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/agdg/ - Amateur Game Dev General

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Thread replies: 764
Thread images: 175

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Those demos wont play themselves 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
>>165206562

> 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 Rust.
>>
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Second for godot(and flying jews).
>>
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we're alive during humanities most crucial formative moment. maybe we should abandon video games and get a phd in ai or something.
>>
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>tfw managed to fix a bug that was breaking a very major game mechanic
The feeling of the keyboard keys which fixed that bug against my salad fingers is almost.... orgasmic
>>
>>165270752
oy vey!
>>
>>165270807
>implying the entertainment industry isn't the greatest inventor in that field
Sexbots, now!
>>
collision works perfect first try.

https://www.youtube.com/watch?v=T6tIf8ZWSFc
>>
I want to make something for comfy jam but I'm all out of ideas, care to help?
>>
>>165271054
A Game!
>>
>>165271054
Is "give me ideas for comfy jam" the newest agdg meme? Beats sourceposting, I guess.
>>
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>>165271054
Comfy airship trading game. Travel between towns trading goods.
>>
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>>165271040
i have 5 commits saying collision is perfect
https://github.com/EikaMikiku/Platformer/commits/master
Its still not, hahaha
there is only 1 edge case(last one i swear!)
>>
>>165270960
>The AI learns your pleasure spots using your heartbeat and neural activity.
>Tries new things in bed when it notices the pleasure isn't as high.
>Runs on solar energy.
OH BABY
>>
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https://www.youtube.com/watch?v=046Peo76efA

Hey vgsauce, Adam here.

If you need a soundtrack for your project and your budget is tight, we will make it for you, alright?

The video explains most of it, but ask me anything if you need.

Main email - [email protected]


And as always, thanks for watching.
>>
>>165270626
kys sjw proggit
>>
>>165271054
you're a blanket. it's 3am and you're covering your owner, keeping him warm. suddenly, your owner is attacked by a ghost. you have to protect him from vicious ghost attacks or else he dies.
>>
>>165271221
Never commit with qualitative comments. You will only make a fool of yourself.
>>
>>165271378
That could be pretty successful with wacky cloth physics.
>>
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>>165271369
>vgsauce
>>
>>165271378
This is not comfy at all.

>>165271215
Why an airship? Why not a normal ship?
>>
>>165271369
Gotta admire your tenacity.
>>
How to use a ton of models in Unity for free: http://www.digitalzombie.de/2016/02/13/how-to-use-sfm-models-in-unity/
>>
>>165271605
Mercy VR porn game when?
>>
>>165271550
Why a normal ship? Why not an airship?
>>
>>165271720

If you start with a normal ship you can upgrade to an airship later.
>>
If i have a class like this
var poop = new Myclass();
and do this
var wojak = poop;
and then
wojak.somevariable = 5;
Will the variable also be changed in poop? If yes then how do i put a separate copy of the instance into wojak?
>>
>>165271054
you're the ghost of comfyness. at night, you wander the world making sure that the people you visit are properly tucked in. but sometimes, blankets have a mind of their own.
>>
>>165271935
Probably. What language? There should be a way to "clone" or "deep copy" the object.
>>
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hey how do i make pixel art like this
?
>>
>>165272143
Open your image editor of choice and just do it.
>>
>>165272143
Pick nice colors and place pixels individually

For the decoration use a pattern as a mask over a gradient
>>
>>165271369

>>165271567

Ain't no other way around this, brother.
Be it deving or any other thing, persistence is key.
>>
>>165271935
make it a value type instead of a reference type, like struct versus class in C#
>>
>>165271397
making fool of myself is fun
i can then look back and see how silly the things i did were

no need to be so uptight about everything anon~
>>
>>165272312
>>165272319
but how do I make it so LEWD OwO
>>
>>165271935
You can check that for your language of choice by checking if stuff gets passed around by reference or value.
>>
>>165271369
>vgsauce
>not agdgsauce
>>
>>165272665
I think vgsauce was the cleverer choice here.
>>
>>165272537
with your hands and a computer screen
use your hands to place your head inside the computer screen and bite down until you taste glass
>>
I recently had a talk with a good old friend about life, how he started a business etc. and mentioned that I was thinking of 3d porn since it sells and jews want me to spread degeneracy but he instantly went - illegal.

