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/agdg/ angry gamers dont gamedev

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> Previous Thread
>>164311217

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

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

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

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

Previous Demo Days: pastebin.com/i0W2tVRS
Previous Jams: pastebin.com/wUh6itNN
>>
When is the next jam?
>>
>>164368173
People seem to be waiting until after dd12 to decide the next one

Unless there is a winter jam going on right now
>>
To explore the potential and necessities of a certain game idea, I coded the prototype almost entirely in spaghetti and Frankencode.
Should I keep this project and refactor the existing code, or start from scratch with the new knowledge?

Also, should you write clean code from the start at all times or is it a waste of time? To see if an idea works in practice I often just tack it onto the existing code somewhere and don't even bother to use meaningful variable names. Since I don't even know if that functionality is going to stay it seems pointless to spend a lot of time writing good code and even creating new files that are going to be referenced somewhere
>>
>>164370379
>meaningful variable names
Should be used either way imo. Helps both bughunting and refactoring.
Overall quick and dirty is okay to test new stuff, but refactoring is a part of gamedev one must not ignore. Starting from scratch is a bad idea, especially when it becomes a habit. It easily ends in depression when you throw out stuff every so often and start over.

Finishing a game with ugly code is more important than having a beautiful chunk of code lying around doing nothing.
>>
>>164368173
nodev jam started already
>>
>>164370379
Always try to aim for the cleanest code possible. However, I can't remember which dev blog I've read it on (maybe Aquaria's dev's), but there's an advice that after a while just jump to the next task and never look back. Make it as good as you can, but most importantly: make it usable for yourself. Apply your advanced knowledge into the next project, and don't bother polishing your current one to death code wise.

I usually go for spaghetti code first for testing, then clean it so that part of the code becomes reusable and flexible.
>>
No visible progress over the weekend, but I implemented shit tons of things under the hood.
I now auto generate suspects for my game at startup.
I've externalized a lot of things so I can now add new cities and buildings just by adding files with settings into a directory.
With this I've also externalized most strings and implemented a simple variable replacement system for conversations so I can add multiple languages and variety to the game dialogues.

This game was supposed to take me two months, but it seems like I will stretch it for two more just to get something a bit more polished out there.


>>164370379
How bad is your spaghetti?
If it's awful then throw it away.
My prototype spaghetti isn't usually super bad, so for me it makes sense to just refactor by moving code bits into different components.
>>
>>164371637
>Deadline: 10561
?
>>
>>164371637
>I've externalized a lot of things so I can now add new cities and buildings just by adding files with settings into a directory.
>With this I've also externalized most strings and implemented a simple variable replacement system for conversations so I can add multiple languages and variety to the game dialogues.
That's some great progress.
>>
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>>164368173
I will host the comfy jam in the week after demo day 12 for anyone who is interested in getting comfy. That's january week 3.
>>
I feel like the roguelite I'm working on is stuck in the uncanny valley of game lengths. At the moment a run consists of 4 30 minute missions. I can't cut down the length to under an hour like action roguelites because strategy games are generally not allowed to be this short and I can't lengthen the game to 4 hours like other strategy roguelites because I can't afford to commission any more art assets.
>>
>>164371686
Hah yeah the deadline time is not parsed into a proper string there, I'm using int as minutes and then parsing them into human readable dates.

>>164371738
Thanks! It's the ugly bits that need to be done eventually, so I'm quite happy.
>>
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>>164371832
Be sure to put a good looking comfy banner like pic related.
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>>164371637
The art style is lovely. Well done.
>>
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>>164371832
>>164372007
Or this
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>>164372007
I can provide some images that might be what some people call comfy, if you want to make something new instead of using an old one.
>>
>>164371823
>>164372236
P. Good. What's your plan for this?

>>164372020
Thanks! Those building assets are going away as I'm moving to auto generated city blocks, that way I can add even more variety to the game and make sure that every visit to a location looks like a different part of the city.
I'll keep the low poly style but will make the buildings more cyberpunk/derelict future looking.
>>
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>>164372381
Because who needs games when you have pretty art?
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Alright I think I finally got this down.
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>>164372465
On a second thought dumping my folder is too much commitment so I'll just leave one or two more images and then resume nodeving.
>>
>>164371961
Post game?
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>>164372548
>>
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I absolutely suck at math but I need to make a FPS game, that means I need to mess around with vectors and program a proper recoil system, redpill me on learning math from the ground up
>>
>>164373059
You don't need to know math, just have to know how to apply algorithms. It's far easier.
>>
>>164373094
What do you mean by that
>>
>>164373105
copy and paste the math instead of learning it
>>
>>164373140
I used to do that but it can only get you so far, not to mention you need to have an understanding of what's actually going on and what the hell you're hitting with the vectors and shit, debugging etc
>>
>>164373105
I mean, you only need to know which algorithm to use when, and then know how to google it and apply it. Like saying "oh I need the pythagorean thereom", googling it, and converting it to code. By no means do you need to actually be able to do it by hand.
>>
Ok lads, give me some dev Music.
>>
>>164373059
Make a topdown shooter instead.
>>
>>164373409
What's the difference
>>
>>164373436
Topdown shooters require basically no math. If you're smarter than a 14 year old you can make one.
>>
Anything good in the humble gamedev bundle?
>>
I have had an idea for a while.. Done some planning and ready to behin. HOWEVER! It is a 4x strategy making use of some 3D, but not heavy, intense moving models and such. Will GODOT suffice or should I got balls deep into unity?
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The reason you can't imagine any completely original game concepts is that you define new games in terms of games you've already played.
>>
>>164373861
Take random things, bung em together!

>Pidgeon barman
>Bar
>3 cows and a sheep
>Mr Bacon, the evil bacon lord wants to turn all animals in the world into trees
>Can only be stopped by eating the pig army, you are the only human around and the last hope
>>
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>>164373683
Is this shilling now? every thread the same question shows up and very similar conversations stem from it.

Go buy it, or don't.
If you have to get advice on whether or not you should be spending a dollar then you probably should not be spending any money.
On the other hand, if you are a shill like I'm suspecting: it's time to stop. If you aren't, check the previous 4 threads for the answers you want.
>>
>>164373953
nice tomba ripoff
>>
>>164373953
Stories and settings aren't videogames.
>>
>>164374010
;_;

>>164374018
Been done already anyway. Also he said concepts, which can start with stories and settings. Not mechanics. See: Concept Art - Where the art shows all the gameplay and mecahnics. Idiota.
>>
>>164373735
Are you going to use mostly sprites or models?
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>>164372419
To make 6 Worlds, 4 levels and a boss each, levels are challenging with the game play of a japanese shoot em up, mixed with a 3d platformer.

You have 3 shots you can do, blue, red, and yellow. Enemies come in those 3 colors as well with the only way to kill them being firing your shots at them.

No story yet, not sure on how to do a good story for this one when its focus is gameplay.
>>
>>164373985
Dude, this is like, my first time in AGDG. I just noticed that I got a mail in my promotion folder from Humble Bundle, and since I'm not experienced with gamedev tools, but am interested in game development, I was wondering if any of those are good,and instead of having to sift through everything myself, I thought I'd ask.
>>
>>164374114
It will probably end at a 70/30 2D/3D split as its very much a point and click through menus interface.

I suppose like a CIV game but without units that move across hex tiles. More towards endless space.
>>
>>164374182
why not just buy them for a dollar and be done with it
>>
Is it pronounced boくbe or bo-cube
>>
>>164374182
No problem, check the previous threads, or use google. But honestly if you can't do your own research on stuff and need to have your hand held while you spend $1 you probably shouldn't do it .
These questions are pointless.
>>
>>164371823
so rather than using a camera raycast to the floor through the mouse position for the player to look at, you have a blank object set to the mouse position and have the player look at that?
>>
>>164371989
Dude, all modern programming languages can parse timestamps use that it's easier to manage. Just Google [your language] + timestamp
>>
>>164374273
bo is lesser than be?
>>
>>164373059
Khan Academy is pretty good.
>>
>>164374430
I'm not using unix timestamps or any other sort of standard thing, and I already have it implemented (check the date on top of the sidebar). I just didn't parse it in the contract details panel, no biggie.
>>
>>164374220
>I suppose like a CIV game but without units that move across hex tiles. More towards endless space

Sounds like a job for Unity
>>
>>164374220
Have you made a game before? The scope of any CIV like game is huge.
I'd recommend doing something smaller before if you have never developed a game.
>>
>>164374821
I have written software before, I have created websites before, but never a game.

I understand scope and hopefully have designed and planned well enough to remain within scope.

I might do something smaller anyway to get used to using unity.
>>
What is the best software to model and animate for beginners? I don't need great detail or textures, just be able to model basic shit and basic animations

no mixamo shit please, I mean in general from objects to people
>>
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I kinda want to try making that flower girl raising game for comfy jam but I can't figure out how the actual gameplay would be like while still being comfy and non-lewd
help? maybe some kind of pikmin clone where after raising them, you take them with you to do stuff?
>>
>>164370379
the best scenario is to write terrible spaghetti as fast as possible while prototyping and then once you know exactly what you need you engineer proper systems to meet those requirements

but that basically never gets to happen
>>
>>164375020
A big housing game were farming and making your house is the only real goal, and happy flower makes you earn money for buying more pretty things.
Add good chill-out music, and a little town to visit and 2-3 person to talk to, and that's it.
>>
>>164375020
maybe something like you run a little comfy village with them
>>
>>164375020
What about just a regular raising sim but instead of girl, you would raise flower girls? I don't think that you should overthink the concept, especially if you want to do it for a jam.
>>
>tfw people keep having ideas really similar to yours
>>
>>164375249
Like who?
>>
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>>164375020
How about a beauty contest like in Pokémon DPP where you dress your flower and make her wear shiny things? with a cute dance minigame.
>>
>>164375020
Taking care of various types of plants and flowers that are just moe anthropomorphized versions of them. A bunch of normal gardening/farming stuff but made into cute and fun gameplay/minigames.
>>
>>164375308
>that whole idea
Hnnngggg.

Other than that: anon, all flowers are beautiful and pure. A competition would only lead to bullying and shaming, and many flowers to become sad. You wouldn't make a flower sad, would you?
>>
>>164375279
The alraune idea guy
>>
>>164375527
Actually flowers are in constant competition to attract polinizing insects
>>
>>164375020
>>164375319
I want dozens of flower lolis come running as I open the door shouting and welcoming me home so I can headpat them one by one and tell them what good girls they are
>>
>>164375527
Plants are brutal warriors of nature who understand that only the strongest may survive. Many will not even germinate, let alone survive their environment. When in competition for elements, they sit and resign themselves to their fate if they cannot overcome the opposition, knowing full well it is the only way for life to continue without degenerating.
>>
>>164375020


>>164375591
>>164375659
And I guess here's your idea, anon. Raise flowers so they become more resilient towards nature disasters, harmful insects, weed, and to become more pretty so they can mate with good insects, in order to raise a new generation of flowers. The final goal is to breed the ultimate flower. So like Spore but with flower girls.
>>
>>164376004
That doesn't sound very comfy though
>>
>>164376004
>breed ultimate flower
>games turns into Day of the Triffids
>>
How difficult is network code in unity?
>>
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Do people still play shitty exe games?
>>
How does unity charge in terms of revenue making... If you are making over 200k do you have to subscribe to their subscription model?

