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/agdg/ - Amateur Game Dev General

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Thread replies: 780
Thread images: 151

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Put those finishing touches on your demos.

> 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
>>164560383

> 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
>>
fuck trig
>>
>>164610631
2D math is easy my man, trig is simple. The real hard math is 3D, matrices and quaternions. Shit doesn't make sense.
>>
third for enginedevs being fagets
>>
>>164610725
You probably don't need to understand how they work to use them to accomplish what you want.
>>
comfy jam ideas anyone?
>>
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>>164601207
>tfw engine dev
>>
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>finishing touches
more like fixing game-breaking bugs and half-assing unfinished art
>>
>>164610725
but you need trig for quaternions
i wouldn't know though because i use unity which does everything for me
>>
>>164611043
whoops i meant
>>164601007
:)
>>
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>>164611136
and gamemaker doesn't even have vectors
>>
>most people "answering" the question by showing off their 1337 triangle math skills while assuming you know the wall you're going to use already
>>
>>164608047
sord 2.0
make this a meme too
>>
>>164611021
That's a good way to spend 3 hours on a basic function trying to figure something out. It's one thing to not need to memorize the method of finding something like sine, but knowing what various mathematical formulas do to quickly find angles or whatever you want is important, especially if you want to make anything that breaks the normal rules.
>>
>>164611378
What? I meant matrices and quaternions. You don't need to understand complex numbers and how they're generalized to quaternions (and intuit based on this) to know that quaternions are rotations and can be combined with multiplication.
>>
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>>164611043
and here's a degenerate case when points are on either side, so do a check to make sure they are on same side. should be able to google that
>>
>>164610674
If someone googles my name they won't see news articles about me being a shitbag. That's more than anyone can say for you.
>>
>>164611595
I misread a bit. Yeah, you don't need to know all the details if you know how to actually use them. I would still consider it good practice to make sure you're familiar with what they all do and how they work so you can make exactly what you want without tons of guesswork and trying things until it's right.
>>
>>164611293
you have to check every wall in the vicinity as there may be multiple solutions, there's no other way. but you don't have to cast 1000 rays.
>>
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>>
>>164611043
>>164611652
Thank you, I got much more help from you and everyone else than I originally anticipated.

>>164611787
Indeed. I am much better off than what I started off with.
>>
>>164611858
kek
>>
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These are so refreshing after the blank color. Not sure if I should keep them on at all times or if not, when.
>>
>>164612017
it's distracting, i'd say keep the blank.
>>
>>164612017
>mixels
meme aside, it looks bad and doesnt fit the game at all
>>
>>164612017
It's too distracting, tone the brighter colour way down
>>
>>164612017
this destroys your aesthetic
>>
>>164612017
the effect is ok, but colors need to be toned down/more contrast so the main focus is the player and puzzle. currently it's easier to pay attention to the background
>>
>>164612086
>>164612157
>>164612164
>>164612296
>>164612304
Okay, it's not staying permanently. I'll keep it for special events and/or AFK times.
>>
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>finishing touches
more like rushing to actually have a game

>>164612017
the iso checkers pattern was good but this is way too much. lower contrast too
>>
>>164612017
I like this one, and the one you posted in the last thread quite a bit. I don't know what the other posters mean by distracting.
If that's actually a problem, you you could always fill the room spaces instead of letting the background be visible through them.
>>
>>164610725
I hate quaternions man. I just use transformation matrices because my peanut brain can understand them. Gimbal lock is a bitch though.
>>
Alright, couple questions about Unreal:

I've got a class for any sort of container in the game, chests or boxes or whatever. Holds instances of my Item base class. I've got it so I can set the mesh in the editor after I place it, but is there a way that I can fill it in the editor too? Like manually set what's gonna be in the array?

Also, can you not cast to a child class of Object in Blueprints? Im using them for HUD shit, and for some reason I can't get it to cast to the object. Do I have to convert Item from a child of Object to a child of Actor Component?
>>
>>164612017
good for a drug trip sequence
>>
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Second part of the first cave looks shit now, but a lot of it still needs to be done. Here's how it is like for now.

Does anyone have any modeling tips about these kinds of stages? I'm trying to make it in a way so it looks good even if the textures maps are just effortless color squares. Also lots of copy pasting.
>>
>>164612017
really distracting, if you make it context sensitive it may work though
>>
>>164613190
is this 2.5d or actually a 3s stage?
>>
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How can I fix this bullshit?
>>
>>164613795
make the slope hitbox inset
>>
POST DEVVING MUSIC
https://youtu.be/AnMR6SOBa9k
>>
>>164613795
Special slope standing/ascending/descending sprites or a slope gradient so subtle that you won't notice the hoverfoot.
>>
>>164613740
3d, kinda what super mario 3d land is like but with more retro/primitive controls
>>
>>164612709
you dont need to understand them in full. it's just an arbitrary axis and a rotation around it. the end.
multiply it and you rotate it by given quaternion. and you can linear interpolate between two without gimbal lock thanks to the 4th dimension.
>>
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>>164613795
>>164613892
Better to change the player collider.
>>
>>164613795
Perhaps rotate your sprite to match the slope of the decline?
>>
>>164613923
https://www.youtube.com/watch?v=x_RvSzStK9k
>>
>>164613190
nice actual cave story clone
>>
>>164614001
And then make sprites for standing on slopes if you want.

>>164614054
That would look retarded.
>>
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>>164614054
>>
>>164612810
>is there a way that I can fill it in the editor too? Like manually set what's gonna be in the array?
Make the array editable (click the little box next to it in your list of variables)

You'll have to explain the second part again
>>
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How do I find an artist for my game?
>>
>>164613923
https://clyp.it/1megp1r2
>>
>>164614276
>>164614298
It depends on the slope. Obviously it would look silly if the slope were like >60 degrees
>>
>>164614417
Just like do it
>>
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>>164613923
this is the real good shit you've never heard about

https://www.youtube.com/watch?v=FaemvJjYrsM
>>
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>>164614494
Even on a gentle slope someone standing like that would just fall down.
>>
>>164613923
https://www.youtube.com/watch?v=SlfGw0kiy7k

also, where is your game?
>>
>>164614417
Make something interesting that makes an artist want to work with you. Then never get any art from them because you're not paying them.
>>
>>164614672
Not with my SUPER-GRIP 9000™ tennis shoes.
>>
>>164614814
i lied, i'm actually playing overwatch right now
>>
>>164614417

Create a professional looking, and well organized design document with a proof of concept. Artists want to be paid most of the time, but you have a higher chance of attracting one interested in doing it for free if your idea looks like it might actually come out.
>>
>>164614816
>you're not paying them.
Thats what kickstarter is for! Right?
>>
>>164613923
The wii version may be shit for intense game music, but it is great for everything else.

https://www.youtube.com/watch?v=96bAxXF1cOA
https://www.youtube.com/watch?v=2yrCXIaOyd8
https://www.youtube.com/watch?v=8h-g3unK56Y
https://www.youtube.com/watch?v=0WeaEDaB3-0
https://www.youtube.com/watch?v=b6Tdb9KTy-E
>>
>>164614417
ask on /ic/ to see if anyone has some downtime and is interested :^)
>>
>>164615296
>posting the fucking unpatched US Wii versions
holy shit nigger what the fuck are you doing
those are literally broken, the instruments and shit were glitched out on launch
https://youtu.be/jU-r-aePWWo
https://www.youtube.com/watch?v=SViCdYr5qM4
https://www.youtube.com/watch?v=PFVyv14VMJg
https://www.youtube.com/watch?v=73-rWN2pQvo
https://www.youtube.com/watch?v=wqAiv5tIANc
>>
>>164615591
cavestory+ was a mistake
nicalis was a mistake
>>
>>164613923
https://www.youtube.com/watch?v=USrQWctiHzg
>>
>>164615739
CSWii predates CS+ and was broken in a shitload of other ways on launch
you are 100% right, though
>>
>>164613923
>>164614062
>>164614480
>>164614636
>>164614814
>>164615296
>>164615591
>>164615815
Unfriendly reminder this is not your chatroom and nobody is listening to your fag ass music
>>
>>164615575
Don't do this asking for free art on /ic/ will get you told to gtfo in the best case or banned on the worst case
>>
>>164615915
jokes on you, i always listen to music other people post
>>
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>>164615591
>hate unity but love c#

But I'm a master of menus in unreal, loading levels and changing settings like its going out of style.

Suppose learning engine will take time, might as well work on some shitty libtcod roguelike alongside to keep c++ adequate.
>>
>>164615915
Actually I've got a lot of good deving music from AGDG, thread police officer sir
>>
>>164615739
I won't it was a improvement, but it sure was something beautiful in a extremely misunderstood way

>>164615915
lies. I sometimes go listen to some other anons music
>>
>>164614816
>Make something interesting that makes an artist want to work with you.
This triggers me to no end.

>just do all the hard coding work and have a game in an already playable state
>only then you will be worth enough to get an artist attention
Fuck this mentality.
>>
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Still learning blender but I managed to make a tree. Took me almost 3 fucking days.
248 tris
>>
>>164615862
tfw they initially took the shide around the boulder in the labyrinth and just redrew it as a squiggly line because they had no idea what they were looking at
>>
>>164615915
I'm listening to all the music in this thread you butthead.
>>
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Wrapping up my dev day with a quick goofy loop for my demo

https://soundcloud.com/jasozz/zamn3d-battle-loop-1
>>
>>164615975
:^)
>>
>>164616168
>this nigga doesn't even know what a proof of concept is
>>
>>164616168
>Artists don't work too
What else are they supposed to do?
>Your idea is so special important that they should bend the knee when you haven't even made anything yet yourself
Art assets without code to work it may as well be fanart for a nonexistent game.

Both parties need to participate but you're not going to get an artist to work with you if you haven't put some skin in the game yourself because they're putting their neck out for you as well.
>>
>>164616168
>Fuck this mentality.
What mentality? Not wanting to work for somebody else but not get paid to do so, unless you really believe in them? Sounds pretty reasonable to me.
>>
>>164616021
https://www.youtube.com/watch?v=9SZfoItFL8k
>>
>>164616168
fuck your shitty spaghetti coded, poorly architectured, cookie cutter game
>>
>not having artist friends who like you enough that they work with you for fun and are happy with just taking a cut of the dosh afterwards
>not having artist friends who will work on a game for nine years with you
never gonna make it
>>
>>164616302
i like it.
however, the first thing that comes to my mind when listening to that is not shooting zombies, i don't think it fits super well. what actually does come to my mind when listening to it is battle music in a turn based jrpg.

that is just my opinion though, nothing personal
>>
>>164616535
t. engie
>>
>>164616168
Become your own artist, more work but less hassle in the end and you won't risk having someone ditch you because you're not paying.
>>
>>164616648
I have one but I don't work with him because I must do everything myself
>>
>>164616519
This is not what I expected when I read the title
>>
>>164616469
>Both parties need to participate
Exactly.

Tell me where is your participation when I already have a full functional game. Why the fuck should I bother looking for an artist then? Even more considering the fact that you probably gave me stupid replies like >>164616482 or >>164616535 when I asked you to collaborate.

Either collaborate from the get go or fuck off.
>>
>>164615591
What are you talking about Anon, both of these are EuWii version. Besides, some tracks do sound better on the US version for me.
>>
>>164617128
Listen to Access in that extended version. It's definitely the US version.
>>
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>>164617002
Sorry anon I don't shitpost to win an argument. The participation from the artist is making your game marketable to other people because unless you're going for minimalist aesthetic like Thomas Was Alone that's gonna be a hard sell if the game doesn't look appetizing.
>>
>>164617002
Dude, you're a fucking moron. It's perfectly reasonable for an artist to not want to work with a programmer who hasn't proved themselves in exactly the same way it would be perfectly reasonable for a programmer to not want to work with an artist who had not yet proved themselves. If you think the only reasonable relationship between to people is for them to take it on faith that the other is capable of performing their duties, without any evidence beforehand, then you live in a reality totally isolated from actual existence.
>>
>>164617002
coding my own game, because it's so much fucking easier than the 3 years i spent just to get my art up to scratch
>>
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I think this will make a great game
>>
>>164618417
kek
>>164616302
pic looks awesome
>>
Anyone know how to use JSONUtility in Unity? The manual doesn't explain shit and I haven't found any helpful tutorials.

