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/agdg/ - Amateur Game Development General

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Thread replies: 778
Thread images: 148

File: op.jpg (76KB, 1662x972px) Image search: [Google]
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classic op edition

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

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

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

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

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/wUh6itNN

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
16 days till Demo Day Dozen

Are you ready?
>>
>>163468874
Report this faggot now, spam is aginst board rules.
>>
>>163468802
Ahahahah
no
;_;
>>
Udemy.com/blendertutorial 15 bux y/n

Every course on udemy is 15 bux right now
>>
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>>163465291
people savan'
>>
>>163468802
not really but i'll upload something anyway
>>
>>163469397
that is the most important part
>>
>>163469387
I even have the previous one as a background. I just find it good to look at for some reason.
>>
>>163469387
Oh bb, you're my favourite poster.

What's on the rest of the page?
>>
>>163469797
pose tests for the first of the 2 I've posted
>>
>>163469387
I don't understand
>>
>>163469210
What are you trying to learn to do with blender?

I find Darrin Lile on youtube to be a pretty good resource for all the fundamentals of blender for game asset creation, with the lack of texture painting info covered by just watching any digital painters really but I like XRG81 explanations most so far.

The only price I see when I foolow your link is $195 USD, so if you can get all that for 15 bucks that seems like an incredible deal, I checked some of the reviews and it seems positive overall. I'd suggest getting a clear idea of what you are looking to learn, and seeing if you can find that info out there already but if not, i'd say go for it.
>>
>>163468604
>> Engines
>GameMaker: yoyogames.com/gamemaker
>Godot: godotengine.org
>Haxe: haxeflixel.com
>LÖVE: love2d.org
>UE4: unrealengine.com
>Unity: unity3d.com
>
>> Models/art/textures/sprites
>opengameart.org
>blender-models.com
>mayang.com/textures
>
>> Free audio
>freesound.org/browse
>incompetech.com/music
>freemusicarchive.org

I find this absolutely fine and desirable. Very good to help direct newcomers.
>>
>>163470323
I want to learn the fundamentals of 3d modelling, specifically with blender, and attempt to make my own lowpoly models for unity development.
>>
>>163470660
Me too!
>>
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>>163469762
thanks bro
>>
>>163468802
Gonna be programming on christmas to try and make it
>>
>>163471267
nice potato
>>
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>>163471267
>>
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>>163465001
I like your style.
>>
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>>163471519
>>
>>163471060
I would click through the playlists offered by Darrin Lile and Sebastian Lague and see if that doesn't cover enough for you.

As for specifically low poly stuff, 3D models anywhere from 3 to 1k vertices, most of that is just understanding the fundamentals of proper edgeflow and purposeful anatomical shapes that are going to be accentuated with texturing.

Quality low poly is to 3D as anime is to figure drawing.
>>
>>163472104
So i need to learn 3d first. Its not just "easier" because theres less tris.
>>
>>163468115
>>163468115
>>163468115
>>
>>163472407
>half of thread is shitpost
no thanks
>>
>>163472247
Extreme low poly is hard. But, doing 'less' tris is actually easier on all parts of your workflow.

Going extremely low poly is a skill you will develop by doing general 3D stuff. Just like make models for now.
>>
>>163436478
>>163435635
>>163457660


are these clyps all from the same anon?
>>
>>163472537
Ok anon, thank you for the advice! I will buy the course because its a major discount but also look at your recommendations.
>>
>>163472407
That thread is trash.

You are in the real thread right now.
>>
>>163472762
Eh!? I don't recommend buying things! I didn't see that bit at all.
>>
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What does /agdg/ think of Gimp? How viable is it compared to Photoshop?


Does it feel like it was designed by programmers? Is it not what you want in an art program.
>>
>>163472407
Even though this thread will die and that one will live, I'd rather stay here. Too much shitposting over there.
>>
>>163472969
Try Affinity by Serif
>>
>>163472917
I didnt say you did. Maybe i worded that weird.
>>
>>163472969
Personally, I'm not a fan of it. I feel like the workflow of Photoshop is a lot smoother than GIMP's, however I know Photoshop very well while I do not know GIMP very well. So take my opinion with a grain of salt.
>>
>>163472969
When I tried Gimp I went straight back to PS.
>>
While this thread is relatively peaceful, does anyone have an invite for the Discord?
>>
>>163472969
I hate GIMP UI. Krita has a better UI so even thought it's not made for the same purpose sometimes I use it just so I don't have to deal with GIMP's UI.
>>
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What about Krita? Anyone tried it?
>>
>>163473416
check the OP
http://tools.aggydaggy.com/
>>
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>>163469387
>>163471851
More progress, just for you.
>>
>>163473715
breddy gud
>>
>>163473319
yeah, well that's not true at all. there's nothing you can do in PS that you can't do in GIMP.

it's a matter of what you prefer, ease of use, or free.
>>
>>163474041
Have you tried gimp's IWarp (gimp's counterpart of photoshop's liquify) filter? Do you know how bad it is? It's not a matter of preference, it's objectively dreadful. It's practically useless. I can't use this to enlarge woman tits and fap
>>
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meme background activate

I think next up is poly grass and plants to make the transition from ground to wall less abrupt
>>
How complicated is it to build a dynamic 2D fighting game like Rabi Ribi in Unity? I know that this game was made with Unity as well.

The thing is that I'm very good in creating graphic assets, soundtrack, the story, etc. but apart from some javascript basics I'm not good with programming. Willing to learn though.
>>
why are there two threads? i'm confused about where to shitpost. i'll just do both.
>>
>>163473657
thanks
>>
>>163474565
Do you have a blog or even a name for the game so i can follow your progress? I like the look of it.
>>
>>163474565
your game oozes charm anon. i really really like it. do you have a tumblr that i can follow?
>>
>>163472969
I use GIMP
i actually love it honestly, it can be a bit finicky, but I find myself fully capable with it. It doens't "fall short" in any aspect for me
>>
>>163473592
Drawing program. It is okay.
>>
>>163473592
I'm using it. It's breddy gud.
>>
>>163473592
Its the nicest Open Source Software for digital painting IMHNAO.
>>
>>163473592
I couldn't get used to the interface. I use MyPaint at the moment. It has a clean UI with only the handful of features.
>>
>>163475162
so is sex
>>
>>163474891
>tumblr
Fuck off.
>>
I use photoshop for digital painting.
>>
>>163475405
?
It's a good site to blog about your game, plus almost all the devs I follow are on Tumblr too. It's nice to follow everyone on one site.
>>
>>163475405
Are you new? Tumblr™ has been AGDG™'s de facto standard devblog host for quite a while.
>>
>>163475405
>Tumblr doesn't accept gifs above 2mb
>Twitter doesn't know what a webm is
How are these the top dogs
>>
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>>163475405
>don't you dare have a blog on one of the more trafficked and "safe" websites out there

I guess devs should never ever talk about their game.
>>
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>>163473715
>>
So since I am new I am going to put my TRPG plans on hold, and make a sort of Binding of Isaac game (with a bunch of moral dilemma choose your own adventure bits mixed in) set in the world of my TRPG.

Does that seem like a more manageable project for someone new to coding but experienced in tabletop gamedev?
>>
>>163475689
>gifs
Anon...
>>
>>163475936
I am okay with the sudden burst of Tender Arm fan arts. Keep on going!
>>
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>>163474845
>>163474891
thanks! and yes, as of a few days ago http://twitter.com/_pikopik
>>
>>163476024
Sometimes it's nice to get that loop
>>
>>163476024
on twitter you HAVE to upload gifs and you have like 15MB to fit in, doesn't matter how close you get since it's all converted later anyway - kind of shit, but manageable
you can't upload webms, mp4 is capped at 40fps
tumblr swallows webms, but iirc it's worthless since people pay more attention to gifs anyway, i can't judge since i don't even have 10 followers
my pitiful stats don't matter though, the point here is that it's pretty much impossible to take care of both services at once unless you shittify your gifs completely unless there is something i'm unaware of
>>
dungeon break dev you here? got feedback like i said i would
>>
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I worked on the eyes today, which does AGDG like the best?
>>
>>163476658
left is best
>>
>>163476658
I see your efforts, but the first one is the best. Maybe if the rest of her would be more detailed, it could fit.
>>
>>163476658
middle is probably the best
right is shit to be honest, not sharp at all
>>
>>163476658
Left, mid and right just look off to me.
>>
>>163476658
I like the right's design the best, but it's not sharp.

So I guess left as is.
>>
>>163476658
outer two are fine, middle feels to high res compared to everything else
>>
>facerig on sale for less than $10
>wonder how much the commercial version that lets you export animation costs
>$500
welp nvm then
>>
>>163476193
>Twitter

Well, shit. I hardly visit Twitter, but I'll try to remember since I really like your game.
If you ever make a Tumblr pls post it and I will follow instantly
>>
>>163476658
i'm not realling digging any of those 100% tbqh but if i had to, i'd pick left
>>
>>163476658
I actually think 1 fits with the rest of the character's style the best. Seconding >>163476774's thoughts.
2 looks kind of like a Western artist tried too hard to copy the anime look.
>>
>>163477065
Not him, but there's a Tumblr link in the description.
>>
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longer legs or nah?
>>
>he posted the gif again
>>
>>163477359
I am fucking blind. Thanks for pointing that out to me, anon!
>>
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>>163477065
http://pikopik.tumblr.com/ but posting to both has been really exhausting. sorry, I'm pretty socially retarded. I'll try though, just got to think of something interesting to write about
>>
>>163477391
Is it going to have arms?

I think no arms and very long legs could be good, he could run have a crazy swinging run as a jack-in-the-box type thing.
>>
>>163477304
Drag and dropping half life assets in garry's mod and giving up is not gamedev.
>>
>>163477502
It's okay Anon, I was that way too. Created a Twitter first, got no attention, made a Tumblr, got a good few followers, than pretty much abandoned my Twitter. No energy to invest into both and Tumblr seems like it has more people interested in following gamedev.
>>
>>163477618
Fuck off, you're not funny.
>>
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i added bottles to coop
>>
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>>163477304
>mfw this is the actual resolution you play with on your fisher price calculator
>>
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>>163477391
what am i looking at?
>>
>>163477529
yes he will have fin like arms i should have mentioned that
>>
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Better?
>>
>>163477769
and frame rate
>>
Is that guy making the necromancer game here?
>>
>>163477629
I tried creating accounts on both to find people for when the threads get bad, but twitter demands phone numbers now, and I'm not sure I want my cellphone linked to a possible shitposting account.
>>
>>163477918
>but twitter demands phone numbers now
That shit infuriated me. Tried everything to work around it including Google Voice. I eventually gave in but still not happy about that.
>>
>>163477391
i think it needs longer legs
>>
>>163472969
Paint.net and Photoshop are better. Photoshop CS2 is 100% free.
>>
>>163477851
you didn't listen
>>
Question for anons with knowledge of Unity.
I just started working with it, and have been playing around and I was wondering how you would implement a world map in Unity.
(think along the terms of a 3d psx jrpg)
Is it just another scene?

Also if you made a jrpg project would it be inevitable for you to and up with an excessive amount of scenes?
>>
>>163478068
We're practically living in a cyberpunk world.
Corporations have all our info, just wait until they rise to power in the next century.
>>
>>163478241
>Photoshop CS2 is 100% free
>Adobe later clarified that in order to legally use CS2 users still require a purchased license, and that the move was just meant to assist its existing customers
Anything can be 100% free when you obtain it ILLEGALLY
>>
>>163478640
Yeah because they're going to have so much power with all my neet, taxless, social-less information
>>
>>163478380
You guys all said different things.
>>
Dungeon break dev you here?
>>
>>163478768
everyone and their mother wants bunny eyes, only two people in the other thread wanted the right ones
but then again don't compromise your vision for a bunch of anonymous shitters in aggudaggu i guess
>>
>>163477851
Just go with what you want. I like 3, but I still think it could use some sharpening. 1 goes with it for sure, but you may not like the style. Don't go with 2.
>>
>>163478768
Just remember nobody in AGDG can art or code, but everyone's here to offer you advice.
>>
pro tip

writing down what your algorithms are supposed to do helps a lot
>>
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Changed it up so while it's still side scrolling, you can move in all directions, not just side to side. Gives me more freedom for puzzles which is nice
>>
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Fruits for a score system, because eggplants are the best fruits.
They are spawned by killed enemies or barking at hidden objects.
>>
Wait, paint.net can be used for texturing 3D models?
>>
>>163476658
middle eyes are best
use #2 and change the rest of the model to look that good
>>
>>163479524
Kind of hard to judge depth from that perspective, I hope precise platforming isn't a major part
>>
>>163476658
none of them
>>
>>163478759
They'll just use you for soylent green
>>
>>163479537
ugh
1980 called, Pac-Man wants his content back
>>
>>163479524
The back and forth movement is hard to read, to be honest. Nice idea, but you should check other platformers which are playing with the Z axis to see how it can be done.
>>
>>163479265
putchar ('<');
for (int i = 0; i < (int)myDicksize; i++)
putchar('=');
puts("3 :3");
>>
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>>163479537
nice
>>
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Please send help

My keyframe markers don't show.
I can still insert keyframes and make animations, but the markers aren't there, so I can't move them around or copy them.
(Using AnimAll for vertex animation, by the way)
>>
>>163480000
..wops, throw in some {}
>>
>>163480028
check whether you're editing a strip in the NLA editor
>>
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>>163479537
>spacecorgidev is still alive
there is god
>>
>>163476193
I hope you don't mind another follower
>>
>>163479674
>>163479987


Damnit I thought the same too...Ill check out other games which do the same then and see how I can make it easier to judge player distance from objects, thanks.
>>
>>163480196
I'm in the Action Editor in Dope Sheet view.

