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AGDG - Amateur Game Development General

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Thread replies: 770
Thread images: 147

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Winter is coming edition.

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

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

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

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/wUh6itNN

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
Haxe: haxeflixel.com
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
>>162250970
Quality OP good job
>>
>>162251043
Me on the left.
>>
>>162250970
A link to the previous thread:
>>162169558
>>
>>162250970

No shitty engines this time. Good
>>
Webdev > gamedev
>>
>>162251859
in your dreams, pleb
>>
>>162251763
Where's your game?
>>
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I stayed awake.
Lets make progress today boys.
>>
>>162251908
HERP DERP
>>
>>162250970
>random unrelated anime pic
not nearly as bad as some """gems""" that people shat out lately but it's bad
>>
What are some good gamedev-related books to read?
I have loomis, animator survival kit and a C# book.
>>
>>162252069
>he didn't notice the agdg logo
Shameful display to be honest.
>>
I know you guys probably get this every day but where do I start?

In short, I'm educated in film faggery but I realised through the course of my studies film wasn't my passion. Games were.

I know nothing about games design, programming or anything beyond very base level mods(Literally changing damage values).

I'm thinking of just picking up a game engine, setting out a goal to make a very basic turn based shooter and going about it by running head long through the walls and walls of tutorials I'll no doubt need.
>>
How to you make velocity change with direction in Unity? I don't like this keep-sliding-in-old-direction thing that happens. I want it to feel like changing with transform.Translate, but with the bonus physics stuff.
>>
>>162252139
i could scribble agdg on a turd with a toothpick, take a pic of it and send it as the op
it would be equally related
>>
>new thread
>same guy complaining about engines in OP
>same guy complaining about anime in OP
Don't you ever get tired? How about getting a life?
>>
>>162252463
jokes on you op, i'm a different guy
>>
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So how about that Unity, huh? Isn't it just the worst? Am I right?
>>
>>162252495
joke's on you, I'm op not the guy you're replying to
>>
>>162252423
DO IT
OR SHUT THE FUCK UP FOREVER
>>
>>162252763
joke's on you, I'm someone else completely
>>
>>162252423
Do it faggot
>>
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Darker waves yes no ? ???
>>
>>162252084
game design patterns.
gems of game design or gems of game programming or whatever it's called.
Those should keep you busy for the next 5 years

reminder to all who are participating in Ludum Dare, to test a web build (even with just the default empty project) and where to upload it and everything.
>>
>>162252375
that sounds like a decent start. I know there are youtube videos specifically on gamedev, maybe someone can recommend them to you

yourengine + tutorial on google is probably good enough, as you learn you'll be able to google the more specific things
>>
>>162252892
Why don't you make them move to the left?
>>
>>162252375
If you want to make 3D games then either Unreal Engine 4 (Blueprints are good for beginners) or Unity are good enough choices.

If you want to make 2D then you can try GameMaker and some people also recommend Unity but I've never used it myself for 2D so take that as you will.

Once you choose an engine just stick with it for a couple of months and google beginner tutorials for it, all 3 of those should have plenty of documentation and tutorials by this point. Remember that small scope is super important, and that it's better to dish out several one-level small games (Tetris, Space Invaders, generic platformer) than working on one large game. (At the beginning)
>>
>>162252994
I plan to make them flow.
>>
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take me to the internet, i wish to shitpost /agdg/
>>
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I've implemented the basic controls, and started working on the camera of the game. is this good or should I scale the character down a bit?

background is a placeholder
>>
>>162252936
>>162253232
Alright, so I want to make 3D games in future, so Unity 3d would be the one to go for, right?

As for small scope, I'm literally just thinking Chess with guns.

I also assume making your own engine is for people with 4-5+ plus experience and something I, for now, shouldn't even be thinking about. Right?
>>
>>162253345
what about two feet for the little guys? it's a bit hard to read

throne looks good though
>>
>>162253345
why wont pug dev give himself and his baby bleach yet?
>>
nigra
>>
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okay, I need common items and useless items ideas
>>
>>162253564
empty bag of cat food.
>>
when i turned on my computer it was to grind away at some bullshit game but i smashed that /vg/ button and saw this thread

its thanks to you guys that I will dev this morning
>>
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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.
>>
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Man, I've always assumed doing cinematic animations is extremely difficult, and I was right.
>>
>>162253449
>Alright, so I want to make 3D games in future, so Unity 3d would be the one to go for, right?

Unity or UE4, yes.

>I also assume making your own engine is for people with 4-5+ plus experience and something I, for now, shouldn't even be thinking about. Right?

Of course, assuming your goal is to make games. Plenty of people just want to learn coding better and they pick up enginedeving by themselves, but for them making games is a means not an end. They won't care if 2 or 3 years later they have no game made.
>>
>>162253620
>>162251923
Every morning every day you need your cadence

https://www.youtube.com/watch?v=DIVXQXebdrY
>>
>>162253439
you should make the character cuter
>>
>>162253939
And last question, big thanks for your answers.

Should I do anything in regards to C#/C++ or should I just learn it through learning to make games?
>>
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>>162253475

better when its moving?
>>
>>162254632
yeah, it's better
>>
>>162254630
Learning to program is a feat in of itself.

I'd personally say that trying to learn:
>coding fundamentals
>game coding concepts
>a 3D engine
all simultaneously, it'll be a hell of a task.

Not to mention that a UE4 tutorial probably won't explain core coding concepts as well as a tutorial specifically about them would.
>>
>>162255439
Hmm, okay. So I'll stick to the last two in your list.
>>
>>162255439
Programming is not that hard to learn.
Art is the whole issue.
>>
>>162252896
>design patterns
>>
>>162253903
Are you not using the game logic?
>>
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Threadly reminder that Justin Trudeau has made, completed and released a game while you still haven't

https://archive.fo/38wda
>>
>>162255786
First you think that programming is about learning a language, I, too, fell for this. However programming is algorithmic thinking. As with poetry you can describe a feeling or an emotion, with a program you basically describe a set of events. Like you can not just say "walk on the ground" to the computer, but you have to define walking, you have to define what does it mean to touch the ground, you have to find an efficient way to check this in your code etc. Some like to use the recipe metaphor, as in programming is just like that: you write a cookbook.

There are games which can help you get into this (https://lightbot.com/hocflash.html), or there's a pretty good book called the Art of Programming.

After a while, the language won't matter.
>>
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>>162253601
added
>>
>>162256414
That guy is either the biggest bullshitter ever lived, or the most based leader there ever was.
>>
>>162256260
No, I'm not. I just wanted to see how the Matinee performs before I bother wasting time on my own cutscene maker with in game logic.

I don't know how to use game logic in matinee though if there is a way.
>>
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I'm pretty sure all the people who say programming is "easy" don't really know how to program.

The fact that you made babby's first platforming collisions in GameMaker doesn't make programming easy.
>>
>>162256537
programming is easy
>>
>>162256537
>ctrl+f
>easy

No one said it is easy, anon.
>>
What's a good frame rate for animations? 60 frames of animation per second isn't really practical for a lot of reasons...
>>
>>162256867
2D animations?
>>
>>162256537
Programming is not hard =/= Programming is easy.
Everything is not just black or white.

And you'd be surprised to know that not everyone can make the babby's first platforming collisions in GameMaker, this is an achievement. A small one, but one nonetheless.
>>
>>162256898
Yes, 2d 3retro5u pixel sprites
>>
>>162256537
You're not writing an operating system or enterprise grade software here, anon. If you're doing something where programming it is hard, you're either retarded or doing something way out of the scope of a typical indie game, or probably both.
>>
>>162256537
Programming is fucking hard
>>
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Anyone got tips on "comfy" ? Looking for anything on google to get the brain juices flowing but it seems comfy is just a meme word and I can't use it to find answers.

Guess I can only use what I know...
>>
>>162256910
Right but his point was that making babbys first platforming collisions isn't actually learning to code

youtubing and googling how to do specific things and copying that isn't actually understanding programming.

It's a decent enough way to learn, it's basically how I did, but there's a difference. You should absolutely also do programming tutorials that teach theory from the ground up.

I only use BP in UE4 because I'm a joke, but that knowledge is invaluable. Even thinks like pointers which I'll never use. Understanding programming requires a lot of things to come together, a lot of knowledge and understanding.
>>
How much resource management is too much? I was thinking of making a mage class which generates unaspected mana through one set of spells, aspects that mana to an element through a spell or an action, and consuming that aspected mana through higher grade spells. There is a maximum of 9 orbs total and this would be on top of managing traditional mana costs. I'm afraid it might be too clunky, but I suppose I can see for myself after I implement it, probably?
>>
>>162257123
Comfy is entirely subjective so yeah.
>>
>>162256960
Those are usually just 8-16 frames, and each frame is displayed for enough ms to make it look good and smooth. Sometimes it's even fewer, like in old RPG maker games a walk is just like 4-4 in each direction.
>>
>>162257113
This is one of the many things that make programming hard. You have to know so much just to understand scope properly.
>>
>>162257123
>go to marketplace for your respective engine
>find comfy scene
>base game around it

You can invest in your game anon, you're going to complete it, aren't you?

If not

>go on cgpeers and download asset pack for free
>if you actually complete your game then buy it for the license

:^)
>>
>>162257123
There are different forms of comfy
>>
>>162257123
Roaches are gross
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>>162257338
Gameplay can be more important for comfy than the environment

e.g. Euro truck sim
>>
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>>162253903
The planes instead of having this "swing" motion should shake very tightly IMHO, the air at that speed doesn't make you wobble slowly.
In the cutscene the moving plane stays almost still, rolls 70 degrees to the right and flies off only afterwards. The maneuver should involve both of these motions at once. It starts rolling while soaring and stops just as it adjusts.
I made a little scheme here for a one-cut cutscene. Some motion blur and slight shaking could make it juicier.
>>
>>162257123
I wish I had 4 hands :(
>>
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>>162256910
>Programming is not hard =/= Programming is easy.
>>
>>162257619
>IMHO, the air at that speed doesn't make you wobble slowly.
It's the pilots correcting trajectory. Have you ever driven a car before?
>>
>>162254630
Honestly if you're planning on doing this for long term and don't want to just mess around, I'd recommend at least reading a programming book, or doing some programming tutorials before picking either Unity or UE4. You need C# for Unity and C++ for UE4.

As the other guy mentioned, the language itself is not really relevant, it's the "programmer mindset" or "programmer logic" that you need to grasp, so you really don't "waste" any time even if you decide switching to another language later on. For C++ I recommend "Jumping into C++" , just torrent the PDF or something. It's a lot more beginner friendly than Stroustrup's books.

Haven't read C# books so can't recommend any on that part, if any kind anon would be willing to give their 2 cents it would be nice.
>>
>>162257914
Have you ever driven an aircar before?
>>
how do you even make a game without programming? you are not gonna get to a finished game without programming at all I wager its impossible
>>
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>>162253439
Programming with GML seems to be a 2 steps forward 1 step back type thing

I made it so when you are damaging an enemy the animation changes to be slower to show a registered hit, I want it to cancel after a few seconds so you can't be constantly attacking. but alarms in GML kind of suck.

learning how to over come this.
>>
>>162258036
What's the point of asking yourself such questions?
>>
>>162258178
I'm asking the thread
>>
>>162258036
There are plenty of games on Greenlight where the submitter didn't even do any game development, let alone programming
>>
>>162258036
https://scratch.mit.edu/
>>
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>>162257123
Don't be silly, comfy was made from "cozy + comfortable", it's not some alien word that spawned itself from a void.

