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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: 758
Thread images: 115

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No anime & fruitful discussion edition

> Play Demo Day 11
itch.io/jam/agdg-demo-day-11

> Next Demo Day 12
itch.io/jam/agdg-demo-day-12

> Play Dinosaur Jam
itch.io/jam/agdg-dinosaur-jam

> 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/wUh6itNN

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
Haxe: haxeflixel.com
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com
GameGuru: game-guru.com
Xenko: xenko.com
DarkBASIC Professional: https://www.thegamecreators.com/product/dark-basic-pro-open-source

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
uhhhh im never make game and no much programing knowledge but which graphical libraby lets me stay away from driverstuff??
>>
should be
>if you can't do art for it give up edition
>>
where are the anime games with cute anime girls
>>
>>162077362
why would we put lies into OP
>>
>>162077396
We have anime games?
>>
>>162077814
that one horror black/white game is pretty anime
>>
>>162077880
its more manga than anime
>>
>>162078156
>>
reminder C++ is not a scripting language
>>
>>162077167
Thanks for making an early thread and filling it with stupid shit!
>>
>>162078259
To be fair, Python's whitespaces requirements should be used even in languages that don't require it as just standard good coding/readability practices. If white space messes you up when programming in python, you're probably missing some basic concepts about programming
>>
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>>162078528
>>
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Bump maps make me moist.
>>
>>162078714
Tabbing in when you definite the body of a function/class/loop

space in before and after functions

don't miss tabs and spaces

All of these are good coding practices
>>
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>>
>>162078259
You have to think in python, which usually involves an admixture of alcohol and amphetamines keeping you functional while you jam other assholes' shit together into something resembling a finished product at 3 in the morning. It comes from a time and a world where the alternative was perl.
>>
>>162079023
>girl explodes
YOU MONSTER
>>
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>>162077947
>>162077880
t-thanks

>repostan the new uniformed look of the event and combat cards
I may redo the ally cards next, any ideas for unique followers?
>>
How the FUCK does stat balance work in RPGs?
Like
>attack power
>attack stat
>weapon attack stat
>enemy defense stat
>enemy equipment defense stat
How do you put them all together to get the final damage dealt to the enemy?
>>
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Phew. Finally done with Iyu's set and it looks like it's working well in-game. Looks like I can move on to the other facesets now.

>>162079357
Looking good, anon. Ideas for followers: kid bully, fanboy/fangirl, private detective, ex-soldier, veteran nurse, occultist librarian, serial killer
>>
>>162078259
Python is actually pretty intuitive. It "effectively" has only two base types - strings and numbers. When you try to add strings and numbers you will obviously get errors. But when it concerns numbers, it doesn't really matter if they are integers or floats. You can add, substract, multiply and divide variables as long as they are not strings. And the code, in most cases, doesn't require specific input types. And if it does, it is incredibly easy to convert types with built-in functions.
>>
>>162078714
>he doesn't use tabs in his code
holy fuck, I'm glad I'll never have to work with your code.
>>
>>162079550
Yeah but where's the game? Did you ever post anything about it apart from these portraits?
>>
>>162079384
You create a damage struct which is just an Enumerator and a float/int.

When you do damage you send an array of damage structs the enemy.

The enemy sends the array to his equipment which then subtracts the damage, returning the array you send with the adjusted damage values.

Then you send the adjusted damage values to your "skills and stats" which includes buffs, built in racial bonuses, or anything else.

After that it returns the final damage values and you subtract that from your health.

It should be noted that most of the time you want to send it to skills and stats before equipment, but it's whatever really
>>
>>162078345
another reminder that C++ is not a game development language
only use C++ if your intention is to never make a game and to make a graphics framework instead
>>
>>162079675
>another reminder that C++ is not a game development language
>most used game development language

Huh
>>
>>162079023
Aye good to see you back. It's hilarious how she panics when she falls.
>>
>>162079774
>another reminder that C++ is not a game development language
>most used game development language
>Huh

I think that the most used development language today is UE4 blueprints or Unity C#, pal
>>
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>>162079641
Game just looks like it did in the old version right now, minus this new set of portrait art. I'm polishing up a finished game that I made a year nad a half ago; most of my work here is going to be additions in areas and tightening of some art assets and dialogue/writing/puzzles.
>>
>>162080020
You'd be wrong.
>>
>>162080083
so its a visual novel?
>>
>>162080083
I see. I don't remember seeing this at all, I guess that's because I started coming here about a year ago.
>>
>>162080178
It's an adventure game, yeah. VN's not too off.

>>162080202
That's alright. It wasn't a super popular game even then; didn't get much attention back then either.
>>
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>>162077167
>DarkBASIC Professional
>>
ag-ee dag-ee or aj-ee daj-ee
>>
>>162080454
Not game development releated
>>
>>162080084
how so?
>>
what would my gf think
>>
>>162080404
is every new thread a "new engine" now?
>>
>>162080884
I sure as hell know what mine would think....

FUCK OFF i'm not your girlfriend, I already told you a billion times that I like girls
>>
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>>162079550
What started as a private detective became a fashion blogger
>>
>>162081761
no, just the threads with this thing in the op pic apparently
>>
>>162081761
its not like UE and Unity are the only engines out there
>>
>>162082549
That's an upgrade in my book.
>>
>>162079023
almost thought this was bokube
>>
>>162082430
Thats fair I suppose.

I am currently programming in BCPL for work. Talk about constraints, sheesh.
>>
>>162083004
would you mind describing what's it like to program in BCPL
for example, lets use C++ as comparison

There doesn't seem to be much about it in the google.
>>
>gaffer on games is down
f
>>
>>162083421
I would say its close to assembly but with some snippets of convenience. Bit more rustic than C, yet I prefer it to C for some reason. Haven't done much C++ to be honest.

I come from doing primarily A LOT of PHP and web language things for 2 years before walking into this, I also don't have any 'software developer' but would say im very capable and a quick learner. Its challenging to come up with some solutions which is most of the fun.
>>
>>162084078
and what is your game written in?
>>
>>162084078
Also as for variables, they are 24bit words iirc? No arrays or anything like that.

>>162084280
JavaScript
>>
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How is your progress, anons?

I've just finished writing shader for snow displacement, that is centered around player character and supports multiple trail "casters". Now I need to make it work for actual terrain, but that shouldn't be too hard.
>>
Why is finding game development partners so difficult.

I haven't made a post explicitly looking for partners, but I answer those who are looking for teams. 7 people now I've messaged. All of them interested, none of them are good at programming.

First year college student, IT sys admin who doesn't understand why you would use enums, and more shenanigans.
>>
>>162082892
It's from the same guy actually.
>>
>tfw doing horror game
>tfw thinking through what makes a good horror game

Honestly the only thing I've come up with are:
>oppressive darkness
limiting the player's access to light to a point that you force them often to navigate by sound alone
>limiting choice
forcing a player to continue on, and when they double back realizing its not an option is scary
>controlling noise levels
I always fine quiet is much scarier than screamers. A distant soft sob is scarier than a sudden loud noise.
>limiting information
Knowing everything takes away the horror a lot of the time.

Honestly the idea for what to do is something I thought about while in bed.

Something else I find that limits horror games in the modern setting and modern access to information and the amount of humanity that is around constantly to interact with.

Shit man I don't know. Right now I am just modeling a giant stone cube and realizing I actually have to practice my human modeling because I'm still awful that that.
>>
>>162084372
Wow man, that looks baller. Shaders are magic.
>>
>>162084390
Please. I want 7 stories.

Also why you no recruiter like? With pre-interview questioners and tests and stuff for the bantz.

I want a go if you do make one
>>
Hey AGDG,

Do you have a dirty secret?
>>
>>162084790
Add some weeping angels, they're all the meme at the moment
>>
>>162084390
>tfw only good at programming/music
>can't art for shit
>>
>>162084895
Nobody cares. Shut up or post progress.
>>
>>162084895
Plenty
>>
>>162084895
I love my game
>>
>>162084902
I really think that they are a cheap thrill.

Things moving while you can't see them are scary. What I think is actually worse is things DOING something while you can't see them, or only seeing them out of the corner of your eye. It's much more insidious thinking that what ever is near you has a plan beyond you, or even that you're insignificant to what it is doing. A force of nature sort of thing where it acts and you are just happen to be caught up in it.

The Angels are too focused on you the individual, and not the overall narrative.
>>
>>162078824
pretty
>>
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>>162084372
Going alright. Definitely going to have to make new BGs for the game though in these dialogue sections. Really washes out the art in the present darker state. Also, need to hook up all the new art to the emotions as well.
>>
>write function that substracts given number
>works fine with numbers like 1, 2, 0.5, 0.1
>but does nothing with numbers like 0.001, 0.0005
am i getting fucked by the floating point precision ?

What the fuck. It's in unity and i do is basically this

SomeNumber -= MyNumber

so there is no room for it to be my screw up... i tracked it down to any number smaller than 0.004 won't substract anything and any number >= 0.004 will work perfectly fine
>>
Have you made your own gamedev tools? Tell me about them.
>>
>>162085568
I am your mother so yes, I made a tool that gamedevs (you).
>>
>>162085537
How big is SomeNumber?
>>
>>162086202
100000
>>
>>162086370
Yep, definitely a floating-point precision issue.
>>
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>>162085568
I made this simple tool for designing dialog trees for my game, since doing it manually in a text file was maddening
>>
>>162086370
Move to doubles
>>
>>162086575
what'd you make the tool in?
>>
>>162086851
javascript + html + css
>>
How do I operate arrays/lists in Game Maker?
For example: I put an object into list and now I want to use object's data, in case of Lua it would be just putting a table inside table.
In Game Maker it's apparently possible by just marking and position in list as list, but documentation says it's used for json_encode...

Or maybe I'm just overthinking it?
>>
>>162086735
Don't tell me a number that small would warrant doubles
>>
>>162086575
>not using coroutines

>>162087185
A 32-bit floating-point number has between 7 and 8 decimals of precision. The difference in magnitude between 100000 and 0.004 is a little more than that.
>>
>>162087185
It would get rid of your issue
>>
If you wanted your character to toss his sword in the air and catch it wouldn't it be easier to have an unskinned bone in the actual character model and animate it there? I say unskinned so the sword can be swapped out. If you give the sword its own animation you will have to make sure it lines up with the character animation in Unity/UE4 and that sounds disgusting. Does this make sense to anyone? What is standard?
>>
>>162087332
>A 32-bit floating-point number has between 7 and 8 decimals of precision. The difference in magnitude between 100000 and 0.004 is a little more than that.
I don't understand, i only use 3 tenth places in 0.004 so i still have 4 left over as a reserve
>>
>>162087553
The result you expect is 99999.996 (disregarding that neither 100000 nor 0.004 can be exactly represented in the first place), which needs to be rounded off. You just end up with 100000 again.
>>
>>162084372
Cool. Like Journey but with snow
>>
>>162087748
oooohhh i get it now, i thought the floating point only counts for the part of the number after the period so unless you have more than 7 numbers after the period it won't matter. Well fuck me. I will now have to change 90% of numbers i'm using in my game from floats to doubles because everything i knew about the floating point is fucking wrong
>>
>>162085537
the real solution would be to not use such small numbers with such big numbers

I know its sound shitty but you can't expect precision with floating point at those magnitudes, especially when you mix them

what are you doing that requires those numbers, I'm curious now
>>
>>162088051
Yeah I was gonna mention this. It is abnormal to need high precision with extremely large values. You probably need to rethink whatever it is you are trying to do.
>>
>>162088051
the player has a jetpack which has 100k units of fuel and when he is moving 0.001 of fuel is substracted during each fixed frame (60 of them per second) that way the value goes down nice and smoothly
>>
>>162088051
>the real solution would be to not use such small numbers with such big numbers
Wrong, he can use doubles and, if absolutely necessary, even more than that (fixed point, integer and double together, etc.).

Saying "no ur doing wrong thing" as if 32-bit floats are literally the only way to make a game is unhelpful.
>>
>>162087550
Yeah make an empty bone and animate it in blender.
Are you making an action RPG inspired by the Tales series too?
>>
>>162088289
Maybe store the fuel amount as an integer, since you're subtracting a fixed amount? Your jetpack would have 100m units of fuel and you would subtract 1 unit of fuel each frame. If you want to display it to the player on a 100k scale you can just divide the value
>>
>>162088340
no more like zelda 2. I was just thinking of different sword animations and one of lloyd's winning poses came to mind.
>>
>>162088289
ints might be better for that, since you can go up to like 2 billion signed and 4 billion unsigned

subtract 1 from that each frame and you have enough jetpack for enough seconds to make someone starve to death holding down the jetpack button

that also means that you have more fuel units than pixels you could possibly display on a screen, so any fuel bar would be as smooth as you can get
>>
> Just posted my project to reddit looking for a partner

>person messages me immediately
>I'm only in high school, but i've been teaching myself c# for the past 4 months and I think i've done really well

Plz hold me
>>
>>162088512
that won't work since the consumption value varies in a curve so it will never be an integer
>>162087379
holy tits, it worked! it works perfectly even with tiiiiny numbers now.
is this a concrete fix? As in no matter what size the numbers are it will always be 100% precise?
>>
>>162087550
I don't' think it really matters senpai. If your weapons are going to end up being skinned meshes (like they have their own animations) then I would do it there but if they'll be static then I would do it on the player.

