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/agdg/ - Amateur Game Dev General

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Thread replies: 740
Thread images: 163

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We make video games.

> 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
>>162961950

> 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
>>
>we make video games
lmao
>>
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does your game feature memes?
>>
>>163024437
It has a meme slider for meme selection purposes
>>
>>163024437
Nope. Just references to other games.
>>
>>163024437
one of my planned steam achievements is "atleast you're not anthony burch" and it's for dying immediately after reviving without inflicting any damage on your opponents
>>
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>>163024437
memes just ain't what they used to be anymore
>>
>be idea guy
>no talent, can't into art, might be able to into code
>ideas are probably garbage anyways
I'll give those ideas to you guys, if you want
>>
How do i become neet and not end up on streets so i can dev and game all day?
>>
Well, I deved 14 hours today and now its time for bed. It sucks cock though.. game dev consumes so much time, yet the progress is very slow, even though my game is small scoped i will have to kill all my weekends and pretty much all of my free time during the week to if i want to make any considerable progress
I am asking myself if it's really worth it.. game dev is fun, but i could be watching movies or playing games which is even more fun
>>
>>163024895
Lots of work now for huge potential rewards in the future
>>
>>163024815
please do
>>
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A big thanks to the Anon who told me about vertex colour blending!
This is fucking magic - And quick and easy as all fuck!
>>
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>>163022716
Depends on your load out I'd imagine. If you're flying with no weapons you can go further on the same amount of fuel. But these fighter guys probably do 8~ hours at most.

The really crazy guys are the B-2/bomber guys, they regularly train for 40 hour missions.
>>
>>163024980
>potential
incredibly small chance of that tho
it's like going to work for one year an you only have .01% chance that your boss will pay you in the end
In case like that i can just buy a lottery ticket and have same chances to have money except i don't have to burn my free time to do it
>>
I'm an ideas guy, I'm and artist, I'm a programmer.

I'm a pioneer, I'm an explorer, I'm animated and I'm cumming
>>
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pokemon go but with procedually generated waifus
>>
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When's /apgdg/ ?
>>
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>>163025130
The longest F-16 combat mission was 13 and a half hours. That's not the norm by any means, but it's an interesting and related story.

>http://www.f-16.net/f-16-news-article4413.html
>13.5 hours, 69K pounds of JP-8, 2 piddle packs, 2 candy bars, and ½ bottle of water. Total for the two ship –23.5 hours.
>>
>>163025260
the fuck does that acronym even stand for
>>
RIP Winter Jam
>>
>>163025143
depends on your game

you have control of your success. don't make a shit game.
>>
>>163025089
Fuck yeah, that's looking good.
>>
procedurally generated code with procedurally generated art. procedurally generated game with procedurally generated start.
>>
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>>163024815
do it i need ideas for my lgbt combat game.
>>
>>163025373
I imagine it's Amateur Porn Game Development General
>>
>>163025373
I'm assuming amateur porn game dev general
>>
>>163025389
Anyone can make it. If you want to make it, do it, who knows if it will get popular or not.
>>
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>>163025367
And here is a 44 hour mission in the B-2

http://usoonpatrol.org/archives/2014/11/13/b-2-pilot-flew-longest-combat
>>
>>163025439
Thanks!
Man, I'm so happy this actually worked out exactly like I had hoped!
>>
>>163025260
I will practice drawing lots of hips and asses and tits and then I will make a porn game. And it will have weird feitshes.
>>
>>163025591
Nah, just let it be dead. It's fine this way.
>>
Can game maker's savegame/loadgame functions cause glitches if you change shit and then load a save file?

Had some wacky shit happening in a new room I made when I would load a save file, but when I just started the save file over it seemed to fix it.
>>
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New mc
>>
>>163024986
A VR co-op platformer, with combat based around the two players moving in sync. The story is about two magical, sentient swords fighting back against their corrupt creator.

A crafting/survival game taken to it's logical extreme. The player(s) must build from the stone age up, either to a magitech age, or a hypertech age, depending on the cointoss in their world gen. Everything is based on real physics. You must strike and forge metal just like in real life, chemical interactions functioning exactly the same as they do here, etc., with trial-and-error being a huge deal. The end game involves the hypertech player finding new blueprints in their journal that they didn't write, leading to the creation of a portal that links them to a magitech world. Meanwhile, the magic faggots have been led to unleash Eldritch horrors upon themselves. Its up to the players if they cooperate or fight each other. Early players might not even realize the other world is the result of PLAYERS, instead believing it to be NPCs in scripted events.

I have more, still interested?
>>
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>>163026620
they sound bad. real life is not fun.
>>
>>163026620
the mechanic of the first one is really good, if both players had room scale vr.
>>
>>163026620
what is the gameplay
>>
>>163026980
Real life isn't fun because you can't escape it. Also, that "problem" only applies to the second idea. What's wrong with the first one?
>>
>>163025089

nice, where can i read more about it ?
>>
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>>163027258
the first one sounds like synchronized dance training. I don't want to learn synchronized dance
>>
>>163027441
I've trawled the internet for a good description today, but it seems as though no one really does this anymore (some guy was using Blender nodes to blend various textures and vertex colors, but that wouldn't be very useful for games).
In the end I found a quite good video tutorial:

https://www.youtube.com/watch?v=r1am005hBvs
>>
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>>163025130
thanks, I spent half an hour reading about airplanes
>>
>>163027062
Yeah that's the idea, the platforming is seperate, but in fights, when one weapon transforms, they move as one... our try to.
>>
>>163027678

cool, thanks, i wonder why nobody uses it anymore ?
>>
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>>163027694
Military aircraft are extremely interesting. Really pushing the limits of our technology.
>>
>>163027805
I think it's because texture map sizes aren't so limited anymore, so people just bake lighting to an image instead.
>>
>>163027694
>tfw too smart to fly
>>
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Hey aggydaggy,

So since I can't stand GM's environment and Unity has shit the bed with its new monetary system I decided to start learning C++ since literally every single other engine uses it.

I remember someone here recommended "Jumping into C++" but it's from 2013 and apparently outdated. I also asked /g/ but they said books are for pussies and that the documentation is all I need.

I've messed around in Java/C#/Python/GML before so I've got an understanding of the basics.

Anyone here got any recommendations?
>>
>>163028062

> people just bake lighting to an image instead.

ok, so why did you decide to rather use vertex paint ?
>>
>>163028285
did unity change the price again

also rip your game
>>
>>163028285
w-wait what happened with Unity?
>>
>>163028285
What kind of game are you making? Because GMS2 just came out and its environment is pretty nice
>>
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>>163024437
my meme game was taken over by sjw.
>>
>>163024879
your options are

win lottery

or

get really good at sucking dick behind dumpsters
>>
>>163028347
Because I'm using tiled textures.
Baking a huge texture file for every level would be kind of stupid, when your actual diffuse textures are all jammed in on a tiny image.

I also like to get that authentic PS1 look.
>>
>>163028439
Right now I'm making a 2d top-down rpg game. I decided to switch to GODOT since its similarity will make the transition from GM:S easier and I find its support of 2d+3d attractive for the crafting system I want to implement.
>>
>>163024879
You don't.

You work a minimum wage job to pay for your $500/month apartment and dev every night between misery.
>>
>>163028285
http://www.learncpp.com/

Then:
https://learnopengl.com/
(There's a basic game tutorial at the end.)

Also:
http://www.cplusplus.com/
>>
>>163028285

> Unity has shit the bed with its new monetary system

yeah, it sucks pretty bad.

What it still has going for it though is the fact that you have to make 100k per year BEFORE you have to start paying.

That and the fact that you don't have to learn C++
>>
is my obsession with hentai warping my perception of real intimacy?
>>
>>163028285
Just like use Godot, my man. If your game is 3D you may want to wait for Godot 3.0 to release, because it will have a huge improvement to 3D. But you can start learning it now.
>>
>>163028840
Great game development post!
>>
>>163025617
has anyone ever recreated such a mission in a flight simulator and streamed it on twitch?

24 hour streams are really popular, doing something like that would probably get you a fuckton of subs and the dosh that comes with it
>>
>>163025373
See, 2 anons got that right because they actually used their brain before exposing themselves as stupid.

Why didn't you do it stupid anon?
>>
>>163028285
C++ Primer 5th Edition
>>
>>163028886
see
>>163025260
>>163025729
>>
>>163028974
i have better things to invest my precious brainpower into than random anime shitpost
>>
>>163028858
>Just like use Godot, my man.
>>163028698
Actually that's exactly what I'm doing lol, the built-in language is nice but being familiar with C++ would be nice if I ever need it or decide to use another engine down the road.
>>
>>163028285
Unity perverted their own ideal when they realized that big titles and studios are profiting from it.

Remember when all you had to do is pay up to a $1000 licence fee?
>>
>>163028574

couldn't you have sort of a shadow map that you could keep at a relative small size since it contains only relatively simple color info ?
>>
>>163028285
I would try LOVE. I started learning it recently and I like it better than gamemaker.
>>
>>163028824
Is it just me or is the cut pretty reasonable, for 1MAs at least? Unity plus is $420 (ayyyy) per year. Assuming you make exactly enough to need to pay for it ($100,000), that's a .42% cut.
>>
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So I've been working on this open source MUGEN-style Smash Bros engine for like three years and I don't think I'm good enough to finish it. It looks like garbage because I can't art and I can't attract any artists because it looks like garbage. The game runs like crap because it's in Python and I'm not good enough to understand a real engine.

Does anyone even want this? If I finished it would anyone even play? I've been posting weekly blog updates and doing dev streams for a year now and have barely broken 3 viewers. Should I even bother anymore? My code base is so unbelievably convoluted I don't even understand it anymore and it's taking weeks to make even slight changes. The framerate is shit on anything but the best hardware and I can't speed it up any more.

Why am I still working on this?
>>
>>163029161

yeah, guess I can't blame them though.
>>
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>>163028946
Everything about the B-2 is extremely classified, so no such simulator exists unless you just make a B-2 model with another's aircrafts systems and shit. But then why bother?

There is a live raid over Hanoi involving at least 200 bombers, and probably another 1000 tactical aircraft over Hanoi though.

https://www.youtube.com/watch?v=60ihI7VU2OY
>>
>>163027073
For the first? Parkour, melee combat, some puzzle solving.

For the second? The closest comparison would be minecraft or Rust. Staying alive, building and inventing, gathering resources...
>>
>>163029307

it's still the most reasonable model out there desu and that's why I stick with Unity instead of going to UDK.
>>
>>163029191
Nope. I think it would be pixellated as fuck if I didn't make it huge.
This way I get completely smooth shadows and highlights, and I can set colours and intensity any way I like. I can also choose to colour lights and shadows which aren't really realistic, which gives me a lot of artistic freedom to highlight and define what I want.
The drawback is that I have relatively few vertices to work with, and that the colours will "stretch" along all edges connected to the vertices I give colour.
I like it, though.
>>
>>163029161
All software is moving towards a subscription model. I love it because it means I'm getting expensive software for cheap ($10/month for photoshop) but I imagine all the big studios hate not being able to pay outright for software.
>>
>>163029335
JUST
>>
>>163029497
>>163029307

But what about the 5 or so engines that are completely free?
>>
>>163029335
Here's the thing:

1.) This is a pretty spectacular idea. Not that there aren't others doing something similar, but if it's actually open source then I think this could be great, and you could even get some solid Patreon support

2.) You would have to clean up your code base in order to do that. If you've improved over your 3 years it would probably only take about a month, and then your progress would be much better and faster and easier to share

3.) I really want to see AGDG Smash Bros
>>
>>163029607

yes, absolutely, it looks great.