I googled for some time but couldn't find any restrictions on what electronic goods can be produced apart from a few articles mentioning CP (fair enough).

Is there anyone from Europe who has some knowledge in laws and could give me an answer or at least point me in the right direction on what to search for?
>>
>>165272729
Yeah, I guess you're right.
>>
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How come the pornindustry doesnt make games?
>>
>>165271935
>Will the variable also be changed in poop?
Yes.
wojak and poop are variables that hold the same content
>If yes then how do i put a separate copy of the instance into wojak?
Somebody has to implement it. You make a new Myclass and assign all the values. Often such a function is already implemented as part of a class, especially copy constructor:

var poop = new Myclass();
var wojak = new Myclass(poop);
>>
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>>165272537
Lewdness is in the eye of the beholder
>>
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>>165272842
>>
>>165272842
Anon please this is a blue board
>>
>>165272830
>implying incorrect implications
>>
>>165272806
here i'm an expert

free speech

you can create any kind of art. anything. your friend is a dummy.
>>
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>fix tracy's controls and camera
>2 minute challenge is suddenly twice as easy

controls were even shittier than I thought
>>
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I may have made a tactical error, but at least the APC is working!
There are quite a few bugs with it, at the moment, but I'm proud of what's going on so far.
>>
I'M GONNA GET BACK TO MAKING MY GAME FUCK
>>
>>165273121
forgot to mention the camera in that game is pretty wonky too. got frustrated with it often
>>
How's Source for making games?
>>
>>165273405
Enemy scout is my waifu
>>
>>165272806
He must think you're talking about like VR porn with real adult actresses, which is illegal in a lot of places (not because it's VR but because adult filming is illegal). I mean, in the US you can pretty much only film porn in California afaik. But if you're thinking of doing like SFM stuff then you're fine.
>>
>>165271221
how often do you commit?
I try to stick to 1 commit a day
>>
>>165273456
>tfw been awake for 8 hours
>tfw just now opened project
>tfw don't even know what to do
gamedev was mistake
>>
>>165273480
holding down the button to pick up items works now, and I made it so it keeps the camera looking forward
>>
>>165273405
>space for 11 troopers
>can only deploy a maximum of 8 when using space ideally
I mean I get that you want APCs to be good, but this is overshooting it. I want APCs I can unload in a single round.
Why would anyone fill them up anyway? By the time one produces the last trooper the first one could reach their destination by foot if you don't plan on humongous maps.
>>
>>165273625
It's better for making mental illness (apparently)
>>
>>165273649
>not leaving project open 24/7 to remind you that you should be working

believe it or not it helps a ton. I've noticed that if I have my project closed, i tend to not work on it as often.

>tfw don't even know what to do
you don't have a task list? or feature list? or goals/milestones? cmon step it up
>>
>>165273842
What did he mean by this?
>>
>>165273108
>>165273641
Thanks.
>>
Anyone knows what's a good python friendly engine for old school tile based roguelikes? I've been using libtcod but it's limitations are killing me, it would be better if I try to adapt everything I have and keep working on another engine.
>>
>16 files changed, 2000 insertions(+), 400 deletions(-)
im really deving it!
>>
>>165274069
libtcod is the only one I know of. What kind of limitations does it have that are hindering your progress?
>>
>>165273629
Always be true to your waifu, or she'll end your laifu with her raifu.

