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/agdg/ - Amateur Game Dev General

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Thread replies: 804
Thread images: 122

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Post progress every hour!

> 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 Thread
>>163695467

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/wUh6itNN

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
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>>
What are some unique mechanics for a tower defense game?
>>
>>163772095
Nice art! If that was a page of code I wouldn't have bothered to reply.
>>
>>163772095
ugly waifu
>>
>>163772134
you play as the waves of enemies
>>
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Would you play a porn game with this fucking character?
>>
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>>163772260
>>
>>163772272
Don't bully that pixelated piece of perfection.
>>
>>163772134
Unlocking powerful abilities on a tower once it's fully upgraded
>>
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>he makes progress posts that have no art and expects replies
>>
>>163772095
Just making sprites endlessly. Action RPGs are fun to make.
>>
>>163772134
PvP like Wintermaul Wars + you control a MOBA champion while building

Basically, an actual RTS. What a novel idea.
>>
>>163772134
you can zoom into towers and manually aim them in 1st person view and you get a damage bonus while doing so
>>
>>163772272
No, I only play games with rapist MCs and when there's a large cast of victims,
Seeing the ame girl being brutally raped is boring.
>>
>>163772134
You can select the towers, make them sprout legs and you control them while the others still automatically shoot, give the player an increased rate of fire and full access to special abilities when controlling towers.

Encourage them to switch between towers.
>>
Any good guides on how to get SDL2 working with OpenGL 3.3 properly? I want to use a library which makes it easy to port to mobile and sadly, GFLW is not one of them, but the descriptions I found so far are targeted towards earlier versions.
>>
>>163772490
Are you the ARPG dev with the blond knights?
>>
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Cleaned up the camera work for the powershot. Rangers speed was set to 100 for this video, which is why the turn order at the bottom is all fucked up.

Either way, attacks that hit multiple tiles in multiple places now have a code base for integration. Now just to do the sprite work on all the mage-like abilities
>>
>>163772272
I would.
Why not?
>>
>>163771985
...I can hear the 80's jingle
>>
>>163772571
I use SDL2 and GLEW to run OpenGL 4.5. It's actually really easy, the only thing I do with SDL aside from the usual CreateWindow mumbo jumbo is:

(before creating the window)

SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);

And after creating the window:

SDL_GL_CreateContext(window);

After that I do glewInit and from then on OpenGL just works as it should. You also need to include SDL_opengl.h in addition to SDL.h
>>
>>163772848
Thanks for the help! I'll save this for future reference.
>>
Im DONE engine devving. Unreal or Godot, which is more fun to use
>>
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what have i become
>>
>>163772543
Probably the best idea
>>
>>163773095
Both are good. I'd recommend Godot for 2D, and Unreal for 3D.
>>
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>>163772442
>>
>>163772134
Programmable towers?
>>
>>163772134
actually being fun to play
>>
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Might as well post it here - added some juice to enemy hp bar
>>
>0 reply again
ok bye
>>
>>163773879
Wheres your post senpai, I'll give you that precious (you)
>>
>>163773670
But how
>>
>>163773095
Godot can do entity-component just as well, you just add components as children. But due to unlimited instancing depth, you could even have components composed of components added to components
>>
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>>163772095
Adding cards so you can discover new stuff even after completing a few runs of the game
>>
>>163774083
ECS is shit though if the components are not pure data with functions operating on them (typically multiple at once). Can Godot do that?
>>
>>163773758
Shaping up nicely, anon.
>>
>>163774083
Then again...if owlboy can be made in xna theres no reason I cant keep using monogame..... UGHHH I should stop fretting and make game. Monogame has a problem with retina displays and scaled resolutions (tried running it on my surface to confirm) that is making me rethink using it.
>>
>>163774187
I don't know what you're asking. Data with associated functions is known to me as classes
>>
I have a bit of experience making simple shit and even put a game up for demo day once (13 downloads!) but wanted to do that cool kid thing I see other people do and have a game that runs right out of the browser.

So I figured I'd google HTML5 stuff and learn that. Couldn't be any harder than learning java or python or C or anything else I was able to pick up quickly, right?

While it's really cool to be able to debug right in my browser jesus christ is coding for it a pain. HTML+javascript feels so counter intuitive to how I've learned to code. I'm just too used to premade libraries made for idiots like me, I guess.

>how to make button in basically any game engine ever
var butt1 = new Button(x,y,method to run when pressed);
>how to make button in HTML5 game engine
EZGUI.components.gameBtn1.on('click', function() { var dlg = EZGUI.components.dialog1;
dlg.visible = true;
dlg.position.x = (gameWidth - dlg.settings.width) / 2;
dlg.position.y = -20 - dlg.settings.height;
var targetY = (gameHeight - dlg.settings.height) / 2;dlg.animatePosTo(dlg.position.x, targetY, 800, EZGUI.Easing.Back.Out);});
>>
>>163757008
I got you family
https://notehub.org/doeru
>>
>>163774180
what is the cassette tape trying to say?
>>
>>163774456
Unity uses "ecs" but the components have more than pure data. Does Godot do the same?
>>
>>163772713
Is this fantasy football?
>>
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>>163772704
Yeah I am. Doing some create a character work before I get down into the nitty gritty of gameplay.
>>
Anyone fuck with leadwerks or is it trash?
>>
>>163774456
Methods are bound to a single object.

I mean like you have a position component, a velocity component, and a function that operates on both at once and doesn't privilege either of them.
>>
>>163774501
The closest I could get to "Dunwich Horror"
>>
>>163774501
That your're a faggot lmao!
>>
>>163773095
How far did you get?
>>
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>>163774803
>>
>>163774867
Welp
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>>163774867
You did get it to spin, right?
>>
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always avoided modeling human faces, practicing to get better
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>>163774768
thought it was some clever pun involving 小
チ and ホ are missing their horizontal strokes
>>
>>163775161
fix the nose and you've got yourself waifu material
>>
>>163775161
7/10 would touch hair
>>
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>>163775240
oh fuck, thanks
>>
where should I look for a concept artist for 3d references?
>>
>>163774539
Yup
>>
>>163775502
>>>/3/ lol
>>
>>163774504
>>163774565
Godot doesn't have an explicit ECS but you could get that kind of system if you wanted to. The default approach is a little different. But if you were to do an ECS approach yes you would have functions. The scripting in Godot has no access restrictions whatsoever, but fully dynamic typing, so as a "component" you would simply have nodes with scripts that modify their parent and siblings. ECS is just a glorified way to say you have several functionally separate objects that you treat as one. Whether you call components children or components is just semantics/marketing
>>
>>163774504
why would you want your components to be pure data?
you wouldn't have an entity component system anymore at that point, you just have an object with different groupings of data
>>
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>>163774803
I got collision detection working to a performance I found acceptable in 2d..
>>
>>163775609
>so as a "component" you would simply have nodes with scripts that modify their parent and siblings
So spaghetti.

>Whether you call components children or components is just semantics/marketing
>it's just semantics
Well, yes. A child is something that can act independently, a component is a part of a whole.

>>163775617
Because otherwise you end up with spaghetti.
>>
please no more ECS discussion/shitposting, just make game

or just look in the archives for all the arguments about it
>>
>>163775760
>Because otherwise you end up with spaghetti.
ECS is just not for you, then
>>
>>163775617
because pure data means exponentially better performance, which is the reason you should be wanting to use ECS in first place. doing it for any other reason is just a waste of time for no gain.
>>
>>163775780
I use a ECS in my system with enemy AI simulating keypresses so that I can have monsters being playable.
>>
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enemy AI is working
gonna try to have a demo ready for the next demo day, just need killing working and some visuals like health bars
>>
>>163775867
ECS isn't spaghetti if you components are pure data, that's what I'm trying to say.

>>163775904
Eh, ECS is a lot better for code reuse as well.

>>163775919
That has nothing to do with ECS.
>>
>>163775957
how is your tavern game?
>>
>>163775904
that's nonsense
I don't think you have any idea what you're talking about, man
>>
>>163776096
ECS does have massive performance benefits because you can use it easily with cache-friendly memory layouts. But he's wrong that it's the only benefit.
>>
>>163776002
on hold, scope too big for now
>>
>>163775959
>ECS is a lot better for code reuse as well.
Only if you are trying to make a very specific type of game, like say a dungeon crawler where you have a hundred different ways of interacting with a thousand different items with a million different modifiers.

Problem with ECS is that many devs who use it only make simple platformers that could just as well be coded using traditional paradigms.

Not looking to shit the thread up with further posting on the subject, but you should seriously think over whether using ECS really benefits you in any way. Don't waste time trying to solve problems in a "creative" way because all your players care about is that you have a game and they couldn't care less how fancily implemented everything was.
>>
>>163775760
A script in Godot is a derived class with its own data fields and methods, either of which are optional. Whether you end up with spaghetti depends on the programmer, but that is almost inherent to dynamically typed languages without access modifiers.

If anything dynamic/duck typing is more suitable for ECS because you don't have to care about the specifics of how other "components" are implemented. Lack of access restrictions just means you have to have your own system so you don't end up with chaos
>>
>>163775957
very cute art
>>
>>163776381
>Only if you are trying to make a very specific type of game, like say a dungeon crawler where you have a hundred different ways of interacting with a thousand different items with a million different modifiers.
This is obviously the extreme example where it works best but I can't see why you would ever prefer inheritance.

>Problem with ECS is that many devs who use it only make simple platformers that could just as well be coded using traditional paradigms.
How is this a problem?

>>163776425
As long as you can have free functions I suppose it's not a big deal.
>>
>>163776682
thanks!
>>
>>163776848
>How is this a problem?
Coding in a way that's good for reusing code only to never reuse code.

Anyway, do whatever makes you just like make game
>>
>team uo with programmer
>he ends up making art while I keep programming, which I'm pretty bad at
Oh come on.
>>
>>163777037
Nothing in that statement says you shouldn't do things in a way you find enjoyable
>>
>>163777037
>I have decided my first post of the thread is going to be inciting engine shitposting
>>
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Post songs that motivate you to keep going.

https://www.youtube.com/watch?v=Mntv1rWi2hA
>>
>>163777343
>This is the 37th IP in the thread.

>>163777437
>I have decided my first post of the thread is going to be completely off-topic "post dev music"
>>
>>163777257
It's better than
>>163774479
>>
>>163777437
https://www.youtube.com/watch?v=wzjWIxXBs_s
>>
>>163777437
https://www.youtube.com/watch?v=yI_IJkJMk4M

I'm a sucker for stupid remixes and mashups.
>>
>>163777437
https://www.youtube.com/watch?v=miSShXMP9es
>>
>>163776848
If someone felt they had to do an ECS in Godot, one way to do it would be having child nodes as components. These components could do their own thing as well as communicating with and modifying their parent and other components. The components would be saved as scenes and then instanced as they are added in order to compose objects.
But this is really just a way to think about things rather than anything hardcoded.
>>
So the goal of my project is to make money to make my parents proud of me

Should I post progress here or go elsewhere, and if so, where?
>>
>>163775161
Its good, but eyes are generally textures. Saves lots of pain.
>>
>>163777437
https://www.youtube.com/watch?v=y21m1p-5d24

https://www.youtube.com/watch?v=J2KV8ulwMgc
>>
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>>163777437
https://www.youtube.com/watch?v=2sIKYlxDxwE
>>
godot 3.0 when
>>
>>163777437
https://www.youtube.com/watch?v=FASUZRYs0fM
>>
>polycode is still in beta
>>
Need some Unity help please. So I have an object with the class "Unit" and another game object acting as a game controller called "Combat Manager." In combat manager, there's a public list of units. For some reason, one of my game objects, which has the Unit class attached to it, isn't showing up as a possible choice for the list of units in the combat manager object. I'm trying to add the object to the list of units through the inspector, but Unity won't allow it. Anyone has an idea as to why?
>>
>>163778223
That's pretty metal dude
>>
>>163777872
You can post progress here if you like. You can make it a game of sorts, say you want to accomplish "this" by the end of the week or make "that" by the end of the month. It's good to set deadlines for yourself or else you'll just keep pushing shit to some other day that never comes. At the same time don't fall into the trap of constantly trying to post progress of every little thing and end up making "progress" for (You)s instead of towards some actual tangible goal.
>>
>>163777437
https://www.youtube.com/watch?v=lrjondjCLEc
>>
>>163778345
sounds like a meme framework to me
>>
>>163778431
is the unit script directly on the unit object, or on a child or the unit object?
>>
>>163778596
directly on the unit object, not on a child
>>
>>163773758
That looks like house of the dead had free movement
I would play the shit out of house of the dead with free movement
>>
>>163773758
oh hey it's been a while

>>163779138
I beat house of the dead in an arcade with my brother, those were good times
>>
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>>163779138
It is like house of the dead with free movement and bullet hell elements (older webm)
>>
>>163779424
>first person bullet hell
disgusting
>>
Hey, if you're a Sound Effects or GUI artist looking for paid work, please read this post;

http://hentaiwriter.tumblr.com/post/154955300694/seeking-sfx-and-gui-artists

The tl;dr is that I'm looking for a SFX artist to cover the three games I'm working on, and a GUI artist to cover the game that the attached picture comes from (Reclaim Reality).