Thanks for answering my questions.

Are you going to be using that model in a game ?
>>
>>163029461
doesn't have to be b2, wasn't there some pretty long fucking missions in ww2?
>>
>>163029731

what engines would those be ?

the reason is probably that you can't do 3d in them.
>>
>>163029842
Thanks!

No problem - I guess it's a bit silly to go to such lengths to recreate what is essentially and "outdated" graphical style, but I just really enjoy it.

>Are you going to be using that model in a game ?
Hopefully, yes, but these are textures ripped from a Spyro game, so I'll have to make my own before I get any further.
>>
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Ok AGDG

Now that finals are over I'm going to start a new project and try to have it done by the end of winter break. Haven't devved since one of the DemoDays this summer pic related

wish me luck!!!!
>>
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>>163029802
I want to try to get funding, but it's hard to get people for excited for some MS paint squares, you know?

And I can't find a way around the framerate issues in Python and I don't know if I can switch engines this late in the game. I definitely think people won't care about this idea in three more years.
>>
>>163017249
Variables may store or be bound to an object but themselves are not objects.

First class functions can be seen as objects with a call method but in general you wouldn't say that functions are objects.
>>
>>163029335

i've been looking for a decent smash bros clone for PC.

Can we have a lot of waifu's in it ?
>>
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>>163029935
Depends. Everything was relatively close in WW2 so missions at most were usually 6-10 for bombers.

There was B29 that flew for 24 hours I think though.
>>
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>>163030131
Good luck, anon! I always wondered where you went.
>>
im a gamemaker baby but i really want to dive into unity for the sake of learning. ive been spoiled by the simple built in functions in game maker like instance_create.

my question is how do i successfully create a gameobject at runtime specifically at the calling object's location? im trying to use instantiate and use transform.position for the position argument but im getting an error that you cant convery transform to vector 3.

sorry for being retarded
>>
>>163030206
Like I said, I'm pretty confident in your ability to port this to a new engine, even if that means starting over. You difficulty probably came in the form of logic, not code itself. And as you rewrite, you'll catch old code that could be improved, streamlined, genericized. It won't take three years, probably just a few months
>>
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>>163030228
Only if your waifu is a square
>>
>>163030206
Why did you write your own crap engine for this?
Why not just use Gamemaker or something?
>>
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>>163030370
agdg tan is so fucking ugly and generic at the same time
she's also forced as shit since no one likes her
>>
>>163030206
Try and garner support from prominent indies by having their character. People will recognize how cool it can be to have smash with any characters they want.
>>
>>163030552
what would usage of a non-forced tan look like in your opinion
>>
idea guy here

video game where you fly drones and kill civilians but then it turns out that you were actually controlling real life drones all along and you're a murderer
>>
>>163030457

do you have a website / blog of some kind ?
>>
>>163030552
Well, I like her, so, you know, check mate.
>>
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>>163030619
You're right, all tans are forced.
-tan holocaust when?
>>
>>163030494
Because I'm a programmer, not a game dev. I don't understand Unity or any other engine as much as I understand my own code.
>>
>>163030402

can you give me the line of code you're using ?
>>
>>163029990
Godot
Cryengine
Lumberyard
Love2D
etc.
>>
>>163030663
Jeff Bezos here

what if instead killing civilians you were delivering packages for amazon, only you were really delivering packages for amazon, you were paying for the privilege to do so?
>>
>>163024719
Be sure to set it as an hidden achievement to reduce the amount of butthurt it might cause.
>>
>>163028285
Honestly, you will just learn by doing. C++ can be difficult if you don't understand the underlying fundamentals of programming and how code actually """works'""" behind the scenes...but the longer you do it and the more problems you overcome the better you'll get at not just C++ but programming in general.

However, this can be a good place to start:
http://www.learncpp.com/
>>
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Who /devving while watching anime/ here?
>>
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>>163030740
>>
>>163031018
>watching dubs/not paying attention to the subtitles
you're gay
>>
>>163030663
t. colonel graff
>>
>>163030665
Projecttussle.com
>>
>>163031018
>doing two things at once
How to set yourself up to fail for 50$.
>>
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>>163030552

i like her ...
>>
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>spend the last 6 hours trying to do art
>this is the best sprite I managed to produce

Sh-should I just quit?
>>
>>163031058
>彼は日本語が分からない
wwwwwwwwwww
>>
>>163031034
How did dawn get her iron cross?
>>
>>163031018
I'm doing it while listening to music.
>>
>>163031018
too difficult to read subs while coding
>>
>>163031018
massive improvement on the helmet. model is 10/10 now
>>
>>163031153
xDDD great post mate!!! i lauged a lot
>>
>>163031153
multiwinia/10
>>
>>163031153
is it a dude or a level
>>
>>163030206
just go unity :)
>>
>>163031212
I wasn't joking ; ;
>>
>>163031172
>guguru toransreito
nani?
>>
>>163031297
I just can't figure out how I'm supposed to actually do anything in Unity. I've read tons of books and tutorials but never managed to understand anything.
>>
>>163031096

cool. i'll see if i can whip up a model for you. now i'm not promising anything because i have very limited time and i'm still learning 3d but i like your idea so i'll see what i can do.

What exatly do you need from a model ? fbx thats rigged ? - what animations do you need ?
>>
>>163031276
I think that's an helmet.
>>
>>163031575
A model for what?
>>
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>>163030552
I like her though
>>
>>163031676

a 3d player model. your game is 3d no ?
>>
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better?
>>
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wip on 3D assets, heres a quick mental ray render
>>
>>163031779
effect is better
character still p.bad
>>
>>163031759
2D only, can't get 3D to work
>>
>>163031828

geez, that's intricate mate. nice work !
>>
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>>163031018
Nicee
>>
>>163031749
no you don't
>>
>>163031779
yeah its good
>>
idea guy here

friendship was the real treasure all along
>>
>>163031828
juicy
>>
>>163032003
Genius, buying ten copies.
>>
>>163031503
>I've read tons of books and tutorials but never managed to understand anything.
what
>>
>>163031887

aaah, that's too bad :/

sorry i just kind of assumed, because it looked 3d
>>
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>>163032003
heh not bad kid but you need a world that sells it
>>
>>163031018

wait a minute, are you the space assassin guy ?
>>
>>163032136
Like, I know how to make THAT game that the tutorial is walking through but I have no idea how to translate that into my own projects. Like, I know how to make twenty different tiny projects but still have no idea how to make anything else.
>>
>>163029335
Why did you choose python?
>>
>>163032276
Yeah.
>>
>>163032263
Disney branding trash
>>
>>163032298
so what are you typically good at programming if its not game dev?
>>
>>163032316
Because I knew it well and it works well with the dynamic code importing that I use a LOT of.
>>
>>163032443
I usually use wordpress for websites
>>
>>163032443
Mainly Web and Database stuff, although I do have a CS degree which covered a lot of low level C stuff and Object Oriented Programming
>>
>>163031887

maybe i can still just bake sprites from the 3d model.

anyway, like i said i'm still learning so i'm not promising anything but i'll play around and if i come up with anything i'll contact you and you can decide if you're interested in using it.
>>
>>163032003
What if the journey was its own reward?
>>
>>163032880
Double genius, buying twenty copies!
>>
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trying to get transparency and pattern drawing to work for my krampusHack entry
>>
>>163030813
Instantiate(ball, transform.position);
>>
idea guy here

it's like commandos but with cute anime girls
>>
>>163030402
unity has a ton of simple functions as well, you should work through some official tutorials to familiarise yourself with how unity does things
>>
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>>163030370
>>163030552
>>163030724
>>163031034
>>163031145
>>163031749
>>163031905
>>163031018
>weebs
Literally a mistake.
>>
>mfw working on my garbage project while I have an organic chemistry final monday
>>
>>163032419

nice little character man.

i see you deciced not to go with the space assassin theme afterall. oh well, looks like the game is coming together nicely.
>>
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>>163033305
tfw no cute anime girl gore game to satiate my sick fetishes
>>
>>163033471
kys!
>>
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Improved a little bit the menus and made a fan. Still missing some particle effects, but that’s something for tomorrow.
>>
>>163033515
It's a shame that gore is not allowed outside of /b/
>>
>>163033447
i just googled "how to create new gameobject at runtime" and all i got was Instantiate. what other low level functions are there that i need familiarize myself with?

i gave an effort to learn with the official tutorials a few months ago but half way through the roll a ball tutorial, half of the code mentioned wasnt explained at all, the dude glossed over a lot of stuff, the video felt twice as long as it needed because he spoke so slowly, and his voice nearly put me to sleep. i just couldn't get through it.
>>
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>>163033507
AGDG stands for amateur game dev graveyard
>>
>>163029335
can you just get the super smash flash 2 sprites and use them as placeholders? theyre very good quality and should be animated properly for all the moves that you'd want
>>
>>163033508
Thanks. Maybe next time, man. Or maybe you could make a game about a space assassin

As for the game, I still have to discuss stuff with my codebro, I haven't made much progress code-wise.
>>
>>163033749
>half of the code mentioned wasnt explained at all
Being a good developer means being comfortable with layers of abstraction. The alternative is to become obsessed with minor details, demanding to know 100% of what's going on in the engine and API and pre-written scripts for things like vehicles and physics... and never making a game.
>>
>>163032724
>cs degree


This is why I got into CE, so that I don't end up a brainless code monkey like you.
>>
>>163033287

transform.position is the transform of the object the script is parented to. what is the script attached to ?

you can instantiate an object at a custom location using a vector 3 if you know where you want it to spawn like so :

Instantiate (ball, new Vector3(0f, 0f, 0f), Quaternion.identity);
>>
>>163031828
>all those wasted polygons
>all that shitty clipping
haw haw, you can't use that for video games
>>
>>163033956
I could, but it'd be kind of scummy to use someone else's art for fundraising, don't you think?
>>
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>>163033471
>>
>>163031503
its easier then writing from scratch :)
>>
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How are your stats, Anon-tachis?
>>
>>163034238
CE has even less to do with game design than CS though
>>
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I need someone with GMS2 experience.
I recently decided to move to Godot from GMS1 because I the engine's environment was shit and I wanted to implement some basic 3D rooms/scenes into my 2D game.

What's GMS2 like and is it a big enough upgrade from 1 to warrant me switching back?
>>
>>163034612
>not immediately blocking black cock media
>>
>>163034490
>those eyes
how can you bully something without a soul
>>
>>163034794
But they give me the most (you)s
>>
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>>163034612
>blackshell media
I'm so sorry for you.
>>
>>163034238

it must be tiring to derive self-worth by comparing yourself to the success of others, what if he genuinely enjoys the field? besides, you really think you won't hit an early ceiling if you don't transition to management, regardless of CE or CS? at least you were able to comfort yourself with an anonymous post, tho
>>
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>>163034728
How?
Game design is a meme invented by game schools you stupid ass code pissing monkey.

As long as you can program and have the brain to produce your own algorithm and workflow you can make your own game.

Wether its a good game or not is called talent.
>>
>>163030552
>using best yuru to post shit opinions
I'm disappointed anon.
>>
>vertex array renders upside down
what did i do
>>
>>163034238
>Computer Engineering
Why.
>>
>>163035132
>using best yuru to post shit opinions
I'm disappointed anon.
>>
>>163034231
i know and i understand that. i just wanted a little more explanation. its just a frustrating feeling to try to learn something from nothing only to be told to do something, not why to do it. i know i could have looked up everything in the documentation but 1) the documentation scares me because it has so much stuff and 2) i was hoping to learn from the tutorial.
to clarify, im not trying to act like a bitch or be entitled or anything. i just got frustrated and decided to try to learn on my own.

