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/agdg/ - Amateur Game Development General

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Thread replies: 777
Thread images: 161

File: opening post image.png (1020KB, 1024x624px) Image search: [Google]
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> 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
>>164062027

> 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
>>
anime
>>
cara
>>
>>164133251
Excellent post!
>>
>>164133251
4ever
>>
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>>164133027
>>
>"""ironically""" shitty meme pictures are funny
>>
>>164133251
nice
>>
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>>164132728
I used the wheel collider in one of my previous unity projects and that thing is beyond crappy
I had nothing but problems with it, it was nearly impossible to force it into acting realistic like a real wheel would, so i'm glad i decided to not used any wheels for the landing gear in my ship.

The doors are controlled by a script, since their opening is a simple single axis rotation, using the animator would be an overkill.
Yeah, for the clusters I will have to slap together some nice pattern to make them pretty like in movies, depends on how well will it work in the game, the main thing is to keep them from colliding with each other.

>>164133173
The ship is controlled by simple WSAD for movement, and mouse for looking around. There is also full dual-stick controller support, which is preferable since it's more similar to what real pilots use. If you mean the actual movement it is done purely by using physics, the ship simulates thruster usage for turning. What do you mean by perspective?
>>
Why there are so many versions of Photon?
>>
>>164133293
this 2bh
>>
>>164133467
it's unironically the peak of my graphical editing capabilities and i gave my best to my favorite general which is always filled to brim with high quality content and no shitposting
>>
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It's supposed to be snake. I don't know what I made instead...
>>
>>164133821
kek
>>
>>164133821
amazing
>>
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Use missiles to shoot down your own missiles. Missileception
>>
>>164133821
https://www.youtube.com/watch?v=q-tNe14zikg

We're all sons of the idiots.
>>
>>164132596
Store raw binary data like a bitmap the size of the array
store 1 for do process
0 for don't
Then do bitwise lookup
>>
>>164134213
Shoot down enemy missiles with your own missiles. That'd be pretty frickin sweet.
>>
>>164134391
That is the idea actually. I added colliders on missiles precisely for this reason. When enemy comes at the player from a distance, the player will be able to shoot down their projectiles and missiles.
I feel like space robin hood.
>>
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>>164133463
So yeah. Going fine.
>>
>>164134543
If you limit the number of missiles that AI and player can carry at any one time, that'd be a great way to balance missiles and force the use of guns.
>>
>>164134575
>mixels
>rixels
>2D lighting
>physics
meme game
>>
>>164134639
Player's resources will be scarce so he won't be wasting missiles in any case.
It's funny though, at one time in modern combat the army actually considered removing all guns from their new jets and only using missiles.
>>
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>>164133027
PROGRESS :D
https://www.youtube.com/watch?v=DbGH4Ga2Dks&t=3s
>>
>>164134808
They didn't consider it, they litterally did that, with the Phantoms in the good ol days. Got to be so bad during 'nam, they litterally bolted gunpods on without accurate aiming implements, just to have something. Pic related.
>>
>>164133463
I hope you like making a lot of money, anon
>>
>>164134667
Thanks friend!

>>164135116
Money is nice, I wouldn't mind no.
>>
>>164135402
Are you the glitchy horror 2D game dev?
>>
>>164135669
If you mean Uncanny Valley, yeah. How did you know?
>>
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Should Lua interface be even more abstracted than in this example, to keep things simple for modders?
>>
>>164135854
The artstyle is very similar. While you're here, did the game make enough to live off? What digits ended up in your pocket?
>>
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Fucking hell, it really is just a bug with the wheel colliders. I put together this ultra simple test case with a car with 4 wheels. If the wheels ever come to a complete stop, they just will not budge from an outside force pushing on the object like a thruster.

Unity not us :^)
>>
>>164136087
We have a different artist now, but yeah it's still 2d pixel.

Mmm, I don't want to share my total bank info, but we sold enough for me to live off it for a few months. I was looking for a AAA game job as well as it wasn't a huge hit that could fund my next projects and I wanted a break from indie life. So after that I put my earnings into savings and I just live off my day job in a tripple A game job.

Then a few months ago we were on Humble Game Maker Bundle, which gave us a huge boost in money. Console version is coming soon, so I'm hoping for another boost.
>>
>>164136379
>tfw Source actually IS better than Unity
>>
>>164134575
Ghost Trick meets commandos?
Sign me up!
Good game anon.
>>
>>164135865
Modders aren't entitled to any more than the developer needs.
>>
http://poal.me/rj24r0 http://poal.me/rj24r0 http://poal.me/rj24r0
Also post jam game ideas.
>>
>>164136576
Those two were my inspiration. Didn't play Ghost Trick before last week actually, but it has some similar things.

Other inspiration is also Neighbours from Hell, where you played pranks. Really cool little games.
>>
>>164133463
>>164136465
>see novel idea, guaranteedmoney.jpg
>turns out the guy behind it is a professional
guess I shouldn't be surprised
>>
>>164136465
Hypothetically, lets say I survived on £800 ($1000), would the total that you, personally, got cover me for 12 months?

Also which console and how does that work, did you decide to port to it or does the owner company send you a generic email?
>>
>>164136796
>novel idea
lol
>>
>>164136846
Yeah, you would be easily covered for more than 12 months.

A publisher wrote to me after PC release, if I am interested in console. They financed the whole thing (paid port people, ratings, etc.) and is collecting money from only the console version sales.

>>164136796
I am not a professional programmer, but working in an AAA environment gave me a lot of insight in game development. Mostly organizational stuff.
>>
>>164136716
loli jam
>>
>>164137053
>I am not a professional programmer, but working in an AAA environment
may I ask what profession you are in?
>>
>>164137053
Thanks for the answers. I hope to be in your position at some point.
>>
>>164137168
QA engineer. I do map and functionality testing, but I also script things for AI (for testing purposes). I want to be a game designer and then director, eventually, but it's hard work to achieve those positions. One day.
>>
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Sorry for the low quality, but I've done some serious optimizations, feels good.
>>
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>>164137370
You've come a long way!
>>
>>164137370
what is this game going to be about. You could make an awesome sim ant
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>>164137486
Yeah it's been a long confusing road, totally worth it though, learned a lot about different optimization techniques
>>
>>164137369
>I want to be a game designer and then director, eventually
considering the game you're making right now in your free time, I think you wont have much trouble moving up the ranks
or running your own studio for that matter
>>
>>164137370
Looks good, but it seems like you're two inches tall.
>>
>>164137370
Astroneer 2.0?
>>
>>164136552
In what way?
>yfw your shitpost gets a serious reply
>>
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>>164137725
woah
>>
>>164137725
You're using the marching cubes to do that? Didn't think it would work.
>>
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- Redid all the animations (will make another webm soonish to show em off)
- 2nd enemy, a zombie

I know I'm slow as heck, but job keeps throwing overtime at me
>>
>>164137889
Aw, you're too kind.

Running my studio is the ideal, but it takes a lot of money. Working on Uncanny Valley I managed 4 people and it went... fine for the most part. Wasn't well organized. A lot of the game was designed with "wouldn't it be cool if..." And then we pilled shit on top of shit and it turned out half baked, buggy and some systems were broken/stupid. But I learned.

Now I'm working with an artist and composer/sound guy, so only 2 people and my organizational skills improved greatly. I don't do anything without making a prototype with all the features (to see what works and what doesn't) and I need to write a game design document, asking myself all the important questions. I usually start with just writing a few pages of questions, then answering them (with more questions usually).
>>
>>164138357
how much did you end up making off UV at the end of the day?
>>
>>164138327
Yep, both the unoptimized and optimized versions are marching cubes, just one with better code.
>>
>>164136379
The best I seem to be able to do is giving each wheel a nonzero, but very tiny motor torque so that it's always willing to move.
>>
>>164138458
I wrote it here >>164136465

For my first indie game I earned more than I thought.
>>
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>>164133821
hahahaha, holy shit
it's a chaos theory version of game of life
>>
>>164137370
Looks great, if minecraft haven't existed you would've made a lot of dosh
>>
>>164138343
What the fuck is the enemy doing? Otherwise I like the 2.5d view.
>>
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>>164138343
THEY'LL BEAT YOU
THEY'LL KICK YOU
THEY'LL TELL YOU IT'S FAIR
SO, BEAT IT
IF YOU WANNA BE BAD
JUST BEAT IIIIIIIIIT
>>
I've been lurking for a while and there seems to be a lot of hate against using Unity 2D. Would using Godot be any better?
>>
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>>164138929
thanks friend
>>
>>164138929
A stupid post from a stupid person.
>>
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Jack-O learned how to walk! Animation looks like dogshit but will do for a first try.
>>
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I think I made task priorities work for this colony simulator.

But I'm not sure on what will happen later when a task can't be finished, or when priorities are changed at runtime.

Anyone with UE4 behaviour tree experience can give me his opinion?

I wrote how it works on the picture itself because I think it will make it easier
>>
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How's this looking?
>>
>>164138357
cool beans
if you ever need the help of a professional software dev I'm usually in this thread
and I'm also in the discord
>>
>>164139572
Where'd you get the model?
>>
>>164139887
Lilith?
>>
>>164139887
if you give him 6 eyes like the shading accidentally suggests then it would be cool
>>
Been fucking around for a few days on a KOTOR-esque RPG running on slightly simplified GURPS rule system. You can move around, switch which character you're controlling, beat on or shoot an unresponsive enemy sphere, distribute skill points and buy advantages, do some skill checks, like in dialogue or try to lockpick a box off in the corner, and have stilted conversations in an ugly dialogue window. Still on the list is any sort of AI, all the interface screens, like equip, level up, inventory, and so on, and maybe change the way you use skills.

After that, Ill have to see if my artbro can do 3D as good as he does oil paint. If not then Ill just get him to do some "Concept art".
>>
>>164139824
Can't help but in case nobody responds - go to Unreal's unofficial Discord chat where you will find tons of experienced devs.

>>164139916
Ripped from the game then rigged and animated by hand - only downgraded PS3 models can be ripped with rigs.
>>
>>164140474
Thanks. I've never used discord, but in case nobody responds (likely) I will just keep trying stuff by myself.
>>
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blink
>>
How do I model a cave in Blender? Or any kind of 3D platformer level for that matter?
>>
>>164141027
deformed sphere
>>
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>>164140062
>>164139979
Here, now with smooth shading and legs!

Is it cute? I'll add clothes later
>>
Weird, looks like the instance_create() function isn't in Game Maker 2 yet.
>>
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Starting working on the game again, been really busy for a while.
Engine fully loads levels now (platforms/characters/background art). The levels should be more interesting now that I have a lot of flexibility with designing them using my editor.
https://www.youtube.com/watch?v=0-xgO_UAfMM

Planning for a new demo in February assuming I don't get too busy.


>>164138343
That looks cool, I'm loving that 2.5D style.

Quoted wrong post.
>>
>>164141334
I think you quoted the wrong guy.
Did you want to reply to the guy making the UE4 chick with bouncy hair?
I'm the one doing the Behaviour Trees in UE4 though.
>>
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Progress:
Saving and Loading UI
(still needs a little work)
>>
>>164141408
Oh, I think I found it.
Now it's instance_create_layer() and if I understand the manual correctly it's the same but now it requires specifying the layer too.
>>
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ok got the map working well, and starting to work out the unit system, which is the little triangles indicating the f-22's
>>
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>>164141185
>>164139887
but what about the cool glowy eyes
>>
>>164141489
I quoted the wrong guy yeah, it was for the webm of the girl with the floating sword.
>>
>>164141701
No idea what this is, but looks good. Are you using some GIS library or is it from scratch?
>>
>>164141902
that shit is rad and needs to be in the game
>>
>>164141479
I can't wait to see more of this, I hope it gets really CUHRAYZEE.
>>
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aaaaaand the last card in 2016
>>
For the soundtrack of my game I want songs that sound like old school midi songs. Sort of like Runescape.
Does anyone know/have any good ways of composing that kind of music?
>>
>>164141479
That looks amazing dude!

I enjoy following your progress.
>>
>>164141965
the map client is from scratch in python, used maptile to generate the map, still need to implement importing shape files for the borders and such to make it more interactive...will prob need a data base as well thinking about it
>>
>>164142232
joj reference?
>>
>>164141479
really cool
>>
>>164142263
>>164142141
>>164142520
Thanks anons.

It won't be incredibly cuhrayzee but you will be able to do combos, attack cancels and dash cancels.
Most likely going to include a parry move for the other playable character so that will add to the combat too.
>>
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Hopefully this looks painful enough.
>>
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>>164142656
>Parries
>>
>>164142314
oh, right now it's just an image? I thought it was drawn from shape files. Still, looks nice.