The prices we'd pay for both are in the Tumblr post, along with a lot more information as well, and you can contact me at [email protected] if you're interested in either of the jobs :)
>>
>>163779848
Actually I think it's pretty cool.
>>
>>163779848
Get with the times grandpa
>>
>>163779908
>>163779927
If you can't tell if the bullet is going to hit you or how big it actually is, that's bad design
>>
>>163779850
Does this game contain mecha?
>>
>>163780027
K your opinions on the supposedly objective valuation of design are noted but I still think it looks cool and don't care what you think.
>>
>>163779424
>Can't tell if you're going to hit a bullet or not because of the first person view

Ehhhhhh.......
>>
>>163780187
>trial and error is a good thing
yeah, fuck off
>>
>>163780027
>>163780261
>give the bullet or something on your hud a shine so you have as much time as a usual BH to dodge

OH GOD GAME DESIGN IS HARD WE SHOULD PROBABLY NOT TRY TO GO BEYOND THE NORMS
>>
>>163780027
>>163780261
You can, actually, player learn the feel of the collider really fast. Also there is an equipment system, and you can equip a special radar for bullets, radar is shown in the center of the screen, so you can see every bullet in radius
>>
>>163780493
What about spatial awareness though, and being able to tell where your body is exactly in a first person perspective.
>>
>>163780590
>trial and error
>>
>>163780467
>trial and error is bad
what the fuck am i reading
>>
>>163780493
Why the fuck are you freaking out so hard?

>>163780590
Radar might be cool, but I have a feeling it'd be required. First-person spatial awareness is a thing even AAA games struggle with, sayign "the player will learn it" I think is naive, honestly. I don't think a player would have the patience.
>>
>>163780613
Add the ability to look down at the model.
After that you'll just get a feel for it.

Really, you people who shoot something down immediately because it's un-common are disgusting.

Games need to grow and progress, not stagnate with the same old shit.
>>
>>163780590
Hm... The radar might be cool. But you should make it a default thing rather than an equipment item. Just remember not to make the player juggle too much shit at once, between your gun relationship management, unique control scheme, active reloads and shit.
>>
IMGUI
>>
>>163780772
>Legitimate criticism and concerns are disgusting
>>
>>163780590
Please remember players are idiots and something that is natural after hours of playtesting to you, would be frustrating black magic for first time players
>>
>>163780861
criticism without solutions are just baseless assumptions that need to be corrected or disputed.
>>
>>163780590
Your concept is fine. agdg assumes that every player is clinically retarded and shits on any game not developed for the absolute lowest common denominator.
>>
>>163780949
Hey, cool. I mean, you're wrong, but you can get defensive if you want.
>>
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Oh bb the day went well.
>>
>>163780739
>honestly. I don't think a player would have the patience
He's not naive, you're pessimistic.
>>
ok i finished the twin stick ue4 tutorial can i make games now
>>
>>163780648
>>163780739
>>163780774
>>163780870
>>163781017

I have a set of features in the game about the bullets, don't worry, it won't be that hard to learn to dodge, and even if you hit some bullets it won't be that fatal for the player. Though if the player fucks up a lot, there will by consequences.
Not all enemies uses bullets, and the equipment system is a must - if your build isn't based on using Risk Points, the accurate grazing isn't for you, so you don't need the radar - just dodge through the bullets using the i-frames
>>
>>163781031
>IT'S BAD BECAUSE [...]
>HERE'S THE SOLUTION
>N-NO YOU'RE WRONG

alright

you're supposed to be a game-dev, i.e a designer.
Design around the problem, don't just say you don't like it.
>>
Just spent $15 to download an engine off of the unity store and honestly this was the wisest thing I've done in the entirety of my gamedevving. I've always been a very DIY and start-from-scratch kind of person, but man, there's no reason to reinvent the wheel. If you want to make a game as a 1MA, I highly suggest looking at other's projects, obviously go with free stuff first, but you will obviously get more advanced and better code with projects that cost money.
>>
>>163781186
Good luck and disregard posters afraid of breaking the mould.
>>
>>163781178
I'm thinking about all my normie friends that don't even have the patience to read the tutorial for Magicka when we try and play couch co-op games. I don't think it's unnecessarily pessimistic.

>>163781186
That's fine, but I'm just saying from looking at that webm that it seems like it would be tough and unrewarding. When I think of a bullet hell game where grazing is an important mechanic, part of the fun of the game comes from watching your character makes those near-misses and feeling very agile. When I picture the same thing in first person, it doesn't give that same sense of agility and split-second reactivity, it seems more like it'd be mostly guesswork and if you get good with it there's not enough payoff -- like fumbling around in the dark for something in a dresser drawer.
>>
>>163781458
$0.50 has been deposited to your Unity Store account.
>>
>haven't made game for weeks because I spend all my free time playing games instead

How do I fix this
>>
>>163781539
Does unity even get money from others selling projects on the asset store?
>>
>>163781547
Ritalin/Adderall ofc
2 hours after I'm in dev mood
>>
>>163781697
There must be something in it for them, as there are lots of paid assets providing what you would expect should be base functionality yet it never gets added.
>>
>>163781547
Balance mang, all or nothing will kill you.
>>
why do all unity games look ugly

are shaders and materials difficult to do properly in unity or some shit
>>
>>163782043
Unity's shaders are Cg with some horrible Unity FX framework on top. So yes, actually.
>>
>people keep trying to throw money at you in exchange for drawings

>all you want to do is work on your game

life is suffering
>>
>>163781504
>guesswork
Even from a single webm I can tell that the game has live feedback telling you when you're close enough to receive the risk bonus, so no, it's really not guesswork. Also, you're an idiot if you think every game should be developed for people who are mouthbreathing retards like your friends. Furthermore, you're an idiot if you think a few schmucks being overeager to skip past a tutorial when they're hangin' with tha buddz is the same way they'd act playing games on their own; some of them, maybe, but certainly not all of them.
>>
>>163776848
Inheritance is how you get polymorphism, anon.
>>
>>163781134
Is your rogue-like generating random rooms or is it premade?
>>
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How does my death/gameover look now agdg?
>>
>>163781504
>it seems more like it'd be mostly guesswork and if you get good with it there's not enough payoff -- like fumbling around in the dark for something in a dresser drawer.

For the first time - yes, I tested on some friends, and they say that at first it's hard to dodge the bullets, but after some practice you start to feel the colliders and it becomes easier. I have some solution to help to feel the player character collider - maybe to draw something on the floor, where collider is, so the player can easily know the boundaries of the collider. Though it's not that easy with 3d and perspective and other shit like that, so for now I"m developing the main system and will work on grazing and risk points systems later
>>
>>163782212
>you're an idiot you're an idiot you're an idiot
>getting this defensive about someone else's game getting very mild criticism
Hooooly shit anon. I have no idea what to say to you. I think your behavior is just bizarre.
>>
>tfw I was just diagnosed with autism
>>
>>163782327
Like the look of the game. Very sega.
>>
>>163782292
All preset at the moment with some non-significant variations.
>>
>>163782264
Subtyping is how you get subtype polymorphism. Inheritance involves subtyping.

In ECS, entities are polymorphic in the sense that all behaviour is defined on components and some entity types may have the same components. If you want to have the same behaviour for different entity types, it's just kinda there by default.
>>
>>163782327
make sure to test it on the proper type of phone it'll eventually be on
gotta make sure it's readable on those five inch screens
>>
>>163782327
That's the happiest death-screen I have ever seen
>>
>>163782393
>tfw no matter how hard I try I don't get diagnosed with autism
>>
>>163782473
This is a PC game
>>
>>163782043
People are too lazy to not use defaults.
>>
>>163782440
Oh I see, because that was the part I wanted to know how it exactly works
>>
how do i come up with a title
>>
>>163782365
Anyone who wants to argue that a game like Magicka is too complex for the average player deserves to have it hammered into their head that they have no business coming anywhere near deciding what is or isn't too demanding of a player but of course you whine about my diction because you have no counterpoints, idiot.
>>
>making games for the average player
howling
>>
>>163782760
I don't think you've ever done any professional software development in your life and you're an irrationally angry person.
>>
File: friendo.png (54KB, 701x557px) Image search: [Google]
friendo.png
54KB, 701x557px
Little friendo came here to say 'hello'.
>>
>>163782651
Use the central idea of your text to look for related words and terms or maybe coin a new word with the help of an etymological dictionary. Alternatively use an excerpt from the text itself, maybe one line of dialogue.
>>
>>163782913
sweet but doesn't fit the wall/floor shading-wise
>>
>>163782327
That font looks like fucking shit, the text coming after death is awful. Its way to bright and happy for death, and you need to stop.
>>
>>163782846
And I think you're a limpwristed little bitch who passively encourages a full lobotomy of the medium through his own cowardice. Glad we've cleared the air, expect my reply next time you say some dumb shit.
>>
>>163783017
Tiles will get upgrade
>>
What's the best way to get precise frame perfect timing in Unity? For example, something like a fighting game that needs to activate a hitbox at precisely X frames from inputting the command. I can't count Update() calls, because it seems like even if I set the framerate to a static 60, it can be anywhere from 55 to 65 FPS. I don't mind dropping graphical frames as long as the timing is always computed at 60FPS
>>
>>163780046
It contains robots, yeah, but not Gundam-style mecha.
>>
>>163782327
from the cons it's too slow, needs less linear motion and 2d element design needs a lot of work
>>
>>163782327
Where is the player?
>>
>>163783527
FixedUpdate
>>
File: Snapshot_20151002_183348.jpg (132KB, 1920x1088px) Image search: [Google]
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>>163783050
Would you prefer something like this?
>>
>>163783136
https://youtu.be/x6LovY_DdEE
>>
>>163783604
hey he's spent half a year or a year or something like that ignoring that question
don't start trying to ask it again
>>
>>163783607
Does fixedUpdate always obey the application's target framerate? If not, how can I set it to always call every 60th of a second?
>>
>>163783980
That's the whole point of it. No matter the actual frame rate, it always runs at a specified rate.
>>
>>163782327
Have the "Too Bad" screen fully complete before sliding in the "Press R to restart" text comes in. It's a bit messy to have them both overlapping for a while there.
>>
I have a weird thing with a belief curve where I can't get it to finish at the target. It ends when a timer reaches 1 in a fixedupdate, but for some reason it ends up very slightly off the correct height.
>>
New unity user here.
Im trying to make a game with Tank controls but the Unity tutorials they give you seem like a bit "much". Should I just stick with it or do you guys know a good tutorial for tank controls but for people?
>>
>>163784128
How can I specify that rate, though? It seems to be slightly off from 60FPS
>>
>>163784460
https://docs.unity3d.com/Manual/class-TimeManager.html
>>
>>163783842
>
more like avoiding nodev troll shitposts that are clearly baiting him.
>>
Does anyone perhaps know a place for good fog/cloud textures? Or perhaps volumetric fog?
>>
>>163783604
>can't even tell the player is the character that fell off the level to show us that death animation/going into angel state.

How the fuck did you miss that with the description, and barely anything moving on screen aside from clouds and that flower enemy that clearly isnt a player?

Bait is real.
>>
>>163783604
>>163783842
Oh look the autistic fags are back, better to look at static paintings then play games since you fags cant handle more than 2 objects moving at once.
>>
>Unity crashes
>Try to load the scene I was working on
>It causes unity to freeze

lmao!
>>
>>163784609
>>163784948
:^)
>>
>>163785151
>>163784948
implying thats the dev.

>>163782327
You should make the text a little smaller, and then make the too-bad part appear fully before the restart text like >>163784220
suggested

I think its a cute font and fits the nintendo clone you're going for.
>>
>>163775240
>>163775450
NERDS
>>
>>163772848
>OpenGL 4.5

I'm a little nervous about this. From what I've seen a lot of popular cards/drivers still don't support more than 3.3 Core profile, so I've been using that and it seems to work okay on most systems I've tried it on. I can live without DSA and tessellation... but not having compute shaders is a real bummer.

