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/agdg/ - Amateur Game Dev General

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Thread replies: 776
Thread images: 186

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You all made great games edition!

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

> 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
>>164994909

> Previous Demo Days
pastebin.com/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
first for we're just quantum effects in the singularity of a black hole
>>
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>>165051175
>dd group fanart never ever again
>>
don't forget to hit that publish to linux button so I can play your games
>>
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>>165051175
>>
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Post an old progress image/webm and a new one to compare it to
>>
Anyone using SFML here?
I have a bunch of sprites that are white on transparent, then I use Sprite::setColor to colorize the white parts and it works as intended except it turns the transparent part into black, how do I solve this?
>>
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>>
cheapest platform for vr dev?
>>
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>>165051809
https://panstas.itch.io/world-of-horror
>>
Ctesiphon feedback
http://pastebin.com/v1mN4mLx
>>
Can somebody tell me why this javascript for a muzzleflash isn't working for me?

https://hastebin.com/odaloxabab.php

I usually should get options in the Inspector to fill out with the muzzle flash and muzzle light, but I don't have this. I'm using Unity 5.5 btw.
>>
>>165051971
>it's still grey highlighting
i will fuckin throttle you mate
>>
>>165052064
Cause they're not public.

>>165052089
I hope he keeps them forever just to trigger you googs
>>
I wish there were some way to tidy up the component list for gameobjects in unity. Having million components attached is messy as fuck and it's not even possible to arrange their order by dragging them. it's like it's still 1995
>>
>>165052160
>Cause they're not public.
How do I make them public? Just writing public in front of the var?
>>
>>165052160
don't feed the troll
>>
>>165052242
Yep. You should study the basics before you try to make a game.
>>
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>>165051809
>>
>>165052064
>muzzleFlash.renderer.nabled = false;
>nabled

Missing an "e" there pal. Isn't this highlighted in your IDE?

>if(Input.getButtonDown("Fire1"))

Don't use strings for this purpose, it's just a bad idea.
>>
>>165052315
>highlighted
Is this a bad joke?
A true man codes in notepad.
>>
>>165051948
you mean you want to buy hardware and then make vr games? if your phone can do vr, it's google cardboard. vive new is 899, oculus is 599 for the headset and 199 for touch. you'll have to check ebay for used, i have no idea.

if you have something to show, you can try and contact oculus/valve to get a free set.
>>
>>165052315
The person I wrote this from wrote it like this, and it worked for him.

Unity said that renderer is obsolete and I have to write GetComponent<Renderer>() instead, but I don't know exactly how to write this.
>>
>>165052424
A real man only inputs 1s and 0s into his computer.
>>
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>>165051809
>>165052294
New
>>
>>165052456
That's as much as I can do, sorry.
>>
>>165051809
this was a solid idea

>>165051971
>>165052545
marked improvements broskis, nice job
>>
>>165052545
>>165052294
Who?
>>
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>>165051809
old
>>
>>165052456
It's a typo.
var renderer = muzzleFlash.transform.GetComponent<Renderer>() ;
>>
>>165052456
do you have a reason for using javascript? most people use c#, you'll have an easier time finding relevant results on google if you use c#.
>>
>>165052606
what do you mean
>>
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>>165051809
1/20/2016
>>
>>165052708
I mean who are you
>>
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>>165052640
new
>>
>>165052753
Oh, I'm just a nodev. I don't even have a dev name.
>>
>>165052651
I just chose whatever looks like the best tutprial, and the tutorial looked good. It's just fucking retarded that Unity constantly brings out new versions and completely fucks over the scripting langauge because of this. All the old tutorials are completely for the ass now.
>>
>>165052294
>>165052545
your protagonists name reminds me of abu hajar
>>
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>>165051809
old
>>
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>>165052735
>>165052838

fuck
>>
>>165052885
that's the name of the level. it's a pyramid name I found in wikipedia
>>
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>>165052891
new
>>
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>>165051809
>>
>>165052936
when can i play this
>>
>>165052647
Where do I have to write this? And what do I have to write for the obsolete sentence instead?
>>
>>165053003
Any reason why you're going with square rooms instead of making use of the 16:9 ration?
>>
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>>165051809
>>165053029
>>
>>165052936

why didn't you demo your game?
>>
>>165053048
Anon seriously, go follow Unity's official tutorials before you come back. All of them. Then work on your own.
>>
>>165052891
>>165053003
this is incredible
>>
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>>165051809
>>
>>165053142
I follow the official tutorials, but they don't teach shit about coding. Learning to code would take decades for me.
>>
>>165053048
Into the editor where you are writing the script.
These are the absolute coding basics, if you don't understand it then you aren't ready for game dev yet.
>>
>>165053225
Then give up. You're too retarded.
>>
>>165053228
No shit I have to write this on ghe sript, dumbass. The question is WHERE I have to write it on the script, you fuckass.

Stop acting superior, if you are even to dumb to explain the most simple shit. Just telling me some lines of codes, doesn't help anyone. I also have to know WHERE to write these lines.
>>
>>165053357
wew lad
>>
>>165053357
0/10 worst false flagging i ever saw
>>
>>165053253
Why should I give up you dumbfuck? There are free codes for almost everything available on the net. Coding is completely redundant. It's just annoying. All you have to be able to is just creating assets.
>>
>>165053357
why dont you figure it out
>>
>>165053225
> Learning to code would take decades
No it doesn't.
And you're really not going to get far in game dev without knowing how to program. you dont need to be a master.

the basics is probably enough to get a solid game up.
>>
>>165053357
void Update { while (true) GetComponent<Renderer>(); }
>>
>>165052754
Nice!
>>
>>165053434
Post art. Or don't ask stupid questions about code. Or kill yourself. The choice is yours.
>>
>>165053208
Beeguy used to be chill and unafraid and now he's angry and fighting mushrooms
poor dude
>>
>>165053045
next demo day, swear

>>165053121
i was all set to go but decided not to because
>placeholder assets

and I want something more complete than just 1 stage with no context

>>165053003
wow, nice progress!
>>
>>165053537
Bee is a girl
>>
>>165053473
I am trying to learn the basics, but it's not easy to get intop this you know.

Sorry, I don't just want to read books for a year, before trying to make something. I try learning by doing.
>>
>>165053649
I don't even have a game I posted to demo day. You should have, that looks like fun.
>>
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>>165053729
>read books
>to learn programming
>>
>>165053729
never said anything about books. 80% of the stuff I learned came from dotnetperls and the official c# ref site. other 20% was stackoverflow
>>
>>165051580
living the dream
>>
>>165054147
>>165054140
It doesn't matter if it is a book or on the net, assholes. Point is that I don't just want to spend months simply reading about code, before making something.

But whatever... You guys here are just a waste of time anyway.
>>
>>165054342
UE4 Blueprints are made for people like you.
>>
>>165054342
>don't just want to spend months simply reading about code, before making something
you make stuff while you learn man.

sorry, but programming IS a skill and requires some time to be good.

you're just lazy.
I spent 12 hours a day for 3 months learning c#(first language) when I was a neet. you can do it.
>>
>>165051580
Too real
>>
>>165051580
Literally me
>>
>>165054497
>>165054528
>they have friends to flaunt their naps in front of
normiws please abandon this turf
>>
>>165054448
>you're just lazy
Stop acting as if you know shit about me.
I just find coding not fun at all. Especially learning it is the most boring shit ever.
So why should I spend months learning this shit, when I also could just simply watch tutprials and grab the fucking code from there?

There are tutorials for pretty much everything you need for a game.
>>
>>165054675
he just threw it right into the water . jpg
>>
>>165054608
But I want to develop games so I can play them with my friends
>>
>>165054675
Because you won't learn unless you code, if you only watch you will only be copying other people's code without understanding it completely, which can lead to complicated scenarios when you want to add a feature but don't know which part of the code to change. Besides everyone has a different preffered formatting style
It's like reading a book about a sport and thinking that you can become a pro player with only the knowledge from the book without practicing once
>>
>>165054675
Because apparently you can't just simply watch tutprials and grab the fucking code from there?
Otherwise you wouldn't be here, retard.
>>
>>165054875
>if you only watch you will only be copying
I try to understand the code from tutorials, but it just takes fucking time, smartass. You don't learn this shit overnight, you know.
>>
>>165054920
The only reason why I am still here, is because you retards are just aggressive shitposters who search for reason to start arguments.

otherwise I would be already on the next tuorial and just use an other code for what I want.
>>
Clarent feedback
http://pastebin.com/bwGfix6h
>>
>>165054990
You understand it faster if you try to make your own than try to apply what you see from videos only. Sure videos help a lot understand the basic concepts, but they aren't 100%. Without practice you won't learn, it's simple like that
I made over 30 smaller projects to get used to it and even now I am rewriting my game from scratch because my old code was too messy
>>
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>>165055070
>>
>>165050000
will do. thank you for letting me know anon, as i was not even aware this was an issue.
>>
>>165052871
You really should switch to C# if you want to get better learning material (and also a more pleasant experience in general)
>>
>>165051175
>all dem Boys that didn't make it
>>
>>165055094
>You understand it faster if you try to make your own
If I'd try to make my own code from scratch, I could barely do anything. I would first have to read tons of stuff about coding, and memorize all the syntax and shit, dumbass.

That would be boring as fuck though, that's why I prefer to learn by following tutorials.
>>
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Blunt / Slash / Thrust damage represented by Rock / Paper / Scissors y/n?
>>
>>165055448
You don't need to memorize all stuff before coding, you can learn it as you try.
This is why people make lots of smaller projects first before working on the big thing, expecting to work on a big project on your first try is stupid and the result will be subpar. It is what makes most people give up on dev-ing
>>
>>165055520
No, there should be a parallel set of armor types that the damage types that the damage types defeat and that the armor types are good against, I'm using that kinda thing in a tabletop RPG and it works like a charm

i.e. armor A is strong against Scissors damage, normal to Rock damage and weak against Paper damage, B is strong against Rock damage, normal to Paper damage and weak to Scissors damage, etc
>>
>>165055542
I'm not even working on a"big project" you fucktard.
I just do what I want. How big it will be in the end, is currently completely irrelevant.

And of course I have to memorize how to code first, before being able to write code on my own. That's why I am following tutprials though, so that I actually can start somewhere, and memorize stuff as I go. Otherwise I either couldn't do anything, or just simply have to read about coding for months.
>>
>>165055520
>thrust
>scissors
I think you are misusing your scissors
>>
>>165055780
>And of course I have to memorize how to code first, before being able to write code on my own.
>I completely lack the ability to multitask and can't use references
you're either completely retarded or just trying to shit this place up
>>
>>165055780
So where did your brilliant way of doing things take you? What do you have now? Nothing. Maybe you were wrong? Hmm...
>>
>>165055780
How I did was to code my own project while watching tutorials to maximize the time, and I learned more advanced coding stuff as I tried new things and looked up how to make stuff. You don't need to learn everything at once, because that is impossible.
Coding is practice, that is all I can tell you. WIth your attitude, it will be difficult for you to finish something. All I can do is recommend you to rethink how you do stuff, and if you think coding is not for you, hire someone to code for you and do something else like art or music.
>>
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>last night
>on bed before 4am
>get a sudden burst of devving creativity and energy
>get up and start taking notes
>go back to bed feeling great because today is gonna be a good day for progress
>wake up, do some shit, turn on the pc
>open up my stuff
>stare at the monitor doing nothing for like a minute

fug
>>
demo day is active yet there is very little talk about the demos.

why?
>>
>>165055994
happens to me too. I devved for 4 weeks non-stop last summer and then did absolutely nothing for 6 months
>>
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-------- AGDG WEEKLY RECAP
Fill out the form to be a part of the weekly progress recap. Be sure to respect the format and pay attention to any customization options that might be available.
Submissions will be accepted for roughly the next 36 hours.

-------- FORMAT
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
+ ...
- ...

* Must include ----[ Recap ]----
* Images are scaled and cropped to fit 16:9.
* For webm files I use the thumbnail.
* You must attach the image with your post. If you forget, delete and try again. Do not reply to your own post with the image.
* You do not have to reply to this post for the scraper to catch your entry.

-------- SCORES
25 ... Monolith
23 ... Skylarks
15 ... Crystal Chrysalis
13 ... Clarent
13 ... Throbot
7 ... Saigo No Shinwa
6 ... Not a School Shooter
5 ... VikinGirl RPG
5 ... 23/Prometheus
5 ... Helleton
5 ... [Placeholder Title]
5 ... Super Space Jam Jetpack Robot Turbo
3 ... card tactix
3 ... Ancient Saga
3 ... Space Carrier Ops
3 ... RAD Ross
2 ... Kairo The Gryphon
2 ... Whimp the Bold
1 ... Source
1 ... Locked Masts
1 ... Sword Collector
1 ... Cybership
1 ... Mech Game
1 ... Sim Loli
1 ... Maid Game
1 ... Project M
1 ... Ctesiphon
1 ... Vampire's Bit
1 ... New Grounds Rpg with Life/Date Sim but Improved
1 ... Autumn’s Gesture
1 ... Tyranny 3000
1 ... Elemental Knight
1 ... Gumball Spiral
1 ... Scavenge
1 ... BONELORD
1 ... Bout O' Wizards
1 ... unnamed
>>
>>165055942
I already learned a lot about the stuff I want to make. I already know now how to spawn enemy waves, how to work with different camera layers to make more interesting scrolling backgrounds, how to scroll backgrounds, how to shoot projectiles, how to create homing lasers, etc etc

But you just constantly have to learn new things before you one day have all the basics down.
>>
>>165056193
demo day is only talked about during the first 3 hours and only games posted during the first hour are played
it is unclear why the submission dead line is always so long
>>
>>165056193
1) It's Monday.
2) There was a lot of talk about it yesterday, in the last thread.
>>
How do you guys manage deving with a fulltime job and a gf?
>>
>>165056253
Why not post progress then?
>>
>>165056267
This retarded meme needs to stop.
>>
>>165056284
i made deving my job and killed the gf
>>
>>165056268
>2) There was a lot of talk about it yesterday, in the last thread.
guess I missed it.
oh well, see everyone next demo day.
>>
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>>165056284
>fulltime job
>gf
>>
>>165055946
>WIth your attitude
You don't even know my attitude, you fucktard. You don't know shit about me.