>>165273814
there's no limit at the moment to how many units you can have in the APC, but that's just because I'm lazy and haven't imposed a limit.
the largest advantage to the APC would be speed and armour. you can potentially move many units at once, some too slow to out run the artillery fire. You can use them to protect against enemy units with weaker weapons.
On some maps they may be useful for getting through choke points easier.
There's a lot more I have to do with the game to have them see their potential, but they won't be useless.
>>
>>165273884
Well I know what need to do, the problem is I don't know how to structure it.
>>
>>165274157
Surprisingly round figures.
>>
I want to make a mobile game. Where should I start? I've used Love2D before and small intro to Unity.
>>
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a game where you play as a qt shota in elementary school.
>>
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Think il go with a kirby 64 background style of black fog for the just the background base of my minecart level. Gotta make more ice cave art assets but its getting there.
>>
>>165274542
Godot would be good. It's free, and includes iOS and Android exports. It's also well optimized for mobile play.
>>
>>165274598
Damn bokdev, can you come up with something yourself for once?
>>
>>165274284
It's about using custom tilesets, I can't load multiple font files but I need to use something like 7x14 for letters and 14x14 for the actual tiles.
>>
>>165274547

Are there plenty of ara aras?
>>
>>165274547
The first line I could barely stand, but good Lord was the second one ready to finish me off.

How do you expect people to sympathise with you liking this kind of shit?
>>
>>165274547
This guy is a bro
>>
What do you do after getting the blue coat in Clarent? I'm quite lost right now as I can't seem to find any water I could go in that would advance the game at all.
>>
>>165274654
Cool, I've heard of this engine. I studied it's evolution for university. Are there any engines that are more commonly used in industry that I could use?
>>
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>>165271369
I'm interested - but it'll come down to how cheap y'all are willing to go. I'll send some info over.
>>
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>>165274598
(You)
>>
>>165274939
There isn't any. The ice sword is useful to get 100%.
>>
>>165274948
Gamemaker.
>>
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>>165270458
Spent a few hours making this, is it good?
>>
>>165275171
no
>>
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>>165275274
What wrong with it?
>>
>>165275171
Is this One of your first models?
>>
>>165274542
>>165274948
Defold, Gideros, Corona, Cocos2d-x
>>
>>165275156
>$800 for mobile export modules
This is a joke, right?
>>
>>165275025
Where can I seem my completion?
>>
>>165275008
>>165274695
Not him but if you don't think its a good idea to take successful idea's from the past and mixing them together with your own is a viable option instead of being %100 original and fucking things up you are a retard.
>>
>>165275423
Map screen.
>>
How can I dev fampais? I spend all day working and accomplish nothing each day.
>>
>>165275530
I wasn't even aware there was one. Guess I've been jumping around like a retard for 20 minutes for no reason.

Thanks anon.
>>
>>165275692
Welcome to metroidvanias kiddo
>>
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My usual webm format would not express this one

https://youtu.be/0I2RLUQaZfA

You guys got see this with indgame sound
>>
>>165274991
>>165271369

Alright, awaiting email.
>>
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A game where you go to elementary school and must deal with typical issues like wetting yourself in class, female teachers who cane you for mistakes, and loving male teachers who keep rejecting your requests for friendship

>>165274836
was this post intended for someone else or did you really get offended that quickly? cuz it gets worse my friend

>>165274710
what the fucks an ara ara
>>
https://www.youtube.com/watch?v=C-T4VVZrmkA
>>
>>165273814
If you release this game I'll buy it for sure anon. I love strategy, cute girls and military stuff. I'm rooting for you.
>>
>>165276126
What did that cost?
>>
>navmesh in unity is taking FOREVER to build
>can't figure out wtf is wrong
>maybe it has to do with navigation statics
>highlight all objects and uncheck 'navigation static'
>select what i wanted again and navmesh builds instantly
>tfw there is literally no way to have figured this out except by intuition and trial and error
Stop fucking testing my patience Unity.
>>
>>165275808
those gun sound effects hurt my ears
>>
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>>165275808
Cute.
>>
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A game where you staff a cafe with precocious children.
>>
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>>165275808
That choire took me by surprise.
>>
A game where you stuff your pizza cafe basement with precocious children.
>>
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so I thought I was super clever implementing all this cool iterated prisoner dilemma stuff and thought "oh boy wouldn't it be neat if I just pre-gen a history for all the NPCs over a year or two"

so with an extremely limited population of just 10 it took about a full minute just to simulate 1 year of interactions between the NPCs. Disregarding some of the most obvious problems like NPCs having a billion in every stat as a result of having a year over the player, I don't really have a grasp on how long people are willing to sit and stare at a computer screen while 'world' generation is going on.

