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

/agdg/ - Amateur Game Development General

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

Thread replies: 792
Thread images: 125

File: 1464595801089.png (60KB, 356x438px) Image search: [Google]
1464595801089.png
60KB, 356x438px
if you're not making a new thread you should be at least making game you lazy motherfuckers you know demoday's around the corner and you need game to be there get to it edition

> Next Demo Day 12 (SOON)
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
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Thread
>>164466902

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/wUh6itNN

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
first for engine dev best dev
>>
>>164517725

kickstarter stretch goal

seriously though I think waifu/husbando bait is enough, guess ill cross that bridge when I get to it
>>
>>164518026
get the fuck out of my thread
>>
oops forgot the reply link

>>164517529
you have to approach it as making design decisions that make your game more interesting and enjoyable to watch and comment on. there's nothing wrong with this. "youtuber bait" (aka generic gimmicks that youtubers latch onto) is like the low hanging fruit version of this. also youtube views ain't worth shit. depending on the game/audience millions of views wouldn't get you 20 sales.
>>
resolution: have something to show at the next demo day.
>>
>>164518339
>depending on the game/audience millions of views wouldn't get you 20 sales.
nani?????????????
>>
File: newspp.webm (2MB, 700x394px) Image search: [Google]
newspp.webm
2MB, 700x394px
Working on a new special attack and adding new animations.

I have a feeling that there will be broken combinations by the time I add all the attacks depending on how a player uses them.
>>
>>164518339
https://www.youtube.com/watch?v=Q4F-zdpFb9I
mentions how views dont translate into sales
>>
File: mockup.png (28KB, 576x324px) Image search: [Google]
mockup.png
28KB, 576x324px
Finally got my shit together and now I'm building a proper UI/backgrounds. How does it look? Is the overall artstyle appealing?
>>
>>164518506
Reminds me of MS
>>
File: 1446423678296.png (39KB, 321x322px) Image search: [Google]
1446423678296.png
39KB, 321x322px
>>164519167
yooo
>>
>>164519167
what's the brown sphere in her belly

overall the UI style looks nice
the actual information might be too small
color scheme of the UI is very close to the BG
>>
>>164519167
Looks nice, I think the UI could be bigger, or at least the text.

>>164519176
MS?
>>
>>164519561
If you don't know what it is then it doesn't matter. Sorry.
>>
File: dialogue graph.png (205KB, 2078x910px) Image search: [Google]
dialogue graph.png
205KB, 2078x910px
There, I started writing dialogue that would vary depending on the age of the girl. I wish I knew more about what girls of different ages talk like, since I don't really spend any time around them.

I'm still unsure about my approach for generalizing outcomes (loli responses) across multiple scenarios (player choices) though, since sometimes you'd want to go back I think. Ugh. Maybe it'll all just end up more hard-coded.

Also, should I keep track of a "conversation mood"? Or just use the loli's mood? As a way to make sure the player doesn't ramp stuff up quicker than the loli can handle - or maybe I could use both, but then you'd get bonus good points for smoothing the conversation ramp-up into lewdness (or any other mood change) rather than going straight in, even if the loli is already in a certain mood?

For mood I've got Happiness, Relaxation, Arousal (sexual), Seriousness, Anger, and Surprise as axes of mood.

>>164510437

I used to post "Sim Loli" in the subject field so people could filter me, but then 4chan removed that. I don't use a name because it sticks with posts and I don't want to annoy people by namefagging in other threads that I post on, and it was annoying to turn it on/off all the time.
>>
>>164518624
good 'boot, anon
>>
>>164519665
>since I don't really spend any time around them.
Thank God
>>
>>164518026
Someone r34 this please
>>
>>164518624
That video is specifically about the glut of 2D platformers.
>>
>>164519665
You're a faggot and your game is shit. You should literally kill yourself you kid diddling piece of trash fake ass wannabe programmer.
>>
>>164519665
it's okay because this is actually just westworld but with robot lolis instead of robot cowboys
>>
>>164519665
Friendly reminder this cunt is blacklisted and gets banned on sight.
>>
>>164519665
>Ugh.
i always knew there was something to that stat about fags being 10x more likely to be child molesters
thanks sam hyde
>>
File: tender arms matches copy.jpg (655KB, 866x868px) Image search: [Google]
tender arms matches copy.jpg
655KB, 866x868px
>>164504372
wew think of all the art if I could see those sprites
>>
this vile reaction you guys have when it comes to paedophiles, that's how i feel about furrys
>>
>>164520801
this vile reaction you have when it comes to furrys, that's how i feel about you
>>
File: mech19.webm (2MB, 898x596px) Image search: [Google]
mech19.webm
2MB, 898x596px
Is your demo going to have a tutorial, anon?
>>
>>164520801
furrys have actual game devs at least like anubis
loli rape sim dev is just an autistic pedo who keeps toying around with his gay little engine forever with no real goal
>>
File: 1455335658964.webm (3MB, 804x624px) Image search: [Google]
1455335658964.webm
3MB, 804x624px
Anyone know a great program just for changing normals?

Fucking blender is killing me. All the little lines showing the normal directions are facing the correct way, but as soon as I import into unity they're inside out again. If I reverse the normals so they're facing the wrong way again it still happens for some ungodly reason. I just have a knack for fucking up one or two normals every time I make something.
>>
File: NewParticles.webm (2MB, 480x384px) Image search: [Google]
NewParticles.webm
2MB, 480x384px
I'm currently working on modeling the second part of the first cave, but there's not much to show about that.

Here's some progress with the new particle assets as some Anon noted.

>captcha stopped at 97%
>>
>>164521024
select all faces -> hit space -> "make normals consistent"
>>
>>164520962
I like it. What are the other controls?
>>
File: autism blocks.gif (973KB, 772x540px) Image search: [Google]
autism blocks.gif
973KB, 772x540px
Hooray got 4chan pass, I can post again. Here's some gay progress from a couple weeks ago.

Tile based lighting bullcrap
mapmaker placing tiles
saving/loading the map
>>
>>164521138
Right now it's left stick to move, right stick to aim or swap lock targets, and L2 to "boost" in a direction. A jumps/jetpacks, B parries. X and Y are going to be melee attacks but I haven't actually implemented those yet.

Nothing at all for mouse/keyboard yet since making a completely different set is a mild hassle and I'm not sure how to actually handle aiming in that case.
>>
>>164518026
https://www.youtube.com/watch?v=RatZwCM-dv0&t=18s
>>164519665
Please actually die.
>>
File: fun.jpg (419KB, 816x612px) Image search: [Google]
fun.jpg
419KB, 816x612px
>>164521421
Oops forgot to show off my ~*4chan gold*~

Here's a gamedev related picture. FUN will bind you down and keep you from moving.
>>
File: 1463679560960.jpg (101KB, 1002x556px) Image search: [Google]
1463679560960.jpg
101KB, 1002x556px
>>164521117
I love you. How the fuck has countless google searches not turned this up? I've sank hours into numerous models and aggravation trying to fix the fucking things.
>>
>>164521056
very interesting though very unrefined
i know wip and all that shit but you need some particle finetuning before you declare them final, just saying
>>
File: tittytaniaandpuck.png (15KB, 300x300px) Image search: [Google]
tittytaniaandpuck.png
15KB, 300x300px
>>164519347
I hope you like thicc too.

>>164519382
It's supposed to be some kind of slime core, but a lot of people think its a coconut or something so i'm probably gonna nix it.

I'll see how the UI fares against other colors of background, like a more purple dungeon.

>>164519561
Seems like the consensus is that it's a little small, I'll try to bump the text size up and re-evaluate how much space I'll need for all of the crazy attack prompts.
>>
>>164520801
At least furries are adult degenerates.
peed fuckers need to kill themselves
>>
>>164521703
yeah blender is weird. lots of useful things are kinda hidden, sometimes in plain sight. I use 3ds max now and I like it more despite using blender for like 6 years lol
>>
>>164520801
>vile reaction
There are much more "vile" and appropriate reactions to pedos than posts on the internet. Little leaf boy hiding in the pines where nobody gives a shit what he's doing is just going to have to learn to cope with the big mean internet
>>
>>164519167
Dayumn, got an artblog?
>>
>>164520801
>this guy again using words incorrectly to bypass the filter
Keep them coming, you're just completing my list.

Faggot.
>>
>>164521789
GOT DAMN
>>
>>164521829
i'm not so sure man, those animals furrrys want to rape are kind of even more innocent than children in some aspects
>>
>>164520801
I think you meant "volatile" instead of "vile"
Either way, this guy is a shitbag.
>>
>>164520801
remember when retards like rotatedev and gogem were siding with loli rape sim to try and earn street cred on agdg?
you don't see any "devs" doing that anymore. strange
>>
Who forever /placeholder/ here?
>>
>>164521789
What you have right now just seems to be resting on top of the slime shape. A core ought to be floating in the mass, right?
>>
>>164522009
try adding ">>" to your filters. only get fresh OC
>>
>>164522141
That was back when they were all still circle jerking eachother in IRC. Times have changed.
>>
>>164521024
You may want to check your keyframes for the 'knee' pole targets during your walk cycle anon.

right now they (the knees) clip right through each other.
>>
File: bear.png (82KB, 396x356px) Image search: [Google]
bear.png
82KB, 396x356px
Looking at old files for gamemaker always ends up being a good experience, albeit distracting from actually making something.
>>
File: hi recap guy.png (4KB, 160x90px) Image search: [Google]
hi recap guy.png
4KB, 160x90px
----[ Recap ]----
Game: Throbot
Dev: Scarfdev
Tools: GM:S
Web: http://scarfdev.tumblr.com/
Holidays: candy cane
Progress:
+ starting to implement tiles i've been working on
+ working on enemy designs for nature area
-having trouble coming up with a not shitty way to handle paralax other than stretched and squashed tile layers
- redesigning the female companion AGAIN because people keep assuming she's either an older than intended or a boy
- deving has been slow this week i still haven't really stopped being sick
-sorry
>>
>>164519561
i think he means maple story?
>>
File: 1482801487883.gif (1MB, 636x479px) Image search: [Google]
1482801487883.gif
1MB, 636x479px
Where can I find this dev's blog? Digging the art. Lurked through the archives for an hour or so, couldn't find anything and reverse image searching didn't help
>>
>>164522617
Internet too shit, can't load pages. Have his twitter.

https://twitter.com/Coxyworthy
>>
>>164522617
Well, I know the characters come from an artist named "Inkerton-Kun". He has a Tumblr.
>>
>>164521927
Yeah I kinda hate it. But it's free so whatever. Thought about torrenting 3dsmax, but on the off chance I ever do release something I don't want to have to mess around with renting it for a month or whatever obscure setup they want.
>>
>https://forum.unity3d.com/threads/horrible-2d-performance-on-my-large-tilemap.235115/
>use the toolkit on the asset store
>make your own renderer
So wait a moment here.

Even though unity is trying to push his 2D kit, what it means is that if I'm trying to make a game that uses tiles, like any other 2D fucking game, I have to roll my own renderer???

What's the fucking point of using unity for 2D then?
>>
I need ideas for Halloween related stuff. So far I've got
>pumpkins
>bats
>ghosts and skeletons and the like
>The colors orange, black, purple, and green
>>
>>164523167
pay for the rights to this song
loop it for the entire game

>https://www.youtube.com/watch?v=XTgFtxHhCQ0
>>
>>164523167
Might want to look into the occult a bit. Standard witchcraft and beyond, rituals, magick, demonic/angelic summoning.
>>
>>164521984
Not quite yet, I'll be starting a devlog pretty soon now that I've got a solid amount of art down and a UI I'm happy with.

>>164522064
THICC BE A CORNERSTONE OF ME LIFE

>>164522237
I can probably fix it, but I think I'm just going to take it out of the base slime and do variants later like a Weapon Slime or something.
>>
>>164523010
Apparently Unity doesn't do frustum culling in the editor. If they built to a device it should have a lot better performance. The fact no one mentioned frustum culling in the posts makes me want to disregard what they said.
>>
File: Forest4.jpg (760KB, 1674x882px) Image search: [Google]
Forest4.jpg
760KB, 1674x882px
If anyone is interested in checking out a post wall of every bokube level so far in development check this out;
https://www.patreon.com/ConceptionGames/posts

interested in feedback over the looks.
>>
>>164521789
thumbnail still looks like a pair of kneeling legs and a futa horsecock
>>
>>164523748
>https://www.patreon
subtle
>>
>>164522420
That's just a mannequin the tutorial i was learning from had me make. I was just learning the how to's and didn't fix it up like he did.

Figure I'll use this guy as a guinea pig for setting up and learning unity. Thanks though, I hadn't noticed.
>>
>>164522141
you dont even see devs anymore. WEIRD.
>>
>>164521728
was planning on letting them final, but I'll note that for later too. thanks for the tip btw
>>
>>164523818
patreon aside from twitter is now my development blog
>>
>>164523748
kek, subtle
>>
>>164523871
>right after a bokube post
fuck outta here
>>
>>164523837

During the run cycle portion of that tutorial is moreso where Sebastion tweaks the knee and feet swinging out and around so that the run cycle looks good.

I feel like 70% of what I know how to do comes from all of his tutorials.
>>
>>164522157
right here
but I 'aint upset or nuthen'
I decided years ago that art wasn't for me
>>
Hi guys I'm making my first game in RPGMAKER! I'm going to get it in steam ? Can someone help? How do I start
>>
>>164524368
Be good at art and get at least $100,000 on kickstarter with your good art and have someone else program it for you
>>
>>164524454
this is the only correct answer
>>
>>164523746
I see your point but the problem is not about frustum culling. The problem is that this answer, just like any other answers to that 2D tile issue, tells people to use a 3D rendering solution to make 2D game.

For example they're telling people to build the textures at runtime, this is counter-productive. Any 2D engine out there allows you to build your scene with a tile editor and you're good to go. You should be able to build your scene in the editor and in the worst case just apply the culling at the end.

This adds unnecessary work and I'm not even talking about the commonly tearing issue that people have with 2D tiling. And no, this last problem can be solved but is not perfect, even game with huge teams behind still have some lines appearing once in a while.
>>
>>164524454
>have someone else program it for you
Might as well have someone do the art too. Any game dev who doesn't code is a bitch nigga.
>>
>>164524368
>I'm making my first game in RPGMAKER
Ok. There's a general for RPG Maker games, but you're also welcome here. People will tell you every time you post that there's another general for you, though, which may be annoying.

>I'm going to get it in steam ?
Sure, if you finish. Steam isn't hard to get on any more... If you can pony up $100.

>Can someone help? How do I start
Fuck off retard. RPG Maker is easy. You start by making your goddamn game.
>>
>>164522575
Oh I see, thanks.
>>
>>164524624
>calm sensible advice
>calm sensible advice
>"Fuck off retard".
kekked a mighty kek
>>
>>164523748
Visuals are pretty nostalgic for me on this one (probably because of the colors), but overall pretty cool like your other stages. Also, keep the backgrounds interesting so the game's visuals feels equilibrated.
>>
>>164524253
Yeah I was skipping through that part since I had the base idea down. Gotta say his tutorials are some of the better ones I've seen though.

