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/agdg/ - Amateur Game Dev General

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Thread replies: 768
Thread images: 147

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Post progress every hour.

> 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

>Previous thread
>>162913814

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

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/wUh6itNN

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
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What does being #4 in this week's popularity for Greenlight Concepts mean? I've never really looked in the section before.
>>
Mmmm..

Gamedev.
>>
>>162962109
It probably means you need to bait for compliments on an anonymous message board.
>>
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Textured this guy
>>
>>162962109
anyone else have greenlights to shill?
>>
>>162962245
Why are the texels on his nose so massive?
>>
>>162962206
No, I want data. If anyone's been on Concepts I'd like to know whether that's basically just ignorable noise and I should only care about something like the last six months/year - or if there's actual significance to this week.
>>
>>162962245
Playstation 1 guy!

Reminds me of the Tomba! 2 characters.
>>
>>162961120
cute blind girl

the real ending is becoming an eye scientist and restoring her sight without her running away in terror as soon as she sees you
>>
>>162961120
cute time traveler girl

it's actually you from the future after you've become a girl
>>
>>162961120
loli girl

she looks 12 but it's ok because she's really a thousand year old vampire
>>
>>162961950
>> Engines
>GameMaker: yoyogames.com/gamemaker
>Godot: godotengine.org
>Haxe: haxeflixel.com
>LÖVE: love2d.org
>UE4: unrealengine.com
>Unity: unity3d.com
Pointless, its already covered in
tools.aggydaggy.com
>>
>>162962109
your project is still on only the second page sorting by most recent, so it could just be the initial bump + not being completely shit is enough to make you #4. all of the top 6 in your image are also in the first two pages, sorting by recency
>>
at least anime loves me
>>
>>162962815
Hrm. Alright, guess I'm still likely background noise at this point then.
>>
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Fucking over this, now it's onto the fun stuff: doing the actual game management including world, area, and map generation, movement of the player and other things on the turn based system, etc.

After I deal with drawing my stupid hexagons in kivy, so it'll be a while
>>
>>162963248
Good job anon (:
>>
About to begin implementing a 2D array to hold the grid-based placement of objects, and I had a thought. How annoying would hex-based placement be to achieve using a 2D array? I mean I guess I just have to tweak values on every other line of the array to get it to work

Would anyone like a farming game that did hex as opposed to grid?
>>
>>162963248
That looks pretty solid.
>>
>>162963714
Oh it might make fencing look weird if I did it this way. Maybe I'll just stick with regular grid
>>
>>162962245
This is great, I'm getting MML vibes
>>
>>162963714
For hex-based logic you should use coordinates based on the plane x+y+z = 0. For hex-based storage and some other things you should use coordinates that describe 2 of the x, y, and z of the cube coordinates (since the 3rd can be defined in terms of them). Offsetting every other row or column is just about the worst way you can do it.
http://www.redblobgames.com/grids/hexagons/

>>162963865
Only if they try and do rectangular plots instead of hexagonal ones.
>>
>>162963970
>Offsetting every other row or column is just about the worst way you can do it.
Why is that, anyway?
>>
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>>162963714

I'm doing my roguelike (>>162963248)
in hex. Attached is one of the earlier things I had before I switched UI frameworks.

I had to store map information in a 2D array, it ended up not being too bad. It'll take a full day or two to get your hex stuff up and running, but if you follow the lessons on the redblobgames site like this dude >>162963970 suggested, you should be able to get it up and running. He does cover map storage in there and different ways of doing it, so it's a matter of choosing your grid orientation and how you want to store it, then actually doing so.

I'm doing it because I have a hardon for hexagons, but it's up to you if you want to take that additional burden
>>
>>162964346
It would make the game more unique.

But the fencing issue. I don't know. I personally dislike the inability to create square fencing.
>>
>>162964227
It complicates the logic. The other coordinate systems I mentioned are well-behaved algebraically (they're just Cartesian coordinates where the axes are skewed) and thus easier to work with.
>>
>>162962803
Friend, as the person that tries to keep the site maintained and useful for aggydaggy, I want to politely ask you to stop associating it with shitposting. Pls. I can't make you stop, but I can ask nicely.
>>
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>>162956553
Just in case you moved to this thread and didn't saw the reply on the last one.
>>162962547
>>
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>Have never been much of a gamer
>Still would like to make games

I guess I shouldn't
>>
I have two dream projects and I can't decide which one to work on
>Roguelike with TF-fetish elements
>Shop simulator where you kill things to farm for drops to sell / upgrade your shop

please advise
>>
>>162964540
Think of the efficiency though; you cover 0.0625 square units of area per 1 length of fence with a square, whereas you cover 0.0722 square units of area per 1 unit length of fence with hexagonal plots! That's 15.5% more efficiency out of your fencing, while still completely tessellating!

You don't want your farmers to be inefficient, do you?
>>
>>162964737
Gamedev is not about playing games. Gamedev is about making games. Sure, playing games can help you designing yours by testing out what works and what doesn't, but the processes are fundamentally different. Try it out before you toss it.
>>
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>>162963714
>>162963865
As the other anons said, hex-based placement isn't hard at all.

As for the game itself, farming could definitely work. It wouldn't necessarily make fences look weird, it would just depend on how you make the art, and how the player places the fences. It's still possible to make rectangles in hex grids.
>>
>>162964826
do neither and keep up the navelgazing and blogposting
>>
>>162964826
I need more shop simulators. Do it, faggot.
>>
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>literally spent the whole day working on the inventory logic
Damn..
Working on complex interactions is such a headache, now I understand why there are libraries out there with GetFromThis.ToThat.AndConvertBack.ToProperFormat(evilParameters)

Good thing though, the menu itself is relative and independent from the visual, so hopefully changing that later will be fast. Everything is merely driven by indexes rather than anything else.
>>
>>162965019
But I already have the base engine done and it's time to create game-specific functionality, so I have to choose a direction. I've already started work.
>>
>>162965094
Cute.
Cute!
>>
>>162964934
I suppose not.

>>162965016
I guess this just goes to show how rigid my thought process was. I should start thinking with hexes.

Yeah I think I'm going to do this instead of normal boring grid. Not like it makes a difference outside of the growing area anyway.
>>
>>162964939
alright i will
>>
>>162965049
The only one I can think of right now is recettear... so fuck it, I think I'll go that direction.
>>
>>162965094
Interfaces can help a lot with that kind of thing.
>>
>>162965094
I love the huge pixel art weapons.
>>
>>162965175
Thank you.
Thank you!

>>162965324
Actually this is literally the only part in my project where I had to use one. I just couldn't think of anything better for solving the menu/inventories issues.

>>162965339
They are from an old dead project. Working on that kind of voxel-ish art is way too time-consuming for a non-artist like me.
>>
>>162964939
Apparently some video game developers in the AAA industry don't even play video games.
And it shows
>>
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My .xml is in this file location, but my game can't find it.

What am I doing wrong?
>>
>>162966302
>DocumentBuilderFactory
>>
>>162966302
You're sure it's searching in the right root folder? Also, is the file name exactly the same?
>>
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Testing the new drop and delay functions in the missile/guidance/launcher components.
>>
a game which cures hiccups
>>
>>162966302
You might be relative path linking incorrectly, depending on your setup. That may be where the folder is in relation to the rootpath of your project, but your actual build may be in some /bin folder and so trying to look in there.

Make sure you know exactly how your program is dealing with relative file paths.

Also

>documentBuilderFactory
>>
>>162966302
Should be "assets/level1.xml" and that's assuming you've got the right working directory. If you have a path separator (/) at the beginning, it's treated as an absolute path.
>>
>>162966302
>DocumentBuilderFactory documentBuilderFactory = DocumentBuilderFactory.newInstance()
>>
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Alright. Someone asked for a milf and someone else asked for a librarian. Is this a good in-between? Are these waifus adequate?
>>
>>162965915
Even video game reviewers don't play games
>>
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>>162966484
>waifus conjoined at the leg
Didn't know about this fetish
>>
>>162966484
Torso too big, hips/thighs too small.
>>
>>162966484
is that kaceytron
>>
>>162966484
I want to lick her so good enough, I guess
>>
>>162966558
I mean for them to be placeholders while I find a competent artist. I'm just a programmer, yo.
>>
>>162966484
>not going full Leisure Suit Larry 7 on that librarian
This is the gravest mistake you could commit. Try to avoid it.
>>
>>162966510
Maddeningly true. Part of why the game I worked on couldn't get any reviews is because nobody was willing to spend the time to learn to play it - and it was different enough from other games that they weren't able to figure out a way to just give it a score with vague references to other works like it.

Take heed: If you're working on a deep/complex game, you better make the game look amazing too because reviewers will just skip out on it if it doesn't look like it'll be popular.
>>
>>162966635
Maybe you should stick to programming
Kidding, your art isn't bad
>>
>>162966657
I'ma get them with the old "easy to buttonmash, moderate to master".
>>
>>162966484
as long as nobody has a penis you're good to go
>>
makin a roguelite

What's a better system:

1. You start out with one weapon you can completely customize as you level up and gives you passive abilities

2. You pick 1 out of multiple weapons, each are specialized and you can upgrade them with abilities related to that, like one weapon tends to give you more protective abilities, one gives you more offensive ones, etc.

I'm thinking either way is good, but maybe 2 would be better because you can unlock more weapons with certain milestones to make the game more replayable I guess.
>>
>>162966802
the one on the left is hiding something
>>
>>162966352
>>162966452
>>162966481
I'm copying some youtube tutorial. what is wrong with documentbuilderfactory?
>>
>>162966878
>>162966802
They're all hiding something, to be sure. Not penises.
>>
>>162966820
1 is the scope you can handle.
>>
>>162964694
Is Charlotte dev kill? Haven't seen him post since he started working on that new game with the blondie.
>>
>>162966881
Ignore shitposting. Hide/report shitposts. Do not respond to shitposters.
>>
>>162967031
I don't think 1 is less scope though.

2 is basically just separating the abilities into different weapons, to force the player into a specific playstyle.
1 is combining them all into 1 weapon. I'd only have to make a couple sprites for each weapon.
>>
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The logic is mostly completed. There are two key things I'm missing, which are awarding prizes and the Bunni-TV thing on the left. Her behavior changes the odds, and can assist in getting certain combinations.
>>
>>162967225
Maybe from a work standpoint. MAYBE. But from a gameplay standpoint if you give the player one weapon and say "GO", then you don't need to worry about the game being balanced for several different weapons. The player will blame themselves if they encounter an """"impossible"""" or more challenging problem with their own upgrade path chosen than being railroaded into a specific tree.
>>
>>162967107
Charlotte dev is a normie not even replying to messages. He's probably busy making Christmas and New year preparations with his friends and family.
>>
>>162967326
>Slots are characters from the game
I really hope those characters are prominent to the point that their faces should be on slot machine reels or else I'll not be immersed in the world.
>>
Anyone have experience with monogame or, I guess, any framework that isn't a full-blown engine? I'm having trouble thinking about how to create menus. Right now my engine is set up to have a few different states

>TitleState
>PauseState
>MenuState
>PlayingState
>ClosingState

Each state loads a "Level". For PlayingState it's pretty each to have one generic loader for the data and then take it from there, but for Menus I've been creating a new "Level" class for each different menu. A "Level" for the game settings menu, with specific values, logic for changing settings, etc. A "Level" for showing the Inventory Menu, etc. Is there a better way to do this? I can't imagine having to individually code each level this way where it follows the ILevel interface I have for draw, update, etc, but it all has different, specific logic and navigation inside.
>>
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>there are people here who unironically use hammer
Why? You're not a game dev when you do this.
>>
>>162967459
I may have the MC point it out briefly.
>>
>>162967378
>makes a game about a shut-in neet
>he is not a shut-in neet
I feel betrayed
>>
>>162967795
>>there are people here who unironically use hammer
>""""people""""
They're not real people.
>>
>>162967790
Haven't you answered your own question? Don't use the Level interface for things that aren't levels. Make a Menu interface if that's what you want. Why does every state have a level if literally only one of them uses it?
>>
>>162968086
It's just a naming convention. ILevel just has an update, draw, load, and some serialization.
>>
>>162967790
sounds like a disaster
why do so many "frameworks" and "engines" have this problem?
>>
>>162967795
Ugh. What is that image?
>>
>>162968260
So you only have one State class and the rest of the behaviour is given by the Level? Why not just do it all with the State? In any case, if you wanted to stick with what you already have, use that Menu interface and make it so the menu's Level goes through Menus.

If I were to do this from the ground up I would treat it a bit more fluidly and have like:
>MenuState
>PlayState
>PauseState (stores the PlayState so it can go back and even call its rendering before rendering on top)
>OptionsState (stores either MenuState or PauseState so it can go back)
>etc.
http://boreal.aggydaggy.com/programming/2016/05/25/mean-clean-state-machine.html

>>162968402
Nah, he's created the problems himself.
>>
>>162967795
>that pic
Lol. Is that what people call game dev these days? Pathetic.
>>
>>162967795
literally what the fuck is that

were they drunk
>>
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>>162968068
This.

>pic related
>it's hammer ""game dev""
I can't believe retards keep posting this shit.
>>
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Done with the tower interior now. Had to do some crazy (hacky) topology magic to merge all tiles properly around the spiral.

Just a bunch of corridors and one or two rooms left!
>>
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>>162969515
>>
>>162961950
gonna make a cozy demon hunting game
>>
>>162969515
>>162969656
>gifs
Have you ever heard of webm, Anon?
Nice textures.
>>
>>162969781
Too lazy.
Also, not supported on tumblr
>>
I've got another question about arrays in GMS. How would I find an array's X and Y values?

