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/agdg/ - Amateur Game Dev General

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Thread replies: 760
Thread images: 162

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Just like make game edition!

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

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

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

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

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/wUh6itNN

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
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First post for Rin
>>
What should I model for practice, /agdg/?
>>
Third post for Amazon Lumberyard

Amazon Lumberyard
>>
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>>162781354
>>
>>162781354
How much experience do you have?
>>
Rust
>>
ideas for non-zelda-like room transitions in a zelda-like?
>>
>>162781375
Very basic, I'm terrible at organic models.
>>
The filter list should be added in the OP desu
>>
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programmers!
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>>162781428
Well, it sure is a game, but someone already developed it...
>>
>>162781524
>>
>>162781641
Can we please leave the /dpt/ memes in >>>/d/?
>>
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holocaust tycoon
>>
which language is the most practical to start learning? If i learn C is there a huge difference to C++ (as i see most game engines use the latter.)?
>>
>>162781936
Done, but I would like it as a standalone instead of a mod.
>>
>>162781936
do we really need another fantasy game?
>>
@162782167
XD
>>
>>162781968
C++ adds classes, but most of the syntax is almost identical. The biggest change would be the libraries you use, (cout vs printf), etc.

classes are pretty damn good for game programming though.

C# is similar syntax and great as well.
>>
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>>162782337
>classes are pretty damn good for game programming though.
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>>162782225
How passive aggressive can one jew get?
>>
So Aseprite was updated recently and they finally implemented mirroring. I really want to like it, but why is basic functionality still missing after so long?
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>>162745932

Eyy, it's yo boy anon with a fix for his stupid water.
>>
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>>162782403
how would u make a crpg without classes? checkmate
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>>162782698
* mirroring on a single pixel
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>>162782403
are you saying object oriented programming isn't useful for games?

that's what I meant

sometimes I think I should add ">" to the filter.
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>>162782741
Did she die?
>>
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>testing out Blackjack minigame
>get blackjack on first try
I wish my luck was actually this good.
>>
>>162782741
Good on ya. When are the airbubbles coming?
>>
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gimme ideas for fun spells please
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>>162783125
oh fuck, I like this, I don't have any ideas though.
How did you recognize the shapes being drawn?
>>
What's with all the OOP hate in agdg? A meme gone too far?
>>
>>162783125
lightning bolt
poison cloud
tornado
meteor
horde of rats

>>162783314
go away shitposter
>>
>>162783125
all the letters of the alphabet should all be symbols
>>
>>162783125
>Not going for VR gesturing support
Think of all the money!

Rooting your enemies in place / beanstalking them into the sky.
Swarm of insects to distract.
Summoning a semi-lewd decoy.
Inflating enemies' heads so they fly away.
>>
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>>162783125
Japanese katakana could be useful for spell shapes, they're very simple shapes to draw, and there's a lot of them.
>>
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>look at him go
Code progress only : Tree behavior is finally implemented.

Everything is configurable and I just have to switch the modules around to create new behaviors. Even adding modules at this point will require very little coding.

>why did you make something that complex for a fucking placeholder slime?
I have no fucking idea but this slime is going to wreck shit

*- procedural generation base done, just need tweaking
*- destructible terrain done
*- battle mechanics done
*- AI done
Finally, maybe I'll take it easy for the next days and just code fun and useless stuff for a change
>>
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>>>162743832
>please kick the following people in the genitals for me if you happen to meet them: Rami Isreal, Zoe Quinn, Robin Arnott, Phil Fish
Believe it or not, but most of the devs in the industry never heard about gamergate or any drama related to gamers angry about something. Among my 470 Facebook friends (most of them are devs) I can't even find someone criticizing No Man's Sky. I even go so far as posting the steam score and asking what was the problem, to get other devs come and tell me everything was fine.
Though this one was so big, we talked openly about it a few times.

I'm spending more time reading comments than reading news, so I know well about dramas, but that makes me a rare exception. Most devs (even the ones who come to professional events) are actually scared to talk to gamers. They say that's not their job.

When it comes to top indie devs, the feeling is really close to top news journalists. They are really convinced there is no problem in the system. And they think that if there is a problem, supporting the system is better than changing the system.
When you tell them any opinion from a gamer, they just answer "I never heard of that, from which press outlet does it come?"

I spent hours trying to convince french devs than some people really believe in social justice, but they just think I'm crazy to even think such people can exist.
By the way in France gender theory is not supposed to exist, so gender theory believers are considered as a kind of a myth.
You are accused to be a fear mongering intolerant if you say that gender theory believers exist, they say that you are making up imaginary extremists to make left values look bad.

I kind of give up trying to explain what are social justice warriors and what they want. They just say that it's one or two idiots on the internet, so none of this is real. Nobody believes me. I feel like someone who saw aliens and who tries to explain they are real.
>>
>>162783609
stop blogging
>>
>>162783576
thanks weeb
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>>162783673
fuck off
>>
>>162783609
>When it comes to top indie devs, the feeling is really close to top news journalists. They are really convinced there is no problem in the system. And they think that if there is a problem, supporting the system is better than changing the system.
>When you tell them any opinion from a gamer, they just answer "I never heard of that, from which press outlet does it come?"
That's fucked up and explains a lot.
>>
>>162783609
>They just say that it's one or two idiots on the internet
But they actually are the minority when it comes to games.
>>
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>>162783609
I wish I was surprised, but I am really not.
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>>162766394
>[dead]
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>>162782337
thanks
i like to start with simple, pure things, so if it isn't absolutely useless, i'll probably start with C
i was just worried there would be too much change when i move from basic programs to a game engine
>>
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>>>162745086
>where do you get the money to travel to all those events?
This one is just one country away (from France to Switzerland). They will take care of the hotel room, and maybe the travel expenses (I'm not sure about this one). I paid all of this by myself last year, it cost me around $500.
I still don't know if I will go to some US event, it would cost me more like $5,000 (or even $6,000).
Ludicious is a contest, so you get free stuff if you are nominated, contrary to events which are pure festival and you have to pay a lot to have a stand.

>>162734435
>Did you ever create the "next video" inside the big cube?
I intended to make a self repairing enemy ship and you had to make a bit of a parkour map inside it in first person to reach the next point.
But when I saw the hype caused by the project, I told myself I should put more work i the base technology, or risk deceiving people. 6 months of open alpha later, I switched to the puzzle game project to make the DNA / electronics technology stronger.

>>162733007
>Well shit, I guess you're banned then. Only amateur game devs allowed. You're on your own pal, good luck
It's true I'm less and less of an amateur. But as long as I just like to make games, I think everything should be fine.
AGDG is actually the english spoken community where I got the most feedback.
>>
>>162783609
>most of the devs in the industry never heard about gamergate or any drama related to gamers angry about something
Honestly I don't know anything about gamergate or all of that drama. When it first started I just ignored it like all the other drama gamers always make. Then it just kept getting bigger and bigger but I still had no idea what it was about.

To this day I never bothered to really look into it. Is it still something that's happening?
>>
>Gone Homo still asking for 20 dollaridinosos on itch
Holy shit.
>>
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>>162783306
Mouse positions are converted to an array then the array is compared to preexisting shapes and whatever has the closest match is picked. Its far from perfect atm but its good enough to test with.

>>162783423
I was thinking about doing runes or something, but the problem is its difficult to draw them in a smooth motion.

>>162783445
I was thinking about putting in voice support since that's pretty easy in c#, only problem is it won't work on linux

>>162783576
weebs pls go
>>
>>162783987
Once you have the syntax down, the only thing that you need to learn when it comes to engines is the engine's API, as in what functions to call when you want something done. That's just a normal part of learning any tool though.

good luck
>>
why do you follow the "games industry" like its fucking oil futures?
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>>162784302
It was free last month
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>>162782854
Yes.
>>
>when an idea gets stuck in your head just enough to bug you but not enough to provide actual motivation towards making said idea a reality
>This compounded with a complete lack of knowledge on making games
>And depression
>And not having the spare cash to buy the system I want to make this game for (Vive)

I want to die.

/blogpost
>>
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Warioware but in VR
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>>162784204
>Is it still something that's happening?
Only as much as the Korean War is still happening.
>>
>>162784204
>Is it still something that's happening?
No, but occasionally people will write retarded articles about the evil goobergrapers around every corner. Like how one bitch wrote that we "Elected Gamergate to the White House" after the election

It's just another boogeyman like the Patriarchy at this point
>>
Ah, fuck me. I'm tired of getting too caught up into details and lofty ideas and end up nodeving in the end. I'm churning out shitty clone games now, I don't give a shit anymore, I just want to make games.
>>
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how about this original idea
Warioware but in VR
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>>162784072
You really have to work on your English, dawg. I hope you're getting someone to revise the English text in your game. This advice extends to all other foreign devs in AGDG myself included
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>>162784341
we follow it like it's fashion, important difference
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>>162784319
>>162783125
+ = Heal / Decurse
D or 3 = Bow
L = Sword Slash
I = Lance
S or N = Lightning
. = Vanish
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>>162784432
Gimmick, won't last a month.

>>162784705
That's pretty good, I can see it having above average success.
>>
>>162784705
Genius, you've done it again Molyneux
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>>162784341
I don't, I only play games from 10+ years ago.
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>>162784768
>D or 3 = Bow
>L = Sword Slash
>I = Lance
Those aren't spells silly
>>
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>mfw want to filter "source" but it nets an amazing amount of false positives
>mfw guy-who-creates-Source-OC-and-then-samefags-"wow disgusting"-100-times-every-thread-for-years won't fuck off
>>
Please post "artists > programmers" images.

I'm farming (you)s from my programmer friends on normiebook.
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>>162785114
The solution is easy. Filter the md5 of the images they use.
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>>162785157
but anon programmers > artists
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>>162785157
I bet you could farm (you)s with CS students or Girl Code vs Guy Code.
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>>162783864
its tape
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>>162785179
He keeps making new stuff / minimally changing the pictures, though.
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>>162785354
Life ain't easy. You have to choose between false positives or having to occasionally update your filters.
>>
>>162785114
4chan filters are regular expressions, take advantage of that by filtering common constructions rather than individual words. You can test them here: https://regex101.com/
>>
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>can't find solutions to my WebGL problems anywhere
what do
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>>162783125
Stealing this idea for an android game
>>
Guys, what about a moba that you make your own character in, instead of choosing from a pool of premade heroes?
>>
Would anyone be willing to play my boss and let me know what they think of the difficulty? I'm trying to balance it, but I'm just one person and I tend to make things easier when I suck and make things harder when I don't. I can't seem to strike a balance.
I think I have the boss pretty close to good balance, but I'd like some opinions.

https://mega.nz/#!9A1zlT5Q!WpukLAzM5avwQRPrKbwTDtqqbgcqI9ZMC4NEAOtWC-I

No install, just the .exe. You'll start in the room before the boss which has some equipment that is practically necessary. Since you're not playing the stage, I'll tell you that you can hit projectiles flying at you to destroy them. Also let me know if the font shows up like in the picture attached, since I don't know how it'll react on systems without that particular font installed.
Controls are arrow keys, z and x. R restarts the game and S toggles the experimental shader that may or may not lag your game

Thanks.
>>
>>162785354
Good thing it only takes a second to click "filter image" with 4chanX
>>
>>162785354
would it be possible to apply reverse image search / image matching tech and filter any image that is similar to source?
>>
>>162785570
Dota's ability draft?
>>
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>>162785658
It's not often obvious that it's Source. Sometimes it looks like normal progress. Lately he's been making new ones every couple of days.
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>>162785529
explain your problems rather than talking about them

whats the problems?
>>
>>162785570
I always thought it'd be neat to have a moba where you have to figure out what skills your opponents have.

It'd be like that shit from anime where you don't want to show off your ultimate until jussssst the right moment, lest people figure out to counter it... Of course that'd never happen if said moba featured heavy rubber banding
>>
>>162785354
>>162785515
This. Filter shit like "progress haha" or "lol, just lol".
>>
>>162785891
That's great anon. How much longer are you going to be posting about this? You talking about him while he's not around is just as shit as when he is around.
>>
>>162786051
Previous anons weren't me. I just wanted to participate. Please forgive me.
>>
>>162785961
I'm wondering if I can lump objects shrinking with distance into the perspective matrix, the same matrix which I've got stuff like near and far cuttoffs in.
It'll clean up my code a lot, and I want to see if it inherently solves the more major problems I'm having before tackling those.
>>
>>162786161
Love you, anon. Let's go make some progress!
>>
>>162785596
trying it now
so far I am getting used to controls and no air-control
projectiles may as well be invisible. you focus on the top orb moving down into attack range, your eye naturally watches for that one and then you just get hit from small orbs shots from the lower ones.
since the boss is pretty much always moving out of range you really just have one likely line of attack
>>
>>162785515
Huh neat link. Bookmarked!
>>
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>>162786431
a-anon are you ok?
>>
>>162785529
It helps to ask other people when google/etc fail you! If not just to get the correct keywords to search for.
>>
>>162785157
thats pretty cringy
>>
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>>162786431
>there was a ""person"" who thought this was a game
>>
>>162786414
maybe have the orbs be different color than the projectiles and maybe make the rotation of orbs alternate?
longest i've lived so far was just focusing on dodging and throwing the sickle.
>>
>>162786414
thank you for the input! will definitely make the projectile more visible. you also have a projectile which is pretty much essential to win that you pick up in the previous room by hitting the torches. up + attack to use it if you have enough magic (two bars)

thanks again for the input anon!
>>
>>162786431
What is that gif? Did someone actually make that?
>>
>>162786195
that sounds like a general 3D engine creation question to me, but that is way above my head.

but shouldn't a perspective matrix already handle "skrinking with distance" since that is perspective by definition anyways? otherwise that is orthographic isn't it?
>>
>>162786881
I keep trying to spam my throw attack like you could in other vanias. I don't know if you could spam it in the NES one though.
>>
>>162785980
Yeah, and you could set up your build in the pre game lobby so your team would be able to sync up

maybe at the beginning you choose a class and level abilities related to it, then as you get higher level you can level and choose from other classes
>>
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The separation of UI/Client is now complete. This took a while. Next up is going to be basics of character creation screen, then after that trying to draw generated floors on the map and moving about. Still on track for this roguelike to be released in 2045.
>>
>>162786431
What kind of madman would make such a thing?
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>>162787297
in the nes castlevanias you collect pickups that can allow up to 3 projectiles on the screen at once. so far you can only have one on the screen in helleton but you can hit the scythe in the air to keep it going without using magic
>>
>>162782741

That looks really good, nice job doing variable fill times based on width of open areas. It's a nice touch that is often overlooked
>>
>>162786431
that framerate is giving me a headache
>>
>>162787412
>roguelike
Subscribed
>>
>>162785596
Downloading
>>
>>162787037
Well, calling it a perspective matrix doesn't give it that ability.
>>
>>162787553
I wrote up a short post playing through 4+ times before realizing you could bounce the scythe. Makes it a lot easier. I think you've explained that it could bounce in previous threads.
>>
>>162787318
client level, i mean. like summoner level in lel of legos
>>
>>162787553
timing the sickle hit is one more thing for me to focus on and i get pounded by the falling block
this is frustrating m8
>>
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Working on guns for my space ships.

