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AGDG - Amateur Game Development General

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Thread replies: 767
Thread images: 155

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Productive and anime-free edition

> Previous Thread
>>162250970

> 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
meme engine: memeengine.ru

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
If I'm doing a game with low-poly PS1 graphics, what should my approach for natural terrain be?
>>
gib good productive music
>>
>>162340810
wow, another bestiality thread.
>>
>Ludum Dare
Should I stick to the genres of games I'm good at making, or try out something new?
>>
>>162341554
it doesn't matter

you should just make a smaller game if its an unfamiliar genre
>>
>>162341554
If you try something new there is a chance you will get stuck and be unable to finish in time. It's happened to me before as well.

But, it can be a very good way to work in a jam, you'll likely learn new things about the engine you're using, things that you may have not learned from the genre you usually make.
>>
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quick, post your shill status
>>
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post your game and your mbti
>>
>>162341689
where is this from?
>>
>>162341803
4chan gold account
>>
Need name ideas for single-equipable accessories, the setting doesn't matter
>>
I just realized , the best way to make games is using a framework that does the heavy lifting and build your game on top of that, full blown engines are too heavy and hard to optmize.
>>
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what do I replace the hammer hands with? they are too difficult to animate and keep consistent sizes.

they also just dont look right.
>>
>>162340949
pls
>>
>>162341908
It should be blocky I guess. I don't understand the question
>>
Unity question:

I am trying to make items for my game, some items will be interactive, some items will be items that can be in the inventory.

like a door, it will be interactive, but can't put it in the inventory.

and then a flashlight, it's both interactive, and inventory. Maybe even another "equipable" or "usable" things will be in there.

Anyways, my question is about how to structure this.

I can create a door class, which inherits from IInteractable, and IIDestructible (for example)

or I can have a door prefab, with "iteractable", and "destructible" scripts.
But then, the "interactable" part needs to have its own "doAction" function.

or maybe make a door class, which inherits from object, and an object can have all those things in booleans...

The question is, if I make a door class which inherits from those other interfaces, how can I test for that?

collide with item -> check if it's interactable
this part is easy with GetComponent<interactiveScript>()

or it can be GetComponent<item>()
(in this case, door, which inherits from item)
And then what? how do I know that it inherited from interactable?
>>
>>162341781
>mbti
hwat?
>>
>>162341850
another anon has seen the light
praise the lord
>>
>>162341830
joking aside, I should pay for a 4chan account again, I hate the fucking captchas
>>
>>162341896
Those are hammers? I thought they were spades of fans. What about pillars? Cylinders should be easy to animate, yeah?
>>
>anime OP thread
>virtually no shitpost

>anti anime OP thread
>99% shitposting
hmmm
>>
>>162342186
Only non shitposting until you decided to do it.
>>
>>162342186
you're literally the only one shitposting here
>>
>>162342037
like enfp/intj/etc
>>
>>162342265

That guy below your post and linked to the reply chain is shitposting too. Numbnuts
>>
>>162342746
and so are (you)!
>>
>>162342795

Then that also makes you guilty as well.
>>
>>162342186
falseflagging animeposters who no longer can defend their anime ops through saying they drew "agdg" on top of them
>>
>>162342835
I wonder who's behind this post
>>
>>162342909
me
>>
>>162342027
I've never used unity but I'll try to help anyway.

In my game I have a class called items.
Anything that can be placed into an inventory is considered an item. Therefore all the code under the item class refers to things like picking something up, stacking items ect.

Sub classes of item includes: container, edibles, weapons, ect.

A door in my game is considered a machine. All machines have a use function that must be overridden by the actual object.

Hopefully that helps?
>>
I have a cube made out of smaller cubes. Each small cube has x y z coordinates. How do i check if the given coordinate, for example 2,5,6 belongs to a cube which is a part of the outer wall? (as in a cube which has at least one of its walls exposed to the outside world)
>>
>>162343031
I guess doors can be machines, but all of those types of objects also have a "use" function. Or they can use it.

Anyways, when you encounter an object, do you do a cast to know which type of object it is?
And then call the appropriate function?

I still have to think a lot about this. But thank you for your example
>>
>>162342037
google it
>>
>>162342835
>no longer can defend their anime ops through saying they drew "agdg" on top of them
Actually this thread is living proof of the opposite.
>>
>>162343387
aside from the fact you conveniently skipped the first part of my post, there would be no issue whatsoever if the ops were related either to game engines people around here actually use, /agdg/ memes or /agdg/ games
neither a dog shitting out an anime or a random anime are these
>>
>>162343562
because the first part of your post isn't true? do you have any proof otherwise?
again if there was anything wrong the either ops you could report them to the moderation and they would delete the picture. you don't see that happening do you?
>>
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What do I need to make the furies like/have appeal for my bunny girl?

and before you think anything disgusting shes sitting on a ball.
>>
>>162343562
Being a general on 4chan already makes it anime related.
>>
>>162343709
>diapered latex furry inflation fetish
looks like you've nailed it
>>
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>>162341896
my friend suggested giant Iron balls instead.
>>
>>162343709

That's a bunny?
>>
>>162343783
she's 2 phat
>>
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>>162343783
anything to not draw hands huh?
>>
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>>162343962

>getting owned by Googs
>>
>>162343962
Still better than drawing gogem hands.
>>
>>162343734
False

4chan has many dedicated generals and boards for anime stuff. Thus, you have plenty of places to post your anime OP's to.

There was a good reason why anime VN development was banned from non-anime boards.
>>
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>sign up for data mining challenge hosted by Ubisoft.
>receive an email saying that there's meeting for the challenge.
>show up.
>about 30 seconds in I realise that this is for a completely different challenge.
>it's a semester long game development challenge.
>play along because I don't want to look retarded.
>I know dick-all about game dev.

>get placed on team.
>Team leader: "so we're all committed to the game, right? I can send our emails to Ubisoft?"
>stay silent.
>now I can't back down.
>tfw I have to learn Unity and C# over the winter break.
>tfw I might have to drop a class for the Winter semester to accommodate the project.

Goddammit.

Well, it's looks like I'll be making my home here. I think the worst part of all of this is that I have to install Windows again. I don't want to go back to that hell-hole...
>>
>>162343962
Its more of wanting to be creative with animations.
instead of the character swinging a sword or something, why not have something more fun?
>>
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>>162343962
anything to not draw eyes huh?
>>
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>>162344025
whats wrong with gogem hands?
>>
>>162344072
SAVAGE
>>
>>162344072
nothing wrong with this though
>>
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>>162344072

ALSO GOOD.
>>
>>162344072
>>162344087
kek
>>
>>162344072
JoJo reference?
>>
>>162344034
Of all things, Windows is what you're struggling with?
>>
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>>162343709
Made Improvements.

Perhaps jiggle physics?
>>
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>>162344067
sure i get that, but hammer hands or ball hands are just pleb versions of popeye proportions.
>>
>>162344315
Why are you doing this to yourself
>>
>>162344067
if you are new here, remember to ignore goog's advice. This is the only place they can't ban his virgin 30yo salty ass
>>
>>162343709
>>162344315
add more actual anatomy
>>
>>162344385
Have you forgotten about the untold agdg rule?

10% of real dev time
90% of doing shit to meme or impress agdg
>>
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Slash/Stab mode transitions
>>
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>>162344604
Done.
>>
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Where do you go for inspirations?
This thread is pretty cool so far >>360229237
>>
>>162344767
neato

So is it gonna end up being a Condemned-like, or what? What are you going for?
>>
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>>162344881
We're going for Red Orchestra 2-like gunplay but obviously we'll have some differences
>>
>>162344861
Beksinski, anon. Always Beksinski.
>>
>>162344943
Can you post anything about the game apart from these animations?
>>
>>162341896
Looks like some blue hair town center fat bird carrying her fucking shopping
>>
>>162344072
got em
>>
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>>162345060
The game is called "Our Ghosts of War." Anything I can talk about is posted on Polycount and Twitter.

Here's an animation they haven't shown yet publicly (have posted it here before, though). Need to re-key these at 60FPS
>>
>>162344853
look up some references or something, so far even your bokube mc is sexier
start with fixing these tits and head shape
>>
>>162345168
What you see is pretty much all I have done. I started relatively recently and I've wasted sometime trying to figure out what I need to do (quests, dialog system, inventory, battle system, equipment, etc) and how to manage everything in a way that works. It's hasn't been going very well but I'll try to find the right way.

No idea when I'll get something playable, I wish I had something for DD12 but it's not likely at this point.
>>
>>162336570
You need to stop using multidimensional arrays. I'm serious when I say you need to learn what a struct/class is before going any further. You are making things more difficult for yourself and for anyone who tries to help you this way.
>>
>tfw no inspiration for this LD
fug :DDDD
>>
>>162345165
Stop putting us to shame, man, this is an amateur general after all
>>
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In normal games you can only wear one coat. Can the Homeless Simulator guy allow equipping multiple coats?
>>
So as a beginner working alone am I supposed to do the LD Jam or the Compo? I figure the Jam is the correct choice if I haven't participated before?
>>
>>162346149
Do both
>>
>>162346149
the only correct answer is demo day
>>
>>162345667
I set myself a to do list.
1. Pump all the very few planned features out in current understanding of language.
2. Once game is finished - refactor the code to include classes and structs and vectors any other advanced C++ features that apply and I have knowledge of.

And its not like my game is anything difficult. Its on a similar tier like the "Quess the number" Command Prompt game. This warscore calculation mechanic is most complicated thing in it. Once I figure that out, everything else will just be about wrapping things up.

------------------
Also, question about C++. Can I make vectors of dynamically generated structs with C++? What about instances/objects?
>>
>>162343242
i did, nothing related to game dev came up, just some dumb psych shit, surely you wouldn't be posting non-game dev setuff, would you anon?
>>
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>>162345165
>has a C96
take my money
>>
>>162346496
>tfw all waifu games are dead
>>
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>>162344853
We Better noW?

>>162347274
Not this one.
>>
>>162347298
I'm not furry tho
>>
>>162346443
>Also, question about C++. Can I make vectors of dynamically generated structs with C++? What about instances/objects?

Depends on what you mean. A vector can only be of a single type, that must be known at compile time, but that type can be polymorphic.
>>
>>162341040
I've had a crunchyroll sub for like 8 months now and the only thing i watched was a couple episodes of jojo.
Any recs for non-moeblob animus?
>>
>>162347486
>A vector can only be of a single type, that must be known at compile time, but that type can be polymorphic.
I don't follow - I lost you at
>vector can only be of a single type, except that it doesn't need to be of single type
>>
>>162347793
I guess "a single BASE type" would make more sense?
>>
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Improved my smoke jitter thing so that it's not as predictable looking.
>>
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Hows this?
>>
>>162347960
Neat, what is this for?
>>
>>162346443
>Also, question about C++. Can I make vectors of dynamically generated structs with C++? What about instances/objects?

What do you mean by "dynamically generated"? Do you mean dynamically allocated?
>>
>>162347852
can a base type of a vector be "struct" or "object" then?
or is there a different way to keep track of your structs and objects?
>>
>>162347978
not funny
>>
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>>162347960
Another view

>>162348004
Meant to be used for a missile effect later on.
>>
>>162348113
>Do you mean dynamically allocated?
Yea, I think I meant "dynamically allocated".
>>
>>162348264
Then sure, just declare your vector as std::vector<Foo*>. Better yet, use smart pointers: std::vector<std::unique_ptr<Foo>>.
>>
>>162348125
I'm not sure what was the original question since I just replied along but I guess you want to store multiple types in the same vector? In which case you will need a base struct like "Entity" then you can store derived entities in there.
>>
>>162347793
A polymorphic type, while sounding scary, just means a type that has inherited another type, or is inherited by another type. A quick example:

class animal
{
};

class dog : public animal
{
};

std::vector<animal*> animals;
animals.push_back(new dog);

The vector only holds a single type. In this case, each element of the vector will be a pointer to an animal. But each instance being pointed to could be anything that has inherited from animal. But the animal* will only know about the animal part. it doesn't know the data for dog exists so you will need virtual functions or dynamic_casts to access it. Here's an example of that.

class Vec2
{
public:

int x;
int y;

virtual int total()
{ return x+y; }
};

class Vec3 : public Vec2
{
public:

int z;

virtual int total()
{return x+y+z;}
};

std::vector<Vec2*> whatever;
whatever.push_back(new Vec 2{3,5});
whatever.push_back(new Vec3{6,1,4});

std::cout<<whatever[0]->total()<<std::endl;
std::cout<<whatever[1]->total()<<std::endl;

Output:

8
11
>>
>>162348815
So I guess we just don't use pastebin, period, around here any more?
>>
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>>162348152
Umm
>>
>>162348997
Not using pastebin is an act of protest to get [code] tags.
>>
Anybody remember that game where you're in a maze and a monster chases after you?
>>
>>162348815
Thanks, I think I get it now.

>>162348436
Original question was actually about something entirely different.
I asked if anyone knows some sort of exponential growth sum, series or sequence function that would achieve my needs
>>
>>162349257
You will not get code tags
>>
>>162348815
This leaks memory. Do

std::vector<std::unique_ptr<animal>> animals;
animals.push_back(std::make_unique(dog));

instead.
>>
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Animation test
>>
>>162311559
thepiratebay until i can gather up a few hundred dollars to buy it
the sleigh bell was a free sample
>>
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Never again
>>
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>>162345064
Progress report.
got movement completed.
added dashing.
added gameboy type text scrolling.
now working on adding timer to spin attack.

progress is nice.
>>
>>162350209
>boomsandwhich
more like turd sandwich xD
>>
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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. Posted here because post too old to delete in old thread -- but old thread is about to die anyway.
>>
>>162351781
>i j k are imaginary units that satisfy certain conditions
how very helpful
>>
>>162351781
>enginedeving is easy they said
>>
>>162351892
I think the subtitle really takes away from it. One word in the title makes a good statement, but adding a subtitle makes it less impacting, especially since the title is so bold and up front and center.
>>
>>162351892
REMOVE SUBTITLE remove subtitle
>>
>>162351892
what the hell is journey, and retire?
>>
>>162352869
>>162352976
>Remove subtitle, directly compete with...
http://www.pcgamesn.com/ouroboros/ed-mcmillen-next-game

www.oaplus.co

>Don't remove title, remain consistent with the game's actual title which existed before either of those games...

