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/agdg/ Anime Girls Develop Games

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Thread replies: 819
Thread images: 148

File: demoday.jpg (100KB, 300x223px) Image search: [Google]
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DEMO DAY DOZEN ART NEEDED

>Greenlight Campaigns
Reply with your Greenlight link to ride a wave of AGDG support

> Next Demo Day 12 (ALMOST TIME)
itch.io/jam/agdg-demo-day-12

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

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

> Previous Thread
>>164783769

> Previous Demo Days
pastebin.com/i0W2tVRS

> Previous Jams
pastebin.com/wUh6itNN
>>
I'm gonna make my own engine
>>
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tfw perfect weather for devving

today's gonna be a good day
>>
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>>
>>164836402
>they don't VR as a busty animoo cat girl

disgusting
>>
>>164836376
>Humidity: 91%
>perfect

What happened to Slipstreamdev?
>>
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>>164836376
>91% humidity
>perfect
>>
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>writing a How To for myself so I can navigate my own program
>>
>>164836671
yeah? I do it all the time. helpful for when i come back months later and have no idea how to use my own tools.
>>
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>>164836724
>>164836507
>>164836293
>>164836105
>>164836384
make fun of it,one more time
>>
>>164836252
Do we really need a my little pony op?
>>
>>164836926
are you the idiot for saying it or am I for responding?
>>
Adding C++ stuff to Godot is actually pretty nice. You just add your class, the new build only takes 30 seconds on my toaster, and your class is immediately accessible from script and in the scene editor (if you want to). Only problem of course, you need to restart the editor every time, it would be nice if there were seperate reloadable code from DLLs
>>
>>164835942
don't implement feedback just to prove a point to insane people, you have to actually agree with the feedback and it has to make sense for you to make the change. i.e if i'm giving feedback on placeholders just ignore it. like, if you have better things to do with your time then to make those plastic things not look so plastic, just do that.
>>
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this thread is awful post progress

i just started learning how to gamedev i have no idea what i'm doing but i'm havin a good time with my garbage
>>
>>164837047
thats nice but nobody cares about godot
>>
>>164837037
________________:^)
>>
>>164836671
This seemed like a good idea until the code got updated but the instructions didn't
>>
DEMO DAY 12 IN 21 HOURS

WHO HYPED?
>>
>>164837167
that looks pretty solid for a beginner. did you make all of that yourself? you might have a future.
>>
>>164837167
nice jump

>>164837257
me
>>
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>>164837167
this will be you if you keep it up
>>
>>164837257
Tierlist ready to go.
im going to tear these demos a new asshole.
>>
Does anybody actually use Löve for real games?
>>
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>>164837331
>tfw consistent rank improvement every time
>>
>>164837391
aerannis dev did.
the guy who made fuccboi gdx did
>>
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>>164837270
>>164837261
thanks lol i have taken a lot of formal programming classes in uni which is the only reason i have any idea wtf i'm doing. one day i'll be a good artist.

>>164837291
i can't wait
>>
>>164837391
i'm fuckin' trying boyo
>>
>>164837510
How is Lua? I read up on it a little bit and the metatable stuff seems nice, but it looked like that's pretty much the beginning and the end of the language?
>>
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rts/rpg hybrid I've been working on.
>>
>>164837776
is there a version where i can tactically pet the dog

i like it looks fun
>>
>>164836252
>demoday.jpg
Clever.
>>
>>164837776
Nice, I like these sorts of individualized controls with positioning and real-time action. You say RTS, so can I get other characters I assume? Is it like Dankest Dungeon, Warcraft or something else altogether?
>>
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Remade the tutorial system for like the third time
Hopefully tutorials count as demo content
>>
>>164837776
you should really make a custom cursor. its easy for it to get lost.

never played an RTS, but do you really have to control all 4 chars at once in realtime? there's no way to set an option for ai to take control?
>>
>>164837905
I was thinking something like a traditional RPG, just with RTS controls for the main party.
>>
>>164837047
>you need to restart the editor every time
Do you mean after creating a new c++ module?

Looking to implement something as a module soon myself. Got any tips or pitfalls you can share?
>>
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Progress!

Not awful for a week's work
>>
>>164837776
Looks fun
>>
>>164838035
Good suggestion on the mouse thing, I'll look into making some more noticeable cursors. And yeah, I'm really big into the idea of having to play fast and micromanage everything.
>>
>>164838035
This is a good point but I assume OP will implement hotkeys/grouping like in any RTS. If you can just press 1-2-3-4 and issue your commands it should be very efficient and could produce quite a high skill cap
>>
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>>164838106
>>
>>164837257
WHY THE FUCK DID I START REFACTORING SHIT?!

Seriously though, that was buttfuck retarded to start before demoday. Gotta rollback.
>>
>>164838202
the ugly boarders are for some bug checking, they will be gone by next demo day

everything in that image is a placeholder.
>>
>>164837776
Fuck that's frantic. Coop Multiplayer when?
>>
>>164837776
Those control groups work, right? I can press 4 to get the red guy?
If you let us have like 5 of each unit, or maybe just units of any type up to a total cap, this could be the juiciest Pikmin clone ever.
>shitload of mages shooting fireballs at the same time
>shitload of archers firing a volley into a shitload of grunts
>they stay in circle clusters, it's harder to dodge shit when you have more units
that's a recipe for success right there
>>
i think it's time for wicked to become vogue again
>>
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>>164838332
yes but i have no idea what im looking at.
i just see green X's and blue boxes, and then random green/box boxes, and more gradient mud colored boxes. also maybe a gray air hockey puck?

perhaps a webm would help
>>
>>164837776
>mixel effects
>>
>>164838102
>Do you mean after creating a new c++ module?
Yeah, after compilation. I mean it's just a minor nitpick, but if you could compile your module as a DLL plugin and then reload it in the editor that would be a real nicety, but it's not a big deal to have to restart.

No, I have only done the basics and done some performance comparisons, but it's really simple. If you follow the tutorial nothing can go wrong. You can still access all of the same classes with the same functions that you have in GDScript so from that perspective there isn't much to learn. If you inherit from Node, your class is automatically added to the list of nodes in the editor and you can just add it to your scene like any other node

It seems to me that for anything that is really code-heavy or data-heavy it is really better to use C++ for the element, but then use GDScript to organize the scene and call the appropriate functions. So some games (like platformers) don't need any C++ for sure, but in my game I have some algorithms and data processing and C++ is much more suitable to implement this than GDScript.
>>
>>164838475
Fuck off nodev
>>
>>164837664
my previous experience is php and javascript (yeah yeah) so coming from that it's certainly strange. lua has a ton of really weird stuff in it that works fine once you know it but will trip you up if you don't.

Like, tables are { objects } and they can contain literally anything at any index, but they can also act like [ arrays ] if you give them numeric indices, BUT to do that you have to actually for-loop a bunch of numbers into the keys and nils into the values. There's been a bunch of stuff like that, actually -- not broken or stupid or anything, just really weird coming from languages that have that built-in.

it's growing on me. there's a couple anons around who know it better than I do though, I was asking stuff here last night and people were much helpful
>>
>>164837776
really like the idea
>>
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>>164838459
shoot the glowing things
don't touch the glowing things

the grey boxes are meant to be buildings but i changed the camera. camera is much uglier like this but the game controls better
>>
>>164838665
scrap that, i actually love the idea.
>>
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>>164838665
>>164838783
>>164837776
>>
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Make assets or gameplay first??
>>
>>164838996
gameplay
>>
>>164838996
If you have no gameplay the assets are wasted.
>>
>>164838996
if you make the assets first and your gameplay idea/implementation turns out to be shit then all your assets will most likely be useless.

always gameplay first
>>
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posting cuz im not making a demo for demoday.
>>
>>164839104
If you have gameplay but no asset it's worse because you spent time making a game that nobody will care about.
>>
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>>164838996
gameplay

Think of your favourite games, what's more important, the gameplay or the graphics?
>>
>>164838996
Use prototype assets.
It can be helpful to have assets that don't look like total dogshit to give a better idea of what the game might feel like in total.
And anyway, some games are very asset-dependent, others aren't. Like, as for a fighting game, there isn't really a game without assets
>>
>>164839221
is dat sum gods gift
>>
>>164838625
>nodev
Where's your game?
>>
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>>164839392

aye
>>
>>164839458
>square waifu game made by a guy that pretended to be bokudev all the time
Now I suddenly respect block waifu game.
>>
>>164839659
I'll show you mine if you show me yours.
>>
>>164839508
I still say having the cultists not homogenous in that animation is distracting to the eye
>>
>>164838996
Assets
>>
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New day, new 'post comfy game ideas for comfy jam' post.
>>
>>164839828
Can we just fuck and get over it?
>>
>>164839863
are you going to make sofa simulator?
cause you should
>>
>>164839863
coffeehouse
>>
>>164839925
I would but I don't know how it would play even though I spend all day every day on the sofa.
>>
>>164837776
Loved it, Anon!
>>
I've wanted to make a first person dungeon crawler in the style of those old ones for a whole while now. What engine do you recommend?
Thought about the style of Etrian Odyssey, or like the old Megami Tensei/Phantasy Star ones.
>>
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>>164839863
>for comfy jam
>>
everybody post useful reddit threads

https://www.reddit.com/r/gamedev/comments/1wew83/recommend_your_favorite_tool_for_game_development/

^the gamasutra links were pretty nice

might as well link them here actually, since rest of the thread is basically ads for planning software

http://www.gamasutra.com/view/feature/3384/ http://www.gamasutra.com/blogs/ErinRobinson/20120502/169588/5_Alternatives_to_a_Game_Design_Doc.php
>>
>>164840126

Any engine you want fampai

You can do it 2D or 3D or text
>>
>>164840207
>everybody post useful reddit threads
KYS yourself
>>
>>164839863
You know you could have been making good progress on your comfy game instead of posting the same post every thread.
>>
>>164840031
it's an atmosphere game
you sit on a sofa watching tv and weird (but still comfy) stuff happens around you

like that one elevator game, the ""fun"" is in seeing what happens next

put a cute anime girl at the other end of the sofa and have her get progressively closer as the night continues and then when the movie ends she eats your legs
>>
>>164839807

thats just your racism, you need to change.
>>
>>164840237
>can't get over his meme hatred even in the face of useful info

you've already kys yourself
>>
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>>164837167
finished text rendering and begun work on a gui and implementing networking
>>
>>164840242
I would if I had found the right idea. I can't figure out how to balance gameplay with comfyness.
>>
>>164840257
>ripping off rotate
>>
>>164840350
Use the words correctly so that you don't get past the filter you fuckhead piece of shit waste of air.
>>
>>164839508
>blobby bloodpriest teleports with technological glitch effect
I dunno mang.
>>
>>164840452
i came up with that idea just now so really he's ripping off me
>>
>>164837776
Loads of potential.
>>
>>164840550

yea ive already changed it, my original thinking was that the teleport was incomprehensible so your computer just displayed it as a glitch. turns out thats stupid as fuck.
>>
>>164839508

great devving but seriously get help
>>
>>164840801
that's not stupid but kinda of difficult to communicate
>>
>>164837291
Reccetear, is that you?
>>
>>164841125

Racketeer
>>
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>>164841264

Half credit
>>
>>164841334
Damn. Just seeing a pic made me want to play it...
>>
>>164836252
In a Tower Defense game, would it be a good idea to create a base level of health for each type of creep and then have each instance of a type roll for a small addition to that that scales as you get more rounds into the game? Or should all creeps of a type have a uniform amount of health?
>>
>>164840221
What would you recommend for a beginner to use?
>>
>>164840331
you enginedev?

freetype is cheating
>>
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Progress
>>
>>164841419
Personally I don't mind a little randomness, but I can imagine many players disliking not being able to calculate 100% efficiently.
>>
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>>164840653
>>
>>164841490
I'm not sure what's going on but I like it. Spellcasting? Either way, good job.
>>
>>164841490
wut
>>
>>164841509
I've fallen into this really bad habit of wanting to add randomness to basically everything. It's an illness
>>
>>164841590
Why do you feel the need to hand over control to an uncertain party?
>>
>>164841537
that's really very strange
>>
>>164841471
i sure am.
im using DirectWrite for the text, so iirc an improved ClearType
>>
>>164840257
Where's the gameplay?
>>
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So I'm finally getting around to getting an executable set up instead of making everyone use Java, but packr is giving me woe, anybody here used it successfully?