No sense adding to the render overhead if you don't have to.
>>
>>162088794
that's your average game dev. have you looked at the Unity forums?
>>
>>162088794
Is it a girl?
>>
>>162088794
I always feel bad when that kind of shit happens. Like, I don't want to hurt some kid's feelings but I also don't want to work with a teenager I don't know who is just learning to program and will drop the project halfway through anyway.
>>
>>162088845
>is this a concrete fix? As in no matter what size the numbers are it will always be 100% precise?
No, but doubles have ~16 decimal places of precision as opposed to ~7.
>>
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>tying gameplay logic to framerate
>>
>>162088794
If you want folks who know their stuff, you're better off going where folks in the industry/indie scene are going.

Maybe try out Unity Connect for instance. https://connect.unity.com/jobs
>>
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>>162087550
See >>162088340
It's just easier to have the weapons as bones. You can even add shapes to them in Blender so it makes things even more easier.
>>
>>162088992
Shit. Is there any format then that will give me huge precision like say 100 places? That would be enough to never even come close to that limit
>>
>>162088794
what game?
>>
>>162088310
that kind of precision is only needed for scientific stuff, and they have 128 bit floats, double point precision kills performance

but my point if you are struggling with precision in game mechanics, you might need to look at your application and see if it actually warrants those.

>>162088845
remember that 0.001 times 1000 is 1, so you can do all your calculations in integer space and have all the curve equation precision you need without using floats
doubles are just 64-bit floats, I really want to stress that your application doesn't need doubles and you should avoid them.

but its up to you, a screenshot of your code using doubles might be worthy of the CS degree meme, no offense
>>
>>162088794
I don't know what you're expecting to find anon. Pros are only going to do it for money and the amateurs who don't already have their own games are too inexperienced to really work well in a team.

I went through a pretty long phase of inexperienced (and useless) partners before deciding to just 1ma.
>>
>>162088845
Pretty much it should be fine, glad to see it worked well for you!

>>162088859
I know, but I even put it in my post I don't want beginners!

>>162088897
didn't say

>>162089057
I'll check it out, I can't really afford to pay people which Unity Connect seems to be focused on. I want a partner.

>>162089207
!ASchoolShooter

>>162089308
You're probably right and I'll just have to suck it up
>>
>>162089364
There are a couple unpaid partner positions up on Connect. I immediately skip them of course because I've got rent to pay -- but they're up there.
>>
When is that girl (?) who plays our Jam games going to make a vid for Dino Jam?
>>
>>162089249
It's funny though, i have been hobby game deving for almost 3 years and never once before i ran into this issue so i never actually researched this floating point topic in any depth, even though it's hilariously important and affects everything
>>
>>162089192
A fixed-point representation (i.e. using integers and saying the result is a function of that integer, usually dividing by some constant) will get you a given absolute precision for a given range (at a certain cost of number of machine integers required to represent it).
>>
>still no ue4.14.1

Are they going to leave it broken until the new year?
>>
>>162089750
here's something neat and visual for float isues in a game engine

https://youtu.be/9hdFG2GcNuA
>>
>>162089364
Post the reddit thread, I'll take a look at your project; been looking to collab on something interesting, not sure if my time commitment would be enough (probably ~15 every week +/-)
>>
Is it Unity's fault by using their shitty FX framework with Cg that so many people in AGDG think shaders are voodoo magic?
>>
>>162089926
STOP
>>
>>162089728
>>162089868
>>162090301
Can you stop fucking trying to derail the thread?
>>
>>162090425
Can you?
>>
>>162089728
What girl? Post videos?

>inb4 rotate
>>
>>162090258
https://www.reddit.com/r/gameDevClassifieds/comments/5h21nn/revshare_looking_for_programming_partner_for/

Sure, if you're interested just PM me on there
>>
>>162090425
>2/3 of those posts were about game development

fuck off mothdan
>>
>>162090510
Nah some youtuber that does let's play videos of jam games, she(?) has done some for Halloween Jam, Waifu Jam, Space Jam and some others. I'll look for the name.

I say girl because the voice sounds girly, might be a faggy boy though. But not Rotate.
>>
>>162090301
No shaders are not easy and different from other programming, a skill of its own. The only thing we can "blame" on Unity is the asset store really
>>
if I have a four-player 2D game based on a non-deterministic physics engine where one player is the host and the other three are clients, what is the best way to keep all of them in sync to the extent that the game is properly playable?

also, what is standard procedure for referencing objects on a client's side? Like, locally I can get an actual reference to the object in memory, so what do I do for clients? Give all of their shit UUIDs and shove that into a big dictionary or something?

obviously I'm a newbie and I don't know what I'm doing, appreciate any advice, thanks senpaitachi
>>
>>162090510
https://www.youtube.com/user/JupCraftGaming
https://www.youtube.com/watch?v=kBsEIU_9cKU
>>
>>162090893
I should note that even though it's nondeterministic, simulation on the clients is 1:1 with the server in nearly 100% of all situations--there are only a few exceptions that I'd need to concern myself with

I assume the best way to do this is to send only updates on object position and vectors and such and let the clients simulate and then do a full authoritative sync at interval but idk
>>
>>162090742
>No shaders are not easy and different from other programming, a skill of its own.
I disagree. The only big difference is that you're generally doing things with more math involved, but not always, and shaders are written for a different kind of processor in mind (e.g. avoiding divergent branching).

Something like >>162084372 is not "magic", it is very straightforward.
>>
>>162091056
>72 views

poor girl
>>
>>162091198
I admire that she (?) isn't doing it for views at least.
>>
>its a "danny shitposts like usual, get caught, then replies with a shitpost to make it look like it wasnt him, as if his reputation matters" episode
Sick of this rerun desu
>>
>>162090554
Literally 0 of this seems thought out, now I know why kids in highschool are applying. Give more details, design doc, examples of your past work (you call for someone not new, but you look new yourself). What is the game even programmed in? Game Maker it looks like?
>>
>>162091056
I know I shouldn't have expected anything different, but Jeez, her voice is stereotypically 'nerdy nasal'. Sounds like she has a constant cold.
>>
>>162091314
>>162091198

http://www.jupiterhadley.com/about-me/

My boner is dead forever
>>
>>162091582
Game engine in title but I'll put more details, but I could put more work into it
>>
>>162091739
Shit anon why

Why did you have to post that
>>
>>162091739
she's no looker but her profile text doesn't say anything bad at all?
>>
>>162091739
Great, now I feel bad.

>arrow keys

Well, not that bad.

Does she frequent the thread?
>>
>>162091119
>>162090893
Anyone?
>>
>>162092330
It is pretty foolish to mock someone who's willing and able to give critique and plays to games in these gamejams -- for free and not even for views.

Maybe they enjoy shooting themselves in the foot, I dunno.
>>
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>still no link to the previous thread in the op
>>
To the guy making the RF clone with the programmer art girl model, hoe are you making the knockback effect?
>>
>>162092672
link to the archive is fully enough
>>
>>162092801
>>162033560
>>
I wish I could show you guys my progress
>>
>>162092806
Yeah, especially when there's 3 new thread at once and all of them is archived, and when the site is simply down for weeks.
>>
>>162092801
With simple maths :
- Get vector direction between player and enemies OR impact direction if you have that
- Normalize it
- Add to it your predefined knockback direction
- Apply result to enemy velocity
>>
>>162093398
it's a nonissue since you can just look it up in the local 4chan archive if it's down and few clicks more won't hurt you - established generals are easy to identify
>>
>>162093593
Thanks, I was thinking of doing something like that but I wanted to know if it was the best way.
>>
>>162093874
Simple way? Probably not.
Parameter-able way? Definitely.

I kind of laughed at my post. It's funny to see how it totally got shadowed by the next post with the dino girl, >10 replies
>>
>>162094525
I already am.
>>
Unreal or Unity for a game with this art style? Unreal feels like it'd be more for "realistic" graphics games, but idk
>>
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>Took a class last year in college called Art of the Game for fun
>supposed to introduce basic engines, modelling and design
>ends up being about nothing but interactive stories, we get taught no technical skills, the final project is in fucking Twine
>Even then some classmates couldn't figure out how the fuck to work it

Fast forward to this year
>college is a research university
>Apparently there was some grant for exploring VR and Augmented Reality
>Two classmates from this class got the grant, despite having only basic coding experinece and no art skills
>They now have $20,000 to buy equipment and produce a game
>They're decided to make a game where you have to defend a real room from AR raccoons
>Ask them how they're going to model the raccoons
>"Part of the budget is to hire someone to teach us"

I can't believe I missed this opportunity and these retards lapped it up. Even their twine stories were MS Paint tier garbage
>>
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>>162094656
Either would work fine. It's going to come down to your ability to make shaders though.

pic related is a UE4 game
>>
>>162088289
>the player has a jetpack which has 100k units of fuel and when he is moving 0.001 of fuel is substracted during each fixed frame (60 of them per second)
his jetpack has 19 days and 7 hours worth of fuel then
that's a big jetpack
>>
>>162094656
UE4 has a better shader system, making it better for any theme
>>
>>162091739
she seems nice

she belongs here
>>
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>>162094889
Yeah that's what I was worried about with Unreal, it has that weird sheen to it in pretty much every game that even appears in Cartoony games. Pic related is the bright kind of style I want (obviously not going to be as good, I'm not delusional). Would Unity be better then?
>>
>>162091582
Updated the post to provide a bit more information, actually have a pretty good develop get interested which is nice.
>>
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Jesus Christ, I hate 3D
>>
>>162095309
The stupid shiposter always has been driving with direct or indirect attacks the girls of agdg.

* With leto he kept on calling her game stupid, made fun of her degree and was basically calling her a man with a big forehead
* With sugar he was just constantly trying to bring whatever personal info she'd share on tumblr, and instantly shitpost about her agdg-tan each time she is mentioned
* With jupi you've already nailed it.
>>
>>162095401
What you need to understand is that you'll be writing the shaders by hand anyways and so in general what it looks like is going to have little to do with either engine. Though UE4 will be able to handle more stuff, and supposedly is better for writing shaders (I can believe that, Unity's system is an outdated, horrible mess).
>>
well, it turns out that "Quaternion.RotateTowards" exists and I've been wasting a lot of time.

Anyways, now I know it.

>>162095335
I think the problem with UE4 is that it's better for bigger, professional teams.

It has a lot of tools that are amazing, like the material editor. But you have to learn so many little tools / ways of doing things.
If one guy only needs to deal with one of those things, then it's wonderful, but for a 1MA it will take a looong time to figure out all that stuff, compared with unity.

I hate unity for some reason, but I can't make even 1/10th of the progress in UE4, and I've used UE3 for 3 years (in a team)
>>
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I'm going fucking nuts. How do I set a goddamn global var in GMS?

This is what I'm doing:

>"init" object Create event:
global.grav = 7

> "player" object Create event:
fallspeed = global.grav * mass

> "player" object Step event:
if (vsp < fallspeed) vsp += global.grav;
This is the error I get:


FATAL ERROR in
action number 1
of Create Event
for object obj_player:

global variable <unknown built-in variable>(-1610512736, -2147483648) not set before reading it.
at gml_Object_obj_player_CreateEvent_1 (line 7) - fallspeed = global.grav * mass;

Also, can I use code tags in this board?
>>
>>162095401
Guilty Gear Xrd is Unreal 4, and it looks amazing.

There is a GDC talk on how they achieved the effect.

https://www.youtube.com/watch?v=yhGjCzxJV3E

If this sounds too hard, give up and scale down your game ideas for now
>>
>>162095910
You need to make sure "init" is created before "player".
>>
>>162095910
>code tags
>in a gamedev general
git de fuck oudda'ere
Use pastebin.
>>
>>162095661
Not having to learn a tool in Unity because it is devoid of said tool doesn't sound like an advantage.
>>
>>162095661
>If one guy only needs to deal with one of those things, then it's wonderful, but for a 1MA it will take a looong time to figure out all that stuff, compared with unity.

Here's the thing though: the basics are really quick and easy to understand. Like for ue4's material editor you could easily just plop in your diffuse, roughness and normal map and get the exact same results as in unity. You don't need to touch any of the other nodes if you don't want to.

But for the people who do want to go above and beyond you can use that same editor for the more advanced techniques whereas Unity requires you to learn a shader language to even begin customizing their default pbr master material.
>>
>>162096017
How do I make sure that happens? I've already tried Create, Game start and Room start events.

Alternatively, can I create the global vars in an independent script loaded at game start or something?

>>162096081
Would be pretty handy tbqhwyf.
>>
>>162095910
Is the init object a different object than player? Are you sure that it gets calls first? From your error log it seems that the player create event is called first.

