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/agdg/ - Amateur Game Development General

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Thread replies: 756
Thread images: 144

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Progress edition.

> Previous Thread
>>163220601

> Join Demo Day 12
itch.io/jam/agdg-demo-day-12

> Play Dinosaur Jam games
itch.io/jam/agdg-dinosaur-jam

> Play Demo Day 11 games
itch.io/jam/agdg-demo-day-11

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/wUh6itNN

> Recap Mondays
homph.com/recap

> AGDG Games On Steam
homph.com/steam

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

> Engines
tools.aggydaggy.com/engines

> 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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Is anyone making a game where I can play as a cute boy (male)?
>>
>>163278610
second for Pico 8
>>
>>163278740
Is a cute boy (female) good? What about a Manly girl (female)
>>
>>163278732
The elements are stored contiguously in memory. The caveats are:
1. Adding a new element may require a reallocation and O(n) copy
2. Insertion or removal not from the tail is O(n)
But in most cases traversal occurs far more often than either of those so it's best to optimize for that.
>>
>>163278858
Why the fuck would you go for the most probably less efficient option by default if they're both just as easy to use?

I want to hang all the faggots who hear "premature optimization is evil" and interpret it as "write inefficient code".
>>
>>163279134
I was more wondering if you meant array-based.
>>
>>163279328
Same thing.
>>
I can't yes dev with nothing to listen to

Give me some music please
>>
>>163279842
https://www.youtube.com/watch?v=doEwWzMz99A
>>
>>163279842
https://www.youtube.com/watch?v=zMLxF93u5Yw
>>
>>163279842
https://www.youtube.com/watch?v=l3NoYyNKSXQ
>>
>>163279842
https://ronaldjenkees.bandcamp.com/album/alpha-numeric
>>
One more for the grinder boys, I'm here to join your ranks.
Wish me luck.
>>
>>163280013
>luck
Already doing it wrong. What you need is discipline.
>>
>>163279653
I want to include a bsod from time to time as an easter egg
>>
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What are we gonna animate today Senpai?
>>
>>163280013
Good luck. Now tell me your game idea.
Please, don't be more pixelshit.
>>
>>163279842
https://www.youtube.com/watch?v=wv0iUKb80C8
>>
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>>163280145
>luck isn't necessary

If luck isn't your main stat then get out of my face.
>>
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>>163280187
Have a death animation where he gets sliced in half, and the top half slides onto the ground
>>
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.
>>
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>tfw no winter jam
>>
>>163279842
https://www.youtube.com/watch?v=SKI8RFr0Ec8
>>
>>163280145
>Ecclesiastes 9:11
>I have seen something else under the sun: The race is not to the swift or the battle to the strong, nor does food come to the wise or wealth to the brilliant or favor to the learned; but time and chance happen to them all.

Luck is the supreme stat. If you don't have it then everything you try to hit will miss and you are doomed.
Is there anything you can do without luck other than failing?
>>
>>163280376
You try programming on luck as your main stat, I'll pick discipline and actually learn what I need to do, as well as actually do what I need to do. You keep typing away, maybe the entire works of Shakespeare will appear on your screen.
>>
>>163279842
https://clyp.it/rw05lbi3
>>
>>163280429
>mixels
>>
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>>163278740
I got you.
>>
>>163280575
start it yourself, its pretty easy to do, I bet you could get least 1 or two others to join you too

I would have but I'm trying to concentrate on demo day 12
>>
>>163280474
Why is everything always so jittery?
>>
>>163280598
I can waste time on 4chan shitposting ;-)
>>
>>163280598
>The race is not to the swift
Literally how races work though. I haven't seen someone finishing a marathon in first place by relying on luck instead of speed.
>>
>>163280429
>>
>>163280208
Starting off making a Visual Novel with my weeb roommates.
Standard dating sim stuff.

We just wanted to be doing something, but I want to make a top-down economy maintenance game that you can swap into first-person in for combat/fun.

You create/control 2 near-immortal characters (male & female) who are sent back in time with a little bit of tech (that you select) to terraform the planet in time for a coming inter-universal war.
Your characters have children who grow/age/die to expand your colony.

Also space dinosaurs.
>>
>>163280929
>animatrix short
>stories == reality
Come on now.
>>
>>163280701
Make the cuts perfectly clean

Have the image like 2000x2000px
>>
>>163280929
To be fair, comments should be avoidable when possible. If you can get rid of a comment by e.g. using more descriptive names, do so. Comments are a source of duplication - you need to keep them updated to accurately reflect the related code.

Usually, descriptive names, types, and contracts (e.g. assertions) are enough.
>>
>>163280752
Describe jittery?
>>
>>163281029
Cool idea. Just a question, are the characters just silent ones meant for self-inserting or are they actual characters in the story?

>Also space dinosaurs

Day 1 buy for me. This world needs more space dinosaurs.
>>
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>>163281253
>>
>>163281253
Good job but that's not gameplay.
>>
>>163281253
>i just had a revelation and it makes a perfect subject for a game

elaborate how this could be the subject of a game
>>
>>163265424

uhm, i think i can handle them all fine, but thank you! tho if you'd like to have a chat anytime that'd be pretty cool
>>
>>163281270
Autism he probably just has autism for anything thats moving in a fucking game like most of agdg that wants static shit.
>>
>>163281264
I'm too stupid to know why I'm deleting this particular array element 5 months later. I'm gonna double my line count with comments alone, you can't stop me.
>>
>>163281270
The floating platforms appear to blink irregularly and the "too bad" screen doesn't seem to rise smoothly (it's got a little bounce at the top, too).
>>
>>163281371
why is molyneux posted on this board?

i get that he's a dev that's made ridiculous claims, eg.
>"The center of the curiosity cube will literally be life changing," and it's just access to a different gamemode on Godus.

But that doesn't seem justifiable for him to be a meme/icon
>>
>>163281253
>stupid people were quickly put down in the face of facts.

Like that guy who said the Earth was round instead of flat, right?
Fuck him, only modern idiots actually believe that farce.
Thankfully some people are awakening to the truth.
>>
>>163281458
Are you using a descriptive name for what it is you're deleting? Any magic numbers?
>>
>>163281559
He has been making those claims for 20 years
>>
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/67SPtg19

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.
>>
>>163281684
That's not the issue. People always try to boil things down to the direct effect on the end product without thinking about the effects on development.

Comments can hurt maintainability and most of the time can be replaced by just writing better code, that's a fact.
>>
>>163281358
Silent, but I want to find a way to bring out that feeling the original Jax and Daxter/Spyro had with a silent protag. They were just so likeable.
After pumping a million hours into Skyrim its pretty clear that not all silent protags are created equal.
>>
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>>163281253
a little late to the party
>>
>>163281789
>Update2
WTF
>>
>>163281789
top bait my friend
>>
>>163281818
There was something charming about the graphics. Spyro always felt so comfy.
Crash too.
>>
>>163281536
The blinking is because they are timed platforms that poof away after being stepped on after 3 seconds, (with the blinking being the countdown). I'm still trying to figure-out if I need a new model or more indications for these I'm considering making them clocks.

The little bounce at the top of the gameover screen was to add character to it because feedback when it was smooth by alot of accounts of feedback said to add a bounce for character since smooth was boring and soulless.
>>
>>163281559
he is the most high profile idea guy of our time
>>
>>163281989
>>163282001
Then how do I write this?
I just want to copy the shot to spawn on the other side of the player.
It should be very simple, but I have no idea how this works here.
>>
>>163281789
were you the anon who was complaining about c# being gay last night?
>>
>>163281789
>I want to create two shots coming out simultanously

[code]
void Update ()
{
if (Input.GetButton("Fire1") && Time.time > nextFire)
{
nextFire = Time.time + fireRate;
Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
Instantiate(shot2, shotSpawn2.position, shotSpawn2.rotation);
}
}

do this and see what happens

I assume either you've set the nextFire2 value to be incorrect, you haven't called Update2(), shotSpawn2.position is wrong, or you're forgetting to render something

Although i can't see the rest of your code so idk
>>
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>>163281689
>magic numbers
The only numbers in my code are 1 and 0. Anything else has a name. I plaster initialisation with comments so I can remind myself later about what that variable is supposed to do, in spite of it being very clearly named.
Still I put down comments wherever I can (although admittedly, some / many / most of my comments are "loop through array" tier).
>>
>>163282143
Yes. I was. It's wayyyy more complicated than GML.
>>
>>163282138
holy shit
>>
>>163281392
maybe something like plague inc? by subject i was implying for it to be more of a story around which you can build a more traditional game. but you can build a game around the principle, it is like a disease after all. a disease you can somewhat control as long as you're regarded as an authority figure in the bubble.
>>
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I simulated this world for 2 million iterations which is about 3 hours.
The erosion comes solely from the creatures running around, this is why the higher ground is pristine - no creatures can survive there for long.
There's also this nasty ringing artifact due to the fact that I only have a discrete number of height levels. I probably need to add a bit of randomness everywhere to prevent this kind of stuff from becoming apparent.
>>
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anyone got a reference for animating a parachute opening?
>>
>>163282097
I understand the point of the blinking, it's just irregular (at least in the WebM).

The bounce is so small that it seems like an error rather than a deliberate effect. I would instead have it overshoot and spring back, or at least amplify the bounce and make it a little faster to compensate.

There's also that fast-moving enemy, the motion looks really choppy when it starts.
>>
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>>
>>163282368
How cute.
Is this a waifu game?
>>
>>163282290
>worldgen takes several hours
Excellent feature.
>>
Have you ever recreated an old game, with 1:1 physics and gameplay, just to master the engine?
if so, how far did you get?
Also, stop being a nodev
>>
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>>163282254
are u bethesda
>>
>>163282152
Great. Now I wrote what you said, and deleted all the other stuff. But now it's full of errors everywhere.
>>
>>163281813
Comments can hurt maintainability

Maybe if you're doing something like

public static ArrayList<String> comments = new ArrayList<String>();

comments.add(new String("The below loops the update method"));

comments.add(new String("TODO: learn to comment properly"));
>>
>>163282468
I can just use the player's GPU to mine bitcoins while it's "generating"
>>
>>163282468
...anon he said 2 million iterations
>>
>>163282551
Not him, but erosion has something to do with wind, right?
>>
>>163282524
did you also delete the variable declarations?
>>
>>163282523
If I was, I'd hang around pgdg instead.
>>
playing with color palettes
>>
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>>163281253
Reminder that you were warned of this 15 years ago
>>
>>163282254
What about the removal code specifically, though? Or was that just a made-up example?

Also some those names could be improved. Most of those comments are redundant and only seem to be in place to make every field have a comment to fulfill some compulsion.
cast -> cast_finalized
power_inc -> power_incr
speed_inc -> speed_incr
word_go -> word_cast

>>163282349
Like I said, you have to keep comments updated to be accurate to the related code if you change that code. If comments are not 100% accurate all the time, they're doing more harm than good.
>>
>>163282524

Try having the class like the code below. I can't tell what will break without seeing your whole code, so idk

Sorry if i'm making things worse c:

public GameObject shot;
public Transform shotSpawn;

public float fireRate;
private float nextFire;

public GameObject shot2;
public Transform shotSpawn2;
public float fireRate2;

private float nextFire2;

void Update ()
{
if (Input.GetButton("Fire1") && Time.time > nextFire)
{
nextFire = Time.time + fireRate;
Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
Instantiate(shot2, shotSpawn2.position, shotSpawn2.rotation);
}
}
>>
>>163281458
Those are the cases where comments make sense:
Why are you using this approach and not another one?
// This way that seems the obvious way causes problems in edge case X, so I changed this to do it this other way.
>>
>>163282686
Which means it is possible to be a nodev and make a game. Cool, but is it possible to be a yesdev and never make a game?
>>
>>163282801
>power_inc -> power_incr
>speed_inc -> speed_incr
Wow yeah, that's totally different. I can really see how that changes everything.
>>
>>163282368
https://youtu.be/lCHM1do5Vqw
>>
>>163282668
Mostly water, but wind can pick up particles (sand, snow) and blast stuff that way.
>>
>>163282494
>Have you ever recreated an old game
yes
>with 1:1 physics and gameplay, just to master the engine?
no
>if so, how far did you get?
i finished it
>Also, stop being a nodev
lol
>>
>>163282695
I added the declarations in just incase he did this >>163282813
>>
>>163282969
now hes gonna delete the class declaration and includes, though
>>
>>163282920
"inc" as an abbreviation doesn't scream "increment" but "incr" does.