Got the bullets spawning, a dispersion value, support for multiple barrels, bullets time out eventually, and support for inherited velocity.
>>
>>162787835
indeed

you are accounting for fov in your matrix right?
>>
>>162788117
Nope.
>>
>>162788286
assuming you're the original poster, the more you explain about your problem and what you've done so far, including code snippets and the construction of your matrix, the more likely you'll get help

otherwise its blogposting or you don't even have a game and you should fuck off
>>
>>162787867
And once you get that down, the boss becomes pretty doable. Difficulty seems fine to me.
>>
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pew pew pew pew
>>
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Spent a long time studying the Spyro map posted here yesterday, and it's been a great help!

Making my own map using similar techniques took all day, but I think I'm almost ready to texture this now
>>
>>162782741
this looks great good job anon
>>162789137
Nice pews
>>
>>162788483
can you beat him?
>>
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Exploding pews

They're actually not supposed to explode when they just time out, but I disabled that bit of code so I could make sure the effect was working.

Now I just need to get the hit detection working. There's a piece of code that I always recycle for that because it's worked so well in the past for me that I haven't been able to write anything better the couple times I've tried.
>>
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>>162788457
Alright, well I figured out the perspective matrix thing.

Though I just remembered I still have the problem that if I look down, I can see objects I'm level with from above, and vice-versa.

By the way, by "account for FoV", does that simply mean having a factor by which objects shrink with distance?

>>162789137
You should probably make it so that those beams are longer the faster they're doing.
>>
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working on this chibi knight, stuck on laptop for holidays and texturing via remote desktop has been something

sketchfab.com/models/331e82c45579417cae2c9d01e8066dce
>>
>>162790148
Whoops, didn't mean to include that image.
That's from a problem not related to the camera thing.
>>
>>162790026
Yeah. It takes most of my HP, though. If a full level runback was involved, I'd probably look less favorably on it.
>>
>>162786848
>maybe have the orbs be different color than the projectiles
good idea. not sure how thatll work in practice but ill fiddle with the colors.
>and maybe make the rotation of orbs alternate?
i thought about that. it would make hitting them with the scythe easier on the first pass but i kinda like needing to line up the the bounce pass instead. i think alternating them would be a better idea than what i have though, so i'll give that a try.

>>162787867
>>162788483
thanks! i want to find a way to explain that you can hit the scythe, but im trying my absolute hardest to only explain the bare essentials in game and have the player figure out the rest through experimentation.

>>162788068
thanks for the input. sorry that its frustrating. thankfully im doing this boss balance build thingy so that i can make sure that its still hard while not being frustrating.
>>
>>162789427

Are you going to use vertex colors along with the textures?
>>
>>162790462
thankfully there is no lives system. i think im going to implement an option to restart the level if you would like to try to get gear that you can't obtain from the pre-boss room or include some kind of optional lives mode down the line, but right now there are unlimited retries in every room
>>
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How would you code a tornado to suck things nearby up? Something like:
>check distance
>check velocity
>alter velocity a bit depending on distance to point more towards the tornado
?
>>
>>162790625
What do you mean?

I'm considering making skyboxes with vertex colours (like those in Spyro), if that's what you mean?
>>
>>162785596
Personally the difficulty balance is ok, but the fight is too long, and can get tiring/boring. The way I would blance that would be, giving the player the chance to strike an extra hit on the boss after all the orbs are dead, so instead of doing 1 point of damage each time you destroy the 4 orbs you could do at least 2 (or 3 if you time your scyte throw correctly, but this should not be too easy to do).

It would be great if orbs react somehow when the scythe hits them, a fast color blink would do the trick. Maybe even have them change color each time they receive a hit and stay that way so you can know how many hits it has left.

Having some of the torches on the road give you HP instead of MP could be helpful too.

Are you supossed to be able to hit any torch in the start room besides the 2 on top of the platform? tried to hit the ones at the sides while falling but I couldn't do it.

The font works fine for me, but I may have it installed, what's its name?
No lag from the shader on my toaster.
>>
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>>162790801

Spyro's levels had vertex colors and textures used together.

Also that is fucking awesome.

What engine are you using?
>>
I'm done. I give up. I simply can't art.
I'm a pretty good programmer, I'm a lead developer at a major aircraft corporation as my day job.. But I'm just so bad at art. I get headaches every time I try to do anything related to art. 3D modeling, pixel art, vector art, all of it drives me insane. Unfortunately, you can't make a game these days without art.

Looks like my goal of making a game dies today. RIP
>>
>>162791013
>Spyro's levels had vertex colors and textures used together.
Oh shit, that's possible?
No wonder Spyro's fake lighting looked so "dynamic"!

Going to use Unity, if I can figure it out.
Would love to try to get something to render on the 3DS.
>>
>>162790540
I think that when you attack since the whip curls from the top it should it shots coming near your head, I don't know if it does that in the NES one but I think it might on some DS GBA ones.
For some reason I keep thinking I can attack to block ones near my head but it doesn't work obviously. Also how are you supposed to beat this without taking damage?
>>
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>>162790793
you could either pull things into the tornado direcly, or move them in at an angle depending on the effect you want. a tornado iirc wouldn't directly suck you in, but pull you sort of perpendicular to its center for a while

the general steps, idk how to do this in your engine:
1. for each enemy within range of the tornado
2. change the current velocity by a vector based on the distance between
>>
>>162790148
I just know that as FOV approaches 0, objects approach an orthographic kind of distance scaling. FOV and the aspect ratio are the other parts of the frustrum's geometry.

I still wanna see your code/screenshots just because I'm curious and I feel they'd describe your issues much better.
>>
>>162791162
>not making UI game
If gogem can do it, you can too.
>>
>>162791162
can you not even make a thing with boxes in unity
>>
>>162783583
Are all the states in your AI state machine game objects in your scene? What?
>>
>>162790167

Nice Spiral Knights clone

:^)
>>
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>>162790148
Once I have an actual gun to shoot from and not just a bunch of placeholders I'll put more thought into the visuals. Though, I definitely have something I want to do to make them more visible.

All the basics for the gun/bullet are down, now the more complicated part of integration into the ship itself.
>>
>>162791174

Uhh, yes it's possible.

Vertex colors can be used in some crazy ways Pic related.
>>
>>162790965
Thank you very much anon!
>so instead of doing 1 point of damage each time you destroy the 4 orbs you could do at least 2 (or 3 if you time your scyte throw correctly, but this should not be too easy to do).
You can. If you throw the scythe, it'll continually do damage while on contact with the skull then the orbs are gone. If you time it just right, you can knock about 4 bars off. Plus each hit with the whip itself takes 2 bars off (unless there's a bug) if you took the upgrade in the previous room.
>It would be great if orbs react somehow when the scythe hits them
Good idea. Will definitely note.
>Having some of the torches on the road give you HP instead of MP could be helpful too.
I'm trying to avoid HP pickups other than hidden refills. If it comes to it, I'll add minor HP pickups but I'm definitely trying to avoid it.
>Are you supossed to be able to hit any torch in the start room besides the 2 on top of the platform?
Nah. They're just there to show that you can jump down and it won't kill you.
>The font works fine for me, but I may have it installed, what's its name?
The font is "Press Start 2P"
>No lag from the shader on my toaster.
Good to hear!
Thank you again anon! I really appreciate it.

>>162791214
Thanks for the input.
>I think that when you attack since the whip curls from the top it should it shots coming near your head
The hitbox is only active when the whip is extended since a floppy whip wouldn't really do much damage I think.
>Also how are you supposed to beat this without taking damage?
Not a single clue. I can barely beat it myself but I also suck at my own game.
>>
>>162791229
It's WebGL, so it's very portable, I can put it on Mega if you want to check it for yourself.
I'll add a few annotations.
>>
>>162790793
if ur useing gm then just do like

if(close enough to tornado) motion_add(direction to tornado, le suckerino speed)
>>
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>>162791560

Sorry, pic.
>>
>>162791174
PS1 Spyro games were some of the first games to use LOD models, it's how they managed to make fairly large looking levels despite the limitations of the system. The distant land model was simpler and used only vertex color, no texture.
>>
I should make Snowboard Kids 3
>>
>>162791635
I've literally tried about a hundred times now and only made it to the stage where 2 blocks fall two times. What the fuck this is so goddamn annoying!
How much is this supposed to be like the NES game? I never played the NES castlevania so I don't want to rip on your game if it is supposed to be a clone.
I keep trying to change my direction in the air but I can't.
Also make sure the enemy projectiles are on the very top layer of objects,, I don't know if the sickle object covers them sometimes?
>>
>>162791642
I honestly wouldn't know enough to help, but maybe someone else would
>>
>>162782403
>making a game without interfaces
>>
>>162792325
fuck it i'm done trying
>>
File: 368.gif (2MB, 540x366px)
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Got a functional rank system. Allied enemies will stop you if you try entering restricted areas unless you're of an equal or greater rank. There'll be little icons to show soldier status.
>>
>>162792346
I might as well post it in this thread then, I think a lot of people know what's wrong if the camera seems to orbit when it should rotate.

https://mega.nz/#!MgdC0S5Y!Ef4ggzU18yX0JeTFrSY9xIsv6BB5crYypYQettlCmyk
>>
>>162792325
Thanks for the input, anon!
>What the fuck this is so goddamn annoying!
Thanks!
>How much is this supposed to be like the NES game? I never played the NES castlevania so I don't want to rip on your game if it is supposed to be a clone.
If you've never played NES Castlevania, I can definitely see how you're definitely not used to this kind of play. Classicvania is a different beast than a lot of games
>I keep trying to change my direction in the air but I can't.
Once you jump, you're committed to it. If you're not used to it, I can see it being frustrating to get the hang of.
>Also make sure the enemy projectiles are on the very top layer of objects,, I don't know if the sickle object covers them sometimes?
Good idea. I'll double check that they're on the top. Scythe destroys the projectiles so no need to worry about that.

>>162792685
Thanks for playing!
>>
>>162792487
Polymorphism is great but it's hardly an object-oriented-only concept. In fact OOP only deals with subtype polymorphism whereas parametric and ad-hoc polymorphism are generally much more powerful and better-behaved.
>>
>>162792753
Neat. But which game is this for?
>>
File: 2016-12-15_00-14-21.webm (3MB, 800x468px) Image search: [Google]
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The ship now has internal guns.

I'm skipping some steps currently with the way the guns are fired because I'm just using a direct keybind to fire them versus having them go through the ship's input and all that. At some point in the near future I'm going to need to spin off all weapons management into its own fire control component. Right now, the stores management is firing the missiles, but that's not really the component that should be doing that.

As before, I'm going to need bigger explosions.
>>
File: Untitldsdsdsed.png (41KB, 1051x786px)
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trying to fix midi support
>>
>>162793694
No reason to turn your nose up at classes, which are still great for game related programming, like ECSs. And neither are supported by C.
>>
>>162794465
ECS is totally non-OOP. The point is you're breaking the entity into lots of little, open pieces that are driven externally so that they can work together.
>>
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woosh
>>
>>162792016
>>162791560
>>162792067
Nice!

How would I go about exporting vertex coloring to a game engine like Unity, though?
Do you save it to an image file or something else?
>>
can somebody help me with a coding problem? unity crashes every time I try to access the sizes class variable, it is a read only array of floats that get their value from another array of floats

public float[] size_factors=new float[4]{.8f,.6f,.4f,.2f};
private float size_range=.7f;
private float size_base = .3f;
public float[] sizes {
get {
float[] temparray=new float[size_factors.Length];
for (int i = 0; i < sizes.Length; i++) {
temparray [i] = size * (size_factors [i] * size_range + size_base);
}
return temparray;
}
}

am I retarded and can't even do this in unity or what
>>
>>162789427
what is the black stuff?
>>
>>162795124
Looks like it's just ambient occlusion.
>>
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>>162794082
Noticed after recording the webm that the projectiles weren't inheriting the ship velocity correctly. It makes aiming a little weirder when that's not there, and it was a bug in the code that was preventing it from happening. That's fixed now so that when you fly sideways and fire, your shots still go forwards relative to you.

I also increased the size of the little hit effect. Automatic convergence would be a nice thing to add to the guns, but there's no good way to do that right now.

