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/agdg/ - Amateur Game Development General

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Thread replies: 752
Thread images: 161

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>Last Thread
>>163023926

> 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
>>
First for work hard dev-senpai
>>
Second for masturbation
>>
>>163060481
f*cking assh*le
>>
i just want to remind you that agdg smash bros has been tried before a few years ago
>>
>>163080398
And it was beatiful
>>
>>163070825
Z-fighting, google it.
Try going into your model and removing all doubles
>>
>>163080092
>Last Thread
>Previous thread
come on anon, if you're going to make a thread 25 posts early at least do it correctly.
>>
Is there an easy way to make text bubbles or RPG text box in game maker?
>>
>>163080702
http://diestware.tumblr.com/post/137357826705/advanced-dialogue-box-tutorial
>>
>>163080751
Thanks
>>
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Here's a better delegate raycasting/script teleportation demo. As you can see, you can shoot through the portal from both your side (delegate raycasting), and with the gun on the other side (script teleportation)
https://www.youtube.com/watch?v=2gw5sz7I63g
>>
Oh, also worth mentioning:
To get script teleportation all that you have to do is make your script inherit from TeleportableScript, and delegate raycasting is as easy as regular raycasting.
>>
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Why does the top one make a spherecast that's parallel to the ground, but the second one goes down into the ground?
>>
>>163081298
>0f
>test
What is test
that is why, test is negative
>>
Anyone have experience with unitys built in ads on mobile? I'm pulling my hair out trying to figure it out
>>
>>163081340
Test is also zero. I was messing around with it, it needs to be set to 0.34 to get a parallel ray.
>>
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>>163081340
>>163081298
>>163081505
>mfw low test in AGDG
>mfw NO test in AGDG
Not surprised.
>>
>>163080569
It's not that, i already checked and there is only a single face there
>>
>>163081817
If your near clipping plane is really close to your camera's origin then you can get weird shit like that
Try moving your near clip farther away
>>
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Reposting my question from the other thread
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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>>163081937
Very sad
>>
>>163081956
how?
>>
>>163082004
4chanx
>>
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>>163082004
It's a meme you retard, you can edit the source any way you want
>>
>>163082004
I would assume that his extension makes a note of how many posters have posted in the thread upon each post. If it goes up its a new poster. Probably doesn't work on posts that were there before opening up the thread.
>>
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>>163079171
Thoughts? I think it looks better now
>>
>>163081909
I already tried to change the camera clipping to almost zero as well, it doesn't seem to be any of the usual culprits.
>>
>>163082410
>I already tried to change the camera clipping to almost zero as well

no no no
the opposite of that
move the clip plane like 1-2 inches real world space from the camera
>>
>>163081937
>here can i learn about the actual game making process?
First off, learn C#.
Then, make pong in unity.
Then, work from there.
I'm not sure if you understand how fucking crazy in size the project your just proposed is. I've been developing games professionally for 4 years (I don't post my pro stuff here) and that sounds like it'd be a good project for a team of about 4-6 people, two of whom are artists
>>
>>163082452
damn, that actually helped, thanks
>>
>>163082650
Here is a good place to start
https://msdn.microsoft.com/en-us/library/67ef8sbd.aspx
Work hard and may your dreams come true
Develop your idea enough, get good at programming, and you could assemble a team to make that game you want to make one day. Or, any other game. The sky is the limit, especially with cheap VR around the corner. This is a good time to start learning your shit.
>>
>>163082736
i am already using c#, but i think you meant to reply to that other post
>>
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rate my protagonist
>>
>>163083542
need to see an attack before I r8
>>
>>163083595
but the protagonist is a pacifist
>>
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>>163083726
wrong

>>163083595
>>
>>163083768
Brutal. 10/10.
>>
>>163083768
jesus christ mate think of the children
>>
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Added the basic attack of the fire mode. It has long reach and deals a lot of knockback, but it is pretty slow. It does large singular hits but the Ice weapon's basic attack will probably out damage it if you do full combos with that. At least I hope so.
>>
>>163081050
I'd love to see your code for this, I messed around with this kind of thing a while back, but your implementation seems far smoother.
>>
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Attempt 2 at the Firryn Teenager. Added a bit more character to his eyes, added some snow debris. Added some variable thickness to some of the lines to help guide the eyes to points of interest.

Considering adding in his shoulders and such. After that, it'd be clean-up-the-linework time.
>>
>>163081937
>mmorpg
>3d
>Destructible environment
>Parkour
>One man dev

Your dream project would take a AAA dev years and millions to pull off decently. You need to think a lot smaller and take MMO out of your vocabulary entirely.

Look up some unity or UT4 tutorials and make a beginner game before you even consider dream games.
>>
>>163085001
Eyes, face shape and nose look more like that of a ten year old.
>>
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>>163085485
Yeah, it's something I'm struggling with a bit. The adults still look pretty young in terms of facial proportions. Finding the inbetween that works is turning out to be difficult.
>>
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>>163086187
>>
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thing.
>>
>>163085994
I think it's probably because you're going to round with the teen's face. Kids have round faces, teens and young adults lean, narrow faces and 30+ adults have chunky faces.
>>
What's a good substitute for a big ass whiteboard without spending hundreds of dollars?
>>
>>163086396
juicier than ur mum in bed last saturday
>>
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Early in the making but im working on a level where you play a puzzle level on a table in a kids room.

(using the first level as a prefab on the table to test this so ignore that)

I'm accepting agdg 3D models as easter eggs for plush toys or 2D drawings so if you want your agdg easter egg from your game in the background hit me up.
>>
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Making stuff like this is pretty fun, but the setup for it sure is obnoxious.
>>
>>163086492
where the fuck is SORD?
>>
>>163086492
You need to blur the skybox a bit or something, because you can barely make out the stage for how bright and detailed everything is.
>>
>>163086589
by the time bokube ships that meme will be even deader
>>
Hey /agdg/, I have zero gamedev experience, some rudimentary programming knowledge, and I'm pretty confident in my artwork.

I'd like to try making a 2D, turn based, simple simulation/tycoon kinda game. With porn. What engine would make sense for me? I was thinking gamemaker maybe but I'm not sure what's going on with the new version, and if anyone got away with using it for porn yet.
>>
>>163086690
Löve2D
>>
>>163086187
>>163086379
Dayum, those are some fresh moves.
>>
>>163086690
>not making your own engine
kys!
>>
>>163086690
Godot
>>
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>>163087283
is this a crystal meth growing simulator
>>
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>>163085485
How's this?
>>
>>163087435

Don't trust him, you'll just wind up programming mustard gas.
>>
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>find bug
>patch it up with a solution
>everything seems fine
>no, that solution caused another bug
>patch up that bug
>everything seems fine
>no, patching it rebroke the original bug
>>
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it's barely anything so far, but I finally started working on a game so here's my first progress
>>
>>163088237
The eyes look more teenage and thinning the lines made the face look a bit older, but I'm not sure about the size of the nose.
I think also that the eyebrows are really throwing the look of the face with their innocent-bewildered expression. He'd probably look more teenage with a neutral expression like the adult.
>>
>>163088728
Well the innocence/embarrassment is part of the character here, yes. He gets nervous around the protagonist because he thinks Snowcloaks are cool and idolizes them a bit. He isn't sure how to act around them.
>>
>>163088451
>bug happens frequently
>add print statement
>bug stops happening
>>
If I want to make a Doomlike retro-styled FPS, would I be better off modding DOOM (which I know nothing about) or just making it from scratch?
>>
>>163089126
Depends on how doom-like you want it to be.
>>
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>>163085374
>>163082581

Ya'll need to stop replying to that obvious bait.
https://www.kickstarter.com/projects/2024702341/the-wastes
>>
>>163088674
>meme danmaku
Add some GiIvaSunner tracks and you're on your way to have a meme masterpiece.
>>
>>163089126

Modding doom is piss easy.
>>
>>163088674
doot
>>
>>163088674
How you got that bullet pattern working? Is it from the marketplace or something?
>>
>>163089219
it was just a placeholder but I think you're onto something, thanks for the idea it's gonna make me millions

>>163089342
literally just a for loop that generates a circle of bullets while skeltal goes back and forth
>>
>>163089234
Is it easy to write my own scripts to change/add gameplay features? I have never modded anything.
>>
>>163089234
Modding is not game dev.
>>
>>163089449
>literally just a for loop that generates a circle of bullets while skeltal goes back and forth
Can you please explain this a bit further? I am making a shmup too, but I can't find any tutorials about how to make danmaku patterns.
>>
>>163086492
source.jpg hanging on a wall
>>
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>>163089521
If you search "modding is not game dev" (quotes included) in Google all results are from AGDG
>>
>>163089471

There's enough engine features built into modern sourceports that you can do some really wild shit. You'll need to get GLOOME if you intend on making a doom style game and sell it, remember that you'll need to provide your own resource in that case.

SLADE is your doom editor of choice for editing code and such, and ZDoom/GZDoom builder for map making.

Consider peeking into the /vr/ doom threads for advice if you're serious about this
>>
>>163088919
>Well the innocence/embarrassment is part of the character here, yes.
I think your best bet at selling him as a teenager would be with his gangly, awkward body rather than his face then. At the moment you're trying to make a childlike, innocent character look less childlike and innocent, which is probably not what you want to be doing.


>>163089194
>80k pounds.
Wew lad.
>>
>>163089548
its like a spirograph, if thte bullets maintain their velocity once spawned, it's just a matter of timing the shooting and making a path for the shooter so it makes a pretty wave
>>
>>163089548
what engine are you using?
>>
>>163089669
Thanks, I'll give 'em a look.

I guess I'll try making a simple map pack first just to try stuff out/learn, then I'll actually attempt making my idea.
>>
>>163089653
thanks, had a mild chuckle
>>
>>163089867

Consider looking into Realm667 for modding resources and stuff to base stuff on, it includes weapons, textures, monsters, props, the works.
>>
>>163089807
I am using GameMaker.
>>
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>>163089653
youre literally a redditposter.
>>
>>163090005
You forgot the quotes
>>
>>163088674
please make the guitar baby the chuuboss
>>
What music should I listen to when game deving?

