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/agdg/ - Amateur Game Dev General

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Thread replies: 758
Thread images: 169

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Just like making game

> 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
>>163080092

> 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
>>
Would you even buy a game made in GameMaker?
>>
>>163147403
weather forecast
cave story
hotline bling
spelunker
super dark floater
>>
>>163147403
Plenty of people do, so, what does it matter what grumpy gamedevs think?

Shit like Risk of Rain and Hotline Miami sold really well.
>>
>>163147552
>super dark floater
so, "Shit in a Toilet Bowl Simulator"?
>>
>>163147552
Spelunker was free, though.

Also: lol
>>
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Reposting progress from the end of last thread.

Still thinking about how to do targeting in a more permanent way versus the very placeholder system I have now. The most obvious way would be a configurable Targetable component that I can just stick on anything that needs to be targeted, along with whatever properties of that target are important. There's also the ultra-barebones radar component that I want to tie in with.

I think I just need to sleep on it. I'll probably have some more concrete ideas tomorrow. I'm still not sure how in depth I want to go with targeting and being able to target things.
>>
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Added the upwards attack for the fire mode.

This attack does not have as long of a reach compared to the basic attack, but it covers both sides. It does 3 hits that launch the enemy upwards. The first hit has the most launching power, while subsequent hits have slightly less launching power. While used in the air, it acts like another jump. You can use it as long as you have the MP for it.
>>
>>163147552
>cave story
Cave story was done in C++, though. Or was this just a failed attempt to give a meme name to undertale?
Also, what the fuck is super dark floater?
>>
So...where do I start for 2d collision detection? I'm guess that looping through all solid objects to check for intersections with any other solid object is definitely out of the question.
>>
>>163147923
Think about it if checking every object against every other object regardless of their distance from each other is bad idea, then how can you make it better?
>>
>>163147724
That looks neat.
I wonder if you will reach a point you could even release this game with these placeholders.
>>
>>163147552
>super dark floater
What did he mean by this?
>>
>>163148207
>>163147908
>>163147651
last night i your sister
>>
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>>163148412
Ok.
>>
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>>163148412
>super dark james bond burger floater
It keeps getting worse.
>>
What's a good way to do particle attack animations in Unity? Particle systems seem fucked, and I'm wondering if linerenderer might be better.
>>
>>163128550

Fuckin finally, you did it m8 it actually looks correct now. Dig your art style
>>
>>163148064
...Separate out the map into big rectangles and only check for collisions between items inside those rectangles..?
>>
>>163128550
IDGI, how did the car go through her
>>
Anyone here good with GameMaker? I have a state machine and I'm trying to implement a landing animation, but I'm not sure how to go about scripting "upon switching from midair to ground, play the landing animation sprites BEFORE going to the default standing sprite".
>>
>>163147403
>Would you even buy a game made in GameMaker?

If the engine alone is a dealbreaker you're clearly a salty nodev who is upset someone less skilled but more motivated managed to make something with a pricetag.
>>
>>163149258
I found a thread on the GM forum. I think I'll just make another state for landing.
>>
Today I've written 400+ new lines of code, and rearranged / rewritten 150 more.

>Created a parallel world for my particle system
>Made particles from one world delete upon contact, and new particles spawn in the parallel world in their place
>Make particles colour change and blend when next to different coloured particles
>Made a simple HUD with some nice text on it
>Made the coins shrink down to zero, rather than just disappear when touched
>>
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>>163149594
>>Created a parallel world for my particle system
>>Made particles from one world delete upon contact, and new particles spawn in the parallel world in their place
But why?
>>
>>163149643
I wanted a one way octagon
So particles can enter it, but not leave

The easiest way to do this seems to be to delete them when they contact the octagon, and spawn them into a parallel world that has boundaries on the outside of the octagon.

Literally the only possible way using the engine I'm using. Unless I edited a bunch of native C++ and wrapped it in Java, which I really don't want to do.

It also allows me to have the particles act differently and float in zero gravity in this parallel world. It's comfy to look at
>>
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>>163148081
Thanks anon.

>I wonder if you will reach a point you could even release this game with these placeholders.
Probably not. It will stay a prototype forever until it gets actual assets sometime in 2040.
>>
am i need to learn javafx for libgdx?
>>
>>163148819
Congratulations, you have just invented the Quadtree structure.
>>
>>163150829
I've been working with LibGDX for the past 6-8 months, and I hadn't heard of JavaFX until just now.

Unless you're doing something weird, you won't need it.
>>
>>163150829
No. Normal Java is fine (didn't even know JavaFX was an option).
>>
>>163150878
Quadtree implies recursive splitting into 4, get off Mount Stupid. The umbrella term is spatial partitioning FYI.
>>
NO DANNY
I'VE TOLD YOU NOT TO. HOW MANY TIMES
JUST STOP I CAN'T STAND IT
>>
>>163151049
Not him, but surely that's spatial hashing?
>>
>>163151049
>implying he wouldn't keep going after the first pass
Good thing you proved your superior knowledge and unquestionable beauty, honored cunt
>>
>>163151159
Yes, it would be.

>>163151182
That wasn't implied, shut the fuck up.
>>
>>163151239
>i divided this area into 4 pieces
>i guess i'll stop dividing now, lest i create a black hole
Go fuck yourself with a cactus, you moron. Nobody thinks like this but autists like you.
>>
https://www.google.com/search?q=spatial+hashing+vs+quadtree&ie=utf-8&oe=utf-8

let's move on now
>>
>>163151458
Did he say he was only dividing into 4 pieces?
>>
>>163151532
No, I barely know what I'm doing though.
What I think I'm gonna do is
>Create a CollisionRegion class that has a rectangle, collidableEntities list, and a maximumOccupancy
> Get all collidableEntities in the level, find the top-left most and the bottom-right most, create a collision region with those entities, the rectangle being a rectangle that goes from top-left entity to bottom-right entity
> Keep creating smaller collisionregion objects with less collidableentities in them recursively until all collisionregion objects have less entities to check than their maximum occupancy

Is this way off base??
>>
>>163151795
That sounds kind of inefficient, which defeats the point.

What you are proposing now is more like a quadtree; I would look into that. That being said, spatial hashing (using a grid of uniform size cells) is easier to implement and may be good enough (and even better than a quadtree depending on use case).
>>
>>163151795
What language / engine are you using?

There may be something prebuilt that's easy to implement.
>>
>>163152074
C# / Monogame
>>
>>163152104
Never used either of those.

If you get stuck, switch to Java and LibGDX. Box2D makes all your 2D collisions and stuff super easy, it has built in spatial hashing.
>>
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>>163152760
>If you get stuck, switch to Java and LibGDX.
>>
>>163152787
C# is the same as Java. Never used Monogame, but I'd be surprised if it had anything that LibGDX and Box2D didn't have.
>>
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Made a simple map test.
It's not much to look at, but I got the results I wanted: Thanks to the weird floor topology, this is 2000 tris, instead of 5000+.

Also found a way to utilize the topology for something positive: Casting long "sunrays" along the ground with vertex paint!
>>
>>163151985
https://conkerjo.wordpress.com/2009/06/13/spatial-hashing-implementation-for-fast-2d-collisions/

Found this. Makes a lot of damn sense.

>>163152838
I want to try implementing as much by myself as possible. This is as much about learning how to be a better developer as it is making a video game.
>>
>>163152838
I'm not dissing those choices, I'm dissing the fact that you think that's actual advice. Switching and remaking everything is better than learning how to implement simple spatial partitioning?
>>
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>>163152887
Topology

There is still a lot I could do to optimize, but it's okay for now, I think.
>>
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>>163152986
Meanwhile, this bastard was over 8000 tris, and actual Spyro maps are around 20-30.000(!)
>>
>>163152924
>Switching and remaking everything
He may have only spent a few hours on it as far as I know.
>learning how to implement simple spatial partitioning?
It's difficult to do it perfectly, especially if you're not mathematical/comfortable with programming.

I wouldn't take the advice myself, but yno

>>163152920
>I want to try implementing as much by myself as possible.
That's fair enough. I plan on making my own engine just for fun after I finish the game I'm working on
>>
>>163153091
>I wouldn't take the advice myself
Then why would you post it?
>>
>>163153115
My 2 programming friends irl are double digit IQ. They generally only want my advice to make things easier. Anything hard and they just look at me blankly.
>>
anyone else ever feel like becoming a jew before? i feel like i need some stupid rituals in my life.
>>
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Finished that proximity cursor, still a bit buggy but will be useful in gameplay later.
I'd also added a bunch of boring stuff so no need to post them.
>>
>>163153069
>20-30.000(!)
dafuq
>>
>>163153440
Yup. Shit's crazy.
>>
>>163153393
That looks super convoluted and finicky.
>>
>>163153393
did you make that other agdg platformer where you use your mouse to modify the level? why did you quit that
>>
>>163153537
Ok. I know why I put that in so I'll keep it though.

>>163153657
Not me. Everything I do is supposed to use a controller.
>>
In unity how do I convert a direction in the form of normalised Vector3s into a quaternion?
>>
>>163154101
Quaternion.LookRotation().
>>
quaternion.lookrotation(forward,upward)
>>
>>163154101
You mean to get an object pointing in the direction the vector represents? In general there are infinitely many ways to do this, so it's not a straightforward conversion.

>>163154213
>>163154219
This works but you need to specify an up vector and you need to make sure whatever it is you're rotating is oriented correctly by default.
>>
what's that jap game with monsters that look like pokemon?
>select all images that feel romantic
>>
>>163154563
Yokai watch? Digimon?
>>
>>163154563
ゲーム開発とは関係ありません
>>
I should be fine with a 640x480 and a x2 and x3 of that as the only resolution options on Steam right? (it is a vertical STG)
>>
>>163154563
monster rancher
>>
>>163154625
>>163154692
no, it was an rpg I think? not a pokemon-like game in terms of gameplay.

the sprites were rendered in pokemon style tho

>>163154628
well I'm trying to rip that artstyle so it is gamedev
>>
Anyone else here making a game using HolyC?
>>
>>163154758
>the sprites were rendered in pokemon style tho
>well I'm trying to rip that artstyle
Looks like your problem is solved.
>>
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>>163154758
You sure it's not Digimon?
>>
>>163154758
Wait, sprites? How old is this game?
>>
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You have exactly 40 seconds to post your dream game.

No more, no less.
>>
>>163154758
dragon quest
>>
>>163154785
Obviously not you meme spouting faggot.
>>
>>163154892
dude i have no idea, i saw it once on /trash/ or some shit.

they were definitely sprites, rendered in the clean 2d way that higher res pokemon are. definitely not 3d, although there might have been a 3d game in the series? idk

>>163154916
>>163154818
not these
>>
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>>163154758
Is it Dokapon?
>>
>>163155000
persona
>>
>>163155004
no but this is cool
>>
>"your game has so many issues"
>doesn't list any

i don't know what you want me to do bro
>>
>>163155268
Fix them you lazy bum
>>
>>163155268
>my game is perfect
Said no one ever.
>>
>>163152986
show UVs, are you mapping each quad to a texture?
>>
>>163155268
post it and we'll tell you

if it was a normie tester, then that complaint means that you don't even pass a minimum quality. there is so much wrong with it that you could change anything and make it better
>>
show me your game i'll give you a list of issues
>>
>>163155408
not really, while my game isn't prefect it's gotten a ton of downloads and lots of praise/media attention. just sometimes i get comments like that where people don't elaborate at all
>>
>>163155598
post it fag
>>
>>163155598
Like sixty downloads is basically zero, your game is fucking trash.
>>
>>163154894
The one I'm making right now. Almost 3 years into the project now.
>>
>>163155741
Do not give up.
>>
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>>163155783
Nigga, you couldn't pay me to give up. My motivation is at an alltime high.
>>
>>163154894
not really a game but some day i'd like to create super realistic "a day in the life of (animal)" in vr. just put on your headset and be a gorilla in the mountains for a couple hours, or a rat in the sewers, or some sort of bacteria. there would be dramatisation to make it a little interesting but otherwise it's life from the perspective of a different species.
>>
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>>163155850
is this a walking simulator?
>>
>>163154894
A game which makes you feel.
>>
>>163157094
https://youtu.be/z4hf3rLPpGM
>>
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Landing and liftoff and a guy who isn't a hovercraft that can walk (but can't hover unfortunately).
>>
>>163157368
Get rid of the guy and have the F-35 be the main character.
>>
>>163158356
>the guy
you mean Tom Cruz?
>>
>>163158408
Where is your game?
>>
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New to modelling, what went wrong? It sounds like there are UVs that are impossible to actually put into a map but all the shells can be unwrapped, I've gone through and looked at all of them.
>>
>>163158648
Maya is just freaking out on me I guess, I literally just reselected yet again and it unwraps fine...
>>
>>163158648
Gamedev protip: Knee jerk Google everything

Usually error messages are unique and you can just google part/all of it to get good results.
>>
What are some examples of good pixelshit?
>>
>>163158934
google "the witness"
>>
>>163159047
Did you mean to say Braid
>>
>>163159134
braid barely counts as pixel art
>>
>>163158934
Doesn't pixelshit just mean bad pixel art? How can it be good?