I'm really putting off a proper fire control at this point though, and it's holding back stuff I'd like to implement. I can't for example, selectively fire different types of missiles if I had any, and something needs to be managing that. The same goes for the guns. If I want to do convergence, the ship needs to be communicating to the guns correctly in the first place.
>>
>>162794740
I don't know about Unity specifically. But vertex colors are saved with the model itself, it's not a separate file. The color can then be used in whatever way by a shader. You can use the color itself to color the model, or multiply it with a diffuse texture to create a shadow effect, or use it as a mask to fade between textures. Whatever your heart desires.
>>
>>162795368
Why do you fucks still call it a vertex colour? It's just a generic attribute. Do these engines not let you have more than one because it's expected to be the vertex colour?
>>
>>162795034
>public float[] sizes { get { (...) sizes.Length
Sounds like an icky thing to do. I'm too tired to go back to the whole .net but I don't think he can assures anything about sizes in the block at this point.
>>
>>162795439
What?
It's called vertex color, it's painted as color on the model. Do any file types support multiple different vertex colors?
>>
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Ohayou-anon here again. Started working on the templates to make the ohayous faster and probably way more polished. Even got the idea that it eventually could become some sort of ohayou-maker app, at least for the main figure, since people would probably have to draw the details anyway.
Can someone post a list of all the pending ohayou requests? I kinda lost track of them and don't want to miss anybody.
>>
does anyone have experience moving a huge number of unity gameobjects per frame, each with simple AI? Say 1000 to 10,000?

My plan is to use Rigidbody.MovePosition every fixedupdate to avoid the cost of running phyics. Is there another way to reduce the cost?
>>
>>162795558
Are there formats besides shitty fucking OBJ that don't support arbitrary vertex attributes? Why do engines use fucking shit like FBX instead of Collada or something, anyways.
>>
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>>162792791
trippy as shit man

I bumped up the distances and made stuff a little bigger and zeroed out the camera position displacement just for giggles. It looks like the matrices do need some work.

If I really wanted to understand this I'd have to mess with it for a long time, but don't give up on it. It makes me want to go study the quake engine.
>>
>>162795485
ya that was definately wrong but I fixed it and it is still crashing.
>>
>>162793694
Polymorphism in all forms was invented by OOP and is part of it.
>>
Thanks for everyone's feedback! Here's the changes I've made.

* Reversed the fireball's orbit direction so that they're a little easier to hit with the scythe (move into the scythe rather than away from it).
* Added color coordination. Red is 3 hp, purple is 2 hp, blue is 1 hp. Also made the projectiles match but I'm honestly not sure if different colored projectiles helps or hinders visibility.
* Even though nobody mentioned it, I tweaked damage numbers. The projectiles now only take away 1 bar of health rather than 2. However now the fireball enemies take 2 bars of health where before they only knocked you back.
>>
>>162795843
Holy shit you can't be this brainwashed.
>>
>>162795720
What do you mean by "zeroed out the camera position displacement"?
Because that actually looks like it's behaving somewhat properly now.
>>
>>162795485
>>162795829
alright I fixed it after going back through looking for stupid shit like that, I had the same basic variable 5 times in the class and each one I fucked up somewhere differently, one time I tried to assign to sizes instead of temparray.

Thank you so much for the fresh set of eyes, saved my night.
>>
>>162795856
Great, can't way to play it again.
I'm glad I could help.
>>
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>>162795689
In my floating origin tests I've been moving 2000 cube asteroid rigidbodies, plus however many particles are currently in the world. Takes me about 5.5 ms according to the profiler, but that's also not something I'm doing every frame.
>>
>>162795689
relying on physx might be more efficient

You could do something crazy like running through the list in a coroutine, and only change its velocity. Like every object's velocity/stuff is only updated once a second or more, but since its staggered it might not be noticeable in a big crowd or by themselves. The physics system would handle the movement in between updates. just a weird thought

>>162795920
random shit really:
in createCamera, I just got rid of the else{} part, so the top part that doesn't touch the displacement always runs. In the createcamera call in initialize3ddemo(), i also changed far to 200, scale to 5, and perspective to 2, just random tweaks. Your camera appears to start upside-down as well. apart from boosting the size of the tetrahedrons/ocean by a factor of 10, I also uncommented the object z position and forced all the objects downwards 10 and started the camera up on the Z by 5, so its all below you.
>>
>>162794598
"Totally non-OOP" does not mean totally class-free. You don't have to, but it's sure convenient and adds flexibility if you use a base class for your components. And I personally wouldn't call most ECSs non-OOp but there are as many definition of OOP as there are programmers.
>>
>>162796409
That sounds like a recipe for disaster, there's absolutely nothing in common between components if you do it properly and just make them data, except maybe a serialization method or something.
>>
>>162796409
>>162794598
I'm a faggot reared on OOP concepts. Don't worry, I'm an artist not a programmer

What exactly is non-OOP programming even like?
>>
>>162796480
You need to use inheritance to have a serialization method that works on all of them.
>>
>Unity
>Blender
>Photoshop
>Sublime3/NP++

With the following downloaded, documentation open in chrome. Is this all I would need to make a start?

6am and about to head to work but this weekend I want to start a project after lurking for so long. Only thing hindering me is I software dev for my day job and when i get home I am usually pretty burnt out.
>>
>>162796505
Liberating.

>>162796535
Subtyping is not inheritance. Ad hoc polymorphism is not inheritance. Theoretically you don't even need an interface at all because you don't need to be able to say "for all components" since you don't store them together needlessly.
>>
>>162796636
Right, good OOP uses inheritance, not subtyping. The goal is code reuse and encapsulation. ECS is just good OOP.
>>
>>162796505
It's like rowing a boat and convincing yourself you're superior to the people using sails and motors.
>>
>>162796769
>ECS
>inheritance or encapsulation

>inheritance, not subtyping
>when inheritance necessarily requires subtyping
Is this bait?

>>162796812
Except these so-analogized "sails" and "motors" (read: OOP) have no real evidence backing that they're any better for what they cost. It's a massive delusion. All the evidence points to not-OOP (procedural, functional, etc.) being much more productive and efficient. JLMG, don't waste your time shoehorning your game into classes and objects.
>>
>>162796310
Well, now I see that doing all that just minimises the camera issues rather than removes them.
Also, that part of createCamera you removed doesn't change anything for that demo, it's really just for attaching the camera to an object; although it probably doesn't work properly and won't change the camera's position as the object rotates, if the camera is displaced from the object.

Now I just noticed why stuff was rendering in front of the plane when it should be rendering behind; because it's actually happening to everything.
I assumed that the issue was that I had my zPositions backwards, but it seems that sometimes things render in the right order and sometimes they don't depending on the camera angle.
The normal code means I can see things through the plane at steep angles.
Reversing the zPositions means I can see things through the plane at shallow angles.
>>
>>162796204
>>162796310
thanks guys!

i'm running 1500 objects, all moving on fixedupdate, and it's taking 10ms for the whole frame. i don't know if i even need more than that for the game design
>>
/OOP/board:vg;
/ECS/board:vg;
>>
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How were the graphics made in games like Dodonpachi, or Crimzon Clover?

Were they done in 3d and then captured from different angles and used as sprites, or were they just hand drawn like regular sprites?
>>
>>162797739
>wah wah engies ree
>>
>its an autist refuses to make a virtual function call episode
>>
>>162797739
>implying it matters when everyone is just role playing as someone who will actually finish a game
>>
>>162795714
Probably because Collada is primarily used for movies and not video games.
>>
>>162798293
So? Collada is a better interchange format than FBX. When the game is shipped all the geometry should be stored so that it can basically be read straight into memory anyways (i.e. specific to engine, game, use case) so it doesn't matter if FBX is theoretically more efficient or whatever.
>>
>>162797723
yea I was trying and failing to pinpoint why the objects peeked through at different angles

fascinating stuff though, It really makes me appreciate using Unity where any scary matrices are hidden deep in shader code.

good luck on it, and post here every once in a while.
>>
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>>162721662
>Have you tried spawning obstacles in clusters/ small fixed patterns?
Oops.
>>
>>162796960
>All the evidence points to not-OOP (procedural, functional, etc.) being much more productive and efficient

t. Hipster who fell for the Haskell meme
>>
>>162785596
Sorry Helleton. Actually, all of these
>>162787867
>>162788483
>>162790462
are invalid. Somehow the game seems to randomly switch between running at 30 and 60 fps. I can't figure out why it's happening. But obviously it's much easier to play at 30.
>>
>>162798696
nightmare mode activated
>>
>>162798696
get a heatmap/path of the last N times you played the level

and spawn obstacles on that path
>>
>>162799107
>Sorry Helleton. Actually, all of these are invalid.
How so?
>Somehow the game seems to randomly switch between running at 30 and 60 fps. I can't figure out why it's happening. But obviously it's much easier to play at 30.
That's not good! That's never happened to me except when recording with fraps. It might be the game's VSync enabled... maybe??? If you would like, there's a config file in "C:\Users\YourUser\AppData\Local\Not_Castlevania\config.ini" try disabling the vsync option there and see if that fixes your problem.
and my framerate dependent secret is now out. im so sorry ;-;
>>
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>searching for some vidya dev inspiration on google image search
>these fucking faces
lol reminds me of the Death on Frontier dudes
>>
>>162796960
Design patterns like MVVM lend themselves to OOP very nicely. OOP is easier for maintaining large code bases. In today's world, computer performance isn't as much an issue as it used to be. The #1 driving cost of development is code maintenance. OOP makes this easier, especially with large teams.

-t lead developer for a major aircraft corporation.
>>
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Finished walking animation, may fix the jumps later. Hows it?
>>
>>162800001
why does he have clothes
>>
>>162800057
Wait i will fix that for you
>>
>>162800001
>animation for ants
also, hard to tell if the bouncing would be super annoying or fine

there are things that come up with walk animations that you can only really tell when it's slapped into the game and moving about
>>
>>162784204
I'm in your boots. All I know is that there's this girl in a green sweater who has became this mascot of the drama or something, but I missed the whole point. Even when I try to find out what happened I find nothing. There was some girl who got pissed for some reason or something, but it doesn't make any sense to me.

So, yeah, if someone could sum it up in a few words, I would be really thankful!
>>
>>162790167
this style is awesome more pls
>>
>>162790167
I like your progress. Keep it up!
>>
>>162789427
fuck your maps are already better than mine in one day

post more I need to learn
>>
Once I finally finish my basic game functions and get my artstyle worked out, /agdg/ will shower me with praise!
>>
>>162800151
It kinda doesnt fit when put into motion so im reluctant to post

>>162800057
>pic
>>
>>162795686
I'm not aware of any pending list, and as I see there's not much characters left.

I'm not the dev, but I would still like to see one for Ctesiphon.

Thanks for doing this!
>>
>>162800181
basically this girl gave out free fucks in order to get good reviews. on uncovering this, some autists took things a little too far and started doxxing people, thus giving the media a chance to bail out the journalists by focusing attention on the autists by labelling them as sexist internet rapists

or something
>>
>>162799510
Because the boss at half speed was much easier.
I still think you've got the difficulty's fine, though.
Disabling Vsync seems to have worked.
>>
>>162800363
good walk cycle for a sissy lala homo boy! did you try other stride lengths before choosing that one, though? it could be better a bit longer
>>
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>>162790167
The damage on the sword looks like it's for the wrong material or something.

Pic unrelated, it's a real sword.
>>
>>162800434
>Because the boss at half speed was much easier.
Agreed, since it's easier to hit the fireballs. I'm not sure what to do about that though.
>Disabling Vsync seems to have worked.
Good to hear. I'm not pleased that VSync seems to do that, especially since there's visible tearing without it.
>>
>>162800481
Yeah i tried, didnt work very well because im not used to this. I just pick the better and polished until it wasnt that bad
but hey thanks!
>>
>>162778249
I think you misunderstood my question.

I would like to know how do you check if a level, made by a player, is actually doable.

You said that you have some sort of method for checking if a level, made by a player, is doable or not without asking the player to ever play it. Or maybe I have misunderstood you?
>>
>>162800382
Will work on Ctesiphon as soon a I finish Helleton then.
>>
>>162795686
check the replies to >>162720854
>>
>>162795686
do this
>>
>>162799820
>Design patterns like MVVM lend themselves to OOP very nicely.
MVVM, like many other patterns and architectures, is a solution to problems you invent yourself by using OOP.

>In today's world, computer performance isn't as much an issue as it used to be.
>saying this in the context of game development

>The #1 driving cost of development is code maintenance.
Which is why OOP is shit. It produces brittle code that you cannot reasonably follow.

>OOP makes this easier, especially with large teams.
>OOP is easier for maintaining large code bases.
Because you need to protect shitty code monkeys from themselves and each other, sure.
>>
>>162801236
Thanks added the ones I was missing to my bucket list.
Someone else made Whimp and Necro already and did a great job on them, though.
>>
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The Blackjack minigame is complete. Moving on to Slot Machine tomorrow.
>>
>>162801453
does this have porn
>>
>>162801512
Yes, actually. Although not this particular character.
>>
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>>162782741
How does this work?
>>
>>162797724
Is there somewhere other than here to follow your progress, you are one of the two game devs I'd want to follow the progress of.
>>
>>162801994
is my typing style that obvious
and did you mean to quote me?
>>
>>162782741
Is this a Hannah and the Pirate Caves clone? Please tell me it is.
>>
>>162801453
I missed you anon, but no homo. Keep up the good work.
>>
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>>162801990
One way I can think of doing this is splitting up the level into rows that are divided by solid tiles. The water is done per-row-division. The wider, the slower it fills. If a row doesn't have all solid or water underneath, it doesn't fill, and the water trickles down.
>>
>>162782741
I got a weird erection from that webm.
>>
>>162801453
>super crisp everything
>blurry cards
okay
>>
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ded. end of fight.

looks like there's an obscene amount of screen shake but that's only because the screen shakes when he's enraged but since i started him at low health he enrages right before death
>>
>>162802231
Thank ye.
>>162802594
The backs are certainly a problem. I'm keeping the faces though, I like the idea of them being instantly recognizable.
>>
>>162802909
maybe you could draw the faces though so they match the crisp art? you can still keep them recognizable without having them look like jpegs
>>
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>>162794245


okay so so far today i have gone from this from last night:

http://vocaroo.com/i/s1qEutrd8CrG

to this just now:

http://vocaroo.com/i/s1CBkI7mw9NM

so that is some improvements
>>
>>162802313
that seems like it would slow down the game if there were say a staircase
>>
>>162802787
Darken the skull to fit the style of everything else.
>>
>>162802968
I could try it. It'll probably look shit though.
>>
>>162803274
no thanks. contrast is important for bosses.
>>
What does memepoly look like
>>
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>>162803990
>>
Why are devs such faggots? Why do they even bother starting team projects if they can't even finish?

