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/agdg/ - Amateur Game Dev General

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Thread replies: 772
Thread images: 147

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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 for Rust.
>>
>>162590576
t-that's a cute OP picture!
>>
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Really makes you think
>>
>>162590909
I prefer the Purge version
>>
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never gets old

>>162590576
t-thanks
>>
>>162590576
>> Engines
>GameMaker: yoyogames.com/gamemaker
>Godot: godotengine.org
>Haxe: haxeflixel.com
>LÖVE: love2d.org
>UE4: unrealengine.com
>Unity: unity3d.com
Isn't this redundant because of the aggydaggy.com link?
>>
>>162590576
ideas from last thread

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
>>
>>162591480
Cliches are not ideas.
>>
>>162591147
Ok I wrote it now like this

if (gamepad_axis_value(0,gp_axislh) < 0) hspeed -= 1;
if (gamepad_axis_value(0,gp_axislh) > 0) hspeed += 1;

if (joystick_xpos(1) < 0) hspeed -= 1;
if (joystick_xpos(1) > 0) hspeed += 1;


Gamepad still works, but stick doesn't.
>>
>>162591480
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.
>>
>>162591638
>>162591480
Was there ever the idea of an agdg corroboratory project on git?
And did it turn sour immediately?
>>
>>162590656
Man what I wanted do to sit down and talk to the Rust devs, I always wanna message garry's reddit account but I know he gets shitton of messages and probably ignores them all
>>
>>162591595
See, this is a tough one. I don't know if it is because your code logic is unsound or if your PC happens to fall into the "not compatible with this obsolete command" region of things.
>>
>>162592105
The other Rust, silly.
>>
>>162591845
I think there was an enginedev collab which obviously didn't work
>>
>>162592364
Less so, but I'd still be down to talking with them, having a language that compiles itselfe is super cool, and they're doing a great job at keeping speed up
>>
>>162592480
>having a language that compiles itselfe is super cool
Most usable languages are self-hosted, anon.
>>
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I kind of like the texture for this trap door, even though its resolution clashes with the rest of the walls/pillars.
>>
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Hieroglyphs and stuff.
>>
>>162592329
seems so. Do you think I still should write the inputs for joystick now anyway? If perhaps it works for some people who will play the game (if any ever)?

I just use an xbox emulator now, and with this, the stick works fine.
>>
>>162593278
There are so many XInput-capable devices (either directly or through a program) that games can get away with only supporting XInput (gamepads), really.
>>
>>162593262
cool
>>
>>162593262
Banding alert on Anubis' leg.
>>
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>>162590656
haha! now I have a reason to post this thing I made today!

then some fucker called me rotatedev
>>
3D adventure game, 3rd person. Collision detection for the player works 90% of the time, the only time it doesn't work is when jumping, while strafing while locked on a target (legend of zelda z-targeting type system).

Can't seem to figure out why, so I think I'll just disable the jumping while locked. And try to make up for it by being creative and switching jump to dodge while locked on.
>>
>>162593596
>50 lines to rotate a red square on a green background

>takes 1 with unity

engine devs i swear
>>
>>162593731
62 lines ;^)
>>
>>162593596
>then some fucker called me rotatedev
He has never shown anyone his code before (because he doesn't have any)
>>
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Fixed my effects deletion code so that particle effects delete themselves when they're done.

Added a motor burnout option so that the missile doesn't just keep on accelerating indefinitely and makes it a little easier to dodge a missile. Although, it makes it a lot harder to see. I think eventually I want a HUD element to draw on top of any incoming missiles.

Maneuvering thrusters can't burn out at the moment, but I should probably add a timeout for that as well.
>>
>>162593919
>because he doesn't have any
7/10 i was thisclose to replying
>>
>>162593484
Yeah, probably change that.
>>
>>162594140
I wonder who?
>>
>>162593952
maybe make the maneuvering thruster eat from the main thruster fuel, so if the target is far away it can remain at forward thrust for longer(since less path corrections).
And if the target is close but moves alot it depletes its fuel quite fast.

But already looks pretty solid anyway
>>
>>162594791
I was using purely timers, but that's actually a good idea and would be easy to adapt the code to. Will make missile balancing (gameplay-wise) a bit weird to think about, but that should be interesting.
>>
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Finally got the punch combo working. I don't have much experience with Unity's Mecanim Animator, but I'm having a hell of a time getting it to be precise and accurate. I wound up starting my melee attacks via code rather than Animator parameters, and it's significantly more responsive now, and combat feels much more reliable.
>>
>>162593596

>>162593731
Actually there's only 1 line involved in rotating the square, the rest is setting up a window, OpenGL context, main loop, etc.
>>
Great! After using a 360 controller emulator for my Arcade Stick now, the game only plays in slow motion when I unplug the stick...

Anyone know how to fix this perhaps?
>>
>>162593731
50 lines is small price for freedom
>>
>>162595576
how did you type that not equals sign
>>
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----[ Recap ]----
Game: Throbot
Dev: scarfdev
Tools: GM:S
Web: http://scarfdev.tumblr.com/
Progress:
+ programmed objects having different weights, and the effects of carrying heavy shit
+ working on fixing my shitty damage system
- gotta animate 2 new walk cycles cus of the weight shit
- wracking my brain around letting held items still collide with walls properly so you can't shove them into walls
+ if i get that to work then i can make really long objects that latch onto ledges and pretend it's a feature
>>
>>162596402
It might be a meme font that interprets != as a ligature for =/=
>>
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>>162593731
But Unity is not safe.
>>
any good tutorials on replicating this art style?

I know it's pixel, but it seems much more smooth and "zoomed out" than other styles of pixel art
>>
>>162595576
Rust is too confusing to me
>>
>>162595703
That because it's looking constantly the controller input without finding it and that's slows down the game. Have it check if the controller exist before executing the rest of the controller related stuff.
>>
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>>162596743
>>
>>162596527
He really needs to slow down with the ugly pills
>dev
>>
>>162596743
>>162596916
work in 32x32, then upscale to 64x64 and smooth out the jaggies
>>
>>162596743
>but it seems much more smooth and "zoomed out" than other styles of pixel art
Cause it is

Most artists do pixel art because they can halfass with low pixel density. That shot shows a higher-than-normal resolution
>>
>>162596803
But it worked just fine with just the gamepad before.
Only after I used this 3rd party tool it slowed down after i unplugged the stick.
>>
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----[ Recap ]----
Game: Jena (not final)
Dev: Emgee
Tools: GameMaker, CSP.
Progress:
+ Changed MC design
+ moved to game maker
+added basic movement
+working on adding xbox controller support cause I hate the keyboard controls I made

-considering starting over with a smaller project so I can learn a bit more before going into a huge project. not sure what though
>>
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Oh god you cannot make this shit up.
>>
>>162596803
Also, what's the code to check if the controller exists?
>>
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>>162593484
----[ Recap ]----
Game: Whimp the Bold
Dev: AttaBoy
Tools: GM:S, Aseprite
Web: http://attaboydev.tumblr.com/, Twitter: @AttaBoyGames
Progress:
+Worked on some music
+Made a nice punching animation for Norm
-school semester finishing up, so very little time to dev
>>
>>162597370
spoon_feed();
>>
>>162596402
FiraCode font. It has ligatures to make e.g. != look like ≠ or <= like ≤.

>>162596767
Working with a C library directly in Rust is kind of messy because you end up with casting and unsafe blocks everywhere. Pure safe Rust code is quite nice.
>>
>>162598076
Why not just telling it? I have no idea about this stuff and would have to search hours on the again for this shit.
>>
>>162597920
Didn't mean to quote >>162593484
>>
>>162598253
>for hours
Not really, is on the help file.
joystick_exists(id) if I recall correctly
>>
>>162598480
>joystick_exists(id)
This can't be the whole code. What do I have to add to this?
Also, I doubt that this is the problem anyway, since it worked just fine before I used the 360 emulator tool.
It must have something to do with the 3rd party tool. But even when I remove this, it still plays in slow motion.
>>
>>162598020
>Why are you still stalking him?
Genuine mental illness. It wouldn't be the first time a nodev became obsessed with someone who replied to their shitposts.
>>
>>162598676
There is a known, unresolved and probably currently unplanned to be resolved, bug in GM:S where if you unplug a controller and plug it back in it will perma slow the game until restart.
>>
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>>162594791
That was a pretty cool idea anon.

With this new system, the main motor has a fuel reserve that it draws from no matter what. The maneuvering thrusters also have their own fuel reserve, but they draw from the main fuel reserve before their own.

This way you get the behavior you mentioned. If a target flies straight, the main motor will burn for longer and there will be me more fuel left over for maneuvering. If the target moves around and the missile has to turn, then the main motor burns for much shorter, leaving much less momentum for the maneuvering thrusters to work with when the main motor burns out.

First webm shows a mostly stationary target. The missile hits it with 4 seconds of fuel to spare.
>>
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>>162597331
>reize
God damn it, how many games will he shove his fuckboy OC in?
He'd even put it in that game?
>>
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>>162594791
>>162598956
Second webm shows a maneuvering target. The missile runs out of fuel before it can reach the target.
>>
>>162599162
>caring this much
Where's your game retard?
>>
>>162598908
I already restarted and it didn't fix the problem.
It had to do with the joystick code. After I deleted the joystick code it worked again.
>>
the only thing good about RoR was the soundtrack
>>
>>162599370
Have this (You). Try harder next time.
>>
>>162599296
FYI anon you're coming across snotty
>>
>>162599286
Hi Danny D. Henderson
I'm not putting reize in my game
>>
>>162599685
FYI anon I really do not care
>>
>>162599296
I wonder why the code is slowing down the game then... might all go back to the whole modern PC having issues with it thing again. It is obsolete code after all. Unfortunate really.
>>
>>162598956
>>162599190
I really like seeing your progress on this, and I can totally appreciate the maths that orchestrate its movements. I just need to know that you will consider making a webm of like thirty or more of these rockets firing at an erratically moving target at some point.
>>
Is it possible to have a PS4 gamepad and a PS3 gamepad running at the same time on a pc without any conflicts in gamemaker? Or does your pc/gamemaker only detect one at a time because they're from different generations?

I know PS4 and PS3 gamepads work individually on PC, but I need to know if you can playing with both at the same time. I don't currently have a PS3 gamepad to test it out.
>>
>>162600135
well, it only slowed down when unplugging the arcade stick, so it probably was like someone here said, that it reads the arcade stick and couldn't find it (although it doesn't work for it anyway?).

No idea... I'm just glad this shit is over now and I can move on with my sad existence.
>>
>>162600497
Don't you need third party drivers to use either? They're just dinput controllers as far as your computer is concerned.
>>
>>162599697
>my game
Make believe is fun.
>>
>>162590576
So i'm interested in Gamemaker Studio but GM:S 2 is coming out.
Do i pay $150 shekel for GM:S or go into the GM:S 2 Beta now for $99 shekel and risk the new version being fucked some how.
Also, need online networking capability.
What do?
>>
>>162602348
Do people actually unironically pay money for that shit? Just learn how to code for real, it's free.
>>
>>162591317
isn't it redundant to ask this on the first page of every god damn new thread?
>>
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>tfw your game has multiple waifus but you can't show them off to AGDG because you have no character artist to help realize your vision
>>
>>162602482
I care about our community and only want to see it improve :^)
>>
>>162602480
>Spend hours and hours writing your own boilerplate code because it's more hardcore!!
>>
>>162602493
be your own character artist
>>
>>162602348
unity
>>
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>>162602493
use pixels
>>
I've been out of the loop for a few years. When the fuck did the Unity editor get so shit? It feels like a janky web tool
>>
>>162602348
>He didn't get GM:S when it was on sale for 20 bucks on humble bundle
>>
>>162602675
I feel like that's completely irrelevant to what I said, Unity is extremely easy and it's free and it's real code.
>>
>>162602675
Coding is faster than using GM's visual scripting
>>
>>162603185
You code just as much with unity as you do with GM, retard. You don't HAVE to drag and drop everything.
>>
>>162602493
>>162603034
look at this speck of pixels and tell me its not kawaii
>>
>>162603282
I feel like that's completely irrelevant to what I said.
>>
>>162603384
I'm not likin this meme
>>
>found a torrent with a shitton of Unity assets not found on kat4

feelsamazingman
>>
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How do I go about making simple animations like the portraits in stellaris? I just want a little bit of movement. What program would I use?
>>
>>162603429
I feel like that's completely irrelevant to what I said.
>>
can anyone explain what "real code" is? does it correlate to having a "real game"?
>>
>>162602480
I spent my time learning to be a CNC operator and use autocad. Making vidya is just a hobby m8
>>
>>162603474
It would help if you posted a moving picture so I could see what the animations are like.
Chances are you can do it in spriter or something with mesh deformation
>>
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>>162602713
I tried
>>
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Address some critique from last thread about the animation being too hesitant. Also added cloak.
>>
>>162603225
Any decent GM dev doesnt use drag n drop
They also use code
And GM is much easier and faster to use than Unity.
>>
>>162603437
Be nice and upload any kawaii girl in it
>>
>>162603492
It's basically the same as

DosBox
vs
An actual MSDOS machine
>>
>>162602795
Well for a 2d game where you need (x,y) coordinates to draw all your backgrounds, platforms, etc
Wouldn't GM:S make the design much faster than manually coding all the stuff for unity?
(assuming GM:S has a level editor)
>>
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>>162603718
>>
>>162603701
looks like a weird gallop, I should being seeing the feet move in an oval manner
>>
>>162603656
>File: GOTTA DRAW FAST.jpg (239 KB, 2054x2182)
i have no words. just, what?
anon, you didn't even use any colors!
>>
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>>162600496
Thanks anon.