I'm probably doing this ass backwards, but I have multiple units with different equipment. The units are stored in an array, and their gear is in there with them, then the items have their own array with their stats and stuff.
>>
>>162969760
what kind of hunting?
>>
>>162969840
but it is
>>
>>162968607
>http://boreal.aggydaggy.com/programming/2016/05/25/mean-clean-state-machine.html
I actually tried to model what I'm doing after this, States do store previous states as a property. I'm not sure if I haven't explained it well or if I don't understand what you mean, so I'll try and explain what I'm doing from the beginning and see if I'm fucking up somehow.

My game loop has a property IState CurrentState. This is what IState looks like:
http://pastebin.com/EwTHtEf9

The game loop's Update and Draw functions call the current IState's Update and Draw functions.

Game loop Update: http://pastebin.com/7z4g4CTW The IState (and ILevel) Update functions return IState and ILevels (which represent the next state or level that should be active in the game)

Game loop Draw: http://pastebin.com/erDACbQB

LoadLevel in IState is only used in the PlayingState and MenuState implementations of IState, which call the constructors of the ILevel being set for the state and load any necessary assets and data serialization (like save data, fonts, spritesheets, etc), States like TitleState, PauseState do not set levels but instead have base behavior (For example PauseState calls the Draw function of its set PreviousState property to draw a pause screen over the game).

ILevels are basically the same but more specialized. I've been using them as menus and as game levels (The settings menu is an ILevel that lets you move a cursor up and down between set options each of which does something different, for example).

Is this basically hugely fucked?
>>
>>162969848
pixel shit side scroller beat em up, with cozy dark themes and ambience
>>
>>162969876
Wut?
It wasn't last time I checked
>>
>nostalrius coming back online
>want to play WoW

My current idea, once I'm done with my 'projects' (I have 1 more which will take a few days, but I might start a VR game for fun)

Dungeon Crawler with combat similar to wow
I've always wanted to design WoW bosses and I loved the combat and environment of WoW.
Imagine
>pick a class and instantly have all the abilities
>maybe you have to earn some points for a talent tree through progression, but generally you have everything at the start
>main progression is gear based
>no levels in the game, only item level
>5-10 player peer server/client model, whatever it can support effectively
>do dungeons/raids or single player to get better gear

The best thing is, I've already prototyped some of it in the past and I can rip all my assets from WoW directly (models/animations) until I'm ready to replace them

Gonna be a big project, but hopefully if I can lay down some basics and get some demos going I can get others interested. I'm not really interesting in money myself (i already make enough), but I am interested in making money
>>
>>162969887
http://pastebin.com/LwFcrXkg This is IState, my mistake.

Not much different.
>>
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>He doesn't use Godot
>>
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>>162969908
neat
>>
>>162969980
Is Godot replacing Clickteam Fusion?
>>
>>162970071
>playtime (median)
Do people just not play the shit they buy?
>>
>>162969887
Okay, so why does every state use levels? Better yet, why not make levels ordinary states instead of having one or more states just to forward calls to their level?

You're just overengineering without thinking.
>>
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>>162969952
>I loved the combat and environment of WoW
>>
>>162970198
>Do people just not play the shit they buy?
yes, people typically don't play the games they buy
just like most of the books that are purchased go unread
>>
>>162970267
>Okay, so why does every state use levels?
Every state doesn't use levels. Just the Playing and Menu state.

>Better yet, why not make levels ordinary states instead of having one or more states just to forward calls to their level?
I...should have done this. In fact I'm going to do this. But when I do this, I'll still have to individually create each menu as a separate state, because they may have different options, behaviors, results, navigation; right?
>>
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>>162970524
>There are 4 lewd games
>Their median player paid ten bucks to jack off for not even 1 1/2 minutes, then gives them a nigh-perfect score
I need to enter that market.
>>
>>162969918
when i make progress posts on tumblr i literally use my thread webm and add it as a video post. works absolutely fine
>>
>>162970481
>Every state doesn't use levels. Just the Playing and Menu state.
Yeah, but you have it set up so that every state could use levels when that's unnecessary and leading you to shoehorn something different into the concept of a level.

>But when I do this, I'll still have to individually create each menu as a separate state, because they may have different options, behaviors, results, navigation; right?
Well you're going to have to distinguish them somehow. Easiest way would probably be to have a different state for each screen, with something (e.g. inheritance or composition) so they can share some common behaviours. You could also have a separate stratum of menu states - the machines would be in e.g. MainState and PauseState. This is the kind of thing that I can't tell you how to do outright, but in any case you shouldn't be doing it by treating menus the same way as game levels.
>>
like genital jousting but instead of dicks it's vaginas and instead of assholes attached to the penis it's women attached to the vaginas
>>
>>162970283
I did. The mastery of more complex rotations and using them within fights.
There's been a lot of simplifications, but when you control the game you can bring that back.

One thing I really want which is the spec driving this all is Burning Crusade Shadow Priest.

It was a complex combination of cutting off channeling at the right time, placing your dots properly, using mana potions correctly, timing your death word properly, etc.

By controlling the environment, I could create a world were the old concepts are frozen in time and you can play around with others.

Of course there might be some modifications because
>creating single player content
>creating group content
Doing both is time consuming, but if you could scale the same content from single player to multiplayer, you'd save a lot.

Vermintide, a group based game with a similar concept but different mechanics doesn't have single player, but instead bots. I don't really want that
>>
>>162970670
Alright, I'm gonna scrap State/Level distinction and just use states instead. Remove levels entirely. That should eliminate most of the issues I'm having. Thanks a lot.
>>
>>162970720
>women attached to the vaginas
How the fuck do you come up with these wild ideas?
>>
>>162970662
Huh.
There was a lot of complaints last year because tumblr didn't add support for webms, and I just thought they were ass-backwards and wouldn't add it ever.
>>
>>162970760
WoW combat is absolute trash.
It only exists as an excuse for grinding.
What the hell is wrong with you?
>>
>>162969781
the textures are from spyro
>>
So I just updated my Third Person Camera(s) package
Just submitted my Event System X package for approval
Now I'm almost done with my "Protected Variables" package which prevents cheat engine from editing data types. It's basically The Anti-Cheat Toolkit, except I'm only gonna offer variables, playerpref and maybe speedhacks. All the other shit they offer seems worthless. I'll make it cheaper since I'll give a bit less, but my guess is most people don't need all the stuff being offered by that package.

With that, I move onto an actual game rather than Unity Assets, but god damn am I addicted to seeing sale numbers increase.
>>
>>162970952
I like the stationary nature of it and the strategic nature of it during encounters.
I don't have an extremely fast reaction time, so a more logical combat system that relies on coordination is more entertaining for me.
>>
>>162971118
>which prevents cheat engine from editing data types
oh really?
is that a challenge?
>>
>>162971118
Doesn't Cheat Engine change the memory directly? How do you go about stopping that?
>>
>>162971340
It randomly encrypted the value every time it's set using an random integer key, so yeah it would be a challenge to do

Obvious not impossible to hack in general, since you can always decompile source code and reinject it with your own custom code, but this helps prevent the bottom percentage of hackers.
If the game gets popular enough to dictate further measures, then I'd be planning a V2 of it that's run server side
>>
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How long would it take to make a 2d platformer with at least 5 hours worth of gameplay similar to Super Mario World in GameMaker for someone completely new to it.
>>
>>162971465
I could probably do it in under an hour
>>
>>162971510
at least 5 hours
>>
>>162971360
Simple byte based encryption using the "^" operator.

Manually figuring out the values to plug into cheat engine is near impossible, especially since it's random every time the value is updated.

Makes it near impossible to figure out, but peoples own implementations can expose them.

The goal is just to make it "harder" so that 99% of people who would think of a quick cheat are discouraged.
>>
>>162971510
A month or two if you really try and a few hours if you don't
Now GODOT on the other hand....
>>
>>162971510
A year if you're smart and doing it full time.
>>
>>162971510
dozens of hours
>>
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Added little dust spurts to the run cycle. Is it too alright to have it going with every repetition?
>>
>>162971531
I have most of it written, I just gotta decide how I'll do the rest. Physically it's more than an hour, but your exaggeration isn't far off. I'll be starting something else soon
>>
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>>162969980
But I do though
>>
>>162971746
aren't you going to have a problem when customers who think they're buying a hack-proof addon find out that it didn't make their shit hack-proof?
>>
>>162971510
>completelly new
To gamemaker? a couple of days maybe
To gamedev? a couple of weeks, maybe a month
That's only the main engine, the rest will depend on how fast you can desing the levels and make the art and music.

>>162971660
/godot/i;board:vg;
>>
>>162971741
What a cute world. Also good choice of contrasts.
>>
>>162971741
love the bg art
>>
>>162971741
They look too big and the larger ones should only be present when he starts on not on direction change, but even then it'll look weird
>>
>>162971741
Looks amazing to me.
The choppy parallax is fucking up with my autism though.
>>
>>162971840
They'll be aware of the limitations, which will be described in the description and said in the videos, similarly as they are by the other packages that deliver the same behaviour.

so no.

protip, sell, don't fear. You'll make more money that way and nothing's perfect
>>
>>162971741
>>162972062
That said though, you ought have an inbetween frame which you hold for a moment where the character is turning - and during that, you shoot out the dust plume. That'll help sell the animation better. Gotta give 'weight' to when things turn around from one direction to another for it to feel right.
>>
>>162972130
>protip, sell, don't fear. You'll make more money that way and nothing's perfect
excellent ethics, bro
spoken like a true businessman
>>
>>162971741
Oh wow, you have different levels of background which scroll at different rates based on the players speed

SOOOOOOOOOO AMAZING

It's more than 99% of these cucks, but it still ain't anything in that gif. All you doin is running around
>>
>>162972219
WTF are you talking about? IT'S NEW GOATY!!!!
>>
>>162972219
>I'm so new I haven't seen all the previous webms with gameplay in them
>>
>>162972062
>>162972073
Thanks so much! I'm happy with how the background turned out, and I can't wait to actually make real desert assets.

>>162972128
Thanks so much. Yeah, that choppiness is just the unfortunate side effect of being pixel perfect. Haven't found a way to remedy it, not sure if there is one

>>162972082
Thanks for the feedback, I'll try and tweak them. As for the big ones, I think it makes sense for them to appear when turning. I might add a turning animation, like a little skid, so maybe they'll fit better there. Shit, just like you said >>162972195

>>162972219
You've confused me
>>
>>162972206
Name something that's literally perfect in every way

If someone finds it useful and is willing to pay, let them
I refund people if they ask for it
I also help people with their specific usecases if they need it, which includes programming new scripts occasionally, and at my professional level contact work is worth 125$ an hour, so paying what they pay they are getting a pretty good deal to get assistance from me.

You attitude is the attitude of a loser who has no faith in themselves and has already sold themselves short.
Think like a winner, not a loser
>>
>>162972219
your game you post it

or you could just go back to /pol
>>
>>162972460
>Name something that's literally perfect in every way

19 year old Jennifer Connelly
>>
>>162972430
>You've confused me
It looks good for AGDG, but the webm doesn't display much except the the multiple speeded backgrounds and dust

>Is it too alright to have it going with every repetition?
If you're running, I'd say yes
If that's the default speed, I'd make it terrain based so you don't do it on grass
>>
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>>162971791
Keep it up my dude
>>
>>162972608
I ain't sellin fapbait, so that don't count
>>
>>162972460
You don't have to make excuses
we're on 4chan after all, not exactly the place to look for programmers with a good sense of ethics
if you want to exploit people who don't know any better by selling them something you can't deliver, then by all means.
>>
>falseflagging Godot
Anything to avoid progress, huh?
>>
>>162972608
>she will never look that way evre again
Life is cruel
>>
>>162972626
Yeah the webm is just to show the dust, the parallaxing is sort of incidental here Thanks for the compliment though

And yeah it is running. I hadn't thought about different terrain types, I suppose you wouldn't kick up dust on grass, would you? This opens up the idea of maybe even having you kick up grass... Fuck there's still work to be done
>>
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>>162972780
>falseflagging the greatest engine ever made
Not sure what you're talking about
>>
>>162972769
name what I don't intend to deliver that I also promised
just kidding, don't bother because you're just shitposting cause you jealous I'm making money

Pro-knowledge:
Almost every single person that asks a question knows literally nothing about programming or wants to do literally 0 programming.
But only a minority of my purchases have asked me questions (still 10+ people, though I've sold 100+ assets)
>>
>>162972918
Maybe, try out kicking up grass if you'd like, but generally you don't actually kick up grass, but also that's an aesthetics choice, so if you have the capability you could have it do it

You could decide what terrains do kickup and what types of kickup. Maybe solid rocks terrain does tiny pixel pebbles, maybe grass does blades, maybe some terrain makes smaller clouds, maybe some terrain does nothing
>>
>>162972984
the concept of your product is that it will help protect their games from hacks.
it will not do that.

>Almost every single person that asks a question knows literally nothing about programming or wants to do literally 0 programming
This perfectly illustrates my previous point about you exploiting people who don't know any better.
>>
If I was able to make a game per year and I only needed 15,000usd a year to survive (utilities, home insurance, food, health insurance, etc) how feasible would that be as a 1MA using Steam? Not looking to make major hits or anything, just good, small scoped games. Probably even within smaller niches (shmups, DRPG, Card RPGs)
>>
>>162969952
You'll never complete this. It's too large in scope.
>>
>>162969952
Netcode is a nightmare
>>
>>162973179
>the concept of your product is that it will help protect their games from hacks.
It will.
I've tried to hack it with CheatEngine which is the primary purpose of it (memory manipulation)
You literally can't find it in memory through any basic measures that I know of, and I've used cheat engine before for games.