Just because I learn from tutorials, doesn't mean I don't learn effectively. I learn exactly the stuff I want to make, but it just takes time to get all the basics down.
>>
>>165056302
Because it's still not worth of posting imo. It's not even a game yet.
>>
>>165056284

I dev fulltime, but the gf is rough. Nothing kills progress like a gf.
>>
>>165056284
not possible
>full time job
>gf
>friends
>game dev
from that list you can only pick two of the options and no more and have decent time to partake. but no more than two. i'm sorry.
>>
>>165056284
If I had a gf I would force her to dev with me
>>
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>>165056220
----[ Recap ]----
Game: Super Space Jam Jetpack Robot Turbo Demo
Dev: nurikabe
Tools: Unity, Tiled, SAI
Web: https://nurikabe.itch.io/sssj12
Progress:
+ scrambled together a bunch of rooms for the demo
+ made some new music
- i feel like i did a lot more but forgot already
>>
>>165056220
What do we do for our first recap?
>>
>>165056580
>gamedev as a full time job
>date your friends
>>
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>>165056442
>You don't even know my attitude
>you fucktard.
Hahaaaaaa
>>
>>165056661
nothing special
>>
>>165056682
>>gamedev as a full time job
there is no bigger nightmare than this (i used to work as a programmer) unless you own your own successful game company and only 0.000001% of people achieve that
dating friends is also dumb, women are just cheap sloots and should be treated as such, this will only work if you are a gayfag
>>
Recap guy what is scores were a single line like this:
Monolith(25) Skylarks(23) Crystal Chrystalis(15)
>>
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>>165056580
you can do better than that
>>
>>165056442
I didn't say learning from tutorials was bad, on the contrary, tutorials help a lot.
But thinking only tutorials will take you is wrong. It has to be tutorials and practice together so you can maximize your potential.
As I said before, it is like reading a book on an activity and thinking you know absolutely everything about said activity without trying it once
>>
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Anyone here who played my game and has some issues with it or bugs to report?
Working on an updated demo.

So far I got:
- sometimes the UI doesn't align properly
- collision issues after a long jump/glide
- too grindy
- sound issues with some rapid fire weapons/volume mismatch
>>
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So are there any expected late arrivals for the demo day? By late I mean bleary-eyed devs that will miss it if they passout while doing last second bug fixes.
>>
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>>165056220
----[ Recap ]----
Game: Ctesiphon
Dev: Stomy
Tools: LibGDX, Blender, GIMP
Web: stomygame.tumblr.com
Progress:
+ Basic object lighting system, based on four nearest lights
+ Emissive textures
+ Wrote a neat script for Blender to generate UVs the way Radiant does
- I'm sick of the current map, going to cannibalize it and the previous one into something bigger.
>>
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>>165056220
----[ Recap ]----
Game: Monolith
Dev: Team D-13
Tools: Game Maker: Studio, Paint.net, pxTone
Web: https://monolithdevs.itch.io/monolith, https://twitter.com/MonolithDevs, http://monolithdevs.tumblr.com/, http://steamcommunity.com/sharedfiles/filedetails/?id=803820311
Progress:
+ two more weapon keywords (continuous, align)
+ ice wyrm now exposes it's innermost feelings to you when damaged enough
+ reworked a floor 2 miniboss almost completely
+ smaller explosions, recolored debris, bg color changes
+several enemy tweaks and changes, firepipes working properly now, moveblocks have outlines
+dd12 feedback changes implemented sofar: ui doesnt flicker when photosensitive mode is on, pickups have a consistent hitbox, tutorial forcefield cable leading to it's generator has been highlighted and the teleport hint moved a bit further down, working through the rest right now
>>
It is 2017, AGDQ is ongoing and the people are brandishing torches, screaming in the streets.

Somehow, the people that organize AGDQ thought it would be a good idea to not include Mario 64 and OOT in the event.

Now, people are asking for revenge. The venue is blocked by police as millions of angry listeners chant in unison:

WE WANT MARIO 120 STARS RUN
>>
>>165057280
furry devs (dating sim and anubis) always post their games in the last minute
>>
>>165057439
It is 2017, people are still illiterate
>>
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>>165057439
get out
>>
>>165057334
really the biggest failure of the map is that running all the way to the far end of the highway doesn't spawn a billion enemies as punishment for trying to escape
>>
>>165057439
interesting.
but what about a 9425 hour minimum A press run?
surely this is maximum speedrunning right AGQG?
>>
>>165052936
You should do space flares for the missiles to chase as well.
>>
>>165056284
>tfw no gf to make art for me
>>
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almost perfect
>>
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>>165057439
>>165057650
>>
>>165057843
GLUG GLUG BLAKE
>>
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>>165057843
why do you filter her?
>>
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>>165056284
>>
>>165056683
did he die
>>
>>165057843
You can only do this on X? I cannot seem to get filters working on the vanilla site
>>
>>165057887

If you honestly believe Mario 64 isn't the best run to watch you're just an edgy kid that's trying to be different.

>Can't wait to watch my Watchitchi Muwa Tcha tcha 17 run ;) so much better than OOT and Mario ahah! Those are for babbies, got em!
>>
>>165057587
Just like trying to run out into the desert on the first level of Serious Sam? I'm probably going to remove the whole highway part, so it'd have to be somewhere else.
>>
>>165057115
Hadn't run into any bugs, but I am enjoying the game.
>>
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>>165056220
----[ Recap ]----
Game: 23/Prometheus
Dev: GrandFaker
Tools: GM:S, GIMP, FL Studio
Web: 22verse.tumblr.com
https://grandfaker.itch.io/23prometheus-demo-01
https://twitter.com/GrandFaker

Progress:
//Mechanics
- Made falling blocks-traps to reappear over time
- movement/sprint work:
* during sprint you accelerate instead of getting instant sprint
* dash fade based on acceleration
* buffed minimal movement speed
- made checkpoints

//NPC interactions
- made a lot work on cutscenes
- made dialogue choosing options
- wrote dialogues and translated them into another language
- player is able to fastforward dialogues now

//Music & Sounds
- created musicbox object instead of using some basic scripts for music control
- upgraded one song, made another one
- added some sounds

//Other
- had a war with bugs and glitches
- prepared tutorials/hints
- uploaded early rough demo to Demo Day
>>
>>165058975
that's exactly what i was thinking of
it might not be the tone you're going for, of course, but whenever a game presents me with a large area of implicit "don't go this way" I always go there hoping something will happen
>>
>>165059031
PROTIP: + is for progress, - is for setbacks
>>
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>>165056220
----[ Recap ]----
Game: Bout O' Wizards
Dev: Hamfist
Tools: Aseprite, Audacity, Godot
Web: hamfistedgamedev.blogspot.com/p/bout-o-wizards.html | hamfist-mcmutton.itch.io/boutowizards
Progress:
+ Forced the game into a playable state
+ Music added
+ Soundeffects
+ Rudimentary AI
+ Icewall spell
+ Spell interactions with the world and wizards
+ More menus
>>
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I do pixel assets.

First replied first served.
>>
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>>165059664

Draw this character.
>>
>>165052754
I like the look of this game
>>
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>>165056220
----[ Recap ]----
Game: Saigo no shinwa
Dev: Trapdev
Tools: game maker
Web: none
Progress:
- too lazy to recap today
>>
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Catgirl-pool-party.png
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----[ Recap ]----
Game: Catgirl Pool Party
Dev: Hik
Tools: SGDK, Paint.net, GIMP, Qt Creator
Web: hik.itch.io/catgirl-pool-party
Progress:
+ Added bunnygirl character
+ Added 3 moving bubbles that despawn/respawn
+ Watergun shot longer and timed for buttonpress
- Collision for shooting bubbles didn't work properly
>>
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>comment on submission confirms greatest fear
My game does not hold up against player contact.

I hope yours fare better.
>>
>>165060149
You probably needed to hear someone else say it. It's making you and your game better, in the end.
>>
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Anyone got a suggested tutorial for doing 3d models? I'm trying to get a jump on the next game jam (which is Comfy theme right?) by learning what I want to do before making it.
>>
>>165060289

https://www.youtube.com/playlist?list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS

These were pretty good to me.
>>
>>165060209
Wasn't exactly talking about gameplay. It just broke into several pieces after someone other than me gave it a try. I only fixed the bugs I could find. Turns out a dev does not find every bug in their creation.
>>
Do you like to script/code everything yourself, or do you use code made by other people for certain things?
>>
>>165060461
Oh, yeah, that happens. It's even better when you get ones that you can't reproduce on your machine.

>>165060529
Code I've used from other people is input management and a thing for generating noise-based shaders. Basically if it's something where the only difference in result is going to be if you spend time or money it's just a matter of figuring out which you value more.
>>
>>165060529
I don't ever copy/paste but I have no aversion to using a well-made library for something I don't want to do myself or implementing my own version of an algorithm someone else came up with.
>>
>>165060529
In my experience having to mess with code written by others ultimately just slows things down.

If it's perfect, or completely abstracted like an engine, then it's fine, but when I need to actually change shit I don't like it.
>>
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----[ Recap ]----
Game: Project Rocket
Dev: boustrophedon
Tools: GM:S
Web: https://boustrophedon.itch.io/project-rocket, http://boustrophedondev.tumblr.com/
Progress:
+ Finished 14 levels for the demo
- Couldn't finish the first boss
>>
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Even though I have a demo up for DD12, I feel like I have so many things to redo that I might actually be better off starting from scratch with the same project. Thoughts?
>>
>>165060769
is this the torpedo game successor?
>>
>>165060529
I use an engine made by others, but when it comes to implementing new stuff I always try to adapt instead of copy it.
>>
>>165060853
what game
>>
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>>165060385
Thanks devfriend.
>>
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>>165056220
----[ Recap ]----
Game: Maid Game
Dev: Anon
Tools: C++/DX9
Web: hexundev.tumblr.com
Progress:
+ Improved slope movement
+ Added flag drop down platforms
+ Added collisions and enemy pushing
+ Made a new special attack
+ Figured out art style for levels
+ Moved plant deformation to a vertex shader
- Didn't make it for demo day
- Have to redo all the animations
>>
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>>165060853
Sure, why not. Don't end up in a remake spiral. You will get sick of it and abandon your game.
>>
DinoSorcerer feedback
http://pastebin.com/BpHV9s2w
>>
>>165060860
yes
>>
>>165056682
>not full time job with friends and deving with gf
>>
>>165060929
rune revolver

since i haven't started with the levels or anything and i only have very basic shit standing on sticks it's not that much of a stretch, but it's enough to give it a second thought
>>
does it still count as game dev if i build it in ren'py
>>
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>>165056220
----[ Recap ]----
Game: Autumn's Gesture
Dev: quasiberry
Tools: UE4/Maya/Zbrush
Web: quasiberry.tumblr.com
Progress:
+ Added basic enemy
+ Added basic stab attack and enemy damage
+ Added targeting system, though it needs refinement
- Animations and lighting need work
>>
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>>165059810
Quick two seconds in photochop animation because reasons.
>>
How can I rotate a texture in Unity? I'm trying to spawn a texture, but it always spawns at a wrong angle. I have to rotate it 90 degrees, but there doesn't seem to be a way to do simple shit like this. Even when I rotate the image for the texture on my desktop, Unity just always rotates it back to the wrong angle.
>>
>>165062886
THIS TIME THE ARTIST WAS REAL
>>
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>>165062886
>>
>>165063102
>I'm trying to spawn a texture
You can't spawn a texture dude, that's not how rendering works.
Rotate the mesh that actually uses the texture/spawn it at the right angle, you shouldn't have to rotate the actual image file.
>>
>>165063102
show code
>>
>>165063352
I already rotated the mesh, but the material of the texture just always appears at a wrong angle anyway.
>>
>>165063379
When I post code, I will just get insulted again anyway. Or people just throw random lines of code at me, acting like it would help me in any way.

I'm not asking here for code anymore, since it seems forbidden here.
>>
ProjectM feedback
http://pastebin.com/zaDDWJ8B
>>
>>165063759
Oh you're the pussy from before, carry on then.
>>
>>165063759
It's almost like you have to learn to do stuff. Wow
>>
>>165063759
with that attitude you can do anything
>>
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>>165056220
>----[ Recap ]----
>Game: VikinGirl RPG
>Dev: Squaredev, Raflosti
>Tools: Unity, Blender, Paint.net, Photoshop CS2
>Web: squaredev.tumblr.com, raflosti.tumblr.com
>Progress:
+Stump enemy + animations
+Another enemy
+Tree
-No demo
>>
>>165063759
it's not that it's forbidden but people will tend to laugh at posts for what turned out to be rudimentary and beginner problems. This isn't exactly the best place to ask that. Because sometimes, you get helpful answers, sometimes not. Have you tried asking in the official forums of the game engine you're using? It might even be someone already posted a question similar to your situation.