Personally I avoid abbreviations entirely.
>>
>>163282668
Depends on the biome. Mostly wind, rain, waves and vegetation type, though erosion via glacier flow for example can also create unique landscapes - see Finland.
>>
>>163283071
kek
>>
>>163282813
Here is the rest of my code.
http://pastebin.com/56LhDuNb

Like I said, I can define the components in the player for Shot Spawn 2 and Fire rate 2, but the shot doesn't appear, only the first shot (left).

Do I perhaps have to make another bullet for the right shot or something?
>>
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----[ Recap ]----
Game: Cybership
Dev: vestigial
Tools: Unity
Web: vestigialdevelopment.com
Holidays: Candy cane
Progress:
+ Fixing accumulated broken stuff
+ Got a sound effects pack and "sonic undertones"
+ Thinking about kickstarter
>>
>>163282813
It works now. Thanks!
>>
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would you date her?
>>
>>163283593
No offense bu is there anyone who is interested in your game? I never got the appeal, and if you start a KS you should have someone who is actually willing to support it.
>>
>>163283710
Whens the baby due?
>>
>>163283429
Declare your class variables after you declare the class, rather than above methods, it makes it easier to read

>>163283656
Yay, np

Thanks for posting some C# for me to look at. I plan on learning it soon, and luckly it is identical to Java.
>>
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>>163283710
>>
>>163280575
You and me. Let's have our own little winter jam
>>
>>163283764
shes thicc m8 not pregnant
>>
>>163283710
not sure if I dig the proportions, but that's your choice

I think something is kinda off about the skull structure though, especially the eye sockets

could you post a wireframe/different angle?
>>
>>163283710
i can't defend this design in any way
>>
>>163283710
I can imagine the look on your parents face if they walked in and saw you masturbating with this image up on the screen :L
>>
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>>163283740
It does okay, theres usually only 1-2 people each demoday that seem to like it. Plus it got greenlit with not awful stats. My real goal is to make a more real-world hacking game after this, because #cyber is blowing the fuck up right now. Like imagine if, three months ago, there was a game where you could hack a parody of Hillary Clintons email server, or a scenario where you're a Chinese hacker who has to break into a stolen US drone before you run out of time and have to give it back. Or the thing with Ashley Madison, Anonymous, etc.. hacking is fertile ground for storytelling and mechanics, and there really aren't any standard bearers for the genre that resemble whats going on these days.

If you mean the gameplay sux thats different, I'm trying to make it kind of a hacking themed EU4-meets-FTL
>>
Hey guys, need your help.

I started to design a game, I have a few ideas, and I have a few goals involving what I want to accomplish with the game.
So, what engine would you suggest to use in this scenario:
2d top-down adventure game with little to no fight and jumping/climbing.

I'm looking at Construct currently (attempted to do a few things in RPG Maker, you can imagine how it went...)
>>
>>163284335
Game Maker.
>>
>>163278873
ive legit considered toying with pico8 but dont want to jump in since im super cheap
is it worth it?
>>
>>163284415
How is its free version, though? I guess it's for learning the engine and experimenting with it, right?
>>
>>163284534
all me dan dan
>>
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>>163284257
the socket appearance comes from the texture, I might've exaggerated the shading a bit
>>
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>>163282724
>>
>>163284615
Don't know sorry. You can probably find a humble bundle key for hella cheap though. Considering the bundle was like 2 months ago and they've released GMS2 now.
>>
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>>163284534
No bridge engineer has ever allowed for curvature drop in designing their glorious structures.
>>
>>163284694
please cease immediately

just stop
>>
>>163284694
It's really ugly looking anon. Like really really ugly.
>>
>>163284021
I got greenlit within two or three weeks, I think it was a case of Steam fishing out a game they thought wouldn't make it on its own. It wasn't even half way to the top 100.

Pro tip for getting attention for your game, try and get people to translate your greenlight page, there is a whole community called Steam Translation Services made up of volunteers. The translators get excited about it and spread the word in their niche gaming language, and its nice to talk to talk to people from around the world /blog
>>
>>163284694
maybe I'm just a horrible degenerate furry but if you want it to be more "attractive" try taking some cues from something like mrs brisby
https://www.google.com/search?q=secret+of+nimh+mrs+brisby&source=lnms&tbm=isch
>>
>>163285117
>maybe I'm just a horrible degenerate furry
you are, kill yourself and stop enabling this shit
>>
>>163285205
where's your model and/or game?

I aim to enable anyone here with a spark of creativity

>>163285245
there are plenty of great mice ladies to use as a reference
>>
>>163283710
>>
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>>163283710
no

NO
>>
>>163283898
>>163284853


would you?
>>
>>163283710
I am sorry
>>
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>>163285117
fuck that slut
>>
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>>163284694
fuck, I tried, but anon...
look into neonatal facial features and redo this shit
>>
>flat earth
Not forgetting your /x/ heritage, eh?
>>
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>>163284565
It's good for gamejams and quickly prototyping small shit and testing out new ideas, or for complete newbies wanting to learn how to code. It's obviously not meant for serious, large scale projects (although kudos to you if you make something with actual substantial content).

The fact that you can export to html and publish your stuff online with no hassle + the built in gif exporter is a huge bonus though, great for sharing your progress.
>>
>>163285928
you managed to make it worse

i'm very impressed
>>
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Well I can dodge and shoot out red lines. I'm on my way to actual gameplay.

It might not look like much but I made a really stupid error took me hours to realise.
>>
>>163286003
Please, give it a try yourself.
It's impossible to fix.
>>
>>163286003
nah its somewhat of a step in the right direction

but oh god I think we triggered the shitposter

time to filter "/x/" as well
>>
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It'll be great, I promise!
>>
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>>163285871
here it is
>>
>>163281253
Everyone realized this years ago.

https://www.youtube.com/watch?v=B8ofWFx525s

>Uploaded on May 2, 2011
>>
>>163286056
Nicee. Sauce on grilll?
>>
>>163286256
Yes. But the appeal of SMT is a mix of both satisfying turn-based gameplay, and interesting lore based on various cultures. You'd have to go for something similar to catch the same audience or interest.
>>
>>163286256
>it's like [game], but better!
>>
>>163284219
why hasn't anybody gone to the border then?
>>
>>163286453
1 US contractor controls all access to the antarctic bases
>>
>shitposter thinks earth is flat
makes you tinhk
>>
>>163284283
If you could keep patching the game with the latest events, that would be cool.
>>
>>163286323
Its just some grill from the Pixiv Fantasia project and the images always give me a ton of inspiration so I decided to use on as placeholder for an MC portrait.
>>
In Metroid, you can reveal special blocks with bombs. What could be a way to do this in a regular platformer without weapons?
>>
>>163286762
Torches or maybe even Glowsticks? Could still have an ammo count like the bombs if they were glowsticks.
>>
>>163286606
according to that picture, it's bigger than the rest of the world combined.
so I doubt it.

>>163286261
good job, after this, try to make it more fun and add JUICE
>>
I am implementing mouse dragging, and there's a delay to differentiate against a normal click - should I store the item position when the mouse is first clicked or after the delay?
>>
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>tfw this is all the devving I made today
>>
>>163286735
Good choice she is a qt
>>
>>163286913
Before.
>>
>>163286950
Progress is progress anon.

The braid swings upwards too soon thgouh.
>>
>>163287031
Oh yeah you're right. I'll fix that, thanks.
>>
>>163286762
just have the blocks jiggle or flash a little when you punch them
>>
>>163287179
I don't want punching, either.
>>
>>163287150
Because Unity is the only way to make a game?
>>
>>163287326

Have your character notice the blocks, like have them look at the block curiously, go "hmmm" or have a ? mark pop overhead before the block changes into a different type to signify they're different
>>
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>>163286956
Well when I get to designing my own MC I'll try to make her just as QT.
>>
>>163281253
>Posted almost at the same time as the Veratisium video about same content

Also

>it's because of echo chambers like twitter, facebook and tumblr
>forgets 4chan is also an echochamber
>forgets agdg is also an echochamber

Also

What would possibly be the win state or solution to this problem?
>>
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>>163286950
I'd recommend doing the braid procedurally

not only it's hard to give it proper weight but if you want to give it followthrough you end up with a considerably longer animation and then you have to do transition stuff

https://farfarer.com/blog/2011/07/07/unity-skeletal-ragdoll-jiggle-bones-tutorial/ is a good start but instead of messing with import settings I just used LateUpdate to overwrite the bone transform
>>
>>163286256
Doesn't matter.
The best thing about SMT aren't the negotiations, but the demon fusions. Demon fusion is a far better mechanic than the breeding shit Pokemon has.
>>
>>163287695
To be fair it's not about the braid/tail being procedural specifically but about it being separate. I assume Unity lets you have multiple animations acting on different parts of a skeleton at once?
>>
>>163287695
Thanks, that's very useful.
>>
Thanks.
>>
>>163287852
yeah you have to use masks, dino girl has separate arm animations for carrying stuff. I guess you could have a constant looping animation of the braid moving around and then scale its weight with the character's y velocity or something, but it sounds like a headache for less than ideal results
>>
Can we ask for help/advice in this thread?

Just started learning game maker, trying to figure out the best way to add casting time to my spells. The only way I can think of is to change all my spells to alarms.

Is there a better way to do this? I feel like changing all my spells to alarms is not very efficient and I have all my spells in different scripts for different classes so changing everything to alarms would be a pain for one and two - I am limited in how many alarms I can use.
>>
As someone peeking into this general every now and then, why the fuck is it so prone to shitposting?
>>
>>163286726
Thats the idea, it'd be like KUMA/War where you can play current events. Especially in the next year when the Syrian civil war ends and all the Jihadists return home there will be a huge push by governments towards new surveillance technologies and computer intrusion so I think its the perfect time to just like make a game about it. The only problem is after a terrorist attack for example, how to fill in gaps to make a story out of it... by the time all the facts are known, it will be cold and stale. So a lot of the details will have to be made up, and they'll be proven wrong.
>>
>>163286892
What kind of juice would you suggest?
>>
>>163288132
>I guess you could have a constant looping animation of the braid moving around and then scale its weight with the character's y velocity or something
I was thinking more like playing an animation at the peak of a jump or at other choice moments.
>>
>>163287484
https://youtu.be/cVGL5UKfeYU?t=21s
>>
>>163288235
This all started with gamedev, actually. There was a shitposter from /o/ making something in Source and a mental case from /x/ making something in Unity. They didn't get along, at all. It's simply never stopped since.

Whether it's the same posters, one of them pretending to be the other and shitposting at himself, dedicated copycats, etc. is up in the air.
>>
>>163282290
I wonder if all we are is a procgen experiment by "god"
>>
>>163288287
yeah that would work, though I wouldn't personally do it
>>
>>163288147
I've always hated that GM limits the amount of alarms. Maybe there's a smart reason for that, but I kinda doubt it.