And it means exactly that, though some people misuse it because "comfy" is a "good feeling" so they use it to describe any "good feeling" even though it's incorrect or inappropriate. If you ever see someone say "yeah went to beach with all my bros and there were people everywhere, shit was comfy as fuck" then kick him in the baboons cause dozens of sweaty people together in the sun is neither cozy nor comfortable.
>>
>>162257123
The only thing comfy requires is a dangerous or inhospitable environment for contrast. Example: cold outside, warm inside.
>>
>>162257914
You don't know what you are referring to lad, that's done at a much slower pace and with more than a motion on the side, in anon's cinematic it's like they're floating on water and they don't even slow down while rising. Look at 5:05
https://www.youtube.com/watch?v=aa3s5lVI_YI
>>
>>162258223
Are you stupid? It's obviously possible all you have to do is pay someone to program for you.
>>
>>162258352
That's programming, anon, hid behind cute colorful boxes.
>>
Yall know any other idea what to call accessories (items with effects you can equip only 2 of) other than accessories
>>
>>162258036
With RPG Maker
>>
>>162258958
Artifacts. Talismans. Depends on the setting, really.
>>
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hes a bastard, that fireball sun thing
i like it.

might need to remove a skelly though, since there's a little too much shit going on
>>
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why do the Ludum Dare themes suck so bad? 33 and 36 were outright terrible, and 34 was one vote away from being unsalvageable.

if we end up with shit like "wait are we the bad guys?" i'll still join, of course.
but I'll pick a different theme for my entry, scoring be damned. i'm here to make games, not write stories about the nature of morality. fuck that pretentious shit.
>>
>>162259659
just wait for comfy jam
>>
>>162259330
Modern day setting
>>
>>162258394
what if he took some sort of inflatable sofa thing and laid there on the warm sand, covered by a parasol thingy.
>>
>>162259659
>i'm here to make games
Are you making a demo for Demo Day 12?
>>
>>162258958
trinkets, baubles, jewelry, relic, curio, bibelot
>>
>>162258394
It's just an abbreviation of comfortable, actually.
>>
>>162259876
Thank you, though it doesn't have to be physical objects
>>
>So many fun ideas for locatins in game
>No ideas for level design
>Have to somehow tie these places together

Fun, but daunting, especially knowing that wherever you choose you'll have to make assets for
>>
>>162259935
Parents. You can only have 2 and they give you nice perks
>>
>>162259659
>i'm here to make games
How about working on your main game instead of fooling around in jams and LDs?

>not write stories about the nature of morality.
Welcome to 2016. The current trend is to make games about acceptance, morality, #blacklivesmatters, #strongwomen, #genderlessprotag, ###
>>
>>162253345
Looks fantastic as usual. What's the timeline for the game look like?
>>
>>162258138
Your problem is that you have a massive misunderstanding of how alarms work in Game Maker and also GML as a whole. Alarms don't suck (well they do once you get into delta_time but don't mind that for the time being). Lemme explain.

Alarms are set in number of steps. So if you set say, alarm[0] = 60, alarm[0] will count down from 60 until it reaches -1 and will then trigger. You need to set the alarm's functions in the corresponding alarm event, not in any other event like create, step, etc.
sprite_index also holds the Index ID of the sprite asset, so multiplying an index by an arbitrary number will not produce any useful results.
Also I legitimately don't understand what you're trying to achieve with "alarm = x = y * z". You're trying to set a function to equal to an Index ID equal to an Index ID multiplied by 3?

I strongly STRONGLY recommend that you refer to the official documentation (F1 to bring it up or middle click on any function in the script editor to jump to it's entry) and read up on anything that you may not fully understand. The documentation is very good and extremely in depth. Then if you have more questions, come back and feel free to ask.
>>
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>>162259905
Yes, using cozy as a base/parallel. Otherwise it could've just been named "comfo", and people wouldn't have used "cozy" images like this to describe it.

>>162259810
Then it's comfortable but not cozy. To me cozy means "snug", "homely", like the feeling of being covered by a blanket while outside there's cold. You need a contrast between cold and warmth or harshness and safety like this anon mentioned >>162258615
Which is pretty damn hard to get on the beach during summer.
>>
>>162259459
Your game took a massive leap from looking very early to looking pretty far into development, nice work!
>>
>>162260224
You could be on a tiny island surrounded by sharks
>>
>>162259935
I just used an online thesaurus. Just find a word you like and keep clicking words that sound better till you you're satisfied or give up.

http://www.thesaurus.com/browse/talent
http://www.thesaurus.com/browse/enhance
>>
>>162260224
https://www.google.com/search?q=etymology+comfy&ie=utf-8&oe=utf-8
>>
What are some locations for platformer levels that you don't see very often and would like to see more of?
>>
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>>162259659
>into the unknown
>generic

Nobody pulls this shit off good and discouraging the attempt makes you my enemy.
>>
>>162260398
food
>>
>>162260076
>current trend
I might be living under a rock, but I have never met any games with said themes. Maybe I'm not digging deep enough in the indie market.
>>
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>>162260129
I've been reading them, they are a great help
I think ive misunderstood the one about alarms.
Ill reread and see if I can correct the error.
>>
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>>162260398
something like pic related, but more exaggerated and precarious
>>
>>162260497
Maybe you're just an oblivious cunt.
>>
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Anyone have any experience with randomly generating city streets? I have no idea how to make this kind of algorithm
>>
>>162255439
For some people learning c# by following trough tutorials for pong/spac invaders/mario tutorials for unity might be the best way. My main concern is you wouldn't learn good practices (game tutorials seem to have a hard on for monolithic updates and a lack of smart relationships between scripts)
>>
>>162251179
did you ever figure this out?

you should be subtracting the two transforms' positions (vector3s) and using the magnitude

(position - past position).magnitude / time.deltatime
>>
>>162260497
or maybe you're just not sensitive to those kinds of themes. Some of the stuff these guy get triggered by, they're crazy.
>>
>>162260240
thank you! its getting there!

>>162260642
i think the issue is the lack of fundamental understanding of game logic in general, no offense. The lack of proper syntax and trying to set an alarm to equal a sprite_index = another sprite_index * 3 is concerning to see. Perhaps you would benefit from reading/watching some introductory tutorials/guides into GML or programming logic in general? I think that would genuinely help you.
>>
>>162260062
This one is interesting, though I'd have to change some stuff to let it make sense

>>162260316
Thanks, this may be the way I might go
>>
>>162260743
https://www.google.com/search?q=city+street+generation+algorithm&ie=utf-8&oe=utf-8
>>
>>162260491
I feel like I've seen this done often enough. Like it's certiainly no forest or desert, but I'm never fully surprised to see it

>>162260690
Wow this is awesome!
>>
>>162260436
>Sprites from from bla bla
>By bla bla
>Give credit if used. No permission necessary

I've never understood this. Why the fuck should you give credit to the person who ripped the sprites? Yeah obviously your permission isn't necessary you pretentious asshole. Maybe if you edited/altered them but literally all you did was rip them. Give credit to the artist/company where it's due, not the person who ripped them.
>>
>>162261110
self esteem issues
>>
>>162261110
everybody feels like whatever work they've done is valuable
welcome to agdg
>>
>>162259659
>limitating
beside your repeated horrible spelling, that's not a fair criticism when the entire point is to provide a limitation.
>>
>>162261110
Ripping something from a game properly and putting it neatly together in a pack takes effort and time.
Rip them yourself from the game if you don't like it, faggot.
>>
On a related note, what are the core/most common video game levels?

Is it
>forest/plains
>desert
>island/water
>jungle
>mountain
>Snow
>Volcano
>>
>>162261346
I did, where's your proof I didn't? Don't give me that guilty until proven innocent shit
>>
>>162261530
Sewers
>>
>>162261530
Castle
>>
>>162261530
>castle
>laboratory
>theme park
>ruins
>>
>>162256414
I think i broke his game somehow.... HAH nice QA there JUSTIN
>>
>>162261735
ohhhhh fuuuck fuckfuck
>>
>>162261346
>putting it neatly together in a pack
Not him but as someone who's been using ripped arts for ages let me tell you that it's bullshit.
99.99% of the time you have to rearrange the sprites properly in a good format if you seriously plan to make a fan-game with them.
>>
>>162261884
this guy is right.
it's neatly packed for looking at it maybe, but not for using it on a game.
NEVER
>>
>>162261880
hhoooly shit
>>
>>162261561
Easy, show me the spritesheet you used.

Also
>implying it's hard to watermark some pixels if someone felt super jewish about his sprite rips
>>
>>162261735
>>162261880
>>162262021
still looks better made than GWYN
>>
>>162257619
Yeah it was just a test, I've never tried animating in the matinee before but I think the next ones should look more authentic.
>>
>>162261271
>filtered stub
>oh, it's gogem. you know, i'll give him a chance and see if he actually has something constructive to say
>just insulting and shitposting like always

It's odd that sometimes I wonder why I filter you.
>>
>>162259817
>>162260076
>How about working on your main game instead of fooling around in jams and LDs?
i've been swamped with work lately, so working on my main project has been difficult, but i do plan to release a demo.
to me, game jams that don't require long term involvement are easier and pretty gratifying. plus, more experience and more finished games are always good.

>Welcome to 2016. The current trend is to make games about acceptance, morality, #blacklivesmatters, #strongwomen, #genderlessprotag, ###
frankly, i couldn't care less about games with moral, social, personal or political themes, and small game jams based around those. post your pro-trump RTS on itch.io. organize a game jam about lgbt awareness. make a game about your personal experience with depression or death threats from rabid SJ activists. do whatever.

but international game jams? the kind that's meant to be open to as many people as possible? those shouldn't force specific narratives. never.
people need to come up with their own stories, stories they believe in, and get to decide whether they want to tell a story at all.
answering that question for them will just result in incredibly insipid, forgettable games, and that's terrible.

rant over. will post progress when i get home.
>>
>>162261346
So what? Literally all you're doing is taking sprites and arranging them. Big fucking whoop. Now you want people that you should actually credit and respect? People that make MIDIs from existing game music for production. That shit is HARD and you need to make it completely from scratch using your ears, unlike grabbing an existing art asset and throwing it onto a sheet and demanding credit. Fuck that. And you can't prove that I used "your" sheet anyway.
>>
>>162261110
from experience: people who ACTUALLY use sprite rips (in e.g. comics, romhacks...) are part of tiny communities (they can't afford to get too much publicity because what they're doing is in a grey area legally speaking, at best). they tend to value credit a lot, since this kind of work is in heavy demand and well-recognized within those very small spheres.

>>162260436
fair point. exploration is my all-time favorite genre, so i'd love for that theme to drop, and thinking about it "discovery" and "exploration" were a while ago.

>>162261271
i'm tired and not a native speaker. and i gotta disagree: if the theme is too strict, you'll end up hurting people's creativity. everything would be similar. who wants a jam where every game lasts 10 seconds?
well okay, maybe you do. tastes and all that.
>>
how else can you command an army other than just select an unit and right click on target
>>
>>162258625
>you're wrong because the animation isn't 100% realistic
It's not realistic because he doesn't know how to animate them realistically as he pretty clearly implied.
>>
>>162263629
Mountain Blade's unit command system is a little looser.
>>
>>162263401
when people think the themes are limiting, they actually are not.
I remember "tiny world"
well, now everyone will make a small planet and jump around like mario galaxy
but there were literally 100s of variations of the theme.
>>
>>162263401
>if the theme is too strict, you'll end up hurting people's creativity.
yes because as everyone knows, the greatest threat to creativity is limitations. thats why jams always last for a couple of years and have no themes.
>>
Hello AGDG

I haven't been in these threads for almost 3 years. What did I miss? I really used to enjoy them, the atmosphere, the nice people, the GIFs (now certainly webms). I feel I want to get back into basement game development to distract from crippling depression and NEETdom.

Is Unity still the way to go for something quite simple and 2D? I see jam in the OP. Is this where I get an idea to start doing something? Love you all
>>
>>162264820
ludum dare starts in a few hours!
>>
>>162264820
>Is Unity still the way to go for something quite simple and 2D?
>still
It definitely wasn't that three years ago, shitposter.
>>
>>162264820
use gamemaker for 'simple' and '2d'
>>
>>162264820
You didn't miss much. Devs have come and gone. There's a couple /agdg/ games on Steam Greenlight, but I'm too lazy to look for them.

We have Demo Days every 2 months, devs can submit work in progress demos of their game to get feedback. We occasionally have themed jams, the next one will probably be winter jam.

If you want to make a 2D game try GameMaker or Godot. If you want to make a 3D game try Unity or Unreal.

Ludum Dare starts in 8 hours, that could be a fun way to get back into the groove of gamedev https://ldjam.com/
>>
>>162264820
Thread is not as nice as it was 3 years ago.
>>
>>162264624
t. gog "lol I'll enter Lewd Jam but I'll start late because 2 weeks is too long, oops I started too late, I can't finish in time, I'll go back to shitposting" em
>>
>>162264820

dont ask about pugdev
>>
>>162264820
nowadays the thread is bombarded daily by 2 or so complete nutters
>>
>>162265770
Luckily they get banned as long as people report them.
The other day around 150 posts were deleted because they were all from the shitposter spamming the thread.
>>
>>162253564
plastic cutlery
>>
SDL, SFML, or GLFW?
>>
>>162265116
Thanks, sounds like a great option. I will look into it

>>162265184
>>162265210
I used to do both 2D and 3D things in Unity. That was just before Unity added native 2D stuff, before that it was all 2D Toolkit. From my experience, Unity is much more advanced in terms of coding than Gamemaker and I never did find so much pleasure with GM and its weird interface and limitations.

