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/agdg/ - Amateur Game Dev General

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Thread replies: 790
Thread images: 151

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Posting progress edition

> 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
>>163146856

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

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/wUh6itNN

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
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me again cunts
>>
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New "Venice" level test

gonna make some gondolas and some weird obstacles for this world
>>
>>163220803
NPC mechanic's pretty good looking already.
>>
>>163220945
>things that force you to stop
No way man, that's not good for a game based around speed
Make them shoot at the player along the path so they have to move left or right to avoid them, not stop entirely
>>
>>163220945
how much work have you put into camera collision detection/mitigation? Its always interesting to see how people deal with it.
>>
>>163220945
Ballons are a nice addition. You seem to never dissapoint in making the game even more fun than it already is.
>>
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>>163173913

----[ Recap ]----
Game: Cyberpunk-y detective simulator
Dev: Jacques Guga
Tools: GameMaker, Manga Studio, Adobe Flash
Web: http://gugajoke.tumblr.com/
Holidays: Santa hat
Progress:
+ Made lots of assets
- Still didn't think of a name
>>
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>>163173913
----[ Recap ]----
Game: Space Carrier Ops
Dev: anon
Tools: Unity, Max, Photoshop
Web: N/A
Holidays: santa hat
Progress:
+ Ultra basic HUD targets and targeting
+ Bombs and guns added
+ Ability to drop munitions before they go active
+ Support for multiple weapon types
+ Lots of refactoring over the course of the week
+ Explosion support with splash damage/impulse
+ Ability to reload while landed
+ Started work on turrets
- Targeting needs a total rethink, current system is very placeholder and restrictive
>>
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at the end of the credits a legend is reincarnated in a less trademark infringing form

srs though i hope to have him as a funnier easter egg at some point but i have not forgotten about speed simon
>>
>>163220945
always love seeing progress on your game and desperately want to play it. agree with >>163221087 though. maybe have an alternating path around the obstacle that is harder but doesn't require you to stop?
>>
>>163220601
>> Engines
>GameMaker: yoyogames.com/gamemaker
>Godot: godotengine.org
>Haxe: haxeflixel.com
>LÖVE: love2d.org
>UE4: unrealengine.com
>Unity: unity3d.com

tools.aggydaggy.com/engines
>>
>>163220538
Because something like the OP shouldn't be used for personal preferences. Why Haxe but not Source, why Love but not XNA? And, the longer the OP is the less likely people are to actually read it. And, the aggydaggy site does a much better job of profiling the engines than just listing them. The OP should be like a newspaper recapping the latest news, not a catch-all workspace to shove anything that might be relevant to someone.
>>
>>163222495
regulars don't read the OP
its for newcomers really

also could you put a trip or name on when you post so I can filter you?
>>
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------- FORMAT
----[ Recap ]----
Game: Throbot
Dev: Scarfdev
Tools: gm:s
Web: http://scarfdev.tumblr.com/
Holidays: santa hat
Progress:
+ made animations for carrying heavy shit
+ adjusting camera to show you more without being nausea inducing
- im trying to not suck at fighting games so that's taking a lot of time right now
- gotta start making actual enemies and level assets i guess
- still not sure what kind of levels i actually wanna have yet though
>>
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Bake in ambient occlusion and my textures almost become tolerable. Lack of shadows still means everything looks like it's floating though. No time to fix it though.
>>
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>>163222495
because source and XNA are absolute shit engines
>>
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Using Unreal Engine.
Want to achieve some sort of "paper doll" effect on 2d sprites, where switching armor/weapons will update the character model by swapping out the old piece with the new one that was equipped.
However, while this seems fine and can be reasonably accomplished with sockets, I'm wondering how this will work when animated.
I'm thinking the best way to implement this would be for each armor/weapon to have its own flipbook, and to have the frames synchronized with the main model (weapon plays through an 'attack' animation, along with all the other flipbooks that compose the sprite) to make it look like one cohesive unit.
Does anyone have any tips on this concept in general? Can this be done in Unreal?
>>
>>163222628
>regulars don't read the OP
Because its full of minimally relevant and stale information. Imagine if it had who just launched their greenlight or kickstarter, or what new projects had debuted in the recap. And its not like having the engines list stops people from asking what engine they should use.
>>
>>163222495
Replace Haxe with MonoGame, sure. There's no reason besides baiting shitposters to put Source in the OP, though, nobody actually uses it (just like Haxe).
>>
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>>163223220
What the hell is that animation even supposed to be?
>>
>>163223220
you really need to learn art m8
>>
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>Get home from PROGRAMMING FOR 8 HOURS
>Struggle with trying to set up basic collision detection for 20 minutes
>Fuck around and just change up the velocity variance for loot drops to make them juicier instead
p-progress. . . .
>>
>>163223290
>>163223375
>none of this is constructive feedback
wow guys just fuck off trying scare a hardworking yesdev away stop wasting his time why would he listen to you at all where's your game huh let's see your animation didn't think so go back to nodevving alone you dreamking pieces of shit
>>
>>163223375
>>163223290
Agreed it looks BAD


>>163223220
you should stop making this shit and only work on that other chameleon game.
>>
>>163223698
triggered
>>
>>163223676
Same, except I'm trying to figure out a good architecture for targeting and managing all the targeting info needed. I think at this point it might be better to just shoot first and deal with the consequences later so that I have a better idea of what I need.
>>
/r9k/ is making an RPG- Wojak's Journey.

If you want to join the development team, join the Discord:

https://discord.gg/X8ZjE83
>>
>>163222649
>No time to fix though?
Too busy fingering your onahole girlfriend?
>>
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Who are some good (famous and reachable) youtubers that I can send the game to be played?

I'll have my alpha ready next month and I need to start thinking about PR and marketing.

Pic related.
>>
>>163224073
good boy Griffin McElroy
>>
>>163224073
>Who?
Can you link your project? I don't think I've seen it before. I'm certain I would have remembered that artstyle.
>>
>>163224073
what game
>>
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>>163221867
>>
>>163224045
That sounds cringeworthy as shit. Maybe you should take it to Reddit. I'm sure they'd love to make a meme game.
>>
>>163224448
>something from /r9k/ sounds cringe-worthy
impossible.
>>
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----[ Recap ]----
Game: Bout O' Wizards
Dev: Hamfist
Tools: Godot, Aseprite
Web: nothing set up right now
Holidays: snowman
Progress:
+ Started the project
+ Laid foundation for spell casting system
+ Annoyed a bunch of people with my main menu
+ Integrated elevated spaceholder sprites for arena, wizard, and Fireball spell
>>
>>163223760
Read the filename.

>>163223375
Where is your art?

>>163223760
Bokube looks pretty good as much as I hate the dev for being a tranny. The shitposting on the dev is getting more blatant by the day with how much better the game is looking.
>>
@163224771
)You(
>>
>>163224771
>agdg shitting more and more on a dev the closer their game comes to release
Is this news?
>>
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i have a grid. i pass the coordinates(S) of a cell to a function and an integer as a second parameter. if i pass 1 as the second parameter, i get all the coordinates of the cells marked with an X. if i pass a 2 as the second parameter, i get all the coordinates of the cells marked with an O. and so on and so forth.

i need THE MOST ELEGANT ALGORITHM to do this, please help.
>>
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>>163224180
Thanks senpai

>>163224218
>>163224428
I rarely post here since I spend most of my time working on it. I think I've only posted 2 or 3 times, despite being always around.

I don't have much to show because I'm not on my main computer, but it's a survival based on some old movies/games. At first we wanted to make a sequel of The Thing, but you know.. Copyright and shit.

The name is Crimson Edge.
>>
>>163224884
>lets lynch devs who are too close to escaping nodev status.

This >community
>>
>>163223965
>Believing it is the actual dev
>>
>>163225030
The same "community" keeps asking why all the yesdevs leave. Apart from gogem.
>>
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>>163224443
that one you posted is my favorite piece of fanart ive ever gotten. everything about it is perfect.
>>
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I'm going to make a Catholic game that really makes you think and encourages a return to traditional moral values!
>>
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>>163224045
>>
How do you games automagically scale everything to different resolutions?
>>
>>163225331
>catholic
>moral
they imbibe alcohol as part of their rituals, that's not halal
>>
Estimate the minimum team size and cost for an MMORPG on the scale of vanilla WoW.
>>
>>163225457
good post m8
>>
>>163225457
It is drunkenness that is sinful, not drinking.
>>
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>>163223676
Working with programming is the best way to kill programming as a hobby.
>>
>>163225756
How does this person look so much like an old woman and a man at the same time?
>>
>>163225626
2much
2much
>>
>>163225752
review your scriptures, sinful millennial..
>>
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>>163225756
>>
>>163221087
yea, ill probbaly tweak the flamthrowes, good point

>>163221128
ue4 has a camera arm/probe feature. basically i just set the size of the sphere and what objects will collide with it, the camera arm gets shorter if it collides

>>163221158
thanks. im trying to add a lot of cool stuff so that it stands out from other games in the genre. So far with the boss fights and all these mechanics it's starting to feel unique

>>163221976
thanks. yea ill test some new layouts
>>
>>163225778
Luckily for me it's all I give a shit about.
>>
>>163226049
Jesus drank wine: "And having taken the chalice, giving thanks, he gave it to them. And they all drank of it."—Mark 14:23
Jesus was sinless: "Who did no sin, neither was guile found in his mouth."—1 Peter 2:22
>>
>>163226425
jesus did magic, do you do magic?
>>
>>163226680
i normally enjoy your shitposts, but this is weak
>>
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got the grappling hook working with 2.5d movement (denoted by splines). got a galloping animation going but the rig is broken beyond repair. whole model needs a redo anyway. also have to fix the neon green floor. but for now I'm going to get to work on making the sword functional. will try to use mouse aim thrusting but I will see how it plays in conjunction with the grappling hook. will be interesting once enemies are added

grappling hook is still buggy at times. mainly turning points in the 2.5d spline movement and just turning back and forth quickly and cause errors
>>
>>163226773
it's not a shitpost, it's real life.... you cant drink just because jesus drank, he was a magic 30yo wizard who could turn water into drank. he probably turned the drank back into water before it hit his stomach. if you're not a magic wizard you're not sinless like jesus.
>>
>>163226680
"In like manner also the chalice, after he had supped, saying: This chalice is the new testament in my blood: this do ye, as often as you shall drink, for the commemoration of me."—1 Corinthians 11:25
>>
>>163226785
I like that it's coming straight out of his butthole.
>>
>Australian """""""""""""""""humor""""""""""""""""""""
>>
I plan on making a game where you pilot mechs in Unity3D, and kill stuff.

Are mechs a meme, or do other people think they're cool too?
>>
>to top it all of googum is a christian
For fuck's sake mate...
>>
>>163226959
>jesus
>sinless
Googs if you're going to shitpost at least get your information right
>>
>>163226968
>They ask you about intoxicants and games of chance. Say: In both of them there is a great sin and means of profit for men, and their sin is greater than their profit. And they ask you as to what they should spend. Say: What you can spare. Thus does Allah make clear to you the communications, that you may ponder.
—Qurʼan, Surah 2 (al-Baqarah), ayah 219
next you'll be saying RNG in gamedesign is halal too.
>>
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>>
>>163227184
what's wrong with that?
>>
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Do the good people of aggydaggy have any recommendations for Unity tutorials for someone who is not new to vidya making but is new to Unity and C#? Every tutorial I've found on YouTube so far has been shit (example: https://youtu.be/EBRrNzi3mWM) at either explaining things or the tutorial being way too slow. I'm considering just diving into Unity's documentation so that I can learn everything at a faster pace, but I bet there's better ways of learning Unity out there that I'm not aware of.
>>
>>163225626
you can skip a ton of people because you can use 3rd party networking solutions and engines.

that's all i got.
>>
>>163227282
if you are not new to vidya making then you should just start a project and learn how to do stuff as you need to. there is no more effective way to learn than that
>>
>>163227282
Bump for this.

I know Java and how games are made. But I plan on starting with C# and Unity next month. I really don't want to start with hello world and some pajeet telling me what an int is.
>>
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>>163224912

assuming top left of grid is (x, y) = (0, 0)...

>get S location -> (2, 2)
>pretend our second parameter is 1
>subtract second parameter from both values -> (1, 1)

Now we know where our 'start' will be.
Then we will run 4 smaller functions, which could be thrown into one bigger function I guess.
This function(s) will log/mark/track each coordinate of the top, left, bottom, and right edges.

You will need to pass the x and y values for our 'start' coordinate (1, 1).
x and y values will be labeled as x and y respectively.
Lastly, since it will be used repeatedly, we want a "max" value of how many coordinates along one border we will bother with.
Judging from your graph, max = (distance * 2) + 1 should be sufficient.
This would mean that something like a distance of 2 would be 5 squares long on one edge...
(2 * 2) + 1 = 5

-----------------------------------------------------------------------------------------------------------


get_top_section (x, y, max)

i = 0 <-- our counter variable

while (i < max)
track_coordinate (x + i, y)
i++

return


-----------------------------------------------------------------------------------------------------------


get_bottom_section (x, y, distance, max)

i = 0
bottom_y = y + max - 1 <-- since we are tracking the bottom, we need our y to point at the bottom.
Alternatively you could pass the pre-calculated value, but this method
is a nice set-and-forget thing where you just worry about passing x and
y and that's it.

while (i < max)
track_coordinate (x + i, bottom_y)
i++

return


-----------------------------------------------------------------------------------------------------------

cont'd...
>>
C# vs Unityscript for Unity scripting?
>>
>>163224912
please anybody this is your chance to be a hero
>>
>>163227181
What do you care about what other people think? Just do whatever you like. Otherwise you'll end up like all the furryshit enablers here.
>>
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>>163227181
Mecha are cool as fuck. I would love to see more mecha games.
>>
What's your favorite anime?