An example would be nice. I'm trying to read strings from arrays in a single JSON file but Unity doesn't seem to like that.
>>
>>164612631
this is so good
>>
question, why does the player pawn generate hit events on destructible meshes but not the vehicle pawn in UE4?
>>
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where mah 3d devs at?
>>
>>164618417
nice
that's a very well-modelled ass
>>
>>164619001
How many times are you going to drop and remake the same game?
>>
>>164618417
put it on patreon and start collecting your $20,000/month
>>
>>164619001
Just compilled ogre3D and the first tutorial
>>
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>>164619001
Not anymore.
>>
>>164619001
why does your protag look so..lame?
>>
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>>164619001
don't tempt me to go back to this I have to focus on my current game
>>
agdg is the best place to steal ideas from, 99% of the people who post here give up on their game anyway
>>
>>164619226
until i get it right i guess. could be a while

>>164619549
i dont know how to design characters
>>
>>164613795
look up how N+ did their angle/curve collisions, they're super great.
>>
>>164619643
I post ideas specifically so other people will make them. I want to see them made. It's too bad 99% of people who steal ideas also give up.
>>
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>>164619643
>mfw this is the only reason i lurk here, quietly adding others content and ideas to my game
>>
>>164619819
post some ideas then pls, looking for some ideas that havent been done to death
>>
what's the most efficient way to create animations? I use motion builder

do I just use keyframes? or should I use poses?
>>
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>>164619468
>that crouch animation and crawl
>>
>>164619643
>tfw you ask a dev if you can steal their idea and they don't reply
Does that mean yes
>>
>>164619906
a plumber is tripping on mushrooms
>>
>>164619643
Why not just ask them to give their game as it is then? If I got bored of a project, I could agree giving it to someone else who wants to complete it or use it.
>>
>>164619001
wew that looks stiff and slow, improve on that game feel, my dude
>>
>>164619906
an open world rapefugee simulator playing in germany
>>
>>164620025
it means
>there's nothing I can say to stop this guy from stealing my shit
>>
>>164619906
you're a black kid and you abduct a handicapped white kid and then torture the white kid because he's white and you're black and that's not ok
>>
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Drew slope things and decided to mess with animation.
>tfw godot has so many fun things implemented
>I am too stupid to understand them
>>
>>164619906
Ideas are cheap. You can make a game that has been done to death, tweak it slightly, and polish the hell out of it, and it will sell as long as you market it well.
Choose you favorite game and remake it, make it fun, polish it.
>>
>>164620368
>Ideas are cheap
shit and generic ideas are cheap, yeah
>>
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>tfw your webms are always too big for 4chan
>>
>>164619643
>>164620092
anyone want a love2d network-multiplayer walking simulator? i abandoned it long ago; the code is somewhat spaghetti but could be a lot worse
>>
>>164620458
pomf.cat
>>
>>164620651
don't think the anime poster actually have a webm
>>
>>164620452
>got this great idea, imagine a game where it's just blocks everywhere, you can delete and remove blocks, and blocks have different textures!
>what a shitty generic idea, who would play that?

This idea has made several billion dollars
>>
>>164620025
It means he believes you're not going to do anything either way.
>>
>>164620458
mixtape.moe
>>
>>164613923
happy song yay

>>164614062
groovy meem

>>164614480
reminds me of persona 3 music, nice

>>164614814
>The Megas
top tier remix choices anon
>>
>>164619906
iterate on FTL.

The rogue-like and worldmap stuff is pretty shit game design and you could come up with something better in an afternoon and just rip the ship mechanics.
>>
Localized music sources with intensity relative to the player in guiding level design.

https://u.nya.is/lvykai.mp3

I'm a genius lads.
>>
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>>164613923
https://www.youtube.com/watch?v=H8w_Q57RQJc
>>
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Hows this for a floor transition? Is the Dark Souls font too lame? Want to have levels separated into a few floors like every other roguelite ever

>>164620651
>>164620913
But then people have to click a link and won't bother looking at my progress!

>>164620753
Don't worry unfunposter I got your webm right here
>>
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>>164620095
is there any easy changes I can do to make it better?
>>
Should robots be able to get drunk?

https://clyp.it/bpd4uyz0
>>
>>164620512
Looks like a fun project Anon. Most of us are already doing a project though, including me.

We should do a /agdg/ list of GitHub links to unfinished games made by aggy daggies so people can pick up unfinished projects or jam projects if they want.
>>
>>164621447
>clicking links
I use 4ChanX, so it embeds. I always look at progress as long as it's a webm.

That's looking nice. The font doesn't really match, but it's fine I guess.
>>
>>164620249
That's lookin nice. Don't worry, you'll learn everything with practice!
>>
>>164621447
i love the transition
>>
is construct 2 worth a shit?
>>
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>>164621692
Yeh I don't know what kind of font I should use. Is there a good gallery of fonts somewhere?
>>
agdg official theme

https://www.youtube.com/watch?v=asPTAL5xk18
>>
>>164619001
3d too hard. Reducing scope.
>>
>>164620780
how was that a generic idea?
there were literally zero other games where you could do that at the time
>>
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>>164621585
But robots are always drunk. The music sounds good.
>>
>>164622185
Yes there were, Minecraft started as a copy of infiniminer.
>>
>>164622054
>not https://www.youtube.com/watch?v=KMU0tzLwhbE
literally /agdg/'s 4chan cup soccer anthem
>>
>>164621452
Make swinging a lot faster, and create a white slash that's bigger than the sword, so the slash can reach farther without resizing the sword.
>>
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they're alive, for better or worse
>>
>>164622662
Getting spooky
>>
>>164611249
>you can just make your own
>>
>>164622662
If you're trying to be terrifying, you've suceeded
>>
>>164612017
like others have said, make it so that you still focus on the character and not the background

that being said, a different pattern could be used for a trippy or spoopy sequence

https://www.youtube.com/watch?v=eesX8ob49zk&t=3m55s
>>
>>164622329
a game I hadn't heard of until after the success of minecraft
>>
>>164623041
So you're agreeing with me then. Minecraft took a generic idea that had already been done, added its own twist, polished it sort of, marketed it better, and made billions.
>>
So I've never been able to create art assets in a proper perspective or with a consistent art style. Should I just ignore it and make trashy placeholders until my game is done?
>>
>>164623041
That's exactly the point. Ideas are a dime a dozen, execution is what really matters
>>
>>164614636
this inspires me to do a game with that artstyle. cool

>>164621272
downloaded it from yesterday's thread. very nice too

>>164615815
lucky for you, I enjoy ASMR too, else it would've been just very creepy. it is still kinda creepy though. pretty nice to listen to this at night
>>
>>164621851
>give it a quick try
>doesnt work at all with my windows theme
>inbuilt themes literally just dont apply
>have to buy it to actually really use it in any capacity

Well, nevermind, I guess.
>>
>>164622662
Spooky. Is the player going to be able to interact with them like those SMT games do?
>>
>>164623524
>diamond dozen
>>
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>>164623523
It worked for Braid. The game was programmer art for most of the development.
Just make sure you can easily slot in any resolution art without having to tweak every number in the game. And make sure you can expand the artistic side if need be, you may want to add some effects or something later that you didn't think of in early development.
>>
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Weight control, going to smooth out the pushing.
Longer webm: https://my.mixtape.moe/bixdoz.webm
>>
>>164623726
Try Godot. It just works, and is more powerful than Construct2. Also you'll never have to pay for any part of it.
>>
>>164623994
>Godot. It just works
lole
>>
>>164623994
I was drawn to the visual programming style of Construct2, I've found it's immeasurably easier for me than looking at text-based code, even though it's similar in terms of actual skills used. I heard Godot has something like that but only in the development branch?
>>
>>164623926
This looks really good. Combat looks like it'll be fun. I like the background too.
>>
>>164624125
Thanks, I hope the combat will be both fun and challenging since it's pretty much most of the game.
>>
>>164623524
>>164623337
>So you're agreeing with me then.
no, he had an idea for a game that you and I did not have
he made a game with a mechanic that you and I had never seen before
this is the opposite of generic

it doesn't matter if he stole the idea or not
generic would be if you or I right now made another minecraft-esque game, because everyone has seen it a dozen times already
>>
>>164624107
Yeah Godot has visual scripting in the works, it's in the 2.2 development branch. The stable release containing visual scripting is still a couple months away though.
>>
>>164624405
is it any good? again, I know it's still programming, but the visuals really help me out
>>
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Can someone explain this?
>>
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>>164623926
I'm so jealous of your art skills. Keep up the good work.
>>
>>164624567
Yeah it is pretty good, and visual scripting actually fits Godot's node and scene style better than I expected. I'm not really a fan of visual scripting though so I haven't used it much myself.
>>
>>164624804
cool, i will look into it. thanks anon
>>
>>164624648
Thanks and just practice anon! This was me trying hard when I started working on this game. I couldn't even finish this drawing: https://my.mixtape.moe/mjgrnr.png
>>
>>164624804
I've been using it for a couple weeks and it's pretty good. I have a question for more experienced users though: Is Godot supposed to take this fucking long to load itself, or is this just a consequence of the development branch I happen to be using? Or my computer, I guess.
>>
>>164625507
I've been using a 2.2 dev build from December 4th. It takes a couple seconds to load the engine, and a second or less to load my game. I'm not sure why it's slow for you.
>>
>>164625507
It's usually pretty quick for me. How long is it taking you in seconds?
>>
>>164619468
I know this is ancient bait and not yours, but what is this game? It's just my style of shitty graphics
>>
>>164625667
>>164625725
It takes about 10 seconds or more to load an incredibly simple scene with just text in it. I'm running the engine off of an SSD with the project files on an HDD. Is that the cause of the issue? It has never caused issue with other engines I've used.
>>
>>164625804
no godot is just shit
>>
>>164625804
Testing further, even the stable release takes like 10 seconds to load the project manager, about 20 seconds to load the editor, and then about 10 more seconds just to load a scene with "Hello, World!" on it. This is all off an SSD that I know performs well, seeing as I use it all the time.
>>
>>164625804
>>164626248
That's strange, I've never seen anyone say they've had load times that long. Might be worth asking for help on the Godot QA site.
>>
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>>164626248
just tried on mine, 8 seconds to load project manager, 5 to load the editor and a pong scene. just a usual hard drive with a linux distro.

clearly its your non-free OS
>>
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>>164625792
an old experiment/joke project.I guess it is oddly comforting in its shittiness though with its super real textures and horrible everything else.

it is mine
>>
>>164626591
>>164626701
I guess I'll go ask, yeah. There really should be no particular reason this is happening though.
>>
>>164626738
i dig it
>>
>>164626738
its oddly charming. you should add an dramatic, intentionally convoluted story mode and publish it on steam
>>
>>164627004
Nintendo Nightmare exists.
>>
>>164626701
honestly 13 seconds is still way too much time

I used to have to wait that long for my clojuredev stuff to boot up and it was unbearable
>>
>>164627057
but this is better
>>
>>164626738
look at the popularity of thecatamites (space funeral) and michael brough (corrypt, imbroglio). this artstyle has a niche
>>
>>164626701
It takes me 4 seconds to load project manager, and 3-4 seconds to load my game which is larger than pong. I use Windows 10
>>
it can't jack off to vr porn without laughing afterwards
>>
>>164627416
sounds like good porn
>>
>>164624632
Destructible component doesn't have 'Generate hit events' turned on?
Why are you casting to the Sedan but not actually doing anything as the Sedan?

On a side note, mad props to Epic, they've fixed all the issues I was facing, after updating shit-just-worked.
>>
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>>164627004
>you should go back and finish this to put on steam
You essentially just told me I should cut myself all over, bathe in lemon juice, and roll around in a vat of hot coals.
>>
>>164628154
ok, if you're not gonna keep going, I'll steal this artstyle and do it in unity then
>>
>>164627573
I do get a hit event if I use the player character, but not with the wheeled vehicle

This is just a test, I'm going to add damage on hit event, but I can't now since doesn't fire.
>>
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>>164628154
kinky
>>
In GMS, how can I optimize my tiles? I have an endless chunk based world, but after a few hundred chunks my FPS takes a decent hit. I have no idea how to use buffers or any of that...
>>
>>164628265
It's a weird position. Part of the fun was working around gamemaker to put together hacky solutions and was what made it different from just making generic shitty unity 3d platformer #289494, but if I was going to go back to make it something real I would use Unity because of the reality that making something with arbitrary rules doesn't improve the product for the end user. I can't actually tell you you're not allowed to make your own quasi trash graphics game though even if I want to come back to it. I will say if you want to do that realistic textures are what make it, other 3D gamemaker projects I felt very different without it.
>>
>>164612017
Something like this could be used in a disaster scenario (player on low health / confused / tripping).
>>
>>164628672

Are you optimizing it in any way right now? Like making the tiles not draw off screen?

