. Destroying the harmless ash ghosts was another thing.

>>161915789
falling through the floor wasn't intended and I think I fixed most of it with the latest build, but moving with platforms was.
It was part of the "can't hold onto anything" / "life is slipping away" joke
I admit it was a bit difficult for a demo, but I'm a platformer freak. sorry about that
>>
>>161915610
Oh I just remembered why I didn't do it the model naming dummy way. At some point you're going to have to define what particles or whatever special properties might exist on a certain thruster. If they were all generated at runtime, something needs to be defining all those specifics. I can't think of a way of doing that that isn't really unwieldy in the editor so that's why they're all game objects with thruster components on them.

I guess another alternative would be pulling that data from a configuration file of some kind that's on the hard drive that defines all that stuff like a proper data driven game would, but I've never gotten to the scales where such a thing was required.
>>
>>161915501
>tumblr
>because I don't like them all of them are bad
>>
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>>161908278
i made you fanart
>>
>>161916260
Noirthan Explosion
>>
>>161916260
Damn, why is he fightinh against crows and spiders instead of growling for a metal band?
>>
>>161915847
>>161916259
There's just too many is all. To the point that they become invisible.

It's like skipping over shitposts. You don't read them or look at them directly and they're just kind of in the way and annoying.

2D platformers are shitposts.
>>
>>161916709
Where is your game?
>>
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----[ Recap ]----
Game: Helleton
Dev: MuscularHair
Tools: Game Maker: Studio
Web: https://muscularhair.itch.io/helleton, http://muscularhair.tumblr.com/
Progress:
+ Working on options menu.
+ Got the options themselves working.
+ Ini file handling for saving options
+ Scanline shader is more or less done and toggleable.
+ More progress on the second stage.
+ Menu music
+ Main theme song
+ Death music
+ Tiled the second stage (what there currently is)
+ Made skeletons
+ Silly skeleton minigame
+ Still exploring more design ideas but nothing implemented yet.
+ Actually managed to spell my game's name correctly this time.
- Minimal art progress so using infringing assets
- Afraid of running out of ideas too quickly and having a game too short
>>
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>>161915847
>TB
>>
>>161916815
liking the scanlines
>>
>>161916709
>games are shitposts
>yesdevs are shitposts

okay, but where is your game?
>>
>>161916850
I bet you think locking a game to 30fps is fine too
>>
Bah, fucking Unreal 4 Widgets

If I even try to update my inventory widget the thing behaves as though the window is still up in that it's still UI input only, but the inventory is invisible until it's manually reopened
>>
>>161916709
>2D platformers are shitposts.
Nice shitpost.
>>
>/ic/ called US hateful and bitter
Programmers confirmed most tortured creative?
>>
>>161916260
Thanks, man! Totally saved.
>>
>>161916920
Thanks!
>>
Does anyone want to make the art for my game? I can give you a big discount when it's out
>>
>>161914948
----[ Recap ]----
Game: Babby's first 3D game
Dev: anon
Tools: Game Maker + Ultimate3D, Milkshape3D
Web: nope
Progress:
+ Destructible stuff with hp bars
+ Combo system
+ Animated lava and clouds
+ Bumpmaps working
+ 20 enemies on screen without fps drop
- Jump physics feel like shit
- Need to split animations on smaller files
- Can't get enviroment maps working
- Placeholder assets everywhere
>>
>>161917546
>someone working on the game for free will have to pay for the game
And people say artists are the massive jews.
>>
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First attempt at broadside passes. Think I need some more lateral cancellation forces so they feel less slippery.
>>
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>>161914948
Damn, has it been a week already?

----[ Recap ]----
Game: Good Night, Knight
Dev: Knightdev
Tools: GM:S, Aseprite
Web: http://knightdev.tumblr.com/
Progress:
+ Equipment submenu
+ Scrolling system for equipment submenu
+ Equipment weight system partially hooked up
+ Experience system almost complete
+ Started updating the tumblr with daily webms
>>
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----[ Recap ]----
Game: [Placeholder Title]
Dev: Ogier
Tools: GM:S, Aseprite
Web: http://ogierdev.tumblr.com
Progress:
+Mostly finished with fixing up the Ice boss's existing moves
+Modified its color and some icons for improved readability
+Added mouse support to the menus
+Down Ice now causes a persistent AoE damage effect on its explosion location that lasts about 15 seconds
+HP potion nerfs as they were too good
+Improved the vertical warp function of the lightning weapon so now it makes more attempts to warp instead of immediately failing
+Added Forward and Back Air Dashing; It is now slightly faster than ground dashing
+Jump Kick's hitbox now comes out sooner; Horizontal speed also increased
-Trying to think of how the boss's last moves will function
>>
>>161917705
Except this guy's opinion is irrelevant because he's just shitposting.
>>
>>161917563
I know you've been around here for a while but I just wanna say that I use GM and still didn't realize it could do 3D on the level you're working at. Shine on you crazy diamond.
>>
>>161917252
I'm gonna go out on a limb here and say that the bitterness has a stronger root in agdg than programming itself.
>>
>>161919301
Nice brick texture behind you.
>>
>>161919301
where da harpoons at?
>>
>>161919301
Depends

I'm sure there are some but they might have penises
>>
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>>161919301
>>
>>161916925
>>161917029
he and fat cancer man aren't wrong, the ease of throwing together a barely working pixel platformer is the bane of the genre
it's just way too saturated
>>
>>161918818
Thanks, anon. I'll keep doing my best on my insane endeavours.
>>
>>161919742
Not him but as a programmer the more I hit the art wall the more I can understand why they are spamming their pixel platformers.

They have a way to bring their creation to life and they can get any kind of attention for it, and if you ask me it's better than having all kind of super-cool-technical-project that will never leave your HDD because it's all in cubes and nobody cares.
>>
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>>161919301
>impersonating batch for attention
>>
>>161919301
The this thread where the one fucking active mod on the whole site is lurking right now?
>>
>>161904713

right in the nuts
>>
>>161920080
as a fellow programmer whose artistic skills are inferior to those of a 3 year old I definitely feel like my potential (reead: nodev) game is limited. That said, there's a lot you can do to give your game a minimalistic style and 2d is a lot easier for that than 3d is. Even pixel platformers take some skill to draw.
>>
>>161920080
>nodev bullshit excuses

I literally stole every sprite in my game until it was good enough that people would draw things for me.

It won't matter as long as you remove all copyright images before you begin making money.
>>
int i = 1;
return i++;

Will this return 1 or 2?
You should be able to solve this.
>>
>>161920978
2
>>
>>161920978
a literally retard who's only read pg.1 of how to code in any language should be able to answer that
>>
>>161905434

looks grand
>>
>mfw no face when turns out creating an inventory will be more complicated that little stuff I did in Game Maker
WELP.
At least I got camera and HUD draw working.
>>
>>161920978
The statement is executed before the return is processed. i will return 2.
>>
>>161917931
What is this for
>>
>>161920978
1
>>
>>161920978
1.
>>
>>161921254
>>161921261
You are silly and have silly ideas.
>>
>>161920521
>there's a lot you can do to give your game a minimalistic style
You're not totally in the wrong but when you think in the scope of the whole game then even getting a minimalistic and -consistent- art direction is harder than most people think.

I mean, in the example of a platformer you can probably get one minimalist character moving and jumping around but then you enter the next stage of development and notice that you will need far more stuff to start designing the levels around, like enemies, props and backgrounds. And the more you add to your scene the faster art inconsistencies will appear.

>>161920962
Fine I'll bite : Which game and how much did it cost?
>>
>>161914317
Like what?
>>
>>161920978
1
>>
WHEN YOU LOOK FOR ME I'M GONE IN FRONT OF YOUR EYES.

PEOPLE CALL ME THE MASTER OF MOTIVATION
>>
Did we ever find out who the subtle saboteur was?
>>
>>161921314
I literally compiled it and that's what it returned. The question didn't specify you weren't allowed to test it out before answering
>>
Does anyone know an music maker on par with Fl Studio or at least good enough for doing BGM?

Fl Studio is a sneaky jew and won't let me save my music files until I buy the program.

Also, a good place to get a pirated version is good too.
>>
>>161921026
>>161921314
>>161921197
http://cpp.sh/4zdg
>>
>>161921579
REKT
>>
How do I scale a range from like 0 - 50 or whatever to a 0.0 - 1.0 - 0.0 range, where 25 would become 1.0?
>>
>>161921571
rutracker for all audio needs
>>
>>161921636
Ah, right. It'd be 2 if it was ++i rather than i++.
>>
>>161921680
Very carefully.
>>
>>161921579
the truth is revealed!
http://cpp.sh/4zdg
http://cpp.sh/6a75
>>
>>161921535
You because you're the only one who ever used that phrase. Because you're a dork.
>>
Anybody have experience with Pico-8 here? I have no real programming experience and was thinking of dicking around in it.
>>
Why the fuck did you create a new function and print out the return value instead of just using main and the return code of the program?
>>
>>161921796
>i was only pretending
baby's first CS test question btw
>>
>>161921998
Who said I was pretending? I legit. forgot about post/pre. Good thing I'm not a CS programmer huh.
>>
>>161921680
((x*2)/maxX)
>>
>>161921803
Aw man, couldn't you tell me how to search for it?
>>
>>161920978
Trick question. It's 3.
>>
>>161922215
Thanks!
>>
>>161921972
does it matter
>>
>>161897476

MemoRawr

SquareDev delivers a retake on an old classic and does it in style.

I enjoyed playing your game. It felt good saving those dinos from impending doom.
Fitting music creates a sense of urgency while at the same time is quite relaxing.
Graphics were quite decent for a jam game, actually quite impressive.