How would you turn it into a game?

>>163227282
http://catlikecoding.com/. He goes in depth, also explains some unity specific details. I've been slowly reading so the knowledge soaks in over time, even though I've used unity for a year or so.

>>163227497
c# absolutely
>>
>>163227596
Please tell me this is a thing you're actually working on because that looks awesome.
>>
>>163227436
I feel like if I do that, the game's scripts will end up being very hacky and inefficient, if how I learned PHP a few years ago is any indicator
>>
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>>163227496
part 2
Looks like my comments got fucked, rip
---------------------------------------------------------------------------------------------------


get_left_section (x, y, max)

i = 1 <-- keep in mind, we already wrote down the coordinates for the top and bottom.
new_max = max - 1 <--- because of this, we don't need to write them down again, as we will have
--- duplicates.


while (i < new_max)
track_coordinate (x, y + i)
i++

return


-----------------------------------------------------------------------------------------------------------


get_right_section (x, y, max)

i = 1
new_max = max - 1
new_x = x + max - 1 <-- moving to 'top right' section here, and will mark downwards.


while (i < new_max)
track_coordinate (new_x, y + i)
i++

return


-----------------------------------------------------------------------------------------------------------


I'm sure you can start to plug things together, or have all four of these smaller functions called within a singular larger one, which can handle the calculations outside and pass the values as needed, since there is some repetition in the temporary variables.
Another possible thing you could do is combine the left-and-right, and the top-and-bottom marking functions, since you could call the mark function twice on the each iteration, and pass a different X or Y value each time so that you are grabbing both sides.
I'll be up for a bit longer, let me know if you have any questions.
>>
>>163227184
>>163227184
Jesus is a prophet in Islam not the son of god.
keep up with which Abrahamic fanfic we're talking about.
>>
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>>163227651
Sadly no. It's just a cool low poly mech I found and is now in my inspiration folder.
Here's another inspiration.
>>
>>163227496
>>163227687
May I talk to you about our lord and saviour, pastebin.com?
>>
SDL tutorial recs, please?
>>
>>163227642
>http://catlikecoding.com/
This looks really neat, thank you
>>
>>163227896
http://www.sfml-dev.org/download/sfml/2.4.1/
>>
>>163227892
nah
>>
>>163227950
Should I take that to mean you prefer SFML to SDL?
>>
>>163228024
you should, and i do.
>>
>>163227496
>>163227687
Actually, I think I found a way to do this a bit better, will post momentarily.
>>
>>163225756
i haven't been here for a year
did rotatedev become a tranny?
>>
>>163227596
I plan on making something cool by maybe mid next year. Low poly mechs seem like the way around my fear of drawing or animating anything complex.
>>
>>163228416
Yes. He literally started taking HRT and went full retarded. Luckily he seems to have fucked off, though, rather than keeping the bullshit drama here... unlike me... ju
>>
>>163228740
st now.
>>
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>>163228442
I'm looking forward to seeing your game and progress!
Low poly is definitely a good choice. Luckily mecha are fairly easy to rig and animate, because the animation doesn't need to be perfectly organic. It's okay for it to look a bit robotic.
>>
>>163228740
i don't believe u
>>
>Still having trouble setting up spatial partitioning to start collision detection
I wanna die
>>
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>>163228907
Here's an image a turbo autist put together... which is the only image I could find in short notice. Bottom left is actually Rotate, not what I posted earlier in the thread (I just thought they looked similar).
>>
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>>163229000
>>
Who /yesdev/ here, but doesn't post progress because cba / doesn't want ideas stolen?
>>
>>163229085
well shit
>>
>>163229308
I used to fear having my ideas stolen but the I realized that the effort involved in not only creating my idea but also catching up and passing me is too much for a lowly thief to handle.
Just post it anon
>>
>>163229308
ideas are at a surplus. no one is stealing yours.
>>
>>163229308
I just don't have any good progress to show right now.
>doesn't want ideas stolen
No one is going to steal your idea. People would much rather spend their time working on their dream idea.
Maybe some minor mechanics that are easy to implement could be stolen, but that's about it. And that's assuming your game has unique mechanics.
>>
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Reminder that someone literally made this and then posted it itt as if it were a game or progress.

Reminder that the FBI has a helpful handy tip line where you can report nodevs who are terrorists.
>>
>>163229656
Can you post that source.jpg that looks like a rooftop or something?
>>
>>163229656
>>
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>>163227496
>>163227687
>>163228135
>>163227504

pass the center (x,y) coordinates and the second parameter as distance.
logic under assumption that top left is (0, 0), meaning:
Increases to x go to the right.
Increases to y go down.

-----------------------------------------------------------------------------------------

get_coordinates (x, y, distance)

i = 0
x = x - distance
y = y - distance
distance = distance * 2


/* top section */

while (i <= distance)
mark_coordinate (x + i, y)
i++


/* right section */

x = x + distance
for (i = 1; i <= distance; i++)
mark_coordinate (x, y + i)


/* bottom section */

y = y + distance
for (i = 1; i <= distance; i++)
mark_coordinate (x - i, y)


/* left section */

x = x - distance
for (i = 1; i < distance; i++)
mark_coordinate (x, y - i)


return

-----------------------------------------------------------------------------------------

There might be something a bit more efficient out there, but this is hardly anything I'd consider a resource hog. If you really want to go for elegance, maybe you could pull out some trigonometry to figure out which coordinates you need to mark, but I imagine this should be sufficient, or at least doable for the time being. Tested this with a distance of 3 and it worked correctly, eyeballed distance values of 1 and 2 and it looked okay.
>>
>>163229435
>Just post it anon
maybe in 2-3 weeks
I feel like I'm nearing the point in which someone couldn't overtake me if they did want to copy.
Currently, someone could create my game in a week, if they knew what they were doing.

>>163229545
>>163229595
I disagree. I think my idea is worth stealing.
>>
>>163229085
>someone sat down and took the time to make this

Pathetic.
>>
some ideas ARE worth stealing. see: infiniminer
>>
>>163229819
imagine if you made progress instead of shitty up the thread obsessing over whoever it is you're talking about
>>
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Finally got distractions working. If you make noise, enemies will target it for a small period of time, either allowing you to escape or make a sneak attack.
>>
>>163229819
>caught out as mothmandan in /x/
>not even crazy
>>
>>163229971
No one knew Minecraft would become as big as it has. Notch used to post in /v/ gamedev threads, yet no one ever stole the idea and finished it before he did. It was just another neat game being made.
>>
>>163228740
Is that agdg knock-off website rotate made however long ago still around? I had an account on it, but ended up never posting there and now I can't even remember the url.
>>
SDL

OR

SFML
>>
>>163230175
Nah it died.
>>
>>163230078
loving your animations
it's a little strange how the dude goes straight to cowering from angry pointing
>>
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>>163229656
>>
>>163227596
nice design, i wish more mechs had clean and simple forms, most concept art is greebled, indecipherable nonsense that is hard to model
>>
Is godot fine for 2D games or will it be overkill?
>>
>>163229656
>that gif
Why is it even allowed?
>>
>>163230513
Godot is perfect for 2D
>>
>>163230513
>overkill
No an engine that makes gamedev accessible to tards is not "overkill".
>>
>>163230210
no
>>
>>163230307
I think there's room in the world for both. It depends on the context, but I agree that I'm not a bug fan of it when it becomes gratuitous.
>>
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>>163223220
Tempted to sketch out slutty bok game where she rolls around all sexy and gets dirty.
>>
I'm so depressed. I can only program on a singular thing for so long before getting completely lost in my own code. It's not even complicated shit. I just get totally lost. I can write just fine, but reading code is a completely different beast.
How do I not be so shitty?
>>
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>>163231008
>>163230307
o deer
>>
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>>163224912
here's what i did, feel free to refactor
>>
>>163231280
depression isnt real, its a jewish invention
>>
>>163231183
Boku is a boy! The premise is that his Girlfriend gets kidnapped. What are you talking about?
>>
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>>163230307
it's mostly because most people who draw mechs aren't engineers and think that the more pistons and pulleys are around, the better, and that the outer surface of everything is a mess of screws and hatches that dont go anywhere

>>163227596
>implying this is lowpoly
>>>/po/
>>
>>163231280
Just follow tutorials and try to understand the code there. Then add your stuff to it. After a while you will probably be good enough to read and write more complicated stuff on your own.
>>
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Texturing this is as hard as expected (never had to deal with such fucking messy and triangulated UVs before), but it's slowly coming together.
>>
>>163229656
Gross.

>>163231546
Boku is a lesbian.
>>
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I've nearly got 2D slope collisions working, but it's still broken. If I post my code, does anyone think they could help me out?
>>
>>163231716
are you doing bones or vertex animation?

>>163231719
post away senpai
>>
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>>163231562
Is this better low poly for you?
>>
>>163231506
Look at the duplicated code. How can you make it so you only have to write it once?
>>
>>163231820
Probably going to have to use vertex animation this time, due to the extreme lowpoly-ness (382 tris).
Slow and frustrating fun-times ahead!
>>
>>163231280
Comment that shit like a 4 year old is going to read it. Document EVERYTHING, down to every single "obvious" variable.
>>
>>163229656
I know the image is an ebin meme now, but why did someone ever post it in the first place?
>>
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>>163231905
>model a transforming mech
>it can't actually make the transformation
>>
>>163231905
do you not understand that what was posted was not "lowpoly" but just literal real life papercraft

are you, like, actually stupid or something
>>
>>163232143
I don't see any transforming mech there.
>>
>>163231820
>post away senpai
https://hastebin.com/igixoyamin.php

It's a bit spaghetti-coded, please forgive me. I wanted to actually get it working before cleaning the code up.
>>
cant w8 for the lowpoly meme to die
>>
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Is this lowpoly?
>>
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>>163232332
Lowpoly is nice, though.
>>
Is this lowpoly?
>>
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>>163232505
>.gif
>it doesn't even move

>>163232549
until you introduce any sort of lighting engine, or try to do anything in any other style than ripping off MM Legends
>>
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>>163232168
What? Are you talking about >>163227596
That's not papercraft. That's a 3D model.
>>
>>163232727
not really it's just old

it's the appropriate resolution for the time, console, and application

>>163232784
im positive ive seen that exact green mech on /po/

it's still not lowpoly because it's got plenty of fine curves to it, it's just a blocky design in general
>>
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>>163232727
Is that building even a 3D model, or is it just a bunch of 2D sprites slapped together?
>>
>>163231506
what kind of shit meme language is this
>>
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>>163232505
>>163229656
>>
>>163233167
>102 else { // there has been a collision
>103 position.setX( newPos.X() ); // update position

Whoops, that setX() call is not supposed to be there. I put it in for debugging and forgot to remove it.
>>
>>163232962
why does everyone think that ~lowpoly~ means also having to have garbage resolution textures with "pixels" that are actually 8-16px wide

not even many games did that, most ps1 era games tried to have "realistic" textures, there just wasnt bump mapping yet and the PS1 had issues things being "wavy" since it handled vertices in an interger space instead of using floats
>>
>>163233324
FUCK ME
MEANT TO QUOTE
>>163232318
>>
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>>163229656
easily the worst thing ive ever seen in any /agdg/ ever
>>
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Spent a lot of time working on a targeting system. Don't have anything to visually interesting to show yet, but I just realized that this is going to have to go deeper than I was expecting and is now going to have to affect how Ship, Launchers, and Munitions all handle their own targeting.
>>
>>163230210
SDL.
>>
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>>163233339
Because "realistic" textures often look like complete garbage on low poly.
It's better to just keep the textures simple and clean. Of course that doesn't necessarily mean low resolution pixel art, but that's still better than realistic textures.
>>
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>>163232505
>>
>>163220601
Ok, so I already know how to start making games but how do I finish them?
>>
>>163233619
meanwhile in MM legends, the game everyone tries to rip off, the environments also look like complete garbage

it's almost like what makes modern ~lowpoly~ look nice isn't related to the texturing or number of polygons, but the vastly higher display resolutions we have now so it's not all a blurry mess running on an already badly-aging SDTV
>>
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>>163233619
>Because "realistic" textures often look like complete garbage on low poly.
https://www.youtube.com/watch?v=55P-UHdZ7WI
>>
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>>163233778
Yes that wall texture looks bad, because it's a noisy mess, not because it's pixel art or on a PS1.
What makes modern lowpoly look nice is artists knowing what they're doing to make nice looking art. Even if it's a lower resolution it can still look good.
>>
>>163234030
read the recap post
>>
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>>163233471
I've been doing this all with an interface, but that has its disadvantages because I'm finding Unity isn't particularly fond of them and creates some really nasty problems. Doing it with interfaces makes a lot of things easier, but is also starting to create a lot of headaches now that I've got to tie this all back into the Unity stuff. Doing Targetable as its own standalone Component also has advantages, but it makes the code a little messier because there's a lot of conditional things I have to account for that are more easily handled with a build interface.

