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/agdg/ - Amateur Game Development General

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Thread replies: 776
Thread images: 163

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Git 'er done!


> Previous Thread
>>163278610


> 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

> Engines
tools.aggydaggy.com/engines

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627
Recommended Filters: pastebin.com/KQztCGbw
>>
>>163329314
Thanks.

>>163329317
No, but I'm trying.
>>
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I decided to change how entering and exiting the hovercraft works, and that made it easy to add multiple vehicles so I did. Now you can drive this pink cube car and these hovercrafts that look suspiciously like f35s.
>>
>>163329653
>suspiciously f35-esque hovercar leaves the screen
Probably not the best way to leave the player feeling in control.
>>
>>163329761
There will be boundaries in actual levels to keep that from happening. They're just set not to draw outside of the camera view and room boundaries.
>>
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>>163329653
People are cosplaying him already
>>
>>163329483
What project are you going to use Aseprite for anyway?
>>
>have to download and install two other programs to install aesprite
Is there a compiled version out already?
>>
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Reposting:

Is the anon who said they were going to make music for pic related in this thread? I just want to make sure I didn't miss it
>>
>>163330223
If you pay the stupid tax.
>>
>>163330223
Yeah. You can get it by donating some bucks to a good cause.
>>
>>163330252
[sweats nervously]
>>
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>>163330115
Oh wow my first fan-art! I'm flattered.
>>
>>163297381
this might be my demo boss, but I hooked up the player controller to it just for fun.
might have a weird void/dark/null themed level, I got some good ideas.

you ever make a character you don't wanna see get hurt though?

shitty motion blur is for dramatic effect, won't have it in game
>>
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>Spend two hours making a somewhat okay animation for the title screen when it's clicked
>Can't figure out how to make it stop playing even when it's not clicked

Should I just not use sub images in game maker?
>>
>>163330910
I think the better solution is to work on the basic mechanics of playing animations before the animations themselves
>>
So in unity does gameobject.find and getcomponentinchildren not work on UI/Canvas objects?
>>
>>163331047
It does work. What are you trying to do?
>>
>>163331031
I'm trying but I'm better at the art than the actual programming.
>>
>>163331179
git gud
>>
>>163330910
>Should I just not use sub images in game maker?
Oh boy.
image_speed = 0
>>
>>163330815
creepy af
>>
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Screw this, need to tweak that a bit but I'm making the game for myself to begin with so I'm keeping this.

Shit's too funny.
>>
>>163331161
Basically I have a UI in scene that has info for the player. I want to find the input field first of all.

Next I have a canvas where one of the children is a text object with a script attached that changes the text of it.

So in the Start() function of the player I find the canvas element, disable it, and re-enable it when a button is pressed, get the input and then send it to my text element. Which will then change the text and after a certain amount of time fade the text and turn it off.

Problem is when I type gameobject.find("inputfield") it doesn't find it. I've copied and pasted the name of the input field, and it's never disabled before the initial disable (but it never finds the object so it doesn't work) And in hierarchy it's enabled when the null error comes.

The same with getcomponent in child. I'm looking for that script I mentioned earlier to send the text to. But it never finds it. The structure is player->playerCanvas->text and GetComponentInChildren won't return the component despite it being there and it being recursive.
>>
>>163331623
Upload an image of your canvas and its children.
>>
>>163331506
>I'm making the game for myself
love this meme
>>
i don't love any of these games i'm making so i can't ever finish what i start. what drug alleviates this problem?
>>
>>163332172
inspiration and creativity
>>
>>163332172
Cocaine so you finish them before you have time to grow bored of them.
>>
>>163331980
What's so meme about it?
>>
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>>163332172
watching Heat over and over
>>
>>163332347
you're make it to eventually sell.
>>
>>163332356
Actually I don't for this one.
>>
>>163332604
alri m8
>>
>>163332172
Sounds like ADHD. Imageboards are ADHD magnets too. So Ritalin/Adderall alleviate the problem, at least that what they're designed to do and do do in most cases.
>>
>tfw dev 12 hours day
>progress is still slow as fuck even though my scope ain't that big
this is just depressing, i literally dev all day and it's moving this slowly, so when i have to find a job 3 months from now and will be able to dev like 2 - 3 hours/day i will be pretty much fucked and never finish
>>
>>163334036
Its strange how little progress happens for hours of effort

If its asset creation I can understand art taking a long time, but why does programming take forever?
>>
>>163334108
I don't know.
Like I have this idea of what I want to code and it sounds so simple in my head like 30 minutes of work at most.. and then it's suddenly midnight 10 hours latter and only then i finally finish.. and looking back the code wasn't that complicated or huge but it still took so long to make..
>>
>>163334257
>>163334036
Yeah it's the same for me, really frustrating, but it does get a little better as you gain more experience. Depending on the case though, quite some time can be saved by first trying to find the most efficient design possible (but you're probably already doing that). I mean sometimes I just start programming but it really only serves to clarify what I'm trying to do and what is needed and then I start fresh with a new approach and it is a lot faster
>>
I've been coding nonstop for like 48 hours and my code is a mess

It was just for fun and learning anyway, so I'm planning to rewrite all of it so its more manageable

Does anyone have any tips for making manageable code?
>>
>>163331506
Is this some kind of MMetroidvania? Looks cool
>>
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>Try to get collision detection all evening
>Spatial partitioning improves the performance slightly
>Performance improved slightly more by only checking collisions during second pass if there's a "reactor" collision object
>Still chugs down from thousands to < 100 if there's a couple dozen items clustered together
Why god, why
>>
>>163334590
>Does anyone have any tips for making manageable code?
Don't stay up for 48 hours
>>
>>163334590
Just the normal advice I guess, try to keep different elements of the system separated and make them agnostic about what's going on in the larger picture. And be very precise about who knows what and who manages what. Often in games programming you to make some decisions about gameplay as well in order to be able to do that, and have some idea about how extensible certain systems need to be
>>
>>163334770
You should measure frame time instead of FPS, and then implement some profiling for your functions or parts of it, or use something that does it for you, if available in your IDE. In the grand scheme of things it's pretty helpful if you have some system where you can simply "mark" a function or segment of code and it will automatically give you debug and performance information somewhere without having to rewrite or insert it at each point
>>
>>163335131
Im pretty sure visual studio give timing info as part of its debugger
>>
>>163335312
Yeah the VS profiler is great but I'm not sure whether the dev uses VS. The VS profiler gives a list of incoming and outgoing calls from each function and how much time is spent in these various levels of the call stacks
>>
What program are you guys using for screen recording?
>>
>>163335560
I am the dev. I'm using vs community right now so I'm not sure what the limitations are since I'm used to just using enterprise, but still...somethings very wrong when it just immediately plummets exponentially like that.
>>
Holy shit not being able to use 2D vectors as a self-contained structure in Game Maker and instead having to split every fucking vector operation into x1, y1 , x2 , y2, etc. is driving me fucking insane. It's already nearly 2017 why is something like this allowed?
>>
>>163335765
Fraps
>>
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Too epileptic?
>>
>>163335875
I mean I don't know what your algorithm looks like. It looks like you have a lot of stuff there. 50 items = 2500 checks? 300 fps means you're spending 3 ms, whereas previously you were at 0.5 or so doing essentially nothing. Even if you did the collisions in 1 ms you'd still be below 1000 fps from that baseline. That's why fps is a deceiving
>>
>>163336186
I wouldnt call it epileptic, but it does hurt my eyes after a couple seconds.
>>
POST PROGRESS
>>
>>163336290
Well since i want the game to focus on wading through pools of loot drops ill need to efficiently deal with clusters. If i spread out my test drops across thr map the frame rate is in the hundreds even with hundreds and thousands of objects
>>
>>163336186
this is me typing from the hospital following an epilepsy attack cause by your gif, you will be hearing from my lawyers soon
>>
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>>163336339
I'm still merely following this beginner tutorial though
>>
>>163337578
It's okay anon. You have to start somewhere.
>>
>>163336339
I added 26 palettes to the game. Now I just have to apply them to the color keyed sprites ingame.
>>
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Got the thrusters hooked up to the engine, so now they fire corrently based on how the ships turns and moves. Now I just have to hook the two big thrustets too and that will be it. The next to make will be probably some weapons for the ship like missiles or machine guns
>>
its christmas break
why are you all sleeping
get to work
>>
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>>163336339
new skills
>>
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>>163336339
fixed ass
>>
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>>163336339
I made two bosses today, Brain Knight and Radical Rex(working titles).
>>
>>163340206
[faps monochromatically]
>>
>>163340206
Hawt
>>
>>163340195
why does this look like chinese mobile game?
>>
>>163341354
>half the world is chinese
>they all have phones
good idea
>>
>>163332356
that's just a bonus
>>
>an editor class
>holding a definition of scriptable object classes
>hoding the static methods making menus to instantiate them

I know what I'm doin'
>>
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dumping
>>
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>>
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>>
>tfw want to update my 7 year old pc for my deving tools to run better
>tfw too scared it will tempt the to waste time by playing games instead
>>
>>163342592
Just to let you know: I'm saving it. Thanks for sharing!
>>
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>>
>>163342637
That's a real fear, my dear anon. You've got to stay strong, man!
>>
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>>163342642
No prob bob.
>>
>>163336186
neato burrito
>>
>>163340175
Some of us are AT work (or for me rather 8 hours a day of on site training and 2 hours of paid exercise).
>>
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>>
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easing function not working properly
>>
>>163329412
>> Engines
>tools.aggydaggy.com/engines
>
>> Helpful links
>Website: tools.aggydaggy.com
Why should their be two links to the same website?
>>
>>163343483
Once a guy couldn't open a link to a Demo Day to find out when will it occur because of reasons, so I think there's a need for spoon feeding.
>>
>>163342248
>>163342336
>>163342489
>>163342592
>>163342684
>>163342796
>>163342901
>not linking your posts together so one can quickly save/open them all
>>
>>163343601
>responding to op shitposting
>>
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>>163336339
My file is too big for 4chan
https://youtu.be/G_zanhgugRM
>>
>>163342637
The guild of not deving won't make you play games long trust me.
>>
>>163344529
>the guild of nodevs
Where can I join this cult?
>>
>>163344625
You're already here
>>
Do any of you fags even use version control?
>>
>>163344687
if you don't use it, you're bound to fail
>>
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>>163342914
okay screw easing, it is linear and working now


i still havent made the actual game! i have to deliver this by the 24th!
>>
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>>
>>163344687
i used to (usually svn but also git) now i only use github for free static file sharing (as a kind of free CDN) and I use dropbox / syncthing.

sometimes i have actually wanted to go back to previous versions though, but whatever, idgaf about anything at all anymore

you waste too much time dealing and caring with / about things.

just type. no time for bullshit.
>>
>>163340464
Reminds me of those old DOS shareware games I'd play as a kid for some reason.
>>
>>163344625
>how do I join

No anon, the question you need to ask is how do I leave?
>>
>>163344782
Is this for winter jam?
>>
>>163344687
I wish there was a local version control system that made a commit every time any file was changed/added/removed automatically.