>This perfectly illustrates my previous point about you exploiting people who don't know any better.
That's a tip to people making assets. Design them to be retard proof. Make assets that are drag and drop usage and editor settings. Coding assets are less popular. And the asset you're complaining about isn't even being sold yet. In fact, the asset I'm essentially copying a part of it's functionality is one of the most popular assets that has hundreds of 5 star reviews and dozens of comments supporting it.

I know you wanna make a point about the starving exploited indie artist, but if someone really felt exploited they would ask for a refund and I'd give it instantly because I don't care. I'd love to help them if I can, but if I can't then they can have their money back.
>>
>>162973280
bump for an answer to this.

I've been game deving for almost a year now, and I have made -£20.

Although my first game was for practice. I'm hoping my current game earns me a few hundred £.
>>
>>162973280
15000 = 2/3 * (copies sold) * ( average price of your game)

if you can't solve this for a range of possibilities, you are not smart enough for gamedev
>>
>>162973460
You didn't even account for licensing fees, legal fees and the Steam cuts, faggot.
>>
>>162973460
So all he has to do is sell 1 game for $22,500.

Easy.
>>
>>162973460
(copies sold) = marketing * howgoodisgame * other factors

(average price of your game) = how good is art * how much content * what platform is game * other factors

There's more than just copies sold * price you retard. His question deserves more than a shitpost answer.
>>
>>162973596
>2/3
anyway, multiply the whole thing by another constant
>>
>>162973351
It's large in scope, but most of the concepts boil down pretty nicely to what any 3D game would be.
The big deal is creating the combat system and adding to it progressively in a plan that prioritizing that parts needed for testing.

To say a combat system is too large in scale would be to say any non-mobile game is too large. Also, I've already done some work on parts of it so I have an idea of what's needed to get it running.

but I have some stuff to do first before I get into it

>>162973414
I was gonna build my own netcode package, but I found something in Unity that is similar to my concept that I could adapt to. Gotta test it, but I think it'll be fine. So I shouldn't have to do any netcode myself.

In terms of design, yeah it's different, but it's not "hard". I've done complicate stuff like it before, and I've done networking stuff before too. I've already started writing a Master Server to deal with port forwarding issues, but there is an asset that deals with that for 45$ I may consider just buying instead.
>>
>>162973417
>if someone really felt exploited they would ask for a refund and I'd give it
this does not make it OK to sell defective products.

you're going into it knowing that you will refund people who are smart enough to know that they were ripped off, but Not refund the people who aren't smart enough.

I'm just trying to explain why I wouldn't even consider selling a product like this
it could very well cause you legal troubles down the line
>>
>>162973596
i think you can expect around more like 30-50%
>>
>>162973280
Every indiedev that doesn't strike it rich, but lives off his deving does so by churning out games with simple variations building on the work they've already done.

Example: You build a simple running game. You then build a halloween version, then a christmas version, then an easter version and you sell them all separately .
>>
>>162962245
>>162971791
Is there an official name for this style/ a tutorial on how to do it?
>>
>>162973772
Mobiledev isn't indiedev.
Mobileshitters should just do the world a service and kill themselves.
>>
>>162973280
Just become Kemco. Somehow they still make money.
>>
>>162973656
yeah, it deserves a good answer.
1. literally no one in agdg has followed this path to success, so don't ask here.
2. look at jeff vogel @ http://jeff-vogel.blogspot.com/, or https://www.youtube.com/watch?v=JmwbYl6f11c for examples of people who do this.
3. success is exponential. having a back catalog will give you a small and steady flow of income, but not for several years.
4. study steamspy to see what the actual numbers are. make sure you don't just look at the "trending", since that biases toward success.
>>
>>162973821
It's literally just flat bands of colour, with some darker hue for the "shadow" areas.
What don't you understand?
>>
>>162973675
>sell defective products.
What's the point of coming to threads and pretending to be retarded for everyone to see?
You can read my previous posts and see what you're saying is false.

You're literally obsessed with the idea of failure and accomplishing nothing that you won't do anything.
You're a bonafide autist

sage
>>
>>162973852
The majority of them are HTML5 gamedevs that sell to flash sites for like 500-1500 a piece and churn them out at a rate of like 1 game every 7 days
>>
>>162973917
>>162973280
oh, i forgot http://www.homph.com/steam/.

if you pass the greenlight filter, and also posted here, and are not googs, you're guaranteed a few thousand sales :^)
>>
>>162973953
you and I both know your product will not defend their games against hacks
if you want me to prove it, feel free to send me a copy of any game protected with your thing, and I will make the hack you have protected it against
>>
>>162974146
if you are only using cheat engine then sure :^)
>>
>>162974201
ok, no problem
[email protected]
this is not a joke by the way, I'm legitimately trying to help you here
>>
>>162973939
How you know the UV is at the perfect scale, how the pixels seem to be in the exact right places instead of mostly right.
>>
>>162971791
This reminds me of Megaman legends for some reason.

Keep it up man
>>
>>162974146
What was I advertising the asset as again, I've forgotten, please post it for me to see so I can see how I should modify my advertisement to better suit my product I'm selling

Btw: I've had 130+ sales of a 20$ asset and only had 2 refund requests so far with the claim that "The asset was good, but didn't fit what I wanted." and of course I refunded both as soon as I could
>>
I also made some better explosion animations
>>
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>>162974232
I spent along time figuring it out, but it's pretty simple.

1. Check "UVs -> Snap to pixels"
2. Select all faces, (U)unwrap -> Reset
3. Downscale all UVs to tile size
4. Now just click faces to select their UV counterparts and move them about on the tilemap
>>
>>162974441
looks solid
- guy who mentioned terrain cloud differences

bed time for me though.
What's stopping you from green lighting?
Graphically it's there, if that's your goal then you should push at that and just update once it's there
>>
>>162974370
all your product does is give a false sense of security
and again, refunding the people who find out does not make it OK
but, it looks like I'm not going to be able to convince you
so I'll just leave it at that
>>
>>162974441
What do the bars under the name tag mean?
>>
>>162974680
Bed sounds nice about now (East coast living)

It honestly never crossed my mind to greenlight yet.
Despite having most of the animations done for my main character and a solid handful of enemies, I'd like to have more environments completed before I greenlight.

I know that the art will stand out to a degree on greenlight, but it would feel weird to put it up so far from completion
>>
>>162974779
Health

You have 2 hits as Whimp, 6 when in an enemy
The 2 regenerate when in an enemy, assuming you had 2 or more when last in an enemy
>>
>>162974982
Is the only time you don't want to be inside of an enemy when you need to switch to a different one for a puzzle/current is about to die? Does Whimp have any other utility besides possession that would make you want to play as base form?
>>
Changing resolutions: Draw more of the world, or scale the render?
>>
>>162975214
Depends on your game and artstyle.
>>
>>162975114
Quick note, health is universal, so you can't just jump between enemies and suddenly have full health.

Whimp has a hover jump that transfers to some enemies he absorbs (every enemy is planned to have some method of double jumping/hovering/flying, some better than others) His main benefit though is that his absorbing attack bounces off of walls and restores this hover, meaning he can infinitely climb up walls. He can also get through tighter passages when absorbing
>>
benus
>>
>>162974760
>it looks like I'm not going to be able to convince you
Obviously, I asked you to restate my description of what I'm selling and you didn't because you want me to sell something greater than what I am selling.
Literally the same argument I received when I first posted about it

>You're selling apples? You're a con artist for not selling apple cider!
>>
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started modelling a mech
>>
>>162974832
You should do some bosses and whip up like 4 solid different environments (maybe only 4 levels, but you should do multiple per environment) and that's literally more of a game than most games that are greenlit. Put it for 10-15$ and from that point just bust out the 4 environment's levels while also working on a few more if you plan to
>>
>>162975571
your product on a fundamental level will not work
unless you actually say that in the product description, which you wont, then you are not being honest with what your product delivers
>>
>>162975597
you should start over.
>>
>>162975663
I can't tell if youre telling me to go early access...

My plan would be to polish the existing environments (forest and western), add in one of the bosses, and get the title theme sorted out nicely. Then I would greenlight for sure
>>
>>162975957
One thing to keep in mind is that early access very much IS your launch day. Even if you are still building it and the game changes 100%, moving to official launch will not garner greater or break even numbers as your early access launch. If you are comfortable with that being your "first impressions" debut then go for it. Otherwise be a bit wary of that kind of stuff, for your sake, anon.
>>
>>162975862
still waiting for the description of what I originally said I would be selling. The full description. Come on, the post is in the thread, just link to it.

In fact, I'll link it for you
>>162971118
was the first post describing it
and
>>162971465
is me going into the description of it

You're assumption must be then that I won't say what I've said here, which is you're own thoughts to believe. Or you are twisting what I'm saying to be something else, which you've been doing by trying to imply my product is meant to prevent everything.

>solving literally 7 captchas
yeah it's bed time
>>
>>162975957
Yeah, that's good
I just threw down some possible ideas for what you could use for greenlighting and further progress

>>162976093
is right, once the game is released, even if it's early access, that's what people are going to see

Make sure the game is fun to play for people (it looks enjoyable enough) and have more content than just what they see in the videos.

Other environments could be
>swamp with a darker theme than the grasslands/forest
>savanna (think that one lion king game where you jump on the ostriches)
>city scape if you wanna go that way
>cave
>clouds
>space world/nether world
and more

Also, depending on if you think your game would be more fun played off PC, think about releasing it on XBox/PS/Wii if you're able to export to that. Those markets actually sell a decent amount, especially party games.

Another thing to think about courtesy of reddit, if you do release it on console, you might wanna think about having a second playable character that doesn't matter if it dies, or allows the main player to respawn if it's still up.
>>
>>162976103
the implication is that what your product does is somehow going to do something to protect their game against hacks
it will not do that.
if you don't have a lawyer help you to write up the product description in a clever way which never actually implies that the product will help, then you're setting yourself up for a lawsuit which you will lose

now, it's perhaps unlikely that someone will raise a suit against you, but why even get yourself involved in such a thing to begin with?
>>
>>162976093
Oh, I would never go early access. I care about my game too much to have people not be able to finish it. Especially for a single player game, that would be stupid
>>
>>162976350
>if you don't have a lawyer help you to write up the product description
Wrong, the real world isn't that retarded or autistic
The world doesn't work on implications like that.
Plus asset store is completely on Unity. It's their job to refund, I just tell them to, and it's their job to remove me if I'm lying. Just like it's their job to approve my submission.

Trust me, stop being so afraid. I'm literally using what I'm making because I need it. It's the reason I'm writing it in the first place. I'm also selling it individually because I think it'll be a good atomic unit for making money.

I have faith that the product I'm making and am selling it.
That's how the real world works.

Just make a game/product and sell it! You can do it!
>>
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kill me, this system will be more complex than i'd have fun developing.
Figuring all these little cases of what to do during a transition, what not to do it for, different cases where you're replacing your weapon, switching to a weapon in case you don't have one, etc.
I think i'll have to graph this shit out.
>>
>>162976515
you seem to have it all worked out man, meanwhile I'm over here making clones of agdg games.
>>
>>162975890
yeah probably. do you know how to model?
>>
>>162976619
state machine.
>>162976680
somewhat. But anyone can tell that those aren't great legs. I'm assuming it's your first draft and you have no concept art.
>>
>>162976619
You either have a weapon ready to fire, or you don't right?
Animations may lock you into states, unless you're fine with breaking mid animation to pick up weapons, reload, ect

Also, that looks like a prime candidate for VR integration
>>
>>162976515
you're naive, and you don't know much about the law
nor do you know much about the product you've made
you've also got the attitude of a young guy who thinks he knows better than everyone else

all I can do is try, and I feel like I've done my part
>>
>>162976619
>gun juggling
>shotgun rocketjump
Hot.
>>
>>162976752
It's a fast paced game inspired by similar PVE arena shooters, so i don't think it'll be any good for VR.
>>162976748
I know some stuff about state machines, but i don't know how to put it to use in this scenario. I guess i need to look into it more.
>>
>>162976748
Yes it is my second draft. I have spent about an hour on those legs. I did have some concept art i was following but it was not really helpful.
I am ashamed to admit i pretty much box model everything and i am not sure i can really improve on what i showed. Could you suggest some ways to improve?
>>
>>162976812
>all I can do is try
That's the mindset of a loser
Learn from your new president, focus on solutions and think big, think like a winner, and DO IT

You really think the people who bought my asset aren't happy?
You think they got ripped off, especially after having 1 on 1 sessions where I helped them out with simple things completely unrelated to my asset?
No, they were happy and felt they got their worth.

The problem is that you don't have anything and it upsets you because doing is hard. It's why I've focused my goals on "Try to make a game, but if I come up with a system along the way that I think other people could use, I'll package it up and sell it separately"
This singular goal has set up 3 projects for me to sell and given me more developed code to work with for my own projects
>>
>it's a cunt vs cunt episode
>>
>>162976897
>>162976752
i plan on having multiple weapons with a variable amount of items and weapons equipped in other slots, with quake/doom style ammo management. So it can get tricky definitely with stuff like partial reloads, ammo running out, different reloading systems for different weapons etc.