I'm at a bit of an impasse right now. I think I'll take a second shot at this tomorrow.
>>
>>163234029
you forgot the infinitely superior tools we have now
>>
>>163234030
Your waifu looks like Carrot Top, man
>>
>>163234490
So every game that doesn't use the best available tools and isn't crysis-tier realistic is shit?
>>
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>>163234029
>because it's a noisy mess
exactly, because it's running on a PS1 which handles the 3d aspect badly, and because the texture itself is upscaled a shitload and very messily

modern memepoly only looks good because of advances in design -- in "objective" terms, it's not any nicer than realistic styled works, and it's not like it's any easier either (since you have to, as an artist, know where detail is to be sacrificed to maintain the style -- that stupid meme car could have had 10 poly wheels (8 sides forming the outside, and one each per sidewall) but there's extras to make them more round. the design of the thing also just lends itself to blockiness, but there's still spots where it's unrealisticly round for the level of irl technology that would necessitate that style (the front of the cockpit, the sachel on the side, the wheels)

Like, contrast that to, say, a Box Guard from Deus Ex HR/MD. Both look good because that kind of robot/vehicle is just a neat, cute design, and the blockiness in general is what lends it a lot of its cuteness through simplicity. the thing you posted just has bigger "pixels" in a probably similarly sized texture (i.e. instead of going to 1px, they used a big brush per pixel and high contrast between areas of color. and some kind of shader or upscaling process to introduce more aliasing than there should be.)

>>163234490
also this, and better media to display them
>>
>>163234650
what? im saying devs in the 90s didnt have blender and zbrush if they even had modelling applications at all
>>
>>163229656
can sum1 pls explain this 2 me
>>
>>163234818
Oh, I thought you were saying that we shouldn't do low poly because our tools allow us to do better art
>>
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>>163234650
no one said that but have fun believing it anyway
>>
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----[ Recap ]----
Game: RAD Ross
Dev: Apollo
Tools: GameMakerStudio
Web: N/A
Holidays: Snowman
Progress:
+ Multi directional shooting
+ enemies
+ Now with 50% Carrot Top
>>
>>163232505
delete ths
>>
>>163235085
>>163234726
>>163233886
jesus christ man get it together
>>
>>163221675
>cyberpunk-y detective simulator

Same here! May the best man win.
>>
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>>163231183
>>
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TUSSLE is making the jump to Unity to actually become not garbage.

Thanks for calling me a retard for not understanding Unity. My attempts to prove my point in Unity have led to me to actually, finally get it. This is the end result of an afternoon of work in Unity, from zero knowledge of Unity at the start.
>>
>>163235208
I swear at least 2-3 devs do that every week
>>
>>163231183
>>163235294

NO

>>163231546
THIS


HOW DARE YOU FAGS
RUIN SUCH PURE WORK REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>163235294
the internet will never let me down
>>
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>>163235294
that face is creepy as heck
>>
>>163235465
im sorry, senpai
>>
>>163231183
I want more

>>163235294
This is disgusting however
>>
>>163235465
I drew it based on my own face, so thanks. :^(
>>
>>163235294
is bokube a girl though
>>
Will your game make you rich?
0, 2, 4, 6, 8 = Yes
1, 3, 5, 7, 9 = No

Rolling
>>
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>>163235294
Not even close.
>>
Hey, I'm a 2D animator, never dabbled in videogame making but want to give it a serious go; if I were to learn programming language like java or c+ for an unrelated IT career, would it help in making games or are they completely different things?

Is Rpgmaker a serious platform to consider? What about Gamemaker? The former sounds very limiting.
>>
>>163235359
>making a game when you can't even post properly

Engies and Wagies. When will they learn?
>>
>>163235673
looks about right to me
>>
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>>163234454
Well, after a little more elbow grease I got at least something working with this whole targeting system.

The two turrets in webm related are both randomly targeting any targets that are out there and within range. The gun turret on the left changes targets every second (for faster debugging earlier), the missile turret on the left changes targets every 8-12 seconds. The targets are getting communicated all the way down. The launchers and missiles (and ship) have all required some conversion to use this new targeting system so that they can still function. Thankfully, they do still function just as well.

Ship targeting is hosed though. You can't do a GetComponent call on an interface (GetComponent<HUDTarget>() is not valid code) which really complicates some things, and means that I can't get ship targeting working again without some pretty decent re-writes of how the HUD displays targets and how the ship is detecting/cycling between them. To be fair, that was going to have to happen regardless, but they'll definitely be more extensive.

I don't know. Going back to what I said earlier, I'm not sure if this is the right approach. Doing it the component way is the more Unity friendly way, but I also feel like the code just won't be as clean and clear cut as it can be with the built in C# interfaces.
>>
Would you play an open world action-adventure game in the style of Animal Crossing?
>>
>>163235829
Im not even sure what that would be like
>>
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>>163229656
why the fuck would someone make that ffs
>>
>>163235673
I'd say he nailed it...
>>
>>163235829
Heavily relies on arts so nobody can do it.
>>
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>>163229656
>a 0fps furniture shooter
>>
>>163231506
Instead of having 2 methods that are pretty much identical, why don't you just a add a new parameter that is either +1 or -1?
>>
>>163235770
I really should have re-read that before I posted.

>the missile turret on the left changes targets every 8-12 seconds
I meant the one on the right.

>You can't do a GetComponent call on an interface (GetComponent<HUDTarget>() is not valid code)
To clarify here, what I meant is that you can't do target.GetComponent<Whatever>() where "target" is an interface. Writing that out though, I suppose you could work around this by having the interface contain a Transform or maybe some kind of wrapper function using the Transform of whatever implements it.
>>
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>>163229656
>>
>>163235693
>Should I learn Java or C++?
>How about RPGMaker or Gamemaker?
What a rollercoaster.

What kinda 2D are you animating? If it's pixels and you want to tell a story / make JRPG, go with RPGMaker. If you want to include more gameplay, use Gamemaker. If you are doing another kind of 2D animation, GM supports Spine iirc. You could also take a look at Godot, which has a decent in-built animator.

In neither case will it be necessary to learn Java / C++ first, because those engines use their own scripting language. Sure, general programming knowledge always helps when going for gamedev, but there are several devs here that started with engine languages and are doing fine.
>>
Is it normal to get depressed after finishing a game? I feel really fucking unsatisfied and tired when I should be feeling proud.
>>
>>163237206
Depends on the game. Making a cashgrab shovelpiece should definitely leave a bitter resentment for yourself in your mind.
>>
How do you guys choose the next step in your game when you know you have more stuff to do but you're not quite sure what to start with?
>>
>>163237206
Time to make another one.
>>
>>163237292
can't be a cashgrab if it's free
>>
>>163237308
Ask the investors
>>
>>163237308
drop the game
>>
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Unity is finally starting to click for me.

So long, engiedevving, hello sanity.
>>
>>163237206
You probably have the whole "loss of meaning" thing going on.
Completing a time consuming, potentially entertaining project can kinda suck in that regard.

Its like post-natal depression. Its all over, now what the fuck am I gonna do with myself?

The answer: Start a new project or consume time with another hobby. The feeling will pass.
>>
>>163236238
thanks that's a good suggestion
>>
>>163237308
I ask myself "What is the feature that adds the most to the game right now?" and then do some miniscule shit to avoid working on the essentials.
>>
>>163232318
>>163231719
Anyone?
>>
>>163232318
You seem to be separating on vertical and horizontal. This will not work as far as I know. Instead, look at penetration/overlap and then try and solve from there.
>>
>>163235770

Could you add a HUDTarget script to all viable targets, so that you could call GetComponent<HUDTarget>(); ?
>>
>>163238184
But aren't they supposed to be done individually? I'm following this tutorial by the way: http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/
>>
Is it safe for me to assume that every player has a standard controller nowadays?
- 10 buttons min
- left/right axis
- 1 pad
>>
>>163238584
Nope. Compared to the big picture, barely anyone.
>>
>>163238584
yes.
>>
>>163238584
mkb for life
>>
>>163237808
SDL_Point v = tileLayer->getSlopeValsAtIndex(SLOPE_TILE_ID);
int ly = (tileRow*tileSize) + v.y; // y position of left side of sloped tile
int ry = (tileRow*tileSize) + v.x; // y position of right side of sloped tile

Are these .x and .y values switched?
>>
>>163238584
you can design your game for gamepad, but you better have a mkb options
>>
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>>163238690
Nope, they're actually both y values. I'm just storing them in and SDL_Point for convenience, so one of them is labeled x. The sloped tiles look like pic related (different sizes, though) so the top left corner is the highest point (lowest y value) and the bottom right corner is the lowest point (highest y value).
>>
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>>163231716
Almost done now, but it's 8 fucking AM, so I'm off to bed!

Good luck with your devin', aggies!
>>
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/agdg/ will steal my ideas if I post progress, so I've decided the best course of action I should take.
I'll post when my game is done.
>>
So I have a question friends:

I am working on an RTS in Unity with A* pathfinding. I planned on adding units of different size and I found two ways of figuring out where a unit can travel or not.

1) I use the unity colliders and just brute force check every node in the A* pathfinding with the units size.

2) I use an annoted A* map and get rid of the colliders.

I'm leaning towards the second choice but im wondering if it would be more efficient by using the colliders since they are such a huge part of Unity.

Any advice would be great.
>>
>>163239409
cutout shader soon?

also gonna have animated texture eyes?
>>
>>163239520
who?
>>
>>163239520
>I'll post when my game is done.
>>
>>163239571
needs a unity logo on the mic
>>
>>163239550
>cutout shader soon?
What?

>also gonna have animated texture eyes?
That's the plan, yes. Maybe not quite as cartoony as Spyro, but I'll see what I can manage to produce.
>>
>>163239520
post a screenshot + dev name then
>>
>>163239530
>bruteforcing collision checks
Do not do this
Collision checks are expensive and you should aim to use them as little as possible
>>
>>163239640
I was just mentioning a cutout shader because you don't have alpha on the feathers in that gif
>>
>>163239737
I figured as much. I already implemented the annotated a* but I'm getting some huge spikes when path generating. I'm probably doing something wrong and need to refactor.

Thanks for confirming what I was thinking though.
>>
>>163239742
What is a cutout shader, Anon?
Is that a shader swapping a colour for complete transparency?

Alpha will be fixed later, I just didn't have any alpha in the texture file I was working with.
>>
>>163239520
Then you better cut that shit up and post slowly over time to make it look like you are in the process of working on it still, fckr
>>
>>163238337
I can imagine a million edge cases that makes it fail. You could attempt to code around them, or you can approach it from a reasonable direction.

Just because someone wrote something, doesn't mean it is good and true. lol
>>
>>163239827
the way I've normally seen this handled is through is by baking multiple navmeshes depending on mobility type
so like you can like split your units into big/small/flying or whatever you can generate a small number of meshes, and the only cost really is keeping them all in ram
>>
>>163239848
yup cutout just has one level of transparency, either see through or not. Unity has a couple built in, but they are also pretty easy to write yourself.
>>
>>163240131
I see.

Is there any benefit to doing that, as opposed to having alpha data in the image file?
>>
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Thinking about dungeon generation and I'm trying to think of the best way to do a real-time system. Just copied/pasted code from my roguelike but it doesn't work.

> Procedural generation rooms + hallways
> Procedurally generated large areas / caves
> Maze generation like TBOI
> Hand-made levels

The dungeon crawling is supposed to be very shallow. You pay X amount of gold to generate a dungeon, the more gold you pay the harder the enemies in it are and the better loot they drop. It's not supposed to go down more levels, just one floor per run. So I don't want to spend too much time on implementing several different techniques. I just want to pick one and stick with it.
>>
>>163240110
My current problem is when finding paths for huge distances. It just chokes for a noticeable second and then works but still...
>>
>>163240176
well a cutout shader will just use the texture's alpha, and usually compares it with a cutoff transparency value, like

if(maintex.alpha < 0.1), alpha = 0 or don't render or whatever in the shader code
>>
>>163240243
why not design a small set of levels and have enemy waves be procedural instead
>>
>>163240243
>real-time dungeon gen
That sounds pretty easy, unless you mean "run-time"?
>>
>>163240332
That's a possibility, definitely. What I meant by Hand-made levels. The enemies will never be set in stone.

>>163240368
Sorry, meant real-time gameplay. I adapted some code from my roguelike which was turn-based and grid-based, so there's a big difference.
>>
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.
>>
>>163240328
Yeah, I just meant to ask if there's any benefit in terms of optimization? An alpha channel adds to the file size, but that's negligible now. However, could it be less taxing on the engine to not have to deal with alpha? I suppose at least semi-transparency must be a little bit more taxing on the system?
>>
>>163240472
Lots and lots of trigonometry all referencing the player object.
>>
>>163240472
Why do you want to do that?
>>
>>163240583
Why wouldn't I?
>>
>>163240616
what benefit does it give you over just rotating the player?
>>
>>163240505
I'm not a big 3d dude but I do know that semi-transparent things often have issues decided what "order" they need to be drawn in to look correct.
>>
>>163240685
It makes it more like an FPS in that it's actually possible to get lost, which is sort of what I'm going for.
>>
>>163240505
semi transparent is technically more taxing, especially when you have to evaluate lots of stacked semi-transparent objects, but in the end unless you are targeting extreme low hardware it shouldn't be an issue.

I don't know enough about ps1 style hardware, but it did support it. In the end you might find cutout fits your artstyle more or something, who knows
>>
>>163240737
>>163240783
Okay, thanks senpai!