Unreal's 5% sounds more appealing.
>>
>>164376881
420$/year subscription vs 10 000$ revenue
>>
>>164376881
What's their subscription model anyway?
>>
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>>164373059
math isn't about number. math is about manipulating infinity.

think of a point on a number line. lets say it's at 0.5. that the bullshit way to think about it. the units are things we made up. we could slap other units on the line and say the point is at 1.7423045. the point is not a number. the point is is just *there*. we make number to describe the point.

the point's name is pogo.

now imagine we have another point. we'll name it 'polly'. polly is moving toward pogo. but, polly got attacked by dark eldrich quadrilaterals from the third dimension which gave her a status effect of moving half her distance each time she takes a step. sucks to be polly.

so zombie polly is moving toward pogo. she moves 1 unit at first, then 0.5 units, then 0.25 units, then 0.125, etc, always moving closer, but always slowing down. will this hollow shell of polly ever make it to pogo?

no. but yes. it's irrelevant

points are just *there* at a position on the infinity. even when polly is moving an infinitely small amount and is an infinitely small distance away from pogo, if you zoomed in infinitely, she'd still be infinitely far away.

and here is the weird thing

two points are always infinitely far away from eachother.

so how do we say if a point's position is equal to another point's?

when it's "close enough" based on the units we're using. the units that we made up to give sense to the infinity.

on these units we invent functions like add, subtract, multiply, negate, and all that, just to move these incomprehensible vaguities of points around the infinity.

so as you can imagine, we try to make up whatever shit gets us the answer we want (without breaking the other shit we made up, of course)

enter higher learning

you will have a much easier time with higher math when you realize it's not about counting apples, but the result of centuries of enginedevs soiling napkins trying to find some god damn way to make rotations work right. we call them mathematicians.
>>
>>164371832
>comfy jam
but the next jam is mecha
>>
No recap monday?
Hooo....
>>
>>164377336
>next jam is x
stop pretending anyone could stop him from having whatever jam he wants
>>
>>164377564
>>164377336
>jam babies
Demo day is right around the corner
>>
fuck I've been a massive nodev today and with dd12 so close
>>
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>>164377564
b-but that's anarchy!
>>
>>164377638
>Demo day is right around the corner
stop pretending anyone could stop him from having a jam whenever he wants to
>>
>>164377312
That's pure poetry, anon.
>>
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>wasting your time with worthless jams
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>>164377867
>wasting your time with worthless games
>>
>letting other people define the worth of things to you
>>
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>>164377867
>worthless jams
Jams are a good way to learn. Also here are my jam stats.
>>
>>164377336
Deal with it, agdg has shit taste for jams.
People here should focus on "game with x mechanic", "game with x restriction" or "game with x artstyle" instead of "x themed game"
It would be more fun, and you would actually try and learn new stuff.
>>
>>164378069
>agdg has shit taste for jams
you're agdg. you have shit taste for jams. we shouldn't listen to you.
>>
>making games
lol
>>
>>164378141
Same goes for you.
>>
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i'm waiting for jam jam
>>
I'm really wondering if I should filter the word jam now.
>>
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So for the first time in like a month I looked at my to-do list for DD12:
>finish the garage
>finish the rating-screen
>ability to buy parts/weapon
>make more body parts
>do something about the graphics
>AI for an enemy mecha
>make at least 2 back-weapons
>Where are the energy weapons?
>Where are the melee weapons?
Well I finished the garage :^)
>>
>>164378502
have you ever seen something worthwhile in a post with the "jam" word?
there you have your answer
>>
>>164378502
I don't understand why people like you post "hey guys I'm gonna filter X!"
No one cares, if it triggers you so much just filter it, don't post about it.
>>
>>164378502
I'm really wondering if I should filter the word filter now.
>>
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>>164378705
I'M LEAVING THE FANDOM FOREVER
>>
>>164374974
pls
>>
>>164374974
Blender. Watch or read some tutorials and just like make some models. It'll take a while to get used to everything, but stick with it.
>>
>>164378437
the thing is i'm not the one telling people to bend to my shit taste.
>>
>>164379070
>we shouldn't listen to you.
>i'm not the one telling people to bend to my shit taste.
>>
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>>164374974
>>164378917

Blender is pretty easy for just modelling:

Right click to select the cube

G to grab, and move it around
R to rotate it
S to scale it.

Tab for switching to edit mode

Right-click to select a vertex
All that stuff works in here too

Shift to select more than one thing (like vertiices)

E to extrude (pull out new vertices from your selected vertices)

F to connect vertices (select three to make a Face)

and there you go
you can now model in blender
>>
>>164379113
but you're the one that said your taste is shit. that is just objective logic applied to the information you supplied, not an opinion and therefore not my "taste"
>>
>>164371832
>>164377336
AGDG jams really need to start using a lundum dare style jam where the theme is a vague gameplay mechanic or scenario. "Have thing x in your game" is boring and nobody gives a shit, as dinosaur jam proved in spades.
>>
>>164379157
oh, and Left click confirms your changes.

ex: right click on cube, R to rotate it, left click to confirm.
>>
>>164379209
The only thing Dino jam proved is that sometimes a jam can be badly timed and not many people enter. Look at space jam and both Halloween jams. Those were all "have thing x in your game", and yet they were all successful jams.

I'm not saying we shouldn't have gameplay mechanic jams, but it's not really a factor that makes a jam successful or not.
>>
>>164378510
I'll play it anyways fampai

The real question is, do you have sound fx? Do the guns go pew pew or bang bang?
>>
>>164379209
This. Dino jam proved this kind of jams don't bring anything new to the table. I mean, one guy just made Memogame with Dinosaurs. A really polished and well done memogame, but a memogame clone after all. Space jam was the same, but again almost all the games were shooters in a way or another.
>>
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Nice
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>>164379743
I don't think original game ideas are that important to be honest. Though original games are nice a polished clone is nice too.
>>
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more visually boring progress, got altitude bands and their effect on fuel consumption for aircraft implemented
>>
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>>164377192
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>>164379590
>but it's not really a factor that makes a jam successful or not.
Obviously, but I believe it would make for way more interesting and creative driven jams.
You could easily have something like gravity jam and have people thinking out of the box or have a jam were devs are forced to make something out of their comfort zone. Have people that always do 2D make something in 3D and the opposite. The results could be amazing.
>>
>>164379934
Is this game gonna allow players to make custom rooms? Or mods in general?
>>
>>164379934
i am jelly
>>
So, what's the point of GM:S 2?
Does it even add anything meaningful other than prettier UI?
>>
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>>164379820
Cool, your game looks like something I'd enjoy playing, kind of like defcon or something.

>>164379773
Did you manage to fix your unity?

>>164379882
I'm considering upgrading to Plus right before I release my game just to remove the 'made with unity' splash screen. I think having that in there could have a negative impact. And $395 for one year does not sound too crazy so I can afford to experiment with that.
Not the guy you are replying to btw.
>>
>>164380456
Yeah. A few hours later I tried to open it again and it worked.
>>
>>164380456
like, when I bought sky rogue on steam it still had the made with unity splash, so I don't think people respond that negatively
just give them something to look at before the game on the landing page or something
>>
>>164380456
check out the new 5.5 splash screen before upgrading
it looks more like the splash screens that studios have to add when using paid engines or middleware
>>
>>164380095
well, it's a gms game, so some degree of modding is def. possible since you can just unpack everything. custom rooms are a thing we want to have too.
>>
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>mfw Junji Ito Official liked my post about the game
what is japanese for cease and desist
>>
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Anyone taking part in One Game a Month?

This month's theme is friends.
>>
>>164380778
Damn anon, I'm happy for you
>>
>>164380896
already finished, i have neither a game or friends
>>
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>>164379645
>The real question is, do you have sound fx? Do the guns go pew pew or bang bang?
That's a secret for DD
>>
>>164380778
nice congratz anon
>>
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>>164380778
Omedetou, senpai.
>>
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calling in all idea guys.
post potentially fun and unique game ideas to make.
i'll use unity or unreal engine.
no mmos or clones of existing games.
>>
>>164381113
a game where you control gravity
>>
>>164381113
>not even mentioning rev share
Not worth to Molyneux.
>>
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>>164380778
Congrats, that should bring pretty well targeted attention to your game.

>>164380674
I'm using that one. I like it, I'm just worried the personal edition part of it might lead to negative reviews and less sales in general

>>164380647
Yeah, I don't mind either, on the other hand:
https://www.quora.com/Why-is-there-huge-hate-towards-Unity-engine-on-steam
>>
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>>164381002

You could make a game about not having any friends, it still counts!
>>
>>164381113
>i'll use unity or unreal engine.
Sorry, not interested.
>>
>>164381176
That's probably half of the submitted games anyway.

>generic Facebook normie with hundreds of friends makes a game about being le depressed or being "alone"
Makes me cringe every time tbqh.
>>
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>>164381267

You could make a game about killing those normies that have lots of friends.
>>
>>164381152
doesnt it no longer say personal edition?
>>
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>designing game with modding in mind
>then I remember that no one will bother making mods for it anyway
>>
>>164380778
Nice, anon! I'm happy for you.
>>
>>164381304
I was thinking of making a game like that if we were having a Valentine's Day Jam.
>>
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>>164380917
>>164381068
>>164381090
>>164381152
>>164381414
It's nice when senpai finally notices you but it didn't really resulted in increased views or anything like that
>>
>>164376881
unreal is better engine overall. it's what unity should've/could've been but 10 years in the future.
blueprints are cool and c++ is cool. if you get used to reading and writing in c++ then moving to c# and javascript or any other engine with a shittier language(if you decide to) will be ultra easy since c++ is as complex as it can get from high-level programming language stand point.
no splash screen if you want.
you get the "pro" features and the dark theme for free.
engine devs communicate with their community.
unreal engine has $$$ giveaways to support interesting game ideas if you show them the prototype.
5% revenue is better because imo if you make 0$ you pay 0$. if you make less than 3000$ you pay 0$. after that they ask for 5% but that's like150$. you can obviously afford 150$ from you 3000$ that you earned using THEIR engine, right?
>>
>>164381304
this sounds like a job for jake ryan lamborg
>>
>>164381589
CAN YOU SMELELELELELE WHAT THE ROCK IS COOKING
>>
>>164378059
Lewd jam stats
>>
>>164380778
Congratulations!
>>
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>>164381131
there's already games about that.

>>164381183
no prob. i'm not interested in your ideas.
:^)
>>
>>164381665
>no splash screen if you want.
You actually have to get permission from Epic to use their splash screen, genius move.

Unity kind of shot themselves in the foot by forcing it to appear on every piece of trash, while likely being removed from good games.
>>
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>>164381682
>>
>>164381867
I never thought of it, but that's true. When I see the Unity logo I just assume the game will be trash. Even though I do enjoy some games made with Unity, those games just don't use the splash screen.
>>
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>>164381113
A game about unpacking that gets progressively more complicated.
>>
>>164381781
A game where gravity controls you
>>
I've got some hot opinions!
>>
DEV ROLL CALL

POST YOUR GAME GUYS

Let's see who's lurking the thread at the moment. Doesn't matter how early, how good, how shit it is, post em.
>>
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>>164382585
>>
>>164381665
I am going to go with unity. I have done a little C++ in the past and continuing with that could be good career wise. Also I currently program in BCPL for work. Toppest of the kek cake.
>>
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>>164382585
Here.
>>
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>>164382585
>>
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>>164382636
Sup anubisbro. How's the dev treating you? You got greenlit on steam, right?

>>164382762
I've seen you around but I don't really know what's up with SNS. What kind of game is it?

As for me, I did some new bars that don't lag horrifically on my laptop.
>>
>>164382585
Been lurking on an off since 8am.
>>164371637
>>
>>164382818
Godot's animation system still driving you bonkers, friend?

>>164382842
I don't think I've seen your game. Is it new, or just reskinned?
>>
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>>164382585
Elements Torn back from nodeving. Working on xp and leveling up. Will post proper progress later.
>>
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>>164367891
This took a bit of learning to get working

But yey, dark souls style messaging system :D

https://www.youtube.com/watch?v=SmTFSUn36Ak&feature=youtu.be
>>
>>164382824
SNS was supposed to be a game like Hero-Core, but the more I work on it, the more I get lost and do shit...
For some reason I wasn't able to do what I planned and I got lost...

The problem is I really don't want to start over a third time...

I'm fucking lost. I keep working on it but I don't know what I'm trying to make anymore...

Meh, at least I'm working on it...
>>
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>>164382585
Working on a game for Godot Jam, theme is "two buttons"
It's a Katamari-like game, except you pick up flower seeds only. And the ball of seeds will bloom at the end.
>>
>>164382946
I'm afraid I don't recall your game but welcome back from the nodev, friend.

>>164382978
I'm afraid I don't know Hero-Core either.. But I wish you the best of luck, bro. It's okay to wiggle your dong in the water a bit if that's what it takes to catch the fish, just remember that you have a fish to catch.

>>164383040
That's neat. I can already imagine how you're doing it, but are you doing separate LoD models for objects or do you not get that big?
>>
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>>164382897
I usually don't post much, and I was working on a completely different project before this one (webm related).

My new game is based on Carmen Sandiego's follow a criminal and capture him mechanic. I'm adding puzzles and finances to make it more interesting (different flight types, hotel rooms, expenses, bribes, etc.).
This was originally going to be a 2 month effort, but last week I decided to spend two extra months polishing and improving it so I can sell it without losing my dignity.
>>
>>164382585
Still working on clothes.
>>
>>164381406
make tools for yourself and then just release your tools later
its what both valve and bethesda do
>>
>>164383148
>are you doing separate LoD models for objects or do you not get that big?
The ball grows a little bit, but not much, I didn't want to do a full big katamari like game. So you just pick up flower seeds.
>>
>>164383148
Hero-Core is a free action/adventure game where you can shoot left or right but you can move everywhere. Great game, you should test it.