Your request actually exposed a bug with launchers that had the double launcher (and any multiple hardpoint launcher) hanging stores on wrong hardpoint, preventing launches.

I think I'm gonna need bigger explosions.
>>
>>162603798
GM:S has a level editor, it is just complete and utter dog shit. GM:S2 supposedly fixes this.
>>
>>162603532
Exactly, the fun part of making a game is coding, you're making it less fun by using GM.
>>
>>162603798
Game maker is much faster than unity
Also easier to learn.
>>
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>>162604023
>Game maker is much faster than unity
>>
>>162603618
http://www.youtube.com/watch?v=sd_-RtxlE-U&t=2m50s

Yeah I spent a good 10 minutes trying to find a gif of the portraits. I just want swaying trees and a little movement in characters when they are standing there talking to the playing visual novel style.
>>
>>162603940
I mean, my drawing skills are actually so crude in both mechanical and observational terms that there's no point in spending two hours making a picture that would barely be an improvement on the scribble I churned out just now. I'm the artistic equivalent of an idea guy. I can describe what I want to go on the page, but I can't translate that into a real image that looks good.

My 3D shit is improving but I don't make good humans with it.
>>
>>162603946
>I think I'm gonna need bigger explosions.
There is not a single point in time when this statement is not true.
>>
>>162592708
yeah that's a big difference maybe you could drop the rez on the trap, draw pixels over it

but then again your gun is high rez what's your target for the game
>>
>>162604165
If you're using unity for 2d you might as well use a lightweight framework and build your own game-specific engine using sfml or monogame or fna or something. There's literally no reason to use that bloated shitty engine for 2d.
>>
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This is starting to feel weirdly playable. I'm also really feeling the lack of a gun right now.
>>
>>162603979
>>162603990
>>162604023
So conflicted!
I used unity about 4-5 years ago. It was pretty slow going and then UE4 came out.
I was familiar with UE so I switched for my 3d game.
Now I want to do a 2d game with online multiplayer, is Unity the way or GM:S 2?
>>
>>162604351
What if I am concerned about my game running on different platforms? Doesn't unity take car of everything? Is it a lot of work ot make sure your game runs on windows 10, 8, 7, mac whatever
>>
>>162604436
slap some indicators on enemies looks fun ,

going to be in DD12?
>>
>>162604436
I'm sorry to tell you this, anon. Since there isn't atmospheric pressure is space, expanding gas doesn't condense into vapor trails.
>hard sci-fi is no fun
>>
>>162604165
For 2D it is
Unity is a pile of bloat and hacks for 2D
>>
>>162604523
It's really not. Monogame will compile to all 3 major platforms with relative ease, and so will gamemaker. I don't know about SFML because I never got that far.

Basically anything worth its salt will support multiple platforms, if not mobile as well.
>>
>>162598676
>What do I have to add to this?
Do you know how to code an if statement? If you don't you should be worrying about having gamepad support right now.
>>
>>162604501
GM is usually the better choice for 2D, except you want to make a really pretty looking 2D game, I guess. I don't think you can do 2D games looking like Limbo for example with GM.
>>
>>162604523
Unity takes care of alot of problems you'd come across, you don't need much platform specific code
>>
>>162604293
what hardware/software are you using to draw?

i take it you're primarily a programmer right? do you not take complex tasks, break them down into smaller more manageable chunks, and then work to complete those chunks? i assume so, in which case you should be able to take that same approach with art.
>>
>>162603368
I want to have consensual sexual intercourse in the missionary position while hand holding with that speck of pixels.
>>
>>162604751
GM:S is not held back by 2D presentation. The art is only as good as the artist and the amount of work they are willing to put into it.
>>
>>162604745
I know how do if statements
well usually at least

but not for this particular thing
>>
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>>162604924
you can't make this in gamemaker
>>
>>162604751
>I don't think you can do 2D games looking like Limbo for example with GM.
but gm is probably one of the best engines to make something like limbo in
>>
>>162604924
Well, that's a matter of preference, I guess. But I personally think videogames look better with really 3d graphics.
It just looks more realistic with 3d.
>>
>>162604963
What's the problem then?
>If (joystick_exists(id))
>{ all your gamepad related code }
id is either 1 or 2.
Seriously, read the fucking help files.
>>
>>162605123
Realism is overrated.
>>
>>162604751
I'm not worried about lighting and camera effects
>>
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----[ Recap ]----
Game: Crystal Chrysalis
Dev: Kada
Tools: Unity, Blender, Gimp, Zbrush, Topogun
Web: https://twitter.com/KadaScopic https://kada.itch.io/
Progress:
+ Textured some walls
+ Created objects for alien place
+ Blocked second area of game
>>
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>>162604690
I wrote all the stuff for targeting in the HUD that I'm using, but it's been so long I use it that I forgot how it works.

A target box is definitely something I want to do. It'll probably come in once I start working on radar mechanics, which I'm excited to get started on and might happen sooner than later. That stuff is going to need some kind of HUD symbology to see it working.

>going to be in DD12?
I wasn't originally planning on it because it started as a tech demo of sorts, but this is starting to feel a little too game-like to not include it. Maybe by then it'll have gameplay.

>>162604696
I'm well aware, but I also don't care. I like to draw from reality where it makes for interesting mechanics, but I'm in no way married to the concept of realism.
>>
>>162605123
>It just looks more realistic with professional 3d.
Fixed it for you.
>>
>>162605250
This triggers my baroque sensibilities.
>>
i realized my "dota ability draft rougelike" idea was already implemented
>>
>>162605076
I don't think 2d games like Limbo are truely 2d. They are a mix between 3d and 2d. basically 3d in 2d perspective, and GM can't do something like this.
>>
>>162605284
>webm
So your project has been renamed !9/11Simulator?
>>
>>162605253
So whats got easier online and lan multiplayer implementation?
Unity or GM:S?
>>
>>162605250
I mean just that it's more believable and immersive.
It's better to draw you into the world of the game, because it's 3d and not just 2d.
>>
>>162605435
Except it can. though, i wouldn't recommend it, the 3d isn't very easy to use in GM, but i'm not sure what about limbo makes you think it's anything other than 2d with good physics.
>>
>>162605429
name of the roguelike?
>>
>>162605214
I was thinking it was like this, but i wasn't sure

Also, I just came back from a huge break, because my HDD crashed and deleted my """"""game"""""". I'm still a noob, but I learned a lot through just following tutorials and adding my own stuff to it.
>>
>>162605060
if that is legends the game is a mix of 2D and 3D elements. While GM:S can do 3D it is not really something I would feel comfortable doing. Art wise yeah GM:S could handle it. Something like Ori though, I would have doubts, but Ori is a whole other beast entirely.
>>
>>162605435
>and GM can't do something like this.
I have seen at least 2 guys doing it right here on agdg. Umbrella Warriors is the more polished example and there was also a bullet hell doing that, not sure if it was submitted to space jam.
>>
can low poly like this be used in a horror game? I plan on adding more detail of course, but I'm wondering how much I have to.
>>
>>162602493
Games can have waifus?
>>
>>162605990
An invisible enemy is always spooky.
>>
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forgot pic obviously
>>
What are your workflows like?
i have no idea where to start even when i get a good idea, so i'm just stuck watching programming tutorials

should i start with models and textures/graphical stuff in general or try to make interesting game mechanics first?
i assume music and sounds are last on the list but i might be wrong.
Are there any of you that just do everything (making a model, rigging and texturing it scripting it's movement, etc.. for example) in one go as you progress through the dev process?
>>
>>162605707
>2d with good physics
maybe you are right
i have no idea how physics work in GM
when something was moving, then i just animated it with sprites so far, or gave it a path
>>
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>>162606126
Too colorful. But, it's all in the textures when it comes to low poly. You can definitely make a spooky game with low poly.
>>
>>162606187
Generally

Gameplay -> UI -> Polish

But this really depends on your game so much it's hard to say. If you're making a Menu Based game obviously you want to outline what the UI should look.

If you're making a physics based fighter, rigging and characters are pretty important.
>>
>>162602493
>>162606048
My game's waifu is Asuka from the Evangelion series.
>>
>>162605990
low poly can be spooky. The SCP game was spooky. Also in dark lighting everything looks good (like your mom).
Normal maps can go a long way on 3d.
>>
>>162606126
>>
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this steam engine simulator is the most autistic thing I've done but it's actually kind of fun. it would be part of a larger thing where you're piloting a sort of ancient mech

time to go back to dino girl game though
>>
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----[ Recap ]----
Game: Something To Do With Love
Dev: Terence Chill
Tools: GM:S
Web: https://terencechill.itch.io
Progress:
+ Removed a ton of effects due to dozens of complaints of slowdown.
+ Added Arlene who shows up after playing through 2 days and appears in her bedroom early in the day.
+Finished options menu.
>>
>>162606331
Nothing about that game is scary in 2016. No singular part is scary, nor are any of them in combination.

https://www.youtube.com/watch?v=0kcF7E69C6Q
>>
>>162606303
>how physics work in GM
well, you program them yourself, limbo is a rather simple game in terms of its gameplay and whats happening at one time, so it can afford to have the really solid and precise collision detection it has, and obviously a good amount of time was spent making the weight of objects feel right.

Honestly you could make limbo in just about any engine if you really wanted to, it's all about execution.
>>
>>162606556
DELETE THIS
>>
>>162605525
help
>>
>>162606476
>dat agdg logo
that's hillarious, good stuff
>>
>>162606642
Unity by a long shot
>>
>>162606476
>steam engine simulator
>ancient mech
I have the steampunkiest boner for this game. Hope someday you go back to work on it.
>>
>>162606476
warmachines yes, mechs...maybe not
>>
>>162606621
>well, you program them yourself
GM:S has Box2D included. I was too retarded to accomplish anything with it myself, but I've seen some impressive stuff accomplished with it.
>>
>>162606621
>you program them yourself
yea, i saw a tutorial about how to make physics in gm
i guess it's similar to this, but i have no idea how to programm stuff like this
>>
>>162606476
>not making "Das Boot Simulator"
One job.
>>
>>162606917
*rope physics

>>162606856
i've seen this box2d mentioned before on the marketplace for rope physics
is this good? should i use this for my game?
>>
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>>162604216
that's most likely mesh deformation on the image. you'll need some tool to do it, like this one:

http://esotericsoftware.com/spine-meshes
>>
>>162607169
Arousing


Also waiting for Unity imports is kiling me
>>
ECS In game maker: studio: Y/N
>>
>>162607082
Box2D is just the library that GM:S's physics are based on. I've never looked at the GM marketplace because I think it's better to learn to do what you need to do on your own (although there's community discussion on nearly every topic on the yoyogames GM community).
>>
>>162606476
DUDE
This is like pure Steam top game bait.
You could be raking millions if you add more stuff and textures.
>>
>>162607381
Y
>>
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>>162606842
thanks!