The packr.jar itself runs fine, it does create the executable and its support structures, but nothing happens when I actually run the exe. Testing with -c -v --console shows it simply opening an invisible command prompt and sitting there doing nothing.

Java was a mistake.
LibGDX was not worth it.
I miss C++ so much... ;_;
>>
>>164841419
It doesn't seem like it would really add anything to the gameplay, besides throwing players a 'gotcha' at random when there's that one enemy that has slightly more HP than their placed towers can remove.
I would suspect that a lot of players would probably assume it was a bug, rather than something that was intended and some would probably accuse it of being artificial difficulty or the like.

If you wanted to do something like that I would suggest going the full hog and having randomly generated (or handbuilt, whatever) minibosses with different stats and abilities that the player has to counter with different strategies and towers.
>>
>>164841817
the gameplay is you mash buttons so she doesn't eat your legs

i don't fucking know anon, I wasn't coming up with the dark souls of sofa simulators

i wrote the post in under two minutes and apparently some guy who turns around a lot beat me to it
>>
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The whole business part of gamedev scares me.
How/where can I learn this stuff?
>>
>>164841840
i will ree the fuck out if you can't look straight up or down in your First Person Shooter
>>
>>164841840
it looks pretty nice anon
very halo-era
>>
>>164842028
i don't know but i'd start with not actively looking for stock photos of smug successful businessmen-like beings with a condescending look
it's intimidating
>>
>>164841840
Looks boring.
>>
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Might focus on assets or missions now that the story outline is somewhat finished. Mission scripting is somewhat there and dialog is ready to be implemented now that the framework has been redone.
>>
>>164841709
because then I can just blame the lack of balance on rng
>>
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>>164841419
it's called a question mark dad
>>
>>164841840
Aha! I got it, if's failing to load some dll somewhere, I was launching it a bit funny from anther folder and wasn't seeing the output, now that there's a real problem I might be able to fix it...
>>
>>164840287
What are you saying? Cultists are evil, white people are evil. Dumbass.
>>
>>164842167
you need to spend 6 months on sound design, for real.
>>
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how do i make it fun?
>>
>>164842939
Recreate NES Zelda with nothing but cubes
>>
>>164842939
needs a pitcher
>>
>>164842939
make us hit things with that pole
>>
>>164842939
an erection meter
>>
i prefer red cubes
>>
>>164843295
>red
>not blue
Pleb.
>>
>>164842856
Eventually
>>
>>164842939

stuff to start with:

enemies to hit
ragdoll physics for said enemies
combo meter
combo rewards
>>
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>>164842994
i tried but i can't hit the ball m8

>>164843129
>>164843625
No but more seriously I was wondering how to make an action rpg fun.
Zelda is all about exploring but the battle itself is very basic when you think about it. How can you juice that up?
>>
>>164843795
>>164843625

do you want more action rpg style like diablo or on the more cuhrayzee side like devil may cry?
you could do a mix of both in which case everything I mentioned is juicy for that
>>
>>164843795
The original Legend of Zelda's combat is interesting and engaging due to the limited movement and the different items and weapons you could use against your enemies, not to mention each enemy behaved in a distinct manner that required the player to react appropriately.

I have yet to see an indie game replicate it.
>>
>>164841840
>Java was a mistake
I'm happy that I've realized that earlier. I could totally imagine you as a guy who uses Ogre or something, don't know why.

You are still my idol, nevertheless.
>>
>>164842167
god damn.
>>
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Give me game ideas.
>>
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>>164844486
A game in which you can do anything you want. But only once.
>>
>>164844486
you're cubic bunny and your village is attacked by wolves who try to eat you. you friends all manage to escape but you're left behind. the game is about you rolling around trying to reuinte with your friends and family
>>
>>164844486
An action platformer where your gun shoots bullets that come back like boomerangs.
>>
>>164844571
Writing this down. I think il call it bo- and cube, for bunny cube.
>>
>>164844571
>>164844614
Eh, it'll never work.
>>
man i've been mucking around in pico, but im thinking i'd probably get more out of lua...

probably will just finish what im doing in pico rather than throw everything out and start again.
>>
>>164844576
Stealing this
>>
>>164844685
lua as in LOVE2D
>>
>>164844705
Do me proud, anon.
>>
>>164844685
>>164844754
lua + love2d is really growing on me, but if you have a bunch of work done already you should see it through. unless pico is glaringly fucking terrible, you have a better chance of continuing from what you have than having to rewrite it first
>>
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Slopes were more trivial to implement to my existing collision checking than I expected. Still need tweak hookshot behavior to properly work with them, though.

>>164844685
Pico is fun to toy around with, but it's really only for those who want to play around with its restrictions for making games.
>>
>>164845147

them limited tech 3D demos done in PICO are sexy af tho.

probably best for an art installation in my future hollywood home than for actual devving though

a hollywood home that ill get from my gamedev moneys
>>
>>164844870
what i've realised though is that for beginner devs, you are limited by your lack of knowledge rather than by the engine you choose. so at this stage yeah, someone with my lack of knowledge should just make something finished, and maybe polished, for posterity.
>>
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>>164845147

>when his map editor is juicier than your game
>>
>>164845147
how do you handle the the slope sprites? did you just draw a ton of slopes in different angles or do you do some rotation fuckery?
>>
>>164845497
he generates as needed right?
>>
>>164845924
it's simple to get the computer to draw a slope. and walk on it. slick.
>>
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>>164845309
Yeah, I love checking those 3d demos out whenever I come across them, like this one http://www.lexaloffle.com/bbs/?tid=28067

>>164845447
There's always a way to squeeze more juice out of your game, anon!

>>164845497
I made 7 different variations of slopes (ie. up to 7 16x16 tiles in length) and have it autotile based on how many surrounding slope tiles there are (horizontally only, not going to add vertical autotiling for them). The number 7 is just an arbitrary value I landed on, since +8 tile slopes started to seem too shallow for my taste (though not set in stone, I'd just have to make more tiles and change the maximum length of a slope from the tileset file).

Then I added in the capability to rotate tiles in the editor if they have the "isRotatable" flag, and collision map generation checks if the slope is left or right facing, which is then later checked by the collision checking code.

All this just because I want to make tilesets by hand and not have some weird artefacting happening from stretching or other such things.
>>
>>164844486
a game where you play as a bunny plushie with a knife
>>
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>>164846167
>>
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>>164846167

You might be on to something, pal.
>>
>>164846167
Brilliant! How did you come up with that?
>>
>>164839340
>eating all of that in one sitting
>>
>>164842295
that folder also has girls with exclamation points and elipsis you dummy
>>
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>>164844576
Thanks for idea!
>>
>>164841709
>>164841590
>>164841419
>>164842274
I see nothing wrong with having a little variety
>>
>>164847140
You have no idea how pleased I am to see my idea implemented in your game especially, anon.
>>
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>make a cube with tank controls
>try to make it roll like in dark souls
>shoots of into space because its sense of "forward" changes
>can't think of how to fix it
>>
>>164841125
It was indeed meant to be a Recettear clone, although that's as far as I got pretty much.

Once I had to start doing UI I dropped it. UI is the worst.
>>
>>164847715
>its sense of "forward"
i think you mean "sense" of forward.
the fuck are you doing with self-aware cubes?
>>
>>164847715
The cube is not supposed to roll, it's just supposed to be an animation.
>>
>>164839508
Just wondering, how long does it take you to animate scenes like this one?
Do you have many one time use animations or will you be repeating then throughout the game?

I love your work anon,
>>
tfw you finally 1MAing a game is a waste of time without solid art skills
>>
>>164848293
iktf
>>
>>164848293

>tfw making pixel shit so the bar is that much lower for quality material
>>
>>164848293
>>164848321
3D is perfect for 1MAs because with a good color palette, lighting can make it look great. You just have to resign yourself to games where animations aren't a priority like simulators or platformers.
>>
My racing game progress slowly. Here my road map:
> Replace all coordinates and angles by 4x4 matrices
> More realistic physics
> Support of DS4
> Separated tires and car body to have 5 physical objects
> Suspension
> 3D land instead of flat surface
>>
>>164848450
Meant to say with just primitives or basic stuff you can make in 5 minutes in Blender. No textures or animations, just solid colors.
>>
>>164848321
>>164848354
>>164848450
i'll be back next year, it's been fun agdg
>>
tfw you finally 1MAing a game is a waste of time without solid coding skills
>>
>>164847924
>>164847843
I gues that makes sense..
>>
tfw enginedeving without coding skills
>>
tfw you finally 1MAing a game is a waste of time with shitposting instead of 1MAing a game
>>
tfw marketing without social skills
>>
tfw you finally shitposting agdg is a waste of time without a game to make.
>>
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Added dodge for mecha so that you have more mobility when flying.

Some armors won't have this feature, as some cant even fly. The player will start with crappy industrial use armor and later get more advanced ones.

I know I'm breaking NES limits, so please don't cry about it.
>>
>>164848512

>racing game
>top speeds of 3 mph

I kid, though. Keep up the progress
>>
We should change it from demo day to progress report

How many of us are actually putting out a demo, versus just showing off progress/where we are with the game
>>
>>164849474
>top speeds of 3 mph
I will have decent speed when I will have implemented a more realistic physics.
>>
>>164849540
Fair point. I usually propose the idea of an "Alpha Day" or "Free Playtesters Day" instead of a Demo Day, but I don't care anymore. I'm just happy that even if I don't have progress to show, at least /agdg/ becomes max comfy for 2-3 days.
>>
>>164849540
I've been saying that for years good luck getting them to change it
>>
>>164849378
>I know I'm breaking NES limits, so please don't cry about it.

Only autistic faggots care about that stuff.
>>
>>164849797
Are you pretending AGDG isn't full of them?
>>
>>164849540
If something as trivial as the OP format triggers people to no end, good luck changing that convention.
>>
>>164849540
I guess I could put out a demo but what I've got is very barebones. You can walk around a few areas and look at a few things.
>>
>>164839508
i thought this guy killed himself the baby and the dog?

seriously disappointed
>>
>>164849996
not the baby, just the dog

https://a.uguu.se/Rht8MSKIlEBX_pugdevkickstarter.webm
>>
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what's the average height of a six story building?
>>
>>164850473
4m / story + roof is a safe bet.
>>
>>164848450
I usually come to this conclusion, but then I have to realize I can not name any game like that, so I start to wonder if there's even an audience for it.
>>
>>164850565
Thanks, I was using 3,5m but now I will change it to 4m
>>
>>164850760
An audience for what?
>>
>>164850760
What about that space games with the ant-like things... couple years old.
>>
>>164850876
3.5m isn't necessarily worse, it depends on the type of building. A small familiy house may have rooms of height 2.5m and .5m as floor/ceiling between them. Officetowers may have 3m high ceilings and 1m of floor between them, which has the the wiring hidden above those tiled office ceilings. Industrial buildings could easily have several floors connected into a hall and necessitate strong 2m floors to bear the load of heavy machinery. There could be crawlspaces for tubing and wiring as well, some of those are high enough to stand in, but don't count as a floor.
>>
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total war but you can have thousands of times more units because you have no art so you just render them as a single pixel
>>
>>164850903
Like, you know that there's Thomas was Alone, but basically any platformer today can find its players with even the most simplistic styles. I'm wondering what is the 3D equivalent of them.