You can play the previous demo here though: http://justletit.be/~brum/GunMetal_Build_0-78-1209_WIN.zip
>>
>>162977079
>>162970720
>>
>>162976993
Like I said, I feel like I've done my part and I hope the best for you
>>
>>162976960
try different types of modeling processes.
try modelling just the foot first, then the calf by itself, then the thigh by itself, then the armor platings on top. and if your concept art isnt great, look at someone elses concept art for reference.
>>
>>162977101
Try drawing a state model diagram for say 3 weapons/items and what conditions cause you to enter different states like "reloading", "switching", "ready to fire", "firing" etc. Might help out a bit understanding the basis of what's happening when events occur and how to act during those events

The problem you mentioned doesn't seem too bad, but it might be an inspiration issue or a programming knowledge design issue.

looks great so far, keep up the good work!, I'll try this out tomorrow
>>
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Okay. Time to start making this shit.
>>
>>162977101
>>162977259
actually just tried it
I felt the character was really low to the ground
Also I had no idea when I was going to die, but I also didn't have my headphones on so maybe there was audio queues I was being hit

The other things felt fine, but maybe the whole weapon system could be faster unless you're looking for that slower pace

Turning rate was slow for me, so like in most games I'd hope there was an adjuster for sensitivity.

Also it was a bit hard to pick up the gun by looking at it, but the animations were tite when I did
>>
>>162964694
Wow, anon, you are so very kind! ;_;

Thank you for the drawing! It'll go right on the desktop!

I was kinda worried how will you take the fact that I turned her into a yuri. I know some devs flip tables when their character is used in an "unintentional" way. But really. The fact that all the "collectibles" in the game are all girls led me to the conclusion that she either needs the blood of virgins to keep her youth and beauty or some other occult reason (like in the case of Erzsébet (Elizabeth) Báthory), or because she's really into them. Besides I always had these small comfy moments in my head, seeing the two playing games, movies etc., and wanted to connect the dots in some way. So, again: thank you for creating her, thank you for the inspiration! Peeps like you are the reason this general is worth visiting after all.
>>
>>162967107
He's still posting on his tumblr. As I dug deep into the /agdg/ archives, it's just how he rolls: he has periods when he's really active, and others when something just gets into the way.
>>
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>>162977426
A few other people raised similar issues, some of them are already noted down or already fixed;
-The character can indeed feel like it's low to the ground, but i think it's mainly because the environment is just huge and the textures are also big. If if make them smaller it kinda feels too repetitive.
-currently there aren't many sounds for monsters in the game, and your max hp is 1, meaning that you die instantly when hit. The monsters are just shitty placeholders for now, in every respect.
-the shotgun is supposed to be a very slow but meaty weapon that will kill almost anything in a full on hit, so it's supposed to be kind of slow. I will rework the reload though so that it's a bit faster (by making both shells load in a single motion)
-if you press escape you can enter the options menu (press the cog), you can adjust things like FoV, sound, sensitivity, etc.
-gun pickup detection is already fixed in the current work in progress build.

I do have to add more tutorial/telegraphing things, like a working ammo counter and perhaps some tutorial to teach you the basics of movement better.
For example, if you hold the jump button before you land, your next jump happens instantly, meaning you won't lose much momentum. You can use shit mechanic to get up to crazy speeds.
>>
I made a small addition to the Godot editor and I want to make another one. Should I suggest this as a contribution, if so how? I am scared
>>
>>162977426
Do you have any good resources on how to implement this sort of stuff for animations?
Currently people just throw the phrase around as a magic solution to any problem.
>>
>>162978132
What did you add?
>>
>>162978149
>this sort of stuff for animations
be specific, what stuff for animations?

Looking at the files, I think it's Unity, which has built in animation handling and can cut animations short for transitions if it needs to
>>
>>162978270
I just meant a general resource on state machines and how to put them to use properly. I do have some states in my animation system but currently it's just idle -> reload -> idle, i'm not really doing any interruptions for now.
>>
>>162978401
I only know how to do animations in Unity

As for a state machine, it doesn't actually imply code or anything like that. It's just a concept for helping understanding when you want things to happen, and where those things lead you.

For instance, when you fire, you either become out of ammo or you reload your next shot perhaps. When you're reloading, you become ready to fire afterwards. Those are transitions that could exist in a state machine, and the states could be "has ammo loaded", "firing", etc

Unity naturally organizes their animations in a state machines with variables that you can work off of to adjust animations. Though I only know the basics.
>>
>>162978210
A button to pause processing of scene objects inside the editor, like animations and particles. inb4 this already exists
>>
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Here's my big feature that's going to make the sequel worth playing.
It's AI characters that you race to the bottom.
>>
>>162978695
Comfy.
>>
>>162961950
Hi AGDG.

I want to learn how to code.

What C++ text-editor/IDE/compiler should I use?
>>
>>162978967
Visual Studio is the go-to for C++.

A bit of a pain in the ass to install and manage but it comes in handy.
>>
>>162978967
Why would you start with C++
>>
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>>162977637
I'm glad you liked it, sorry for how shitty it looks though, is something I started sketching as fast as I could when I saw your post.

And don't worry, I'm not really into yuri, but I enjoyed the fic a lot. I wanted to left details about her untouched to keep them open to everyone else's imagination, as I have always loved to see how people interpret things in a different ways. That's also the kind of charm retro games used to have, there were big blanks you had to fill with your own creativity. You managed to nail a lot of things about her exactly in the way I have been picturing them anyway (I even started redrawing the castle on the title screen to make it look a little like Battory's a couple of days ago). I also enjoyed reading about her on a modern enviroment a lot, because that's something I had never thought about at all.

Again, thanks for your work, anon, it means a lot to me.
>>
>>162978967
vim/sublime
>>
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i made a thing
>>
>>162979087
I want to cross compile windows/OSX/loonux. Is that going to be easy to set up in VS?

>>162979175
Some sort of genius level intellect.
>>
>>162979206
You did a good.
>>
>>162979201
>sublime
Oh, I love that little code preview column. That would help heaps with navigation.

Can this program help me ween off of using a mouse to navigate?
>>
>>162979216
>I want to cross compile windows/OSX/loonux. Is that going to be easy to set up in VS?
I always fire up a virtual machine and compile with eclipse on Linux when I make cross-platform software
you have to test on the targeted platform anyway, so it doesn't really matter
>>
>>162979327
My point is really VS seems targeted at windows builds only. It even uses VC++ only stuff in its compiler.
>>
>>162979206
you could ship a game with this artstyle, if you make it consistent. the protag and the spinning circles stand out.
>>
>>162979380
even if true, it doesn't matter
because the source code you write will be cross platform
and VS has some well developed features like good autocomplete and intellisense
and comes with a really good debugger
>>
>>162977782
Good to know everything is fine then.

>Belmont in my captcha
>>
>>162979715
That can hardly be true if I don't have a compiler for my target platform going. How can I ensure my code will compile correctly? Assuming no problems, everything is fine. Assuming something goes wrong, it will be impossible to trace some of these issues without massive cost.
>>
>>162979876
like I said, what I do is fire up a virtual machine and compile with eclipse on the targetted platform
which also has an acceptable debugger
and that's how I solve such issues
>>
>>162979983
That seems crazy to me. If it works, though.
>>
>>162979206
That's some good work. Engine? How did you make the room transition?
>>
>>162979876
You can't compile to all platforms simultaneously unless you use a build system, and I don't see the point anyway. You have to test the result on each platform separately, so it's a lot of work. If you use an existing engine then you don't have to worry about cross-platform stuff because it's abstracted from your code and well-tested by the engine developer. Didn't you say you don't even know how to program? What's going on here?
>>
>>162980110
well I like to test the result for unforseen bugs on the target
so even if I compiled it on windows I'd still need to run it on a virtual machine
so for me it's not that much extra work, and I get the benefit of debugging on the actual target where the issue occurs in the case of any problems
>>
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So I've been trying out games to make out of this toy: https://snekdev.itch.io/ugly.

This one is a territory expansion kind of thing. Instead of automatically expanding species, you control a bunch of territory. You'll get new "pieces" in a queue, and each piece expands your territory in a certain way.

In this webm I'm manually setting the rules for each new piece, then clicking on the existing territory to expand.
>>
>>162980197
Just covering all bases.

You can at least compile to a GCC like compiler to know that it will generally work on the target platform. I will typically run a virtual box or SSH into a remote to sniff out any issues regularly.

ANYWAY. I just wanted some options. I think sublime looks pretty great, so I will start there with mingw-w64 and maybe SDL or something. Thanks guys.
>>
>>162980293
Neat.jpg
>>
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>>162966484
This is nice
>>
>>162979249
thanks

>>162980187
in case you're not being ironic

Just GM, and the rooms are already made (enemies are just not initialized) so the camera lerps to the center of the new room when entering its door.
>>
So in Unreal, one of the tutorials has you create a main menu widget, which houses the options menu as well, but it seemed to me that it would be better to have the options menu and main menu be separate widgets. Unfortunately it doesn't seem like there's any easy way to just delete a widget from existence. I'm not asking for it to be spelled out for me, just curious what other people think: would that be better or is it sort of pointless.
>>
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>>162979194
>Again, thanks for your work, anon, it means a lot to me.

Hehe, we could tell each other that a lot, because I wouldn't even dreamed of getting a cute little vampire in return. Just to blog a little: I used to be a write fag, in my native tongue I even got some short stories published, but just got really critical about my work and that attitude just made this dream of mine a nightmare and quit completely. So writing these made me a child again. It was just really fun playing with the characters, I could finally focus on the actual joy of creation, so if anyone, it's me who should be grateful for bringing a seemingly lost joy back into my life. I'm kinda sad, tho, that I finished it, because these two characters (with some occasional Noir) are something which you could write an endless slice of life series about. So: thanks again! I wonder what you will come up with in the future!
>>
>>162980815
>white background
invert that shit. do you WANT eye strain?
>>
>>162980638
I think you should do it so you can figure out how it's done
>>
OK I learned the basics of an engine, how do I get some experience making games? should I just start with a random idea or do I need something more structured? What is the correct approach, do you just make a lot of different prototypes for different ideas or do you have to refine ideas in theory first? Do you just start doing Tetris for practice or can you start with something fun instead?
>>
>>162981716
start by making tetris, breakout, or space invaders
after that you'll have enough experience to make any 2d game
>>
How do i check in c# if the returned struct is empty or not? As in, the struct is not set as nullable (and i can't set it as such) and i need to know when a function returns it if it's populated or if it's "null" (as in just an instance of it without any values set)
>>
>>162981807
what about 3d games
>>
>>162982056
good luck
>>
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>>162980579

Thanks. I'm basically making a harem dating sim that devolves into a survival game because none of the girls are actually real or interested in anything other than devouring your virgin soul in the dark of the night.
>>
>>162981716
pick a classic game and remake it. for 3d i would make the movement. E.g. Try to make quake.
>>
>>162981807
Alright, I'll just make the same puzzle game I made before a couple years ago, I'll post it here but it'll have vector graphics instead of placeholders

>>162982152
I want to do only 2D, I only have a laptop with integrated graphics at this point
>>
>>162981071
Wise words.
>>
>>162980815
Not really surprised you actually have published stuff before, you can notice the talent behind your fics. Getting too critical about your own work is a double edged blade, because it helps you to always improve on your stuff, but at the same time can kill the fun of it when ypu start focusing too much on making it good, I'm glad to know somehow I managed to bring back some of that fun when writing. My best advice would be that anytime you feel like doing it just do it, and when you don't feel like it, don't force yourself on it, I'm pretty sure most devs here will agree with me that having fics on their characters makes them really happy, so neve as long as you have fun write as much as you want, let that talent grow and flow.
>>
>>162982226
oh i thought u were >>162982056

Go ahead and make super mario bros. if u can make that you can make any platformer.
>>
What are some red flags from youtube tutorial people? I was the guy talking about making a TRPG in GM earlier, and I have been doing practice stuff all night, and I will probably branch out more next week, but I could use some tips for spotting idiots
>>
>>162982631
>What are some red flags
When it's a video tutorial.
>>
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Got really tired of dealing with the animations since I found a couple of bugs that forced me to rewrite a lot of code, so I'm working on some juice instead today.
>>
>>162981996

Instantiate with one of your floats or ints set to -1 (assuming that the value will never be set to -1 otherwise) and write a fucntion

bool isEmpty() {
return someInt == -1;
}
>>
>>162982841
And as always the speed got fucked up when making the webm, it should be way faster than that.
>>
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Posted this on /v/, but now that my finals are over I'm back to devving.

Getting networking working on a game that wasn't built for it feels good. Sucks having to move all info to databased, but eventually I'll get a good work flow for that I hope
>>
>Decide to bite the bullet and learn UV unwrapping.
>Spend 10 minutes trying to work out why some of the faces of the cube I unwrapped are facing inwards.
>Realize that I'm looking at unlit textures, not missing faces.

Nobody ever said it would be like this.
>>
>>162982957
>Posted this on /v/
Don't get ahead of yourself and keep on polishing your game first.
>>
>>162983027
There was a game dev thread on /v/ I mean, not autistic enough to post it as it's own
>>
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Alrighty, the shield is now fully working.
When it's on, it absorbs damage from all sources such as bullets or explosions, but also impacts (like when you are backing out of a garage and accidentally run into the neighbor's spaceship).
>>
>>162950716
Thank you for this, it calmed me dow n a lot.

Interesting how I got banned for the post, in contrast to others in the same and this thread.
>>
>>162983123
Because this isn't a blog, its game development, keep it on point
>>
>>162982735
are they all bad though?
>>
>>162983161
I get it and accept it. Though mine seemed pretty vanilla in comparison to the, say, spoilered Yuri posts just above.
>>
I dont know what game I want to make
>>
>>162983764
make mine
>>
>>162983764
RimJobSim
>>
>>162983764
I know what game I want to make but I don't know how to make it
>>
>>162983789
What is yours? Chances are I don't want to make it though.
>>
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>>162980815

>>162981064 is right though.
Made a dark version. I don't want fanfic anon to get blind.
I also added the ear that somehow I forgot to draw before.
>>
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>>162981071
I did it!