My immediate idea is to just have an image pop up with like a maze or a word search on it to distract from what might end up being a 5+ minute world generation time. I could also try to optimize my code but that feels like a progress quagmire for what is basically just a fancy prototype.

Unrelatedly I don't think using a prisoner's dilemma system is the best simulation of human interactions since everyone just kind of hates each other at the end. I'll probably need to fine tune the values some more.
>>
>>165276745
>insulted
>insulted
>insulted
>insulted
Lots of french people in your game?
>>
>>165276743
Does it switch to being an FPS half way through?
>>
>>165275381
I've been modeling for almost five years on and off
>>
>>165273884
I am the exact opposite of this. If I leave the project open it becomes normal background noise. It loses it's shock/shame value and it is no different than letting Steam idle to the side while I do other shit.
>>
>>165277205
Is it supposed to be low poly?
>>
A game where you play as a precocious school girl fleeing from a town overrun by sexual predators. It's called rape escape.
>>
>>165277205
looks great
>>
>>165277205
moshi moshi beito desu
>>
>>165277291
Nice
>>
>>165276926
all the smart mathematicians came to the conclusion that being a dick is the most optimal solution to every problem

what if you aren't a dick one time and then someone takes that chance to be a dick to you? Too dangerous to live like that.
>>
>>165277291
Can you speedrun it?
>>
>>165277265
pls no bully
>>
Idea guy time:
>co-op 2 player game
>P1 player controls a soldier in first person view
>P2 controls an helicopter in top down view
>P1 has no map
>enemies will hide behind corners, traps and obstacles are everywhere
>P2 has to guide P1 though the map, telling him where the enemies are hiding, using infrared camera, etc to spot traps, bombs, etc
>can snipe opponents to help P1

Y/N? I originally came up with this in a "dream Wii U games" thread but it could work on PC right?
>>
>>165277291
loli sim dev?
>>
>>165276745
How come is it taking a whole minute to do that? Are you checking every single day for each NPC? Why don't you just randomly select a random number of days for each NPC?
>>
>>165277291
lol'd
>>
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>>165277301
Thanks!
>>
>>165277456
This game kind of already exists, it's a spy game, where one is the spy with a controller and VR glasses, and the other on the pc, has all the map info and shit that the spy needs.
>>
>>165277368
People that help me before I help them are guaranteed exemption from preemptive dicking the next time we meet. This way I get my will and only risk non-dicking in cases of frequent encounters.
>>
>>165277368
Ah yes, Googem's Wager.
>>
>Spend an hour trying to figure out why your game doesn't have sound
>Remember you muted it in the volume mixer last night while watching porn

Just kill me
>>
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>>165277474
you play as the guy in that one
>>
>>165277456
So just part of normal gameplay in Battlefield pre-Bad Company?
>>
>>165277634
>>165277456

That is true, but it is not exactly high quality. Keep Talking And Nobody Explodes applied that asymmetry concept better, but may not be translatable to your idea.
>>
>>165277749
That guy really needs to make more progress, hes been at it for a LONG time according to him.
>>
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>>165277634
>>165277456
also, Keep Talking And Nobody Explodes or w/e its called. that bomb defusal game that comes with a manual intended to be printed out and used by another player.