I tried to make a realtime risk-like thing a wihle ago, first with spatialite (gis extensions for sqlite) and hand-rendered with SFML. Was a PITA. If I tried again I would make it webbased, since all the GIS stuff already exists.
>>
how does unity serialize references to gameobjects
>>
>>164142697
>painful
y-yeah... that's what it looks like...
>>
>>164142697
i thought you dropped the sex game
>>
>>164142697
Definitely painful to watch. Kys fucking furfag
>>
>>164142878
Working on the SFW version for Steam these days.
>>
>>164142851
No. You cannot use unity's serialization system for your shitty save/load system.
>he thinks he can just serialize game objects into a file and be done with it
LOL, welcome to hell kid
>>
>>164142697
>up close face shot with jaw moving back and forth
not even a little subtle?
>>
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think my suspension is all fucked up
>>
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>>164142656
>Most likely going to include a parry move for the other playable character
need to give it to both characters
>>
>>164142960
That is a pity, i am really into bestiality.
If you cut the fun parts of the game, then what is left to differentiate you from the tons of other 2d platformers on the steam?
>>
>>164142697
it looks good but i'm disgusted
>>
>>164143089
ue4's vehicle physics are genuinely broken

i really don't recommend using it
>>
>>164143104
This moment was so exciting
>>
>>164142706
Such a satisfying mechanic in action games.

>>164143104
I thought of that but I wanted was to make the 2 characters play differently.
The first being easier/more standard and the second faster and a bit more difficult to use.
>>
>>164143123
Don't lump bestiality together with furshit please.
>>
>>164143264
The best way to mix it up would be one with a parry and the other with a dodge/dash with invincibility frames or "Witch Time".
>>
Hey AGDG! I'm making a SHMUP in Game Maker and trying to keep enemies deactivated before they enter the main camera view and after they're offscreen.
I can't tell a deactivated object to reactivate itself, and I can't check its position compared to the view, because it's deactivated.
How can I handle this without making it messy as fuck?
>>
>>164142851
What are you trying to do exactly?
>>
>>164143123
Believe it or not there are people who enjoy the gameplay portions.
>>
>>164143089
>>164143193
They updated vehicle physics in 4.14. Is it still that bad?
>>
>>164143358
That's pretty much what I have right now anon, the first already has dashes with I-frames both to evade and just move around.
>>
>>164143375
Look up instance_activate_region
>>
>>164143584
From what I understand it actually broke things more and they're trying to fix it for 4.15
>>
>>164143375
As far as I know, deactivated instances are still in memory and can still have their variables read. So as long as you save their id as you deactivate them you should be able to cleanly do this.
>>
>>164143375
>>164143715
To follow on, you should check the gms documentation when you're having issues with something. If you're wanting to activate objects, you could look up "instance_activate_object" in the docs and you'd find "instance_activate_region" right next to it. GMS' docs are really, really good and you should always check there first
>>
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Figured out how to do a good collision detection, finally!
To play:
https://eikamikiku.github.io/Platformer/public/
>>
>>164143828
I'm working with 4.14 it's horribly broken, I guess I could make a drunk driver simulator.
>>
>>164141526
Nice pause menu.

Also, what program did you use to record that?
>>
>>164143991
Solid. You can slide at least one cube width without droping (between G and D). Intentional?
>>
>>164142995
perfectly doable although there are some limitations
>>164143386
save system?

>>164142851

it's bit complicated and I've only used Serialization while making my own editor tools and some scriptableobject dickery, nothing that happens during actual runtime but I feel confident that Unity supports it

but if you feel like being up to it go read up on the manuals, scripting api and maybe some tutorial if you can find a decent one

>https://unity3d.com/learn/tutorials/topics/best-practices/assets-objects-and-serialization
>https://docs.unity3d.com/Manual/script-Serialization.html
>https://unity3d.com/learn/tutorials/topics/scripting/persistence-saving-and-loading-data
>https://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/scriptable-objects
>>
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Decided to make a small game. Started it twenty minutes ago. Here's progress. The door slowly opens. When I press space, it completely closes.
>>
>>164144442
Last minute GOTY contender.
>>
>>164144256
well, otherwise you cant fall through
there are no tiles, only squares
>>
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>>164143991
Lighting is bonkers when behind multiple walls, but movement is smoothery.
>>
>>164144442
blackshellmedia is coming for you
>>
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>>164144642
I blocked them on all social media.
They went on a spree of liking/reblogging really old progress.
>>
>>164144641
thats not lighting, those are collision boxes of the squares
i extend collision boxes of the square depending on player position, so that player movement speed would not cause player to go through the square
>>
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Seriously, since Comfy Jam is pretty much decided, give me some comfy ideas for comfy games where you play as a cute girl
>>
>>164144832
M-my bad... Senpai
>>
>>164144642
What is that?
>>
>>164144832
>i extend collision boxes of the square depending on player position
that's your "good collision detection" ? oy vey
>>
>>164143386
planning a level editor

there are placeable objects which modify other objects. to do so, they require a reference to other objects. i've done this before but it was an enormous pain in the ass.
>>
>>164144832
>i extend collision boxes of the square depending on player position, so that player movement speed would not cause player to go through the square
Anon just predict if collision will happen next frame and prevent it from happening, you don't need to extend anything.
>>
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You can do it, hold the door closed!
>>
>>164145164
does those placeable objects need to be actual gameobjects instead of being just components?
>>
>>164145041
predatory indie game publisher which lurks around agdg devs
they'll publish literally any shit they can get their hands on and probably steal lots of money from unaware/overeager devs who think their shitty game has made it big with a publishing company
>>
>>164145191
>>164145095
idiots who never made a proper collision detection right there
you guys dont know the edge cases that you need to address

"Just prevent it from happening" wouldnt work.
Here is one of like 10 edge cases:
if the block is 1x1, and player speed is say, 3 units. One frame player is not hitting it, the next frame block is inside the player. "Oh shit, clearly collision happened, but now what"

Just knowing that collision happened is piss easy, hard part is reacting to it properly

https://github.com/EikaMikiku/Platformer/blob/master/public/js/Entity.js#L41
>>
Anyone Godot around here?

I'm trying to lock my test cube to increments of 45 degrees, but its rotation isn't being set by the parent's script.

How do i stop a node from inheriting its parent's rotation?
>>
>>164144197
Thanks. I used obs
>>
>>164145191
Not him but extending the collision volumes like that is part of predictive collision detection that he is evidently already doing.
>>
>>164145702
>idiots who never made a proper collision detection right there
But I have and it works perfectly.

if position + 3 units is past 1x1 block then place it at the position before penetrating.
>>
>making a ripoff game
>suddenly grow a conscience

fug
>>
>>164145748
How do you make it record just a portion of the screen then?
>>
>>164146008
OBS lets you define a screen region in the settings.
>>
>>164133821
>snek
topkek
>>
>>164145915
what's that got to do with your conscience?
making clones is retarded not immoral.
>>
>>164146008
>>164146049
Both of you should use ShareX, it's much more comfy to use.
>>
>>164145842
>>164145702
Yeah you're right, I didn't get what he meant by extending the volumes at first.
>>
http://playinkey.com/scale/name/cis

pick a scale

https://onlinesequencer.net/

and go nuts
>>
>>164146150
why is it retarded?
>>
>>164145912
I sure like getting stuck against walls in platformers instead of sliding up and down.
>>
>>164146260
actually it lets you see scales in the webapp, my bad
>>
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Made it so people come running in, and the door opens faster when they congregate.
>>
>>164144843
I want to play as a rapist and rape girls, but with love, with love.
>>
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>make a simple program to draw a star
>add points, rotation, and size variables
>program grows beyond my control
>>
>>164147209
black hole sun /

/ won't you come
>>
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Haven't posted here in a while since I work in a country with very, very, very limited internet access. Making a kind of dating sim/RPG/visual novel thing. Just getting systems in place before I start up with content. The dating sim/visual novel system is done so I've been working on a simple turn based RPG system for the actual 'game' parts of the game. Spent days getting the UI to work and it only took an afternoon to get the enemy AI working. Fun. I'm really happy with how easy it was to implement a changing enemy AI so that the player can switch back and forth between VN-like interface and the RPG battle without much disruption. So you can talk to the bad guys or fuck them or make them mad or something, then punch them in the face, then apologize to them after, or something. I don't know, I haven't written the script yet. But it's functionally possible now at least!

My computer is 1024x576 so I can't make the resolution a whole lot bigger, but I figure I can mess with that junk later since the UI is an ugly mess right now anyway and it'll definitely change at some point so who cares. It's functional so I can playtest and that's good enough! I can probably shrink the battle log at the bottom so you can see more than one 'action' at a time but at least there's scroll bars.

The sum of all this is that I've basically recreated the admittedly shitty and limited form of gameplay in Monster Girl Quest. Coupled with the programmer art it really looks like something a child could do. I'm hoping I can do a bit better though with more time.
>>
>>164147209
Post it on tumblr as a gif, I bet this will get you 1 million reblogs.
>>
>>164147320
I have a huge mancrush on chris cornell
>>
>>164146049
Yep, I think I finally got it working. Thanks
>>
>>164144843
(you) are whats wrong with this place
>>
>>164147415
Keep it up, man!
>>
>>164147802
=[
>>
How do I make set watch variables in the GameMaker debugger? I can type in variable names but it ALWAYS returns "unable to evaluate"

Please advise, thank you
>>
>>164147802
Why?
>>
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Animated the walking people. Also they do different pushing poses.
>>
>>164147415
what country?
>>
>>164148739
>Zombie blowjob, woo woo
>>
>>164148739
>current_state_of_germany.webm
>>
>>164145481
yes
>>
>>164148951
>getting your dick eaten by a zombie

truly a horrible fate
>>
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still alive and holidays finally almost over.
>>
>>164149364
Has /d/ done an investigation into sex with zombies?
They've done analysis on every other weird ass thing I can recall
>>
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What makes a game comfy? Post examples.
>>
>>164145745
https://godotengine.org/qa/8156/how-to-know-the-global-rotation-of-a-node2d
>>
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>>
give me a game idea
>>
>>164146813
>black friday survival game
>>
>>164149845
terrara when you get a lot of the npcs in cozy house. they all just wander around and interact, you dont have to do anything and can lean back and relax, maybe do some crafting, sort some items.
>>
>>164149602
I dig your style.
>>
>>164149090
trying to figure out simplest way you could go about what you're trying to accomplish.

its not possible to use the scene hierarchy so you could get the reference by refering to child objects?
does the other objects you're going to modify with the placeable object have colliders?

you could make editor tool that uses raycast to get reference to the objects you want to modify. Filter stuff you don't want to modify using layer mask?
gimme something to work with? why do you need separate object to modify other objects for a level editor?
>>
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>barely started
>doesn't even work properly
>code is already a shitty mess
kill me now
>>
>>164150337
Just use SFML
>>
>>164150445
Why would I?
>>
>>164145745
set_global_rotd

You can also use set_as_toplevel on a node to prevent inheriting any transforms while remaining in the hierarchy. However at this point you cannot selective inherit translation without rotation because the transforms are actually 3x2 matrices, not sets of translation/rotation/scale

You can also use a RemoteTransform2D which acts as a transform proxy for a node in a different hierarchical position

You can also have the node correct itself in _process using a script variable to store the intended global rotation. There are many options.
>>
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is it too late to cash in on the new 1v5 asymmetrical multiplayer craze?
>>
>>164150907
>new
>craze
Explains why Evolved did so well. And why I can't name any other games than Evolved and Dead By Daylight.
>>
>>164150907
yes
>>
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New enemy, its a zombie that chases you if it sees you.
>>
>>164150337
yes
another enginedev
>>
>>164150907
Most asymmetric gameplay games flop.
So there's plenty of room to do it right.
>>
>>164150336
i've done something similar before, it's just a huge pain in the ass. basically, i'm gonna assign some sort of unique id to every object and keep some sort of serializable dictionary where this unique id will yield a list of all the objects this unique id is connected to. then when i load a stage from a file, i'll do two passes where first i'll instantiate everything and then use that dictionary to reconnect everything.
>>
>>164149976
adimensional shitposting
>>
>>164150907
Honestly you could just remake Dead by Daylight and make it not a buggy mess and you'll be golden.
That game is honestly the most broken piece of software I have ever seen.
>>
>>164150907
yes but do you want to miss cashing in on the new VR craze?