Like, okay, we can have cool stuff like this:
http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=90781

But are there any actual releases other than jam entries and prototypes?
>>
>enabling a particle emitter does not cause the emitter to start emitting immediately, but waits for one lifecycle to complete before doing so
Fuck off, Godot.
>>
>>164851304
>using a meme engine
>>
>dont have to go to work today because roads are iced over

that means i get to stay on agdg allll day and shitpost~
>>
>>164851304
godot always wins baby
>>
>>164851175
might as well just render a square jpeg with some noise and call it an army
>>
>>164851304
It's open source
>>
>>164851265
QUBE, Gang Beasts, Cluster Truck, Refunct, Naissance
>>
>>164851304
The particle emitter doesn't have lifecycles, it has per-particle lifetime
>>
>>164849378
how many jump types do you have
>>
>>164851265
Superhot
Minecraft
>>
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Got the boss working for demo day. Are your guys games ready?
>>
>>164851668
I won't be ready
>>
>>164851668
For very sad definitions of 'ready', sure. Still need to get the conversation system working before I have much to actually do in this game.
>>
>>164851510
>but waits for the lifecycle of one particle to complete
Better?

And the solution is retarded: Instead of setting Explosiveness to 0 in order to get a burst of particles at once, one has to set it to 0.01 (minimal value) to achieve that effect, else the shit described above occurs.
>>
>>164851668
>genital jousting 2: scaly boogaloo

>ready
Nah.
>>
>>164851746
What are you trying to do? Use the same particle emitter to emit an arbitrary amount of particles by switching it on and off?
>>
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Had a lot of fun fucking around today in unity..That is all..
>>
>>164851668
That was very sexual
>>
>>164851668
ha this is cool
>>
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>>164847986

thanks man, this particular one took me bloody ages, i didn't time it but i'd say close to 10 hours. It's by far the most complex thing i've ever animated.

>>164840863

this is my help.

>>164849996

dont believe everything you read on 4chan, my wounds were only psychological.
>>
>>164851925
I trigger a burst of particles upon creation of the emitter, then delete it after the particles have reached their lifetime maximum. Basically using one-shot emitters. It works now as intended, but getting there made me buttmad.
>>
>>164852058
Your sacrificing animations invoke a bitter feeling in me. Those cultists happily jump into deathmachines, throwing away decades of existence in order to fuel machines that in my mind do mundane shit like heating the room or lifting an elevator cabin.
>>
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>>164851668
How does that work?
>>
>>164852110
Ah now I see what the problem is, just checked it in Godot. Seems like a bug


float restart_time = (i * lifetime / particle_count) * explosiveness;

bool restart=false;

if ( next_time < time ) {

if (restart_time > time || restart_time < next_time )
restart=true;

} else if (restart_time > time && restart_time < next_time ) {
restart=true;
}

I think one or more of these need to be >= to account for explosiveness = 0
Open source baby
>>
>>164852343
Well, that feeling of worthlessness is the whole concept of the Lovecraftian horror.
>>
>>164852058
Have him stand still on the platform for a few frames before making him thrown in the air.
>>
what's the best way to go about handling timers?(delays between actions)

coroutines?
>>
>>164851668
No, the way things are going I'm just gonna drop it. I'm tired of fighting the engine and I'm not sure where I want to go with it. I'll just start a new project see how that goes.
>>
>>164852890
> I'm tired of fighting the engine
sounds like you dont know what youre doing
>>
What kind of setting do you think would be the easiest to do art for? I was thinking steampunk because a lot of stuff would be mechanical which is probably easier to do animation for than organic stuff.
>>
>>164852942
Space. Without a doubt.
>>
>>164852942
Steampunk usually has a shitload of details though

You can't just have a wall, it needs to be made of sheets of metal with valves everywhere
>>
>>164852942

This >>164852984
>>
>>164852774
Create a float variable, say action1Cooldown = 0.0f.
When you need to set the cooldown, set the variable to say 2.0f for 2 seconds.
Create a function:
void updateCooldowns(){
if(action1Cooldown > 0.0f)
action1Cooldown -= Time.DeltaTime;
}
And call this function in Update() or FixedUpdate(). This is probably the simplest way to do it.
>>
>>164852984
>>164853025
I guess I should have mentioned it'd be for a sidescroller, so if you're saying space because you don't have to do the environment or anything that wouldn't work because you'd have to be on some kind of land.
>>
>>164852984
Depends.

Is it just another flying sim? then yeah all you'd need is to detail the spaceship and projectiles.
>>
>>164852395
Yeah, that seems to be the case. There is an issue about it already, too.
>>
>college assignment is to code software used to write code on using lexical analyzer generators


AAAAA I JUST WANTED TO MAKE VIDEO GAMES
>>
>>164852058
seriously kill yourself the dog and the baby
>>
>>164853389
> space because you don't have to do the environment or anything that wouldn't work because you'd have to be on some kind of land.

Would you? I can think of many ways to make it work.
>>
>>164853389
Any sort of space or general futuristic setting allows for fairly minimalistic environments, especially space ships and bases.
Also, if it's a side scroller, all you really need is ground, sky and a few props for the environment, especially if it's set in open areas a la mario.
>>
>>164851603
>>164851486
Thanks for the recommendations!
>>
>>164853593
>college
>expecting to ever do anything related to game logic
>>
>>164852774
Completely depends on the language and engine.
It helps to have coroutines and/or signals/events.
Have a central system that objects can call to receive a timed callback or resume execution.

The simplest possible implementation would be

yield(timer(delta))
or timer(delta).connect("function")

if your language/engine provides for it
>>
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The bunnygirl is now blowing bubbles on the beach. The idea I had for demoday is giving the demo a bit more interactivity than just running around shooting and jumping. So I thought it might be fun if the catgirl could shoot some bubbles. Just need to make the bubbles collide with the lines of water shots. Might extend the lines to make the hits more obvious.
>>
>>164852919
Yea, perhaps I should take some time to learn the engine with a less ambitious project.
>>
>>164853901
can you post some of your code?
just curious how this is done in assembly(i assume thats the language youre using)
>>
>>164853901
Neat
>>
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>>164853901
>>
>>164854027
I'm coding it in C (not C++) using SGDK which is why I thought it fitted in with "amateur" in /agdg/.

I have a sort of an eccentric way of coding so its not super optimized either. I have cursory knowledge of assembly language and looked into programming with it but thought it might take me a while to get it set up and working so I preferred working with SGDK instead. If you're interested in learning assembly for mega drive / genesis check out this blog ; https://bigevilcorporation.co.uk/
>>
>>164853901
why can the gun only point in cardinal directions?
can't you allow the right stick control for that?
>>
>>164854865
lol
>>
>>164854865
There is actually a way to do this.
I found some games like worms use up down to aim by rotating the gun. That would maybe be the step up from this. I'm not sure yet how to do rotation and making a sprite sheet of full rotation graphics would be too resource intensive. But I considered it if I ever make a follow up game.
>>
Idea for a videogame mechanic in a detective-style game:

The player (detective) is given a blurry security camera photo of the criminal. He has to describe the criminal to a computer using sliders for various qualities (nose width from skinny to wide, nose length from flat to long, ear size, skin color, etc.) and the game randomly generates a dozen or so possible criminals and then puts them on a graph with one of them being the actual criminal (not randomly generated). The game then uses the player's description with a k-nearest-neighbor algorithm and gets you a list of 10-15 criminals. If the player did well at describing the criminal, he shouldn't have to question too many dead end suspects before he gets to the real criminal. If he did poorly, he may have to try describing the criminal again.
>>
>>164855845
I would try playing it.
>>
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What's your opinion on Wavedash?
https://www.youtube.com/watch?v=JTvTLkEXSJg
>>
>>164856592

who?
>>
>>164856592
Haven't been shilled on yet. But I guess you're taking care of that.
>>
>>164856747
nice meme
>>
>>164853901
so this..
is the power..of C
>>
>>164857152
nice meme
>>
>>164856592
pointless
meleefags will keep on playing melee anyway
>>
>>164856592
>fun
>fun
>fun
>fun

turn this shit off
>>
>>164856592
Video downvoted, comment reported.
This is not a place to spam.
>>
>>164856592
>this is our version of smash bruhs

can i subsidize your office space and put a paper clip factory inside of it?
>>
>>164858246
butthurt much?
was just curious
>>
>>164855845

Sounds neat!

For some reason it reminds me of that new game, Don't Touch Anything.
>>
mAKING A GAME WHERE THE STORY REVOLES AROUND KINGS AND CROWNS. GIVE ME A TITLE
>>
>>164858890
Kings and Crowns
>>
>>164858890
The Quest of Kings.
>>
>>164858890
Crings
>>
>>164858890
Chronicle of Crowns
King's Quest
>>
>>164858890
>>164858917
this
>>
>>164858890
Crowns of Kings.
King Me.
Revolutionary Crown.
Thrones.
Blood and Gold.
>>
>>164838523
I think what you're looking for might be available in 3.0 but I'm not sure. I remember it being mentioned because they wanted to add all the stuff that would break compatibility and such.
>>
>>164858890
King Kingson: Coronation Day.
>>
>>164858890
Coronation: Ultimate Thrones of Cruel Fate, Bloody Peasants Edition

AKA 'Bloody Peasants'
>>
>>164856592
>>164858827

That's not really a game engine or otherwise for /agdg/, is it?

I mean, if you yourself were a developer and wanted to talk about your work then sure, otherwise go ask /v/.
>>
>>164858890
Game of Thrones
>>
>>164858890
Crowny McKing's Summer Vacation
>>
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>>
>>164859567
[Triggered]
>>
>>164858890
Dark King Souls 2
>>
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>>164859567

I still have time!
>>
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>mfw not gonna make it
>>
>>164858890
Crowned King
>>
>>164858890

The Story Revolves Around: King and Crowns.

It'll do great with the Germans.
>>
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>>164859867
What in the fuck
>>
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>>164859567
I'm going as fast as I can, anon.
>>
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made a simple thing that the player can use to spawn extra pickups in exchange for currency. enemies will drop these pickups as well.
>>
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>>164859867
Holy fucking shit.
>>
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>>164859867
>>
Does working with Unity equate to industry experience?
I'm wondering what the best ways to get a job in the industry would be.
>>
>>164858890
King Crowny Revolution
>>
>>164858890
Donking King Crowntry
>>
>>164860425
no most of the "industry" uses in-house engines and mostly writes in c++
>>
>>164859224
woah you're good name my game
>>
>>164860425
A lot of companies use Unity. So being good at using Unity equates to maybe getting a job. The only time it'd turn to industry experience is if you got a job doing things making stuff in Unity in the industry.

Best way to get a job in the industry: Be very good at specific things or be very good at things nobody's good at. Or have contacts who'll vouch for you. Also having sold games helps lots.
>>
>>164860690
I can't name what I can't see or read about. Provide information, receive hastily constructed game title. The more useful info you give, the more fitting a title I can come up with.
>>
>>164860425
Sure.
If you have a good portfolio that shows you clearly know what you're doing, then I don't see why not.