I know it's tiny progress compared to what you guys learn but it's exciting learning things
>>
What /agdg/ games have a chance of making it big on steam?
>>
>>162984060
yours
>>
>>162983889
Congrats. Don't forget that even the longest journey starts with one small step.
>>
Holy shit, Unreal Editor is so bloated and slow on Linux
>>
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>Linux
>>
>>162984331
someone's been watching kickstarter crap ft. edups.
>>
>>162984331
What dd he mean by this?
>>
>>162984248
>
>>
>>162984331
tl;dr
>>
>>162984248
Buy me windows and I will use it
>>
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>>162984607
>Buy
>>
>>162984654
(You) buy it for me. I ain't buying shit.
>>
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>>162984248
>>
>>162984607
Fuck off, this isn't about money. Linux is preferable for developing.
>>
>>162983882
>>162982361
Thanks for the kind words and for the updated pic! Have a good day, anon, you surely made mine worthwhile.
>>
>>162984854
Game development isnt just programming Anon.
>>
>>162985062
So? I can do everything else on Linux as well. But I'm no ideologue , if there's something I have trouble with, I'll do it on Windows. Writing code, however is not one of those things, for that I'll rather tinker around and make it work.
>>
>>162966402
That looks fucking cool
>>
>>162985037
>you surely made mine worthwhile
Same here. Have a nice day!
>>
>>162985186
Of course you can "do it" but it definitely isn't better when it comes to image editing and audio.
>>
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>>162984772
WHY

WOULD YOU BUY IT?
>>
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>>162966402
>those corrective thrusters on the missiles
Looking great, mang.
>>
Can crafting be done in a fun way/correctly or is it a tedious gimmick?
>>
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>putting everything together
Boring progress but reached another step in the project so posting anyway.
Guess now is a good time to add those crouching/crouching attack animations to counter those slimes though.

Also... OBS works perfectly fine while recording with the dev build. I've never realized that the Unity editor playmode was eating so much at the cpu.
>>
>>162985718
No. Don't do that. If she clearly stands on the collectibles, don't make the player run back and forward to actually collect it. Do the Mario approach: when the box is destroyed, let her have that coin. It's not like Zelda where you can tell that Link reached out to destroyed the bush. It's natural there that you have to also run a little to get the said coin, because it's before you.

Cute protag, nevertheless, and destroying stuff while on the go is always a feature in like in games, so keep it up!
>>
>>162985969
Yeah I just forgot to re-activate the dynamic check, my bad.

But usually for games like that there is a small timer before you can pick up the item, so that the player can confirm visually first I think. I just need to tweak that value anyway.
>>
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>>162985718
>ok so terraria
>but 3D
>except in 2D
>>
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Put my other project aside to work on something more like a cross between Megaman and Gunstar Heroes. Anyone got any ideas for weapons/powerups or even games to play for reference?
>>
>>162986307
More precisely :
>a castlevania-like in a minecraft 2.5D world based on terraria in 3D with added comfy elements
>>
>>162971660
godot would take at least half a year, at least 3 months of which would be dedicated to searching for solutions to problems no-one hasn't found yet
>>
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God damn, I love programming in C#.

How the fuck can it be made Microshit?
>>
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Progress is fun!
Made the map a little more interesting.
Half hour long blue zerg vs red zerg battle, still undecided, at a blistering 1 frame per second.
>>
>>162986346
2D Metroids came to mind.
>>
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>finish all projects given by college as assignments
>including some shitty meme games
>can't ever finish my own personal projects

How the fuck?
>>
>>162987523
too much scope and no planning, dumb paint memeposter
>>
>>162981996
https://msdn.microsoft.com/en-us/library/1t3y8s4s.aspx
>>
>>162987523
>don't finish college assignments
>get fucked in the ass, lose money and time, etc

>don't finish personal projects
>nothing happens
>>
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Told you I would do my best
>>
How do you reset the zooming in sensitivity in Unity? I've just removed a huge object but it still clicks far too much in the editor when I zoom in.
>>
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Damn, there are some annoying limits when making a spess game. Unless I limit the player to car speeds, which is retarded, what kind of spaceship tops at 100km/h travel speeds? i am encountering some floating cunt precision problems, because if the player accelerates to say couple of machs to travel to some distant asteroid, he will travel dozens of kiliometers in just moment and shit will start to shake all around due to rounding errors.
Now there are some ugly hack workarounds for this like recentering the player to zero and moving the scene around him, but hacks like that all have huge downsides.
So i guess i will have to limit the player to some reasonable arena like 40 cubic kilometers .
>>
>>162987875
quick fix :
- create empty object
- place it at origin
- double click it in the inspector to reset the view on it
>>
>>162987771
Theoretically I lose more "theoretical money" by not finishing my own personal projects which I could eventually sell.

I think I just have no backbone/self-discipline and need someone ordering me around to do something.
>>
>>162987997
>moving the scene around him
What are the downsides of that? In space everything's relative anyway.
>>
>>162988149
Sure, but you don't have anyone else to berate you for it other than yourself. You gotta be your own boss, self-flagellation is a good start.
>>
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>>162987846
Fighting tentacle monsters while driving a fast vehicle in a curve never gets old.
>>
>>162988086
You can also just press f on an object.
>>
>>162988314
to be fair, my game is basically eldritch horror
>>
>>162988239
well for example it won't work with static objects and in conjuncture it will be problematic with light baking, not to mention that code which works with fixed positions (which is lots of it) would have to be changed to account for the relative movement of the scene which is just a whole new layer of pointless complications on top of things
>>
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>>162988314
God damn. Reminds me of when people where drawing parallels between pic related and Bioshock Infinite.
>>
>>162987846
>>162987846
Bruh I'm sorry but you ruined the drift again with those wheels.
>>
>>162988448
fuck, front wheel again?
>>
reminder that mediocre-looking 3D games will never sell while mediocre-looking 2D games still have a chance
>>
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If any of you nodevs need music, I make music.

Fucking watch this :

https://www.youtube.com/watch?v=wpZoH41PIos
>>
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>>162987054
Wooah!
Top part just blew up in reds flavor. I guess red will win.
>>
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>>162988940
>>
>>162988940
>>162989032
L-Lewd
>>
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>>162989032
>>
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>>162988898
>lights went off while saving my project
>light's back
>open Game Maker
>open game
>file is corrupted
>mfw I made a backup 5 minutes before that
Never forget to backup your shit agdg, it could save your balls
>>
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>>162989126
>>
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Thoughts?
>>
>>162989269
fix the helmet
>>
>>162989269
Want me to make a game with her/10
>>
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Anyone have any experience with making third person cameras in unity or UE4?

I was thinking about making a third person adventure game with some very basic platforming and shooting-centric gameplay, but I'm kind of wary of spending a million years on the camera controller that still turns out substandard.
The thing I foresee as being my biggest problem is working out how to stop the camera from clipping through the world or getting stuck. What sort mechanisms do good cameras use to prevent that sort of stuff?
>>
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>>162989219
Back to slow grinding. Red will win in 1 or 2 hours maybe.
>>
>>162989145
Once my code crashed system (saw the Windows 8.1 equivalent of the blue screen of death), on because of this, for some reason, Visual Studio turned my fucking cpp file into binary.
>>
>>162989367
Is that Boku? Lewd and nice work!
>>
>>162989269
C U T E
U
T
E
>>
>>162989539
>Windows 8.1 equivalent of the blue screen of death
Now I have to google that because I haven't seen it yet
>>
>>162989827
:(
>>
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>>162989471
Aaand the blue ones are surrounded. RIP.
>>
>>162990014
>maybe if we put a cute sad face they won't shit on us everytime they get a bsod
>>
>>162989375
What exactly?

>>162989416
>>162989753
Thanks
>>
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>>162989451
In unity 3rd person camera is incredibly easy, it's literally just several lines of code which read the mouse input and set the rotation of the camera according.
To prevent camera from clipping terrain can be tricky, but you can do it with some raycasting, as in shoot a ray from the camera and if it doesn't see the player (it's colliding with a wall layer) just move it to the edge of that wall collider so it sees the player again
>>
>>162989451
UE4 has a 'Spring arm' component which expands and contracts if the thing attached to the end collides with something
>>
>>162990070
Actually it was a good choice, because normally when you think microsoft you imagine this huge faceless cold corporation who don't give a shit about your bsod, but putting a smiley face there will cause the microsfot to get humanized, the person having the bsod will realize that windows is made by people, not by machines, people with hopes a dreams, people who make mistakes like everyone else, people who are actually very nice because asshole people wouldn't use a cool smiley faces to portray errors
>>
>>162990230
This
>>
>>162974232
I watched this video to learn some new things about UV unwrapping. Basically I try to keep faces as square as possible when unwrapping. Then once it's unwrapped I'll turn on the "stretch" rendering to see how stretched the face is, and tweak it a bit so the pixels appear mostly square. You can also average the sizes of all the UVs so they're even on the model, but in this case I made the head UV a bit bigger so I could have a more detailed face. Also have pixel snapping turned on. It took a little over an hour to unwrap the guy.

https://www.youtube.com/watch?v=XiQOHSzyooc
>>
>>162990106
>>162990183
Huh, 4chan isn't giving me (you)'s for some reason. Either way, thanks for the input, I'll have to check out a few tutorials to get started.

>as in shoot a ray from the camera and if it doesn't see the player (it's colliding with a wall layer) just move it to the edge of that wall collider so it sees the player again

I saw that solution in a stackoverflow answer but I pretty much dismissed it as being too simplistic to actually work, heh.
>>
>>162983103
from the thumnail i thought it was some spoopy dude
>>
>>162990618
Most devs don't even bother with preventing the camera wall collisions because why? The player doesn't give a shit, he will just rotate the camera to not be in the wall
>>
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>>162990230
That post made me teary eyed.
>>
>>162990727
There's also the fact that players might want the camera to be in the wall.

Having the game force the camera to some unfamiliar location & distance just to avoid seeing some back-faces can get annoying
>>
>>162990727
I personally like having control of the camera all the time. When the camera moves by its own to avoid walls sometimes gets too close to the player or other objects and you can't see shit,
>>
>>162990106
god damn it, this is why i don't wanna make a 3d game, i know that it will look like thisshit.

I mean i know i can't do better so i don't even try, atleast you do, good for you.
>>
>>162990979
Any game will look pretty average if it's full of mismatched placeholders and has a single, badly tiling ground texture.
>>
>>162990230
The only human beings in Microsoft are working on the .NET and language development. OS developers are demons.
>>
>>162976619
throw the shotgun up, jump up with another shotgun, throw the second shotgun and catch the first, then jump some more with the first
>>
>>162991106
Dat ass doe.
>>
>>162990979
If you aren't able to even top a game that is obviously filled with copypasted placeholder textures and like unity standard asset terrain and trees or some shit shit then i have some bad news for you
>>
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>>162990979
I made that game, however most of the stuff in the video were just pictures from google which were slapped into the game as placeholder textures and unity asset store models (that is why they look both shit and mismatched). so it of course looks like shit. I dropped the game, after I realized that the scope was simply way too large and just making the textures not look shit would take forever, and that is not even considering shit like sound or coding. It was one of my first projects so I had very little experience back then and I made a basic noob game dev mistake, which was trying to match AAA quality as a final goal, which is of course impossible as an oma.
>>
>>162990979
that clip is obviously (or hopefully) just a prototype
or a test

you could make a heightfield in 5 minutes, shit some grass texture below 45 degree angles and some stone texture above that and it would look exponentially better already

then just paint as much foliage on there as you can before your laptop melts
>>
How much C++ do I need to know for Unreal? I know C and OOP from other languages (Java and C#) but I never fucked with C++.
>>
>>162991747
MY DICK
>>
>>162991775
It's not hard, just very tedious and time consuming, after you shit out your millionth bump map for your hundredth photorealitic modeled rock you will either kill yourself or go shoot up a mall
>>
>>162991787
'bout tree fiddy
>>
>>162991930
just go outside and take photos ;^)
https://www.youtube.com/watch?v=aemJKOMTRGQ&t=207s
>>
>>162991787
I came from an identical background.

What I recommend is getting to grips with blueprints to start with. The tutorials for them are much more readily available, and they can't crash the editor like C++ can, just until you know the engine at least, then you can go from there.

I didn't find there to be a big learning curve between C# in Unity and C++ in UE4.
>>
>>162992025
Yeah, almost anyone can do shit like this, you don't even have to draw shit you can literally just use photos, but the day had only so many hours. if you read game credits then AAA studios have like a whole team of people who do nothing but model and texture shit like rocks for literally 10h/day for years, holy shit that is like the IT equivalent of screwing on doll heads in a chinese factory
>>
>>162992096
Thanks my man. The spaghetti of Blueprints annoys the hell out of me, but I guess I'll have to deal with it for now.
>>
>>162992205
true
with all the procedural generation apps out there one would think there'd be an open source one for generating rocks and foliage complete with all the maps you need

(or does such a thing already exist? i have no idea honestly)
>>
>>162992321
I don't know and I don't much care since I was cured a long time ago from trying to make photorealistic graphics in my gaems.
>>
>>162983889

UI work blows, it's some of the most tedious stuff. gz on getting it out of the way early
>>
dead thread?
>>
>>162993945
dead games
>>
So I have the source code from another c# project (math based) that I want to use in my unity project. It's just the source, dlls.