>>162606852
originally it was a moving house but it's still up in the air, it's gonna be something with legs for sure. warmachine sounds much cooler either way
>>
>>162607428
>Box2D is just the library that GM:S's physics are based on
so it's already build into GM? i understood it so that you have to download it seperatly somehow.
>>
>>162607465
Is it possible? I've never used GM before but I like the ECS structure and it makes sense to me. But every tutorial I read starts with like "OK NOW WE'RE GOING TO MAKE A PLAYER OBJECT AND THEN AN ENEMY OBJECT".
>>
>>162606476
Where do I find an artist like you to work with?
>>
>>162607681
Jesus, anon, can you really not model stuff that basic yourself?
>>
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>>162604869
I have a shitty tablet and a couple of shitty paint programs. Reinstalling FireAlpaca right now since I apparently deleted it at some point.

I'm normally a programmer and a writer, and I've also been dusting off my DAW to work on music, and practicing 3D modeling since I'll need a bunch of spaceships for core gameplay. If character art was a little higher on my priority list I'd be putting time into that. Maybe I'll take a break from ships in a month or two.

>do you not take complex tasks, break them down into smaller more manageable chunks, and then work to complete those chunks? i assume so, in which case you should be able to take that same approach with art.
Yeah, I do that, but as a programmer I also look for existing solutions that do exactly what I want, find things that get halfway there, and then get mad when patching over their defects ends up consuming as much time and energy as doing the whole thing from scratch.
>>
>>162606476
What light setup are you using? Looks like a spotlight to me, because of the hard edges.
>>
>>162607169
That is pretty cool. Making game assets seems much more complicated than just drawing a picture.
>>
>>162607597
https://docs.yoyogames.com/source/dadiospice/002_reference/physics/index.html

Go ahead and peruse that page, if you haven't already. Yes, any functionality provided to GM:S by the Box2D libraries is built in, and not to my knowledge anything you'd have to purchase.
>>
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>>162607805
just the default directional, some of the objects are using a custom shader though

>>162607681
I'm not completely sure about the art style yet

hand painted stuff like this for a first person camera takes a long time, but realism is out of the question
>>
>>162608117
>realism is out of the question
Good

Realism takes too goddamn long and is just not worth it
>>
>>162606476
This is really cool.
Just consider that I watched a 2 min webm without skipping around even though nothing really happened.
I think you can make a game out of this if you can really pull of that magical feel of Howl's Moving Castle.
The game would have to be all about just experimenting and having fun with all of the objects in the room / house and you'd be able to explore the world.
I think you would really need to focus on having strong supporting characters, but I dunno, it sounds like a fun adventure
>>
>>162608117
Please tell me you're planning to increase the FOV. I'm getting motion sickness from the webm alone.
>>
>>162607893
thanks, it's good to know that gm can do such advanced shit
i think i will come back to this later some day but not now
>>
>>162608234
yea, pewdiepie would play your game most definitely, and you would become a big star!
>>
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Holy crap I can't believe that worked. I used to write good ass code two years ago. I put together a super, super placeholder radar just to get the HUD working enough to display other ships out there.

Once I got it displaying targets though, I noticed that it was extremely simple to be able to set targets and cycle between them. Once I got it cycling between targets, I noticed it was really easy to make it so you could lock targets. Once I got it locking targets it was really easy to pass those locked targets to the ship's stores management which would automatically pass it to launchers/missiles.

So uh, yeah. Now I've got targeting for the ship and missiles totally working. What a crazy night for progress.
>>
Careful with that salt nodev. It is okay for other people to do well.
>>
Just to lay this here, this is a 3D GM game:
https://www.youtube.com/watch?v=LVdRBvEm13Q
They even have/had a thread on the yoyo forums (this was before they remade their forums).
>>
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>>162608239
sorry, it's an old webm of a ded game. fov was like 75, rip

>>162608234
>watched it without skipping
that's fantastic, thanks

there was the idea of a girl shouting directions at you through a speaking tube, you'd both be land pirates escaping with the loot in your walking house/tank (at some point you'd have to toss it out because it's too heavy)

I keep making all my characters pirates
>>
>>162608796
It does sound like a shit ton of work though, you'll probably spend a lot of time on it or will need a lot of people to help out
>>
>>162608773
>this is a 3D GM game:
So? The real question is to know what libraries they've imported to get this result because I hardly think they did it only with the native GM functions.
>>
>>162608931
http://gmc.yoyogames.com/index.php?showtopic=675349
>>
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Any thoughts or opinions on godot?
>>
>>162609041
Better alternative to GMS1 for 2D. 3D in Godot may become viable with 3.0
>>
>>162608912
it was for ludum dare (theme: the room) so the whole thing was restricted to that engine room

yeah, the scope is going out of control now
>>
>>162609041
This looks interesting, I've never seen what it looked like before.
Does this have drag and drop stuff in it?
>>
How do games work where the scale of two thing are on a much different scale in the same scene.

On the same vein I want to develop a Giant Spaceship sprite in Unity, is there generally a good way this done or is just importing a Giant ass sprite good enough?
>>
>>162608796
Can we see the wires on this? She's a cute.
>>
>>162608734
That's some nice work anon.
I also currently want to implement homing missiles for my shmup.
I will take you as my inspiration.
>>
>>162608734
damn that was fast

>dude you should add targeting
>30 min later
done pro level indicators
>>
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----[ Recap ]----
Game: Death on Frontier
Dev: Terence Chill
Tools: GM:S
Web: https://twitter.com/DeathOnFrontier
Progress:
+ Started on the menu system
+ Party following system finalized
+ Opening cutscene finished
>>
>>162609625
>Dev: Terence Chill
>>
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>>162609738

I'm making two games.
>>
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>>162609385
>she

that a bunny (male)
>>
>>162609945
bringing the game back
>>
>>162609041
I like it a lot, the node system makes a lot more sense to me than other engine structures. The scripting language is easy to learn. The node system also makes GUI creation a lot easier.

>>162609142
It does have drag and drop for many features.
>>
>>162609908
dude you are on fire holy shit
>>
Game: 2D Platformer up to 4 player co-op online

Unity or GM:S

This is the final verdict.
>>
>>162609625
This game is way better than your furry game.
>>
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>>162609543
Godspeed anon

>>162609614
It's more that 2 years ago me did a bang on job with making the targeting of the HUD something that would be easy to interface with, so all I needed to do was write some very basic logic to feed in the necessary info. The rest of the code (like sending that info from the radar to the missiles) just fell into place because of how I've been writing everything with that sort of communication in mind.

Here's the flow of info for that webm.
>radar locks target
>ship passes radar lock to stores management
>stores passes that to currently selected launcher
>launcher passes that to the missile
>launcher fires missile, at which point missile is on its own

Before I added the radar, I was just using a hardcoded target on the ship. After adding the radar, all I needed to do was have the ship use that target info rather than the Inspector assigned target.
>>
>>162610259
reconsider the genre, and make singleplayer perfect
>>
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Now I have to get drawing my hexagonal dungeon tiles in kivy instead of pyglet done. At least the framework for the UI is in a new workable state as opposed to nonexistent. Most of the past week has been spent being the idea guy drafting a design document instead of programming, but that kinda progress isn't fun to shitpost about
>>
>>162610259
Godot.
>>
how do you make a turn based system
>>
>>162610476
co rout
INES
in YNYTY
>>
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Posting because satisfied.

I've managed to get my kombat mechanics to play EXACTLY like Order of Ecclesia. You have full control of your air movement when doing air attacks.
Funny but I've also noticed that it pushes the same speedrun glitch, as in if you start an attack right before landing you can chain the same an additional time on ground, bypassing the recovery time.

Enough coding for today.
Today was a very good day.
>>
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>>162610083

Most of Death on Frontier was made like 3 years ago, it's not actual progress devving. I've been porting my work to Game Maker and adjusting some stuff mostly.

Pic related: Death on Frontier 3 years ago in Unity. I wasn't making good progress in that engine.

>>162610293

I agree, and it hurts that the furry gets much more attention but I quit my wage-slave job and furry pays the bills.
>>
>>162610320
I'm making it multiplayer to play vidya with my brother on opposite side of country.
>>162610393
I was under the impression Godot had no networking implemented and you had to make it from scratch.
>>
>>162610650
plz b scythe
>>
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>>162610650
Keep that glitch in.
>>
>>162610650
>order of ecclesia
>not a Belmont
>Dracula's castle is only half the game
>awful music
wew lad, i barely made it through that one. gameplay was good though.
Harmony of Dissonance hands down the best.
>>
>>162591268
can you post it?
>>
>>162610772
I think you need a nightly build, or build the master yourself, it's not in the stable release yet. But it is fully implemented.
https://godotengine.org/article/godots-new-high-level-networking-preview
And demos for networking https://github.com/godotengine/godot-demo-projects/tree/master/networking
>>
>>162610779
You want a scythe? Fine I'll add a scythe as a playable weapon later. I'm in a very good mood right now.

>>162610869
Definitely

>>162610923
Being a fan of the genre I love equally all up to DS castlevania games.
>>
>>162610923
>>162611042
Not gonna lie, I was bored as fuck of metroidvanias by the time ecclesia was out, but I have to admit that I played the fuck out of it because of how nice the graphics and how fuckeable Shanoa are.
>>
>>162607771
would you be willing to model for $$$?
>>
>be yesdev in progress
>start reading greentext
>stop in the middle of that to e-mail art person
>stop to dev
>stop to fix Steam login and play a game
>stop to go back to e-mail
>finish e-mail, go back to devving
>stop for now, go back to 4chan
>totally forget being in the middle of a story

I appear to have almost successfully implemented a stack in my mind.
>>
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Please critique, thanks!
>>
>>162611335
I would be willing to model for $$$$$

What exactly do you need

Are you the same guy who asked me before?
>>
>>162610995
I'll probably wait to start this project until 2017. I'm still working on design docs.
>>162611042
What's your personal favorite castlevania? (I'm basically going for a suped-up rpgvania with co-op so players can split up and unlock castle areas quicker or team up to take out bosses 1 guy find difficult to solo)
>>
>>162611408
what's the reason for the low res of the text? those portraits seem hi res enough to support a larger overall res
>>
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>>162611408
>Dude Lonesky
>>
>>162607598
p-pls respond. . .
>>
>>162611316
>tfw i was autistic enough to beat the game with 1 hit kill ring equipped
>tfw when i didn't find shanoa fuckable
it was rough, especially that centaur knight boss.
>>
>>162611408
It's a little crowded. Not a whole lot of whitespace here.
>>
>>162611434
Can't really say that I have a single favorite. But the ones I'd be willing to replay anytime are
- Castlevania (very first on NES)
- All GB ones, except for Legends. Despite the waifu it was still boring.
- Circle of the Moon (GBA)
- Ecclesia (DS)
>>
>>162611408
Post full body of Gene (even if it's just concept art)
>>
>>162611408
The HUD could use some polishing. You should try to make it more sleek.
I get the feeling it is unnecessarily big for what it displays. Is it really necessary for the time/money bar and the location(?) bar to be that big? And the info of each character could be a bit smaller, with more space separating a different set of info from another.
Also, what >>162611516 said.
>>
>>162508195
I did bunny also (it's in the op)
>>
I remember some anon posted his 3D character models here but they were like 3D pixelated 3D hybrid robots.

Anyone have those webms? Wanted to show a friend.
>>
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sENDhelp
Anyone know how to many unity lensflares not horrific garbage?
>>
genuine question
do people here unironically believe that people who use game maker actually use drag and drop?
>>
>>162611408
youll probably get much more useful feedback in RPG Maker's general than in this one, anon.
>>
>>162612457
there is probably a setting that makes it appear and disappear instantly
>>
>>162612457
Please don't tell me this is 3D SS13 in Unity.
>>
>>162611412
yes I am. let me make an email address. hold on
>>
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>>162612791
Nope, this is the station lobby component of REM, a 6dof arena fighter with shipbuilding and structural mechanics.

Just finished ripping out unity's physics for building shit because PhysX is garbage for fluid dynamics, and tanks the framerate, which is bad for multiplayer. Like, real bad.

Tanks and ground shit soon, because we can. also apparently nobody wants to play 6dof anymore. Granted, the ability to shape and change the thickness of armor would be wasted on merely spess shit.
>>
2d artists here good at drawing space ships?
>>
>>162612457
Adjust the lens flare time to disappear to .02
>>
>>162611412
[email protected]
>>
>>162613247
OK. I'll send you a wireframe of the same ship I posted earlier for verification.
>>
>>162613304
damnit I meant to say [email protected]

yahoo wanted mobile verification.

