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/agdg/ - Amateur Game Dev General

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Thread replies: 794
Thread images: 155

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Just like make game!

> 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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
Post audio progress.
https://clyp.it/hx4htz1f
>>
https://www.youtube.com/watch?v=MeAU0H-ks2A

What music you deving to?
>>
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>>162169770
That, now.
>>
Is there a good way to handle a lives system in a game, or should the idea be dropped completely? I'm aware it's a dated mechanic but it legitimately increased difficulty and made up for easier level design. Can it be improved or is it useless?
>>
>>162169770
NeoTokyo OST
https://www.youtube.com/watch?v=408tWOubRDM
>>
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>>162169770

>70 minutes of comfy nintendo winter music
>>
>>162169770
https://www.youtube.com/watch?v=wfxDIyYU9nM
>>
>>162169852
Just copy the lives system of your favorite game with lives, baka
>>
>>162169852

The real question is: What's the punishment of running out of lives? I think interesting gimmicks can come from running out of lives if the lives system is implemented. Tell me more about your game
>>
>>162169770
Toumei Shelter
>>
>>162169852
https://www.youtube.com/watch?v=6WyalnKQIpg
>>
>>162169852
Lives are just one way to create a punishment to death which can persist between attempts.

If you respawn at a close checkpoint after dying, and keep dying over and over, you can become numb to it.
If you die 4 times and know that on your next death you'll game over and get sent further back, it's motivation.

You can do that with other stuff instead if it makes sense.
>>
>>162169852
>but it legitimately increased difficulty and made up for easier level design.
So compensating for your bad design?
>>
>>162169852
Lives just make a game more annoying to play. It forces you to replay earlier parts of the game just because a later part might be hard.

I like having occasional checkpoints in a level. Shovel Knight and Dark Souls do this well. There's usually a checkpoint after a big difficult challenge, then you move on to the next big challenge. Of course don't have the checkpoints too close. If the player dies they still need to be sent back a ways. Having another punishment for death is good as well, like the dropping of treasure in Shovel Knight.
>>
>>162169770
the horst wessel
>>
>>162165109
For >>162164412 about 9 months. Though it was on 700 dl's before the latest demoday.
>>
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>>162169852
I personally believe that the concept of secret curves and variables handling game difficulty and other aspects are the fuuuture.
>difficulty (number of enemies and environmental hazards) = 1
>more deaths during part x (with a part being an enemy encounter or boss fight) = game difficulty toned down by .1
>winning the shit out of part x while having lost not so many items and health = difficulty rises by .2
>surviving part x with your ass almost getting handed to you on a silver plate = difficulty rises by a lower value between .1 and .2
>after each part, every next part esponentially increments difficulty both to an external value and to a customized one
This is called dynamic difficulty, you've already seen it either like this or in more plain and basic aspects (the chicken hat in MGSV for example).
With the right data collected, a malleable task automatically given to the player for maximum enjoyment and challenge according to their skill level is way better and more satisfying.
Infinite or finite lives by themselves can make games too much of a cakewalk or too frustrating. This is a potential fix.
>>
>>162170419
>It forces you to replay earlier parts of the game just because a later part might be hard.
You mean exactly like areas in Dark Souls? You're the one assuming that he's talking about a system where running out of lives means restarting the entire game, when running out of lives could simply mean restarting a level or segment.
>>
>>162170419
It's only annoying if you're bad
>>
>>162169978

synthwave, it's so bad.

but it's so damn good.
>>
>>162170419
Wtf are you talking about dark souls forces you to replay earlier parts of many sections if you die BECAUSE your saving at checkpoints and have to travel away from them.
>>
>>162171338
Oh that's really good.
>>
>>162171376
How is this better than allowing the player to choose their difficulty level?
>>
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Done with the healing items for the moment.
Mana potions are Syringes
Stamina potions are pills
And health potions are surgical field kits

Maybe going to use this thing as a high tier med kit instead of the regular healing potion, but for the moment I'll probably work on the torch/lamp system.
>>
>fixed op
absolutely based
>>
>>162171914
https://www.youtube.com/watch?v=zFv6KAdQ5SE
>>
>>162169852
I still hold my position that lives and continues are great for level based games, sprinkle some checkpoints through the level for respawning when dying, but when you're out of lives, tough luck, back to the start.
>>
>>162172059
Quality stuff.
>>
>>162168578
>>162163974
Good god, how are you so bad at this?
Also, why are you using those lines, instead of animation cones?
>>
>>162172131
tl;dr
>>
>>162172059
Looks great!
How did you learn to do materials?
Any good tutorial?
>>
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>>162172287

>reading a video
>>
>>162171914
Theoretically:
>adjusts the whole game to a single, universal setting, fit for the player
>makes the experience smoother
>saves the shitty player from throwing his controller through the wall because the game's too hard
>greets the good player with a higher level of challenge than harder modes could've ever done and satisfies him
Pratically:
>saves you time from having to "design" other difficulties
>the first stage can act as an universal litmus test without having the tutorial, judging each player blindly and justly
>doesn't have the shitty player frantically have to restart or constantly change from difficulty x to y in the menus
Cons:
>may take more time to design what's going behind the screen
>>162172059
Looks very good, anon, althought the leather strips holding the objects look too smooth IMHO.
>>
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>>162172131
>>
>>162172487
Dynamic Difficulty is fucking stupid.

I always feel like I'm getting punished for doing well.
>>
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Multiplayer Home Alone

One player sets traps, others try to break in and catch him
>>
>>162172487
I could get behind this if it meant that enemies would up their tactics and learn from what I do. Fuck it if it just gives them more health and makes them hit harder.
>>
>>162173060
How about you take a look at Castledoctrine?
>>
>>162172379
>How did you learn to do materials?

I'm mostly using substance painter these days, smashing together masks and smart materials.
But I guess what it really comes down to is having a defined high poly mesh for the normals (multiresolution with edge crease is often enough for that, don't need any kinds of sculpts - maybe some displacement mapping for detail like in the middle part of the leather) and the rest is pretty much procedural masking via curvature maps.
Substance is particularly good for that, because not only does it all of this relatively fast and automatically, but looking at the maps it bakes it actually becomes clear how to do these things manually, if you really wanted that.

Substance designer (which is actually the more powerful of the two programms) plus its tutorials also give you a lot of information on how to do these things. Most materials are basically just Grunge Maps + a couple of relatively well known image processing filters (blur, histogram etc) and layering techniques (addition, multiplication etc). SD is just a node editing tool to put these things together.
>>
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>>162171376
>punishing the player for doing well
>rewarding the player for doing poorly
>not allowing the player the chance to naturally improve, rather insulting them by forcing them to continue to play through a worse version of the game instead of overcoming a hurdle that would have made the rest of the game more enjoyable for them
>player forced to always perform to spec all the time or watch their gameplay experience be ruined automagically
>implying you can balance "fun" around variable game difficulty correctly while AAA devs are constantly ruining their game designs with Hard mode
Anon I'm sorry but no.
>>
>>162172059
Hi res into low poly + normals into substance painter? Looks good.
>>
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>>162173147
What about that, but not 2D and with mixed reviews
>>
>>162173060
duuude outer kevin lmao
>>
>not spending 7 years on parallax code

https://www.youtube.com/watch?v=yaNuuxglGdE
>>
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>>162173253
A game, where the players can interact with everything. Like Bad Neighbours, but with multiple orders of magnitude greater player freedom.
>>
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VERY exciting animation here.
>>
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When someone Molyneux posts, do you imagine the game is 2D or 3D?

I always go 3D because I usually don't care for making nor playing 2D games.
>>
>>162173610
always 2d because I assume every 3d indie game looks like shit. The worst are the non-stylized indie 3d games.
>>
>>162173610
Whatever Pete posts, I always see Godus.
>>
>>162173610
Depends on the game
>>
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>>162173194
>>
>>162174060
pussy destroyer
>>
>>162174201
he looks more like a ball gargler
>>
>>162173380
That's pretty impressive.
>>
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Made a following illusion effect, but something feels off.
>>
Sorry, was away from the computer.

>>162169986
I feel like that's a cheap cop-out, honestly.

>>162170062
That's a good question. The punishment definitely wouldn't be restarting the whole game like Mario Bros 1. Maybe restart the stage like in the original castlevania? My game takes heavy inspiration from classic castlevania. But I don't want to just copy the system used.

>>162170075
Love me some Mark Brown. I'm pretty sure I've seen this a while ago but I'll definitely rewatch this as he usually has good analysis.

>>162170123
That is a very good point. I think spaced out checkpoints might be a good way to go about it to or have optional checkpoints a la Shovel Knight. That game had a wonderful death system.

>>162170285
No yes, that was just an example even though I'm not good at level design. I just feel like without some sort of punishment, a game could become too easy.

>>162170419
Good points, but I don't think Dark Souls did this will either as if you die before finding a bonfire, you need to retrek and it's even more annoying considering the game's difficulty.

>>162171376
I'm not a fan of dynamic difficulty as it rewards you for playing poorly and punishes for playing well.

>>162172212
I think that's gonna be my way to go, but not going back to the start of the game though. That's just frustrating.
>>
>>162175148
all me
>>
>>162175148
>My game takes heavy inspiration from classic castlevania

Heleton dev? Consider this: Game overing not only sends you back to the beginning of a stage, but takes your subweapon too, you could inflict some sort of other penalty as well if you really want to put the pressure on the player for fucking up, maybe make some monsters stronger or some shit.
>>
>>162175148
If you want to do it that way, you should; it's your game. But the idea that you need to impose limited lives on the player to make the game more difficult instead of actually making your game's intended challenge more difficult is not a good one.
>>
If the mercenary dev is here, I messaged you on reddit about your post plz respond
>>
>>162175005

it might have something to do with the fact that the globes of the eyes are flat instead of spherical
>>
How about a game that rewards you no matter what !

you play bad - you get rewarded

play good ? - rewarded
>>
>>162175319
thank you for all your replies anon

>>162175334
>Heleton dev?
Yep!
Maybe I'll also make them play the stage upside down and backwards if they die too much, and also disable the jump button.

>>162175768
I agree with what you're saying. I'm just not sure how challenging is too challenging, or even how to successfully design legitimately challenging sections without just throwing too much shit at the player and frustrating them. Castlevania was brilliant (outside of medusa head spam) with how it handled difficulty and I'm having a difficult time dissecting it.
>>
>>162176392
thats overwatch
>>
>>162176489

Maybe not take it to such extremes, it could be something simple too, like your Skeleton guy loses his hat and can't upgrade to the bone fist until he gets it back because video games. Something like that.

Then again there's nothing wrong with just simply kicking the player back to the beginning of a stage.
>>
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fresh progress, hot off the press.
>>
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>>162176154
making them spherical made it worse
>>
>>162176789
Maybe the depth is the issue, everything should be flat
>>
>>162176789

make them convex not concave and make the irises concave.
>>
>>162173203
>Hi res into low poly + normals into substance painter?
yep
>>
>>162176670
>>162176489
The way Westerado handled it was pretty good. You have three hats. When you get hit, you lose your hat. If you have no hat left and get hit, you die (respawning at set location with loss of some $). You can buy new hats or shoot a hat off an enemy's head, then picking up that shot hat. This rewards you with extra lives when you show special accuracy and skill.

Of course that and your game's genre have little overlap, but I think it's a good alternative to be inspected.
>>
>>162176758

indiana jones ?
>>
>>162176789
Well for one thing there should be no shading and there should be no dots on the front of them.
>>
>>162176758
risk of rain?
>>
>tfw still no idea how to make a fucking inventory
send help
>>
What's the right way of lumping all collidable static objects (with the player in this case) under a single identifier in Game Maker? Don't want to type if (colliding with a wall or a slope or a blah blah) every single time.
>>
>>162176559

and yet for some reason i keep getting closer and closer to that silver bracket.

I guess I suck at games.
>>
>>162177310
Technical or design issue?
>>
>>162177310
It's just...like...put the objects in a container man.
>>
>>162176758
Is it just me or is the sprite flipped off-center?
>>
>>162176670
>>162177004
Alright, I think some ideas are finally beginning to flow.
Thank you very much for the insight. Hopefully I'll be able to implement death in a way that isn't just frustrating.
>>
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>>162177171
>>162177026
nah
>>162177460
it's not
>>
>>162177367
Technical, I don't know how to store the reference to the item after it gets picked up and destroyed from the world. Maybe I should not destroy them and just disable them.
>>
>>162177681
Yeah, just disable it.
>>
>>162177348
You have two practical choices: make them solid (broken) or give them all the same parent (which locks you out of this doing this for anything else). Otherwise you can give every single object a custom marker variable like solid but then you're checking every object for collision and you could run into performance issues.