So if you use notepad, just saving the file would trigger a commit.
>>
>>163344785
>>
>>163344865
when you have thousands of commits, without actual comments, then you have no idea where you want to go back to.
Better to manually commit things when they are in a state that you like
>>
>>163344930
You have timestamps though.
>>
>>163344852
yes
>>
>>163344785
Damn, Metroid got SWOLE
>>
>>163344865
There is git annex assistant, I don't know how well it works with windows though
>>
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>>163344869
>>
>>163344687
Yeah. There was a gap where I didn't, but then an anon suggested using SourceTree and it makes my dick rock hard. It's relatively easy to set up, and it's compatible with all version controls. I'm using it with gitgut.io at the moment.
>>
>>163344965
so?
are you going to check all commits made a week ago?
every time you save it creates a commit, then you got like what? 500 commits?
are you insane?
disorganised information is just as bad as no information at all
>>
>>163344865
https://support.apple.com/kb/PH18862?locale=en_US

https://support.microsoft.com/en-us/help/17128/windows-8-file-history
>>
>>163345037
that armor looks bad and out of place.
>>
>>163345045
>SourceTree
Mmm nice. Thanks anon.
>>
>>163344785
>>163344869
>>163345037
The real beauty of those are in the textures. If you can't draw then you're still fucked.

I should've learned to draw when I had the chance, now I barely even have enough free time for game dev, let alone learning another skill on top of that.
>>
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>>163345087
You're mom looks bad and out of place.
>>
>>163345048
no he means like you are just typing and coding for hours, and end up in a dead end, with a heavily fucked up code base, now you just want to cut your losses, you call it quits on this endevaour and would be happy merely to just go back to the last working state
of course you never checked in any in-betweens or did the crazy shit in a branch or anything, you just fucking did it

and now you just wish you could teleport back in time, you'd check 30 mins ago, 1 hour ago, 1 1/2 hour ago, and get the most recent version that was the least fucked up, and resume from there
>>
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>>163345201
>>
>>163345226
or just use version control the way it's supposed to be used?

or I don't know CTRL + Z?!?!
>>
>>163345349
>?!?!
nice
>>
>>163345324
what's with the dumpy face though
>>
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>>163345324
>>
>>163345349
what if you dont want to? what if you forget? dont feel like it? what if your power goes out?

or just have the computer with 2tb per $90 hdd do everything in case you decide to want it

human time > invisible computer background work
>>
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>>163345454
One day I will make a low poly mecha game. One day.
>>
>>163345324
This is bad
>>
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.
>>
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>>163345616
>>
>>163345605
what?
>>
>>163345662
Overly detailed mecha best mecha
>>
>spend hours working on stuff
>load it up the next day
>none of it is there
>it's not in the version I backed up to dropbox
>not in the version I saved to a usb
I have no idea what happened, but I think I'm going to just quit now. It's instantly destroyed any desire I have to keep working on this project.
>>
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>>163345695
>>
>>163345774
Don't give up, anon. It's a test. Life is testing if you truly want to game dev or not. Don't let it win. Punch back and make it your bitch.
>>
>>163345774
Why aren't you working direclty in the dropbox version? Dropbox keeps track of old versions of the files doesn't it?
>>
>>163345774
if you're giving up after the first setback you weren't going to make it very far anyway

get angry and make it again, iteration is important
>>
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>>163345778
>>
>ah yes i will restrict myself to artificial limits not found on the nostalgia system I've never played
>I can't wait to see how good this looks on my 1080+ monitor
>>
>>163345774
now post what you had of your game
>>
>>163345774
It's happened to me before. Just gotta make it again. It sucks, but that's how it goes.
>>
>>163344687
Sort of. I don't use it properly by any means.
>>
>>163345978
You do know that all games use low poly models, right? It's just that modern models use normal maps and bump maps and all that sort of stuff to emulate a high resolution model.
>>
>>163346059
Bokube doesn't
>>
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>>163345978
Who are you quoting?
>>
What is the best way to learn C# for Unity?
Following the tutorial doesn't really help me. I still have no idea how to code. There are just so many weird terms and it's all so complicated.
>>
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>>163346161
>>
Currently I have a single class that represents all enemy types, with just a Move() and Attack() method that calls different behaviours based on an enum that I set. What's the proper way to do this? Should it be a different script for each enemy type that just inherits the base one, should I be using switches, or what?
>>
>>163346114
I hope he at least uses LODs. Most of his game the characters are tiny as hell, and wouldn't need many faces to make look good.
>>
>>163346278
nightmarefuel.gif
>>
>>163346059
No you nigger, AAA games use medium/high poly models together with normal maps.

Yes, they had an even HIGHER poly model to base that map off, but that doesn't make a 50k poly model into "low poly" as far as video games are concerned. (Since Low/High poly means different things for movies and games.)
>>
>>163345616
Is your pic even low poly? It looks real fucking good.

Also I like how the bottom right tank looks like a Pokemon evolution of the center right tank.
>>
>>163346278
use a name when dumping those for the 100th time so I can hide your posts
>>
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Gonna viral for a bit.

If you need music for you game, we do that.

https://www.youtube.com/watch?v=wpZoH41PIos

Contact me at : [email protected]
>>
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>>163346278
>>
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>>163346568
Sure. After you post your game
>>
>>163346571
Not going to lie, that's the dumbest fucking video I've ever seen. What the fuck do you hope to promote with that?
>>
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>>163346619
thanks
>>
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>>163346619
>>
>>163346203
https://www.amazon.com/C-Players-Guide-2nd/dp/0985580127
I learned with this book. It's really nice and up-to-date.
>>
>>163346324
polymorphism of the enemy class
polymorphic behaviors
DFAs
etc. lots of options
>>
>>163346578
disgusting
>>
>>163346571
>>163346656

Why are you swearing, son?
>>
>>163330815
my dick
post more
>>
>>163330815
why are you trying to make everything in your game sexual
>>
>>163346571
well, the video was meh, but i loved the music. you have my attention anon. now keep it
>>
>>163346817
Because the ignorance is astounding to the point where they really need to rethink their marketing strategy.

>we make music
>let's post an example of one song
>let's use boring text
>let's not show any success stories

Like seriously, Alaicc is fucking retarded if that's the strategy for their trailers they're going with. It ain't going to bring anyone in. And I say this being part of their target audience too. Do it over, seriously. It's not that I want them to fail, I'm not so mean-spirited as to want them to fail, but that video is not helping much. They need to step it up.

Also the other part of the cussing is slight exaggerations. It's bad, but it really isn't THAT bad.
>>
In GM, is it possible to make a stage that seamlessly wraps around? Like, if I made a level in a 2D platformer that was a giant tree, the player could walk to the right and eventually come back to their starting point.
>>
>>163346991
it really was though.
>no sample reel in the video
>hurr durr here's the definition of music for five hours
>more WE CAN DO IT rhetoric
>let's waste your time and attention by linking instead to a playlist

Scream amateurs trying to look """professional"""
>>
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How do you manage to keep going even when everything is so bad and wrong

I just want to end my existence
>>
>>163347259
this is why you make asteroids first.
>>163347313
the day dreams will kill me if i don't get it out
>>
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>>163347313
>>
>>163346571


>>163346974
https://www.youtube.com/watch?v=SLJSIHOjitQ&list=PL_v9tJP-ndj8XW35kIXRFkmIIQtX1VbeZ

Check the showcase, it will further your interest m8

>>163346991
The video is supposed to be one song, its thematic. Videos where they show a random selection are not cohesive, and I did not want that.

That is what the showcase is for, it has categorised examples, so everyone can get a good idea about the variety.

It did bring people in, but if you have any actual suggestions besides "boring text" , I am all ears.
>>
>>163347423
>posts actual suggestions
>I don't want that so they don't count
>that's what the showcase is for

And this is why you're still an amateur. Do you understand that by the end of the video, you will have typically made or lost your customers based on the content on it? Especially if that's what you're showing off as the face of your label. If you really think you can afford to have users move away from the page the video is on to even get an idea of whether or not they CAN use your services is going to bring in a ton of people, you're fucking insane and need to rethink everything. That is, unless you don't actually WANT to make money, then, you know, whatever right? Because all I know about that video is that you can make techno. What else can you make? Are you good at working with developers? What's your process of working with us like? You have failed in that video and you need to rethink things. I wish you success though.
>>
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What's the proper way to be doing this?
>>
>>163347827
S W I T C H
W
I
T
C
H
>>
>>163346571

>>163347631

I was going to address all your points, but

> know about that video is that you can make techno

What video did you even watch?
>>
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>>163347857
>>
>>163347827
switch (enemyType)
{
case EnemyType.Patrol:
PatrolMovement();
break;
//etc
}
>>
>>163347857

Anon how can anyone be developing for that right now? It's not even out yet, you stop being silly.
>>
>>163347892
pomf shotgun when
>>
>>163347892
>>163347857

didn't mean to reply mb
>>
>>163347892
No problem m8.
Also if you only have a function call, you don't need the braces.
Put that shit on the same line.
>>
>>163347889
>>163346571 this one. But I think I'm wrong at labeling it as techno. My bad. My ears are unfortunately not good, so it is hard to tell between that sort of style and techno. My apologies. But that error also is not relevant to any of the things I said though.
>>
Why did a game like this take 3 years to make? With the size of the team they had it looks like it should have taken a month at most.
>>
>>163347827
enemy->movement();
>>
>>163348110
Game had some troubled development. I agree it shouldn't have been a 3 year job but certainly longer than a month.
>>
>>163346991


>>163348106
See, this is a problem, because the video is designed to be a musical experience, since we are a music label, the song being a carrier for the information in the video.

I agree that it is not very informative, but the thought process behind it is that people go, 'that song is great, I will listen to their other songs and contact them.

However, you provided some very important bussiness related information that should be included, I will keep the video, but improve the description and our website so that everything is perfectly clear.

Can you give me a list of the most important pieces of info, you as a customer, would need?
>>
>>163348110
Because you have no grasp of what it takes to develop a game.
>>
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>>163348110
Tendo devs spent most of that time fapping over midna.
>>
>>163348515
>IT'S ART DON'T YOU SEE ITS SUPPOSED TO BE LIKE THIS

Just awful. You know those movie or game trailers that are so generic it hurts, and you wonder why people ever thought they were good or attention grabbing?

That's your video.
>>
>>163348592
Midna is such a slut. Link should just dump zelda for her since it's not like she's going to give him any.
>>
>>163348271
That was a bit of a hyperbole, 6 months to a year more likely

>>163348538
Pretty sure I do.
>>
>>163348515
idk, im not entirely convinced that providing a sample video is a bad idea, personally i think this one, e.g., is a good example of one that doesnt seem like a train wreck
https://www.youtube.com/watch?v=B-i7xQqQ8eA&t=33

but i get where you are coming from
>>
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hey senpai.

I apologize this never became more lewd.
Haven't been here in a while. Don't think I will make DD12 but figured I would post all the powers I have so far...
>>
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I think since this is like razor leaf when you throw it at a fire enemy then it won't be effective and just burst into flames
>>
>>163348515
I think firstly would be to show what kind of styles you can do (or say that you can do anything if you don't want to do that, but you best be prepared to back up that ANYTHING, otherwise you need to inform the user what your musical limitations are. You need to hook your users fast with a "good lord I'd love this in my game!" and you have to hit them hard. This will probably be the biggest chunk of the video.

Then you need to go into how it's like to work with you. You don't really need anything too detailed, but you should show a bit of the process. There's different kinds of musicians, those who work directly with their end users, and those that receive an order, make it, and drop it off. At the very least you need to identify which of those you are. This shouldn't be very long.