I want something to distract me from tfwnogf
>>
>>163090056
https://youtu.be/HF4hJ_2aNg8
>>
>>163090056
https://www.youtube.com/watch?v=QGmhtFgoAGA
>>
>>163090040
I used bing
>>
The "modding is not gamedev" poster is danny, remember what everyone said, don't reply.
>>
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>>163090125
Oh shit, I'm sorry.
>>
>>163089991
take an angle (the smaller the angle the more dense your bullets will be)

for (i = 0; i < 360/angle; i++) {
obj = instance_create(x, y, o_bullet);
obj.direction = i * angle;
}

then make that fire off in spurts, make sure to give your bullet object a speed in its create event, and have the enemy firing the bullets move back and forth and it will automatically generate the pattern
>>
>>163089946
>Realm667
Cool website. Thanks once again man.
>>
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>that one time you called the school teacher "mom"
>>
>>163090470
there is literally no way to link this post with gamedev
>>
>>163090470
It was dad and it was a male teacher that disliked me

Everytime I remember this I cringe so hard I can't do anything else for like 30 min. Thanks anon.
>>
>>163090470
has there ever been a VN where you play as a hot schoolteacher who has to seduce her shota students?
>>
>>163090056
https://www.youtube.com/watch?v=kDwAN90MKTo
https://www.youtube.com/watch?v=iKIGlHcr5AU
https://www.youtube.com/watch?v=lRb5Cgy86YM

>>163090470
>that one time you asked the school teacher to fuck you like a little girl
>>
>>163090356

I got one last link for you friend, whenever you get around to start making custom guns, here's some documentation that'll help.

http://gunlabs.blogspot.com/2011/01/welcome-to-new-doom-armory.html
>>
>>163090273
Thanks! I will try this out.
But what exactly does this all actually mean?
What does the "for" stand for? Or the "i" and "i++"?
>>
>>163090602
I wish
>>
>>163090602
has there ever been a VN where you bang a spider?
>>
>>163090470
fuck off pur nobody needs you shitting up another general go back to bnsg
>>
Do polar bears shit in the woods?
>>
>>163090686
https://docs.yoyogames.com/source/dadiospice/002_reference/001_gml%20language%20overview/401_11_for.html

this should help
>>
>>163082352
This is the most disgusting model I've seen in years. What the fuck is wrong with you that you turned out this way?
>>
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>>163090686
>What does the "for" stand for? Or the "i" and "i++"?
>>
>>163086187
>>163086379
Sick
>>
>>163086492
I really like this but I agree with >>163086619
>>
Minecraft but written in assembly
>>
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>>163091014
>implying that's the worst this general has seen
>implying you aren't just Reek trying to cover for yourself by lashing out at real devs

:o)
>>
>>163091371
Why did I click that spoiler?
>>
See, knew it.
Ignore danny until he goes away, click hide post.
>>
>>163090470
Literally never happened. I dont talk to teachers.
>>
i used to want to make games when i was a kid i was also pretty good at drawing now i can barely drawa stickman and have 0 creativity like what the flip happened
>>
>>163091751
Life happened.
>>
>>163090759
I started one then I cringed at my writing and stopped. Though there was some pretty cool stuff about chelicerae blowjobs.
>>
>>163091751
you had confidence as a kid
>>
>>163091751
rampant depression is my bet. and that's not game dev. im going to have to ask you to leave. fucking literal faggot
>>
>>163091751
>i was also pretty good at drawing now i can barely drawa stickman
you probably never were actually able to draw
>>
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i haven't posted a video in a while so here is some new features
>>
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Reposting because I received mixed feedback last time.

The game is VikinGirl RPG (temp), maybe you've seen the webms or the recap posts in the last couple of weeks. It's the ARPG with everything being placeholder cubes.
>>
>>163092753
Tone that screenshake down a notch.
>>
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>>163090567
I keep this comic around to remind me that growing up is equivalent to being able to accept the embarrassing shit you did in the past

I haven't grown up yet
>>
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pretty much done with this mid-boss
>>163092753
cute
>>
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Implemented a weapon wheel and weapon switching. Works for 1-4 digits and gamepad D-Pad
>>
>>163092956
Nobody grows up anymore, we all shield ourselves from the world behind our computers and ironic memes.
>>
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>>163092873
Also, while it might make the judgment biased, here's what B looks like now.
>>
>>163093009
he looks way too easy
>>
>>163093009
i was literally just about to post to ask the kitten dev to post a webm of his background, as I like the effect and want something similar
>>
How do I make drawing on a graphics tablet feel like I'm drawing on a sketch book?
>>
>>163092873
I like A more than B. Never been a fan of chibi.
>>
>>163093082
I always thought that the arms move the opposite direction to the corresponding leg when moving. Although I have never animated anything, this is just something I've heard.

Looks qt though anon
>>
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>>163086434
pencils and paper you fucking weirdo

alternatively, chalk, and a bunch of black acrylic paint. you can paint a large surface (or even just one of your walls) with it and it should be hard enough to write on. there's also specific chalkboard paint you can get that's basically black acrylic but with some crushed minerals in it to make it harder and rougher for better drawing on with chalk.

alt alternatively, a large piece of plexiglass. it's not CHEAP but you can find it for free sometimes and a sheet of it isn't exactly pricey and all you have to do is dirll some holes in it to mount it with screws to your wall or w/e. Or you can just leave it free-standing like a peasant

double alternatively, acetate sheets like are used for presentations on overhead projectors. you can write on them with dry erase markers just fine.
>>
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>>163092926
the crop makes it look more intense than it actually is. im panning on adding some kind of dampener too so if there are many shake sources like explosions it will tone itself down

>>163093009
thanks
>>
>>163093009
I was gonna ask you how hard this game is intended to be because I thought this looked pretty easy, but someone else has said as much.
>>
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>>163093082
>>163092873
And an old webm of the game for good measure.
>>
>>163093425
They're like "hey, don't touch me"
>>
>>163093009
Not sure about the actual design of the boss fight but that's excellent use of the 3D.
>>
>tfw working on a feature and it's 70% done
>can't wait to start on the next feature i will be implementing
>it's incredibly hard to keep myself from jumping over because i know i will just end up with million half finished features in the end which will cause me to abandon the project
>>
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Got enemies working and they drop items too but their image_xscale isn't always consistent. Good enough for now I guess. They also have trouble getting passed the ladder but I think that'll be an easy fix.
>>
>>163089621
If I did that, how many people in agdg would hate me?
>>
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how do i get john maus to do my game's soundtrack
>>
>>163093863
you don't need John Maus
just make a motorik beat, add some arpegiator synths, get piss drunk and try to sing over it. lyrics don't matter, you will drench everything in reverb anyway
>>
>>163093863
You get in contact with him and you pay money.
>>
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>>163093168
>>163093371
since difficulty was one of the biggest complaints from demoday feedback, i'm trying to tread more carefully here, though i design things so their parameters can be easily scaled (webm related)
this particular opponent is met very early in the game, so he's a bit of a pushover, but maybe i overdid that a bit
>>163093179
>>163093665
thanks
>>
>>163093863
I wanted a space game with a shoegaze soundtrack like No Man Buy, but instead of ringing 65daysofstatic I got this normie girl from down the hall to play some mutated Lightning Bolt riffs through four or five pedals.

You can do anything.
>>
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>>163080092
Basic puzzle thing
>>
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So this.... is the power of Amazon Lumberyard (TM)

Truly worth downloading 15 GB for
>>
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>>163095102
Here's a secret
When people tell you your game is too hard, 9 times out of 10 it's not too hard, it's just that it's hard in the wrong ways.
>>
>>163095102
clock rain
some stay dry and others feel the pain
>>
>>163093238
Connect tablet stylus to pencil using stick, use pencil to draw on sketchbok while stylus mimicks movements on tablet
>>
>>163095602
i've watched people play and i know it's both
>>
>>163093238
get one with a screen
>>
>>163095626
Any videos of people doing this method?

>>163095746
I have a screen tablet already.
>>
>>163095573
CryEngine a shit
>>
>>163095857
get a very rough screen protector

alternatively, just use traditional materails and photograph/scan the finished works like a real nigga
>>
>>163093238
back when I started drawing digitally I used to tape paper to the tablet to get the rough feel

it took a while to get used to the nib sliding on plastic/glass
>>
>>163095871
Controls and organization a shit

I'm not even surprised anymore that that company is dying.

Though I wonder what the differences between lumberyard and cryengine are.
>>
>>163095938
>just use traditional materails and photograph/scan the finished works like a real nigga

Yea, I've been using this method for a while, but I feel like it would benefit me more to learn how to more properly use my tablet.
>>
>>163096161
then
>get a very rough screen protector
seems like it's similar to what other people have done in your situation, as per >>163095989
>I used to tape paper to the tablet to get the rough feel
>>
>>163096018
I've had to use CryEngine before. I think it's a shame to see Crytek go, but their engine was not pleasant to work with. It's really no wonder to me that almost nobody uses the engine aside from Crytek themselves.
>>
>>163080092
I want to learn to make music. What's a good starting point?
>>
>>163096383
listening to something else then ripping it off
>>
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uh, whoops
>>
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>>163093795
in some countries, this means we are now married, so now you have to do it

>>163096554
this made me laugh really hard, you should keep it in in some limited capacity
>>
>>163093009
even if this is supposed to be an early boss, it looks waaaaay too easy. myself, i'd personally remove the tells on the ground where the projectiles land. the 3d is done well enough that a smart player can avoid them, and maybe make the fight a little faster. it looks a little too slow in my opinion.

excellent progress as always though. always look forward to seeing your game
>>
>>163096639
btw I don't understand the bokube art style at all because I have paid very little attention to it
>>
>>163096554
I really hope you played a doot sample every time a wave spawned
>>
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>>163085994
Added some shoulders to the portrait, since the overall size of this character is going to be smaller than the main character -- but will still need to fit in the same box.
>>
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Finally added in the long overdue support for multiple weapons. You can now cycle between all weapon types on the ship, along with a total ammo count and name given on the HUD.

I also added an alpha number to the HUD so that you have another thing reminding you of how far off your weapons are going to be when you launch them. They all inherit your velocity, so the smaller your alpha, the more range and accuracy you're going to get out of them because they have to expend less energy correcting for it.

Loadout in the webm is:
>2 missiles
>1 medium dumb bomb
>2 small guided bombs

All the ammo counts are multiplied by 3 because every launcher has 3 reloads at the moment.
>>
>>163096639
Why do you keep posting? It never ends well for you.
>>
How hard is implementing cloth physics in unity? How taxing on performance?
>>
>>163097169
About 20 and 70 respectively
>>
>>163097169
yes
>>
>>163096639
Is that bokube fanart source edition?

*pukes internally*.
>>
>>163097169
You have to itemize properly for it
>>
>>163096639
don't do this
>>
>>163096639
>Bokube in source

I didn't think boku could look worse.
>>
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>>163096639
>>
>>163095602
Here's a secret
When a person says a game is too hard, 9 times out of 10 it's not too hard, that person is just an idiot with zero problem solving ability or willingness to endure challenge.
>>
post dev music

https://www.youtube.com/watch?v=d_2BDOq0ppM
>>
Anyone making a horror game here?

Currently learning substance painter and UE4. Going to recreate silent hill p.t. demo. Hopefully it won't take more than a year.

Anyway, so I been reading a lot of Juji Ito and listening to horror audio books.

Started to get nightmares. I woke up last night as I dreamt my newphew died. Is this normal for horror writers to get nightmare?