not that you shouldnt do it, but these sorts of games exist and come in much more interesting forms than "one player has the radar you'd normally have in a singleplayer game

even MW2 Co Op at least gave the second player a gun
https://www.youtube.com/watch?v=gLyEk0IkOeU
https://www.youtube.com/watch?v=CDR4-IugZWA
>>
>>165277895
loli dev is alive
last time if i remember well he was making the loli IA. and mood behavior.
>>
>>165277618
hope he is for an rts or basebuilder.
>>
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>>165277316
What?
I don't speak French.
>>
>>165277895
He wrote the engine from scratch and lost an artist. It's also pretty complex looking in the backend (heh) so it's fair to take a while. I'm surprised he hasn't released a demo or something though.
>>
>>165278005
I know he's alive, I didn't think he was dead. I just think he should work a little faster.
>>
>>165278105
>I'm surprised he hasn't released a demo or something though.
I'm not.
He knows he'll probably have only one shot at a release. He'll wait until he's satisfied with the game.
>>
>>165278105
>x=sign(raw)In(5|raw|)^2.08333 & raw = 0.2sign(x)e^x^0.48
>also pretty complex
because he's making it complex for the sake of complexity.

dude is a legit pedo nut.
no different from the guy who spent 7 years of parallax code.
>>
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>>165278014
He's for a third person shooter, here's his wife!
>>
>>165277494
my napkin math says it's 300 days, with 5 'interactions' that can occur per day, with 10 players. Nothing is rendered at all during this time, it's all just code executing off screen. There's stuff like NPC optimization routines that are running as well during each loop since they are each selecting 5 things to do a day and all have some basic code to run to decide what to do.

I think what ima do is start commenting out code and see what gives the biggest decrease in generation time then decide how to deal with it. There's a lot of room for improvement since maybe NPCs don't need to have a ten thousand line long log of every single event that occurs to them over an entire 365 game loops.
>>
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>>165278105
He did though. I played a bit of it. One of the lolis I fucked ended up telling the police about me and everyone was out to kill me. It was pretty sweet.
>>
>>165271369
>ask me anything
Kill yourself or I'll do it for you.
>>
>>165278324
>>165278036
>>165277618
>>165275372
>>165275171
holy shit stop shitting up the thread with this garbage
>>
Repostan since nobody replied the first time

How do dressup/raising games work gameplay-wise? What are some good ones I can play to get the gist of the genre?
>>
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>>165278293
>7 years of parallax code
>>
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Ok, people can now get set on fire and their body part that is on fire turns black. Gotta add that it turns black eventually and that fire can spread to other body parts and also objects.

Also I changed the gravity a bit. Does it still feel like the characters are on the moon? Should be much faster and smoother now. That's why I throw her around at the end.
>>
>>165278446
I think it's kinda' cute.
>>
>>165278362
How are you printing that log? That could very well be your bottleneck.
>>
>>165278105
He uploaded a demo to itch once, but it was removed for being a pedophile game. Then autistic pedophiles tried boycotting demo days for like a week.
>>
>>165278324
how about his wife's son?
>>
>>165278446

fuck you this is how sanix the edgehog got started
>>
>>165278515
If the person posting was a 9 year old anime girl, yeah.
>>
>>165278479
>dressup
Nekkid body, lotsa clothes. Drag clothes onto nekkid body.
>>
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>>165278593
that would be fedora man
>>165275171
>>
Working on a little game framework using C++ and Lua. Essentially like Love2d but more specialized.

I'm looking to expose the input gathered from SDL to the scripts (since I want the entire game to be able to be written using scripts), and I'm wondering what would be a better appraoch:

Pushing a table with the current state of input every frame (mouse position, buttons down, etc) and accessing the data from the scripts through that table.

Or not pushing the data at all and simply giving functions to the scripts that can be used to access the data?

The difference would, in practice, be something like:

local mouse_x,mouse_y = input.mouse.x, input.mouse.y

versus

local mouse_x,mouse_y = input.get_mouse_pos()

I'm wondering about speed and style, what do you guys think?
>>
>>165278505
When she is hit by the door, it looks like she is falling in slow motion.
>>
>>165278493
Ullillillia you massive newfag.
>>
>>165271369
what prices do you guys usually take?
what is your most requested type of music?
>>
>>165278505
See how she's floating backwards when getting smashed by the door? Still moony.
>>
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>>165278590
>Then autistic pedophiles tried boycotting demo days for like a week.
>>
>>165278732
Stream of events. Easiest way would be to expose a "poll next event" function to the Lua side.
>>
>>165278736
>>165278794
Hm yeah a bit. Gotta speed up the process I guess - the game turns her animation into ragdoll and it takes too long, then the collision needs to be more precise - the chair slows down her friction speed. I don't think I can set up gravity any different since then it will fuck up other objects so I need another solution.

