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/agdg/ - Amateur Game Dev General

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Thread replies: 759
Thread images: 138

File: op.png (58KB, 1318x739px) Image search: [Google]
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if loomis still lived, godot would be his engine of choice edizione

> Previous thread
>>162781051

> 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
>>
https://www.youtube.com/watch?v=MRkeebcMiFY

>you'll never have your game's music be composed by a live orchestra free of charge
>>
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Let's have a day full of progress, agdg!
>>
File: quests.png (40KB, 985x838px) Image search: [Google]
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Repost because I'd like more answers and I'm a (you) collector
>>
My penis grew three sizes today
>>
define "hipster"
>>
Does anyone of AGDG other than hoppo make a living off of gamedev?
>>
>>162849509
>> 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
This is just clutter
Also why is blender-models.com so special it gets its own mention? Its a garbage site whose downloads don't even work half the time.
>>
>>162849956
got almost all of my demo day plans done already. gonna take it easy now. feels really good.
also that game looks fun
>>
>>162849960
(kys)
>>
File: godot2323.jpg (130KB, 960x540px) Image search: [Google]
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Did you do your daily refreshing your memory on Godot documentation? It only takes a few minutes!
>>
>>162850046
tough since a lot of things formerly known as "emo" "punk" and "hipster" have become mainstream
>>
>>162850106
Thanks mr.shitposter
>>
>>162849960
depends on the game, the quest, the areas, etc
As mentioned last thread, a big quest like Biggoron's Sword is fine because you're intended to complete it as a side thing while doing the main game
As long as a quest is engaging it doesn't matter how long it is. Conversely, if it's busywork the player isn't going to give a shit for long.
>>
>>162850106
i look forward to your post every thread as much as i look forward to krogan cock in all the /gif/ sfm threads.
>>
>>162850106
i'm going to clutter your ass with my penis next time you make this dumb post
>>
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>someone ACTUALLY made this and then posted it here

Lol. Just fucking lol.
>>
>>162849960
>I'd like more answers
What was the question?
>>
>>162849960
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.
>>
>>162850389
Oh, oops.
The question was: When does a quest chain become too long?
>>
>>162850000
limp, flaccid, and semi-erect?

nice quad-naughts
>>
>>162850475
go back to /v/, you mouthbreather
>>
>>162849960
Unless you're making an MMO, you have no reason to make quests MMOlike.

If it's singleplayer, you could make giving things to NPCs a mechanic, then overhear the genericGuy123 complain about lack of sword, which you could then look for and bring back to him, all as a quest. Same thing without the ? -> !.
>>
>>162850475
i agree with what the guy in the last thread said
after about 3 or so it becomes a joke quest. end with everyone dieing.
>>
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>>162850292
>>
who else headed to the poorhouse here?
>>
>>162850234
>>162850252
>>162850279
Not him but if we are going to keep the engine list it should really be kept up to date. Why is Haxe there but not SFML, MonoGame, or LibGDX?
>>
>>162850292
>making fun of yesdevs

Why?
>>
>>162850701
or Construct 2?
>>
>>162850475
Three
>>
>>162850475
never. i would play the game in that image as long as the dialog options for the player became increasingly irate/impatient

also isnt there a popular malcom in the middle gag webm along those lines
>>
>>162849960
If you end up forgetting what the original quest was even about then it's too much. Also don't have the quests be completely unrelated. For example
Guy wants a sword -> go to blacksmith -> blacksmith doesn't have all the materials -> go collect iron, wood, and leather from various sources.
>>
>>162849960
It doesn't feel like your making any progress if you keep getting new objectives before you complete previous ones. Nobody wants to play a quest that feels like busywork.
>>
>>162850713
He fucking deserves it. Check the archives for the birdmath trip and pepsifam. It's all there.
>>
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>>162850292
>>
>>162850701
Because it literally doesn't matter and we don't need to shit up litrally every thread with a 50 post argument about what needs to be in op
>>
>>162851337
Then don't reply in the first place.
>>
>>162850701
Agreed. Source should be in the OP.
>>
>>162850864
>also isnt there a popular malcom in the middle gag webm along those lines
kek, the one with the dad
submit it to the next filename thread
>>
>>162850713
You call HIM a YesDev? He doesn't even know the meaning of the word. Where is his game? Where is YOUR game? Do you even have a game, or a car?
>>
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>one progress post
>its literally insane shitposter
>>
>>162851596
Let's stop the roleplay for a moment. Don't you ever get bored of doing this?
>>
>>162850106
>Godot, Haxe and Love
Why are outdated garbage engines listed? Is it just a list of every game engine that's free?
>>
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>>162851705
delet that
>>
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>>162849956
>Slipstream
Fuck yeah! I thought the kickstarter failed but this game is great!

I got some UI stuff in today and got the saving figured out.
>>
>>162851947
I'm being serious, anon. Don't you have anything better than this?
>>
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Target tracking and target locking is working. I also added buttons so the player can turn on or off auto locking on any available targets and can instead trigger the locking manually. The maximum number of the locked targets (at the same time) can also be easily changed.
The next step will be adding stuff like rockets, since target lockons are useless without something to fire on the locked targets.
>>
>>162851915
nodev here, is the saving just saving every variable and using it when pressing load?
>>
keep working on my level.
ill fix the reflection later
>>
>>162852141
Pretty much
>>
>>162852187
Level design is not game dev.
>>
>>162852223
wew lad, i used to think saving is a big deal
>>
>>162852279
i use blueprints to open doors.
does that count?
>>
>>162852279
Is this a meme?
>>
>>162852368
show us in a webm
>>
>be me
>be at work
>get hyped that i'm gonna get back from work and dev
>even got 1 thing i was excited to try out to implement and one more as the game's main mechanic
>i work 12 hours straight
>get back from work and play overwatch all night
i fucking hate myself, need days off to actually do some devving, and even then i'm so autistic i don't like daylight and don't dev during it, and can't dev if i have only 1 day off since i wake up at midday and my mind set is already fucked.
>>
>>162850292
What the fuck is this shit?
>>
>have cool idea for a game
>Ok, have kinda unoriginal idea for a game but I'm not that creative
>can DIY hackjob around Unreal 4 blueprints
>Can't into sprites that well
>Can't into models that well

Query, would bad graphics and bad art put you guys off having fun? Is there any guides for minimalism?
>>
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The beautiful city that I call home, where I do my game development.
>>
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Only a quadrillion hours. Definitely sustainable.
>>
>>162852630
As long as you do one thing well nothing else matters, Thomas was alone has shit gameplay and shit graphics but the story makes it worth it.
>>
>>162852778
ultraminimalism's ship has sailed
you can't stand out when every indie fuck just draws some boxes and calls it art
>>
Since when do mayang.com textures have watermarks?
>>
>>162852778
>shit gameplay
Bruh. The mechanics in that game have literally never been done before. Pretty clever.
>>
>>162850292
That is pretty disgusting. Why do you keep posting it?
>>
Is it just me or is the Godot C++ source code a bit of a clusterfuck?

I'm no expert, but I wanted to add some functionality and I noticed that some of it is pure spaghetti. For example the editor GUI layout is completely hardcoded and that file has 7000 lines, and the icons are hardcoded as separate cpp files. The fuck?
>>
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>>162852630
this is my room
>>
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>>162852498
this is from a ue4 tutorial so all assets are from epic
>>
>>162852705
So which of those piers do you live under with your mom, L.I.S.?
>>
>>162850292
whats is the story behind this?
>>
>>162852778
Still need to play that.

>>162852895
Vvvvvv made me have hope for the minimalistic approach, but then again that was a love letter to the Commodore and I wouldn't be able to replicate that as well as he did.
>>
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>>162853007
this is my rig
>>
>>162852630
ue4 comes with lots of default shit.
you can actually make games with just the stuff in the editor

see
>>162853049
everything here comes with the starter content
>>
>>162852481
Yes. Anon is insane and/or trolling.
>>
>>162853049
Where is the game? I don't see a game here.
>>
>>162853049
Select your Directional light and enable "Dynamic Shadow Distance StationaryLight" to make those sun shadows nicer.
>>
>>162853061
I could never do that, it's not very nice under those.
>>
>>162853218
>Vvvvvv
It was released almost 7 years ago now. The indie market is completely different and the sure-fire gimmicks of back then don't work anymore
>>
>>162853493
so what works?
i was in touch with the indie scene a year ago but i lost track since
>>
>>162852946
I swear i played a newgrounds game that had a really similar mechanic, the whole "use other characters to progress" thing.
>>
>>162853493
>7 years
Oh god where did the time go.
I don't know, I guess I just want to make something people find fun but want to find a style that won't put people off cause I suck at art.

>>162853323
The stuff in Unreal is great, but the 2d assets are somewhat lackluster.
>>
File: Sheep.webm (3MB, 1280x720px) Image search: [Google]
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Repostan, what animals are a must-have for gathering materials.
>>
>>162853602
buying assets from whatever store is attached to your engine and jamming the game full of crafting
Although that's on the wane now too
There isn't a new goldrush yet
>>
File: 20243.png (148KB, 480x318px) Image search: [Google]
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Post good UI
>>
>>162853641
>I guess I just want to make something people find fun but want to find a style that won't put people off cause I suck at art.
You can still make a good looking game with minimalism, just don't expect it to sell like hotcakes like it used to
>>
>>162853641
meh don't make 2d in unreal, but don't go barebones as well.

get off from work and start spriting. pixelijoint have lots of learning material.
yeah it sucks ass to learn how to art let alone sprites but the concept is simple. you don't have to animate your spites beyond idle animation
>>
>>162853493
>I can't use someone else's genius idea and be a genius because they already did
Come up with your own.
>>
>>162851773
love2d isn't outdated, it just had an update last month
>>
>>162853874
also it's not an engine it's a framework
>>
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>>162853653
>>162853697
>>
>>162853653
Kekworthy but the slow shuffle would get tiresome fast.
>>
>>162853837
I'm not taking about being original or genius, I'm talking about what sells
>>
File: 3058376-combat+menu.gif (665KB, 538x302px) Image search: [Google]
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reminder that pure style is enough to sell shitty gameplay
>>
>>162853946
hows that related? he made his game using his own assets
>>
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>>162854018
True
the UI doesn't even look good
>>
>>162853946
What assets do you think are in this webm?

>>162853967
Yeah, animations all need tweaking.
>>
>>162854130
and its so much better off!
>>
>>162853830
Not making a game to sell cause holier than tho-
Cause I don't have anything to make assets apart from Student versions and Britain's internet laws are getting so bad I don't want to pirate anything.
Gimp and UE4 only time.

>>162853832
I might actually take up programming rather than blueprints cause blueprints is it's own kind of special hell. Will look into pixelijoint though, thanks anon.
>>
>>162853181
Some retard made that and then posted it here all proud of it like it's not literally insane trolling.
>>
>>162852765
Smooth
>>
Posted in the old thread like a moron when everyone had already migrated so I guess I'll ask again here.

Does anybody know anything about 3ds Max student edtion's mysterious and hidden digital watermark i.e how to get rid of it?
>>
>>162854178
I meant the walk speed, friend. The animations are funny.
>>
>>162852765
SMEAREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>162852765
hey man, haven't been in these threads for like 2 months.
Why are ppl shittin on you?
And what happened to the huge sword clarent used to have?
>>
>>162854018
>P5
>Shitty gameplay
Wew
>>
>>162854502
cgpeers
>>
>>162854508
Ah, ok. I'm still trying to figure out the best way to get around. Everything is a bit spread out, so walking is tedious. Trying to come up with the best solutions. Going to be adding mounts and carts that patrol the trails that you can hop on.
>>
my only regret is not applying to be a janitor
>>
>>162854018
Why do people keep posting P5 gifs saying the hud is good? It's way too busy and impossible to quickly acquire anything.
>>
>>162854502
There are rumours that the decimal values of vertices are encoded with something, but eh.