>>165063102
How exactly are you "spawning" it? A texture doesn't just exist by itself in the scene. Either it's plastered on a mesh, or you're using the 2d sprite system, or you're showing it via particle emitters, or something else. You'd have to explain more to get a helpful answer.
>>
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Who else snuggiedev here?
>>
>>165064672
I do it sometimes, but right now I'm just comfy, I won't dev until in at least two hours.
>>
>>165064672
>tfw snuggie + AGDQ + coffe + gamedevvin
the comfiest on the planet right now
>>
>>165064424
>How exactly are you "spawning" it?
On a mesh of course. I thought it would be obvious that the textuire is on a mesh...

However, whenever I spawn the MESH, it just always appears at different angles depending on where I stand in the camera. I got the texture now turned at the right angle, but the mesh it is on, just always appears at different angles depending on where I stand. If I move forwards, it goes downwards. It only appears at the right anfgle when I don't move at all.
>>
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>>165065072
This just in: objects look different from different angles.
>>
>>165065072
Let me guess, you copy pasted the code from somewhere.
>>
>>165065172
This has nothing to do with it, smartass. The problem is that the texture or mesh always points directly at the center of the screen for some reason.
>>
>>165065414
Things like that don't happen by themselves. You wrote code that makes that happen, or should I say you pasted code that makes that happen.
>>
>>165065414
I thought you said that code wasn't important because you can find free code online? So why all these questions?
>>
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>>165056220
----[ Recap ]----
Game: Wicked Charm
Dev: whip-dev
Tools: Game Maker: Studio
Web: Noone
Progress:
+ The run cycle is done.
- I'm so slow making sprites it's not even funny.
- The character is still missing some sprites.
>>
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>>165056220
----[ Recap ]----
Game: card tactix
Dev: alloyed
Tools: love, nyquil
Web: https://alloyed.itch.io/card-tactix-dd12
Progress:
+ play my demo
+ misc. menu work
+ make camera animation skippable
+ new sound fx
+ tune down some of the absurd lategame packs
- I might actually be dying
>>
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What is the definition of a yesdev?
Someone who has made a game?
Someone who has made a good game?
Someone who has made a game and released it to the public?
Someone who is profiting from his developed games?
>>
>>165065072
I'm just guessing but sounds like you're accidentally using the camera's current rotation value and using it as the spawned mesh's rotation value. if you shared your code I could point out anything wrong, but since you don't want to share code, I'll leave that to you.

Also I'm guessing you're using the mesh file itself as the thing to spawn. Some fbx converters end up rotating the model 90 degrees in some axis as compenstation for the difference between their XYZ orientations. Some 3d tools use Z-axis as the up-to-down direction, while some game engines use Y-axis instead for that.

Better to turn that mesh into a prefab, give the prefab your desired rotation values, and use the prefab instead.
>>
>>165065613
Of course code is important, but there are enough tutorials. I just don't feel like following another tutorial and throwing the current in the trash, that's why I ask here if anyone perhaps knows the solution to this.

>>165065490
I didn't copy paste code, I followed a tutorial you fucktard. That's what tutorials are there for. To follow them and learning following.
>>
>>165065807
A shame that this is a porn game because it looks very good.
>>
>>165065897
You didn't follow the tutorial, you simply wrote what it told you to write without thinking at all.
>>
>>165065897
Link the tutorial
>>
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>>165065897
are we witnessing the birth of Unitydev?
>>
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>>165065862
Someone who posts progress.
>>
>>165065414
sounds like you copied some billboard code to make the sprite face the screen?
>>
>>165062886

I'm more impressed you took me seriously!
>>
>>165065807
Make a tumblr so I can follow your progress please.
You'll get lots of attention since it's a lewd game with such nice art so you can eventually make your patreon, get rich, and stop working on the game.
>>
>>165065862
>Where is your game?
>Here
>>
quiz time fags
http://www.strawpoll.me/12069131
>>
>>165065997
Of course I followed the tutorial. If the tutorial was good and teached a lot is something completely different. It was just not the perfect tutorial for my game, you asshole.
>>
>>165066302
>&amp;&amp; and ||
>&quot;and&quot; and &quot;or&quot;
Where's the none of the above box?
>>
>>165066352
>ask for help
>call others assholes
Hmm
>>
>>165065872
This is the code I am using: https://hastebin.com/awadiketam.cs
Actually it had Quaterniun.identity, instead of transform.position at the end, but I just tried something else, and it came out the same.

Basically I have mesh with a muzzle texture, and barrelend object as a child of my player, and just use this to spawn the muzzle texture. However it always points in the center of the screen. I doing a top down shooter.
>>
speed and direction or +/- x/y for movement?
>>
>>165066701
fully simulate gravity velocity and friction
>>
>>165066580
You didn't help me though, you just insulted me, so fuck off.
>>
>>165066851
That's because you are a retard. 4chan is not the best place to be retard.
>>
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Working on the player island Bar'n'Brothel, just a quick slap in to see how it's looking.
>>
>>165066851
Go to reddit, this place is not for you.
>>
>>165066937
Since when is someone a retard just because he can not code?
Sounds to me like you are the retard here.
>>
>>165067047
you're not a retard because you can't code, you're a retard because you can't think
fuck off
>>
>>165064416
Does the scraper catch it with quote signs / memearrows?
>>
>>165067047
You want us to find answers to your stupid questions because you don't want to do the work yourself. So nah, you're the retard here
>guyz, what's 2+2?
>fuck off, learn some math
>wow faggot, kill yourself, what's wrong with asking a question?
>>
Do you guys resort to making a GDD of sorts before starting, or do you Just Make Game™
>>
>>165067106
Why am I not able to think? All I'm doing here is just asking for help.
If you don't want to help, then just ignore me. But fuck off with your stupidity.
>>
>>165067116
Yes
>>
>>165067290
So far the only game I made has been the one without the GDD. Correlation != Causation, but this is eery.
>>
>>165067234
Again, if you do not want to help, then fine. Just ignore the question then. You most likely don't even know the answer anyway.
>>
>>165065903
why do people look down on porn

everyone faps
>>
>>165066693
>instead of transform.position at the end

you probably meant to say transform.rotation

if this is a top-down shooter I'm guessing you want the muzzle flash to always point upwards (facing the camera)?

best suggestion I got right now is try using muzzleFlash.transform.rotation instead as the last argument to Instantiate, then set the muzzleFlash rotation to what you want (I'm assuming that's a prefab you assigned to it).

>>165067290
Just lots of notes (using Evernote), but never a formal document cause I personally think that's a waste of time.
>>
>>165066984
Is this a pirate life simulator? You the guy that's been posting about his ship model some weeks ago?
>>
>>165067491
Because porn doesn't need quality to sell, so a quality game is wasted for porn.
>>
>>165067373
>How's the unagi, anon-san?
>Is velly eery.
>>
>>165065807

is this kyrieru or someone with an artsyle eerily, eerily similar to his?
>>
>>165067618
AYYYYYYYYY
>>
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>>
>>165067561
>Because porn doesn't need quality to sell
this isn't really true though, a shit game will be seen as shit porn or not. i can't even think of one shitty porn game that sells well, just a bunch of morons getting scammed on patreon
>>
>>165067290
Just make prototype.
If it turns out fun write a simple doc with ideas and a todo list.
A proper GDD sounds like a waste of time.
>>
>>165065903

The porn doesn't matter if the gameplay is good, right?

>>165066226

As I said, I'm slow making assets, when there's enough content, I'll make a tumblr.
>>
>>165067561
>>165067730
[Citations Required]
>>
>>165067804
Yes, so why make the porn?
>>
>>165067804
>The porn doesn't matter if the gameplay is good, right?
The gameplay doesn't matter if the porn is 3+/10
>>
>>165067491
gameplay gets in the way of the porn
>>
>>165067730
Literally the shittiest game will sell if it has porn. Maybe it won't sell well, but it will surely sell better than the same game without the porn.
>>
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>>165067540
Probably yeah. Player has an island, plan is he can pump his money into it to get some decent benefits.

Upgrade the bar and brothel and you'll be able to regain the crew cut of missions
>>
>demo has over 10 downloads
>download to view ratio is 33%
In pretty happy with this desu, especially considering my project is so niche it appeals to like 3 people.
>>
>>165068039
Which one's yours?
>>
>>165068039
Which one is yours?
>>
>>165067804
>As I said, I'm slow making assets,
It's fine, even if you update once a month.
You have a gif you can already show (that running cycle), I just want to follow before I forget about your game.
>>
>>165067535
I already found the solution. I had to rotate the barrelend. Thanks for the help though.
>>
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>>165068007
You better drop a Lovecraft reference in there
>>
>>165068363
Because anything occurring in or around the ocean must feature a lovecraft reference? Fucking queer.
>>
>>165067842
Maybe because he likes to?
>>
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>>165056220
-------- FORMAT
----[ Recap ]----
Game:Mech Game
Dev:idk
Tools:GM:S Gimp
Web: na
Progress:
+ Started on map gen
+ 2nd booster finished
+ small graphical tweaks
- didn't do demo day
- probably about to hit a wall on map gen
- might need to rewrite bits of code for delta_time implementation if can't find a good hack
>>
>>165065807
Momodoporn?
>>
>>165068531
Is that the only vaguely anime-styled pixel platformer series in existence in the West or something?
I've never heard of it outside of this thread.
>>
>>165068716
It's not that, it's just that the background aspect, the tiles styles and the character style really look like a mix of momodora 2 and 4...
>>
>>165068526
Your game looks sick 2bh
I believe
>>
>>165065807
>>165067654


i dont think that guy is kyrieru, he doesn't have any reason to not use his own name
>>
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made a Pillar Dragon Head Thingy. (not done yet)
>>
>50 second boot up time when I start my game
probably just a dev thing right RIGHT
>>
>>165068963
Kyrieru style is less detailed.
>>
>>165069016
it takes 20 seconds to load a level on my pc and 1 second on my 6 year old phone, so it wouldn't surprise me
>>
>Click button that has only one function applied to it
>20% of the time it also calls another function, which is only ever referenced by a separate button

I'm so fucking confused on what to do about this
>>
>>165068007
>The HMS Brutal
>>
is there anyway to check if two drawn lines or collision lines intersect in GML?
>>
>>165058413
It's just plastic, i did that all the time as a kid, he's fine.
>>
>>165051175
>that art
>venerating agdg this much
>pure unfettered circle jerking
I know some of you think it's cute and cool but I have the exact opposite reaction
>>
>>165069521
>pure unfettered circle jerking
How dare people value fellow hobbyists.
>>
>>165068942
thanks man
>>
>>165065862
Someone who is making a game.
>>
>>165053225
Lmao

Anon im sorry, but you are retarded.

Coding will always be required unless you want shitty bog standard asset flip.
>>
>>165068526
>tfw still remember you teased that this would be a lewd game

I bet you thought I forgot huh
>>
In godot is there a way to write neutral .gd files without attaching to an object in the tree and
also referencing them from other .gd files without the get_node("ObjectWithScript")?
>>
How'd you check how many downloads your demo gets?
>>
>>165068363
I'll definitely be looking towards it. I really want to do seamonsters at least. Gamewise I'm not limiting myself to reality in any way.
>>
>>165069830
You can create new objects (not necessarily nodes at the same time) by instantiating from a script. Ex: load("res://applecounter.gd).new()
>>
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>>165056220
----[ Recap ]----
Game: Scavenge
Dev: TastyBacon
Tools: Unity, Blender
Web: Poop
Progress:
+ Still working on camera
+ New years resolution is to finish this fucking game
- Missed Demo day because it's not playable yet
>>
>>165069834
click on your name -> dashboard and under each game you've published there will be a little link that says analytics
I don't know why you'd want to know this this is hell
>>
>>165069987
Sweet thanks
>>
>>165069617
>fellow chatroom members
ftfy
>>
https://www.youtube.com/watch?v=0tdyU_gW6WE

i need devvin music, agdg
hit me with your devvin music
>>
>>165070040
Egomania i guess
>>
>>165070152
You implying I'm a chatroom fag?
>>
>>165070210
I heard this music once when i was 10 playing a three in one genesis thing.
http://listenonrepeat.com/?v=Sl2yZu8KuGU#Stages_1-4_-_Dr__Robotnik_s_Mean_Bean_Machine_(Genesis)_Music_Extended
it never left my mind.
>>
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>>165068102
>>165068095
Space Carrier Ops. It probably doesn't even qualify as a game desu, but it is what I've been working on since just after the last demo day.
https://why485.itch.io/space-carrier-ops
>>
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>>165056220
----[ Recap ]----
Game: Project M
Dev: Adam
Tools: Unity, Blender
Web:
Progress:
+ hastily added a shop for DD
+ started refactoring said shop(bad, bad code)
+ started refactoring my age-old PlayerController
+ started splitting up the main-menu
- lot of stuff to do, not sure what takes priority
- still shit graphics/assets
- weird bugs in the demo eat up time
>>
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>>165070040
>game is 28/10
much better than expected desu
>>
>>165070210
https://www.youtube.com/watch?v=Hj4FnVABiN8
>>
>>165070210
https://www.youtube.com/watch?v=sAsEwI49wbc
Its even /vg/ related
>>
>>165070354
When you use the HTML5 Youtube player you can right click on video and select "loop" to loop endlessly
>>
>>165070210
https://www.youtube.com/watch?v=7v-CoSUnDVk
>>
>>165070210
>>165070354
>>165070564
>>165070812
>>165071010
>>165071082
Every thread.
>>
>>165056220
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Rewrote the representation of "scenes" (menus, gameplay modes, etc.) along with the parts of the input system that use it. The new way is much less error prone because combinations that are supposed to be impossible are no longer allowed by the type system.
+ Rewrote the asset loader to work with the new scene model. Now if something goes wrong it will show an error screen instead of just crashing the program. It's also fewer lines of code than the old version thanks to macro magic and Rust's new error-throwing syntax.
- The actual game part doesn't work right now
>>
>>165070210
https://www.youtube.com/watch?v=QOfC1PEKt1U
>>
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>>165068526
>>165069746
>>
>>165070210
open one tab. go to http://debofnight.andcuriouser.com/