>>163034343
trying to do a breakout clone to learn the engine. the script is attached to the paddle object, so that if the ball doesn't exist, it creates one. i have a feeling that im just going about this all wrong. when i use transform.position my error is Error 2 Argument 2: cannot convert from 'UnityEngine.Vector3' to 'UnityEngine.Transform" but i figured that transform.position would return the transform

>>163034380
true. then make stick figures. even the most artisticly challenged people can do stick figures and if you know how to make juice, they should suffice much better than boxes.
>>
Ok I think I'm being an idiot but I'm having a hard time visualizing how to do game entity serialization using an ECS..

Let's say I've got this file, "Enemies.xml". Is there a way to generically load up an <Enemy> through an id and then create the entity with all of the components listed in that xml without hardcoding looking for those specific components during deserialization?

I just want to be able to have a function like LoadEnemy(string id) which looks up the xml data with that id and creates all the components regardless of if those components are position, sprite, velocity, health, or position, animation, health (examples).

What it seems like now is I have to know what "kind" of enemy i'm looking for, and then create each component by key deliberately. But that doesn't seem right? And I don't want to use reflection.
>>
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I'm a CE major and even I know it's like 50% a meme.
>>
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>>163034612
>they reblog me
>get literally no traffic from it
Yeah, I want you to publish my game
>>
>>163035158
So that I can exploit code monkeys to do my work once I designed a superb piece.

CS graduates are slaves meant to do our bidding.
>>
>>163034728
>>163035085

oh dear Jesus, here we go again.
>>
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>>163035186
he's right you know
>>
>>163034490
>>163034795
Actual asians aren't weebs.

>>163035085
>produce your own algorithm and workflow
It's 100% obvious to everyone now that you will never make a game. Enjoy the (You)s though.
>>
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>>163034612
growing nice and steadily! its exciting
>>
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I did it!
Double sided stairs are now working!

took me longer than it shouldve to realise that gamemaker calculated place_meeting from the bottom of the mask instead of center.

can i get some yous pls :(
>>
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>>163034612
>>
>>163035435
Good job
>>
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>>163035054
>enjoying CS

LMAO.
The only reason people get into CS instead of CE is because they are too lazy to deal with science courses and suck with mathematics.
>>
>>163035154
Not understand the coordinate system(s) you're working with.
>>
>>163035226
Were you viewing one of the lesson videos that only gives an overview of things and doesn't do the step by step tutorial process?

With some of Unity's tutorials there are overview videos where they just describe all the scripts applied, how the scene is laid out, but they don't walk you through - then there are the lesson videos that work as a tutorial.
>>
>>163035336
I disagree. Either way that post was just an invisible Akarin joke.
>>
>>163035552
i'm in statistics so idgaf, just playing devil's advocate. rest of my reply still stands tho
>>
>>163035562
>Were you viewing one of the lesson videos that only gives an overview of things and doesn't do the step by step tutorial process?
not sure. it was the roll a ball tutorial. the first one if i remember right
>>
>>163035226
transform will return the transform
transform.position returns a position (vector3)

it's in the names
>>
>"""programmer""" who has never made a game struggling to cope with life decisions
>I'll shitpost them about my CE that I'm going to drop out of!
Hey it's your life do what you want
>>
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Pic related is the first level of my game, hence the lack of complexity.

The blue cube is where you're meant to get to.

I plan on having some numbers on it, to represent the percentage of the liquid that you managed to keep alive at the end of the level.

How can I improve this ending cube, and make its purpose more obvious.
>>
>>163035393

Says the guy who can't make one game after reading hours of game design tutorials/books

Game design is 100% algorithmic you fucking retard.
The fact that you can't start your own project is because all they teach you in CS is how to piss code, not how to think methods and workflows.
>>
How bad an idea I'd it to use xml files for save states?
>>
>>163034612
2-5 downloads a day, steady trickle but p. much completely unknown.
>>
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>>163035846
what did you do today? Oh thats right, nothing. You are a piece of shit, you did nothing in your entire life and you did nothing today, just sat around on your computer. i fucking hate you, the only thing you can remember being the high point of your day was a the single minute you masturbated your tiny chode to a touhou doujin before coming prematurely, you should just end your life to stop other people from suffering having to meet you. You are simply the worst human who ever lived, you are a disgusting retarded weeaboo faggot. You did nothing and you will never ever do anything... kid
>>
>>163035552
My CS courses were almost nothing but science and math. I had like two courses that were actually programming and the rest were all algorithms and architecture.

I think you just went to a shitty school, mate.
>>
>>163035552
I did CS and many of my lectures were shared with maths & physics students

It's silly to think different countries and universities have the same curriculum.
>>
>>163035891
>How can I improve this ending cube, and make its purpose more obvious.

Make it sort of a swirling vortex?
>>
>>163035475
>>163035429
>>163034850
Click the "followers" button, dumbos.
No one cares what date you got the most likes last month.
The follower graph shows progression.
>>
>it's another autist pissing contest
Maybe I should go to sleep again.
>>
>>163035235
Well I'd say you're going to have to check if the data has components you are looking for specifically. So, try to load position, try to load sprite, etc.
>>
>not just selling unexecutable exe files as games and calling it art
>>
>>163036052
dont gotta be rude about it
>>
>>163035937
>Says the guy who can't make one game after reading hours of game design tutorials/books
I think you're mistaken, friend. Nice buzzwords as well. 4/10 bait
>>
>>163035982
/vg/ told me to use .xmls for this task yesterday
/g/ told me that .xmls are cancer and to use JSON or a .txt
>>
>>163035982
It doesn't matter

You could write to a .txt for all anyone cares.
>>
>>163036154
I'm sure there's at least one game that got through Greenlight with no exe
>>
>>163035982
All these generic formats are pretty bad for this kind of thing. Forget about XML, JSON, etc., save and load binary freely.
>>
>>163036232
>>163035982
There is nothing wrong with xml outside the fact that JSON is better
>>
>>163035937
I'm the guy who can't figure this out after reading all the books.

I wouldn't wish engiedevving on my worst enemies. This is a hell of my own creation that I am trapped in due to poor life choices.
>>
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>>163035891
bumping my post, I want some general feedback pls

>>163036032
I will do this, thanks anon!
>>
>>163036376
What's so bad about enginedevving?
>>
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>>163036052
>>163034850
>>
>>163035891
a tutorial? as long as you keep the graphics consistent people will understand.
>>
>>163036481
All of your problems are your own fault and no one can help you but yourself. Expect to be stuck on a tiny problem for weeks because there's no adequate way to explain the problem to someone without the entire codebase.
>>
>>163036441
that's really nice digital art
>>
>>163036675
>All of your problems are your own fault and no one can help you but yourself.
That depends on skill.

>Expect to be stuck on a tiny problem for weeks because there's no adequate way to explain the problem to someone without the entire codebase.
That means you're doing a shit job programming and not making things modular or reusable.
>>
>>163036481
It's more about the enginedevs. They tend to be autistic mentally ill weeb shitters who never actually get anything done. Even the most harmless enginedev is still a faggot in general.
>>
>>163036878
Are you an enginedev?
>>
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>>163036651
These beginning levels are a sort of tutorial.
I plan on making those white sliders flash on the next level, as you'll have to move them to see the cube.

I guess I could have some arrows or a tiny bit of text?

>>163036762
It's amazing
>>
>>163036998
Theming would also help. If your liquid was a pile of shit, and the portal was a toilet, people would understand immediately :^)
>>
>>163036929
No, I make games.
>>
>>163034072
what's this space assassin turned animu waifu game about?
>>
>>163037184
I was sure you were, given that description
>>
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>>163033095
>patt
okay its partially working now
>>
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now i need to add hitboxes and projectiles stuff, then this mid-boss will be done
the face's readability was improved after recording of the webm
>>
>>163037464
oh yeah and some textures and bonus juice
>>
>>163035435
Congratulations, anon! Now to make it so the player doesn't jump off the top. Make it so they stick to the stairs going down unless they themselves initiate a jump~
>>
What's the deal with twitter accounts which just quote tweets and then copy their text?

https://twitter.com/game_developers
>>
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My break-action broke the wrong way
>>
Omg I don't want to fucking learn all this C crap... I just want to get done with it already and start C#....
>>
>>163038309
DIY
>>
>>163030457
Weren't some devs going to do their characters for this to make some kind of agdg smash?
>>
>>163037134
nah man you're not thinking like an entrepreneur
the liquid is cum and the portal is a furry's anus
>>
>>163038405
this would be acceptable on steam, btw
>>
>>163038476
i know
you could make some cash on it too
where's your god now, fgts who bully ideaguys
>>
steam meme game: design the digestive tract and organ systems of a species
its basically a citybuilder
>>
>>163038405
>>163037134
wewlad

maybe one day, but i want this to be semi-serious
>>
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Starting working on bomb weapon type. I'm still debating how to handle these from a component perspective. I could just use the missile code and set all thrusters to zero, but that somehow feels wrong? I'm thinking of maybe refactoring the missile code to be a little more generic so that it doesn't 100% require thrusters and a has a built in motor.
>>
>>163026620
>that second idea
My autism wants it.
but I am also just a talentless idea guy, though I can write up a GDD and do the research to flesh out all mechanics.
>>
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>>163038383
A few, yeah. I could reach out and see if there's more sprites available for some.
>>
>>163038787
That's really good. Get on it son.
>>
>>163037464
love your cute pussy
>>
>>163037612
I've seen the term "juice" here and there but I'm not exactly sure what it means
>>
>update to ue4.14.1
>game starts crashing constantly

fug
>>
>>163039242
https://www.youtube.com/watch?v=Fy0aCDmgnxg
>>
>>163039242
https://www.youtube.com/watch?v=Fy0aCDmgnxg
>>
>>163039242
he means the kikes
>>
>>163039242
https://www.youtube.com/watch?v=FOJwB80oCWk
>>
>>163039459
delet this
>>
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Anyone know what happened to this game? Does it have a name?
>>
Game Maker Studio 2's UI is nice but I can't find the crop tool and there's no documentation for this version yet. Also for some reason the window to stretch/skew a sprite is separate click from the "edit sprite" section.
>>
>>163039637
Never seen it ever posted here desu. Could be wrong but I don't think so.
>>
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>>163039637
This one too, though I know it's name, every website related to it shutdown for whatever reason. Love how it looks.
>>
>>163037464
You can't even see the face on the clock.
>>
>>163039668
Never mind; it has a manual. Good job, Yoyo.
>>
>>163039850
>>163037464

I'm blind, I didn't see the last bit of your post.
>>
>>163039637
I don't recognise it
>>
>>163039324
>>163039327
how to make millions from phone games the tutorial
>>
>>163039001
Make a weapon base class and extend it?
>>
>>163039920
notch is literally a billionaire from making dwarf fortress for 5 year olds
>>
>>163037645
Too.Hard.Need.Sleep.piece of shit not detecting the blank space for some reason
Tomorrow maybe.
>>
>>163039834
Pretty sure they did a kickstarter.
Once you've been paid, there's no point finishing the game.
>>
>>163040249
>minecraft has gameplay similar to dorf fort
Please reconsider.
>>
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>>163039087
thanks
>>163039242
it's the meme term for game feel stuff - tl;dr the little adjustments and effects that make the ordinary actions more satisfying and make them just feel good
>>163039850
>>163039906
yeah i made an adjustment to improve it a bit - pic related
>>
>>163040032
What bugs me is that just setting a missile's thrusters to zero would work so completely perfectly and would even handle guided bombs, perfectly which is something else I want to do.
>>
I'm putting a diner in the background of my game with a giant lit-up sign with the restaurant's name, "EAT AT DICK'S" and you can shoot out the second T and the S.