>>163159180
It's not pixel art at all.
>>
>>163159207
pixelshit eventually became synonymous with any pixelart, not just bad pixelart
>>
>>163159207
Pixelshit is an endearing insult that means "pixel art".

Or just a regular insult if you don't like it...
>>
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Testing fleet vs fleet.

Flares are still really overpowered and the AI doesn't yet know how to stop distracting its own missiles.
>>
>>163159665
>the AI doesn't yet know how to stop distracting its own missiles
That seems ridiculously easy to fix.
>>
>>163159665
What engine are you using for this?
>>
>>163159980
the build engine
>>
Anyone here good with Game Maker? I need a way to call the previous state (as in the state during the last frame) for a comparison.
>>
>>163158908
I always do, this error had like 2 results and they were the cause of non-manifold geometry of which I had none, only UVs. Thanks.
>>
>>163160010
i would just keep two copies of the data and swap the pointer each frame
>>
>>163159665

You're using Destructible 2D right? How do you have it set up so it works like that?
>>
Is it a good idea to have abilities that aren't exciting unless you realize their implications? I have an ability that deals 2 damage, +1 if you outnumber the opponent, but that +1 means that it can now kill 56% of all enemies in the game rather than 33%.
>>
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>post game on tumblr
>3 notes
>post anime girl model from the game
>25+ notes
What went right?
>>
>>163160595
i appreciate the low overall health! if the numbers are that low good players will pick up on it. in general having items/abilities that are surprisingly powerful is ok.
>>
Tumblr only cares about fanart or cute shit.
>that reaction image
You have good taste.
>>
>>163160845
Fug, meant for >>163160638
>>
>>163160638
your low numbers aside, artists always had it easier when it came to whoring attention for their game
much easier to be attracted to something that actually looks good than to a bunch of shitty placeholders moving around
>>
>>163160638
>6 notes on tumblr
>0 replies on agdg
>all the time
No comments.
>>
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>>163159949
I thought of having the AI stagger missile salvos and flares somehow. The cheap route would be to have IFF for flares, but that's usually how they work in video games anyway.

>>163159980
The Unity meme

>>163160296
First off, the author has some weird idea about objects breaking up at 50% alpha. You'll have to hunt down every instance of that and stamp it out so that it works properly.

I've also got a shader and an extra texture layer to do the Starsector ripoff impact glow and charring on damaged pixels, plus another texture for hull lighting that turns off when the hull becomes unpowered, to indicate that you can steal it (webm related). The welding is a nearest-neighbour paste that completely fuses two destructibles into one.

Also I offloaded the continuity floodfill to a coroutine so that it doesn't lag to shit. Sometimes it takes a couple of frames for shit to break up but it's not really noticeable. I wrote my own attach system for guns etc. based on colliders so that they aren't just anchored to a single pixel.

Can't remember anything else at the moment.
>>
What would be the best system to show attacks in Unity that are being done with raycasts? I'm thinking of something like a shotgun spray at the moment, but the particle system is so godawful that I can't get it to work.
>>
>>163160947
Damn I'm not good enough with graphic work to do all that :/ I had a pretty cool idea with destructible cover in my game but that sounds a little over my head.

Would you be willing to share your solution? You don't have to clean any spaghetti code, if you have any, I'll figure it out, but I would love to try and have that system on my Destructible 2D cover system
>>
I've used RPG maker, GameMaker, Unity, UE4, C++/SFML and C++/SDL.

I've just never made a game.

Please. What should I start with to actually make a game? I would love to make a 3D game, but if it's not something that a solo can do without spending a shitload on assets then be honest.
>>
POST

GAME

DEV

MUSIC
>>
>>163161282
https://www.youtube.com/watch?v=HsGRsDe3iRw
>>
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>>163161235
Use a crutch art style and it's perfectly doable.
>>
>>163161235
You'll spend a shitload of time on assets no matter what
>>
>>163160208
Sounds simple enough. ty
>>
>>163161474
Time is one thing. Cash is another.
Willing to spend time if it means I can finish a reasonably impressive project in a few years.
>>
In Unity, what are ways of creating game objects other than instantiation?
>>
>>163161415
This style looks horrible honestly. Even worse than pixelshit.
>>
>>163161530
Don't worry there's another way
>>
>>163161525
your options:
>load a scene with the objects in them
>clone them from a prefab or another instance through unity's instantiation api
>allocate the gameobject directly and then add whatever necessary components
>>
>>163161530
>nice, clean, timeless style
>horrible
eh
>>
i should add to >>163161651 though that if you are panning on allocating and destroying game objects over and over then you probably should be using object pools though its a huge pain since you have to be careful about resetting data properly
>>
>>163161662
only Gen Z-ers like polyshit because they weren't around to see it at its worst
>>
>>163161520
sure it can be done
pick a super minimalistic style like the example given or minecraft style
keep the scope small
and you could have a game done within several months
>>
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made changey colors for inputs
clicking too fast makes you try to click a unit
holding or dragging away from the button makes you try to use the ability
>>
>>163161235
>>163161520
Make a small game that looks fun, then fish for an artist.
>>
>>163162504
the good old "hope to win the lottery" strategy of game making
>>
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>>163160947
How does Destructible2D work? I didn't know that was even possible in Unity. I might try my hand at doing something like it, it would fit perfectly in my game
>>
>>163162743
this strategy really applies all the time and it doesn't matter if you're making a colossus that takes 3 years or a mobile app that takes 3 days to complete
>>
>>163162439
Really love those colors and style, anon. You're way better than the pixel shitters.
>>
>>163162743
Not really. The game HAS to come first and if it's not fun nobody will care for it. If it looks fun you'll get people asking to collaborate.
I'd offer to do assets for people but I barely see prototypes that interest me and also need an artist.
>>
>>163162929
thanks, don't make them hate me though ;_;
>>
>>163147715
That's a really nice looking smoke trail
Are you using unreal?
>>
>>163162938
>people want to join already successful projects
wow, whod'a thunk?
but even then
the artist who joins is likely to not be good enough, and is also likely to flake out out after 1-2 weeks of work, tops
>>
>>163163173
That there is unity, anon. It can actually be made to look good if you spend more than eight seconds on it.
>>
>>163163203
>playing shit souls 3
>not making your own souls game
>>
>>163163246
B-but anon, I am. Sorta. I'm making a RPG at least.
>>
>>163163240
It's not successful until it's finished. You join projects that show promise and have some sort of momentum behind them.
>the artist who joins is likely to not be good enough, and is also likely to flake out out after 1-2 weeks of work, tops
Over the years I've collaborated with about 10 coders who promised me the world, yet they didn't even bother making a basic demo. Starting from scratch doesn't work unless it's backed by money.
>>
>>163163660
>Over the years I've collaborated with about 10 coders who promised me the world, yet they didn't even bother making a basic demo. Starting from scratch doesn't work unless it's backed by money.
my point is that this exact thing is the same experience programmers have with artists
>>
You must overcome this phase, son, video games are for children.
It is time to find a fine lady and start a family.
>>
>>163163759
dad i told you i am homosex
>>
>>163163758
Yes, but typically the game comes first and the art assets after. An artists job is to make sure the game is presented well, they can't make it run.
>>
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Choo choo progress on the builder finally.
>>
So I guess Winter Jam is dead. What a shame, I wanted to make a small winter-themed game though I didn't have game ideas for one
>>
>>163163759
Tbh no adult males I have ever met said something like that like they actually meant it.

Usually when you get the girl, marry etc., they have that "oh shit, what an idiot! he also fell for the normie life meme!" smile and look on their face.
>>
>>163164721
Better start working for Summer Jam so you finish in time.
>>
anyone need programming help?
I'm lonely
>>
>>163165292
Have you made anything before?
>>
>>163165659
games? just a few proof of concepts
but I'm a working programmer
>>
Post videos that were useful to you, stuff like tutorials, talks, conferences, etc, both code, modeling, art, general gamedev concepts. I want to add them to this playlist.
https://www.youtube.com/playlist?list=PLG0xAbfkvXJMjpAS-C-9aPj6NJbsr4aE1

Add them directly here
https://www.youtube.com/playlist?list=PLG0xAbfkvXJMjpAS-C-9aPj6NJbsr4aE1&jct=dqF-pTU_yE-ZqQs9VeNeqedtgY7m-w
>>
>tfw you finish your game but then you realize that it's not fun
>>
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>>163165292
I'm making a tool for creating palette datas in winforms. I can see the color after I select it, easy. But is there an easy way to make each one in the dropdown list be its own color? I don't think there is, would be too much work, but before I drop pursuit I wanted to ask.
>>
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Now instead of other boys, you can race an avalanche instead.

>>163164721
Just do it anyway. That's what I'm doing right now.
>>
>>163166006
I don't have the creativity to make my own games, really
but I could be someones code monkey
any language, doesn't matter
>>
>>163166395
yeah, it can be done apparently
http://stackoverflow.com/questions/4667532/colour-individual-items-in-a-winforms-combobox
>>
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>>163166495
That's referring to stuff like this though right?
>>
>>163166495
Oh I see, yeah I feel you now, but the main problem is that that works for ComboBox, but I use DataGridViewComboBoxCell which apparantly does not use ComboBox. Maaaan.
>>
>>163164362
are the struts generated automatically? seems like a nightmare to build
>>
>>163165292
post discord
>>
>>163167153
why would you subject yourself to WinForms

if it's just a simple tool I'd use PySide/PyQt and write relatively painless code
>>
>>163167447
Because subjecting myself to python is way worse imo. Different strokes.
>>
>>163167603
I like you. good luck!
>>
>>163167391
AGDGMonkey
never used it before be gentle
>>
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>>163167645
Thanks. I'll probably just can the feature because it's not worth the effort and they're just private tools anyways. Don't need to be flashy to be useful.
>>
>>163167824
What are the 4 digits after that user name?
>>
>>163168196
2779
>>
In Gamemaker i'm using a 2D array for terrain and drawing a sprite for each value. But this is surprisingly taxing. How do the pros do this?
>>
>>163169391
gamemaker is just slow as shit
>>
>>163169391
1. if by "sprite for each value" you mean 1 sprite per pixel, you're bound to have performance from hell - scale your cells reasonably, consider using surfaces
2. don't draw what you can't see
>>
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>>163167182
Not really, its just strut by strut. Works pretty well. It looks more daunting than it is.
>>
>>163169708
Are you using a shader for the wireframing of the scene or are those just textures? I need something similar for my game and I'm trying to avoid doing shader voodoo.
Looks pretty good anon.
>>
Tell me, /agdg/, what is your plan for the winter break? Do you even take your vacation now?

I took a break from Wednesday till January, and I really hope I can keep my promise, wake up at 8 in the morning to dev until I pass out on days I'm not meeting with family, the best would be to get something done for the next Demo Day.
>>
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>>163170415
Thanks, but you're going to be disgusted.

Its a black square with a white border on the emission layer of the material, with the emission cranked up. Change the color of the emission to achieve whatever look you want. Everything in the game uses this. A normal map makes it a bit better, I think.