If you're going to get caught, you're going to get caught, and if you're making enough money to get caught, you should probably buy it
>>
>>162854670
style > substance

and it's juicy as fuck despite being a clusterfuck
>>
>>162854534
Remember: Hide or Report. Don't Reply.
>>
>>162850292
What is this supposed to be? Who did this?

>>162854682
>>162854502
Just buy it. What kind of poorfag can't afford 3ds Max? Next you'll be saying that you don't even have Unity Pro, you fucking peasant.
>>
>>162854670
Because you unlike you, an amateur, a professional UI designer gets praise for their work.
>>
>>162854502
import to blender, export again
>>
(you) make me proud
>>
>>162854534
Are you just impersonating goog? I know he doesn't like smears but I don't think even he is silly enough to think you can animate swords without trails.

>>162854556
This is PHI not Arikado. Most people aren't giving Arikado crap from what I've seen so much as talking about people giving Arikado crap. There's some simple trolls around; it's not some big deal.

Clarent will have a number of different weapons you can equip so this animation is for a 1 handed weapon.
>>
>>162855034
Either impersonating him or he's very very drunk to make such a 'hurr' post.
>>
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>>162855242
Why are you so obsessed with alcohol, dude? Is one of your parents an alcoholic?
>>
>>162854905
I shall give this a shot now and see if it removes that message that you get upon opening a file but from what I've read the digital watermark is still on it even if the student license warning doesn't pop up.

>>162854682
I will buy it eventually. BUT supposedly (according to autodesk forum staff) any assets made in student edition can NEVER be used in a commercial project even if you buy a legit license later and import it in to that. The digital watermark is like herpes: never goes away and infect everything it touches.

My plan was to learn and make everything in Student then upgrade when actually was close to releasing a game otherwise I might buy a license and never get any return on it.

>>162854838
Well I certainly am a peasant then as I don't have Unity pro because I'm using Unreal Engine.
>>
here's a free gimmick:
make a "walking in a dark maze simulator"
the only feedback is your character grunting when they hit a wall
>>
>>162855538
As long as there are no loops every maze would be easily solvable by a simple repetitive process. I know this because I programmed a lego robot to navigate a maze in high school.
>>
>>162850292
>a <1fps furniture simulator

Why?
>>
>>162855034
>I don't think even he is silly enough to think you can animate swords without trails.
>trails.
but there was no trails in the gif, just smears.
>>
>>162855718
yeah it's not a good game, its a good steam gimmick
>>
>>162854502
Import to Blender. Delete 3DS Max. Start using Blender.
>>
>>162855751
Looks like you won googem. Good job!
>>
>>162855538
So it's a metaphor for my dating life
>>
>>162855964
TEE HEE
>>
>>162855373
his dad was run over by an alcohol
>>
>>162855947
I predicted this response and I am considering it because Autodesk seem to be up to Jewish trickery.
>>
>>162853007
>>162853278
What country?
>>
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>>
>>162856078
I honestly don't understand why people shit on Blender all the time. It's a perfectly good program with lots of features. It has a few confusing menus and some keybindings aren't really "standard", but it's not hard to get used to it, or just change it.
>>
>>162855954
>This is PHI not Arikado.
you need to stop buddy. arikado is 1MA now, if you keep making fanart so bad that people confuse it with his work and say you have a name then everyone is going to get confused.
also stop using smears, they're ugly.
>>
>>162855718
same
>>
>>162849956
Posted this in the last thread but tweaked since then. Only bit of progress I've been able to get done while school semester is wrapping up
>>
FUcking hate that autistic meme in agdg where if you have more than 2 moving things on your screen its "busy" wtf.

P5 UI is amazing you cross eyed autistic fucks. Sorry you cant focus your eyes for more than 1 second before going cross eyed.
>>
>>162856298
Out of curiosity did you go to Blender from another 3D app or did you use it to learn 3D?

I made the switch when they killed Softimage, and I have never had such a fucking hassle learning a piece of software than I did with Blender.
>>
>>162856085
lithuania
>>
>>162856535
There's a reason why this is the "amateur" game developer general.
>>
>>162856535
I don't think it looks busy, I just think it looks shit desu
>>
>>162856607
I started with Blender, so maybe I did have an easier time since I didn't have to relearn anything.
>>
>>162856298
I just learned 3ds Max first. I should really learn to use Blender , the Ui is just a little daunting is all. (Then again so is 3ds max desu)
>>
THE SEMESTER'S OVER MOTHERFUCKERS

I'M BACK BABY.


IT'S TIME FOR SOME REAL DEvidsflkapçekfjgdskfogpssssssss ss
>>
>>162856918
doubt it
>>
>>162856298
i use blender for more than 2 years.

the thing they should REALLY fix is the baking process which is too long. they should make it menu based like xnormal.

other thing im annoyed by is how they made smoothing groups. just call it smoothing groups and get rid of edge split. its unnecessary
also have smooth ground on side panel and not in object data. its essential to gamedev
>>
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>>162850292
>>
>>162856918
semester is over

let the semenster begin
>>
>>162856918
Wow, a whole 3 weeks until it begins again plus the whole holiday bullshit in the way. That's enough to almost progress!
>>
Following along with a blender UV tutorial. Tried to unwrap a boot copying what the guy did, get some unholy oval of overlapping squares instead of a neat unfolding, give up. Watch the rest of the guy's video. Tab back into blender and the boot's UV now looks similar to the tutorial.
I don't understand.
>>
Is there any reason not to use WebGL2 assuming I don't care whether or not the user has a WebGL2 capable browser?
>>
>>162854665
give him a mech, or let him ride the animals
>>
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Progress:

-The exactly same bomb from You are a torpedo AI.

-Hydraulic press

Tomorrow I’ll start working on some better looking placeholder assets.
>>
>>162857467
Yeah, it's WebGL.
>>
>>162857339
>3 weeks

HAHAHA not in BRAZILISTAN FAMALAM NO

COMPUTER SCIENCE TILL MARCH,
>>
>>162854665
or let him roll on his side picking up speed like a snowball when going downhill
>>
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>>162849956
it's 11pm here
and I got the 4th main feature of my game sorted, magic puzzle solving
With this significant milestone, I'm planning on getting a demo together, not sure when demo-day is tho but it'd be cool to get something ready by then
>>
>>162857389
post it
>>
>>162857558
Doesn't all reasonably efficient in-browser 3D use WebGL though?
Like, I'm pretty sure in-browser Unity is actually also WebGL.
>>
>>162857843
>in-browser
>>
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made a list of things to do
>>
>>162854905
I did this and the on the import window back in 3ds max (just to test) it does only have Blender listed as the software used to create it but not convinced there isn't a more detailed history being kept somewhere (viewable or hidden).

I only spent a full day on making assets, can't take too long to remake them in blender as my paranoia is getting the better of me.
>>
>>162857935
I recommend Trello if you want a fancier version
>>
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Fucked up and posted on the dying thread, so I'm reposting here.

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 kinds of villagers that will look and act differently too.
>>
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started work on a new forest town in bokubay
its early but my goal with this level is to have it be ran by boxy foxes

going to have half the towns folk in their homes doing custom animations of cute things, and the other half with pitch forks mobbing outside looking for boku
>>
>>162857949
export as another file type
it will almost surely rewrite the entire file.
blender have a native fbx exporter that is different from max
>>
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>>162857656
Somehow adding the thumb and hand forced a recalculation?
>>
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>>162856225
>>
>>162858108
looks cute
the incremental rotation is much nicer than the 90 degree snaps
>>
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Totally 100% original content coming through.

*- only code progress again sorry
*- decided to go with the user-case rather than maths for the slime jump, less predictable
*- added some endure testing behavior. Right now the slime needs to take 3~4 hits before flinching
*- checked all kind of combination with the tree behavior system, works like a charm and very easy to manipulate
*- mfw getting the combo timing in actual battle is trickier than I thought

I wonder what to do next? ... and I still can't get myself to work on making it looks good, art work just bores me to death.
>>
>>162858262
1. rearrange your UV's to fix maximum maximum UV's bound's. (scale and rotate)
2.select island with L (UV shell) and Ctrl V to relax any stretching

your UV's overall seems ok and you are making a big deal of it.
if UV's overlap over-under add more seams until it slices better
>>
>>162858262
I really like that guys tutorials, I adapted his 2d platformer one to use in 3d. And it's refreshing to hear his explanations.
>>
I'm trying to make a foreach loop where it loops for each element in an enumerator. For example,

public enum Holidays
{
Christmas,
Halloween,
NewYears
}

foreach (Holidays holiday in [every element in enum Holidays)
{
//do something
}

the foreach loop should loop three times since there's three holidays. What do I type into the [every element in enum Holidays] part?
>>
>>162857503
I can definitely put in riding on the animals, that'll happen.
>>162857610
That could be possible. Either rolling on his side or making airplane arms or something. That could be a fun mechanic.
>>
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2 seconds in mspaint, so don't take too seriously but can notcastilvaina dev make his skulliton a little more spooky???
>>
>>162858981
Google foreach enum
>>
Damn I never realized just how hard Autodesk tries to jew you over Maya. All this time I was using the student edition for schoolwork and portfoli shit. Whatever happened to just selling software?

I guess it's time to learn Blender
>>
>>162858163
Is there anyway to check anything to do with the watermark at all or is it just a case of hoping that's its gone and you don't get taken to court when you're a super rich and sucessful gamedev?
>>
>>162858108
warning bokubedev
scope creep
>>
>>162859218
eh?
>>
>>162859110
when it comes to spookiness, i think something more "serious" without angry eyebrows would be right up his alley, but that's his judgement
>>
>>162859218
Same dude. Its fine for as you say schoolwork and portfolio but as soon as want to make any money off your work you have to buy the very expensive software and still can't use anything you created in the free software.

Blender truly is the way forward for poordev then.
>>
>>162859243
open with text editor duh.
.obj files are short and readable you can see the watermark there.
also on the properties tab in windows go to details and check for any watermarks by autodesk
>>
>>162849956
A E S T H E T I C
>>
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>>162859326
>>162859110
>>
blender is actually better than autodesk garbage because it's free and autodesk garbage is $1500 per year
>>
>>162858441
what is that, that better not be boku, hes a boy! pffft doesnt even look like him has no color, boku is unfappble you fuck, stop this delete this, get rid of this it doesnt even LOOK like him.
>>
>>162859796
>maya lt
>$30/month for everything you need for gamedev

My only pet peeve with it is lack of extension support but I don't miss anything else from full maya.
>>
>>162859796
why shouldn't i just pirate it?
>>
>>162859974
What does LT tear out of the full version?
>>
>>162859326
Totally agre with this, but I'm not sure what's the dev aiming for the game. I'm not sure if he wants "realistic" spooky graphics or if he wants a cartoony look.
>>
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send help
>>
>>162859510
Did that and no mention of anything Autojew related.

Am I in the clear?

If I am then thanks, I don't have to redo the stuff I've done but going forward I'll think I'll get to grips with Blender.
>>
>>162858517
My problem with it is that its too close to captain toad even more with this type of camera.

I don't think Bokube will succeed on launch sorry bokudev.
>>
>>162860317
you are clear my friend, good luck
>>
>>162857512
Those bombs look like they take an annoyingly long time to finish blowing up. Maybe speed it up?
>>
>>162860360
I wouldn't count him out, I mean agdg has bullied him for 6+ months on the project and each time he improved it, it may NOT be a good idea to underestimate him not many people at all actually improve around here in a similar way.