I'm fucking dying now, so good night
>>
>>163240472
Program the game so the player rotates in logic, then use surfaces to rotate the world for the UI.
>>
>>163240981
I was figuring I'd need to use view_angle, I'm not sure of the math needed, though.
>>
>>163240774
ufuckingwotm8?
>>
>>163241071
I'm doing a Roguelike/lite and fucking around with field of view and such. Based on exploration.
>>
>>163241067
In all seriousness, why not just lock the player object to (0,0); then pull everything either towards or away from it depending on if it is moving forward or backwards?
>>
>>163241067
You could try setting the view angle to match the player's rotation, I've never tried it.
>>
>>163241202
Seems pretty complicated, especially since I'm planning on randomly genned terrain and stuff.

>>163241220
This is what I'm attempting to do now.
>>
>>163240298
A* is going to chug given a large data set, no matter how well you implement it.

You need to split the map up into layers of abstractions beyond a grid or what ever and run A* on that first.
>>
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Now that I have a much more efficient particle and trail system that can actually handle transparency, I'm working on a couple other particles. Added wingtip vortices and afterburners, both of which I want to make context-sensitive so vortices only appear in high-speed turns and afterburners only appear on full throttle

New background tiles soon maybe
>>
>>163232318
I don't see why you have to overdo it so much. Don't think of slopes as separate collision, just think of them as collision and modify your movement vector based on the angle. Basic trigonometry. Get the normal of the surface you're colliding with and you can get the angle between that normal and global up.
>>
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aaaa why is he teleporting
>>
fuck you
C# is much more gay than GML
>>
>>163244307
Perhaps his position got reseted? And then you kill him without any real death code?
>>
>>163244320
elaborate
>>
>>163238584
You should always support KB(M). Though as far as gamepad support goes it's definitely acceptable (and it will help your sanity) to just use XInput.
>>
>>163244420
GML is easier and more understandable. C# is gay
>>
>>163240243
Mixture of the first two.
>>
>>163244307
you're not resetting some time value so when you have him move again, the time value is already at the max so he teleports
>>
>>163244475
what exactly dont you like about the languge? genuinely curious
>>
>>163244565
I've not seen much of it yet, but it seems to use more complicated syntax than GML.
If I want to do keyboard controlls in GML, it's simple as fuck, but in C# you use weird words the whole time.

It's also much easier to look up syntax for GML, to get an idea of how you have to write shit.
>>
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----[ Recap ]----
Game:BONE LORD
Dev:space dog
Tools: GMS, graphicsgale
Web:http://spacedoggames.tumblr.com/
Holidays:santa hat
Progress:
+ tiles
+ shitloads of menu stuff
+you can have a conversation with a skull
>>
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getting turn stuff working
>>
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What engine should I use if I'm to smart to use WSYIWIG engines?
>>
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working on tiles, sprites, obstacles
skellys can now knock on doors
>>
>>163245040
this is that hopo game
>>
>>163244806
did you abandon that restaurant game or are you expanding
>>
>>163245040

>skeletons bend at the waist and headbutt shit to attack

nice, but you gotta up the movespeed of your necromancer senpai.
>>
>>163245083
scope of that game is 2huge so I'm doing something small for now for experience plus to see if i can even be successful doing this or if i should just give up while i'm still young

i want to get back to it eventually
>>
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Progress:

Sorry for the poor video quality, my laptop is a shitter.

Anyways, got charged attacks implemented. The video has a blue ranger lining up a charged line attack against 4 red characters. The red knight repositions the blue ranger one tile down, forcing him to commit friendly fire instead.

Super pleased to get this working. Just need to clean it up and get the camera working a bit better.
>>
>>163244806
>Hooligans enter the restaurant demanding tribute!
>FIGHT!!
>>
>>163245437
lmao when i saw that it's a football game
very cute
>>
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new rendering technique for the angels. I used a centaur form to demonstrate its possibilities.

I could animate this too if I ever spent the time to look into it

1/2
>>
>>163245525
Thanks!

It's final fantasy tactics meets american football.

Super John Spellway's Actual Fantasy Football.
>>
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>>163245547
2/2
>>
How much math do you need to make game /agdg/?
>>
What is the consensus in 2D development on performance and efficiency vs. using methods that are easy and comfortable to implement. Is performance even a concern in 2D?

For example I made a function that masks rotated sprites using only the texture region and offset, but it is much simpler to use a shader so you use a 2D light to only show the relevant area. However this is 250% slower (almost 25 ms for 1000 sprites compared to 10, on my old machine)

Another faster solution would be calculating a polygon with UVs (The masked area is itself polygonal, so the masking with alpha blending is not strictly necessary). This would be more work again.
>>
>>163245684
trig and some vector math is all you should know
>>
>>163245684
Depends on the game and scope. For a basic 2d game you would probably only really need trig and some calculus
>>
>>163245684
addition and subtraction
>>
>>163245714
my smell test is to just try running it on a shitty computer: if it still runs at a consistent 60fps nobody will care

25ms genuinely bad, tho
>>
>>163245760
I haven't used calculus since calculus class in college years ago
it's one of those things that truly doesn't get used in life
>>
>>163245714
For 60 FPS you have a 16.667 ms frame budget. 10 ms for 1000 sprites for one effect could be a real issue. Even if it's going to be applied to <100 sprites in practice or whatever, that's 1/16 of your frame budget for a single effect.
>>
>>163245859
not at mcdonalds no
>>
>>163245684
2D: vectors, trigonometry, maybe matrices, maybe calculus
3D: vectors, trigonometry, quaternions, matrices, maybe calculus
That being said, you don't really need to understand much about them, you just need to know how to apply them. You don't need to grok quaternions to know they represent a rotation and scaling in 3D space.
>>
>>163245040
>skeleton army politely demands entry and just knocks on the door, being at most only mildly irritating
>>
>>163245968
don't h8 bro, mickey d's pays way over minimum wage
>>
>>163246113
pizza delivving is where it's at, i bought a house on that shit
>>
>>163245040
The shadow looks a bit odd, he's going up and down by a few pixels while the shadow grows to twice it's size.
>>
>>163245817
>>163245919
I have a real toaster here with integrated graphics and I am using Godot at this point. This is using the scene system because you have to have objects to have materials (as far as I'm aware, unless you use C++). Drawing directly to the screen without objects it takes 4 ms for 1000 sprites, but in that case there are other things you can't do.

The thing is I won't do this to 1000 sprites in my specific game, more like 5 at most at a time, and less than 1000 on the screen.
This would all run much faster on a normal computer. But is it normal or necessary to make specific code to save performance in 2D or should I just use the simplest way possible so I can go on making the game?
>>
>>163246319
>Drawing directly to the screen without objects it takes 4 ms for 1000 sprites
that is already retarded slow
>>
>>163246319
but anyway to answer your question
yes, just do this simplest thing first and then optimize later if you aren't reaching 60fps
that's the approach to take for all projects
>>
>>163246203
yeah I'm still playing with it, but I don't care enough to really rewrite that drawing code at this point
just want to finish the levels and fullstop this game already
>>
Advice regarding making mobile games?

Whether it's related to selling/marketing them, or what to look out for when making them.
>>
>>163246408
>>163246479
I assume it's mostly due to my slow laptop and lack of graphics card, although I hear Godot isn't that fast in general. But it probably would be pointless to optimize for integrated graphics.

But thanks for the hint, you are right about the order of optimizing. I forgot that you can always go back in later and change something when it's too slow, whereas optimizing things first is pointless because it doesn't do much for the core game
>>
>>163246825
Do you want to make money with you mobile game?
Build a time machine, or have a multimillion dollar advertising budget
>>
People are dumb.

I hate dumb.

I am dumb.

I hate me.
>>
>>163247497
t. sourcesamefag's moment of clarity
>>
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What engine should I use if I want to make a first person stealth shooter game, /agdg/?
>>
>>163247705
Unreal.
>>
How come my children aren't inheriting Draw events from the parent object? They seem to inherit everything else.
>>
>>163247930
having anything in an event of a child object wipes out parent's original event and replaces it
use event_inherited(); to call parent's original event
>>
>>163247930
try slapping an "event_inherit()" in there
>>
I'm gonna get a big bowl of cinnamon brown sugar oatmeal
and a nice heavy blanket
get real comfy
and do some engine devving
>>
Are there online drawing courses? Something where they give you a lesson then some homework, you send it in, they check it, maybe have occasional Skype talks etc. I'm feeling like I'll just keep all my bad habits if there's isn't someone shouting at me from time to time.

Or should I just go with a book or a regular tutorial series, then go on /ic/ if I want to get scold?

I'm so desperate I'm even willing to pay at this point for a good course, but irl sessions are damn costly.
>>
>>163237480
Smash Bros.?
>>
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well, I tried to fix it but then this happened
>>
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>>163247705
I'd say Unreal, capable of everything you need, but I'm an Unrealfag, I know fuckall what Unity is capable of though, I only know it's for
>second class devs
>>
>>163248229
>>
>>163244752
lmao learn to code dumbass
>>
>>163247930
Disregard, I'm a tard.
>>
I'm getting some weird errors /agdg/.

public class Entity : MonoBehaviour { }

public class Leader : Entity { }

public class Player : Leader { }


public class Monster : Entity
{
public Leader leader;
}


-----


public void Summon (Monster newMonster, Leader newLeader)
{
Demon d = GameObject.Instantiate(newMonster);
d.leader = newLeader
}


----


public class Turn
{
Entity currentEntity; //set to the new monster you summoned
public void SetCurrentTurn()
{
if (currentEntity.GetComponent<Monster>() != null) Debug.Log(currentEntity.GetComponent<Monster>().leader);
}
}


For some reason, currentEntity.GetComponent<Monster>().leader returns a null reference exception error. As in, the monster has no leader entity assigned to its Leader variable. Can anyone figure out what could possibly be wrong?
>>
>>163248397
use a pastebin you pig
>>
>>163248397
you can't use non unity methods on a non monobehaviour class. Make Turn inherit Monobehaviour
>>
Is the idea of building things like buildings and structures from scratch from like cutting down the tree to placing each individual plank etc etc boring?
I've yet to find a game like that and I'm thinking the only way I'll ever find one is if I make it myself.
>>
For how long have you guys been hanging around here?
>>
Is Godot an acceptable choice if I want to eventually sell my game? Any consideration why you wouldn't use it in a commercial project?
>>
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>decide to install GMS in my old notebook to code at bed because winter is a fucking shit
>check on the site if it runs on XP
>it does
>neat
>install it and run it
>shit ton of error messages one after the other
>google error codes
>must have IE8 or up
>download IE8
>it doesn't work on XP
>can't use studio on XP because I can't use IE8 on XP
>mfw
>>
>>163248646
If you have to ask, you've already lost.
>>
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>>163173913
----[ Recap ]----
Game: Wannabe Nintendo Clone
Dev: PHANTOMa Dev
Tools: UE4, Blender, GIMP, Audacity
Web: wanderfall.itch.io
Holidays: Santa Hat
Progress:
+ Moddeled the damn wand
+ Finished the Puzzle Mechanic
+ So have now got working versions of the big four mechanics for my game
+ Am now putting together a demo, hopefully available for demo day if not xmas
- Still no animations (and I'm dreading approaching them)
>>
>>163235465
I'm not sure that's supposed to be here...
>>
>>163248259
Unreal's camera shit always feels really awful and floaty to me. Is this a failing of the dev or the engine?

Unity doesn't have any default camera shit, you have to make it yourself.
>>
>>163245018
Assembly.
>>
>>163248646
Why wouldn't it be? It's open source and there's no licenses when you are ready to sell your game. It also exports to just about any platform.
It's also been used as an engine for commercial game.

That said, see:
>>163248843
>>
Is it just me or is the movement speed for controller faster than for keyboard in Unity?
>>
>>163249004
I just don't see Godot much outside of /agdg/, was curious as to why.
>>
Do you guys ever do code cleanups?
Every time I try to do one I'm like "Okay yeah this I'll do later" and end up with only slightly less messier code.
>>
>>163248508
Wyrm Online does this in the part requirements for stuff

3x keel sections
2x oars
1x mooring rope
50x pegs
50x tenons
1x stern
50x hull planks
10x tars
4x seats

That's for a single rowing boat. It takes fucking forever to build stuff, but it's very satisfying when it's finished. Then someone steals it because you didn't make a mooring anchor (a frowned upon thing in the game actually)

I don't think it's a very good way to make a game. Takes too long for not much effect. Now the same part requirements, except I need to position every plank? Shoot me.
>>
I made millions by copy pasting code from youtube AMA
>>
>>163249265
where's your game?
>>
>>163249157
People here are even enginedevving. I think outside of agdg Unity has a 60% market share or something? Godot is very small compared to that, in agdg but even moreso outside of it.

That said I used Godot at a gamejam for the first time and art people seem to love the workflow.
>>
>>163248902
I'd say dev, you can edit everything about the camera. Bad camera in the game is a lazy dev.
>>
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fuck me I keep on accidentally creating patterns
>>
>>163248050
Yeah there are several. Whether or not instruction is necessary and a good investment depends on the person. Some people fail when they try to learn things by themselves, either due to lack of proper learning technique, lack of self-organization and motivation (ADHD) or lack of good material (unlikely on the internet). Typically instruction from a skilled mentor is always superior to learning by yourself, but there has to be a balance of money and results. So if you are rich it's pretty good to consider, if you're a poor NEET then you should probably start learning by yourself and have your work critiqued by people on the internet (the level of critique is never going to be as high as when you pay a professional)
>>
anyone need programming help?
I'm lonely
>>
>>163249336
have you google your local witness today?
>>
>>163250548
If you're the same person who said this last time I ended up adding you on discord but you never accepted

;_;
>>
>>163250803
I did accept bruh
I just didn't say anything
>>
>>163248646
Questionable performance, limited by scripting, limited documentation and generally the project seems to try to do way more than it should.