I don't think you can even call these textures, but they sure as shit aint shaders.
>>
>>163170490
I'm gonna sit in this thread hitting f5 and never contribute anything.
>>
>>163170643
that's just like me except i'm going to accumulate progress 4 minutes per hour when i get lost while switching tabs and shit it all out once per week
>>
>>163170626
That's a pretty good trick anon. Thanks.
>>
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>>163170490
>Before Christmas, Dev
>Christmas Day, yearly playthrough of Parasite Eve
>After Parasite Eve, Dev

That's it.
>>
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What do you do when you're not devving? If your answer includes job, gf, friends, etc then don't bother replying.
>>
>>163160947
>>163159665
This looks really polished but the deletion of trail renderers is triggering me hard. If you remove the trail before you delete the bullet (or whatever you do with them), then the trail doesn't abruptly disappear instead of smoothly fading out.
>>
>>163169537
Well it's certainly faster to actually make something. If I'm not making a 3D game I'm fine with using GM
>>163169690
One sprite for each 'tile'. Never used surfaces before but those seems to be the solution to this problem. Thanks. So instead of drawing every tile 60 times per second I'm drawing one large surface 60 times per second.
>2. don't draw what you can't see
Forgot. But I'm not sure if it's more expensive to calculate what's actually being seen in the draw event than just drawing them.
>>
>>163171074
Sleeping.

then my gf comes home and we cuddle and talk about things that annoyed us that day. Bugs for me, customers for her. As a side note, I'm going to fucking hang the motherfucker that designed Unity's new UI system.
>>
>>163170490
>play grindan games until I get tired of it
>dev until I get tired of it
>repeat

thus is life.
>>
>>163171074
Oh god let me just fucking list all the shit

watching shows
playing games
writing stories
arting
making costumes
blacksmithing
upgrading with my robot
fencing
petting my two hairy pussies
shitposting on irc
uni
work (2 days a week)
learning 日本語
failing at making music
>>
>>163171074
I refresh this thread, /dpt/ and the /sci/ board until I get too tired and have to go to sleep.
>>
>>163171429
Post game.
>>
>>163171568
I'd rather not, because then you'd know my habits.
>>
>>163171524
Are you saying you don't have something like 4chanX / don't hit the "auto refresh" button
>>
>>163171074
Have some time with the wife – check mate!

Other than that, online vidya with my brother, reading and writing, cleaning the house while listening to the Rocky Horror Picture Show OST and singing it from the top of my lungs.
>>
>>163171074

sleeping
playing video games
practicing SCA shit with my group
shitpost on other boards
study up on art shit
taking walks but not lately because it's currently in the negatives right now and that's too fucking cold
work my shit retail job, fuck you I'm replying
>>
>>163171429
Are you me? That's me minus the costumes, robot, and blacksmithing. I even work the same amount of days and used to be a fencer.
>>
>>163171635
its okay anon, I just want to see if your game is worth a damn in such a busy life
>>
>>163171639
correct
I just don't get the same satisfaction with auto refresh
>>
>>163171692
>Rocky Horror Picture Show OST
cringe
>>
>>163171717
Perhaps I am.

>>163171727
I assure you that it isn't, unfortunately.
>>
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>>
>>163171112
you said you're using a 2d array
it should be just matter of modifying the loop then
>>
>>163171748
Fug, man.
>>
>>163171753
The soundtrack is pretty good, but I agree singing it at the top of your lungs is pretty cringe.
>>
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Finally finished my entire game loop. Now all that's left are details like UI stuff and some balancing.
>>
Can we get a roll call of who's viewing this thread? Post a screen or webm of your game and say a little about it.
>>
>>163171906
Is this example too much math for a draw event? draw_sprite arguments are (sprite, subimage, x, y)

for(a=0;a<200;a+=1){
for(a=0;a<200;a+=1){
if terrain[a,b]==1{
draw_sprite(s_tile_grass,a+b,a*16,b*16)
}
}
}
>>
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we miiight need to fix this.
>>
>>163172319
post game?
>>
>>163172459
I always wonder if the anons I'm arguing over stupid shit are actually my fav devs or not. For some reason I like to think that true yesdevs only post about their progress.
>>
>>163163241
>>163147715
Any specific tutorial you used to make it look like that?
>>
>>163172929
Literally just fuck with the lights. That's it. Those are default materials on default blocks. The trails are done with a standard particle effect wobbled with a script.
>>
>>163172917
That's mostly all I post about in here. I honestly don't come here as much as I used to, so I wonder if I'm a whodev now.
>>
>>163172917
they aren't
most of us are just here to argue
>>
>>163172520
you have a mistake in the second line, i'll assume there is a b there
quick math - you have up to 40000 draw_sprite calls
that scenario is slow
you can for example modify the loop to draw only the tiles that are visible on the screen (that'd be replacing the zeros and 200 with view_x/yview divided by 16, rounded and clamped) or you can opt for using built-in tile functionality instead of manually drawing the tiles (you use a loop to create the tiles in for example create or something and be done with it)
>>
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>>163172551
>>
>>163173149
>imgureddit filename
ok
>>
>>163173149
Yeah. Post yours next.
>>
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>>163173149
>Downwell: Remove Alieums editon

Seems alright.
>>
>>163171236
Did unity get another new UI overhaul?
>>
>>163173149
>vine cant stop stealing
sad.
>>
>>163172917
i guarantee at least half of your favorite devs shitpost and at least one of them pissed you off with a well prepared shitpost
that's the boon of anonymity - it conveniently hides what you don't want to show
>>
>>163171074
Playing smash or street fighter with friends and thinking about devving in secret
>>
>>163172917
I'm actually a pretty frequent poster of progress on my game, even though its not very popular. Also a very prolific shitposter for giggles.
>>
>>163173149

>it's yet another game vine will start, half-heartedly work on before dropping and moving onto the next thing

I think what annoys me more than anything else is you have a knack for making games with great presentation but you have so little originality and no drive to actually see things to the end.
>>
>>163173282
No, I'm talking about the last one. Its turbo garbage in terms of logical design.
>>
>>163171236
I heard the guy who originally designed it got fired.
>>
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>>163173532
Good.
>>
>>163172929
Dev anon here. The only special shader thing I have is a subtle bloom that I bought from the asset store. I use it mostly for the glow on the lights and bullets. Everything else is just standard Unity using the standard material. I'm using the ambient occlusion and SMAA from one of Unity's first party shader packs.

There's not really any secret or crazy shader stuff going on.
>>
>>163173227
thank you

>>163173417
>>163173304
im working with vine but im not vine
>>
>>163155401
Mostly, yes.

I've got to run now, so I don't have time to take a picture, but it's mostly just square UVs overlapping a tilemap.
>>
>>163173608

Maybe this one will actually get finished then. Keep an eye on Vine because they flake like a motherfucker.
>>
In a few days I'm working on my game for over a year, but it feels like content of a month.
>>
>>163173608
does that matter?
everyone knows vine is a nodev who's never programmed a thing which is why he's incapable of creative thought. you're just another equally uncreative programmer for the self-assured destruction derby.
>>
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>>163173751
On our six month anniversary. Post game?
>>
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>>163173812
>>
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NOTICE: I won't have access to my computer for a bit due to traveling. I'll have to post the completed recap a bit later in the week.
NOTICE (2): I couldn't find this last week's recap or score data in the archive, so it appears I forgot to post it last Tuesday. Very sorry about that.

-------- AGDG WEEKLY RECAP
Fill out the form to be a part of the weekly progress recap. Be sure to respect the format and pay attention to any customization options that might be available.
Submissions will be accepted for roughly the next 36 hours.

-------- FORMAT
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Holidays:
Progress:
+ ...
+ ...
- ...

* Your choices for the Holidays field are candy cane, snowman, or santa hat. Not case-sensitive.
* Images are scaled and cropped to fit 16:9.
* For webm files I use the thumbnail.
* You must attach the image with your post. If you forget, delete and try again. Do not reply to your own post with the image.
* You do not have to reply to this post for the scraper to catch your entry.

-------- SCORES
22 ... Monolith
20 ... Skylarks
12 ... Crystal Chrysalis
10 ... Clarent
10 ... Throbot
8 ... Shiphack
6 ... Vampire's Bit
5 ... Wannabe Nintendo Clone
4 ... Saigo no shinwa
3 ... Not a School Shooter
3 ... Good Night, Knight
3 ... Babby's first 3D game
3 ... Chris The Coolosaur
2 ... VikinGirl RPG (temp)
2 ... 23\Prometheus
2 ... Helleton
2 ... [Placeholder Title]
2 ... Project M
2 ... Super Space Jam Jetpack Robot Turbo
1 ... ZAMN3D (placeholder)
1 ... jamos
1 ... BONE LORD
1 ... Metanoia
1 ... Space Dementia
1 ... Scavenge
1 ... Super John Spellway's Actual Fantasy Football 93' Turbo Edition G-X+
1 ... Jena (not final)
1 ... Whimp the Bold
1 ... Something To Do With Love
1 ... Death on Frontier
1 ... City Night
>>
>>163173109
Ah thanks. Yes supposed to be b. Pretty retarded I've never even thought of modifying a loop before but this solves soo many problems.
Replaced those for loops with something like
for(a=clamp(floor(view_xview[0]/16),0,map_width);a<clamp(ceil(view_xview[0]/16+view_wview[0]/16),0,map_width);a+=1)

First time posting in this thread and surprised I got any help. Thanks so much.

mind=blown
>>
>>163173784
At least he has a game.
>>
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>>163173913

----[ Recap ]----
Game: 23/Prometheus
Dev: GrandFaker
Tools: GM:S, GIMP, FL Studio
Web: -
Progress:

+ Finished HUD (exp bar; round stamina bar around clock; bosses health bar template + first boss icon)
+ Some work on exp (exp bar is based only on exp needed to reach exp cap, instead of whole exp out of exp cap; exp penalties on death)
+ Running animation is proportional to movement speed
+ Added some juice to fireball shooting
+ Did some more sprites (idle sprites for 4 items; animations for 3 items; 4 item symbols; started working on passive tree scheme)
+ christmas break is coming, so I'm hoping to do a lot of things (aka motivated a lot)

- again, it's still not a game
- lack of time; christmas and uni are slowing my progress too much
>>
>>163173891
Looks really nice, anon. Some sort of RPG?
>>
>>163173970
nice
>>
>>163171897
That comic is stupid, considering the guy did art for Spiral Knights which was incredibly popular.
>>
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>>163173913
-------- FORMAT
----[ Recap ]----
Game: Super Space Jam Jetpack Robot Turbo
Dev: nurikabe
Tools: unity, tiled, sai
Web: https://nurikabe.itch.io/jetpack-robos-dd11
Holidays: santa hat
Progress:
+ flute
+ fixed pathfinder bugs
+ integrated the audio system the fable guys released
+ respawn room started
>>
>>163174080
where is it?
and while we're at it where's yours?
>>
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Made some acceptable placeholder assets and added particles / screenshake.
>>
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>>163174118
Yeah. I'm all out of inspiration for the moment though. Really frustrating.
>>
>>163174291
>I'm all out of inspiration for the moment though.
that's always my problem
except I don't even get 10% as far as you've gotten.
>>
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>>163173913
Game: Ancient Saga
Dev: Plessy
Tools: C#/Monogame
Web: teamessell.tumblr.com
Holidays: snowman
Progress:
+Drew 192 sprites for the game (oww)
+Started making palettes.
-Palette tool didn't really go according to plan.
>>
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>>163174435
>Drew 192 sprites for the game
dayum son
>>
what entire anime series should I watch today instead of working on my game?
>>
>>163174254
I've seen his progress but I only ever see you bitching about other people's work.
I haven't checked these threads in like 2 years but all I see you doing still is shitpost. I don't get you, honestly.
>>
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>>163174435
>+Drew 192 sprites for the game (oww)
>>
>>163174470
Yeah, it was absolutely exhausting and horrifying and they're somewhat awful. It makes more sense if you think about it that my new graphical style involves layers of clothes and the like. And the best part is that I only devved yesterday. I was a lazy shit playing DaS3 this week. Took 13 hours straight with one lunch break to do.
>>
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>>163174435

>192 sprites

>mfw I've been doing fuck all as of late other than work and play let it die

Fuck this, I'm going to make progress.
>>
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----[ Recap ]----
Game: The REM Project
Dev: REManon
Tools: Unity, Photoshop
Web: www.remproject.wordpress.com
Holidays: -
Progress:
+ New structural physics
+ UI Overhaul
+ Symmetry in builder
+ Pretty shit all around
+ Normal maps on everything
+ Arenas now have lights
+ Ground based modules nearing completion
- Still no multiplayer
- The AI is fucked for now until a near total rewrite can be done, due to the new physics framework
>>
>>163174876
DO IT
>>
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is this passable?
(not the quality but just testing texture placements/mesh)
>>
>>163175060
Looks fine to me, anon.
>>
>>163174542
All of them.
>>
>>163174542
Detective Conan :^)
>>
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>>163175256
>watching shit anime
>>
>>163174547
>I haven't checked these threads in like 2 years
wheres the game?
>>
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>>163173913
----[ Recap ]----
Game: [Placeholder Title]
Dev: Ogier
Tools: GM:S, Aseprite
Web: http://ogierdev.tumblr.com
Holidays: santa hat
Progress:
+Ice boss for hard mode is more or less completed
+Finished 2 of the 4 fire mode moves
-Took forever to decide what the downward fire attack in the air should do
>>
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Just spent an inordinate amount of time making a function that calculates the correct values for cutting a rectangle out of a rotated sprite while maintaining position.