>GLEW

I have had problems getting this to work with the Core profile. For some reason it refuses to load certain extensions. But it works fine for you? Did you have to do anything special?
>>
>>163785357
I don't get the aversion to D3D. It's a better-designed API than OpenGL, if you need e.g. compute shaders it runs on more hardware, the drivers are WAY better, etc.

As for cross-platform support, you've already lost OS X if you want compute shaders and Linux is a bitch to support with only a tiny number of users who would play your game who don't also run Windows to play other games already.
>>
>>163782327
Whatcha using for texturing stuff?
>>
>>163785687
>It's a better-designed API than OpenGL
Those are some hot opinions right there
>>
>>163785871
GIMP because im a fucking amateur
>>
>>163786002
It's not very good compared to Vulkan, but it's heaps better than the binding point global state half deprecated mess of OpenGL.
>>
>>163786134
We can at least agree that Vulkan is better than both
>>
>>163786201
Vulkan > D3D12 > D3D11 > OpenGL
>>
File: SLASHU.gif (27KB, 768x510px) Image search: [Google]
SLASHU.gif
27KB, 768x510px
It's a slashing animation thing.
>>
File: godot animtion.gif (65KB, 246x568px) Image search: [Google]
godot animtion.gif
65KB, 246x568px
I love Godot's animation system.
>>
>>163786443
Edgy.
>>
I may sound like an idiot, but I don't get this.

I have these two different cubes in Unity right..

One of them has the coordinates of X = 0, and y = 0. So I try to make a duplicate cube with the same coordinates, using copy and paste yet the cube appears very far away? I even manually enter the position for the cube to be the same as the other and appears far away still?
>>
>>163786752
I know the answer to this but it's too long to explain I think. I can't think of how to explain it anyways. Look up world position vs local position.
>>
File: 1481476868448.png (134KB, 500x522px) Image search: [Google]
1481476868448.png
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>>163786863
>>
>>163787035
I'm sorry bro, but it's like something like a parental mismatch or something causing the world coordinates to be different even though the local coordinates are the same or something. I'm sorry.
>>
File: CompassionateLongArmyworm.webm (455KB, 620x480px) Image search: [Google]
CompassionateLongArmyworm.webm
455KB, 620x480px
some menu stuff
>>
>>163787152
I like the idea of it, but it needs more polish. But I'm sure you don't need me to say that.
>>
>>163786752
Probably something to do with its local position in the prefab
>>
File: the_power.png (20KB, 378x612px) Image search: [Google]
the_power.png
20KB, 378x612px
PSA to avoid accidentally dragging Assets into Assets in unity
>>
>>163787252
>But I'm sure you don't need me to say that.
indeed, I'm not proud of how it looks but I'm happy to get it started.
>>
>>163787441
>>163787145
>>163786863
I really don't get it. I'm just going to manually move them and try align them. I'll just roll with it.
>>
>>163787593
But how
>>
>>163785032
This is the bug that caused me to quit game making six years ago. I hope you have version control.
>>
>>163787875
I don't know

I can't delete it
>>
>>163785032
That's some fucked up shit man. Hope you made a backup very recently.
>>
>>163788436
I'm scrapping it and moving to Unreal.
>>
File: godot animtion bug.gif (82KB, 290x594px) Image search: [Google]
godot animtion bug.gif
82KB, 290x594px
I added more frames in between the two frames where the hand goes crazy, when I move the tracker manually it looks fine but playing the animation the hand goes nuts. Any Godot users run into this issue before?
>>
>>163788683
I take that as a no..
>>
File: sO0DGl.gif (33KB, 376x90px) Image search: [Google]
sO0DGl.gif
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Making a textbox is a lot harder than I expected. At least it pretty much works for every type of text I throw at it...
>>
>>163788934
Let's just say I learned a valuable lessons today.
>>
boys what do you do when you need a non office tier font but cant do fonts?
>>
>>163789039
I hope that lesson was source control.
>>
>>163788947
That's cool i've made something similar. How did you make the the little arrow?
>>
>>163772704
Speaking on this note, what other ARPGs do we have in here besides mine?
>>
File: 1453502948613.jpg (29KB, 640x480px) Image search: [Google]
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I'm thinking of porting my game to Android and putting it in the store for free because I deemed it to be too low quality for Steam and it's quite short.
So how do ads work for mobile games? Do you get revenue based on how many ads the players have seen or is it based on clicks? Should you put an ad between all levels or something?
>>
>>163789058
dafont
>>
>>163789216
its a triangle
>>
>>163789329
thanks
>>
File: IMG_5467.jpg (1MB, 3000x3265px) Image search: [Google]
IMG_5467.jpg
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>>163781134
blue is superior
>>
>>163789357
i figured as much. is it in the textbox? i can't wrap my head around how you spawn it and make it move around
>>
>>163789320
>too low quality for steam
>put it on android

https://play.google.com/store/apps/details?id=jp.usaya.prince.en&hl=en

You sure you want to share space with THIS?
>>
>>163789058
related fun facts: bitmap fonts can't be copyrighted. you can steal literally any font as long as it's used as a bitmap font in your exported game with no repercussions.
>>
>>163790007
Completely untrue.
>>
>>163789548
The blue burns my eyes. You're also the 4th person to say that, which makes me doubt the quality of my screen.
>>
>>163790081
>>163790007
have you got a filter for "that guy"?
could you post it pls
>>
>>163789320
>Do you get revenue based on how many ads the players have seen or is it based on clicks?
The first, ad shown to player = revenue. It works with Google's advertising API, AdSense/AdWords.
Usually ads are shown on the bottom of the screen or after going back to the menu (they take up the whole display and have an X button to close them).
Many (shitty) games on mobiles have a "You can get more in-game credits if you watch our sponsor message!" thing popping up too, to back up what I'm saying.
>Should you put an ad between all levels or something?
No, only when going back to the menu or losing, plus if you manage to have a particularly dead zone on the screen or an empty space in a status bar that takes up the whole display lenght on the bottom or the upper side of the screen, you could have a permanent ad on it.
Flappy Bird had an HUD on the top (how many tubes passed) and a permanent ad on the bottom or the top - it changed only when going back to the menu or when the game started.
>>
>>163790081
https://en.wikipedia.org/wiki/Intellectual_property_protection_of_typefaces Sorry, he's right. As long as you're in the USA.
I don't feel like googling up proper sources, so have a wiki link.
>>
File: 1482675775231.png (61KB, 1252x678px) Image search: [Google]
1482675775231.png
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>>163790174
someone posted this last thread
>>
File: Screenshot (18).png (486KB, 1366x768px) Image search: [Google]
Screenshot (18).png
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In Unity, how can I make the space between seconds smaller in the animation view?

Like in the pic, the space between 0:0 and and 1:0 is so huge, it always takes ages to scroll between the animation steps.
>>
>>163775161
looks nice dood
>>
>>163790338
>being too lazy to read a wikipedia page
>>
>>163790451
I am. The page doesn't mention bitmaps anywhere. What am I meant to be seeing?
>>
>>163788858
I haven't tried animating with 2D bones before in Godot, so I don't know for sure. You may get an answer faster on the Godot QA site though.
>>
>>163790457
he's one of THESE furfags, he uses a good bit of shit like that
>>
>>163790508
I'm not spoonfeeding you
>>
>>163790338
if you google "bitmap fonts copyright" or something along those lines you should find reliable sources explaining why, but the gist of it is that fonts cant be copyrighted, only the "instructions" for how to render them on screen (vector fonts). by distributing pre-rendered fonts you are not distributing those instructions, therefore you are safe.
>>
>>163790267
>filtering our lord and saviour of all art andrew l.
literally lacking sanity
>>
>>163790267
thanks
>>
>>163790747
>I don't think you understand how citations work
Why the fuck did you get that from my post?
>>
>>163790930
I did not post that link. you conveniently quoted the parts that said exactly what I said though.
>>
Working on writing a plot for my game right now. Do you guys have any opinions on endings that aren't totally happy endings? Specifically, would you find it frustrating if you played an rpg that forced you to make a big choice at the end that would result in the death/erasure of one of two groups of people? I'd still be trying to write both endings to be satisfying in their own ways but would really love to get some feedback on this before spending a bunch of time getting all the plot details down. Also if you know any examples of stuff that does this well, I would love to hear about it. Thanks!!
>>
>>163791215
I said bitmap fonts can't be copyrighted. Vector fonts, aka instructions on how to reproduce typefaces, can be protected by copyright law.
>>
>>163791353
"kill faction A or kill faction B"-type endings usually feel cheap
>>
>>163791215
man you really misunderstood everything
even after quoting it

people like you are a good reminder of the futility of trying to clear up how copyright works for others on the internet
>>
>>163791215
please tell me you are just trolling and not actually that stupid
>>
>>163791353
>Making a big choice at the end
>Ending a story at the climax
Learn basic story structure you fuck
>>
>>163791353
It depends entirely on the writing. I'd hate the entire game if I thought the deaths were unjustified or cheap though. Not a great way to end a game either way.
>>
>>163791353
I'd say give the shin megami tensei games a run. They tend to have faction kill endings, but they way it turns out is pretty wild between the endings.
>>
>>163791691
did you miss the part you quoted that said typefaces can't be protected?
>>
>>163791889
>>163792006
time for me to leave the thread for a while

I can't take this amount of cringe
>>
>there are people in this thread that don't know the difference between copyright and patent
>>
>>163791353
Having alternate endings can be a neat way to increase replay value. I'm doing a storyline where you can be The Hero The World Needs and crush your enemies in a massive bloodbath, or you can marry your love interest and run off to be good parents while your enemies pathetically self-destruct. Each ending contains twists you wouldn't even suspect if you only played the other one. I guess we'll see if I can make the storytelling work.
>>
>>163792006
the design patent is to prevent others from creating vector fonts with the same mathemathical properties of your font and won't mean shit against people using bitmap representations of your font

how is it possible to be this dense?
>>
>>163792217
now im sure you're trolling
>>
>>163790126
new macbook w/ very highly rated screen
>>
>>163785687
>>163786134

I don't use Windows. I literally don't own a copy of it and haven't used it in years. The only reason I use OpenGL is for compatibility. It's the only option there is on any non-Windows device. I will probably be making the switch to Vulkan in the next year or two when mobile supports it better, but right now my application doesn't have enough performance issues for it to be necessary. I still can get away with doing a lot of pre-processing on the CPU.
>>
File: 2016-12-27 02-38-52.webm (3MB, 1120x700px) Image search: [Google]
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Get fucking boned yourself with these fucking bones. This is driving me insane.
>>
>>163792623
All of this points to it being the vectors in question and not the bitmaps.
>>
>>163786635
The fuck is that arm doing?
>>
>>163792507
just stop, before you hurt yourself

their "technology" is a fucking instruction manual. they are giving you a cookbook for how to bake glyphs. once you've baked them, they are yours to do whatever you want with.
>>
>>163792824
>SWFTE was using special computer programs to take other type founders' fonts, convert them and give them new names.
>They assumed safety from prosecution because, though they had directly copied the points that define the shapes from Adobe's fonts, they had made slight adjustments to all the points so they were not technically identical.
And a Flash animated cartoon is not going to use bitmap fonts.
>>
>>163792824
>>163792935
the first two literally explain to you with no ambiguity at all that it was the programs themselves that were copied.
>>
File: tiles update.png (235KB, 1430x1548px) Image search: [Google]
tiles update.png
235KB, 1430x1548px
Everything is so smooooth now.
>>
>>163792625
That's an interesting hairstyle desu
>>
>>163793140
That still requires the vectors in the first place.
>>
>>163790267
That first half is eerily close to my filters. Meaning their order. I don't remember posting my filters though.

>>163790457
There was a period this year where the shitstorm included posts like
>Get back into your den, reek! HISS HISS go back!
or some shit like that, I don't remember exactly.

