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/agdg/ - Amateur Game Dev General

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Thread replies: 775
Thread images: 170

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Just like make game!

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

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

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

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

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/wUh6itNN

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
first
>>
>>162502938
Classic OP. Good on you. I'd suggest the following though:

> Previous Thread
>>162418541


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

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

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

> Previous Demo Days
tools.aggydaggy.com

> Previous Jams
tools.aggydaggy.com

> Recap Mondays
homph.com/recap

> AGDG Games On Steam
homph.com/steam

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

> Engines
tools.aggydaggy.com/engines
>>
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>>162503003
I've also started working on explosions (and a warhead component) for stuff that explodes so missiles can finally remove themselves when they hit stuff and/or expire.
>>
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Now includes frogg, chefasaurus, and police skulls
seen here:
>>162500354
>>162500241
>>162489759
>>
>>162503072
But you weren't first to post progress, so it doesn't count.
>>
>>162503179
Now that's a solid way to gain style points with the community.
>>
>>162503142
well I'd suggest not being a faggot
>>
>>162502938
What engine do I need?
Isogenic
Impact js
godot
haxefixel

making 2d castlevania NEED multiplayer.
>>
>>162502927
The only caveat is that it's approximate, but you can easily make it arbitrarily accurate (within a limited relative precision) by adding more iterations.

It's definitely good enough for rendering.
>>
>>162503142
>tools.aggydaggy.com linked 4 times
What the fuck are you doing. The current OP is perfect. It's short, it's full of information for newdevs, and it has information for all the jams and demo days. It doesn't need any more or less.
>>
>>162503291
it's my own little way to reward progress and cute reptiles
>>
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>>162503308
>Wanting to keep pastebins and a deprecated list

>>162503407
The point is we already have a resource for that shit in the OP. We don't need out-of-date pastebins.
>>
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LD37 game for 'one room' theme

You move a room around a dungeon with switches on the ground and have to use the walls to push enemies.

Its a webgame
https://kada.itch.io/slime-room

any other compo games out there?
>>
>>162503506
>out-of-date pastebins
Tell me which ones are out of date, I always update them. It takes seconds to update a pastebin so it's not like it's a problem.

The website is often times more outdated than the pastebin.
>>
>>162503179
a cute
>>
>>162503317
Godot is definitely a top tier 2D engine. I haven't tried making multiplayer with it though. But it does support multiplayer.
There is a high level multiplayer API, and demos for it. But it's not in a stable release yet, so you'll either have to build the master branch yourself, or use a custom nightly build.
https://godotengine.org/article/godots-new-high-level-networking-preview
>>
>>162503702
>Tell me which ones are out of date, I always update them.
Well it ain't the fucking logo.

>The website is often times more outdated than the pastebin.
The website is currently up to date. Your pastebins are not. The website has a more expansive and descriptive list of engines than the OP. Why is it still a part of this?
>>
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Linking from the last thread.
New waifus.
>>162503970
>>162503410
>>162503605
>>
>>162503591
Solid entry, I enjoyed it.
>>
>>162503323
It's just shit for debugging because i can't read it and go "yes, this is correct!" (If it is used as a black box in some kind of library that's proven to work a million times I really don't care).

>>162495297
I hope people are fine these days if a game doesn't have futa, rape or other craziness. Because I don't want to paint stuff like that (only consensual tentacles and sex).
>>162504178
cute!
>>
>>162504112
>The website is currently up to date. Your pastebins are not
It took the website a month to finally update, meanwhile the pastebins were up to date the entire time. And the pastebins are absolutely up to date currently, did you even click them? I just double checked them. All the current/recent demo days and jams are in the OP, the rest are in the pastebins.
>>
>>162504512
Thanks. Forgot to post the link to the imgur.
http://imgur.com/a/KJfQL
>>
>>162503142
Let's settle this OP bullshit. Vote.
http://poal.me/u4pg4z
>>
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Old game idea turned out to be not fun unless it had a much bigger scope, trying out new idea

How do you like my 30 mins of progress
>>
>>162504834
where's the option for "stop shitting up threads with this literally pointless bullshit"?
>>
>>162505028
You can make your own option for that.
>>
>>162504953
that parallax is all wrong for space travel. The ship would be moving thousands/millions of times the speed of light for that effect.
>>
>>162504512
all right uploaded the requested high res porn pictures, this time, to /ic/.
>>>/ic/2773874
>>>/ic/2773875
>>
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Legs are progress.
>>
>>162504834
We have tried before, and it never works because there is no way every fucking guy that makes the threads at different timezones gets the memo.
Don't waste your time
>>
>>162504383
thanks !
>>
>>162505321
Holy shit, wish I could draw like you.
>>
>>162505321
this is some sexy shit right there
>>
why are you guys so bad at pixelshit?
>>
>>162506150
where is your game?
>>
>>162505982
If you are German the best anatomy book around "gottfried bammes: die gestalt des menschen". Other than that just patience and life drawing also helps.
>>162506008
Thanks!
>>
>>162506565
>german
>doesn't want to draw weird fetishes
Volksenttäuschung.
>>
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>>162506150
Because I'm new at it. Why, do you know how to get instantly good at it? Or a way to improve that isn't "be less shit" and "practice/loomis"?
>>
>>162506680
I just like good looking girls. I don't need them with dicks or fur (though temporary magical better strap-on dicks are fine probably).
>>162506871
There are possibly ways to improve faster, but it's still just practice, use references, draw from life and well whatever is fun enough to keep drawing.
>>
>>162503179
Fix your Necromancer please. No legs and more ghosty
>>
>>162506565
Not german sadly, but will definitelly practice life drawing. Thanks.
>>
Is it possible or practical to package an html5 game, which is playable in browser, so it can be played through steam?
The only reason i'd want steam is for community ease of access.
>>
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Oops. The missile explosion event got bugged, causing missile to explode forever and never remove itself.

Looks pretty cool though.
>>
>>162507494
sure
nw.js is what you want iirc
>>
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tree are progress?
>>
>>162507494
http://electron.atom.io/
>>
>>162507760
rude tree
>>
>>162507306
Not sure why you felt the need to ask, then. Obviously, it's because we're not great at it yet.
>>
I want to play an agdg game with cute girls!
>>
>>162507974
c
>>162507760
>>
>>162507974
wait, do you want to play (a game with cute girls) or (a game) with cute girls.
>>
Anyone here ever made a horror game? If so, any advice to share?
>>
>>162508058
I want whoever drew this to draw more /agdg/s
>>
>>162508195
post agdg girls to draw
>>
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>>162508247
>>
>>162507949
I didn't ask that stupid question I know what it's like to be bad and to fail at painting what you want to paint. Every artist has to go through that, and even if you are very experienced it will still happen sometimes.
>>162508091
I want both!
>>
>>162508296
wait is that character a grill
>>
>>162508106
A horror game or a thriller? There's important distinctions between the two.
>>
>>162508976
What's the difference?
>>
>>162508975
sure is >>162503410
>>
>tfw in the process of making my game I am also making a useful general purpose library
>>
>>162509037
i guess one relies on fear and anxiety and the other mystery and suspense?
>>
>>162509516
Maybe it's genre-fluid and identifies as both.
>>
>>162509037
Horror games are more like Anatomy -- where the objective isn't purely to get your heart rate up. It's to add or reveal and explore concepts that are horrifying, like making you question whether or not you left the oven on at home - or whether abandoned homes are alive and are mad with hunger and rage -- not haunted.

Thrillers are more like Outlast, where it's more like a roller coaster ride that you can easily shake off the moment it ends. It's not aiming to add further demons for you to fear at all hours -- it's just letting you experience fear in concentrated, short, bursts that are obviously nothing you need to worry about when you walk away from it.

The aim of thrillers are to entertain you by shocking you. The aim of horrors are to damage you by warping your sense of reality or taking you to places that make you question things you took for granted.
>>
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>>162509575
>genre-fluid
>>
>>162509575
>horror
>thriller
>holler
I can already smell the money.
>>
>>162509037
one has thrills the other has horrs
>>
>>162509598
Though obviously a lot of games have elements from both the thrilling and horrifying categories. I'm more talking about what the aim of the game is more than anything else.

Do you want to get the player to jump at scary things and get their heart pumping - or do you want them to stop in the middle of a hallway long after the game's closed for a moment, as they're pulled back into what they experienced when they see that coin laying on the ground -- knowing that it means they things in the dark may be hunting them at that very moment. That in my mind should tell you what sort of game you're trying to make.
>>
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>>162508247
>>
Man, making a game is a lot of work.

Much more than I expected.
>>
>>162509598
>>162510261
I just want to make something that's spooky. Something that scares you while playing, something that's tense genuinely startles you. The kind of game that makes someone "nope" and quit.
>>
>>162507760
How was this game called?
>>
>>162510434
That's the first step. Just keep grinding, divide your workload into manageable pieces, and work or study EVERY SINGLE DAY.

I'm at the exact same stage you are and it just gets harder and more rewarding from here.
>>
>>162510467
You're making a thriller then, aye. My best advice for people making thrillers is: Tell, don't show.

Tell me there's a monster in this tunnel that wants to devour me. Tell me it's after me. Don't show it - not until the game has reached its completion.

Giving a face or a name to a thing removes some of its power -- a lot of the fear in things is in how much we can understand or categorize them.

Also, don't bust your nut. You want to edge the player if you want to thrill them; create an atmosphere that lets their own mind create a lot of the horror. They're going to be a lot better at scaring themselves than you are -- so give them plenty of reason and fuel to do so.

A lot of that'll come down to atmosphere. Sounds, particular light placements and brightnesses. Things that appear out of place - or move when they're not looked at. Things that go bump in the night.

A lot of people can make a game that can scare you good for a moment once or twice. It takes following the above observations to make a game that can keep its player in the throes of fear for minutes at a time.
>>
>>162510770
Cheers.
>>
>>162510870
Not >>162510770, but just make sure you don't take "tell" literally. Please.
>>
>>162510915
Okey dokey.
>>
>>162510915
Oh, yes. I don't mean literally tell. I mean show -- but never actually show. Misdirect.

Your aim is to be David Copperfield doing live magic tricks in front of an audience -- not an audible.com narrator.

I hope you find all this information useful and that it helps you make a game that makes people shit themselves.
>>
>>162511015
>helps you make a game that makes people shit themselves.
I'm trying to do the same thing but get the lewd patreon bucks. gotta hit all the niches
>>
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back to regular game, progress on some alien room sprites

textures seem flat, there are seems, could probably stick some struts where the seems are at.

does anyone know some good scifi environments to rip off? been looking at halo stuff
>>
>>162511437
Funnily, a lot of what I've written applies pretty well to erotic games too.
>>
>>162511015
like shadows or sounds can tell rather than show maybe

or you can show indirect effects of what happened, footprints testimony from characters
>>
>>162511512
Diaper fetish niche definitely.
>>
>>162503317
I need engine advice m8's!
I want to make a castlevania style game with up to 4 players multiplayer but also possibly have lobbies and social aspects.
I'm thinking I want to do it in html5 so I can run the social end like a regular website database.
Advices?
>>
>>162511623
html5 real time networking just doesn't exist, so no
There's nothing keeping you from doing http API calls from inside your game though
>>
>>162504591
Guy maintaining the website here
Sorry for not keeping it better up-to-date, moved across country for a new job and my life was kind of hectic but it's settling down now and should stay up to date without massive delays like that. Reminder that I DO read the suggests and feedback sent through the form.

Anyway, don't mind me, I don't want to enter any arguments. Just wanted to point that out.
>>
>>162511441
phantasy star online
the dreamcast/gamecube ones esp

lotsa alien planet stuff too

sorry for thumbnail
>>
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working on the text display
>>
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>>162511991
what a wonderful skelly
>>
>>162511823
I hope everything is going well for you. Glad you're back.
I do like the website a lot, and I'm glad it's still up.
>>
>>162511991
That's a lot of words in a tiny window
>>
>>162511991
why do i want to make friends with this skellington
>>
>last-ish programming challenge solved
>zero motivation to make content
well shit.
>>
>>162512097
Doin really well, got a new dev job and makin tons of money, working on my new game and generally bein an anti-neet. Thanks for the kind words, friend.

Hope your game's comin' along.
>>
>>162511742
but have you seen the claims for Isogenic engine's multiplayer? It doesn't just use socket.io
>>
i got tricked into watching extra credits and now i'm mad

is there a version of this that isn't shit?
>>
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there are very few things as satisfying as putting graphics into an already designed level, even if they are just placeholders. its like you bring it to life, man

>>162503605
>>162504178
<3

>>162503591
that slime scares me

>>162506871
i fucking love your art style, anon. its so fucking rad

>>162511991
beautiful skull. he has beautiful eyes
>>
/adgd/, what's your honest opinion on pixelshit?
>>
HOW THE FUCK DO I DO SLOPES IN A 2D PLATFORMER REEEEEE
>>
>>162512375
nice axiom verge clone
>>
>>162512297
I'm glad to see you having your shit together. Know that I appreciate your efforts.
>>
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Pokemon with guns
>>
>>162512468
Acceptable for programmer visuals, should be replaced by art before shipping.
>>
>>162512301
I've never heard of it, but the web as of right now doesn't have a UDP equivalent, so so by default any network model has to be reliable and ordered. That means _any_ kind of platforming is right out, unless the clients don't have any way to interact with each other
>>
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Well, the page is there now. I'm too afraid to push the button right now though, even though it's set to go to the concept section. Help.

>>162512375
Thanks, anon. I'd prefer to do full, large resolution, color pieces like the title screen of Metanoia -- but I just don't have the time. I'm constantly staring at my slowly draining resevoir of emergency funds, balancing in my head whether I need to give up and get ready to work in another studio - or if I should feel confident in this game's ability to sell at least $12k lifetime and keep going down this path.

Here I am talking about the differences between horror games and thrillers, and I find I'm living in a horror game.

>>162512468
They're fine. If you're not great at it you should probably find someone who can do better for you. If you can't, it's probably good enough so long as you don't just slap shit together and try to keep things within your ability to show them.
>>
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Finally got the warhead component and explosions working, along with the explosion manager events.

For some reason my usual code for cleaning up particle systems isn't working, so I'll need to figure that out tomorrow.
>>
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>>162512078
>>162512154
>>162512375
>>
>>162512706
Just do it. The sooner you get out the door the sooner you'll get greenlit. It's relatively to get on Steam now, you just have to wait long enough.