But basically, I'm not sure there's a fish in the pond I'm searching in.
>>
>>164382585
>>164382969
i missed your message, im here :D
>>
>>164383179
Got a gameplay webm?
>>
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>>164382585
this looks like shit but it lets me avoid writing a non-dead dormant state for the enemies for now
>>
>>164382824
Work on the Anubis thing goes alright, trying to get the Steam version ready for release in a few months. Sorting out timing and stuff on a little intro cinematic while trying to plan out dungeons, nothing too exciting.
>>
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>>164382585
Always here.
>>
>>164383149
I don't recall that one either. I've been away from AGDG for a while, and only relatively recently have I begun to frequent it again. That game idea sounds neat, I look forward to giving it a try.

>>164383179
Me too, friend, but yours blow mine out of the water. What kind of game is it?

>>164383287
Ahh I see. Honestly, I thought part of Katamari's charm is that you got so big that you start rolling up whole planets. You just kept getting bigger and bigger and you wondered where the limit was. But there's also no need to strictly follow katamari either.

>>164383353
Perhaps you need to move to a new pond then. Confidence in what you're doing is key.

>>164383362
That's neat. Are they prefab messages like dark souls or whatever the player types in?

>>164383401
Is this the game with the powerups being selectable by looking at your arm gauntlet thing? Either way, looks good, keep it up.

>>164383434
You know, I'm afraid I actually don't know much about Anubis. If memory serves, it's a La Mulana like?

>>164383508
This is Tender Arms, right?
>>
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>>164382897
yea, it seems like every time I fix an animation a different part of it breaks.
>>
>>164383548
Well, anyone can gave me an idea for a new pond?

I basically need to make something not big, but that feels finished.
>>
>>164383548
player typed atm :)
>>
>>164383548
>Is this the game with the powerups being selectable by looking at your arm gauntlet thing? Either way, looks good, keep it up.
probably some other game
im going to have some equipment selection but it will be through more of a jrpg menu
>>
>>164383576
I wish you luck. I've never been good with that sort of thing so I can't even begin to offer anything other than encouragement.

>>164383646
Personally, I find that the pond needs to come from within, but that's just me. I won't push my ideals on you. Why not participate in a jam?

>>164383738
Does "atm" mean that there's plans on changing that?

>>164383785
Ahh, my bad then. Still, looking good, dude.
>>
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>>164383548
>You know, I'm afraid I actually don't know much about Anubis. If memory serves, it's a La Mulana like?
It's a Maze-of-Galious-like, which is the game that La-Mulana was also aping. Nobody in the Western world knows what that game is though, so it's fair enough that people keep thinking it's trying to be La-Mulana.
>>
>>164383826
id like to keep it as type whatever you like, but if i need to optimise prefabs would be the easiest way to do so :)
>>
>>164383826
I participate to like every LD (well except the very last one), and that doesn't make me feels better or something...
>>
>>164371961
>commissioning art for a RL
wew lad, some nice priorities you have there.
>>
>>164383548
>This is Tender Arms, right?
No doubt. Which one's yours?
>>
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>>164382585
Always lurking, but haven't made any progress in days because busy with study/sick.
I did make some models though (like the axe I posted a couple of days ago). Meanwhile, my collab partner implemented saving/loading and some more UI stuff.
>>
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>>164381113
>>164381113
>>164381113
post ideas.
>>
>>164383849
Yeah I can't say I've heard of it. Got any gimmicks you're pulling?

>>164383870
Tough choice, isn't it?

>>164383893
Oh, well, I don't know what to tell you, but as long as you're making games, that's good, right?

>>164383932
I'm >>164382824. I've not been around all the time, but as my progress becomes more and more graphical, I find myself posting more. I also followed you on tumblr a couple days ago. Still actually haven't caught myself up on what Tender Arms actually is, but that's somewhat of what the rollcall is about.
>>
>>164384086
I guess that's good.
>>
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>>164382585
I am attempting to make new UI elements for the Demo Day rooms, and right now it's just a mockup that's still in progress. I should have probably just used the old UI style for this but I wanted to humor myself since I didn't plan on working anything large for this last week.
>>
>>164384083
stop trying to become le epic adgd celebrity "cat idea poster" you worthless piece of cunt
>>
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>>164384079
Pic related, the axe.
>>
>>164384079
I've been somewhat of keeping an eye on you as you post in here, so you're familiar. Are you going for a SNES style of world map? Valkyrie-chan seems pretty ginormous.

>>164384160
Which game is this, bro? Is this the wizard game?

>>164384176
She has a nice axe. :^)
>>
>>164382585
You caught me in a no game moment
>>
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>>164384218
[Placeholder Title]
>>
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>>164382585
>>
>>164384232
Feel free to post previous work though.

>>164384295
I've been seeing you around for a long time. I've also done the squares action game stuff before so it makes me feel nostalgic when I see it.
>>
>>164384086
Can't say there's much of a gimmick in the Anubis thing beyond trying to keep it reasonably vintage seeming. At least, more than most modern gamers would care about, since it's aimed at people who miss old 8 bit games right down to the gameplay.
>>
>>164371637
interesting
>>164371823
eh i dunno m8
>>164374120
cool
>>164378510
interesting
>>164379773
how bout some light can't see shit
>>164379934
interesting
>>164380778
interesting
>>164382636
good but disgusting
>>164382969
interesting
>>164383179
ok
>>164383401
why can't you just shoot straight or a fan
>>164384079
interesting
>>164384160
need more context
>>164384176
that's a good axe
>>164384295
good
>>164384357
interesting
>>
>>164384218
>Are you going for a SNES style of world map?
Yep, though I wouldn't say that style is exclusive to SNES-era games.
>>
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>>164384357
is that a rasta wizard on the left?
>>
>>164384427
This feedback gave me agdg2 flashbacks.
>>
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>>164384447
Someone asked me to make the wizard look like /g/'s lord and saviour.
>>
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>>164382585
doing stage model shit though i'll have to delay the tile editor until after dd if i want to make it
>>164380778
congratulations you did it
>>
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>>164383387
Sadly little of it at this point sadly.
>>164383548
Piracy game, first person. Goal gameplay is kinda like that new pirate game Sea of Thieves may the competition burn and we rise from their ashes https://www.youtube.com/watch?v=jg7imNy1tig
>>
>>164384427
:D
>>
>>164384357
Which game is this for, anon? Also props for the rasta wizard.

>>164384382
I suppose that in itself is a gimmick, no?

>>164384434
Well, yeah, I suppose, but I chose that since SNES world maps are more detailed than earlier entries, and the character is ginormous when compared to PS1 world maps iirc.

>>164384447
Bro, I've seen your game all over. Tell me about it, I can't make heads or tails from screenshots other than it's supposed to be creepy.

>>164384631
Your game looks neat. I love how full of energy it is.

>>164384664
Somehow when you said piracy, that's not what immediately came to mind, but that's cool too. Looking forward to trying it.
>>
>>164381589
it allows you to say any acts of thievery you committed are tacitly approved by sensei senpai.

i wish i had the same for rippus but FKMT doesnt use social media.
>>
>>164384664
Very interesting anon.

I always wanted to make a sailing game. How will you code the water, waves, buoyancy?
>>
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>>164384427
>>
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>>164384427
>why can't you just shoot straight or a fan
im not sure what you mean but you can find this gun eventually
>>
>>164384664
Bretty cool
>>
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>>164382585
>>
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It's almost something.
>>
>>164384934
By what?
>>
>>164385041
[][][][][][][]? [][][][][][][][]. [][][][][][][][][][]DEMO[][][][][]?

>>164385085
You gotta start with nothing to get something.
>>
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>>164384757
>Somehow when you said piracy, that's not what immediately came to mind, but that's cool too. Looking forward to trying it.
What did come to mind? Uniform keeps reminding me of Star Trek due to the color scheme.
The clothes I'm working on belong to one of the main characters in the story, he's a former navy officer who switches to piracy when his empire negotiates peace.
>>164384853
There's this great community plugin available for Unreal that I've found to be solid and takes care of all of that. You can see it in the background.
>>
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>>164384757
>Bro, I've seen your game all over. Tell me about it, I can't make heads or tails from screenshots other than it's supposed to be creepy.
Basically Arkham Horror the tabletop game set in early 90s Japan based on horror mangas by Junji Ito
>>
>>164384757
>Your game looks neat. I love how full of energy it is.
thanks
>>
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>>164384757
>Which game is this for, anon? Also props for the rasta wizard.
They are basic animation frames for a wizard dueling game. Currently working on the menu.
>>
>>164384757
>I suppose that in itself is a gimmick, no?
Guess it could be. Should be interesting to see if there's any market for games that actually play like an old game instead of just being "retro-inspired" or whatever people call it when they just have low res pixel art.
>>
>>164382585
trying to make my empty rooms slightly more visually interesting
Now, larger rooms will occasionally shrink to make longer corridors, or generate in a cross pattern
I tried placing down tables and chairs but the RNG really liked placing them right in front of a door so you couldn't finish the level
>>
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Hey, look what's technically a game...
>>
>>164385179
Internet piracy. Perhaps a tongue in cheek spinoff where you sail the seas of the internet later?

>>164385190
I mostly don't know of any of that. Honestly I don't know anything of Junji Ito past his name and "creepy stuff", and Arkham Horror is not something I've heard of and I doubt it's related to batman.

>>164385284
I was wondering about gameplay for that. I mean, instead of just assuming, can I ask for you to give me a rundown on how duels work? Or at least link me to a writeup of it?

>>164385294
I doubt they'll see past that honestly, but you still fall under the "retro-inspired" umbrella so you'll be fine... probably.

>>164385421
I love the enemies on the side. So it's a dungeon master type of game?

>>164385448
That layout confuses me. What's supposed to go on? Is it supposed to be a 2D camera?
>>
>>164381113
a game where you have a primordial pool of evolving self learning cells that competes against a computer controlled pool. There is a timer and in this time you and the ai have a limited set of mutations to introduce into the pool. After the time, the gates of the pools open and the cells fight it out to the death.
>>
>>164385448
This is worse than sourceposting
>>
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>>164385518
in game looks like this, but it's a 3D environment becasue i'm a fucking hack
>>
>>164385137
his shitty feedback
>>
>>164385626
You'll get better as you go on anon. Gotta start somewhere.
>>
>>164385518
>I was wondering about gameplay for that. I mean, instead of just assuming, can I ask for you to give me a rundown on how duels work? Or at least link me to a writeup of it?
Visual inspiration is the duelling club from Harry Potter and the Chamber of Secrets. Spellsystem is inspired by Magicka, meaning you have a base vocabulary of syllables and form words from that, which can cast or charge up spells.
The first wizard to die loses.
>>
>>164385518
well, I've got a pre-alpha demo but you can wait for DDXII for a much more polished thing
https://panstas.itch.io/world-of-horror
>>
>>164385714
what do you think of my "bang" sound effect for when my character fires a weapon?
http://vocaroo.com/i/s0BXEZucwsgZ

and one for an explosion for when enemies die
http://vocaroo.com/i/s1c8T0UnGdtU

pretty good huh?
>>
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>>164385518
Doing God's work.
>>
>>164384592
is that some sort of jab? what other critique could i give most of these progress posts? we all understand that most of the stuff in here is in a very early stage of development and subject to big changes in the future. there's no point whatsoever in offering deep criticism of the overall picture. people are obviously well aware of the fact that they're using placeholders. same thing for gameplay, what's the point when it's so barebones that 5 lines of code can turn the entire thing on its head? and how should i know how gameplay might be change to better suit the idea of the game when i don't know the idea of the game. the best criticism i can come up with for most of these posts is a nod.

it's either a nod, not replying to any progress posts so people cry that nobody ever replies to their progress posts or, people actually say what it is that they want feedback on and give some context.

>>164384936
i don't like how the gun keeps changing direction. it's a weird mix between shooting in a fan pattern and in a straight line. that looks nice though.
>>
>>164385793
Honestly I've never played any of the harry potter games so I wouldn't know about that. Do you not move and just launch spells at your foes while also using spells to defend yourself?

>>164385796
I'll wait for Demo Day. I'm honestly pretty tired from frustrating asset dev all night so I don't really want to get into anything.

>>164385884
10/10. I honestly like the dedication when people voice all the sound effects, but if you're not serious, I would point you to BFXR to make sound effects.