I swear I'm not usually this incompetent.

can you send me a phone number? I'll just text (thats my main communication)
>>
>>162613805
Uh, okay...

Sure thing, why not.

(Wow, this is taking a longass time to render.)
>>
I want to start game dev with a fairly simple old-style RPG. Overworld, turn based combat, etc.

I've been following this guy's videos on making an RPG but its a little zelda-y and not what I'm going for. I'd suffer through it if not for the fact that its a 35 video series.

Any other good guides or resources that are agdg approved?
>>
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Playing with the first thing i made for my new project.
>>
>>162613805
>>162614050
>sending a phone number to an agdg random
Hrrrrm
>>
>>162614224
is it an urban homo simulator
>>
>>162614297
I just made him nude to make it easier to animate some stuff.
>>
>>162614224
>no feminine penis
>>
>>162590576
Are you telling me, that after a shit ton of possible new OP images, you chose an old one? I mean, I like that and all, but I thought we'll have the ohayou (or whatever it is called) compilation picture.
>>
>>162614347
well your character dresses like an urban homo
>>
>>162611516

They look higher res but it's all the same resolution. This is 320x240 scaled and the scaling isn't point filtered but everything in game is. The text is just harsher is all. You can turn on point filtering and everything is pixeley.
>>
>>162613805
Well, check your email, I guess
>>
>>162614489
Placeholder clothes, if you wanted it to be, i could do a dlc just for you, anon
>>
>>162614716
I am not him, and am not shaming your guy's fashion sense, but PLEASE make an urban homo simulator DLC if you finish this game. The world needs an accurate Urban Homo Simulator.
>>
>>162614716
that way I could tell people I commissioned an LGBT-inclusive game expansion on my own dime rather than "I paid some pixel artist for my gay pixel jerkoffs"
>>
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>>162614849
>>162614880
>>
>>162614849
>>162614880
I will keep that in mine for the final.
>>
>>162615021
>mind
fixed
>>
>>162614984
>california indie dev simulator
>>
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toying with dem pixels
>>
>>162615224
That's not from you.
>>
>>162612498
Enginedevs believe anything with a UI is drag and drop.
>>
how do I make a game with no art skills and no money
>>
>>162615892
Get programming skills and get money.

If the art skills thing is a real stickler, fund yourself with a Patreon and porn tracing while you actually learn art skills.
>>
>>162615892
learn the visual taste part of art, but don't learn any real technical skill. you can make a game with abstract or intentionally shitty art.
>>
>>162615780
Gross generalization isn't cool, man.
>>
>>162616051
Only a Sith deals in absolutes :^).
>>
>>162616051
I agree. Enginedevs shouldn't speak about things they don't know about.
>>
>>162615354
Not the guy, but do reverse search them.
>>
>>162615892
The no money part is easy. Get into programming and make your engine. Or use Löve2D, as one anon described, that's basically light weight engine devving.

The art part is tricky. You better start getting into it, or >>162615961. But I, myself, would also like to ask this anon: how can one do that?
>>
>>162616051
Maybe we should do one of those sessions they do in schools. You know. No bullying things. GM and Unity users would show engine devs that it requires real work and knowledge to put together a game in an engine, and engine devs could show engine users that using only a text editor is not black magic either.

We need to learn to love and respect each other.
>>
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Important comfy jam related polls

http://poal.me/2cbctp
http://poal.me/wsau7o
>>
>>162603034
>tfw this configuration of pixels is now taken
>>
>>162616691
>GM and Unity users would show engine devs that it requires real work and knowledge to put together a game in an engine
Engine devs don't care about putting together a game though.
>engine devs could show engine users that using only a text editor is not black magic either
But we already know that. It's the engine devs who think they're hackers for doing things the old fashioned way.

It's a nice sentiment you're going for though.
>>
>>162605060
>you can't make a 2D platformer in Game Maker
???
>>
>>162616867
>tfw certain configurations of pixels are illegal
>>
>>162606476
Please fix the FOV already...
>>
>>162607169
How can I get more of this?
>>
>>162615224
Is this for a future funk game?
>>
>>162616739
>>
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>>162616496
1. know color theory or use coolors.co
2. abstract shapes, unity primitives, get creative
3.filters are nice. i use noise / glitch a lot, but it's getting a little tired
4. follow indie trends, and get a feel for what is in and out, what captures reviewers attention
5. knowing shaders reaaaally helps

6. get inspo from not games

my art is not great, but it passes some minimum threshold to not look like the default unity shit. technically, it's trash. but it has a little style because I work within my limitations as a programmer.
>>
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>>162617374
good shit
>>
>>162617374
>The grainy 3D game
I played that shit for a while on DDXI, never figured out what was going on or what the rules were. It was cool but I really felt loss. If that was the point then bravo
>>
Unity devs: what's your preferred method of moving stuff around? What do you use rigidbody forces for?
>>
>>162617374
Ok, thanks! That's enough motivation for me today! I'm a filthy engine dev, tho, but shaders are fun so far.
>>
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>>162617374
i realize that the first screenshot is barely above default unity shit, kek. that's barely started.

and here's something i'm fucking around with now no graphics yet.

>>162617550
there is a bit of a theme every time you jump, the shader changes, and a few cubes spawn on the map. the tradeoff is between observing the world while never jumping, or moving in it while slowly destroying it. it's like the heisenberg principle. i don't think it was strongly executed, tho. the player doesn't care enough about the pristine world, so they have no incentive not to jump
>>
>>162617612

RigidBody forces for moving and on-hit effects (knock back). Also if you're doing an RPG, slow effects can be done as well (drag) bouncieness and a host of other things.

Rigidbody forces also look much better
>>
How do I give my players the illusion of narrative choice in the most jewish of ways without actually implementing too much alternate story stuff? Like the cheapest gimmicks that mouth breathers won't even notice and praise the choices I implement
>>
I did it bros. My game got on steam. Though, these days I guess that's not as hard to do.

>flash
Yeh, yeh. I know.

Good luck to all you devs on here.

http://store.steampowered.com/app/566200/
>>
>>162618238
Play telltale games and learn
>>
>>162618238
Easiest way would be to make things emergent and not scripted, at least non-essentials, that is.
>>
>>162618341
Congratulatins! Now get back to work. You want two games on Steam, right?
>>
>>162618435

I do. It very much depends on if this game does well. My programmer is extremely emo.

So if it doesn't, we probably won't make making games for awhile. RIP
>>
>>162618341
>eva congratulations.webm

what was the process like, and did you have any external sites or social media directing traffic to it? i'm curious about gambling with a few submissions to greenlight.
>>
>>162618341
Who?
only kind of memeing you. Congratulations and all that but I have literally never seen this game in the threads. Someone correct me if that is not the case.
>>
>>162618504
What's the price gonna be? If it's within, say $10, I might pick it up.
>>
>>162618551
I've never seen it either, and despite trying my best not to be mean I have to say it looks like absolute trash
>>
>>162618513

We didn't do much in the way of social media. We had a twitter that we try to keep relatively active.

We were greenlit before the web release, so that wasn't the cause. I think overall if you can make it within the top 200 or so games on greenlight (that month?), you'll make it in.

I'm sure it's explained better somewhere on the internet.
>>
>>162618606

$3.99, senpai. Word of mouth is huge for us. If you know any guys who like rpgs, please let them know.

It'll be on sale early next month. I'm thinking around Jan 10th.
>>
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>>162618341
>mobile graphics
>newgrounds gameplay
>all this literally who
>>
>I did it bros. My game got on steam. ... Good luck to all you devs on here.

>$3.99, senpai. Word of mouth is huge for us. If you know any guys who like rpgs, please let them know.

Not wasting any time, huh?
>>
>>162618828
I've been in quite a few of these threads.

Do you remember slime garden, and scribble space? I was partially the art guy for those.

I lurk quite a bit, sorry.
>>
>>>/v/360526398
>>
>>162618852

It's 2am, gotta get some sleep. AKA quick point making.
>>
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>>162618238
different coloured endings

>>162570664
it is actually my waifu jam 2016 submission https://itch.io/jam/wj2016 that I have been working on all this time. I tried to make it into a proper game, but it was too hard to program.

So I started rewritting the code to make it more manageable and less demented. So far I am still up to making that work.

but I decided to post here again just because I was drawn back in the middle of the night recently.

I feel like I have made so much progress inside but not on the outside yet.


but before I went any further I decided that I have to make sure that the code actually works on more than 1 platform. That library is SUPPOSED to work on different OS, but so far I was only using windows.

Now it is working in 32bit ms dos too, after fixing things that was crashing it for 2 days. But now the DOS does not recognise the shift key. Then it is linux and Mac OSX again.

But then I know that the keyboard, sound, graphics are reliable and the rest is run as script commands inside that, nothing can go wrong.

>>162618915
cube & me is agdg wasn't it
>>
>>162617937
Interesting. I love the concept. I did see the shader change. I just thought I was sometimes entering an alternate map. It was very surreal, and I never felt like the map was being destroyed
>>
>>162618898
I think the point is though to show the game in question while it was being worked on. That is what makes the community what it is (love it or hate it). We are more interested in the process and growth of a game than just seeing a completed thing out of nowhere. Stick around and be more active with posting your projects in development and it shouldn't be an issue.
>>
>>162619169
This. agdg is a game development community, not a game sharing community, so looking at the final product without having seen its development before doesn't make any sense, we can do that with any game on the internet. What we want here is to se the development of the game
>>
>>162590576
For fucks sake stop with the shtty OP images
>>
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How the fuck is this achieved. Everyone I seem to ask seems not to know either so i need some help.

This is made in Unity for anyone who wants to know.

I mean the zooming out and scale of the zoom and how he's able to zoom all the way in and all.
>>
>>162619767
>complains about gamedev unrelated OP images
>complains about agdg unrelated OP images
>complains about gamedev and agdg related OP image
wew
>>
>>162619772
>asking /agdg/ actual game dev questions

where do you think u are?
>>
>>162619772
Numbers with a lot of places.
>>
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We got animation now. Real animation, not just plane scrolling.
>>
>>162619998
That's a fine addition to my collection.
>>
>>162619995
>>162619901

It's probably just too late to ask this then huh? Feels bad not having a smart austrailan come help with this
>>
>>162619772
This a LOD type problem: basically do normal camera zooms up until the point where it stops looking good, and then you just render everything differently for that zoom level
>>
>>162620054
What the fuck is wrong with this >>162619995 answer?
>>
>>162619998
nice
>>
>>162619772
100,000 * 32 = 3,2meg, so even if there are 8 4-byte values in a struct, 100,000 of them is only 3.2 megs of RAM.

I'm sure you can have a spatially partitioned data structure and the 3d point and a pointer to the object data like that.

Also notice that until you zoom in to a certain level it doesnt show the actual objects, it just shows a basic coloured circle.

So his 100,000 spatial datastructure is a k,d tree or octree probably.

And it stores x,y,z,type (sun, planet, background star), and pointer to extra data and that is all, no differences in colour or radius or any names being displayed that I can see.

Then he iterates the datastructure within the view fustrum and transforms the points nad renders little dots, circles with a semi-transparent light radius around them, or green circles. Or if it is in closer then it de-references all the pointers to get the rest of the data like the asteroid belt or any ships or whatever.

Or so I am guessing.
>>
>>162620065
Do you think that all 100000 gameObjects are kept running while the LOD switches? I don't know if it would be more expensive to load and deload them, or to keep them all running in the BG.
>>
>>162619998
but that's just palette changing
>>
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>>162619998
>>
>>162620196
I'm sure they're not all game objects, and that he's counting e.g. the completely static stars as objects.
>>
>>162620089
Because it's a shitposter

>>162620065
I don't mean the billboards, I mean how he's able to zoom out so far and go really far away, and zoom in with no issues.

>>162620178
I get what you're saying, but how would this help with Unity's issue of large float point numbers
>>
>>162618628
>it looks like absolute trash
No it doesn't.
>>
>>162620202
Nah, that would definitely be the space efficient way of doing it in a real application. I implemented it as a series of tile pattern swaps because I was just using it as a placeholder while developing the animation framework.
>>
>>162620276
Ok I was thinking of a dumb way to do it where you instantiate/destroy everything in the next / previous LOD when you cross between them.