classy?
>>
>>163040339
his original project was to make a 3d viewer for dorf fort you retard
>>
>>163040430
Do you have deliberately do this or is shooting them out very likely to occur during normal gameplay?
>>
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How am I having this much trouble getting something to rotate on a local axis
>>
>>163040587
I'm thinking it would take like 10 direct shot's per letter at least. so doing it by accident would be unlikely.
>>
>>163039001
Don't do what seems right from a real world perspective, do what makes sense for your code. If a missile with thrust set to zero makes a good bomb, fucking do that. There's no sense in making a new class to get the same effect by deleting the thrusters and having mostly duplicated code or some shit.
>>
>>163040835
Then it's A-OK and a neat easter egg.
>>
working on /emotes
>>
>>163040430
Just make it so they can all be shot out, then it's up to the player to be a rude guy.
>>
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Any idea how they got the Wonder Liner to work? Only way I can think of would be to compare the angles between each character and the characters next to it, that way they could get a basic idea of the shape.
>>
>>163039637
>>163039834

Post more
>Missing games of /agdg/
if you got em
>>
I'm a piece of shit trash with no talents or actual skills and this kid plays metal with diapers on
https://youtu.be/jUvv5ofa2YI

kill me
>>
>>163041190
yours
>>
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>>163040982
oops meant to post webm
>>
>>163041234
Haven't posted progress in months so that would be true actually.
>>
>>163041264
>me after seeing the frame rate
>>
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>>163040656
If you could fix the clipping, I'd be fine with it as an animation
>>
>>163041119
I don't know that game, what do you got to do fill that red shape?
>>
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>>163041190
>>
>>163041190
google "the witness"
>>
>>163041501
is that why power suits always smell like vag?
>>
>>163041448
press a button then walk with the lead character
>doesn't know w101
come on lad
>>
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>>163041656
rip ;_;
>>
>>163041430
now that's some high end edge right there
>>
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>>163041656
>>
>>163041656
>transparent censor bar
Why even bother?
>>
>>163031779
I still think this needs one frame where the arms are extended maximum above the head
>>
>>163041675
If by 'vag' you mean 'sweat and dead skin' then yes
>>
>>163041421
hehe
>>
In GMS, I have a little code using irandom_range in the Step event of an NPC. Every copy of that NPC is apparently rolling the same thing every turn. How do I randomize it? I put randomize(); at the beginning of the step event, too.
>>
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>>163041828
I really liked the music of this dev. Wish once he'll be back.

>>163041864
I didn't get it either.
>>
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>>163041993
>>
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>>163041827
I like them
>>
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So, do I keep going with my playable but bad Python version or scrap three years of work and try it in a real engine?
>>
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>>163042157
>>
>>163041448
Draw a circle, it turns red and you get a fist. Draw a straight line, it turns blue and you get a sword. Draw an L shape, it turns green and you get a gun.
>>
>>163041985
randomize() probably uses a coarse time measure to set the seed. Thus, every NPC gets the same seed every step if you call it for each of them. Call it once and leave it.
>>
>>163041985
Don't know GameMaker, but do you have to seed the random function? If you are supposed to seed it, but you don't, it will give you the same number each time.
>>
>>163041985
You call randomize() once at the start of the game to set a new seed, not every step.
>>
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>>163040895
Yeah, as much as it pains my autism, I think that's the better approach. I tried quickly separating some of the code out, but there's just not as clean a way to do it and it would've gotten messy with inheritance and stuff. It'll bug me to no end though that I have a couple components that I can't get rid of. Maybe I can figure out a way to make them optional for missiles, that way I can at least remove them when not necessary.

Though, renaming the missile component to "Munition" makes me feel a little better about it.

These were supposed to be small bombs, but I think I made them too big. I want to be able to carry at least 3 of these on one pylon.
>>
>>163042696
Or I guess once at the start of every step, but not from every instance.
>>
>>163042712
That kind of looks like a J-20
>>
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Dramatic pyramids.

It's animated. I swear.
>>
>>163042712
Is this unity?
>>
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I'm back for the winter, working on guided missiles and flares.

Also different webm with sound, because I've realized I can synthesize simple noises like the missile launch and lock-on bleeps myself:
https://a.uguu.se/y4sR1fRe5Gll_2016-12-17_22-21-46.webm
>>
alright, the sawed-off works properly now. Although I should probably put a cap on how much physical force you can exert on enemies...
>>
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Taking a weekend off on my main project. Still ended up making assets of some sort, so here's a free blob sprite.
>>
>>163043221
Wait, this is tiers1 or another game?
>>
>>163043221
What is this made in?
>>
>>163043849
Cute.
>>
>>163044018
unity iirc
>>
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>>163044154
Th-thanks
>>
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Me and the AI kicking up some fresh powder together.

I'm going to have to rethink level generation for the AI to work properly as the obstacles spawn just off screen so an AI that's ahead of you by a significant amount doesn't get affected by them.
For race mode, I'll probably make the slope a set distance and create the whole level at the start.
>>
>>163044879
ahaha oh wow
>>
>>163044879
they play to fukken win
>>
>>163044879
Really good progress. How do you gain speed though?
>>
>>163044879
>I'm going to have to rethink level generation for the AI to work properly as the obstacles spawn just off screen so an AI that's ahead of you by a significant amount doesn't get affected by them.
Why not generate and spawn the entire level initially?
>>
>>163044879
me on the left
>>
>>163045114
Fuck you asshole
>>
>>163045349
They either go too easy or they go balls to the wall. Balancing AI to be the right amount of challenge and fun is really hard.
>>163045415
You can hold down a button to go faster. It's harder to see oncoming obstacles when you're going fast though, so you have to use it carefully.
>>163045504
Yeah, I think I'll be doing that, but for different game modes I still want the infinite slopes, so I'll have to do some set up to handle that difference.
>>
>>163044879
The particles seem like they should be on the opposite side of the sleds.
>>
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>>163043878
>>163044018
This is MUTEKI and it's made in Unity.

The real gimmick is that you can blow ships into giblets and weld the giblets onto your ship at any angle.
>>
>>163046256
>anime girl pilots
You know exactly what you're doing.
>>
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>>163046256
That's a pretty fucking cool gimmick anon.
>>
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All the stats were in place for splash and impulse from explosions, but I never had a good reason to hook that up until now.

Bombs now make fun booms.

>>163043140
Yeah it's Unity.
>>
>>163042248
You are not scraping 3 years of work, you are using 3 years of experience to make something better.
>>
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>>163046256
>>
>>163046256
There was something I built that I could think would actually be pretty cool if used in your game, is there a way I could email you?
>>
>>163046150
I'm never sure.
I based it on snowboard videos where they tear up some fresh powder. I think what happens is the snow gets kicked up by the front of the board moving into it, and then the back of the board pretty much glides over it because it has already been displaced.
>>
>>163042248
doesn't really matter since it's just a smash bros clone
you should just do whatever passes the time best
>>
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>>163041190
Hopefully this dev comes back from the dead, I think he had a potential greenlight success on hand.
>>
so i was working on a browser game and then i read about gamemaker's html5 export function. is it possible to do everything in gm and then then export it to html5 to achieve better results than using js/css?
>>
>>163046682
What have you got? I'm slightly paranoid about posting my email on the 4chins, so I set up a temp.
>>
>>163047124
What is this?
>>
>>163047464
Mostly just a physics sandbox. The demo is still up under Demo Day 7.
>>
>>163047771
That looks really cool as an idea, being able to fly a broom or mech or vehicle or something, having to do shit in midair and finding what you lost in midair and flying away at the last second.
>>
>>163047124
What happens if you fall into the ocean?
>>
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>Take a break from gamedev
>Work endlessly all day just to get back to where I started: With a basic ECS engine and working game settings serialization / deserialization
wew... now to figure out how to serialize / deserialize entities.
>>
>>163047458
I sent it, no worries about the email
>>
>>163048143
>monogame
My nigger
>>
>>163048143
Are you the guy who was making that one roguelike before?
>>
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>take an already existing song for the game
>slow it down to half speed
>tfw it would actually fucking work in a different context than originally intended
https://clyp.it/sfibaf4u
>>
I only have about 1 minute of content in my game, but I'm making it all juicy and polished.

Been working on my game for 6 months, finally adding animations. There will only be a few, but it's making it all comfy.
>>
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>>163048468
no speed it up and add a silly beat and you can reuse it a third time
>>
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>>163048342
Yep. I still have the sourcecode to that, but I felt like sticking to a predictable grid and avoiding real-time behavior and things like reactive dialogue systems was holding me back from learning more complicated gamedev concepts, so I'm moving on to an item shop game. Very small scope concept:
> Randomly generated levels and enemies, emphasis on several weaker enemies at a time
> Mow through them to farm for loot
> Sell loot in your store or use to upgrade equipment to farm for better loot
> Use money you make selling loot to improve your store

It's the game I've always wanted to make and it doesn't seem so complicated, but I figure it'll take me over a year to do it even with placeholder graphics.

Seriously, if anyone has any experience with the following:
> Serializing / Deserializing ECS data for entity creation
> Working with dialogue systems that present choices and branch based on them
I'd love to speak with you because I'm going to have to figure it out on my own.
>>
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>>163048468
Do it a few more times and people will say it's a masterpiece
>>
>>163048143
What are you making this in
>>
>>163048468
Can you edit songs a little to make them perfectly legal to use without paying?
like a 1.25% or 0.75% speed?
>>
>>163047458
Actually that email address doesn't send, it just fails
>>
>>163048656
I recognized you because of Monogame and your obsession with ECS.
>>
>>163048659
I tie my doggo to the ceiling like that using dressing gown belts. He seems to like it
>>
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feedback pls. I just spend 40 minutes modeling this butt.
>>
>>163048798
I was actually using GM:S for a while but it was so boring and I didn't feel like I was learning anything.
>Monogame
Because I use C# at work so it's going to be useful to me
>ECS
Because I'm learning a lot using it
>>
>>163048870
I-is that a baby?
>>
>>163048923
Looks like a shortstack to me
>>
>>163048665
>can I steal other peoples music?
no
>>
>>163048468
>>163048659
>take an alreadyn existing song from a game
>slow it down a lot
>release it as your own and get praised a lot
https://www.youtube.com/watch?v=2cRCu1ofJDE
>>
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Trying to make a younger, teenage, Firryn to replace the old Firryn messenger in Ouroboros: The Sacrifice. How's he coming along (aside from being dressed by his mother)?
>>
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panzer cops game when
>>
>>163048660
Monogame 3.5
>>
>>163048656
>Serializing / Deserializing ECS data for entity creation
How are you even defining entities? Structs that implement component interfaces? What's wrong with the default serialization provided by C#?
>>
>>163049081
Awful video. They don't even sound anything alike.
Protip: If two things sound the same, they won't turn into noise when you play them at the same time.
>>
>>163048870
How bout you turn on the wireframe so I can laugh at the topology?
>>
>>163048659
>>163049081
Now we're talking Vaporwave baby!

https://youtu.be/cU8HrO7XuiE
>>
>>163048665
That is literally vaporwave.
>>
>>163048696
Whelp, sorry about that. No idea why it does that.

I figured I may as well set up a permanent email for questions about the game, since I may eventually need it.

Try this one.
>>
>>163049335
If you can't see the topology in that image you're just going along with the 'laugh at topology' meme and know nothing about good topology.
>>
>>163049113

looks good
>>
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>>163049248
This is an entity (see pic)
And entity is an ID and a bitarry where each index in the bitarray corresponds to a component flag in the component flag enum.

I have another structure that contains arrays for each component with the index corresponding to the ID of the entity it belongs to.