Thanks for the feedback!
>>
>>165278732
A function is how it's usually done.
>>
>>165278479
>raising games
You mean like pet raising games? Being able to do lots of stuff with the pets is fun. Teaching it things, raising its stats, changing how it looks. And playing minigames with the pet.
The Chao gardens in Sonic Adventure 2 is pretty fun. The chao starts as a blank slate, you give it things and feed it and it will raise various stats. It can evolve a couple of times and will have different appearaces based on which stats it had. There's minigames where your chao can compete in races or wrestling.
>>
>>
>>165279281
Stop posting this. It's not good advice and just wastes images/bumps.
>>
>>165279081
>tfw nobody has made any game like chao world yet
>have soft spot for tamagotchi too
>>
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Finally added an actual character. Got healing spells working, also got buffs mostly working. Still need to add a time limit on them. Still not sure exactly how large I want the characters on screen.
>>
how do I into multiplayer help
>>
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>>165279350
>>
>>165279350
>wastes images/bumps
That's big in a thread that never reaches image limit even with rampant shit- and animeposting. That one image a week really takes its toll though.
>>
>>165279350
What's not good about this advice?
>>
>>165279802
Where is their game?
>>
>>165278505
shouldn't a professional be able to afford better art? as an ostensibly marketable product it looks painfully generic
>>
Assuming I want to 1MA my 2D visual assets and I am not an artist, do I go for vector/abstract or pixels?
>>
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so many anons seem to like the enemy scout.
I figured I'd clean up her picture a bit. Do her justice.

I hope I didn't ruin her for you, anon.
>>
>>165278878
Oh I hadn't considered just exposing the events to Lua. That might be a good way to go also. I'd have to think about how to translate the SDL_Events into Lua tables or something without doing a lot of bullshit.
The only thing I don't really like about this is that it puts a lot of low-level stuff into the Lua court, which is something I'd like to avoid.

>>165278956
I suppose there's the advantage of not needing to push all input when none is actually even needed. With functions it's possible to just query what you need, when you need it. I guess I like that philosophy!
>>
>>165279616
>>165279281
is there an album of all of these
>>
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>>165279929
>resources to improve a game's presentation has no place in a game dev thread
>>
>>165279374
This is really coming together. Is this just going to be a prototype or your full game? Do you have a cool gimmick?
>>
>>165279510
Don't
>>
>>165280260
usually le smug weirded out woman.gif is attached to completely imbecile posts, but this one is an exception
>>
>>165279997
you go for whatever you think looks better, and what you think you can make the fastest!
>>
>>165280049
>a lot of low-level stuff
Not really. Once you have the input from all your devices collated into a stream all that's left is translation based on key binds and whatnot and I wouldn't call that low level.

Though you still might want to provide a library of helper functions or whatever for the translation, I would do it all in Lua instead of interfacing with C++ to do it.
>>
>>165280014
Much better
fix that gun though
>>
>>165279994
It's just the prototype. I think it looks good for now, but final art will be improved.
>>
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Anyone running 32 bit Linux:

Please try this build and tell me if it works. 64 bit version is taken hostage depending on the 32 one.

https://rokasv.itch.io/tender-arms
>>
Hey GunMetal Dev this is some good shit.
When're we going to get the sick custom parkour maps that make first- person platforming feel good and fun.
>>
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For yesdevs to improve their games.
>>
>>165280206
They're all on his patreon, free for anyone to see. https://www.patreon.com/saint11/posts
>>
>>165280435
Thinking about it some more, I don't see the advantage of using the polling function in Lua in place of an ordered table of events, based on the polled events from SDL.