If the wait is on the longer end of the spectrum... more time for you to improve the game!
>>
>spend countless hours learning programming and software architecture
>realize i have become an enginedev and not a gamedev
>my shitty code breaks after every new feature anyways
>>
>>162512881
Nah, submitting to concept doesn't change if/when you get greenlit. You have to have at least 4 screens and a vid before you can qualify for voting.
>>
>>162512970
Oh, DESU I didn't even read the post. I thought he/you was/were about to submit to public voting.

Sorry about that.
>>
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>>162512958
Yes.
>>
>>162512468
I prefer high detail pixelshit that aims for realism. Pixel shit that is just 2 colors and small is hipster meme fauxretro.
>>
>>162513127
Go back to working on that text adventure reeeeee

I mean obviously do whatever you want, I'm sure it will all be neat, anyhow
>>
>>162512635
what do you make of this, from their site
"The system is based on entity streaming and includes powerful simulation options and client-side entity interpolation from delta updates. The system was inspired by Valve’s Source Engine multiplayer system and you can read more about that here: Source Multiplayer Networking

Isogenic’s code base runs the same API on both a browser and Node.js and comes with a built-in multiplayer server module. You write the same code, in the same language and call the same API from both the client and server making Isogenic a truly JavaScript-only engine from front-to-back."
>>
gml question: if image_index is > the amount of images there are, does it just loop back around? because i have an instance where im apparently setting the image index of certain things to irandom(3) upon creation but they only have 3 images (ie it stops at 2) but despite this oversight ive never had a crash because of it
>>
>>162513163
>he wants graphical fidelity over good gameplay / story
>from pixel art of all things
Wooow.
>>
Is GameMaker 2 viable to use for a project or is it a meme right now?
>>
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>>162513203
I'd like to get back to working on Verge. Unfortunately, it's just not in a position to be sold right now -- and what I need is an influx of emergency funds if I'm to remain independent. O:TS (now M:TS) is the project that's closest to being commercially saleable in my mind (aside from doing Early Access shenanigans) so that's the one I feel compelled to dedicate my time to.
>>
>>162513163
i'd rather make pixelshit than nothing though. OMA > """""""collaboration""""""
>>
>>162513356
They haven't even fixed GMS 1, don't expect 2 not to be a bugfest for at least a year.
>>
>>162513312
Yes.
>>
>>162513294
That avoids the real technical question, which is about transport protocols.
The source model assumes an unreliable connection, which that blurb doesn't address at all.
>>
>>162513356
beta's got strict limits, I'm pretty sure you can't even build your game yet
>>
>>162513389
ah, fug

I keep forgetting not everyone can just dick about and dev all day like me
>>
>>162513430
fuckign nice, based gml saveing my ass lol
>>
>>162513479
I wish I could just gamedev all day. Shit would be so cash.
>>
>>162513462
>>162513419
Ok
I know how to program but I don't know anything about game maker. Where's a good place to start? :(
>>
>>162513665
shaun spaulding and heartbeast tutorials on youtube and the documentation. gm's documentation is awesome
>>
>>162513665
download gms, google for a tutorial for pong, snake, and tetris, and do them.
After that, find a tutorial for a genre you like, something simple like a top down shooter or platformer, and do that
Feel free to post your progress here while you're doing that
>>
>>162513479
I could if folks contributed enough to my Patreon or do buy my games (O:TS is still for sale on itch.io for the next few days while I phase out the old game in preparation for this remastered version). I only need something like $500 to freeze most of the drain on my emergency funds and, as an OMA, it costs me almost nothing extra to make games like this one.
>>
>>162513808
>>162513809
I want to mention that I'm looking for a "best practices" approach and I know a lot of tutorials have a very "get A and B working, great." theme where the actual architecture and programming considerations are glossed over or ignored entirely and bad advice is given that if followed is not sustainable on even smaller scoped projects beyond pong.
>>
Anyone wanna recommend a good jumping off point for C# concerning game dev and Unity? I'm not too interested in engine dev, but I would like knowledge of C# that's useful outside of Unity.

Is the Unity scripting tutorial on their site any good?
>>
http://www.strawpoll.me/11857602

STRAWPOLL IT'S A STRAWPOLL WE GOT A STRAWPOLL HERE

http://www.strawpoll.me/11857602

PEEP BEEP STRAWPOLL CREEP

http://www.strawpoll.me/11857602
>>
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does anyone know if someone is still working on this thing?
>>
>>162515507
>no widescreen formats
>>
>>162515507
meant to add 320x224 for Genesis, but whatever, I grew up Nintendo
>>
>>162515630
>720xlook at me
>>
>>162515627
oh shit,I didn't realise this guy stopped posting

every webm was absolute gold
>>
Fag here who asked in the last thread about rendering models in a menu. Render Texture (on RawImage) did the trick, thanks to whoever suggested it.
>>
>>162515845
yea they were interesting contributions.
>>
>>162515507
>best
>meme
>>
>>162515507
>scout-gets-a-job-as-an-announcer.bmp
>>
https://i.gyazo.com/1fa827ad6370b567b66b998f6b5ab315.mp4

We're getting there.
>>
File: nv8.png (63KB, 277x290px)
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I want to make a 3D spaceship racing game with somewhat decent physics.

Which language would be best for this?
I plan on making it in Unity.
>>
>>162516527
visual studio
>>
>>162516527
if you're making it in unity you have to use C#
>>
>>162516563
>>162516770
Epik XD
>>
File: random numbers.jpg (16KB, 394x295px)
random numbers.jpg
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>>162515507
>anything but 640x480
>>
>>162516823
I don't get it
>>
File: meme settings.png (2KB, 374x27px)
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>>162515507
>>
>>162516850
the fucking cia niggers do not understand what a fucking random number is
this is a certified random number generator its like a fucking lottery you fucking nigger
>>
>>162517040
probably because you're autistic
>>
>>162512480
>he don't know about castlevania
>>
>>162502938
Can anyone tell me about Gamemaker studio's multiplayer?
>>
>>162517584
it allows multiple players to play together
>>
>>162517757
but who are they?
>>
File: Jumpin.gif (1MB, 527x474px) Image search: [Google]
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I love getting bugs that are just funny and harmless
>>
>>162517884
That looks cute, anon. But, you know, I'd really like to fuck that bear. Got any more?
>>
>>162517884
>that artstyle
superb
>>
>>162503142
Thanks for the link, anon!
>>
>>162514126
One thing I remember learning for GMS (I've switched earlier this year) was not to use globals when possible. The way GMS handles them is unnecessarily costly, and you'll be better off making a local variable from the global at the start if your script needs access to that variable more often than 3-4 times.
>>
File: PunchingMama.gif (202KB, 248x167px)
PunchingMama.gif
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>>162518080
>>
>>162503179
Now that's some juicy spook right there.
>>
>>162518561
is the punching thing a man or a woman
>>
>>162515507
>not 640x480, which is the resolution of my fondest memories
Y'all ain't mah negroes.
>>
>>162518561
that bear just does not give a fuck
>>
>>162518561
>coming soon to Adult Swim Games...
>>
>>162504178
Thanks for making these! Always makes me happy to see you around.
>>
>>162509161
I thought that >>162503410 is from Arborgore.
>>
>>162518640
>>
>>162502938
>tfw you have an absolutely great money guaranteed idea for a game and can actually make it
Hang yourselves ideaguys.
>>
Hey guys, having some issues using basic primitives to test what I eventually want to do. Basically, I have two cubes, one representing a tank and the other representing its turret. What I want is for the turret to always point/aim at where my mouse cursor is. It's going to be a 2.5d side-scroller, but the cube that is meant to be the turret doesnt just aim at the cursor no matter what I try, it has this weird thing going on where it follows the cursor, but on a weird angle where i can only get a full 360 degree of motion out of it by having my cursor down the very bottom left corner of the screen. Does anyone know wtf I can do? Using Unity btw.
>>
>>162519150
learn geometry or somethin idunno
>>
>>162519007
shit.
You made him look so femine
>>
>>162502938
>>162504834
I think OP has used the objectively correct structure.

Everytime someone cries about the engines list being superfluous you are hearing an enginedev being triggered. And, as is expected of enginedevs with weapons grade autism he/they are here at all times and will always find something to be triggered over, so there's no point in placating them.
>>
>>162519246
It just because of the tight pants and the hair
>>
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I will end all engies.
>>
>>162519150
I don't know about Unity, but I know that rotations are not that easy at first in 3D. Maybe the keyword you are looking or is Quaternions.
http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-17-quaternions/
>>
>>162518820
You're welcome, I'm glad they make someone happy.
>>162518916
She is. Anon is confused about her.
>Wolf food waifu
is the girl from Frost
>More wolf food waifu
is from Arborgore
I just used those name for them because they both wear a red hood.
>>
>>162513317
nice strawman
>>
>>162519631
>waifu
>waifu
New waifu jam when?
>>
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>>162520116
>tfw cognitive dissonance so bad he can't realize he's actually made of straw
>>
What are your thoughts on Game Design Documents, /agdg/? How formally do you design systems?
>>
>>162520254
define system first
>>
>>162520254
I write down a pitch and a short description of the main mechanics. No literals. I know I will iterate over everything, trying to constrain the game can only be met with failure.
>>
>>162517884
Holy shit inkerton is making a game? There is hope in this world
>>
>>162520135
Every jam is waifu jam here, at /agdg/.
>>
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might help to post the actual song too. i think i need some sleep.

made a new boss theme
now to make an actual boss

https://clyp.it/cylo0weg
>>
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>>162520483
What if you're not an artist and can't make waifus?

I still think that waifu jams are targeted at artists. pic unrelated
>>
>>162520648
What's that from?
>>
>project due by Jan 1
>haven't even started

TEACH GONNA FREAK
>>
File: Idles.gif (3MB, 800x504px)
Idles.gif
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>>162516524
weeee I already hate it.
>>
>>162520648
Silly anon... you don't make waifus or husbandos. You make cuties, bishies or even just INTERESTING characters. You let your audience define them after the fact.
>>
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>>162520254
Every once and a while, and especially if I'm having issues just implementing something, I'll brain dump into text file every thought that comes to mind about X

Actually seeing it in words tends to be a good bullshit filter, but I never go back and use it as a reference or anything. I have issues with organized todo lists even because it always feels like I'm adding more than I'm pulling off.
>>
>>162520637
Sounds good for that aesthetic anon but..I think your priorities are a bit out of order.
>>
>>162520637
Impressive as always. I wish I could be at least half as good with music.
>>
>>162521932
>>162522126
thank you! and priorities are fine. music always comes first and everything else is designed to conform to the music, right?

...right?
>>
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All that blast processing
>>
>>162522609
Anon, I am so, so sorry...
>>
File: chocoelves.png (19KB, 712x232px)
chocoelves.png
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>>162521078
This is why I spend so much time refining character design. Just gotta get that appeal down.
>>
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>tfw make a jam game
>10 downloads no feedback
>make agdg demo
>15 downloads no feedback
>make ludum dare game
>15 downloads only two comments of feedback
why do i even bother? game dev is such an ungrateful hobby. it requires the same time commitment as a full time job, if you want to get anywhere, and it sure as fuck is just as tedious.. and then in return you are almost guaranteed to get nothing, no money and usually not even any recognition so it's like going to work for free
Why don't i just quit? why do i keep torturing myself like this? It's so confusing ;_;
>>
>>162524547
stop making shit unappealing games
>>
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Finally started implementing the animations.
Still need to smooth the transitions between some of them.
>>
>>162524547
Ludum Dare is so easy... just literally play and review 5-10 games and you'll get 20 downloads+ reviews.
>>
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>>162508247
>>
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>>162502938
You call yourself a gamedev? Excuse me but... you've literally never made a game.
>>
>>162505237
Showing "dust" around your ship while in space - even if it makes no sense - is a time-honoured tradition to display speed and direction of travel. This is especially important when you're using proper Newtonian motion like in the image, where your velocity direction and heading aren't the same.

Those aren't stars.

If it were me, I'd add lights to the ship and only show the "dust" in their cones of light, but the general idea, to let go of what's realistic in favour of making the game playable, is sound.
>>
>>162525356
>>162524547
You can do the same for /agdg/ jams and demos. And instead of whining, you can post the game itself saying you would like to get some feedback on this.
>>
>>162524547
post you're game anon
>>
>>162525356
>just literally play and review 5-10 games
what? how will that affect how many downloads will my game get?
>>
>>162526768
1. people who you review might pay you back with a review
2. your name will be linked from the review, so others who read your review will play/review your game
3. LD's algorithm for displaying games might also explicitly reward playing and rating games

4. you massive fag, you're complaining about a lack of downloads and you won't even play anyone else's game?
>>
Damn unity decided to toss the web player in the new version and now they support only the webdl version which compiles the game into javascript and runs it natively in html 5 or some shit... this is all nice and dandy, except i tried to run a very simple game of mine like that and it ran like absolute unplayable garbage, while in standalone version i got 150+ fps at all times... wow ain't technology great
>>
>>162527042
Do you think they will find out if i just click a download link for a game, wait 5 minutes and then type something like "Nice game i enjoyed it" into comments without actually playing the game?
>>
loli rape jam when
>>
>>162527158
>4. you massive fag, you're complaining about a lack of downloads and you won't even play anyone else's game?
>>
>>162527158
Is that the kind of feedback you want, you fucking parasite?
>>
>>162506150
Because I don't practice the fundamentals
>>
>>162527252
I don't care if the feedback is fake or not, it's not like anyone can tell the difference, so lots of feedback, even fake = lots of motivation to keep going
Plus i looked ad some other entries and the feedback is all useless garbage anyway, even the absolute garbage games that even a 10 year old kid who copied a youtube unity tutorial in 10 minutes would be embarrassed get only positive reviews because everyone is afraid of looking like an asshole since your own game can be connected to your rewievs. Only valuable feedback is anonymous and even though i have it enable i'm only getting the useless non anonymous one
>>
>>162512468
I don't like it but I understand it might be necessary. I love pixel art.
>>
>>162520135
In about 6 months
>>
>>162527430
if all you're looking for is value neutral (You)s, then spamming 10000 games with meaningless feedback is fine. Some % will go to your page and leave meaningless feedback.

Really strange that the feedback culture is actually better here than LD. At demo days, there are at least 2-3 meaningful comments with real criticism, even with names attached
>>
>>162527430
You make no fucking sense, man. You cry for feedback, yet what you really want is a hugbox which gives you motivation to wake up in the next morning. Pick one or the other.

At first you think that something nice is better, but in the long run, you'll realize that harsh and honest opinions are more useful. Don't care about how others will feel about your opinion. If they don't realize that you want to help them, then don't care about them. Only those will make it who are willing to learn and change when needed.