Hmmmm.
>>
>>162351892
>No contrast makes text nearly illegible
>Hard edges of vector text conflict with softness of drawing
>Mountain and left tree shadowing is inconsistent with rest of scene

Needs a lot of work. But if you can't see it now, just move on to the actual game and come back to this later.
>>
>>162353232
You're still in direct competition, especially since it's the same main name. Drop the subtitle and change the name, or drop the subtitle and keep the name. "The Sacrifice" is dumb and cheesy. I like the look of your title screen, but come on. That's up there in the cheesy and overused subtitles next to "The Reckoning" and "The Return of"
>>
>>162353232
You did trademark your name, right? Could probably send a cnd to those guys.
>>
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Got inherited knockback and damage numbers working! Not sure where that ghost zombie came from though
>>
>>162353551
I'm pretty sure Ed McMillen can afford better lawyers than I can. No, I didn't trademark it. I did consider trademarking it but it's a name that's in the public domain and it'd cost me something like $300 to do so.

Didn't have the time to find out if I could register it, didn't have the money to register it. All I've got is the argument that mine was first, which it was.
>>
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>>162341689
>>
>>162353759
Good start.
>>
>>162353759
What are you using to make this?
>>
>>162354070
Thanks! After years and years of 2D, this is my first venture in 3D. Just trying to get to grips with modelling and coding in...

>>162354253
Unity
>>
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Does anyone know where to get a obj of a bust of david for none vaporwave related reasons?
>>
>>162353793
>No, I didn't trademark it. I did consider trademarking it but it's a name that's in the public domain and it'd cost me something like $300 to do so.

Being public domain doesn't matter. You don't really trademark the name so much as you trademark the context. Like, Razer has a trademark for calling a computer mouse Ouroboros, which is distinct from the Ouroboros media distributor, etc. Being first also doesn't matter because a trademark is not a copyright. I recommend getting a trademark before anyone else does.
>>
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>>162341689
>>
>>162355269
Even if I did get a trademark for it, that only gives me more of a grounds to sue -- I'd still have to sue. And I'd bet he could easily outspend and out-talent me. Besides, he didn't TM Super Meat Boy -- so he's probably not going to TM Ouroboros.

Seeing as I'm living off my savings right now, $350 is a huge cut from that. I'm not sure I could even afford to sue him.
>>
>>162341803
itch.io
>>
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>>162356270
oh well in that case
>>
>>162356350

>3 sales
>9 bucks earned

NICE.
>>
>>162355871
Like literally all he'd have to do is wait me out for about 5 months and my savings would be entirely exhausted. And then he could sue me, now that I'm out of money, win, and take the trademark.
>>
>>162356565
Note: This five month estimate assumes filing the lawsuit and et cetera costs me no money. I doubt that'll be the case.
>>
>>162356565
Sue you over what? Quit being a fuckin paranoid crybaby.
>>
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>>
>>162356762
Over the trademark. Over which I'd already threatened to sue him by CnDing (which is a fancy way of saying 'stop using my stuff or i'll sue').

I'm sure in the wide world of legal fun, they could find grounds to bring the case to court. Reminder: Anyone can sue anyone for anything. Piss off or pay a lawyer enough and he'll find a way to sue a ham sandwich.
>>
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>>162341689
>made a game especially for Dino Jam
>7 downloads
>>
So in Gamemaker, I gotta use input buffers if I want to be able to read things like a quarter circle + punch and etc, right?
>>
>>162356972
Why the fuck do you want to sue him?

Just make your fucking game already and quit acting like a little bitch.
>>
>>162357105
I don't. >>162353551 suggested it; I'm saying that it wouldn't be useful, would just cost me money, and might result in me losing the very thing I'm trying to keep him from using.

Better to let sleeping dogs lie in my mind or, as you put it, make my fucking game already. (Which I have already done, it was finished a year ago; I'm just polishing it up for Steam right now because I don't feel like it's got enough quality in the art to get past greenlight in less than a year's worth of time right now.)
>>
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>tfw you're still sitting on a pile of placeholder effects and you have to present a "finished" thing by the 14th
>>
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>>162356270
Actually it looks like tumblr, except mine looks like this
>>
>>162357307
Replace the bullets and you're fine. I could see this being sold right now as long as you fixed that. Anything on top of that would just be gravy.
>>
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>>162356350
>>
>>162357494
Anon you replied to: Nice. How long have you been active on itch?
>>
>>162357305
Oh, gotcha. Didn't see that you were refering to another anon's post.

>>162353551 is wrong because 1 unless you're a large corporation like Bethesda, nobody will take you seriously, 2 you would have no grounds to sue, C&D, or DMCA at all other than "I-I had the name first", and 3 nobody cares if the name is the same. If they send you a C&D, then change the name, simple and easy.

Also drop the subtitle. It is bad anon
>>
>>162348815
why the fuck would you make your vector classes polymorphic theres literally no point
>>
>>162357553
2 months maybe
>>
>>162357661
Good job. I've been up for about a year and a half now. Keep doin' whatever you're doin'.
>>
>>162357307
Anon, you still have the problem of enemies spawning on screen from DD11. This is a problem and a simple fix!
>>
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>play ranked online
>your partner can't hang
>do all the work
>get demoted when you lose
Why is every single game developer retarded?
>>
>>162357379
post tumblr
>>
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>>162357820
Huh, you're right
It's a dumb fix and I hadn't really paid attention to it
>>
>>162352694
just copy a tutorial code XD
>>
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What do you guys use to make webms? Maybe it's just not configured right, but OBS is butchering muh quality.
>>
>>162357648
To demonstrate how it works.
>>
>>162348815
ML and Haskell would like to tell you that subclass polymorphism isn't the only form of polymorphism. Even Java and C++ support parametric polymorphism (through generics and templates, respectively)
>>
>>162358254
fraps and adobe premiere
>>
>>162345165
I know i'd buy your game only from this gif alone
>>
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more things that put the smackdown.
>>
>>162357825
It sounds to me like you need to get good and carry harder if anything.
>>
>>162358254
ffmpeg
>>
>>162357825
All about the money. If shitters were only placed with other shitters instead of at least one non-retard to carry them, they would stop playing and, more importantly, stop buying microtransaction shit.
>>
>>162358254
Replace SEGA with AGDG
>>
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Any critique? Gif from a campfire type dialog scene in my rpg.
>>
>>162359036
>friendship is the real treasure
Fuck off with that bullshit.
>>
>>162359036
You're mixing future tense with past tense. When people speak, they generally use contractions. You make friends, you don't gain friends.
>>
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>>162356350
>>162357494
are we posting itch stats too
>>
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>>162359207
It's just a convo bro, that's not the theme of the game
>>162359268
Thanks for pointing that out, my english can be pretty shit. I'll change it and I'll be sure to have people read over my dialog before release.
>>
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>>162359326
Post game.
>>
>>162359458
loli rape sim
>>
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>>162359613
>>162359458
close
>>
>>162359763
Ah, it's the furry demo. Of course it was. They're always one of the most enthusiastic and fast embracers of new stuff when stuff targets them.

I'm a little envious.
>>
>>162359326
how much money did you make tho
>>
>>162360043
payments disabled
>>
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>>
>>162360076
>throwing away the furry demo's money
I have moved from a little envious to a little mad.
>>
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purchases are donations
>>
>>162351781
>Wait a minute, that card
>>
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idk if i should give up or shill harder
>>
>>162360172
Don't worry, judging by the dev's art skills he could probably make some major $$$ by doing furry commissions on the side. Donations for Anubis would be worthless in comparison.
>>
>>162354879
Is that Laughing Octopus?
>>
https://www.youtube.com/watch?v=GVb5py7QL3Q
>Game Maker Studio 2 is a thing
Huh. I'm glad I got Studio 1 Pro and its addons through a Humble Bundle sale.
I wouldn't want to be one of the poor motherfuckers who paid upwards of $100 and who will have to purchase everything all over again when YoYoGames inevitably decides Studio 2 is a standalone product and thus not covered in Studio 1's """"Lifetime Upgrades"""" policy.
>>
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>>
>>162360172
Less people would've played the demo if there was payment pop-up. The playtesting feedback was worth more than whatever money would've been donated.
>>
>>162361506
Plus who the fuck would want to use GMS2 until a year or two after release when they've fixed a lot of the bugs? GMS1 is buggy and weird now, imagine how shit GMS2 will be upon release.

I'm actually a GMS fan so even though I'm shit talking, it's out of love.
>>
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>>162361529

2D continuous dashing bullethell/platformer
>>
>>162361626
I understand the logic but can only see the lost money.
>>
>>162361506
They already released their business model for GMS2.
Yes you have to pay for all the modules again but they had(have?) a promotion where you could upgrade your shit for a fee if you already had certain parts already.
>>
>>162361780
Shiiiit, this is some Metroidvania Fighting Game Dev level of juicy placeholders.
>>
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>>162361506
Will be picking up the desktop module probably a little before the official release or after it goes on sale again

>$400 for mobile export
pls
>>
>>162362018
We're working on it but our artist kinda went to the hospital because of Venezuela rioting
>>
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I've componentized the thruster physics component better so that it no longer requires a ship to work correctly. It can now be thrown on anything, although something has to direct it of course. In the ship's case, the Ship component is now the one that handles the talking between the flight computer and thrusters. Which is maybe how it should have been?

Though, I made a bit of a mistake. I've been putting together a generic flight computer that can in theory be shared between the ship and missile, and now that I've got to the point where the missile is "flyable" I've come to realization that is obvious in hindsight. A missile's flight computer wouldn't think the same way a ship's would.

Whereas the ship thinks in terms of rotation rates and speeds, a missile instead thinks in terms of relative rotations and stuff like that. In practice, this means I'm putting a PID on top of a PID which is kind of silly and I should just skip the middle man and have the guidance directly control the thrusters.

Webm related is a missile that's being driven by physics and a flight computer but all it's being told to do is spin at 5 degrees per second.
>>
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If you have the ability to go anywhere how do you hide secrets the best?
>>
>>162362652
>Area doesn't look like you could go there
>You actually can
Why is this hard?
>>
>>162362749
Yeah but there's a difference between hiding stuff in the background and zelda cdi levels of shitty background/foreground art combos. Trying to think about how not to do the later.
>>
tfw too quick.
>>
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Quick Unity2D question from a newbie retard.
I want to make it so when I click once, a Raycast happens and once it collides with the ground it nets me the position of the ground element and then it assigns the y coordinate of it to a Float which I eventually use in a different vector.
It works fine and dandy at first however when i try different altitudes it takes two clicks for the changes to the Float to occur. How do I make it so it only takes one click?
>>
I need a lore for why people can change skillsets without changing their character

pls help
>>
>>162363809
They're changing strategies or have multiple personalities/souls.
>>
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How much コーヒー have you had today, devs?
>>
>>162362598
I'm starting to question the value in fully simulating missiles to the same extent that I do the ship to begin with.
>>
>>162363930
I don't usually drink コーヘー
>>
>>162363930
None, I drink お茶
>>
>>162364008
>へ
oops
>>
>>162363930
I had a cup of ちんぽ汁
>>
>>162361780
Looks juicy but you can't see crap in front of you.
>>
>>162364183
H
>>
Where do I start with game development for the Raspberry Pi?
>>
>>162364519
Do you own a Raspbery Pie?
>>
>>162364609
Maybe
>>
>>162364668
Start by ascertaining you own a Raspberry Pi
>>
>>162364769
Stole one from my school, as in they never asked for it back
>>
>>162358254
shadowplay and webmconverter
>>
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This card will replace the "you rest at home" message at the top of the screen from pre-alpha

Is it comfy enough?
>>
>>162351781
Do you really need to know how it works if you can make it work? All I care to understand about quaternions is that they're a generalization of complex numbers where instead of 1 real and 1 imaginary component (for 2 degrees of freedom including magnitude), you have 1 real and 3 imaginary components (for 4 degrees of freedom including magnitude).
>>
>>162364405
the view is something we need to work on. essentially since the game has so much freedom of movement we might need to adjust how it works...
>>
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how do I get a publisher for my game if it has bad grafixs?
>>
>>162366389
https://www.youtube.com/watch?v=mAI5W7Y5H28
>>
>>162366389
put a bunch of screenshake and explosions and pitch it to devolver

BUT!! you gotta remember to make all the colours neon and also make it have a synthpop soundtrack, thats the most important part
>>
I'm tired of doing art. God damn, let me program some cool shit or something.
>>
>>162366389
Screenshake and filters.
>>
>>162365621
It's not bad. Pretty orderly but some people like to keep things in order. Looks like whoever lives here was an orderly person but recently has started to let things slip.
>>
>>162365969
Zooooooooooom out
>>
>>162366480
thanks dude.

>>162367640
>>162366675
what if I'm a smart guy and only make the GUI shake rather than the entire screen causing people to vomit uncontrollably?
>>
>Monogame/XNA
>GameMaker: Studio
>Unity

I want to make a 2d shop simulator what should I use
>>
>>162347793
Understand the difference between type and class. The type of something dictates what you are allowed to do with it. An interface (in C++, a class with all pure virtual methods) is purely a type, but as soon as you add constructors, implementations, statics, etc. you now have a class and more than a type. In the same way that you can subclass, you can subtype, and so an object can have more than one type. All of the objects have to have the same type in some way, but you can have objects of different class in the same generic container (assuming it's a homogeneous container in the first place, but this is almost always the case).

