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/agdg/ - Amateur Game Dead General

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

Thread replies: 754
Thread images: 152

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Just report and move on edition.

> Dinosaur jam has ended
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
>>
tell me agdg, your game has proper versioning control, right?
>>
>copying literally who engines from shit op
>>
>>162015804
I have a 200GB folder on an external drive where I occasionally copy my entire project to
>>
>GameGuru
>Create, play and share fun games on your PC with absolutely no technical knowledge needed!
Why is this shit there and MonoGame still isn't?
>>
>>162015853
you dont seriously use such archaic methods, right?
>>
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>>162015804
am i doing it right?
>>
>>162015598
Charlotte was hot
>>
>>162015598
how is that game doing?
>>
>>162015961
Looks like my folder. We're retards of a feather, anon.
>>
>>162015998
>was
She still is the oppaiest hottest waifu of agdg.
>>
>>162015804
No, my engine just works no need to update.
>>
>>162015598
>xenko engine
>c# 6.0 scripting
>graphics on par with ue4

hmm, looks like unity has a direct competitor now.
>>
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>>162015961
>sliders almost work
>>
>>162015804
>took the time to write a bat file to automatically zip my whole project and copy it to a thumb drive

ez pz fuck the jewhub conspiracy that is version control
>>
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LEMME SEE THOSE GAMES! LEMME GET THAT PROGRESS!
>>
>>162016257
you know you dont need github to use git versioning, right..? its a command line tool
>>
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>>162016269
>>
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>>162016256
Rewrote code, wanted to save in case something broke
>>
>>162016428
Shit that looks nice, what's it for?
>>
>>162015598
Alright, I give up, since you keep making threads too fast, here's the updated thread, please use this next time. http://pastebin.com/XsRBQi8r

I prefer to have only 3 "current news" things at the top of the thread, so it doesn't get too messy. Previous Jams was updated with Halloween Jam.
>>
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>>162016442
>public void
>>
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>>162016269
Sure. Just working on expressions at the moment.
>>
>>162016106
Sounds like it blows it out of the water, what's the catch?
>>
>>162016547
what's the alternative?
>>
quick dumb question:
I've never used a Dictionary before, is there any way to initialize the dictionary without using .add?
The key and corresponding strings will always be the same after launch, and there are only 3 entries. I don't know if it matters, but I don't want to learn it the wrong way.
>>
>>162016675
need to know what language you dumb nignog
>>
>>162016442
I remember you, good job. You can still improve it further by using (making) a clamping function instead of doing those checks directly in the scroll methods.
>>
>>162016646
He's just shitposting with the same stupid reaction image every fucking time. Ignore it.
>>
>>162016736
capitalized Dictionary is probably c#
>>
>>162016106
>xenko engine
>no relational anchoring of UI elements in editor
FFFFFFFFFFUUUUUUUU
>>
>>162016736
c#
didn't think that would matter, my b

I currently just have 3 .adds in the start of the function where they're used at the end so I don't have to write clunky if statements.
>>
>>162016675
https://msdn.microsoft.com/en-us/library/bb531208.aspx
>>
>>162016737
>I remember you, good job.
I'm feeling all happy inside, thanks anon

>You can still improve it further by using (making) a clamping function
I will do that right now!
>>
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>>162016494
Thanks.

Zelda-em-up, I really need a name
>>
>>162016675
Dictionary<string, string> myBigDict = new Dictionary<string, string>
{
{ "main bitch out your league too", "ah" },
{ "side bitch out your league too", "ah" },
}
>>
>>162016972
Nice lighting.
>>
>>162016972
appending "-em-up" has gotta be the stalest genre meme holy shit
>>
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Take two of these daily.
>>
>>162016972
>Zelda-em-up
>ZEU
Call it Zeugma
>>
>>162016986
>>162016881
thanks lads
>>
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More and more cutscene graphic stuff.
>>
>>162017124
Zmegma
>>
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I made turret enemies. They try and bite you if you get too close.
>>
>>162017175
Nice. Keep it up, anon.
>>
>>162016590
Why doesn't the third eye express emotions?

>>162016972
That looks incredible! Is that the game with the rock friend?
>>
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>>162016269
Was about some progress anyway.

I haven't done much today, but I have made some dungeon (first level) music and some sounds like shooting, hitting, interface etc.

Webm related
https://webmshare.com/play/omWoo
>>
Good idea or bad idea?

>Learn how to do low poly partway through 2d pixel game's completion
>make some basic scenes with lowpoly, short establishing cutscenes essentially
>Render these scenes and compress them down to pixel game's resolution
>Take the frames and make one big animation
>Use at cutscenes
>>
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>>162017259
No muscles attached to it. Can't blink/move any more than nails can. Was originally more of a wartish appearance but everyone kept going 'what is that enormous pimple' and I got tired of explaining it. So now it's an eye that doesn't move.
>>
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>>162016106
>graphics on par with ue4

are we looking at the same engine? It looks like 2010 shit.
>>
>>162017272
>https://webmshare.com/play/omWoo
It's looking pretty good anon. Must say, I laughed out loud during the sudden zoom in for the pause menu
>>
>>162016972
>>162017195
>>162017272
>All this good progress while I have no progress and can't mentally progress anymore on my game

Fuck. I need to work on something simple.
>>
>>162017506
I see. To be completely honest, neither looks completely great with the rest of the character (which is pretty dang good)
>>
>>162017506
I mean, you're going to end up explaining it in-game or through supplementary materials either way, whether it's a wart or a third eye.
>>
>>162017175
Looking gud. Any idea on a full release date?

On a side note, how unusual is it to maybe keep a second tumblr just for personal stuff. I don't think I would feel right mixing it with my project related things.
>>
>>162017259
>>162017020
Thanks

And yeah, rock friend
>>
>>162017681
I am, yeah (and I do; same explanation as it was in the original game). But I'd rather it be explained in game than people yammering about it constantly on my greenlight page.

>>162017675
I've yet to find a suitable alternative, sadly.
>>
>>162017550
Thanks. I don't know why, but I really enjoy that zoom effect. Do you think that it's actually a bad thing?

>>162017652
Thanks for calling this a good progress, but why can't you progress anon?
>>
>>162017928
I would like it if you zoomed in and then replaced the pixel sprite with high-res hand-drawn character art. This is the most inane idea but I wanna see it in action.
>>
>>162017728
Probably a few months of work to go, so no release date planned yet.
Artist sorts mix their personal junk with their work on blogs all the time.
>>
>>162017928
It's certainly jarring and seemingly pointless? There are perhaps other reasons to use it, it's a useful thing to know how to do. It just didn't seem to fit

>>162017820
>yet to find a suitable alternative
Perhaps a bony growth, like a really dull horn? It could be lore that the species decorates it, even to look like an eye perhaps

>>162017734
>rock friend
Nice, I've been admiring it. It seems to even do some stuff BotW is trying to do
>>
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>>162016269
fresh progress, piping hot
added a new summon type (even though they're just reskins at the moment), and added the ability to switch between them
>>
>>162018293
I suppose it's not unwarranted since they're somewhat genetic neighbors to the Grynan, whose hair becomes horn over time if left undisturbed. I'll give it a shot.
>>
>>162017928
zoom effect is fine as is. it adds character, and too many games lack that
>>
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the long road towards regret starts here
>>
>>162018554
Welcome to game dev
>>
>>162018354
At the end of the splash animation just below the tombstones, change the last frame so the horizontal line is broken up or something, or just remove it all together.

To me, it currently looks like a bug / error
>>
>>162018197
Well, according to facts, that pause takes last sprite of player animation would mean that I would have to draw each sprite of every character animation in game in "hd" version. Well, my drawing skills are shit, so that's really insane. But who knows? Maybe some day, if I finish everything else and will be bored to death?

>>162018293
Thanks for your opinion. I know it looks weird, but I still like it, that's the problem.
Probably if more people won't like it, I will change it, because I don't care that much anyway

>>162018529
That means I'm not the only one. Feels good, thanks anon.
>>
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Fuck you, SFML.
>>
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new card look, still fresh
>>
>Haven't multiplied any of my velocity or impulse values by deltaTime.

I know it have to get around to doing it at some point, but I'm scared of the task.
>>
>>162018638
GMS's animation_end event triggers after the animation loops for some inexplicably retarded reason. I had worked around it but I just changed the effect code and apparently broke it again
>>
>>162018686
You can't overload by return type. Give the functions different names.
>>
>>162018769
Rip that bandaid off son, the longer you leave it the harder it gets
>>
>>162018708
I cannot WAIT to play this full release. Any idea as to when/what platform?

I'm convinced this could be huge anon
>>
>>162017928
>why can't you progress anon?
That's funny because you just made me think hard about it for a moment.

Always happens when coding is almost done. The placeholder scene looks like meh and just doesn't give me any incentive to continue working on the game.
Maybe because it's a comfy game and thus relies a bit in the long run on visuals? I should probably just drop my idea and work on something else.

Though it's probably going to end the same once I reach the "make art and make content" part of the development again
>>
>>162018769
just replace speed with (Time.deltaTime * speed)

then bump up speed by a couple order of magnitudes, since deltaTime is tiny
>>
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>>162018987
Summer of 2017 probably, with one more demo for DD12. There are almost 90 cards in-game now and I'm aiming for 180 at the very least
>>
>>162019167
>just replace speed with (Time.deltaTime * speed)
You have to take all integration into account. That means acceleration and possibly more.

>then bump up speed by a couple order of magnitudes, since deltaTime is tiny
You know that you can do this conversion precisely?
>>
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>>162018293
Alright, how's this?
>>
>>162018784
If I'm not wrong, GM:S treats "animation_end' as being at the last image of sprite. Maybe that will help you?

>>162018708
I hope you will succeed anon. I'm amazed from the first time I saw your game.
Also, just recently I have found that you are from Poland too. Feels good to see someone from there doing such a good job

>>162019112
And why don't you just start doing art and other content? Personally, I can't wait till I will be after coding all those basics and creating needed sprites, so I will be able to focus on creating little parts of content, instead of big spaghetti.
>>
>>162019405
Original speed / time.deltatime

and yes, its a bitch so its best to get it done as early as possible
>>
>>162016972
Hey, I recognize that candle...
>>
>>162019335
You could probably even add new card expansions/packs/series later on (either via update or DLC) since you already said you can tie packs with locations and shit. Sounds like it could be amazing. New decks+new areas/stories/mysteries/old gods to go with them. That would be DLC worth buying.
>>
>>162019495
>why don't you just start doing art
I hate doing art. And when I say hate I really mean it.
>>
Whats the diference between apply force and impulse?
>>
>>162019787
If you're talking GM then the documentation will explain the difference. If you're talking something else, the documentation will probably explain the difference.
>>
>>162019787
Applying force takes delta time into account, applying an impulse does not.
>>
>>162019335
>summer

Aren't you missing out on a Halloween release then?
>>
>>162019335
If I recall, didn't you start this as a way to learn mobile?

If so goddamn you've succeeded. I legitimately think this could have a thriving general for your game by next year, especially if you continue to update.
>>
>>162019457
It's the tiniest bit vaginal, can I get a differnet angle?

Definitely get rid of the tiny free floating bit on top
>>
>>162019693
What about finding someone to coop?
>>
>>162019950
So if I apply force 5 it will end up adding to my velocity 5*delta
and impulse will end up adding 5

>>162019868
Im talking general to implement it on my shitty physics calculations
>>
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Wrote this raytraced shadow shader today to keep some processing load off the CPU and make the world look a little better.
It casts rays to the light from every cell of the heightmap and figures out if something's blocking it by checking every cell's height between them.
Bruteforce as hell, but who gives a fuck, it's on GPU.

It took me longer to figure out how make this thing blend correctly with Unity's surface shaders and lights than actually writing the shader code.
There are so many undocumented and plain broken changes even between minor Unity versions and it's becoming pretty damn annoying.
I think it was worth it though, shadows add quite a bit of definition and the game's actually starting to look pretty comfy.
>>
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>>162019495
>>162020007
thanks, I will try not to disappoint you
>>162019678
sure, that's a possibility. I don't know how steam or GM:S handle this stuff though and I've got more important things to work on. I've got a few features I'm not using (day/night and moon cycle among others) that could be used as a base for expansions.
>>162019997
well fuck, that's a good idea too and I will have time for extra polish. Still, at least 6 months for a release
>>
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Figured it out.
tons of the polygons were inverted, it seems some of the hair polys are still broken but ill fix that later.
>>
>>162020130
5*delta/mass and 5/mass respectively, but yes.

The impulse is supposed be instantaneous while the force is continuous and acts like it's happening over the entire frame in which you call the apply function.
>>
>>162020270
Look good dude
>>
>>162020270
It turns my autismo needs on. I mean sandbox-play-need. It looks really nice.
>>
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>>162020110
Sure. Here's front on vs side
>>
>>162019787
>FORCE
A force is applied over time. The longer the force is applied, the greater the acceleration.

Eg. Applying 10N of force for 1 second on a 1kg object accelerates it to 10m/s^2
However applying the same 10N of force for 0.1 second only accelerates it to 1m/s^2

F = ma
Force = mass * acceleration

>IMPULSE
An impulse gives a body an instantaneous change in velocity.