Is there any difference between doing this and just using a polygon quad with a texture and modifying the UVs? Then why do sprites exist when they're just textured quads? This is in Godot
>>
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>>163175363
the joke was clearly that it's a long anime
>>
>>163175408
Like I said, I haven't worked on dev related things in 2 years. Am I not allowed to come here and get back into it?
Why do you feel like you have any authority over anyone here? You have nothing to show for it.
>>
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----[ Recap ]----
Game: Project Rocket
Dev: boustrophedon
Tools:Game Maker: Studio
Web: http://boustrophedondev.tumblr.com/
Holidays: -
Progress:
+ Camera system / screen shake
+ Lots of obstacles implemented
+ Improved placeholder assets
>>
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recappec.png
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>>163173913
----[ Recap ]----
Game: Locked Masts
Dev: ColdDev
Tools: Unreal Engine 4
Web: N/A
Holidays: Santa hat
Progress:
+Back in the saddle baby!
+A lot of building menu progress
+Material progress, can prevent the ocean from rendering inside the ships now
-Material rendering math is a headache
>>
>>163175621
Better off with jo jo in that case.
>>
>>163175661
>+Material progress, can prevent the ocean from rendering inside the ships now
How?
>>
>>163175670
what are you talking about? jojo barely has any anime.

>>163175636
funny guy.
>>
>>163175776
I'm serious. Your RPS game was shit and I haven't seen anything else from you.
>>
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What can I add?
>dual weapons, helmet, belt, shoes, accessories

Wow, is it recap monday already?
>>
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>>163173913
----[ Recap ]----
Game: Clarent
Dev: Arikado, PHI
Tools: GM:S
Web: arikado.itch.io/clarent-demo
Holidays: snowman
Progress:
+ Carnwennan almost ready
+ Still working on 1h animations
- Haven't done much progress, been busy
>>
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Should I have a racist grandpa on Earth or would it sound too political?
>>
>>163175869
while you were busy napping for 2 years i finished multiple successful games and Trump became president.
praise kek.
>>
>>163175951
>multiple successful games
Link?
>>
>>163176068
https://googumproduce.itch.io/whipthevote
https://googumproduce.itch.io/sit
>>
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>>163175951
>finished multiple successful games
>>
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>>163176148
How do you define """"successful""""?
>>
>>163176196
>>163176240
nappers arent prepared for 2017
>>
>>163176302
>implying
I asked a question, faggot, now how successful exactly were your shitter bland games?
>>
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>>163175753
-Material math is a headache
I'm moving a null material mask along the material that follows the ship frame location in 3D space.
Recreating this
https://forums.unrealengine.com/showthread.php?54733-Is-this-possible
And then adapting it into the shapes I need, managed to figure out squares yesterday

It's not really that complicated, just getting used to the material environment, it's something I try to avoid
>>
>>163176148
Both of these look really unappealing and I've never heard of them before. I'm curious, how much money have you made with them?
>>
Does anyone have that webm (or link to vid) of the ridiculous AWP reload animation that was posted here a year or two ago?
>>
>>163176371
Ah I see. But how well will this work for waves? Presumably you don't plan to have a completely glass sea, right?
>>
not gonna give any more (You)'s to perpetual nodevs but i gotta say it's super sad if you actually havent been deving for 2 years and your first compulsion is to come back to AGDG and shitpost instead of opening up [your engine here], never gonna make a game much less "it".
>>
>>163176684
I spent the last 2 years studying graphic design. I simply haven't had the time to dev but I never lost interest.

You really ought to see a therapist. You've done nothing but act like your opinion matters and lash out at people since I've seen you post here, despite being a close minded idiot who has achieved nothing and refuses to improve. If you keep this kind of attitude up you won't be remembered for anything in your life except being an annoying moron with a huge ego.
>>
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>>163177160
>I spent the last 2 years studying graphic design.
>has no graphics
>>
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>>163176547
It should work fine, the mask tracks 3D space, if it's above or below it renders

This one's a sphere mask, which is much easier than a square
>>
>>163177561
Because studies and corporate design isn't dev related? I don't get why you're hostile to people getting back into development or starting out.
>>
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>>163177561
dude like why you are so hostile to people getting back into development or starting out???
>>
>>163177969
Still haven't answered me you shitposting faggot
>>163176364
>>
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>>163177969
>>
>>163175942
+1 to the racist grandpa. If you are worried about it triggering someone maybe offset it with a character that is ridiculously pro alien.
>>
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added a crouch mostly because it feels nicer than her aiming at the floor while standing on it
>>
>>163178413
>with a character that is ridiculously pro alien
Make sure he has a green wife and an adopted alien son that's bigger than either of them.
>>
>>163175942
>>163178413
the pro alien guy should lose his job to an alien, who then hires the grandpa
>>
>>163175942
you'd get away with it easily if you made him more senile, the stereotype of the grandpa who misses the good old days

>"blergh"
>>
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----[ Recap ]----
Game: VikinGirl RPG (temp)
Dev: SquareDev, Raflosti
Tools: Unity, Blender, Paint.NET
Web: squaredev.tumblr.com, squaredev,itch.io
Holidays: santa hat
Progress:
+ collab pal is (almost) ready to work
+ modeled MC (though it's still not final)
+ implemented some animations
+ added hit flash when you hit an enemy
- not much progress gameplay-wise
+ this should change from now on
>>
>>163178461
brutal
>>
>>163175942
It would be better if you could come up with something slightly more clever than the hackneyed "racist character complains about xyz stealing jobs" (or at least elaborate on it a little so that it's more than a madlibs style "insert noun" chuckle).
>Summa them aliens got five dicks
>How're earth boys supposed to compete with that?

>Their perfectly efficient alien fuel sources have put our oil industry workers out of jobs!

etc.
>>
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>>163178529
i have the perfect image response for that somewhere but i cant find it in an amount of time that doesnt detract from dev so you can have this instead.
>>
>>163175942
i think the way to do "political" stuff these days is to disguise it as a pro-sjw kinda thing, but make it so all the good, or interesting characters are the "racist" or otherwise politically incorrect ones, and the ones that try to preach tolerance should be annoying and repulsive.
All this should be done very subtly of course, you don't want people to know this from the start
>>
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>>163178893
>>Summa them aliens got five dicks
>>
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red orchestra 2 but with anime girls
>>
>>163178675
what do you mean "get away with it"?
>>
>>163179163
"People would be less likely to complain about your lazy politically charged jab if"
>>
>>163159665
>allies shooting at each other thru side missiles

looks good but this was silly, hope it gets fixed
>>
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quake but with waifus
>>
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>>163178727
CUTE
i made some fanart of your protagonist
>>
>>163179116
Valkyria chronicles but with non-awful gameplay, basically.
>>
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>>163180171
>>
Grrr, on more and more days I am range banned.
Testing if I am range banned today.
>>
>>163180198
yeah so do it
>>
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>>163180609
Does this look like I can model fucking anime girls?

if I get a shittone of sales on release, I'll hire some motherfucker to do the modeling and textures for me and make that. So, it won't happen.
>>
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Well agdg?
>>
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>>163173913
----[ Recap ]----
Game: Project M
Dev: Stolker
Tools: Unity, Blender
Web: -
Holidays: santa hat
Progress:
+ new heavy mech parts half finished
+ slightly improved visual quality
+ started reworking the garage
- overall not too much progress
>>
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>>163180760
>work
>>
>>163174435
What do said sprites look like?
>>
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>>163181159
About the same as the art style, but more generic, so I can add clothes to it. Nothing too crazy. The second half are just eye sprites for this thing.
>>
>>163180863
I've never seen this outside of the recaps.
>>
>>163174435
>tfw this anon is putting lots of effort but I can't help but think the game looks like shit
Sorry anon.
>>
>>163175942
Why? Do you think you're being original or even funny with such a tired fucking joke? It's like all the "our new president is a retard" jokes, it stopped being funny the 2nd time I heard it but people just won't stop making those jokes over and over again.
>>
>>163181682
I don't have enough visible progress to post regularly so I am just shitposting quietly.

Now where is this weeks source screenshot...
>>
>>163181810
It's okay. I feel like I'd doing pretty good for a programmer 1MA, but it definitely doesn't look great.
>>
>>163181842
Yeah you're right.
>>
>>163175942
>game that is almost entirely rixels

why is this allowed?
>>
>>163182015
Because /agdg/ is not my target audience.
>>
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>>163180748
i like the old physics visually
>>
>>163182015
because the average person is not autistic
>>
>>163181985
>things focused to infinity
What the hell?
>>
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>>163182362
The pretty effects were disabled for debug purposes. Old physics were pretty gross to play in, with all the wobbling and waving around because physx is garbage.

It was very rarely sometimes nice, but you'd end up with physics explosions in a heartbeat. Also impossible to implement multiplayer into, as it turns out. Slower computers also tended to make ships explode by virtue of existing, because muh fps.
>>
there he goes
replying to himself for another 5 hours!
rangeban when
>>
>>163181985
>it's leaking through my filters again
fuck off
>>
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hey
putt an ahegao in your game
>>
>>163181985
>things focused to infinity
What did he mean by this?
>>
>>163182897
This is a real life camera thing, but it really doesn't apply to vidja at all even slightly.
>>
>>163182620
yeah, it definitely looks like it was more of a pain in the ass to actually play. keep up the good work.
>>
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>>163173913
----[ Recap ]----
Game: Saigo no Shinwa
Dev: Trap Dev
Tools: Game Maker Studio/FL Studio
Web: none
Holidays: snowman
Progress:
+ Reworked all from scratch.
+ Made the magic system.
- Started the main gameplay loop.
- I just discovered that game maker isn't gonna make me earn time. Pretty much the opposite.
>>
>>163182832
i see dumb porn crops on 4chan enough, i don't need to keep seeing them even when i work on my game
>>
>>163183060
u gay
>>
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How do you make the perfect behind-the-shoulder third-person camera? Like how do you position the camera and where do you focus it?
>>
>>163183060
>i'm gay
oh ok then
>>
>>163183106
Perfect is subjective and varies with the type of game
>>
>>163183093
>>163183140
let's not pretend all of the porn crops on 4chan come from straight porn
>>
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Can someone explain the reek guy? Is he retarded or something?
>>
>>163183458
i don't see the logic in this
>>
Is there any particular reason not to use Unity for a 2D game? It's not just that the engine is decent and has a vast userbase as well as using a real langage to work with, there are also all the assets you can get to save time.

Realistically, given that Unity is the default for amateurs and indie developers, what would drive someone to use something else other than wanting to experiment or as a challenge?
>>
>>163183586
he doesn't exist
>>
>>163183628
if you're going to be using sprites then there's a 1000 reasons why you shouldn't be using it. If you're making a 2D game with 3D models it's fine
>>
>>163183628
GM:S is a bit easier to get started with and won't ream you for trying to go pixel-perfect.
>>
>>163183734
wow you sure convinced me with this well thought-over argument dumb animeposter
>>
>>163182826
>Halifax
>>
Be honest please. How much harder is it to make a 3D game in unity, than to make a 2D game in Gamemaker (a game with similar mechanics etc of course)?

One thing I like about GM is that it has really many good tutorials, but for Unity I haven't found so much yet, at least for the type of game I want to make.
>>
>>163184160
3D is roughly 52 difficulty units harder than 2D
>>
/r9k/ is making a Wojak vs Pepe RPG if anyone is interested in joining the development:

https://discord.gg/X8ZjE83
>>
>>163184259
Pepe better win

Wojak has a much lower power level
>>
>>163184160
completely depends on the game
>>
>>163184259
nah, im good
>>
>>163173913
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Found a cloud-based database editor and imported ALL of my textual notes on characters, factions, storylines, etc. into that format
+ Fleshed out a bunch of character descriptions with appearance broken up into facial features, hairstyle, and so forth
+ Made more spaceships
- 90% of my designs look like one thing in my head and something completely different when I make the model
>>
>>163184580
Let's say I want to make a shmup. Apart from 3d modeling of course, would this be harder to code in Unity. I mean is the language more complecated or than GML?
>>
>>163184870
the only thing different would be setting up model animations which isn't that hard
>>
>>163184259
>joining a literal /r9k/ discord
not a single cell in my body is ready for this
>>
>>163184259
Does it require Ruby programming skill?
>>
>>163185107
How about designing particles?
For GM there is a programm which easily creates particles for you.
Is there something similar like this for Unity?
>>
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>>163173913
----[ Recap ]----
Game: Space Dementia
Dev: rez
Tools: C++/SFML
Web: N/A
Holidays: candy cane
Progress:
+ Impact upgrade is functional, with some shitty visuals
+ Added shockwave after hitting a wall in high speed
+ Prevented from grabbing ledges in some cases
+ Buffed sliding once again
+ Started testing alternative status effect calculations
+ Added option for preventing projectiles from hitting the same foe multiple times
>>
>>163176240
Revenue > Dev cost

Only real metric.