You can save your chunk data to .ini files and delete them, then reload them when you need them also.
>>
>>164628672
You're not drawing objects that are permanently stationary and non-interactable, are you? Even if they're placed dynamically, you can do some fuckery with surfaces to keep from having to draw them every frame (it involves drawing them and then saving that image to a surface, and then you no longer have to draw them, I'm out of practice so I forget the specifics).
>>
>>164628959
>You can save your chunk data to .ini files and delete them, then reload them when you need them also.
This is pretty overkill and will likely hurt performance even more. It's not a memory issue, it's a rendering issue.
>>
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Press [X] to smug meido

Adding taunting, going to give her an animation too.
You will be able to cancel attacks into it and it will make enemies near you attack.
>>
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>>164628154
Look, if you're not going to finish this gem, post source so the artisans of agdg can take it where it needs to go.
>>
>>164628442
Try printing the other actor or component to see who's hitting it
>>
>>164629168

The trick is saving and loading the ini at a time the player won't be effected if you can help it and only brute forcing it as a final measure.
>>
>>164629298
The trick is to not do that at all unless you know that your problems are from memory exhaustion.
>>
>>164628959
I'm not. Right now, I basically have ds grids generate tiles, then draw them. Would deleting the tiles affect the performance?

>>164629162
I thought about this, but I'm not sure how to implement it.
>>
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>everything works
>>
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>>164629430
>>
>>164629416
Then now would be the time to learn.
>>
anyone want some junk food games? i bought the assassin's creed humble bundle but i already have 2 and 3. im aware AC is hated but you cant go wrong with free i guess
>>
>>164629521
what if., GOD is a Programer?
>>
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>>164629263
>>
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>>164622615
this look better?
>>
>>164629298
>>164629343
And even then you sure as hell wouldn't use INI files (I don't even know how you would). You'd dump the chunks in binary.
>>
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>>164629605
>>
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this is what engine devs want but what they will never have
>>
>>164629252
I'd rather finish my current game before worrying about that one, especially because it would open the can of worms of Unity making it boring VS continuing in gamemaker and the asinine workload to make any new features. Besides basic things like input or rendering it was raw math and bullshit rather than any actual GM features.
>>
>>164629813
Class Quaternion
{
def Euler(float x, float y, float z)
{
//put euler code here
}
}
>>
>>164629813
>mutating in place instead of making a new copy of the game state for fixed timestep interpolation
Nah, I'm not jealous.
>>
>>164629694
The hell. You definitely hit something. Ask the car what component it thinks it's colliding with? Convert collision to overlap, print other actor on event overlap to inspect?
>>
>>164629713
you still seem to be not hitting a lot of those attacks, having such a small range isn't super fun, especially with the inconsistency, since from what i can tell, the overhead swing doesn't hit the same areas as the horizontal swings.
>>
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>>164629605
>someone programmed our universe
>someone else programmed that persons universe
>someone else programmed that persons universe
>some day we will program a million universes
>there never was a real universe
>>
>>164629813
>>164629936
Also, that's wasted trigonometry operations. You don't need to evaluate sin/cos for 90 degrees. The compiler might evaluate it at compile time but I wouldn't count on it.
>>
>>164629815
Whatever you do, don't abandon it completely. It's hilarious.
>>
I heard normies and chinks don't like pixel styled games. Is this true? Context, I'm making a mobile game (not p2w so calm your tits)
>>
>>164629605
perhaps, He is an Engine Developer!
>>
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BONELORD dev not sure if you are here, but finally played your demo and wanted to give my review on it, but you don't have comments enabled on its page.

- Tutorial levels feel a little slow, unless you intentionally wanted it to be slow paced you should make it a little bit faster to get through at least at the start (so is less tedious), like making the doors easier to break and gradually get stronger.
- Not sure if it is inteded to be that way but summons have a hard time following me and usually get stuck. Makes you go back for them a lot and sometimes you can't really unstuck them.
- A health indicator for summons would be useful. Nothing too complicated or fancy, maybe change the color of their aura to red when they are low on HP. Would work great with the Heal skill.
- Enemies dying and summons dying need distinctive sound effects. Maybe have the the enemies screaming?

Love the idea, graphics, and music. Hope to see more updates on the game, is really fun and promising.
>>
>>164630106
pixel games on phones rarely work out

they are too wildly inconsistent in DPI and resolution
>>
>>164630218
I'm currently doing a 2d mobile game with pixels and yes it is a pain with multiple resolutions. The saving grace is that you're never looking too closely.
>>
>>164630202
he went back to devving his other game
>>
You guys ever feel like you cant do it anymore? The suddenly you get real hyped about your project?

The only thing stopping me from achieving my dreams was myself! LETS DEV FOREVER!
>>
>>164630434
Oh I see. Well the feedback could be useful to him if he ever goes back to it. It's a nice game after all.
>>
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apparently we're still not done with weapon keywords somehow.
>>
Someone made this in their first year of learning programming. https://twitter.com/minionsart/
>>
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>>164629958
I sized up the collider for the weapon damage so hits are hopefully easier to land.

The overhead swing was put in there for hitting enemies that fly above the ground, but other than that its not to useful.

To do the overhead move you have to press and hold the attack button, so im thinking of making it deal extra damage as well since its kind of a charged-single target attack with not many uses.
>>
>>164630986
what's your workflow like, how do you plan out your gamefeel and juice
>>
>>164631025
Did you use a tutorial to make this?
>>
>>164631013
>have a heightmap texture for the snow level, constantly draw blobs to make it lower where things are and slowly fade to high to make it look like snow is also falling
Wow that's so impressive.
>>
>>164631090
literally just building it up over time. if something doesn't feel good enough, or I feel it could be better, it gets changed.
>>
>>164631013
it's just unity copy/paste
>>
>>164631234
Im not just talking about the snow. Im talking about everything. The movement the combat the Z targeting the floaty drone thing and hud.
>>
>>164631340
I don't see what's to be surprised about anon, they're using an engine and a lot of what they did isn't new so it was possible to find tutorials/sample code to get them started.
Art's pretty good.
>>
>>164631210
nope sorry, all custom made.
>>
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>>164629950
this is so weird, the car does return a hit.

So it should work.
>>
>>164631340
All of it is extremely bare bones. Which is fine, it's not really bad or good, just functional. Loads of newbies in here try to go overboard on juice and end up with something terrible, but this guy just goes for the minimal viable product and it works because the art is so nice.
>>
>>164631591
helps that the person is an artist
>>
>>164631495
Can you ask it what component it's hitting? Is there something it can collide with before the destructible?
But anyway, you can do the reverse, instead of the house initiating the damage the car can do it.
>>
>>164631591
I wish I knew where you guys go to get all this info for stuff. Feels like I been walking in circles for 2 years now.
>>
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>>164631812
>>
>>164632103
That's the car's component, what component of the house BP is it hitting?
>>
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>>164610479
What are the actual benefits of making a 2d game with C++/SFML instead of something like GameMaker? GameMaker is always meme'd as a shit engine but no one ever explains why.
>>
What about a single player game where healer plays the main role
>>
>>164632408
insecurity
greedy jews who believe their magnum opus will set them for life economically and would rather avoid spending a dime on tools
>>
>>164632326
The component of the house BP returns nothing.
>>
>>164632408
it's like asking why use drafting software and blueprints when building a house instead of using legos
>>
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can someone help me? I couldn't figure out how to rotate an object in world space so without the Rotate function so I created a dummy gameobject and rotated that instead. How do I actually do this without using a dummy object? I tried transform.rotation * Quaternion.Angelaxis(90f, Vector3.right) and transform.rotation * Quaternion.Angelaxis(90f, Camera.main.transform.right) but does would end up becoming local rotations. i.e if I rotate the object 90° around the up axis and then try to rotate it 90° around the right axis, it wouldn't actually rotate 90° around the world right axis but instead its own right axis. please send help it's urgent
>>
>>164632590
>matrix shit
create a rotation matrix that represents all of the rotations for all of the axes you want, then apply it to the thing which needs rotating
>>
>>164632763
i'm a unity baby, i can't
>>
>>164632408
If you enjoy programming then learning to make an engine is fun.
If you just want to make a game quickly, use an engine.
>>
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>>164632584
The fuck. Google tells me others have had this issue. Solution was the same as the current, just use the car.
Maybe related to this?
https://answers.unrealengine.com/questions/220347/only-root-components-collision-is-being-detected.html
Try the destructible as the root if possible?

I'm terribly tired, sorry if I'm no use.
>>
>>164632590
Instead of using the rotate function set the rotation value

transform.rotation = new Quat(oldX + 90 ...)
>>
>>164633309
tried that already, that also rotates in local space
>>
>>164633301

I think you're on to something, since the player character has a root collision while the car doesn't (it uses physics assets as collision)
>>
>>164632590
Have you tried not using Quaternions?

transform.Rotate(0,speed,0);
Something like that where speed is your rotation using only eulers
>>
>>164632408
There is basically no benefit. The main drawback of an engine is that they are typically made to be general purpose and easy to use. This can cause various problems. The game could run worse than it would if it were programmed from scratch. The engine might not have a feature you need and you'll have to do some hacky workaround to make it work. The engine might have extra baggage that you don't need for your game. The engine might not be structured to work best with your game.
But in almost all cases these are non-issues. Engines offer lots of options to work with most games.

Gamemaker is good. If you want something open source Godot is good too, so you could edit the low level things.
>>
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>>164632590
oh shit i fixed it. apparently the order is important when multiplying quats. if i swap them around, for some reason, it changes from local space to world space. who knew.
>>
UDEMY YES OR NO
>>
>>164634405
depends on the course, obviously
>>
>>164634296
This is just proof that quaternions are pure magic.
>>
>>164617002
Take a look at Rimworld - although I believe that the dev did all the art himself, but before he had time to make the art, all of the colonists were just circles, yet he coded the game as a proof of concept, to see if the game was even any fun in the first place. So make a proof of concept before you ask any artists to join your game.
>>
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>>164634450
Got these, they were cheap.
>>
>>164634684
>Ben Tristem
>Ben Tristem
>Ben Tristem
>Ben Tristem
Is this nigga everywhere?
>>
>>164634742
>over 130k students on the Unity course alone
Dude is rich as fuck.
>>
>>164634405
i did webdev udemy courses, they were great. i think at $10, udemy is a steal.
>>
>>164634787
>130k students on the Unity course
can't wait to see 130,000 new shitty unity games come out
>>
>>164634405
No
Get em free or find free ones.
>>
>>164634893
I've bought some and sat on them for more than a year, pretty sure most people stop after the first lessons.

>>164634971
Shit's cheap as hell.
>>
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I'm actually having fun. Hard to get webms under the size limit now. That spawn rate though.

Don't mind the small bugs or the crafts with dirt, debug playtesting. Also give me some comfy blocks/items to add. Reminds me that I need to get started on the farm system too.
>>
think this deserves another webm.
>>
>>164635290
Ah yes, the "fuck your shit" beam.
>>
>>164635207
Chairs to sit at and tables with food on them to eat please just give me that. I hate building bases and being completely unable to interact with them.
>>
>>164632408
Benefits of enginedev is often pretty subjective and up to personal preference but I think a big win of enginedev is that you end up with more maintainable code. Engines often force you to write really shitty code which means hell if you ever have to go back over it in the future.
>>
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another enemy. rolls around after the player.
>>
>>164636228
>Engines often force you to write really shitty code
Never had this problem.
>>
>>164636019
>I hate building bases and being completely unable to interact with them.
I hear ya, and this is precisely what I intended to add to begin with.

I've just been stuck on thinking about what kind of art I'm willing to do, and I thought fuck it I'm just going to keep things like that for a while.
>>
>>164634296
Like matrices, quaternion multiplication doesn't commute. Order of transformation always matters.

Take an ordinary, asymmetrical object and lay it flat down on something. Rotate it 90 degrees clockwise. Now flip it upside down away from you. Note how it looks. Start again but do them in the reverse order. It will be different.

>>164634467
Nice meme.
>>
Guys, I have a serious question.
How do you make a game replayable and worth replaying?
>>
How to music?
>>
>>164614816
>The coder should work for free but the artist should get paid from the coder
Ok but then they're not getting any of the profit from the game I hope they realize that.
>>
>>164632976
>If you want to make a game, use an engine
Fixed.

