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/agdg/ - Amateur Game Dev General

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Thread replies: 795
Thread images: 138

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Just Like Make Game™

> 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
>>163771985

> 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
>>
unsigned floats
>>
>Enemies that exist off-screen can attack the player
>It feels cheap to die from a stray bullet from an enemy you didn't see

or

>Enemies can't shoot unless they've been seen by the player
>Player can cheese enemies by avoiding looking at as many as possible

?
>>
Monogame
>>
>>163844061
>Enemies can't shoot unless they've been seen by the player
>Player can cheese enemies by avoiding looking at as many as possible
but
>once activated enemies will activate all nearby enemies
>>
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Hey, it is me again.

https://www.youtube.com/watch?v=046Peo76efA

Threadly reminder we offer soundtrack making services.

Since I was a agdg regular at one point as well, I know that you guys barely have any budgets, so I can give you a very good price for your requests.

We have a proper email set up now, [email protected]

Contact me there or here, I am here all day anyway.
>>
> Stuck on problem literally for over 4 hours.
> Give up and take a two day break
> Come back and solve the problem in less than 20 minutes.

Why does this happen? Is it just a fresh perspective? Not being tired? I'm so fucking happy I fixed my problem but I feel kind of stupid that I couldn't fix it before.

>>163844061
Never have enemies that can shoot you off screen unless it is the player's job to keep track of the enemy and it has already been seen before (like Terraria's flying bosses. If you're getting hit from off screen it's because you let it get away from you)
>>
>>163844061
2 for sure, you're framing it a bit odd but it's essentially that enemies you have aggro'd will shoot
>>
>>163843981
unity actually has a built-in function to check if things are visible https://docs.unity3d.com/ScriptReference/Renderer-isVisible.html
>>
why is /3/ so shit?
>>
>>163844061
you can limit player's bullets to the screen or not spawn the enemies until they are about to enter the screen or something
slow enemy bullets also help
>>
>>163844148
>canus.wav
>>
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>Fake negative reviewers getting blown out.
http://store.steampowered.com/app/343150
Where were you when TRUTH and JUSTICE prevailed? Christmas sale was the best thing to ever happen to me, now I'm getting ALL of the positive reviews with NONE of the dramatic troll bullshit!
>>
>>163844201
I highly recommend avoiding that function for this purpose. It does not work the way you probably thing it does.
>>
>>163844440
see you in a week for advertisement
>>
since canus.mp3 is shilling I guess I will too.
I can set up multiplayer matchmaking and p2p for you gamemaker game. pricing depends on scope.
>>
>>163844201
Would I have to use this function also to kinda disable the level until it reachs the camera?

I could imagine it'd be quite performance heavy having a whole level off-screen the whole time.
>>
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>>163844440
>mfw I know an exploit that lets devs review their own games for free with an unverified account and will not be telling you
>>
>>163844520
Not him but
>announcing reports
I'll see you in a week too.
>>
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>>163844171
See pic. You are flanked by enemies. You can cheese the AI by essentially only ever looking at one flank.

The solution is to allow enemies that you haven't seen to attack you. The problem is that the player can now get cheesed by an enemy they didn't see.
>>
wobbly guided missiles (there's an almost invisible asteroid that they're trying to aim at)
>>
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Soon™
>>
>>163844597
see you in a week too, kiddo
>>
>>163844665
See you in a week as well, friendo.
>>
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she looks much better now
I'm hoping this is the last revision because I spent nearly a month reworking the face
>>
>>163844520
>>163844597
>>163844665
>>163844696
autism
>>
>>163844729
what anime/tutorial did you steal that face from?
>>
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Yeah, yeah! Definitely getting the hang of this.

Fucking eulers and quaternions.
>>
>>163844381
art is the expensive part of your game. people are giving you solutions and you are throwing a tantrum.
there is no way to get good art for free/cheap its just how it is.
it takes a while to make sprite sheets and UI and while i respect both programmers and sound guys the amount of work they have to put into their project is not compareable to what an artist does for a game. you can make music with ease nowdays without being a pro, same with programming.
art is long and hard repetition and mastery of concepts. you can't churn good art in weeks like you do with sound
>>
>>163844614
Just accept that there's no perfect solution unless you decide to make a game that's entirely close quarters combat.

You can have groups of enemies chain pull, you can have subgroups within groups that chain pull, you can prevent enemies from being allowed to shoot the player if they aren't on screen, you can do all sorts of things.

Are you the milsim topdown shooter guy?
>>
>>163844648
Without memeing you, that's a nice Crimsonland clone.
>>
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It's been a while since I had so much fun deving something.
>>
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----[ Recap ]----
Game: Space Carrier Ops
Dev: anon
Tools: Unity, 3DS Max, Photoshop
Web: N/A
Holidays: snowman
Progress:
+ Total rewrite of how targeting is handled
+ Targeting now expandable and can be used by any ship and extended with radar components
+ Wrote simple range based radar component for ships
+ Added turrets (missile and gun) and wrote simple automated targeting and firing AI for them
+ Dynamic ally indications on HUD using previously unused faction properties
+ Added pure pursuit option to missile guidance
>>
>>163845138
fishing lvls?
>>
>>163845138
>it's like undertale but even lazier
>>
>>163844440
>50 cents
instant buy. looks good too. i remember u from earlier /agdg/ threads uve been a long time lurker havent u
>>
>>163844979
Thanks! That is what I am trying to make.

I have a few things in my mind additions to what Crimsonland has. But the biggest diference is game will be an open source and free. Gameplay code is lua, so hopefully anyone will be able to mod it just using notepad (add new weapons, monsters, game mods etc).

I will also implement a way to download/share mods. Who knows, maybe it will be a thing.
>>
>>163844829
it's textures and it's mostly blocky shaped (like the nose and mouth are both a single block pushed forward)

I don't know if there's a tutorial for making animu 3D but you can look at anime models and study from them.
>>
Any recommended books for game development or programming?
>>
>>163844879
>the amount of work they have to put into their project is not compareable to what an artist does for a game.
Bullshit.
>>
>>163844879
You can make a game with just code, but you can't make a game with just art.
>>
>>163844648
too slow, needs dynamic. I would made bullets faster, enemies die quicker.
>>
>>163845427
Huh, interesting. What do you exactly store in Lua, and what job do you let the core system have?

I often find this way appealing, but I can not find the proper way to decide how to separate tasks between the two. Aside from that, I just simply find the syntax of putting and getting variables to the stack disgusting, which makes me question if I'm even using it right or not.
>>
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>>163844618
I wish I could see what I was looking at, because I love things like this. I haven't seen this project before, what are you making?
>>
In Unity, do enemies which are placed off-screen start their attack patterns only when being visible, by default?

I remember in GameMaker, they actually did this by default. Or do I have to do this with code in Unity?
>>
>>163845612
yes you can.
you have logic bricks which is like snippets of codes attached together with only the comments visible.

you probably won't be able to make anything procedural or make your own systems but its good enough for hobbyists
>>
>>163844158
Switching constantly between feeling like a genius and feeling like an idiot is a staple of programming.
You'll be surprised how quickly this transition can take.
>>
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>>163843869
Started player movement and driving

Theyre both a horrible mess :D

https://www.youtube.com/watch?v=GRiBwpTQBCE&feature=youtu.be
>>
>>163845724
Itano Circus is the best thing ever.
>>
If I am focused on learning C++ with an interest in eventually making games, which is best?

>Unreal
>C++ & (SFML/SDL)
>C++ first, games later

C/C++ is for the job I will be taking in a few months. I have a handle on the basics, really need to get better.
>>
>>163845979
C++ first, games later.
>>
I'd recommend actually studying games too.
Most people who can programm games, actually have no idea about games, since they never play them.
>>
>>163845979
if you actually need to rely on it in your job, you will want to focus on it first instead of doing whatever the fuck
>>
>>163845724
it's some sorta space flight sim.... i deliberately hid most of what i'm working on
>>
>>163845979
It helped me to expand my C++ knowledge with SDL2 games, so if you have a basic idea of the syntax and the mindset, methodology, I would say give it a try.
>>
>>163846198
>space flight sim
Well you've already got my attention with those missiles. I look forward to your progress anon.
>>
>>163846046
>>163846176
Well, to be honest it's going to be a paid internship. Test engineer, so lot on the list. C/C++, electrical diagrams, writing testing instructions. Only one I'm not 100% comfortable with is C/C++.

If it's an internship, I should be learning, so I hope that my job won't depend on my knowledge walking in the door.

On the other hand, would be nice to end up with the job. Knowing would probably help.
>>
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Can someone give me a quick rundown of haxe?
what is it how does it work
which languages do you need to work with it
is it mostly code orientented?
>>
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>>163846340
>learned c++ by mself when i was in mid school
>do mostly java in college
>get internship at company
>its actually not an internship but a real job
>we expect you to write this program for us during your time here (in c++)
>program will later be used by company
Was nervous af when i started but it all worked out perfectly in the end.
>work for the same company again later
>they still use my program from before
feels good
>>
>>163844440
>turnaround of the century
>3 positive reviews
>still mostly negative
>>
>>163846637
it's a great feel to have a "legacy" like that
>>
>>163846637
I seriously hope your definition of intership is not standing behind person and watching all day
>>
How much longer do I have to put in a recap?
>>
>>163847197
Don't most internships either do that or have you do some other menial work?
t. burger
>>
>>163844440
How do you dare ripping graphics from other games? Enjoy getting sued by Nintendo and Adobe too since you probably used pirated Photshop
>>
>>163847324
In America it usually means 'unpaid worker'.
>>
>>163847428
Why would anyone work for free? Is that really a thing in amerca? You pay a shit ton for college and then you work for free
>>
>>163845697
I try to keep core system as basic as possible. It does the heavy load and triggers necessary callback functions on lua side. C++ side has a Monster class but it is same class for all different types of monsters. How a monster acts and looks is decided by its script (and json data).

For example check those 3 guns. laser pistol, shot gun and rocket launcher

http://pastebin.com/LWkbwbms

Each gun has init and tick callbacks. Laser gun simply adds a bullet when the gun is trigerred and gun is ready. Shotgun adds 6 bullets unlike laser gun and adds a trail particle to it.

Rocket launcher is more complex then other two. It also has a onHit and onTick callback for its bullets. rocket launcher bullets changes their speed on its tick and creates an explosion on onHit.
>>
>>163847324
Where I live an internship is just normal working basically. I was writing code on my first day.
>>
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>>163847539
Yup. Because you don't have the 'necessary experience'. Welcome to Capitalism son!
>>
>>163847306
5 hours.
>>
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Alright, been doing Java and C++ for a couple of years and now im trying to learn the workflow of Unity and C#.


I have an object that you're supposed to be able to move one tile after clicking on the player and clicking on an adjacent tile but i can't get the second Raycast to work...

What the fuck am i doing wrong?


[code]
public class PlayerMovement : MonoBehaviour {


void Update () {
if (Input.GetMouseButtonDown (0)) {
Ray raySelected = Camera.main.ScreenPointToRay (Input.mousePosition);
RaycastHit hit;

if(Physics.Raycast(raySelected, out hit)){
if(hit.transform.GetComponent<PlayerCharacter>()){
Debug.Log ("pressed player");
move ();

}

}
}
}


void move(){


Ray rayAction = Camera.main.ScreenPointToRay (Input.mousePosition);
RaycastHit hitAction;

if (Physics.Raycast (rayAction, out hitAction)) {

if (hitAction.transform.GetComponent<Ground>()) {
Debug.Log ("ground");
Vector3 currentVector = transform.position;
Debug.Log (currentVector);

}
}

}

[/code]

The code never hits the Debug.Log("ground") part
>>
>>163847539
Where I live it completely depends on the job itself. If you are an intern in the public administration (so teacher, librarian etc.) you get jack shit. Sometimes even small businesses will pay you nothing, like law offices (in even more disgusting cases it is them who make you pay so you can work for them, I'm not kidding). However big companies usually pay you for your work, but the payment varies between $1,5 and $3 per hour.
>>
>>163847306
Usually the guy prompts us and tells us how long he'll be accepting entries (typically 36 hours from whenever he posts). I haven't seen him post at all since last Monday. But 6:00 PM 4chan time is a good bet for the earliest cutoff.
>>
>>163847721
Taken even further, there's paying for internship. That actually exists.
>>
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>>163847884
>>
>>163845857
>which is like snippets of code
>AKA something other than art
>>
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I know someone said it looks like a bug but the letters get placed randomly each time within the alignment.
>>
>>163847539
Big companies are all about getting the most work out of the smallest investment. Of course they'd want people to work for free. Usually the law stops them from actually demanding it, but in the case of interns, there are fewer regulations and more of a power imbalance. People without industry experience have a very hard time getting hired at these companies, so they bite the bullet and take the deal to get some experience.
>>
>>163847586
Thanks for the explanation! Will you share it on Github then?
>>
>>163847884
Right now all of this is executed in the same frame... You should be able to figure out the rest
>>
>>163848231
yeah, as soon as I release the first demo.
>>
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>>163848035
put in a breakpoint inside the input check and then step through until something happens that you dont expect, such as the second raycast which is the exact same as the first also returning the same result which will be the player instead of the ground you had expected
>>
>>163848161
>that twitching O
disgusting
>>
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----[ Recap ]----
Game: Throbot
Dev: scarfdev
Tools: gm:s
Web: http://scarfdev.tumblr.com/
Holidays: Santa Hat
Progress:
- i've been sick and it's shitty
+ working on tiles and enemies for forest level
+ actual gameplay/control stuff is practically done so everything i make from now on should be level specific stuff and eventually menu stuff
+ art is progress right?
>>
>>163848280
yeah, i figured that out a minute after posting the code :/ fuck
>>
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I heard a certain someone has died
>>
>>163848161
if someone is telling you it looks like a bug that means it looks bad. Just because you intended it to do that doesn't stop it from looking jarring and unintended to the people seeing it.