Then you need to promote some of your end users, show off your credentials. What games or projects have you worked on? Some encouraging comments would be good.

Lastly, a call to action of some sort. Hopefully you have a motto that works well with this, you'd use it then.

That's a basic breakdown of what you'd need. I can't think of anything else. Perhaps watch some informercials, they're typically very good at such breakdowns. Also looking into how to give a good proposal speech is a good thing, the breakdown for good marketing videos is very similar.

I hope that's been helpful.
>>
>>163348762
Pretty sure you don't. Also increased size doesn't "directly" correlate with decreased development time.There are certain slopes and diminishing returns. The bigger the team, the more time you have to spend fitting together the pieces of various programmers. I'd even go as far as to say that for small or medium sized games, having more than 3-5 programmers would make the development time slower. Too many chefs in the kitchen and all that.
>>
>>163348906
>>163349021

Oh wow, this is cool.
>>
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I don't know if I should do the same with this sword since it kinda looks like a grass blade

Also those damage numbers are just temporary I don't think I will keep them they're there for bebuggin
>>
>>163349075
That is very helpful.

Thank you for not just pointlessly hating on the internet like its usual here, and actually being constructive.
>>
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For this power I was thinking it would be really powerful but only if you are standing in the sun, like a solar beam or something.... so if you are in a shady spot it won't be as effective and if you are in a dungeon you can't do it at all.
>>
>>163349194
Ahh, I don't like to shitpost in here. I may be wrong sometimes when I argue, and may be rude, but I feel like these threads are our holy land, so to speak. I don't like shitting them up at all. Now if you'll excuse me, I need to get on getting to yesdevving.
>>
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mandatory spike attack
>>
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This hammer attack is wip. I still need to add a charging animation. It won't always send a shockwave bullet like this. When you release right mouse button you attack and the longer you hold it down the more powerful it is.
>>
>gif

nah m8
>>
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finally the classic suck and blow mechanic. I think I am going to need to nerf this somehow.
>>
>>163349415
>Play as peach. Can morph into different fruits. >Here you see the peach become durian.
>14.99usd on Steam now
>1 million sales
>>
>>163349739
I think enough was taken from Nintendo without Peach getting involved
>>
>>163349598

thanks for you input
>>
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>>163347313
I must do it. There isn't a day I don't want to give up but I must go on, for the sake of lovely bidimensional girls. My feelings of despair are just one of the many obstacles to overcome.
>>
>>163348592
I can see that happening and I can't blame them
>>
>>163347398
Yeah, but Asteroids wraps around the screen in a Pac-Man kind of way. I'm talking about having a room that tiles with itself to the left or right infinitely
>>
>>163350474
It's literally just a matter of your camera perspective.
>>
>>163350474
the trick is draw event shenanigans combined with standard pac-man/asteroids wrap plus accounting for collisions near the wrap area so you don't end up with shit that flies under the radar just because it went through the wrap boundary in a very specific way
>>
>>163350474
It's piss easy if you have control of what you're drawing on the screen. If you don't, then, well, that's a problem.
>>
>>163349667
I love your walls and floor. How'd you do them?
>>
>>163349667
Wow, I thought you were just memeing back then. I'm happy that you are keep on going. Keep it up, nice progress!
>>
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>>163344782
okay it is 1:43am i should try to sleep

but tomorrow i start on the actual gameplay, i will have only 1 day to make it playable
>>
>>163347827
I don't understand why you would ever use a single class for all your enemy types. It's going against OOP.

Make a parent class with all the shared functionality and then make child classes for Patrol, Chaser, Random and Rooted.
>>
>go to post programming problem in thread
>figure it out immediately after typing it

wow, so rubber duck programming really does work.
>>
I decided to say fuck it and figure out the full function of the downward moves later, during creation of the next boss, so for now they are kind of barebones in terms of utility. Although the ground version is probably your best crouching attack so there is that.

Down fire on the ground is a crouching spin attack. You can use this while dashing/sliding to keep your speed for the attack until it ends or you cancel it in various ways. Down Fire in the air is also a spin attack. Holding down the attack button will continue the spin. The hitbox is rather large.

One left to go, but I actually know what I want it to do this time.
>>
>>163351837
What language is that?
>>
>>163352253
Yeah, it's why I talk to myself when I'm programming.
>>
>>163352565
>Yeah, it's why I talk to myself when I'm programming.
yeah... sure, that's why
>>
>>163352457
C
>>
>>163352695
Believe it or not, it is. I can work out the solutions easier when I'm talking to myself.

It might be some sort of mild schizophrenia but who cares, I program better this way.
>>
>>163352826
I do the same when I'm facing a more complex algorithm.

I guess: https://en.wikipedia.org/wiki/Rubber_duck_debugging
>>
fuck that weeb shit
>>
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>>163352385
I genuinely hope you get an artist fit for the level of polish you're putting into the gameplay mechanics anon. You're a fuckin inspiration.

But leave the classic placeholder box character as a secret unlockable
>>
https://kenney.itch.io/kenney-donation
How good is this pack? Is it worth it?
>>
>>163353435
no
you will end up needing to make more art anyways.
It's just good for prototypes, that's all.
and even then, >>163352385
doesn't look too bad either
>>
>>
>>163353435
Isn't all of his stuff free?
It's fine for prototyping, but I don't think it would make for a good full game.
>>
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>>163353223
Thanks anon. Yes placeholder shape graphics will be in the game in some form, or at the very least as an easter egg.
>>
>>163352385
You are a better human being than I am or can ever hope to be.
>>
>>163353964
that's the attitude!
>>
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>>163351247

hey thanks.

literally like this
>>
>>163354136
I hate being an artless pleb :(
>>
>>163338512
Looking good. I check /agdg/ during the day so I can keep up with your project.
>>
>>163352385
I want an in depth guide on how you handle all your combat system.
>>
>>163354136
Looks cool, what software is it?
>>
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>search for video tutorial on thing I want to do
>cute female voice starts speaking
>>
>>163354494
You know, you can do it easily in Paint.NET or the Gimp if you wanted.

What you need for serious pixel art work is a graphics tablet and practice.
>>
>>163354616
>practice
where can I download this?
>>
should i mod minecraft or make my own minecraft in unity?
>>
>>163354809
No
>>
>>163354809
Minecraft is built on the foundations of Notch's lazy, incompetent coding. If you think you can do better, remake it.
>>
>>163354494

It's TVPaint. What I like about it particularly is that it's streamlined for animating. It's not the best for pixel work. The reason I zoom so much is my wacom is really old and I don't feel like I have good control over it unless I'm zoomed in
>>
>>163354346
thanks, so far things are going as planned
>>
>>163354964
it looks like you have parkinsons
>>
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>>163354471
I wouldn't know where to begin, and I'm sure my method could be way better, like how my old debug code for printing states was handled.
>>
>>163355089
Aww
>>
Is there anything inherently wrong with working with vectors in GM?
>>
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how do I become the taco brown version of ZUN?

simply making small games with cute anime girls?

how much money does he makes per game?
>>
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>>163355070

ur just jelous
>>
>>163355231
Why would you want to be someone else? Do you hate yourself?
>>
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Animation is hard.

I'm gonna make the big beam split in half and melt away to reveal the sword soon, maybe make the beam blink rapidly to give the illusion of transparency
>>
>>163355231
One of the reasons touhou is so popular is because of the fanart. Japanese would never do fanart of your games since you are not japanese.
>>
>>163355462
Almost there. Keep going.
>>
>>163355720
reminder that there is high probability that half of posts like >>163354602 are written unironically
>>
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>>163355918
Nah, I was totally being ironic.
>>
>>163355462
May I ask what software is that?
>>
>>163356772

Scroll up to his other reply anon. Come on now
>>
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Importing from Game Maker 8 to Studio is bullshit.
>durr obsolete function
>durr compilation error
>durr variable not set even though it is
fucking idiots get your shit together
>>
>>163356947
Ah, you are right. Sorry about that.
>>
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rate.
>>
ded thred
>>
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>>163357085
>custom scripting languages

not even once
>>
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>>163355231
>drink a lot of beer
>join a game circle at your japanese university and release several games while in it
>after graduating stop for a while so you can concentrate on your professional video game career
>make your big doujin comeback while still working as lead developer on two different games
>drink even more beer
>>
>>163336186
yes, red is pulsing to brightly/darkly too quickly. Should be a softer ambience
>>
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Happy Holidays to all the people of the world.
>>
>>163357409
That's some slick as fuck animation on the cthulu bastard
>>
>>163357182
Black Popeye?
>>
>>163340206
this is quite a thorough composition. I'm going to share it on /pol/
>>
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>>163357182
black Nigel Thornberry?
>>
>>163349667
What engine?
>>
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I've been considering replacing my sword combat with something else. It was always swords just by default because I started this for Zelda jam, but I'm doing experiments.

Honest opinions on boxing?
Didn't make the animations, they'll be replaced, just wondering as a concept.
Do you think this sort of thing would turn off Zelda fans? To me it seems more aggressive, even though it shouldn't compared to blades.

Any alternative ideas? Can be with/without a weapon.
>>
>>163357493
yes.

>>163357606
no.
>>
>>163357527
what
>>
>>163358331
Impregnate
>>
>>163358331
Reread/rewatch some my favorite hentai
>>
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>>163346913
>>163346853
I didn't really intend for it to be sexual, but I suppose that's a good thing.

I was going for cute at most, hopefully a little scary in the context of the level

also blendshapes/shapekeys are fun and I'm glad unity supports their import from blender
>>
>>163357630

construct 2

I really love it.
>>
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Just finished reworking the garage, it's a lot less shit then before but still not there. Anyway, that's for later now back to upgrades and tuning

I miss working on gameplay
>>
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Finalized this one
>>
>>163358915
Heck yeah, I love seeing progress on this game.
>>
>>163357670
Why not both?
>>
>>163358783
>didn't intend for it to be sexual
>latex suit
Anon....
>>
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>>163358331
abandon all hope
>>
>>163354809
>>163354865
I feel like making it in Unity would be missing out on mods, without a lot of effort going into working around Unity itself.
>>
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Which of these looks the best?
>>
>>163357085

Agree. I just imported an old project and jesus fucking christ.
>>
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>>163358783
Doesn't look sexual to me. Looks similar to Ghost of Starman. I like it.
>>
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>>163360054
Its actually supposed to just be dark featureless voidy skin. maybe I should write a custom shader for it, but I kinda like the shiny.
>>
>>163360360
4
>>
>>163360360
3 or 4
>>
>>163360726
Would it look better if I managed to trim the stroke of the top and bottom bits so they don't show up underneath the middle hexagons?
>>
>>163360360
3
>>
>>163360862
Maybe make them the darker orange colour instead of black.
>>
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>havent devved in over a month because my main project is way too ambitious
>ready to give it up and move on to something more realistic, but i have no good ideas
>cant stop thinking about all the time and effort i put into my overly-ambitious main project
>know it will literally never be finished if i keep working on it, even though i want to so bad

Vidya dev is suffering. I'm walking this fine line between working on something I want to work on and something new that I actually might have a chance at finishing and even making money from.
>>
>>163360862
I think 4 with the underneath lines trimmed would look best.
>>
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>>163360927
That's what the original was (pic related), but I'm trying to have a consistent style for all of my assets, so that black outline is a must.
>>
>>163360932
Use assets/ideas you've made from your old project, recycle it for a scaled down project anon. It only goes to waste if you allow it.
>>
>>163361081
I mean just the outlines that are partially obscured.
>>
>>163360932
>work on big project
>get a team when you finally have some awesome to show to people

That's my plan at least. I want a solid proof of concept demo and then I'll find a few people willing to profit share on the project.
>>
>>163360490
god damn, that is similar. I suppose you can't escape that sort of thing though.