I = mv
Impulse = mass * velocity

(As Impulse is measured in Newton seconds (Ns), whereas Force is measured in just Newtons(N), an impulse of 8Ns gives the same change in velocity as a force is 8N applied for 1 second).

If you want Mario to jump, you apply an impulse. If you want an object to fall as if it's under gravity, you apply a constant force.

I tried to answer as non-autistically as I could, but I don't think it worked.
>>
>>162020291
Or you could release earlier and make a big Halloween update, just an idea

>>162020270
I wish I could even come close to understanding shaders enough to pull this off
>>
As someone who's never practically applied multithreading to a program, what's a good way to split up responsibilities in a game engine to minimize interdependency and increase parallelism?

One idea I've had is to dynamically detect how many CPU cores there are on the given platform (which is apparently possible given an SDL function), and split up data n-ways and have n many threads which perform the entire gambit on them (say, update physic then render). In this way, no data on a given thread is dependent on data on another thread.
(Though, typing this out now, I can see that is guaranteed, because any given thing in thread 1 could want to interact with thing in thread 3, for example).

Does this approach sound reasonable?
>>
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Finally rigged this piggy and made him a little grumpy animation as a test.

Happy (and surprised!) to see that my eyes animate properly too. Things are usually not as easy as you expect them to be, but this was no trouble at all.

Also gave him a special belly-bone, so that the belly can bounce, and it too seems to work as intended!
Today was a good day
>>
>>162020562
I like it, but I would still remove the little top bit
>>
>>162020126
It's already very hard as it is to find artists, and I've tried it twice and didn't work. Specifically :
- the first one called another programmer thinking it'd make find faster, the other programmer was almost never available and the project sort of died since I had to wait for either his work on direction confirmation.
- the second died because the artist just went his own way after I've teach him some coding. Not complaining though, it's sort of a good thing for him

You know, when I look back at my old folders I've seen that my most completed projects are the ones where I just picked ripped arts from existing games and made something for fun. I should probably just go back to that and find a fan-game thread instead of using the amateur one.
>>
>>162020771
what a catty bitch

he's got more personality than I expected when you first posted cybergore muderpig
>>
Reposting this from the weekend, would love thoughts

https://clyp.it/wvg3qtr1
>>
>>162015598
>Just report and move on edition.
You should really stop starting every new thread with an acknowledgement of the insane shitposter. You do it in your link to the new thread and then you do it in the fucking OP. Stop being a fag.
>>
>>162020878
Yeah, the eyes are probably responsible for 80% of that "personality". Really glad they actually worked.
>>
>>162020373
>the polygons were inverted
Yes, that's what "normals" are. They decide which way the polygon is facing. If your mesh is properly constructed, Blender can automatically figure out which way the normals should be facing.
>>
>>162020749
The only truly scalable and sane solution I've ever seen presented is to use a job system. All you do is specify what happens in the jobs (including kicking off more jobs) and the system works out how to thread them (you have some worker threads that keep track of job queues and push/pull as needed). With an API like futures it's really easy to use once it's implemented.
https://blog.molecular-matters.com/2015/08/24/job-system-2-0-lock-free-work-stealing-part-1-basics/
>>
>>162020846
Well, I hope that maybe someday you will find some good artist to work with. But now just do, what makes you happy. You can keep on polishing your coding skills and at some point someone might recognize you. Good luck anon.
>>
>>162020270
It's hard to tell the different layers on the side the light is hitting. Maybe there should be a slight ambient occlusion type effect, so there's like a faint shadow around the layer even in the light.
>>
>>162021064
well since I'm done with that I can actually work in engine again
>>
>>162020749
Some pointers:
You'll probably run into trouble with threads running at different rates depending on their load, and desyncing. So you need to always wait for the slowest thread to finish before starting another frame.
About interactions between threads - that's a fucking bitch to deal with. It's possible to run a "stitching" thread after the main threads have run. this thread would be only for the objects that wanted to interact across threads - main threads won't process them, only flagging them for stitching thread.

So a frame in your game would consist of a bunch of threads processing their own sections, once they're all done, stitch thread will process the potentially dangerous stuff and move objects between threads.
>>
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What if healing and mana potions were just regular medicine and painkillers and if you chug them down like water they fucking kill you.
>>
>>162021619
Nice E.Y.E clone.
>>
>>162021619

That's pretty normal feature in indie fantasy games, so I would think it's fine because it's so common
>>
so, how would I go about the following:
I'm looking for a combat system that incorporates the players movements, so if they hit the attack button whilst running away from their target, they will swing the sword backward ?
Like, I can very easily set a players complete rotaton to face the enemy for the duration of an attack, but if I want the feet to stay facing their movement direction, how would I go about this?
Seperate the model into two halves?
>>
>>162021683
If anyone wants to clone EYE then godspeed to them.
>>
>>162020749
ask yourself: is multithreading necessary?
>>
>>162021735
I have no idea what you're asking.
>>
>>162021684
Tha's good. Then it should be fine.

>>162021683
You know what, I never played that beyond the first mission because source engine constantly caused some weird crashes with that game.
Might actually look back into that for "inspiration"

After I finish Ultima Underworld.
>>
>>162021892
E.Y.E has healing through a syringe that can kill you and at the very least diminishes the effect if you use it too frequently.
>>
>>162022006
That makes sense i guess
gotta say I was thinking more of Fallout 2 when i decided to put that in though.
>>
>>162021892
The EYE community memes relentlessly, but it's a genuinely good game.
>>
>>162022202
I was joking about the clone in the first place, don't worry.
>>
>>162021851
they're trying to ask how to handle dynamic waist articulation in a game
>>
>>162015804
Yup. Everything's hosted on bitbucked and I commit at the end of every day that I do changes
>>
>>162021735
Animation isn't my thing, but can't you give animations like weightings for what they effect, so you can have a sword swing that has no impact on the running legs.
However I can tell you that for idTech 3 (and older) games the character models were split to half due to technical limitation.
>>
>>162022801
Ah, then in that cast yeah having two animation sequences, one for wast and below, and one for torso and the stuff connected makes more sense.

I'm guessing the player is also a robot? Only time I normally see this kind of question.

You could also look into animation blending (really good examples if you're using UE4).

Even for Unity you can weight the animations. So you weight the top animation at 1 in order to get it to work.
>>
>>162020562
Not bad, but I don't think the clit is a good idea.
>>
>commissioning art from Fivrr
feelsgood
>>
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>>162016269
hous
>>
>>162021236
Thanks for the article, skimming it and it seems pretty interesting! I'll be sure to give it a more thorough read!

>>162021526
Interesting approach. One thing I hadn't considered is the lifetime of threads... should they be around for the entirety of the running of the program, or does it make sense to create them on a per-frame basis?

I'm considering things that don't necessarily need interaction, like movement of objects (before collision detection/resolution). While updating them, I could start threads, process, then destroy threads? Does that even make sense to do?
>>
>>162024371
That is comfy, I like it.
>>
>>162023030
>I'm guessing the player is also a robot? Only time I normally see this kind of question
no, it's just generic combat stuff
I want the player to be, when standing still, aim around and have only their upper body turn, much like in real life. Very common in thrid person action games like max payne/stranglehold
>>
>>162024393
Creating new threads all the time is inefficient. Threads should be long-lived, which is another advantage of a job system (or "green threading" in general).
>>
>>162023679
how much can you get for $5?
>>
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>>162023102 >>162020780
So this is fine then?
>>
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>>162016269
no progress other than camera stuff today, gonna start working on the players wand soon
Probably gonna stream the process
>>
>>162024963
I like it.
>>
>>162024835
My assets are pretty simple, I only need body head clothes. Not animated.

Got two character sets for 10$
>>
>>162024963
looks way better to me.
>>
>>162024987
Why is he wearing the VLC logo though?
>>
>>162024963
It looks more like something floating in front of his forehead than something embedded in it.
>>
would it be best to animate the character in unity, or export animations from blender?
>>
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>>162025181
>>162024987
LMFAO shitty nintendo faggot BTFO once again, how pathetic! KYS
>>
>>162025237
Lack of shadowing/skin folding is responsible for that I imagine.
>>
>>162025272
export from blender
>>
>>162025362
wat
>>
>>162025272
3D or 2D?

2D is Unity, if 3D then blender
>>
>>162025441
>Just report and move on edition.
>>
>>162025035
2D/3D?
>>
>>162025602
2D, there are some great 3D people though, I highly recommend it for prototyping
>>
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>>162016269
Posted this in the last thread, but got my knights shield bash to work today.
>>
>>162026105
>bonk!
cute
>>
>>162026105

cool. is this a singleplayer or multiplayer game ?
>>
>>162026193
Thanks! I wish I knew how to make OBS record cleaner so it didn't look so blurry. =/
>>
>>162020984
Pretty good. Though that silent part at the end of the main jingle, I think it should be filled in at the middle of the song where it's really picked up.
>>
>>162026469
It's going to be a couch competitive sports/strategy game. I may export it out to phones as well but then would have to figure out online stuff.

When I started this 6 or so months ago, I didn't know anything about programming whatsoever, so I'm just sort of taking it day by day, failing miserably, and then rebuilding it again. We'll see.
>>
I'm using UE4 and got a dungeon asset pack with the free 30$ they gave me

I can't decide between hand-crafting rooms and creating a dungeon generator that connects prebuilt rooms

Or, having the entire thing be procedural, IE it places every tile and builds the rooms

I can do both and each has their advantages and disadvantages

what is anons opinion?
>>
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Finished fixing the loop of the runing animation at least on the legs. Eventually will fix the arms.
>>
>>162027051
That isn't really a question you should be asking random people on the internet who know nothing about your game.

Hand crafted, unless it is a roguelike
>>
>>162027051
If you're going to be doing proc-gen dungeons either way then it'll probably be better to go with the difficult option that has more longterm benefit (handcrafted rooms will get repetitive after a while, whereas procedurally generated rooms will stay fresh longer).
>>
>>162027151
That is a huge dong
>>
>>162027185
I'm just making a dungeon generator for practice, I know how the combat system will work already but the dungeon generator can be built either way.

I've only build a small dungeon generator before so I was looking for opinions from anons who might have experience here on what they think works better

Either one will suit my game just fine, it's really a debate between time spent hand crafting rooms and time spent making algorithms better and for different room types etc
>>
>>162026487
Using a more cpu intensive preset should do the trick, i.e. fast or medium.
>>
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why is /r/gamedev so obsessed with ECS jesus fucking christ
>>
>>162027051
>with the free 30$ they gave me
ue4 user here....what? who gave you the dosh?
>>
>>162027347
>Either one will suit my game just fine
Then I don't think you have your game planned out well enough.

Describe it
>>
>>162027379
as in, entity component system?

I implement my own, it's really useful. Got anything against it? Or are they just annoying about it?
>>
>>162027520
It's from a while ago, if you subscribed back when Unreal had a monthly fee they gave you a free thirty shekels.
>>
>>162027296
Fuck, I forgot to put a censor bar over it.
>>
>>162026105
your perspective is really fucking weird but so was Ultima 7 and UO's and those are the greatest games ever made, so right on anon
>>
>>162027574
I don't really, I mean I know how the combat system will work and it'll fit just fine with either type of dungeon gen

But I'm not going into this with a GDD and a plan, I just want to make a dungeon generator for fun and experience. Not trying to release an actual game. If it gets that far, cool, but I'm realistic.
>>
>>162027051
Agree with >>162027280, though it depends on gameplay somewhat, particularly in the distinction between what is systemic and what is content. If it's systemic, it's okay if it's repetitive. For instance, how you fight a particular enemy. If you want to make how you traverse particular rooms part of the system, you can make a handcrafted, finite set of them, but don't expect players to find traversing these rooms particularly fun. For instance, it doesn't work for a standard roguelike or close roguelite, but it works for Binding Of Isaac because combat is the focus.

Also if you do go with handcrafted rooms procedurally arranged, make sure you allow them to be mirrored and rotated. You can also strike a balance and parameterize them, although this is a grey area where you're toeing the line between what is algorithmic and what is data-driven and it just depends on how you prefer to edit it.
>>
>>162026915

nice man. it really looks like it's gonna be fun. online multiplayer would be great but i get that figuring out networking is hard.
good luck. keep it up.
>>
>>162024371
>low res render with no AA
Why do people do this? Your models look great in normal resolution...
>>
>>162027379
>ECS

Because it's the most effective? A lot of modern engines use it. The MGS engine, BF, even Final Fantasy all use it.

ECS is just a staple of modern game dev
>>
>>162026915
Networking is hard but there's no easier way to learn it than a turnbased game. That is the absolute easiest case to work with.
>>
>>162027718
Thanks, I guess. I know the perspective is wonky, but when trees fill out the left and right side, it isn't so glaringly bad. I just need to code them back into it, as they are dependent on the size of the field (which I'm letting players decide how wide and long they want the map when they start a game).

I had a bunch of different options for tile shape I fiddled around with but I settled on tiles of that size and shape because they made it really easy to see characters who were on the same column but different rows and vice versa.