Good work ! I loved it !
>>
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----[ Recap ]----
Game: Chris The Coolosaur
Dev: Hippie
Tools: LibGDX, Tiled, TS, MSPaint
Web: N/A
Progress:
+ Made a rough demo
+ Demo is fun, at least for a few minutes
+ Added a health system, enemies, bullets etc
+ Submitted to Dino Jam and plan to continue development
- Didn't get as far as planned with the game
- Very, very few downloads (3)
>>
>>161922416
Yes it's a waste of time for me and for you
>>
>>161922530
Count 4 because I'm downloading dino jam games right now
>>
>>161922586
>downloads increased by a third
Thanks anon.
>>
>>161895057
Make a test level that includes each unique enemy in a separate room.
>>
>>161922376
i think that's wrong, wouldn't it be

abs(abs(x-25) - 25) / 25

where 25 is just max x/2

could probably be simplified
>>
>>161922417
>SquareDev delivers a retake on an old classic and does it in style.
Damn, this is probably the best review I'll ever get. Thanks a lot man.
>>
>>161920978
0
>>
>>161915620

I was just playing your game and had to give up after fifteen minutes of trying to get across that very chasm featured in your webm. Which was a shame because i'fd very much liked to have seen where the story goes.
imo it would have been nice if those moving platforms didn't move out from under the dino and you didn't have to run to try and stay on them, but i guess you were targetting hardcore gamers with your game.
Anyway nice game. I'll give the easier version a try tomorrow. Hopefully I can make it across now.
>>
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>>161922876
Yup, that's the one.
>>
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Trying out a different movement/targeting system (took a whooping 3 lines of code), how does it look?
>>
>>161922757
Not bad at all. It is fun and runs surprisingly good for something made in libgdx, Managed to moonwalk over 42 humans. But I believe I was abusing some sort of bug, as my health seemed to refill when I touched the boundaries of the level and got teleported back to my initial position. On the bright side, it could be an interesting addition to the game. One point on the stage with no humans in sight but where you can slowly heal yourself.
>>
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I figured mana potions wouldn't really fit my setting, so instead you get to use these now.
>>
>>161922936

nah, i'm sure you'll achieve great things.
keep up the good work.
>>
>>161923292
nice bioshock infinite rip off
>>
>>161923198
Thanks for the feedback. I'm interested to know more about this bug, you may simply be teleporting immediately on top of a human and killing them for HP, as standing on people is the only way to gain health currently. The soft boundaries aren't really something I want in the final game, I simply put them in to stop you from walking off forever in the demo. I'm planning on having more buildings etc that you can't walk over in order to confine you.
>>
>>161923184

is it going to be a space assassin game ?
>>
>>161923438
Since I'm drawing heavy inspiration from system shock and underworld that's okay.
>>
>>161923184
So, let me get this straight:

If you touch an enemy, you go into this arena thing? So it's like a JRPG, but instead of being turn based, it's "live"?

I'm happy you went with vikings. Witches are good, but sometimes it's good to see something else for a change.
>>
>>161923184
For lock-on combat it looks great. You might want to consider whether you want to present players with the option to move and orient themselves in ways that aren't in relation to a specific enemy. I could play an entire game with the movement scheme you've presented here and potentially enjoy it, but I don't know whether that would be a common opinion.
>>
>>161920978
class Foo
{
public:

static void(Foo::*(Foo::*bar)())();
};

Assign and call bar. You should be able to solve this.
>>
>>161923715
>So, let me get this straight:
>If you touch an enemy, you go into this arena thing? So it's like a JRPG, but instead of being turn based, it's "live"?
What a mindbender. Never seen the Tales of/Star Ocean series (among others)?
>>
>>161923002
that's basically the halfway point

I sorta want to add to it, but I really need to work on my main project for demo day 12

lemme know if its still too hard, like I said my sense of difficulty is kinda skewed.
>>
>>161923459
I rechecked it, and yes, seems I just was accidentally teleporting on people and stomping them. What does help a lot when you teleport is the fact thet people stop shooting at you for a really small amount of time. Hope to see your progress on this. I want to see how much ir evolves.
>>
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----[ Recap ]----
Game: SAIGO NO SHINWA
Dev: TrapDev
Tools: Game Maker
Web: None
Progress:
- Nothing this week, got back to work this afternoon.
+ I made a card fighting game (this has nothing to do with the actual game)
>>
>>161923817
"Should be able to solve this" if ...?

Because I'm an artist by trade. I don't have to solve shit.
>>
>>161922936
I kinda miss the dinos flying everywhere when the asteroid hits the ground thoug, that was funny as fuck.
>>
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>>161923715
Yeah pretty much, it's actually quite common in Actio RPGs like >>161923909 says.

Also, I think I'll go with a mix of both, a magical girl based on valkyrie and norse mythology.
>>
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Making harder AI is fun.
>>
>>161924118
Thanks anon, good luck with your game too.
>>
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>>161924057

> my sense of difficulty is kinda skewed.

w-why ? d-do you find it easy to cross that section ?
>>
>>161924296
Actually they still fly everywhere but I toned down the explosion force a bit.
Also since they turn dark gray, they might be harder to see.
>>
>>161924440
>having fun with your own game
I want to be you when I grow up.
>>
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----[ Recap ]----
Game: Throbot
Dev: scarfdev
Tools: GM:S
Web: http://scarfdev.tumblr.com/
Progress:
+ worked on new explosion effects
+ made player corpse stuff work mostly
+ I slept a lot and it was nice
- thats it
>>
>>161924440

wow. looking good man.
>>
>everyone whining about how Ashes 2 Ashes is too hard
Is this your way of getting downloads? Fine I'll download it and see how hard it really is, don't let me down now.
>>
>>161924745
are you not just making the kind of game you want to play
>>
>>161924602
Is true they still fly everywhere, I'm blind and didn't notice it since they turned grey. You have your 10/10 back.
>>
Where are my antarctic/greenland/snowy wasteland games?
>>
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>>161924512
I had it much worse in testing, and in the latest build the blocks are double width and much easier

jumping helps because it gives you time to adjust left and right more without falling off

>>161924935
nah the difficulty wasn't intended and I'm not proud enough to shill
>>
>>161924745
>testing my own game
>AI kills me
>rage
Close enough, I guess.
>>
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>>161899705
another steam card down.
>>
>>161924380

why not a space assassin ?
>>
Can someone give me the pros/cons of each popular engine, specifically the ones you guys are using:
Unity
Gamemaker
Unreal
And whatever else you use
>>
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>>161924935
>>161925136
Ok it was just memes less than 5 min wtf
>>
damn it not again
>>
>>161925317
And the joke's on you you fuckhead because now his game will appear on the recap while you have nothing to show.
>>
>>161925243
>Gamemaker
pros:
+ easy to learn
+ lots of tutorials
cons:
+ piece of shit when making anything more serious than babby's first game
>>
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I can't into good palettes
>>
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options menu.

woooo...
>>
>>161925441
More like
cons:
- isn't a proper ide
- meme hate-train
>>
>>161925289
I procrastinated ;_;

try pressing middle click to see a preview of the third person mode I had planned, though the side collisions aren't as complete as the others.
>>
>>161925503
cool
>>
>>161925204
ask yourself, why a space assassin? why not a mahou shoujo based on valkyrie and norse mithology?
no but seriously, this is like the third time you've asked me to put a space assassin in the game, what's up with that?
>>
>>161925467
>webm for pixel art
>tiny picture when you want to show off colours
>possibly using pure black
What a train wreck
>>
Anyone used mtpaint here?
Just installed it while looking for some drawing programs and it seems quite nice.
>>
>>161925503
I will never stop hating this sort of shitty "scanline shader". Never.
>>
>>161925663
Thanks.

>>161925909
I made it toggleable for the specific purpose to avoid having people bitch about it. Guess it didn't work.
>>
>>161925909
well, that's a scanline alright
>>
>>161926017
There's literally no way to prevent agdg from bitching.
>>
>>161926064
yes there is you stupid faggot
>>
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Today I mostly did some code refactoring. I cleaned up my main class, moved things to new smaller classes.

Also added a few new perks and bonuses. Here is the latest state of the game.

This was a long video, quality was thrash when I keep it below 3mb.

https://webmshare.com/WJW7d
>>
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>>161925707
See that's the sort of stuff I just don't think about.

I must be stupid.
>>
>>161925624
>third person mode
Tried it, made me chuckled. You have some ideas but need to get a bit better at handling the Unity engine.
>>
>>161926017
>>161926045
>well, that's a scanline alright
No, it definitely isn't. It's a "darken every other line of pixels and call it a scanline because I have no idea what an actual scanline is or what an actual scanline looks like" attempt to bullshit.
>>
>>161925538
why was this deleted?
>>
>>161926167
I actually kinda like this. It looks messy but it seems to have character
>>
>>161926167
>trains
What's your game, anon? I can't figure out which game this may belong to.
>>
>>161926218
I'm guessing it was source poster and he got banned
>>
>>161926017
well I like it, good job. +1 for option as well.
>>
>>161925503
Good job. 1st demo speedrunner here

And stop replying to shitposters. Whatever you do they will complain and shitpost.
>>
>>161925136
when I first fell off moving platform I went through 2 levels of floor
>>
>>161926325
oh, well the link is pretty legit. it's just a gamedev article by the creator of gmod/rust.
>>
>>161926161
this feels way too slow personally. the movement, the bullets, it's just dull. amp it up by 5x, maybe 10x.
>>
>>161926335
Thank you.

>>161926351
Thank you!
And you're right. It's just tough to tell a shitposter from legit criticism when it's your own game.
>>
>>161926179
handling it how? the character controller? lemme know specifics because I want to get better.

>>161926404
in the newest webgl build or before? regardless I still don't know why that happens. The webgl build especially torments me so.

I've tested like 100+ units/second jumping and falling on paper thin platforms and its held solid for >5 minutes of testing, but somehow it still manages to fall through sometimes
>>
>>161926451
Gmod and Rust are not even real games. Why would you read an article written by a nodev? You may as well listen to googs, or even sourceposter himself.
>>
>>161926820
but that's you
>>
>>161926551
Yeah, you are right. Rocket was supposed to be slow but others are way too slow too. And monster is will be the weakest monster.

I added those guns for testing stuff. I just started adding content to game.
>>
>>161926820
Good point.
>>
Is Knightdev here?
I need to know how he created and handles inventory in Game Maker.
>>
>>161926698
>handling it how?
As a whole. The fact that you had issues with even basic collision, and that jumping animation, shows that you need to get a bit more experience.
But you'll get more used to it with time so discard what I've said and just keep on making geamz. Good job on submitting something at least.