Also, is it dangerous if you study horror all the time.
>>
>>163098685
https://www.youtube.com/watch?v=3PbAebwc2zE

>>163098749
It seems like all the games I make are horror games.
>>
>>163098450
>>163095602
Here's a secret
You're both wrong
Post games
>>
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>>163098789
>>163098685
https://www.youtube.com/watch?v=YFVJhJlzfl8
>>
>>163098835
https://youtu.be/-faAQIjbJZE?t=29
>>
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>>163098749
studying horror aint shit becase no horror compares to the horror of normal everyday waking life
>>
>>163090146
Fuck off retard.
>>
>>163098965
https://www.youtube.com/watch?v=Lwg6PqUw9nc
DX 1 and HR are basically World Star Hip Hop sims

https://www.youtube.com/watch?v=BodNRjVCHjU
>>
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>>163096639
>>
so when are all these nodevs gonna finally just shoot eachother with their high powered rifles
>>
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Dev music

https://ronaldjenkees.bandcamp.com/album/alpha-numeric
>>
Sorry for triggering yet another meltdown, I was just trying to help...
I guess it's too late just to hide all his posts :/
>>
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My attempt at a megaman style door.
>>
I wonder if this meltdown is because >>163096639 was posted
>>
>>163082581

make a pong thats so good that people will want to play it again.
>>
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The only good shitposter was Felix.
>>
>>163100627
>namedropping literally who shitposters like this is your steam friends list circlejerk
kys lad
>>
>>163100749
how about any of them, just pick one
>>
>>163096554
>uh, it's not working. The guy just keeps moving between the gaps in the bullets.
>oh no shit? ok yeah just a second.
>>
>>163086741
>>163087078
Which one of those has more documentation/tutorials and shit available?
>>
>>163100803
That works
>>
>>163100749
>would you like to see unity asset slop #1, or unity asset slop #2
>>
>>163100627
Felix wasn't a shitposter, he was someone dedicated to the improvement of the /AGDG/ community, who worked hard to create constructive criticism.
>>
>>163100803
the point is yesdevs typically have many games so you cant just ask WIYG
WIYG is a question specifically meant to make nodevs stop shitposting and self reflect on their failure in life
>>
>>163100749
>>163100417
>>163099989
>>163099718
Oh look, the retarded dogposter is back. When are you going to kill yourself?
>>
>>163101125
>nobody else is making real games except me
but you have no games
>>
>>163101435
>I literally cannot and will not stop posting about "reek" and pretending he's here by posting source images myself to scream at
>>
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>>163101878
>>
Can we just agree to get rid of meta discussion in this thread? Literally nothing good comes of it.
>>
>>163101878
How's your Underware doing, faggot?
>>
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Got LOD working, just have to make it dynamic now.
>>
>>163101992
ok lets talk about politics
>>
>>163102030
What's the gameplay going to be?
>>
>>163101878
>tfw he doesn't stop and just keeps posting faster
Can't fix him doggos. Nodev are for life.
>>
>>163102103
that's not important
>>
>can't make real progress on game until I convert to Unity
>can't take time to learn Unity because need to make progress

What do?
>>
>>163102212
Make time to learn unity.
>>
>>163101658
Anyone?
Surely he has one right, and it's not just him defending himself, right?
>>
>>163102032
fuck you
>>
>>163102212
Tutorials are fun and easy. You'll be 90% familiar with Unity by the end of day one.
>>
>>163102212
convert to unity yesterday you dumbshit. it's not "progress" if you're going to scrap once you convert
>>
>>163102264
I can't possibly find the mental fortitude to code at work, code at home, and manage to work in learning a new engine.
>>
How much will a soundtrack for my game from hans zimmer set me back?
>>
>>163102030
That's the difficult part. You need to figure out how you will prevent seams from occurring at LoD boundaries. This is easy with dual contouring, for one, but not with plain old marching cubes.
>>
Ok I understand it all
Danny IS making a game, he wont post it because he actually believes that people "associated" with this place are harmed
That's why he gets so upset when called out for shitposting, it associates the game he thinks will get finished with this place

Clever but you have no reputation to uphold, post the game ok?
>>
>>163102635
Where is your game?
>>
>>163102634
Then it's time to start setting aside money for someone who does -- or time to cut out whatever it is that's necessitating the move to Unity.

>>163102692
Depends on Zimmer's mood, his feeling of your product, how much you've already put time into finding music, how close you are to needign to launch, and whether or not you're willing to pay lots of money and/or know friends of his. Also, his schedule to a degree.
>>
Some gamedev wisdom from Anthony Burch

http://kotaku.com/five-things-i-didn-t-get-about-making-video-games-unti-1687510871
>>
>>163102740
https://www.youtube.com/watch?v=mGWThppo2-Q
>>
>>163102875
>june
>>
>>163102740
Stop posting.
>>
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>>163103052
Where is your game?

here's something from mine, before you ask
>>
>>163103153
I wasn't going to. I don't care
>>
>>163103038
clock in lower right shows it's actually 2015 video
>>
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>>163101942
>>
>>163103740
would totally smash and all but where is your game, man
>>
>>163103153
Why the fuck would you post that itt
>>
>>163101942
https://boards.fireden.net/vg/search/image/lUeSaUjtDHzqXNdOfNTnSg/

All (You)
>>
Why is it whenever I look up tips on modelling characters, people always make a high poly model and then use that as a template for a low poly model they will actually use in game. Wouldn't it be more efficient to start with the low poly model?
>>
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>>163103962
Literally over a year
>>
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>>
[blogpost]
Came up with a name for my game, it is pretty shitty but I'll change it later.
I also decided that I'll go with neon/80s miami/fingerless gloves aesthetic for the UI and ambience.

I'll probably change it to something else, but setting the name and theme suddenly helped me figure out how I want most of the UI to look and behave, so I'm quite happy with that.
[/blogpost]
>>
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>>163104125
Sourcefam has the deepest lore as far as failures go

>cried to us on a daily basis about what a nodev he was
>finally gets told off by a namefag
>obsesses over that namefag for 15 months
>shitpost agdg every day for 15 months with source.jpeg because he cried to us about being a failure in source and we didn't coddle him literally every time
>>
>>163104057
Because the low poly model is the easily changed, less 'perfect' one.
You make your high poly one to look just the way you want, and base the low poly on that.

Doing it the other way round restricts how much you're able to change, the type of details you can add etc

Additionally many find sculpting humans to be faster than polygonally modelling them, so that's how they start.
>>
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>>163104057
You create a normal map from the high poly model to then apply to the low poly model. Thus you get a model that will look detailed but be more efficient to render.
>>
>>163104347
bounty hunter: international already sounds better
>>
>>163104125
literally nobody lurks for progress without posting about his own game himself
why would you silently lurk for progress from shitty agdg games? people like that just lurk the rockstar or ea twitter and such
>>
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>>163103962
>>163104125
>>163104420
kek
>>
>>163104057
1)normal maps
2)sculpting is a more natural workflow for organic forms
>>
>>163104464
I feel like there is something I am missing in regards to sculpting, as everything I look at has people doing it. But I just feel like it would take so long to set up the base model to sculpt from and having to plan out the polygons beforehand so that it doesn't look like ass when you deform it with sculpting tools that just doing it with polygons in the first place is more efficient.
>>
>>163104558
>shitposting like a mentally ill freak for over a year is okay because
JUST
>>
>>163104057
this guy >>163104464 is wrong
>>
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>>
>>163104975
Elaborate
>>
>>163104868
do you also think sketching an image of your character before modelling it is also a waste? probably not. for some sculpting is just 3d sketching. also normal maps --require-- a high poly model
>>
>>163104509
not bad anon. Thanks for the suggestion. I want something that is not an obvious description of what the game is about, that's why I'll replace it later.
>>
Can someone explain how can I replicate a node in Godot's 2.2 networking?
I know I can just send the client a message to spawn a node for themselves, but then how do I keep it in sync with the server's version of the same node?
>>
>>163105000
You could just stop mentioning either of them
>>
>>163105060
https://en.wikipedia.org/wiki/Normal_mapping
>>
>>163105267
But he didn't ask why the high poly one exists, he asked why you do it first.

You could do the low one first, but then >>163104464
>>
>>163105214
I'm not 100% on this, but I think there's a globally available method called var2string or something, with which you should be able to get a complete object as sendable data. On the client you can then do str2var. Again, not 100% sure.
>>
>>163105502
>networking by serializing to textual data and sending it back and forth
Disgusting.
>>
give me your game ideas please
>>
>>163104057
the differentiation is meaningless when you can go up and down in subdivisions, sculpts usually start as low poly blockouts you add resolution to anyways
>>
>>163105632
You can always come up with your own methods. It's not like you're forced to do it this way.
>>
Could someone post some progress with half a nipple showing?

That always gets the janitor's attention instantly
>>
>>163086492
you need a fan somewhere to make the wind
>>
>>163105947
>Could someone post some progress
Well, fuck.
>>
>>163100417

https://www.youtube.com/watch?v=h-KFnvsrszQ
>>
what gamedev tumblrs should i follow? i want something that i can isntantly visit to see some gifs or some shit and u faggots never post progress.
>>
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>>163106164
You want progress? Have some reposted progress.
>>
Colony manager: with, or without a "general" type unit?

As a player, you control a guy, who is like 2 or 3x stronger than other characters in your colony.
Once you're in range of someone, you can give him orders, check their inventory, the usual stuff.
Same with giving work orders to build something...
Also the advantage is that you can also build it yourself, or take 3 guys with you and tell them to do what you're doing, and then they will copy the same task that you're doing.
Either this, or the regular way, DF, rimworld, etc...
>>
>>163102820
https://unvis.it/kotaku.com/five-things-i-didn-t-get-about-making-video-games-unti-1687510871
>>
>>163106164
Be the progress you want to see in the thread.
>>
And it all started with >>163096639

Amazing how posting anything source related makes the entire thread lose its mind in a rage of psychotic shitposting
>>
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Finally progress for Saigo no Shinwa!

That, my friends, is a rework of both the magic system and how I though the game.
Since the fights aren't gonna be a big part of the game, the game will be played half with the arrows key and half with the mouse, because there's no need of going fast.

Here's the thing:
-once the player gained enough of something (for exemple if he collect enough inspiration or some object) he gain a pin.
-a pin can collect inspiration or use a spell repetitivelly.
-here the inspiration is pretty easy to take, but some spell not meant to be used repetitively will cost a lot of them.

In order not to repeat the errors I made at first, I work a lot on paper instead of starting deving before I even know what I want to make.

During next week I'll probably send update about the game overall instead of the magic system. Basically once I've finished the new "text bubbles" system.
>>
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>>163106164
>>163106289
>>
>>163106297
Fucking with. This is something I plan to do myself later, and I want to learn about the pitfalls beforehand. Also I want to play such a game.
>>
did anyone bought the books on the humble bundle ?
(https://www.humblebundle.com/books/code-your-own-games-book-bundle)
>>
>>163106289
why is it so slow
>>
>>163106679
To make the webm longer.
It's the base variation, cast without speed improvement.
>>
>>163106353
i keep posting progress but no one ever comments. today my gf forced me to do shit with her instead of sitting with my pc so i have nothing to show,
>>
>>163106809
I don't normally get many comments either. Forgive my lack of enthusiasm as a result.
>>
So, what's the difference between Rigidbody and Rigidbody2D in Unity? Which is better for a 2.5D game that uses some 3D physics but only moves in 2 dimensions
>>
>>163106420
so you want me to fail first, got it
>>
>>163106964

i remember that sneer
>>
>>163107102
>uses some 3D physics but only moves in 2 dimensions
What
>>
>>163106636
Those do not seem applicable to my aspirations.

>>163107123
I want you to encounter obstacles to later tell me about how you overcame them.
>>
>>163106636
>no XNA / Monogame books
o-ok..
>>
>>163106289
Is it one of those symbol combining magic systems?