Have fun :)
>>
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>>162178846
Yeah, I was specifically trying to avoid using the Solid property. I'll look into Game Maker inheritance then, thanks. Just one thing, I won't have any problems with different collision masks for every child object will I?
>>
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Progress!

Added a new monster, spiders. They are faster and more chaotic. Improved monster script system a bit, it is easier to add monsters now.

Added a stun/slow to monsters you hit.

Bullet trail improvements and a few other things.

Will try to release a demo next week.
>>
>>162179032
No, that's fine.
>>
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Will this LD have a good theme?
>>
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>>162176876
that didn't work
>>162176893
thanks
>>162177120
I don't how to turn off shading
>>
>>162177632
Reminds me of this
https://youtu.be/eRhuy7AECMQ?t=165
>>
>>162175334
>maybe make some monsters stronger or some shit.

I played a fetish game like that, it's very good for the mazo feel
>>
Does someone need a programmer? I'm just trying to get my name on something
>>
>>162179446
>lone programmer in vidya dev
you should probably kill yourself
>>
>>162179446
Sure, but you're gonna be the Florian Himsl and I'm gonna be the Edmund McMillen.
>>
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>>162179527
>>
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post best world stage selection map screens
>>
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>>162179625
no contest
>>
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>>162179625
>>
>>162179590
If you're going to do all the art that's fine with me
>>
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Rate my door.
>>
>>162179798
Looks flat in the in between frame.
>>
>>162179775
>He agreed to be the Florian Himsl.
It's in writing, that makes it a binding contract.
>>
>>162179594
Ignore that guy.
Why not go the placeholder dev route and start putting your own idea together without art?
>>
>>162179896
What is this himsl meme
>>
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>hitlag
feels good man
>>
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>>162179880
How aboot now?
>>
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>>162180536
It still looks like it gets thinner. Also halfway through the rotation it should be taking up more than half of the space. sin(45 degrees) = sqrt(2) which is greater than 1/2.
>>
>>162180427
Love your game

Everytime I watched the webm, I losttrack of the MC when the dogs were flooding out the window. Just something to be aware of

What engine?
>>
>>162180427
what is hitlag?
>>
In Game Maker, is there a way to "draw" collision masks with math, for performance reasons?
I'm scared even a simple collision mask for a slope will cause a huge performance hit.
>>
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>>162180703
thanks, i'll look into recoloring the dogs and consider other tweaks
engine is gm:studio
>>162180837
synonym for hitstop, objects freeze when they get hit and hit something
boomerang was unaffected by it before
>>
>>162181150
>huge
Nah. If you wanted to do it analytically instead of "pixel perfect" it would be for precision and not performance.
>>
>>162180698
It's simulating background tiles which are 8x8 pixels. So it goes from being 1x3 to 2x3 and then 3x3 tiles wide.
>>
>>162181150
I haven't found a wayto draw actual masks, but you can draw collision lines and store the value of anything they collide with. But that's imprecise.

Slopes really shouldn't hurt your game's performance at all, plenty of GM games use them
>>
>>162181253
Well it doesn't look very good. Can you not make the in between frame 3x3 but with the right edge cut off?
>>
>>162181150
You're talking about creating collision masks via code, not debugging existing collision masks, right?
>>
>>162181375
If I filled in the rest of that 8 pixel wide margin with black, sure. Gonna see how the current door looks in-game for now.
>>
>>162181248
Yes, analytically, that's the word I was looking for. Anyway, I believe it will be a huge performance hit when I have 200 entities on screen instead of 2. Just looking for something that scales well.

>>162181260
You mean like invisible lines as platforms? Wouldn't that be calculated for every pixel, defeating the purpose?

>>162181409
Yes, I'm talking about defining collision areas analytically.

I just thought of something. Can I just use a square mask and rotate the sprite sideways in any angle I want? It's kind of a dirty solution but it would get the job done for basic platforms. Of course, this wouldn't work if the mask doesn't rotate along with the sprite.
>>
>>162181693
try these things and benchmark the results
>>
Hey /agdg/ your boy escaped to /vr/ again. Send help. >>>/vr/3665067
>>
>>162181879
>shilling on /vr/
kind of a waste of time, no?
>>
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>>162182236
Probably going for the "retro" angle to make sales before christmas. Anyone got the screencap of him trying to shill his shit game under the guise of sticking it to the steam reviews changes?
>>
>>162182236
/vr/ is easier to bait because you need to hit a certain sweetspot on /v/ to reach any higher amount of posts otherwise your thread will die in minutes
on /vr/ it will sit in the catalog for at least a full day
>>
>>162181813
Eh right now I'm pretty new to GM and am just trying to get a basic game going, but if I ever go deeper into that, I'll let you guys know.
>>
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Hey, 3D engine devs, in what format do you store your models?

I see that collada is the most recommended, but as I know most of you use your own formats or IQM.
>>
>>162182409
A straight binary dump that I can load directly into VRAM. Collada et al. shouldn't be used for distribution, only internally. It's like shipping a .psd instead of a .png.
>>
>>162182563
I'll take a big straight binary dump on you anon ;)
>>
>>162182563
Same goes for animation information, bones etc. I assume. Right?
>>
>>162179038
that actually looks kinda fun
>>
>>162182409
FBX sometimes OBJ. And of course I always keep the Maya / Blender scence file just in case.
>>
>>162182689
That's a little different because you're doing some calculations first. Store it in whatever format makes most sense for how it will be used. Even textures are ideally DDS so they can be used directly even when they're compressed. Small sound bites might benefit from being straight PCM data.

It's different for e.g. streaming audio and FMV but those are exceptions.
>>
>>162179446
This guy needs a programmer:

http://edenbluethegame.com/Contact.html
>>
>>162182409
FBX from blender to unity
>>
>>162182860
>engine dev
>FBX
Really?

>>162183059
>engine dev
>Unity
>>
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>>162181879
also
>shopped the reviews

you wouldnt get "overwhelmingly positive" with only 20 reviews, it would only be "mostly positive"
>>
>>162183087
You just be happy it's not OGEX.
>>
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>>162183087
whoops

ive been eating lots of garbage i feel off, sorry anon
>>
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>>162183010
Someone using this as a headline is not someone with whom I would associate.
>>
>>162183236
Why subject yourself to it?
>>
>>162183453
well, now we're getting picky
>>
>>162182904
>>162182860
Thanks for the tips!
>>
>>162183010
>>162183685
The guy's you, isn't it.
>>
>>162179446
I could be looking for a programmer, got a discord so we can chat?
>>
>>162183939
KurtDee#5580
>>
>>162183771
no. but I know that this guy is looking for one.
I have a full time job and not enough time for this.
>>
>>162184056
sure you do. You keep posting, you clearly have the time.
>>
>>162184105
do you know how easy it is to shitpost at work?
>>
>>162184056
You are either a liar or a nodev. Both do not have my pity.
>>
dan. ashley.
>>
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grappling hooks are easier to make than i thought.
>>
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>>162184620
>not a new IP
>>
>>162184814
There's a reason that a lot of beginners working on platformers include grappling hooks.
>>
>>162184814
>freezes in mid-air
>>
>>162184814
Is it supposed to stop in mid-air?
>>
>>162184215
the point is, you shouldn't be shitposting at all

if you posted progress while at work, THEN I'd be impressed
>>
>>162184814
freezing in midair is easier than i thought
>>
>>162184992

What if we want to include them because they're fucking cool
>>
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>>162184882
yes it is??
>>
>>162185365
They're not cool if you don't conserve momentum and swing around them.
>>
>>162185365
Then implement it correctly.
>>
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>>162185381
>trip or name = IP
>>
would you put this in your game?
https://instaud.io/EwX
>>
>>162185426
>>162185436

I ain't that guy, but yeah, I'd implement a swinging grappling hook.

Or just go full Zelda and make a hookshot.
>>
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>>162182369
here you go brotha
>>
>>162185381
I forgot to refresh the page after enabling it again today.
>>
>>162184814
Look for Worms ninja rope and ignore the medical images
>>
>>162185695
how about I just google "tapeworm" and be done with it?
>>
>>162185548
That's nice, I'd probably use it if I was making a shooter with humor bits (since it has this funky-ish flavor).
>>
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>>
>>162185548
The composition is good but it doesn't sound good.
>>
>>162185842
https://www.youtube.com/watch?v=t-SYkQkTO-k
>>
>>162186136
p-purely coincedental!
>>
>>162185941
that's because it's almost entirely stock MIDI, except the battletoads guitars of course

>>162185814
thanks <3
>>
>>162185565
lol
>>
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>>162185267
>>162185096
>>162185054
happy?
>>
>>162187871
That's pretty good.
>>
>>162187871
Until the next thing
>>
>>162187871
yes its a genuine improvement. no need to be butt strafed
>>
>>162187871
hey nice
>>
>>162180427
Looks like frame drops.
>>
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>>162187871
*steps out of the shadows slowly clapping* Heh.. Well done kiddo.. However.. nah I'm just kidding, looks fine now.
>>
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>>162187871

Your guy looks really silly when he clings to the wall.
>>
>>162188834
lmfao! its the second frame from the roll animation re-purposed
>>
>>162188524
focus on the objects further away from the boomerang then
>>
>>162181225
Are you using the 3D functions?
>>
>>162189091
>here's this new visual effect
>but don't look at it
>>
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>>162189598
yes, i avoid default primitives like blocks though
>>162189972
you got me, i thought he was talking about the webm overall
>>
I'm making a sort of zombie apocalypse survival game.
But it feels like I'm just implementing stuff without any goal in mind.
What is the bare minimum of planning that I need to do to make this game a success?
I've made like 16 tasks, and I've done like 10 already.
I add tasks as I think about them.

sometimes I think it would be great to have 100s of tasks, and a clear goal of "playable build", "beta", "release candidate" with the features required for it.

but I don't even know what I will end up implementing or not
>>
>>162190284
propulsion via selfie stick?

I wish my phone had that good of zoom
>>
>>162190950
>zombie apocalypse survival game
>this game
>a success
Finish it 5 years ago.
>>
>>162190950
Figure out what features are necessary for your game to be "a complete game", and do those first.
>>
I have a "player" script in unity, attached to a character. I want to drive a car. How do I change the player to be in a car, and have like a car behaviour instead?
>>
>>162191156

I guess I should stop adding features and focus on some sort of planning.
>>
>>162191171
attach a car control script to the car

disable player controls, enable car controls

you can parent the player to the car seat, and the car controls should probably edit the camera controls/zoom
>>
>>162191171

Have a bool ifDirectlyControlled and put it in front of your player controls.

Have a bool, ifEntityInCar and ifEntityIsPlayer for the car controls
>>
Hey guys, are there any actual artfags in this thread?

A hypothetical question for you.
If someone with a lot of code progress asked you to do art for his game, would you?
Yes/No/When yes/When no.
>>
>>162191794
theonian is always looking for someone to work with it. Not sure about anyone else.
>>
>>162191957
The fuck happened here, i left this thread for 2 months and everyone knows each other?
Back in my days, namefagging wasn't cool
>>
>>162191441
>>162191398

ok, I come from a UE background and they have character controllers, pawns, and a lot of shit.
So I was wondering if there was something like that in Unity, but I guess I can just roll my own like that. Thanks
>>
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AND IM BACK TO SAVE THE DAY, got my monitor back from the mechanic yesterday, so i went one week whitout working on my game
at least i saw a shit ton of bad anime while i was on "vacation"

I did some shit yestarday, but it was only some new perks so i decided not to post it here.
Today however. I"VE FINALY MADE IT. a bazooka that shots a water ball that sticks to the player

One of my earliest ideas from guns in my game. never actualy had idea how to make it, but today i had a epiphany to just make a pool with the format of a ball
>>
>>162192107
I follow his tumblr of course I know his name
>>
>>162192107
>Back in my days, namefagging wasn't cool
Yeah but theonian has a bretty cool style and kept getting screwed over by programmers that ditched them. Plus one of them was Rotate, so you know.
>>
>>162192107
do you also avoid names when working with people?
>>
>>162192107
I don't know how was it "back then", but if someone is as based as he is, and hangs around for more than half a year, yes, you'll remember his name eventually.