** There are at least 3 different ways to deal with falling through platforms, for the time being maybe just try to use continuous collisions though I wouldn't recommend it for big games.
Also make sure that the guy whining is legit because I've been walking on the moving platformers and never fell through once.
>>
>>161926820
I know your reasoning for thinking that gmod isn't a game, it's because you're afraid of source, but rust was made in unity like your game, paranormal patrol.
>>
>>161926820
>>161927286
Fuck off retard.
>>
Why do people keep trying to ruin the thread by posting source and source accessories?
>>
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>>161926820
>Gmod and Rust are not even real games
think what you want they made more $ than anything you'll ever make
>>
>>161927212
not him, but learn how to use data structures.
https://docs.yoyogames.com/source/dadiospice/002_reference/data%20structures/ds%20maps/index.html
>>
Just imagine the desperation. The loneliness. Years of his life spent daily in chat and in the thread but he's never made a game.

I bet it's _____'s fault.
>>
>>161927763
Where is your game, literally insane shitposter?
>>
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>>161928000
>literally insane shitposter?
are you upset because im right and you just made an idiot of yourself in front of everyone
>>
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>>161926820
>source ""games""

They don't even have real lighting.
>>
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>>161925289
holy crud is the webgl version really that fucked up looking in chrome? it shouldn't look like that, as you could can hopefully tell from the screenshots

>>161927213
Its a custom character controller, an experiment to challenge myself. It doesn't use rigidbodies or colliders. It uses 6 spherecasts, one for each direction, and has 3 if cases each for contacting a surface, penetrating a surface, and overshooting a surface in each direction. I started with raycasts, then moved to boxcasts, then finally spherecasts when I wanted to try slopes. The spherecast move messed up some of my corner collision for sure.

I have no excuse for the sprites/animations though, I'm not good at 2D and I was super lazy.

>>161926698
webm is some of said testing
>>
>>161928164
Is that your game? That doesn't look like a game. Have you EVER made a game? Did you even plan to?
>>
>>161927879
>ds maps
All was seeing in tutorials were ds grids, but maps seems to be more useful.
Thanks!
>>
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>>161928387
oh fuck feed me those sperg tears
>>
We're looking at a full blown melt down complete with epic samefags. Monkey is on a mission today. Go monkey go! Your false flags are changing the world!
>>
In game maker, is there a simple way to do integer scaling fullscreen by adding black bars?
>>
>>161928530
>still no game
Thanks for playing. Muted and reported. And Gmod and Rust are still not games. :)
>>
>>161928269
>I have no excuse
>I'm not good at 2D and I was super lazy.
>>
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>>161928825
>this mad

the aspergers is strong with this one

seriously how can anyone imagine being a successful /non-hobbyist dev if they can't even take shit on a messageboard
>>
At least this shit doesn't happen in the discord!
>>
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>>161928262
>static lights
>on and off
really activates your almonds dont it
>>
>>161929125
>being a fuckhead who needs somebody to say "it doesn't excuse the issue, but" any time they provide an explanation for their failing
>>
>>161929225
>attacks the thread
>"n-now come join me in discord where its safe!!"
Shan't be falling for this meme! Go back to 420chan.
>>
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>>161929125
*no good excuse
>>
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>>161929225
Except it does.
>>
How do you guys update your widgets in Unreal4?

I had my own way which worked where I would just remove all widgets and readd the one I wanted to update which worked fine up until now

but there's a break in my understanding of what the game is doing that prevents me for understanding what's going wrong. For whatever reason when I attempt to update the inventory it refuses to show the menu again. So I have to close the invisible menu and open it again to get it to update
>>
>>161908868
Looks like something from a PS1 game
>>
>>161929125
There's a difference between an excuse and a reason
>>
>>161929454
Not him, but what about the dev channel? Is it full of shitposting too?
>>
>>161929454
yeah but it's in the shitposting category so it's fine.
>>
>>161929527
Thanks!
That's exactly what I'm attempting to make
>>
>>161929490
What do you mean by update?
>>
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>>161929550
>>
>>161929671
That's not too bad. I expected worse.
>>
>>161929550
autism is the designated shitposting channel
there are bits and pieces of shitposting in the dev channels as well, but not nearly as much as some would want you to believe
>>
>>161929750
It is full of 4chan users after all. Anyone joining the Discord should expect to encounter folks who post on 4chan. That's where near everybody's from.
>>
>>161929750
Huh. Maybe I'll join some day then.
>>
>>161929618
I need to update the array values passed to the widget text which is placed in an event chain that fires with Event Construct
>>
>>161929225
>>161929339
Stop posting.
>>
>>161929750
>>161929823
>>161929671
isnt it run by rotate
>>
>>161925051
It's like the second image referring to The Thing I've seen in last hour on 4chan. What the fuck.
>>
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>>161930126
Even if it was, no dedi admins/mods.
>>
>>161930126
no, that's the irc. Hence why there's constant posts shitting on discord because he feels threatened by it
>>
>>161925051

There were five people making games like that last year and they all disappeared
>>
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more skelly action. You need bones to summon your boys, but you can summon directly from graves and bone piles and use up their bones instead. That will eventually extend to other resources, too
fucking webmcam recording itself after it's supposed to have stopped
>>
>unironically using chatrooms
>>
>>161930506
And then what?

Overlord type gameplay?
>>
>>161930609
probably small mission areas where you've got to go retrieve an artifact or something with random enemies
I'm not thinking this through very much, just trying to smash out a game in a week
>>
>>161930126
rotate tried running another one but it bombed like everything that person was involved in
>>161930241
if you click around the profiles, you'll see a good lot of people who are in admin/moderator group, they're just not outed
>>
>wanting to be a namefag with other namefags from an anonymous board
>needing mods and admins hovering over you 24/7 so nobody will bully you or hurt your fee fees
chat is for cucks
>>
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working on improving the enemy behavior patterns
we're not there yet, but they do some fancy dodges now
>>
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Sorry for not posting any progress recently. I got ISP banned for like a month.

I added some air dashes. It's not meant for attacking, but it's still pretty devastating when paired with melee attacks.
>>
>>161931223
cucks will inherit the earth
>>
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would you like to work with female "programmers" ?
>>
>>161931956
Maybe after the world ends. Until then all the chat cucks need to go back to redd.it.
>>
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>>161931747
fucking incredible
>>
>>161932050
Feminism is about revenge
>>
>>161932050
i wouldn't want to work for ubisoft in any capacity

if you're going to go full SJW couldn't you at least make a game worth playing
>>
>>161932050
Just when I thought that Ubisoft couldn't go any lower. I look forward for their next games.
>>
>>161932623
Why not work for Bioware on Mass Effect Andromeda? Where the gameplay lead can publicly state how much he hates white people and not get punished for it

Seriously any other race and there'd be a hostile working environment lawsuit from coworkers
>>
>>161932050
>One of two women front and center removed from everyone else almost like they're embarrassed of this one girl
>A sea of new female hires front and center attention whoring like they're getting paid
And the fucking self-felating post about how awesome sexism is when it gets more women hired. Jesus
>>
>>161933174
>attention whoring
They were probably rounded up by a public relations person for the photo op
>>
>>161933174
Why don't you grow up and learn up? - Josh
>>
Progress:
Thanks to that guy >>161927879 I managed to set barely barebones, messy, unfinished, yet working and understaable for me inventory system:
-checks if there is "wood" key in map
-if yes, then it draws the counter on top-left corner takes the value from "woodcount" variable
-if no, then it's created when player gathers first wood
-"woodcount" takes value from "wood" key in "inv" map. (draw_text wants a string, so it won't read a map)
>>
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----[ Recap ]----
Game: Project M(former M4World)
Dev: MechDev
Tools: Unity, Blender
Web:
Progress:
+ finished two armor sets
+ fixed a lot of shitty bugs
- aim animations still wonky
- boring textures
>>
>>161916815
>>161917437
hire me
http://vocaroo.com/i/s0ZtJVwnavgl
>>
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Ashes 2 ashes, if you are still here.
Small review/feedback for you.
I liked the idea, and I like the dino a lot but collisions are really really bad, wich for a platformer, is a big issue.
As example this happened to me more than once:
Got stuck in the middle of a block, then the moving platform pushed me and I got stuck inside the stair blocks until I jumped again.
Also, never use shift as a main control for anything (thank you for putting an alternative on the right click, but another alternative on the keyboard would be better) sticky keys is a pain in the ass.
>>
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but where r the gaems tho
>>
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self care jam ended a few hours ago!

https://itch.io/jam/self-care-jam
>>
>>161934372
isn't that jessica hayley chick the one that plays literally every game from every agdg jam?
I don't like her because she played my game once for like 30 seconds before dismissing it despite it needing a while to get into
>>
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>>161904713
>>
>>161933849
Hey could you give me a break down on what this game is?
>>
>>161934469
no idea? and hey, that kinda thing happened to me before, but I resolved to learn to keep the player interested from the very beginning.
>>
>>161933998
Sorry, I'm already a musician so I'm not looking for one.
https://soundcloud.com/muscularhair/stage-1-boss-theme-replacement

But your music sounds really good, Anon! Very keygen like and I really dig it. Have a soundcloud I can follow.

>>161934469
In her defense, if you're going to play literally every jam game on the internet, you can't spend too much time on one game.
>>
>>161929671
disgusting
>>
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----[ Recap ]----
Game: Not a School Shooter
Dev: Anon
Tools: Unity
Web: N/A
Progress:
+ Can now select, and give orders to, multiple units
+ Units can now "aim in" which increases line of sign, accuracy, and slows movements
+ Contextual shoots
- Visually not a lot has changed
- Really need artist
>>
>>161934045
f works for attacking in the latest build, but its not much better

and yea, my custom controller needs some serious work. A side effect of fixing some other bugs made it so you can kinda stick to corners if you walk off them, because the grounding code says you're okay since the distance between your center and the nearest collider is still within the circle's radius. I also haven't made a very good pushback fix in case you somehow get completely inside a block, because raycasts ignore the collider they start in. I had code that made you slip off those edges better but it had undesirable side effects elsewhere.