I like those
>>
>>163106372
I'm not sure I understand what is going on, but good.
>>
I really like this Rami Ismail guy. He has some good GDC talks.
>>
>>163107102

well as far as i know 2.5d is basically 2d with the third dimension only implied.
Both should work, it depends on how you want to achieve 2.5D.
My game is also 2.5D. I use 3D assets and 3D physics but everything just moves in two axis.
If you want to use 2D assets in your game, 2D physics is the way to go.
>>
>>163107534
He's freaking out because of this >>163104654
>>
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gun. it shoots.
its a permanent sub weapon. to use it you discard your current subweapon. you can still pick it back up though. uses the same magic that other subweapons use.
its a revolver
>>
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>>163107645
Pic related.
>>
>>163107209
Particles and other noninteractable things move in 3 dimensions, things that actually matter are on a 2d plane.
>>
>>163107624
Basically:
-Clicking on inspiration give "mana"
-Having enough "mana" make pins appear
-placing pins on the inspiration button make auto "mana"
-clicking on view show what's on the rest of the screen for 310 frames and cost 3 mana
-Placing a pin on "view" cost 3 mana every 310 frames but the screen stay showed.
>>
>>163107801
Not just any gun. It's a magic gun.
>>
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>>163107102
I did something like that for the past LD, I used 3D and locked down Z on the rigidbodies (it's a checkbox in the UI).
Works pretty well and you get all the good stuff of 3D movements and perspective.
>>
>all this false-flagging

This thread is a sign of things to come. The powers that be will manipulate normies with sockpuppers and virtual signalling and generally dictating the narrative by sheer ""numbers"".

Places like /pol/ and /biz/ are immune but anyone lesser than places with IDs, we're going to get baited like this all the time.

The real mystery is why they target /agdg/ instead of normies on facebook or twitter. Maybe /agdg/ is more important to the social narrative than we think.............
>>
>>163107881
Ah, okay.
>>
>>163108046
Go back there, then.
>>
>>163107890
yeah i thought about having a separate "ammo" resource, but i feel like that would undermine the normal subweapons so now it is canonically a magic gun that shoots magic bullets
>>
>>163107876
Well I'm sure there's a way to lock the movement and rotation of a 3D rigidbody to the 2D plane if that's not already what a 2D rigidbody does.
>>
What the fuck is going on? I'm done with /agdg/ there is like 3 actually retarded people ruining everything.
>>
>>163107801
>mixels
>>
Can't we just ban everyone who talks about the thread instead of the games?
>>
>>163108794
get 4chanx
>>
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Is it possible to create a TCG ? (trading card game)
I mean, could it be sucessful and get on steam for instance? it seems like it doesn't require tons of art
>>
To continue learning Godot I am reimplementing an old puzzle idea I made before.
Today I refactored everything to a better system I hope.
I am too dumb for this stuff.

My question is, when I have a sprite rotated by a right angle is there an easy way to only show a certain rectangle out of it? I don't want to draw over it or use shaders/alpha. I have a solution using some annoying calculations with the sprite rect but it seems stupid. Also I didn't want to use a textured quad although that would be easier working with UVs, I would like to use sprite
>>
>>163109341
TCGs require a lot of fucking art and good art at that.
>>
>>163109386
Or is a sprite just a textured quad anyway in terms of the rendering? What about performance?
>>
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I drew a tile..... slow proogress today..
>>
>>163109341
>it seems like it doesn't require tons of art
what the fuck are you gonna put on your cards?
>>
>>163109341
TCG is what would need the more quality art.
Maybe not as much art as some game, but the art needs to be really good, so it's not a good plan.
>>
>>163109537
i want to fuck this tile
>>
>all these new IPs with shitposts
>>
>>163108046

mental illness is a hell of a drug
>>
>>163109459
but the art can be done once 100% of the game mechanics and so on are done
you can't do that with a retro platformer
>>
>>163109617
>what are placeholders
>>
>>163109585
R34 for the win?
>>
>>163109780
you can't do placeholder art when the whole game is art and requires precise placement of sprites etc
whereas for a TCG it's just square images that you can always redo
>>
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>>163109585
>>163109780
here i added tits
>>
>>163109974
You answered the wrong guy
>>
>>163109974
>the whole game is art and requires precise placement of sprites
How so exactly?
>>
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How hard is it to do a vaporwave game?
>>
>>163110221
well image a 2D game like Sonic, and suddently you decide that he has to wear different kind of shoes
enjoy redoing all your sprites so that it works

It's just really hard to keep a consistency tone, just look at fake pokemon sprites, it always look like shit
>>
>>163110232
the 90s were 30 years ago, m80
>>
>>163110384
>well image a 2D game like Sonic, and suddently you decide that he has to wear different kind of shoes
>enjoy redoing all your sprites so that it works
What the fuck are you talking about? How does this relate to placeholders?
>>
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>>163110232
relatively easy because no-one will shit themselves if you use gradients, checkered textures and other simple stuff
but only relatively i guess
>>
>>163110516
all me
>>
I will lose internet give game development book recommendation for download please
>>
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fucking libtcod aadfsdf
>>
>>163109475
>>163109602
>>163109904
>>163110380
You don't matter. Freaking out because your shitposts from last year were easily tied to your shitposts in here >>163104654 would make sense if you had a reputation to uphold or you were a somebody. You're not.

Stop posting.
>>
>>163110621
theory of fun
game design, a book of lenses
>>
>>163110621
http://gameenginebook.com/
>>
>>163110664
Neat. What're you making anon?
>>
>>163110746
getting into actually making my first final product of a game. everything up until this point has been "maybe later"- you get what I mean?

so i'm just gonna try and get something completed

just a regular ol roguelike, no different from the rest
>>
>>163110682
Why are you replying to yourself?
>>
>>163096676
thanks
>>
>>163110852
Good luck senpai!
Try cellular automata for generation instead. http://www.roguebasin.com/index.php?title=Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels
>>
>>163110998
What if he doesn't want a cave? Why "instead", you could get nice results with both.
>>
>>163110726
>>163110743
Thanks you
>>
>>163110998
>>163111069
i'll try to implement this, actually
if i don't get frustrated with it that is
>>
>>163111069
I should've said "as well". Dunno why I went with "instead".
>>
>people on /agdg/ are literally filing reports with federal police forces because they were triggered by some source screenshots

you cant make this stuff up
>>
>>163111165
>new IP
>>
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Currently working on 2d rogulite in Risk of Rain style. Already has a ~20 passive items, shrines which gives you temporary boost (like in Diablo II) and character upgrade system. Every few levels you can upgrade your skill like in Heroes of The Storm e.g. your bullets explode, you can double jump, dealing damage healts you etc.

I'm doing it 3-4h every day since 30 days. As I said, "back-end" is playable but now I'm trying to polish spawn system, boss, graphics etc. I'm drawing sprites only for few days but I hope it'll look good in 20 days on AGDG demo day.
>>
>>163111165
agdg death squads
agdg sent squads

nodevs look the fuck out
>>
>>163111364
>Risk of Rain style
Ripoff, you mean.
>>
>>163111469
where is your game
>>
>>163111364
try to be inspired and not copy literally everything
>>
>>163111469
Exactly the same as Stardew Valley is based on Harvest Moon and many roguelikes comes from Binding of Isaac.
>>
>>163111773
Other ripoffs exist. Your point?
>>
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>>163111364
You will make it anon. I know it!
>>
>Thank you for submitting your tip.

No, thank you, officers. Thank you.
>>
>>163111874
That if I only take core a game with 4-skills characters and add some systems to it, improve maps it might still be fun and even if it's ripoff, it can be still good game.
>>
>>163112237
Sounds like you're doing gamedev for the (((wrong))) reasons.
>>
Alright I'm starting to flesh out more and more of my online system and I'm just wondering what webhost you all use. I've been using xampp so far and I'm ready to test the mobile performance in a real scenario. Need a cheap online place to store my shit. Just a sql database and some php files for now
>>
>>163112350
not him but what do you consider the right reasons for gamedev
>>
>>163112350
If you mean money then nope. I'd like to make fun game and finish it even if it won't be revolutionary. With project this easy I hope not to be lost through making process.
>>
>>163112196
Lol. Is this a deflection tactic? Pathetic. You're literally freaking out and literally insane because you know the cops are coming for you for what you've done now. Feel proud of yourself yet, Max? :^)
>>
>>163112482
Because you enjoy it.

>>163112485
Well I think you might have more fun if you try and be a little bit original.
>>
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like 4 iterations of cauldron steam later I think it finally looks good
>>
>>163112751
Very stylish, I like it.
>>
at what point did you learn that gamers are really stupid and entitled?
>>
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>tfw your own boss takes you 20 tries to beat
>>
>>163112847
When I learned that this is how most people are in general.
>>
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>>163112751
pretty cute. I added a dino chef skull to my game because I like yours so much
>>
>>163113194
I don't like that impassable wave attack. All it does is reduce the damage you can deal by 1/2 while not actually making the boss any more challenging.
>>
>>163113194
You should make it so that the bullets come out of his trompet.
The way you do it now looks very lazy.
>>
>>163084470
Looks fucking awesome dude
>>
>>163088237
You can always make the nose bigger and add acne everywhere to make him more teenager looking.
>>
>>163113240
!!!

and you put her next to heterochromia cat, it's perfect. how do the skulls function in the game?
>>
>>163093009
I'd say you should take a cue from the RNC Devs, there was a boss that spawned like a bajillion of those cross hair things you've got, but were so weak and slow that they weren't really a threat, they made you feel great for dodging them, and as is the mid boss seems kinda weak.

Other than that, the game looks fucking stellar, great job.
>>
>>163112847
I haven't learned it yet
>>
>>163112751
who is this cutie
>>
>>163095602
>Activate Unlimited Form!
>>
>>163113302
>>163113194
Use a bomb to cancel the bullets when you can't attack him
>>
>>163113302
yeah, you're right

I guess I should widen the gaps so you can go through it if you want to clear it faster
>>
>>163113741
Even better, make the bullet frequency itself sinusoidal.
>>
>>163113194
By the way this looks fun
>>
>>163111891
agdg mascot
>>
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>>163113667
strong dino lady runs a restaurant, makes dinner out of literally anything
>>
>>163111364
Don't want too be rude but that's more plagarism than anything, i mean good on you, but i really don't think it would be a good idea to sell this.
>>
>>163113510
It's not implemented yet, but whenever a skeleton or floating skulls spawns there's a chance it'll have one of the special skulls. Cat, dinochef, police ghost, and a frog whose game I don't remember are the choices so far
>>
Water in a moving glass. Anyone tackled this problem in the 3D engines and got some resources?
>>
>>163113981
>police ghost
WOO!
>>
>>163113943
I like her
That premise sounds familiar
>>
>>163106289
>Enemy dies from old age before the fireball rechs them.
>>
>>163112751
I like the huge swinging cock between her legs
>>
>>163114094
it's possible, but for once I'm not intentionally copying anything

>>163113981
small details like that are the best thing
>>
>>163112237
I mean you can take the core loop of 4 actives/pickup passives, but you have the same map elements of platforms+jump pads+rope, the same enemy spawning spawning system, the same chest system, and the purplish tint to the game
You're literally making the same game
>>
WHERE IS MY GAME!?
>>
>>163112847
everyone is stupid in one way or another
>>
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Drew some more tiles. This shit is hard.
>>
>>163114321
>>163113952
Thank you very much. Gonna rethink map design and chest system.
>>
>>163113943
She's pretty cute, and the game seems weirdly enjoyable.
>>
>>163114006
Unreal has some nvidia tech called Flex and Cataclysm for water physics.