I've LITERALLY never seen an enginefag ever finishing a game.
>>
>>164636349
Globals and dynamic message passing are bad.
>>
>>164636575
Vagante.
Lethal League.
>>
>>164636245
What's with all the dark souls ripoffs
>>
>>164636245
too much camera movement, don't pan the camera with the player.
>>
>>164636631
Literally non-agdgs
>>
>>164636575
I reckon the percentage of engine users and enginedevs that drop their projects before finishing is about the same. It's just that all the enginedevs who haven't dropped their games are not finished yet because it takes longer.
>>
>>164635207
Looks pretty good. Have any ideas how you're going to distinguish it from terraria (beyond the 3d)?

It feels like you could eventually do a lot of unconventional stuff with the back plane. Maybe let a lot of interactable objects lay on the back plane facing out towards the player, so you can stack things vertically and interact with them without going into a menu. The best example of what I'm thinking of is like a 2-tile smelting table, you drag and drop ore into the left tile and it does some stuff and pipes out to the right tile, and it's all facing out towards the player so they can see all of the steps, if that makes sense. It might be a cool way to handle UI clutter, and you could do this with any sort of interactable object (a farm would work too. You could even stick waterfall blocks above the wheat (or whatever) tiles for a water source).

I think of this every time you post your game desu
>>
>>164614417
Two ways, either make something cool on your own to attract artists, or the universal motivator, money.

Since I don't have the latter, I did a couple projects for the former and now I've got one and a musicbro to boot.
>>
>>164636798
http://homph.com/steam/ Literally AGDG.
>>
>>164636867
BAZINGLED
>>
>>164636849
Reminder that being fuckbuddies with your artist/musicbro means your productivity will increase.
>>
>>164636867
>all these brazilian games
ewwwwwwwww
>>
>>164637051
hue
>>
>>164635207
I remember from an older WebM you don't have smooth movement towards or away. Why?

Also reminder to fix the camera.
>>
>>164636962
We all live on separate corners of the country so that'd be pretty difficult. Besides, I'm not cute at all.
>>
>>164636867
>the only games that sold anything worth were released before 2015

I'm fucked right?
>>
>>164637082
SBgames this year?
>>
>>164636575
I will finish my game this year or kill myself. It's my new years resolution.

It's a small game so it should be easy!!!
>>
>>164637192
It's still good cashola if you're a one man army and don't spend too much time on any given project.

>>164637230
>SBgames this year?
>SBgames
What did he mean by this?
>>
>>164637185
I think you're cute!
>>
>>164637273
A BR event for devs, where at the end there's this huge gay orgy. I met the momodora and dreaming sarah devs there, fucking my holes.
>>
>>164637374
lol
>>
>>164636825
>Have any ideas how you're going to distinguish it from terraria
I'm not going for a terraria-like actually, I just added building elements because I like them.
Besides I suck at art and I'm 1MA so realistically speaking that would be a foolish goal to try if I want to finish my game.
Ideally a castle-metroidvania sounds highly compatible with the battle system I have, so I'm thinking on how to mix that in a good way.

For the background that was the plan, having items that can be interacted with, crafting tables and other things. Maybe I should start adding things like that instead of bothering myself with art.

>>164637101
>you don't have smooth movement towards or away
What do you mean? And you and that camera m8.
>>
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Left or right?
>>
>>164638143
both.
a girl can never have too much cute accessories.
>>
>>164638143
oh my god who fucking cares
>>
>>164638143
it's a video game, why compromise? make the ribbons orbit around
>>
man the visual scripting in godot is kind of incomprehensible with this version

i hope it gets better on release. some actual tutorials would be great too
>>
>>164637602
>What do you mean?
Like, you can either be in line with the front blocks or in line with the back blocks. You're not moving freely.
>>
>>164637284
aww gee anon stop it your making me blush

>>164638143
left.
>>
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Looking for opinions

Procedural generation of terrain, caves, mountains, etc.

Currently all tiles are squares, but looking into making it a little more natural looking compared to totally atari/minecraft. Considering straight lines, but in practice it still looks pretty unnatural and literally looks like something out of a cave tutorial trying not to be all squares. Currently leaning towards the third option of rounded edges on fuller blocks.

This is not a platformer so it won't impact strange walking physics or anything and these are just examples of the shapes. Opinions?
>>
>>164638550
Actually before you could move freely between the lines. After playtesting I've decided that it wasn't worth keeping.

The thing is, crouching is a part of the game I'm going to keep so I had to think of a way to combine both moving on plans or allowing people to crouch while pressing down, which I did by putting depth movement on R.
I could probably inverse and make crouching on R but I never liked that kind of control for fighting, down for crouching just feels better.

Besides the second plan doesn't necessarily give more depth to the battle so it's best to just let the player focus on one plan. I'll just use 3D properly on my rune factory project.
>>
>>164638258
sensibly chuckled
>>
>>164614202
Thanks for the answer! You are a true inspiration!
>>
>>164638934
Take a look at the sprites that Terraria uses for irregular terrain.
>>
Tender Arms dev, are you here?

Your movement always looks smooth as fuck, and I wonder how do you do it? I go with the usual method of

position += directionVector * (speed * deltaTime)

but it doesn't have the same good feeling.
>>
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I'm trying to think of win conditions for my shopkeeper game, because it's easy to say "Oh I want a game about ____" and then start programming, but if I don't have a clear goal of mechanics and win conditions in mind I'll just endlessly and blindly develop features and that's no good.

Here's the scope I'm thinking right now:
> Game start:
Choose 1 of 3 randomly generated shopkeepers with different effects ("Easier to barter high prices", "2x Health", etc)

>Gameplay:
- Start with a small item shop, a small amount of money, and a few randomly generated items in your stock.
- You can generate a dungeon floor by paying gold, the more gold you pay the harder the enemies inside of it and the more valuable loot they drop
- Sell loot in your shop (or use it as equipment), upgrading size, item display, aesthetic (to attract certain types of customers)
- A time-chunk system: Morning, Noon, Night

>Loss conditions:
- Hitting 0 Gold
- Failing to pay an increasing rent every 7 days
- Dying twice in a single dungeon run (When you die the first time, you will have the option of losing all your items and running away, or losing all your items and replenishing your health to continue)

>Win Conditions (Here's where I'm struggling for ideas to make the game worth playing)
- Reach X amount of money ?
- Complete a checklist of either Shop or Dungeon Crawl achievements (Darkest Dungeon style "goals")
- Successfully complete a dungeon generated by X (high) amount of gold and attain the best treasure

Yes I am actually asking for idea guys. What's a way to make this work and be enjoyable in a strategic, replayable way? I think I like the last win condition the best.
>>
>>164639594
you should probably cap your framerate unless you are using doubles for floating point calculations
>>
>>164639594
you need to come up with a backstory so that the guy has a reason to be running a shop in the first place
then you can come up with an end goal
maybe he opened a shop so that he could make enough money to save his village or something like that
then the win condition is "get x money"
>>
>>164640264
There's a v-sync option in the game settings, if that's what you mean.

>>164640313
I'm shooting for more arcade-style replaying-with-different-strategies type gameplay. Giving a big backstory and fleshing out a single character would take away from that. I want the feeling to be "It's ok to fuck up and die and have to choose another shopkeeper to try again", unlike recettear or stardew valley's slower-paced gameplay styles where failure hits harder and runs are very similar to each other.

Instead, the small backstory I'm thinking is "There's an empty plot of land that is rumored to bring fortune to whoever can tame it" (hence the ability to generate dungeons from gold), which brings out hordes of hopeful entrepreneurs that want to try and develop their business on it (which explains choosing 1 from a set of randomly generated shopkeepers with different abilities).
>>
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I put labels on stuff, how does this look as far as interacting with stuff in the background?
>>
>>164640560
in that case how about no win condition, or a high score system?
then it can just get harder and harder until you lose
>>
>>164640982
I thought about that, but I think that makes repeated playthrough attempts a little unrewarding. The only games that benefit from having no real goals are small games that you can play in 5 minutes, fuck up, and then try again, like endless runners. Even games like Brogue have an ultimate goal, even if there is a scoring system in use. There has to be something that the player is striving for during play, and there has to be something that makes them want to try again with a different strategy next time. A high-score would get boring pretty fast if that's the /only/ goal.
>>
>>164640886
the lighting and bloom is obnoxious as fuck
>>
>>164640886
nice! that girl looks kinky af
>>
>>164640886
>no 4th gen cd games
Are you waiting for Nintendo to make one?
>>
>>164640886
>piss bottles
>>
>>164640886
>implying kids will know what the fuck a floppy disk is
>>
>>164641174
ok, how about at the start of the game you are told
>there is a priceless ancient {type of treasure} rumored to be guarded by {some scary thing}
and randomly generate those two variables
and give the player a way to explore for particular kinds of things or monsters, rather than just completely randomly generate levels

and then the win condition is to retrieve the thing
>>
>>164639394
it's time to learn to tween + easing functions
>>
>>164610479

How do you 1MA an open world game?
>>
>>164640886
Your MC is way too fucking lewd. I like it.
>>
>>164641569
unity
>>
>>164641416

It's just a "save button" nowadays but people would get it.

>>164641178

I'm definitely keeping background bloom, any ideas on what to do with the object selection rather than the glow?
>>
>>164635207
cute, but would be much nicer with better colors
>>
>>164641483
I like it anon
I like it a lot
>>
who wants to do some trig for my game
>>
>>164635207

is this 2D minecraft or 3D terraria?
>>
>>164612709
tfw you hate quaternions but hate gimbal lock even worse
>>
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>>164641664
>I'm definitely keeping background bloom, any ideas on what to do with the object selection rather than the glow?
a subtler version of this sorta stuff, like they do for FPS game reloads and stuff like that
>>
>>164637192
>gamedev bucks
you were always fucked
>>
>>164641742
yeah that one seems like a winner
you can expand upon the exploration mechanic too if you desire
for example, maybe the player will choose to generate an orc infested dungeon because orcs use flails and he wants a better flail
>>
>>164642206
Yeah, maybe accompanying gold it can also take ingredients, and then which ingredients cause which enemies and effects in a dungeon are randomized each playthrough and discovered through trial.

As long as I'm still able to keep the scope reasonable. I don't want anything gigantic for a 1MA, I'm willing to dedicate time to this if I think it's a scope I can manage in a year or less.
>>
>>164641534
The keywords what I needed. Thanks!
>>
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>>164638934
Reminds me of this.

Also, far right looks like poo.
>>
>>164642340
>it can also take ingredients
that's a really good idea, because now the player can farm certain dungeon types to get the materials needed to spawn the type of dungeon with the goal item or gear hes looking for
>>
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>>164642443
Err whoops wrong one
>>
>>164642548
Alright, Idea-guying is done. I think I have a full scope now. I'm going to flesh out the specific mechanics and then I'll have a roadmap for development. Thanks anon you've been helpful.
>>
>>164640560
no i mean you should limit the framerate even with vsync turned off so your calculations dont reach the limits of your floating point system
>>
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>>164641715
I'm sorry. I fail at anything that is art or visual related.

>>164641901
>a 2D minecraft in a 3D terraria in a castlevania world
>>
>>164642615
sure thing
I look forward to your progress
>>
>>164638934
maybe the second but run some kind of smoothing filter
>>
>>164642553
>not including bogosort
It's like you want to fail.
>>
>>164642789
Oh, ok. Thanks for the advice. Even though I'm not sure what it means yet. I'll google around.

>>164642865
It'll be slow at first. I have a basic engine set up and it has collision detection, camera control, dungeon generation, and efficient drawing systems, but it's missing a lot still: animations, proper menus with mouse support, keybindings done correctly, and then on top of that all of the actual mechanics of the game. I'm actually thinking about switching to a proper engine like Godot or GameMaker, but I don't think it's futile to continue using Monogame 3.6 just yet.

I'm probably just going to use the Oryx set for the entire duration of development.
>>
>>164642553
>selection sort is always worse than the worst case for bubble sort
really?
>>
Why doesn't Unity make their own version of Blueprints to be quite honest
>>
What are the pros and cons of Unity/Unreal/Gamemaker for a 2d game?
>>
>>164643342
asset store
>>
>>164643342
they're there but you have to pay for them (lol)
>>
>>164643363
cons: not godot
>>
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>>164639227
I might use something similar

>>164642443
chuckled when I looked again, it does.