>>162265320
Thanks for the update. I never heard of Godot, I reckon it must be fairly new. I will look into it.

>>162265365
Sad

>>162265770
Do they also have games? Mentally ill people may produce some interesting games I reckon.
>>
>>162266170
>Do they also have games? Mentally ill people may produce some interesting games I reckon.
no, neither of them do
i don't know, one of them used to trip and dropped his game as he never bothers to even pretend to post progress anymore, and i doubt the other one does
>>
>>162264820
>to distract from crippling depression and NEETdom.
/agdg/ is not your blog
>>
>>162266170
Yeah Godot is fairly new. About 2 years old. It's open source with MIT license. So you can do whatever you want with the engine without ever paying the developers.
It's very good for 2D, it's only okay for 3D as of now, but it should be better at 3D in a few months, when a large update is coming.
>>
>>162266170
>Do they also have games? Mentally ill people may produce some interesting games I reckon.
Usually these people have nothing to show and just want to drag down others into their own misery. It's easier to shitpost than to be productive.
>>
>tried messing with unity's LoadScene additive mode
>nothing works like I expected it to
fuck, any codebro want to help me make my game since I must be retarded?
>>
>>162267426
explain your problem, fag.
There is nothing complicated about it.
>>
>>162267493
Okay
I want to load a scene while keeping the old one, but disabling it (I put everything in the scene inside an empty gameobject, and I'm setting it to setActive(false) when I load the new scene)
Then I want to unload the new scene and go back to the old one after reactivating it.
When I do, for some reason the scene that gets unloaded is the old one and not the new one.

Also I'm using navmeshes and when I load the new scene, Unity can't use the new navmesh and instead uses the old one.
>>
>>162267690
>(I put everything in the scene inside an empty gameobject, and I'm setting it to setActive(false)

all you're doing, and specially this part, sounds ridiculous. What's the goal here?
why are you doing all this?
>>
>>162267836
I'm making an RPG and I want to switch between overworld and battle scenes but without destroying the overworld scene so I can keep references to things inside of it during and after the battle.
Can you explain what's so stupid and ridiculous about what I'm doing?
>>
>>162268014
I didn't say stupid, I said ridiculous. I meant it in a "overdoing it" way. Not meant as an insult.

You can just make some of the gameobjects to have the "don't destroy on unload" or whatever property.

And then just do a regular scene load / unload.
You can load it in the background too, to have the transition be more seamless.

This is how I think should be the right way to do it. Yours is a creative way, but I think that like you said, it's giving you more trouble than it's worth.

having 2 scenes loaded at the same time should only be used when those scenes are mostly just different scenery, like to have a huge map, but you divide it into different scenes, then you have your previous map part, current one, and the next map part, but the first map part, if you're not near it anymore, you unload it completely.
>>
>>162268636
>I didn't say stupid, I used the word that means "worthy of ridicule"
lol
>>
>>162268636
Oh ok, sorry I misunderstood. You make a good point.
I'm already using DontDestroyOnLoad for a couple of objects to keep reference to data pertaining to the player or to the game in general, I guess I could use it for every object that I need to reference between scenes.
>>
>>162260881
>no offense,
Its fine anon, you gave actually input on my work, instead of calling me a nondev shitposter
>>
>>162268756
>muh feefees
>>
Dwarf Fortress iterates through the entire fucking map every frame

How the hell does it do that?
>>
>>162269165
it doesn't do everything for every unit every frame.
pathfinding updates for some units now, for other units later for example
>>
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Some more progress on the title screen. Did some blending and am starting to finalize parts of the piece.
>>
>>162269165
This >>162269493 and there's literally nothing to render but strings on the screen so it can get away with that.
>>
>>162269517
nice
>>
How do you properly mix all of your background music/sound effects? Do you just go into Audacity and force everything to have the same peak amplitude?

That doesn't really seem correct, does it?
>>
>>162269165
by looking like shit
>>
>>162269656
"mastering" = tweak shit till it sounds good
>>
>>162266000
They're all pretty different so you're gonna have to give some more information on what you're looking for.
>>
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I was asked to make the MC Cuter. here's an attempt at that.

The rock arms are optional btw.
she a magic rock lady.
>>
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>hit important milestone
>motivation gone
>>
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More PROGRESS
Now I can have the AI run circuits between space stations and dock with them. The next thing to do is generate missions for them to deliver resources.
>>
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I've doubled the amount of working items, feels good indeed
>>
>>162271853
Potential recognized
>>
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>>162271793
you can do it anon!
neon believes in you.
>>
>>162271981
For her opinion to matter, neon needs to be a lot sluttier.
>>
Give me a simple object to model in Blender.
>>
>>162272239
A cock
>>
>>162272289
This is a blue board anon. Try again.
>>
>>162272289
Feathers aren't that easy
>>
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>>162271959
thanks :3
>>
>>162272239
a porcupine
>>
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>>162272182
leaving soon
check file name.
GO ANON!
>>
>>162271793
ritualize the process, you need to keep doing it even when you hate it
>>
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>visual studio not responding
>>
>>162272239
a pet rock with fur
>>
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>>162272667
>visual studio shows syntax error even after I fixed it
>points to an empty line
>>
>>162253345
How much do you cost?
>>
>>162272667
>>162272952
>falling for the VS meme
>>
>>162273008
I'm starting to believe that going back to Momdevelop would be better. VS auto completion sucks nigger dick.
>>
>>162273008
I dont have a problem with it.
It was not responding a minute ago but it just needed to be restarted. It's not a common occurance.
>>
>>162271945
>using grey
dropped
>>
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>spending most time reworking on assets because they're actually not properly set for gamedev
>character was not aligned, also missing one keyframe I had to frankensprite
>some tiles are actually not smoothing out properly on repetition
>have no idea how the backgrounds are supposed to work, assuming they can actually work, there are no valid mockups
>most items actually don't fit in the provided hud
I feel like I got meme'd here because it was "free"...

Nvm I'll just drop this project too.
>>
>>162271853
>>162272525
Nice game you got there

Let's both make progress from now on
>>
>>162253232

True dat, every time I work on my game i realise that even though it's a fairly simple small game it starts getting bigger and bigger as you come into an understanding more and more what work needs to be done for your game to become the final product.
Even small games are huge.
>>
>>162273715
So you bought an asset pack and you're whining, is that what I'm meant to get out of this?
>>
>>162274080
>bought an asset
Have you read my post?

But yeah just wanted to /rant.
>>
Is the person who wanted to make the conspiracy GSG still here? I'm interested in helping you develop the base of the game
>>
>>162273083
you mean for C#?
>>
>>162274467
Yeah. C# and Unity
>>
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>>162272581
>>
>>162273083

Yeah, Mono is simple and clean, just too bad you can't get a dark skin for it.
>>
>>162271945
The screen looks really busy.
>>
>>162274529
C# works perfectly on visual studio.
That said, I also use resharper. indispensable tool that saves me so much time.

maybe it's not that one...
when right clicking on something in the code, I get a "quick actions and refactoring" option
is this from resharper? someone knows?
>>
Video Games : the only thing that's real.
>>
>>162272581
f-fuc
I just masturbated!
>>
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>>162250970
Neurhh part two
repeating functions get on my tits.
>>
>>162264624
quit being a cunt gogem
>>
>>162275183
how can video games be real if progress isn't
>>
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>>162269517
>>162269585
Feels like I'm close now.
>>
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>>162275353

progress is real i'm just unable to make a webm since my windows 10 is fucked so Alt-G doesn't which means i can't make a webm.
Also I can't be bothered to download another screen capturing software.
Guess it's time to roll back to a restore point ...
>>
>>162275494
>the work of one who does not consort with LOOMIS
>>
Alright, I am ready to participate in Ludum Dare to get back into gamedev.

I wish to work in 2D or 2.5D (I have some experience using shaders for 2D). Is Godot the way the way to go nowadays? Is it reasonable to learn Godot at the same time as making a basic game in a few days?
>>
This is probably a long shot, but since this is an amateur game dev general has anyone been using Udemy.com for tutorial/learning and such? I have recently started the /learn coding by making games in unity course/ and I'm wondering if other people know about it/taken it. Or know of any other good paid unity/coding stuff.
>>
>tfw you have a tough time being motivated and tend to drop all projects & ideas you have for games
>>
https://www.youtube.com/user/FZDSCHOOL/videos
>>
>>162276638
>Is it reasonable to learn Godot at the same time as making a basic game in a few days?
no
to make a game in a few days, it's a VERY good idea to know your tools.
You should start learning NOW, before the jam starts, and then you might be ok. But if you start to learn during the JAM, you're going to have trouble.

Does Godot do any type of online build?
If not, I know that in LD most people don't download binaries
>>
>>162277181
What's good web engine?
>>
>>162277258
I mean, Unity can output a webgl build, and most people will play and rate that.
>>
>>162269517
Much, much better font than the previous. Nice work.

For some reason, I always want to read "our bros"
>>
What do you guys think about Scratch?
>>
>>162271605
Isn't she a little bit, well, ticher?
>>
>>162277365
>For some reason, I always want to read "our bros"
'cause ouroboros is too big and foreign a word for your atrophied brain
>>
>>162272581
Now that's some motivation! Agdg-chan should learn from her.
>>
>>162277181
It does HTML5 according to sources. That should work, right?

Thanks for the hint, you are probably right. I am starting learning Godot right now. I have experience with Unity but that's a couple years back so it's probably no difference whether I use one or the other. I don't know what I'm doing, worst case scenario I can't finish on time but still got back into gamedev
>>
>>162277445
It's a good tool to get people into algorithmic thinking, and a very creative tool for kids to play around with.
>>
>>162277672
then that's good, I would recommend you build it once, before the Jam, to make sure it doesn't give you trouble later.
If you have to install that emscript thingy and all that it could take more than a few minutes
>>
>>162277550
>ouroboros
>https://en.wikipedia.org/wiki/Ouroboros
>οὐροβόρος

Now I see.
>>
>>162277915
lmfo what langauge is that
>>
>>162278107
There's the link right there. How much spoonfeeding do you need? Ancient Greek, by the way.
>>
>>162278107
Your ignorance disgusts me.
>>
>>162278107
>american education
>>
>>162278107
Mr. Saturn
>>
>>162268906
Look into prefabs and instantiation it might help.
>>
>>162279193
I already know about that, but how does that help exactly
Like let's say the player picks up an item from the overworld, then goes to battle, then back to the overworld. How do I tell that item not to spawn again? For now I'm using static variables to tell the enemy that started the battle to not respawn when the player goes back to the overworld, but that's not the right way, and I can't do this for every single item the player might pick up,
>>
>>162279828
The easiest way would be to use a boolean in an item manager script. If the book is false then instantiate the item for the player to pick up.
>>
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Had to stop for a few months on my game, was busy with my job and other crap. I've gone down to part time now though so I have a lot more free time to work on my game.

Not sure if many remember it, I didn't change the style or character, but over the past few months I did decide to change it to more of a puzzle game rather than hack&slash. Got rid of the sword having the powers and put them on the main character directly instead. Still early, I've only started working on it again a few days ago. Feels good to be back working on it again though.
>>
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Redid a lamp from earlier this year. Hopefully I can get a system for player light sources up and running this weekend.
>>
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sorry for necro but
>>162255617

who fucking cares you dumb faggot

"oh no, i can't watch star wars. they have noise in space" - no one
>>
>>162280840
I thought so too but wouldn't that get messy and slow if the number of things to check at start gets bigger and bigger?
>>
>>162280948
Probably and there's probably a better way to do it too. Don't know that much about programming. I guess you could put them into an array and use a for loop at the start and check if they're active or something, make them inactive after being picked up.
>>
>>162250970
Do you guys think there's a market for iOS adult games?
where you use your finger to get a girl off or something and splooge all over her face?
>>
>>162280940
It's also incorrect on its face. All the ships would need to do is retrofire; all that's needed to do that is to turn around and burn along their prograde vector. Boom - single-engine accel and decel.
>>
>>162281597
No, iOS doesn't allow it on their store, dummy.
>>
>>162281654
But they allow stuff like grindr and ashley madison?
I don't get it
>>
>Unity in charge of anything other than the most simple control flow
>>
>>162281748
Because those aren't explicit porn, they're for hookups and shit like that.
>>
>>162281841
So would a visual novel with adult themes work?
They wouldn't actually show the sex, but there'd be lewd noises and blushing
>>
>>162281960
That would be perfectly fine, I think.
>>
>>162281960
It'd fall into a dubious territory. Only way to prevent it from getting easily taken down is to 'curtains' the sex scenes and just do 'the following morning' skips.
>>
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>tfw nice cold day
>bundled up, drinking hot chocolate, and devving
https://www.youtube.com/watch?v=MeAU0H-ks2A

Best feel in the world.
>>
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Progress~<3
>>
>>162282028
>>162282019
Do you think I could show a cumshot, assuming that no penor or tiddy was shown?
>>
>>162282673
No.
>>
>>162282673
You might get away with a suggestive yoghurt explosion, but actual cum? No
>>
>>162282774
>>162282758
Alright, so I'm thinking an extremely suggestive warioware styled game is totally acceptable
As long as the busty women are at least wearing crop tops and none of the sex things are actual
>>
>>162281654
Would he not be able to host the game on something like itch.io, which does allow adult games?