Building a game engine with a complete editor is in itself a massive project, but they are doing both 2D and 3D, and then on top of that their own scripting language with parser and compiler which tries to be Python but isn't Python at all and lacks many functions and features due to being built from the ground up by a handful of people rather than large specialized and funded teams working for years (as with most other languages).

And while all this is happening there are important features missing from the basic tools, in my estimation. For example a UV editor is added only in 2.2 (the next version), there is no polygon generation for sprites or mesh deformation or animation, no sprite batching (!);

I feel this project should just be the best 2D engine out there instead of trying to be everything at once. However with that being said it's still extremely good and is especially powerful in the beginning stages of making a game, particularly with games that are more about game worlds and levels, rather than complex internal states and structures (simlaltion, management, strategy, generation, etc.)
>>
>>163250078

[LONG SUSTAINED VUVUZELA BLAST]
>>
are there any collaborators who met through agdg and are working togetherr?
>>
>>163250898
yes it has happened several times
they all failed to product anything
>>
Should I be worried that my artist is using a pirated version of Illustrator? Does it watermark exported files in pirated versions or anything like that?
>>
>>163250898
I once collaborated for a jam game. We finished it, there was no problem with the communication, both sides delivered what was needed.
>>
>>163250898
I have before, but it was closer to commission work than anything
"collaboration" without payment is a guaranteed failure 9/10. Rev share doesn't count as payment either
>>
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now with trees
>>
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>>163173913
----[ Recap ]----
Game: jamos
Dev: anon
Tools: C
Web: N/A
Holidays: Santa hat
Progress:
+ fixed sprite transparency
- Still don't have snow boarding level running
+ krampushack coming along well
>>
>>163251290
This is gorgeous. Nice work.
>>
>>163250551
Jon ur a hack
>>
>>163250453
Thanks for the answer!

The fact is, I usually self train myself. I have a job as a developer, and it's an absolute must to get into a new technology as fast as possible, thus I don't think I would have a problem with that. However art is simply my weak spot. I was on a 2 days course before, where we did this "right mind" method. Even if the outcome was good, it didn't actually teach anything useful, something re creatable. With "offline" tutorials (books, series etc.) my problem is that they most of the time jump into the draw the rest of the fucking owl category. "Oh, just learn to see the lines and shapes and draw them!", "Oh, just study anatomy" etc., yeah, but how? Practice, they say, but my question again: how? I even started the draw X hundred box challenge, but I just gave up when the 40th looked just as shitty as the first one. So I'm very confused if I'm missing a point or practicing the wrong way or simply not enough. My lines are still very shaky for example. Maybe my problem is that I want to find a logical approach to this, but there really is not. That's why I wondered if I could benefit from some hand-holding, spoon feeding on the subject.
>>
>>163220601
I'm experimenting with game dev (DX11) right now. When developing a game, the update functions gets over a thousand lines. How do I introduce classes so that the update function isn't so long
>>
>>163251748
Install Unity
>>
>>163251721
you're either born a drawfag or you aint
it's that simple
>>
>>163251721
this is the programmeriest post I've read all month
>>
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>>
>>163251748
It depends on the game. In some cases a long as logic loop is just enough when it does the job right. I usually use classes when it comes to enemies.
>>
>>163252090
I'm more worried about time based events and stuff. For instance keeping track of whether a character has completed a certain quest or if a flag has been raised (like in VNs). Constantly checking them in the update function seems out of place. Is there something like a callback function or something similar in cpp?..
>>
>>163251721
> Practice, they say, but my question again: how?

Practice.

That's literally it.

Muscle memory.

Get some references and try to draw them. Your brain and body will learn to draw alongside you. After drawing your 500th human body your brain will learn how to pick apart the whole thing, how to split the body into torso and hips, how to proportion the limbs, etc. If you ever feel like you're stuck just move on to drawing a different thing, drawing the exact same thing over and over won't teach you how to draw in general, but just how to draw that particular thing.

Personally I've followed this guy's "lessons" http://drawabox.com
did the homework he put at the end and moved on to the next lesson, regardless of how well or bad I did. Didn't bother with gay shit like getting the homework checked or asking for critique, what's important is that you just draw something.

Now I'm going through this guy's videos
https://www.youtube.com/c/prokotv/playlists
Particularly the figure drawing part, but really it's just there to give me a sense of progression and something to guide me along, at the end of the day I could just draw different stuff and I'd probably arrive at the same conclusions. I know I did that for muscle masses, figured what the deltoid, biceps, triceps and some other parts were without looking over an anatomy chart. (So when I did look over one, it was just filling in some blanks from a half-solved puzzle)
>>
I know you can get free musicbros with some effort but how about sound design bros?
>>
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----[ Recap ]----
Game: Catgirl Pool Party
Dev: Hik
Tools: SGDK, Paint.net, GIMP, Qt Creator
Web: hik.itch.io/catgirl-pool-party
Holidays: Santa hat
Progress:
+ Made new level graphics
+ Catgirl has a bounding box for better collision
+ Added curvy slopes
>>
>>163253205
Can you post a webm of your game? I think I've only ever seen screencaps.
>>
>>163253284
it's a generic platformer m8, who cares
>>
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>tfw helping AGDGers
>>
>>163251721
Learning to draw properly is boring shit, you have to learn to draw lines, circles, boxes, ellipses, measuring stuff. Pretty much all proper drawing instruction teaches you to separate 3D objects into geometric primitives, so the whole challenge of drawing things is drawing these primitives in perspective in the right proportion and scale. As for applying shading and lighting, again you just practice shading boxes and sphere and applying textures to them, then you can do that with almost any object. "Learning anatomy" just means drawing the same area of the body from a million angles and positions until you can do it correctly every time, it's boring and repetitive too.
Oh and there is a lot of shitty drawing instruction out there.
Reason for instruction is that it takes a skilled artist to see many mistakes and to understand why they were made (which comes with having taught many people before).
>>
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Shared this one on a /v/ gamedev thread, thought that some of you guys might be interested too.

If anyone's reading this thread and wants an easy way to get started into gamedev, you could try PICO-8:
http://www89.zippyshare.com/v/e5ESVzdo/file.html
I've been using it to teach teenagers how to code and it's really fun to use and learn. I even use it for gamejams.

Here's some resources to get you started: http://blog.nextthing.co/resources-to-help-you-learn-pico-8-game-development/

And here's an example of a game made with it: http://www.lexaloffle.com/bbs/?tid=2145
>>
Trying to learn Substance Painter already makes me so freaking depressed

I know most of you work with 2d but... W-What you guys using for texturing 3d ;_;
>>
>>163253641
>fake ASM
'n' ~ 'o'
>>
>>163253706
>fake ASM
it's actually Lua, I don't see how you could possibly be so wrong
>>
>>163253765
I know it's lua, it tried to emulate asm though.
>>
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>I'll just make a quick and dirty tool so I don't have to make palette data by hand
>3 days and 400 bugs later
>nothing worked how I wanted
>still somehow feel I'm saving time in the long run but hella bitter about it

Fucking damn. This was supposed to take about an hour to make.
>>
>>163253641
>PICO-8 for teaching
Interesting. Why would you recommend it over Scratch or Comenius Logo?
>>
>>163253842
Making tools is awesome, even more fun than making games
>>
>>163252061
I'd play the living shit of a game made in that artstyle though.
>>
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>>163253641
>shilling this hard
>>
>>163253897
I'd rather make games, but I'd rather not do all this palette nonsense by hand. I hate working directly with XML and JSON.
>>
>>163253284
I'll make a webm next time after fixing the level map and camera scrolling.
>>
>>163252403
>>163253626
Thanks for the answers. I guess you just have to do it then until it just werks. I'll try to squeeze in some time each day to draw something, and see where it goes.

Thanks for the recommendations! I actually went trough the Drawabox tutorials with the same mindset in the Summer, will check out that video series, if you say it's good for continuation.
>>
>>163252061
Iwata (top center) was also a programmer, that guy wasn't even trying kek
>>
>>163253575
That is a sick gif. What are some good fonts to use?
>>
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>>163253825
Anon, have you ever even seen ASM?
I don't understand how you could possibly think the code in the left resembles the one on the right in any way.
Am I being baited?

>>163253890
I personally don't like Scratch's "code blocks" approach for teaching. I start with simple flowcharts and then explain that most structures in a flowchart translate 1:1 with code in most languages. Never used Comenius Logo so I can't give you an opinion on that one.
There's also the included sprite and sound editor, which kids enjoy using.

>>163253996
>sharing an illegal download of a paid product
>shilling
ok anon
>>
>>163254226
not that guy. what is that code editor on the left? it looks like a game of some sort
>>
>>163254209
That highly depends on the situation, to the point where it would be insane to even attempt to help you.

Hell, even within a given context it varies a lot, so you have to be kinda specific / show where the text is going to go, before you can really get a good answer.
>>
>>163254226
>free copy of copy
Tried it and it works.

Godspeed to you anon, I've always wanted to try this.
>>
>>163254334
>>163254226
Nvm i'm retarded.
>>
>>163253641
>the entire development environment is 128x128 pixels
holy fuck why
>>
>>163254226
You know what i mean, it's literally not trying to be ASM. But it's trying to be an accessible flavor with lua.
>>
>>163254343
It's going in my project that will probably never see the light of day.
A side scrolling 3d shoot em' up, on the HUD to be specific.
I would appreciate any input from someone who sounds like they know what they know what they are doing (you!).
>>
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>>163254401
>>163254334
heh

>>163254428
It's supposed to be a fantasy console, like how one would code in something like a commodore 64 or a zx spectrum
I use a real text editor with it, though

>>163254454
No, it's -literally- nothing like ASM. If what you mean is that it resembles the coding prompt of retro computers as previously mentioned, those used BASIC, not ASM.

>>163254398
You're welcome.
>>
>>163254428
But it's great for teaching anon! You can easily use it to teach children, a high demand among the 4chan crowd.
>>
>unity shills got triggered by a small meme engine
holy kek
>>
I want to use a fixed resolution window for my card game. Is that a bad idea?
>>
>>163255078
Yes
>>
>>163255078
>i can't even play this game in 1080, what is this 1994? 0/10 DO NOT BUY
>>
>>163255153
It's a fucking card game m80.
>>
>>163255195
>LMAO worse graphics than HearthStone, no reason to play this trash, AVOID
>>
>>163254876
Reply to yourself again how thankful you are the opportunity to download a random 2D engine is finally here. I want to hear the shill in me.
>>
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----[ Recap ]----
Game: Not a School Shooter
Dev: Anon
Tools: Unity C#
Web: N/A
Holidays: Santa hat
Progress:
+ Multiplayer works
+ Hunger / Health work on network
+ New Inventory equipment logic works (looks like shit plz help)
+ New proc gen almost done
- Loss a bunch of progress switching over
>>
>>163254580
Nah I'm a giant piece of shit, but I was hoping to coax you into saying something useful so other people could help you.

The genre / setting is pretty important too. Like for example a sci-fi font would look mega out of place in most other settings. In any case, even though I'm useless in that way, a good rule of thumb is to choose something quite readable, even if it looks neat as fuck, it's best to have a font that's very clear.
>>
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Everybody posts this kind of pic for joint deformation, but this only works for leg joints that only bend in a way. What about shoulders/arms, which can bend pretty much on every axis?
>>
>>163255319
holy shit this delusion
>>
>>163255078
>>163255130
>>163255294
So were you talking about fixed resolution, as in fixed size in pixels on the screen, or just that it scales nearest neighbor, instead of having high res assets that can be scaled down?
I'm assuming 2D since fixed res doesn't make too much sense with 3D
>>
>>163227596
They also happen to be really hard to make art of so it's not happening, at least for now
>>
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>>163255354
>>
Dear /agdg/, I am here to share my stupidity.

Yesterday I made a thread on /v/ asking how to make game maker not lag because I was going through the first tutorial and it ran at 3-4 fps.

Later that day I played Gunpoint, which was made in Game Maker, and I figured out why.

I had to run as admin.
What
Why

Anyway while I'm here I'm just gonna compliment all of you because you all do some pretty relatively amazing shit that I'm too dum to understand.
>>
>>163255623
I'm assuming he means fixed.
>>
>>163255354
Arms definitely work that way. Shoulders are a whole different beast though. Head over to sketchfab and search for some low poly models to get "inspiration".
>>
how do I make a multiplayer FPS fun
>>
>>163231423
This is the best kind of mecha
>>
>>163255771
make it on source
now i've gone and done it watch the autist come within 10 minutes
>>
>>163249163
It's best to clean up as you go. Clean up the code you most recently added, because that code will be fresh in your mind so you'll be able to clean it up easier.
>>
>>163255771
>how do I make____ fun
I haven't found a game to be 'fun' in like 15 years
>>
>>163255623
Fixed size e.g. 1024x768. I tried exporting the vector to an image befitting the largest common resolution then scaling it down but the result is far, far less crisp than if I export the vector to the small size directly.
>>
>>163255327
I already knew all that so you're useless.
>>
>>163255771
Add stuns
>>
>>163255874
Well, yeah. Sorry!