>>164642936
I might do more cleanup, but I actually I think I might use all 3, because I can potentially use them all, like sharp edges for crystal environments, blocks for manmade, and smooth elsewhere, or even mixes. Haven't made new sprites to support it, but looking at the hitboxes I have some examples.
>>
>>164643363

GameMaker is designed for it and will give you pixel perfect graphics and shit

Unreal isn't designed for it and has a massive fuck ton of overhead you don't need

Unity is in the middle
>>
>>164643363

If there's any 3D involved what-so-ever use Unity or Unreal.

They're all pretty easy to use but Game Maker can be used by super noobs (just not to make anything good).
>>
If I'm really retarded and want to make an idle game for the browser, what's my best bet? Godot?
>>
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>>164642383
here's a neat trick I use a lot to ease out movement

position = position + (target - position) * deltaTime * k

where k is a constant, how fast you want it to go. it'll go fast at the start and slow down at the end

the downside is it never really reaches the target position, but it gets so infinitely close that it doesn't really matter. upside being it's one simple line of code

I used it here >>164612631 in pretty much everything
>>
>>164643363
>Gamemaker
Shit 3d support, some weird quirks here and there
>Unity
Basically making a 3d game without a z-axis
>Unreal
Unless your making Shadow Complex, don't do it.
>>
>>164643363
GameMaker:
+Easy to pick up
~lots of documentation online about it a lot of it is useless
-Not a real language, the most you can learn from it is logic.

Unity:
+built in physics for a lot of things like collision and gravity
+Uses C# for programming and some form of javascript if you happen to use it. These skills are translatable to other platforms
-you have to actually learn some basic concepts about the engine before getting started about serialized fields and jazz

Unreal:
+built in animation editor that's easy enough to operate with for simple objects, haven't done anything intuitive with character models since Unreal 3 so can't tell you about 4
+Blueprints is click and drag programming
+Blueprints is very similar to Unreal 3's dumbed down version of it called Kismet I think it was.
-Blueprints can look like a freaking nightmare after a few weeks of development if you're not careful, similar to Kismet.
-Not natively made for 2D originally designed for first person so some camera reworking required.
>>
boy do i love edge cases let me tell you, especially when they exist for seemingly no apparent reason whatsoever
>>
Thanks for the info lads

>>164643461
What makes Godot better?

>>164643478
>>164643498
There wouldn't be any 3D. Does GM have any serious limitations? The scope isn't enormous right now but assuming I wanted to build it out later on...

>>164643549
>>164643628
So there isn't anything to recommend Unreal for 2D that would justify the bloat?
>>
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>>164643541
addendum, you need to cap it to 1 in case it overshoots

position = position + (target - position) * min(1.0, deltaTime * k)
>>
>>164643516
you don't need a game engine for that
use a weblanguage (php, python) and then html/javascript for the frontend
>>
>>164643846
It looks pretty?
>>
>>164643461
t. godot cuck who is OK with projects becoming outdated
>>
>>164643363
Gonna add to this and ask the pros and con for LOVE.
>>
>>164643846
Unreal has Blueprint. That's about the extent of why you would choose it for 2D. That genuinely might be a make or break.
>>
How easy is it to transition from c++ to c#?
>>
>>164643938
very easy
unless you programmed c++ like it was C with memory allocations and pointer arithmetic everywhere
>>
>>164643889
A major con for LOVE is that it's not really an interface itself, it's more like an API as I understand it. It's very much a programmer's development library.
>>
Source control options for Unreal suck.
>>
>>164643872
>>164643927
Alright thanks for the overview m8s
>>
>>164643938
Not hard but there's a lot of things to look out for.
You should learn pointers and memory management anyways or else you don't really understand what's going on.
>>
>>164644008
So lets say I wanted to make a game like Megaman ZX with transformations. What would you think the best engine would be? I already started using LOVE but I always wanna what other people think of the other options
>>
Is this a place for anime simulators, such as visual novels?
>>
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There you go anon.

You can sit and wait warmly for the trees to grow.

yes yes I'll worry about making a proper chair later
>>
>>164641174
I disagree completely, the only games I put serious replay time into are ones where I never reach my goal or there is no final goal.
My favorite solution is looping. I've put 60 hours into Nuclear Throne because I want to get farther in the loops than I have before. (It also has difficult achievements to go for specifically that act as challenge runs, and you can go for high scores on different characters)
Alternatively, games that are just super hard. But in those games, I'll usually stop playing once I've beaten it.
>>
>>164644583
>she puts one leg over the other
YESSSSSS THANK YOU ANON PREORDERED IMMEDIATELY.
>>
>>164643849
>>164643541
Thanks for the help! Isn't that lerping what you use, by the way? Can't wait to try these out.

Dino senpai noticed me!
>>
How would you implement ladders? Right now I'm doing:

Player clicks up, checks if the nearest tile in the tilemap is a ladder. If it is, goes into ClimbState which only accepts up/down and jump input. Leaves ClimbState when either the (player jumps OR there's no ladder tile in the direction they're going) AND they're not being blocked by other tiles (so you can't get stuck in the ground near the top of a ladder).

Kind of feels hacky though.
>>
>>164644513
This question was asked a few days ago, wonder what's the reason behind the sudden influx of VN devs. Usually not many VN devs are around (to be really honest, I've never seen one), but if your game is fun (and you get to like this place) stick around!
>>
>>164644629
But even Nuclear Throne has an end goal that's beyond just "How far can you get", right? I think an infinite mode isn't out of the question, don't get me wrong, but people play things like Dungeon Crawl Stone Soup for hundreds of hours even though they are able to beat it. I think if there's enough randomization combined with a large enough number of variable strategies then that combined with an end goal and an infinite mode would suffice probably?
>>
>>164644786
It has a final boss, but if you defeat it in a more difficult way, instead of ending you go back to the first level, and start the game over with massively increased difficulty, and there are new weapons you can find, along with new enemies.
You can then loop in the same way infinitely, but it's so hard I've never gotten to the second loop personally.
>>
Is Visual Novel code word for hentai games or does it just mean walking simulators?
>>
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Took a ridiculously long break from deving during the later half of last year, decided to put some more time into it today. Gonna try to avoid falling behind like that again.

>Fixed a bug with equipping items in the world and unequipping items equipped at the same time
>Made it so that world tooltips no longer show up if you are mousing over the UI

To-Do

>Reword a few variables
>Untangle the Inventory system so that it can handle different entities with unique inventories ( Chests, shop vendors and creatures )
>Make inventory and equipment slots dynamic, allowing them to change during the game based on variables rather then just being built at game start
>>
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>>164644654
yeah, but I didn't know how new/which language you were using so I didn't want to confuse you with terms. anytime!

>>164644583
already better than terraria/10

I think slowly scrolling little clouds would improve the general feel a great deal and make the scene less static
>>
>>164644983
>does it just mean walking simulators?
VN are special in that they are the only genre with less gameplay than walking simulators.
It's reading a C-movie script with background pictures.
>>
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>>164644634
Obligatory. I'm definitely keeping a lady-like/oujo archetype for her.
>>
>>164644983
It's a make-your-own-adventure book with pretty anime images in my description. Lewdness is rather optional.
>>
>>164644924
Hmm yeah that's an interesting point. THere's a lot of ways of looking at this, too. I'm thinking about games like TBOI, where there's a definitive end to a run, but people still play it for THOUSANDS of hours because each run is another dopamine rush of "Will I get awesome shit?".

I don't think my game would have the same appeal, but I do think that the loot farming dungeon crawl mechanic would give off some of that farming vibe if I pull it off right (Diablo-style glowing for awesome shit that just dropped), and coupled with the comfy shop-building that I'm shooting for it may be fun simply to play, but that might not be enough to drive wanting to play again if someone's beat it once.

Maybe instead of an end-goal of getting {best treasure} from {high level monster boss}, after attaining one, a new goal of another treasure is set at a higher level, and the success of a run is measured in how many treasures you are able to attain.
>>
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Whats a good program for making music? or where is a good place to get some music for free?
>>
>>164645316
Famitracker is free if you like NES stuff.
>>
>We need these sites in the OP so newcomers can look at them!
Evidently nobody reads the OP.
>>
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Made a few quick sprites to test the collisions and overall look, and I'm pretty happy with how both curved and sharp edges look in terms of potential environment types.

Maybe I should consider a few specialty edges like for little nubs in round areas, but does this look right overall? besides mixels
>>
Your daily reminder not to use Unity for 2D games
>>
>>164645386
If nobody reads the OP how do you know what's in the OP
>>
>>164645436
What should I use then
>>
>>164645691
C and d3d
>>
>>164645436
Why not?
>>
>>164645316
>free music
Check the OP, anon.

But my favs:
http://freemusicarchive.org/
http://soundimage.org/
>>
>>164645316
buy a microphone and learn an instrument
>>
>>164645316
soundcloud has a filter for licenses
There's some good permissively-licensed stuff out there, let alone if you do non-commercial
>>
>>164645803
retard
>>
>>164645891
Good thing we had that whole section in the OP so people could get information
>>
Which is more likely?

I make a game and put it up on steam.

Or I write a novel and publish it.
>>
>>164645803
wicked misinfo my dude
>>
>>164646364
write a novel and publish it on steam
>>
>>164646364
you have to do one of the first parts of those sentences then you can start asking dumb ass questions
>>
>>164644983
I wish there was an vn that looks like a 90s anime episode
>>
>>164646402

What a tweeeest.

Does anyone know what would be a good word count for one of those CYOA novels that are for sale on steam?
>>
>>164645081
>that umbrella
its been a while anon
>>
>>164646465
>worrying about wordcounts
you're not gonna make it.
>>
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>>164646364
i've written a novel, please buy it
>>
>>164645073
What's the dino's name, by the way?
>>
>>164646527

Scope is important for any project.
>>
>>164616193
Eeehmm, do you make those by hand? Common practice is to use an image in the background and then trace it.
>>
>>164646759

They look very clearly like the blender instatree with the minimum amount of branches and only 1 leaf per branch, with a texture
>>
>>164646703
writing is easy. you should already have your plot outline (or topics to cover for non-fiction) and you just do everything justice until it's done. worrying about wordcounts is a sign you're actually a 6th grader doing a book report.
>>
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>mfw deving on DPH
>>
>>164646896
>writting is easy
>writting is easy
>writting is easy
>>
>>164646896

>nonfiction CYOA

wut
>>
>>164646896
>john goes into bank
>bank robber shoots him
>bank robber is captured and he survives
>end
ok, I hit all the main points
now all I need is 299 pages of filler
>>
>>164647120
what if the bullet was filled with nuclear waste and john now has cancer?
>>
>>164647120
>bank robber is captured
Hardly "doing it justice"
>>
>>164647051


>>164647108
reading is clearly harder than writing

>>164647120
>end
that doesnt count as a plot point
>>
>>164647208
We're talking about word counts for CYOA games on steam.
>>
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Added a new much better camera that rotates left or right on inputs, this not only works with full left/right rotations on a stage, but helps the player to fully understand the controls much better.

To still be able to complete levels that were designed with mouse-look in mind, you can still pan the camera up/down as well.

Honestly the perfect mix of cameras iv had so far for bokubay.
>>
>>164647264
>CYOA games
whoa hold up, stop the boat.
>>
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>>164647208
>that doesnt count as a plot point
you're right
and also, it looks like the bank robber is more important to the story than John is, so I've made the bank robber the main character
new outline is this
>man attempts bank robbery but is captured by police
my plot has just become pic related
>>
>>164646364
I have never self published, but I know that getting your stuff published by some actual publisher or magazine is a pain in the ass. You need connections, references, friends etc., but sometimes even that's not enough.

I guess publishing on Steam is easier because of this. You "just" wait until you get enough "yes" votes on your page, then it's ready to go. And since we are talking about the internet and video games, it is more likely that you'll get more interest in your vidya than in your story on paper.
>>
>>164647396
>a single sentence plot
that's really a synopsis at that point or a long short story.
For sale: baby shoes, never worn
>>
>>164646896
This is absolutely garbage advice
>>
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>>164647324
Have not worked on the tiles yet, but starting work on the art of the spooky land of bokube
>>
>>164647601
yeah, and that's my problem with writing
I can boil a novel down to a few sentences and every other sentence is just filler
and I hate writing filler
>>
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>>164647617
Not sure what kinda textures to use for a spooky floor.
>>
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>tfw everybody else makes better and faster progress than me
It's not fair
>>
>>164647264

https://forum.choiceofgames.com/t/word-count-vs-branching/18252

> In a separate thread Jason recently commented how "the minimum word count of 20,000 for Hosted Games is total word count, not average play-through length."

