[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

AGDG - Amateur Game Development General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 771
Thread images: 119

File: agdg shirt.jpg (108KB, 940x900px) Image search: [Google]
agdg shirt.jpg
108KB, 940x900px
Fashionable 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
>>
first for enginedev best dev
>>
>>163623261
Second for this
>>
File: 1472952666347.png (667KB, 813x640px) Image search: [Google]
1472952666347.png
667KB, 813x640px
>he LITERALLY posted this as if it's any good

Lol. Literally Insane. :)
>>
>nice shirt anon
>so you're part of the Albuquerque Game Developers Guild too?
>>
>>163623261
Enginedev is fun!
>>
>>163623325
>>163622950
>Lmao
>Lol
Does your mom know you're shitposting on her iPad all day instead of reapplying for the dole?
>>
engies and wagies need to fuck off
>>
>he lets player change classes
lmao
>>
>>163623429
you dont have to reapply when youre disabled
>>
>in DD you can change class but it requires discipline points
Really makes you think.
>>
Did Unity get rid of MonoDevelop? I updated Unity and now all my programs open in Visual Studio.
>>
>>163623949
Go to settings
>>
>>163623325
what the actual fuck is that and why is it here
>>
THINGS /agdg/ ACTUALLY BELIEVES
>I was also under the impression that unless they are using flash, anything they draw is going to become a raster file anyways.

have none of you weirdos ever heard of an svg file before
>>
>>163624182
name 5 game engines that can open a svg

and middleware like scaleform doesn't count
>>
>>163624182
tell us more about your monitor that doesn't use pixels, anon
>>
>>163624182
Sad.
>>
>>163624182
i know its shitposter bait but
how many engines support svg importing natively?
>>
File: 2016-12-24_22-19-49.png (10KB, 444x117px) Image search: [Google]
2016-12-24_22-19-49.png
10KB, 444x117px
>>163624182
>samefagging with only 9 posters in the thread
>>
Never really used git before, easier to use than I thought. I'm sure there's probably more advanced features for pro users, but it's basically just a couple of commands, a commit message, and you're done. Can just bind all to a hotkey.
>>
>>163624182
>THINGS /agdg/ ACTUALLY BELIEVES
>some random /ic/ shit that nobody even noticed but triggered you
Everytime.
>>
>>163624241
>>163624298
>>163624306
the point is that just "because anything you draw is going to become a raster file" (which it won't necessarily that's no reason to use non-vector programs to draw vector images

vector drawing isn't an art style, it's a technology

>>163624298
https://en.wikipedia.org/wiki/Vector_monitor
>>
>>163624182
Ultimately your GPU only understands arrays of pixel color data, all your vector art is doing is putting strain on your CPU to convert it into just-in-time raster images.
>>
>>163623909
IIRC they were free after you paid to unlock them. I don't really like the idea of having a thing to pay for skills like in DD though.
>>
>>163623053
I unironically want this shirt
>>
>literally responsible for >>163623325
>thinks he can talk about graphics with the big boys and alpha bulls
Literally fully drunk.
>>
>>163624471
>'tism
>>
>>163624471
taken out of context sure, but normally for games you just draw using vectors and export at a fixed resolution, unless you are in flash or other vector engine.

but most people aren't, so they use raster versions
>>
File: 503190897.jpg (91KB, 499x343px) Image search: [Google]
503190897.jpg
91KB, 499x343px
>literally has no game
>still posts in the thread
Thanks again birdmath. Oh did you think we forgot about your trip from /ic/? Fucking retard. Pepsifag you can go home now.
>>
File: even on xmas.png (42KB, 818x768px) Image search: [Google]
even on xmas.png
42KB, 818x768px
You really need to take a break.
>>
>>163624764
normally (when you want to do vector art)*

not saying its normal for all games
>>
>>163624764
>taken out of context sure,
the original context was an anon lamenting not having a tablet, wanting to do art with a mouse and asking what'd be gud for him, and someone telling him to use vector programs (presumably since it's less reliant on good strokes and brushwork as opposed to general artistic understanding)
>>
>>163624680
https://www.redbubble.com/people/nintendino/works/22573119-agdg-logo-pattern-white?grid_pos=3&p=mens-graphic-t-shirt
>>
>>163624936
yea, lets consider this topic dropped, all non-progress posts about vectors below this are shitposters
>>
>>163624861
From oxygen.
>>
File: 1445995712679.jpg (100KB, 659x837px) Image search: [Google]
1445995712679.jpg
100KB, 659x837px
GLOBAL RULE #1
>You will not upload, post, discuss, request, or link to anything that violates local or United States law.

Why are you still here, reekpham? :)
>>
>>163624609
Except the GPU is specialized to turn geometry into pixels through rasterization...
>>
>>163619463
Anon, are you 1MAing this?
It seems like a huge amount of classes to balance, you'll end up frustrated.
I'd recomment you start with the 3 inner classes and forget about the rest until you have the entire game nailed down.
>>
File: how_reek_thinks_cameras_work.jpg (78KB, 732x879px) Image search: [Google]
how_reek_thinks_cameras_work.jpg
78KB, 732x879px
>>163624861
You'd better believe it. He's been ruining the thread every single day and shitting on yesdevs every single hour, for years.
>>
>Player aims with mouse
>When bullet is created, it is told to move towards the position of the mouse
>If the player is standing still it has a fixed speed
>If not, the player's speed is added to the bullets own
>100% accurate when stationary
>however moving though, depending on how fast they are the bullet does not fire at where the mouse is pointing

am I dumb and is this how it's supposed to work
>>
>>163625486
Yes.
>>
>>163625259
It's like you just realized that a GPU is ultimately taking a bunch of models and textures and generating a 2d raster image from it that gets displayed on your monitor. Congrats on adding a software rasterization step to that where you CPU has to convert your svg to something you GPU can make sense of.
>>
>>163625482
What the fuck is that? Is that fucking gmod?
>>
>>163625550
My point is that the GPU can be used for rasterization of SVG in the first place. Though I'm being pedantic, and agree that vectors are only good as an intermediate format and should be rasterized before distribution as game assets.
>>
>>163625290
I am, and I'm doing exactly that. But classes are smaller than you think due to how the game is broken into skillsets. I can go into details on that if you want, but characters are very customizable, and classes are generally suggestions and not hard rules.
>>
I will never make a game.

Will never get good at art.

Should just quit.
>>
>>163625667
No it can't, that's stupid. No consumer GPU has support for vector graphics. The CPU has to rasterize them first.
>>
File: vomit-32.png (1020B, 28x32px) Image search: [Google]
vomit-32.png
1020B, 28x32px
>>163625482
>>
>>163625816
Yeah, you should just quit whining.

I know it sounds memeish, but it's not about the ending, but about the journey. Part of the 1MA journey is to get good at art, then learn some management skills so you can get your project finished.

Or collab.
>>
>>163625550
>>163625667
>>163625842
Please show your vector projects you are working on

Or stop replying to bait
>>
>>163625816
THIS ANON NEEDS ASIATIC CLAMS STAT!
>>
>>163625482
Can someone please explain this to me because I'd really like to known
>>
File: yesdevving.png (3MB, 1280x2159px) Image search: [Google]
yesdevving.png
3MB, 1280x2159px
Reminder. Don't be a nodev, fun awaits you.
>>
Is there a simple way in Unity to swap out a Sprite Sheet at runtime in an animation but keep everything else (timings, transitions, etc.) the same?

Every way I can find is basically building up a temporary animation object and using that, but at that point I might as well not even bother with the built in animator and just manually animate it old school style.
>>
>>163626454
>I might as well not even bother with the built in animator and just manually animate it old school style.
Entirely possible.
>>
>>163625486
yeah
its only really noticeable at low speeds (is this GM?)

If its giving you trouble just make the bullets faster
>>
File: Such Class Wow.jpg (111KB, 1023x783px) Image search: [Google]
Such Class Wow.jpg
111KB, 1023x783px
>>163622904

I hope you see this from last thread anon, I don't know what the current class grants your character as you already stated that stats are also derived from character level, so if the classes represent tweaks to those stats and class specific abilities then the hybrid classes should feel like slightly weaker versions of the pure classes that are needed to unlock them, but convey the benefit of access to both types of abilities.

The Advanced classes should then feel like empowered versions of the class needed to unlock it, at the lack of flexibility offered by the skills, giving the choice of which class to use based on real consideration by the player. Making victory feel more worthwhile because you did it with the class that you choose to use.

That's kind of what that other anon was raging about without ever getting around to pointing that out.
>>
>>163625482
WHY IS THIS ALLOWED
>>
File: 1476478537509.png (547KB, 495x730px) Image search: [Google]
1476478537509.png
547KB, 495x730px
What is the proper way to blend story and game play together?

As I see you either have an actual game where you just make up some purpose so the player keeps on going, or make a visual novel. I'm not fan of either approaches. The first one just have that "long page turn" feeling, especially in RPGs where usually only the boss fight is really fun and challenging, and the second is often called interactive storytelling, which also puzzles me, since the most interactivity I get is that I'm pressing enter instead of turning a page with my hand, so it'll fall flat on the game play part.

What my main problem is: the story is either just porn level, but as a game, it would be 100% functional with cubes, or the story is so good that it could be its own thing, it could be a standalone product, a book, and game play just drags it.

Are there any good examples, where you said: "yes, this story could only be told trough the media of video games"?
>>
File: BokubeVRlook2.webm (2MB, 800x418px) Image search: [Google]
BokubeVRlook2.webm
2MB, 800x418px
Bokudev here just wanted to let everyone know a "Pre Demo day 12" demo for bokube was just release on the itch page. This has alot more polish, performance enhancements, better fully rotational camera control, and more. (Try the xbox gamepad controls if you have one)

The optional VR/Htc Vive mode was also uploaded so the 3 of you here I know of who have vives can try it.

If I can get some feedback on this demo version soon that would be great so I can give it further polish/fixes.

https://conceptiongames.itch.io/bokube-alpha-demo
>>
>>163626701
I'm here anon. I'm actually cooking, but I don't want you to think your work has gone to waste. I'll address you in a bit.
>>
>>163626918
>What is the proper way to blend story and game play together?

The way that games like Thomas Was Alone and Dead Money DLC did it -- have game mechanics tie in to the emotion or symbolism of the narrative. So like in Dead Money, to get to Dean you have to go slowly through a corridor of traps and disable them, etc. And when you meet Dog, he's in a literal cage you have to break him out of, which mirrors his arc where you have to help God realize he doesn't have to be Dog anymore.
>>
Remember when AGDG was about games instead of how much of a fuckstain Sourceposter is?
>>
>>163627135
It's always been about games, and he has always been a fuckstain. Not much has changed.
>>
>>163627037
This is pretty cool
I guess you know where the money is these days
>>
>>163625482
But where is the game? I don't see a game here. Unless... Oh no. There is no game, is there?
>>
>>163627135
>tfw ur janitor application was denied even though you've been on 4chan for 11 years and you just want to remove the adgd shitposting
>>
>>163627037
>>163627209
>Make a good game also have good optional VR support to rake in both markets.

>Not doing this to make bank on both markets because you are a nodev and the VR gold rush ends.

I need to learn how to dev christ.
>>
>>163626561
I figured that was gonna be the case. Just kinda wishing I could shortcut a lot of transition logic with the built ins and just swap in the Sprites as needed.
>>
>>163627135
4chanX my friend. Out of the 67 posts I think it has filtered over 40 replies.
It's way easier to spot the interesting posts with it and filter the shit out.
>>
>>163626918
Really, you just have to make it seem like the story is the result of the player's actions (at least in part) and not something that was predetermined.

Good example: Metroid Fusion. For a good deal of the game you are forced a linear path because of what Adam authorizes you to do. It seems like story getting in the way of gameplay at first. But there are points where you have to undermine that authority, and even though they are scripted, it makes the player feel like they are in control.

It would be a better game if it had more circumstances like this but to be fair it would be a lot of work to do all the dialogue and stuff and to make sure they cover all the possible sequence breaks (they do acknowledge a couple in the game, though, which is cool).
>>
File: static lights.png (49KB, 1212x548px) Image search: [Google]
static lights.png
49KB, 1212x548px
>>163625482
Lol. I remember that fiasco. It actually gets worse, if you can believe it.
>>
Project: Space 4X/RPG

Progress:
- random galaxy: stars & planets
- random npcs
- plot galaxy
>>
>>163625482
Isnt this how VR game cameras actually work though?
>>
>>163626701
Okay, food done. First off, I gotta say that chart is super nice, what did you use to make it?

Anyways, classes do provide tweaks to your class, a % tweak. So Mages may get 70% STR, whereas berserkers get 130%. While as a general rule the stats for hybrid classes are slightly weaker, their total stats still add up to the same, but because they're more spread out, having multiple strengths gives them multiple weaknesses as well.

The advanced classes are mostly empowered versons of their base classed with greater strengths and weaknesses. The only exception to this is thief, which is a tricky class instead. There is still reason to play the more balanced class, as I want all of them, even novice, to be endgame viable.

As for the advanced hybrid classes, I was considering such a thing but not for this game. It would be for a sequel. I have PLENTY of classes to work with as is.

Did I miss anything?
>>
>>163627770
>l-le just change le FOV bro
Where is your game?
>>
>>163627719
(You)
>>
Why, while everyone and their mother is making a game engine, no one is making high-level networking support except for the duality of U and Godot?
>>
To the guy making that sort-of-minecraft-RPG-with-girl-protag-throwing-daggers-and-axes, how does your equipment system work?
>>
File: 1433416276463.jpg (15KB, 180x269px) Image search: [Google]
1433416276463.jpg
15KB, 180x269px
>>163626701
>arcane edgemaster
>>
>>163627573
Did he ever actually come back and prove any of the shit he was saying?