Of course people would have to download from itch.io themselves instead of through the store, but would that affect anything?
>>
>>162282515
Can you refrain from posting that tHANKS
>>
>>162282938
Good luck. Your enemy will be soccer moms mashing the report button with the fury of a thousand unsatisfied vaginas.
>>
>>162280948
It's unlikely that you would have so many things that it has noticeable latency. You can probably do tens of thousands of item checks without it being significant, as long as you are only doing it once in a while and not during gameplay
>>
>>162282938
I think you'd have better luck on android.

Don't you have to have the app visible on your list on iOS? That could be awkward.
And I'd question whether nerds own iphones.

What's the state of browser-based games on Apple devices?
That would get around both lewd restrictions and what I mentioned.
>>
>GUYS HOW DO I GET AROUND THE TOS ON ALL THESE SITES FOR MY SEX GAME

why not just offer it as a direct download on your tumblr or something

you werent gonna make money off it anyway
>>
>>162282515
reminder to filter this image
>>
>>162283276
>you werent gonna make money off it anyway
:(
>>
>>162282515
Thread's over, pack it in everyone, reek is off the leash again!
>>
>>162283276
>you werent gonna make money off it anyway
STOP KILLING MY DREAMS
>>
>>162283460
I report every time I see it. It worked with the circumcision poster before, but it seems to be ineffective now.
>>
heres one of those daily meltdowns i was talking about

remember not to say his name or he'll REALLY go off the deep end
>>
>>162283276
But sex games are the only games that make money.
Just put it on Patreon.
>>
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>>162283957
Here's a helpful tutorial.
>>
>>162283957
Keep mewling that name, retard. :)

>>162283973
We all know it's you. Stop posting.
>>
>>162253345
That looks great. Love the pixeling style.
>>
Hey senpaitachi, is there some program that lets me keep track of tasks and shit? Like a checklist or something.
>>
>>162257123
From trying to find a definition for comfy a while ago, I found these common elements:
1. A somewhat uncomfortable to hostile environment contrasted with the warmth, light and safety of civilization.
2. A setting that'd have muffled sound also seems common, especially snow, rain, or heavy fog.
3. Solitude seems to be a requirement as well, either through a degree of separation from others through the stuff in (2), separation through space (lonely mountain cabin for example), or separation through walls (empty city streets).
>>
>>162282515
>his constant bomb threats got fireden and 4plebs taken down
>just like archive.moe

How many sites will this asshole kill? The feds need to take him away already.
>>
>>162284415
Trello
>>
>>162284415
Trello if you're into browser/phone apps.
>>
>>162283938
I did too so know that you're not alone. If more people do it then he'll hopefully get banned faster.
>>
>>162284415
Trello, Excel, or Notepad
>>
>>162284464
No one cares about your Full Sail ""design advice"", retard. Shouldn't you be spamming GDC with your hammer screenshots? Retard.
>>
>>162284415
Redmine if you want to blow it out of proportion or distract yourself by setting up a large tool.
(Its available as an docker container too if you really have that much time)

I never used it to get into docker and burn some hours I swear!
>>
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>>162284017
hmmmmmmmmmmmmm
>>
dayz devs could have just used unity or ue4

don't repeat their mistake

don't write your own engine
>>
>>162284415
brain
>>
>>162286426
doesnt it use arma2's assets
>>
>>162250970
Does somebody have an idea how to make rotation direction detection in GM:S?
Kinda planning to make combat system similat to that of Mount&Blade.
>>
>>162286426
they're just incompetent fuckheads

there is no other explanation for the game making almost no progress in 3 years
>>
>>162286426
But I want freedom
>>
I'm trying out Blender. What's this whole quads vs tris thing about?
>>
>>162286870
Quads are easier to work with is basically what it boils down to. You can use tris if you want but don't be surprised if there is some weird deforming or shading issues on animated meshes. Environments don't really matter either way.
>>
>>162286870
Topology. Avoid tris (even though quads are actually 2 tris)
>>
>>162286870
>>162287108
and tris are what you want to know the count of for hardware limitation reasons
>>
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>>162275494
Now on the polish stage for this thing.
>>
>>162287364
>bonfire

Get ready for your millions
>>
>>162286870
It's best to use quads as much as possible because they're just easier to work with. Quads also generally deform better on a mesh that will have deforming.

Tris are okay occasionally if you absolutely need it. Anything with more than 4 edges should be avoided, unless it's a face that is perfectly flat and will never deform.

To be honest I'm just parroting what I learned from modeling.
>>
>>162286426
The "DayZ devs" are the ARMA devs. Their capability to enginedev is not really in question here.
>>
>>162287479
>>162287196
>>162287138
>>162287108
So why is it that all 3D artists put how many tris their models are made up of, if people seem to all recommend using quads wherever possible?
>>
>>162287585
Did you not read my posts? Quad are 2 tris arranged in a specific manner
>>
>>162287585
Because tris are what your game engine is going to render and ultimately what matters for performance. (as well as textures and shading)
>>
>>162287556
With a mod developer as the project lead, lol.
>>
>>162287429
It's an adventure/puzzle game, sadly. I'm expecting all of $100-500.
>>
>>162287942
What's your point? He probably has nothing to do with the actual engine development, which is modification of the ARMA engine in the first place.
>>
>>162287707
I read, just making sure it was really that simple. Thanks!
>>162287764
i c i c
>>
>>162288173
>>162287942
dean hall ran away months ago and started a new company to build a new shitty early access game
>>
>>162288173
>>162287556
Honestly I always felt the arma engine is shit, altleast from a player perspective.
Also NPC were a mess.
The only point that was good was custom maps and modes.
It maybe was the best available engine but hell it wants a smooth experience
>>
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https://clyp.it/lxyocgbb

im gonna do some silly christmas stuff with my game this year because comfy winter

how about any of you guys? you gonna do anything special for christmas with your game?
>>
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>that feel when you start to realize you're just not good enough for 1MA
>you keep pushing those thoughts away
>you keep struggling
>you barely make any progress
>deep down you know you're never going to make it alone
>at the same time, you know nobody is going to want to work with you
>>
>>162289351
>implying I have a main game
But I will be making a wintery jam game.
Also that music is pretty nice.
>>
>>162289351
Maybe next year! My game is too underdeveloped right now, so there is no point yet.
>>
>>162289351
Yeah. Hopefully release it.
>>
So with a 3D model I have a few thrusters on the model that I want to emit effects from, and a gun I want to fire the bullets from/emit shooting effects.

How do I tell where those positions are on a moving model? Should I put bones at those spots? Because I can get a bone's transform. Is that how all games do it?
>>
>>162289554
sounds like you have confidence issues

if gogem can find a partner then you shouldn't have an issue
>>
>>162289941
create an empty
move it into position
parent empty to model so that it moves with model
use a script to spawn particles and bullets from that empty's position

i believe that's the most common way to do it
>>
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okay, all new items are tested and have upgraded art
>steak knife
>camera
>steel pipe
>kendo helmet
>sewing kit
>cigarettes
>carpenter hammer
>flashlight
>backpack
>>
>>162289941
If you're using Unity or UE4, you can attach objects to other objects, to bones etc and add an offset

UE4 also has sockets which you can position yourself.
>>
>>162290140
let's not get ahead of ourselves, googum isn't worse than a random dumb feelsposter
>>
>>162290463
He's a namefag shitposter, so I'd say he is.
>>
>>162289581
looking forward to it, anon. and thank you.

>>162289669
which game?

>>162289725
you can do it anon!
>>
>>162289351
I'll make sure I finish the Winter weather effects by the time Christmas comes.
>>
>>162289351
>post gets 0 replies
>next post gets 2 hate replies
>next post gets 0 replies
>next post gets 3 hate replies
I'm going to work on something I want but I won't post here anymore. Reddit has been far more positive about my posts.
>>
>>162291403
>no game
Hmm
>>
>>162291403
At least tell us which posts were yours.
>>
>>162291403
See you tomorrow.
>>
>>162291403
hey man don't worry i know the feeling. for a while most of my replies were shitposts and or extremely negative criticism. now i get a lot of positive response and the good things people say waay outway the bad things they would say. the thing about being a developer is that you need to get a thick skin because this is the norm in the industry. you cant lock yourself in a safe space because criticism and hate will creep in and only be more jarring.
>>
where do I begin
>>
>>162291056
>which game?
Still not confident enough to post it D: Gotta work more on the assets. But it is kind of a Sonic/Mega Man ish side scroller!
>>
>>162292306
Download engine, create Pong.
>>
>>162292306
Learn programming language, download library and make pong
>>
>>162292317
Do it anyway! Face your fears, anon!
>>
>>162292306
a long, long time ago, in a land far, far away..
>>
>>162292810
there lived a young boy called nodev. nodev, together with his mother anne and father klaus, lived in a small village called germany. the story begins as nodev celebrates his 13th birthday. it is the age at which german boys must perform the rite of passage and make a video game to become a man.
>>
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>>162250970
nuergghhh the third
he now goes into the guy he's possesing and gets replaced with the ball of contrivance
>>
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>>162292306
Ok, I'll be honest with you, because others will meme you with programming and languages and what not. Don't listen to them. Don't be one of them. You want to swim in sweet indie cash, right? Listen to me them:

Learn to draw.

Make Loomis your bitch crying for you to stop, go to drawabox.com, fuck the rules and draw a trillion boxes. Pick up the animator's survival kit and understand motion.

The draw porn. As in: furry and boys with dicks, I mean, it's almost 2017, noone jacks off to regular women anymore, except they are cute anime girls.

So, draw porn or cute shit, I don't care, just let the bait out, okay? Set up a Patreon and promise your backers that you are developing a game which will have lewd content in it. Occasionally put a PNG into GM and make it fly around the screen to make it look like you are really making progress. If they start to riot and call you names because you don't deliver, just tell them you had depression in the past months because people referred to you as a man, but in reality, you are a woman who wants to be a man.

Bamm: that's how you be a real dev.

Other than this: read the fucking OP holy fucking shit.
>>
>>162293381
what the fuck, how did i fuck up the webm that bad
>>
Not sure if this is correct place to ask, but how does Public Domain work. I wanted to include an easter egg type thing in my game where you can watch a full public domain movie( probably phantom of the opera).

Is this legal?
>>
>>162293604
Google "public domain"
>>
>>162293604
I don't know why it wouldn't be, i mean copyright doesn't apply so the rights aren't being reserved for any kind of profit, i mean who would even get you for that
>>
>>162293604
Public Domain means you can do whatever the fuck you want with it, as long as you don't claim the people releasing that content are okay with you doing it. It's completely irrelevant whether they do or do not endorse it, you just can't claim they do.
>>
>>162293604
It is sometimes the case that just because something is in the public domain, doesn't mean that renderings of that thing are also public domain. For example you can take a song thats public domain, and perform it yourself, and you will still own the copyright to your performance, even though the song itself is public.