Fuck it's a lot of work getting a character to that point in blender though.
>>
>>164517529
if it's the shitty kind of bait like "look how ridiculously bad this game is xD" then it won't really help you sell other games but like if it's a (relatively) good game like I Am Bread maybe you could release sequels and similar games
>>
>>164525171
>look how ridiculously bad this game is xD
Nobody on youtube takes that kind of bait except Jim Sterling and even he has gotten tired of it. Thankfully.
>>
>>164521421
https://www.youtube.com/watch?v=I4bmjrv0f5Q
>>
not a lot of people know this but showers are magical places where you can find solutions to problems

this is between me and you, don't tell anybody about this
>>
>>164525424
>showers are magical places where you can find solutions to problems
yeah okay hitler
>>
>>164525424
For me it's while shitting or driving.
>>
File: controls.png (174KB, 1920x1080px) Image search: [Google]
controls.png
174KB, 1920x1080px
Hey fellas,
Are there any established keyboard layouts for 2D games these days? I've been using what I pulled out my ass for the longest time and it's not the best. The player is able to rebind, but I'd prefer if it didn't fucking suck by default.

My default controller setup works well enough - but I don't know what I'm doing with a keyboard layout.

pls help
>>
>>164525384
What did you get banned for?
>>
>>164525424
>same guy posts about shower revelations every day
you are now known as showerdev
>>
>>164525971
>not WASD to move
utter trash
>>
>>164525971
Well WSAD is kinda standard. I know I sure don't feel comfortable using the up/down/left/right keys for much of anything. Also probably too many years of movement being controlled by my left hand and not my right (gamepads).
>>
>>164526326
>WASD in a 2D game
Literally no
>>
>>164526326
>>164526410
This sums up my problem perfectly
>>
>>164526506
doesn't WASD kinda depend if you're using like, the mouse

with a mouse, WASD is better, but if you're using ZXCV for stuff, stick to arrow keys, I reckon
>>
File: pleasehelp.webm (3MB, 1028x564px) Image search: [Google]
pleasehelp.webm
3MB, 1028x564px
Someone suggested maybe some crazy filters or graphical effects for various locations, I don't think I like this. Hanging vines also pictured but barely visible for obvious reasons.

>>164525971
WASD if using a mouse, arrows are OK, but probably best to let the player map them
>>
>>164525971
I would put all your main action keys on one line. e.g. A, S, D, F, G + Space. If you needed more then that then add V, B, T, R and Shift.

Using Ctrl and shift for important combat moves because the player has to be shifting their hand position all the time to use them. As a rule you want the player to be able to hit any combat move without having to shift their figure positions unless it's some sort of special action.
>>
>>164525971
>attack and block are both pinky
why
>ctrl, shift, alt
fucking why
>>
>>164525971
WASD with maybe CTRL, SHIFT, SPACE and ALT for immediate actions.

This allows the player to move with their middle 3 fingers and perform immediate actions with their pinky and thumb.

All action buttons that aren't immediate you can safely map to Q1234ERFVCXZ.

That's ~17 actions with one hand. Total freedom now with the mouse or you can use keys from the right side of the keyboard.
>>
>>164526821
>>164526391
He's making a 2d game not an fps and there is no mouse, at least look at his current setup before making a suggestion.
>>
>>164526410
Not that anon but it's how I play 2D games I give a shit about, like in my ZSNES. I move with my WASD and assign actions to my numpad.
>>
>>164526658
That's great thank you I'll give it a whirl

>>164527058
Alright cheers guys I'll give WASD a whirl as well and see what people prefer
>>
File: codenamegordon.jpg (55KB, 1280x720px) Image search: [Google]
codenamegordon.jpg
55KB, 1280x720px
Codename Gordon was one of the first WASD 2D games and did very well. I think it was the shooters on newgrounds.com that took it from there, it's still a common scheme.
>>
File: dragon_sword_by_zacko86-d50bdib.jpg (389KB, 1920x1080px) Image search: [Google]
dragon_sword_by_zacko86-d50bdib.jpg
389KB, 1920x1080px
How would you go about incorporating a Jack-o-lantern face into the design of this sword without just attaching a Jack-o-lantern?

>>164525971
WASD with JKL and the arrow keys with ZXC are the standards for a few games. Check out Peach's Untold Adventure if you need more ideas. They've got life four different control schemes.
>>
>>164526996
>>164526410
explain yourselves
>>
>>164524562
And also, let me add that the commonly accepted answer in the unity forum is to suggest people to buy a tile solution from the asset store, either Tile Tool 2D, SpriteTile or some other shit.

This is totally unacceptable and I don't understand why people are satisfied with that 'solution'.
>>
File: JillOfTheJungle.jpg (119KB, 1280x720px) Image search: [Google]
JillOfTheJungle.jpg
119KB, 1280x720px
>>164527492
Purists. They think all 2D games should play like Jill of the Jungle.
>>
File: 2017-01-03_22-02-43.webm (679KB, 800x464px) Image search: [Google]
2017-01-03_22-02-43.webm
679KB, 800x464px
Working on getting a simple menu for Demo Day.
>>
>>164527676
I haven't played a 2D game without a controller since jazz jackrabbit
>>
>>164527252
None of this fucking matters because anyone who doesn't change their keybinds upon first launching a game is a retard, but WASD is a default choice for movement for a 2D (platforming?) action game that doesn't involve the mouse. Using the arrow keys for up/down/left/right frees up the left hand to use all sorts of shit, whereas WASD for movement means the player will either be left using the right side of the alphabetical keys, which is awkwardly close to where their left hand already is, or they'll be using the arrow keys and numpad for actions, both of which offer fewer options for easily accessible actions than using the left side of the alphabetical keys + ctrl, space, etc.

I just booted up Vagante and Valdis Story and both use arrow keys for movement by default.
>>
>>164527526
You can make 2D in Unity fine, assuming you know what you're doing in the first place to make changes needed, but most people can't. I'm pretty sure someone has a deal not to talk about how to do things yourself for a couple of those solutions so popular assets get bought, because a lot of questions you can find examples and solutions easily, but a couple of things are always "buy this."
>>
>>164527749
even with a controller, the movement is usually on the left hand, so i don't see the problem with using WASD
>>
>>164525971
>>164527442
Oh, and spacebar is often used for different things, but it's a pretty solid constant in most games.
>>
File: SEEK System - test 1.webm (2MB, 1088x614px) Image search: [Google]
SEEK System - test 1.webm
2MB, 1088x614px
Took the time this evening to set up something similar to the ASK System from Wild Arms 3 in which the player can press a button during dialogue when prompted via highlighted text for alternate dialogue. Figure it'll be good for assisting in having various text from NPCs that'll help with world building and information if the player wishes to explore it rather than forcing them.
>>
>>164527752
Of course I omitted a word that changed the entire meaning of the sentence.

>but WASD is a *BAD* default choice for movement for a 2D (platforming?) action game
>>
Does anyone know a world generating heightmap tool that can be distributed with the game itself so players can create their own maps at runtime?

Looking for something like Rust or even Minecraft for example although I know those were made in house.
>>
I'd like to chime in that I'm glad you're still around and still making your game. Even though I think there is almost zero market for your game and most people would react with revulsion, you are at least pursuing your vision and making a game.
>>
>>164527526
The unity rogue like tutorial is tile based and has no issues, you might have to god forbid learn to make a tile game in a way that isn't shitty. The people you're seeing in the forum are an example of devs too thick to change how they do things who are then easily sold on asset store solutions which any real dev can resolve on their own. It shouldn't be surprising that most people attempting to make games suck at learning and they give eachother awful advice on the internet.
>>
>>164527974
Why can't you make one for your game? And put it in the game?
>>
>>164528045 meant for lolisim dev >>164519665
>>
File: imageUnityOk02.png (58KB, 172x211px) Image search: [Google]
imageUnityOk02.png
58KB, 172x211px
>>164527894
There aren't enough games with Unity-chan.

What's with the blurriness of everything?
>>
>>164528104
because the people in these threads are not programmers
so they have to have a copy+paste or drag'n'drop solution to their problem
>>
>>164528219
I'm incompetent and haven't done any proper recording with OBS + Xmedia to make WebMs. I'll figure it out eventually.
>>
>>164527831
>You can make 2D in Unity fine
But the amount of additional work to get a tilemap around is bullshit and I'm just triggered that nobody seems to give a shit about that fact on the official board just because
>b-but asset store.

>>164528065
I agree that if you know what you're doing you can make it. I'm just pissed that you have to do all that unnecessary work when unity should be the one giving you a tool for that.
They shouldn't go around telling people that unity is fine for 2D when there are issues that big around. This is just bullshit.

Anyway I'll stop the rant.

But this is bullshit.
>>
File: 04012017_fireskully.webm (267KB, 640x480px) Image search: [Google]
04012017_fireskully.webm
267KB, 640x480px
trading off sleep for enemy tweaks.
>>
>>164528374
You're right, it should have tools for basic features like that if they want to call it suitable for 2D, and they showed off tools like that months/years ago before suddenly shutting up about it, that's why I'm sure there's something else going on.
>>
>>164527676
>>164527749
Kino
https://www.youtube.com/watch?v=qyTD6obROeM
https://www.youtube.com/watch?v=h7NIIbq_Qwk
>>
>>164526996
To me WSAD feels a lot more natural than Up/Down/Left/Right. So many other games use it that my hand naturally falls there and I've spent most of my life using gamepads that control left and right off of the left hand.
>>
>>164525045
Thanks for the feedback senpai. Is the game nostalgic for you with like what generation of games? Iv been trying hard to get it at least to be gamecube/like in terms of graphical polish.
>>
>>164528374
>I'm just triggered that nobody seems to give a shit about that fact on the official board
I hate to break it to you but the official boards are full of noobs. I've been deving with Unity for years and find most of the answers I need for anything without issue but you'll always bump into problems for which only nooblets have even attempted to find a solution, and they'll often tell eachother to take the easiest route. I rarely come across these problems, but then again I'm not a 2Dfag.
>>
>>164527442
I wouldn't. I'd make the face appear during a special attack or sonething
>>
>>164521593
>>164520731
>>164520572
>>164520356
When did /agdg/ get full of people like this? I leave for a few years only to come back and see this. Were we taken over by SJWs?
>>
>>164528229
You're not even a Unity dev, cuck. Sit down.
>>
File: my people need me.webm (2MB, 960x540px) Image search: [Google]
my people need me.webm
2MB, 960x540px
I wasn't sure if I needed collision between characters but now I'm sure.

I'm going to make dashing let you go through enemies but normally you'll collide with them. In older demos dashing wouldn't let you go through them.
>>
>>164529116
>If you don't condone pedophilia you must be a SJW
Retard
>>
>>164529238
That sounds pretty optimal, if you were just passing through enemies combos would be much weirder to do. Making it a dash that passes through enemies is absolutely sublime.

Now add in some teleports.
>>
File: 1482735986.gif (995KB, 500x372px) Image search: [Google]
1482735986.gif
995KB, 500x372px
>>164529238
Beautiful. Unity wins again.
>>
>>164529261

not witch-hunting is not the same as condoning
>>
>>164529238
A confused look and question mark above the maid head would have been perfect. I love that kind of bug.

For collisions though I'd say be careful with that. For most of my beat'em up I've noticed that having a hard collision can actually get in the way of the gameplay. Most of the time you don't notice because the player natively gets pushed back on hit by the promixity damage hitbox.

>>164529545
implying you don't know that he's using C++
>>
>>164529545
He doesn't even use Unity.
>>
File: revert.webm (2MB, 1280x720px) Image search: [Google]
revert.webm
2MB, 1280x720px
Changed settings that aren't applied are now reverted when the user exits their respective menu.
>>
>>164529587
>if you don't coddle me as a pedophile and encourage me polluting your hobby with garbage you're a witch hunting SJW
Fine. Nobody cares. Kill yourself.
>>
File: 1470972795139.jpg (35KB, 385x375px) Image search: [Google]
1470972795139.jpg
35KB, 385x375px
>>164529261
>video game
>pedophilia

>not going fucking insane over it and wishing the person dead
>condoning

So I guess it really is full of SJWs now. Sad. I wonder what about game development environments that invites these types of people.
>>
Is there a starting for absolute beginners pastebin you guys had?
>>
>>164525997

I'm not the anon who posted (>>164521421). I just posted a video of a game that reminded me of anon's. Unless there is another way to determine if I was banned. I don't remember being banned.
>>
>>164519665
I like your game, please continue devving it
>>
File: 038.gif (738KB, 528x144px) Image search: [Google]
038.gif
738KB, 528x144px
ok done, images added

I'm officially indie
>>
>>164529647
>>164529654
I know. I typed C++ but my computer auto-completed it with Unity.
>>
File: 1337819838851.png (592KB, 762x948px) Image search: [Google]
1337819838851.png
592KB, 762x948px
>>164529871
>>
>>164529116
Dipshit, anybody with common sense doesn't condone peedfucks
>>
>>164529747
>I wonder what about game development environments that invites these types of people.
other environments have alpha males and other normies that laugh them out
in this environment, the sjws can successfully strongarm everyone else
>>
>>164529238
you should team up with the box guy. he can do the gameplay while you do the art.
>>
>>164529116
>>164529587
>>164529747
Go back to crying on cuckchan about how oppressive 4chan is ya silly chomo
>>
>>164529705
Your game officially has a more robust settings menu than many AAA games have.
>>
>>164529859
nice. i think it'd be better to add "do" "it" "now" in whole words instead of letter by letter
>>
>>164529871
I interpreted it as a joke like "see the C++ engine? Unity doesn't have enemies fly away!"

Your answer is more horrifying.
>>
>>164530038
He's using C++. He knows how to code.
>>
>>164530110
oh yeah, I didn't think of that. I can add a special character to subtract delay
>>
>>164529410
>if you were just passing through enemies combos would be much weirder to do
They are, can't really control them when hitting because everything's moving around.
>spoiler
Wait till I get to the second meido, totally stealing Dante's trickster teleports.

>>164529545
I'm actually a C++ enginedev.

>>164529647
>Most of the time you don't notice because the player natively gets pushed back on hit by the promixity damage hitbox.
Yes, I've tried different things such as no collision (terrible control), hard collisions, just pushback/separation from the hit and I think that hard collision + dash to go through will be the perfect balance. It's nice to get close to enemies while walking and not go through them.
>>
>>164530123
cool but maybe he wants to finish his game sometimes soon
>>
>>164530065
Nah I'll stay here thanks
>>
>>164528454
Don't stay up too late! You have to sleep for dev energy.
That enemy is nice. Looks like he's been doing some cocaine or something, though, poor guy is all jittery.
>>
>>164528104
>>164528229

I am a competent programmer but terrain generation is a solved problem and I don't really want the re-invent the wheel if there is good solution available.
>>
>>164530065

I am only one of those posts

seems you've run into the unfortunate position of having an opinion that other people don't agree with. good luck resolving this inwardly
>>
>>164530215
Exactly, C++ wins again. Oh did I spell Unity? My computer is kind of acting up lately I don't know what that's about

Go team C++!
>>
>>164530221
The only thing holding me back from finishing this game is art and animations, not the gameplay/programming.
Me joining the box guy would end up with the same results, I'm slow as shit at art.
>>
File: 1373119310918.gif (2MB, 300x233px) Image search: [Google]
1373119310918.gif
2MB, 300x233px
>>164530215
>Wait till I get to the second meido, totally stealing Dante's trickster teleports.
>>
>>164530293
I can address multiple chomos with a use of the singular 'chomo'

Deal with it
>>
>>164530215
I don't necessarily agree with you but if that works for your game then it's all that matters.
>>
>>164530542
You need to play more good action games.
>>
>>164530369
imagine if you could focus all your time and effort onto drawing cute anime maids tho
>>
>>164530674
the engine devving sounds more interesting and worthwhile
>>
File: 39-042.png (15KB, 480x446px) Image search: [Google]
39-042.png
15KB, 480x446px
Comfy jam idea guy here:
You pilot a transport airship in a fantasy world. You have to travel between various cities and ports selling and buying goods. The prices of various items will raise and lower differently in each city.