And googs didn't spend a dime on his games
>>
>>163186852
Man hours is a commodity, my dude. Minimum wage, 200 hours, you now have a cost of $2000+. I'd be shocked if he broke thirty sales.
>>
>>163186852
Nor did he spend any effort on them.
His ratio must be cuhraaaaaaaaaaaazy
>>
>>163186957
He's also a neet so his time is worthless.
>>
>>163187014
Figure he'd have the time to make games with some form of content then.
>>
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I don't think you guys appreciate just how difficult this is for someone who doesn't know much about code

;-;
>>
>>163186852
Where are his games? Where is YOUR game, for that matter?
>>
>>163176148
how much has whip the vote made?
>>
>>163187158
It may be useful to learn about state machines if you haven't already. They're the best pattern for simple menus.
>>
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>>163173913
----[ Recap ]----
Game: Monolith
Dev: Team D-13
Tools: GM: Studio, Paint.net, pxTone
Web: https://twitter.com/MonolithDevs , http://steamcommunity.com/sharedfiles/filedetails/?id=803820311 , http://monolithdevs.tumblr.com/
Holidays: santa hat
Progress:
+ moving blocks misbehave less, but are still on thin ice
+ optional crt shader fully in
+ another environmental hazard (firepipe)
+ first floor 4 miniboss done
+ half the floor 4 decals sprited
+ assorted fixes: floor 4 palette change, pushblock outline change, new bullet type, valves ignore damage while spinning, etc etc.
>>
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>>163187158
>gameplay
>TEXTBLOCK
>>
>>163187406
>P-please no bully
>>163187379
The problem with learning anything about programming is that it's always written for people who understand programming. I think it's hard for a programmer, or someone who is good enough at programming to be able to teach it, to break down their explanations without referencing some other element of coding.

But I guess that's how your mind is trained when you do object orientated programming, huh.
>>
>>163187380
thats an ugly ass crt shader, make it yourself?
>>
>>163187767
>https://en.wikipedia.org/wiki/Rubber_duck_debugging
>>
>>163187767
i don't know what language you're learning
but this tutorial series helped me more then any other i've found
https://www.youtube.com/watch?v=12Ste_E1Q7g
>>
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>>163173913
----[ Recap ]----
Game: card tactix
Dev: alloyed
Tools: love, aseprite, eggnog
Web: alloyed.itch.io
Holidays: snowman
Progress:
+ tied buffs to the pub/sub system
+ redesigned enemy: plants are weaker, but if they don't move on their turn they get a buff
+ redesigned pack spawning so optional rooms get harder mobs
+ fixed some actor spawning related bugs
+ New enemy: fire totem, pings you at range
- I spent like an hour animating a fiery eyeball and it crashed before I could save ._.
>>
>>163187767
I have no clue what you are talking about. If you mean UE4 blueprint documentation regularly and nonchalantly referring to programming terms then that is by design, they are mostly just exposed C++ functions.
>>
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>>163187767
State machines are pretty language independent, but it's usually done by putting some variant of

switch
{
case: menu_1
//state actions
//transition conditions
break;

case: menu_2
//state actions
//transition conditions
break;
}

in the main loop.

Personally, the first time I heard about them was in an EE digital design course.
>>
>Tfw you're deving with your best friend, and have no skill at all when you start
>tfw you ideaguy your fucking heart out
>tfw it turns out best friend is godteir autistic with programming
>tfw he's bad at imagining shit
>tfw you're his rubber duck, artist, debugger, tester and anything else he needs
>tfw you gradually become godteir at recognizing what problems are in code when implementing shit and point them out
>tfw the retarded solutions you come up with instantly work perfectly
>tfw you gitgud at textureshit and UI so he doesn't have to
>>
>>163188358
post game
>>
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>>163188358
>best friend
>>
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>>163188358
>best friend
>>
>>163188240
That's a terribly naive implementation for any program more complicated than a calculator.
>>
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>>163188240
>>163187967
>>163187870

Oh I am definitely doing it wrong. There's a thing in unreal called widget switcher actually, and I wasn't using it for some reason even though I knew about it. I did some fucky nonsense with where a function was called and it basically goes through each menu element when one is clicked and setting them to hidden, here's the function itself. I will definitely take a look at all of this though, just to see what I can pick up.
>>
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>>163173913
----[ Recap ]----
Game: Slime Box
Dev: Kada
Tools: Unity, Blender, Gimp
Web: https://kada.itch.io/ https://twitter.com/KadaScopic
Holidays: snowman
Progress:
+ Refactor a bunch of code
+ Add level warps
+ Add drag click controls for moving rooms
+ Planned full game scope
>>
>>163188852
I think a state machine is great for menus, it keeps everything logically locked into a discrete number of possibilities

how would you handle menus and going between menus and gameplay?
>>
>>163189034
Isn't that basically what the widget switcher does?
>>
>>163189181
I think he was saying the example was shitty
>>
>>163156490

Why does his shoes become pink for some frames
>>
>>163189212
Well, yeah, but less work on myself, and probably more efficient I would imagine.
>>
>>163161415
i unironically like this art style but only if it is slightly textured to look like paper. i dunno but low poly paper craft worlds get me rock hard
>>
>>163173149

Can you ripoff Downwell more ?
>>
>>163184259
thats a good webm
>>
>>163189152
----[ Recap ]----
Game: Crystal Chrysalis
Dev: Kada
Tools: Unity, Blender, Gimp, Zbrush, Topogun
Web: https://kada.itch.io/ https://twitter.com/KadaScopic
Holidays: snowman
Progress:
+ More room textures
+ Simplified combat + UI
+ Lunging animation when enemies attack
- Scale down game and mechanics
>>
>>163173149
nice dood
>>
>>163188852
how would you do it?
>>
how do you make a moving/animated textures?
(like showing expressions on a texture of a face with no face modeled on the mesh.)
>>
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>>163187818
nah, found a template in gm forum. is this better btw?
>>
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----[ Recap ]----
Game: Helleton
Dev: MuscularHair
Tools: Game Maker: Studio
Web: http://muscularhair.tumblr.com/, https://muscularhair.itch.io/
Holidays: Santa hat
Progress:
+ Finished the second boss.
+ Began work on Stage 3's mechanics (made a gun).
+ Had a friend play through the second stage + boss while visiting.
+ Discovered a bunch of bugs while he was playing.
- Desperate need of some redesigning of certain areas.
- Discovered a bunch of bugs while he was playing.
>>
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Fuck yes figured out how to mix different masks. Now I can put holes wherever I need em.
>>
>>163184346
Why do you guys keep doing this? It isn't stopping him, and it just seems kinda mean.
>>
>>163190875
neat... would that work for bullet 'oles?
>>
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added bendy tail

I might have to downsize the tail spikes because they draw a lot of attention
>>
>>163192248
I'd say just scaling down the very last tail spike would work.
btw your game looks sick
>>
>>163192331
thanks! and yeah, I think you're right. they're big because they were going to be semitransparent but then I discarded that idea
>>
I really love nodes, graphs and hierarchical systems. Can I make a game based on that?
>>
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Judgement scene lightly animated.
>>
>>163192176
Yeah, that could be damn cool, it might be a bit heavy with multiples but then you just limit the max count
>>
>>163192248
>picking up cactus
>throwing it in cauldron for edibles

MADMAN
>>
>>163192248
I hate degenerate designs like this, but the progress looks good. I can always appreciate the low poly models and the colors you chose - they're nice and pastel-like with just enough saturation to "pop" without being too strong

But the design is godawful and things like it are what I wish online dev communities had less of, this character style blight on an otherwise creative community
>>
Oh now I remember why I didn't use widget switcher. Because it easily switches through widgets, but can only have one active at a time, so you end up having to put shit inside of shit, and it seems like most things don't let you size them/place them in customize areas, but instead rely on anchors.
>>
>>163192248
Spikes are fine, don't worry about it.
>>
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>>163192546
it works well enough but your effect animation needs some work, I noticed this back in shibe game too

try to picture them as blobs that fly away from the source leaving trails, there's too much change in each frame
>>
>>163190875
You using draw to render target or another way?
>>
>>163192872
>I hate degenerate designs like this
post your art and if it's anything less than Arno Breker you need to kill yourself
>>
>>163192872
not him, but describe this "character style blight"
>>
>>163192872
It also creates strange super fans who become aggressive very easily
>>
>>163193024
I'll keep that in mind for the next pass. What effect in the shibe thing made you notice the choppiness of the effects?
>>
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>>163193140
WHO ARE YOU CALLING AGRESSIVE MOTHERFUCKER I WILL END YOU
>>
>>163192964
>and it seems like most things don't let you size them/place them in customize areas, but instead rely on anchors
That's a pretty bad limit. Widgets are just a pure pain, avoid complex ones if possible.

>>163193029
Just an opacity mask defined by a radius and location in 3D space
>>
>>163193217
specifically I remember the spawning animation, which just looked like squiggly lines coming down from the sky. too much change in each frame, you need to be able to track the movement
>>
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>>163193294
I see. Not sure what your requirements are but you could use render targets if you find you need a lot of holes.

>>163192176
>>
>>163192248
that looks pretty cool, but if you are going for a cue lizard model then you definitely need to make her butt and legs skinnier
>>
>>163193092
The character style that was populized by Noill is what I have issue with, or rather...I guess all I can say is that I disagree with its sensibilities. The THICC shortstack "I'm gonna design with my dick first and eyes second" thing is pretty bad.
I don't think sexualized designs are a problem in the least, but this particular style of it gets on my nerves. And one thing I notice among people who like it is that all have rabid libidos for whatever reason. I would argue having some sexuality in designs is actually a healthy thing, but the way they represent sexuality in these design tropes is unfiltered... and not in a way that actually makes a point, but in a way that makes it look like the author can't focus on literally anything else. very narrow minded and sad

>>163193045
I'm in the upper tier of pixel artists, not bad at 3D but not near the best. But my art is irrelevant in this discussion. I don't need to post my own stuff because it's a deflection of the topic at hand and I don't feel like switching the burden of conversation onto anything other than the opinions I bring up
>>
>>163193092
Probably any form of anthropomorphism.
>>
>>163193723
>I'm in the upper tier of pixel artists,
> I don't need to post my own stuff
hahaha
>>
>>163193723
Give some examples of healthily realized sexual elements in design, because your post post is mostly equivocating about how designs that are sex-appeal-centric are acceptable, but not this particular style of sex-appeal-centric.
>>
>>163193723
you're a fucking faggot kys and fuck off
>>
>>163193723
I 100% agree and understand your point but don't you think its overzealous to apply it to this dino character? its not that exaggerated really
>>
>>163193343
That one in particular was just a quick and dirty placeholder to test the spawning animation, but yeah. Will keep in mind the behavior of the little particles and stuff.
>>
>>163193456
Pretty damn cool. I'll have to look into them. One of them may be cheaper.

I needed a method to punch holes in the ocean material depending on where the ship is so the sea doesn't render inside it. Guess I'd be using the ship itself as the render target then, to paint a non-rendering area under it.
>>
>>163193846
Why do I need to prove myself to you?
>>163193941
2B from the new NieR is pretty good and has some sexuality in her design. in addition to being aesthetically pleasing.
>>
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>>163193723
I'm not defending the design but sexualized characters are as old as it gets

posting this but I could've gone for ancient_sumerian_titty_statuette.jpg
>>
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>>163194101
>complains about "muh dick thicc designs"
>mentions a yoshida one
oh you're a nitpicky faggot
>>
>>163188240
http://boreal.aggydaggy.com/programming/2016/05/25/mean-clean-state-machine.html
>>
>>163193979
In retrospect, the dino character is probably fine compared to the worse examples of these types. But I would still argue she has elements of it, but in the end maybe I just need to realize these games aren't meant for me.