Or even as many tables as modes of input, like:

mouse = {x=50,y=76,left=true,right=false,middle=false,scroll=-1}
keyboard = {"a"=true, "d"=true, "s"=true, "w"=true}

which are updated every frame with the current state. Keyboard in this example would only hold the keys that are currently pressed. So on a frame with no keyboard events, it'd simply be empty.
>>
>>165280301
Thanks! I just want to make a solid turn based RPG. Been brainstorming ways to spice the combat up, but haven't come up with anything I like yet. For now it's basically the press-turn system from some SMT games.
>>
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>>165280806
For yesdevs to improve their games.
>>
>Open unity
>Fuck around until I get frustrated and close it
>Open unreal
>Fuck around until I get frustrated and close it
>Open unity
>>
>>165281001
It's simpler, you can have more than one event on the same input per frame (e.g. player presses and releases very fast; this could be missed if you sample input instead), and it's likely more efficient.
>>
>>165281182
And then you make a game the second time you open Unity?

That's great!
>>
>>165280014
hands seem too small, but I want her to look at me like that forever.
>>
>>165281148
Do you think we speak moon?
>>
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>>165280806
>>165281148
>>
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It happens
>>
>>165281338
I don't think his aim is to be helpful
>>
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>>165281375
>>
>>165281375
Congrats, anon! That's pretty cool!
>>
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>>165280806
>>165281148
second one
>>
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>>165281313
>>165280452
I tried, but I'm a filthy no guns, and don't know how it should look. tried to make it look vaguely like a 1911.
>>
>>165280806
>>165281148
>>165281358
>>165281558
name 1 (one) (eins) (uno) (一) (kekahi) yesdev whose game it could improve
>>
>>165281759
ALL OF THEM
>>
>>
>>165281759
(you)r's
>>
>>165281309
Well in terms of exposing the polled events as a table, I wouldn't miss input (though I grant the other method I proposed would).

I mean I could do something like:
events = {
{type="mouse_moved",position={x=100,y=34"}},
{type="key_down", key="a",
{type="key_up", key="a"
}

Which is just an ordered table of events that is exposed to the lua scripts. This could mean I could just loop over them much the same you'd loop over the return of the polling function

for _,event in ipairs(events) do
end

versus

while(poll_event(event)) do
end

My limited knowledge warns me that functions are pretty expensive in Lua, so looping over a table may be faster? I guess they're more of less the same idea, just on other sides of the C++/Lua divide. Probably needs actual profiling to determine which is faster.
>>
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>>165281558
>>165281358
>>165281148
>>165280806
Remember this.
>>
>>165281759
He's mad that pixel art tutorials get posted so he's sperging out with lewd tutorials in an attempt to prove some kind of point.
>>
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Is it time to say goodbye to the hopes of getting any more feedback from DD12?
>>
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>>165281375
>>
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>>165281878
>tail would not allow big ass
how about you go fuck yourself
>>
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>>165281878
well thats something you dont see everyday
>>
>>165281869
Oh, well the simple reason for not doing it that way is because manipulating tables from C++ sucks.

>My limited knowledge warns me that functions are pretty expensive in Lua, so looping over a table may be faster? I guess they're more of less the same idea, just on other sides of the C++/Lua divide. Probably needs actual profiling to determine which is faster.
It will be called so little that I really don't think you need to worry.
>>
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how to make a game
>>
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>>165281878
Anatomically speaking, both are wrong.
The tail is an extension of the spine, which points more down. An angle like in the second one is wrong taking that into account: it should point down.
>>
>>165280578
I tried buy you're bound to libGLEW1.13, I have only 1.10 or 2.0. Sorry anon.
>>
>>165281984
i'm about to do a playthrough of all the games for feedback, so unless your game isn't on windows or is that fucking minions game, you'll get a little more feedback soon
>>
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>>165282028
>>165281831
>>165281558
>>165281358
>>165281148
>>165280806
>>
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>>165282243
>>
>>165282116
So this is the power of loomis, huh? Not bad.
>>
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>>165282232
thanks anon
>>
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>>165282243
wide format anime is something I get get behind
>>
>>165281759
name 1 (one) (eins) (uno) (一) (kekahi) yesdev whose game it couldn't improve
>>
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>>165280014
Pls keep inverted V mouth
>>
>>165282340