>>163360932
I started doing jam games for fun and it really helped. It helps you get a sense of doing games from start to finish, and It really helped trim my scope for my main game to something I know I can finish without cutting out the "dream" features. keep at it senpai
>>
>>163361114
Oh, then yeah I can do that. Thanks for the input everyone!
>>
>>163359575
Fuck you that looks so good. Did you make all of that?
>>
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I'm a slow, procrastinating worker
>>
>>163361109
>>163360932
you can also use jam games as a way to prototype some of your ambitious ideas/mechanics one by one
>>
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>>163361378
Made the animation, different modeller made the gun and hands.
>>
>>163348906
>>163349021


is it just me or for thast looks like kirby ?
>>
>>163361602
the previous footage had the character inhaling the tops of mushroom enemies off to leave a bare mushroom stalk enemy, so it's safe to say that the similarity is intentional
>>
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I refactored the physics in my simulation, now everything moves according to applied forces and collisions.
It doesn't make much sense that animals can just push plants around, but its cool that this just works without any special effort - if the collision is forceful enough and the plant has a small enough mass, it'll move.
>>
>>163362094
but what is going to be about ? some sorta of kirby but in a "camera from the above" enviroment ?
>>
>poonity
>>
>>163362356
I dunno but I'd play that. The sequel to Wizard's Lizard has a similar thing going on with enemy possession and looks to be less mediocre than the first game.
>>
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>>163361214
Starmen had a dull polish, no mouth, different shape, and insignias. You're good.
>>
>>163348110
Hmmm why did a massive 40 hour game with massive areas, tons of intricately designed dungeons and complex, highly polished gameplay mechanisms that was being developed for two different consoles and utilizing brand-new controller technology while pushing the old hardware to the limit with visual effects take a slightly longer than average time in development?
>>
>>163349080
>Too many chefs in the kitchen and all that.
>>
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How do these look?
>>
>>163363210
left
>>
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>>163359954
Man, I wish I could post a bit more progress but I've been working on almost nothing but menus and systems for the last few weeks so usually there isn't much to show off.

Pic semi-related, early stage heavy unit. Head looks a bit too gundam-y but I think the finished set is going to look baller
>>
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Imagine a sword in her hand. How's this for a victory animation?
>>
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>>163267075
I added a tile-based map system and a simple camera system so I can move around the map
webm came out pretty low quality and choppy, though
>>
>>163363329
way too modest
>>
>>163363210
preddy gud. can't go wrong with either one.
>>
>>163363329
Could you make her jump?
>>
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>>163364295
Like this?

>>163363715
What do you mean?
>>
>>163364470
Yeah, but also doing the hand raising like in the first one.
>>
>>163357670
>Do you think this sort of thing would turn off Zelda fans?
Last I heard Zelda fans were just gamers that liked cool games in general but if you're in a jam about making Zeldas you'll probably get one or two 14 year olds whining about how your Zelda isn't identical enough to Zelda.
>>
>>163360932
>haven't done in one year and half since I got a job
>>
>>163364649
But the hand raising is supposed to be her putting her weapon back in the imaginary sheathe on her back. Doing that while jumping sounds dangerous.
>>
>>163363329
So she just stabs it into her head?
>>
>>163357409
Now he has no children to carry him.
>>
>>163364835
Yeah, the battle is over so she has no reason to go on living.
>>
>>163364835
Harder to lose it that way.
>>
>>163364825
Ah, I'm sorry. I just thought it's a hand raising as in "yey, I did it!", and imagined that it could be accompanied by a jump.
>>
>>163346278
That looks like garbage anon.
>>
>>163365128
Oh yeah, I plan to make an animation like that too.
>>
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>>163365271
If you want to make the victory pose the putting away the sword movement, maybe you can make her give the thumps up after it. Estelle from Trails in the Skies does something like that.
>>
>>163365547
But she has no thumbs. Hell she doesn't even have actual hands.
>>
>>163365662
Yet she can still hold the sword. Check mate atheist!
>>
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>>163364680
I meant AGDG's Zelda Jam from March, since I'm no longer required to stick to those tropes I figured I'd try to mix it up.

>>163359990
Scope really, because of the different ranges of the respective methods it requires a lot of tweaking.
Also why are you going to punch things if you have a sword.

>>163357670
Any more opinions?
>>
>>163365979
Sword could be the bigger option. Punches are the fast concise dodging style. Some foes might actually be better to beat up all fast-like. Brass knuckles or spike gloves would make a quick stylish improvement.

But scope.
>>
>>163365979
Punching trough the entire time seems weird. Usually I connect hand battle with a period of weakness (when you lose your weapons), or times when you get a power up and become so strong you one punch everyone to death.
>>
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>>163336339
>wow indie minimalism you sure showed me with those ten pixels
This is just something to goof around with, I can't art nor music nor program nor make a game but I ain't gonna let that stop me from at least completing one project in my life.

Right now having problems picking up and throwing an object without having the collisions be a dick but I'm getting there, early days.
>>
>>163357670
The only thing I don't like about this is how her arms seem too short to give her any range. She looks like she has to be right on top of the enemy to hit him. I dunno, maybe her dodging animations just need to be snappier, like she can duck in and out of range really fast.
>>
>>163340206
That's a fine butt, anon.
>>
Where would you guys start if you wanted to make

>A 3rd person action shooter
>grappling hook mechanics

Basically if you wanted to make a game like Bionic Commando 2009?
>>
>>163366645
unity asset store
>>
>>163365823
Do you see a sword? Didn't think so. Checkmate muslim!
>>
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>>163366439
Anon have you seen how shit my own game looks? I definitely won't judge you.
>>
>>163366645
I would convert the starting content ball launcher in UE4 into a grappling hook using the cable blueprint component.
>>
>>163366645
The fact that you're asking that question means you should start working on something smaller first.
>>
>>163366816
Damn son, that reminds me of Phantasy Star but with a PSP like UI.
Don't put yourself down man, I like it.
>>
>>163366784
Bu-but. I, I mean. Damn.

At least we can agree that she is max cute, right? And that we both in need of knee protectors.
>>
>>163366936
I'm putting myself down because I'm not a good artist. I'm definitely still a programmer. It's probably pretty good from what you expect of a programmer.
>>
>>163366816
Daham, anon, I'm waiting for that game for so long now! I'm glad you are still at it. Keep it up!
>>
>>163367130
You've been waiting for it? Why? It's not like I've really shown anything but GUI off yet.
>>
>>163367283
Tactics games are my fetish, that's why.
>>
>>163367662
>Tactics games
Anon... it's a action RPG.
>>
>>163367692
Not him but that's even better
>>
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>>163367662
Forgot my webbum.

>>163367742
Yeah. Tales of Graces' combat system is my main inspiration. So imagine that in 2D with shit graphics.
>>
Is there any good 2d game engines for java?

What is the best 2d game engine?

I was thinking of Libgdx and making a game.
>>
>>163367850
>java
just stop
>>
>>163366302
That's a good point, but I guess that association is from within games where it's weapon vs no weapon
If you look at God Hand, the fighting genre, games where weapons aren't a major factor, I don't know if that still plays.

>>163366445
Yeah I agree, those animations are taken from Mixamo so I'll need to see how I can improve that with my own if I go with this.
I had to reduce her character collision size just so she could punch beyond it.

>>163366293
Indeed
>>
I have not the first clue about modelling, rigging or animating.

However, I have a really nice rigged and animated high-poly model.

can I split the model in multiple meshes without completely breaking everything in 3ds (or similar)?
not even sure if mesh is the proper term here.
>>
>>163367837

Might wanna work on that jump animation though
>>
>>163368021
Already have in the new sprites.
>>
Ok, I'm starting today, no knowlogde, no nothing. Starting... now.
>>
>>163368072
NICE
>>
>>163367937
So for example if you had a rigged character, and you wanted to split their head from the rest of their body, while still maintaining all the animations etc?

Can't help with program specifics but yeah you can do that.
>>
>>163367894

What wrong with Java?

Its like the only language I know?
>>
>>163368408
exactly. it has too many vertices at the moment so I need it to load it as 2 meshes. multi-mesh models are no problem. my fear is just everything breaks.

>>163368485
use libgdx, forget everything else. I use it now for 2 years. ama
>>
>>163361602

Here is the prototype from demo day X

https://opatik.itch.io/pantyraid
>>
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For my first real project I decided to make a mod instead of a game. I know it's not optimal, but I've decided minecraft is going to my be platform. Realistically this is just a bit of a test for the real game I want to make someday, but for now this will have to do. I'm drafting out things conceptually right now, is there anything I should know before starting that you guys would've loved to know when you were starting?
>>
>>163368160
https://www.youtube.com/watch?v=HF4hJ_2aNg8
>>
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>>163368273
Is that nice because I didn't actually post it?
>>
>>163368729
>is there anything I should know before starting
prototyping in minecraft is a bad idea
>>
>>163367837
That looks like it could be incredibly confusing to tell what's a wall and what's a stair.
>>
>>163368828
No I'm saying nice because you're already addressing the issue, and that does look better.
>>
>>163357409
The black ones are distracting from standing out
>>
>>163368937
That's just a shitty test tileset that I made in about 3 minutes or so, and demonstrating how height works. With proper map design and tiles, it shouldn't be a problem.

>>163368962
Sweet bro. The colors are like that because it's color keyed to palettes. Picking skin and underwear color and all that.
>>
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>>163368879
Making a game from scratch with no skills is a bad idea. I need to develop some sense of coding in an actual project rather than just simple calculators or whatever the fuck else I've been doing up until now.

Got any alternatives?
>>
>>163369168
starting in another game's engine will teach you bad techniques you won't translate to other projects
Both game maker: studio and unity are solid choices for beginners with huge tutorial library
>>
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>>163368729
>is there anything I should know before starting that you guys would've loved to know when you were starting?
I have come to know exactly how fucking useless I am and how extremely useful it is to build on the work of actual professionals rather than starting from scratch.
>>
>>163368160
All you need is 47 hills in your Hollywood account.
>>
>>163367837
How is this type of jumping effect achieved in this sort of game? I know that games with this sort of camera angle use trickery with the collision box size versus that of the actual sprite so that objects and characters appear to be standing "in front of" things, but I don't know how games like this and 2D beat em ups handle whether a player has jumped high enough to land on a taller platform, because in those situations the collision box essentially moves through otherwise collidable objects. Is it as simple as creating a "height" variable that works as a pseudo z coordinate?
>>
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>>163369280
>>163369456

Getting mixed signals here
>>
So I have a 2D Android platformer written in Java

Should I have a class that initialises everything that I need when the game opens. Then have methods that set the values of these classes every time I start a new level or screen?