>>163194143
>having some sexuality in designs is actually a healthy thing
I don't disagree with you at all, hence why I said this.
>>
>>163194197
Not all sexually-charged designs are the same, or even have the same mentality behind them. this is also a part of what I've been saying from the start
>>
>>163193723
>stop liking what I don't like
Also who or what is Noill?
>>
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>>163194367
And I'm arguing that no one cares if it doesn't cater to you specifically because this isn't your blog.
>>
today on agdg we talk about healthy representation of female sexuality in videogames

afterward we'll follow up with a critical analysis of the damsel in distress trope and its impact on culture
>>
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>>163194446
>who or what is Noill
>>
>>163194510
>Zoe Quinn and Anita Sarkeesian intensifies
>>
>>163194510
Fuck off, I'm not approaching it from a feminist point of view. Just from an aesthetic one.
>>
People become insufferable when someone dares to question what their dick likes
>>
Any cons to publishing a 2D Platformer using Corgi Engine but using 100% custom graphics and shit? Been working on perfecting this 2D platformer of mine for way too long and I just wanna design levels and shit already.
>>
>>163194776
people also become even more insufferable when someone dares to show something others' dicks like, but not theirs
>>
>>163194776
especially when the questioning takes the form of positing that we should instead substitute what their dick likes
>>
>>163194939
I didn't mention once what I find sexually appealing, stop strawmanning

I don't think I need to find the design attractive for it to be good
>>
going to be hard to do but im adding death animations to all enemies
instead of just popping into the stars he actually flips and dies
>>
>>163195234
Looks so fun and lovely
>>
>>163195195
sorry
*especially when the questioning takes the form of positing that we should not exceed their arbitrarily determined threshold of sexuality in character design
>>
How much progress do you have to have/progress posts you have to make before you are qualified to make a recap post?
>>
>>163195489
Fuckall, there's no requirement.
>>
>>163195462
I don't...really intend to drag this on further, but the character could be naked for all I care. The amount of sexualization isn't the problem either. I really don't want to continue a conversation that I'm the minority in, though.
>>
>>163195234
smart choice. players will appreciate it even subconsciously
>>
>>163195489
Chillax man, worse your gonna get here is someone calling you a faggot for not progressing enough
>>
>>163195234
Doing it that way gives the map a sense of height, I like it
>>
>>163195489
There are literally whos posting in the recap that don't post progress in this thread right now.
>>
>>163195708
>this backpedaling
gg ez
>>
>>163195901
Point them out so I can laugh at your ignorance.
>>
>>163195708
For what it's worth I agree with everything you said
>>
>>163195901
That's funny 'cause I haven't seen anyone post a recap today that I didn't recognize from progress posts excluding other recaps.
>>
why do things with good art get the most haters?
>>
>>163196093
things with bad art just get ignored altogether
>>
>>163196093
examples?
>>
>>163196093
>discussion is over
>starts shit again
>>163194776
>>
>>163196093
the better something is, the more worthwhile a "valid" criticism of it seems to become (to insecure pedants)
>>
>>163195708
You're not alone, I don't like it either.

That said, the boyish hips and broader shoulders of anime and pro video game designs emerged from a postwar fashion illustration meme, not so different from the THICC shit.
>>
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bug fixing is my favorite part of game development
especially the part where you do nothing but this for over ten minutes straight
>>
>>163196346
>That said, the boyish hips and broader shoulders of anime and pro video game designs emerged from a postwar fashion illustration meme, not so different from the THICC shit.
it's almost like standards of beauty are at least partially culturally defined
>>
>>163195948
The level of sexualization isn't the problem, it's the mindset when making it. That has always been my position, but the nuance doesn't matter to you.

>>163196005
>>163196346
I appreciate it, anons.

>>163196093
>>163196314
I don't even hate the dino project at all. I hate the design, but my original post probably makes it seem like I think the project sucks, which isn't true. It looks pretty great in terms of quality. I didn't expect to derail the conversation, which was foolish on my end.
>>
>man criticizes a thing in the single most civil way possible on 4chan, even going as far as stating they don't hate thing and appreciate the quality put into it overall
>/vg/ collectively loses their shit with small exceptions
really tingles the dingle
>>
>>163147552
don't forget hyper light drifter
>>
>>163196842
shut up faggot
>>
>>163196878
i didn't
that one was weak i admit
>>
>>163196596
perhaps the part of your post that bothered people was the assumption of the mindset of the author.

>>163196842
welcome to agdg
>>
>>163195901
>>163196069

It's good that people are paying attention to this though. Makes the recap pointless if it's 20% /agdg/ 80% /randoms from the internet who are advertising their finished games/
>>
>>163196596
>>163196842
>man prescribes intent and then bitches about that intent despite admitting that he doesn't care about the actual execution
People have been telling him he's an idiot arguing opinions because that's precisely what he is. If you don't care about the actual execution of the thing you're complaining about then you can complain about the intent of literally anything and claim that it's borne of an unhealthy mindset.
>>
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>>
>>163197062
The guy calling legitimate progress posters that he doesn't recognize "literally whos" isn't doing agdg a service with his vigilance, very much the opposite. He's failed to attend to the content of the thread and is bitching about a problem that doesn't exist.
>>
>>163197125
>man prescribes intent and then bitches about that intent despite admitting that he doesn't care about the actual execution

That's not how it went at all. But stop resurrecting this shit, let the thread continue and you can continue with your horrible taste
>>
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Just rammed it right into the ocean material. Worked like a charm.
>>
>>163196842
aggression from salty nodevs
>>
How do makefiles work
>>
>>163197240
Will they be rescue-able at all, maybe optionally, or just dark flavor for your cutesy game? The fox one was another I wanted to ask that about.
>>
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>>163197637
just like makefile
>>
>>163197726
I like it
>>
>>163197478
>That's not how it went at all.

>>163193723
>"I'm gonna design with my dick first and eyes second"
>>163196596
>The level of sexualization isn't the problem, it's the mindset when making it.
>>
>>163195234
the way this looks, it could be an on-rails Incredible Machine where you have like, one button to jump or advance, and it would still be fun. It's a compliment to aesthetics, and I suppose a commentary on how graphics can actually override the need for gameplay if it's the right look and feel. It could be literally "space bar to start rolling, space bar x3 to jump over 3 gaps, space bar to roll down the next path" and it would still feel fun. Strange feelings and observations.
>>
>>163197726
I have no particular opinion on the aesthetic design of these characters, nor am I offended by the extent of the sexual nature of the piece, but I'm forced to question the intent of the author in the way these elements were depicted
>>
>>163198000
>graphics can actually override the need for gameplay
lol
no
All it can do is attracting toxic audiences
>>
>>163197653
Dark flavor. Going to have alot of it since the games lore is bokubes are at the bottom of the food chain and boku is just trying to get home to the safe haven. Every level introduces a new enemy, and on every level there is a hidden little dark flavor of that enemy doing something to bokubes. Considering have a ghost story hidden in the background of the cutesy story as well but still trying to figure out how il go about it.
>>
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>>163198101
>>
>>163198101
you talk like a fag and your shits all retarded
>>
>>163198134
>All it can do is attracting toxic audiences
Maybe. I'm imagining a visual time-waster for 8 year olds in computer labs. I hate the Stanley Parable and other walking simulators however.
>>
>>163193294
I just wanted to (((correct the record))) about what I said. Turns out there's a canvas widget you can make things a child of for the person of widget switcher that lets you freely place things around. Stupid me.
>>
>>163198294
The games I played as a kid had more gameplay than most """"""""""""games"""""""""""" adults play nowadays.
>>
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>take Pac-Man formula
>use new isometric perspective thanks to improving hardware and understanding of code options
>create enemies with personality and ecology that affect the board in new ways
>add soft enrage mechanics to increase difficulty and consume quarters
>level diversity to add orders of magnitude to visual depth
>add hidden level skips to improve map progress for veteran players
>utilize trackball for playful controls

A modern Crystal Castles could be great with the right vision& a new twist or two
>>
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I will never understand how to make the shoulders deform well on a low poly model.
>>
>>163199205
Good topology density and good rigging.
>>
>>163199205
may need some new joints at worst
>>
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>>163199458
>>
>>163199205
I wish these images would come with a wireless one to see "in-game" grafix alognside the developer wires. Comparing/contrasting would help everyone observing
>>
What is the unity "visual studio" and why does it take so long to download? do i really need this?
>>
>>163182832
Mochiron!
>>
>>163199989
yes, its what drives the renderer, hence "visual"
>>
>>163199205
>ribbon garters not attached to anything
>tapering thighs and them not falling down

Unrealistic, it's killing my boner for the barely-hidden pubic region. Maybe just put knee-high socks on
>>
>>163199989
>
>
>
it's MS visual studio, m8. loads of features, huge ecosystem, but bloated
just like unity
not hating tho, i use both
>>
>>163199989
Unity comes with MonoDevelop IDE, Visual Studio is optional and doesn't add much unless you go balls deep into dev
>>
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>>163193625
>skinnier
>>
>>163200329
>>163199989
Oh and it's like 8 GB because it comes with the Windows SDK and all kinds of other stuff, it adds like 4 gigs on C
>>
>>163197478
Except that's exactly how it went
>>
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>>163200353
>>
>>163198243
Fat
>>
>>163199989
A significantly better IDE and debugger for Unity if you don't care about installing a huge monster of a program.
>>
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>>163198000
wat I dont understand what you're trying to imply my game could be. Its just a captain toad meets sokoban puzzle game.

You have to find the 3+ puzzle cubes on every level, and then push them to their goals.
>>
>>163199989
I wouldn't say you need it, but I don't want to ever go back to using Monodevelop.
>>
>>163201837
Pretty basic baby Nintendo-tier shit, you won't sell any copies on steam desu.
>>
>>163201981
how many copies has your game sold?
>>
>>163202165
http://steamspy.com/app/248820
>>
>>163201837
>>163201981
His game looks fucking beautiful.

It's got sales already.
>>
fuck it

im throwing together a horror game just to get some cash flowing
>>
>>163202230
>basic lowpoly meme cube shit.
>fucking beautiful

Isn't it not even out yet?
>>
>>163202165
google "the witness"
>>
>>163202363
You can't make money with video games
>>
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So I'm not sure why this isn't working at all and I'm curious if someone with experience here might be able to shed some insight. So what's not included in the image is that I've checked the widget in the designer and it's set up properly, so index 0 is the graphics stuff and index 1 is the gameplay stuff, but when I actually play it it's not working. I had it pseudo working in a long complicated function but decided to switch it to a widget switcher (heh) for obvious reasons. Anyway I am not sure what's really going wrong here. The tutorial I watched has it working, but for me it's not. Also, it's getting to the print string, so it's obviously getting to that part, but something is going wrong.
>>
>>163202513
yes you can
>>
>>163202363
>horror
>cash

you need to make porn if you want money
>>
>>163202946
why not both?
>>
make the game version of die antwoord
>>
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>>163203036
porn horror game has been done
>>
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>>163173913
----[ Recap ]----
Game: Scavenge
Dev: TastyBacon
Tools: Unity, Blender +others
Web: None
Holidays: snowman
Progress:
+ Made gun and ammo models
+ Applied collider and have working basic-physics
+ Made concrete notes about game design stuff
- Still too scared to make any actual gameplay
- Want to start another project to work on at the same time
- Spent time on life stuff which was good for my brain but bad for the game
>>
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I hurt myself today
>>
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>>163203249
and why not do it again?
>>
>>163203161
zef style could be pretty fucking wicked
>>
>>163203368
make faggy posts like that again and i'll hurt you too
>>
>>163202363
>gamedev
>cash flow
>>
I will show AGDG my true power
>>
Unity, how do I add a button to somewhere in the editor itself? Not a custom inspector, because I don't want to have to select a specific gameobject each time. I mean something that will always be present the way the play/pause buttons are, or the scale/rotate buttons. What should I google?
>>
>>163204126
nvm i fixed it
https://docs.unity3d.com/Manual/editor-EditorWindows.html
>>
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What's the
>best
tutorial/resource for animating realistic run cycles?
>>
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>>163203656
MOMS GONNA FREAK
https://www.youtube.com/watch?v=YltTyHF9OWY
>>
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>>163204238
Part 1 of the tutorial.
>>
>>163204238
>watch vids of people running
>do that
>>
I just want all of you to know that
I love all of you, you're all doing great despite what others might say and i hope your dream games will one day be made by you and your future team.
Don't give up, i believe in you, i mean it.
but i don't believe in myself becuase i'm too lazy to finish anything in this life
>>
>>163204375
Wow, I never knew animation was so easy! I'm working at Naughty Dog now, and it's all thanks to you! Thank you Mario.
>>
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>>163204406
Thanks anon
>>
>>163202597
I am so stupid. I had the buttons set to hidden.
>>
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First new webum in two months

Trails now consist of permanent particles that are updated along with the entity. It's way more efficient than creating new particles and deleting old ones every frame. It also means that the alpha value of each particle is fixed, so individual particles aren't constantly having their alpha changed as they fade out

So now fading trails are actually decently optomized and can run on my shitter laptop
>>
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>>163204238
Part 2 of the tutorial. Study these two books for a few years each, should be good to go by then.
>>
>>163204406
>finished high school degree
>now realize I can finish things

It was weird, there was like a genuine physical feeling I couldn't finish stuff. Then I got my drivers license and my high school diploma and it was like, oh.
>>
>>163201734
Any reasons you think it's better? I've used VS for C++ assignments and the only difference I've noticed is that Monodevelop will autocomplete Unity class names and variables for me, which I use extensively.
>>
I'm still making a puzzle game and I can think of several approaches to handle the internal logic, some of which I've tried.