You are aware that you can create a variable and have it decrement every frame, right? It's not functionally identical to an alarm because of some engine level stuff, but it's practically the same and probably virtually the same in your case.
>>
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Okay niggers, explain this to me.
Why does the left line of code display 0 when i'm in the air and the right one does too except when vspd is 0 even though i specifically tell it not to do so?
>>
>>163288539
The person making the train map was funny when they were talking about how much they hated it and their autist team, but beyond that was too much
>>
Is there no more audiofriends collective?
>>
test
>>
>>163289351
>Honk honk
Holy hell it was that chen-poster
KYS yourself, anime avatarfag
>>
>>163289351
>>163289470
Nice ban evasion.
>>
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>>163286305
do people actually get different search results when they google the same thing? can you guys google egypt and post a screenshot, i'm really curious.
>>
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Does one ever reach a point where they actually know what they're doing and are confident in their own solutions?
>>
>>163289435
Soundcloud dropped the groups thing
>>
>>163289030
there's a problem with dir, so i'm gonna fix it, thanks guys you helped me out a lot!
>>
hows this sadcase keep getting through my filter
>>
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>>163289635

>>163289645
Yes
>>
>>163289635
try it in private window.

you can also turn off much if not all of this in your google settings
>>
>>163288769
Hm, I didn't really think of doing this, I'll try and figure something out with this information though. Thanks
>>
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>>163289635
>>
>>163289884
>how to take a screenshot
Everytime. You cheeky bastard
>>
>>163289830
Not that there's any point because any they're going to collect the same amount anyway and personalized search results are better (unless you're a schmuck who falls for personalized ads).
>>
>>163289884
>how to take a screenshot
>>
agggyyy daggggg
>>
More changes to the UI, changing light level depending on time of day and turning on streetlamps at night now, still needs fine tuning though.

Tomorrow I'll add cars and people on the streets to make the scenes more interesting.
>>
>>163289884
>Java Serialization
>how to take a screenshot
LOL
>>
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>>163289635
i think you know by now?
>>
>>163287695
did you literally do all the animation by urself?
>>
>>163290012
WHERE IS THE NEET GAMEDEV SIMULATOR YOU WERE MAKING?
REEEEEEEEEEEEEEEEEEEEEE
>>
>>163290064
Is that Lithuanian? Are you the guy who was working on that game where you walked around a neighborhood and you had a shotgun?
>>
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hello, this was a little slow week for me. I added a few new weapons. They are laser and plasma gun.

I want to release a demo in a week or two, before that I have to ability to die and better monster spawning system. Also more monsters would help.

>>163289575
I was just checking if my ISP is still banned
>>163289689
Well, it is going a bit slow but fine
>>
>>163290293
Literally no game and soon no life. Enjoy that boom Boom CRASH coming for you soon. :)
>>
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>>163290106
it's just a couple of animations, but yes, and thanks

please wait until the game is at least halfway done before being too impressed though
>>
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>>163290293
and here is the plasma gun. it was a big file so I had to split.

I don't know if I told this before but the game will be released with GPLv3 and it will be free
>>
>>163290401
Can I be impressed by Waifosaurus?
>>
>>163290263
it is lithuanian but no
i was hoping to get some yous with that minecraft tab :(
>>
Can someone hand danny an orb of light so he stops shitposting, please?!
>>
>>163290401
its not even what you did. its how you made everything work together.

take the compliment bozo, people would kill for this type of skill
>>
>>163290382
I don't understand
>>
>>163290787
He's trying to express that you are soon to be arrested, as he has informed federal police about your activities.
>>
>>163290629
Why always halifax?
>>
>>163290787
you are responding to a dumb samefag
>>
>>163290990
someone said "halifax" once so he takes it as his imaginary boogeyman lives in halifax
>>
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>>163290990
Just check the archives. Start at the root and keep drilling. It's all there.
>>
>>163291165
Make up your mind, MothDan. Is reek from Canada's Halifax or Australia's Halifax?
>>
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>>163290780
yeah, you're right. I was checking out a ps1 game earlier and I was floored in the same way, so it made me feel pretty humble about my skills. it's all perspective I guess

>>163290596
check out these thicc smoke puffs instead
>>
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Reminder.
>>
>add one variable from a check
>thing doesn't work like it should
>remove it
>thing still doesn't work like it should

i need a medium between that
>>
>>163291253
can we make love with her
>>
>>163291249
He is from halifax and the halifax provincial police are going to get him now thanks to all the reports we've been making. :^)
>>
>>163291253
You should have it so the player upgrades the size of their cauldron as they progress so they can cook bigger things.
>>
What are some good places to advertise your game? For free preferably.
>>
>>163291253
ok so if you want crit on how to improve i can only give you advice on working on that wood texture and make the tree stump be textured too.

next is the rock near the entrance, it don't have any texture.
i like the art direction and how everything turned out
>>
How can you record gameplay in Unity?
When I press play I never can capture this with Fraps. I want to make a webm.
>>
>>163291637
/v/ and /vr/
Just look at the success of Endica VII: The Dream King.
>>
>>163291490
There was a lewd jam game that had you servicing a dragon
>>
>>163291637
email all indie publications

don't buy into black shill media
>>
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Updated my collision code to use a List, so I can hit multiple enemies with one collider.
>>
>>163291682
I use fraps with unity in the editor all the time, then pass it into webm for retards

otherwise you can try OBS
>>
>>163291637
>>163291750
Also strike a deal with Black Shell Media, they can advertise for you.
>>
>>163291682
Shadowplay if youre an nvidiafriend
>>
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>>163290189
Oh wow, you remember.
The scope for that one was too large so I decided to put it on the backburner and have this one done first (much smaller scope).
I'm still modeling tons of crap every day so I'll have plenty of assets for it soon.
It will be completed at some point because I still like the concept and the tons of stuff that can be added to it, but it's going to take a while to get it properly done.
>>
How do I into game design? I'd say I'm a pretty uncreative person. I worked on learning how to program a game and do the art assets for it but most of my game "ideas" are copies of old games, but smaller in scope (still end up being pretty large) and maybe on mobile.
>>
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>>163291757
yea but he's a dude
>>
>>163291629
I'm definitely writing that one down, thanks!

>>163291645
you're right about the wood, the detail is there but very low contrast so it's basically invisible. I added a note to fix it. as for the rock I'm redoing the level right now
>>
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progress i guess
Been dicking around with jumping for like an hour to fix it but it's still not completely fixed
for some reason i can walk the highest pillar like stairs and the low pillar not. no idea why.
>>
>>163291857
What do you mean by "editor"?
For me it doesn't work at all. I get an avi file with gameplay on the thumbnail, but when i open it, the vid is just black.
>>
>>163292113
Looks like this drunk proxy slut's game is over.
>>
>>163292113
looks sick, greenlight link?
>>
>>163292273
nope looks like i can walk the small pillar like stairs too, something's wrong with jump detection
>>
>>163292113
Hahahahahaha. I wonder if this will be admitted as evidence of his character at trial. If he even gets a trial instead of just getting shot like the dog he is. :^)
>>
>>163278610
>homph linked twice
>aggydaggy linked twice
>unnecessary art and audio sections
What's the point of any of this?
>>
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GOOD NEWS I have added a line
>>
>>163292113
HAHAHHA
WHAT
>>
>>163292581
none, the greenarrowing engine section poster finally got to make the op
>>
I'm feeling like absolute shit today
>>
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>>163292282
I've had cases where it captures the inspector window sometimes, but usually it captures the game window just fine. It captures the tabs too, so I usually crop it.

I assume fraps works on other stuff on your computer right? Also some players have troubles playing the uncompressed AVI files, have you tried other media players. The thumbnail thing sounds weird

Does it work if you drag the game tab out into a floating window?
>>
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>>163292113
Can't fucking wait. If only snow cuck maple nigger ""police"" were anywhere near as rough as ours, it'd be quite the show. Oh well. :)
>>
>>163292917
im sorry for your loss, anon
>>
>>163292917
what is this furry simulator shit
i didn't think we had degenerates in our thread
>>
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>>163292113
>>
>>163292917
nice overgrowth clone
>>
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>>163293120

>>163283710
>>
>>163292735
It's funny, this OP is actually the same length as the one with all the engines in it. Even though that was his main complaint. But because of all the other links he added it became the same length anyways.
>>
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>>163293184
>>
>>163293120
just a 3d platformer I'm working on, hopefully I'll have a level or two for demo day 12.

Its like my third revision of a character controller and I think I'm finally getting it to a point where it feels good. Ledge detection and climbing was a bitch.

>>163293282
I wish I could clone some of the movement code he does, its fucking great
>>
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>>163291253
so very thicc
>>
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>>163292113
why is that shit ALLOWED
>>
Can someone please tell me why I don't have my game objects in the scene anymore?
I tried to make a webm, and actually didn't even change anything, but somehow had to close Unity, and now after reopening it, all my game objects are gone. I still have the assets somehow though.
>>
Anyone here published anything on windows phone? Is there any point in doing so? I figure even if it's a smaller pie, you might be able to get a bigger piece since its users are probably desperate for some content.
>>
>>163293456
he is an extremely technical programmer and creative even. too bad it all goes to waste. another casualty of engine dev
>>
>>163293558
did you save the scene you were working on?

also sometimes it will load a blank default scene and you have to reload the one you were working on.

>>163293629
the game has actually been making some good progress with the newer employees
>>
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>>163293120
Sorry for you to find out like this anon.

I mean I've been here for a while and I'm an an Anime degenerate.

[Spoiler] At least I'm not a furry though amirite [/Spoiler]
>>
>>163293590
if there is nothing stopped you from doing it, then do it
>>
do you think I can sell a small 5 minutes story driven game?
>>
>>163293749
>says I've been here for a while
>can't spoiler properly.

What a cretin I am.
>>
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>>163292113
Why would someone even make that.
>>
>>163293347
You're right, we should trim out unnecessary things like the models and textures section
>>
>>163293872
$1 per hour of gameplay
>>
>>163293872
Obviously not.
>>
>>163293747
>did you save the scene you were working on?
I saved this at least a hundred times already.

When I reload the scenes the objects are still gone. Everything.
>>
>>163293942
This has never been a useful metric
>>
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>>163293904
Nah, we should go back to the original OP, since it's shorter.
>>
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>>163292113
>there are ""people"" who still use the source engine
>they can't even make webms
I bet he's behind the longer OP, too.
>>
>>163293749
if you click ctrl+shift+s you automatically get the spoiler brackets, but don't tell anyone else cus i don't think everyone knows
>>
>>163293629
It's a shame he went with the anthropomorphic design. I don't mind it, but it's definitely holding it back from being more popular.
>>
>>163293997
NVM, I somehow had an other name for the scene.
>>
>>163294042
Thats pretty funny
The homph links are a big deal and worth keeping though
>>
Why does everyone here hate on source so much? Is there some lore I should know about?

>>163294103
ctrl-s works in quick reply mode

>>163294173
I heard he went with it because --no shit-- he was uncomfortable having such brutality inflicted on normal human characters.

Supposedly it's the same reason Receiver didn't have you fight men, but turrets and UAVs instead.
>>
>>163294103
Oh shit. This changes everything. Cheers dude
>>
>>163294235
It's one guy replying to himself

>>163294173
The thing holding it back is the fact that there was no game for 6 years.
They even remade Lugaru in the engine just to avoid having to actually make Overgrowth levels.
>>
>>163294103
Then you have to click back into the middle of them
easier to write what you want, then hit shift-home to select the line, and hit ctrl-s to spoiled the selected text

>mfw phoneposters can't spoiler easily
>>
>>163292917
How do you even drag the game tab into a floating window?
>>
>>163294240
looks like i'm shift is not needed after all
thanks >>163294235
>>
>>163294345
nvm
>>
Game dev is really fun, didn't expect it to be THIS fun
I'm still trying to fix the stair code, can't figure out how to make shit not be buggy
>>
>>163293997
shiiiet mang I don't know what to tell you then, I've never had that happen. All the placements like that are stored in the .unity scene file, so unless your hard drive had an aneurysm or something when you frappsed it should be there.