why not both?
>>
>>164151118
Sorry to say it, anon, but that's not much of a chase. Could you make it like, when you jump over his head, he turn around after a while instead of rushing to the wall?
>>
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Game is gonna start with them running to the room house thing.
>>
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I still have no fucking idea what I'm doing but when I look back at my models from a couple months ago the differences are breathtaking
>>
>>164147209
that is the most beautiful bug
>>
>>164151118
>zombies are deceased colleagues with the same kind of armory as the player
nice details, please keep that up
>>
>>164151135
what are you doing anon
>>
>>164151446
why, engine devving, of course! c++ as well
>>
>>164151356
yeess

what about the vertex count on them?
>>
>>164150337
IMGUI
>>
>>164147209
did you accidentally write it in some eldritch programming language? Watch out, you might've summoned something ....
>>
>>164151323
Yeah I get what you're saying, I kinda want to make this enemy seem a bit more mindless. I already have examples of other enemies that follow the player consistently, webM related.
>>
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>>164151832
>>
>>164151428
You got it.
>>
>>164152278
I see, it makes sense.
>>
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>>164149845
I love Atelier series. They have this warm scent that just makes me want to get some hot chocolate and melt away under a blanket.
>>
>>164150907
real talk: large scale king of the hill survival is the next craze. get in on it now

look at h1z1 and the division
>>
>>164149845
Bonfires.
>>
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Debugging is twice as hard as writing your game in the first place. Therefore, if you write your game as cleverly as possible, you are, by definition, not smart enough to debug it.
>>
>>164151260
>That game is honestly the most broken piece of software I have ever seen.
Have you only seen two pieces of software in your life? There is much worse.
>>
>>164152804
Just don't write bugs?
>>
>>164152804
Maybe I'm to smart to waste time debugging.
>>
>>164152804
>not just testing your game after every addition to make sure you haven't broken anything
>>
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Normal people believe that if it ain't broke, don't fix it. Game devs believe that if it ain't broke, it doesn't have enough features yet.
>>
>>164153037
> not writing unit tests to do it for you
>>
So does anyone actually uses game maker?, and if you do, does the outcome is actually good?
Im retarded but I want to do something productive for my vacation
>>
>>164153648
I had enough of that in my first year CS courses thank you very much
>>
>>164153785
A number of well known games were made in GM. AGDG's own Risk of Rain and Dead Bolt, Hotline Miami, Iji, Hyper Light Drifter.
>>
>>164153804
>I had enough of doing things the right way so now I just spend all my time on a board for amateur video game developers even though I've never actually made a single game
>>
>>164153648
>not using dependent types to prove your code works
>>
>>164153785
Do you think Risk Of Rain and Hotline Miami are good? If yes, the outcome is good.
>>
>>164153941
Really? that's amazing. Thanks anon
>>
>>164141479
Team up with crazy action PlaceholderMayCry dev and make something beautiful.
>>
>>164151356

the space wars fought between bathroom hygiene conglomerates?

great idea anon
>>
>>164154003
This.
>>
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>>164153785
you can make some fun stuff in Gamemaker
>>
>>164154003
If I were to team up it'd be with an artist/animator. Programming is my main thing, I only started drawing seriously a few years ago so I could 1MA games.

His game looks good, I'm not sure what it'll feel like to see that with graphics after seeing his boxes for so long.
>>
>>164154513
>those legs

I'm fucking dying
>>
>>164154072
Explain more
>>
>>164154513
Oh god how old is this already, I still remember anon posting it the first time.
>>
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>>164154513
>>
Ulillillia where are you?
>>
>>164153941
please note that if viewed objectively all those games are shit
>>
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>>164154862
>>
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Adding dialog to explain how to play.
>>
>>164150034
Monstergirl Rancher
>>
>>164152394
>30 000

that's more than any game I've made so far has in total at any given.
>>
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After lots of tweaking to make wheel colliders work nicer, including re-scaling the masses of everything, and a working parking brake, fighters can now park just fine on a maneuvering carrier. The engines also shut off and stop trying to fight the parking brake when it's on now.

Unfortunately a side effect of my workaround for getting stuck is that you'll often roll forwards even when you don't want to. I don't have a great way around that yet, but it's better than getting stuck completely.

I think that in practice, I wouldn't have the things that you land on fly this fast or unpredictably, but it's good knowing the limits.
>>
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>>164155098
that looks pretty cool.
>>
>>164155098
i had a terrifying reoccurring nightmare as a kid where i was running from something, made it home but the door wouldn't close properly.

you have the chance to make that game. don't mess up.
>>
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>>164155243
Why did you have to remind me of that abomination?
>>
>>164155343
I must offend. once again.
>>
>>164155243
so this.... is the power..... of the UK
>>
>>164152394
learn to bake
>>
>>164155535
I made a muffin. how do I proceed?
>>
>>164155502
Sauce me on the meme, seen it so much, don't know the original.
>>
>>164155535
bake? those models? more like learn 1st grade level topology
>>
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>>164155184
>>164155535
These aren't in-game models. I render them down to sprites first.
>>
Speaking of which, what happened to Mayhem League? Haven't been here for a while.
>>
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>>164155535
>>
>>164151356
you are obviously retarded
>>
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>>164154716
Project itself is like 5 years old, webms are 2ish
>>
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GOTY comin through
>>
>>164155975
>Gang Beasts in TPS perspective
Enjoy the money.
>>
>>164155297
I had these dreams as a kid too. I remember that after waking up multiple times when that thing breached into my house as it would enter through windows, unlock the door or fly through it, I started having dreams where I run away from it by exhaustively going through different scenarios - simply running away in one direction through roads and forests, by bike, taking my parents car, taking a friend so we would drive by turns and so on.
>>
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>>164155178
$18,000/mo idea right there. Good stuff.
>>
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At this point I have the dialog system in place, the tutorial dialog, and the mechanics behind the collecting mob. Going to add a fail state next.
>>
>>164155634
Reminds me of Escape Velocity. Or NAEV (but I think they later switched to 3D models).
>>
>>164156231
how do i get this money?
>>
>>164156351
Pander to furries with >=average art.
>>
>>164138758
Did the steam sale boost your money any?
>>
>>164154898
seriously though

>hyper light drifter

is the very definition of artsy hipster bullshit and has idiotic bugs* and poor game design

>some bosses are challenging because of arbitrary patterns
>some you can outright instagib since the game clearly hasn't been balanced about the power up system

>https://www.youtube.com/watch?v=BzdbxOf7oUI

look at that shit, its embarrassing how poorly that boss is designed and guess how the dev covered up for that?

>you can play the game without power ups for added challenge

yeah... what a fucking excuse

and still I might have personally forgiven all that if not for the biggest offense of the entire fucking game

having no fucking music and no dialogue AND IT STILL MANAGING TO BREAK ITS OWN RULE OF HAVING NO TEXT IN THE GAME BY HAVING SEVERAL MESSAGES IN THE GAME like the "your ammo is filled by slashing enemies with your sword" as if that is a thing that player doesn't figure out by themselves? How about having some text in the power up stores so that I don't have to actually google what the fucking different skills do? Or text that explains what matching sets of armor do instead again having to go on a wiki to find out?

such inconsistent bullshit and worst of all its criminally poorly optimized for what it is, a pixel art top down action-"rpg" (that's what it claims to be, there's no fucking rpg in it

only a massive hipster faggot that circlejerk "indiegames" (its not a indie game, there's a fucking studio behind it would consider that game good. Playable? yes. Worth playing through? if you're into that sort of thing. Worth paying for? Absolutely not.
>>
>>164156351
Porn, niche porn for maximum money.
>>
>>164156196
mine never got in. Haven't had that dream since I was 10.
>>
>>164156480
>implying I was talking about a game I have no interest in playing
Your post claimed HM and RoR to be bad. This is why you are a dipshit.
>>
>>164156398
> >=average
Maybe to rake in 200k, but even with below average art you'd rake in obscene money compared to pandering to any other group
>>
>>164156480
My least favorite thing about HLD was the lazy world design. Instead of interesting verticality or anything, everything is just down an elevator. I wish that they had spent time on world/level design instead of trying to pack little secrets into corners.

Hotline Miami is probably an "objectively" good Game Maker game though.
>>
>>164156480
>>cont

>*example of idiotic bug
during this boss fight you're supposed to walk down this corridor into a big room and then a door will shut behind you and the fight begins. however if you aim while still in that corridor it shifts the camera towards the top of the screen, activating the boss fight while you're still in the hallway and the door hasn't shut. you can just literally wait for the boss get stuck in the door and then you can kill it effortlessly.

and that's not isolated case. Those moving blocks that you have to dodge? they themselves are dodgy as hell and commonly cause your character to warp through walls and shit. I literally skipped a locked door by complete accident during my first play of the game by being pushed through a wall by one of those moving blocks.

oh and I almost forgot to mention the camera, oh boy how shitty it is especially during the fight with the big sword guy. If you're on top part of the room which the fight happens in and the boss is near the bottom, you cant see your character because the camera again through probably use of shitty visual coding focuses on the boss. And this is a boss fight where you're supposed to reflect bullets fire by the boss with reflect mechanism that's terrible at its best.

I could go on but lets move on to

>hotline miami

sure a better game but really nothing new, we've had ton of these already in the nineties and the music is matter of taste. They just managed to hit big with appealing to the synthwave boom that every fedora wearing faggot is going on through right now.

note worthy is that its very very basic game that's quite solid, but very bland. What probably contributed to its hype status is all the edgy fedora tipping story telling shit that makes hardly any sense.


>deadbolt and risk of rain

Haven't even played these and thought I'd check a video of these and I got greeted with this

>https://www.youtube.com/watch?v=WXulmXkyL1Y
>>
>>164155634
oooh so you're smart like that

I'm gonna steal that work method so that I never have to actually learn how to use photoshop for anything but texturing and UI elements

nice
>>
>>164157061
>attributing HM success to synthwave boom and edgy fedoras
>typing up this much shit
>not even paying attention to proper spelling
>basing opinion on games on anything other than experienced gameplay
Holy shit, get tested for autism if you haven't already.
You made me lose the last bit of respect for your thoughts I didn't even know I had left in me.
>>
>>164157061
and as for the risk of rain?

>totalbiscuit
>northernlion
>etc

all the biggest autismo heroes of the youtube reviewing these games. Judging on that alone I know to avoid these games like the cancer that they are.
>>
>>164157415
>not giving fellow agdg dev games a try because of fanbase / reviewers
kys
>>
>>164157415
>a game is objectively shit because a memer played it
ok
>>
>>164157382
>someone points that you like autistic things
>"NO U also your spelling errors make your arguement invalid so I win"

that latter one is literally you.
>>
>>164157415
https://poignantphallus.bandcamp.com/track/a-to-the-u-t-ism
>>
>>164153195
as deep as this picture
>>
>>164157648
>attacking the non-argument will let me dismiss the actual arguments
that latter one is literally you
>>
>>164155975
fuckign kekd
>>
>>164157656
are you working on anything new
>>
>>164155975
requesting blue man x dino chef waifu crossover "throwing around large objects like it's fucking nothing" ship fanfic
my bone is tingling, pronto
>>
Anyone want to give feedback on my dungeon logic?
All tiles are square.
RoomTypes will be square, rectangular, Diamond, Circular, Oval, Organic (random blob).
Definitions
WorldSize: TilesxTiles dimensions of the dungeon floor
CurrentFloor: The floor the player is on
FloorVisited: true or false, determines if a floor is generated
RoomType: the probability of certain room shapes and sizes
MaxRoomGenTries: The number of times a room will try to be created
RoomGenTries: = 0, +1 on each attempt stops when = MaxRoomGenTries
Room: minimum size 2x2 tiles.
Path: Connectors to rooms, largest is 4 tiles.
Deadend: Does not connect a room to room, does not connect path to path, does not connect path to room. Largest is 4 tiles.
ExitD: Exit dungeon to over world, 1 on top level
Stairup: Stairs to level above, 1-4 per level
Stairdown: Stairs to the level below, 1-4 per level

1. Get max WolrdSize then 70% to * 1, 15% to * 0.75, 10% to * 0.5, 5% to * 0.25 = FloorSize
>This allows for some floors to be larger or smaller regardless of number of MaxRoomGenTries
2. Check FloorVisited if false
>Checking to see if we need to generate a floor
3. Get FloorSize -1x,-1y = RoomGenArea
>-1x and -1y so there is a 1 tile border around where our "walk-able" area will be
>A 1 tile border will be draw around this at the end
4. Get RoomGenArea random (x,y), get random RoomType, create room, RoomGenTries + 1
>make a random room at random coordinate, add 1 to our attempt counter
5. If RoomGenTries = MaxRoomGenTries end, else
6. Get RoomGenArea random (x,y), ????
>not sure how to check for free space to add rooms
>not sure how to efficiently try to generate rooms without wasting "tries"