And are you sure that it's the proper way to set a global variable?
>>
>>162095910
https://www.google.com/search?q=game+maker+global+variables&ie=utf-8&oe=utf-8
Are you seriously telling me you couldn't answer your question with the information contained within the first page of that search? Lazy asshole.
>>
>>162096089
I know, that's what I thought after writing my wall of text.
I dunno lol
>>
>>162096181
I did check about half a dozen different sources and they all did it the same way, as I did it. I think this >>162096180 is the problem I'm having, but I don't know how to manage object load order.
>>
>want to make a visual novel because they're art focused and ezpz programming
>can't write or come up with ideas for shit

writers have it so easy
>>
>>162091582
>>162090554

All I've seen is the updated post, but it seems pretty normally for the type of posts on that sub, no? I mean there are paid position that look worse
>>
>>162096372
>but I don't know how to manage object load order.
https://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/rooms/settings%20tab.html
>>
>>162091739
She reviews /agdg/ stuff which is good for feedback so I don't see any problem.
>>
>>162090893
>>162091119
>simulation on the clients is 1:1 with the server in nearly 100% of all situations
in first second it's nearly 100%
in the next few seconds the compatibility rapidly decreases, after a minute (probably even shorter) all clients would have desynchronized for sure

depending what are you writing the game in, the implementations may vary

you probably need to synchronize position, angle, linear/angular velocity every few frames

let's assume all your objects in the client have unique cID (that is, same object can have different cID in different clients, but all objects in a single client have unique cID), and all the objects in the server have unique sID

when server creates new object, it should send packet to all clients - packet should contain at least type of object, its initial state, and the sID associated with it
when a client receives this packet, it should create an entry to the map (that is, a dictionary, as you said - associative arrays are good for this, but depending on how you write your sID, you can also create an array with indices corresponding to sID), where key = sID, and value = cID corresponding to the newly created object (good in GameMaker, since you can't store references to instances in a variable), or just a reference to that object (if the language is any good - note that in this case you don't really need cID at all)

when server manipulates an object with a given sID, it should send packet to every client - packet should contain sID and all the necessary information (for example, for a procedure which synchronizes client's object position with server's, it should contain the server object's position)
when
when a client receives this packet, it should search for an entry in map with key = sID, and performs operations on the object indicated by the value corresponding to that key, and based on the information sent by server in the packet

that's the basis i think, the rest of functionality should follow from the above
>>
>>162096846
like you?
>>
How does one get to vidya art and animation? I guess it depends on the game what it requires but I honestly dont even know what something like a 2D platformer would need. Spritesheets or some shit?
>>
>>162096846
what the everlasting fuck are you talking about?
>>
>>162090893
Any particular reason you want client-server over P2P? The latter would simplify things a lot.
>>
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>>162096625
That did the trick. Thanks for the help. Feel pretty dumb now.
>>
>>162097030
Nobody can answer what you need for you; it's your game. You use placeholders while implementing mechanics and then you will know what you need.
>>
>>162091582
>What is the game even programmed in? Game Maker it looks like?
>its in the title

arent you getting a little agressive now? you used to just post "wheres ur game :V" not youre going out of your way
>>
is this a good time to cash in on the hype for TLOU2?
>>
>>162097583
wait for the first real trailer
>>
>>162097583
cash in how? make an indie version of a hollywood movie that may have passable gameplay attached to it?
>>
>>162097583
>>/biz/
>>
>>162097548
Funny enough that's the first thought I had when he responded, since I didn't expect the 180 from interest to seeming angry/condescending, but I still the post is too legible for it to be the shit poster.
>>
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>>162095912
>I don't remember sugar
Sugar was the big titties girl dev one making the game with diabete-chan. Don't know what happened to her though.
>can you imagine having an oppai artist gf?
>>
I love how game maker fags are still trying to say that metal gear was made on GM.

No faggot, it was made on Unity.
>>
>>162097302
Sorry I called you a lazy asshole. Keep on learnin.
>>
>>162096975
character limit

iirc, unity has some system in place where you needn't to worry about this all, since it has remote procedure calls - this means that you can call any procedure you want (provided it is allowed to be called remotely) on all connected machines
unity makes sure that all objects in the client are internally linked to their counterparts in the server
for example, if you want to synchronize position between server and clients, you do something like
change_position(object)
synchro_position_rpc(object)
on server, and all clients will perform the procedure synchro_position_rpc(object) [I DON'T KNOW EXACT SYNTAX, i don't use unity]

also, godot will have remote procedure call system for the version 3.0 release too, so there's that
>>
>>162097768
make a zombie game and sit on it until a couple weeks before the release of TLOU2

gives me probably a 1-1.5 years to finish it.
>>
>>162097856
yeah and Ocarina of Time was made in Ogre3D
>>
>>162097856
Bait harder
>>
>>162097962
>20 FPS
No wonder.
>>
>>162097484
Fair enough. Was mainly asking it for the possibility that I could began offering my services to devs who need artshit. And I could help out the people faster and right away if I had the basic grasp on how to do it before even joining any projects. As in they dont have to wait while I learn an entirely new technology or such.
>>
>>162084372
c-can you show how this is done?
>>
>>162098026
do you have an example of your work?
>>
>>162098026
Then it doesn't matter, just make whatever you want, particularly animated pieces.
>>
>>162098026
>offering my services to devs who need artshit.
Make art
Post in on opengameart or something
Wait for devs to flock to you if you did goo shit

It's not that hard.
>>
>>162096498
Writing is difficult to do well.

A visual novel can have upwards of double the entirety of the LotR's series word count.

I've done visual novel stuff and even have the entirety of a plot and the beginnings of script. My artists couldn't work to a schedule so it went into hibernation.

Also music is super important for the proper experience in a VN.
>>
>>162098113
>>162098129
>>162098168
Just regular ass art? I can do that for sure, but for some reason I expected indie devs rather looking for those who can help them cash in on the pixel aesthetic.
>particularly animated pieces
Retard question, but what people usually use for animating?
>>
>>162098529
Jesus christ you dense fuck, if you want to make pixel art for people then practice pixel art.
>>
>>162097954
Zombies are an extremely overdone theme in the past 4+ years. Every zombie game just looks and usually plays like lazy garbage.

Even if you did make a decent zombie game, I don't understand how the TLOU2 hype would help you in any way. It's not like people are suddenly going to buy up all the zombie game.
>>
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Drew her in 2d.

kind of like the idea of this way better.
>>
>>162098529
>cash in on the pixel aesthetic.
the $ portion of pixel art is that its so easy the programmer can do it so they dont have to hire artists
>>
>>162098798
But they look completely different
>>
>>162098529
See >>162098862

If you plan to cash in with pixel art, it'd better be good.
Also nobody cares about a random character or a random tileset, if you really are serious about it then make a damn full set with characters, enemies, tiles and backgrounds.
>>
>>162098086
Well, there are two steps. First, for each caster there is a call to Graphics.Blit, that executes very simple fragment shader, which sole purpose is to copy and move by player velocity previous displacement texture, darken it and draw a new dot for current caster position. Then, terrain material has another shader, that utilizes this displacement texure in vertex shader step - simply calculates texture coordinate from world position and uses sampled value to increase/decrease y cooridnate.
>>
>>162098529
post art
that's the only way to know if you're actually able to do art because everyone tumblrite and deviant art kid thinks they can art
>>
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I honestly don't know about my pixel shit. This feels TOO garbage.
>>
>>162099182
Nah, it's OK. You're just being too afraid of big shapes in your patterns. Let your shapes be big and you'll find that mushroom quickly improve.
>>
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>>162099182
I mean look at this garbage.
>>
>>162099182
>>162099373
The linework is messy and the 1-pixel thick "shading" is doing more harm than good.
>>
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Experimenting with quickly and cheaply creating clickable "maps" for games.

1. Grab any image that might work as a map, when in doubt pick an image and edit/filter it.

2. Make a desaturated, darker copy of that in another layer.

3. Paint plain areas where the clickable "places" will be on yet another layer. One solid colour per place, make sure the edges are hard - no anti-aliasing.

4. Use that layer to mask out/cut out the areas in the darker image, so that the lower (lighter) one will show through.

5. Use the edges as a guide to paint some soft, white glow around the edges of the places. Use that image as the map. This can be a JPEG to save space.

6. Use the "places" layer from step 3 as another image (save as PNG!), hidden from the player. When the player clicks on a pixel on the "map" image, use the colour of the pixel on this "places" image to determine which area exactly was clicked on.

Time per map: Some 5-10 minutes.
>>
>>162099373
That's just because you're trying too hard to be real about it. Remember, you're trying to make the impression of a thing -- not try to literally represent it. So, in this case, the veins down the center are actually less important than the texture of the leaf itself.
>>
>>162099474
Sorry but I'll have to ask who there.
>>
>>162099182
>>162099373
Reminds me of those old Czechoslovakian cartoons, like Krtek.
>>
>>162099182
>>162099373
>blah loOOOk at how GARBAJ my THING IS
shaking my head to be honest family
>>
>>162099496
>you're trying to make the impression of a thing -- not try to literally represent it.
this is like the definition of making good low res art
>>
>>162097954
>zombie game
>expecting to make money
Maybe 5 years ago. Not even AAA overflow hype could help you now
>>
>>162097834
>was
She still is. She said she'll be on a dev break for some time, but she still posts art and what not on her Tumblr.
>>
>>162097278
I can go with p2p, can you explain why that would be better in this case? I assumed it would be the same set of tech challenges but with less issues if I had one client acting as host

Does using p2p really make such a big differnce?
>>
Reminder to add unskippable, slow animations to extend the playtime of your game. Play any JRPG for inspiration.
>>
>>162099664
this le condescending woman face would be far more effective if she didn't insert steel into her nose like a bull
>>
can anyone show me some battle music that better fits a fantasy setting but still gets you pumped

https://www.youtube.com/watch?v=pNkQMtZAMAw

i only played the doom demo but this makes me want to buy it if i weren't so broke/had time to play it
>>
>>162099865
And be sure to add them to common interactions, such as 'an object that you can hover over but can't collect/interact with'.

For references, see: Limbo of the Lost
>>
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>>162099865
Remember to extend your gametime by artificially lengthening your load screens.
>>
>>162099964
https://www.youtube.com/watch?v=qFPVWv7X0c4
>>
>>162100132
makes a painful amount of sense
>>
>>162099964
Check out the stuff by Peter Crawley.

https://www.youtube.com/watch?v=Y0BEzLQclx4
>>
>>162099964
Doom is fantastic but don't buy it until it's cheap. Only the single player is worth it and I beat it in 5 hours.
>>
>>162099821
The thing about having an authoritative server is that it still needs to react to input from clients. But by the time the server has received the input, it needs to go back in time and resimulate from when the input actually happened. With P2P, you don't have to do this backwards time travel since each client is authoritative over whatever their input affects. You also have less latency to worry about.
>>
>>162100354
you seem upset
>>
>>162100171
i like this as a piece of music, but not for what i had in mind. the DOOM track is simple, primal even. it's a few bars with a nice low-frequency distortion

in the same way that DOOM's OST makes me want to go on a vengeful murderous rampage, I am hoping to make tunes that make you want to slay all urks for being nasty filth that take your stuff
>>
>>162099964
https://www.youtube.com/watch?v=YQS4o_bYA_M
>>
>>162100318
t. 25% completion on Hurt Me Plenty
>>
>>162099964
https://www.youtube.com/watch?v=7RzA_Oomra8
>>
>>162100276
this isn't bad. Is there any OSTs where the drums/percussion take a lead? I feel like they're out of place in a medieval/fantasy setting

i.e. the drumming here is pretty spectacular https://www.youtube.com/watch?v=11eis4XVfVE but again, guitars

>>162100318
it's only $18 on GOG and I can't afford that
>>
>>162100732
He has a ton of music, so likely.