>>163293120
yesdev > nodev, no matter the game subject
maybe I can purge the furry from myself one I make a game

>>163294345
click on the "game" label on top and drag out, its really useful for double monitor setups, and being able to see the scene and game windows at the same time (you can do that anyways with the different window layouts though)
>>
>>163294506
do you actually have an atraction to animals? or just animal looking humanoids?I mean i'm all in for the cat ears/tail but if it's everything then fuck no
>>
>>163294485
great post!
now go back to lurking newfag
>>
>>163294235
>>163294235
>Why does everyone here hate on source so much?
Just look at it. Does it look like it belongs here?
>>
>one guy spoonfeeds a retard how to easily spoiler text
>now all the newfags are doing it
>>
>>163292113
>there are ""people"" who would defend this
Well, not really people, but you get the idea.

>>163294697
you can even highlight text, hit ctrl-s, and then it will spoiler tag just the highlighted section

:^)
>>
>>163294506
NVM, you were right. I just had to use an other media player. The shitty windows 10 default one couldn't play this.
>>
>>163294754
>people
>plural
It's just one guy (male) (((a tranny))) who's defending it.

Occasionally he posts smut from his private collection or acts all confused about it to try to goad people into saying it's ok when it's not. It never works out for him. :L
>>
>>163294697
spoilering is a art
>>
Does monogame perform as poorly as I imagine it does?
>>
whatever happened to rot8
did he became a grill
>>
>>163294609
In the end, I just like games with non-human protags. Its easiest to see it as a more extreme form of escapism. I do think animals and animalistic features are aesthetic though yea.
>>
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>>163292113
>that image
>>
>>163295202
Not that dude, i just think you'll get a lot of flack for being in the uncanny valley of animal to human; like that same generic black cat thing with stubbier proportions and better animation and nobody would think anything bad about it, but with the current look and the super stiff animation it just looks creepy to me.
>>
>>163295203
Lol. So fucking predictable. Just as we said in >>163294859 and then you did it anyway. So stupid. It's like we own you. :^)
>>
>>163295202
It's ok man, sega did gay and furry before it was even cool to be gay and/or furry
>>
Let's say I want to take a crack at VR.
Would Unity or Unreal be better for my first small project?
>>
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Alright here is my first little progress. I started over several times trying to find a good way to handle what I'm trying to do, but I think I now found an internal structure that is extensible and easy to work with. So I already have most of the code to check for chains and do other kinds of movements like diagonally, I just need to bring it over. I had to spend some time figuring out the correct approach in Godot since there are several options to do most things and I am used to ECS or just plain programming
>>
>>163295783
I can't speak for VR specifically, but I very much prefer UE4 in general.
>>
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>>163295580
I think it's because it looks more like a guy in a fursuit than an anthro creature
>>
>>163295580
>>163295935
This.

Compare with a definitively anthro character.
>>
>>163295580
Not him, but going along with your idea, I think you have to go with cartoonish proportions and aesthetic for anthropomorphism to work. Otherwise it's dismissed as furry material and/or creepy.
>>
>>163295203
Can you fuck off, you fucking furfag? The real alpha bulls are talking, boyo.
>>
Why would one impersonate insane shitposter?
>>
>>163295887
this is gonna make millions if it's one phones
and from the resolution i'd say it is
>>
>>163295887
now make a match
>>
>>163295783
https://docs.unrealengine.com/latest/INT/Platforms/Oculus/QuickStart/5/index.html
looks like it's really easy to set up VR in unreal
>>
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>>163296085
I think it's just creepy because it's stiff, which makes it really do look like a guy in a fursuit (or even a mascot suit)

I think it's just that the proportions are generally wonky. His limbs are a bit thick and way too long, and the tail is too short to be conceivably useful (or just look normal compared to other animals that have tails that people know of). It also fell into the common trap of having TWO KNEES instead of a knee and an ankle (and the limb segments involved being shortened appropriately). The arms are really long too, just remember that a "fingertip-length" skirt lets people see your pussy. hands shouldn't go down to your knees in a standing position.
>>
Look, fake danny, there's no need for impersonation when ther real danny is already schizo, so scram!
>>
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>>163292113
filename related
>>
Which is the best particle designer for Unity?
Or is it better to just write them from scratch?
>>
>>163296402
Seems a little generic, no? I'm really just doing it for fun to have something to do and get back into gamedev and check out Godot. But actually last time I posted it a couple years some people were also saying that it might be successful on mobile. However that market is flooded. But I will check out Godot's mobile export too and see how that works out
>>
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Bad Artist here

What do you think of my little Squanch?
>>
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Thanks to near constant haranguing about using Python as a language, I've managed to finally break my mental block and figure out Unity. Two days of progress converting it so far.
>>
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>>163295580
>>163295935
>>163296058
>>163296528
thanks for the feedback. I am definitely not a good artist or animator, so this is basically programmer art at its best. Realistic anthro probably might not be the best goal.

puppers needs some work for sure on all fronts. I'll keep working on (her). The digitigrade legs really fell through with some of the animations, and I think unity's built in humanoid rigging system drops the shoulders a bunch, because her arms are way too long. I'll look into that.
>>
>>163297381
>I just realized it's a fucking Mightyena

jesus christ
>>
>>163297275
I thought it was an island height map at first.
>>
>>163297381
As far as animations go, give a little more life to the face and get rid of that silly knee bobbing.
>>
>>163297381
did you model that? it's not progrrammer art

also
>>>>>>>>>>>realistic antro
>>
Is there a formula like lerp but for 3 points?

I want to implement code so that certain objects slightly 'attract' the camera, like bullets, so it is easier for the player to see them and they more easily avoid bullets from offscreen
>>
>>163297608
google "bezier curves"
>>
>point 1
>point 2
>point 3
>lerp between 1 and 2
>lerp between 2 and 3
>lerp between the solution to the previous lerps
>>
>>163297381
>thanks for the feedback.
Don't listen to them. They are Full Sail Shitposters who are trying to dissuade devs from making games.
>>
>>163297381

Yo, don't be so hard on yourself. This is great so far.
>>
>>163287596

how many normies browse 4chan compared to facebook, twitter and tumblr?

they're the ones who will actually affect society, not the faggots here
>>
>>163282724
but I masturbated today anon
>>
>>163297715

thank you
>>
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>>163292113
why would someone make this i would really like to known
>>
Does anyone know if QICI or Isogenic Engine would be better to make a browser game like agar.io?
>>
>>163297381
Looks better than anything I could make. Just take everyone's advice with a grain of salt and do what you want.
>>
>>163292113
Can we get rid of whoever made this?
>>
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>>163297275
that's not squanching...
>>
>emerge from the hell that is college
>all the devs that were posting before I was pulled into the abyss aren't posting

)':
>>
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>>163298625
Well, here's your daily dose of source.jpg, then.
>>
>>163298625
How long where you gone? Which devs do you remember? A lot are still around, just changed projects
>>
How do I get over my lack of confidence? I find it to be a worse problem than discipline.
>>
So a question guys
What would be the best way in gamemaker to change all the objects of one type in a room to another type?
>>
>>163298698
Every time I see this, it's just as disgusting as the last time. Why does it even exist? Who would ever post this thinking it's ok?
>>
If I want to make a 2D beat-em up with a bit more emphasis on verticality than normal, which engine is my best option?
>>
>>163298851
Fake it til you make it. Everyone's making it up as they go along.
>>
>>163298698
Oy vey, my nigga.
>>
>>163298851
Practice, just like anything else. Push yourself a little more with each project

>>163298853
Open the room in notepad++ and find replace. Make a backup first thoug

>>163299086
GMS, the answer is always GMS
>>
So for a mouse drag is there a difference between using the mouse position delta each frame vs. storing the position of the cursor on the first drag frame and then using the delta from that? Is there some accumulated error when you use the per-frame mouse movement rather than having a fixed reference point?
>>
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>>163297572
ye

>>163297494
I really need to find a better way to do eye movement. I couldn't ever get spherical eyes to look nice with this model, so I switched to a curved plane. I need to find some good way to animate the eyes so they can look around, it would bring a lot of life to the model and animations.

For now I'm going to focus on getting my first level done for DD12

blender plays this animation kinda slow

>>163297449
I really don't know what I'm doing with the texture anymore
>>
>>163299180
>>163298853
no i mean while in game
FOR EXAMPLE i go to position x,y and then all the walls change to blue
>>
>>163297608
Bezier curves aren't really what you want. It would be better to model it more like magnetism, first applying force based on the normal camera position and then pulling the camera away from the player based on that force.
>>
>>163298698
Why does this exist?
>>
>>163299368
You have to destroy them and recreate them. Though such a small change sounds more like something you can do with a sprite change rather than an object type change.
>>
>>163299368
Changing the object is overkill, change the sprite instead

do something like

if(x == 10 && y == 20){
with(wallObject) sprite_index = spBlueWall;
}
>>
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>>163297275
>>163297487
huh, it does make a pretty decent island
>>
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>>163299225
unless you care about the path, not really I guess
>>
>>163298853
Control + F

>>163299567
PIRATE COVE
I
R
A
T
E

C
O
V
E
>>
>>163299567
Fuck, you're right.
>>
>>163299225
>Is there some accumulated error when you use the per-frame mouse movement rather than having a fixed reference point?
Yes, there would be. Will it be significant, depends on how fast the mouse is moving, the frame rate, the length of the drag, etc.

Not like you can't use both. If you care about the velocity of the drag then obviously you need a per-frame delta, but I would never compute the delta then integrate back - a lossy conversion.
>>
>>163299314
Just judging by the facial animation, this looks a lot more like an anthro animal than a person in a suit.
>>
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>knocked out multiple complex bugs within 5 hours
>required advanced linear algebra and other concepts I never used before
>everything's perfect now
>feel like a legit dev now

I HAVEEEE THE POWERRRR
>>
I'm trying to wrap my head around the inner working of this general -- Are all the replies to source/gmod screenshots just one guy?
>>
>>163301080
Yes
>>
>>163301019
things that didn't happen: the post
>>
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>>163297358
I feel like, by adding a dimension, I've removed a lot of the charm. Maybe it's just because I'm used to seeing this that the Unity version just seems off.

Maybe it'll look more interesting when I get the animations back in.
>>
>>163301080
yes. filter the md5s and hide recursively hide.
>>
>>163301080
Yeah, he's going to do a rambling reply to you now too.
>>
>>163301080
We can't get rid of him
>>
>>163301080
Yes, he's been at it for more than a year.
>>
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Experimenting with effects.
>>
I'm so confused right now
I'm gonna come back at 3am when this thread is a lot slower and understandable
>>
>>163301343
I'm fairly convinced these are false flags by the shitposter, as if the destruction of AGDG is his real goal and he's trying to make people think they're not alone in leaving.

Do I sound crazy?
>>
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>>163301142
One day friend.
One day you'll reach my level
>>
>>163301343
4chan as a whole is a lot worse when Americans are not sleeping. Come back during Euro hours.
>>
>>163301196
does recursive hide work on deeper levels (hides entire conversation trails) or just the initial reply to a hidden post?
>>
>>163301590
>dev who can't understand recursion
it hides the whole convo
>>
>>163301449
nope, anyone who's been here more than a couple days knows about the shitposter, and he's super easy to filter
>>
>>163301789
I mean posts like >>163301343 themselves.
>>
>>163301841
>>163301449
No, you aren't crazy.
Assume anyone who directly brings this shit up, question or not, is a shitposter just looking to perpetuate it.
>This is the first post I've made in AGDG in almost 2 months
What a fucking waste
>>
>>163301979
>This is the first post I've made in AGDG in almost 2 months
But it's not a new IP.
>>
>>163281946
i think this was more the work of that awesome writer, forgot his name, they still had at the time, than about Kojima's input
>>
>>163288742
no, bud, life is a perfectly designed, single instance roguelike
>>
can someone explain this shitposter guy? I can't even figure out what he's trying to say, all the posts seem like gibberish...
>>
i think he meant infinite precision floats
>>
So in GMS, if I want to have visible weapon and armor equips on my character, what's the easiest way to do that without making a new sprite set for each possible combination?
>>
>>163302353
learn how to use draw event
>>
I have no idea what is going on... what is this incomprehensible mess?
>>
>>163298853
draw_sprite_ext for character
draw_sprite_ext for armor
draw_sprite_ext for weapon
>>
now hes shitposting about himself
>>
>>163302353
draw using the draw event instead of using default sprites and sprite animations, that way you have full control over what sprites you draw and where and can overlay it on top of the main guy
>>
>>163302426
Thanks cuz
>>
>>163302353

draw_sprite layering in the draw event.
Layer in the sense that it goes bottom to top from top line to bottom..
>>
>>163302527
and replying to his shitposts about himself
>>
No wonder why I'm seeing only half the thread. Thanks god for 4chanX in the end.