If CurrentFloor = 1 then get random (x,y) and put ExitD tile there.
>>
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finished some more character practice, looks a little same-y as the last one. might try and exaggerate proportions more next time

wireframe here: sketchfab.com/models/ed5ddd8b7b124e7b84ed45d45d604e17
>>
>>164158554
The color definitely helps get rid of the weirdness.
>>
>>164155621
What are your specific beefs with my topology
>>
>>164158624
ok, Hitler.
>>
>>164158732
>Hitler
What?
>>
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well fuck UE4 supension, this works much better.
>>
>>164156315
>>164157191
I literally copied the idea from Escape Velocity
I used to make mods for those games and I think I still have a copy of the EVN bible somewhere
>>
>>164158554
you use substance painter for stylized stuff? people always go on about how it's not used for that
>>
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>>
>>164159338
now post nudes
>>
>>164159338
your characters keep getting weirder and weirder
>>
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>>164147209
>>
>>164159338
can 4chan ban this degenerate garbage site wide

i don't want to live in a world where animal fucking is tolerated, gas yourself
>>
>>164160410
wow it's like i'm really back on early 00s something awful, talk about a blast to the past
>>
>>164160625
hey guys whats going on in this thread?
>>
>>164160625
hi grampa
>>
>>164159272
i use substance designer mostly, but yeah the whole suite is pretty PBR focused. i think there's still room to try stylized stuff and working with high poly maps is a breeze
>>
>>164159338
Damn. I wish I could unsee that.
Dont get me wrong, its actually well made but.. So much wasted potential, it saddens me.
>>
>>164160980
>stop making what i don't like
>>
>>164160980
Probably represents 7~8 months of work. Great for squeezing out patreon bucks, not so great for actually shipping something.
>>
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How much abuse would you be willing to take from a video game? Obviously the general answer depends on how much fun the game is, but in terms of just how badly things can go for no reason. A couple of examples of what I mean

>enemy has 1% crit chance
>smooth sailing
>HP drops to 29
>ENEMY CRITS FOR 30

>Pokemon
>go through long cave
>party is weak
>Gary Oak
>get fucked
>go through again
>prepared this time
>no Gary

>Want to make staff, 3 pieces each at 1/33 rate from red, blue, and green golems
>get red piece in 15 kills
>get blue piece in 41 kills
>no green piece in 120 kills


Obviously this is just a part of video games, but what if you eventually found out the game was doing it on purpose? It was actually designed to change RNG and force things to happen just to fuck with you? Do you think you would quit or it would be interpreted as a "challenge accepted" meme game like how everyone obsessed about Dark Souls because they thought it was so hard?
>>
>>164154685
your spaceship looks like a toothpaste tube
>>
>>164161191

About 2 months actually not counting some re-used assets.
>>
>>164160625
wow it's like you want to fuck dogs and rats but then you're surprised at how people react to your degeneracy

wew lad
>>
>>164147209
If you leave it running what would happen?
>>
>>164161319
The thing about RNG or otherwise unpredictable behaviour is that it creates risky situations. Like if an enemy has a 1% chance to crit with 30 damage, it's risky to let yourself get to 30 HP or less. But you know that it's still unlikely, so you can risk doing something other than healing straight away.

With a system designed to always come out as bad as possible, you've now removed the interesting element of risk and made it so the player has no choice but to heal in that situation.
>>
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boi we do it.
>>
>>164161978
That seems really tedious.
>>
>>164161978
>create a level in just 2 hours!
>>
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tfw the dev build works but the production build breaks stuff.
>>
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>>164161978
That looks incredibly slow to do.
>>
>>164162363
>got rid of the imitator cube puzzle on the lower left
I thought that was neat.
>>
POST DEV MUSIC

https://www.youtube.com/watch?v=OPgc-yYEWrw
I never knew there was a PV with DANCING NEON SKELETONS. Mr Hirasawa is truly a visionary.
>>
>>164162593
>not available in the US
triggered
>>
>>164162195
Poor jeans bunny.
Nice
>>
>>164162513
There was a bug I couldn't fix where if boku touches them it rockets him into space.

I'm still using them in the levels, just trying to get around the bug by designing the levels so the yellow cube is off somewhere boku cant get to, but needed to still complete the overall puzzle somehow.
>>
>>164161923
Of course, I meant to put it in the context of it happening sometimes rather than a set rule. Like the crit example, it wouldn't be "oh a crit will kill him the enemy will autocrit" but it would skew the odds to be much higher than that normal 1%.

The intention would be it wouldn't be something obvious that you would find out playing, because most of it would be subtle, so rather than just a stream of bad things happening, you'd be having a good time until it decided something really bad should happen to you, or just nudge the roll a little.

It's more of a theoretical question about how badly someone can be treated by something until they give up if it's still fun at its core.
>>
>>164162649
what about this one

https://www.youtube.com/watch?v=qhTP8M__pn8
>>
>>164162845
it works

https://www.youtube.com/watch?v=EJFmpLvofrM
>>
>>164161978
the editor looks pretty shit honestly but those are some great backgrounds, mad props
>>
>>164162295
You're relying on undefined behaviour.
>>
>>164162593
https://www.youtube.com/watch?v=7uJL8er_tV0
>>
I can't 2D or 3D and I've been using placeholders for now, but I know I'll eventually have to let them go. What do I do then? I don't have money for graphics and I'm also from a shithole country with terrible currency that would be a cheaper alternative to toilet paper in 1st world countries... maybe if I could find an artist here? But I can't.
>>
>>164162720
if you give more info i can help
>>
>>164162363
Your game has a lot of potential - but not as a computer game.

If it was on Wii U/3DS? That shit would be GOTY, nintendrones love that. If you got it on Android/IOS, and made some good marketing, it would be successful too.
>>
>>164163465

Are you talented in some other way then programming?

Most successful devs can do at least a few different jobs.
>>
>>164133821
4D snake, it only looks like that because our feeble 3D minds can't comprehend it.
>>
How should i make stairs in platformers?
lots of 1pixel high or a few of X pixel high?
>>
>>164163465
Time to git gud and learn to make your own art.
Paying an artist will cost you a lot, relying on someone working with you for free means you risk having them quit on you at some point.

Find a style that isn't too hard to do.
>>
>>164163707
>lots of 1pixel
Nice ramp you got there.
>>
>>164163625
nintendo wouldn't let him publish a blatant captain toad clone
>>
>>164163707
>1 pixel
Unless you also have some mystical vector option that's a ramp
>>
>>164163297
Nah, I added some libraries that are not compatible with the google closure compiler, and it's optimizing them away.
>>
>>164162593
https://www.youtube.com/watch?v=pNkQMtZAMAw
Code and dev, CODE AND DEV
>>
>>164160848
that house you made is pretty cute
>>
>>164163625
why wouldn't that game be successful on steam and what stands between that game and being published on consoles?
>>
>>164163465
Am sure there are artists there. Cheap ones, too. Alternatively make a game with less demanding art. One of the main reasons I went for a space setting... most of it is empty.
>>
>>164163635
I can write well enough in my first language, which barely has any reach unfortunately. I don't know about English, never wrote anything in it other than online posts and basic game text, nobody ever commented on those though.

But yeah, I'm not terribly talented at anything, not even programming, I only know enough to get by.
>>164163745
This may sound stupid, and it probably is, but "how do I art"?
>>
>>164163707
Collision is much easier if you treat stairs as ramps. If you're talking per-pixel collision detection, then yes, you want "lots of 1pixel high".
>>
My character is cute. Cute!

my game is going to be basically a Little Devil Inside clone. What kind of clothing should he wear? Nothing too complex to animate
>>
>>164163625
I want to get it on every platform I can pretty much.

>>164163816
They have let 2d pixel Mario clones on the E-shop from indies on the wii-u alot lately I think il be ok.

I would love to get the game on the switch since the Wii-U will probably be fully dead by the time I finish the game or get it to be SO polished its ready for consoles.
>>
>>164164237
>This may sound stupid, and it probably is, but "how do I art"?
Acquire professional work. Dissect. Imitate professional work.
Dead serious, no meme, this is how you do it quick-like.
>>
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>>164164327
Oh damn I forgot the image
>>
>>164161319
games are challenges
if the developer fucks with you it shows they know what games are and care that the players have an experience they will remember

RNG on the other hand is proof a developer couldnt care less.
>>
>>164164162
I don't think it would be successful on steam. It looks a lot like a hobby game, something that should be played on mobiles. If on steam, it would feel like playing Angry Birds on PC
>>
>>164164630
I use RNG to test my players improvisational ability
>>
http://vocaroo.com/i/s0xezQ0eapC5

Been thinking what to go with this... I'll probably post something longer when I think of something definite. Yay music.
>>
>>164163625
It stands a chance. Cute all over. Price not too high and the cuties will be all over it.
>>
>>164164483
but the glowy eyes man
>>
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>>164164636
There are literally mobile ports sitting on Steam at this very moment, though.
>>
>>164164996
http://vocaroo.com/i/s1mQRBiLMnIm

Also this idea, but honestly this is just going up a scale. Nothing original at all.
>>
>>164161131
Stop being such a stray sheep
>>
>>164164996
>http://vocaroo.com/i/s1mQRBiLMnIm

sounds like a man about to find out hes been cucked
>>
>>164154513
If you want to see a really (shitty) full 3d game made in game maker, look up Crimelife 2. It's hilarious.
>>
>>164165485
Exactly. But I've never seen anyone playing it on computer.
>>
In a cuhrayzee game, when the player dodges, should he collide with enemies, or clip through them?
>>
>>164164636
Define hobby game? Iv never heard anyone use that term ever and it sounds terrible to describe a game. Or at least when I see you use that term I think PC games made by beginning unity users that use standard assets and terrible slender note collecting games.

Bokube looks pretty far at that desu it looks like a nintendo game and I do think it would be great on console more than PC because it would most likely have nintendrones flocking to it in some shape or form.
>>
>>164165948
If it's 3D then you should collide because you can dodge in circles around the enemy.

In 2D you can clip through because you don't have the freedom of movement of 3D grond. If you had 3 enemies around you in 2D it'd be easy to just get stuck.
>>
>>164165986
Regardless if it seems like a better fit for a console I think its stupid to not release on PC as well. There are nintendrones on PC as well look at /v/, many of them have wanted nintendo games to also play on PC for years.

Kinda like not getting free money at that point to not also publish on PC.
>>
>>164166096
>many of them have wanted nintendo games to also play on PC for years
I want to play the Metroid Prime games ported to PC, that's all. Emulators shit themselves.
>>
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>>
>>164133821
i was going to say snek, but it seems you did.
>>
>>164158234
help
>>
>>164166449
I want to make a game I want to play, not a game that gets rightfully shit on by everyone and especially the respective app stores.
>>
>>164165986
When I say hobby game I mean games that people play sometimes, when they are in a flight or just want to relax. Like Mario on my 3DS, I rarely play it but I like it.
>>
>>164166449
I do not own a mobile device to test on. If I did I would absolutely make a game for mobile.
>>
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>had mostly to do ui, data management, and all kind of code progress
>nothing impressive to show for 1 week now
>still nothing impressive to show
Sometimes I wonder why I keep on making this game..
Crafting logic works anyway, just need to add some visual feedback on success.

Door in progress for fun but I need to revamp first the tile placement controls and logic.
also reached 2k line code, wew
>>
>>164166449
i'm not a normie
i'm not a casual
i'm not doing this only for money
>>
>>164164636
i don't know what metrics you're using. i think bokube looks very promising. pleasant style, unique and interesting gameplay and vr support. it'll do just fine on PC.
>>
>>164166449
I am, since I already have things set up to publish to mobile and the game's setup feels more like a match for short sessions that you just pick up and play.
>>
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>>
>>164166449
Because the mobile market is fucking GARBAGE m9.
>>
>>164166449
I don't even have a smart phone.
>>
>>164166814
REMOVE
>>
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There were only a few people posting progress yesterday. Now it's out of control. What happened??? And how do I choose next????
>>
>>164166614
What kind of game are you making?
You can craft new kinds of weapons?

>>164166814
Why
>>
>>164166909
What's wrong with rolling dice?
>>
>>164166814

>the furies are getting hands on bokube
Its too fucking early cmon
>>
>>164159338
>how to make money - the game
>>
>>164167069
>game
>>
>>164165671
Well I think I finally want to do with it. Let's see how the harmony sounds.
>>
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>>164166201
Works on my machine (i7 3770k, R9 390, D3D12).
>>
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>>164166814
This is why we can't have nice things in agdg
>>
Odd question for any GM:S devs out there. I have already searched and couldn't find what I was actually looking for.