>some guy looking for an artist for his game
>his game looks cool so decide to join
>spend two weeks by making hard for the game
>we communicate via skype almost every day and talk all the time about the shit we want in the game
>finish my art work after the two weeks and send it to him
>can't wait to see it in the game
>check the skype the next day
>he didn't come online the entire day
>the next day as well
>it has been over a month now and he hasn't been online once, he is completely fucking dead, doesn't reply to emails also
>i just waste two weeks of hard work for nothing
fucking faggot this is the last time i tried to team up
>>
>>162804423
That sucks man, I just had the reverse happen to me (I'm a programmer, he was an artist).

You should share some of that art here
>>
What engine can I use too make a rougelike ?
>>
>>162803245
In that case you would either approximate with a slope or just treat it as an empty tile for the sake of the water. Not that it would be inefficient in the first place, but more to just keep things simple.

Can you think of a better way..?
>>
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Is this memepoly?
>>
>>162804423
Protip: Only work with people who have finished games before.
>>
I hit that stage where I realized my project is out of scope, going to make Don't Starve clone, wish me luck famalams

[/spoiler]plzp
>>
>>162804681
fuck put spoilers in the wrong order, can't do anything right
>>
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>>162804553
Godot
>>
>>162804553
Any. In theory even Diablo is a rogue like, so if you want to go 3D, you can even use Unreal or Unity. But from the 3 rogue likes I've seen on /agdg/, the stats are the following:

1 Game Maker
2 Custom engine (SDL2 with OpenGL, Monogame)
>>
>>162804681
>my project has scoping issues
>i know ill make a game with an even bigger scope!

anon...
>>
>>162805110
>In theory even Diablo is a rogue like
nigga what?
>>
>>162805118
don't starve started out small scope tho, and got huge. it required something like early access to keep players in it

if you release a dont starve now, you're competing with the real thing, and the huge scope it has
>>
>>162805227
And you're competing with the hundreds of don't starve clones, and the thousands of "indie-crafting-survival" games in general
It's not a good market to make money
>>
>>162805215
>randomly generated levels
>you only see what's around you
>you only know about the discovered parts of the dungeon
etc.

It meant to be a 3D rogue like, even if the ARPG aspect hides it really well.

http://www.graybeardgames.com/download/diablo_pitch.pdf
>>
>>162805227
Procedural generation is the great equaliser.
Done well, it can rival manually produced content.

I for one would like to see a survival game where there is evolving slime which is akin to very elaborate cellular automata, and as slime takes heavy damage through any means its genetics get scrambled which makes the death of slime matter a lot more entertaining to watch not to mention that some actually viable mutations might occur.

So it'd get gradually harder as time goes on.
>>
>>162804556
no slope approximation sounds good
>>
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Is there anything genuinely wrong with blueprints? Besides efficiency and personal preference.
>>
>>162805640
>Done well, it can rival manually produced content.
Has it ever been done well enough that it hasn't been instantly recognizable as proc gen?
>>
>>162805759
google "no mans sky"
>>
>>162805741
Efficiency is kinda important, as things get complicated.
>>
>>162805741
How do you even do it. I can't use blueprints. I can only get work done if I write it out. I can't draw it out.
>>
>>162805118
>i know ill make a game with an even bigger scope!

It honestly doesn't have that big of scope.

The big thing is multiplayer/proc gen.

From there the surival mechanics can literally be implemented in a day.

From there is content filler, Don't starve has a total of what, 100 items across food/structures/weapons/armor.

Programmed correctly, this isn't that large. Now getting the art sounds and all willl be bigger.

>>162805627
>>162805627
>competing with the hundreds of don't starve clones
I haven't seen any
>>
>>162805759
I only found out how enemy ship loadouts were chosen in Ring Runner when I saw the code.

But yeah, it's usually instantly recognisable when something isn't predetermined.
>>
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>>162805909
Procedurally generated survival games are a dime a dozen though.

What needs to be done is one with really interesting procedural generation.

Doing interesting procedural generation is a lot like writing shader code actually, here's a Terraria map I made with shader code.
>>
>>162773587

>>162791252
the great lie of AGDG. if he has no aptitude and dedication for the creation of graphical art what makes you think when he focuses on the art of game design he will be any better? it's all art in the end.
>>
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>>162805759
Other than the association between ASCII and procgen...
>>
>>162806021
That's interesting but even that would get dull after a while. What you need is variety, not the same crazy thing all over. You need things that could have stories behind them.
>>
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>>162806108
I actually talk to this guy a bit, it's seriously shaping up to be the greatest roguelike ever, high hopes for the guy.

Heres a city that gets gen'd too

>>162806021
What type of world would lead to interesting proc gen?

A shell world (multi-layered) with natives?

A ring world?

A hollow planet?
>>
>>162806340
That looks so artificial. Also way too big for a game, that's insane.
>>
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>>162806275
a procedural generator that makes procedural geneators that make game environments that neural networks explore in order to have holy experiences, causing the ais to open unity and create a procedural generator that makes procedural geneators that make game environments that neural networks explore in order to have holy experiences, causing the ais to open unity and create a procedural generator that makes procedural geneators that make game environments that neural networks explore in order to have holy experiences, causing the ais to open unity and create a procedural generator that makes procedural geneators that make game environments that neural networks explore in order to have holy experiences, causing the ais to open unity and create a procedural generator that makes procedural geneators that make game environments that neural networks explore in order to have holy experiences, causing the ais to open unity and create
>>
>>162806396
You can walk inside every one of those buildings too, even have reasonable layouts of furniture and the like
>>
>>162806340
Good procedural generation has unpredictability, and that can come from a very volatile means of procedural generation.

Speaking of which, I want to test something...
>>
>>162806531
Exactly. What's the point? 5-house "cities" are one thing but doing shit like this doesn't help.
>>
>>162805640
These proc gen posts made me think.

They always sell proc gen with the "never ending adventure" slogan. Yet, maybe it's just me, but these are the kind of games which gets boring the fastest. I could only run through the Diablo games once. Binding of Isaac only got hooked me for 2-3 days. The fact is, there's always a pattern which you will learn after a while, and after that point, proc gen is just an annoyance. Like I know I have to go point X, but I have to do 10 minutes of "whimsical random adventure and exploring" before getting there.

Again: maybe it's just me, but games where there's a given challenge has a bigger replay value for me, because it's just fun to find different ways of solving a given situation. There are two parts of game play, basically: one is the regular railroad, and the other is when you start to go off road, find hidden rooms, alternate routes etc. There is exploration if you want, but since it's up to the player when he wants to explore, it's magic won't wear off. While in a random game, where you constantly exploring, it's wonder will go away and will just stay as a regular road between two checkpoints.

Same for game making: to be really honest, when I want to go with randomly generated levels, deep down I'm just lazy to experiment with level design ideas.
>>
>>162806816
>Again: maybe it's just me, but games where there's a given challenge has a bigger replay value for me, because it's just fun to find different ways of solving a given situation. There are two parts of game play, basically: one is the regular railroad, and the other is when you start to go off road, find hidden rooms, alternate routes etc. There is exploration if you want, but since it's up to the player when he wants to explore, it's magic won't wear off. While in a random game, where you constantly exploring, it's wonder will go away and will just stay as a regular road between two checkpoints.
There's no reason at all you can't do this with procedural generation.
>>
What would be the best way to do hit detection in a range in Unity? I'd like an attack to cover a 30 degree arc, but not sure what approach I should take. The easiest would be with a rigidbody swinging through there, but there's no rigidbodies elsewhere so far. I'm thinking maybe a bunch of raycasts sweeping between the start and endpoint?
>>
>>162805884
I actually find it makes more sense to me to draw it out. I can "see" the flow and what is happening easier. I mean I did study code in university but that was years ago and I've lost all that knowledge. That and I dropped out around the time we hit classes and references and things like that.

I just remember my frustration with pointer being so great I don't know why I'd ever deal with it again if I can just drag out blueprints. That and no chance of slipping up with one or two lines and fucking it up, requiring ages of problem hunting.
>>
>>162806816
in Whip the Vote i procedurally, but not randomly, generate the npc creation and somewhat use it in the selection of Bills, so that the further away you get from the start of the game the more changes the playthrough will incur. stable repeatable play in the early game for learning, big changes further in so it can be constantly throwing new situations at you into infinity.
>>
>Want to compose my own music for my own game
>Know nothing about Music
Life is hard. All I know how to do is draw not absolutely horribly and I have an idea I'm passionate about.
>>
>>162807209
>not randomly
Do you mean it's chaotic but ultimately deterministic? Or do you think it can only be called "random generation" if it's incoherent noise?
>>
>>162805759
Dorf. But knowing Toady, he might be cheating by actually creating a real universe and simply bringing in a representation of it to the mortal plane.
>>
I know my opinion doesn't matter but I think the only good procedural generation at least has a core set of hand crafted tiles. Procedural generation without always just looks like some kid played with some fucking playdoh. Everything looks retarded.
>>
>>162804138
swollen wojak ?
>>
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>>162802787
>using knifes instread of the scythe
The absolute madman.

Love how the skull breaks when you kill it.
But I kinda second >>162803274.
Don't darken everything, only the shadows and lines should be darker, in the same way they are on the main character. Pic related.
>>
>>162807395
In practice most procedural generation is fucking awful. Either it's amorphous blobs or obvious handcrafted, repetitive tiles. Very little ambition except for basically just Dwarf Fortress and Ultima Ratio Regum.
>>
>>162806816
I might be misusing the term, but I think FTL had procedurally generated encounter design. Something visual we're adept at figuring out the pattern, but when its something more abstract like how an oxygen system interacts with the missile reload time.. Every encounter is different, and its not hand-crafted, though certainly its tuned, but I think procedural can be fine if its not in a form thats easily identifiable
>>
>>162807382
it's pretty simple mate, random means that youre using random number generator, that if the player does the same actions it wont lead to the same results.
>>
>>162807469
I liked how xcom 2 did it but I'm not sure to the extent it was actually procedural. By that I mean I understand they were hand crafted tiles slotted together, but I'm wondering how many maps were just set pieces, and how many tiles they had, and so on, because there was a fair amount of repetition.

But if you're doing procedural generation with some hand crafted elements, like lets say they did that in Nu Male's Sky, you could have things like waterfalls (with dozens of slight variations), actual forests, lakes that don't look like the first lakes I made in wc3 editor, etc, and space inbetween filled with procedurally generated content. I mean obviously if you played it for hundreds of hours you'd recognize things but I think for the average player that would make unique experiences.
>>
>>162807584
That's what you call emergent gameplay, though it, procedural design, and random design are all kind of in the same boat. Systems vs. content.

>>162807606
So it's chaotic.
>>
what do you guys think about daz3d
>>
>>162807671
"chaotic" is a general word that can be used for either.
>>
>>162807671
Disagree, emergent gameplay is about the player coming up with things the developers didn't intend
>>
>>162808087
Nope, emergent can very well be designed for. Emergent are actions which happen because of the game's rules but not because the actions are the rules themselves.
>>
>>162808087
>>162808359
Emergence is when interacting systems (including the player's actions) produce events that weren't explicitly intended.
>>
Multiplayer is hard
>>
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>>162808580
I'll fite you m8.

You want the player to not grind? Add a hunger clock. Because you don't want to die you'll get what's necessary and move on or take on the risks. That's emergent because you don't implement a system, which detects if the player is grinding, and then despawn the enemies.
>>
>>162808359
>>162808580
>>162808913
So emergent design is like that thing that happened in Half Life 2 where the gunships would shoot down rockets. Neat.
>>
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If I'm using raycasts to set a point for the player to go to, what can I do to prevent them from moving inside an object if it's clicked? I've tried using another raycast sent between the player and the target point to tell if there's anything in the way, but because the player is defined as the centre point it still clips. Then I tried using some maths to fix it, but it only works on perpendicular obstacles.
I also tried using collisions to tell it to stop, but that doesn't work either.
>>
You're a big dev
>>
>>162809521
thank you!
>>
>>162809521
too big to fail
>>
>>162805741
No
>>
>>162808765
Hardest part of it is balacing, and lag masking when working with onlne multiplayer
>>
>>162809181
if the raycast hits something, get the distance between the cast and end point, minus the player's width, and move the player that amount
>>
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>>162809786
Problem is that it needs to be more than the width sometimes.
>>
>>162810032
spherecast
>>
>>162809693
>balancing
>lag masking
youve designed the game wrong if these are even issues, the hardest part of online multiplayer is getting players and getting them to play at the same time.
>>
>>162810117
Googs the only multiplayer game you've ever made was a rock paper scissors sim, what do you know about balance or lag masking
>>
>>162810202
>youve designed the game wrong if these are even issues
>what do you know about balance or lag masking
exactly
>>
>>162810254
So nothing? Got it.
Of course there's no lag to mask if nobody is playing.
>>
>>162810341
roasted
>>
>>162810117
>youve designed the game wrong if these are even issues, the hardest part of online multiplayer is getting players and getting them to play at the same time.

I really hope gogem isn't just a single dev, but a group of retards who put up this name every time they post
>>
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>>162810109
I tried this, but it doesn't work.
>>
>>162810794

Get the point you want the player to move to, then get the direction FROM the point to the player.

Sphere cast there and then step by step move towards the player until the sphere cast returns nothing that the player will collide with and then till him to go there.