>>163790747
>cursie
I once posted in agdg about cursor design and if I should bother. I got memed with
>YOU CURSIES ARE WORSE THAN ENGIES! GET OUT YOU KEKS!
so I figured adding it can't do harm.
>>
>>163792625
holy shit hair ribbon BTFO
>>
this will be my final post on the subject, at this point i'm just suspecting you're being intentionally intellectually dishonest to derail the thread

the aspects of fonts that can be protected by copyright or patent are the programmatic instructions on how to render it at any dimension and with any modifiers. the bezier curve that says that that particular stroke on that particular glyph should look just like that - THAT's what's copyrightable.

if you use those instructions to, say, create a character map of all alphanumeric characters at 24px, and then distribute that map with your work, you are not violating any of those protections as you are not distributing any instructions or are creating new instructions.
>>
>>163793275
Can you find a case where it is specifically the bitmaps that are involved and not the vector sources?
>>
>>163792182
Exactly according to keikaku. Big business doesn't want people to know how "intellectual property" works. They just want people to be afraid so they never become creators and that way there's no competition for their cash cows.
>>
>>163793147
cool looking game anon, would play
if the main character isn't a pyro-monk i'm disappoint son
>>
>>163793147
>barely touched walls are crumbling to dust
>floors good as new with a spitshine
Immersioon = ruined.
>>
In GMS, how do I make my game turn based, like a Roguelike? I have some of the systems in place, but right now everything is live action. I'd at least like to implement the ability to Pause and Examine things in the game world. How should I do that?
>>
>>163793665
They're not distributing the vector.
>>
>>163793908
player moves > everything else moves
repeat.
>>
>>163793908
pausing is just disabling variables
>>
>>163793637
It looks like complete shit. Why are you lying?
>>
>>163793908
You could put all the processing code into a custom event. Then when the player commits their turn, you call event[0] on the relevant instances.
>>
>>163794006
I was thinking that, Superhot Mode. What about when the player Shoots though? I guess allow everything to have a limited time to move or whatever?

Still, I'm wondering how I could implement that. I guess with a globalvar, but I feel like it could fuck up the enemy's actions somehow.
>>
>>163794079
i'm not, i like the style
and besides, i know i couldn't do bettter, is encouragement wrong?
>>
>>163793908
Only run the main game loop if the player moved that frame.
>>
>>163793665
The MLP case is also the one that clearly isn't settled or at least wasn't settled at the time of writing.
>>
>>163794194
Encouraging incompetence is wrong.
>>
>>163794196
How exactly would I do that?
>>
>>163794174
He wasn't describing a "Superhot mode".
>>
>>163793637
>>163794194
Thanks anon.
Yup, that character is kinda pyro monk - he is a member of cult of fire, so I guess you won't be dissapointed.
>>
>>163793908
if (keyboard_press)
room_speed == 1
else
room_speed == 0
>>
>>163792773
It's moving 360 back to the same postion
>>
>>163794194
Don't bother replying to people who try to shit on everything. That guy is simply mad that someone is making a game while he does nothing but roll around in his own shit.
>>
>>163794857
but i do that too, i haven't devved in 2 days now :S
>>
File: paused.gif (1MB, 636x479px) Image search: [Google]
paused.gif
1MB, 636x479px
been a while since I have posted progress here. Just working on spell effects.
>>
>>163794985
why does your game have zubats?
>>
>>163794985
I'm not super big on those smears, but nonetheless, that's looking really really good.
>>
>>163794985
Glad to see this is still alive. It's looking good.
>>
>>163794985
your protags look like they'd make really good super saiyans
>>
>>163791521
>>163791713
>>163791758
>>163791875
>>163792238
Thanks for the feedback, dudes. I always appreciate how people on 4chan give unbiased opinions. I started thinking about different ways I could go about it and figured out a solution that I think will work much better. :)
>>
>>163795098
Thats Cattie.

>>163795145
I need to go back an touch up the smears a bit, they are pretty dirty.

>>163795151
Thank you! We are working pretty hard, though slowed because Christmas.

>>163795161
hehe yeah
>>
I WANNA SHIT I WANNA DEV I WANNA SLEEP I GOT WORK IN 4 HOURS FUCK ME
>>
>>163796049
Call in and dev on a laptop while taking a shit.
>>
>>163796091
HA HA HA
I'M IRREPLACABLE AT THE MOMENT
>>
File: neet.png (198KB, 1280x809px) Image search: [Google]
neet.png
198KB, 1280x809px
>>163796049
That's why I live in my parents' basement.
>>
>>163794663
That doesn't really work. It lags the input.
>>
>>163796271
But anon. If everyone is a NEET, then everything falls apart.
>>
>>163796271
wish i could too man but my mom is dead and my father is an alcoholic cunt
can't be a neet no more
>>
File: a2c[1].gif (2MB, 480x360px) Image search: [Google]
a2c[1].gif
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>>163794985
https://www.youtube.com/watch?v=1EKTw50Uf8M
>>
>people that have nothing nice to say still say things

stop hurting my feelings
>>
wagie wagie
lives in cagie
works for daddy
like a baby
>>
why did the wagie laern to fly?
his boss told him a promotion was up in the air
>>
>>163772272
Yes, I'd love fucking that character.
>>
>>163773758
Nice nice nice, I've been on a retro fps binge lately and I'd love to play this.
>>
>>163798672
It reminds me of those old arcade on-rails shooters. Also it would be a nice transition for me from what I'm playing right now.
>>
How do i make my child object change the variable of my parent object in gamemaker?
>>
>>163774542
this looks the same it did 4 months ago.
>>
>>163799048
That's a webm from like 7 months ago.
>>
>>163794985
Oh hey, I see your progress on twitter all the time! Good stuff!
>>
>write some code
>it works flawlessly
Feels good. It will probably break for no reason tomorrow, wont it?
>>
>>163799919
Code never breaks for no reason.
>>
>>163800016
It does when using Unity Engine™!
>>
File: sad.jpg (120KB, 392x495px) Image search: [Google]
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>>163799919
>spend hours fixing a bug
>it finally works
>can't understand my code anymore
>>
>>163799370
post one from now
>>
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tender arms.png
4MB, 1500x2000px
>>
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>>163800330
I haven't made any webms lately, but most of my work has been in the menu, hud, and in netcode. I haven't touched the exploration stuff much since, other than to ensure everything works with the netcode. Here's a picture of the menu though.
>>
>>163800443
clap
>>
Reminder incase you forgot, MothDan ( he's making paranormal patrol), hates steamchat because he had a meltdown in it and exposed himself a the shitposter, that's why h shits up the thread and blames discord

Don't let him change history, dint listen to him, filter and ignore
>>
You can't shitpost the exposure away sweetie, scram
>>
>browsing agdg devolves into filtering the newest post every two minutes
It's like a game in itself.
>>
>>163802849
if they are then they had better post proof if danny gets swatted

I'm not asking them to swat him since that's against the rules, just asking that they post proof if they do
>>
>no, stop exposing me!
>>
>>163800580
That's like, a genuinely good menu
gj, you've joined the company of like sorcerobe and nobody else
>>
File: Dec-26-2016 22-14-52.gif (4MB, 320x561px) Image search: [Google]
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I made the random color generator faster and (hopefully) crushed a level chunk breaking bug.
Is the spin too slow or should I speed it up?
>>
>>163803582
that actually looks pretty fun, I thought some gumballs would drop down to chase the player though
>>
reminder to look at all the deleted posts and be able to recognize the shitposter better

like the font copyright shit, code comments shit, etc
>>
>>163803392
Those are comments I did not expect to ever hear. I will take them as sarcasm and continue putting myself down to push forward.
>>
LOVE dev here, can I find guidelines somewhere on taking what I've built and turning it into a proper engine, something data and scripting can sit on top of?
>>
>>163804026
>something data and scripting can sit on top of?
So...what LOVE already is?
>>
File: eromattiffarg.jpg (1MB, 1385x4433px) Image search: [Google]
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For anyone who's new, THIS is the person who's about to get what's coming to them for what they've done. :o)
>>
>>163793735
can't unsee
the ceiling is pristine too
>>
I've been wanting to do low-key music production for indie games for a while, but I suck ass at piano. I'm relearning a lot, but I wanted to see what you guys thought of this small bit I'm thinking of developing:

http://vocaroo.com/i/s0Cf6fCt6sBI
>>
>>163788427
fucking kek
you should start up mingw and cd to where the insanity starts and remove it there
>>
>>163804589
The one actually ruining this thread is you. The people you talk about are long gone. As is your mind.
>>
Y'all pay too much attention to these shitposters. Which is why they continue to shitpost.

Literally worst general
>>
>he is LITERALLY a maple-sucking tranny cuck
>he is LITERALLY without a game
>he is LITERALLY going to prison now

god i love it
>>
>>163804406
this guy has been doing this forever
and I still can't understand what he's trying to convey with his shitposts
>>
>all this silence from reekpham now
Lol. Gone back to cry on /ic/? Fucking retard. Have fun huffing gas because your mom ran out of wine. Fucking drunk bitch. At least try to stay awake for when the cops come. I own you. Just like I own this thread. :)
>>
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>>163803695
Thanks anon, I've actually got something thats kinda like that, but they spawn all over the track.
>>
>>163805093
whatever he's doing he won't be doing it for long after the cops come

federal police do not take his sort of actions lightly and he cant take the archives down with bomb threats this time

the thread will be free soon dont worry
>>
>>163790365
hold alt and scroll within the bounds of the animation window
>>
Still after me, Blake the Snake? You are 100% fully and foreverially brain-destroyed and enslaved by me. Your new name is Reek and always will be. Remember that when those bars slam shut. Fucking literal faggot drunk.
>>
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>>163804643
it's over now, I used subst to map the folder to a drive and then renamed to shorten the path until it would let me delete. had to repeat that a few times
>>
>>163805274
seriously though
what is going on with you
>>
>>163804686

>reek aka lolisimdev aka birdmath aka dogposter aka eromattifarg aka pepsifam aka sourcepham leaving
oh yeah he "left" like rotatedev claimed to leave (while spamming links to agdg2 and desperately trying to recruit us to 420chan and pedochan)
he didn't leave he just has no game so he cant post his game
he is a major player in the shitposting brigade if you see a post made by him just dont respond
>>
>yesterday I hadn't posted here for two years
>game of course was unfinished
>now I've almost completed my degree program
>held scholarships, no student loans
>came back to get into the swing of dev again due to free time coming up soon
>all these people here who have made zero progress
>all of these people who chose to remain on agdg
>all of them still with no game
>all of them too hedonistic to cease shitposting, but too dispassionate to produce anything of interest
>all of them doomed to live the rest of their lives pacing around as depressed ideaguys
>>
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>>163782327
>>
>>163805539
>little white monkey kicked out by his latina girlfriend and her big bull.avi
>>
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>>163805246
One more since I learned how to make gifs on a mac
>>
>>163805387
that's an innovative and hilarious solution
>>
>>163805526
you're in the same boat as the rest of us
welcome home
>>
>>163805662
>gif instead of webm
>mac
>mobile dev
Never thought I'd see such faggotry today.
>has a game
But I guess you're somewhat alright.
>>
>>163805662
Thanks doc
>>
>>163805428
This. This eromattifarg guy has been pestering the thread for literally years now. There's a reason we keep calling the Halifax Provincial Police.
>>
>>163805526
wheres your game friend?
do you even have a job from your "degree"?
>>
>tfw want to post progress
>tfw this hella shitposting

Well shit.
>>
>>163806915
I've been coming here for years and its always the same group of shit posters. You can't blame them though, its really the mods/janitors faults for not doing something about it.

I wonder how much bigger/better our community would be if there wasn't a dedicated group of autists shitting up every thread?
>>
>>163807062
I dunno, I bet we'd get called a hugbox or something and people would start shitting up more.
>>
>>163806915
Do it anyways, I can guarantee at least one (you)
>>
>>163807137
>shitting up more
We are already at an almost-/b/-level of shit.

Weren't there new janitors appointed in the last couple of days? Did we get any?
>>
>>163807174
It's just art related and I'm a programmer, so I guess I'll pass. I don't want to create a source of shitposting.

>>163807249
I dunno. I've seen some deleted posts in here, but I dunno how effective they are.
>>
I keep coming back to /agdg/ to check if its any better but both times today all theres been is shitposting. This "everyone is talking about me!" bullshit is not a good meme.
>>
>>163807062
>its really the mods/janitors faults for not doing something about it
Do you see all the deleted posts? They're cleaning up as long as we report the shitposts. The problem is he keeps dodging the ban
>>
>>163807551
A lot of those are probably them deleteing their posts so they can post about how MODS = GODS DANNY BTFO
>>
>>163807062
>>163807249
Would they accept a janitor that only works for /agdg/?
I'm willing to apply next time and be here at least 12/7, but I'm not interested at all in anything else on /vg/

>>163807137
>I bet we'd get called a hugbox
Doubt it, we would still giving objective critique to devs, and would still shit on stuff like shilling. No where close a hugbox in my opinion.
>>
Hey shitposters, what's it like to have 100+ people actively hoping you leave and don't come back? Does it hurt your self esteem or does it make you fight harder?
>>
>>163807393
>I don't want to create a source of shitposting.
As long as you don't work with Valve software, I think you are safe. Let me guarantee you a second (You).