For example, check parts of this:

https://www.youtube.com/watch?v=gc2ohEp8Tp4

What I particularly like about him are the terms of use for his music:

> Using my music for FREE ?
>
> There's some situations when you can use my music for FREE :
>
> YouTube Channels can use my music for FREE, even if they are monetized. The only condition is to CREDIT ME AS THE COMPOSER of the song and add a link to my YouTube Channel.
>
> And if you want to use my music for a NON-COMMERCIAL project, YOU ARE FREE to use my music with the same conditions (credit me as the composer and add a link to my YouTube channel).
>>
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>>162099182
>>162099373
>>
Canada's Prime Minister Justin Treadaeu made a videogame. What do you all think?

https://archive.is/z6yjw
>>
>>162101347
I'm so proud of my prime minister
>>
>>162100732
It's on GOG?
>>
>>162101741
g2a, sorry
>>
>>162100425
But how do I keep them in sync. That is my main issue. I seem to be trading one set of problems for another by going p2p, not to mention the fact that everyone can cheat in that circumstance rather than just the host, right?
>>
>>162101741
nah that dude has zero clue what he's talking about
>>
>>162101901
g2a is right dodgy
>>
>>162101095
Looks good anon. And makes mee feel good, somehow. Are you going to do some comfy game?
>>
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>>162097930
>Sorry I called you a lazy asshole
this is AGDG, man. You're not supposed to be helpful and polite in my board.
>>
>>162101956
Not even AAA companies can stop players cheating, so don't worry too much
>>
>>162101956
Well that's pretty straightforward. When a client is authoritative over something, every so often you broadcast snapshots of relevant state to whoever is interested. When a client receives these snapshots, it uses them to correct their predictions.
>>
>>162102213
http://www.pcgamer.com/south-korea-makes-cheating-in-online-games-an-actual-crime/

Soon
>>
>>162102213
doesn't mean you shouldn't try
>>
>>162102347
South Korea really working to earn that "worst Korea" moniker.
>>
>>162102347
Based Korea
>>
>>162102108
Just edits of >>162099373 >>162099182
>>
>>162102436
Which is why I said "too much". You should obviously do some attempts at basic anti-cheat, but since even huge companies struggle with it it's not something to spend too much time on
>>
>>162102524
Maybe, but when you consider the kind of money there is to gaming there it kind of makes sense. Almost.

Not really.
>>
>>162102436
If "trying" means increasing latency and making the developer's life harder and yet it still allows the host to cheat, why even bother?

P2P has the potential for multiple clients to be authoritative over the same piece of state with the true state determined democratically. As long as honest players outnumber cheaters, you will be protected. This is the same way cryptocurrency works even through it's decentralized.
>>
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>>162102223
>Well that's pretty straightforward. When a client is authoritative over something, every so often you broadcast snapshots of relevant state to whoever is interested. When a client receives these snapshots, it uses them to correct their predictions.
So is it exactly as I suggested at first--one authoritative "host" and the other three players just do their own simulation but get periodic updates just to make sure things are going smoothly?
>>
>>162097826
Thinking I'm shitposting because I give constructive criticism? lol okay
>>
>>162103001
>P2P has the potential for multiple clients to be authoritative over the same piece of state with the true state determined democratically. As long as honest players outnumber cheaters, you will be protected. This is the same way cryptocurrency works even through it's decentralized.
but how do I determine which physics simulation is correct then?
>4 different people have 4 different results
may as well be playing single player
>>
>>162104176
No, because instead of having one machine authoritative over everything, different machines are authoritative over different things and collectively simulate everything.

>>162104331
>but how do I determine which physics simulation is correct then?
Like I said, democratically. If you have two honest players and a cheater, for example, you will generally get either three very similar states or two very similar states (from the honest players) and one different state (from the cheater). Then you just consolidate (e.g. average) the similar states and throw out the outliers, and if a given player broadcasts a lot of outliers and consistently (you have to be lenient on things like lag spikes or cosmic bit flips) you can be pretty sure they're cheating.

Granted, this is now increasing the complexity a lot but it's a fairly solid anti-cheat method (in theory at least) that isn't as flawed as client-server.
>>
>>162104769
I don't care that much about cheating--I'm talking about syncing physics and such. I have an idea, however shitty, of how to do this with one host and three clients. I have no idea how to do it with a true peer-to-peer topology. Any suggestions?
>>
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r8 my shitty game lads
https://mega.nz/#!p0Rx3TAQ!ONMp-YYgbPhEXPVGpFK3C-vjusQl8XCRmjLJNQ8TnqE

virus scan result:
https://www.virustotal.com/en/file/85fbe3573054ee677062382a1ffa3071c158553b4a9e3b83e7e47a779c3a6712/analysis/1481150544/
>>
>>162104891
>Any suggestions?
What I wrote in >>162102223. The nitty-gritty, like exactly how you implement correcting predictions with snapshots, is the same no matter how you set up the network. I don't know what's so difficult about the concept of distributing the authority.
>>
>>162105065
>well I gave you the explanation for what you already understand
>"Can you explain your own suggestion in detail?"
>just look at what I already said, what's the problem?
...do you just post to be a snob and feel good about yourself or something?

I mean why even waste our time
>>
>he's making an rpg
>he's making a platformer
>he's making a roguelike
>he's making a rogutelite
>he's making a 2d game
>he's making a pixel art game
>>
>>162105234
What do you not understand?
>>
>>162105247
>none of the above
What do I win?
>>
>>162105247
>all of the above
What do I win?
>>
>>162105324
>nondeterministic physics engine
>1 client does physics sim
>has authority over the remaining 3
>only one relevant result
>4 clients do physics sim
>4 different results

do you even have an actual suggestion? This is the last reply you'll get if your'e shitposting
>>
>>162105042
Since graphics are not important according to agdg I expect at least 30 people to try that game.
>>
>>162105247
im making a hack n slash. i think most of us are younger/newer devs, and starting will well outlined formulas makes a lot more sense starting out than delving into theoretical categories when you can't even write javascript to make a character move
>>
>>162105247
who hurt you?
>>
>he's not an artist
>he's a 1ma
why even bother?
>>
>>162104196
If that honestly was your attempt at giving constructive criticism you may have autism.

You said "I'm guessing gamemaker?" which sounds like you're trying to shit talk his game by saying it's GM. Theres no other way to see this because first you didn't even read what engine despite it being in his post, and second because why else would you ask if it was GM? You didn't respond when he updated you and the post, so it obviously wasn't genuine curiosity.

Plus for asking for online help, a brief overview is usually fine, its more put together than the rest of reddit asking for same thing. But I just now saw it, so maybe it was WAY worse before the edit.

You're definitely shit posting, or don't get social interaction, which is arguably the same thing
>>
>>162091582
>>162090554
>click link
>[Rev-Share]
>close tab
>>
>>162105719
>tfw 1ma learning to art
Hard, but satisfying
>>
>>162105752
I'm not insulting him for using GM (and I saw that it's unity) I didn't bother reading the title before. I don't have autism, and didn't bother with the follow-up because everything looks good (except the weirdly political story the game has).

Saying I have autism then following up with saying you didn't read the original post, and then YOU putting words in my mouth about game maker. Nice. Again, zero issue if he was using game maker. But thanks for being a prick. I'll have you know I've contributed to this community with over 500 posts in the past six months and have become a top player in agdg discord chat. I've personally false flagged over ten unique posters as rotate and despise the effort you're putting into making me seem like a fool, friendo.
>>
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post progress
>>
>>162106127
can i play this already?

it's up my alley
>>
>>162105509
In every situation, everybody does their own physics simulation to combat latency, with the authoritative state used to correct the predictions. All you're changing is whether one client is authoritative over everything or whether the clients split up the state between them.

For example, a multiplayer FPS with physics. Each client is authoritative over, say, their character, bullets they fire, and physics objects that were last affected by them. So if A throws an object at B, A is authoritative over it until it hits B and bounces off of them, and then they are authoritative over it until it stops moving (sleeps) and then nobody is authoritative over it until it is moved again.
>>
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Looking at the most recent entries at OpenGameArt can pay off. Think I'll finally fully texture a level with this set.

http://opengameart.org/content/js-fprpg-texture-pack-01
>>
>>162106217
yeah, there is a shitty pre-alpha version since DD11 and I'm planning a proper demo for DD12
https://panstas.itch.io/world-of-horror
>>
>>162104196
Nah as I said "at first". It did seem rather aggressive so I wasn't sure if I was being trolled, but I updated it regardless.

>>162105901
Yeah I'm doing it my spare time so I'm looking for some else who will as well. It's a fun project that will hopefully money, but for now, paying others is out of the question.

>>162106072
Yeah I didn't GM comment was slight at GM either. Glad to see it looked better when I updated tho, thanks.
>>
>>162105509
>>162106267
Also, you're lucky I'm still helping you, given your attitude that if I'm not reading your mind and spoonfeeding you I'm trolling.
>>
>>162106295
Looks great, keep it up!
>>
>>162106267
>>162106436
You said absolutely nothing of value and you are smug as hell in the process. You've done nothing but over-explain the definition of the word 'authoritative'.
>What don't you understand?
Either English isn't your first language or you're just a genuine autist
>>
Any engine-devs on?

I'm trying to follow a DX11 tutorial and decided to try and render TWO triangles, but only one is making it.

XMMATRIX viewMatrix, projectionMatrix, worldMatrix;
m_pCamera->Render();
m_pCamera->GetViewMatrix(viewMatrix);
m_pCamera->GetProjectionMatrix(projectionMatrix);

m_pShape->GetWorldMatrix(worldMatrix);
m_pShape->Render(m_pImmediateContext);
m_pShader->Render(m_pImmediateContext, m_pShape->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix);

m_pShape2->GetWorldMatrix(worldMatrix);
m_pShape2->Render(m_pImmediateContext);
m_pShader->Render(m_pImmediateContext, m_pShape2->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix);

I know i should be posting WAY more code for help, but does anyone at a glance recognize my problem? http://www.rastertek.com/tutdx11s2.html is the tut if that helps
>>
>>162106595
>Either English isn't your first language or you're just a genuine autist
And you can't figure out or at least Google what "authoritative" means? Do you understand the concept of "authority"?
>>
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>>162106775
>>
>>162106601
I don't know DirectX, but when something is not rendering for me in OpenGL I usually debug using RenderDoc, it has DirectX support too, so check it. It basically allows you to see what kind of data and commands did GPU receive and browse them.
>>
>>162106601
I advise you start again and don't follow that particular tutorial because the hundreds of lines of irrelevant boilerplate they spew at you completely obscure what is going on.

>>162106818
Has this tactic of being confrontational while asking for help been successful in the past?
>>
>>162106923
thanks, ill look into that

>>162107032
>I advise you start again
seems like a harsh reaction to a simple problem
>>
>>162107032
Wish /vg/ had IDs so I could just filter your shitposts out

>>/reddit/
>>
>>162106818
>asks for help
>doesn't understand
>it must be everyone else that's retarded!
>>
>>162107205
Well the simple fact that it's impossible to diagnose what may be happening here without reading hundreds of lines of framework code even though all you're doing is drawing two triangles should speak for itself.
>>
>>162107228
>I've already worked out two approaches: solution A and solution B
>I understand solution A but I have this problem
>how can I solve this problem?

>"use solution B"
>okay, can you explain how solution B solves my problem and suggest how I might implement it?
>[explanation for solution A]
>I already understand solution A but it comes with the caveat I mentioned above
>"What's so hard about this?"
>nothing but you didn't really answer my ques-
>"wow can't you just google it? why are you so confrontational? you're lucky I'm even feeding you these scraps that are my shitposts"
>fuck off retard stop trolling
>"WOW WHY ARE YOU SO RUDE AND STUPID"
>>
>>162107212
>Wish /vg/ had IDs
One good thing about 8gdg is that we've learned that the shitposters are actually very few. It's just the same idiots constantly shitposting the thread again and again.

Just like Square Enyx being an absolute idiot in the Discord literally every fucking day. I don't know why our thread always gets the most retarded shitposters of /vg/
>>
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>>162106127
boring rocks
>>
>>162107469
>>162107714

>I don't know why we get retarded shitposters
>Gets a retarded shitpost reply

Hah, this fucking general, man.
>>
>>162107362
how exactly is restarting going to solve that? should i follow a better tutorial? is there one you recommend?
>>
>>162105042
wew lad
fixed a bug
https://mega.nz/#!8kAwBKLZ!ls_GSL6b3qESZM9ToiTOvxIp5bpiyBc22lfbKj0uz9M
>>
>>162107465
Things that didn't happen.
>>
>>162107465
>still replying even though the discussion is headed nowhere
You told him you'd stop replying, anon. I suggest you follow through on that.
>>
Just realized how much of a meltdown danny would have if there were ids

He can only hide his shitposting for so long, it's why he hates discord
>>
>>162108050
>You told him you'd stop replying, anon. I suggest you follow through on that.
>>
Is this guy having a hissy fit even the original person who asked the question?
>>
>>162108175
>I just can't stop replying!
>>
>>162108259
this question is relevant every thread. if everyone had a game this wouldn't happen
>>
>>162108326
it's true
>>
UE or Unity if I am starting out and want to just get started in learning 3D game programming. Focus is more on mechanics and gameplay with placeholder art.
>>
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Woo
>>
>>162107871
>how exactly is restarting going to solve that?
You'll be able to focus on D3D11 and not

>should i follow a better tutorial?
I mean, you could use the same tutorial and extract the relevant parts, but I would not suggest following them verbatim.

>is there one you recommend?
Microsoft's official programming guide. It's quite good.
https://msdn.microsoft.com/en-us/library/windows/desktop/ff476345(v=vs.85).aspx
Unfortunately the learning resources are limited for D3D, especially D3D11.