Again: if you want quick and unconditional love, then get good at art and make porn games.
>>
>>162527430
>>162527775
>it's not like anyone can tell the difference
Constructive feedback where people tell you where you messed up lets you judge if they're talking shit.

Everything else should go into the garbage bin unless you're a baby who needs feelgood feedback.
>>
hi guys, quick question: I use 4chan-webm-maker to convert my recorded mp4 videos to webm, but it strips out the audio. Is there another dummy-proof tool out there that converts to webm but keeps the audio intact?

webm can do sounds, right? I was pretty sure I palyed a webm in some board here that had sounds
>>
>>162527775
>>162527843
a defense of feelgood feedback:

if you're in gamedev as a hobbyist, a hugbox is fine, even preferable. you're not trying to make a good game. in fact, the game is secondary to the act of creation. it doesn't matter if you make a dozen games and drop them all, most of the value you get is the process, not the product

if you do want to make a good game, capture even a tiny sliver of people's attention, you should want harsh feedback. you should want to make your game the best possible. you are not entitled to anyone's time, and you WILL be ignored if your game is not worth playing.

>>162527430
so decide what you want: a hobby, or to make something worth playing? this should determine what feedback you should try to get

>>162527882
you SHOULD strip the audio to post here. /gif/ and maybe /wsg/ are the boards with audio
>>
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How do you enjoy making UI's
>>
>>162528098
You are right, but I hope you see the contradiction in your statement.

Which is: if you make it for the sake of it, then why would you need a hugbox? If you are not making a game for others to play, why would you care about them, heck, why would you even ask them to sit down and play it? For this purpose, you have family and close friends, who can go "wow, so cool, man" because they care about you and not what you are doing.

Besides: making something for yourself and making something good should go hand in hand. I mean, why would you want to serve shit for yourself?
>>
>>162529171
>everyone has family and close friends
>>
>>162529087
Reminds of FootBall Manager, this is !aschoolshooter right? based off barracks+contracts
>>
Please don't hit but I want to ask a question

What exactly is the distinction between using a widget in Unreal and attaching it to the view port for a menu, and just spawning items in the actual world space?
>>
>>162530342
https://docs.unrealengine.com/latest/INT/Engine/UMG/UserGuide/CreatingWidgets/
>>
>>162530580
I get how to make one I just don't understand why I'd do it besides ease of use
>>
>>162529171
You're right, I conflated two causes there. There are 3 main reasons why you'd make a game, and it's a mix of reasons for most people:

1. Make something good.
2. Make something for the sake of making it.
3. Make something for validation.

Forget money for now, that's a subset if 1 where "good" means what is currently commercially viable.

If 2 is your only reason, you shouldn't even show anyone. All the value is in the process of making. Maybe post for completions sake, but it's secondary.

If 1 is your motivation, seek the harshest criticism you can find.

I think the original anon devs mostly for 3. He just wants acknowledgement that he exists and put in the effort. The sense of community is tied up in this as well. Herethe value is all in the posting, the reaction, the stream of (you)s.

I conflated 2 and 3 in my post, they overlap but are not the same
>>
>>162530707

It explains why as well. View space means its on your screen, if you move your camera it will follow, actual world space means that you either have to move it around (to match the camera) or its just going to sit their floating. You also have consider now that you have what should be UI elements floating in your scene when you do physics/raycast checking.

I'm really struggling how you don't see the difference
>>
File: out-2016-12-11-1933-20.webm (3MB, 640x360px) Image search: [Google]
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Worked on adding rapid button press attacks (i.e. think of E. Honda's hundred hand slap).

Here I'm showing how to edit the attack to indicate the multiple hits, and then testing the rapid attack in the game.

The enemies are only temporary so the hurt animation doesn't look good yet when they're hit many times quickly.
>>
>>162530821
I don't know diddly

So I guess widgets are always going to be strapped to the screen? I was hoping I could also just have them float around, quicker to do it that way I suppose.
>>
>>162530932
Thing about the UI difference of Battlefield and DeadSpace.

Do you want your menu's in world space (DeadSpace) or on the screen (Battlefield and 95% of games)?
>>
>>162530803
Thanks for the edits. Now I fully approve your post.
>>
how will i over the sleepiness that comes from the insomnia today /agdg/
>>
>>162530991
I'm thinking like a game like Civ (not making one just about the menu design), when you click a city is that world space or on the screen? Or like any of the little icons on the map, those owuld be world space no? Because they stay there.
>>
>>162531292
Meditation reduces the amount of time you need to sleep (and improves focus at the same time). Perhaps you could try that.

I would suggest "mindfulness meditation" (specifically the kind where you focus on your breathing).

No spiritual bullshit needed.
>>
>>162531352
Yep those would be world space too. Or health bars above units, damage texts popping up, or anything of the like.
>>
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>>162531509
desu, ive given up on sleep for the day already. rethinking my game after realizing making an action rpg will be difficult for someone with my skill level. gonna think up a smaller game.
first...
lots of coffee.
>>
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Trying to add some particles, but I reckon they look stupid. I think I had this same problem last year too.
>>
>>162531292
The following list helped me to get in shape after a failed night sleep.
- Masturbate
- Drink cold latte (or cyder/beer)
- Clean the house (really, small tasks can get your head working and get into motion)
- Sing pop songs and Trough the Fire and Flames at the top of my lungs
>>
>>162531731
You should make the game allow for bigger rocks. Everything game object being stuck in the same dimensions causes an aesthetics hit to games.
>>
>>162530342
a widget is 2d, always draws on top of the game, and has significantly less performance implications. widgets also work if you pause the game
>>
>>162532318
*Every game object
fug
>>
File: 03.jpg (78KB, 1370x679px)
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Dare you enter the spooky town? OooOOoooh.
>>
>>162532563
>enter spooky town
>bang bar closes behind you
toooo spooky let me out fuck fuck fuck
>>
>>162531731
That looks comfy. Reminds me of that skiing game where at the and a Yeti will come and eat you.
>>
>>162532674
SkiFree
>>
>>162531606
>lower the scope
Why? What was the original idea with hammer hand girl?

Maybe a smaller scope would be to skip level design and just make a one room endless shooter. This way, you can still keep ARPG features like leveling up, getting upgrades and better stats, yet you don't need to create as much assets.
>>
>>162532370
So a widget will always be on the screen even if a camera is moved, you can't make a widget exist in world space, basically.
>>
>>162532791
>castlevania 2 style open world
>Megaman zero combat
>megaman style bosses.
>8 bosses total

also
>was already working on your idea.
>>
>>162532863
well, you can with a UWidgetComponent. but otherwise, yes
>>
>>162532318
I'll keep that in mind. I'm hoping to have a lot more obstacle diversity so bigger rocks is a good idea.
>>162532674
That's the idea, though I want to make it an endless slope instead of having a yeti kill you after a certain point.
>>
File: 2016_12w1.png (2MB, 2067x5297px)
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-------- AGDG WEEKLY RECAP
Fill out the form to be a part of the weekly progress recap. Be sure to respect the format and pay attention to any customization options that might be available.
Submissions will be accepted for roughly the next 36 hours.

-------- FORMAT
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
+ ...
- ...

* Images are scaled and cropped to fit 16:9.
* For webm files I use the thumbnail.
* You must attach the image with your post. If you forget, delete and try again. Do not reply to your own post with the image.
* You do not have to reply to this post for the scraper to catch your entry.

-------- SCORES
21 ... Monolith
19 ... Skylarks
11 ... Crystal Chrysalis
11 ... RPG Town Builder
9 ... Clarent
9 ... Throbot
7 ... Shiphack
5 ... Vampire's Bit
4 ... Wannabe Nintendo Clone
3 ... SAIGO NO SHINWA
2 ... Not a School Shooter
2 ... Good Night, Knight
2 ... Babby's first 3D game
2 ... Chris The Coolosaur
2 ... Ancient Saga
1 ... VikinGirl RPG (temp)
1 ... 23\Prometheus
1 ... Helleton
1 ... [Placeholder Title]
1 ... Project M(former M4World)
1 ... Metrognome Mania
1 ... NA (Genre: Platformer?)
1 ... Super Space Jam Jetpack Robot Turbo
>>
>>162534762
Do you think there could be a way to track title changes? So the dev doesn't lose any score after the perfect title has been found?
>>
>tfw i mopped and vacuumed my room and it feels all fresh and nice
feels good man, it will be great to dev in such clean environment
>>
Shit fuck, I had such nice tranparent, seamless fog textures, but lost them all, and now I can't find them again.
>>
>>162533013
>endless slope
thats retarded, infinite hills don't exist in real life
>>
File: cards.png (33KB, 512x566px)
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With the additional actions cards done, it'll be smooth sailing to DDXII
>>
>>162534762
----[ Recap ]----
Game: Saigo no shinwa
Dev: trapdev
Tools: Game maker/FL studio
Web:still no website
Progress:
+ Spend a full week working on musics
- Which was a very bad idea, it sounds like diarrhea
- And because of that I posted nothing this week...
>>
>>162534973
I'd just use a project code name that's separate from the actual game name
>>
>>162535137
Neither do mechas and sword wielding lolis.
>>
File: dryad.png (30KB, 960x640px)
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>>162534762
----[ Recap ]----
Game: Clarent
Dev: Arikado, PHI
Tools: GM:S
Web: arikado.itch.io/clarent-demo
Progress:
+ Fixed tons of little stuff
+ Fixed few menus going apeshit
+ Wrote angle detection code for Xinput controllers because getting diagonals with GM:S functions for analog sticks are fucked up and it doesn't help Xinput is shit so now it's lots easier to do diagonals (like with grappling hook)
+ Wrote better system to check if analog stick is "pressed" or "released"
+ Overall support for Xinput is better than before
+ Added first special for Carnwennan (Shroud)
+ Started making the 1h animations better
>>
File: prometheus.png (3MB, 1438x809px)
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>>162534762
>>162534762

----[ Recap ]----
Game: 23/Prometheus
Dev: GrandFaker
Tools: GM:S, GIMP, FL Studi
Web: -
Progress:
+ crouch sprites/mechanic
+ shielding state/sprite
+ dungeon (first map) music theme
+ sprinting animation is faster than regular animation
+ many sounds (shielding, mob hit, attacks, menu etc.)
+ working on first enemy
+ did 4 basic skills icons (tier 1 bow, sword, fireball and shield < yes, those are skills)
+ big hud rework (still in progress)
+ wall jumps

- still not a game
- much work on uni before christmas, so I have not much time
>>
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>>162535219
SHUT UP YES THEY DO

SHUT UP SHUT UP SHUT UP
>>
>>162535139
this is cool, anon.

I remember the times I'd buy a pirated CD full of obscure DOS games and a lot of them are really weird and mysterious for the simple fact that games back then didn't teach you things on-the-go and relied on you reading user manuals, but obviously the CD didn't come with them so I had to fiddle my way through
>>
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>>162535413
well, I went with the feedback and added a short tutorial mystery
>>
>>162535230
That tree looks like a lewd gir-

>filename

Oh
>>
>>162531731
The effect looks fine but it's being misused. A sled/ski/snowboard/etc don't kick up snow when they're going fast, they do it when they're slowing down. So the effect is doing the opposite of what you want.

Repurpose it as a slowing down effect.
>>
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I feel like sharing my little project.
It's grid-based dungeon crawler with 3D-oriented level design. Currently it's in state of tech-demo and all graphic materials are placeholder. Right now there are simple exploring, ability to run scripts and rudimentary combat. Also there is a level editor. I've started to write it as an exercise, worked on it for about month or two and right now I think to return to this project and bring it to more or less finished state, but I need to rewrite some parts and preferably to translate launcher to MonoGame from XNA.
Main focus was on simplicity of level editing, so the only graphical materials required for levels are textures.
Sadly, I can't share a webm right now, but I'll dump some screenshots. It's far from finished, but it would be great to hear some opinions.
P.S. Most of captions are written in mysterious slavic runes, which I can't edit at the moment. Sorry about that.
>>
/biz/ here.
looking to invest in some poverty indie game, sell me your game and I'll see if I should give you money.
>>
>>162535384
It's okay, anon, it's okay…
>>
File: Script.png (3MB, 1618x1042px)
Script.png
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>>162535839
Here is a simple script with hidden lever.
>>
>>162536007
no one is going to sell you their IP for trumpcoins, baaaaka.
>>
File: Editor.png (439KB, 1920x1033px)
Editor.png
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>>162536028
This is how level editor looks like.
>>
>>162535839
Would you keep this Central European medieval/renaissance theme after replacing the placeholders? It would be good to see something like that for a change.
>>
How hard would it be to have a little top down arcade game or minigame where you fight/shoot waves of self learning "cells", with genetic algorithms and everything.
So basically you'd start with a room of retarded cells that barely know how to move, and give them some kind of fitness conditions so they learn not to get shot by you.
Is this too much for someone just getting into programming and game design?
I'm primarily an art guy, i make terrain heightmaps, never programmed before (i don't count actionscript diddle) and i'm learning Unity by youtube tutorials at the moment.
>>
>>162535839
>>162536028
make it slav fantasy as oposed to generic fantasy and I'll buy it
>>
>>162536145
>can't even finish their games
>IP
>>
>>162536197
>after replacing the placeholders
as if this will ever happen
>>
>>162536168
Impressive.

So the main stages are not randomly generated?
>>
>got my head around fractals
>you can use a [0,1] scale for controls
>adding displacements can work as controls
>so you apply a control to a control
>but you can put a control over the control for more control

I really like where this is going.
>>
File: Encounter.png (2MB, 1618x1041px)
Encounter.png
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>>162536168
And here is example of combat.
I have more screenshots, but I'll stop here.
>>162536197
>>162536242
I want to make retro sci-fi in spirit of Dune and Metabarons. I've done worldbuilding and planned content it will include, now I need to make engine work.
>>
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>>162535219
>Neither do mechas
rude, you're gonna hurt his feelings.
>>
>>162536390
good to see a fellow /tg/ user
>>
I've got a good grip on blender now and I wanna learn Unity but the only coding language I've ever learned is GML.