Is it a good idea to just use geometric collider shapes and the physics engine to check various things using raycasts and overlaps, or is it smarter to use only data and programming to handle this logic?

For example you could make Tetris with a traditional array, or you could make blocks shapes to the physics engine and then snap them to a grid, you could check neighboring shapes using raycasts.
There are other options I guess, like having a node based system where each item has pointers to other items and you could traverse this as a graph.

What is the proper way?
>>
>>163205323
use data structures, then move objects based on that.

unless you want to make not tetris
>>
>>163205323
>you could make blocks shapes to the physics engine and then snap them to a grid, you could check neighboring shapes using raycasts
This is definitely a bad way.
>>
Anyone know the legality of using a play on a famous person's name?

Like if I make a singing game where the main character is called Justin Beaver or something.
Is that technically using their 'brand' without consent? The famous person's profession is relevant to the theme of the game.

Fair use?
>>
>>163205867
parody is protected.
>>
>>163205867
You might go to jail.
>>
>>163205867
Form an LLC
>>
>>163205867
Half the world would be sued if it was illegal.
>>
>>163205175
you don't have to try to finish highschool.
nor a driver's license to be honest.

I myself quit a uni cus i'm a lazy fuck, even though i got into uni for free.
How dumb am i right?
>>
>>163205218
VS will autocomplete everything as well, and I recall the auto complete working better in VS. To be fair the last time I used Monodevelop was like 3 years ago, but I just found it troublesome. VS has much better and more robust debugging, and there's just a ton of little quality of life things like pressing CTRL R on something to rename that thing and all references to it in a smart way.

Sorry that's so vague, but it's not one big thing, its just a ton of little things.
>>
>>163206612
this is true, but if you didn't finish either maybe you have a quitting problem
>>
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implementing different carrying styles for objects of different sizes/weights
>>
>>163206772
what does that mean?
>>
>>163206810
cute game
but
>gif
it's almost 2017
>>
>>163207267
Gifs are good if your progress has big patches of blank
>>
>>163207149
On the surface, there is no correlation between finishing something mostly useless intrinsically (like highschool or college), and finishing something of actual monetary value (game or startup or whatever).

But if you've failed to complete 2 or 3 large undertakings already, it signals that you are a quitter.
>>
>>163207267
using licecap takes less time then webmcam and gifs run better on tumblr then webm cus tumblr is shit with video
>>
>>163206772
nvm i have reading comp issues
>>
>>163207387
Yeah, I mean it might not be true for everyone but it was definitely true for me. I just never finish anything. I still have the problem. I have really fleeting interests. Like I'll have a """great""" idea for a game, flesh it out for a bit, then think of something else, flesh it out for a bit, etc etc.

Paxil sort of helped with this
>>
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>>163207615
>>
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output42.webm
2MB, 543x689px
>>
gfx-rs is pretty comfy.
>>
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1459813202604.jpg
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I'm going to make a game that encourages a return to traditional moral values. Who's with me?
>>
>>163208141
B E A D Y
>>
>>163208141
Meh, I am content to just portray traditional characters fairly, honestly.
>>
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dread.png
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>>163208089
>>
>>163208141
games are already pretty redpilled
>>
>>163206810
That's a nice aesthetic. What program did you use to make those assets?
>>
>>163208141
>Cooking mama
>>
>>163208141
Animal Crossing
>>
>>163208241
Games are oversexualised and promote mindless violence.

>>163208253
>>163208280
This is what I'm talking about.
>>
>your game will never have character designs this good
Fug my life XDDD
>>
>>163208247
I'm not sure why people ask what art program I use when that doesn't determine what your pixel art looks like. Regardless photoshop
>>
>>163208394
>This is what I'm talking about
I don't mean to say that these games are oversexualised or promote mindless violence. I mean that these are games that make me happy, along with Paper Mario 2, The Legend of Zelda: The Wind Waker, Super Mario Sunshine and Mario & Luigi: Superstar Saga.
>>
>>163208439
Because they want to believe their art is bad because they're not in on some secret technique instead of admitting to themselves that they just need to learn fundamentals and practice.
>>
>>163208401
;_;
>>
>>163208401
>those
>good
Nigga half of them are garbage. The other half is gold but ruined by shitty chibi nonsense.
>>
Changed my UI today, small stuff, but I also spent a shitload of time reading about shaders

>Fingerless gloves not included with game.
>>
>>163208401
I don't like these.

>>163208538
I asked because I thought it might be Paint. I'm sure using Photoshop over Paint makes a big difference, if only to the ease of work.
>>
>>163208613
*Intentional
>>
Does using Unity make me a stupid, gay hack?
>>
>>163208681
You need Jesus.
>>
>>163208851
Jesus fuck yes. Real devs write their own engine.
>>
>>163208681
I am so glad there are still artists out there who go against all the odds and create wonderful visages of things you never even thought could be so beautiful.
>>
>>163208943
Real devs write their own language, firmware and operating system.
>>
File: 1359148946500.gif (2MB, 280x210px) Image search: [Google]
1359148946500.gif
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>>163208943
You call that devving?
Real devs design their own hardware
>>
>>163209204
Are there any games where the protagonist is in a wheelchair?
>>
>>163208941
I'm not into mexicans.
>>
>>163209271
jesus was white tho?
>>
>>163209245
there's that south park cripple fight flash game
>>
File: progress3.webm (851KB, 1084x630px) Image search: [Google]
progress3.webm
851KB, 1084x630px
When you press a button, something awesome has to happen
>>
>>163206810
Scarfdev your animations and particle fx are an inspiration
>>
>>163209245
Random flash games
>>
>>163209657
You're fired.
>>
File: 1450331494141.gif (273KB, 500x282px) Image search: [Google]
1450331494141.gif
273KB, 500x282px
>>163209772
>>
>>163208681
glad to see I'm not the only one procrastinating by working on things related to other people's games
>>
Can you make a good looking Unity game with PBR?

All good looking games seem to be made in UE4.
>>
>>163209245
there's a mario romhack with that premise
>>
File: 1361214773203.jpg (45KB, 303x322px) Image search: [Google]
1361214773203.jpg
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>>163209657
>slider
>>
>>163209657
where's the awesome though ya jerk
>>
File: 1469426880888.jpg (104KB, 600x900px) Image search: [Google]
1469426880888.jpg
104KB, 600x900px
I'm using Gamemaker, and for some reason I can't draw anything at all in the sprite editor? I've tried restarting and googling but I can't fix it.

Pls assist
>>
>>163152986
>>163153069

nice. looking forward to your progress.
>>
>>163210287
This seems so outlandishly retarded that it has to be trolling OR an issue so complex that it will be beyond my ability to assist with, but okay, I'll bite.

Elaborate.
>>
File: NotSpyro.png (103KB, 779x687px) Image search: [Google]
NotSpyro.png
103KB, 779x687px
>>163210318
Thanks!

Currently working on a character to go with the Spyro landscapes
Cairo The Gryphon :^)
>>
>>163210131
I don't really know how to do anything besides menus yet, to be honest. I hope it's not shitting up the thread, it's just exciting to me honestly.

>>163210019
How annoying would representing a gender as a slider be, anyway. I mean, unless you didn't actually change anything.
>>
Whatcha listening to while you dev /agdg/?

https://www.youtube.com/watch?v=4oNVggJylqQ
>>
>>163210802
https://soundcloud.com/stations/track/otodayo/jam-aunni-boxinbox-lionsize-booty-droppin

Don't judge me plz.
>>
>>163210717
>How annoying would representing a gender as a slider be, anyway. I mean, unless you didn't actually change anything.
You could have it as a basic way to shape your character in a more complex character designing system.

Like a masculinity -> femininity slider, shrinks shoulders, widens hips, boobs.
Though that'd trigger people hard.
>>
>>163210802
>King Gizzard and the Lizard Wizard
duuuuude, I thought I was the only one who knows this.

https://www.youtube.com/watch?v=5KgPweF3-DY

Eyes like the sky is breddy gud
>>
>>163210802
Keep your "post dev music" format so that you don't get past my filter.
>>
>>163210802
https://www.youtube.com/watch?v=QIIje6g8M50
>>
>>163210545
I'm eager to see your texture work on that

have fun with quad animations though
>>
>>163211062
https://www.youtube.com/watch?v=eDiSYp_51iY
>>
File: BFly_Back1.gif (1MB, 525x398px) Image search: [Google]
BFly_Back1.gif
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>>163211189
Yeah, I'm fucking up all the quads to meet my 400 tri budget, so texturing might be fucking horrible (triangular UVs everywhere).

>have fun with quad animations though
You mean vertex animation?
Oh yes, that will be balls against the walls hard.
I did it for the airship exterior, but it took 5ever, and that was just mechanical stuff.
Might try to rig it first, and see if it will work at all.
>>
what would be the downsides of making an ECS in which entities and components were virtually the same thing? is there a name for such a system?

the benefits would be greater flexibility i.e. components could have their own components, and entities could be parented to other entities, or even act as handlers for other entities or their components.

the only downsides i see are literally everything would be a generic "gameobject" class, and components would be bloated with base entity data they dont need
>>
>>163210802
http://verdure.ru all day every day
>>
>>163211562
If you follow my model:
http://boreal.aggydaggy.com/programming/2016/05/26/entity-safari.html
You can make an entity class use inheritance or composition of another entity class to get all its components. I don't find this particularly useful, though.
>>
>>163211509
quad as in quadruped

good luck!
>>
>>163208141

ok

how will you do this without being preachy?
>>
>>163211562
yeah, it's a pattern I read about in the go4 book
don't remember which one though
>>
>>163211562
What does it mean to transform a script in 3 dimensions?
>>
>>163211791
Oh, okay!
Yes, it will be my first time trying to animate something which is not mechanic nor humanoid.
>>
>>163211807
you have to represent both sides, but have the traditionalists either win or be portrayed as morally correct.
>>
>>163211807
Make it happen in an alternative future
>>
>>163210012
shoutout to simpleflips
>>
>>163211925
but subtly
It would have the opposite effect if you portray your traditionalist characters as obviously good and your others as mouthbreathing retards
Remember that your target audience IS those mouthbreathing retards who you want to convert, and nothing makes people close their mind faster than insulting them
>>
File: 12-12-2016-1.png (18KB, 1284x720px) Image search: [Google]
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made the end of demo credits theme
https://clyp.it/y4ebzasw

>>163210287
did you accidentally use the eyedropper and select a transparent pixel? you might be trying to draw with the alpha set to 0 (completely transparent)
>>
>>163211925
Or you could do something like Civ and have choices of how your culture develops or something to the sort. Just have it so all traditionalist options working together gives better results than anything else.
>>
File: squirrelsphere_fullpipe.webm (2MB, 640x360px) Image search: [Google]
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updated bg and level for squirrel sphere
>>
>>163212498
Worked for War Thunder with the Russian tanks
>>
>>163213151
>Grass_005
2ez m8
>>
>>163213151
you should see about having the white circles reset on the character ball, seeing as how they can each rotate 45 degrees from prior movement and then they proceed to not give you any valuable information assuming you were proceeding even in a straight line.
>>
>>163212419
sounds very hollow
what's the chordal progression supposed to be
>>
>tfw have a 12 hour flight to do some programming in
Wish me luck.
>>
File: recap.png (131KB, 546x364px) Image search: [Google]
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>>163173913
----[ Recap ]----
Game: Vampire's Bit
Dev: VampireDev
Tools: Game Maker, Photoshop
Web: jcs.itch.io/vampires-bit-demo twitter.com/jcsvampire
Holidays: snowman
Progress:
+ Sketching new layouts for levels
+ Reworking some sprites and backgrounds
+ Testing different day/night cycle effects
- Haven't coded anything new
- Probably will invest some time on sprites for TUSSLE
>>
File: C17night.jpg (348KB, 1578x1050px) Image search: [Google]
C17night.jpg
348KB, 1578x1050px
>>163212419
Thanks friend.
I had the alpha set to 0.
>>
File: angels.webm (3MB, 703x912px) Image search: [Google]
angels.webm
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try out my new procgen toy: https://snekdev.itch.io/angels

setting sliders "thicc", "variety", and "per limb" to very low gives the best results imo
>>
>>163215073
Looks like a rorshach
>>
>>163215132
but what do you see in it :^)
>>
>>163214032
dunno, don't study music theory

>>163214583
good to hear!
>>
>>163215285
penguins
>>
>>163215285
It says I want to fuck my mom and secretly want to dev
>>
>>163215378
>dunno, don't study music theory
that would do it
>>
>>163215495
ok
>>
>>163215595
make sure to add that to your list of things to study eventually, along with the whole art thing
then you can get away from shit music and sprite edits
>>
>>163216103
We know it's you you fuckhead get a life if you really think you're fooling anyone here

dumbass
>>
>>163216025
>shit music
Haven't heard yours.
>>
File: Kairo_Ox3.gif (2MB, 702x561px) Image search: [Google]
Kairo_Ox3.gif
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>>163210545
Okay, I'm fairly happy with the topology now.