Lol. Who am I kidding. He doesn't even have a game. Fucking hook eurocuck jew.
>>
File: maxresdefault.jpg (303KB, 1920x1080px) Image search: [Google]
maxresdefault.jpg
303KB, 1920x1080px
Slain released
https://www.youtube.com/watch?v=c2LzWW7w8q8

Bar for 2D has been raised
>>
>>163627573
>>163628667
>Lol
>Lol
>samefagging this blatantly
I know this is your "thing" ever since someone triggered you 440 days ago but ffs. Kys.
>>
>>163628679
>SLAIN NOW SUCKS VERY SLIGHTLY LESS
>>
File: 514747432387159419.jpg (146KB, 960x960px) Image search: [Google]
514747432387159419.jpg
146KB, 960x960px
>>
>>163629006
neat
>>
File: ehehehe HE EHehehe.gif (3MB, 350x262px) Image search: [Google]
ehehehe HE EHehehe.gif
3MB, 350x262px
>>163627573
>you can turn static lights on and off
>>
File: 514747432387117228.jpg (179KB, 1200x900px) Image search: [Google]
514747432387117228.jpg
179KB, 1200x900px
>>163629006
>>
File: tiddus.jpg (7KB, 174x140px) Image search: [Google]
tiddus.jpg
7KB, 174x140px
>>163627573
>blend the lighting
>turn static lights on and off
>>
>>163587979
I'm still brushing up on the UI in blender.
I learned on Maya in school. So I'm gonna need some time. But I will start posting in these threads again once I build a new portfolio.
>>
File: 553098397964247693.jpg (107KB, 1334x639px) Image search: [Google]
553098397964247693.jpg
107KB, 1334x639px
>>163629342
>wanted to study the models from this one game I really liked
>turns out, ripping and uncompressing the models is really hard and nobody has done it until now
F-Fuck.
>>
File: 329677635208497154.jpg (105KB, 735x664px) Image search: [Google]
329677635208497154.jpg
105KB, 735x664px
>I will never make that customizable tank online multiplayer game I dreamed of because I have no idea how networking works no matter how much I read about it
Feels bad, like really bad.
>>
File: 1450977115721.jpg (60KB, 579x756px) Image search: [Google]
1450977115721.jpg
60KB, 579x756px
>>163627573
>that entire text

Drunk, or just insane?
>>
>>163630143
It's pretty easy in UE4
>>
>>163630271
Too bad I only know Unity
>>
Is Playmaker for Unity good? is it worth the money?
>>
>>163627573
Jesus christ. How dumb can some people be?
>>
File: 1482616739050.jpg (23KB, 349x344px) Image search: [Google]
1482616739050.jpg
23KB, 349x344px
>tfw doing footstep audio from scratch
i mean i have more control but god damn its tedious
>>
File: 1469426880888.jpg (104KB, 600x900px) Image search: [Google]
1469426880888.jpg
104KB, 600x900px
Can I resize the tile dimensions of a room? Or do I have to resize the tile set?

I have a tile set where each tile is 16x16, but it seems the grids in my room are 32x32 at least.

Using Gamemaker Studio

Very new to this stuff, obviously. I've google it quite a bit but I'm still not sure what I'm supposed to do. I've tried to use the transform tool in Gamemaker but it distorts the image.
>>
File: 1477564792545.jpg (61KB, 706x706px) Image search: [Google]
1477564792545.jpg
61KB, 706x706px
>following tutorial
>cant figure out why mines isn't working
>finally break down after an hour and use the finished files
>same problem
>>
File: 2016-12-24-2144-43.webm (569KB, 640x480px) Image search: [Google]
2016-12-24-2144-43.webm
569KB, 640x480px
Try my game.
https://twingemgames.itch.io/sledfree2

Damn, the thread moves fast.
I was meant to post this right at the start so people would actually see it.
>>
>>163630586
have you tried
you know
resizing the grid
>>
Can someone explain to me what's the point of interfaces in C#? Cause from what I understand they're useless unless you're working in a group.
>>
>>163631230
I didn't realize I could do this. Thanks.

I saw the option there but didn't realize what it did.
>>
>>163623325
Wow you're doing your post-image-you-made-and-then-samefag-mock-disugst shtick even on Christmas.
>>
>>163631283
Basically it's so you can have multiple non-related classes do the same thing. Take IDrawable for instance, an interface that say you can draw it. You can take a list of IDrawable objects and then just tell them all to draw. They don't have to be the same class, just the same interface. Generally, you're not going to use interfaces a lot but it's nice when you need them.
>>
>>163630940
>no gamepad support
really?
>>
File: 1440539547108.png (59KB, 187x180px) Image search: [Google]
1440539547108.png
59KB, 187x180px
>>163627573
>mfw no one has ever successfully demonstrated this as even approaching correct
talk about owned
>>
>>163630835
Sounds like it was outdated or something.
>>
>>163631283
You have an enemy, and you have a destructible box.
You create an interface which contains a 'takeDamage' function, and you have both of those classes implement this interface, along with any others that need it.

Now when your player character swings their sword, anything the sword collides with has this takeDamage function called on it.
You don't need to check the class of the object you hit, you don't need to call that specific class's version of that function, you just call it indiscriminately with the interface, and each of those classes is then responsible for reacting in an appropriate way (e.g. getting hurt, getting destroyed)
>>
>>163631647
LMAO. Is that really him? What an uggo. Still, he can't keep getting away with this.
>>
>>163630940
I liked the particle effects, and it was overall a pretty comfy game, yet not much of a challenge. After a while I actually wanted to crash into something, and funnily, it turned out to be a much harder challenge than the original concept. At first I thought the hit detection is broken or something.
>>
>>163623325
Jesus fucking christ. What kind of moron publishes shit like this
>>
>>163630940
Good timing to release this at christmas! Very comfy.
>>
>>163630331
But Unity, unlike 99% of other game engines, actually has high-level networking. It seems to be worse than Unreal's, but it's there.
>>
>he's going to do this all weekend
Sorry about your life sourcefam.
>>
>>163633010
I actually blame him and not the Holidays for yesdevs not posting progress lately.
>>
>>163633175
Then you're an idiot
>>
>>163633175
I blame his parent(s). It's obvious whatever is wrong with him goes beyond the keyboard.
>>
>>163631796
Sorry man, getting as many gamepad models as possible to to work with GM is a massive hassle and I ran out of time to mess with it.

>>163632267
Yeah. Looking back, I probably should have increased the spawn rate based on the progression.
>>
>>163633359
You could've just said "fuck off asshole, it's still in the early stages"
>>
>>163633359
Opps. I messed that up.

>>163632175
Yeah. Looking back, I probably should have increased the spawn rate based on the progression.

>>163632267
Thanks anon.
>>
>>163632758
This is complete nonsense. Why would someone post it?
>furry image too
Jesus christ.
>>
>>163633301
It's a conspiracy. Start at the root and keep drilling. Why they are attacking /agdg/ instead of targeting normies and wagies is beyond me, but those snakes have very far reaching goals.
>>
>sourcesamefag is a suppressed furfag
makes you think
>>
>>163626701
This is the best AGDG fanart I've ever seen
>>
>>163633772
Yeah okay. Kill yourself.
>>
>>163632758
What kind of garbageposting is this
>>
You faggots will never make good games if you keep sticking to shitty engines. Stop being a bunch of spoiled fucks and dev on C++ with SDL for 2D, or C++ with OpenGL for 3D. Be a real fucking man.
>>
>>163634140
where your game is
>>
>>163634237
google "source.jpg"
>>
>>163633772
You're not funny
>they
>>
>>163632074
That's Sam Hyde, he's the guy that shot the Russian ambassador in Turkey this past week
>>
Can someone help a nigg out with SDL input detection?

this is what i got so far, but its not doing what i want it to

bool Input::KeyDown(unsigned int key)
{
if (m_NewEvent.type == SDL_KEYDOWN)
return m_NewEvent.key.keysym.sym == key;

return false;
}

what am i doing wrong? should i just not use SDL for input because its garbage like XInput? pls help
>>
>>163634343
First starting wars in the thread, now starting wars in the pacific

He can't keep getting away with this!
>>
>>163630835
Usually means that its an engine problem
>>
>>163634140
>C++ with SDL for 2D, or C++ with OpenGL for 3D
or directx if youre really masochistic, i could not, for the life of me, get it to work
>>
File: change attempt 2.gif (22KB, 100x100px) Image search: [Google]
change attempt 2.gif
22KB, 100x100px
animation is still hard.

Is there a way to make Aseprite save gif animations at a faster rate? When I get this in game it's gonna be faster
>>
Merry Christmas to all of you, devs, artists, nodevs!
>>
>>163634140
Use svg+js in a browser if that works for the game you are making.
>>
I have a really weird thing where the AI and turn system messes up a little bit if I disable the player object. The AI manages to take another half a turn somehow. It's not the sort of thing that's really an issue, but it makes me wonder what I've done wrong on the backend.
>>
File: 1.jpg (21KB, 251x314px) Image search: [Google]
1.jpg
21KB, 251x314px
>>163634140

>Not developing your own programming language.
>a man

Whatever you say buddy.
>>
>>163634345

Assuming m_NewEvent is an SDL_Event object, you're polling for it right?

while ( SDL_PollEvent( &m_NewEvent ) )
{
doShit();
}

It can be an if statement as well if you're nesting it within your gameloop.
>>
File: delet this pls.jpg (20KB, 310x156px) Image search: [Google]
delet this pls.jpg
20KB, 310x156px
>there is someone here in my thread right now that believes that you can toggle static lights on and off
>>
File: 2016-12-24-1554-04.webm (159KB, 640x384px) Image search: [Google]
2016-12-24-1554-04.webm
159KB, 640x384px
Progress:
Made this pause screen UI. All of the colors are easily adjustable. I kinda like the brown/white pattern though.
>>
>>163634975
Unexplained behavior is bad behavior. Always.
>>
>>163635219
What is the gameplay like?
>>
>>163635316

The webm is probably deleted but lets try:
>>163614267
>>
>>163614267
Is that a bully game?
>>
Give me interesting game ideas to make my next game off of, AGDG.

Please?
>>
>>163634345
>>163634996
ok well, i think i got it "working" now, but it's taking input as if you were typing (like, when you hold down a key, it takes the first input, waits a sec, then takes in the rest at a fixed pace)
is this an SDL limitation or is there a way to change how it receives/gives input?
>>
>>163635564
Toy train set simulator
>>
>>163635564
A game called "Brewster's" where the goal is to spend as much money in one day as possible, going for the highscore each time
>>
File: 230943029.gif (995KB, 500x372px) Image search: [Google]
230943029.gif
995KB, 500x372px
>it's all going according to plan
>>
>>163635824
>Brewster's
isnt this an animal porn group
>>
>>163635251
Part of it is that they need the player object for a target that they get. The weird thing though that I haven't managed to fix is that they don't look at their target location for some reason.

Actually, looking at this stuff I don't know why it does work with the player there...
>>
>>163635882
it's an homage to the novel/film(s) "Brewster's Millions"
>>
File: yukizini aka rotate.jpg (1MB, 960x1280px) Image search: [Google]
yukizini aka rotate.jpg
1MB, 960x1280px
>>163635773
Nah this is rotatedev.
>>
>>163625062
So wait, is this person claiming copyright on the logo? As in could, in theory, this person come after anyone using said logo, say in their game?
>>
>>163636245
Yup. You'd better establish an LLC to protect yourself, or you're gonna get sued and probably shitposted on from your own laptop after they seize it in court.
>>
File: 023.webm (3MB, 718x654px) Image search: [Google]
023.webm
3MB, 718x654px
happy holidays aggy

this one is for (you)
>>
>>163636363
>that upskirt
is that even legal oh my GOD

her expression at the end is very pained though wtf
>>
>>163636245
Look at 'their' other designs, half of them are just stolen logos so I doubt the site constitutes any ownership.

I'm surprised they don't get sued for using other people's shit.
>>
>>163636448
>her expression at the end

is it? does anyone else read it that way?
>>
>>163634140
It's 2hard4me
>>
>>163636448
I guess I'll rerecord, I didn't see the upskirt (even though technically you're only seeing her dress, she doesn't have geometry down there)
>>
>>163636568
Naw its cute as fug. Thank you, anon. Made me smile
>>
>>163636568
Nah, I have enough anime under my belt to know what you meant.
>>
>>163636568
Yep. Was going to say.
>>
>>163636568
now that i look at it, it has a slight feeling of pain + happiness like she wanted to give (you) the present but knows that she wont get one back...
>>
>>163636568
It is very forced.

The character's expression is too
>>
>>163636738
>>163636748
>>163636776
I guess anime is ingrained too hard in my brain, I'll edit it so it's more relaxed. thanks!
>>
>>163636783
nigga needs loomis
>>
>>163636231
i thought that was sgitty nintendo dev
>>
>>163634140
>C++ with OpenGL for 3D
Impossible
>>
>>163636918
tfw loomis has lost all meaning after becoming a meme
>>
>>163637139
Where is your art?
>>
>>163636568
nah, on a lizard/dino it looks fine
>>
>>163627041
what you cooking senpai?
>>
>>163637808
Oh, that was 3 hours ago, I cooked a pork chop, 2 eggs, and a small bit of rice.
>>
File: 1464587405195.gif (461KB, 226x281px) Image search: [Google]
1464587405195.gif
461KB, 226x281px
>>163636363
that's actually very cute and made me smile, thank you.
>>
File: cookin.jpg (26KB, 271x226px) Image search: [Google]
cookin.jpg
26KB, 271x226px
>>163637808
can't you read? he's COOKIN
>>
>>163634996
If it's just for PC, you can do away with SDL's input method and use Windows' GetAsyncKeyState(KeyCode) instead.
>>
>>163637089

Come now, really? Just create your own FBX model loader (or DAE I prefer because its easier to parse). Make sure to render said model using OpenGL display lists. Display Lists gives you a giant (and I mean GIANT) fucking performance boost.

It's amazing to do it from the ground up with OpenGL because you have free reign over how things are optimized. Dynamic texture compression and Quadric Error Metrics (model triangles/polygon dynamic decimation/reconditioning).

Do you really think employers value someone that knows how to make a game using point and click bullshit to either render or create events/functionality? I sure as fuck wouldn't hire you if those were your credentials.

As a NEET, I wouldn't buy your game either if you trying to be an indiecuck.
>>
>>163637889
nice, I'm baking a chocolate cake atm, and just finished cooking 4 servings of chicken parmesan for my gf and best friend
>>
>>163630835
Must be using Unity. For some fucking reason, a lot of Unity's Tutorials are broken and outdated.
>>
File: 0713150424a.jpg (653KB, 2240x1344px) Image search: [Google]
0713150424a.jpg
653KB, 2240x1344px
>>163638612
You're a better cook than I it seems. At least you seem to understand what a "serving size" is instead of making enough food for the whole neighborhood.
>>
>>163638583
>everything about this post
Enginedev is a mental illness. Just make a game you faggot.
>>
>>163638935

>Just make a game

I will, if from the ground up. Not from fucking pre-made tools. I'm not a little faggot baby like you pieces of shit.
>>
In Java:
>Random random = new Random();
>int rand = random.nextInt(2);
>while (rand == index){ // this is so that it doesn't pick the same number over and over
> rand = random.nextInt(2);
>}
>index = rand;

index is an int, it's either 0, 1, or 2. When this code runs, index is ALWAYS equal to 1. What's up with that?
>>
>>163639213
>I will, if from the ground up.
Extremely doubtful. You're already full of yourself and have never even made a game. Not gonna make it.
>>
>>163635316

Aaw man, that little banshee in action is really cute. Scurrying around like that.