May I ask why you want to use D3D11 instead of OpenGL? OpenGL is more portable and has far more learning resources.
>>
>>162108062
>He can only hide his shitposting for so long, it's why he hates discord
link me to the discord pls
>>
>>162107871
>>162108767
*You'll be able to focus on D3D11 and not have to also implement and use the shitty framework RasterTek uses.
>>
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>>162107796
but that's a very good looking rock indeed.
>>
Why does mothdan hate engine devving anyways, doesn't make sense to me lol!
>>
http://www.strawpoll.me/11823999

this poll is a waste of time so don't click on it
>>
>>162109440
Danny knows how to change ip, which he does to shitpost, he's leading right now but expect rotate to shoot up in votes or something
>>
>mention danny
>suddenly the shitposting shifts to defending danny

Hmmmm......
>>
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>>162106127
Started working on enemy AI (this is just for testing for now) and knockback effect, which looks a bit stupid but I'll work on it.

I also realized I will need to save other things when switching scenes like the state of interactable objects in the overworld and items that have or have not been picked up. I might actually change the system to use LoadAdditive or something.
>>
>>162091739
She seems nice. What's the problem?
>>
>>162110246
Nobody who's making a lot of progress is using their own engine. Way to make a nonargument.
>>
>>162110246
so?
>>
Starting something in Unreal 4, but I have zero experience in any of this shit.

Should I start by doing every tutorial on the youtube, or ...?
>>
>>162110819
Oh, sorry. I didn't realize you were just shitposting. Nevermind.
>>
>>162110738
Go on the Learn tab and download the Content Examples project, it has a demonstration of just about every feature.

Then just like make game.
>>
>>162110738
if you have zero experience, jumping straight to Unreal might not be for you. I'd either start something in Game Maker or Unity.

Maybe Python + PyGame if you want to get into programming.
>>
>>162107469
It's not just agdg, it's all of /vg/ that attracts these people
Maybe it's that they're actually shitting up threads all over 4chan but we only notice in /vg/ because it's always the same people here
>>
>>162110738
start with the tutorials... they're pretty good
it's how i got started with unreal
>>
>>162111048
I'm newish to game development but I'm not new to programming, would you recommend Löve or pygame?
>>
>>162111287
just use unreal faggot

it's retard friendly with blueprints

you're not going to make anything good anyway
>>
>>162111180
/vg/ is the board most similar to Reddit and traditional forums in general.
>>
>>162089047
Are you hating on Donkey Kong 64?
>>
>>162111287
out of the two, if you're not new to programming, I'd go with Love, honestly. I've seen and worked with PyGame. It's really janky and pretty shit. I've seen some good stuff coming out of Love.
>>
>ask question
>devolves into shitposting between third parties and one guy autistically replying to himself over and over
yikes
>>
>>162111180
>>162111561
That said, I have spent time in threads like /dsg/ and /agdg/ is way worse.
>>
>>162111716
>exact same thing happens in /dpt/
Maybe you're the problem.
>>
>>162110738
seconding the Content Examples. some good shit there that will activate your almonds
>>
>>162111892
can you use a trip so i can filter you? or just dial the autism down a few notches, fucking hell
>>
>>162112124
>Mr reddit "ill kickstart my game, highschool kids arent good enough, i wont show any work" wanting to filter someone
kek
>>
>>162111948

So, Unreal over Unity?
>>
>>162112457
I cannot possibly answer that for you. I have used both and I prefer Unreal and believe it to be more future proof. But I know firsthand that both are capable. I will say many people are better off with Unity
>>
>>162108598
you the gun animation guy?
>>
>>162112356
>>162112124
can't tell if this is 3 different people sperging out or 1 guy talking to himself
>>
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>>162112356
whoa whoa, I just wanted to find a team member, why am I being dragged into this
>>
>>162112716
Ignore him, it's the danny shiposter adding you to the list of devs to attack
>>
If you wonder why only high schoolers offer to work with you maybe you should consider the caliber of your portfolio
>>
>>162112983
Idk how you saw my portfolio, and more than high schoolers have messaged me, but ok.

As a side note is anyone else having the "chrome has crashed trying to display this webpage" error? Cleared cache, updated, etc and it only is happening on 4chan today.
>>
>>162113594
>continuing to reply to him
>>
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Here's some more shader magic - something roughly approximating ambient occlusion between different height levels.
I essentially took the raycasting code I use for shadows and ran that 8 times for each pixel, testing for pixels with higher elevation in all directions.
This gives me a general occlusion factor in every direction for the pixel - it's imprecise, but works well enough if I keep it subtle.
SSAO algorithm is doing something kind of similar I think - computing occlusion factor in a hemisphere around a pixels, I just do it in 2D and use a heightmap instead of a depth buffer.
>>
>>162081930
This is too real :(
>>
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>>162114654
>shader magic
>>
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Is this mech cute enough to romance?
>>
>>
>>162114806
>puts a bow on a normal mech
>calls it cute
no
>>
>>162115304
But that's the basis of the entire anime industry
>>
>>162115289
Very pretty. Looks like something you would see in a Mario game. If you really made this, good job Anon.
>>
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>>162116061
>Looks like something you would see in a Mario game.
Captain Toad: Treasure Tracker, perhaps?
>>
>>162115289
Add a pretty star background and this'll be super comfy.
>>
I'm not the guy who previously posted, but I too wanted to start making something (an isometric RPG with class-building elements). I have extensive C++ knowledge as I do code professionally and I'm familiar enough with OpenGL + SDL to do more than just making a triangle on a screen (no DirectX experience though), but I've not done a massive project like this by myself.

I just started downloading Unreal Engine and Unity, but I've looked high and low and can't seem to find too much info about the drawbacks of either engine. Are there any tips /agdg/ can provide before I go balls-deep in one engine before going, "No. No. This won't work." and wishing I was using the other or making my own?
>>
can you stop?
>>
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>>162100587
>>
>>162116313
any game you can imagine can be done in either engine
>>
>>162116531
Right, but surely there are some trade-offs?
>>
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Are renpy vns welcome here? Im new to it and I have a question about the way it shakes the screen. I have this dialogue/text box but when it shakes a gap appears between the left and center piece of the frame. Can this be corrected somehow?
>>
>>162116313
Both of those engines are good "general" engines. It's incredibly unlikely that you'll come up against some game-stopping issue as an amateur developer.
In general, UE is better at looking good, but Unity has much better documentation/community support. UE uses c++ (iirc) and Unity uses c#
>>
>>162116706
How hard is procedural generation in game maker?
>>
>he uses an engine instead of building on top of a framework
>>
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>>
>>162117145
i am
>>
>>162116672
No sorry, there's another thread for creating VNs, this one is for games. Unless your VN is actually just a game with VN style cutscenes then it's not meant for here.
>>
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>adding puns to my game
>finding tumblrs which are literally just puns on a specific topic
So this is game dev
>>
>you will never find an anon who shares your taste to dev with

I am so tired of 1ma

surely someone uses UE4 and likes space games?
>>
>>162116878
It's pretty easy, but being forced to use GML & it's extremely limited features will handcap you a bit. I would suggest using a different engine.
>>
>>162117357
>UE4
enjoy never finishing your game
>>
>>162116929
>he uses someone else's framework
>he uses someone else's language
>>
>>162117357
Neat space things, anon
>>
>>162117491
>he uses someone else's cpu architecture
>>
>>162117491
>not punching rgb input cards directly for your monitor
Skipping ahead to advanced VN
>>
>>162117357
The only reason I'm not working with you is because that scale is retarded.
>>
>>162117660
>>162117736
Hardly the same thing. If I make my own language for my game it doesn't affect the user, but if I make my own CPU or OS for my game obviously it does. Also there are some things within reach and some things that are not.
>>
>>162114654
I'm gonna ask again: Do you have any resources on achieving shader magician status you can recommend? I wanna become a shader magician like you when I grow up.
>>
>>162117861
Just a joke, take the tools you need, not the tool you like to use.

YOU HEAR THAT BOSS?
IM FUCKING DONE WITH PHP FOR BACKEND!
>>
>>162117861
>he uses somebody else's laws of physics
>>
>>162118090
Whose?
>>
>>162117357
>Vents the size of a whole battleship
>Painting one of those markings could supply whole cities with a new coat
>Turret barrels the length of the Earth-Moon space elevator
>The Sol asteroid belt had to be mined clean to supply the metal for one ship
There is a point where scale becomes nonsensical. You have surpassed it a long time ago.
>>
>>162116180
>1 Jap made something that people thinks looks as good as 100 japs at nintendo made.
>>
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Threw together a quick twin rail launcher for multiple store testing. Screenshot is just a mock up and not using the actual system yet.

The more I thought about, the more I think I can probably just make pylons and launchers the same thing. They're functionally identical as far as I can tell for the sake of the game, they would just be different implementations of the same component.
>>
>>162118709
>thinking something looks like a rip off is the same thing as saying it looks as good as the original
>>
>>162117357
I really would love to help out, only if you were in Unity however, hate blueprints and don't feel that comfortable in C++. Good luck however, I know the struggle
>>
>>162119275
Level design is game design tho
>>
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How do I make objects fade in instead of instantly popping in?

Christ I wish I wasnt shit at code. Time to use google to cook up some spaghetti code
>>
>>162119480
Ask your discord fans
>>
>>162117357
I like space games and I am new to ue4
>>
>>162119480
>what's an opacity lerp
Jesus fucking Christ, get your act together.
>>
>>162117948
I'm not too sure what to recommend, actually. It's more of a hands-on self-learning type of field, there's surprisingly little tutorials. Inigo Quilez has some nice articles and public code floating around.
Maybe check out this Cg tutorial series right from the middle. So you can start with the juicy visual stuff (normal mapping) and work your way back through the dry technical basics once you need them. http://http.developer.nvidia.com/CgTutorial/cg_tutorial_chapter08.html

Also, just fuck around with people's shaders on www.shadertoy.com, you can develop pretty good intuition for this stuff just by dissecting and modfiying shaders other people have written. Not the super complex ones though, something like https://www.shadertoy.com/view/4d2XWV or https://www.shadertoy.com/view/XdjGDm
>>
>>162119480
what >>162119629 said

spawn/enable at 0% opacity, lerp to 100%
>>
Does anyone know of a 3D game engine that runs on or currently supports winXP and has a download of 200mb or less?
>>
Any sites to find Game UI, or other game art that's not the UnityAssetStore or Unreal market? More obscure ones
>>
>>162119804
Source, UDK, maybe GODOT
>>
>>162106127
Gyaru when? Would fit the fashion blogger a lot in my opinion.
>>
>>162119960
doesn't source require steam or a steam game?
>>
>>162120314
not the sdk base
>>
source a shit
>>
>>162120660
>>162120678
quality posts
>>
>>162120741
it is it'll help convince that guy to not accidentally use source

which is a shit
>>
>>162120314
There are a lot of valve games that run perfectly well on XP like L4D, the downlad would go way over 200MB though

>>162119804
Honestly if you can avoid those restrictions you could try older versions of game maker and stick to something really simple.it can manage.
>>
>>162080552
Indie devs aren't the only game developers out there.
>>
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Finally gave him an attack. It hits twice.
>>
>>162120906
old versions of gamemaker can do 3D?
not interested in 2D dev. I already have GM 8.1 and flash for that.

>>162119960
Thanks for the help, anon. Downloaded Godot.
>>
>>162121258
gm has some kind of 3d since gm6, but you want to avoid it unless you're doing something really (and i mean really) simple
>>
>>162121191
10/10
>>
>>162121393
Minecraft was made in gm
>>
Why is everyone giving that anon shit for recommending source engine to me? at least it'll run on and can be used to develop on a toaster compared to Unity and Unreal
>>
>>162121760
It's one shitposter.
>>
>>162119804
well there's blender 2.76, but blender's game engine is usually used for nothing more than prototyping. the download size is at most 100mb though.
http://download.blender.org/release/Blender2.76/
>>
>>162121760
because we have a chronic shitposter that always posts source stuff and then shitposts himself about it

but source itself has a really crappy editor and a really shitty release license

Unity can run on toasters (with win7, pirate it if you have XP) and can export to winXP toasters as well.
>>
>>162121258
Godot doesn't run on XP
https://www.reddit.com/r/godot/comments/4k440w/please_help/d3cnl6c/
>>
>>162106295

hmm not bad
>>
>>162121667
jokes on you, it was made in klik n play
>>
>>162106295
Wow, that actually looks great. Like a cross between Quake and King's Field.
>>
Free game setting to a good home. It's a Victorian era game where you start as a human in the middle of a threeway war between hunters, vampires, and werewolves and can join any of the three. Vampires have all the standard weaknesses. Werewolves can only fully transform on the full moon.

The barest ghost of a skeleton of an idea, but I hardly ever see a game where you can play a vampire or werewolf.
>>
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>>162122285
It's a Victorian era game where you start as a human in the middle of a threeway between hunters, vampires, and werewolves
>>
>>162121992
Fuck, man. I just want to "maek gaem".
I'm not going back to dxlib
>>
>>162122285
> ghost of a skeleton
> skeleton
> ghost
>>
>>162122389

Knew that'd come up.
>>
>>162122389
sounds boring. throw some aliens into it
>>
>>162122389
that seems a little too lewd for a blue board
>>
>>162121967
>Blender game engine
>Blender
I'd rather learn SNES assembly to make a 3D game
>>
Is "reekposter" (MothDan) worse than Barneyfag?
>>
Hmm.. Spend 100$ on Dungeon Architect for UE4, or spend the 2 months to make something equivalent myself..

hmm..
>>
>>162121191
Fresh new reaction image.