Tris: 382

>Descending into UV unwrapping hell
>>
>>163216535
lol
>>
File: recap.png (3KB, 342x192px) Image search: [Google]
recap.png
3KB, 342x192px
>>163173913
----[ Recap ]----
Game: Working title
Dev:Augurusto
Tools:Gamemaker, Paint.net and pyxel edit
Web:http://augurusto.tumblr.com/
Holidays: Santa hat
Progress:
+ Learned the basic of gml
+ Did the first assets for the game
- Using placeholder assets on the image, pls dont judge i swear i will change.
>>
File: 2016-12-19_17-15-36.png (94KB, 1055x937px) Image search: [Google]
2016-12-19_17-15-36.png
94KB, 1055x937px
i know what was missing
>>
>>163216743
Exactly what I thought
>>
>>163216928
>>163216535
LOL
>>
>>163216910
Perfect
>>
File: everything will be fire.png (535KB, 975x545px) Image search: [Google]
everything will be fire.png
535KB, 975x545px
----[ Recap ]----
Game: Babby's first 3D game
Dev: anon
Tools: Game Maker + Ultimate3D, Milkshape3D
Web: nope
Holidays: santa hat
Progress:
+ Combo system working
+ Fixed visible seams on models at close ups
+ Playing with particles for various sfx
- Had to rework animation system again
- Tested new textures, didn't like them, back to old ones
>>
>>163217581
>sub zero is alarmed by fire.png
>>
>>163213504
yea pretty easy, only the 5th level

>>163213579
that might be a good idea, you mean reset it when he stops?
>>
>>163217801
>fuck i'm gonna melt.png
>>
>>163217884
Sub Zero loses his cool.png
>>
>>163217581
>gms 3d
>milkshape
Was your aim to make a 3d game the worst way possible?
>>
>>163218030
hot sub zero pics.png
>>
>>163216025
ok anon. sorry if my game offends you
>>
>>163218106
Wasn't exactly my goal, but yeah, is exactly what I'm doing.
>>
love this meme where you're not allowed to have a negative opinion about something without providing something ""better"" as some kind of proof that will just get shot down by confirmation bias anyway.
>>
>>163218354
jokes on them, they'll have shitty games for not listening to feedback
>>
Why is gamedev OO?
>>
>>163218572
How do you think about things interacting together in games when playing them?
>>
>>163218354
its because we are plagued by shitposters who usually don't have any games and just want to tear other people down.

so one way to validate your criticism as being not just a shitpost is to back it up with examples or your own material which illustrates how you follow your own advice
>>
>>163218572
The same reason everything is: snake oil then and tradition now.

>>163218638
How you think about a system is irrelevant to how you implement it.
>>
>>163218354
there is a difference between establishing credibility and offering genuine advice / criticism and acting like a presumptuous cunt calling everything shit and getting pissy when the dev brushes you off
>>
>>163218354
>without providing something ""better"" as some kind of proof
Is called common sense. The only way your advice will look valid is if you can prove you know what you are talking about, or it will look like you are talking out of your ass. You know what "cobbler, stick to thy last" means, right?
>>
>>163218726
>>163218874
Leave and go to a game development forum where every post is attached to a name and a portfolio, then.

What are you going to do when you have a game on Greenlight, early access or whatever and a potential customer says they don't like something? Ask where their game is?
>>
>>163147724
>>163147715
>>163155850
>>163159665
>>163164362

You game devs are fucking wizards dude. Like I struggle with the most basic shit and I see you guys bringing your ideas to life. Its really inspiring but also very intimidating because it feels like you'll never catch up.

t.Nodev
>>
>>163218734
>OO isn't a T&T method in games
Alright /dpt/, you can fuck off now.
>>
Looking for a musician. Must be grade 8 in a classical instrument and have at least two years of professional experience.
>>
>>163219070
where is your game?
>>
>>163219116
What percents of the profit would I get?
>>
brb, writing a game in haskell
>>
>>163219116
What engine?
>>
>>163219259
40%
>>
>>163219070
You ignore them or tell them that the game isn't for them and wish them the best of luck in a passive-aggressive tone like any normal developer would.

There's nothing wrong with getting criticism (that's why I post here honestly. If I just want a hugbox I make a Tumblr post).

Things like "this sprite blends in and I can't see it", "This is too loud or mixed badly", "I think there is a design flaw in your level" resonate well because they are reasonable and are objective issues that need fixing.
Things like "Your spritework is shit", "Your game will never sell", "Your music is awful", "I don't like this", etc are not useful and have absolutely no capacity to be useful. If you're gonna insult me, I'm not gonna listen to you. If you're gonna tell me your opinion, I might listen if I'm looking for feedback but 99% of the time I don't give a shit if you don't like something. Just because you don't like something doesn't give you a reason to go around telling everyone. Have you no social standards, anon?
>>
>>163219383
Unity
>>
File: asdfasdf.gif (855KB, 318x234px) Image search: [Google]
asdfasdf.gif
855KB, 318x234px
video game
>>
>>163219524
not gonna make it
>>
>>163219451
That's too low, 50/50 split
>>
How do I get a menu to loop end when you reach the end of it?

Like:

Option X
Option Y
Option Z

I just started today, I was using some code I found via google but it crashes my shit for some reason.
>>
>>163219635
Can you rephrase the question?
>>
>>163219524
Getting any feedback at all is great.
If someone says it's shit, you need to learn to translate that to something.
Whether something is genuinely wrong or they're just fucking with you.

Instead of being a faggot, just ask why.
Dream Kings, the lot of you.
>>
>>163219635
Oops forgot to menu I'm using Gamemaker
>>
>>163219619
You drive a hard bargain. I like you, you've got gumption.
>>
>>163216928
Not him, but you really should study a bit of music theory. Your tunes are well layered but somethings almost always off at some point in your stuff.
It's good but needs a lil more work
>>
>>163219565
dat placeholder tho

keep at it
>>
>>163219712
Sorry I don't know what the fuck I'm typing honestly.

But I figured it out
>>
>>163219712
Scrolling down from Option Z takes you to Option X, I assume
>>
>>163219718
>If someone says it's shit, you need to learn to translate that to something.
I see what you're saying, but you can't shine shit until it sparkles, anon. If someone refuses to go through the effort to convey a reasonable thought or piece of criticism, why should I go through the effort to try to decode what they're saying and make changes based on that?
>>
>>163219635
I literally do it as
int sel = 0;
play = 0;
options = 1;
exit = 2;

increment/decrement with movement
if sel > 2 sel = 0
if sel < 0 sel = 2
>>
>>163219110
Judging by the evidence out there, OOP is a net detriment and procedural/functional is the way to go. Lots of game programmers and even OOP pioneers themselves are taking this stance and publishing information about it.

OOP may have been the best way to go decades ago because the alternative was using a language like C or Pascal while languages like Haskell were purely academic experiments, but now we have procedural/functional languages that have high levels of abstraction, performance, and usability.
>>
>>163206810
looks good but for the love of god, if I'm moving right I want to see the right side of the screen
>>
File: PigFeast.webm (642KB, 214x212px) Image search: [Google]
PigFeast.webm
642KB, 214x212px
>>
>>163219557
Not interested unless you are making your game on your own semi-analog engine with punched cards
>>
>>163219885
nobody else is responsible for making the shit that you're doing turn out good
put the effort into communicating with people when you need more info if you really fucking care or just fuck off
>>
>>163219885
Because taking the time to dig might be worth it.
Their opinion of you may change, if they were just testing your temper with shitposting.

Or engaging in conversation might spark something new, whether it be a perspective change, or an emergent idea.
>>
>>163219910
i have a variable named currentSelection. increase or decrease it depending on keypress. if it's over the max amount of options in the menu, set it to 1.

probably inefficient, but that's how i do it
>>
>>163220028
>nobody else is responsible for making the shit that you're doing turn out good
I don't think I ever claimed the opposite, but I agree.
>>163220032
That's fair enough, but rarely anything comes from shitposters except slight demotivation.
>>
Why use Lua with C++?
>>
>>163219718
>If someone says it's shit, you need to learn to translate that to something.
Different person but someone is always going to think what you made is shit, no matter what.
>>
>>163146856
>> Engines
>GameMaker: yoyogames.com/gamemaker
>Godot: godotengine.org
>Haxe: haxeflixel.com
>LÖVE: love2d.org
>UE4: unrealengine.com
>Unity: unity3d.com
Reminder that this is deprecated because of
tools.aggydaggy.com/engines
>>
>>163220189
It's easier to write high level game logic in and you can load scripts at run time, write statements in a console, etc.
>>
>>163219915
No ones gonna follow an idea, they're gonna follow success.
>>163220183
shitposters most always shitpost from jealousy.
use it for motivation m8
>>163220345
obviously
>>
>>163220370
Honestly, why shit up the thread so much? You've been doing it for so long at this point it's kind of impressive, like our own barneyfag
>>
new thread
>>163220601
>>163220601
>>163220601
new thread
>>
>>163220451
OOP has a correlation with success at best. The evidence makes it more likely that a successful piece of OO software was successful in spite of OOP rather than due to it in part.
>>
Is it possible to have a game written in two different languages?

Like can a game be written in BOTH C++ and Python? How is that possible?

I'm new so pls no bully
>>
>why should I go through the effort to try to decode what they're saying and make changes based on that?

You don't have to, just ignore it I guess. But the people giving shit advice don't have to leave or change their ways either. If it really bothers you like the other anon said there are other places to go for feedback where everyone spends time writing long extensive posts because they want people to suck their dick and everyone is in a constant struggle to defend their forum identity.

"It is the mark of an educated man to find precision in the class of things just so far as the nature of the subject permits; it is evidentially equally foolish to accept probable reasoning from a mathematician and to demand from a rhetorician scientific proof" -Aristotle

You're on an anonomous image board. Expect everything from extremely detailed and truthful wall of text feedback to "smdhtbhfam".
>>
>>163220652
The C++ side can embed a Python interpreter and/or the Python side can call C++ through FFI.
>>
>>163219718
>If someone says it's shit, you need to learn to translate that to something.
>Dream Kings, the lot of you.

If someones takes the time to explain to me why is shit, it means they care and they want to help me to improve.
If they don't it means they just don't care or can't give reasons.

DreamKing guy was given a lot of criticism on why his game doesn't look good, explaining him the reasons and giving him tips on how he could improve it. He dismissed it because he is too self centered and refuses to see his game as something that's not perfect in every possible way.
That's the difference between him and us. We want to improve, he doesn't.
And to improve we need concrete feedback. "Is shit" doesn't really tell us anything.
>>
Is there a lightweight way in GMS to make the world rotate around the player? I'm doing a top-down thing with tank/FPS controls, and I'd like the player to always be facing the same direction (up), and when he spins left, the world spins right. Hope that makes sense.
>>
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camera.gif
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>>163219942
How's this, anon?
>>
>>163219014
Statements should be evaluated at their own merit

That's why when someone asked me to post something in response to critique I made, I didn't. What does my own work have to do with what I'm telling you? I didn't post so people could focus on me. You shouldn't need to know whether I'm good or not to evaluate if what I'm saying make sense, and that kind of thinking will lead to you blindly following "talented" people who may be wrong in ways unrelated to their area of expertise
>>
>>163216629
>that huge ass
Is this furry bait or something?
>>
How to make a game with a similar look to Spyro, Crash and other PS1 era games?
Thread posts: 758
Thread images: 169


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