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/agdg/ - Amateur Game Dead General

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Thread replies: 752
Thread images: 101

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Game making 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

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/qRHNpCbZ

> Engines
Unity: unity3d.com
UE4: unrealengine.com
Godot: godotengine.org
Haxe: haxeflixel.com
LÖVE: love2d.org
GameMaker: yoyogames.com/gamemaker
GameGuru: game-guru.com
Xenko: xenko.com

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
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What's your dev music anon?

https://www.youtube.com/watch?v=gyfKdI6zi9M
>>
Can't sleep.
want to learn more

>>161965130
shin-takarajima. serious weeb shit.
http://en.musicplayon.com/Sakanaction-Shin-Takarajima-Music-Video-662600.html
>>
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Asking again.
I'm making what will eventually be a magica girl RPG. My problem is, I have no idea what the gameplay should be in the parts where you're not transformed and you're a normal little girl.
>>
>>161965427
stealth gameplay for that?
>>
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>>161965427
Telling us what the magical girl part entails would help.
>>
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now you can move through units if you are heavier than them
>>
>>161965619
Right, sorry. It would be a traditional action RPG, fight monsters, explore dungeons, etc.
My idea was that portals appear in the real world and when you enter them you get transported to an alternate dimension where you fight as a magical girl. But then there should be parts where you're a normal little girl living her daily life between an enemy attack and the other.
>>
>>161965749
maybe make it like animal's forest?
>>
>>161965427
>>161965749
make it into a walking simulator where the girl has to investigate who is helping to open the portals from the real world
>>
>>161965749
Could have "battles" that are actually conversations
Daily tasks like going shopping or school could be "dungeons"
I haven't played SMT but it seems to do something right when it mixes magic and school, so that would be worth checking out
>>
how do you handle your game flow?

game states (comparing bools, enums)?
>simple, easy, but very messy and lots of if statements

seperate methods/functions like updatePlay() and updateMenu()?
>less messy but requires writing more code that is possibly redundant

separate programs, objects, classes, renderers for "menu", "play", etc.?
>clean, modular, but possibly high overhead and complex

some other way?
>>
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>>161965845
>>161965868
Yeah I guess something like this could work. Thanks.
>>
>>161964984
>> Engines
>Unity: unity3d.com
>UE4: unrealengine.com
>Godot: godotengine.org
>Haxe: haxeflixel.com
>LÖVE: love2d.org
>GameMaker: yoyogames.com/gamemaker
>GameGuru: game-guru.com
>Xenko: xenko.com
This seems like something we could get rid of
>>
>>161965749
how about minigames?
You could have a runner styled level with the girl trying to get to school in time, puzzles and sport-like games for school stuff itself. Maybe a game inside a game, like Baka Fighters or something like that.
>>
>>161965948
>>>161964984(OP)
>>> Engines
>>Unity: unity3d.com
>>UE4: unrealengine.com
>>Godot: godotengine.org
>>Haxe: haxeflixel.com
>>LÖVE: love2d.org
>>GameMaker: yoyogames.com/gamemaker
>>GameGuru: game-guru.com
>>Xenko: xenko.com
>This seems like something we could get rid of
This seems like something we could get rid of
>>
>>161965990
Also a good idea.

I'm still at the initial stages, but I will keep these ideas in mind for when I get to that part.
>>
what the fuck is xenko
>>
>>161966161
a SDK that wants to be be a UE4 competitor
>>
>>161966245
>yet another game engine released in the wake of Unity and UE
The only reasons I can imagine for this are someone's made this engine for a portfolio piece, or this is a company's proprietary toolset
Either way if they think people will give a shit they're mistaken
>>
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>>161966161
>C#
>>
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>>161966010
ebic, simply ebic
>>
>>161964984
>Xenko: xenko.com
>Xenko is an open-source C# game engine designed for the future of gaming. It comes with a full toolchain and is especially well suited to create realistic games but allows you much more!
who was the fucking genious who thought 'hey! we need another C# engine like all the others!'
>>
>>161967056
I don't know, it looks pretty good to me.
But I'm too used to Unity and my PC is too shit to handle UE4 well so this wouldn't run anyway. Might give it a try in a year or two when I upgrade my rig.
I also need to know how the scripting language is. Yeah it's C# but Unity C# is not the same as standalone C#.
>>
>>161967586
I heard they are going to finally upgrade it from the decades old version they are using but they also say a lot of shit that never happens.
>>
>>161965920
http://boreal.aggydaggy.com/programming/2016/05/25/mean-clean-state-machine.html
>>
>>161967940
>java
>>
>>161968027
I don't use Java myself, it's so that more people can understand it. Because Java is piss easy and a standard.
>>
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>>161965210
I present, "trying"
>>
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new enemies that attack you and your boys
>>
How do you animate attack animations when you can equip multiple weapons with different 3d models.
>>
>>161968335
Different animations per class of weapon.
>>
How do you handle "pressed" checks for controllers in GM:S?

As in I want to check get same results as
>keyboard_check()
>keyboard_check_pressed()

but with analogue sticks.
>>
>>161968574
Use gamepad_axis_value then check if it's not 0 for a "keyboard_check" equivalent.
You'll probably have to store the value yourself then check if it's changed if you want a "_pressed" equivalent
>>
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>>161968184
>>
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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.
>>
what's up with the gamedev thread in /v/?

it's basically a general, why the hell they keep making it instead of coming here?
>>
>>161969427
Have you seen this thread?
>>
>>161969286
s
w d
a
>>
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Did graphics for the dash card - it creates a little puff of smoke, character fades in/out black and crows form at the new position. Oh and animations too.

Also you can't hear it in the webm but I got a crow sample and created the sound of lots of crows from it, and also a badly sampled midi version of a linken park song plays every time you cast it.
>>
For my graphics class, we made our own graphics libraries. The final is do use it to make something. What's a game I could make by Thursday? I've done a bunch of 2D games but this is a class on 3D. I don't really want to do anything with physics or complex animation... my friend is doing a shmup.
>>
>>161969286
Those pictures are very brief, but I prefer top down games where W is always up, no matter where the mouse is, and the same goes for every key. So I can move to one direction and shoot to another.
>>
>>161969957
what does that even mean
>>
>>161970938
yeah, that's how I will end up doing it most likely.

In the future maybe add an option for the other system. But that's in the backlog
>>
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>>161966368
I took the bait
Fuck off
>>
I'm making a procedurally generated map in unity, then I copy all those gameobjects, while the game is running.
Stop the game, then paste those gameobjects again into the scene. Then I want to remove the map generation script and use that.

I guess I can't, cause unity freezes. Too many GOs to copy and paste I guess.

So I will have to make it with an editor function, I hate that.
>>
How is jam
>>
>>161970734
meow
I could do something like Bloxorz? Or a Sokoban game?
>>
>>161972885
quill18creates has videos on making randomly generated maps like in dwarf fortress or civilization as well as procedurally generated roguelike maps. I believe he displays the map on a mesh instead of making a bunch of tile objects. You'd have to watch the videos.
>>
>>161970734
Clone inteligent qube its the best game ever
>>
>>161973353
Ok I will do it
>>
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C++ anons, how can I make it so that command promt doesn't write my outputted doubles with exponents and instead writes out all digits.
>>
>>161976483
You can set the precision of the cout stream object.
cout.precision(69)
>>
>>161973205
He's a bit naive but I like his enthusiasm. Reminds me of the some of my peers back in college -- excited about CS but not incredibly knowledgable. Still would give the videos a positive rating.
>>
>>161976569
thanks
>>
>>161965595
Pretty good. Remembers me even more of Cave Story, if it were a 3D game.
>>
I have zero experience and wanna make a mech game with Dark Souls/Zelda combat. How fucked am I?
>>
>>161968964
I'll just repeat what I said in the last thread since nobody is there anymore.

The game has a comfy darkcave/undergrounddugeon feeling with the blue and dark colors. I think it would be better if you keeped it monochromatic (maybe also add cave things like crystals and blue-flamed torches).

Also, nice progress.
>>
>>161978394
Yeah agreed on the color theme. I was thinking something like Downwell but with more dimension in the color (other than hue).
>>
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NEW GAME

Took all day to do what would no doubt be a 3 second project in Unity! Nice!
>>
>>161978660
your 新 is upside down mate
>>
>>161978660
:D
What did you do it in?
>>
>>161978804
LibGDX

Also those are models rather than just quads, so I can have more interesting walls up in a jiffy... once I figure out modeling.
>>
>>161978858
That wraps OpenGL right? What are the benefits over just using OpenGL?
>>
>>161978915
LibGDX can load/render models, has input/sound/music/2d/etc support as well.
>>
>>161978362
It will take a year or more to get good at programming in your engine of choice, if you're dedicated. But it's not too hard once you know what you're doing, it will still take a while to create the whole game though.

The most important thing is to not give up. You will only be fucked if you give up.
>>
which agdg games are you waiting for, other than yours and mine?
>>
>>161979413
Stop shitposting.
>>
>>161965427
The nippo(n) standard: fight mutated giants transformed, play dress up and building relationships when not.
>>
>>161965427
Mindless Persona 4 style?
>>
>>161979789
Never played any Persona because I don't have any Sony console, I know about the social links but how do they work gameplay-wise?
>>
>>161965427
Walking around, talking to people and minigames.

This kind of shit can be surprisingly engaging if you're able to make interesting characters.
>>
>>161979953
Different patterns dictate who you can talk to for building social links.
"Oh she's available whenever it's raining."
"Oh he always wants to hang out on Tuesday."
And then you find yourself planning ahead. Not really much of a game and many players just check a guide. You could generate it, but I'd recommend going for a better design.
If the magical girl portion is centered around combat, the normal girl segment could be stealth? Or gambling? Resource management?
>>
>>161979712
>>161979994
This. Focus everything in the art, nobody is going to care about the gameplay if the girls are cute.
>>
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Composerfag here, I've been looking to make some music for a game of some kind just so I can get the experience of it, how do I go about finding projects that need music done for them?
>>
>>161980893
Post soundcloud
>>
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>>161980974
don't have one, is it normal for people who are looking for musicians to want them to have a soundcloud?
>>
>>161980893
Its pretty easy.
Post what you just posted and keep this thread open and check for replies and then respond to them. Currently its a low hour in this thread. It should start picking up in 2-3 hours. Eventually interested parties will respond to you.
>>
>>161981064
Yeah
>>
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How do I into better in this??
>>
>>161981064
>is it normal for artists to have a portfolio
>>
>>161981064
you must have something to show off
if you don't have a soundcloud - offer other alternatives where people can see your works
>>
>>161981082
>>161981092
>>161981125
Okay, thanks guys. I'm probably gonna post in here some other time after I start uploading a bunch of shit I've made to a soundcloud.
>>
>>161979953
>I know about the social links but how do they work gameplay-wise?

Well once you max a social link and become best friends with someone you unlock Satan or Beelzebub and can summon him in combat by shooting yourself in the head.

There's really not much "gameplay" for the social link part. You hang with someone, a story event occurs (generally showing some problem that person is facing, like love trouble or insecurities showing up) , as you keep doing those events you get closer to the crux of the problem and maybe solving it. (Some don't really have solution, like some kid with an incurable disease who dies immediately after you finish his social link, you basically just hang with him for his last moments listening to his gay poems)

And I guess at some points you get no brainer options like saying
>"It's gonna be alright"
>"Your parents divorced because of you".

Still, don't underestimate people's loneliness and thirst for Slice of Life content. Those social aspects were enough to shoot the later Persona series into a popularity that the rest of the SMT saga only dreams of. Also add lots of different clothing options. Humans fucking love dressing up their avatars even in games not dedicated to that(or maybe exactly because of that), just look at Fashion Souls or Fashion Dogma threads.
>>
>>161981105
timing is good, it probably just needs more frames in the run and better contrast on the guy
>>
>>161981064
>>161980893
If they like your stuff they'll contact you.

I keep a list of potential composers who have posted here over they ears.
>>
>>161981208
>Still, don't underestimate people's loneliness and thirst for Slice of Life content.
I have no social life so I'm thankful for slice of life games to exist. Doesn't care if they are virtual I still get to experience all kind of emotions.
>>
>>161981205
Try to have a little bit of every theme that you're up for making.

You get people who's soundcloud is full of chiptune but offer to make orchestral music with no examples even remotely similar.
>>
Anyone looking for an artist?
>>
>>161981465
Art is a broad subject
>>
>>161981465
Stop giving people false hope.
>>
Anyone looking for an autist?
>>
>>161981465
>Anyone looking for an artist?
Everyone at all the time is looking for artist to make their jam game art for free.
>>
>>161981560
My house has several mirrors, thanks
>>
>>161981545
?

>>161981587
I am fine working for free, depending on the project
>>
>>161981626
hee hee
>>
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>someone posts progress in the discord
>"lmao"
>"should have used gamemaker"
>"should have used godot"
>"is it early access?"
This place is supposed to be ""better"" than agdg?
And this square enyx guy looks like an absolute asshole.
>>
>>161981774
>crossing the anonymous-named line
This is always a mistake
>>
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>>161981646
>he does it for free
>>
>tfw someone that's shit at video games makes a youtube video about your game
>tfw they complain about stuff that's explained in the first few seconds of your game
>>
>>161981968
Sounds like someone didn't pay their monthly LP League dues
>>
>>161981646
>?
I don't trust you and I think that you're just a shitposter looking for (You) but I'll humor you.
What kind of art are we talking about and what are you willing to do exactly?
>>
>>161981646
>?
Artists are usually the last people to offer their work for free. When a naive inexperienced jam dev goes to artist gatherings to find someone to join his project, he will get immediately get lynched by the artist mob for being a witch and daring to mention the forbidden word "for free".

>I am fine working for free, depending on the project
Just stay around and see what progress posts are being made. Ask those people if they want an artist or not. You can spot a game which needs an artist by looking at their art quality. If its shit, it definately needs an artist.

Btw, where were you two weeks ago. I would have taken you up on your offer then, since we had a jam back then.
>>
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>stream my devving
>don't start devving until I have 1 viewer
>one comes by
>start devving, explaining my goals and the process
>viewer leaves
I-I just want someone to talk to whilst I dev
>>
>>161981646
I'm just about done making my engine and need an artist. Post some of your work and I'll contact you.
>>
>>161982065
Went to school for traditional, didn't work out, been trying my hand at digital for some time, most recently pixel art. Interested in backgrounds, character design, not sure exactly.

What sort of game and what are you making it in?

>>161982095
Yeah I haven't done much work in games so the experience is good. Also just bored.
>>
>>161981646
Draw me a mech
>>
>>161982171
Making your own engine? So like how far along is your game...?

>>161982201
Wow just because you rudely told me to, sure let me get on that, brb
>>
Goddamn I take a 2 weeks break and I feel like I forgot 2 years worth of programming.
>>
Does it make a difference if I upload an mp4 or webm to tumblr?