IDK, I've come to like it.
>>
>>162027379
ECS is what you get when you cross a lot of effective ideas for providing flexibility and performance (preferring composition over inheritance, data-driven design, data-oriented design), which are both important for games, so I'm not surprised.
>>
>>162016428
How'd you make that?
>>
>>162028335
the power of Unity
>>
>>162027967
>The MGS engine
You mean the fox engine?
You gotta source to that?
>>
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>>162028335
It looks like there's basically 3 things happening at once. You've got the point light, the flame particles, and the ember particles. All the particles are emitted from the centre in a spherical fashion, and are swept back with the apparent wind. The ember particles are swept back faster, and the flame particles have animated textures and they also spin to give even more motion.

Green is the apparent wind (opposite of fireball's motion in still air), orange is how the particles tend to move, blue is how they tend to rotate (more as they get further away perpendicular to the apparent wind).
>>
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???
>>
Is there any way to constrain a C# generic to allow arithmetical operations on t?

Like:
T x = y +z;

It's complaining that T might not allow the + operand.
>>
>>162028625
That looks more like unreal than unity.
>>
>>162028752
0-4 programming is art
5-9 programming is NOT art
>>
>>162027967
ECS is just another name for good OOP, you don't need two names for literally the same thing. Settle down professor
>>
>>162028838
DONE
>>
>>162028838
>>162028752
Programming is NOT art.
>>
>>162028773
Theoretically, yes, practically, no. You could make an interface with these operations declared and constrain the type to be something that implements the interface but you cannot implement an interface with a class without the ability to edit said class.

>>162028913
Where do you get the idea that ECS is particularly object-oriented?
>>
>>162028335
Pretty much >>162028743

Have a look at how they do fire in the UE4 demos, it's basically the same thing but just more particles, bigger and spinning.
'Point gravity' positioned slightly behind the ball is the "wind", it isn't actually necessary for moving them backwards since the ball would be moving and leaving them behind regardless, but I use it to create the tapered end.
>>
Work hard every day
http://i.4cdn.org/wsg/1481077685968.webm
>>
Help I have too many ideas that I couldn't possibly finish in a satisfying way for my game.
>>
>>162029509
Sauce?
>>
>>162029283
Thanks anon re: generics.
>>
>>162030008
It's from a vine compilation video
https://www.youtube.com/watch?v=HsJTy0mzsRk
I don't know where the original vine is from
>>
>>162029509
>>
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>>162030394
>that guy that started laughing after saying it.
>>
figuring out how to make the entire model move so It can bob up and down while running
>>
>>162031030
make it a horror game, that's perfect.
>>
>>162031030
Dude, stop trying to "figure out" shit and just look at the standard "how to rig" blender tutorial and do it properly.
Why the hell are you using something without reading the damn manual?
>>
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>>162028913
> ECS == OOP
>>
>>162031221
I have been using tutorials. can't find much on making the entire thing move during animations though.
>>
>>162031363
use the root bone
>>
>>162031030
You need to move the base bone, the one that everything else is connected to. Once a model is rigged you should only be moving/rotating the bones.
>>
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>post progress, hope for feedback
>get a response
>it's a shitty passive agressive non-question like "why does x look like y?" that isn't helpful or informative
>>
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i'm stuck

i can't decide on making next game 2d or 3d

one one hand, shitty 3d makes me want to die and i am not good at modelling really
on the other hand, there's a lot of movement and function that is lost in 2d but it is easier to make look pretty and still play nice

i've considered just putting stand-in models and building the game around those stand ins until i can set aside the time to build good models. every time i try to start with models i burn out and don't get the game progressed
>>
>>162032047
Same dude, this is always my issue but I usually go with whatever my mechanics in my game will work with best.
>>
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Is this too blue?
Has anyone got a good tutorial on night time lighting/making a day/night cycle for UE4?
Or just what are your favorite tutorials for learning unreal 4 in general?
Also for night time levels do you prefer the game to be at realistic levels, super dark and requiring a torch or other light source, or do you prefer visibility without needing another light?
>>
>>162032774
Visibility totally depends on type of game.
>Serious = some realism
>Non-serious = minimal realism
and of course those in between.
>>
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>>162032275
i had a feeling it's a common issue.

low-poly art doesn't seem so bad and is easier... but it's kind of hard to sell any serious or grim tones if everyone looks like a cartoon.

if i had the balls and lack of social skills i would just switch my major to game development. it seems like there's some pretty talented people in that major i'd just pull in.

how much does hiring a college modelling/rigger extrodinaire cost
>>
>>162024371
I like, IS this for the dino chef gal or are you a different dev?
>>
>>162024371
How do you get good at texturing?
>>
Does unity actually take programming skills? Can I learn to dev and program at the same time and make a career from possibly both?
>>
>>162033097
You could always look at some portfolios of artists/animators that you like yo. can cost upwards of like 2-3k even for a small game but hey that's what loans are for.

Prototype your game and buy art. GLHF.
>>
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>>162032047
>until i can set aside the time to build good models.
I've already given up on that but godspeed to you.
You can only do so much with placeholders stuff.

Or you can buy art like >>162033421 if you are fine with that system. I sure as hell don't.
>>
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>>162033109
yes

I'm still not sure about rendering at low res, feel free to tell me it looks like shit

>>162033209
it's the same thing as drawing, so just practice
>>
>>162033602
It'd probably be fine if you accompanied it with a full screen shader that made it look more pixel and a little more blur. That's why old TVs playing super low resolution games you didn't see the pixels super sharply and thus why it looked pretty OK at the time.
>>
>>162031030
>Me realizing I have to remodel and rerig cause this one is awful.

considering using placeholders
>>
>>162016590
nice what for
>>
>>162033602
looks incredible
>>
>>162033602
The art style kinda reminds me of banjo kazooie. I don't know, just has that vibe. I really like it, low res or not
>>
>>162033602
>feel free to tell me it looks like shit
I've already done that. Stop it.
>>
>>162033602
I don't remember spyro the dragon being so sexy
>>
>>162033602
So what are you gonna make this? You pick up ingredients and bring it to your little hut to make stuff? Also do some tail animations.
>>
>>162033602
just think, if this ever get attention someone will draw porn of your dino-woman and a bunch of lonely teens and devs will masturbate to it
>>
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>>162033746
I know that feel.

>>162033774
Remastering one of my old adventure games; polishing it up to see if I can't sell it for a few dollars on steam through greenlight. The old art I made very quickly and I just wasn't as good then at portraits as I am now (which is decent, not great) -- so I'm updating them while I add to the game and polish some stuff out.
>>
>>162033985
>oh no, the dino woman he intentionally made sexy will be masturbated to
>>
>>162033602
what's your approach to textures?
The intricacies have me curious
>>
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>things are starting to come together

feels so fucking good my dudes
>>
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>>162034270
>>
>>162034270
>Battlestar Galactica: Tokyo Drift

starship pvp or? what game
>>
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>>162033798
>>162033790
thanks!

>>162033725
yeah, I think you're spot on. I'm going to try detailing things more and going back to full res

>>162033979
I've animated the base of the tail so that the rest could be procedural when I get around to it. same goes for the little gem accessories on her skirt
>>
>>162034456
fucking this >>162034145
Tell us your secrets
>>
>>162033602

Naw dude, keep it 4:3, low res (as low as 320x240) and with no dumb filters.

Own the style. Your game is beautiful.
>>
>>162034456
depst lore
>>
>>162034270
Fuuuuuuck that's super good anon. I love it.
>>
>>162034456
I lost.
>>
>>162032047
You have to have a first game before you can have a next game. Do you have a first game, anon?
shitposting aside it all really depends on what it is you want to do genre-wise or aesthetically. I would get caught up in that also if I wasn't only capable of making pixelshit.
>>
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>>162034569
I don't have any secrets, just model low poly stuff and then paint for an obscenely long amount of time

art skills carry over, also use a lot of reference
>>
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>tfw only feel comfortable deving when I'm alone
>In 600 square foot duplex apartment
>my computer is in the kitchen
>literally no privacy unless everyone is asleep

Am I just being a bitch or is this a normal thing?
>>
>>162035013
Why can't you just move it?
>>
>>162035013
Are you underage or otherwise living with family and simultaneously complaining about having to share a space with people? Or are you a college cunt? Why is your computer in a common area?

Don't get me wrong, I fucking hate people and wouldn't want to try and dev around them, but how did you get yourself into this situation?
>>
>>162019335
>>162020291
>words in boxes everywhere
>no clear way to tell buttons from boxes
>>
>>162035013
With 3 other people*
>>162035083
There's only 2 bedrooms I share a bedroom with my brother.
>>
>>162035147
Time to get a fucking job and move out, anon.
>>
>>162035013
I have a little murdercabin I go to when I need to do alone art away from the prying eyes of my empty apartment.
>>
>>162035147
Sucks man, try using closed headphones to maximise your isolation.
>>
Anyone know if you can have the title of your game end in a symbol, for things like being on steam? The tentative title I have for my game is Robo_ but I'm wondering if it would cause issues assuming I somehow get on steam some day, and they don't say anything about it on the greenlight page.
>>
>>162035306
Rolling...
>>
>>162035294
I really don't think it's a good idea to use any special characters in your title. I absolutely hate it when I'm trying to find information on a game and I can't because they used some kind common word combined with some dumbshit "clever" special character use. I guarantee the majority of people will simply give up if they can't find your game on the first page within two search strings.
>>
>>162035306
check this digit between 0 and 9
>>
>>162035120
I can't drive. I wouldn't get my own place right now even if I could, I still live with my parents.

>Mom still working, makes like 1600/month
>Dads retired gets social security
>I walk to work and make a minimum wage income
>My brother smokes weed and does hussling jobs, never has spare money, and owes me around $2000 dollars.

I mainly store my income away because I don't buy anything. My parents both smoke and drink which costs a lot of money. We have had repeated car and medical expenses that I've paid for with my spare money, its the least I can do for the family.

I'm thinking of joining the military but I want to game dev.
>>
>>162035518
check this 4
>>
>>162035306
check this 3
>>
>>162035294
It's a bad idea regardless if it's allowed, as >>162035474 points out. If your game isn't searchable, you'll have trouble getting people to play it.
>>
>>162035518
Check this 9, bitch.
>>
>>162035591
Enjoy being under the yoke of your dumbass family, sucker. See you in a future of despair and disappointment.
>>
>>162034418
It's for the 4X/RTS that I'm making, the one with the planetary orbits and extreme zooming if you've seen that posted. This is what I want the control point combat to look like, something akin to Nexus : The Jupiter Incident.

>>162034390
>>162034737
Thanks anons!
>>
>>162035591
>its the least I can do for the family.
Unpopular opinion but just because it's your family doesn't mean that you have to indefinitely go through shit with them.

Your family supposed role is to bring you up, not to bring you down.
>>
>>162035725
I have to second this. I watched my friend stuck in that hell for 5 years until he moved out west with some chick and actually lived his own life without spending all his money on assholes cause >muh family.
>>
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just found out this existed today and I wanted to ask you guys about how far can it be pushed to make things more engaging
https://www.youtube.com/watch?v=310BjKiIPAk

if the question doesn't belong here please point me in the right direction
>>
>>162033109
This is just so cool to me. I saw this clip while listening to some guy playing the digeridoo, and it gave me a really nostalgic spyro the dragon sort of feeling. Fits surprisingly well.
https://youtu.be/ZzhTbl9E7tA?t=772
>>
>>162036448
>>162033602

Fucking hell, I meant to respond to the dino girl video.
>>
>>162035942
>>162035725
The reason I'm not leaving is that I can't drive and that heavily limits my ability to move out and find a job elsewhere while being sure I can pay my portion of the rent. Living alone isn't within my means right now.
>>
>>162036338
it successs
>>
>>162036564
Like nobody ever achieved financial independence walking on their own damn feet. You've made your choice.
>>
>>162036719
Fair enough.
>>
>>162035474
>>162035682
Damn, hadn't considered ease of searching, I'll keep thinking of titles, thanks for the advice.
>>
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The full hierarchy of stores is functional, albeit in a rough and manual way at the moment. I keep doing minor refactorings with code throughout all of this to keep it as simple as possible but that I'm already two layers deep into inheritance for the pylons and launchers makes me a bit uncomfortable.

The hierarchy looks like this:
>Hardpoint 3
>Pylon
>Pylon Mount 1
>Missile Launcher
>Launcher Mount 1
>Missile

A pylon then gets attached to the hardpoint. The pylon then carries a launcher (it can carry multiple launchers if specified to, although multiple carry isn't written yet). The launcher (which can also carry multiple stores, as it inherits from the same StoresCarriage class) then has the store mounted on it.

This is all configurable though, because pylons, launchers, and stores are all of the class Mountable. You can skip a step so for example mount a weapon directly to a hardpoint (if it supports that), or a weapon directly to a pylon (if it supports that). None of those restrictions are in place yet, and I'm not entirely sure how to handle a list of allowed stores yet, but that's what I'd like to do.