But if he would have a game going on, he would probably be called XY-dev like most /agdg/ers.
>>
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>>162192240
>>
>>162192972
you don't? i can't even remember the name of people irl
>>
>>162192240
Why does water stick to people in this world?
Why do they need sunglasses in the dark?
Why doesn't the bazooka take any knockback?
>>
>>162192107
I wanted to dogpile on in making sure you know your post was bad.
>>
>>162192107
They're one of the few people that we let get away with it

We even let him shill his patreon here without jumping down his throat, its really weird. Compare it to god-is-a-cube-dev who gets attacked literally every time he posts
>>
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>rotating a 2D vector by 180 degrees or PI radians does not invert it
What am I getting wrong here?
>>
>>162191794
depends

2D is automatic disqualification
>>
>>162192972
who said i work with people?
i do
>>162193051
back then was two months ago i'm new to this board, still can't make up my mind if i should or shouldn't start coding
>>162193268
way to go man
>>
>>162192107
but marmo xenon googum joeinky honk vine ng rotate
>>
>>162193320
>corey_hart.mp3
>>
>>162193425
post code
>>
>>162193451
oh
oh....
oooooh.......
i'm fucked for life then
>>
>>162192107
oh and hopoo
>>
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>>162193240
Thanks.

>>162193320
>Why does water stick to people in this world?
Water normaly sticks to people in the real world
that is a weapon that shoots a water ball, like it was in space, the ball sticks to players to drown then.

>Why do they need sunglasses in the dark?
Because they look cool

>Why doesn't the bazooka take any knockback?
Because there isnt any gunpowder explosion in a water based gun?
>>
>>162191794
Depends on how much money is being offered.
>>
>>162193660
Kuroyukihime is CUTE
>>
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>>162193774
Lewd face hime is best hime
>>
>>162193663
like, literally 0
50% of salary if we like just make game man
>>
>>162193902
50% of 'salary' doesn't mean anything. If you meant royalties, you don't need to correct yourself; it's literally 0.

At that point it depends on how strong I felt your project was, how much work/time it'd take to get it to sell, and how much it'd sell.
>>
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>>162193605
>>162193425
Yes, that if statement does get called. Both prints show the same and the effects of the vector are the same as well. I also tried 180 and deg2rad(180).
>>
>>162194281
sooooo it's possible?
>>
>>162194324
Are you sure .rotated() sets the new value into the variable? Or just returns a new one that reflects the new value?
>>
Has the shitstorm subsided?
>>
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>>162194410
>>
>>162194410
Possible. Note that '0.001%' is still "possible".
>>
>>162194324
try printing out offset.rotated(PI)

rotated might not actually change offset

or try offset = offset.rotated(PI)
>>
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>>162194512
>>162194702

Fuck.

Yeah, you're right. Feeling very retarded right now.
>>
>>162194786
code is like that sometimes

you just needed to print more stuff out lolz
>>
>>162194324
>>162194786
>expecting "rotated" to mutate the object
I could understand if it was called "rotate", but...
>>
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>>162194983
heyoo!
>>
>>162194983
The 'Vector2' in the documentation actually denotes the return type. I didn't even notice while making the screenshots. In the heat of the moment I just let myself get confused by 'Rotates the vector by "phi" radians.'
>>
>>162194983
to be fair, the function description says "rotates the vector" rather than the less ambiguous "returns a rotated vector", even if the return type is there
>>
>>162191794
If the game was actually fun and i got something out of it, yes
>>
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>>162194410
Mind that part of what'd hamper my desire to jump aboard your project is that I've got a project of my own that I'm going to be launching hopefully inside a month or two.
>>
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>java
>>
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Doors seem to work alright.
>>
>tfw want to look for a coderbro to help me make my game since I'm bad at programming
>know for sure that he would do something in a way I don't like and we'd end up fighting over it
Help me
>>
>>162196658
cute bees
>>
>>162196686
You will never become FTL devs if you don't take the risk.
>>
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oops
>>
>>162196658
why does he look sexually pleased from having low health?
>>
>>162196773
Emergent gaemplae.

>>162196869
Because it's a furry porn game.
>>
>>162196773
>Be outsmarted by your enemies!
>>
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>>162196773

>watch the panther jump off your head
>assume that's the weird thing
>"Well that wasn't so ba-"
>BAT SINE WAVE
>>
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>tfw I submitted an issue that helped make GLFW better
>>
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>>162197225
>>
>>162197282
>vulkan using opengl
wat
>>
>>162197440
http://www.glfw.org/docs/latest/vulkan_guide.html
>>
>>162169770
pretty good choice anon
>>
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nergh
>>
>>162197565
JoJo reference?
>>
>>162175148
Lives system sucks. Stop.
>>
>>162197290
>quantum stage
>>
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>>
>>162197934
Did you remove the pointer?
>>
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Last week I started a new project.
I used a lot of things from my previous game, so the development has been pretty easy and quick.

What I have implemented so far:
-Character movement
-Particles
-Pretty much all menus the game will have
-Save system with multiple files
-Gamepad support
-Basic obstacle
>>
Is it possible to write custom shaders in bledner?
>>
What is the absolute worst engine?
>>
Is it possible to write?
>>
>>162198209
Torpedo AI dev right? Looks good and juicy.
It's a shame that people on steam didn't give your game the appreciation it deserves.
>>
>>162197282
Wow, that's nice. What did you submit?
>>
>>162198419
It wasn't a pull request but rather an issue with the documentation that led to some clarification.
>>
>>162198265
Mine
>>
Is it possible to die?
>>
>>162198265
The one that's not built to handle your sort of game.
>>
>>162197565
what game
there are surprisingly few P&Cs in agdg
>>
>>162198543
Make a game with the primary goal of it becoming an esport, you'll see what death truly means.
>>
>>162198572
>there are surprisingly few P&Cs in agdg
'cause they're rightfully met with apathy and antipathy
>>
>>162198251
Once I followed
https://en.wikibooks.org/wiki/GLSL_Programming/Blender/Minimal_Shader
I didn't like it because I had to run the game engine to see it
>>
>>162198131
Yes
>>
>>162197247
>bats
I thought at first it's some flying worm or something.
>>
>>162198628
I'mma make the next StarCraft.
>>
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>>162198265
i know there are worse but this one was pretty awful
>>
>>162198720
How come? Though I actually never understood what it was for.
>>
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>>162198773
>>
>>162198572
i made a shitty game about a ghost
then i got an artfriend
i'm making a game about a ghost again
>>
Ghost Train was a good demo
>>
Will I eventually get faster at making 3D?
Right now it feels like every model takes forever to make, UV, and texture. And it takes even longer if I have to rig and animate it.
Then I think of all the models I'll need for my game and it seems like it will be impossible.
>>
>>162199362
>how do i get better at something?
No one knows
>>
>>162199362
Yes
>>
>>162197734
what about a dies system? instead of lives, you get a number of dies and when you lose all your dies you can no longer die.

you can gain extra dies, but these are of course to be avoided.
>>
>>162198375
thanks anon

Torpedo AI is a very fun game when you're playing it, but it doesn't really look fun in videos or pictures. And my poor art skills didn't make it any favors.

Well, the greelight page is still up. I'll try to promote it together with my new game. Who knows what will happen
>>
>>162199527
That's just stupid enough to be a good idea.
>>
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>>162199362
Everyone gets faster the more they do something. You'll find shortcuts, start planning out in advance, and maybe even discover/create better tools as you go. Gotta put in the time.

Also, more progress on the title screen art.
>>162196476
>>
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>>162199527
this nigga
>>
>>162198795
Exactly
>>
>>162198773
It's okay for learning
>>
>>162196482
What's the big problem with using Java?
I'm trying to learn programming and I was thinking of using it because any programming jobs I've seen want people who are proficient in Java. Is Java not even worth considering for gamedev or can I kill two birds with one stone?
>>
>>162197934
i like the fisher-price vomit aesthetic
>>
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>>162197734
but how can i stop what i have not begun?

>>162199527
this is a beautiful great idea and will put into game asap
>>
>>162197934
>Background isn't a beautiful field of stars

Bro
>>
>>162200664
Oh.
>>
>>162200747
Java is a horrible language that people are forced into using for enterprise work.

If you can avoid it, it's in your best interests to do so.
>>
>>162193663
Not the guy you're replying too, but that makes me curious. How much do you typically charge to do art for vidya?
>>
>>162200856
when you're in space you don't see the stars
>>
>>162200837
nice work but that transition is painfully slow
>>
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>>162199527

This is fucking retarded. So obviously it needs to be done
>>
>>162201064
But you're clearly on a structure. And even then your game is about sentient cubes, an aesthetic thing like that ties it together so well
>>
>>162201013
Depends on what's needed, how complex it is, and how long it'd take me.
>>
>>162201080
literally castlevania ripooff lel
>>
>>162201064
Space is also black, not purple.
>>
>>162201169
i don't even type like boku t b h f a m
>>
>>162201202
you so smart
you just described EVERY service iin life.
nigger
>>
>>162199362
3D has a steep learning curve but its very satisfying. you will get faster if you make sure you understand the how and why you are doing things
>>
>>162201064
...what?

Is this some stupid popsci bullshit that's been making the rounds?
>>
>>162201284
I think the fact that it's widescreen makes the scrolling worse than the original desu
>>
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Are your ready for the upcoming Ludum Dare, AGDG?
>>
>>162201850
Never was, never will.
>>
>>162200747
only acceptable time to use java in gamedev is for android games. java sucks for everything else because it needs to run in a virtual machine, and it uses garbage collection, both of which annihilate performance on any machine. look around-- nobody uses java for games

java is super easy to learn. because of this you might think "oh its a great language to start with", but this is not the case. learning java for an experienced programmer takes only a couple of days, however you will be trying to learn java along with the overarching basic principles of programming. this is a problem because while you were learning java, you could have been learning C or c++, which teach much more broad and useful concepts, and going from java to c will be confusing because you will be used to java's easy-mode features, such as garbage collection.

go c -> c++ -> whatever language you want. java blows dick but yes a lot of companies use it, but you want to make games, not be an office slave, right? if you really want to, like i said earlier, if you know c++ first, java takes days to learn
>>
>>162201850
Unity?
>>
>>162200910
Cool thanks. I guess I'll get back to learning C# then.
One more question though, is C++ better than C# or are they even different enough to bother?
>>
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>>162201080
>>162201284
>>162201764
it was a joke from october 28th. scrolling is not actually that slow and speed simon doesn't actually show up
>>
>>162200837
a true classic
>>
>>162201938
But it's fun
>>162202057
Yes
>>
>>162202108
yeah, in retrospect I should've noticed the date in the filename, oops

shit's lookin good tho mang, keep it up

>>162201850
I wonder when I stopped caring about hi-fi graphics and started liking ugly retro shit instead. I love this retro psx stuff
>>
>>162201850
epic shaders breh
>>
>>162202348
haha it's no biggie anon. and thank you!
>>
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Would anyone know why this bone moves the character despite all the weights being blue?
>>
>>162202540
inb4 people refusing to help you because undertale
>>
>>162202540
I think you're gonna have a bad time
>>
>>162202540
The bone clearly has children, check if one of them is making the mesh fully red
>>
Console.Writeline("I fukin hate niggers");
Console.Writeline("What about you?");
string response = Console.Readline();
>>
>>162203118
you forgot to attach a frog picture to your post
>>
>>162203118
Ayo hol up
>>
>>162202096
They are significantly different but similar enough that you can learn one from the other fairly easily.
>>
>>162203118
>racism
>on agdg

fuck off /pol/

our hobby has no biases
>>
>>162203260
>No biases
>Constant shit-talking of nodevs

K
>>
How does Godot compare to Unity?
>>
>>162203118
main = do
..putStrLn "I fukin hate nodevs"
..putStrLn "What about you?"
..response <- getLine
..-- do thing
..return () -- for if thing isn't IO ()
>>
>>162202001
Unity runs on a virtual machine, and both it and Unreal use garbage collection. And until Blueprint Nativization is out of Experimental, UE4 also uses a virtual machine.
>>
>>162203260
Except for source
>>
>>162202001
The JVM's performance isn't actually too terrible. It's the language itself that's abhorrent.
>>
>>162202540
I agree with this: >>162202807

I actually had that very same problem today. I accidentally had part of my model weighted to the feet bones, when they weren't supposed to be.
>>
>>162203330
*no biases against race and LGTBQLMNOP

source sucks
>>
>>162203431
Unreal is mostly implemented in C++ though, and I assume the same is true of Unity. There's a big difference between using a VM to run game logic and running the entire engine in a VM.
>>
>>162203776
There's no rule man. People can be just as biased as they want, they just usually don't because we're generally assholes to people who can't make a game properly because we have no game
>>
How does Godot compare to Unity?
>>
>>162203379
Noice mate, what language is this?
>>
>>162203118
>>>/pol/
>>
>>162204009
>not able to wait even ten minutes
You are not ready for Godot yet.
>>
>>162202001
>>162203665
Though C# has a big leg up on performance despite also being VM'd and garbage collected because you still have value types (structs) and arrays of value types are contiguous. And C# is just a better language in general.