I remember having trouble viewing webms on my old apple device
>>
>>161981774
It's funny, they shit up /agdg/ and advertise discord here to try to get more people to join their chat. But then they just shit up their own chat anyways.
Not everyone there is bad, of course. But it's still no good there. I'd rather post progress here, to at least have a chance of honest feedback.
>>
>>161982262
I don't have a game.
>>
>>161982095
(cont.)

>>161981465
>>161981646
>>161982187
Thinking about it - I think I could use an artist after all. My game could use some low res ASCII art.

Yay or nay?
>>
>>161981646
Can you draw anime girls?
>>
>>161982643
Hmm, possibly. What engine?

>>161982659
Have never tried but probably.
>>
>>161982701
>What engine?
fox
>>
>>161982701
>Hmm, possibly. What engine?
Command Promt, hence the need for ASCII art.
>>
>want to write in code that parentable object would delete the attack object if collided with it
>deletes all instances of itself and it's children instead
>have to use drag-and-drop thingy
>it works
Game Maker, what te fuck?
>>
>>161982748
>>161982765
Haven't heard of either of these, maybe you should team up with >>161982171 lol
>>
>>161982701
The reason I ask is I'm working on a small project, a type of game/application but very small. I only need one character but with quite a few animations.
I tried doing it myself it takes me forever to create decent art, so I'd be interested if you want something small to work on.
>>
>>161982862
Sounds intriguing, but what engine
>>
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>>161982887
>he's still here
>after all these months
>>
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>artist looking for ___ for free
Why don't agdg artists just make something and post it in the thread instead?
I mean, if you're going to make something for free you might as well post it for everyone so that it increases your chances to get in contact with someone that likes what you did.

It would also make more agdg resources available and give less excuses to "tfw no art and free released cute girl" posters to shitpost.

>b-but everyone is going to use my art to make shit games!
Doubt so :
- CGG dev once gave for free his angel grill assets, nobody made anything with it (rip, I missed those assets and was too inexperienced back then, fuck)
- Catmouth dev released his main mc at some point, nobody did anything with her
- Theonian did it for some tiles? I'm not sure about this one though
- Agdg-tan and Majo-chan released for free in this thread, nobody did anything again (mb too here, but can't figure out what kind of game to make with them)

** On a side note, it'd be nice to have some directions with free arts too. Rather than a "have a cute girl", more like "have a cute girl and she should be doing __ and ___". Makes it easier to make something.
>>
>>161983008
That model is fugly and I wouldn't use it in my game if you paid me.
>>
>>161981774
square eynx is a salty enginedev and 50% of people have him blocked
>>
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>>161982887
Gamemaker. It's about an artist who takes revenge on those who wronged him.

>Wrath of C'anus
>>
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>>161982765
(cont.)

>>161982701
>>161982701
>>161982187
Lack of art is not really a big grievance for my game. See the picture.
You could help me spice it up with some ASCII art. I suspect that you might be worried to stay tied to such a shit looking thing. No need to fret about that - I have planned this project to last until the end of this week so you are not making a huge commitment here.
>>
>>161983412
>Command Prompt
Sorry I'm just not interested, looks cool though, good luck
>>
>>161983412
Not that guy, but I like doing ASCII art. Can you give an specific example of what you want?
>>
>>161983051
same, it's the design honestly
>>
>>161982419
Not as far as I've noticed. It gets converted to mp4 for Tumblr's video player either way.
>>
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
>>
>>161983737
Now you can join the other 4000 games that were released this year!
>>
>>161983737
Congrats
>>
>>161983737
Hope you set aside some budget for the LP League because you're probably on their radar now
>>
>>161967056
OK, I looked into it.
Xenko looks promising.
Source code for engine is already on Github.
However the editor (Game Studio) currently runs only on Windows and has no source code avaliable.
If they don't get Microsoft too deep into their ass and actually release the source under GPLv3 / MIT when they come out of Beta, this ting becomes best FOSS game engine out there.

Why did I start learning Godot when this thing is coming?
>>
>>161983737
Congratulations, I hope to be there one day too
Keep us up to date on how it goes
>>
>>161983538
>Sorry I'm just not interested, looks cool though, good luck
Okey-dokey

>>161983585
>Not that guy, but I like doing ASCII art. Can you give an specific example of what you want?
I want to spice the screens up. In my current vision I am thinking about some sort of nice looking ASCII patterns in the top of the page headers. Possibly a handful of stylized buttons (which would be word(s) surrounded by nice looking ASCII patterns).

Possibly a larger image for the start screen if you are up for it.
>>
>>161982101
>Make porn tumblr for literally any conceivable subject
>Instantly get 300 followers
>Always have a ready supply of people who'd watch a stream of yours

I'm fairly certain if you drew porn, then announced you were making a game, that'd be a decent "marketing" campaign.

As long as you weren't charging 10$ for yet another platformer.
>>
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Oh there's a new thread.
>>
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>>161984241
alright.
>>
>>161965130
Usually relaxing background music like Pink Floyd.

https://www.youtube.com/watch?v=jzeNFjsrb1Q
>>
>>161983737
Well played anon
>>
Does GM have decent networking support? I've been thinking about making a 2D co-op puzzle platformer game, since it's not competitive I don't have to worry about cheaters but I got no experience with networking outside of basic school level sending and receiving packages shit.
>>
>>161983856
>LP League
not him but who?

>>161983737
Congratz, what's the price?
>>
>>161983008
there isn't much you can do with a character without a shitton of animation
>>
installing some new instrument samples. if i like them i may end up making some neat fan music.

>>161970170
this is really fucking neat.
>>
>>161984951
>LP League
Some LP'ers who for some reason or other shitlisted AGDG, so any games associated here have to "pay dues" or be ignored/trashed
>>
>>161985149
a lot of LPers get paid for doing LPs.
Specially most of the high profile ones.
it ranges from 20k to 80k per video
>>
>>161985043
Not a problem with 3D, you can make your own animations.
Might be a problem for 2D characters though.
>>
>>161985285
>Not a problem with 3D, you can make your own animations.

Which takes a shitton of time to get a decent amount with decent quality.

I really feel like people are undermining just how much time goes into a good animation, it's an entire craft of its own that takes nearly as much time to master as programming or art. Just go on CGPeers and count how many GBs of animation tutorials there are just for blender alone.
>>
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i am both flattered and a little worried
>>
>>161985264
I think these are not LPers who get 20-80k per video.
>>
>>161985264
Those fuckers.
Valve gives no shit, I'm right?
>>
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Replacing all my placeholder particles. Old one is on the bottom, was a bit too magical.

What games have good fire effects?
>>
>>161985518
They've been going through everything I have ever posted, liking 1 per day.

I think it's just what they do.
>>
>>161985518
Call me cynical, but I would be worried, they're in this for money.
>>
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Testing new cannon mechanic. It will help you reach far areas. It moves back and forth automatically and the player controls when it shoots


also the reflections/lighting, etc is still a little weird in this level
>>
>>161985869
Since when did valve become the video games police? What people put on their youtube videos is of no concern to them. They've already made a system where they point out which reviews on steam came from bought games and which came from gifted keys.
>>
>>161985149
i know you're shitposting but would like a list of the people who you think do this
>>
>>161986067
i really want to play this
>>
In blender if i have 3 vertices which form a triangle on a flat plane and then i add a 4th vert, is there some way to align this vert to be on the same flap plane as the triangle? as in for the vert to etner the same "2D space"
>>
>>161986070
Well, didn't know about the system, but it sounds it can be avoided: "gimmie me the money, so I can buy the game and review it"
Well, that's how capitalism works, isn't it?
>>
>>161986073
Not him but it really does happen. And for the small indie dev, sometimes it is the better option to just swallow your pride and do whatever it takes to get ahead
>>
>>161986279
steam has press access
any relevant youtuber can already get games for free
>>
>>161986073
Arumba basically forced Tender Arms to give up on his game and go into hiding
>>
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Just sort of finished but not really yet my Diablo2-like item system and added hover tooltips, I'll have to refine the numbers at some point and fix one issue but it's a nice base.
>>
>>161986383
That's nice, but it won't prevent paid reviews.
Well, nothing will, we gotta live with it.
>>
>>161986279
Lies can only take you so far. If the game looks like shit and plays like shit, people aren't going to buy it regardless of what some obscure youtuber says. And popular youtubers don't have to resort to that for pennies.
>>
>>161983008
>Why don't agdg artists just make something and post it in the thread instead?
Because that results in working on something that no one will use.
>>
I never realized the world of amateur gamedev is so cut-throat
>>
>>161986063
+ none of games advertised by them became overly popular, including Vampire Of The Sands.
Buying an ad on /v/ would bring more sales.
>>
>>161986819
did you not see how many games released this year? of course it is
>>
>>161986819
You've only just stepped foot in the Dark Canal young one. You still have much to go before you see what lies in its depths.
>>
I wish I could draw cute 2D girls
>>
How do I make diagonal movement the same speed as vertical and horizontal one?
>>
>>161987102
https://en.wikipedia.org/wiki/Chebyshev_distance
>>
>>161983094
this
>>
>>161987242
Is there an idiot-proof version? And I mean in a top-down real time game.
>>
>>161987102
sin and cos of an angle

pretty basic trig that you'll use 10 million times in your dev career

or do the half assed method and just divided your x and y by 1.4 when moving on an angle
>>
>>161987102
sqrt(2)
>>
>>161986506
how
explain
>>
>>161983737
>40% of all games on steam were released this year
>but maybe mine will make money
kek
>>
>>161987954
>muh shekels are literally the only reason someone would want to make a game
>>
>>161987954
>can't win
>don't try
kek kys nodev
>>
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So, the only way to make your game popular nowadays is to make it free for download, like CaveStory did back in the day?

I don't know if Undertale did this as well, but I've heard that games being online and free was a easy way to make them more well known.

I heard Persona 4 (and the series in general) only started to become popular since it became downloadable somewhere in the internet.
>>
Hey guys, wassup? My company is scouting out some top notch talent for our brainstorming/design/experimenting/ideas department so I thought I would spread the word here before we hit Indeed and HN.

So you want to be an Idea Guy? Hit me with your best idea
>>
>>161985986
>ball with no trail is the new one
You're fucking up, anon.
>>
>>161988412
A game where you ask people for ideas.
>>
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Today I put in ladders, a system whereby a generator can provide power to a doors, elevators and other objects and a trigger system for scripted camera movement.

It's been a good day.
>>
>>161987954
I will make a game and it will have nice pixels. You will see.
>>
>>161985986
You should at least reuse magicball somewhere though. It looks too pretty.
>>
>>161988409
You gotta hype it a bit.
Most indies don't advertise their games anywhere, so their games flop.
>>
>>161988412
Have this one for free.
Medieval-like Paladin/crusader in mecha suit fights demons.
>>
>>161988574
How did Stardew Valley achieve a runaway success when it was done by one guy? Was he good at social media-fu?
>>
>>161988658
Not too shabby but we're going to keep looking, best of luck to you out there though
>>
>>161984951
it's a meme
>>161983737
day 1 purchase to be honest, don't fuck this up
>>
>>161987102
Use a vector. Moving right or left sets the X component of the vector to 1 or -1, same with down and up for the Y component.

Then you just normalize the vector, multiply the speed and delta time, and you've got the movement.
>>
>>161988707
I don't know, maybe he shitposted on /v//reddit, bought an ad here and there.
You have to let people know that such game exists in first place.
>>
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>>161988412
Super Paper Mario, but instead of becoming 3d, you can change the things in the stage with scissors, pencils, glue and other paper-related objects with unique effects, which you collect over time.

This anon's ideia is pretty good too
>>161988449.
>>
>>161987954
>create yet another indie platformer
>wonder why you don't get sales
>create a super niche genre game
>people are literally starved and have to buy your game

doing it wrong anon
>>
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>>161989037
But MY indie platformer has gravity and time mechanics!
>>
>>161988409
You heard wrong
A lot of people don't give it the time of day because they assume price tag = quality
Things work differently for indies than AAA titles. AAA titles have quality no matter if you can get them for free, and they usually have a lot of advertising or people talking about them already.
>>
>>161987242
Change my notion of speed so that I don't have to do anything special for diagonal input?
>>
your game
but with survival and crafting
>>
>>161989287
Would probably be annoying since it's a puzzle/adventure game.
>>
>>161989287
Already doing that.
>>
>>161989278
yes that was my thought but I'm not sure if/how it would work
>>
>>161988409
no
many people seem to believe games that don't normally cost 10 dollars or more aren't worth their time
if you need evidence, go to /v/ and look for cumguzzlers who defend corporations in shitposting threads that appear after these companies do something dumb, half of these posts will be genuine
>>
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>>161988438
>>161988565
Trouble is the old trail was a sprite animation so it looked really bad when the game pauses/goes slow-motion (as it does on death)

Made the new trail more pronounced, better?
>>
>>161989125
Maybe it depends on what's the target audience then? Because if the game looks good enough and it is free, I'd play it.

I actually really doubt people assume price == quality on indie games. This is more likely to happen with normie AAA titles, since normies think price logic applies to videogames like normal products do.

I assume art/prettiness == quality most of the time. It's what made me play Tess, for example.
>>
>>161989625
It's ignoring the problem, since the original poster probably wanted the speed to be constant in the ordinary euclidean metric
>>
>>161987954
>i dont have a game but fuck this guy for trying to
>>
>>161988707
Niche market. Not many harvest moon type games on PC so it's no wonder he was so successful.
>>
>>161989702
it's a metric over a vector space and speed (well velocity) is a vector, but I don't know how it would translate. I don't have a game prototype to try that distance formula on but speed/position are so closely related that there must be some way to relate it
>>
>>161989653
>many people seem to believe games that don't normally cost 10 dollars or more aren't worth their time
Not him but point noted.
>>
>>161989815
I wonder how many Harvest Valley clones are in production right now
>>
>>161990113
I was making one before Stardew Valley came out but when I saw the kind of success he would be getting, I dropped it. Just can't compete with that.
>>
>>161989815
>>161990113
Probably not a whole lot honestly. A Harvest Moon clone is a huge undertaking despite looking pretty basic on the surface.

But I have the sudden urge to attempt one anyway
>>
>>161964984
Friendly reminder previous thread lasted 7 hours between post 720 and 750 because OP just had to make an early new thread.

.
>>
>>161989653
>>161989125
This looks really dumb, but if that's how it works, I'm cool since I can up my prices and make my game more well-known at the same time.
>>
>>161990254
How's that?

A Harvest Moon-like is easy on the animation work. The only real issue is generating all the characters which can be really daunting if you're not an artist and the events you have to create
>>
>>161989037
more like
>create game
>it gets 0 notice due to sheer oversaturation
>>
>>161990864
>oversaturation
>in a genre that releases 2-4 games a year

I think I'm good senpai, do a little market research before you jump into a business venture
>>
>>161990823
Huge amount of content. You'll be working on events and art for years.
>>
I dare you to post progress

Will you take up this challenge? Will you rise to the occasion or cower like a little mouse?
>>
>>161989037
>>161991041
I think you're missing the point. It doesn't matter what genre your game is or how unique it is, the moment it's on steam it's going to be buried.