>>163302271
>>163302445
Stop trying, it's relatively easy to see your pattern. Filtered.
>>
>>163302682
gotcha, you're going to jail now
>>
here's the thing: at least some of these shitposts about the shitposter are NOT samefags
>>
>>163302905
what about this one?
>>
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>>163302685
you dun been rused, sir :^)
>>
>>163302426
>>163302545
>>163302681

>>163302353
All of these.
>>
>>163303379
where's your ECS based engine built from scratch in assembler?
>>
Some people here are more worried about the game of others than their own.
I just wish I could decide on an engine already.
How is UE4? Anyone here working with it?
>>
>>163304390
Yes I recommend it.
>>
>>163304390
doesn't matter which one you pick
after a day you'll get bored/run out of ideas like we all did
>>
>>163304752
knowing this is key if you want to #CrushIt in this game
>>
>>163304752
Speak for yourself.
>>
I don't know why I even bother with this nodev shithole
>>
>>163306334
cus you're a nodev yourself :^)
>>
who here has the longest running project they're working on?

>>163306334
there are literally progress posts in this thread
>>
>>163306334
Where will you go instead?
>>
>>163306616
Reddit.
At least they actually make games there.
>>
>>163304434
Thank you.
I also think UE4 is my best opinion.
Looks like it works well enough with Blender.
>>
who wants to rig up photon into my bomberman clone
i also need a menu

i will put you in the credits
>>
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Can someone point me in the direction of a GameMaker tutorial for moving platforms that goes beyond simple horizontal back-and-forth? I honestly can't seem to find one.
>>
>>163306881
i also need somebody to write credits
>>
>>163306929
you want platforms that go up and down?
then change the side to side (x) movement to y

if you want platforms to follow paths then just lerp it between points in space

what do you want the platforms to do?
>>
>>163306929
If you can move a platform back and forth you can certainly figure out how to move it up/down.
>>
>>163306784
>
>>
>>163307106
Is it a credited roll?
>>
>>163307151
I'd like for them to follow paths. Its simple enough to get them to go up/down or left/right or to follow the path. But getting the player to move along with the platform correctly is what is causing me issues. Especially with platforms that move along patha.
>>
>>163306929
You just have to make sure you check for collisions before moving the platform or the player.
>>
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>>163306334
I think people need to remember that /agdg/ still is a 4chan thread.

It's already a miracle that we manage to get some discussions in here once in a while.
Just post your game if you want but the right mindset is to not expect anything.

pic unrelated
>>
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Essentially done with this now!
>>
>>163308089
Reminds me of that bird horse thing from Harry Potter.
>>
>>163308089
nice texturing but I'm not a fan of the face, it's a completely different direction in style
>>
>>163308262
this

>>163308089
change the eyes anon
>>
>>163308252
>gryphon reminds you of a gryphon-horse
Wow.
>>
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>>163308252
Lol, yes, I was thinking the same while texturing it.

>>163308262
>>163308324
Thanks.
Yes, I'm not sure I'm satisifed with it myself, but some people wanted me to go cartoony, to go with the Spyro-style.
>>
>>163307941
>pic totally related
it's us
>>
>>163308389
Gryphon?
>>
>>163308089
Like everyone else said, maybe tinker with the eyes. Everything else looks great. I personally would elongate the wings a bit as well. But yeah. I'm really diggin' it.
>>
>>163308432
The eyebrows are weird and I think it might look better if the beak blended with the feathers a bit instead of having a sharp outline.
>>
>>163308432
>Yes, I'm not sure I'm satisifed with it myself, but some people wanted me to go cartoony, to go with the Spyro-style.

The people you're working with?
>>
>>163308474
>all of us in a fog together
really gargled my gurgles
>>
>>163308089
how long did that take?
>>
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>>163284565
>>163285958
It's fun. I made this in an evening.
>>
>>163278610
>LIKE JUST MAKE GAME
Isn't it 'Just Like Make Game'?
>>
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>>163308432
I think they when they suggested eyebrows they meant in the spyro style of the eyebrows being attached at the bottom and going over the eyes, plus that'll give you the big browed look Gryphons usually have.
>>
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here's all the terrain tiles i've done so far
not going to spend much more time on these because there's still a bunch of stuff I need to do
>>
>>163308874
everything in the op is backwards, logo is red and slogan twisted because agdg's condition is fatal and it is bleeding
>>
>>163308874
I thought so too when I posted it, but I checked and all the pics I have admittedly not many read 'Like Just Make Game'. I found it bewildering to be honest.
>>
>>163308874
simply like create entertainment
>>
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>>163308921
See how they're really thick? It should make your Gryphon look more traditionally menacing and bird of prey looking while still allowing it to be expressive and lighthearted when you want it to be.
>>
>>163308948
Why do you keep pushing back your release? I wanna play.
>>
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>>163280208
Ah, so you don't want pixel shit?
I got ya.
>>
Am I a hack for using free sound effects in my game?
>>
>5000 entities, 500 on screen
>4000+fps
>Create tilemap, 150x150, only render tiles that are in camera bounds
>200fps

What the fuck . . .
>>
>>163309201
In the end, aren't we all just using free sounds provided by nature?
>>
>>163309153
I had a busy weekend. Extra work shifts, early xmas stuff, had to meet my parole officer, etc
Rest assured I'm spending all my available free time working on this so the one of you waiting to play this can do so asap
>>
>>163308948
those wooden beams are pretty fancy. can you build your own necrocastle?
>>
>>163309201
No, just generic shit.
>>
>>>163280013
Oh wait, I just realized this is kinda pixel shit.


but at least it's low poly 3d pixel shit....
>>
>>163309292
>had to meet my parole officer
Did they catch you digging up people for research?
>>
>>163309301
just generic forts at the moment
If I do a full version there's going to be a lair so I guess some base building could come into it
>>
is anybody still using love2d? not hearing too much about it
>>
>>163309201
You should really edit them a bit. Pitch them at least so you get some harmony. Even AAA games draw on sound packages - I recognize the same monster sounds from both Dark Souls 3 and a Neopets game.

>>163309276
With a draw call per tile, I wouldn't be surprised.

That said, note that the difference between 4000 FPS and 200 FPS in frame time is 4.75 ms. FPS falls off exponentially with increasing frame time.
>>
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>>163308594
>>163308608


>>163308616
No, working alone for now.

>>163308716
2 days

>>163308921
>>163309141

Didn't have poly-budget for that. Also, I think that'd look even sillier.
>>
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this rig has been a massive pain in the ass to work with but I only have myself to blame. especially the knees. on the bright side I have learned a lot and I hope when I redo the model I can make a better rig. animation can be absolute suffering
>>
>>163309614
What if you just flipped the eyebrows so that the pointy end was on the inside? That, or make them textured instead, like the eyes.
>>
>>163309540
Well, it's monogame, so the spritebatcher uses draw calls to batch up every draw call into one when spritebatch.End() is called. Unless there's still a better way to do it.. hm...
>>
>>163309845
Is there a way to batch the tiles once and reuse the result?

Also I missed the important part of that frame time discussion - another 4.75 ms (for 9.75 ms in total) is 102.6 FPS. So don't get too discouraged when the really big numbers become only kinda big.
>>
>>163309614
The eyes probably look pretty good in motion with the jittery ps1 shader. Try just adjusting the eyebrow size or how they're facing and see if you can come up with something you think looks better.

The main problem I can see is they look a bit small and weak while Gryphons are usually portrayed as strong beasts.

Are there any plans to have any sort of attacks like the headbutt or fire breath equivalent?
>>
>>163309845
I'm just pitching in here, but what about tilechunks? Meaning combining 8x8 or 16x16 or any other arbitrary number of tiles into a batch so when you move the view, only <20 chunks get drawn (with more info) instead of >100s of tiles seperately.
>>
>>163310070
well right now I have a 2d array of structs for the tilemap. I do a nested loop, check if the tile is in camera bounds, and draw it if so. I know there's definitely ways to improve this, such as starting the nested loop at the camera's upper bounds to skip a lot of the unnecessary checks. Heck, I could probably translate the camera bounds into a position on the 2d array and not "check" any tiles at all I bet.
>>
>>163310075
Well, I'll see what I can do.

>Are there any plans to have any sort of attacks like the headbutt or fire breath equivalent?
I think a headbutt will be fine, but fire-breathing doesn't make a whole lot of sense (not that it necessarily have to) so I'm planning on making a talon swipe with a swipe sprite stretching out at about the same range.
>>
>>163310260
>checking every tile for inbounds
Yeah, that is definitely not optimal. Do what you suggested last, and report back.
>>
>>163310260
>Heck, I could probably translate the camera bounds into a position on the 2d array and not "check" any tiles at all I bet.
Definitely do this - branching in a tight loop is best avoided if possible.

Unfortunately it seems like you can't reuse the "draw call" that the sprite batch produces. But fixing the loop will probably be enough.
>>
>>163309614
They're growing on me, but I'd have to see other character faces as well. It might work with a cohesive style.
>>
include_bytes! is such a boon to using shaders in Rust.
>>
>>163310352
The villain better be a Chimera, with other mythological hybrids as bosses.
>>
>>163310352
Alright that sounds pretty cool, I always like seeing your progress in the /v/ threads and Gryphons are one of my favourite mythical beasts.

Good luck anon!
>>
>>163290401
Damn, that's good. Any devblog or something?
>>
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>>163310767
>That's it, I've had enough. I'm going to create a monster to end all monsters!
>>
How do i make a heroes of might and magic clone without it being a complete clone?
>>
>>163309650
mutated bart simpson?
>>
>>163311072
>the snake is done!
>the goat is silenced!
>magic will still the lion's head!
>>
>>163311209
have some patience and write up a design doc.
>>
>>163310775
Thanks!

>>163310767
That's a pretty good idea, actually!
stolen
>>
>>163311310
elaborate
>>
Is a C++ game library where shaders are abstracted away by objects/code a good idea?
So you don't write shaders with GLSL/HLSL code, but like regular functions in C++.

Or would you rather see a game engine with a custom build system that compiles and checks your GLSL code at build time?
>>
>>163311298
What do wolves hunt in?
>>
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>>163309650
>>163311231
bart simson after to much weed.......ajajajajasjsjk
>>
>>163311209
distil all the things you like from the series, like shadow tactics did with commandos, and then put whatever you get into a setting that you wouldn't traditionally associate with homm
>>
>>163293997
Restore your project file to an earlier state by right clicking on the file.
>>163290401
What character controller tutorial did you learn from?
>>
>>163311374
as in, when you've fleshed out your idea, gameplay, lore even a little bit in WRITING, you'll more easily be able to tell if it's too derivative
>>
>>163311380
It's for your game, anon.