>>162204057
Haskell.
>>
>>162204116
What other languages do you know?
>>
>>162203776
>LGTBQLMNOP
top lol

re: Java vs C#
The limiting factor is always going to be you as a shitty programmer, not which language you choose. However Visual Studio is objectively the best IDE so you'll get a boost just by using it.
>>
What websites am I looking at to hire an artist for my game?
>>
>>162204397
If you're using an engine, their forum probably has a section for it
Reddit's gamedevclassifieds
Artstation
>>
>>162204263
I've got a solid working knowledge of C++, Java, C#, Haskell, and Rust and can muck about semi-productively in some proof assistants. Hardest part for me is always remembering shit from the standard libraries.

>>162204296
That's if you only consider the performance of a language and not what it's like to write in.
>>
Anyone here used scratch?(please don't kill me)
>>
>>162204009
2d: why godot when there is gamemaker
3d: don't even consider it for your game
>>
>>162205127
>2d: why godot when there is gamemaker
I tried both and Godot is definitely superior to GMS1.
>>
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I'm unable to design/draw a decent looking necromancer, so I just made him a big skeleton. Any idea what he should actually look like?
>>
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what is better:
>having a bunch of nested arrays
or
>having one giant array and having a weird numbering scheme
>>
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>>162205630
>necromancer
>no cloak
>no staff with green glowing orb
>no first edition necronomicon
F. See me after class.
>>
>>162205630
Make him look like a pimp, and the running joke is that the skeletons are his hoes
>>
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Is this worth refining or do I start over?

It may not seem like much to you but this art shit is fucking hard for me.
>>
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>>162200030
More progress
>>
>>162191794
I only do pixel art atm (sprites, VN portraits, backgrounds, UI all pixels). I plan to eventually move into some HD line art even if it is only for the portraits but otherwise, pixels only which gets a lot of shit around here.
>>
>>162205673
>weird number scheme
It's not that difficult to calculate indexes for higher dimension arrays.
>>
>>162205673
i'm talking specifically about game maker btw
>>
>>162205903
>pixels only which gets a lot of shit around here
Bad pixels do. Stuff like >>162205630 is already above the mark.
>>
>>162205673
What are you using it for?
Generally a single array is faster than nested, but you'll probably never have to worry about speed unless you're being retarded
>>
>>162206035
[x + y * array_width]
Now your 2D array is a 1D array that behaves exactly like a 2D array.
>>
Is it a fair assumption that people who buy indie games tend to have lower end PCs?
>>
>>162206098
>my game is above the mark
doushio
>>
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cleaning up the UI: part X
>>
>>162206287
Might've been more of a safe assumption 8 years ago. Today if you want to know what your gamers are going to have installed, you assume they've got a shitty laptop or whatever the steam hardware survey says they have.

Unless you're doing a hidden object game. In that case they're on an ancient piece of crap.
>>
>>162206287
i3-2100/GTX550TI/8GB here, I buy indie games
>>
>waking up depressed and not wanting to work anymore.
is this normal?
>>
>>162206287
The opposite.

I have a low pc and I don't buy indie games because they are terribly optimized.
I'd rather buy an AAA game because at least I know it will run on low settings because they know what they are doing.
>>
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>>162206416
hah, You should release this on the Kindle
>>
>>162205630
>Any idea what he should actually look like?
Give him a robe and go from there
>>
>>162206287
i7-6700K / GTX1080 / 32GB here, I buy indie games and shit on any dev whose game stutters on my rig
>>
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>>162201850
>tfw you just wanted to make a regular king's field clone but you end up making a high res steampunk ultima underworld

Fuck my life! Shit!

Also I will be going to a LD gathering on saturday, but I will just look at the games of others and work on my own stuff instead
>>
>>162206704
>32GB
Are you using a ramdisk

bro

I dedicate 5gb of ram to a ram disk so I can constantly be recording everything that happens on my screen + sound without wearing out my SSD
>>
>>162206691
kindle has grayscale though
>>
>>162204009
2D: One of the best 2D engines
3D: Wait for Godot 3.0
>>
>>162202108
I'll miss speed simon.
>>
>>162206416
This looks like a different game when compared to demo day one
>>
>>162205673
If they're on the stack, the difference is negligible. If they're on the heap, multidimensional arrays are a bad idea.
>>
>>162206843
Solid choice you made. I don't use a ramdrive though, neighbourhood has had problems with its electricity supplier. Don't wanna risk working with volatile storage. I should really invest in an emergency power supply.
>>
Making a 3D game in Unity.

Do I make animation for swinging a sword/axe etc while they are unarmed, and then just attach weapons to my characters hands?

Or do I animate the weapons swinging around and then use IK so that anything in the game will be able to use the weapons?
>>
>>162208075
>animate the weapons swinging around and then use IK
Would this actually work?
>>
>>162208075
If you had to choose between one of the two I would go for the second as not every weapon is going to swing the same way.
>>
>>162206170
word, that was my main concern
i'm trying to make a system for indexing which bg image to load onto chunks.
originally i was going to have a 2d array for the zones, each element in zones[] would be an array of chunks which would have their own preset bg image.
but thats mega dumb cause I can do the same thing with just one object and having arrays for which sprites to load based on zone
so the current set up is basically
regions[east, north, west, south]
east[x,y] is comprised of zone[x,y] elements
zone[x,y] is comprised of sprite[x,y] elements
cur_chunk.sprite_index = sprite[x,y]

that all makes sense to me but its pretty convoluted, and so I wanted to compare / contrast time performance and easy of implementation & use of a single, massive 2d array of sprites, since the game essentially forms a series of 3x3 grids anyway, a single posx and posy variable is all I would need to keep track of, and maybe that would be a lot easier
>>
>>162206416
Every time I see your game the layout is completely different, but I preferred the vibe of the previous cards to this one. It feels a bit too clean, and the old ones matched the feel of an overwhelming terrifying plot
>>
>>162208075
The first one.

I've never seen the second one used. I don't think it would even work well.
>>
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>can't make progress on main project
>saw a set of assets I like
>only got basic core done but still having fun with result
Maybe that's just me but I think I'm a backward dev. I can only motivate myself to dev when I have the art. Programmer art can only push you so far.

All those hacks you need to make to properly get started with 2D in Unity though. Maths for camera, custom editor for tiles, combine a bit of legacy animation for sprites, etc.
>>
>>162208191
I don't see why not, you'd need a hand position target and likely an elbow position target. The challenge would probably be in animating the target locations in a way that doesn't flub up too much across the different body sizes of the characters.
>>
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>>162208310
I've just decluttered the designs with two new card types to tie the stories together
>>
>>162208515
>2D in Unity though
Could have picked an engine better suited for this task.
>>
>>162208191
no, unless every model that used the weapon was just about identical
>>162208075
use the first one
>>
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>>162181225
I'm reminded of the flashy high score screen in Captain Skyhawk
>>
>>162208636
Meh. I don't feel like switching right now.
>>
>>162207458
ill find some way to work him in as an easter egg, dont worry!
>>
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Finally got the terrain generator not to shit the bed and work correctly. It's just diamond-square. I shouldn't have had these problems.
>>
>generating heightmaps
>not scraping them from NASA
>>
>>162208997
Josh Sawyer said that they used real life map data to generate the base of New Vegas, but when they scaled it to an appropriate size the Colorado River was only around 3 meters wide, so they had to screw around with the scale of some objects quite a bit
>>
>>162209858
what else did your boyfriend Josh Sawyer say?
>>
>>162208306
how big are bg images, and how big are chunks? how big are individual cells? how big is the whole map?
>>
>>162210096
He said that his favourite part of game development is when the whole team gets the same vision in their head and is working towards the same goal
>>
>>162208873
what engine/language?
why not perlin?
>>
>>162210393
Why not simplex you flaming faggot?
>>
>>162210293
you don't say? funny, I thought he would have said his favorite part of game development was finding new ways to incorporate rape
>>
>>162210393
Godot.
>simplex/perlin
I tried those, but failed even harder. The only really reliable resource I found was "simplex noise demystified", but that just caused me a headache. I couldn't filter out what exactly I can extract from that paper and how to apply it. It's been a while since my last try though, so maybe I'll give it another go, knowing I have a working fallback.
>>
>>162210760
>i have this proven, well-tested and easy to implement noise algorithm
>but let's go with another one!
you right now

and im not flaming, im just asking, since diamond-square is known for producing artifacts
>>
>>162211253
>is known for producing artifacts
It sure is.
I'm guessing he is saying simplex because it's really perlin 2.0. Faster, stronger, better, extendable to n dimensions.
>>
Someone give me a quick game idea to make in my custom engine.
>>
>>162211253
Simplex is Perlin but O(n^2) complexity instead of O(2^n) complexity where n is the number of dimensions and it also doesn't exhibit square artifacts like Perlin does.
>>
>>162211395
rope swinging game
>>
>>162211395
dorf fort
>>
is anyone here making a game for the first time?
what tools are you using?
how are you enjoying it so far?
what is your game about?
>>
>>162211395
Oblivion
>>
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The grass in this image is something I want to achieve.

Is it just a single texture image?

Is there a way to generate random squares (of slightly different color) and layer them on top of each other seemingly at random?
>>
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Looking into getting into 3D modeling in the hopes that I can be halfway decent in 3 years or so.
Anybody have any tutorials / infographics or advice they'd recommend?

Pic unrelated, posted here the other day.
>>
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I just realized something really boring.

In space, a guided missile would have no maximum range against a stationary target. You just need to get it pointed in the right direction and then even if the missile goes dumb or runs out of batteries or whatever, it's still going to hit that point.

That's boring though and makes for not fun. Not that I'm making something fun to begin with. How can I get around that while still sticking with reasonably realistic physics?
>>
>>162211974
>Is there a way to generate random squares (of slightly different color) and layer them on top of each other seemingly at random?
Nope, impossible.
>>
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>>162211728
GM:S and paint
>>
>>162211974
that appears to be a simple 6x6 or 8x8 tileable texture
>>
How does Unreal Engine compare to Unity?
>>
>>162212062
Include dark matter turbulences that throw your missiles off course.
>>
>>162211728
ye
game maker and no illegal art programs
it's fun but progress gets exponentially slower
throw stuff and play the video game
>>
>>162212062
Why would it matter? Your missiles only have infinite range if you later the player lock-on to targets at infinite range, in which case whatever would otherwise be defending the target could just take the fight to the player.
>>
>>162212003
>271x186
you disgust me
>>
>>162212134
You don't think he's layering them at random or anything?

Cause they look like they're spread out at random.
>>
>>162212215
It is better in my opinion, but may initially be more confusing due to Unity's comparatively ridiculous quantity of online help.

If you're entirely new to game dev, Unity may be better for you, for now.
>>
>>162212062
i don't know much about missiles, but i think there are some missiles that won't do any damage unless the detonator goes off. you could just make the detonators in your missles shut off when it runs out of batteries. yeah it will still hit it's target, but it would only do as much damage as if you hit the target with a metal bat.
>>
>>162211243
i have map generation in godot, can't find the project though
i used perlin noise (i think, at least from what it said on website i based the code from) and added some custom filters (like adding fading border, or filling holes)

godot is cool but shame its processing ability isn't that great
>>
>>162212326
Oh whoops. I know you or someone pointed that out when that image was originally posted here too.
>>
>>162211728
me.