Maybe I should have stuck with boxcasts because there aren't any slopes in the demo. They handled corners much more solid, like stand on the last pixel of your sprite boundary stuff.

Thanks for the feedback!

Also I'd recommend disabling sticky keys, its one of the reasons I didn't catch that issue at first.
>>
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>>161932869

>I look forward for their next games.
>>
How do I make a 2D platformer/Metroidvania that's going to get awards at the Video Game Awards?
>>
>>161932050
This picture is extremely misleading, one is a picture of a single team

and the other is a picture of women at the company

Online stats (linked in) says the majority 60% are still men, idk how we let ourselves be mislead so much just to get mad
>>
>>161935304
256 genders
>>
>>161935336
Imagine the backlash if they took a photo of only the men who work at the company. That hypocrisy alone should be enough to make you mad. They're intentionally segregating while simultaneously complaining about segregation.
>>
>>161925243
>Unity
pros:
easy to learn
big community
anyone can make a game with it

cons:
Componentized to the top
You either write it the "unity way" or be ready to hack.
>>
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so a lots of threads ago I was wondering what was the differences between 64x64 and 65x65 isometric tiles and also which one was the best. Anyway I finally managed to get a correct draw orders for my tiles so here is some useless data I guess. 65x65 seems like the best choice
>>
>>161935469

The funny thing is there's probably much more backlash about this fake picture than any amount of real backlash if a picture of men was posted.

On reddit someone did an analysis that the ration of anti-sjw to sjw on TUMBLR is almost 11 to 1.

The amount of backlash for this picture, despite being fake, is insane, yet a picture of a guys only event would not nearly get this much attention
>>
>>161913690
Congratulations on your Ohaiyo, anon. You deserve it.
>>
>>161934469
Well she's a 21th century girl. You can't expect 21th century girls to be nice.
>>
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>>161934710
It's a third person shooter with a huge focus on customization. The player builds his own mech out of up to 12 different parts, every part influences its performance, heavy parts will slow it down but offer superior defenses, "junk" parts will be on average weak but drain almost no energy, "elite" parts will drain insane amounts of energy but offer overall superior performance etc etc.
Basically the player is supposed to find his preferred playstyle and adopt his mech to it.
>>
>>161913927

these girls are all 18+ .. r-..right ?
>>
>>161936181
That sounds awesome, I actually wanted to do a mech version of my game here >>161935189 but after I finish it I'll do the fantasy version first.

Good luck man customizable mech games are awesome as fuck, and I haven't seen a sandbox version released since mech warrios 4
>>
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>>161935195
>>161934045
oh my god the old boxcast controller is so much nicer

I should really re-upload it

I feel kinda shitty for making backwards progress when I tried to do slopes/
>>
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>>161913927
do the girl from Frost
>>
>>161935189
what kind of art style are you going for
>>
>>161936759
"developer graphics"
>>
>>161894847
I hate to say it but I might just give up on steam.
>number of titles released doubles every year
>40% of the entire library is games released in 2016
>4,000 games released this year

https://www.youtube.com/watch?v=jNLemHpDQ60
>>
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>>161936759
No idea yet, open for anything, that's literally just shit i've made in MSpaint (14 hours)

Heres an old gif of a character actually moving to give you an idea of what it loks like animated
>>
>>161936857
no linkioli faggioli por favor
>>
>>161936857
I'm not giving your website my credit card details
>>
>>161921239
Sorry for the late response anon, I was out.

It's for the 4X/RTS with the planetary orbits that I've been working on.
>>
>>161936857
Might as well be a mobile dev. Things are only getting worse for PC.
>>
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----[ Recap ]----
Game: Crystal Chrysalis
Dev: Kada
Tools: Unity, Blender, Gimp, Zbrush, Topogun
Web: https://twitter.com/KadaScopic https://kada.itch.io/
Progress:
+ Blocked more of the first area of game
+ Got dialog system working
+ Make selectable magic
+ Fixed bugs
>>
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----[ Recap ]----
Game: Shiphack
Dev: vestigial
Tools: Unity
Web: twitter.com/vestigialdev
Progress:
+ Javascript works in the game
- JS will probably let the player get into all kinds of trouble/sequence break
- realized using the same family of templates is going to make all sites feel samey (all via Bootstrap)
>>
>>161937678
I don't think I'll ever be able to play your game, but I want you to know I'm floored by how expansive it seems
>>
>>161936558
dead game?
>>
>>161937787
>I don't think I'll ever be able to play your game
Whys that anon? Not your style or are you a macfriend?
>>
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How's this for the beginning of my SS13-inspired game?

It's cropped a little too much my b
>>
>>161936181
Shmup mode: Elite movement, energy, and weapons, with junk everything else
>>
>>161937678
are you the dude who has bought just about every single aspect of the game from the asset store?
>>
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>>161937919
active, I just don't post much
>>
>>161938124
>3D model
Welcome to Uncanny Valley. Also, expect very low amounts if any of community content.
>>
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Steam visual scene stuff continues to come along.
>>
>>161938124
I wouldn't do it in 3D, just to mimick the amount of content/interactive shit SS13 has is already a huge undertaking and NOBODY has even got half way there.
>>
>>161938343
I see, measuring their heart against a dildo to see if they can get into yiff heaven
>>
>>161936759
Why do you ask? Think theres a good art style for this type of game?
>>
>>161936383
>Good luck man customizable mech games are awesome as fuck,
Thanks mate, I feel the same way, it's a shame they don't make those anymore.

>I actually wanted to do a mech version of my game here >>161935189
That would be really cool, I wanted to make a squad based mech game once(turnbased tho) but I gave up because I sucked too hard at pathfinding and AI programming.
>>
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>>161913927
i assume a robot with no face would be pretty hard to ohaiyo but i'd love to see something cute of this here exposition loli
>>
>>161938185
Only the GUI, web browser, UI art, stock art, dialogue system, save system, map importer, google sheets integration, particle library and line drawer

so yes
>>
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>>161938659
So what exactly have you actually made yourself?
Not shitposting, but I'm curious how you're able to call this your own game if you didn't really make it.
>>
>>161938659
>line drawer
Jesus fucking Christ.
>>
>>161938251
Oh, I recognize it now, sorry about that. Haven't seen the other screenshot before.
>>
>>161938515
was just wondering what your vision for the game is. i'd be interested in helping out with the art a bit maybe but not sure what sort of style would fit for it
>>
>>161938293
>I don't know what the "uncanny valley" is
>>
>>161939076
>implying it won't get closer after each iteration with this as base
>>
>>161939062
Ah ok, I originally imaged something like http://imgur.com/a/azktZ

with no feet and circle heads, but as I said I'm open for anything if it fits the "serious but not ultra realistic/dark" idea
>>
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>>
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Are you ready for this?
>>
>>161939256
so it's sort of like a top down cs. intersting
>>
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things are working
>>
>>161939970
nice clean ui
>>
>>161939954
Yeah I think that's a good way to think about it, except more objectives
>>
>>161939954
If CS is literally your only reference to tactical shooters, sure.
>>
>>161940114
is it going to have online multiplayer

>>161940162
it's the most popular example
>>
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>>161938748
If /agdg/ wants to give me the Arikado treatment and pillory me for >implying I wrote the JS prarser myself, I get it, but when I mentioned it before I tried to make sure I didn't take credit. I guess JS working is more like a milestone of the game/feature rather than dev progress, mea culpa

As for what part of the game did I just like make, for example when the webbrowser receives an instruction to navigate somewhere, instead of pulling that url from a file in the game directory (or via the web), I extended the resource locator so it goes into the game logic, looking for an in-game computer that matches the URL host, and creating a (fake) network connection between the players NIC and the servers NIC, and the webserver (if its running) on the remote host hears the activity and checks the web root directory to see if theres a file matching whats requested, if so it starts fulfilling the request with bandwidth per second. The players browser hears the "network workload complete" event and injects the file contents into the embedded browser asset (if its a text file). The HTML gets parsed, and any references to resources (like images or JS scripts) also go through the resource locator, only if the files are marked as CDN, they do get pulled from files on disk rather than read from game-world files. Other ancillary aspects of it are being able to kill the webserver process, or copy it to your player computer and run your own (in-game) webserver. Not trying to be hyperdefensive, but there was also a lot of work that went into making the browser asset "part of" the game world so the player can interact with it, rather than it being a hands-inside-the-ride one-way experience
>>
>>161940354
Yeah, but the game is about managing your Mercenary Company. So the the multiplayer would work more like Europa or CK2 where you would join another person's game, and two players would just be managing their mercenary companies on the same map.

So it's not like CS where you join a game and just shoot at other players.

If development is fast I'll do a little hunger games minigame me and my friends have been testing, but that's all I have planned for traditional lobby based multiplayer
>>
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----[ Recap ]----
Game: Metrognome Mania
Dev: Apollo
Tools: GM: S
Web: https://apollo.itch.io/(coming soon)
Progress:
+ Added ledge grabbing complete with ledge grabbing animation
+ Added ladder climbing animation
+ Some forest backgrounds and paralax scrolling
+ Changed it so the character doesn't change into another object to do their attack animation.
+ Added official art to the website
- That last one was a lie.
>>
>>161940763
it's DAVID the fucking GNOME
>>
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>>161936558
>>161938251
Done.
>>
Furry artist here who is learning Godot. Looking for another artist that wants to work on a furry game together, its a SFW game.
>>
>>161940763
>>161940924
Holy fucking shit, this appeals to my childhood so fucking much.
>>
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>>161914948
----[ Recap ]----
Game: RPG Town Builder
Dev: Shen
Tools: GM:S, aseprite
Web: shengamedeveloper.tumblr.com, twitter.com/ShenDeveloper
Progress:
- decided to kill the project
- it's too boring for what i have now
- project will get out of scale to increase more features into it
+Thanks for all the support from /agdg/ when deving this.
+learnt a lot during the dev.
+Planning for next project, probably will have something to show next month.
>>
>>161941056
I'm not a furry but that's a well drawn lizardman.
>>
>>161940763
>enemy slows down behind transparent blue block
noice
>>
>>161940676
not sure if you're planning to do this but it would be interesting if you had to micro manage each unit in order to attack and give each a field of view. sort of like the sniperz games in oldschool starcraft
>>
>>161941165
>- decided to kill the project
awww
>>
>>161940969
tyvm
>>
>>161939710
A closer-up bokube would appeal to me more than the strategic view
>>
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>>161941242
You already can!
>>
>>161938034
Nah, it just seems like, in terms of coding and abstraction, it's really above my head

I'll learn for you though
>>
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>>161941242
And heres an example of the FoV system (shrinked to show it)
>>
work in progress song.