The multi color letters slowly having a seizure on their way to the middle of the screen looks really bad, especial for some sort of fail state.
>>
>>163848227
It's illegal as fuck in most of Europe, the US just isn't all that worried about it. Because fuck the younger workers.
>>
If I have
>character stats
>character equipment
>character weapon
all in separate scripts, where should the Attack functions be, considering the attack values depend on the stats of character, equipment and weapon?
>>
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New feature: getting treated at hospital won't just remove all injuries cards (which are permanent penalties that get worse with time, generally speaking) but instead get changed into TREATMENT cards, with random effects. WIP, gotta fix the wording on all cards.
>>
>>163848556
I think the multi-coloring looks fine many nintendo games which is what hes going for have had gameover states like that.
>>
>>163848624
Man your game is getting more complex by the day, I will never be able to play it. I already have no idea how it works.
>>
>>163848679
the problem isn't the lettering, it's the fucking stuttering seizures those letters have
>>
>>163848614
Interships are normal in every schoolform for a few weeks. University students have paid interships when they work for 6 months
>>
>>163848679
Just because someone popular does something doesn't mean it's good.
>>
>>163848161
Only the autistic fags in agdg will notice anything glitchy and deem it bad. Every normie or even regular gamer that plays your game won't.
>>
>>163848161
How did you do the outline? I know the default Unity one sucks.
>>
>>163848908
>normal people are incapable of identifying things violently shaking without context
>i, being an autistic fag in agdg, can assure you anyone unlike us will be incapable of seeing it

good logic there, self esteem-team
>>
>>163848908
Only the autistic fags in agdg will notice mixels
>>
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>>163848730
pre-alpha was a mess with no tutorial and confusing patchwork solutions, this version will be much easier to get into, even with additional mechanics
>>
>>163844061

#2.

the drawbacks can easily be corrected by making them as fast or faster than the player and gradually slowing down when visible and a 5-10 second timer before they start firing
>>
idea guy here

a game about being autistic. the gameplay is browsing 4chan looking for mixels and then complaining about mixels.
>>
>tfw I found this autistic as fuck idea in my google drive
look at it, look at it and laugh
https://docs.google.com/document/d/1O-6DeucwXcxwUZhv2-kmN6vpEDg3n6bUssujV-R-iGo/edit?usp=sharing
I'm a much better idea guy now
>>
>>163848064
coding is abstract. you either make something work or you don't
>>
Ideaguy here


The game is where Carrie Fisher fucking dies
>>
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----[ Recap ]----
Game: Helleton
Dev: MuscularHair
Tools: Game Maker: Studio
Web: http://muscularhair.tumblr.com/ https://muscularhair.itch.io/
Progress:
+ Pause screen
+ Reworked stairs system
+ Prepared for Demo Day 12 (I think)
- Dunno what to do other than wait in fear of breaking things last minute
>>
>>163850034
oh
http://people.com/movies/carrie-fisher-dies/
>>
>>163849763
>game about creating the ultimate waifu
>you get points for how good the loli you made
>you get currency in form of piss bottles
>you can also play your waifu in a procedurally generated maze
>the whole game is written in pure C with uncommented code
>you finally wake up and kill yourself with your dad's shotgun
>>
>>163850260
Japs made it, Idolmaster.
>>
>spend an hour debugging your shitty code only to realize to mixed up x,y,z values
>>
>haven't worked on game in so long that i forgot why i wanted to make a game in the first place
>>
>>163850964
The sweet poontang
>>
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>>163851110
>ayy gurl i'm a game dev from 4chan how 'bout dem digits yo?
>>
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Added the minor moves I've been putting off forever.

-Crouching Physical attack (As a result, sliding no longer restores MP)
-Crouching versions of the specials
-Wall attacks/specials for Fire/Lightning
-Reverse sliding I am still having a hard time imagining what it would look like
-Not a new move, but sliding and dropping an ice mine now places the mine slightly ahead/behind you, so it will immediately get pushed in the appropriate direction

Also, now when you dash and cancel it with an attack, you will only do a bit of a slide if you hold left/right, and you can slightly move forward while doing multi-staged attacks. Otherwise, you will slow down much quicker. The game now checks if you dashed from the air or the ground, so you will continue to move faster if you still have dashing active while in the air, compared to before where it would just keep the ground dash max speed instead of the air dash max speed.

And finally, you can now change directions with the fire down attacks, and the ground version can be extended like the air version. Up fire has also been given a bit more mobility, and the vertical gain is slightly higher than regular jumping.
>>
>>163851468
How to do you do all your combat stuff? I want to achieve something similar as well.
>>
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>>163843869
Hey, completely new and terrible artist here.
This is my very first attempt at a walk cycle. Please would like criticism.
I wanna make an H-game rpg, or do art for one at least. So thats the direction I am going.
>>
>>163851468
engine, language, dicksize?
>>
Another day another mini design document in another .notepad file.

You guys actually get anything done this morning instead of being a slow learning over ambitious beginner like me?
>>
>>163852108
i downloaded a 6gb tutorial and im not reluctant to begin watching.
>>
>>163851598
>A lot of states and planning out what moves should have priority over others
>Bumbling around like an idiot until I figure out how to do thing
>Refactoring a section like every month because I have a lot of old code that is just bad

>>163851765
Gamemaker Studio.
>>
>>163844226
cause it's slow as fuck
>>
>>163852108
I dropped the idea of my previous project, just when I would have the time to work on it non stop all day, if it feels you anything better.
>>
>>163852108
I made believe I was by making a dev schedule for this week.
>>
>tfw don't know if I want to jump in with using a game engine or be cool and use a framework and program everything myself
>>
>>163852382
There's nothing cool about having no game
>>
I've got a projectile following a trajectory or w/e in Unity and I'm trying to figure out how to get a line to draw along the path. Is this possible?

I believe it's just a Vector3.
>>
In Unity, how can I spawn a background (quad mesh with a texture) at a set time?
So that I don't see this background when the game starts, but then after a certain amount of time, the background pops up in front of the camera?
>>
>>163852152
hope its full of good stuff. What is it? Whered you find it?
>>163852362
>>163852237
I hope you find another good project to work on.

Whelp now im motivated to tackle a tutorial I was watching or start another project that may be easier (An fps).
>>
>>163852546
https://docs.unity3d.com/Manual/class-LineRenderer.html

>>163852560
void SpawnBG(){
showBackground= true;
}

void Awake(){
Invoke("SpawnBG", someAmountOfTime);
}
>>
>>163851692
Legs and arms don't seem to be moving properly
>>
>>163852851
its a complete character creation course for blender. with rigs and blendshapes.

characters were never my area of expertise but i just need it to sharpen up
>>
>>163852861
I get an error saying "The name showBackgound isn't there in the context".
>>
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he's a smol guy
honestly, there's nothing else to do on break.
>>
>>163853261
Link?
>>
>>163853261
This is relevant to my interests. Link?
>>
>>163853328
its pseudocode

showBackground would be the mesh renderer of your background or something, so you'd need to make it a public variable and set it in the inspector, or generate it in code
>>
>>163853570
i got it from cgpeers. you need to register.
https://www.youtube.com/watch?v=72S5-s5uwDc
>>
>>163852861
Thank you! I knew about the LineRenderer component but wasn't aware that it was possible through scripting.
>>
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What are your thoughts on this?
https://www.humblebundle.com/game-developer-software-bundle
>>
>>163844531
Sounds like an optimization as soon you need the performance, otherwise dont because you would probably introduce new bugs
>>
>>163853919
That's a whole lot of stuff I don't want
>>
>>163853919
no substance suite
>>
>>163848624
Make it so resting at home can give a minor version of this. I assume the comfort of being at home, even if it is only briefly, is at least mentally stabilizing (so maybe it is for mental debuffs vs physical ones at hospital?)
>>
>>163853919
a bunch of literal meme crap
>>
Is not commenting code a meme or something? Ive never done it.
>>
>>163848623
please respong
>>
>>163852546
Linerenderer, setPosition(0, origin); setPosition(1, target) ;
>>
>>163848623
character controls, or character movement script probably
>>
programmed this intro to a game because i was bored

http://a.pomf.cat/rafuin.webm
>>
>>163853226
How so? I thought the arms and legs looked pretty solid.
>>
>>163854787
cool but you're a thief
>>
>regular machine gun type weapon
>slight 'auto-aim' to accomodate GM view jankiness, mostly unnoticeable unless you somehow move into an enemy and start firing in such a way that they dont hit him

>alternate machine gun type weapon
>full auto-aim, fires at nearest enemy from the player and will change direction if necessary to do so

how should I balance the two? Right now the regular one does 3x the damage of the auto aim and has faster bullet speed and fire rate. Does this sound good enough?
>>
>>163853330
I'm not the dev, but I love you no homo.
>>
>>163852851
>I hope you find another good project to work on.
Thanks, anon!
>>
>>163855102
its ok
>>
>>163854346
How large is your code base?
It's a common habit for people who are learning and just starting out.

But once you get into dozen source files and several thousand LOCS each, you're gonna wish you had everything commented.
>>
>>163855113
"GM view jankiness"
Hrrm?
>>
>>163854346
Who the fuck doesn't write comments?
>>
>>163855318
My game isn't massive at the moment, but I've spent six months working at a company with 15 million lines of code and no comments.
>>
>>163854217
right now, resting at home regenerates a bit of lost health/sanity
>>
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----[ Recap ]----
Game: Not a School Shooter
Dev: Anon
Tools: Unity/C#
Web: NA
Progress:
+ Melle
+ Slashing/Thrusting
+ Refactored Code so it works with all holdables easily
- Busy so not much progress
- Melee looks like shit, ui too
- Thinking about actually making school shooter
- Mainly posting because I don't want to lose my stream desu
>>
>>163853919
Man they keep making """game dev""" focused bundles but they've all basically been shit except the UE4 one

They couldn't even get any of the good books in the book bundle either, just literal shovelware books.
>>
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Holy mother of nests that's a big pyramid
>>
>>163856162
>literally 4 nested loops

Don't ever talk to me or my CPU again.
>>
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>>163855435
tl;dr
for whatever reason, my camera throws off aim with the mouse when xview/yview are increasing or decreasing (so whenever player object is moving)
pic related
>>
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I made real matching and better spawning, I also learned about GUI and animations so I added some. But this is still prototype tier to explore ideas, and all the code needs to be cleaned up and reorganized

I still don't know what I should do with this. I thought maybe it can be a platformer where you control a guy in the blocks and you could use points to get weapons. There will be blocks that spawn enemies. There could also be classic puzzles with limited moves, or you invest points into a simultaneous game like in StarCraft 2 StarJeweled, where you spawn units.
I made another mode where blocks always fall down like in Tetris and there is no empty spaces but it seems worse? I just don't know
>>
>>163856451
I can't idea guy you, but you have something beautiful there, anon, so keep it up!
>>
>>163856162
this can't be the right way to do things.
>>
>>163856451
Honestly you could just make a bejeweled style game with that mechanic instead and it would do decently.
>>
>>163856374
Sounds less like GM view jankiness and more like improper use of step vs. end step to me. I was working on a top down shooter that used hitscan weaponry in GM (so I would've been able to tell instantaneously if a shot went off target) and I can't recall ever having the issue you're describing.
>>
>>163857052
addendum, another likely culprit would be an issue with using an improper coordinate system (world vs. view), though it could be any number of other things.
>>
The humble bundle is pretty good actually


i was looking at getting three of these at their full price
>>
>>163857330
lol

which ones
>>
>>163856162
somehow I feel this could be optimized in a lot of places

are you that one marching cubes dev?
>>
>>163857526
yeah, I'm working on optimizing it now. Took a break and came back to this mess so it's time to fix it up
>>
>>163857396
Sprite Illuminator, hexels, i lied about there being a 3rd
>>
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>>163856162
>Dynamically checking for VR-ness
>raycasting
>Unity tags
>>
>>163854729
Wouldn't this just draw a straight line from the object to the target as opposed to drawing a curved line along the trajectory path?
>>
>>163857595
make sure to post if you find any really cool breakthrough optimizations