Everything looks top notch.
>>
File: Untitled-3.png (39KB, 864x277px) Image search: [Google]
Untitled-3.png
39KB, 864x277px
>>163637486
thank you but I can't make excuses, if it doesn't read the same for everyone it's my fault. I kind of rushed it and I'm glad aggy gives feedback

hopefully it's better now
>>
>>163638935
Are you saying he's Literally Insane?
>>
>>163630940
not bad, but where's the insane yeti?
>>
If I'm using a bezier curve to move an object in an arc between two points, what can I do to make it stop at it's destination? It tends to skip over the exact location between frames, so I can't use a simple check.
>>
>>163639470
>overshooting a lerp
Are you sure? Post code.
>>
>>163639278
Fuck, those closed eyes look smug.

There's a hint of "jeez" in the expression rather than just looking happy.

Or I'm just an autistic retard. Entirely possible.
>>
>>163639574
It's not a lerp. Should it be?
>>
>>163639278
it always looks nervous/apprehensive

I think it's the wavy mouth shape, it's like a person pursing their lips
>>
>>163639676
Quadratic bezier curves are a lerp between two other lerps.
>>
>>163639783
I'm just using
transform.position = (((1 - timer) * (1 - timer)) * startPosition) + (((1 - timer) * 2.0f) * timer * curvePosition) + ((timer * timer) * targetPosition);
>>
>>163639256
If it matters, index is 0 before this code is run, and I also tried making the random object a member variable (instead of local, so that it doesn't get created with the same seed over and over), but it still picks 1 every time.
>>
Is it shameful to release a game with free assets in it?
>>
>>163639936
The formula appears correct. Are you making sure that 0 <= t <= 1?
>>
>>163640354
No
>>
>>163640354
Only if there is still dignity to be lost
>>
File: 1.jpg (60KB, 640x616px) Image search: [Google]
1.jpg
60KB, 640x616px
>>163638583

Fuck them. Fuck you.
>>
>>163636363
Awwww, I'm disappoint she didn't kiss the screen though. (I just realized how creepy that sounded, but, hey)
>>
>>163639936
Put it in a while loop
While (gameobjectX.position > taegetX.position)
{that movement code}

And the whole thing goes inti a CoRoutine.
>>
>>163640929
Anon, no. You are going to get caught on her fang and end up cut and bleeding.
>>
>>163636363
How did you change her facial expression in Unity?
>>
Is leadwerks any good
>>
>>163641598
it's source-level good
>>
>>163641784
actually, screw it, source has networking
>>
I keep seeing all this hate on engine dev. Why? What about those of us whom are planning release on devices that have no in place dev environments, or code only environments?

My policy on dev will always be
1. Plan the game (art style, genre, etc)
2. Write the game (can include drawing crude maps, etc)
3. Concept art
4. What ado about engine (decide on engine [if exists] or engine dev)
5. Game dev
6. Name Game
7. Promotion
8. Testing
9. Fixing
10. Repeat 7&8 till fixed
11. Find publisher/manufacturer
12. Sell game
13. Fix bug(s) that went undiscovered

I'll be completely honest, im currently in step 2 with my game. As such i have no art or anything to show.

I do know however that one of my target platforms has only code based tools (publicly) available, and thus I'll have to engine dev
>>
Is the space flight sim guy here?

I'm trying to do a system that predicts enemy movement and intercepts it, such as a missile intercept system, but I'm not really sure how it should be done.
>>
>>163642014
the only people that give a shit either way about engine choice/making your own are shitposters

so have at it, and good luck
>>
>>163642014
you shouldn't spend much time on writing without having a game to begin with. by the time you actually get halfway into devving, your plan will have changed drastically.
>>
what are some ways of stopping players who are bad at my game from playing it? Been brainstorming but interested in your solutions
>>
>>163642014
Nothing wrong with engine dev. It's engine devs themselves that are the issue...... sometimes.
>>
>tfw all this creative talent but no strictly themed game jams to focus it
>>
boat jam
>>
>>163643161
Fireworks jam, there you have theme
>>
>>163643161
>strictly themed game jams
This past Ludum Dare theme really sucked in that regard.
>>
>>163643219
i like it
make fantavision but with modern hardware
>>
>>163638583
>FBX
>display lists
Decent bait.
>>
>>163642987
I don't think there's a single real enginedev (i.e. making a game just from a lower level than with a big engine) that makes that kind of shitpost. I could see one of those "making an engine without a game" types doing it, though, since they're already delusional as fuck.
>>
File: 023b.webm (3MB, 738x616px) Image search: [Google]
023b.webm
3MB, 738x616px
>>163641583
I'm looking for a better solution for the future but right now it's just a hack
transform.Find("face").GetComponent<Renderer>().material.SetTextureOffset("_MainTex", new Vector2(-0.25f, 0.0f));
the expressions are next to each other in the texture sheet

>>163640929
I added implied kissu for you
>>
>>163642980
In order to purchase your game they must succeed at a tryout overseen by you personally.
>>
What's the best engine to make a game about Maisie Williams splattering my bollocks with steel toed boots?
>>
>>163643724
are you making low-poly elder scrolls
>>
>>163643946
furry rape sim
>>
>>163643291

I said DAE, faggot. Never actually tried FBX, was just giving examples.
>>
>>163644116
Display lists are still bait. That or you're actually retarded for making that suggestion in the last week of 2016.
>>
>>163643986
is that a yes
>>
>>163643986
i was close
>>
>>163643936
Sounds like a source engine kind of game to me, for source devs, who like that kind of thing.
>>
File: 014.webm (3MB, 638x480px) Image search: [Google]
014.webm
3MB, 638x480px
>>163643946
I don't know if you're memeing but no, it's just a little cooking game

here's an older webm
>>
>>163642662
I can't make engine till I define scope (ie what the story, mechanics, etc are [Write the game]), and your telling me that the game that I already know what genre and view of is going to have drastic changes to the mechanics? Haha. By the time I start actual Game Dev, adding in a new feature, dungeon, skill, map, etc will basically be coping a chunk of code and editing an array.
>>
>try to do some refactoring to separate inputs and outputs more
>it becomes a colossal headache to fix the weird bugs that it starts to cause
>>
>>163644573
it looks great.

i love low-poly shit
>>
>>163644163

>current year meme

kys
>>
Its christmas, but with no christmas recap
>>
>>163645052
Display lists were deprecated (and removed from the core API) in March of 2009. VBOs completely destroy them.
>>
>>163645179

Haven't done OpenGL programming since 2009 :^)
>>
File: 021.jpg (214KB, 1118x576px) Image search: [Google]
021.jpg
214KB, 1118x576px
>>163644909
thanks! it was meant to be a little thing for the last Dino Jam, hence the low res low detail look it had. I'm improving the graphics now but still staying lowpoly
>>
Any tips for creating tile sets?

My art is so pathetic I'm ashamed of it, I'm using place holders rather than the garbage I made.
>>
>>163645510

Use tilemancer if you cant art for shit. It's made by an agdg dev too.
https://led.itch.io/tilemancer
>>
>>163642014
wrong

1. Plan the game (art style, genre, etc)
2. Write the game (can include drawing crude maps, etc)
3. Concept art
4. Promotion
5. Promotion
6. Promotion
7. Promotion
8. Promotion
9. Promotion
>>
>>163641480
It would be worth it.
>>163643724
thnx mangg
>>
>>163645919
Seems really lazy but it's better than what I created
>>
>>163627856
Flowchart anon here, just got back from some holiday stuff, if you search flowchart through google, the second or third link should be for draw.io which is what I like to use for flowcharts because it saves nicely with google drive.

I see what you're doing, the class is sort of like a full character piece of equipment in that it buffs some stats but lowers some, and the hybrids are just slightly more even distributions to those tweaks.

Seems neat, I made that chart as I felt a good progression might be. I hope that it has either given you some inspiration or reinforced your position on the existing class progression you want your game to have.
>>
>>163648864
I felt pretty good about it before, but I appreciate the vote of confidence. Classes are basically a piece of equipment, yeah. They determine what you can equip by default (although you can break that partially), they give a couple techniques, and a bunch of passives. Most of your techniques come from your skillsets which you level up through actually playing the game.
>>
Making games is fun, but will I ever stop being a tutorial slut?
>>
File: 1469595745757.jpg (93KB, 600x600px) Image search: [Google]
1469595745757.jpg
93KB, 600x600px
>>
>>163623325
>all those cucks in agdg

excuse me but isn't 90% of agdg produce shit art just like reek? isn't 90% of agdg don't have a game like reek?
at least he gets some levels going. yeah its a fucking joke obviously, but so does all the self proclaimed hobbiysts that draw anime tiddies.
>>
>>163650087
Sad!
>>
>>163623325
you can at least see that he put some effort in it
>>
>>163650007
That's not very accurate. I just took a 6 hour nap and decided to play instead of dev afterwards. The other way round just doesn't make sense.
>>
>>163650007
>being awake in the afternoon
>being dressed
>talking to other humans irl
>talking to girls
>playing video games
>not masturbating then sleeping for 18 hours
>>
>>163650817
Good story!
>>
>>163650817
I want your life.
>>
>>163643724
i don't think that's a bad solution for facial expression on low poly characters. what else could you even do?
>>
>>163651093
cache the renderer so you don't have to search for it every time
>>
>>163651093
you could animate the vertices uv's directly instead of panning the material, which I tried to do but didn't want to spend a lot of time on

literally nobody will care except for me, so it's probably staying this way
>>
>>163646275
Worked for No Man's Sky
>>
/agdg/ meetup this summer 2017

Let me know if you need help with transportation, etc.

-N
>>
>>163642014
1.plan the game
2.write the game
3.concept art
4.storybording
5.level design
6.sound design
7.game art
8.game mechanics and implementations
9.testing
10.quality assurance
11.shilling
12.advertising
13.selling
14.continued support
>>
>>163651741
what if we all made a game together in 24 hours in someone's basement

would probably give up halfway and get drunk and fuck eachother t b h
>>
>>163643724
this is super cute
>>
>>163651809
1. ready idea guy post
2. make game
3. give up
>>
>>163652334
idea guy here

game where the only way to win is to give up
>>
>>163652707
Real life beat you to it
>>
>>163643724
there is an "on will render" routine you can add, every frame you could pass an index to your shader then have the shader change the tile with uvs

awesome expressions
>>
>>163651809
>concept art before coding the basics
Good luck with your great concepts which you fail to implement.
I'd first try to code the basics before you do any kind of art.
>>
>>163652707
Thats actually a pretty good idea, game where live beats you up oyasumi punpun way and later on the game you start having the option to "give up and say fuck it all" more and more. If you dont give up stuff get unbearable and if you do some stuff change to worse but then starts to get better little by little.
>>
>>163653357
coding is the simple part when making a game
on a large scale of course outside of hobbyism
>>
>>163653634
>trying to 100% a MMORPG: the game
>>
>>163651741
that won't happen
>>
>>163653357
I agree with you there, but sometimes it's possible to work backwards from a great visual you had and develop gameplay from what would make it work.
>>
>>163653712
Depends on how good you are at coding/art, and how difficult your code/art is. But even the best coders probably can't code everything they want to.
>>
guys, /agdg/ meetup on new year's eve
>>
>>163654016
>he believes all of us live in the same continent
>>
>>163654312
>implying N won't pay for everyone's plane tickets
>>
>>163654414
>implying he would
>>
File: GIFpunch2.gif (16KB, 60x78px) Image search: [Google]
GIFpunch2.gif
16KB, 60x78px
did a punch animation, hows it?
>>
>>163653916
just looking at a credits list from a big game i can tell that that the coding department is small.

obviously if your game is mostly procedural then its code based
>>
>>163654506
>implying he didn't send them already
>>
Hey guys, just watched all extra credits videos, am i ready to make a game now?
>>
>>163654647
Just because it is small doesn't mean coding is easier.
Art just takes more time, but you can always implement your ideas with it. It just either has good or less good quality.

But with coding the thing is, that you easily can come to a point where you just can't find a solution and then you have to forget the idea.
>>
>>163654512
Sorry but that punching stance is less than ideal. Legs spread with knees turned inward? The upper torso and especially the punching arm's shoulder needs to move forward with the punch.
>>
>>163654512
If the goal was to have a real wimpy punch then you nailed it.
>>
>>163654901
never tried to code on high level so i wouldn't know
i appreciate that coding is the glue that makes all the Pisces work together, like a machine with cogs
>>
>>163654657
>Implying I'm at your home waiting for you to open the door right now
>>
reminder

when your mom tells you to take out the garbage, the garbage isn't the only thing leaving the house
>>
File: update_12_25_2016.webm (2MB, 504x608px) Image search: [Google]
update_12_25_2016.webm
2MB, 504x608px
progress on spider person model, abandoned a full on spider lower body, or many arms sticking out of the back trying to balance out the model

any ideas
>>
>>163655663
needs more eyes
>>
>>163655823
oh shit i forgot the eyes
>>
>>163655886
also the black on the model kinda swallows up all the other black

cant see if its an issue though because it's a dark background
>>
File: GIF3434.gif (33KB, 519x399px) Image search: [Google]
GIF3434.gif
33KB, 519x399px
>>163654917
>>163655098
Is this any better?
>>
>>163656081
Knees need to bend a bit more, what kind game will this be?
>>
>>163656081
He's moving his left leg forward with a right-handed punch, which might be something pro fighters would do situationally, but it's not how a normal punch works. Stand up and pretend to punch somebody.
>>
File: BATTEL.gif (271KB, 766x430px) Image search: [Google]
BATTEL.gif
271KB, 766x430px
Here's progress
>>
File: gamu.gif (3MB, 673x372px) Image search: [Google]
gamu.gif
3MB, 673x372px
>>163656208
oh ok
Kind of about keeping with routines, doing stuff around the town and the story develops after some days based you what you are doing.

>>163656306
i did try this before, but felt too static.
>>
>>163656689
Well suit yourself. There are plenty of 2D fighting games you could use to see a good looking 2D punch.
>>
>>163656516
>sword
>long sword
>LONGER sword
>>
If I want to make a camera flyby, kinda like in a cutscene, but at the same time still want the player controllable on a 2D plane (it's a 2.5d game), would I have to attach the camera to the player or how do i have to do this?

I mean the view on the player must always be the same. It's just the scene/background which gets a flyby.
>>
>>163657046
What?
>>
File: 1451027714066-0.jpg (23KB, 242x255px) Image search: [Google]
1451027714066-0.jpg
23KB, 242x255px
>making model
>put textures on the face
>realized i fucked up and the face looks wonky as fuck
>even though I added test textures beforehand
just fuck my shit up santa
>>
>>163656516
Nice battle network style!
>>
>>163657085
Just imagine a top down shooter (a shmup) with 3d background.
While you play the game, the camera does cool flybys from the background, instead of just scrolling upwards or whatever.