But you didn't know to post a screenshot / super exact details so w/e
>>
>>163233778
MML2 looks great tho
>>
>>163255868
Just export everything to several resolutions
>>
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>>163253842
>when you try to make a tool to help you on your game dev but it ends up wasting too much of your time and not helping at all
I know this feel all too well
>>
>>163256335
Do you need a hug, anon?
>>
>>163256451
N-nyes
>>
>>163256496
Gimme yo address
>>
>>163256532
https://boards.4chan.org/vg/agdg
>>
>>163255354
Ball-and-socket joints are a pain in any way you do it, but generally you can use the left system and be thankful that the motion range isn't any greater and that we have only two major of them: shoulder and hip.

For the shoulder specifically, you should take special care about the acromioclavicular joint nearby. If you do that properly, you will be able to break the movement of the shoulders into two less extreme ones. Also keep in mind that the clavicle connects the shoulder to the breastbone, not to the spine.

The other joins are easier: elbow, knee and ankle are all hinge joints, though the knee's "rolling hinge" structure is best represented by the joint rotation point being behind the actual, physical one - almost outside the body. The wrist joint is technically a saddle joint, but the left-right rotation is highly limited in that place. The rotational abilities of the radius/ulna and tibia/fibula systems are easiest simulated by two "rotation only" joints between elbow and wrist respective knee and ankle joints.
>>
>>163255938
pls do not hack me irl ok
https://youtu.be/3HB9TNBm6ZA
>>
>>163256684
hakd ;)
>>
>>163256684
Sent ;)
>>
>>163255862
i wish i ws an adylt like you
>>
>>163257119
you already are
>>
>>163255862
The new DOOM is fun as fuck, even >>>/vr/doom agrees
>>
>>163257097
>>163256746
Where the fuck is my hate comments?
>>
>>163257176
alright I'll torrent it and see
>>
>>163257170
t-thanks
>>
A westworld style game where you are either a guest or a host. Hosts can die, guests cant.
Your task as a host is to create a narrative for guests.
Your task as a guest is to complete narratives.
As a guest, you can't know who is a guest and who is a host.
>>
>>163257275
>dev games
>still torrent games
>>
>>163257318
seriously though
how many games have you found to be actually fun in the last however many years?
we're just going through the motions here not really enjoying any of it
>>
>>163257336
>a game like [new thing]
This is always awful, it's always trying to ride the wave of popularity of its source rather than trying something new.
>>
>>163257418
Bro you alright?

I'm constantly playing games and researching game design. Shit's just so fun to me.
>>
>>163257462
westworld isnt a game, baka.
>>
>>163257569
It is a new thing
>>
>>163257619
>not making new things
nodev please
>>
>>163257418
not one, not two
the key to enjoying video games is to actually play them instead of memeing about them and trying something new
who knows, maybe that one dumb mobile game you kept sneering at will give you more fun than these brown rpgs you keep consuming en masse
>>
>>163257619
don't bother
>>
>>163257694
>>163257481
maybe I've outgrown video games
just like my parents always told me I would
shit, man
>>
>>163257336
>Hosts can die, guests cant.
So the opposite of Westworld, then?
>>
Which is more baby tier Gamemaker or unity?
assuming i have no programming skills.
Except pascal lessons in school.
>>
>>163257838
Nah in all seriousness, I've read a lot that people who get bored with video games find that taking a break from playing them helps a lot.

Maybe give that a shot. You're probably just feeling burned out.
>>
>>163257901
GM
t. GM user (seriously)
>>
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I slapped some simple air thruster effects around the ship and some engine effects too. Spess ships use thrusters to turn or rotate, so if the player turns left, the right side front pair and the rear side left pair will play the thruster effect for example. Now i actually have to hook them up to the movement system.
>>
>>163257901
in case you're not baiting
game maker is for kids
unity requires university-level technical skills
>>
>>163258383
you sure you're not baiting yourself?
>>
>>163258440
yeh
>>
>be happily enjoying my winter break from school and devving
>cunt cousin comes to visit
>is coughing, clearly has soar throat
>wake up next day
>couhing, nose plugged, sore throat
>winter break ruined for at least a week
that fucking asshole
i can't focus on dev when i have to breathe through my mouth and swallowing feels like a razor in my throat
>>
>>163258936
>i can't focus on dev when i have to breathe through my mouth and swallowing feels like a razor in my throat
for me it's always the inverse. dev fixes everything. dev more, thuglife.
>>
>>163258936
Same shit here. Family event, the little turds and parents were sick. Guess what.

Fucking determined to not give a shit about it.
>>
>>163255321
What is this game about?
>>
>>163246825
Just copy clash of clans.
>>
>>163257901
both are babby tier considered what they are used for, but gamemaker is babby tier to learn in comparison to unity
>>
>>163259082
I'm thinking about getting a phd in bilology so i can make a weaponized cold virus for the next winter, infect myself before visiting him and get back at him that way
>>
>>163258936
>not having a strong immune system
Its your own fault for not living healthy.
>>
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added an upgrade thingy to my thing
>>
>>163259452
Actually, I happend to be a /fit/izen so not only my body is lean and healthy but I also eat only healthy foods and take lots of vitamins (+ also test) and supplements to keep my bodily functions at peek capacity.
So if i'm not immune to this shit, the nobody is
>>
>>163259452
people digging around shit and garbage in third world countries have the best immune systems

rich kids have the worst immune systems because they don't have to rub elbows with people who've been digging around in shit
>>
>>163259635
>taking supplements and pilled vitamins

No wonder your immunity system is shit. I bet you take meds when you have a cold too.
>>
>>163259616
I like your thing.
>>
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Progress:
-Spikes
-Keycard and door now have some actual sprites
>>
>>163259616
Too reminiscent of a certain pink boy thing.
>>
>>163259779
Godspeed, torpedo dev! Looks fun so far.
>>
>>163259834
which in turn was too reminiscent of a certain blonde elf thing
>>
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>>163260031
you mean laughing elf man?
>>
>>163260031
Brunette
>>
>>163260112
yeah her
>>
>>163238328
You can't do GetComponent on an interface because an interface isn't a Monobehavior. Last night though, I did add a Transform to the interface which lets me work around that. With that, I was able to get ship targeting working again, although the HUD part of it is still broken.

It made me feel a bit better about the interface method, but I'm still unsure.

The way you're suggesting is basically the instead of doing an ITargetable interface that ships and turrets (and whatever) implement, I have a component that I attach to anything that is intended to be targetable. I actually already made one (it's an almost empty component that implements that interface) so that I could make anything targetable without having to do it the code way. It's nice and self contained, which is what I was getting at before when I said that way has its own advantages in that it works very well with how Unity is designed to work and its whole object-component system.

I'm kind of leaning towards just sucking it up and doing it that way rather than fighting Unity.
>>
>>163260031
it also is still being widely played and updates are released frequently on multiple platforms
>>
>>163259996
thanks anon

i think i'll have a proper demo for next demo day
>>
>>163258208
I love things like this. How are you deciding which thrusters to fire? I have that all pre-assigned, but I'm always curious how others do it because I've been fully happy with way I've done it.
>>
>>163242082
F-16?
>>
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>>163259320
It'll backfire, he'll probably already caught something worse than whatever a biology phd can make.

Then infect you; while you're infected with your own shit.
>>
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Time to start cleaning
>>
>>163250078
You need to seriously consider setting your patterns to music, similar to audiosurf.
>>
>>163250078
>This many objects on screen and no lag.
How do you check collision?
>>
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Worked on a system to change fog as you move through the level, controlled by a curve and works in-editor
>>
>>163260447
Basically i have a component which moves the ship and then the thruster comp. hooks into that and finds out on which axes is the engine pushing
>>
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good for speedrunning
>>
>>163258998
Except your "games" :^)

You should probably give up dev, googs.
In all honesty.
>>
>>163255354
The left one, obviously. In fact, you should use the left one for leg joints too. Middle is outdated. This isn't the 90's where saving 6 tris is going to make a difference.
>>
>>163261231
Looks real nice

What's your game like?
>>
A pure platformer with walljumping and speed boosting/shinesparking.
>>
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>>163260904
I use that too!

(PlainTasks plugin for sublime text, for those interested)

Cropped so people don't steal my original ideas
>>
>>163263682
>posted uncropped version
oh well
>>
>>163263682
Holy shit, look at all these original ideas I can steal.

>zombies
>UI
>inventory
>humans turn into zombies when they die
>vehicles
>AI
>night&day system

Rofling to the bank as we speak.
>>
>>163263956
oh noes! :(
DUNOT STEEL
>>
>>163263682
>improve everything from before
R.I.P.
>>
Actually programming is pretty easy with all the tutorials out there, right? I mean except if you want to make something really new and unique perhaps?

In the end it just comes down to your artwork and 3modelling skills right?
>>
>>163264246
*3d modeling
>>
>>163264246
what are you really trying to ask?
If you can make call of duty?
no, you can't
if you can make the next binding of isaac?
the next terraria?
no
you can't.
You can start by making pong, and then breakout/arkanoid.
After you make those, then come back and ask those same questions
>>
>>163264246
Yeah it is pretty easy actually. Just look up what you want to do on stack overflow
>>
>>163264367
M ypoint is that there are so many tutorials, that you basically can create any game mechanic with the help of them.
If you make good games really just depends on your art skills and your sense for good game design.
>>
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>>163263682
>Music

Fucking stolen. I'm glad I lurked this long. Brb getting this greenlit.
>>
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>>163263434
Thanks. I started it for AGDG's Zelda jam, so heavily inspired by it. You have a pet rock who you carry around.

I need to make a more up to date gameplay webm.
>>
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meme game.
>>
>>163264669
epic!
>>
>>163264625
this looks awesome, very climatic

>>163264669
psh.. nothing personnal king
>>
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>>163262663

>that one hit point that's out of frame on the lifebar
>>
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>google the dependency injection meme
>search page splits open into a text adventure about Python coding

d-does this mean I'm gonna make it
>>
>>163264246
It depends.

If you are an art guy, you might find coding quite a challenge first. If you are a programmer, you will find art taunting. Nothing is impossible, but the things we do not know always looks harder and scarier.

And if you are a music bro, well, just look at Undertale.
>>
One thing I've realized about retro console development - you can't just hack a game together. I keep writing myself into corners and having to revise large sections of code.

Guess I'm going to have to sit down and plot out a framework and stick to it, which I guess also means a writing a fleshed out design document for my game.
>>
>>163264858
could you point it out? maybe im just blind but i dont see it
>>
>>163264896
>Python
>Java

do the needful and take the poo to the loo

"dependency injection" literally just means "don't hardcode everything"
>>
>>163264896
ignore dependency injection, it's more trouble than it's worth.

I use it (not because I want to), and it's just retarded.
>>
>>163264896
"Dependency injection" is a buzzword for passing things as parameters. It's that simple.
>>
>>163264246
>>163264556
Yes anon, you got all the tools you need! Believe in yourself! You can do anything!
>>
I live in a country where a 100 mb file can take six to eight hours to download.

How do I make games that are very, very lightweight so I can upload them in a reasonable time? Rather, what should I be googling and looking for.
>>
>>163265270
google "how to get out of brazil"
>>
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>>163264669
intro meme game.avi
>>
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disgusting filters (optional!) and hidden endings (optional!)

>>163221675
Do you need any help with the graphics?
>>
>>163264896
>>163265187
Well, it's probably more accurate to say that DI is what code monkeys do when they want to effectively pass things as parameters without explicitly doing so.

Just pass shit as parameters.
>>
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>>163264946
>>
>>163265468
Why don't you look closer at what that is?
>>
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>>163265468
that is a part of the game maker debug overlay
as seen here
>>
>>163265270
Try to reduce the size of the assets. A pixel platformer is around 3-4 MB, maybe 8-10 if they put in some lossless audio. However, even a Unity game can be capped around 10-20 MBs if you don't have an insane amount of assets in it.
>>
>>163265270
Why would you routinely need to upload such big files?
I have an 8MB .apk, and I wont need to upload it until my game is finished in 1-2 months.
>>
>>163265509
>>163265562

Oh thank christ.
>>
>>163265046
It seems to be quite a specific way of not hardcoding things though.

For instance in Unity a component might try to find its own dependencies with GetComponent<T>() or by making a new instance. On the other hand, with DI you have a totally external piece of code to find and set the dependency, which to me seems counterproductive. Am I getting this right?

>>163265171
Thanks I was about to fall for it.

Should I get into Unit Testing?
>>
>>163265562
Is that debug overlay standard? If so, how do I activate it?
>>
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im making a undertale x jojo lgbt social game with doom style combos. any sugestions bros?
>>
>>163265569
>A pixel platformer is around 3-4 MB
citation needed because you're pulling that figure out of your ass
>>
>>163265654
yep, it's standard
show_debug_overlay(bool)
>>
How do people actually get so much done in a short amount of time?

Even on my best day I don't get as much done as them on their worst days.
>>
>>163265761
>Even on my best day I don't get as much done as them on their worst days.
What are you basing that on?

You only notice their good days because on their bad days, they have nothing
>>
>>163265761
It's just long hours at once. I usually dev anywhere from 6~14 hours at a time, but because of that I dev less days total. So it mostly evens out.
>>
https://matchingstars.itch.io/matching-stars
Where is your mobile android game AGDG?
>>
>>163265648
>Should I get into Unit Testing?
basically no. For games it's not so common.