Reloading the file doesn't work, by the way.
>>
>>163474565
Is that a cubemapped handmade skybox?

If not, what approach did you take to make your background, I was going to try handpainting a background or two based on some of Bob Ross's painting episodes later today.
>>
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>>163480219
Yes, with slow progress but alive
>>
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>>163480196
>>163480385
>>163480028

>forgot pic
>>
Wait what?
Why have we got two threads up
>>
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>>163476658
Take 1 and 3 and go all squarenix on it
>>
>>163480561
First one was posted with a shortened OP. People couldn't stand change, so they shitposted the other to hell and opened this one.
>>
>>163480384
Usually they let the camera follow the character, as in it goes into a little bit deeper. However, in other cases, the camera stays where it is, thus adding a new layer of challenge. Check out game plays of DKC Returns to see what I mean. Especially the mine cart and the first jungle levels.
>>
How are you supposed to handle collision for objects in Unity if solid mesh colliders result in easily clipping through them?
>>
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>>163480264
I tried to pose her making a heart but she literally has crab hands, rip

>>163480385
yeah but check in the strip editor whether you're actually editing a strip, or you won't see the keyframes even if they're there
>>
>>163480756
don't use mesh colliders for moving objects. arrange groups of primitives
>>
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>>163480482
yeah, it's a cubemap. cropped it because 90% of it is just sky and mountain. it was pretty easy to do, just make sure you're working at pretty high resolution
>>
>>163480028
Did you hide your bones?
Try Alt+H or Ctrl + H
>>
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>>163480792
>strip editor
NLA?
>>
>>163479524
One of the Assassins creed mini game things (the china themed one) was a 2d sidescroller that had different areas where the transition between depths was explicit, press 'UP' while in front of this bridge and the character walks back there which become the new sidescrolling level.

Or if you take cues from 2.5D and isometric beat em ups, add an obvious shadow under the player to help visually determine the depth away from the camera.
>>
>>163480792
Do you know a good tutorial to learn 3d modelling?
>>
>>163481059
No, I'm using vertex animation, so no bones.
Instead there should be one line for every single vertex, but there are none.
>>
>>163481059
This is my guess, or the fact that if you aren't in pose mode or the bones are on an inactive layer and thus are unselectable.

>>163480560
>>163480028
>>
>>163480561
op speaking, made this one to combat multiple kinds of shitposting
feel free to shit over me all you like
>>
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>>163481086
yes. try applying the strip and then editing? you're working on a temp strip. make sure your bones are visible too like >>163481059 mentioned

>>163481183
I like darrin lile, he's a pretty chill guy
>>
>>163481217
>vertex animation,
Wow, I've never known of this.
But from the terminology it sounds like something that works well for low poly.
I couldn't imagine the horror animating using vertices for complex models.
>>
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>>163481086
>>163480792
Fuck, didn't see the drop-down there.

There are some markers here, but I can't do anything with them (I think?)

>>163481298
Again, I'm not using bones.
>>
How do I draw non shit 2d terrain?
>>
>>163481217
does blender even support this shit?
>>
>>163480991
Is it possible to edit those by vertex like Unreal's BSP?
How would you handle something like a thin pyramid or cone?
>>
>>163481183
Sebastian League
>>
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>>163480792
Don't worry the smile is enough
>>
>>163481565
you can build polygonal primitives in your modelling application and export them with the model into ue4. the name must be UCX_yourmeshname. its in the docs
>>
>>163481356
How do I "apply" it?

>>163481462
Yeah, it's tedious as all fuck, but extremely powerful. Grants you total freedom to animate every single vertex alone (it keyframes ALL vertices in a mesh, so you HAVE to move all of them for every keyframe).

>>163481496
Yup, through the AnimAll-plugin (already in Blender)
>>
Why do we have 2 fucking threads with 70+ posts on them again? Can't you stick with one and leave the other one die?
>>
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>>163481679
>>
>>163481679
are you implying vertex animation is powerful? what? how? you aren't doing anything you can't do without bones and especially morph targets. i mean i admire your dedication but lets not get delusional
>>
You here DUNGEON BREAK dev?
>>
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Post your dev setups
>>
>>163481782
>>163480696
Passive aggressive shittiness.
>>
>>163481782
The shitposter is going to bump the other one purposely and there's nothing we can do about it.
>>
>>163481782
we are
>>
>>163481782
because >>163481872 bumped the other one
>>
>>163481915
>>163481918
>>163481913
Report and filter
>>
Is there an easy way in game maker to check how far from 10 I am with a variable, and then subtract that amount from another variable? I decided the way I was originally doing ammo is a pain in the ass and I'd rather not have to do it, especially if I follow through with my plan to have 100-cap guns later on
>>
>>163481782
Report the other one, post in this one. It's that easy.
>>
>>163481356
>>163481635
Thanks!
>>
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I've got a nice little Unity horror story from today, and I really need to get this rant out of me.
I wanted to feed data into a terrain shader by writing a bunch of data into texture, seemed like a pretty reasonable thing to do, nothing too complex.

I managed to create the necessary textures at runtime, converted my data into bytes, fit them into a Color32 array and updated the texture pixels based on that array.
It worked...kind of. The results were kind of off, and I got all sorts of weird rendering artifacts.

I debugged the SHIT out of my shader math, byte conversion, UV mapping, rounding, off-by-one errors you fucking name it, it was all fine. Took fucking hours.
It was almost as if the texture had gotten corrupted somehow on the way to the GPU - pixels that should've been white, were nearly white, but not quite. And the pixel math didn't quite work out, it was a bit off.

At last, I took a closer look at the texture itself in the inspector. Turns out, the fucking shitcunt that Unity is, it applies a gamma curve to textures by default, even to the ones you create at runtime. So if you feed in a red color value of 255, you get 231 or something retarded in the shader, not the value you expect.
You can disable this default behaviour only during texture creation, by supplying an extra parameter to the constructor - provided you fucking know this shit exists in the first place!
God fucking damn it, I'm feeling like I've developed Stockholm Syndrome, I really want to like Unity, but this just isn't healthy.
>>
>>163481834
Doesn't seem to do anything useful.
I really appreciate the help, though.

Any other suggestion?
I'm considering trying to extract the model and just pasting it in a new empty file to start all over again.

>>163481845
I'm not implying, I'm saying.
Sure, shape keys are powerful too, but blending different poses isn't always very useful.
Vertex animation gives 100% freedom.
You could make every vertex frame in shape keys, of course, but why?
>>
>>163481673
Using Unity.
>>
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>>163482434
>>163481834
>forgot pic again
Fuck me
>>
>>163482612
>that palette
triggered
>>
>>163482612
yeah but then edit the strip you nerd

select then press tab. check the other plane.001 temp strip too
>>
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>>163482768
>press tab
>shit turns green and a new line show up
>click new line
>it's gone
>nothing happens when I click the arrows on the other strip(TurnTest1)
>still nothing in the Dope Sheet editor
>>
r8

https://m.youtube.com/watch?v=PkAoyWSY4EA
>>
>>163483175
won't look / 10
>>
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>>163483134
try the little ghost at the bottom of the dope sheet

if that doesn't work I'm out of ideas, must be something regarding your plugin and how it stores animation
>>
>>163483175
>m.youtube
>m
>>
>>163483320
Nothing happens.
Oh well, killing myself and starting the cycle a fresh.

Thanks for trying, though.
>>
>>163483175
I'd cut the very last bit off desu
>>
>>163481483
bump
>>
>>163483175
assuming this is a trailer, the pacing is too slow. it's great pacing for something that the player is forced to watch, however.

title goes by too fast, try opening with the astronaut shot, with the text on screen, and fade the text out.
first astronaut (not you) takes too long to exit. what was that butt move?

the whole sequence from 0:07-:0:47 takes wayyyy to long. shorten this to 20 seconds.

you spend a lot of time looking at astronaut ass
>>
>>163483432
before starting over try to vertex animate a simple cube, you don't want to do it all over just to lose it again
>>
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>>163483432
>>163483320
WHAT THE ACTUAL FUCK

>give up an load a new file
>paste gryphon object
>open Action Editor to see this

Just fuck my shit up, Blender

>>163483634
I have done tried before, so I know how it *should* work (the wings and balloon on the airship I made earlier)
>>
>>163477765
Still looking forward to your game.
>>
>>163483785
at least you didn't lose any work!
>>
Dungeon break dev you in this thread?
>>
>>163483953
Yeah, I'm happy as can be, despite the frustration!

Sorry for wasting everyone's time!
>>
>>163484009
Obviously not, you shitter.
>>
whats the best linux distro for game dev
>>
>>163484112
Windows
>>
>>163484112
What's a... "linux"...?
>>
>>163484112
>distro
Is that one of those small-ish cafes?
>>
>>163484482
The italian distro in my town serves up a mean spaghetti code.
>>
>>163484067
can't blame me for trying
>>
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Think it came out all right in the end
>>
Ok, so I've been roped into making a game by a friend and I have literally zero applicable experience with coding, art, spritework, any of the backend shit that's actually important for making a game.
Thankfully, he's got us covered on the art end (close friends working with him) and the coding (he's not a CS guy, but he's damn close).
My job is level design, story, and outlining the game. Overall design, I guess.

Long story short, I need a way to chunk out portions of storyline, and then have branching paths from each of those for notes on that section. Think Overworld -> Region -> Level -> Screen, with the ability to have notes on each successive portion.

I feel kinda overwhelmed, but I love the game mechanics that we've outlined so far, and its the first chance I've had to really let loose and be creative in a long while.
What pitfalls do I need to watch out for when first getting started on this sort of project? You guys are the only ones I know who do this sort of thing on the regular.
>>
>>163484947
Not to pull a Columbo on you but I think them rear hooves are a bit...clunky, for lack of a better word. They're quite large in proportion to the rest of the leg. I don't know about modeling, so forgive me if I misuse basic terms, but I think you might consider tapring down more to the two quads that form the front base of the hoof.
>>
>>163485292
no he's half japanese and that's his slippers
>>
>>163485014
If the project lasts longer than two months, it will probably go through until 1.0.0.
Most of these projects end within a week or two though, because people lose motivation and can't be bothered to keep going.

What exactly is it you need help for anyways? Can you be more specific?
>>
>>163485014
Memes
>>
>>163485014
People here are going to tell you to expect to fail because they themselves don't play well with others. They'll also tell you to be extremely mindful of not overextending the scope of your project. The latter is useful advice.

You can design forward from your story or backwards to it. Does your story include locations that would lend themselves well to interesting area dynamics? Apply the mechanics of the game to them in ways that exploit their features in an entertaining way. Are the locations of your world undefined at this point? Design interesting areas and then retrofit a setting and aesthetic that fits them.
>>
>>163485292
>hooves
It's meant to be paws, Anon.
Gryphons are part lion, part eagle.

>I think you might consider tapring down more to the two quads that form the front base of the hoof.
Don't have poly-budget for that.
I could make the paws smaller, but I don't think I really want to.

Thanks for the feedback, though
>>
>>163485810
Nobody cares about your artificial restrictions
>>
>>163486090
I do :3
>>
>>163485014
I once was project lead for a very similar school project, except I did art and was "CS guy" and had another helping me

The guy who did the design story w/e
that would be you
ended up doing jack shit in the end and pretty much gave up

The project went mostly fine even though we had to do your shit aswell
In the end however I got my grade lowered, because as project lead I was supposed to keep my minions in line

In short. Fuck you, work hard and dont give up.
>>
all of your ideas are unoriginal

you're wasting your time and are a disappointment

this is really embarrassing.
>>
>>163486253
imagine being the guy without ideas wasting his time shitposting on a message board
>>
>>163486253
You are the disappointment, googs
>>
>>163486253
>>163486365
your quarreling has awoken me
now where resides the games you have created?
>>
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Been working on the bow stem, decided to try and re-purpose some model from the content examples into a placeholder figurehead.