I'm using Unreal, Blender, Gimp, and TexturePacker.

I'm enjoying it while I'm working on it and solving problems, but I'm not enjoying it when I'm thinking of all the shit I will have to do and worrying if I can actually do it.

I was making that RPG that looked a bit like Golden Axe, but I'm shelving it for this doomed-to-fail-but-can-actually-be-completed-in-less-than-5-years multiplayer platformer thing I haven't posted yet.
>>
>>162212393
Yeah it was me. Tiny images trigger me.
>>
>>162211478
>>162211487
>>162211748
Rope swinging game it is! I'll update you guys on my progress in a few weeks.
>>
>>162212350
no, it just looks like whoever made that terrain didn't uv unwrap it, and so the software is just applying the texture to each polygon with a random rotation.
>>
----[ Recap ]----
Game: NA (Genre: Action Rpg)
Dev: Emgee
Tools: Game Maker, FL studio11 CSP5
Progress:

+Moved to game maker
+Created Sprite for main character
+the main character can move
-main character cant attack or jump

Currently trying to figure out how to make the enemy colliding with a curtain animation (instead of the player object) destroy/deal damage.
>>
>>162212589
a-anon...
>>
>>162212589
>recap
But it's Friday.
>>
>>162212589
Did I sleep through the weekend? Is it monday already?
>>
>>162212215
If you're only a guy new to programming in general (or only good at C#), a small team or focusing on mobile and VR content, Unity is for you.
If you're a bit seasoned (gamdev and C++ skills in general) or like visual scripting, feel confident and look forward to graphics and optimization more than anything, go for Unreal.
>>
>>162212696
is it not monday?
>>
>>162201850
I cant even make a game with unlimited time already
>>
>>162212589
>Currently trying to figure out how to make the enemy colliding with a curtain animation (instead of the player object) destroy/deal damage.
I would give you advice if I knew what this meant.
>>
>>162212771
Thats what demondays are for
Gives you a discrete/fixed point where you have to have something playable by
>>
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>>162212763
Oh my fucking god its Thursday.

what the fuck happened with my sleep.

>>162212882
I'm gonna be honest. I'm so tired I don't even know what I typed out.
>>
>>162201850
I hope it's a fun theme

>>162212771
Having unlimited time is actually the problem. It can make you work slower or be lazy. If you have a "strict" deadline it can help you finish something.
>>
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>a namefag whodev appears
>>
>>162213119
I recognized who he was so I guess ur just an animeposting queer
>>
>>162213119
It's okay that you don't spend every minute here, but just because you don't know someone doesn't mean they're a whodev.
>>
>>162212216
That's a hilariously handwavey solution that I kind of like. It does make me wonder what if they weren't perfectly accurate in their guidance, and so over long distances and without active guidance, they might miss anyway.

>>162212317
I totally forgot about targeting distances. That's a super simple way to put max ranges on things, even if the physics would allow for a hit. Thanks anon.

>>162212370
That's also a pretty logical solution to the problem.

Thanks again anons. I was only thinking about the pure physics behind it.
>>
>>162212589
>how to make the enemy colliding with a curtain animation (instead of the player object) destroy/deal damage

//in the collision code for enemy (probably collision event with player)
if(sprite_index=_animation_name_) //name of sprite - if enemy has this sprite on, it will damage self instead of player
{
damage_self()
}
else
{
with(other) damage_self()
}

where damage_self() deals damage to itself and if hp <= 0, destroys itself
>>
>>162213119
every dev starts out as a whodev

so kill yourself you bitter cunt
>>
>>162213391
That's not true
>>
what do I need besides a quadtree and a ton of state machines for a 2D gaem?
>>
>>162213391
I think whodev should only refer to people who have nearly finished games but have never posted progress here before. Basically people who are just advertising here.

If someone is new and just posting their first progress and it's clearly an early development game, they are just a normal dev like the rest of us, they're just newer.
>>
>>162213326
I question things being stationary in space in the first place, they'd generally be orbiting something at some thousands of m/s and a small delta V change would result in missing by thousands of kilometers.
Are you aware of Children of a Dead Earth? That had some interesting ideas about physics-based space combat.
>>
>>162213535
>a ton of state machines
Nigga please use coroutines. Or at least a good state machine design like this:
http://boreal.aggydaggy.com/programming/2016/05/25/mean-clean-state-machine.html
>>
Is it just me or does ClickTeam Fusion get all fucked up for everyone after you've been using it for a while?

Say you have an hour on it, suddenly the UI starts freezing up, context windows don't update to what you have selected and things just start breaking down. Extra crap cherry on the shit sundae ; It utterly fucking ruins the program you're working on, shit will be broken irreparably, forcing you to revert to a backup.

My system is clean, other things don't have this happen to them, what the hell is going on?
>>
>>162213649
>they are just a normal dev like the rest of us
They're clearly NOT like the rest of us, because they're namefagging

>>162213242
What was the last recap they were in?
>>
>>162213881
Im pretty sure this guy was making some 3d shit and just switched to 2d
>>
>>162213881
>not being in the recap makes you a whodev
lmao
>>
>>162213881
>being triggered by names

And not everyone posts in recaps. Also what if it's their first recap?
>>
>>162213668
Yeah, over those kinds of distances, I guess orbits would mess things up, but I'm not shooting for that magnitude of scale. I was thinking more along the lines of launching what is intended to be a short ranged missile (1-2km) at a target that was 15km away and hitting it.

Thinking about my time rendezvousing in KSP, maybe it's not that unreasonable that stuff would just drift over long ranges, which would be a convenient way to introduce inaccuracies at those distances. Although, as the other anons were saying there's also decent gameplay ways around this problem.
>>
0 - Play Overwatch
1-2 - Play Gamecube games
3-4 - Practice 3D modeling
5-9 - Just like work on game
>>
>>162213649
are they still a whodev if they're posting a freeware game?
>>
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>aggy defends namefags now
what in gods name has changed
>>
>>162213881
https://www.youtube.com/watch?v=jetASeLtIkw
>>
>>162214228
Yes.
Unless it's open source and they're posting it as a resource to help devs.
>>
>>162214153
haha sucker now you gotta make progress
>>
>>162214274
I'd rather defend a namefag dev than a random reaction gif nodev like you.
>>
>>162214274
As long as they're using the name to post actual progress, who cares?
>>
Should a 3d models clothing have thickness or is it okay to have none?
>>
>>162214491
why should someone need to use a name when they should be identifiable by their progress? it doesn't matter if they're a whodev or a yesdev, it's just attention whoring on every other post they make that isn't progress
>>
>>162214274
Are you underage and/or retarded?
>>
>>162214538
Usually just using a 2 sided shader is enough but if you're going to get really close to it (like a first person model) you probably should.
>>
>>162213838
Sounds like a leak leading to resource exhaustion.
>>
>>162214627
He hasn't even posted with his name outside of a reply chain related to his progress you massive fucking faggot.
>>
>>162214808
>>162206556
i don't even care that much since this guy's new but damn, public opinion has shifted fast
>>
>>162214274
My hatred for incorrect anime posters exceeds my hatred of namefags
>>
>>162215013
>that
>anime
>>
>>162214327
https://www.youtube.com/watch?v=tYKPdNvH800
>>
>>162215080
>>162213119
>>
>>162215002
Now we have the discord circlejerk where people literally discuss farts
>>
>>162215096
leave frogos alone!
>>
>>162215338
discord was a mistake, steamchat should have been quarantined forever, not allowed to propogate
>>
>>162169558
>> Engines
>GameMaker: yoyogames.com/gamemaker
>Godot: godotengine.org
>Haxe: haxeflixel.com
>LÖVE: love2d.org
>UE4: unrealengine.com
>Unity: unity3d.com
Is this really a good thing to have in the OP? It makes it too long to bother reading, and really if someone can't be bothered to google their engine of choice to find its website, they have zero chance of making a game
>>
I edited the song further

https://clyp.it/zlpnlo4f

All the feedback last time was really helpful, I'd love that again
>>
>>162215668
>(91)
>>
>>162215668
Alright, this right here is why agdg is shit. You literally could have not said anything and just posted progress but instead you're shitposting about people who don't even come here anymore.
>>
>>162215636
fuck off
>>
>>162215636
Is this post really a good thing to have in every thread? It's just a shitpost that no one bothers to read, and really if someone can't post progress, they have zero chance of making a game
>>
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>>162208306
i did that style implementation and it was pretty simple and works well enough.

because of the way the chunks de-render, if the player isn't standing on a chunk when one gets deleted off screen the game crashes. this wouldn't be a problem except because of the way the borders work if the player is at the corner one chunk doesn't get loaded, leaving a blank area that the player can move into

to fix this i'll probably just put trees or rocks in there
at any rate, progress!

>>162210182
chunks are 1280x1280 pixels
each zone is 3x3 of chunks
each region is 3x3 of zones
there are 5 zones in the southern half of the map
>>
>>162215752
Melody feels too random like you're not giving enough lead in to know what to expect

Rugrats vibe
>>
>>162215002
All right, you got me there. That's a pretty shitposty blogpost as well. Okay, he's on probation.
>>
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I was curious to see what this would look like in UE4 but I'm pretty sure this didn't import right. Or maybe I need to manually tweak all the materials myself.

I know very little about UE4.
>>
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new necromancer. Rushed but give opinions anyway
>>
Namefagging is pointless anyways. Anyone can use your name to post, so you make sure people know it's really you by posting progress. But you could have just posted progress.

Theoretically someone could also generate a code to mimick your trip as well but this is different. Tripfags are fucked, though.
>>
>>162216519
I disagree, sometimes trips are useful since agdg has taken to dev impersonation lately

Names are the same as shitposting, its just to cause commotion. You WANT someone to impersonate you.
>>
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So no suggestions on any introduction to 3D modeling things?
>>
>>162215924
>there are 5 zones
meant to say regions there
>>
>>162216494
I liked the original sprite you had more (not trolling).
>>
>>162216686
>sometimes trips are useful since agdg has taken to dev impersonation lately
If you really do get targeted by someone dedicated enough to make believable, fake progress (which I suppose wouldn't be too far-fetched at this point) then you can start using a trip. After, not before.
>>
>>162216494
Staff looks kinda dull/boring, but anyway that guy looks nice.
>>
>>162216721
i would never treat anything with this kind of presentation picture seriously
>>
>>162216721
>"3d modelling"
>mixel art
>>
>>162216863
You don't make the rules, dumbshit. If anyone wants to use a trip to remove any doubt as to whether their progress is theirs then they can, and the best you can do is shitpost about it, and trust me, some of us are pretty good at ignoring shitposts at this point.
>>
>>162216721
I watched BornCG Blender intro videos, and then just played around with making 3D stuff for a while.
I've watched a few random 3D related videos here and there. Also downloaded some models from old games I like, to see how they look.
>>
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>>162216804
You mean this guy? Or the plain skeleton here >>162205630 ?
>>
>>162217372
That guy.
>>
>>162216721
>mixels AND differing line widths
>pixel cover for a 3d lesson
>bad spacing on the font
>max beta looking male
disgusting
>>
>>162216721
It's unlikely you'll find anything that combines:
>art fundamentals
>3D modelling tool fundamentals
>3D modelling technique fundamentals (e.g. topology)
My advice is to learn art and your tool from places that specialize on those things, and figure out technique by looking at finished pieces.
>>
>>162217469
You forgot
>gotta have a woman to be inclusive

Amazed that both of the characters are white.
>>
>>162215991
>I know very little about UE4.

and modeling, apparently
>>
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>>162216494
>>162216804
>>
>>162217882
>>162217460
Looking at him again I agree. The old shape gave off that "old and decrepit skeleton wizard" feel the new one doesn't have, and the new one is a bit busy
>>
>>162216494
The staff ain't complete until the skelly head is illuminated by a mysterious and vile green glow.
>>
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>>162215991
Fixed the materials to at least have the right colors. UE4 mixed up two materials as well. I'm not sure why UE4 turned all the material colors into pastel pink versions of themselves. Once I started fixing some of the colors it began to look right.

Looks sharper in UE4 than it does in Unity.
>>
>tfw programming tutorials generally always have completely non-practical examples that are super generic and for some reason it never leaves the information stuck in my brain.