Afraid it's really expensive though.

https://www.youtube.com/watch?v=enb1Sz7-gJw
>>
>>163115014
it's propably a total overkill for him anyway
>>
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>Want to make a first person sailing game? Easy enough, first we just need to reproduce Subnautica
>>
>>163114006
I would say first try to get water without its own momentum and flow working. So, getting the water to look right based on the orientation of its container. Anything too much more advanced will require some serious processing power.

>>163115159
Why is that?
>>
>>163114691
looks good anon keep it up, i can't draw a triangle nor make a game
>>
>>163114006
think i'd use particles and let the physics engine handle it
>>
>>163115159
the best game set in the sea of all time is Silent Hunter 3 so learn from that instead
>>
https://www.youtube.com/watch?v=GtHzpX0FCFY
>>
>>163115014
That's so impressive. In 20 years, this will be the easy solution, just flood the area with particles.

>>163115347
A lot of the same problems, closed off volumes moving in 'water', glass and water boundaries, floating, moving in water, water itself moving around between volumes (don't think they tackle this in Subnautica)
>>
>>163115732
All you need for a sailing game is buoyancy and water sloshing around in your bilge or whatever.
>>
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Here's a better delegate raycasting/script teleportation demo. As you can see, you can shoot through the portal from both your side (delegate raycasting), and with the gun on the other side (script teleportation). To get script teleportation all that you have to do is make your script inherit from TeleportableScript, and delegate raycasting is as easy as regular raycasting.
https://www.youtube.com/watch?v=2gw5sz7I63g

(Repostan for the not-late-as-fuck crowd)
>>
>>163115014
>tfw no sinking ship game
>>
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>>163112847
Lol. This whining is very familiar...

Reminder that we're reporting you every time you post. A warrant is out for you.
>>
>>163116092
Bingo, sir.
>>
>>163116123
¿Dónde está tu videojuego?
>>
>>163112847
I love reading tech threads on /v/ because they are so ignorant as to how games really work.
>>
>he is literally freaking out because he is literally going to jail
>all the steamchatters will probably get investigated too
Delicious. God I love it. GOD I LOVE IT!
>>
>>163116092
I wouldn't even know where to begin with doing what you're doing.
>>
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>>163116253
Don't you know it. But some of those ""people"" walk among us here in /agdg/...................

>>163116374
>lol just change the FOV bro XD
Was that you?
>>
>>163084792
Sorry anon, I missed this post at first.
What exactly do you want to see? It's not like the portal effect is just one class/script, it's a few and they're pretty large

>>163116206
thanks bb

>>163116374
Which part? I can explain how parts work. Also, I know. Most people don't, which is why this puppy is going on the asset store. That's why I'm making it so easy to use
It's genius
>>
>>163116510
>which is why this puppy is going on the asset store
Good luck with that. I have some assets I need to put on the store myself but I've never bothered to make a legit enough account to start the process. It'd be great to make a few extra bucks off it.
>>
>>163112751
Is there anywhere else to follow your progress?

I am thinking of stopping coming to these threads, I just can't take it any more and haven't posted progress for a while myself anyway.
>>
>>163116453
Ugh, that fucking guy
For the record, here's the code that actually fixed that issue

http://pastebin.com/8b167m23

with rect being defined as the screenspace bounding extremities of the rectangle. Saved me like 80% render time, and everyone called me a fucking retard for even wanting to do it. Well now, who am the REAL retrad?

>>163116648
>>
>>163116374
"Delegate raycasting" would be a pretty simple recursive algorithm - do a normal raycast, if it hits a portal, start another raycast from the other side of the portal and so on.

"Script teleportation" sounds more difficult, if only because Unity assumes Euclidean space to begin with and you have to work around those assumptions while still keeping compatibility with the engine.
>>
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>there are ""people"" like this in our general
We have to figure out a way to get rid of them permanently. Luckily, there's people who specialize in putting animals away forever. :)
>>
all memes aside, the discord can't be that bad, ill check it out
>>
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>>163114873
thanks! sometimes I'm afraid the mechanics will be too simple, but that's also a good thing in itself

>>163116672
I started a twitter yesterday
http://twitter.com/_pikopik
>>
>>163112751
very nice, but make the lizzard chick skinnier please, she looks very unappealing being fat like this
>>
>>163117071
h*ck off nerd
>>
>>163117036
link
>>
>>163117071
dumb skellyfucker
>>
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>>163117071
eat shit
>>
>>163117071
>that tiny waist
>fat
>>
What the fuck just happened?
>>
Hope I'm not posting during the shitpost rush-hour

If I do a collab game with someone in another country, how do I make sure he doesn't run away with the finished game and fuck me over?
>>
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>>163117071
>>
>>163117063
why is your model triangulated in places it doesn't need to be
>>
>>163117397
all hours are the shitposting rush hour nowadays
>>
>>163116968
Yeah the delegate raycasting bit was pretty easy. Given that I'm building myself a utils class, the TeleportableScript was pretty easy to build since it hooks into the regular Teleportable class, which offers hooks for portals and spawns dopplegangers/controls visual effects etc
>>
>>163117397
iunno im not a lawyer
have you thought about establishing a good working relationship on smaller games first
>>
>>163116453
I can't believe such a stupid person would so casually browse this thread.
>>
>>163117449
what does it matter if the dev can animate it fine in engine?
>>
>>163117397
be irreplacable. either be the only one who can code or the only one who does art
>>
File: Is this even progress .png (2MB, 1868x1013px) Image search: [Google]
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First progress post, started this yesterday. Tried to go for a comfy vibe.

Maybe tomorrow I'll actually start on some Gameplay.
>>
>>163117523
I guess object teleportation in general requires a lot of workarounds, then.

>>163117571
Quads are easier to work with.
>>
>>163117571
i'm just curious as to why, wondering if he had a reason
>>
>>163117550
No haven't thought about that but we're already working on a pretty large scale game.
>>163117650
Even if every member is irreplaceable, the finished product can still be stolen
>>
>>163117397
By running off with it first.
I think it's just lawyers.
>>
>>163117397
sign a contract
>>
>>163117063
Adding this to my fap fo-
I mean my low poly inspiration folder.
>>
>>163117794
How do I make sure the contract is legit and legally binding?
>>
how do you set up animation for a top-down shooter with a 3d bipedal character?
>>
>>163117318
not the waist, but the ass and the legs, she looks like a typical negro woman who don't need no man
>>
>>163117676
>I guess object teleportation in general requires a lot of workarounds, then
You have absolutely no idea.
To get arbitrary objects to teleport smoothly, you need to create a vis-only duplicate of the object via reflection, and then handle it and keep it updated in realtime without lagging the user at all (keep in mind that a rig might have ~100 bones or more that you need to keep updated every frame)
Also, if you want to have objects disappear smoothly as they enter portals, you need to swap out materials or edit existing ones for variants that support plane clipping. I'm actually working on trying to add a clip pass to the default shader right now, because currently I have to replace the material with one that's way shittier to get the clip pass functioning.
>>
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>le just change le FOV bro
Holy shit I remember that trash. He literally posted this in response.

>of course it's sourcefam
Madmen like him need to be put away. But now it's happening. Soon. :)
>>
>>163117729
Seek legal advice and re-read this in the H.E.V. suit voice.
>>
>>163117674
What is the gameplay going to be?

Looks nice
>>
>>163117397
Impossible. Even if you sign a contract it doesn't mean shit if he is from different country, no court will bother with international coop for the sake of your shitty game, not to mention most countries don't even have treaties for this shit so you even can't legally pursue this (it's like countries with no extradition) so you are fucked
But you won't even get that far because you made a basic retard mistake which every noob dev does. never ever ever team up with anyone if you want to finish, unless they are you paid employee
>>
>>163117998
What the fuck is that?
>>
>>163117294
sauce on that meaty grill pls
>>
>>163117674
god i hate japanese with their retarded culture
>hey let's sit in the most uncomfortable way possible instead of using comfy chairs and tables like normal people do
>>
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>>163117449
the mesh is always triangulated, but at this stupidly low polycount the way the quads bend with animation has to be specified by you or else you risk weird results

it's really painful to be honest because there's always one angle from which it looks like shit
>>
I'm the best programmer on /agdg/.
>>
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>>163118206
IIRC the left is an image being rendered by a camera and on the right is an image produced by the camera with the lower FOV
He was refusing to realize that my matrices look like this
>>
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>>163118206
I'm not sure but apparently it had to do with pic related....

Also: https://boards.fireden.net/vg/thread/160692461/#160737031

He can't keep getting away with it.
>>
>>163118417
I wasn't too clear, the point is that you triangulate it AND then flip the edge so you get the right profile
>>
>>163118497
prove it fuckboy
>>
>>163118546
Oh man I totally forgot about that post
>Just make all of your portals "focused to infinity!"
When I was first working on these portals, due to a bug I accidentally made them renderer in stereo. I could tell something was wrong but I couldn't tell what it was, so I began slowly bringing my head back and forth through the portal, looking for the bug. After the third time I literally puked all over the floor because my brain thought I was having a stroke or something
>>
>>163118130
I intend for it to be a party based first person shooter/dungeon crawler (like Grimrock but gridless)

In between levels the character's return to the tea room to rest up.