Whaddya think?

https://clyp.it/caio0vat
>>
>>161941414
>>161941547
nice. also don't forget to add fog of war
>>
>>161905434
i like
>>
>>161933448
Learning typically involves going to a uni to get brainwashed. Been there, done that

I still don't know why I was informed of manspreading by a guest speaker in my English class.
>>
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So which engine is best pricing wise, assuming you get lucky like Notch and Toby Fox and your game makes it big? I'm not talking about engines like gamemaker though, I'm talking about the big ones like Unity or Unreal or Cryengine
>>
>>161941793
FoW is just disabled at the moment as I (for debugging reasons) I need to see anything, and I'm doing changes to it as it used to just make everything pitch black.

But it'll be added back soon
>>
>>161941830
Fuck your stupid stipulation. Toby Fox used GM. Also you're not gonna make it as big as them. Your entire post is bad. You're bad. Go away, bad tiger.
>>
>>161941930
Gamemaker faggot detected, learn a real engine loser
>>
>>161941830
>in it for the money
You won't see more than a hundred bucks coming out of this, it doesn't matter.
>>
>>161941971
>what's the best engine to use if you're like this one guy that used this engine
>but not that engine
>because that would make my question trivially easy to answer
o I am laffin
>>
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>>161941830
Unity will wait until you earn over $250,000 with a game before asking you to pay the $2,000 license.

Unreal Engine will take a flat amount of your income no matter how much you earn. Whether you earn $1,000 or $500,000 they will demand the same percentage.

Cryengine is fully open source and free no strings attached.
This is how I remember things being last time I checked, correct me if I'm wrong.
>>
>>161941978
>>161942061

You can have passion and care about the money too, they're not mutually exclusive. I just don't want to put a ton of work into something to end up getting fucked over by bullshit clauses, it happens in every business, especially with art (if you consider games art). My vision is for something different than a 2d game which is what everyone seems to make in gamemaker, I don't actually hate the engine.
>>
anyone know how much a web server that can run php and mySQL on it would cost?
>>
>>161942181
Unreal takes 5% once you earn over 3000. That's why I was asking because it could end up being a large chunk, especially once you factor in Steams massive percentage for doing not that much.
>>
>>161941830
"the big ones"
gamemaker is the best 2d engine out there, and it's only going to get better once they release 2.0
>>
>>161942378
>the best
That's debatable.
>>
>>161940552
I'm thankful that you don't try to take credit. I understand the need to feel defensive, after all I'm questioning the integrity of your project. If I was in your shoes, I'd be defensive as well.

If I'm reading this correctly then, it seems like you're buying these assets more as timesavers than actual features, which makes me feel a little less strange about this project. I think if you have the ability to code/design something and you buy it instead to save time, that isn't as bad as being an asset store kiddie who buys everything claming they made a game. However, while I still disapprove in general of asset stores, it is your money.

I apologize for the suggesting that you haven't put any work into your game. Looking forward to the progress anon. The concept itself is neat.
>>
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>>161913927
Can you make my protag a cute girl?
>>
>>161941473
ty bb <3 u2

Theres not actually any coding as a gameplay mechanic, even things you do with the command line should have GUIs you can use instead. The idea is to learn the concepts via the gui, and once youve experienced the game and want to gitgud at it you switch over to the command line for convenience. Also thinking about making mouse movement count the clock down faster, so its another reason push the player to learn the command line instead, if they want to min-max.

blogpost:
The idea that some aspects of computers is too hard to understand is one reason for the game being how it is. I didn't try and learn programming because I thought it'd be too hard, and I didn't try and learn how to host a website for the same reason. So its like theres this curtain between people and technology that keeps people from participating, and its only /g/-tier neckbeards who can into these things. But at the same time, people are willing to learn other complex things like three sticks and a rock arrainged in a certain way is how you make a pickaxe in minecraft. So I think the technology stigma is real, but games can overcome it by being a friendly context and making knowledge something the player pursues, rather than dreading. Its my hope that someone will play the game, then look some of the concepts up and find out its a real thing, and feel like they already grasp sort of what is being talked about, versus seeing "SQL" and shutting down.
>>
>>161941830
Cryengine just isn't worth considering

Unity if you want the one with the most extensive community/tutorial/documentation/support

UE4 is in my opinion, objectively the best engine, and worth using even if you pay more.
>>
>>161942495
cuter than most girls desu
>>
Rakshasa teeth
>>
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>>161942858
>devving for the love of it
>dev as a teacher

Godspeed
>>
>>161942262
WAMP is free and bundled together, MAMP for macs/LAMP for linux. The downside is running it locally. Amazon has 1 year free (of their "micro" image) for hosting a virtual server and server images/presets exist that are already set up for what you're asking
>>
>>161942495
Woah, that girl is cute as hell. Is she a poster here?
>>
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>>161943138
yes
>>
>>161942262
Do you mean how much would physical hardware cost? Or the programs that run those?
>>
>>161943138
I'll see if I can dig up a pic of her game. It looks really good
>>
>>161943225
no, I need hosting, because my computer changes IPs a lot and I don't want to buy another physical comp if I can just pay to run it on a website.
>>161943113
I'll check it out, thanks.
>>
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Hot off the presses
>>
>>161938595
This one is taking me longer than expected, but don't worry I'll probably have her done during the week.
>>
>>161941705
Can I get some thoughts?

I hate bumping, but I would love some feedback
>>
>>161943532
Perfect timing. I just started a project revolving around plantlife. I appreciate you posting these.
>>
General question. how do people go about storing /saving decisions made in choice based story games like telltale? I have a general idea on how I would do it, but would rather do it the optimal way.

using unity if that matters.
>>
>>161943634
Save in XML file
>>
>>161943634
did you check the asset store?
>>
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I managed to add some basic normal-mapped lighting to my world tiles.
It's just a basic shader that kind of works like a Sobel filter - it generates a normalmap from a heightmap, and I can use that normalmap with Unity's lighting system.
Now I need to get this light information to the sprites too, somehow...
>>
>>161942785
That's a big challenge but I'll try as soon as I finish the throwbot loli.
>>
>>161943634
a boolean
>>
>>161942869
>Unity
>extensive documentation
If by that you mean googling and reading "community answers" from four years ago that link to a page from the manual that doesn't indicate which version of Unity the code is for

>GetComponentInParent()
>returns component on the current object instead of the parent
>"the Unity way"
>>
>>161941705
Very relaxing and slow, but something feels very clunky about it, the drums especially, there's definitely something good in there though

>>161943552
No prob, friend, i'll be looking out for it!
it makes me happy that you know my game
>>
>>161938343
I think you should go with a slightly more realistic heart (even if its just adding some fake veins to it), as it is now doesn't seem to fit the detail of everything else.
>>
>>161929490
Not sure if this is what you're looking for but you should avoid deleting and spawning widgets. Instead just spawn it once, and use visibility to hide/show it.

As for updating stuff (like say, health bar or ammo), I usually make an Update function on the widget and call that whenever something changes, like my health updates or my ammo changes.
>>
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>>161943757
She will be the best waifu.
>>
>>161943634
>>161943706
>>161943719

seems to be a misunderstanding. I don't mean a save file system. I mean how they actually store it in the code. Is it just literally something like

int savedChloe // 0 for no. 1 for yes
int cityFirstTraveled // 0 for tillen, 1 for yone, 2 for lonpol
>>
>>161943834
I liked it a lot. I'm waiting for your next demo on it too.
>>
>>161943994
>>161943786
>>
>>161943994
Yeah, you literally save their choices to XML

You'll write your own function that takes a string and returns the value from that XML space.

For example if you had something like

DidKillDaughter : True

You would have a function that did if (getStoryDecision("DidKillDaughter")) then go to scene 1, else goto scene 2
>>
>>161943994
Assuming these variabless are defined with the script files, then you may as well go with a dictionary<string, int>.
>>
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>>161943994
if you take a look at Obduction's save file it looks roughly like a simple string->* map where * is bool, float, or int

I wouldn't be surprised if they just have one map and they're calling FArchive << Map; and letting Unreal handle the serialization.
>>
hey agdg heres a couple games from a humble bundle i already own.
tis-100 (psuedo assembly programming puzzle game)
https://www.humblebundle.com/gift?key=CHTBXuNwyfD3WPuT

infinifactory (puzzle game about building shit)
https://www.humblebundle.com/gift?key=6yWD6xV3KchKSv4M
>>
>>161941387
The problem is I have no idea and cannot program a closer up/rotatable camera everyone wants (similar to captain toad) that switches boku's controls on the grid correctly with the camera rotations.

I'm looking for a programmer who could help me with this but its been tough.
>>
>>161943952
It was my update function to clear the widgets then readd the ones I wanted which were saved to reference variables when the game began so I wasn't ever making a new one

For whatever reason that wasn't working, so I just changed my macros to include setting the text and image elements in the widget. Works fine and I don't have to completely reconstruct the widget every time now so it probably works better.
>>
How do I make a competitive game that plays like DMC3/4/Bayo? I want it to be a game that can be played on one screen so I'm opting for the 2D route butI don't want to make it a Smash clone per se.
>>
>>161945347
I hope you're a really good fighting game player because those autistic fucks will tear you in half if you fuck it up
>>
>>161945421
Are the guys that design fighting games even competitive players? I think it's possible to design a game you're not an expert of and still make it good.
>>
>>161945558
Yeah but those guys are game designers and/or programmers who don't do it for free

Are you that? Or are you a hobbyist?