It's so dumb and over-complicated but I love it.
>>
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Started modelling weapons for my little guy, and finally got WASD+Mouse movement working, with the Animator blending between strafing and backpedaling and such. Now I just need to get the code to recognize which direction the player is strafing and flip the strafing animation
>>
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is 1024X600 a good resolution for my shitty platformer or should I make it 16:9
>>
i need skeleton sprites
googling "skeleton sprite" just brings up skeletal animation tools
>>
>>162020270
That is pretty good stuff. Is your shader knowledge this advanced or did you follow a tutorial? If yes, please post link.
>>
>>162036564
Dude trust me, I'm in the same situation, due to college draining most all of my funds, and only being able to have a part time job while I attend. It sucks to have to be around people constantly, and have them interrupt the flow of your life, but you have to take some sort of charge in order to get out of it, make a plan, don't be content that things will eventually change.
>>
>>162011134
Minecraft: Story Mode
>>
>>162037461
I gotta say fill the screen, and 16:9 is king nowadays.

Unless you want it super retro then you'd do 4:3
>>
>>162037503
search "skeleton" on pixeljoint
>>
>>162037396
looking good
>>
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>>162038034
Thanks anon
>>
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When I decided to do this challenge I want sure how I would go about it. Do I treat it like a "my first game" and do the bare minimum, or make it pretty, and my own.

I've decided it will be an Action RPG. which has led me to a second question.

how long have you been working on your game, I want to estimate how long this will be.
>>
>>162038526
Since 2013
>>
>>162038526
first game = make scope too big, give up

keep the scope small and focus on learning the tools and getting your workflow going
>>
>>162038526
to create my 10 minute AGS game took like, three days of actual work, and a few months in between of crippling depression
>>
>>162026105
If you bonk them into an obstacle does it do extra damage?
>>
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>>162033602
i want her to bake a pie
>>
>>162034835
Dragons -> TRASH
>>
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is there a standard order that games are typically developed in that might help me organize what i should focus on first?

i.e. in video editing there is a hierarchy most of the industry uses; picture edit first with stand in audio, picture lock, then it's handed to sound team for mixing/foley/ADR etc
>>
>>162039554
As an indie/amateur, make sure your gameplay is solid before you make art/hire an artist. That said, you should get good at making good placeholder art so people click on your thumbnails and give you feedback.
>>
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>>162039554
I'm also wondering this
>>
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>>162039465
yeah I dropped it partly because the flat characters looked really dumb in the 3d environment

doing textures for a first person camera means they need to be more detailed too and it was painfully slow

>>162036448
dino girl is nostalgia fueled so that's nice to hear. thanks!
>>
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I made a model of Sans from undertale, what do you guys think?
>>
>>162039874
Oh I actually thought it looked quite cute. I was just having fun with the sad looking dragon in the basket...
>>
>>162039874
>yeah I dropped it partly because the flat characters looked really dumb in the 3d environment
I actually really like when games do this. At least when it's done well and looks appropriate like in a the cartoony world you had.
>>
I have a game design question for the people here.

How would you develop a game centered around factions in a city and the surrounding area.

A good way to imagine it is you are a noble family in a city state, or anything similiar. You're goal would be trying to control the direction of the city, either by getting elected, having a coup, or other wise. There would be other "entities" in game. These would be companies, military officers, religious people, leaders of large city districts, and anything else. They would have their own interests (just weights on their decision processes) and you would most likely need their support.

As well as you having assets that belong to your family, a mine jsut out side of the city, your family also owns the north gate which most trade comes through, but the peasants in your part of the city are very religous so you have to careful or they may try and get rid of.

Game is sandbox.

What interface would be best for this kind of game?
There would be very light combat, but how would you do it?
>>
>>162040018
>>162039874
yea the 2D was really cute, but I can see how that quality of texturing would be too time consuming
>>
>>162033602
how are you doing textures? Specifically the grass.
>>
>>162040025
total war's map overview comes to mind.

are you wanting to instance combat like Total War does, or keep the whole thing in first person?

I think Mass effect tried some cute shit where when you're in your ship you walk up to your star map and make executive decisions from that interface you activate. Not hard to imagine a paper version of this.
>>
>>162039883
I think you need to stop wasting your time making fanart models and get to work on your game.
>>
>>162040182
Yeah instanced combat.

2D game but total war's overview could still work there.

I imagined two levels of map, one where you saw the whole city, and could click on districts/important objects, and a second map that was a district map where it would look like a top down view of a town and from here you could click buildings to see who owned them, how much money they make, and other stats (if information is open to you).

I think this is fine, but not sure if this is the best way
>>
>>162040025
Your pitch reminds me of The Guild:Europe 1400. The first one in the series is one of my all time favourites, it's seriously comfy. However, the fighting system was seriously shit. The second game made the game world bigger, as in you played in a region of four cities instead of one. While it did many things right, I disliked the Sims-approach of having your character being present in the world and having to wait for the little shit to move somewhere before you can interact.

If you don't know the series, I recommend checking it out.
>>
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>>162040018
I still like the idea of a comfy bazaar manager game so I might go back to it when I have more experience. the camera might move to an overhead thing though

>>162040165
the grass is just 3 or 4 layers of spatter with different colors (dark green, green, dry grass yellow, dirt) over a gradient. it's not tiled so it looks a bit better than it should
>>
>>162040224
Ok, but what do you think of the model?
>>
>>162040456
No i haven't but I will, thank a bunch
>>
>>162040565
ask toby
>>
>>162039874
Are you using mesh colliders?
>>
>>162040025

I'd start developing it as a board game, with the different city locations as places on the board with associated benefits from controlling them as well as a way to show, increase, lower or shift influence on them. Add random events like unrest or outside threats (raiders or even a full-blown siege) and you're good.

The benefit of the computerised version would be the ability to easily have a more dynamic map (some locations aren't on the board unless they are discovered or built; locations can be destroyed) and the presentation.

Don't bother with the combat system until you have the "strategic" level working and fun. The combat can be as easy as "your army size + your strategy skill + d6 vs. enemy army size + enemy strategy skill + d6, the difference reduces the losing army size" until then. Decide how detailed you want to have it afterwards, though I'd probably go with "zooming in" into a round-based tactical battle mode as a preference.
>>
>>162041063
just a bunch of manually arranged box colliders

I'm not sure unity even lets you have dynamic concave mesh colliders
>>
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Added a ceiling to the boss arena. Now every phase, there are icicles on the top of the area. As the phases go on, they get longer after the ice block attack hard mode+ exclusive.

Also the boss has a new attack. It only does it on the right side. You can shoot/hit them before they fall down to make them explode early, however sometimes it is best to just let them fall normally. The crystals disappear when the boss moves to the center. Now to fix up its combination attacks.
>>
>>162039874
>2D chars in a 3D environment
Just gotta mesh it perfectly with the style. It worked great in Danganronpa.
>>
>>162041479
Well I'm going to give you the full idea.

This is an idea that I'm toying with, and would like to try after my current game ends, but I just started watching the show that inspired it so I wanted to ask.

Basically the game is around managing/being a managing family inside of a Space Colony Ship.

It's massive with like 10k citizens. Would be a group trying to lead ship on a council of 21. While also trying to do whats best for the ship (if the ship dies you lose) but also whats best for you.

The game would focus on internal struggles like, should we legalize people uploading themselves to compouters to live happily? And then dealing with the consequences of if this did happen, on one hand the people who really hate life would be gone, but you would lose a lot of production. Or allowing people to augment themselves, on one hand more productivity, but the anti-augs would cause problems, and any augmented people that did have a problem with the government would now cause much more damage as a simple brawl turns into a 12 man massacre.

External issues would be like, should we visit this floating glacier and mine ice? Which families get to send miners? Aliens tentacle rape monsters are coming! how to fight them? And if it's a pilot that you sponsored that does well, now you have more political influence. There is a giant mechanical cube floating in space and it has a mass 100 times what it's size would suggest, what do? And then this would trigger events like do you guys have the resources to get in? Whats in there? what do you do with the technology/artifacts you get out of there?

How would you approach this?
>>
>>162042134
jesus christ anon, how many attacks your bosses has?
>>
>>162042134
I fucking love those telegraphs
>>
>>162042759
more than the combined total of plenty of other 2D action games
>>
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Stores now have physics and can be jettisoned.

There's still a lot of stuff to do so that these commands can go through the proper lines of communication rather than me manually overriding them, but the basic mechanics are all getting there.
>>
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>>162042759
1) A modified version of your basic ice attack. It does this at the end of an attack string or when it is about to change phases.
2) A modified version of your Down Ice attack, as shown in the webm. It only does it on the right side of the room.
3) A modified version of the scrapped Ice side attack. It has 2 variants depending on if it is in the center of the room or the side. The center version is slower but you can't jump over it normally, while the side variant is shorter but it is much quicker
4) A modified version of your Up ice attack. This also has 2 variants. Center version is quick but goes away quickly, while the side variant is slower but it doesn't go away until the combination string is over.
5) Floor spikes
6) The phase change move that gets longer depending on the phase
7) A giant square spawns over your location. It goes away when the attack combination is over.
8) Hard mode exclusive, ceiling spikes that get longer depending on the phase. They persist until phase change.

It changes positions in the room when it does all the moves on the side of the room it is on once, or you push phases.

>>162042829
Thanks anon.
>>
>>162042134
Man I really need to make my own game's bosses more interesting. They all have like 1-2 attacks that are pretty straightforward.
>>
>>162035306
lmao
>>
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----[ Recap Complete ]----

-------- SCORES
21 ... Monolith
19 ... Skylarks
11 ... Crystal Chrysalis
11 ... RPG Town Builder
9 ... Clarent
9 ... Throbot
7 ... Shiphack
5 ... Vampire's Bit
4 ... Wannabe Nintendo Clone
3 ... SAIGO NO SHINWA
2 ... Not a School Shooter
2 ... Good Night, Knight
2 ... Babby's first 3D game
2 ... Chris The Coolosaur
2 ... Ancient Saga
1 ... VikinGirl RPG (temp)
1 ... 23\Prometheus
1 ... Helleton
1 ... [Placeholder Title]
1 ... Project M(former M4World)
1 ... Metrognome Mania
1 ... NA (Genre: Platformer?)
1 ... Super Space Jam Jetpack Robot Turbo
>>
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on a scale from 1 to shit how is this so far
>>
>>162044123
My first instinct isn't to jerk off to it if that's what you're asking.
>>
>>162044123
it's 3 day vacation out of 10
>>
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>Implying art isn't progress
>>
>>162044123
eh $15 bucks a month on patreon is the best I can do
>>
>>162044123
Top kek.When you first pressed no and she dissed you I lost it
>>
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wasted a ton of time making a useless thing thanks to booze
learn from me children
>>
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>>162044456
>>
>>162044123
I can fap. I don't like the dude's hair though.
>>
>>162044990
>a stat called skill
booze was definitely involved here
>>
>>162044123
wow queen
>>
>>162044993
>didnt stab him in the ass
0/5 try again
>>
Hey, What are some good ideas for health items that aren't super cliche like Potions and Food?
>>
>>162044993
>ancient sword
>ancient meme
pottery
>>
>>162045283
med kits :^)
>>
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>>162043343
I'm starved for bosses that satisfy me so I give my bosses a lot of attacks to recreate the feeling I had when I fought many bosses in Ys: Oath in Felghana for the first time. Galbalan still remains as my favorite boss of all time.
>>
>>162045283
cum
bugs
blood
dirt
>>
>>162045283
Does it really matter if your health item is "cliche"? Potions and food are used as health items for a reason, because they evoke health item feels
>>
>>162045283
dildos
you can restore your whole health by sucking an NPC's cock back in town
>>
>>162045360
Actually, using blood as a health item sounds really cool.
>>
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>>162044456
Changed a bit
>>
>>162045380
I'm thinking about making a dungeon crawler and those games are loaded to the brim with cliche's
>>
>>162045562
I love it anon... ...I love you
>>
>>162045483
Anything that forces the player to take an aggressive tack is good in my book.
>>
>>162045689
So you can keep running through enemies without having to stop to look for some sort of health pack
>>
>>162045878
wow what a good criticism anon
not like the healthgain from attacks couldn't be balanced so as to not completely trivialize damage
not like enemy attacks couldn't be hard enough to dodge so as to still mitigate total recklessness

dumbfuck
>>
>>162046038
Well I was thinking it could be a very minor health gain, for normal enemies probably +1 health out of your 100.
>>
>>162046241
mea culpa
>>
>>162045483
see d44m
>>
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Started trying to pixel recently. Does this look alright? I can't put my finger on it but it seems to look a bit bland.
>>
May I get a link to the previous thread?