How do you make scrolling backgrounds link into each other? Say I have one background on repeat for a bit but after a certain point I want to change the background to show the location and shifted. Only I don't want to fade it in and out, I want to "link" the new background to the end of the old background without stopping the scrolling to make it seamless. Even if I had to make a "transition" background to go between them that is work I would gladly do to make it work.
>>
>>164166814
Lewd fanart is a personal goal of mine.
>>
>>164167265
I haven't tested since my last upgrade, but Dolphin was fucked up by Prime 1. Microstutters twice a second. "Nothing we can do" on the forum.
>>
>>164167293
Some shit with your position in the level and draw_brackground()
>>
>>164166814
The best part of having a game early in development is CHANGES you could make. Change boku into a girl cannon wise and then flag this shit as child porn/a little girls nip slip ez.
>>
>>164162593
https://www.youtube.com/watch?v=Dy_0afpqsgM
Cicierega is my dev jam.
>>
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>>164166967
>What kind of game are you making?
This one. A bit hard to describe since I'm just putting in all of my favorite mechanisms from games.
- Castlevania combat (Ecclesia)
- Terraria generation
- Minecraft-ish world
- Farming (to do)
- Crafting, etc.
>>
>>164167265
try deving on my toaster

phenom x4, radeon 4850 and 8gb of ram
>>
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>>164167453
Thanks, good doctor name of Steven.
>>
2017 is going to be the year when I finish a full game
>>
>>164166449
because i don't know how
>>
>>164161319
at least 100%Orange Juice boss had the decency to tell you she was rigging the rolls after you beat her. It didn't make me less mad but it was kinda funny.
>>
>>164167552
Nice prototype mechanics going on there. I like the shifting to the side (2.5D?).
>>
>tfw low self esteem and need to constantly be told people like your game or you stop deving
>>
>>164161319
cool reoccurring trope in a game about games, don't think it's enough to stand by itself
at least i can't see it.
>>
>>164167552
This looks like it could be really fun.
>>
>>164167552
Camera suggestion: First of all, make it actually centred. Why isn't it? Then, while the camera position can lag behind, make it always point directly at the player. You've got 3D graphics, make use of them.
>>
>>164166887
>>164167010
>>164167273
>>164167493
samefag
>>
>>164167864
>2.5D?
Yes. Since I wanted a Castlevania battle system I had to go 2D.
But rather than limiting it to a single plane I took the beat'em up way of dealing with depth, so you can move between the front and the background. Otherwise it wouldn't be compatible with the 3D elements anyway.

>>164168076
Hopefully. Well at least I know that I will have my fun with it.

>>164168251
What is it with you and the camera anon? It's the third time!
I've already told you last time that I will worry about the camera when I'm done with the basics, not important and not definitive right now.
>>
>tfw actually low self esteem so if people tell you your game is good you can't work on it because they are mistaken, you know it is all a sham and you are useless
>>
>>164168598
I only remember mentioning the camera once before, but seriously, this is super simple stuff you could fix in like 5 minutes.
>>
>>164167973
i like your game anon, please continue devving and post progress!
>>
>>164166449
no idea how to make games
>>
Help, I'm testing the release version of my game in visual studio and the motherfucker just doesn't executes certain operations, it just jumps over a bunch of lines in the constructor of a class leaving uninitialized variables. Everything works fine in debug mode though.
>>
>>164169458
The optimizer may have determined that you never actually use those fields and thus doesn't bother to initialize them. Are you getting any bugs from it?
>>
>>164169571
Yes, it avoids the line that sets the damage of the object, now it does tons of damage.
>>
Godot question
var size = (rand_range(1, (3 + roomExtraSize)) * 2 + 1) * tileSize
Explain how rand_range is being used here please. Is it "from 0.0 to 1.0"? Or is it going to be 1 or 0?
>>
>>164169691
Post some code.
>>
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R I G G E D

Time to get cute!
>>
>>164166449
Mobile market is bad, not that pc is much better
>>
>>164167552
I'm loving this game more and more.
Do you have any concept art of MC?
>>
>>164169752
rand_range(x, y) picks a random float between the number x and the number y.

So in that example it's a float between 1 and (3 + roomExtraSize)
>>
>>164170075
Will it always be an integer or will it sometimes be 1.1 or 2.3 etc?
>>
>>164169752
>Is it "from 0.0 to 1.0"?
That is randf() in all cases.

rand_range() is a float between x and y inclusive.
>>
>>164170260
>rand_range(x, y) picks a random float
>>
>>164170260
Given how many more numbers there are between 0.0 - 1.0 than between 0 - 1, it would be very surprising to get 1.0. Which will also be a float. If you want integers, do int(rand_range(x, y))
>>
>>164170260
rand_range can take floats as arguments, if that's what you mean.
>>
>>164169785
Nevermind, I was doing something stupid.
>>
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>>
>>164170690
Why do you keep posting the same thing over and over again just with different textures?
>>
>>164169980
>concept art
Anon. Art is the bane of my existence.

I know that I will eventually polish a bit my gothic lolita but frankly I have no art direction whatsoever.
I've made up my mind about using programmer-art-that-looks-good-enough for that game and I'm fine with it.
>>
>>164170760
It's easier than making a game.
>>
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I accidentally a thing because I used the wrong variables in math.

There's 8 of these gifs, should I make an imgur album?
>>
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>>164170906
Fixed version.
>>
http://i.imgur.com/ReDD2H3.mp4

And people are voting comfy over mecha jam.
>>
>>164171143
>implying mecha aren't comfy
My comfy jam game is going to have mecha.
>>
>>164170906
Yes, make one
>>
>>164170075
>>164170306
>>164170395
>>164170437
>>164170448
thanks

var size = (rand_range(1, (3 + aSize)) * 2 + 1) * bSize
So assuming aSize = 0 and bSize = 2
This would be (1,3) * 2 + 1 * bSize, does this mean it would be (6,14)? I'm not sure if the coordinates are being multiplied and added to...
>>
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>>164171567
Have fun
http://imgur.com/a/zQagu
>>
>>164171749
https://www.youtube.com/watch?v=6P_BvrtuxAI

Reminds me of this.
>>
>>164171607
>(6, 14)
>(1 * 2 + 1) * 2 = 6
>(3 * 2 + 1) * 2 = 14
>I'm not sure if the coordinates are being multiplied and added to...
You'll get a floating point number between 6 and 14.
>>
>>164171991
ok so I was right, thanks.
>>
>>164172195
Why didn't you just print a hundred testruns to console though?
>>
>>164171897
Nice video.
>>
>>164172247
I didn't know I could do that, I'm just parsing manually. I've only used Godot for a couple hours.
>>
>>164170816
Oh, I see. Just wanted to have a better idea of how is your qt supposed to look like.
>>
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Yesterday someone said black hole type of enemies would be cool in a space game, toying with the idea of things that have their own super gravity zones. I'll have to find a balance between sucking power and being able to get away though, maybe having them eject you on collision.

Semi-related, what would be a good way to actually get games out there? I've put things out for game jams and google play before but never was big with advertising or making them known. Are like itch.io good for demos and projects?
>>
>>164172247
Not that anon, but I once had a program tally up results of some random selections for about an hour to make sure it was giving the correct results.
I don't remember if I got to the billions or not. But it was definitely several millions.
>>
>>164172482
>I've only used Godot for a couple hours.
You are forgiven.
Here's a useful hint:
Sometimes you code something that will cause an endless loop. When you try to use print() to find the problem, there might not be anything printed to the output window in the editor. It is possible however, that it printed to the commandline window that opens when you start Godot.
>>
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>>164166449
(You) and your (You) generator disgust me.

https://boards.fireden.net/vg/search/image/pOf5BRJSR1tLqCC6uaRp-g/
>>
Legit question;
Why do most devs who can draw, or hire an artist choose to make the game "pixel art" rather than the currently available freedom of modern visual art?
If you can draw, it's not that much trickier to make. So why the obsession?

I'm aware it's a style choice. But it's too dated to be so in the current market.
>>
>Ready for Demo Day for the first time in ever
>Feel great while also uncomfortable at the same time, as if I'm forgetting something.

Maybe I'll just, like, relax or something...? This is weird.

My game will probably fall apart for the first person who plays it or something...
>>
>>164172727
I think art compliments gameplay in a lot of ways. For example my game plays like an NES title, so I think NES art is the best way to go. I do think that proper clean modern art is underrepresented in 2d indie games outside of mobile puzzle games. Maybe I should look into that for my next game.
>>
Will there be a demo day every month? If I started learning how to dev would I be able to have a demo/game by the end of the month?
>>
>>164172727
for the same reason you would buy a vintage guitar.
its just adds a cool factor and lots of people love it
also vector and good 3D art can be damn expensive in bulk
>>
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>>164172539
Well, technically this is her original form.
I plan to bring her back to that once I'm done with the rest.
>>
>>164172727
You already know the answer, it's a style choice. What else do you need to know? Some people are nostalgic for pixel art.
>>
>>164172861
Demo Day happens every two months. If you started devving right now and do it every day you may be able to make something within two months.
>>
>>164172923
I actually like this model, it's simple but the colors and shape convery her design decently.

If you used a nice cel shader you could easily turn it into a nice style dude.
>>
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>tfw glitch
>tfw fix something slightly related to glitch
>first glitch isnt happening anymore and don't know if the fix for the second one fixed this one too
>>
When's demo day anyway?
>>
>>164173148
why do you need arbitrary dates to finish anything
give yourself a slap on the face
>>
>>164172727
What sort of visual styles are you considering as the "freedom of modern visual art?" Low-poly cartoony stuff is pretty much all I think of, whereas pixel art can appear modern and not cartoony.
>>
>>164172778
I feel that every time I post a game, and I've made several jam games. I usually spend a day just playing the game over and over to make sure nothing breaks. I can't imagine how it'd feel releasing a real full project.

But don't worry too much, if it's working for you it will work for 99% of people. If there's a bug someone will likely tell you about it.
>>
>>164173195
>participating in DD means to present your finished game
I need to know because the content I will develop has to be in a certain order to be presentable on Demo Day instead of one or two weeks later with more stuff than needed on DD itself.
>>
>>164167552
always wanted to make a platformer like this.
but i can't program for shitz
>>
>>164173036
Should I start with Unity or game maker? Alot of my ideas are for 3d. But should I just learn game maker anyway? Is 2d a better place to start?
>>
>>164173148
There's this amazing invention called an OP that contains that information.
>>
>>164173368
Download unity, I'm pretty sure there's a 2.5D platformer sample you can just use and edit until you get the hang of things.
Programming isn't that hard compared to art, much easier to be a decent programmer than decent artist.
>>
>>164173056
I wonder. I haven't really tried, but it's probably worth a shot.
Maybe I'll try that later, right now I'm trying to finish for good the mechanisms for playtesting since I'm literally almost done.
>>
>>164173464
I'm pretty sure it's just a useless list of engines.
>>
>>164137370
This looks great.

I am working on something similar.
What engine are you using?
specifically the gravity and walking.
>>
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>>164133027
>tell everyone i'm a game dev
>"wow anon you must be really smart with math and programming"
>"why yes i am" i say
>"i bet you are a great artist too games always do have great artists making them how cool of you you're so talented"
>"yes thank you i am quite the artist and programmer as well you might even say i'm a 'One Man Army') or '1MA game dev' as my friends in the game dev community say"
>"amazing, you really know your stuff. so what games have you made?"

https://www.youtube.com/watch?v=iFWz1v7Pobs
>>
Just woke up from a dream where I was playing a much further along version of my game. most of it is a blur but I specifically remember one really good section from it that I'm now going to actually put in my game.

Jesus, dream dev is best dev. I wish I could force myself to dream about my game all the time and just use idea's from there instead of having to consciously think of them.
>>
how do you make the npcs contrast more with the background?
>>
>>164173551
I look forward to it if you do
https://pbs.twimg.com/media/CzMvd4OXAAAXuO0.jpg
>>
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>>164173709
>tfw you tell everyone and yourself you're a game dev but you have literally never made a game in your life
>tfw you're arguing with someone about game design ideas and concepts and programming methods and you feel like a game dev without having to make that pesky game
>tfw they ask you where is your game
The bullying stops now.
>>
>>164172926
>some people
Exactly my point. The next generation will be your main source of customers and income. I'm trying to point out that the genre of pixel art is fading, as the young ones won't "get" that style and won't be able to relate to it.
>>
>>164173246
High resolution is pretty much the current form (and has been for decades) in cartoons and movies. Only now it can also be achieved in games, even on mobile.
>>
>>164174559
That doesn't matter. I really don't know what else to add because it simply doesn't matter. It's the developers choice.
>>
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>>164174301
>spent the past 3 years following agdg and interacting with every dev by arguing with them, shitposting with them, following their every move
>argue with them about everything they're doing, i am le master of le feedback
>i know exactly why they are shit and how i am not shit
>everyone is dumb except me
>never actually make a game but easily trick myself into forgetting this fact on a regular basis
>they ask me where my game is
Enough is enough.
>>
>>164174559
The next generation is overwhelmingly mobile, casual, and social. So fuck them all.
>>
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>>164172923
Cute as fuck. I totally agree with >>164173056
>>
>>164174004
hue/saturation/brightness
>>
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>>164173709
>>164174301
>>164175095
Come, my brothers, let us meet in the discord and discuss this privately. The time of persecution for nodevs ends soon.
>>
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>>
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it continues.
>>
>>164175623
I am
But it's fucking hard so I probably will never finish a game.
>>
>>164175623
I only make games in the dimensions of "You have 20 seconds to explain [...]" messages.
>>
LET ME MAKE MUSIC FOR UR GAME!!!!! FOR FREE!!!!!