I'm betting there is some clever matrix stuff you can do to clean up the latter half of that chunk

>>163857686
the raycast + tag check will only be done once, and is probably <1% of the total loop performance
>>
>>163857802
Ah. For trajectory you'll probably need to pick an acceptable number of points. I'm having that problem too.
>>
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>>163856162
>>
>>163856162
What's wrong with that code?
>>
>>163858102
I really like this picture.
>>
>>163856570
Thank you, very nice
>>163856891
So getting points for points' sake, clearing whole board etc?
>>
>>163858197
well, it breaks the 3 levels of indentation rule by 8 levels
and two of those lines are doing too much and should be broken up, and also breaking the maximum line length rule
>>
>took all time during 3days understanding and working on a smooth land generation
>got it right
>add in a totally random generation with blocks sometimes floating around for the kek at first
>mfw this area is more fun to explore and jump around
JUST

..maybe I'm just biased but I like it. I'm just going to throw a random seed with a bit of ground base and call move onto the next dev part.
>>
>>163858413
But, to be honest, I had an idea for my puzzle game. It was this >>163836639, but I dropped it because of no art. But I think you can have any made up story, like in PuzzleQuest or something, where the fighting is replaced with puzzles like that.
>>
>>163858232
Save it, it's all yours my friend
>>
>>163853919
I'll take Spriter and PICO-8 for cheap. Can't complain. Been wanting Spriter for a while, but I was too cheap to go buy it.
>>
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>>163856162
i also nested 4 loops in a half asses chess game i made recently

nothing wrong with it, people are just jealous
>>
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>>163858524
yea but the cs degree meme is only funny when the actual code part can be obviously optimized.
>>
if im working at 640x480 (GM:S) how well would it go over if I did the backgrounds at half that then stretched them x2 to get a nice semi-anti-alias look?
>>
>>163859064
>else
>{
>break;
>}
you fucking
>>
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>>163858102
Here's my code
>>
>>163856451
what you've got here is a solid as fuck prototype
I would suggest fleshing it out and turning it into a puzzle game for mobile

it's clearly more complicated than the typical puzzle game, so turn that into a strength and market it as a "challenging mind boggler, way harder than candy crush! Makes you think!" and shit like that
throw in "Over 150 challenging levels!" and an "Endless arcade mode for high score with unlimited replayability!" and you're set
>>
>>163859462
nice eye cancer color scheme
>>
>>163859576
The only thing I don't like is the purplepink of the keywords, but I used up all other good colors.
>>
>>163858048
I found this on the Unity forums. (Credit to gfoot)
Maybe this would work? I can't personally test it yet because I'm at work unfortunately.
>>
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Day 1 with Unity. How can i improve this mess?
>>
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there wasn't enough squash & stretch going on, also added some vertex animated grass blades
>>
>>163854346
Comments should only be used when you can't express something in the code itself.
>>
What's the most common way to handle dialogue? Do you just put the entire script into a single file and pull from that, or do something more elegant.
>>
>>163859847
Holy cow anon, looks juicy and charming as fuck.
>>
>>163859847
This game looks real bangin.
>>
>>163859847
so what's the gameplay?
>>
>>163859910
It's certainly not common, but the best way I've found is to use coroutines/continuations. Whether that's done in your game code or whether it's in a script is irrelevant to the actual functionality.
>>
>>163859910
I would try and make the code pull text from a file, yeah. It'll make it a lot easier in the long run.

All of the messages are consolidated into one file and it'll allow translating it easier (if you decided you wanted to go the extra mile and do that)
>>
>>163859910
If you're using an engine you should look into how they recommend you do it to work with the localisation system.
>>
>>163858413
Yeah. It's easy to forget that bejeweled games are retardedly popular.
>>
>>163859910
>>163860045
That said, if you do it in a script it's easy localization as >>163860064 and >>163860069 point out.
>>
>>163859956
as of the second draft you've got two meters, nutrition & flavor, and you have to balance them out while not overflowing the cauldron. I'm going to work on the ui now because dd12 is getting real close
>>
>>163860175
Last PS: You can also have the dialogue structure (with the coroutines/continuations) in the regular game code and only pull the strings from some external source. It doesn't make much sense for different languages to have different dialogue structures; duplicating it for every language would be a maintenance nightmare.
>>
How am I supposed to dev with this smoke in my eyes?
>>
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Added landing gear for the spess ship. Cramming the struts and their supports into the tiny hull was not easy, but i did it and it's not sticking out anywhere when retracted, yay. And now the next thing on my infinite list of things to do.
>>
>>163859753
Looks ok, but the velocity part is lost on me. It's not what I need, anyway.
>>
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>>163843869
>yfw you took Monday off of work to relax and gamedev
>doing so voided your ability to collect Saturday and Sunday's holiday pay
>but you knew the boss was on vacation and you didn't tell anyone, you just no-call, no-showed
>go in Tuesday, claim there was a scheduling error and get Monday hours on payroll even though you fucking blew it off to gamedev
>yfw you use D E V I L I S H tactics to get paid and get to dev
>>
>>163860590
Well if you worked Sat and Sun, you better get fucking payed, even if you need to be sly to get it.
>>
I always see people have a structure like Player.OnDeath += someLocalFunction() can someone explain this to me?

What type of function/property does OnDeath have to be? Is there a way to save what functions are attached to it? Is it good for creating listeners for example Player.AcceptDamage += updateUIFill()?
>>
>>163859806
Split inputs and outputs. Put the moving the character part in its own script.
>>
>>163860590
>work 12 hours a day 4 days a week
>get home after work thinking of devving
>start playing something
>get done nothing
>go to sleep
>repeat until my days off
>dev for half a day and kys myself every time
>>
>>163860572
I love seeing your progress on this. Interactive cockpits are the best. Makes me think I should start on some kind of cockpit already.
>>
>>163860756
In that scenario, OnDeath has to be a variable of the class/script Player, with the same type that someLocalFunction() returns
>>
>>163860856
>kill yourself myself
>>
>>163860936
>thinking that wasn't intentional
>>
>>163860756
That's C#'s built-in event system (Observer pattern).
>>
>>163860994
>>163860931

Ah, so OnDeath isn't a function that can be called and automatically call all the += localFunctions()'s?
>>
>>163860725
I didn't work those days, but they're paid as if I worked them because they're major holidays, so long as I work the day before and after. Normally missing either bookend day invalidates the holiday pay you'd get despite not working. LIE 1, GET 2 FREE BAY-BEEEEEE
>>
>>163859504
Thanks for your ideas
Honestly so far I only made this for fun and for practice and have no intention of making money or targeting mobile. I feel that trying to make money on mobile is probably futile, but it could still be fun to publish a complete game
>>163858756
Yeah I thought of something like having RPG type battles where you get attacks by solving, different colors could have different effects etc. But I have no art either
>>163859847
Looks awesome, is this for crafting?
>>
>>163860936
RIP in pieces my sides, reading that
>>
>>163861224
I actually felt bad for you. Nevermind, you're just a lazy cunt.
>>
>>163860898
It's a constant battle of decisions about which controls to include and which ones to skip. I want to have lots of comfy buttons and levers to press but I have to keep it in check, since there is no point in including buttons like "hydraulics pressure in the left rear left landing strut" which the player is never going to use anyway.
>>
>>163861148
You can call it like a function. An event is basically just a collection of functions (delegates in C# parlance) that can be called all at once.
>>
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>hey guys I'm looking for a talented programmer for a game idea
>the position will be paid through profit sharing
>>
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>look through old projects
>find this
>>
I've been using an ancient cracked version of Spriter for ages now. Just found out it's on humblebundle. SIGN ME THE FUCK UP, BOYS.

Here's Clickteam Fusion 2.5 Standard if anyone wants it, I don't need it. Happy holidays, this just made my day and upcoming year.
0TPPV-L9GWL-7C08B
>>
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Any tips for palette shading, or making sprites with palette shading in mind. Also skin tones are hard.
>>
>>163862067
I'm not redeeming that, but cheers.
>>
>>163862091
I don't know a thing about spriting but this might help
http://www.kyrieru.com/p/this-first-part-will-cover-many-of.html?zx=af8882af0538b0a1
>>
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Progress!
Almost done with my main mechanic.
So far both characters are unable to move when i change the ground, but i'm gonna do it so that one can move on one and other one can move on the other one.

POST PROGRESS
give me some yous pls :S
>>
>>163862091
>>
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>tfw tonsil stones stuck in throat for past week
its like my body is actively trying to stop me
>>
>>163863056
Will it work like thomas was alone?
>>
>>163845170
Hey. Can you talk about how you got the AAA to properly calculate where the aircraft would be when targeting/firing?
>>
>>163863343
then get a pinzette and pull them out and stop making excuses you pathetic shit
>>
>>163863838
i cant fucking find it

its right behind my palate
>>
>>163863740
Isn't that like fifth grade math?
>>
>>163861349
Well I guess it comes down to do you want something more like DCS or something more like Ace Combat

Or something in between
>>
>>163849909
Haha!
Not joking, I recently came up with an idea very similar to yours, I almost confused your doc for mine.
>>
>>163864032
Is it? How would it be done?

I honestly don't know.
>>
>>163863991
>>163863838
>>163863343
/adsg/ - amateur dental surgery general
JAWS edition
>>
>>163844614
Put a delay on aggro for enemies so that they will not immediately aggro. If seen of course this doesn't apply. More of a half/half solution, depending on how its done you could minimize both frustration and cheesing.
>>
>>163863620
i didn't watch much of the game but no, this won't be rectangles running around.
Although it will be a puzzle game
And of course, i can neither dev nor art so it's gonna be a long ride
>>
>>163864032
Differential equations (really simple in this case, but still) are fifth grade math?
>>
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>>163864303

here, have a look at my scrapped game then
>>
>>163861331
you'll learn a lot publishing your first game
and it's a good idea for that first game to be a simple one anyway
it's worth it for the experience even if you don't care to make money from it
>>
>>163864589
Sixth grade?
>>
>>163864590
2 spoopy would not play
>>
>>163864775
So how would it be done
>>
>>163864850
Like I said, it's a differential equation. What you want to find is the point ahead of the target (really, the time taken to get there) such that if you fire at that point you will hit the target.
>>
>>163864850
It's trivially easy to find answers to your question on the internet, you lazy fucking mook.
>>
>>163864850
>>163865173
You could also cheat and make the bullets move faster so they hit the target at a constant time based on the immediate distance to the target.
>>
>>163865363
No need to go there. I originally just asked this Space carrier ops dev how HE did it. But you had to insert your own opinion to feel superior.
>>
>>163865550
I am superior because I look the answers to my stupid questions up rather than asking stupid questions on agdg.
>>
>>163865754
You really showed me by shitposting about it
>>
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Fuck parenting, this was way easier without parenting.
Not only do i not understand parenting cus this is my literally first time creating a game but also it sets every variable i set for my main char so it was a chore to swap them out.
>>
>>163865840
Questions as stupid as yours are on par with shitposting, especially when you continue bitching after somebody informs you of how stupid your question is.
>>
>>163866043
Looks more like a testing grouind than a game
>>
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Cameras are funfuck no i hate cameras, especially when i know i'll have to make a decent one someday
>>163866245
Trying to create the mechanics, like i've said, this is my first time trying to create a game. i'm also autistic enough to experiment instead of watching tutorials.
>>
>>163866245
No shit. He's testing his code.
>>
>>163866510
Then why saying he makes a game if he is just testing code?
It's merely a testing ground since months already.
>>
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>>163863740
At its most basic, the concept is is to calculate where the target will be when your bullet gets there. I get the distance from the gun barrel to the target, use that to calculate a travel time, project where the target will be in that many seconds using the velocity of the target, and then return that as the lead point (or aim point, whatever you want to call it) for the gun to aim.

This isn't perfectly accurate as it doesn't account for your own velocity (although that's easy enough to add in). It also doesn't predict a new distance in cases where the target's distance from the barrel will change in a significant way while the bullet is on its way. However, that's generally not a big enough error to matter as bullets are usually much faster than what they're shooting at, and instances where that's the case are typically when they are flying at your or away from you, and so the lead wouldn't be that different regardless.