I know we have fireden, but I still can not believe how we do not have one in every OP.
>>
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>>162045360
>cum bugs
>>
>>162046649
there's no sky

there's nothing decorating the streets

it's too clean in genearl
>>
>>162046756
>>162037721
>>
>>162046649
>4U
Subtle enough.
>>
>>162046853
Thanks!
>>
>tfw just broke out of my 4 month WoW addiction that took up all my dev time
I really need to make a skinner box game
>>
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made some new skelly sprites because i'm putting off coding something that will be a clusterfuck
if anyone has a method of dynamically outlining sprites without using surfaces I'd appreciate a link
>>
>>162047258
is this hopoo?
>>
>>162047319
Hopoo's necromancer game looked different.
>>
>>162047319
hopoo made a necromancer game?
>>
>>162047518
made a bit of one and then quit
>>
>>162047518
He abandoned it.
>>
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here comethe gameplay
>>
>>162047623
>>162047628
well that's good
wouldn't want to step on someone's toes
>>
>>162046558
Remind me when you heal with blood in D44M?
>>
>>162047634
>positions are rounded off
>rotation makes rixels anyway
>>
>>162047634
your explosions are too subtle, I would add 500% screenshake if I were you
>>
>>162047715
Meant it in the sense that melee kills restore some health
>>
>>162047879
Because they drop health items.
>>
>>162047634
>____ _________ _____
>>
>>162048089
"nice undertale clone"?
>>
>>162047918
im sorry
>>
is unity better than gamemaker for 2d games yet or is it still shit?
>>
>>162048142
yes
>>
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boy, oh boy. where do I start here.
>>
>>162048089
>I'm salty lol
>>
>>162048532
Give the class a static List of instances of that class, and inside Awake() add the instance to the list, and in OnDestroy() remove it
>>
>>162048532
In Start(){}, add this to create the game loop:
Instantiate(gameObject);
>>
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In the last thread someone had the audacity to call C++ a civilized language. Obviously it is as brutal and uncivilized as it can be. And thus, my solutions must be as brutal and barbaric in return.

>C++ wants to know the size of my arrays before compiling
>some things just require dynamically sized arrays
>thus, every array I am ever gonna use within the program, I will declare to be 100,000 elements long in the source
>no longer I have to worry about their size, since 100,000 enough for any of my purposes

however, my quest of bringing civilization to C++ still continues
>>
What game engine encourages good programming practices instead of letting you get away with amateur code?
>>
>>162048704
or use std::vector
>>
>>162040514
Literally spent the whole time since your post trying to get blender to non tile the texture like yours.

Any tips?
>>
>>162048704
memory pool allocation slow better cache coherency
>>
>>162048715
Unironically not GM.
>>
>>162048715
~*Roll Your Own*~

That is to say, use a framework like XNA, LibGDX, or whatnot.
>>
>>162048704
What's wrong with dynamically allocating an array? Also, like the other anon said: use vectors. They are pretty comfy.
>>
>>162048715
>>162049138 is probably the only option, unless you count UE4 because it's open-source.

The biggest obstacle to good code in big game engines is how they restrict WHERE you can write code. Often the best place for a piece of code is not in a method of some game object, and this is rarely possible.
>>
>>162048704
>being this triggered about not being able to write stupid dynamically typed code in C++
>>
>>162048715
There is no engine that will babysit you or validate your programming. You will always be able to "get away" with spaghetti code, it's your responsibility to use your tools correctly.
>>
>>162049392
this
>>
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>just spent the past 4 hours going through every video chip register and every line of graphical code in my program in excruciating detail to figure out why the Sega Genesis wasn't drawing tiles on the very top and bottom rows of the screen before loading up a bunch of ROMs and realizing that it's a feature of the system and it's present on every single game

I'd like to thank Sega for their extremely engrish and spotty documentation
>>
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>>
>>162049536
I dont want to
>>
>>162049536
Because 3d games are shit with the sole exception of space combat simulators.

And maybe mech simulators.
>>
>>162049536
But I am.
>>
>>162049470
At least it was only 4 hours
>>
>>162049470
At least now you have a better understanding of your code and the framework.
>>
>>162049470
It's crazy that you would be developing for an antiquated system and yet be unaware of an obvious limitation like that.
>>
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>>162049536
>>
>>162049536
When I decided to make game I didn't know how to do anything so I went with what I thought was easier to learn how to do things, 2D. I do want to try making a 3D game at some point though.
>>
>>162049714
Top and bottom 8 pixels were cut off on my CRTs and I don't really emulate much. And like I said, it's not mentioned in the documentation.
>>
>>162049536
I can't even make a 2D game yet,
why go for 3D?
>>
>>162049536
Making environments is difficult enough without having to model and worry about lighting and an additional 3rd dimension. Plus my mechanic is 2D oriented
>>
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>>162048704
>>162048774
>>162048980
>>162049162
>>162049356
The Quest of Bringing Civilization to C++: Ep.2
--------------------------------------------------------------------

>C++ is such an autistic thing that is requires all elements of its arrays and vectors to be of the same type
>however it would be quite useful to store different types within the sub elements of elements
>in that way, a list entry would double as an easier manifestation of class objects
>thus, every one of my 100,000 element arrays will be a string array
>before assigning anything to its elements, I will convert it into a string
>since I know what kind of data goes where, I will know into what I can convert it back to
>I now have dynamic type arrays

however, the quest of bringing civilization to C++ is still far from being over
>>
>>162049536
because a 3D is only good at making twitchy action games and I don't want to be confined to a casual genre like that
>>
>>162049887
you can use boost::any or store a base class pointer
>>
>>162049536
>You have 2D seconds to explain why you aren't making a 3D game

>>162050001
You're just confining yourself
>>
>>162050050
It's a joke, the use case actually just calls for a struct rather than an array of different type elements, and this was posted at him, but apparently ignored.
>>
>>162049536
>mfw I can finally say "I am" to this shitpost
I am.
>>
>>162049719
>mfw I make y up/down in my own code, and whenever I interface with the library I just slap my y in the z slot
>>
>>162050147
>>162050198
>mfw when I make 3 "mfw" posts in a row, with no face, and it becomes obvious I'm shitting the place up kind of
>>
>everyone is still making a platforming roguelite
why?
>>
>>162050198
>mfw for some reason I refer to depth as Y all the time if I don't need height
>>
>>162050267
That's some great tunnel vision you have there.
>>
>>162049887
>however it would be quite useful to store different types within the sub elements of elements

C++ arrays and vectors are not JSONs, anon.
>>
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been making progress, simple character movement, started working on chunk loading
I can't figure out how to update the current chunk/ retain a reference to a specific chunk (right now I'm just working with a single test_chunk object, is that the problem?)
>>
>>162049392
Engines tend to encourage bad coding practices though. For example, in Unity you cannot use proper dependency injection with objects that are allocated by the engine. Most projects end up relying on singletons and static memory instead.
>>
you have 20 months to explain why you aren't making money from your game.
>>
>>162050765
i wouldn't pay for this garbage
>>
>>162047634

Jesus christ that everything
>>
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How do you find spaces in a string in Game Maker?

I can't find an answer anywhere.

I've been searching on and off for weeks.

I will pay you if you can answer this for me.
>>
>>162035591
Good luck Anon. Hope you do alright.

>>162035942
>Your family supposed role is to bring you up, not to bring you down
Family is supposed to be a group of people that help each other mutually. You can't just let down the one's that had to feed and pay for your lazy life when you were a child too. Even if they're completely shit now, you should at least acknowledge this and respect this.
>>
>>162039883
everything is alright.
except he no shoulders, which makes things very difficult to animate.

You probably should've tried Mario instead.
>>
>>162051891
What do you mean by "find spaces"?

You just want to scan over a string and tell if there are spaces in it (and where)?
>>
>>162042134
how many itch.io downloads?
>>
>>162052167

It's for typewriter text wrapping. I want to find word length (the amount of characters between spaces) so I can make it wrap correctly.

I want it to add +1 to a value and loop until there's a space. That value will be the length.

I can do it with literally any other character.
>>
>>162052204
4
>>
>>162042134
>top ten anime battles
>>
someone made a video for the lewdjam games
https://www.youtube.com/watch?v=zUqj2F_0ydk
>>
>>162052275
Huh how are you checking it now?

if( string_char_at( yourstring, location ) == " " )
>>
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>>162052204
For the DD11 version, right now it's sitting at 52 views and 37 downloads. Going from around DD11 itself it was around 30 views and 28 downloads.
>>
>>162052481
I'm not yet.

Is that seriously all there is to it?

Wow. I suck.
>>
>>162052470
Why didn't you finish yours?
>>
>>162052554
Well, I haven't tried the code, but that's how I would do it in another language (and string_char_at was what I found in GML references)
>>
You know how I vote on Ludum Dare themes?

I +1 the themes that are somehow acceptable with my main project.
I -1 the ones where there is no way I can do that.
How do YOU do it?
>>
completely new to agdg but tempted to join in, but just to confirm, basically the concept is you have until Jan 8 to MAKE GAEM and then you have 48 hours following that date to submit a build of some sort, right?
>>
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>>162045562
>>162044456
v2
>>
>>162052763
+1 themes that are development restrictions
-1 themes that are settings
>>
>>162052791
Good shit, I just feel like the victim should jerk quickly into that reaction instead of being like "oh-no-w-"
>>
>>162052783
demo day is looser than that
basically, just upload whatever you've been working on and then everyone else will try to play it and give feedback
If your game is shitty and unfinished, then you can join the club
If you miss a date, no biggy, there will be another one in a couple of months
>>
>>162052567
started late because i was busy working on a hit
>>
>>162052982
I didn't ask that. I asked why you didn't finish it.
>>
>>162052470
Dang he went over most of those games at break neck speeds lol.
>>
>>162053138
and i answered.
>>
>>162053207
No you didn't. Why did you finish it after the Jam ended?
>>
>>162052763
+1 to design constraints
-1 to vague, or has something obvious in mind

If it would fit as a gimmick in games from multiple genres then it's probably good
>>
Reminder that we don't need a new thread now.
>>
>>162053347
One literal pedo thread coming up!
>>
>>162053205
better than that jupi kid who plays all the jams and gives each game an equivalent amount of time except with no editing so he cant even say what each game is about.

>>162053234
why would i?
>>
>>162053453
>why would I make a game?
Seriously gogem, why do you come here?
>>
>>162053492
>why wouldnt i shitpost on AGDG?
delete your post
>>
>>162053524
How far along were you with your LJ game anyeay?
>>
>>162053608
>LJ
youre thinking of someone else
>>
>>162053676
Oh right, I was thinking of a guy who makes games instead of shitposting all day long. Sorry about that. Kill yourself gogem.
>>
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>responding to goog
he is a salty shitter with no original ideas
>>
>>162052470
>went through his wtf game
>found this
https://www.youtube.com/watch?v=5QIEsF9B7Uw&list=PL3Lq7rnBEf_K_lTYB4j9GKwFcUnXg1fJs&index=6

Just..
>>
>>162018554
Is that LOVE2D?
It's gonna be quite a ride, boyo
>>
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>watching tutorial on youtube
>capitalized variable names
>non-capitalized method names
YAMEROOOOOOOO
YAMETEKUREEEEEEEEEEEEEEE
>>
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>>162050535
oh boy i did it
next i'm gonna do the different chunks, then probably move onto scenery object placement and some test enemies
>>
Unity or UE4
>>
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>they get this ass blasted every time Goog comments
It's my favourite show.
>>
What if a smart person came along and removed the possibility of having static size integers, chars and floating point numbers and in their stead implemented dynamic size floating point numbers, which would be the only possible form of base variable.

Want to use a variable to access a list element? No problem, only what is in front of the floater, will be looked at. Worried that the variable you use for index could be rounded to something that its not supposed to be? Then don't do operations with it, that would lead to that.

Want to display text or char or whatever? Then you have to create dictionary for your alphabet where a number is its key and that character's pixel surface is the dictionary entry. Now you just have to create a list of those dictionary keys in the order you want your characters to be and pass it to the text_display function.

Don't mind me, just having a brain fart.
>>
Why are fucking runcycles so fucking difficult to animate.
>>
>Only a few more cards to write
>Can't focus at all
Help.
>>
>>162056651
You want variables to be as small as possible so that you can cache as many of them as possible at any given time. Cache misses are responsible for most performance hits in most games. Furthermore dynamically resizing variables is costly since you need to reallocate them.
>>
>>162057075
but what if you are storing the number in storage(SSD?) and only store its storage location in cache.
>>
>>162046649
>50% off
That's a big discount
>>
>>162049536
I'm a 1MA and have no interest in collaborating with others, so it's much more realistic for me to go 2D if I actually want to finish a game. I still enjoy tinkering around with 3D for learning purposes though.
>>
>>162057348
I honestly don't know how SSDs work so I can't answer that. I know that accessing RAM is very very slow. Caches were created to minimize how often you need to access RAM. I can't see why accessing an SSD would be faster than accessing RAM.
>>
>>162056978
Jerk off and get back to work.
>>
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Reminder that ECS and other patterns are just dogma and you shouldn't fall for it but instead think on your own about your own problem and actually test different solutions to see which fits your problem best.
>>
>>162058319
>a reminder that isn't "X IS BEST"
woah.
>>
>>162055904
ue4 is fun
>>
>>162031563
thats ok, the worst ones are
>post progress
>no replies except one asking you how you did the X mechanic in your game so that they could rip it off and put it in their own shitty game
>>
>>162058390
Reminder that thinking about your problem and finding the appropriate solution is best.
>>
>>162058929
terrible advice as expected of googem
>>
>>162058975
come on at least reserve shitting on googum to when he's actually saying something dumb

you don't even have to wait that long
>>
>>162059064
you don't get it
>>
>>162034064
>>162034064
The distance between the eyes is making me physically sick to keep looking at this portrait.