It's an easily recognizable statue for UE devs, but damn I kinda want to work him up a bit more and make him mine anyway, because he looks badass.
>>
>>163486253
Just fuck off and get a fucking life, Jesus.

All you've been doing for those past months, if not years if you're that guy, is shitposting in this thread.
You're literally spending your free time shitposting on this thread for whatever fucking reason your deranged mind came up with.

This post is probably going to be deleted as it is clearly off-topic but goddamn I had to say it.
>>
Okay, I want to make a traditional RPG game. Turn-based, classes, monsters, a world map and all that stuff. Should I plan everything before start making the game or just start making it without a plan?
>>
>>163486569
do both
>>
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>>163486359
>>163486365
>>163486467
>>163486552

proving my point. how are you going to explain your wasted life to your mothers?
>>
>>163486569
literally no one has ever finished an RPG. I'm sorry.
>>
>>163486689
i won't she's fucking dead mang
>>
collab
>>
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>>163486253
>hiccup
>>
>>163486812
I suppose you havent seen the RPG Maker invasion on steam, they dont have to be good RPGs with their own engines, they're still there senpai
>>
>>163486816

God must be real then because he gave her mercy by not having her have to endure your autism.
>>
How do you store your level/world data?
>>
>>163486962
lul
>>163487062
set variables mang
>>
>>163487193
I mean outside your game, like what file format.
>>
>>163486569
>turn based
it aint 95 no more son, time to let it die
>>
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>>163484947
>>163485292
Looks good! I agree with the paw bit. What you need are more defined lines on the toes.
>>
>>163487212
you need to tell us what engine you use, you have different options depending on engine
>>
>>163487487
Thanks!

I could probably try to improve the texture
>>
>>163487519
I'm making my own engine. I'm thinking of using a text format like INI and writing something to convert it into a binary format that the game itself will read.
>>
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need single word concept ideas for a game
something like Music or Snow
Throw them at me senpaitachi
>>
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Another semi-lewd fan fic about Charlotte and vampire girl, now accompanied with Bunny girl.
http://pastebin.com/3Mwp4xpR

This is the first time Charlotte doesn't get assaulted in her sleep.

If you would like to read the previous two parts:
http://pastebin.com/DUi5x2QD
http://pastebin.com/EhEWSzjv
>>
>>163487643
colors
>>
>>163487643
dingus
>>
>>163487643
disestablishmentarianism
>>
>>163487643
meme
>>
>>163487714
where's your game
>>
>>163487724
>>163487821
these are great
>>
>>163487963
you can't make them, i copyright them :^)
>>
>>163487714
Enjoy your work, keep it up anon!
>>
>>163487620
sounds good but use a different format like .savegame so people don't try to tamper with it
>>
>>163488059
Doesn't really matter with single player games or coop even. I'd encourage it even.

>>163487620
Why are you making your own engine?
>>
>>163472762
btw they run these sales all the time. You should never purchase Udemy courses at full price
>>
>>163488059
>different format like .savegame
What's the .savegame format?

>>163488251
>Why are you making your own engine?
I want to get more experience using C.
>>
>>163488375
>What's the .savegame format?
Renamed .txt
Could go with .nuclearlaunchcodes or anything else that isn't taken yet.
>>
>>163488446
Oh, I see what you mean now. I don't mind if people tamper with the levels though, if they want to do that.
>>
>>163487620
Dude just use json or xml and encrypt the string
>>
>>163488549
Renaming a txt doesn't make it uneditable. Calling it .savegame or similar would actually make it clearer, and anyone trying to tamper with saves will try opening them in notepad first anyway.
>>
>do something for my game that wasn't in the to-do list
>add the task and immediately move it to "Done"

nobody will ever find out
>>
>>163487643
postmodernism
>>
who wants to refactor my code, i'll put you into the credits
>>
>>163486498
awesome dude.

I'm a UE dev... where is that asset?
>>
So, does my game require like encrypted save files and anti hack stuff for it to be on steam?
>>
>>163489365
Take a minute and think about all the stuff on Steam. The answer is obviously "no".
>>
>>163489365
no friend, have you looked at the amateur garbage that's gotten on steam recently? a screenshot of shit meets the steam requirements.
>>
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RPG Maker VX Ace is super cheap right now.
Even the non-steam version.
>>
>>163482402
I was about to use a RenderTexture to do threat mapping for my AI, thanks for the heads up.
>>
>>163489473
Wrong general though.
>>
>>163486498
most of your players won't be ue4 devs or devs at all. this asset fits well so it isn't some drag and drop job
>>
>>163489338
It's the statue in the Particle Effects example, it's sitting on a spiked throne thing holding a fiery orb. I've cut it up and modified it a bit.
>>
>>163489467
"watch paint dry the game"
>>
>>163486498
Fun fact. Vikings would remove the dragon from the bow of their ship when approaching homeland so as not to upset their native Vaettir spirits.
>>
>>163489473
>rpgmaker price
I will never understand who the fuck they think they are.

Literally every engine out there offers a free or standard version, why do they think that theirs is so good that it requires such a price?
>>
>>163489640
oh, i didn't realize there was an RPG maker general :(
>>
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took too long, but i made a chest

sketchfab.com/models/76e18b13ebf64074bf7f5b1838bf3f4c
>>
>>163489771
Supply and Demand, friendo. There are too many people that want to make something in exactly that style with that level of ease.
>>
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Heaven...or hell?
>>
Sorry for the slow replies, real life calls from beyond.

>>163485558
I'm looking for organizational software. Right now, everything is in hand-written notes, and I'd like a way to make it cross-referenced between items, chapters, locations, etc.

>>163485628
The project is based on a handful of key mechanics. We're definitely fitting a story to the gameplay. You control two characters simultaneously (think Mario Galaxy, I guess), with one being a traditional 2-d platformer character and the other being a "helper" with special abilities of its own. There are others (dashes, a blink), but they're less important than that core duality.

>>163486242
I'm sorry for your loss. I'd feel terrible if I left this friend out to dry, especially since he's doing a lot of the heavy lifting that I just don't know how to do.

>>163485601
I don't understand this, so here's a joke.
How many Freudian analysts does it take to change a lightbulb?
Two. One to change the bulb, one to hold the penis—I mean ladder.
>>
>>163490218
I'm 73% done with the Unreal one. It's a great tutorial but be prepared to push day after day after day. I recommend taking a lot of notes.

FYI FOR EVERYONE on here. Udemy courses are $15 right now. The normal cost of the Unreal Intro course is $198 or something. Awesome value.
>>
>>163490448
I already know how to program, I'm really more looking for an introduction to a 3D engine along with best practices on how to use it.
>>
>>163490218
I really want to try UE4 someday, but my computer specs just can't handle it. It already runs like shit with Unity.
>>
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>>163490218
>>
>>163490262
>I'm looking for organizational software.
General organisational: Trello
In respect to writing, Trelby for screenplay writing or Freemind for mind mapping.
>>
>>163490218
What is this? edX? Coursera?
>>
What are some good examples of successful skinner box singleplayer games?
>>
>>163490762
Udemy
Having a sale, every course is $15. Those two are usually 200 each.
>>
>>163489365
No. But if it's a multiplayer game it will be full of hackers if you don't do anything to stop it, and then no one will want to play your game.

I have no idea how to prevent hacks, which is why I'll never make a multiplayer game.
>>
>>163474565
SO MUCH FUCKING CHARM
>>163476658
I like the 1st and 2nd.
I think if you just add whites around the 1st one's eyes, you got yourself something perfect.
>>
>>163490781
Diablo 2.
Torchlight 1/2
Path of Exile
The Binding of Isaac
>>
>>163490598
fucking camel scum
>>
I have to redesign the UI for my text game
I don't know what to do
Anyone have reference pictures for this sort of thing? At least UI references in general?
>>
>>163473037
>Mac only
good joke
>>
>>163480792
Could we see her texture sheet?
>>
>>163472969
depends, do they still have that stupid multiple-window setup?
>>
>>163490635
Hey, this looks great! Thanks, man.

Should I post here once actual progress has been made gamewise? I'm afraid I'm a total newfag to /vg/, much less the dev thread. I dunno if you guys actually want to see how people have improved, or if this is just a panic/help thread.
>>
>>163490947
>I have no idea how to prevent hacks, which is why I'll never make a multiplayer game.
Easy solution, run everything server-side, like in MOBAs and such.

Not applicable to those who lack large-scale corporate resources, of course, so just sell out to EA.
>>
>>163491380
nobody can stop you from posting unfortunately
progress posts are fine, feedback posts are fine, ilu <3<3
>>
>>163476658
the one on the right
>>
>>163477391
longer legs
>>163477502
it'll come with practice
I'm a literal autist but trying to run a weekly game night for, oh, 230ish weeks, and writing an invitation post (sometimes two) every time, I got better at coming up with new and interesting things to say about the same old thing
>>
Gamemaker refuses to tell me where my run window went.
>>
>>163491380
Believe it or not, the first and foremost purpose of this thread is sharing progress. We got Recap Monday, which is a long term progress tracking effort. Some previous entries can be found here: http://homph.com/recap/
If you want people to dole out some honest feedback coupled with useless shitposting to your progress or design decisions, post it. Bear in mind that this is 4chan, so expect some "kill yourself" comments on stuff you are proud of. And even if you get no response at all, progress posting is appreciated. Bumping your progress is not frowned upon.
>>
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>>163491806
Slap that bitch back into shape.
>>
>>163491823
>>163491549
Sounds good! I'm not thin-skinned to the vitriol of anonymity, so blunt retorts to my work would be appreciated.
I can't wait to get started.
>>
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>>163490951
thanks! the new grass texture and skybox are helping a lot

>>163491316
the blank space is for more expressions in the future

her arm tattoo reads agdg
>>
>>163491853
>go to options
>choose start fullscreen
>the fullscreen window is blank white
>remove the while loop that I just added in my code
>the compile works again
not sure why it did that rather than give me a runtime error message, but whatever.
>>
>>163490598
What is this?
>>
>>163479537
CORGIIIIIIIIIIIIIISSS
IIIIIIIIIIIIINNNN
SPAAAAAAAAAAAAAAAAAAAAAACE
is that a "za warudo" attack?
>>
>>163492134
Cool, cool.
What program did you use to make the texture?
>>
>>163490497
well, you'll probably be able to progress a bit faster. The number one topic in that tutorial is C++ and the Unreal API, followed by how to handle architecture between BP and C++, followed by the editor itself. If you have experience w/ C++ you can skip section 2, the bullcow game.

If you're looking for more information about the engine itself, I'd head to the official Unreal tutorials. There's a pretty vast number so I'd suggest you be choosey with them.

The tutorial will still be very helpful since the API has a few quirks and can be... finnicky. It'll be fun, just keep pushing.
>>
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>I make games for myself.
>>
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>>163492259
that was my first texture on 3dcoat. it's buggy as shit, but still better than blender's texture paint. like, photoshop vs mspaint kind of difference

I used blender exclusively for the old shopkeeper game and I knew it wasn't going to hold up for more complicated models
>>
>>163472620
bump
>>
even refactor
odd play video games
>>
>>163479537
>barking at hidden objects
best feature
>>
Dungeon break dev are you in this thread yet?
>>
>>163493116
Have fun with that.
>>
>>163472407
>this thread
kek
>>
>>163493398
the redC
>>
>>163491218
Help me out lads, I know at least one of you is hiding something from me
>>
>>163494038
>text game
Why is it diffcult for you to design UI for that? What UI do you even need?
>>
>>163493398
>It's like watching a wild animal try to trick people.
kek
>>
>>163494138
It's not a typical CLI text game, so I do need more snazzed out UI elements
Just window borders and good design layouts are all I'm stumped on really
>>
>>163494581
>It's not a typical

That is what they all say, no offense intended.
>>
>>163494038
some kind anon has been collecting a ton of stuff

https://mega.nz/#F!gIBniSSA!-R2D3mYW5u0N5-3FROZlEg!kcBXGCKY

czech it out maybe something there will help
>>
>>163494581
>good design layouts
The more important something is, the bigger it should be or the more accessible it should be. Stuff located on the edges of the screen and especially in the corners is very accessible and should correspond to elements that need to be accessed often, like "Next Turn" or similar buttons.
I've seen a pretty good presentation on that some time ago, but I'm struggling to find it right now.
>>
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Now taking advantage of the new targeting system and IFF, targets have their own automated targeting and fire control. This is specifically for stationary emplacements. If they were on a ship, presumably the ship would assign turrets their targets and stuff.