Basically like the camera movement in a cutscene, except that you still play the game meanwhile.
>>
>>163657243
So either move the background or move the camera but lock all the gameplay shit relative to the camera.
>>
File: tenor.gif (652KB, 430x238px) Image search: [Google]
tenor.gif
652KB, 430x238px
>>163636363
so cute! happy holidays!

and nice digits
>>
>>163657328
Yes, but how do I lock all the gameplay shit relative to the camera?
>>
>>163655663
>#235365234 failed attempt at anime tiddies
>>
>>163657328
>move the background
Is this even possible with all the shit going on there?
>>
>>163657979
There exists an entire genre built on moving the background around the player.
>>
>>163658045
Which is it? i can't think of any.
>>
>>163658091
Shmups.
>>
>>163644643
you're gonna realize that a certain element of the game that you had planned is too difficult to implement on your own, or just doesn't work the way you had thought it would.

I propose the alternate approach: if you have a few mechanics in mind that you want to implement, program them first to see if they even work. if they do, then formulate the story, setting, and the scope of the game you want to make. If you're choosing a genre to work in thinking that it worked well for your favorite game then consider this: chances are that large, resource-rich companies full of experienced developers make games in that genre and regularly fail at making a good game (cf. Blizzard, Bethesda, Bioware). Unless the genre entails a small scope, making a game in a certain genre is much more difficult than you anticipate.

Furthermore, If you look at the most successful indie games, they take a minimal set of mechanics (I mean mechanics in the most general possible sense here), and the rest of the game is designed around those mechanics. This is true of minecraft, undertale, shovel knight, FNAF, edmund mcmillen's games, spelunky, terraria etc.. note that the story and setting are simple and easily interchangeable in these games, and only really serve to justify the core mechanics.

My point is this: the game mechanics that you can reasonably implement well should define your scope, not the other way around. you can easily change the scope, but creating the technology to accommodate the scope is hard.
>>
>>163658139
Of course... Well, I just never tried doing this with a real 3d background.
>>
>>163657979
how can you even ask that?
>>
>>163658715
I have no experience with 3d. I imagine it being quite complicated to move a whole 3d scene around the player. You even have to move the skybox, everything.
>>
>>163658828
If you can move a pebble, you can move a mountain.
>>
>>163658828
modern engines make it incredibly easy and painless
>>
>>163658942
in unity, it's would be as easy as making your gameobjects children of your camera in the hierarchy and then running your game with localposition and localrotation instead of how you'd usually run it
>>
>>163659062
Wait, so you mean I have to move the camera now? Or was this just an example of the other way?
How do I have to do this in Unity?
>>
The Christmas hats are on. Nice
>>
File: tumblr_mrnxe4cG8n1qzgnzho4_1280.png (457KB, 647x1000px) Image search: [Google]
tumblr_mrnxe4cG8n1qzgnzho4_1280.png
457KB, 647x1000px
>>163655663
>>
File: 1474930758827.gif (467KB, 512x512px) Image search: [Google]
1474930758827.gif
467KB, 512x512px
>>163656081
>>
>>163659560
I actually disagree with this. The input lag issue is a legitimate concern but the punch feels weightless. Having a frame or two of startup is generally fine and makes the thing look more convincing, unless it's a fighter. If you're really concerned make the player invincible during startup so it doesn't seem like a weakness

Besides, players will get used to whatever system is in place
>>
>>163658942
how do you solve seamlessly looping the 3d environment though?
i could see doing it by using two copies of the geo and authoring it for them to line up perfectly but that seems kind of a pain still
>>
>>163659734
>Besides, players will get used to whatever system is in place

There are people in this tread who actually believe this
>>
>>163659537
>IMAGINE
>>
>>163659893
To an extent it's quite true

People who play strength builds in Dark Souls don't think the anticipation of winding up a big sword attack is input lag. It's just the natural feel of a big attack, and if they play for 5 minutes then theyll know the timing
>>
File: ddddd.webm (962KB, 1920x1080px) Image search: [Google]
ddddd.webm
962KB, 1920x1080px
>>163659252
yes. you'd move the camera through your cutscene as you normally would. since the "game" is a child of the camera and since you're using localposition to move your stuff around, it just works. you can fly and rotate your camera over some scene while your game remains unaffected.
>>
>>163659734
I guess I don't have a strong opinion on this because it depends on how fast the design calls for the attack to be vs how much power you want to convey. A startup would go between the first two frames so the image is still a useful reference I think. I'm not so good at animation though.
>>
File: PA - character design.gif (1MB, 512x512px) Image search: [Google]
PA - character design.gif
1MB, 512x512px
>>163659560
Imo his tutorials are becoming increasingly lacking in punch.
>>
>>163660020
Did you just build this yourself?
You are a fucking genius man! Thanks a bunch :3!
>>
>>163659978

I get it but i believe that an Indie game has to feel satisfying. Players attention is lost too quickly.
>>
File: Norm Punch Front.gif (18KB, 225x174px) Image search: [Google]
Norm Punch Front.gif
18KB, 225x174px
>>163660172
Yeah, sometimes he goes into game and character design, which I feel are far less helpful than his pure fundamentals. I kinda want to become a patron so I can vote, plus I love his stuff

>>163660343
Yeah but anticipation IS satisfying. Take Clarent. The big sword hits are satisfying and feel good, but there is plenty of anticipation, which the viewer expects. Pic related is mine, it's not perfect by any means, but I think it would feel a lot shittier if it went from rest to full extension (it's a little faster in game which helps too)
>>
>>163656081
Dont listen to them! Keep that punch! Give it insane destructive force instead.
>>
>>163660571
>I kinda want to become a patron so I can vote
He opened the vote to non-patrons for christmas. Result for the next gif is "Handling complex/long animations".

>sometimes he goes into game and character design, which I feel are far less helpful than his pure fundamentals
Agreed. One time he's doing really good stuff like his fire tutorial, then he posts shit like "difficulty progression". What the hell?
>>
>>163660836
>he's doing really good stuff like his fire tutorial, then he posts shit like "difficulty progression"
Yeah. I don't begrudge him those though. While I (and probably a ton of people) know him for his pixel art skills and tutorials, he also does games and counts that as a part of his skills, even though its less public. So he probably feels obligated or wants to balance those two. There's still always useful tidbits to learn, but having stuff like the fire, or another vegatation or water tutorial would be nice
>>
>>163660020
I copied this code now, and created a cube as a child of the camera. But it doesn't work.
I have to attach the code to the camera, right? What else do i have to do to make it work like in your webm?
>>
>>163655663
Please stop this immediately.
>>
>>163661629
have you dragged the cube into the script in the inspector
>>
>>163662010
Yes, I did. I guess I still have to script the movement inputs for the player and the camera movement, right?
>>
File: 2016-12-25 09-37-01.webm (3MB, 1120x700px) Image search: [Google]
2016-12-25 09-37-01.webm
3MB, 1120x700px
Fuck you Autodesk, Blender works just fine.
And fuck you Nvidia, don't need Apex tool - bones work just fine.

>just saved 1500usd
Jesus Christ, all this brainwashing. Took me a while to get here.
>>
>>163662295
Looks like it still needs some work. It's as if it's physically some dangling strings but you're rendering it as cloth.
>>
>>163662107
what exactly doesn't work? did it save? there's a bug in visual studio where it doesn't save sometimes. there's really nothing else you have to do to reproduce what's going on in the webm with a cube and a camera.
>>
>>163662628
I did save, but when I go into playmode, absolutely nothing happens. The camera doesn't move, and I also can't move the cube. I also don't have any errors in the script, nothing.
>>
File: flagtest-screenshot.jpg (429KB, 1680x1050px) Image search: [Google]
flagtest-screenshot.jpg
429KB, 1680x1050px
>>163662380
Agreed. But, considering that this was made as a test in 15 minutes with very few bones when I still have a faint idea what I'm doing in Blender and Physics Asset Tool in UE4 (flipping switches like a mad scientist), I'd say the test is a success - I will totally be using this pipeline for hair and clothes simulations as it gives a much better control over looks.
>>
>>163662628
Wait. I checked the code again, and I made a mistake. I wrote Update with a small "u". It works now! Thanks!
>>
File: 1h_air_attack_new6.gif (11KB, 448x256px) Image search: [Google]
1h_air_attack_new6.gif
11KB, 448x256px
Anticipation frames can definitely help. You need to carefully balance that with responsiveness though. If you want maximum speed/responsiveness you've no choice but to ditch them. In that case it helps to focus on your follow-through to ensure the movement is conveyed well.

It is most probably a mistake to significantly change your game design to try to make the visuals work better.
>>
File: output.webm (920KB, 726x527px) Image search: [Google]
output.webm
920KB, 726x527px
Taking some free time to maybe make a fan sequel to bonanza bros. Creating the character at the moment.
>>
Merry Christmas /agdg/, night.
>>
>>163663558
Looks like Wally's got a gun
>>
>>163663558
>bonanza bros game

ssshhhiiieeettt son. This is lookin good
>>
What software should I use for sound effects that aren't a more "16 bit style"?

Like something to make more realistic sound effects.
>>
>>163663871
real life
>>
>>163663871
Well, if you are looking for realistic sounds you would have find or record real sounds.
>>
ho ho ho
merry krissumassu whittu piggu
>>
>>163664291
It's 5pm, you are drunk as fuck go back to your futon
>>
>>163664418
in here we celebrate krissumassu at 18:00 24.12. which was about 12 hours ago
>>
File: eh.gif (14KB, 225x174px) Image search: [Google]
eh.gif
14KB, 225x174px
>>163660571
>>
>>163664498
I was just talking about the first punch.

The thumbs up is unrelated to my point entirely, that's just a secondary hit special for the character.
Although now I kind of like the immediate thumbs up...

Thanks for this anon
>>
It's impossible for me to code without tutorials in Unity.
And even when people show me how goes, I still can't implement it into my game.
>>
File: Hobotest_23_MaximumTipping.webm (2MB, 1265x718px) Image search: [Google]
Hobotest_23_MaximumTipping.webm
2MB, 1265x718px
>Tip fedora
>End up in another dimension
>It's how you get around when you're homeless!
>>
>>163664793
is that how homeless people timetravel?
>>
>>163662628

Now that I know how to rotate the camera with the player together, how do i implement this into my game?
>>
>>163665123
Yes.
>>
>>163665265
draw your current game architecture in paint, post it here and i'll tell you
>>
>>163665265
Be imaginative.
>>
>>163665356
I am imaginative, but this doesn't help when you don't understand the language, nor how unity works.
>>
>>163665345
I followed the Space Shooter tutorial on the official Unity tutorial page.
That's my game architecture.
>>
I wish there was some way to sort the scripts attached on a game object, i have millions of scripts on some and it is very messy and there is no way to like split them into categories on some shit and i obviously can't place them on multiple game objects
>>
>>163665664
>sort the scripts attached on a game object
Unity? For what purpose? If your just want them to have an execution order just do that in the scrip execution order tab.
Or if it really triggers you you can try to write your own custom editor script that go through all valid objects and reassign the scripts in the order you want.
>>
I fucking hate coding. This shit is just impossible to learn.
>>
https://www.youtube.com/watch?v=046Peo76efA

Yesdevs, if you need music for your game, we are here for you.
>>
>>163665795
>tfw baby's first unity tutorial on youtube tries to give "helpful" advice to unity devs
every time
>>
>>163665854
>I fucking hate coding. This shit is just impossible to learn.
Why don'tcha try yerself at visual scripting? Otherwise git gud.
>>
>>163665926
As if you are any good. Probably also just code your simple boring shit, which has been produced a million times before.
>>
>>163665890
>shilling on a board of amateurs who often can't even buy the engine they want to use
Just for shits and giggles, what are your rates?
>>
>>163665920
At least unlike you I'm trying to be helpful instead of shitposting even the 25th you fucking faggot.
>>
>>163666016
>As if you are any good.
I may not be the best, but at least I haven't given up yet. Yeah, I had my problems with generic as fuck concepts, like diamond-square algorithm, which has very likely reached over a million reproductions.
But I also coded a non-beginner AI system in my engine of choice. It took me some time to get there, but now I am a better coder. Because I didn't give up. You can do the same.
>>
>>163666248
The problem is I have no idea how to fix this. That's why I can not even try.
>>
File: proportiuons.png (21KB, 314x486px) Image search: [Google]
proportiuons.png
21KB, 314x486px
Do these proportions look right?
>>
>>163666321
>That's why I can not even try.
Guess you gotta learn more. What are you working on, what's your problem? Or are you the guy with the world transform issue?
>>
>Indie devs keep saying "put yourself out there" to market your game because people like connecting with people
>Ugly
>Uncharismatic
>Stupid voice
I shouldn't bother, right?
>>
>>163666405
I am working on a shmup. I basically just followed the Space Shooter tutorial. A tutorial for a 2d top down shooter. But I wanted to make the camera movement more interesting. I can't implement this into it though. I have no idea what I should do there.
>>
>>163666468
They don't necessarily mean revealing your face or interacting with people in person, although in the right circumstances (cons etc) that can be a boon.
>>
>>163666045
Tell me what exactly would you need and I will tell how much the music would cost.
>>
>>163666474
>But I wanted to make the camera movement more interesting.
Define interesting.

Coding is all about putting your logic into code, so if you're not sure about what you want to begin with then you're screwed.
>>
>>163666468
i think you're taking that advice the wrong way
by (You) they mean your game.
>>
>>163666368
Her arms are a little big. Otherwise looks pretty close to me.
>>
>>163666468
Let your game speak for you then. Do like the Introversion guys and use an avatar if you present yourself in videos. If your voice is too appalling, go for text. Keep pestering let's players and reviewers to give your game a whirl.
>>
>>163666585
I know exactly what I want. A camera movement like this here of course >>163660020

I can't implement this into my "game" though. When I try the player doesn't stick to the camera, and everything just multplies itself on top of each other the whole time. It#s a total mess.
>>
File: boat.jpg (584KB, 1283x1080px) Image search: [Google]
boat.jpg
584KB, 1283x1080px
>>163623325
>>
File: 1420340825076.jpg (161KB, 1920x1080px) Image search: [Google]
1420340825076.jpg
161KB, 1920x1080px
Oh boy here comes a million samefag replies to the next dumbass image
>>
>>163666468
>put yourself out there
this is the most idiotic advice ever
if you sell carpets i can give you the same advice, if you want to find any new job i can give you the same advice, it's the same retarded avice as "if you want a happy life you have to physically breathe" wow really? no shit you stupid cunt
>>
>>163666572
Alright, let's have a hypothetical:
Spacegame
Menu music, 1 minute, loopable but not necessarily unnoticable. Should evoke a feeling of calmness, think ship anchored in the harbour.
3 combat themes, escalating intensity. Each loopable in itself and transitions between 1&2, 2&3. About 2 minutes each.
Boss theme, 3 minutes. Loopable.