open another tab, go to http://vip.aersia.net/vip.swf
>>
>>165052754
This game looks so good mechanically, and the juice is great, but fuck
FUCK
The graphics are HIDEOUS
>>
>>165070210
https://www.youtube.com/watch?v=cyX5-jLhJuU&list=PL41owVvOrLv5LAcbGsAyGzO--nFagmCC3&index=25

everyone else fuckoff
>>
>>165059318
Will change that next time, ty for pointing that out.
>>
Why you fuckers are not testing/reviewing the demos
>>
>>165071726
But I am.
>>
>>165071726
Too busy giggling and passing eachother gay songs to make out to
>>
>>165071524
what? looks like alien hominid, nothing particularly repulsive about it
>>
>>165068997
cool
>>
>>165071726
most people only play the 1 or 2 most popular games. other games are lucky to get 10 people, and only 1 of them will give feedback
>>
>>165057334
game is looking great can't believe your handling all this lighting, an actual successful engine dev.
>>
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>>165072136
sorry, i only play the best
>>
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>>165056220
----[ Recap ]----
Game: Kairo The Gryphon
Dev: Kada, Theonian
Tools: Unity, Blender
Web: http://theonian.tumblr.com/
Progress:
+ player drop shadow
+ work done on fitting animations together in-game
+ lots of rendering effects explored
+ a bunch of new characters (decision made to go for a "creepier" visual style)
+ new animations for the player character
+ gems and other pickups
- gem shader not working properly in Unity (exploring alternatives)
>>
File: 2017-01-09-2029-25.webm (652KB, 1280x720px) Image search: [Google]
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Finally got around to programming, making some progress.
>>
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Update_1_2_2017.png
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>>165056220
----[ Recap ]----
Game: Crystal Chrysalis
Dev: Kada
Tools: Unity, Blender, Photoshop, GIMP, Zbrush, Topogun
Web: https://kada.itch.io/crystal-chrysalis-dd11
Progress:
+ Animations for spider + elf gal
>>
>>165071337
i've been waiting for this
>>
>>165072278
like?
>>
>>165071726
some of the ones out are self-admittedly half-complete with not much to review on, so even though I played them I don't leave a review and just hope they release something more playable next time
>>
>>165072278
i don't like this new holding meme
>>
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Added the possibility for multiple enemies, although I still need to account for the second enemies turn. Also changed UI controls to keyboard instead of having to click on everything.
>>
are there no unreal games in demo day anymore or am I missing one?
>>
Is there any logic to release a game that's has less than an hour of gameplay on Steam? Won't people refund it?
My game could be completed in 7 minutes, each level is +-1 minute long. Of course most people will probably die 10+ times each level and begin from the start but still.
>>
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Since I have to redo the sprites and shit i decided to make a pre-pixel color sketch and holy shit even if the form is shit color sketching is FUN
>>
>>165072278
THIS! DELETE!!
CHAIKA! NOT SLUT!!
>>
>>165072636
please don't clutter steam with garbage
>>
Please try my WIP in progress drone simulator. I am going to make a multiplayer-mode at some point too:

https://quakeulf.itch.io/drones
>>
>>165072748
oh no, is steam running out of space?
>>
>>165072636
you can complete Isaac in under 30 min, Downwell in under 15. it's now how long it is, it's how much value there is in those 15 min.
>>
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How do you make a game endless but still keep an objective or a win condition?
>>
>>165072912
>you can complete Isaac in under 30 min
Crazy.
>>
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>>165072912
>it's now how long it is, it's how much value there is in those 15 min.
That's what she said
She lied, longer is better
>>
>>165072912
beating isaac means mega satan, which probably takes at least 5 hours for someone really good
>>
>>165072136
I was debating about whether I even qualify to leave feedback. I've only ever played X3, and with KB+mouse. Not played either Elite or the vaporware one to know their control schemes.

>>165070413 says right on the page that kb support is there, but the game's designed for a gamepad. So should I really complain that I don't like roll being included with the analog stick?
>>
>>165071913
I disagree.
>>
>>165072923
An "endless mode" is incompatible with a finite goal.
Play many games (matches), each with a finite goal, instead of a long endless game.

Think chess or an xcom mission, instead of roguelikes.
>>
>>165073092
>I was debating about whether I even qualify to leave feedback
You should. Even if it's just like "the control scheme sucked on keyboard but you knew that. otherwise it was decent". It helps keep people motivated.
>>
>Gun Metal
>Ctesiphon
>Card Tactix
>Dungeon Trials
>Bomber Friends
>NO VIDEO
>Dig
>Mechjumping
Reminder that if you have this picture under your game you are a SJW or SJW sympathizer.
>>
>>165072923

That sounds like arcade games like Tetris or snake.
>>
>>165072629
>Unreal
>demos
In the time it would take them to have gameplay they'll have given up.
>>
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improved it, added legs, flag etc.
Torso will be separate piece for attack animations etc.
>>
>>165073543
You being the expert on giving up
>>
>>165073092
You can set the control options to Raw for manual control of roll and yaw, but there's no good way to swap the default assignment of roll/yaw ingame if that's what you're asking about. At best, you can finagle with the launcher key bindings.

You're right though that the keyboard just isn't well supported. I would have preferred to add a virtual joystick for mouse and keyboard controls but there just wasn't enough time. Thanks for giving it a go though, I appreciate it anon.
>>
>>165073687
https://www.youtube.com/watch?v=vdhF4O54YjU
>>
>>165073543
There were always 3 or 4 of us in the past but since I finished my prototype last time I'm not submitting anymore.
>>
>>165073819
precisely, i was going to call it deus vult.
>>
>>165073543
>demo with pretty much nothing in it
>30 mb
thanks for reminding me not to use unity guys
>>
Anons thoughts on comfy games like animal crossing/ stardew valley/ harvest moon etc. I'm thinking of making something you load up to chill/ explore find secrets and generally dick around in.

Also art or game play first?
>>
Is it possible to actually sell a game on android? Are there people who spend money on mobile games excluding microtransactions?
I'm wondering whether I should put my game up for a 1$ or something or just put ads in it.
>>
>>165074581
game play if you want to accomplish anything, art if you want people to follow you and tell you how amazing you are
>>
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lighting looks sick
>>
>>165074568
a shame so many on aggy dag have to use their parent's shitty wifi
>>
>>165074568
probably the guy was just too lazy to take out all the unnecessary assets
>>
>>165074756
Yo that kick move you added works beautifully in concert with the shotgun jump. I dunno how far you wanna follow that thread but you could have literally the best aerial FPS combat around if you keep up with those kinds of additions.
>>
>>165074784
not op but I live in africa where a 4mb file can take over half an hour to load
>>
>>165074581
tried those farming games, couldn't really get into them

>Also art or game play first?
entirely up to you. I've had some projects where I did the coding first without any idea what the art for it will be.

I also have a project that I did extensive concept sketches for first before doing any programming or even thinking of what game genre to use for it
>>
>>165073687
Decapitated floppy crusader sim
>>
>>165074921
Nah, with UE4 you'll be lucky to get a 30mb zip.

It's a non-issue in my opinion but it is a thing.
>>
>>165074568
its 2017
that takes like 3 seconds to download
>>
>>165075027
not the dev just a guy playing a demo playing complements
>>
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>>165075186
well then
>>
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Progress:

+can now generate collision boxes for box2d from SFML images
-still can't figure out how to make webms

Ignore the mixels/rixels.
>>
Post your demo day stats
>>
>>165074650
>>165075064
If I include farming it'll be very minimal, I prefer finding secrets and exploring small-medium sized areas full of hidden details.

Thanks for the input, will probably do some pencil concepts and then crack on with game play.
>>
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>>165075431
>>
>>165059664
Sanakan a cute. CUTE
>>
>>165052545
neat
>>
>>165076326
>>165059664
>tfw BLAME walking simulator dev died
>>
>>165076215
relaxing game that focuses on exploration sounds like knytt stories
>>
>>165075403
>-still can't figure out how to make webms
OBS Studio + WebMConverter
>>
>>165076312
what game
>>
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>>165076405
>>
is torchlight 2 a good game or is it too grindy? i never was into dungeon crawlers, so i can't compare it to any other game. is it the best game of it's genre besides diablo 3?
>>
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>>165075431
thanks guys.

will make furry next time
>>
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>>165075431
>>
>>165076772
(and half of those are probably me and a few friends I posted)
>>
>>165076405
I still check the blog every six months or so, even though I know it's hopeless.
http://bac9.tumblr.com/
>>
>>165070210
https://www.youtube.com/watch?v=NLRiBbRo6CI
>>
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How does this wavy grass look? Is it too much?
>>
>>165077192
Its a bit distracting for background
>>
>>165076929
It sucks, it looked so cool too.
Hopefully he comes back one day and magically had a ton of progress he was just working on secretly.
;_;
>>
>>165076414
Thanks, I'll check it out. Do you know of any other relaxing exploration themed games by chance?
>>
>>165077192
yeah, a little
>>
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>>165076579
https://itch.io/jam/agdg-demo-day-12/rate/84427
>>
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>>165056220
----[ Recap ]----
Game: New Grounds Rpg with Life/Date Sim but Improved
Dev: Augurusto
Tools: GM:S, Paint.Net
Web: https://augurusto.itch.io/, augurusto.tumblr.com
Progress:
+ Mini Menu
+ Npc and art concepts
+ Screenshake/Pause/Resolution options
+ Fixed shader bug
+ More clothes for the player
+ More places
>>
>>165077564
just tried that one, amazing!
died on the second level boss (second after tutorial)
are there more levels?
>>
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>>165075431
>only twice less than the top ones
ain't even mad
>>
>>165077485
Proteus

>>165077192
maybe slow down the grass waving animation. right now, the speed suggests very strong winds, but it isn't reflected elsewhere
>>
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>>165072308
Make a game about this guy set in streets inspired by victorian england but a bit more high tech
and he fights monsters and shadow creatures
>>
>>165056220
----[ Recap ]----
Game: Bloodworks
Dev: taytay
Tools: C++, Lua, SDL, OpenGL
Web: https://taytay.itch.io/bloodworks
https://github.com/shultays/bloodworks/
Progress: 30%
My first entry. Created an open source crimsonland clone. More content will be here soon!
>>
collision with object works first time, perfect. I've been at this to long.

https://www.youtube.com/watch?v=T6tIf8ZWSFc
>>
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>>165077910
yes
>>
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>>165056220
----[ Recap ]----
Game: Bloodworks
Dev: taytay
Tools: C++, Lua, SDL, OpenGL
Web: https://taytay.itch.io/bloodworks
https://github.com/shultays/bloodworks/
Progress: 30%
My first entry. Created an open source crimsonland clone. More content will be here soon!

whoops, forgot image
>>
>>165078130
That actually sounds pretty cool, but I think I might try going for something a bit more futuristic and/or absurd, because that'll give me a lot more freedom to just create anything I like.

I also think it would probably be best to stick with the jumping/gliding platforming system of Spyro, since Kada has already done the work of implementing controls for it.
That's not to say that we can't attach some wings or a hover jetpack to a humanoid character and be able to do the same
>>
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works alright, gonna replace the enemies art now.
>>
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>>165075431
>over 50% download rate
pretty happy desu
>>
>>165077192
Maybe just make it half or 1/4 as fast?

If it's supposed to be really windy, maybe animate the grass near/on the pillars too, but
>>
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wow! sorry for being late. 8 hours ago I had no music, no sound and no game. now I have a massive headache

any feedback is ok and thank you. it's only 20 MB and around 10 minutes long, so please enjoy it

I'm going to take a break and then play a few demos

https://itch.io/jam/agdg-demo-day-12/rate/110707
>>
>>165079654
Aww yeah
Downloading this
pure download bait
You better have recursive cooking
>>
>>165079654
>furry
thanks, I guess
>>
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EVA.webm
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The player has now the ability to exit the ship and move around. This will be needed to enter some tight spaces later on, or do some stuff one the ship such as some simple repairs. Also because flying around in zero g is just fun.
>>
Is there a Blender tutorial that won't have 5 30 minute videos explaining each setting checkbox and pixel on the interface and actually teach me how to model shit?
Or is that actually important?
I just want to make low-poly flat-colored simple stuff and learn Unity to try out 3D.
>>
>>165052754
Good job dude
>>
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>>165079737
sorry, not this time. I tried to cram in all the fun things I could, there are 2 (mybe 3?) easily found """secrets"""

hope it fucking runs because I spent the last hour fighting a bug where the frogs would be speaking gibberish on export
>>
how am I supposed to know if my game looks/runs alright on different resolutions if I program on a 1366x768 laptop
>>
>>165080194
Most of the pcs are 16:9 so its prob fine
>>
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>>165079654
uhhh I'm not sure if that was the right link

here's the game link

https://pikopik.itch.io/cooking-with-tracy
>>
>>165080407
both are fine
>>165080194
I plug my laptop into a 1080p TV to check
this is also a good UI check, is shit readable when you stand console distances away
>>
>>165079048
Is... that horse on a crusade or something? Madness! Haha
>>
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Ok, so finally doing some combo kills.