The only thing saving decent games from being totally unnoticed is let's players and/or the developer running ad campaigns. 1-2 days on the storefront alongside a dozen other titles before getting pushed into the backpages won't cut it.
>>
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>>161991213
Cleaned the event cards a bit and included more info (currently day/night cycle) I will use in some of the cards
>>
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>>161991213
>>
>>161991213
i already posted yesterday and didn't harvest too many (you)s
i'll get back to you later when i have new stuff
>>
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>>161991213
k
>>
>>161991317
this post reeks of platformer maker
>>
>>161991317
>missing the point
>completely ignores entire sub-industry of websites dedicated to specific game genres that will drive traffic for you

you're the one missing the point anon

rock paper shotgun doesn't give a fuck about your indie platformer. super niche genre website does.
>>
>>161991210
Not him but I can't imagine it being that daunting. You have four seasons that last a month, and most events repeat yearly. Plan out some events on a calendar, have some differences over the couple of years. Then plan about four or five events per bachelor/bachelorette and boom your events are set.
Harvest Moon and thus Stardew Valley don't really have the most complex events.
>>
>>161991210
Well I'd already figured on that. Just basic math when you consider what it takes to make a town feel populated.

But I've always needed a constructive hobby.
>>
>>161991210
This. They are mechanically fairly simple, but there's so much content and writing to make a good one.
>>
>>161985483
Of course the more polished you want your animations to be the more time you're likely going to spend on them.

But as a non-artist I'd rather spend lots of time on animations than trying to do art since it's something that I can do at least.
>>
>>161991658
It's really a lot more than you think it is. Especially for one person to do everything
>>
>>161991871
Oh, I imagine it's a lot of work, don't get me wrong. I just don't think that events themselves are that big of an issue since they're simple to plan and simple to execute. Art and writing I think are the main things that make this difficult. Coding will probably be simple and planning simple as well.

I understand it's not easy though. Development is never easy.
>>
>>161991574
>entire sub-industry of websites dedicated to specific game genres that will drive traffic for you
You're delusional as fuck.
>>
>>161991658
>>161991871
The charm of the Harvest Moon games resides in both its art and characters.
I'm not going to speak of Stardew Valley because it's a insult to the series in my opinion but you can probably make a good one if you're a good artist and a good writer. It's not like the game mechanics are hard, even the default rpgmaker system would be able to handle them.

But yes this is definitely going to take a good amount of time.
>>
>>161992009
Not the anon you're responding to, but I don't see why there wouldn't be a sub-industry of webs dedicated to specific game genres that'll drive traffic for you because they're interested in that genre and therefore are likely to cover your game?
>>
>>161992009
as someone who has been featured on both indiegames.com and the biggest nichegenre.com, I doubt it

the directed focus from the niche genre website generated way more backers to my kickstarter than 100x the views from indiegames.com, so I'm making the assumption it will play mostly the same with my actual release but I could be wrong
>>
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Added a bullet trail particle and a bunch of new guns. Hopefully it will look better when I am able to add variations to particles on lua side.
>>
>>161992235
Can confirm this is a thing that exists, niche markets driving more traffic than general ones. If you can get really really big sites interested in you, sure, they'll drown out the niche traffic -- but they're also that much harder to get to cover you.

Some of them won't care unless you're an indie darling (cough polygon, rps, etc). I say this as a dev who has launched two games on steam over the past eight years and has gone through the whole marketing song and dance throughout.
>>
>>161992126
Stardew Valley is why I started this. I finally booted it up mid-October after ignoring it for so long

I was so incensed by what I saw and once I realized one guy did this I figured if he could do it so could I. I'm using Unreal 4 though so it's going to be in THREEE DEEEEEEE. Good news is I'm a trained 3D artist. Bad news is I don't really do characters, though I have done them before

But again this is basically more of a hobby in that I barely do anything else for fun anymore
>>
>There are people who believe being successful on steam isn't a dice roll with 1/100 odds

kek
>>
>>161992448
>can't do characters
>wants to do a harvest moon game

oh boy

I hope you're aiming for a stylized look and not anything realistic
>>
>>161992472
Well you need outside exposure. I bet there's less than a thousand people on steam who just constantly look for new releases and buy shit that doesn't get coverage
>>
>>161992472
I can pretty much count on a base number of sales/people so long as there's been sufficient marketing and I get a frontpage launch. That number isn't very large, but it is practically guaranteed once you reach certain thresholds.

>There are people who believe they can spout off certainties without doing any real research on the subject they're spouting off about
>>
Reminder that your game will never be as successful as Stardew Valley, Undertale or any other of the indie games that got popular for no real reason.

You can't replicate it, the people who made those games can't replicate it, so stop even thinking about it and just make a game.
>>
>>161992685
There were reasons those games got popular. Especially in the case of Undertale. Thinking there's no particular reason why those titles were successful is part of the reason why your game won't potentially sell as well as them, yes.
>>
>>161992604
how do you get a frontpage, anyway? Do you pay for it or is it diceroll if you're indie?
>>
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>>161992554
>I hope you're aiming for a stylized look and not anything realistic
If anyone on this thread is aiming for a game with realism, let me know so I can slap you and call you a bitch.

I actually HAVE modeled a realistic human before. It's VERY annoying and takes FOREVER.

So no, there will be no realism. In fact, I hate realism (outside of complex machinery) and it was never ever an option even if it wouldn't take literally forever. I haven't really decided on a style yet because I'm still implementing basic systems with placeholder graphics but I'm collecting examples of styles I like in the meantime.

>>161992685
Exactly why I'm making a game I want to play, rather than something I think will give me a bunch of monies. If it does, hell yeah, if it doesn't, whatever. At least I made something real instead of spending all that time drinking and playing videogames.
>>
>>161968184
>headbutting the enemy to double death
It's Brutal Legend all over again.
>>
>>161992604
It's simple statistics anon.

Huge majority of games on Steam this year aren't successful.

Why do you think yours will be any different, are you special?

What if you release your game and by some dumb luck no one will buy it that day, your frontpage cover is over and you sold 10 copies.

>>161992830
The only thing that you get when you release your game is being put in the New Releases category.

Anything else is someone working at Valve picking your game to showcase it.
>>
>>161992685
>indie games that got popular for no real reason.
Pandering to the good audience.

Undertale knew how to pander to both the starbound fans and the neutral-gender-character reddit group.

Stardew knew how to pander to harvest-moon-with-no-anime-pls tumblr populace by filling it with country music and tumblr clichés characters.
>>
>>161992830
It's based on relative popularity.

If you sell 20k units in a single month as an indie, most likely even half of that, you're virtually guranteed to get front paged.
>>
>>161992830
As for the big gallery at the top: You ask. Valve says yes/no. The better your game/marketing is, and the more interested/wide your audience, the more likely you'll get it. Knowing who to ask helps a lot too.

Beyond that, you're guaranteed to show up on the front page for X number of impressions/views. You get a couple rounds of this forcing your game up to the front page as well - though they encourage that you limit those rounds to when you push big updates etc.

>>161992960
The huge majority of those games that weren't successful didn't analyze their market and didn't set a floor that met that market's interest. Successful in the context of a game is: Did it beat budget and did it meet or exceed sales estimations?

Finding reasons to be special is part of how you get successful. Look at this anon, for instance, successfully identifying some of the demographics targeting and USPs of the games aforementioned which 'for no particular reason' got popular. >>161993062

That's a dev that has a better chance of being successful than one that shrugs his shoulders and goes 'it's just a dice roll man'.
>>
>>161992448
The thing is with Stardew Valley, a lot of its issues could easily be modded away, but nobody wants to try. I think that SV could really be enjoyable then.

Music is moddable. Replace with something that doesn't sounds like stock country music.
Art is extremely moddable. Replace portraits and world sprites with something more HM-esc.
Dialogue is also moddable even though barely anyone have done so. Replace depressing western dialogue with something more upbeat and happy akin to HM.

I would try but the bulk of the work is art and I'm an awful artist.
>>
How do you guys feel about taking a break from your main project to do a mini-game of sorts?

For example if you're main project is a pirate sailing game, you step away, take what you have, and make a boat racing multiplayer minigame.
>>
>>161993318
don't do that
>>
>>161993318
I'd say it's dangerous and best left to folks who've got the money and staff where the project wouldn't care if you weren't there for a short period of time.
>>
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>>161993062
>harvest-moon-with-no-anime-pls tumblr populace
At least Harvest Moon girls had fucking personality

And Story of Seasons gave me the ara ara older lady waifu I've always wanted

>>161993309
>The thing is with Stardew Valley, a lot of its issues could easily be modded away, but nobody wants to try.
From what I've heard, modding Stardew is a huge pain in the ass because it was a custom engine
>>
>>161993135
>Knowing who to ask helps a lot too
Who do you ask?
>>
>>161993527
Santa, mostly
>>
I'm a big fan of HM/RF (and I want to like AC but it's too boring) but it feels like all the other fans are mostly in it for the marriage arc. That part is fine but farming (and companion-planting, strategic breeding, seed preservation, hybrids, pests, drainage, plant disease, ...) is objectively the best.
>>
>>161993309
>a lot of its issues could easily be modded away, but nobody wants to try
I actually did when I was bored and didn't want to work on my game.

The SV modding is just too much of a hassle as it is right now, and despite the fact that it's currently evolving it would still take too much work to make it interesting. It would just be a waste of time.
First of all it's coded in XNA, most of the important values are either static or locked in a way making it impossible to modify the core of the game, and most importantly by the time you start to go that low in the code you know that it'd just be faster for you to rewrite the game in a proper way.
>>
>>161993486
Isn't Stardew libdgx?
>>
>>161993527
Depends on what your game is, who your point of contact is, and the sort of relationship you've got with Valve. I'll also point out that timing is critical in that sort of thing. If you don't have a very flexible launch date and your last name isn't Kotick, you're not likely to be able to shove out other products who were going to frontpage the day you wanted.

They'll probably only help you out there as much as you've paid heed to their advice as well. So my advice if you're coming in under your own umbrella and have only one contact is to build the fuck out of that bridge between you two, read very carefully everything they send back, and ask for advice here and there on when to do launches and et cetera. If your contact feels appreciated and you've got a connection there's a much higher chance they might put in some work for you to try and find a window that they can slip your game into.

And, as always, being popular helps enormously speed those sorts of thing along.
>>
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>>161991213
Here's some progress. Not much but its progressing.

>>161992941
I am making a game with realism. Do we have a problem?
>>
>>161993318
I do that a lot when i get in a rut. I set strict time periods so it doesn't spill over and take over my main game. It's usually a week because two feels a bit long, then just drop it at the end no matter what. If I still want to work on it, I can come back later in my next break
I'm currently doing a break project now >>161968184
>>
>>161993486
>From what I've heard, modding Stardew is a huge pain in the ass because it was a custom engine
That was really only the case with gameplay modifications which (at least when I was into modding) needed to be dll files. Not sure if that is the case with the current modding API.
The simple stuff like audio, visual, and dialogue didn't need the API though, since you could just decompress the encrypted files with tools released, replace the files, re-encrypt them and drop them into the folder. Easy-peasy.

>>161993743
>The SV modding is just too much of a hassle as it is right now
True but like I said above that's only really for gameplay modifications. I think the core game is largely okay. It's the personality that needs work which is easier to modify.
>>
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>>161993813
You a funny guy
>>
>>161993785
Or, more simply put:
(A) Be attractive to customers
(B) Don't be unattractive to your client-ops point of contact.
(C) Timing.
>>
>>161991213
I don't have much to show it's mostly basic stuff like parenting and inventory.
>>
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>>161993486
>Harvest Moon girls had fucking personality
That's the joke.
According the the stardew playerbase the original girls are just "too naive" or "too anime" for their taste, so we get girls like Haley.

Look at her, just look. She literally looks like your typical popular american teen girl.
>>
>>161993949
Or even simplier.

Step 1 Be Popular
Step 2 Don't be Unpopular
>>
>>161994009
make a better game then :^)
>>
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>>161994009
Well I'm not in love with a game where every girl thinks handholding makes babies either.

But fuck me they were all so bland.

>>161994163
Not him, but I'm trying.
>>
What's the best site to use if I wanna ask anons opinions about music I just made?
>>
>>161994204
Handholding?
That's lewd as hell!
I love it!
>>
>>161994204
Are you gay or something?
>>
>>161965641
Is this still about cooking fish?
>>
>>161994259
/mu/
>>
>>161993062
Hey I don't identify to any of the stupid reddit meme groups or gender bullshit, but I legitimately enjoyed Undertale. Yeah the fanbase is shit but it genuinely made me laugh a couple of times with actual jokes and timing since it didn't rely much on memes and made me tear up a couple times. It's actually good if you can look past the fanbase and the ridiculous amounts of cock sucking it gets.
>>
>>161994363
Kill yourself you degenerate.
>>
>>161994358
I was asking about game music that I made especially for a game.
>>
>>161994363
That's fine - you're just explaining that Undertale didn't target that one demographic specifically. It didn't. That's another key to succeess: don't put all your eggs in one demographic's basket.

Or if you do you better be fucking great at exploiting that demo and getting/retaining their interest.
>>
>>161993062
I liked undertale because it had funny jokes, good music and fun gameplay.
>>
>>161994407
I'm sorry that I enjoyed something.

>>161994478
The really strange thing is that Undertale didn't have much marketing at all. It really just took off from the fanbase. If you're ever wanting to release anything, despite what you think about Undertale or Toby, that game is a great place to look for inspiration. I wish I could just drop a game out and get millions with barely any marketing.
>>
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a fishing mini-game
>>
>>161993318
Ludum Dare is in a few days.

I don't think taking 2-3 days off to do gamejams has any effect on my main project.

I know for a fact that devs will use their main project as an excuse not to do game jams instead of just admitting they don't want to do jams or are afraid. It doesn't make sense though because 2-3 days on a jam game is nothing.
>>
>>161994559
>funny jokes
You mean like the fart bag handshake?
Or the Flowey the Flower name joke?
Or the hauuu hauuu spider?
Or the get dunked?
Or the Photoshop boss?

Allow me to disagree but I'd hardly call them funny or 'not meme'.
>>
>>161993062
Undertale already had a premade fanbase thanks to Fox's involvement with Homestuck. Everyone who liked HS just bought Undertale because of his name. It helped that he pandered to tumblr hard, but it literally couldn't fail on his history alone.
>>
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Wannabe Nintendo Dev here
I'm scared by Steams saturation
but it does mean something positive
it'll take of the pristine image that getting a game on steam has held for a while now, maybe a better platform could take the crown
>>
>>161994628
It had tons of marketing. It just didn't market much outside the demographic it was targeting at first. He had an enormous headstart on his base playercount thanks to relentlessly posting/responding and so forth after having tapped in to a very active community.