Also what >>162348815
is saying about polymorphism: that's subtype polymorphism specifically. There's also parametric polymorphism, which is how generics work (std::vector is for all intents and purposes parametrically polymorphic over the element type), and ad hoc polymorphism, which is exhibited by function overloading and template specialization.
>>
>>162368157
>2d
Not Unity.
>>
>>162368123
if you really want people to vomit, make the whole window shake around
>>
>>162368239
stop the meme
Unity is good for 2D, just not for pixel games
>>
>>162368157
for your own good if you want to make a game gamemaker
>>
>>162368308
So use Monogame, got it.
I'm more interested in engine-devving because I have no art.
>>
>>162368157
Depends on what you already know, what platforms you're targeting, and if you're going pixel or vector?

If you have no experience, game maker because it's simple.

If experience, I'd recommend Monogame or Unity as you have a bit more control.

If pixel, game maker as it handles pixel perfect collision a lot easier than the other choices with less headache unless you specifically want to use mono/unity.

If you're targeting multiple platforms, unity would be a much cheaper option than game maker as the modules are extremely expensive.

I'd put my money on game maker.
>>
>>162368308
>gamemaker for a game almost entirely about menus

That is a horrible suggestion. Use Unity, anon. The timesaving built-in UI scaling etc features will prevent you from committing suicide.
>>
>>162368157
>menus and more menus
Godot.
>>
>>162362886
Except people buy generic games all the time?
>>
>>162368691
generic games with bad graphics?
>>
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>>162368473
Gamemaker is okay for games like that though
>>
>>162368778
That's a whole different matter
>>
>>162368427
>Monogame or Unity as you have a bit more control.
Don't imply that you don't have orders of magnitude more still with MonoGame.
>>
>>162368820
As someone who's built menu-centric game maker games and menu-centric unity games, GM:S will smash you upside the damn face if you want to make such a game in it.

Unity welcomes you in and gives you the tools you need to do it quickly.
>>
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how do you write a game story?

do you guys have it all written down?

do i need to write like a movie script?
>>
>>162369164
Just do what seems fun
>>
>>162369164
Depends on how big an element you want the story to be. Some games need lots of attention, time, and structure-solving to have a good companion script. Other games just need a quick excuse and you're off to the races.

Don't feel the need to write a movie script if all you're making is a peggle clone. On the flipside, if you're making an Adventure game, you best approach it like you're writing a novel.
>>
>>162368297
It does the job but it's not optimized as well as something like monogame
>>
>>162357018
i told you retards not to waste time on a dead jam that nobody wanted and only had 11 entered people with like 5 submissions
>>
>>162365621
nice cassette player
>>
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>>162369164
>>162369297
Also, if you're having trouble getting inspired, don't feel bad about picking up resources like this thing http://www.enginepublishing.com/eureka-501-adventure-plots-to-inspire-game-masters

It's saved my bacon more than once when I just needed a plot I could riff off of and mutate that was already mostly figured out and interesting.

The next game I'm making is built off this example story.
>>
>>162369164
Any story of worth needs to at least have events and character interactions worked out on paper before even trying to implement any of it.

Unless you're AAA in which case you're being paid too much to bother with stupid bullshit like story and character motivation
>>
>>162369164
Just write it like you're writing a script, yes. Because you need to have the camera positioning, the actual dialogue, the lighting, the scene itself and the character's movements all outlined and planned out to make it all work together in conjunction.
>>
>>162368051
Working on a way to pan the camera
>>
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Got player damage implemented! Unityfriends, do you have any idea how you go about making instantaneous animation transitions happen? Basically, I have the player's two damage animations tied to the "Any State" event in the Animator, with no Exit Time, and this works 90% of the time. However, if the player is in the middle of an animation transition, such as if the player is transitioning from walking back into idling after the player releases a movement key, and the player is hit, that transition will finish before the player transitions to the damage animation.

I tried doing some Google-fu and reading up on Interruption Order and such, but it didn't really get me anywhere.
>>
>>162369491
Where is your game?
>>
>>162369164
Leave it out. Just make your game without tacking on a story. You don't need it.
>>
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>>162363980
Missile guidance in zero G is weird.

I was thinking I might be able to just have the missile turn and vector itself in with the main rocket, but that doesn't work because then the missile will have to start flying perpendicular and will eventually even start flying backwards to try and get the vectors it needs.

To prevent it from flipping over on itself and slowing itself down dramatically, I added a seeker gimbal limit which has the missile trying to keep the target within that limit. It's set to 30 degrees in this webm.

I added a small amount of linear and angular drag to make the calculations simpler while working on it, but I think I'm definitely going to need to have lateral thrusters firing to help straighten out the velocity a bit. It seems unworkable without it. I was hoping that I could save lateral thrusters to only be used after the main engine burns out.
>>
>>162370328
What an enormous presumption.
>>
>>162370376
It's the truth you pretentious dick disease.
>>
>>162362886
Because a lot of AGDG devs are doing it purely as a hobby.
Also, generic games are always good practice.

>>162362891
How does player mobility stop you from hiding secrets the traditional way?
>>
>Want to start back up on my game
>Remember that I am not an artist and suck at art and will never be able to do anything but ascii
Help
How do I learn to pixel art
>>
>>162370682
Same way you learn regular art
>>
it's time to give up anon
>>
>>162370909
>tfw want to give up but past the give up line
>>
>>162370464
>vns don't need story guise
>>
>>162370957
never too late to give up
>>
>>162370850
w-what's that
>>
>>162370909
I give up every day
>>
>>162342835
>>162342186
>my gamedev unrelated image is better than your gamedev unrelated image
Fucking retards, both sides of the discussion.
How about using any of the ton of agdg related pics we have on dropbox? no? never thought about that?
>>
>>162370682
>Not making a roguelike
>Nor recognizing the POWER OF PLACEHOLDERS
>>
>>162370963
A VN is a story instead of a game.
>>
>>162371063
loomis
Through practice and looking up techs on YouTube.
>>
>>162371108
Which happens to be equivalent to never giving up when you think about it. , Just a little more depressive.
>>
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>>162371129
Like this one?
>>
>>162368882
I did not imply anything, Anon.
Don't imply that I was making implications.
>>
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>>162371135
I was working on a roguelike a long time ago and I quit because I got a job

>>162371173
What about those LEARN TO DRAW PIXEL ART shit on like heartbeast studios and other sites?
>>
Is it safe to post progress in our shitty games here even if we just lurked for a long time? Obviously it's not Shill tier progress, but I've never posted progress here before.
>>
>>162371147
>instead of a game
opinion discarded

>>162371291
More tech. knowledge -> generally better than less tech. knowledge

>>162371319
Post progress.
>>
>>162371063
Study fundamentals and practice
>>
>>162371291
I miss your game even though I don't play roguelikes I liked seeing your progress.
>>
>>162371263
Use this for the next OP
>>
>>162370909
>give up on the slim chance that my game earn me enough money so that I dont have to work a monotonous job
Never
>>
>>162371319
Hell yeah AGDG loves new dev's

The longer you stay the worse the comments get unless you choose to pander to their autistic needs
>>
>>162371461
t-thanks...
I'm keeping my codebase and changing it into a shop simulator...but I need fucking art.....
>>
>>162371351
>>162371509
I will remember this for when I post then, thank you! I always see literallywhos showing up and getting shitposted for it, so I don't want to seem like I was one of them.
>>
>>162371509
>The longer you stay the worse the comments get unless you choose to pander to their autistic needs
Actually pandering devs get shit on more. Devs that just do their thing like mayhem league, that cat game and that maid game rarely get shit on.
>>
>>162371351
>More tech. knowledge -> generally better than less tech. knowledge
I'm not sure what you mean by that senpai.
>>
>>162371263
dumb animeposter
>>
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>>162371494
I don't get why people complained about this one. It's subtle but it has everything
>coder
>artist
>musicbro
>agdg logo
>winter theme
>>
>>162371613
The people shitposting shouldn't concern you. Discard their opinions. They want you to not make game because they don't make game. Don't let their jelly be the reason you don't post.

>>162371708
The more techniques you know, the more stuff you can do. Generally. But don't go around learning how to do specific stuff until you've gotten yourself what feels like a decent solid base.
>>
>>162371592
So... Can I still marry her?
>>
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Now in 3D. Maybe this'll work better when I get a leading solution. It's still "cheating" with simulated drag as well.
>>
>>162371814
Literally yes.
>>
>>162371759
It's just the anti anime shitposters who got doubly butthurt because they're too dumb to notice the logo. There's literally nothing wrong with it.
>>
>>162370525
lots of secrets are hidden in out of the way places
>>
>>162371759
except it's just 3 generic anime blobs in winter
your only proper point is agdg logo, but that's a very fickle link that can be added to literally anything
>>
>>162371883
Niiice
>>
>>162347298
I want to fuck this rabbit.
>>
>>162372162
You can't fuck the rabbit.
>>
>>162372109
But not if I don't learn how to make fucking art.
>>
My tablet has lasted me about 3 years, but has just now died.
Any recommendations for a good inexpensive tablet for gamedev, and where to buy it?
>>
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I've been working on this game for 3 years and still not even near a playable demo.
>>
>>162372364
Anything wacom
>>
What do you do when you realize you're shit and can't get better?
Nothing worse than having a problem that you think you can solve but when you try you realize you actually can't.
>>
Where is the best place to learn Unity
>>
what would be easier to make for somebody new to gamedev.

a metroidvania or a roguelite.

Metroidvania seems simple to code but huge scope, though it may just seem that way.
I know nobody would recommend somebody to make a metroidvania for their first game but if you keep it simple
like Cave Story maybe it's possible...idk.

Roguelite feels like it's small scope but hard to code.
>>
>>162372364
Huion's not bad. If you're dirt poor and not on Win10: Monoprice.

>>162372654
Consult with folks who can or who do know. Or walk away for a while because the reason why you're unable to think of a way to solve it is that you're stuck on a particular approach to it.

You can also try the Rubber Ducky method, explaining the problem to some inanimate object -- the solution might come to you.
>>
>>162372713
Youtube and doing it yourself.
>>
>>162372754
Roguelite. Metroidvania requires a whole lot more combat planning, unless you mean the really early Metroid/Castlevanias that are too old to have the depth of fighting that later games had. Then either or works.
>>
>>162372913
castlevania, yeah, but metroid hardly evolved combat wise from the original all the way to zero mission
>>
>>162373057
Unreal or Unity /agdg/?
>>
>>162373138
?
>>
>>162373138
Either or would be fine for that type of game. Unreal probably has blueprints for it, though.
>>
>>162373138
2D or 3D?
>>
>>162372754
>Cave Story
i think pixel is/was a software developer, and cave story took him 5 years to make. just because something looks simple, doesn't mean it is simple.
>>
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>>162373138
unreal is owned by the chinese

the choice is clear
>>
>>162372510
>>162372780
Thanks
>>
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R8 my player character
>>
Okay aggydaggy, how can I make the AI understand bouncing creatures to the opponent's hand is far less good than removing them if the way it calculates the value of a move is tallying up the board state?
>>
>>162373989
Ayy Lmao
>>
>>162372754
Roguelite's are popular among indie devs because they make saving/loading much simpler.

For that reason, I think they're actually much simpler to code.
>>
>>162373989
Furry/10
>>
>>162373989
boobeyes
>>
>>162372029
But they don't have to. You can block secrets with suspicious scenery or hazards.
Consider pic related. This grey buzzsaw follows a horizontal path between two openings in a vertical shaft.
A normal player would jump down the shaft when the buzzsaw's out of the way. A curious player would notice the suspicious extra space in the left opening, large enough for the stickman to stand in without getting hit, and drop there to find out it leads to a hidden passage.

>>162372754
I'm doing a Metroidvania as one of my first real projects. It's a nightmare. You need to think small to make it work. I mean REALLY small. Scale down scale down scale down scale down. Then scale down some more because it's always 'still too big'. Cut out the superfluous until you've got the bare minimum of your idea.

Also Cave Story is a gigantic, complex game. If you're looking for simple Metroidvanias check out, I dunno, Within a Deep Forest. It's not overly ambitious and gets everything right.
>>
>>162374024
Assign weight to actions?
>>
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>>
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>>162374303
(Forgot pic, obviously)
>>
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Alchemy Game
>>
>>162374094
I think there's another, far more clever, reason.
In a capitalist market game design is restricted by a product's commercial viability. Arcade devs made games difficult so that the player had to spend more quarters to beat them, and short because it was impractical for one person to stay by the machine for a few hours. Likewise the indie roguelite is intended to make a very short game commercially viable by tapping into the myth of the roguelike, where being short and hard and requiring you to start over every time is accepted by the consumers. You can spread very little content over dozens of hours by making the player accept repeating the same few bits over and over again. This is why I favor the format myself.

There are many other advantages: the format is typically system-focused so you can skimp on expensive things like narrative. There are only a few stages so you don't need as many graphical or musical assets. Procedural generation lends itself to streaming, which is a good form of free advertising.
>>
>>162374072
>>162374238
Are the eyes too big?
>>
>>162374314
I supose that's the right answer. It is just that as of now value is measured by consequences, not the actions themselves. Weighting the action itself properly is bound to be very hard since bouncing some things is way better than bouncing others in a way that is not necessarily related to killing some things being way better than killing others.
>>
>>162374743
If they're going to be that big, they should be a little less uh... baggy. That's why they look like jellyboobs -- they're folded over the skull.
>>
>>162374396
thanks doc
>>
>>162372370
I've always liked your game though. maybe set yourself a goal to have something ready for dd12
>>
>>162372370
You're saying you can't play your game?
>>
>>162372370
What does this remind me of? Cat Planet?
>>
>>162375313
Wow I can't believe that game stole all its models from Bokudev.
>>
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>>162374829
Right, thanks.