Rather than initialise the entire 2000 item game world upon each 30-second level, disposing it all at the end.
>>
>>163368729
>is there anything I should know before starting that you guys would've loved to know when you were starting?
Yes. If you are going to 1MA, learn how to art first. When you get to the asset creation part as a programmer, your heart might shatter.
>>
>>163369542
Yeah I have a heightmap and a z variable. Drawn y is y+z, which is why it looks like that. The main problem is properly layering that stuff.
>>
>>163369572

Just pick up gamemaker or unity and start from there. Take baby steps. You could try modding other games, it's where I started.
>>
>>163369572
Just do whatever the fuck you want. I'd start with Unity though and make your own thing with the help of tutorials. It's not easy, but you have all the tutorials you need.
>>
>>163369456
>minecraft
>work of actual professionals
>>
>>163369674
Thank you.
>>
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>>163369620
I can't draw for shit how am I going to do that? Coding, good coding practices and a bunch of other shit for game design is surprisingly well documented and I can learn from a vast library of things, improving over time.

Art however, is completely different. It isn't straightforward, nor is it guaranteed that I can be any good at it. At least I can be halfway decent at coding, not this shit though.

>>163369757
>>163369701
>Do whatever the fuck you want

Aight MC it is then
>>
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>>163369542
>>163369879

Also I should note that my collision box actually always stays on the ground, there's a z test to say it even has a chance of colliding. I'm not really sure how to explain that better but basically, hitboxes don't actually move on the Z axis.
>>
>>163369885
>nor is it guaranteed that I can be any good at it
Yes it is, it just takes time. Anyone can do art as long as they're not actually mentally deficient.
>>
>>163369986
>Anyone can do art
Not really... Most people can practice as much as they want, and they still produce shit. Art is not as easy as you think. You need a natural talent for it.
>>
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Which of these games do you think has no chance of being finished?
>>
>>163370147
>You need a natural talent for it.
hahahahahahahahahahaha
>>
>>163370215
Yes you do. I draw since I was 12 and I knew tons of people who practiced a lot and still only produced crap. Regular people.
>>
>>163370147
I spent 6 years being literally garbage at art, but eventually it started to come together, and now i'm doing all the art for my own game. Don't be a baby about something you're too lazy to work for
>>
>>163369923
I have one more question, if you don't mind. How do you determine whether characters in the air have been hit by an attack? Is it another simple z value comparison? Thanks again for the responses.
>>
>>163370160
Mine. But I'm fuckin' gonna.
>>
>>163370309
Then obviously they're not practicing productively.
>>
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>>163361405
couldn't tell if male
>>
>>163370358
Which is which one?
>>
>>163370341
Show me your "art" please. I want to see it.
Of course most people can learn to draw simple shit, but we were talking about art. Art is something most people are not capable of to produce.
>>
>>163331980
>>163332347
People who realize they're making it for themselves are actually the non-meme ones.

You know how many "indie games" are never played by anyone but their creator and MAAYBEE for a few minutes by one or two of their friends.
>>
>>163370353
That would require too in depth of what I do, but it is just part of the state of my ECS. You're put into stagger state when you're hit and you can only recover on the ground.

>>163370160
>I'm not the recap again
Goddamn, why? I posted right after the recap dude.
>>
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have angled stabbing kind of working but there is elbow snap...may be able to fix by adjusting the up stab animation. unfortunately a bug is freezing the animation but we can still get around using the grapple beam!
>>
>>163370367
They practiced just how most people practice.
>>
>>163370615
It's last week recap because I haven't found the recap of this week
>>
>>163370639
So? Everybody has the capability to practice productively if they just put in the effort to do so.
>>
>>163370341
>I spent 6 years being literally garbage at art, but eventually it started to come together,
this is the problem with 1ma
even if it were possible for anyone to learn, it takes way too fucking long to become a competent artist
it's just not worth the time investment
>>
>>163370665
I had posted then too and I'm not on it. It's pretty frustrating as I'm following the format.
>>
>>163369168
I think that's a rock you'll hit in any engine. Some general experience in coding logic will translate but you're always going to hit the rock of how that is done in another engine.

>>163369785
I was more meaning in the general development sense, not that he should take up Minecraft modding. Which I suspect is a shit way to learn much of anything except Minecraft modding.
>>
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>>163370515
Not gonna reply if you make any other excuses cus you've clearly convinced yourself that it's unobtainable, so have fun complaining about something that's your own fault.
>>
>>163370341
That's both motivating and sad. It's like you've build up your life because you thought that for thing X to come true you have to do thing Y, but now, after quarter of a century, you realize that what you really should have been doing was thing Z, but normie life slowly taking over, and if you want to squeeze in learning a new skill in your daily basis, you'll end up spend literal years to get to a decent level, more likely the double of which is usually required.

It's not like I'm rushing anywhere or have anything better to do, but I wanted to make my fav devs happy like they make me happy, and I fear by the time I can have some juice in my game this place will be long gone. ;_;
>>
>>163370665
>>163370726
he specifically said it would be posted later due to holidays
>>
>>163370691
Being good at art isn't just about effort. That#s why you have people who hardly practiced and are still better than you.
>>
>>163370379
Daham, cute! Bunny Renaissance is around the corner!
>>
>>163371014
Some people may have the mindset to improve faster but there is no gene that decides whether someone can or cannot produce art.
>>
>>163370869
What are you even talking about? I actually can draw. I am good at art. That's why I know that it's something not everyone can do.
>>
1-4 - game you can make
5-9 - game you want to make
0 - mobile shit
>>
>>163371136
>inflated ego telling others what they can and cannot do
>>
>>163371106
If you can produce art has much to do with having a high IQ. The higher your IQ is the more chances you have at being at it.

Since most people have an IQ at around merely 100, most people have bad chances.
>>
>>163371136
Post art?
>>
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>>163370892
i believe in you anon, even if you can only do it in your free time, you WILL improve if you care!
>>
>>163370160
Shitty nintendo dev has shown interest in re-trying the art side, I don't think he will succeed
>>
>>163371293
loool
>>
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>>163371321
>>
>>163371501
Hot. Now post your game, I've never seen a game here with that kind of art
>>
>>163371501
I know child porn tracing when I see one
>>
>>163371454
why is that funny
sounds reasonable to me; how will a retard be able to understand shading techniques, perspectives, anatomy, etc?
>>
>>163371501
Saved.
>>
>>163371631
Maybe if you're talking literal Down syndrome or something.
>>
>>163371604
Making games is for losers like you. I don't make games.
>>
>>163371293
>>163371631
this is obviously true but it applies to everything so why even mention it?
>>
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>>163370869
>tfw i want to play as jack-o but don't want to shell out $49.99 for a glorified expansion pack
>>
>>163371501
Your English is very good for a Japanese person.
>>
>>163371736
So why are you here?
>>
>>163371501
>tfw casper looks cooler plays better but windia VA is better so I play her instead
>>
>>163371721
I think you're seriously underestimating how stupid the average person is, anon
>>
>>163371501
I still don't understand the link between nazism and lolies...
>>
>>163371743
I bought it cus it came out on my birthday and so far i've just spent a weak trying to learn johnny, but yea considering sign cost me like 20 bucks this is real expensive shit. It's p fun, and the new palettes are pretty neat.
>>
>>163371390
Thank you! And fucking damn it I will!

But how can you hold on for 6 years? Yeah, looking back at my learning journeys, I know that I can not except fast results, but for some reason, when I learn other stuff, I don't feel this stupid, and I only realize how little I know at the beginning when I look back. With drawing, I know right away that I'm shit when I lift up the pencil. How one supposed to believe in himself, saying that on one day he'll be good, when he can not blindfold himself with naive joy like a child? Ignorance is truly a bliss.
>>
What are some resources for learning about patterns and implementations for AI, specifically for a roguelike or a tactics rpg?
>>
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Any more skeleton epitaphs?
>>
>>163372106
GOAP
>>
>>163372163
"Your game"
>>
>>163372163
"He never scored"
"He died as a filthy nodev"
>>
>>163371957
I'll eventually cave and buy it. I'm just not happy about it. I'll get my money's worth though. I just wish those who already bought Sign got a bigger discount on Steam.
>>
>>163372329
If you're gonna buy it, just do it today before the 10% sale goes away. If you have sign you can save another 10 bucks on the deluxe bundle. It's still 50 bucks for all the DLC but it's better than paying 70 later.
>>
>>163370160
It's easier asking which ones are more likely to be finished.
>>
>>163372163
"He's got a bone to pick with you"
>>
>>163372703
Which are?
>>
>>163372731
Clarent, Monolith and Something To Do With Love.
>>
>>163372731
None but mine and yours
>>
>>163372829
Thanks.
>>
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Hi anons, Morgan Schwanke from Unity here.
Why the fuck haven't you replied to my emails? I'm trying to get you cunts a 25% discount on the Pro version and all you fags do is shitpost in this game graveyard.
I'll be sending you all a new email tomorrow and you better fucking take my offer.
Don't make me come here again you cunts.

Sincerely,

Morgan Schwanke
Product Manager
Unity Technologies.
>>
>>163373024
heustis2007.jpg more like autism2007.jpg haha xP
>>
>>163372826
>anon has more faith in furries than you
>>
>>163373024
ill buy unity if you fix your goatee
>>
>>163373151
He'll just buy one on the asset store instead
>>
>>163372826
Those are not going to make it.
>>
Gogem replied to my post but it got filtered kek
>>
>>163371501
Is that your best work?
>>
>>163373254
Oh boy, gogem has spoke, those games are guaranteed to be successful.
>>
>>163373024
Shave that shit off your face, holy shit
>>
>>163373329
>person who posts kek in charge of making accurate judgments of /agdg/ games
>>
>>163373024
Stop impersonating me.
>>
>person who namefags talking shit about others
>>
>>163370869
>comically puffy
its not arousing or funny
>>
>>163373095
>>163373151
>>163373439
>>163373669

BUY
MY FUCKING
SUBSCRIPTIONS
>>
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>>163373024
>2017
>people still fall for the Unity meme when better alternatives are available
>>
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>>163374047
>Godot
>good

At least post Xenko if you're going to shit on Unity
>>
>>163374047
>political meme garbage
No thanks.
>>
>>163374047
>pro is free
>personal is not

Anyway I wouldn't use it even if it is free. Last time I tried it I loaded up a simple platforming demo scene and it crashed on me without even changing anything, just moving around the UI. I think this also happened when I tried to
compile it.
>>
>>163374047
how big is the godot community tho? part of the reason why unity is so huge is shipped successful games and a huge number of tutorials
>>
>>163374216
>Xenko
>GPL
welp
>>
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>>163374047
>>
>>163374360
It has been growing fast. More and more tutorials are being made. And the QA site is pretty active.

There's some commercial releases already, but nothing huge to draw in a lot of attention.
>>
It often happens that as I work on some function or algorithm, the longer I do it the more I understand it so I can simplify it and then I end up with a much simpler and readable result, while my original attempt looks very stupid by comparison.