Here's the exact code if you want to see the literal code.
http://pastebin.com/vaXXHkUa
>>
>>163866947
oh you rememebered... i actually was too lazy to try so i bought overwatch and played that for a while.
>mfw someone said "give him 2 weeks and he will give up"
>>
This came up in my related videos list. Maybe some interesting input for some of you or you can just talk shit about the guy

https://www.youtube.com/watch?v=JmwbYl6f11c
>>
I just want to look at code for finished games and learn from them, preferably from game maker games but anything else is fine too

where can I do this?
>>
>>163864590
Neat
>>
>>163867304
Github, I guess.
>>
>>163867304
https://github.com/id-software
>>
>haven't touched game in 3 days
Fug
>>
>>163867304
I'd recommend not doing that, finished games tend to use very convoluted coding structures.
But if you want to look at code for finished games, just look for stuff that is either Javascript, or open source.
Javascript is readable as long as the programmer hasn't gone out of their way to obfuscate it (Only multiplayer game devs and major companies are likely to do this).
>>
>>163867304
>game maker games
look up spelunky
>>
>>163867693
>he didn't have a planned Christmas break
It's like you don't even take things seriously
>>
My projection matrix and vertex shader in WebGL look fine, except that some things are totally broken.
It's full 3D, with perspective control, near-far cutoff, etc. but objects behave weirdly as they go offscreen which is no problem for small objects but it's a huge problem for large objects.

Are there any examples of good matrix-based 3D I can look at to see how it does things differently?
I've only been able to find bad examples, which are confusing because they have mathematical errors but still work fine.
>>
>>163867968
How do they behave weirdly?
>>
>>163867304
There was a humble bundle a while back where the nuclear throne sold the code for their prototype to nuclear throne (which is totally shameless but hey that's rami ismail for you) so the .gmk file for that is still floating around the net for download.
>>
>>163868125
If a vertex is a few hundred pixels offscreen, it will jump to a wildly different place.
My matrix stuff is rather convoluted, which is why I want to copy from something else.
But I haven't been able to find anything that isn't even more convoluted.
>>
>>163867968
How's WebGL compared to using the Canvas with plain JavaScript?
>>
>>163866981
Thanks.

>>163866056
>Asking a dev about his game dev
>Equivalent to shitposting

okay
>>
>>163868492
The big things are efficiency and a fragment shader.
It's way more efficient; thus is actually a reasonable option for 3D games; and fragment shaders can make something dull look amazing.
>>
I've built a couple small prototype proof of concept type things (as a complete amateur) and want to buckle down and try to flesh out the content on one for a demo day thing. I'm wondering which sounds like a game you'd be willing to waste 10 to 30 minutes on. My three prototypes are:

1) Waifu sim game. Basically a dating simulator except you already start married/dating a girl and the whole game is trying not to lose her. All the systems are in place for the day to day menu stuff, all I'd need to do is write tons and tons of dialogue for events.

2) Eugenics simulator. A bunch of 'people' objects shuffle around and breed and what have you. Object of the game is to make a race of supermans or something, haven't actually figured it out yet. Mostly made it because I wanted to simulate breeding genetics. Has randomized avatars for each person based on their DNA!

3) Magical girl turn based RPG. Basically just a sailor moon ripoff JRPG thing. Made it just so I could try making a turn based game.
>>
>>163869081
>>3) Magical girl turn based RPG. Basically just a sailor moon ripoff JRPG thing. Made it just so I could try making a turn based game.
THIS THIS THIS
>>
>>163869081
>pick between 3 vague concepts with no description of gameplay
>>
>>163869081
all of them
get to work kiddo
>>
>>163844648
now I see that making fun of idea guys was a mistake
>>
>>163869081
>Magical girl turn based RPG

Make it an RPG game survival game with Turn Based combat in the same vein as Mahou Shoujo Ikuseai Keikaku and I'll help you
>>
>>163869081
i like no. 2
>>
>want to make game
>but even more want to write plots for games
can't realise my games cus i dot no skills tho
>>
New to these threads and game dev in general, what exactly are the types of projects anons share in these threads? Is the long-term goal to release for free and get your name out there, make some money, or just get something small done for each jam?
>>
>>163870168
I'm sure there are lots of people like me who don't care about game stories and would love to have someone do all the writing work.
>>
>>163870194
Welcome. Ignore the shitposts. You can share any progress, any stage, any type, free/commerciam/jam, progress is always top-tier posting.
>>
>>163870168
I've been trying to come up with a plot for over a month now. It's really hard. I think I have managed to narrow down the possibilities a bit now, which is good.
>>
>>163870194
A little bit of each. Some devs wanna make money, some are just hobbyists.

I'm working on an open source game myself because it's the kind of game that I want to play. Other people are trying to start a career and making polished, funded games.
>>
>>163867304
I use to mess with this for fun. I hope all the comments from the original raven team are still in there.

https://github.com/JACoders/OpenJK
>>
>>163870194
All of those goals are welcome here.

Progress and learning = good
Shitpost = bad
>>
>>163870168
Make a VN in Renpy using stolen art assets. It's basically writing a script with some weird conventions but it'll get your feet wet and maybe you can move on to something bigger later.
>>
>>163867181
One of the realest talks I've ever heard on the subject, I think these days too many people think only of hit games and how to "force a hit"... when those are mostly outliers in the immense universe of game devs.

Thanks for sharing anon.
>>
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i got the humble bundle for hexels and dont need spriter does anyone want it?
>>
>>163854346
I think it completely depends on who you are expecting to read the code later
But then again, refactor first, comment later
>>
>>163870731
I do
>>
>>163870836
https://www.humblebundle.com/gift?key=SRM3SaTRaURbfmDd
>>
>>163855113
literally no way to tell without trying it out
and do fix that bug first instead of making it a feature
>>
>>163870916
thx famio
>>
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>>163870916
That's Liru from the Renkin San-kyuu Magical? Pokaan series.
>>
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>>163870438
Sure looks complex
>>
>>163871121
games are complex
>>
>>163870194
Most anons post their progress here, others just discuss things related to game development.
Sometimes we get really insteresting posts.
>>
>>163870384
>>163870425
>>163870451
Thanks, I wasn't asking for myself because I'm far from being able to post updates, just curious about what exactly I've been looking at because some of it looks really amazing.
>>
>>163871628
>another nodev in this general
>>
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A friend just sent me his game and told me to test it and tell him what I think.

How do you tell your devfriend that their game plays like complete shit without hurting their feelings? There are far too many issues to pinpoint anything and just tell him "fix the jump physics", everything about it is a mess. It's the equivalent of someone sending you their Sonic OC with no regard for anatomy or construction, colored using fully saturated colors and shaded using the burn/dodge tool.

Should I just tell him "good progress" and let him live in ignorance?
>>
OpenGL question...

Let's suppose I render 2 quads to the screen using 6 vertices. One edge of each quad is shared.

Now let's say I render each quad with a different texture. Not from an atlas.

Will there be any kind of noticeable seam between the two quads? Assuming here there is a pattern on the two textures that should connect seamlessly when rendered on the two quads.
>>
>>163872019
let him some useful feedback that he can realistically improve the game with. If the game is very very shit, let him know some ideas of how to upgrade it to just "very shit".
>>
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textured in zbrush. I am really enjoying my time with the program and if 2017 goes well I may propose but I don't want to rush things. for now I need to rig this guy. gonna go nuts and do full FK / IK rig
>>
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retopo'd and working on texture, using substance remotely so lines are a little sloppy. haven't really textured humans too much, hows it look?
>>
>>163872019
Tell him nothing.
If that is not possible, then tell him what you think he wants to hear. Preserve the harmony of your life, do not allow others to disturb it.
>>
>>163872250
the green in the eyes is a bit too strong for me. Maybe go with something more neutral.
>>
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How do you feel about people who reverse engineer games to write cheats?
>>
>>163872019
That's entirely dependant on your relationship with your friend and their personality. If you feel you're not capable enough to make a decent choice using your social skills and what you know of your friend go the safest route and either say it's an OK game or avoid the matter whenever it's brought up.
>>
>>163872241
This reminds me of the Neverhood/Skullmonkeys.
>>
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>>163857853

Even with super fast deformation, going through many chunks very quickly, it's becoming very very well optimized. There are still some bugs that aren't shown here that are a pain, but it's looking good.

(Fast deformation is just for fps testing)
>>
>>163872019
The truth can hurt, especially when you are at the beginning of the journey of your craftsmanship. Yet, when you look back, or let it sink in, you'll realize that every word in it was really helpful, and without them, you wouldn't be where you are today. Just tell him what's not working and show them good examples of the opposite.
>>
>>163872019
he will probably burn out on the stuff before long anyway, no reason to crush his dreams
>>
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>>163872389
https://www.youtube.com/watch?v=cryMVK1PwuQ
>>
>>163867181
Nice video, thanks
>>
>>163872096
No, if they have the exact same position there will not be a seam. If you want to ensure this, you can use a single vertex buffer for both with the 6 points and then different index buffers for each.

Seams arise when you do transformations so that theoretically the positions are the same but they're not because of floating point BS.
>>
>>163872903
Cool. I know seams aren't an issue when using a texture atlas which is what i normally use, but wasn't so sure about individual textures. That's pretty sweet.
>>
>>163873069
Like, 3 will always be 3 but 1.5 + 1.5 with floats is not exactly 3.
>>
>>163872545
Thing is, I don't think I can really relate to being that kind of clueless because I've always been extremely overanalytical in my work and have always had a general idea of what I wanted my creations to be or not be. I've had people suggest me that I went about things in the wrong way before and it has helped me grow, but I've never been truth bombed so hard my entire world shattered.

It's extremely difficult to list things that are wrong and suggest improvements in a way that doesn't read like "everything you just did was wrong", even though that's the truth. Wish there was a way I could let him figure out the blatant flaws himself without me actually telling him anything.
>>
>>163873234
Yeh, i know. So long as the exact same transformation being done to the exact same vertices, the result should always be the same from what I gather.
>>
>>163873289
Tell him some small things to improve. I'm not sure why this is so hard.
>>
>>163873329
Yep, precisely.
>>
>>163872250
>that nose
>>
>>163873289
I've been in that position, and I'm very thankful ever since that someone took the effort and wrote a precise list about that "everything".
>>
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>>163869081
Magical girl in an absolute despair setting.

The world is dead and dying by the time you get powers, all you can do is hold off total destruction while cities fall and people you know die each day.

Include bright and kawaii uguu clothing offset by a dark and depressing world.

Also kill off the first optimistic character the player meets, after the first day.
>>
>>163867181
well if someone with such disgusting games could do it then so can we.
>>
>>163873540
I don't think this particular person would take that sort of criticism well though, and it's a long time friend whose friendship I value.

I guess it's the wisest to wait for him to grow less passionate about his project before I drop the hint.
>>
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>>163873732
very original
>>
>>163844440
>mostly negative
>40p
I don't trust that you made a very good game anon.
>>
>>163873289
>Okay, you and I both know that this isn't AAA stuff. Doesn't matter, you aren't working for EA. Right now you should probably focus on [most glaringly obvious mistake]. Let's see where that takes you.
Done. Friendship preserved, constructive criticism given. Expect to be asked again.
>>
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>>163844440
>Ghostly_Spud
He played the game for a whopping 36 minutes and still doesn't know all the controls. Damn this game is deep. Guess I gotta play it now.
>>
>>163874362
Might do this. Sound advice.
>>
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Dug up some old code for the settings, quite a bit still to do.

>>163853330
I hope the game makes enough for me to cover the costs of you sending the compiled book to me.
>>
>>163874895
looking nice
>>
>>163874895
Juicy
>>
I suddenly can't open my Unity project anymore, even though I have it in the documents folder... Anyone know how to fix this?
>>
>>163869771
>>163869081

In the same vein as this, I was always interested in these "Game" settings.

For example, Fate/Stay Night, Magical Girl Raising Project, and HunterxHunter, but the element can be found in a lot of games genres.

Basically you have a system of games the player will have to traverse and complete all while having one unique power.

This could be 10 people thrown into a city, only 1 survives. Or 20 people in a game, where the player(s) compete against the AI to get a higher score. This could be similiar to Don't Starve where you accumulate points to unlock other characters which might have more interesting powers, or just different powers.

Especially having an element of using your abilities to win the games or complete events. Basically, get past this ravine, you could create an ice wall over it, teleport, fly, jump, or just not be able to do it and fail.

How the hell would you even approach a game like this. How do you design the AI well enough where it's actually a challenge? Where they will actually find ways across the ravine? For example, if I can mind control people, that means that I should mind control the Ice Girl to get me across passage.