Odds are if you were big in to the whole MSPA and/or Homestuck crowd (or big into the Earthbound fan underground communities, esp. the hacking parts of it) you probably got hit with Undertale marketing at some point along the way. He did a lot of groundwork - it just wasn't outside that key demographic he made sure to fully capture.
>>
>>161994773
whats the state of Ludum Dare themes anyways
haven't got a user in that site to check myself
>>
>ITT hindsight marketing advice
>>
>>161994805
>>161994559
Let's not turn this into a discussion about whether or not UT is actually good, let's just focus on the dev/marketing side of things
>>
>>161994805
I found it funny, none of those things are memes, and 3 of those things aren't jokes.
>>
>>161994907
That's the best sort of marketing advice. Putting your stock and trade into the whimsies of a fortune teller isn't a great idea. Figuring out why people are successful is hand-in-hand part of how you can become successful.
>>
>>161995012
I just don't get how someone can be so cruel as to set other fellow devs for failure and feel good about it.

I guess it's the difference in our upbringing.
>>
>>161994948
Good Point, Toby already kinda had an established base of people who read homestuck, so he didn't really pop out of nowhere, beyond that the game was well made, appealed broadly and kept a strong sense of humour throughout the affair, the unique selling point of a non combat oriented rpg-shmup hybrid was interesting and well executed.
>>
>>161994907
>>161992472
It's hilarious that your relentless negativity in the thread over the past hour has spawned an interesting and useful discussion
>>
>>161995209
>Being realistic and feeding people false hope = negativity

K
>>
>agdg today is full of insightful, interesting, and relevant discussion about game development
Am I in a Bizarro universe? How does this even happen?
>>
>>161994773
I just use the jam time to work on my main project instead.
But I use the jam as an excuse so people leave me alone
>>
>>161995424
I think the new OP image is working.
>>
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It's time to stop.

Post anime.
>>
>>161995117
Ignoring what other people have done to be successful is setting yourself on the path to failure?

Do you just draw names out of a bag when you buy stock? Anything other than that is 'looking in hindsight'. Learning from other peoples' success and failure isn't weakness.

>>161995424
I don't often get to talk about the business/marketing side of stuff on /agdg/ but when I do I do my best to spread everything I know.
>>
>>161992960
This is not true.
You get 500,000 exposures of your game when you release it, and you get 3 chances to do the same but for less views.
IF your game sells more, you get a few more chances.
Valve recommends you use those chances when you do a big update though
>>
>>161995574
When your advice is "Just buy apple stock 30 years ago" then yeah, it's pretty irresponsible.
>>
>>161994884
Round 2 of theme voting today:

Underground

The rules change as you play

One resource

Save yourself, not the world

Leave something behind

Assemble

Get me out of here!

Adaptation

Two colors

Artificial life

Guardian

Infinite loop

One room

Stronger together

Surveillance

Playing both sides
>tfw not a single fucking theme you voted on in round 1 made it through
Round2 is a lot better than Round1 though so at least we're getting somewhere
>>
>>161995697
Your advice to ignore history is far more irresponsible than any history-grounded advice I could possibly offer.

"Just buy any stock at any amount" isn't a plan of action and is far less likely to make you money than paying attention and looking at the history of that stock. Same thing goes with making and marketing games.

If you're not paying attention to your demographics and what makes things fail/succeed, your ignorance is liable to be your downfall.
>>
>>161995820
actually no
the best course of action is to invest in index funds. Which diversify the investment into a lot of stocks.
Companies rise and fall, but the average keeps growing year by year by an average of 7%
of course, you need to keep the money there growing in the long run.
If you try to play the market, you will never achieve 7% average long term returns.
>>
>>161995820
My advice is the exact opposite of "ignore history", if you look at the history you'll realize you will fail.

I'm talking about ignoring outliers that you'll never replicate, which you are advocating "Just do the same thing they did lol".

I wonder why Hopoo didn't just "do the same thing" with his latest game as he did with Risk of Rain.

He should have 2 games at 1 million copies sold now according to you.

I can't wait for Toby's next game which will sell another 5 million copies.
>>
>>161995470
>>161995470
>I just use the jam time to work on my main project instead.
>But I use the jam as an excuse so people leave me alone
Well that's just ultra sad.
>>
>>161995710
what is your favorite theme so far? including all previous ludum dares
>>
>>161995820
It's funny you mention stock because there's a study where people throwing darts to randomly select stocks have outplayed professionals playing the market.
>>
>>161995820
>ignore history
There's a difference between ignoring history and being mindful of the present.
>>
>>161996059
I'm not advocating people 'do the same thing they did'. I'm pointing out what they did and saying 'make note of that'. There's no silver bullet to making a successful game -- but there is an easy way to fail: and that's ignoring what makes games successful.

I'm not putting down earth shattering revelations here. A game without a market that buys it will never be a success no matter how great it is. Finding that market and getting their interest and converting that interest to sales is how you make money. Not guaranteed money, sure, but anybody that wants to be a part of this industry should already know that whatever you're doing, you're always gambling.

Personally, since I'm gambling, I'd rather play the odds than go 'fuck the rules, I'm a strong independent man who don't need no statistics'.

>I wonder why Hopoo didn't just "do the same thing" with his latest game as he did with Risk of Rain.

Probably because he didn't make the same sort of game? Oh, he didn't.

>He should have 2 games at 1 million copies sold now according to you.

I don't have a crystal ball that tells me how many people would buy any of Hopoo's games. If I did, I wouldn't be posting here. I'd be out in the Cayman Islands somewhere, having a grand retirement at the age of 30.

What I do have is stuff to show folks. Stuff to arm them so that they're more aware and understanding that making a successful game is more than just how good at making it you are -- it's also about how good you are at presenting it -- and how good you are at finding the right crowd and timing for it.
>>
>>161996541
Hm, but where is your game?
>>
>>161996541
Yeah, but where's your game?
>>
>>161995687
>weebs responsible for drawing body parts they've never actually seen in real life

kek
>>
>>161996631
why didn't you ask the other guy
>>
>>161996452
Over a short period of time or over a long period of time?

>>161996631
http://store.steampowered.com/app/70900/
http://store.steampowered.com/app/282590/
http://store.steampowered.com/app/460420/

I've got a lot of experience with failure and it's taught me a lot along the way. Regardless of that, the games I've helped put out did sell -- they just didn't sell enough.
>>
>>161996780
Over a year.
>>
>>161996725
Not sure what you're trying to say.
>>
>>161996075
why?
I never have time to work on my main project because I'm always out with friends and family.

"You can work on that never-ending project next week" type of thing.
But if I say: "There is an international game jam where you have to make a game in 72 hours!! MUST WORK HARD THIS WEEKEND!!1!11"
then they leave me alone and I can make some actual progress
>>
So game question now

Is there a way for Unreal 4 blueprint to "wait" until it receives player input? I did this whole line where I execute some functions before I need to wait for the player to input a number before using that number in the rest of the line

I tried using a while loop using a boolean that's set when the player is done entering the number but it threw an infinite loop error in my face.
>>
>>161996858
He's just the usual anime hater poster just ignore him.
>>
>>161996948
>UE4
>Blueprint

This is a thread for real game devs anon.

Perhaps RPG maker general will suit your question better?
>>
>>161996059
If you're strictly looking to make money then looking at the failure rate is the best place to start
But I'd bet that nobody here is doing this to make money (or at least didn't start that way). Looking at the history is good if you're going to make a game either way regardless of monetary failings but want to increase your chances of making money/getting noticed.
>>
>>161996825
A year's not very long as stocks go. If they can outplay over 5 I'd be impressed. Anyone playing the short stock game is playing a very hectic and madness-inducing game that, yeah, is likely to boil down to just randomness because everybody's rolling their own at all times.

Over longer periods of time, you start getting in to historical trends -- which is where paying attention will matter. That's where I play with the stock market. I don't have the energy or the razor-focus to go toe-to-toe with those crazy energy-drink-fueled stockbrokers on the hour markets - but that doesn't mean I can't make money by watching what a company's doing versus where it is and making educated guesses about where it's likely to go.
>>
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>>161997014
You can't hurt my feelings!
>>
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>>161997014
>>
>>161988412
a game where if you successfully execute combos you replace part of your body with the enemy's

fight a big centaur demon, and stick his legs on you, then you can run faster but have less resistance to knockback

different combos yield different capabilities, for extra fun make it a solid fighting game where different parts factor into advanced combos and stuff
>>
>>161996143
favorite was probably LD33 "You are The Monster" it wasn't too restrictive but it still gave direction to the devs which is what a good theme does. A good theme allows ideas to explode in the devs mind during that initial hour when everyone gets up and running, bad themes cause everyone to draw a blank and sit and mope and complain even more than usual (everyone complains at every theme).

The worst theme yet was LD35 two jams ago: "two button controls". Limiting, shallow idea, gameplay/control mechanic gimmick, causes everyone to struggle to think of ideas of games they want to make as opposed to games they will have to make to fit the theme. horrible theme. Horrible.
>>
>>161996780
Wait you're the developer for Star Ruler?

I actually really enjoyed Star Ruler 2!

You should add me on steam, i have some gamedev related questions
>>
>>161997136
https://www.youtube.com/watch?v=1Dkq6Lp8_gg
>>
>>161997018
If you're not making games for some monetary success than you're not going to be making games for a very long time :^).
>>
>>161996948
Probably not the best way to do it but I would do a three prong switch in your tick.

0 would be the initial function and would switch it to 1
1 would be waiting for input
2 would happen when input was received
>>
>>161994805
But those aren't memes and some of those aren't jokes. Plus of course anything will sound unfunny if you just list jokes. It's all about delivery.
>>
>>161996780
oh shit it's Firgof, I knew you you'd still be lurking here you crazy bastard

how's the contract world treating you?
>>
>>161997242
what? you can't find other ways to make money?
>>
>>161997183
>The worst theme yet was LD35 two jams ago: "two button controls"

Why didn't they just went out and called it "Mobile Game"?
>>
>>161996780
>Star Ruler
Oh hey I actually know that game. I remember when it first came out I was following threads on it. Never bought it because it's not my kind of game but I thought it was neat.
>>
>>161997262
Ehhhh thanks

I think I really just need to go over the logic I'm operating on again and see if I can't do something less stupid
>>
>>161996780
I knew you were RTS from the moment you started with the unfulfilled genre angle.

Your first game released in 2010, friend. It's 2016 and Steam is a shit show. 2010 to 2013 were literally the golden years of Steam.
>>
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>>161997242
>tfw working on my main game for over two years at this point with no dev income
i-it'll be done soon, I swear
>>
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>>161997228
10/10

for bonus points take that and market as the new Kirby reboot
>>
>>161997205
One of the three developers, yes. I'm presently working on updating one of my old games to put out on Steam to try and help pad my losses over each month as nobody in the industry's looking to hire right now as everybody's waiting for New Years'.

Besides, I really want to put out a game on my own for once.

>>161997298
Sadly, even though my boss at Playful wanted to keep me on, the budget just wasn't there for it. So I'm independent again presently. I've got some opportunities lined up in a few companies, but they're all positions whose availability can only be determined after New Years'.

>>161997408
4X, actually. But yes, we also marketed to the RTS genre. They're much more 4X games than they are RTSes though. If you actually look at the games I've put out, you'd notice SR2 came out in the last 2 years. I'm well aware of the differences between 2010 and 2016 on Steam: I've lived through them.
>>
>tfw spend 3 hours by tweaking positions of like 20 verts on a part of my model and it still doesn't feel right
fuck, and the player won't even give a shit
>>
>>161968143
Will you make Nori-chan too?
>>
>>161997619
Why do you think StarRuler never really took off? It's a solid game by technical standards.

Was it just simply too big and clunky with too much automation?
>>
>>161997306
Of course you can.

You have wageslave 1 and wageslave 2.

Both decide to make a game in their spare time, that's great! Both spend over a year on their Breakout game

WG1 had the mindset of "It''s just for fun, I'm having fun that's all that matters"
WG2 had the mindset of "I'll work with making money in mind"

WG1 of course fails because he didn't concern himself with money.
WG2 doesn't because he's not retarded.

Now, both of them hit their goals, WG1 had fun, WG2 now has enough money to quit his job and focus on devving. Who's more likely to keep going?

I'm not saying there aren't people who will keep going after failure, but those are a minority.
>>
>>161997820
this is one of the most retarded posts i've read on /agdg/
>>
You are now aware that gamedevs who made money in the years 2008-2012 are the baby boomers of gamedev.
>just walk right in look them in the eye and shake the customers hand it's what I did
>>
>>161998050
I'm honored.
>>
>>161998075
So gamedeving is getting flooded by shitskins willing to do more for less ruining the labor market?
>>
>>161998075
Making a game by yourself was impressive at that point.
>>
>>161997801
There's a lot of reasons I could point at but nothing I could definitively say was the big reason. It was stuff like lack of good documentation, lack of high-grade polish in the art, no interest in the press/lp, very new and strange mechanics, an atypical interface, and so on.

If I were to sum it up quickly I'd guess we were just a little too gung-ho and crazy where we should've been more careful and a little more reserved. Also, it'd have helped if we'd had more contacts in the press and such.

I was hoping for a long time that TB would help finally break the game out for the masses. But, unfortunately, the first time he wanted to for SR2 he immediately discovered he got cancer afterwards and I'd feel like the biggest scum for pressuring a sick man facing his own mortality - so I backed off entirely.

Later word came that he was interested again but needed some help learning how to play the game. I offered -- and then nothing came of it. I still think that TB could've given us another big bump in sales. Probably still not enough that the studio would've remained open, but enough to more firmly call it a successful title.

>>161998075
If anything, I'm saying 'don't do what I did, learn from my mistakes and you can be more successful than I was'.
>>
>>161998212
It's still is.

The problem now is that your game is surrounded with shit, so it looks like shit.
>>
>>161997801
Price: $14.99
Score rank: 59% Userscore: 84% Old userscore: 84%
Owners: 153,139 ± 10,445

>never really took off
There's millions of dolllars there. When you make that much money you can sit on it and live off the interest (if you're smart). It took off enough to set him up for life.
>>
>>161997820
I'm WG2!
so I will succeed you say? great
>>
>>161997619
>>161997801

I honestly just didn't see the appeal of Star Ruler if other games like in the were 90% similar (And I'm the guy that said I really like it).

Star Ruler just seemed like a generic GalCiv to me, it sucks but its true, I'm not surprised in the slightest, even from the first moment I saw it, that it didn't do well.

Pretty much all successful indie games are doing something new or using a mechanic/feature that's done better than the predecessors or hasn't been done at all.

Prison Architect moved the DorfFort management to prison keeping.

Stardew added all the features people wanted from HM, (regardless of what people on /adgd/ complain about, the game is widely successful)

Rust has a full sandbox experience where hundred live on the same island jsut trying to fuck things up.

Even darkest dark did well on improving the turn based system, while not only having lite sandbox elements, but also a slight improvement on the system by having the ordering matter.