Being a huge fan would at least let you know what people who play those games look for when they decide whether or not a game is good. Send a tweet to Kamiya. He MIGHT not just laugh and call you a faggot. He might just ignore you

I'm not saying you can't, I'm saying that fanbase is a difficult one to please and the more you have going for you the better. It's also a buttload of work to design, animate, tune, and balance fighting game characters and if you don't have someone who can play a fighting game well, you won't be able to balance it for the people who can.
>>
>>161945018
I might be able to help. I don't have much time, but that input problem sounds pretty simple to me.
>>
>>161945347
The only games that come remotely close are Anarchy Reigns and some F2P game on Steam. The FGC probably wouldn't be too hard on your game since the more something deviates from Street Fighter the less of a shit they give about it. Still, it's going to end up being shit unless you're really on top of your stuff. Any time, as an indie, you say "I want to make a game like DMC3", you're making an EXTREMELY bold statement.
>>
>>161945347
You get feedback and playtesting from top level players.
>>
>>161945808
I agree with this guy.

Fighting games are one of the few genre's that people push to the limits ALWAYS. Most RTS' are pushed to their limits, RPG's as well, but a fighting game even a casual player with being to calculate stun lock duration, stacking combos, match-ups, input lag, and how many frames certain attacks take.

On top of this, they're inherently asymmetrical. Meaning you're going to be dealing with a shitton of more factors to balance around, as well as having an audience that analyzes every little change.

It's difficult to do well
>>
>>161907461
>>161903056

would (YOU) consider doing some models for me for $$$?

I'll make an email address to get in touch if so. you're quite skilled.
>>
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>>161945018
>>161941387
Again not that I cant program a nice captain toad/rotatable camera but I can and never will be able to get the controls to rotate correctly on the grid.

>>161945878
do you have something I can PM you with?
>>
>>161903410
Hud reminds me of Eternal Daughter.
>>
>>161947537
sure, here's my email

[email protected]
>>
>>161915701
hahahaha fuck this game looks awesome
>>
>>161947537
Bro, you're overthinking it.

http://pastebin.com/Kv9U8q2H

This is how you rotate input to the camera, for the the grid, you just denote sections of that to a particular direction. Take the normal of your input vector and convert it to a float rotation value (both of these things you can google easily), and then assign specific ranges to a direction. I hope that's not too difficult of an explanation. Anyways, it's actually fairly simple, but I can understand if you're flustered with it.
>>
>>161945558
On top of what those other guys are saying, you should know that getting anyone to play a competitive game is extra hard because having no playerbase means no new players will join. It seems to me like you need to be at least a AA studio have people feel secure the game won't die and their time learning the game won't be wasted
>>
>>161943748
Nice landmass
>>
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What kind of things should I add to my simple loot scavenging and turn based combat game.
>>
>>161944957
Sorry you donated two keys and whoever took them didn't thank you

Thank you anyway
>>
>>161948740
>at least a AA studio
wat
>>
Gamedev related post.
>>
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>>161949643
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>>161949565
If a game like Yatagarasu is dead, does any game made on anything but a massive budget stand a chance?
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Is there any way to import from Aseprite while retaining the alpha from Aseprite? Like if I made a glass object that has a translucent body, can I somehow import it into my game so that translucency is retained?

Working in GM
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>>161949869
no and its why multiplayer is dead
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>>161949869
Games like Lethal League, Nidhogg, and Divekick caught a bit of traction. I agree with your point, though: even well made indie fighting games have a high risk of failure because people don't want to invest themselves in a game without a thriving community.
>>
i give up
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>>161950557
i give up every night as I reach for the whiskey bottle and crawl into bed watching shitty twitch streams. then I get up and do it all over again. some day it will be over
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>>161950557
>>161950706
You guys are cool I hope I can be like you someday.

I'm watching Netflix and deving in the dark with christmas lights up it's nice.
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>>161950557
That's what good partners do for their spouses. Good on you.
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>>161950771
>netflix and chill with my game :)
>>
I gave up on you before you ever even thought to give up.
>>
I totally understand how inheritance cuts down on potentially a ton of duplicated code, but in the real world it's confusing as hell to somebody who hasn't seen the code before because you'll see the code pulling all these variables and functions that aren't defined in either the current file or header.

Is that just something you have to live with or are there ways to mitigate it?
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>>161951236
comments or documentation
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>>161951236
It's more useful that harmful, and everyone expects to deal with it
Although if you're in a situation where multiple people need to work on the same code you should be commenting like >>161951314 says
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>>161951236
inheritance is a meme
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>>161951236
your IDE should list the comment above variable/function when you hover over a variable/function

also you should prefix all your member variables like mMyVar so you know that it's not a regular variable
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----[ Recap ]----
Game: NA (Genre: Platformer?)
Dev: Emgee
Tools: unity/ur4, Blender, CSP5
Progress:
I've Decided to challenge myself to learn how to create 1 level of a game from beginning to end. this means art, code, & sound. I know basically nothing so this will be a wild ride.

+learned basic modeling and rigging.
+downloaded engine.
-can't animate the models cause I rig them incorrectly.


Wish me luck /agdg/
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>>161952387
good luck friend
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>>161952387
I believe in you anon, can't wait to play it
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>>161949175
Haha, it's no big deal. I put them here to be taken after.
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>>161952387
My question here is, unreal or unity?
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>>161943138
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>>161943138
>replying to yourself with the kind of reply you wish you'd get
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Agdg what if I made a 3D platform that has the player every level just go up? (Though of course every level has different designs/enemies/traps)

What if the camera is always at this same angle to avoid depth perception?
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>>161946883
>you're quite skilled.
First of all, no dude. I'm a beginner. I might get result eventually but there's a lot I don't know how to do, and more importantly, I'm not fast. Modeling is very time consuming and I need that time to work. For me to work for you instead, you'd have to throw an absolute shitton of money at me, on the level where we both know it's not worth what you get in return.

I mean, thanks. I'm glad you like my ship. But I'm not your guy right now.
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>>161912707
made his eyes small enough to fit in those goggles and made his head dong bigger and gave her version a clit.
proportions.
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>>161954401
nah
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Rigged and animated scorps to keep going on the stress tests I left unfinished yesterday. Hope the guy interested on the results is around.

The good news
I can have up to 15 fully animated bumpmapped guys without any important fps drops
Up to 20 loosing between 7 to 10 fps
The bad news
I fucking suck ass at rigging

>>161952387
Good luck anon, if I'm kinda making it and I'm using all the worst tools for it, I'm sure you will be able to do it with the proper tools.
>>
>>161941414
>>161941547

late but i always your progress, will there be a demo soon, or is going to be in DD12?
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Progress. :)
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There's now a mountable class that mountable stuff inherits which can be attached to things and has a mass that gets tallied up and added to the ship's mass. Pylons, stores, and launchers can all be attached to things, but none of it's functional aside from that the attaching part and having a specified mass.

One thing that I think would be interesting (and I did this in one of my previous projects) would be if you could overload your ship with way heavier weapons than you "should" mount. While ships don't really have a "takeoff weight" in space, all that extra weight can have significant penalties to your maneuverability.

I'm drawing bits and pieces of the loadout code from the old Cockpit project, but I made some architectural decisions on there that I didn't like, so I'm curious to try and do better.

Webm related shows me carrying 2 stupidly heavy pylons for the sake of testing. It's not much to look at because almost everything is code updates, but it's progress.
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uploaded v0.06 of my ashes dino jam. I rolled the character controller back to one that uses BoxCasts, and it seems to perform much tighter.

Time to play the other dino jam games. I'll probably be skipping winter jam to work on my main project for demo day 12, but I have an idea for comfy jam.

Thanks to everyone who left feedback!

>>161948847
yetis? bears? the thing from skifree?
a thermos you can fill with hot chocolate or soup or hot buttered rum
frozen skiiers/hikers that you can loot from?
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>>161955413
dont do this
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>>161955353
Actually just got back on, but I'm aiming for demo day, but Idk if I'll make it.

No plans for a demo before then
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>>161955413
Umm, yeah, I don't think what you posted is appropriate... For anywhere, really......
>>
>it's a "rotard destroys the thread" episode
Ugh.
>>
What if instead of making separate games, we all teamed up and made our own company to pool our knowledge?
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>>161955952
You'd have to deal with ""people"" like whoever made >>161955413
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>>161955952
there would be like 8 good developers or artists and 40 people buying assets off the unity store and complaining
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>>161955952
Been tried, doesn't work.

Gamedev needs disciplined and skilled devs (which are far and few in between). What you get with cooperation is big dogpiles of people who can't do anything.
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>>161955413
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>>161955952
Too many cooks
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>>161955952
you have

knightdev
bokudev
rpg town maker
that guy with the 3d game in game maker
!aSchoolShooter
vampire game
mech developer
scarfdev

these people actually make progress, and a lot of it, others are shitty developers or just buy their shit
>>
>>161955952
>l-lets abandon agdg b-because well, reasoons, totally not because someone owns me and the thread, not at al, I-I just want to make game, here, look at my game [fails to post a game

You're so transparent. So easy to catch. Lol. :)
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>>161955413
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>>161943975
Hotlinemiami.webm
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>>161956252
I make lots of progress, I just don't post about it too often.
>>
Why do nodevs keep trying to ruin the thread with source garbage? They don't even have games.
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After a few months of busy life I'm working on my game again, added 8 new cards and worked a bit on the combat UI some more.