>>164385916
I'm afraid I don't understand. Is that in response to the dungeon master thing?
>>
>>164385041
>>164385085
>[][][][][][][][]
Fuck you, never talk about my granny that way again.
>>
Hey, has anyone here worked with C# Duality framework.

Can I compile that reliably?
>>
>>164386128
>Do you not move and just launch spells at your foes while also using spells to defend yourself?
Exactly that. If the enemy launches a fireball, you cast a strong gust of wind to deflect it or summon a big wave of water to extinguish it. It's supposed to be a back and forth until one wizard slips up.
>>
>>164386037
>not replying to any progress posts so people cry that nobody ever replies to their progress posts
I wonder why.

>post progress from months of hard work
>wall jumping, save point, key config and more
>0 reply because it looks like shit

>anon post dino girl just walking around
>15 replies
>>
>>164386128
>I'm afraid I don't understand. Is that in response to the dungeon master thing?
You are handing out feedback like candy on Halloween. You are the hero the thread needs right now.
>>
>>164386128
>I'm afraid I don't understand. Is that in response to the dungeon master thing?
not that anon but feedback like this makes my deving feel worthwhile, thank you
>>
>>164386271
Scrap that, It seems to be a scene based dev environment.
Scene&Entiry based is definately NOT what I need.
>>
>>164386326
That means that you have to work harder.
>>
>>164385589
what are some example of these so called mutations?
>>
>>164386296
Sounds like realtime rock paper scissors
Are you going to be doing online multiplayer?
>>164386326
dino girl is good tho
>>
>>164386429
>dino girl is good tho
no gameplay shown yet
>>
>>164386326
remember lewd jam
I member
>>
>>164386429
>Sounds like realtime rock paper scissors
I hope to be able to give it more depth than that, but if you boil it down I can't deny that to be true.

>Are you going to be doing online multiplayer?
I hope so. I recently compiled Godot 2.2, which comes with high-level networking and I want to give that a shot with this project.
>>
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>>164385518
>Internet piracy. Perhaps a tongue in cheek spinoff where you sail the seas of the internet later?
I got some sci-fi steampunk bullshit going on, who knows.
>>
>>164386525
Actually no, there's the whole "pick up stuff and throw it in the pot" thing which looks quite good and juicy.
>>
>>164386296
My opinion of that idea is honestly polarizing. I'll wait to play it before passing personal judgment.

>>164386382
That's because I asked for the roll call in the first place. It wouldn't be nice of me to ask people to post stuff and then ignore them.

>>164386397
No problem, guess I'll post some roll call stuff every now and again to help out like that. It's a nice break from how suffocating dev can be.

>>164386587
Credit me when you do it and credit my bank account with the big $$$s. But nah, it's a nice setting, you're free to do a ton of stuff with that.
>>
>>164386326
placeholder-kun gets plenty of replies, kys
>>
>>164386424
https://www.youtube.com/watch?v=RjweUYtpNq4

mutations could just be pre-written scripts, so instead of the cells evolving, for example, some kind of primitive vision by chance and survival of the fittest, you could introduce this system yourself at the start
>>
>>164386412
I really hope that you're trolling and shitposting. There's no way that any dev can't tell the difference of hard work between having something walk around and what I've just described.
Face it. The truth is that you don't really care about games but only about graphics.

>>164386716
And you kys poster needs to get the fuck out permanently you fucking piece of shit. Where is your ""plenty"" here? >>164384295
fucking faggot
>>
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post game ideas, or else...
>>
give me a fun simulator game idea that will make me lots of money

it has to be doable in 2d with pixel art
>>
>>164386958
a game where you make game ideas
>>
>>164386987
lol fuck right off
>>
>>164386987
meme pixel game with lots of aesthetics
and also an openworld and metroidvania and dark souls combat and complex crafting system
>>
>>164386953
>The truth is that you don't really care about games but only about graphics

presentation is a huge part of the experience
>>
>>164386953
>every post needs drowned in (You)s
That's not how it works.
Also nothing against him, but he's been posting for awhile, so I think we're just ready to see what's next. His mechanics are solid though and he's been praised many,many times here as deserved.
so again.
KYS
Y
S
>>
>>164376881
i wouldn't mind paying for unity if it wasn't so bug ridden

every new version has problems to deal with.
>>
so thats what i was doing wrong
>>
>>164386870
very cool
brings me back to my undergrad days
>>
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>you fell for the monogame is better than unity meme
>literally no one else is using it and it's hard to ask questions
>>
>>164384936

tone down that screenshake just a bit
>>
>>164387395
>monogame is better than unity
that's not how you spell UE4
>>
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Pals, I know C++ and Python. I don't want to use C++ and I can't use Python since it is unreliable when it comes to the time when I have to compile it into something I can distribute.

So, I quess that C# is the obvious choice, yes?

Does C# have any kind of 2D graphics API that IS NOT entity based? And if this question seems to be too vague, help me narrow it.
>>
>>164382573
kek
>>
>>164387137
>That's not how it works.
Your reply was irrelevant and useless.
This thread is supposed to be about making games yet you ignore games that don't have good graphics. Get fucking real.

I literally just have to open the last thread and look at the 4th reply to see a worthwhile progress that got totally unnoticed.
And meanwhile you're giving thousands of replies to someone posting a girl walking around while telling that ""the game looks good""? What game? It's literally just something moving around.

Stop being such a hypocrite and admit it already.
>>
>>164386987
>>164385589
early life eugenics simulator
>>
ALL MEN ARE BORN EVIL
CARVE YOUR OWN PATH
BECOME THE ÜBERMENSCH
>>
>>164387173
To devellop, you need to be crossdressing, you know?
>>
Guys I'm feeling kinda sick, can we delay demo day for 3 days? Thanks in advance.
>>
>>164386561
pretty much every lewd jam dev got bullied out of here.
>>
>>164387739
I'd be okay with this
>>
>>164387542
>Stop being such a hypocrite and admit it already.
Sorry, i forgot to turn off the graphics_only_reply bots, yes, it's only you and I posting here otherwise.

I have a feeling you haven't been lurking here very long. I've seen PH BTFO of many graphics-oriented projects. He's won DD a few times as well.
>>
>>164387739
I'm okay with this
>>
>>164387661
So you'd be like uber-evil?
>>
>>164387824
no thats when you stop being evil
stop talking to me u lil bitch
>>
>>164387480
wrap the entity system in what you want :P
>>
>>164387876
As a good bitch, I'll stop if you pay me.
>>
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I check all progress unless I miss it, but
>pretty good, good luck with the dev
isn't much of a (you)

So, looking good, good luck with your games anons
>>
>>164387914
pointless busywork
>>
>>164387876
If you are given free choice and decide to become not-evil doesn't that mean you weren't actually evil in the first place?
>>
>>164387948
>not being good for free
jews = not good by definition
>>
>>164386572
RPS isn't a bad thing necessarily, it just sits at an extreme end on the "unpredictability" in games scale

In RPS there's no shared knowledge, so optimal strategy assuming you're opponent is also playing optimally is to pick perfectly randomly. It rewards you as a player for being unpredictable

and then on the other end are things like chess, where there is usually a small set of "good" moves, and your opponent can pretty reliably plan on you making a good move because not doing that would kneecap yourself.

Neither are super healthy when you're making your own game, RPS is boring, chess is extremely hard to balance
>>
>>164388089
>RPS isn't a bad thing necessarily
forgot the name field googs
>>
>>164388049
You called me bitch, bitch get paid to do what you want.
So pay me or I'll continue talking to you.
>>
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>>164388164
jokes on u i like talking to peeps
>>
>>164388089
>RPS
>unpredictability
what?
>In RPS there's no shared knowledge
pleb
>>
>>164388223
Then why did you ask me to stop talking?
>>
>>164388089
I wasn't thinking strict RPS, it's just that especially elemental spells operate on this kind of behaviour. The actual thing should come close to a line wars / tug o' war kinda deal. Fireballs take time to traverse the arena. Wall spells only hold up for a short time. Instantaneous spells will never kill the enemy only yourself
>>
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>>164388278
reverse psychology
>>
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What you guys think of the name?
>>
>>164388508
Are you trying for copyright infringement or something?
>>
>>164388508
Pretty original.
>>
>>164388508
Generic.
>>
I haven't gone to /agdg/ or devved for months, but I'm going to make a game for the new year.

What've I missed
>>
>>164388508
molyneux original idea post/10
>>
>>164388508
Untitled-2 isn't a great name for a picture.
>>
>>164388508
I'm worried that you might not be joking
>>
>>164388508
is this ironic
>>
>>164378510
Looks more like an Armored Core game than the past several Armored Core games.
>>
>>164388582
Nothing of value.
>>
>>164388508
Are you sure Eternal Darkness is a good name?
What about Deus Ex, or World of Warcraft instead?
>>
>>164388582
Nothing.
>>
>>164388508
This is why I love /agdg/, we get to destroy someones bias/delusion and make them reevaluate their decisions via mass-(You)ing.

The name is generic and from that screenshot i'd pass over it on steam.
>>
>>164388687
The name being generic isn't the problem lad
>>
>>164388676
No, I'm pretty certain a name like Final Fantasy or Pokémon fits better.
Hahahah.
>>
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procedurally generated waifus
>>
>>164388724
i've played the gamecube game lad, i know.
>>
anyone here have experience with pico-8?
>>
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>>164382585
Hi

>>164323454
>>164323670
>>164324805
Holy fuck I love you. Thanks for drawing those, I only drew them myself because I thought you weren't going to get to them.
>>
>>164388869
i have experience masturbating to boku no pico
>>164388888
>>
>>164388582
Look at the replies to >>164382585 and you should catch up.

>>164388984
Maid-san, you're still lurking about here? I thought you retreated mostly to tumblr since I never really see you other than on there anymore.
>>
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>>164388869
i only have experience with pico's school
>>
>>164385610
Sourcefag couldn't even take screenshots higher than 1028x480
>>
>try to go easy on yourself because 1MA
>tfw remembering stardew valley was made entirely by one guy
>>
>>164388161
ok
>>164388161
By unpredictability I mean that choosing perfectly randomly gives your opponent 0 information to predict what you'll do next, and that when both players do this there's 0 information at all, ie. no shared knowledge. If there's any fun at all in RPS its from deviating from this optimal blueprint, by adding some extra mechanical information so each choice isn't equally good
>>
>>164389134
Mind the timeframe.
>>
>>164389134
You can probably do that by yourself in one year top if you're an artist.
>>
>>164389134
but stardew valley is literally baby tier difficulty to make
>>
>>164389134
rule 1
if you want to 1ma, you need to be a competent artist good at designing fuckable characters
exceptions to the rule exist but don't rely on them as they are exceptions, not the rule
you must be artist
rule 2
refer to rule 1
rule 3
refer to rule 2
rule 4
refer to rule 1
>>
>>164389067
>Maid-san, you're still lurking about here?
I posted a few times recently. I couldn't leave agdg if I wanted to.
> retreated mostly to tumblr
Nah, I just don't bother posting art stuff here, only gameplay/programming related.
>>
>>164389245
And yet nobody on AGDG has ever made anything that got even close to it.

Replying angrily to me won't change that fact, go work on your game instead.
>>
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Can someone narrate this?
"Hello, we are small team called Empty Inventory. We are here on Kickstarter to show you a glimpse of our upcoming game: Blue Traces In Outer Space. It's a 2D Spacesim with visual novel elements. Keep in mind that what you are about to witness is only an early prototype of the game and the sprites and gameplay are subject to change throughout development, however, we assure you that this will be at least somewhat similar to the final product.

Blue Traces is set in a bleak neo-80s cyberpunk future where large megacorporations colonize space and use proxy political factions to influence and control society for their personal gain. You play as a simple mercenary in the criminal underworld trying to scrape together a living in an oversaturated and dangerous market who somehow gets tangled into a mess of threads involving some of the most powerful players in the galaxy.

In terms of gameplay, our main design philosophy is to create a varied and interesting experience through different gameplay styles and endings. We want building combat strength to not be the only choice the player has, thus we’ll incorporate more story and relationship choices besides combat. If you want to get an idea of how the game will play, think Space Rangers 2 with a few elements from FTL just with a more cyberpunk and dystopian atmosphere.

Currently, our team is working on pure enthusiasm alone, because of this development isn’t nearly as fast as it could be. We will use the money to pay our artists and fully focus on the game."
>>
>>164389256
>competent artist good at designing fuckable characters
Easy Patreonbucks 101
>>
>>164389256
>exceptions to the rule exist but don't rely on them as they are exceptions
So much this. Glad to see that someone else got it.