Also, if I'm unsng Unity, is the standard charactercontroller a bad idea for a barebones 3d platformer? I just mean the class itself rather than the standard asset.
>>
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>>162375313
>>162375482

Somebody had to relive such a childhood classic.
>>
>>162373860
>unreal is owned by the chinese

why does this matter?
>>
>>162375702
Indecent
>>
>>162375702
Bokudev can't stick to one game baka

Also is that really an entry for one room? I swear you weren't allowed to just buy the game an dupload it
>>
>>162375702
stop stealing nintendo ideas
>>
>>162373741
idk man, feels like I could do it with the buttloads of tutorials there are out there on game maker.
>>
>>162373234
3D
>>
Why do I get tired of working on a game as soon as I get the basic features and content working? As soon as I get the game working as a super barebone level, I lose my motivation and start thinking of making a totally different game.
I'm afraid I won't ever finish my dream game at this rate.
>>
>>162344767
What you have here is the character basically tossing the knife and catching it again, resulting in the blade edge facing the wielder which is generally a no-no. It puts the reliance on your wrist strength to stop something that contacts the blade from pivoting into your arm.

If you actually spin a blade in your palm, you should find that as your fingers close back down on the handle you can roll the blade 180 degrees to now have the blade facing outwards which allows for punch-cuts, hammer-fist stabs, and the ability to hook say an arm or hand and pull those down or away before pushing forwards with your slashes to more vital targets.

Also, you have the pointer finger closing on the handle first after the transition, it should be the pinky first. Try it with a TV remote, screwdriver, or water bottle if you don't have a bunch of prop knives or live blades lying around.

I've seen your stuff before and I know you are usually commissioned for these, so I'm aware that the desired animations might be exactly what you were asked for, however I thought I'd bring this critique to your attention.

>>162344943
Nice job on the vertical slash, the only critique I have is that the angle could be adjusted more counter-clockwise so that the blade is basically traveling from the left clavicle down to the right hip of a humanoid opponent.

The horizontal slash however needs to have the wrist turn the blade outwards a little more so the tip does the actual cutting instead of dragging the belly of the knife across the target.
>>
>>162374303
>>162374094
>>162373741
>>162372913
alright. I guess i'll stick with my original plan of making a roguelite. Obviously my game will sell like crap because it's my first game, but I had this feeling like nobody will want to play it because maybe people are done with roguelites. I guess it just depends if it's good or not.
>>
>>162374549
Thanks for the tip
>>
>>162373741
That's because he programmed everything including a music tracker himself.
>>
Do I need to LLC/register myself if I want to put a made up name of my "studio" for the splash screen of my game?
For example BoringGames Studio or something... How does the legal stuff work in that area?
>>
>>162376391
Classic ADHD/autism/executive dysfunction
>>
>>162376250
Probably Unreal then.
>>
>>162376391
Happens to most devs. Just write down that new idea in a txt file for later. You're gonna need to get some determination to finish the game you're working on. Add some juice or polish, it's usually simple to add those things and makes the game feel better, which makes you feel like adding even more stuff again.
>>
>>162376559
You're allowed to use a pseudonym instead of your real name. So if you're a one man army you can just make a logo for yourself and use your pseudonym in the splash screen.

I'm not sure about a "studio" though.
>>
>>162376559
Yes, for legal purposes. An LLC can go bankrupt from a lawsuit and you'll be fine because then it's just a failed venture.

If you publish it personally then you're liable for anything.
>>
>>162376559
as long as there isn't LLC in the company name, its legal. forming an informal collective and calling it a studio isn't illegal, however it will probably be treated as a pseudonym for you, personally. which means if someone wants to sue your "studio" they'll be sueing you directly
>>
>>162371759
>coder
>artist
>musicbro
literally just 3 random anime characters nobody but massive autists will recognize
>>
>>162377761
>>162377220
also worth mentioning that if you create an LLC, any assets or capital you use to develop your game will be considered "part of the company" and can be liquidated if you go bankrupt or whatever

so if you use your main gaymen PC for devving, and your LLC gets sued or something and you can't pay, then they'll come take your PC away. it's good to have a separate PC for devving, also good to have a separate phone too, because they could take your phone if you used it to register the LLC.

the odds of someone suing you for your little game dev project are very low unless you're blatantly infringing on copyright (see DoomRL), because lawyers will likely see that you have very little. but protecting yourself is necessary if you are serious about making gamedev your way of earning a living
>>
>>162378275
can confirm, am only a moderate autist and I have no idea who these are.
>>
Trying to do webms of mt practice game run but they're coming out huge for some reason.....what's the best way to fix this? 30fps btw
>>
>>162376034

you could. in fact some guy made a huge tutorial on how to make the game in c++. I watched maybe the first 10 videos or so and used that to give me a good base code/organization since what I was doing before was a mess.
>>
>>162378393
>>162378275
Educate yourselves, faggots.
https://www.mangaupdates.com/series.html?id=41551

I bet you don't even have a game.
>>
>>162378551
no, thank you
>>
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>>162341689
:)))
>>
>>162378613
Stay ignorant, nodev
>>
>>162378693
where's your game, nodev weeb trash?
>>
Who else here is doing the writing/planning phase of one of their games? Like it is amazing how you can have the general idea in your head, but when you actually have to write down every single word said and general plot details, it is really hard.

at least with my other game I can just straight up code and not think about plot.
>>
>>162378551
>A manga about the everyday lives of Lulu and her little adventures in the late industrial revolution era.
>ctrl+f 'game'
>no results
no gamedev
but at least y-you have a game, right...?
>>
>>162375702
Amazing to me how you have no shame.

Have some creativity for once, dude.
>>
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I love it when a plan comes together.

Missile is now 100% physics with cheat drag and running all the same physics as the space ships. It even shares some of the FCS code with them.
>>
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>>162378964
Use a beat sheet. They help.
>>
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>>162379084
>with cheat drag
Oops, meant without the cheat drag.

Earlier today I was using some of the built in Unity rigidbody drag and angular drag to simplify things, but now thrusters are doing all of that work like the ships do.
>>
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Hooooly fuck. Can anyone tell me why moving these two bones would influence the parent bone? It's got nothing to do with the weight painting, I've checked a dozen times.
>>
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>>162379591
>>
programming a new enemy that teleports around and shoots projectiles, visually completely placeholder atm

it'll either teleport randomly around where the spawnpoint is or you can use ai nodes to pick specific spots

projectile will probably be replaced with something else but i duno what yet
>>
Progress on a urban/dystopian/cyberpunk roguelike I've been thinking about for a while.

Picture is current state of the engine. Building generation is coming along and looks pretty sweet, but the road generation needs to be rewritten.
>>
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Only Hospital left to do and we'll finish the additional actions
>>
>>162379591
That definitely looks like the neck has some weight with the legs bones. It might be very small, so it might look almost 0 in the color.

Move the leg up, then check the weight, paint the neck with 0 just to make sure.
>>
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All this progress is making me moist!
>>
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>>162379839
This looks nice. You should add Tachikoma-like mecha that can be piloted.
I've always wanted a roguelike with pilot-able mecha.
>>
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>>162379839
Also, progress made on some pixel art yesterday. Basically need to rewrite the renderer too in order to use these tiles... sigh.
>>
>>162380293
Oh that art style, what I would give to find someone who does that style
>>
Going to focus more on programming.

Anyone read actual papers on comp science?

I'm reading Towards Supporting Procedurally Generated Stores in game.
>>
>>162380031
Thanks anon, it must have been just above 0 in the color. I tried repainting and it fixed the issue, thanks.
>>
>>162379839
Would you be willing to share you road generation?
>>
>>162379826
>someone's level editor looks better than your entire game

welp
>>
>>162380967
He's also been working on it for 3 years and it's never going to sell
>>
>>162380967
to be fair he's worked on sorcerobe for like 2 years now
>>
>>162381036
>>162381054

Fire reference of the game is 2.5 years ago, so he's probably been working on it for a ~3 years as it took time for him to show it and get a name for it
>>
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>>162379839
>>162380305
And here is a dump of a larger region of one of the generated maps, zoomed out.

>>162380293
That would be cool. I have plans to put robots and mechs in but I still need to think about how they work in the context of the game.
>>
If I have to choose between supporting K/M and supporting controller which one should I choose?
>>
>>162381489
Just implement custom keybinding with optional controller input.
>>
>>162381345
gib road generator
>>
>>162375702
Gameplay looks fun.

>>162379826
level editor is pretty good and the game looks pretty comfy.

>>162379998
Reminder that you do fantastic pixel art. I don't even enjoy that type of game, but the art is so good to look at, it makes me want to play it.
>>
>>162381489
>K/M
I have never seen anyone call Keyboard and Mouse this.

Anyways, support both you lazy fuck. But if your game forces me to plug in my controller I'll refund it.
>>
>>162381765
>I don't even enjoy that type of game
What feature would make you enjoy it?
>>
>>162381765
>sucking the dick of asset buyers
>sucking the dick of a person who hasn't managed to make a game after almost 3 years

You're just as bad as them.

But his pixel art is awesome and he's progressing at a reasonable rate
>>
>>162381596
Fuuuuck but then I have to program a menu system that supports clicking AND browsing by dpad ughhhhhhhhhhhhhhhhhhhhhhhhhhh
>>
>>162382064
Fuck you, that's an hour of work at most.
>>
>>162381862
I don't know, I think I never played something like this before so my opinions shouldn't matter much.

To be honest, the rich menus and card effects look very fun to play with. Just keep with whatever you're aiming for right now.
>>
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>tfw STILL no clear idea on how to manage scene switching while keeping data persistence
I mean, having every DontDestroyOnLoad for single thing that needs to be reference between scenes feels wrong. It would mean that every item in the inventory, every interactable object in the overworld, NPCs etc would need it, and then when loading the overworld scene i would need to tell each of them to setActive depending on the state they had before the last battle.
Surely there must be a more efficient way.

I'm starting to thing I should have everything in a single scene and just toggle cameras and scripts instead. I'm feeling really stupid and this has basically stopped me from making any progress in the last few days.
>>
>>162372162
>>162372337
You can. fuck. that rabbit. URAAGGHHH
>>
>>162382167
But I'm enginedevving . . .
>>
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>>162381036
can i ask why you think it won't sell? legitimately interested in criticisms
>>
>>162381938
You would be making a good point IF you could post your game. But you can't, because it doesn't exist. Sad.
>>
>>162382363
You have only yourself to blame.
>>
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>>162381938
b-but I didn't know

besides, what matters the most is that the game should look good to the average demographic, shouldn't it?
>>
>>162381765
>I don't even enjoy that type of game, but the art is so good to look at, it makes me want to play it.
someone says some variation of this every time he posts.
>>
>>162382064
>use Godot
>it already does this by default
>If you have a weird menu layout it will only require minimal extra effort to make it work
Feels good
>>
>>162382421
I hate saying this because it makes me sound like a kid but it's too old school.

Graphics and everything give an extremely indie "it's inspired from old games but we moderned it a bit" look. It's just very generic both in graphics, and gameplay mechanics.

The biggest question is what is unique?
>>
>>162382795
>using someone else's engine
>feeling good
pick one
>>
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>>162382795
>Godot
Preach, brother.
>>
>>162382861
You are correct


you sound like a child

go back to /v/
>>
>>162383075
hes not wrong, the game is the embodiment of indie

it has the graphics style, the gameplay, everything. is it even multiplayer? anything new?
>>
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>>162382064
You can make it the LAZY way:
>move mouse, cursor goes over buttons, they light up normally
>instead of using the d-pad you have the player use the l-stick, and the cursor instead of going away is controlled by the stick as if it was a mouse
Remember browsing the internet on consoles and using the stick to move the arrow? The same thing. Some indies like Risk of Rain got away with it, you can do it too.
>>
>>162382861
>what is unique?
Well it's more finished than 90% of indie games being sold on Steam.
>>
>>162381345
>>162380293
>>162379839
Dang I always thought something like this would be pretty neat. Godspeed senpai.
>>
>>162382861
thanks for explaining, i think i can see where you're coming from. I think there's a lot more to the game than you might be seeing, but that in itself is my fault. I should definitely work more towards presenting what exactly makes the game interesting. I appreciate your honesty
>>
>>162382301
All you need is one persistent manager for both of those. One SceneSwitching Manager and one DataManager.
>>
>>162382861
Then how come pixel art is still a thing? How come games like LISA, RoR and Undertale made millions?
You have to be retarded to think like you do, man.
>>
>>162382064
>>162382167
>>162382363
I don't even know how this could take an hour even enginedevving.
>>
>>162383682
You're probably right. But wouldn't DataManager get really bloated with lists, arrays and what not of objects to keep track of?
>>
Video Games: The only thing that matters.

Logically, there may not be any reason to continue living in this reality...

... but at least we have video games.

Never forget, you're doing god's work AGDG.
>>
>>162383075
oh

>>162383380
First the games you're talking about are ones that take months and are done by first time developers in their spare time.

What should be considering are other games that took 2-3 years to make.

Don't starve, You are being hunted, Banner-saga.

>>162383764
Because mechanics/story. Even then those all have their own spin on their graphics
>>
>>162380732
I've read programming languages stuff, and also the NEAT paper. Not many things related to game dev though
>>
>>162383769
If you were just starting out you'd read about inputmaps for half an hour, then fail at coding it for another 25 mins and spend the last 5 doing it right.
>>
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>>162382861

Uh what kind of game do you like? What about Shovel Knight?
>>
>>162384015
What does remapping have to do with it?
>>
>>162384081
I miss masochist Farneze
>>
>>162384095
Oh never mind I see the original problem was remapping and not just the menu.
>>
>>162384095
>What does remapping have to do with it?

>>162381596
>Just implement custom keybinding with optional controller input.

I dunno, could just be it's the core of the conversation? If you can't keep up, just stay out of it next time.
>>
>>162383918
Depends on how you plan to hold or store that data. The DataManager only needs to take the data from the relevant places before the switch and then pass it on to the new places in the new scene after it loads. At least, that's how I do it. There are probably better methods, but this was the method that worked for me, in Unity.
>>
tfw you're an indie developer who's never played a single indie game
>>
>>162383952
>Because mechanics/story. Even then those all have their own spin on their graphics
And he somehow doesn't?
>>
I would like to make a metroidvania in html5 with optional multiplayer.
Should i use lobbies or a friend system?
Should I go with an engine or just some plugins?
>>
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>>162383929
Sometimes I start to re evaluate what I'm making of my life. Are games just a time waster made to keep people from getting laid? Is this medium worth working on?