How can I produce this kind of effective code from the start rather than wasting hours writing hamfisted spaghetti garbage. Is that what they call being intelligent?
>>
>>163374841
You can't.
>>
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>>163354602
>you bookmark the video only for the voice
>>
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https://mega.nz/#!KRlAyYSb!TmI15Plf1NoqHgW1I_EcYUz_Mb86mMEgucEXSsicdHk

Would you guys test my game for me? i need to know if is working online alright.
Feel free to take pictures and shame me for each bug you find
>>
>>163354809
Mod Minetest instead if you're not going to make it from scratch, it has GMod-level support for modding (for example, client-side mods are downloaded from the server and used just like any other), it supports custom GUIs with html-like forms, and it's free as in beer, so everyone would be able to play it.
>>
>>163354602
Link pls
>>
>>163374462
GPL doesn't carry across script/asset boundaries by default. The engine may be GPL but I highly doubt that games you make with the engine have to be.
>>
>>163373024
that beard though
>>
>>163374216
In what ways is Xenko better than Godot? Non-ironic question.
>>
>>163374317
Because the demos are not getting updated. Same would happen if you loaded up an outdated project in any other engine.
>>
>>163376187
From what little I've seen, xenko looks like a mix between Unity and UE4. The graphics look like UE but it uses C# for scripting iirc.
>>
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>Make it like CS:GO's draw
k
>>
>>163371819
Degeneracy masked as purity
>>
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>>163363678
entities now use world coordinates instead of screen coordinates and are drawn in the correct location on screen
entities off the screen are not drawn, but they still move around and continue to update
>>
>>163376187
Uses a real language instead of not-Python
>>
>>163376674
>>163376374
I've just checked it's api reference and it looks like there's no high-level networking support (like RPCs) builtin, and Godot has it in it's current nightly builds.
That's a deal-breaker for me so I guess I'll stick to Godot.
>>
>>163376374
in theory, could rewrite UE4's lighting in unity?
>>
Probably a stupid question.
How good of a GPU do you need to run Unity? Building a budget computer and I don't really play games on it, but I do like to do stuff in Unity, sometimes UE4 etc.
Is a beefy graphics card needed or could I get by on a 1GB one with a beefy CPU?
>>
>>163376952
Probably not without a source access license.
>>
>>163377048
Unity runs on toasters.
UE4 requires pretty high end hardware for the editor. Games aren't too bad.
>>
>>163377048
This year's "budget" cards are pretty damn nutty, you'll be fine.
>>
>>163376374
Godot is getting PBR in 3.0, as well as C# scripting. So I guess Godot is still superior.

https://www.youtube.com/watch?v=lrwHTJ41JiY
>>
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>tfw to intelligent to use Unity
>>
is there a single reason to use quaternions except slerp?
>>
>>163372731
Games that reached the "just add more shit" stage
>>
>>163377371
>>163377408
Thanks.
All I really do on them is emulate Dolphin and some occasional dev stuff. My laptop recently died which had an nvidia card so it ran stuff decently well, but I thought a PC would be better for value.
>>
>>163377371
>UE4 requires pretty high end hardware for the editor. Games aren't too bad.
Not really. Unless you're talking high end 7 years ago, which my PC barely qualifies for.

High end today would absolutely own the UE editor unless you're running the Kite demo with it's photo-realistic textures, then you may have a hiccup.
>>
>>163376603
>Nazis
>Degenerate
>>
>>163377784
I just bought a laptop with a i5/950m and it barely holds 30fps in the editor with nothing in it. It runs my UE4 game at 120fps though.

I don't know why.
>>
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meme game.
>>
>>163379224
These YTPs are getting outta control. I remember when the most elaborate one I saw was the king gets a new car
>>
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>>
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>>163379741
What's in the box?
>>
>Draw all of my armor and characters as vector images
>Can't figure out how to add a transparent spacing on the armor so draw_sprite lines everything up properly
Fuck
>>
>>163379853
spiders
hundreds of thousands of spiders
>>
>>163379030
I'm on a Radeon HD 5800/i5 750 and I get 120 fps on the Epic settings in a map with only the starter content, you should definitely be getting more out of that laptop.
>>
>>163380001
>transplant spacing
Why not just use attachment points?
>>
>>163380109
Because I don't know how. Care to explain?
>>
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>>163380038
Aw, yiss.
>>
>>163380271
not the cute kind either
>>
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>mfw Unityfags think they're doing something difficult
>>
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Hey AGDG, engine question for you;

I'm looking to create a very simple exploration based game for my first 3d project. Mostly because I'm more interested in asset creation than ambitious gameplay.

I'm fairly skilled in the art department and getting better at coding, but i really don't like Unity.

Are there any simple and easy to use 3d engines besides unity to create what's basically a low poly walking simulator?
>>
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>>163380343
Don't bully. All spiders are beautiful.
>>
>>163380740
just add doom gameplay
>>
>>163380740
unity is your best bet. or game make
>>
>>163380740
Unreal is the only real alternative.
>>
>>163380740
Godot
>>
>>163380740
Unreal engine comes with example projects. The engine is harder to use in general, but for a walking simulator you'd essentially just be loading up the example project and deleting the gun.
>>
>>163380973
>Gamemaker for 3D
Please don't try to mislead people like this.
>>
>>163380740
Unreal engine.
As >>163381091 said.
>>
>>163380740
ue4 is the ultimate artfag engine
>>
>want to become gaemdev
>no idea how to code
>have idea for simple game that would work in ASCII
>ncurses looks terrifying
>dont wanna buy Game Maker
/blog aside, what engine does /agdg/ think would work best for a simple roguelike? Should I just suck it up and try and learn ncurses?
>>
Struggling to model the hair on my character, I'm going for a realistic look for a short horror game inspired by the locations and atmosphere of Silent Hill. Anyone got any advice?
>>
>>163381442
libtcod + Python
>>
>>163381520
make all your characters bald
>>
>>163379853
A small card that says "for Charlotte"
and his dick obviously
>>
>>163381442
write your own
>>
>>163381442
there's a free version of GMS
>>
Added a slowly rotating grid to the background and modeled a head today. Also changed some of the mechanics to allow for bribing and catching up with the criminals.
>>
>>163381520
Borrow hair from other projects that allow you to reuse it.
>>
how do you figure out if a company name has been taken?
>>
>>163381520
>>163381606
>>
>>163381520
there are so many ways to do hair. are you using cards or polys?
>>
>>163381520
Get (buy or torrent) shave and a haircut


http://www.joealter.com/shave-and-a-haircut
>>
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>>163381708
I tried.

Besides:
>Dropping best girl for Noir
>>
/our guy/ reviewed /our guy/'s game and called it shit

https://www.youtube.com/watch?v=q-3YhYaau4A
>>
You must reply to this comment if you are using Unity for your current project.
>>
>>163382395
>VA-11-Shill-4
>our guy
can you take your shitposting back to brazil, along with your game? thanks pal
>>
>>163382324
Saved
>>
>>163382176
I'm not sure what you mean by cards.
>>
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>>163382694
Quads
>>
>>163382748
When that morning newspaper goes right to your head.
>>
>>163382748
this is my 2017 look btw
>>
>>163382748
Ahh, I'm leaning towards that method I suppose.
>>
>>163382874
kek
>>
Welp, apple removed all pepe games from the app store, including mine.

At least I made some sheckles before they took it down.
>>
>>163383361
Good, Pepe games are all cancerous money grabs. I actually consider them unethical because they upset me.
>>
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>>163383361
Is this because pepe is a hate symbol now?
>>
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>>163382748
What kind of cut you want senpai?
>>
draw_rectangle(x-27, y+50, (x-27) + castTime, y+45, false);

I'm retarded, how do I make a castbar that is the same size for all casts but fills up faster / slower depending on the spell in game maker studio? A hint would be very appreciated.
>>
>>163355462
Huh what art program is that?
>>
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>>163383531
I'll just switch to wojak/spurdo.

>>163383819
Ye. It's funny because some alt right retard tried to make an app but got rejected and bitched about my app on his blog. Pic related.
>>
>>163383819
I miss the times where freedom of speech existed on the internet
>>
>>163384002
Oops, page updating got stuck / answer was already up the reply chain too... sorry.
>>
I have an idea for an indie game that would sell like hotcakes, it's such a fun concept to explore that people would be excited to pay $20+ for it.

Thing is though, even though I have the skill to make it, I don't have any interest in programming a game like this, so I'll just share my idea here and let you guys steal it and get rich.

The game is a post-apocalyptic resource management game. You are the leader of a small group of survivors who have taken refuge in a very large warehouse shopping store (like a Costco/Sam's Club or Walmart) after the world has collapsed to some catastrophe and most of the world population is dead. The shopping store has vast resources to enable a small group of people to thrive for decades, but it's your job to ration things, keep people happy, and deal with any people who come from the outside (some good, some bad). It isn't just about sustaining off of food either, you'd have people completely utilizing everything in the store for crafting and the like. People knitting together blankets for a huge stack of sweaters and people creating barricades and various things from tables and other things that can be used as scrap for such and rearranging the store to make sleeping areas, common areas, and the like. There would be a lot to do.
>>
>>163384176
>another fucking crafting survival game
keep your dayjob
>>
>>163383819
It was always copyright infringement
>>
>>163384058
Is funny how not a single one of those seems to have any political reference in them
>>
>>163377641
While Euler angles are fine for representing orientations, they're bad for rotations (i.e. transformations from one orientation to another) because of gimbal lock.
>>
Has anyone in AGDG ever made a good game?
>>
>>163380740
Normally I wouldn't recommend Godot for 3D but it does everything you need it to for your requirements.
>>
>>163384913
Nah, see:

http://homph.com/steam/
>>
>>163384913
Has anyone elsewhere ever made a good game?
Food for thought.
>>
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>>
lethal league is unironically one of my top 5 favorite indie games ever tbqh
>>
>>163385105
Spelunky is pretty good.
>>
>>163384176
Idea time? Alright, here's one I posted last night:
>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 and poaches his swamp-hens
>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 Grindleweir
>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 flayed and crucified upside-down 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
>>
>>163385298
SOMEBODY
>>
>>163385263
>the only good game ever was created in gamemaker
really gets those thought processes going
>>
>>163385298
What a nice story.

Make it a Minecraft mod.
>>
Am I crazy for wanting to make an educational game
>>
>>163385298
/agdg/ could write the ideal game story, you know.
>>
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>>163380759
>That dopey skull on the hind portion
>>
>>163385473
Yes. Those are for commissioned work by school boards who think they have good ideas on how to be hip and reach the kids. Also, to hell with kids. On what subject?
>>
>>163385771
Probably Mathematics or Astronomy.
>>
>>163385256
https://www.youtube.com/watch?v=lrwHTJ41JiY
>>
New BGMs for Wojak's Journey:

https://soundcloud.com/user-985755321/temper-tantrum

https://soundcloud.com/user-645051964/wojaks-adventure-blue-waltz
>>
>>163386157

PBR two years later. Nice engine.
>>
>>163386157
>ES 3
That's Vulkan-level hardware only, you know that right?
>>
>only want to support Windows because nobody uses OS X and Linux is a support nightmare
>D3D11 can support as low as D3D9 hardware (just requires Windows 7 or better)
Well fuck, why am I using the global state and broken driver shitheap that is OpenGL?
>>
How would I go about making it where I can spawn workers with random stats and assign them to jobs in game maker? It doesn't have to be spawning actual objects to walk around. I would rather it just populate a list and then you could select from there and assign to a building.
>>
>>163386858
This seems pretty entry level
If you're not sure how to do this then you should do some more tutorials. Look up how to use ds_lists, ds_maps, etc
>>
>>163386260
You're making a game based on Wojack? Will it be like /v/irgin quest?
>>
>>163387197
>This seems pretty entry level

I dare you to do it, then.
>>
>>163387325
I'm not doing your homework for you
>>
>>163386858
The player adds jobs to a queue and the workers take them out. You want to keep the jobs around, though, in case the worker dies or something.
>>
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>>
>>163387610
qt
>>
>>163387610
they're about to get killed, aren't they?
>>
I worked all day on making pieces in my puzzle game slideable. In the end I could condense most of it into a set of functions that I don't even understand anymore
Tomorrow I will bring back matching, and then I should add some GUI and animations so hopefully it will start to look like a game
>>
>>163387610
Why are they twitching?
>>
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made a new version of my logo to match the game
>>
When you guys make games with mouse support. You are using a 1600dpi mouse as the basis for the design of the mouse feel and default sensitivity, right?