So in your case like if there's some Phantom Of The Opera movie from 1931 thats in the public domain, doesn't mean that a 2014 Phantom Of The Opera movie would also be
>>
File: SquirrelSphere_1-1.webm (2MB, 1280x720px) Image search: [Google]
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Perfect Run for Level 1-1 of Squirrel Sphere
>>
>>162293979
>sphere lands to the right instead of dead center
>correcting to the left at :0587
>perfect
>>
>>162293979
How final is your art?
>>
>>162294219
Where is your run?
>>
>>162292705
Soon I will! You will know it is my game because of the description I gave above.
>>
>>162293979
>1280x720
>60fps
Maybe I should use something else than OBS. Any recommendations?
>>
>>162293510
unironically the best advice ive seen here
>>
>>162294723
I use fraps to record to avi and render that as a webm in adobe premiere with a user extension.
>>
>>162294723
Shadowplay perhaps
>>
>>162294747
I hope you are not implying that "learn porn, make dosh without game" is not given at least once a week here.
>>
>>162294723
Shadowplay is nice, but whats wrong with 60fps?
>>
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>>162293510
>sweet indie cash
>>
>>162294723
1280x720 at 60FPS is perfectly fine, don't change it.
>>
>>162292306
don't fall for the learn art for ez cash meme. It takes several years to become a competent artist you're better off learning programming and programmers pretty much get instantaneously hired so you will be rolling on cash in no time
>>
>>162295346
Shitty art skills = shitty artist
Shitty programmer skills = not a functional programmer
>>
>>162293979
that's a lot of nuts!
>>
>>162295584
protip: don't be shitty
>>
>>162294938
>>162295039
>what's wrong with 60fps
Nothing, this is perfect. I can't get past 30fps in OBS and even then going for a resolution higher than 600x480 just shits up my webm.
>>
>>162295784
But you said 60fps here
>>162294723
>>
>>162295763
unironically the best advice ive seen here
>>
>>162295879
Yeah, that was him looking at the dimensions of someone else's webm and realizing that the webms he's been producing are shit.
>>
>>162295784
I think we misunderstood your post.
You want to know how that anon got a good webm?
>>
>>162295763
easier to be a shitty programmer and a great artist
>>
>>162296208
As a programmer I strongly disagree.
>>
>>162296208
lol
>>
>tfw no structs in GML
>>
>>162254276
you should make your meatspace character cuter lol
>>
>>162289351
what do you make your music in?
>>
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Not in the mood to program, nor can I get these animation sketches right.

butts =/= progress
>>
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Added a bunch of new abilities
You can succ the life from enemies
You can bind enemies so they instantly spawn a skelly when they die
Another one not shown is terrifying enemies so they scatter in fear
Going to whip up some art for the necromancer, enemies, terrain, etc, do some basic progression mechanics, then wrap this game up over the next few days
>>
>>162298736
>attention whoring
fuck off
>>
>>162298736
>tfw you realize the main character of your game will be sexualized to death
>>
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>mfw making progress
>>
>>162298736
I approve your butt
>>
>>162298859
But she provided sweet cartoon butts. It's like she payed the toll.
>>
>>162298884
>not making a game where you can ignore all the quests and just bump uglies with cute NPCs
>>
>>162294219
true, i still suck
>>162294402
about 50-75% final I guess. im going to try out some new materials for this world, since the green checkered is generic.. and ill update the background and stuff
>>162295697
10 is the perfect amount for a squirrel's daily nutrition

>>162294723
I used OBS and then
https://cloudconvert.com/mp4-to-webm
to convert it.
OBS has 60fps settings
>>
>>162298695
FL Studio. I used samples from Miroslav Philharmonik
>>
>>162299007

No just no.
>>
>>162298736
The (optional) hands still throw me off. It's the shape.
>>
>>162299162
I am not a shitty creepy weirdo like you, anon!
>>
>>162298736
here's a (You)
>>
>>162290250
pretty cool, although not my type of game
>>
So what are the experiences with godot?
Is it usable as the first engine to make a 2d game with?
Engine recommendations for a 2d terraria-ish game?

I develop software for a living but never ventured into game development, C++ would feel like home but new languages are always fun to mess up.
>>
>>162301063
I prefer Godot over GameMaker. Documentation is kinda lackluster though.
>>
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>>162287364
Closer....
>>
>>162301063
1.x technically worked.

2.x is as usable as the competition.

3.x should actually be good.
>>
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"What if it was like Amnesia, but with swords and not like Amnesia at all?"
>>
>>162298736
Fuck off
>>
>>162301720
>>162301150
Okay, ill give it a try tomorrow(2am here).
Its even on steam, so I can show all of my friends what a cool guy I am. Also autopatching, thats quite nice
>>
>>162302325
"What is King's Field?"
>>
>>162302325
Amnesia but with swords AKA Amnesia but the potential to be actually interesting
>>
>>162298736
Thanks for your previous post. It totally made me sit down and work on my game a little today.
>>
give me your feedback >>162298806
>>
>>162302412
was King's Field any good? I only played a demo disc of it back in the day when I got my ps1. I don't remember it being anything special, it just seemed like a second rate CRPG. All I remember is climbing that tower and jumping off it over and over again, oh and getting killed by a giant squid.
>>
>>162298806
>still no glowing orb
Otherwise good job, I guess. There is not much to be said about stuff I can't experience myself.
>>
>>162302325
>>162302439
It's always such a letdown when a game doesn't give you the power to stab/shoot things.
>>
File: neurghh.webm (1MB, 1024x766px) Image search: [Google]
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swithcing now works more
deurthhh
>>
>>162302778
Which CRPGs of the era would you have compared it to in order to deem it second rate?
>>
>>162302412
fuck off hipster
>>
>>162303298
Review your files before you post them you schmuck.
>>
>>162303298
>how do i made webm
Also your desktop is covering ghost man's head.
>>
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>>162302412
Exactly

>>162302778
King's Field was basically a poor mans Ultima Underworld with heavy focus on combat (i.e. strafing around enemies).

It was breddy gud for its time, but even then plagued by its slow and dodgy controls.
Then again you had a relatively big connected world, loadsa secrets and bossfight and all kinds of other shit.
Zone progression was a bit like modern day's Dark Souls (which is its spiritual sequel) but less linear and more focused on finding keys and trading items in for other shit that lets you progress.
Some of the games were also pretty brutal with their status effects. Posion in KF4 was pretty much like Blight Town all day every day.
>>
Less than an hour until the LDJam 37 starts.

You do you have a team already right?

Made a list of types of games you could make if certain theme is chosen?

Favorite themse?
>>
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>>162303441
>>162303490
Fuck, my bad.
>>
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.jpg
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>>162303596
>team
>>
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As some anons suggested, I'm redoing my hud, so it better fits game. I have completely changed colours and did some redesigning. What do you think about it? Should I add something else?

Webm related - there are two options for player to choose - regular hud and minimalistic hud
>>
>>162304019
did that really need a webm?
You should look at what other games of that genre do for huds, because this still doesn't look great
>>
>>162304242
Sorry, it was easier for me to record than to do screenshot at the moment. It might sound stupid, but it's truth.
>>
>>162303925
Reminder that not having a team for a game jam is just as bad as making your own engine.

You should be focusing on demoing a good concept and idea, for your resume at worst. You will develop nothing of note in just a couple days by yourself, otherwise you already would have.
>>
>>162304019
I still don't get why Tyrone is wearing a hoodie. His robe implies martial art monk with the cutoff sleeves and cut. The hood limits peripheral vision and is a grabbing point for the enemy. Removing the hood would allow for an interesting tattoo or other ornamentics to be displayed.
HUD's alright. Though this shot doesn't quite convey how it interacts with the rest of the level behind it.
>>
>>162303619
Why the hell is it so laggy and only 2D?

What is going on with your cursor?
>>
>>162304473
I'm more interested to know who the fucking idiot spamming reaction image like >>162295020 or >>162303925 is.
>>
>>162304610
>Why the hell is it so laggy
I reduced the framerate to post it on 4chan, same thing for the quality.
>and only 2D
I don't follow.
>what is going on with your cursor
Something to do with the recorder i'm using.
>>
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>>162304491
Here's screen on brighter location to compare.

When it comes to hood: the character was supposed to be kinda neutral - I mean, without any particular characteristics. Also, he is part of a cult and I think that hoods fit cultist theme.
>>
>>162304853
Laggy AND 2D like how is the framerate that low when it's 2D.

But if you're manually lowering the framrate that answers that
>>
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I have also made some icons for currently choosen eq/skills. It doesn't fit that much at the moment, I guess, but I will have to make it fit better later.
>>
>>162304751
4chan is an imageboard you fucking retard.
>>
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>>
Less than half an hour for my first jam!

How big do these things get?
>>
>>162305082
>implying that writing a single word and posting a reaction image is valuable usage of the thread's resources
>>
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Hello friends, happy Friday.

Does anyone have recommendations on good books for Game Design and coding for game design (or just good coding practice in general)?

I don't mean books to teach one to code, I just mean books you read that are aimed at good practices and architecture in the theoretical sense.

I'm doing UE4/C++ btw. Much thanks.
>>
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>>162304751
>complaining about reaction images on 4chins
>calling two images spam
>>
>>162305195
Go buy a good goy pass if you're so worried about the bandwidth.
>>
>>162305204
http://gameprogrammingpatterns.com/contents.html
>>
Is learning 3D art really worth it? I feel like you need decent experience with traditional art anyway, and texturing just seems tedious as fuck. Everything feels so time consuming; I can't see myself accomplishing anything without being part of a team.

If I want to gamedev as a hobby should I just stick to 2D?
>>
>>162304751
I apologize profusely, anon. I vow to never post an image on this thread again.
>>
>>162305230
>>162305604
>>162305082


all me
>>
>>162305570
you're already doing a pretty good job of talking yourself out of 3d on your own, so what do you want from us?
>>
TWENTY MINS
>>
>>162305570
>>162305724
>>
>>162304868
The guy whining about the hood is just whining for its own sake, I like the design of your ash-nigger.
>>
>>162305570
3D definitely takes longer to get good at than 2D. But in my opinion it's ultimately all around better. Once you finish a model you can use it in all scenes in your game without worry. Any angle, any lighting, and size. You'll never have to redraw it like you would for a 2D sprite.

UV and texturing is probably the hardest part.
>>
>>162306125
Thanks man. Good to hear that.
>>
LITERALLY 1 MIN
>>
>>162307061
I'M NOT READY I TOTALLY FORGOT ABOUT LD


AHH I GOT NOTHIN
>>
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>>162307061
fuckin kek
>>
>>162305204
Source?
>>
"One room"
>>
>>162307159
I know I feel cucked
>>
>>162307209
gay
>>
What engine are you using boiz
>>
>>162307209
I hope you're joking plz not that one
>>
>>162307309
>boiz
None of your business.
>>
>>162307348
Spill the beans fuccboi
>>
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>>162307209
>you play as the Virgin Mary, 9 months pregnant
>you arrive at the inn, and they have 1 room left
>you are given birth to in a normal environment, the three kings are turned away by hotel security
>Christianity never happens
>the end
>>
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>>162305351
thanks broducci.

>>162307172
I don't know, sorry.
>>
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Goddamn it

All this hype

All of this all caps spam in /agdg/

for this
>>
>>162307209
escape the room
>>
>>162307309
My own.
>>
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>>162307429
Done. What now?
>>
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>>162307209
>>
>>162307509
>thumbnail
Fucking predator hiding everywhere.
>>
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>>162307595
what have you done
>>
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>>162307750
I DUNNO MAN, IT WAS A FUCKING ACCIDENT I SWEAR!
>>
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>>162307209
>>
>>162307209
Guess that's a win for the Gamemaker crowd.
>>
what's the discord again?
>>
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>>162307209
>one room
>that room is a basement
>shitposting tycoon
>>
good morning agdg
>>
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>>162307209
>you are in a chatroom
>your goal is to bully everyone else into suicide
>>
what if one room is a room full of mario 64 esque painting worlds?
>>
>>162308671
kek
I have a gif about an anime shitposting competition somewhere, I swear....
>>
>>162307209
such a limitating gimmick, every game is going to be the same thing
>>
>>162307209
>tfw my idea is 3D and I probably wont be able to even finish the models let alone the gameplay in 3 days

I- I'll try!
>>
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Auroras turn out to be damn hard to pull off without disrupting the eye flow of my piece. At least for me.

So, instead, snow fairies! (Giant lunamoths with luminescent tails) Because I want there to be at least some beauty in this otherwise desolate scenery and landscape.
>>
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>>162253232
Sticking with it is really key.

Even if your engine/framework isn't the best or shiniest, sticking with what you choose in the beginning really helps, because you'll eventually learn basic math concepts that are essential to game dev.

Once you got those down pat, you can (if you choose), move onto another framework/language.

I'd recommend Game Maker to start with. It's cheap (and easy to torrent), and there's a metric ton of tutorials out there for pretty much every concept under the sun. It's also proven itself to be a capable framework because multiple critically acclaimed games have been made with it.