I don't have a huge plan for unique gameplay features or selling points as I've put off starting a project properly for a long time due to worrying that its not unique enough.
>>
>>163118546
>that link

>things focused to infinity

...What?
>>
>>163118497
Teach me senpai
>>
>>163118790
what do you want to learn kohai?
>>
>>163102030
You do know you can use LOD groups, right? As long as you name your models properly a lod group will be created. E.g. _LOD01, _LOD02
>>
>>163118546
>things focused to infinity
What did he mean by this?
>>
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Bad Artist here after a bit of a break

How is my spaghetti monster?
>>
>>163119117
mayo and ketchup/10
>>
>>163118546
>things focused to infinity
wew lad
>things focused to infinity literally exist in real life
WEW LAD
>>
>>163119178
>mayo
I think you mean mustard.
>>
>>163119117
It doesn't look like spaghetti. Instead of having "realistic" sauce spread out over it, thin in some places making it orange, you should have the noodles be pristine except for globs and specks of sauce scattered around.
>>
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Here is the blur like you guys wanted for this level.
>>
>>163119286
yum
>>
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>>163118546
>>
I need some placeholder assets while I prototype. Where do those sprites that everyone uses that are in oryx the mad god come from?
>>
>>163119417
Literally "Oryx sprites".
>>
>>163118546
>focused to infinity
What kind of twat writes shit like this lmao
>>
>>163119374
I like it.
>>
>>163109904
what happened?
>>
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>>163118546
>things focused to infinity can be simulated with one camera and things focused to infinity literally exist in real life and dont make people throw up

some of the things ppl write in this fucking thread ffs
>>
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fuck it
going with textured face parts for graphics

it's a practice game anyway
>>
>>163119490
Oh this shit costs money?
maaaaaaaaaan
>>
>>163109386
Alright I'm an idiot
I haven't coded in so long I've forgotten what a matrix is.
Apparently you can rotate things and it's smarter to just rotate things and assume everything is straight than to have them skewed and do calculations up the butt
>>
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>>163118546
>things focused to infinity
>>
>>163120098
matrix math is a solution to gimbal lock in 3d applications
>>
>>163118546
literally what the fuck even is that post lmao
>>
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>focused to infinity
The kind of thing only a drunk would say.
>>
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I felt happy about getting into that dude's game about necromancers so i made the opening sorta kinda work before my artist was done.
The writing was whipped up in a few seconds.
>>
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>>163118546
>and then he said, he says:
>"Things focused to infinity..... Exist in real life!"
hahahahahahahahahahahahaha
>>
>>163120018
why don't you practice modeling the face then while you're at it
>>
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>>163118546
>focused to infinity
why are some people so stupid
>>
Which game engine would be best for developing a 2D tycoon simulation in? Godot looks ideal from the list above, but I want to make sure before I dive in.
>>
is this shitposting general?
>>
>>163121643
It is now.
>focused to infinity
Seriously. How can they ever recover? How can we, as a board, ever recover? Fucking lol.
>>
>>163121569
Godot.
Unity is okay for 2D but I would suggest Godot.
>>
>>163121569
I would agree with Godot. It's great for 2D, and it's very easy to make GUI in, which would be helpful for a tycoon game.
>>
>>163121461
wait tell me how it's bad
pls I want to get better ;_;

trying to make an animu texture face
>>
>>163118546
jesus fuck me in the ass backwards, haven't kekd like this in a while
>>
>>163118259
Ssssshhhh
https://chan.sankakucomplex.com/post/show/5325306
>>
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While we still haven't decided what style to use for our characters, I went ahead and implemented some animations for my little Valkyrie-chan. I changed her hair style so that you can see her body while she moves.

Also, made a shitty particle effect for when you land a hit, haven't implemented an actual attack animation yet though.
>>
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>>163118546
>that's stupid because you can easily place only have one camera there. if you have two cameras per portal, then you can adjust the distance of them using very simple trig to maintain parallax, not that it's necessary, since things focused to infinity can be simulated with one camera and things focused to infinity literally exist in real life and dont make people throw up
clink clink; glug glug
>>
>>163118546
>focused to infinity
What the actual fuck?
>>
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>>163118546
>>163122168
>things focused to infinity can be simulated with one camera and things focused to infinity literally exist in real life
>things focused to infinity literally exist in real life
>>
>>163114321

so if i make a tetris clone and call it Detris I won't be able to sell my game ?
>>
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>>163121998
Here's a closeup of Valkyrie-chan. I might give her one or more long braids, I'm not sure.
>>
>>163120098
Just keep the coordinate systems and the matrices that transform between them in mind. If you do a calculation before transforming, you are working in the original coordinate system. If you do a calculation after transforming, you are working the new coordinate system. Some calculations should be done across multiple coordinate systems, taking the results from one and using them without transformation in the other.
>>
>>163121998
Daww, that's adorable, good job anon.
>>
>>163118546
>https://boards.fireden.net/vg/thread/160692461/#160737031
Bookmarked for the next time he starts shit. Thanks.
>>
>>163121569
I'd say it all depends on the level of complexity you're going for, graphics vs. inner working etc. Tycoon could be anything, it could be pure GUI, it could be placing buildings on an empty map, or just connecting things or whatever. It also depends on scale, in terms of whether you want to make a game for the next 18 months or only 2.

Godot's weak point (apart from performance) is the scripting, unless you go the C++ route. Godot is strong when you have something that's very visual and based more on placing game objects in a world, such as building several levels or environments for characters to interact in.

In my view, the scene system can be also limiting in certain contexts. When you have something that's primarily code and working with large data sets and complex object hierarchies, you can really benefit from a real programming language that supports proper abstraction, coding patterns and modern language features, or using external code.

But it has a lot of features that you don't see in some other engines, so that can be a plus.

So based on various factors I would suggest to also check out other engines such as Cocos2d-x especially, Moai, Wave, DeltaEngine or a bit lower level like Duality, Oxygine, MonoGame
>>
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>>163118546
>>
>>163118546
>things focused to infinity actually exist
Like fucking what? Jesus Christ.
>>
>more than half of the posts ITT are made by one shitposter replying to himself
Just kill this thread.
He's gonna reply to me too, just wait
>>
>>163118546
Every single fucking thread we have these retarded meta posts of people looking at a stupid thing and going "WOAH OMG STUPID THING LELELELELE"
Shut the fuck up.
>>
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>>163118546
>lel bruh just le focus it to ""infinity""

Is he stupid? Is he a retarded person? Should we call someone?
>>
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>We have ticked off many big tasks including implementing a working rough cut of the full feature set, starting the QA/developer version of the trial

How far along would this be?
>>
>>163124063
work on your filters, I don't see shit
>>
>>163118546
So this........ Is the power................... Of Full Sail......................................
>>
>>163124354
>people
>plural
>>
>>163124643
pre-alpha
>>
>>163124063
And then we've got shitposters like you who shit about shitposters like him. Then get replied to by shitposters like me

Maybe instead of whining you should just report and hide them, then post progress to get the thread back on track.
>>
>>163124643
That's about 20% completion.
Now you get to polish and fix bugs for a couple years.
>>
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Oh look it's more concept art I'll never use because I'm fucking retarded.

Good thing I'll be back on my main project next week.
>>
>>163109537
dope
now read about wang tiles and make 15 more
>>
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i just wanna be a shaderslut for a real game
>>
>>163125795
Looks like something from paper mario.
I've never met a person who didn't like the style of paper mario.
>>
Anyone here use http://shiva-engine.com/? It look pretty good as a lighter Lua-based alternative to Unity with some commercial titles under its belt (some Prince of Persia mobile remake and a few others) but there is little info about it. What's the catch?
>>
>>163125795
thats the main character of my game "delegate quest"
>>
>>163126165
That link didn't work but this one does: http://www.shiva-engine.com/
>>
>>163118546
>if you have two cameras per portal, then you can adjust the distance of them using very simple trig to maintain parallax,
what
>not that it's necessary,
What
>since things focused to infinity
WHAT
>can be simulated with one camera and things focused to infinity literally exist in real life and dont make people throw up
W H A T
H
A
T
>>
>>163126397
Neato, any thing else other than the rat? I'm digging the style.
>>
>>163126074
Make a game about saving a world plagued by The Bland™ with your powers of shading.
>>
>>163118316
>comfy
>chairs
You know chairs are equally retarted from an objective point of view right?
You are literally keeping your balance on an unnatural position on them.
>>
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>Get a small visaul bug (skyboxes rendering incorrectly)
>Decide that I can't fix it
>Download new Unity version
>Bug is gone
neat

Also, in other news, due to my new matrix generation technique you can now have a retardedly large number of portals on screen at a time with no frame loss. (this is important, as this screenshot has the portals rendering 34 fucking times per frame).
If only Unity would fix occlusion culling for VR matrices.
>>
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>>163126853
splatoon but you paint the map with the most obnoxious shaders to tilt the other team
>>
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>>163127194
Gearbox beat you to it
>>
>>163127194
Nah, you make a puzzle game.
Easy on gameplay, but infinitely complex up to you.

You have a gimmick m8, use it.
>>
>>163127303
>infinitely complex up to you
???
>>
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>>163126756
I guess the guy was making a joke about ted cruz looking like a rat.

But I also made this yesterday.
>>
>>163127427
Puzzle games are simple, but are very easy to build upon for a deep game.
>>
>>163127445
would try to pet disregarding its corrosive properties/10
>>
>>163127576
oh sure, but I don't see how that relates to shaders? are you suggesting I just make an average puzzle game and slap a filter on it?

that's not far from my plan actually
>>
>>163121998
You do know that you don't run with the same arm and leg moving forward, right?
>>
>>163127576
that's what i'm gonna do.
except i'm new to gamedev so i can't even code the gimmick, shit's hard as fuck, probably just gotta search the library some more.
>>
>look up source code to see how others do it
>game looks like ass but expected from 1MA programmers
>src is literally all one .cpp file
good lord
>>
>>163122779
Cute as fuck
>>
>>163127445
Daww
This stuff's got potential man, i think you should consider working on this a bit more after your main project is done, good luck! :)
>>
Need advice.

To make movement feel snappy but also work within a physics system, you make your move controls SET the player body's velocity (rather than translate the body).

But say you want other objects in the game world to be able to push on the player's body, and you don't want the player to be able to instantly cancel that push simply by moving. Say you want to have the player be able to change their COURSE with instant velocity changes, without being able to ignore the effects that other physics bodies have on them. How would you do that?
>>
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Made a long post on (extreme) polygon optimization, if anyone is interested:

http://theonian.tumblr.com/post/154652865597/its-study-time-since-im-working-towards-ancient
>>
>>163090097
>>163090114
>>163090617
Late thank you to these anons

>https://www.youtube.com/watch?v=HF4hJ_2aNg8&feature=youtu.be
Been listening to this on loop for the past 7 hours
>>
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>>163127942
>This stuff's got potential man, i think you should consider working on this a bit more after your main project is done
>after your main project is done
>main project
>done
>>
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that's it
>>
>>163128550
>wheels turning the correct way
>car pointing the correct direction
>driver on right
>slash slinging slasher in back seat
You finally did it anon.
>>
>>163128550
I'm no authority on the matter but I think you did it mayne
>>
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>>163118546
>things focused to infinity
>>
>>163128441
Don't worry man, if you can make that and throw it away you'll get your project done, it's only a matter of time.
>>
I know C and C++ and I am bored of writing pages of wrapper code to get anything done with SDL2. Are there any libraries for these languages which reduce the amount of wrapping to do anything including loading a non BMP image?
>>
>>163129474
What's wrong with SDL_image?
>>
Is it bad i want to mute my own game, i play all my games with sound off, but it feels weird to implement sound and then ignore it past testing.
>>
>>163129474
SFML > SDL
>>163129629
kill yourself.
>>
>>163129565
It requires a bit of extra code to get working with SDL2, I'd like something that works out of the box.
>>
>>163128234
Thank you for posting this, it was an interesting read, and you have a knack for explanation.
>>
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>>163118546
>things focused to infinity
>>
>>163129778
Hey, glad you liked it!
I was sort of afraid that I was just ranting to the air
>>
>>163129751
>It requires a bit of extra code to get working with SDL2
How so? Are you not using "SDL2_image"?