Turrets have their own fire rates for missiles because if you don't give them one then they'll fire off all their missiles at exactly the same time. It's also a good way to tweak difficulty of the turrets.

Additionally, they have their own maximum range for targeting, and their targeting update rates (how long it takes to find a new target), along with how long it takes them to lock on after targeting can all be tweaked for difficulty and just spread of targets in general.
>>
>>163494880
>targets have their own automated targeting and fire control
Meant to say that Turrets have an optional automated targeting and fire control component. Gun turrets don't lead targets yet either, but you know, WIP.
>>
>tfw finally worked out all my kinks on my base sprites and they're satisfactory enough to start drawing clothes for

OH BABY.
>>
>>163494782
Hot damn, that's so many UIs. Thank you for this link.
>>
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>>163492204
http://www.catshitone.jp/
>>
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>>163494782
I want to suck that anon's dick for days, thanks so much

>>163494762
I meant typical in the sense that most text games are CLI
My game is literally like CoC in other regards, maybe with 70% more polish
>>
>>163494880
What method are you using for missiles to intercept, again?
>>
curious,what feature/bug are you correctly working on?
>>
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>>163495001
Don't worry, I got you.
>>
>>163495410
Thanks senpai, that's exactly how I feel.

If I posted em they'd probably not go over so well, but I tried my best. I'm a programmer after all.
>>
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>>163495398
Writing
I wanna die
>>
>>163495359
Not a particularly smart one. It just calculates a lead marker based on where the missile is, a calculate time to intercept, and velocity of the target. It's basically same code you would use to create a lead marker for a gun.

The missile knows more than it would in the real world, but I didn't want to write proportional navigation which is the more correct guidance.
>>
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>>163494880
>>163494997
>>
How do I become the next "le crazy bald idea guy"?
>>
>>163495359
>>163495623
Here's the actual code if you're interested.
http://pastebin.com/yKwaAcEh
>>
>>163495656
step one. be bald
step two. have ideas
step three. be consistently wrong
>>
>>163495656
which one
>>
>>163495870
I don't know his name. There's a picture of him with his hands open and raised in front of him.
>>
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>>163495967
him?
>>
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>>163495967
>>
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>>163495967
>>
>>163495967
I'm pretty sure you're talking about Molyneux.
>>
>>163495656
>>163495967
molyneux's claim to fame is that he promises the world then doesnt deliver.
you dont want to be the next moly
>>
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>>163495967
the 3d chessmaster?
>>
>>163496037
Isn't that 'le bald fascist'?
>>163496125
I chuckled internally.
>>
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More progress with score system.
The player get a bonus after 5 fruits.
This bonus consist in all enemies drop coins for the next 10 seconds and could be reset.

>>163492258
Yes
>>
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>>163496125
I chuckled externally
>>
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>>163495967
>>
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>>163496367
>>
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>>163496393
>>
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>>163494138
It can be hard to make something appealling, especially if you try to make actual graphics out of it. Pic not related.
>>
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>>163496393
>>163496415
>Those filenames
>>
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Gun turrets are now leading their targets.
>>
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>>163497116
>>
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Stupid question. What is promoting to a variable?
>>
>>163495796
Don't post Grok The Pugnant and act like it's the best thing ever.
>>
>>163497376
ME
>>
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Why did the SH2 remaster have such terrible fog when I can replicate the whole dang thing more or less in about an hour in Unity?

I am now even more mad about that HD "remaster" than I was before.
>>
>>163497564
Probably performance reasons.
>>
Okay guys, help me out here. How should I go about designing a city for my game?

It's a moderately sized futuristic city (Think something from a PS1 game).

Should I think of all the landmarks first? What?
>>
>>163497361
If you're dragging out from something that produces something certain, you can promote it to a variable, giving it a steady productive job that can support its family.
>>
>>163497564
The fog was for performance conservation, and the game was designed around it you mong.
>>
>>163497361
https://en.wikipedia.org/wiki/Type_conversion#Type_promotion
basically, C-like languages will take less precise numbers and turn them into more precise numbers in certain situations
>>
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heres a fuckin webm whatever
>>
>>163497792
>>163497681
Well, yes, I know that. Obv. it was to conserve performance. I'm talking about how the remaster 'lifted the fog' so to speak while claiming they had to do it that way because they couldn't figure out how to do the original fog that was done in the game.
>>
>>163497758
limit your scope my dude
>>
>>163497761
That sounds terrible.
>>163497796
Like everything in coding I am left wondering what the point is in most cases.
>>
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>>163497116
THIS IS COOL
I LOVE IT
YELLING
>>
Thumbdev! You're alive!
>>
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>>163497864
cool
>>
>>163497943
Supporting its family involves a lot of things. Like being referenced elsewhere, or redefining the variable at runtime, or using a defined variable elsewhere. All in all, a guarantee for at least a minimum wage.
>>
>>163497681
>>163497792
>can't even properly read the post they're replying to
well done
>>
>>163497943
It's a convenience thing, instead of having to write
(double) myInt + myDouble
you can just write
myInt + myDouble
when you graduate highschool it'll stop being a thing worth thinking about really
>>
>>163498083
wtf you stole my game
>>
>>163497116
So those missiles are headed to the station that ship is planning to dock at in a week?
>>
I love Unity.
>>
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>>163498219
finders keepers
>>
Do someone have the recap image of this week?
>>
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https://www.youtube.com/watch?v=Mw0h9WmBlsw
>>
>>163497864
yay a new character finally, looks way better,
I can tell whats going on
>>
white phosphorus
>>
>>163498519

Interesting talk.

This one's breddy gud too.

https://www.youtube.com/watch?v=yhGjCzxJV3E

As well as this.

https://www.youtube.com/watch?v=gpXganAM_qA
>>
>>163497758
If it's your first city, start with districts.

Residential(upper/middle class), commercial, entertainment, slums, port. Sketch them out on a map, do you want the commercial district to be the heart of the city, with residential surrounding it, etc.

Or go nuts and make it like the walled city of Kowloon.
>>
>>163498449
Bump because i want it too
>>
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Which looks better? Rim shader on or off?
>>
>>163497758
Make it look bigger than it actually is. Use magic, not hundreds of buildings.
>>
>>163499108
on
>>
>>163498449
>>163499026
Recap Anon XVI said he was gonna be late this week. I guess he hasn't posted it yet.
>>
>>163499226
>I guess he hasn't posted it yet.
A fact, actually.
>>
>>163497864
i too enjoyed the battle network series. best of luck polishing it up!
>>
GameMaker Language question:
How do I get my landing animation (in a platformer) to work?
Google says do something like
sprite_index = land_sprite; //changes sprite to landing
image_index = 0; //resets image index, which should be done after an animation

The problem with image_index is that if I don't have it, the animation loops, and if I do have it, only the first frame of the animation is shown. I've been trying to do something with alarms but there must be a simpler solution.
>>
>>163499108
I like rim on
>>
Can anyone else not open images?
>>
>>163499490
>the animation loops
Include something that after the animation has finished sets the sprite to your default idle animation. (This assumes you have every animation as a different sprite)
>>
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>>163498198
>>
>>163499490
Either the animation plays or it doesn't. If you want the object's sprite to change or stop then you have to tell it to. That is programming. It doesn't know what you want unless you tell it.

GM specifically has an animation end event. In that event you can tell it to change back to your idle sprite when the other sprite's animation finishes. Please read the documentation.

https://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/events/other%20event.html
>>
>>163473027
Shows how pathetic the long OP posters are, to shit up to the point of deletion the real OP
>>
I have a very noob question..

In code, the people who constantly uses spaces (Press enter on their keyboard) in between lines of code. Is this an aesthetic/stylistic choice? It doesn't seem to serve any purpose.
>>
>>163499878
>>163499918

Yeah, I tried switching to state from "landing" to "standing" (which has my idle pose) on the line right after calling the landing sprite, but from what could be seen the sprite just updates to the idle pose, skipping the landing animation entirely. So I need a way to stay on the landing animation before executing the change to the standing state, but if it's possible to do it without using an alarm that would be best. Okay, I'll give the documentation a look and maybe use the animation end event for now.
>>
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Finally found and fixed a nasty bug that where if a missile was launched in the same frame that it spawned, it would crash the component because something in the Start hadn't had a chance to happen yet.

I was also curious to test a turret with both a gun and missile launcher. There wasn't any code that made them mutually exclusive, so I figured it would work just fine and it does. The top left turret fire faster missiles in addition to its guns.

By chance, a block spawned on top of the platform, putting the whole thing in shade. It made me realize that nothing is really giving off any light, so I spiffed up the effects a bit.
>>
>>163500282
Empty lines are ignored by compilers, as well as comments and - in most languages - linebreaks. Theoretically you could write your complete code in a single line without any whitespace. This is however the shittiest thing you could do to yourself and others taking a look at the code. Readability > saving a few bytes in filesize.
>>
how the fuck do you make 3d platforming feel good and consistent?
>>
>>163500440
Copy Mirror's Edge.
>>
>>163500440
Copy the games that did it right.
>>
>>163500484
>>163500486

real original guys, really going places
>>
>>163500349
https://docs.yoyogames.com/source/dadiospice/002_reference/debugging/show_message.html

Use that to see whether it ever actually enters the landing state. Input whatever variable name you're using as your state variable, without the "" marks (which would turn it into a string, which you don't want in this case).

Don't forget that setting a variable to something, say "landing", and then checking whether that variable is set to "landing" and changing it to something else, say "standing" in the same event will make it so that it all occurs in one frame and you will never see the landing state.
>>
>>163500402
Ah I see. So optimally I should be using spaces to separate different functions/parts of my code? Thanks for the answer.
>>
>>163500440

this >>163500486

look at games that did it well and really dig into them, see how and why they did it, and then apply that to yours as needed.
>>
>>163500440
fuck around with values until you like it
>>
>>163500704
>>163500486
fuck you

>>163500484
>>163500681
thank you
>>
>>163500632
>how i do thing?
> - do like this
>real original guys, really going places
Suck it, fag.

>>163500653
It's generally considered good practice to indent chunks of code, meaning segments of if-statements and loops. Whether to include empty lines or even put a bracket on a new line is a question that has been dividing all devs for as long as there has been deving.
>>
>>163500742
>gets mad at a quality response >>163500704
Something tells me english isn't your first language.

Also, you're a dick.
>>
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>>163500651
Yeah, I have a script with a bunch of those for checking my states.

<--(I have different states for midair and ground, so my guy starts as "standing" by default when he's in midair."

So we know my code is being useless because both updates are happening on the same frame... what would you recommend doing (if not just using GM's animation end event)?
>>
https://www.youtube.com/watch?v=u9Dg-g7t2l4
>>
Stop posting sorescram.
>>
How many separate parts makes up your main character?

Are the legs and main body two separate objects? I imagine that this practice is done in many classic 8-bit games so that the guy can do his walk cycle AND, say, swing a sword independently without either the walk cycle or swinging being interrupted.
>>
>>163501174
>I imagine that this practice is done in many classic 8-bit games
Please name one 8-bit game where the swing animation only affects the upper body instead of stopping the MC dead in their tracks.
>>
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>>163495532
post
i need some inspiration
this is my art.
>>
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I'm trying to compute a proximity map on GPU in Unity.

How do I write a shader that outputs the darkest of the quads' colors at every pixel?

e.g. at a given pixel one quad has R = 0.5, another has R = 0.3, so the final output is 0.3.
>>
>>163500971
I can't tell whether you've got an aversion to the animation end event or you're simply curious. Animation end is the simplest way to do it, and you can use that event to change your sprite, state, or whatever else once the landing animation finishes.