I feel retarded when I have to watch/pause a video 8 times while repeatedly trying to adapt the code myself trying to understand it.

I'm fucking with tables in lua.

I feel like I should just be able to have

tableOne = {
tableTwo = {
0, 1, 2, 3, 4, 5
}
}

then print(tableOne["tableTwo"[1]])
to output 0

lua's tables are 1 based for whatever reason.
>>
>>162219106
maybe tableOne["tableTwo"][1]
>>
>>162219106
>lua's tables are 1 based for whatever reason
Probably the most fucktarded thing in lua.
>>
>>162219342
name a better game scripting language

also its not necessarily 1 based, you can index with 0 but all the standard lib functions assume 1
>>
>>162219106
>a video
There's your problem.

>tableOne["tableTwo"[1]]
Better to use tableOne.tableTwo[1].

>>162219534
>all the standard lib functions assume 1
As well as the array initializer syntax.
>>
>>162219534
I'm not that anon, I really like lua so far but as a new programmer, and new programmer to lua these are the things that bother me so far.

>tables are 1 based, every other language I've used is zero based.
>variables default to the global scope even when they are instantiated in a methods scope unless you explicitly declare them as local.
>switch cases aren't a thing and making nested if statements fucks with my head mainly because they end up looking like this.

function love.keypressed(key)
if(screen == "title") then
if(key == "down") then
if(selected < 4) then
selected = selected + 1
else
selected = 1
end-- down key
elseif(key == "up") then
if(selected > 1) then
selected = selected -1
else
selected = 4
end-- up key
elseif(key == "return") then
if(selected == 1) then
selected = 1
screen = "main"
elseif(selected == 2) then
selected = 1
screen = "loadGame"
elseif(selected == 3) then
selected = 1
screen = "options"
elseif(selected == 4) then
love.event.quit()
end-- return key
end--key end
end-- screen if end
end-- function end

There is a better way to do this and I'll figure it out.
>>
>>162220035
You can definitely improve the selection logic.
>if(up pressed) selected = selected - 1
>if(down pressed) selected = selected + 1
>selected = selected % 4

Also please do anything but checking what a string variable is for a state system. Lua has coroutines, use them.
>>
>>162220035
pastebin next time
>>
auto tickRate = 1000.0 / 60.0;
auto prevTick = GetTime();

auto deltaTime = 0;
auto adt = 0.0;

SDL_Event e;
SDL_PollEvent(&e);
while (e.type != SDL_QUIT)
{
deltaTime = GetTime() - prevTick;
prevTick = GetTime();
adt += deltaTime;

if (adt >= tickRate)
{
adt -= tickRate;
Update((float)deltaTime / (float)tickRate);

Render((float)adt / (float)tickRate);
}

SDL_PollEvent(&e);
}


what the frickin frick am i doing wrong, fraps only has me at 30fps
>>
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Somebody asked yesterday if the characters move out of the way when you turn around. Kinda, but if they can't they won't block your way or anything.
>>
>>162221075
your aesthetic is completely on point
i'm impressed
>>
>>162221189
like i give a fuck what you think
>>
>>162221241
great post
>>
>>162220035
yes, it most certainly has its flaws but there's a lot of goodies in there.
>function clamp(x, min, max) return x < min and min or (x > max and max or x) end

>#t, table length operator where t = { }

calling native code is piss easy in lua aswell and luaJIT is very fast.
>>
>>162220932
Turn off vsync?

SDL_GL_SetSwapInterval(0);
>>
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>>162221189

Thanks! I was hoping people appreciate this aestitic as much as I do.

>>162221241

Dude, epic troll XD
>>
>>162221075
What jaem?
>>
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Pretty much done with these VR portals
Here's a webplayer demo. Unfortunately, unity webplayer ports are far from perfect but it's aight

https://phygon.itch.io/portal-example
>>
>>162220932
http://gafferongames.com/game-physics/fix-your-timestep/

great blog, great game loop.
>>
>>162221492
Your game is beautiful. How did you even do it? Is the background a pierced photo or something?
>>
>>162221491
>Turn off vsync?
I dont think you know what im asking

>>162221672
i looked at that a while ago, half that shit completely over my head, maybe ill try again
>>
>>162221641
Sexy. Hi Facepunch
>>
>>162221886
maybe look up game programming gems on tpb, the first book gives you some solid insight on game loops.
>>
>>162222021
thanks, will do
>>
>>162198209
As long as it doesn't play like Thomas Was Alone's jetpack section then you're good. (Seriously fuck that section)
>>
>>162221492
Looks beautiful. What genre are you heading for?
>>
>>162216721
nope, i checked and there are no introductions to 3d anywhere on the internet
>>
>>162222398
Never said there were none. Just wondering if anybody had any in particular to suggest.
>>
>>162201850
I've downloaded that asset too.
>>
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>>162222369

It's a JRPG.

>>162221782

I use Blender Cycles for pre-rendered backgrounds.

>>162221573

Pic related. I'm not active anywhere with it until I finish the demo though.
>>
>>162221962
Thanks anon
Didn't know FP folks were here
>>
>spent all day working on rig
>finally finish
>start animating
>x mirror wasn't on
I'll try again another time. good night all.
>>
>>162222724
>western JRPG
>nigger isn't long john on a rail road

https://www.youtube.com/watch?v=4G5KtQynWvc

Not having a black guy that uses a sledgehammer and has a battle theme thats a remixed chain gang song.
>>
>>162223574
what software are you using?
>>
>>162223625
sounds sick
>>
>>162201850
Fuck how did you do this. I've been trying to do the same thing for ages but shaders are a pain in the ass. Especially vertex jitter.
>>
>>162223793
blender,In hindsight I should've used a tutorial or something.
>>
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>>162224467
then you're going to want to use these buttons. they are your friend.

the left one copies the pose of your selected bones
the middle one pastes that pose
the right one pastes that pose, but mirrored to the other side
>>
>>162224885
that sounds pretty useful, do you have to select the bones you want to mirror before clicking the right one?
>>
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programming to me seems to deify all logic.
>>
>>162225796
where are your brackets
>>
>>162225232
yes, you have to select the bones whose pose you want to be copied.

another thing to note, and i haven't done much experimentation so i'm not too sure, is that it might only work if you have your bones named properly. i believe it uses the names of your bones to determine how to copy the pose over.

for example, if your foot bone is named foot.L, then it will copy the pose to foot.R
the pose of hand.front would copy to hand.back
the pose of bone.top would copy to bone.bottom
and etc

luckily, in the pose menu, it has the options
"autoname top/bottom"
"autoname front/back"
"autoname left/right"
as well as a "flip names" option if you already have one side named.
>>
>>162225796
the moment I post it I figured it out

>>162225869
doesnt seem GML needs them, unless they're an optional thing
>>
>>162225976
You should be using brackets. It's much neater and if anyone looks at your code their first question will no longer be "where are your brackets"
>>
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>>162226083
but then shit like this happens
>>
>>162226216
I hope for your sake that this is bait.
>>
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>>162226216
>>
>>162226216
Try not to use exit.
Also brackets go after right after the check:
if <something> {
<action>
}
else if <something else> {
<action>
}
>>
>thread defends namefag, claiming they have been in the thread for a long time
>soon after, namefag displays complete lack of knowledge of basic gamedev practice
You are either a nodev or a shitposter. I hope you catch a splinter between your toe and toenail.
>>
plz buy my video game

i need money
>>
>>162227129
ok
>>
>>162206691
>>162206416
A real game on the kindle would actually be pretty novel
>>
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so i had originally set out to make a ghost cowboy who follows you around and shoots at you, yet somehow ended up creating an even angrier Mario 3 sun. odd

sorry my lerping is ass. i cant into math
>>
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>>162227729
>angry sun that also shoots you
>>
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I went to a museum full of old art over in Nagoya and was inspired to make a cozy seaside area.

How's the water look?
>>
>>162228545
the water in the background seems to be wobbling a little too much, at least when compared to the water in the foreground. other than that it looks pretty good, reminds me of wind waker
>>
>>162228545
pretty awesome
>>
I'm making pong
>>
What program would you guys recommend for drawing textures for a 3D Unity game in?
>>
>>162221492

ff7 style is noticed, nice,

are the characcters pre rendered or do you use fancy shaders
>>
>>162228545
love this game love this art
>>
>>162228545

Neat, but the water is wobbling pretty fast, and maybe the waves could roll left or right instead of staying stationary. It also took me a while to notice that sprite because of the color.

Use webms for more color depth also.

Looks great though, love it.
>>
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Any Unityfriends have any suggestions for getting a ragdoll to inherit some simple motion? As you can see, I've got instantiating ragdolls working just fine, but I'd like them to instantiate with some motion. There's an impact Vector3 that's stored each time an enemy is shot, so I have the force I'd like to pass along, but I'm having a hell of a time getting the ragdoll to inherit this motion.

I tried giving the ragdoll's gameObject a rigidbody and applying the force there, and no dice. I tried doing a GetComponentInChildren to find one of the ragdoll's rigidbodies and applying it there, and that's not working either.
>>
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starting to texture some alien stuff
aliens
>>
>>162229331
Can you turn on a rigid body an apply some force right before you ragdoll?
>>
>>162229431
At the moment the ragdoll is instantiated from a prefab and the enemy object is destroyed. I tried having the ragdoll as a child of the enemy object and just disabling Animator and such on death, but the object was spazzing out all over , I'm guessing due to all the ragdolls colliders interacting
>>
Fuck this simplex noise shit, I can't get the octaves right. I'ma stay with diamond square, it's more than sufficient.
>>
>>162229554
Could you do the opposite where the ragdol is the parent and the collider on the enemy is disabled
>>
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I'm practically a yesdev
>>
>>162228545
the water in the background has a wobbling movement that seems more like jelly than water
>>
>>162230195
I could try that, but I feel like that's going to result in the same issue of the enemy freaking out while it's alive and trying to animate
>>
>>162229068

pre-rendered
>>
I'm a little pissed off that I can't even recreate pong without messing something up, FREKIN PONG!..
>>
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I started tonight knowing that hardpoints (the actual spots on the ship that things mount to) were going to need to be generalized over what they were doing before. One thing led to another and I ended up refactoring the whole stores system again. It's cleaner this time, gets rid of a few extraneous classes that weren't really doing anything, and shuffles some code around.

Post refactor, the actually important new stuff is that pylons are abstracted away from the user, stuff can be mounted dynamically to hardpoints (now called stations), and there's now duplicate handling so you can't spawn stuff on top of each other.

A station now can be defined as requiring a pylon before things can be mounted on it. When you mount a store on this station (for example, a double rail missile launcher) it first checks to see if it needs a pylon. If it does, it'll create a new pylon if it needs to, then mount that new store to that pylon. The pylon then handles the rest of the mounting logistics.

If the station doesn't need a pylon, then it'll directly mount whatever that store was to the station and that's that.

Hopefully when I get to launching weapons and passing data to those weapons I won't need another rewrite.
>>
>>162230634
youll get there. just keep trying
>>
>>162230242
practically desu.
>>
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Trying to figure this Shader Forge stuff out.
>>
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>>162230887
started from the bottom now we here
>>
>>162231292
Is that a square or two triangles?
>>
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>>162231434

>square
>>
>>162231517
sorry

a square rectangle
>>
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>>162231434
>>
>>162232035
Now no shape is beyond your grasp
>>
>>162232085
except the shape of friends and happiness
>>
>>162232148
Nothing is beyond the realm of possibility once you have mastered the triangle
>>
>>162232240
but I didn't even master it I just copy pastad code for shitposting
>>
it isn't worth it lads
>>
>>162229773
You're better off. Simplex noise is patented to shit and there's no reasonable certainty you could sell a game that implements it without getting fucked by the holder (presently Nokia).
>>
>>162232690
The patent specifies that it's 3D and that the results are directly displayed. 2D for heightmaps is different enough that you can get away with it. Also, https://en.wikipedia.org/wiki/OpenSimplex_noise.
>>
>>162232690
>>162232996
And http://www.spiritofiron.com/2015/01/simplectic-noise.html.
>>
>>162233276
Wait, I didn't see the bolded notice. Oops.
>>
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flying is fun
>>
>>162233419
Very nice! Amazing how our eyes view that in 3D space with such a simple visual trick
>>
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how many of you guys are gonna do ludum dare 37 ?
>>
>>162218839
Switching between sRGB on the texture can sometimes mess up the color too, might want to check on that if you're using a texture.