I can serialize/deserialize the data this way just fine because everything is just structs and arrays. What I'm struggling to understand is using xml data to drive the CREATION process. I'm not sure how to structure a system that will

> Use an entity name ("Monster1" example) and lookup xml data for the components required to create this entity
> Create each component

Since I need to know the type of object I'm deserializing, but theoretically an entity could have any or no component, I'm at a loss as to how to do this.
>>
>>163049409
np, I've actually sent it now lol
>>
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Vertex painting is pretty cool!

I tried making one of them Spyro skyboxes
>>
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this big fella now attacks and gets attacked
soon the time will come and i'll finish him fully
>>
>>163029335
>ssbm
>but with agdg protags
yes!
>>
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>>163029335
>>
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Devs are nothing more than a game to me. spend months at a time strategically planting ideas into people's games, and shitposting. i get bored of someone after a while and move on to my next victim but that's okay because there's literally billions of you dirty little yesdevs to play around with.
Some devs actually believe I care about their games but the truth is I only use them for my personal advantage and entertainment
>>
>>163049431
Got something to hide?
:^)
>>
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>spend all day working on tilesets
>this happens
>>
>>163051370
This was stale even when it was fresh, anon
>>
>>163051503
His topology probably looks like ass
>>
>>163051689
What are you working in?
>>
>>163051690
just wanted to post a classic desu
>>
>>163051759
Gamemaker studio
>>
>>163050725
are you buying that art?
it takes me forever to make even the simplest thing
>>
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>can't art
>can't 3D
What even are my options? Working with some random artist guy on the Internet? We've all seen how well this works out 99% of the time (it doesn't).

Having shitty art like those terrible gamejolt games that are either too wacky or too pretentious to be taken serious? People are just gonna assume my game is just another one of those.

ASCII? Sure, if I was making a Roguelike or something as complex as Dwarf Fortress or Ultima Ratio Regum. Otherwise people aren't even gonna bother.

Learn to art? Yeah, who wants to make games now when I can be making them in another 5 years.

I'm literally fucked, there's no way out. I mean, if I had more money I could actually commission what I need but sadly my financial standing is currently not the best.

Just thinking about this is sapping me dry of all my motivation and desire to continue.

I'm never gonna make it.
>>
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Guided bombs are in. They don't have much in the way of thruster push or fuel, so they can still miss pretty easily if you aren't already aiming close to where they need to go.
>>
>>163052108
literally make an entire game out of placeholders and then start the sociopath mindgames so that the artfags will eat your cum
>>
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>>163051370
>>
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Delegate raycasting through portals is a go
So is arbitrary script teleportation but I don't have a demo for that yet other than this
https://www.youtube.com/watch?v=T728RPTKkq0&feature=youtu.be
>>
>>163052167
Are you using rays for the explosion?
>>
>>163052246
Neat, cool stuff dude.
>>
>>163051928
http://www.yoyogames.com/blog/3
Is this applicable to your situation?
>>
>>163052246
Is your code easy to read and manage?
I can only imagine it as a mess of spaghetti
>>
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>>163052167
I'll ask again

Is your ship inspired from a J20?
>>
>>163052264
Rigidbody.AddExplosionForce(impulse, position, radius);

It won't do any check for if there's something in the way, but in my use case that's not really a big deal.
>>
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>>163050672
Fuck, the clouds are way too big.
Oh well. At least I know how to do it now.
>>
>>163041820
FINISH THIS!
RRRRRREEEEEEEE!
>>
>>163052423
That sounds like cheating
I may make my own engine rather than use unity
>>
>>163052049
i really have no idea if it's ironic question, but i draw it on my own
just doing what i currently can
>>
>>163052415
Not really. I didn't have much of anything in mind when I made it. All I wanted was something that was really small, had one main engine, and could barely carry anything. Sort of like an F-5 in role and usability. The rest is just me flailing to try and create something more interesting to look at.
>>
https://www.patreon.com/CloudMeadow

Why aren't you a furrydev yet? Don't you want to be rich?
>>
>>163052743
Oh I didn't even notice your thing had one engine.

Why is the fuselage so large then?
>>
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>>163052760
why do people fund porn so much like they'll ever run out of it
>>
>>163050725
Looks cute, but I find it weird that dust comes from the ground although the attacks didn't even arrive.
If it's an intentional help for the player, then I think it's already visible enough where the attacks will land, without the dust.
>>
>>163052876
Because in my head, space rocket engine and thruster parts are big.
>>
>>163052935
Thinking with their dicks.
>>
for i
... for j
... ... for k
... ... ... code

Am I the only one who actually dislikes that?
I've read that using more than one variable in a for, which is possible, hurts readability but I think that all that white space doesn't help readability that much either.
>>
>>163052760
The worst part about this is that they're funding someone who is always part of the reason the projects they're on, fails.
>>
>>163052760
Because I can't dev at all.
I'm just a lowly idea guy who comes here to shitpost, give out bad ideas, shitpost, and maybe one day find my spark, crawling out of the abyss and learning to mek game
>>
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>>163053001
Good enough explanation.

Your project is pretty cool, good luck my friend.
>>
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>>163053209
same except for the last part
>>
>>163053152
Using multiple loops doesn't confuse me any. But I do agree it's pretty ugly. I've learned to just suck it up and accept it, because it's necessary for some things in games, even if it's not very pretty.
>>
>>163053152
What are you even doing that needs 2 embedded for loops?
>>
>>163053405
Iterating over a grid is pretty common in games.
>>
>>163053462
Iterating through a grid doesn't take 3 loops though.
>>
>>163053152
When I have multiple fors in a row I like to do this:
>for i
>for j
>for k {
>..// stuff
>}

>>163053545
3D
>>
>>163053545
I know you're a 2D dev but 3D grids do exist.
>>
>finally made my mouse targeted movement prevent the player from clipping into objects
>always lets the player reach the target, so my turn system works properly too
I'm so glad I can move on to combat.
>>
>>163053572
>>163053615
Is this like a minecraft thing or something?

Instead of doing 3 loops, why not just maintain a list of the objects you're looking for and do a single for each loop and a check to see if it's within the space?
>>
>>163052328
yeah that looks like a big help, thanks
>>
>>163053821
Because that's a totally different thing and depending on the use case it could be extremely inefficient in comparison.
>>
>>163053821
at some point you have to do space partitioning and then you're back to the grids (octrees?)
>>
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>>163053929
Stfu.
>>
@163053982
No you, retard.
>>
>>163052362
It's super easy
For instance, here's that delegate cast method (limited by distance)

http://pastebin.com/CXP2F2Mg

you just call it like a regular ray cast
>>
Why does making 3D have to be so complicated?
>>
>>163054059
>@
>retard

Anon i have bad news
>>
>>163052108
I use 3D as a crutch for my total lack of 2D art talent. Feels more in your hands, easier to work with and gradually improve an object.
>>
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post 3D stuff so i can get motivated to finish my first blender model
>>
>>163053929
>>163053959
Yeah I guess.
None of this matters anyway since the 'issue' is readability. If you're the only one reading it, it doesn't matter, and if you're not the only one reading it, you'll be following some standard any way.
>>
>>163051125
That reminds me I started sketching my character for that but never finished, did we ever get someone else besides Plague Doctor?
>>
>>163053982
This

This is a parody, right?
>>
>>163054234
Unfortunately it's a lot easier to prototype shit by drawing it.
>>
>>163055002
Can hardly be said to prototyping if theres no code
>>
>>163054152
This is a new meme. He was withholding his (You).
>>
>>163055236
Fine, concepting
>>
Give me your small scope ideas plz
>>
>>163052557
it's a genuine question
>>
>>163055495
Small scale include VR?
Because I have loads of ideas for that meme machine.
>>
>>163055495
Hitler enchanted
>>
I had a arcade tic tac toe game where you could drop power ups on the board in order to mess with your opponent. I'm thinking of rebooting it and making it more simple for drop and go playing (like something you'd play for a bit on something like Kongregate without caring about your account) as opposed to a more competitive based game.

My question is this: I started with a java based server system and I lost all of my unity progress. Should I just rewrite everything due to java's speed issues? Or should I just roll off of the java server?

I guess I'm asking if anyone has used Java for their server architecture and what that experience was like getting closer to a release.
>>
>>163055642
I do not own a headset, so no
>>
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>>163054845
you wish
>>
Is it worth it to code your own engine from the ground up instead of using something like Unity or GM?
>>
>>163056135
absolutely not
>>
Looks like the comfy jam will conflict with demo day if its week 1 January. It may need to be moved to week 3.
>>
>>163056135
Using Unity or GM and making your own engine are two ends of the spectrum.
Monogame is a good balance between engine support and freedom to make what you want.
>>
>>163056135
how soon do you want to finish your game? is after 40 ok?
>>
>>163056135
if you're doing it to learn, sure

if you want to actually make a game and you're a veteran programmer, sure

if you actually want to make a game but you have no experience, god no


source: i watch handmade hero
>>
>>163056135
There's very very rare cases where a game may be unique enough that it might necessitate having an engine built specifically for it, so you can control it completely. But I guarantee that your idea is most likely not that special. So using an engine will be fine. If you want you could try an open source engine, that way if you need to you could modify/extend the engine itself.
>>
>>163056135
if you are smart and dedicated, and really enjoy that lower level of programming go for it

but if you want to make a game and just want to focus on the assets and actual game logic, then use an engine.
>>
>>163056282
That's tradition innit? The jam is held right after the demo day?
>>
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Haven't posted progress in months, school got the better of me.

This is the ship builder for my pirate game as is. Never actually shown it off until now, unfinished menus aren't very interesting to see.
>>
>>163056885
That's pretty impressive desu
>>
>>163056885
Is this gonna be like the garry's mod pirate ship wars game?
>>
>>163057528
I'm aiming mostly for co-op vs AI with free missions like general piracy and a story campaign with some more unique scenarios. Multiplayer versus was my original intention but it kinda got put to the side as I progressed.

But if you mean like you're running around in the ship while fighting, fixing it up, reloading the cannons, yeah.
>>
>>163046745
It's not a Smash clone, it's a Smash engine. If you have the sprites, it takes about 20 minutes to make a character.
>>
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>>163056885
Buoyancy needs some fine tuning.
>>
>>163057942
It still looks like the kind of game I would buy. Keep it up
>>
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>>163041119
create a path, split it by the number of citizens, make the first citizen follow the path to his point, etc
>>
>>163058508
Thanks anon, available on Steam after a decade or two, on early access alpha of course.
>>
>>163058463
kek

>>163058508
I read this as
>Don't do it, quit
>>
>>163054772
I was talking with vampiredev as well but it was hard to work with that kind of sprite.
>>
>>163058463
It's AC4 all over again
>>
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No new code, just a little bit of new content. I added the launcher that I originally intended for these small guided bombs.
>>
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>>163059356
Vampiredev here, I actually had in mind making a different set of sprites for Tussle exactly because of that but never got past this one. But if the project is still active I'll work again on them from time to time.
>>
>>163060216
I'm still active, but I've been losing motivation lately. More characters would really help me stay focused. I've lost the ability to code for myself, but I'll go t hrough a lot to avoid disappointing people who've put in work for me. I'm still down if you're down.