Only types of games I think are worth making are multiplayer games because they're usually fun to be played with friends and games that give a new experience or make you a better person (persona 3 and 4, movie games, story-driven games, visually interesting games, etc).

Have you ever had this feeling or did you ever thought these things for just a moment, /agdg/?
>>
>>162384081
I have a variety of tastes so it's hard to talk about a specific genre

I've never played Shovel Knight

>>162384331
Yeah
>>
>>162384612
>Are games just a time waster made to keep people from getting laid? Is this medium worth working on?

They're a way to relieve stress and allow people to experience things they wouldn't normally be able to.
>>
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>>162384482
>>
>>162384297
Can I ask how exactly are you keeping references to all the data that needs to be passed from scene to scene? The main problem I'm having now it how to save the inventory from one scene to the other, since the object with the item data gets destroyed when the scene changes.
>>
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>>162382861
>>162383952
>>162384698

im sorcerobe guy and this was my response btw

>>162383663

just in case you missed it
>>
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>>162384698

The genre is indie!!!

Nah dude, action, puzzle, platformer, whatever. What do you like to play and what do you think is good?
>>
>>162384698
I don't know what story he has in mind but his style is far from generic. In a sea of shitty pixel art his' is very consistent and legible, and the pseudo 3D thing is interesting.
I think that it's just your opinion that it looks uninteresting.
>>
>>162384739
>>162384482
explain your mechanics
>>
>>162384902
Oh I saw it, I genuinely hope for the best, but I would start focusing on marketing soon. Answering the why I should play it.

>>162384982
Generally simulation, strategy games. Games I think are good? Rust, Don't Starve, Prison Architect, Dota2, Civ, Europa Universalis, Bastion, and many more.
>>
>>162384728
I guess so. That's a relief.
>>
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>>162382861

a lot of modern games with million dollar art budgets ironically end up looking more shit than a lot of pixel games.

Pixel art is a timeless art form and deserves it's place in video games for all eternity.
>>
>>162384902
your game looks great just fucking finish it already jesus CHRIST
>>
>>162371291
did you save my fan art?
>>
>>162384790
I have all the necessary elements in every scene to hold the data. My DataManager acts as a container, since it is persistent between scenes and when I call my "SceneSwitch" function to switch scenes it tells the DataManager to retrieve all the necessary information/data from the scene, save it to respective variables in the DataManager script that match those retrieved and then when the new scene loads, it passes those on to the variables in the new scene for use.

It'd really just be easier to have a persistent manager for each object. Inventory seems like the sort of thing that should have its own persistent manager, to be honest.
>>
>>162385594
I've still got it anon. <3
>>
>>162384612

Video games are the future of entertainment.
>>
>>162384612
games have a shitload of reasons to be
The main difference between other mediums and games is that games have a built-in learning, failure, and victory conditions. Unfortunately it's these features that allow people to make games that let them to hook people into believing they've spent their time doing something useful. Usually it's not so bad, as they have other benefits, but when you've got stuff like WoW or Farmville that attempt to wring out as much time and money as possible it can get dangerous.
>>
>>162385865
i left it on my other computer, or i'd repost it.
>>
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I just became enlightened as fuck holy shit, I'm talking Kanye levels over here boys, my game will be the new bible. Play it, live by it. Evolve.
>>
>>162385327
That is because pixel art lets the brain fill in details and, due to its nature, can be perfectly controlled. It's hard to compete against the brain unless you've done a really bad job at the pixel art.
>>
>>162384612
Stop overthinking it. Do you think children book writers want to kill themselves because they're not writing high literature? Do what you find fun, if you don't find making games fun then do something else.
>>
>>162359036
I find her smile weird. It's almost Blizzard like. Yeah, for some reason I think most of the characters in Blizzard games have weird pedo smiles.

Aside from that, the text box is kinda boring and bland. At this resolution, maybe you should go for dialogue boxes which appear next to the characters head or something. It's just feels empty. Especially when you compare it to the details and beauty of the sky itself.
>>
>>162386426
Its the underside of the eye
>>
>>162347978
>>162349241
I want to HAVE SEX with that bunny
>>
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>>162340810
Thanks, OP, for having a link for the previous thread!
>>
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Any tips on wording?
>>
>>162386116
>>162385865
Could you, please, post it?

Also: I'm happy to see you still hanging around here! I was worried where you went.
>>
>>162343709
Furries don't have standards, don't worry about it.
>>
>>162386873
Put "now closed" after "entrance".
>>
>>162386873
I don't think those commas are necessary around "now closed" but other than that it's fine.
>>
>>162386873
I like your writing style, I don't really know why. It'll be nit picking, bit instead of

, now closed,

They usually write

– now closed –
>>
>>162386853
Why the fuck do you need a link to the previous thread every fucking day? Why can't you use your browser history or something like 4chanx? Or hell, even click the cuntblasting archive link that leads directly to the cockmongling last threadd, you puddledrowning moron?
>>
>>162386873
I'd move "creatively architectured" into just after "yet comfortable" before the comma
>>
>>162386873
>seemingly endless, yet comfortable, creatively architectured dungeon area

This sounds odd to me, especially when going from comfortable to the next adj, when using adjectives keeping it simple is the best in my opinion.

What do you think about:

>You enter a creatively architectured dungeon area that appears endless, yet comfortable
>>
>>162386257

Kanye is the Michael Jackson of the 21st century, minus the talent.

>>162386308

well said. it's implied art vs inferred art.
>>
>>162387317
This.
>>
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>tfw you realise youre ludum dare idea is dumb
>>
>>162387338
Who needs talent when I have SKILL
>>
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>>162386982
plugged in my backup
>>
>>162386873
http://www.gingersoftware.com/content/grammar-rules/adjectives/order-of-adjectives/
>>
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>>162387283
>you puddledrowning moron
>>
>>162387404
LD is already going?
>>
>>162386873
Before you spreads a vast dungeon. Its worn but creative architecture has weathered many years thanks to its caretakers' efforts - a stark contrast to what lies behind you.

You're pulled out of your awe as the ground rumbles underfoot. Looking back, you see the halls collapsing inwards on themselves. The darkness under the cold cobblestone rushes out toward your feet!

Two more meters 'til the darkness consumes you -- if only you could reach the stairway!
>>
>>162387593
Theme is "one room".
>>
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>>162386992

> all furries are the same.
>>
>>162387713
Wow, awful.
>>
>>162385930
In a way, they truly are. I don't think we have a medium as immersive as videogames.

>>162386015
Well said. My faith for the usefulness of games has improved a little.

>>162386403
Makes sense. Unfortunately for me, my desire to make games is tangled with my desire to make useful stuff.
>>
>>162387283
Because it gives the general consistency and it saves time for everyone since we don't have to do all the tasks you've listed if we are interested in the shitposting we missed, you fucking piece of trash.
>>
>>162387829
What, are you a furry or something?
>>
>>162387452
Dawww, that's comfy and cute. Thank you!
>>
>>162386403
Writing childrens books is its own kind of skill, collapsing down a concept into the simplest parts possible while still retaining the story and theme
>>
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>>162387452
>other people also make fanart of cubes

nice
>>
>>162387972
>you need to be a furry to be able to say not all furries are the same
>you need to be a woman to be able to say not all women are the same
>you need to be a nigger to be able to say not all niggers are the same
etc etc
>>
>>162350209
>>162356878
>>162347298
if you're still here, try looking at some popular anthro rabbits that are extreme furbait, like Lola Bunny and Judy Hopps. Thats the good shit
>>
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>>162387404

>tfw you realize you're life is roont.
>>
>>162388075
I know, I wasn't talking shit about children book writers or anything, just saying people usually don't think of them or value them as much as what they perceive as "real" writers.
>>
>>162387886
>saves time for everyone
Yeah, adding redundant links is so useful. Clicking on the archive already takes you back, cumguzzler.
>>
>>162349463
I don't know if you are still around, but could you post a menu options-less version for background using purposes?
>>
>>162388105
>being a nigger woman furry
Holy shit, it's like you're the antichrist or something.
>>
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>>162388225
Certainly, anon. Been here all day today -- just busy doing codework, getting these scenes set up for the resolution bump and so on.
>>
>>162388339
your right
>>
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My doubts about whether or not fully simulated physics missiles was a good idea or not are back.
>>
>>162388474
I'm a white male non-furry, I'm always right.
>>
>>162388493
Nothing wrong with not-100%-accurate missiles. If anything, it'll make things a little more exciting. I'd encourage you to make up for singular missiles not constantly hitting targets by making firing multiple missiles the course of action.
>>
>>162388213
>Yeah, adding redundant links is so useful
Meanwhile
>Unity: unity3d.com
>>
>>162388695
>Implying I approve of engine links
Put that shit in a pastebin or leave them out completely.
>>
>>162388225
>17:42:03

>>162388373
>17:43:44

hmm
>>
>>162388213
The archive is often offline.
Sometimes you have to go trough 2-3 dead OPs before finding the real one.

You already have 2 engines nobody uses in the OP, I don't see why this little information would be redundant. I seriously don't get how can this trigger you, while on every board I visit they tie their generals together like this.
>>
>>162388857
>living in a timezone exclusively inhabited by sub-humans
>>
>People can't have fast response times when they're actively reading and posting in the thread.
>>
>>162387054
>>162387149
>>162387185
The punctuation is needed for the typewriter to give emphasis using pauses, "- x -" solution destroys the layout due to the font.

>>162387317
If you use it that way it somehow divides focus between how it looks and feels like the emphasis moves onto the way it is architectured, where, in this case, it's of less importance once you mention things falling apart. You got the sentence I'm worried about thought. That and the simplicity of the last one.

>>162387710
This feels as something out of high fantasy and although I like it, you introduce things that shouldn't be there: implied caretaker, rumbling, being rushed to the stairway.
>>
>>162388373
Damn, that's sweet, thanks!
>>
>>162389091
Well, it was written in the description that it was being maintained. I assumed that implied a caretaker rather than it being blocked off from the elements/creatures/etc.

I suppose the hallways could collapse noiselessly, but I imagine that they'd make some ruckus - heavy stone smashing into each other, dropping into pits and smashing against walls, stone breaking and so on.

They're just things I inferred from the action and to give a bit more action and presence to the events - sorry if those inferred things rubbed the wrong way. Feel free to discard them.

>>162389151
Quite welcome. I hope you enjoy it.
>>
>>162388854

yeah all we really need in the OP is a picture of a cute anime girl and a message that says "welcome to agdg, don't forget to shitpost !"
>>
>>162386873
(Re-reading this I sound harsh and autistic, but it wasn't my intention, also sorry If I look like I'm trying to impose my ideas and concepts onto what you do).
The way you worded it is way too complicated and contains some unnecessary information. It looks cluttered.
>You enter a seemingly endless, yet comfortable, creatively architectured dungeon area [...]
First off, the commas between "yet comfortable" should be dashes/double hyphens (but one is enough as I don't think your font contains them), as they denote a parenthetical statement in the text. "Comforting" is the right word.
"Creatively ar[c]hitectured dungeon area" is mispelled, and the first two words should be taken out. They make the text too heavy and give no "hints" whatsoever.
>This must be the Undercroft.
"It's the Undercroft." sounds better IMHO, "this must be" is commonly - let's say exclusively - used in modal contexts in direct speech (maybe a question would retain its feeling?). The rest of the paragraph is okay, but:
>[...] to what you've seen until now.
Isn't exactly the fitting sentence, as I think this is the starting text. It takes out the mistery.
>You quickly turn back, [...]
Should be "As you turn back", because ditto would've been a reaction and not an instinct or planned action.
>Entire halls [...]
"The halls" or "All of the halls" fit more. "Systematically" could be swapped with "one by one" at the end of the sentence.
>[...], now closed, [...]
Commas can fit here but you can (should) take them out.

Overall:
>You enter a seemingly endless - yet comforting - dungeon area. It's surely the Undercroft... its well maintained surroundings are a stark contrast to the dilapidated look of the ruins.
>As you turn back, you notice the entrance is sealed. The halls are falling apart one by one. You push yourself against the now closed entrance. Two more meters and you're gone.

Be sure to limit yourself over texts: it's a video game and gameplay matters the most.
>>
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>>162361095
Maybe
>>
>>162361529
Pretty weird microsoft hasn't made a default gif.

Like paint should be able to do it without any issue.
>>
>>162390157
Just wanted you to know that was a quality post even with the autism. Keep posting.
>>
>>162389073
Lurk moar newfag, he was caught samefagging to repost his concept art, since the six+ times they reposted it last thread wasn't enough
>>
>>162390750
Too late. I misspelled misspelled. Time to commit sudoku.
>>
thoughts on impactjs for multiplayer?
thoughts on html5 multiplayer?
>>
>>162391181
>caught samefagging
And how would I prove to you it wasn't samefagging?
>>
>>162390731
their windows 7 or 8 (i forget which) picture view didn't even play gifs, just showed the first frame. There must be some licensing issues or something
>>
>>162386873
Biggest problem: That's a lot of run-on sentences.

Dungeons are usually made of cold, rough stone. Why is the "dungeon area" comfortable? Is it warm, well-lit, silent? Show, don't tell.

Also, I have no idea what you intend to convey with "creatively architectured". Maybe "the architecture is all over the place"? Or do you mean it's well-decorated? Again, show-don't-tell: give some small details.

I'd go for "The surroundings are well maintained, in a stark contrast to what you've seen before."

Instead of 'you quickly turn back' (why would the player quickly turn back, without anything suspicious happening?) I'd suggest "There is a deep rumble behind you, and a stone door seals the entrance."

It's also difficult to picture halls that 'systematically' fall apart, especially since your protagonist seems to be close to the entrance, not exploring any halls.