How do I import it to my project, using VS by the way
>>
>>162993945
We're busy yesdevving! Let's see that progress.
>>
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>>162993945
just lazily working on this mid-boss i guess (him in the middle)
>>
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https://expirebox.com/download/cf5235290259d16a86ad3dee65a0d80b.html

It's not very entertaining, but if anyone wants to try out my debugging ROM you can give it a shot. Should work in any decent Sega Genesis emulator (don't have the hardware to try it on a real console yet, but it *should* work on that, too). Pretty much all you can do is push buttons, but it's something...

I think I have enough of an engine implemented to produce something resembling a game at this point. Just got to make some actual content.
>>
Is there any special reason why I'd want to gamedevv in linux instead of windows?
>>
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>>162994903
>>
>>162995035
There is zero reason. Use whichever OS you prefer.
>>
has anyone in aggydaggy written a game using Rust? the language looks kinda beautiful
>>
>>162995060
don't fug the kitty
>>
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Oh well. Bored so I just went back deving and added the crouching attacks.

Since it's a molyneux-type game at this point I've also added another gimmick.
>>
>>162994940
Are you the same guy making the Cat girl game, or do we have more than one Genesis dev here?
>>
>>162995060
(´・ω・`)
>>
>>162995547
No cat girl games here. I haven't seen any other Genesis devs around, but I guess there could be others? Would be kind of weird, though.
>>
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>>162995549
>>
>>162995670
there is another dude who's making a catgirl game, he posts here and on spritesmind forums
>>
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>>162987997
Yeah if using any of the off the shelf engines you are going to run into floating point issues very quickly. I'm very tentative myself on whether or not I'll use a floating origin, because it does make certain things a bit tricky, and some things like TrailRenderers and static geometry just cannot be handled correctly with a floating origin.

On one hand, it makes you focused on your play spaces (think House of the Dying Sun), but if you want combat on larger scales it will hinder you.

>>162988406
I haven't yet encountered this. Do you have any examples off the top of your head?
>>
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>>162963714
I used a map, 2D array isn't as efficient
>>
>>162995753
Σ(゚Д゚ )
>>
Why are so few people using C++ and raw OpenGL for their games?
>>
>>162996290
its hard and takes more time
>>
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>>162995990
>>
>>162996420
>>162996290
Ain't nobody got time for that.
>>
>>162996290
Because I'm using Rust and Vulkan.
>>
>>162996290
It's fucking hard
>>
>>162996290
You'll never produce anything as efficient and stable as existing engines that have millions of man-hours devoted into their development already.
>>
>>162997101
>implying Unity or UE4 are efficient or stable
There are plenty of reasons to not enginedev but this isn't one of them.
>>
>>162997101
it shouldn't be hard to write game specific code that is more efficient than a general purpose engine
>>
>tfw been manually putting together UI elements and testing how they look
>could have been using this the whole time to speed things up
https://github.com/kivy/kivy-designer
glad I caught this early, this should save time in making the UI work correctly for scaling the window to different sizes.
>>
>>162997295
A collision algorithm written by RandomGuy2987521982 with no programming experience will probably eat up more CPU cycles than the entire UE4 engine.
>>
>>162997465
>RandomGuy2987521982 with no programming experience
Is this supposed to be a salient point?
>>
>>162997540
So you're claiming that AGDG is filled with expert computer scientists and mathematicians who can come up with and properly implement algorithms for systems like collision, 3d, audio, AI, etc... at a professional level? More likely you're going to have haphazard """algorithms""" people pull out of their asses or massively flawed implementations of something they read about in a forum post somewhere.

And if you try to avoid that by using libraries for engine functionality, then you've just thrown away whatever it is you claim you gained by building your own engine in the first place.
>>
>>162998047
Just because you suck at programming doesn't mean everyone else does.

>And if you try to avoid that by using libraries for engine functionality, then you've just thrown away whatever it is you claim you gained by building your own engine in the first place.
Not true whatsoever.
>>
>>162998105
This
>>
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watch out lil boy im gun knock yer shit in
>>
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>>162998209
>>
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>>
>>162996290
I don't think they are few. Yes, they are not many, but not few, I might say a handful.

However you have to make a distinction between 2D and 3D OGL users. Shader magic are often very beneficial even for pixel games, so there's that, but at this very moment I can name no dev who uses it for 3D. Every sane man realizes that 3D engine dev (especially for 1MAs) is like moving to an abandoned tower on a hill, and locking yourself up for years to study ancient which craft.
>>
>>162995447
>Rust
>learning a fringe hipster fad of the year meme language only good for meme coding, a language that if put on a resume will get you hearthy keks from the human resources guy before he kick you out of the door so fat you won't even have the time to open them first
hahaha are you a retard? holy shit
>>
>>162995447
There is a dev who's quite far along. I use it too but am still at the very low levels of my engine stuff.

>>162998956
Wow, anon. You sound bitter.
>>
What about a 3D sonic game, but instead of sonic, its an anime girl

Would that be popular? Would you buy that?
>>
>>162999317
3D sonic games are shit, you'd have to have some pretty top-tier waifus to remedy that
>>
>>162999317
only if its also porn.

Shes running around the world so fast to fuck everybody.
>>
>>162999317
No, sounds like lazy pandering
>>
>>162999317
>take bad game concept
>add anime girl to it
Why not take a good game concept and add an anime girl to it
>>
>>162995792
>Do you have any examples off the top of your head?
Well if i set some meshes as static and bake them, then i can't move them via script, since they are static. Now i haven't done any expedition into the depths of the unity scripting manual, so if there is some way to move things like this without fucking up the baking and stuff, then that would be great, but simply moving them via script, which is what i tried, haven't worked for me. So even though floating the origin solves the rounding error issue it has so many downsides that i will probably not use it in most scenes
>>
>>162999317
No. That's not the kind of game that allows the player to appreciate a cute anime girl.
>>
>>162999457
Thats a good idea anon i might use that

>>162999471
>lazy pandering
that is the point

>>162999478
3D sonic games can be good, you just need good physics and good level design. Segas 3d sonic has never had either. Sonic utopia only has the physics
>>
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she's a big girl
>>
>>162999925
What do you do in the game?
>>
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>>162999925
Nicee
>>
>>163000014
you cook questionable but filling meals out of things you can find

like you can throw that fruit in the pot... and then also toss in the tree for good measure
>>
>>162999317
there has never been a good sonic game 2D or 3D all of them are horrible
we don't need more of that garbage
>>
>>163000378
>soni was never good
dumb e-celeb cumguzzler
>>
>>162999925
for you
>>
>>162999925
that looks really cool
but i'm not too happy about that fat ass, make her skinnier
>>
>>163000378
Generations is good, and like 1/3rd of Adventure 2 is good, plus the Chao stuff.
>>
>>162995035
Use the OS where most of your target public will be, in this case windows ofc
>>
>>163000545
>fat
>>
>>163000593
>and like 1/3rd of Adventure 2 is good
https://www.youtube.com/watch?v=3gPBmDptqlQ redeems any and all portions of Adventure 2 that might be lackluster.
>>
>>162991787
The general rule is : do everything in blueprints, If the graph becomes a fucking spaghetti nonsense ir its performance critical you rewrite in c++
>>
>>163000867
This was the best SA2 song though.
https://www.youtube.com/watch?v=tGAvaUZOqXc
>>
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>>163000545
>>
>>163001096
kek
>>
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---Progress---
Added a swinging hookshot.

Movement is now:
2x jump
Wall jump
wall slide
Boost/roll
Hookshot slide.

Time to now make levels.
>>
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>>163001043
If I click this shit and it's anything other than E.G.G.M.A.N. then I swear to god
>pumpkin hill
>>
>>163001186
the jumps feel kind of short
>>
>>163001186
Good to see that the Salad Fingers metroidvania is coming along well.
>>
>>163001235
I did on purpose to make the player move around in combat. But I will look over it, thanks for feedback.

>>163001296
I dont know what that means.
>>
>>162999925
Do you have a dev blog?
>>
>>163001659
Salad Fingers is a very old video on YouTube. He's saying that your character resembles him, thus you are making a Salad Fingers metroidvania.

Your game rather reminds me of the game Floating Point. The hook mechanism is as satisfying too look at there as it is in your game.
>>
>>163001659
>he doesn't know salad fingers
go on youtube and be prepared to experience weird emotions you didn't know you had
>>
>>163001659
You should watch Salad Fingers.
>>
>>163001821
Floating Point really looks interesting, also thanks for the nice words. hopefully it's nice to play too.
>>163001987
>>163002078
Iol ok i will check
>>
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Need opinions. My collab pal prefers A, while I like better.
I'll post a webm of the game if you don't recognize it.
>>
>>162999535
The static thing sucks and I haven't found a way around that either aside from just not having static geometry. The interesting thing is that in older versions of the engine, you could move static objects. It was an expensive thing to do, but you could do it. I'm in the same boat where I'm kind of hoping I can build things in such a way that I don't have to resort to using it.

Although, I'm also trying to minimize the use of things that break with a floating origin. Just in case.
>>
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>>163002896
A is kind of boring, has no style. B looks too "chibi" though. Maybe something more like pic related, kind of a mix of your two. If the models are going to be viewed from above most of the time then having a tiny body might look weird.
>>
>>163002927
My plan is to have some levels where the player will travel long distances and i will use the floating origin there because there won't be any static stuff and then in rest of the levels i will simply not give the player any reason to fly too far from the world center. there is just too many problems with moving the world origin, for example if you have particles in word space you would have to move them too and it just gets more and more complicated when i think about everything i would have to position update.
But it's not the end of the world for me as I never planed having huge levels thousands of kilometers in diameter, still though, it's annoying encountering limitations like this, and if i wanted to have a procedural generated infinite level, then it would be absolutely impossible to do it without the floating origin
>>
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>>163002896
>>163003324
Or like this, search for Eelgod for more of this style.
https://sketchfab.com/models/9e539daa416244458f820b14aa5ddfba
>>
>>163003324
it's 90% good texture work
>>
>>163002896
A is better
>>
>>163002896
a is some kind of uncanny valley mixture between chibis and real life proportions, while b has the problems >>163003324 mentioned
if i were to pick one without any modifications, i'd choose b still
>>
>>163002896
A is better
Chibi is for autists
>>
>remove horizontal obstacles from my game
>Add them again
>collision doesn't work
>didn't change the code
okay
>>
>>163003921
where's your game?
>>
>>163004021
>unity
lol, not even once
>>
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>>163003473
I use a modified version of this script:
http://wiki.unity3d.com/index.php?title=Floating_Origin

This already takes care of moving all particles. My missiles use a ton of particles, and the origin shift is imperceptible on particles with this script. Webm related was where I testing to see how well particles handle origin shift. I was shifting origins every 100 meters, which was probably every couple seconds. You don't even notice it.

I updated it to 5.5 and added a thing that clears TrailRenderers when the origin moves. TrailRenderers get real ugly when the origin shifts, and while clearing them doesn't look great, it's better than the alternative.

Here's the one I'm using if you want it:
http://pastebin.com/CFLDBDFW
>>
>>163002896
we don't know anything about your game so its impossible to say. most important thing: how extreme will the deformations be and how up close will game cinematics be? If this is an action RPG that chibi shit will be hard to animate
>>
>>163004154
gamemaker
>>
>>163004061
I'm working on it. My computer died and I had to start from scratch (wasn't very far anyway though).
>>
>>163003921
>shitting on chibi
ishygddt
>>
>>163004154
>>163004228
okay i lied, i did change the code but then wrote it back and i forgot a curly bracket. lel.
>>
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>>163004225
>>163002896
Oh right, I forgot to post the webm
>>
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Hey all. I'm making a mobile strategy game, pic related. The premise is building branches off of nodes, and to cut off opponent's branches by landing on their hit points (represented by the blue circles in pic)

What are some ways I can improve the "feel" of the UI and make it look more "professional"?
The buttons at the bottom are place holders, though not sure how to layout them out

The look and feel of the game is still a bit amateurish imo. what do you guys think?
>>
>>163004387
how did it compile without a curly bracket?
>>
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Polished up the dialogue menu a bit more while I implement the thing into Visionaire.
>>
>>163004219
Thanks, even though I want to avoid using the floating origin if I can, I will grab this just in case I end up needing it .. which will probably happen..
>>
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>tfw art is way harder than programming
>>
>>163004528
[rub drugs into eyes]
I want to experience a totally-played-straight Baldur's Gate style CRPG except that this is an option in every dialogue.
>>
>>163004468
it's gamemaker man, the syntax is pretty damn forgiving there
>>
>>163004749
>art requires creativity and hard practice
>programming just requires reading some pdfs and then putting on a skirt
>>
>>163004749
the worst thing is that if you can't program something you can just spend time and learn to code it, but if you can't art for shit you can never learn it because you have to be born with talent
>>
>>163004847
programming also requires brains, but not anymore really
>>
>>163004931
how many times has this been written in these threads? and how many times have ppl actually posted art progress to show you that they couldn't draw either and in the end they could?
>>
Besides Kingdom hearts: Shattered memories, what are some other games that involve fighting with a deck of cards?
>>
>>163005114
hearthstone
>>
>>163004931
I love this meme
>>
>>163004931
That's not true.