>>164389318
>but muh RoR
>>
>>164389339
>not willing to speak for your own game
Oh boy.
>>
>>164389307
Oh I see, well good to soeak with you again either way. Keep the dev up, we've been at it for a long long time.
>>
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>>164388869
you called?
>>
>>164389430
Thanks anon. What's your game?
>>
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>>164389339
>>
>>164386525
It's mothgirl all over again.
>>
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>>164389396
i tried, it was terrible.
>>
>>164389318
see ANY rpg maker game EVER
>>
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>>164389339
just get microsoft sam to do it
>>
>>164389504
I have an engine
I have a dev
UH
Enginedev
>>
>>164388687
>>164388593
>>164388591
>>164388565
>>164388557
>>164388556
>>164388508
>>164388604
>>164388601
>>164388676
Its a freeware. so i dont care abou infringement. Nobody will ever know who made this game, anyways.
But you are right, i forgot about the gamecube game.
>>
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Doing some weightpainting.
>>
>>164386716
t. placeholderdev
>>
>>164389580
dino dude has the general concept of what the game should play like since the whole thing originated as a dinojam entry; it's "get stuff to put in the soup and balance it so it's good" sort of deal

moth dude had no plans whatsoever beyond having the fuckmoth
>>
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Started working on some background art and tilesets, clearly I have no idea what I'm doing as it all just looks like a mess at the moment but I think the actual drawings are good, I just need more knowledge on making backgrounds.
>>
>>164389396
>>164389339
Actual consideration. I've never minded a non-english speaker or a developer speaking who obviously isn't a professional presenter. I mean fuck, people listen to the Star Citizen guy, and he can barely talk, the japanese devs can barely pronounce a word of english properly.
>>164389597
I understand though. Some people have a really hard time. Tried practicing? You have endless tries for a perfect take, or cut it up in portions and get the portions right.
>>
>>164389117
>that fashwave fit
this game was avant garde af
>>
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POST FUN GAME IDEAS NOW
>>
>>164387137
>dev wants just a little morsel of feedback
>"WOW YOU FUCKING PIG YOU WANT TO BE DROWNED IN (YOU)S OR SOMETHING KYS"
you kys
>>
>>164389245
>baby tier

really wish posts like these were accompanied with the persons game
>>
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>>164389747
>beyond having the fuckmoth
And we can't even fuck the moth.
>>
>>164389816
Mario
>>
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>>164389541
I'm currently working on >>164382824 which is the RPG mechanics of pic related (which you may remember) in an action environment and more refined.
>>
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>>164389816
Mountain climbing simulator.
>>
>>164389656
>It's a freeware

You're not going to make it.
>>
>>164389707
Looks a bit creepy and he's definitely chasing sheep in a Spyro game.
>>
>>164388582
>What've I missed
How to tell you're never going to make a game.
>>
>>164389174
>not winning 100% of RPS matches against pathetic humans
https://www.youtube.com/watch?v=3nxjjztQKtY
>>
>>164389707
Cool monster. I like it.
>>
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>>164389707
catch me if u can!
>>
>>164389816
a game where you get attention from people that like you every day
>>
>>164389339
http://vocaroo.com/i/s0lWGuGxEhAt

I demand a payment of $3.50.
>>
>>164389916
Oh yeah I remember the lion person! Keep it up, we've been here too long. Did you ever get a new artist or are you doing it yourself now?

I'm just glad art isn't holding me back as much as it did when I started, 3 years of gitting gud so I can 1MA. Engine and tools are mostly done too.
>>
>>164389816
>Tfw just got another idea last night
gonna drown in all these ideas.
>>
>>164389816
a game in which i learn things while i make it :D
>>
>>164390093
http://vocaroo.com/i/s0Mjn9kQsCcY

Take 2 - This will be $4.20
>>
>>164389936
Thanks for the suport, anon!
by the way, wheres your game?
>>
>>164389849
where is your game then?
>>
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>>164388687
>This is why I love /agdg/, we get to destroy someones bias/delusion and make them reevaluate their decisions via mass-(You)ing.
utter pleb nodev mentality
>>
>>164390093
>>164390245
mfw all I am getting from this is my voice is amazing but I need a new pop filter and mic.
>>
>>164389339
https://www.kickstarter.com/projects/riskofrain/risk-of-rain
look at all these words from this successful kickstarter
>>
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>>164390245
wow, thats nice. Dunno if we can go with a bit of overacting.
>>
>>164389245
>>164389602
>being this delusional
>>
>>164390418
Oh wow.. I mean, I did those recordings as pure satire t b h
>>
>>164389917
mountain lion climbing simulator :3
>>
>>164390178
Yeah, I'm doing it myself. I did a bunch of soul searching and there's explaining to do all around, but this game is in the same timeline as that game and it follows the story of how lion dude became lion dude and not a generic ass blonde knight, midgame class change and all. At least I'm getting better at art, but doing backgrounds is something that honestly frightens me as I have very little experience.
>>
>>164389770
I'm not the backdoor master our anything but thats a lot of blank space, just a pattern repeating would help. Advanced:a complex mosaic of machines working.
>>
>>164389339
http://vocaroo.com/i/s0pBqKF0KqYR
ayyyy
>>
>>164390418
m8, i hate long-winded ks videos.
I don't care about your dev studio or your game, of its """Features""".

Just show the game, tell me why you think it's interesting and then show more gameplay. I want to feel like I'm being shown a cool game, not a pitch for my shekels.
>>
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>>164390539
so are you gonna do whole thing?
>>
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>>164390046

>*licks you*
>>
>>164390631
Your Pajeet needs work m8.
>>
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>>164390631
laughed my ass off. But im actually rooski.
>>
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>>164390735
Okay now he's definitely unnerving. Good job anon.
>>
>>164390621
>but doing backgrounds is something that honestly frightens me as I have very little experience.
I don't blame you, I had no idea what I was doing when I started trying those and half of them are unfinished or look terrible.

You're doing pixel art so you can definitely get by with simpler designs and using an existing palette to help you get started (I think there's one called db32?). Try finding old games that have backgrounds similar to what you want and copying things from them, that's what I did to learn.
>>
>>164382969
i know i need to make more progress
but i feel so burnt out
i just wana go to bed
but i worry if i go to bed i wont feel like it again tommorow
so here we go
lets try get multiplayer workan
>>
Anyone else here /waitingforgodot/?

https://godotengine.org/article/godots-new-renderer-progress-report-3
3.0 looks like its going to be good for 3d games.
>>
>>164383917
It uses cards. You gotta have art if you use cards.
>>
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>>164390964
I use Arne64 actually. I don't like how few skin tones that DB32 had, so I got a 64 color palette instead. I feel good with it. But yeah I definitely will have a lot of soul searching to do when I start doing bgs.
>>
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>>164391018
MY EYES

I hope it gets C# support or something, I don't like python style.
>>
>>164391062
you don't need good art, just recognizable art
>>
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>>164390735
NOOOOOOO
>>
>>164391217
You're right, but I still ended up paying for some minimalist art instead of placing a pink @ in a frame.
>>
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Let's make some pixel art, agdg, post your works.

https://www.youtube.com/watch?v=tIIs-yx01_k
>>
>>164390665
I mean... If you want.

http://vocaroo.com/i/s1Hb7Eo6EEeR

Part 1... Opinion? I am using a folded over t-shirt as a pop filter haha.
>>
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What do you guys think of this model? its supposed to be a sporty girl runner
I don't really like it, but i spent so much time on it i want to share it

lots of time went into the booty
>>
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testing new props ingame.
>>
>>164391467
looks pretty good to me, but the animation is what will really count of course
>>
>>164391018
>3.0 looks like its going to be good for 3d games.
Because it has particles and DoF now?
>>
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>>164391461
Noice, at least good enough for us.
>>
>>164391643
Anon I just want you to know at least I like the look of your game and I'm proud of you for progressing. Keep it up.
>>
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>>164391435
>>
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>>164391435
I did a spiky hair today. (shading not pictured.) Animated it at 5 angles was unsurprisingly chaotic. Makes me want to go back to doing netcode.
>>
>>164391467
>I don't really like it
What was your plan for the girl? You can try to drop a link in the thread.
>>
>>164391105
Oh I see, well good luck.
How are things on the programming side? I vaguely recall you adding networking unless that was another dev.
>>
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>>164391798
>>164391435
also did some fanart for the FB guys.
>>
>>164391643

I hope you're looking forward to being filthy rich
>>
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AIM-120D max theoretical weapon range drawing :D
>>
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>>164392038
Networking is pretty good. I've been able to successfully play with my bro who lives on the other side of the USA. Netcode isn't super duper hard for a co-op only game, it seems. It's just daunting because it doesn't really come with a manual.
>>
>>164391798
nice
>>
>>164392087
>:D
Stop that. Nobody is going to take your progress seriously otherwise.
>>
>>164392229
D:
>>
>>164392265
:D
>>164392229
oh no!
>>
>>164392265
>>164392229
xD
>>
>>164392229
I would because I'm not so petty as to let a little smiley face send me on an autistic rampage.
>>
reminder that people who unironically use emoticons are either new, trolling or being passive-aggressive cunts
>>
>>164392000
trying to make 3d sonic with anime grills
think i'll re-do her as a more chibi design
>>
>>164392229
I am of the same opinion.
>>
>>164391643

is your ships hitbox as big as the actual sprite?
>>
>>164392462
I've warned him and don't really care what's going to happen from there.

It's his game reputation that is on the line, not mine's.
>>
>>164392081
don't think we will be, but it'd be nice to have enough to keep on making vidya.
>>
>>164392542
nah, actual hitbox is 2x2 or 4x4 px and bullet/enemy hitboxes have some leniency as well. standard shmup fare.
>>
>>164392462
Using smiley faces while trolling is ironic use of emoticons.
>>
>>164392993
you got a point, friend
>>
>>164392593
>It's his game reputation that is on the line, not mine's.
lmao
>>
>>164392993
we can only use emojis ironically because there isn't a "i am a virgin failure i want to die im so lonely" emoji
;^)
>>
Anons shill me on the engines pls.

Should I go with unreal or unity for top down/isomertic game.

I know the type is probably better suited for something 2d, but I want to learn one of this two engines.

Im good at c# and decent with c++, but Im not too fussed on language either way.

Unreal seems to me a little better as you can prototype with blueprints.

Anyone have any insights?
>>
>>164391461
so, no part 2?
>>
>>164393159
SDL 2 :^)
>>
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what do you think would be a fun game to play?
>>
>>164393284
BloodRayne 3
>>
>>164393159
:^) just make your own engine :^)
>>
>>164393159
here
>>164381665
>>
>>164392414
Nobody will go on an autistic rampage, people will just ignore your post more than likely. Case in point, look at all the you's that post has.

Of course expect someone now to pretend to reply seriously to prove me wrong, too late faggot the damage is done, you can build a thousand bridges and suck just a single cock and you'll not be known as a bridge builder but as a cock sucker.
>>
>>164393284
Hatred but with cute anime girls
>>
Is Momodora an /agdg/ game?
>>
Anyone have any ideas for a deep magic system in an action rpg?
>>
>>164393870
Nope.
The dev posted on agdg for a few days, got mad at gwyndev for copying him and quickly ragequit.
I think he deleted his tumblr, and then someone here took the opportunity to troll and this happened:
http://momodora4.tumblr.com
>>
>>164393981
magical stones
>>
>>164393981
something Magicka like.
>>
>>164393159
This is all you need to know:
https://www.youtube.com/watch?v=vUdMXZtK00Y
>>
>>164393981
Myself, I'm using simple spell fusion via party members casting spells together. It's good enough.
>>
POST COMFY IDEAS FOR COMFY JAM
>>
>>164393521
>you can build a thousand bridges and suck just a single cock and you'll not be known as a bridge builder but as a cock sucker.

Sounds like you're talking from experience.
>>
>>164394243
anime butt sniffing sim 2017
>>
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>>164391435
Most detailed thing I did, from 2014
>>
>>164394315
>doesn't know any standup material
go outside more anon
>>
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>>164394386
>>
>>164394596
I believe that was what's known as a "heckle" my comedic friend.
>>
PROGRESS
I think I'm close enough to the result I wanted to obtain.
I will ask my artist friend to create a good looking texture which will remind amethyst (rather than a random texture I found on the internet).
>>
>https://www.humblebundle.com/game-developer-software-bundle
Does anyone have any experience and opinions on this bundle?
Specifically Spriter and Sprite Illuminator
>>
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>>164394656
thers anime arse
and u sniff it
>>
>>164394036
Ah alright, I see. I saw it as a recommended game on my Steam, and I remembered hearing the name from here.