ONLY IF I LIKE IT!!!!


https://instaud.io/GQ2
>>
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>>164166814
This is funny as hell because that's what bok does, roll around on the ground.
>>
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>>164175389
But anon, that's where we already are! :3
>>
>>164174559
lol kids grow up on minecraft and you think that they won't be able to "get" pixel art
>>
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An audio sharing site that has no volume control.
>>
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I'll add some more visual tells and flair to this, but Reece is basically done

It's a fucking handful with 2 of them, I can't imagine 3
>>
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Met the nicest french girl on the plane but now I feel bad because I will never see her again. Here's some Charlotte:
https://a.pomf.cat/kqshmt.zip
>>
>>164175061
I was just asking to see if I'm missing something.
Regardless, of course it matters. It's one of those factors that makes your game profitable or not.
I'd you are deving for fun, whatever. But if you want to release, alot of stuff must be considered even if you don't like it.
>>
>>164175821

I love it. Any more?

I am a progress dev looking for a musician. I can pay.

Because furries=money.
>>
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>>164175821

MAKE MUSIC FOR MEEEE >>164176001

On a related note, did that anon who said they would make music for this level ever do that or post it? I'm worried I missed it, that was about 2 weeks ago
>>
>>164176027
When the most sold indie game of all time doesn't use pixel art textures on 3D block graphics then you can tell me all about how it matters.
>>
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>>164176049
you're in luck. dennis is my dog.

a couple nearly-finished ones with battletoads guitars:

https://instaud.io/GQ4
https://instaud.io/GQ5

a not-so-finished one but its my fav currently:


https://instaud.io/GS8
>>
>>164176202
You are stuck in the present my dear.
>>
>>164175623
I'm just taken a short break from it because holidays happened.
>>
>>164176242

>Dennis is my dog.

Dunno what that's got to do with it, but cool. Keep him safe from the furries.

These have a nice Master System feel to them. That whole era of SEGA. Would you be up for doing a Saturn/Dreamcast style soundtrack?
>>
>>164175623
you have 20 seconds to explain why you aren't making a 4d game
>>
>>164176202
but it had marvelous mechanics and innovative idea. also part of the niche that it can run on toasters.

tl;dr the graphics serve a purpose in some way
>>
>>164176019
I want to motorboat Charlotte.
Shame about the french girl though. Do yo travel often? If you do there is a small chance you see her again.
>>
>>164176691
Sure, you gotta post your game first and i'll decide
>>
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>>164176242
Would you wanna make some SNES style tracks for Whimp the Bold? Pic related plus a few other pics in the thread
>>
>>164177051
last time i played it it felt super clunky & weird (this was 3-4 months ago). have you made any touch-ups to the fundamental mechanics since? i dont want to make music for a bad game

also i dunno really what theme i would do for it. it's easy making stuff in my head because i can just say, oh this one is set in an ancient ruin, or a sleazy back alley. when this furry dev shows me what he's making, i still might decline in case I can't make what he needs...
>>
>tfw you're at the tip of the ballmer peak

I can program anything
>>
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>tfw finally unbanned
>>
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>>164176773
>>
>>164177228
If you played DDX, which it sounds like you did, then yeah I definitely have been making upgrades ot the feel and mechanics.

I'll be putting out a demo in 8 days if you want to get a feel for yourself. There's also a DDXI demo if you want to try it out, it's on the page in the OP. I currently need a wild west/American desert themed track or a forest-y boss theme
>>
>>164177374
take it to patreon m8
>>
>>164177374
sorry... i'll have to pass

>>164177554
i'll give it a try when it's out. thanks anon
>>
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>make a bunch of WIP animations
>discover that you forgot to reset bone roll values before you began
And here we go, starting all over yet again
>>
>>164177640
Thank you, I hope you like it. And even if it's not for you, feedback about how it feels is awesome, so be sure to let me know what you think
>>
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>>164177695
At least the shape keys for the facial features won't have to be remade.
>>
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Artist looking for coderbro here! Anyone interested in collab for a clicker/dungeon crawling rpg featuring a wide array of lewd/cute enemies and NPCs?

Pic related is an example of my more WIP designs, but I can show much more off upon request.

I'm looking for someone with enough experience and knowledge to be able to put together systems such as:
-inventory management
-dialogue
-rpg equipment/stats
-bullet hell projectile emitters
-procedural dungeon generation

Prefer if you work in gml or unity. Feel free to contact me on tumblr or discord @southcx if you have any questions.
>>
>>164177695
Ah the joys of 3D. At least now you'll have practiced the animations and can probably make them even better.

>>164177838
That's a cute blink.
>>
>>164177292
Might want to consider programming a game.
>>
>>164177695
>over a month of work
>produced a single animation

Maybe 3d game dev isn't for you, friend
>>
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>>164176019
>>
>>164177896
cool n/m

seriously good luck tho
>>
>>164177896
The thumbnail and her thick legs made it look like she was kneeling with a semi erect giant horse cock.
>>
>>164177975
Mmmmm pure distilled salt
>>
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>>164177838
>At least now you'll have practiced the animations and can probably make them even better
Yeah, not happy about how they turned out, so it's sort of a nice excuse to start over.

>That's a cute blink.
Thanks

>>164177975
>over a month of work
What.
I made both rig and animations tonight.
>>
>>164178051
olivia voldaren
>>
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>>164177292
I think I shot right through the peak. Well, might as well work on design...
>>
When your making sprites for your game do you have to get the size of the place holder sprite then make art thats larger then it then it then somehow shrink the frames to match its size?
>>
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>>164178030
Thanks! I'll probably be posting periodically looking for help. Really I just don't have the energy to try and 1MA with how much I agonize over trying to make good art, plus it's nice to have someone to check you when you're doing something stupid.

Here's some NPC designs.

>>164178051
Thicc is a cornerstone of my life, dunno about horsecock yet
>>
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>>164040272
implemented some combat
implemented quadtrees for efficiency in AI flocking behavior and finding enemies to shoot
>>
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>>164178143

Meant as a reply to
>>164177935
>>
>>164177896
Can you post something more finished? keep it slightly lewd though
>>
>>164178143
coming from other 3dbreh
i love what you did with the texture. it really captures ps1
>>
>>164178767
What engine are you using?
>>
>>164177937
Hahahaha

No.
>>
>>164157656
Yeah, you workin' on anything?
>>
>>164175623
I don't want to learn how to actually code so i hide away in places where most of the work's been done for me
>>
>>164179284
>What engine are you using?
I'm not, it's C++ and SFML
also thanks, that's the first (You) I've gotten in 7 webms
>>
>>164179043
Thanks!
>>
>>164179536
Are you making a Pikmin/Overlord-like?
And is that wizard from HoMM?
>>
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>>164178795
Sure. How about this?

also refer to >>164178643
>>
>>164178135
No salt friend, just facts. You've been posting for months and all you have to show for it is entry level animations. I understand wanting some kind of validation for your efforts, but you need to step it up. You'll never finish a game at this rate.
>>
>>164141902
very gud
much soulbreaking
>>
>>164179671
Pretty good anon, pretty dang good

Thanks for feeding my degenerate love of thick 2D women
>>
>>164179646
>Are you making a Pikmin/Overlord-like?
I don't know yet, I only have a vague concept for a game
>And is that wizard from HoMM?
Yeah
barracks are from AoE2 and all of the tiles are from dungeon crawl stone soup
but the circles are all me, baby
>>
>>164179864
>Yeah
Good taste.
>but the circles are all me, baby
Good work.

Good dev.
>>
>>164176001
nice nothin personal enemies
>>
>>164179691
But while he was making this model he also hand built an entire level and textured it, it's not like he was just working on this
>>
>>164177627
you mean take it to the bank
>>
>>164180006
Thanks, it was all I could do to not give them katanas
>>
>>164175623
Despite memorizing all of Blenders basic tools/hotkeys, and also learning the basic of Zbrush, I still have no fucking clue how to actually make something decently good looking.
>>
Gimme some fake names i can put in my credits
>>
>>164173582
It's unity with the standard character controller to test mesh deformation, sorry for the late reply I was out
>>
>>164180342
Hugh G. Rection
A. Hilter
I. P. Kullers
>>
>>164180342
Hugh Mongus
>>
>>164179671
I'd say either make the tail taper from wide to thin over a longer distance. It kind of looks like it tapers to thin just at the last quarter (not counting tail fins).
Also maybe pinch the belly above hips and under rib cage a bit (a few pixels) to emphasize thicc.
>>
>>164180342
Ryan Jake Lambourn
>>
>>164180342
T. Hanks
Itzak Weinbergstein
John Cutesack
Mj. Leary Tardid
Tom Wanks
>>
>>164179691
I'm not even the dev kiddo
>>
>>164178143
That's a nice swipe, is the claw enlarging to fit the hitbox of his attack?
>>
>>164177695
So what are all these nice animations for anon?
>>
>>164180342
Willie Stroker
>>
>itt: unoriginal meme ideas and unity shitters with presets
>"huurr look he's critizing us, that means he's mad because he couldn't make it xDDD look how salty he is echochamber!!"

I hear bleach is on sale for the new year, maybe you should grab some.
>>
>>164181679
Show us where the Unity Asset Store touched you.
>>
>>164181679
>salty nodev bitter that he has no progress to post
What does it matter what others do? How do you make this thread a better place?
>>
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>>164181341
Thanks - It will be remade (and hopefully improved), though.

>is the claw enlarging to fit the hitbox of his attack?
Yes, but it will need a swipe particle effect too, to justify some extra range.

>>164181492
They're for the trash bin because I fucked up, but the new ones will be for my Spyro clone: Kairo The Gryphon.
Actually have a programmer now, so I'm very excited to get more stuff done!
>>
>>164182032
At least you got making the levels down, plus you got Spyro easily emulatable for inspiration whenever you need it.
>>
>>164182032
Like a claw effect when enemies are hit or just some trails following his claw?
>>
>>164182032
>Actually have a programmer now
how'd you get one?
>>
>>164182379
Yeah, although I've been playing much more Turok lately.

>>164182471
A wave/trail thing is what I had in mind.

>>164182490
He contacted me on Tumblr
>>
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>>164182032
>he hasn't been secretly learning programming and hating everything he tries to make because making something without other things fucking up is impossible this whole time

Real talk though I'm happy for you, having someone to be the designated programmer is insanely helpful as they can bring your project to life while you pick up on how they make stuff work so when your next project comes you have a headstart on knowledge yourself.
>>
>>164183150
Well, I've been abandoned by programmers a gorillion times already, so I really am a fucking retard for not learning to program on my own.
I just dread it so much.
>>
>>164183316
See, that's why you have them show you how they work so when they leave you can make sense of their spaghetti and continue without them more easily.
>>
>>164166449
because you can't scream your lungs out while elapsing through entire galaxy with your trusty oxygen canister
>>
>>164182032
Give the path a texture that is slightly more distinct.
Too confusing to figure out what its supposed to be.
>>
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rig is finished with working ikfk switches as demonstrated on 28th frame. there is some knee popping I'll have to look into, but for now basic animations, a weapon, and enemies are the main priorities.
>>
>>164183904
Alice McGee style? Noice.
>>
>>164166449
oppressive app stores
>>
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>>164183415
Yeah, at least I have the GM:S project file for the metroidvania still.

>>164183757
That's just Spyro textures. I used them to learn how to do tiling textures in 3D effectively.
They will be swapped for my own textures in due time.
>>
>>164177896
I tried sending you an anonymous ask but Tumblr isn't into that shit
I am alloyed.itch.io email me at [email protected]
>>
>>164177343
while it makes me really happy that you dont have rixels on the sword, you might want to somehow get it to stay in a non-deformed rotation more often
>>
>>164183316
>Well, I've been abandoned by programmers a gorillion times already
it'll keep happening, especially when the game is 3D
the time investment required to actually get a game done is tremendous
>>
>>164182032
I'd say a few more floor textures would make this a dead ringer for a real spyro level
>>
>>164184195
hopefully your 3d animations aren't so godawfully deep into the uncanny valley like your 2d ones are
>>
>>164183150
i hate this generalist mindset

>learn programming!
>learn art!
>learn design!

99% it never works, and often not in your favor. you can't multitask that much, there is no shame in asking for a helping hand.
but its just my 2 cents, people don't have to work together.
>>
>>164185954
>especially when the game is 3D
The only programmer bail out I know of is 2d engine dev.
>>
I can't draw fo' shit

Should I start with this site?

http://drawabox.com/

I also have a bunch of books in pdf format that Im going to dig into soon.

pic related
>>
>>164186420
good luck getting anyone in any position who will stay the whole project
without paying them weekly, that is
>>
>>164186420
I never had a buddy to meet in a garage and just type away on a piece of trash. Before I work someone, I want to experience what it means to do a certain aspect of gamedev, so I can truly appreciate them taking over. Also to prove that I know how to start a thing and finish it at least in one aspect.
>>
>>164186545
its pretty good for beginners or you can try peter han's lessons which draw a box is based on
>>
can unity make good looking anime style out of the box?
>>
>>164186829
any recommended peter han books? googling him now, but i gotta get to bed.