>>162859932
Are you trying to get your games porn colored now? This reverse psychology meme of yours for bokube porn is blatant.
>>
If I already know C++ proficiently, should I just use Unreal instead of wasting time learning GMS or Unity?
>>
>>162860085
Rendering and extension support
>>
>>162860317
>>162859510
it actually would be possible to encode shit in floating points for the coordinates

you could encode data in the decimal points that would be rounded up by the engine but stays in the files.

i.e hide ascii 65 character in 105.0000065 that would just be rounded to 105
>>
>>162860312

No one is ever going to use this code except you: use structs and make everything public.
>>
>>162860584
>Rendering
What, like any rendering at all?
>>
>>162860436
Now I can make game without worrying...

>>162860593
Nope back to worrying.
>>
>>162860593
meh.
if you REALLY want to be safe triangulate the model the model and export in a different file format.

triangulate will change the vertex positions. changing the hex data too
>>
>>162860579
indie dev in ue4 is all about blueprints
>>
>>162860713
Rendering out videos, baking and still images

I do all my baking and texturing in substance painter so it's not a big deal for me
>>
>>162860579
If you want to make 3d games, yes
>>
What modeling program & engine is Mario Run for iOS working off of?
>>
>>162859932
I'm sorry you have to realize that when your game releases there is going to be porn on it no matter what get the fuck over it bokudev
>>
>>162860852
since pokemon go was made in unity my guess is unity
>>
>tfw can forgot how to code a mainmechanic of my game, after it accidently got deleted
>>
Has anyone made the transition from LibGDX to Unity? How did you find changing from Java to C#?
>>
POST YOUR FAVOURITE AGDG GAME
wether it's out yet or not.

RISK OF RAIN
>>
>>162861201
you can use java in unity
>>
>>162861221
RiskyRain was from here?
>>
>>162856520
Very smooth. Pretty good work!
>>
>>162861221
whatever the fuck >>162850292 is
>>
>>162861221
restricted rps

not even memeing
>>
>>162860781
>>162860769
yea running it through blender would help

if you're super paranoid you could use the randomize function to move all vertices by 0.0001 or something

don't let it stop you though, please
>>
How do you write a computer language, when you have no language to write it?
>>
>>162861221
FACADE
>>
>>162861390
machine code
>>
>>162858019
Cutie vampire hunters? Hawt
>>
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>>162861221

Your Game Anon! Make it the best it can be!
>>
>>162861518
how did people develop the first machine code?
>>
>>162861052
Correct
>>
>>162861245
I don't think that you can, although I think you can use some javascript
>>
>>162861665
Crashed Roswell flying saucer
>>
>>162861221
BOKU NO OWN VIDEOGAME
>>
>>162861665
It was a bunch of biblical numbers
>>
>>162860465
I still need to test more, but I think it is a good idea to speed it up.
>>
>>162861665
https://lmgtfy.com/?q=how+did+people+develop+the+first+machine+code%3F
>>
>>162861284
honestly RRPS sounds like a really cool concept but a terrible idea for a video game just because of its worse deployment. if no one buys it you have no one to play it with

if it were a board game I bet it would be pretty popular and good to have at parties or w/e

like werewolf or smth, you'd never buy a werewolf video game but everyone and their mother has played it and had fun with it at a party
>>
>>162861665
It's built directly into the hardware.
>>
>>162861665
by smashing rocks together
>>
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>>162861284
>>
>>162861665
by making OR and AND gates.
>>
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>>162861665
Electrical Engineering


you take a desired behaviour, karnaugh map the inputs and outputs, and then design a circuit that satisfies that map. from there you can start to make modular systems or systems that can re-write themselves given other input (like a punchcard). the latter is basically how memory works, both volatile and non-volatile

t. did EE for a bit
>>
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>>162859932
boku->girl

hue
>>
>>162862036
no love for NOT? ;~;
>>
>>162862127
that's just inverting the signal, it's even more simple.
>>
>>162861860
you could definitely play Kaiji-rules RRPS that way and some people have at cons or whatever.
>>
>>162862078
How is he(?) so hot?
>>
>>162862253
Because he has a vagina
>>
>>162860579
Unreal, don't avoid learning blueprints though, it's just convenience incarnate
>>
>>162851720
This is what I wonder every time.

I assume they do not make games at all and this is their only social outlet.
>>
How do you code a charge shot with gamepad in GM?
I managed to code this once, but I forgot how it worked.
>>
>>162862206
googem i strongly recommend you just design a pretty card set and a good manual and sell it as a board game

>>162862127
>>162862196
XOR is the most fun one
>>
>>162862391
>board game
board games are normally 2-4 people. no version of RRPS works with that few players, would have to make a completely different game out of it.
>>
>>162789427
who ever made this needs to fix their normals.
>>
>>162862560
just make it a bigger game

there's board games that are just repackaged werewolf and they happily say to play with 6+ players or it won't be fun
>>
>>162859785
Damn that's spooky.
>>
>>162862574
Also sharp the edges too or the corners will look like playdoh.
>>
>>162862065
I want to FUCK that mascot!
>>
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>>162862623
easier to get 6+ people to play a game online than offline.
>>
>>162862867
apparently not since your game was a fucking failure and one of the most often cited reasons for it being awful is that there's no one to play it with
>>
https://lmgtfy.com/?iie=1&q=What+does+my+co-worker+mean+by...+%20+%20+%20+%20+%20+%20how+do+you+say%2C+%20+%20+%20+%20+%20+%20+%20+%20+%20+%22nigger%22
>>
>>162862378
I have this in the player character step event:
///Charge Shot

if gamepad_button_check_pressed(0,gp_shoulderr) && charge=0 {
charge=1
ballId=instance_create(x+32, y, obj_wavecannon)
}

if gamepad_button_check_pressed(0,gp_shoulderr) && charge>0 {
charge += 1
if charge > 90
charge = 90
}

if gamepad_button_check_released(0,gp_shoulderr) && charge=0 {
exit
}

if gamepad_button_check_released(0,gp_shoulderr) && charge<30 {
with ballId {
instance_destroy()
}
}

if gamepad_button_check_released(0,gp_shoulderr) && charge>30 {
with ballId {
speed = 8
direction=+90
}
charge=0
ballId=-4
}

Anyone???
>>
>>162862623
also there are plenty of online multiplayer versions of werewolf/mafia and they're popular and definitely host more games throughout their lifetimes than people playing offline.
>>
>>162862065

Man, I can't tell you how long it took me to figure out the spelling of karnaugh since all of my EE professors had thick Indian accents.

>>162849956

Do you use Mode 7?
>>
>>162862867
Are you joking?
>>
>>162863014
counterpoint: you're wrong, and a fag
https://www.youtube.com/watch?v=55P-UHdZ7WI
>>
>>162862127

In practice, the only gate you actually need is NAND.
>>
>>162862948
Why do you check for pressed button multiple times? Just check it once then build a small elif tree for the seperate charge levels (0, >0 and >=max). Then on release do the same again, only check once, then decide based on charge. If that doesn't work, specifiy your problem.
>>
>>162863039
I always thought it was "carno" desu I had to google around for the proper name
>>
>>162863072
are you? why are we talking OTI instead of IRL?
>>
>>162862948
And start using pastebin, indentation is important and not supported without using Alt+255 on 4chins.
>>
Lets talk coop
4-man coop, optimal, or is designing with 2-man in mind with perhaps possibilities for more best

I can always get a friend to play a game, but friend(s) is problematic. Never finished the GTA heists with friends despite interest, had 4+ with the game but they just weren't interested, so it always ended up me+1 friend+2 random dumbfucks who fucked up all the fucking time then left
>>
>>162863285
>desu
Reminder that Sourcefam is personally responsible for this filter because he is cancer who unironically uses nigger words every day.
>>
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>>162863410
coop devs take notes
>>
>>162863410
make AI so good that everyone thinks theyre playing with real players and that the community is full of really awesome people instead of the actual dumb assholes that play the game.
>>
>>162862378
does GM have something equivalent to Unreal's On Button Release?

Because I have pressing a button start a timer that alters a variable after x secs and releasing the button kills that timer and creates the appropriate projectile based on that variable.
>>
>>162862948
Is your framerate locked?
>>
give me a (you)
>>
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>>162863610
>>
>>162863331
Because im at a party full of old people and i cant be assed to small talk any longer so im pretending to be busy. Its pretty easy to get friends to play a game IRL
>>
>>162863610
Easier than trying to make the community not be shit
>>
>>162863732
Keep the change, ya filthy animal.
>>
>>162863610
Make the 'online' communication only text based and really limited. All the 'players' are really nice and helpful. (You can play with your friends but they're also robots)
>>
>>162863914
>>162863610
so, Journey
>>
>>162863670
key_check_release or something like that.

It's such an easy thing to google, it's so well documented
>>
>>162863771
yeah but all they want to play is that Cards Against Humanity shit that's designed for unfunny people so they can pretend that they are funny.
>>
>>162863283
I think, I got it now, thanks. Just gotta connect the shot object to the player still
>>
>>162863914
>>162863610
>not using neural networks so shitters can play with literally Hitler and redditards throw your money at you for all the memes
>>
I'm obsessed with Entity Component System. Is there anyway to mimic this functionality in GMS
>>
>>162860707
Not him, but you should really treat your future self as somebody else. That being said, I'm not a fan of class-based privacy myself.
>>
>>162861271
Thanks anon!
>>
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>spend like half an hour working on something
>look at it

Should I just save money and hire an artist?
>>
>>162863914
They tried this with Hearthstone. 6 emotes and all of them get used ironically.
>>
>>162864081
Would be a good idea if 12 year olds actually had money
>>
https://www.youtube.com/watch?v=RjweUYtpNq4

how do i make something like this?
do i need to write my own engine?
>>
>>162864326

>implying I'm going to be working on any project for more than a week
>>
>>162864376
All of them except 'Threaten', which is pretty ironic in itself.
>>
>>162864359
>half an hour

gotta put way more time into it then that
>>
>>162864303
Yes but it will be shitty. GM is designed around reuse through inheritance and scripts, not composition.
>>
>>162864404

What about this makes you think you'd need to write your own engine?
>>
>>162864521
I have over 400 separate things to do artwork for. I can do good art but it takes me LITERALLY a full week to finish one thing.
>>
>>162864565
the fact that the dev wrote it without one i suppose
>>
>>162864825
I know how you feel m8.
>>
>>162864825
You wont get faster if you dont practice. Working on 400 pieces seems like good practice.
>>
>>162864404
Do you need your own engine? No. Will you gain enough from using one to offset that it may be more difficult to work around it to do this? Also no.
>>
>>162864404
It's just a shitload of variables shuffling about. The logic would take a shitload of time to program, but I can imagine doing that in Unreal even.
>>
I'm trying to do a Roguelike in GMS and I'm having an issue with a toggle.

I have a Draw event that has "if hired1 = 1, draw text".

In the Step event I have:
if (keyboard_check_pressed(vk_enter) && selectedstalker == 0 && hired1 == 0)
{hired1 = 1}
Works fine. But if I try to do a if (keyboard_check_pressed(vk_enter) && selectedstalker == 0 && hired1 == 1)
{hired1 = 0}, nothing happens. Any ideas?
>>
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>>162864404
You can do it in the Godot engine.
>>
>>162865035
>no new ip
>simple question
>gms
>roguelike
please take your bait elsewhere
>>
>>162865035
Are you sure hired1 has been set to 1 before trying no. 2? What about selectedstalker?
>>
I want to make a 2d roguelike similar to nuclear throne what do I use?
>>
>>162865201
Gamemaker.
>>
>>162864952
so you're saying i should make my own engine?
>>162865015
i see, so would you say neural networks are for expert-level programmers?
>>162865060
t-thanks
>>
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>>162865141
>no new IP
What makes you think that?