Two more meters and you're gone: Unclear. Is the player close to the exit, or close to a gaping chasm, or did they narrowly avoid getting crushed by falling stone?
>>
>>162362285
What the fuck

That's fucked up
>>
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new necromancer
It's rough, but how is the shape? He'll be slowly floating in the air because I'm finishing this in like 2 days and I don't want to spend the entire time doing a single walk cycle.
I'm settling for "kinda looks like a necromancer" rather than perfect desu
>>
>>162392712
looks good except for the legs
>>
>>162392712
Is this the necromancer simulator Hopoo never made?
>>
newfag here
im using game maker and i want to add a pump animation for a shotgun.
i've tried to make it so that when the player shoots the pump animation begins and then ends after the last frame and reverts back to the holding animation.
i've tried sprite_index but im not sure if im getting it wrong, the animation either gets stuck on the pump animation or it only plays for a split second
>>
>>162393141
It's close enough to scratch the same itch I guess. His definitely had better art at least, I can't draw for shit
>>
Is there a gamemaker coding best practices guide somewhere? I feel like it's forcing me to be all spaghetti and magic numbers about everything and that can't be right.
>>
>>162393761
I don't know what you're talking about, Hopoo can't either.
>>
>>162393892
>I feel like it's forcing me to be all spaghetti and magic numbers
You aren't using drag and drop, are you? If you're using the scripting language it's as magic as you want it to be

>>162393758
Hard to tell where you're going wrong without the code
>>
lads i need some help, if i want to use unity, should i be learning C# or C++, i can't seem to find a clear answer anywhere
>>
>>162393892
use variables declared in create, globals, globalvars and macros to avoid magic numbers
avoid spaghetti and redundant objects through usage of scripts, parents and executing scripts binded to variables with execute_script
use comments
learn the order of events and when and how they are executed
try these tips to reduce the spaghetti, use the manual to look shit up
>>
>>162394190
C#
>>
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>>162390157
Webm related for comparison to the old one along with the pausing. I'll probably end up going with something in between. I'm estimating 3 screens of text like this for the entire game: intro to tutorial, campaign and outro.

>>162391749
>show, don't tell
I'm limited in terms of visuals here, unless I'd feel like making a comic, which is unlikely. There's also the character limit, layout and message balancing.

>you quickly turn back
You go in, realize that this thing is a royal mansion and you were expecting a rotting graveyard - sounds too good to be true. You turn back to get to ensure safety of the explored areas - can't. Systematically = one by one from far away, from the 'endless'. Judging from how the walls are consistently closing in, you expect your area to be next, but nothing happens and you open your eyes to a tiny room with a stairway.


I do appreciate the time taken to try and improve this.
>>
>>162394190
You can't even use the latter with Unity. Where the fuck have you been looking?
>>
LISTEN VERY WELL YOU MOTHERFUCKERS.

Do you try to act smart by caching references?
Do you try to act smug by using as many generic code as possible?
Do you try to act strong by keeping your code as proTM as possible?

Now listen. BE FUCKING CAREFUL WITH THAT.

I've just spend 4 hours, FOUR GODDAMN HOURS, trying to figure out a FUCKING GLITCH, not a bug, that was caused because I tried to act smart,smug and strong and was using a cached variable when the damn thing WAS KEEPING ALL PREVIOUS INFO AS CACHE TOO instead of resetting correctly even on a NULL assign.

KEEP YOUR CODE SIMPLE YOU FUCKING IDIOTS. You can still make success even with a 600+ switch-case.
>>
>>162394659
>You can still make success even with a 600+ switch-case.
How much money did Undertale make Toby Fox?
>>
>>162394659
>600-case-switch
>simple
>??????
>>
>>162390731
weird as hell
>>
>>162394659
>I tried to do something that I thought was clever (it wasn't) and I failed so I need to project my incompetence on everyone else and tell them to do the stupidest thing that works so I feel better
>>
>>162394960
>quantity == complexity
Bold statement.
>>
>>162394659
Did you not enjoy those 4 hours? Why are you programming if you don't enjoy programming?
>>
>>162394936
All of it.
>>
>>162395049
I bet there was a hell of a lot of duplication to get it to work. Do you really think there were 600 totally unique cases?
>>
>>162380824
Yes, the way it works now is stupidly simple. All it does is walk north -> south, spacing out a city block one at a time. The blocks can be sized roughly 30-50 map units determined by PRNG. Then it lays a road after the block (50/50 chance of having 2/4 lanes). This process is repeated until it fills up the map, and then the whole thing is repeated going west -> east.

The problem with it is that all it can generate is a big grid. The better way to do it is to use BSP to mimic more like how a real city expands. Start with a few main roads and place buildings around them, then branch the arteries. Repeat until you reach a desired block size. To make things more interesting, take some blocks above a threshold and don't split them. Instead place buildings arbitrarily inside them, then use pathfinding to draw the roads.
>>
>>162394659
jesus, how did you even do that?
>>
>>162394659
it's funny that you post this, just yesterday I gave up on making beautiful dynamic code that works in ever scenario. I've made more progress in a day then I ever have.

on top of that it's all fitting back together in a way I couldn't have thought of
>>
>>162394609
i've been looking at these threads! i rarely see any mentions of C# here, mostly C++, so i looked into it, and people where saying you can use C++ in Unity, but it'd be a real pain in the ass
>>
>>162395049
It is an absolutely correct statement.
>>
https://mollyrocket.com/casey/stream_0019.html

>I always begin by just typing out exactly what I want to happen in each specific case, without any regard to “correctness” or “abstraction” or any other buzzword, and I get that working. Then, when I find myself doing the same thing a second time somewhere else, that is when I pull out the reusable portion and share it, effectively “compressing” the code. I like “compress” better as an analogy, because it means something useful, as opposed to the often-used “abstracting”, which doesn’t really imply anything useful. Who cares if code is abstract?

>Waiting until there are (at least) two examples of a piece of code means I not only save time thinking about how to reuse it until I know I really need to, but it also means I always have at least two different real examples of what the code has to do before I try to make it reusable. This is crucial for efficiency, because if you only have one example, or worse, no examples (in the case of code written preemptively), then you are very likely to make mistakes in the way you write it and end up with code that isn’t conveniently reusable. This leads to even more wasted time once you go to use it, because either it will be cumbersome, or you will have to redo it to make it work the way you need it to. So I try very hard to never make code “prematurely reusable”, to evoke Knuth.
>>
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>>162345851
I've probably been doing animations for less than most of you guys have been developing; I don't think I'm that great yet. Just got some lucky clients.

>>162347263
>>162358497
thx bbs
>>
>>162394659
remember guys,
it doesn't matter what the fuck you do with the code as long as it works. no need to make it fancy
>>
>>162395234
Those people are enginedevs who have never released a game in their lives.
>>
>>162395182
>The 600 cases actually exist and are not a hyperbole used by debuggeranon to convey a point
Whoever put you in charge of reading comprehension needs to get fired.

>>162395263
>A 500 step staircase is more complex than a 499 step staircase
Please reconsider your opinion.
>>
>>162395396
Does he literally not plan ahead? If you think about things for a few minutes you'll be able to tell where you're going to need to abstract stuff.
This is only an issue if you're retarded enough to not think ahead at all
>>
>>162395015
>using generics and caching references is not clever
WAY TO MISS THE FUCKING POINT. But it's ok. I'll be here, waiting for you, laughing at you when you will encounter your next glitch, not bug.

>>162395089
It was a "the logic is sound and there are no bugs so why it randomly doesn't work???" thing so it's not really enjoyable.
More precisely, the glitch was appearing only after a very specific order of statements. So you scratch your head when you launch the game, it runs fine, you relaunch and then it doesn't, you relaunch and it runs fine again.
>>
>>162394132

if keyboard_check_pressed(ord("vk_space"))
sprite_index = spr_pump;
if image_index = 13
sprite_index = spr_player;
>>
>>162394659
programming is easy they said
>>
>>162395475
Undertale has a several-hundred-case switch.
>>
switch(frame){
case 0:
case 1:
...
}

I cant see how this could be any problem
>>
>>162395578
Take the very last index of the pump animation (13 in this case?) and +1 it in the code.
Like if image_index>=14{
sprite_index=spr_player;}
>>
>>162395578
instead of
if keyboard_check_pressed(ord("vk_space")
sprite_index = spr_pump;

try

if(keyboard_check_pressed(vk_space) && sprite_index != spr_pump){
sprite_index = spr_pump;
image_index = 0;
}
>>
>>162395564
Where? Sure. How? That's much harder. Planning ahead is also time spent not programming so if you can program just as well without planning why would you?

>>162395571
Caching often isn't smart. If it could potentially change every time you need it, you should probably just recalculate it every time you need it.

>the logic is sound
>it doesn't work
Right.
>>
large switch statements are extremely reliable and not prone to errors that more "elegant" solutions are. some people just like to use programming to stroke their ego and make other people feel bad
>>
>>162395801
That won't work, gm reverts to 0 after the last image_index.

>>162395827
>Planning ahead is also time spent not programming so if you can program just as well without planning why would you?
Except clearly he can't because he's having to stop and abstract code he's previously written because a new case needs it, and then he's got to go back and test it again.
Some planning >>> over planning > no planning
>>
>>162395827
>>it doesn't work
Except that's not what I said.

Forget it, you're way too thick.
>>
>>162395747
>>162396005
They're also hotbeds for duplication and unmaintainability in general.

>>162396006
How else can you know how to write the abstract code? You need to have some use cases in mind. And if you just write the code and notice that a few things are similar, there are your use cases.

>>162396056
"It works" isn't exactly the impression I get from this post: >>162394659
>>
>>162396006
>That won't work, gm reverts to 0 after the last image_index.
I use it in my own code in all of my animations (I do not use image_speed, I increment with custom variables) and it works absolutely 100% of the time. Doing it on the actual last frame skips that frame one frame before it.
>>
there is a reason most indie games don't get sequels
>>
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No missile, you're supposed to go the other way.
>>
>>162396006
>>162396281
Also, abstracting code you've already written isn't difficult or time-consuming if you write good code in the first place (which is easier when you're not worrying about how some abstract piece of code MIGHT be used in the future).

Typically just a cut/paste, abstract some variables or constants into parameters, maybe add some flow control.
>>
>>162396416
Just tested it using default image_speed, and it doesn't work. It hits the last frame then goes to 0.
image_index can technically go above the actual amount of frames but if you try to draw it it can fuck up. If you're resetting it by hand on the same frame you won't see any issues though
>>
>>162396281
>>162395747

Now I kinda want to make a game that clamp at 30fps with a switch case 1-30 with magics on all the logic. And just assume that every 30 frames one second has passed for times and shit. Just for shit n giggles.
>>
>>162396281
>You need to have some use cases in mind
That's literally what planning ahead is for. If you're not planning ahead your code is going to be spaghetti unless you either spend every other day abstracting or rewriting things, or you're some kind of coding god
I honestly can't believe you're arguing against planning stuff out.
>>
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Got the dropping key orb/effect in. Probably will change the texture of the particle that trails the orb when you pick it up, not sure if I like it.
>>
>>162396943
Except with planning ahead you are writing no code and have to make up use cases. If you "code ahead" you are being productive and have concrete use cases that let you make a perfect abstraction for them (which can, of course, be modified as needed). Abstraction of existing code is quick and clean unless your code is already mutable state and side effect spaghetti.
>>
>>162395814
Almost!
but now the pump animation only occurs when the player is moving, if i stand still and press space the animation doesnt start.
>>
>>162396702
I keep all of my frames in the same sprite instead of different ones (idle,run,walk,etc)
I then use switches to cycle through them as needed (ex. pretend all animations are 3 frames long)
create event imspeed+=0.1
switch(state){
case 0://idle
image_index+=imspeed
if image_index>=3 (remember it starts at 0){
image_index=0;exit}
;break
}
I lock the other frames in the same way depending on state and flip the switches as needed during normal gameplay. It works and it is pretty nice in the long run. I am on GMS so if this is a changed thing in GMS2 or doesnt work in GM8 or something I wouldn't know, but it does work and works well.
>>
>>162396943
>>162397212
Basically, planning ahead is only necessary if you want to write brittle code for some reason (e.g. massive inheritance hierarchies). Otherwise abstraction and "compression" is so easy you might as well just write code. You do need some experience to know what makes brittle code and what doesn't, I'll give you that.
>>
>>162397212
Coding without planning means you can get lucky and actually code the right way the first time, or have hundreds of different ways to fuck up then have to fix it. Spending a little time planning beforehand means you're better prepared, can abstract without bumping into first, and are much less likely to waste time in the long run.
If you're just making some pixel platformer it won't matter, but when you work on something serious time spent planning will save you a lot of headaches later. There's a reason literally every company besides Valve plan shit ahead as much as possible.
>>
>>162397684
The misconception here is that going back over code is somehow a big time waster. Maybe people should learn how to fix the problem by writing maintainable code instead of learning how to fix the symptoms by planning (essentially preventing having to maintain in the first place by mandating that you stick to the plan).
>>
https://www.youtube.com/watch?v=JmwbYl6f11c&t=15s
>>
>>162397684
>>162398076
Somehow necessarily a big waste of time, I should say. That's what maintainability is. If your code is maintainable, it's fast. If you have to go back over the code you wrote six months ago while sleep deprived that uses global variables and non-descriptive variable names, yeah, that's going to take a long time.
>>
>>162397602
>>162397684
"A plan is nothing, planning is everything"
The most important thing is to see the whole picture so you can actually see the connections where abstraction probably will make sense. How you go about coding is your personal choice then, there are so many patterns to chose from that everything is legit, from rapid prototyping to isolated atomic modules.
>>
>>162398092
How come so many speakers in GDC have a large background in mobile and still act surprised theirs hasn't made it big?
>>
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Now we're talking.

I've decided to just go whatever man and make the thrusters super powerful and let them act kinda like video game missiles. Basically the Star Citizen approach.