You can also murder an artist and eat their heart.
>>
>>163004931
>because you have to be born with talent
Cop-out bullshit
>>
>>163005114
yugioh
>>
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>>163001817
I do now! thanks for the motivation

https://twitter.com/_pikopik
>>
>there's no drop down box option in unreal widget maker

Well played, well played, HOWEVER
>>
>>163005114
Solitary.
>>
>>163005114
league of legends
>>
>>163005114
That one megaman game
>>
>>163005114
Mega Mayne Battle Network
Forced Showdown
Lost Kingdoms uno y dos

uh fuck I like realtime action games with deckbuilding elements, I thought I knew more of them
>>
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>>163004757
If I ever get to make an RPG out of this setting, you better believe there'll be drugs involved. Hell, there's a race of folks who force-feed their young a cocktail of super-steroids, hgh, and so on.
>>
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>>163005114
>>
>>163004749
I find them equally impossible to do properly
>>
>>163005065
pretty sure that loomis thing is fake
>>
>>163005359
You realize that there is no "proper" way to code, right? Just program however you feel like.
>>
>>163005442
>game runs like shit

Really makes you think.
>>
>>163005442
That's a great way to write code you won't understand a week later. The book Clean Code gives some pretty good pointers about what your mentality and approach to coding should be, if you're interested
>>
>>163005442
There most certainly is a proper way to code.
>>
>>163005293
neato
>>
>>163005442
I've coded myself into a wall a few times
>>
>>163005442
I dunno about proper ways to write code (most attempts at making things "proper" really just make them shit) but there are definitely many ways to write bad code.
>>
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i dont have a stage 3 even conceptualized yet but heres the music i just made for it
https://clyp.it/yu5mjdna

sorry its a bit darude-y
>>
>>163005442
this
>>
>>163005442
>You realize that there is no "proper" way to build a car, right? Just put the pieces however you feel like.
>>
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Added station priorities so that weapons are always launched in a pre-designated station order. Previously it happened in whatever order Unity happened to get the components in.

I found a bug with double launchers though, that needs to be fixed. Sometimes the second missile won't respawn correctly.
>>
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>>163005442
I know you're probably being ironic but the sad part is that there's people who legitimately think like this
>>
>>163005442
>>163005664
I suppose you could define "proper" as not doing bad things. Unfortunately there's little common sense in the world when it comes to programming. People expect some kind of rigorous rules but it really boils down to using the right tool for the job, whatever that is.
>>
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Work on a playable demo has officially begun
I'm kinda hype, should take me around 20 days to get all the mechanics ported together along with a compelling play-test-area.
>>
Are Unreal and Unity seriously the only engines with babby level networking, difficulty wise?
>>
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>>163006391
Are you implying 20 days is a long time?
>>
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>>
>>163006583
no...
why would you thinkthat?
>>
>>163006583
>>163006391
Wait, I read wrong. Disregard that, I suck cocks.
>>
>>163006583
>someone sets a deadline for themselves
>immediately reply with accusatory cox reply
wao
>>
Anyone here made a multiplayer game for Android?

The Official Android tutorial isn't much help and skips over a few things.
>>
>>163006416
Godot
>>
>>163000218
So you just ripped off Don't Starve but with shittier graphics
>>
So what I do in C# can transfer to C++ ?
Is it also true for C? And how come C isn't usable in any other C language?
>>
>>163007475
neither of those things are true
>>
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Is my artdev times over?
>>
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>>163007475
sorry, I've never played it but looking at it right now and I don't think the gameplay is anything alike

also I'm still taking suggestions for cave paintings on the walls
>>
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>>163007780
some of the other ones
>>
How do you make Wind Waker Water in unity?
>>
>>162997176
>implying Unity and UE4 aren't stable
Stable on multiple platforms with regular updates and a full staff making sure it's stable at all times.

Don't say stupid and incorrect things.
>>
>>163005359
I just don't understand it how people find programming so difficult. Either you were born with janitor dna or you're just incapable of actually sitting down and learning it.
I know people in the 3rd year of Uni of a programming course who still don't get how to write simple problem solving programs.I have to tell my friends 'just use a loop and an if statement inside it, it's easy' and they're like 'uh, do I use For or While?'.
I just don't get it, when I learn something new about programming without even writing any code, I go like 'Huh, that makes sense, I guess I could use that in this or that'.
>>
>>163008160
>with regular updates
That break everything so you can't apply them during a project.
>>
>>162971741
but the whimp is too sad
>>
STAIRS!
jesus took me harder than it should've cus gamemaker's Y up is negative and down is positive
>>
>>163008131
press buttons and make game
>>
>>163008252
Bullshit
>>
>>162999925
Looks awesome. Hope it's not some furry fetish game though and it actually has substance.
>>
>>163003498
I don't really like this guy's style, way too airbrushed and detail in the wrong places

the hair is pretty nice though
>>
>>163008337
From what I gather from AGDG.
>>
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>>163008262
ops forgot webm
>>
>>162999925
>>>/v/360957027
!!!
>>
>>163007475
the graphics are quite good tho
>>
>>163005442
API:
Using fixedUpdate instead of Update in Unity is an easy example of proper code. If you do it improperly and your game gets past a certain size it will be noticeably slower than if you'd done it correctly.

Code in general:
Using a single method over and over across a dozen functions instead of just creating a function for that method.
>>
>>163008369
thanks. I just want to make a fun game. the mechanics are extremely simple which I think is a good sign. my favorite game has like two buttons, and one of them is jump

>>163008463
uh oh
>>
>>163008241
Programming is incredibly difficult. You most likely have talent.
>>
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>>163004396
>>163002896
I know I shouldn't be doing this until we decide on a style, but I can't help it.
>>
>>163008704
aww, thanks
>>
>>163008659
>Using a single method over and over across a dozen functions instead of just creating a function for that method.
I understand what you mean but this is not how you use the term "method".
>>
>>163008721
"is this how sowrds should be held?" thinks to herself the girl

she looks confused lel
>>
>>163008252
Updates will break a few API calls which you then correct by Find Replace All... it's not that difficult. In fact Unity will automatically update outdated API calls in your scripts for the most part.

You're not supposed to update mid-project anyway. It's odd how many devs don't understand that concept. There are even funded AA teams that have fucked themselves by updating mid-production. They should have known better.
>>
>>163008397
Yeah I'm not a huge fan of his textures, but the models themselves are really nice.
>>
>>163000545
>low test

heh
>>
>>163005190
Awesome, following now.
>>
>>163008837
>You're not supposed to update mid-project anyway.
Exactly, because these engines are unstable. Everywhere else in software development you can expect that a minor update or patch is not going to break anything.
>>
>>163008241
>when I learn something new about programming without even writing any code, I go like 'Huh, that makes sense, I guess I could use that in this or that'
how do you get to this point?
>>
>>163008774
>a method is an action that an object is able to perform
>An object can be a variable, a data structure, or a function

So a method can refer to an action that a function performs.

/legalese
>>
>>163008837
Can't say I've ever had a major problem updating UE4, even between large increments
>>
>>163009017
>Exactly, because these engines are unstable.
No, if you break your project with an update your development method is unstable because you're using your tool incorrectly like a retard. Don't update your projects mid-development.

You can literally just dial back a version and resume work as usual. The reason people break their projects with an update and don't take a step backward is because they're greedy and want new features that weren't in the engine when they started production.
>>
>>163009149
>a method is an action that an object is able to perform
Yes, a method is a member function of an object, taking the object itself as an implicit (explicit in some languages) parameter.

>An object can be a variable, a data structure, or a function
That's just plain wrong.
>>
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>>163005981
Fixed the bug. Turns out it was only sort of working before because of another bug that I fixed earlier. Multiple weapon launchers now cycle correctly between launch points.
>>
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>>163008241
Too lazy, start learning some shit then I put it down. I'll find some enthusiasm to pick it up, someday.

How does one acquire that "drive" and consistency?
>>
>>163009324
>No, if you break your project with an update your development method is unstable because you're using your tool incorrectly like a retard. Don't update your projects mid-development.
Most libraries and tools can be updated without breaking things (except major revisions). Game engines seem to uniquely forgo this standard, or maybe it's just Unity.

>The reason people break their projects with an update and don't take a step backward is because they're greedy and want new features that weren't in the engine when they started production.
This is some serious damage control. Why the fuck shouldn't someone want to update their tools to get new features?
>>
>>163008428
no (yous) :(
it's okay, i'll get them when i can walk the stairs from both sides!
>>
>>163009695
Keep trying anon! I know you can do it!
>>
>Unity breaks projects when you update mid-development
>it's not their fault though, it's the user's fault for being entitled and wanting new features
>Unity is the only way to make a game by the way
>>
>>163009375
damn this looks awesome

Did your project have a name?
I see your posts frequently but don't know how to refer to it
>>
>>163009835
It's okay because Unity updates usually don't contain cool things
>>
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here's some chill devmusic
https://www.youtube.com/watch?v=QAA6hq9RL-4
https://www.youtube.com/watch?v=tIIs-yx01_k
https://www.youtube.com/watch?v=DWdNiGS1Qtw&
https://www.youtube.com/watch?v=QAA6hq9RL-4
https://www.youtube.com/watch?v=5ehnZNaNow4
https://www.youtube.com/watch?v=WaiP76-Vmzw
>>
>>163009030
You have to understand the basic stuff really well. That's the foundation of all programming. Everything else is just basic stuff glued together. Learn how to apply the basics to simple programs and from experience, you understand where new things you hear about might be applied and how would they change those programs that you've done in the past. Then you'll be capable of combining everything you've learned to make advanced stuff.
>>
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Does this count as working?
>>
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Started modelling some scenery and structures. Trying to texture a house as one big UV-unwrapped object was a huge mistake, so I think I'm going to revisit it as a several-piece model.

Also switched from orthographic to perspective camera. For some reason the orthographic view felt really claustrophobic
>>
>>163010503
Pretty good anon, thought loli sim changed his game to 3d when I saw the thumbnail.
>>
>>163010365
I guess. You could use that as a gameplay element if you wanted.
>>
>>163009921
>3dpd
>>
Get in faggots.
>>
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>>163009864
I always tag it with Space Carrier Ops. I don't have a real name yet.

>webm
Just noticed that warheads area always live, so if a missile ever collides with anything at any point ever, they'll full on explode. Doesn't matter if they were jettisoned or you just happened to crash into something at the right angle.
>>
>>163010871
what's the next step of your devplan?
>>
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>>163008131
Take this, and tile it on a plane and adjust the offset. This is the cheapest way, anyways.
>>
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>>163010910
Do you like plons
>>
>>163010871
there's no doors
>>
>>163008721
Max cute.
>>
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>>163010993
Yes.
>>
>>163010632
Thanks!

Yeah thus far there's no lolis and by extension no pedophelia
>>
>>163008463
>>>/v/360966817
>>
>>163010365
hm, gamemaker might count text as something when checking position_empty so that's why it might not work.

Gonna try again after i play some overmeme
>>
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>>163011153
Cool. I am only beginning but one day I will make a plon game myself.

Good luck my friend
>>
>>163008131
https://medium.com/@gordonnl/wind-waker-graphics-analysis-a0b575a31127#.cwedxsl7n
>>
>>163011390
>>163008463
>>
my progress isn't functional, im a failture, i give up
>>
>>163010983
The plane is just for a travel scene in my carmen sandiego clone.
I already have the code done, need to add puzzles and additional stuff but it's mostly asset work and juicing from now on.
>>
>>163011456
nope that's not it, anyway, gonna play some.
>>
>>163011672
look where the post links
>>
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>>163011014
>>
>>162961950
rate
>>
>>163012108
Interior should be darker to increase its contrast with the outside, otherwise super comfy shit
>>
>>163007578
>So what I do in C# can transfer to C++ ?
No.
>Is it also true for C?
Almost, C++ is kinda of a superset of C but not really. It's easy to turn simple C code into C++ code though.
>And how come C isn't usable in any other C language?
Because those other languages are meant to be improvements, so of course they take some liberties and change how some things work. All the basic stuff (types, flow control, etc) is mostly the same though and perfectly interchangeable between them.
>>
>>163012108
his head needs to receive rim light from outside so it doesn't look like a paper cutout

otherwise great stuff and reminds me of Another World in a way
>>
>>163012108
P. Goodman
>>
>>163009921
>0 seeds
i need this
>>
How do I make a game if the only thing I'm good at is programming
>>
>>163012298
Thank you.

It's weird.
I'm sure I did hear somewhere that C# written code was usable in C++ or was it C?
>>
>>163012765
You're in luck. Video games require programming.
>>
>add couple of text ui elements on the screen which are updated live
>fps drops from 70 to 5
t-thanks unity for you hard work and your highly optimized injun
>>
>>163012765
pick a target so niche/autistic that they won't care about your presentation and make game for it
>>
>>163012319
what do you mean rim light?
>>
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>>163013191
*tips*
>>
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>>163013191
>>
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>people will never draw lewds of your game
why even dev
>>
>>163013621
"""""""""""'game"""""""""""
>>
>>163013058
>i-it's the engine's fault
No no it's your fault
>>
>>163013621
they better fucking finish their games
>>
>>163013621
the key to having lewds of your game is being a skilled artist who can design appealing characters and who would be able to draw lewds of them if asked anyway
or just getting extremely lucky but if you made this post, we know you aren't
>>
>>163013863
>extremely lucky
You just need to
>appeal to some fetish
>post on /v/
>>
idea guy here

transparent toilets
>>
>>163014090
that's assuming you can appeal to some fetish in the first place, so my first point
if you can't, you have to get lucky like that one shitter on /v/ who drew an ugly pixelart girl and who somehow became an icon of pixelart threads for a month or two
>>
>>163014691
another idea guy here
stop being an idea guy and be a yesdev
>>
>>163012108
What is going on with perspective in this picture?
Look at your seat positions
>>
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>>163007780
I've got an idea.
>>
>>163011682
https://www.youtube.com/watch?v=9F5p1_hR2Ws
>>
>>163010110
thanks
that considered, would you say it's best to start with a simple language like C before moving on to any of it's derivatives?
C actually confuses me the least, because i can sort of imagine what different keywords translate to, but other languages seem to have so much extra clutter to learn and it's just overwhelming
>>
>>163015007
where's your game though?
>>
>>163013621
Post game receive poorly drawn porn in a few hours
>>
>add a line in a ue4 .cpp file
>it crashes the editor
>comment the line out, recompile
>it still crashes instantly
ok
>>
>>163015415
cute, I'll add it. thanks!