Where to start?
>>
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>>162536393
It's okay he's used to it.
>>
>>162536540
Delete Unity and download UE4, you'll thank me later.
>>
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Unity default terrain system worked like shit, so I had to write a custom one. It doesn't support splat maps yet (and won't in near future cause I don't need them right now anyway) but at least I got tesselation to work with it. Still has few issues, like there are visible seams between different LOD levels. Mesh generation is multithreaded, so work smoothly, except for little drops when physyx generates colliders.
>>
>>162530868
Looks awesome! I wonder how your animation system works, did you write your own based on that old unity one? Because I see that you can setup startup, recovery and repeat attack itself in some custom data format. Or did you manage to write some abstraction over mecanim animator?
>>
>>162536787
Really impressive work my man. What's the game gonna be like? Play as girl Santa and defeat the Grinch or something?
>>
File: Comfy houses.png (3MB, 1618x1041px) Image search: [Google]
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>>162536281
No. I though about procedural generation, but making comfy levels is more appealing to me. I plan to make levels feel more natural in manner of Thief or System Shock, aka it should make sense on plan rather than being mindless tunnels with occasional rooms, and generating them for this level design is not a good idea.

>>162536463
/tg/-knowledge helps in making RPGs. Have some comfy houses.
>>
>>162537157
Yeah, something like that. There will be a small level to explore, with few npcs to talk to and enemies to fight. Im still working on an attack system and enemy AI, so I don't have much of gameplay to show yet.
>>
OpenGL the only choice for multiplatform game?
>>
>>162537204
ugly, but oozes atmosphere
>>
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>>162534762
----[ Recap ]----
Game: Saigo no shinwa
Dev: trapdev
Tools: Game maker/FL studio
Web:still no website
Progress:
+ Spend a full week working on musics
- Which was a very bad idea, it sounds like diarrhea
- And because of that I posted nothing this week...
>>
>>162536735
Why?
>>
>>162537657
If you want to write engine from scratch, then yes. But check out Bgfx first, it may save you from additional work.
>>
File: canyon_render2.jpg (506KB, 1743x659px)
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What's a good engine to use with large scale heightmaps?
Tried to put one into Unity but i got these shitty 1 pixel terraces everywhere, as if the RAW file was low quality jpeg or something
>>
>>162537965
Probably any engine will do. Even Unity, but not with their default terrain tools. You will have to either write them yourself or use some thirdparty plugin. But check unreal first, it handles huge heightmaps better.
>>
>>162538307
thanks, i'll check UE then
>>
>>162536787
thats pretty cool
>>
File: comparison.jpg (180KB, 660x650px)
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>>162537667
Prepared tiles should look more appealing in comparison to plain texture. Pic related.
Houses were just my experiment with editor.
>>
>>162535139
>>162535540
>mystery game
>this aesthetic
Looks right up my alley, very cool anon. What's it called? Can I play it?
>>
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>>162538917
>mfw so many interesting dungeon crawlers in JP that will never be translated
why even live
>>
File: cigbreak.png (225KB, 711x400px)
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>>162534762
----[ Recap ]----
Game: Monolith
Dev: Team D-13
Tools: GMS: Studio, Paint.net, pxTone
Web: https://twitter.com/MonolithDevs, http://steamcommunity.com/sharedfiles/filedetails/?id=803820311, http://monolithdevs.tumblr.com/
Progress:
+ pushable blocks in and working
+ crushers in and working
+ bunch of rooms
- oh god why are moveblocks being such assholes
>>
>>162539074
Not him, but yeah, there's a demo submitted to the latest Demo Day.
>>
>>162539086
I've heard VNR supports translation from PSP emulator. Don't know about quality of text, but it should be, at least, playable.
>>
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Remember to lay off the star treck jokes if you want more girls in this general.
>>
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Is this -obviously incomplete-animation acceptable?
>>
>>162539863
That is silly. Start Trek was one of the most progressive shows when it first aired. There was even a black woman with a commander rank.
>>
>>162539863
Our first mistake was to allow women in the video game industry.
>>
>>162539863
Anime is fine right?
>>
>>162539914
Let us see it in your -obviously existing- game to be sure.
>>
>>162539863
How about when I say "women should feel unwelcome in computer science", does that make them feel unwelcome in computer science?
>>
>>162540190
Yes, especially in the OP!
>>
File: ohayo hachiko recap.png (32KB, 1014x570px) Image search: [Google]
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>>162534762
----[ Recap ]----
Game: Super Space Jam Jetpack Robot Turbo
Dev: nurikabe
Tools: Unity, Tiled, SAI
Web: https://nurikabe.itch.io/jetpack-robos-dd11
Progress:
+ walk animations for player when landed
+ perspective background support
+ fixed some more collision detection issues
- this engine for 2d games (ノД`)・゜・。
>>
File: 1481495289259.png (2MB, 1920x1020px)
1481495289259.png
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----[ Recap ]----
Game: ZAMN3D (placeholder)
Dev: Jasozz
Tools:Unity, Blender
Web: jasozz.tumblr.com
Progress:
+ pretty much everything this week
+ bladed weapons and decaps
- having trouble with unity's animation system. Significant trouble snapping to new animations instantly (e.g. cancelling all animations when damaged)
>>
>>162540461
Engine doesn't support animations yet.
>>
File: wahey.webm (3MB, 734x413px) Image search: [Google]
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I like the feel of doing this but I can't come up with a reason for it
>>
>>162539914
There's a weird hesitation in the middle of the stride.
>>
>>162541208
What do you need a reason for? The strafing? Just have an enemy attack in a way that forces your strafe. Or is it strafe-running bombs that you like? In which case, just have the bombs roll towards the player.
>>
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bit more work on this guy.
>>
>>162541686
does he have a super high stun chance?
>>
>>162541845
s-stun?
>>
>>162541525
That's deep
>>
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>>162534762
----[ Recap ]----
Game: jamos
Dev: anon
Tools: C
Web: N/A
Progress:
+ I've been working on this basically the whole time
- But not posting on /agdg/ because I want to concentrate
+ It now has a working internal ANSI-console emulator
+ virtual file system with "command line" apps
+ DOS multithreading uses setjmp/longjmp
+ Other platforms use real multithreading
+ Can read inside zip files too now
>>
Anyone here participated in the ludum dare? Instead of rating random games there i would like to rate the agdg ones
>>
File: Untitlesdd.png (91KB, 1623x1281px)
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Also, VMWare tools now installs on win95, win98 and winME giving working sound, graphics, mouse integration, and no folder sharing, but you can just simply drag + drop files from the desktop to the host and vice versa, making retro-testing very easy.

Also you can just download the trial version of the latest VMWare Workstation and install it and then register it using a full version serial number that you can find on google, and then just block updates.
>>
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What's more fun, a 2D turn based RPG or a SNES Zelda-style game? Which one are you more likely to play?

strawpoll.me/11859392
>>
>>162542871
This question makes no sense, anon. I play both, and for different reasons. Zelda likes are fun adventures with exploration and puzzle solving. Turn based RPGs usually have good stories with good atmosphere.

>>162542030
Do we need to launch it from the command prompt?
>>
>>162542871
snes
>>
>>162510350
Charlotte best /agdg/ waifu
>>
>>162542871
But I enjoy both styles of game.
>>
File: 3dconnexion1.jpg (29KB, 820x564px)
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Anybody use any of these 3D mice things with Blender? Recommended?

https://www.youtube.com/watch?v=lI2KIjSkbzQ
>>
>>162541686
why can't you be like that helleton guy and make an actual scanline shader instead of just darkening every other line of pixels
>>
File: Untzxitled.png (32KB, 1035x457px)
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>>162543551
no, cmd prompt is too hard and it doesnt take any options or configuartions.

I try to make it not need any configuration, for example on startup it just searches in the current directory and a few directories up for a special marker file to find out what the data dir is, so it works if it is installed or running in debug or from a temporary folder.

and its save dir is just always inside your user folder.

That way it doesnt need to be installed, but it still works in a read only location.

And the resolution is always 640x480 window, and then if you alt+enter or maximize then it goes fullscreen at max screen resolution, so that you don't need to configure the graphics settings.

but it used to be that I would have a scripting engine, but it was too complicated.

So now there is an internal command line, and then in game objects are virtual "files" in the command line, and you call scripts on game objects by executing a command on the files.

It is a bit slower because of all the string serialization / deserialization but it is so much simpler to think about for me, and I had to scrap the old way because it was too confusing but this is much more basic and familiar to me.

it is also simple to build, either run makefile or run cmake script and build in ide, there are almost no libraries because I just include the libraries source code so there are hardly any external build deps.
>>
File: Ferdig.jpg (80KB, 1116x683px)
Ferdig.jpg
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don't know if anyone remembers me working on this dude, but i am finally finished with him.
>>
>>162544820
Very impressive.
>>
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>>162544820
Here is the wireframe of the model, at about 12 000 polys. He is the main character in a third person slash em up where you fight hordes of demons.
>>
>>162544820
weren't you working on this guy like 2-3 years ago?
>>
>>162544820
how? teach me!
>>
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>>162507760
i made on too
sorry im not good
>>
>>162544373
>selling 3d mice used mainly for 3d modeling and animation
>the promo video made with the 3dmouse looks like if a 10 years old kid did it
yeah you can keep your 3d mouse
>>
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How to find time when given distance and acceleration and initial velocity?
>>
File: Almost finished.jpg (89KB, 1501x929px)
Almost finished.jpg
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>>162544945
thank you

>>162544985
it has been a little over a month, in reality about a week and a halfs work if i actually had sat down and worked.

>>162545009
zbrush sculpt for highres (pic related) -> 3dcoat retopo and texture.
>>
>>162526768
that is how ludum dare works you fucking retard.

you get cool points for reviewing other games, then that puts in the front page for people reviewing games too
>>
If i wanted to make a porn game where would i get some sounds? graphics is easy, programing too, but you can't simply model sounds on a computer
And cutting them out of xhamster videos would be teduous as fuck
>>
>>162545314
get a voice actor?
>>
>>162545314
start a patreon and pay girls to moan for you?
>>
>>162545314
>cutting them out of xhamster videos would be teduous as fuck
you've got to sample them from somewhere
>>
>>162545314
looks like you have no choice but to have sex
>>
>>162545314
>And cutting them out of xhamster videos would be teduous as fuck
honestly that's not a bad idea. gamedev has lots of tedious shit so hop to it
>>
>>162545374
>>162545416
I'm not a jock bonbon for whom the girls will moan for free and i sure as fuck don't have any money to pay them
also without having a demo there is no point in having shit like patreon people only give money to help games who are ironically almost finished
>>
>>162544138
I don't know. She doesn't have a clear character to me.

In game she is this petite otaku girl with all the figurines, who are into music and dreams about childish adventures. While on concept arts from the dev (that picture was also drawn by the dev), she is this thick, oppai girl with a smug smile.

I also have mixed feelings about my fav girl, vampire. Her character is more clear, she is this cute vampire girl. Sometimes her smiles shows signs that she could be an excellent dom, but she is also good sub material. However the fact that she only sucks the blood of women makes me wonder if she's a lesbian or not. Or maybe she's just after girls to gain their youth and beauty?
>>
>>162545636
go on /soc/, /b/ or some other 4chan board and request it

maybe plebbit or tumblr or something

tweet at random people until some girl will do it
>>
SHMUPs: Vertical or horizontal scrolling? Which works better in what circumstances?
>>
>>162545120
Not the dev, but I like it. Thanks for making this!

Are you Nurikabe by any chance?
>>
>>162545748
Both
>>
>>162545748
They've both been done too many times, do something new, go for diagonal scrolling.
>>
>>162530868
i know this is extra work but each time he jabs, if you could add some foot movement, knees moving up and down and or slight hip rotation in the direction of the attack it would look much more like real martial arts/fighting. Even in boxing a punch involves foot and hip movement
>>
>>162545748
it would be nice to see a good horizontal shmup
>>
>>162545178
nvm figured it out
>>
>>162545748
vertical is better but horizontal fits higher resolutions unless you tate
>>
File: file.png (31KB, 1280x720px)
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----[ Recap ]----
Game: Chris The Coolosaur
Dev: Hippie
Tools: LibGDX, Tiled, TS, MSPaint
Web: hippie.itch.io
Progress:
+ Refactored the messy code I wrote to make the DinoJam deadline
- Very little visible progress
>>
>>162545906
This is genius. Diagonal scrolling would guarantee having the most distance in front of the player to see ahead.
>>
>>162545748
3D shmup is the best. RayStorm was one of the best.
>>
File: ots-canvas-prototype3.png (2MB, 1282x721px) Image search: [Google]
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Made some progress on the conversation screen. I think this screen is ready to go into production now.
>>
>>162545748
horizontal for level design, vertical for just throwing a fuckload of patterns on the screen
>>
>>162544983
Evenly spacing out the vertex bands on the limbs doesn't make sense. Concentrate them where it matters - near the joints.
>>
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>>162545765
yes
>>
>>162546135
only in the furthest corner though
other enemies might even appear onscreen later unless they all spawn in the corner which might be too boring
>>
>>162545737
fat greasy 4 chinned bitches have shit voices though, nobody will want to skin their snake to the sound of fat bertha's skinflaps hitting each other
>>
How to properly use delta time when acceleration is involved?
>>
>>162546734
seems like a really small nitpick at that level of quality. if i am that good in 3 years I will die happy
>>
>>162546880
I like your style, hope you are well.

Off topic question: you live in Japan, right? I've read that Japan birth rates are extremely low at the moment, and that Japanese people just don't want to get married, form couples etc. Some even say that they just don't care about relationships with the opposite sex since it's just too much time and effort. May I ask: is this really a big thing? Is it noticeable for an outsider?
>>
>>162547385
Just because it's high quality doesn't mean it's free of errors. Nitpicky is fine when it's clearly an almost finished model, because that's really all you can chance at this point
>>
>>162547490
whitu piggu go home
>>
>>162547524
I guess...but if you remove some of the very few edge loops on that arm how will it maintain its shape? I'm tempted to go out on a limb and say you are full of shit
>>
>>162547490
The same shit is happening in western countries. Its not hard to imagine why either
>>
>>162545178
You make a displacement function using this formula >>162545178

Then subtract two displacements: the displacement at the current time minus the displacement at the current time-delta time
>>
>>162547297
depends how far you want to go
framerate independence is a rabithole but i would at least
>calculate instant velocity reached this frame
>average it with the instant velocity of the previous frame
>use the average velocity for movement

if you have speed limits and want to be more autistic
>calculate where in the frame the velocity hit the limit and factor that into the average

>>162547490
thanks
generally people who have never had a relationship still are interested but either are too busy or dont know how to get into one
>>
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>>162534762
----[ Recap ]----
Game: BONE LORD
Dev: spacedog
Tools: GMS
Web: http://spacedoggames.tumblr.com/
Progress:
+ started game
+ added spells, summoning skellies, shitloads of things
>>
>>162546734
you are right, his elbow is deforming rather badly. The knees are for some reason fine. Topology isn't my strong point.