So if you want become an official Choice of Games CYOA on Steam, there's your answer.

https://www.choiceofgames.com/ Most (all?) of their games are hosted here for free, so you can see what kind of thing you're dealing with.
>>
>>164647672
1. Don't listen to that anon about writing. His advice was essentially "write until you said everything", which, unless you want to get pretentious about it, is really meaningless.

2. Never write filler. Every word and sentence should have a purpose. Writing is about more than just conveying information or drawing images. Word choice, sentence structure, what you focus on, even how many sentences you show at once help to drive the tone and pace of a story.

If you find yourself not sure how to "fill" words inbetween plot point A and plot point B, I'd argue you dont understand the heart of the story you're trying to tell, and you need to figure that out first.
>>
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>>164647723
how bout a creeky wooden floor
>>
>>164647672
yeah most novels are fluffy prose laced bullshit which is why i dont like reading fiction much.
but also if you're being serious, >>164647120 is missing even the basics of a satisfying plot. you merely have a series of sequential events which amount to random entanglements, a good story applies meaning to events.
>>
>>164647814
This anon is a very wise person. Listen to him.
>>
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>C# doesn't implicitly cast enums to int so you have to cast them every time you want to use it for bitmasks
>>
>>164647396
Robber tries to rob bank gets in bank goes into staff bathroom, gets him gun and prepares for the robery but the door doesn't open
He spends the rest of the book trying to get out of the bathroom and doing stupid shit like accidentaly dropping his gun in a toilet bowl filled to the brim with shit by the fat guy that left just before he entered the bathroom and then fighting his disgust while trying to get it back, all the while pondering about his girlfriend, family, his math teacher and his choices in flashbacks, all the while unbeknownst to him some other people rob the bank. At some point his girlfriend calls and tells him she is pregnant and he is going to be a dad. At the end he decides to not rob the bank and manages to get out of the bathroom but as he comes out the police is there, the robbers left and they arrest him for the bank robbery
>>
>>164647814
>Never write filler. Every word and sentence should have a purpose.
this isn't how novels are written
if they were, they would read like an article out of a scientific journal
>>
>>164647805

Nice, thanks.
>>
>>164647958
>man gets arrested for a crime he didn't commit, ironically
>>
>>164647958
>>
>>164648016
Yes they are, anon. That's why it's hard to decide when you write what's important and essential and what not.

Why do we suddenly /lit/, by the way?
>>
>>164648176
game dev is hard and shitting on writers is fun
source: am writer, hate writers
>>
>>164648016
That's how a lot of good novels are written, anon. You're misinterpreting what I'm saying and I think you've actually taken the opposite of my intended message.

"Every word and sentence should serve a purpose" doesn't mean the same thing as "Every word and sentence should inform".

Writing fiction is an art form that extends beyond simply telling a story, and there is a large meta-art about how actual language and presentation can affect storytelling in fiction. There's a lot of different schools of thought on the best way to write fiction, but a good way to unserstand the difference between meaningful prose and """"filler"""" for the average writer would probably be to read Hemingway's thoughts on it.
>>
>>164648176
because someone confused CYOA with games.
>>
>>164648176
Story gets talked about even less than mechanics here
>>
>>164648258

There are CYOA games for sale on steam my dude.

http://store.steampowered.com/search/?developer=Choice%20of%20Games&snr=1_5_9__408
>>
>>164648394
>using post-standards Steam as an argument for anything
>>
>make core change
>game runs like shit
>10x more draw calls than before
>revise change to use a different method so it works properly again

Don't set edge colliders during gameplay in unity, apparently.
>>
>>164648394
check out these sweet games http://store.steampowered.com/search/?sort_by=Released_DESC&category1=992
>>
>>164648390
Well, it's not like many games have any narrative here. Some do, like I really liked that RPG with the sailor moon, the dude, the cursor and the Rambo guy from a few Demo Days ago, and Tender Arms dev usually creates some good atmosphere, but nothing else comes to my mind.

I guess a game long enough which would be worthy of a story is out of a scope of the usual 1MA.
>>
>>164648560

I think those are movies
>>
>>164648660
theyre CYOM games
>>
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>>164647723
>>
>tfw you switched from unity to monogame and keep getting bugs because the y axis is reversed so negative Y is up
>>
>>164649106
oh fug that reminds me of when i first ported my monogame collision code to unity
>>
>>164649078
Lookin' pretty spoopy, anon. Keep it up.
>>
>>164649120
>switched from monogame to unity
im so sorry
>>
>>164649153
the editor is nice to have but its been a painful journey
>>
>>164649153
Don't you have anything better to do than shitposting all day on agdg?
>>
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>>164646671
tracy! thanks for asking
>>
Continuing on muzak work today:

https://clyp.it/rc25gkrv
>>
>>164650026
The lead is too regular
Where are the 8th notes?
>>
>unity freezes if you divide by 0

ok
>>
>>164647936

Why would you need to bitmask an enum
>>
>>164650312
0/8th notes
>>
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>>164650429
so you don't have to remember what number is what
>>
>5am again
f*ck.
>>
>>164649856
I just want you to know that for some reason you appear as a woman in my head every time I see your posts, despite knowing otherwise.
>>
>>164649856
Lovely and quite fitting. Thanks for the answer!
>>
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>>164649078
>>
>>164650604
Yeah, it's weird. I kinda feel the same, and for some reason I always get the same feeling from Vampire dev. Really don't know why.
>>
What the fuck is an affine inverse matrix?

I looked at the code and the "normal" inverse does some sort of transpose and some other black magic? The affine inverse gets a determinant and then does more shit. What does it all mean?
>>
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any engine devs here having played around with raw input?

tfw setting up raw input and it works great with one exception: getting flooded with scroll wheel messages instead of a single one pr click. wtf
how do i check if ive set up raw input incorrectly or if its my hardware thats shit at detecting when it has scrolled?
>>
>>164651302
>What does it all mean?
Sorry, we're amateurs here
>>
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>>
>>164629971
Sounds like that one rick and morty episode
>>
>>164629605
What if he doesn't know what he's doing?
>>
S E V E N C A R D S L E F T

will my neet nightmare end soon?
>>
>>164651630
>neet
>nightmare
??
>>
>>164650929
Because you've associated the develloper with the main character of the game.
>>
>>164651709
deep down we all want to be normies
jk REEEEEE
>>
>>164651709
I've been a neet for 7 years. I failed at developing 8 different games. I have no self worth left. I have no sanity left. I have forgotten what it is like to be human. I have poured my entire being, my very essence, into a crummy single player 2.5 hour card game. It is all that is left of me.

I want to be human again. I want to live.
>>
>>164651891
same

really
>>
>>164651302
Affine means it contains transformation data. Knowing this it does some optimizations which it can't do if it was a generic matrix.

Inverse means it will de the reverse transformation.
>>
>>164651891
Sounds great, I believe in you! I will play your card game. It is good to set realistic goals in game making
>>
>>164651891
It wont get any better. Just try to fill your life with as much shit as possible (movies, games, etc hobbies) and it's bearable.
t: another long time neet
>>
>>164651302
an affine space is a space that preserves concepts such as parallelisms and segment ratios. meaning its more general than normal euclidian space, as we are used to. euclidian space is an affine space Rn along with a metric, or distance function.
>>
>>164651891
>he thinks human = normie
>he thinks normie = happy
AHAHAHAHAH OH WOW
>>
>>164651310
I don't know, but it seems like that shouldn't be happening. I take it you already have other input stuff working but those don't spam?

Sure you didn't slap your check for scrolling in a loop or something?

If it really is supposed to be spamming though, it shouldn't be too much of a problem to update the current status of whatever once a tick.

Protip: posting which language/library you're using would probably help you get a better/faster answer
>>
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>>164651459
Reminder that bokudev isn't original at all.
>>
>>164652295
I doubt most people here care as the same could be said of most AGDG games
>>
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>>164652295
>mfw every serious yesdev in AGDG gets perma salty baby orbiters attaching to them
>>
>>164652295
Reminder to get maximally butthurt about yesdevs not being depressed like you
>>
>>164652295
Hes doing what many yesdevs have done throughout history to survive.

Steal and then change things up a bit.
Its actually admirable when you consider his artstyle is cubes. It would be interesting if he could get away with STILL launching the game on nintendo consoles and just claim its simply referencing nintendo game enemies.
Kinda like how minecraft Wii-U is themed after Mario.
>>
>>164652261
yea, its only the scrolling thats behaving oddly.

im using c++ with the windows rawinput API

all that i do is respond to WM_INPUT with
if(m.usButtonFlags & RI_MOUSE_WHEEL)
dz += (short)m.usButtonData;
and then at the start of the next frame process the input. simply
if(dz) {
context.OnMouseScroll(dz, p.x, p.y);
dz = 0;
}

im not really getting "spammed", but im getting more messages, than the tactile feedback of the mouse would make me expect
>>
>>164652295
wow, that's a blatant rip
the only change is from oval shaped to square shaped
>>
>>164652474
It's always spitting out different values though, right? If so it's most likely by design.

In any case I couldn't find anything about it either way when googling for it just now.
>>
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>>164651310
>how do i check if ive set up raw input incorrectly or if its my hardware thats shit at detecting when it has scrolled?
use spy++ to hook the window and see what messages it is receiving
if you see one mousewheel message in spy++, but you seem to get multiple in your code, then it is your code
>>
>>164652474
It's been years since I worked with raw input but I remember something about (raw) mouse wheel input being represented as angle of rotation (whereas most application-level APIs represent the mouse wheel as 2 simple buttons)
>>
>>164652738
nope, always +/- 120, apparently that was chosen by MS to allow for higher resolutions down the line.

yea, its not the best documented API and what little stuff ive been able to find online is only partially correct
>>
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>>164652295
Since when has AGDG cared about people ripping off assets?
>>
>>164653065
single autistic snipers == AGDG

good to know
>>
>>164653065
>>164652295
Oh, boy, here we go again.
>>
>>164638143
if the game is expecting to view the girl from the back most of the time, use the right.

Otherwise use the left.
>>
>want to make game
>have to learn this and that first
>"what's the point without graphics? can't do graphics anyway"
>"can't do music either... or sounds..."
>my game might not even be fun
>why even waste my time
I want to change but I can't, I don't want to put so much work into what's most likely going to be a fruitless effort.
>>
>>164653065
Work on a thing at a time.
>>
>>164629713
>>164621452
Hi dude.

Try making his arm snap to the starting position of the swing rather than wasting frames getting him to move his arm there. Then make the swing very fast with a nice trail, and then focus on a good follow-through pose that you can see for a few frames. The attacks will look much better if you put more of the body into the motion rather than just the arm.