I haven't figured out yet where humans fit in a world with dinosaur people but it'll be fine
>>
>>163015904
it's comming along
>>
>>163015267
I don't understand the question, the robot is looking outside
>>
>>163016246
it doesn't count when i ask for it and not just receive it out of genuine affection or something
>>
>tfw you can't just program art
>>
>>163016503
Too bad. Enjoy your noporn then
>>
>>163016720
i wasn't that anon by the way
>>
>>163016589
But you can. Miyazaki will tell you it's shit though.
>>
>>163016589
Program an AI that samples every image on the internet and recombines them into original artworks
>>
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Rather than hard coding levels, I have written all the variables in a .xml, and the values are put into my game.

Does pic related look okay? It looks messy, but it's very easy for me to understand and edit.
>>
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>>163016923
>everything is just a blob of tits and penises

I'm okay with this
>>
>>163016973
Comments where
>>
>>163009367
>That's just plain wrong.
You serious? Variables aren't objects? Functions aren't objects?
>>
absolute easier genre of video game to make?
>>
>>163017249
im not that guy but

>Variables aren't objects?
depends on the language
>Functions aren't objects?
no
>>
>>163017357
Pong
>>
>>163017357
platformer
>>
>>163017379
There's easier than pong. Pong deals with physics.
>>
>>163017357
earthbound ripoffs
>>
>>163017357
shmup
>>
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Updated the fan art folder.
https://drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE

The visit of the fan art gods or how I could almost save one fan art per hour this week edition:
Ohayou anon returned in full glory
Frost
Girl in blue clothes fighting the juicy skeleton
Tender Arms
Bokube
An anon shared some old Anubis fan art (thanks once again!)
Moth Girl + Dino Girl ship
Vampire girl + Charlotte ship (fanfic)
and maybe some more I forgot to list!

Please, let me know if I missed some, or you happen to have some ancient fan art to share.

If you have some time, please, check the misc folder, and let me know if you know which art belongs to which game. I lost track of titles recently. To be honest, I'm not even sure if I made the correct distinction between fan arts and concept arts.

Like usual: thanks lads and ladettes for making these! You are the best!
>>
>>163017481
No. Basic pong is just back and forth. If the ball's pixels collides with anything, just inverse a direction. Simple as fuck.
>>
>>163000378
Arin get out
>>
>>163017485
HAHahaha. No.
True earthbound ripoffs take careful crafting to match the real thing.
All current 'earthbound ripoffs' aren't earthbound at all.
>>
>>163011672
whats the problem?
and why are you linking to that here? they already posted in the thread.
>>
>>163017519
Mind if I link the drive on tools.aggydaggy.com?
>>
>>163017786
No, not at all! Thank you!
>>
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>>163017763
its a meme you dip
>>
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I just wanted a car in my game...
>>
are there any citybuilding ant games on steam? i remember some flash ones but that's it
>>
>>163018040
don't you have one? the amount of control you have there is a positive thing
>>
>>163018014
//Do you even know where memes come from, 4chan! Have you ever been to 4chan? I'm a /b/tard

I don't even know if I'm quoting that right
>>
>>163017519
Those ohayou compilations and the one in the shape of AGDG need to be updated. Theres enough new ones at least for another row or to finish the letters
>>
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What agdg game do you think will actual finish and become a real good finished product in 2017?
>>
>>163018525
MONOLITH
>>
>>163017931
Alright buddy it's on tools.aggydaggy.com in a new section on the home page. Might have to clear your browser's cache to see it.

Also added boreal.aggydaggy.com
Guy who writes that shit, if you want that link removed let me know. Also write more shit
>>>>may
>>
>>163018525
My own, I hope.
>>
>>163018525
Yours :)

But if I actually had to guess
>Monolith
>Bokube (possibly late 2017)
>>
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>>163013863
The way I figure with all the shit they made these days is being a decent artist isn't even mandatory.


And to think that people making animal sex games get more money than actual talents..

What kind of fucked up world.
>>
>>163018525
Shiphack and hopefully project wingman
>>
>>163017357
text based
>>
>>163018882
>loss
>>
>>163018882
>make something with an audience that wants it
>get money from those people
>make random artsy fartsy "my vision" autism
>no one likes it but you
wow what a surprise
>>
>>163019237
Might be one of the easiest to make but I also think it's also one of the hardest to make well.
>>
>>163018614
Thanks for the update!

I honestly thought you were gone, since there was a big hiatus on the site.

I hope you are still the guy I think you are: how's that item shop game coming along?
>>
Anyone having any thoughts on PlayCanvas?
>>
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i'm not sure about this special attack animation. is it good?
>>
>>163019713
needs particles
>>
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>>163018578
>>163018787
awww, thanks. here, have an update.
>>
>>163019713
syk juice on the cross summon but the eyes need work, maybe make them close and stretch into a line

or just leave it as it is and make game, it's good enough
>>
>>163018882
I think furry porn will become a huge industry and these patreon games are just early signs of it. you have to look at the social climate too
>>
>>163019837
nice undertale clone
>>
How do you get legit neon glow effects on objects (bullets, etc) in GM:S. The current way I am doing it is drawing it a second time behind the original and making it transparent. This is not really a "shiny glow". The only other way I have found online is to do some photoshop magic and then import that into GM:S. Is there a way to do this via code I suppose is my question.
>>
>>163019713
You need another frame before the slam down where the arms are fully above the head. That will juice it up nicely

Also don't love the flash, it's jarring and could be better achieved with particles after the initial circle

If you want to see a master (admittedly in much higher resolution) check out VeryJerryPie's FX on pixeljoint or twitter
>>
>>163019837
Neat! How do you know hit box on those big flames?
>>
>>163016973
Split that up into smaller methods and give them meaningful names. You'll understand it a lot better down the line
>>
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>>163005643
>"I've coded myself into a wall a few times"
>he can't use noclip
>>
>>163018525
Not mine
>>
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>>163019476
There was a big hiatus on the site! I got a development job on the west coast (I was on the east coast) so I had packed up all my belongings into my car and drove across the country and it took a while to set up a new life. Plus I had to stop seeing this cute guy when I moved so I got depressed and stopped devving and maintaining the site but I'm back and I'm working on something new.

My roguelike is shelved because I feel like I learned all I could from its construction and I'm moving on to the item shop game after a long time of not doing anything. It'll be tough because I don't know how to:
> Do real-time collision detection
> Create a dialogue system that presents the player choices and reacts to them
> Art (it's not a roguelike, it NEEDS art)

Sadly all I have right now is a basic ECS engine that I put together last night. It still uses Monogame/XNA and all it does right now is read serialized XML data to create entities in a test level, but I have the foundation to start building on now.

tl;dr: not coming along yet, hopefully this holiday break will give me time to learn how to do the things I'll need to have working for the game.

Honestly if anyone has more experience working with things like dialogue systems and entity generation in ECS I'd love to get in contact with you to pick your brain in a better setting to discuss things than the aggydaggy thread. E-mail is in the options.
>>
>>162998209
lovely park
>>
>>163020367
if you look at like (for example) nuclear throne they do exactly that

What really sells it though, imo is to pick a slightly oversaturated color, have the entire glow be only that color, and then make make it grow and shrink over time on a sine curve
>>
>>163020546
I guess that I could

But it's all within a try{}catch{}
feels like too much effort to split it up
>>
>>163020710
>Options field doesn't work like email
>no email field anymore
Holy shit how long have I been gone
[email protected]
>>
holy fuck agdg I almost had a heart attack.

I opened up a blender scene that I used to make renders for a sprite sheet for one game to prep for another game, deleted the model and animations, kept all the other shit I had set up for the purpose, clicked save_as, and saved it under a different name. But it ended up saving both fucking .blend files!

save_as is not suppose to work that way! thank god I found a backup in a temp folder.
>>
>>163019382
your first game doesn't need to be good
>>
Am I wasting my time trying to learn game maker?
>>
>>163021206
Use versioning anon
>>
>>163021353
are you going to make a game using game maker?
>>
How many minutes of gameplay do I need to have in my android game?

By new year I want to have 10 completed levels, but that will only be 10-15 minutes at max.

I plan on having a "survive as long as possible" randomly generated map gametype.
>>
>>163021443
? yes ? I intend to make a game but game maker seem really confining. I'm wondering if its a waste of time with game maker and should just learn unity or what ever
>>
>>163020367
literally what im doing
>>
>>163020747
thanks
>>
>>163021786
Unity can do 2D just fine, pixel art requiring a little bit of extra work but still very doable, and it teaches you a real programming language in the process.
>>
wew lad, we literally cuck comfy kek, what do?
>>
>>163021786
If you want to do 2D, LibGDX and Java are good.

I've really enjoyed the language and the engine, although I'm switching over to C# and unity so I can make 3D games once I've finished my current game.
>>
>>163018525
I want Slipstream to finally finish.
Also that one jet game.
Also that spaceship jet game, idk if he'll finish in 2017 though, but at least I'd like to keep seeing progress.
>>
>>163021786
GameMaker is actually much less confining then it seems. I'm amazed by some of the things I see people doing with it, and many of the commercial 2D games released recently are from GameMaker
>>
>>163021786
if you are making a game with it then its not a waste of time, unless you consider making games a waste of time
>>
>>163021786
ror, undertale, spelunky, hyperlight drifter, downwell, hotline miami

unity has what?
>>
>>163018525
REM
>>
>>163011460
I sit on my computer all day but jesus christ, how long do you have to be flying to require a refuel like this? And then you keep going?

They wear diapers, right?
>>
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>>163019318
The point is.
Allowing sick fuckery to subsist and profit from our proud capitalist system is a perversion.

Why would it be right to feed pedophiles for instance?
Snuff shit, scat, and all sorts of ill fetishes = gas chamber.
>>
>>163022626
cuphead
overcooked
homeworld: deserts of kharak
pokemon go
super mario run
grow home
armello
cities: skylines
pillars of eternity
beseige
ori and the blind forest
pewdiepie: legend of the brofist
>>
Programming is easy peasy compared to artwork and spriting, codemonkeys.
Go back to /ic/ and learn to draw before making games.
>>
>>163020710
Thanks for the info! I like to know what my fav devs up to.

I wish the bests for your project! However, if you are like me, art will be the toughest part. It's like no matter how many times I try to get into it, I just completely lost interest after a few practices. I don't know why. It just doesn't feel like it's building up to anything. Maybe I should just push myself a little bit more?

If it means anything to you, I'm sorry for your cut guy.
>>
>>163023042
C:S is on unity? holy shit, didn't even notice before.
Truly a powerful engine
>>
>>163022626
Trine, HearthStone.
>>
>>163023042
but how many 1ma success stories? clearly unity is the better engine, especially for 3d or a large team. GM seems better for the simple 2d games
>>
>>163023042
Yooka-Laylee is also Unity, I think
>>
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>>163022752
>>
How do I extract audio from a Unity game? When I put the .assets into Unity Assets Explorer, I get a Stream Error. Even if I move the file somewhere else and try again.
>>
>>163022752
video games are for children
>>
>>163023298
>>163023226
>>163023042
Thanks for doing my research for me
>>
>>163023042
Is it really a fair comparison when it's huge companies using the engine?

They could buy the source code and edit anything to make their games possible.
>>
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Still making my lgbt combat game.
>>
Is there a community that will call me out if I don't dev. I somebody to discipline me to get dev forced anonymity isn't doing it anymore.

>>163023581
your what now?
>>
>>163018525
The QT dinosaur cooking game
The 3D mothgirl game, is he still alive?
The bug paper-mario-like game
>>
>>163023781
where's your game?
>>
new thread
>>163023926
>>163023926
>>163023926
new thread
>>
>>163023781
LANCE CORPORAL
GUERRILLA
BASE
TACTICAL
>>
>>163022752
There is nothing wrong.
>>
>>163023581
Sup Joseph Joestar.
>>
>>163023092
Have you tried shopping around for an artist? When I was pushing my roguelike around with the workable demo I had I had more than a few people (not even from aggydaggy) offer to do art for it. Of course, you can't ever trust free effort. You might have to pay for it.
>>
>>163023781
Make a program that creates a popup every 20 minutes telling you to dev, if you don't have your engine or IDE open. If those things are open it will popup every hour asking if you've made progress.
>>
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couple months in on and off, I can kinda see it.
>>
>>163023581
Nice Jojo
>>
>>163024365
so jojo = lgbt combat.
>>
>>163024581
jojo is nOT gay jojo is the manliest anime ever.
>>
Is there a way for the mods to tell whose samefagging and end source poster once and for all?

Is there any method of same fagging detection?
>>
>>162991747
>europe simulator
>>
>>162998209
viewtiful/10
>>
>>163004931

>le talent may may

fucking end yourself

Leonardo learned everything from zero like everyone else, he just happened to really like everything.
>>
>>163005114

shadowverse
Thread posts: 768
Thread images: 147


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