How much would you guys take for the package?
>>
>>163666610
>>163666757
They just mean that you should try to be a public persona so that people can connect to you on a human level because people buy on emotion. Show yourself, take stances on things etc. If you can get people invested in you as a person then they are far more likely to get your games.
>>
File: witch tipping.png (5KB, 221x203px) Image search: [Google]
witch tipping.png
5KB, 221x203px
>>163664793
the timing is off from the tipping and the effect so its hard to tell they are related
>>
>>163666875
literally useless, you think going to some game con and whoring yoruself to 20 people who will visit your stand means shit? no. 99% of people only see your steam game page, as it is for all games, even AAA
>>
>>163666697
Sounds like you're changing transform.position of the ship instead of localPosition, or the ship gameobject isn't a child of the camera.

>>163666572
Hypothetically, Lightning Bolt's "Colossus" with vocals done by a real screaming homeless man.

>>163666734
Lol. Did you literally post that funny anime meme?
>>
>>163666992
it worked for ZUN and 07h
>>
>>163666875
And you're there, listening to the talks of these egomaniacs. You can't expect anything else from them. It's become too rare for people to talk about what made them create in the way they did. Instead, you get taught shitty speculations on how to max profit with as little effort as possible while made just advertise their own shit.

Fuck you as a dev, make a good game, then I'll read the credits.
>>
>>163665646
honestly i think you should do different tutorials to gain more experience

but if you still want to try, as i see it, you have two options:

1) figure out how to make the rigidbody exist in the cameras localspace as opposed to world space. that's not as easy simply parenting the spaceship to the camera and right now i actually wouldn't know how to do that personally. unless somebody else can help you, you'll have to google if you want to figure this out. which would make for a great exercise but it might be too difficult for a beginner.

2)rewrite your spaceship to move without a rigidbody so it can operate in your cameras local space by simply parenting your spaceship to the camera.

also don't be so angry, we've all started out knowing nothing and had no idea how anything works. it's part of the process.
>>
>>163667091
you can't even tell for sure if that had anything to do with it and there are exceptions to anything, like notch and his ugly horribly coded java game, doesn't mean you will make it that way as well
>>
>>163666992
It is now considered to be pretty foolish to just rely on people finding you on Steam. AAA relies on advertising. Indie devs on grassroot marketing. A common form of indie marketing is exactly what I talked about, which is why these people keep a large twitter presence, post videoes, make guides and so on. Cons are primarily for making business connections, not advertising.
>>
>>163666842
230 USD my man.
>>
>>163667156
for them it certainly did, but i dont know if foreigners have the same kind of events
>>
>>163667126
Do you have any idea how crowded the market is? Making a good product is not enough for it to succeed unless you get extremely lucky. You need to market it.
>>
>>163667052
>Sounds like you're changing transform.position
In my old Player movement script is something like this here:
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");

Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
rb.velocity = movement * speed;

rb.position = new Vector3
(
Mathf.Clamp (rb.position.x, boundary.xMin, boundary.xMax),
0.0f,
Mathf.Clamp (rb.position.z, boundary.zMin, boundary.zMax)
);

rb.rotation = Quaternion.Euler (0.0f, 0.0f, rb.velocity.x * -tilt);

But in the new one from the anon is this here for the player movements:
if (Input.GetAxis ("Horizontal") != 0f)
{
Cube.transform.localPosition += Vector3.right * Input.GetAxis ("Horizontal") * Time.deltaTime * 5f;
}

I have no idea how to implement this into my old code. Or what I should change about my old code, because they look totally different from each other.
>>
>>163667171
well social media presence is obvious, you need to have a twatter or tumblr and be active there and a youtube channel where you post your shit
i was talking about pounding the concrete which is useless, but online presence of course helps since it is the best way to let people know your game exists
>>
File: Christmas Noir.png (7KB, 484x424px) Image search: [Google]
Christmas Noir.png
7KB, 484x424px
Merry Devmas to all, and to all a good night.
>>
>>163667240
>Indiepocalypse
Yeah, buy into that trash more.

Every so often people ask here to pinpoint to these good games that don't sell well and nobody ever does. Saying things are all terrible is easier than giving examples. Not selling millions != failing.
>>
File: 83face.png (658KB, 688x576px) Image search: [Google]
83face.png
658KB, 688x576px
>>163666572
loopable 3+1 chiptune 32 measure ABBC
>>
>>163667293
Yeah, but the thing about online presence is that it also helps if you sell YOURSELF as much as you sell your game. Look at folks like Rami Ismail. It is part of their actual job, and it pays off. There are a lot of people who will buy whatever Vlambeer make next no matter what it is.
>>
>>163667139
>do different tutorials to gain more experience
It's not exactly that these tutorials help me much. I still don't understand anything from coding.
And the stuff that I want doesn't exist in any of these tutorials.

The tutorials help to get to know Unity, but how people learn to code is a riddle to me. It seems impossible to me to learn this.
>>
>>163667238
Granted, that's lower than I expected. How is that profitable for you guys? How do you arrive at the 230 USD figure?
Are you Adam?
>>
File: hachiko_santa.png (15KB, 336x460px) Image search: [Google]
hachiko_santa.png
15KB, 336x460px
merry devmas!

>>163667406
>>
>>163667410
Last year an average of 8 games were released on Steam every day. How many of them do you think met success, or are even remembered by more than a small handful of people? How many of them do you think were worse than the best of the best games AGDG produced? Sure, I'd bet that none of them were classics, but neither was Risk of Rain. They are on the same level. Some live, some die, based primarily on what becomes the flavor of the month.

A truly exceptional game might be able to rise above, but we're talking Invisible Inc or Gunpoint, not Deadbolt or yet another generic indie platformer. Why do you think that you are better than these people?

>tfw Arcen Games is dead
>>
>>163667406
>>163667575
Merry devmas to you too, senpais.
>>
>>163666697
>>163667052
>>163667265
>Sounds like you're changing transform.position of the ship instead of localPosition, or the ship gameobject isn't a child of the camera.

Actually fuck this, I didn't consider that you might be using rigidbody. In that case, it won't stay attached when the camera moves, unless (IIRC) you set "Is Kinematic" to true on the rigidbody component.

Both your code and the anon's code are run in an Update() method, and the result is to change the position of the ship every frame. But the example code does this by changing the velocity in the rigidbody component in response to input, whereas the anon's code changes the ship's position directly.

I would suggest switching to the anon's method if you want to go down this path. The example code also has a block that clamps the ship's position to within the playing area, which you had better keep but alter to use localPosition.

In the end, with anon's method you'd have to have all 'actor' objects as children of the main camera. Alternatively, if you wanted to go down a non-traditional route and use rigidbody features for a physics-based shmup, you could make all of the background elements (skybox, etc.) a child of a single gameObject that you can move and rotate.
>>
>>163667643
>Deadbolt
>Owners: 32,345 ± 4,792

I don't know why am I even bothering. Now you'll likely try something along the lines of
>Yeah, but it's because hoppopers is popular because of RoR
Nope, the game is solid, it sold well. Again, it's not a hit, but damn sure enough to make another game on the gold
>>
>>163638583
That doesn't sound simple. It sounds like it would take years and we're not even talking about culling or animation yet
>>
>>163667643
Not even him but you are truly stupid if you think just because a lot of games were made that means good games aren't getting purchases/recognition.

6 of those 8 games a day had no marketing, no budget, and were just made as a joke/baby's first video game. How many of those games have just a user's profile instead of even a one man company behind hit?

How many were just made in a couple of months?

Yes a shitton of games got on, but it's not because there are hundreds of thousands making quality games, it's because steam dropped their standars in jan of 2015 and no longer require extensive quality checks. I could get my 10% done game on steam right now if I wanted.
>>
>>163667437
>Look at folks like Rami Ismail.
This. The guy knows how to present himself. While I am not someone who buys everything by developer X just because it's made by them, I still am more intrigued to check out "NEW GAME BY X" than "new game by random dude nobody heard of before".
Same goes for publishers. If I know a game is published by, say, Devolver, I am much more likely to give a title a second look, because I liked HM and Devolver are strong on "pixel-hyperviolence".

Building yourself means building your game(s).
>>
>>163667756
You misunderstand. I gave it as an example of a game of the quality typical to Steam. Hundreds of games of that quality are being released all the time. Why would one succeed above the others beside chance or, if the developer has any sense, good marketing? Do you think that because a game is as good as Deadbolt it sold as well? The market is not large enough for that to be true. When a consumer spends money on some games they are not spending it on others.
>>
>>163667884
>Hundreds of games of that quality are being released all the time

It's obvious you are shitposting now, don't give him replies
>>
>>163665890

>>163667565
One of our composers loves space/scifi music, due to that they developed a great workflow.

Therefore any request for this style can be fulfilled quickly, making it profitable.

Yes, I am Adam, I am the main owner of the label. I will be here to answer any questions for quite some time, so ask away.
>>
>>163667908
You just did, you fool.
>>
>>163667792
I think the vast majority of these games are on or above the level of the best AGDG has ever produced, and that they aren't succeeding because the pie is too small for all of them to succeed at once. Some make it via luck or marketing, most don't. By today's standard they are Okay, not Good. Good games are truly exceptional and being good now is exponentially more difficult than being good a few years ago.
>>
>>163642014
0. Idea
1. Prototype
2. If it's fun continue, otherwise restart:
3. Clean up prototype
4. Flesh out art style and do the design doc
5. Start project management: Trello\HacknPlan\Jira
6. Do it.

Shilling should be done multithreaded after the prototype section.
>>
>>163667453
i don't actually know you so i don't really know how well you can or can't program but you not being able to move that space ship the way you want is you not knowing unity well enough, which is why i suggested you do more tutorials.
and when you do tutorials, make an effort to actually read and understand the code. don't just copy paste. if you're attentive, by following tutorials, you'll become a better programmer and you'll learn unity at the same time. like magic.
>>
>>163667930
You should probably googlebomb your website a bit so it comes up before your soundcloud. Also when bullshitting numbers, "1000 happy peoples" is a bad decision. That descriptor is too vague as well.

I wish you czech fucks good luck, I know you musicbros always need that.
>>
>>163667908
How am I shitposting? What makes it better? You're not competing against other pixelshit randos anymore. Companies like Atlus are porting their old stuff. You're competing more or less directly with e.g. beloved PS 1-2 gems. Is your FFT clone better than Disgaea?
>>
>>163667723
Yes, I have to alter it, but HOW? I can not alter this if I do not speak this language.
>>
>>163668042
>>163667884
>vast majority [are good] [..] and they aren't succeeding
Please post examples. One is fine.
>>
>>163666825
>>163666958
It's a spawned projectile when you tip, I'm in the middle of fixing it, It was more just a camera test so I can fix the camera to a neck and have "the nod" .etc
>>
>>163668335
>inb4 Dream King
>>
>>163668126
The problem is not Unity. The problem is C#, which is a different thing than Unity.
And learning C# seems to me like learning Japanese or whatever. It would take decades to learn this.
>>
>>163668407
but how would knowing all the c# in the world help you to move your space ship the way you want? it wouldn't
>>
>>163668335
Book of Demons. You could also just go through the new releases section and pick yourself. Plenty of aggydaggy-tier stuff.
>>
>>163668251
If you don't understand C# concepts then you need to go back to that, or at least take some more time to understand what the tutorials are telling you to do.

Take this line
>Cube.transform.localPosition += Vector3.right * Input.GetAxis ("Horizontal") * Time.deltaTime * 5f;

It is literally calculating a change to the variable on the left.
>>
I wish keeps would stop being such a dick
>>
>>163668335
Also note that I said As Good, which is just Okay now.
>>
File: fire.webm (1MB, 715x412px) Image search: [Google]
fire.webm
1MB, 715x412px
I just made it so you can set tree's on fire too...but I'm not sure if it looks stupid having it disappear like that. I can get away with it for small things, but does it look too off just having a big object disappear like that? Or am I just nitpicking?
>>
>>163668756
What you could do is use a shader that turns the tree charred, the use an ember dissolve. Would make it less jarring.

The way it is now definitely looks cheap though.
>>
File: Untitled-1.png (656KB, 1382x970px) Image search: [Google]
Untitled-1.png
656KB, 1382x970px
Happy spess holidays agdg.
Time to get some Christmas dev done
>>
>>163668542
>r2g condemns big corps
>releases ad indistuingishable from big corp ad
What a load of bollocks.
>>
>>163665890

>>163668156
Duly noted, fixing it at the moment.

>>163667052
Covers are a no go.
>>
>>163658281
My favorite game was made by no more than 6 people (and that was a game from Nintendo). That being said, I'm already playing my game in my head, and nothing other than what is in my head will satisfy me. All I'm trying to do is get the game in my head out of my head, then into code. Once I get the game out of my head (on to paper, ie write the game), I can worry about potentially taking on help. Nothing is happening until then actual dev wise.
>>
>>163668542
>Book of Demons
Not on steamspy, good move.

Though it has 300 reviews and released on of July this year.

Pick a game around the same level at the same release time:

>Infectonator : Survivors
>450 reviews
>Owners: 27,140 ± 4,390

I don't think it qualifies as unsuccessful.
>>
>>163669084
Are you saying Book of Demons is below the quality of the games released by users in this thread?
>>
>>163669178
http://www.gamasutra.com/blogs/MaciejBiedrzycki/20160928/282243/Why_is_selling_good_games_so_hard_Book_of_Demons_Early_Access_launch_postmortem.php
>>
>>163669228
I'm saying I'm appalled by r2g's advertisement tactics. Nothing more in that post.