>agdg
>the a stands for "no amateurs allowed"
>>
>>162865329
I'd say it's more personal preference. You might save some up front with an engine but it may be slower going from there.
>>
>>162865035
http://pastebin.com/5a7ryHJx
>>
>>162865338
weird, it didn't show for me
There's just been a lot of shitposting following a similar format to your post lately.
Show us your code and we can help
>>
>>162865060
has the godot engine improved recently?
i remember it for having a stiff interface and shitty doc
>>
>>162865190
Yes. It works if I make the second key something different like Delete, but I'd rather have Enter as a toggle.
>>
>>162865329
>i see, so would you say neural networks are for expert-level programmers?
I'm not even sure you'd need to be expert-level. It's just solid logic, not tricks. Good exercise towards expert maybe.
>>
>>162865263
Most of the vids online aren't good
>>
>>162865523
So hired1 is starting out at 0, you're hitting enter and it's executing the code that sets it to 1, and in the same event and keypress it's also executing the code that sets it to 0 if it's at 1.

See:
>>162865442
>>
>>162865523
>toggle
One-shot or reversible? If the latter, try (if ENTERPRESSED && HIREDSTALKER==0) {hired1 = !hired1}
>>
>>162865517
Yes anon. It has been improving a lot, and still is! The interface has been improved a lot, and the documentation is a current focus of the developers. Godot is far ahead of the competition.
>>
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>>162865553
You don't really need a lot for game maker; if you can't make any 2D game you want after getting the basics of it down I'm sorry but game developing just isn't the job for you.
>>
>>162865442
>http://pastebin.com/5a7ryHJx
Shit thanks!
>>
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>>162865329
No problem, just remember to read documentation for neural networks. You will need a good concept before you try.

>>162865517
The Doc is good now and the interface is preference I suppose. Next update (maybe next week) brings a whole new renderer.
>>
>>162865523
if (keyboard_check_pressed(vk_enter) && selectedstalker == 0 && hired1 == 0) {
hired1 = 1 - hired1;
}

Because GMS treats booleans as 1 or 0, making the logic into boolean = 1 - boolean will toggle it, no matter what it was set as
>>
>>162865553
Tom Francis
Sean Spalding
Heartbeast
>>
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>>162865664
thanks thats the motivation I need
>>
>>162865517
I prefer it over GMS, would still recommend GMS to total newcomers though because of the availablity of tutorials. Godot barely has any (apart from the demos, which are very good), so one would need to be able to abstract shit.
>>
>>162865730
>>162865530
>>162865375
thanks
i've been watching and reading about neural networks for the past 3 months and want to make my own simple primordial pool thingy for the keks.
wish me luck on my endeavors
>>
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I need some help with creating a diffuse map for this mesh!

So I have this .obj that I've exported from Marvelous Designer 6. I unwrapped the UV's in 3ds Max 2015 and I'm at pic related.

I'm a total casual. Does anyone know how I create a diffuse map from this? A .png or .dds that I can apply a texture onto in Photoshop? I've tried googling but am having difficulties wrapping (haha) my brain around this. Anyone?
>>
>>162866291
Click around the options in that flattened out view. It is all there.

That has way too many polygons.
>>
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adding the new textbox stuff to the spell select screen, added spell unlocking, and added level select
just have to make some levels and this baby's good to go
>>
>>162867075
Wasn't your planned release yesterday?
>>
>>162867180
yeah but this textbox stuff blew the schedule way out
>>
>>162866291
First thing you're gonna want to do is learn how to retopo a mesh. A mesh directly from marvelous designer is going to be a fucking high poly disaster.

After that you want to redo the UVs, export them as an image and paint over it in photoshop. Or alternatively use a 3d painting program like substance/quixel/mari/whatever.
>>
>>162867248
How far. I wanna play this.
>>
>>162867313
let's say next tuesday at the latest
>>
>everyone is busy making progress.
Excellent. Excellent.
>>
>>162867075
>So, every necromancer.
I like you, anon.
>>
I just got Blender installed.

Please tell me some simple things to model for practice.
>>
>>162868643
a blender
>>
>>162868643
do yourself a favor and watch 2 hours of tutorials first. if that sounds intimidating then forget it
>>
>>162868643
a teakettle
>>
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>>162868643
>>
>>162868787
Already have.
>>162868818
There will be an attempt.
>>
>>162868643
model a bottle
a cellphone
a lighter
>>
>>162868892
Godspeed.
>>
>>162868818
Teakettles are easy if you're using 3ds Max. Lets compete. I'm starting now lets have a match.
>>
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>>162868892
>>162869196
Pretty fun object to model bro.

How's it going with Blender?
>>
>>162869514
>pot
>not kettle
Are you daft?
>>
>>162869514
isn't that a primitive object in max?
>>
>>162869618
That is the joke. Well done.
>>
>>162869671
The actual joke is that the primitive is a teapot and I asked for a teakettle, but
>>162869514
needed to feel good about himself.
>>
>>162869671
wasn't very funny. teapots are not even a 3DS max thing
>>
I'd rather people go back to making progress than sperging about like they do now.
>>
>>162869872
k where's your progress?
>>
whatsbetterblenderor3dsmax
>>
This should be on the OP

https://github.com/miloyip/game-programmer
>>
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>>162869943
Where is yours?
>>
>>162870013
in all honestly? blender and 3DS are the same thing.

blender is packed with cool stuff to play with like game engine,motion capture,video editor,compositor etc.
3DS however have more plugins which make the work faster/easier. also a hefty amount of render engines and vfx stuff
>>
>>162870050
nigga that's some stale progress

got anything new
>>
>>162870018
>before you code a single line of game, read at least 3000 pages
You are in the wrong century.
>>
>>162870050
menarche simulator?
>>
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>>162870187
>>
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>>162870392
>>
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>>162870187
Still waiting for yours.
>>
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>>162866960
>>162867251
Thanks fellers!

I realized I didn't need to use 3ds Max at all, as Blender has all the features I need for dicking with the UV's and diffuses!

Also, yes, I "decimated" the thing in blender to lower the massive polycount.

Now I just gotta figure out how to into normal maps properly and I'll be set for life!
>>
>>162870806
right here
>>162870765

mine's a lot more impressive, sorry
>>
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>>162870904
I'm at a loss for words.
>>
>>162870018
>Mathematics for Game Programming before Game Programming
>>>>>making your own game engine
>>162870226
By the time you finish reading half of those volumes you could have brute-forced your way towards a working prototype from scratch.
>>
>>162870829
What am I even looking at.
>>
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>>162870765
>>
>>162870829
>Now I just gotta figure out how to into normal maps properly and I'll be set for life!
xNormal, straight ahead, don't burn yourself on the ones in Blender/3ds Max.
>>
>>162870969
Its more of a guide if you want suggestions for a specific topic than a path set in stone
>>
>>162871113
Thank you! I will look into that.
>>
Anyone know about making your own level editor in GM:S or of a good one to use? People talk about Tiled but I don't know how to use Tiled and put creation code on instances
>>
>>162871854
>Anyone know about making your own level editor in GM:S
It's doable. I think the guy with the wizard on purple blocks works in GM:S.
>>
>>162854018
Is this hot-topic the game or something?
>>
>>162870963
>>162870904
>>162870806
>>162870765
>>162870392
When are you two gonna release that new tetris game?
>>
I will never learn coding
They just speak in riddles to me, and it's always impossible to find info about the stuff that you need.
>>
>>162872930
Tried blueprints? I've gotten very far using just them.
>>
>>162872930
I started learning recently. A lot of the unity tutorials I found for beginners make a point to explain everything they do and why they do it. Just keep searching for good content and //NEVER\\ give up
>>
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>>162872882
Soon™
>>
>>162873076
Make a minigun and an uzi, friendo.
>>
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So tired of making art. Going to throw together a bunch of temporary assets and script out the first chapter of my game. Ends up being ass either way, might as well give the player something to do.
>>
>>162873058
When you just blindly follow tutorials it's easy. But when you come to the somewhat more advanced stuff, and want to add your own stuff to it, it's just impossible.

Especially when the tutorials are always totally incomplete.
>>
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>>162873169
>uzi bigger than sniperrifle, panzerfaust, or shotgun
>>
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>>
>>162873637
>this post right after a "big gun" post
you can't make this shit up
>>
>>162873584
Makes sense, nice work
>>
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New Minigame where you need to break as much stuff/glass within the time limit
>>
>>162873976
cute and cool

coote
>>
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>>162873584
yield
>>
>>162852765
Looks good to me. I don't do 2D animations but you might wanna check this out : https://www.youtube.com/watch?v=Mw0h9WmBlsw
>>
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>>162873169
>>162874045
You stop right there, or I'll shred you to pieces.
>>
>>162874414
Thanks mate. The pistol can almost fit right into the handle.
>>
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>>162874414
*blows up*
>>
>>162873976
Is this game going to have a Super as a prefix?
>>
>>162874658
>not building bigger guns from smaller guns
Wait, is this not how you get more dakka?
>>
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>>162874754
>using melee explosions
>>
Unity multiplayer issue.

When I spawn something, and set it's value to a public variable, it doesn't actually use the public variable (set in the editor) but the default value.

What gives
>>
>>162875007
How is this related to multiplayer?
>>
>>162875007
I should also note this is only a client side issue, bullets can be seen fine by the player server, but cannot (regardless of who is shooting) on the client side
>>
>>162873976
I want to play this game
>>
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>>162868818
Here you go pal. Moving around in 3D is weird. Gonna try fuck around with texturing now.
>>
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>>162873976
>christmas plinko
I'm okay with that.
>>
>>162873976
You consistently show good ideas with good execution

Can't wait to play it
>>
>>162875713
>>162875218

quit replying to yourself
>>
>>162875802
>implying people don't like monkeyball clones
Get fucked, nodev.
>>
>>162875802
You're just mad nobody's praising your game
>>
>>162874764
The prefix should be Magnanimous.

Magnanimous Squirrel Sphere : Retribuition
>>
>>162868643
blocky shit like a remote, then use a reference sheet to model something like a glass for good vert extrude practice, then model a face with some references, model a shoe, then model a torso, then model the rest of the body.*I just added the last three because you need some practice and I couldn't think of anything* post it on here and get laughed at because it's going to look like shit on your first try, then try again.