Is Gwyn still alive?
>>
>>164394679
nah, too long. heckling is usually short and to the point. no comedian is going to listen to entire sentences of heckle
>>
>>164394720
Someone already asked that in this thread.
>>
>>164394759
FUND IT
>>
>>164394243
I need comfy ideas which also contain mecha.
Mecha farming simulator, maybe?
>>
>>164394812
>Is Gwyn still alive?
Dead, the dev is working on a new game about a frog.
>>
>>164394947
How about Mecha building and maintenance sim?
>>
>>164394947
anime butt sniffer with tight pilot suits
>>
>>164394838
>nah, too long. heckling is usually short and to the point. no comedian is going to listen to entire sentences of heckle
Patently false.
https://www.youtube.com/watch?v=yHP0f3fSzcs
>>
Now that the dust has settled, can we agree that Unity is a buggy-ridden failure of an engine and that you should use anything else?
>>
>>164394707
Good job cube-chan-kun.
>>
>>164394919
>>164394759
>>164394656
>>164394386

kys
>>
Who /sick/ here? I hate this time of the year.
>>
>>164394865
First off, no one answered.
Second, I am only interested in 2 of the tools.
>>
>>164394129
skipped ahead to the part where he starts bashing blender and maya while praising zbrush (presumably because he does not understand quad based modelling). I cringed and looked at his other vids real quick, finding his "sculptures" he loaded into UE4. I think I am going to go back to making progress.
>>
>>164395046
>he thinks this wasn't a part of the act
poor anon, i bet you think magic is real too
>>
>>164395016
I like this idea

>>164395024
I like this idea
>>
>>164394129
why does no one here use cryengine then?
>>
>>164391467
>What do you guys think of this model?
acceptable when you can't really see her face. otherwise below average.
i really don't know what kind of critique you were expecting
>>
>>164395451
okay shitposter-kun
>>
>>164395127
*sniffs*
>>
>>164395485
So mecha maintenance where you fix mechas while sneaking sniffs at the female pilot's butts?
>>
So I just set up the YYC compiler for GMS and my game compiles and runs fine. One thing I read though, is that it would throw errors at me if I had non-local variables declared outside of create events but that doesn't seem to be the case since I haven't encountered any errors. Is this something that the YYC compiler was changed to account for or am I just looking at unreliable information?
>>
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>>164395129
Been there already this year. The best part is curling up with your pets all day and playing vidya.
>>
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>>164375308
>Alura Une
critical katakana failure
>>
>>164395129
I felt a little sick for eating a burger after not eating almost anything for 2 days but now I feel fine
>>
>>164395129
I been sick for the past 2 years. Sucks
>>
>>164394036
>Vine trolled and got blocked
Of course. Once you get out of agdg you see that the agdg celebrities acting all high and mighty in here or their little discord have no value whatsoever outside of their circle.

This is why I always suggest that devs should leave this place once their game is good enough, because all you will get here is memes, shitposts, emoticons spammers and people having the nerve to claim at then end that your game is an agdg game when all they've done is literally shitting on your progress everyday.
>>
>>164395730
>>164395451
I'm enjoying this 'tism standoff.
>>
we should really have a zachtronics jam sometime.
I should have played infinifactory sooner.
>>
>>164396378
>trolled
He was right though.
>>
>>164396442
>not a seinfeld jam
what is the DEAL with developing games
>>
>>164396493
how DARE you talk shit about someone who left this place?
i bet you talk shit about dead people too
>>
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>>164390735
>>
>>164396442
I proposed a general fan game jam during the zelda jam but no one wants to do it
>>
>>164396615
Might as well call it C&D jam.
>>
>>164396615
Crazy really.
>little to no art required
>pure gameplay
>open ended and ""INFINITE""" replayability

/agdg/ are masochists.
>>
>>164396615
>fan game
This >>164396674
Nintendo has been on a crusade against fangames.
>>
>>164396674
No one got an C&D letter during or after zelda jam, that I know of.
>>
>>164396817
None of them were fangames.
>>
>>164396813
See >>164396817
If you're that scared you can just not make a nintendo fan game? There are other games that weren't made by nintendo you know.
>>
How should I do variable sized 2D effects in a non-tiled game? For example if I had a laser that moved around and kept going in one direction until it hit something. Stretching the texture would look ugly. Other option would be to have a "start", "middle and "end" sprite where the middle sprite gets repeated but in a non-tile based game it doesn't seem like the best way.
>>
>been using Visual Studio 2015 Community for a month
>open it
>"WARNING: Free Trial Licence has expired"
>???
>Press the button "Renew the Licence"
>it now works again

what exactly happened there? Isn't Visual Studio 2015 Community be free?
>>
>>164396674
>>164396813
>>164396861
>c&d meme
only the biggest bruisers get shot, random takedowns like that one gamejolt wave that happened sometime last year are exceptions rather than the rule
there are many places dedicated solely to fangames/modding that date back to early 00's and exist without interruption
>>
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>>164396861
Inb4 moving goalposts
>>
>>164396990
why not use open source ide?
>>
>>164397097
But I thought that one didn't make it in time for the Jam. But yeah I forgot about that, sorry.
>>
>>164396493
So? What was the point of shitting on his game just because it has some ripped elements from another game?
The result is here. He has permanently left this shithole. Exactly just the Dreaming Sarah devs did. Exactly just like David did. Exactly just like Leto did.

We could have nice things and nice connections but no you people would rather keep on shitting everything.

>why don't you leave then??
I'm starting to consider it as I'm getting really tired of your shit. It's not like you have any valuable feedback to offer when I think about it.
>>
>>164396990
You have to register, that's all.
>>
>>164397164
because, I like its reliability when it comes to compiling shit into distributable software
>>
>>164396990
>using VS 2015 when VS 2017 exists

I had a good laugh at that
>>
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>>164391435
Finishing up tile sheets and set pieces but im worried that having just enough plants to fill up 1 screen means the visual variety will be lacking.
>>
>>164397273
post game
>>
>>164397442
Reminds me of odin sphere, I think your ground should be lass flat.
Looks nice.
>>
>>164397381
I dunno, man, MS links to VS 2015 by default
>>
>>164396990
>what exactly happened there?
The Community edition is essentially a retooled trial (demo), limited features etc. It still has a vestigial tail.
>>
>>164396378
>having the nerve to claim at then end that your game is an agdg game when all they've done is literally shitting on your progress everyday.
So true. These guys shitposted and attacked the dev of Aviary Attorney even stalking him and spamming shit about his gf until he left and then claimed his game as an agdg game after it successfully launched on steam.
>>
>>164396978
Your idea is correct. You render the starting sprite, then the middle sprite as many times as possible, with the last middle sprite getting cut off depending on how long the laser needs to be, then render the ending sprite. For most things that little cutoff wont be noticeable. So it will take a little extra math to determine how much needs to be cut off.
>>
>>164397285
>>164397597
thanks
>>
>>164397919
t. Aviary Attorney
>>
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>>164397273
>Exactly just like Leto did.
When did Leto leave? Is she still in the chat?
What did you faggots do.
>>
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>tfw /agdg/ doesn't shit on your progress daily not because your game is good, but because your game isn't good enough for that
>>
Do you think this works for game and story progression:

You start the game in a small room. You leave the room to go into the levels using stairs. Every time you come back, the stairs become a circle marking on the ground and open another set of stairs nearby. After 2 or 3 you start noticing that they're arranged in a circle and after completing all (<10) of them, the whole room is a circle with the symbols in the past stair locations. At which point you activate the circles, which summon a boss/new enemy, which you fight.

If that works, the larger circle could serve as part of an even larger one as a subworld.

>>164383508 is me
>>
>>164396590
(You)
>>
>>164398019
If I were A.A. I would go out of my way to smear this place publicly.
>>
>>164397273
>It's not like you have any valuable feedback to offer when I think about it.
On the contrary, AGDG is the only place on the Internet that won't sugarcoat shit because they're too scared to offend someone. Ask Arikado, he actually listened to our criticism and now has one of the better games on this shithole.
>>
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I like AGDG
>>
>>164398391
>On the contrary, AGDG is the only place on the Internet that won't sugarcoat shit because they're too scared to offend someone.
This cuck meme again
>>
>>164398463
wow what are you gay?
i bet you get off to sim pedo rape loli dev and go bully the real devs who naively showed up on 4 chan with other sociopaths
>>
>>164398502
Nice game friend! Upvoted :)
>>
I'm convinced the same people who constantly rant about leaving AGDG (and never seem to) participate in Source/drama shitposting as well. What's their end game?
>>
>>164398391
>Ask Arikado
You mean the dev you shitposted off the board who for some reason decided to come back?
>he actually listened to our criticism
You mean your shitposts?
It's amazing how eager you nodev shitposters are to claim all progress in agdg as your own.
>this dev is doing good now because my """"feedback"""" (read: shitposting) finally BROKE HIM
>>
>>164398628
>What's their end game?
to procrastinate actually making a game until they're dead.
>>
>>164398628
>What's their end game?

Drama shitposting
>>
>>164398628
>What's their end game?
Nodev
>>
>>164398612
>sim pedo rape loli dev
literally who
>>
>>164398618
>look at me mom i'm making raw uncut youtube comments with no filter because i'm not scared to offend anyone
>my comments are therefore highly valuable
>>
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https://www.youtube.com/watch?v=F016NbHwszE
>>
>tfw motivated to make a webm so I can get shitposted
>>
>>164398671
You don't get to use the n word if you don't show us your game first

Also the simple fact of the matter is that no one wants to associate their games with criticisms of other games exactly because these days everyone is a thin skinned fucked who can't take criticism and would rather go on a smear campaign against someone just because they got some hard truths dropped on their heads. The blessing of anonymity.
>>164398915
Nice game friend! Upvoted :)
>>
>you shitposted [Arikado] off the board
>your shitposts
>""""""""
>mom
>youtube comments
Ah yes.
>>
In OpenGL...

Let's say I want to render 128 textures to the screen.

I can only bind 16 textures to texture units at a time, so I guess I need to make 8 draw calls, changing out all the texture units to new textures each time. Is there an reasons not to do this? I though i recall reading switching textures specifically has a high cost but i can't remember.

Alternatively I could put the 128 textures into a single texture array and bind it to one texture unit, and that would work fine too. But would it be worth the hassle performance wise?
>>
>>164398915
You dumb fag, you're proving his point by attacking him.
>>
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>>164382585
Finishing texture work for DD12.
>>
>>164399071
>continues to ignore a valid point which dismantles his cuck philosophy
>>
>>164399091
Is this for 2D? 8 draw calls is not very much. If you think you need to eke out some more performance down the line, switch to texture arrays.

That said, using texture arrays can actually simplify the code a bit because you're essentially emulating bindless textures.
>>
>>164399127
looks cute as fuck
post devblog
>>
>>164399118
>if you kill your enemy they win
kys
>>
>>164399127
What game?
>>
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>>164399287
>being this retarded

Anon, stop. You're freely criticizing him however you feel like. For example, you're a stupid faggot, who I'm sure doesn't even have a game but sure does suck a ton of cocks.
>>
>>164399217
Yeah, well potentially I'll be using thousands of rather large textures. So I'm concerned about performance at those levels. Once problem with texture arrays is that they are a set length, so if I have a texture array with a length of 128, but I want to draw more texture suddenly without using more texture units, I need to create a new texture array with length 256 say, and copy the old one to the new one. And shit like that. Maybe there's better stuff do than that, but there will be a bit of shifting things about at least. I'm just wondering if it's worth it.
>>
>>164399545
What?
>>
>>164399091
First of all you don't render textures, you render textured geometry.

Every time you need to change textures you have to bind the new one, there is nothing wrong with that, it's how you do things.

It's not just for textures too, shaders, blend modes and other state changes require you to do so.

If your textures are small enough to fit in a larger one, do that. Texture atlases/spritesheets are very important for saving calls.
Draw calls become a problem when you get into the thousands.

Say you're making a bullet hell, you wouldn't render all the bullets individually, you'd put all the different bullet textures in a large texture and render all the bullets at once (batching).
>>
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>>164399430
The shooter that, in about a month, I've been working on for two years.
>>
>>164399587
>being too retarded to understand what's going on

Sad!
>>
>>164399127
Fun stuff. What kind of game is it?
>>
>>164399127
>>164399634
Oh shit son you got textures, it looks totally different with them now.
>>
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>>164382585
Been stuck on creating events in my editor, progress has been slow
>>
>>164399680
>he thinks he made a valid or even sensible point
>>
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>>
>>164399634
>>164399756
It may help if I finish reading the thread before posting...