This really shouldn't be this hard, you should watch unity tutorials
>>
>>162810880
I though that was what I was doing.
>>
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Does anyone else have a problem with putting things in your game that don't make sense at all.

For example, I want to have something like a Pokédex for my creatures. But it doesn't make sense, if they weren't discovered before how does the scanner know everything about it. Or if they have been discovered, why is it only added to my library after I've scanned it.

Or treasure chests in dungeons in Zelda games. Who the fuck put a compass in a chest in the belly of a fish? Of course it doesn't matter. You don't really care about that and it's just a game.
But when I try to do these things I have trouble convincing myself it doesn't matter.
>>
>>162811146
That's because you have autism.
>>
>>162811146
Fuck that might be it.
>>
>>162811146
>device catalogues creature's actions and sends them to researchers who figure the technical details out
>device only adds creature information when it's needed because of budget cutbacks/technical limitations/data is locked
there's a couple of freebies
>>
>>162811146
The scanner, wait for it, scans the creature and then based on the data it reads, tells what you want to know about it. Current neural meme applications do just that.

Haven't played Zelda games, but you are making your own game and any explanation adhering to the rules of the game is fine as long as it's consistent.
>>
>>162811250
>>162811181
I'm so autistic I reply to the wrong post.

>>162811289
I like those. Thanks anon.
>>
Is there a spherecast equivalent of linecast?
>>
>>162811146
impossible for giant fish to swallow chests? when it swallow little boy along with fish in one gulp? fish eat anything along with food even hook
>>
>tfw just finished my christmas shopping and all payments for it from the comfort of my chair during my break between deving
>tfw no i only have to wait for all the shit to literally materialize out of thin air on my doorstep without having to step a foot outside
god i love the internet
>>
>>162811146
how serious is your setting? the more serious the more it matters. pokemon and zelda are both fantasy worlds with no connection to the realworld (outside of terrible fan-lore attempts).
>>
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>>162812249
Well it's not real-world-realistic.
>>
>>162812363
>worried about realism
you got rain clouds half way between 2 planets
>>
>>162812363
I like it
>>
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>>162811146
Yup absolutely. I find realism lends to good gameplay mechanics anyway. Design a better pokedex. One where you have to capture or scan multiple creatures, or it has a research timer, or if battles exist, you need to capture multiple ones AND battle with them for it to learn anything about them. It could just start off with a name, height, weight, and anything else obvious. Boom there you go.
>>
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some progress
>>
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>>162812659
Thanks for making a game even I can play.
>>
>>162812659
nice background
>>
ded thread, post progress
>>
>>162813667
I built a section of a fence / gate

now i come back to my pc and it is still running my game in the background.

that means it can sucessfully run for 2 hours without crashing. Reliability progress
>>
>>162812659
Holy shit this is gold
>>
>>162782698
>why doesn't free open source software have a feature I want
Literally because you didn't code it in
>>
>>162783125
Dunno what your artistic limit is but

Circle V, void pit that a hand comes out of and fucks people's day up
Square V, creates a cube at the location of the square that falls on people
Every good wizard game needs a wall spell
Protection from Evil spell that creates a circle where the following can't enter:
Imp summon spell, summons a rabid shit of an imp that locks on the nearest thing and attacks it, won't enter the circle
Summon a random object and throw it, like a rock, skull, it's random
Plant a tree spell, takes a little while to grow, then drops fruit that heals you, then disappears
Party spell, randomly creates balloons that rise and disappear, plants a sparkler that burns down, or creates fireworks. No practical use.
Enrage, causes enemies to attack their own kind
Enlarge, makes the wizard bigger, but can't cast spells during.
>>
>>162782698
Because they dont have their priorities straight. Sorting files by modification date is essential for any file picker but instead of using one of the many available options they decided to code their own GUI just so they can lack basic functionality
>>
any real programmer wanna remake popeye from the NES in HD?
>>
>>162815214
sure, I'll accept 80% of the profits on Patreon
>>
>>162815214
Holy shit this is gold
>>
>>162815489
>>162815535
I'll make the art I forgot to mention.
>>
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spent all day wrangling this conversation and adding shit like mouse controls for textboxes
>>
fuck there is always some null exception i forget to check for that bites me in the ass at a later time
every fucking time
>>
>>162815912
Null exceptions are our friendly errors.

You don't want to get any other kind, trust me.
>>
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>>162815886
>>
>>162816038
god bless
>>
>>162815642
post some examples then
>>
>>162815886
Now I have a dirty screen
>>
>>162816137
the first sacrifice on the road to become a necromancer
>>
>>162816128
give me 15-20 minutes I'll make a new mockup.
>>
>>162816038
Holy shit this is gold
>>
It's impossible to shill your game in this day and age.
>>
>>162816509
Holy shit this is gold
>>
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Hello, from a dev who started dozens of projects but never finished even one.
So, i got this new idea, an FPS bullethell/shmup on linear levels (Oh, and levels get progressively faster as you move through them, cause acceleration) with upgrades and abilities between them. You play as a last human, who has been put inside of Vengeance Engine (or Vengine as i like to call it), and adaptive mecha suit, just before the last human was wiped out by the alien race. And your only task is to get to their home planet in order to destroy it. You'll have to get through the number of Acceleration Sequences, (which are required to jump with the speed of light), during which you'll fight the alien interceptors, who can't move as fast as you so they'll come from the direction you're moving in, trying to stop you. The player will be acompanied by the Neural Network made from the female engineer, who made and launched Vengine with the player in it, romance and comaraderie ensues.
Whaddaya think? Best of Steam Greenlight or GOTY?
>>
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PHI here.

9 gets an original piece of music for their game.
>>
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The BEST game out there
>>
>>162789427
So what happens if you playtest the level and realize it's boring? Do you just start over from scratch?
>>
>>162816771
>>
>>162816771
So there's a brief summary of your gay-ass plot. Didn't hear much about your gameplay, though. What makes the gameplay special or enough to make me want to play it?
>>
>>162817007
Does that picture means that you're ready to blow the author of that awesome idea?
>>
>>162800296
Thanks!
Here are some wireframe shots, and I posted about some of the things I had learned from the Spyro map here:

http://theonian.tumblr.com/post/154492509232/have-been-studying-spyro-maps-lately-to-see-how

My map is already almost 5000 tris, but apparently the Spyro maps are about five times as large(!)

>>162816981
Yeah, I suppose?
Life is a continuous struggle ;_;
>>
>>162817007
Holy shit this is gold
>>
>>162817120
It's a shmup, first-person 3D shmup with bosses , weapon pickups on the levels and upgrades to said weapons inbetween the levels. Lots of projectiles, fast thinking, high skill-level.
>>
>>162817194
Holy gold this is shit
>>
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>>162817174
>forgets pic
>>
>>162811146
Same problem and my games suffer for it. I have one side project where I don't give a fuck, which lets me throw anything anywhere and it's incredibly fun. I have another project where I'm trying to make it all consistent, resulting in levels that are too straightforward due to my constant backtracking with "this enemy couldn't have crawled up here. I should get rid of it since people will realize it doesn't make sense" reasoning.
>>
>>162817276
Holy shit this is gold
>>
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I've finished my first shitty game.
Now I need a company name for GooglePlay.
Any help?
I've been struggling since the start of development (3 days).
>>
>>162817439
Are you mocking me?
If not, th-thanks
>>
>>162817441
Register domain then use domain name
>>
>>162817507
Holy shit this is gold
>>
Today I will practice art
>>
>>162812363
So I'm working on the story for my game.

It starts with the main character building a rocket. The reason he's going to space? He was always fascinated by it. He wants to explore it. I want to avoid him being the chosen one or have his motivation be that he has to save someone. Nope, it's just him following his passion.

But I wonder if this kind of motivation might be disliked by the player. If the MC doesn't have a clear motivation or goal, the player might not have the motivation to play the game. Thoughts?
>>
>>162817624
Holy shit this is gold
>>
>>162817276
This is nice
Whats the game about
>>
>>162817679
D-Danke
>>
>>162817543
>domain name
Any ideas?
>>
>>162817276
Are you doing 3D with the same attitude as 2D? So just master it for the sake of it? Maybe hoping a coder will drop by?
>>
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>>162817356
This mentality is what stopped Molyneux from being a pioneer in the strategy game genre. Don't bother thinking about useless stuff like "why does the character go to where the mouse clicks? Is someone giving him orders? How? " and the such. In fact don't bother thinking about reasons for anything ,just add fun mechanics and features and worry about that when the game is out of a demo phase.
>>
>>162817441
Your Surname + Games.

For example:
Goldberg Games.
>>
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>>162817441
Just pick a random adjective and animal, maybe put studios behind it even though you don't have any studios.
>>
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>tfw you finally get a day off work after 2 straight weeks
>got booze, energy drinks and pizza ready

time to dev
>>
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>>162817686
Thanks!
Nothing yet. I'm imagining a sort of action adventure game where you can travel between small hubworlds in your airship, but I need to figure out Unity and programming before i can make any of that come to life.

>>162817858
Busted as fuck. Yes.
>>
>>162817967
Holy shit this is gold
>>
>>162817967
WetPussyStudios.
>>
>>162818006
Whats your process for texturing your 3d models
>>
>>162818006
>I need to figure out Unity and programming
Didn't you say you found a programmer earlier?
>>
>>162817761
Browse domain sale website pick the one you can afford and like
>>
>>162817967
>exploding rabbit

I still can't believe they managed to scam people on kickstarter to buy themselves a fucking house and then fail to make a reskin of Super Mario Bros crossover with new levels. It's pathetic.
>>
>>162817967
"Fucker Spermwhale studio"
>>
>>162818138
>tfw misread it as they bought themselves a horse
That would have been far more interesting
>>
>>162818006
Ah, man. Every time I see you post I think to myself: "damn, I want to be that code monkey which helps him make his dream a reality", but I'm a filthy normie and I fear I would let you down if I wouldn't be able to touch the code for a week or more because of overtime at work or something.
>>
>>162817936
That story about Commodore is incredible.
>>
>>162818468
G-Gracias
>>
>>162818123
This is actually a pretty solid idea.

And it skips the step of having to buy the domain for ridiculous prices later after your game is a success.
>>
>>162817987
God I miss getting drunk
>>
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>>162818101
I've tried a bunch of processes.
I think cleaning up UVs and making most of them completely square and connected (where it matters) might be the best general approach, but I've also had success with simply making a bunch of texture stuff, jamming it into a image file and manually moving the UVs about on top of it. Pic related.
Here's a good tutorial on UV layout:
https://www.youtube.com/watch?v=XiQOHSzyooc

For landscapes, I'll be using tilemap textures and perfectly square UVs (+ snap to pixelgrid).

>>162818106
Nope, never had a programmmer for 3D stuff, and lost my GM programmer (again).
Just going to try to learn some stuff on my own for a while now, I suppose.

>>162818345
Haha, that's nice to hear!
Some downtime isn't a problem, really, but when you work on something for months on end, and then the programmer just plain stops replying to emails i kind of die a bit inside.
>>
>>162818834
>Nope, never had a programmmer for 3D stuff,
Please don't tell me you're not going to use that qt you made earlier because I'm going to be very mad.
What kind of gameplay are you planning for your last assets anyway?
>>
>need to add feature central to the gameplay
>too new to my language and game engine to code it myself
>only similar example in existence is over-complicated and way over my head
wat do
>>
>>162817967
little bee studios has awful taste
>>
>>162819210
What's the feature?

I would look at implementations in other languages/engines and try to adapt it to your current one. If you can't then your current project might be out of your scope right now.
>>
>>162819210
make simple games first
>>
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>>162819176
Well, if I can manage to make something that actually works, I'll probably use her too, Anon.
Still just wasting my time on learning more graphics, for the time being tho'

Everything I've made In 3D so far is created with the same game idea in mind, so it's all meant to fit together
>>
>>162794598
ECS is inherently OOP, it's just not inheritance oriented OOP
>>
Is making waiting games a good thing to train to dev?
>>
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I don't really understand casting. No matter how much I read about it.
>>
>>162819971
Why bother? just use it when you need it.
>>
>>162819971
What is casting?
>>
>>162820310
when pornstars suck you off so that you'll give them money
>>
>>162817197
>shmup
>first-person 3D
That's a rail shooter, man.
>>
>>162820310
I guess some unreal shit?
>>162820293
Apparently you need it for this saving game tutorial I am reading. It creates a copy of itself from inside its own blueprint, then casts it? To a copy?

https://docs.unrealengine.com/latest/INT/Gameplay/SaveGame/Blueprints/index.html

I figured Unreal would realize I am retarded and that's why I am using blueprints, but the descriptions in this shit is awful.
>>
>>162820293
THIS
H
I
S

I have no fucking idea how a dot product works but I know when to use it.
>>
>>162819495
do you have a burner email or twitter, want to collaborate?
>>
>>162820538
>Unreal tutorials
More like shittorials.
>>
>>162820754
HA

HAHA

ha

Oh Azeem
>>
>>162820538
Casting isn't an Unreal concept, but in this case, it's because you're loading a save.

Your game doesn't know what the save game "is". Casting is how you tell it how it should treat the save game (i.e. what class it is)
Then it is able to call class specific functions etc. Without casting, it's just a generic "save game".
>>
>>162818834
Thanks for that video. I never knew Blender had all those options for the UVs. I've wasted so much time manually making things flat, or manually moving each vertex to stitch UVs together.
>>
>>162820803
>"is"
Is using "is" a legit way of coding in C#?
>>
>>162820538
You're creating a save game object using a child class of save game. The engine doesn't automatically know that you're creating the child (and not the parent) and so you have to cast it to the child object to get the child specific values.