It looks like D&D 3rd Edition depiction of Gnomes or something, super dated aesthetic at this point
that people will likely be nostalgic for in 10 years.
>>
>>162059302
this is what happens when you respond to irony with irony with irony with irony.
>>
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reminder that a side effect of dev is you becoming a tranny
>>
>>162060152
only if ur white

u mad white boi?
>>
>>162060152
>Implying that's not what I want
When I grow up I will be a famous tranny yesdev like Christine Love.
>>
>>162060152
>F2M trans dev
this is fine.
>>
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>>162060210
>christine love
>google this
>it has its own wiki
>his new game is

My Twin Brother Made Me Crossdress as Him and Now I Have to Deal with a Geeky Stalker and a Domme Beauty Who Want Me in a Bind!!


i.. i wish i had a wiki ;_;;
>>
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>>162060246
Have you googled what happens when they do their surgery? At least with M2F, they cut something off, not make a frankenstein abomination
>>
>>162060284
Play Digital: A Love Story. It's free and fucking brilliant.

Also >his
hers* m80
>>
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>>162060424
>her*

deal with the hand you were dealt faggot
>>
>>162060474
>Not mulliganing for more lands
Scrub mentality desu senpai
>>
>>162060394
not my problem, not anyones problem but theirs.
M2F mentally insane attention whores are everyones problem.
>>
>>162060152
man's sky
>>
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>>162060568
F2M is even more insane

i saw this tumblr girl with like the nicest pair of titys and she looped them off
>>
>>162060525
>mulligan
you gotta believe in the heart of the cards m8
>>
>>162060594
how is that more insane?
>>
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>>162060580
>mfw the only token women at hello games burned out from Sony pressuring them and having an unrealistic scope, went insane, and calls herself a guy now
>mfw hello games now is literally only FUCKING WHITE MALES
>>
>>162060646
>born on easy mode
>>
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An RTS game with time mechanics
>Players able to force rewind time in areas or mapwide
>Slow time areas so you can micro units to dodge projectiles
>Units that attack enemies 5 seconds into the past instead of their current positions
>>
>>162060721
Mite be cool I wouldn't play it though
>>
>>162060594
Honestly can you call yourself a man if you're willing to mutilate some nice titties?
>>
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Now I've got a working docking arm to dock with the ships. I've also made a line chart control to display data once the economy stuff is implemented.
>>
>>162060770
Maybe into guro
>>
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>>162060772
>space base doesn't ahegao

you had 1 job anon
>>
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>>162060721
oh fug I just got an idea related to yours
stolen
too bad I can't art for shit so I won't do anything with it
>>
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I’ve had a busy couple of weeks so I didn’t make much visual progress. I did do this today however, I’ve now got lights to bake into the lightmap and I’m working on redoing shaders to illuminate characters an items.

The low resolution of the lightmap makes the diagonal edges look utterly atrocious so I’m going to do some softening passes later and I’m considering increasing the lightmap’s resolution again.

There’s also some problems with over-exposure, I’ll need to tweak some scene settings to get that to look more normal.
>>
>>162060690
i dont think giving up easy mode makes you insane. if anything it shows your commitment, that you're really actually misgendered.
M2F is 3:1 ratio compared to F2M because theyre 2:1 insane.
>>
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Starting to make some decent progress. Got a first iteration of a graphics driver going for loading tile and palette binary data into VRAM using DMA (also known as m-muh Blast® Processing™ by the Sega marketing team, kind of clunky compared to the DMA controllers on Nintendo consoles though) and drawing graphics and text to the scroll layers. Joypads are working but needs some cleaning up. Also got the Echo sound engine fully integrated for music and sound effects, which was easier to do than I thought it'd be.
>>
>>162060917
looking good

i read this as illuminati
>>
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Worked on ladder climbing. Made it so the character actually animates and appears at the center of the ladder rather than climbing up whichever part the character came in contact with.
>>
>>162061110
looks good but make it faster climb so climbing doesn't feel tedious
>>
>>162060772
Good, but maybe the arm goes too fast?

it feels a bit violent
>>
>>162060721
>Slow time areas so you can micro units to dodge projectiles
this is unacceptable
>>
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>>
>>162061362
i remember seeing that wind up thing and thinking your game would be lame

but damn this looks amazing
>>
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>>162060905
shit, I'm actually putting aside my main project and starting this
>>
>>162061565
Please I just finished fapping.
>>
>>162061615
i notice when i fap i have no will to do anything
>>
>>162062028
This is why you build discipline.

Fap to remove urge to fap, then let discipline pull you through "not feeling like it".
>>
>>162060721
its called achron
>>
>>162062028
This is why you should master the art of fapping while working.
>>
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>>162061181
The video was sped up, it would've taken a couple of minutes normally.
>>
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What is the best software for pixel art?
>>
>>162062962
sai or photoshop.
>>
>>162062690
then it's too slow?
>>
>>162062962
>best
Someone post best.png please

Anyhow, Aseprite is pretty damn good, especially for animation.

>>162063028
I would suggest against photoshop. It's well into "it's possible to do but not very good at all" territory.
>>
>>162062690
Sounds hilariously painfully slow lol
>>
>>162063070
>>162063028
Yeah. I have Photoshop but I am not liking it so far. I use it a lot for other stuff, but for a pixel beginner like me, it does no good.
>>
>>162063070
photoshop is the BEST

its like the jack of all trades

plus the torrents for shop are well seeded compared to like the 5 seeders that sai torrents always have
>>
>>162063232
You/he should BUY Aseprite (though you can build it from source, iirc, for free).
>>
I find the standalone version of the Game Maker 8 image editor to be quite suitable for pixel art

https://mega.nz/#!GcQVSKYK!rzqY9jG5IqYzaqW-e_cUSI7ZkcQMJtT92G0tc83zhuY

(Use the "Sprite Editor", not the "Image Editor" mode)
>>
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>>162063190
you just aren't good enough then

never blame the tool

you can do anything in any program

the problem isn't the tool

just pick one and stick with it please

i learned photoshop in highschool so i dont need to learn anything else because time is money
>>
>>162062962
context of the pic?
it seems to me that the BEFORE looks better than the AFTER - or is that the point of that image
>>
>>162063345
He didn't say Photoshop was bad.

He said he can't use it properly at his level of skill.

>"good artists can draw with coal, why would you need a 5$ pencil? "
>>
>>162063471
pretty sure its the meme that you pick a small amount of colors to work with
>>
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>>162062962
>>
>>162015598

Just doing my annual check-in to /agdg/ to see if any progress has been ma-..nope, see you next year!
>>
>>162063717
there's been a lot of progress posted since last year
>>
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>>162063061
>>162063154
Here it is at it's normal speed.
>>
>>162063614
actually it's the same palette, they just made it cleaner, got rid of the noise
>>
>>162063717
>says the guy who comes every day
>>
>>162063345
anon, why are you not programming your game in machine code
machine code is not a bad tool
never blame the tool
you can do anything in machine code

could =/= should

Same logic applies to using C++ for application development. If you are making a complete new graphics framework where you could use every little drop of spare power, then C++ is your deal. If you just want to make a game, then use a language and a framework that is actually developed to accomodate software development.

It is absolutely retarded to use C++ for your platformer.
>>
>>162063807
That's incredibly slow. What is the player supposed to do while that happens? Nothing?
>>
>>162063807
>>162063891
Hit alt-tab and grab a drink?
>>
>>162063885
>It is absolutely retarded to use C++ for your platformer.
>>
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>>162063885
rollercoster tycoon was made in assembly so it IS possible

i like photoshop simply because it is the most widely used tool and has the most tutorials

i think anon should try photoshop and work his canvas in pixels and zoom in fully it really helps

or just type in pixel are tutorial photoshop in youtube
>>
>>162063345
>you just aren't good enough then
That is what I said.
>>
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>>162064019
You could do that; this game is gonna be something like a space-trucking simulator.
>>
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>>162064087
photoshop = industry standard
sai = hipsters
gimp = poorfags & moral fags
not listed = hipsters
>>
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>>162054778
>work on code
>capitalize variable names
>non-capitalize method names
>work on art for some time
>work on code again
>non-capitalize variable names
>capitalize method names
>work on art again
>back to coding
>not sure what I originally capitalized
>capitalize both
>work on art
>code
>non capitalize both
>>
>>162063807
In a way I like it.
I mean, as long as you don't expect to sell millions of copies, there might be a small but hardcore group of fans of this "real slow time simulation" games.
I've wanted to do that too. Like, distances take a long time to travel, and building something takes a lot of effort
>>
>>162063345
>suggesting using a screwdriver to hammer nails
>>
>>162064282
>>162063807
I have a feeling real-time space trucker simulationist fans would prefer something in first person 3D, though...
>>
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>>162064302
dont be a fag your analogy doesn't even make sense

photoshop is having access to the whole home depot store to hammer nails.
>>
>>162064302
>>162064421
More like using your swiss army knife to hammer nails
>>
>>162064381
but you can do this one RTS style, with hundreds of units at your disposal
>>
>>162064252
?
>>
why the fuck this guys are saying that sai is a good program to draw pixel art???

sai is nothing like that.
is actual illustratios nothing more.

the only thing it has is a damn binary pencil.
nothing more.

stop with thi meme.

in terms of pixel art is even inferior to paint-net
>>
>>162064487
if it works it works

again you'll still need to learn photoshop to do adverts or textures for 3d games

in the long run you can't go wrong

it can do too much things

there's literally no better program then shop for pictures
>>
>Easy
>Normal
>Hard

What comes next?
>>
>>162064660
My dick when I see tanned loli
>>
>>162064660
>Hardest
>Nightmare (after beating the game)
>>
>>162064660
Nvidia
>The way it's meant to be played
>>
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>>162064596
the only meme here is you
>>162064660
hurt me plenty, ultra violence
>>
>>162064660
Afterglow
>>
>>162016106
Possibly - but it'll take some time. It's incredibly unstable, atleast when I tried it some weeks ago.
>>
>>162064660
[Game Name]
>>
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>>162016972
why no animu

https://www.youtube.com/watch?v=FyLxwpQWfMk
>>
>>162064660
what comes next doesn't matter, what comes before is {KID MODE}
>>
>>162064596
What do you need other than binary pencil?
>>
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>>162064789
>gif image
>not animated

>"half naked poses"
>she's fully clothed
>>
>>162064789
How can 3D anime this good be made?
>>
>>162064964
mostly textures
>>
Mathematically correct relativistic space combat simulator
>Flying at 0.5c, shooting missiles that travel at 0.7c and lasers at 0.9c from a matter of light minutes / seconds distance as you fly towards each other and turn around for another pass
>Dodging enemy attacks that you can only see as the light from them reaches you
>Dealing with effects like time dilation and redshift
>>
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>>162064076
>>162064085
I never claimed that it is impossible to make games with such things. I claimed that it is retarded make games with such things.

Here's an analogy.

Making a game with assembly is like being stranded alone with no tools on a remote island and then wanting to build an amusement park. It is in no way impossible. And it is very cost effective since you would be doing every single thing right there on the spot without spending a dime.

Making a game with C++ is like living in middle ages in a fief as a peasant and wanting to build an amusement park. First, you have to make sure that your field is tended and that you don't starve to death while building your park. You don't need to make absolutely everything yourself. There is a smithy and a flour grinder and a professional lumberjack. Planks are made for you and tools are also made for you, but you still have to do everything else yourself.

Making a game with a language which is actually made for developing software is like modern times. Different processes and levels of the work are divided between different service providers. To build a amusement park you simply make a project on paper. Then you hire a lawyer to deal with legal issues. Then you hire a construction crew and you hand them the project. They will then themselves figure out what resources to get and from where. They will then rent or hire any additional specialists if needed and they begin to work. This construction crew also has many advanced tools that they themselves bought from other people. And those people also brought tools and resources from another set of people to make those tools that the construction workers are using. And the only thing you had to do was to create a project on paper.
>>
>>162065227
I know you are just Molyneuxing, but if you actually had the skills to make this sort of game you could ask for funds from either NASA or the government. I've seen it happen before with Minecraft related projects, like the Norway 1:1 minecraft map.
>>
>>162065227
sounds cool but a fruitless endeavor

there's ultimately no real way to know any of those stuff without doing some insane amount of research

>>162065331
>his analogy is 2 paragraphs long

wew lad just stop

im sorry for taking this off course lets all get back on topic
>>
>>162065331
>Here's an analogy.
>Making a game with assembly is like being stranded alone with no tools on a remote island and then wanting to build an amusement park.

That analogy is so shit I'm not gonna bother reading the rest of your post. Next time you put text diarrhea put it at the end of your post so this won't happen.

But no I am serious, saying that making a platformer with C++ is the equivalent of wanting to make an amusement park when you're stranded alone on an island with absolutely no tools is so erroneous I am physically hurting right now.
>>
>>162064421
>>162064487
>>162064629
>photoshop is having access to the whole home depot store to hammer nails
indeed
>and a dedicated pixel art program is like hiring a builder to come and do what you want
>>
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>>162064489
>>162064381
You also have to line up the docking port on your ship with the arm of the space station; it's not just a matter of rolling up to it.