However, because it's still physically based, I can still have the situation where the motor burns out and then it'll try it's best to hit even without a motor, and that can be physics based without crazy stuff.
>>
>>162398670
it's always mobilefags at these things. Why are they so vocal?
>>
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>>162398670
mobile was a fucking mistake

can anybody name a single good mobile exclusive game?
>>
>>162398670
I was naive and thought that even if games can be art, the developers at least won't have the same shitty "misunderstood artists" behavior as many others from other arts. Well, I was wrong.
>>
>>162399017
0.
>>
>>162399017
Badland was nice, but they ruined it with the worst ad system I've ever seen
>>
>>162398092
who his Jeff Vogel and why is he given credit for Bill Goldman's famous quote about making hit movies.

will vidya ever stop stealing from film
>>
>>162399017
I enjoy the small puzzle games to have something to do while on the shitter. They are all free though and pretty much the equivalent to the "10 for 2$" grabbags you find next to the big names in boardgamestores.

>>162398965
The ratio is incredibly off. For every Subset Games or Vlambeer talk there are ten "What you need to do to be recognised on the appstore".

>>162399089
That is due to arrogance overall and not limited to creative fields I've found.
>>
>>162399017
Tap Tycoon
>>
>>162399017
I wouldnt say it was a mistake, its just a very different audience.
I love to play solitair on my phone while taking a huge dump but I would get bored to death playing it on my pc/console.
Also the lack of buttons, you can only do so much with only two thumbs pressing stuff.
>>
>>162399017
Snake
>>
>>162399017
Hoplite
>>
>>162399017
DEADBOLT
>>
>>162400758
>DEADBOLT
>mobile exclusive
What?
>>
>>162399017
Infinity Blade
>>
>>162398670
they're all cashing this mobile gold rush that's passed, they see games like flappy bird and think they're the next big thing

marketing even worse on mobile games than AAA games at this point
>>
I'm looking up all my favorite mobile games and it's hard to find an exclusive one. But, of course it is. It's so easy to port most mobile games, why wouldn't you.

Truly mobile exclusive games are hard to find yeah, and that kinda sucks. There are a lot of features on phones that should be taken advantage of. Pokemon Go fucking sucked.
>>
>>162365621
Do you have a name for the game?
>>
Does anyone have a link to Box2d full documentation? The manual barely covers anything.
>>
>>162398092
>makes shitty games
>earns more money than people who make good games
where's social justice when we need it?
>>
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tried making a mobile game once

gotta hand it to the 2% of mobile devs that don't just take a template and change the sprites, actually designing controls for mobile shit is awful and i'd want to die if i made to make a full fledged mobile game
>>
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>>162398092
>24:00
That distant clapping. Fucking A timing.
>>
>>162398407
>The most important thing is to see the whole picture so you can actually see the connections where abstraction probably will make sense.
Why would you do this when you can see concretely where you'll need abstractions just by getting stuff done?
>>
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Still trying different weapons and powers to work with. gave her demon powers to fit a story of fighting angels.

She just looks like a heartless.
>>
So I hate my job and love game design. How is life for an indie game developer? How do I make it my main source of income?
I know it's no easy life, but it may be one of the only things I actually enjoy doing.
>>
>>162402460

>>162398092 is actually not as bad as the comments here would have you believe. It's valuable insight.
>>
>>162402460
>How is life for an indie game developer?
it's fine [burning house.png]
>>
>>162401946
Sometimes you discover central modules that will take less time to write in great detail than to iterative improve with whatever you need.

Lets take a typical log function for example, you may start out with a written line on screen, then maybe want to add backtrace, then writing in a file would be nice, oh loglevel should be in and so on.
If you start with a function you will soon either have a monolith or come to the conclusion that a log class would have made perfect sense
>>
>>162402731
If you ended up needing to change a function into a class (not that that example is actually an example of that) then you would do that, I don't see what the problem is.
>>
>>162402348
Consider making her more attractive.
>>
>>162402348
>>162403086
disagree. Unsexualized characters are doing well right now.
>>
>>162399017
King of thieves
>>
>>162402908
You dont just rewrite the function itself, you would have to rewrite every call to it too.
And when changing to a class you suddenly cant call that function anymore but have to fit that object somewhere. So now you have to rewrite probably a lot of places and most importantly often touch already tested code.
>>
ideafag time:

>A Timesplitters-esque FPS game, time cops vs time terrorists. Team deathmatch rounds, but when you die you don't respawn - instead you are placed in a divergent timeline (along with anyone else that died around the same time as you) with the opportunity to save yourself from being killed and wipe out the opposing team.
>These divergent time instances can stack a few times, before eventually resolving into one timeline where one team is able to effectively wipe out the other without dying.
>In these instanced timelines, bots with the same characteristics play out the roles of player who did not die in the earlier time line.
>The point of resolving the timeline from a gamedev perspective is to bring all live players back into the one instance which becomes the "true" timeline from a gameplay perspective (where one team wins by domination through effectively saving themselves from being killed).
>This is meant to be FUN, with the opportunity to play in different themes (like western, modern, future alien invasions, etc)
>VR players can play too, with a spatial time jumping ability to explain teleporting from room to room for movement in VR

Thoughts? Simple fps, the bot technology already exists, time instances may be complicated but basically like MMO instances with bots replacing some players that didn't die like scrubs earlier.
>>
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Who needs bullets when you can just fist the bad guys
>>
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defeating enemies in this section will randomly knock them into the sewer
>>
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Working on an AGDG splash screen for when I finally begin working on an actual game.
>>
>>162403418
Looks pretty interesting, Anon. You're a good ideia guy.

you won't mind if I steal some of it, right?
>>
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>>162403418
>This is meant to be FUN
Riveting stuff.

Scope's too large, not achievable for anyone around here. Even if a BBB studio took it on, I don't think it will succeed from the gameplay point of view. Noone plays Multiplayer FPS to be put against bots when they die.
>>
>>162403827
>CAPTCHA KNOWS
I figured it would allow players to feel like heroes, without the pain of dying constantly. You wouldn't be alone with bots, say two teams of 12 and the first timeline may contain 4 on each team, and the next might have another 4, and then the point is eventually all players from both teams get pulled into the one timeline with their actions from the other timelines playing out simultaneously.
If they played well and strategically,they will see their past / future actions play out and stop them from being killed and eventually wipe out the other team (or be wiped out).

>>162403820
I've been an idea guy for a few years now, I know my idea guying.
You can try and steal it, but maybe I will make it as well. May the best dev win
>>
>>162403676
plz b splash screen
>>
>>162403397
This is kind of a different issue. This isn't about writing one feature, moving on, writing another one, and finding it's similar enough that it's worth abstracting them both out. If you had logging code in one place that used a file and logging code in another place that didn't, instead of making them both worry about the file by making it a method of some object that handles the file, you would keep it as a function and pass the file in when you want it to be used. If you then went back and wanted the first bit of code to also use the file, you would be rewriting it to do so but you wouldn't be changing the abstraction. Then, if you found that all logging used the file, you would maybe change the abstraction to be a method of a class.

If you change the abstraction first without considering that the original instance of logging might not want to use the file, you're now getting ahead of yourself and making more work for no reason.

Instead of planning to do something and making the abstraction able to handle it from the get go, you'd just implement that thing in the first place.
>>
>>162402348
Neat!
>>
>>162404139
Certainly will be, if I can ever manage to create something playable
>>
>>162403517
Nice desu
>>
>>162401184
http://desertgame.tumblr.com/
yeah
>>
>>162403397
>>162404190
To be fair, I guess there is some planning involved in knowing you should do something before using an incomplete system everywhere.
>>
>>162404190
Dont hang yourself up at the logging, it was just an example, you dont even mention the loglevels etc.

And its not about "writing one feature, moving on,..." its about
>The most important thing is to see the whole picture so you can actually see the connections where abstraction probably will make sense.
which you cited me on.

But it doesnt really matter, whatever approach you use you will either rewrite a lot or write to much in the first place.
And here comes personal experience into play.
So do what you want, a indie is free something something.
>>
>>162404396
thanks
>>
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p r o g r e s s
r
o
g
r
e
s
s
>>
>>162405070
I guess what I'm trying to say is that instead of planning meticulously so that you don't need to maintain anything (which is basically never going to work), write maintainable code anyways and plan as little as you can.

I'm a big fan of "get it right the first time". Not in the sense that you write a piece of code and never touch it again, but in the sense that you finish a system and get it working before you start actually using it. If you do end up having to go back, add to a system, change the abstraction accordingly, and then change how the system is used, you'll have written code in such a way that makes it easy to do this anyways.
>>
>>162405486
I like it
>>
>>162405486
That's some pretty neat weight behind the stabs.
>>
>>162405486
>>162405587
And enough screen shake to convey that weight, but not so much that it's sickening and blatant.
>>
>>162403418
>online multiplayer
>indie
Not a chance in hell my man. And even on the slim chance you can actually make it, there will be no community unless you get insanely lucky
>>
So in Unity I want to move an object towards a rotation using physics.

So rotate it at a given rate using something like a force not just rotatetowards. Is there an equivalent of addforce (for rigidbodies) for roations?
>>
>>162405587
>>162405864
Are there even any games other than FPS, where melee is just a backup option, where melee combat involves your weapons getting stuck in the enemy?

I'm planning on having a system in my game, based on strength, where a cutting attack will gain in effectiveness but also get more stuck in the target as you increase your strength. Once your strength is high enough, though, you will sever the target entirely and be ready for a follow-up. Never seen anything like that before.
>>
>>162405886
Oh well, forever an idea then.

Back to making small puzzle games.
>>
>just spent 6 months working as a programmer full time
>still know jack shit about coding
>>
>>162406205
Dead Island may have done that, I'm not sure though.

Digging that mechanic a lot. We need more mutilation in games.
>>
>>162406350
What did you program? Websites?
>>
>>162406183
AddTorque

Did you not even look at the auto complete options?
>>
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Hey AGDG...

Is your game gonna be... spendy?
>>
>>162406764
For me
>>
>>162406716
Funny enough I just discovered this a little later when looking at the auto complete options, still have to figure out how to get it towards a specific rotation tho

thx
>>
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>>162406764
>spendy
Sure, why not?
>>
>>162406478
Enterprise software.
>>
Really enjoying Unity's collab feature, really quick and simple
>>
>>162408554
The asset store?
>>
How practical is it to both program and do the art of a 3D game all on your own?
>>
>>162408786
If you're good at everything, it's not the most unreasonable thing if you limit your scope. If you're not, good luck.
>>
>>162408786
You have total control. Also, you will take 4 times as long.
>>
>>162408786
Completely impractical. You won't finish your game. Instead you'll go mad and start shitposting.

t. enginedev who does 3D models
>>
>>162408786
about 0.45 practicals
>>
>>162408617
No it comes with the 5.5 update (I think, I might've just not noticed it before)

Basically like an easy git for your whole project also free
>>
>>162408786
It will take a long time. Be sure to take advantage of assets and animations available online.
>>
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>>162408917
>>
>>162408786
I did it for my game. In some ways it's better because you have complete control over what you do with the game and never have to talk it out with the other guy.

The worse thing is obviously that it takes a lot longer.
>>
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I'm thinking a taunting laughter (with obligatory snorts) would be the appropriate jingle for this splash logo.
>>
>>162409216
>rotating the pig out of view
Not your brightest idea.
>>
>>162405486
The knife needs to be edge out on those downward reverse grip stabs.

Right now you are driving the face edge into the target instead of the actual tip.

See >>162376458
Unless that is what you guys are going for, then otherwise the weight looks pretty good.
>>
>>162409330
Wut, why not?

I thought of it has him introducing the AGDG logo
>>
>>162409430
Either completely move him out of the frame or don't at all. Just having its hand and half an arm sticking in just looks sloppy.
>>
>>162369164
Think about the outlines of the story, the events and the things that happen in the levels, the dialogue you can do later, but you need to know what the story will be before you get started
>>
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Getting better. Testing the limits of guidance to see if I can improve it a little.
>>
>>162357307
Enemies too spongy
Hitbox too big
>>
>>162409568
>looks sloppy
Well, this IS the AGDG logo?

I liked him returning for a encore laugh partly out of frame
Sort of saying "Just LOOK at it" waving arms in its general direction.

Oh well, it was just a silly waste of time, anyway.
Back to the salt mines.
>>
>>162409718
>"ting"
lmao
>>
>>162409216
Ignore those other guys. They're half right, which is still wrong.

Make the camera focus on one thing at a time, either the pig or the logo. Show the pig laughing, then do a jump cut to what he's laughing at. You can move the camera gradually so long as the subject stays in the frame. Do it so you can see the other subject at the edge of the frame just before and after the cut.
>>
>>162409975
Well, there's no actual camera.
I just dragged the view around and recorded it with licecap :^)

Sounds like good advice if I were to make it a real asset, though.
Thanks.
>>
How do I start actually 'Learning' unity?
I follow the tutorials and don't understand what everything is.
>>
>>162410185
>How do I start actually 'Learning'?
You use it, hit an obstacle, look up how to approach the obstacle, keep trying until you overcome the obstacle. Rinse and repeat.
>>
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I can't decide on a theme and I cannot do art, does this look okay?

I'm thinking about having the liquid change colour if you go through power ups or something.

It's for Android, hence the large scale.
>>
>>162410482
ultra minimalism's ship has sailed
make it an amoeba or something and use a lab/biological theme
>>
>>162408786
I'd say do all of the programming first with standins.
>>
>>162410185
Participate in jams, that's what helped me.
Basically make games that you normally wouldn't make. Genres that you're not necessarily used to. Often times you'll learn new things that you may have never learned from another genre. And then you can eventually apply that to your dream game.

You'll get stuck, you may not finish a jam game every time, but you'll be learning and practicing the whole time which is important.
>>
Making a game would be easier if I didn't change my mind every 30 seconds
>>
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>>162410482
how does that work?
>>
>>162410482
That looks cool
>>
>>162410789
>ultra minimalism's ship has sailed
I feel like this could be an exception. Having a red cube moving around would be boring, but the liquid adds something unique I think.

>>162412092
There's a bunch of particles, and they love each other and like to stay together :3

>>162412223
Thanks man
>>
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At this point all I'm doing is messing around and shooting missiles at stuff.