Why do people put the major version number in the name when they talk about SDL?
>>
>>163129747
Why?
>>
>>163118546
What a terrible post. How do people write shit like that and not just immediately die?
>>
>>163128717
As the portal guy
please stop
it is getting tiresome and even I don't care at this point
>>
>>163118546
>focused to infinity
I've been trying to figure out what this means for hours and I still have no fucking clue. Is the guy who wrote that an abbo who doesn't speak english or something?
>>
>>163129898
For which reply?
>>
>>163129856
Yes. Because why would I care what the minor one was.
>>
>>163128550
good job dude
>>
>>163130190
I don't understand how there can be a problem using "SDL2_image" with "SDL2".
>>
>>163130254
As I stated, I wanted to shrink the amount of code I use, I already use that mixer and ttf.
>>
>>163130316
I don't understand the problem. You don't want to use a library but you also don't want to do it yourself?
>>
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>>163118546
>focused to infinity
>>
>>163130481
I don't want to use the library because the library ends up producing too much code to do interesting things.
>>
>>163130603
What the fuck are you talking about?
>>
>>163118546
Why? Just... Why would someone post that? Were they trolling? Even if they were, this is kinda stupid.
>>
>>163130603
S F M L
F
M
L

or write your own
gl
>>
>>163130637
I want a library, which is used with C or C++, which requires less code written to obtain the same result as SDL2 and associated libraries.
>>
>>163130720
Probably SFML, then.
>>
>>163118546
Is this the hottest new meme since LFOs?
>>
>>163130769
>>163130686
>>163129747
Why?
>>
>>163130851
Because it probably (depending on what result you want exactly) requires less code written to obtain the same result as SDL2 and associated libraries.
>>
>>163127991
make a separate "external_movement" vector3 that stores movement from external sources, and process that in addition to your inputs velocity change (additive, with max cap probably).

things that want to move the player need to call a public function on the player that changes the players "external_movement" vector3.
>>
>>163122779

i think a couple of braids might look nice and will do well to compliment the character.

Didn't the one you posted yesterday have braids ?

Anyway, looks like Valkyrie-chan is ready to kick some ass. So don't keep her waiting too long.
>>
>>163130851
It's the only competent C++ library for C++ code.
SDL is C garbage.
>>
>>163130964

oh and one more thing. have you tried making her eyes blue ?

Just curious how that might look.
>>
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>>163118546
I didn't even know it's possible to make a post that wrong.
>>
>>163128234
you're mostly right but the most important reason ps1 level geometry is made out of small regular polygons is that its lack of perspective correction for textures results in them stretching out horribly especially when they render past the camera. the small quads makes it way less noticeable
>>
>>163127991
I don't know how easy this is with <insert physics engine> but you could do something like this:
>two states, in control and out of control
>player loses control under too much force, recovers however you want i guess
>when in control, the player is attached by an extremely stiff spring that can freely slide up and down a vertical line - the x position of this line is controlled directly
>>
>>163130916
Shit, I don't know how I would go about that with cannon.js

Might be time to switch to ammo.js, which is an asm.js port of bullet.
>>
>>163131264
Ah! Thanks for the info!
>>
>>163118546
what kind of nigger posts that kind of garbage, fuck
>>
>>163127991
you don't set velocity, you add to it
If you want the player to move to the right, you add a small amount to the X. Then if something pushes back to the left, they add a negative to the x
Make the velocity decay back to 0
>>
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>>163118546
Reminder of who posted that garbage in the first place..............................
>>
>>163131265
I use something like in-control/out-of-control states to handle my movement-based attacks right now, so the player can't instantly move out of them

But what you're describing might be a simple way to achieve the effect I need. When the player's velocity (possibly only x-z velocity, so jumping and gravity don't fuck with it too much) is high enough, they can no longer instantly change their velocity, and instead their controls add to their velocity, and when they let go of a button they.. hrm, I like this. A lot.

It's not as complete a solution as >>163130916
but it's something I can hack together asap.

>>163131560
If you add to velocity every frame then it'll just go faster and faster.
>>
>>163131664
Well the solution >>163130916 presents wouldn't really work with a physics engine.
>>
>>163118546
I assume by focused to infinity he means like when you stare at a star. The light travelling to your eyes is almost exactly parallel, so your eyes look directly forwards. If you were to try and focus on an object infinitely far away, your eyes would focus the same as trying to focus on the star, as the photons from either source of light are parallel.
>>
>>163131760
Is that true? I don't know HOW to make it work in a physics engine because I've never looked under the hood to see what happens during world.step(delta) [for example], like I was saying I don't know how to do that with the engine I'm using now, and I'm not sure it's possible. Maybe he can explain how it would be done in a specific system, which would give me an idea of how I'd go about it in other systems
>>
>>163131928
Because this:
>things that want to move the player need to call a public function on the player that changes the players "external_movement" vector3.
isn't how it works.
>>
>>163118546
Gross.
>>
>>163131904
>shitposting
Why are you doing this?
>>
>>163131928
I read the original post kinda wrong

in that case, you might want to just need to add all velocities and cap the total velocity. If you want to be sure a crazy velocity can never completely erase the player's control/influence you can tweak that too.

as >>163132129 said, that method does not play well with most physics engines unless you can hijack some inner functions

most games that really want to throw the player around just enable a temporary ragdoll with extreme forces
>>
>>163132559
I am trying to calm the shitposting by explaining the post.
>>
>he's been shitposting for 3 hours now
>>
>>163132641
Well clearly you're new here because it's always been like that. The shitposting is about something that isn't actually wrong, like the floating point number explanation.
>>
>>163118546
Literally, LITERALLY, what the fuck

>>163132645
I know, right? Posts like >>163131904 should be instantly banned.
>>
>>163132641
Are you stupid or something? What you said made no sense at all. It was as bad as >>163118546 was in the first place.
>>
>>163132845
>Well clearly you're new here
agdg yes, 4chan no

>>163132904
because
>Literally, LITERALLY, what the fuck
isn't shitposting
wewlad

Or am I a dip, and this is a rather tedious meme that I am uninformed about.
>>
>>163132129
>>163132563
Shit, that's what I thought when I initially tried to figure this out on my own. Kind of a relief because that would be a daunting task but also it would be the most complete way to make this happen.

I've experienced the temporary ragdoll trick, it's not the effect I really want though. I might be mistaken but I think the first Halo games (I haven't played one since 3) did what I'm trying to do. I think I remember being hit by vehicles that my teammates were driving/piloting (while friendly fire was off, obviously) and I could still adjust my course. How the fuck.
>>
>>163133106
You're a dip, but this isn't a meme. You're actually just retarded and don't understand anything about anything if you think >>163118546 makes even a lick of sense. Retard.
>>
>>163118546
What a horrid post.
>>
>>163133106
its shitposting
he does this daily for 5 hours, and has been doing it for more than a year, its almost been 2 years

no one even replies or pays attention to it anymore except new people
>>
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I know this is a bad time for progress posting, but I fixed some bugs and added a difficulty class which eventually will be used by options and stuff to set things like weapon multipliers.

When set to 1, you can only carry what you physically take off with. No Ace Combat reloads.

I also added the ability to reload while landed. In the future I'll need to make trigger volumes so that you can't just land anywhere, but the important functionality is in place.
>>
ITG: stupid people and forced memes
https://en.wikipedia.org/wiki/Infinity_focus
>>
>>163118546
Does that nigger even have eyes? Like, can he see? I could understand misunderstanding vision so badly if you're literally blind irl
>>
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>>163118546
>focused to infinity
>>
>>163133119
Wait a sec, I think I figured it out. Close to as simple a solution as >>163131560 suggested.

Velocity isn't set by controls, but it is added to before the world is stepped. Then the velocity that is added by the control is removed again before the game checks the controls to see if they want to add to their velocity once again

this might work
>>
>>163133765
>>163133531
you can stop now
>>
>>163133503
>I know this is a bad time for progress posting
I love when you post progress, it's never a bad time

You need 3 dimensional radar, to show missile that are tracking onto your air craft.
>>
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What kind of entities would you need for designing the "live" component of a Freelancer-style open world game?

For instance, designating patrol/trade routes that ships spawn on and follow, or whole areas that have random pirate encounters.

I haven't played a space sim with a good sense of exploration since FL and I feel that I'm overthinking things.
>>
>>163133867
I need AI to shoot at me first, which I'm starting to get a real hankering for doing now.

I've been trying to figure out how to do a radar display. I think I like the Elite Dangerous and X3 radars the most for 3D radars, but they're always a tricky thing to figure out.
>>
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>>163118546
>>
>>163134048
i dunno but i really like anime boobbers
>>
are there compression algorithms which do this

ABCDEFGHIJKLMNNNNN = A->M13N

as opposed to this

ABCDEFGHIJKLMNNNNN = 13ABCDEFGHIJKLM5N
>>
>>163134813
A->M5N not 13N
>>
>>163134813
sounds like run length encoding
>>
Keep getting this in GMS:
Variable Get 100007.headDamage(100037, -2147483648)
at gml_Object_oNPCparent_DrawEvent_1 (line 15) - draw_text(x,y+48,"Head" + string(headDamage));

I have headDamage defined in the Create event. What gives?
>>
So, anyone who knows how Godot's networking replication works? How the engine knows that Node A on the client is a representation of Node B on the server?
>>
>>163134813
the A->M alphabet thing is kind of an arbitrary pattern t b h

it might be picked up with dictionary style compression if its used more than once, but otherwise if you expect that to happen a lot in your data you would probably write an encoder yourself that checks for that.
>>
>>163134953
wait nvm I'm retarded

I don't know of anything that encodes sequences like that
>>
Why is it so hard to prevent Unity clicks on UI from going through? current.IsPointerOverGameObject doesn't work at all.
>>
>>163134813
I doubt anything is available that does that but it's certainly possible.
>>
How many lines of code on average do you write a day, if you aren't making any art assets?
>>
>>163135256
maybe 5-10 if im lucky.
>>
>>163135256
0. For every line I write, I remove one.
>>
>>163135490
>>163135375
Why so many?

I've removed maybe 100 lines today, but I am up 200 in total. Will have another 100-200 in the next hour, as the code I'm currently writing is easy but verbose
>>
>>163135778
>>163135490
>>163135375
>Why so many?
I mean few*
>>
>>163126165
>>163126428
No point in using it now if 2.0 is supposed to be soon
>>
>>163135902
1 line
>no that's shit
>think about it for twenty minutes
>listen to music
>try again
>fine whatever
>10 minutes later
>no it's shit i need to do it right the first time
>but what is the right way
>not that
>or that
>6 hours later i give up, have a wank, and watch anime or play vidya
>>
>>163134813
just do RLE except you also encode a delta for the sequence
>>
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>>163136070
That's what // TODO: is for, anon

Write something that works, and make a todo to remind you to come and make it neater

>pic related
>>
>>163118546
fuck, what the hell?
>>
>>163136432
I don't like to abuse TODO to manage my spaghetti.
I like to use it for polish/idea notes, and added on functionality.

But I'm starting to come around to the idea of it seeing as my progress is slow as shit.
>>
>>163136432
>java
vomit
>>
>>163136070
>>163136578
If you think that you have to get something perfect your first time around it probably means you're writing shitty unmaintainable code and subconsciously want to avoid having to deal with the consequences.
>>
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>>163136578
I don't use it to manage spaghetti, I just leave a note where I know it could be better.
Every week or so, I look through my TODOs, and tidy up bits that now appear easy, after having a week to think it over and learn more.