>tfw just want to make a spiritual successor to the Army Men shooter games on n64, but cant
>>
>>164186871
can you be any more vague?
>>
>>164186914
fuck books check out his youtube instead
>>
>>164186420
i hate this general mindset

>learn to walk!
>learn to not touch fire!
>learn to read and write!

Sure there are numerous things to pick up and learn but that doesn't mean it's impossible, and throughout your journey you will pick up and learn these skills, like life. You don't have to be 1MA but if you're not, other 1MA will never see you as an equal. For example I would especially doubt any person who can't learn programming can make a game, and I can easily visualize them as having never learned to walk.
>>
>>164186420
I'm not saying you have to be a master, just to learn enough so that if you hire a programmer he won't say "oh man this guy doesn't know what he's asking me to do and it's unreasonable, I'm gonna quit.
>>
>>164187054
im guessing the channels CGMasterAcademy and PeterHanStyle?
>>
>>164186871
You'll need custom shaders, some great models, and a goat to sacrifice to satan, so it's not exactly plug and play ready to make toon style games. It does have some cel shader style outlining shaders which toonifies everything but they're kind of garbo.
>>
>>164187105
my issue with doing art or music is that I don't view them as being worth my time
it would be many times more efficient for me to simply spend some of the money I make from work on art and music than it would be for me to spend any of my time on it
>>
>>164186620
its for fun, nobody is holding a gun against your head. at the same time you want to accomplish something good.

>>164187105
im sure there is a thing such as senior walker or senior reader.
give yourself a slap on the wrist for writing this type of bullshit
>>
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Is there any downsides to using really small chunks that I'm unaware of?
Yes for generating the map I generate a ton of them, but that overhead can be reduced with object pooling.
>>
>>164186545
Successful Drawing by Loomis is great. It's a really dry read, but if you read it instead and try to work alongside the book it can give you a decent direction in which to aim.

The key is to just start drawing and then come back to the book years later and realize how much you still have to learn.
>>
>>164187410
>small chunks
>the thumbnail looks like play-doh in a brown pool with brown water that has small chunks of shit floating in it
>>
>>164187498
t. andrew's son
>>
>>164187331
Having the initiative to at least learn how to make music or art is a great indicator for a strong developer, but I suppose you're right, art is for artists, music is for musicians, for me the concept of a 1MA has always been 1 developer designing, programming and creating a game. Like Jon Blow. Didn't do the art or music but did everything else.
>>
>>164187331
>>164187616
To be clear, programming was included in that list of greentext, as if it's preposterous for a game dev to learn programming.

If a game dev doesn't program he's a chode, a game designer, artist, etc. Not a game dev. Just my opinion.

>>164187403
>>
Out of curiosity and off the tops of your heads, what are the names of the scripts/classes you use the most or that stick out in your mind?

>change_state()
>CollideAndMove()
>projectile_behavior_logic()
>>
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https://augurusto.itch.io/new-grounds-rpg-with-lifedate-sim-but-improved

Could you guys tell me hows the animations/colours?

n - rollerblades
j - punch mode
k - punch
>>
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Decided particles would be a good indication where the suction begins, along with the fact that it is actually a pull. The machine can also be destroyed like other enemies and pushes everything away if the player gets pulled in and takes damage.

This also gives me room to use the mechanic for a boss ship as well.
>>
>>164187917
>GF.get_ticks()
It's a function in a singleton I use for globally available static functions. It returns a string in the format "XXXX: ", where XXXX is the tick the game is currently on. I use it for debug prints.
>>
>>164187917
>push_back()
>GetComponent<>()
don't have a third, really
>>
>>164188050
>mixels
>rixels
>mobile
Pushing all the buttons.
>>
>>164188259
There's only one button, Shoot.
>>
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>>164188375
here's your competition in the "there's only one button" genre

http://crowbarska.tumblr.com/post/128630821383/switch-n-shoot-a-one-button-shmup-now-on-steam
>>
>>164187917
>MtkUtility.GetShipCore(Component component)

Necessary because the 'brain' of a spaceship is a child of the hull, mixed in with other pieces of equipment like

>Hull
>>Gun
>>Engine
>>Core

Because it's important that it can be sniped to leave a dumb hull.
>>
>>164180391
thanks.
Is there anywhere for me to follow ur proj?
>>
>>164187746
>If a game dev doesn't program he's a chode, a game designer, artist, etc. Not a game dev. Just my opinion.

sure, but making a game without art is essentially prototyping, and isn't a game too. just a bunch of complied code
>>
>>164188043
shameless self bump
>>
>>164188043
>GM .exe with GM logo
This is something all of you need to stop. Default icon does not convey commitment and pride in your game. Regardless of engine.

- When putting on rollerblades, the right one spazzes to the right
- No animation on blades. Understandable though, that'd be a bitch to do
- First time entering punch mode, I couldn't punch. Couldn't reproduce that yet.
- Inconsistent in when I can use blades during walking. Sometimes I can put them on while moving, sometimes I can not.

Colors in the background are good. Protagonist has problems reading against it though. The skin blends in with the white in the back. This is prominent at the large cupboards and the lower paper left of the table when it's between his chin and arm in boxing mode.

I get what you were trying with the hair, but for normal skating it's too noisy. If you were rolling against the wind, maybe, but in a quiet backroom it's too extreme. But: The punch on blades feels good! The shaky legs are nice and being on blades "explains" why he's punching this way. This is also where I think the hair animation is well placed. If you had one slower for blading normally and this one for the rolling punch, it'd probably feel quite right.
>>
>>164188043
do you have twitter?
>>
>>164189028
t. artist
>>
>>164188975
not at the moment no, probably not until it becomes more than a tech demo. Although maybe I should make a devblog or something
>>
>>164188860
>now-on-steam
Thats upsetting
>>
>>164188860
Looks like someone got inspired by downwell. Because red black and white are so unique.
>>
>>164189093
u coding anything?
or are you deving through unity?
>>
>>164184810
Sorry for the late reply, but I sent you an email! You can still dm me on discord and tumblr.
>>
>>164189028
>isn't a game

I would play tf out of Placeholder Title or however it's called. The effort put into the character movement speaks for itself.
>>
>>164189153
Just experimenting with marching cubes and mesh deformation through unity, might try a few neat tricks with VR too
>>
>>164188860
It was a joke about "pushing all the buttons" but that's an interesting way to literally only have one touch command. Not sure how I feel about that being a steam game though.

As for mine a lot of stuff is still WIP in assets until most of the game itself is done so I'll probably be cleaning up a lot of the current objects which are currently scaled up. At the same time I haven't figured what I'll do about the objects like planets that come in variable sizes and scales, since it does look admittedly shoddy in some cases.
>>
>>164189028
>but making a game without art is essentially prototyping
you're retarded
it's very common to make entire games without art, then hire an artist at the end when the project turns out well
>>
>>164176019
Wow, you really have returned! Thank you! Happy that you had a nice flight!
>>
>>164189313
I'm sorry Mr. Blow. That isn't all that common.
>>
>>164189064
I didnt bother to change the even logo yet, just started. I will try to use less white on the back then or maybe another shade, slowing the hair down feels better indeed.
I will fix the rollerblader spazzing but i couldnt find the other bugs? if i can trace anything i will try to fix
and thanks a lot!!

>>164189074
I will create one later. I have a for gamedev which i barely use : http://augurusto.tumblr.com/
>>
>>164189028
That's wrong, as is claiming that a game dev shouldn't have to learn to program. Every game dev worth a shit should be able to code.
>>
>>164189684
game developer aren't programmers. programmers are programmers. this is a mindset problem
>>
>>164189867
>What GameMaker users tell themselves
>>
>>164190119
He is not wrong. Programmers can code, but they can't make good games.
>>
>>164188043
Animations look nice, it does look a bit blurry though
All the animations are fluid, though a bit understated. It might read better to exagerrate things a little more. Though for now they are certainly serviceable.

I really like the palette, though blue on blue might be tough if the screen gets any more crowded. For this I think it's fine.

I dunno, overall the demo seemed really smooth. I wanted to play more
>>
>>164189867
It takes a little bit of everything, that's why an entry level knowledge of different stuff can be enough if you're proficient in one subject.
>>
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>>164189557
>I didnt bother to change the even logo yet, just started.
Just mentioned it because it's the third game in two days that did this, so it kinda caught my eye.

I tried recreating some stuff, but couldn't really either. However:
- When the game window loses focus, input is still accepted. Typing in a chatwindow the character would still move and put on roller blades when pressing the respective key.
- The first punch after refocussing the window was not registered. Couldn't reproduce it yet though.
- While testing I found out webm related. When punching in one direction, changing direction during the animation and spamming the punch key leads to a moonwalk punch. Could be a cool feature. Or a bug if you somehow find rollerblade kiting to be undesired.
>>
>>164189557
Hey I remember Drunkmas
neat
>>
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Think I'm pretty much done everything in the house now. Now either gonna start work on a new main player model or start re-doing the first outdoor area.

Hope I can have something ready in time for demo day.
>>
>>164190621
Intentional blurry because i am a fag for yume nikki, you are right about the animations though. Spent most of the day mixing the colors, i guess it will be ok to not make it too blue later, also thanks!

>>164190837
Fixed some bugs you mentioned just right now like the rollerblade going to the side.
Also whats this? isnt it on 2x scale? i got some problems with the shader so i will put inputs for changing the window size later.
Couldnt fix moonskating punch, thus its a feature now, hooray

>>164191127
I didnt think id ever hear that, thanks anon. Its been one year
>>
>>164191431
>Also whats this? isnt it on 2x scale?
That's just me being shit with OBS. Your actual pixels are bigger.
>>
>>164191417
Wow, I love how every time you post your game looks better and better. Nice. Keep it up!
>>
That feel when fell for the agile development meme and now have to refactor thousands of lines of code after having figured out how the project should be structured
>>
>>164191871
Do it like the pros: Don't touch anything that works and just frankenstein new shit.
>>
>>164191957
IMO you can afford to Frankenstein when laying basic shit on top of API or middleware calls, but try to 'cauterize' it ASAP so you can build gameplay logic in a structured, extensible way without touching the spaghetti.
>>
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>>164191417
Delightful Children from Down the Lane simulator?
>>
>>164192285
Fuck me i remember adoring that design, that show was so cool
>>
>>164192285
Ha, quite the coincidence
>>
>>164192454
please stop
>>
>he thought this was a game
>>
>>164166449
I only make games I want to play
THEY'RE FOR ME!!!!!
>>
>>164189028
literally wrong
>>
>>164192435
I thought Father was a really cool villain, his design was so perfect

The show itself though made me super uncomfortable. The idea that every adult was either a fucking moron or out to get me was too much for my goober mind
>>
>>164175623
I am. I will be done programming everything by the end of next week, as a matter of fact.
Amazing how fast work goes when you spend like a month planning everything in advance.
>>
>>164193584
>planning everything in advance

Design is not game dev.
>>
>>164192285
>autist kid that freaks out when someone touches him
Figures this show would be well received on 4chan.
>>
>>164193663
Refactoring isn't game dev either
>>
>>164193715
Refactoring IS game dev. Refactoring is a major part of development and should be done often.
>>
Reminder that game development is not game dev.
>>
>>164193745
Planning is also a major part of game dev and should also be done often.
>>
>>164193663
>>164193715
>>164193745

Jesus christ, shut the fuck up.
>>
You first turbonerd
>>
>>164193663
Lol have fun with your on the fly productivity. Game design is supposed to be thoughtful, not arbitrary
>>
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Happy about this progress- you can build your own malware now, which consists of packing whatever executables you want into a single .exe, and then with the spearphishing app from yesterday, emailing them to a target where they open the attachment and the malware gets run, copies out the executables into the victims drive, and runs them. So for cases where you need a complex attack, you can have multiple programs run at once, for example one to start a server on their machine, and another one to alert you of the address of the victim. Or in the future maybe one exe to kill the antivirus so cryptocoinMiner.exe can run, etc. Next step is adding batch commands to REALLY let players fuck shit up.
>>
>>164193910
Where is your game?
>>
>>164193943
cool flavor, but what are the actual gameplay interactions?
>>
>>164193943
Have fun with limited sales because people are afraid to fuck up their own shit.
>>
>>164194072
Google "Risk of Rain"
>>
>>164193943
Looking good, love the steady progress. Do you have an expected release?
>>
>>164194072
it's right here >>164193454
>>
>>164147209
That's cool as fuck
>>
>>164194138
It depends on what programs you've found so far. So if you package an SSH server into an exe and get the victim to run it, if you have an SSH client you can then log into their machine and run whatever commands you want, so in gameplay terms maybe you want to log in and download their crypto wallet so you can crack it and get their money, or steal their credentials so you can impersonate them when sending out emails, or upload a botnet client so you can use their machine's bandwidth to DDoS a target and lower its security so your other hacking tools will work. SSH server is kind of a bad example because its so free form, but imagine a quest where you have to delete someones nudes before they get copied, you send them a copy of DeleteSystem32.exe and easily win the mission.