You can 90% of the time tell whether a game will be successful or not just by looking at it.
>>
The true key to success is to make something exciting that hasn't been made before.
>>
>>161998274
yeah I was like, WTF MAN
I WISH I HAD A TENTH OF THOSE SALES
(in my game that isn't out yet)
>>
The true key to success is not give a fuck
>>
>>161998263
Well there is the classic sentiment that by making a good game you will stand out that I think many devs are banking on.

I have no idea whether it's true or not. I'm inclined to think it's true. That doesn't change the fact that we could be earning 2-3x less than devs were even during the 2008 crash because of market glut.
>>
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>>161978660
Another poor soul sacrificed on the altar of 3D engine dev.

Welcome to the club, say goodbye to the Sun.
>>
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>C++
>you need to do a literal backflip to check if a variable is a string or an int

how is this allowed?
>>
>>161998316
>>161998367

Hivemind in action, but I agree with these statements.

There's a lot of games on here that aren't going to do well either because they don't have these basic concepts down. For example Knightdev should make his game Multiplayer RogueLike if you expects to get past 1k sales.
>>
So a good way to make your game sucessful is by appealing to a existing fanbase (preferably one that's being ignored by its game company), right?

Considering game industries have only been doing dissapointments these years, this is the best time to do games that appeals to nostalgiafags.

Think something reminescent of SMW would be sucessful?
>>
>>161998274
Less than you'd think. My boss ran an LLC where he was the owner and that'll kick up taxes like you wouldn't believe. Mount those on top of Steam's cut and you'll find you walk away with a lot less of that money than you'd think.

Then you get the fun of factoring in that most of those units sold were during times of very deep discounts -- and then you get to use those funds to develop a game over a period of 4-5 years. You won't wind up with a lot left.

>>161998316
The big USP of Star Ruler was that it broke limits. You could have an enormous number of units in a crazy number of systems and they could be of vast sizes. That sort of thing hadn't really been brokered before in the 4X market.

It wasn't a super strong USP -- but it was an unprecedented one and that helped a lot.
>>
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>>161970170
why it's Tarzan's Jane so cute?
>>
>>161998316
I agree anon, that's why I asked. I felt it was very generic feeling, or the things that it tried to do weren't very interesting.
>>
>>161998570
Distant Worlds?
>>
>>161998553
I'm going to assume SMW isn't Super Mario World?
>>
>>161998534
Man I had to work with a team of 7 making a custom 3D engine

There is no worse hell than trying to implement art assets into that engine
>>
>>161998539
loose typing is for plebs
>>
>>161970170
Is this the RPG with an overworld and card battles that was just cubes like two days ago?
>>
>>161998553
>So a good way to make your game sucessful is by appealing to a existing fanbase (preferably one that's being ignored by its game company), right?
Yes. For example, now would be a good time to clone Pikmin, but a shit time to clone Zelda
If SMW means Super Mario, there is literally never a good time to clone Mario
>>
>>161998651
yep
>>
>>161988409
Undertale had a demo and the dev was already well known in some circles.

Cave Story was and is, indeed, free (for the PC), but its case is rather like Yume Nikki's. It has a cult following, but it's not as well known as, say, Super Meat Boy.
>>
>>161998647
DW: 2D, launched in March 2010.
SR: 3D, launched in August 2010.

On technicality I suppose it didn't have massive scale over DW in precedence -- however DW definitely didn't allow ships of literally any scale.
>>
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>>161998851
Yes it isn't?
>>
>>161998075
except it was probably way harder because you NEEDED a publisher
>>
>>161998570
>Less than you'd think. My boss ran an LLC where he was the owner and that'll kick up taxes like you wouldn't believe. Mount those on top of Steam's cut and you'll find you walk away with a lot less of that money than you'd think.
>Then you get the fun of factoring in that most of those units sold were during times of very deep discounts -- and then you get to use those funds to develop a game over a period of 4-5 years. You won't wind up with a lot left.

Posts like this make the multi-year investment of making a single game sound like a chump deal next to mobile game dev. Steam's storefront isn't helping either as it's become as bad as the mobile shovelware market.
>>
>>161998539
wtf are you talking about?
are you some douche who uses "auto" without understanding it?
>>
>>161998660
Gotta spend time on making a good pipeline. Saves crazy amount of time. Granted, you also have to spend a lot of time.

>>161998947
Didn't *need* a publisher -- but it was damn hard to get on without one. We spent about a year just trying to get someone at Valve to take a look at our game (actively, as in there were e-mails back and forth throughout -- months apart).

>>161998970
It's rough, to be sure. Like I said, anyone who wants in on this business should come in with a gambler's mindset, knowing that they're putting chips down on a table that they can't guarantee they'll make money on.
>>
>>161998827
>but a shit time to clone Zelda
how so?
>>
>>161998827
Where are these zelda clones you speak of
>>
>>161998861
Cave Story can't be compared to other indies since it was a huge deal when he made it. An indie game of that scale had never been made before, and the only available tools were pretty shit
>>
Houston, we have problem.
Turns out keys ds_map in Game Maker cannot be accessed via position number, that means I cannot simply "scroll" through items in inventory, first I have to type in key(name) to look for specific item.

So either I fucked up and now I have to jump onto ds_list (and rewrite the whole inventory thing I had so far) or hopefully somebody points out how to work with ds_maps properly.
>>
>>161998660
One second please I need to hug my Unity and tell it I love it again
>>
>>161998306
You are more likely to succeed, yeah.
>>
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>>161999168
Nintendo are paying a lot of attention to zelda for BotW coming soonish, so starting a zelda clone now wouldn't be good because an official release is coming to scratch that itch. If you could finish one before BotW releases you could probably scoop some sales, but it's unlikely.

>>161999241
Right here bby. Although I'm more referring to the 3d games
>>
>>161999126
>Gotta spend time on making a good pipeline.
We did

You wouldn't believe the shit that professional game engines catch and ignore from imported assets. A amateur engine doesn't do that

>>161999348
Yeah you should
>>
>>161999336
Make the keys numbers (0, 1, 2, 3, etc) or have the keys in a separate list for when you need to scroll through
>>
>>161999402
>Comparing 3d zelda to the 2d zeldas

Hmm, you might be retarded.
>>
>>161999402
>Although I'm more referring to the 3d games
There are even fewer of those.

BotW doesn't even have a release date, I don't think one can argue that it is going to have a negative impact on the sale of zelda-ish games unless you're releasing yours a week before it.
>>
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>tfw i missed the bitcoin train
>tfw i missed the indie game dev train, where not so many years ago only very few indie games existed and if they weren't total trash the sold like hotcakes
>tfw i missed the minecraft train, where i haven't thought of a mechanic that simple that would obviously pander to so many autists
>tfw i missed the let's play youtuber train, where if i started around the same time pewdiepie did i would have at least several hundred K subs, or possibly over a million by now because it was hot new shit and i could live off of streaming games and shit
the train station is now almost empty and the trains are running out.. unless we soon manage to figure out which of the very few trains that still remain will be leaving soon, we will be fucked forever
>>
I have the 1 true way to become rich as an indie dev, 100% foolproof rate.

Make 2D Dark Souls.
>>
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>>161998827
>>161998937
It is, but just some aspects from SMW like the platforming and level gameplay, which I think is pretty comfy.

I'm trying to make a game that is both a platformer, but also has items that emulate RPG-like gameplay, Shooter-like gameplay and PuzzleGames-like gameplay.

The ideia is that weapons and tools are unique, platforming is very dinamic and character can grow like in a RPG too.

Think a clusterfuck that can play like multiple kinds of games coherently could take off?
>>
>>161999489
I feel you, anon. Andrew had to build an importer for all our models and textures and such for both SR1 and SR2. He even had to build a new importer from scratch to import OGEX for SR2's later models.

I doubt I'll get to work with such a crazy pipeline in the near future. It's not widely known, but SR2 can do real-time fileswap changes for stuff that isn't pure data.

We worked on the shaders by putting a file on dropbox and telling SR2 to watch its files after linking to that file in the data files. It was effectively remote shader coding.

I don't know what wizardry he did to make it happen but it was pretty amazing to watch.
>>
>>161999538
>Although I'm more referring to the 3d games

>>161999562
It would have an impact if you fuck up and release at the same time, or even worse, afterwards. Although there may be a market for it since Zelda is console exclusive and the closest we have on PC is Souls (which is a poor substitute)
>>
>>161999642
Carmack says that VR is the next train
>>
>>161999402
indie devs are not making zelda clones that play like BotW. I doubt they are even interested in doing so
>>
>>161999642
>>161999718
This. VR is the next train.
>>
>>161999716
Why did you even post the screenshot then?

>>161999642
There will always be new trains anon.
>>
>>161999686
Are you just describing metroidvanias?
Because that's the second most saturated genre after straight platformers
>>
>>161999686
So you want to make a roguelite?
>>
>>161999718
It probably is. The trouble is nobody knows where that train wants to go yet. The market is still so new that nobody's got a real feel for what it wants and the tech's still in a great deal of flux.

We're probably another 1-4 years out before it really starts spinning up to becoming its own thing. Good news for larger studios though as those who like the long and risky bets: that's about the development cycle for a game that befits their larger studio size.
>>
>>161999686
>I'm making a Metroidvania Roguelike

You already failed and you're 2 years late.
>>
>>161999718
VR is most definitely the new train, everybody who isn't retarded reralizes that.
the problem is that this specific train is locked and you can't get on most likely
Basically to go anywhere in VR it's all about PHOTOREALISTIC ROCKS THE GAME .. nobody wants to play shitty pong in VR
Most indies simply cannot make good enough graphics to compete in the coming VR market and talented artists who can are fucked anyway because it's like trying to build the great wall of china by yourself.. you can do it but you won't finish in your lifetime
>>
So if I wanted to compose music for my game, I'd need what, a MIDI keyboard and a half decent sound card?
>>
>>161999985
This is the second most retarded post I've ever read on /agdg/.
>>
>>161999897
hopefully its like Gen 5 (ps1, n64, saturn) with crazy game ideas and no one having any idea what the fuck they are doing. in a good way
>>
Show me your game's theme song and I might make some fan music out of it to play with my new samples.

my soundcloud (this is not what the music will sound like just posting to show im not a shitposter) https://soundcloud.com/muscularhair
>>
>>162000051
>a MIDI keyboard
Nah.
>>
>>161999642
Don't believe the VR meme. VR comes and goes time by time. Like 3D movies. It'll die a few years later, then will come back again 10-20 years later again. Do you remember how hyped motion control was in the mid '00s? VR is just that for these times.
>>
>>162000051
You don't need either to make chiptunes.
>>
>>161999985
It's partly that there aren't any indie-dev friendly tools out yet. Or well not very friendly tools anyway.

They're coming though. Unity's about to roll out tools that let you put down stuff while wearing the headset and that's one of the things that's necessary for Sanity while working on a VR game: the ability to develop it without constantly taking the headset on and off and turning the game on and off. Also, the ability to verify the placement/scale of stuff is super important and a big timesaver.

I'm really excited about it. If it comes out and I still don't have a job, I'll probably try my hand at a small game since I'll finally be able to make one without losing my damn mind.
>>
>>161999803
>There will always be new trains anon.
the more diamonds you mine, the less of them remain in the ground to be found.
that is why making it will become harder and harder well into near impossible as the time goes
>>
>>161999718
maybe in a couple of years when the price comes down
only nerds are paying 300 bucks for a tech demo machine
now's a good time to start experimenting with it so you're ready when the train gets going, but it isn't going yet
>>
>>162000174
UE4 has that
>>
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>>161999101
I am a refugee from python
Pic related is what I am used to.

One would expect shortcuts included in base libraries for such basic things from a language that old.

Grrrr, and I don't want to go back to python since building executables out of python scripts is its own kind of shitfest of unreliable open source.
>>
>>162000190
Your analogy doesn't work because diamonds are physical commodity.

What the fuck are you talking about.
>>
>>162000219
Has this?
https://youtu.be/M9hcz3DtEtg?t=349
>>
>>161999519
>Make the keys numbers (0, 1, 2, 3, etc)
Game would scroll over items player didn't gather, so it would pop an error

>have the keys in a separate list for when you need to scroll through
Sounds better, but that would be padding the ds_map problem with ds_list instead of just rewrite, at least it would be less painful.

Thanks for help.

Guess I have to take a break for today, maybe later I will come with/get optimal solution.
>>
>>162000214
This is the mindset that makes you miss the train
You need to have that game ready when everyone is jumping on.

The problem is, 3D games are hard as shit to make with any real substance. That's why Early Access is so prevalent, you can start making money without being done
>>
>>162000190
He's talking about a new rush, going from diamonds to oil, oil to gold, not just more diamonds
>>
>>161999835
>>161999832
>>161999923

But it is a 3D platformer with no pixelshit. It certainly can't be that saturated, right?

It is more like a Super Mario 3D Land meets classic Mega Man, plus that the characters can level up. I really don't know a game that ever did something like what I'm planning, so it might work.
>>
>>162000323
Of course it doesn't link the time. Check 5:47 onwards out.
>>
>>161999727
isn't shitty nintendo clone doing exactly that?
>>
>>162000392
>3D platformer

Who wants to tell him the bad news?
>>
>>161998539
>>162000261
You don't do this in civilized languages. If you absolutely need to have a value that can be either, you use a tagged union.
>>
>>161999718
-wreck

VR is the next trainwreck.
>>
>>162000323
https://www.youtube.com/watch?v=JKO9fEjNiio
Near enough, and this is 10 months old
>>
>>162000159
I hope you are just memeing.
VR is now advanced enough to replace the archaic LCD monitor gaming, it will now be all about 360 degree immersion.
Remember those idiots who screamed that computers will never find their way to normal people? What the fuck would normal people do with computers? Computers are for banks and shit! Yeah. They do that every time some new tech comes out basically.
Fist versions of things are always trash. Just look at google glass. Yet i can guarantee you that in a decade or two when the technology is perfected computer glasses like that will be as common as normal glasses.

Personally i am super pissed of that i was born so early and not say 100 years from now when the gaming tech is perfected
>>
>>162000563
Eh, with like 30-40% of the features, I suppose. Not having access to Blueprints etc is part of what makes a big disparity here.
>>
Vive games wherein the player is stationary disgust me. It's neutered FPS.
>>
>>162000387
>You need to have that game ready when everyone is jumping on.
Exactly. If you wanna make it in VR you need to start literally right this picosecond.
If you wait untill VR becomes mainstream it is already too late.
Same as starting to indie dev now when the indie boom is in full swing.
>>
Am I alone in that I don't play indie games anymore?

How can I make a game and have hope that people will buy it when I'd never buy my own game.
>>
>>161999642
>bitcoin train
Don't fucking remind me. If I were older and had bank account, then maybe I would be able to get some bitcoins myself.
In modern times where economy is stagnant and overtaken by corporations, striking big is a matter of luck.
>>
>>162000708
I only play indie and based nippon games. AAA western games are literal hollywood trash now
>>
>>161999642

Honestly this whole "indie games don't make shit" meme is ridiculous.