If you want testing, check out a GDC talk by the guy who made retro city rampage.

In general, you want systems that help you test the game, but not the typical unit test, it's also more trouble than it's worth. (It's worth nothing for a game developer basically)

http://www.gdcvault.com/play/1021825/Automated-Testing-and-Instant-Replays

In general, just take a break once in a while and consider if you're repeating something too often, and add a tool/command for it
>>
>>163226785
alternate designs for grappling that may reduce visibility of bugginess:
>tongue of some beast
>a huge dong
>telekinesis/ghost hand/rayman 2 style
>reverse the mechanic; bring objects to player
>>
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>>163265825
On forums and chatrooms even when they say "damn I didn't do anything at all today" they have done tons of things, and when they don't say anything at all even then they usually post a few things.

>>163265829
That makes sense I guess
>>
>>163265867
pulled for copyright infringement :(
>>
>>163265648
>On the other hand, with DI you have a totally external piece of code to find and set the dependency, which to me seems counterproductive. Am I getting this right?
Passing dependencies by parameter doesn't really work in Unity, no, unless you're fine manually linking everything that's been placed in-editor and having tons of boilerplate for instantiated objects.

Though in this particular case the game object already owns its component so it's not necessary to get anything passed in.
>>
>>163266013
http://www.urbandictionary.com/define.php?term=humblebrag
>>
>>163265673
Okay, let us open, for example, the list of DD10 entries, shall we?

>Vampire's bit - 3MB
>Sugar - 4MB
>Ordinary platformer life - 2MB
>Placeholder Title - 3MB
>Unnamed Pixel Platformer - 9MB -> example when a single OGG file can took up a good chunk of space

etc.
>>
>>163265648
In Unity in particular I would just use GetComponent in the Start method. It's not like external code is going to help you in any way here without also adding much more spaghetti than its worth. Or make the variables public and set them from the inspector. That'd basically be dependency injection.

The canonical example of dependency injection I've seen is when it comes to logging shit, instead of putting a bunch of printfs in your code you pass some kind of logger as a parameter so that you can easily change where all the logged text goes later just by changing the line that passes the logger to begin with. Also useful for stuff like allocators etc..

Like any design pattern it can be overused and turn your code into overabstracted shit, so think through where you use it before you overdo it.
>>
>>163266296
Back to DD games:

>Whimp the Bold - 40MB
>Clarent - 17MB
>Insect Adventure - 87MB
>Anubis - 60MB
>Super Space Jam - 24MB

etc.
>>
>>163265663
a funnier shtick for your posts
>>
>>163265673
Anon, I was making games (and playing games in GM communities) back in the mid noughties and even massive games were under ~5 MB. I'd say that's mostly due to GM preferring MIDI to compressed PCM but also developers not being wasteful in the myriad ways that are commonplace now.
>>
>>163266634
>passing things is a design pattern
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE FUCKING OOPSIES!
>>
>>163266749
Do you think game development tools and libraries haven't changed at all since then? It's not the assets that make games larger unless you have somebody really incompetent in charge of that.
>>
Finally!
All the hard shit is done and the game is already a bit playable. Nobody cares but I don't care.

Now I can take it easy, think of content and start adding useless gimmicks.

Today was a great day.
>>
>>163265648
Also about unit testing, it's not very common in "the industry" because the way games work everything is inherently interconnected so much you need a ton of boilerplate to set up all the state before your tests in most cases and it ends up being a nightmare. If you can find something that can be tested cleanly without the test being more LOC than the unit itself it's great, but there's many things that just don't work great with unit testing.

I'm a big fan of what the Dolphin developers have been doing. They have a set of save states they automatically load up and screencap on different computer configs (AMD, Nvidia, Intel, etc.) and get a visual diff if anything has changed in the screencap from the last build. Read about it here: https://dolphin-emu.org/blog/2015/01/25/making-developers-more-productive-dolphin-development-infrastructure/

I think that kind of testing is much more effective in games. You could also go even further by e.g. replaying a recording of a playthrough of the game and ensuring it's still able to complete the game after each new build.

Obviously this might be harder to apply to Unity where you don't have control over the entire stack as such, but it's not impossible. I wouldn't spend so much time on it though unless it was a bigger project.
>>
>>163266969
Yes, using a bloated 3D-recently-turned-somewhat-2D engine for a 2D game is "developers being wasteful".
>>
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is there room in these threads for another enginedev?
I'm making an ECS game thing in C++
here I'm testing out spawning and despawning (off screen) a bunch of entities with a couple of components each
>>
>>163266975
We would care if you would post progress instead of talking about it.
>>
>>163265569
>maybe 8-10 if they put in some lossless audio
literally fucking nothing is 8-10MB if it has lossless audio
>>
>>163267065
Well now you're just flat out making assumptions like a dumb fuck. Sorry, I thought I was talking to somebody reasonable for a second.
>>
>>163267075
That looks nice.
>>
>>163267142
>game engine becomes bloated
>still keep using it even though it's not providing reasonable bang for its size
That's not wasteful?
>>
Hi, computer science fag here.
I'm taking intermediate 3d modeling (skipping intro) next semester.
>Anything I can do to prepare during break?
>Any tools I should get familiar with?
>Best tutorial series, practice assignments etc?

I'm trying to familiarize myself (even at a shallow level) with every aspect of development. Any help is appreciated
>>
>>163267065
tough luck grandpa, people who don't live in shitholes download 10MB in seconds even on their damn mobile phones, everything is bigger and more wasteful and it's only going to get worse
>>
>>163267334
>I'm taking intermediate 3d modeling
this is not computer science
>>
>>163267313
Not that guy and don't particularly care about your argument, but qualities of the engine like "bloat" are irrelevant in a discussion about developers wasting filespace through lazy coding practices unless you are specifically arguing that the bloat of the engine causes it to produce files that are larger than necessary. That may very well be true, but it's not what you've argued in this post that I'm replying to.
>>
>>163267452
I'm taking an extra class outside my major, if you misinterpreted
>>
>>163267334
>every aspect of development.
I hope you have years of free time then.
>>
>>163265648
DI is where you supply an objects dependencies in its constructor. Thus proper dependency injection is not possible with unity objects because you are not allowed to invoke the constructor yourself. Some people try to do another way where they use an external system that does it after the constructors but its not exactly the same thing.
>>
>>163267489
>Do you think game development tools and libraries haven't changed at all since then? It's not the assets that make games larger unless you have somebody really incompetent in charge of that.
Yeah well he responded with this so I indulged him.

Both practices are wasteful.
>>
>>163266650
I just tested and the minimum build size for a Unity game is 27MB or 11MB when zipped.
>>
>>163267686
and how many of those pixel platformers listed use unity
>>
What webm maker programm do you use? I used to use 4chan webm maker, but the download doesnt work for me somehow anymore. It was very simple and easy to use. Is there something similar?
>>
>>163259779
Did you drop he torpedo game? If so, why?
>>
>>163268151
Super Space Jam
>>
>>163268519
He considers it finished. It's on GreenLight at the moment.
>>
>>163268151
I didn't check the others but SSJ is and its pretty much all either engine required data or music that isn't compressed much yet.

>>163268480
I use WebMCam but make sure to put on a bit rate limit if you use it.
>>
>>163268643
Neat.
He actually finished a game, the absolute madman.
>>
>>163267075
how are the entities/components stored in memory?
>>
>>163268480
OBS to record mp4, then convert to webm with webm for retards.

ShareX also has a way to record webm, but I haven't tried it yet, so I'm not sure how good the quality is.
>>
>>163268769
linked lists at the moment
one for each type of component
might change to some kind of tree, but for now lists are fine
>>
>>163268710
Yeah, he's one of my fav devs. Sticks to one core mechanic, to a doable scope, expands it just enough to keep it fresh trough all the levels, then game desing/level design the shit out of it.
>>
>>163268921
>linked lists
>trees

Don't talk to me or my cache line ever again.
>>
>>163268921
Why would you enginedev if you're going to be this unaware about performance?
>>
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>>163268660
>>163268775
NVM I'm an idiot. I just clicked on the wrong download button for the 4chan webm maker.
>>
>>163268921
>>163269029
In C++, that is.
>>
>>163269005
>>163269029
I'm trying not to go overboard with data oriented design
my thing will already be 5x more efficient than any premade game engine
>>
>>163269148
"no"
>>
>>163268950
Too bad the game looks like crap.
>>
>>163267075
you realise that this is shitty right?
look at how the squares are vibrating.
You don't even know how to round down and you want to be an enginedev?
>>
>>163268775
>Webm for retards.
That's offensive anon, contain your speech! It's now ̶W̶̶̶e̶̶̶b̶̶̶m̶̶̶ ̶̶̶f̶̶̶o̶̶̶r̶̶̶ ̶̶̶D̶̶̶u̶̶̶m̶̶̶m̶̶̶i̶̶̶e̶̶̶s̶̶̶ ̶W̶e̶b̶m̶ ̶f̶o̶r̶ ̶B̶a̶k̶a̶s̶ WebMBro! It's on Github, a respectable safe area for any person.
>>
>>163269005
>>163269029
Where is your ECS?
>>
>>163267686
>2016
>game sizes matter

AAA games are pushing 50-100gb now. Nobody is going to mind downloading 100 megs.
>>
>>163269303
In a resizeable array
>>
>>163267334
download blender, make shit
alternatively, pay for maya light version, make shit
>>
>>163269148
Sounds like pessimization to me. Vectors are nearly always better than linked lists, so you should just go with them by default and switch to a linked list if you profile it and find it's more efficient.
>>
>>163269286
That one is dead though.
The one still in development is https://gitgud.io/nixx/WebMConverter
>>
>>163269351
Pics or didn't happen
>>
>>163269271
>look at how the squares are vibrating.
I'll just add a blur filter
problem solved
>>
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>>163269514
Google "The Witness"
>>
>>163269346
In most cases I agree except for maybe browser games intended for mobile, which is relevant only to a few of the developers here.
>>
>>163269643
>AoS
That's no better.
>>
>>163248646
Yes

>>163250846
They're skipping 2.2 and going straight for 3.0 which will have greatly improved 3D and slightly improved 2D rendering, after which they plan on polishing what they have.

https://www.youtube.com/watch?v=lrwHTJ41JiY

You can follow development at @reduzio
>>
>>163269643
>no ECS
Thought so.
>>
>>163269303
https://unity3d.com/

it's been field-tested by millions of users already.
How does yours compare?
>>
>>163269734
I wouldn't call the abomination Unity uses an ECS.
>>
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>>163269382
i have blender, my problem is not knowing where to begin. is there some sort of online curricula available for noobs?
>>
>>163269734
>unity
>yours
Pick one
>>
>>163269794
just try to make a simple 3D game, pong in 3D
then try to make those things in blender, and then when you don't know how to do one thing, google it.
Then try to make a tree to put on the pong game, balls, blocks, score in 3D, try to make those. When you have a purpose you can find out how things work better, slowly.
following a tutorial means you'll forget what you did 10 minutes later
>>
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>>163269734
>Unity
>ECS
>>
>>163269824
that's the point
you're stuck making nothing, I'm half way through my game.

When you finish half of your engine, I will have a product that people can play and enjoy, nobody will EVER use your shitty enginem not even yours.

>>163269928
Unity's whole thing is its Entity Component System, yes.
>>
>>163269680
>mobile
My mobile is 3 years old and has a 64gb storage, 100mb is nothing
>>
>>163270021
wow, why so defensive bro?
must be really bitter about something
>>
>>163269794
My wife's son LOVES this book
>>
>>163270021
>components aren't just plain old data
>components can only interact by holding references to each other, acquired by calling methods using RTTI on the parent entity
>entities are lists of components rather than conceptual rows in a relational database or even just structs
Nah.
>>
In a game where you can choose the colors of your clothes? What colors do you expect to be able to choose from? Please be as general as possible as I'm very limited in palette, but my mind is completely fucked.
>>
>>163270021
Where is your game?
>>
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just finished making the body mesh
going to make the protags now

so I need opinions

my game is going to have 3 options > then choose gender for protagonist.
the options are just what type of personality the protag will have (won't really change the game)
the game I'm making is some pokemon smt clone that's light-hearted
>>
>>163270394
this should help
http://www.colormatters.com/color-and-design/basic-color-theory
>>
>>163270021
Unity doesn't even have a concept of a "system"
>>
>>163270194
The concern is data usage and download speed.
>>
RPG where you can't use items in battle.
Is it fine without or too essential?
>>
>>163270394
Are you for real? Get some sleep/sober up 'cause this is a retarded question.
>>
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>18 days until demo day
>>
>>163270229
>>163270428

you're right, sorry guys

I got a little carried away there
>>
>>163270449
just cut all the males right now
>>
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>It's a "You did something so retarded the editor and Visual Studio both freeze and start using all your RAM" episode
>>
>>163270503
wut fucking kind of rpg
>>
>>163270503
fine without
I never used items in battle in any final fantasy game
>>
>>163270631
think simple jrpg.
>>
>>163270503
Didn't Witcher 2 do that?
>>
>>163270449
my opinion is that weeb shit is garbage
>>
>>163270452
It doesn't unfortunately. I'm just trying to find colors that people like that I missed. Like somehow I missed orange initially. Stuff like shades and color theory is actually unimportant to the question. Just, what colors do you like to wear in games?