>>162064282
I'd be happy if I could sell 10k copies.
>>
>>162065331
You missed the part where the construction crew has shit cache coherency and refuses to let you direct it to fix the problem.
>>
>>162065376
>>162065436
>there's ultimately no real way to know any of those stuff without doing some insane amount of research
but it wouldn't be all that complicated when the game takes place in space and you only have to model a relatively small number of discrete objects which you can treat as point masses given the astronomical distances involved. Maybe you'd just fancy up the display by applying visual distortions to simulate length contraction or whatnot, but for mechanics it would treat each spaceship, asteroid, planet, missile, laser, etc as one point

then all you have to do is store both their local frame and relative frame to the player in memory and you're good
>>
>>162064596
can you even pressure sensitivity in paint dot net?
>>
>>162065739
things like gravity is still just a theory

do it if you want to

but everything is basically theoretical

unless you have access to a missile launcher
>>
>>162065540
>saying that making a platformer with C++ is the equivalent of wanting to make an amusement park when you're stranded alone on an island
but I didn't say that

about C++ I said that C++ is like being a peasant during middle ages who wants to build an amusement park. a bit better standing point than the assembly dude, right.

>>162065664
>You missed the part where the construction crew has shit cache coherency and refuses to let you direct it to fix the problem.
>refuses to let you direct it to fix the problem.
a modern software development language will handle the non-important details for you unless you explicitly express otherwise
>>
>>162065943
relativistic physics for man-scale objects are already proven effects, we can already model how gravity and time dilation and redshift would occur for spaceships and all that
it only breaks down when you look at scales on the atomic level or galactic level when quantum forces and dark matter aren't understood
>>
Where is your C++ platformer
>>
>>162065331
I have this lit in my head.

Use a 2D engine if you are:
- an artist and just want to move your images on the screen
- want to shit out of games every month, so you need to cover up the basic things (collision, physics etc.) as fast as possible
- an idea guy

Make your own 2D engine if you are:
- comfortable or want to get better at C or C++ or whatever
- likes to figure out how to do physics, collision
- interested in data manipulation
- interested in hardware
- it is not a problem for you if the final product takes half-one year to make
- poor or simply do not want to spend money on engines

Use a 3D engine if you:
- want to make a 3D game

Build your own 3D engine if you are:
- a cyber monk who wants to reach enlightenment
>>
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>>162064732

>those difficulty levels
>>
>>162066250
What if i'm a coder which 0 artistic talent who wants to make game?
>>
>>162066520
you cant do that
>>
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>>162066187
maybe you should make your game in source engine to use half life 2's godly physics

if you really want to do this anon

im not saying its a bad ideal -- but prepare your anus for alot of pointless work and reading

time which could be spent making game

faked gravity vs real simulated gravity

both make things fall

why do more work then you need ?
>>
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>>162016269
>>
>>162066571
but relativistic is the unique selling point here. Thats the hook and gimmick
if your game isn't modelling relativity, its just like calling chrono trigger a "time mechanic" game
>>
What time is best to post on social media?

I'm guessing American afternoon/evenings?
>>
>>162065943
>things like gravity is still just a theory
Why are americans so stupid?
>>
>>162066668
At least they're not shitposters like you.
>>
>>162066649
I few studies I've read said Wednesday at 3pm EST is the ideal time for a maximum amount of shares.
>>
>>162066636
it really isn't a good hook compared to good game play or graphics
>>
>>162066814
tell that to NASA
>>
>>162066520
>use built in native drawing functions
>don't choose a type of game to make which relies entirely on graphics for its fun-ness (action, platformer, shooter, lewd)
>choose a type of game which encages through other means (spreadsheet simulators, text RPG's, strategy games)

was that so hard?
>>
>>162064381
>real-time space trucker simulationist fans 3D
already exists, its called Elite-Dangerous and i play it as a space trucker forum dad lmao
>>
>>162066747
oh the irony
>>
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>>162066848
>tell that to the company that legit sits around all day and photoshops images
>>
>>162061110
That's some big-ass ladder.

Will gnome be able to slap some shit?
>>
What are some games that have done a good job of using gameplay to add to add to a mystery story? Are point-and-click style adventure games the only ones?
>>
>>162067000
deadly premonition was pretty neat
>>
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>>162066860
>don't do action or platformers
>mfw I'm only interested in making an action-rpg or a platformer
No wonder why I have no progress since 2015
>>
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>>162016269
>>
>>162066175
>a modern software development language will handle the non-important details for you unless you explicitly express otherwise
And what modern language gives you as much control as C when you need it? If you can't fool around with pointers and manually allocate/deallocate you're already fucked in some use cases.

Modern languages are nice when you're willing to give up performance for development time. That's a good deal if your game isn't a resource hog. It is a very bad deal if your game is pushing hardware as far as it will go.
>>
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>>162016269
Redesigned the combat card, removing useless stuff.
>to check the enemy's skill you just hover your mouse over its name
>>
>>162067174
have you done anything original in your gamedev life?
are you chinese or jewish perchance?
>>
>>162015961

>Not using . format

game.1.1.1.1.1
game.codesession.graphicsver.physicsver.spritesver.deployabilityver

game.18.9.6.5.15

>not keeping an update readme

plebs

plebs
>>
>>162027151
Is that a scarecrow or are you just happy to see me?
>>
>>162067449
I will say this again: your game is fucking beautiful. You should post it in more respectable venues so that it garners the attention it deserves.
>>
>>162060152
whos that qt?
my dream is to one day eat out some indie dev programmer qt ;_;
>>
>>162066860
>use built in native drawing functions
what do you mean?
>>
>>162067239
that was a part of my original point
>if you are making a game - don't use C++
>if making a game was never your intention and you only wanted to make an efficent graphics engine then most certainly use C++
>>
>>162067865
if u want to eat man ass come to my house
>>
If I've never posted my game here but have asked questions/gotten help and given help/advice here for years how bad would it be to still credit/easter egg AGDG in my game? Not shilling for greenlight votes or anything, just placing the logo in game somewhere.
>>
>>162067957
thats literally the best way to do it
>>
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>>162067957
why not just post some progress once in a while?
>>
>>162067867
pseudo code
>displaysurf.draw.circle(color/texture, coordinates, radius, thickness)
>displaysurf.draw.cube(color/texture, coordinates, size)
>displaysurf.draw.face(color/texture, point_list)
>>
>>162067957
That's fine. But also why not just post progress?
>>
>>162067957
>Associating yourself with a thread where lolidev regularly posts
you dun goofed
>>
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i hate my last name but i want to have my name fagged all over my game like how kojima does it

should i change my last name to something that sounds good? or use a stage name?

i notice a lot of my heros did have a name change such as trump bowie john ford
>>
>>162068187
stop being a faggot and get some confidence perhaps?
>>
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>>162067789
I have no idea how promoting the game works.
>tigsource is literally dev circlejerk
>I'm too stupid to understand reddit
>900 followers in two months on tumblr devblog
I will worry about that when I have a better demo
>>
>>162067957
People will get mad because how would they know you come here? They'll just think you're trying to get free cool points with a community you don't engage with.

But yeah. What >>162068051 said.
>>
>>162068187
>Trump
You should change your last name to Dimwit.
>>
>>162017080
Thanks, doc.
>>
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>>162067174
>>162067684
EXPOSED!! Still it does look good.
>>
What are some non Zelda soundtracks which are similar to OoT?
>>
>>162068290
my last name is awful and foreign sounding

my grandfather got it on a boat when immigrating malcolm x style
>>
>>162068621
That makes it sound exotic and so you get brownie points by being an oppressed foreigner trying to make it in a big new world.
>>
>>162068621
>Foreign
>Bad
>>
>>162068621
but foreign names are exotic and people will remember names that are quirky

imagine if Kojima was called Smith
>>
>>162065815
for pixel art?
>>
>>162068120
but in that case, even a programmer can make circles in paint.net
I think I don't understand what you mean in general.
Why not just ascii art? like Dwarf Fortress
or simple shapes, with glowy bits like many "galaxy wars" type games?
>>
>>162068829
its useful for me so i draw a higher resolution sketch before the dot image
>>
>>162068185
I do the same as you.
I just don't like to post progress or advertise stuff.
But I've been posting here since it became a general
>>
>>162069147
but you can do that in any another software or paper and then import it as a layer
>>
>>162068829
blocking in is faster with pressure sensivity
>>
Let's say I have a sprite/object with origin in top left, and I want to rotate it through the center. How do I calculate the new x and y?
>>
>>162069002
>but in that case, even a programmer can make circles in paint.net
indeed. but point being was that a programmer dev shouldn't be devving "graphics" games nor should try to compete with them.

but if there is no choice, a programmer has access to native drawing functions. And the bonus with those is that these things are completely at the whims of the programmer. The most glaring example would be Minecraft. The dude took simple cube drawing function and created a dynamically destructible world with them. Such a thing is a lot more difficult to achieve with actual artist made models.

Is this understandable?

>Why not just ascii art? like Dwarf Fortress or simple shapes, with glowy bits like many "galaxy wars" type games?
yea exactly that.
>>
>>162068187
here it is more common to use a fake name unless you are working at a studio

>>162069280
but then i have to use more programs
>>
>>162069627
yeah that was a better example!

madlads: captcha asked me to point at tea, I clicked on a cup that said something about coffee
>>
>>162068327
>>I'm too stupid to understand reddit
If leftists can learn to use it, so can you.
>>
>>162069002
>>162069627
>Why not just ascii art? like Dwarf Fortress
Let's be real here.

Who the fuck do you think really play those games? Even the dwarf fortress general barely gets 200 replies in 2 days.
Or do you seriously think that people in agdg will even care to try an ascii game? There's a reason as to why the ascii roguelike agdg devs always give up.
>>
>>162068187
>trump
>hero
kek
>>
>>162070079
>implying going from a the butt of all jokes to being actual potus isn't impressive
>>
>>162070079
Well he did went from the underdog that everyone, AND I MEAN EVERYONE, HATED to the POTUS of the US OF A

https://www.youtube.com/watch?v=Ra1xVFDjk48
>>
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who's excited for comfy jam?
>>
>>162070027
Dwarf Fortress makes 6000+ dollars every month, and that's been going on for years now. A lot of people play it.
>>
>>162070027
WTF?
are you saying dwarf fortress is not wildly successful??

https://docs.google.com/spreadsheets/d/1edmWN2ExhUEn1sl3L23FUI27esuOYvbJh4XCkqw9guA/edit#gid=0

it's also very highly regarded by many as a master piece.

I'd give my right arm to have made such a game
>>
>>162070968
wait how? patreon?
>>
>>162070027
>Who the fuck do you think really play those games? Even the dwarf fortress general barely gets 200 replies in 2 days.
>Or do you seriously think that people in agdg will even care to try an ascii game? There's a reason as to why the ascii roguelike agdg devs always give up.

Not much people play Dwarf Fortress because not much people are autists. Dwarf Fortress is a game made by an autist for autists. The key is to make not autism games. One successful example that I can think of is the Democracy 3. That game consists entirely of menus and data graphs. A programmer could very nearly replicate such a thing. A noobie would not be able to make THAT nice looking game, but it is considerably harder to fuck up menus and node graphs when compared to regular art.

And people don't expect that much from menus. If it doesn't make one's eyes bleed, a normie couldn't tell a difference from a mediocre and a great menu.
>>
>>162069627
>indeed. but point being was that a programmer dev shouldn't be devving "graphics" games nor should try to compete with them.
Unless they are making a game by themselves, in which case yes, they should.
>>
jesus fuck

those crash course history guys are the top patreon people

29k every 2 months?

plus money from youtube ads?

this isn't average jewing

this is advanced jewing
>>
>>162071226
Except that they shouldn't.
>>
>>162071051
before patreon it also made a buttload from paypal donations
>>
>>162071342
but they should
>>
>>162071459
>>162071051
>>162070968
IIRC he makes more from the donations he gets when he puts out an update than he does from the Patreon things. Doesn't show up on his Patreon obviously.
>>
where the progress at
>>
>>162071583
but shouldn't
>>
tfw killed by ui enginedev
>>
>>162071661
here is some progress for you

an hour or so back I stopped raging due to the banal nature of C++
I have collected myself and have said to myself that I started this project to get to know C++ and I will not permit myself to check any other language out until I have finished this project.

so, the progress is that I am once again making progress
>>
>>162067449
looking good anon
>>
>>162070968
>>162071003
If it's so successful then why aren't you making a game using that kind of graphics? You know exactly why, because despite what you're trying to tell here you wouldn't play that game.

>>162071058
>Not much people play Dwarf Fortress
Good luck and go explain that to the 2 guys above.
>>
>>162071692
> programmers shouldn't try to compete with games that have art

The most successful video game in history is Minecraft. A game made by a programmer with shitty art.

You just got rekt by more than 2 billion dollars
>>
>>162072178
Excellent point. Good luck to anyone who wants to make the next Minecraft, I'm sure you'll manage.
>>
>>162072152
>Good luck and go explain that to the 2 guys above.
They seem pretty autistic to me.

>>162072178
>The most successful video game in history is Minecraft. A game made by a programmer with shitty art.
>You just got rekt by more than 2 billion dollars
But it didn't compete with graphics oriented games. It carved out a completely other orientation for which there was no competition.
>>
>all these idea guys theorizing about why they think ______ is successful and their games aren't
>as if they even have a game
>>
>>162072178
It's an exception. Why do you guys keep on bringing exceptions as a major rule?