You could put your code that executes based on state into a switch statement, or you could make a variable that won't allow a state change until another state is finished doing its business (but to know whether landing was finished you'd need to check its image index, in which case you'd basically be making a de-facto "animation end" event of your own).
>>
>>163501279
Megaman can extend his arm and fire his mega buster without his walking being disturbed.
>>
>>163501530
And you are sure that this is done via two objects instead of two different animations for the same sprite?
>>
>>163501585
it could be done either way
>>
>>163501447
I just wanted to try defining the behavior as much as I can for more practice, but it's cool. Thanks, I'll try that out.
>>
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>>163501432
nvm got it

BlendOp Min
Blend One One
>>
>>163501670
Except hardware limitations make the multi-object approach superduperstupid. At the time. Nowadays it's no biggie, but back then you'd rather have one more enemy on the screen than waste it on something needing four more sprites on a sheet.
>>
>>163501684
I mean, if your check for going from landing to standing is "is state standing" then you could change it to "is state standing and image_index [last frame of landing animation]", although that'd skip the last frame, so you'd need to make a variable that increments each frame along with the animation, so it'd be something like
if state == standing && redundant_image_index == [number of landing animation frames + 1];
{}
>>
>>163501776
Hardware limitations also forced you to use two separate sprites to draw a character of that size.
>>
>>163501879
fuck
*is state landing
>>
https://www.youtube.com/watch?v=4qlCC1GOwFw
>>
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>>163500374
is it possible to make a launcher like this?
vertical launch is cool AF
>>
how do you guys set up your state machines? i'm curious.
>>
>>163501776
you should look up things before you talk about them
>>
>>163502194
what's a state machine
>>
I hate gamemaker tiles, my game is too small
>>
>>163502194
>>163502362
what is this shit?
>>
>>163501879
>>163501971
I added that index check and now it's on the right track. I'll put that additional variable in and this should be good to go. Thanks anon!
>>
>>163502570
Not to be preachy, but I really do feel like you're setting yourself up for a headache down the road if this is anything beyond an exploration of academic curiosity. The animation end event serves your need, as you've described it, perfectly.

Anyway, good luck and have fun.
>>
When importing from Blender to Unity, what's the downside to using .blend, .obj, or .fbx? There's a shitload of comflicting info about unity having or not having issues with the different types
>>
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>>163502041
Yeah, there's nothing stopping you from configuring missiles/turret/launcher to work that way. Although, it'd be best if I added a kind of lock on after launch functionality so that you don't have to create huge seeker angle limits to make it work.
>>
>>163502864
Unity converts imported blend file to fbx files (the up and forward axes will be fucked though, theres a blender plugin somewhere that can fix this), don't know about obj
>>
>>163502864
when given a blend file, unity uses blender's fbx exporter via script

it works fine, but the bone directions are all fucked (different axes with no easy conversion) so if you ever need to rotate bones via script all the directions are fucked up and you get some gimbal issues, at least that's what i've experienced.
>>
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>>163503125
>>163502041
Slightly more direct version with less delays.
>>
any recommended learning material for someone looking to pick up C#? my experience is basically nil here.
>>
What software do you guys use to record your screen?

I'm collaborating with an artist and I want to make some webms to send to him.
>>
>>163503991
OBS. If you want to collab with a guy though maybe TeamViewer ain't a bad idea.
>>
>>163503436
Edx.org

Harvard CS50 course
Course taught by a great teacher, actually teaches you, but requires a lot of time investment since you need to watch the lectures.
>>
>>163503991
I use ShareX + Webm for Retards when I need to record quick little clips. OBS for when I need heavy duty recording.
>>
Best tool to learn texture painting with? I've heard about photoshop and krita the most, how do they compare? I would only be using the tool for painting a diffuse texture and that's it.
>>
>>163503991
OBS + webm for retards.
>>
>>163503991
http://tools.aggydaggy.com/tools.html
>>
>>163503991
webmcam cause I'm a lazy shit
>>
>look at all of my previous progress posts
>only one reply
>I'm sure it's the same anon
I will thank you again. I will definitely remember that only you cared.
>>
good evening

why does nobody use anime animation software to create video game animations to have a video game which looks like anime but actually for real like anime
>>
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Mixamo actually works. I am impressed.
>>
>>163505040
>other than Live2D
because it looks like shit

>Live2D
there's a few mobileshit games that do it
>>
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GPU Threat map generation for AI. Every red spot can be immediately shot by one or more weapons. I've also got the prox map I did here >>163501732 which gives the distance to the nearest enemy ship, but it's not as interesting to make into a webm.

The threat map could be used for e.g. little bastard flanker ships that never attack from the direction where you actually have guns equipped.
>>
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>>163505257
how do they animate pic related

use those programs instead of live2d
>>
>>163505812
3d models
>>
>>163505812
>how do they animate pic related
>lesbians.jpeg
that's not animated.
>>
>>163505812
WHEN ARE THEY GOING TO DO LESBIAN THINGS TOGETHER FUCK
>>
>>163505198
Looks like something you could do in 5 min in Blender.
I hope you didn't pay for that.
>>
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Put some turrets out there, put some friendly ships with random AI (there isn't a real AI for ships right now), and flew around some.

It kind of looks like a thing now.

This is possibly be the last progress I post for a while because I'll be out of town starting tomorrow for a little over a week and it's very unlikely I'll be able to do anything while out. I'm a bit miffed that this really puts a hamper on what I can do for DD12.
>>
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I hope this silence means you're all hard at dev
>>
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>>163507537
I do
>>
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>>163468604
>want to post screenshots of my game cause it looks so good and I want to share
>can't because somebody is going to steal my idea and release the game before I can
>only validation I can receive is through myself

this is gonna be a tough couple weeks lads.
>>
>>163507738
>game
What game? You don't have one.
>>
>>163507738
>somebody is going to steal my idea
Get over yourself.
>>
>>163507876
no joke, someone posted an idea here that i'm gonna steal as soon as my current game is out
i don't think the original poster ever used it
>>
>>163488051
Thanks, anon! I'm happy that you like these.
>>
>>163507959
Unless you have a very original idea, which is not the case, why are you so concerned about someone 'stealing' your idea? There are thousands of clones out there and people will still play your clone if your game is good.

I'm not going to say that ideas are worthless because this is a very black or white claim but there's a difference between having an idea and actually making the game.
>>
>>163508219
Not him, but amateur devs are a very good target to steal from. Because they mostly don't finish their projects anyway. And stealing is something everyone does.

Also, why do you wanna know if he has an original idea? Everyone can have original ideas. It#s rather a matter of luck to have them, than a matter of talent.
>>
>>163475949
Any thoughts? The theme is pretty focused on the civil war so I was planning on having the guns reload slowly and be pretty deadly
>>
>>163508602
>>163475949
Yeah, it's a simple kind of game. A bit hard to tell without knowing more of the mechanics but it's not a particularly hard genre to make
start with the basic mechanics before going crazy with items so you don't get bogged down.
>>
>>163508504
How is it not talent to work out a good original idea? Even if the same person has a bad idea at a later time that doesn't mean that it was luck that pulled them towards their best ideas
>>
>>163508695
Cool, I really want to do this TRPG but I need to get a lot more practice in.

I was planning on just getting it to work with the 1851 colt vs mooks, and going from there. It won't have a ton of items even in the final form
>>
>>163508712
Good ideas are mostly simple. You do not have to "work them out". They just fly towards you or not. It's something you can't really controll.
>>
>>163508504
>Because they mostly don't finish their projects anyway
Precisely. So why complain about someone stealing the idea? It's not like they were going to make the game anyway.
>>
>>163508797
A good hook is simple. It pulls you into an idea. The idea itself has to be worked out because it doesn't just come magically perfect. It also takes talent to sift through all of your other ideas for the one that is good. Is it luck that people choose to go with the ideas that they are famous for? That doesn't make sense
>>
>>163509058
It takes talent to be creative the whole time yes, but even if you have no talent for this, you still can have the one or other original idea.
>>
okay fellas, im sitting here getting angry at myself for all the time wasted wanting to make games and not having the will power to learn.
i always second guessed the language to learn like it mattered and if the tutorials i was watching were the best.
id appreciate it a lot if someone could guide me to some solid tutorials that will give me a good base knowledge for someone with zero programming skills. I just want to make 2d top downs and low poly 3d games
>>
>>163509318
For 2D take a look at HeartBeast and SeanSpalding, which are Youtube channels with a bunch of decent GM:S tutorials. While they of course stay within one engine and language, after some time you should be able to apply concepts you learn in one language to many others should you want to switch later down the road.
>>
>>163507489
looks very nice, is this unity stuff?
>>
>>163509447
>HeartBeast and SeanSpalding
>not Gamemaker Game Programming Course
Wijuuu
>>
>>163509534
It's been quite some time since I used GM and those two channels I remembered.
>>
>>163509635
They are also the most popular. GGPC is quite unpopular but has by far the best stuff imo.
>>
>>163509318
I'd say just pick Godot or GameMaker and just go through a tutorial series. Once you start learning and making your first game, don't second guess and just keep making it. Then make the next. And the next. Once you start to feel limited by your engine (and after you've made a couple of games in it), then, and ONLY then, do you need to start looking at other engines.

I've started messing with Godot and it's very batteries included. You'll have to learn its simple, Python-like scripting language, and the engine itself is very nice, especially for 2D games.

For tutorials, look at GamesFromScratch's Godot tutorial playlist. It's very easy to pick up, the guy goes into just enough depth for you to get started making cool shit.

Others will suggest GameMaker. I haven't used it myself desu, so I can't say much about it, but it does have a larger community.
>>
>>163509318
if you have 0 programming knowledge you should definitely learn the principles of programming. the language in that case doesn't even matter because the principles persist throughout pretty much every programming language. a lot of people recommend python as the first language to learn because it's easy to type and read.

take this course https://www.udacity.com/course/intro-to-computer-science--cs101 it's free
>>
>>163509738
>I'd say just pick Godot
You really need to stop pushing your agenda just because you don't like Unity and UE4.

They are the way to go if you want to do 3D, period.
>>
>>163510003
What about
>especially for 2D games
made you think this poster is against Unity and UE4? Why do you feel the need to defend those two against anyone mentioning something else, even though they aren't even touching UU's territory? Are you sure you aren't the one with the agenda?
>>
>>163509738
The GFS tutorial for Godot is full of errors plus outdated. The official tutorials are much nicer
>>163510003
That's true but Game Maker and Godot are much nicer for 2D than Unity, I mean there's no contest there unless you install over 9000 packages from the asset store. Unity and UE have very rudimentary 2D that does almost nothing for you
>>
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Done with my flying transition screen for now.
Added blinking lights and smooth movements to the plane.
>>
>>163510889
Is this a 9/11 simulator?
>>
>>163510975

T W I N
O
W
E
R
S
>>
>>163510889
is this the animal crossing world that it's flying over?
>>
>>163510975
>>163511176

Nein! that'd be a neat game idea if it wasn't guaranteed to be impossible to sell though. And if you didn't mind being tagged edgy 4lyfe
>>
I'm trying to design an over world map similar to mount and blade or fallout where you walk around then spawn into a map to fight or whatever.

I'm using game maker and would be using tiles and the player colliding with them to set which maps to load. Is this over complicating things? Is there a more elegant way to do this?
>>
where would I start with making a commandos / shadow tactics type game? any tutorials or references? (preferably unity)
>>
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>>163497376

>pug
>>
>>163511727
you have the power to figure it out all you need to do is try

i believe in you
>>
>>163511924
I see what you did there.
Is Pug's life still being developed? I supported your kickstarter anon, I want to see that game
>>
>>163511727
- Play the game
- Write down all the rules and mechanics you can spot as you play
- Recreate those mechanics on a simple 2d top down view
- Iterate and improve

If you need tutorials to figure out how to implement the game mechanics in those titles then you are not ready, do something simpler first.
>>
>>163511924
Why is agdg filled with mentally ill people?
>pugdev kills his dog, then makes a game about cultists dying in gruesome ways
>desertgamedev makes game about fucked up stuff in the desert, then another one about fucked up stuff in Japan
>rotate
>sourceposter
Don't get me wrong, the first two are nothing compared to the last two,but damn. Why can't we have "normal" people making "normal" games? Some of you (us) are seriously fucked up in the head.
>>
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>>163512185
Maybe because 4chan is one of the few places more accomodating to mentally ill people than tumblr?
>>
>>163512080
>This game is happening. It is a dream project of mine that I have loved developing and it will be completed in any circumstance.
>>
>>163512185
That's 2 devs, anon. You'll need to list more to make a point. Rotate and SourcePoster has no game, so they are just like regular shit posters on any other board.

Back to the two devs: both are working on games inspired in some ways by the Lovecraftian lore, thus saying that they are fucked up in the head is the same as saying all Lovecraft fans are. Which might be true, but then who doesn't?

After a while you'll give up your standards an things you used to measure people with. At least I know I did. All of you are beautiful people, and I love all of you, no matter how weird you are.

Except SourcePoster. He can go suck a bag of digs.
>>
You know how objects in Unity seem to have some kind of default material or shader applied which makes them look plastic and shiny? How do I remove that?
>>
>>163512660
Uh... Change material or shader?
>>
>>163475936
The folder is all you at the moment, you madman.
>>
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omg, i've just been reading up on vulkan

it isn't that much harder than what I've been doing in software rendering in C

I could just learn some more stuff and start using this vulkan thing.

I always couldn't figure out how to do 3d except by using software rendering. OpenGL / DirectX were just too different. After I am finished with krampus I will try uploading my 640x480 framebuffer to vulkan and then using vulkan to rescale it to fullscreen size (right now I am using SDL2 streaming texture to do that).