I should probably move onto all the stuff for actually launching them and whatnot.
>>
>>162410482
>>162412871
You should look into metaballs for the rendering. Basically, each particle has alpha going from 1 in the centre to 0 outwards. You render them all to a texture and then do a pass over that texture to cut off all pixels below a certain alpha and make the rest solid.

Also be wary about performance with that many balls interacting.
>>
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Going through some old flash drives, and most of them are full of Game Maker projects from high school. This particular gem was from when I figured out I could kinda make 3D "sprites' in GMod by using cameras and a greenscreen, so I made a survival shooter where you got your shit pushed in by germans, HEV guys, stormtroopers, Creepers, Jason Voorhees, etc.

Good times
>>
>>162413146
Thanks for the advice!
I've been planning on doing this for a while, but I can't figure out how. I understand what I've got to do, but I don't know how to code it.

Are there any links or information you can send me? I'm using Java.

>Also be wary about performance with that many balls interacting.
I'm doing the best I can!
The current bottle neck is the lighting (you can just about see the shadows in the middle of the webm). I can only render 3 lights until the game lags, and that's only with 120 raycasts each. I plan on rewriting the library because it shouldn't be that bad.
>>
Any body here ever play distant worlds?

I want to replicate two parts of it.

The zoom out, where you can zoom from tiny ships to seeing the entire galaxy.

And second how the hell do they do the scale? For example you can enter a solar system and move around, and all of that empty space at any given time can be zoomed in on. You have to play it to get an idea of what I mean, but even a tiny movement all the way zoomed out can be literal light years zoomed all the way in
>>
>>162413716
Sorry, no links about metaballs I can recommend, I just kind of figured that out myself. Look at rendering to a texture (or surface, etc.)
>>
/g/urus of AGDG, anyone ussed custom inspectors much?

I've re-written how a list is drawn in the inspector, as I wanted each element to display their weighting of being randomly chosen.

This works fine, but when objects are dragged and dropped onto the list, I get this error:

GUILayout: Mismatched LayoutGroup.DragPerform.

The error is at a BeginHorizontal() line, and from what I can gather, this happens when the editor event changes. Any ideas anons?
>>
>Be 13yo
>Want to create video games
>Go to the IT teacher
>"How maek video game?," I ask
>"I don't know, go and ask the technicians," she replies
>I knock on the technicians door
>2 guys are sitting inside next to the schools servers, doing nothing
>"How make game, please tell me what to do," I say
>"Come back tomorrow, I'm busy," he says
>I come back the next day
>He has a printed out copy of The Sims
>"Buy this," he says
>"You can make houses and people on it," he tells me
>I thank him, then throw the paper in the bin outside

I could be a wizard at programming by now. Instead I am 21 with only mediocre skills.
>>
>Be me 7 years ago
>Teaching kids how to click the mouse and type on the letterboard
>Some are already double-clicking, proud of myself as a teacher
>One of them comes over and yells at the top of his lungs
>"HOW MAEK VIDEO GAME?!
>Send him to the technicians, I ain't dealing with this shit

I could have studied law. Instead I'm still stuck with the special needs kids.
>>
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My idea for the Ludum Dare is a mecha repair shop. With minigames or something to fix up the mech.
Unfortunately I spent most of the day modeling and texturing. And tomorrow I'm busy. So I wont finish in time. But I'm going to keep working on it this week.
>>
>>162414014
I've tried to use Custom Inspectors like 10 different times and 9 of those times I've given up because I never got them to work the way I wanted them to and only made my functionality worse.
>>
>>162413887
I think I've found some example code that's perfect! Thanks for teaching me the keyword metaballs.

I'll have to wrap a bunch of c++ in java (the current bane of my life), but it will be worth it :3
>>
>>162414680
How are you currently drawing everything?
>>
>>162414740
Everything's sent to a batch then rendered all at once.
The particles are currently 16x16 .pngs, but I plan on changing this system so I can make them colour change.

Why?
>>
>>162414926
You must be using a library.
>>
>>162414078
I am sorry that happened friend
>be 11
>uncle pirates flash and cracks it for me
>learn actionscript and programming basics
>years later I try C# and its similar
Now if only I knew anything about art
>>
>>162414961
I'm using some native libraries that I've modified then wrapped in java. It's a mixture of things.

I feel like I'm being interrogated
>>
>>162414627
cute low res rendering
what do you use for modeling?
>>
>>162414078
>In high school
>rural area
>so dysfunctional and technologically ignorant the career counselor actually recommended I pursue a music major over CS
>Instead of bitching and blaming others I latched onto what I could
>I had a TI-83 calculator
>programmed the fuck out of that shit
>learned their inbred retard version of BASIC by trial and error
>later take programming classes in college
>people struggling with simple concepts in Java
>realized how much I already knew because I'd just started trying years ago

If only I still had that same kind of motivation to keep going today.
>>
>Be me 6, 7ish years ago. Can't remember too well
>Work as Technician, Stupid stuff. Just sitting in server room doing practically nothing
> Me and my guy are talking about video games like usual
>Knock on door
>We both freak out to look like we're doing something because it could be our boss randy
>Just some kid
>He asks us to tell him how to make a video game
>He doesn't even word it properly
>Me and my guy wanna play a prank on him, tell him to come back tomorrow
>Next day
>We set up a bucket of water above the door, that classic trick. Geniusally set up in the server room.
>Kid comes back, Only slightly opening the door
>Bucket is on rim but didn't fall
>We give him paper out of trash and tell him to buy that game
>"Now make sure to open the door extra wide when you leave, for. Technical reasons"
>He leave. Leaving door wide open
>Somehow, as an act of mercy from God, The bucket just balances there
>He slams the door shut on the way out
>Water bucket flys through air covering everything
>I got fired because of that retarded kid
>>
>>162415213
Oh, carry on, then. I thought you going to wrap up native code just for the metaballs.
>>
File: .png (23KB, 420x567px) Image search: [Google]
.png
23KB, 420x567px
>>162415247
Thanks. I used Blender to model it. And for texture I used Aseprite a little bit, as well as blender's built in texture editing, since it's nice to see the UVs while drawing.
>>
File: 2016-12-11-0547-29.webm (3MB, 826x452px) Image search: [Google]
2016-12-11-0547-29.webm
3MB, 826x452px
>'been working on that for 3 days non-stop
>it finally works
>fully driven by physics
>good performances on my toaster
Wew. Started this as a joke but can actually see myself do something with it for a change.

>p:molyneux :: a Castlevania with 2.5D Minecraft with Terarria in 3D
>>
>>162415770
but what do you do?
>>
>>162415770
Why is it wearing the bucket of shame?
>>
>tfw you spend 2x as much time adding art assets to your game instead of programming
>tfw you realize games are mostly art
>>
File: (you).png (430B, 41x95px) Image search: [Google]
(you).png
430B, 41x95px
>CTRL+F
>(you)
look at all those yellow lines i have

>>162415157
I wish I had someone in my family who was computer literate when I was growing up. I am the only one out of maybe 60 extended family.

>>162415249
Take some more classes, even if they're easy, find some friends irl to make games with. I might do this myself desu.

>>162415263
Serves you right, Mr Potter, and your cross-eyed assistant.
>>
>>162415853
I'm just going to drop in things I like. Like the order of ecclesia battle and comfy stuff you can do in terarria? Some block building and 2-layers farming maybe.
The kind of game I won't care to make and play for myself even with shitty art.

>>162415912
PlAcEhOldEr Art
>>
>>162416029
I spend most my time coding a little, then getting distracted, then thinking of something new and coming back to add it, but I have to finish my previous code that I started, so I finish it, then I forget my idea, so I procrastinate, oh, wait, I remember it, okay, lets get started, I write a few lines, but then I get distracted for a bit, oh, I could rewrite that class so I don't have to fuck about comparing all those values, okay, I'll do that, oh, I still have unfinished code, okay, I'll finish that, hm, I could just leave it here and add a //TODO:, yeah I'll do that.. wait, what was I doing, I'll have a break and try and remember.. etc.. continue ad infinitum
>>
my game is a placeholder game
>>
>>162416279
I LiEk tHiS mEmE
>>
>>162416029
I spend most of the time trying to come up with ideas
>>
>>162415594
kawaii yo
>>
For third person platformers: physics based or simulated?
>>
>>162414078
>be 12 years old kid
>be introduced to the internet
>discover flash animations
>discover flash games
>ask IT teacher for it
>he gives a ramdon .exe file that never worked, probably was just one flash executable.
>father ask IT guy from his work for it
>IT guy keeps avoiding him for the rest of the year and then quits.
>12 yo me never got flash.
>>
File: PortalLogo.png (9KB, 415x262px) Image search: [Google]
PortalLogo.png
9KB, 415x262px
Feels good to be close to release
>>
>>162388493
I hate to break it to you but irl anti air missiles don't hit their targets, their warheads explode when in close vicinity to the target and the shockwave/shrapnel does the damage. Try doing something like that, proximity based explosion
>>
>5 years old and want to make vidya but know it'd sound dumb if I said anything about it
>kept forgetting how engines worked and couldn't write a basic program without looking up the solution
>16 years later I still can't make vidya or anything really

Someone please teach me to make vidya, I'll love you forever
>>
>>162417629
Feels bad thinking about what could have been. You just know those mid 20s software millionaire entrepreneurs got started early by family.

The 12yo me could have easily handled programming. I just didn't know that such a thing existed until I was 17.
>>
File: unreadable.png (2MB, 1515x833px) Image search: [Google]
unreadable.png
2MB, 1515x833px
Doing some more work on these healthbars, and the health text is too small, it's aliasing badly. Aside from that, I don't think there's any point colouring the background green/red depending on health remaining because it'll barely be visible over the text. Thoughts?
>>
>>162418057
And when I was 17 I tried and failed to create a minecraft-like clone using C++ and DX9 as my 3rd project after Hello World and a calculator (although I tried for a good few weeks before realising it was out of my depth).

I then quit until early this year, where I made a music visualiser on JS, and I've had massive enthusiasm for learning to program all day every day since
>>
>>162418207
Looks good. Rather than change colour, have the red bar slowly empty to the left?

Also, unless the number of total hitpoints is necessary for gameplay, just have the number of current points.

It looks good though!
>>
File: 2016-12-10 21-26-43-3200.webm (3MB, 1920x1080px) Image search: [Google]
2016-12-10 21-26-43-3200.webm
3MB, 1920x1080px
Testing webm
>>
>>162418207
You could move the numbers off of the bars. Also I don't think there's much need for a maximum health number, it adds clutter, it only matters how much the unit currently has.
>>
>>162418057
>Feels bad thinking about what could have been. You just know those mid 20s software millionaire entrepreneurs got started early by family.
Yeah, I always have that that feeling, and it sucks.
>>
once this thread here gets full, you can come over here
>>162418541
>>162418541
>>162418541
>>
>>162418419
>Rather than change colour, have the red bar slowly empty to the left?

Oh yeah that works better.

>unless the number of total hitpoints is necessary for gameplay, just have the number of current points.

It is necessary to gameplay, maximum health will get lowered after every fight to the lowest point it reached during that fight until the player rests.
>>
>>162418627
>literally only post in the thread is to link the new one
Doesn't matter which pic you used, you are a fucking cunt.
>>
>>162418014
Yeah of course. It's not that important to score a direct hit, but the more accurate and reliable the guidance is the better.
>>
>>162418729
>literally only post in the thread is to link the new one
huh?
>>
>>162418542
That looks good, thanks I'll do that. I wonder how dota manages to not have the text get aliased to fuck despite being tiny? Probably not having white on red is a good start.
>>
>>162418627
>>162418729
At least it's better than a dog shitting OP.
Thanks for not filling the OP with memes.
>>
>>162418813
>what is IP count
The post linking to the new thread was posted from a new IP, meaning an IP that hasn't posted in the thread before.
>>
>>162418542
Dota probably has a UI shader specifically for elements like the health bar and text.

Are you rendering your text in the same space as your game world?
>>
>>162416068
Its okay anon. The amount of people in your family who understand computers doesn't affect your ability to learn. Just keep it going
>>
>>162418898
I made the dog shitting OP since a lot of people here felt a bit too much entitlement for their animeshit OP's. So, if the OP must be shit for one side, then it might as well be shit for everyone equally.

Today, I made the not so outrageous wizard pic to see if we can manage to stay reasonable this time around with a more neutral OP.

>>162418921
what is dynamic IP?
>>
>>162419246
So what this picture is trying to say is I should quit? Getting mixed messages here, Shia.
>>
File: 3dhealthbar.png (19KB, 1067x679px) Image search: [Google]
3dhealthbar.png
19KB, 1067x679px
>>162419212
Yes it's a 3D object that's just orientated to always be facing the camera (manually orientated, it's not a billboard). I did it this way because it was the fastest and easiest way of doing it.
>>
>>162418506
very nice
tell me your secrets
>>
>>162419452
>Don't quit
>Do it
??
>>
>>162420803
It being quitting. The "Don't quit" is fading into the background, while the strong red wants me to "Do it", "it" being quitting.
>>
>>162421141
I think "it" means suicide
>>
>>162419452
>>162421141
>>162421223
i think it's more like, "Don't quit, finish the thing you are thinking about quitting!"
>>
>>162421682
I don't know man. I just posted it so that faggot would learn how to make a game.
>>
>>162403506
>fist the bad guys
you're a bit late for lewd jam

looking cool bro
>>
>>162413342
put this on steam greenlight
>>
>>162416369
my life is a placeholder life
>>
why are people so eager to abandon the old thread when it isn't even locked yet
>>
New idle animation

it reminds me of
https://www.youtube.com/watch?v=-03lnu607j8
>>
>>162422606
Thread above 725 is free game and shitposting tolerated. Whoever doesn't care about that, migrates. A few people stay behind to tell ignoramuses like >>162422669 to post their progress in the new thread.
>>
>>162422773
what is the difference between when the shitposting is tolerated and when the shitposting is not tolerated?

I've never noticed a difference
>>
>>162422887
There is none.
>>
>>162363980
don't, make it like CMANO levels of realism. Have laser guided missiles and simulate EM jamming etc.
Thread posts: 767
Thread images: 155


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