But my opinion on BoD is this:
It clearly has much higher production value than many, if not all games in this thread. It is still not something I would download, because its gameplay looks incredibly boring from what I've seen in a let's play. It is therefore not a good game to me.
The important distinction here is that production value != good game, because the latter is something the customer decides for themselves.
>>
>>163669275
Skimming past
>Posted < 2 months after launch
> <2 months of Early Access launch
>As you can see we sold almost 7500 copies of the game in less than two months.
>review number is half the current one

Not even 6 months have passed, not a full release. Extrapolating, they sold 15-25k copies. Sounds pretty successful to me.
>>
>>163668756
Anon can't make his tree disappear without looking cheap and he doesn't just try adding more fire. Sad!
>>
>>163658281
Thing is like I just told other person, im already playing the game in my head. I don't have a few plans, I litterly have half a game sitting I my head. Also, come on guys, its an isometric puzzle adventure dungeon crawler, I'll be using effing sprites for everything. My most advanced attack (the spin attack) is litterly just two 9 frame animations attached to each other.
>>
>>163669429
I actually agree with you that it looks rather bland, but to me it looks bland in the exact same way Path of Exile is bland. I think one can differentiate between personally liking the game and thinking that it is a good game in the sense that it appeals to the target audience.
>>
>>163669496
And you're wasting everyone's time with your sad life which consists of posting useless comments against people actually trying to make something.
That's not even being sad, you're just a failure, a waste of air, and I truly feel sorry for your parents for having to deal with such a stupid kid like you.
>>
File: 04f.png (12KB, 246x200px) Image search: [Google]
04f.png
12KB, 246x200px
>>163669496
is this a hip new meme
>>
>>163669447
You usually sell far more copies on the week of release than later on. Notice the large hump. Long tails are a thing but as of now if we extrapolate the game is a clear financial failure.
>>
>>163669653
Their moaning to the redditfolk on gamasutra might have done the trick because the review number - sales correlation is pretty linear at the range we are looking at (not complete trash, nor revolutionary). Even if they got, 15k, which is the worst case scenario, in half a year for an Early Access game it's pretty good. Regardless of what they claim they spent on it, that's their risk management if doing gamedev full-time.
>>
Am I missing anything here for asset creation:
Sketch a front/side view
Model a simple boxy skeleton
Sculpt the skeleton adding polys to build up forms
Retopologize so we have a nice mesh for animations
UV unwrap the retopo'd mesh
Paint
Bake high poly details to lower poly retopo mesh
Rig lower poly mesh
Skin/ Weight paint the mesh to play nice with the rig
Animate all the animations.
>>
>>163669809
>redditfolk on gamasutra
You mean industry professionals who probably don't play many games because they're busy being worked to death.
15k in half a year is not enough to maintain a studio that isn't made of bedroom coders.
>>
>>163669626
I can't help it, when I see something terrible, and I'll tell you that's terrible. I have advisers, the best advisers and they tell me how terrible that is. There needs to be more fire, I've made fire before and that fire is not enough. it's not enough fire, there should be more so the tree disappears and it goes unnoticed not unlike your everyday actions to those around you. Bazinga!
>>
>>163668673
Stop acting as if you know the solution to this problem.
You don't even know it yourself, so stop preaching.
>>
>>163669972
There was the shitty platformer with the rotating octopus that started this whole "Waah, good games aren't selling, look at me", which got quite a few sales because of this shit (100 fucking k right now).

If 15k sales in 6 months for an incomplete game isn't enough for you, reconsider your business.
>>
>>163670025
>I can't help it, when I see something terrible, and I'll tell you that's terrible.
"That doesn't look good, you should work more on it"
"lol so cheap so sad"

I'll let you figure out what's wrong with your attitude.
>>
>>163670169
what's the problem
>>
File: 1359275031427.gif (806KB, 167x167px) Image search: [Google]
1359275031427.gif
806KB, 167x167px
>>163669275
Is this a team of retarded people?
How the fuck did it take them 3 years to dev that game?
The sales numbers on that article seem appropriate for the game, but a team effort of 3 years to develop it sounds ridiculous.
Those sales for a game developed over 3 years by a 1MA or a small team of 2,3 would probably secure funding for developing another game.

Just checked their page and it's a 7 man team for fucks sake. This is what happens when you want to play CEO with borrowed money.
>>
File: big.png (6KB, 498x375px) Image search: [Google]
big.png
6KB, 498x375px
Updated the demo, but only for today before DD12.
>>
>>163670226
My attitude is the best.
>>
File: I named him Anvil.webm (1MB, 960x540px) Image search: [Google]
I named him Anvil.webm
1MB, 960x540px
Got an attack I like on the blacksmith. Now I just have to do more damn animations

I also had to implement 1-way platforms, which is surprisingly a bitch in GM. Still haven't gotten them with slopes
>>
>>163670180
That's only when it came to the attention of normalfags. Industry folks have been talking about it for years.

15k in 6 months is sure as hell not enough if your team is 4-5 people with families. Consider taxes and Steam's cut and the extra tax for not being an American company.
>>
>no Winter Jam
>no comfy winter games to play on Christmas
Why though?
>>
>>163670649
This is just going into the details.

But while we're at it, it's a Polish company, the £75k+ they made (15k*10/2) is definitely a good chunk of money, where living modestly you could survive on €600 a month.
Consisting of 4-5 family men working full time on a first game without any recognition is an obviously flawed move even to the simpleminded.
>>
>>163670941
Because the thread has had more jams than my grandma's pantry. Starting a jam every month on top of demo days takes a toll. The thread is oversaturated in this regard.
>>
>>163670941
because you didnt make it happen
>>
Any opinions about Atomic Engine?
>>
>>163669827
honestly, getting your own workflow is all you can do

and it just takes time

im 5 years deep on modelling and im only just starting to feel comfy in my ability, but there are still things i struggle with :)
>>
>>163670941
I dont feel like making winter games
>>
File: ignite.webm (2MB, 715x412px) Image search: [Google]
ignite.webm
2MB, 715x412px
How's this?
>>
>>163670316
Your mother is the problem. And I already found the solution to it myself. Fuck you!
>>
>>163671360
Definitely better.
>>
HAHA, remember to actually ADD the scripts you've been writing for the last two hours to the gameObjects you want to be affected by said scripts. Otherwise you might be a big dummy checking and rechecking why nothing is working right for 45 minutes, ho ho ho what a classic rookie mistake.
>>
>>163671470
Happens to me often!
>>
>>163671149
I installed it mainly to check out the editor. Editor seems very rudimentary and the controls were unintuitive. Engine itself isa fork of Urho3D and probably ok but I was looking for something with a strong editor. It's ECS but I don't see why to use it over unity. You just add objects and components like in unity except it had much fewer features. However our is permissive open source which would probably be the main appeal over unity
>>
>>163671327
>im 5 years deep on modelling and im only just starting to feel comfy in my ability
But I thought 3D was supposed to be easy
>>
>>163671360
have you tried shrinking the tree into the ground maybe?
>>
>>163671775
They say it takes 10 years to become a master at something if you're doing it every day for a few hours.
>>
>>163671024
I agree with this guy.

We should have a 2~3 months period with no jams so that people can start work on their fucking game.
>>
>>163671907
it's 10000 hours
>>
File: xmasloli.png (328KB, 950x700px) Image search: [Google]
xmasloli.png
328KB, 950x700px
>>163667406
>>163667575
Merry Devmas, everyone.
Have a nice day/night full of gifts and progress.
Also, thanks for the new story, fanfic anon.
>>
>>163671907
>>163671956
Memes
>>
>>163671939
We should have a 3 months period without making games so people can start work on their fucking game
>>
>>163671360
What about a cloud of ashes that falls to ground, using the mesh verts/faces as the particle spawn points?
>>
>>163672097
Look mate, if you want to have jams with more than
>7 joined
>3 submitted
you gotta give people time to work on their actual main project before they get kinda sick of it and want to take a break from it by creating a quickie.
>>
File: igniteshrink.webm (1MB, 723x411px) Image search: [Google]
igniteshrink.webm
1MB, 723x411px
>>163671851
Like this? Looks ehh imo
>>
>>163672304
reminds me of zelda or pokemon
>>
>>163667406
>>163667575
>>163669042
>>163672054
Next OP better have a fun Christmas image or I'll sue
>>
>>163672304
maybe without the puff? how about just shrinking the leafes away and leaving a black stump.
>>
>>163672304
How about you scale down the X and Z axis only? Maybe you can scale it down the Y axis only after a while.
>>
File: mobile.png (12KB, 481x425px) Image search: [Google]
mobile.png
12KB, 481x425px
>>
>>163672518
Don't want to
>>
>>163672518
i don't have a credit card so i can sign up for an android developer license so i can't publish
>>
>>163672518
I have integrity and am not doing this for money.
>>
>>163672518
What's the lowest price i can sell a game on Android? I'd put them for free, but I'd like to at least make back the registration fee after some months and I don't want to put ads or IAP in my games.
>>
>>163672518
I don't like touch screens
>>
>>163672518
Because I worked months on one and barely made a dollar in ad revenue on it.
>>
>>163672697
>spending months on a mobile game
lol
>>
>>163672472
>>163672489
Gotta sleep but Ill try these out tomorrow, thanks
>>
>>163672097
>opt out
>problem solved
literally not seeing what the issue is here
>>
i love byte[], byte[] is the best
>>
>>163672697
what was it
I'll buy a copy
>>
File: screenshot5.jpg (414KB, 477x754px) Image search: [Google]
screenshot5.jpg
414KB, 477x754px
>>163673039
>I'll buy a copy
Well it's free so you don't have to buy it, but it's just on Android, called "Dega Madness" Pic related
>>
>>163673138
The civilized world is already done with the holiday.
>>
>>163673138
does mami not allow you to be on the internet? aww poor boy
>>
>>163673138
Quite
>>
>>163673138
>implying there is something else to do on a Sunday morning
Dinner with relatives and friends comes at night
>>
>>163673261
you should be in church like a non-degenerate
>>
>tfw to intelligent too go too church
>>
why aren't you making video games with your church friends? there are plenty of talented people in church and they're actually willing to become friends with you even if no one else will
>>
>>163673295
>4chan
>non-degenerate
Yesterday's night service is cuter, everyone has the lights on, and you can see people getting ready for dinner
>>
christmas reminder not to fall for the samefagging
>>
Reminder that the thread is great during american sleeping hours.
>>
>>163673504
What isn't
>>
>>163673572
Touché.
>>
I want to dev but it feels like work
Just the thought of implementing a new enemy, which should be simple, is fucking depressing
I've been forcing myself to do it in the last hour but I only write shit code that doesn't work
What am I supposed to do
>>
>>163673261
>finally felt like socializing with family members in a long time and eat sum gud fud all together
>sick
Eh, fuck.
>>
>>163673662
>Just the thought of implementing a new enemy, which should be simple, is fucking depressing
What framework are you using?
>>
>>163673662
keep going until you have made game
>>
>>163673662
>What am I supposed to do
Follow tutorials. Just know what you want, and then google how to make it.
There are tutorials for almost everything on the net.
>>
>>163673662
Look for a hobbie that you actually enjoy.
If you don't enjoy dev is clearly not something to do for fun for you.
>>
>>163672697
>>163673114
Of course no one bought a copy, just looking at the announcement trailer and it's obvious it's shit.
>>
>>163673619
so is rotate actually trans or is he just doing it for shits and giggles
>>
>>163673779
>)
Well that announcement trailer was from when it was going to be released on PC as a multiplayer game and I was doing it together with a friend before he dropped out, and I ended up remaking it by myself for mobile nearly a year later.

But yeah the announcement trailer looking back on it now was total shit.
>>
>>163674026
he probably thinks he's doing it ironically or something while he's actually doing it
>>
>Autistic Gamergate and Dickwolf Gentry
>>
Well it's a bit hokey, but it was mostly to test my confidence and ability to from scratch, make a simple state machine, use coroutines to check for state changes a few times per second instead of every frame, and incorporate unity's nav mesh thing as a way to move simple npcs.

Pretty pleased with how it works right now, but I can already see how I'll need to make some kind of priority based manager to deal with multiple Health, Stamina, Mana, Hunger, Thirst, Confidence, Doubt conditions affecting the npc's states and desired actions. These are the moments that actually feel fun though.
>>
Do all the networking functions in gamemaker work on mobile? And do they all still work on 2.0?
>>
>>163673662
Get an amphetamine prescription
>>
>>163674492
>sail shitposting
Thanks I still haven't filtered that expression.

Filtered, you fucking piece of shit.
>>
is Notch here? I have to ask him something about the AGDG meetup this summer
>>
>>163674569
I love how some people solve everything with drugs, then they complain when real health issues start fucking with them
>>
>>163674828
He already answered about people wanting to fuck creepers.
>>
Any programmers looking for an artist?
>>
File: update_12_25_2016_n2.webm (587KB, 504x540px) Image search: [Google]
update_12_25_2016_n2.webm
587KB, 504x540px
added some eyes pushed legs together

wondering if I should go back to regular legs or full spider lower body, it just hard to fit the character through doorways if there are 8 legs sticking out the bottom
>>
>>163672054
merry devmas let the progress flow
>>
The weather is really bad out so me and my game are just going to stay cozy in bed today :)
>>
>>163669447
>>163669653
>7500 copies of the game
>financial failure
did he sell each copy for ten cents?
>>
>>163676034
Available for purchase on itch.io and Steam.
>>
>>163669275
>Indiedev
>Development costs them 700,000€
Why do they do this
>>
>>163667776

>It looks like it would take years

If you're stupid, yeah. It only took me a month. because I knew what I was fucking doing.
>>
>>163676168
>posts no game
Okay, so there is no game. Thanks for letting us know you're a Literally Insane Nodev. And here on christmas, too. Lol. You must be

fully drunk. And fully insane now. :)
>>
>>163670383
why did you ripoff that other dev's game?
>>
>>163676348
You sound more insane than the other guy tbqh famalam
>>
>>163676250
>sourcefam is lashing out because he has no game and is literally insane
Where is your game? Oh right. You have none. Lol. :)
>>
>>163676416
>sourcefam is lashing out because he has no game and is literally insane
Where is your game? Oh right. You have none. Lol. :) Just lol. How fully drunk are you right now? :) Fucking literal faggot. :) tranny potato. :)
>>
can someone post a list of filters to get this samefagging out of my thread
>>
>>163676416
Lol. You are literally owned by me. :) Just like this thread. :) Keep dancing monk monk. :) Or should I say reek. Just like my game of thrones. I'm on the throne and you are my game. Hahahahahaha. :)
>>
>>163676348
Xmas is over, mate.
but Chanukkah continues.
buy my games.
>>
>>163676371
why didn't you?
>>
>>163676712
Where is your game?

Oh right. You have no game. You never even planned to make a game. Fucking drunk retard.
>>
>>163676836
stop making excuses and buy them.
>>
>>163665890
Hey, I'm the anon that bitched you out last time. This video is most definitely a huge improvement over the last. Glad you took all the bitchin' to heart.
>>
File: better agdg.png (61KB, 1252x678px) Image search: [Google]
better agdg.png
61KB, 1252x678px
>>163676628
You might want to tweak that a little since I'm having a bulldozer list.

I just filter drastically all irrelevant shit.
>>
>>163676898
I want to buy one of your games just to see what everyone's fussing about. Which one would you recommend above the others? Preferably on steam
>>
>>163623325
What is this fucking trash?
>>
>>163665890
>>163676945
I am glad you are here, thank you so much for that, the advice was really invaluable.
>>
>>163676898
Lol. Just fucking lol. By what game? You have no games.
>>
Tfw can't make make anything that needs animations because not an artist
>>
File: 1455694206220.png (519KB, 609x576px) Image search: [Google]
1455694206220.png
519KB, 609x576px
>>163623325
Holy fuck that's bad. What kind of fucktard posts trash like that?
>>
>>163676972
>he filtered my evil dogger shitposts
wow why, it's the best shitpost
>>
>>163677101
I try to help out where I can. Which reminds me that I still don't have a musicbro for my game. The music I make is all dooshy techno, but it's also way too early to have music at all anyways. I'll try to see if I can remember you when the time comes, but I believe that's a year away.