Get really good at vert extrusion and edge flow and you'll be a mediocre modeler in now time.
>>
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I'm trying to get started with pixelshit/-art for my game. Apart from
>pixels
, I'm looking for critique on this and suggestions for reading materials.
>>
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>>162876179
work on the whole "art" thing first
pixel art has the same basic principles of light and shadow, perspective and proportions as any other light
pic related is what I recommend
>>
>>162876179
like the colors and it looks good from a distance.
>>
>>162876438
>Loomis
I heard that he reached memestatus or something. Is that true?
>>
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>>162876438
>>162876547
>>
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Got the reels running and stopping right. Menus, win conditions, and supporting graphics come next.
>>162873637
what do you think you're doing m8
>>
Ill post the demo / greenlight sometime this month hopefully

>>162874041
thanks
>>162874764
i might
>>162875218
good, thanks
>>162875447
yea it is pretty fun
>>162875713
thanks, great to hear
>>
>>162876937
having an outline to see what the angles are and line them up is a big help.

drawing the rest of that isn't really difficult.
>>
>>162876950
That's lotsa space to fill. And I wouldn't necessarily think those squares are on a slotmachine.
>>
>>162876179
Surprisingly good eye for lighting for your first piece

But http://pixeljoint.com/forum/forum_posts.asp?TID=11299 is always a great place to start. From there you can google the individual concepts he brings up to find more in depth tutorials
>>
>>162876950
so is this a collection of lewd casino games or.....?
>>
>>162876950
where is the porn
>>
>>162877148
That looks helpful, thanks.
>>
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>>162877087
>drawing the rest of that isn't really difficult.
it is to beginners

loomis is terrible because it harps on things that intermediate artists would already know but without ever covering anything that beginners would have trouble with

it also leads to very stiff drawing since its idea of construction is to either pile a bunch of regular polygons on eachother with no regard to anatomy or force or even perspective, or to do the same with lines forming a skeleton (but not a skeleton having to do with actual skeletons like you'd find in the things you're trying to draw) like pic related
>>
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>>162877102
The menu, pay table and supporting graphics will end up taking the majority of the room. And that's fine, I'm not going to make it look like an actual slot machine.
>>162877181
There's a town in my game where a festival is going on and you can play games for tokens, which can be spent on rare items.
>>162877210
Not here, that's for sure. This is a Christian thread.
>>
>>162877570
so what is the real game?
>>
Can I use Unity with c++ or is it too much hassle?
>>
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>>162877647
The actual game is a platforming adventure shooter.
>>
>>162877647
Stop baiting. Everyone here knows which game it is.
>>
>>162877863
Any AGDG cameos?
>>
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>>162868643
I went straight for the tutor4u youtube tutorials first, they teach from absolute beginner levels.
>>
>>162877730
there is no built in way to use c++, but there might be some complex workaround.

there is unmanaged c#, which i've heard is close to c++

if you buy an engine license for many thousands of dollars, you can edit the source engine, which is c++
>>
>>162878052
>there is unmanaged c#,
You're not supposed to use it in general, it's for specific things.
>>
>>162878052
Fuck.
>>
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>>162877948
An entire house full of them I made a long time ago. I think every cameo in the house is out of date, which is something I didn't mind but it's still funny.
>>
>>162878191
>orcdev
RIP
>charlotte looking at clarent lewds
>>
>>162862773
yeah it was obviously made by a furry, it's dripping with sex. fucking embarrasing for KDE
>>
So I'm a recent graduate that minored in Computer Programming. Got an IT job and not doing any programming is killing me right now.

I want to make a game to keep myself programming. I looked into making my own, but making my own art/music is a bit much for me to do alone. How do I find a project to work on? I'm sure there's people that would love a programmer to help make their game, but not sure where to find them. Looking for 2D projects if that matters.
>>
>>162879665
Hey cool. I'm an artist in need of a programmer.

What languages do you know?
>>
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You don't say, my nigga
>this is actually featured on Krita's site
>>
>>162879665
you don't need art or original music to make a good game.
>>
32 bit or 64 bit for Unity? Does it even have a difference?
>>
>>162879665
This will not work. Do not do this. Sorry.
>>
>>162879665
Depending on how true to your vision you need your art to be, there exists plenty of resources out there of open source, free assets you can slap onto your squares and rectangles to make them look pretty.

And heck, there's a 2D game posted here fairly often that has almost all placeholder art and it looks super fun to play.
>>
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Still not satisfied with how I'm separating the UI from things but whatever. Some progress on background selection which is good
>>
>>162849960
The main question I ask is why is everyone in this world so incompetent?

Why do they all trust some random fuckoff to handle their shit for them?
>>
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>>162877087
>>162877420
I thought the general consensus with loomis was that he was better for intermediate stuff than for beginner stuff?
Beginner stuff would be Keys to Drawing, for example.
>>
>>162879947
Just the memory limit. Your game shouldn't really exceed it anyway unless you're doing something that's weirdly memory intensive.
>>
How do I develop a video game when my country(USA) isn't stable to begin with?
>>
>>162880348
nah, the meme is to recommend loomis to absolute beginners who barely know how to hold a pencil properly
>>
>>162880150
>classes/professions mixed in with racial types in character creation

Why do you have to trigger me anon?
>Fighter
>Thief
>Wizard
>Elf

I'm Mephi the level 12 Imp!
>>
>>162879805
What are you trying to say?
>>
I'm thinking about trying out 3d modeling for shits and giggles, what kind of considerations do I need to think about that aren't in regular old drawing?
>>
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>>162880684
There is nothing new or exciting about people being furries.
>>
>>162880630

It'll make more sense when I provide the context for the game.
>>
I miss you sorpigal dev
>>
>>162880754
It looks physical but it ain't. You're working with a bunch of dots, edges and triangles and you're going to fuck up how they're connected, the way they face and how their faces react to light at the smallest of errors. And it's going to ruin your shit.
>>
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I didn't have much time to work today (only about an hour and a half), so most of it the work tonight quick code changes, along with tweaks to make flying a bit faster, snappier, and more responsive.

>Added fire control system to manage and fire weapons
>Moved all weapon specific logic from stores to fire control
>Added gun and missile firing commands to the ship controls, so the commands to fire are coming from the ship and not magic player input (this is important for AI)
>Sped up gun rate of fire and muzzle velocity
>Added main engine thrust smoother so that it's not as instantly responsive as maneuvering thrusters (Makes the ship feel a little weightier, and the main engine is huge compared to the thrusters so it feels better when it has a slight spool up time)
>PID adjustments to compensate for thrust spooling
>Thruster power doubled across the board
>Maximum speed doubled (Current speeds are way too low for the distances I want involved in combat. This will continue to be tweaked into the future.)
>Added some more asteroids around the test landing pad
>>
>>162880838
I still pop in every now and then, if that counts. I am working on a game design document where I try and figure out all the skills/spells/items/etc. but I am still kind of in 'break' mode and haven't done too much in the last month.
>>
>>162857579
>March
Wew lad. I only got until February, but I want to see you making some sweet progress, you hear me?
>>
>>162856918
>not done until wednesday
>still haven't really studied for exams

Fuck
>>
>>162881364
>I didn't have much time to work (only about an hour and a half)
>lists 9 different things added
Gimme some of that discipline, please.
>>
>>162881649
>sunday is the last day to turn in my essays
>also have to move out of dorm
I shall remember this feeling when I have free time to dev and I'm feeling lazy
>>
Anyone ever read the series about the two guys who made the Cash Bandicoot games?
>>
>>162881938
http://all-things-andy-gavin.com/video-games/making-crash/
this one?

It just makes me jealous of their programming abilities, they had some fucking geniuses to do some of that assembly stuff

its a great read though
>>
Am I allowed to post my game on here if it's furry bait?
>>
>>162882524
People have done it before, my dude. Just be prepared to weather the obvious responses from a few people, and maybe some praise if it looks actually good/sexy.
>>
>>162882524
Nope, mods will remove it/ban you
>>
>>162881839
>4 exams to study for and a paper to write
>sudden influx of code ideas and ideas for implementation
>>
>>162882627
but...like 70% of video games are furry especially retro games?
>>
>>162882581
It's not meant to be sexy. I just want to make a game with a cute mascot character and I'm sure furries will spill their autismbucks into my patreon
>>
>>162882892
post it
>>
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Hey agdg, when should I put my game into Greenlight? And when should I start trying to make some money with it (crowdfunding, publisher, etc)?

I feel like since me and my team just finished our alpha, we should be trying to get some monies, but most of them don't think so. In fact, they only think we can get paid AFTER the launch, which will probably be in 3 years from now. I can't keep working with 0 dollars in my pocket and surely can't do it for 3 years.

We've got some pretty positive feedback so far and people are really looking forward to play it fully (probably because we're in a third-world-country where 90% of the games are a steamy pile of shitI know you know where). What to do?
>>
>>162883038
My spoiler went to shit.

Oh well.

>probably because we're in a third-world-country where 90% of the games are a steamy pile of shit
>I know you know where

Fixed, kinda of.
>>
>>162882989
No I don't wanna get banned..
>>
>>162883038
If it's going to take 3 more years to finish the game then you're too early in development. A game need to be like 80% done for people to actually pay for it.
Look at the "alpha" games on Steam, most of them aren't alpha, they're nearly finished. And the ones that are actually alpha usually get a lot of shit for being unfinished, because the customers don't understand what an alpha game looks like. Also there's a real risk that you'll make enough money from the alpha to be happy and then just not finish the game at all. The truth is once you release the game from alpha you wont get a huge spike in sales, you'll only get a minor spike. Everyone already bought the game while it was alpha. So you don't have much motivation to see the game through to the end.
>>
>>162883134
You won't.
>>
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You can use the harpoon gun as a grapple hook and even use it to attach to a propeller mine for a sweet deep sea ride maaaan
>>
I miss ostrichdev
>>
I bought a skellie army asset pack that was on sale

give me a game idea about skellies

I guess I could be a necromancer
>>
>>162883557
ANd I don't wanna get bullied.
>>
>>162883759
the post it
>>
>>162883759
fine, I'll bully you even if you don't post it

what a fucking furfag, why don't you go wear diapers and have sex with other manchildren
>>
>>162883759
don't make a big deal about it, the only people that will bully you are nodevs and they are equal opportunity bullies
>>
>>162879763

My biggest project was done in C++. Done a lot of projects in Java and taken courses on others (python, ruby, perl)
>>
>>162880021

How do you mean? What won't work?
>>
Oh, I remember now why I always handcode my engine. I open up GMS and get intimidated that you're pretty much at the asset needing phase immediately. Oh well.
>>
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>>162883471
>If it's going to take 3 more years to finish the game then you're too early in development.
I don't think we're THAT early. We've been working on it since january and most of our mechanics are already done.

What happened: we've made 7 scenes to have something playable and to show some mechanics and a simple and linear story. We already went to some indie conferences to show off our game and people really liked so far.

The problem: it lacks optimization (it's almost 6gb and it's pic related) and we didn't added either the second character nor the real scenario with the definitive storyline. And that should take some time (making the scenarios, making and animating more enemies, etc).

>Also there's a real risk that you'll make enough money from the alpha to be happy and then just not finish the game at all. The truth is once you release the game from alpha you wont get a huge spike in sales, you'll only get a minor spike. Everyone already bought the game while it was alpha. So you don't have much motivation to see the game through to the end.
We would never just sell the alpha since it's a 15 minute gameplay just to tease the real game. I was looking for some ways to get some kind of sponsorship or maybe a funding of some sort.


This pic was taken with one of our devs' phone and doesn't show much, but it's the only one I've got with me right now.
>>
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So hand crafted voxel trees look really nice. I have two options here, pre make a bunch of nice looking models, or make some neat code to generate trees with branches. What to do what to do
>>
winter jam cancelled due to global warming?

global warming jam?

veld made last year's winter jam page, otherwise its up to vine or NaNO3 or whatever random anon to make it
>>
>>162885338
generate with code
because then every tree in the game is unique
>>
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>>162885338
>really nice
>looks like a twisted turd
>>
>>162884358
Oh ok, I don't think I'm interested, thanks. Good luck with your programming though.
>>
>>162885338
It would look better in Godot honestly.
>>
Y no one made a Starky & Hutch like game yet?
>>
>>162884358
How much per hour you looking for? Just as a basis, I don't want to go through emails and get your hopes up if I don't know beforehand so toss me a number.
>>
>>162885907
But there is a Starsky & Hutch game. With license and everything.
>>
>>162885995
but, it is kinda old. It needs an update
>>
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Both arms are now driven with code, for a super silky smooth experience
>>
>>162886302
this ribbert clone is really taking off :^)
>>
>>162886302
Is this game to surpass ribbert?
>>
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The first of many shitty art assets to come.