Also, it's hard to judge distance and reach of the attacks when an enemy is directly in front of you from the camera perspective. This is why Zelda (and subsequently many other games) introduced Z-targeting. With targeting you can manage the camera better and make combat much smoother for the player. If you really don't want to use any targeting, perhaps a more top-down camera perspective would help a bit.
>>
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>>164653065
Doesn't look like anything to me
>>
>>164653316
Meant for >>164653265
>>
>>164622662
Why does that last one look sad? :(
>>
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Mecha Jam when? Febraury or March?
>>
>>164652842
thats actually pretty neat, didnt know about that.
however it all checks out with what i see happening

>>164652853
perhaps, at the low level, the trigger for the wheel is not a re-trigger control, but a on/off control, that could explain it i guess? it could be a decent explanation giving that if its triggering for more than 0.63ms at the moment it would resend the 'on'
>>
>>164627057
That ESA run of Nintendo Nightmare is still one of the best things I have witnessed in my life.
>>
>>164653472
From February to March
>>
>>164627416
Better than the usual crying.
>>
>>164631269
>building it up over time.
So that's why the juice is so excessive. You've built up so much tolerance for it.
>>
>>164653705
i disagree with this post
>>
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I think it's hard to accurately judge juice without actually playing the game. It always seems more overboard when its disconnected from your input.
>>
>>164645025
Nice Skyrim clone
>>
>>164653873
You should be able to clearly see everything that's going on regardless.
>>
>>164654098
Of course.
>>
>>164652239
>he still doesn't know that ignorance is bliss
You haven't gone deep enough yet if you don't wish you could just forget everything.
>>
>>164631013
kek, daily reminder art is the harder skill to learn than game progamming
>>
tfw no Radical Rooster game.
>>
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finally got it mass * speed = damage working for destructible meshes
>>
>>164654209
>deep enough

If you got enough breath to whine like that then you're just drowning on the shores. You're just a failed normalfag, don't talk to others about being "in too deep" or "ignorance is a bliss" it's just embarrassing.
>>
>>164654501
OK.
>>
>>164647936
>bitmask
>high level language
shiggy
>>
Does anyone here ever do twitch streams of developement/testing?
>>
>>164654663
>start streaming
>get stuck on code 5 minutes in
>browse agdg for 2 hours
>go to sadpanda and fap
Nah.
>>
>>164654663
Gwyndev does. Where is he?
>>
>>164647936
use the flags attribute on the enum
>>
>>164654734
you should stream so we can spam ebic twitch emoticons when you get to the last part
>>
how do i into basic AI for amateur devving?
>>
What's a non-shit (non-blender) 3D software, mainly something that's good for animation.
>>
>>164654745
who?
the terrible artist or the terrible programmer?
>>
>>164655083
Blender
>>
>>164655083

Blender
>>
>>164655083
Maya but $$$
>>
>>164655083
3ds max
just say you are a student on their website and you get it for free
>>
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>>164611052
Sent you a little thang on tumblr.
>>
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Need Game Maker Advice

How do you make a vertical array horizontal? I've got this menu and I want to line it up so that the options are displayed horizontally instead of vertically. I can't for the life of me find out how to do this.
>>
>>164622662
GREETINGS, SON OF MAN
>>
>>164654663
Bokube dev sometimes does as I know.
>>
>>164655083
Houdini
>>
>>164640886
web site?
>>
>>164640886
post the slut without her clothes
>>
>>164656519
that's fucking ILLEGAL
>>
>>164656602
no it isn't just post it
>>
>>164656602
i know you modeled the inside of her dog cunt, let us see
>>
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What are some games usually considered comfy?
I want to enter comfy jam since my demo will never be ready in time, but I can't figure out how to make gameplay both fun and comfy. The only games I can think of are Animal Crossing and Banished and similar RTS/City building games.
>>
>>164654450

do you have game design doc or are you just learning?
>>
>>164656767
She's pure. Don't bully.
>>
>>164656838
you got high hopes kid
>>
>>164654281
that's a prime example of appealing character design
>>
>>164656798
Just learning for now, if things become fun then I'll consider a game.
>>
>>164656798
Do any indie devs unironically write GDDs?

I just write to do items as I go, it feels extremely retarded to waste time in a design document that only you are going to be using.
>>
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variety is good, right?
>>
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Saving and loading game works now! Also made room transitions bit faster as requested.

Gonna start working on pilot movement and pause menu now.

Would it be bad game design if all customization could only be done when inside mecha?
>>
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What books would you recommend a beginning unity programmer to read?

Ones I could torrent preferably
>>
>>164640886
How do you do the eye/eyebrows over hair thing? Also good job you disgusting pervert, your game looks great.
>>
>>164657547
i guess i was really asking if that anon over there had a fleshed out plan to work towards.
>>
>>164657661
Why would you even read books???
Especially about unity? Just google 'how do thing unity' and you're golden
>>
>>164657661
Fun with a pencil - Andrew Loomis
>>
>>164657661
Game Engine Architecture
>>
>>164657619
When are you gonna add Prometheus when?
>>
>>164657661
https://www.codecademy.com/
https://www.codecademy.com/learn/learn-javascript

Its interactive on the webpage
Do the javascript tutorial and learn faster than any book
>>
>>164657661
serious answer: the official unity tutorials, the documentation, and catlikecoding.com. catlike coding might not teach you exactly the thing you want, but it has a lot of unity specific info in one place
>>
>>164657565
i'm surprised the shots slide horizontally after being fired to stay in line with the pointer moving--it's odd, but not bad.
>>
>>164658256
>>164658271
oh yeah also do this
https://unity3d.com/learn/tutorials/topics/scripting/
>>
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>>164656787
Lot of people called this game comfy.

Also you got shit taste in wide.
>>
>>164656787
Euro Truck Simulator 2
>>
>>164656787
Games where you can stay on top of a tower waiting for people to snipe are pretty comfy
>>
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>>164658551
VtMB also got called comfy.
>>
>>164658326
That's the entire purpose of the webm, actually, heh. It's a new weapon keyword that makes the bullets move with you.
>>
>>164656787
>I want to enter comfy jam since my demo will never be ready in time
Well no shit your demo will never be ready if you get distracted with jams.
>>
>>164654663
agdg used to host a google hangout where +5 devs would stream

i would do it but 99% of my progress would involve changing a few lines and testing x100. would be very tedious and boring.

sorry im not a rockstar programmer senpai
>>
>>164658939
it's certainly interesting--less wasted ammo as well if you can keep your cursor on the target
>>
>>164658936
>that sewer level
comfy status: gone
>>
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>>164658551
that snow as potential.
i'll be adding that to the bag
>>
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Aw yeah, game detects the four nearest lights to each object. Lights are now correctly colored as I was exporting object color instead of light color.

I still need to do a quick trace through the world for each light to make sure it isn't obstructed, but the lights are sphere-limited anyway so there won't be many getting you through walls.
>>
>>164658551
>Also you got shit taste in wide.
I will fight you.
>>
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>>164644583
What this guy said >>164644634
>>
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>>164658936
>shilling source yet again


Lol... I think you dropped this... Better not let anyone see it... :)
>>
>>164660614
>shilling free product
>>
>>164644583
Stealing this
>>
File: 5468zc.jpg (210KB, 600x583px) Image search: [Google]
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>can model realistic people pretty well
>can't design a simple decent looking mech for shit
>>
>>164660917
Hey I'm the exact opposite anon let's work together
>>
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>>164660917
Mechas are just humans with sci-fi armor on anon
>>
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>>164660614
>.gif
>it doesn't animate
>>
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>there's source in the thread
>>
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>>164661138
>284x177
You're triggering me right now
>>
>>164660614
https://www.youtube.com/watch?v=b8iiZxVwIa8
>>
>>164660614
in case you havent seen it this actually manages to look WORSE in motion
>>
>>164660667
source isnt free u dum dum
>>
>>164659585
I think you're one of agdgs most prolific enginedevs in my memory. great work, looking forward to dd12. any new gameplay though?
>>
I eat all my food out of disposable freezer bags held inside a plastic container, I learned this trick when I was homeless. If you don't do this and wash dishes instead don't expect to release a game
>>
>>164662462
any more productivity tips
>>
>>164662545
Just shit/wet your pants instead of going to the bathroom. It's basically the same thing

I learned that one from the abbos
>>
What's your favorite menu of all the games you played?
>>
File: questionlizard.jpg (188KB, 1139x932px) Image search: [Google]
questionlizard.jpg
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What are some untapped game settings?
>>
>>164662797
Start menu? TF2 because of the music
>>
>>164651840
Can't help it, they always type cutely :3
>>
>>164663002
Black methodist church simulator
You manage obese older black women choir singers and preach inspirational speeches.
>>
>>164663172
I'm forced to agree.
I'm somehow jealous...
>>
>>164663002
You're a charity worker and you do everything you can to make the downtrodden happy.
>>
>>164663024
I meant design-wise
>>
>>164663270
I never pay attention to that so IDK
>>
>>164663002
hippie commune simulator
>>
>>164663002
post-post-apocalyptic.
>>
For a 2D game, Side-scroller or Top-down?
>>
>>164663471
Isn't that modern Fallout? Plus a number of fantasy settings are based thousands of years after the apocalypse.
>>
>>164663543
isometric
>>
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>>164663543
You won't make it anywy, so masturbate to this anime instead.
>>
>>164663543
Depends on the gameplay
GTA would be pretty shitty if it was a sidescroller
>>
>>164663543
Side-scroller, it's easier to judge distance and position.

Unless it's a shooting game, then it doesn't matter, I guess.
>>
>>164663578
That's top-down you pretentious nigger

>>164663612
Stop projecting

>>164663627
>>164663678
It's in a game where jumping won't be a mechanic
>>
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>>164663002
Sci-fi western. Fallout kinda fits, and there's a handful of indie games with the theme. But it seems like a raretheme. Spaceships, cowboys, robots, and desert. Make it happen.
>>
>>164663703
If there's no jumping then what are you making that could be a side scroller? A spaceship game?
>>
>>164663612
I can't fap to that she doesn't have proper tummy or thighs curves
>>
>>164663791
A beat-em-up
>>
>>164663572
to clarify, i more mean where the world is well on it's way to recovering from a post-apoc setting, but there's still some shit from it to deal with (examples might include monster hunter, xenoblade chronicles, and yokohama kaidashi kiko)
>>
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>>164651310
>>164653481
I never had issues with the scroll wheel/button.
This is is in the WndProc function, just processing all the win32 input events.
Here's my code for that section anon, if I click with the wheel button I only get one message.
>>
>>164663905
Seems like a well-tapped market, then.
>>
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mac is upset.png
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>>164660614
>>
>>164663881
Get out fat enabler.
>>
>>164664401
are you upset
>>
File: 1457015932768.webm (3MB, 1008x588px) Image search: [Google]
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Got animations right I think, now to learn blender.
>>
>>164664516
Yes. You insulted my whore.
>>
>>164664665
frankenstein's rollerskates
>>
File: output80.webm (2MB, 1129x631px) Image search: [Google]
output80.webm
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I know this shader is basic af but the optical illusion is still cool
>>
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>downloaded a character movement script
>hoped that it would hasten the development
>everything is so unnecessarily complex
>simple jump is processed through like 7 different functions
>had to go through like 1000 lines of functions to find where the movement speed on slopes is determined
Sigh, I guess if you want it done right, do it yourself
>>
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>>164663931
sure is a lot more straight forward than raw input, but since im getting the same behavior when i use the legacy messages, i guess its just my mouse thats old. to be fair, i have had some occasional problems with it scrolling the wrong way at times
>>
>>164664775

I wasn't thinking of that but now that you mention is that is a great idea
*abandons blender to draw rollerskates*
>>
>>164664992
How come you're using rawinput by the way?

If you tried the spy++ program the other anon mentioned and you get all those messages then it's definitely your mouse.
>>
>>164664401
He's not even me and I was refering to the lack of anatomical definition in the art. You're so defensive
>>
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>>164664401
>he doesn't like soft curvy thighs
You don't need to be fat to have those
>>
>>164664858
sounds like someone found quill18 so well known and praised but holy shit the guys is by far one of the worst programmers I know
>>
What are the anime about game dev? I forgot what they were and I can only find the one about making a visual novel.
>>
>>164665359
mainly for the physical movement of the mouse to be independent of cursor movement, basically giving me "subpixel precision" with out having any pointer ballistics applied to it.
also, it allows me to distinguish between certain keys that i otherwise couldnt use.
>>
>>164665709
Eroge! H mo Game mo Kaihatsu Zanmai
>>
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Finally got non-rectangular rooms working.

I know it looks weird but that's just to show it works.
>>
>>164665709
Stella no Mahou
>>
>>164665709
New Game!
>>
>>164665760
Sounds reasonable, I just use the normal win32 events and dinput for gamepads since it was straightforward and did what I needed.
>>
>>164665827
looks like sanic running backwards
>>
>>164666392
I see it
>>
File: Corpse Sliding.webm (309KB, 960x640px) Image search: [Google]
Corpse Sliding.webm
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Does your game have Corpse Sliding™?
>>
>>164665709
i heard that anime was shit.
>>
>>164667929
>bleeding grass
is it a feature?
>>
>>164668040
There's corpses on the ground.
>>
>>164667929
will it have Corpse Table Hopper™?
Looks good
>>
>>164668074
I didn't even see it.
What exactly is it doing?
>>
>>164667929
I expected sliding with a corpse, not sliding on a corpse.
>>
>>164668138
Yeah they're hard to see. The game lets you drain blood from enemies you've killed for health. This is just a bug that let's you slide while doing it.
>>
>>164664858
it's not all bad.