>>163677238
Anon, don't give up. Work within your limitations. Even if you have to do pixelshit, keep at it, my man.
>>
>>163676972
Mind making a pastebin?
>>
require gms help here.
so, i'm trying to make a simple platformer.
how do i deal with the collision?

right now, i'm using place_meeting.
if my character will soon collide with the floor_obj, i will then push it out of the obj,
and it works well so far.

but, how should i handle the collisions with all the other objects?
do i have to write place_meeting for every single object exists?
e.g.
floor obj
wall obj
rock obj
etc obj
>>
>>163665890

>>163677332
Alright, you can count on us being around.
>>
>>163677008
https://googumproduce.itch.io/
http://store.steampowered.com/search/?developer=Ryan%20Jake%20Lambourn
i would prefer you use itchio because theres less fees. also my whip the vote is what i'd rec and it's itchio only.
>>
>>163677619
>implying you have a game
And big surprise, your post comes after a piece from your private collection. Fucking faggot.
>>
>>163677654
enough of that, wheres YOUR game?
huh? huh??? keeping in mind i've already googled the witness.
>>
File: 1478689969052.jpg (63KB, 495x600px) Image search: [Google]
1478689969052.jpg
63KB, 495x600px
Need help with my collisions in GameMaker Studio:
https://codepaste.net/4eny1h

Works pixel perfect for horizontal, vertical and most diagonal collisions, but you get stuck inside the object to collide with when hitting a protruding corner at an approximate 45° angle.

Only noticed this after weeks of using this code and nothing I tried worked at all.
>>
>>163677704
Where is your game? Do you even have one? Oh right. You never even planned to make one. Fucking faggot. Keep posting from your private collection, drunk retard. :)
>>
>>163677405
>http://pastebin.com/vBaCzQc5
>>
File: peng.png (9KB, 1282x747px) Image search: [Google]
peng.png
9KB, 1282x747px
I'm gonna sound retarded, but because I'm shockingly shit at maths I need to ask. How do I do proper angular movement? Right now my code is simply:

[code]
ball.x += ballSpdX;
ball.y += ballSpdY;
[/code]

But that gets dodgy real fast when I want to have proper deflection off the paddles (ball bouncing away at different angles depending on where it hits the paddle).

tl;dr, I don't understand the concept of angles. Please smack and/or help me.
>>
>>163677619
hey googum, since you're actually a yesdev, do people actually buy anything on itch.io? Have you made more than 100$ on there?
>>
>>163677852
He's not a yesdev. Don't talk to him that way. He has no game.
>>
>>163677780
sadly, the answer is trigonometry, the worst of all maths
sorry
>>
>>163677887
He's made and released games, whether you like them or not doesn't change the fact that he's finished something.
>>
>>163677889
Should I just have a khan academy binge and see if I can suss it on my own?
>>
>>163677550
No, if rock and wall are just types of floor (with the same collision behavior) you can just make floor their parent object. Checking for a parent object automatically checks for a child object.
>>
>>163677550
firstly, consider replacing pushing out of the terrain with predicting the next position, checking collision there and snatching the object id with instance_place if there is one, then adjusting your position around that, should be faster though it's not always easy to implement and there are cases where pushing out is hardly avoidable
regarding your question, that's more or less how you do it, but i'd recommend looking into a few things before you get down to it, maybe you already know about them but if you don't, they will possibly help you simplify your code a lot
- inheritance (parent objects) - simply but imprecisely said it's like a template of an object, you would want for example all enemies to share a parent, then you'd detect the collision with them through just referring to that parent instead of checking for all the enemy kinds individually
- user events - can be useful in combination with above, for example you could make the player easily act differently when colliding with a different enemy, you'd just put different shit in an object's use event
- execute_script - if you gave the enemy parent a variable that holds an id of a script (like contact_script = scr_enemy_contact;), you could then just call it whenever you want through execute_script(contact_script); without using a fuckload of ifs or a switch; pretty similar to user events, but without the number limitations
>>
File: 1439013149601.jpg (33KB, 453x500px) Image search: [Google]
1439013149601.jpg
33KB, 453x500px
>>163677704
Still haven't posted sales statistics for your """"SUCCESSFUL"""" games, faggot.
>>
>>163677852
yeah ive made over 1k on itchio
>>
>>163677943
Where is his game? Fucking literal faggot. Go jack off to some more reindeer, fucking tranny.
>>
Does anyone here have somewhat of a success with Patreon? It'd be nice to have a little more income, but I'm not sure if I have to put out constant updates or whatever if I do.
>>
>>163678032
>>163677852
i should add that if you get no frontpage feature and you're not bringing your own buyers you should expect NOTHING from itchio.... you might get some bites but it's just not that popular enough with audiences yet.
>>
>tfw you've made more money than googum with a mobile game that took you a week to make
>>
>>163677946
trig solutions to problems are just a memorization game, you can't really work out why trig works
you just have to see the same problems enough to know "oh I know this one"

in this case you're going to want to come up with an angle based on where the ball hits (with the center of the paddle being 180 and farther to the edges being less than 180 down to 100 or something around there)
then you apply that angle to the x coordinate and y coordinates using sine and cosine, multiplied by a speed value that you're using
>>
>/agdg/ would rather side with furposting samefag who's been at it for 2 months after he returned rather than someone who actually made game
What went wrong?
>>
>>163678097
patreon is the stupidest idea for getting income as a dev yet somehow some people make mad bank by using it like that

unless you're making porn or pandering to weebs, you're probably out of luck
>>
>>163663558
MY. NIGGA.
>>
idea game here

girls fighting by punching people with their butts while wearing swimsuits
>>
File: sweeping the nodevs away.jpg (27KB, 400x420px) Image search: [Google]
sweeping the nodevs away.jpg
27KB, 400x420px
>>163678132
Why are you posting here with no game? You have no game. Go away.
>>
>>163678187
BRAAAP
BRAAAAAP
>>
>>163678172
Well, I somewhat have the weeb thing. I'm not expecting bank at all, it'd just be nice to have a little something extra.
>>
>>163678165
it's just one shitposter, the same guy who's here every day
>>
>>163678161
I'll give it a go then, thanks for the tip.

I can just about understand trig, but really no idea how it works when actually programming.
>>
>>163678340
>but really no idea how it works when actually programming
nobody does, trig sucks balls
>>
>>163677567
wow ok moar
>>
>>163678032
>over 1k
>games are roughly 6~ average
>he's made 9k with his """""successful"""" games, maximum

Jesus, was it that hard?
>>
>>163678165
>2 months
>not 15 years
>>
>>163678424
(I kind of don't believe you because I see many devs and people around me who are comfortable as fuck with trig but ok anon I'll try anyway)
>>
>>163678032
>>163678132
>literally has no game
Stop commenting.
>>
>>163678576
Triangle math is a conspiracy to make it harder to make games. Just ignore it.
>>
>>163677619
What cut does itch take?
>>
>>163677567
i wish i had a riding harness and some strap-on reindeer antlers and a collar with bells on it and a huge cock in my mouth
>>
>>163677567
I'm really liking this progress.
>>
File: 1478792570361.jpg (55KB, 380x457px) Image search: [Google]
1478792570361.jpg
55KB, 380x457px
>>163677705
>spend 2 hours trying to solve bug
>post on /agdg/
>find a solution 20 minutes later
t-thanks /agdg/
>>
File: file.png (143KB, 804x690px) Image search: [Google]
file.png
143KB, 804x690px
when the boredom kicks in
>>
In Godot I can write an editor extension and interface as part of my game object because the editor itself is written in the engine. How awesome is that
>>
>japanese dev likes on of your posts
>see that he has cool stuff so follow him
>few hours later he follows me

i made it, i got the approval of the nipponese
>>
>>163679306
It's called a follow back.
>>
>>163679361
my autism made me think he didn't care that much cause he only did a like first
>>
>>163677567
Holy fuck thats cute.
>>
>>163679306
Post Jap link
>>
anybody wanna collaborate as a learning experience?

your art + (your idea + my idea) / 2 + my code
>>
File: Untitled.webm (514KB, 504x540px) Image search: [Google]
Untitled.webm
514KB, 504x540px
>>
>>163678576
they're comfortable with it the same way I am
in that I have a pretty good idea how to solve the problems just from seeing them many times
but it has never 'clicked' for me like calc or any other math
I'm not convinced that trig can ever 'click'
>>
>>163674267
That sounds like an overly ambitious scope already anon, don't shoot yourself in the foot
>>
>>163628679
That game looks awful
>>
File: cap.png (56KB, 711x600px) Image search: [Google]
cap.png
56KB, 711x600px
I did it
now for the clothes etc.
>>
>>163680959
what game?
>>
>>163678734
0%-100%
>>
>>163681175
>industry standard

what is this based on
>>
>>163681247
their ass
>>
>>163681247
steam
>>
>>163681247
the fact that steam and apple and amazon are fucking crooks.
>>
>>163680515
Maybe, I'll flush it out more on paper while I'm still learning stuff but I plan to next see about trying to write some G.O.A.P. implementation to see how it handles.

From what I've read and seen so far on it, GOAP does what I hardcoded for my test a bit more dynamically based on the costs associated with which actions to preform, if I can augment those costs based on situations that happen in game the results sound a lot like the experience I'm trying to create. If nothing else, it should be neat to see what patterns emerge.

In slightly less vague terms, it should be about as complicated as making the resource gathering units in an RTS, but based on whichever or five sliders has higher value/priority determines what it gathers.

Figuring out an elegant way to do it will be the fun part.
>>
>>163681247
the industry standard
>>
File: Dead-or-Alive-Xtreme-3-1-min.jpg (60KB, 1000x562px) Image search: [Google]
Dead-or-Alive-Xtreme-3-1-min.jpg
60KB, 1000x562px
>>163678187
dead or alive already exists
>>
File: 1481833698315.webm (603KB, 854x480px) Image search: [Google]
1481833698315.webm
603KB, 854x480px
>>163682206
he's talking about Keijo!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
>>
>>163636363
That webm is so cute, it's probably one of my favorite.

And it made me confirm that this will be the subject of my next R34...
>>
File: 1346390948257.png (97KB, 2000x2000px) Image search: [Google]
1346390948257.png
97KB, 2000x2000px
>>163682547
why do perverts have to ruin everything
>>
>>163682749
Where do you think you are?
>>
>>163682749
See it more like a gift.
I only do r34 of things that interess me.

I really want to play that game.

And instead of drawing soft r34 of things I like, I could have done way worse, like participate to the inflation porn overdise that suffer sonic... Well I don't have that fetish but I could have.
>>
>>163682904
Reddit v0.9
>>
File: victori.webm (264KB, 296x241px) Image search: [Google]
victori.webm
264KB, 296x241px
>>
>>163681090
not really game
just for practicing animations and devving
>>
>>163636363
I want to hug her!
>>
>>163679916
COLLABORATE WITH ME ON A SMALL PROJECT AS LEARNING EXPERIENCE

DO IT
>>
File: gift1.png (112KB, 447x490px) Image search: [Google]
gift1.png
112KB, 447x490px
>>163657406
>>163682547
thank you!
>63636363
holy shit

also for everyone looking at the first webm, I think >>163643724 is slightly better
>>
>>163683109
+1
>>
File: toilets.png (43KB, 1039x428px) Image search: [Google]
toilets.png
43KB, 1039x428px
>>163623053
Not much progress today since its xmas day

And i had family stuff and i want to watch the dr who special in 30 mins

But yey

Toilets :D

https://www.youtube.com/watch?v=OVBhpNWwyNU&feature=youtu.be
>>
What is harder or more time consuming for making a game?
Doing the code or doing the art?

>inb4 both are hard
then, what takes more time or effort.
>>
>>163685091
depends on a lot of things
>>
What the hell do I use for graphics in a 2D game that's also not overused?
>>
>>163685091
Anyone can code.
Not everyone can make good art.
And it depends entirely on the game you're making what's more time consuming, but I'd say if you're making something polished it's art.
>>
really makes you think
>>
>>163685091
it.......depends.......on the game
>>
>>163665890
This fucking video is a thousand times better than the first one you tried to drop here before. THIS was informative and interesting. Goodluck to you guys!
>>
>>163685091
Just shows how out of touch the game industry is with their salaries for devs and people accepting this because muh vidya
>>
>>163685091
Do you want a good game with shit art or a shit game with good art
>>
>>163685235
id argue the quality of the code is more important
>>
>>163673504
>>163673572
>>163673658
Reminder that euro trash hours are responsible for
>>163674026
>>163674205
>>163676348
>>163676484
>>163676550
>>163676664
>>
>>163685605
>>163685235
df doesnt look nice but is hella deep
>>
>>163685091
programmers will say art
artists will say code

this is how the world works
>>
>>163685687
and 3 people play it
>>
>>163685762
>the popularity meme
>>
>>163665890
>>163685419

Thanks a lot mate, we are always willing to listen to criticism to improve our service.
>>
File: 145979711.jpg (10KB, 250x261px) Image search: [Google]
145979711.jpg
10KB, 250x261px
>>163685835
>I make games for myself
>>
>>163685762
go through the most played games on steam

none of them are artistic masterpieces

its stuff like civ 5

and footy manager
>>
>>163685762
No it doesn't
>>
>>163685927
toady does make DF for himself and get got 4k a month from donations.
>>
File: AncientWarmDromaeosaur[1].webm (2MB, 1280x720px) Image search: [Google]
AncientWarmDromaeosaur[1].webm
2MB, 1280x720px
>>163677780
Learn Vector Math for the best answer (linear algebra).
Things you will need to learn:
vector (direction/velocity)
dot product
normal
All those concepts are explained here:
http://docs.godotengine.org/en/stable/tutorials/vector_math.html

Now for a proper bounce mechanic:
First use a Velocity vector for movement:
ball.x += velocity.x * delta_time;
ball.y += velocity.y * delta_time;

Second use this formula to bounce after the collision enter:
velocity = velocity - 2 * (velocity.dot(normal) * normal)

Explanation of this formula:
http://www.3dkingdoms.com/weekly/weekly.php?a=2

The advantages of this solution are:
Dimension agnostic: Work in 2d,3d,4d,8d
Cleaner: 3-5 lines of code vs 30+ lines of codes for angle check (is angle between 270 and 30? Lol make a case for that without vector math)

If you want to get better at this, take a course of linear algebra or learn linear algebra with google. Almost all angle problems could be fixed with vectors in a cleaner way.
>>
File: xdfgdfg.png (45KB, 452x549px) Image search: [Google]
xdfgdfg.png
45KB, 452x549px
these discussions are always so stupid because people don't properly define the terms they're arguing about
>>
File: 1468401437155.jpg (363KB, 641x857px) Image search: [Google]
1468401437155.jpg
363KB, 641x857px
>>163685235
the salary of programmers is higher than artists but a ton more artists are needed these days
>>
>>163643724
The best of the thread so far.
>>
will making a gf ai bot for r9k be profitable?
>>
>>163685091
Art, is that then including modeling, material work, sound, music, voice acting, concept art, story?