>>162620359
there seems to be a discontinuous frame when the LOD changes. the camera could teleport to the ends of the range on the transition, and use one range for all three zoom scales
>>
>>162620196
well I assume that he loads all the objects once you reach that zoom threshold that the sun detail shows up, and the asteroid belt shows up.

Maybe it caches recently loaded ones and deloads only once more are needed and the current number of not shown but still loaded is above a threshold, then it deloads them to make room.

Maybe it even has another thread or a iteration limited function called with a quota of 100 or so at each point through the main loop, to just load some of them speculatively based on the centre of the screen as you start to zoom in on a region to help reduce the pop in lag.

But honestly that sounds like something that you would come up with after having a problem and then thinking about how to reduce it, not what you would make it work right off the bat.

I bet when it is zoomed all the way out though, then what you are seeing on screen is just a bunch of simple primitives being drawn based on querying a datastructure.
>>
>>162618828
>>162619169
>community
>issues
Can you stop?
>>
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>>162620447
>>
>>162620359
>Because it's a shitposter
What's shitposting about suggesting high-precision numbers?

>I get what you're saying, but how would this help with Unity's issue of large float point numbers
That's what I'm saying. Probably you don't want to use floating-point at all except when you need to draw stuff (i.e. convert to floating-point in view space and not world space). A fixed-point number is essentially just an integer that you declare to be divided by some constant. And you can make an arbitrarily large integer with multiple fixed-size integers if necessary. You could also make the world into a grid and have a position described by a grid cell (integer) and local position within the cell (floating-point). Then you just have to normalize coordinates to the appropriate grid cells every so often. There's lots of ways to go about this sort of thing.
>>
>>162620567
>anyone shilling their game should be free to do so here
Can you stop?
>>
>>162591638
>>162591480
fuck I'm so fucking stealing this ideia anon you don't even know
>>
>>162620654
>don't even have a game
>self righteous as fuck about being namefags
This is the real (((issue))) with this (((community)))
>>
>>162620359
I'm not sure, maybe like that other guy said you could have a multi-tiered coordinate system.

like x,y,z of the sector and then x,y,z of the object within the sector.

The sector will still be bigger than what fits on the screen at once when zoomed into the point that actual objects are being drawn.

And the datastructure can be partitioned on the sector coords and with objects inside the sector being a separate list pointed to by each node.

And then all you need is a test to see if the zoomed in region croses multiple sector boundries, and in your function that returns the list of objects in the "sector" at the coords and zoom level given, it actually iterates over all the sectors that comprises, and then puts all objects into a new combined list an returns that.

And you just notice a small frame reduction when that happens, and not notice at all on a fast pc, i imagine.

And then when rendering them you mathematically offset their coords hwoever you would have to do that, some kind of translation, rotation and scaling transform I guess.
>>
>>162620654
I'm sure he's drowning in those sweet agdg likes
>>
>>162620654
>it's okay as long as they post some screenshots first
>it's okay because I say so
Seriously, stop. The "community" is a huge meme. If you have game, show game. Making game is more important than waving your dick at agdg (though I appreciate you dickwavers quite a lot).
>>
>>162620514
>>162620548

So tell me if I'm getting this right.

Once I get below a certain zoom level (on the galactic map) I would switch to a different "scene" which could basically be disabling the galactic map and enabling the space map, and then querying my data structure of what/where exactly everything in is the solar system then loading it to my solar system?

>>162620635
"numbers with a lot of places" != high precision numbers

And despite that I didn't think there was a way to force Unity's vector3's in using something other than floats?
>>
>>162620853
>"numbers with a lot of places" != high precision numbers
Undeniably they are same thing.

>And despite that I didn't think there was a way to force Unity's vector3's in using something other than floats?
No, you'd have to do a tiny bit of work.
>>
>>162618341
Didn't post progress while devving, fuck off~
>>
>>162620853
>Once I get below a certain zoom level (on the galactic map) I would switch to a different "scene" which could basically be disabling the galactic map and enabling the space map, and then querying my data structure of what/where exactly everything in is the solar system then loading it to my solar system?

Yeah, thats how I'd do it.
>>
>>162620947
so long as when you start off showing the solar system scene, you first chagne the position to what it should be given where you zoomed in from on the galactic scene, then everything should line up.

And I think maybe if you draw primitives over the top of the solar system (the same style as in the galactic renderer) at a semi-transparent level while the solar zoomout is 100%-80% (full on - completely disabled) then it would look like the detail underneath fades in which should be cool.
>>
>>162620884
He's right that physics and other shit would be fucked up at that scale. The issue isn't saving the Vector3's (if i'm understanding correctly), but the fact that pathing, movement, and damn near anything else that relies on transforms wouldn't work on that scale in Unity since you can't force unty to use your custom struct
>>
>>162620852
Show game is fine. But showing game before just linking to a place to buy it is 100x more preferable.
>>
>it's a chatroom namefags throwing tantrums about whodevs episode
Just because a dev isn't circle jerking in the chat with you everyday doesn't mean they aren't part of the """community""" you shitlords.
>>
>>162621169
what chat? steam chat? I was lurking since vidyadev.com but never joined steam chat..
>>
>>162621080
>>162620947

Cool I'm going to try this, give me a couple days and I'll post progress

>>162621098
That's what I imagined would happen, while you could simulate it with your own code, and everything would be fine, actually SEEEING it would be fucked
>>
>>162619998
illegally saving this
>>
These whodevs have become extremely problematic. As a community I hope we will be able to resolve this issue before anymore devs with games are able to infiltrate our organization.
>>
>>162621169
He admitted he was just lurking before.
>>
>>162621301
it's the shitposter, just ignore him
>>
>>162621298
You are only a "whodev" if you never post progress and just show up with a finished game. Even if you start posting at 80% finished status as long as you actually keep posting from that point on we get to see the game grow and change which makes it worthwhile. Conversely we can all just show up dropping links to finished games and continue shitposting until we finish another game and link that as well. I am not blaming that dev, I would have just liked to see their game being developed. I think most people in the general feel the same.
>>
>>162621397
I think ignoring you is a better option.
>>
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>>162611798
>>
>>162621482
Awesome. Have you shown the full possible party members already? Or will there be others you can get along the way?
>>
>>162621427
>Conversely we can all just show up dropping links to finished games
No you can't. You don't have any finished games. That's why these arbitrary rule enforcing shitposts are annoying. Until a dozen whodevs are shilling their games here everyday there really is no problem. The issue here is a combination of autism and nodevs who spend literally all day in agdg pretending to be figureheads for the """community""".
>>
>>162621427
Yes, the only people that would disagree on that are the guys that don't really care about other devs' progress or exchanging help and feedback, and probably just see /agdg/ as another place to show off their game.
>>
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>>
>>162621536
t. salty whodev
>>
>>162621482
I didn't realize until now you were that guy
>>
I think I'm gonna make an MMO.
>>
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>>162621523

This is the cast for the demo I'm making but I'm planning on having a lot more for the final game, the idea being that any enemy can be a party member under the right circumstances. There's not going to be a distinction between "enemy" and "party member" at all.
>>
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Combo animation. Still have to tweak it a little, obviously.
>>
>>162593262
W W K
>>
friendly reminder that if your game doesn't prominently feature syrian refugees then you're a fucking islamophobic piece of shit
>>
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>>162624720
yeah I'll feature them alright
>>
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>>162624720
>>
>>162621954
go for it, what are the main features?
>>
>>162625176
is that elijah wood in drag
>>
>>162625304
ive got some elijah wood for ya
>>
>>162625393
call me
>>
Have you ever seen a "game" in Unity that was just asset store stuff thrown together?
>>
>>162625445
There's a host of such games on Steam.

They call it "flipping"

On the extreme end, there are engines that are more or less complete games. People pop in a few new assets, perhaps switch a few values. Bam! Greenlight it and make a profit of a few hundred dollars at .
>>
>>162625720
*a few hundred dollars at least.
>>
there are people who unironically want an eight week long jam
>>
>>162625720
Any good examples?
>>
>>162625445
there was a dinosaur game that was just the unreal shooter tutorial with some models they bought off a modeling site thrown in
it made millions
>>
>>162624720
My game is full of them.
You can't see them because they're invisible.
Invisible to society. It's a social commentary.
>>
>>162625989
>tight deadlines
>comfy
Pick one
>>
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progress haha :')
>>
Why are so many indie games 2D platformers? Is it cause they're easy or is it the creators grew up with them and thats all they care about?
>>
>>162622268
Scully looks a lot better than the others.
>>
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>>162619998
>no ™

YOU HAD ONE JOB
>>
>>162626354
jams arent supposed to be "comfy". the entire point is that they have tight deadlines to get your ass in gear
>>
>>162626417
Mind explaining what are we looking at? You continue to provide no detail about what you're presenting.
>>
>>162626417
Looks good, keep it up.
>>
>>162626437
Yes
>>
>>162626417

Please refer to >>162620581
>>
>>162626417
I'd like to download and playtest this. Looks pretty cool.
>>
>>162626574
You're wrong. It's literally called comfy jam. It's supposed to be comfy.
>>
>>162626417
No! DON'T RESPOND TO THIS! It is SHITPOSTING and he is trying to DESTROY THE THREAD because he is a BABY BOOMER from HALIFAX
>>
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----[ Recap ]----
Game: City Night
Dev: Anonymous
Tools: SDL/Allegro
Web: No
Progress:
+ Made a web browser port
+ Wrote a logger, an asset manager, and error handlers
- Fell for the code linter meme
- Nothing I did changed the actual game in any way
>>
>>162626417
What is this trash?
>>
>>162626705
>from HALIFAX
Of course it'd be a fucking leaf. ALl canadians banned when?
>>
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>>162626417
>>
at 320x240 a 80x24 character terminal can use at most a 10x4 font, but a 8x4 (including the space, so 3 pixels wide is max for each letter) would leave vertical room for GUI / background stuff.

So all fonts I find are like 6 pixels wide. But now I found a 8x4 .psf font for linux console (made for 320x240 PDA screens). But how to make that into a ttf is my new adventure. I think I will try and make it into a bitmap font somehow, using psf2xbm
>>
>>162626417
Can we get a hit out on this chucklefuck? The internet hate machine shouldn't tolerate crap like this. We already know where he lives, it'd be easy.
>>
>>162622268
the ones on the far left and far right look like they're taking a shit.
>>
>>162626575
>>162626626
>>162626645
>>162626693
>>162626705
>>162627045
>>162627271
>>162627550
>>162627630
Find one flaw in it
>>
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>>162627289
okay lets do this shit
>>
>>162627731
Is it the fact it's not a game yet? I think I've seen that same map somewhere previously anyway, think he's been posting it time and time again.
>>
>>162627945
Looks like Thief to me.
>>
>>162626417
>1024x768

lol just fucking lol
>>
>>162627731
Who cares? He's the only one caring about his shitty drama.

I just instant report his post and anyone replying to it, which 90% is just himself.
>>
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>>162627910
>a le terminal may may game

>using a non-monospaced font
>>
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What is /agdg/s oppoinion on 2D vs 3D for 1ManArmies?
From what I've gathered:

>2D
>Sprites are easy
>Animations are hard
>Shippable simple games are hard(harder than 2D)
>Complicated games are easy(easier than 3D)

>3D
>Modeling is hard
>Animations are easy
>Shippable simple games are easy(easier than 2D)
>Complicated games are hard(harder than 2D)

I don't know which is better anymore.

Pic unrelated.
>>
>>162628112
Monospaced fonts are overrated
>>
>>162628114
Once you decide which kind of game you want to make, you can more sane choice for which is "better".

Also not quite what you're looking for but: In 3D having new clothing/weapons is insanely easier. In 2D you have to re-draw all your animations * each clothing (or do ugly ass Skeletal Animation).
>>
>>162628114
>tfw will never be this good at art
>>
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>>162627731
>>162626417
>>
>>162627965
Does he really just reply to himself? That's kinda sad.

Here I was spending two sleepless nights on Discord trying to get to that guy's head but holy shit, it's just like talking to a rock.