Good luck out there.
>>
>>162308126
>>
>>162289351
I have been wanting to make a snowy stage for a while. but doub't I'll make in time before x-mas.
>>
>>162309316
It's in the fucking OP.
>>
>>162309221
This looks real good. Kinda spooky, and quiet.
>>
>>162309221
>Medieval-esque clothing
>Sword of some kind
>Power lines in the background
Why? It was so neat until that point!
>>
>>162310046
It's a post-apocalyptic dark fantasy setting; a world of magic and gods built atop the bones of a world of god-defying, technology-centric, ancient beings.

Gotta set the stage for all that with this shot.
>>
>>162310046
I like that desu

Without the modern stuff it would be quite generic
>>
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Trying to make controls like the Mario 64 wing cap. I've tried both of them but neither really works. What am I doing wrong?
>>
>>162299225
...where did you find your samples if you don't mind me asking.
>>
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>>162311427
>posting code
Can we switch headaches?
>>
>>162304868
The HUD is a necklace, right?
>>
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>>162309221
nice ripoff :^)
>>
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>>162286645
Apparently it took Toby Fox 3 years to make Undertale in Gamemaker
>>
>>162312978
A game taking 3 years to make is fine.
A game having zero progress for 3 years is not fine.
>>
>>162312978
>talking about undertale as though only toby fox worked on it
that's like people saying fez or dust: an elysian tale were made by one guy
>>
v = (v1.x * v2.x , v1.y * v2.y , v1.z * v2.z)

Implemented it myself but does this vector operation have a name? Can't find it, too tired to think straight.
>>
>>162313523
Were they not?
I thought the guy who made Dust did it all himself except for voice acting
>>
>>162313601
lol
>>
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give me some ideas on how to best represent eldritch horrors in my game
>>
>>162313571
Dot product or inner product
>>
>>162313571
Dot product.
>>
>>162313571
That's just v1 multiplied by v2
>>
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>>162313642
>make claim
>claim is refuted
>lol
>>
>>162313694
You don't, the moment you actually show them they'll loose all impact. Just show shadows, the trails they leave behind (slime, corpses, claw marks etc) and let the player hear their incomprehensible cries.
I suggest looking up good horror writing.
Well the above all assumes you actually want to create a horror game and not a lovecraft parody with waifu's.
>>
>>162313571
Hadamard (componentwise) product

>>162313715
>>162313813
Dumb
>>
>>162253564
"Used wrapper"
>>
>>162313694
Ask yourself whether any depiction of an eldritch horror in any medium that wasn't text pleased you. I found Eternal Darkness to be an extremely powerful game at the time of its release, so I like to tell people to start there, but as time has passed the game no longer has the same impact on me, so it's impossible for me to judge whether anyone who didn't play it at the time will see anything in it.

The Call of Cthulhu FPS, despite being janky in many ways, also did a good job of depicting an eldritch horror or two.
>>
>>162313840
all the marketing and shit for dust talked about how it was all done by one man, yes
as far as the reality goes there was an entire branch of microsoft helping him to make sure the game was up to standards since it was becoming a poster child for their indie side
and fez had a programmer, you know
>>
>>162313694
You don't. When you do, they are either defeatable, which goes against everything eldritch horror stands for, or they are not, which goes against everything games stand for.
>>
>>162313694
Make them higher-dimensional or non-Euclidean.
>>
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>>162314102
Damn so you're saying the media lies?
>>
>>162314394
woooooooooooooooooooooooooooow
>>
How do you make pong? Do you make it so the ball bounce if you hit the ball with the side of a paddle?
>>
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>Writing/rewriting only 50-200 lines of code a day.
>Not making much new art, just recolouring things to keep it fresh when I look at my game

I try and dev, but I am so lonely.
I want someone to talk my ideas through with, or maybe a girlfriend to sit on my lap and make sprites for me on her laptop whilst I code.
>>
How do you do the major gameplay logic? Do you use lots of state machines?
>>
>>162315035
>maybe a girlfriend to sit on my lap and make sprites for me on her laptop whilst I code
How huge are you that you can reach your keyboard with a whole fucking person on you?
>>
>>162315035
That is pretty productive. Don't feel to bad.
>>
>>162315060
Coroutines.
>>
How do you make breakout? Do you make it so the bricks break if you hit them with the ball?
>>
>>162315276
Do you seriously think that you're funny?
>>
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>>162315167
She would ideally be petite. But ideally she also wouldn't be imaginary.

Also I'm 6'0 and 170lbs

>>162315180
But I do feel bad
>>
>>162315593
>giving it a reply
Congratulations, the shitposter just beat you. You lost.
>>
i'm trying to get into pixel art because i just like make games 1MA and i need placeholders for the renderer i'm writing.
But i always end up waving my mouse left and right in gimp until i get a shape that looks like a poop.
>>
>>162315593
>mocking people for not using Google to help solve one of the simplest problems in gamedev
I wish I could just laugh at your failure instead of "shitposting", but it's actually very sad. I guess this is my way of coping with idiots like you.
>>
Using Unity

How to I make an object constantly move to match a certain location and rotation.

I basically want to mimick skyrims holding mechanics by having an object constantly move and rotate towards the position in front of the player (using physics)
>>
>>162316296
you make the weapon a child of the hand bone

so when you animate the bone, the weapon will move with it.
>>
>>162316504
>Anon in charge of reading comprehension
He's talking about carrying baskets and shit.
>>
>>162316296
Since it's with physics you want to (at least conceptually) attach a reasonably stiff spring between the object and some point in the centre of your screen (say at the distance the object was initially). You don't have to use an actual spring constraint, you can simply apply force at the point where it was grabbed to make the object move towards the position.
>>
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check my laggy as shit particle
>>
>>162316563
true that

then spring joint might be good, or using lerp
>>
>>162316607
just set the frame rate higher ;^)
>>
>>162316607
that girl is so qt, can you post the sprite sheet?

you're the guy that posted a pic of her last weekend?
>>
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>>162316832
>>162316832
here it is don't hurt yourself and yes this is my gam e
>>
>>162316296
>>162316584
Basically what you need to do either way is raycast from the centre of the screen (or the mouse pointer if it's like Ultima Underworld or Arx Fatalis or something) to get both the distance and the point on the object that was grabbed. Then you can e.g. attach your spring to the object at that point on one end and have the other end constantly moving to that distance away from the player in the direction they're pointing.
>>
>>162316607
needs more extinction
>>
http://imgur.com/gallery/5S2ZX

indie isn't so bad sometimes, at least I do what I want while not getting paid
>>
How do games create files in Program Files without running as administrator?
Should I just put my config files in AppData instead?
>>
>>162315676
That looks like the most uncomfortable shit ever.
>>
>>162316930
Thank you!

the games looking good!

make the particles only spawn once they are on the screen, and you won't lag until you get to that point
>>
>>162317079
>How do games create files in Program Files without running as administrator?
Probably they give themselves permission during installation.

>Should I just put my config files in AppData instead?
This is recommended.

Now do realize that people aren't necessarily going to be installing on their C: drive in a generally write-protected directory. When in doubt, make it an option (probably safe to put it behind an "advanced" gate).
>>
>>162317079
I hate any game that doesn't store all of its files in the folder I tell it to install to. Don't act like you can't make it happen. It's perfectly doable.
>>
>>162317172
I have no idea how heavy other people are, but i would be as physically close as possible to a girl at all times, if that was an option.
>>
>>162317264
>>162317346
Come to think of it, save game files too. If those are to be created/overwritten in Program Files then the game needs admin permission every time it runs. Unless there's a way around that. I'll do some googling.
>>
>>162317523
It's really not as nice as it might sound. If either of you want to stretch or move a bit it's going to be uncomfortable for both people. It's going to get uncomfortably warm, both people will probably start sweating eventually. Imagine having a very big dog on your lap.

You just don't know how nice it is to have freedom of movement until you've got someone on top of you.
>>
>>162317079
I prefer to just have config, savegames, mods, whatever in an AppData folder for the game.
>>
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How are my animals? Are they at least recognisable?
>>
>>162318314
Prefer that as a lazy developer, or prefer that as a consumer? If the latter, why?
>>
>>162318359
>squirrel
>dog
>cat
>rhino
>pepe
>anteater/elephant
>crocodile
>cow
>wolf

mark my score pls
>>
>>162318359
bear?
then dog, cat, rhino, frog, anteater?, gator, cow or goat?, wolf?

definitely cute tho
>>
>>162318359
>beaver
>dog
>cat
>rhino
>frog
>anteater
>allogator
>goat
>wolf
>>
>>162318142
>You just don't know how nice it is to have freedom of movement until you've got someone on top of you.

So it feels good initially, and feels good when you stop
>>
>>162318386
Because I like to have everything related to the game in one folder, with whatever subfolders it needs. And with that folder being in AppData I'll always know where it is. And I'll always know that is where all the game's user files are. Even if I decide to move the game's exe, all the user files will still be the same.
>>
>>162318359
Bear, dog, cat, rhino, ribbert, ant eater, alligator, goat, wolf
>>
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>>162315035
>>
cant get inspired to do this ludum dare senpai
>>
>>162317346
>It's perfectly doable.
I'm not finding any answers on google other than
>make your program run with admin rights
>write the files somewhere else
>>
>>162318770
>Because I like to have everything related to the game in one folder
Having the game divided between an installation location and data stored elsewhere is the exact opposite of this.

>And with that folder being in AppData I'll always know where it is.
Keeping everything in the installation directory simplifies this process even further.

>And I'll always know that is where all the game's user files are. Even if I decide to move the game's exe, all the user files will still be the same.
The superior solution is to make the exe autodetect the folder that its in and look for the save files there. If the player needs a shortcut to the exe, guess what, they can make one. This method achieves everything that you say your method achieves (but actually doesn't or does in an inferior way).
>>
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>>162284464
Don't worry anon, I like your points.

Though I wonder why a some people say comfiness comes from solitude.

I'd like to have a few NPCs but I might try to keep them away from where the player plays the most.
>>
>>162319147
Make an isometric tamagotchi-like game. Takes place in one room, of course, and you take care of a cute lil creature.
>>
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So, how's this for LD? Space Egypcian priestess gotta escape the Space Romans but first, she needs to collect resources to activate the HORUS hyperdrive. Through the game she's in the control room the whole time, so it's technically one room. Now I gotta sleep.
>>
>>162319520
oh fuck forgot about LD, not bad btw
>>
Is there a free program that has a similar tool to photoshop's texture tool?
>>
>>162304019
>>162304868
You're the guy who made like one billion versions of his UI right?

I'll tell you what I told you about your last iteration before I took a break from aggydaggy.

>Your pixel resolution is WAY, WAY, WAY too big for the amount of detail you're trying to display.
>The UI element is also too big proportionally compared to the rest of your game.
>You've got way too much unnecessary detail.
>You've got way too much info bunched up without rhyme or reason.
>The colors you're using aren't good for readability, visibility or general aesthetics.
>The shapes and details you're using make no sense and just look like a bunch of random shit stuck together.

Really though, the biggest problems are too low res, too much detail and too much crammed into one spot. Your UI is literally larger than your player character and extends to far down the screen that it could obscure enemies and the evironment. That ain't good.
>>
>>162319497
that's a great idea, but it's not ideas that are the problem. the code base im developing is incomplete and i only know the basics of gamemaker, which already makes me want to punch my dick in. i simply won't have time to make something good. also my sprite skills are years behind everyone else.

it will be fun to see everyone's submissions though

/blog
>>
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>>162309221
There. Maybe the final version?
>>
>>162320469
That red text feels out of place completely, I liked it better without that.
Everything else looks good.
>>
>>162320469
>not a sequel
>subtitle

No.
>>
>>162320998
What if you know ahead of time you're making a series?
>>
>>162321837
you don't
>>
>>162320998
>One word titles
Lol, amateur.
>>
>>162321883
>
>>
>>162321883
Second game is already in production.
>>
>>162320469
Nice microprogress
>>
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>>162322237
Gamepage on Gamejolt also links to concept artist, etc stuff for the second title in the series and that was in April.

http://imgur.com/gallery/caxV0
>>
>>162321837
Then you're just retarded.
>>
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>>
>>162323285
Shit I love Chameleon Twist
>>
>>162323285
expand dong
>>
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>>
>>162326389
that's mildly disturbing
>>
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Changed up the slashes a bit. Stabs next then some sort of killmove/execution.
>>
>>162326854
Oh first person melee.