It's actually pretty small if you just throw everything that isn't raw programming under 'art'
>>
>>163687248
No.
We're devving. Nothing we make is profitable.
>>
File: pepe.png (59KB, 499x499px) Image search: [Google]
pepe.png
59KB, 499x499px
do you think it's possible to make a serious psychological horror game with lowpoly?
>>
>>163687248
>gf ai bot
not with your budget
>for r9k
it's not like that bunch would ever buy anything, so never
>>
File: merry devmas, agdg.png (24KB, 355x501px) Image search: [Google]
merry devmas, agdg.png
24KB, 355x501px
>>
>>163686631
>but a ton more artists are needed these days
Lol, yeah that's why the term 'starving artist' exists

The salary of a programmer is not only higher, but according to the job market they're needed in the millions
>>
>>163687478
Silent hill and Siren did it in the PS1 era.

I don't know why you'd go for the over-saturated "psycho horror" market, though.

Why not make something other than a walking simulator, and then add the spooky?
>>
>>163687715
>Lol
>>
>>163687667
>Why not make something other than a walking simulator, and the add the spooky?
that's pretty much the plan
>>
>>163687715
maybe in other industries there are many programmers but in games they dont need so many
its not like the jobs are that hard to get though because the burn out rate is very high
>>
>>163687824
What's it gonna be then?
>>
>>163687950
you face the ghosts of the past and learn about the atrocities you were unknowingly involved in
>>
So future developers.. have you used any of the programs below?
Would you recommend them?
I saw that they're on sale on steam and I was curious to hear your opinions.

Marmoset Hexels. For isometric sprites and stuff.
https://www.marmoset.co/hexels/
http://store.steampowered.com/app/428340/

Aseprite sprite editor.
https://www.aseprite.org/
http://store.steampowered.com/app/431730/

QUBICLE. voxel editor
http://www.minddesk.com/get.php
http://store.steampowered.com/app/454550/

spriter pro. vecotr sprites apparently with bones and puppeting.
http://store.steampowered.com/app/332360/
>>
>>163688292
i use ace sprite but from a non official build which is still legit since its GNU GPL
>>
>>163672054
Merry Christmas!
You are welcome. Moreover: thank you, again. For some reason I got into a flow. The next part is already in draft.
>>
File: 2016-12-25-1905-14.webm (2MB, 640x480px) Image search: [Google]
2016-12-25-1905-14.webm
2MB, 640x480px
>48sec webm
Wew.. And I didn't have time to show everything, that slime is stressful but wanted to show how it can somehow go around obstacles.

Anyway did mostly refactoring, tools creation and cleaned up the base to make sure that adding new things will go smoothly.
I did too many things to be able to list them: new weapons, invisible/fake block logic, dynamic blocks (trees), some more combat mechanisms (dash), finalized the AI tree behavior system, etc.

Thankfully I don't think there's anything else to refactor at this point, mostly tweaking and values correction like those items who keep on going left or right when spawned.

Merry Christmas btw!
>>
File: 1300044776986.jpg (17KB, 250x250px) Image search: [Google]
1300044776986.jpg
17KB, 250x250px
>all these Christian devs
Pathetic
>>
>>163687684
nice!
>>
>>163689248
there's only one Cristian dev here
>>
>>163689248
too lazy to google a fedora image but pretend I posted one
>>
>>163623053
Working on this battle theme. Still unfinished, but how is it going so far?
http://picosong.com/deCQ/
>>
>>163688292
I've used Hexels and Qubicle,

I don't see Hexels being a useful tool for creating art assets, unless you have that very specific hexagonal art style in mind. See it more as a creative tool for making interesting-looking artwork in general.

Qubicle is fucking garbage, it's a general pain to work with and has DLC jewery up the ass. Use MagicaVoxel (which is free) instead, interface is a bit unintuitive at first but does the job well once you get the hang of it.
>>
>>163689507
Reminds me of Megaman X. Breddy gud.
>>
>>163689205
This is really impressive, anon. Amazing work.
How did you handle the inventory? Looks really sleek.
>>
>>163689780
>>163688421

Thank you both for your opinions.. And i'll check out magicaVoxel..
>>
>>163689507
I don't like the soundfont but the track itself is fine, definitely sounds like it's from the Sega glory days.
>>
>>163685428
>Just shows how out of touch the game industry is with their salaries for devs and people accepting this because muh vidya


This. It's all very well having AAA studio X on your CV, but it sucks to stick around. They pay you way less than you could make in a regular software job, but they can afford to because for every guy who suddenly realises he'd like to afford luxuries like food and rent (for the odd occasion he actually gets to go home from work), there are 14 graduates who'd bite off their arm to get a AAA gamedev X credit on their CV.
>>
>>163689507
What game?

You can't post shit here without a game, you know?
>>
>>163689862
Thanks.

I'm just dealing with it by indexing.
For example I have a set of rules for the equipment (LeftHand = 0, RightHand=1, Helmet=2...), items also have a set of rules and I have an handler that I call whenever I want to add/remove/equip something, it's the one making sure that it's possible.
Like, I ask if I can equip item I stored in the inventory at index J, if I can it returns to me the available slot (0 would mean right hand, see above) and another handler above will take care to link/unlink everything properly.

It's a bit hard to explain, but when you start to deal with items it's better to treat them as indexes. The difficulty is to find your own way of doing your hierarchy. If I didn't have dual weapon and stuff I would probably be able to go a simpler way though.
>>
>>163684830
where's the trans and queer friendly toilet?
>>
>>163690598
Maybe his game is set in a fictional universe where mental illness isn't as prevalent.
>>
>>163689507
Impressive work, anon.
>>
>>163689847
>>163690154
>>163690974
thanks. I'll try to fix them plugins.
>>
if you want to see numbers for the salary then check the stats here http://www.gamasutra.com/salarysurvey2014.pdf
they seem pretty accurate based on my experience and they are probably based on the job postings made through gamasutra
>>
>>163691204
For more up-to-date figures, there's a site with a horrific name like "gamesindustrysalarysurvey" or something, which despite sounding Nigerian as fuck, is actually a side project run by those games industry jobs people.

You can look up what your exact job description makes in any given city where the info has been provided by another, as well as see things like how much money they'd leave their current job for etc.

In theory it should help wage transparency in an industry that has no unions (for better or worse).
>>
I want to get a new computer for dev but all the PCs I find ship with windows 10 and I'm worried about using pirated maya/photoshop/unity on it

wat do?
>>
>>163691685
dont use pirated maya/photoshop/unity on it
>>
>>163691719

Okay , so what's the solution ? Switch to unix?
>>
>>163691823
maya lt didnt cost that much for a perminant licence when i got mine in 2015

i think it was like £80 on sale
>>
>>163691685
Install Windows 7.
>>
How would you implement an appendix damage system?

Specifically in a mech game where you could have all sorts of designs (4 legs, humanoid, centaur (think human top, tank bottom, etc).

Is there a good resource on how to calculate where they would hit? I'm trying to create an abstract mech combat system, basically the mechs, projectiles, and building are just top down icons (think 2d minimap). I have an idea for how I would do this, but I don't see any "industry standard" resources.

Wish GoDot would release their C# support already, not supposed to coming out until Feb I heard
>>
>>163691685
I use pirated all of that on Windows, so no worries
>>
>>163691823
what do you think the problem is going to be in first place? do you seriously believe that M$ uses win 10 to spy on you using pirated software and reports you to the fbi?
>>
>>163692038
appendage*
>>
>>163692038
create different colliders for different body parts. simple.
>>
>>163691685
pirate windows 10 too
that way you'll be consistent
>>
>>163692038
put a collider on each part?
>>
>>163692275

Just because it doesn't happen now, who says they won;t use the data in the future?

Pretty sure there are people in the world (britain?) being retro-actively punished for pirating things in the past after new laws come into effect
>>
>>163691685
dont get a prebuilt you fucking pleb
>>
>>163692332
>>163692426

>abstract mech combat system, basically the mechs, projectiles, and building are just top down icons (think 2d minimap)

Everything is 2D where entities are just icons. Can't relaly put colliders on different parts of the body if the entire thign is just shown as a single green triangle
>>
File: Mushroom.jpg (39KB, 500x736px) Image search: [Google]
Mushroom.jpg
39KB, 500x736px
What should be my News Years Resolution? Learn to 3D model or learn to program 3D?
>>
File: and_gaming.jpg (16KB, 266x265px) Image search: [Google]
and_gaming.jpg
16KB, 266x265px
>>163692403
>>
>>163692547

So on hit pick a random number between 1 and whatever and have each correspond to a body part
>>
>>163692038
That's just a discrete probability distribution.
>>
File: tinfoilhatguy[1].jpg (62KB, 320x240px) Image search: [Google]
tinfoilhatguy[1].jpg
62KB, 320x240px
>>163692436
This anon is completely right.
>>
>>163691685
Blender is free, Photoshop CS2 or Paint.net are free, Unity is free, UE4 is free.

Friendly reminder Unity can detect watermark signatures in any game published from a pirated license. I'm sure UE4 does as well.
>>
>>163692570
you can learn to program 3D in a half-day if you know 2D
>>
>>163692570
If that's your two ideas, then go for modeling. It just completely crashes all your motivation if you have to stop in the dev process to get into modeling. Besides, program 3D should not be as hard if you are not an engine dev.
>>
>>163692570
>>163692898
This. Learn to model 3D, the programming is trivial.
>>
>>163692791

I don't really want to learn blender , I plan on using these skills in a professional capacity.
I guess i'll buy whatever and reformat for win 7
>>
>>163692570
both and dont wait till new years.
>>
give it a rest danny, it's Christmas
>>
>>163692979
>I guess i'll buy whatever and reformat for win 7
If you insist on pirating you really might as well use win 10. You're not flying under the radar just by using an older version of windows. If you were planning on making a game for profit that's when I would strongly advise against using pirated otherwise you can do whatever.
>>
>>163689335
>>163693114
>being a namefag dramafag on christmas
kys kiddo
>>
>>163692791
Just tried to download Photoshop CS2 because my Photoshop CC2015 stopped working.
Apparently it doesn't work and it's not free.

It says when you install CS2 it detects if you have an older copy of CS2 first.

I guess Paint.net here I come.
>>
>game maker
>Aim is dead on the mouse cursors position when the view is fixed
>implement a camera that follows the player, view is focused on the camera which is a few pixels to the left or right of the player depending on their facing
>Aim is slightly off and gets worse the faster you move

Anyone had this issue before?
>>
File: edrt 2016-12-25 20-22-45-47.webm (2MB, 1152x768px) Image search: [Google]
edrt 2016-12-25 20-22-45-47.webm
2MB, 1152x768px
---Progress---

Tried my new wall and ground tiles and BG.

looks ok i guess. I have a darker version of the BG that looks better but then i have to redraw the main character because he's too black. It will happen anytime but not now.

Next... maybe the hub area or add a second enemy.
>>
>>163692791
>Unity can detect watermark signatures in any game published from a pirated license
What does this mean? If you pirate Unity pro?
>>
>>163693346
http://download.adobe.com/pub/adobe/magic/creativesuite/CS2_EOL/PHSP/PhSp_CS2_English.exe

1045-1412-5685-1654-6343-1431
>>
>>163692639
Yeah I figured this, but was looking for a more specific implmentation. I have some ideas already, just looking for a resource, but regardless I have another questions for anyone who wants to give a go.

Which style would allow the most information to be displayed with the least amount of work in a top down world?

Kind of hard to say exactly what I mean, but on the top down there may be buildings, or streets or roads with little icons running around shooting yellow/blue/red dots at each other.

Something like pic related is how I imaigne it, but I'm trying to give the most detail with the least amount of art work (1ma programmer team).

Are there any styles or examples that you think would fit this?
>>
>>163692547
that is exactly what you should do

download something like box 2d
>>
>>163693848
nigga look at this >>163693709

Where do I put the leg, head, body, arm colliders on that green triangle lol
>>
>>163693660
thanks anon
>>
>>163693549
Really cool, but don't you think the gravity is a bit too strong or the jump should be more floaty?
>>
>>163694385
I'm trying to find a sweet point but you might be right. What Ive found is that my levels become too small when and easy when u can jump more safely.

It's not communicated in the video but you have quite a few movements to combat the strict gravity. Double jump, wall jumps, hook shoot, horizontal boost and downwards boost.

But you might be right, i might have to make it more nicer.
>>
>>163693549
how are you doing your grappling hook? is it following the same path every time or is it done on the fly? also does it always drop you at the end of the swing or can you swing back?
>>
>>163694776
A rope I find satisfying to use is the one from worms 2 for example. I can't really think of other games that use this swing mechanic right now
>>
new thread for new progress
>>163695467
>>
File: edrt 2016-12-25 21-00-18-17.webm (2MB, 1152x768px) Image search: [Google]
edrt 2016-12-25 21-00-18-17.webm
2MB, 1152x768px
>>163695236
It's not complicated at all.. It shoots it at a set angle. If you are airborn when it hits an object it swings you and then drops you. You technically cant swing back and forth like tarzan on the same shot, but you can easily go back and forth by shooting another one.

See my webm.

>>163695332
I love that mechanic.. sadly too hard for me to do. This is more in vein of bionic commando if i had to name one.
>>
>>163695609
Your mechanic works great, it just looks like there is not enough room to not bump into something, if you don't perfectly time it
>>
>>163695947
Thanks!
I'll keep tweaking it as i go.
>>
>>163676250
[x] doubt
>>
>>163685235
Anyone can art, but not everyone can make good art. A lot of games have unremarkable, at worst slightly wonky art that works perfectly well.

And anyone can code, but not everyone can make good code.
Many projects with nice art fail to get off the ground because the developer is just an artist and can't get anything done codewise.

Of course, everyone knows about projects with good code and no art, because those are called ugly games.
But no one ever sees the projects with good art and no code. Because that's all concept art and mockups.
>>
>>163685091
100% depends on the game
>>
>>163697028
The good thing about code though is, that once you have prototyped a game, you can reuse this code again and again for other games, which saves a hell a lot of trouble.

With art you always have to start from scratch.
Thread posts: 771
Thread images: 119


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.