If that starts working in vulkan, I could upload the depth buffer too, and use vulkan to calculate a position buffer from that, and then maybe I can do GPU bump mapping or something.
>>
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>>163484681
>>
>>163512660
create a new material in your asset browser and assign it to the object. then modify it
>>
>>163505812
>>163505040
Wouldn't that be really expensive and time consuming?
>>
>>163512185
I wish we had more fucked up people making fucked up games
>>
>>163512185
I'm okay with pugdev and desertgamedev, they have interesting stuff going on.
Game dev is about that, exploring different things and figuring out what will make a good game, and fucked up stuff tends to get people's attention.

>>163514715
100% agreed.
>>
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>>163511924
>>163512080
>>163512367
>>163512447
>>163514715
>>163514995
>>
>>163515357
>game
lol
enjoy the gore pixel art and shut up
>>
>>163512185
>pugdev kills his dog
Did he? I have gotten mixed accounts about it here.
>then makes a game about cultists dying in gruesome ways
>desertgamedev makes game about fucked up stuff in the desert/fucked up stuff in Japan
Oh noes! Fiction is depicting fictional things the would be bad if they happened in reality
>rotate
Barely agdg related in my opinion. Just an attention whore that got barelly scratched gamedev and forgot about it as soon as he realized looking like a girl gave him more selfsteem. Not really mentally ill but could get there eventually.
>sourceposter
I have to agree here, he is probably the best and only example of a mentally ill person in agdg.
>>
>>163515653
>rotate
>tranny
>not mentally ill
anon, stop
>>
>almost 2017
>never made a game
>>
>>163515784
Actually you did. Oh wait.
>>
>>163515653

pugdev literally livestreamed himself tying up his family and forcing their eyes open while he skinned and boiled his pug alive, the link was here, i watched it. He was babbling shit about 'nodevitath' and 'gullaros' it was fucking bizarre.

some say you can still find the video on the deepweb.
>>
>>163515879
>>163515901
Could you, please, stop giving him attention? Or are you the same person?
>>
>>163516148
Sorry, I'm the first post you quoted. I usually report and ignore, but I just found it funny.
>>
If whole /agdg/ worked together, could we make a 3D MMORPG?
>>
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>>163516819
Nobody wants to work with a thread like this. I'm not going to click because I can guess what got filtered here.
>>
>>163501381
Are you still around? I fell asleep.
>>
>>163516819
I don't think so.
We fight too much between us.
>>
>>163516819
If the whole of /agdg/ worked together, we'd end up with a burning building that for some reason has this one or two parts of it that work really really well.
>>
>>163517169
I can see that happening
>>
>>163517285
Honk Honk :^)
>>
When does he stop his meltdowns, I'll be back then I guess.
>>
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>>163515335
Awesome
>>
>>163517329
>When does he stop his meltdowns
well he was on in the afternoon last time I was in this thread, and I was up before the crack of dawn today and he was here before me, so
never
>>
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>>163517169
>>
>>163517396
I know I will talk against myself, but I honestly believe that if we just simply stop replying and talking about it all together, then he will just go away.

I mean last night was unbearable. There was even another thread which was pure shit posting.
>>
>>163517539
that's just not going to happen on 4chan
maybe if 4chan filtered his posts by default for everyone
>>
>>163516945
>not hiding stubs
That's as bad as not filtering anything to be honest.
>>
Honestly I wish he would just kill himself, unironically. I don't normally think this way, but this is the only solution to make him stop shitting up this place.
>>
>>163517841
I honestly don't think that way. Don't you think you are blowing this out of proportion?
>>
What progress are you planning on achieving through the thread's uptime?
>>
>>163518624
Absolutely none.
>>
>>163518624
prolong my life by a few hours
>>
>>163518624
gonna create a player controller and a mechanism to lock and unlock the camera to that controller
>>
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Made an enemy, it splits into smaller enemies when you kill it. Made some new NPC's too.

WebM broke when converting but it's still watchable.
>>
Does anyone know how Dominion's AI works?
>>
What's the best way to store data and databases (like items, quests,dialogs, etc)? Json, XML, something else?
>>
>>163519106
in a database
use sqlite if it's a desktop program
>>
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>>163518759
Good job
>>
>>163519106
I found JSONs the most flexible so far. I also like Lua, because I can not only store variables in it, but additional scripts and logic if needed.
>>
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Made some progress coding a shield and generator system.
Also made a basic gun.
Going to start on some art assets next.
>>
>>163519968
Like that you're going for 3D instead of 2D.
Shields, armor and health? Might look towards Eve Online for upgrade inspiration, same system. Shields there regenerate, armor and health doesn't, armor has higher resistances etc.
>>
thats a big game
>>
>>163506460
now anon, im no modeler and maybe i just don't know what im talking about, but i dont think you could do an entire human model + animations in 5 minutes in blender
>>
>>163520558
4 Unity
>>
>>163519106
JSON is technically better than XML, but let's look at your considerations.

1. Are you going to work directly with it? If you're going to do everything through tools programmatically, instead of by hand, you'll want something easier to work with.
2. What does your language have good native support for? C# for instance has amazing native support for XML, so you may consider that.
3. What is your preference after looking at both? This matters a lot.
4. Does size matter? Unless you're trying to store large map data or other fuckhuge amounts of data, it doesn't.

Because of these considerations, I use XML instead of JSON.
>>
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>>163503381
I had an idea to make your missiles follow a more realistic(?) path.

I'd imagine this is how missiles work in the real world.
>>
>>163494880
Make an actual reloading animation for the missiles. It would look much more professional.
>>
>>163520731
Oops I meant if you do things by hand, you'll want something easier to work with, like JSON.
>>
>>163520916
Depends of the missile I think. Really long range missiles would need to predict where the target will be to actually hit while short range stuff would just need to chase the enemy till they outran them.
>>
where is everyone
>>
>>163521156
Do you actually use long range missiles for moving targets, though?
Anyways, short range missiles fly directly at their target, and overtake them with speed rather than trajectory.
>>
>>163521731
I'm watching kawaii anime and avoiding devving.
>>
>>163521789
which anime
>>
>>163521818
フレシュプリキュア
>>
>>163521763
At extreme long range like space battles you would need trajectory (but now I think about it I might be thinking of torpedo's). I just said the same thing about short range.

>>163521731
I think most people where run off by how shitty and toxic this place is.
>>
>>163521881
Nice, I'm watching ふたりはプリキュアスプラッシュスタ
>>
>>163521973
I liked that one, especially the final battle. Enjoy, my friend.
>>
>>163521731
I wanted to dev throughout the holidays, but got demotivated because of art. So my next goal was to finally get into drawing. Yet I ended up preparing for Christmas and doing normie stuff.

Also, what this guy said: >>163521891

I've seen some shitstorms in my life, but what we had yesterday was beyond my imagination, so I understand why it was just enough for some for a few days.
>>
>>163521731
Busy, learning
>>
>>163521891
Oh yeah you did.
I need to pay more attention :)
>>
>>163522054
I'm not unphased by it. I'll stay regardless of what happens. Otherwise I would have left long again when shitposters were trying to drive me out for posting progress once a day or so.
>>
>>163521731
I implemented my player controller and camera mechanism and fixed a few bugs about 30 mins ago
now I'm gonna have some tasty oatmeal
>>
>>163472969

Gimp is my favourite graphics software for one simple reason - it has smooth stroke (a little something that photoshop doesn't have) that stabilizes your line when you're drawing with a tablet.
I hear that manga studio is also a superb program for this reason.

My second favourite program is krita because it has unprecedented deformation tools that allow you to quickly change the proportions of already existing graphics.

If you're into touching up photographs and want to get the best out of your digital photos, photoshop is a must though.
>>
>>163522118
Err I mean that I'm unphased. Shitposters gonna shitpost, but they only have power if you give them power.
>>
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>>163522186
I agree with every word you said.
>>
>>163522186
>hurr shitposting is fine as long as you ignore it
>>
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Some behind the scenes
>>
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>>163490854
>>163490448
>paying for stuff
>>
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>he literally posted this
>he literally thinks this is how FOV works
>>
>>163522803
Lookin good anon.
>>
>>163522775
I didn't say it's fine. I said you make it worse by feeding into it. Which I'm guessing this is probably some more of the same, so I'm going to drop this argument.
>>
>>163522814
Even with just downloading, I find it a bit weird people seek out paid courses when there's plenty of free ones that are just as good.
>>
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Making a game doesn't take a special type of human. Successful video game devs aren't a different species from you.
The only thing who can stop you from being a yesdev is yourself.

Don't give in to the shitposting nodevs.
>>
>>163472969
As a Linux user I hate that shit, it's awful, I prefer using a combination of Krita and Inkscape (and Aseprite for the eventual Pixelshit) than ever touching that terrible piece of software.
>>
>>163522863
Man, that was easy
>>
>>163522849
What the fuck?
What the actual fuck?
>>
>>163523073
But I'm a huge piece of shit that has failed at everything I've ever tried.
>>
>>163523196
Failure only comes when you give up.
>>
>>163522849
That's disgusting. Don't ever post it here ever again.
>>
>>163523196
There's a market for that, it's called meme games.
>>
>>163523196
Maybe you should be less of a bitch pussy, man up, and get motivated. People usually fail mostly because they fail themselves.
>>
>>163522814
is that any good for someone who has never programmed before?
I find it hard to believe that would be a good way to learn C++ for someone with no experience
>>
>>163522849
hahahahaha that sucks man haha did someone post that
>>
>>163520582
I was talking about the animation, which is the only useful thing you get out of that.

Automatic rigging is also easy in Blender.
>>
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I found some webms of my AGDG Winter jam 2015 game

Never really planned on releasing, just used it to learn a bit about UE4 networking, had fun making it
>>
>>163523598
This is fucking beautiful.
>>
>>163523598
Fucking hell man, I wanted to play that game last year.
>>
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Does this make you go "hmmm" ?
>>
>>163523537
Oh, gotcha. Like I said I'm no modeler, so I can't argue with that.

>>163523598
Fucking hell anon, that is art right there.

>>163522803
I love seeing this kind of behind the scenes or debug kind of stuff.
>>
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Post your dev stations
>>
>>163523917
Oh god why
>>
>>163520308
Thanks i'll take a look at it. I've been meaning to play EVE since it went free not long ago.
>>
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>>163520916
>I'd imagine this is how missiles work in the real world.
Dev here. It's not. The left is much closer to how it works. The right is called pure pursuit and only very, very old air to air missiles, or missiles that just don't need to hit fast targets (like a laser guided bomb) use that kind of guidance.

>>163521763
>short range missiles fly directly at their target, and overtake them with speed rather than trajectory.
It is extremely wasteful to fly a pure pursuit track at close range. You have only a very limited time under which your missile motor will be burning, after which the missile will be constantly slowing down, and significantly more so if it has to turn. You want to make the most of your burn time by positioning the missile where the target will be, so that the maneuvering required while coasting will be minimal.

Pure pursuit actually a little makes more sense at extreme range because a small change in direction by the target can mean a big course correction at those distances.

Most heat seeking missiles use something called proportional navigation which works on the principle that if something's relative motion in your field of view is stationary, that means you are going to hit it. This works very well when all you have is a 2D "image" and no idea how far the target actually is. This will cause them to lead the target.

The majority of radar guided missiles today have their own built in radars. After launch, they fly inertially to a point in space where the plane thinks the target will be, with updates from the plane in case the target turns. Once the missile is close enough to see the target with its own radar, it'll guide in on its own by again calculating where the target will be and flying there. This kind of missile's motor will have burned out LONG ago, so maximizing the energy they have left is absolutely critical, and missile ranges can be extended dramatically by changing only the guidance algorithms.
>>
>>163523598
I think I remember this. It's glorious
>>
>>163524174
>EVE since it went free
what
are you serious?
>>
>>163524643
Yep. There is a free version of it now. Apparently the people who subscribed won't care and will just see a bunch of newbies to rip off.
>>
>>163524119
To be fair now that it's completed I have no idea. I'm probably going to fall back to the easier way.

I "wanted" to go the tree behavior way because it would allow me to make complex AI. But now that I've seen how it works, and also now that I know the scope of my AI, I just think that it's way overkill for what I want to do.