>>162547749
i could just add more loops, im not on a very strict polybudget so its not a big problem.
>>
i need to add that what i described in >>162547948 only works with linear acceleration

generally a bigger problem for framerate independance is based on larger event timings, particularly spawning bullets in danmaku game where variations in frame time can change the patterns
>>
>>162545748
switch it up?
>>
anybody know of any 3d modeling communities that are nice and will critique every little flaw in a model
>>
>>162547297
I don't quite understand your question, but if you are asking for an example, I suggest this guide:
https://love2d.org/wiki/Tutorial:Baseline_2D_Platformer

Even if you don't use Löve2D, it's a good snippet for frame rate independent movement.
>>
>>162549050
>will critique every little flaw in a model
4chan /3dcg/

>nice
lmao
>>
>>162549050
polycount skews professional, what's wrong with here?
>>
>>162549050
polycount if you want to git gud. /3/ if you want to wallow in a community of NEETs with low aspirations and an obsession with porn
>>
File: Unity_2016-12-12_18-04-35.png (70KB, 797x450px) Image search: [Google]
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----[ Recap ]----
Game: VikinGirl RPG (temp)
Dev: SquareDev
Tools: Unity
Web: squaredev.tumblr.com, squaredev.itch.io
Progress:
+ Implemented new targeting system in combat
- wasted a lot of time trying to understand how to manage inventory and similar things keeping references between scenes
+ finally had an epiphany
- haven't had time to implement it
+ found a codebro to work on this game together
+ which means I can focus more on modeling
+ started sketching the MC
- haven't found the right design yet
>>
>>162549078
this example does not even attempt acceleration
>>
>>162549050
are a couple of good twitch creative discords that are pretty decent.
>>
I want to make a new pic to use as OP, give suggestions. Bonus points for anime related.
>>
>>162549860
a dog pooping out an anime
>>
>>162549860
ohayo collage
>>
>>162549242
>>162549256
>>162549442
thanks guys, sounds nice
>>162549737
twitch creative?
>>
File: raven_dodge.png (3MB, 1500x1000px)
raven_dodge.png
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>>162534762
----[ Recap ]----
Game: Project M
Dev: WeebEnabler
Tools: Unity, Blender
Web:
Progress:
+ Garage improved
+ upgradable Parts soon
+ refactored some shitty code
+ started working on 2 new mechs(heavy&light)
- no progress on the graphics front
- questionable design decisions became apparent
>>
>>162550216
some of the streamers have their own discord, with communities that will give critiques.
>>
>>162549860

Either >>162550081.

Or use something like >>162510350. (There's another version of this drawn by Vampire dev, it's in the GoogleDrive fan art folder.)
>>
>>162549708
Oh, I'm sorry about that. I only remembered that I was reading that page when I implemented frame independent movement and it was a good help.
>>
>>162534762
----[ Recap ]----
Game: Helleton
Dev: MuscularHair
Tools: Game Maker: Studio
Web: http://muscularhair.tumblr.com/, https://muscularhair.itch.io/
Progress:
+ Pretty much finished Stage 2. Still need to balance it though.
+ Tiled in Stage 2 with some placeholders
+ New enemy (fireball sun who shoots at you. I hate it (I love it)).
+ New boss music
+ Pushing hard to finish before Demo Day to get pre-demo feedback.
+ Motivation is flowing again. Back into a grove (don't know for how long).
- Haven't even conceptualized the boss yet
- OhshitI'mrunningoutoftime
>>
>>162549510
I wanna see the MC sketches!
>>
>>162550282
mecha games give me a huge boner.
>>
>>162550914
I only sketched out elements from other pics to use as inspiration, I don't have any actual designs, just partial ideas.
I can post those if you want, but it's nothing worth looking at in my opinion.
>>
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I can't press the publish button on my greenlight game because I fear the consequences. Send help.

----[ Recap ]----
Game: Metanoia
Dev: Firgof
Tools: Adventure Game Studio, Manga Studio
Web: http://firgof.tumblr.com/

Progress:
+ Greenlight entry's all typed up and ready to go
+ New Title Screen
+ Game has successfully switched over to 1920x1080 res; old source art is loading up fine and I'm re-exporting in batches.
+ New dialogue panel is completed
+ Art for main character finished, upscaled. Concepts for Delgof and other villagers is in-production
+ Fixed GameJolt page and removed prior build. Still available on Itch.io for those who want to play it.
+ Jason Covenant might be producing the remastered soundtrack.
+ Fixed a lot of BGM/BGS errors in the scripting side of the game.
- Can't get myself to press the Publish button on the Greenlight entry
>>
>>162551061
Not him, but I'm seconding his request.
>>
>>162551268
greenlight doesn't care about negative feedback, just amount of attention + amount of upvotes
if that helps
>>
File: img.jpg (67KB, 1280x720px)
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----[ Recap ]----
Game: Wannabe Nintendo Clone
Dev: PHANTOMa Dev
Tools: Ue4, Blender, GIMP, Audacity
Web: https://wanderfall.itch.io/
Progress:
+ FIXED THAT FECKING LIGHTING PROBLEM
+ Got some minor ideas down for extra features
+ Laid down the groundwork and design document for music
- Still haven't modelled the damn wand
>>
>>162551470
It's even sadder because this is just a game concept submission so people can't even vote on it yet. (Doesn't have a video that accompanies it)
>>
>>162551837
And it's not likely people are even going to find it for now as I'm well aware that without me pushing it externally the amount of traffic concepts receives are laughably small.
>>
>>162502938
i saw some webms on /v/ of a chameleon twist-like game that someone said came from here; anyone know which game i'm talking about?
>>
>>162551393
>>162550914
Here's one, I also have another page but so fucked up the pic.
>>
>>162549924
I like this idea
>>
>you will never be as successful as Nick Ridgway was with Endica VII The Dream King
just kill me now
>>
>>162552243
Cute. I like the braided hair.
>>
>>162552675
>you will never make a game with megaman sprite edits
life is worth living
>>
>>162544452
anon thats literally what i did other than write a super simple glsl shader that brightens the colors underneath the lines.
>>
>>162544452
well, ok.
>>
Why is drawing so hard
>>
>>162552963
Ive been watching your progress and I have to say you have really done a fucking good job in making me not want to play this piece of shit. Your graphics get progressively shittier and now your turning it into a meme shooter. Please literally exterminate your life force.
>>
>>162553068
>>162552963

pwned
>>
>>162552057
it doesn't matter.
Steam shows it to people, It depends on how THOSE people react to it.
If it sends 100 people, and 100 vote yes, it will send more people to it.
You just publish it, if it sucks you lose.
I would wait though, until there is more to show for the game itself
>>
>>162552771
>jealous that the man was able to get away with selling his first game
>jealous that his first game was successful as fuck and made more money than youll ever make doing gamedev
>jealous that you will Never, EVER be on par with him
Moderate chuckle.
>>
>>162553068
Where is your game?
>>
>>162553068
i get the "progressively shittier" part, what's the "meme shooter" about tho? (also still tweaking the gamma)
>>
Has there ever been an /agdg/ game collab?
>>
>want to dev
>can't find the UE4 icon on desktop
>it seems that my destiny has been decided
>>
>>162553251
Right here you ignoramus.
http://store.steampowered.com/app/343150/

Next time think twice before you mess with someone with 2x your IQ.
>>
>>162552963
hey. I was part of one of the most hated games ever on /v/, you learn to ignore the negative fags.
I mean, ignore their rudeness, but try to extract some analysis of what they mean.
He is right that the shader is not what a neckbeard would like, but it's just one opinion to take into account in the future, not something to really think about too much.
>>
>>162553371
>posing as the shitposting king
nice try kiddo.
>>
>>162553371
>>
>>162553267
>muh spooky bonez n kawaii kitty kat head enemy! ^_^
>muh PIXEL GFX SO RETRO
>GUYS IT LOOKS LIKE AN OLD CRT LMAO ISNT THAT GREAT?

You need to do the following:
[x]Confirm that you're a huge fucking faggot
[ ]Kill yourself
[ ]DELETE THIS

I've taken the liberty of checking off the things you've done already with x's.
>>
>>162553180
Well, I mean there's lots I can show if I wanted. This is being built on top of a complete game after all. It's just not all hooked back up yet (AGS doesn't allow a room to have a size that's beneath the intended resolution and all the rooms right now are built for 800x600 where I'm upscaling to 1920x1080 - so I'm still re-importing source files, putting areas back down, etc. -- but it's all already there in theory.)
>>
>>162553436
i mean, that's not the first time people asked for an actual crt shader. plus i can always just let the player pick whether he wants the crt/scanlines or either or neither. it's a win-win regardless.
>>
>>162553451
The Legend of Nick Ridgway: Meme King needs to be made into an actual game.
>>
>>162553329
A collab of people who browse the thread? Yes.
A successful official™ AGDG™ thread-wide collab™? No, and there never will be.
>>
>>162553497
all of those have been in from the beginning. i suspect you might not have been entirely honest with your first post.
>>
----[ Recap ]----
Game: [Placeholder Title]
Dev: Ogier
Tools: GM:S, Aseprite
Web: http://ogierdev.tumblr.com
Progress:
+Class work is over, can get back to dev
+Added a ceiling to Ice boss's room, Icicles now spawn on it and get longer depending on the phase
+Boss's Ice block move is now different every phase
+The boss's right side moves are now fully functional with their phase differences as well
+The boss's projectile attacks can now be blocked with the Ice block
-Probably need to completely scrap one of the left side moves
>>
>>162537909
Bgfx looks pretty cool, thanks anon.
>>
>>162550282
I'd like to know about this. I have a document for a mech game like armored core, I'm willing to give you info from it.
>>
>>162553792
You're still a huge faggot with a shitty garbage game and ugly graphics, though.
>>
>>162554081
What kind of game are you working on?
>>
>>162554146
Titanfall 2 DLC.
No joke.
>>
>>162554238
Me too.
Kill yourself
>>
>>162554325
You're fuckin mad because I have a job at activision and you're stuck making shitty garbage games that will never be finished? Ha ha ha, I think its YOU that needs to kill yourself you fucking dumbass :)
>>
>>162545218
How many tris is this sculpt?
>>
>>162552963
I don't think you understand what the point of contention is
>>162553219
lol
>>
>>162554379
I'm your boss. You're fired, faggot. Get your stuff and never come back.
>>
>>162554484
Yeah right, you wish. The only thing youll ever be boss of is that toilet brush cleaning shit out of a mcdonalds bathroom. Thanks for making my lunch break enjoyable, bitch. I needed some extra salt for my food.
>>
File: 9sxHPBx.gif (992KB, 250x250px) Image search: [Google]
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>>162552675
>Endica VII The Dream King
>successful
>>
>>162552675
>you will never be [...] Nick Ridgway [...]
i'm fine with this
>>
>>162554591
>makes more money off of sales of his game than you do with your... oh ... you don't have a game.
>>
>>162553912
Not much to say, it's pretty much what it looks like: TPS with mechs and loads of customization. So concept wise it's very similar to Armored Core but gameplay focuses more on ground combat and is on average a lot slower due to lack of AutoAim.

>>162551036
Anons who like my shitty game give me a huge boner.
>>
>>162554669
t. nick
>>
>>162554713
t. salty nodev
>>
>>162552174
it's bokudev's jam game or something
>>
>>162552174
Don't bother, a twink tranny made that. It's shit.
>>
>>162512706
I remember having this feeling and posting on /biz/ about how to cope with launch anxiety. The solution, of course, was always to just push forward. Don't ask me why I went to /biz/ instead of just coming here.
>>
A BUNCH OF LOSER NERDS CANT MAKE GAMES BUT THEN ONE GUY COMES IN WIT HIS SUCCESSFUL GAME AND OFFERS TO HELP OTHERS. WHAT HAPPENS NEXT WILL SHOCK YOU.
>>
>>162553267
whyyy does it look like you trieed to make the drunk pixel into
>>
ENDICA VII THE DREAM KING IS THE MOST INNOVATIVE PLATFORMER IVE PLAYED IN YEARS!!!
>>
File: newpicforecap31.jpg (96KB, 390x260px) Image search: [Google]
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>>162534762
----[ Recap ]----
Game: Vampire's Bit
Dev: VampireDev
Tools: Game Maker, Photoshop
Web: jcs.itch.io/vampires-bit-demo twitter.com/jcsvampire
Progress:
+ Made some tweaks on player's momentum
+ Fixed some issues with multiple input methods
+ Uploaded a small update to itch.io
+ Started planning how to approach new features
- I can't into music
>>
>>162555175
no idea, please tell more.
>>
>>162555053
A loser nerd can't write in proper english and without caps lock
>>
>>162553267
I feel like you need to either stick with the original scanlines with the nice adjusting intensity, or make an optional toggle between that and this shader. I think there's appeal to both and it might be alienating to have only one

>>162551268
I have to be honest, I prefered Ouroboros as the title. Especially because the new title logo doesn't really seem to fit in with the rest of the image
>>
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>>162513419
Can we talk about game maker bugs? I remember one that was subtly fucking me in the ass for months where, if a sprite is flipped to the left by using image_xscale * -1, the bbox_left, bbox_right, and origin points of the sprite would become off by 1 pixel, causing an annoying 1px gap in collision with walls that only happened when facing one direction. It took me weeks to even figure out why it was happening in the first place.

I ended up replacing image_xscale with my own "facing" variable in the parent class of my objects, then replacing the "bbox_" functions with my own variations which fix the issue (see image). All to get rid of a pixel gap.

Still though, I like game maker a lot. There's just certain precautions you have to take so you don't run into its flaws.
>>
Is it worth making JS/Web games anymore?
>>
>>162556887
I can't remember having issues with that at all, but haven't used GM in a while. Maybe it happens only on studio?
>>
>>162557325
Is that a true story?
>>
>>162557675
it's modiied copy pasta
>>
>>162557675
pasta
>>
>>162557675
not pasta, it's real
>>
>>162557829
CONFIRMED REAL
>>
>you will never be brazilian
whew really dodged a bullet there haha
>>
>>162556887
The issue is not in gamemaker. I had a similar issue and issue was the following:

The origin of my sprite was not centered to the bounding box. If the bounding box had an odd number width, there would always be one side that was longer than the other, so if you turned while touching a wall it would either get stuck against it or wouldn't be touching it anymore.

Before you settle that it's a GM issue (which it probably isn't), make sure your sprite oriigns and bounding boxes are set up in a way that makes them symmetric
>>
>>162557964
actually brazillians are the ones that have to dodge bullets
>>
File: ZqzLjBo.png (842KB, 1131x565px) Image search: [Google]
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>not using best 3d program
>>
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>>162537013
the buildup, active, and cancel times are saved in a custom file (using ScriptableObject).