>>164860683
Highly doubt anon is planing to work for some AAA company.
>>
>>164858890
feminism in the 1400's
>>
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>>164860929
thanks!
>>
>>164856592
It's going to be shit. Their business model is basically LoL; Free to play with rotating characters (with 8 fucking characters) and cosmetics and in game currency which you can buy for costumes and shit. It simply doesn't work with a platform fighter. Too much focus on e-sports and Melee scene pandering, and not enough focus on making a good game.

Basically going to be Overwatch: Platform Fighter edition.
>>
>>164860683
>most of the industry uses in-house engines

This 'fact' is ridiculous. You're ridiculous. Most of the industry uses a couple of house-made *tools* that are for *already existent engines*. Or modifications of existent engines. You're living in a fantasy world with no connection to reality.

>>164861209
Oh, this game. Hrm. Gimme a minute to think about it.
>>
>>164861209
furpot
>>
>>164861441
you'd be right if you're talking about content creation but that's not gamedev so fuck off
>>
>>164861209
thicc
>>
>>164861209
Spiked Soup
Scaled Chef
Magic Gumbo
Salt to Taste (alternatively, "Assault to Taste")
Mystery Stew

This one's tough. Sorry, those are the best ones that came to me.

>>164861570
You've never worked in the industry if you believe what you wrote is true. I have. You're living in a fantasy world and it's time to wake up.

Ain't nobody got time to make built-from-scratch in-house engines what are you smoking.
>>
>>164862017
thanks, there are some ideas in there esp gumbo. I've been thinking of a play on stone soup but I'm going with Lizard Soup for now
>>
>>164862017
>Ain't nobody got time to make built-from-scratch in-house engines what are you smoking.

Also who's paying for all these in-house engines that are apparently everywhere and are their names collectively Randy Pitchford because I'd never see an idea slapped down so fucking hard in a board meeting in my life than "Why don't we just spend two years building an engine for this game with no profit to show for it and still another year or two of dev after that before you see a cent of profit".
>>
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Well, it's something
>>
>>164862436
What's it gonna be when it's grown up?
>>
SDL2 devs... I'm working in C++, and I'm wondering what a good way to approach events/input would be to keep everything sort of contained. Like in my head it makes sense to separate mouse input, keyboard input and gamecontroller input.

Is using SDL_PollEvent(&event) essentially necessary in the main game loop? If so, what's a good way to separate out concerns? It seems wrong to have a big switch statement based on the different types of events that SDL exposes.

Any thoughts?
>>
>>164862478
I'm thinking some kind of brawler? I'm not too sure yet.
>>
>>164862490
Create command which represent all of the commands. And map input to commands. So you have a function that process even (keyboard, mouse or joystick) and fill commands according.
>>
I'm making a game for browser and I think it might also work on mobile so I try it out on my phone's browser and I see a problem with no mobile keyboards in my canvas so I change my code to bypass it and I see it and it plays right but the resolution is wrong and you also can't walk because no keyboard.

What should I do?
>>
>>164862767
>you also can't walk because no keyboard.

Path-Nav to points that the player clicks on. Or find a point near where they clicked on to path-nav to. Or you can give them on-screen buttons to hit or a UI-thumbstick to move around.
>>
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My procrastination station needs an update. Post yours for ideas.
>>
>>164863004
Desk too messy to show, sorry.
>>
>>164863004
/ic/ too slow for you to shitpost in right now or what
>>
>>164862767
>GOMADWarrior
HOLY SHIT.
You're alive?
>>
>>164861248
I want to see more physic based fighting games, so anyway this will be a step forward. So in that way I'm happy this project is supported by some important smash fan entities
>>
>>164863004
>>>/g/
>>
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>>164861209
Dinosoup
>>
>>164863004
draw a dog with blaster
>>
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>>164863301
>>
Shitty 3d guy here
Post your simple requests
>>
>>164863508
a bench
>>
>>164863508
Pizzabox with the small white table and a tasty pizza inside.
>>
>>164863508
Hi, this is your modeling teacher from college. A teacup and/or coffee mug.
>>
Is there any point to developing a game like Hoplite or 868-HACK if I can only develop for the PC? I don't know if either could do well on this platform.
>>
>>164863120
Yes. Last time I devved like I'm doing now was december 2015, but I hadn't used this name for a long while still.
>>
>>164863004
What tablet? Looks nice.
>>
>>164862939
There's no pathfinding for players, but I might make buttons for the directly near tiles. My main problem now is the resolution, 16x9, which I don't know how I'll get to, but I think I'll shave some tiles from the players' view.
>>
>>164862619
So you're suggesting mapping every pertinent sdl_event type to a command, which then get forwarded to where they need to go?
How would you even approach the design of that?
A union of structs? Inheritance? Seems weird to me...
>>
>>164837776
fucking awesome
>>
>>164864119
Still working on that web rpg with spells?
>>
>>164864054
Are you asking if a roguelike will do well on PC?
>>
>>164864773
868-HACK sold 3k units despite being one of the best games in the genre.
>>
>>164858890
WE
>>
>>164863004
>vaping
enjoy your ulcers
>>
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Minimap works now! Working on camera to get rooms that are not 1 screen wide/long work.

Sorry for slow-downs. I'm developing on toaster and fraps adds weird lag spikes.

Any ideas where to find fitting sound effects for this kind of game?
>>
>>164839340
>thinking anyone would play a well done mechanically game but with shitty art
other way around works tho
>>
>>164865542
dorf fort?
>>
>>164865319
damn anon you have that NES style down well! good job.

love seeing your progress
>>
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>>164865319
>>
>>164865319
bfxr

Good work on the minimap.
Not sure though if having the own mech be the same color as 50% of the screen and all enemies is a wise choice. Maybe the white highlights could change colour when the player enters the mech?
>>
>>164865319
>that loading/fadeout time between rooms
I mean the effect looks nice but it'sgoing to be annoying af when actually playing
>>
>>164866093
not him but i think that it works fine here since the player looks like he controls pretty slowly. if you were a lot faster id agree with you
>>
>>164865319
absolutely fantastic. looks like a top tier NES game
>>
>>164861209
Who do you serve in this game?
>>164842939
Hey, yo. Help another noob out. What tutorials did you use to learn how to make this kinda stuff?
The cube movement and the attack?
>>
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buffed scanner(memory), shows enemy hp now.
>>
>>164866817
Juicy
>>
Fuck, I swear some art tutorials are better than most movies. So mesmerizing.
>>
>>164864434
Bump.
>>
>>164865319
ive been having trouble getting a dynamic pallet change effect for transitions on my NES themed game. do you have any tips?
>>
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>>164866490
other dinos, from your tribe I think. different species might want different things, esp with the hervibore/carnivore distinction

also, new froggy. ladybug still missing
>>
>>164866935
The process of creation is always a pretty sight to see. Whether it's construction or modeling or painting, putting things over another and seeing them come together is soothing.
>>
>saving audio as ultra compressed low bitrate gets the voice effect I needed
huh, was easy.
>>
>>164867145
pics or it never happened
>>
>>164866031
What color would be fitting for player mecha?

>>164865997
>>164866405
Thanks. Been working on this for around week.

>>164866093
It's really short and you can move during transitions so it shouldn't be problem.

>>164866972
I use NES color palette and I wrote shader that tunes the colors down depending on sprite which contains all colors and the colors they should fade into and then I use this shader on the whole screen.

So yeah, learn shaders, if using GMS. No idea how to do this on other engines.
>>
>>164867272
just have to say that as someone who love the NES I hate all the non-spec stuff you do while having blaster master sprite edits in there
>>
>>164864691
Yeah. I got people playing it this week on another forum. There's still much to do though. Npcs and maps and gamemodes.
>>
>>164860425

Do you have references?
>>
>>164867272
>What color would be fitting for player mecha?
Since your player sprite is mostly blue/purple, a shade of that would be useful me thinks.
>>
>>164866817
>small ship shooting at incredibly high speed
>>
>>164867360
I've already said I use some placeholders. Even the explosions are straight out of Blaster Master.
>>
>>164863004
>>164863004
>>164863004
Anon, please answer:

>>164864250
>>
>>164861209

Cooking Time with Tracy!
>>
>>164863561
>>
>>164850473
If the smallest building is one story, stack six copies of the smallest building on top of each other and see how tall it is. Then resize the huge buildings. I guess.
>>164867028
That's fuggin kawaii
>>
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>>164867398
References as in people I know in the industry? Not really.
Though I've got friends who are much more involved with game programming.
To be honest, I've never been that big on doing game programming by myself.

Now that I need some sort of "in" to the software industry, I figure game programming
would be a good way to keep my programming skills up.
>>
>>164867864
>it's not shit
i feel cheated
>>
>>164867864
That looks like a comfy bench. I'd sit on that in a park.
>>
>>164867996
>park
those are the benches at the gates of hell
>>
>>164861248

Well, if they use lumberyard or get that twitch integration that might be an idea.
>>
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>>164867787
hey, that's simple but I really like it. thanks!

>>164867875
thank you. (((you can cook him)))
>>
>>164867864
>Shitty 3D guy here
Fuck off. Show me the pizzabox.
>>
>>164861209
CAN YOU SMEEEEEEELLLL-- WHAT TRACY-- IS COOKIN?
https://youtu.be/1C-mdFXKyBU?t=4s

/thread
>>
>>164867864
>substance drag-and-drop
>>
>>164868476
All texturing besides hand painted is pretty much drag and drop
>>
>>164852984
This 100%. No terrain, no sky, no water, no grass. Environments consist of some planets and asteroids. Not even any animation if you don't want to because you don't have to draw or rig a walking talking character with a face, arms, or legs. Just solid geometry moving around.

Space is fucking easymodo and lets you get away with doing shit ton less. I'm a hack fraud, I would know.
>>
>>164868476
And?
>>
>>164867028
>other dinos, from your tribe I think. different species might want different things, esp with the hervibore/carnivore distinction
>"I want my soup with extra TREES!"
>>
>>164867028
>>164869370
On this note make it so you can actually pick up the leaves from the trees also and not just the fruits/nuts and trunk.
>>
>>164867878

I thought the way in was applying for internships.

Of course back then they were saying, "In programming you can either make money or make games."
>>
>>164869575
>"So kids, in order to get to the delicious bananas all we have to do is RIP THE TREE OUT OF THE FUCKING GROUND"
I like it
>>
>>164868476
All of the industry is pretty much textures with drag an drop now.
>>
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>>164869575
I thought about it! it might depend on what the recipes call for, and whether it's tedious or not

cycads (the prehistoric trees I'm basing these on) also happen to be really poisonous

>>164869370
I didn't think the tree thing was that funny but everyone seems to love it

thanks for the suggestions
>>
>>164870078
>text
my god im dying
>>
I just realized I've been making a fighting game in gamemaker, which will require online play. From what I'm reading, gamemaker doesn't really do online play very well.

Should I just switch engines now?
>>
>>164870196
>I just realized I've been making a fighting game in gamemaker
How haven't you noticed that until now?
>>
>>164867720
Huion giano. It's pretty nice.
>>
>>164865293
That's ink.
>>
>>164870321
Well I wrote that terribly. Should have said "I just realized that the fighting game I'm making will require online play using Gamemaker"

The question still remains, is GM shit for online?
>>
>>164870196
Sure, a fighting game is 90% assets and design, you can do it in any engine
>>
>>164870196

Probably sooner is better than later.
>>
>>164870078
>>164867028

Are you going to have a demo for the game jam?
>>
>>164870621
every single fighting game with non-trash netcode paid ggpo for it
So I would ask them, maybe
>>
>>164870621
I couldn't say, I haven't tested that. And doing online for a fighting game is just punishing yourself; there's barely a genre where accurate transmission is that important.
>>
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>>164870867
yeah, even if it's a walking sim. if lendo draws a group picture and tracy's not in it I would kill myself
>>
>>164870870
GGPO requires things to be coded in such a way that it allows rollback since it tries to predict your actions. I don't think my code is set up that way at all.