Back then "indie games that weren't shit" were of a lower standard.

The standard has just increased. You can't make a platformer, color it all black, and expect it to be unique any more. Unique indie games still sell extremely well, if not MORE than older indies, the difference is making a first person puzzle game where you move blacks isn't going to sell anymore so everyone complains "look the indiepocalyspe!!!" when it's just you being shit.

BE UNIQUE and do it well. Don't expect Giraffe Simulator to sell well, don't expect any platformer to sell well..

Realize it's no the entire indie scene that's saturated, it's the individual genre's that are saturated.
>>
>>162000665
Isn't that like the only way to stop people from getting sick
>>
>>162000708
>having time to play games
maybe after you finish your game anon
>>
>>162000708
>Several million people play video-games, probably even more than 1 billion
>"Am I alone in.."
Fuck you and people doing that.
>>
>>162000563
Yeah.. VR will pretty much out of the question for sole indie devs... just look at that video and think about how long would it take to a single game dev to make and texture all those assets shown in that small crappy demo.. and now imagine making an entire game.. phew..
>>
>>162000823
>blacks
Meant blocks l
>>
>>162000842
Wouldn't people get used to it and not get sick if they played games that make them sick?

This is like saying don't make a first person shooter because there are soccer moms that get headache when playing them.
>>
>>162000842
It must be because I've yet to see one that is actually exciting and allows the player to run around and jump off cliffs while shooting rockets and shit.

All I've seen from the Vive is carnival booth games. Even the Resident Evil demo was someone sitting in a chair.
>>
>Not making a breakout/arkanoid clone
>Current Year
>>
>>162000936
Nah you meant blacks

It's an "Evicting blacks from low-income housing" simulator
>>
>>162000520
>You don't do this in civilized languages.
as far as I know, a programs in civilized times can recieve input from unreliable external source of unknown type during runtime

>If you absolutely need to have a value that can be either, you use a tagged union.
Nowhere is implied that I wanted a value that can be either. I need a function that takes a variable and returns its type.
>>
>>162000898
And en contrare on the Unity front we're going to have tools integration with stuff like ProBuilder in short order I'd imagine.

It's just going to be easier to make a VR game with the headset on in Unity than in Unreal to begin with. Unless things drastically change over on Unreal's front.

Just having access to the Inspector while in VR is an enormous advantage over Unity's VR solution. If I can't access most of my game, all the VR tools are is just a fact-checking/building thing rather than also a potentially live animating, debugging, and scripting thing. Also you have to do a whole lot of gestures to move around in Unreal right now; Unity has that chessboard which removes a lot of the necessity of that.

It's just better and more tools on Unity's end - but that's not surprising. They're going hard in for VR right now.
>>
>>162001081
>not having finished a breakout/arkanoid clone
There is not much left of [current year]. Better get to it.
>>
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>>162000936
>>
>>162000323
>>162000563
This crap is a gimmick that takes far too long and doesn't have the precision of a mouse.
>>
>>161998827
>A good time to clone pikmin

Now where's that anon that was making a necromancer pikmin game?
>>
>>162001214
Is that noted alt-right superstar Sam "Empty my nine on the welfare line" Hyde?
>>
>>162001283
Dead
>>
What's the easiest artstyle to do
>>
>>162000823
that is the problem, every game about everything is being developed.
it is becoming harder and harder to come up with ideas that are fun and original or even more polished existing shit. market saturation is a very real thing
Lying to yourself with "i will pour my heart into this game! that will make sure it sells because i tried really hard" to keep you from staring you car in a closed garage while sitting in it is all nice and dandy, but the reality is not as simple as that
>>
>>162001318
oh

>>162001335
pixelshit
>>
>>162001079
Haven't been looking very closely then. Check Vanishing Realms out for one.

>>162001228
Spoken like someone who hasn't worked on making a VR game. These tools make an enormous difference and, yes, it's more precise and faster than a mouse at least on Unity's front. The mouse is going to be much much slower if you're doing more organic placement/rotation of stuff. That's ignoring the fact that by doing it out-of-headset it might not look like how you expect in-headset and so you might have to go back in and correct and etc etc.

Trust: It's better with those tools than without.
>>
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>"uh oh, your shitty meme game isn't getting enough (you)s"
>"what should we do??"
>"Make it a Max Payne clone"
>>
>>161964984
Is this the equivalent of enginedev?
https://www.youtube.com/watch?v=jWPi2icrs9c
>>
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>>162001283
that was also me
>>
>>162000972
>>162001079
I'm a pretty hardcore gamer and I got super nauseous within minutes with a friend's Vive when the character moves and the player doesn't (ViveCraft's "free move" option). Its immersive enough that it tricks your brain into fucking itself. Inner ear says you aren't moving, eyes say you are. Its like seasickness, some people can get used to it, some people don't. The question is is the average gamer willing to withstand days/weeks of nausea and vomiting and headache just to play a game? I should mention my 2 friends got sick within a minute or two as well, and one had to nap for hours just to get rid of the headache after playing Vivecraft.

https://unity3d.com/learn/tutorials/topics/virtual-reality/movement-vr

that being said, room scale VR is fucking cool, all that is left to do is remove the wires and you can make some seriously cool shit. We played all the other demos and games and stuff for hours with no discomfort at all.
>>
>spend 2 years of hard work on a hobby game, sacrificing all of your free time
>other people actually get paid as full time job workers for the same stuff you do for fun and for free
>finish up
>nobody likes your game
>you just went to "work" for two years for free on to of your normal shitty day job for nothing
game dev is the shittiest hobby ever
i could be making the new winrar instead and rake in the easy dosh
>>
>>162001642
The work of a serious motherfucker.
>>
>>162001527
c u t e
>>
>>162001721
Yeah I'm doubtful about home VR

Maybe shit like Mechwarrior 5 where you're an asshole in a cockpit will work since you're basically an asshole in a cockpit in your desk chair already.

But trying to do something like Mirror's Edge is just a stupid idea.
>>
>>162000261
there are a lot of conversion functions if thats what you are after, e.i. itoa and stol.
but you cant reuse variables as a different type. well you can but thats for stuff later down the line.

>>162000520
>union
nigga you wot? unions are just for memory
>>
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>>162001854
>>162001527

l e w d
>>
>decide to check Steam how popular indie games look
>see Move or Die on frontpage
>remember the game from that talk video about gamedev
>check the videos -> fairly simple gameplay, platformer tier, hyping trailers
>check the price - 15€, pretty expensive
>check sales - 190k
>190
>thousands

And here I'm trying to figure out inventory system, god damn it.
>>
>>162001527
BANE?!
>>
Can the story of a game outweight hyper-saturated gameplay?

I'd assume yes considering RPGMaker is still around, but I don't know about platformers and shotters.

Is it better to just make an RPG instead of a platformer if you're focusing on story?
>>
>>162001967
L I C K A B L E
I
C
K
A
B
L
E
>>
>>162001887
Mirror's Edge maybe not - but slower gameplay should be just fine. I've put in quite a few hours into Vanishing Realms and made out just fine. I expect we'll be seeing a lot of play with slow and cantankerous movement.
>>
>>161998625
Back then Disney modeled their characters based on real cuties. They filmed a fucking ton of footage of the actresses in costume and then used it as reference or as rotoscoping material. Just check Helene Stanley, the model for Cinderella, the Sleeping Beauty amd the girl from 101 Dalmatians. Ridiculously beautiful girl.
>>
>>162002036
Problem with highly-saturated/fast-paced gameplay is the player won't have the attention to dedicate to processing that story.

In such a high energy environment, you should probably be showing rather than telling.
>>
Thank you based Star Ruler dev for helping make /agdg/ great again
>>
>>162001887
the real money is in VR sex sims + accessories. Imagine all those lonely people that would jump at the possibility to make their long distance relationships "real". Combine that with the ability to make an ideal or fantasy avatar and teledildonics and a little startup money and you could be RICH

that is way in the future though, just start with simple multiplayer games. VR would really give the sense of other players having a real presence.

Imagine Second Life/IMVU/tabletop simulator in VR.
>>
>>162001527
>Literally Cave Story clone

Kill Yourself
>>
>>162002036
Don't get so focused on genres. If your goal is to tell a story then you should think about what mechanics will help tell this story both logically and thematically and then design around those.
>>
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progress haha :)
>>
>>162002385
he's doing it -ironically-
>>
here he goes again..
Yawn.
>>
>>162001984
Move or Die is pretty highly polished. It only appears simple.
>>
>tfw the thread wasn't shit for too long
>>
>>162002292
Fair enough. I guess it's just that action games have a different way of showing a story from low-paced games like RPGs.
>>
>>162001891
I quess its pointless to sperg about this, I'll stop

although I miss the option to take a hit in performance in exchange for not having to jump through unneeded hoops. Would you possibly know a lib or an API that pythonifies the C++ experience in some ways?
>>
>>162001967
God fucking dammit your fucking based fanart anon
>>
>>161986514
That looks a whole lot like ImGui for C++.

How are you liking it? I'm currently using it for a school project where I have to visualise linear algebra stuff (and be able to add stuff on the go with GUI elements) and I'm liking it a lot!
>>
>>162001984
Having good PR contacts literally makes or breaks your game.
If you know publishers and youtubers, your game will sell even if its shit..
Don't know anyone? Good luck getting anywhere by spamming youtubers and rewiev websites with desperate emails... even if your game is great it will never get anywhere. pr is literally 80% of the success
>>
>>162001887
>Mechwarrior 5
>being developed by PGI
Stop reminding me that this exists.
>>
>>162002292
>>162002619

Not that you can't be an exception to that rule, mind. It's just tough. You can separate it out by doing high intensity segments followed by slower-paced story bits. Games like Metal Gear Rising and Binary Domain (and most Platinum games to be honest) go for that explicitly and do a pretty fair job of it. If you're going to go for that, you should check out those games and figure out how they do their pacing well.

>>162002368
Certainly we're going to be at least bonding with our foils more. Lots more focus on personalities of the folks surrounding you. I don't see that being a bad thing though.

>>162002323
I do it for the (You)s and for helping all (You) folks out. Besides, I've lurked here forever. It'd be rude to not show up on occasion.
>>
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>>162002385
>>162002507
>>
>>162002642
It is ImGui. It definitely is a completely different "paradigm" to what I'm used (having previously worked with Qt mostly for GUI) but once you get a grasp of it it's quite nice and the decoupling from data is really nice. I wish it was skinnable with textures and had some sort of a layout system though, I've yet to figure out how to, say, center buttons in a window.
>>
Reposting this with a few minor tweaks. It's not complete, but I would really appreciate more feedback

https://clyp.it/ap0hbzi3
>>
>>162001967
Nice
>>
>>162002507
What is it? Looks pretty good.
>>
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>>162002241
>Back then Disney modeled their characters based on real cuties.
No wonder why they have so much difficulties now that women have changed that much.
>>
>>162002851
Doesn't sound like anything to me.
>>
>>161998539
>ever having the doubt whether a variable is a string or an int in C++

u wot.
C++ is statically typed m8, you ALWAYS know what type a variable is because you declared it to be that type. How would you even doubt this?
>>
>>162002916
This is the only way to beat sourceposter. Compliment him.
>>
>>162002968
What if it's a list that you only declare on run time?

Checkmate faggot.
>>
Do I need to be able to draw to make 3D art?
>>
>>162002968
Maybe he's writing a generic handler that handles a group of overrides that have varying inputs and outputs? Or a handler for collections?
>>
>>162003058
you can't mismatch list variables like that
>>
>>162002757
>tfw you could make billions by making a govt sponsored social interaction trainer (go for it googs)

as in using VR to help people with autism/social anxiety deal with their shit in the comfort of their own home.

The Vive lets you detect eye contact/gaze direction and also gives you millimeter precision of hand/head movements, so you could train those wiggles away. It would also let psychiatrists interact with the really adverse patients easier.

apart from that the millennials would go for it too, they already love video group chats so bringing it to VR would be better.
>>
>>162003103
no, but it helps a lot
>>
>>162003103
Just make it low poly :^)
>>
>>162003103
No.

At least not for realistic 3d.
>>
>>162003058
Something you only declare on runtime?

The joy of a compiled language is that a shit-ton of the legwork can be done before runtime.

Please post code snippet, I'm genuinely interested.
>>
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>>162002757
Also I'm not in the thread just to discuss the stuff y'all are making. I'm also making my own games too so.
>>
>>162002507
He can't keep getting away with this!
>>
>>162002968
>>162003058
>>162003121
what if someone writes a wrapper(?) which treats any and all variables as strings by default and when needed to do any operations with them, will use built in functions to determine the type and do operations accordingly.
>>
>>162002935
Explains why they have been slapping the same face over and over since Tangled, besides CG and lazyness.
>>
>>162002507
Isn't the person who made this literally a felon?
>>
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>>162002796

I always think of this sad bastard when I see that image.
>>
>>162003424
How can you consider everything a string?

You're using a strongly typed language, so declaring the type of what you're passing to a function or method is a must. Sure, you can convert an int to a string, but at that point it isn't an int anymore.
>>
>>162002796
is there a gogem image for this?
>>
>>162003557
Because you can use to_string on every type to get a string representation of it?
>>
>C/C++
>Strings

C-character arrays anon. Character arrays.
>>
>>161999642
What if the next big train is Pokemon GO Virtual Reality?
>>
>>162003301
Declaring arrays during runtime with elements of any type would be smth that would be very useful for me.
:(

What do people in C++ do instead of that?
>>
I always lose motivation quaterway through my project... i will never make it like this..
and doing jams is just too small time and boring ;_;
>>
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>>162003594
>>
>>162003717
It is useful.

strong type cucks will never understand it's usefulness though.
>>
>>162003686
>project tango

google is working on it, go work for them or at least get bought out by them
>>
>>162003686
I could see it. It's probably going to have something to do with bonding with your NPCs. Some special interaction that'll form a bond that'll really impact people -- that'll be the one that gets a lot of folks' attention and just isn't something that could be easily done outside of VR.
>>
>>162003668
Yes, but at that point it's become a string. Again, you know this because you declared a variable to be a string. At what point is run time type checking involved?
>>
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>>162002507
>>
>>162003717
Malloc an array with a large enough stack to handle through run time.
>>
>>162002954
How can that be?
>>
>>162003681
No. C++ has a proper string type. This, unlike C for example, let's you get the length of the string in O(1) rather O(N) time. And it uses a character array only for the std::basic_string<char> specialization, and that's just the internal data buffer, not everything the class does.
>>
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All done!

CW: alignment, arrival, strafing run and standoff. Need to tweak the standoff vector ever so slightly so its more broadside facing.

Now time for dinner and then adding it to the real game.