Guess it's not worth it dealing with him.
>>
>>162626417
What is this and why is it here?
What sort of madman would make this and post it online for all to see?
>>
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>>162628325
>mfw this anon has a dysfunctional sense of how learning works
>mfw generic mango style is his "omg out of reach" mark
>>
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>>162628112
nah it is monospaced it just doesn't look like it

I got this process down now just another 30 minutes and it'll be done
>>
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>>162628413
https://www.youtube.com/watch?v=2dbR2JZmlWo
>>
>learning about AI
>blog is literally called "what-could-possibly-go-wrong"
Let's go.
>>
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>>162590576
>cunny bunny is no more
Why did you have to remind me?
>>
>>162628950
Someone should ask him to upload the girl.
>>
>>162603474
Live2D. The SDK and editor are free for indies and small businesses, and it integrates with Unity (and JokerScript if you want to crate a VN).
>>
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>>162626417
>1024x768
literally a toaster game made by a toaster dev
>>
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I hope you like little girls fighting with nightmares
https://drive.google.com/open?id=0B4TWZK94wA5RQ2doVms5djdKWjA
>>
>>162626417
Oh my god. Please don't post anymore.
>>
What is generally considered the best audio creation software?

Do most of you use keyboards?
>>
>>162628882
(you)
>>
>>162626417
https://www.youtube.com/watch?v=_X6VoFBCE9k
>>
>>162629249
Who?

>.exe from a who
I'll pass.
>>
>>162628413
I'm not saying that art is beyond every person's grasp but I don't think it's within mine
>>
>>162626417
Why is this here
>>
https://www.youtube.com/watch?v=HG-NRnGp3RA

How would you make an original game in the spirit of a classic platformer such as Crash Bandicoot? If I were to make a game like this I think I'd just end up with basically a reskinned version of Crash Bandicoot with different levels. I'd want the boxes and pretty much everything. Is there any way to make it more original? Maybe I could add some puzzles and such, but what else?
>>
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>>162626417
>>
>>162629014
>on one hand this might revive the bunny
>on the other this might expose her to lewd
>>
>>162630371
Do you know how to 3D model, animate, program etc?
>>
>>162630506
None of those things are game dev.
>>
>>162630506
Yes. I'm asking from a game design point of view, not in terms of the technical implementation.
>>
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>>162626417
>>
>>162630547
Ever thought of adopting a world system rather than a level system? Think Mario 64/Banjo.
>>
Should I use Piskel?

What's a good sprite maker?
>>
>>162628882
Maybe you exclusively linked this to be edgy but that was pretty good, so, thank you.
>>
>>162630765
Aseprite is top tier for pixel art, especially animation.
>>
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>>162626417
>>
>>162630727
That would probably be a quite different game from what I had in mind but it seems like it would be much easier to make it feel more original. Great idea, I'll have to give it more thought.
>>
I just started learning Substance Painter since texturing is such a pain in the ass with Blender to Unity workflow

Can I make low-to-mid poly meshes look good enough with this? Cycles rendering wasn't so bad. PBR texturing in Substance Painter seems compatible enough with Unity

I just hope learning this won't take too long. The software itself seems to be more detailed than Blender

Pls give me your opinions anons ;_;
>>
what kind of comfy game will you make
>>
>>162622268
Whatcha using for texturing stuff
?
>>
What programs do you guys use for texturing 3D models?
>>
>>162630371
Does it have to be more original? Why not just try to replicate and improve the gameplay? Faster paced, tighter controls or new moves, maybe instead of thinking "I want to make a game like Crash Bandicoot" you should rather ask yourself "what would I like to see in a proper sequel?"
>>
>>162626417
why does this even exist
>>
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>>162626541
Something like that?
>>
>>162631114
an incredibly stressful one made in source
>>
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>>162631237
sayyyyy guhhhhhh


ay-gee dayyyyy guhhhhhhh
>>
>>162626417
Did you make this? Can you fuck off forever please?
>>
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>>162624720
Good.
>>
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i did it i made the crappy ass font. i had to draw about 1/4 the characters myself because they were missing
>>
WHEN DOES WINTER JAM START
>>
>>162632007
completely illegible. good job.
>>
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I'm almost ready for demo day XII. What should I work on now?
>new events
>new enemies
>new items/spells/curses
>flesh out the bosses
>flesh out quests
>>
>>162631114
Prepper game. Play as a guy living in a cabin in the woods preparing for a big blizzard. Go gather wood, secure you goats, batton down the hatches, then snuggle up inside by the fire.
>>
>>162632045
>still grey highlighting of black text
you need to go sit in the corner like i told you.
>>
post REAL videos for YESDEVS:
https://www.youtube.com/watch?v=vFzhNHzVI6Y
>>
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Please critique, thanks!
PS: Still working on the mechanics
>>
>>162632007
The M and N are my favorites
>>
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Reminder to make more ohayou edits.
>>
>>162626417
this is NOT COMFY
>>
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>>162633035
Ohio edits when
>>
>>162633035
This image could really benefit from a warmer background color
>>
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>>162633295
>mfw my game is set in Ohio
Well I'm going to leave it a bit ambiguous. Around the whole Ohio/Pennsylvania/West Virginia general area.
>>
>>162633425

Wanna guess how I know your game will be shit?
Hint: it has nothing to do with Pennsylvania or West Virginia
>>
>>162633484
What.
>>
>>162632045
>flesh out quests
those were pretty weak in the previous demo IMO
>>
>>162633484
Is it because he's at a stage where he's using placeholder and you're a shit eating retard?
>>
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>>162632043
yup but this is the version i just finished touching up for 640x480 and higher res, is more readable
>>
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>>162633523
okay, on it
>>
>>162612457
It's impossible
>>
>>162626417
is this seriously just 1-2 people replying to this?
>>
>>162626417
I understood that reference
>>
>>162634448
Just one, the guy that posted the pic himself.
>>
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sup guys im the WP dev from yesterday, finnally some transgender people started downloading my game
>>
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How do I git gud at sprites?
>>
God dammit I have no idea what I'm doing with foliage.
>>
>>162634895
step 1) You check the list of game being made
step 2) Look at the sprites on the game "Saigo no shinwa"
step 3) Don't do that
step 4) Congrat, you got good at spriting.
>>
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stop giving him (You)s
>>
>>162634895
learn to draw first
get a wacom tablet
>>
>>162632907
nice stolen assets
>>
does this thread have the most samefagging in all of 4chan?
>>
>>162595881
>this is what engine devs actually believe
>>
@162636621
responding is a part of the problem, report and ignore
>>
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https://www.youtube.com/watch?v=fdKIIXd7g-A

REMcast, for those it concerns.
>>
>>162636621
Definitely not. But we do have one of the most dedicated shitposters.
>>
>>162636925
>whodev shilling his channel
Can you leave? Pretty sure that spamming for commercial gain is not allowed.
>>
got a special list of filters just for /agdg/
first time i've ever had to do that on 4chan
fucking hell, you're all retarded
>>
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Creating a chuckle brothers themed VN dating sim.
>>
>>162629885
This entirely depends on what style of music you are going for.

For chiptune, I prefer modplugtracker or famitracker.

I don't have a kb yet.
>>
>>162637543
I'm intrigued
>>
Go away mothdan.
>>
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>>162629885
>>162637570
>>
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Post progress
>>
>>162637907
I just assumed this was a SHMUP from the thumbnail
>>
>>162623107
What is your game?

Fighting?
>>
>>162638743
my game will have worse graphics than that because it doesnt do proper hardware rendering
>>
>>162619998
pretty cool senpai but wheres the game
>>
i am still trying to get my custom font to load in my program its 1 30 am i must sleep
>>
>>162604351
>lightweight framework
Unity runs on the 3DS, it's not exactly heavy
>>
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Started on more shopkeep stuff.
>>
>>162638537
>tfw your imouto never comes into her onii-chan's room to play video games
>>
>>162639256
Nice!

>>162638201
Please delete this. It's horrifying.
>>
>>162639217
https://www.youtube.com/watch?v=1VEKCCe3JAs
I'm sure the devs are at least equally to blame, but still, I'm not aware of a proper 2D game performing like this
>>
>>162639401
>engine runs on the weakest modern platform
>must be at least half the reason a game has poor performance on the most powerful non-pc platform

No anon, the devs are entirely to blame.
>>
>>162638201
Pretty bad desu
>>
>>162629249
You need to put that on itch if you want anyone to touch it.
>>
>>162639401
Can't really blame the tool just because someone used it poorly.
>>
>>162633484
???
>>
it keeps fucking crashing and shit
>>
>>162604351
You realize that as far as modern GPUs are concerned, it's all 3D, right? 2D is just 3D without a perspective transform. Virtually all of Unity's features can be applied to "2D" if you understand what you're doing.
>>
>>162639401
that game looks so simple that they could have easily made their own engine for it. i'd say it's a combination of unity being shit and the devs being lazy pieces of shit.
>>
>>162639256
Yeah!
Are gonna be able to buy a "special treatment" in a shop?
>>
>>162640153
Plan is to have a shopkeeper dungeon at some point.
>>
>>162640308
Great!
>>
>>162638014
for one i was 16 when i said that
for two i was joking
just that word alone triggers the fuck out of me now.
wish i kill my past self.
>>
>>162637121
But REMdev posts here all the time.
>>
>>162638201
Who makes crap like this?
>>
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Some particle trail attempting to pose as a scarf of some sort.
>>
>>162640413
Technically, killing your past self would make your nowaday stop existing, which would make you unable to wish for that...
>>
>>162640672
I wish I could help you feel better. Being suicidal isn't a good way to be...
>>
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>>162577171
>>
>>162640870
Post progress dude, I like your stuff when it's not drama related.
>>
>>162640870
really? you went from adderall to hormones to prozac? You need progress, not drug cocktails
>>
>>162641260
how do you make progress without drugs?
>>162641113
i'm fuck'N trying. i'm just so depressed its' hard.
>>
>>162639217
actually unity doesn't run on the 3DS, it's a specially gimped version of unity3D.
As in, you have to use a different program and everything. Assets (mostly) work, and things are relatively smooth, but it's not using half of the things the real unity version uses
>>
>>162641503
Not entirely surprising.
>>
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>rotatedev will be the second tranny /vg/ pushes into suicide after dolphin tranny
I wonder if Cosmo with /srg/ will be the third
>>
>>162641642
rotatedev is going to OD and kill himself anyway
>>
please use my pronouns.
>>
>>162641503
It's still the unity engine with most of the features you'd expect. The fact is that "unity is too bloated for 2d" is a meme.
>>
>>162641916
euler, eulers, eulself?
>>
did someone crack rotates trip or something
>>
>>162642049
:3c
>>
>finally started learning to draw properly
>hand hurts after 20 minutes of practice
poo
>>
>>162641916
you're not serious right?
>>
>>162641957
>. The fact is that "unity is too bloated for 2d" is a meme.
It's not.
>>
>>162641957
you've never tried animating UI have you?
>>
>>162642243
unfortunately he is

I remember when I used to think this rotate shit was all a joke, poor naïve me
>>
>>162642249
>it's not
Too bloated for 2d? Glad you agree
>>
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>>162642105
Everyone has him filtered. Just continue to ignore him.
>>
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Is this color scheme good?
>>
>>162642446
Small red text on a blue background isn't too pleasing to the eyes, or vice versa.
>>
>>162642446
Blue and red clash too much, Maybe try only one of them
>>
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>>162642123
>want to practice drawing and drafting
>hands are cold and painful

>>162638201
>>162626417
>it's a source episode
getting real sick of this channel
>>
>>162640870
I don't really think prozac is the best...
I had been on that three years and not only it didn't work but I went worse...
Meh, we'll see. Good luck.