It could be in a 2D mode7 style, or 3D if you're ambitious.
>>
>>164530542
I don't think there's a perfect solution for all games, it just depends. I think this feels right and I don't think I've gotten complaints in previous demos so it seems fine.

I personally always hated how classic beat em ups worked with positioning vertically and collisions.
>>
>>164530674
animaidens
>>
>>164530769
>You have to travel between various cities and ports selling and buying goods. The prices of various items will raise and lower differently in each city.
meh
I've seen this game a dozen times already
>>
File: emotional.webm (633KB, 1280x720px) Image search: [Google]
emotional.webm
633KB, 1280x720px
made meme faces for basic enemy. they get emotional and try to ram you if they see you kill an ally. i think i will also make them sometimes start crying for no reason, or cry and run away if they decide they can't kill you
>>
>>164530674
I burn out from drawing a lot anon, I'd hate doing that only.
Programming is way more fun than art will ever be.
>>
>>164530776
Like I've said I just disagree, it doesn't mean that you're wrong. No problem anon.
I've just been there and done that too, we've just reached a different conclusion.
>>
>>164530896
That's great anon!
>>
>>164531005
kek
>>
>>164531005
at least it's less played out than pixel platformer, I guess
>>
>>164530916
Amazing.
>>
>>164530962
I feel that way too, even if I haven't done straight up C++ in ages. Making something like a game or engine feels much more tangible and rewarding than just art.
>>
>>164530769
Needs something more to make it feel more airship-y so it doesn't feel like a worse Patrician 3. Some sort of mechanic involving weather patterns and air currents maybe along with rival ships/air pirates.
>>
File: BANE.png (638B, 136x92px) Image search: [Google]
BANE.png
638B, 136x92px
>>
>>164530769
Is comfy jam confirmed to be happening?
>>
>>164531380
weather could be pretty neat. Maybe a town will have a rough storm near it making it impossible to deliver goods there.
I wanted the idea to avoid combat, since many games have combat, it might be nice to get away from that for a comfy jam. But if anyone takes up the idea they can do as they please.
>>
File: yui face.png (485KB, 777x438px) Image search: [Google]
yui face.png
485KB, 777x438px
>>164530916
How does this work?
>>
File: 1483249883378.png (441KB, 507x597px) Image search: [Google]
1483249883378.png
441KB, 507x597px
>>164531318
Art sucks, it also hurts my hand after a few hours.
I've dug into c, c++ and even assembly, it's amazing how much there is to learn and all the cool things you can do, I never get bored.
What language are you using right now anon?
>>
>>164531590
BLENDTREES?
>>
>>164531504
Yes, it's happening a week or so after Demo Day 12.
>>
File: screen1[1].jpg (71KB, 640x480px) Image search: [Google]
screen1[1].jpg
71KB, 640x480px
>>164530769
I've played this game
>>
>>164531590
its blend shapes
>>
>>164531578
I don't do jams since I'm dirt slow at making things, but I rather like the idea as well. Currently I'm doing a beat em up sidescroller as my beginner learning project though.

Could do something like preferring to ride air currents (sliding along them?) and collect lighting for power Stardust style.
>>
File: shapes.png (489KB, 2227x1307px) Image search: [Google]
shapes.png
489KB, 2227x1307px
>>164531590
>>164531831
>>
File: 1483414786692.jpg (37KB, 1280x720px) Image search: [Google]
1483414786692.jpg
37KB, 1280x720px
Which huge boss type do you prefer in horizontal 2D games?

A) Massive head/body in the background and its limbs or projectiles pop out to hit you in the foreground

B) Boss that's 2x/3x as big as you but walking on the foreground like your character
>>
If you ask me the amount of you I'd get from drawing cute maids would definitely be worth the effort.
>>
>>164532085
B
>>
>>164532085
C) Boss that's the same size as you
>>
>>164532140
>If you ask me the amount of you I'd get
What did he mean by this?
>>
>>164531645
C# with Unity because I just want to actually make a game again and get it out there, not to mention it's friendly for multiplatform. I avoid just using premade shit from other people so I can make enough stuff I actually want. At the same time I still get bogged down with learning/experimenting like "I could do this, ooh or this, ooh or this, ooh or that" and it was even worse using things like C++ or Java because literally everything was something I could tweak.
>>
>>164532085
while huge background boss is cool visually, it usually boils down to a "floating head and hands" boss which are done to death even more so than the phrase done to death, so i'd say B.
>>
>>164532074
God that interface looks so much less cluttered and more functional than Blenders.

I don't think the program is terrible, but everything is buried in different places or relies on keybindings.
>>
>>164532440
Blender UI is like a "programmer UI" I guess. Zbrush has a similar problem. Both are great programs though
>>
>>164532440
Blender is terrible, though. Like GIMP, they decided to completely ignore all advances in their respective tools and just randomly pick things that suited the programmer with no regard to how an artist might actually use the program. It's capable of producing quality work, it's just 10 times harder than it has to be.
>>
>>164532404
I'm not getting into C++ because starting now means that you probably will have to reivent all the freaking necessary wheels to make a game :
-understand and remake the game loop system to fit your needs
-understand and remake an input system to fit your needs
-understand and remake a rendering system to fit your needs
-probably more basic things that need to be done
-i'm not even starting about making tools

All of this is ton of work and that's just to get you barely started.
>>
>>164532404
I get you, I said it before to Anons that if I wanted to make a game ASAP and not worry about the engine coding I'd have definitely jumped ship to Unity by now since it reaches a bunch of platforms and C# is comfy. Of course it's not like it does 100% of the work for you, just makes it easier to focus on gameplay aspects than technical details like just creating a window, so you still have work to do.

It's true about tweaking when you don't use an engine, you get a lot of control and freedom, too much sometimes but it's also fun to learn and design if you have the time.
>>
>>164532140
I'd rather make my own games though. I didn't spend years grinding art to do art for the game of others, I did it for myself since I already knew how to code and I wanted to make things.
If you meant to say "amount of money", I think the best way to do that is with a porn game and I could easily do that on my own if I was better at drawing lewd.
I'm still considering making a lewd game for money eventually, I can't believe monster girl island went from like 1k to 10k now.
>>
>>164532978
Don't you mean like 13k? It's bananas.
>>
File: 17k.png (44KB, 253x309px) Image search: [Google]
17k.png
44KB, 253x309px
>>164533086
I was wrong, it went up again and he's nearly at 20k.
God damn.
>>
>>164532978
Unlike him I have faith that you will finish your game though.

This dev is just going to sleep on his patreon money, I would hardly call him a dev at this point.
>>
>>164533156
Fuck me, I should start making monstergirl/furry porn games.
>>
>>164533156
>per
>fucking
>month
what the fucking fuck
jesus
>>
>>164532423
>>164532316
B it is, I could only thing of floating heads and arms anyways so I'm better off with that

>>164532357
Most of the bosses are same size, I just feel like it's an unwritten rule to have at least one huge boss in action games.
>>
File: 1319359888666.gif (478KB, 140x105px) Image search: [Google]
1319359888666.gif
478KB, 140x105px
>>164533303
Tfw this guy is making more than soldiers, life saving doctors and professional scientists just for making a monster girl porn game.
>>
>>164532768
How easy is it to pick up a torrent autodesk and than just pay for a few months before you release? Any catches like versions so out of date it fucks you?
>>
friendly reminder not to clone other games even if you like them because halfway through you'll give up when you realize it'll never be as good as the original
>>
>>164533607
Story of my life. I've never had a single original thought.
>>
>>164533557
it's probably possible but if your game makes any kind of profits worth noticing there's a decent chance they will know and you'll have to give them all your money
>>
>>164533190
Thank you, but to be fair I think most would sleep on their money if they were making that much a month.
>>
any sight on three dimensional trigonometric equations?
like, if i wanted to generate things in a two dimension circle, i could do something like:

float magnitude = Random(0 to 2pi)
position.x = cos(magnitude)
position.y = sin(magnitude)

how would i do this if i wanted to generate them in a sphere?
>>
>>164532832
At some point I'd like to make a C++ engine and make some games with it, it's just unbelievably nice to not have to worry about core things and still be able to publish to just about anything compared to pretty much being PC only unless I jump through a ton of hoops.

I also have a track record of getting caught up in extremely stupid ideas and experiments like 3D when I was using gamemaker for some courses.
>>
>>164533552
his art is incredibly average, so I don't know how he hit it that big other than filling a niche market at the exact right time, probably when monster musume was getting popular
>>
>>164533892
sorry, i meant

float angle = Random(0 to 2pi)
float magnitude = Random (0 to 1) <-- circle has radius of 1
position.x = cos(angle) * magnitude
position.y = sin(angle) * magnitude
>>
File: polyneux.jpg (60KB, 463x372px) Image search: [Google]
polyneux.jpg
60KB, 463x372px
A game that implements evolution and the enemies you fight grow different limbs and new behaviour/intelligence to adapt to how you're killing them. Starts from bacteria.
>>
>>164533982
If only the art quality mattered. It doesn't for furries
>>
>>164519167
>level 69
ok
>>
>>164533892
any vector of length radius + the coordinates of your sphere?
>>
>>164533892
you would probably use polar coordinates
>>
>>164533820
I hear ya.

>>164533892
>>164534000
You literally just answered your own question? Just normalize the value if you them to be perfectly on the circle.
>>
>>164533802
Damn. I don't mind spending some money on a program, but fuck subscriptions or several thousand dollar programs. And I'm just learning this stuff as a hobby although with a dream of releasing something.

Just sick of the uphill battle that is learning Blender. I keep forgetting things I've learned just because it's so buried or stuck in illogical places in their UI.
>>
>>164519665
I hate your game, please stop devving it immediately and never post again
>>
File: sweating frog.jpg (59KB, 600x568px) Image search: [Google]
sweating frog.jpg
59KB, 600x568px
>>164534040
>A game that implements evolution
>>
>>164533913
>and still be able to publish to just about anything compared to pretty much being PC
is this something people still think about?
I haven't heard a single person discuss putting their game on xbox live or whatever the fuck the playstation thing is called in forever
>>
>>164533913
Having used SFML in the past, there was really not that much hoops to go through if you just wanted to make a basic cross platform 2D engine.
I wrote code on Windows then compiled on linux without issues. I think it will be supporting mobile too eventually but I'm not interested in mobile.
But of course it's never going to be as convenient as engines where you just make something and press a button to make builds for everything.
Good luck with whatever you're doing anon.
It's all about your goals and how much time you're willing to invest in it.
>>
>>164534123
well as long as you don't make anything you intend to sell in a pirated version, it's probably fine. you could learn for a year and then buy the real version when it's time to make stuff for your game. that's basically the equivalent of getting a student/educational license (you can't use models from student version in commercial version)
>>
>>164534108
>You literally just answered your own question? Just normalize the value if you them to be perfectly on the circle.
You didnt understand my question

>>164534083
how would i generate a 3d vector of a specific length

>>164534089
hmm?
>>
>>164534302
>(you can't use models from student version in commercial version)
That's pretty bullshit. I'll keep plugging away with Blender I guess, my dev process is insanely slow since I work a full time job and only get up the energy to work on stuff during my weekends usually. During the week I play vidya or browse /v while half asleep after work.
>>
>>164534414
>how would i generate a 3d vector of a specific length
just pick a random direction in 3d space
then normalize the vector and then multiply by the distance you want to go
>>
>>164534123
Steganography is some crazy shit.
https://en.wikipedia.org/wiki/Steganography
>>
>>164534414
create ANY vector, normalise it, scale it by desired radius, add that vector the the position of your sphere

http://www.fundza.com/vectors/normalize/
>>
File: spells2.webm (2MB, 989x709px) Image search: [Google]
spells2.webm
2MB, 989x709px
What should I add to my game for demo day? Not sure what to do until I can get feedback

>>164534241
Just use neural networks :^)
>>
I'm sorry, but I'm so fucking proud of myself right now.
>>
>>164534539
>>164534578
>length = sqrt((ax * ax) + (ay * ay) + (az * az))
thanks, that helps
>>
>>164534681
i'm also proud of you, good job friend
>>
File: Snek1.gif (1MB, 405x329px) Image search: [Google]
Snek1.gif
1MB, 405x329px
Made a snake

Managed to get it down to 210 tris!
I had to triangulate it all to achieve it, so UV unwrapping and texturing was hell, but I think it came out nicely in the end.

Animation could also prove difficult with so few polygons, but this is just an enemy, so it won't need to move as much as the player character.
>>
>>164534526
when you've got the best tool in the industry by leagues (and you buy all the competition) you get to do whatever you want

they give out the student version for free like crack and then cut you off once you graduate and make you pay because the alternative would be to go back smoking cigarettes where you have to roll the tobacco yourself with scrap paper you have lying around
>>
>>164534559
Is that just a cute way of saying I should take notes? But I do, I've got a notebook I'm filling with shit. Doesn't mean it's in any sort of order since I learn random things constantly, or that I don't describe them poorly sometimes, or that my handwriting is unreadable in the worst places.

More importantly I keep stealing pages for other things.
>>
>>164534681
which meme language is that?
>>
What happened to that AGDG 3d platformer with the cube guy and the crabs?
>>
>>164534779
cute snek
>>
>>164534779
>snake
more like lamia
>>
>>164534880
plz don't interact with the functional fellows
>>
>>164534779
dood looks nice.
>>
>>164535053
I want to know because
I want to finally decide on one to try
>>
>>164534921
Thanks

>>164534946
Lamias are half-snakes, aren't they?

>>164535081
Thanks, Anon!
>>
>>164535165
>Lamias are half-snakes, aren't they?
yeah
and that model has a neck and arms and hands and a chest, so
it's a half snake
>>
>>164534778
thanks babe!

>>164534880
Rust. its comfy in a teeth-grittingly precise way.
>>
>>164535330
Okay, well lamias fit better with the theme (player character is a gryphon), so that's nice
>>
File: v.jpg (118KB, 1285x899px) Image search: [Google]
v.jpg
118KB, 1285x899px
When shia convinces you to do things, juss doo itt.

Not sure if stop here or open it up and model the inners+cervix.

Now driving offroad, destination: unknown.
>>
>>164535518
it was your subconscious modelling it the whole time
next make a centaur or minotaur and you'll have a sick theme going
>>
File: 1449888833757-1.jpg (834KB, 2160x3840px) Image search: [Google]
1449888833757-1.jpg
834KB, 2160x3840px
>>164535598
softbody physics, now.
>>
File: Train.png (22KB, 1000x563px) Image search: [Google]
Train.png
22KB, 1000x563px
I hope you like to sit on chunky pixel purple dick chairs.
>>
>>164535760
Probably!

Will try something like that next

What are some other cool mythological creatures?
>>
>>164535867
there's a whole bunch of egyptian halfanimal people like anubis
there's more from the greek like cerberus and unicorns a'course
and there's some absolutely crazy shit from the bible like half-lion people with 50 eyes and shit like that
>>
File: 1480397798242.png (43KB, 255x203px) Image search: [Google]
1480397798242.png
43KB, 255x203px
Is it possible to come up with good lore for a fantasy and/or cyber game if you have no idea how history really works beyond what /pol/ and public education has taught me?
>>
>>164534839
Meant to reply to these two posts:
>>164533557
>>164533802
>>
>>164536062
Yeah, I've already read up on some biblical shit, and those monsters (/angels) are absolutely crazy!
Would love to try making some of those directly based on descriptions, without seeing any illustrations at all.