Say my custom save game object has a Transform called PlayerTransform. The parent (original) save game object doesn't have this value so I couldn't access it unless I cast the original parent to the child.
>>
>>162820803
I think I MIGHT understand what you mean. Is casting so that you can have multiple save files? Because the way I am looking at this blueprint, it looks like its creating a copy of the save game object, then putting it into another object with casting, so it's the same but essentially a clone. But when I looked up casting it described it as something you did to... manipulate the variables of an object you might have multiple of.

>>162820846
So you have one class, that has multiple values? In this case why wouldn't you just have one class with the original values and make a copy of it to be saved or something? Obviously I don't know better than seasoned coders, it just doesn't make much sense to me.

Sorry, not trying to treat you guys like teachers, but yanno, questions. Burning.
>>
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>>162817441
Just your name or an alias if you 1MA'd it.
People who call themselves a studio when they work alone are as pathetic as those who put Visionary Leader or CEO in their LinkedIn when they freelance.
>>
>>162821127
>your name
But then people will know that I'm kurwa.
>>
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>>162821020
SaveGame - Game object created by Epic Games
MySaveGame - Game object created by anon using the base (parent class) SaveGame by Epic Games

You don't want to save SaveGame because it doesn't have any of the stuff you added to it with MySaveGame. So when you're saving you want to cast ("convert") the object from Epic's SaveGame to anon's MySaveGame so that any changes you made to MySaveGame will also be saved.
>>
>>162821020
It doesn't create a copy of anything.

It's like if I tell you: (15, 20, 30)
You don't know what those numbers means, you're only aware that they exist. Then I tell you that they are my supply of oranges, apples, and pears.
After telling you this, you're able to use those numbers, and that's basically what casting is. You're telling the game which class the object is, and how it should interpret the data.

You might have multiple save CLASSES, and because UE4 only loads save games by filename, it has no idea which class it should be interpreted as, so you cast it to the correct one.
>>
>>162821283
Ignore me. This guy does a better job at explaining it in a more general sense:
>>162821325
>>
>>162821283
>>162821325
So my save game is just a class that has nothing in it, and then I make a child of that class through the blueprints with variables for saving, and cast it so those variables can be accessed and manipulated? So then the casting back when you load it is... telling it its a child of save game class?

So I could have the save game class, create and object of it, and cast it to another object name, with different variables? Basically it's just a way to access multiple classes all in the same blueprint (or the equivalent in c++?).

I figured that would just be something where you'd have a class object and reference from another class or object or whatever through, I dunno "Open Class". I guess that would be a little bit longer though huh.
>>
What's the philosophy behind describing your game, like a dev at E3 or something?
>>
>>162822237
i liek video games
i maek video games
>>
>>162821857
That sounds about right.

Casting isn't just for save games though. You can cast any object to any object and the cast will only fail if the cast isn't possible.
>>
>>162822237
I think if I ever made it big I'd just go around telling people I was the idea guy and convinced some code monkeys to make my game.
>>
>>162821857
The first part seems correct.
The second part confuses me.
>>
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>because of a bug in the Sega Genesis's VDP, using DMA to transfer data from OAM to the sprite attribute table in VRAM won't trigger an the VDP's sprite cache to update
>was never fixed because they didn't want developers to start creating games that wouldn't be compatible with the first batch of consoles

Seriously Sega, you had one job. You could've at least mentioned it in the documentation so I didn't spend a day debugging before discovering the issue in obscure emulation documents.
>>
>>162822503
the fuck did he just freeze lasers or what the f
>>
>>162822438
If by second part you mean the middle.

I have

Parent Class
Child Class
>>Variable, Variable
Child Class
>>Variable, String

I create class Parent Class
Cast to Child Class 1

In the same blueprint I am also able to Cast to Child Class 2, or I guess anywhere I create parent class in.

>>162822373
Is this more accurate?
>>
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>>162822503
>freezing the lasers

I don't know what the fuck this is from, but that is cool as hell
>>
>>162822237
>describing your game

The last thing you should do.
Give them some vague words to work with and let their minds do all the work for you.
If they keep asking for more info then just tell them it is better to play the game to find out.
>>
>>162822503
Man prison break really went to shit.
>>
>>162822595
You can only cast upwards. If you created a parent class then you can't cast to a child and you couldn't cast from a child to a second child. (well you could but the cast would fail)

But if you created a child you could cast it to the parent.

Maybe this will help:
http://www.bogotobogo.com/cplusplus/upcasting_downcasting.php

It's in C++ but the concept is the same.
>>
>>162822808
Wait, that's not Prison Break, r-right?
>>
>>162822576
>>162822683
>2011+5
>not keeping your lasers in the fridge
>>
>>162822827
But you can cast downward though.
>>
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>>162822827
Oh god I am confused. I thought the whole point was you were accessing a child class of a parent class. I'll have to take a look at that.

>>162822868
Nah, I was just memeing. Poor Ironside though
>>
>>162822868
Ice Soldiers
>>
>>162823012
No, you're right. You are creating the parent and downcasting to the child.

>>162822827
Is wrong about downcasting. The link even explains it.
>>
>>162823232
I think this is just confusing things in this context.
>>
>>162823012
Casting isn't inherently about accessing children or parents, it's just defining which class the game should treat the object as.
>>
Casting really isn't that hard of a concept people, get your shit together.
>>
>>162797979
DoDonPachi is hand drawn sprites.

Crimzon clover looks like 3d models converted to 2d sprites.
>>
Is there a way to use loads of sprites in a single object at the same time on gamemaker?
>>
>>162823908
It's just primitives. Not long at all
>>
So I'm really into the style of 3D games with 2D sprite graphics, like Doom or Daggerfall. Now, I know these guys weren't true 3D. If I wanted to recreate the feel of a game like these, is it worth it to learn something like Mode 7 used, or will no one be able to tell the difference between that or if I just use an actual 3D engine?
>>
>>162824032
looomis
>>
>>162823587
I just thought classes had names and that's how you did that.
>>
>>162824032
Open up blender and start sticking shapes together. They have spheres, cones, cubes, etc.
>>
>>162781936
the work will set you free™
>>
>>162782741
depending on whether or not the air has anywhere to go on the girl's half in regards to a ceiling or closed door, it may have been technically correct before.
>>
>>162824087
What
>>
>>162783609
>responding to this in a later thread

You're a lifelong fuck-up, and all your so-called dev friends are retards for not seeing the clear and obvious problems of what was promised with No Man's Sky versus what actually shipped and reached customers. Image related.
>>
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>>162803902
>>162807431
ohh, i see what you mean. id love to but im already using the darkest gray in the nes palette
>>
>>162824948
Clearly I am missing something substantial here.

Casting is a way of accessing a class. A sub class, even. If the class is called ParentClass, can't a subclass have its own name? Like ParentClass_SubClass

Why do I have to cast to access the variables? Why can't I just reference them with the name? Like Variable = ParentClass_SubClass_VariableDongs
>>
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>>162800181
>>162800413
it was never reviews, it was positive coverage. Take one minute out of your life and skim this infographic.
>>
>>162825194
lol
>>
>>162825159
Because as far as the game is concerned, VariableDongs doesn't exist in a Parent object because it doesn't exist in Parent.

An object of class Parent does not contain VariableDongs.
An object of class SubClass does contain VariableDongs.
An object of class SubClass which is currently being referenced as a Parent DOES contain VariableDongs, but the game wouldn't know that unless you cast it to SubClass first.

To go back to the save game example, UE4 would load a generic Parent savegame.
Then you cast it down to your SubClass in order to have access to your specific variables.
>>
I have been checking out some indie games to fish for ideas i could steal for my own game and holy shit, some of those games are just baaaaad, but sure there are many shit games that are simply bad, but then you have cringey shit like this
kikestarter_com/projects/340950296/dark-paradise
How can a group of adults actually think someone would wanted to back a game this shitty? How can they publish a shit like that and not realize the massive cringe levels? like holy shit, even a 12 year old child would die of shame if it published something like that
>>
>>162825430
there's nothing particularly funny about the enthusiast press that's supposed to be serving their readers, when they instead stab them in the back with disingenuous content and false narratives. And I'm sure the "lol"
was to be interpreted as "why take this so seriously" to which I reply 'you're on a cambodian online fingerpainting forum that argues about water physics in software and then gets people to re-write code based on said feedback: why wouldn't people care about liars in their hobby?'
>>
>tfw you get bullied because your game is lewd
>>
>>162825641
I'm really getting a https://www.youtube.com/watch?v=uH0hikcwjIA vibe going here.

I guess I'll just have to realize that's the way it works and do it, but I'm afraid in the future I am going to incorrectly apply this technique and get stumped on it.
>>
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rate.
>>
>>162825867

I remember you. It's good to see you're still around, got anything in motion?
>>
>>162801453
i see crystal gun girl dev is going the way of porn
>>
>>162822827
>you can only cast upwards

>what is dynamic_cast/static_cast
>>
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>>162825717
>kikestarter_com/projects/340950296/dark-paradise
I can smell the middle school coming of this failed project. Looks like a rip of Adventure Quest from the school's computer lab. I will give credit though, they at least had a story in mind and drew up some peasant-tier storyboarding and character descriptions, light as it is. There's some devs in this very thread who don't get this far in making a story, lol

There's probably a lot to learn from doing an autopsy of failed projects like these.
>>
>>162825754
Post game
>>
>>162825917
I'll start to make the animations, I choosed popeye because it has few animation and will be easy to make.

wonder if any programmer wanna collab.
>>
>>162825867
Clean sprites I guess. Clean up the stage ladders and stairs too. I'm surprised how much like Donkey Kong the Popeye game was, looking back.
>>
>>162825717

>Dark Paradise is a dark and twisted game, showing the darker sides and madness of the mind. As the game progresses you take control of Sage, the main character in the game.

>As he must turn people into twisted creatures, whose forms are shaped by their dark ambitions and hidden natures or Sage dies. In doing so most of the people that Sage turns into monsters are under Dr Luna’s control.

>As the game progresses Sage encounters five girls to join his party, and help him in battle. Depending on which path you choose these girl will be different.

>If I succeed on Kickstarter I plan to use the money to buy the computer software, and programs to make the game as well as hire concept artists, and animators to make the games art. While I program and test the game.

>Near the beginning of the game in Bio Arc, Sage will meet Sophie and Nicole as the starting player and will make a choice, depending on what the players choose it will lead them down two different versions of the game, both versions will change the battles that Sage fights, as well as the characters that join Sages Party, and major events that take place in the Bio Arc chapter of the game.

wew lad
>>
>>162825789
I think you've become fixated by the whole parent-child-inheritance thing without really getting what casting is.

Imagine an FPS. You fire a bullet in front of the player, and it hits something. UE4 literally references it as an "Actor" and nothing more.
You can try to cast that Actor as your "Enemy" class. If it successfully casts, then the thing you hit was an Enemy, and you can now call the "Get Hurt" function on that Enemy.

If the cast fails, you know it hit something different.
>>
>>162826262
>The game itself will be a hi-res 2d turn based game. The image above is a concept that will be used as a base for game play art.

>During game play, players take control of Sage, and explore the city as it’s being destroyed by the turned monsters, while looking for the good doctor, and beating down any turned humans that get in his way.

>The Battles will be turn based and will happen at random encounters. As Sage and party must fight and defeat the turned humans, and creatures under Dr Luna’s control.

>A little bit of more technical info for those interested about the game. I will be making the game on Unity 3d and will available on Pc, Mac, Linux, Ps3, XBox.

>Risks and challenges

>My experience in planning and organizing video games comes from the three I worked on my junior and senior years of college, my job on the last two of these projects was organizing and distributing the work and responsibilities to my fellow classmates as well as making sure we met our deadlines.

>As stated near the beginning, if I succeed in getting the funding: the first step I need to take is to hire the artists to produce the art concepts and the programmers to code the game engine. I plan to overcome these challenges by using my contacts from my collage and social networking skills to get in touch with the people who have the art skills and experience, that will make the game shine. Also other programmers to help get the game done faster.

No info on any of these girls or characters in goals. 4 backers, so no fandom or community whatsoever before the project launched. You can be a Zoe Quinn and sell nothing but your name alone, or you can be a nobody and sell a well-fleshed out product, but you can't be a nobody selling a vague nothing.

you have to do better, aggy daggy. You have to do better than this.
>>
>>162822956
>>162823012
>>162823232
>>162823486
>>162825978
He said you can't cast to a child if you create a parent, which he is correct about.

class base {};
class derived : public base {};


base *b=new derived;
derived *d=static_cast<derived*>(b); //ok
base *b2=static_cast<base*>(d); //ok

base *b3=new base;
derived *d2=static_cast<derived*>(b3);//not ok
>>
>>162819971
Looks like checking in a thing is of a given class
>>
>>162826629
But why would you ever do that? that would serve no purpose at all.
>>
>>162826016
>those fonts
>those barely visible enemies lost to shit color contrast
>proposed ui taking up enormous screen real estate
>one girl just completely covering up another's sprite

I wouldn't trust this guy to walk my dog, let alone finish a game.
>>
>>162826616
I wish I could
>>
How do you write again two "if" statements together in Gamemaker?