I'm not sure if I want to do tiles for the roguelike or if I want to have detailed images of items/enemies when you inspect them. I kinda like the idea of doing the text/color representation on the main map and inspecting to see the things you interact with in more detail
>>
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>>162886302
I'm calling nick and you're getting DMCA'd
>>
>>162885338
I think generation code would be fun. It would be cool to see unity's tree making code, because it has dynamic topology and ends up with neat looking results

but honestly if you premade like 5-15 different trees players would be hard pressed to notice any difference in a normal playthrough
>>
http://store.steampowered.com/app/496450/
>>
>>162886406
>>162886442

Someone has to post swinging mechanics while Ribbert goes off to bigger and better things

But it's honestly just a monkey character, it doesn't have the swinging mechanics Ribbert seems to. It's basically just moving in a sine wave with animations timed to make it look swinging, with a few tweaks to sell the effect
>>
>>162886608
If you're the dev, does this support Wolfenstein ET?
>>
How can I implement ASMR into my game?
>>
>>162886567
dumb spongebobposter
>>
>>162886632
its a meme, especially considering the placeholder ribbert parallax background
>>
>>162886694
you either need an ASMR dual mic / head prop setup, or you need to get really good at messing with phasing and stereo separation in audacity or FL studio.

or just be smart and steal tiny untraceable snippets from the bazillions of youtube vids out there
>>
Is it possible to make a 3D game by yourself?
>>
>>162885973

I have a full time job. I'm looking for game development as a side project/hobby.

That's why I asked if there are better forums to find a project that might need someone like me.
>>
>>162858019
The houses are nice, but the new villagers lack detail compared to vampire girl, but I guess you know that.

Top left girl is max cute, tho.
>>
>>162858108
Do you just churn these levels out nonstop, have an insanely overblown scope, or actually have a plan to release a game with dozens of varied locales?

Because I'm fine with all this, I just wanna check. Looking good
>>
>>162887132
I don't know of any forums, but there are devs on reddit too. You could check there.
>>
>>162878191
Well, according to my knowledge, only one of those is really "dead". Sugars is still around, so that crosses out two, and Charlotte is still here, but the dev is working on a side project at the moment.
>>
>>162885973
how much are you offering?
and how big a project are you working on/thinking about?
>>
>>162880586
I don't want to bait or anything, but this attitude from artists just really baffles me. "How to properly hold a pencil". Jeez. Don't get me wrong, you are right, there are given things to learn to get good at something. But do you hear the same stuff from programmers? There's a shit ton of programs and projects and events dedicated to get people into coding, to show that it's not some sort of black magic etc. Yet when it comes to art, you better get ready to get your ass teared apart. We can have characters which have nothing in common with actual human beings, we can have horrible game play with tits, but oh no!, your proportions are not right, read loomis plz before talking to me.

Sorry, I guess deep down I'm just still jelly at artists.
>>
>>162887725

Yea I guess so. I'd imagine that someone would take a part time programmer helping out.
>>
>>162874263
Thanks, I probably should do some studying. That was the first animation like that I've ever made.
>>
>>162888250
>But do you hear the same stuff from programmers?
Yes

If there's anyone more belligerent and intolerant than artists, it's programmers.
>>
I JUST WANT TO MAKE ART

Fucking random object generation
>>
>>162888293
If you're a programmer, it's often a bad idea to get another programmer's help because the effort involved in making the codebase understandable to the other guy outweighs the extra help you'd get

programmer+artist combos work a lot better so I've been told ;_;, so it might be a better idea to specifically look in places where artists hang out (ie not agdg or reddit)
>>
I just wish I had a more experienced Unity programmer aside from myself and a reliable artist aside from myself.
>>
>>162888535
He's right, you know. There has NEVER been a project programmed by more than one programmer. It just doesn't work/
>>
>>162888696
Think about it.
When was the last time you heard about a 2 programmer devteam?
>>
>>162888593
Same
>>
>>162888250
Loomisposters are shitposters.
getting into art is the same as getting into programming, the best thing you can do is get started doing something.
>>
>>162888770
Most actually popular software was made in groups

also literally every AAA game ever

and lots of indie games, at that
>>
>>162888950
I'm not disputing that large teams of programmers exist
but that there's a huge cost from going from 1 programmer to two that eventually gets amortized over bigger numbers
>>
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>>162888770
>>
>>162888535
>making the codebase understandable to the other guy outweighs the extra help you'd get
Don't work with people who aren't up to par and you won't have this problem.
>>
>>162889087
if you're losing productivity because your code is illegible to anyone but you, your code is shit. hth nigger
>>
>>162889113
is that the guy from Bee Movie in the front
>>
>>162889087
PROTIP: If you're a good programmer your code is readable.

ANCILLARY PROTIP: "I remember what this does" does not mean it is readable.
>>
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Look at this ugly little hover craft. Poor guy probably has no idea how ugly he is.
>>
>>162889450
do not bully the hovercraft!
>>
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Reminder that AGDG unironically believes that commenting code is a bad practice and that commenting your code makes you a NoDev.
>>
>>162883569
That's pretty cool, but I can't really see anything in the water
>>
>>162888950
>>162889113
>>162889164
>>162889241
>>162889363
>>162889420

Where is your game?
>>
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I'm bored again, somebody suggest me a theme or a level, or something to write some music for and I'll do it, screencaps or video will help.

I can do anything genre wise.
>>
>>162889241
>>162889164
You lose productivity in making your code legible in the first place is my argument. Finishing a game is all about knowing which half of the ass to give
>>162889113
I don't know that much about id software but isn't carmack pretty much a one man show
>>
>>162889450
He's cute, don't bully!
>>
>>162889652
the guy in the middle was also a programmer
>>
>>162889652
>isn't carmack pretty much a one man show
no, romero did a lot too and there were other dudes working at Id anyway

>You lose productivity in making your code legible in the first place
you're retarded and a bad programmer who writes bad code that will never be able to be made work in decent time if/when anything breaks or bugs out as you add to it. copypasting garbage from StackOverflow doesn't make you a programmer, m8
>>
>>162888787
Thanks for the motivation!
>>
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REMINDER THAT /AGDG/ UNIRONICALLY BELIEVES THAT COMMENTING YOUR CODE MAKES YOU A NODEV
>>
>>162887693
Have a plan to release a game with 40 levels of varied locales.
>>
>>162889787
btw
https://www.youtube.com/playlist?list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR
yesdev[2] is probably the best episode of the bunch, its my thoughts for anyone pulling their hair out about noart
>>
>>162889878
having white space in your code makes you a nodev too
>>
>>162889639
Western level, with a big sunset on the horizon
>>
>>162889639
>>162890242
Specifically this
>>
>>162890362
>>162890242
mmm I like.

Any preference for avoiding cliches or is some morriconisms welcome?
>>
>>162890507
I personally believe that cliches can be cool when they help establish a setting really strongly. So go where your heart takes you
any chance I could use it if I like it?
>>
>>162890770
sure whatever we'd work something out if your game ends out hitting market or whatever, if it ends out not for profit just do whatever.

Anyway it might take a while to work on so check future AGDG's.
>>
>>162890851
Awesome man, thanks. If you want to contact me (to talk about eventually selling or even just letting me know you finished) my Tumblr is attaboydev.tumblr.com and my twitter handle is @AttaBoyGames. Either of those should be fine, can't wait to hear it!
>>
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Wow, the ludum dare rating section is one big hugbox, like there are people commenting on my game who obviously didn't liked it (i mean no wonder i slapped it together in one day while cutting massive corners so of course it won't appeal to many people) yet they are leaving comments like "wow anon, really liked the simplistic graphics.. y-yeah" no you didn't, it's literally just colored cubes, if you think the game was shit then just say it, i am in no denial about the shortcomings it has and ratings like these make me thing the ratings there are just kinda useless because even if your game is shit, they won't tell you why they think so
>>
>>162890883
>shitting on someone who does something
Classic.
>>
>>162891474
Lol. You should have a look at the archives to see why Googem shouldn't be allowed here. He's literally insane. Next you'll be saying that we should let source users in too. Fucking retard.
>>
>>162891642
yesdev has done more good than 90% of the games ever made in agdg
>>
>>162891703
Prove it. By the way, where is your game? Did you ever even plan to make one? Why are you posting here if you're not a game dev? Fucking retard. :^)
>>
>>162891746

google "the witness"
>>
>>162891871
Literally no game. And no life. Lol. Just lol. :o)
>>
>>162891746
google "cibele"
>>
>>162891995
cibele is garbage made by a sjw attention whore
stop giving out retard advice like a retard and go make another edgy school shooter game or some shit
>>
>>162892269
jealous much?
>>
>>162892352
>nodev posting in a game dev thread
Why are you still here, googem? you don't even have a game. Go join Rotate in your online chat friend simulator.
>>
>>162892424
where's your game?
>>
>>162892503
I'm playing it right now. It's your life, and I'm winning. :v)
>>
>>162882807
>>162882892
Animals and mascots are not the same as furry though. Furshit always has a heavier degree of anthropomorphization, in order to make the characters look cool or sexy.
>>
>>162892352
jealous of what? the fact that if i had a vagina and at least 5/10 looks my games would sell even if they were garbage? Of course i am jealous of that you retard, we all are.
>>
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>>162892541
>cant even sell his game
lol
>>
I'm not sure if this is the right place or if I should post it in /dpg/ instead, but could someone give me a hand with my camera aligning?

I want to smoothly rotate my camera's pivot until the forward vectors of my camera and my player are the same.

I've tried something like this, http://pastebin.com/PuHdThfK , but sometimes it bugged out and kept rotating or it tried to align to the wrong angle.

Now I'm trying this, http://pastebin.com/SrfLk1dm , but it also has issues where it keeps rotating or it tries to align to the wrong angle

Does anyone know of a more consistent way to make this work or knows what I'm doing wrong?
>>
>>162892828
>enginedev
Fuck off.
>>
>>162892873
y-you too

people still make their own engines? what the fuck is wrong with you
>>
>Get basic ECS engine working
>realize I don't know how to implement physics like gravity, platforms, and slopes
hmmmm... at least I can draw things to the screen and create entities from xml data...
>>
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>>162885338
Good lord what have I generated
>>
>>162893353
anon, halloween jam was months ago
>>
>>162892828
wild guess
it's gimbal lock
>>
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Still trying to get my prevent-clipping thing to work. I need the linecast because otherwise the player direction doesn't have time to update and it's always pointing the same direction. It does pretty weird stuff now, what am I doing wrong?
>>
>>162892975
>people still make their own engines?
I do.
>what the fuck is wrong with you
I don't know.
>>
>>162889553
I just spent 5 months working in a company with 20 million lines of code and no comments.
>>
>>162893653
Can't you just use a navmesh?
>>
Does anyone know the hard limitations of game maker? I was thinking about making an open world game but one big room doesn't sound like it would go well.
>>
>>162893858
I don't think so. I've just realised that my problem is when the sphere collides that it's getting the point of collision, when I need to get the centre of the sphere at the time of collision.
>>
>>162894256
There is tricks to make huge worlds with smaller rooms, in the same way you would approach an infinite world without using an infinite room.
You would need to have some experinece first, so it's in no way a great idea as a first GM project
>>
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>>
>>162894454
Thought so I was also thinking about doing something like fallout 1\2 where you walk around a generic over world map and instance into small rooms.
>>
>>162894493
I r8 it 8/8.
>>
>>162894493
standard asset unity water shader/10
>>
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>>162894826
But I gave it my own textures! No bully!!

Normies wont even notice its standard unity pro water REEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>162895318
What happens when you try to have multiple water objects in the game? Like when you take that cube with that water shader and duplicate it? i remember when i wanted multiple water objects it broke and it only worked with one water in the scene
>>
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>>162876950
>what do you think you're doing m8
>>
>>162895707
Works fine for me what are your specs?
>>
>>162895318
Water needs to be flowing for a water wheel to work ya dingus
>>
>>162876950
Do you not post on tumblr anymore?
>>
>>162876950
what is this even? looks like some terribad flash game that googem would make
however i have to commend the art on the anime grill faces, if you made that it look really good
>>
I ended up completely removing all of the boss's left side moves and decided to start over for that section. The existing ones didn't really work well together.

The first move spawns an iceblock on the far right side of the room. Icicles will spawn in one of two locations on that iceblock, and then proceed to slowly alternate. As phases go on, it will do more of them for disappearing. In addition to this, you can now turn around mid combo with your melee attack strings (Not mid animation, however).