>Anubis
Not sure I want to go down that path just now
>>
>>164536108
all you really have to do for a fake history is do a skim of real history and come up with a valid chain of events in your world
real history is just a chain of events connected afterwards by historians anyways
>>
>>164536108

Yes, as long as you have a realistic understanding of how humans react to things, and portray realistic ambitions and motivations.

I've accidentally mimicked real historical events I knew nothing about plenty of times by just following a logical progression based on human nature.
>>
>>164536108
>history of the world, as told by /pol/
fund it
>>
Let's say that I want to take a small break from my game and make some fun multiplayer demo for DD, what would you guys play?

>work on your game
Needs art and really don't want to do that right now.
>>
>>164536271
leviathan
>>
>>164536108
I'd think you'd be able to make better lore because you see everything as a conspiracy which ties together the jews and the government in no fewer than 15 steps
>>
>>164529747
Go back to 12chan, faggot
>>
>>164536365
Isn't that literally just a whale?
And also fucking gigantic?
>>
>>164536108
world building, there's lots of info about it. Creating realistic world maps, civilizations and their histories, religions, even languages.
>>
File: 1472952666347.png (667KB, 813x640px) Image search: [Google]
1472952666347.png
667KB, 813x640px
>he LITERALLY made this and LITERALLY thought it was fit to post

Lol. Just fucking lol. Fucking pedophile.
>>
>>164536430
it's a FISF
>>
>>164536430
Yeah or just a sea beast of some sort, I have some spare leviathan laying around somewhere.
>>
>>164536486
Looks like a decent Tony Hawk level
>>
File: 2017-01-03_23-46-35.webm (3MB, 800x442px) Image search: [Google]
2017-01-03_23-46-35.webm
3MB, 800x442px
Made a ton of progress on a menu for Demo Day. None of this is written in a way that I'm particularly proud, but UI and menus have always tripped me up because I have a hard time writing in such a way that's not hardcoded to hell.

Both control options are setting the right things, but the controls don't correctly use the dead zone at the moment. This one is pretty important because I've noticed that the Xbone controller has significantly less deadzone than my old 360 controller and small deadzone feel good.

I also exposed the option to change how the stick controls the ship. Each has advantages and disadvantages so it's good to have options.

All of this is held together by spit and duct tape. I want to get this menu stuff out of the way so I can spend the rest of the time until DD working on polishing features for DD.
>>
>>164535396
>//satan lives here
But anon, that comment is redundant because you already wrote "unsafe"
>>
File: space.png (194KB, 1044x585px) Image search: [Google]
space.png
194KB, 1044x585px
>>164534262
Mobile is still generally a nightmare from what I've seen, and while I would like to do a larger PC game, the option to include touch controls and code it to not take 5gb of memory to run and be able to include mobile as an option is nice.

>>164534270
Yeah, it's honestly not THAT bad anymore which is why I still want to do it in the future. I'm doing the space/planet exploration game which is probably going to be mobile and PC, depending on what features and depth I put in.
>>
>>164522157
Feel like shit for using other game's music but music honestly makes everything feel so much better while in the dev process. Hopefully I can replace it with stuff that has the same tone/vibe/feeling as the placeholders because they really do fit
>>
>>164536685
ah, yeah if you want to go mobile you pretty much have to use some engine or framework
it's not realistic to do that solo unless you literally only want to target the newest model of android/iphone
>>
>>164534882
Blockhead's Blunder?
>>
>>164536621
clarity is important

that said, its a very expressive language
>>
File: battle start.webm (570KB, 1280x720px) Image search: [Google]
battle start.webm
570KB, 1280x720px
I started working on the battle system for this game.
>>
>>164537358
oh ignore the shitty enemy distribution please. actually ignore the shitty everything it'll get better. probably.
>>
>>164537358
I'll ignore shitty test stuff, but I have no clue what's happening here at all.
>>
>>164537358
I have zero clue what is supposed to be happening.
>>
>>164537558
>>164537658

It's just the battle screen popping up. The battles all take place on that grid with everything represented by a single character (kind of like a roguelike). Nothing else is really going on, except for that one NPC who's taking a jog and having a seizure at the same time.
>>
File: Screenshot_10.png (11KB, 782x351px) Image search: [Google]
Screenshot_10.png
11KB, 782x351px
Is art not considered progress here or was that just a meme?
>>
>>164536486
Why is there never any logic to these source maps? They look like something made by someone tripping on dramamine. Zero design sense.
>>
>>164537816
art is the only thing considered progress here.
>>
>>164537816
The ONLY progress I post these days is when I work on art assets
>>
>>164537816
Anything that makes your game better than it was yesterday is considered progress.
>>
>>164537816
Just post it.
Art is the only thing that gets views on social media anyways.
>>
>>164525971
Just force the user to set the keybinds on first start.
>>
>>164532810
>you need to finish the input system, renderer, and tools in order to start working on gameplay
No.
>>
>>164539031
As I said earlier, I agree with the sentiment that anyone playing a game for the first time should be looking at and setting their own keybinds.

That said, I imagine people would manage to be petty enough to bitch about "how long the first time startup is" and how "I just want to get straight into the game and the dev is wasting my time because he can't come up with good default keybinds". The fact that I've ever seen people complain about keybinds at all in games with rebindable keys is mildly infuriating.
>>
>>164537336
If you're going to comment your unsafes, you should be documenting the conditions you are ensuring to guarantee that it's still safe (unless they are clearly visible as assertions or whatever).
>>
>>164535396
I just wish Rust had higher kinded polymorphism. I actually fucking need it.
>>
File: 1418035894648.png (5KB, 291x306px) Image search: [Google]
1418035894648.png
5KB, 291x306px
>>164539318
Default to something you find comfortable but offer re-binds. As long as the defaults aren't 100% god-awful it's hard to complain about controls that are customizable.
>>
>>164539419
>>164537336
How do I go from C++ to Rust?
>>
>>164539031
This is an awful idea.

Not even taking into account that nobody wants to go through effort in order to start a game, a first-time player would have no idea how the game plays so any keybind setting would be a shot in the dark. A good default is necessary
>>
>>164539701
https://doc.rust-lang.org/stable/book/
If you've got experience with manual memory management and threading it should all pretty much click right away. Otherwise it'll come with practice. It's not a big deal if you're not having to make safe APIs for unsafe code anyways, the compiler is pretty good at telling you what you've done wrong.
>>
>>164539973
What are the benefits of using it over C++ for someone like an AGDG dev?
>>
>>164536486
>>
>>164540093
If you like static verification and/or functional programming but don't mind poor library support, you'll love Rust and never want to go back to C++. It's also got a great build system/package manager.
>>
File: 3d_2.png (21KB, 654x525px) Image search: [Google]
3d_2.png
21KB, 654x525px
>>
>when the shitfix is in but the problem is deep
Damn it Epic, fix your shit even when it's not required for your core FPS development, no one cares about your generic shooter #10005
>>
>>164540461
3d modeling is impossible
>>
>>164540461
2d looks better and is more fun to make
>>
>>164540306
> but don't mind poor library support,
>Rust does not yet include random number functionality in its standard library.
You weren't kidding, I know the next line says there's a crate for it but it's silly not to have something like rand already.

I'll check it out, who knows maybe I'll like it.
>>
File: xvfdbz.png (279KB, 898x790px) Image search: [Google]
xvfdbz.png
279KB, 898x790px
>>164540461
>tfw too intelligent to care about quantity of spatial dimensions
>>
>>164540793
They're pretty anal about what they stabilize in their standard library, as they should be. If something obvious is missing from it, it probably means they haven't decided on a suitable way to integrate it yet.
>>
File: 1475633287145.jpg (612KB, 1154x1500px) Image search: [Google]
1475633287145.jpg
612KB, 1154x1500px
>>164540836
>too intelligent
>>
>>164540936
What do you mean by suitable, since they still offered it but externally? Is there anything wrong with it?
Also is anything like SFML ported to Rust? Just something quick to play around with graphics.
>>
>>164540093
proudanon here, for me it's:

+ No language-level implicit conversions between...anything. No "magic".
+ Undefined behaviour is a bug
+ That wonderful feeling when (most of) my references/pointers are known to be memory safe
+ Macros that actually don't make my eyes bleed
+ Setting up a dev environment is trivial

- No controller input library yet afaik
- The design of Traits is of questionable usefulness
- by extension, Generics are of questionable usefulness
- everything related to the real benefits of Traits and Generics is of half baked feature completeness
- interacting with the 'community' requires mozilla code of conduct cancer

~ functional-ish programming methods. I don't use the things. for loops are godly.

All in all, I use it like a sane-by-default C with namespaces, methods, and operator overloading. A better language can exist, but until then there's Rust.
>>
any scientists in here
>>
>>164540461
but i'm
>>
>>164541404
yeah
I'm a computer scientist
>>
>>164541309
>- interacting with the 'community' requires mozilla code of conduct cancer
>look it up on google
>second paragraph is Diversity and Inclusion
Damn it tumblr.
>>
>>164540793
>>164540936
By poor library support I was more talking about libraries geared towards game development, anyways.

>>164541254
>What do you mean by suitable, since they still offered it but externally?
I dunno, the Rust team does maintain a lot of their own crates while keeping them out of the stdlib. Couldn't tell you precisely why.

>Also is anything like SFML ported to Rust? Just something quick to play around with graphics.
If you want something quick, there's Piston, which is pure Rust. Of course there are bindings to things like SFML and SDL but I'm not sure about the quality.

>>164541309
>- The design of Traits is of questionable usefulness
>- by extension, Generics are of questionable usefulness
>- everything related to the real benefits of Traits and Generics is of half baked feature completeness
You're gonna need to elaborate. As it should, Rust favours static dispatch over dynamic dispatch.
>>
File: SUFFER.gif (559KB, 400x246px) Image search: [Google]
SUFFER.gif
559KB, 400x246px
>tfw you've been working on a game for months, then decide to radically change direction to appease to the masses
>>
>>164541309
(cont)

compared to C++, it's strictness has some comfiness downsides:

- Can only overload methods with the same parameter count. a.foo(b) and a.foo(b, c) is illegal. You'd have to imitate it with a tuple. Ick.

- Overloading requires writing a trait, which is like 3x more typing than a dumb method.

- Lack of exposed control over hardware stuff, like SSE and cpu floating point mode. Among other things, this means no deterministic floats, for you lockstep-networking devs. (I wrote a fixed point math library for this, took 8 months, god damnit.)
>>
>>164541561
They got publicly assfucked when one of their higher ups was caught donating money to some politically unpalatable cause, so that paragraph is probably their reactionary CYA "we're totally on the level we luv the trannies and nigs guys" maneuver.
>>
>>164540463
>not making your own engine
lol cuck

and the difficulty of making a game engine is overrated, especially if it's specific to a game and not a general-purpose engine, of course it looks hard when it's just a magical black box to you, but when you actually have programming experience and you're an above-average programmer you'll realize how easy it actually is
>>
>>164541651
>You're gonna need to elaborate
It seems like they tried to make everything different from C++ to be more "unique," but all they could think of was changing the names of random features. So there's technically OOP with objects and interfaces but they don't call them that because they removed inheritance.
>>
I want to work towards learning enough to make a single, simple game on my own that I hopefully manage to polish well enough to release on Steam.

What game engine would you guys recommend and would you recommend 2D or 3D?

I'm a pretty fucking slow learner, but I do have basic programming experience. Although, I'd like to avoid programming as much as possible, at least in the beginning, because I would really focus my initial learning and early work on my first game on the game design first, worry about programming second, and then figure out the art last.
>>
>>164541906
If you go to their IRCs and discuss how the SJWs are trying to corrupt America and destroy our rights, they ban you. They are SJWs.
>>
>>164541942
>this again
Stop talking shit and make a game already faggot
>>
>>164542016
then just use rpgmaker
>>
>>164542184
stay cucked by these overpaid corporations' shitty shit
>>
>>164542161
>If you go to their IRCs and discuss how the SJWs are trying to corrupt America and destroy our rights, they ban you.
Maybe don't be a sperg? Jesus christ.
>>
>>164542161
no-manners tinfoils like you are destroying america as well
>>
>>164542016
it's too hard to come up with gameplay and levels and shit
just enginedev instead
>>
>>164541254
I'm aware of SDL and SFML bindings. If rendering is your main concern, you may find glutin + glium comfy.
https://github.com/tomaka/glium/blob/master/examples/triangle.rs
I'm just being anal about learning things instead of using wrappers in ignorance.
>>
>>164541950
Traits are for ad hoc polymorphism, not subtype polymorphism. They're basically just Haskell's type classes in a systems programming context.

Traits are actually more powerful than interfaces, they're not just a special snowflake reinterpretation or whatever you're thinking they are. Interfaces only handle dynamic dispatch but traits handle both static dispatch (where a type parameter is constrained to implement a trait) and dynamic dispatch (trait objects).

Without traits, you end up like C++ where you get possibly cryptic errors if you use a value of templated type in a way that an instantiation doesn't support.
>>
File: the witness.jpg (786KB, 1600x900px) Image search: [Google]
the witness.jpg
786KB, 1600x900px
>hurr enginedeving is impossibly hard
>hurr making an engine takes 10 years
>hurr i'm a pathetic retard
>>
>>164542380
>>164542390
You can't cuck me out of telling the truth.
>>
>>164542282
Wouldn't Game Maker Studio be better?
I thought I can actually code in GMS, while it's not initially necessary, but that you can't code in RPG Maker?
>>
>>164542161
Maybe they just want you to stay on topic?
>>
>>164542538
>all this wasted time learning technobabble
>>
Is there like a google docs page or something of all the finished games birthed from /agdg/?
>>
>>164542602
>>hurr making an engine takes 10 years
>picture of The Witness
where is the lie tho
>>
>>164542626
That dude was being an ass because you said you didn't want to focus on coding.

Yes, GM:S will be more than sufficient for your needs. RPG Maker will not.
>>
>>164542409
I'm sure your kidding, but the meme of focusing a lot on programming in game development is honestly stupid. I think it's important for people to learn it, but if you focus too much on it, it's just going to take time away from designing the actual content.

Plus, if you're mostly doing a fuck ton of code, just get a software job, don't make a fucking video game.
>>
>>164542743
>GM:S will be more than sufficient for your needs
you know almost nothing about what kind of game he wants to make, he hasn't even decided on 2d vs 3d
>>
File: 1475277519610.jpg (48KB, 600x528px) Image search: [Google]
1475277519610.jpg
48KB, 600x528px
>>164542538
>Traits are for ad hoc polymorphism, not subtype polymorphism. They're basically just Haskell's type classes in a systems programming context.
So this is some theoretical thing I need a PHD to understand?
>>
>>164542803
no, I'm not kidding
as soon as I get my project groundwork finished and up to the point where I need to make actual game content, I abandon it
>>
>>164542743
Awesome, thanks! I've seen GM:S get a lot of shit here and there, so I wasn't sure if it was as much of a meme engine as RPG Maker or not.
>>
>>164542602
Nobody ever said enginedev is hard. Not sure why you keep kicking on that.
>>
>>164541651
Okay, think of what a trait is for.