But seriously though, that looks really good. Do you post your game here often?
>>
>>162122402
Unity apparently supports XP toasters, but your mileage may vary.
If you don't mind engine dev, you could sdl or DirectX

There's also the option of using linux and UE4 or Unity
>>
>>162122402
>dxlib
what is this and why is it in nipplenese?
>>
i own an ouya ama
>>
>>162122743
so like an enginedev? sounds fun, you should totally do it.
>>
>>162122898
it's wimpdev so often enough yeah
>>
>>162123151
>Being wrong then right in a single post
Your shitposts are getting sophisticated
>>
>>162122883
Couldn't you make the levels by hand instead
>>
>>162122883
Are you really okay with your dungeons being the same as in other games that use it?
>>
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Compilation Big.gif
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>>162122898
Yeah, like >>162123098 said, my game is Whimp the Bold. Though I'm in school and finals have been killing dev these last few weeks

And thanks for the kind words! I realized after I posted it's a pretty good reaction image.

>>162121594
Thanks!
>>
Anyone have any ideas how I'd make a flying mechanic like the wing cap in mario 64? The king where you have to sort of swoop to keep up momentum.
>>
>>162121258
Yeah and 8.1 can too. Again really limited 3D but it can be improved a lot with some dll magic or extensions. Check the recap post in the last thread, there is a 3D game being made in game maker and one of those dlls there.
If you can't get anything else to work on XP you can always try that.
>>
>>162122943
>Unity
5.x only supports Win7 and up (I think). They dropped XP support supposedly though I may be wrong

>enginedev
I don't want to deal with that. I was tooldevving earlier in the year but dropped that and I imagine it'll be the same for enginedev. Btw Sdl sucks compared to win32 for performance
>>
>>162123462
transform.pos.y+=-gravity * speed;
>>
>>162123462
Get the vertical component of your velocity, increase velocity if it is negative and visa versa
>>
>>162123308
Procedural generation fits my game better. I could do them by hand but that'd be very time consuming. I might as well spend the time making a dungeon generator, and if I do that, I might as well buy this one that does everything I want and need

>>162123396
fair point, although it's modular enough and I'd be putting in my own changes and twists. Also, gameplay. I could make my own generator but it'll be copying 95% of Dungeon Architects functionality.
>>
>>162123640
You may be able to make intricate changes in visual style but the map structure (which is incredibly simple, just hallways and rooms like Rogue) looks to be set in stone. If you're okay with that...I guess go for it.
>>
>>162123804
It's all I really need, my game is a casual RPG for tablet :^)
>>
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more hot skeleton action
started adding spells, reworked the spell system, added visual cooldowns, etc etc
>>
>>162124171
>casual
REEEEEEEEEE
>>
>>162124171
You have to go back.
>>
>>162091739
My standards must be really low because I think she's cute
>>
>>162124296
>>162124319
Enjoy your no sales if you even complete your large scoped games :^)
>>
>>162124410
Luckily I'm not beholden to making money to stay alive and healthy. Jokes on you!
>>
I'm looking for a community manager. Rev share. Work wouldnt start until the game is presentable so at least another 4 or so months. I just need one of you degenerates to be barely respectable, post on blog on site, twitter, tumblr. Like 2hrs of work a day. 10%
>>
>>162124545
Come back in 4 months
>>
samefag storm incoming
>>
What's the difference between a header guard and pragma once?
>>
>>162124545

Do it yourself. People can see through the fake-ass, incinsere community manager marketing bullshit too easily nowadays. The indie scene is flooded with it.

You need to use your own voice.

I hate doing social media outside of /agdg/ threads but I tough through it.
>>
>>162124839
#pragma once is technically not standard. Use it anyways.
>>
the amount of autism in these threads is truly fucking incredible
>>
>>162125163
>1 autist with OCD posting the same thing for years
Nah we're fine.
>>
>>162124650
I need them to get on board and aware of the project now so that the marketing/info isnt insincere BS (>>162124965)

I need someone else to do it because i dont have 2hrs of sobriety a day to interact with people
>>
>>162125318
Whats the project? You might get better luck if you tell people about it.
>>
Still brainstorming game titles, came up with Hedron, but when I google Hedron game some assholes already made a smalltime board game called that. Any lawyers in here know how copyright applies to that? It looks like about 5 people total ever played that game so its not like I'm going to confuse people, but maybe it's still not the best move.
>>
File: AnubisIntroThing2.gif (184KB, 768x510px)
AnubisIntroThing2.gif
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Animated this thing for the intro cutscene.
>>
How do you manage your tumblr/blogs agdg?
Do you have a main blog with everything on it, does your main project have its own blog?
Any tool you use to keep your gamedev accounts logged without having to log in/out from your personal ones all the time?
>>
>>162125163
Just one guy spending his days doing the same shitposting for years. It's just being clinically mental at this point and he's ban evading anyway.
>>
>>162126348
one tumblr account can have multiple blogs
>>
>>162126090
https://www.uspto.gov/trademarks-application-process/search-trademark-database
>>
josie hearn
>>
>>162126267
looks a little too much like furry shit imo
>>
>>162126495
Yes but you can only get follow people with one of them.
>>
>>162126267

What's your FA?
>>
>>162093761
A few clicks more won't hurt the thread creator either, and the result is increased convenience (especially for mobile browsers) with literally no downside, since people here don't seem to mind bloated OPs anyway.
>>
>>162126090
>>162126610
Doesn't look like its trademarked in that highly sophisticated government search engine, it's mine now boys, see you in 7 years.

My sound bro is adamant about Hedron because I guess it means seat in ancient Greek, which is obviously the most important thing. It would of course be an important mcguffin in the game (shitty gamemaker RPG), basically equivalent to the crystal in final fantasy.
>>
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>>162127029
>mobile browsers
>>
How would you go about making a screen transition for entering a random encounter (something like this: https://youtu.be/w4sKi43mSHI?t=3)? I'm guessing it has something to do with shaders but I'm having trouble wrapping my head around them honestly.
>>
>>162124545
I'm bored enough, so send an email to contact and I'll get around to replying in a day or so.
>>
>>
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Added functioning multiple stores carriage, as well as the ability to jettison pylons. When the jettison command is given, it goes down the hierarchy, and jettisons the first thing that can be jettisoned.

In the video example, the double rail launcher can be jettisoned, so the whole launcher goes when given the command. The single rail launcher meanwhile can't, but the missile itself can be jettisoned, so only the missile goes.
>>
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Got shooting working today! Next stop is going to be getting a proper weapon switch system going. I haven't dealt at all with loading models in runtime via code, so hopefully that's not too complicated
>>
>>162128442
That is looking good. What's the use of jettisoning them though?
>>
>>162128442
why does the right one collide elastically when the left one doesn't
>>
>>162128782
>my game
Remind us again, what game is that?
>>
>>162128834
https://www.youtube.com/watch?v=VauD0d5ohP0
>>
Good idea or bad idea?
>Learn low poly
>Make simple scenes to use as cutscenes in 2d pixel game
>render them to game resolution
>Import frames into engine
>make cutscenes
>>
>Orb of Light At The Spillway
>>
>>162129296
If you are capable of making it look good then yes. Obviously, good pixel animated cutscenes would be better but are prohibitively difficult.
>>
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>>162128649
To satisfy my autism. I suppose in theory if you wanted to lighten up your load in a hurry for whatever reason you could do so. If you were carrying huge torpedoes, bombs, or something, they might hamper your maneuverability enough that it'll make the difference in a dogfight you didn't plan for.

But really it's mostly just because it's interesting to write and a precursor to actually launching stuff.

>>162128667
I'm not sure, to be honest. I've noticed that occasionally things will hit something just right that they won't bounce. My guess is that it happens to fall under the sleep velocity/rotation or something.
>>
You're not going to help mothdan, he's actually schizo and cannot improve
He'll keep denying he shitposts, even with archival proof

Just ignore him and let him have his juvenile breakdowns

Until he gets over himself and leaves, this isn't going away
>>
>>162129296
If you're going for slideshow-like cutscene that would be fine, each frame showing on the screen with sound effects, textboxes, voice overs, whatever. Like a comic book or something.

But if it's going to be full animation that could get big fast, and probably not worth it. If it's full animation it would probably be better to have it happen in the engine, and just render the scene at the lower resolution.
>>
>>162128204
Pretty simple. The colour of each pixel in the final image is the colour of a pixel of the source image, where the corresponding source pixel's position is the final pixel's position rounded off. In a postprocess shader, that would amount to sampling the render texture at a rounded off position (e.g. if you wanted it to be pixellated with 10x10 pixels you would round off to the nearest 5+10n, i.e. the centres of the corresponding big pixel squares). You have to be wary about UV coordinates being different than screen coordinates.
>>
>>162129563
If you want to go full sim-autismo it'd be neat to have fuel tank drop pods
>>
>>162129617
If danny isn't a thing, why are you defending "him" (yourself)

Stop posting you lunatic
>>
>>162129942
Stop shitposting then and leave
You shouldn't be here anymore
>>
>>162114153
Why does everyone hate these?
>>
>>162130109
>everybody
its one guy
>>
>>162129942
Ever realized the hypocrisy of then saying that it's all the same person on the other side? I don't even know why I'm pretending this post was serious.
>>
>>162121191

Can you have a rare chance for a pair of shades to appear on Norm's face when the thumb's up kicks in?
>>
>>162130231
Why do you insist you have a place here
Even when you tripped you just shit the place up, adopt a trip again so everyone can filter you

I don't know, maybe there Is a reason you linger around thi place despite not contributing to it
>>
>>162130432
Danny unironically roleplays as a psychopathic GoT character, Ramsay Bolton. He thinks he created sourcefam, or Reek.
>>
>>162128204
Very simple, no shaders necessary. Just scale your render target's resolution down and then back up while shaking the view.
>>
>>162130546
I'd like you to stop posting so the thread doesn't hav a meltdown every day
>>
>>162128204
>>162129736
>>162130627

I didn't really want to make the same transition as the example, it was just to make sure you guys knew what I was talking about. Can you spin tings around with shaders?
>>
there you have it, he wont leave so th shitposting stays
Heres to another year of this shit
>>
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Made an attempt at a walk cycle for this piggy

The hands are a bit weird, but is it "quirky weird" or just shit?
>>
https://boards.fireden.net/vg/search/username/mothdan/tripcode/!MefLSPX1Wg/page/4/
>>
>>162130880
I think it snaps a little too much, seems robotic. The head and body move fine, but the arms are too robotic.

It dose give me PS1 vibes though.
>>
>>162129496
I would still have in game scenarios, like pre boss fights and such. But I was hoping for somehting along to the effect of Kirby Super Star Ultra

>>162129710
The engine is gamemaker, so I would be literally making a "sprite" with probably hundreds of frames, not actually rendering in engine
>>
>>162131009
>>162131135
If you're not him you're clearly trying to impersonate him, what's the deal?
>>
>>162131115
Thanks for the feedback!
Will see if I can fix the "snapping"
>>
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>>162130526
>>
i heard the deadbolt team used to post here
>>
>>162130872
You won't need shaders for that either. What are you making your game with?
>>
>>162130390
I actually kind of like that. Although I'm already considering a wink if you do it three times in a row
>>
>>162131284
Nobody cares enough about Deadbolt to know Hopoo from Deadbolt and not RoR, try harder anon.
>>
>>162131159
Ah I see. Still hundreds of frames seems like a lot.
But short cutscenes can be very charming if they're made well, so I'd like to see them.
>>
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>>162129823
I don't know that I would have missions long enough where that matters unless fuel consumption is super high. I think there's more interesting ways to carry extra fuel anyway. Having fuel as a consideration would definitely be cool though.

I love the idea of an expensive booster pack that adds fuel, but also adds additional thrusters to compensate for the weight. Like the conformal fuel tanks of today, but with rockets on them or literally the FAST packs from Macross.

Also flying while weighed down a bunch sucks. The controls get really unresponsive and you really feel the reverse thrusters being weaker than the main engine because it takes forever to slow down.
>>
>>162131687
So how do you know you've found the source shitter? You've posted a name and face. Who is this person and why should we care?
>>
I am in Halifax right now.
>>
File: 1444307358628.jpg (11KB, 228x221px)
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Why isn't this board fucking moderated at all?
>>
>>162132071
Report and move on, nothing else to be done.
>>
>>162131294
Libgdx
>>
>>162131306

Only if the wink has a faint "DING!" and he has a toothy grin to go with that, for max smug
>>
At this rate I'd be willing to pick up a mop and start being a janitor if it meant this thread would be at least somewhat browsable without tripping over shitposts and chicken little here running about screaming about whoever the hell this 'danny' person is.
>>
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>>162132663
ok
>>
>>162132482
It would obviously have a ding, what do you take me for?