>>163807551
>as long as we report the shitposts
If I weren't getting warnings for obviously malicious shit, sure.
>>
I want to make a 2D game that has to be able to handle many objects on the screen at once and it has to be able to support pixel art well so Unity is out of the question. Are GM:S and Godot my only options?
>>
Guys, can we please have some humility?
>>
>>163807793
Some Janitor gave you a false warning, it happens, they're only human. That doesn't mean you should stop reporting the obvious rule breaking shitposts.
>>
>>163807859
Yeah, you're a meme master, fully mentally dominating me, congratulations.
>>
>>163807845
Unity supports pixel art? What exactly are you trying to do?
>>
>>163807845
For high-level stuff, sure. You could of course use something like LÖVE and attack the problem on a lower level of code. GM and Godot used well should suffice your use however, given you don't go for insane quantity like Factorio. Although you could do that with Godot, since it supports C++ modules.
>>
>>163808068
You are either new or trying to start shit. Here's your (You); the last you'll get out of me.
>>
>>163807998
>>163775639
this but with many times more objects on-screen. I gave engine devving one last shot today but it's just too tough to deal with the slow pace with a full-time job.
>>
>fix a bug
>it's back next time I load the project
Why
>>
How much practice and experience should you have before starting a serious project
>>
>>163808401
>don't fix a bug
>it's gone next time I load the project
What
>>
>>163808262
It all depends on what your objects need to do. If you don't need collisionchecking or pathfinding, there isn't an engine that doesn't allow for several thousand objects at once -> see "bunnymark" and similar tests.
If you're going for bullethell level interactions, using spacial partitioning is a must anyway. You'll probably need your custom collisioncode then to circumvent possibly inefficient built-in checks.
>>
>>163808585
>catch a bug
>it's dead after three days in a jar
How
>>
>>163808618
Dang, I'm already using spatial partitioning in my code, and I feel like I've gone through it with a fine-toothed comb, and it still only handles like 100, 150 objects in a big cluster before crashes to death.
>>
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>>163807174
>>163807793
Well alright. I've been cutting my sprites up into parts, color keying them to be paletted upon texture load. It's all finally starting to come together nicely, I have male and female bodies and eyes, and unisex hair and clothing options. It's starting to feel pretty good, especially taking a break from netcode to do this.
>>
>>163808759
If you're smart about it, you'll find a way.
I believe in you, Anon.
>>
>>163808898
Fine I'll stick with engine devving!!!!!!
>>
>>163808856
>GraphicsGale
Interesting. Most people here seem to prefer Aseprite.

>cut up sprites
>taking a break from netcode
What are you working on? Is it SS13 clone #40gazillion?

>>163808961
Whoa there, bucko. Just saying that switching to an engine may or may not solve your problems. Before ditching them, try a quick prototype to see the limits. If you think you can do better with GM or Godot then, stick with those.
>>
>>163794985
Reminds me of paper mario, and I love it.
>>
hey /agdg/,

I want to try making something small just to see if I'm any interested in game dev(whether that be to work in the industry, or just for a side project.

I currently work as a software engineer, but it's mostly web-development so I only know higher level languages like Python and Javascript.

What's a good spot to start at? tutorials to ease my way into a language?
Eventually I would like to transfer it over to some kind of mobile space. I currently use an iPhone but I think I'm gonna jump back to android in the future.
>>
>>163809236
I've just always had graphics gale, and it satisfies my need so I never switched to aseprite.

As for what I'm working on, it's that action RPG that was posted earlier >>163774542
and >>163800580.
>>
>>163809286
pygame to test the waters since you already know python
>>
When a player is targeting an attack, they're not supposed to be able to move. When they click to accept the attack, then they're allowed to click again to move. Currently, the click to set the attack is also issuing a move command. I need the check to see if they're allowed to move to happen before the command to move is made, but I don't know how.
>>
>>163809648
Sounds like you need a state, brother.
>>
>>163809386
So you're going for multiplayer? Planning on full Coop or do you want to go the competitive route?

>>163809286
>JavaScript
If you already know JS, you could try your hands on a Pong clone with that. Give Construct a whirl, there should be entry-level tutorials available.
>Python
If you want to stick to a Python-esque syntax, Godot has a scripting language that may suit you. It would probably feel like a downgrade though. If you want to go full engine-dev, PyGame might be your deal. It's however a bit outdated iirc.
>>
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>>163809802
There's 6 people in the party, so I support up to 6 players if you can figure out how to do it, both local and online. It's co-op only, so I can afford to have not as good netcode as long as it's stable.
>>
>>163809731
I don't know if it's significant enough to need a state. It's worked in the past as a bool, it's just that a refactor at some point touched upon it and broke it.
>>
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Added an in-game display of my kanban board using the Trello API
>>
>>163810272
I wanna kick your animu maido in the teeth but other than that, pretty cool senpai
>>
>>163808856

Good work anon, I bet that break felt really refreshing.
>>
>>163810456
My god anon, I want to say "you have no idea" but I'm betting you have exactly an idea of it, don't you? It's hella refreshing.
>>
>>163810272
Juicy
>>
>>163810272
Is that one of those maid models for free on Asset Store?
>>
>>163810650
yup. actually I think it's the only available free anime maid on the asset store.
>>
>>163810194
Yep, managed to fix it by just moving a method call below another. Everything else works as normal.
>>
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Death screen and forest world polishing progresso
>>
>>163812269
Maybe if "TOO BAD" would keep bobbing after reaching the final position?
>>
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WEPON.gif
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Weapons.
>>
>>163812269
Slide one letter in at a time and make them bounce when they reach their apex slightly, and also increase the speed of the scroll by about 10x.
>>
>>163812524
I am surprised to see the weapons coated with red liquid instead of white goo.
>>
>>163812613
Maybe if it has to be censored for Nintendo.
>>
>>163812665
>censoring blood with cum
You are definitely not based in the USA.
>>
>>163808230
I actually don't understand all the reactions to this. It doesn't look as horrifically bad as what people are reacting to it, but it also doesn't look good. Looks about average for the skill level of people in agdg. Or am I missing something?
>>
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>>163808230
>>
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>>163813246
Does it matter?

>>163808230
>>
Is this just hella samefagging or what?
>>
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>>163813390
I think so

>>163808230
>>
>>163813390
yup
>>
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>>163813542
Epic

>>163808230
>>
>>163813581
>>163813341
What the fuck is happening. why aren't the mods banning this guy? why does he even care after like a year+
>>
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>>163813738
For whatever reason, the mods are either unwilling or unable to deal with it.

>>163808230
>>
>>163812269
>it's a "bokudev tries to add juice but it just looks like a glitch" episode
>>
>>163814161
>>163813860
This is actually entertaining i'm going to join in with him and see how far it goes
>>
I love how this general has a legit lunatic stalking it.

It just adds to the atmosphere. not even FN@FG has that
>>
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post stats
>>
>>163783630
what game?
>>
>>163814731
Nice game i bet you use source you absolute lunatic
>>
>>163814684
I kinda wish he would degenerate into a level of madness where he can no longer operate a computer already though.
>>
>>163814759
AVGN 1.
>>
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----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ More ships
- Fuckall else because holidays
>>
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you_are_wrong.jpg
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>>163814905
>>163815242
>>163815131
>>163815031
>>163814994
>>163814905
>>163814879
>>163814874
>>163814786
>>163815341

Is there a character that could even possibly EVEN TOUCH Source Senpai? Let alone defeat him. And I’m not talking about Reek AKA Birdmath. I’m not talking about Pepsifam aka Lolisimdev either. Hell, I’m not even talking about SourceFam with the :o) and Sourcemod images (with the (You) abilities and being capable of both shitposting and derailing threads), equipped with his 4chan pass, a perfect meme, control of the samefagging and brain damage, with bokudevs actual progress implanted in him so he has dogposting and can perform "Owning this thread, with no survivors!" Ultimate final death blow while being an expert in trannies and being a lunatic.
>>
>intense surge of motivation that I didn't have all day happens right as I'm extremely tired and exhausted and need to sleep to wake up early tomorrow

WHY
>>
>>163815485
NEVER GIVE UP
>>
Rust is the language of engies. Scram!
>>
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daily reminder
>>
>>163815580
literally nobody has mentioned rust except as a meme lmao
>>
>>163815691
Not without all 12 Shit Posting scrolls you don't!
I-it's i-impossible!
>>
there's just about no way this guy is the lolisim guy
>>
>>163815636
>>163815120 uses Rust and so do I.
>>
>>163815852
uh...duh

It never was.
>>
>>163815901
idk who you are but that anon is clearly full of shit and has no game
>>
>>163815927
How do you do, fellow yesdev?
Care to share your progress today?
>>
>>163815964
Why do you say that?
>>
Fucking christ can we just kill sourcefam?
>>
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Failstate is finally in. We game now.
>>
>>163816546
nice graphics, faggot, is it source?
>>
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>>163816601
You bet
>>
>>163816546
You did good. Ignore shitposters.
>>
>>163816546
What the fuck is that?
>>
>>163816649
Is that a static dynamic light being toggled?
.....wow
>>
what's your favorite agdg-exclusive meme, /agdg/?
>>
>>163816789
That fat ass pixel sword from a few months back
>>
>>163816789
canus
>>
>>163816789
What's your favorite agdg exclusive (for now I guess) game? /agdg/?
>>
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>>163816789
>>
>>163816789
artist looking for programmer, but I won't post my portfolio.
>>
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----[ Recap ]----
Game: Whimp the Bold
Dev: AttaBoy
Tools: GameMaker: Studios, Aseprite
Web: https://attaboydev.tumblr.com
Holidays: Reindeer
Progress:
+ Finally back to devving because of winter break
+ Gave Smithen a functioning attack and animations
+Added 1 way platform functionality
+Added more animations for new Lamp enemy
+Continued working on environment
-Still really struggling to make cohesive environments
>>
>>163816789
Peter Molyneux. Unironically.
>>
>>163817152
>insane fit
TRIGGERED
CALLING THE COPS
>>
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Pretty happy with the new direction of this enemy. Now I have to implement a good lighting system to fully make it work well
>>
>mfw all these shitty shmup tutorials for Unity which constantly spawn enemies randomly
It's like they never played a single shmup in their lives.
>>
>>163817452
I bet they play source games too
>>
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And the walk cycle
>>
>>163817560
you're just mad they called the cops on you when you made a bomb threat you source using faggot
>>
>>163816789
That guy that makes the same lewd fanart of every character squaredev models, over and over, always make me chuckle.
>>
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>>163789548
>>
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I'm having a problem with Godot. I'm scaling up everything by a factor of 4 by using camera zoom. There is subpixel movement drawn at subpixel level, although everything is happening at 1:1 scale and then drawn at 4:1 via camera zoom. Same goes for engine native lighting, meaning it is drawn at higher granularity than it should. Customly drawing stuff at floored coordinates would not fix lighting and particles, which I would like to remain an option.

How do I forbid Godot to draw at subpixel level?

I've tried the several stretch modes and 2d_snap in the project settings.
>>
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Starting on the inside of the house now. This took me way longer than it should have
>>
>>163818456
is that a giant salt shaker in front of the bookshelf?
>>
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>>163818558
Lawl no, its the main character. I have been thinking of re-doing him though.
>>
Any Game Maker guys here right now? I'm having some trouble implementing some parts for quarter circle and dragon punch input.

//WASD for movement
if (keyboard_check_released(ord("S")) and keyboard_check_pressed(ord("D"))) //down-right to right transition
{
inputMemory_One = 6; //saves the input, in this case right, like it is in numpad notation
}

What I want to happen is an update when one key is held and another other key is released (which I am guessing is what I need to get the controls to be smooth).
I've never done anything with keyboard_check_released() before, but it's not working so I'm probably using it incorrectly. The individual directions themselves work fine, though.
>>
>>163818683
i think that is a good idea
>>
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>>163818053
>>
>>163818456
it's okay, you'll get a lot faster with practice

are you going to texture it beyond that?
>>
>>163818727
If you ever want to have rebindable controls, start doing that now. Hardcoding keys is for newgrounds.