I paid $100 for a character controller, only to find it was way too fucking overkill. everything was so abstracted that I either had to use their entire framework or none at all.(it had some neat things I wanted, but those neat things were dependent on the ground physics, and the ground physics were dependent on a b c, and abc required xyz, and xyz was thrown in this massive else-if chain of spaghetti that would have taken me a million years to detangle)

never again.
>>
Godot just fucked my scenes up because I ran out of hard drive space. Is unity good for 2d stuff?
>>
>>164668425
no
>>
>>164668425
use game maker.
>>
>>164668425
unity's fine, but more suited to 3D
>>
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>>164668318
>unironically buying assets
>a fucking character controller of all things

It's like you're stupid or something.
>>
Where do you go for clothing references
>>
>>164668714
4chan.org/fa
>>
>>164668675
fuck off shitposter
>>
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so 3 days left, should I first work on sounds or a second character with boomerang mechanics?
>>
>>164668714
I walk around the mall or other public areas and look at what outfits people are wearing

Then I look for similar clothes on apparel websites.
>>
>>164668889
Duane!
>>
>>164621447
When it transitioned I expected the four blocks around the starting location to fade into the AGDG logo (...do this for one area just as a shout out, might be pretty cool)
>>
>>164668879
ugly game will get less downloads than game with no sounds
>>
>>164668879
nice binding of isaac clone
>>
>>164669091
>nice binding of isaac clone

y-you really mean that anon? I mean the name of the game is "shitty binding of isaac clone" so that's a step up.
>>
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>>164668769
Ty

>>164668889
>public areas
>>
>>164668879
Why is the player character Saggitarius? as a Cancer babby I need to be represented too.
>>
>>164668458
>>164668518
>>164668571

I'm surprised at the number of different opinions on unity for 2d. I decided to rebuild the scenes that got fucked in godot. And store them on my 1tb drive just in case I accidentally run out of space on my ssd again.
>>
>>164669728
unity 2d is unity 3d with the z axis chopped off. The code is all the same for the 3d calculations, meaning it's all jerry-rigged and bumpy, with unecessarry stuff that could be way simpler and less buggier.
>>
>>164669728
some people are more committed to Unity then they are gamedev
>>
>>164632408
For me, it's a question of staying sane.

An engine is more work, but at least it does the things that you tell it to do.
In a general purpose engine, you'll sooner or later need external help of a specific niche kind that no one will give you a useful answer for.
Meanwhile, most enginedev topics can be easily answered by getting a few books from a well-stocked library.

It's the difference between telling a retard to do work for you and doing the work yourself.
It's fine until you find something that your retard cannot parse. And then all of the work that you saved on by employing a retard is lost ten times over by finding a workaround to tell your retard how to do that one vital thing.

Basically, use premade engines if your shit is generic or it's complicated 3D stuff or you work in a team without really good engine devs.
Make your own engine if you want something unorthodox.
>>
>>164669728
>using a 3d engine for a (visually) 2d game

Unity is fine for games whose gameplay takes place in a 2d space, but if it's literally 2d, as in your graphics are all just sprites on a flat plane on the user's monitor, you're just wasting resources because Unity is still doing all the math and calculations and shit in full 3d.

even just rotating stuff is awful since you can still introduce gimbal lock and shit to a 2d game, where issues like that arent supposed to exist
>>
>>164670093
>Unity is still doing all the math and calculations and shit in full 3d.

It's not like modern computers are going to have an issue with a few sprites being rendered in 3d.
>>
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>>164670276
Depends
>>
>>164670093
> you're just wasting resources because Unity is still doing all the math and calculations and shit in full 3d.

This is barely relevant unless you're developing for mobile and even then you're just grasping at straws for that to be real argument
>>
File: mit-scratch-14.jpg (64KB, 700x519px) Image search: [Google]
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>>164632408
With visual scripting, GM is very limited and clearly is designed only to make pretty simple/typical games. Most GM users are not using the langage, they're using the visual scripting.

If you want to start getting into GML or CS2's equivalent, you're getting into scripting, so why not just use C++/Javscript/whatever at that point?

>shit engine
it's not a shit engine but it is a shitter enabler. it allows people to churn out garbage platformers and twin stick shooters that look, play, and generally feel like shit without much effort, but the creators parade them around as if it's the hottest shit since Contra. GM itself isn't bad, but its userbase has a culture with a haughty and self-righteous attitude.

Especially people who use GML. I've never met one who wasn't shit. GML itself is fine. GML enthusiasts are garbage.

>>164632524
doesnt GM have a free version?
>>
http://www.strawpoll.me/12035832
http://www.strawpoll.me/12035832
http://www.strawpoll.me/12035832
>>
>>164670546
>This is barely relevant unless you're developing for mobile
not only do I disagree on principle (if you want to use an engine why not use GM or Construct and save the user some resources and have a more purpose-built thing for yourself?) but Unity is complete dogshit and just idling the roll a ball tutorial shoots up to like 4gb of memory usage and a ridiculous amount of cpu and gpu calculations to do literally nothing. It's actually just a shit engine with shit performance.

>>164670681
its an older concept than programming but ok
>>
Is this worth it? I never heard of a Unity exam before https://www.udemy.com/unitycert/
>>
>>164671081
fuck no

actual 12 year olds can use unity. it's retard friendly
>>
>>164671081
>people actually pay for this shit

wtf
>>
>>164650395
>ever dividing anything
>>
File: 1473644731168.jpg (15KB, 320x323px) Image search: [Google]
1473644731168.jpg
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what's the best way to animate my model? I try to do it in motion builder but setting up a rig. but it is a fucking clusterfuck on a quadruped with several extensions.
>>
>>164670674
>it's not a shit engine but it is a shitter enabler.
I was starting to write out a counter argument, but then I realized you were right. But I don't know enough about the community to comment on the self-righteous attitude bit.
>>
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>>164669374
cause it's the most video gamey sign ( an archer)

the other characters were gonna be taurus as a melee character and libra as a mage.

sorry cancer
>>
File: custom.jpg (149KB, 1280x720px) Image search: [Google]
custom.jpg
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>enginedev
>>
>>164671917
looks fun
>>
>>164670862

>Unity is complete dogshit and just idling the roll a ball tutorial shoots up to like 4gb of memory usage and a ridiculous amount of cpu and gpu calculations to do literally nothing. It's actually just a shit engine with shit performance.

If it's this bad then how do you explain all of the games for PC, console, and mobile devices made with Unity that perform perfectly fine?
>>
File: UNITY.jpg (2MB, 2048x1360px) Image search: [Google]
UNITY.jpg
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>>164671917
>it isn't that great but I made it myself and that's what matters most

meanwhile in Unity...
>>
>>164671917
It works
You don't need the roof where we are going
You don't use the doors while driving anyway
Cathing the flies is part of the fun
>>
>>164671726
wow it managed to be 100% wrong, I'm Taurus
>>
>>164671917
it's called craftsmanship
>>
>>164669029
How does this make sense.

No one knows if the game doesn't have sounds, but everyone knows if it's ugly
>>
File: 1482735986.gif (995KB, 500x372px) Image search: [Google]
1482735986.gif
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>instant (You)s
It's like they have skin 1/8th the thickness of normal devs. Excellent.
>>
>>164672427
>No one knows if the game doesn't have sounds, but everyone knows if it's ugly
that's why an ugly game gets less downloads
>>
Why are there no links to maths stuff?
Any good guide to 2d math/linear algebra for idiots?
>>
what was that website that let you make icons for stuff like abilities and shit
>>
>>164672663
Middle school
>>
>>164663002
Space economy games that are planet-bound.
Shit like X, Star Citizen and the like, but with actual terrain and area sizes that avoid many of the issues that space games have to be designed around.
The only game that I know of in the genre is Hardwar. That game has you bound to a Saturn moon and it really thrives on the fact that it's not another fucking game in empty space.

Then there's flying islands.
Flying islands are common, but most of the time it's from a detached perspective or as level boundaries or some gimmick.
Like, Super Mario Galaxy is technically a game about flying islands, but it's so linear that it sucks the joy from what makes flying islands so interesting.
My favorite take on the setting was Project Nomads. It was a mediocre game, but it did the setting quite well.
>>
>use reference while drawing
>feel like a hack
>>
>>164671726
you better have my cancer self insert as a princess(male) npc you need to rescue then.
>>
>>164662797
X2's everything.
Every single fucking option in the menu had its own hotkey.
And you needed the menu a lot, to command around NPCs, set destinations for your ship's autopilot and other stuff.
So the game ended up like a piano piece. Just tapping away with sets of keystrokes that gave you full control.
It was really empowering, even if the game itself had many problems.

Then X3 came out without hotkeys, because fuck everything.
>>
>>164671726
>PVP lover
phew, thought they were describing me for a second there.
>>
>>164629240
kawaii
>>
>>164673104
>X2
you mean mega man or what
>>
>>164673004
you'll get over it as long as you aren't tracing.
>>
File: X2_-_The_Threat_Coverart[1].png (154KB, 252x354px) Image search: [Google]
X2_-_The_Threat_Coverart[1].png
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>>164673556
No, literally X2.
The third game of the only space sim franchise that existed for the 200X years.
>>
>>164673004
As long as you are using the reference properly and not making a copy of it
>>
>>164673004
Post art
>>
File: honeycomb.png (17KB, 512x512px) Image search: [Google]
honeycomb.png
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>>164672812
this is the only one i have and i cant image search where it comes from, but they had a really nice collection that you could edit on their page and download

anyone know where these are from?
>>
>>164673771
http://game-icons.net/
>>
>>164673004
Make sure you reinvent all of maths yourself. God forbid you use math that someone else invented. While you're at it create your own OS and coding language too.
>>
I keep running into the problem that the reason I don't know how to implement something is because I can't actually decide what I want that element of gameplay to be like, and the code reflects gameplay. So I just keep changing things without going into a clear direction. How does that work? How do I set out a clear direction for my game so I can find the correct code to write?
>>
>>164664783
>depth errors on far planes
Compare percent differences instead of absolute values for screen depth
>>
>>164674972
Do what works best for you.
Half of my design process is thinking about my game when I go to sleep and playing through it in my mind.
That way I can see things that will not work or ideas for taking new approaches to mechanics.
The other half is implementing shit and seeing if it's retarded.

You are either a planner or an iterator.
I iterate, because I cannot ever think through my entire game in one go.

Instead of feeling guilty about your approach, make your code based around your approach.
In fact, that's what the pre-Alpha stage is supposed to be: Fucking around until you have finalized your feature set.
Once you got the features down, you can rewrite everything into a much sleeker format.

The alternative is to try and sit down with a bunch of paper and a pen. It might work for you.
I do a lot of brainstorming that way, but it tends to be lofty and abstract, so the opposite of what you would want.
>>
>>164664783
For some weird reason I find it appealing.
>>
New thread?
>>
>>164675834
shoulda made one yourself
>>
TODAY
i'm gonna organize my code!
but first, overwatch
>>
I'm making a low poly model (think Minecraft character model but with more polys and not ugly)

The faces aren't exactly perfect squares so how would I unwrap it so that I can map a perfectly square/rectangular texture onto the distorted face?

Pic related, it's the thigh. As you can see it's kinda angled.
>>
>>164676056
UGH THICKER
>>
>>164676049
Garbage OP
>>
>>164676426
>m-muh 4 milliseconds of bonus scrolling
kys
>>
>>164672030
name even one decently running unity game


lara croft/deus ex go dont count (all the go games run like shit)
>>
>>164676593
It's just a shitty looking OP is all. Makes the thread look like garbage.
>>
>>164676841
Pokémon go
Super Mario run
>>
>>164676841
played tons of unoptimized Unity games shit out by amateurs that ran fine, when they bother to optimize it runs even smoother

Not everyone is concerned with hitting 3,000 fps on their triangle simulator kiddo
>>
>>164676841
Escape from Tarkov
>>
>>164629605
>Makes his own engine
>Could not tell you how long it took
>First program worked until he copied it.
>Nothing has worked right since
>Sent his son in because he is much better at programs than him
>"It's shit dad, just let it run until it crashes. Then I'll fix it for you."

Sounds about right.
>>
>>164640886

I like the fade and fade out but the spotlight is literally glaring. Maybe tone it down to half as bright? Really you can get the same effect with only a minimum spotlight visible.

At least in my opinion.
>>
>>164647264

Well, then writing is important!
>>
>>164621452
Amatuer mobile dev here. The mechanic of swinging the sword just seems to be tapping the "A" button so to speak (I am guessing). Make combat more interesting. Can the player use the shield? Maybe do something like tap A to slash in one direction and then hold the button and release to slash in the opposite direction resulting in more damage?

Your game looks cool I just think the combat is a bit dry.
>>
>>164663002

Mother Teresa and the battle for saint hood.
>>
>>164668675
>Nepnep

That reminds me. In that game you can unlock cheats as normal gameplay functions, even notes from developers as to why they made the cheat.

What do you guys think of cheats and such for gameplay? Would you like to use them to tweek gameplay for players or give them that option? Should it basically be ingame dev tools?
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