There is nothing I hate more than loading into a game and the default mouse sensitivity is ridiculously high on my 1600dpi mouse and I'm lowing the sensitivity bar as low as it can possibly go to get something that somewhat feels alright. This is why I hate old PC games so much. So many of them have this issue.
>>
>>163388421
>spess
wat
>>
>>163388846
http://spacedoggames.tumblr.com/
>>
>>163388805
you ever think of, like
changing the windows cursor sensitivity
>>
>>163388925
That makes sense. I like themed logos. Good job.
>>
>>163388805
Whenever I play a Unity game on a Demo Day the sensitivity is always ridiculous. I think it has fucked up defaults.
>>
>>163388805
Whatever the dpi is for the average cheapass mouse is what I'm using to test my game because I don't give a fuck about people who use non-average hardware who also expect me to cater to them
>>
is the discord separate from this thread? why are there no links?
>>
>>163389398
The thread is AGDG, anything else is an unofficial spin-off
>>
>>163389398
The discord link is on the website. Learn to do research. Spoons will rust quickly.
>>
>>163387291
It's an /r9k/ group project. Here's the development Discord if you want it:

https://discord.gg/X8ZjE83

It's a JRPG with a set of worlds all based on 4chan boards. IE- the /r9k/ board, the /b/ board, the /pol/ board etc.
>>
>>163389398
Yes
>>
>>163389398
Discord is full of dev drama, we try not to associate with them.
>>
>>163387732
ty
>>163387919
yeah
>>163388206
was trying something out, but it didn't quite work out
fixed it
>>
>>163389398
sorta separate, its a good place to hide when the shitposter rages through, or you want some deeper back and forth discussion about mechanics or art. Its linked in the OP.
in tools.aggydaggy.com somewhere
>>
>>163388805
>>163389127
To be fair, most games have a high sensitivity default for my preferences but Unity's, or at least the DD games I play, is so much worse.
>>
>>163388805
My game doesn't even have a mouse sensitivity slider.

:^) Get fucked
>>
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Here's me sucking at my own game.
Planning to release it as a mobile game at some point, as there are hardly any decent 2d racers on those things.
>>
>>163390365
Cool. I really liked it.
Is there a mode with more opponents or is it just 1vs1?
>>
In a SHMUP type game what kind of stats would you like to be able to improve?

>HP
Self explanatory
>Armor
Damage Mitigation
>Speed

Dash
>Increases the amount of time you can boost

I can't think of anything else. the hard part is figuring out how to scale it properly so its possible to do a no upgrade run. Any ideas?
>>
>>163370379
I have a new goal in life, to finish my game so my character will receive fanart
>>
Alright, i'm ready to start a new project again.
>pixel art
or
>low poly 3d

I'm not that great at drawing pixel art
and never do any 3d modelling before

I personally wanted to challenge 3d modelling,
but i have no idea how to learn besides of
>Just dl blender bro, and mess around with it, you will learn in no time, bro.

I'm a programmer, so any engine is fine, 2D/3D.

I just wanna know if learning 3D modelling from zero will be too much of a hassle.

I just wanna get into game dev asap.
>>
>>163390365
Reminds me of that game on the SNES, I forgot the name now though. This is a good thing by the way, it was a good game.
>>
>>163391043
I might be wrong here, but if you stick to basic shapes and such it shouldn't be too hard. Only downside is that your game will look really unappealing I imagine.
>>
>>163391043
>get an artist
or
>learn how to draw over a few years
or
>accept that the graphics will be shit anyways and focus on other aspects
>>
Man I had no clue how hard making shit like UI sounds would be.

\What software do you guys use?
>>
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>>163390860
It's always you vs 7 other AI's, you start off in last place and try to reach first. Reminiscent of shit like F-1 Race on the GB, Top Gear on SNES, and many other racers from back then

>>163391045
Rock N Roll Racing? Micro Machines? Could be anything desu

Thanks for the feedback x
>>
>>163391502
http://www.bfxr.net/
>>
>>163391043
that's kinda how blender, and most other software works

you view some tutorials, then dive right in and start using it. Topology is probably the hardest thing to learn, but its super important, even at low poly levels.
>>
>>163391009
>>163391009

IDK shits hard man
1 piece of advice though,
If you want to do no upgrade dont let weapon damage be upgradeable, or let players get stronger stuff duriing the course of the game to prevent stuff becoming bullet sponges
>>
>>163391009
Not sure what kind of shoot 'em up you're making, but those pretty much sum it up.

You could have a shield similar to this (https://www.youtube.com/watch?v=3lY3XRzx4JQ&t=3m58s), a blink ability, different weapon abilities, etc.
>>
>>163391536
>Micro Machines
Yeah, that is it. Pretty cool, anon.
>>
>>163391009
Depends on how traditional/hardcore you want to go. Once you start doing upgrades like that you typically fall into the categories known as 'kusoge' and 'euroshmup' alike. When you go that path you start to lose the actual dedicated shmup fanbase so scaling most likely won't need to be too strictly regulated because it will be a more casual/mainstream crowd as the majority of your players. And that crowd loves to be OP
>>
>>163391009

All that is fine as long as you don't let Weapon damage be increased , because then you'll have to increase the HP of later enemies to compensate. IMO if you want to do upgrades they should be pretty small and give diminishing returns pretty quickly. Like armor's first upgrade point lets you survive one extra point of damage, speed gives 10% increase, and make HP very expensive to raise
>>
class BaseNode
class Node : BaseNode
List<Node> nodes

- you can store nodes at runtime in any freaking engine/library and it will work and be SAVED correctly
- doesn't work in Unity the instant you start to make assets out of it, reverts everything in the List to a BaseNode, losing all complex data involved
- you can try to switch to ScriptableObjects and save every Node as an asset, which is counter-productive and will end up with you having 999999 files per Node
- and even if you go that way, you can work with the data ONLY IN EDITOR PLAY, everything is lost and not editable in a build.

>look for answers
>suggested "Serialized Objects / Serialized Fields"
>those things are a fucking mess to work with

There are plenty of things I've come to tolerate in Unity, but this one right here is unacceptable. What the fuck???
I'll find a workaround and do it my way as usual, but seriously : fuck that shit.
>>
>>163391009

Instead of giving damage mitigation to armor, why not let it completely absorb/deflect one shot? That way you can differentiate it easier from HP, can make weapons that ignore armor, etc..basically a non-replenish able shield
>>
>>163357085
I am really new to coding, and I am using GM. What do I do if I run into something like this?
>>
>>163392683
Don't port your project between versions. Pretty simple. If you're working in GM8, stay in GM8, if you're working in GM:S, stay in GM:S. Don't update your IDE unless you need to.

Or be prepared to deal with the consequences, which are more tedious than disastrous.
>>
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shhh, the yesdevs are sleeping
>>
>>163392829
what do I do if I am following a tutorial that has lines of code that throw errors in my version of GM?
>>
>>163392860
>shadows being cast straight downward in much of the picture
>window being show to be the lightsource
what
>>
>>163357085

Just dealt with this shit and just updated toa newer version of studio
>>
>>163392829
>GMS updates changes null values from ds_ data types returning 0, to returning undefined
boy that one fucked me up good
>>
>>163391009
>HP and Armor
What's the point of that? Having more health is effectively the same thing as having enemies deal less damage.
The only time it makes sense is if your game has multiple damage types and multiple armor types.
>>
>>163392904
Use your head and improvise a solution or find a new tutorial. I have literally never had the situation you're describing occur to me in such a crippling way that I couldn't proceed.
>>
>>163391536
>It's always you vs 7 other AI's

Good, that is the way to go.
>>
>>163393332
thanks, I will work with some other tutorials and come back to this one when I better understand GML since this tutorial has more to do with my project
>>
restricted-rps but on mobile
>>
>>163393201

its like you said, assuming there are different damage types. which is kind of dumb for a shmup type game, but something nonetheless
>>
>>163393793
I think it can work for a shmup, beam weapons and kinetic weapons could have different armors.
>>
>>163393723
DESU that'd be pretty solid.

Slap in a single player mode, use some graphics that are more palletable to humans, and you'd be good.

You could even copy the rules 1:1 and shit it out QUICK
>>
I find reading the code of others really difficult sometimes.

Is it just more experience? Do you get better at this over time?
>>
>>163390365
this is the kind of game I'd make when I have some time to concentrate.

Maybe I'd add some juice, a dynamic camera that keeps the car centered (someone like a mario kart DS lower screen). Dynamic zoom that goes out when cars approach etc.
>>
>>163394032
depends on how good they are at writing it but yeah
>>
>>163394032
I hate reading other people's code
Then again I struggle to read my own old stuff. I think it's just you need to have an idea of the whole program's or script's flow to really understand what's happening, so the first time you read it it mostly doesn't make sense and you have to read it several times. And it depends how good a programmer they are
I just get annoyed halfway through the first time and drop it.
>>
>>163348252
Seconding this. Ideally you just use an interface or whatever and have the enemy class store its current state itself.
>>
>>163394032
My previous job had a lot of dealing with other people's code and a legacy codebase. Shit sucks, but you do get better at it eventually, you even start seeing patterns/habits.
>>
>>163351881
It's not going against OOP, it's going against good practice in general.
>>
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>>163394032
A lot of people don't care about code, just the end product. Some people try too hard to be clever / minimize lines, at the detriment of readability. And then there are people who are philosophically against adding comments (or don't have a good heuristic for usefully adding comments).