Assuming 2D, how would you approach this game?
>>
>>163874895
Love it!
>>
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>>163875267
Loving it!
>>
Implemented crouching.
https://www.youtube.com/watch?v=9V3LBcK4-nk
Source code:
http://gitgud.io/stephenlynx/LynxVania
>>
Isn't there a way to scale 3d icons in Unity?

I literally cannot fucking find it now
>>
Just installed all the Android developer stuff and managed to make my game run of my phone. Only a matter of time now until I'm swimming in money
>>
>>163874895
Are you going to use the whole color switching thing in the game as an effect, or is it just an option to set in the menu?
>>
>>163867968
Anyone know what to do about this?
It's really urgent, since it's holding everything up, and I haven't been able to find anything useful on my own.
>>
Why is Construct 2 bad?
>>
>>163875267
>How do you design the AI well enough where it's actually a challenge?
By designing everything else around it to mask how dumb it is.
>>
>>163874895
Looks juicy and slick anon, I think the color palette fits perfectly. Also thanks for editing the intro text like my autism dictated, I appreciated it.
>>
>>163877081
Explain
>>
>>163872250
published here: sketchfab.com/models/5dc1bc58b2724da8b16070050305e1f7#
>>
>>163851692

looks good enough to me.
>>
I've lurked these threads for several years and haven't done anything at all, mostly because I can't art/no ideas

what the fuck
>>
>>163878692
follow some tutorials, steal/use placeholder art

for ideas: just clone an old game you like, you can think of your own stuff later

do something
>>
I have a code for Unity in C# here which let's me span a background at a certain place and time, and it also works.

http://pastebin.com/N3VkzwK3

My problem though is, that I also need particles for this background, but somehow this script doesn't work for particles. Anyone could tell me perhaps how to make it work with particles too?
>>
>>163857187
>addendum, another likely culprit would be an issue with using an improper coordinate system (world vs. view), though it could be any number of other things.

Can you elaborate on this? I've tried basically everything at this point
>>
>>163876412
Just an option right now. As unlockables later.
>>
>>163878463
I was talking in general. I think FEAR's case study is still the most relevant example. Where enemies would try to advance to 'cover points' and through good level design, the cover points would be to the sides and behind the player, so it looked like the AI was trying to flank.
Or the stupid example, where the AI would shout "Send reinforcements!" and when the player advanced, they'd discover --shock-- more enemies.
>>
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>>163853330

3.25 MB
>>
>>163879439
>2448x3264
>>
does anyone have a spicy custom character controller for unity/c# that you want to share?
>>
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I DID IT
I FINALLY FUCKING DID IT
I GOT SLOPE COLLISIONS 99% WORKING
HHHHHHOOOOLLLLLLYYYYYY FFFFFFFFFFUUUUUUUUCCCCCCCKKKKKKK
THE ERROR WAS A FUCKING TYPO, MY LOGIC HAD BEEN CORRECT THE ENTIRE TIME
OHMYGODOHMYGODOHMYGOD I'M SO EXCITED
>>
>>163879673
Now if only it would look correct, too.
>>
>>163879673
>tfw to intelligent to enginedev
>>
>>163879590
Just steal the one from Unitychan.
>>
>>163879318
Just pastebin your code for determining the directions of your shots and let me see it. You would probably know if you were using screen coordinates rather than world coordinates.

Whatever the error is, I sincerely doubt it's "GM view jankiness".
>>
>>163878692
>>163878893

i suggest you download unity3d. it's the best engine out there tbqh mate.

cheers
>>
>>163879776
It's bumpy (which you can see in the video), and also, if the player were to roll towards the left over that tile at the bottom of the slope, he would fall through the ground. That's why I said it's 99% working.
>>
>>163879590
try Super Character Controller, check out the demo mario 64 remake with it
>>
If I want to one man army, should I not even bother coming to /agdg/ until I spend a few years on /ic/?

Can I really learn art and make game at the same time?
>>
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>>163880845
>Unironically suggesting Unity when Unreal has gotten into shape
>>
>>163881314
Of course you can. Just don't expect your art to be amazing when you just start.
>>
>>163881408
How's 2D?
>>
>>163844729
yeah thats much better shoulders look off though
>>
>>163880375
It's definately being cause by something im doing with the view.

this is literally the entire code I have for firing the bullet.

xx = window_view_mouse_get_x(0)
yy = window_view_mouse_get_y(0)

move_towards_point(xx,yy,speed)

I've tried with mouse_x/y but nothing seems to do it. My camera was running in the step event and I switched to the end step but still no dice. Im 99% sure whatever is knocking things off is due to this bit of code here:http://pastebin.com/v3kz09Cs

specifically view centering
>>
>>163881664
The same as Unity, horrifying
>>
>>163881408
Unreal is harder to get into than Unity.
>>
>only 24 people in all of /agdg/ have made a real game according to homph
>>
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The main generic baddie that you will slay hundreds of. Still working on proportions and details, but i like how he is turning out.
>>
>>163881883
Heard this but I can't believe it. Blueprints make it so you barely need to touch actual C++ for most things.
>>
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>>163882249
Quick test of the walk cycle.
>>
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>>163882249
>those veins in the arm
>>
>>163882357
Unity has such a ridiculous amount of answered questions online that it's basically impossible to get stuck.

Though I went from Unity to UE4 and I've never regretted it
>>
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>>163881938
Well do you know any other agdg games on steam?
>>
>>163882249
looks kinda cute

8/10 would befriend
>>
>>163882443
they became very pronounced by the shader. I saw it the second i uploaded the picture. Fixing it now
>>
Game dev tools should only be available for game devs. If amateurslike you can use them the market gets flooded with crap.
>>
>>163881771
>It's definately being cause by something im doing with the view.
There's a difference between you doing something wrong and the way game maker handles views being responsible for the issue

>window_view_mouse_get_x
window_view_mouse_get_x gives you a coordinate relative to the view, which is obviously different from an absolute world coordinate, so I can't imagine how it could NOT fuck up your aiming. Why are you even using that for this situation?

I'll keep browsing this but I'd bet money that it's an issue associated with you using relative view coordinates.
>>
>>163883028
Show us your game
>>
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>>163883028
>implying the AAA market isn't flooded with trash
>>
>>163873732
>Also kill off the first optimistic character the player meets, after the first day.
Wow 10/10 masterpiece anime I cried
>>
>>163882357
Anything even remotely big in Blueprints is a clusterfuck. And, unlike in Unity, there really is no well integreted text-based scripting language available third-hand, unlike Unity, where, if you have free and supported Lua integrations in the asset store, for example.
>>
>>163881771
>>163883270
https://docs.yoyogames.com/source/dadiospice/002_reference/windows%20and%20views/views/window_view_mouse_get_x.html

Just look at the documentation, by the way. As you can see from that second picture that compares the mouse_x value with the window_view_mouse_get_x, the latter does NOT return the value you want to use when telling a bullet to travel towards a specific position in the world unless the view and the world are the same size.
>>
>>163883028
People having tools isn't the problem, it's Steam gobbling up the games market from consoles and then having no quality control whatsoever. It's like if Bernie Sanders were to become president of the USA.
>>
>>163883028
I wonder how people learn to gamedev without tools to do it
>>
>>163883756
>Anything even remotely big in Blueprints is a clusterfuck.
Organize your code. You can block out your code in custom modules.
>>
>>163884081
google "handmade hero"
>>
>>163883270
>>163883815

neither mouse_x nor window_view_mouse_get_x work. they do literally the same thing as far as their function applies to my game if that makes sense.

I started with mouse_x and switched to window_view_mouse_get_x to see if it would correct the problem
>>
>>163884193
>Tfw it looks like shit and STILL ISN'T DONE
>>
>>163884327
>i'm retarded
>>
>>163884350
At least you admit it.
>>
>>163884419
>doesn't know how meme arrows work
back to /r/unity3d
>>
>>163884486
>He unironically thinks meme arrows can quote things that aren't said
>>
>>163884564
>I pretend to but I don't actually know how meme arrows work.
>>
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A screenshot of the wilderness in my new exploration/survival game

It's kinda low detail but I think that style is considered cool at the moment
>>
>>163884263
I suggest you go back to using mouse_x, whatever the case may be, because you could very well fix the problem and not realize it if you keep using view coordinates.

Move the bullet firing code to the end step event and see what happens.
>>
>>163884727
Ground being bare is a stark contrast to the trees. Have you considered foliage like ferns or even just grass?
>>
Which AGDG game is most guilty of favoring juice over fundamentals?
>>
>>163885134
Definitely not yours, because you don't have one.
>>
>>163859847
Is Le Dino Waifu game in Unity?
>>
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>>163885723
yes

just improved the pickup motion a bit based on feedback
>>
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>was bitching about collab with people for a while
>realized i was stressing people out like a retard checking progress on a daily basis like some kind of police officer
>>
>>163886147
tfw too smart to have team skills
>>
>>163859847
your game looks bangin anon
i can do handpainted style its just that im too impatient to sit down and finish anything that way. im too used to texturing with presets
>>
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A game in which you constantly launch ideas into the nightsky, just to see them get shot down.
I just needed an excuse to post OC.
>>
>>163886431
thanks, I'm trying to take tips from late ps1 games where texturing was done to bring out detail, so most areas are just flat color and easy to paint
>>
Got $20 on steam for Christmas. What are the BEST /agdg/ games that I can buy. Preferably ones that didn't leave after becoming famous.
>>
>>163884749

thanks man.

its weird, I switched to mouse_x and just tried drawing a circle so I can see where the xy value is being set at vs where the bullet travels. It crosses it every single time. So I think the problem I have isn't exactly what I think it is?

So the bullet is actually going where it should but i guess it looks like I got the illusion that it's lagging behind because of the player objects movement. I guess that's just a drawback of not using hitscan..
its weird, I switched to mouse_x and just tried drawing a circle so I can see where the xy value is being set at vs where the bullet travels. It crosses it every single time. So I think the problem I have isn't exactly what I think it is?

So the bullet is actually going where it should but i guess it looks like I got the illusion that it's lagging behind because of the player objects movement.

So in order to hit something
>>
>>163887512
If they're popular and made money they really don't have any reason to stay because they aren't "amateurs" anymore.
>>
>>163887512
http://www.homph.com/steam/
I have no opinions on video games other than I like all of them <3
>>
>>163887662
They can still post progress for their next game.
>>
>>163887512
Hopoo did post progress about Deadbolt, so I guess that counts?
>>
I can't be the only one that wishes Bokudev was banned from agdg right?
>>
Why do people think coding is easier than art?
Without all the tutorials I can copy/paste from, I couldn't code for shit. It's just way to difficult and boring to learn this stuff from scratch.
>>
>just like make game

but it's fucking hard
>>
>>163887625

herp derp.

basically it does what its supposed to, im an idiot and didn't realize it appeared off because of slow bulelt speed
>>
>>163887956
not easier but its unlikely you will have to write alot of code
a seasoned coder can shorten his code too
>>
>>163887956
Because it is, it's way easier. Doing anything in code is just solving a puzzle

Art requires an insanely broad skillset to make anything of value
>>
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lazy artist looking for lazy coder so we won't do anything
>>
>>163888082
>its unlikely you will have to write alot of code
You mean because it's already available on the net and you just can copy/paste it? Yes, but without copy/pasting and instead writing it from scratch on your own, this shit is difficult as hell.
>>
>tfw havent worked on your game in months

somebody kill me
>>
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>>163887625
>>163887982
Glad it's fixed, anon.
>>
>>163888195
I'm already doing loadsa nothing on my own. I don't think I have the time to do nothing with someone else on top of that.
>>
>>163888167
Learning art is much more intuitive and makes more fun than learning a language.
You don't see many children studying computer languages, do you? Almost every child draws from time to time though.
>>
>>163888382
>learning art is more fun than coding
Are you fucking retarded?