You will never, ever be good.
>>
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>>162327006
wut

Also anyone got ideas for a killmove/execution for >>162326854? I'm thinking maybe punch while holding the knife, then stab to the neck while the enemy is dazed from said punch. You guys got any better ideas?
>>
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Testing, testing - 1, 2, 3.
Am I still rangebanned?
>>
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>>162327285
Nice, I can post yet again.

Its shameful that the moment I can't post, the dirty anime OP image rears its head right back. Absolutely shameful.
>>
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Derp blue hedgehog or sad? Which is better agdg?
>>
>>162328346
why not both? just make on a rare spawn
>>
>>162328346
why not angry eyebrows so I don't feel bad?
>>
>>162328346
procedurally generate facial expressions
>>
>>162286426
>>162287556
Modding is not game dev. Don't make their mistake.
>>
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>>162329705
>>
>>162327510
Whats that thing in the gif? Did someone 3d print a save icon? Wow... What a dev...
>>
>>162329705
anon, making a game in Unity, UE4 and GM is also modding
>>
What's your devving battlestation look like?
>>
>>162330179
:^)
>>
>>162330261
like a computer on a desk in a room in front of a chair
>>
>>162330261
I have four monitors and razer brand peripherals
>>
>>162253903
that looks breddy gud, i can't even tell if it's ue4 or unity
>>
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Hey AGDG, help me with my combat UI

I have this healthbar thing that looks like this currently. It needs to display HP (which can go up to 9999), movement points (which can go up to 9) and attack points (that can go up to 6).

I don't know how to fit all 3 in neatly, I've got HP and movement points currently and I don't know where to cram attack points in a way that looks good.

Also I'd kinda like to add the amount of damage a monster can do to you, because it's a turn-based RPG and damage numbers aren't obvious after stats alter everything. I don't think there's room though?
>>
>>162259659
yeah the theme is boring as fuck... i can make pretty much any game and stuff it into one room, it's not an interesting theme at all so i won't be attending this time because making a game with another theme is retarded in a themed jam
>>
>>162308954
>such a limitating gimmick, every game is going to be the same thing
This is what everyone says every single damn time. And every time the games are completely different and creative.

Stop being un-creative
>>
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>>162330774
we've been through this
>>
Where in America would be the best place to set a horror game centered around woods and a small isolated redneck town.
>>
>>162308954
>I am not creative in the least: the post
>>
>>162331173
your mom's house
>>
>>162330984
that is the joke >>162259659
>>
>>162331201
She doesn't live in America.
>>
How would you do gun kata in a game?

I bet you could be pretty successful adapting a combat system like Souls where positioning, timing, and stamina management are all key. I-frames are right at home with gun kata.
>>
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Figured out how the AI task system will work, now working on how to initiate scenarios dynamically
>>
>>162330984
>And every time the games are completely different and creative.
oh wow another crop of pixel platformers how creative!@!!!!!!!!!!
>>
>>162331205
there is no joke anywhere in there
>>
>>162331194
>>162330984
the most insulting part is that you think i would think "limitating" is a real word
>>
>>162331269
Superhot VR
>>
>>162331327
I'm used to you using made up words, Gogem.
>>
>>162331327
what?

maybe you are confusing me with another poster. I just started reading from where I left off last night and replied to someone who was whining about the theme not giving him any original ideas
>>
>>162331285
Where is your game?
>>
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I'm looking to make some sorta dinky games to share with friends online without having them having to download them. Is HTML5 the only option for accessible browser-based games? I was looking into GameMaker, but the HTML5 exporter is over $200, and I don't know if I want to commit to that amount of money.

Is there a better alternative to developing for HTML5? I looked at Phaser and pixi.js briefly but they don't seem to have the greatest documentation. Unity was an option too but it feels like you have to be making a 3D physics-based game for it to be worthwhile.
>>
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here are the ultimet speedrun trechniques
>>
My character wants to open doors, and interact with other objects.

In unity3D, should I throw rays in front of the character to detect those objects, or should I have yet another child gameobject with another trigger detection thing?

When you have multiple child gameobjects with colliders, how do you know which one you hit?

Is this what layers are for too?

should I have the collider in the door/object instead?
>>
>>162331132
Yeah I can elongate the healthbar and show current/maximum, good idea, but how do I show the other stats?
>>
>>162331269
Didn't the Devil May Cry series have some form of gunfu in their gunslinger builds? It was like you locked onto a primary target with both guns but if you then moved a stick towards another target while in the middle of firing Dante would aim one of his guns in that direction. Several combinations resulting in him cross firing, behind head firing and such.
>>
>>162331573
Godot? Not sure about its performance, but it has an HTML5 export
>>
>>162331573
>Unity was an option too but it feels like you have to be making a 3D physics-based game for it to be worthwhile.
why?
you can easily make a 2D game in unity too. And the html exporting works perfectly too.

But if you still like GameMaker, just start making the game, they will probably do another big discount sooner or later. They released it in humble bundle for like $10 for everything.

holy shit why did I just have to answer 5 fucking captchas?!
>>
>>162331578
>half-a-press.webm
>>
>>162330774
you just gotta look at other games and see if you can find inspiration
>>
>>162331621
and go look at similar games, see how they do it to get an idea

this one shows you health, lives, that transformation's energy, and has an icon to show you which transformation you have selected too.
>>
How big should I make my tiles?
>>
>>162331781
23x 47
>>
>>162331781
about 4
>>
>>162331578
please, clamp your camera values so that they don't go too low, at least that way it won't jump so fucking much

Or better yet, work on a proper camera system
>>
>>162331801
>>162331849
Thanks.
>>
File: 54.png (87KB, 800x400px) Image search: [Google]
54.png
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>>162330774
Off the top of my head.

Take a look at Kingdom's Hearts UI or any games with action points.
>>
>>162330774
nice 4
>>
>>162307209
>wake up
>feel like deving
>check the theme
>literally can't be more bland and boring
nevermind then, i'll just play more of ow again
>>
>>162331679
>why?
That's just the impression I got! I only messed around with Unity for a week or two before moving on. I guess I could give it another shot, C# seemed like a pretty easy language.

>>162331675
Looks like Unity on easy mode, I might give it a shot.
>>
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uitest.png
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>>162331780
Fuck, I completely forgot to mention I meant healthbars that float above character's and monster's heads. That's why it can't be too big/messy.

>>162331932
That's actually really helpful, I didn't think of that. I think I have a mockup that'll work. Thanks AGDG
>>
>>162331932
>I have never ever played an action game
>h-how do HUDs work??????????
>>
File: HUD.jpg (813KB, 2419x840px) Image search: [Google]
HUD.jpg
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>this thread
>>
File: mockup.png (203KB, 800x800px) Image search: [Google]
mockup.png
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>>162330774
how about this?

bar = health
number = movement
tallies = attack

or

bar = health
number = movement
light-up buttons = attack
bottom numbers = damage
>>
>>162332407
Oh yeah that works pretty well, thanks!
>>
>>162332407
bottom 4 is pretty good, top is not as good

>>162332226
this 4 is still my preference
>>
>>162308954
>>162331327
"limitating" anon here. english is my second language and i made these posts at 1AM.

explanation: googum disagreed with my opinion, so instead of engaging in actual conversation he reposted it with that specific typo
then he waited for others to side with him and find arguments for him, so he can feel better about himself.

classic googum.
>>
>>162333319
actually i was just making fun of being retarded and used you as a template because youre retarded.
>>
What's a good accessory name for one effect-type accessories?

Mixed settings, so nothing's really themed
>>
>>162333505
lel rekt

what are you devving these days goocum?
>>
>>162333319
>>>/int/

Go back to Canada you fucking stupid non anglo fuck
>>
>>162332328
This is shoped right?
>>
>>162332257
what?
>>
File: TongueTechWIP.webm (312KB, 800x348px) Image search: [Google]
TongueTechWIP.webm
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Tongue Tech *TM
>>
File: fwis.jpg (96KB, 1365x310px) Image search: [Google]
fwis.jpg
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>>162333630
president simulator
>>
whats the official date for comfy jam
>>
>>162334049
never
The comfy comes from being able to shitpost and nodev because "I'm waiting for the jam to start"
>>
why is this thread taking almost 24 hrs
is agdg dying?
>>
>>162334117
From my experience on /vg/, faster generals = more cancerous generals.

Celebrate, more people are working on their games.
>>
>>162334117
seems like the gratuitous nodev shitposters finally started devving for the holidays and moved to the /v/ threads because they didnt want to be associated with all the shitposting.
>>
>>162334117
everyone is working on their exciting one room game
>>
>>162333505
>i was just making fun of being retarded
You could have made one of your standard posts. It's always fun to see how retarded you are.
>>
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>>162334117
its because of the anime OP pic
did you notice? when we had pic related then we had actual discussions about gamedev stuff
>>
>>162335308
>when we had pic related then we had meltodowns and endless shitposing
Fixed.
>>
>>162335352
>we had meltodowns and endless shitposing
its the same during anime threads. its just that anime threads ONLY contain shitposting and a crumb of progress posting
>>
>>162335474
To be honest this current thread is 80% higher quality than the average AGDG thread. I don't even know what the OP pic is.
>>
>>162252415
ForceMode.Impulse
>>
>>162335289
thanks danny
>>
File: combatui.png (2MB, 1515x824px) Image search: [Google]
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Quick gutting of the old heathbar code and adding a new base that just displays this placeholder. Is it too small? Too clunky?

I know the text is kinda unreadable but it should be easier to read with proper contrasting colours.

Apologies for shitting up the thread with all these questions but I don't want to sink several hours into designing a UI that I'll just have to replace later because it's shit.
>>
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help me figure this one out

see the lines with red dots in front

they both do the same thing
war_list[n][2] and war_list[n][3] represent war contributions - or in other words, they represent how much successful have those sides been in the war. each turn I add military_strength(currently I consider polity_area as its military_strength) of a polity to its respective war contribution variable.

problem is that I need them to increase at different rates. The simple addition I have now increases them at different rates, however, their ratio remains the same no matter how many turns pass. Question is then, how should I calculate the "contributions" so that ratio slowly changes in the stronger one's favor.

>For context
These "contribution" variables are what I use to calculate "Warscore". To get Warscore from contributions I, first, find the difference between the "contributions" and then I calculate how many percentages the difference is of the smaller "contributions" score. That percentage is the warscore. War is won, when the warscore is 100%. But with the current setup, the percentage never changes, no matter how many turns pass.
>>
>no spears
>no katanas
S H I T _ G A M E
>>
>>162335736
I still slide around.
>>
>>162336264
It seems fine to me. These bubbles only appear when you hover over them with your mouse, right?

>Apologies for shitting up the thread with all these questions
what do you think this thread is for? for animeposting? this is where you should be asking your questions! It would be even better if you asked your questions more often.
>>
>>162336264
frowning face
>>
>>162337303
I see it
>>
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1MB, 1352x737px
>>162336796
>These bubbles only appear when you hover over them with your mouse, right?

The old placeholders didn't, but they were much smaller. I feel like HP is information you want all the time, but maybe it's too much now?
>>
>>162336570
war_list should probably be wrapped in a class. The code is pretty unreadable at the moment.

If I understand correctly: you want the ratio of defender and attacker to change even if nothing changes? When you increment the score, introduce a term that is proportional to the score as well.
>>
File: UI_Test_4.jpg (237KB, 1285x748px) Image search: [Google]
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So, I was thinking, I should probably have 2 sets of animations, 1 for the left hand and 1 for the right.

So that I could have Beer in right hand, Flashlight in left, then just do their animations instead of both combinations, because as time goes on and I have more things you can hold, it's going to be a pain if I want to hold a knife and beer, or beer and a grenade or what ever.

Anyone see an issue with this?

Pic related.
>>
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>>162320053
Not really. That's just a second version. Earlier was too colorful. It was like webm related. I would post picture, but I don't have any saved, sorry for that.

Still, I think your protips might be really good. I will think about them.