The problem is probably connected to the fact that it's physically near impossible to release a key and press another in exactly the same frame. Humans will be off >99% of the time. You will need to implement a grace period between releasing a key and pressing another.
>>
>>163818727
released and pressed only last for a single frame, so it's probably really hard for a human to get both to happen at the same time.
>>
>>163816546
WHO THE FUCK IS SHOOTING ME
>>
>>163818878
>>163818902
Ah yes, good points. Thanks anons!
>>
>>163819301
>>163819156
>>163819372
I will bomb you're and houses.
t. danny
>>
>>163818847
Nah. I totally would but I'm a one man army here and I plan to have quite a few levels so I have to save time somewhere. I'm still uv mapping the models though and baking on the nice soft shadows 3dsmax gives me, and then putting rim lighting on just about everything. That's as far as I'm going with texture work
>>
>>163819464
Yool never catch me, sore ass. i'm the top tier shitposting lunatic around these parts.
>>
>>163819464
I'm behind 7 source engines.
>>
>>163817441
>>163817541
cool
>>
>>163817541
how is he going to attack?
>>
>>163819683
Thanks!

>>163819761
Flame will erupt from the top while shooting out little burning blobs on either side while the attack is going

He's a fire and light based enemy, so each little blob will act as its own light source temporarily
>>
>>163819675
what the fuck did you say about me you little nodev? i'll have you know i'm top of the class at Full Sail LLC and have over 300 threads derailed. you're nothing but a little meme to me.
I've got contacts. I can mail a bomb to your and you're moms house within 10 days.You're fucking RIP lunatic.
>>
For those who have a level editor in Gamemaker, what type of file are you saving rooms to and loading them from?
>>
>>163820361
I dump my ds_grids into a .map file. Which differs in nothing from a .txt.
>>
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.
>>
>>163820361
I like to use ini because it's easy, but I've used text files with ds_map_write before.

If you use maps and lists then you can export a json file, which I haven't done, but it sounds like a good idea.
>>
>>163820445
How do you do creation code with this?
>>
>>163820531
So for an .ini how are you actually encoding the level info? Is it something like everytime you place an object or tile it adds coordinates under the tag for that object type and will then read those back to create the level?
>>
>>163820553
I don't. Don't need it.
>>
>>163820972
Interesting. So how do you handle things like doors?

In my game the door is set to take you to a room that is specified in the creation code. Instead would I just have to make the level editor require that I specify the correct room, then put that info in the file, and then have the create event of the door read and set that variable?
>>
>>163821118
My game wasn't a 2D sidescroller. I had strategic maps with random cities generated on load.

But yeah, when saving you need to get the door to dump its desired creation code into the file, then when you recreate the door for your playable level read that in the creation event.
>>
>>163821260
This is kind of making me just want to stick with the standard shit editor.

It's just not worth it to program a text box to pop up for each door and every creation code item, even if it is fun to watch levels autotile in real time.

Thanks for you help!
>>
>>163787593
USE FUCKING GIT
>>
>>163821358
>It's just not worth it to program a text box to pop up for each door and every creation code item
..wat?
Please clarify what you mean with that.
>>
>>163821425
In order add creation code, such as the id of the room I want a door to go to, or the id of the enemy I want a spawn point to generate, I would have to code it so that placing that door or that spawner generates a little text field. The contents of the text field would be saved to the file to be read upon creation later.

I hope there's a better way I'm just not thinking of, but I just can't think of it
>>
>>163821530
Not sure if I'm understanding exactly what you mean but from what I got, why not just set a script that chooses a random mob/room for each generator/door that is created and save it in that item as a variable?
>>
>>163821530
Seperate your editor into manipulation area, toolbar and inspector. When you select an object, set the inspector to show the object's editable variables.

The way you described it would make the variable only modifiable on placement. That's incredibly bad.
>>
>>163820895
Everything I place in the editor knows its x, y and type value alongside any properties it needs. When I hit save it loops through the instances and saves these values and then a count for that object.
So it looks like
[Objects]
0x = 54
0y = 16
0t = 3
0health = 18
1x = 45
1x = 35
1t = 1
1tile = 5
count = 2

Then I just do it in the other direction when I need to load a level. Using the type value to know what other properties the instance needs.
>>
What are the top tier books for game design that are easily torrentable?
>>
>>163823486
the wario land 4 analysis
>>
spent 20 hours trying to make a small improvement to my pathfinding algorithm
and now it no longer finds the best path
so I guess I'll spend another 5-10 hours on it tomorrow
>>
>>163823673
How can you have trouble with A*?
>>
>>163823741
Why are gamedevs so elitist?
>>
>>163823673
I accidentally made my A* a worst path possible algorithm previously
>>
>>163823741
it wasn't good enough so I came up with a thing on top of it to significantly reduce the number of nodes
its like 100 times faster, but the path isn't perfect anymore
I'll fix it tomorrow
>>
>>163823949
Because they'd rather sit in a room thinking of the most efficient way to do something for 8 hours than actually do it in 30 minutes
>>
>>163771985

idea;

sim city but after your done you play in your city like gta 5. make it an mmo also so you can play with an y one.
>>
>>163824452
What is SimCopter
>>
>>163824565

idk what is it?
>>
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>>163824452
Doing that concept in a way that's not broken might be cool
>>
Idea: platformer except you make your own levels and you have a limited number of blocks you can use. Start and end are preset, then you have o choose what blocks to put and where so you can get to it while also collecting stuff for points and shit.
>>
>>163824747

that's gay just make a shooter
>>
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How much can I charge for this on early access?
>>
>>163824747
The list of blocks you can place is procedurally generated.
>>
>>163824747
so basically Crayon Physics Deluxe or any other browser flash games-era platformers?
>>
>>163824747
there was a guy here making a game like that called phantom block
>>
>>163824565
>>163824617
>>
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I'm horrible at making humans in general but I figured I'd go for a cartoony character, how's his base shape look?
>>
>>163825604
Horrifically low poly. I'm not even sure you can texture that well, but you may be a better man than I.
>>
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Working on icons for a computer interface in my game.

>>163825604
That looks alright, reminds me of lego toys. The feet seem to long and thin though.
>>
>>163825604
It's okay if you make a lego-game
>>
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>when you have a great idea just before DD
>>
>>163825732
I would play around with thickness and try sticking to a single value. Those icons look like a mishmash from different sets.
>>
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Maybe as a temporary effect.
>>
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>>163825840
You could just ignore demo day. :^)
>>
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>>163825732
This look better to you?

>>163825725
It's a mobile game so I kinda have to, and the camera will be farther away than it is atm.

>>163825818
W-what if I'm not
>>
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Post old ass unheard of AGDG fanart.
>>
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>>163826093
THE SYSTEM
IS DOWN
>>
>>163826093
Party rock is in the house tonight ~
>>
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>>163826216
>>
>>163772095
tumblr link, bls

very "kawaii"
>>
Whoa did this thread just get 100 replies shorter?

It's a shame there aren't mods here to nip him right in the bud just as he starts throwing his tantrum, at 100 samefagged replies it's already too late.
>>
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>>163826216
>>
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>>163826216
I wonder if anyone even recognizes this.
>>
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>>163771985
>>
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Small progress.
Implemented the new houses in the game.
Since they are smaller I get more space around them to play with obstacles and enemies.
They also aren't part of the fixed layout anymore, wich means I can place them wherever I want, and will be able to have slightly different house models too.
>>
>>163826146
Better. It still looks too long though, but this might just be personal preference now.

>>163825871
Yeah I agree, still WIP, I will probably discard these at some point.
>>
>>163828212
That looks pretty awesome, could be a snes title
>>
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----[ Recap ]----
Game: jamos
Dev: anon
Tools: C SDL
Web: N/A
Holidays: Snowman
Progress:
+ added losing
+ working on winning
- doing volunteer work at music festival hard to dev
>>
>>163829021
Stop taking drugs anon.
>>
>>163829021
What the fuck is this abomination
>>
>>163829021
>Best of Steam Greenlight Trailers.webm
>>
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>>163828837
I'm an idiot I just understood you that the legs, not feet, were too long and thin.
>>
Redpill me on why it's worth spending $1000+ on a Maya/3DS Max/Modo subscription rather than just using Blender?
>>
>>163829012
Thanks, I'm aiming for a retro feeling on it so it's great if it reminds people of that stuff.
>>
>>163829579
>I'm aiming for a retro feeling
what a shock
>>
>>163829538
>it's not, blender is fine
>if you want it just torrent it
>>
>>163829638
I know, right?
>>
>>163829538
If you just want to make game, it's fine.

If you want to become a (((professional))) modeler and animator for a big video game company you'd probably be better off pirating maya/max and learning with those, since those are the tools used in the (((industry))).
>>
>>163830634
Thanks goy- err I mean guy.
>>
>>163829458
That looks a lot better, I did mean Feet though, so hey, accidental improvement.
>>
>you got a new follower on tumblr!
>it's one of those porn/snapchat blogs
Fuck.
>>
>>163831225
At least you have something to fap to
>>
>>163831319
I have 3TB of H-manga for that.
>>
>>163831225
People looking at porn on tumblr are probably also going to like indie games.
>>
>>163830634
i wonder if this could change at some point. in a world in which blender exists for free, i really don't think that maya justifies its asking price.
>>
>>163831557
The rise of the AA and decline of the AAA.

Peronally everyone should move to Imageline's system of one-time for life.
>>
>>163831557
I wouldn't use blender even if you paid me
>>
>tfw the shit i wanted to do seemed simple but it's actually complicated to implement
breaking down the challenge is fun but it is taking waaaay too much time damn it, the only thing which humans have so little of
>>
>>163831832
What's wrong with Blender yo?
>>
>>163832027
why don't you post shit like this on your blog instead?
>>
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>>163830634
>>163831832
>>163829538
Bullshit. I just moved from my Autodesk's student license cuckoldry it's running out to Blender and am having a blast. Literally everything works perfectly fine. It obviously took me a few days of getting used to the application and learning a few tricks to sort the pipeline out but it IS mature enough to produce content.

Tl;dr: you are fucking brainwashed by the jews.

Here is a working skeletal rig with working physics I am currently experimenting with that was done in Blender.
>>
>>163832461
Nice Jack-O.
>>
>>163832461
its just preference bro I don't think anyone actually doubts blender can produce a working skeletal rig
>>
>>163832461
Blender is great for your amateur weeb shit
>>
>>163832461
Why are you using UE4 and not Unity?
>>
>>163832673
The main reason why gamedevs keep patronizing Blender is because of its FBX exporter and yes - back in the day it was shit. I wanted to see whether things have changed. You can see the results in my previous post.

>>163832732
I simply got used to UE4 after spending too much time tinkering in it. I had a chance a month ago to try Unity at work to produce some AR prototype and really enjoyed my time spent with it. I considered switching to it due to its brilliant shader pipeline since I am interested in toon art style Unreal is fucking shit in this department but decided that UE4 is the more powerful tool, plus I was already past its learning barrier.
>>
>>163832461
Why did you quote me? How am I brainwashed by the jews?

Maya/Max being used in the industry over blender is not subjective opinion, it's fact. Feel free to look over job applications for modelers/animators and see how many list experience with maya/max and how many list blender.

It's not something I approve of since I use blender myself but that's the way things are now.
>>
>>163832461
blender is fine for indy work

but if you want hiring in the industry you need to use industry standard

its full jew
>>
>>163833534
>>163833317
>>163833259
>>163832461
It's simple.
>Want job?
Learn everything
>Indie?
Use blender or pirate maya.
It really doesn't matter
>>
>>163833317
My apologies, got a little too trigger-happy. I absolutely agree with you - forgot to consider that he could've been interested in wagecucking at a triple A studio.
>>
>>163829458
Theonian here,

Don't listen to the shitters. Your mesh is fine and will look good with a nice texture.

If I were to change anything, I'd consider giving the head an extra edgeloop to make it a bit more rounded (and maybe collapse the top edgeloop).
>>
imagine living in a world where instead of
foreach(type obj in container)
you write
fe obj container

wouldn't you like to live in that world?
>>
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>edge cases
>>
>>163834440
so something like haskell?
>>
>>163823741
>>163824008
Does gamemaker studio use A*? Is it decently scalable or will it fuck me up?
>>
>>163834385
Thanks dude. Hopefully I'll be able to do a decent texture.

I'm gonna have a couple of units using this model as a sort of base, so it's pretty simple particularly the head which is going to be covered by hair or helmet, so I'm not too worried about how the top looks. Aside from that I agree, an extra edgeloop might be a good idea.
>>
>>163834989
>hat or helmet
Ah, I was about to suggest that as an alternative.
It's perfectly good, then!