>>164870920
So far it's been very difficult, but it's also helped me learn how to code. Maybe I need to scale my intent on making a full fighting game back to something like Lethal League.
>>
>>164871251
Wow, never noticed the digimon style on your character until now.
>>
>>164871342
then you're fucked
just do what the MBpunch devs did and make your next game the online enabled one
>>
>>164871251
Don't feel bad. Mine's just going to be a walking sim too. Yours will look better than mine too.
>>
>>164871251
Who's lendo?
Tracy lewds when? She's got dem hips.
>>
>>164871506
yeah I can see it but I've never watched any digimon so the influence must be from somewhere else. I think the saturated color plays a big part

>>164871576
all demo day games are nice, hope to see you there
>>
Anyone doing any strategy games?
>>
>>164872173
RTS is a dead genre.
>>
>>164872173
Do board games count?
>>
>>164872173
thats the great thing about fun games like wavedash

its really simple to pick up and fun but the depth of the game is really high and can allow for some wacky situations yet really complex strategy but easy enough for fun
>>
>>164872356
Still leaves TBS on the table.
>>
>>164871863
Lendo is who draw the DD9 group pic, for example.

There's one semi lewd dino girl pic. Maybe it's in the moth girl folder, since she's with her. Yes, I'm advising to chek out the Google Drive folder.
>>
>>164872173
I want to try making something like Stronghold (super barebones of course) for Comfy Jam. Just having people chop wood, break rocks, pick fruit, stuff like that.
>>
>>164871984
Oh it wasn't criticism. I really like your stuff, the juice you add to every action in your game in particular
>>
>>164845147
Is there a tip to make your graphics look oldschool like that?
>>
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Shit, I had no idea demo day was so close. Should I submit the playable but slow Python version, or the Unity version that's got basically nothing but core functionality?
>>
>>164870196
isnt risk of rain multiplayer?
>>
Is wavedash replacing sourceposting?
>>
>>164872743
>smash clone

delete this
>>
>>164872764
RoR isn't superdependant on pixel accuracy and fractional seconds of timing combos.
>>
>>164872743
Show me your moves!
>>
>>164872895
It's a Smash engine. Think MUGEN but for smash. It's got a GUI character builder, just drop in some sprites and define the hitboxes and you've got a fighter.
>>
>>164872173

I'm doing a tabletop game, but that's not Vidya.
>>
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If you had to make a game built around this picture, how would you approach it?
>>
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Anyone have experience with monogame? Trying to set up resolution independence and I'm having a fucking rough time of it.
>Set up a 960 x 540 rendertarget
>Set graphicsdevice to use the rendertarget
>Use spritebatch.draw to draw my game, UI to the rendertarget
>Set graphicsdevice to use null rendertarget
>Draw rendertarget texture to the destination rectangle being the window bounds
>it massively fucks up

???
This is my draw function
http://pastebin.com/JmVNQ27b
>>
>>164873152
I would start by getting a team of at least 6 people to work with me. My head hurts just imaginingg the scope of a game with so many races to balance and assets to create for.
>>
Whats the best magic combat system you have seen in a game?
>>
>>164873152

Lots of words.

One of those wordy games.

Just a good spread of words. Like that one game, kings passage I think it's called.
>>
>>164873152
strategy obv
>>
>>164872708
It's really just rendering pixel art at native resolution (400x240 for my game), and then boosting window resolution a couple of times. Tips for pixel art though? Sure, there are plenty.

My go-to recommendation these days is Pixel-Logic, and you can find PDFs for it here: http://nexgensprites.com/threads/pixel-logic.50/ (it's not finished yet, so it only goes up to chapter 5, chapter 6 will be about pixel art for games if I recall correctly)

This site has a few nice tutorials, albeit very wordy at times: http://2dwillneverdie.com/tutorial/

And then there's the old recommendation of just studying the sprites from your favorite games.
>>
>>164873463
Assume 2D with you only need basic sprites, so not animations or anything (at least for units).
>>
GIMP is so fucking garbage, holy shit. Any alternatives? I only have a toaster so PS is not viable
>>
>>164872743
why not both?
>>
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/agdg/ - Anime is Gay, Definitely Gay
Please use this as our next title, I'm going to sleep
>>
>>164873469
Magicka Wizard Wars

That shit was awesome, but the skill ceiling was ridiculously high and since the community was fairly small any noob would get his ass blasted for weeks, often by the same people on different days
>>
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>>164873152
I'd first delete that picture and look for some more novel CYOA's.
>>
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>>164873619
I suppose I could do both. There's really nothing worth while in the Unity version though.
>>
>>164873601
Still a massive scope if you want to do something fun. And in terms of coding, all those race attributes need to be useful for something otherwise it will just feel like a clicker game where shit doesn't matter.
Honestly, reduce your scope to 4 types, build the game, and then add more races once you have it polished.
>>
Fellow Unityfags, any idea what could be causing the same function that is lerping audio volume from curren volumet to 0 would be lowering volume at different speeds in different scenes? I'm fucking clueless.
>>
>>164874304

How do you even create a game like this?

Is there an example of a roguelike (any game really) that has extremely complex text based combat/world interaction?
>>
How would one do a dash that's slowing down near the end(not of constant speed) in gamemaker?
>>
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what program is that?
>>
>>164875843
zbrush
>>
>>164875642
I don't know about GM, but you could try to implement one of these.
http://gizma.com/easing/
http://easings.net/
>>
>>164875843
welcome to mcdonalds can i take your order
>>
>>164874528
maybe so, but you worked on it. You should show it off.
>>
What do you guys use to record webm?
>>
>>164875957
thanks

>>164875965
well yeah this i a model for a "pizza delivery" skin for a champ in league
>>
>>164876037
obs + webm for retards combo
>>
>>164876037
obs and webm for retards
>>
>>164876101
oh, the spear wraith girl, maybe?
>>
>>164874304
I hate CYOAs after reading them they leave feeling empty and longing.
>>
>>164873768

The rock was fantastic in that movie.
>>
>>164876180
nah a boomerang one
sivir or some shit
>>
>drawing about the 30th sprite of your MC
>tfw you eventually develop a crush on her and imagine her as your gf

does it get anymore pathetic than this?
>>
>>164875843

Zbrush
>>
>>164876304
ah, that'd make more sense.

>>164876207
good to hear, I've been considering watching it myself.

I gotta say I'm surprised at how pleasant the thread is today.
>>
>>164876402
only if you don't post the mc
>>
>>164876402
Didn't stop Hideo Kojima.
>>
>>164876402
now make the game a reality and have some chick cosplay as your MC while you fuck her
>>
>>164872660
Link to the google drive folder?
>>
>>164876606
Check the aggydaggy site from the OP.

Yes, I could give you the link right away, but I rather teach you how to catch a fish, you know.
>>
>>164876037
unregistered hypercam 2
>>
>>164876175
>>164876162
>webm for retards
download link?
>>
>>164876986
https://gitgud.io/nixx/WebMConverter
>literally first google result
>>
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>>164876459
>I gotta say I'm surprised at how pleasant the thread is today.

It's demo day's eve. Everyone is either burned out or accepting failure.
>>
>>164877201
Ha! I am actively avoiding gameplay dev by polishing useless menus!
But I really want to drop this project already.
>>
>>164876495
>having your game be associated with something that cringeworthy
>>164876530
anon please, if something like that is happening to me i think it's clear i never talk to women.
>>
>>164877201
Is this I have no mouth and I must scream?
>>
>>164876402
>create a girl
>fall in love with your creation
>finish the game
>start another game
>forget about the girl
>create another girl
>fall in love with the new girl
Men are all pigs
>>
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>>164877201
I'm busy developing conversation trees and such so that maybe you'll be able to at least talk to empty portraits.
>>
How do you make a comfy game?
Let's say I want to make a game where you raise flowers
>move to where flower is
>press button to water
>go to fountain to refill
Then what? I mean, sure different flowers need different quantity of water/different locations and shit, but is this still a game? I don't understand.
>>
>>164877412
>anon please, if something like that is happening to me i think it's clear i never talk to women.
you won't have to worry about it when you make cash money off your game
>>
>>164877643
make it satire/parody
look at papers please: they made a game about shitty border control job fun
>>
>>164877643
Protect flowers from pests that come randomly, then when they are big sell them to buy new flowers. Or plant them near each other to breed new species
The main objective would be to complete a catalog or something
>>
>>164877643
Comfiness is not hurrying from flower to flower with the occasional stop at the fountain. Comfiness is sitting on a bench and watching your flowers enjoying the sun.
>>
>>164877608
Woah, how does that work?
Are the grey boxes text strings?
Are the blue boxes actions or dialogue choices?
TEACH ME SENPAI
>>
>>164876402
I don't know, anon. If I can not fall in love with my MC, I just drop her and find a new one until I can. It just keeps me motivated, like I must finish her story and her little world so she could live happily in her pixelated universe. So, yeah, I guess you are not alone.
>>
>>164850368
thats actually pugdev??? wow i have a lot to think about
>>
>>164878621
I hope for your sake that you are baiting.
>>
>>164878621
Yes, Pugdev is Uwe Boll. From now on, it's canon.
>>
>>164839508

Can anyone tell me what is wrong with this guy and what he did to his dog? I missed the story.
>>
>>164878775
he apparently got mad when his kickstarter failed watch that webm
>>
>>164878307
Greyboxes are NPC dialogues, Blueboxes are PC dialogues. Blues are menu choices mainly for the player to choose from.

Asset I'm using is called "Dialogue System for Unity". You can find it on the asset store.
>>
>>164878886
>Dialogue System for Unity
Cool, thanks.
>>
>>164877448
Star Control 2, a classic
>>
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>>164876182
Same.
>>
Give me a name for my shitty platformer where an indiana jones rip-off character has to escape a pyramid.
Also when's demo day? Might throw it in there if it's not tomorrow.
>>
>>164879984

Will Whip
>>
>>164877643
Give the player moments where he can just exist in the world, and it doesn't revolve around him. Nothing is on fire, he isn't the Chosen One chasing down the Big Bad, for a moment he's just there.

A comfy moment in a flower raising game would be that moment where you've planted the flowers, watered them, and you can sit down on the garden bench and pull out a pipe to puff while the soundtrack plays, the butterflies fly around and maybe a bird or two are chirping. Maybe the flowers need watering later, or you're gonna plan out the next row to plant, but for now, it's pipe time.
>>
>>164879984
Jokes on you, it's tomorrow, but you can just submit it in the last moment.
>>
is there any free program i can use to take some sound clips i recorded of me making sound effects with my mouth and then putting effects on them to make it sound better?
>>
>>164880616
Audacity.
>>
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fucking string concatenations, damn this is simply unacceptable.
>>
>>164880616
also there should be a million free apps for your phone that do this

search for voice changer recorder or something
>>
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Working on making controls a little better and polishing up things that I've been meaning to get around to for Demo Day.