Like for example when I press a button the player speed becomes lower, kinda like a shift button?

if (gamepad_button_check(0,gp_shoulderr))

And then? I have to implement another "if" statement with the axis value of the regular movement, but I forgot how this works.
>>
>>162826789
You wouldn't. He was responding to

>>162821857
>So I could have the save game class, create and object of it, and cast it to another object name, with different variables?
>>162822595
>I create class Parent Class
>Cast to Child Class 1
>>
Is it easier to make save game files in current engines, or would it be worth revisiting the old NES trend of having passwords that sort of hex-edit your current play to the state you left off at?
>>
>>162826898
Use '&&'.
For example:
if(condition && other_condition)
{
something();
}
>>
>>162827062
I wrote it like this now:

if (gamepad_button_check(0,gp_shoulderr) && (gamepad_axis_value(0,gp_axislh) < 0)
{
hspeed -= 4;
}

So, I want my left moving speed to become 4, when pressing the shoulder button.
However, there are supposed to be mistakes starting at the "{" sign.
>>
>>162827021
save games are easy enough to do. but most games have been too complicated for passwords for over a decade. it always depends on the project though
>>
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How many genuine friends does a dev like you have?
>>
>>162827468
Ok, I forgot to write another ")" after shoulderr, and it's running now,
however, the mechanic is not working at all.
>>
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>>162783125
Stealing ideas from Robin Hood The Legend of Sherwood
Disgusting
>>
>>162827682
4 but they all call my game shit so I guess 0
>>
>>162828145
Gold gold this is gold
>>
>>162827682
1
>>
>>162827468
>>162827784

Wait, you said you want the moving speed to become 4, right? Then why are you using '-='? Shouldn't you use just '=' instead?
Also, have you checked in Control Panel that the controller/button is responding properly?
>>
>>162827468
This doesn't seem like a situation where you want to combine those if statements. Consider something like this instead.

float speedFactor=1;

if(slow down button is pressed) speedFactor = .5;

if(move left is pressed) speed = -4 * speedFactor;
else if(move right is pressed) speed = 4 * speedFactor;
>>
>>162828367
I thought the (-=) would represent that it's going to the left.
However, i think I have it now. I just had to write "hspeed = -4;".
>>
>>162828708
I actually want this slowdown button for all directions.
I have it working now, but for my way I have to write this again for all directions individually.

Does your way work for all directions at once somehow?
>>
>>162796619
>Is this all I would need to make a start?
This and discipline.
>>
>>162827682
2 really good friends. We talk daily and hang out as often as our schedules allow. I've known them for almost half of my life.

My other friends we talk occasionally, maybe play video games every now and then.
>>
>>162827682
Three friends. They like anime but sometimes it feels lonely because they're normies and I like not-so-normie things.
>>
Hey aggy, what's the best way to share a project with your collab partners?
I tried using SourceTree some time ago but it was quite a pain to set up and gave me trouble countless times.
>>
>>162819210
>>162819387
>>162819421
Good suggestions but I ended up using an example I could understand that was only vaguely similar to what I wanted, and then modifying it. Something other noobs might want to consider if you hit a snag.
>>
>>162822783
Exactly right
>>
>>162826016
That's hilarious. Oldschool deviantart shit.
>>
>>162829069
I honestly can't think of a good method.
No matter what you use there will be inconsistencies, especially if you don't have a good leader to manage and solve arising issues. Be careful if you are making it with friends, I saw friendships ending because of this sort of stuff.
>>
>throw old game on greenlight for fun
>in five hours get more feedback than from all 200+ people downloaded it beforr
>>
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>>162825789
>Limmy
>>
>>162830073
Was it overall positive?
Just curious.
>>
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>wasting time on useless features
why does it feel so good
>>
>>162830750
20% kek
Top comments are some variation of "it hurts my eyes" and "this isn't a game"

I did it more as data for later, it's good to know how well a "bad" game does as a baseline
>>
>>162830819
Wasn't this supposed to be a small mobile game? Is desert game dead?
>>
>>162830937
post game
>>
>>162830995
we don't talk about desert game
>>
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gun go shoot
>>
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WHEN IS WINTER JAM
>>
>>162827682
2 my brother, and my sister. The only genuine friend outside of the family I had was eventually driven away from me by his crazy sjw girlfriend
>>
>>162831273
why? I'm not trying to get it greenlit
>>
>>162830937
is it LUZ
>>
>>162825080
Well you can always use 0C
>>
>>162827682
A lot but they live in Europe where I lived for a while.
If you only include the US I have like 5 friends. These 5 know about my game dev ambitions but don't care much about it.
>>
>>162831438
I don't know
>>
>>162831557
did you vote yes?
>>
>>162831484
I didn't say I wanted to help it get greenlit. I wanted to laugh at it.
>>
>>162830995
desert game is pretty dead right now, I will go back to it, I promise
>>
are there any good roguelikes?
>>
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Battle Tendency aired 4 years ago, how was your dev life 4 years ago /agdg/?
>>
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>>162832247
Your name is an actual snek.
>>
>>162833029
no
>>
>>162833029
This looks good, I don't know what it is tho.
>>162806108

Also: I'm pretty hyped for Tender Arms.
>>
>>162833029
IVAN
>>
>>162833076
it didn't change my dev life if that's what you're implying
>>
>>162832247
Cool graphics, terrible trailer.
>>
>>162833778
two things about that:
the shader fucks video compression up
i intentionally made the laziest shittiest, 5-minutes-in-premiere edit i could, and i still have a 20% yes rate. this was the data point that i was getting: baseline yes rate

the poor compression could be an asset, actually. I'm considering making a horror game, where the shader kicks in when the monster shows up. it might make streams of the game more dynamic?
>>
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Trying to make the run cycle more like a dog's. What do you think?
>>
>>162834179
Cute.
>>
>>162834179
his feet don't leave the ground
>>
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>>162834179
Nice.
I should probably add some shading on this
>>
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>>162834363
why do these people have to animemay everything
>>
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Did you guys learn your godot today?
>>
In photoshop is it possible to free transform path but make it transform from the center? like if i need to make the shape bigger and pull on the corner with my mouse it, the center wont move
>>
>>162834467
Why not?
>>
>>162834363
OH LORD THANK YOU SO MUCH That would be awesome, thanks. It looks pretty good now though

>>162834248
Thanks!

>>162834268
They leave the ground by 1 pixel for about 2 frames, it's just hard to notice with no border. That being said I think I have to stagger the front and back leg motion a little bit more
>>
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189 tris

how does this look?
>>
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>>162834363
>>162834467
I wish my character was animemayted
>>
>>162834467
Welcome to 4chan?
>>
>>162834473
Yeah I'm gonna try to make something for the Godot jam too.
>>
>>162834571
Looks good. How does it look in godot?
>>
How can i find other people to work with?
How important is the distance between us? (i.e can i make a game with people from the other side of the world?)
>>
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Finally got tired of staring at bust portraits and decided to go full body and see if I can make it work. Are these designs appealing?
>>
>>162835079
Well, I would fuck all of them, if that's what you are asking. (Not the skellington, tho, that's max spooky.)
>>
>>162834805
Any progress thus far?
>>
>>162834978
You can find them here, but you need either a game under your belt, or to collab for a jam or small scope project first. Minimize risk for you both.

You can do it, get some chat program/site and make sure you both check in daily.

Be prepared to fail and scrap a project. Be honest, if you're here, you're not the most mentally stable and competent person. Remember most everyone else is in the same boat.

t. one failed collab, one successful collab, one in-progress right now
>>
>>162834978
I heard there are communication problems when working with people from the other side of the world due to timezone differences.
>>
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>>162835079
>dat far right
>>
>>162835079
power rankings:

god tier
scythe slut and doggo
not-link

check your colors tier:
skele

boring tier:
maid
witch (but good colors!)

cancer tier:
oc donut and her stand
>>
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>>162835253
Not yet. I think I'll start it tomorrow actually. But here's something I'm working on now.
>>
>>162835637
I like your style. I don't know what but I'm getting a Megaman64 vibe from it.
>>
>>162835637
looks exactly like MML, feeling thirsty
>>
>>162835637
still looks cute
with the lack of shadows and stuff are you just screenshotting the in-modeling workspace, or is it in a game engine?
>>
>>162835815
>>162835830
With two of us feeling the same, I wonder if it can truly be true.
>>
>>162835815
>>162835830
Thanks, I never played 3D megamans, but I am going for a PS1 style.

>>162835849
It's in-engine, I wont be using lights or shadows in this, just shadeless models.
>>
>>162823970
why not? it's one of the most basic things, even for a gui library.
>>
>>162823970
>>162836360
learn to use draw event
>>
>>162836207
Looks more 32X than PS1
>>
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>>162826441
I just... I just don't get it. One moment I think it's just about giving an object the properties of a sub class, the next you tell me it can be literally used to check to see if something is an enemy, and then I look into it, and people are saying it's conversion? I don't understand what it is and I don't understand why it's used, and for some reason your guys' incredible patience with my stupidity is not helping. Like you've all explained it a dozen different ways and it's still not clicking.

>>162830179
>mfw casting
>>
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>>
Is unreal.js, like, not-terrible? I want to use it so that some of the code can be modified while the game is running, or at least without compilation so that it's easy to mod.
>>
>>162790167
I ain't gonna lie that looks almost identical to spiral knights, but spiral knight's is also very good, so good job.
>>
Never thought I'd be using .NET to write a content assembler for the Sega Genesis, but damn, 90% of the functionality I need is built right into the libraries. All I have to do is play legos with the bytes.
>>
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Implemented the thing I planned all day long at work in 10 minutes and the night is still long.

Can I have some nu Doom now, /agdg/? Haven't played any vidia this week.
>>
>>162836207
>I am going for a PS1 style.
3D megamans were PS1, so it werks.

Except for the ones with Axl, but those shitheaps aren't what we're praising
>>
>>162836981
If you feel like now is a good time for a break then take one. No point in pushing on if you've made the progress you want for the night
>>
>>162836981
Get back to work you fucking faggot

You can play games when you're dead
>>
>>162834467
https://a.cuntflaps.me/nvtbcn.webm
>>
>>162836981
talk to me when you haven't played anything than your own compiled shit for a month
>>
>>162836517
Read a basic programming tutorial in any language. Casting temporarily transforms an object into different class, allowing you to utilize the functions of the different class. But the limitation is you can only cast an object into a lesser class. I.E. you can cast a whitePerson object to a nigger class and call the nigger functions like pickBanana() or useDick() but you can't cast a nigger object to a whitePerson class to call payTaxes() or talkToDad().
>>
>>162820701
Sorry for late reply - Went away for a bit!

I'd be willing to consider collaboration. You can send me a message over tumblr, maybe?

http://theonian.tumblr.com/
>>
Alright, staggered the leg motion a little more and made him leave the ground for a bit longer. Is this better?
>>
1-4 - keep working on huge project
5-9 - take a couple months to make a mobile game
0 - new project altogether
>>
>>162837397
i'm gonna steal this

thanks
>>
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welp, this is it anons
Shitty Nontendo Dev here
I've got enough content to make an alpha demo build
>Combat
>Fishing
>Magic Puzzle stuff
>Runtime-only quicksaving/loading
>player model
>enemy model
Hopefully I'll be able to put together a level for it all by next recap.
>>
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>>162837413
Never give up on your dream!
>>
>>162837397
Why is he dead inside while running so happily
>>
>>162820824
No problem!

Yeah, Blender has insane amounts of "hidden" features. I remember being awestruck finding out that you can keyframe literally anything in Blender and use it as animation data (UV location, menu settings, etc.).
>>
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>>162837336
Oh my fuck I laughed.

But why would you want to transform an object into a different class instead of making the object that class to begin with? Or... wait, the object would be its own set class, but then you could make it another class... to calculate other variables outside of the objects normal class in relation to the object?
>>
>>162836517
First you need to understand pointers.
Then you need to understand inheritance.
Then casting will be intuitive.

I'm gonna make you a quick graph.
>>
>>162837457
np

>>162837523
I, uh...
I don't actually know. I should definitely set about making him not so neutral always
>>
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>using Unreal
>with shit 3D assets
>hoping decent lighting will make the game look halfway decent
>but it won't
>>
>>162837718
Good lighting will save bad assets
>>
>>162837686
I have some knowledge of pointers. Basically things that reference the start of data, like variables, or strings, or whatever, pointing at them in essence?

Don't know inheritance at all.
>>
>>162837651
Because inheriting code from a lesser class is the number one advantage of Object Oriented Programming. You could write a useDick() function for every monster and race you add to your game, but it's faster and less prone to errors to write the function once in an "animal" child class and have every monster and race inherit the functionality of the animal class
>>
>>162837785
To a point
>>
Guess which engine this is.
https://www.youtube.com/watch?v=lrwHTJ41JiY
>>
>>162838357
cryengine
>>
>>162838141
So you can like, have an object, and cast several classes to it? Or cast it to several classes, or whatever the correct terminology is, and it has access to all of those classes, instead of you having to put all of those classes inside of each object?
>>
How are you people still talking about casting? It's really basic stuff.
>>
>>162838357
Godot
>>
>>162838357
godot boys
>>
>>162838453
I am really very unfortunately stupid. I honestly didn't expect AGDG to help me try to understand it at all

Maybe they are using it as an opportunity to procrastinate?
>>
>>162838357
source
>>
>>162837962
>Don't know inheritance at all.
This explains a lot.

Learn about inheritance
>>
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why the fuck did it fall
>>
Why did we get invaded by godot all of a sudden. Is it any good?
>>
>>162837785
>>162838223
not only that but depending on the genre animation will be an issue
>>
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>have gam idea
>have no idea to make it 2D or 3D, and even then what art style to use
>because of this can't even start programming it

FUCK MEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>162838863
>not using a cheap motion capture setup like brekel or ipisoft
>>
>>162838886
whats the idea then

usually thought out ideas lean towards 2D or 3D for best execution but who knows
>>
>>162838725
I don't know why that guy with the godot trip suddenly started posting. But Godot is a good engine, especially for 2D.
>>
>>162838558
you skipped too many steps in the learning process. like all the people flunking out of calc because they still dont understand algebra. stop banging your head against the wall
>>
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School's out. Finals are over. It's time to get back to real work.
>>
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>he actually made this
>he actually posted it
>he actually thought this was progress

Fucking retard.
>>
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>>162835208
Dope, fuckable is good.

>>162835595
I knew someone would be down with the maid

>>162835604
I'll try to make the skele's colors stand out a bit more, maybe a more contrasting color for the cloth bits. Also I'll see what I can do to doll up the maid/witch outfits. Thanks!