>>164399816
Fun stuff. Is it just a level editor?
>>
So me and a bro are wanting to make a shitty rpg as our first project.

Would Lua + LÖVE be sufficient for this?
>>
>>164399634
Looks good, but I recommend trying vertex painting instead of baked shadows.
It goes well with the low-poly look, and it's easier to blend some nice colouring into it (slightly yellow/red for lights, slightly purple for shadows, very light blue for daylight sunshine).
>>
>>164399837
You're arguing for a hugbox while insulting those you disagree with, a behavior that would likely get you banned in a hugbox.

Basically, you need to fix your shit.
>>
>>164399634
Fuck, man, is that you? Wow. Nice progress!
>>
>>164399629
>Every time you need to change textures you have to bind the new one, there is nothing wrong with that, it's how you do things.
Sure, but don't you want to try and avoid it when possible? Every time you change texture bindings you have to do another draw call, and you want to limit draw calls. That's what concerns me. The cost of switching out texture bindings upto 100 times a frame adding up.
>>
>>164399634
Oh nice! I didn't recognize it because of the textures. Great job!
>>
>>164398204
Hubzones work best if they evolve a lot over time. Do as much as you can to keep it from feeling like a glorified level select screen and it will feel fresh and interesting. Having a boss fight helps, but using NPCs and environment changes like Dark Souls is another way you should go. Also check out the demise fights from Skyward Sword if you want inspiration on the whole "evolving boss battle area" thing, although that might be hard to transfer to 2d depending on your mechanics.
>>
>>164399932
love is fine
you could just use rpgmaker though
>>
>>164399949
>You're arguing for a hugbox
I'm stating the obvious that being anonymous does not inherently make your feedback more valuable.

There are plenty of places outside of agdg to get unfiltered feedback including youtube, it's not that rare to find people who speak their mind on the internet and don't sugar coat things.
>>
>>164400228
Yeah, okay, faggot. That's why you're here and not doing all your shitposting on youtube.
>>
>>164399949
>insulting those you disagree with
The irony.

>durr retard you must be retarded to not agree with me you retard

Kill yourself.
>>
>>164399990
>Every time you change texture bindings you have to do another draw call,
Like I said keep in mind it's not just textures, any state changes require a different draw call.

Yes you want to limit them as much as possible, this is why you normally:
1) create texture atlases
2) sort your draw calls so all the geometry that needs to be rendered with the same render states are grouped together

100 times isn't so bad, did you profile? Of course if you can reduce that number then you should.
>>
LOLIJAM!
>>
>>164400224
Yeah I looked into RPG maker.
I do actually want to learn a language though, and it seems like RPG maker is just cobbling stuff together. I'm probably wrong though.

Also Lua/Love is free.
>>
>>164400414
How many draw calls is too many?

It's not something I've written yet. It's quite an ambitious project and I'm just thinking through if it would be technically feasible or not.
>>
>>164400404
It's not ironic, dumbfuck. I don't think there should be a hugbox and you can insult me back all you like.

Kill yourself.
>>
>>164396378
Of course, if your game is good enough then you're no longer an amateur and don't belong here terribly.
Maybe you aren't a professional now, but being in the small time is better than the time being as worthless and when you started.
>>
>>164400306
>informed he isn't a special snowflake just because his posts are anonymous
>burns a fuse instead of providing an actual argument
>>
>>164399174
Nice game friend! Upvoted :)
>>
>>164375020
Shit I need to stop posting my idea's on here
>>
>>164400631
>can't understand the argument
>shits his pants and cries like a bitch

Better luck next time I guess?
>>
>>164400570
>How many draw calls is too many?
Depends on your cpu dude, try it out.
Remember that you reduce draw calls to avoid constant communication between the cpu and gpu. FPS going down because of draw calls means you're cpu bound.
>>
>>164400747
>can't understand the argument
You sure about that kiddo? Your argument is literally "I'm anonymous so my feedback is genuine".

Your anonymous so your feedback is worthless. It's up to the dev to decide whether your posts are of any value. Many devs leave agdg because they realize you're a bunch of mouth breathing have-no-games who just want to blabber into the ear of game devs and pretend you're having some kind of impact on gamedev as a whole.

kys
>>
>>164400527
To be honest Löve with Lua is lightweight engine devving. By that effort you can just use Monogame or SDL2 or whatever with C# or C++, and include the Box2D library. Since Löve is basically just that: an engine written in C++ which reads your Lue scripts and has the Box2D physics engine included.
>>
>>164400916
TL;DR
>>
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>that tfw when you realize the lets players' lounge blacklisted /agdg/ because of successful, but bullied devs who, after the mental torture they went through, went on to silently smear campaign this place and give it the fate it deserved
>>
>>164401108
lack of bullying is why the west is so pussified
>>
>>164401108
Only aviary dev's rat. she was real salty.
>>
holy shit senpai i did it i invented a new encryption algorithm it's over NSA ur fucking done bro
>>
>>164401108
you should get out more, anon
>>
Answer me you shits >>164398152
>>
>>164401108
>>164401256
It's not hard to imagine other game devs seeing how you stalked and shitposted Aviary Attorney and deciding they want nothing to do with this place. They could have deduced that just from lurking.
>>
>>164401108
what the fuck is the letsplaters lounge
>>
>>164401369
must be bad if they don't want to talk about it
>>
>>164401108
>lets players' lounge blacklisted /agdg/
what does that even mean?
>>
>find a Trello entry marked as both important and optional
Feels good being organised
>>
How do I avoid linear corridors in an RPG?

Do I just add alternate paths and stick treasure chests everywhere as an incentive to explore?
>>
>>164401258
>implying they weren't watching the whole time
It's their algo now.
>>
>>164401917
>How do I avoid linear corridors in an RPG?
dont?
just do like ff13 did, hold forward until you win
>>
>>164401917
Make various side paths with actual reasons to go to these other paths rather than just stick to one. And not paths with just nothing in them or dead ends.

Look at games like Zelda for some non-linear dungeon design as examples.
>>
>>164400476
Not happening
>>
>>164401917
Essentially you want to obfuscate the main path so it doesn't look as linear.

Look at games like Zelda for some linear dungeon design as examples.
>>
>>164400080
Thanks for the answer, anon. Still got some time to try and push the initial implementation for the 8th.
>>
>>164401917
actual question you want to ask:
how can i let a player standing at A know that he's supposed to go to B?
>>
>>164402390
Lights
Collectibles
Huge floating arrow on hud
>>
>>164402085
>>164402249
But Zelda is an action adventure game, not really a traditional RPG

Even when I look at universally praised RPGs like Chrono Trigger, the dungeons seem pretty linear except for certain sections where you need keys or need to press a switch to progress through the linear path
>>
>>164402142
fags
>>
How do I avoid linear corridors in a collectathon?

Do I just add alternate paths and stick stars/jiggies everywhere as an incentive to explore?
>>
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>>164399886
I've (almost) got a game, I tend to try to see what in the game I'm missing and then try to create/streamline adding that feature in the editor, it's a lot of work back and forth between the two.
>>
>>164402624
fucking play banjo kazooie you nigger faggot
>>
>>164402624
collectathons have no excuse to be linear, you can literally make a clusterfuck of a map and just stick the collectables everywhere
>>
>>164402571
Look at Paper Mario. If that game seems "pretty linear", then you have a very permissive conception of "pretty linear" and will be fine if you make something as apparently non-linear as the dungeons in Paper Mario.
>>
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I love when bugs give you ideas. It would be so cool to have an enemy or something that is made out of the terrain, i.e. a giant worm that jumps around and is made out of terrain. Would look really cool.
>>
>>164401917
How linear is your rpg? Having roadblocks bothers people as much as linearity, you have to be careful and deliberate with level design, because it's what people actually play in your game.
Putting NPCs (particularly recurring ones a la DaS) in alternate paths and areas, optional encounters, weapons, techniques and bosses, as well as lore and choices will add a lot of depth to your world and replayability to your game whilst both increasing the quality of the levels people initially go through and the believability of the world they're in.
If you don't have a world map, put shortcuts in these areas if they have to backtrack through them.
Ideally you should try to make a level that feels interesting enough to go through with no enemies or characters in it. If your levels all feel to fast to reach the boss or next area, consider adding short puzzles, particularly if they can tell the player about the location or world discreetly. Going back to DaS, New Londo Ruins tells me about the fate of New Londo when I drain the water for example, which is very simply getting a key from a room less than a minute away from the lock.

tl;dr good level design is hard and requires a lot of effort, put in that effort
>>
>>164402571
The level layout will be essentially the same between Zelda and an RPG.
>>
>>164402850
Sounds more like a coding nightmare. Also they'd work better as Earth elementals or something like that.
>>
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>>164394129
>Unity is for 2D mobile games
>I only care about triple A quality
>Called C# C NUMBER
WAT

Who is this autistic sperglord?

I checked his 'game' and it's a walking simulator on 100% asset store models. Then on a second video he shows his monsters and they look not only terrible, but unriggable and extremely high poly count to use on a game.
>>
>>164402850
Make an over the top fighting game a la Dragon Ball, or One Punch Man. Have the various super powerful attacks create holes in the terrain just like they do in the animes.
>>
>>164402979
Yeah it probably would be a coding nightmare, but I've got most the framework set up for it already
>>
>>164403016
>>Called C# C NUMBER
Looks like he needs glasses so he can see sharp.
>>
>>164402775
I needed an excuse to play through that again anyway, so I'll definitely check that out

>>164402851
It's pretty linear, the biggest focus is on the boss of each dungeon so I could probably do what you said and just include lots of lore about the boss the player will eventually have to fight. Thanks for the advice
>>
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Dialog box.
>>
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>>164401917
Something like this, I guess. In both cases it's a short linear way to the next map/level but the one on the right would feel like a clever labyrinth even though it totally isn't.
>>
>>164403371
got your payment right here vicky
>>
>>164402740
Nice bro. I'm just using Tiled myself.
>>
>>164401217
why are u on a computer being a bitch instead of on the front lines making stacks of cash as an operator for a pmc then. you just like the idea of manliness but youre really a pussy lol
>>
>>164403634
I'm just waiting for President Trump to call for the war against liberals.
>>
>>164403482
I'll be honest, the shit version is the one I was going for except with longer branches
>>
>>164403634
why are u on the computer instead of sucking my dick you fucking faggot
>>
>>164403371
God damn, I want to ________ Vicky right in the _____________
>>
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>>164403530
>>
>>164403227
Don't sweat it too much, particularly if you're confident in your game being fun due to character progression, plot, combat or bossfights, but adding a few side-quests and extra stuff to make the world a little bigger can go a long way in your game, even if you feel like you haven't changed the level design much
Good luck with it, I'm sure you can see where your game needs to go.
>>
>>164370379
>meaningful variable names.
Much like comments, this just hurts the readability and maintanability of your code. It also makes it more secure against code thieves to not use meaningful variable names.
>>
>>164403843
>God damn, I want to DUEL Vicky right in the COLOSSEUM
>>
I just faceroll my keyboard for variable names.
>>
>>164401108
>the lets players' lounge blacklisted /agdg/
what did he mean by this?

>>164403634
personally i would but those places don't really hire random people
>>
>>164404161
you really saw through me
>>
where is a good place to find 2d artists besides the obvious sites like deviant art or the unity forum? looking for some UI work but not really sure where to go
>>
>>164404305
indiegamer and pixelijoint
>>
>>164404305
If you know Japanese just use Pixiv like I did. Tumblr COULD work, if you look in the right places. Twitter too.
>>
>>164404183
Good. It makes your code better. People who use meaningful variable names and comment their code are nodevs.
>>
Does anyone program anymore in these threads? or is it all unity/gm/ue4 drag'n'drop and copy/pasters?
>>
>he's still pretending to be a programmer stating shitty opinions to get (You)s
>>
>he's still pretending to be a programmer dressing like a girl to get (You)s
>>
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>>164404842
>>
>>164404436
>just use Pixiv like I did
Game? I don't think I've seen a game with japanese art here.
>>
>>164404982
>nogame.jpg
>>
"Progress", I wrote a simple code execution tracer for Godot, and a cheap hack for extending the functionality of the base classes and adding pseudo-global functions
>>
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>>164403785
Try to play with player expectations. Most people are going to expect that the wide road is the "main road", try to subvert their expectations by making it a dead end while turning a small passage to the actual "main road" but just for so long. Try to be creative.
>>
>>164404982
>all those comments
>all those empty lines

Literally a nodev.
>>
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>>164404842
Still refactoring old code so many other files are not included.