I'm still using Mecanim (I like being able to share animations across many 3d models), but I don't have to touch the state machine directly: when I add a new attack in my attack editor, the process of adding a new state into the mecanim animator is done via code, so I don't have to manually drag-and-drop it.

>>162545913
I can try, it's a little hard imagining how to do it with if you're a magical knight with floating feet, but I'll add that to my todo list and see what I can do

are you talking about lowering one's self when thrusting? like, more of a lunge?
>>
>>162558614
>>162558595
I'm the one who made the pancakes on the right, and I used blender
You fuck
http://soidev.tumblr.com/post/153123214243/pancakes-on-sketchfab-httpsskfblyvyys
>>
>>162558595
call me when it starts respecting my freedoms
>>
>>162558769
interesting
what's your game?
>>
>>162558614
>>162558595

>more drive-by shitposting from the Discord
>>
>>162558769
pwnd
>>
>>162558684
O shit i;m subbed to you on youtube. Keep at it, your progress/editor tools are inspiring.
I don't like the floating character though.
>>
>>162554683
will it have part weights, power drain, all that stuff AC has?
>>
File: Phantasm-Frames.jpg (302KB, 1547x828px)
Phantasm-Frames.jpg
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>>162559208
thanks!

>I don't like the floating character though.
Understandable. My idea with it was "medieval gundam".

Either way, my plan is, your character can swap between two armors. The other one is more of a brute type, who doesn't float.

You'll be able to freely swap between the two in the middle of a combo. Each have their own unique set of weapons, and different move sets, which (hopefully) would make for some interesting gameplay.
>>
>>162558684
>>162559646
This is the first I've ever seen of your game but it reminds me of Otogi so I'm down.
>>
I didn't know github cost money for private projects, I mean I thought they would allow a very limited amount of private projects for free.

I don't want to share my ugly code
>>
>>162560013
Then don't use GitHub?
>>
>>162559806
Someone mentioned that game to me too. Shame I haven't tried it.

>>162560013
bitbucket allows free private repos. there's a size limit of 2 GB, which should be more than enough
>>
>>162560013
Use Gitlab or Bitbucket. Private repos are free on both of those.
>>
File: 12122016_crt.webm (518KB, 640x480px) Image search: [Google]
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settling on this for now. can toggle between normal and crt.
>>
>>162560013
>>
>>162534762
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Wrote more lore
+ Constantly chipping away at my spaceship modeling skills
+ Started building a tool to wrangle all my worldbuilding factoids so I don't have to keep them in a fucking spreadsheet
- My keyboard seems to be havvving issues
>>
>>162512475
>axiom verge clone
please be bait
>>
>>162560013
>I don't want to share my ugly code
GIT GUD
No, really. https://gitgud.io/
>>
Is it possible to generate keys for a game on Steam prior to release? Like if I wanted to get review keys to send out once my store page is up but before the game's release date?
>>
File: 1475875777121.png (17KB, 200x94px)
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>>162560504
>>162560586
>>
>>162560504
>>162560367
>>162560336
>>162560075
>>162560586
thank you luv u
>>
>>162560504
Are 8ch users capable of making anything that doesn't involve stuffing their shitty memes into it?
>>
>>162560396
can you post a screenshot of your game at x4 resolution
>>
>>162560753
Those memes are from 9gag. Learn your internet history.
>>
File: recap.png (88KB, 640x480px) Image search: [Google]
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>>162534762
----[ Recap ]----
Game: Space Dementia
Dev: rez
Tools: C++/SFML
Web: N/A
Progress:
+ Added support for shape overlap checking
+ Added damaging high voltage cables
+ Added slowing down bushes
+ Added rotating gates
+ Minimap shows collected items
+ Improved projectile logic
+ Added menu for toggling upgrades off
+ Started making upgrade dealing damage when moving in high speed
>>
>>162560997
just for you.
>>
>>162537965
cryengine had built in TOD which makes the heightmap immidatley look good, and has gameplay assets ready to drop in and play; helo,car,boat etc
>>
What do you guys recommend if I want to make a 2D game where the focus is more on the game mechanics than graphics. I.E. My priority will be programming the business logic of the game if it were a software application.

Also something that has some good tutorials on game loops, ECS and memory management and such because I have no idea when it comes to game dev.
>>
>>162561813
A framework like SFML, MonoGame, LibGDX, etc. Tutorials can be found anywhere, that stuff is pretty backend-agnostic.
>>
>>162561813
>>162561892
That said, I will plug my stuff:
http://boreal.aggydaggy.com/
>>
>>162562041
I shall give them a read in a little while when I am done cooking. Cheers anon!
>>
>>162561813
Do you have programming experience?
You are asking about game loops and memory management, but if you are new to game development wouldn't it be smarter to start with something closer to game logic and less technical?
>>
>>162545178
>goto google
>enter 'suvat'
>???????????????
>>
File: 1466073903961.jpg (117KB, 480x487px) Image search: [Google]
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I want to make porn games.


What do?
>>
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>>162559620
It has lots of different stats but I think AC has a few more.

pic related, some stats are still missing.
>>
>>162562245
The same things 20 people in the last thread proposed.
>>
>>162562245
just give up because with so many people asking this question the market will be oversaturated in 3 months
>>
>>162562203
3 or so years ago I started in PHP/Web stuff, OOP included.

For the last year I have been working at a software house working in BCPL which is very, very limited in what it can do.

I suppose you are right in that it would be better to work on game mechanics rather than technical details which would be bordering engine functionality I guess?

I can pick up a language pretty quick and more than happy to put in the time learning, I need a new hobby. It is just, where/what is ideal to start with.
>>
>>162562438
Not everything is about money
>>
>>162562245
Learn to draw
>>
>>162562245
Are you the guy that wanted to make vanilla?
>>
>>162562245
>>162563139
And I mean draw real people

Nobody got gud at drawing porn without drawing real humans even if they stylize to the point they don't look like people anymore

If they're good, they drew real people, often in person.
>>
>>162562487
>BCPL
HOLY SHIT HOLY SHIT HOLY SHIT HOLY SHIT HOLY SHIT WHAT THE FUCK ARE YOU FOR REAL
>>
>>162563691
Tell me about it, the tech stack is 30~ years old. We use virtualized TRIPOS machines as the physical hardware doesn't exist any more.

Been far too long and we are looking into ways of moving our core system into something more up to date.
>>
>>162558196
Sometimes you don't want the origin to be exactly in the center of the sprite. The whole point of an origin (from my experience) is as an anchor point for when one sprite switches to a different sprite. If your character is lurching forward to swing a sword then having his origin exactly in the middle will make him seem to teleport backwards.

Regardless of where your origin is on a sprite or whether the sprite's dimensions are odd or even, the bounding box should cover the same area of the sprite regardless of which direction he's facing. I don't understand how the fact that the bounding box shifts over a pixel RELATIVE TO THE SPRITE can be anything other than a GM issue. You should be able to put your origin point wherever the hell you want on a sprite. It shouldn't affect the bounding box's relative position to the artwork. And if you're telling me you're expected use all even numbers or else your sprites won't flip properly, then how is that anything but a GM issue?

>>162557453
Maybe. Then again, maybe they've fixed it since then, and my wrapper script is redundant.
>>
>>162562347
Glad to see someone else is seeing his shitposting pattern.
I don't know why people keep on replying to him.
>>
>>162562260
Do you want input from people? I really just want to send you my design docs and you can pick out anything you like idea wise.
I've wanted an AC game on PC forever and probably wont work on mine anytime soon, so I'd like to help you if I can.
>>
>>162562245
How much do you know about game development?
>>
>>162562487
For someone new to gamedev I don't really see any point working on engine stuff, boilerplate and system-level stuff. Unless, of course, that is what interests you. If you want to go straight into making some games, then there are dozens of free engines at your disposal. It's hard to recommend anything in particular without details. You can make a platformer in almost anything, so in effect it doesn't matter in that case. Some engines come with an editor whereas others are purely code. Some you work with via a scripting language like Lua whereas others are basically libraries for standard languages like C++ or C#. There are some things you can do in some engines you can't do in others, so the more specialized your idea is the more care you have to take in picking an engine/framework.
>>
>>162555379
I like your twitter profile pic. Wish you were on tumblr, tho.
>>
>>162565332
That's why I recommended a high-level framework, because it will let him focus more on the game and not just the engine but it will also give him a lot of freedom. Most big engines force you into a narrow way of programming.
>>
>>162564015
>30~ years old
I'm amazed it's that recent. Shit was already ancient in the 80s. You know the history of C?
>>
>>162564817
I know some C#
>>
>>162560753
N E W
E
W
>>
File: thmb.png (32KB, 480x270px)
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>>162534762
----[ Recap ]----
Game: Good Night, Knight
Dev: Knightdev
Tools: GM:S, Aseprite
Web: http://knightdev.tumblr.com/
Progress:
- BAD WEEK
+ Did some concept on xp system, this is a big mechanic so I'm trying to measure twice and cut once
>>
>>162565332
>>162565487
Yea I know the history of C.

Also I am aware of all the different languages and dabbled lightly in Java, C, C++, python, go, etc.

I just haven't sat down and actually programmed any big projects of my own other than web sites. So I would say I have a decent amount of fundamentals down. Completely fine with database design and management too.

I would like to just start off with basics, so a 2D top down game, open world, maybe in space with planets. Allows me to play with relative direction and other gameplay mechanics in space, gravity, etc.
>>
>>162565414
Thanks, I still haven't finished the full pic, but I'll post it as soon as I finish it, a couple of anons have been requesting it for a long time. I guess I'll probably make one when I get some new progress to post, since I also have bookmarked a lot of agdg tumblrs to follow.
>>
File: do it.jpg (550KB, 952x3759px)
do it.jpg
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Reminder
>>
>>162568434
That makes no sense
>>
>>162507530
Remember how you did that and apply it to (big?)shipthrusters, looks cool as shit
>>
>>162569154
It makes sense.

If you really could be what you wanted to, you wouldn't be the one wanting to be what you want to be.
>>
>>162561076
rather not, actually
>>
>>162569353
nah, it just means you're a dumb animeposter
>>
>>162569353
that would only be true if the sentiment "once you hit rock bottom, there's nowhere to go but up" wasn't true
>>
>>162515507
>no 420x420
I am dissapoint
>>
>>162569672
DUDE
>>
File: 1450915550375.png (643KB, 678x653px)
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>>162569353
The only way I can see that making sense is if we're expecting instantaneous results
Which is silly
>>
>>162515507
400x240
>>
>>162535384
Those are some Rob Liefeld feet.
>>
>>162542030
Whats this?
>>
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>>162568434
>http://soidev.tumblr.com/post/153123214243/pancakes-on-sketchfab-httpsskfblyvyys
It takes time, anon-kun. Learn from the caterpillar.
>>
>>162549860
I suggest you take someone elses work and slap the AGDG logo on it
>>
>>162570319
The word you're looking for is "cute"
>>
Hey guys, you see, my game (saigo no shinwa) that nearly never have updates, I had a struggle these days which is part of why I'm struggling.
I'm hesitating to make it work with a grid instead of free movement. But the problem is I fear that eventual players would see this choice as a regress and dislike it.

Do you think it's acceptable to make a game with grid limited movement in 2016?
>>
>>162570945
You have to ask yourself: how would the game play change if I pic one over the other?
>>
File: bbox.png (19KB, 800x600px)
bbox.png
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>>162564036
Let me clarify. Your origin should be at the center of the bbox. In reality, it only needs to be consistent between animations. So it should be equidistant from all sides of the hitbox no matter what the sprite is, unless youre intentionally changing the size of the bbox, which I would only use for specific and relevant uses, like crouching.

And the evennumber thing is a bit extreme, it's a last resort for if you can't configure your sprites to work how you want.

Pic related is what I would do
>>
>>162570945
XCOM 2 did fine
>>
>>162571189
The level design is mostly based on a grid (like there's only one case it's not and it's easily changeable), and having non-grid movement add close to nothing (well except diagonal that aren't usefull but may be faster to use).

>>162571339
XCOM isn't the same kind of games, it's more a strategic one.
>>
Should I take the time to learn SDL2 while I'm learning modern OpenGL, or should I keep trying to wrangle SFML's graphics module into working with it?
>>
>>162571429
Legend of Grimrock 2 did fine
>>
>>162571575
The question isn't "who did it fine?" but rather "isn't that something that may displease players?"

I mean that waiting in game is displeasing even if some games did it fine.
>>
>>162564207
I love to get input/feedback from people but it's a bit late for any big gameplay ideas.

old demo footage:
https://u.nya.is/xkraqb.webm

That was like 2 month ago, back then only the very simplified combat system was (barely) working and I would have gladly taken your design doc but right now I am almost done with the base game and I don't intend to redesign or add any new major mechanics any time soon, otherwise I'll never get anywhere with this.
So I dunno, if you still want to send me your design docs I'll take them but I am not sure if I can make any use of them.
>>
>>162571714
>isn't that something that may displease players
Forget the players. Make the game the best it can be, if someone doesn't like it, then its not the game for them.
>>
>>162571714
Everything may displease players.

The question is whether your game will be better being grid-based, and only you can answer that.
>>
Any ideas/tips/suggestions/tutorials for how to make a level editor in GM:S? People seem to love Tiled, but I don't know how to use it other than to make mockup levels and try to recreate it in game.
>>
----[ Recap ]----
Game: Babby's first 3D game
Dev: anon
Tools: Game Maker + Ultimate3D, Milkshape3D
Web: nope
Progress:
+ Jump physics fixed
+ New animation system
+ Reduced assets filesize a lot
+ Adding animations is faster now
- Adding animations is tedious tho
- Lost a lot of time tweaking lights
>>
>>162571714
Players like what feels logical.

If you do not have any challenge in the game which would require free move, then implementing free move is just a waste of time.
>>
>>162571839
Yes but I'm scared the game might only be pleasing to me...

>>162571925
The game won't be better, it will be exactly as good. Just that it will include less unnecessary element, which is something I try to make absent as much as possible (because of the game feeling I want to give)

>>162572062
Okay
>>
>>162572058
Needs more maids
>>
>>162572058
>Ultimate3D
a-anon are you sure this is a good idea
looks interesting though
>>
>>162571816
Where can I send you design doc stuff? There is lore, faction ideas, backstory too.
I can make part, equipment models, if you want low poly, I only have wings3d.
Your webm looks good man!
My game idea was called M.A.W, then when I saw someone making a chrome hounds game called M.A.V. I changed the name to Totem (because a totem is a stack of parts just like AC mechs)
Some of the factions have native american elements.
>>
>>162572789
>deving with pokemon music
>finished a very important part of the project
>the victory battle music literally starts 5sec later
It's a good feel when even cosmic powers are cheering you up.
>>
>>162573238
anecdotal evidence isn't sufficient grounds for epistemology or a good basis for faith, anon.
>>
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>anecdotal evidence isn't sufficient grounds for epistemology or a good basis for faith, anon.
>>
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>>162571512
>>
>>162571512
>>162574332
Yes, SDL is great.
>>
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I have started prototyping a puzzle game where you have to push boxes in order to get trough a maze (of boxes).