No grin though, his face is a mask, having a wink is already pushing it too much
>>
>>162133045

Acceptable enough. I look forward to that.
>>
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>tfw after around a year of doing retarded command console programming I finally decided to suck it up and try using something designed for beginner programmers instead of building my own text based console library type thing.
>follow gamesfromscratch tutorial for Love2D
>I got a picture to move
>was able to perfectly replicate my dev environment and workflow between my linux and windows machine

Its been almost two years and I know someone else out there got to this point in like an hour of following this tutorial but still.

Guys I got a picture moving on a screen.
>>
>>162133795
cool, keep it up
>>
>>162128442
tumblr?
>>
>>162133795
I'm proud of you, anon. And I'm happy that one person in this godforsaken thread is posting actual progress.
>>
>>162134080
Search for the tag "space carrier ops"
>>
>>162134086
Sorry, have been busy making fan art for that world of horror game.
>>
>>162134526
a shitposter with probable adderall psychosis shitposting non-stop for hours on end
>>
>>162134526
shitposter, just report and recursive hide and its all clean
>>
>>162134526

Just try to ignore it, we have a literally insane shitposter that targets our thread. Post progress, give feedback, ignore the crazy.
>>
>>162134526
There's a crazy guy who posts about drama. None of it actually happened. It's all in his imagination.

Sometimes, drinking helps.
>>
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>>
File: joy.jpg (96KB, 480x320px)
joy.jpg
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God bless the mods
I love you guys.
>>
>tfw recursive hiding doesn't work when you refresh the thread after some of the posts have been deleted
>>
Thanks janitor-man. You're a good guy.
>>
>>162136881
>>162137036
That was fast. Must be a well practised manoeuvre.
>>
>>162136347
Hear, hear. Keep up the good work, Mr. Janitor.
>>
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>kivy framework

There's a lot of bloat. At least it's better than tkinter.
>>
Wow the samefagging was worse than I thought. Even tertiary posts about the shitposting are him.

Thanks Janitor-chan.
>>
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Made a mech. This is a racing mech, so it's supposed to be sort of sleek, for speed. The arms are only used for balancing, so they don't have hands.
Time to try texturing this thing.
>>
Is AGDG one person?
>>
File: 3050_Raven.png (76KB, 723x908px)
3050_Raven.png
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>>162137507
Pretty neat but maybe give it a more tapered cockpit shape like the raven from battletech if it's meant to give the impression its built for speed.
>>
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>>162137764
Nope.
>>
Do any of you have a job that you need to support yourself with while you make games in your free time

What jobs in the ICT field gives you loads of free time to make games in
>>
>>162137547
What tiny, shitty corner of the internet this is for someone to get all obsessive and weird over it. Mental illness is a bitch.
>>
>>162138086
https://boards.fireden.net/vg/search/text/professional%20letter%20examples/
check the archives before you post
>>
>>162135648
>GM Users get their own guy because can't be called programmers or artists.
>>
>>162138352
Nah, it's because that's an ancient image from before AGDG came up with the term 1MA, and before Unity was popular.
>>
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>>162137764
Why would someone shitpost

THIS MUCH?
>>
>>162138352
>GM user
>developer
>>
>>162138579
>one van army
>mfw
>>
>>162138504
it's obviously some drug-induced psychosis
>>
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Some texture on a robot
Added some text boxes

I think another layer is need on the sprites for highlights, everything seems too faded with the lighting
would be nice to have bright white outlines and bright eyes/ edges
>>
A-Okay:

preload: function () {
game.load.script('gamemenu', 'js/states/gamemenu.js');
}

No worky:

loadScripts: function () {
game.load.script('gamemenu', 'js/states/gamemenu.js');
},
preload: function () {
this.loadScripts();
}

What's the deal?
>>
>>162138723
>.js
There's your problem.
>>
>>162138751
well memed friend
>>
>>162138975
I've lived in a car before. Winter is horrible and the cops will find the worst times to wake you up. But in a remote location, like say, rural Montana, it could be nice. All you gotta worry about is bears.
>>
How are you supposed to keep local velocity in Unity? Since local velocity is apparently just constantly updating the direction for world velocity, when you turn around you need to slow down. I know transform does this, but I need velocity to do other physics stuff with.
>>
File: Hephaestus.png (290KB, 474x480px) Image search: [Google]
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Can I make games with my bare hands, like a blacksmith?
>>
>>162137891
its dick is tapered enough
>>
>>162138671
Why drug-induced specifically?
>>
File: P09.png (130KB, 596x374px)
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>>162137891
I had the back tapered, like a racing helmet.
But I'll try tapering the front as well.
>>
>sourcefam still trying to deflect attention from himself

you are a complete embarrassment and a blight upon agdg

i know you think posting your garbage resolution screenshots like it's an ebin troll but it's just embarrassing yourself further

quit while you're behind and maybe the fed wont be too harsh on you when they finally nail you for what youve done in the past

i'd say "stop posting" but i know you won't, i guess we just have to wait until the feds come. can't shitpost when you're in prison with no internet :)
>>
>>162139131
I bet you get bothered less in a van though, no?
>>
>>162139829
Can't say. I've personally never lived in a van.
>>
>>162139652
sourcefam, like rotate, is addicted to legal meth pills and alcohol.
>>
>>162139880
>denying yourself a better living situation where you can live and dev freely without being a wage slave or shameful home-bound NEET
there is literally nothing wrong with living in a van, and everything wrong with all other living arrangements.
>>
File: 1474955576202.gif (39KB, 294x298px)
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>>162139571

All games are made with hands, you forge code with your two hands, with your keyboard being hammer and anvil.

The engine you use is your forge.
>>
>>162140028
OK. Next time I find myself living in a vehicle, I'll make sure it's a van. Good call, anon.
>>
>>162139652
because no one who's sober and mentally stable would be shitposting for so long about something so trivial and stupid that nobody else even cares about
>>
>>162139652
i was mocking you shitfam get away from me. you stink of shit. there's a word for when something constantly smells of shit. when the stench is permanent. what was it again?
oh yeah it was your name. forever.
>>
>>162140119
Well yeah. Just saying he could easily be a plain old schizo.
>>
>tfw gamedev.net is still an enginedev haven
>>
Engies and wagies need to fuck off.
>>
>>162140236
>>162140119
You talked about my family. FUCK YOU, PUNK.
>>
File: New canvas.gif (13KB, 96x128px) Image search: [Google]
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gross test attack sprite.
>>
>>162139794
Let's see a side view, I like the profile of that helmet and don't want you to ruin it if it's good
>>
>>162140098
Did you see that one van anon with a sweet setup in /trv/?

That was my first and only expedition to that board but holy shit I was intimidated and in love with that lifestyle
>>
>>162140236
>>162140234
lol is this guy rotate or whatever? What a loon.
>>
>>162140975
>rotate
Check the imgur. It's all there. 700 views, now. :)
>>
It's time for idea guy general.

I'm making a diablo-clone style ARPG game. What types of armor/weapons should I have? Like what slots and general weapon types and such?
>>
>>162141136
I never get why anyone would get other people to do the most fun part of game dev
>>
>>162140071
The hammer you hold and the anvil you smash is your skills, the driving force to all your games. You should always know what weapon you are making because if you don't enjoy making the weapon you don't enjoy making the effort.
>>
>>162141136
Well that's pretty much down to your own taste right? I like morrowind's system so I'd just copy that at first and then adjust accordingly.
>>
Dumping this idea because I don't want it

>Make your own country game
>Island appears in the middle of the ocean in modern day
>You are sent there with a group of people to be the leader
>Can be anything from dictatorship to democracy
>Can expand
>Piss off any big country and its military will attack you
>>
>>162140596
I like it but, How are you gonna integrate this into your game, Are you gonna scrap the whole 3d aspect?
>>
>>162141365
So ConfMEPS but with fictional countries?
>>
>>162141567
>>162141316
Is this what the thread really wants to be like?
>>
Remember when game dev was a thing for real nerds?
Now it's full of posers.
>>
>>162141778
t. nodev with no game. Why are you even posting here you little shit?
>>
>>162141365
You mean tropico?
>>
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>>162141403
yeah, 3d just seems to difficult for a beginner like me. gameplay will be largely the same, except on a 2d plane instead.
>>
>>162106295
Dang, that looks sweet. But weren't the monsters and the weapons original designs by you? I mean, if they were, why would you need OpenGameArt?

I'm happy, tho, that you are still keeping the gun.
>>
>>162142110
Cool! from the 3d model I couldn't even tell her hands were... Metal fist things? What is the gameplay anyway?
>>
>>162142349
2d sidescrolling action rpg. my goal was something like kingdom hearts combat in 3d.
>>
God damnit how the fuck do you setup pole targets?
>>
The right side moves should now be fully functional (balancing not included) with their phase differences. The boss's Ice Fist projectile is also now blockable with your ice block.

That should do it for the boss if you force it to always go to the right side of the room. Now to fix up the left side and then afterwards do some actual playtesting.
>>
I'm working with three.js to make something game-ish. I've spent a few hours with cannon.js as a physics engine and found it lacking on low-end phones. Which is totally understandable. I'm asking for a lot, to be able to run a 3D game, on a web browser, on shitty phones. But nevertheless this is my goal

anyone have any experience with js 3d physics libraries?
>>
>>162142554
Nevermind I figured it out.
>>
>>162142575
Incredible. Always love to see your game

Where are you from, just out of curiosity?
>>
>>162142575
Have you established any actualy sprites or character designs for this game?
>>
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>>162143039
Thanks anon. Texas.

>>162143115
Not a single one. I just have vague ideas in my head.
>>
>>162143159
make the player draw their own sprites
>>
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>>162143159
>fellow americafag

I'm proud to be a goddamn Murrican on this very day. Keep up the fine work anon

>captcha had me pick an eagle
>>
>Working on a CCG
>Can't think of spells that one aren't removal two aren't buffs three aren't draw and four the AI can actually use intelligently
>>
>>162143335
>no game to speak of
>all placeholder art = no game.

may I point you to >>162142575
>>
>>162143694
>all placeholder art = no game.
Exactly. What's it like being a nodev?
>>
>>162143694

Ignore that little shitlicker, I'm certain it's the name special snowflake from earlier, he's just lashing out at people at random now.
>>
>>162143694
>enginedev is game dev
No.
>>
>>162143679
the ai don't matter. They can be stupid or broken. Focus on cards that a human might find interesting uses for, even if you don't quite know what those uses are yet
>>
>>162141951
Where's your game?
>>
How the fuck do you make local velocity work in Unity? I don't want it translated to world velocity, I want to keep moving forward no matter what direction that I face.
>>
>>162143720
You're a stupid retarded faggot cuckold.

Gameplay is a massive part of gamedev, depending on your preference its the most important part of gamedev.
>>
>>162143893
isn't that world velocity?

"moving forward" as in camera forward?

>>162143914
don't respond to shitposters
>>
quit playing into his hands you fools. He's just shifting his shitposting focus.

He'll most likely reply to my post with some garbage about me not being a nodev as well but just ignore him. Get back to work on your games for fuck's sake
>>
>>162144215
Where IS your game, anyway, wagie cuck?
>>
>>162144083
When I turn 180 degrees I don't want to have to accelerate again. Like what happens with transform.Translate, but with some extra physics stuff.

Honestly if there was a way to calculate speed with transform.Translate I'd use that instead.
>>
>>162144408
using update and late update, you can save old position and new position every frame, and calculate speed based on how much you translate (with some time.deltatime in there of course)

just remember that you'd have to roll your own collision stuff if you use translate tho
>>
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>>162143824
>>162143720
>>162144095
Samefagging his hard
>>
>>162144556
>>162144408
something like speed = (current position - previous position).magnitude / Time.deltaTime;
>>
>>162132071
Because /vg/ is a containment board for the unwanted stuff on the already awful /v/ No wonder why mods hate it.
>>
>>162144727
I used to use this for stuff, and it's inconsistent at best. About a quarter of the time it just doesn't pick values up.
>>
>>162077167
Is it hard to make a doom like game?
>>
>>162138975
But would it be legal? Assuming you are parking where is allowed, you would be avoiding most kind of taxes plus rent. You would loose a lot of commodities too though.
>>
>>162144993

You could always just use the Doom engine, there's a few spinoffs of the classic engine that allow you to make games with 100% original assets, like GLOOME, there's another one out there but I can't recall off the top of my head
>>
>>162145469
But could I add some new mechanics with it?
>>
>>162144993
If you have at least some experience not really to hard. Game Maker used to come with really good Doom like example.
>>
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>>162145648

Yes.
>>
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>>162144976
how so?