Looking forward to see how the texture turns out.
Keep up the good work.
>>
>>163834440
no. Lua or Python's way is more preferable. Sticks to a more English-like syntax
>>
I am so tired of floating point errors, they are fucking ruining everything, so many annoying bug fixes i have to do, because stupid ass autistic computers can't do math for shit
>>
>>163832461
Jiggle physics when
>>
>>163835242
use fixed point maths
>>
I think animation and I will get along juuuust fine
>>
>>163835242
Shouldn't be a problem. You are developing games, not landing things on a tiny space particle.
>>
>>163833534
>industry standard
"the industry" is just another name for a company that uses a certain pipeline.
lots of companies integrate blender into their pipeline. obviously most demand 3DS but in the end of the day you will get hired on portfolio and technical abilities rather on software
>>
Greetings

I make art. I am an artist ( A reality-manipulator/illusionist if you will)

I seek one or more of you to create game with. Let the magic begin.
>>
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>>163835476
>>
>>163835746
Post examples of your art.
>>
>>163835790
That won't be a problem for me.

However -- One caveat. First, I would know a bit about the game we would be working on together.
>>
>>163835515
But what if your game has a physics engine which simulates everything down to the Planck level?
>>
>>163835842
I am only advising that you do because otherwise, no one might want to take you on. Sadly, not all "artists" are actually artists.
>>
>>163835881
you have to be either an ideaguy or twelve to take that concept seriously
>>
>>163835909
And not all "programmers" are programmers. True?
>>
>>163835881
Then it's a simulator and not a game. Please leave

nah just joshin breh XDXDXDXD
>>
>>163835939
Right. I would assume you'd ask the same of anyone saying they would want to work with you before you actually end up working with them.
>>
>>163835939
To some degree. You can code something and have it working, but working in an awful way. Think about game breaking bugs and horrid optimization, That would be a "preogrammer" for you.
>>
>>163836040
Absolutely. So while I am very eager to start on a new project, I want to make sure it is the correct project.
>>
>>163835842
we're making a game inspired by spelunky. i need you to come up with a setting and a main character.
>>
>>163836119
I quite enjoyed that game and have done some inspired sketches awhile ago.

However, besides fixing the tone of your request, I will need to know a little more about your supposed project.
>>
>>163836072
well then why would you want to prove the authenticity of the artist when you could be a crap programmer that's not worth the time?
i understand art is visual and can be judged in a second, but it does not leave you in any vantage point
>>
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>>163836187
>>
>>163836252
You should have art that can't be used in a game easily to show you are a competent artist. Other than giving you a demo of a game, if you could understand code to know if you were getting a competent programmer, you are likely to actually know how to code as well.
>>
No skin from my teeth if you don't need free art.
>>
>>163836393
there is free art everywhere, most of it isn't good. are you saying yours is different?
>>
>>163836480
There's free code everywhere too. And it's much more adaptable than the free art is.
>>
>>163836353
usually when an artist says he wants to collab it means he already have some knowledge of game art and isn't just producing still shots
>>
>>163836252
>I understand art is visual and can be judged in a second
Have people look at a game a game with shitty art, and they probably will avoid it.
But programming can be judged in a similar way too. If at the moment you start playing the controls feel like cheetamen's you know you have a shitty programmer on board.
>>
>>163835842
Anon, why do you seek people who are already have a project going? Would it be better to start a project together with someone? Plan all the details together etc.? Don't you want to go on a journey with someone, rather than just jumping on a wagon?

But hey, how about this: a dating sim with puzzle games. You can only hook up with the girl, if you do all her weird puzzles with perfect As.
>>
>>163836578
sure, if the artist is providing just programmer art or just a notch above it does not make him an artist. my point is that art can be appealing even if not at industrial level (even if its a faraway dream, artists want to get there too).
>>
I suppose I'm wasting my time here. Are there any more serious forums for finding a game to make art for?
>>
>>163836570
I really am not knocking artists. They are in short supply with game dev. It's just all the push back to show examples when you (or they if it's not you) came here asking to team up with someone seems a little questionable. It's already a bad indicator that you aren't going to be someone that's easy to work with.

And if that doesn't bother you, fine. I was just trying to advise you.
>>
>>163836750
>all the push back
Not accepting "I have a game, okay make ___ and ___. Go." doesn't really seem like push-back to me
>>
>>163836750
well i mean sure, but why let the artist get butchered on public when you can discuss the matters in private? if you are not looking for an artist its best not to make any assumptions.
>>163836743
indieDB is full of teams looking for artists, you just have to find the right project
>>
>>163836743
r/gamedev
>>
>>163836818
Are you not this person >>163835746 ?

You said you made art. Not that you had an idea for a game. I am assuming if you mean that someone else just tells you what assets to make for their game they are developing, they want to make sure you can meet their expectations. It will save you time and effort to give them a portfolio first.
>>
>>163836750
>It's just all the push back to show examples
This. Are people that do that really that afraid of showing they art? Are they afraid of critique? or their art being traced to their professional portfolios and being linked with 4chan?

You should be proud of your, and post it as soon as you can,
If your art is bad, you will get shit on, and you may get some feedback on how to improve too.
If your art is good you will get people interested in working with you.
If your art is great you will get people willing to pay you for it.
>>
>>163836818
where is your art?
>>
>>163836990
I'm not afraid, I've had my works hung publically. I have no reason to until there is a project that interests me.
>>
>>163834856
A* isnt language specific or anything, if you think it is, then you are probably using it wrong.
>>
>>163836990
well not really. agdg kinda lost its reputation with bitter assholes not giving honest critique. its not even a secret at this point and stop pretending it don't exist.
you gotta look at it from a different angel
>>
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>>163836553
>There's free code everywhere too. And it's much more adaptable than the free art is.
>>
>>163835746
gamemaekr studio
sorry not inteiresteid
good luck!
>>
>>163837138
Okay if you don't need an artist why did you respond?
>>
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hmm..
>>
>>163837048
>I have no reason to
Then just lurk for it until you find it, and then talk about your art.
Bragging about something you aren't willing to show is not exactly the best way to make a good first impression.
>>
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Is there any good way to get 1000$ to pay pixel artist for my game?
>>
>>163837182
If you don't have a game, then quit wasting my time.
>>
>>163837215
show me your portfolio and i'll offer to fund you in exchange for a stake in your future profits
>>
>>163837237
I have one but I have no reason to show it to you, because I'm not interested in your art.
>>
>>163837158
i quickly brought us to the climax of the meme so we could move on to another kind of shitposting
>>
>>163837215
Sell a testicle.
>>
>>163837302
Enjoy drowning in the fecal slurry of your mediocrity.
>>
>>163837215
you can fundraise like any other person but you need at least some storybording/sketches.

>>163837237
you can start a new game with someone, whats the problem
>>
You're letting the shitposter run this thread by pretending to be an artist, and if isn't the shitposter, you're letting an absolute retard run this trhead
>>
>>163837365
See? exactly what I meant about giving a bad first impression.
>>
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>>163837261
portfolio? If we had any games released we wouldn't needed any help.
I can show ya early build, but we have to redraw everything, because these artists are not with us anymore. Also, we will planetary locations similar to The Last Night and waifus similar to VA-11 HALL-A.
Gameplay is a mix of Space Rangers and FTL.
https://youtu.be/avQZEeIkZcY
>>
learning unity/c# right now, is it weird that learning something that blows all my previous hard work out of the water is kind of refreshing this early on?

I spent all night getting something to work, succeeded after much grumbling and gnashing of teeth, and then found out that there's a drastically easier and more flexible way to do it.
>>
>>163837416
>>163837429
This should have been an indicator that he was a shitposter/fedoracore but I glazed right over it.
>>163835746
>( A reality-manipulator/illusionist if you will)
>>
>>163837416
you have two ways out
1. bring in a superior meme
2. post progress
>>
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>>163837369
well, we dont have any artists right know. We want to pay a pixel artist this small amount to get enough of a content for a kickstarter campaign trailer.
>>
>>163837460
dude you have really few options at this point.

1. go to pixelijoint or any community of that nature and recruit artists (better be more than 1 because i think you have great amount of assets to remake)

2.fundraise at kickstarter or similiar option

3.meet investors in person, this option is the most risky but will get you the money quick as possible. there are conventions for this sort of stuff
>>
>>163837460
>>163837538
What happened to your previous artists? Just out of curiosity.
>>
>>163837416
>You're letting the shitposter run this thread
I tried to post some progress but I guess it's too abstract for agdg.
>>
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Neat
>>
>>163837538
if you're having to replace everything, you could just as easily change from pixel to vector art--makes it easier to scale things up or down if you want some variation to stuff without breaking pixel uniformity
>>
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>>163837590
well im trying to contact someone who could set up a little kickstarter campaign for me since i cant (unavailable im my country). Where i can find investors anyway?
>>
>>163837538
I'm an artist, I've been posting in here but receiving nothing but hostility and blaming.

In any case, I regret that I am not terribly interested in your project so I won't offer to help. But I do wish you the best.
>>
>>163837460
I think for what you are going for your current art style is already fine honestly. The only reason I could see to justify an artist at this time would be to shift the workload to someone else so you can focus on other things, not necessarily in a 'quality' capacity so much as a 'look I have a lot of other shit to do and it would be a great help if you just emulate this style and do all this shit plz" capacity.
>>
>>163837737
good vector art is incredibly hard to make, and also the sort of art that will be possible to animate with rigs
>>
Any OpenGL experienced people about? I have questions..
>>
>>163837660
Neat
>>
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When I click, it does the thing. How do I make the foo click occur before the bar one?
>>
>>163837660
Um, who is that girl exactly? The astronaut?
>>
>>163837760
every city/country have some sort of tech convention. it could just be out of context like some sort of intel convention/traditional art/virtual reality.
it would require you to set up a booth or deploy your current build on a tablet at least and have business cards.
i know its hard putting yourself out there but you sound like an eager guy
>>
>>163837846

If you're looking for high-end theoretical garbage I might be able to give you answers

Nitty gritty, not so much, I'm pretty rusty
>>
>>163837819
Not him, but even knowing that, for a game like that one, wich clearly has a big focus on rotations and scaling, Hi res or vector-like art seems to be the best approach, unless you want to go low resolution like monolith
>>
>>163837901
No the girl is a villager on Earth.
>>
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>>163837638
one just dissapeared, because of real life problems and other one was bitchy and couldnt fit into our style.
>>163837737
i dont want it look like cheap mobile game. I want to be like cool kids with pixels, cute waifus and shit.
>>163837789
we dont have ANY artist, even concept one. They all either busy or want money, thats why i asked for advice.
>>
>>163837889
https://docs.unity3d.com/Manual/class-ScriptExecution.html
>>
>>163837974
oh you are right, didn't think of that.
>>
>>163837646
if you meant this >>163837163 then it'd be easier to comment if you actually said something about it
>>
>>163837760
I obviously don't know much but from what I can tell you've got enough to start a kickstarter and get a couple grand.
>>
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>>163837929
maybe in Moscow, but i live in fucking Siberia and plane tickets cost too much. I dont have ANY budget, im even out of work currently.
>>
>>163838013
make sure you get a proper contract for payment when you DO have money for an artist, since you dont want to pay them and have them fuff about for six weeks and do nothing, then quit the project once they cant bleed any more money.
>>
>>163838102
thats my plan, currently. Set up a little campaign to fund stable artist.
>>
>>163838112
I might be willing to help out. What engine?
>>
>>163838112
I think vector would look nice
>>
>>163837956
Well, we'll see.

At the moment I'm wondering what issues there are with uploading new textures to the GPU while rendering is happening.

Like.. I'm thinking of making an application that uses a tile based rendering system, and where high resolution layers are rendered with tiles of about 512x512, and I might have 1000 tiles potentially as textures on the GPU. I want to be able to recycle these tiles, and upload new texture data to the GPU as I go.

Each tile would be about 2mb.

Is it possible to upload new textures to the GPU while the GPU is rendering stuff, or do I have to stop everything and wait until the textures have finished uploading?
>>
>>163838112
welcome to the buisness of art.
i know indie comic creators that have to go through that shit. it takes alot of sacrifice.
you must be willing to sacrifice time and money for your goal.
if its just for fun, then don't expect glorious returns.
you want to make something that people can appreciate and enjoy then you have to work for it
>>
>>163838024
Thanks. That even explains why it sometimes worked and sometimes didn't, apparently changes I made at some point switched around the arbitrary metadata.
>>
So when you're working with a full engine with editor, you are supposed to have a bunch of "manager" objects to execute code that can't really be localized in the game world? Or is there something I'm missing?
>>
>>163838051
Well I didn't get any reply for that yesterday and the day before and the day before before too so I wasn't expecting that much to be honest, just kind of posted out of habit.