From the book:
> A trait is a language feature that tells the Rust compiler about functionality a type must provide.

It's just a method that can be applied to multiple types. The idea is we can generically define things based on what traits they implement, and call those traits. Splended.

Except that doesn't make sense.

a Multiply trait implies completely different behaviour between an integer, a float, a vector, and a matrix. If a trait is supposed to imply the functionality (i.e. the behaviour), then it's already failed.

So we implement traits describing not just the methods that can apply to things, but the very concept of an integer, float, vector, and matrix. They don't have any methods necessarily, we call those 'marker traits'.

So now we're implementing this highfalutin idea-interaction system between things of which we could just have made macros for and be done with it.

"Wait!" you cry, "Encoding this information into the type system allows different libraries to interact generically by sharing trait definitions!"

except there is no official dictionary of traits, so nobody ever does this. If I'm not wrong, the halting problem forbids this from ever being practical in the first place.

Did I mention defining a trait vs a method takes like 3x typing? You just made yourself more work for no benefit besides "i hate macros".

I, for one.
Love macros.
https://gitgud.io/Kingsquee/Capsize/blob/megamacro/src/types/mod.rs

>>164542686
you got it senpai.
>>
>>164542532
>I'm just being anal about learning things instead of using wrappers in ignorance.
In your defence, I've yet to find any C/C++ library wrapper that isn't a pile of shit. And even some low-level, small scope, pure Rust stuff is seriously lacking, like winit.
>>
>>164542728
the game was basically done in 2011 but jblow is a huge perfectionist.
>>
>>164542850
Well, I have two basic games in mind, one 2d and the other 3D, I just wasn't sure which route to take. I've already made a 3D frogger game in Unity and didn't enjoy it as much as I feel I would 2D, but I feel like the 2d indie market is bloated.
>>
>>164542921
Plenty of fully featured games have come out of GM:S and it's easy to work with, provided you're doing 2D.
>>
>>164542905
Then you should just program for some designer/artist. There's so many of those guys that don't want to learn code that you'd be valuable.
>>
File: argument invalidated.png (125KB, 680x501px) Image search: [Google]
argument invalidated.png
125KB, 680x501px
>>164542936
wups, brainfart. "halting problem" -> "godel's incompleteness theorum"
>>
>>164542970
jblow has 20 years of experience in the field and has said that before braid (a simple game by all means) he would jump from project to project, failure after failure never finishing anything because he was enginedewing instead of actually making a game. so he decided to actually finish a simple game (braid) instead of enginedewing. he could only finish the witness and make the engine for that game by himself because he had literally decades of experience behind him doing that. and even then it took him like 7 years to make the game
>>
>>164543052
GM:S's 3D capability is limited at best so if you're going to do 3D then I recant my recommendation and tell you to go with Unity.

I'd contend that every avenue of the indie market is bloated, but I certainly won't tell you what kind of game you should be making.
>>
>>164543201
>braid (a simple game by all means)
hrrrrrrm
>>
>>164543201
>it took him like 7 years to make the game
So ridiculous. I just can't fathom it. There's no level of success your game can reach that makes 7 years investment worthwhile. What a buffoon.
>>
>>164542860
No, a trait literally just says what capabilities a type has and allows you to restrict a generic to certain capabilities so you can use them.

To really understand the difference between traits and interfaces, you gotta dig a little deeper.

>>164542936
>a Multiply trait implies completely different behaviour between an integer, a float, a vector, and a matrix. If a trait is supposed to imply the functionality (i.e. the behaviour), then it's already failed.
Maybe read the sentence you quoted a little more closely.
>A trait is a language feature that tells the Rust compiler about functionality a type must provide.
>tells the Rust compiler
If a trait Multiply contains a function fn multiply(x: T, y: T) -> T, all that means is that if you have a generic T: Multiply you can call multiply(a, b) where a and b are T and get back a T. Of course, you should expect that it actually multiplies the things in a standard way, but that doesn't undermine safety so Rust doesn't care.

I don't have any idea what you're trying to say past that, and when you bring up macros it just makes me think you don't know how generics work in the first place.
>>
>>164543157
if someone posted some decent art and had a non-retarded game design/concept and said they needed a programmer I would volunteer
it's extremely rare to find someone like that, believe me
>>
>>164542936
>>164543379
Now, I just read your code, and can see that you desperately need integral generics. Which Rust doesn't have, at least not yet. But I don't see how this has anything to do with traits.
>>
>>164543224
I suppose most of it is bloated and 3d indie games are probably only going to get more bloated with the near future success of 3D indie platformers. I'll probably just start with 2d and stop worrying about what other indies are doing. Then I can at least get my feet wet in a full project.
>>
>>164543335
maybe jon blow is slow and has an unwarranted big ego but the witness was a commercial success
>>
>>164543335
Yeah if you're so shallow that you think financial success is the only point of working on games.

When you're already financially successful you can start to look towards making your game be something that will be taken seriously, and it's obvious he wanted to make some real art. Not like it isn't flawed, but you have to be really fucking shallow to say that those 7 years were full of wasted time and effort when the final product turned out to be what it was.
>>
>>164543383
this except i probably still wouldn't want to work with them

almost everything is shit, if you're an artist and you think your work is good, maybe you just don't realize that it's not THAT good
>>
>>164543468
it also needs mutually-exclusive traits, or negative trait bounds. But that's not really my point.

I'll answer you with a question: What would be the advantage, as you see it, of defining the code I linked using theoretically featureful traits + generic types, rather than a text replacement macro to generate the hard types?
>>
>>164543645
>it's okay it made money
>>164543797
>yeah if you're shallow enough to only care about money

These are both replies to the same post. That's funny
>>
>>164544040
how is it a waste of 7 years? what is even your point?
>>
>>164543896
1. Not having to explicitly state every instantiation I need
2. Cleaner code
3. Better error messages
Which are all just reasons to use generics over macros in general. Again, this has has nothing to do with traits.
>>
>>164544040
One argues that the game wasn't a commercial failure and therefore not a waste of time in terms of time invested towards financial gain, and the others that financial gain is not a necessary goal of game design.

They are not contradictory. There is no reason to find their juxtaposition funny. You are an idiot.
>>
File: 1476658650021.jpg (91KB, 335x329px) Image search: [Google]
1476658650021.jpg
91KB, 335x329px
1 man army is ______
>>
>>164544065
>>164544210
Un-hurt your butt.
>>
>>164543797
As brilliant as he is, jblow is really dumb when it comes to near-term survival optimization. He had 2 million or so from Braid, but SPENT IT ALL on a new game! Instead of leveraging his success from Braid to get funding, he bet it all on a bigger project. You have to respect a move like that, but at the same time it shows a certain kind of stupidity.

As far as the Witness goes, he could have released it at 95% and saved 2-5 years of his life, probably been roughly as successful financially (maybe more so, if he didn't have to borrow 4 million more). Instead he chose to get it to 99% in hopes of making a lasting piece of art.
>>
>>164544274
for real men only.
if you're not a real man then it won't work out.
>>
>>164544210
>Literally two opposing statements
>They are not contradictory
lol
>>
File: 1414520101190.gif (3MB, 357x281px) Image search: [Google]
1414520101190.gif
3MB, 357x281px
>>164544280
It's always slightly sad to see a shitposter get cornered so completely that they have to make a post like this.
>>
File: 1477759904646.jpg (31KB, 300x400px) Image search: [Google]
1477759904646.jpg
31KB, 300x400px
Where do l find amateur bros like me to collab?
>>
>>164544475
>someone makes a comment you disagree with
>be flabbergasted and demand they argue with you
>they don't see the point
>SH-SHITPOSTER
k
>>
>>164544419
they are neither opposing nor contradictory you sillyface
>>
>>164544080
1. I already know how many types I need, so I can pregenerate stuff and save compile time.
2. I tried writing that lib with full traits and generics, and trust me, this is the cleaner option.
3. Yeah, true, but trait based generics error messages require a PHD to figure out. Rust's macro implementation is basically "it didn't work, delete stuff until it does". Hopefully they improve that.

My point is regarding using traits for generic programming, as that's their main selling point. impl foo() on Bar and Baz, and you can implement a function based on T implementing foo. I already explained why it's a lot of highfalutin effort for what can otherwise be done with text replacement.

also with pregenerating types, compile speed is tops yo. ))
>>
>>164544594
He's unabashedly (you) fishing at this point, don't bother.
>>
>>164544210
this
>>
>>164544340
>He had 2 million or so from Braid, but SPENT IT ALL on a new game!
This.
>>
>>164544614
>repeat the same point twice
I wish I could resize this text box
>>
>>164544691
That post was wrong. Now you are also wrong.
>>
>>164544340
I mean, you can fault him for his financial choices but I don't see why you or I should give a shit about them. Personally, I think it's pretty admirable to actually make your game a finished product instead of releasing it with bugs or less content.
>>
>>164544693
so he spent money on a new game, which has value and generates money. you have nothing.
>>
>>164544594
>>164544636
>two retards leap into an argument from the same side and contradict eachother
>now the argument is about whether they contradicted eachother
Mutually kill yourselves.
>>
>>164544836
you're an idiot
>>
>>164544614
>I tried writing that lib with full traits and generics, and trust me, this is the cleaner option.
Yeah, because Rust doesn't have generics on anything but types. Nothing to do with traits.

>Yeah, true, but trait based generics error messages require a PHD to figure out.
No, they just require you to actually learn the language. If the compiler needs to to know a term to understand it, the documentation will probably at least mention it and if not Google will certainly be able to point to towards a good learning resource. Rust is not a bad language because you're too stubborn to learn a bit of CS jargon.

>My point is regarding using traits for generic programming, as that's their main selling point. impl foo() on Bar and Baz, and you can implement a function based on T implementing foo. I already explained why it's a lot of highfalutin effort for what can otherwise be done with text replacement.
It also lets you go seamlessly between static and dynamic dispatch. Text replacement is purely static dispatch with worse error messages, though I suppose compilation speed is a bit better.
>>
What's the best way to save and load data? Writing to a text file?
>>
>>164544274
Absolutely insane but the best of chill.
>>
>>164544954
Strange how eagerly you went from arguing about jon blow to just spewing insults :^) something wrong?
>>
>>164545032
yup
>>
>>164544941
Read the posts again, they aren't contradicting each other.
>>
>>164545032
Prefer binary (storing the bytes directly) to text (storing a textual representation of the data).
>>
>>164529859
mfw this thread right now
>>
>>164544340
>As far as the Witness goes, he could have released it at 95% and saved 2-5 years of his life, probably been roughly as successful financially (maybe more so, if he didn't have to borrow 4 million more).
Not only that if he had released the game earlier when the indie game scene was really exploding due to backlash from himself and others in Indie Game: The Movie he would have dominated the Steam storefront for ages. He definitely would have made more money.
>>
>>164545087
(You)
>>
>>164544846
Strange that it's now about me and not jon blow :^)
>>
>>164544972
>Rust is not a bad language because you're too stubborn to learn a bit of CS jargon.
In case you decide to go after me implying you said Rust was a bad language when you didn't, read this as
>Rust is not at fault for you being too stubborn to learn a bit of CS jargon.
>>
>>164545354
>implying jonny boyo doesn't still shitpost here like all the other successful devs
>>
What is it about AGDG and enginedev (by enginedev I mean literally anything lower than what you get out of the box with GM/Unity/UE4/etc.) that leads to so much shitposting?
>>
>>164545142
Yes they are.
>>
>>164544274
a death trap only the best can avoid

are you one of our best?
>>
>>164545451
it's classic classism
educated programmers on one side, uneducated (often children) on the other
>>
>>164545583
Thanks for proving my point with this shitpost.
>>
>>164545451
I know you're just trolling but the issue is putting up your creations on display and getting back "it's shit" tier feedback that's inevitable with anonymous posting.

Bound to step on people's ego and create extreme saltiness.
>>
are regular expressions worth learning for unity? l just heard about them
>>
>>164545617
Not an argument.
>>
>>164545432
Blow shitposts on his twitter now where it's safe. As famously depicted in the documentary he was a sperg frantically running to wherever he got mentioned and replying to people or arguing with them about things so he had to disavow message boards and stuff because he was getting bad rep. Not Phil Fish bad, but a certain kind of bad.
>>
>>164545617
what point? I answered the question honestly
>>
>>164545650
they're very easy to learn, don't worry about them until you need them.
>>
>>164545451
salty noprogramming nomath noart notheory noeducation manchildren
>>
>Unity
>UE4
>C++
>enginedevs

Who cares? What matters the most in the end is art. Without art you're not gonna make it

>inb4 muh placeholder dev
>inb4 muh dwarf fortress
>>
>>164545718
also, this is where i learned how they work if you do need them

https://www.youtube.com/playlist?list=PLRqwX-V7Uu6YEypLuls7iidwHMdCM6o2w
>>
>>164545692
You implied that one side is educated and the other is not. There are educated and non-educated people on both sides.

>>164545827
>Who cares? What matters the most in the end is art.
If you want to make it that far you should care.
>>
>>164545451
Enginedevs are just too touchy. They're autistic in a bad way which is why they never get anything done and are a buzz kill in every conversation.
>>
File: bomb-squad-dance.gif (838KB, 217x150px) Image search: [Google]
bomb-squad-dance.gif
838KB, 217x150px
>>164540463
>when you fix their shit
That could have cost a week of progress.
>>
File: projecting.jpg (692KB, 1920x3518px) Image search: [Google]
projecting.jpg
692KB, 1920x3518px
>>164545907
>Enginedevs are just too touchy.
>>
>>164545907
Thanks for proving my point with this shitpost.
>>
>>164545650
you probably do not need them unless you have to do fancy string processing
>>
>>164545907
.t buzzkiller and shit stirrer
>>
>>164545827
This is true.
>>
File: 1480618036796.gif (91KB, 320x320px) Image search: [Google]
1480618036796.gif
91KB, 320x320px
>>164544972
Generic functions are uglier. It's science fact bro.

>lrn things b smrt lol nub
And see, this is where we disagree. I want the most minimal language possible that's also not retarded. This is how I use rust.

You seem to be making the argument that rust has ALL THESE FEATURES (traits, generics, whatever) and therefore they're beneficial. I disagree. I can do the same thing as all those features in an easier way with no cognitive overhead beyond the mild annoyance of their macro error implementation. If, in another timeline, the rust team had ignored traits and focused on procedural macros and compile time function execution, I'd be in heaven.

As I pointed out in my first post, the only advantage generics can have hard type generation is if traits could encode more semantic definitions than "it's the mul operator". And that's a fool's errand.

>dynamic dispatch ever.
>>
>>164545951
>TF2
Oh boy here we go.
>>
you have 20 seconds to give me a game idea
>>
>>164545827
good luck making a non-shit (commercially successful and/or critically acclaimed etc) game with art only
>>
>>164545886
>If you want to make it that far you should care.
How does that make sense? I've just said that even if you learn all existing languages you still won't make it without art.