Currently I have the following elements:
- unmovable box
- movable box
- boxes which are moving at the same time
- boxes which are moving at the same time but only if all of them can move

What else should I take in consideration? I'm thinking about having some enemies which follow you, but you can block their way with boxes.

I also don't know if I should add a theme to it or just make the cubes nice. Minimalist puzzle games for 1 unit of currency on Steam are max comfy (like klocki, Zup! etc.), but I'm not sure if I want to dodge the bullet of getting into arts forever.
>>
>>162574729
>What else should I take in consideration?
A way faster movement speed.
>>
>>162572995
>Where can I send you design doc stuff?
You can send it to [email protected] or just upload it on megaupload/mediafire/etc, whatever works best for you.

>Some of the factions have native american elements.
That's cool, I was thinking of running the game in a post-post-apocalyptic world, where people have lost the ability to understand certain (pre-apocalypse) technologies. So whenever they manage to find/dig out a mech it's a huge deal because it's so superior to current technologies(which is just a convenient excuse to have walking tanks and why you get to pilot one). Having a faction that maybe sees something spiritual in these mechs would kinda make sense and fit well into the setting.
>>
>>162574332
>>162574419
I like SDL2, but at the moment I'm using OpenGL with GLFW, because the tutorial I followed used that and at the beginning it was annoying that I had to translate some functions to SDL2, so I stick with it. Now I'm thinking about getting back to SDL2 with OpenGL (because it's a really nice package of everything, and it's multiplatform which includes mobile), but I haven't found any good and up to date guide yet. Most thing I find is not updated to OGL 3, and I'm worried if it would work or not.
>>
>>162575132
GLFW is good because it's much more focused than SDL, but I'm not a fan of the callback mess.
>>
>>162575132
>>162575253
Also the only thing affected by OpenGL version in any of these libraries is the version of the context you request. Besides context creation you can pretty much separate the two entirely.
>>
>>162572640
It does.

>>162572789
>a-anon are you sure this is a good idea
Is not. Somehow it's working so far. Let's see how far I can take it.
>>
>>162575985
ultimate3d seems like a relic from gm7 times, but good luck nonetheless! i'm interested in seeing how far can you take it too.
>>
I released my very first game tree days ago for the windows app store, im literally the only download , i cant stop laughing about this , you see, i have several apps in the store and some have over 5k downloads in less than six months, i dont know why i though i would be the same with a game, taking into consideration that publishing in the windows app store means you will have no competition watsoever
>>
>>162574729
- box that moves with the player ( but doesn't stop the player from moving, if the box can't)
- box that mirrors the player's location in the map
- magnetically opposed boxes, can't be placed next to each other
etc etc etc

puzzlescript is basically a game engine for this genre. you could steal ideas from games made with it

do this >>162574828 for sure. move should be near instantaneous, .1-.2 seconds. Do not punish the player for solving the maze.

a robust undo function is also mandatory.
>>
>>162576583
do you have 0 web presence or what
>>
File: uiforadgdg.png (140KB, 976x508px)
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>>162534762
----[ Recap ]----
Game: Not a School Shooter
Dev: Anon
Tools: Unity / C#
Web: N/A
Progress:
+ Started on Strategic world menu
+ Made a shitton of UI widgets
- Not much progress this week due to Finals/Ludum Dare
>>
>>162576741
yeah im your tipical ninja in these kind of things, now i know that the whole create a tumblr and hype the shit out of your game is not a meme, the day i released the thing i did got some retweets using #indiedev and other tags on twitter , but those didnt transform into downloads
>>
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>>
>>162576927
first step to making money off of gamedev is to be popular for something, even if it's not related to gamedev
>>
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Man this took waaaay too long.
>>
>tfw toaster
>cant unreal
>>
>>162574828
>>162576704
Thanks for the ideas! They sound really good. Also thanks for mentioning Puzzlescript. This is the first time I hear about it.

I'm not sure about undo. Of course, I want to have a reset option, but not sure yet about undoing. But maybe since there's no pulling option, it would be a good idea after all.

I usually test with slow speed, and like I said, I'm still thinking about adding meat to it or not, and without models I can not tell how fast pushing should be if it's done by an actual low poly person, but will sped it up nonetheless.
>>
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>>162577171
doing god's work
>>
>>162577045
well, using micro$oft advertising sdk on my other apps ( no game, utility apps) ive been getting like 1$ every 1k user or so, per moth , acording to my calculations ( static banner ads) , so one would need a shitton or users OR microtransations to really make it
>>
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>>162502938
my progress for the day <3

https://www.youtube.com/watch?v=QGL04TLAot0&feature=youtu.be
>>
>>162577171
>placeholder dev has 3
>my game has none

I should have been more active in jumping on this bandwagon
>>
>>162576583
>windows app store
What's worse, releasing on a flooded market or a completely dead one?
>>
>>162574846
sent you a .zip of my unity project.
Includes some art assets for menus and a bunch of notepad documents.
have fun
>>
>>162577171
And one of them is misaligned at the bottom. Other than that, I'm seconding what >>162577386 said. Thanks for it!
>>
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DUN DUN DAAAAA.gif
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I need to stop getting distracted with making stupid placeholders
>>
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>>162577171
>2years in agdg
>never got a single fanart
Suffering.
Add the maid dev one
>>
>>162577171
Does your protag have to be female/human to get one?
>>
>>162577515
im your typical .NET guy , what else can i do?
>>
>>162577564
The box is vector art, but the rest is pixel, did you make it?
>>
File: ohayou agdg.png (2MB, 1920x1080px)
ohayou agdg.png
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>>162577525
Yeah I noticed right after uploading. Fixed it.

I'll try to fit >>162577574 in somehow.
>>
>>162577171
based

Could you drop a link to the zero quest and battle network ones?
>>
>>162577667
idk if you know what vector art is.
>>
>>162568434
>roastie makes shit decisions and blames her shit outcomes on the inability to change
kek
>>
>>162574846
also some of my cannon weapons go up to 400mm projectiles but the mechs in my game were going to be much larger. Some mechs were going to be walking forts. Walking mech carriers.
I like the scale you have a lot more though. Better for making tactical environments.
>>
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Hey I have a question for my game here >>162576894 (including another picture so you can get perspective).


But how would you handle other non-human things in this perspective, like if I wanted a Mech it would be possible (I already have some ideas to animate a mech in this perspective) but what about a tank?

Or a floating drone? Does anyone have any good examples?
>>
>>162577767
https://drive.google.com/drive/folders/0B6j4pcv3V-vfRUtmV25rUnNyTmM
>>
>>162577667
Im sorry to tell you this anon but the box is also pixels
>>
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>>162577462
>>
>>162577613
Not really, since placeholder and Clarent got one but I gess is easier if they are.
>>
>>162577771
looks similar to me unless i'm being trolled by the shitposter
>>
>>162577657
learn something new. If you're in it for the money then you've gotta go where the money is, and it sure as fuck isn't windows phones. You may only have a chance in hell of making money on iphone/android, but it's better than no chance on windows
>>
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>>162577524
thanks mate

>all those corporation names
that's some great stuff
>>
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>>162577171
>>162577967
Gets me jelly evertim.
>>
>>162577657
unless you are a 90 year old man you can learn another framework/language/engine
>>
Whats some 10/10 code to look at for inspiration?
>>
>>162578171
:)
I'd offer to help a lot more than I have but I can't put unity on my PC.
Keep up the good work.
>>
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>>162578403
>>
>>162577524
Can I get it too?

[email protected]
>>
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>>162578403
I'm sure ohayou-anon will make you one if you request it. Your game deserves it.
>>
>>162578553
start working on your game
>>
>>162578721
sent
>>
>>162579076
Awesome thank you
>>
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>>162577667
I made it anon and it sure isn't vector
>>
>>162577171
gay
>>
>>162551508
that's actually pretty sweet, would be sweeter if the hat occasionally dipped below the childs eyes
>>
>>162579304
What did you make it in?
>>
>>162577767
http://imgur.com/a/KJfQL
>>
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----[ Recap ]----
Game: Scavenge
Dev: TastyBacon
Tools: Unity, Playmaker, Blender, Photoshop, Cubase, Reason,
Web: Not yet
Progress:
+ Started clean project
+ Made Proof of Concept Schedule, planning to have a demo for Demo day 12
+ Made human model with basic controls animations
+ Melee weapon models
- Too scared to implement character controller yet
- Didn't feel like working for most of last week
>>
>>162577564
do you have concept art of your mc?
>>
>>162579929
Shit, I didn't have some of these. I'll add them to the group pic tomorrow.
>>
>>162577767
>zero quest
What happened to that game?
It looked promising
>>
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>>162579494
Your local neighborhood art program

>>162579929
last thread died before i saw it, but thanks for the not legal ohaiyo, anon!

>>162580103
The closest thing to "concept art" is the standing sprite, but i do have a few larger sprites of him for game over/continue screens and this one for general use.
>>
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Aight so I'm once more obsessed with recreating the comfiness of Moby Dick in a game

The thing is, I don't have the skills to make it 3D, so it'll be 2D. How should I make a 2D boat game?
>>
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>>162578403
>>
>>162577348
Both the fast speed and undo functions are necessary to avoid wasting the player's time. I'm assuming here that all of the gameplay can be expressed in an int-based grid (where blocks snap between tiles), and any floats are just there for lerping between tiles, and don't actually create a different game state. Your actual gameplay is all in moving the blocks, any animations are just visual improvement. They should not slow down the player.

Make it as painless as possible for the player to test different solutions, and to execute them quickly. There is nothing worse than knowing the solution immediately, but having to spend a minute or more watching a little man pushing blocks around.

This is really one of the things you have to get right with a sokoban, and where e.g. bokube is going to fail on launch
>>
>>162580705
>>>/tv/77193861
>>
>>162581123
Different posts nigga
>>
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>>162577171
But what about my kawaii princess anime magical girl anon
>>
>>162581415
Where is she? Post her.
>>
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>>162581503
She's on the right
>>
>>162581608
She's too fat
>>
>>162581608
>not kawaii
>not a princess
>not anime
>not a magical girl
>not a girl at all
nah
>>
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>>162580713
>>
Why does recap have to be on Monday? Why not on Tuesday? That's when everything else in the game industry happens anyway...
>>
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>>162581758
>>162581808
>>
>>162577171
how long do you have to be deving to qualify for an ohayou? Because my character is perfect for one >>162512736
>>
How can I add support for Arcade sticks in Gamemaker?
I can't find anything about this. Only for gamepads.
>>
>>162582016
cute
>>
>>162582132
Arcade sticks are treated as gamepads dude.
They're literally nothing more than oversized controllers.
>>
File: main.png (391KB, 800x600px)
main.png
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----[ Recap ]----
Game: Shiphack
Dev: vestigial
Tools: Unity
Web: vestigialdevelopment.com
Progress:
+ AI hierarchical tasking
+ Basic scenario spawning
- Time to make content
>>
>>162582132
Have you tested to see if it reads the arcade input as gamepad sticks or buttons?
>>
>>162582249
Really? I am not 100% sure, but I think last time I tried using stick it didn't work, although gamepad worked.
>>
QUICK
GIMME SHEKEL IDEAS.
Need shekels to quit job to dev full time.
no hentai/trans/vegan or whatever crap, a regular preferably 2d game with no art skills required to make some money to level up dev skills irl.
>>
>>162582565
>no art skills
>no porn
>want to make money
unless you're toby fox, no chance pal
>>
>>162582463
It worked for me anon, unless you have a special stick.
Didn't need to change any of my code.
>>
>>162581808
>>162581758
Surely you can find it in your hearts to see this pure maiden's magical beauty!
>>
>>162582249
>>162582463
I am with first anon. My game works with wireless 360 controllers but my Neo Geo MVS arcade stick and my HORI RAP3 stick do no register at all for input.
>>
File: 1481372400876.jpg (1MB, 1920x1080px) Image search: [Google]
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>know how to use game maker, unity and (recently) unreal engine
>can't come up with an interesting game idea/story

Please post inspirational images
>>
>>162582846
>360
If you're using xinput it probably won't work
>>
>>162582992
go to /tg/ and look for an art thread
>>
>>162582992
literally far cry 3 blood dragon
>>
>>162582992
>>
>>162583192
>10% of owners didn't even play it
why do people do this?
>>
>>162583330
bundles
backlogs
>>
>>162583330
The global achievement statistics for Spelunky are downright depressing. In fact, checking the global achievement statistics for nearly any game is downright depressing.
>>
>>162583000
From the GM:S documents:
"Note that on Windows, gamepads are handled using the XInput dll, meaning that only XBox controllers may be 100% compatible and that other controller types may require third-party tools to function."
WELP...
>>
>>162583447
its in bundles all the time
>>
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Dogs are an under-explored theme
>>
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NEED MORE OHAYOU
>>
>>162583515
You can pick basically any game and only 60% of people will have the easiest achievement.
>>
File: Untitled.png (163KB, 768x734px) Image search: [Google]
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never go full rayman
>>
>>162580713
Holy shit, that actually looks pretty cool.