Ho and working on something you like may help you a little, even if it's not forced to be usefull.
>>
>>162642446
No
>>
>>162642413
t. sourcefam
>>
I wish I was deving yesterday but I'm really sick. No energy, forced to use crappy laptop that can't do anything
>>
>>162642349
Only people that are too retarded to do any coding use Unity for 2D. Especially for pixel art games, those people are literally the worst.
>>
>>162642682
>unity 2d doesn't require coding
>GM devs are master coders
lol. Good meme
>>
>>162642671
Lol. Still devving from your mom's 2002 ACER laptop? Youre pathetic. :)
>>
>>162642682
this
>>
why try to be a 1 man army when you can be the specialist that everyone wants on their team
>>
>>162642769
Well, no. My point was I can't dev from my laptop.
>>
>>162642682
>tfw to intelligent to develop a game engine in the year twenty sixteen
>>
>>162642682
>Especially for pixel art games
Literally not a difference. Or do you genuinly think MUH 8bit is anything other than an aesthetic difference on any platform from the last 16 years?
>>
Anyone have suggestions on how to store text for dialog? Imagine a Fire Emblem type of game.
I could just parse a bunch of txt files, but that seems it'd be a nightmare to maintain.
>>
>>162642893
>all that retarded amount of bloat to make an 8bit game
>>
I am programming an engine that allows you to create your own game engine. Suck me anytime
>>
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>>162642840
>tfw too handsome for game development
>>
>>162642840
>to intelligent
>>
Are mothdan and sourcefam the same person?
>>
>>162642995
Everyone who isn't (You) is the same person, and they're all lolisimdev.
>>
>>162642893
I tried that - turned out I had to redo the boilerplate rendering, scaling pixel positioning and other unexciting shit. With that much effort, might as well not be tied to someone else's workflow and codebase.
>>
>>162642906
Same way as any other asset. You store them in their own binary and you reference them by an ID through a look up table.
>>
>>162642995
no, mothdan used to be the one who shitposted, but now its someone very accurately impersonating him
>>
>>162642932
Do you even know what bloat means? Or do you think the entire unity editor gets packaged into your executable?
>>
>>162640870
why are you depressed
your family bought you a house where you can dev whatever you want
you never have to worry about working or anything
>>
>>162641642
You spend a lot of time on /r9k/ for a game dev
>>
>>162643364
lick my taint
>>
>>162642932
>thinking "bloat" means anything in system designed for performance and convenience, in a domain where code is a fraction of a percent of the size of the program
>>
>>162643069
this

you fucking lazy retards suck so hard that you can't even see how hard you suck
>>
>>162643364
""""""""""""""""game dev"""""""""""""""""
>>
>>162643529
>getting this angry that people use a tool that fits perfectly with their workflow and does exactly what they want it to
How does it feel to suffer chronic early onset retardosyphilis autism
>>
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So if developing has taught me anything it's that I think of how to approach something, and then find out a month later I was taking a completely inefficient approach.

I'm designing a character creator that is essentially random events with decisions that decide ending traits. I could just store the decision outcomes in local variables right? I mean there's no reason not to do it that way? I am being paranoid aren't I
>>
Any tips on making it so that the size of a pixel on the textures of all the models used for the game are around the same size (I cant remember the proper term). I've heard that ensuring this is proper form but I am not sure what a good way to keep this consistent is.
>>
>>162643663
enjoy your unmarketable 17 fps eye cancer garbage
>>
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>>162642508
>>162642525
>>162642639
And now?
>>
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How's my first animation?
>>
>>162643668
>inefficient

Who fucking cares. Do you have any idea how fast modern PCs are? If your game isn't running at full speed you did something outright completely retarded, not inefficient.
>>
>>162618238
Yes no options to questions taht are ultimatly inconsequential to the story (lee being a dick top kenny walking dead season 1) or creating useless characters that die for DRAMATIC REASONS without doing much (episode 3 i think? of the walking dead)

Think telltale basically
>>
>>162643721
mipmaps?
>>
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>>162643827
Study this book for a few years. Should help you out immensely.
>>
Any tips on designing puzzles for a point-and-click style adventure game?
>>
>>162643836
But AGDG will judge me
>>
>>162643905
Nigger its 32x32, I'm not trying to make a masterpiece.
>>
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>>162643815
With an outline
>>
>>162643836
unity chokes on anything that isn't low poly with the most trivial shaders
>>
>>162643928
99% of the people here have no idea how to program. They're just following tutorials and plugging in sprites.
>>
>>162643996
Nigga, it's fucking shit. If you knew how to draw it'd be as painfully obvious to you that you have no idea what you're doing as it is to me.
>>
>>162643905
Wait I'm a huge faggot, I already have it installed.

Just haven't gotten around to reading it yet.
>>
>>162644013
Prove it, engine dev. I hope your code isn't as undocumented as your arguments.
>>
>>162643782
>17 fps
Enjoy having no idea what your talking about.
>hurr durr this game engine that can run a massive open world at 60fps can only run muh mario clone at 15fps!
Whatever issues exist with unitydevs, the anti devs like you are just embarrasing.
>>
>>162644114
>>162644138
butthurt
>>
>>162644173
Yeah, that's right. Hurry off and reinvent some more wheels, nodev.
>>
if evens then game dev
if odd then masturbate
>>
>>162644173
>get called out for not knowing what you're talking about
>talk about lazy retards and eye cancer garbage
>accuse others of being butthurt
Literally kek.
>>
>>162644015
There's space in between "follows tutorials and plugs in sprites" and "knows how to program well."

For instance, you can use GameMaker (with scripting) and if you have a basic concept of workflow, how to separate input and feedback, and so on, you can make a solid game.

Shit, Konjak makes awesome games using a program that doesn't even let him type in code.
>>
>>162644218
where is your game?
>>
>>162644065
Looking at his art, he does have a fair idea what he's doing. He's just lacking polish.
>>
>>162644065
PLEASE show me your work. I always love to see the work of people who are so bad at giving criticism.
>>
>>162644257
>2 comparisons
>not if else
Enjoy your brain lag from inefficiency
>>
>>162644331
it's complete shit you should learn how to draw you deluded faggot
>>
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>>162644331
>>
>>162632007
That looks fucking terrible, your m and w look shit and the n looks like a H with a birth defect.
>>
>>162644402
I'm not him. Show me your work. Show me what makes a person think "it's garbage and that's obvious to people who aren't garbage" is useful criticism.
>>
>>162644494
>>162644331
If you're so fucking low-level at art that you think "only people who draw better than me can give me feedback OH and it has to be constructive feedback too don't be mean ;)" then really, fuck off.
You deserve to wallow in the fecal matter of your own creation.
>>
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>>162644378
if even then masturbate
else if odd then masturbate
else game dev
>>
>>162644641
Now this is gamedev
>>
I'm trying to move a RectTransform UI panel with sub elements, but it's freaking slow.
how to fix this, help
>>
>>162644641
You realize that final clause is unreachable, right?
>>
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>>162644949
>>
>>162645128
There's an angel that looks like taht but with eyes instead of the smug face.

KNOWLEDGE IS POWER
>>
>>162643663
>getting this angry that people use a tool that fits perfectly with their workflow and does exactly what they want it to
You do that literally every single day.

>>162643668
Use a flowchart of states. It's how the 40k RPGs and Traveller do it.

For data storage, I'd make either a literal string or a long integer number to record the states it got. Like, if you have 3 possible outcomes per event and 8 events, you can have an 8 digit number to define it. At each event, you add an appropriate number (so keeping with 3 possible outcomes, at the first stage you set it to 1, 2, or 3, then at the second event, you add 11, 12, or 13, then 101, 102 or 103, etc.)
>>
>>162636640
agreed. enginedevs believe in freedom
>>
>>162644010
Try beige and red
>>
>>162645427
So like
A string called Choices

Each event has three possible outcomes, with eight events. So he picks option 1, and option 3, then option 2, then option 3, so for example.

Choices: 1, 3, 2, 3

?
>>
>>162645427
>You do that literally every single day.
Literally what are you even talking about.
>>
File: draw the fucking owl.jpg (98KB, 686x459px) Image search: [Google]
draw the fucking owl.jpg
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>>162643905
>loomis
>>
File: maxresdefault.jpg (152KB, 1280x720px) Image search: [Google]
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Alright so

I'm developping a game and I want its soundtrack to sound like Unreal's and UnrealTournament's. I figured out I'll have to use a music tracker, but the instruments and samples part is trickier.

So I'm asking (and this would seem obvious to some but it's not for me), will I get into legal trouble if I take the instruments used in the original music files and use them for the tracks of my game (one that I intend to sell)?
If yes, do instruments/samples sounding like the ones in those soundtracks exist somewhere where I can download them?
>>
>>162645693
more like "choices" is just equal to 1323 and then later you find the digit in the place in the number you want to reference with a toString function or cute little modulo or division algorithm thing but yea basically

>>162645717
>Literally what are you even talking about.
source.jpg
>>
>>162645761
you've been posting that in response to loomis being posted for a long time
how's your drawing gone?
>>
>>162646092
>source.jpg
I don't know what that's supposed to mean
>>
File: 1478453189200.png (219KB, 340x368px) Image search: [Google]
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Do you guys have a discord?
I wish to join in this august community of minds.
>>
>>162646338
Where are your drawings?
>>
>>162646726
google "braeburned"
>>
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Oh shit!
>>
>>162645839
you could ask him for permission to sample some of his tracks
https://www.youtube.com/watch?v=VipS3AePbw4&list=PL7C8BFEE146CA6F5B&index=1
https://en.wikipedia.org/wiki/Alexander_Brandon
>>
>>162645839
I don't know how it is in other country, but in my country (in europoor) it's a tricky thing.

See, basically sampling and using recordings you don't own (like instruments) and that are not free, is illegal.

But the tricky part is - will they know that you used their samples/instruments? When you are using other instruments and even use some EQ, compression or other things like that, they won't sound the same. Same comes to sampling - if you just cut parts of song, then it will be easy to tell, but if you change them, pitch them and shit like that, it will be hard to notice.

But noticing is only one part. They need to prove it, that you have used their recordings/samples, which is really hard. Let's say they have made a simple bass sound by using some gibson bass with ernie ball strings (random brands). There is possibility that you have used same bass, same strings, same amps etc.

Other thing is how people will look at it. Some people might not like it, that you have used some cheap tricks or something like that. And it might (might =/= will) affect sells.

My suggestion? Try to find some free VST or soundfonts with sounds, that you are interested in. Or simply change that sounds, that you will use, so they won't sound the same, as the ones you have used.

Godspeed, anon.
>>
>>162646693
We do. But I don't know what it is.
>>
>>162646693
https://discordapp.com/invite/0g6DnnHCw7KH2NzH
Here ya go.
>>
>>162640504
https://youtu.be/DgHPFpZt6lg?t=14m49s
>>
>>162646338
>how's your drawing gone?
as soon as i dropped "having fun with a pencil" in favor of other guides it progressed a shitload faster actually, and ive never heard different from people who actually draw and enjoy it and progress quickly

I stopped drawing because I just don't enjoy it but loomis was, if anything, a detriment to progress compared to stuff like Dynamic Drawing or the little web guides in the /ic/ wiki or even just using references
>>
>>162647132
Can't deny armageddon Ryoma, Viewtiful Joe, Shinobi (PS2/3DS) and others aren't points of inspiration.
>>
What are some good CONTEMPORARY point/click adventure games? I need to see how the genre has evolved and changed since the Sierra classics, in terms of interface, puzzle design, graphics, everything.
>>
>>162647719
>CONTEMPORARY point/click adventure games?
CS:GO
>>
>>162647615
Just my way of saying I dig it by comparing it to one of the greats.
>>
>>162647719
There's really not alot you can do with adventure games, the genre's almost defined by it's gameplay, so deviation from that gameplay makes the game less suited to being called a point and click.
>>
>>162647761
That's a funny answer, but also not what I'm talking about and you know it.
>>
>>162647863
Well, I read somewhere that some modern ones do things like allowing you to highlight all interactable objects to avoid pixel hunts. There's also stuff like how Resonance lets you put things you've seen in your short-term memory in order to bring them up as dialogue options later.
>>
Whats my options for unity multiplayer?

i dont want to use Unet or photon because muh CC limit
>>
>>162648260
give up before you start and make 5 single player games in the same amount of time instead.
>>
>>162647719
The genre has "evolved" into Telltale's "just enough interaction to make simpletons think they're not watching a movie" formula.
>>
>>162648391
oh jeez are they the ones who made those game of thrones games
>>
>>162648563
And The Walking Dead and The Wolf Among Us and Batman
>>
>there are people itt who don't follow loomis

What the fuck is wrong with this general?
>>
>>162648896
it's mostly just this one guy who completely misunderstands most things about art and claims that loomis is symbol drawing
as in >>162645761
>>
Loomis is the ONLY way to make a game.
>>
>>162645761
the point of this page is the way you draw the 3 initial circles controls the entire drawing. "draw the fucking owl" is about as good as advice as you will get actually. JLMG
>>
>>162647719
wadjet eye games
>>
>>162648896
""people""
>>
How many of you also browse /ic/?
>>
>>162649312
8
>>
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>>162649220
>"draw the fucking owl" is about as good as advice as you will get actually.

nah actually
>>
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http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/