The second attack shoots ice in the form of a geometric shape in bursts of 3. It will aim for where you are vertically. Depending on the phase it will do more of these in a row. This one also has a center version. The center version will fire shots on both sides with high/low shots. It determines the order it will fire shots like how it determines the order of all of its other moves.

The last move spawns a circle above the boss, that then slowly moves to the right side of the room. While it is doing this, it will drop projectiles. The circle itself will cause damage upon touching it, and it drops more projectiles as the phases go on. It will persist until it reaches the end of the room.

That should finish its moves for now. Just have to test the fight as a whole and make final adjustments. Then do the difficulty differences.
>>
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>>162896469
>evil cool pomf
>>
When is demo day?
>>
>>162896739
After winter jam
>>
>>162896772
So never?
>>
>>162896469
I love that you've made a game with well polished mechanics, and literally no art at all. Better than the inverse, but still funny.
>>
>>162896739
Posts like this makes me think the whole "what should be in the OP" fiasco is meaningless, since the majority doesn't even take the effort to read it before asking a question.
>>
Why is it that when i'm doing some chore like working or studying all i can think about is how i can't wait to get back to game dev when i finish, but then when i finish the motivation evaporates and i immediately go watch a movie or some shit and don't get any dev done
fucking hell mate
>>
black lives matter jam when
>>
>>162896807
When it'll have art, I bet people will bitch that it was better with the placeholders, and they got used to them and established an emotional connection with them. I mean, no other game with placeholders got ohayou fan art. Let alone three.
>>
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>>162896620
The player's ice moves drop a 'Cool pomf'. The boss that copies your abilities drops 'Rad pomfs' instead.

>>162896807
Thanks anon. The determination to make a game even though my art skill is low was high.

>>162897132
I am surprised someone remembered I worked on the Red colored character for a little bit.
>>
>>162897015
but I read the op, it simply offered links to the previous jam and the page where the next jam would be, not a single date is written int he op
>>
>>162897278
Have you tried clicking on those links fuckface?
>>
What are going to do today AGDG?
>>
>>162897019
Here's a better cycle for you:

>get home, dev
>face a problem
>can not solve it, but sleep time is coming
>right after leaving the computer, the solution materializes in your head
>the vision becomes even clearer when you are at work
>can't wait to try it out
>implement it
>there's something you've overlooked in your algorithm
>it doesn't work
>time to go to bed
>idea strikes again when you are about to enter dream land
>repeat in and endless cycle
>>
>>162897052
But anon, basketball video games are terrible
>>
>>162897278
>itch.io/jam/agdg-demo-day-12
It's the 8th of January.
>>
Unitydevs, what's your workspace setup? I kind of struggle for screen room, but I feel like I need scene and game up at the same time normally.
>>
>>162897332
what's written on the websites those links connect to has nothing to do with what's written in the OP, fuckface. You wanna bitch about people not clicking on every link in this thread go ahead.
>>
>>162897613
It's okay to be a retard, just don't get upset when people call you out for being one.
>>
>>162897052
>black lives matter
That's silly. Last I checked, Black didn't live energy.
>>
>>162897052
the blackdev (you?) can do the jam whenever he wants.
>>
>you can have a max stack of 99 potions
>you can have a max amount of 10 stacks of that potions in your inventory

int maxStack
int maxAmount.

Or can you think of better names? I feel like they're interchangeable and not very descriptive and fear that it will bite my neck in the long run.
>>
>>162897914
nvm figured it out
>>
>>162897909
did you just assume my ethnicity you fucking shitlord
>>
>>162897914
Put your green text as comment after the variable declaration. I don't know how other IDEs work, but in Visual Studio, I always see a nice little tooltip with my comments when I write the name of a variable, so I always know what I'm using.
>>
>>162897914
INTEGER_MAXIMUM_STACK_VALUE_OF_POTIONS_IN_PLAYER_INVENTORY
>>
>>162897914
int itemsPerStack;
int stacksPerInv;
>>
>>162898084
>(you?)
clearly i did not assume your ethnicity.
i did however assume you were a dev and i am truly very sorry for that.
>>
>>162898168
BRUTAL
SAVAGE
REKT
>>
>>162898156
>tfw your variable names overflow the line on your 80 column monitor
>>
>>162898162
Nice, I'll go with that one. Thanks.
>>
>>162898287
At least it's an int and not a SimpleBeanFactoryAwareAspectInstanceFactory
>>
>>162898168
kek
>>
Is it normal for models to have an empty gameobject around them, or would you make the model itself the base?
>>
>>162898837
Think about the relationship. A gameobject HAS A model. Doesn't make much sense to say that a model IS A gameobject since a gameobject has a lot of behavior that has nothing to do with being a model.
>>
>>162850292
Looks like Garrys mod to me
>>
I fixed midi playbacks and they work properly in game now. The final bug fix was reducing the audio buffer down from 4096 to 512 samples, now they play perfectly.

1024 was also pretty good.

it just means that sound will be choppy on a slow computer, but for some reason large buffer stops the midi renderer from synchonising the notes, probably due to buffer being all queued up even though the milliseconds are going by.

Well now it works great. It can also play midis directly from inside my in-game VFS (by writing them out to the temporary files on the hard drive, playing that, then deleting the disk file).
>>
>>162900168
>writing them out to the temporary files on the hard drive, playing that, then deleting the disk file

Even low end PCs these days have gigabytes of memory. Surely you can just keep the midi files stored in RAM?
>>
>>162898156
I can appreciate that line of thinking

I myself regularily google for synonyms to find the most poetic variable names for my stuff
>>
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>>162880586
>>162888250
You hold a pencil like this
>>
>2011+5
>not using a GUID method to programatically name your variables for you
>>
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Trying to make this butt not look so weird any suggestions?
>>
>>162900349
no you are right, the midi files are very small.

But my problem was i was using a library that does the midi file rendering, and it only wanted to read a disk file. So I can bypass its high level loading function, or modify the source, but then I cannot use prebuilt library which is okay for me, but I wanted to keep things vanilla in case I need to.
>>
>>162901108
Aw, yes, var_k7MeSYzcIb92, so intuitive
>>
>>162901154
>How to fix ass
>everything is wrong
>>
>>162901108
I don't pass data through variables, I pass data by writing a memory file into my VFS folder heirachy, and then reading back from it later on, serializing / deserializing using ini format.

But the attribute names are all named based on what is common sense and short to type.
>>
>>162901269
what's wrong with it?
>>
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new gay power
>>
>>162891424
ludum dare's voting system is shit for several reasons.

first of all, the more games you rate the more ratings you will get, which means that you get faggots who will leave short pointless comments on your game just to up their coolness value.

second, if you leave critical comments and the author is a manchild you run the risk of him going to your game and giving it a low score.

everything about their system promotes garbage feedback and hugbox behavior.
>>
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> 196 quads
> for one half of the face only
> without eyes, ears, or the inside of the mouth

FFS, where should I get rid of stuff to make it as light as possible? Should I even bother at this stage?
>>
>>162902071
Can you tell a little bit more about this project? The only other time I see you post about it was a few days ago. Is it a Catlevania clone? That coat surely reminds me of one of the Belmont cloaks, but not sure which. Linear levels or Metroid like? Story? Etc., etc.
>>
>>162902259
You fucked up the moment you modeled eye sockets, nose and mouth.
If you wanted to make it super light you would've left that entirely to texture work.

Just go for it I say, there's no reason to worry about that amount of polys in this day and age, unless you're making it for mobile in which case please kys yourself.
>>
How do I debug in unity? When I attach to process it doesn't seem like it will hit anything.
>>
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>>162902467
Related.
>>
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>Modified the icicle combinations on the ice block for the left side
>The ice ball now travels even slower, and the boss finishes that state quicker
>Ice Barrage Type-1 now has a shorter delay between firing

Left side really needed some buffs, although Ice Barrage Type-0 probably could be a tiny bit slower. It caught me off guard a lot. This is how the fight would theoretically play on hard mode. I was thinking the boss had too much HP but I guess I wasn't playing aggressive enough when I was testing its moves before. Webm was too long so here is this instead.

https://webmshare.com/play/PY1Jg
>>
>>162902467
My target is 1k for head + hair, and allow for some animability and variation via bones and mesh morphing. It doesn't look like that'll happen for any moderately complex or long hair though, even if I can remove the skullcap for most of them. Oh well.
>>
>>162902151
the system is retarded but the coolness is nice.
like imagine if the game you rate would be picked on random and you took the time to play and rate 200 games yet you would get only 1 or two votes while some faggot who rated no games would get 80 votes
>>
>got my turn architecture done
There's no way this is optimal, but it works and it's pretty easy to apply to anything that needs to be affected by turns.
>>
>>162902449
it's a metroidvania similar to order of ecclesia(but with better level design). you have a basic sword and can find lots of skills that complement your playstyle(like in the gif). the story isnt done yet,but it's influenced by the Cthulhu Mythos stories of lovecraft.
>>
>>162902891
I agree it's better than having nothing, it just a shame that it promotes bad and dishonest feedback

would be better if feedback was always anonymous and if the system was extended to reward well thought-out and honest criticism, but that would probably be difficult to do without manual curation

either way, if you want better feedback it's better to just link your ludum dare games on other platforms where people aren't in it to win
>>
>>162903113
Sweet. We can never have enough gothic Metroidvanias. Keep it up! Hope to see you at the next demo day.
>>
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>>162892789
>cant even sell his ""game""
>>
>>162892789
Let's hear the list of hot female streamers who insulted YOUR game for two seconds
>>
>>162901269
Look back at the picture I drew you. You fixed some things and ignored too many others.
>>
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>low poly is ugl-
>>
did you like make game today?
>>
>>162904357
I like make game every day.
>>
>>162904357
I like totally did.
>>
>>162904329
that is certainly not very good looking, and the sharpen filter doesn't help
>>
>>162904614
>anon doesn't have shit tast-
>>
>>162904357
I'm in the easy part at the start where I'm building movement.

Briefly tried doing some stuff with models, realised I'll have to actually do that all myself at some point.
>>
What's the best way to scale enemies in an RPG? What would be a fun way to scale without making fights and such tedious? Oblivion scaled enemies and made them sponges.
>>
Any experiences with DeltaEngine or Atomic Game Engine?
>>
>>162905183
Sorry. I've used an ass-ton of engines in the past 20 odd years but I haven't even heard of those.
>>
>>162905136
Even with the bigger numbers, the fights should be just as long as on lower levels. If a fight gets longer than it used to be, that should be an indication to the player that he either does not have the equipment or the level required for further progression, or simply uses the wrong tactics.
>>
>>162905289
This. The point of a game is for it to lose to the player in a satisfying manner. Do all in your power to keep to that promise. If the player can't effectively fight in a combat, either get them to avoid the combat or give them a means to level the playing field.
>>
>>162905136
Scale along multiple axes.

AI, equipment quality, access to special abilities/spells, amount of troops and better stats are all possibilities. Don't limit yourself to just one.

The AI one is particularly deep. If your game system allows for synergies between different classes of characters, then the better/stronger enemies would tend to pick hand-crafted "teams" with an AI which exploits those synergies, while low-level rabble would just throw some random mooks at you, each working individually.
>>
>>162905428
Except that ai is fucking hard to program
>>
>>162905548
That's why the idea is to hand-design as many parameters and routines of it as you can to make the teams work, instead of trying to make an AI which will "intelligently" work with any random team.

if(fire_mage) { cast(fire_resistance); cast(napalm_carpet); } else [ dont_stand_in_fire(); } kind of deal.
>>
>>162905548
anon isnt talking about real ai just simple shit like unit composition
another example along the same thinking could be to increase the chance of an enemy choosing to use special attacks or increasing its chance to guard while a player is doing a charged attack or something
>>
>>162905136
>What's the best way to scale enemies in an RPG?
Along the x and y axes so they look really strong.
>>
>>162905289
>the final boss fight should be as long as the first boss in the game

plz no
>>
>>162905858
Where did that post mention boss fights? We were talking about regular fights.