Personally, I would have code generation from a C++ EDSL. I would take the opportunity to do something like Spark where you write a program in modules across pipeline stages (shade trees).
https://graphics.stanford.edu/papers/spark/spark_preprint.pdf

>>163311431
Soaked in aught.
>>
I have no idea what anything any of you guys say means, I just like to watch you work because it's neato.
>>
>project auto synced to MEGA/Google Drive
>using git for source control
>local backups made every 2hrs to RAID 10
feels gud having an impenetrable project
>>
I'm going to make a game that changes the world and makes everybody happy... I hope it makes me happy too.
>>
>>163311727
How would you do control statements like if's, for's, while's with a C++ EDSL?
>>
"Idea guy" here (I actually have good ideas). Any programmers/artists/audiofriends want to smash out a game and split the profits evenly?
>>
>>163311901
You must enjoy a lot of shitposting then.
>>
>>163311948
>inb4 EMP strikes on entire planet wiping out all data
>tfw I wont be able to dev if aliens attack Earth
>>
>>163312128
Can you program or art or audio?
>>
>>163312128
lul
Get a load of this guy
>implying most of us don't have a gazillion ideas and just try to make them
>>
>>163312225
No.

>>163312238
I doubt your ideas are as good as mine. While you've been tip-tapping at your keyboards, I've been experiencing the outside world and stirring my creative juices.
>>
>>163311997
Well, control flow is not something that is generally useful in shaders in the first place. I would have primitives for mapping over an array and maybe an if-then-else node. Even for compute shaders it would be better to have primitives like fold/scan. I would also have it so you can write "inline GLSL" for the rare cases that you need something more complex.

Unfortunately you can't hijack C++'s syntax for this, but that's life.
>>
>>163309434
Beware of scope, anon.
>>
>>163312492
>implying i don't have a job
>implying i don't go outside
>>
>>163312492
Then tell us one of your oh-so-great ideas, Spielberg.
>>
>>163312492
If only you used some of your creative juices to create less obvious bait.
>>
cool nvm good luck!
>>
soccer but with boats
>>
>>163312492
While you've been experiencing the outside world and stirring your creative juices, I was studying the blade.
>>
somewhat accurate sailing game that isn't just a simulator
>>
>>163312508
Inline GLSL means you can't support HLSL though so that's out.
But i guess you're right. A shader that needs a lot of control structures is a bad shader, so this would also encourage writing good shaders.
>>
>>163313346
Then you have to provide inline for both, simple.
>>
>>163312192
I mean, you could always make vidya gaems for aliens.
>>
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>>163310487
>>163310449
Yep, just translated the camera to a position on my 2d grid array based on position, height, and width and my FPS shot up from 400fps for a 150x150 map to in the thousands.

I wonder what would happen if I tried that for my drawable entities as well. Would it be more effective to sort my drawable entities' position components into a 2d array and then only draw where the camera lies, or would that sorting defeat the purpose of looping through them...

Also why the FUCK does my camera look "wavy"? It's making my eyes water. But I'm casting everything to an int before the matrix is calculated.
>>
>>163313346
>>163313427
I mean, it's your code. You can make whatever control flow primitives you want.
>>
>>163312725
Alright, I'll tell you one of my ideas. I have a lot, so it's a drop of piss in the ocean if you steal it.

>An ogre named Grok the Pungent lives in a stinky swamp, where he is treated like garbage by a Chad-esque knight who regularly hunts there
>One day, he is collecting firewood on the forest's edge when he sees the princess of the kingdom of Trulippia visiting the nearby village of Grundleweir
>He falls in love with her and stalks her
>He breaks into the royal palace and is horrified to discover her sleeping with the Chad-esque knight
>He kills them both and becomes a fugitive
>As he flees further into the wilderness, his surroundings become more and more otherworldly, and eventually creepy
>The heartbeat and breathing sound effects become louder and louder
>After a while, the screen fades to black
>The final image in the game is of Grok crucified in a vision of Hell, with the quote "And if thy hand scandalize thee, cut it off: it is better for thee to enter into life, maimed, than having two hands to go into hell, into unquenchable fire" Mark—9:43
>The game returns to the main menu, whose background image has been replaced with an image of a man dead in a car crash, with a small Grok doll hanging from his rear view mirror
>>
>>163313531
>Would it be more effective to sort my drawable entities' position components into a 2d array and then only draw where the camera lies, or would that sorting defeat the purpose of looping through them...
I wouldn't do that, no. Well, not exactly like that. You'll probably end up implementing spatial partitioning for collisions, and you can reuse it for rendering (do a rectangle query with the view to get all the sprites to render).
>>
>>163313641
>Mark—9:43
*—Mark 9:43
>>
>>163313641
Not even lying or being 4chan edgy, that's fucking SHIT.
I'd honestly rather steal a deviantart SonicxMLP fanfiction.
>>
>>163313004
Heh...
*I draw my katana*
Show me what you've learned...
>>
>>163313743
I was actually just about to start on collisions. I tried implementing spacial partitioning, but without a "map" it was difficult to actually partition anything. Now that I have some rudimentary level procgen, I have the data necessary to begin spacial partitioning stuff.

Right now all my components are stored in dictionary with the entity's ID being the key, so they aren't sorted at all by their values. Since most entities would be moving I guess that'd make it irrelevant anyway since it'd need to get resorted upon movement.
>>
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>>163310894
thanks! http://twitter.com/_pikopik as of like 3 days ago

>>163311605
no tutorial, but I started off with the unity rigidbody controller and customized it until it felt good. fake friction and speed cap most importantly. historically important webm attached
>>
>>163313959
Call that hole in the world a feature and say that's where you toss ingredients you don't want.

Gibe me money I made a game design.
>>
>>163313847
Yeah, yeah... And when I see my idea on Steam Greenlight, I'm sure it will be coincidence.
>>
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>>163280187
Hmmmm
>>
>>163313641
and the actual gameplay is?.....
>>
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Put together a basic dungeon/maze generator thing from scratch. It generates sectors within a certain area, and now I need to figure out how I want to connect them.
>>
>>163314371
overpowered af
>>
>>163314264
Slight problem. You see, Greenlight is for games, not ideas.
>>
>>163314264
Yup, I'm sure it will. I'm sure it's gonna be the talk of the web.
You'll have faggots like MatPat making up dumbass theories about it.
You'll have devs chomping at the bit to steal and copy off of that totally AWESOME AND ORIGINAL idea.
You'll have cucks like Jim Sterling praising you!
It's not like every other edgy pretentious dickfuck "gamedev" or "ideas person" has had and done this same idea over and over again.
>>
>>163314583
I mean you're going to nick me idea for a game and stick it on Steam Greenlight.
>>
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>>163314164
it's okay, she learned to walk after that. though the ingredient dump isn't a bad idea! added a note, playtesting will say if it's needed

>why do we fall, bruce?
>>
>>163314659
I mean no gamedev is going to steal that idea.
>>
>>163314656
*sighs*
Do I need to spell it out for you? He was in a coma all along.
>>
>>163314793
>He was in a coma
KEK
as if that shit hasn't been done before.

Once again, your idea is shit and nobody cares.
>>
>>163314371
nice wavedash
>>
So I just realized that GDScript is 500 times slower than interpreted LUA.
Now I see a serious reason to be excited about them implementing C#.
>>
>>163315059
It's Lua, not LUA. It means moon in Portuguese.

t. Alberto Barbosa
>>
>>163313641
man that sounds like a great drug trip and all but where is the game?
>>
>>163314483
>>163315349
It's a """""psychological game""""" and an """""exploration game""""".
>>
>>163315059
>I just realized
How do you "realize" something like this? Shouldn't you find out about it via benchmarks and similar evidence based strategies? How did you arrive at the "500" figure? I'm not saying GDScript is the epitome of speed, I know it not to be. Just wanna know which corner of your ass you pulled this from.
>>
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>>163313641
>>
I want shitposters to stop using excessive airquotes as if that was going to make anything funnier.
>>
>>163315349
>>163315418
No,
It's one of those shitty ass "interactive story" games that every pretentious nodev makes.
>>
>>163315059
GDScript is still faster than GML.
>>
>>163315537
I want you to suck my dick.
>>
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So many dead games, where do the devs go?
>>
>>163315646
So?
>>
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>>163314561
Nuthin personnel
>>
>>163315731
Some of those devs still post progress regularly
>>
>>163315894
are there katanas in the game, yet?
>>
>>163315967
Which ones did I mark that are still here?
>>
>>163315731
Would it considered ethical to take over the project of a dead game so that way people don't have to feel bad it's dead?

Also who is the right white bunny looking thing to the right of the other white bunny?
>>
>>163315731
Maybe they fuck off because they can't handle the cognitive dissonance necessary to
>criticise idea guys like me (>>163313641) who come up with great ideas
while
>having shit ideas themselves
>>
>>163316078
Vampire's Bit
Placeholder Title
Torpedo AI is finished
>>
>>163315516
Damn, you beat me to it.
>>163315418
Seriously, nobody's gonna waste their time on your shit idea.
Either learn how to code, make art, and make music, or fuck off and keep your shitty ideas to yourself, Shyamalan.
>>
>>163316078
Bunnydev, vampiredev, placeholder art dev, etc
>>
>>163315731
>generic knights
>no idea what games they were
>>
>>163316105
Brainstorming your next game, are we, Nick?
>>
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>>163316027
Of course there are not
>>
>>163316165
bunnydev is working on another game
>>
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>>163315731
>Dungeon Break
>dead game

How could you
>>
>>163316363
I know
I'm working with him
>>
>>163315731
>>163316171
I'm pretty sure I've seen a progress post on the brownish one in the middle this month.
>>
>>163316421
Magic pizza eh?
>>
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I accidentally a speed run strat
>>
>>163316602
I'd speed run this game.
>>
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>>163316548
>>
>>163316421
Sorry I haven't seen you post so I thought you were dead.
>>
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>>163315894
>>
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>>163316784
>>
The only progress I made today was a recap video of my progress. Feels bad man.

Doesn't help that because I'll be out of town starting at the end of the week, I'm going to lose about a week's worth of time.
>>
>>163316930
Very nice
>>
>>163316784
>>163316930
*it was a hologram*
>>
>>163316421
i'm gonna buy your game anon :)
pls let me test it out first tho
>>
>>163316548
>huh this rune fragment kinda looks like blue pizza
>im sure nobody will notice

welp
>>
>>163316087
Probably flashlight platformer mc
>>
>>163317078
magic pizza is fun, leave it
>>
>>163317038
https://jasozz.itch.io/dungeon-break-ddx-demo

Test away!

>>163316752
Yeah, while I am still working on it, progress has been pretty slow between learning Unity, working full-time, and trying to buy a house, which it turns out is a colossal pain in the ass
>>
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>>163316363
bunny idol will be missed
>>
>>163317210
Different guy here, I dunno how I missed your demo on DDX. Maybe I didn't connect "that game I'm interested in" to the actual name of said game, "Dungeon Break", which is, absolutely no offense intended, kind of a lame, ignorable name. Not trying to foster insecurity about the name of your project, but I felt like I should mention it.

Anyway, looking forward to trying it out.
>>
>>163317481
No offense taken. The name is placeholder either way, as "Dungeon Break" is already being used by a couple of titles. (one on Android and the other a flash game, I think)
>>
Hey crew, code-flow question about Game Maker Studio.

Should I put pretty much all of my code in the creation and step events of an object, or is it kosher to use things like the button press events to separate the movement controls into?
>>
>using GM:S for the first time
>Is slow as fuck compared to older Game Maker
>lots of stuff I used a lot don't work anymore
>unicode characters still get messed up for me
Yoyo was a mistake.
>>
Transform T = Instantiate(X) as Transform;
T.getComponent<>...
>null reference

GameObject G = Instantiate(X) as GameObject;
G.getComponent<>...
>works

explain this unity i know you're in here
>>
>>163318393
If you are an even remotely competent gamedev, you'll want to allow rebindable keys anyway, so there's no use to key press events.
>>
anyone know good game audio lesson videos?

like for ambient sounds and effects
>>
>get fan art
>have a favorite youtube content creator play my game
What personal achievements do you have for your game outside the general success ones?
>>
>>163318991
Anonymous posters online remind me how valuable how I am to the world.
>>
>>163318991
have someone draw porn of my game
>>
>>163317210
The doors should explain what they do before you open them, at least the first ones.
Found a bug : when i jumped, some of the dead enemies produced dust too. or is that just how they disappear?
The way getting off ladders works is a bit annoying, should make it that pressing left/right would make me walk off.
You should also explain that when you clear a room you (might?) get rewarded.