How's everyone's day so far?
>>
>>162003721
jams are for getting that beginning to end experience in a shorter period of time, hopefully before your motivation runs out.

its really helpful, I'd try it if I were you.

the fatigue of working on jam games just makes me more motivated to work on my main project.
>>
>>162003845
Maybe they meant it doesn't seem to have a strong or clear drive. It feels a bit tripping-over-itself if I'm being honest with you, anon. Cluttered maybe? And the melody doesn't feel very refined yet. Track just feels kind of thrown together - like you've layered a bunch of different elements from other songs on top of each other.

The elements should be complimenting each other but it feels like right now they're more getting in each others' way.
>>
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>>162003594
Wait actually it would be this one
>>
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Working on making a looping run cycle out of the 1/3 of run cycle I had already on my character.
Legs are looking good, have to delete some extra keyframes and tweak it a little. Then I'll get to work on the upper body.
Also found and really easy way to merge different animations, but is slow and boring. Maybe I should code something to make it faster?
>>
>>162003976
I would love to have a go at a Jam but know nothing on how to use any of the engines. Suck at art work, etc.

Software dev for work and can be burnt out after some days. Inspired after others. What do.
>>
If someone makes a coloring game on steam can they put pokemon images on it for the player to colour?

Asking for a friend.
>>
>>162003717
We properly structure our code's architecture so we always know what goes in and out of a function/method. It's just a different mindset, really. We don't do dynamic types since that's not how a statically typed language operates.

In my opinion, if you have a function of which you don't know what goes in, then you're either doing 2 separate things in that function with some if else clause, or you cannot do what you want to since you don't know what variable x represents.

>>162003771
Why is it something you specifically need in C++? Why force your Python/JS/whatever mindset on a language that aims to do something a completely different way?
>>
>>162003557
no, man, the code is written in the environment of the wrapper(is it called like that). During runtime when a program wants to do smth it relays it to the wrapper and passes the strings. Wrapper then checks their types should be, converts them and what the code wants to do with them. Wrapper then relays appropriate case to appropriate underlying C++ function and takes the result, converts it back to string and returns that string as the result of the operation the code invoked.
>>
>>162004110
why is his dick dragging around on the ground behind him
>>
>>162001967
I love you. How long did this take?
>>
>>162002507
I can't believe how casually fugitives tend to post here.
>>
>>162002625
cant think of any off the top of my head, but it shouldnt be the hardest of things to make.
if there arent any libs, i dont see why there shouldnt be any, the easiest way i think would make a wrapper class and then overload the everliving shit out of the operators.

else i suggest getting used to typed datatypes
>>
>>162004260
Typically animators have base bones that connect to the pelvis from 0,0,0 coordinates
>>
>>162003845
>>162004027
Like for instance, here's a simple song whose elements work with each other more than they do against each other.

https://soundcloud.com/ixest/itsaloop

>>162004195
Only if your game has a Workshop and that Workshop item isn't published under yours or any developers' account. That's the only-somewhat-risky way to do it.
>>
>>162004318
It's easy to hide in a cuck country where nobody cares what you do. Right leaf?
>>
>>162003424
Congratulations, you just invented PHP
>>
>>162004260
Wait, yours doesn't? What >>162004343 said.
>>
>>162004137
I'd suggest Unity if you know anything about C# (or javascript but C# is better for unity in most cases)

as for art, all you can do is practice. You can also make stuff placeholder squares/cubes, but "programmer art" is a term and its not always a bad thing.

Winter jam is coming up I think, and comfy jam is after that. If you are ever bored/inspired come up with a rapid prototype for one of those, and see where it goes.
>>
>>162001336
>very game about everything is being developed

You start off with a ridiculous statement, there are a shitton of game ideas/settings that have never been done before. Make a game about growing magical plants and using alchemy to make powders/potions/other shit for sale or for combat.

I hate to bring anime to this board, but even settings like Attack on Titan are unique and interesting.

A Mech game that works, looks, and plays like Men of War.

A menu based medieval political simulator focusing on personal interactions/behind the scenes negotiating.

Market Saturation exists, but the idea that a creative field like GameDev is saturated to the point that nobody is making money, despite it having the highest number of sales every year after year, and more people entering the market (as consumders) AS WELL as having the money spread about more and more is not a statement grounded in reality
>>
>>162004247
Ah, but then we're not talking run time type checking, we're talking something completely different: You want to determine what a string represents and convert it to the most sensible type for that. This still requires you to have some certain structure for your string that's guaranteed not to be ambigious (should "2" become a uint8_t or a uint16_t? should "0xFF" be considered a string or a uint8_t? )

Again, the eventual result will end up in a strongly typed variable, after going through a couple of if statements to find out what to convert the string to. I still don't see where run time type checking is involved.
>>
>>161999683
Sounds like something that bullet hell metroidvanias are in the line of?
>>
>>162004376
>>162004027
Do you feel this in both sections, without and with drums?
>>
>>162004591
>Make a game about growing magical plants and using alchemy to make powders/potions/other shit for sale or for combat.
There's actually a pretty neat series that does that called "Atelier". But your point stands: There's room.

>>162004782
Yeah, I do. The drums in fact seem to be part of the major problem since they're so heavy compared to the rest of the elements.
>>
>>162004531
It appears you saved this picture because it triggered you for some reason. Not sure why you spam it so much.

https://boards.fireden.net/vg/search/image/6a3a8B7o7eRtNhYEUXkzfQ/
>>
Okay, time to filter and stick to discord.
>>
>>162004896
Funny enough I thought about it, but I figured that's more story and character based that sandbox and discovery
>>
>>162002507
Please everyone forward this post to the FBI. They need to know of reek's crimes.
>>
>>161999683
Nah, you already missed the boat on that one. Souls fatigue has already set in as of DS3 and in the next couple years the series will no longer be popular.

2 years ago I would've agreed.
>>
>>162003921
Capital ships fucking each other up is so good. I'm looking forward to more progress on this.
>>
>>162005043
Don't respond to my progress ever again.
>>
>>161999683
>Make 2D Dark Souls.

It already exists with Salt and Sanctuary and it's really successful
>>
>>162005043
Thanks anon! Hopefully tonight or tomorrow I'll have it all glued together.
>>
>>162005121
Shame it had issues
>>
>>162005121
>That combat system
>Dark Souls

Consider suicide.
>>
>>162005156
Don't make me use a trip, you are not me. I don't want that fucker responding to me.
>>
>>162004896
>drums in fact seem to be part of the major problem
Damn, I really liked them. I feel like it might be a mixing problem in the second part more than a rhythm thing. I showed this to a musician friend, and he started tapping out the drum beat on his leg before it came in, so I feel like it fits rhythmically.

Is the clash more of a production thing, or is it in the rhythms/melody themselves?
>>
>people impersonating you after you post progress

d-did I make it?
>>
>>162004935
Why use a filter if you're leaving?
>>
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I hope you like dealing with the cops, shitfam, because the feds have been notified about you. :) Oh what's that? You don't like talking to them because you have no game? :) Oh well. :)
>>
>>162005236
I think it's that they feel like the elements of the song all have different bar lengths or are at very slightly different tempos? It's hard to describe. It just feels ... 'off'.
>>
>>162004216
No, pal, with a dynamic language you also know exactly what goes in and what goes out. The difference is that dynamic languages usually forego the mandatory memory management and make it optional. If you want to optimise, you can, otherwise the overhead handles that. For example dividing two integers that don't divide accurately produces a float. And it producing a float is not a program breaker since only fringe cases specifically require specific types.

>Why is it something you specifically need in C++?
Because C++ is the only language which can produce .exe files without problems. If I could compile python scripts into exes I would be still using it.
>>
>>162004935
>being a chatroom literal faggot
Lol. Just lol. I bet you believe the earth is round, too. :)
>>
>>162005342
>""""people""""
Sourceposter is not a person. He is the spirit of nodev. Attacks devs, attacks the thread, shitposts, impersonates, false flags, dodges bans, he's basically subhuman scum. As in the kind of person who should be legally kept off the internet.
>>
>>162003717
>What do people in C++ do instead of that?

Write good code.
>>
>>162005538
Don't worry. He will be legally kept off a lot of things very very soon. He's been reported. :) To the feds. :)
>>
Are there any fun 6-DOF (6 degrees of freedom) game concepts besides the classic Descent and space combat?
>>
>>162005665
Okay reek.
>>
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>mfw when he turns off his computer
No, no, reek, the cops are still coming even if you turn your computer off. :)
>>
>>162001967
post your lewd art blog, i know you have one
>>
>>162005514
You can have automatic memory management in statically typed languages, even in C++ (with boehm-gc).
>>
>>162005706
There was that one hover-based game that was sort of based on Lunar Lander iirc. That was pretty interesting.

https://www.youtube.com/watch?v=bgV6J9kZgUM
>>
>>162005835
>germans are so poor their cops have to use paintball guns and wooden chair legs
>>
>>162005918
Thank you!
That's an inspiration.
>>
>>162005514
I'm not saying that dynamic languages are not useful. I think a language like Python has a lot of merit (if applied for an appropriate problem, those people that want python on microcontrollers should not ever be let near one). I just mean to say that a dynamically typed mentality should not be applied to C++, since it's not designed for that.

Lastly, that's the differences between an interpreted language and a compiled one.
Surely there must be more sensible compiled languages out there (I personally don't think java/C# count since both produce stuff that needs to be run in a VM).
>>
>>162005918
>>162006068
Actual gameplay
https://www.youtube.com/watch?v=LAZgM-DKkp0

You're quite welcome. I'm glad my years of youth checking out weird games has proved useful for someone.
>>
>>162005835
>t-they cant get me if my computer is off ;___;
Did he really say this? Wow. What a retard. Does he even understand computers?
>>
>>162003771
the usefulness comes at a cost you don't understand
>>
Aren't surprises the best? Reek's gonna get a good one really soon. I hope he finds it was worth it! :)
>>
>>162005484
Gotcha. Well thanks for the feedback!
>>
>>162005391
>the feds have been notified about you. :) Oh what's that? You don't like talking to them because you have no game? :) Oh well. :)
Even as a false flag shitpost it's clear you're mentally ill. Then you consider that you've been doing this for over 15 months...
>>
>>162005514
Give us a specific example of what you're trying to do and we may be able to help give you an alternative.

Otherwise all I can say is #include <type_traits> but if you're overusing those functions you're doing something wrong.
>>
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Progress:

Knights Shield Bash attack works now. Knocks you into the next space supposing one is open, otherwise, the hit char doesn't move and the knight moves to the space nearest he attacked from.

Currently it breaks characters from using abilities that have to be charged over turns and it allows you to reposition an enemy into a future planned attack, allowing for friendly fire.

Need to do some minor work on the cleanup-run animation, but otherwise pleased with this.

Also, any idea how to not have Open Broadcast Software recording strain so much when the camera is moving around fast like that?
>>
http://www.strawpoll.me/6078848
>>
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>>162001967
Holy damn anon.

Can you draw a Liath?
>>
>>162006443
looks fuckin good man
>>
Is there any point in entering the ludum dare? Looking at past ones it seems like you game will get 4 - 3 comments and thats it, then it's dead forever. You won't even get anything if you win and there are so many other shitty entries that nobody will even play your game probably.
>>
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>>162006598
Why do you make games?
>>
>>162006598
Makes it easier to go on to Steam if you polish it up and sell it later at very least. There's a curation group and community specifically for it.
>>
>>162006598
>w-why bother woe is meeeee ;___;
You're right, reek. You should just lay down and give up. To the police. Lol. :)
>>
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>/agdg/ talking about languages
>>
>>162006643
To watch other people as they play and enjoy them.
Don't even bother with the tired "making the game just for urself and don't even like care if nobody else likes it!" meme
>>
>>162006716
Tell us more about what you learned at full sail. :) We're really interested. :) NOT!! Hahahaha. Lol. :)
>>
>>162004654
>This still requires you to have some certain structure for your string that's guaranteed not to be ambigious
of course, all strings would be interpreted with the same methodology unless explicitly states otherwize.

In your example, "2" would be treated as number unless its passed as string(2). And within number types it would be treated as decimal unless stated otherwise like for example base_16(2). And within decimals it would be treat as integer unless stated otherwise.
>>
>>162006773
Sorry but you're either gay or a woman.
>>
>>162006369
Quite welcome. Good luck, anon!

>>162006643
What >>162006773 said. Also because I want to be more than just dust after I die - for parts of me to live on.
>>
I have a little math problem I can't seem to solve on my own.

I have object A, which moves by himself.
Object B follows object A.
I want object B to follow object A, but not try to reach A's position, I want it to follow A's position + random location near A.

So I have a vector position that I add to A's position, right?
The problem is, when A rotates, I want that point to also rotate as well. Right now the way I have it, this vector doesn't rotate when A does.

Yes, this is unity
>>
>>161981105
This tiger is unacurrate , please look for more reference
>>
>>162005553
And what exactly is that good code?
>>
>>162006598
I got at least 20 comments in mine last times.
You have to actually go and comment and rate in other people's games to get a higher score, which gives you more chances of people looking at your game.
Also make it so that it can be played on a browser obviously, or else you get 1/100th of the people playing it.
>>
>>162006773
what a coincidence, this is the main reason why i make games too
dreaming of fanart is the close second reason
>>
>>162006773
Keep crying, monk monk. The tears are delicious. :) :)
>>
What would be the "best" way to store data related to prefabs in Unity? Just some variables related to how objects are to be placed into the scene. I was contemplating attaching a script to these prefabs but that would mean lots of data on objects, wasting memory. The next possibility would be to define it in a file/database but then it would be a major pain in the ass if I wanted to say, rename objects, move them in the hierarchy etc.
>>
>>162006912
vector + transform.forward?
>>
>>162007040
>tfw you will never have a forum dedicated to your game with hundreds of active users chatting about it and when you post in one of the thread there everyone loses their shit same way as when moot posted on 4chins ;_;
>>
>>162006912
This is the simplest way I can think of off the top of my head.

Say the offset you want is (10,-2,-12). Do a transform.TransformPoint on A's Transform using that vector. That will give you the vector (10,-2,-12) relative to A, but in world space.
>>
I have a random function but it puts out a number from 0 to 1. How do I jerry rig it so it puts out a number from 100 to 150?
>>
>>162007206
>tfw when you had that, but now no longer
>>
>>162007314
Very carefully.
>>
>>162006643
This is a great question
>make games because I want to craft my own awesome setpiece moments and memories
>Slowly working towards doing this, getting better at art

I've always been a good idea guy, gifted with the persistence to learn
>>
>>162007314
your_random_number = your_random_number*random_range(100,150);
>>
>>162007209
ok, let me try that. Thanks
>>
>>162007368
Why do I have to be careful? Will I get floating point errors?

>>162007437
I don't have a function to output a random range.
>>
>>162007021
>comment and rate in other people's games to get a higher score,
thats retarded
whats stopping retards from just copy pasting "nice game lol XD" into every entry without even playing it just so they get the points? you won't even know if the comments under your game aren't just people who never even played it
>>
>>162007314
If you have a random range function, use that.