>open door so mom sees through
>pick up knife, set it under the stairs
>go to dog so it attracts the kid
>throw a ball into kids head so he falls down the stairs onto a knife, decapitating himself
>mom sees the body, starts freaking out running towards exit
>I destroy TV that gives electricity force and throws mom into the dad
>they both land in the fire and start burning

This is first draft, lots needs improvement. But it works and it looks funny.
>>
>>165079654
Is something supposed to happen when the 2 minutes run out?
>>
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rough as fuck sprite that needs a lot of cleanup but

>>shit i need to make smaller sprites
>make an even bigger sprite

what did i mean by this?
>>
>>165080957
Thats pretty dank
>>
>think about uploading my game to DD
>remember the giant stupid fucking "Made with Unity" splashscreen
>>
>>165081212
the few dozen people who will go as far as downloading your game won't mind it
>>
>tfw should make game already
>>
>>165081035
a mime spectacle, right offscreen where you can't see it

(no)

but thanks for playing. how was the camera?
>>
which do you think sounds better

A ) https://clyp.it/sdbl53mi

or

B ) https://clyp.it/s3p0itpu
>>
>>165081372
>few dozen
basically no one downloads games after the first 24 hours
>>
>>165081579
the camera is bad because it doesn't move behind you when you are walking towards the camera
only when walking to the side


As long as the grab button is held it should be trying to pick something up

also i got stuck on some geometry and had to restart, i wished there was a jump button or reset to world button
>>
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>>165056220
----[ Recap ]----
Game: Tales of Lumaria
Dev: bokchoydev
Tools: Unity, Affinity
Web: bokchoydev.tumblr.com
Progress:
+Started Devving!
+Tile Map, Pathfinding
-I have no scope and I'm scared
>>
>>165081903
that's how much i got on my first demo on ddx after uploading pretty much on the second day, with presentation really blending in and pretty much no shilling
>>
>>165079048
That is awesome.
>>
>>165081786
B.
I like A too, though.
>>
>>165080957
Jesus Christ
>>
>>165081928
right, the grab thing should be next

I have some ideas to help the camera reorient, if I add running it would be simple
>>
>>165081903
Please stop talking out of your ass
>Where.Is.Your.Game
>Google "The Witness"
>etc,etc
>>
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Do you like elemental schools of magic, or more D&D-styled? Should Telekinesis be Air Magic or Translocation Magic? Should Heal be Water Magic or Curative Magic?

Do any of these categories seem weird/unfitting?
>>
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>>165075431
>>
>>165082459
what's the benefit of separating them into schools (not rhetorical)
>>
>>165082459
name your schools of magic after animals and make leaps of logic to connect them
>>
Umbrella warriors is great
Just make wasd the movement keys, it messed with my head
>>
>>165082591
Each class will excel at different schools. With elemental schools, you might just have Sorcerer that's good at all of them and Priest for the healing spells. Like this, you could maybe have Arcane Blade which is like a knight that's also good at Spirit Magic - so they can buff themselves but they can't cast fireball. So you get more variety/atypical classes.
>>
>>165082690
The demo has configurable controls.
>>
>>165082459
>not going the whole hog
What self-respecting wizard doesn't learn the culinary school of magic?
>>
>>165077192
You're grass blowing needs to be more S like curves not straight lines.
>>
>>165082796
So the important thing for how the schools are divided is the synergy of abilities within that school. Come up with the mechanics of abilities within a school, then retroactively apply their in-world flavor of fire/ice/water/whatever.
>>
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>>165079654
Pretty good will share with all my french friends.

Camera a shit, treestump frog got me stuck twice dropping on him from above.
>>
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>>165056220
----[ Recap ]----
Game: Coalrunnings
Dev: Teelicht
Tools: Godot, Blender
Web: Non
Progress:
+ First recap!
+ Chunk generation with noise
+ Firstperson view and walk works somewhat
+ Took this week off from work, maybe progress!
- AGDQ is going on
- Panicked when trying to choose a good dev name
- Scared of animating
>>
where can i find reliable, freelance character artists aside from conceptart dot org?
>>
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>>165083349
oh god, you filled up the bar with frogs only

shit sorry you got stuck, I'm probably going to move that stump somewhere else you were supposed to bonk him with a heavy object

will fix camera for sure, thank
>>
>>165083931
deviantart

not even joking
>>
>get home from work
>want to gamedev
>fall asleep instead because exhausted
>>
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Haven't devved in the last 6 months, and all I've ever managed to finish is a simple shmup in GM.

What's a simple project I could work on to get back into the swing of things?
>>
>>165084342
Mario with guns
>>
>>165083992
is there a way to find artists that are doing them or do i have to click around
>>
>>165084559
you could try the forums but you might get someone closer to your desired style if you find them yourself and ask
>>
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>>165081107
I'm impressed, that's a fantastic color palette.
>>
>>165073080

what is it with japs and nipple licking
>>
>>165083931
Reliable ? Artstation. Most of them have contract information and all. Might be pricey though.

Deviantart is the hard way, most of them are cheap but unreliable, hard to find and pretty bad skill-wise.
>>
>>165084710
It's really hot, you should try it. I sometimes rub mine while fapping, pretty good
>>
>>165084342
A small mega man clone
>>
>>165084240
I know that feeling... need to work on discipline and getting into a routine! How bugs your project? Maybe the size of it is causing you to feel extra tired on some subconscious level. Like being aware of the giant mountain you have to climb.
>>
>>165084820
>$150 just to post a freelancer ad

damn son
>>
>>165085272
Ah just take a stroll through the galleries and contract them directly. The ads are mostly put on my big dog companies. It shows if they're available for freelance/contract/something in their about section.
>>
>>165083149

That's a good idea. I was thinking of also making the breeze blowing up diagonally. I also think I might try making something more dynamic, so that I can have the wind blow in any direction.
>>
>>165075431
16 views /8 downloads
>>
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>>165056220
----[ Recap ]----
Game: Throbot
Dev: scarfdev
Tools: GM:S
Web: http://scarfdev.tumblr.com/
Progress:
+ Mostly just art stuff this week
- been trying to think of a clean way to handle foreground and background tile layers
- i'm gonna be out of town for nearly a week so rip any actual deving
>>
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>tfw can't decide between two ideas
>like one more so I decide on it and start working
>Like the other idea more now
>>
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>>
>>165084342
Same boat as you mate. I'm waiting to see what the jam idea is going to be upcoming so in the mean time I'm learning how to do stuff I'm not as familiar with, like Blender.
>>
>>165085850
So you got past the easy early part of development and then lost motivation, deciding that some other project was more attractive. No big mystery there dude.
>>
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Reminder to download ALL the games (not just the popular ones) and give them ALL constructive feedback.
>>
what language do you use for game dev?
>>
>>165086124
Polite but firm.
>>
>>165086124
English, sometimes latin.
>>
>>165086102
sounds like commie bullshit
>>
>>165086193
>>165086214
please don't joke around
>>
>>165086124
binary
>>
>>165086392
NO YOU DON'T

ANSWER ME HONESTLY

ANSWER HONESTLY NOW DAMMIT
>>
>>165086102
Make a better game next time.
>>
>>165079654
I like the art overall, nice and cheerful.
But anon, you gotta do something with the camera, perhaps allow to mouse control it.

Tracy seems to need to be more or less dead on in front of something to pick it up, perhaps giving her a wider ark to pick up from would be nice. Really more control over camera would eliminate this.
>>
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>>165077192
>>165083149

New wip wavy grass breeze system. With this I can just have an occasional breeze here and there.
>>
>>165086528
You really want those (You)'s, don't you?
>>
>>165086528
tertiary
>>
>>165086732
very nice
>>
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>>165086732
>>
>>165086759
i just wanted to hear what languages people use so i could have insight in what's ideal for a beginner
>>
>>165086528
Hi. I'm an artist and I'm looking for a coder to work on the game with.
What engine are you using?
>>
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----[ Recap ]----
Game: Something To Do WIth Love
Dev: Terence Chill
Tools: GM:S
Web: https://terencechill.itch.io/
Progress:
+ Added two characters
+ Changed interactive item select graphic
+ Received and implemented original soundtrack
>>
Where should I upload videos
They are too big for mixtape.moe and I don't want to deal with making a new youtube account just for feedback
>>
>>165086548
I have some ideas to make it less painful, like making it focus in front when you hold grab

will see to picking up things easier too, thank you
>>
>>165087027
Why do you have 100mb progress
>>
>>165087096
This is feedback for demoday
>>
>>165087027
mega them up and i'll upload them on youtube
>>
>>165086936
>Unity3D uses c# or javascript
>Unreal uses Blueprints or C++
>Godot uses GDScript or C++
etc
That's like asking "what tool do you use to do things"?
>>
>>165086124
Body language.
>>
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posted my demo lads please play it ;_;
https://dbuns.itch.io/dungeon-party
>>
>>165051879
make the platform monster make an uneasy face when your character steps on it
>>
>>165086973
Please drop the furshit and do cute anime girls instead. Thank you.
>>
>>165087379
I thought it was about fish
>>
>>165085867
It's for the better.
>>
>>165087464
its a different game silly
>>
>>165087246
B A N D W I T H
I guess I'll just post again once I'm done making videos cause this is going to take forever
>>
>>165087631
Band with whom?
>>
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>>165087453

I uploaded my demo. I know it's not a game, but I hope you like it.

https://terencechill.itch.io/something-to-do-with-love
>>
>>165087762
See >>165087453
>>
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Made some animation stuff today. Mostly set up some classes to make animations much neater.
>>
>>165087453
>>165087845

Kind of a flooded market.
>>
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I just got done playing a few rounds of good old Counter-Strike 1.6. When it says precaching resources, does that mean the program is telling the operating system to load game assets like sounds and animations from slower memory (HDD) into faster memory (RAM) so they can be output faster to the user?

Trying to study for an Operating Systems exam that's hard as fuck.
>>
>>165087961
Please
>>
>>165087762
i'm completely uninterested in furry stuff and would rather prefer to see your other game get progress but i'm glad to see the local animefag nodevs suffer
i know you don't need my approbation but keep it up
>>
>>165088265
>he doesn't like furshit, he must be a nodev
Yeah well fuck you too buddy.
>>
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Considering that this is sort of like a very simple frozen synapse, do you think that it would be better execute attacks based on enemies coming in sight in that direction instead of the current system of setting a delay?
>>
>>165087379

i like it anon, keep it up!
>>
>>165088576
thanks!
>>
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Did anyone of you get nominated for the IGF awards?
>>
>your page description is a list of other games

respect: -
>>
>>165088474
Only being able to fire based on a delay seems like it'd be very chance based, you just have to guess where the enemy is going to walk.
>>
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>>165088856
i've seen people meme this many times that i specifically avoid mentioning any other titles when i write descriptions for my game
>>
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>>165056220
----[ Recap ]----
Game: jamos
Dev: anon
Tools: C, SDL
Web: N/A
Progress:
+ added sprite object system with textfile-defined animations.
>>
>>165087487
I still don't think that people who would play it properly, not just for testing, would use the mouse, but dealing with mouse logic is at least a nice change in the sense of programming.
>>
>>165088873
Yeah, that's the issue. I'm thinking that I might just make projectiles like that and make raycast attacks automatic.
>>
>>165089339
Is this online multiplayer?

Maybe it isn't the tone you're going for but it could be quite funny for players to desperately try to hit each other with only the delay system.
>>
>>165089586
No, just against AI. As it stands how easily they're hit is pretty much entirely up to the type of movement they do.
>>
>>165078130
What are the odds, I've been working on a game who's basic premise is that the culture and style of the Victorian era never died, but technology kept on advancing. Sprang from a dream I had where "Neo-Victorian" didn't look like "steampunk minus the gears" or "This is literally just Victorian stuff but made in a chinese slave labour factory". That PS1-ish low poly look is what I was thinking, originally as a last ditch effort to make my shitty 3D skills work for people, but that actually looks good.
>>
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>>165087973
First off yes.

Second,
>Operating Systems
That was one of the hardest classes at my university. The other was Networking, which I took, got an F, then proceeded to flounder around in college for a few years a couple courses at a time until finally graduating much after I should have.
>>
So I've got a real weird problem. In the constructor for one of my actors it tries to load a data table, but I deleted that before closing the editor and now Unreal loses its shit and crashes during initialization. No big deal I thought, just go in and comment out all that stuff, rebuild and it should start up. But for some unholy reason its still using the old object, no matter what I try. Where the hell is it even getting that from?
>>
>>165090046
at least you took CS classes

i have a BA in environmental sciences and a minor in arabic language

none of this will help me make game
>>
Anyone knows good C++ or at least a mixed C++/blueprint tutorials for unreal?
I don't need to learn the language, but I do want to learn unreal as a framework. And I find code easier to read and digest,

I cant deal with the tentacle monster bullshit in pure blueprint tutorials.
>>
>>165090398
Use your knowledge to make a game where islamic terrorists are causing environmental disasters around the world.
>>
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>When you need art but you are shit at it
Send help
>>
>>165090608
i dont think they can make things anymore worse tbth familia
>>
>>165090046
My Networks professor said by the end of the class, you will definitely know if you like networking or not. The average test scores were like 30-50 and then curved. I think only 1 team finished the final project. Good times.