I've been using it a lot in my projects, but usually just for stuff like animation transitions

you can also average it over a couple frames to make it smoother
>>
>>162145717
What game?
>>
>>162145759

That's GMOTA, it's just a doom mod but GLOOME has enough features within the engine that you could pull something like this off with ease.
>>
>>162145725
Do you use LateUpdate to make this work?
>>
>>162144668
Is that fan art?

Either way, I like it. Maybe you could have made it a 3D game where when they talk, you see a 2D sprite next to the dialogue box.
>>
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>>162146056
I actually don't in this case.

here is the important code

transform.position += moveDirection * Time.deltaTime;

currentSpeed = (this.transform.position-oldPos).magnitude / Time.deltaTime;
texty.text = currentSpeed.ToString();
oldPos = this.transform.position;

here's a vid with smoothing, but you can get some weird floating point issues around zero so I'd clamp this value if I wanted to smooth it like this
>>
>>162146071
nope, doodled it in a few minutes.
>>
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Dev snack: Ready

TIME FOR SOME FUKKEN DEV
>>
>>162121191
Nicee
>>
>>162147828
make hot pockets the game
>>
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Added wall-jumping
still nodev since I am just messing around
>>
>>162148569
>still nodev
Don't post here.
>>
>>162117357
>Falkenhayn bigger than Hindenburg
>>
>>162148569
Is this [Placeholder Title]'s bastard child?
>>
>>162148569
>clearly made progress
>still calls himself nodev

Wow, the shitters truly destroyed the self esteem of /agdg/.
>>
Any Cuhrayzee action games around here?
>>
What sort of physics should I be using to move a character in Unity in a game with lots of long-distance platforming? It's really hard to get things right when you're supposed to jump and fall long distances, Transforming gives way too much control, addForce gives weird acceleration, and gravity is always just fucked.
>>
>>162150172
yeah ok nodev but where's YOUR game
>>
>>162150385
have you tried all the Forcemode options for addForce?

but yes, shit is tough. figuring out platforming physics that feel good is a goddamn art.

You need to figure out how much air control you want the player to have, then combine that with the current air velocity and cap the magnitude so you don't shoot off into infinity. The amount that you accept from the player input versus the current velocity is what determines the feel.

you can make that multiplier for input vs current velocity a public float, so you can mess with it realtime
>>
Decided that instead of going sandbox I will just make hack & slash and minimize the amount of time I have to spend to make some sort of inventory.
Gonna work on sprites a bit so project won't feel like complete shit.
>>
>>162150340
I don't see many of those anywhere. I've been trying to find a good way to make a spectacle fighter RPG for a while, but I can't find shit.
>>
>>162150340
there's the one with pixel girl and rixel skelemans
>>
>>162152393
Any links to it?
>>
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>>162106601
>DirectX
>>
>>162077167
>that feel when you havent made shit
fuck
>>
What are you working on?
>>
>>162154562

sounds for a lightning sword.
>>
>>162106601
I can't check that tut now but are both those shapes being drawn at the same place?
>>
>>162154562
I'm not working on anything I'm reading a tutorial, stop bullying me.
>>
>>162154704
Which tutorial are you reading?
>>
>>162154830
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-7-model-loading/

don't bully.
>>
>>162137507
That's a nice design, anon! I like it allot.
>>
>>162154562
Building a battle scene for my RPG.
>>
>>162154867
Cool, good luck
>>
>>162154562
I'm slowly (as in: I only have 30 minutes per day for game dev) putting together the core gameplay mechanics with cubes.
>>
>>162154867
I don't want to let you down, but the real "fun" will begin when you want to load in models with animations.

I still haven't decide which format I want to use. I'm struggling between collada and IQM. Then I'll have to decide if I want to use a parser for that or write my own.
>>
>>162155248
Fuck man, if I only had 30 minutes I'd never get anything done / I'd have to severely limit the scope of my game.

Just today I spent ~6 hours fixing the bugginess in my movement code.
>>
>>162107796
Thats a neat looking rock. I wish more anons posted their 3D art progress.
>>
>>162154562
a zombie survival game.
I still have no idea what I will do with it.

I have:
zombies, some zombie behaviour where they kind of go together, health bars, and a player that can attack them... with a stick.
I don't want to show screenshots though, too embarrassing.
>>
>>162106601
are you sure you're not rendering them at the same position?
are you sure the other one is not facing the opposite direction?
comment out the code to only do one, then the other, see which one is the one broken
>>
>>162155638
Well, I did the latter. I know that I'll have less and less time as time goes by, so my scope is small in terms of graphics and programming, so after a while, hopefully, all I have to do level design, which is possible with pen and paper on the bus.

It also helps that I always try to break down every task to the smallest bits possible, so at the end of the day, I always have a few things on my checklist to cross out, which keeps the motivation flowing, and gives a sense of achievement and progression.
>>
>>162154562
absolutely nothing
>>
>>162156519
That means you're free to work on anything
>>
>>162119804
Wait... XP? Would that happen to be because of restrictive drivers for some device that just won't work correctly on anything else?

If so that is the exact reason that I also want to know. Both my N-DEV (RTV-001 [Wii dev kit]) and my GBA cart flasher only work with XP.
>>
>>162157460
>Wii dev kit
Can you talk about it a little?

I'm thinking about checking out consol SDKs just to see how those things work, and I would like to hear if you have any experience with those.
>>
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What if a spooky horror game inspired by The Blair Witch.
>First-person from the perspective of the camera, complete with filter and shaky movement
>Switch between standard mode and night mode to see in the dark
>Game keeps track of key moments which can be saved and re-watched

Neat or nauseating?
>>
>>162158257
There's already a couple of horror games where you use the night-vision mode of cameras to see in the dark, and batteries are manage-able resources.
>>
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>>162154562
Slightly embarrassing

I'm trying to finish a game by tomorrow 12PM so in 43 hours.

I can't find my pen for my drawing tablet so my placeholder art if pretty retard mode.

The basic idea is
>6 by 6 grid "map"
>each day you can move 1 time (1 tile)
>each day you can "look" 2 times (2 tiles)
>combat encounters can move 1 tile per day
>if you walk into a combat encounter you enter a battle
>There are "rest", "combat", "treasure", "trap", "unknown" and "player" tiles.
>If you don't use a look action to look at a tile it will show as unknown unless its a previously discovered rest tile.

Haven't thought about combat much yet, or leveling, or gear, or stats.

I might have a set amount of "actions" and then move and look take an actions instead of a set amount.

I'm basing a lot of the design around deckbuilding games, and games like netrunner that have an action economy and "decks" that you "run".

I might replace "combat" encounters with a "dungeon" encounter which would be a set of treasure, trap, and combat encounters.
>>
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>>162158485
you need to make a game that fast...

...tell me you didn't spend all your time so far making those menus.
>>
>>162150340
Mayhem League is the closest. We Shall Wake is another, but that mostly got posted over on /cgg/ when it was alive.

Both games look cool, neither is finished.
https://funmanarmy.itch.io/mayhem-league
http://www.weshallwake.com/#
Have some demos.
>>
>>162157632
I haven't actually started using it yet. Once I manage a couple hours of free time together, I'm going to hook it all up.

As for the actual device, it essentially is a early wii with an emulated optical drive in a huge metal box. Drive data is streamed over USB from PC. An additional 2 USB or one db9 serial handle debug/break points.

Software wise, I could run a full wii dev and pressing production. I would like to still pick up the 4 hardware devices I don't have for a full suit.
>>
>>162158450
Kay.
>>
>>162158665
maybe an hour or two. I just started lua/love yesterday and have been retarding super hard in regards to if statements and tables.

I'm so used to using switch statements.

I'm also just very slow at programming though, I'm not a clever man when it comes to programming.
>>
>>162158691
Thanks, I'm just curious to see good examples to learn from for cool combos and to learn how combo sytems work!
>>
>>162158450
Can you name some? I haven't played any, but they sound good.

Other than that, I don't think it should stop the dev to explore his idea.
>>
>>162158257
Its been done, the rewatching part could be really interesting though.

When you rewatch some scenes add spooky stuff to it in the background. Makes the player think they didn;t notice and might freak them out.
>>
>>162098692
Even RE7 dropped zombies
>>
>>162159398
Any examples? I guess there's Outlast and Fatal Frame (but that's more photography camera.)
But those games use it as a mechanic. I mean just having your standard perspective being through a video camera while exploring a forest and spooky house or something. I want to stress that this would include the uncoordinated movement too. My main fear is that it may be nauseating for the player.

Most importantly, I just want to make a decent horror game. So many are so bad.
>>
>>162159240
Outlast.

Fatal Frame and DreadOut are also similar to that theme though a bit different.
>>
>>162159682
>Most importantly, I just want to make a decent horror game. So many are so bad.

Are you an artist or a sound guy? Visuals and sound are the meat of a 3D horror game, if you're just a programmer then tough luck but horror isn't really a programming heavy genre.
>>
>>162119804
>>162157460
Not him, but yeah, I've had that happen to me a lot. Never imagined someone else still used XP besides me. Kinda makes me happy.
>>
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Progresso for coding puzzles that use buttons and spawn or get of gates
>>
>>162159682
nausea will be a problem, maybe have a button that steady's the camera but you cant run. That way you choose between mobility and visibility.
>>
>>162159790
I'm an artfag. And yeah as for sound, I'd like to use a filter to also make it sound like it's from a recording.
>>
>>162159881
Good idea.
I'd also probably have an option to turn the visual filters down or off completely, because I know some people really hate filters.
>>
>>162121191
Now make an "OK" one that launches
>>
>>162137507
>racing mech game
I'm this close to stealing that idea
>>
>>162134269
Very good pics as usual.
>>
>>162160864
I'd be okay with that, I want to see more mecha games.
>>
>>162144668
please make your character cuter
>>
>>162161780
Thanks for the permiss anon. I won't let you down.
>>
>>162162409
Please make your meatspace avatar cuter.
>>
Hey guys check out my edgy games!
Very cool woah!

https://selfish-dream.itch.io/
>>
>>162162621
not necessary
>>
>>162162695
I don't get it
>>
>>162150385
If you are using 3D start by using the character controller and see how it goes from there. If using 2D you have to write your own from the very beginning. I wouldn't recommend using physx for a player character unless you are making an angry birds clone.
>>
>>162162695
You need better covers I ain't clicking on them
>>
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Anybody have any experience with free-demo vs sales? I'm holding out hope that maybe a tenth of the people who downloaded will go on to buy the game.
>>
>>162163273
from what i remembered you can usually expect around 3-6%
>>
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Working on the party following the player, how's it look?
>>
>>162163273
around 5% will buy it
>>
>>162163397
>>162163485
Should be interesting to see how close to those percentages it ends up being. Was there some Gamasutra junk on it or just saying from experience?
>>
>>162163465
The paint transitions still need work. But other than that it's all looking good to me.
>>
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>>162163672
3% here
>>
>>162163672
heard it from financial in my last job, who probably had done a quick survey of other studio
>>
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After a lot of trial and error managed to finish a run cycle I actually like. Still needs a lot of tweaking, but at least it looks way better than the shaky run animation I have been using until now.
>>
>>162163836
>>162163956
I see, thanks for the info guys!
>>
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>>162163273
I hope I can convert some of these into purchases
>>
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>>162163273
>>162164412
How long has been your game up?
I really need to do something to get a better ratio.
>>
>>162164412
Here's hoping.
>>162165109
A year-ish for >>162163273
>>
>>162165109
Your ratio is good. 25-30% downloads per view is pretty normal for a free game.
>>
>>162163465
My dick finds it amusing, but I wonder what happens when you turn back? Do they step out of your way or do they stand still as you walk trough them?
>>
>>162165617
>>162165798
Thanks, makes me feel more confident then.
>>
>>162163974
Can we see it with the mesh?
>>
>tfw you come up with what you think might be a good idea then the more you think about it the more disastrous it seems
>>
>>162168329
>give up on idea
>come up with another idea
>the more you think about it the more disastrous it seems
>repeat
>>
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>>162167195
It actually looks like shit, that's why I said it needs a ton of tweaking, but it's ok as a placeholder, until I get better at it.
>>
>>162168578
How are you making this
>>
>>162168578
This gave me a chuckle.
>>
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>>162168578
>>
>>162168663
No jokes, but I have no idea of what I am doing.
Just moving the bones trying to match the frame of a running animation. But I have discovered I'm not really good at it.
>>162168875
Well, at least something good came out of it.
>>
>>162154562
Relearning C++ so I can make gaem.
>>
>>162169089
wtf is up with that guy's tongue?
>>
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>>162168578
>>
>>162169226
thats shiggys translator.

I guess when you learn Japanese and English at the same time your tongue becomes a tentacle monster.
>>
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>>162169287
>>
new thread
>>162169558
>>162169558
>>162169558
new thread
>>
>>162168578
He looks like he's running in fear
>>
>>162142575
Juicy
>>
>>162159430
RE hasn't had zombies since 4, dipshit.
>>
>>162169868
Kek it does.
I think I figured out a way to get motion capture files working for my model. I will test it later.
>>
>>162171193
what about 6?
Thread posts: 758
Thread images: 115


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