Little kids scribbling/doodling is not learning art by the way
>>
>>163888382
"Could I... am I a genius that could do art easily and pretty?!"
>Draws art that not even mom would hang on her fridge

Ill stick to coding for the time beeing
>>
>people are surprised that different humans prefer different things and find some stuff easier to learn than others
Guess that's the quota met for this week.
>>
>>163888618
Of course it is learning art. That's how every painter started. By doodling as a child.
Look at Picasso paintings. They are very inspired by child doodlings.
>>
>>163862091
dat camel toe in the da top row
>>
I wish I never fell for the 3D meme. Everything about 3D takes longer to make, and is more difficult to make. And to make it worse 3D is better in every way so I can't even convince myself to go back to 2D.
>>
>>163888871
>And to make it worse 3D is better in every way
not really
it will look like shit compared to 2d because high quality 3d requires actual professionals
>>
With 2D AI, do you "bake" where they can path to or do you do it in realtime? For example, I have a bunch of enemies I want to chase the player, but I'm not going to make them too smart. They can jump over small obstacles and don't fall off ledges, and I'm doing that by having them calculate the height of a jump needed to get over an obstacle and detect if part of their collider has nothing underneath it (in which case reverse direction). Is this how I should do it even if I have lots of enemies?
>>
>>163888871
>Everything about 3D takes longer to make
Not really... You can animate much easier for example.
>>
>>163888382
>You don't see many children studying computer languages, do you?
nearly every talented programmer started programming as a kid
>>
>>163889178
>high quality 3d requires actual professionals
so does 2d
>>
>>163889181
The more mobs you intend to have, the more useful a flow map becomes.
>>
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>>163889181
Depends on how flexible you need them to be, but offhand I'd say no, that's not an efficient solution unless the heights of obstacles in your game will be highly variable. Navmeshes are fairly simply, so I'd start there.
>>
>>163889442
only if you want AAA quality
you can get pretty high quality 2d visuals out of amateurs/students
>>
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Progresso, making it so you not only have to push the pink puzzle cubes to their goals on this level but you also have to avoid the angery boxy foxy "Anti-Boku" Mob that patrols the town, and collect the 3 keys to unlock the gate that blocks the pink puzzle cube goals.
>>
>>163889654
Please make boku a brown bunny so hes noticeable.
>>
>>163889863
>brown bunny on earthtone backgrounds is more noticeable than white bunny on same backgrounds
*tim allen noise*
>>
>>163889181
Ideally, the graph you use for pathfinding should account for actions like jumping in the first place.
>>
>>163889562
not when it comes to animating
>>
>>163889863
>Brown Bunny


HAHAHHAHHAHAHAHHAHAHHAHAHHAHAHAHAHAHAHAHHAHHAHAHAHHAHAHH

He will stay white. No Meems.


>>163889863
This.
>>
>>163889863
More like you're a clear SJW that is trying to make agdg games get literally BROWN-IE points.
>>
>>163889863
Brown Tewi was a mistake.
>>
I'm pretty new to using DS_grids in GMS. I've been doing some of HeartBeast's tutorials, and have a random mapgen thing going on, but I can't figure out collision. It's easy enough if you have 4 direction movement, but I'm using tank controls for my project. Is there an easy way to detect what tiles are surrounding the player and keep them from moving that way? Or maybe even spawn an invisible collision object if there's a wall tile there?
>>
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>>163889863
If it makes you feel better Boku has a brown GF for the co-op mode.
>>
As a beginner, should I focus on making the game I want to make, learning relevant things as I go and piecing it together

or

should I be trying to learn as much about game maker language as possible, building my understanding, and then actually working on the game I want to make when I know what I'm doing hopefully in a year or two
>>
>>163887804
Vagante is /agdg/? No shit? Do they still come here? Can I bitch at them to bring back their super early sprites of their classes instead of their 96% brown shits they have today?
>>
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>he doesn't have a whiteboard to scribble invisible shit on
git gud fampai
do u even make progress I mean why do u even come here??
I can't believe it's not origanoli
>>
>>163890308
No offense but I can't tell your level of competence from what you posted.

You're using this functionality, right?
https://docs.yoyogames.com/source/dadiospice/002_reference/movement%20and%20collisions/motion%20planning/mp_grid_add_cell.html
>>
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>>163890592
I have 3
>>
>>163890464
>Do they still come here?
lolllll

> Can I bitch at them to bring back (...)
lollll

Their Steam forums are filled with bitching for every change they make. They're utterly numb to it at this point.
>>
>>163890423
You probably shouldn't start with the game you want to make. You'll likely associate the idea with negativity after trying and failing (a natural part of learning) a lot.
>>
>>163890606
No, but that's good to know about. I'm using motion_set for the player's movement, would this work with that?
>>
>>163890642
I bet they're shit quality 2bh u shud git a good wun
>>
>>163890606
The thing is, I'm not using wall objects, I'm trying to stick to using tiles and ds_grid stuff for performance reasons.
>>
>>163890308
There's at least 3 ways you could do this:
1. Loop through the grid, creating collidable instances when appropriate.
2. Do collision detection yourself using the grid directly.
3. You may not need the grid at all; generate the map by creating instances directly.
Option 1 will be the easiest, Option 2 is not that appropriate to GM, and Option 3 will require that you know how the map generation works so you know you can take out the grid.
>>
>>163890721
>Too many hours in to get a refund

I guess I only have myself to blame for purchasing early access. Can't even trust you fucks to not add poos in the loo.
>>
>>163890796
>>163890950
wwwwwait

You're using DS grid stuff? I mean, you can do that, but GM has an entire thing for pathfinding.

https://docs.yoyogames.com/source/dadiospice/002_reference/movement%20and%20collisions/motion%20planning/index.html

Just read all of that.
>>
>>163890395
>Pandering

REEEEEEEEEEEEEEEEEEEEEE
>>
>>163890950
If you can't even fathom how to do something a certain way, you shouldn't be worrying about doing it that way because you believe it will be more efficient.

>>163891181
I don't think he's talking about pathfinding at all.
>>
>>163891259
Not to be an ass but I can't tell what he's talking about because he doesn't seem to have much of an idea himself.
>>
>>163891138
Option 1 seems like it would work for me, but how can I detect what grid position the player is currently at?

>>163891181
I'm going to look into this a bit.
>>
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Well, I'm bored. Anyone want help with some 3D assets?

>>163882249
Could use some touching up. Mind linking the file?
>>
>>163891464
I highly, highly recommend checking this tutorial out. It has an example that you can pick apart and toy with, which I find invaluable for learning.

http://help.yoyogames.com/hc/en-us/articles/216755858--GMS-S-Using-Mp-grids-To-Create-AI
>>
>>163891331
>Is there an easy way to detect what tiles are surrounding the player and keep them from moving that way?
I think you're the dumb one here.

>>163891464
Doesn't matter if you go through the grid initially and create all the collidables at once.
>>
>>163891331
Yeah I'm not talking about pathfinding at all. I have a directly controllable character object. I have a map that consists of tiles placed randomly.

How do I stop the player from moving over CERTAIN tiles is what I'm trying to figure out. Without relying on objects.
>>
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>>163891464
>how can I detect what grid position the player is currently at?
>>
What engine is BokuDev's game made in? I saw a few .gif files he uploaded to the Discord channel and liked how it looked.
>>
>>163891609
If you really want to do it without objects, first you need a way to check a point on the map to see if it's over a solid tile. That's just rounding and division. Then you do that for some points around the player, e.g. the corners of a square that will be the player's mask.
>>
>>163891607
>I think you're the dumb one here.
Both pathfinding and collision code could be the answer to the question "how do I prevent an object from going to a place", shit for brains.
>>
>>163891882
He specifically said he was using tank controls so no, I don't think so.
>>
>>163891839
To clarify on my question, this is the .gif I was referring to.
>>
>>163891465
What exactly are you looking to do?
>>
>>163891839
>>163892498
He animates those in Blender. I don't think he has a game.
>>
>>163849017
Someone in the agdg discord linked me to the github project which fixes unitys crappy outlining
https://github.com/n-yoda/unity-vertex-effects
>>
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>he literally posted this here
>he literally thought this was ""progress""
Lol. Look at it and laugh. :)
>>
>>163893376
there is no agdg discord
>>
>>163893657
there is no agdg
>>
>>163892690
Where is your game?
>>
>>163893775
I don't have a game. Neither do you or anyone here.
AGDG has no game.
>>
Anyone have ideas for a Recettear-like game? I have an urge to make a item shop game, and a dungeon crawler. But I can't think of a theme.
>>
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>>163891839
Could have asked me in the discord senpai.

I work in unity, I make models and animate in maya/unity and I texture in GIMP.


>>163892690
This is sourcedev sadly.
>>
[man-placing-stick-in-he-own-bike-wheel.tga]
>>
>>163893876
I'm not registered. Otherwise, I would have.
>>
>>163891465
is this image a meme?
>>
>>163893845
just make another recettear-like game, doesn't need to be original at all because it's like the only game in the entire genre
>>
>Bokudev is a drama shitposter
>>
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>have to finish the entire game before i can get art for it
>>
>>163893876
This. Any time you see any post you dislike, it's probable sourcedev. He's on a crusade to destroy the thread because Valve wouldn't hire him after he made a ""gmod map""
>>
>>163893845
You're a snake oil salesman and you have to convince people that your loot is worth buying on top of the dungeon crawling and store management.
>>
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>>163894009

bokudev believes a lot of things
>>
>>163894024
>""""multiple quotation marks""""
You're making me nervous, anon. Are you sure you're not... that guy?
>>
>>163894235
But that image is entirely correct, sourcefam. :)

You were caught MULTIPLE times doing this, and it's all archived. Your bomb threats won't save you this time. :)
>>
>>163893971
As much as I like cute anime girls running item stores I want to at least make it a different theme, just can't think of any.
>>
>>163894396
Keep mewling that name, retard. I fully own you.
>>
>>163894467
Ok, you're an asexual transgender LGBTQ sex shop owner
the game takes place in Seattle where it's always raining
and deals with deep themes like depression and suicide
>>
>>163863056
>>163866043
>>163866482
are you numbered rectangle dev? you're an inspiration to people who can't art, you refuse to give a fuck
>>
>>163895043
He's not the guy making the placeholder action game, if that's what you're asking.
>>
>>163872250
other than the unfinished nose it looks great
just needs some better skin, more yellow I think
>>
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>>163894735
The main character MUST have pink hair and instead of delving into dungeons you will gamedev as a hobby.
>>
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Playing around with various effects.
>>
>>163879673
HOLY SHIT GREAT STUFF ANON
seriously, I worked through that myself and it's dirty work
>>
>>163895239
furfag get out.
>>
>>163889181
a lot of the questions revolve around if the game is top-down, side-on, or something else
>>
>>163895719
Not really.
>>
>>163895719
>2d game with jumping
>is it side or topdown
makes you think
>>
>>163895239
FURRIES REEEEEEEEEE GET OFF MY AGDG
>>
>>163895812
I meant a lot of how you answer the questions-- if it's top down the environments are going to be more complex, for example.
>>
>>163895239
anubis-dev, we had a deal
you put pants on and we stop giving you shit every single time you show up
>>
>>163895936
The question about whether something goes in the graph is simply whether it should be used for pathfinding.
>>
I've been having a hard time explaining my game to people. Is there a term for games like the pre-RPG Castlvanias, where you just kind of... walk around and kill things?
>>
>>163896104
Side scroller.
>>
>>163896104
...platformer?

Action platformer?

"Action game"?
>>
>>163896104
are seriously asking what genre the original castlevania is?
>>
>>163896104
>like the pre-RPG Castlvanias

http://www.giantbomb.com/castlevania/3030-6673/
>genre: action platformer

https://en.wikipedia.org/wiki/Castlevania_(1986_video_game)
>genre: action, platformer
>>
>>163896241
I never thought about it much until I started making this game, I just thought of it as a Castlevania game. Side-scroller as >>163896121 said crossed my mind but that doesn't cover what you do.

>>163896121
>>163896191
action side-scroller, thank you
>>
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>>163894430
>>163894235
>>163894024
>>163893876
Bokudev is the faggot shitting up the threads every day?
All this time I thought it was Rotate, tripping on his hormones.
>>
>>163896431
>its bokudev shitting threads
>links bokudev giving proof that its source dev doing it

Jeez sourcedev stop being a fucking moron.
>>
>>163896512
>proof
>>
>>163895986
Do female characters who get magically incapacitated retain their clothing?
>>
>>163896512
I take it for granted that anyone who uses smileys on AGDG is sourcefam or one of his many incarnations.

Also,
>unironically replying to sourcefam shitposting
Only sourcefam ever does this.
If you do, and you're not him, you should probably kill yourself.
>>
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Not sure if this looks better with or without mixels. I got some small progress done today. Most significantly, I have a dialogue system in place (not shown here) and I made a design doc so I actually know what I want to do with this game. Gonna try to get some more dev done before I go to sleep.

I also need to figure out a name for my main character. I was going to call him hoverboi, but a quick google search revealed that the name apparently belongs to a racist comic book hero.
>>
>>163896646
Its sourcefam samefagging his own samefagging same fagging.
>>
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>>163844876
>>
Twin stick shooters are basically played out at this point, right?
>>
>>163851110
I never thought so one could peel back so many layers of my motivation with a pot shot comment.
>>
>>163896982
If you're not gonna do anything interesting with the formula, sure.
>>
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Anyone have a working link I can download Logic Pro from?
>>
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>>163896805
Beauty.
>>
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>>163886098
Needs more Anticipation
>>
>>163892584
I dunno, anything short of textures really. Just kind of bored atm.
>>
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Clothing added.
>>
>>163898270
You cheeky fuck.
>>
>>163898030
Would ya be willing to model a tree with some thick roots or something? Or would that be too much for you since leaves and all that. I suck at trying to model simple objects like rocks and foliage myself.
>>
5am, can't sleep, decided to work on my game instead.
Trying to figure out a basic desktop layout that looks cyberpunkish
>>
>>163899153
Early as fuck devving is always the comfiest for me.