>>165090413
I started with this and then did Twin Stick Shooter, but the latter is mostly blueprints.
https://wiki.unrealengine.com/First_Person_Shooter_C%2B%2B_Tutorial
There's also the battery tutorial which is mostly C++.

C++ is great but don't make the mistake I made where you try to use it for everything. There are things that blueprints are better for, even if you are a great coder.
>>
Im trying to make it so you can switch between characters, and have them follow whichever one is currently possessed by the player. Thats working, and so is the character switching, but I can't get the AI Controller to take back possession. Is there some hidden property in the pawn class that stores the default AI Controller you can set in the editor?
>>
>>165090810
I obstinately refused to learn C++ for the longest time, but finally broke when I realized that I'd just spent three solid days making A* pathfinding work on a 2D grid of widgets that are actually a 1D array. The blueprint looked like a substation that got hit with a rocket. But I still love blueprints for any sort of UI stuff.
>>
>>165090810
Thanks Ill have a look. I dont want to use c++ for everything. From what I figured out so far you do all high level scripting and ui in blueprints, and well, some do logic in blueprints, but it just looks a bit silly to have to make lots of nodes for something like filtering a collection and doing some stuff on it.

For now I want to move some of that loop based logic into custom blueprint function libraries. I think that falls in line roughly with how everything should be used without going nuts in either way.
>>
>>165086732
i like it. only issue is that the wind does not blow to the east one second and then the west the next under normal circumstances.
>>
What's the best system to have subcategories in an enum? I'm in a situation with switches at the moment where after certain conditions are met, a switch happens that executes something different based on the enum. I'd like to have two sets of conditions that then go to two switches with different collections of enums.
>>
>>165091060
Generally I wouldn't use Blueprints for any sort of serious logic, just gluing separate pieces of logic together. Like for AI you should totally use behavior trees and tasks and stuff with blueprints. But your tasks should call C++ functions exposed with UFUNCTION, for instance.

But yeah, on the other hand, things like sorting a list or anything involving loops or math and stuff is a nightmare in blueprints.
>>
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>>165091060
>A* pathfinding work on a 2D grid of widgets that are actually a 1D array
wat
>>
>>165089294
People certainly would. Using 20 keys to control something that moves in 4 direction is stupid
>>
>>165091427
Yeah. I cant even remember how I got into that situation. It actually worked. Not perfectly but at least it didn't lock up and crash and it got you where you needed to be.
>>
Does the admin picks which game goes front/which goes back on demo page? because suddenly some furry shit is the first game on the list
>>
>>165091624
It's roughly linked to views/rates but I think there is a little secret algorithm that manages it.
>>
>>165091490
It's also fast.
>>
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Did a girl walking sprite
no clothes bc i prefer to animate the body first, also do the boobs bounce enough?
>>
>>165079793
This shit is tight. I love seeing your progress.
>>
>>165091624
jams/demodays are just a collection of games

games keep their download count throughout demodays

jam games are sorted by the games' downloads/views count

the more you know
>>
>>165090108
that makes zero goddamn sense
>>
reminder we are at the cusp of furry societal acceptance. cash in now
>>
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>>165087762
Your game looks quite cool, but 2 is all I can handle.
>>
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Working on events where you slip into an alternate universe. What do you think?
>>
>>165092639
NO MEMES
>>
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>>165087453
The smart thing to do is make the easy $$$ off the furshit, then asset flip into the animu market using a now established brand.

Kind of like how that trainwreck Charles Barkley 2 game managed to ride off the success from Barkley Gaiden.
>>
I feel a sadness on me
>>
>>165093206
you should
>>
>>165091905
Can't see any bounce. Also, the legs are too thin and short, imo.
>>
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>>165087453
how about you all stop being degenerates
>>
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>>165092317
Yeah, its fucked. Heres all I can get out of it. Clearly the container is trying to load something that aint there, but the code that does that is commented out, and I've rebuilt the game a dozen times.
>>
>>165094074
He can actually render them out much prettier than a game engine could.
It's also very toaster-friendly.
>>
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>>165092639
pls
>>
>>165092639
>>165094397
kek'd tbhonest
>>
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>>165093363
Is it better now?
>>
>>165094510
yes, but lacks some shading for the transition between the skin tones
>>
>>165091905
>>165094510

huh, would've expected a ton of replies for this
>>
>>165094397
>>165092639
Made me remember this
https://www.youtube.com/watch?v=qNDnYLYXprA
>>
>>165094693
people who get tons of replies for lewd are either already very good at it or are so fucking terrible that everyone has to go in and point out how shit they are
>>
>>165093918
Deleted the entire cache for the editor. Fixed it, thank the jesus.
>>
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>>165056220
----[ Recap ]----
Game:Elemental Knight
Dev:Jasonpkgames
Tools:Unity
Web:http://jasonpkgames.tumblr.com/
Progress:
+Released demo
+No complaints about the core of the game, which was good
-Lots of complaints about other things, collisions, getting to places where you shouldn't go, the camera, graphics, etc.
>>
>>165094510
>>165094693
It looks boring and shit.
>>
>>165094812
>>165094693

Its only meant to be easy to put clothes on them later, even if its kinda click baitey

>>165094657
Oh skin tone isnt definitive though
>>
>wake up
>suddenly want to make a videogame

I am kinda experienced with C++, 4+ years in the industry. Tried messing around with graphics algorithms a couple of years ago, OpenGL/DirectX all that shit. But

>art
>idea
>music/sounds
>story
>???

Gets a little bit overwhelming in my head desu. How do I start anons
>>
>>165095103
Make pong
>>
>>165094693
it isn't thicc
>>
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----[ Recap ]----
Game: RAD Ross
Dev: Gnome Made Games
Tools: GMS
Web: https://apollo.itch.io/rad-ross
https://twitter.com/GnomeMadeGames
Progress:
+ More work on the shop
+ More work on NPC's
- Need to look into adding Delta time, 60fps and other things to make the game more fun
- Needs a lot of polishing
- Needs its own sound and music.
>>
>>165095103
figure out what it is that you want to do

don't start something that is going to take years

get one thing working then start adding the rest
>>
>>165095103
Typical codemonkey. Spend all the time learning to code, but never actually played games, read books, enjoyed art, or similar. That's how you end up being an uncreative monkey.
>>
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>>165095154
I made a bunch of basic 2d games when in school. Pong, Xonix, basic 2d 8-dir walking simulator with A*. Maybe I should polish them and publish on github to get my head working in the right direction and then start seeking people to cooperate with.

Well, thanks.
>>
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Is it worth starting a project this late or will I just be w h o d e v 'ed out of the generals?
>>
>>165095613
What
>>
>>165095613
It's never too late. Making games take time, but if you are persistent you can make good progress in a single year already.
>>
>>165095613
whodev is someone whose first post is when their game is nearly done (aka just coming here for advertisement)

also these generals will continue gaining new blood forever, it isn't like the others which will eventually become stale.
>>
>>165091275

I know. I was just demonstrating how it can blow in any direction. Previously it was just hand animated going in one direction. This new system is based on an invisible trigger rolling over individual blades of grass.
>>
Yo, umbrella warriors dev. What engine are you using?
>>
>>165096498
he's using game maker
>>
>>165095005
My main problem with your game was the movement felt very weird, probably because of the way the camera sways. When I press W I expect to go in a straight line up on my screen, but because of the camera sway instead I'd often go diagonal.
Also, is the fire effect on the player's feet a sprite of a lightbulb?
>>
>>165096613
I want his code. He's making the same game as me, except his is a shooter.
>>
>>165096883
So a platformer with 3d backgrounds? Care to share?
I have some of his code, and he has some of mine. He's doing some serious shit with gm that I can't figure out for the life of me
>>
>Have an idea for a magic-crafting game
>Can't think of any way that wouldn't make it just throwing different coloured base-sprites at one another

I've only got the tutorial thought out, I should have the end-game thought out, but I can't think of what the meat of the game sandwich would even be.
>>
>>165088265

My other project gets much more progress actually, it's not a lot more work since it's a game. I'm taking the furry thing further then I originally intended because people decided to throw money at it and a man's gotta eat.
>>
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swords are now in.

gimme your weapon ideas
>>
>>165097646
Another one lost to the furfag's endless shekel supply.
Can't blame you, I would take the jew's gold too. (Fuck it, of course I can because I'm not the one taking their money and you're indulging these degenerates)
>>
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can someone familiar with OpenGL help a nig out?
I made a text object by modeling a bunch of rectangles and putting the texture of the desired letter on each rectangle. As you can see, the cube there is being anti-aliased, but the text is not. How do i anti-alias textures?
>>
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>>165056220
----[ Recap ]----
Game: Metanoia: The Sacrifice
Dev: Firgof
Tools: Unity
Web: firgof.tumblr.com
Progress:
+ Conversation systems implemented
+ 8 Scenes set up, 2 completed
+ Main Menu functional, working
+ Particle systems set up and polished
+ Finished rewrite on the game's plot and story
+/- Switched to Unity. Switching to Unity took me a bit of time and a lot of money. Unity's letting me do stuff I wouldn't be able to easily do in Visionaire Studio.
- Still haven't submitted my shitty demoday entry. Holding out hope I can add enough to it that it lasts more than 2 minutes in the six hours(?) I have left to push it.
>>
>>165097821
fuck off
>>
>>165097821
huge fucking warhammer, like comically big
>>
>>165095613
>>165095791
>>165096202
This basically. Just start your project. Come and post your progress as you go. It doesn't have to be impressive. Even getting a box moving on screen and stating "it begins" or something is fine as well.

We want to see the game grow from an idea into a prototype with potential and beyond. Goodluck to you, anon.
>>
>>165097821
a pipe that's also a chain and when you throw the pipe the chain extends like a whip

and he says uhhhhh wha
>>
hey boys, question about sprite work. I'm farmiliar with photoshop, and going to start making some sprites for a quick game, wondering though if you guys have some favorite ways to make sprites though.
>>
>>165098952
Use Aseprite. Sketch in Aseprite. Clean up in Aseprite.
>>
>>165097160
My game probably has a bit less of a platforming focus and more of a focus on combat, but the 2.5dish environment seems a lot like what I'm going for.
>>
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>>165098317
>>
>>165099179
what's so special about asesprite? I've been using photoshop for sprites for a long ass time. Is there any reason to change?
>>
>>165099293
ok maybe not that big, but thats the idea, a huge hammer like that is very cute and fun looking and matches the style of the sprite quite well
>>
>>165098006
Font rendering ain't easy.

Try setting the texture options to bilinear interpolation:

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

It gets tedious if the effect is not good enough for you.
>>
>>165052754
I personally LOVE these graphics.
>>
what software do i need to make ori and the blind forest type of art?
>>
>>165099293
hell yes make it that big
>>
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>>165096675
>My main problem with your game was the movement felt very weird, probably because of the way the camera sways. When I press W I expect to go in a straight line up on my screen, but because of the camera sway instead I'd often go diagonal.
>Also, is the fire effect on the player's feet a sprite of a lightbulb?


Well I wanted the camera to sway like that so it would look ahead of that direction so the player could better see what's infront of him. But even when Im playtesting it I sometimes make that mistake of pressing up, thinking Im going to go a certain direction, but I don't.

So I have a few choices for the camera right now, which are

#1- Keep it the same and hope players get used to it as the game goes on
#2- Cut out the swivel all together and keep it static, resulting in a lesser field of view
#3 change the camera to more of a top down view like pic related, and keep the camera static
#4 change the camera to a top down view like pic related, and have the camera always follow the direction of the player (like how a mario camera always follows the players direction, except top-down).

The biggest issue with the top down camera is that it looks overall less detailed than the other perspective, maybe because of the lack of any textures. But anyways I'm going to design a level with actual puzzles like I intended, and then go through those camera options and see which is the best. I'll actually probably post the level for download and give those 4 camera options that people can go through and see which is the best.

And yeah lol it's a lightbulb. Just a placeholder.
>>
>>165099334
It's set up a lot more conveniently for pixel art, obviously. It's like going from MSPaint to Photoshop.
I use Photoshop for drawing daily, and I used to do pixel art in it too. After trying out half a dozen pixel art programs though, I've settled on Aseprite being the best laid out for making assets for games.
>>
>>165099610
unity, photoshop/krita, and a lot of time
>>
>>165098006
If that's regular MSAA then only works on triangle edges, the aliasing on the text's textures needs to be done beforehand in photoshop/gimp/whatever
>>
Friendly reminder 0.37 is out with removed part limits and new physics. Even has a failstate.

can litterally anyone play it?

https://itch.io/jam/agdg-demo-day-12/rate/83235
>>
>>165097821
It kind of feels like if you start adding swords (and heaven forbid, bows) you should have just kept with Gwyn. Maybe concentrate on quirky weapons only when it comes to Ribbert and maybe one day return to Gwyn a better dev and pick up from there.
>>
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thanks a lot for the feedback so far to those who commented or recorded videos. i value others' look on the game, helps a lot with improving it and i hope those who downloaded it had fun too
>>165053518
>>165080034
>>165059850
>>165099597
thanks guys
>>165071524
thanks too, but please consider being more concrete
>>165082690
yeah what the other guy said
>>165096498
i confirm i use gm:s
>>
>>165099798
looks good, man
>>
>>165099898
yeah dude, stick with 3D on 2D. 2D assets are really easy to keep track of when things get going on screen. Sick sick sick aesthetic.
>>
>>165087762
what are your itch.io stats?
>>
>>165099846
>quirky weapons
good idea. But swords/weapons in Ribbert wont be anything like Gwyn. Here its more of a tool like in Kirby. Also you can't use your tongue when holding something.
>>
>>165099628
#5 leave the camera as it is and change the movement to be based on the camera angle
>>
>>165056220
Change scorelist to be cumulative instead of consecutive
>>
>>165099798
>download game
>get thrown into what looks like the Kingdom Hearts gummi ship builder on crack
>????
>delete
No thanks

I am sorry
>>
>>165100735
retard detected
>>
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>mfw my game's ending is a reference to a z-tier comedy movie
>>
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>>165100735

I'm getting the feeling I'm in the complete wrong place and should just stick to /egg/ instead.