Reading other people's code is hell.
>>
>>163357670
Go for it, anon. Maybe have fighting game style combos to spice things up.
>>
>>163394053
I think that would make the game just more hectic, seeing the theme of the game its more a casual experience (imo)
>>
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The inner rectangle is what is visible by the camera, and the enemies can only spawn in the outer rectangle. They will not spawn within view of the camera, and they are deleted if they exit the outer rectangle.
>>
>>163351881
>>163394730
Well, not necessarily. It's safe to say that he's using an OOP language and not something with algebraic data types and pattern matching though, and it's likely he'll want to have more than just those 4 variants, so using dynamic dispatch.
>>
>>163394860
yeah, you've got a good thing going
>>
In Unity, how can I make it so that 3D objects push each other on a 2D plane?
I am making a 3D game, but on a 2D platform (2.5D game), and when the rigidbodies collide with each other they fall into the background and disappear after they push each other.
>>
>>163394794
where's the punchline
the guy should go back to his country and gloat about how much better it is when it's just as terrible
>>
>>163394975
Also they wont spawn inside of things
>>
>Spent all day trying to get one mechanic to work
>Eventually just give for the day

Anyone else know this awful feel
>>
>>163395054
how long have you spent looking on google for a solution to this?
>>
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Old-timey scrolling animation.
>>
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>>163394794
A game that takes a codebase and turns it into a physical representation that you can explore
>>
>>163394794
Frames 4-8 are the punchlines.
>>
>>163332352

it was a great movie.
>>
>>163395187
At least 15 minutes
>>
>>163395238
so every game that involves navigating physical space
>>
>>163345968
Did someone here make these?
>>
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Working on this still in Pico 8. Stuck on writing collision boxes.
>>
>>163395234
Just make it normal. Its contrasting with those psychedelic effects moving so smoothly
>>
>>163395262
i guess that'd make sense if frame 6 was the last one, revealing that the guy is exploring other people's code as a zinger instead of some weird foreign country
but as it is the gag of it being a programmer looking at code is spoiled halfway through the comic so for the rest you're left waiting for something more
>>
>>163337578

hey i did that tutorial too to learn unity !

it's a nice turorial.
>>
>>163395262
you cheeky breeky
>>
>>163395437
pirate or license?
>>
>>163395356
You should do some platformer or other 2.5 d tutorials before jumping into your own if you're getting stuck on things like this
>>
I'M WALKING HERE
>>
>>163395447
Framerate is 200ms. Animation is every frame and the scrolling takes two frames.
>>
>>163395587
License.
>>
>>163395629
Make a game about it.
>>
>>163395617
I do tutorials. But I want to add stuff to them. I could never make my own stuff without tutorials. Unity and C# will always be a riddle to me.
>>
>>163395437
>Pico8 games are always cute as fuck
pls no I don't want to start a side project right now
>>
>>163395539
Yea, it's nice. I don't understand one bit about the codes in it though.
>>
>>163396391
Learn C# on the side.
>>
Isn't it weird how all the Yesdevs in AGDG are using... Gamemaker?
>>
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>>163329412
>tell everyone I know I'm a game dev
>wow anon you must be really smart do you like program and stuff
>oh yes I am a very good programmer probably the best on the internet forum i post on for game devs
>wow that's really cool anon, so what games have you made?

https://www.youtube.com/watch?v=RAIlCiLm6Ag
>>
>>163396530
>pre-made engine, can get right into gamedev
>2d limits scope
It's no coincidence. I don't even use Gamemaker though MOM'S GONNA FREAK
>>
>>163396541
so you just lie?
>>
>>163396517
That's what I'm trying to do by watching these tutorials. It's like they talk in Japanese to me though.
>>
>>163396778
it is the ancient way of the nodev
>>
>>163392860
FUCK OFF, ANIME
>>
>>163396649
>2d limits interest in your game
ftfy
>>
>>163396869
Have you seen Unity's dedicated scripting tutorials?
https://unity3d.com/learn/tutorials/topics/scripting
>>
How can I make objects not fall through the ground when pushing them?

A website called answers.unity3d.com/ seems to have the answer, but the website seems to be down.
>>
>>163396869
Maybe your problem is a lack of programming agnostic knowledge then? Just basic algorithms with pseudocode and such. There have been entire books written on the subject, but I'd recommend you just put those tutorials on hold for a moment and check more beginner friendly tutorials, C# free from the trappings Unity might be an easier pill to swallow so that you can then dive onto its application in Unity itself.

Try this: http://rbwhitaker.wikidot.com/c-sharp-tutorials
>>
explain your problem more, are you using colliders?
how are you pushing them?
>>
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Finally got everything back to working with the targeting being totally rewritten so that it's not a crappy placeholder thing that works in horrible ways. Even the HUD is working again, but now it's working in a more reasonable way.

I'm still very uneasy about the way I'm using Interfaces for this because Unity makes doing this with interfaces a bit awkward, but it does work.
>>
>>163397103
Just reading is boring as fuck. I want to at least see some progress with my game when learning.
>>
>>163397243
forgot to quote >>163397117
any code snippets or extra info really helps
>>
>>163397262
Pico 8.
>>
In GMS, I have a Draw GUI event to print inventory text, however, when it gets a new string, it doesn't delete the old one. How do I delete the old strings? Right now I have bits of text showing under the new text and it blows.
>>
>>163397097
>I don't like thing
okay
>>
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>>163396541
>how are your games going anon?
>can I play them?
>are they like apps?
>>
>>163397243
>>163397368
I use capsule collider atm. And they have rigidbodies.
I just want objects to push each other. I don't even want the player to push them.

But whenever they push each other, they fall down (it's a top down shooter). Don't know what kind of code I should give you there.
>>
>>163397587
if they are being forcibly moved through script, its possible for them to shove others out of bounds

Also, is the floor that they fall through a flat plane with a mesh collider or what?
>>
>>163397789
The floor is just a quad mesh with a background texture on it.

I have a move script for the objects here.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Mover : MonoBehaviour
{
private Rigidbody rb;

public float speed;
void Start ()
{
rb = GetComponent<Rigidbody>();
rb.velocity = transform.forward * speed;
}
}

Pastebin doesn't load for me sry.
>>
>>163397457
display_string = "";
display_string = new_string;

draw_text(x, y, display_string);
I don't remember what order draw_text variables need to be in but you get the idea
>>
>>163398079
assuming speed isn't 0, that will cause them to move forward when initially spawned.

Do they just eventually collide or what?
>>
>>163398079
Use a rigid body. Check lock y position and lock x and z rotations. Always move in code via the rigidbody component, either move position() or add force().
>>
>>163397521
My family can't even get past
>Still on them computers anon?
>>
>>163398079
try replacing the floor with a cube or terrain, something that either has more thickness or more polygons

also make sure that capsules are above the plane at the beginning and not intersecting it
>>
>>163398121
This is what I have already:
var Inventory = "Inventory String"
draw_text(x,y, Inventory

It switches depending on the item selected, but it just puts the new text on top of the old text, until it's unreadable.
>>
>>163398714
do this"

var Inventory = "";
Inventory = "Inventory String";
draw_text(x,y, Inventory);
>>
>>163398473
How do I lock the y position or rotations?
>>
>>163371293
>talent argument focused around IQ
in the first place IQ isn't even comprehensive in testing all aspects of learning proficiency
in the second place i know tons of good artists who are dumb as nails
>>
>>163398492
I am way above the floor anyway.
I have to, otherwise I couldn't add background objects.
>>
>>163398964
transform.position = new vector3(transform.position.x, 0, transform.position.z);
same thing for rotation. It'll be eulerAngle or something like that
>>
>>163398964
Check boxes on the rigidbody component in inspector. There's fucking code for it too looking it up
>>
>>163372163
I seriously hope that's not hard coded...
>>
>>163398857
That didn't seem to do it either.
>>
>>163399278
are you sure you're not changing the text elsewhere? What else is in your draw event? Is there multiple objects drawing the text by accident?
>>
>>163388421

kobold astronaut ?
>>
>>163399482
see >>163388925
>>
Haven't been here since RoR made it big. Have any other games made it?
>>
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>>163380740
>I'm fairly skilled in the art department
>posts someone else's art
Okay, Anon.
>>
>>163399532
A couple with decent numbers but nothing else hitting RoRbucks
http://homph.com/steam/
>>
>>163399428
http://pastebin.com/eCYtcHps
Here's my draw event. "mpos" is the menu cursor position. Basically the inventory is pulled from an array which is just "Item name" "Description". The only place the text is changed is in the step event where it figures out where "mpos" is and white item is selected.
>>
>>163399241
That's initialization syntax, it's hard coded.
>>
>>163399668
>aviary attorney memed to hell and back by indie press
>20k owners, 15k players
>catmouth island a notorious failure
>20k owners, 15k players
Explain this
>>
>>163398971
Stop contradicting everyone all the time you ass.
>>
>>163399801
Steam/Bundle sales/packages where CMI is priced at pennies?
>>
>>163399801
>agdg still claims aviary attorney after literally lynching him for no reason
Top tier pathetic.
>>
>>163399801
Catmouth Island had no gameplay.
>>
>>163399831
no
>>
>>163399772
Are you using surfaces? It might not be clearing the previously drawn text. An easy fix would be drawing a background sprite before the text that would cover previously drawn things
>>
>>163400083
It makes it impossible to know what your opinion is when you have no real opinion, you're just a robot who calculates what the most blase faggy contrarian reply possible is and then you make it.
>>
>>163400083
kys
>>
>>163400103
I am using surfaces actually. By background sprite, do you mean just draw a huge sprite under where the text would appear?
>>
>>163399801
Catmouth was 3D

>>163400007
That only makes it more anomalous
>>
>>163400249
basically, yeah
If you have a 1x1 sprite you can use draw_sprite_ext and just set the x and y scales to the pixel width/height you want. If it's the surface not getting cleared properly you'll find out straight away
>>
>>163400282
Not really.
He was a half-decent modeler and had a fairly nice AES.
People are stupid and eat up shit if it looks pretty.
>>
>>163400083
>RRPS: 524 ± 725 0 ± 0
>>
>>163399668
>Way of the Red
Who?
>>
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>>163399801
>Explain this
without even double-checking your figures i can easily say, you're forgetting the margin of error, steamspy's numbers vary wildly from day to day, aviary attorney gave away a bunch of keys, cat mouth gave away such a ridiculous amount of keys to the point where he would be in the bottom rankings had he not.

itchio spy is far more accurate.
>>
>>163400372
Woah, that actually worked. Fucking weird. Thanks man. I guess instead of drawing a rectangle I'll just put a sprite behind the text.
>>
>>163400558
>was gonna say forgot your name googem for the itchio shilling
>look up and it's actually you

like clockwork
>>
>>163400761
>itchio shilling
its not shilling when everyone in here already uses it
>>
>>163400693
double check your surface clearing first because it might make some other errors popup later.
I can't help much more with it because unfortunately I only have surface knowledge of surfaces
>>
>>163400848
[citation needed]
>>
new thread
>>163400954
>>163400954
>>163400954
new thread
>>
>>163400558
for comparison
>>
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Finally this new target manager system is getting somewhere. Using that, I now have a working and ultra simplistic "radar model". At the moment all it does is check for range, but now that all this is in place, it can be made as complicated as I want it to be.
>>
I need someone to write the soundtrack for my epic """""interactive story""""". Must be grade 8 in a classical instrument, be able to play 'Technical Difficulties' by Racer X on guitar and have a fantastic portfolio.
>>
>>163400890
I barely understand how they work. The only reason I'm using them is for dynamic cone of vision with shadows.
>>
>almost have enough content to start posting it
I'm coming lads.
>>
>>163401038
That's really cool. How long have you been working on that?
>>
>>163401180
People post their first visual result on a Pong clone. Stop trying to collect stuff and just post progress.
>>
>>163401324
Almost 2 months. This whole targeting thing is really kicking my ass.
>>
>>163400408
>gamers love games with no gameplay and only graphics
No? They don't. You have to give Catmouth some credit for actually putting a game together you can't just say "there was no game just pretty graphics but the graphics were only half decent".
>>
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>>163401038
>>
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Style points?

>>163401038
Looks fucking rad, good job man.
>>
Why must C# be so fucking overly complicated? GML was at least ten times simpler, yet did the same effects.
>>
>>163402165
Did you fix those knife slash/stab and transition animations you posted like a week ago?
>>
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okay the gameplay will work like a memory game to win against a cheating ai
Thread posts: 776
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