Thanks for your help.
>>
File: consoledev.png (17KB, 970x145px) Image search: [Google]
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Th-thanks Sega
>>
>>162337959
Oh, and that's actually pleasant to read compared to the dynamic version
>>
>>162337959
What is this?
>>
>>162337936
Remember in your design there could be twohanded stuff right?
>>
>>162338030
A macro I wrote for initializing a DMA transfer of graphics data from ROM/RAM to VRAM on the Sega Genesis. The register layouts are pretty ugly so there's a lot of bit shifting and masking required
>>
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katana+spear.jpg
329KB, 2232x1026px
>>162336616
>Play homeless simulator
>Break into the weapons store
>Steal katana and fedora and spear

Happy senpai?
>>
>>162338057
True, thanks for the reminder, I'll have to setup 2 booleans to check if the left/right hand has anything if they're holding 2 handers won't work.
>>
>>162336616
My game has both I just haven't made it yet.
>>
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health bar.png
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>>162337632
If the popup tooltip opens only when you hover over a unit, then you can potentially put as much things into it as you wish. See any (actual)strategy game as an example.

But, yes, there should be a "lesser" variant for the most important variables that is always present. HP is definately very important thing.

You also asked, how to show potential damage. If it is a single target damage, then there is no problem, since a tooltip is practically infinite in size for all purposes(since there will never be so many variables that the popup box would fill the entire screen). However, if you have an area of effect damage, then one would like to see how the damage affects everyone affected. Thus, you cannot put that information into the tooltip. This means that this information should be in those "essential" tooltips that are always there.

To add that feature, you probably need to display health as a bar (in addition to the number). And to show the potential damage, you make the amount of HP that would be damaged into a different color on that HP bar. See the pic - orange is the potential damage.
>>
File: problem inside class.png (21KB, 566x350px) Image search: [Google]
problem inside class.png
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>>162337748
how is this
>>
File: lBXGxBR.png (110KB, 961x721px) Image search: [Google]
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Fuck yeah Ludum Dare
>>
>>162338541
Neat. Are you using shaders?
>>
File: NewTongueStyle.webm (746KB, 772x298px) Image search: [Google]
NewTongueStyle.webm
746KB, 772x298px
>>
>>162338676
Stick to one game at a time bokudev
>>
>>162338102
>no tenchcoat
>>
>>162338652
Yes, there are a couple of shader packs with ps1 style rendering for unity
>>
>>162338709
This is for ludum dare too
>>
>>162338726
PSX Retroshader? I've tried that one but doesn't play nicely with fog. I think I also had an issue with seams appearing between where walls joined.
>>
>>162338753
You started before the announced the theme. Fucking cheater.
>>
>>162338813
I merged PSX Retroshader with this - https://github.com/keijiro/Retro3D

But vanilla PSX Retroshader works nice with fog, at least on 5.4. I have a few seams too, I think it looks nice
>>
File: 1411295310065.jpg (37KB, 646x485px) Image search: [Google]
1411295310065.jpg
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>>162333928
>>162338676

>chameleon twist style game
>>
>>162338846
You can see my livestream at thewhitereaper7 on twitch which proves I have not been working on this before the jam and has the work from start to now.

I do have a partner in this though

I will be streaming the dev for the whole 48 hours without sleep.
>>
>>162338929
Awesome cheers.
Yeah I've basically been wanting to do the same thing but I'm just a beginner artfag, so shaders are way out of my league. Attempting Silent Hill 1 visuals for a horror game.
>>
>>162337748
>If I understand correctly: you want the ratio of defender and attacker to change even if nothing changes?

I want the ratio of the accumulated "contribution" variables to change as they accumulate. I want to keep the contributions separate from the military_strength. Why? If the function to calculate the warscore depended on only time and military strength then there would be cases where the contribution amount changes too drastically whenever the military_strength changes.

If (for some reason) country's military strength changes mid war, the change should not affect the already accumulated contributions, but should rather change the future gain.

The military_strength abstractly embodies the amount of change that happens. I don't know if I explained it in understandable way.

>When you increment the score, introduce a term that is proportional to the score as well.
I don't increment the warscore at all. There are only TWO(2) THINGS that are incremented - offensive contributions and defensive contributions. Warscore is derived from those two variables whenever needed.
>>
dick jam when
>>
>>162339006
Oh yeah you're right. My bad, sorry bokudev.
>>
>>162338102
>Happy senpai?
ya
>>
>>162338341
Ah yeah that's a good idea. I have a (placeholder) tooltip that opens at the side of the screen to show debug info, I should probably move that so that it follows the mouse and shows actual info.

The changing healthbar colour is also a good idea, I'm gonna implement all this shit today if I can. Thanks for your suggestions, they're really on point.
>>
File: 1480463181731.jpg (6KB, 160x213px) Image search: [Google]
1480463181731.jpg
6KB, 160x213px
https://www.youtube.com/watch?v=nTGVGiyOJHw

If your game doesn't have as much juice as this, you've done something wrong.
>>
>>162339112
We did have the CONCEPT before the jam though, so I hope we can fit it into the one room theme decently.
>>
I made a triangle
>>
>>162339291
Keep going!
>>
3D question: Should I be turning my polys into triangles for the final products or what
>>
>>162339291
Don't go any further!
>>
>>162339291
You're finished, ship it!
>>
>>162339210
Friendly reminder Raysipe is what will happen to you if you browse 4chan for too long.
>>
FUCK me I'm doing solo ldjam and everything I'm trying to make is fucking up
>>
>>162338541
I'm trying to come up with some idea i can slap together in like 5 or 6 hours since i don't want to waste more time than that on such a shitty ld theme
>>
>>162339006
>48 hours without sleep.
Idiot.
>>
>>162339291
Greenlight when?
>>
File: Room.jpg (3MB, 4128x3096px) Image search: [Google]
Room.jpg
3MB, 4128x3096px
>>162330261
>>
>>162340191
It will be fun! (I'm probably going to sleep for 6 hours after a bulk of the game is done).
>>
jams are unhealthy
>>
>>162338723
Well just fuck my shit up, I'll have to make one.
>>
>one day you make great progress and you feel proud and happy
>the next day nothing you try works, waste hours and make no progress
When does it end bros?
>>
>>162340730
When you're six feet under.

Until then, enjoy the ride.
>>
>>162340810
>>162340810
>>162340810
new thread
hop over here once this thread ends
>>
in that hard category of the ludum dare can you use downloaded sound clips or do you have to make your own?
>>
>>162340864
>making early thread to push your autistic anime hate
>OP pic is even less related to gamedev
Enjoy your dead thread.
>>
>>162340864
report this thread, stop letting these fucks make early threads filled with dumb meme shit.
>>
>>162340930
>>162341104

well, here is a proposal
make a new anime gamedev general in one of the anime boards like Otaku
and there you can even make a rule that forbids not posting anime
>>
>>162340930
>OP pic is even less related to gamedev
except that it is very related
it portrays the unsanitary condition that this general has fallen into
>>
>>162341121
Your OP's picture is a dog taking a shit. That's fucking disgusting, period.
>>
>>162341121
It's not about anime you dumb fuck. Your dog picture is just as stupid. And you keep putting memes in the OP.
>>
>>162250970
Wow another pedo thread.
>>
>>162340518
yes, they contain an insane amount of sugar.
But at least when you spread some jam on your toast, you don't spread a huge amount.
By amount, soft drinks have less sugar, but you drink a whole can at a time!
>>
>>162341202
see this
>>162252423
>>162252772
>>162252847
>>
>>162341258
If they told you to jump off a bridge while wearing an /agdg/ shirt, would you?
>>
File: 2016-12-10_14-02-52.png (6KB, 351x90px) Image search: [Google]
2016-12-10_14-02-52.png
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>>162341190
How is that related to gamedev?

>>162341218
This is sad.
>>
>>162341329
be sure to scribble "agdg" with your blood
>>
>>162341329
I would do whatever it takes to trigger you animeshits

>>162341339
>How is that related to gamedev?
this is where we congregate to dev games. What happens in this thread, has a tertiary effect on progress. If its filled with poop, that will reflect in amount of progress decreasing. Thus, there needs to an effort to sanitize this place.
>>
>>162341518
>Thus, there needs to an effort to sanitize this place.
Leave then. That would be a good start.
>>
>>162341258
You didn't scribble agdg on a turd with a toothpick
>>
>>162341518
>need to sanitize this place by literally putting a picture of a dog pooping in the OP
Honestly it seems like you're the one triggered by anime.
>>
>>162341518
But this thread was actually pretty good.
Your conclusion is just wrong.
You are wrong.
>>
>>162341567
toothpick man speaking, i didn't make that thread, but it's a commendable effort
>>
>>162341556
>Leave then. That would be a good start.
Its not about leaving, pal. Its about posting appropriate stuff in appropriate general or board. So, keep your otaku culture in the Otaku Culture board. Come here if you want to post game.

>>162341567
I thought that going all the way would trigger you shits too much. I posted a softcore version and this triggered ample amount of butthurt. Once the shock of a dog pooping wears out, then we can move to posting poop.

>>162341591
Took you pretty long to realize that, friend.
Also, it seems that I was able to trigger animeshits even more. See what happened to the new thread - this butthurt caused these autists to sperg all over the thread.

>>162341654
>But this thread was actually pretty good.
Yeah? And thanks to whom? Thanks to my efforts.
>>
>>162341984
>Its not about leaving, pal. Its about posting appropriate stuff in appropriate general or board.
Posting a dog shitting an anime girl is not appropriate to a general abut making games.
>Come here if you want to post game.
You start. Reply to this post attaching a pic of your game.
>>
>>162342101
>Posting a dog shitting an anime girl is not appropriate to a general abut making games.
It is very appropriate. It accurately depicts the current state of affairs. Which is something that no anime picture has ever been. Only way you animeshits defend anime OP is by telling that it has AGDG logo. So? My dog pic also has AGDG insignia AND its relevant, which makes it a much more appropriate.

>You start. Reply to this post attaching a pic of your game.
Yea, you can fuck right off with that. Considering the animeshit sperging going on about this anime crackdown - I ain't gonna associate my game with this, or you retards will start memeing my game, since you once are such petty and retarded faggots.
>>
>>162342429
>no game
sad
>>
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>>162342429

You don't even have a game you moron. You're the same shitposter as always, just trying out different outlets in an attempt to annoy us and derail the thread and our general progress, because it pisses you off so much there are people here capable of making progress, because you've hit the point of despair that you can't just like, make game. Every time someone calls you out on your bullshit you backpedal and claim you won't post your game because you don't want to associated with whatever current flavor of the week you're targeting.

You're disgusting, and I genuinely hope you get kidney stones you sad sack of shit.
>>
>>162341252
can't tell if you're using food metaphors to describe game jams or if you're just talking about food.
>>
>>162342497
>>162342574
>If you don't post your game, you have no game
typical response from "post your game" faggots

and a typical response to that response
>but where is your game?
so, where is it?

checkmate, animeshit
>>
>>162341984
>I thought that going all the way would trigger you shits too much. I posted a softcore version and this triggered ample amount of butthurt. Once the shock of a dog pooping wears out, then we can move to posting poop.
All I see is excuses.
>>
>>162343165
>If you don't post your game, you have no game
typical response from "post your game" faggots

and a typical response to that response
>but where is your game?
so, where is it?

checkmate, dogshit
>>
>>162343524
so, we are on THAT level now
pathetic
>>
>>162343701
You already said you're not going to post your game (which doesn't exist) anyway so why would I post mine now. I've already made this mistake in the past and all I've gotten are stupid replies like
>HAHA what a fag, now I'll bully your game every time you post it
>oh wow you actually did it what a retard
>lmao looks like shit fucking nodev
>>
>>162343856
>asks me to post game
>I won't post my game because X
>HAHAHAHAHAHAH you have no game
>but where is your game
>I won't post my game because X

okay then
>>
>>162344176
So where is your game?
>>
File: 2016-12-08_00-33-55.webm (450KB, 544x304px) Image search: [Google]
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>>162344176
Now what?
>>
>>162344176
Where is your game faggit
>>
>>162344221
>>162344529
>So where is your game?
Safely not associated with this farce.

>>162344309
>hurr durr shit game may may
ok seriously now
post progress more often instead of animeshitting, this looks interesting
what is this game gonna be about?

also are you that anon to whom I reccommended to use framework natives to make a game if art ability is lacking?
>>
>>162344812
I'll post progress AND animepost, thank you.
It's supposed to be an ARPG about a magical girl
And no I'm not the same guy.
>>
>>162344914
how much of your scope have you finished?
when is your planned release/deadline of first complete pre-alpha?
>>
>>162336791
have you tried giving up
>>
File: ouroboros-titlescreen.png (2MB, 1920x1080px) Image search: [Google]
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I'm still not fully satisfied with it -- but I suppose it's good enough to move on from now. Hopefully I'll have time to come back later and polish this more.
Thread posts: 770
Thread images: 147


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