Rather than wasting time arguing over engines /agdg/ should argue about how to get into art and produce results that isn't undertale tier.
>>
>>164545951
>>164545968
>>164545985
t. enginedev
t. touchy
>>
>>164546076
4kan jan sim
you have to decide is it furry?
>>
>>164546076
some extremely trivial/menial task (but it could be challenging in terms of gameplay) like mowing the lawn or raking leaves or something but the game is totally serious about it and it has really fancy graphics and excellent presentation
>>
>>164545886
>You implied that one side is educated and the other is not. There are educated and non-educated people on both sides.
let's try not to be too autistic here
there's always going to be exceptions when classifying groups of people
all I did was point out the perceived difference in the two groups
and, generally speaking, it holds true
>>
>>164546046
This does seem like the kind of thing that would trigger him but it's probably not him. Probably.
>>
>>164546227
>there's always going to be exceptions
And this thread is always going to point out exceptions whenever you're tying to get your point across. Give it up.
>>
>>164532978
check out Echidna Wars DX, it's a lewd game that made 20k if not more in like a few days

then again the art in that is top tier.
>>
>>164546227
Are you aware of the perception that engine devs are not in fact mathematical geniuses and programming whizzes but autistic babies who shitpost and whine forever and ever and never make any games? Generally speaking, it holds true.
>>
>>164546045
If you don't mind writing all the macro boilerplate (I don't see how that's a win over the formality of traits) and not being able to work with the language itself, the libraries, or anybody else ever, be my guest. And sometimes, you really can't get away without dynamic dispatch.
>>
>>164546398
Are you aware of the perception that aggydaggy devs are not in fact game design geniuses and art whizzes but autistic babies who shitpost and whine forever and ever and never make any games? Generally speaking, it holds true.
>>
>>164546078
That wasn't the point at all. Jesus Christ.
>>
>>164546415
you got it
>>
>>164546398
>autistic babies who shitpost and whine forever
that isn't true; you just made it up right now
>>
>>164546563
He's extrapolating based on his intense, thread ruining hatred for rotatedev.
>>
>>164546493
I guess we're 5 year olds now.
>>
>>164546078
He said "most" and "in the end". We know you can not make a game out of art, because that's called a painting. Yet you either juice the shit out of your boxes and cubes, or you better get your Loomis together or else, nobody will care about your engine, game design, sound design, mad programming skills.

Source? This general.
>>
>tfw want to clone a game but don't want it to be called a clone
>>
>>164546563
t. whining engine dev
>>
help my retard brain out it's late

i have a direction vector and two objects. if both objects are heading in the direction of that direction vector, how do i figure out which one's ahead?
>>
>>164546775
the art is almost automatic in a good 3d engine, it's all shaders and lighting effects
>>
>>164546798
I don't think you know what that word means, friend
>>
>>164546775
>nobody will care about your engine, game design, sound design, mad programming skills.
Exactly.
>>
>>164546779
"demake"
"spiritual successor"
"inspired by"
"X-like"
>>
>>164546806
dot(object1-object2, direction) > 0
>>
Get the vector distance from starting point. Compare.
>>
>>164546858
(You)
>>
1 > 2
>>
>>164546779
tfw want to make a game out of favorite childhood comic but don't want to get sued
>>
>>164546602
Nobody has mentioned that trainwreck in forever. Nice attempt at derailing the thread with shitposting
>>
>>164547131
>autistic babies who shitpost and whine forever
This isn't?
>>
>>164546561
dang feelman got BUFF
>>
>>164547203
man, you're terrible at this whole trolling thing
>>
File: the greatest enginedev.jpg (194KB, 655x368px) Image search: [Google]
the greatest enginedev.jpg
194KB, 655x368px
>>164547227
to become better, one must necessarily become alone
>>
>>164547203
There are more than one so there's no need to drop names
>>
>>164546952
thanks friend
>>
>>164518624
sad thing is that game looks really fucking cool
>>
There's too much negativity in this thread. Enginedevs and nonenginedevs should get along and be friends.
>>
>>164547547
Engine devs should try to make a game first. Like a single game. One.
>>
>>164518624
these arguments all fall flat with one meme arrow
>good
>>
>>164547681
>game
>>
>>164547592
Where's your game?
>>
>>164547547
>Enginedevs and nonenginedevs should get along and be friends.
Where is the mutual respect? Engine devs don't post progress, they're constantly trying to start fights with commercial engine users. Fuck'em.
>>
https://www.youtube.com/watch?v=nMJXN9l_ee8
>>
>fuck it
>decide to make a game out of royalty free photos
>remember places like shuttershock
>not free

God fucking dammit
Can't we find any good free art anywhere in this fucking planet?
>>
>>164547681
this

if it's a bad game, views are worth next to nothing

if it's ACTUALLY GOOD, views will more or less lead to sales
>>
>>164547959
>good
>free
Choose one.
>>
>>164547959
>>>/d/
>>
>>164547916
> they're constantly trying to start fights with commercial engine users
see >>164542602
>>
>>164547959
just use other stock photo sites, and do some easy vectorise/solarise/whatever filtering on it
>>
>>164547547
I proposed the idea of a "no bully day" before. Engine devs would show that writing code in a text editor is not black magic, and engine users would show that using GM or Unity is not just brainless drag and drop. We could learn from each other so much.

But aside from that, since mid December /agdg/ is usually unbearable, and I wonder why. Last Spring and Summer was max comfy.

>>164547592
It's about the journey, anon. Besides, if I could do in one afternoon what I do for weeks or months, then the sooner I would realize that I can not art. At least now I can entertain myself with the puzzle game of programming for some time, and live in the delusion that it leads to something.
>>
>>164547916
>Engine devs don't post progress
>>164518506
>>164503898
>>
>>164548092
>It's about the journey, anon
Well at least take a few photos to prove you're actually on a journey. With these guys they just hang around for years literally doing nothing and we're supposed to just take their word for it that they're great programmers and game devs and somehow smarter than everyone else
Whatever
>>
>>164548068
Wait, does anyone still have the link to the whole British medieval free art that got released last year?

What ever happened to the dev making a game with them?
>>
I finished the song everyone. Thanks a lot to the anon that posted his " shitty melody ". With a little determination and ideas you can make anything!!

https://soundcloud.com/1take-belgium/haru-memories
>>
>>164548185
A stunning 2% success rate of progress posts. Progress posts are considered a milestone success for engine devs, not actually making games, just making enough progress to actually show some gameplay is a huge deal to engine devs. And a whopping 2% get that far. Truly the master race.
>>
>>164548339
Where's your game?
>>
>>164548092
>and engine users would show that using GM or Unity is not just brainless drag and drop
realtalk
almost every gamemaker and unity "dev" simply drag'n'drops or copy/pastes every single thing in their project and can't do anything on their own
and that's totally fine
the only thing that bothers me a bit is that they make posts like yours claiming they don't do that
>>
>>164548419
I already played it. Scored 44 (You)s. Gonna save my progress now
>>
>>164548471
but what's your post/you ratio?
>>
>>164548465
>almost every gamemaker and unity "dev" simply drag'n'drops or copy/pastes every single thing in their project and can't do anything on their own
I'd say this is mostly because these kinds of devs typically hang around for a few days and then disappear to be replaced by a new one. All the devs who have been posting here for a while seem self-sufficient.
>>
>>164548092
>Engine devs would show that writing code in a text editor is not black magic
We code in all of the top 3 commercial engines. This imaginary tale engine devs have woven for themselves that they are programming wizards and the only ones in agdg who know how to code is just delusional arrogance. They rely on it to get them through the constant famine of having no game.

>>164548465
Case in point.
>>
>>164548634
>Case in point.
nope
>>
>>164548331
i like it, what game did you make it for?
>>
>>164548708
>implying you weren't just described to a t
nope
>>
Reminder that "We vs Them" is the most poisonous thought in the world.
>>
>>164548758
>I can't let anyone know that I copy/paste every line from tutorials
why? there's no shame in that
>>
File: testament-d-orphee.jpg (18KB, 300x226px) Image search: [Google]
testament-d-orphee.jpg
18KB, 300x226px
>Tfw you see some screens of Kyofu no sekai
>Instantly fall in love and want to do fanart
>Don't know the first thing about the game or story beside that it looks fucking awesome

Man, I should lurk more often. I've seen some really interesting projects when I ended up here that I wished to support however I could.
>>
File: 1395616097267.gif (47KB, 124x104px) Image search: [Google]
1395616097267.gif
47KB, 124x104px
>tfw you try to get everyone to be happy, but accidentally fan the flames instead
>>
File: VvQnpgu.gif (749KB, 112x112px) Image search: [Google]
VvQnpgu.gif
749KB, 112x112px
>>164548734
I didn't make it for any game. It was some anon here that posted this melody: http://vocaroo.com/i/s1o3MhthEK7M

So I wanted to show him what he could do with it. But I liked the idea so I finished it. Wanted to do this because I'd love working for some people in vidya OST but you have to get a portfolio going so ...

Glad you like it!
>>
>>164548867
go read some junji ito right now
>>
>>164548339
A stunning 2% success rate of progress posts. Progress posts are considered a milestone success for unity devs, not actually making games, just making enough progress to actually show some gameplay is a huge deal to unity devs. And a whopping 2% get that far. Truly the master race.
>>
>>164548845
>I can't give anyone else credit for knowing how to program coding is my special thing and I am special
Got it
>>
>>164548867
>want to do fanart
Pleas do. It's always motivating to get love.

And there's already a demo out, but probably there will be a new one this weekend.
>>
>>164548238
>no reply

What is this? Thou are not interested in making medieval games?
>>
>>164548971
I only read Uzumaki and that was a few years ago, guess I'll get back on the ride.
>>164549039
I'll do my best senpai.
>>
It'd be cool to give out Steam keys for demo day, and then revoke them when its over. Unfortunately I think revoking a key removes achievements? So you couldn't give out Demo Day Dozen achievements.
>>
>>164549003
grown adults with educations and programming backgrounds do not use game maker
and the vast majority of the people using unity are kids with no knowledge of anything
it's simply excellent odds that you, as well, are a kid with no programming knowledge

and again, that's totally fine
I just don't understand why you must pretend to be someone you're not
>>
>>164548991
Unity has the most devs and the most devs posting progress so a post like this just comes off as extra sad.
>>
i watch handmade hero, it's honestly not that impressive of a feat if you have access to todays information. an average human being can probably become an engine dev. it's really not much harder than dragon dropping.

also, you don't dragon drop in unity. had you ever made a game before, you'd know.
>>
Working on something

https://clyp.it/n2wmepqd
>>
>>164549279
where are your games?
>>
>>164549235
>I'm a magical programming wizard, the only one in the world and you'll never catch me
I said I got it
>>
>>164549319
that's right, most of agdg have an unreasonable idea that it's basically impossible to do engine dev, but it's really not, it's just their ignorance and them rationalizing why they took the lazy way out
>>
>>164549319
>also, you don't dragon drop in unity.
right, dragon dropping is game maker
unity devs google "unity ___ tutorial" and then copy/paste
and/or they buy from the asset store
>>
>>164549319
What's funniest is people shitting on Handmade Hero because the game itself doesn't look pretty.
>>
>>164549323
that's perfect korean mmo music
that's not an insult, i think it'd be great to have music featured in a korean mmo
>>
>>164519665
>gay furry dev is praised with every post
>loli sim dev gets told to die every time
Sasuga neo-agdg
>>
>>164549483
it's not really an impressive game, the guy worked on the witness so he knows what he's doing, but he's keeping it simple for the sake of the tutorial
>>
>>164549406
>look at that lazy fag using an already built wheelbarrow to haul stones
>>
>>164549406
it's not that they took the easy way out
most of them just have no interest in programming
>>
>>164549406
Why do you keep responding to these good posts and twisting them like this?
>>
>enginedev is easy and everyone can and should do it but they're just too lazy unlike me
>everyone is too stupid to enginedev and can't do maths and programming like me
Now we're doubling down on contradictions kek
>>
>>164549179
there is a way to do this with betas but i think you need to talk with your rep first
>>
>>164549609
programming is an essential part of any video game, if you suck at programming and math you'll have to hire programmers if you're remotely serious about making games
>>
>>164549649
>different people have different opinions
>doubling down on contradictions
wew lad
>>
>>164549649
Oh, it's this again.
>>
>>164549693
That's not true any more. You can make 3D games now entirely by copy and pasting code from Unity tutorials and using assets from the asset store.
>>
File: 1483415631410.gif (2MB, 236x244px) Image search: [Google]
1483415631410.gif
2MB, 236x244px
>>164549693
>this guy thinks what he says is correct
>>
>>164549784
if it's so easy then why aren't you doing it
>>
>>164549638
>why are you so dishonest and weasily?
>why are you shitposting so hard just to try and get attention from gamedevs?
I see this is your first time dealing with these creatures. Mind that you do not directly touch them, we don't know if this is contagious
>>
>>164549784
>>164549804
>You can make 3D games now entirely by copy and pasting code from Unity tutorials and using assets from the asset store.
that's only enough if you have very low ambitions
>>
File: STOP.jpg (139KB, 1920x1080px) Image search: [Google]
STOP.jpg
139KB, 1920x1080px
>>164549839
>>>asset store
Are you actively retarded, or just not reading what you type?
>>
>>164549819
Doing it like that would actually be far more difficult than just learning from the tutorials and coding, using applied knowledge. He has no idea what he's talking about and is just goofing around because he's got no game.
>>
>>164549819
I'm just here to check out progress and shitpost.
>>164549839
Nope! There are some really nice looking 3D games posted to these very generals made just that way.
>>
File: 1480758177593.jpg (86KB, 898x701px) Image search: [Google]
1480758177593.jpg
86KB, 898x701px
>>164549947
>He has no idea what he's talking about and is just goofing around because he's got no game.
>>164549957
>I'm just here to check out progress and shitpost.
>>
>>164549976
>here's my reaction image shitposter certification
That's okay we don't need to see it. You're clearly legit.
>>
>>164550009
>4chan is a simple image-based bulletin board where anyone can post comments and share images.
>>
>>164549495

Thanks! A lot of those games do have nice music.
>>
>>164549976
You're laughing at two opposing opinions which kind of makes you look insane.
>>
>>164550071
>You're laughing at two opposing opinions
fucking lol'd
this has turned into a high quality new meme
>>
>>164550108
I agree. Pretending to contradict yourself and not see the contradiction is quite a sparky fresh meme I hope it catches on :^)
>>
File: runningaround.webm (3MB, 767x437px) Image search: [Google]
runningaround.webm
3MB, 767x437px
Had to work a long shift today so I really only had enough time to make a stop and rest animation for my dude. Oh well, progress is progress
>>
>>164549957
Nope!
>>
>>164550739

Looks nice. I like it
>>
>>164550739
uhhh is he okay?
>>
>>164550789
Hi, are you ok?
>>
>>164550739
Nice. I hope I'll like the camera while playing, because judging by the webms, it feels like a pain.
>>
>>164550739
Jesus fucking christ. It's a 3D game, making a passable camera isn't hard. If you want to make the camera lag a bit, for the love of god, only make the position lag and keep the damn thing pointed at my avatar so I can see what the fuck I am doing.
>>
>>164551085
You need to take a break kiddo.
>>
>>164551004
The overall levels will be a lot bigger than that, you'll rarely get so close to the camera so it shouldn't be a problem. As soon as I finish upping the detail on the first level (which isn't really a level it's just the first part of the intro) I'll start working on the actual first level. Which needs to be done in 6 days for demo day...and I have not even started on the concept for it, nevermind the puzzles...Gonna be a rough week.
>>
>>164551141
Fuck you shitty camera enabler.
>>
>>164551182
This anon mentioned the camera without spazzing out like a nodev ideaguy whose dog was raped >>164551004

You should be more like him.
>>
>>164548793
that's just what "They" want you to believe
>>
>>164551085
Won't get that close to the camera in the actual game, so it's not really an issue. I just wanted to show the animations up close.
>>
>>164551286
Please justify being able to see further behind you than ahead of you.
>>
>>164551318
player running towards camera
check and mate
>>
>>164551318
>Please justify being able to see further behind you than ahead of you.