I posted it again because I made some improvements to the algorithm, but I guess I'm the only one working on stuff like that around, just like the behavior tree. Aggy just doesn't seem to care about programming stuff. Can't blame them though.
>>
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>>163838202
Unity, you can help financially or draw? We need at least waifu level of VA-11 HALL-A, for marketing reasons.
>>163838251
i dont have much to sacrifice, maybe my PS4 and kidney (but i drink a lot).
>>
>>163838476
>Unity
This won't work for me but best of luck to you
>>
>>163816789
Finishing a game
>>
>>163838112
I think your best bet is to lurk everywhere (includying these threads) for artists that have the style you are looking for, and then get in touch with. Since your project seems pretty big and varied you probably will need more than one artist. At least one that can into mechanical shit for the ships, and one that can into cute shit for the waifus.
>>
>>163837901
A spacial porn actress
>>
>>163838692
She's pure. Don't bully.
>>
>>163834652
>tfw having to fix frame-perfect bugs
>>
>>163838654
well, later yes. But now i think one is enough to draw enough stuff to feature in kickstater campaign trailer.
>>
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>>163838754
She's not and here's the proof.
>>
>>163838245

That's.. actually a good question.

I'm guessing you're considering this from an optimization standpoint, to which I'll say "worry about lower hanging fruit", but that said.. shifting large textures in and out of vram constantly is probably going to fuck you. I'm not certain on the implications of multithreading openGL commands, either.

I will say that 512x512 is obscenely high detail for a single tile, but even then, 1000 tiles of that size is "only" going to come out to about 250MB of vram.

This sounds like you're trying to invent a technical way to deal with a problem that you haven't thought of very carefully.
>>
>>163838476
>don't have time
then its not the dream you pursue
>>
>>163837660
may wanna make it half a letter height than a full one, i keep reading that as THE SWORDS
>>
>>163838984
Lies!
>>
>>163839202
Then counter this atrocious proof that she's not pure!
>>
where's the progress?
>>
>>163839047
Yeah... as I typed out the problem I realised that 2mb per tile wouldn't actually make it a big deal to deal with... With the memory bandwidth of a mid range graphics card, it would work out that I could upload 1041 tiles to the GPU every frame (16ms), so even if the GPU has to stop everything else while I upload it's not a problem.

I should mention I'm not making a game here. What it's closest to is a Google Maps style tile based bitmap zoomer. Except I want want to be able to render a LOT of different layers of tiles over each other, hence wanting to have potentially thousands of tile on the GPU.

I thought about this a lot in the last few months, and I think this might be a good way of doing what I want.. but I've never written any OpenGL before, so I'm not really sure if I've overlooked something obvious.
>>
>>163838567
i can't put enough x and D in my post to express myself while avoiding getting banned and i don't feel like reaching out for my phone
>>
>>163839116
i have a lot of fucking time, but all i need is pixel artist or money to buy one.
>>
>>163838567
>Local artist doesn't know anything about game engines!
>More at 11!
>>
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>>
>>163839245
She was only posing for her boy friend, who dumped her and the wanted to ruin her reputation by sharing those pictures or something.
>>
>>163839304
have you tried pixelijoint?
its loaded with artists and only artists
>>
>>163839349
>>163839276
is this a meme? I dont get it. I thought this guy wanted to help as a programmer or something.
>>
>>163839414
The censor hide not only a (great) butt, but also sexual intercourse!

Also a really pure girl wouldn't have post nude before mariage!!!
>>
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where is he?
>>
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>>163839413
Damn that's nice.
>>
>>163839449
i don't feel like reading through 32 layers of irony right now so i'll just explain the meme
the meme is that an artist comes up and says he wants to hook up with a programmer to work on a game. programmer appears, artist asks what engine, programmer replies "gamemaker studio", artist replies "cool nvm good luck!" and that's the crux of this hilarious meme
>>
>>163839510
Let me dream. ;_;
>>
>>163839447
>pixelijoint
i believe i'll have trouble communicating there, because english is not my native language. I tried once to find us an concept artist in international spaces, but met bunch of autistic people without any real skills. I can find russian pixel artist, but good ones dont work for free.
>>
>>163839616
Humanity destroyed my dreams! I'm gonna destroy every humans dreams!
>>
>>163839560
but he declined Unity, for some reason.
>>
>>163839746
it's a hilarious twist on the meme to stack the hilarity
>>
>>163839664
>but good ones dont work for free.
you would be suprised.
only the top 5% of artists will never lay their hands on a random indie game. the rest might give it a shot.
both artists and programmers have it hard, its not like artists rake in cash
>>
>>163774464
it's likely not HTML, just a shitty engine/framework that is a problem.
And you do know that some engines that do not use javascript or html for scripting can be compiled to html?
>>
>>163773095
Godot is more "fun" for a newscrub, but better make sure it has all the features you need, because it doesn't have a big asset store that can save you (that is true for Unreal as well, to a lesser degree)
>>
>>163839413
Why does the skull have girly eyelashes?
>>
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>>163840069
Pretty sure that's supposed to be lines for the shape of the brow line.
>>
>>163839927
but work will pay off especially with todays steam and for russian with its low payments everywhere.
And since we going with fanservice i feel like we could make millions.
>>
>>163840204
I know, I was just joking hoping someone would reply with "CAN'T UNSEE" or something like that. Oh well.
>>
>>163774464
lucky you i learned this some months ago.

https://phaser.io/

it's an engine with a ton of shit. it's based on http://www.pixijs.com/
>>
>>163840219
then try pateron
>>
>>163774464
also i want to mention that unity can build webgl, you don't ever have to bother with javascript if you don't want to.
>>
>>163781547
Start by reading only negative reviews on games you want to play. Works every time.
>>
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The "how's your webcomic" thread on /co/ finally died, so I realized webcomics are dead and we live in the era of indie games.

Hope this is a nice thread without crazy people that gets obsessed over certain anons like we had on /co/
>>
>>163840382
isnt it for artists? I'll have show people something regularly to get paid, but i cant do it without artist.
>>
>>163840572
>/co/

hah

gay
>>
>>163840645
Patreon is for anything. Art is only one of the most popular uses.
>>
>>163840572
>webcomics are over-saturated with LCD opinions/ art and beliefs instead of meaningful characters and their stories

>the decent ones linger in obscurity

Not that much different 2bh. Though web-comics have to continually drive attention whereas games are sadly sold by their first 15 minutes.
>>
>>163839413
Tendev here, would hang on wall.

>.png
>>
>>163840683
still dont understand how it would help me. Patrons get charged only once per month or per creation. I dont see any funding option.
>>
>>163840985
>How would consistent money help me get funding???
>>
>>163840985
you don't have to charge per creation, you can just charge monthly.
>>
>>163840876
want the pds?
>>
>>163841161
*psd
>>
>>163841161
jpeg should do it
>>
>>163841020
i need correct amount to pay my artist once. I cant start building fanbase and wait till i get correct amount of money to pay an artist. This could take years.
>>
>>163808451
extremely vague question
but I would say, if you have no idea how are you going to make your game logically, it's a good idea to hold off and learn more
>>
How do I steal assets from games (pirated) and get away with it?
>>
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>>163841259
>tfw been on 4chan too long to understand which layer of irony this is
>>
>>163809286
Superpowers uses TypeScript, so the langueage part should be familiar to you
>>
>>163841274
then save money u nog
there is not easy way out
>>
>>163841363
With good lawyers.
>>
>>163841384
Not meming, since the resolution is large and it's a photo with plenty of colors, jpg should be best for size.
>>
Should I start working on Roguest again?
>>
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I added a new attack, along with a bunch of refactoring to give better support for new abilities in future. I also changed the particle and line renderer so that they work for multiple attacks.
>>
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>>163841593
yes
>>
File: tender arms 2.jpg (2MB, 3212x2379px) Image search: [Google]
tender arms 2.jpg
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>>163841531
>>
File: tender arms.jpg (3MB, 2448x3264px) Image search: [Google]
tender arms.jpg
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>>163841724
>>
>look at art for inspiration
>end up stealing it
>>
When making a shmup in Unity, how would I have to place the enemies and spawn them?
All the tutorials I have seen just use stupid random placement methods, but I want a game with actual good enemy placement.
>>
>>163841724
>>163841858
Man, I didn't even consider that the player is holding a torch to see before you. Could add them as weapons, which when equipped give larger radius of different shapes. Amazing.
>>
>>163841951
I mean, would I have to create a huge long line of enemeies above the player camera and have them all scroll down at the same speed as the background and as soon as they enter the camera field they start doing their patterns or how would I have to do this?
>>
>>163842158
Just give them all the same pattern but with a delay on each so they go in order.
>>
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Why isn't photogrammetry more widely used in gamedev?
>>
>>163842237
It is though?
>>
>>163842237
Because most people want to escape the world, not see it in a game.
>>
>>163841951
you'd do it by hand
>>
>>163842232
If every enemy has the same patterns this would be boring as fuck.

>>163842329
Yes, but how? Do I just have to place them above the camera (it's top down) in a loooong line and then have them all scroll down til they reach the camera and then they start doing their attack patterns or what?
>>
>>163841858

Fuck. Now this thing starts to get scary.
>>
https://www.youtube.com/watch?v=HJCx_j1dfnE


>tfw no yesdev gf
>>
>>163842237
it it used. in almost every major title
>>
>>163842654
Isn't really just DICE that uses it?
>>
>>163842537
i dunno invent a system and see if it works or do some research to see how other games do it/have done it and copy their logic
>>
>>163842751
capcom uses it too for resident evil
konami scanned some characters for msgv
>>
>>163841951
Usually in a shmup of any quality you place enemies in a way that compliments your scoring system. A way in which a normal, more casual player can blast through with a mediocre score but a more dedicated player will see routes/patterns that take advantage of the scoring mechanics and which could double/triple/quadruple the score the casual player would get.

What I am saying is decide if this is a score centric shmup or just a standard "shoot the things" shmup. If it is about scoring create and define that mechanic first and then place shit as a consequence of said mechanic(s). If it is just shoot stuff have fun then it really doesn't matter how you place your shit, just make sure you don't have a lot of downtime between waves and have some nice music.
>>
>>163842537
I mean this us how you make patterns. If you have enemies that go left and right, have each one down the line on a different delay so they make a wave. If they're in circles, the same thing. You make clusters of enemies with similar movements and time delays to make the patterns.
>>
I work on my project from two different computers. Git hub is public isn't it? Is there any alternatives that don't involve sharing?
>>
>>163841445
and what do you expect me to show to patreons all the time? Lines of code?
>>
>>163843421
bitbucket and there's another one I can't remember
>>
How do you call a spell that turns something to mana if there's already a Drain spell that gives you HP?
>>
>>163843421
bitbucket is pretty great
>>
>>163843450
show them a roadmap or something like

>these features just got implemented, expect alpha next month!

and then disappoint the fuck out of them
>>
>>163842885
I am not asking about gameplay, I am asking about the method to spawn enemies in a game.

>>163842894
I am not asking about patterns, I am asking how to spawn them? It just seems weird to me to have a huuuge line of enemies or environmental hazards off-screen the whole time.
>>
>>163843508
Make a mana drain spell?
>>
>>163843623
You're killing something by turning it into mana though.
>>
>>163843568
Spawn them in just above the screen on a delay.
>>
>>163843659
Does it instakill?
does it instakill if they are below a percent hp?
does it only give mana if you kill them with the spell's damage?
do you you apply the spell, and affected enemies that are killed from any source give mana?
I need more info to give it a good name man.
>>
New thread
>>163843869
>>163843869
>>163843869
>>
>>163843421
github is private if you pay afaik
>>
>>163843729
This would make placing environments way too complicated.
I think I just have to build the whole level with environments and enemies, etc, then have it scroll down to the player at the same speed, and then let everyone do their patterns as soon as they reach the camera.

That's at least how I could imagine this. I don't know how to make them start their patterns only when they enter the camera.
>>
>>163843508
Reap, Soul Harvest

I can only imagine some necromancer/warlock type dude using living things as batteries so just extrapolate from whatever theme you have
>>
>>163843421
Gitlab and GitGud.
>>
>>163843549
yeah, disappoint, because i cant make nor alpha nor beta nor gamma without fucking artist.
Im just looking at steamspy sales for any shitty game i see, theres no way to fail, you still get sales. I never saw these games before, they look like shit and yet devs earned enough money to buy few flats in russia. But here i am, with great programmer, good musician, cool concept and eating fucking ramen, because both investors and artist dont understand how easy its to make money on steam.
>>
>>163810272
CUTE
>>
>>163837163
Trippy
>>
>>163837660
Neat indeed
>>
Another day another mini design document in another .notepad file.

You guys actually get anything done this morning?
Thread posts: 804
Thread images: 122


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