I'm following along with this tutorial. I'm trying to get slope collisions to work. I think I've almost got it, except when he talks about getting the floorY, I'm getting some errors. My t value sometimes comes out greater than 1.0. Pic related is my code.
startPos.X() is the player's x position, and collisionWidth is the width of his hitbox. tx is the x position of the platform he's on, and tileSize is 32. I think the problem is that startPos.X() + collisionWidth/2 is sometimes greater than tx + tileSize, which should be impossible, because he should be on a different tile at that point.
Anyone know what I'm doing wrong?
>>
Look m8 if you don't use Loomis, you're clearly a nodev and noart. Sorry man. You're stupid.
>>
>>162649220
not much you can do to explain the basics of drawing to people like that
they would much rather prefer tips & tricks instead of understanding the fundamentals
>>
>>162649770
The fundamentals of describing objects as a series of forceless, inertialess, perfectly square and perfectly round rectangles and circles and ignoring all aspects of force or space or focus or perspective?
>>
>>162649730
>expecting aggydaggy retards to actually learn things instead of just deciding upfront that they're competent because their parents and teachers told them they're special snowflakes
>>
>>162650016
if that's what you think loomis does
you dun goofed
>>
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>>162647083
Thanks for the reply. I'll look into it.
>>
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>>162649596
Of course it's not impossible.
>>
File: colorsceheme.jpg (196KB, 1920x1080px) Image search: [Google]
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>>162642446
maybe this kind of color scheme? (ignore the messy photoshop editing)
>>
>>162650041
it is LITERALLY what loomis does.
>>
>>162648887
The Wolf among us was pretty cool, and to some extent adventure games have always been about the story more so than anyother game genre, an adventure game without good drama or comedy is normally fucking terrible.
>>
>>162650429
ahh okay
I always forget that you are literally retarded haha
good luck drawing furry porn!
>>
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>>162650549
I prefer trees. :^)
>>
>>162650597
Is there supposed to be something wrong with this? I can understand a retard like you not getting >>162650429 but the trees are fucking straightforward as hell.
>>
>>162650549
Where's your art?
>>
>>162650534
>The Wolf among us was pretty cool
If you're into the illusion of significant choice and meaningful interaction in absence of their reality, sure. Otherwise the games could've better served their purpose by being a show or a (gasp) comic.
>>
can we all just agree that art is something you're born with and it's not something you can learn in life
>>
>>162650858
No. That's fucking stupid.
>>
>>162650858
I've spent 16 years learning art. I've definitely learned and improved since when I started.
>>
File: drawingscenery.jpg (325KB, 688x904px) Image search: [Google]
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>>162650721
There's nothing wrong with the trees. They're from someone who isn't loomis, so they're not retarded.

>>162650858
Reading loomis might make you think that, but it's wrong
>>
>>162650803
Ehh, considering the smaller market for comics and significantly higher costs and standards for television i'm okay with the game, sometimes i just wanna have that false sense of choice and experience a story man
>>
>>162650858
your born with nothing jack ass

all those muh you need to be born with sayings is all just a ruse by blue bloods to destroy your dreams
>>
>>162650962
https://www.youtube.com/watch?v=RE16UK2o1Yk
>>
>>162650858
you're born retarded

you can learn pretty much anything as long as you're not retarded
>>
>>162650415
that actualy does look good. i might change it like that.
>>
>>162650858
>can we all just agree that x is something you're born with
MOTHER FUCKER AN EGYPTIAN PUT A BABY IN A TENT FOR LIKE A DECADE AND PROVED THIS SHIT WRONG, YOU LEARN BY ITERATION AND UNDERSTANDING THE FUNDAMENTAL ASPECTS OF THE THINGS YOU FUCKING DOOOOOOOOOOOO, NOBODY'S BORN GOOD AT ANYTHING BEYOND PHYSICAL SHIT LIKE SPORTS DUE TO GENES
>>
>>162651050
>Ehh, considering the (...) market
I never questioned whether the production of Telltale's games makes sense, financially, for Telltale themselves. Obviously they should make the games the way they have been if they want to make cash.
>>
>>162650858
>art is a talent, not a skill!
t. artist
>>
>>162650174
So why does the t value keep coming out greater than 1? What am I doing wrong?
>>
>>162651183
>AN EGYPTIAN PUT A BABY IN A TENT FOR LIKE A DECADE AND PROVED THIS SHIT WRONG
that sounds interesting, do you have a link or more info so I can try to find out?
>>
>>162651338
Because the x position you use to determine the height isn't necessarily over the slope tile.
>>
>>162651319
nigga, I'm the anon you're replying to. I've been drawing all my life and I still can't draw worth shit. I even tried reading Loomis, and those fucking funny faces just killed me.
>>
>>162651341
https://www.youtube.com/watch?v=-tVTEyuCKn4
>>
>>162651510
git gud fgt
>>
>>162651341
>Ancient records suggest that this kind of experiment was carried out from time to time. An early record of an experiment of this kind can be found in Herodotus's Histories. According to Herodotus, the Egyptian pharaoh Psamtik I carried out such an experiment, and concluded the Phrygian race must predate the Egyptians since the child had first spoken something similar to the Phrygian word bekos, meaning "bread".[2] However, it is likely that this was a willful interpretation of their babbling.[3][4]

https://en.wikipedia.org/wiki/Language_deprivation_experiments

Wikipedia's a pretty meh source i know, although i didn't know that he misinterpreted the babbling
>>
>>162606421
/v/ will flip their shit when there's a playable KOTH game of any kind. Would it be like Recettear, where you sell propane and grills to keep Buck Strickland out of poverty and pay his gambling debts?
>>
>>162651510
>I even tried reading Loomis,
Have you considered that Loomis is garbage?
>>
>>162651598
thanks
>>
>>162606476
There was a segment of Robot Carnival where it was Meiji japan and a team of peasants were piloting a giant wooden mecha powered by gears and belts and steam. Looks close to this
>>
Loomis is the ONLY way to make a game.
>>
File: output.webm (2MB, 888x548px) Image search: [Google]
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To everyone who helped me earlier trying to copy this guys shit, thanks, I've managed to calm my autism and do something similar, although I still have a bit to go.

Took me all knight, and an adderall, but I've finished doing the basics and now I can focus on my actual game.
>>
>>162606578
>https://www.youtube.com/watch?v=0kcF7E69C6Q
jesus christ

also this relates to >>162650858

if you learned even basic music theory and shit you could compose better music than that

same thing with any other skill, you could improve your drawing skills for instance
>>
>>162650803
The beauty of games is that they can be almost anything. Maybe some people like an interactive cinematic experience, who are we to judge? The proof is in the popularity.
>>
>>162606578
That was the directors cut though, they hired a composer who was thought to be deaf at the time.
>>
>>162652368
>>162606578
it sounds like the problem is that the sound engine isn't handling it properly and isn't cutting notes short or doing portamentos properly or smth
>>
>>162605060
Why not?
>>
>>162652550
No, the problem is that it's shit.
>>
>>162652647
Where is your music?
>>
>>162625393
you are SUCH a fucking faggot. You literally drink cock
>>
>>162651554
That movie was really good
>>
>>162625176
D E L E T T H I S
>>
>>162652647
Literally where are your tracks you fucking nodev?
>>
Why is INDIE gamedev still so hard in 2016? (multiple choice)
(technology)
a) missing technology
(finances)
b) missing financial resources
(developer abilities)
c1) lack of human motivation
c2) lack of human discipline
c3) lack of healthy, productive habits
c4) lack of organization and planing
c5) lack of time
>>
>>162652956
born without talent
>>
>>162652709
>>162652925
are you having a laugh because it's literally shit

>citation needed
http://kotaku.com/resident-evil-composer-admits-to-being-a-fraud-1516435701
>>
>>162652925
>>162652709
The dude's a fucking dick but he's got a point, the soundtrack for the directors cut was made by a guy who was thought to be deaf at the time.
>>
>>162652956
I'm going to go d) lack of good organizations to meet other game devs.

Of course you can link a million different forums and groups "but look you can meet them here!" but the issue is....you can link a million different forums and groups.

Everyone is too divided, you have some using reddit to meet team members, others at Unity's new partner site, indieteam meet up, others using game jams.

And even worse they get divided up by specialty. Artists tend to use indiegamemeetup while programmrs use reddit and Unity's new forums. So in the end you have a bunch of disjoint communities fighting over a small pool of people. And an even smaller pool of talented peopl
>>
>>162652956
>gamedev in 2016
>hard
with unity, unreal, gamemakerstudio, godot and other babby engines available for nothing it's easier than fucking ever you son of a bitch
>>
>>162652956
There are too many fucking games on steam, gamedev isn't hard at fucking all
>>
>>162652956
lack of not being a lazy hack

and this: >>162653319

if you don't happen to be very close friends with some very talented people then expect to either spend a shit ton of money on starting a company from scratch or be on your own or be stuck with some utterly incompetent lazy idiots
>>
>>162626417
>someday there's going to be a demo day where there's an actual 1024 x 768 source game that looks like this, and it ends up being an actual sprawling adventure with cuh-razy good writing, and aggy daggy will finally bury this maymay
>>
>>162653568

There are a lot of games on steam but most aren't your competition.

Retards like to point out 35% of games on steam were released in 2016, like that actually means something. Valve dropped their greenlight standards to nothing, they figured even without their gatekeeping people will still only buy the good shit and they were right.

There was almost more money spent on indiegames in 2016 than any year before (steamspy) so what does a worthless stat like that mean to you?
>>
>>162652956
>c1) lack of human motivation
this, why make stuff when people are just gonna break into psychotic frenzies of shitposting over it without fail every time
>>
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>>162635339
I spend 'em however I please
>>
i can't do it /agdg/
>>
>>162653875
>money spent
>>>/biz/pgdg
>>
>>162653875
I wonder how much the dodgy card economy factors into that
>>
>>162654225
>>>>/biz/pgdg
it'd be funny if this was actually a thing
>>
>>162654213
Just read loomis.

>>162654453
It was once because someone thought the thread would be better with IDs. He ended up shitposting his own thread into oblivion
>>
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>>162639256
>>
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Genesis is so weird when it comes to defining sprites that span multiple tiles. Obviously memory is a straight line so data has to be linearized, but you'd think a 4x4 sprite would be laid out like:

0123
4567
89AB
CDEF

using hex values to represent offsets. But no, it's laid out as:

048C
159D
26AE
37BF

I mean, it's not a big deal, just weird. Kind of makes it harder to share tiles between sprites and backgrounds without some extra content processing.
>>
>>162654636
this is better 2bh

hamarist i think your art has actually deteriorated significantly since you started coming here
>>
>>162654561
I didn't know Loomis could help me with my code.
>>
>>162652298
>adderall
cleaner and less addictive, but still essentially meth. Don't ride the collegiate dragon too long or you'll find yourself stuck on its back
>>
>>162654813
Loomis is the only way to make a game.
>>
>>162654779
I think it's mostly that the picture with the fox feels too 'noisy'. The table and the background specifically seem to drown out the fox in the middle.

That rabbit picture puts a clear contrast between the character and the background, so it's easier to read.
>>
>>162654813
then you should start fucking read it, shouldn't you?
>>
>>162654668
but you just posted a manga image showing the Japanese custom of writing top to bottom, and Sega Genesis was made in Japan, so...
>>
>>162652956
Not everyone has the discipline to put in the hours it takes to make a polished game.
>>
>>162655703
New thread.
>>162655703
>>
Prepare your progress so it is ready for new thread
>>
>>162652298
Good job anon.
>>
>>162655260
I'm more triggered by the "side-eye", it's a common lazy/beginner drawing thing to draw a face from the side with just one big eye instead of bothering with any perspective inbetween that could involve both eyes and the difficulty of perspective, focusing the eyes, etc.

also he's got some weird looking arms, its right paw is funky, the perspective on the nose seems weird...

It just seems very amateurish compared to his older art, which doesn't make those sorts of mistakes or shortcuts.
>>
>>162656127
There's certainly more to it than just the noise, but I think changing the background would already be a huge improvement in and of itself.

I haven't followed his dev progress too much, so I can't comment how their old art looks like.
>>
>>162652956
But it's easier than ever has been and doesn't have remotely the same barriers to entry that it used to.
>>
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BackroundsUI.webm
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I did things
>>
>>162658691
>>162655703
Thread posts: 772
Thread images: 147


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