Sorry I don't know what you mean?
>>
File: 1478669417177.png (747KB, 839x464px) Image search: [Google]
1478669417177.png
747KB, 839x464px
>>164551369
>not being able to see in front of you
Now that's just stupid game design.
>>
>>164550143
not him but there is no contradiction, you (or other anons) have seen contradictions where there is none 3+ times ITT jesus christ
>>
File: tegaki.png (3KB, 400x400px) Image search: [Google]
tegaki.png
3KB, 400x400px
>>164551369
That's not a justification. The justification is that the camera instantly snapping would be disorienting, or that it's better for the camera to stay pointed in the same direction despite the player moving.

>>164551436
Pic related. Just make the camera point at the player always. If you then have the position lag, you will actually be able to see further ahead where the player is moving, and it's a lot simpler to implement.
>>
>>164551162
Keep it up, anon!
>>
>>164551476
t. contradicted himself x3
>>
File: out (05).webm (3MB, 736x514px) Image search: [Google]
out (05).webm
3MB, 736x514px
I gave the dialogue a soft billboarding effect so that it rotates to face the camera, but only to a certain limit, and then it flips around

does it look ok?
>>
>>164550739
the slow camera is just to show off the animations, right?
>>
File: IkduMb3.gif (492KB, 441x268px) Image search: [Google]
IkduMb3.gif
492KB, 441x268px
>>164551628
Unity wins again. For real this time.
>>
>>164551748
I don't get it but I just finished watching twin peaks, god damn what a fucked up finale

I'm tempted not to watch the movie because I enjoyed the Bad End
>>
>>164551628
i like it except the flipping around part
that might look better if it shrank and expanded again or something
>>
>>164551863
I just like the gif and Unity nevermind me >>164529545
>>
>>164551628
I agree with >>164551890, the flip itself is weird. Needs a different transition. Maybe if it actually rotated, or shrank and expanded again like he said.
>>
File: Clipboard01.png (9KB, 280x139px) Image search: [Google]
Clipboard01.png
9KB, 280x139px
>>164551890
it does shrink and expand, just very quickly. juice is nice but it can't get in the way of something important like being able to read text

>>164551993
I'll think about it. I don't really like the current transition either
>>
File: output1.webm (3MB, 622x351px) Image search: [Google]
output1.webm
3MB, 622x351px
>>164551506
I'm still a bit confused. The camera is always pointing at the player. There's an intentional lag to have a nice smooth camera follow, but it shouldn't impact what you see. The camera stays static and you CAN'T go behind where the camera is located. It's pretty much a 180 degree field of vision. Video related is what it'll be like when playing.
>>
File: bokunnnn.jpg (73KB, 804x1041px) Image search: [Google]
bokunnnn.jpg
73KB, 804x1041px
>>164523748
>>
>>164552103
Why the hell do I like that pic?
>>
>>164551628
The thing that works with this is the player can read the sign at an angle instead of having to step back or allow more screen to view the sign at full width. I'd keep it.
>>
File: camera.png (430KB, 614x347px) Image search: [Google]
camera.png
430KB, 614x347px
>>164552059
Yeah, this is a problem. At worst, you're seeing 3x as far behind the player as you are ahead of them. Why is the camera static? Have you tried it without the lag? It also looks like the mouse is used, why doesn't that control or at least influence the camera?
>>
>>164552043
Have you ever finished a game? Not trying to meme, but I remember you making various prototypes and then abandoning them.
If you have itch.io or something where I can play some of your stuff it would be great. I really like your style.
>>
>>164552059
>There's an intentional lag to have a nice smooth camera follow, but it shouldn't impact what you see.
It does.
>>
File: FemaleBoku.png (235KB, 364x823px) Image search: [Google]
FemaleBoku.png
235KB, 364x823px
>>164552103
REEEEEEEEEEEEEEEEEE DELETE THIS

REPLACE IT WITH THIS SEXIER FEMALE BOKUBE
>>
>>164552059
it's disgustingly slow even for a video demo, like swimming in syrup, speed that shit up
>>
>>164552338
>>164552103
>shit game gets good porn.
Wtf is wrong with people. Why doesn't my game get porn?
>>
File: 003_3mb.webm (3MB, 640x480px) Image search: [Google]
003_3mb.webm
3MB, 640x480px
>>164552226
the same could be achieved by scaling it down, though

>>164552315
haha ouch
no, but this time I actually have a game plan and some people looking forward to a finished thing, so I have good hopes for it

(thank you)
>>
>>164552503
>shit game
>bullying bokube
Back to chat
>>
File: camera.jpg (61KB, 1121x648px) Image search: [Google]
camera.jpg
61KB, 1121x648px
>>164552267
Camera is static because it doesn't need to move. The level itself will be in the green, and won't expand beyond that for the most part, so to me it doesn't make sense to have a camera that does more than casually look where the player is. Mouse is tied up to shooting projectiles, and the right mouse click is to jump.
>>
>>164552662
>Camera is static because it doesn't need to move.
Well clearly, if it moved, you could have it point at the avatar, let the player see AHEAD of where they are going, and still be pretty smooth.

>Mouse is tied up to shooting projectiles
Yeah, so? The mouse is about shooting in FPS games but it moves the camera then.
>>
>>164552621
Is AGDG being used to fuel it or are you just putting it in there for fun?
>>
>>164519665
Don't listen to those homos, I always enjoy seeing your progress, and there's something really novel about a kid diddling game with so much focus on programming instead of art.

Keep up the good fight and ignore the mouth-breathers.
>>
>>164552043
if the player moves enough to go to the other side of it they probably are not actively reading the text. even if they did the flip is going to throw them off where they are reading so if that is your concern then you should make it just keep rotating instead of flipping
>>
>>164552798
Burning trash for fuel.
>>
>>164552662
you'd get a better sense of agency if the camera actually followed the player instead of just sitting far away in a spectator position
>>
>>164552846
>there's something really novel about a kid diddling game
>Keep up the good fight
>ignore the mouth-breathers.

Neck yourself
>>
Are there any clean ways to make slopes in Unity 2D?
I'm looking for the Horizontal momentum to be unaffected whether you're going up or down, and you stick to the ground.
Alternatively, a way to make it so a downward force on an object on a slope won't effect it. (the force isn't transferred into a horizontal force)
The only solutions I can think of involve ditching Rigidbody2D altogether, which sounds like a horrible idea.
>>
>>164552846
it looks like most of them are just the dedicated shitposter
>>
>>164519665
Don't ever post your garbage here again maple cuck.
>>
File: walker.jpg (96KB, 644x540px) Image search: [Google]
walker.jpg
96KB, 644x540px
>>164552798
aggydaggy fueled steam engine. still pretty happy with that simulator

>>164552851
>if the player moves enough to go to the other side of it they probably are not actively reading the text

yeah you're right, I lost the forest for the trees. thanks!
>>
>>164552960
>The only solutions I can think of involve ditching Rigidbody2D altogether
This is a basic requirement for any 2D game made in Unity that is not a physics meme game.
>>
>>164553047
It should be illegal for a robot to have legs this sex.
>>
>>164552621
>>164551628
someone make one of these but its just straight vore
>>
>>164552929
>>164552753

Mmm ok I think I see what you're saying....I'll play around with it. Mouse moving the camera is a no go however, and honestly it's not needed. It's a slow paced puzzle game, not an fps.
>>
>>164552960
dont use forces or physics for movement
I don't know why people do this to themselves
>>
File: Fuckedupcolors.png (4MB, 1511x836px) Image search: [Google]
Fuckedupcolors.png
4MB, 1511x836px
REEEEEEEEEEE!

How do i fix this? The left sprite is the raw sprite and the right is the sprite imported to unity. This happened after i updated to the latest unity version. There used to be a sprite import setting called "Full color" but it's not there in the new version.
>>
>>164553367

I ment "True color".
>>
>>164540461
does having the world be 3d but the display only 2d count?
>>
>>164553047
>robot ponies
>>
>>164553367
i thought maybe i was just crazy but this shit is happening to me too
>>
File: Capture.png (48KB, 473x722px) Image search: [Google]
Capture.png
48KB, 473x722px
>>164553367
idk maybe this?
good to see you are still around
>>
>>164553367
>unity runs so poorly that they won't even allow high quality textures
>>
>>164553590

Yeah, there's definitely a format compression problem. I just don't know which one to choose.
>>
File: GeckoArt.png (501KB, 560x923px) Image search: [Google]
GeckoArt.png
501KB, 560x923px
>>164553117
>>
>>164553339
What's the alternative? Making collisions from scratch sounds like a nightmare.
>>
>Unity doesn't let you use its built in collision detection without physics
What the fuck? This cannot be the case.
>>
>>164553516

Ok, i found the problem. Change to RGBA 32 bit. It equals to true color in the old version.
>>
>>164553851
in 2d? are you serious?
>>
>>164553851
>What's the alternative? Making collisions from scratch sounds like a nightmare.
welcome to unity for 2d games
i had to port collision code from an old monogame project of mine to unity to get a decent 2d collision system

>>164553903
im not sure exactly what you mean by collision detection but you can use the raycasting functions, and triggers still work as long as one of the two colliders is a kinematic rigidbody. character controller is probably the fastest way to get something with basic collision detection that is not meme physics going, unless you want 2d and then you are on your own
>>
>>164553648
Stop observing unity issues from a distance and chirping about them you engine dev has-no-game you never know what you're talking about
>>
>>164540461
3D too hard
>>
>>164554092
Simmer down.
>>
>>164554092

Easy now.
>>
>>164540461
I YAM
>>
>>164553742
i want to fuck that synthetic cow
>>
>>164554149
>>164554181
Don't touch me
>>
>>164553971
I mean, I guess I could just use a shit load of Raycasts every frame, but wouldn't that be crazy expensive?
>>
>>164549335
google the witness
OH WAIT that's made by an engine dev
>>
>>164552960
>>164553851
>>164554356
Have you even done the 2D platformer tutorial?
>>
>>164553851
t. unity dev
>>
>>164554379
It was made by a team, a team developed a proprietary engine and Jon paid for it.
>>
>>164554506
a small team
>>
>>164554453
t. never dev
>>
>>164554569
>projecting this hard
>>
>>164554537
A small team that could be easily replaced by a single installation of Unity :^)
>>
>>164554652
where is your game?
>>
File: 1483521968453.webm (3MB, 1280x720px) Image search: [Google]
1483521968453.webm
3MB, 1280x720px
When is vine going to stop streaming and go back to just making games?
>>
>>164554672
Too real? My bad :^)
>>
>>164554723
Disgusting.
>>
>>164554723
when did vine ever make games?
>>
>Even if I only used unity to load models and poll controls, it would have saved me months of work, if not more.
>>
>>164554723
she may as well do porn, she has already degraded herself this much
>>
Man, being a musicfag is painful. I want to work for a game but you really have to get exposure AND find someone that's not going to try to rip you off.
>>
unity is developed by a team of enginedevs
>>
>>164554843
no it wouldn't, the only thing you would "save" is the learning experience, other than that it's easy as fuck to load models and handle input
>>
>>164554862
you need to improve your skills, even if you're already decent there is always something you can improve, if you're genuinely a good musician it shouldn't be that hard to generate an income
>>
>>164554907
Evidently they're not very good.
>>
>>164554907
rly maeks u thikn
>>
>tfw factoring away your DialogueManager class
>>
File: CfU8ADDUUAA8G10.jpg (62KB, 600x750px) Image search: [Google]
CfU8ADDUUAA8G10.jpg
62KB, 600x750px
>>164554723
eurgh vine is such a fucking whore now
i liked it back when she was making cavern kings
now she just streams with her feet pointing at the camera and attention whores in the discord chat posting pics like this every morning asking if we think she's hot
>>
>>164555002
Well, even if you make really good music you have to get an exposure. It's not really a problem of my music not being good, I actually think that if I had decent ways to make a name out of myself I'd probably be making game OSTs right now. I think it's really a marketing problem but yeah...
>>
>>164555125
What could have possibly driven you to make such a class or at least name it that way?
>>
>>164555132
Looks like someon has severe daddy issues.
>>
>>164554723
is she one of the twins from the demoday video
>>
>>164554431
I did one a while ago, I'm not sure which in particular you're referring to.
What I'm thinking now is I'll make my own velocity and just use 4 raycasts (only 3 firing at a time) and if one collides with something, move the origin point to the contact point and nullify velocity. Does that sound right?
>>
>>164555154
there are different things you could try like release some free music and put it on nocopyrightsounds or byebyecopyright and you can sell royalty-free music on different royalty-free websites and you can make a youtube channel and a soundcloud
>>
>>164555451
btw people can use your music from nocopyrightsounds or byebyecopyright in their youtube videos and they have to give you credit in the description
>>
>>164555451
I have a soundcloud. I have a sort of " everything goes there " Youtube channel so I don't know if it's any good. But I could try the nocopyrightthing but my music wouldn't go there since it's mostly chiptune.
>>
>>164555165
Individual conversation content objects communicate with scripts via Unity reflection, so a conversation needs to be on the same game object as a script that interacts with it. However can't have just one gameobject and all the dialogue objects and scripts on it because there would be crosstalk because of the reflection, so each dialogue needed its own gameobject, and the manager was going to be the gameobject in the hierarchy that was the parent to all the conversation objects.