Changelog so far for this morning
>Throttle bar on HUD now shows negative throttle
>Bound t to Target
>Gear up/down is now a toggle
>Thrust delay removed while landed to make ground handling on moving objects more predictable

That last one helps the flight computer keep the ship on the deck, but there's still some extremes where you have to pay close attention to keep a wildly maneuvering carrier from throwing you off. In practice though, a carrier that knows its going to have things landing/taking off from shouldn't be doing any crazy maneuvers. Though, I'll still probably include such a scenario for Demo Day anyway.
>>
>>164879984
Pyramid Plight
>>
>>164875529
I don't have any experience playing them, but I imagine that MUDs are pretty much like this.
>>
have any of you'll cowards implemented BSP trees in your projects?
>>
>>164881129
>Enum.ToString
how do you mess up this bad
>>
>>164881297
because its an onscreen debugger and i need to see what my enum state is.
>>
>>164881129
NumberToString is your bottleneck, not the concatenation operation.
>>
>>164881129
Just store the numbers 1..10000 as strings in an array ahead of time, there's your performance
>>
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where can I commission a programmer to create this program that converts xmtn files (like .cmn .mtn .mtninf2 etc.) into something else

is there a site that you can go to find these programmers? (like in tumblr or twitter, you find artists and email them to ask if they can draw your waifu at a certain cost)
>>
>>164881617
upwork
>>
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Is it rude to copy someone's art and not even change a single pixel?
Also fuck you fucking captcha fucks I know I selected all the squares with the signs fuck you I know better than you
>>
>>164881476
Int32.ToString() is part of the String.Concat() operation.

It's bad to use string concat anyway.

>a quick word about strings.
>Strings in C# and .NET are immutable objects, so string concatenation generates new string instances on the heap.
>When assembling strings from multiple components, it's usually better to use a StringBuilder
>>
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>>164881703
yes :^)
>>
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Okay now the player mecha should be obvious.
>>
>>164881703

literally stealing artwork can save time and make up for lack of talent, but if anyone noticed you will be labeled a hack.
>>
>>164882108
That looks way better with color.
>>
>>164851668
>not making it run into its own tail for damage
>>
>>164881129
>expecting string operations to be fast
anon...
>>
>>164882108
Do you have a place where I could follow your progress?
>>
>>164881426

if it's a debugger then why is it even that big of a deal? does it need to be on while you optimize your game?

Also everything everyone said about comparing strings is true, it's a rookie mistake thinking that you can just fuck with strings all day and not see a performance hit.
>>
>>164861209
Jurassic Bistro
>>
>>164882710
Not yet. I'll make twitter or tumblr when I have enough to show and I'm 100% sure I won't drop this. I've only developed this around week so don't know how long this will keep me interested. Definitely having fun right now.
>>
>>164882962
>not Jurassic Fork
Come on son
>>
Strategy games with a lot of units where each individual unit can be controlled if desired?
>>
>>164836476
Do normal fags do that?
>>
>>164881129
See >>164881907.
>>
>>164882004
Where did you find RWBY models? I thought the animators refused to release those?
>>
>>164883032
?
>>
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Do I use Settings or Options?
Do I use Quit or Exit?
>>
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>>164883147
>>
>>164883243
Options, Quit
>>
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Finally getting the sailing alright. All sorts of physics problems to sort out.
>>
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>an rts game where resource management is crucial and has direct gameplay consequences
>squads must resupply before they run out of ammunition or they will literally stop shooting
>vehicles will become immovable if they run out of fuel
>etc
>>
>>164883243
Quit the game, exit the UI screen.
Setting sounds a lot more formal, and it should be used for more technical stuff.
Options sounds more friendly, and it feels like everything that isn't in their own menu should be there.
>>
>>164883434
so an RTS version of advance wars?
>>
>>164883406
That moon is kind of unsettling.
>>
>>164883434
Men of War?
>>
>>164883434
Earth 2150 did that. It was pretty good. Excellent for its time.
>>
>>164883753
It's just because the moon isn't obscured by the atmosphere, so it looks like a tiny moon just a few miles above the surface.
>>
>>164883659
>>164883753
>>164883764

will check these out, thanks
i had figured the concept wasn't that original
>>
>mfw i'm a human piece of shit who wants a game but is too lazy to make a game
that is literally with everything in my life tho
>>
>>164883753
It kinda is. I can move it about, doesn't really fit the time of day as is.
>>
>>164884048
Like >>164883814 said it's because it doesn't look far away, it looks like some fake moon masquerading as the real one.
>>
>>164884048
>doesn't really fit the time of day as is.

nah you can often see the moon in the day
>>
>>164876402
>draw character
>too cute
>feel like my game idea is too crappy for the character
>don't want to put her in game
>>
Visual Studio 2017 keeps recommending me to rename x to y in my Vector struct, like it wants me to have 2 y's, what the wtf is that?
>>
>>164883039
If you're talking SupCom levels of quantity, forget it. You'd have to seriously imbalance controlled units to counter the loss of command.
>>
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>>164883116
Grimm eclipse

animators are mad retarded and just used the same models as the show.


what's more funny is that they're trying to cover it up by giving them ugly westernized faces in updates.

if you don't believe that they didn't use the same models as the show anyway, you can pause parts of the show and see that some parts are clearly stolen from some other modeler.

the reason why rwby doesn't face lawsuit is rabid fans and shills are fooling people into thinking that the people who know that the show steals mmd assets are the vocal minority or just silence them.
>>
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>>164884212
>2017
Is it worth rerolling from 2015?
>>
>>164884253
For a start I was mostly interested in looking up some games that have this mechanic
>>
>>164884405
I love when big companies steal shit from smaller companies and then bully them into silence.

Like how Blizzard will never address how they ripped a character from a hentai game for Overwatch, _because_ it's just a measly hentai game.
>>
>>164883039
>>164884854
Warcraft does but instead of having all units useful as individuals you have grunts that are better as groups along with individual heroes.
>>
>>164884854
Space Rangers 2 Planetary Battles are interesting in this regard.
>>
>>164884976
When I say "a lot of units" I mean more than 2000
>>
>>164883434
>3 years of balance tuning
>>
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>>164884090
>some fake moon masquerading as the real one

Hello this is MoonDev, the moon level is coming along nicely, I hope to add moonmen in the next week

Might add an opacity mask on the moon material or something the like to get that obscured daytime moon look.
>>
>>164884920
What character is stolen? I want to fap
>>
>>164884920
which character?
>>
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>>164885223
>>164885236
Chick on the left. Same fucking costume and she becomes "mind-controlled/corrupted" and her skin turns blue as a result and kills her bf.

I'd post a pic of her being blue but there's no safe for work version of those.
>>
>>164885556
Fug I don't like Taimanin
>>
How do I implement GOAP in practice?
>>
>>164885556
And for those fortunate enough to not play garbage games and don't know what I'm talking about, it's this character.
>>
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I discovered a secret technique how to make tileable textures less repetitive
>>
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>>164885556
Nah,nah. No fucking way.
HOLY SHIT. HERE'S HER WITH PURPLE SKIN.
>>
>>164885941
And what is it?
>>
>>164886027
Distorted UVs
>>
>>164885857
It's literally pathfinding.
>>
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r8 my 3 materials: slippery/boost (blue), sticky/grippy/wallclimb (yellow), bouncy (pink)

I have a billion other variations on these and I'll improve or change them if I have time before the DD deadline. If you have suggestions for something completely different I can try that too.
>>
>>164885556
>>164885898
I'm just seeing two chicks with purple skin, where is it obviously a rip off?
>>
>>164885898
>>164885974
Costume is white when her skin turns purple, so they look nothing alike. It's just coincidence.
>>
>>164885941
nice first person bloodborne (third person shadow tower) clone

>>164886147
nice portal 2 clone
>>
>>164885556
p. tenuous desu famalam
>>
>>164885974
I'm not seeing the similarities
>>
>>164885209
>opacity mask on the moon material
That's what I was about to suggest. It's an easy way to fake the distance. Just make sure nothing ever gets behind it. Like stars.
>>
>>164885974
>>164885898
That doesn't look the same at all.
It's not like porn games invented purple skin.
>>
>>164871863
when u draw them ;;) ;));;;;;;;;;;)
>>
I sat down with a pad and pencil for few hours to day and really thought it out. it helped quite a bit.
>>
>>164886221
Did you read my description? If you played the game it'd ring some bells.

That Widowmaker character is "brainwashed" , her skin turns blueish in the process because of "lack of oxygen" and she kills her husband because of the brainwashing.

The costume , the skin color, and the backstory. I mean feel free to chalk it all up to coincidences, I can't stop people from closing their eyes after all.
>>
Godot-san, you have to normalize the vector if you multiply it by speed, otherwise it will be distance-dependent and choppy.

move_vector = character - mouse (vector from character to mouse)
move(character + move_vector.normalized() * delta * speed)
look_at(mouse)
Move from character in the direction of the vector at speed

But first you have to be in the same coordinate system, for example local:
character = get_pos()
mouse = get_global_transform_with_canvas().affine_inverse() * viewport.get_mouse_pos()

or canvas
character = get_canvas_transform() * get_global_pos()
mouse = viewport.get_mouse_pos()

Do the tutorials!
>>
>>164885898
You are entirely autistic.
>>
>>164886568
>new IP is a blizzarddrone

Ok pal.
>>
>>164886147
Blue looks pretty shit
>>
Do you guys have any fun non-generic character designs?
>>
>>164887024
Nope. As generic as it gets
>>
>>164887024
my stream of (you)s received from posting progress has been inconsistent and amount of fanart low, so i figure the answer is no
>>
>>164887217
I want to see it, show me
>>
>>164886147
Can't really tell by looking at them. Blue looks like the bouncy one.
>>
>>164885857
What about it exactly do you need help with?
>>
>>164886147
Trippy.

May I ask why would you need these in your game? Aren't solid colors a better fit?
>>
>>164887431
Everything code-wise. I understand the concept, but I can't figure out how I would actually go about programming it.
>>
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>>164886384
>>
>>164887297
i don't want people to link this shit with my game and say i'm a whiny bitch because i know how unforgivable and unforgetting anonymous hivemind can be
but, i can't blame /agdg/ for not commenting my stuff because it's solely on me to make it interesting and standing out from the crowd
you can assume i'm a nodev shitposter if you want
>>
>>164887024
You mean of my own or in general from games? Jap games usually go overboard with being unique just for the sake of it. Generally you end up with retarded shit but sometimes you'll find some gems, at least more than you would with the "safe and realistic" designs you'll see in most western games.
>>
>>164885974
>>164885898
With just the images, I would think its coincidence, but their story is exaclty the same, and the story is very ridiculous for 2 big companies think of that same story. Without to mention that Taimanin Asagi is one of the biggest productions in hentai.
>>
What would it take to legally get actual characters from a book for a game?
>>
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Got some shooting implemented. Things have been going pretty well.
>>
>>164887671
What framework / engine are you using? There's a project written in C# with Unity in mind on a git and I tried myself at an implementation for Godot. Looking at something functional can help.
>>
>>164887893
License agreement between you and the party authorised to license them to you. Usually this agreement is based on monetary exchange.
>>
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Last time I posted I got "who dev" treatment but I'm trying again :/ I just want to make game.

Added some click feedback to the game so it tells you when you're charging for a move and if you will reach where your mouse/finger is (or past it.
>>
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>>164867028
I gave froggy some random idles

he's starting to grow on me
>>
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>>164861209
Cretaceous Cuisine
>>
>>164888116
I like your game.
>>
>>164888116
fucking amazing
>>
>>164876402
yes
doing it before deciding on the character's appearance
>>
If you could play as a non-human, what would you like to be?
>>
>>164876402
That's why I make male characters only.