I mean, it works fine. What you see actually allows the enemy to do several things :
- it will attempt to grab any target available in an area (dynamic setup, can be changed at runtime)
- if the target gets out of range (dynamic), it will forget about it
- if it has no targets, it will just idle and randomly (25%) jump around
- if it has a target, it will face it and jump attack it while doing some bait attacks once in a while

Everything can be plugged in and out, or even combined with no additional code at all so it's kind of cool.
That being said, it works nice for complex stuff but whenever you want something simple it just needs too much setup.
>>
>>163524083
>emachines

You are a man of refined tastes, my friend.
>>
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>>163524083
It's max comfy, but I've since unplugged the left monitor. It's not really useful.
>>
>>163525301
Why the fuck is your background Shitsona 4 and Gundam
>>
>>163524735
Me again.

Not going to talk about the tree anymore in the thread since nobody seems to care from the very beginning but I wanted to say that it's a shame, it really is an interesting topic... Thought I could have a good chat about it with the agdg devs around. Meh.
>>
>>163525301
>the throne of nodev
>>
>>163525447
>gundam
>>
>>163525475
Nodev hard, yesdev harder. That's what I do.
>>
>>163525659
He's a shitposter, anon. Ignore him.
>>
>>163525753
Calling me a shitposter doesn't mean Persona 4 isn't any less shit

I see your Raiho though so now you're just like a Law who also wants to be a Chaos
>>
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>>163524305
Pure pursuit makes for good videogame missiles though because they make swoopier and cooler looking trails, are easier to understand, and are easier to dodge.

I was planning on adding that kind of guidance as an option regardless, and your post got me to do it. Also feels nice to get some last minute gamedev in before leaving. I cleaned up my missile code to take out some old stuff that is no longer used. I saved it in a separate file in case it's needed, but I think it's unnecessary at this point.

This also illustrates the point of pure pursuit being very bad by missing the first target. These missiles have exactly the same physics and properties as they've always had, the only difference is the guidance. They struggle to hit what should be trivially easy to hit targets like the first one.
>>
>>163522849
What the fuck is going on here?
>>
>>163526184
Oops, meant to quote
>>163520916
>>163521763
>>
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>>163523598
>>
I wish I could let go of this stupid dream already, it's bringing me nothing but suffering. I'll never accomplish anything in it anyway.

Why can't I be happy quietly living out my life just being a simple mailman like my brother.
>>
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>>163527537
you're kidding, right?
>>
>>163476658
left by far
>>
Redpill me on enginedev
>>
>>163528974
this isn't /pol/.
>>
>>163524712
Recovering my accounts right now, this is awesome. Wonder what retarded shit I was up to a decade ago.
>>
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>>163524083
Currently in the process of rewriting most of my codebase now that I have a better grasp on the Genesis' hardware and 68K assembly, but this is the general layout I use in vim
>>
>>163529372
Steam is currently down so i can't make an account to play EVE.
>>163529503
That looks interesting. Do you work on emulators or real hardware stuff?
>>
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>>163529824
You can also rice it out if you're into that sort of thing, a little distracting though.

I'm using the Exodus emulator right now since it was specifically made for dev and has tons of debugging features. Supposedly it's cycle accurate. I want to at least get a flash cart eventually so I can try stuff out on real hardware to be sure, but it's a little pricey for the fully featured ones. I don't have much background in electronics but I'm also looking at the possibility of just rolling my own dev board, there's components and guides out there for that kind of thing so it should be doable.
>>
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I AM SO FUCKING HAPPY RIGHT NOW

the stairs system was literally one of the first two things i made in the game (the first player movement) and as a result it was horrible as shit. you couldn't attack or change direction unless you weren't moving on a step and there was a few frames where you stopped moving after each step which was very jerky. been meaning to fix it for months and i finally took two hours and fixed it up. its so buttery smooth now. im so happy i got this done before demo day.

first third of the webm is the old system. the rest is the reworked one
>>
>>163530656
nice
>>
>>163530656
cool,how does it work?
>>
>>163530960
thanks!
>>163531024
im not exactly sure how to explain it since im using the old spaghetti systems except in a more efficient way (don't have time or energy to completely redesign the system). basically i gave up my pride and used the built in speed variable along with move_towards_point. every step is a separate instance which easily allows me to grab its position. press up, it grabs the position of the step above you and moves you towards it, vice versa for below. if you attack, it halts your speed, attacks, then resumes it based on the direction you were previously moving. it probably sounds like it would be retardedly simple to implement but it gave me a lot of issues for months (especially since i had a very basic grasp on scripting when i started and wrote the system very poorly).
before it worked in stages so when you were moving, you had controls disabled and when you werent and were on the destined step, you had controls given back
>>
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Added the final fire ability. This one is its special, like how Ice has the iceblock and lightning has the warp function.

When activating the move, you will cancel all current hitstun/knockback effects on yourself and do a bit of an AoE attack. Afterwards, all of your magical based damage is increased, you take slightly less hitstun from all sources (persistent AoE attacks will cause no hitstun at this point), and you are less affected by knockback/pushback effects. However, while this is active, your MP constantly drains and passive MP regeneration from the regeneration accessory will do nothing. You can still gain MP from hitting things with physical attacks, however. Deactivating it is instant, and the move is very expensive to toggle on.
>>
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>>163529824
Managed to recover them, even an ancient one just via customer support. Back in the ninja looting business baby!
>>
>>163515653
> rotate
> not mentally ill
he spends his whole time on r9k chatrooms posting nudes after dogposter dumped him
>>
>>163530656
Congratulations, anon! Shit keeps looking better and better honestly. You have the rest of your game planned out already or are you playing it by ear?
>>
>>163533973
thank you very much anon!
>You have the rest of your game planned out already or are you playing it by ear?
im just playing it by ear. makes it very difficult to think of good ideas in the moment though.
>>
>>163533917
pics or didn't happen
>>
Is there any mid-tier alternative to maya or 3dsmax for modeling, rigging, uv-layouting etc. (game assets)? I hate Blender, but Maya is too expensive for a hobby. Isn't there any middle-ground software?
>>
>>163535007
Nope. Blender is your only alternative.
Just suck it up and learn Blender, it's not that hard.
>>
How complicated is it to build a dynamic 2D fighting game like Rabi Ribi in Unity? I know that this game was made with Unity as well.

The thing is that I'm very good in creating graphic assets, soundtrack, the story, etc. but apart from some javascript basics I'm not good with programming. Willing to learn though.
>>
>>163535007
blender
>>
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Why the fuck is texturing so hard? Whenever I texture something there's always something fucked, like the texture is stretched or the seam is very noticeable. Why haven't the people invented a way to blend seams automatically yet? Come on!
>>
>>163535007
Blender is objectively the best. You can use https://en.wikipedia.org/wiki/Gmax if you're literally insane
>>
>>163535594
>Why haven't the people invented a way to blend seams automatically yet?
http://forums.getpaint.net/index.php?/topic/106712-blend-seams-for-smoothing-out-pesky-seams-on-textures/
>>
>>163535594
if you've got streched textures, you're doing something wrong with the UV maps
also, the new way of doing things is with texture painting inside the 3d software, so you don't have to worry about seams at all
>>
>>163535594
>frogposter
>can't figure out simple shit
>>
>>163535401
Make a VN
>>
>>163536064
let's not pretend that texturing isn't the hardest part of 3D modelling
>>
>>163525465
>>163524735
I'm interested in behavior trees for unity.
I'm doing a zombie game, and the AI is getting a bit out of hand and things aren't working with just the stuff I have
I also want to have human AI in the future (They will do tasks and shit following your orders)

I've played a bit with behavior trees in UE, but never anything too deep.
Where should I start with unity?
>>
>>163536375
me again, I just found about this RAIN asset, gonna try it...
>>
>>163536209
It's actually topology. It's literal black magic.
>>
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If you are a faggot like me and you have an HTC vive (I know there is a few of you in agdg that do)
I'm releasing a new demo of Bokube that is the optional VR mode.

All levels become scaled into playset/toy size, and you walk around your roomscale to play the game (view the levels from the different angles to solve the puzzles)

You control boku normally with an xbox controller his controls will switch positions correctly depending on where you are standing in your roomscale.

I cant get the steam controllers to work right now, (They use code and not the unity input manager) so I'm a little fucked on that issue for the moment. Probably going to get help for that.
>>
>>163537436
Looks pretty cool senpai
>>
How long has it been since ostrichdev?
>>
>>163533917
Yeah the idea that rotate isn't full on crazy is a bit far fetched.
>>
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>>163537436
>>
>>163535401
I guess you could try learning how to make a fighting game AND a sidescroller, and then mash those mechanics together. But, I think just learning how to make a 2d sidescroller in Unity would work fine.
I think >>163532635 is a good example of a game like Rabi Ribi.
>>
>>163537436
congrats
why not use the room background too?
>>
>>163538342
That bedroom background is the background of a different level. Its special to that level as many levels in the game have their own art assets.
>>
>>163537436
>HTC vive
People like bokudev or r*tate are awfully rich.
>>
>>163518759

So like, did you steal that tiger guys idea or something? The gatling gun furry, i mean.

Yours does have more clothes on though.
>>
>>163538502
I see, I meant because in VR it might feel better to not be flying
>>
>>163538543
look at Mr. I have rich loving parents who fund my game dev dream over there.
>>
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elongated the legs as suggested. turned out I think. went with oven mitts for simplicity. was thinking of adding a stitch or patch but I don't want to piddle it to death as Bob Ross would say
>>
>>163535594
modify that tiny texture to whatever you're using then see where your texture bends.

Bent texture = bent uv, seams are easy just texture some padding outside the edge limit

if you mean uneven alignment seam, try drawing a few lines crossing the seam on matching edges in a separate layer, then use that as a reference to match alignment.
>>
anyone has any good idea on where to start making GOOD AI for unity?
My AI is passable for now, but I want to go to the next level and do it the right way.
>>
>>163538736
I think I know who you mean but no that never crossed my mind when making him. Besides the gattling gun guy is a reptilian.
>>
>>163539095
What genre
>>
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>>163538895
>And their inevitable transition as well.
>>
>>163505198
Where did the girl's model come from?
>>
>>163538895
>game dev
That only applies to bokube
>>
>>163539183
colony management
I got pathfinding done (pretty easy in unity)
but I want to make more complex AI and right now my code is becoming a mess, so I want to start from zero.
I don't even have states yet!
>>
>be depressed and need something to do
>download unity
>do this, do that
>hey that's kinda cool stuff, but I kinda need a decent model
>download blender
>want to kill myself
Holy shit this program is a fucking pain in the ass and it seems like it takes fucking ages to learn.
How did you guys manage?
>>
>>163539195
Ramlethal Valentine from Goober Gear? Or the actual model?
>>
>>163539669
>Holy shit this program is a fucking pain in the ass and it seems like it takes fucking ages to learn.

Absolutely wrong.
Stop being lazy and read the tutorials, Blender is easy as fuck to use.
It has enough documentation and tutorials.
>>
>>163538895
For the last time I got a free vive from valve for making pretty cool oculus prototypes I messed around with (bokudev)

Im not rich, im just lucky i was one of the few indies they decided to give a vive, and in return I make my games have VR support.
>>
>>163539669
This is the correct opinion.

Blender is a pain, but it's by far the best free modelling program.
>>
>>163539882
I'm just kidding bakadev, you're fine
>>
is there any way to get the # of lines that are going to be drawn with draw_text_ext in gml? or should i just do my own line wrap function quick
>>
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>Feeling too sad to dev today

About to shower
Write me something nice for when i get back please
>>
>>163539931
>Blender is a pain

It is braindead easy, actually.

>, but it's by far the best free modelling program.

It is not, actually.
>>
>>163540279
k so what is
>>
>>163540279
blender is the only free 3d package that could even dream of competing with max and maya
>>
>>163540230
You will die in your lifetime.
>>
>>163539669
Have an attention span and be smart.
>>
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>>163540230

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

YOU FUCKING WASH THAT MELANCHOLY OFF AND GET BACK TO MAKING PROGRESS. MAKE ART, CLEAN UP CODE, FIX A BUG, WRITE DOWN MORE SHIT FOR YOUR DESIGN DOCUMENT.