You are right, nevertheless, but you see things in places where they are not.
>>
File: .png (20KB, 454x691px) Image search: [Google]
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Does this look like a character that could be in a PS1 game?
>>
>>162905824
But won't they look silly and flat if you don't also scale in the Z axis?
>>
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>>162904357
doing some art I will eventually need to promote my game
>>
>>162906110
PS1 or earlier
>>
What if I can't manage to code a mechanic? Should I just keep trying until I hopefully manage to code it some day, or should I just continue with other stuff and perhaps come back to it later?
>>
>>162906079
>We were talking about regular fights.

Yeah I guess a pack of rampaging wyrms should take as long as a pack of goblins. Bethesda plz go, some of us actually want to feel a sense of progression. If fights take exactly the same amount of time from early game to late game then that's just stagnating and no different than level scaling.
>>
>>162906271
You can level scale by area level, not just PC level.

Level 1 goblins in a level 1 area will take a level 1 PC the same time as level 40 wyrms in a level 40 area for the level 40 PC. Those same level 40 wyrms will fuck up a level 1 PC if he ever wanders into their level 40 area by going left instead of right at an intersection.
>>
>>162905136
I think it takes just as much effort to make scaling interesting as simply making higher leveled areas and enemies
>>
>>162906201
>the perspective on those headlights
>>
Should I or should I not fap before creating lewd content?
>>
>>162906115
only if they are pussy elves or some shit who dont attack the player head on
>>
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>>162906601
fap later. fapping will disspiate your lewd energies, and consumes a lot of calories and "mental energy" in general.
>>
>>162906601
Fap so you can actually see when it's objectively shit.
>>
>>162906601
I found that fapping while creating content wields the best results
>>
>>162907069
The middleground. Balance.
>>
>>162895318
Hey bokube dev how do you make your graphics so nintendo-like?
Can you share the workflow?
>>
>>162906601
You probably shouldn't be making lewd content that appeals to you.
>>
>>162906718
fuc, why does this brown girl have to be a furry?
>>
>>162906718
>fapping will disspiate your lewd energies, and consumes a lot of calories and "mental energy" in general.
>haven't fapped since Sunday
That would explain why I made the most progress this week.
>>
I'm trying to set a max distance that an target can be set from a point, but when you attempt to set beyond the distance it just sets it to the max point in the same direction.

if (Vector3.Distance(point, target) > maxDistance)
{
direction = (target - point).normalized;
point = direction * maxDistance;
}

This doesn't seem to work, and instead puts the target all over the place. What gives?
>>
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>>162907457
EVERYTHING IS MORE FUN WITH BLACKS
>>
>>162907337
I doubt all those hentai artists only do work they find unappealing
>>
>>162907714
Have you tried

point = point + direction * maxDistance;

?
>>
>>162908315
In fact I did not. Danke.
>>
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>>162891424
link?

I made a mistake and went to an event for this LD. Turns out it was a university sponsored event in which they pre-assign you a team based on your skills, so you have a proper dev, a proper artist, and then newbies that don't know much.

I teamed up with a bunch of idea guys that totally fucked me up.

They had absolutely no idea about game design, and whenever I tried to talk about mechanics they would circle back to putting a story to the game. Plus the artist on the team was apparently looking for a job and spent 12 hours of the jam making a super high res 5 frame animated fish and then got pissed off when I couldn't include it because I had to spend most of my time doing both, the code and all the assets he didn't make. On Sunday instead of helping me create a UI, he decided the game needed an intro video, so he spent the entire day working on that, and came up with the biggest piece of crap you can imagine (think of a power point presentation with very bad animations made with static stock photos).

I did finish a game, but it feels incredibly incomplete as there' s no visual feedback for most of the game mechanics (ran out of time).

Also, they came up with the shittiest of stories and I stuck with it just so they could say they 'helped'

Lesson learned, from now on I'll be 1MAing events.
>>
>>162908857
You needed to take leadership of your team. Talk to them about what they want in the game and try to work out a compromise. Then you want to build a schedule for when shit needs to get done to avoid some retard spending all day on a fish.
>>
>>162908857
>Also, they came up with the shittiest of stories and I stuck with it just so they could say they 'helped'
What was the story?
>>
>>162908857
So what you're saying is you have no game. So why are you psting in this game dev board?
>>
Anyone got any examples of games made entirely from stuff ripped from asset stores?
>>
>>162909328
https://www.youtube.com/watch?v=R2iiP8D_J3A

i actually think this is one of the better ones because it looks somewhat consistent
>>
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>>162909328
>>
>>162909521
Disgusting. Absolutely disgusting.
>>
>>162909521
Okay. Just delete the thread. Make a new one. We need a palate cleanser.
>>
>>162908857
this reads like copypasta, post your game
>>
>>162906110
yes, probably one of the better attempts i've seen around here actually when it comes to accuracy
>>
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>>162909192
I did, but there' not much you can do when your team has never made anything, and the artist is an unemployed 40yo graphic designer who needs a job and somehow thought it would be a good idea to augment his portfolio by going to a game jam.

I literally made all the in game assets and wrote all the code. I changed the game type as well because they wanted it to be babby's first platformer but they couldn't think of anything other than the story.

>>162909317
From my original post:
>I did finish a game, but it feels incredibly incomplete as there' s no visual feedback for most of the game mechanics (ran out of time).

I did finish a game, and I have finished games on my own before, just warning fellow 1MAs of the dangers of Jam teams.

>>162909276
http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=109807
>>
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>>162909870
see
>>162910231

You are right though, it could be used as pasta.
>>
>>162910231
>http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=109807

actually looks pretty good for a 48 hour game
>>
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lights.png
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>>162906582
oh yeah, is it better now?
>>
>>162910231
Your idea guys basically copied I am Bread.
http://store.steampowered.com/app/327890/
>>
A game played entirely through QTEs
>>
>>162909521
>>
>>162910721
I like Heavy Rain
>>
>>162909328
https://youtu.be/97IDWBeohAg
>>
File: 1361093173164.gif (454KB, 300x200px) Image search: [Google]
1361093173164.gif
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>>162910375
Thanks, I could have made something much better and complete in the 48 hours had I worked alone though, I spent most of my time trying to explain the dudes what the scope of a LD should be.

>>162910621
I added the physics based mechanics, and I basically copied tony hawk, you can do aerials and combos in air.
This happened late at night on the first day because I built a basic platformer first to show them how limited their original idea of a fish jumping into containers in a platformer manner was. Plus it would break the One Room theme set for the jam.


To be fair they were nice guys, but it's not cool to have strong opinions on how a game should be developed if you have never done anything yourself.
>>
>>162910231
That actually looks above par for a jam entry, not sure why you are whining. The end result could have been much worse and you learned a valuable lesson to avoid pairing up with random strangers.
>>
>>162911097
>it's not cool to have strong opinions on how a game should be developed if you have never done anything yourself.
Where is your game? Why are you posting in my game dev board if you don't have a game? Fucking retard.

>>162911071
Keep mewling. I own you. Just like I own this thread. :)
>>
>>162911097
>their original idea of a fish jumping into containers in a platformer manner was
Definite improvement as is.
>>
>>162910408
do you trace all your images?
>>
>>162904357
Today I will make tool
>>
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INTJ.jpg
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>>162909521
>>
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1452307247190.jpg
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>>162904357
i wish to show my buddies over at /agdg/ my progress but it doesn't work :/
>>
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>>162909521
Reminder that the """person""" who made that also wrote pic related. Note the image from his PRIVATE COLLECTION.
>>
I want to have zombies.
LOTS of them, very simple meshes, so the drawing is not the problem.
But I'm wondering if UE4 will be better than Unity at this.
At handling their logic. I don't want them to just go to X position, so they will need to be at least semi-intelligent.
>>
>>162908857
>link?
http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=125046
Don't expect anything, it's literally just unity cubes with a simple mechanic, i slapped it together in couple of hours because i didn't wanted to waste the entire weekend on one small one-off ld game
One funny thing though, on my itch page where the game is, my lewd game which i made for that old agdg lewd jam got more downloads than my actual ludum dare entry in the time frame when i published that ludum dare entry, so people were like "wow this jam game is shit but i'm gonna try this lewd game instead" wow.. thanks i guess.. lewd games really have it easy in life
>>
>>162912706
It's normally a safe assumption that UE4 is better at a thing than Unity
>>
>>162912706
I haven't used UE4 but in Unity you either have to use C# or use a plugin and deal with extra marshalling so unless UE4 does some weird shit with the C++ you write in order to get their garbage collector to work, its probably a better choice.
>>
>>162913047
>>162913228

I wanted you guys to tell me that Unity was better.
But at the bottom of my heart I knew the truth.
>>
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Progress.
>>
>>162908857
Where is that intro and that HD fish? I saw no intro in the game.
I want to see that shitty intro tho
>>
>>162909192
it is painfully obvious that you had never led any group of people before

people aren't computers who do what they are told, people are useless cunts

he can tell them "ok you will code this shit and you will code this shit and that guy will art that shit" and in an ideal word everyone would do it and the game would come together
but in the real world? you will either get "i don't know how to do that" or *holy shit this is so bad i can't even use it* or even "naaah i don't feel like doing that, i will ideafag instead" inherent people cuntness is 1000 times multiplied when they are working on a free project
if you want to lead people and want them to actually give a shit about your leader ship, then the only way to do that is to make them your PAID employees
>>
>>162904329
This looks awful and you should feel bad.
>>
>>162913045
>http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=125046

Get me an OSX build and I'll play it.

Just from the screenshot I can tell that even though they might be blowing their reviews out of proportion, 3D games that actually use shaders and particle effects do stand out from the rest of the LD entries. Most people think it's okay to use random assets from opengameart and then they can't figure out why their games look like crap.

AGDG might be a shithole, but at least there's a couple of good devs amongst the sea of shitposters that help you improve, and with that you get a different perspective of what a good looking game is.

Also, most people who dev games share their progress in other forums, that tend to be massive hugboxes.

So yeah, I agree that there's not much to praise there. But compare it to shit like pic related and you can figure out where that praise is coming from
>>
>>162913723
it looks great when viewed from the distance it is designed for
>>
new thread
>>162913814
>>162913814
>>162913814
new thread
>>
finishing it off
>>
>>162913708
You sound like a horrible leader.

If you listen to people and compromise then they'll listen to you. You can't just demand someone do something and expect them to do it.
>>
>>162914208
> You can't just demand someone do something and expect them to do it.

yeah, because they are shitty followers, not because he's a shitty leader.
If you're a good leader, you expect people to do what they're supposed to do.
If they can't, then fine, but then those people are not part of the team if they can't do their part
>>
>>162914309
>If you're a good leader, you expect people to do what they're supposed to do
lol are you 16 years old?
>>
>>162914014
t-that's lewd
>>
>>162914472
have you ever even been in a professional environment?
if you don't do what you're told you're fucking fired
fucking retard, grow the fuck up and stop fucking complaining that something is too hard.
Nobody fucking cares, the rest of us do things even if they are hard.
fucking retard
>>
>>162915098
calm down
>>
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Progress now I just gotta make fox familys in all the houses/animations, a fox party in the bar in the center and program the mob to circle the town in search for boku
>>
>>162905136
The problem with scaling is that either the enemy is overpowered or you are. If you remove levelling up stats and just keep gaining new moves it becomes more skill based.
>>
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>>162909521
note to devs that Hammer is the best level design SDK out there
Unity, Maya and UE4 cannot match its capabilities
but that is pretty much the only thing this software is good at
Thread posts: 759
Thread images: 138


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