Love the artwork on that, by the way. I think that would be a great fit.
>>
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Laid the foundation of the spellcasting framework and started adding a menu screen which looks exactly like the playscreen, but has menus instead of gameplay
>>
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I want to make a 2d game. Is LOVE, Godot or libgdx best for a babby?
>>
>>163060654
Depends entirely on the footwork you wanna do.
>>
>>163060696
what does footwork mean
>>
>>163060824
How much do you want to code before you can see gameplay on your screen?
>>
>>163060419
Yeah, I understand that feel, I will work on those sprites little by little then.
Hope more devs join too.
>>
>>163060654
I'd recommend LibGDX, although I haven't used the other two.
>>
>>163060654
Libgdx if you're already good at coding and want to spend 90% of your time coding.
LOVE if you want an excuse to use Lua.
Godot if you want to make a game.
>>
>>163060654
What even are the major differences between Godot and love?
>>
>>163060867
as little as possible
>>
>>163060654
I'd recommend Godot, although I haven't used the other two.
>>
>>163061053
Godot. Be sure to download the demos to get a grasp on things.
>>
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Mocking up an inventory screen; all weapons are basically available in linear upgrades, so it shouldn't need to be too complicated
>>
>>163061020
>Libgdx if you're already good at coding
I started with LibGDX from knowing nothing about coding (although I have flawless scores on the logic, patterns and spacial manipulation sections of IQ tests), and it went pretty smoothly.

>and want to spend 90% of your time coding.
I've managed to spend 97% of my time coding / avoiding making art.
>>
>>163061170
>sawn-off first tier
There aren't many shotguns you could legitly rank above that.
>>
>>163061303
I don't know what the two between are but the end of that tree is definitely classified under 'artillery'.
>>
>>163061303
In terms of badassery, definitely not, but in terms of spread, fire rate, capacity, there's room for improvement. It's got unmatched barrel-stuffery of course
>>
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>>163060481
>>
anyone need programming help?
I'm lonely
>>
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>>163023926
>oh me i guess im a game dev you know i make games and program and draw i'm kind of smart :)
>oh cool! what games have you made?
https://www.youtube.com/watch?v=vKG4DahW6TA
>>
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>>163062952
you lost on the first sentence, that was just the coup de grass in the conversation.
>>
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>>163062952
>i wish i was smart with a computer and could program and just like make games :)
>you guys anon makes videogames did you hear?
>wow really anon? that's cool!
>what games have you made?
https://www.youtube.com/watch?v=iFWz1v7Pobs
>>
>>163062876
I have 3 lists in an object
List<A>
List<B>
List<C>

I want to write a function AddObject<T>(obj) that adds obj to the correct List based on type.
How would I accomplish this?
>>
>>163063307
Better to use overloading or different methods entirely for that.
>>
>>163063307
What's wrong with
if
elif
else
?
>>
>>163063364
>>163063380
This is not scaleable
>>
>>163063403
Scalability was never demanded.
>>
>>163063486
True, let me rephrase

I have X lists in an object
List<A>
List<B>
List<C>
...
List<X>

I want to write a function AddObject<T>(obj) that adds obj to the correct List based on type.
How would I accomplish this?
>>
>>163063307
all you lists go into a list
iterate over super list
if list.type = object type
add object to superlist[i]
>>
>>163063217
>son i thought you said you were programming and doing cool things that could possibly make you money or get you a career?
>dad i make games now i am a game dev it's kind of a big deal and i have a lot of say on the indie game scene and know a lot of top game devs who listen to my input every day
>son... i had no idea. i'm so proud of you
>thanks dad! i am too :)
>so, you're a gamedev huh? game developer? someone who makes games? that sounds neat
>yep! that's me :)
>what games have you made?
https://www.youtube.com/watch?v=4Hz3RpiljFk
>>
>>163063307
>>163063524
ok, here's how
instead of X separate list variables
you have
map<int, List> mapOfLists;
so now you can index into a particular list
now you do
AddObject(myindex, obj)
and inside AddObject
mapOfLists[myIndex].append(obj)

depending on language you may need to first do a check that the list exists or not and then create it, but you get the idea
>>
>>163063307
Have a list of lists and your types be enums.
Sort object into listoflists[type].
>>
>>163063952
The point of making it generic (T) is that I don't know what type of object I'll be adding beforehand. Therefore, I can't possibly know the index.
>>
how many years of programming experience did you guys have before you started to make games?
>>
>>163064279
2
>>
>>163058785
Kickstarter in 2023 then?
>>
In GMS, how can I make two instances of the same object have collision? I tried making them solid and setting collision on themselves, but they stop when they collide. I want them to keep moving, just not step into each other's space.
>>
>>163064083
it's possible to get a unique index from the type of the object
how this is done is different in every language though
in some languages, for example, you can simply get the types name and use that as an index
some other languages you can use the address of the classes constructor or something like that as a unique index value
>>
>>163064279
Actual programming? None.
I approached it because I wanted to make games.
The only previous experience I had was making scripts for chats and webpages, but it kinda helped me to get a grasp on the logic behind coding.
>>
>>163064279
Making games for real, or just making games?

Because I was trying to make games after like 5 minutes of html, but I didn't start a serious project for 10 years.
>>
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Added voice recognition, so you can say what you want to cast. It's pretty slow though so idk if it's worth using
>tfw not sure if microsofts voice recognition is shit or if your voice is shit

>>163064279
I learnt how to program so I could make games
>>
>>163064417
The collision event should work fine, your mistake was making them solid, that's why they stop when they collide. IF what you want is one of them waiting for the other to move to keep moving you could have one of them checking if the position it wants to move to is free and then move if it is, and wait if it's not. And to have only one of them checking that so only one of them stops use the id number.
>>
>>163064417
I like that you're trying to experiment, that's good. Turn solid off. you will never need that. It's dragon drop shit.

I can help you write this. What are you using to update the object positions?
>>
>>163064913
Jesus fuck anon, that's awesome
>>
>>163064749
>>163064802
>>163064913
i guess i worded that question kinda stupid what i should have asked: how long had you been learning to program before you could start making games yourself?

i took an anon's advice and have been reading The Art of Computer Programming, and i feel like i'm in over my head, and will never get to start making games
>>
>>163064279
I have about 16 years of programming experience
haven't started making games yet
>>
>>163064913
Damn thats neat. I recall reading about a guy that made a speech recognition trainer for MK3 years ago and he even posted a video showing how he could control the characters by saying "Puch" "Kick" or "Jump". It was pretty impressive at the time, but yeah, still way slower than using the controller. specially for that kind of game.
>>
>>163065012
I turned Solid off on all of them. For movement, I'm using "move_towards_point(oPlayer.x, oPlayer.y, 3);". What I want is when they bunch up, to repel each other a little. Trying to avoid them overlapping.
>>
>>163064279
All my programming experience has to do with games. Haven't finished one yet though.
>>
>>163065060
>how long had you been learning to program before you could start making games yourself?
Again, none, I learned to program according to what I needed to do for the game I wanted to make. So I basically went form googling "how to draw an image on java" to "how to tell if a key is presed on java" to "how to set the position of something on the screen in java"
Wort approach ever, but at the end of the day I had a guy that could be controlled by they keyboard arrows, and that felt like an accomplishent to me.
That was like 10 years ago, but I would say I'm still learning to this day according to what I need at the moment.
>>
a game for people without arms
>>
>>163065121
https://www.youtube.com/watch?v=ZNwICMDMV-g
>>
>>163065456
i figured this would be most everyone's answer. i guess maybe i'm going about things wrong, i'm trying to learn everything at once, and then start making games

i've done what you said you did myself, i can get a character to walk around, but i kinda have an complex idea for my "dream game", one that no tutorial is gonna teach me how to make
>>
>>163065698
>not making your games controllable solely with your tongue
Welcome to the 18th century, grampa.
>>
>>163065279
I think in this case, I think I'd do something like,
var pointDir = point_direction(x, y, oPlayer.x, oPlayer.y);
var xPos = x+lengthDir_x(3, pointDir);
var yPos = y+lengthDir_y(3, pointDir);

if(!place_meeting(xPos, yPos, object_index){move_towards_point(oPlayer.x, oPlayer.y, 3);}

The idea here is that you're finding the position you want to move to and then making sure it's empty before you move there.
Give it a shot and see if it works.
>>
>>163065279
>>163065781
I have just read that move_towards_point() changes the object's speed, so for my solution to work, you will need to set speed to 0 at the start of this code.
>>
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I think I'll pass.
>>
>>163065723
I don't have the creativity required for making games
>>
>>163064279
About 3 or 4 years. The only games I finished were shitty 2 days - 1 week quick, casual game prototypes for game jams.

I should just end myself.
>>
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>finally time to add some fun stuff like trees or crafting
>decided to do a bit of refactoring before to clean the code a bit
>noticed that now it could actually work for a full 3D world

Small chunk of 3x2x1 here to showcase but that made me chuckle.
>mesh generation
>chunk system
>face occlusion
>>
>>163065060
>The Art of Computer Programming,
Nigga what. Isn't that Knuth's fucking bible of like, 3 or 4 volumes, each with about 1000 pages?

What the fuck are you doing? Just go pick up some shitty language, and start throwing half assed code together to make a game. Always have your documentation ready, and random tutorials that you find useful.
>>
>>163064279
0
>>
>>163065758
Everyone has a "dream game" that is way out of their scope.
My opinion is that if you start working on that as a first project you will either lost motivation when you see how difficult it gets, or you will get to make big progress but as you get better at it you will end having to redo a lot of stuff. Both of them have happened to me.

You should start by making something simpler and slowly move towards your main game goal, that's what I've seen most devs here doing. Maybe jams could be a good start for you, because they are short and simple games you can use to learn stuff.
>>
>>163065934
>>163065781
http://pastebin.com/N98qf2Q6
Here's how I implemented your code. It works pretty well, but they can get hung up on each other and get stuck.
>>
>>163066303
And by this, I don't mean that you should not read those (or other) books. Learn all you can, always. But don't wait until you finish them to actually make something.
>>
>>163066303
idk, some anon recc'd me it saying it would teach me how to code properly, so i've been slowly reading and re-reading each chapter trying to really absorb what the book is telling me. so far i've only learned ways to write euclid's algorithm

>>163066460
haha, yeah, well it started out as pretty simple turn based rpg, but i keep adding more and more elements to the battle system that it's beyond what a tutorial can teach me at this point. i was planning on making smaller projects and work my way up to it, but i really wanted a good grasp of programming before i started making anything
>>
>>163066487
thanks, i'll keep this in mind
>>
>>163066750
Yeah I guess that's the point where people will go for the approach that makes them more comfortable to learn/work with.
>>
>>163064734
I can't make a List of the Lists because each List has a different type.
>>
>>163066469
That's a bother. I think that's probably pretty common though. You could look at tutorials for similar games and see how they handled it.

I'm thinking if you handled x and y movement independent of each other, they wouldn't get stuck so often.
>>
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I'm trying to convey the idea that this character has an ability they have elected to charge instead of attacking that turn, and on their next turn they will use it. This needs some tweaking, as the radius is a bit too big, but you get the idea...

Should I go with the burst streams (option 1) or the continual stream (option 2) to convey the idea?
>>
>>163067171
can in python and java
and can also do it in c++ if they inherit from the same base class
>>
>>163067294
option 2 gets the point across a bit better imo
>>
>>163067314
I'm using C# mate.
But I'm going to try List<dynamic>..
>>
>>163067227
Well, another thing I wanted to do was have a script that would cause the things to scatter in a random direction. Only problem is, last time I tried it they would sit there and spazz out because they were trying to update their destination during the step event and I'm wasn't sure how else to do it.
>>
>>163067407
Like move towards a point that isn't the player?
>>
>>163067401
sorry bruh, I don't know much about c#
>>
>>163067604
Yes. Just to space them out a little bit.
>>
>>163067681
I think if you added targetX and targetY as variables, you could update this code to move to them instead of directly to the player.