Makes it easier to abandon them and their games.

Sometimes I have nightmares about my half-finished sketches coming to life and attacking me though.
>>
>>164888450
spessman
>>
>>164888450
Actually, what do you guys think about playing a game about a slimegirl who shapeshifts?
>>
>>164888116
Can you cook him?
Are there frog people who you could feed him to without them knowing you fed them one of their own?
>>
>>164888594
You mean like Shantae?
>>
>>164888615
Slow down, Frenchie.
>>
>>164888594
Meh. Could be cool.
>>
>>164888594
Only if she's cute.
>>
>>164888594
That agdg game with the purple transforming hand already covers that. Convince the dev to add waifs to clone.
>>
>>164887413
good point, changing it the that!

>>164887517
yeah, I don't know if this look is correct. plain colors is cleaner but not nearly as unique. i'm considering just throwing this style out. it only looks good on higher detail models.
>>
>>164888683
It's a good analogy. But I am still shaping up the idea in my head. I was thinking of a slimegirl goes around collecting data of the monsters she finds, goes back to the lab, scientist puts it into a drive that you can use to get characteristics of said monsters.

It would be a mostly exploring game with a couple bosses here and there.
>>
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>>164883115
>>164882949
>>164882679
>>164881907
>>164881557
>>164881476
this is the power of optimization, reduced it down to 4%.(not string builder)
>>
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Demo is finaly complete. I tried to fix as many bugs as I could find but you never know when your game will crash and burn horribly.
Now we wait the time to upload it
>>
>>164889081
>fix bugs
keke
>>
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>>164888818
Is this cute enough? I was thinking of doing something like this.
>>
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>>164888615
my gimmick is that you can cook anything, and I don't intend to make any exceptions. the question is what to do after that. some options are

1. he's completely fine and just floats about in the soup, maybe says something about it
2. he's launched up like Tom from Tom & Jerry would if he fell in scalding water
3. he's treated as a regular ingredient but he just somehow unexplicably reappears in the following level (this is funny in its own videogamey way)
>>
>>164885898
>>164885556
>>164885974

you should get out more
>>
>>164889024
Great
Did you make a huge array of pre-built strings like I suggested?
Memory is cheap, there is probably no instance of anything where you would actually need to concatenate or generate strings at runtime. You would produce all possible strings in advance and store them.
>>
>>164889213
>1. he's completely fine and just floats about in the soup, maybe says something about it
>2. he's launched up like Tom from Tom & Jerry would if he fell in scalding water
Both of these, depending on the character.
>>
>>164877448

Technically, it's I have many mouthes and I must chuckle.
>>
>>164889213
are you aware of the proverb "boil the frog"
>>
>>164889286
>there is probably no instance of anything where you would actually need to concatenate or generate strings at runtime
Uhh...dialogue where a character uses the player's name, a number, an item, etc.?

You don't need to generate the string every frame but you don't want to generate every single permutation (assuming there are even finitely many) ahead of time.
>>
>>164889286
>Did you make a huge array of pre-built strings like I suggested?
yeah, it wasnt pretty either.
thankfully i only need it for this one thing
>>
>>164889378
yeah but that's not very cute or funny
>>
>>164888594
Slime is my least favorite type of monster girl
>>
>>164889213
If you don't do the terminator lava scene tribute when you throw in some character I will find you
>>
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>>164889424
>not shipping a Hyperwebster with your game
>>
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>>164889424
>.dialogue where a character uses the player's name, a number, an item, etc.?
I had a case where a part of the string needed to be updated each frame. I just changed that specific part in the string's index.

pic-related
yes its bad but my mem is down so it's all good.
>>
>>164889251
That's not a single person you're quoting.

And I get out plenty, but why do you say that? Will I find more blue skinned brainwashed chicks out there? Sign me the fuck up.
>>
>>164889213
I like 3
>>
>>164889546
Even if she shapeshifts into your favorite type of monstergirl?
>>
>>164836671
you mean documentation? this is new to you?
>>
>>164879984

Tennessee Brown in... Five Sides to Hell!
>>
>>164889213
3 is great. If a player doesn't like him, just throw him in the stew.
>>
>>164889798
Ha, I also thought of naming it State+Name like Indiana + Jones. My idea was Illinois Louis
>>
>>164889642
What the fuck are you doing all this shit for? Why aren't you just doing string formatting and printing directly?
>>
>>164889213
I want to be able to kill whoever I hate.
>>
>>164889213
Can you cook the pot itself?
>>164889213
He sinks into the pot screaming "You scaley biiiiiiiiitchh"

Either way, 2 is pretty good. 3 is more fit for a video game though.
>>
>>164889081
Have you considered adding a filter to this that... re-aliases the pixel art, i guess? it would restore the hard edges by snapping every color a fixed color palette. the nice thing about this style is the hard edges, but putting sprites in world space throws that off.
>>
>>164890006
autism
>>
>>164890228
I guarantee that this overengineering is the root cause of your performance and you would have way shorter and faster code just doing the straightforward thing.
>>
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QUICKLY AGDG
WHY AREN'T YOU DOING GAMES FOR WINDOWS STORE?!
>>
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>>164890395
>who have desktop games that have over 10,000 downloads
>>
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Am i good to be an artist?
>>
>>164890395
>win $300,000
>in prizes
>>
>>164889761
I won't like her as long as she is still made of gooey material. If she can stop being goo doesn't that make her a Doppelganger and not a slime though?
>>
>>164890395
Sadly, the only games I have worked on that have 10,000+ downloads weren't made in Unity so.
>>
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>>164890213
This is only placeholder art I drew in 5 minutes. Still thinking what to do the final art like.
But I am more worried with finishing the gameplay first before I go to the art part, so that lazy pixel thing works for now
>>
>>164890536
Sure but you're also a nonce.
>>
>>164889984
Kentucky Kevin
Mississippi Melvin
>>
>>164890536
Probably not yet, I think... I don't know
Can you do colors? Games usually have colors
>>
>>164890536
>loli with hairy legs
My little Anon can't be this degenerate
>>
>>164890536
>/ic/
>>
>>164890395
All you need to do developers!
Plus 10,000 downloads only. So 99% of you, please go away.
>>
>>164890615
fwiw the hard pixel artstyle is what I like about your game
t. mspafag
>>
>>164890673
>Games usually have colors
Counterpoint: Limbo
>>
>>164890536
Since games are made on computers:
Buy yourself a tablet
Maybe buy Clip Studio paint or get free programs like Krita (good selection of brushes) or Gimp.
>>
>>164890828
They -usually- have colors. If you want to be an artist you will have a though time finding work if you can't into colors
>>
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>>164890536
>those legs
>>
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Did anyone here ever play Little Fighter 2? I used to play that all the fucking time with my brother and friends. I wanna do a game like that. The steam market isn't that saturated with beat 'em ups right?
>>
>>164890541
Yeah, she would still be gooey. I wanted her to be some kind of science-made slime.
>>
>>164890961
louis ex is THE FUCKING SHIT
>>
I need feedback on this boss theme I'm making. I wanna know if it's too grating. Here's the first few bars: https://soundcloud.com/iwilldevouryourkittens/wip-boss-theme
>>
>>164888450
ROBOT
>>
>>164890961
I don't get why this game is so popular, especially looking like that. Then again I play SS13, so I probably shouldn't judge.

Beat 'em Ups just had Mother Russia Bleeds, but that's the only one I can recall in the last few months. Go for it.
>>
>>164891027
Well, don't mind me. Slimes are extremely popular I just happen to not like them. Can't please everyone.
>>
>>164890828
>Limbo is most of the games
Games usually have colors.

>>164890961
I fucking love little fighters 2. It's the right mix between a beat'em up and an actual fighting game.
>>
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Progress: Created and added some sound effects today, still got a lot more to go. heres a video with sound, the bgmusic is just open source placeholder for right now:

https://a.pomf.cat/jqrrnn.mp4
>>
>>164891110
The synth at 0:06 is absolute earrape. Tone it down a bit.
>>
>>164891110
The high pitched notes sting a bit, lower the edge
>>
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>>164891110
It's really not pleasant.
>>
>>164890395
fuck that shit. Microsoft can take their store shove it.
>>
>>164891101
Way too OP, please nerf.

I loved to play with my brother as the Fire dude and Ice dude, and fuse when our health was low.
So damn good.

>>164891214
I also have no idea. The characters were different enough, sometimes there were 50 characters + a truckload of items on screen(which means the game was running at 9 fps) and it was fun to use spells and just destroy everything.
>>164891259
Exactly. The versus modes were fun as fuck. Back then I had to go on IRC channels to find other people to play against, so good.

Welp, I'm going for it. I've always loved LF2 and I've always wanted to play a game that reminded me of it, I just hope no chinese dude is going to try and sue me for it.
>>
In a game with bullet time (such as F.E.A.R., Max Payne, Vanquish, etc.), should the player and the enemies slow down by the same ratio? I would think it would be more fun if the player was slightly faster than the enemies.
>>
>>164890395
>300,000
whoa that lo...
>in prizes
oh
>>
>>164890961
The best game ever made. Only problem is that multiplayer only allows you to connect with 1 player.
>>
>>164891110
>that resonance
Honestly just trash that high pitched synth, it sounds good otherwise.
>>
>>164890961
>the last updates he made to the game added browser toolbars and ads, and you can't disable both.

Fucking hell
>>
>>164891578
Eh you could have 4 people playing on the same PC, so...
>>
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>>164890828
>>164890673
I miss my black and white game.
>>
>>164891673
>>164891578
>pressing a bunch of keys on keyboard at the same time so my friend couldn't control his character
So good
>>
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>>164889557
saved to YES.txt

>>164889694
>>164889942
>>164890097
>>164890126
thanks for the feedback, it's actually pretty good to know
>>
>>164891578
It's a game that was initially from 1999 done by a chinese fucker.
>>
>>164891315
>>164891326
How's this?

https://soundcloud.com/iwilldevouryourkittens/wip-boss-theme-second-draft
>>
>>164891550
What the hell do they mean by that.
Lifetime pro subscription? (I did the numbers, 100k translates to 66.6 years, fitting)
>>
>>164891739
I remember this shit. I tried to play with 3 other guys on the same fucking keyboard.
>>
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>>164891280
OH HEY, IT'S THE FLUTTER FROM MEGAMAN LEGENDS!
>>
>>164890126
Recursive cooking sounds awesome
>>
>>164891813
Immediately better. Ship it.>>164891927
>>
Can you submit android games to DD?
>>
>>164891813
Better.
>>
>>164891813
You've still got a couple resonant frequencies there, but the glaring one is gone.
>>
low res pixel animating is so fucking difficult, is there like a technique you guys use for it? it seems like everyone knows it but me
>>
Prototyped a thing today, still in ideaguy phase of things.
>>
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>>164892137
I just fuck around and stick with what looks half decent.
>>
>>164892137
The only technique I use is copypasting/rotating parts of the sprite around to "sketch" the animation, then I paint over it.
>>
>>164892137
at low res, your eye is looking for forms that make sense in an animation. Don't judge each frame on if it looks good, you need to watch the whole sequence at final speed.
>>
>>164892137
Depends on how low res we're talking here. Even 16x16 vs 32x32 has a number of differences you can do with the sprite, such as subpixeling techniques or manual anti-aliasing to smoothen motions.
>>
>>164892135
>resonant frequencies
Wouldn't that depend on your particular playback hardware?
>>
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>>164890395
>Who have desktops games with 10,000 downloads.