>>163136591
I wish I could disagree with you.
Pic related is what I wrote yesterday. All that disgusting code just to access a variable from a .xml
>>
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Don't burn yourself out by working on too many problems at once.
https://www.youtube.com/watch?v=wEmJH7JsKgM
>>
>>163136848
If you're reading the entire file just to look at one variable you are definitely doing something wrong. Load it and read everything out into a structure once.
>>
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>>163136987
I'm reading a bunch of variables. Pic related is the entire class

There is most likely a better way to do this, but I will be adding a bunch more things / restructuring the .xml in the future as the game expands. So I'm not too worried atm
>>
>>163137260
Instead of looking for individual things in the file, you should be traversing the file.
>>
Well, I'm back into the gamedev game and now I really want to make game.
Can anyone link me a good guide on how I can make my own ECS?
>>
>>163137661
http://boreal.aggydaggy.com/programming/2016/05/26/entity-safari.html
>>
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Here's some no-progress. I made a little f-35 and put it in my game.
>>
>>163136848
Theres also NOTE and HACK if you want to manage your comments a bit more.
I use TODO for things that could use polish or "could be a bug/edgecase" with low priority.
NOTE for anything that really needs to be kept in mind (version/system specific functions)
HACK obvious for something you inserted quick and dirty and it works for you specific case(like hardcoded paths, variables and stuff)
>>
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>>163137893
>f-35
>>
>>163137960
Yeah, my friend said the same thing when I showed him the f-35. I don't know shit about planes though, it was just the first thing to show up in google images.
>>
>>163137932
all comments are notes

FIXME is nice for bugs that are too involved to fix in the moment, and I like using !!! as a way to record when I've broken one of my own organizational rules
>>
>>163138162
oh, and I use XXX for game breaking stuff. the release script will actually stop prematurely if I try to make a build with that in it
>>
Steam meme game: ant RTS. You can't move the individual ants but you can lay down pheromones, upgrade ant classes, change their behavior
>>
>>163138083
F-35 is subject to a lot of memery, so whenever you mention it, you're bound to get a few (You)s. Looks cool though anon.
>>
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After anon's comments about getting shot at, I thought it would be a good idea to get started on turrets. I want to have "stationary" emplacements aside from just other ships. Either anchored onto an asteroid or station, on some kind of free-floating platform, or just another ship in general.

Turret rotation code is in. It's mostly pulled from an old project that had turret code that worked really well. I re-use that code all the time.

Turret is obviously pretty dumb, but it's a start.
>>
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What's /agdg/'s preferred tool for creating pixel art?
>>
>>163138957
PS6
>>
>>163138957
aseprite before it went paid
>>
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Are you going to be ready for demoday?
>>
>>163138957
I will make my own and it will be my prefered
>>
What are the best resources to learn Monogame?
I know some C#, but no XNA.
>>
>>163089194
>7 backers
> £8.00 pledged
>0 seconds to go
fucking lol
>>
>>163138883
>After anon's comments
thank you for the acknowledgement of my existence <3 you may be getting some more fan art soon

Looks real good btw.
Are you controlling the ship and the camera? Or do you have some sort of automated path for the ship?
>>
>>163139104
Probably not, but whatever you got there looks pretty spiffy so far champ!

What's the rest of the game gonna be like?
>>
>>163089194
good ol' gavin
>>
>>163138957
gale would be better if it had fucking shortcuts
I really like the right click colour select/selection tool, though
>>
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>moddability or maximum performance
>modular dev or agile dev
>enginedev or gamedev
>coke or pepsi
>light or dark
>heaven or hell
>>
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>>163140093
I'm controlling the camera. The ship just has its throttle set to full and pitch to -0.2 so it flies forwards and in a loop forever.

Working on getting launchers to play nicely with turrets.
>>
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>>163140107

I'm not entirely sure yet, but I think I want to make it sort of like a character action thing except you're a in a robot that can parry bullets
>>
>>163138957
Aseprite.

>>163139013
As in you don't like the new features, or you don't like that it's paid? You can build it from source for free still if it's the latter...
>>
>>163140316
>moddability or maximum performance
Maximum performance is not really worth it in the first place. Good performance and modding are not at odds.

>modular dev or agile dev
>enginedev or gamedev
False dichotomies.

tl;dr fuck off frogposter
>>
>>163140409
wait, you can?
i mean, i'll have to create it duplicate to what i've got now, since i've had programs update and just fucking ruin functionality completely
>>
I stoped working on my game because I am alcoholic, pls help.

All I do all day is fap and drink alcohol.
>>
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>LOOT PINATA finally pinatas loot with a brand new loot drop system
WEW. Once I get a combat system going and JUICE for RARE DROPS in the piles of loot this is gonna feel satisfying.


>>163139832
Literally just start making something. Start moving a cube around. Google xna issues to fix specific gaps. Specific things you might need to know beforehand:
1. How the spritebatch works
2. How the camera matrix works (this ties into spritebatch)
3. I dunno what else because I just decide something I wanna do and then bang my head against a wall GOOD LUCK
>>
>>163140497
learn to code drunk
or just stop drinking

what is your game?
>>
>>163140497
ramp it up, no joke
drink and fap until you're genuinely, truly repulsed by it.
>>
>>163140409
>You can build it from source for free

Where? From GitHub?
>>
>>163140679

I can't get repulsed by it unless I die. I ejaculate more than 10 times a day and I have irregular heartbeat from the alcohol, sometimes I think my heart stoped working but then it starts again.>>163140664

Sometimes I code drunk but I delete it the next day.
>>
>>163140907
Yeah.
>>
>>163140964
how much you drink a day?
>>
>>163140497
Make game about drink alcohol.
>>
>>163140964
it can always get worse m8
enjoy withdrawing, giving in after 2 days and having "just this one," "just 4 tonight" and then waking up to 24 empty cans on the floor only to repeat the process again a month later
>>
>>163135097
https://www.reddit.com/r/gamemaker/comments/4mqdcv/help_variable_unknown_objectunknown/
>>
>>163140907
>complaining about thing before informing yourself
Congratulations, you are the average voter.
>>
>>163140371
Do you have plans to include larger ships with larger missile batteries?

Ever since this one Zoids game I played on Gamecube back in the day I've looked for games that include large volumes of successive missile fire.

Similar to https://youtu.be/BzXfVgYCxWI?t=10s
>>
>>163138957
Paint.net.
>>
>>163141471
>>163141048

>just 4 tonight" and then waking up to 24 empty cans on the floor

Happens atleast every second day for me and not once a month.
>>
>>163140612
Hey! I bought one of your games once, Quest od dungeons or something right?
>>
>>163141806
Oh yeah I am definitely building all this out so that that could happen.
>>
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>>163142170
Why meme at me like this anon
>>
>>163142423
>pic
brb listening to Discovery
>>
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>>163142205
>>
>bunnydev is collabing again

pls not another dead game
>>
>>163142423
What'd you mean? Sorry if you were using the sprites as placeholders, but i liked quest of dungeons.
>>
>>163139104
>january 8th
Any progress I make from now til then wouldn't be significant enough for a demo.
I could still try.
>>
>>163142665
>again
What happened last time?
>>
>>163118546
In case anyone doesn't know, no one thinks this is actually funny or worth responding to, its just the person that posted it replying to themselves over and over in order to force a meme. So if you're not sure, don't reply, and don't think that this is normal behaviour. Its just one person trying to force it, and the newfags who go along with it because they don't know any better.
>>
>>163142913
he had a lewd jam game that never finished because he collabed
>>
>>163142698
Oh, yeah, they're just placeholders. I could use em for a full release if I wanted. But I'll probably find an artist.
>>
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>>163143030
But doesn't collaborating accelerate progress?
>>
>>163143241
Not when the other motherfucker(s) are undisciplined fgts who only want the credit to say they 'helped' make a game without the actual work of making said game.
>>
>>163140612
Will all that loot have any purpose?
>>
>>163143241
You would think that would be the case. But often times it's the opposite.
This is why one man army is life.
>>
>>163143241
no it's the other way around, the more people on a team the less likely a game will get made
>>
>>163143241
Collaborating rarely works out if there's no payment involved. And I don't mean revenue share.
>>
>>163143378
Yes
Point of the game is to run an item shop, you refill your stock by farming for it, upgrade your gear the same way. Very early right now.
>>
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>>
>>163143370
This is why you guys should always ask to see portfolios/examples first
>>163143445
But in addition to splitting the work, having other people relying on you should only add to your motivation.
>>
>>163143493
You turned my expectations from "thats gonna be tedious" to "im kinda interested" in one sentence
>>
>>163143638
Glad to hear it anon
I think it could be a lot of fun if I get it goin right.
>>
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>tfw you refactor a ton of shit and everything still works
Launchers were built with the assumption that they would always be attached to a ship, so I changed some things around by adding an IStoresCapable interface that both ships and turrets can implement. Launchers needed only very little information from the ship, so this worked out really well.
>>
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>>163144093
Now that I'm setting a target on the launcher, it has me thinking about how to automate them. I want them to automatically engage targets within a certain range, but that implies a some infrastructure that isn't in place at the moment.

Maybe it's time to finally flesh out the radar component and write a proper targeting class rather than awkwardly using my TargetBox class from the HUD?
>>
I asked yesterday but maybe someone is on now who has more experience in this.

I have a server for my game in java, but I think I want to rewrite it due to changes in the game mechanics. Currently I'm targeting a more casual market and I'm curious if anyone knows of some sort of framework/company that will host servers for a cut of ad revenue as opposed to me hosting it myself for as long as I can/the game is viable.

Also, any other recommendations on a language that might work better than java. so far I haven't had issue with speed running 10+ games (20 users) so IDK if it's worth it to switch languages. Currently I'm just hosting on a VPS on digital ocean and I'm not sure if I'll need to switch to a dedicated box if the game does somewhat well.
>>
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Progress. :)
>>
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>lets start with the easy, follow the described theory, get it right, then modify the result to what the aim is
>it comes out as exactly what I was aiming for, which means I did something wrong
>spend the last 2 hours modifying what I was aiming for to what it's supposed to be because I needed that function too
>>
>>163145371
>>
>>163145237
Java is very fast so switching would be a waste. Typically you will only get faster if you're a really good low level programmer, but the improvements would most likely be marginal and at the cost of a lot more time programming. If speed is becoming a concern you should make sure you are using optimal algorithms, get a better server, or split the load across more servers.
>>
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>glfwWindowHint
>has to be called before glfwInit in certain cases
>>
What's good architecture to implement skills with? I mean, I could have an interface that contains Aim() and Attack(), but that doesn't really feel like it's useful at all. Making a script for each would work but is a terrible practice, but there's a wide enough range in what skills do that make it feel hard to generalise from them.
>>
>>163145237
>>163145862
if you can help it dont use java for servers. Not because performance but because server owners usually dont want to run java -server vm with their shitty documented commandlines.
>>
>tfw spent half a year working in a colossal codebase for a software company
>now super concerned with efficiency and re-usability in little personal projects to the point that it hinders progress
>>
>>163145960
Apparently I'm actually a retard. Oops.
>>
i hate video games
>>
new thread
>>163146856
>>163146856
>>163146856
>>
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>>163146339
So... stop that? At least personally, I find it easy to switch between good-code mode and good-enough-code mode.
>>
>>163146224
>>163145862
Any recommendations on books/blogs besides gaffer?

For whatever reason I feel like I'm doing it wrong despite it working fine. . .
Thread posts: 752
Thread images: 161


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