Otherwise its probably just the default material allocations.
>>
>>162233707
maybe
>>
>>162233707
If i find a team i will, otherwise it really depends on the topic.

One room, contorl the evi, leave something behind, chain reaction are all ones i would do myslef
>>
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>>162234529
Last attempt at this shit because I'm burning out.
Managed to get some motion capture animations working, since that meant rigging everything again I took the chance to finally rig the fucking fingers.
Still looks silly to me, I believe is because the model's shoulders are too wide for the skeleton's shoulder and that would require a huge amount of tweaking on the animations; but still looks way better than anything I can make from scratch.
>>
>>162235096
Also, ignore the quote, didn't mean to reply anyone there.
>>
>>162235096
Don't understand why you're doing this in GM, you'd be 10x farther if you had done it using Unity for example.

Masochist?
>>
>>162205876
Neat.
>>
>>162221075
Thanks for the answer!

Here's a new one: how do you create your textures? From photos?
>>
>>162235407
Just wanted to see how far I could push GM, plus comfort zone because Is what I'm used to. I don't really care about going too slow or never finishing this, because my goal for it was just learning some stuff about 3D.
>>
I need to make some simple tools to help in my game dev. They need to run on Windows and have a GUI. I'm leaning towards using C# since it seems like it'd be the quickest way to get something that "just werkz", but what should I use for the GUI? WPF seems a little... yeah. Surely there's some kind of out of the box solution?
>>
>>162232035
Another poor soul to the 3D engine dev gods. They are pretty hungry lately.
>>
>tfw stray kitty outside in the snow staring in ;_;
>>
>>162236228
Keep it game dev related
>>
>>162236228
it just wants to be loved
it just wants to be warm
its sitting out there dreaming of the life it could have but never will
it will die this winter
>>
>>162236228
let it in anon. let it into your heart.
>>
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i haven't made a game in over ten (10) years.
just been making dank memes and getting trump elected and shit.

http://www.newgrounds.com/portal/view/297206

anywho I googled my game and found out niggers have posted it everywhere meme stealing my shit.

http://www.arcadeprehacks.com/game/8254/16-Bit-Halo.html
http://www.dailyfreegames.com/flash/action-games/16-bit-halo.html
http://www.invalidmob.com/Flash_Games/34/Halo/16-bit_Halo.html


does this constitute as a resume to get a job in video games or at least marketing or some bullshit? fuck im so sick of not making any money.
>>
>>162236528
>niggers
>racism in agdg

Besides that you're game isn't even resume worthy, I wouldn't care if some homeless person was scraping my shit out of the sewer, and you shouldn't either.
>>
>>162236618
blow it out your ass you dumb piece of shit I don't care about you
>>
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>>162235948
Making progress on my new 3D game! Finally happy with the interpolated camera movement / figured out the quirks of the 3D program I'm using (Sketchup... All the major 3D tools are so gross to me)

Time to make some non-retarded textures and then get on with other things (I think I'll do a super basic level editor next)
>>
>>162208515
cute
>>
>>162236658
balls of steel
>>
>>162236528
dude that game would literally take an afternoon to make, so no it's resume worthy, i would highly recommend not showing that off or you might get black listed
>>
YOU KNOW WHAT FUCK THIS GAY WORLD IM PUTTING THIS GAME ON STEAM AND CHARGING 10$ FOR IT
>>
>>162236839
i was 16 when I made that.
>>
>>162236978
Then why would you ask if it's resume worthy?

Why not post something that's actually resume worthy?
>>
>>162236528
fuck off namefag whodev
>>
>>162236978
>so why do you think you will be a valuable addition to our company?
>well i made this shitty flash game but it's pretty impressive for a 16 year old right
>>
>>162237014
because everything I see in this world is complete and total garbage. nothing worth buying anyway. nothing worth playing. trash. all of it. why not throw mine into the heap?

>>162237020
>COOL CLOCK MOOOOOOOOHAMMAD
>COME TO THE WHITE HOUSE!!!

>oh you made a game over the weekend?
>FUUUUUUUUUUUUUUCK YOOOOOOOU
>>
>>162237087
fuck off memespouting reddit/pol/tard
>>
>>162237087
I want /pol/ to leave.

It's not that everything you see is garbage, it's that you've already decided everything is garbage. No amount of logic, reason, or facts will change this. Just based on how thin skinned you are, with that mentality, you do not have what it takes to be in this field even if you had made something much better.

Sorry but you will forever be a wagecuck
>>
>>162237019
suck my dick faggot I'm breaking the rules fucking kill me you can't so shut up

yeah im mad and no i wont calm down being calm is a mistake a big fat stupid mistake.
fuck everything and fuck you too. >>162237132
your hug box can fucking suck my dick too
>>
>>162236719
The most basic level editor I can think of is a text editor where you place a bunch of numbers into an array. Or Paint and you parse the image's pixel data.

Those floor textures make me jelly. Nice work.
>>
>>162237195
once a newgrounds child, always a newgrounds child
>>
we got a badass over here
>>
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>>162237220
>Those floor textures make me jelly.
lol they don't even tile right (at least as they are in-game there)

Made it for another game... but it didn't quite work there either.
>>
>>162237195
please stick around we need a more entertaining regularly appearing shitposter than the literally insane one
you're just angry instead of insane its a nice change to the formula
>>
File: ProgressWesternTown_1.jpg (619KB, 1670x879px) Image search: [Google]
ProgressWesternTown_1.jpg
619KB, 1670x879px
Started on a new western town level.
>>
>>162237412
Literally give me 10,000$ and I'll stay here all year.

my paypal is wordswords I'm not going to post anything until i'm wired my funds.
>>
>>162237412
hehe I was thinking the same
>>
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1481167284078.jpg
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>>162237492
that works too
>>
>>162237459
did you make those houses?
they look great!
>>
>watching HH video
>Casey completely butchers an explanation of side effects and pure functions
>>
>>162236528
I would not recommend putting that on your resume. If you have something recent and shows some kind of technical competence with programming or working in a modern game engine then that could help you get an unpaid internship maybe.
>>
>>162237823
unpaid internships are a meme`
>>
File: 0000-0226.webm (3MB, 1920x1080px) Image search: [Google]
0000-0226.webm
3MB, 1920x1080px
Synthwave a best for productivity
>>
>>162237459
>BXNK
why
>>
>>162238234
>don't axe me bro!
>>
>>162237459
Top notch bokudev, good to see someone else making a western level like I've been meaning to make for a month
>>
File: ouro-ts-rev2l.png (855KB, 1280x719px) Image search: [Google]
ouro-ts-rev2l.png
855KB, 1280x719px
>>162235465
Thanks. Lighting this cloak is driving me fucking crazy -- but I'm liking the overall result so far. If I suddenly vanish, it's because I've been driven temporarily mad and I therefore apologize in advance for my absence from the thread.
>>
>>162237540
Yes I did I'm currently working on making them have insides for the player to explore.
>>
>>162237459
how are you doing this so fast
>>
>>162238541
The somewhat out of place barrels and planks suggest placeholders or assets
>>
https://youtu.be/PhZlfGikfWM
>>
>>162238541
I work fast! I would livestream and I do sometimes but nobody watches..
>>
how much have you spent on assets for your game?
>>
>>162238956
For this game? >>162238463
$0.
>>
File: ouro-prior-ts.png (436KB, 863x634px) Image search: [Google]
ouro-prior-ts.png
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>>162238463
Also, prior title screen for laughs/disappointment-in-self/comparison.
>>
>>162238297
My modeling program for some reason if I make 3D text and import into unity one letter of every word breaks when it makes it into unity I have NO idea why. Trying to get around it by using the excuse that the letter fell off or broke. You can even notice the broken letter on the jail if you look at the "R"

>>162238661
They are actually from an old RPG project of mine I gotta retexture them to fit more now that you mention it.
>>
>>162238927
just because no one watches your live stream doesn't mean no one will

just look at tapeninja. He's the biggest loser ever and people still watch his garbage. yes I'm talking in the third person.
>>
>>162239180
What do you recommend I need to be a good livestreamer? I generally just like to play music while I work without commentary which isnt fun to watch but the only good thing about it is people seeing my fast positive progress.
>>
I had an idea for a 4X/GSG where you play the world, focusing on future tech, espionage, in-depth puzzle-solving and conspiracy game mechanics.

Starts in 1945, just as WW2 ends. Every time a real world or fictional event happens, an Event is triggered. You can deal with these Events in different ways, giving you multiple playing choices and strategies.

You can deploy spies, conduct terrorist attacks, false flags, get involved in geopolitics, and invest in futuristic and even paranormal technology.

You also build up your shadow army of terrorists, evil scientists, and so on. The level of effectiveness of terrorists Attacks carried out depends on a country's Terrorism Susceptibility Index. It measures factors such as their placement in the world, the religion and ideologies of the citizens in correlation with the current Vindicated Faction, as well as other factors.

There'd also be a small-scale element of the game with gameplay similar to Papers, Please where you have to solve mysteries but those are more or less mini-games and are there if you actually want to see a story develop in the game, they are optional.

You can play a number of countries from competing factions, The Zionist Order and The Coalition:

- USA (very strong military/economy and intelligence service)
- UK (high research rates, foreign intelligence)
- Israel (manipulative, abusive, easiest country to play as)
- Germany (strong Axis holdings in South America)
- Japan (strong Axis holdings and research rates)
- Saudi Arabia (provides resources, can influence TSI)

- Russia (Gulags, forceful research rates and military)
- China (strong military, manipulative in the East)
- Georgia (provides asylum for shadow armies)
- Uzbekistan (high TSI in later stages, provides asylum)
- Sierra Leone (provides asylum and resources)
- Lebanon (high economic power despite TSI levels)

The game ends in 2050 or when your die.

Don't know where to start though. I have absolutely no experience in making video games.
>>
>>162238463
I like it a little bit better every time you post. However that text doesn't seem to fit. Could you post a titeless version when finished if possible? I would use that image as a background, if you don't mind. It's a habit of mine to collect /agdg/ wallpaper material.

>suddenly disappear
/agdg/ teaches you to value the present, and don't feel for the past or get hyped for the future. Only the present what matters, the current progress, the current games. Because, you see, devs and projects come and go, and only a handful of them stays for a relatively long time, but even they'll be gone once.

In the past few months I got hyped for the following devs who just vanished:
- Dumpling girl dev
- Skeleton necromancer dev
- The water is rising in the room dev
- Big headed girl with green hair dev
- Lewd visual novel with semi furry characters dev
- Mimic dev
- GameBoy S.T.A.L.K.E.R. dev
etc.

Even if you are gone, you'll be remembered, and I'll be always be happy for that time period when you was my present.
>>
>>162239296
Faith in yourself
>>
>>162239337 (continued)

Right now I'm going to sleep (it's after 12). I should be back some time tomorrow so be sure to give me some """"support"""".

All I want to do now is just find a way to get a demo or proof of concept going (just bare bones and unpolished is fine). How can I get my foot in the door? What engine/program is best used to makes games like this? What tutorial videos/forums/instructions can I watch/read/follow in order to get good?

If anyone is willing to give me a hand, I'd be happy to work something out, I just have an immensely busy schedule.
>>
>>162238541
adderall
it's always adderall
>>
>>162239361
So many games from DD9 and DD10 that never came back. ;_;
>>
>>162239361
Oh! That's very flattering of you, saying you'd enjoy it as a desktop bg. I'll be sure to set a text less version aside for you tomorrow when I hope to be done with it.
>>
>>162239154
>one letter of every word breaks when it makes it into unity
That's some amazing jank lol
>>
>>162239119
Ouroboros: The Sacrifice Journey Quit

What a weird title.
>>
>>162240209
Golden texts are buttons I baked into the texture haha
>>
>>162240274
That skull made me wonder:
Are you the dev, by any chance, who posted about some sort of half minotaur/devil thing being a boss in a 3D dungeon?
>>
I don't recall any recent 3d projects I spoke of here. So doubtful. Also, sorry I lost your post ID while typing this reply.
>>
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#throwbackthursday to when you used to dev
>>
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AnimationTest.webm
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>>
>>162238541

>>162197934
because everything is ripped off or gamestore assets
>>
>>162241203
Please link the assets used from the asset store you shitter I dare you to find them hahahahhahaha
>>
>>162241257
Reporting your game to unity for asset store theft the very minute you release it.
>>
>>162239337
>>162239676

There are no good GSG tutorials. Your best bit is too look up data driven games.