Also noticing some annoying little hiccups in framerate here and there, I don't know if that's the server or the client since they're both running on the same PC.
>>
>>161955413
Wow. Just Wow. Can you fuck off? This isn't a game. This isn't progress. Just leave.........
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>>161956643
Because you don't know how to filter them.
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>>161956252
>never mentioned on progress lists even though I've been here longer and progress just as much as everyone else on that list
>>
>>161956828
It's alright anon. People who make lists like that aren't around in the thread half the time anyway. Just think of it as an anon typing 'literally who' in that whole post and you'll see it as it should be seen.
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>>161956657
looks really edgy, I like it
Are they hearthstone cards?
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>>161955413
Wow, this is really offensive to people. Why's that?
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>>161954757
With real physics, lots of physics focused traps and gameplay segments.
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>>161955413
Please don't post that. Agents keep visiting me because of posts in this thread.
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>>161954757
>>161957017
I'd say go for it, because is the kind of game I would play. The important question is: Is that the kind of game You would play?
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>>161956925
Thanks. They're not literally hearthstone cards, but I did steal the design because I can't draw well myself.
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>>161955413
>>
>>161955413
Is this the new Source.jpg?
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>>161956852
try. Harder. ;)
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>>161955413
Whoever made this needs to be killed. This is garbage. It's less than garbage. This is filth beyond filth. There is quite literally no reason, no reason at all, that this should have been made to exist.
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>>161955109
Appreciated, anon. However, I've given up on doing something non-cliche as, it seems, explaining the reason for the bumps has a predisposition to being lost over giggling. And so, we wind up here with this very cliche -- but at least inherently descriptive -- alteration.

Also, eyes should fit snugly into those goggles as-is.
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>>161957514
>99 humanity
>>161955413
>source

>humanity responding to source
>>
What's everyone so mad ab--

>>161955413
Oh.
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>>161930273
it ain't Fukes
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>>161955413
Explain why everyone is enraged by this?
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>>161958095
"Everyone" is one person, anon. Ignore and continue with the progress posting.
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>>161958220
Why was my post included in this?

>Actually just got back on, but I'm aiming for demo day, but Idk if I'll make it.

>No plans for a demo before then

Seems like a normal response
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>>161958275
Because someone's intentionally stirring the pot hoping to start a big roiling flamewar. In other words: Trolls about. Pay it no mind.
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>>161958220
Well, we were faced with >>161955413 after all

Does that look like progress? Is it even a game?
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Can someone find the logic error in this?
After literally two undefined checks, the circled variable throws an undefined error
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Stuff like this is why I stopped coming here

I want the old agdg back
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>>161958518
Only way to help it come back is to stay here and be better than the rubbish that's invading the thread.
>>
is there a good tutorial out there for scripting a camera in game maker that doesn't use the built in view system?
>>
>>161958323
This isn't even regular trolling. This is some pure unfiltered autistic venting akin to Barneyfag from /v/.
>>
>>161958518
Be the change you want to see. Instead of giving into his shitposts, post progress.
Sure, it may be ignored, or he will shitpost your progress, but that doesn't matter. You will still be filling the thread, just a little bit, with good content. One person can't fight him, but every yesdev in this thread can. There's 135 unique IPs, there's bound to be many yesdevs, enough to fight against his shitposting.

Rise up yesdevs, this isn't what /agdg/ is, this is one shitposter trying to ruin our dreams. We can't let this happen. We will post progress and restore /agdg/ to its former glory.
>>
>>161958562
I am making the snow game and I worked on Frognok previously.
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>>161958696
It's only because a mod hasn't swept through here and put down the hammer. I feel there's a strong relationship between the amount of shitposting and the presence of janitors on a board. Less janitors -> more shitposting.
>>
>>161958518
Not much one can do against an ultra dedicated literally insane poster who happens to know how to work proxies.
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>>161958775
I like this copypasta, also where is your game?
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>>161952387
Decided to use Unity, since others think its the easier to start with, now that I have the program open I have no idea where to start. I have a link 3d model just to fuck around with atm.
>>
>>161958670
If you're just looking to do simple stuff you can just use the view_ commands
Otherwise look up surfaces
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>>161958889
Probably best to start with movement and basic interaction.
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>>161958730
>there's bound to be many yesdevs,
Like me! Pic related. Progress!
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>>161957557
>listening to AGDG shitposting nodev anons
the eyes dont need to be smaller just because of the goggles (although bulky goggles like that always have a tonn of space so you can actually see out of them peripherally), it's the proportions. a gruff man like that shouldnt have big girly/childish eyes, it ruins his look.
>>
>>161958950
Quick samefag yourself 30 times!
>>
>>161958485
anyone? This shit is driving me up the wall and I don't want to have undefined checks every line
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>>161958930
word, thanks
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>>161958982
>a gruff man like that shouldnt have big girly/childish eyes, it ruins his look.
Not sure how else I'd portray him. They've got small heads and lithe bodies to begin with, compared to human anatomy.
>>
>>161958830
>>161958751
>>161958748
>>161958738
>>161958730
>>161958696
>>161958950
Where is your game?

>>161958889
Very nice. Excellent progress. Nice.
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>>161959167
I'm remastering the art for it right above your post.
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>>161959135
> They've got small heads and lithe bodies
why are you saying those as separate things.
they clearly dont have small heads (proportionally) you just mean they're supposed to be like midgets? in which case you could take cues from actual midgets and give them proportionally bigger heads (which is what makes midgets the most unaesthetic humans).
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>>161957017
>>161954757


>>161957169
Now Anon wait wait wait, what if I MIXED japanese shoot em up for the games combat?
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>>161958485
>>161958989
for fuck's sake even just this throws an undefined error. How is it possible to give an undefined error literally the line after checking for it?
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>>161958889
you're way too late for the waifu jam, bud
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>his game doesn't have FUN
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>>161955109
why is gogem dot pro posting this?
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>>161959561
because i like to help.
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>>161958936
Figured it out.
ignore the shit quality, not sure how to make gyazo capture look better.
>>
>>161959639
webmcam
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>>161959520

>This pic

RIP Flashback Arcade :(
>>
>>161959639
Take your gyazo's and select the Mp4 option instead of GIF, then use this site to convert your MP4's into WEBM's.

http://www.online-convert.com/result/def860f6934273e1d5286fb7f94885b3
>>
>>161958485
Are you sure attackDamage is actually defined in the object calling it? Make sure it doesn't have to be targetObject.attackDamage or something obtuse like that
>>
>>161958889
>that placeholder texture
How did I never thought of that before?
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>>161959375
Small compared to human anatomy. Proportionally, they are also larger than normal, yeah. Maybe a proportional comparison would be more useful than just describing it though. I haven't done an actual study on firryn anatomy yet so this is probably somewhat off, but it should get the point across more cleanly.
>>
>>161959776
It is
I just switched all the "!is_undefined" to "instance_exists" and it works. The issue is the object is deleted so it doesn't exist, but the variable doesn't count as undefined. I use it in my other games and it works fine, but not this time
Man gms is a headache sometimes
>>
>>161931595
>Heterochromia eyes are consistent, no matter what direction you're facing
Nice
>>
>>161955427
>being able to equip stupidly high mass stuff and feeling the effects
love it, anon. I like where you are going with your game.
>>
>>161959884
>anime proportions
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>>161960161
Similar exaggerations, yeah. And the Grynan follow the Marvel-style 'ludicrously buff men' approach.
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>>161959135
I'd say that your male Firryn and female Firryn are too different, pal.

It triggers me too much that a male version is rugged "realistic" style and the female is like a random anime shitpost.

Have them both be anime or have them both be "realistic" looking rugged people.

Also you seemed to have problem coming up with a face for the female - you could just google image "wide jaw women/girls" and "rectangle face women/girls"
>>
>>161960274
>Similar exaggerations, yeah.
>exaggerations
>plural
it's anime proportions in that all you did was make a bigger head (well the arm lengths are different too but thats clearly only because you fucked them up on the human)
>>
>>161932050
Wow, that text is so wrong on so many levels.

>congrats on hiring based on gender
Oh, so it is only a problem until that gender is male?

>diverse group of minds over talent and passion
Yeah, I guess your job application will be rejected not because your lack of experience on the field or unwillingness to make sacrifices for a project, but because you are not "diverse" enough.
>>
>>161932050
Equality is NOT a JOKE
>>
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>>161960415
Trying not to make them all look the same but yeah that one I keep posting is pretty generic. I'm hoping to expand the palette some once I get a good grasp on what I want the foundation of their face to be. Some of the earlier prototypes I messed around with different shapes of head. I'll be experimenting with different jawlines, chins, browtypes, and noses next.

>>161960471
arm lengths aren't that off on the human. elbow should be about where the ribcage ends, wrist should be about where the hip attaches to the leg; fingers should reach just to or a little past the groin according to my memory.

Also: Bigger skull, thinner chekkbones, bigger eyesockets, wider and more round skull, smaller jaw, larger ribcage, wider ribcage, larger shoulderblades, thinner and smaller hips, and slightly thinner legs. At least that's what I'm thinking for now.
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>>161960729
>fingers should reach just to or a little past the groin according to my memory.
are you not also a human that you cant stand up and test this?
>>
>>161960729
>top
before gamedev

>bottom
after gamedev
>>
>>161960918
I could stand up and test that trivial detail that should be about right. Or I could keep working on my art.
>>
>>161960608
Still ban-dodging according to the site's rules
>>
>>161960729
>thinner chekkbones, bigger eyesockets, wider and more round skull, smaller jaw, larger ribcage, wider ribcage, larger shoulderblades, thinner and smaller hips, and slightly thinner legs. At least that's what I'm thinking for now.
and btw the amount to which you changed these things are all within the range of normal variance.
>>
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>>161960964
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>>161960985
>>
>>161959938
Glad you got it all worked out, anon. Sometimes just talking about it helps immensely. Happy devving!
>>
>>161959639
>>
>>161961341

>>161961137 is me, not the guy who got banned.
I think it's time you read the rules you're trying to bash the guy over the head with.

>Don't ban evade; instead appeal your ban [...]Don't proxy, VPN, TOR exit point [...]