It goes right onto the fridge, I mean the desktop.
>>
>>162583481
>only xinput
That explains it.
>>
>>162583659
Kinda wanted to make a game in the same vein as Ghost of a tale, where it's just a golden retriever with a red tattered cape and a sword in its mouth, but my craptop can hardly run game maker
>>
>>162583659
"What the theme of your game"
"Dogs"

>>162583690
I'm perfectly okay with games going full Rayman, but I'm probably autistic.
>>
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>>162582992
What I always wanted to play is a good Command and Conquer renegade with MP focus.
First person fps
Two bases very close to each other
Incremental base building(static cut from everyone's income goes into automated baseupgrading)(general foot soldier first, then armored vehicle, tank, chopper, yadda yadda)
Resource harvester that brings home an income bonus but can be killed
Base defenses must be overcome but can be permanently disabled
Bots to fill non existent player

Thats something Id love to play
Not necessarily an indie project but still cool as shit
>>
>>162583690
That looks good. Rather reminds me of Spiral knights.
>>
>>162583481
Do they mean 3rd party tools for the players or for the developers? I guess for the players, right?
>>
>>162583852
Instant 500,000 sales desu
>>
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Can one of you aspies please be a janitor and keep this thread clean?
>>
>>162583481
you can use obsolete joystick functions that work with dinput but are windows only and kind of suck because 2 controllers top or you can look for 3rd party extensions (but that seems to be problematic when you want to port the game to mac)
>>
>>162582781
c-cute

>>162582846
>>162583000
Didn't GM have legacy functions for D-input?
>>
>>162583681
do this
>>162511991
>>162512736
>>
If I am making a shmup and my base resolution is 640x480 is it alright if the only other resolution options I offer are 1280x960 and 1920x1440? I cannot use surfaces because I am using draw_self() commands in important objects so I cannot get proper "pause screen with frozen background" pictures using the surface specific commands. I will only be able to manage manually scaling the screenshot of the above 3 resolutions and plastering it as the pause screen.
>>
>>162584098
I'd love to but I can't draw, you should wait for the anon who made most of the edits and ask him.
>>
>>162583928
>First person fps
>First person first person shoter
I really need to get some sleep...
>>
>>162583681
Amazing

>>162584000
I tried to apply the last time but it didn't work. Guess it wasn't a good idea telling I applied because I wanted to focus in this general.
>>
>>162584048
The documents also make mention that using those obsolete commands may not be compatible/work with modern PCs. Situation is dire.
>>
>>162583149
Huh?
>>
>>162584278
If you list >6 generals they almost auto approve; but you need to ban at least 30 posters & delete 200 posts a month. If you reach >90 posters and 2K posts a month you can janitor on other boards tho so that's cool
>>
Ideas you aren't going to make:

A game where you're a fairy following a warrior(s) a la LOZ.
Gameplay includes casting buffs on your warriors, managing equipment, solving environmental puzzles (carrying lantern for warrior, pressing switches). Maybe some tiny fey creature combat
>>
>>162583928
I always wanted to play a game that was based on the Baserace map for Wolfenstein:EnemyTerritory. Too bad that multiplayer only and indie are an immediate death sentence in combination.
>>
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>>162583681
Make one of my probably male qt!
>>
>>162584548
try extensions then, as far as i've seen the functionality of the one i've been using is fine in gm:s1; there should be quite a few of these on archived yoyogames forums
for other versions create code that uses built-ins instead
>>
>>162580941
Those are all very valid points, anon, thanks for the explanation! I think the problem with my mindset is that I got inspiration from the tossing and pulling puzzles from Zelda games, where this action is quite slow. But I admit you are right, that if the whole game is only this, it will get on the nerves of the player.

>sokoban
Thanks for mentioning! I didn't know how unoriginal this idea is up until now. At least now I have a huge reference library to check out to come up with something which could make it interesting.
>>
>>162584797
Idea for you, seems like it would take a little work

Every completed level forms a path for a cute little character to cross after it's completed. The different blocks connect in different ways that the character would cross but also affect their behaviors

for example:
>blocks with a wooden bridge between them move together, cant move when one is blocked
>blocks with a stretchable tightrope move together, even when one can't
>>
>finished procedural generation
>finished algorithms
>finished complex maths
>can't figure out how to push a simple background parallax with a perspective camera
It's Unity's fault I swear.
>>
>>162585263
nvm did some maths

bump, don't die agdg
>>
>>162582565
anything sjw themed, they'll buy it on principle to pat themselves on the back.
>>
>>162583961
Pretty sure they mean for players (Motionjoy, etc). Some of that stuff has spyware though and most people wouldn't appreciate having to use a thirdparty out of inconvenience.
>>
>>162582992
I'll help you anon. Give me a genre or project idea and I'll give you some lore ideas and gameplay ideas
>>
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>>162586289
do people really believe that

pic related
>>
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>>162586289
>>162582565
Some transgender art game, no matter how shit just create an alter ego (tumblr included ofc) and say its an expressing of your inner male/female trapped in your body.
Also blame males for being to pushy about your social role
>>
>>162586289
It has been proven in the past that the sjw crowd does in fact not drive sales. They barely play games at all. They will try to shit on your game if you don't comply with their views, but they will not buy your game if it does.
>>
>>162586486
>rpg with dyed hair female main characters
>hipster plots
>raises awareness to rape, body shaming, trans
>the player can learn to overcome "insert"ism
As any kind of mobile game you're going to get sales
>>
>>162586665
I guess they are just a loud minority.
>>
>>162586665
citation needed
>>
>>162586425
single player with emphasis on exploration.
the idea is to feel the same way you felt when you logged into WoW and explored it's huge world(which is like until lvl 30 or so and then you get bored.) Nothing that requires skill in this game, but there are enemies, puzzles and etc as you progress through the big world.
>>
>>162586914
>>162586486
Right here.
>>
>>162586850
>>162586665
Maybe the nazijews are a better target audience
>>
>>162586665

This
>>
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>>162534762

----[ Recap ]----
Game: Super John Spellway's Actual Fantasy Football 93' Turbo Edition G-X+
Dev: literalWho
Tools: GM:S, Aesprite, Graphics Gale
Web: -none-
Progress:
+ Refactored code from 4k lines to 2k by modularizing and turning large sections of it into scripts for use between objects
+ Reworked how game switches between states to prepare for an announcer object who commentates on the game in between moves (can be turned off by player)
+ Completed Knight Shield Bash Move
- Nothing really new or interesting. Have finals, not much time for deving.
>>
Why does my gamepad not work in GameMaker now? I have this code in the step event:
if (keyboard_check(vk_left)) hspeed -= 1;
if (keyboard_check(vk_right)) hspeed += 1;

if (speed > 6) speed = 6;

x = min(x,room_width-16);
x = max(x,16);

//Get the players Input
key_right = keyboard_check(vk_right) || (gamepad_axis_value(0,gp_axislh) > 0);
key_left = -(keyboard_check(vk_left) || (gamepad_axis_value(0,gp_axislh) < 0))

//React to inputs
move = key_left + key_right;
hsp = move * movespeed;

The 2 keyboard keys work, but the gamepad not.
>>
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>>162587082

>john spellway
>>
>>162587214
You are defining the value of the keyboard input up top but not the gamepad input?
>>
>>162586952
fantasy or sci-fi?
You want a lot of magic or a little?
>>
>>162587664
Yes, the top is working
I actually also just added the gamepad value to the top and it works like this
But why does the "//get players input" code not work?
I actually copied this from a tutorial, but it's not working somehow
>>
Well, i tested my stick now, to see if ti works with the gamepad code, and it doesn't.
Could it perhaps be that it works with a joystick code?
>>
>>162587731
fantasy.
magic should be rare but there.
>>
>>162587958
If you are already denoting that left check is -=1 do you really need the "-" after the key_left assignment before the keyboard_check?
>>
>>162586952
Crashlanded on a planet, need to get <shit> to get back home.
Got nothing but a blank map, need to orient by landmarks. Find something like a compass to get a marker on map.

Can tame some local animals to ride them and get around quickly.

Mark interesting spots with huge landmarks like smoking wrecks or mile long impact marks so you can spot them from afar.

Hide a big secret like "Oh my gosh this planet is made of cocaine" or "This is the space Bermuda triangle, thats why there are so many convenient wrecks around!"

>>162588367
Dang was already writing.
So let me begin anew:
You are an explorer and some exploration goes horrible wrong. You find yourself in an unfamiliar land, all you have is this piece of paper...
>>
>>162588458
I have no idea. I just copied this. I can't code for shit.
>>
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Dying thread, posting ghost progress.
>land generation base done
>land generation lerping finished
>background maths ok
>-- cavern algorithm left to do

With all the complex stuff out of the way I can finally start to work on the FuN.
>>
>>162588735
Link reference plz
>>
>>162589243
It's from the inbredbrit
https://www.youtube.com/watch?v=z1Gp1GZJm00

Also, what's the proper code to define a joystick axis?
>>
>>162587214
you are not saying what actually goes wrong. "it just doesn't work" is far from sufficient.
you pasted horizontal movement for keyboard twice, idk if that was your intention. as it looks now, your keyboard controls work for only one method, but not for the other - perhaps it's because the first portion of the code updates the built-in hspeed variable, which is updated by gm:s automatically, while the second part uses a new custom variable hsp?
also, gamepad_axis_value is in -1 to 1 range, it is very rarely exactly zero or one or minus one if ever. checking if the axis value is just larger or smaller than zero is not enough as it will result in absolutely hyper sensitive controls that won't ever let you stand still. consider changing the zeros after > and < to something other than -1,0,1 (for example 0.5 in the first line and -0.5 in the second one).

it's all a lot easier to understand when you realize that every single command you put in without conditions is done in order from first to last. get your manual on, read the first pages about gml, then just go to the code you pasted and search the keywords.
>>
>>162589132
>yet another camera where you can see further behind than ahead
>>
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Which devs do you miss aggy?
I wish joeinky and orcdev would come back.
>>
>>162589132
cool as af
>>
>>162589549
I miss the dev inside me
>>
>>162589739
He was never there
>>
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>>162589132
>minecraft but 2d but 3d
>>
>>162589549
notch was cool when he posted here back in his wurm online days
>>
>>162589473
>it will result in absolutely hyper sensitive controls
I know, I still have to code the deadzone, but I just wanted to test if stick works anyway.
Since it doesn't seem to work now, I guess I just have to trash the whole gamemaker idea out of the window.

Unless someone perhaps can tell me how to code controls for joystick? perhaps this would work for stick?
>>
>>162589783
Then who was game? 2spooky
>>
>>162589525
Details. No need to work on that for the time being.

>>162589721
Thanks

>>162589831
>we can still go further
>>
>>162589930
as i said, you need to check your hsp and hspeed variables. you said you copypasted it from elsewhere, so it could be very much possible you set it in the second section of your code, but you never actually make use of it. change the hsp to hspeed and see how it goes.
>>
>>162590029
>Details. No need to work on that for the time being.
So why go past a basic camera that just stays centred on the player in the first place?
>>
>>162589132
Aren't you that rolldev?
This looks good
>>
>>162590109
i already have the gamepad working now
that#s not my problem
my problem is that I don't know how code joystick controls, because i want to test if my arcade stick works with joystick code perhaps
>>
>>162590131
... what? I just picked an old camera controller from an old project, let it go.

>>162590231
>aren't you that rolldev
What? How did you..? Yes that's me.
>>
>>162588367
Flavor world (back story mainly told through flavor text and inference)
Shipwrecked on a new continent.
>ruins of a kingdom, place is nearly deserted
or
>find a thriving kingdom, aristocracy is up to something secret
>arrive at a kingdom under threat of invasion from a neighboring powerful hostile force

try to avoid "muh prophecy"

other ideas
>your character just returned home from a war but something is off
>your character came to the gameworld following a mysterious map

>celestial event, lightning storms mark the appearance of titan creatures

>nights in the gameworld get longer each night, no one knows why
>monsters at night

>airships are always kinda cool
>maybe wizards are old guys locked in prisons cause rulers saw magic as a threat
>they'll teach you spells if you find them but are too weak to fight

>sea level is slowly rising in a 1,000 or 2,000 year cycle and will destroy kingdom
or
>seas are rising for unknown reason
>sea creatures attacking coastal towns (big monsters)

>A fog appears and rearranges cities and environments at random
>castles and towns look like Escher drawings because of it
>Environment is shifted when fog lifts

>Orcs or goblins, some underground creatures
>planning to undermine the city and attack from their underground kingdom

let me know if you want more
>>
>>162590394
Have fun testing the game when you can't see shit.
>>
>>162590394
Your parallax waves or clouds are going in the wrong direction by the way.
>>
>shitty free programs like Mame can recognize any device you throw at them but an actual 2D game developing tool for hundrets of dollars can't recognize anything but fucking 360 controllers
AYYLMAO
>>
>>162590576
>>162590576
>>162590576
>>
>>162590296
As per the discussion a few posts up, if you are on Windows the code automatically uses the XInput.dill so only 360 controllers are guaranteed to work 100% of the time. You will have to use the obsolete commands here:https://docs.yoyogames.com/source/dadiospice/002_reference/mouse,%20keyboard%20and%20other%20controls/joystick%20input/index.html
in order to code for anything other than 360 stuff. Be warned it is not guaranteed to work on more modern PCs as per their disclaimer on that very page. Otherwise players will just need to use third party software to get their preferred controllers to work.
>>
>>162590634
I already looked these joystick commands up, but I don't understand them
how do I have to write this if i want to code the left movement for joystick for example?
>>
>>162590534
Right, thanks for pointing that out.
I have no idea what I'm doing when I start to work on visuals and stuff.
>>
>>162590834
Yes unfortunately. You would have to include them the same way you included the normal gamepad and keyboard checks. Your code might start to get unwieldy but once you have it set you likely won't have to fuck with it again so smooth sailing (kinda).
>>
>>162590834
>>162591013
us the joystick_xpos for horizontal input (akin to gamepad axis value)
>>
>>162591013
>You would have to include them the same way
But what are the commands for joystick?
What are the axis commands? There is no joystick_axis_value or something like this. How do I have to write this?
>>
>>162590434
magic system ideas
>magic system could be like a collectible card game
>gems or runes that go into equipment slots
>all spells are in the form of consumables "tomes" "scrolls"
>light magic stronger in bright light
>dark magic strong in dark unlit caves
>magic system based around summoning and summons creatures exclusively

unusual spells details

>spell strength increases with amount of nearby enemies
>spell effect "mutates" changes rules on each cast
>Spell costs less MP for each X condition
>Spell's level up predictable or unpredictable
>Spell's have their own "growth tree" "upgrade tree"

Players can "craft their own spells"
Find template spells, set MP and cast time, cooldown time, etc but each positive stat turns another stat down the same amount of points so it's a trade off. No two player's fireball will be quite the same.
>>
>>162590453
Fuck off faggot.
>>
>>162590453
Go dev you nerd, I actually liked seeing your enginedev progress.
>>
>>162592815
Nerds are smart. Rotate is just a dork.

And a nodev

https://boards.fireden.net/vg/search/tripcode/!ROtaTe.Z.Q/
>>
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What a fucking uggo
>>
be nice to me.
>>
>>162593687
You're human garbage Blake. Fuck off.
>>
>>162577967
>People made fanart of my shitty placeholder roguelike
>I killed it
I will never not feel guilty.
>>
>>162593531
>a troll who literally looks like a troll
can't make this shit up
>>
>>162594494
the more placeholders, the easier to draw fan art.
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