Hard game tho, feels a bit stagnated due to the way character attacks, but it's great overall, looking good!
i died on the 3rd floor without even trying to kill the big red dude cus i was low on health :S
>>
>>163318991
To finish it.
>>
>>163316105
Lol, fuck off, Stephanie Meyer.

All of those people who don't update have actual lives and careers that eat up their game dev time.

Your shit idea wouldn't even reach a middle school level english language arts class.
>>
>>163318991
>find fanart of my character on danbooru or pixiv
>having a youtuber I follow play my game
>>
>>163315731
Whoa, is inept (girl with ak) still posting? I miss him
>>
>>163319176
>>163317210
also, are the leveles generated or did you hand craft each of them?
>>
>>163315731
Not sure if he's in that image, but Fruitdev left due to a death in their family and is apparently taking a new direction in life.
Best of luck to him.
>>
>>163318603
Its in the documentation
>>
>>163319394
what a weakling wow

Nigga, my mom died when i was 16, i was a lazy ass piece of shit and i still am.
Life's not that hard
>>
>>163319215
Jealous much? Lol

Have fun making your generic sidescroller
>>
>>163318991
During a demoday playthrough, someone streamed the game and the room really got energized about it
>>
>>163318991
I got a lewd image, and some guy seems to be really excited for it when the demo comes out on demo day. That's enough for me.
>>
>Really pumped to dev for some reason
>It's 4:30am and I was about to go to bed
What do I do?
>>
>>163319468
Oh yeah, I sure am jealous of an edgy Shrek fan game idea.
>>
>>163319728
Make game.
>>
>>163319728
Dev hard sleep happy
>>
God damn is there a decent 2D platformer jumping algorithm? I basically want to be able to plug in my desired pixel height and time to reach peak jump and have the math figured out for me.
>>
>>163319741
Right, first of all it's 'Grok', not 'Shrek', and secondly:
>It's a Shrek fan game because it features an ogre living in a swamp
Wow, you're a special kind of stupid.
>>
>>163319728
dev, unless you have something important tomorrow

you gotta seize on those moments
>>
>>163315731
They started thinking too much and acting too little.
>>
>>163319176
>doors
Not a bad idea; maybe replace the caption "Open" with "Exit Level'
>bug
Enemies that break into bits (flying skulls) will puff into nothingness after a few seconds, maybe this is what you saw?

>ladders
I kinda like the way they work now, but its always subject to change if enough people have the same troubles!
>room rewards
I suppose, but the fact that rooms are marked differently on the map, and you can't fast travel to/from rooms that aren't cleared is incentive enough to try to clear them

>stagnant combat
I've toyed around with a few things such as dodge rolling, being able to cancel one-handed weapons, etc. to make combat more interesting, but it needs some serious balancing with enemy attacks. With the dodge roll the game is crazy easy!

>died on 3rd floor
But you were so close to the boss! Try finding/buying the whip; it has the largest hitzone of all the weapons and makes flying enemies a breeze. The red dudes also absolutely hate fire

>>163319345
Each room is handcrafted, with a couple elements that can randomize (doors, traps, chests, enemy spawns, etc.) and then these rooms are laid out in a random "maze"
>>
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Is that anon who said he was music for pic related in the thread? I can't be in the thread always and I just wanted to make sure I hadn't missed it
>>
>>163319468
The chances of your shitty idea being greenlit, much less stolen are on par with the chances that Anita Sarkeesian is gonna shave her head and start sucking dick on a sidewalk in the name of male empowerment.
>>163319728
If ya don't got anything else to do,
GAMEDEV FGGGTTTTTTTT
>>
>>163318603
Can you even attach components to a Transform? Isn't a transform a component of a game object?

If you are Instantiating T as a transform, I don't think you can go any deeper unless you are allowed to make a script called Transform which I think is explicitly not allowed, and if not it seems like something worth avoiding.
>>
>>163319332
Last time I saw him was around lewd jam. He started working on a game but dropped the idea because he felt he wasn't talented enought for it.
>>
>>163319440
thanks for nothing
>>163320216
that makes a little sense i guess
>>
>>163319939
i'll play your game again in around 14 hours if i won't be tired too much, since i haven't slept whole night and now i have a 12 hour shift.
But i will play again, i'll shout you out either in around 15 hours or 20(cus you are probably murican), assuming i won't be sleeping, if i will, then i don't know, i'll post when i see a picture of your progress.
>>
Written 1500 lines of code in the past few days. Going to have to make it all tidy, as I am currently stuck with spaghetti.

Feels bad
>>
>>163319820
You can do that using kinematic equations, basically if you know the peak height and time to get there you can solve for velocity etc.

I don't know what engine you are using but you could likely adapt the math from one of these videos to get your results: https://youtu.be/PlT44xr0iW0?t=4m23s
or
https://youtu.be/v1V3T5BPd7E?t=1m28s
>>
>>163319820
Seems like something that could be solved with basic algebra.
>>
>>163320689

Perfect, thank you.
>>
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Okay, homos, is it better now?
>>
>>163280474
awesome
>>
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>>163320943
>bird
>eyebrow
>>
>>163320240
sad. he's a good animator
>>
>>163320639
Sounds good. Try playing with an xpad if you've got one. It feels a bit better on controller

Thanks for the feedback
>>
>>163320943
looks p gud

very gryphony

>>163321069
maybe its the lion part
>>
>>163320943
Why so mad little gryphon?

It actually is an improvement. Didn't find the other version bad either.
>>
>>163320943
Really nice. I would still expect nice bushy eyebrows done as a texture, ideally...
>>
Having a problem in Ruby. Making an RPG with RPGMaker and we are trying to get text to display on screen during a battle after a skill is used.

https://hastebin.com/rodosiheyi.rb

"@window = MyClass.new" is the line i'm talking about specifically, it will work if you manually go and type that in to an event script, but just trying to have it autorun as part of any of the main scripts will result in an error.
>>
>>163320943
The outlines on the eyes are still really sharp compared to your usage of shading on human characters to suggest facial structure (a la MGS), and compared to the rest of the texture you've got there in general. I'm not one of the people who piped up earlier, but I think the eyes still need to be substantially less cartoony to be consistent with the rest of what you've shown us.
>>
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>>163320943
I like it.
>>
>>163321069
I'll have you know I take great care of my eyebrows and pluck them whenever necessary.
>>
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Some minor progress on a character model, almost have to learn texture and animation for real now

Can I get some advice here on what to do with the model, how to make it better apart from textures?
>>
>>163321535
The neck looks too short and thick.
>>
>>163320943
have you tried thing out and extending the wings,

much better nice work
>>
>>163320943
Yes, that looks fucking rad.
Those eyes give it the proper serious-as-fuck gryphon face.
>>
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>just started using source control
>really easy and straight forward

I feel like a real game dev now.
here's hoping i dont somehow fuck up
>>
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>>
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>>163321069
As the other Anon said, part lion ;^)

>>163321167
Thanks!

>>163321195
He just underwent plastical surgery to meet society's standards.

>>163321229
I might try that, too.

>>163321367
The eyes will have to have extreme outlines (or none at all), for the eyes to be visible at a distance at lower resolutions. Pic related.

>>163321479
Thanks!

>>163321647
Not yet. 2 min, and I'll give it a go.

>>163321738
Fuck yes, I can go to bed happy today.
>>
>>163321535
>How the model looks is unimportant, the only thing that matters is your intent when you made it.
>>
How do you cope with tfwnogf?
It's interfering with my deving
>>
>>163321982
Contrary to the other anons' opinions, I think the high contrast on features like the wings and face is a good thing - it draws your attention and makes him stand out which is obviously a good thing for a character.
>>
>>163322070
Thanks - Glad my intentions are recognized, at least
>>
>>163321806
What language is this.
>>
>>163320943
Very nice, I assume you can still stretch out and squash the eyes to make various expressions?
>>
>>163321589
oh yeah thanks!

>>163322008
so confused
>>
>>163322069
Think about your waifu.
>>
>>163322190
rust i think
>>
>>163322069
By having a bf instead
>>
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>>163322190
>>
>>163322245
Thank you.

> I assume you can still stretch out and squash the eyes to make various expressions?
Yes, but it would have been much more expressive with round eyes (more freedom to squish in all directions without crazy deformation).
>>
>>163322268
It looks so simple compared to C++.
>>
>>163322290
Why does it need 'let' in if statements?
>>
>>163322069
My gf is the number one reason my progress is slow.
She gets fucking angry if I spend too much time working on my game.
>>
>>163322069
>>163322272
Only way. If you're serious about gamedev, you have to go gay, you just can't find a gf that truly appreciates dev. I'm sorry.
>>
>>163322348
Fiddle around with the eyes and their position and try making expressions, if you think it works than do that and show us.
>>
>>163322070
>>163322160
That logic is in direct contradiction to the human characters not having any eyes at all, but do as you will.
>>
>>163322379
You don't. It's pattern matching on one case only, doing nothing if any other case (here, only None) occurs.
>>
>>163321535
I agree with >>163321589 neck looks too short and thick. I made a fast edit and looks way better in my opinion. Other than that she is a cutie.
>>
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>>163322261
I listen to Agatha non stop, and I paid for Eliza to send me a Christmas card earlier.
(They are a youtuber and attention whore from r9k)

>>163322272
>>163322451
I'm 0% gay

>>163322448
Why does she get angry? Surely she would be happy that you are being productive whilst doing something that you enjoy?
>>
>>163322473
They could be for different games. I doubt a Spyro-like game would involve full on humans.
>>
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>>163322473
>That logic is in direct contradiction to the human characters not having any eyes at all, but do as you will.
Those are not made for this.
The human characters are around 800 tris.
This gryphon is 400, to fit a Spyro-style game.

Also, I did make an attempt at a face for the last human character (pic).
>>
>>163321535
bigger mouth, smaller neck, take another look at those eyes too
I like the idea of a linebacker waifu tho
>>
>>163322783
>3DPD
You're not gonna make it.
>>
>>163322783
Average response to gamedev

bf
>fuck yes lets support each other and get shit done
gf
>I'm pregnant, you need to get a full time job

It's the only way to go
>>
>>163322804
>>163322809
Well then I retract. My bad.
>>
>>163322809
qt
try an anime nose instead, might be cuter
>>
>>163322783
Not him. But girls are like that, they want to be the center of attention all the time.
My ex managed to convince me to go back to college and when I finally did it and started investing time on my studies, and on the friends I made there she got angry because she couldn't "monopolize" my time anymore, and eventually left me.
>>
>>163322069
I accepted that I will just be alone forever (3 years to graduating wizard school) and don't care anymore because it means I can save money, have more time to do the things I like, and don't have to deal with the logistics of having a gf.
>>
>>163322698
thanks googs
>>
>>163322995
No harm done, Anon.
I agree no-face characters and this gryphon wouldn't mesh well.

>>163323018
Animoo doesn't have noses?
>>
>>163323387
like a small triangle instead of a more detailed nose
>>
>>163322698
Ok confirmed yeah that's better


>>163322883
Ok will work on the face, time to copy so waifus


>>163323374
who is googs?
>>
>>163323470
Cancerous shit taste.
>>
>>163323470
Ah, I see.
Not sure that would fit with the rest of the face textures, though it could be worth a try.

Anyway, I'm not going to working more on this girl right now. Focusing on making assets for the Spyro "clone".
>>
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>>163323518
this man
>>
>>163323518
>who is googs?
resident attentionwhore extraordinaire, no further discussion needed
>>
>>163323578
I don't like anime, but they've got decades of experience with low detail faces
>>
>>163322886
>You're not gonna make it.
This sudden realisation multiple times a day makes me want to kill myself. If I lived in a country with guns, I would have already.