Then if they're following the player, just update targetX and targetY to be the player's x and y each step, or if they're spreading out keep targetX and targetY as random values that you set when you trigger the spreading out.
>>
I'm having a spot of trouble with the 'with' function in GameMaker, was wondering if one of you knew the answer:

Suppose I have two objects: Obj1 and Obj2.
-- Instances of Obj1 create instances of Obj2.
-- Instances of Obj2 follow the instance of Obj1 that created them

How do I pass on using the with function the unique instance of Obj1 I want Obj2 to update its x and y values from?

If I just pass on a reference to the Obj1 object, all instances of Obj2 follow the first created instance of Obj1. Isn't there supposed to be a this.Obj1 or something?
>>
>>163067618
That's ok, I got it working.
I changed the several List<Tn> fields in my class to a Dictionary<Type, List<dynamic>> and now have generic functions that lookup by Type key

heuheuheuhuehe it works
>>
>>163068501
Doesn't GML use 'self' and 'other'? I think if you do

with Obj2:
parent = other

You pass the Obj1 that is calling the with block.
>>
>>163068501
I'm thinking either
//Create new Obj2
var obj = instance_create(xx,yy,Obj2);
obj.target = id;

Or
//Create new Obj2
with(instance_create(xx,yy,Obj2)){
target = other.id;
}
>>
you're now breathing manually
the perfect time think about what the code looks like in your brain which allows for the transition between conscious and subconscious breathing. is there perhaps some sort of actor which is waiting for you to stop paying attention for a fraction of a second so he can instantly delete your memory of having breathed manually, and does that actor exist solely to prevent you from killing yourself if you breath manually or can that actor do other things as well? are there still animals around which would die immediately if they were to breath manually somehow? could it be that intelligent life is rare in the universe because almost nobody evolves the trait to survive manual breathing before actually becoming intelligent and thus, a lot of potentially intelligent life just suffocates? maybe you should make a game about breathing manually.
>>
>>163068553
nice job famalam
>>
>>163068631
>>163068652

This worked:
//Create new Obj2
with(instance_create(xx,yy,Obj2)){
target = other.id;
}
//Step in Obj2
x = target.x
y = target.y


Thanks so much you guys! Been plaguing me for the better part of an hour.
>>
>>163026980
the first idea sounds boring as fuck and the second idea is literally OKAY IT'S JUST LIKE SKYRIM BUT IN SPACE WITH LIKE SCIFI TECH AND IT'S OPEN WORLD MMORPG WITH DESTRUCTIBE TERRAIN AND GTA5 GRAPHICS
Literally would take rockstar tier game studio 5 years to make
>>
>>163068673
what other prerequisites does intelligent life have aside from the ability to survive manual breathing?
>>
>>163069037
imperfect reproduction
environmental pressure toward intelligence
probably helps if you can piss in a specific place
>>
>talk with friend about indie games
>he complains how they are all ugly and short trash
>complains about why they aren't more like gta or cod
>ask him ho he thinks a game like gta was made
>he thought it costs like a million and takes about a dozen people
how are indies supposed to compete with this? the wast majority of normalfags think like that
>>
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>tfw painfully slow progress
>>
>>163069554
stopped reading at "short"
anyone who hasnt comprehended that the length of games is completely arbitrary doesnt understand games.
>>
>>163063403
Neither is this >>163068553.
>>
>>163070030
Sometimes you just give up.
>>
>>163069768
>tfw fast progress but the scope is so huge it will take forever to finish even though the scope is only medium in size but it feels huge
>>
>>163069768
>tfw no progress
>billion year planning stage
>>
>>163069554
>complains about why they aren't more like gta or cod
>gta or cod
You have to differentiate the common friends from the gamedev friends.
You don't talk about gamedev with the common friends, you just hang out with them.
>>
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>>163044879
There is going to be a yeti, right? RIGHT?!
>>
>>163070346
That is besides the point, it will be normalfags who will buy your game in the end, not game devs. And if normal fags think your game needs to look like crysis then you are fucked
>>
>>163070136
Also, consider the following: do you really need a method just to wrap up adding the object? Can you not have multiple lists and expose them directly?
>>
>>163070030
That's alright. At least I have to write less code when I want to add something now, and I can deserialize entities from xml files without dealing with each component combination deliberately.

What's wrong with it?
>>
>>163070553
This is how you're structuring your ECS? Good luck with your frame times.
>>
>>163070553
>>163070641
Also I really never understood what the issue was in the first place with the loading and whatnot. I think you're trying to abstract and generalize too needlessly. The whole point of enginedevving is to take advantage of the fact that you know exactly what you need.
>>
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Thanks for the heads up, Game Maker Studio 2.
>>
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Hmm, I wonder what could be causing this weird light glitch. I tried to change camera clipping but that was not it.
>>
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REMINDER :

https://www.youtube.com/watch?v=KxGRhd_iWuE
>>
>>163070821

I really want to use GMS2, damn it.
>>
>>163070901
You should be able to get the trial. That's what I'm using right now.
>>
>>163070641
>>163070817
Well I'm running the game with 7,000 player entities and the framerate is about ~200. I dunno. The problem with loading from XML data is I don't want to write a deliberate loader for each xml entity data because it can have any number of different components in it. Right now I've just got a player.xml, but what about when I want like 5 different types of creatures and they all have different initial components? I can either just have a LoadEntity<T> or I can have a separate load function for each one to read each component deliberately and that seems extremely tedious.
>>
>>163063307
If I understand you correctly, you want to do something like this.

I don't understand why you would want to do it, but this is how you can do it, with a generic method.
>>
>>163070991

Oh shit. You're right, have you used the original GMS at all? Is it a step up? I've been toying with the idea of upgrading
>>
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>>163071143
okay, the image didn't upload.
Let's try again...
>>
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>>163071223
This is what I ended up going with. Kinda similar?
Goals for working on this are learning first, game second, so if there's a better way I'm all ears... I'm probably all sorts of fucked up right now hue
>>
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NEVER GIVE UP

https://youtu.be/bavZbQHbuOk
>>
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>>163070994
If the entity type has N possible components that's N simple calls when it's being loaded. I don't understand why this is such a horrible issue that you need to go to such lengths with very real runtime costs to avoid it. You're not reducing any duplication or complexity or anything.

This, of course, is assuming that you have good reason to be data driving this much in the first place...

>>163071223
Now look at what it looks like if you don't go full retard with generalization.

Believe me, I went through a long phase where I thought this kind of thing was a good idea. Eventually I realized I was just wasting my time.
>>
>>163071401
I don't quite understand what it is you want to do though. Do you want a way to add components to your object during runtime or what's the deal?

Give me an explanation of what it is you wish to achieve, the details of your idea and I might whip something together.
>>
>>163050672
Homeworld did sky spheres like this too

In HW:Cata they made the vertexes flash blue like space lightning in the far distance

Very neat
>>
>>163071156
Yeah, I have the original studio pro from the humble bundle. You just need to sign in to your yo-yo account.
Pros:
>For people who have studio PRO, the upgrade is expected to only be $60 (regular price is 100).
>The interface is a lot better; much more of an Adobe look this time, with a handsome and not overused shade of green.
>visuals for connected objects/events/etc.
>It's a lot easier to put your shit in groups now (I found dragging and dropping very hard in the original)
>Clean, layer-based systems, again like Adobe
>You set the FPS in some project settings thing rather than in the room.

Con:
>First impression is that the sprite editor isn't very intuitive. I still don't know where the crop tool is or how to select half the tools on the bar (could be unfinished beta stuff?)

Misc:
>I noticed one change in GML so far: For stuff like keypress, you have to use double quotation marks instead of single quotation marks around a single letter, e.g. "A" instead of 'A'.
>Apparently you can't export games in the trial, but that's to be expected.

https://www.yoyogames.com/get2

I'll get the upgrade soon for sure.
>>
>>163052760
Because I don't like furry
No I just want enough money
>>
>>163071518
>Do you want a way to add components to your object during runtime or what's the deal?
That's the idea.

Ok here's a basic rundown:
> I have n components (Position, Movement, Display, etc)
> I have predefined xml files with initial values of components for different game objects (Player.xml, npc1.xml, boss.xml)
> I want to deserialze these xml files into struct representations of the initialization values and just add whatever components are described in them without knowing specifically beforehand what components to expect
This saves me from having to do like
PlayerLoad()
{components.Movement = Player.Movement . . . . . . .

for every single game object
>>
>>163071450
I think you "you'd" the wrong guy. I just explained how he could achieve this.

And to take it further, you probably wouldn't even want to expose the whole list. If you just want to be able to enumare it, then expose it as an IEnumerable, if you just want to add something to it, then expose an Add method, no less, no more.
>>
>>163044879
https://twingemgames.itch.io/agdg-sledfree
?
>>
1MA bros, how do you push through the asset crunch? This shit is killing me, i just wanna make shit move.
>>
How do you guys determine what tasks to do in order to make your games? I have several things I want to work on and I try to get organized, but I always end up getting ideas for other things and working on them.
>>
>>163071653
>I want to deserialze these xml files into struct representations of the initialization values and just add whatever components are described in them without knowing specifically beforehand what components to expect
Well I don't know how you expect all this to help because you can't get a type at runtime and use it as an argument to a generic. All you have to do is TRY to load each possible component from the file. You've simply substituted AddFoo with Add<Foo> with a load of overhead behind it.

>>163071654
I (You)d you because I wanted to connect the two code snippets.
>>
>>163071726
I can't draw for shit so I'm going to buy my assets instead
>>
>>163071816
>All you have to do is TRY to load each possible component from the file.
FUCK WHAT THE FUCK THAT IS SO OBVIOUS WHAT THE FUCK HAVE I BEEN DOING
>>
>>163071864
I have no idea how you even managed to get something else to work. I thought it was so obvious I never bothered to point it out before now.
>>
>>163071890
In my defense I've been high as fuck programming for 9 hours straight before I started this problem. I found a rabbit hole and I just kept digging, man.
>>
>>163071825
this
In fact an hour ago I just bought sound effects and spoopy "sonic undertones"
The only problem is once you buy assets you feel kind of trapped with them, for example some art I bought had a lot of medical style things in it, so I was compelled to make medical a larger part of the game.

Also once you buy you're getting locked in to that style
>>
>>163071945
That's what I said, eh? Abstraction (or at least what one thinks is abstraction) can be addictive. Pro tip: if the code isn't getting smaller, you're doing it wrong.
>>
>>163071825
>>163071982
Does that still count as 1MAing?
>>
>>163071726
Slowly and painfully. It's what takes more time, and what usually burns me out or makes me miss Demo Days
>>
>>163072043
fuck what a valuable lesson
>>
>>163071573

Yeah I'm running through the babby tutorial and this feels way more intuitive compared to the old "catch the clown" shit
>>
>>163072067
Yes.
>>
Is there a high quality Unity video course or book for a whole game with class architecture, saving/loading games with serialization, managing entities, managing player/npcs, managing inventory, scripting ui etc.? I want to learn some good concepts I can use.
>>
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>>163070397
There are no monsters in this game.
*wink*
>>163071694
That's the old and busted first entry of the series, this sequel is going to be a lot better.
Though until you posted that, I had forgotten that I need to put flags in the game.
>>
>>163072214
thumbs up
>>
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Added charged attacks
>>
>>163072067
Solo developer, more like
>>
>>163073331
Semantics.
>>
>>163072043
>Make the changes to have the vastly simplified xml deserialization
>Can run 14,000 player entities at 200 fps instead of 7,000
welp.
>>
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>>163071653
I don't see why you don't just have an abstract Component class where all your components derive from and have said XML files house settings for various components you wish to instantiate.

Either way, I setup a few basic classes here.