>>164194165
If I can make 30k I'll be happy, mainly its supposed to be a way for me to have a shipped product so Paradox will actually consider my next project for publisher support. Considering how much people are talking about Cyber in the news, it seems possible especially if I do a kickstarter

>>164194281
Thanks anon, maybe KS before spring and EA before the summer? Hacker: Immersion is in EA and in my opinion isn't anywhere near this complete so I wouldn't feel bad about asking for monies even at this point. Also having an engaged EA audience would really help with motivation I think.
>>
>>164161602
It would be extremely memory consuming.
>>
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Guys I have a problem.

I have a random function that spits out a number between 0 and 1.
But I need a random number between 120 and 256.
How do I jury rig this to make it work?
>>
>>164194808
Stop shitposting
>>
>>164194808
Post code :^)
>>
>>164194808
int range = 256 - 120;
(int)(range * Yourshittyrandom()) + 120;

there's probably an off-by-one error in there somewhere
>>
>>164194808
http://c-faq.com/lib/randrange.html
>>
>>164194808
Look for something for it on the Unity Asset Store
>>
>>164194976
im not doing C#
>>
>>164194664
>planning on getting Paradox onboard
Damn, that's an ambitious plan, at least from my perspective. But I like stuff with their name on it and I guess you do as well thinking like that. Are you willing to reveal details about what you want to get their support for?

>Hacker: Immersion
They do have a snazzier UI, gotta give them that. Colorscheme and background is well thought out. But what the fuck is that buzzword "neural firewall integrity"? And why would one include CPU temperature as game mechanic?

Speaking of competitors: Introversion want to remaster Uplink. Are you worried about that?
>>
>>164195075
translate it you sick fuck, all c languages are similar enough
>>
>>164195138
I'm using a scripting language i can only generate a number between 0 and 1 to four places
>>
>>164195181
What language is it?
>>
>>164195214
Anon, please, stop responding. It's a 2-3 months old meme. You are being trolled.
>>
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>>164194808
this is almost definitely some kind of shitposting trap
>>
>>164195252
But I know, I want to see how long he can keep up the act before he replies to himself.
>>
this is a gamedev thread not a fun troll free for all THANK YOU
>>
>>164195181
int fuckOff = 0;
do
{
fuckOff = 1000 * YourShittyFunction();
}while(fuckOff < 120 || fuckOff > 256);
>>
>>164195331
What an elegant solution.
>>
>>164195286
>almost definitely
>almost
I don't know who is baiting whom anymore.
>>
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>>164195331
>using a while loop for it

I don't know why I didn't think of this. But it works beautifully. Thanks!
>>
>>164195793
Truly the masterest of baits.
>>
>>164195331
Why 1000 instead of 500?
>>
>>164195942
why not 420?
>>
>>164195986
Why not 911?
>>
>>164195298
Where is your game?
>>
>>164146813
>#blacklivesmatter simulator
>>
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>>164195331
>>164195387
>>164195793
>>164195942
>>
Norm's special movement option is a chargeable jump. You can go really high up, or far to either side. Basically he can do a sort of Hulk Jump. And he can do a slam attack while jumping

I've got an important question though:
Because it's chargeable, the actual jump is timed to the key release. This doesn't feel great. Should I put in a standard jump that functions normally when pressing the jump key and have it so that you have to press down AND the jump key to charge the super jump?

Or should the player just fucking get used to it?

in other words:
>jump as normal, but hold down two keys for a super jump
or
>any jump requires holding and releasing jump button

I'm inclined to do the first option, but that means you can't ever super jump from a 1-way platform (pressing down makes you drop down)
>>
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>>164195986
>>164196005
>>
>>164195331
this is pretty good. i wouldnt have thought of it. what book did you get it from?
>>
https://www.humblebundle.com/game-developer-software-bundle

Should I just spend the dollar for the pixel editing program and game engine, spring 6.74 for the next tier, or pay the full 10 bucks for Sprite Illuminator and the voxel game engine?
>>
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>>164196054
I really like Norm's design.

The two-button approach would be preferable, but with that caveat it is absolutely not an option.
>>
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>>164195391
>being this new
>>
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>>164196237
>should I pay money for software?
>>
>>164196237
Not one of those options is worth money considering what tools there are on the market available for free.
>>
>>164196363
>being this unable to comprehend text
>>
>>164196054
Holding jump button would make for more unique gameplay.

There's already a million games where you can jump at the snap of a finger and maintain full control over your character whilst in the air, implementing a jump mechanic that way would impose a learning curve and raise the skill ceiling enough to make your game handle uniquely.
>>
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Released a new demo for you all with further polish for Bokube.

+Added an undo button that resets your puzzle cubes (and not boku)
+Added further level design polish to go along with the resetting of puzzle cubes
+Added graphical improvements
+Fixed bugs, including that major bug that freezes the games main menu.

Excited to get feedback on this one! If you'd like to wait for even further polished wait till demo day however.
>>
>>164196369
>>164196396
It's a fucking dollar you poorfags.
>>
>>164196543
Weren't you dead? Are ghosts allowed to post here?
>>
>>164196054
Played college ball, ya know.
>>
>>164196564
A dollar for tools that are worse than the ones you can get for free.
>>
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>>164194808
>>
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>>164196543
https://conceptiongames.itch.io/bokube-alpha-demo


here is the link as well forgot to add in my post.
>>
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>>164195136
I mean, getting picked up by Paradox is the "shoot for the stars" outcome, but I really agree with their design philosophies so if I could work with anyone, it'd be them. Not to blogpost, but if this game did alright, I'd want the next game to have basically the same mechanics and codebase, but instead of taking place aboard a colony ship, put it in present day, and sell DLC as hacking events occur. If you're familiar with Kuma\War it'd be like that. So during the US election I'd have released a "hack the candidates email server" dlc, or when Ashley Madison got hacked, a mission based on that. But I'd want it to be more like a hacking-themed Grand Strategy, mechanically like the Europa Universalis series. Even if they weren't interested (their guy to talk to, Shams Jorjani seems pretty reachable so it'll be easy to get a feel if its worth pursuing seriously).

Another theme I want to explore is state sponsored hacking, the way intelligence agencies use militants, how that paradigm will look in the "cyber" era. What will retribution look like (today Obama sent ~35 Russian diplomatic personnel home over the DNC hacking thing) for state sponsored hacking, what will happen with IoT, etc, how will US and China interact..

I love the Hacker series, they feel like a throwback to un-ashamed 90s videogame environment. Its cheesy but it sucks you in. In that case you can overclock your CPU to get more megahertz to finish the task quicker, but if it gets too hot it way underclocks until it cools back down. But their early game had a picture of an intersection, with the different things visible you could hack, so a streetlight or an ATM. Its the only hacking game IMO that gives the things you have a sense of physical location in a world.

I hadn't heard about Introversion wanting to remaster Uplink, where'd you read that? I know a new UI mod came out for it and they did a video on it, but I hadn't heard about a remaster. I'm not worried, more games = bigger genre
>>
>>164196595
The pyxel program looks promising enough.
>>
I'm so lost with unity

I've spent literally two hours trying to make an object follow the mouse on a fixed camera.

half the time you cant paste text into the C# editor, and when you can it never works. why is this so fucking hard? how the fuck do i make the player object follow the mouse around the screen?
>>
>>164196702
is it topdown 2d/3d?
>>
>>164196258
The only reason I'm still considering the two button method is because you can change forms into Reece, who has a standard double jump. So you'll never be completely stuck. And I'm justifying it to myself by saying that it's a sort of nerf to Norm (in other words, it's a feature) if it's really unforgivable then I'll find a workaround to make the 1 button method feel better (maybe make it so you have to hold the up button)

>>164196489
While that sounds nice, Norm isn't the only playable character. Plus, jumping on key release feels pretty bad.

>>164196583
Que??
I think I'm settled actually, I'll probably make it so that you have to just hold the up button. Duh, that's a pretty easy solution actually. Thanks for the feedback
>>
>>164196746
top down but made in 3D

my goal is a 3D game that plays like this
https://www.youtube.com/watch?v=THpa6POfjLo
>>
>>164196054
Is it functionally different from a double jump?
Doing actions on release always feels bad, man
>>
>>164196779
Is there already a crouch button? Why not just have that be the crouch jump?
>>
>>164196831
what is the exact behavior you want? on top of the mouse like a cursor, or following on a delay like a dumb pupper?
>>
>>164196779
>maybe make it so you have to hold the up button
Okay. Okay. I want you to consider your next words carefully. Very. Carefully.
Why was this not an alternative to the button with obvious drawbacks, especially concerning a super jump ability?

>>164196701
Granted. Not the rest of the bundle though.
>>
>>164196885
>crouch jump
RIP 90s FPS
>>
>>164196886
like a cursor
>>
>>164196831
Oshi- I remember that

https://docs.unity3d.com/ScriptReference/Camera.ScreenToWorldPoint.html
>>
>>164196880
It's not much different, it just basically gives a little more height in exchange for sacrificing the extra maneuverability. Plus it's more fun
>>164196885
There's no crouch button yet, and I don't plan to make crouch jumping different from normal jumping for most characters. But the problem would still stand that you can't press down on a 1-way platform. And having the up button be crouch is really unintuitive
>>164196937
I'm sorry sensei, it's 6 am and I'm not thinking clearly. Up button it is, thanks!
>>
>>164196880
>Doing actions on release always feels bad, man
i mostly agree except with things like bows and arrows
>>
>>164197072
http://pastebin.com/zFfYB4Hr
This assumes you have some kind of ground layer to catch the raycasts. It also locks the y-position to whatever the objects current y-position is. I hope you're smart enough to disable that if you don't want it on.
>>
>>164197221
he probably wants the function that gives a raycast so he can trace it to the environment unless the game logic is 2d and the camera is orthographic
>>
>>164197251
im not exactly sure of your level format but maybe you could design sections with this guy not to use one way platforms?
>>
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>>164196660
>I know a new UI mod came out for it and they did a video on it
Fuck, my bad. Somehow that video got stuck in my brain as them showing progress, not a mod. Weird.

>hacking-themed Grand Strategy
That's a very interesting mix. I'd really like to see an attempt of that. Here's to you being successful.
>>
>>164196937
>Granted. Not the rest of the bundle though.
.99 cents for a DRM free program that looks like it has a promising future isn't worth it to you? That's literally less than a can of coke and equivalent to 3 packs of ramen.
>>
>>164197454
That's certainly a possibility, though I'd like levels to be accessible with pretty much any character. I think having it be the up button sorts the whole thing out nicely. And again, worst case scenario he has an alternate form that has a double jump
>>
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>>164197497
>that looks like it has a promising future
>>
>>164197497
Should seriously take a look at the Hexels program as well, it looks like Tiled on steroids.
>>
>>164197545
I didn't mean to say that it's not a good program in it's own right as it stands now, just that it looks like it'll continue to be that way for the forseeable future.
>>
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>>164197637
>it's a good program in it's own right as it stands now
>>
>>164197568
Their intro video is pretty shit, mate.
>>
new
>>164197665
>>164197665
>>164197665
>>164197665
>>
>>164197491
Thanks broseidon, hope your progress goes well too.
>>
>>164197697
Guess you're not the target audience, but as somebody who's making an isometric RPG shit like this
https://youtu.be/K_a5zmYzcEE
gets me hard.
>>
File: broken.png (11KB, 695x267px) Image search: [Google]
broken.png
11KB, 695x267px
>>164197325
doesn't work

Same problem as when i tried to script it myself
>>
>>164197804
could somebody explain what i am doing wrong to get these errors?
>>
>>164197786
Granted, if you are looking for exactly this, it looks useful. But as soon as you need organic lines which don't line up with one of the axis, you're fucked. The animals they showed look like ass. And from what I can see, if you want to work with another type of isometric, you're completely out of the picture.
>>
>>164197902
It appears Unity doesn't find a script you referenced in your behaviour.
>>
>>164197902
>>164198007
>>
>>164197786
i don't think its really for making levels though, just fancy gifs
there doesnt seem to be anything for editing collision or any other metadata that an engine can use, and even if you just make pictures from it it probably would result in a fuckhuge filesize game
>>
>>164198026
I don't understand, i just copy pasted the script
>>
>>164198129
With Unity, the filename needs to match the class name, when you extend from Monobehaviour

Welcome to Unity :^)
>>
>>164198129
>PlayerControl.cs
>FollowMouse
something doesnt match up...
>>
>>164197072
>>164197221
Don't use raycast for that, you want to modify the current position based on the direction and amount the mouse moved instead.
It's super easy: http://answers.unity3d.com/questions/123647/how-to-detect-mouse-movement-as-an-input.html
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