The layout looks good, but the grey text on green background for the icons is kind of hard to read.
>>
>>163899280
Yeah I'll throw away the entire palette and do a new one later, the icons are likely to change too. Thanks for the feedback.

Good thing about early devving is the silence for me.
>>
>>163898559
Uh, sure. Lowpoly? Highpoly?
>>
>>163900640
High poly if you can, I'd greatly appreciate it. But no worries if you don't want to.
>>
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What engine would be easiest to make a dungeon crawler?
Gamemaker? RPG maker? Flash?
>>
>>163896590
do they, or should they?
either way it depends, but I vote yes, that shit bothers me
>>
>>163900780
since you asked the question, game maker
>>
i give up
>>
I figured out how to find my grid position finally! Still can't work out the tile collision though. I'm using the old Resident Evil/tank controls, so it's difficult to figure out what direction the player is actually moving in. I'm thinking there must be a way to store my current position, and if it changes to an illegal position (a grid space with a solid), set it back to the last position.
>>
>>163901363
That's okay, you can be an idea guy. Tell me your ideas and I'll give you a share of the profits.
>>
>>163901542
it's a game and it sells a lot on steam
>>
>>163901678
if my game doesn't sell a lot will that not count as using your idea
>>
Got a better hang of animations and exporting them around. Starting to figure out clothing.
>>
>>163881938
no fucking way was lethal league made here
I absolutely love that game
>>
So is the crazy shitposter dead? did all our counter-shitposting yesterday work?
>>
>>163867181
reminder that if you're going to spend 11 years being a bottom feeder who doesn't even try to make anything original, only concerned with money.... you'd still make better profits in eroge.
>>
>>163903848
Counter-shitposting does not work. I'm sure y'all will be back to shitposting in a few hours.
>>
>no one cares about your game because it has no art
how do you stay motivated ?
>>
>>163887512
Social Interaction Trainer and Rstricted-RPS are on sale and Steam still doesn't have pwyw so i recommend buying them a few times.
>>
>>163903969
Nah dude i'm pretty sure it worked. I had to use 100% of my full shitposting power to do it but i think it was worth it and sourcememe is dead
>>
>>163903771
yeah, I'm pretty sure that's not true
I feel like I played the original version of that flash game before agdg even existed
>>
>>163899153
lose the pixel font, get something stylish.
>>
>>163904361
Yeah dude, I'm totally sure the hour of low tier shitposting you did is going to dissuade someone who has been doing this every waking hour for a year and a half. You're nothing compared to him.
>>
>>163903771
he posted here some when it was 2D and was getting it featured at fighting game conventions before falling off.
posted way more back when he was making megabyte punch.
>>
>>163904187
[Placeholder Title] guy has people who care about his game, and it has no art.
>>
>>163904723
I better pickup my game then huh.
>>
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What's the deal with this directional light shining through my ground, why does this happen/how do I fix it?
>>
>>163905050
Nevermind already figured it out. This tunnel is deep enough to where the outer edges of my map don't block the light, so the light passes through the back edge of the mesh
>>
>>163904565
I'm aiming for vaporwave aesthetics in the rest of the game and I think the font matches that well for now. I tried sharper fonts but they make all my UI elements look like mobile app components.
>>
how did oldschool dungeon crawlers even work? that shit was 2d wasn't it?
>>
>>163867181
this is actually really good
thanks for the link bruh
>>163903871
nice bump googs
wouldn't have seen it without you hun :3
>>
>>163905625
Are you talking about raycasting engines?
>>
>>163905575
>some basic bitch pixel font
>a e s t h e t i c
no
http://www.hipsthetic.com/5-essential-vaporwave-fonts/
>>
>>163905974
Cool stuff, those look good on logos but not on UI elements.
Bookmarked to use as reference on other stuff.
Thanks.
>>
>>163906142
>look good on logos but not on UI elements.
yeah but your current UI font doesnt look good.
google has nice fonts https://fonts.google.com/
>>
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Do you use a pirated version of Photoshop/Maya/3ds Max for your commercial games?
>>
>>163905913
is that what games like Shadowgate and Eye of the Beholder used?
>>
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>>163906367
Of course not anon, I use the only viable free alternative, Blender, for all my 3D modeling needs
>>
>>163906367
CEASE AND DESIST

I must inform you that trollface is a copyrighted piece and if you continue to use my work or a variant of it in your post I will be forced to contanct my lawyer. It is simply a matter of upholding copyright law.
>>
>>163905625
You're aware that Doom was 2D right?
>>
>>163906656
Either that or just a selection of sprites. I'm guessing the latter.
>>
>>163905625
They just stitch tiles together (which may be premade for different angles) to make the image.

>>163906696
The gameplay was 2D but its rendering is no more "2D" than the rendering we have now.
>>
>>163906937
>but its rendering is no more "2D" than the rendering we have now.
No shit.
>>
>>163907080
So what was the point of >>163906696?
>>
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Practicing sculpting in blender to make some background assets. Any ideas on what to improve on?
>>
>>163907129
Making it not look like frozen diarrhea.
>>
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>>163907129
>>
>>163907129
Why is that made out of chocolate
>>
>>163907129
looks like a screenshot from a candy bar commercial
>>
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All like paralyzed with magi and stuff.
>>
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so i was out here deving during the concert but then it started to rain at 10pm so i went back to my tent. when i got back i was too tired so i just slept to about 8:30am the next morning. I didn't really get much done though, just fixing some things.
>>
>>163907472
>>163907459
>>163907192
that's what it's supposed to look like i swear
>>
>>163907129
>>163907239
>>163908183
do you have smooth shading on those faces?

also are they going to be prerendered? because that is waay too high poly for any realtime asset
>>
>>163907485
Use your skills for something that's not disgusting
>>
>>163908615
When I can afford to, I will.
>>
>>163908428
Not using smooth shading and it's just practice. I Want to make mountains for a side scroller that look nice although i don't really know where to start
>>
>>163908615
use your skills for something
>>
i want all the rewards for no effort
>>
>>163908790
Pitch a really expansive space game with endless possibilities on Kickstarter.
>>
>>163908867
they already made no mans buy
>>
>>163908729
use your skills
>>
>>163908916
i think he's talking about star citizen
>>
>>163886098
that low poly beauty..
>>
reminder to make 3d games
>>
>>163896687
as someone who started learning a few days ago, i have no earthly idea how you're doing that
for the plane, is that a really small low-poly 3d model with small textures, or is that some sprite fuckery?
>>
>array of static classes
Does this make sense?
>>
>>163909676
reminder to make games
>>
>>163910085
not if they're 2d
>>
>>163910130
What about 2d perspective with 3d models?
>>
any fightan game devs here?
making a fighting game in gamemaker, need advice on good tutorials.

you fight as cats
>>
How do I stop an RPG story with a focus on party members from devolving into "muh friendship"
>>
Godot doesn't have switch statements this upsetting
>>
>>163907986
goddamn, imagine how productive this anon is when he's in business hours
>>
>>163910880
devolve into "muh betrayal"
>>
I promise I'm gonna work on my game once the new year starts!
>>
Merry Xmas guys,

After a month or so of using Unity for my colony management project, I'm going to switch to unreal engine.
This game will be a success or not all depending on the AI, and unity's behaviour trees (from the asset store) are not as good as unreal's.

But I still have a question I might end up asking in their forums:

With behaviour trees, you sort of give priorities to some things over others. Like, if I'm hungry, then I'm going to go eat, instead of cleaning the floor.
But in many of these games, these tasks can be prioritised by the user, how do you do that with behaviour trees? (not just unreal behaviour trees, BTs in general)
>>
>>163910585
Sounds intresting Like Edison's cats, animoo catgirls, or furshit?
I tried to make fighting games a couple of times on GM but always ended burning out and moving to back mugen instead.
Not sure about actual tutorials, but I believe there was a pretty well done MK3 clone engine on the internet at some point.
>>
>>163901363
https://www.youtube.com/watch?v=9F5p1_hR2Ws
>>
>>163911119
female jap accents are the worst.
>>
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>>163911035
like this lil critter right here

i'm terrified at how complicated this shit is going to be for me
>>
>>163908682
>furry in denial
>>
>>163908919
use your
>>
Is furry something like a degenerated version of lolicon for westerners?
They pften look very child-like, and it's also mainly western thing where loli is more taboo than in japan.
>>
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>>163879673
Nice work.
>>
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>>163910975
Me too, let's do it!
>>
>>163910880
Write better?
>>
>>163845138
Because she's a whore!
Every whore speak with a weird font.
>>
>>163911654
I really like people having a discussion about my character, but to be clear she's supposed to be like 7 years old.
>>
>>163911730
supposed to be, but she isn't.
>>
>>163911730
Of course not.
Every girls under 14 have pigtails.
Then they became goth until 18.
And then they finnally became adult.
>>
>>163911730
everything is extremely ambiguous in cartoony artstyle
there is a reason why some people can get off to lolis and furshit and flinch when they see actual pedophilia and bestiality
>>
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>>163911730
>she's supposed to be like 7 years old.
Where do you think you are?
>>
>>163910880
what's wrong with friendship? if you're worried bout being compared to ffxv, dont be, because everyone will have forgotten about it by the time you release
>>
>>163911904
smuggest of the smugs
>>
>>163910880
Do something like Drakengard.
>>
Artist here.
>>
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first phase of the boss
>>
>>163912291
Hi, Artist.
>>
>>163912291
Cool, not interested but good luck
>>
>>163912291
post art
>>
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Should I try to improve the shadows or ditch them?

Not sure gameplay-wise or visual-wise if it adds to the game.
>>
>tfw loving to draw hot lolis, but thinking fetishes have no place in good games
it's a dilemma
>>
>>163912525
make the shadows gray so you can see the actuall walls.
>>
>>163912547
>hot loli
>game
Except you have neither of them. You're just a shitposter shitposting.
>>
>>163912561
Thanks for the feedback.

I was about to go to sleep, I'll post progress tomorrow after I've worked on it.
>>
>>163912525
Watching that I didn't even realize that those were shadows. They look like 3D pillars.
>>
>>163912665
I've noticed that too.
>>
>>163912547
When arting follow your heart not your head.
Loli ni banzai!
>>
>>163912629
Here is your not-(You)
>>
>>163847721

Yes that is Captialism and not the result of a shit economy thanks to Obama. ledditt....
>>
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idea guy here

what if the junk in our DNA was actually a collection of key memories from our ancestors? what if there was some sort of machine which could read those memories and then make us relieve them in VR? we could go back to adam and eve. what if adam and eve were actually alien slaves?
>>
>>163912753
dumb trump poster
>>
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Trying to build the Godot HTML5 export from source and it doesn't work because a command line command can only have 32786 characters in Windows... The build system wants to execute commands that have around 80000 characters.

I rewrote the build script so emcc uses response files to read in arguments, but doesn't bring over the environment variables properly so it doesn't find all the includes.

Please send help, what am I doing wrong
>>
>>163912881
>Please send help, what am I doing wrong
you know what you're doing wrong...
you know it

>Godot
>>
>>163912881
I seriously doubt they want you to execute a 1000+ character command arguments
>>
>>163912881
>Trying to build the Godot HTML5 export from source
Good job wasting your time
>>
>>163912496
Pretty rude way to start a dialogue. How about you post some code?
>>
>>163913179
print("post some art");
>>
>>163913216
I'm an artist, not a brushmonkey. I want to work with a programmer, not a codemonkey.

Is that so unreasonable?
>>
>>163913276
>brushmonkey
thanks, I hadn't learned that putdown yet
I shall use it liberally
>>
>>163911324
Cute as fuck, still interested on this. How difficult depends pretty much on what are you aiming for. Something Yie ar Kung Fu-like wouldn't be that hard. Something more complex will obviously. Biggest issue I can think about doing that on GM is the collisions, since default ones aren't exactly good. But as you get better at working on it you could improve on them.
>>
Easiest thing I can throw together and toss on the app store with an ad for cash?