I'm going to be completely honest, you'll never be able to get a working demo out in a reasonable time. Maybe 1-1.5 years it would actually resemble what you want it to look like. Two more and it could be released.

Choose one element out of your game and focus entirely on that is the best advice you're going to get
>>
>>162241586
Unity wont have any assets to be mad about since I'm not using any asset store art assets

Aside from certain paid shaders and code because I don't know how to program!
>>
What program can I use for higher-res tiling textures? (1024x1024+)
>>
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1476034095552.gif
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>>162241257
>>162241669
but haven't you admitted to it like a thousand times?
and then you bragged about torrenting them and not paying for them?
>>
>>162239676
I could be willing to lend a hand, you're off but when you get back link a discord name I'll be waiting for the (you)
>>
File: NoBoku.png (45KB, 594x497px) Image search: [Google]
NoBoku.png
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>>162241749
Probably thread nodevs posing as me desu like always.
>>
Trying out google spreadsheet as a sort of a design document. Working out pretty well desu, makes it easy to see what's left to do
>>
File: 0000-0215.webm (2MB, 1280x720px) Image search: [Google]
0000-0215.webm
2MB, 1280x720px
slashes
>>
jesus fucking christ using unity animations with 2d is frustrating as shit
>>
>>162241802
I really don't get why is it your game? Why would anyone shit up someone's progress and reputation? It's not like there's a race or anything. Other than "for the lulz", there's no gain, but even that's not true, since no one is laughing.
>>
>>162242375
The amount of salty nodevs here is pretty high. They shit on everyone who has any decent amount or progress.

One of their favorite "tools" is saying that the dev stole/bought assets (god help you if you place in PLACEHOLDER art from another game. You'll get to hear about it every single time you post even after the placeholder is long gone.)
>>
>>162242375
Welcome to agdg some people don't want anyone else to finish a game because they have not yet.

You become an enemy to many just by acting out the purpose of agdg to post progress.

Worse if you're posting progress regularly with a good looking project, and worse if you advertise yourself as a person even in the slightest aside from your game example being the discord drama of someones appearance and how that bleeds into the thread.

Strange isn't it?
>>
>>162242530
The answer is clearly to purge the discord and steam-chats.
>>
>>162241747
You mean painting them? Krita has a a nice wrap mode (press w)
>>
IS FLASH A DEAD PLATFORM
>>
>>162242723
%100 yes
>>
>>162242723
Yes. Use JS/HTML5.
>>
File: GUTSEN.webm (1MB, 479x359px) Image search: [Google]
GUTSEN.webm
1MB, 479x359px
>>
>>
>>162242769
>>162242784
Not him but how are the website which used to host flash games like kongregate and armorgames these days? Still worth putting something up on there? I figure you can jam more ads in a browser than a mobile one for instance.
>>
>>162241802
you are the slimiest liar
you've admitted to it in the discord and in the thread
>>
>>162238927
I would watch even w/ no commentary going on
>>
>>162242769
>>162242784
>>162243020
I mean for video game design
>>
Why is making Devil may Cry combat mechanics so difficult?
>>
>>162243165
because DMC succs
>>
>>162243218
You suck, faggot.
>>
>>162243165
Because I have never played DMC
>>
>>162242919
looks great (other than the text overflow obviously) and the end made me laugh my ass off, please keep working on this
>>
>>162243269
https://www.youtube.com/watch?v=hXu8M6q6v84

I blow you cock lover
>>
>>162243072
post sauce (and not the fake bokudevs in threads).
>>
>>162243020
As I see they are still alive and well, and most games are still made in Flash there. If it's not Flash, then it's a HTML5 output of some other engine, and only a very few actual JS games are out there. I might be wrong, but I get this impression.
>>
>>162243525
edgy
>>
>>162243940
burzum did nothing wrong
odin was right
conan the barbarian is a documentary
>>
File: 1469268250335.png (120KB, 590x907px) Image search: [Google]
1469268250335.png
120KB, 590x907px
>>
Anyone have the "terrain grid system" from the unity asset store. I want to try it for Ludum Dare but don't want to pay the full 50+ for a couple day project
>>
>>162244153
No, get money and buy it, nerd. Support other devs.
>>
File: BUG.gif (3MB, 800x614px) Image search: [Google]
BUG.gif
3MB, 800x614px
>>
File: Chunks.png (327KB, 935x607px) Image search: [Google]
Chunks.png
327KB, 935x607px
Damn you chunks
>>
I come to these threads and get so motivated by everyones progress but i remember and i can't draw and it would take forever to learn.
>>
>>162244497
See
>>162244009
>>
>>162244497
Just do it, man. I mean, what else do you have to do? There's no rush in life or pre determined goals or a role or destiny you have to fulfill in life (if someone says otherwise, they just want to meme you). Just do what you want, and let it take as much time as it takes.
>>
What LD theme you think will win?
>>
>>162244497
go get a loomis
>>
>>162244691
but i got a job, and ranks to keep in multiple online games, shit takes up time even though it's boring.
I'm also slowly becoming a normie and ocasionally hang out with people.
Life's shit, all i wanna do is be neet, but i can't cus parents dead.
>>
>>162244929
>ranks to keep in multiple online games
found the problem
>>
>>162244929
>I'm also slowly becoming a normie
REEEEEEEEEEEEEEEEEEEE
>>
File: 1481247023221.png (572KB, 598x607px) Image search: [Google]
1481247023221.png
572KB, 598x607px
>>162244929
>>162244929
>I'm also slowly becoming a normie
>>
>>162244929
Anon, I'm about to be a father, yet I still somehow manage to sit down to this stuff every day.

Just decide what you want to do and do that. If you rather play games, do that, but don't whine for other things, because it doesn't make sense. You are like the kid who wants everything for Christmas.
>>
>>162244745
something creatively bankrupt like simplicity or 5 minutes

LD voters are predictable as fuck
>>
File: chunks.webm (771KB, 950x648px) Image search: [Google]
chunks.webm
771KB, 950x648px
>>162244405
yay I did it, all on my own.

Runs at over 100 fps, not sure why the video destroyed that.
>>
>>162246149
That looks comfy.

Is it randomly generated? If yes, what algorithm do you use?
>>
>>162246271
Yeah it is.

Marching cubes to generate the mesh, perlin noise to get the density values to plug into marching cubes
>>
>>162246074
that's the thing, the games are now boring, but there's not much better to do, i mean i would like t o code but it gets frustrating and takes a shit ton of time.
>>
>>162242375
boku is a rightwing discord memester
notice that other yesdevs-in-making that are in this thread nowadays don't get shitposted in a similar way nearly as much
>>
File: ANimationTestchameleonTwist.gif (3MB, 286x600px) Image search: [Google]
ANimationTestchameleonTwist.gif
3MB, 286x600px
>>
File: chunks2.webm (1MB, 950x648px) Image search: [Google]
chunks2.webm
1MB, 950x648px
>>162246149
>>162246271
Turning out pretty neat. Tomorrow I'll re add terrain deformation back in to work with chunks
>>
>tfw you miss 3 jams in a row because you suck at making progress
>>
>>162247479
Choose a single jam instead of taking part in every jam
>>
>>162246509
>i want to code but i don't want to
cool
>>
>>162247095
nice job, what is this for?
>>
>>162248083
Eventually it will be the terrain generator of a VR survival-esque game (maybe). I mostly wanted to do it to learn the marching cubes algorithm to deform meshes
>>
File: lanka.png (154KB, 401x397px) Image search: [Google]
lanka.png
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hey you
make a good tank game
>>
>>162248371
world of tanks is a good tank game.
>>
>>162248416
______________no
>>
>>162248371
I don't like tanks
Super Vehicle is an exception.
>>
File: MD Geist ordering a pizza.png (280KB, 468x519px) Image search: [Google]
MD Geist ordering a pizza.png
280KB, 468x519px
>>162248763
You like tanks, you just don't know it yet.
>>
>>162248371
because I cant jack off to tanks yet
>>
>get idea for a kind of game
>start making it, happy with progress
>some time later, realize I forgot to think about another bunch of features and tings I will need to make
Fugg
>>
>>162248894
you can, you just don't know it yet
>>
>>162248813
This is as far as I can go
>>
>it's five am
>can't fall asleep
>considering just staying awake and working a bit more
>as I'm texting this out the thought of coffee sounds more and more tasty.
>>
File: i dont give a space shit.png (1MB, 994x720px) Image search: [Google]
i dont give a space shit.png
1MB, 994x720px
>>162249157
pleb
>>
>>162249260
You should make a tank game yourself, Anon. It will be fun.
>>
>>162249343
But then who will take my 24/7 job shitposting
>>
>>162249440
Even if you dev only during the time insane shitposter has you covered you should still be able to make something
>>
>>162249504
How do you know he's not the insane shitposter just doing his usual preparation before the big game?
>>
>>162248894
>what are dire machines.
>>
>>162249664
Lexical choices
>>
>>162248894
make a game about girls who can turn into tanks
>>
>>162250278
thats wired man and isn't that an anime already
>>
>>162250434
I don't think so.

Girls do tank battles in school competitions CHECK

Girls are ships CHECK

Girls who are planes CHECK

I don't think there is a girls who are tanks yet.
>>
Hello, /agdg/.

Our artist just left the team (by left, I mean created an absolute shitshow of a situation and left us with no choice but to tell her to get fucked). Does anybody know any good guides or places to start drawing sprites so I can pick up the slack and draw some temporary assets until she can be replaced?

On a related note, are there any competent artists here who would be interested in getting paid roughly £15000 for commissioned assets? Purely looking for contacts at the moment until this situation has been officially dealt with.
>>
Who won Dino jam?
>>
>>162250738
>she
Every single time
>>
>>162250742
It's a jam not a compo
>>
>>162250541
There's not and there's a big difference between girls who are X and girls who transform into X.
>>
>>162250841
Do you know any anime like that? All I know is one where girls drive tanks.
>>
>>162250738
look up Derek Yu's old pixel art tutorials for a basic introduction

if they are temp assets it's not like it matters since you will be polishing them later
>>
>>162250738
what game
>>
>>162250970
>>162250970
>>162250970
Nyuu Sureddo
>>
File: why.jpg (6KB, 510x21px) Image search: [Google]
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Shouldn't this return my speed? Why doesn't it work?
>>
>>162251179
What does it return?
>>
>>162251234
Nothing. It's always zero.
>>
>>162251179
shouldn't it be transform.pastPosition
>>
>>162251179
Are you assigning pastPosition after or before moving?
>>
>>162251349
After.

>>162251347
pastPosition is a transform already.
>>
>>162251179
>>162251179
print all of the variables by them self's what do they give ?
>>
>>162251392
So it should something like this right?
>new position
>calculate currentVelocity
>assign new position to pastPosition
>>
>>162251392
make it a vector3 then
>>
>>162250803
yep. Won't be making that mistake again.
>>162250954
Thanks man! That's really useful.
>>162250992
It's a 2D cyberpunk stealth action game about androids. If you're interested and can do the work let me know and I'll email you some screenshots, info about the project and some early builds.
>>
File: ProgressWesternTown_2.jpg (678KB, 1666x877px) Image search: [Google]
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Changed the town to be about cube chickens, added a new enemy that is a cowboy chicken, it spins in a circle and if its sight bounds catch you it will shoot at you.

I added a tumble weed enemy as well, its just a tumble weed with eyes. My next goal with this level is not only to add the puzzle cubes with their goals but to make the insides of the buildings (will have a couple NPC's relating to each building) and hide a switch in each building once you hit all 3 switches the wood floor/street outside opens up and you enter a small underground cut out section that ends the level.
>>
>>162253531
switch to the new thread, baws
>>
>>162169558
Nice
>>
>>162212062

Here's another fun fact for you. The kind of flight depicted in your game is impossible - thrusters don't work in space.
Sorry to ruin your game for you kid.

Don't worry there are other kinds of games you you can make.
Thread posts: 794
Thread images: 155


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