This doesn't seem like a real contest.
>>
>>164892194
So are you now literally doing first-person Magicka?
>>
>>164892137
I usually do what Loomis says.
>>
>>164892532
Not him but that sounds neat.
>>
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>>164891902
yup i modeled it after that ship. its a little different but basically the same, and i havent added a door, gaurdrail, or viewing window to it yet.
>>
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>>164890395
Thats a lot of banners
>>
>>164892137
>>164892357
Oh depends on what you mean by low res. I'm talking of about 64 pixels. If you mean really tiny sprites you use the subpixel drawing techniques and try to imply the detail and be aware that even if one frame looks a mess and you can't tell what is what in it the animation might be clear so go by the preview, not the individual frames
>>
>>164892458
No, it's part of recording/synthesizing.
>>
>subpixel drawing technique

what even is this buzzword bullshit
>>
>>164889213
1 please
frog is for headpats
although
>>164888116
it doesn't really move like a frog, but realistic frog movement would be really understated and not cute
>>
>>164887217
>>164887710

It's anthro, isn't it?
>>
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>>164892879
>>
>>164892879
Meme shit since each subpixel has only one hue so you can't move anything of relevance there
>>
>>164892879
http://2dwillneverdie.com/tutorial/give-your-sprites-depth-with-sub-pixel-animation/

It's really just a fancy word for manually applying anti-aliasing to create an illusion of smoother motion. Effectively you don't just move a single black pixel from one point to the adjacent one in a frame, but rather use grays (or some other color depending on context) to make it happen over a few frames.
>>
>>164892817
How would you synthesize a resonant frequency?
>>
>>164892532
I want to make a game where you have 2 elements on each hand, one hand is for attacking and the other for support. Each element makes a different thing depending on if you click or hold.
Example: holding fire creates a barrage of projectiles like a machine gun but clicking it throws a grenade.

I like a lot a game called Ziggurat but every time I play it I feel like its format could be improved a lot to make it more interesting.
I also like how elements work together in Magicka but more in Divinity OS were you can create environment hazards if you put up the correct spells together.

Anyway, I'm quite bad at programming so I don't know how far I'll get with this.
>>
>>164892879
dont worry, you can't execute on the idea anyway
>>
>>164893119
Usually it happens as part of an effect.

This is just experience talking, I have no idea what's actually going on technically. I know enough to identify resonance and take it out and that's all I care to know.
>>
>>164891820
it'll be hardware, software, and subscriptions
e.g. largely stuff you can't sell and stuff you can't recuperate full cost on
>>
>>164892997
>>164893104
godddamn I hate this wave of pretentious twats trying to do pixel art
almost as bad as paul EVERYTHING CONSTANTLY FUCKING JIGGLES robertson
>>
>>164893442
what is your problem buddy?
>>
>>164893442
Where is your pixel art?
>>
>>164891790
Unrelated to frog, but imo you should add some shadows or something to cooking-dragon's face. Right now from the front it looks really flat and doesn't really read as a dragon.

Looks more like a orange human or something.
>>
>>164883406
Texture it properly, you lazy cunt.
Just rotate your fucking UVs.
>>
>>164893242
>i can't explain it but trust me
Uh huh
>>
>>164893771
If it depended on the playback hardware then
1. the resources about resonance would mention it, none do
2. it's unlikely that everybody would have the same feedback to the second version of the track
>>
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>>
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>>164894001
>>
>>164893442
I remember paul got evicted from pixeljoint because he refused to abide to their standards of what pixel art is.

But for a game, who cares? As long as people think it looks good.
>>
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>>164894001
>>
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Still new to GM, if I were to make a script called scr_makePoop with say only 2 variables that need to be changed per poop, is there a way to call that script from somewhere else like scr_makePoop(sizeX,sizeY); ?
>>
>>164894238
Yes.
>>
>>164894238
Yes.
>>
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Well, the hard part is done. The thing is up and running. Choices can be made and so on. Going to need to give it a new UI and figure out how to display names and portraits properly -- but this is a big step forward for the game.
>>
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>>164851929
>Bandicam
>>
>>164893942
Everyone has the same critique because its a garbage mix, not because there is some kind of resonance due to the shape of their headphones
>>
>>164894371
>>164894404
I am not a clever man, how would that look in the scr_makePoop?
>>
>>164891110
Finished (well, sorta) version!

https://soundcloud.com/iwilldevouryourkittens/hell-tanker

Thanks for all the feedback, guys!
>>
>>164894518
It's not physical resonance, it's some phenomenon that audio guys call resonance. Stop being such a pedant.
>>
>>164894542
https://docs.yoyogames.com/source/dadiospice/001_advanced%20use/006_scripts.html
>>
>>164893442
It's been used in games. See in related pic where shifting colors are used to imply subtler movements of his coat instead of just moving the whole shape.

>Paul Robertson
He doesn't use any subpixeling (and largely avoids manual anti-aliasing). He's more of an animator than a pixel artist.
>>
>>164894592
Who's the boss that music belongs to?
>>
Can a tile based game without pixel art look good?
>>
>>164894592
The composition is spicy but the electronic guitar (?) track is harsh on the ears
>>
>>164894845
Yes.
>>
>>164894845
What is this post meant to say? Are you talking about a tile-based but fully vector art'd game?
>>
>>164894930
>Are you talking about a tile-based but fully vector art'd game?
Yes.
>>
>>164894845
Mario Maker's NSMB look is essentially that, just presented in 3D.

The actual NSMB games may not follow a strict tile based look, but I wouldn't know about that.
>>
Someone create a new thread now, lest we get overzealous at 800 again.
>>
>>164894228
Define "evicted"
>>
>>164894982
Vector art can look fine, yes. The trouble is doing it well.
>>
>>164894982
>>164894845
Sure just use shaders
>>
>>164895094
>just use shaders
t. doesn't really know what a shader is
>>
>nearly dozenth demo day
>zero (0) DD artwork
Whoever makes the next OP will shoulder a tremendous burden
>>
>>164895064
People attacked him for not abiding to their standards and then he took his ball and left.
>>
t. kys
>>
>Amateur Game Demos General
>>
>>164895228
>their standards
What standards?
>>
So is it normal for there to be occasional camera jitter in the unity editor, but when you build it it runs flawless? Is there any settings I can adjust in the unity UI that might fix this?

Spend my entire day trying different camera and movement code trying to isolate the problem. Finally did a Build out of curiosity and it's not there at all.
>>
>>164895141
I've actually programmed shaders so I don't know how to respond.
Shaders make plain art look good, generally
>>
>>164895298
Maybe in the editor its zoomed in/zoomed out because of your view window size, and that scaling causes issues
>>
>>164895396
Are you >>164886147? The shaders ARE the art in that case.
>>
>>164895296
Not him but looking at his last work I see some people complaining about him using over 100 colors
>>
>>164895298
Unity is full of core engine bugs that will never get fixed because it would break compatibility, that's why nobody uses it anymore
>>
>>164895296
The standards of other pixel artists i guess.

All i remember is him getting criticized and leaving.
>>
>>164895296
They don't generally like if you post an art piece with a gradient (that's not hand made anyway), and also look down on excessive use of under utilized colors (which is most apparent if some automatic tools are used for anti-aliasing), among other things.

There's more I could go into, particularly if I bring up stuff I've read on their (and wayofthepixel) forums.
>>
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>>164895525
>itch.io/jam/agdg-demo-day-12
>8 hours
Is you body and demo ready?
>>
>>164895607
I still need to put gameplay into my game, but the rest is ready!
>>
>>164895563
sounds like /ourplace/
wonder if the rixels meme exists there too
>>
>>164895525
>>164895563
Sounds good to me.
>>
>>164895490
No
But yes, shaders can be art

That's the whole point of how a programmer with limited budget can make the game look good. Put those programming skills to use.
Actually it would probably be adequate to use OpenFrameworks or Cinder for a game
>>
>>164895607
No. Just started today.
>>
>>164895607
No
I am still in refactoring
And moved half the code to C++
When is the 13th demo day?
>>
>>164895539
This true? Well fuck. I'd rather not have to relearn everything I just figured out how to do again in Unreal, but fuck is it annoying not being sure if there's a problem in my game or not.
>>
>>164895768
Shaders can be art but they can't make bad art look good. Unless you consider e.g. the case of something with a good silhouette but terrible colours and the shader just ignores the colours, but that would be a technicality.
>>
>>164895801
>starting the day before demoday
you put the pro in procrastinator
>>
>>164895872
I guess 8th of March.
>>
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>>164894842
Here's a shitty sketch from memory. He's basically a giant robotic guardian golem sort of thing.
>>
>>164895907
I was working on some stuff around Halloween but it didn't work out. Finally decided to give it a go again.
>>
>>164895995
these new pikachu evolutions are bizarre
>>
>>164895703
I haven't really come across rixels, a lot of the old users there are fascinated by the limitations of their platform of choice and like to take those to their absolute limits, and I can respect that.

Biggest no-no for them I've seen is transparency in pixel art.
>>
>>164895298
You should expect worse performance and stuttering when playing in editor.
>>
>>164895880
No I am kind of half-shitposting, half not.
There are definitely some bugs and oddities in Unity, but obviously you can make a full major commercial game with it no problem
>>
new thread
>>
>>164896328
we cant
theres no DD12 OP art to use
>>
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>>164896402
>>
>>164896236
If that's all it is than I can deal because it makes sense. I just hate when I think I have something figured out and it bites me in the ass later on, had this happen a bunch in Gamemaker with screen resolutions suddenly causing problems later on.
>>
>>164895995
nice fucking TTGL ripoff you cunt
>>
>>164895607
You can talk to tents and maybe have a puzzle or two to solve. I'm not sure it'll count as 'ready' but you'll be able to do things for ten to fifteen minutes or so.
>>
>>164841840
Port it to C# while you still have the chance
your sanity will thank you and so will your users
>>
>>164836252
>/agdg/ Anime Girls Develop Games

Is anyone here actually an anime girl?
>>
>>164896863
me
>>
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>Most watched Godot tutorial series is utter shit compared to a basic introduction from someone who actually uses the engine.

I guess the channel name is fitting.
>>
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>>164896863
We all are. Even you.
>>
>>164896935
Your point?
>>
>>164897097
I might start a Patreon too.
>>
>>164896935
So which one are you saying is shit?
The GFS stuff is acceptable content-wise but I have no idea why anybody would watch it as a video. All the things are on the website and the videos are 10 times longer than they need to be.
But anyway, the official tutorials are pretty good to get up and running, they just don't cover all the features
>>
>agdg dies before reaching DDXII
Really makes you think.
>>
>>164897340
I'm too shy to make a new OP. Someone else do it.
>>
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On a scale of 1 to 10, how much does the top of the pouch resemble a sphincter
>>
>>164897456
Now that you mention it, 12
>>
>>164897765
Save yourselves.
>>
>>164897456
only because you mentioned it. the bigger problem is it doesn't really resemble a pouch either, try drawing crosshatched bits on the texture to evoke rough fabric, and model the top a little better
>>
>>164851668
When is demo day?
>>
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>>164898431
>>
>>164898431
What is the OP? Baby don't hurt me, don't hurt me, no more.
>>
>>164895607
>few hours for demoday
>finds a huge bug in my game just now
>>
>>164893228
loved ziggurat, remake it man i'll buy it and playtest it
>>
>>164894816
>mfw i'll never be this good at pixel art
that subtle shade change makes it feel like it's actually wind
>>
How do i into interesting level design in an action platformer?
>>
>>164901735
Create environment elements that can interact with each other and create emergent situations.
Like in Spelunky.
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