>>163323061
Well that sounds terrible. Two of my friends have gfs, and they are insufferable and controlling. Crying and getting mad because they are longboarding with me for a few hours a week.

>>163323235
>I accepted that I will just be alone forever (3 years to graduating wizard school)
If I am still alone at 30 I will just kill myself. Even at 21 I will never get to cuddle a qt 16yo (legal in the uk). There's no reason to live if I don't get to fall asleep with a qt girl in my arms.
>>
>>163323918
>makes me want to kill myself
Why? no one respects gamedevs, they're just a bunch of manchildren.
Playing video games is more fun and satisfying than making them.
>>
>>163321806
Golly, anon, the xinput crate doesn't seem to work on my Mac
>>
>>163324326
I guess I understood the 'You're not gonna make it,' in a more general sense.
>i will never make decent money
>i will never be talented or skilled
>i will never have a gf
>i will never be happy

i should go to bed...
>>
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>Try to implement spacial partitioning for broad pass collision detection
>Even with just a few dozen collision objects the FPS drops from thousands to <100

I don't understand it!!!!!!!!!!!!
(But damn it'll be fun to suck up loot like a vacuum when I get it working efficiently)
>>
>>163324563
Living outside the matrix is hard anon, it's understandable that you just want to give up, no one will criticize you for becoming a normalfag.
>>
>>163324765
>no one will criticize you for becoming a normalfag
I will.
>>
>>163324952
I want to be normal, and do normal things, and have normal tastes, and live a normal life. At least I would have a normal amount of happiness.
>>
>>163325110
Could you stop wallowing in self pity and either post gamedev shit or not post?
>>
>>163325046
It's ok anon we all make mistakes
>>
>>163324765
Spatial partitioning ain't free. If your narrow phase is blazing fast, it may be worse (like you have discovered here). Though it may also be a suboptimal implementation.
>>
>>163325110
It's never too late, the first step is closing the browser.
>>
>>163324473
Maybe I should add some cfg stuff so that it's a no-op outside of Windows instead of a compilation failure.
>>
>>163325175
It probably is a suboptimal implementation. Everything I've done so far has been suboptimal the first time and then I learn what I did wrong.

However here...I'm not sure. I know there are some obvious mistakes -- the map is 7200x7200 pixels, but almost all the objects exist right next to each other, so I'm not sure that spatial partitioning is even a good choice, and that's besides trying to figure out the inefficiencies in the implementation.

I think this is the biggest hurdle. Once I get collision detection working for entities and for solid tiles on the tilegrid, then I can focus on making game mechanics. I'm so close.
>>
>>163325331
I wouldn't even bother (yet) considering how fast it was before.
>>
>>163325270
Nah, man, it absolutely should be a compilation failure. I'm mostly surprised it even tries to build instead of just telling me to fuck off and not come back until I've installed a different OS.

I don't think those OpenGL setup calls will work on macOS anyway. It's really anal about what very specific configurations you can use.
>>
>>163325387
There was no before, friend. This is the first time I've tried any collision detection implementation.
I'm not convinced that the way I have set up the collision system even prevents brute-force checks from being a bad idea. Every Collision component has a "Type" flag, and so far the types are:
> Item
> Solid
> Damage
> Effect
> Reactor
If I brute force, I only need to check "Reactor" collision entities against other collidable entities, because those are the only entities that will react to collisions.
>>
>>163325424
>I'm mostly surprised it even tries to build instead of just telling me to fuck off and not come back until I've installed a different OS.
I don't really know how to do that, I'm new to publishing packages. I mostly published it this early so I could snap up the name.
>>
>>163325162
>Could you stop wallowing in self pity
i cannot

>and either post gamedev shit or not post?
im going to bed, good night. sorry for ruining the thread
>>
>>163315894
speedrunning general is a different thread, anon
>>
>>163325540
A simple optimization here would be to have a collection of reactors and a collection of everything else. That would also make it easier for them to have different types, e.g. the reactors would have a method for what to do upon a collision. Saves a lot of wasted iteration and checks!
>>
>>163285682
i would watch the fuck out of that dude
>>
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>>163308594
>>163321647
For you, Anon.

Posing this took 5 years, so vertex animating this thing is going to be hell But still better than 2D animation.
>>
>>163285682
Only if they were Japanese devs.
>>
>>163325548
>I published it
Hello, Jake.
>>
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>>163325886
Oh shit I got doxxed.
>>
>>163323918
>that sounds terrible
It was, specially because it was a really long and overall good relationship that quickly fell to pieces after that silly issue.
Since then someone being controlling is a a big red flag in my book.
>>
>>163325689
I'm convinced it's a combination of making iterations to check for non-reactor collision components and inefficient implementation of the spatial partitioning. I'm creating a 2d array of Guid lists, and I changed it so I only instantiate a new list in an array position if there are entities to be added to it and it went from < 100fps at a 30px partition size to > 1500fps for the same amount of objects.
>>
>>163285682
>yelling at devs for bad decisions
Yeah, I can see it having a big following. Design decisions are very objective. I can see many rookies exposing their objectively crap products to people with legit authority like Notch, hoopoo, Rami Ismael, Phil Fish, and Toby Fox, who will then verbally abuse them until they tear up, realising how bad their decisions were. This will also encourage new devs to join the field and sit well with the mainstream indiedev crowd.
>>
>>163326237
>30px partition size
That seems really small. Isn't that only a bit bigger than the sprites themselves?

Are you recreating the spatial partitioning every frame? You shouldn't be.
>>
>>163285682
Yeah would watch the fuck out of it.
And would like my game dissected by experienced devs.
>>
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Best I could manage with the opacity mask stuff. I was hoping I could use it for wine in a glasses and such but I'm just not getting the hang of defining cylinders with the masking method.
I got what I need to slice the ocean as I want so I'm gonna give it up for now and move on.
>>
>>163326459
>Are you recreating the spatial partitioning every frame? You shouldn't be.
God, I'm so fucking ashamed of myself every day I make a stupid mistake I swear.
Thanks. I'll try looking for the obvious inefficiencies.
>>
>>163326550
>I'm so fucking ashamed of myself every day I make a stupid mistake I swear.
Cut that shit out, you're doing mighty fine already.
>>
>>163326550
I figured that was the case given that you mostly fixed the issue by not making lists when it was unnecessary. Creating lots of garbage is really, really slow. If you don't recreate the partitioning every frame it will be even cleaner.
>>
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>>163325863
Ah, much better. That looks great.
>>
>>163326543
(You) deserve feedback on this but I don't know what to say. good job!

Is this something you could apply to make a translucent character?
>>
Give me tropes that you like

Floating head and hands boss
>>
>>163326696
Thanks little animu
>>
>>163325863
I see you didn't fix the slippers
>>
File: wine.jpg (77KB, 1000x851px) Image search: [Google]
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>>163326543
Make it a fancy modern cube wine glass
>>
File: unity_shadows.png (79KB, 807x618px) Image search: [Google]
unity_shadows.png
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How do I make unity show different polygons/tris when behind a shadow? Is there a good shader/option for this?

p.s. fuck finals
>>
>>163326845
No, I find I like them that way (small adjustments were made).
They're supposed to be paws, so they need some thickness to them.
>>
>>163326691
Eh, I thought I fixed the issue, but when I bumped the cell size back up to 150px it went right back to dying once a ton of objects come out. Also, when you say "create the partitioning" are you talking about creating and instantiating the literal 2d partition grid, or populating it?
>>
>>163289635
yes, it's called search bubble
tl;dr google does extensive profiling based on your search habits and skews the results based on that (not the only factor though)
>>
>>163327098
Both. You should only be potentially modifying the data structure if you insert, delete, move, resize, etc.
>>
>>163326732
>Is this something you could apply to make a translucent character?
If you want a partial translucent effect on a model within a certain area, yeah. I think you can replace the cutoff with any other material if you define its rendering area as the opposite, so instead of nothing like I'm doing you just plug in a translucency material.

Might be some better method to do it. Overall translucency should be manageable just by messing with the material on the character.

>>163326934
That's actually a pretty good idea.
>>
>>163327217
Doesn't it have to be repopulated every step though because the objects are moving?
>>
>>163327315
If all the objects move, then all the objects move. That doesn't necessarily mean that they all move inside the spatial partition structure, though. You want to keep reusing the same lists as much as possible. Actually, I would use hash maps instead of lists, keyed by ID.
>>
>>163327453
I'll try switching to that, makes a lot of sense.
>>
What are you guys using to make pixel sprites? Photoshop?
>>
>>163323018
>>163323470
Why do people have to try and ruin good things? >>163323578 is right.
>>
>>163327828
Aseprite.
>>
>>163327828
Aseprite
Piskel
>>
>>163327828
Graphicsgale, but it's kinda shit
>>
>>163327908
>>163327952
>Aseprite
Thanks, it looks great. Been using Piskel and wanted to see what other options there were, thanks!

>>163328049
Seems alright, gonna go with Aseprite, thanks though
>>
>>163328141
Note that you don't necessarily have to buy it. There's a git for free.
>>
>>163327003
pls
>>
>>163328208
Wew, that's cool, thank you!
>>
>>163328208
This?

https://github.com/aseprite/aseprite
>>
Game Maker Studio 2 is annoying me a bit. Sometimes an icon leads to change canvas size, and sometimes the same icon leads to a different window with both change canvas size and change sprite size. I see no consistency to it.
>>
>>163322809
>>
>>163328654
>looking for a program called 'Aseprite'
>finds git with 'aseprite' twice
I'ma go out on a limb here and say: Yes.
>>
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>>163328740
I can't get it to work, which is why I asked.
>>
>>163328708
FUCK I SEE IT
>>
>>163328938
Well, what did you try and how did it not work?
>>
>>163327557
Fuck, it actually doesn't make any sense at all. I must be doing something very wrong. Back to square one!
LOS on my roguelike too like a week, I'll be happy if I get this working in a day or two.
>>
>>163329135
I would just skip spatial partitioning. So far your fastest iteration has been with none at all.
>>
>>163328208
To be fair, if there's ever a developer to support, it's the Aseprite dev. He's so quick with feedback and responses, as well as steady updates. Plus I think it's 20% off on steam or somewhere
>>
>>163329109
I downloaded what I found off Github for Aseprite.


It has a readme.md and installer.md but I don't know how or what to use to open these files.
>>
>>163329226
https://www.google.com/search?q=aesprite+compile+from+source&ie=utf-8&oe=utf-8#safe=off&q=aseprite+compile+from+source
>>
>>163329175
True. That's why I did buy it on Steam. As well as the beta limited to Steam. Weird practice.

>>163329226
You haven't been devving for long, huh? If you don't know how to open a file, just try Notepad++. Install.md has instructions on how to build the program from the sourcecode.
>>
>>163329174
I'm thinking it might not be the best way to go about things. The map is huge in my testmap, and a lot of the objects are clustered together (by necessity, even in real gameplay, because of the way loot will drop and AI will walk toward the player). However, my 'fastest iteration'... I've only tried collision detection WITH spacial partitioning.
>>
New thread:
>>163329412
>>
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Debug versions always look more funny than the final ones.
>>
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Added a configurable edge-case for the ground detection and fixed a bug where if you encountered a wall and ground that were part of the same collider, the ground detection would fail.

Current features - Adv Character Controller:
>Ability to collide without the need of a rigidbody or unity's built in CC.
>Ascend and descend slopes with a configurable minimum angle to be considered a wall
>Is not axis aligned so can be rotated freely(meant for swimming so the ground detection does not account for this)
>ground clamping(Issues occur in some scenarios).

TODO:
>Implement better ground clamping
>Implement moving platform support
>Implement ledge detection
>>
>>163328676
I figured it out, and the solution is very unintuitive. If the sprite editor has a tab open for that sprite, it only allows you to change the canvas size. If that tab is closed, then editing both the sprite size and the canvas size is allowed... for some reason.
Thread posts: 756
Thread images: 144


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