Out of curiosity, is it because you don't play building games on principle, or a flaw with REM itself? Is the builder too intimidating?

Have you ever played robocraft?
>>
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>>165100981
>mfw realizing players have to alt-f4 out of my ending
>>
>>165099898
hey umbrelladev I have some videos4u

https://mega.nz/#!MdZFnTZD!u38JAIi-xWGVOVtE78jnmYTiTfQcDfi1qh91CQ2Gvm0
https://mega.nz/#!UcRhzbjJ!VdzaGpa_2JXHuHu7Y8_n_pPGuHIqDDJ0rnUPiQVM3yY

Both are part of the same session, i just had to stop midway through
I've already forgotten what feedback I gave but I remember having fun <3

>>165099798
please follow the itch packaging guidelines so I don't have to figure out how to install your game ty
basically make a .zip folder, have a single .exe which starts the game, and mark as being for windows inside the dashboard
>>
>>165100308
Might as well add a giant wrench then. Or pogo stick (extra jump height, more damage when head bopping enemies, and like you said no tongue deployment.)
>>
>>165100991
Anon, chill. It's just one guy. You need to remember that chans are relatively limited audience, generals even more and /agdg/ especially.
>>
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>>165101069
>so I don't have to figure out how to install your game ty
What the fuck is wrong with this?
An .exe, a readme and a _data folder necessary for the game to function. Extract it to a folder.

It IS marked for windows on the main download, with a linux build on my wordpress if anyone is so inclined.
>>
>>165098006
I think thats mipmapping? To pre generate copies of the texture at different resolutions
>>
>>165100991
that guy doesn't know what he's talking about, the game looks amazing anon
what's /egg/?
>>
>>165101179
Which is why I'm expecting the only people who play my entry to be people who'll complain it's a walking simulator. Correctly, but that'll be about all they say about it I bet.
>>
JSON or XML for dialogue?
>>
>>165101373
Do you like your game?
>>
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>>165101350
Engineering games general. An autistic place litterally on this board.
>>
Should I make a horror game?
>>
>>165100991
I actually like building games but the way the game starts and the actual complexity of the builder made me just go "ah fuck this"
>>
>>165055070

lol retard
>>
>>165101470
Proprietary format thats unreadable outside its Unity plugin
>>
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>>165101316
the app doesn't want to tell me but this looks like a problem
>>
>>165101373
No reason you still can't link your stuff on /egg/ and get even more feedback there. But being in one does not have to preclude being in the other. You are one of us forever, whether you want to be or not you cannot escape stop trying goddammit
>>
>character creation
>slider: feminine <-> masculine

r8
>>
>>165100991
/egg/ will probably be better for specific advice on how YOUR brand of space autism should be developed, if they're not automatically hostile to shills.
That said, it's never a bad idea to try to make your game more appealing to a wider base.
>>
>eventually you will have to bring an artist on board

god please no. not artists.
>>
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>>165051175

i should probably pack that up soon. gotta spackle up that nail hole before i leave
>>
>>165101610
JSON and XML are both unreadable outside of the program that serializes them.
>>
>>165101647
progressive/10
Are you gender-fluid when you're in the middle?
>>
>>165056220
----[ Recap ]----
Game: Space Carrier Ops
Dev: anon
Tools: Unity, 3DS Max, Photoshop
Web: N/A
Progress:
+ Simple main menu with settings
+ Deadzone and control modes can be changed in settings
+ Made landed behavior easier and more predictable
+ Lots of lights added to carrier
+ Nose gear light and headlight on fighter
+ Little nebula cloud effects on the carrier landing scenario
+ DD12 release
- Very possibly the last build of this project
>>
>>165101685
don't make me cry anon
>>
>>165101561
>way the game starts and the actual complexity of the builder made me just go "ah fuck this"
>way the game starts

How should it start then, anon?

>>165101634
Oh good, that broke. Please hold. I'll upload a .zip file instead of a 7zip file, as that seems to be the confusion here.

>>165101672
I've been doing it for months, I occasionally come here to post progress. Most of the time, I use the entire thread to generate ideas and critique what I'm doing as I do it. /agdg/ doesn't really give me much to go on, most of the time.

that one anon helped with the godrays though, thank you
>>
>>165101647
Worked in Draggy Daggy and Saints Row just fine, and neither game was making any attempt to push some sort of agenda, they just knew that more control over the subtler points of character appearance would enhance their character creator.
>>
>>165101640
Sorry, I'm not the anon who's doing the engineering-heavy game. Only general that this game might get mostly positive responses from would be /vn/ even though it's a point and click adventure.

>>165101502
I do -- but I'm not making this game for me. "Me" is too niche an audience.
>>
>>165101679
Musicbros are bros
Artists are fragile but genuine
Programmers are robots with egos
Marketers are normies with no actual friends
>>
>>165099293
bigger
>>
Are teamups a usual thing here familia?
>>
>>165101647
Makes it possible to create more unique characters, it's solid
>>
>>165101895
>"Me" is too niche an audience.
You would be surprised. But the fact you want to keep your autism in check is good enough.
>>
>>165101925
lol no
>>
>>165101647
>feminine
>masculine
>mutually exclusive
Reported to Anita for retraining
>>
>>165101925
almost all successful projects here are made by teams of 2-3 people
>>
>>165101925
Check the recap, some games have more than one dev
>>
>>165079654
please fix the camera
>>
>>165101917
>Programmers are robots with egos
Jesus, that's good.
>>
>>165101917
>>165101679
if you want to know what dealing with artists is like look up the Cloud Meadow patreon drama
>>
>>165102143
You mean furries
>>
>>165100991
I don't want to break your resolve but the reason I haven't paid much attention to your game is that it doesn't seem like full control over the ship building is going to have that much influence over the gameplay. It seems to me like every ship is going to follow the same basic principles and there won't be any reason to deviate from a particular design.

Am I wrong? Is the customization actually meaningful? For example, see a game like Assembly, where players have total control over their ship designs, but it's mostly squandered because there are only a few archetypes that are "sea-worthy".

I prefer customization in games like Armored Core or Brigador where I simply select a hull that suits the needs of a particular loadout of weapons, rather than being given control over trivial details like whether I have two guns on the front of my ship and two further back, versus four in an array in the middle.

I guess this is also assumption and bullshit since I've not played your game for a meaningful amount of time, but I'm curious whether you see what I'm getting at and whether you feel the customization in your game affords enough control that it's more practical than something more restrictive.
>>
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Is it wrong that I feel like making a simple moba with dogs
>>
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>>165056220
----[ Recap ]----
Game: Not a School Shooter
Dev: Anon
Tools: Unity3D / C#
Web: Spider
Progress:
+ You can now load into maps from the strategic map!
+ How soldiers die is now recorded
+ In juries occur after a mission completes, less than 50% health will cause an injury which needs to be waited out
- Busy as fuck so it's sort of light
>>
>>165102808
Are you a dog?
>>
>>165102817
Where the fuck was your demo?
>>
>>165102817
>in juries occur
>>
>>165100991
I don't know anything about your game, but I'd suggest locking away certain aspects of the editor and make them unlocked by progressing through the game. This would keep players interested and stop turning off new players, for the simple cost of potentially annoying people super interested in the building aspect from the start.
>>
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can I make adult games with GameMaker?


I really like how easy it is.
>>
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>>165101069
thanks a lot man
>>
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>>165056220
----[ Recap ]----
Game: Vampire's Bit
Dev: VampireDev
Tools: Game Maker, Photoshop
Web: jcs.itch.io/vampires-bit-demo twitter.com/jcsvampire
Progress:
+ Started design work on new obstacles and level variations
+ Small tweaks on some old assets
- Missed Demo Day 12
- Got new GPU. This kills the dev.
>>
>>165101470
Neither. Dialogue structure should be hardcoded or done with a proper scripting language (particularly something with coroutines like Lua), because it's just code, and both of those formats are overkill for looking up localized strings.
>>
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----[ Recap ]----
Game: Cybership
Dev: vestigial
Tools: Unity
Web: vestigialdevelopment.com
Progress:
+ Submitted something for demo day
+ Tutorial workflow pretty good
- Didn't make much content
- Lots of things silently broke in the leadup to DD
>>
Dinodev, last thread or so someone complained about only 2/3 of their screen being taken up by your game. This is most likely due to display scaling on high DPI displays. Disabling it in the executable properties fixes this problem.
>>
>>165103196
I mean they made undertale in gamemaker.
do whatever you want.
>>
>>165103196
S-s-sauce
>>
>>165102978
Oh my

>>165102970
Laziness/extremely busy mb famalam
>>
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>>165102354
I suggest playing the game and using the builder to create a ship from scratch. Every ship behaves differently, given center of mass and armor profiling/thickness and structural integrity.

If you're saying we should just rip out the builder and use pre-built ships, I can personally confirm that that is boring beyond fucking belief and I might as well shoot my dick off. We did that before, we litterally made a prototype with pre-builts and it was boring. Decent, Strike Vector, Descent FreeSpace, and many new games do this, and do it far better than we ever could with established communities. The purpose of REM is creative freedom and dynamic combat with those freedoms.

Please at least attempt to build a ship for five minutes before passing such a broad judgement. There's even a tutorial screen that explains basic concepts with little video infographics.

>I prefer customization in games like Armored Core or Brigador

Muh lightweight meta. I played AC for years, from 3 to FA. Anything not ultralight with amazing power regen and high DPS gets stomped into the dirt. Brigador doesn't even allow customization in the campaign, if memory serves. and some of the campaign missions are awful and I hate them. One of them made me uninstall and ask for a refund due to the spamming of shit that can instakill anything that wasn't the largest vehicle, which wasn't equipped enough to do enough damage to get the level done before you get swarmed.

>>165102979
That is the plan, sort of, but the game is litterally an alpha prototype. You can ignore the builder entirely, open the blueprints screen and load in a fight with a host of pre-made designs.

The long term plan is basically do the Robocraft thing where you earn money from multiplayer matches to buy parts, but the builder will always be that complex. I have no idea what we could lock off arbitrarily without crippling the whole thing.
>>
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Whic of these battle setups looks better? Or if you have any suggestions, those are welcome. Not the UI/background really, but the characters size/positioning. It's a turn based game if that wasn't clear.
>>
>>165102354
Anon with another ship builder, so is being able to load solid modules for a fighting type which you can then further customize if you choose the top tier for you?
>>
>>165103991
well the bottom one doesn't look like you're copying something, at least
>>
>>165103575
I'm not gonna shitpost your game because of your opinions on games that I myself brought up, but
>muh lightweight meta
Every AC after the PS2 games might as well have been from a different series, so you're by no means an "old hand" as far as the foundational gameplay of the series goes.
>and some of the campaign missions are awful and I hate them. One of them made me uninstall and ask for a refund
lmaooo

Anyway good luck with the game.
>>
>>165103991
I like nonpokemon setup
>>
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Oh hey im back aggydaggy. The uv wrapping is fucked in half at the moment because im getting this weird lighting error(that only happens with my texture applied). What did godot mean by this?
>>
>>165104158
z-fighting
>>
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Anyone here using GM2?
Is it worth using over the previous versions or is it still in it's early/buggy stages?
>>
>>165103298
>progress so slow you've become irrelevant
>>
>>165103313
What I meant to ask is: Where do I store the strings for dialogue?
>>
>>165104521
CSV will be more than adequate.
>>
>>165104401
Unless you plan on making sure of the new 3d and are willing to sacrifice general usability, no.
>>
>>165104615
What if your dialogue has commas in it?
>>
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>>165103575
>Muh lightweight meta. I played AC for years, from 3 to FA. Anything not ultralight with amazing power regen and high DPS gets stomped into the dirt.
Not that guy, but desu you just described why I don't like competitive games with heavy customization.

In a singleplayer non-competitive environment it's a lot of fun because you can mess around and do all kinds of stupid shit. Once it becomes competitive though, all the fun gets sucked out and it just becomes about everybody building the most meta thing possible. Also when you push those game to their limits you end up with really stupid looking designs. Chromehounds is always the first thing comes to mind. How do you design a game around that? When people can engineer out weaknesses, or work around them completely, how do you create weapons/mechs/ships/whatever with interesting strengths and weaknesses and different styles of fighting? That's why stuff like pre-defined loadouts in games are for. I much prefer, both as a player and backseat game designer, systems where players have to make do with what they have and make it work. Play around their weaknesses, and exploit the weaknesses of others.