Granted, if a mod wants you gone you're gone regardless. Just saying there's nothing in there about dynamic IPs. Not like a lot of people even have a choice about whether they get a static or dyna IP - sometimes that's entirely up to the ISP they're using.
>>
>>161961341
he said he wasn't banned, he inherited a ban the previous day. the same has happened to me when i had a dynamic ip. now please stop talking about rules on 4chan, it's gross.
>>
>>161961456
>>161961460
>responding to a shitposter
You're literally as bad as him
>b-b-but it's just to mess with him
Go to /b/ if you want to shitpost
>>
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Bokube now has a new camera system that is fully rotatable and switches inputs correctly. A new demo will be out soon. It uses your mouse OR right joystick on a gamepad.
>>
SOLDIER BOI TELL EM
>>
What's the best program to start learning in? My dream is to one day make a fighting game that's beloved by the FGC. Or at the very least, is considered a fun kusoge. How would I begin this long and arduous road? I have some skills with writing music, and I'm not a fan of drawing.
>>
>>161962051
Seems to move around too quickly. You might want to tone that down at least as a default.
>>
>>161962186
ok im curious now.... why do you keep posting this? and why do you spell soulja boy wrong?
>>
>>161962383
Don't respond to weak bait, friend
>>
>>161962186
Lol. Still quoting your fucking nigger music. Are those the only words you know? Pathetic. No vocabulary, just like you have no game. :)
>>
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>>161961456
>Not like a lot of people even have a choice about whether they get a static or dyna IP
Indeed, I live in the middle of nowhere with only bears and wolves about. No cable is ever gonna get here. So, I use a long range wifi internet. There is a giant pole about 20km from me with witch my wifi modem communicates with.

What I have read about the infrastructure, is that I don't really "get" an IP at all. This wifi tower is essentially a private internet network. And the "central command" of these towers has access to internet and also has access to the private network that my the tower is a part of. It then connects this private network to the internet by "pretending" to work like regular internet works. And regular internet works on good old static IP system, so to "pretend" my ISP has to have a list of dummy IP's for all active users. And when something is sent to that dummy IP, the "central command" knows to relay that to my modem.

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

Also, progress, I am just about to finish a design/concept document for my next game. Then I can start devving on it. My last game taught me that even the smallest things can take up a lot of time. So, this time the planned scope is a bit smaller.

Also, I wanted to challenge myself to develop this game using "iterative" development. The plan is to have a complete working game ready at the end of each week with each successive iteration implementing more features. Week as an iteration interval seems like a reasonable time since the game is pretty tiny. Tinier than the previous one.
>>
>>161962548
Where is your game? Nowhere in your post is a game.
>>
>>161962548
>posts all those words
>still no game
>literally L I T E R A L L Y no game, zero games, never had a game, never was even planning to make a game

Why do you even post here? Do you have a substance abuse problem?
>>
>>161962217
2d or 3d?
If it's 3d then Unity, or Unreal if you don't want to code for real
If it's 2d then Gamemaker. I think there's a fighting game specific engine around, but genre specific engines tend to be pretty shit
>>
>>161962217
Where is your game?
>>
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>>
I was looking at how to save data in Unity and came across this, is it a good solution?
https://gamedevelopment.tutsplus.com/tutorials/how-to-save-and-load-your-players-progress-in-unity--cms-20934
>>
>>161962992
I don't have one yet
>>
>>161916260
This is awesome thanks bro.

>>161916537
Why not both?
>>
>>161943994

Yeah, still a boolean.

There are two basic techniques to do so:

1. Explicit flags. Inside your story fragments/dialogues, you can have them set or unset, and in in other parts tested. Save as a list of all set flags.

2. "Seen" state on every story fragment/dialogue. Check is same as above, only with "story.hasSeen(fragmentID)" instead of "flags.contain(flagID)". Saving as a list of seen fragments in order allows you to do checks like "if seen Albert before killing Eve ..." and potentially replaying the game easily. Good to have if you have "info dump" sequences (you can keep asking an NPC for topics until you run out of things to ask or get bored) and want to disable, mark or alter already seen responses.
>>
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>>161962659
>>161962760
I don't know how to call it yet. I'll just describe it using buzzwords. Its a Minimalist Command Prompt Grand Strategy.

Or are you triggered by me mentioning "design/concept document". Don't worry, son, not all games can be winged without such a document. You don't have to do a design document for popular amateur games like platformers since there is so much information about them on the internet that these sources double as a pre-written design document.

But for the thing I am doing - there is really no already invented bicycles to use. At least none that are accessible for an amateur. So, I must get the concept down on my own.

Also, that document is a great thing to prevent coding block. There can happen no such thing as finishing a feature and not knowing what to do next.

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

On an unrelated subject - we are having unusally high amount of posters today at this time of day. Usually its just me and the space fighter jet dev and some no game posters.
>>
>>161963324
No, because 1) the file it outputs isn't human readable, and 2) updates will fuck it up
>>
>>161963431
>>161963845
Don't ever post here ever again you fucking nodev.
>>
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>>161963920
do we have a problem, m8
>>
come here for gamedev

>>>/v/359762334
>>
>>161964183
>sourceposting
NO THANK YOU
>>
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>>161963920
>>
Are cutie centaur considered furry and will I get meme'd out of this general if I make a game starring one?
>>
>>161964536
no, only shitposters would meme out someone who is making a game

but no, they aren't considered furry
>>
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>>161960415
Doing my experiments, as stated. Applying morphs to the face as if they were ethnicites like ours. Or, well, my best approximations anyway.
>>
>>161964774

The "Asian" version could use a more pronounced epicanthic fold.
>>
new thread
>>161964984
>>161964984
>>161964984
>>
>>161964946
Yar, could. Wasn't quite sure how to represent it without getting rid of the eyelashes though. It's late at night though so my brain's probably just frazzled.
>>
>>161913281
woah, thanks anon!
this made my day
>>
>>161965017
Stop making early threads fuck
>>
>>161965123
somehow we must prevent the animu headers
>>
>>161965017
>>161965123
>>161965167
All yesdevs go to newthread

All nodevs stay in oldthread

Solves multiple thread problem
>>
>>161965167
fuck off back to your beloved reddit if you get triggered by anime
>>
>>161965017
>>161965123
This. We should ignore threads made early
Let's make a new thread when we hit the bump limit and move to that one
>>
>>161965220
I think you are lost, pal. Here is a way home.
>>16196017
>>
>>161963896
Why is being human readable important? That just makes it easy for the player to cheat
>>
>>161965402
Kill yourself newfag.
>>
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>>161914948
----[ Recap ]----
Game: Super Space Jam Jetpack Robot Turbo
Dev: nurikabe
Tools: unity, tiled, sai
Web: https://nurikabe.itch.io/jetpack-robos-dd11
Progress:
+ a* pathfinding based on tiled maps
+ enemies with animated melee attacks
+ lasers
+ enemy expression bubbles to replace health bars
+ fixed enemies escaping level after colliding with player
- they still do it when in ragdoll mode because it uses default physics
- wasted a bunch of time fixing editor scripts which broke in the latest engine version
>>
>>161965486
You need to get back to your containment board, anon.
>>/jp/
>>
>>161965763
>>161965402
ahahah you're pathetic
>>
>>161965431

During development, you want to be able to review, edit and craft your own save games as easily as possible. Afterwards, you can always compress and encrypt them if you want to make it slightly harder fo the players to cheat. Though really, in a single-player game, who gives a damn?
>>
>>161965017
>faggot made thread with shit op with two new engines added to the engine section no-one ever heard about
literally worse than animeposters
stop bumping this trainwreck
>>
>>161967007
we're trying to make it hit the bump limit so we can have a proper thread. help us
>>
>>161967930
that's a completely flawless plan and not a ruse
>>
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For a top-down game. How should the WASD buttons behave?

I sort of like the first option, but the first one seems to me like it's the most common
>>
>>161959938
>Man gms is a headache sometimes
Be glad you didn't try LOVE.
Figuring out how to make tables took me a good while asking on forum and on /agdg/ and looking at tutorials. I didn't even manage to figure out metatables.
Collsion? Either you write it yourself, use box2d or look at tutorials.
I won't even mention these libraries with these gay-ass names.
In a week I did more progress than in LOVE.
>>
>>161969530
*In a week I did more progress in GM than in LOVE in several weeks.
Why do you think there so few known games made in LOVE? It's practically engine dev lite.
>>
>>161942365

If I remember correctly they ask for 5% of the money that would go straight to you, so after steam takes their cut. Might want to read their license though
>>
>>161969180
Second option. It makes more sense most of the time.
>>
tfw e-date of watching a movie and anime with a new australian agdg nodev. :3
ok now its dev time
>>
>>161974695
what are you even making
>>
>>161943949
It's a symbolic hearts.
I'm not the dev, but egyptians didn't used the word heart for that ritual
>>
>>161973292
Nah.

It's 5% off gross revenue. You're getting a full 35% taken off by Steam/Epic before taxes and then you'll finally receive your 15% for doing all the work.
>>
>>161930506
I'm loving the comfy darkcave/undergrounddugeon feeling this game has with these cold colors. I'd suggest for you to put some blue torches and keep the game kinda monochromatic.
>>
I want to make a text adventure game but I keep ragequitting, does anyone know how much I can pay someone to make the first bits of it, and prototype the combat system for me?

I just need something to work with to kick me up to speed and get actual results. I just want them to write enough code to the point where all that's left is for me to add new scenes & new text, and just follow the code if I want to figure out how to implement something. Of course is the basics of the game is already done for me, I can google the rest. I just keep stopping cause I don't know how to organize my code.

I have a $2,000 budget but by mentioning that I don't want anyone from here to do it for me, cause then they're probably going to demand exactly $2,000 so I'll ask elsewhere. I don't even expect it to cost $2,000 because I know this is shit that a good developer could do in less than a week. (I seen people do it within a single day after all.)
>>
>>161954757
Gameplay looks pretty good, it's almost like a 3D version of the Cave Story platforming.
>>
>>161955952
>>161956039
looks like fun
I'd do it just for the fact that it is a collaboration. Unfortunately, like most 4chan projects, I think it would end falling all on one person or people would get tired of it over time.
>>
>>161977197

Just fucking use Inform7 or Ren'py.
>>
I have zero experience and wanna make a mech game with Zelda/Dark Souls combat. How fucked am I?
>>
>>161978223
If you're only doing the combat (and no exploration/dungeons/story) it should be doable.
>>
>>161978223
Absolutely fucked.
>>161978404
lol
>>
>>161978404
I was thinking more of a level map base invasion kind of thing. Like Metal Warriors, but 3d.
>>
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