>>163270525
Perhaps this would be for the best. I'm tired but my brain is also racked from stupid dev problems as well. I'mma just chill and look around though.
>>
>>163270613
better than what I was going to reply.
Thanks
>>
>>163270628
This happens to me with Unreal even when I'm not doing retarded things
>>
>>163270804
red
blue
yellow
purple
green
orange
white
black
>>
>>163270993
>purple
Aww shit nigga I forgot that one. Also somehow I forgot black and white too. Thank you!
>>
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>>163270804
the more the merrier? shit idk
how do you forget about colours?
>>
>>163270916
unreal crashes on me way too often.
I use unity now anyways. But yeah, wtf
>>
>>163271113
My head is thumping, I'm sorry if it's a dumb question. But Shia says I gotta do it regardless.
>>
>>163271093
https://www.youtube.com/watch?v=JurGajlyEew
>>
>>163271207
no
you should stop
go out and take a walk
go to bed
watch another seinfeld episode (not just in the background)
do something else
>>
>>163271295
You're probably right. I started about 11PM last night. It's 12PM now.
>>
>>163271219
>youtube.com / watch v= UR GAY EEW
>>
>>163270449
What does male extrover have on his head?
>>
I want all of you guys to know that you're all doing a very good job, keep it up, don't let anyone tell you otherwise.
Hope your dreams games will one day be made by you.

Hope to see your game soon!
>>
>>163270449
Why does neutral male look like a woman?
>>
>>163272191
a bandana
>>
>>163272296
Unless you are making a CastleVania ripoff. Then you can go fuck yourself.
>>
Is it possible in c# to reset a read only instance of a class?
I need all values in it to go back to default values (same thing as when you do var poop = new mypoop()) except i can't do that since it's read only
>>
>>163272580
>is it possible to mutate an immutable object
Obviously not you moron.
>>
>>163272580
Yes, use reflection, iterate over it, and set all values to default.
>>163272715
diploma.bmp
>>
>>163272409
Looks okay I don't like introver male hair but that's just my opinion.
>>
>>163272846
Well it may be possible with hacks but you certainly don't want to do it. It's immutable for a reason, otherwise it would be mutable.
>>
>>163272580
Do you understand what "read only" means? Make it not read only.
>>
https://figraski.itch.io/climb-everything

Can somebody please the game of test play? Is it my first porduction be disrough. Thanks of abundant cattle be to you.
>>
>>163273024
>>163272715

Not him, but maybe you should tell him HOW to do that. Not be verbally abusive.
>>
>>163273526
I did nothing and dieded
>>
>>163273698
In most languages you have to specifically set it to read only. If you know how to do it, you should know how to undo it. I'm not trying to be a butt, but his question is honestly ridiculous.
>>
>>163273698
He asked if it's possible. It's not normally and it shouldn't be.
>>
>>163273778
>>163273797
http://stackoverflow.com/questions/629910/variable-type-declaration-private-by-default

If he's just learning C#, he won't be aware.
>>
>>163273698
fuck off pussy
>>
>>163273881
Privacy is a completely different thing you idiot.
>>
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>>163270449
>game about amputees
didnt we already do that?
>>
>>163273881
Do you know what the difference is between "private" and "readonly"?
>>
>>163273526
By the way if you restart you keep the score
>>
Has anyone here ever used the QICI engine? Do you know how to make a rigidbody use a circle collider?
>>
>>163273526
You should probably add to the actual How to Play section that you can alternatively use the keyboard arrows to play. I feel sorry for anyone who has to use the buttons on the screen method via mouse OR touch.
>>
>>163273526
left + jump doesn't trigger together SOMETIMES, so i quit
>>
>>163274180
THIIS
>>
>>163273967
I guess he doesn't, please share your wisdom
>>
>>163265424
looks less like a crt filter to me and more like a paper texture
which is just as fitting in my opinion funnily enough
>>
>>163273967
I don't see much of a difference. So long as you don't have any setters, private classes and variables should behave the same way.
>>
>>163273705
>>163273997
>>163274091
>>163274180
>>163274280
>actually replaying to obvious troll
>>
>>163274369
I'm not trolling though
>>
>>163274369
I think he's just a non-english-speaking shill, anon
>>
>>163274331
>>163274309
Perhaps you should read up on what "readonly" means before you use it. It means that once set, you can never ever reassign the value. You can mess with parameters usually, but you can't say x = new Dong();. In this case he can just have a function in that class called Reset() that sets stuff back to default to do what he wants. I don't know why he's using readonly anyways, it's largely useless.
>>
>>163272559
i'm making a puzzle game right now, i will make a castlevania ripoff about odin when i'm good enough at deving.
>>
>>163273526
dont now if its my shitty keaboyard, but yea, jumping doesnt work sometimes when moving
>>
>>163274650
I'm the anon that posted it. I just wanted (you)s. It's not even my game, it was just one of most recent on itch. I didn't get the reaction I wanted though.
>>
>>163274862
what did you want
>>
>>163274935
Reaction images to the intentionally poorly typed post.
>>
>>163274652
Very likely some tutorial recommended doing it. But yes, that's what readonly is. Pretty sure I at least understand it. If you made member variables or classes private and didn't create and setters or overloaded constructors, readonly and private would behave very if not entirely similarly.
>>
>>163270698
i think the witcher 2 was worse off for it since alchemy made such a difference in fights. it usually ended up as quick saving every 5 minutes and if a fight happens, quick load and take potions.

thank god the witcher 3 got rid of that

>>163270503
i don't think it's a good idea for the reasons stated above
>>
>you will never be such a nodev that you post other people's games on anonymous imageboard while pretending to be the person who made them
nice to know there are always lower levels to stoop to
>>
>>163275218
I never thought about it that way. I feel better about myself now.
>>
>>163274652
From what I am gathering, readonly is primarily used in multi-threading.
>>
>>163275516
I'd be down if eating the grass gave me some sort of pleasure other than filling my hungry stomach.
>>
>>163275428
It's also used for making constants of classes you have to initiate, but the problem with that is that it's typically sketchy as shit to even need that.
>>
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Do you write down your own game's story and lore or do you keep it all in the head?
>>
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Why does this look like shit?
What other games do good transitions?
No fade-in fade-out. I wanna avoid using gradients.
>>
>>163275953
Good design practices recommend you plan it out to the best of your ability first.

However, I am too lazy for that.
>>
>>163275971
Cave story
>>
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>>163275953
>lore
Yeah sure, I have lots of that and totally need to write it down.
>>
>>163275971
The transition doesn't appear to fill up the entire screen until it's one solid color so it destroys the illusion that time has passed or the area has changed. It's like looking behind the curtain or being able to see the cast setting up the next seen in the dark theater.
>>
>>163275971
Try a slight delay when it's fully coloured.
>>
>>163275971
fill the screen, hold for half a second and then unfill
>>
>>163270449
>the game I'm making is some pokemon smt clone that's light-hearted

Many tried and failed to do that. Either it is too complex for them to make or the game turns out bad. My suggestion: give up on that idea and make a Visual Novel instead. The characters in your picture look like they belong in a VN. Of course, just a suggestion. If you want to persist with your idea then it is your problem, just don't come crying to /agdg/ later.
>>
>>163275953
Partially written but mostly inside my head
>>
>>163276470
>idea guy tries to impose his ideas on others
Get back in your corner
>>
>>163276095
I'll try to rip that if I can't make this work.

>>163276173
>>163276357
>>163276376
Okay, I'll add a hold and post when I'm finished.
>>
Doing a sort of village/city in the desert with stone bricks but for some reason I feel like I've seen ones in games which had like, square wooden poles sticking out of towers and shit, am I misremembering or is that a thing?
>>
>>163276608
(You).
>>
>>163276619
ist a thing for things built of sandstone if i remember correctly
>>
>>163276619
Don't know what you mean. I don't think I ever saw what you're talking about.
>>
>>163276619
Assassin's Creed?
>>
>>163276619
This what you mean? Don't know what the purpose is
>>
>>163277001
structural support
that shit is literally built of mud or sand, it wouldn't stand on it's own
>>
Anybody have a 2D animation program they'd recommend? Not for pixel art.
>>
>>163277001
Looks sick, but I wonder what is the purpose of the wooden poles.
>>
>>163276738
nah actually he is right your """suggestion""" is retarded
>>
>>163277124
(You).
>>
>>163273778
>>163273797
You retards do realize that readonly won't prevent you from changing anything inside of that class right? You just can't null or reset the variable that holds the instance reference of it.
>>
>>163277196
He said the instance was read only, not the variable.
>>
File: Untitled.png (10KB, 680x602px) Image search: [Google]
Untitled.png
10KB, 680x602px
>>163276832
>>163276884
>>163276910
>>163277001
I think something like this. Like a tower with a bit of log poking out
>>
>>163277081
>>163277001
Dank pachinko
>>
>>163277078
plz
>>
>>163277314
its a pretty generic design idea, are you looking for inspiration/reference images or are you worried about copying? Because you shouldn't be worried about copying.
>>
>>163277191
The two other guys are right. Maybe you should stop.
>>
>>163277078
Pirate Flash
>>
File: 2.webm (3MB, 800x600px) Image search: [Google]
2.webm
3MB, 800x600px
alright so it runs at over 200fps with 4k entities doing some trig every frame
now all I need is a game to make
>>
>>163274652
>It means that once set, you can never ever reassign the value.
Reflection is one hell of a drug. Consequently, the above is not strictly true, but you shouldn't try without knowing very exactly what the hell you are doing.
>>
>>163277498
>>163277078
https://docs.krita.org/Animation
>>
>>163277578
(You).
>>
>>163277572
Nah not worried about copying stuff downloading stronghold crusader 2 right now, just don't want ot make something that people will think is retarded.
>>
>>163277730
Would that be any more intuitive than using Photoshop to animate in?
>>
>>163277078
Ever tried Krita?
Don't know how good it is for animation, but it is free, at least.
>>
>>163277821
I don't know as I have never animated in photoshop
>>
>>163277720
imagine the framerate and entity count you would get if you took proper consideration of your poor cache
>>
>>163277917
It's really simple. Click Workspace and do Animation.
>>
>>163277720
That's not impressive, certainly not "5x better" than a premade engine like you claim.
>>
File: 1475664033489.jpg (68KB, 633x758px) Image search: [Google]
1475664033489.jpg
68KB, 633x758px
>tfw too cold to game dev
>>
Reminder that premature optimization is bad
>>
>>163278157
yes it is
>>
>>163278194
Premature pessimization (using a linked list instead of a vector) is even worse.
>>
>>163277720
Trippy. Make a meme game.

>>163278157
It is impressive.
>>
>>163278162
Just let your computer run UE4 in the background for a few minutes until your house warms up
>>
>SOMEONE MAKE A NEW THREAD
>I FEEL LIKE I AM WASTING TIME POSTING EBCAUSE NEW THREAD IS SO SOON
>SOMEONE DO IT PLEASE
>THANK YOU IN ADVANCE
>>
>>163278264
but a vector is typically implemented using a linked list.
>>
>>163278194
Intentionally gimping performance just so you can say you're not optimizing it is the worst
>>
>>163278423
What the fuck are you talking about? A vector is another name for an array-backed list.
>>
>>163278423
the adults are talking
>>
upgrading to the new unity broke my 3D clouds so until I fix those this level has an off skybox.

Finished the death animation for the cube rhino charging enemy, he also dies and falls if he goes off the edge.
>>
New thread:
>>163278610
>>
>>163278502
array-backed?
>>
>>163278606
Looks great, but the gameover/continue message is a bit slow to appear.
>>
>>163278431
>>163278264
Actually no. If you don't need the performance it doesn't matter.
>>
>>163270449
Neutral boy(female)
>>
>>163269706
https://twitter.com/witnessgame/status/644549617732837376
>>
>>163265663
The most unholy jojoke
>>
>>163277720
2 hours of your life wasted
>>
>>163259616
Interesting placeholders
>>
>>163258208
Even in the future Windows fails.
>>
>meme op in the new thread
>>
>>163279731
>meme op
The fuck are you on about?
>>
>>163279424
all I did was remove the delay between frames
took longer to make the webm
>>
>>163278203
>>163278303

fucking flash doing 100,000 animations:

https://www.youtube.com/watch?v=Aso0K2YdwfA

4k entities is NOT impressive.
making a shitty game is more impressive than this.
>>
Hey, I wanna make a 2d platformer. Should I use Unity or GameMaker?
>>
C# noob here. I want to create two shots coming out simultanously, one on the left side, the other on the right side of player.

http://pastebin.com/

However this code isn't working. I can spawn the left shot, and also can edit Shot Spawn 2, Fire rate 2, in Unity, but the second shot doesn't appear.
>>
>>163281037
Neither. You should use C++ and either SDL or SFML.
>>
>>163277078
TVPaint is amazing. ToonBoom is great for vectors and half-vector. Moho is good. If you don't want to draw, just animate existing artwork, Spriter and After Effects are fantastic. Plenty of options depending on what you want to do.
>>
>>163282501
Fuck I mean Spine, not Spriter

>>163281037
2D in Unity is pretty rudimentary. I mean you can still get the job done but there are better options for pure 2D if you want results fast. Or you can use a Unity asset that has most of the game done and just insert your assets. For something as generic as a platformer that works fine
>>
>>163281037
gamemaker obv
unity is for 3d
you can make 3d in gamemaker too but it will be shit
>>
>>163281630
with that code nothing should be happening
>>
>>163280107
>4k entities is NOT impressive
you don't know his rig, bozo
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