In a game with full customization, that shit is REALLY hard to balance in a way that makes for more varied gameplay than cookie cutter meta designs. I'm not saying it can't be done, but I've never seen it done in a satisfying way. That said, Chromehounds (and to a limited extent Space Engineers) is probably the last game of that type I've played, so maybe somebody did finally get it since then.

I'm not even sure how much of this applies to your game. While your game isn't for me (although I did download it), I have mad respect for the technical work behind it all. I've worked on similarly autism-driven projects fully aware of their niche and zero appeal nature, so I can relate. It's very obvious you love what you're doing, and I love seeing people do what they love.
>>
>>165104615
I'll check it out, thank you
>>
>>165104410
Shit happens.
>>
>>165104692
you put the spoken text in quotes
>>
>>165104692
Then you use the looser definition of CSV where other delimiters can be used, or you use quotes.

>>165104731
The great thing about CSV is that you can edit it with spreadsheet software.
>>
>>>/v/363376565
remember to bump so our friends at /v/ can check out the demos
>>
>>165104085
Tons of jrpgs use that setup, it doesn't it look like I'm copying them? I guess not many use the Pokemon-style so it stands out more.

>>165104141
Thanks, that's what I've been leaning toward too.
>>
>>165104056
Not necessarily by any means. I just think that a lot of games offer customizability that is ultimately squandered by what the rest of their design encourages or allows (or more accurately, discourages and fails to allow by virtue of balancing or the pressures presented by the game world). When I'm given truly meaningful choices in any sort of customization then I'm happy as a pig in shit, the more choices the better. Again though, it needs to be "you can do a,b,c,d,e,f,g,h" not "you can do all those things but they all shake out in reality to being either a,b, or c".
>>
>>165104951
the difference is lots of things may look like the bottom, but only 1 specific thing looks like the top. so your brain remembers that 1 thing
>>
Anybody got a crack to the english RPG maker? last one I did had all the system and menu in Japanese
>>
>>165104158
Does your model somehow have 2 sets of vertices overlapping the same coordinates?

Unless that's intentional.

Then you'd have to perform material magic to get them to play nice with each other.
>>
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>>165087762

Fuck yeah man!
>>
>>165101925

why? you wanna teamup?
>>
>>165104961
I get what you mean. Shit needs to be special and actually work, not just inching some variables up or down with only one true optimal build.

Think it's pretty hard to get it right in competitive online games. Most will go to the optimal instead of fun to win.
>>
>>165087453
>>165093153
>Make the game how I want it! You're an idiot if you don't!
>>
>>165104401

There are some improvements but it's not really stable enough to rely on to make your product
>>
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What would you call a perspective like the early Pokemon games? It seems too angled to be considered top down.
>>
>>165106278
3/4
>>
>>165106278
bait/4
>>
>>165099798
Gave it a try. You really really need something to ease the player into the builder. I was completely lost in it at first, then I located the tutorials and figured it out a bit more. It kept referencing tools to select which I couldn't find, but my cannon platform didn't work anyway because it didn't have any offensive weapons for some reason.

Just a small tutorial to lead the player into making a small but working ship. Could just be a cockpit with a thruster and a small cannon on top, just so I can get to know what needs to be connected and set before it's good to go.
>>
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>>165067491

>everyone faps

just because everybody does it don't make it right.
>>
>>165104764
What if your dialogue has quotes in it?
>>
>>165105872
Furry alert: weewooweewoo
>>
>>
>>165106308
Ah ok. I'm actually kind of ignorant, and thought 3/4 came from a horizontal angle (like in many lower budget cartoons). Does 3/4 translate over different axes, or is it just different from traditional animation to vidya?
>>
>>165106829
then you use \"
https://en.wikipedia.org/wiki/Escape_character

>>165106278
looks orthographic
>>
>>165107018
Lush grass isn't spooky
>>
>>165101685
Where are you moving to?
>>
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Does anyone know any good books or other resources on how to make good and distinguishable character designs?

pic in my opinion is related
>>
>>165107075
how would you grab these strings anyhow, how would you know which bit of dialogue corresponds with which strings
>>
>>165107050
I have no idea, I just know that perspective in games is referred to as 3/4, supposedly because up/down displacement is squashed to 3/4 of regular north/south displacement.
>>
>>165107263
you're just memeing, but i would genuinely like to know the answer to this, since the only way to stick out on /agdg/ (and by extension everywhere) seems to be either having appealing characters (whether sexually or not) or really persistent autism
>>
>>165107018
>>165107258
yeah niqqua rip up that grass, brown it up. throw some weeds and tombstones up in there
>>
>>165080957

this game is sick ! SICK !
>>
>>165107343
you key each string with an id, and whatever dialog tree you have stores the ids instead of the strings themselves. so when the app starts you just read in text file with all the strings, store them in some data structure, and then when you're going through the dialog tree you replace the id for the text
>>
>>165107610
huh, makes sense
thanks
>>
>>165107259
From Kansas to Michigan.
Girlfriend is done with college and got a fancy job as a chemist up near Grand Rapids, so off we go!
>>
How do you think up fun and unique gameplay? Granted, there's nothing new under the sun, but how do you derive it into something unique? Put a good spin on things?
>>
>>165107786
Sounds exciting. I hope you have fun anon!
>>
>>165108013
I'm speaking to this mostly from an artist perspective, but tell a story, or make a game that you want to make. When it comes to originality, avoid imitation, that is, when setting out to make a game, in the back of your head, don't think, I want a game like mega man, or I want to make a game like zelda, because those games already exist. It's fine to combine things though in a way you see fit, or if you do indeed just want to make a game like zelda or mega man, that's fine too.
>>
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>>165104339
>>165105180

Thank you friendo's I think I fixed the model. Time to go back to uv mapping hell.
>>
>>165108013

"fun" gameplay is 99% JUICE and other forms of feedback for the user
>>
>>165108013
Take your favorite game, boil it down to its very basic structure, then build it back up with any tweaks and differences that you want to see in it.

Then you polish that until it's a fun game.
>>
>>165108191
Many thanks anon! The job market up there is nice and the housing market is like 30% cheaper than here so I've got my fingers crossed on a home loan, and eyeballing a job doing arcade cabinet repair. Biggest move ever for me so I'm pretty strung out
>>
>>165107416
Of all the games I give a shit about on agdg only like one of them has a particularly appealing character and unless by "autism" you mean "work ethic" none of the devs I follow are persistently autistic.
>>
>>165107416
wait wat

Isn't it pretty obvious that everything boils down to fap bait and fetishes?
>>
>>165108630
which one was it
>>
>>165107786
I just moved from grand rapids to seattle
grand rapids is on the up and up and has been for like almost a decade now. You'll love it. GL anon
>>
>>165107263

What you want is knowing what Iconic means. That's a very hard concept.

Only thing I can say is bone up on concept art books and interviews.

That one show face/off would probably be the best bone material. They talk character design every episode.
>>
>>165107735
yep, that's how localization works too. you just have a different file for each language, all with the same ids. so if you want russian you just load the russian file instead of the english one
>>
>>165108630
>work ethic
yes
>>165108693
we've seen people crash and burn due to trying to use things they don't understand
>>
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Are you remembering to keep tabs on your favorite games here, guys?
>>
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Time to show progress:
>added new boss, animations not finished yet and need to add 2nd phase
>added effect for thrusters
>added energy bar (high energy weapons like laser consumes this and so does dodge)
>player can now die
>added textboxes but they look like ass
>made the hud more compact and made minimap background "transparent"
Why is UI/HUD design literally the worst?
>>
>>165108832
>we've seen people crash and burn due to trying to use things they don't understand
What did he mean by this?
>>
>>165108717
That's good to hear.

Seattle was our second choice! Some family up there plus tons of job opportunities, especially at Amazon. But we've got friends in Grand Rapids and in general hear its a nice place to live. We're pretty excited regardless. Been stuck in Kansas since birth and we are pretty sick of it here.

What's in Seattle for you, anon?
>>
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>>165109007
>>
>>165109007

Look at Fallout 3/NV/4 tbqh

Literally the shittiest UI imaginable, still popular
>>
>>165109007
If anything, designing UIs and HUDs is the most fun part of making a game.
>>
>>165109050
Dev jobs out the ass, and family and friends. But that's also true in Grand Rapids. Can't go wrong with either two cities -- unless you want to own property, then go to Grand Rapids while you can.

Working at Amazon is garbage, btw. No work/life balance, 60+ hour weeks common. People burn out in two years and leave. High turnover.
>>
>>165109007
I can see destroying the missiles but having your bullets destroy and go through the enemy's bullets seems like it trivializes the fight.
>>
>>165109214

>60+ hour work weeks

fine as long as they pay to be quite honest
>>
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little more menu work, finally drew the entire world map
give thoughts, opinions, etc
>>
>>165109408
I make more per/hr than I would at amazon once you factor in all the time you work for free past 40+ hours. The benefits are pretty great, I've been told. But the work is very tedious (obviously depending where you end up). It's a very "Get in, do your time, leave with the resume padding" kind of place.
>>
>>165109556

What kind of job/position are we talking about?
>>
>>165109408
Programmers make enough money that there's almost no justification for working 60 hours a week unless you absolutely love what you're doing.
>>
NEW THREAD FAGGOTS
>>
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>>165087762
So, How much have you made in donations so far? dig bick has a hard on for you
>>
>>165109783
Mainly AWS.
>>
agdg is dead
>>
>>165109430
You're going for a zelda sorta game right? What kinda items and gadgets will the player get?
>>
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>>165108792
>>165107416
>>165108630

Abit more on character design. Something game makers try these days is making characters with a distinct character outline so players could recognize them based on their shadow, that's why alot of 'iconic' designs strive for bits extending out the profile or poses that extend out to make a distinct profile.

That's one way. Another part of it is grasping that you communicate through art. Good character design is telling about the character without directly telling the viewer directly. Is the character to be sympathetic? Dynamic? These are things you have to communicate.

This also ties into what the theme is for the game.

There are also those that say a design will click when you see it and really, it's just about design and redesigning until you find it.
>>
>>165087762
i have a mac can I see a little more of the game pls
>>
>>165110578
i don't feel like typing it all out so here http://spacedoggames.tumblr.com/tagged/frost
>>
Is a scrolling inventory like Skyrim/Fallout good or bad?

What features would make it better?
>>
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>>165109214
Yeah I actually saw there's an indie dev studio in Grand Rapids thats hiring a developer right now, but I don't think I'm experience enough in C# to be helpful yet. Unless they want to hire a 1MA dev who does animation and composition too haha

That sucks about Amazon - I read about the pay and benefits but never really looked into legitimate reviews.

And yeah, the cost of houses in the rural area south of Grand Rapids is surprisingly affordable.

Also, because this is /agdg/: some spriting progress from tonight. Probably need to rework the bandana because fuck me I'm bad at cloth
>>
>>165111092
bad

you should be able to see and quickly identify what you're looking for. these crappy scroll wheels with 10 items on screen limit that

a grid based icon approach is better
>>
>>165111092
>What features would make it better?
design it with pc in mind, and realise players use the inventory for more than just looking at the item models
>>
>>165111092
I hated playing Skyrim without the SkyUI mod.
>>
>>165111092
Was watching gameplay from Oblivion a short while ago and seeing the inventory menu made me realize what an absolute piece of shit the Skyrim menu became.
>>
new thread!
>>165111629
>>165111629
>>165111629
new thread!
>>
>>165111092
Skyrim's inventory is one of the worst examples of modern inventories. Fallout's is not quite as bad due to better bindings, but it's not great. They made it worse in 4 by removing a dedicated notes section and not showing which notes you've read.

inventory is there for the player to access their items, and anything that gets in the way of that should be removed. Needing to scroll to do everything slows inventory usage to a crawl, when you should be doing everything you can to speed it up and let your player actually play the game.
Think about what your player needs to know and deliver it as fast as possible
>>
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Frauki feedback
>browser build runs like poop
>desktop "build" (it's just packing it with webkit isn't it?") runs good
>game feels nice and fast
>like the graphics and sound effects
>Frauki a cute
>welcome back to this shithole, I missed your progress

Cons:
>controls feel too slippery, please make them tighter by reducing that acceleration/deceleration
>game starts in windowed fullscreen and can't go to a windowed mode by pressing alt+enter or anything
>>
>>165103991
The FF looking one.
>>
>>165058796
They're kinda already overdone.
>>165060289
Here's what I recommend
High poly 3d anime: https://www.youtube.com/playlist?list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiM

Low poly: https://www.youtube.com/playlist?list=PLhEFRhEnz05sfcqDU_stZR2gxoP2cTzj-

For objects (maybe, haven't tried this one): https://www.youtube.com/playlist?list=PLsp-d_T4_Gpl3WXGZF1_oR_SYqujPjhl8
Regular modelling: https://www.youtube.com/playlist?list=PLyelx0TsmSpcnM61Z2XLrs1sInsQvdfl0

Uv texture mapping: https://www.youtube.com/playlist?list=PLyelx0TsmSpdQwcx1OloZuW48bOUJQ02s

Modelling, texturing, rigging by Sebastian Lague (This guy also does Unity 3d tutorials, HE KNOWS HIS STUFF): https://www.youtube.com/playlist?list=PLFt_AvWsXl0fEx02iXR8uhDsVGhmM9Pse
Thread posts: 776
Thread images: 186


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