Otherwise, take the random number from 0-1, divide it by 2, multiply it by 100, and then add 100. Then round down or up, however you see fit.
>>
>>162007550
there is one on the assest store
>>
>>162006598
If you can't find a point the answer is no, there is no point.

Me personally I like making games fast and having people play them. The turnaround from concept to feedback is tremendously fast. It's fun. It's a good way to mine for concepts and write code that might end up in a higher production game down the road. I'm constantly referring to my Jam games for code.
>>
>>162007206
i'd just want a few cozy artworks every once in a while to be honest
it's not like my game is robust enough to have an entire damn message board dedicated to it
>>
>>162007550
Don't you ever get bored of doing this? I mean, shit, you'e been doing this for months.
>>
>>162007437
>your_random_number = your_random_number*random_range(100,150);

0.001*100 = 0.1
1.000*100 = 100


0.001*150 = 0.15
1.000*150 = 150

the range is wrong, it won't produce a number between 100 and 150, it'll produce one between 0.1 and 150
>>
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Tried messing around a bit in Godot, this is the first time I have tried programming a platformer. My slope code gave me cancer: http://lpaste.net/349618
>>
>>162006773
>To watch other people as they play and enjoy them.
I like that part about jams, I've watched people play my jam games on streams, on youtube vids and in person. It's exciting each time.
>>
>>162007739
Ah, good point.

Instead, then:
your_random_number = (your_random_number+100)+random_range(0,50);
>>
>>162007512
I forget if transform or inverse transform was the local to world space. So if it doesn't work double check that.
>>
>>162007314
100+50*randomnumber
>>
>>162007559
well, it works.

So obviously the world is not full of retards like you
>>
>>162007997
That's enough reek.
>>
>>162007781
Haven't looked at your code, but that webm makes it seem like your collisions are stable and predictable, which is great to me
>>
Alright move on, it's getting dull now.
>>
>>162007591
This is why Unity is the only way to make a game.
>>
>>162007997
Sorry to disappoint, >>162007860
>>162007437 are both me, not 'reek'.
>>
>>162008167
>14 months later
>>
>>162007810
i hate watching in person, it's the worst because if they hate it they will just pretend they like it and it's awkward as fuck
>>
Is there a way to import a sprite into GameMaker while having it retain it's alpha level?

Like putting in a glass window that is translucent in aseprite and having it actually make a translucent sprite? Or will I just have to manually set the image alpha?
>>
>>162008138
The low framerate in the video sort of hides it, but I can feel a little jiggle in the interface between the two ramps. It was a lot worse before, though.
>>
>>162008262
gm eats up pngs with alpha channel just fine since gm8
>>
>>162007781
Have you thought about making some tony hawk styled game?
>>
>>162008262
GameMaker lmao
>>
>>162007705
>for months.
For 2 years soon.

I don't understand why you people keep on replying to that fuckhead, his posts are easy to see. I'm just instant-reporting them and hope that I'm not the only one so that a passing mod can come and clean the thread a bit.

Probably won't happen since we're over 650 replies though. He's just going to shitpost this thread to death.
>>
Ignore #162007997
https://boards.fireden.net/vg/search/text/Full%20Sail/
>>
>>162008262
By saving the file as a PNG and opening it in GM:S, yes. That should do it. GM:S doesn't like to grab alpha information from your clipboard.
>>
>>162008262
Why not have the sprite broken into pieces with the actual window selection with the alpha < 1 and the frame with a normal alpha?

I know it some extra work, but it allows you to get a lot more control over how much transparency you want the windows to have.
>>
>le just multiply and add bro
Don't you ever get tired of being wrong, reek?
>>
>>162007886
it's not working 100% like I wanted it, but every time it turns it's at least giving me a different position. I think I have forward/backwards problems somewhere, but this is good enough for my purposes.
Thanks!
>>
>>162008324
I'm honestly worried about his mental health. It's just not normal to do this for so long.
>>
>>162008317
I haven't, sounds like it could be interesting though. I have some other ideas I'd like to try out, though.
>>
Stop talking about the thread being attacked. This is a daily thing, just ignore it.

Page 19
https://boards.fireden.net/vg/search/text/Full%20Sail/page/19/

Here you'll see when source poster originally started getting butthurt about the use of "full sail". He is as usual (much worse back then) shitting about "danny".

You can trace this fucking retard and it's psychotic behavior quite easily. Stop replying to it. It's not a person. It's a husk of a human being shitposting the same corner of the internet daily because of legitimate mental issues.

19 pages. Look yourself.
>>
>>162008615
I get it. Just that thought popped into my mind when I saw that brick riding on those ramps.

>tfw when thps will never be as good, as before
>>
>>162008484
Yep no problem. Those are the kinds of things that I'm doing constantly. Make sure that the axes on your objects confirm with the Unity standard where X is right, Y is up, and Z is forwards. When your axes are wrong a lot of code gets messed up.

The fastest way to check is to make the gizmos (I don't know of what Unity calls them) relative to the pivot and not world. That'll show you where each axis is pointing for your game object.
>>
>>162006394
Player can input letters and numbers to "push buttons". Everything is fine with regular buttons, since "k" is a "k" and "O" is always "O". I can check for those with if statements since I know exactly what is on the screen.

However, there is also a list of stuff on screen that I want to be buttons. These listed elements have index variables associated with them and also they are displayed. A player can select one of the elements by typing in the appropriate index. Now, when I start to compare the two, the indexes with the inputs, I end up comparing chars with integers.

And the other problem is that during runtime, two actors can create a War with each other. I need to have a list of them to keep track of them. And Wars can end and begin on their own during runtime. On demand, I need to be able to remove an element from that list and on demand, I need to be able to insert a new element into it.

Also, the elements of war that list need to contain different types of variables. wars[n][0] would contain a list of participants integer indexes, wars[n][0][0] would be the one on the offencive and wars[n][0][1] would be the defencive one. wars[n][1] would contain floating point warscores. wars[n][1][0] would be offencive warscore and wars[n][1][1] would be defencive warscore. Only approach I see is to convert everything in this list into floats and when reading anything from this list, I would covert them back to original types and whenever removing or adding elements, I would need to manually create a new array with the desired element added or removed.
>>
>>162008715
>i-it's all SOURCE
Does anyone even use source in this general? Why do you keep getting so riled up about it and posting this insane stalker nonsense?
>>
>>162008305
Damn
>>162008343
I'll try this out, but >>162008413 seems like a better. It's actually for an enemy with a partially glass body, so it'll be annoying to have to pin the separate body components together, but you're right it will probably offer better control

Thanks!
>>
>>162009020
Why are you asking questions about drama shit instead of making a game?
>>
>>162008715
>https://boards.fireden.net/vg/search/text/Full%20Sail/page/19/
First rotate now this. This general has issues.
>>
What about the game where time is intertwined with space?
Like the future is literally ahead of you and the past is literally behind you
>>
>>162009360
They both have something in common from the looks of it. An obsession with danny.
>>
>>162009456
>http://imgur.com/a/3Yl07
>tfw I click this every time despite knowing what it is
>>
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>>161968143
Fuck i'm proud of this.
>>
You can't take down the archives this time, reek. What you did to archive.moe won't happen again. :)

>>162009525
>danny
Literally who? Keep mewling that name, retard. :) Fucking potato tranny. :)
>>
>>162009574
Be proud! Every step forward is a step to victory.
>>
>>162009469
This works. I don/t know what kind of weird stuff the other guys were posting, though. Thanks!
>>
>>162009660
Sieg Heil!
>>
I think it should be obvious to everyone who isn't new who is behind this, but ignore him please.
https://boards.fireden.net/vg/search/filename/%20great-artist-drunk-faildev.png/
>>
>>162004216
std::vector<void *> ?
>>
>>162010037
https://boards.fireden.net/vg/thread/115205210/#q115205865
https://boards.fireden.net/vg/thread/115205210/#q115205534

cmon, you can't hide it, same thread
>>
>>162009580
>Literally who?
I don't know but you're clearly obsessed. Seek help.
>>
>>162009887
>>162010150
I download pics and purposefully name them their 4chan name so that people think other people are shitposting.
>>
>>162009445
So one of the levels in braid

grats, you thought of something in an 8 year old game
>>
>>162010150
There is a gap between Sep 2015 and Nov 2016.
Reposting an image doesn't incriminate the original poster. These shitposting "false flags" have been embarrassing since the beginning and it's been over 14 months now.

Kill yourself.
>>
>>162010440
If impersonating you is shitposting, doesn't that make your posts being impersonated also shitposting? Are you a shitposter? Why are you so obsessed with defending this danny character anyway? Where is your game?
>>
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Is there a market for movie games?
>>
>>162010709
kys
>>
>>162010718
You're not capable of making a movie game, so why ask that question?
>>
>>162010718
Heavy Rain made money so yes. Movie games are just top-shelf-studio visual novels after all and there's a known market for VNs.
>>
>>162010718
There have been a number of indie titles that succeeded as "story" games so yeah.

>>162010910
Depends on the art style you go with.
>>
>>162011032
name one indie movie game
>>
>shitposter is showing his true steamchat colors
>now everyone will know that it's all been steamchat's fault all this time

god i love it

G
O
D

I

L
O
V
E

I
T
>>
>>162008891
Maybe I'm completely misunderstanding your problem but why the hell wouldn't you just do:

class War
{
actor *offender;
actor *defender;
float offenseScore;
float defenseScore;
};
>>
>>162011134
Virginia?
>>
>>162011134
Her Story, technically.
>>
When pausing a game, do you simply have an

if(Paused == false) {
}

wrapped around any update methods or things that effect the game?
or is there a more elegant way?
>>
>>162011134
I was digging through youtube to find the name of the one I remember and then I realized I don't care what you think.

Here's your (You) though
>>
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>>162011416
>I replied to your post because I don't care what you think
>>
>>162001150
C++ has static typing. Any variable has the same type no matter what. There's decltype but I doubt that does what you want (what you want simply isn't something you do in C++).

This sounds like an XY problem, what are you doing that requires this?

>>162001891
A tagged union lets you implement a variant type.
>>
>>162011531
Just because I want you to know I don't care what you think doesn't mean I care what you think. You know what I think of you (nothing) and that's what matters.
>>
>>162011701
literally insane shitposter
>>
Where I can read about Steam's recommendation boost or whatever it is called?
And where games using this are shown?
>>
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>>162011701
>You know what I think of you (nothing), which is why I keep replying
>>
>>162008891
>C++ is shit because it doesn't have dynamic types so I can't naively fudge structs using arrays
Python users, everyon.
>>
Just a reminder that it is okay to have a life.

Spending even 30 minutes a day on your game (if you actually work hard the whole time) EVERY SINGLE DAY, without fail, is way better than spending ten hours whenever you get the urge and either burning out or just forgetting about it the rest of the time.
>>
>>162011392
I don't use an engine that hides all this stuff away from me, so I just don't call update methods or whatever.
>>
>>162011953
Did you get that advice from Full Sail? Lol. Where is your game?
>>
>>162011953
It's also NOT okay to start a new project every time you hit a difficult point.
>>
>>162012030
I'm only just starting in game dev. But it's held true for literally everything else in life. Working out, writing, dancing, learning a language.

Somehow I doubt game dev is the one thing where it's better to work really intensely for a day or two and then not finish the project.

>>162012221
Agreed.
>>
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Why are all my plants shiny? Is it just because I'm using the Infinity Blade Assets? Or is it unreal in general? Also I'm not making a game right now, just learning how to use Unreal which is why I'm using those assets.
>>
Post tutorials.
https://www.youtube.com/watch?v=xh9Kr2iO4XI
>>
>>162011536
>implement a variant type
sure thats right, what i ment was that given a union U { int a; float b; };
you cant use a and b interchangeably. like
u.a = 1; ok
u.a = 0.1; well shit new we truncate

and if you set a = 1 and you want it as a float through b, then you get whatever the floating point value of the underlying bit pattern a is
>>
>>162011392
>>162012020
Also this is part of what the /dpt/ anons are talking about.
>>
>>162012337
Turn up your roughness in the material editor. I believe the infinity blade assets still use spec maps and don't look proper with PBR.
>>
>>162012337
Check your texture / shader specularity.
>>
>>162012020
There's nothing hidden from me. I can choose not to call the update method. But there are also inputListener methods, which are called when the screen is touched. So it's a little more complex.
>>
>>162012426
That's why it's a tagged union, and it's encapsulated. You could do the same thing with subclassing but it would be significantly less efficient (though also more flexible, i.e. you could implement lazy evaluation for the variant or something).

>>162012561
So do both. Or, even better, don't put any actual logic in those callbacks, only use them to gather input data.
>>
>>162012337
S P E C U L A R
H I G H L I G H T S
F A M
>>
>>162012492
>>162012520
>>162012725
I placed them using the foilage painting tool, are those options available?
>>
>>162012426
>>162012695
http://hastebin.com/apiqidisom.cxx
>>
>>162012337
>tfw no infinity blade 4
>>
>>162011793
Do you mean visibility rounds?
>>
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>>162012278
Be proud of yourself, anon, you've just motivated me to put some extra minutes into my game before going to sleep, and now I have the bare bones of one of the main mechanics ready. Thank you!
>>
>>162012936
Oh wait I figured it out, thanks for the help guys
>>
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WE GOT ER RIGGED BOIS

not sure how to export it though.
>>
>>162014014
That image never fails to make me diamonds.
>>
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>>162014532
s...she lost her face.
>>
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>>162014532
lmao he dab!!! xd
>>
>>162014532
Fix the normals.
>>
>>162011953
>way better than spending ten hours whenever you get the urge and either burning out or just forgetting about it the rest of the time.

What if I spend ten hours per day and never get burned out, and never 'forget' about it?
>>
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>>162014987
Woman's curves are just a gift of god.

>>162015047
Beat me to it >>162015198
>>
>>162015264
>>162015198
the normals? what does that mean?
>>
>>162015336
oh laud
>>
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>>162015336
You know when people say REEEEEEEE NORMIES OUT, yeah they're talking about that.
>>
>>162015336
>made and rigged a character without learning what normals are
https://www.youtube.com/watch?v=euI3v2jpTlI
>>
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>>162015336
>>
>>162015472
okay i'll get back in there and fix them
>>
>>162015336
1. Summary : The normals are what determined if a face is visible or not. A simple test for you to do is to import a single plane in Unity and look at it from the other side, you will see that you cannot see the plane anymore.

2. I noticed that you haven't put x-ray bones in your armature, go to the armature options and do it. That way you will be able to see the bones through the mesh and it will make animating easier

3. Come on learn a bit about the 3D glossary you baka
>>
>>162015598
>>162015598
>>162015598

Taking the opportunity while he's still banned.
>>
>>162015587
>1, very helpful
>2 turned it off after a while
>>
>>162015731
Scale them down or turn them into wires in the options baka.
>>
>>162015251
Then that's great! My point was just that persistence is more important than work rate for amateur/solo projects, not that working a lot isn't awesome.
Thread posts: 752
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