THIS IS NOT A DAY FOR IDLING, NOR IS IT A DAY FOR FEELING SORRY FOR YOURSELF. YOU START YES DEVVING TODAY. EVEN IF YOU'RE NUMB FROM DEPRESSION OR SADNESS. YOU PUSH THROUGH THAT.
>>
>>163540230
Never post again.
>>
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>>163540230
Roses are Red,
Violets are Blue,
I am a nodev,
Just like you.
>>
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>>163540230
It's the holiday season and you deserve a break.
>>
What's the best way to network a large multiplayer game with a dedicated server:

A: broadcast all data to all players

B: give each player his own channel and only send him data for nearby objects

C: give each section of the map it's own channel and have players subscribe to the sections they intersect with
>>
what do you guys think about games that teach you how to code at a basic level?

before you answer, i am not interested in playing a game like this, but thinking about if it would be a good idea to make one like this. like with it's own faux compiler and ide and you need to "fix" the game by correcting badly written code or else it won't play.
>>
quarternions are fucking gay
>>
>>163541110
Smoothly look at my face and say that, not online, and see what happens
>>
>>163541110
how can they be gay if they have no gender dumbass
>>
>>163540230
>>>/r9k/
>>
>>163540897
give up and make 5 games in the same amount of time
>>
>>163541110
Why do compsci people use them so much anyway?
Because it's easier to calculate than a matrix or something?
>>
I've had this idea, and I'm wondering if its ever been done before: It's sort of a spin on the idea of a fantasy rpg where you play as a wizard, but rather than learning spells that the developer prescribes, all spells are crafted by the player. Furthermore, the process of spellcrafting is an engineering game, similar to your favorite zachtronics game. Ideally, the spellcrafting system would have great depth and few rules. This would mean that players essentially program spells using a language consisting of only a handful of commands, more rudimentary than simply "deal X fire damage" or "reduce enemy speed by Y%", etc. What I would like to avoid is the system you find in the Elder Scrolls games, where you choose from hundreds of different pre-existing spells and effects and modify their parameters. However, I'm having difficulty trying to think of a system that accomplishes this, which is why I'm asking you guys if this has been implemented, at least in part, in any other games before.
>>
>>163541062
You need to make it more fun than an online tutorial.
>>
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>>163541382
Do you even math and vectors?
>>
>>163541062
>what do you guys think about games that teach you how to code at a basic level?
There's been quite a few indie games that have gone that route. They haven't found much success.

The average person is stupid and doesn't want to know how to code, let alone have the ability to do it.
>>
>>163541465
>all spells are crafted by the player. . Furthermore, the process of spellcrafting is an engineering game, similar to your favorite zachtronics game. Ideally, the spellcrafting system would have great depth and few rules. This would mean that players essentially program spells using a language consisting of only a handful of commands, more rudimentary than simply "deal X fire damage" or "reduce enemy speed by Y%", etc.

Instantly reminds me of Treasure of the Rudras with their mantra system.
>>
>>163541494
Accelator could use them to reflect things right?
>>
>>163541550
People like TIS-100 and it's god damn assembly
>>
>>163541494
...yes?
>>
>>163539669
>>163539931
Are you serious? Blender has one of the best UIs in my opinion. I even looked up if it was provided as a standalone library so I could use it on my stuff but sadly it is not.
>>
>>163541643
He used them before, but now calculations are done externally by the Misaka Network because his brain was fucked by a bullet.
>>
>>163541062
>what do you guys think about games that Teach you how to code at a basic level?

if you need a game to teach you how to programming then maybe programming is not for you, just saying.

Unless you're aiming for the 7 year old scandinavian school children market who just started learning IT, you're not going to find success.
>>
>>163541758
I hate fag programs that make up their own load/save stuff
I already have my favorite shit on the standard windows modal load/save windows, why the fuck do you fuck it up so badly?
just fucking open source fags wanting to be special snowflakes
>>
>>163541758
A UI so good that everyone uses the search tool and 500 hotkeys instead.
>>
>>163540279
>It is not, actually.

Okay Anon, I'll bite. What is the superior free 3d modeling program if not Blender?
>>
Blender is not beginner friendly. You have to think carefully about what you're doing and it takes time to get comfortable with your own layouts and for things to become second nature. In fact things have to become second nature, it's not meant to be intuitive.
>>
>>163542013
>A UI so good that everyone uses the search tool and 500 hotkeys instead.

People use them because it allows for faster development, not because the UI itself is bad.
>>
>>163542132
>People use them because it allows for faster development, not because the UI itself is bad.

No, people use them because there is no fucking alternative unless you go digging through hundreds of menus.
When I use Blender, I swear to god I spend more time Googling what every hotkey is rather than using the damn program. At least Maya has clear visible tools on the top in case I forget a hotkey.
>>
>>163541880
True, I don't like that either. I only tolerate it in blender because it's consistent with the rest of the UI. But at least they have some nifty features like a recent dir / bookmarks and file name increment.
>>
>>163541880
Yeah, fuck that shit. It makes life difficult as fuck when you're trying to find a texture or model, especially since none of these shitpiles have a search function!
>>
>>163542013
That's one of the reasons the UI is good. Because it integrates so well with the hotkeys. Did you know you can mouse over sliders and press ctrl+c then mouse over other slider and press ctrl+v and it will overwrite the value with what you copied? You don't even have to click or select anything. It's godly.
>>
>>163542498
I don't think I have as much trouble clicking my mouse as you do
>>
>>163541590
From my understanding of the wikipedia page, this would make a good system if the words of power could themselves be created by the player from more lower level commands, for which there would be few. In terms of programming, the words of power could be thought of as common functions that hide lower level processes, and thus form the basic building blocks of complete spells. Anyway, thanks for bringing this game to my attention.
>>
>>163542598
I actually don't have any sort of trouble clicking becaue I DON'T EVEN HAVE TO CLICK. Weren't you listening? Blender is fucking amazing
>>
>>163542013
you should use hotkeys regardless it drastically speeds up 3d workflow
>>
>>163542268
Is it so hard to learn those 5 common buttons or combinations?
>>
>>163535007
maya was a clusterfuck for me, deleting history? the fuck is that. i enjoy blender more
>>
>>163543527
Don't underplay the situation, Anon. You need to memorize a lot more than 5 buttons. Just because you're familiar with the program, doesn't mean that you should underplay newcomer's difficulties.
>>
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>don't know how to program
>mediocre artist, still learning how to animate and do sprites
>want to make a JRPG (like older Tales of games) OR a side scrolling beat 'em up

How fucked am I? I just want to make the kind of game I like to play..
>>
>>163542268
eh, I used to play MMOs where I had to memorize like 30+ hotkeys

These little programs are nothing
>>
>>163540697
The joke's on you
I'm already through
done with my game
So fuck you too
>>
>>163543818
pretty ez, get gamemaker and just do it in a week
>>
>>163542063
Don't know much about Maya, but I would say 3ds Max is definitely superior. I'm not talking about the Interface here.
There is a reason most studios will use 3DS Max instead of Blender.
The edit mode in Blender is way slower, even if you have high end specs you will get slower 3D Viewports compared to 3ds Max.
Also, Blender's inflate tool will fail you sometimes.
>>
>>163543818
>>want to make a JRPG (like older Tales of games)
hahahaha no
>>side scrolling beat 'em up
feasible if you don't expect too much
>>
>>163543719
Everything besides a few simple functions has a button in the interface. You don't have to memorize the hotkey for something like UV unwrapping at first, you can just press a button.
And it's not like blender is just some program for the common population, it's a complex tool and a newcomer shouldn't expect to find everything instantly.
>>
>>163543818
How many people here want to make an JRPG?
http://www.strawpoll.me/11943846
>>
>>163543987

I'll give it a try. A friend gifted me one of the RPGmakers but it looks like those are more for Etrian Odyssey style games, which aren't my thing.

>>163544032

Are RPGs that difficult to make? I have no expectations at the moment. I mostly just want to a test bed for trying out animations for a few characters of mine and learn how to implement them in a game.
>>
>>163542731
No problem. Good luck with your game.
>>
>>163543818
Side scrolling beat 'em ups aren't the most difficult things to program. Don't start with a JRPG because the scope will be too big, and you will get nowhere- trust me. Since you have no programming experience, I'd suggest starting even smaller. Make Pong or Breakout, then move up. Starting with something even as simple as a beat 'em up won't fare well (unless you just use it as an exercise to learn).

>>163543824
The difference is with MMO's, all hotkeys are visible on the GUI, which itself is up front and center. If the hotbar, you set that yourself so you know them by heart. With Blender, most of the UI is hidden behind menus and menus or the space bar which also is separated into menus. With this information hidden away, unless you know exactly what you are looking for and the exact name and location in the menus, you will need to Google it rather than locating it in the menus and learning the hotkey from that.

Maya:
What's the hotkey for extrusions? Let's just look up top here. Oh, that's it. Alright, I've learned it.
Blender:
What's the hotkey for extrusions? Let's pull up the search bar... no match. Alright, must have a different name. Let's look through the menus... can't find it. Alright, I'll google it, which will end up being the fourth result from Stack Exchange.

>>163544014
>Maya
>3ds Max
>Free 3d modeling program
???
>>
So i'm decent at everyting i do, been like this my whole life, yet i'm not good at anything.
At first i thought it's a bad thing, but now i realised that i can be decent at art too, fuck yea shitty genes you rock, i'm gonna do art when i'm finished with my mechanics.
>>
>>163544146
How can you even make a JRPG when you aren't Japanese in the first place?
>>
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>>163543818
Does anybody else just giggle when you see a post like this?
>don't know how to program
>don't know how to art
>don't know how to music
>don't know how to write
>I want to make a *insert genre here because that's about as much I got for my idea* game
>I played game once
>I think I could make game
>>
>>163544226
Oh fuck, I didn't read the Free part.
Excuse me, I'm retarded.
>>
>>163544226

Gotcha. After I do something like that, what about a really simple proof of concept based on Mario or Megaman? Jump, shoot, get to the end of the level.
>>
>>163544291
think difference between Final Fantasy 7 and the Witcher 3
>>
I don't understand them ol' meme humor things the young ones are into these days...

https://www.youtube.com/watch?v=90-6fI3VHxI
https://www.youtube.com/watch?v=90-6fI3VHxI
https://www.youtube.com/watch?v=90-6fI3VHxI
>>
>>163544424
As long as they don't become literally insane through failure like sourceposter it's all good.
>>
>>163544445
That's fine. If by Megaman you mean NES Megaman and not the X series, which is too complex for you. Just make sure you start small or you will never make a game because you will give up.
>>
>>163544424
You're sounding like you're under the impression any of that is hard, anon.
Doing a good job is hard, otherwise it just takes a lot of time.
>>
>>163544514
our boy's making it big time
>>
>>163544424

I don't think I can do anything, that's why I ask before I even try to start. I just want to learn.

>>163544590

NES yeah. Just jump and shoot. Nothing fancy.
>>
>>163544291
There are many ways. My favorite is http://www.immigrationattorney.jp/index.php?Japanese%20Citizenship
>>
last for svelte OP
>>
>>163544514
Never had a problem with 'nubis dev. I'll take furry devs over pedo "devs" anyday.
>>
>>163544646
>I just want to learn
Then why are you asking stupid questions like 'how fucked am I?' instead of actually doing a tutorial or something. It's literally that easy.
>>
>>163544834
relax, you were new at one point too, anon. he'll learn
>>
>>163544834
this, we live in the golden age of self-education and retards still ask to be spoon-fed
>>
>>163544805
t. furfag
>>
New
>>163544908
>>
>>163544514
Man, that channel is so shit. I can understand 10 game tracks with a meme twist to them, ok, but a thousand? The joke's over and overdone.
Also the game is gonna be a meme very soon, despite it being a pretty well-done retro platformer. For better or for worse.
>>
>>163544896
Yeah I was new, and I did just what I said, googled 'unity game tutorial' and a year later I have an actual finished game.
>>
>>163544805
You do realize Anubis is shota, right?
>>
>>163545036
Link?
>>
>>163544896
everyone is new at some point. not necessarily retarded
>>
>>163545076
Yeah right I'm gonna link my game while I'm talking shit on an anonymous image board
>>
>>163545225
At least you acknowledge it.
>>
>>163544226
I can agree about the search bar. They really need to improve it, especially when they keep changing hotkeys with every update.
>>
>>163545107
nobody calls actually mentally disabled people retarded here unless they're trying to be edgy. if you do something retarded (i.e. illogical, willfully ignorant, or without prior contemplation) you should get called a retard. if you come here with an actual question that isn't easily answered by google, then that's acceptable. all other types of newposting is shitposting
>>
>>163545024
Does being a meme bring in more sales??
>>
>>163545579
Yes
>>
>>163545579
speaking of shitty memes, FUCK YANDERE SIMULATOR.
Also, last post before this thread kicks it.
>>
>>163548358
yep
>>
>>163548313
>being jelly of yanderedev
You should be, stinky little nodev. You should be.

https://www.youtube.com/watch?v=PvMlR0zrPVA
>>
>>163548313
>>163549501
>weebs finally get a gamedev who can actually make a game
>freak out and call him a meme dev because he's using anime
You can't get much bigger cognitive dissonance than that.
>>
When did you realise that making games is actually easy?
>>
>>163552392
show your successful game
>>
>>163552730
ever heard of the elder scrolls? :^)
>>
>>163553393
Great response!
>>
>>163552392
Soon hopefully
>>
>>163544146
I'm doin' it.
Thread posts: 778
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