>>162072496
The whole point is that you can't expect to make a game without art unless you get lucky or have extremely good timing.
>>
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>>162071661
Just finished Iyu's portrait set. About to export to Waifu and import that to the game's set of portraits to see how it looks in context.
>>
>>162072152
>because despite what you're trying to tell here you wouldn't play that game.
I play ASCII games all the time, if the game is good it doesn't matter what the graphics look like.

Besides, Dwarf Fortress has graphic options. But to be honest I still prefer the ASCII over the graphics in Dwarf Fortress.
>>
>>162072152
>If it's so successful then why aren't you making a game using that kind of graphics? You know exactly why, because despite what you're trying to tell here you wouldn't play that game.

No, it's because the game was made by 10 years worth of work put in by an university math teacher and I barely know highschool algebra and just want to make a quick buck for now.

I love a lot of roguelikes and there's an entire general dedicated to them, so saying "you wouldn't play it" is pretty inane. Sure the genre is not as popular as cowadooty or skyrim but it doesn't really have to be in my opinion.
>>
>>162072658
>I play ASCII games all the time
Of course, obviously. Should have seen that one coming.

>>162072746
>game was made by 10 years worth of work
I wasn't talking about the game but the art. Surely you're not going to tell me that the Dwarf Fortress art needs 10 years worth of work and a university math degree.
>>
>>162072572
>The whole point is that you can't expect to make a game without art unless you get lucky or have extremely good timing.
actually the whole point is that most games compete by trying to one-up each other in the art department
if you can't into art then you have to actually become creative and make your game GOOD to compensate for shitty art
>>
So, I want to make an eerie Sierra-style adventure game in the vein of Gabriel Knight: Sins of the Fathers. I have a few friends who are artists, but all are busy right now. One will have time in a couple of months.

Should I:

>1. Write the script for the game, with detailed descriptions of how puzzles will work, and just make everything on paper (keeping in mind I do know how to make a game of this sort function)
>2. Start making the game with placeholder art
>3. Just draw a lot and try to get good at it even though one of my art friends will be available before I can git gud anyway
>4. Scrap the point-and-click game idea for now entirely

Please answer here: https://www.strawpoll.me/11820347
>>
>>162072958
>I wasn't talking about the game but the art. Surely you're not going to tell me that the Dwarf Fortress art needs 10 years worth of work and a university math degree.

The point is that roguelikes need a degree of complexity to warrant that sort of art.

There's absolutely no point in making an ascii game more shallow than Skyrim for example. In roguelikes there's hundreds of different monsters, you can grab those monsters with your hands, you can grapple them, you can throw them in the air, you can rip apart a limb and use it as a weapon, you can snowboard a corpse over spikes, etc. These sort of things would take more than 10 years to display with "modern" or even "average" graphics, so they're best left as text + ascii.

I'm a shitty programmer and the ASCII game I would make right now would be worse (gameplay wise) than the average roguelite, completely missing the point in the process.
>>
>>162073097
Make a phone game. Get rich. Hire an artist.
>>
>>162073280
>These sort of things would take more than 10 years to display with "modern" or even "average" graphics
Fair point I guess.
>>
>>162071459
>patreon
Didn't know they had Patreon, wew.


But yeah, they're making enough money that Tarn gave up his job as math professor.
They're going like this since 2007, apparently.


Game looks like shit by today's stardards, but it has fuckload of content and is aimed to simulate fantasy world with everything what's needed - events, wars, artifacts creations, procedural terrain generation ect.


The only problem game has is it's ability to consume gigantic amounts of computing power and gameplay becoming easy after you learn how to play it.
>>
>>162073097
the more you have mocked up the better
if you can show the game working as a proof of concept then that'd probably be the best way to get across your ideas to the artists later on
>>
>>162072429
all games compete for gamers' money and time
>>
>>162074573
so?
>>
Whats the bear minumum a software must have to be a game?
>>
>>162074683
so the original premise: "if you don't have an artist, you shouldn't try to compete against games that have artists" is wrong.
>>
>>162067684
Its been well known im stealing alot of nintendos art, well not like ripping models or anything just taking heavily from the style because its a style I love.

Captain toad is my favorite game on the WIi-U if you can tell that by me making a similar game but for PC then idk, but I will say Bokube at least plays very differently even though it has a lot of inspiration ART wise from captain toad. Like the sokoban puzzle cubes gameplay for example.

I think there is a market for nintendo inspired games, (not direct/exact clones/ reskinned) just very inspired or heavily similar at least in terms of art or themes to nintendo games on other platforms like Bokube since nintendo locks themselves to their own platform.

Remember great artists create, but the best steal.
>>
>>162050136
>>162049887
Seriously though, that guy's post about using multidimensional arrays as substitute for structs is the most baffling thing I've ever read. Is that really how python works or was he just retarded?
>>
>>162074948
the bear minimum is fun
>>
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>>162074948
Two
>>
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>>162074948
the bear necessities
>>
>>162067684
Oh and Bokube is my first game ever, so in terms of being original with art, not really. Proud that my first game looks this good however.

Even prouder its not pixel 2D stuff. I rather be an indie who could produce good 3D or at least generically good 3D like nintendo than be an indie who only makes generic 2D.

I really want the stigma of "indies are only 2D pixel shit"/meme to end I can at least be try to be one example of someone trying to push for that.
>>
>>162075165
By that logic mario paint is a game because it's fun to paint stuff.
>>
>>162075243
why does your game have a devil dice feel

are you the same guy i suggested it too mad long ago?
>>
>>162075243
>bokube
>good 3D
> GENERICALLY good 3D

whew you are more full of yourself than I recall
>>
>>162075340
yes.
It complies with the BEAR minimum requirement of being FUN.
some people won't consider it a game, but some would.
some people would call it BEARLY a game
>>
>>162075243
>Bokube is my first game ever
Calling bullshit on that one.
>>
>>162074956
original premise was
>if you don't have the means for art, don't compete with art games on art game terms

why are you trying to hard to seem like a retard?
>>
Why isn't your game finished yet you lazy shit? Christmas is when most sales happen, if you miss it you will have to wait for another year
>>
>>162075674
>on art game terms
this is called moving goalposts
>>
>>162074948
There must be a goal, a way to achieve that goal, and obstacles in the way of getting to the goal.
>>
>>162075736
So "a surmountable challenge" then?
>>
>>162075409
Yes I am! I remember looking up the game and buying it for resource/inspiration right after you suggested it to me. Thanks for that senpai.

>>162075450
I say generically good 3D at least. I think any indie that is trying to make a commercial product should I least have some pride in their art even a little, because its anti-marketing to flat out say your own art is shit and never look at it in a positive light at all.

>>162075546
Aside from a few prototypes I did at gamedev school/college Bokube is my first go at a commercial game is what I mean by my first game. If someone datamines bokube ever I'm willing to bet they will be able to tell that from its heaps of spaghetti code since I'm terrible at programming and have to scrape change to pay freelancers to code shit for me otherwise.
>>
>>162075708
>trying to compete with AAA games at 80% off
>>
>>162074948
at least one bear
>>
>>162075708
Because it's trash and I am trash
>>
>>162075831
Most of the games on steam store will be out of stock during the massive sales, you indie games will be all thats left and will sell too
>>
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>>162075139
this is exactly how python works

see pic
>initialized a list which contains an int, string and float
>passed it into print() function which is the python equivalent of cout <<
>it just works
>>
>>162033097

geez thats one pretty texture.

i guess you need to have substance painter in your armoury if you want to make decent art these days.
>>
>>162033097
>271x186
Don't fucking come in here with this tiny ass shit.
>>
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>>162075936

>digital
>out of stock

It's amazing how publishers are trying to make digital sales as unappealing as possible.
>>
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>>162067174
>>162067684
>mfw i thought bokube looked good then i realised i was comparing it to AGDG games and now seeing the Nintendo comparison it looks like utter trash
>>
>>162075708
I'm targeting Xmas 2037
>>
>>162075243
the 2d meme is not going to die until we get rid of the shitty 2d art.

aside being bad. this is what I hate the most

>high resolution games with scaled pixels as assets.
>rotating and scaling sprites for no reason
>ugly animations even disgusting boned with physics
>no signals of any kind of visual limitation. resolution, color range. stuff on screen, aspect ratio.

I felt like 2d art has been profaned or im just overreacting.
>>
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>>162075827
what a small world

because your game art is inspiring me to get back into deving
>>
>>162075827
>pay freelancers to code shit for me
The fuck? You actually did that? Don't want to sound rude but your game mechanics are easy so there's no reason for you to waste money. Just learn.
>>
>>162034270
Remember that in space you have no air resistance, so you only need thrust for acceleration.

But the particle trail looks nice, so I can see why you'd keep it regardless
>>
>>162075735
>on art game terms
>this is called moving goalposts

see this
>>162069627
>indeed. but point being was that a programmer dev shouldn't be devving "graphics" games nor should try to compete with them.

this is literally a shitter wording of "don't compete with graphics games on their own terms", but the premise is still the same
>>
>>162076263
And who is going to make the art? You? Stop complaining when you're literally telling every coder in this general to "l2art or fuck off".

In fact, I've been genuinely interested in pixel limb and rotating pixel arts recently because it can help me to have something other than a square in my goddamn screen for a change.
>>
>>162076213
>a single indie jap making an entire game VS 100+ japs at nintendo

Think its pretty good art still attempting to capture the spirit of its source material.
>>
>>162076549
>l2art or fuck off
How is that wrong though?
>>
>>162067174
>>162067684
>Bokudev a dev that decided to make a fan game of a nintendo IP but was smart enough to change everything besides the art theme to not get sued by nintendo.
>>
>>162076728
>arab towers belong soley to nintendo
>>
>>162076549
the fuck is "l2art"?
>>
>>162076825
It stands for "Learn to art"
>>
>>162076707
Sure.

But if I decide to l2art and make pixel limbs then I'm also free to tell you to fuck off if you don't like it.
>>
File: 1479311793712.jpg (15KB, 480x360px) Image search: [Google]
1479311793712.jpg
15KB, 480x360px
GET BACK TO WORK
>>
I wonder if it's better to have 10 small classes which each 2 sharply focused functions on one thing
or one class which has 20 small functions related to each other

Like for example, one class to supply or refill the mana stat and another class to supply or refill the health stat or one class which has both of those in it since they are closely related
The first solution is more minimalistic and seems more cozy but in the long run having million small fragmented classes isn't any win either
>>
>>162076801
its like making a monkey ball inspired game then including a washing machine world
>>
Any books you'd recommend reading /agdg/?
>>
>>162077006
>>
File: SH272.jpg (246KB, 1151x1438px) Image search: [Google]
SH272.jpg
246KB, 1151x1438px
>>162077006
>>
>>162076901
you need to learn in order to make any kind of stuff not just pixel art.

just go draw something, scan it and use it as an asset.
why it has to be pixel art?
why people have to rotate pixel art?
pixel art needs pre drawn frames of animations.

that's my point. and what I hate.
there's nothing wrong with being lazy and rotate stuff.
just why rotate pixel art?
>>
new thread
>>162077167
>>162077167
>>162077167
>>
File: animators_survival_kit_Book.png (169KB, 610x483px) Image search: [Google]
animators_survival_kit_Book.png
169KB, 610x483px
>>162077006
and this
>>
>Ctrl+F >> (You)
>result: 33

today was above average day
>>
>>162077959
(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)(You)
No need to thank me anon.
>>
>>162076051
Fuck, I always heard python was supposed to be easier and more intuitive than C family languages. But everything I see about it, from this to the significance of whitespace, makes it sound like a nightmare.
>>
>>162021771
Why does one say this?

I have it in my steam lib, never played it.
>>
>>162024371
What do you use to do your modelling?
>>
>>162076707
Butthurt artists who didn't make $2 billion like Notch or don't even make $6,000 like Toady or whatever he's called.
Go make anime and leave interactivity for actual devs.
>>
>>162056651
What is a "dynamic size floating point number"? If you divide 1 by 3 will it expand infinitely to fit all the repeating digits? Or maybe it's a rational number representation?
>>
>>162076213

these kinds of comments are unacceptable
>>
>>162080845
there would be a "reasonable" default for the length of the number. A programmer would then be able to change the default length globally, locally or for individual variables explicitly with a built in function/method.
>>
>>162048704
Why not write a wrapper that destroys and re-mallocs the array upon pushing/popping. Slower, yes, but you have your dynamic arrays.

I personally think malloc-ing more than enough space for the array of objects/vars is better, just write some basic GC for it.
>>
>>162081409
Less than a week ago I migrated from python and I am still learning the basics. It was quite a shock to me how much C++ constrains me. It is hard to wrap my head around those constraints since I am used to python bypassing those and providing me with advanced developing abstractions from the get go.

I'll just let my mind get used to C++ arrays and when I am ready, I will replace the brutish solutions with more reasonable one's.
>>
>>162080826
>artists should learn to code
>programmers shouldn't learn to art
ok
Thread posts: 754
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