But I changed how scenarios work, so now its just one script per scenario, and then as many conversations as necessary, all as components on the scenario object
>>
>>164555560
>so each dialogue needed its own gameobject
*each script / dialogue listener needs its own game object
>>
>>164555546
ok i suppose chiptune is more niche like you'd probably have to know the right game dev

but there's stuff like this you could check out:

https://audiojungle.net/tags/chiptune?category=music&include_pro_affiliated=true
>>
>>164555005
Yeah the engines made in here are much better :^)
>>
>>164555781
i wonder why most real game studios use in-house engines whenever they can
>>
>>164555832
Because they have a team of software developers and can create something on par with or better than Unity. Whereas a single engine dev in agdg cannot.
>>
>>164552338
Glorious.
>>
>>164555890
>Whereas a single engine dev in agdg cannot.
speak for yourself
>>
>>164556032
Post your game?
>>
>>164552172
No idea, it's pretty fugly and the face is weird as hell. Seen a lot better looking bunny boys.
>>
>>164556058
no

post your game?
>>
>>164556032
I don't need to speak for myself on that matter, I'm not an engine dev. I know better than to pretend I can put together a suite of tools better than a building full of engineers myself.
>>
>>164552103
now remove the dick
>>
>>164556119
you don't even know just how shit unity actually is

at least use a superior engine like UE4
>>
>>164556239
Speak for your own engine :^)
>>
Hey guys! Just letting people here know that I'm an amateur composer. Here's a tiny bit of my work:

https://musescore.com/user/12518851

There's a bit more of work, but it was until recently that I decided to actually write my music. So, if anyone's interested, you can send me a message on MuseScore or on here.
>>
Just your friendly, daily reminder to use monogame instead of unity for 2d games.
>>
>>164554862
anon
>>
>>164556380
How about you go spam on reddit instead
>>
>>164556120
GORY
>>
>>164556380
I really like sleepless, Anon. Good job. If I had any money or talent I would try to pick you up.
>>
https://unity3d.com/

Just look at it. It owns game dev.
>>
>>164556445
Daily reminder that 2D doesn't equate pixel graphics. And unity is good for 2D.
>>
>>164556445
monogame is a buggy clunky piece of shit that's still in pre alpha
>>
File: 1395631572767.gif (3MB, 512x288px) Image search: [Google]
1395631572767.gif
3MB, 512x288px
>>164556630
>unity is good for 2D.
>>
>>164556686
Great argument you've got there. You really showed me!
>>
>>164549323
this is really really nice.
>>
>>164556630
>Daily reminder that 2D doesn't equate pixel graphics.
the only point of doing 2D is for some autistic pixelated art style
>>
File: elitist.png (693KB, 643x634px) Image search: [Google]
elitist.png
693KB, 643x634px
>>164556813
>the only point of doing 2D is for some autistic pixelated art style
Damn, that's a hot opinion.
>>
>>164556813
Well that's just plain wrong. (You) know that though.

https://www.youtube.com/watch?v=h-mXN3akTPU
>>
File: space gdg.png (142KB, 474x464px) Image search: [Google]
space gdg.png
142KB, 474x464px
In a perfect world
>agdg has its own board
>which means dedicated mods
>a sticky threads with engine list, resources, etc for newfags
>asking stupid questions that can be answered by those results in a ban
>each engine has its own thread
>enginedevs as well have their own threads so no more shitflinging
>modeling, spriting, music, writing, etc have their own threads
>general "asking for feedback" threads
>circlejerk threads (as in, starting a thread about your own game) will be banned on sight
>if a thread gets invaded by source or some other shitposter, just make a new one and move there
>better environment = more devs will come here (so don't even try to use dead8ch as an example, our community is much bigger than theirs already)
>>
File: w.gif (3MB, 422x356px) Image search: [Google]
w.gif
3MB, 422x356px
I am getting dangerously close to the pr0n side.
>>
File: mike.jpg (8KB, 254x199px) Image search: [Google]
mike.jpg
8KB, 254x199px
>>164557051
>no more shitflinging
>if a thread gets invaded by source or some other shitposter, just make a new one and move there
>>
File: 1482408946913.jpg (422KB, 1800x1200px) Image search: [Google]
1482408946913.jpg
422KB, 1800x1200px
>>164557065
>>
Newfag here. Just out of curiosity (because I probably won't produce anything). Which game engine from the top should I download and tinker around with until I realize my dreams are dead?

GameMaker
Godot
Haxe
LÖVE
UE4
Unity

Only coding "experience" I have is playing around with myspace shit back in the day and some Dreamweaver editing. I'm not above trying to learn some things, but I also acknowledge my limits.
>>
>>164557114
?
>>
File: CfdtdfSVAAAXPm5.jpg:orig.jpe.jpg (42KB, 401x486px) Image search: [Google]
CfdtdfSVAAAXPm5.jpg:orig.jpe.jpg
42KB, 401x486px
>>164557065
>>
>>164557145
saying that you have limits is the first step to never improving
>>
>>164557217
Those points are super fucking naive, even if agdg should get its own board, which in itself is super naive already.
>>
>>164557051
>enginedevs as well have their own threads so no more shitflinging
They will quickly grow tired of eachother's company and go into all the other threads to see actual games then we're back where we started with that.


>if a thread gets invaded by source or some other shitposter, just make a new one and move there
Sounds like the most fun game of cat and mouse you could give him, keep in mind he would never tire of it.

Bless you for trying though.
>>
>>164557145
>I also acknowledge my limits.
not going to make it
>>
>>164557145
If you already set yourself up for failure then why does it matter? download any and be done.
Now fuck off.
>>
File: 1451575136032.jpg (60KB, 1200x1081px) Image search: [Google]
1451575136032.jpg
60KB, 1200x1081px
>>164557296
>>164557309
>>164557229
>having realistic expectations is equivalent to failure
>>
File: 20.png (17KB, 510x444px) Image search: [Google]
20.png
17KB, 510x444px
>>
>>164557051
you could have just move to /vip/. that guy would have to either buy a new pass for every shitposting streak and either 4chan would get enough profit to make a new agdg board or he would stop shitposting
>>
>>164557435
I don't like it's name, just like godot.
>>
>>164557519
>t. gamemaker user
>>
>>164557051
>enginedevs as well have their own threads so no more shitflinging
It would be like /dpt/ from /g/ on meth.
>>
>>164557538
Gamemaker is a better, more objective name. It's too generic though.
>>
>>164557417
You just said that you won't produce anything, that you have limitations, and that you just want to play around until you realize your dreams are dead.
You are literally worse than the russian shitters that push 30 minute asset flips into steam greenlight.

F U C K O F F
U
C
K

O
F
F
>>
File: Capture.jpg (31KB, 794x325px) Image search: [Google]
Capture.jpg
31KB, 794x325px
Why does another class that's calling this UTestObject() constructor think it's private?
>>
>>164557646
Where did the Unity Asset Store touch you?
>>
>>164557435
my engine is superior!
>>
>>164554862
It always interesting to see who struggles with game dev. I thought only programmers fails to achieve their dream, since at least someone who can draw can get his pictures move around on the screen with an engine, but a coder has nothing to play with. It's interesting to see that there are guys who are into music, but wants to make games yet couldn't. I always thought you guys swim in liquid gold from commissions.

All I can say is: look at Undertale. That's a work of a music bro.

Keep it up, anon! You can make it!
>>
>>164557862
As in, it's on a superior plane of existence different from ours? Yeah I can see that.
>>
>>164557862
Post engine
>>
>>164557435
You have 20 seconds to explain why I should use Monogame. Why isn't it on the list up top?

>>164557646
You do realize this is an anonymous thread and that you're freaking out at two different people. Quoting my post isn't going to help you argue against this new guy.
>>
>>164557903
>All I can say is: look at Undertale. That's a work of a music bro.
are you trying to drive him to suicide
>>
File: 1433980707298-3.jpg (20KB, 467x259px) Image search: [Google]
1433980707298-3.jpg
20KB, 467x259px
>>164557065
your weights are gross babe
>>
>>164519665
Keep up the good work. Don't get turned off by jelaous nodev faggots.
In fact, pedophilia and child prostitution will soon be legal in California. Same way as being gay used to be illegal but then it was made legal in most places over time, then this process now begins for pedos.
So keep on trucking and you will get there.
>>
>>164558007
Except you are >>164557145
>>
>>164557937
Same place as your game :^)
>>
>>164558140
Haha, yes. But I'm not >>164557417
or >>164557740
>>
>>164558154
Where is my game?
>>
>>164558007
monogame is shit, it's the work of making your own engine combined with the limitations of using a pre-built engine
>>
>>164558223
Where indeed
>>
>>164558154
>>164558337
Indeed :^)
>>
>>164558262
Ok, thank you.

Anyone have opinions on Love? Cause at this point I'm just going to pick it cause the name is cute.
>>
>>164558370
it's even shittier, it's like monogame but with a worse programming language
>>
Does anyone use the agdg discord?
>>
>>164558370
It's only good for very small games because it can only use Lua which is a stupid python ripoff
>>
>>164558007
You can fuck off too then. All retards are the same.

And it's not freaking out, it's just saying it like it is . We get the same shitty question multiple times every fucking day in this thread. If he had taken 5 minutes to read through the posts he would have realized how pointless it is to ask such a question since no one can agree on a single engine ever.

Lazy retards.
>>
>>164558262
Isn't Monogame just like SDL2 but for C#?
>>
>>164558475
Have you ever met an industrious hard working retard? You can't hate a leopard for having spots.
>>
>>164557903
Well, sometimes you get opportunities coming from nowhere. I've commissionned a youtube intro for 50 bucks and that came from a casual conversation. But when you post a music on your soundcloud, you can do whatever the fuck you want and post it everywhere, it won't really be seen. The only way to make it big in the world of vidya is find a game you have faith in, contact the developers, show them what you've got, then propose them to make a score or something, and then if you're lucky they'll accept. Even at that stage you gotta hope they prepared themselves to sink in a bit of budget in music otherwise you're fucked with people that can't pay you decently.

So yeah it's a struggle for everyone, anon. I bet that artfags struggle too because, like musicfags, there are a shit ton of people like us trying to do the same thing, and chances are devs won't hunt for scorers. It's actually worse than for art because they'll either try to contact people that have already worked in something or they will try to make homemade stuff or try to get something going with their sound manager.
>>
>>164558459
Yes.

I liked it, it was a very helpful place when it started, but now it feels very circle jerky. Besides, it's a pain in the ass to keep track on both the thread and the chat.
>>
>>164558645
Who all uses it?
>>
File: 1468117320211.jpg (26KB, 360x360px) Image search: [Google]
1468117320211.jpg
26KB, 360x360px
>>164558458
What limitations does monogame have? If you don't like part of it you don't have to use it, unlike unity or gamemaker
>>
>>164558459
Not a big fan of email verification
>>
>>164548331
How can I improve the mix?

https://clyp.it/mejiya3b
>>
>>164557051
>No circle jerking
>not being able to shill my game with its own thread

I d k man. I need dat.
>>
>>164557051
We could call it agd3
>>
Anyone got the SpriteIlluminator Lifetime License from Humble bundle? Is it good? Was thinking about getting the bundle just for that.
>>
>>164558997
Whose computer is going to host the server this time? :^)
>>
>>164556802

Thanks. Here's a couple of others

https://clyp.it/co0rty4f

https://clyp.it/g13xx0yt
>>
File: by_the_power_of_open_source.png (1MB, 1680x1050px) Image search: [Google]
by_the_power_of_open_source.png
1MB, 1680x1050px
>>164557937
>>164557976

it's not that hard
>>
>>164559062
Yours
>>
>>164557051
your post is dumb because the mixed nature of the thread makes it much easier to follow and the amount of content posted here really doesn't warrant the existence of a new board unless you want it to become the new /po/; not to mention you literally counter yourself in the last bulletin
>>
>>164558569
NO

IDIOT
>>
>>164556065
Forced to agree.
Maybe it's just the color scheme that please me.
>>
>>164558262
>it's the work of making your own engine
retard
>>
>>164558569
That's what I always thought.
>>
What do i make to get the money?
>>
>>164559363
it has nowhere near the same (built-in) capabilities as the top 3 engines
>>
>>164559134
>you literally counter yourself in the last bulletin
Not really, the point is that having separate threads for different things means we're not forced to have people who hate each other's guts stuck together for 750 posts.

IF shitposting starts happening you can make a new thread, which you can't do now. If sourcefaggot or whatever comes here, you have to sit and wait for hours until he gets tired/goes to sleep.

And you could have a general "progress thread" for actual progress, while questions or other stuff pertaining to one engine/modeling/music etc would go to the respective threads.
>>
>>164559492
Monster girls apparently.
>>
>>164559612
just porn in general.
minimum requirement is that you can draw somewhat and suck up to fans.
>>
>>164559523
unity has more stuff but you have to rewrite a lot of it because it's shit/unfinished/not suitable for 2d

also you can use https://github.com/prime31/Nez which gives you everything unity has and more (AI, tilemap support) if you dont want to make it yourself
>>
>>164559660
i dont know why devs go in expecting engines to solve everything.

I only use it because of the entity component system/prefabs. i dont mind doing everything else from scratch
>>
>>164559660
>unity has more stuff but you have to rewrite a lot of it because it's shit/unfinished/not suitable for 2d
this is why it's better to make your own engine instead of having to wrestle with unity's shitty shit
>>
>>164557051
http://homph.com/board/homph/
>>
>>164559760
ive been using unity since 2014 and never had to wrestle with anything.

90% of the time the people who say this just suck at programming or are stuck in their comfort box.
>>
>>164559760
>my car is great, but I had to replace one of the tires
>SEE? THIS IS WHY YOU SHOULD BUILD YOUR OWN CAR FROM SCRATCH INSTEAD OF BUYING PREMADE CARS!!
>>
>>164559539
>Not really, the point is that having separate threads for different things means we're not forced to have people who hate each other's guts stuck together for 750 posts.
this would merely result in different generals developing their own cancerous """board cultures"""
>IF shitposting starts happening you can make a new thread, which you can't do now. If sourcefaggot or whatever comes here, you have to sit and wait for hours until he gets tired/goes to sleep.
yeah because it's not like people would throw a shitfit if they had to constantly switch threads, with half of the board being threads dropped because of either genuine samefag or some shitter who thought source is le funny meme
not to mention that it's exactly that kind of cancer that would drive away people from the board just like they're supposedly driven away from this thread
i bet you don't even use filters by the way
>And you could have a general "progress thread" for actual progress, while questions or other stuff pertaining to one engine/modeling/music etc would go to the respective threads.
most of these threads would stay completely dead 90% of time with 80% of posts being bumps due to ridiculous amounts of segregation and not enough people to be actually bothered to post - much of that shit is already covered in boards like /ic/, /3/, etc. too
and with these boards around i really can't see your utopian vision of /agdg/ ever making sense unless the community suddenly grew to 6 times it's size and the most cancerous samefags vanished in thin air
>>
>>164559647
>minimum requirement is that you can draw somewhat
im fucking screwed
>>
>>164559827
>ive been using unity since 2014 and never had to wrestle with anything.
because you have low requirements and you settle with whatever cookie cutter shit you end up with by using unity
>>
>>164559827
>ive been using unity since 2014
let's see your game
>>
>>164559956
unless you're making some revolutionary game thats not an argument. as an indie/1ma dev your requirements shouldn't be AAA tier anyway. you'll never finish, even with unity.

>>164559976
>opening myself up to shitposting
no.
>>
>>164559956
Post your superior game if you want to get your point across
>>
>>164559897
you can not buy an off the shelf prius and expect to win races against formula 1 cars with it
>>
Honestly you people should pull a TempleOS and be actually in control of your program for once.
>>
>>164560026
>opening myself up to shitposting
no.
>>
>>164560076
Agreed. Look out Formula 1, here I come!
>>
File: koeniggsegg.jpg (42KB, 620x414px) Image search: [Google]
koeniggsegg.jpg
42KB, 620x414px
>>164560181
more like
>>
FUUUUCK YOU UNITY! FUCK YOU FOR CRASHING ALL THE TIME! 10 HOURS LOST JUST LIKE THAT. Piece of shit amatuer program.
>>
>>164560261
lol

LOL

>enginedevs are THIS deluded
>>
>>164560265
Should have bought the Autosave asset :^)
>>
File: 1459205042709.png (238KB, 393x408px) Image search: [Google]
1459205042709.png
238KB, 393x408px
>>164560265
i know this is bait, but if you went even an hour without saving or having some kind of automated backup, then you deserved it.

>>164560261
>he thinks his untested shit engine has that much value
>>
migrate, faggots
>>164560383
>>164560383
>>164560383
>>
>>164560295
bruh.. your engine is mostly just importing models and rendering them, the rendering techniques are all published and easily implemented, and the physics and controls etc are easy as hell too

>>164560361
koenigsegg is a fitting analogy if you know its history.
>>
>>164560323
or just use git like a normal dev and commit after every fix/feature
>>
>>164560420
Post your engine AND the game you made with it?
>>
>>164560403
Welp.
>>
File: templeOS.png (389KB, 955x659px) Image search: [Google]
templeOS.png
389KB, 955x659px
>>164560443
>>
File: LightActionPlatformingDesu.webm (984KB, 800x424px) Image search: [Google]
LightActionPlatformingDesu.webm
984KB, 800x424px
Thread posts: 792
Thread images: 125


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

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


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