The step would simply be to instantiate components based on the data your XML-files provide and then try to add them to a GameObject.
>>
Give me an idea, anything.

I will do it.
>>
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>>163025089

You're welcome!

Sorry I missed your questions later in the thread the other day. I'm glad you figured it out on your own.

Now make game.
>>
>>163073768
Lewd RPG with female MC.

When you gain a level you also gain a centimeter on your bust size. (you start out flat).
>>
How hard is PHP to get into, thinking of making some sort of browser game in the vein of Kingdom of Loathing.
>>
>>163073890
>punishing the player for playing the game right
>>
>>163073890
Make it like fable where if you get evil you grow horns and shit, but instead of that, it's like, the more you lean toward feminism, the more colorful your hair will become, the fatter you get, more pimples, etc.
>>
>>163073745
I might do something similar. I read your updated article on ecs stuff (I'm assuming it's you) but honestly I'm way more of a fan of not having defined game objects, from a personal standpoint it's just more fun for some reason. I thought about having a base IComponent interface but... I mean, none of the components have anything in common. They're just structs. I'll probably do something similar though, but use one container for the state rather than have game objects hold their own components. Or maybe I'll try that. I just started this engine last night so there's a lot of playing around still.
>>
>>163073930
Do you have programming experience? If so, PHP will make you want to kill the one responsible for creating it (Horrible syntax etc).
>>
Is it acceptable to have faster diagonal movement than your horizontal and vertical movement? I know it's an easy fix, but so many games seem to just leave it like that. Would it make walking diagonally feel too slow?
>>
>>163074004
I'm fluent in java, so wanting to kill whoever did this to me is not really something that's gonna bother me. I'm used to it.
>>
>>163073986
I haven't written any article, so no, it's not me.

>>163074004
Not sure if stupid or stupid, but the PHP syntax is very similar to C/C++/C#/Java

The main difference being that variables start with $, but it's at the very core a perfectly valid OOP language.
>>
>>163074160
Oh, my mistake! Either way, I'm doing ECS because the idea of a structureless game really appeals to me from a programming standpoint. Once I start making classes for "Player", etc, then I feel like the purpose has been defeated.
>>
>>163074004
Fuck off son. Php is a lovely an very comfy language and it has the sexist variable definitions ever like $poop mmmmmm oh god, it's orgasmic.. not like garbage in say c# where you like go just var poop ewww
>>
>>163074004
PHP is comfy
>>
>>163073890
There's a game with that already, faggot. Get more original.

https://en.wikipedia.org/wiki/Omega_Labyrinth
>>
>>163073096
what's up with that frame rate?
>>
>>163074906
what do you mean
>>
>>163074874
>psvita
>>
>>163075125
And it'll sell more copies of the game than yours will on any platform.
>>
>>163074927
neveremind its my shitty notebook. The particle effect seems to pop in at beginning, not sure if thats intended or not.
>>
>>163075317
no, it fades in, although it does so quickly. try the youtube version https://www.youtube.com/watch?v=2EkJY2Fe6wY
>>
>>163052521
I mean I still have the assets on my pc but I have literally not spoken with the artist in months.
>>
>>163075713
At least post em in downloadable form uncensored at least. Not really the assets but you know.
>>
>>163075785
you just want to fap? i can post a mega of a billion combos
>>
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>>163074874
>Items obtained in dungeons are initially unidentified, with their name and effects not known. They need to be revealed using Omega Power, with an animated sequence where the player places said item between a characters breasts and shaking achieving this
I can't compete with this
>>
>>163075943
Yeah bro, lay that on me.
>>
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How do I come up with a name for my game? I don't want to be sued by the developer of some 30 year old abandonware
>>
>>163076183
append random string of characters
>>
>>163076183
cave story
under tale
down well
>>
>>163075978
that vita game isn't that good

you can go lewder
>>
>>163075574
Ahh I see it now. Looks cools!
>>
>>163076237
My game shall now be known as 579a907f25b972dae88836a1602f9377
>>
>>163076283
this reminds me of an idea I had:

>game plays like Dungeon Keeper
>story is basically an old hentai miniseries called Angel of Darkness
>you're a tentacle monster who possessed a college professor of an all-girls school
>you have an underground lab where you capture the students to tentacle rape all day
>you could just stare at them and fap if you want
>objective is to level-up to get your final form
>fend off against would be heroes
>>
>>163030206
I know you're probably gone but that looks really nice
>>
>>163076693
worked for notch and brog and the valhalla devs

>>163075995
https://mega.nz/#!rZxgQT4A!7bLgLzZrWVPrA6THb-Dj2UkPT6iPrCwIV4O851IedDg

happy fapping bro
some of the crops were fucked up but this is as much as i give a fuck

i might still come back to this some day. it be a demo of the systems, in order to entice another artist to work on the project. desu tho it seems like this style is easy enough to replicate, we got a 2nd artist on and she did fine

deadocto if you're reading this sorry, but you fucked this as much as i did
>>
>>163047124
>a potential greenlight success
Is that a joke?

I like the concept though.
>>
>>163076795
RIP. in peace This game would be so fappable
>>
>>163076795
That was honestly more disappointing than I expected. Still, some goodies in there.
>>
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Why is it starting my raycast here?
>>
>>163076931
would it really? we had some serious scope creep at the end. if there was a way to make something interesting with only one sprite per character, and no text, I'm all ears. Like I said, I'm willing to open this up again

>>163076987
procgen is shit if you can see the edges.
>>
>>163077018
I was more disappointed with the blurry nips than that. The sexy parts needed more work.
>>
Control tower to anons, you are clear for progress
>>
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>>163077014
make sure your tool handle is in pivot mode.

maybe your object's origin really is there
>>
>>163076183
Use proper nouns in the name.

(Protagonist's or important character's name) Story
The Fall of (state name)
(Name) and (other name)

Examples from this year:

Echoes of Aetheria
Homeworld: Deserts of Kharak
Arslan: The Warriors of Legend
I Am Setsuna
Stardew Valley
Alekhine's Gun
Deponia Doomsday
Action Henk
Shantae and the Pirate's Curse
Trillion: God of Destruction
Ratchet & Clank
Stephen's Sausage Roll
Loud on Planet X
Odin Sphere Leifthrasir
The Solus Project
Assault Suit Leynos
Kerbal Space Program
Tales of Berseria
Champions of Anteria
>>
>>163077237
They're the same.
>>
>>163077290
the white line in the screenshot is your raycast? are you sure the values in your call to Debug.DrawRay is absolutely the same with your Raycast call?
>>
>>163077368
God I'm retarded.

Why doesn't Unity have a "display raycast" setting for the editor?
>>
>>163029335
Making an identical SSBM clone by yourself. There is your problem.
>>
How to survive refactoring?
>>
>>163078037
Think about the -10k loc commit you'll get when you finish it
>>
>>163029335
>Python

I take it you've written the performance critical parts in cython though?
>>
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The aliums just invaded earth and demand to play your game.
If they think it's shit they will destroy the entire milky way. You have 10 minutes to get it ready.
How fucked are you?
>>
>>163078221
not at all :)
>>
>>163077014
On this topic - how do you actually offset the origin of a raycast? It's all done in worldspace I think, and I never figured out how to get it coming down the front for slope detection.
>>
>>163078221
Fuck the game; can I watch the destruction?
>>
>>163078221
depends on their attention span
if they're done playing after 2 minutes we might be saved
>>
>>163078221
I hope I can cum in 10 minutes because this will be the last time I will ever fap
>>
How do i cut a pie in 9 equal pieces?
With 8 piece it's easy, you just halve everything 3 times and you get 8 beautiful equal pieces, but 9 will fuck you up and this is measured by the eye so it's not like i can just do 360/9 degrees
>>
>>163078418
https://en.wikipedia.org/wiki/Angle_trisection
it's impossible
>>
>>163061026
Godot has an editor and a main loop builtin
>>
>>163078418
Nice bait for another one of your shitposts, but it's getting obvious now when you ask basic algerbra questoins
>>
>>163078418
Since you didn't specify you wanted ONLY 9 equal pieces cut it in 12 equal pieces
>>
Takeoff imminent.
Still looks like ass though.
>>
why haven't you finished your game yet
>>
>>163078896
There are all these things I have to learn before even starting
>>
>>163073986
>None of the components have anything in common

Well, they are components so they have that in common and so should share a common type. It's perfectly legal to use marker interfaces although some might argue that it's better to use attributes.

if(someComponent is IComponent) //Oh look, a component
>>
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Hows my topology/10?
>>
>>163079171
is this a baby?
>>
>>163066019
>it's an obese blue haired woman tells you what you do episode
These are becoming way too common, life writers are fucking hacks.
>>
>>163060481
I watched the whole thing you fuck
>>
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>>163077014
Because your collider is offset from the actual transform?

I'm assuming you're drawing a line between the origin and the bottom of the capsule.

>>163078312
You don't need to do that.
>>
>>163079796
WOW no, it's chibi style.
>>
>>163080010
Make it gangnam style instead xD
>>
>>163062952
>>163063217
>>163063709
Please stop avatarfagging
>>
>>163080092
>>163080092
>>163080092
>>
>>163080107
Stop making threads early you doofus
>>
>>163079932
What's going on here? Using the normal for something?
>>
>>163079171
the proportions are questionable depending on what it is supposed to be
>>
>>163077201
Protip: Make all the pieces separate fbx files so when you fuck up one part the whole things not ruined
>>
>>163080032
kek
>>
>>163078896
I'm on the home stretch! Just 10% left!!!
>>
How do I parent objects to a bone in Blender?
I want to have my character hold a weapon in their hand, but right now I'm manually moving the object to where the hand bone is and assigning the vertex group, but this makes the weapon impossible to edit properly.
>>
>>163080107
>>163080000
>>
>>163080150
Ground detection. The yellow line denotes the distance between the bottom of the capsule to the raycasts hitpoint.

If the distance is <= the current slope angle as radians and the angle is less than 80(minimal wall angle) then we can safely assume we're standing on solid ground.
>>
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Why does test have to be 0.34 to make this spherecast parallel with the ground? In a similar situation elsewhere I have it at 0 and it works, but 0 in this line makes it go into the ground.
>>
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>>163066019
>>
>>163080150
But to expand on that, yes, I am using the normal to get the angle of the ground I'm currently standing on.

Vector3.Angle(hit.normal, Vector3.up);
>>
>>163080219
I usually just create multiple objects in the same file, so they are not actually the same thing and when you import the file to Unity you can move the objects contained in it separately.
Doing one thing per file fucks up my proportions so I tend to just separate some things.
>>
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I have been a gamer for a long time and i want to try to make a game now.
Now i did my research and i know i should use the unity engine, but where can i learn about the actual game making process?
Basically i want to make a mmorpg set on an post apocalyptic alien world with all terrain and buildings destructible. the player could also freely move around parkour style like in assassins creed
now i don't want to make the project too large obviously since i am going to work on it alone, so there won't be any voice acting and the models won't be as realistic as in gta, but simpler like they are in wow
Can you please give me some starting advice?
Thank you
>>
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>>163081749
Sad
>>
Why is it so hard to find good names for games
>>
>>163084319
One day we may run out of game names
>>
>>163076183
what kind of game?
>>
Top down shooter but with self learning neural networks and genetic evolution for the AI
fitness is (alive time) - (time it takes to kill player)
>>
>>163084319
I too am bad at naming menus
>>
c++ is fun
>>
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>>163090967
>tfw all your unit tests pass and everything compiles with no errors
>>
>>163081749
start w/ YT tutorials anon

if possible do more research on game engines. you want to start with the biggest foundation possible (relevant frameworks to your game that are already built inside the engine.
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