>>164404982
Nice, what game?
>>
>>164405338
you guys are fucking bad
>>
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Question for you devs: Should a beginner programmer learn C++ and Unreal or C# and Unity? Which would be more applicable in the professional field?
>>
>>164405154
Godot already allows for global autoload scripts. What more would you need to be global?
>>
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Finally ironed out Norm and Reece's enemy behaviors
>>
>>164371823
She looks cute! I like the texturing on her hair, can I see the texture sheet?
>>
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http://www.strawpoll.me/12015100
>>
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and Reece's behavior
>>
>>164405428
The bad color palette dungeon crawler. Which one's yours, fellow sepples anon?
>>
>>164405580
>sourcefag still triggering himself
>still posting nonsense polls so he will be heard
Sad.
>>
>>164405580
nice memes
>>
>>164405689
Maid game.
>>
>>164404842
do you consider using c programming even if one fails to make anything that works?
>>
>>164405447
C++ is still more commonly deployed and more portable than C# afaik

if youre talking about games specifically, definitely Unreal 3 because shitloads of games are made on it, and like any other big organization, game companies are very reluctant to let go of the tools they know their long standing employees know, and will sooner modify the tool than replace it. kinda like how even CoD: AW is still basically running on a butchered version of Quake III
>>
>>164405580
>being this butthurt that you can't code
>>
>>164405891
sepples i mean, not c
>>
>>164405651
>doesn't teleport behind you, draw the sword dramatically then strike

You had one job, fuccboi.
>>
>>164405712
>danny's been woken up by the orbs of light again and is gonna have another meltdown itt

Third of the year?
>>
>>164405047
I've got nothing to show.
>>
idea guy here

you have to smoke weed and get really high
>>
>>164406126
Like, as a part of the creative process to make game or is smoking weed the gameplay?
>>
>>164406087
>pull your typical routine of ranting about "level design"
>being clearly triggered and upset that you can't code
>ranting about danny out of the blue because his sad shitposting was easily identified
It's all there.
>>
>>164405469
AutoLoad creates global singleton objects, I wanted to add functions to global namespace, just like print or fmod.

The functions are actually stubs that redirect to a singleton, but I can't be bothered to type the singleton name every time
>>
>>164405868
You made the lua post at some point, right? I've still yet to try it myself, did it speed things up significantly?
>>
>>164406226
Oh I see.
Usually when I need a function like that I just have a singleton called "util" so I just have to type util.whatever()
No too much typing.
>>
>>164405580
How to spot a nodev.
>>
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>>
>>164406415
Wow. You're really mad about strawpolls for some reason. Did something happen in your past to trigger you this badly?
>>
>>164405580
HELP I'M INSECURE: The strawpoll
>>
>>164406205
it's the gameplay. you can add an elaborate character creator to make it more personal. but really it's just a single screen game where any button you push makes the character take a hit until the character falls asleep

it's a great meme game trust me i know what i'm talking about
>>
>>164406051
I probably can make him teleport behind always, just not sure if I want to do that
>>
Danny's really going all out.
>>
>>164404345
>pixeljoint

I'm making a game that's actually going to sell anon, not lofi retro garbo
>>
>>164398802
>not knowing loli dev

How new are you?
>>
>>164406726
You would be insecure too if the only game dev you could muster is drag and dropping half life assets into garry's mod.
>>
>>164406761
make it so you have to mash the button to take longer tokes
>>
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>>164260032
created a particle system
>>
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>tfw you're a shitty programmer and trying to wade through your team mate's complex code to add things

Fug. Tell me you believe in me, /agdg/.
>>
>>164406993
is he puking
>>
>>164406860
Even that was too much for him.
>why isn't everyone cheering me on ;_; gamers are so stupid
>indie games are shit and everyone is autistic except me ;_;
>i'll teach you all to ignore my progress posts: source.jpeg source.jpeg source.jpeg
>>
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>>164406860
This meme has really grown on me
>>
>>164407050
Wizard puke is a power reagent in itself.
>>
so many reports so little time
>>
>>164407072
>look how much attention I'm getting
>why make games when I can just be a suicidal whiny nodev and fish for (You)s on 4chan?
kys
>>
>>164406761
i forgot to mention there's also multiplayer so you can play with friends.
>>
>>164406767
Do it, senpai. Every ~10 seconds he does a nothing personnel teleport slash then tries a 3 slash combo after instead of just teleporting repeatedly every attack.
>>
Guys i really wanna just like make game so i got a question.
Am i gonna be a shill for copying most of gamemaker tutorials into my metroidvania and just adding story and my combat gimmick?
The story is pretty shit too i just wanna slash some mobs in a unique way.
>>
>>164407124
you should have seen when it wasn't a meme yet and he still thought he was a game dev
kek
>>
>>164407287
Christ has the meaning of the word "shill" been depreciated.

Do what you want nigger.
>>
>>164407287
No
>>
>>164407287
most people can't even manage that much, so do you. no idea why you used the word "shill" though.
>>
>>164407005
P-pls respond.
>>
>>164407287
there are way too many slashy metroidvania out or being developed right now

what is your gimmick?
>>
>>164407084
"level design" is hard
>>
Go, danny, go! Save the thread!
>>
>>164407495
Can't ever have too many slashy metroidvanias, your argument is invalid.
>>
>can't have one thread without one of these stupid meltdowns

Ugh.
>>
has there ever been a bigger case of butthurt? Its not like this "community" is even that big. like niqqua just walk away
>>
>>164406242
I tried it, LuaJIT was pretty damn fast.

I ended up switching to scripting with C++ using dlls, much much less of a hassle since you don't need any glue code like you do for lua (binding functions/variables) and less trouble for passing data around (pushing/popping from the lua stack).

Lua is definitely good, and easy so if you want your game to be moddable it would be a good choice. The C++ method was just easier to integrate and perfect for my needs.

Right now I can leave the game running, edit the code and the engine reloads the new code and attaches it to the object. Compilation is super fast for scripts since there's almost 0 dependencies.

https://youtu.be/_MI7cNu4pJQ
>>
>>164407495
Say there's a mob, and his keypoint is somewhere on the back.
Hitting the mob does nothing or stuns him after a while but if you say dash behind the mob and hit the key point he dies(or still needs one killing blow).
Monsters will have more than 1 keypoint and there's an order in which you have to hit them, haven't decided on the actual indication of which needs to be hit next but also don't want to make it trial and error.

Don't know if you got the idea.
>>
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>>164407503
Even harder when you try it on a toaster laptop and a 15 year old engine
>>
>>164407694
Some people have very diverse sets of triggers, ranging from twingos to the phrase "level design".
>>
>>164407779
Sounds tedious and shitty.
>>
>>164407779
sounds like it could be cool if properly implemented but annoying as fuck if improperly done
>>
>>164407486
>2 programmers on an indie team
bad idea to begin with
>>
>>164407260
I've already got his attacks planned out, 3 attacks wouldn't make much sense because you'd have iFrames after the first. It's a cool suggestion though, I might consider having him teleport away after the attack
>>
>>164407860
well most the time combat in metroidvanias is pretty repetetive so i decided that it needs to be something different each time
>>
>>164397460
Based off their writing style, I would guess that it's Clarent-dev.

Even if it isn't I totally agree with this anon.
>>
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>>
>>164407694
Seriously. Just because he can't code and completely fell apart trying to "mod" an ancient game doesn't mean everyone wants to hear about it.
>>
>>164407779
you are gonna do that in a metroidvania? in 2d? seems dubious at best even in 3d phampie
>>
>>164407779
Sounds like this:
>>164407939
Not like this:
>>164407860
>>
Danny, someone must have hurt you bad if you have to come here every single day to complain about your boogeyman.
>>
>>164407779
How would that even work in a 2d sidescroller? Are the enemies going to be huge?
>>
>>164407738
That incredibly useful, my crappy laptop takes 12s on average to compile on minor changes like this.

>https://code.google.com/archive/p/simplefilewatcher/
Is that the only thing I need to do it?
>>
>>164408038
yes 2d
My game will have a dash which will probably have little to no cooldawn, the combat will have to be pretty fast paced and the AI will have to actually try to defend their keypoints.
If i'm determined enough, i'll try to make the mobs go berzerk after a few of them being destroyed.

Lot's of work but like someone else thinks, if done properly has potential.
thanks you guys
>>164408080
>>164407939
>>
>>164408252
thanks for the image to add to my filter.
>>
>>164408038
>>164408210
It sounds pretty fucking easy to execute, actually. God agdg is small time.
>>
>>164400990
im not the dude youre arguing with but holy shit anon. not only can you not make a coherent argument, you dont even try to back up your incoherent one and resort to plugging your ears and going "lalalala".
very mature
>>
>>164408210
they fucking better be, the main character is a monster hunter.
i really liked the movie van helsing as a kid
>>
>>164408252
I looked directly at it. Is my game going to die now?
>>
What do you guys think about the new OMORI trailer? Do you think they could ever redeem themselves for delaying an RPGMaker game for 3 years after making $200k on kickstarter?
>>
>>164408252
>>164408037
>>164407796
>>164407694
>>164407503
>>164407323
>>164407212
>>164407084
>>164406860
>>164406726
>>164406415
>>164406221
>>164405962
>>164405712
>this is what the thread actually wants to see

l-lol?
>>
>>164408358
You seem upset, anon.
>>
>>164408496
It is kinda funny
>>
>>164408496
do we have a choice?
>>
>>164408252
>deleted

Imagine being so ashamed of yourself that you delete your own post
>>
>>164408451
No. If anything it will have a new found respect for life and appreciation for you. Just a flip of the coin and your game could have ended up in the hands of a maniacal nodev like that
>>
>>164408504
if you considered that post in an upset matter, you are a very emotional person, anon.
>>
>>164408719
You're gonna have to calm down and stop crying before I can understand you.
>>
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>>164408618
smash dat report button
>>
>>164408829
how can you tell if i am or am not crying anon?
all you can see is text
>>
>>164408697
My game knows not to talk to strangers. Especially literally insane failures who couldn't even drag and drop half life assets into a garry's mod map without literally falling apart.
>>
>>164408847
>reporting posts in a general that are related to the topic
good luck
>>
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>his engine doesn't support scripting in a Lisp dialect
>>
>>164394036
Speaking of Gwyn, did anybody else get malware from that shitfuck of a game? I did.
>>
>>164408962
Those gamedev related posts have upset him and are therefore against the rules. Watch your mouth.
>>
>>164408279
My laptop takes 3-10 seconds to compile changes depending on what they are so I know the feeling.

SFW is only 1 part of it, and not the main part.
What you need to do for what I have is:
1) Make an class with virtual functions
2) In your script file inherit from that
3) Compile your script into a .dll or .so
4) In your engine, using OS function calls, load the library, and call the function to create an instance of the script class
5) Then you can call the virtual functions of the script

SFW comes in play for watching the directory of the scripts:
-When you edit a .cpp file (save), your SFW detects this, your engine should unload the dll and remove references
-Compile script
-SFW detects change
-Engine loads new dll and attaches the new script instance to the object(s)

If you need more info this is the blog that gave me the idea of trying this:
https://blog.molecular-matters.com/2014/05/10/using-runtime-compiled-c-code-as-a-scripting-language-under-the-hood/
>>
>>164408927
I can smell the bitch tears through the screen, anon.
>>
new threa
>>164409119
>>164409119
>>164409119
>>
>>164408940
>My game knows not to talk to strangers.
>Especially literally insane failures
you should let your game know to stay out of agdg chat then
BADUMPSH
>>
>>164409154
but anon how can you smell tears through your screen if the monitor only displays visual information. the monitor does not produce scents unless it is malfunctioning.
>>
>>164408829
>>164409154
I am the anon from the original reply chain, that anon you're replying to has no reason to be upset with you. He's just pointing out that you're being a stupid cuck which is an objective observation.
>>
>>164409286
>his monitor only displays visual information


>>164409404
Whoa there buddy, smells like you're crying too. You'll be alright, just work on your game. :^)
>>
>>164396590
I ain't even gay, but please, MARRY ME
>>
>>164409792
you're suffering from hallucenations m8
>>
>>164394036
Vine's a fucking cunt.
>>
>>164410407
Why?
>>
File: 017.png (308KB, 887x1300px) Image search: [Google]
017.png
308KB, 887x1300px
>>164394759
>>
>>164384664
Your UI seems a bit clunky. Might be useful to do what Minecraft does and have a hotbar for commonly used pieces instead of going into a menu each time.
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