Definitely trying to a wide berth of tastes, pic related. I know there are some dudes in the shortstack army
>>
Here we go again, it's fucking old danny, stop.
>>
>>162839395
>stand out more
kek
>>
>>162839386
Oh fuck. I can't believe you've done this.
>>
>>162838442
The UE4 heirarchy is object->actor->pawn->character. You can cast a character down to any of the lesser classes, which all have different functionalities (actor has translation functions, pawn has possession functions)

There's also something else referred to as "casting" that's actually not casting. People will say they "cast" a float to an int. When you "cast" a float into an int, you really are discarding your float and creating a new int. It's not really a cast because an int isn't a lesser class of a float, they're both discrete objects. For example- what should a 4.5f become as an int? 4 or 5? Unreal "casts" 4.5f to a 4 int. But that's because they programmed it that way.

I think "transform" is a better term for this, but I didn't start the trend.
>>
>>162839042
Well like I said I am using blue prints. I figured the guide for it on unreal would assume you know nothing, considering it boasts about how "all skill levels" can use it, like so many other places with poor documentation. Not that I should judge anyone for my own failings.
>>
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>>162839386
get the fuck rid of that image
>>
>>162839386
So this..... Is the power.......... of Unreal 2.......................
>>
>>162838442
This makes me think of interfaces. You can make an actor call events in an interface that has been added to it and other actors.
>>
>this.physics.arcade.moveToXY(this.player, this.player.x + 2, this.player.y + 2);
Shouldn't this go up and to the right? Why the fuck would it go down and to the right? Who shot JFK?
>>
Does GIMP let you specify custom pixel formats?
>>
>>162839671
That's where epic (and agdg) misled you. There are very few differences between UE4's c++ and blueprints. You're calling the same functions in the same order in the same events. The only real difference is one is text and the other is a visual ui. (Unless you start editing the engine source and getting into the engine at a deeper level of course.)

So you need to understand programming concepts, logic, math, etc for blueprints just as you would with c++.
>>
If you pushed ~30 casual mobile games that had decent art and in-game purchases you could live off the ad and sales revenue.
>>
>>162840219
imma do this but with steam
>>
>>162840219
I could also become a prostitute
>>
>>162807823
Random implies non-deterministic, chaotic implies determinisitic.
>>
>>162840308

Won't work as well most likely but good luck.

>>162840315

Pussy
>>
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>>162840160
>custom pixel formats
>>
>>162840219
there is a gdc talk about almost this exact thing. dude just makes match 3 games with different art and has lived relatively comfortable for 10 years.

https://www.youtube.com/watch?v=JmwbYl6f11c
>>
>>162840160
why would you need that?
>>
>>162840349
>unreal man's fw imported into unity
>>
>>162840410
this was honestly a little sad to watch. I get that the actual programming and game work feels the same whether you make an artful/hit/otherwise relevant game or not, but churning out these games for 11 years seems so bleak
>>
>>162840410
that is absolutely fucking disgusting and I might do it
>>
>>162839386
Yikes! What kind of moron makes crap like this?
>>
>>162840410
The game development equivalent of a part time job
>>
Adding a new bank building to my game because the existing one sucks donkey dick.

>>162838713
How is the collider looking?
Is it the rigidbody kinematic?
>>
>>162840578
>>162840579
the percentage of jobs out there that are far worse is pretty high
>>
Alright, probably last edit for today

I'll give him less neutral features next time
>>
>>162840410

I actually don't understand how he isn't homeless. He must be do something on the side right?
>>
I made a new tumblr blog for my adult stuff, but I can't find my pictures when I search them.

https://sacha-nsfw.tumblr.com/post/154482226377/notice-me-faggot-sempai

can someone verify they seek this picture when they search for the tags?

I need some help sempaitachi.
;u;
>>
>>162840878
i get that too
but why even go into games if this is what you make? you might as well get a job in a real tech company, or even be the only programmer at some non-tech business
>>
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>>162838725
Well, it is good. And it's easy to learn too with the built in scripting language. It's also opensource if you want to do C++.

>>162839002
This is true.

You guys can take a few minutes to read the documentation and see how easy it is to read and write.
>>
>>162841090
Go away robot man we're making progress here.
>>
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>>162838713
>>162840863
every one of those has a rigidbody and a box collider.

I clicked on Edit Collider, I lowered the bottom face. Changed Collision Detector to continuous
then continuous dynamic, then back to Discrete and now it works...

Thanks Unity
>>
>>162841314
so glad I'm not doing a 3D game right now
>>
>>162827682
0
i'm not even kidding, i don't have a single friend if i don't count relatives
>>
>>162841314
You could just freeze the Y value too.
>>
>>162841314
You have gravity turned on.
>>
>when you know you have to spend the next week figuring out one small, boring thing and absolutely nothing else
time to quit
>>
>>162841540
>>162841605
i want it to fall on the floor and behave like a real object on the floor...
>>
>>162841662
>when you think about how much work you have to do

time to quit
>>
>>162840160
Save to an easily parseable format like netpbm and write a converter
>>
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>>
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BACKUP YOUR DATA

RIGHT THE FUCK NOW

CUT THE BULLSHIT
>>
>>162841090
Explain to me how it being open source means you can use different languages (I'm a scrub)

Also why are 'tripping' as a godot enthusiast, Not to be rude but are you just here to advertise it?
>>
>>162841903
Why is the one lifting weights blue?
>>
>>162841708
How thick is your floor anon? I want you to stick your face to the floor and tell me how thick it is. If it's thin, or even just a plane, it might just miss the collision check entirely.
>>
>>162842454
Thank you, i think that might not be helping. It's a plane. Should I make it a cube?
>>
>>162842561
Try that. And a thick one even.
>>
>>162842232
My backups are smiling at me anon, can you say the same?
>>
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>>162841314
>>162841540
>>162841605
>>162842454
now THIS is better.

I'ma make the ground thicc
>>
>>162842430
Hes suppose to be black.
>>
>>162842296
Well considering that you have access to the source, and the engine is mainly written in C++, you can change anything in C++ to fit your needs. And if you really wanted to, you could write an API for any other language if you're into that. But if you're a scrub you wouldn't be able to do that.

As for advertising, I'm not a part of the Godot team. It's a noob/ experienced friendly engine that I want to see more people use. It uses the MIT license which is IN FAVOR of the developer.
>>
>>162841903
Why is the sleeping chicken wobbling?
>>
>>162843210
Bad dreams
>>
>>162843251
I bet the nigger chicken is the cause.
>>
>>162842892
At least it's accurate to real life.
>>
>>162843328
Soap, dropped. Bad dreams.
>>
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>>162842892
god dammit boku
>>
>>162802787
just an idea, find the direction the skull is moving when killed and have it rotate that direction when it crashes to the ground instead of dropping straight down.
Maybe when it crashes down it rocks back and forth in place (like a round object would)?
>>
>tfw installing Unity 5.5
Feels good man
Here's hoping it doesn't break my projects
>>
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>>
>>162844121
It will
Hate version changes.
>>
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>>162844272
>>
>>162844272
>Googum read this and decided to live his dream by making video games
>after years of struggles he had to realize that he lacked basic talents and no amount of work or arguing with 4chan would ever fix that
So, when does he kill himself?
>>
>>162844121
>new version of unity
so thats why my unity is acting so shitty and freezing constantly

why do they do this shit EVERY SINGLE FUCKING TIME?
>>
>>162844447
He's been waiting until he could play and lose a game of RRPS so that he could end it all on a dramatic note.
For better or worse, there has never been an opportunity for him to do that since nobody plays his game.
>>
>>162844546
Stop lying, Unity doesn't update itself automatically.
>>
>>162844641
For worse, imo
>>
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>>162842892
>>
>>162844657
but there is a option to tell you to check for updates.
>>
So where does the code go in GameMaker?

I know this is a stupid, broad question, but I only have experience doing Object Oriented or ECS stuff by hand in C++ with only SFML or SDL.

Like, to what extent are you drag and dropping? Do you make on object, and then just make one "script" item that holds all the code for that object? Do you have a separate script item for each "When <button> is held down" condition you want, or is there one Controls script that you would hand code all of that stuff in?

I'm just a little lost on the design flow moving from doing everything by hand to using such a premade engine.
>>
>>162807751
Whatever comes out of it looks the same, model your stuff in a proper 3d software
>>
>>162842232
>tfw backup drive disappeared from windows after a power outage but came back when I restarted

time to backup my backups, but damn I wish I had a UPS
>>
>>162825080
Not criticizing your decision but lets consider than skulls aren't gray and only white when bleached. Maybe your skull can be yellow to tan or brown to make it look like an ugly old skull.
Also what direction is the light source in your scene? Maybe the skull could be lit from the bottom or from the left side since it travel right? (the shadow part would be on the right side)
Just some ideas.
>>
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>>162837962
That is correct. This will explain the rest.
>>
>>162844818
You write scripts in "events" which are like the built-in "hook" methods in Unity.
>>
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>>162844887
?
>>
>>162844887
sorry didnt see your second question.
lighting is all over the place, really. id like to have a uniform light direction but since sprites can flip, a consistent light source kinda goes out the window. that also means i can do whatever though. ill see about adding a shadow. i dont want to add too much dark though since itll blend into the background
>>
Me too
>>
>>162845259
That's way better.
>>
>>162845389
>id like to have a uniform light direction but since sprites can flip, a consistent light source kinda goes out the window
Directly above or below...
>>
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OH GOD.jpg
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>>162844121
>particle lighting
I"VE WAITED SO LONG FOR THIS.
>>
>>162845450
good! if that was you who gave the advice, thank you anon

>>162845548
true, but i think lighting looks good from directly above or below
>>
>>162845670
No, not the same anon, but the colour is better and it's got better contrast.
>>
>>162844121
The update broke a ton of shit in my game, took a couple days to fix.
>>
>>162845670
The skull color suggestion is actually from me (guy who said >>162792685 last night haha)
>>
>>162846147
also
>>162843996
in case Helleton guy missed it.
>>
>>162845002
I'm not the guy, and thanks for the answer, because I'm wondering the same, but how should your explanation help when you describe one engine with another to someone who never used an engine?
>>
>>162802194
yes
>>
>>162782741
Stealing this
>>
>>162801453
Why?
The game is not even finished and you're adding games to the game to distract the player from playing the game with other games that the player didn't even need to play
>>
File: 1423534390369.gif (2MB, 235x240px)
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>>162846929
>>
>>162801453

Is this Shwig's art?
>>
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>>162845746
agreed. it fits better in the scene as well.

>>162846147
well thank you anon! appreciate the advice

>>162843996
eh, maybe. not terribly high on the priority list right now but maybe when i feel like tinkering i'll implement something like that. i dunno
>>
>>162847491
>He doesn't know how good minigames are.
Wew
>>
>>162848164
other than looking at the lifebars away from the action, it's not clear if you're harming the skull monster or not. I disapprove of this.
>>
>>162848758
there are sounds
>>
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How many quests before a quest chain becomes too long?
>>
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>>162804570
No. Memepoly is flat shaded. Hell most of the time it isn't even low poly, people just make ugly ass models with terrible shading and no texture and call it "low poly" because you can see the polygons.
>>
https://www.youtube.com/watch?v=MRkeebcMiFY

>you'll never have your game's music be composed by a live orchestra free of charge
>>
>>162848984
depends if the player can take a break and do other quests, and if each stage gives a reward or not
>>
>>162848984
If you spread the quest chain over longer periods of time it should work out more easily rather than having chains back to back to back.
>>
>>162848984
After 3 it just becomes a comedy questline. End it with killing everyone.
>>
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>>162849104
>No hopes and dreams
>>
>>162849104
>Bonetrousle

fucking awesome
>>
>>162849104
of all the indies released in the past few years, undertale is unironically one of the best to pick for this. The music was one of the objectively great things about it
>>
migrate soon boys
>>162849509
>>162849509
>>162849509
>>
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>>162849028
The worst "lowpoly" is the art that's actually just triangles drawn over a 2D image.
This honestly triggers me more than anything, I hate hipsters.
>>
>>162848984
The first four remind me of Biggoron's quest in Ocarina of Time.

Also I don't care how many steps there are as long as it is fun, like it takes you to interesting places and such.
>>
>>162849635
Why not just wait until the bump limit?
>>
might as well add a post to help get this to the bump limit so it doesn't stay up too long
>>
>>162849882
There's been a notorious shitposter filling the OP with memes. It's better to make it a couple posts early than risk him making a thread.
>>
>>162849618
Undertale is the only example I can think of when a music bro made a game.
>>
>>162848984
You should make a long quest chain that loops on itself, to beat quest 1 you need to beat quest 2, to beat quest 2 you need to beat quest 3, to beat quest 3 you need to beat quest 4, to beat quest 4 you need to beat quest 1. But, there's actually a secret way to beat quest 1 that you have to find yourself.
>>
>>162850096
That guy is you though.
>>
>>162850208
that's not a bad idea actually
>>
>>162844641
the fuck is rrps?
>>
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Does anybody know anything about 3ds Max student edtion's mysterious and hidden digital watermark i.e how to get rid of it?
>>
>>162853470
Crap I just realized I'm still using the Maya 2015 student edition so I'm going to piggyback off your question

Can I assume it's slapping watermarks on my FBX files? (At least I still have nothing but basic placeholder assets)
>>
>>162856070
Come to the new thread dude I reposted the question as this one was pretty much dead but I didn't realise it.

To answer your question though: Supposedly though, yes these are hidden digital student watermarks are being slapped on your shit... somehow. No one really seems to know what it actually is doing but anything you create in the student edition (according to terms of service at least) can never be used in a commercial project even if you upgrade later.
>>
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I have been reworking some assets today. Making the houses look like actual medieval village/farm houses, and making some obstacles a little bit smaller since that will give me more room to play around and for adding variety to level design and enemies' AI.

Also testing the new design for the villagers, since a lot of people wanted them to be a different color to avoid confusing them with the vampire hunter.
There will be another kind of villagers that will look and act differently too.
>>
>>162838357
Adobe Flash
Thread posts: 760
Thread images: 162


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