Curious to see how the process works.
>>
>>163907129
What engine are you using?
Because that's going to be horrifically inefficient, but I've seen some crazy stuff done with fragment shaders; a well-written fragment shader might let you make a low-poly cave which looks smooth once rendered.
>>
>>163913395
"don't press the red button"
a game with a white screen where the goal is to tap the screen the moment the green button appears
sometimes it appears red, and you lose if you tap the red one accidentally
you get more points the less time you wait before tapping the green button.
>>
>>163912760
>what if the junk in our DNA was actually a collection of key memories from our ancestors?
You know that has been studied to some degree? It was proven that some experiences that left a big mark on your ancestors can get to you through your DNA and affect you psicologycally. If your grandpa had a bad experience with a snake bite, you genetically have chance to have ophiophobia
>>
>>163912972
>>163913153
I built the engine from source because there are a lot of new features that are not in the stable build, and it works, but you need to build the export platforms from source too. I built Android successfully, but HTML5 is a problem

>>163913092
This is one of the commands
http://pastebin.com/LjPTicxD
It works if I do it manually with a response file but I can't do it manually for all modules
>>
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>>163913323
I'm aiming for it to be simple as a gameboy fighting game, just two buttons and the d pad.

its going to be simple, like all the characters will have the same move sets. all the cats will just be different by the color of their headband.
I've never made a full game before, only like 3 prototypes. I have no idea what i'm doing and the tutorials i've found are retarded.
>>
>>163913482
Could science have solved why we hate the white man so much?
>>
>>163913619
Jesus, maybe try building it on linux
>>
>>163913619
why bother tho
>>
>>163913734
>the tutorials i've found are retarded
the retarded part is trying to create a software product by following a series of tutorials
just learn your craft
>>
>>163912291
Hello, Artist. I am a programmer and I am looking for someone to work with. Can you please show us your portfolio? I need to see it before I can make accurate judgments on whether or not our potential cooperation is worth pursuing.
>>
>>163914227
what engine are you using?
>>
>>163914295
Please answer my question first.
>>
>>163914018
that was brutally honest

but am I supposed to just learn through trial and error
>>
>>163899153
Check out riced desktops on /g/
>>
>>163914018
you can get pretty far with following tutorials. you just need to have good sense for design and fit them together well.
>>
>>163914295
custom entity system coded in PASCAL
>>
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Finally got the walk animation to stop freaking out, and made some basic movement code.
>>
>>163914343
don#t listen to him
following tutorials is perfectly fine
just don't be completely dependent on them and also add your own stuff to it
>>
>>163914641
>stop freaking out
yea sure thing
>>
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Testing new basic NPC type design, following the feedback received on them since the last demo.
Made them look less like maids and more like medieval farmers (I hope) plus they now have a different color scheme to avoid confusing them with the hunter.
I also have plans to have them with different hair and dress colors.
>>
>>163914641
>>163914721
I thought I fixed it.Fuck
>>
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I keep finding this motherfucker in the comment sections of videos I watch. I have no idea how he ever managed to release a game, seems to me like he spends all day watching YouTube.
>>
>>163915084
that's a fast river!
>>
clickteam fusion 2.5
https://www.humblebundle.com/gift?key=BDUSAeVPYVyF48Y?

A?e you a human?
>>
>>163915347
yes and a real hero
>>
>>163915347
Thank you kind stranger.

Will return the favor friday, when I planned on buying mine and drop a gift code off here.
>>
>>163915208
Welp that's true, never noticed how silly it looks. I'll eventually change how it looks a little anyway but thanks for pointing that out.
>>
>>163915203
Catmouthdev is a normie so nothing surprising about it.

And stop bullying dead yesdev.
>>
>>163915852
Most yesdevs are normies with a high tolerance for the animu cringe of this place though.
>>
>>163915930
I think the yes/nodev dichotomy is one of the cringiest things here, 2bh.
>>
>>163916007
t. nodev
>>
I just did a very large amount of progress. So I saved my project in my external drive and I suggest everyone in this thread to do it too.

You wouldn't want to lose your hard work right now, that would be an extremely bad way to start the incoming new year.
>>
>>163869758
:(
I am trying to make the game first, add things later
>>
>>163915852
i miss :3 dev
>>
>>163916734
>haven't made a single backup in over a year
>starting to panic a bit
>receive a 4TB external drive for Christmas
Thank God.
>>
Alright guys. Where to start when making games?
>>
>>163916890
fapping
>>
>>163916890
Choose an engine, look up tutorials.

Now get the fuck out and don't come back until you've got actual progress.
And lose your fucking ID, you dumb shit.
>>
>>163916960
Thanks, coward.
>>
HTML5 compilation and export worked!
But it's 32 MB
>>
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>>163917012
>coward
>>
>>163917034
Damn that's bulky, how'd you compile it?
>>
Do I really must have a licensed Unity version to buy stuff from the asset store, or can anyone buy there?
>>
what do you do when your programmer sucks at programming?
>>
>>163917173
Don't buy from the asset store. Seriously, it's not worth it.
Anything you can find there is not worth the price and you can do it by yourself.

But yes you can buy even with the standard version of Unity.
>>
>>163843869
Any one here have use case diagram for Game Engine ?
I need it for reason
>>
>>163917281
There are some really good things on the store. Perhaps I would be able to make some of it, but it would cost a shitton of time.
>>
>>163917281
>standard version of Unity
you mean the free version with this, right?
>>
Hey guys
Femanon here, my biggest turn on is guys who can finish the games they're working on

chu~
>>
>>163917541
t. girl(male)
>>
>>163917126
It's just the normal Godot compile I think? It's weird because following the build instructions you only get 2 MB worth of files, but the compile from source also produces an unmentioned 30 MB Javascript file. The large file is clearly loaded in a script element in the HTML so it's part of the deal
I am >>163912881
I wonder if you can load compressed Javascript file in browser? Because it's only 7 MB zipped.
Anyway I think the HTML5 export is only a beta/proof of concept and not as a serious platform to export to

>>163917281
>>163917173
>>163917336
You know you can pirate a lot of the stuff there, yes?
>>
>>163917592
>You know you can pirate a lot of the stuff there, yes?
Urban legend. I haven't seen a single good pirated model from the asset store used anywhere, not even in this general.
>>
>>163917228
if you have to keep them, refocus your efforts on other aspects of your development, and tell the programmer to go learn/practice/etc in the meantime, then at some point in the future he might be useful and you can get them to begin implementing.

otherwise you might jut have to fire them
>>
>>163917059
Yes, you're a coward, because you are hiding behind anonymity.
>>
>>163917719
>I haven't seen a single good pirated model from the asset store used anywhere,
Yeah, because nobody will do it and openly claim they pirated it. Common sense.
>not even in this general.
Most people here make or at least try to make their own models and don't rely too much on the asset store.
>>
>>163917985
Post your home address, phone number and real name. You're not a coward, are you?
>>
>>163917985
And that's exactly why this general doesn't turn into a hugbox like reddit and tumblr.
If you want to give harsh critique to someone you can do it and don't feel bad about it because you like them
>>
>>163917228
What is he doing wrong? Sometimes it's just a lack of dedication or even miscommunication.
>>
What's better if I'm only starting out and want to make a 2D topdown game? Unity or GameMaker?
>>
>>163918274
gamemaker
except you want to use 3d later
>>
>>163918274
>I'm only starting out
If you don't have any experience in coding I would suggest Game Maker. Just don't pick any bad habit from it, so you can easilly move on to real programming languages you can use on other engines later.
>>
>>163918351
>>163918395
Alright
GameMaker it is for now then!
>>
Reminder that sourcepham is literally attempting to have devs killed.
>>
>>163918415
And good luck on that. Hope to see your progress soon.
>>
>>163918484
Thanks!
>>
>>163915084
Cute!
>>
>>163918560
Thanks. I'm Working on a black-haired cutie right now, and there will be a blonde one too.
Still haven't decided wich one, but one of the variations will be a special kind of villager that will give you a random power up.
Then I'll probably add some guys too.
>>
>>163853919
Is Pyxel Edit any good?
>>
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>>163918756
ye, I'd only get the 1st tier for pyxel edit, and some people seem to recommend spriter but I haven't used it
>>
>>163918910
i dont like spriter, id much prefer to just user a professional 3d animation tool
>>
>>163918910
Oh wow
That looks pretty darn great. Like a Photoshop but for sprites.
>>
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Just had an idea guy thought and thought I'd share.
In Bloodborne you gain Insight from seeing weird shit and learning about the world. But you can only use Insight to buy stuff from shops and it also decreases your resistance to the Frenzy effect. To make Insight more useful gaining more Insight gives you different critical attacks animations on certain opponents, because you know more about that enemy you know more about how to exploit their weaknesses.
>>
>>163919091
yeah imo it's the best pixel art software out there right now, i bought it for 9e so for 1 euro its really cheap
>>
>>163918910
That looks great for making seamless tilesets too.
>>
>>163919238
Bioshock did this years ago with their camera system.
>>
>>163920262
I've never played Bioshock, can you explain?
>>
>>163920436
>you get a camera
>take pictures of enemies
>obtain damage bonus based on how "good" your picture is
>>
>>163920536
The Japaneses also took the concept and put in schoolgirls with transparent wet clothes.
>>
>>163920636
Yeah, I'm sure it started on some obsscure ps1 game though.
>>
>>163898270
Increase some of (red) lines width.
>>
nu thread
>>163920750
>>
>>163918756
Yeah. For me it's the perfect combination of Photoshop and Deluxe Paint. It's not exactly bug-free, but I can sit at it for hours without any problems, and basically all issues can just be solved by saving your project and restarting the program.
>>
>>163919238
Separating player knowledge from character knowledge is always pretty cool, but it will piss off metagame types until they find the quickest route to unlock the moves they need.
>>
>>163918980
Why not, and what tool do you like better?
>>
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Started working on homing bullets, I want them to go after the nearest enemy but no such luck right now.
>>
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Next I think I'm going to make a few more enemy attack types to match their movement patterns, then make a little level generator.
>>
>>163920981
What engine?
>>
>>163920981
>press x to kill
zzzzzzzzzzzz
>>
>>163921061
Gamemaker Studio

>>163921069
They're considerably weaker than other weapons and don't travel far. I'm taking balancing into consideration here.
>>
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Give me some great non-existent game names without any ideas
>>
>>163921240
Jose Canseco's Putting Challenge
>>
>>163921240
>tfw think of dumb ideas to give you
>like them all and don't want to share
s-sorry
>>
>>163921240
Ghost Dimension Paradigm. Very memorable abbreviation.
>>
>>163921240
Just search for mathematicians or physical laws or philosophical concepts.

>Laplace's Demon
>Simulacra & Simulation
>Clockwork Universe
>Maxwell's Zombie
>The Divided Line
>>
I've completed my first tutorial-esque game in unity, but am running into an odd issue i cant seem to figure out how to fix.

I'm attempting to make the falling rocks (from sebastian lague's video tutorial series) screenwrap if they go past the left or right sides of the screen, and it's working for the most part--if either side's code is active by itself it'll work fine 100%, but when both sides are active at the same time, stuff that would normally wrap from the left side will occasionally hit a sort of dead zone and just slide down the outside of the screen rather than teleport to the other side.

http://pastebin.com/tL03wzys

here's the block object's script. if anyone knows whats wrong please let me know.
>>
>>163921282
Man, it would be hilarious to create a simulation game of a somewhat unpopular sport with a random person's name in the title. Like Josh Malone's Slam Ball or something.
>>
>>163921240
Dingo: Legend of Floofy Bingo
>>
>>163921240
master of ceremonies
princess fucker simulator simulator
dungeon trap shopkeep
>>
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>>163921182
>Gamemaker Studio
I'll give you some insight, mostly on juice, but could help to no make them cheap too.
To make homing bullets actually look like homing bullets don't shot them straight to the enemy, move them in a weird way at the start, you could use a path for that.
Then start moving it to the enemy (I'm assuming you are using move_towards_point(instance_nearest(enemy_parent).x,instance_nearest(enemy_parent).y,speed). Once on a while check the direction of the bullet and change the rotation of its sprite slowly to the direction.
>>
>>163921627
>>163921282
>>163921627

Donald Trump's Make America Great Again
>>
>>163922218
cool thanks, this looks like some good help. Yeah I was pretty much using that exact code.
>>
>>163922319
careful with those edges, hombre
>>
>>163921601
That sounds like a cool tool for creating plot devices as well. Thanks and stolen.
>>
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>>163921601
Categorical Imperative
>>
>>163922790
It also works for special attacks in weeb stuff.

Authors really need to move on from Schrodinger's Cat already, that horse's been beaten to death.
>>
any agdg kickstarters up or coming that need backing?
>>
>>163906367
Blender and Clip Studio Paint. BAM, bitch.
>>
>>163910880
Write a good plot that over shadows the friendship aspect.
>>
>>163910880
have them being friends not trumping the universe's rules.
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