chris hart get out of here
>>
>>165282491
mine
>>
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>>165282491
lolisim, since thats full of flat chests and flat butts
>>
>>165281984
Definitely not. I plan on giving more feedback over the course of the week, but with so many submissions it will take time to cover them all. Although I don't plan on doing
- Something To Do With Love (due to furry dating sim)
- Bonelord (because I already gave them feedback on release and don't think they made changes so significant as to warrant another go yet)
- Sledfree2 (See Bonelord)
- Tussle (because I understand it's multiplayer only and I am but one man)
- Unnamed RTS RPG (because my feedback is: I'm too casual to enjoy south-korean breeding grounds)

The rest should receive some over the next few days.
>>
>>165282214
Thanks, I'll try again
>>
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>>165282340
oh shit is this the guy who taught me to draw
>>
>>165282053
I mean, I'd still have to manipulate tables in C++ regardless, right?
Consider the polling in Lua, I'd have to somehow return a table that corresponds to the events anyway. I guess I could go for the userdata route, but that seems like more trouble than simply pushing some tables and key/value pairs.
>>
>>165282503
I don't know. I really dig the mild pout/frown, as opposed to the worldly disgust/mouth fracture of the ^ mouth.

I might try it, but I really like where I'm at right now with it.
>>
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>>165282643
>>165282232
>>
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>>165281375
my nigga
>>
>>165282774
Aww, OK. You should follow your heart
>>
>>165282491
3D gamemaker stickman
>>
>>165282774
I prefer Kim Possible mouth over ^.
>>
>>165282771
I guess so, but it's a table with like two entries (the GUID of the input and the input data itself like pressed/released/moved depending on what kind of input) as opposed to a table with N entries that are tables.
>>
>>165282893
I wouldn't really say it's particularly kim possible, but I vaguely see the resemblance now that I look.
No wonder so many anons like her.
>>
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>>165281375
>>
>>165276607
is that a cup full of whipped cream

disgusting
>>
>>165282858
>>165282601
>>165282589
>remove all content, which is easy, since its none
>put in pantsu
there, it's already 10x better, and it will sell 100x better.
>>
>>165283237
xDD
>>
>>165282698
Did you produce a new build?
>>
>>165282601
But lolis are all about pantsu shots
>>
>>165281375
literally who
>>
>>165283550
Tomorrow, doing it on a nonhome pc
>>
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>>165282780
>>
>>165282931
Alternate approach: just write a cfunction exposed to lua that polls and returns varargs
example:
https://hastebin.com/cayomuduqa.c
this is the least amount of effort, and you marshal the same amount of data, you just get more function calls to deal with, so I'd guess its performs only marginally worse.
>>
>>165283804
where's your game?
>>
>>165284374
Oh, true, I forgot Lua had multiple return.
>>
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Please give your functions descriptive names
>>
>>165271369

>>165278780

The average price would be 70 USD per track, with extremes on both sides of the mean.

We usually have requests for generic electronic music.
>>
>>165284285
ET bus a nut
>>
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One Anon said the game didn’t actually seem all that creepy.

So I added a woman
>>
What's an easy to follow method for making a turn-based strategy game system?
>>
>>165285185
When are you going to post her :^) ?
>>
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Give me some of dat sweet sweet progress. What have you done today?
>>
>>165285185
>One Anon said the game didn’t actually seem all that creepy
I've warned you about getting art advice from blind people
>>
>>165285294
CALLING TUMBLR RIGHT NOW
>>
>>165285340
I eliminated a few bugs in the DD build. Spent the rest watching Coding Math.
>>
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>>165285361
where we're going we don't need eyes
>>
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>>165283064
>>165282825
>>165281992
>>165281495
>>165281458
thanks friends!
>>165285340
Cleaning up all the spaghetti code and patchwork solutions to make a stable foundations for upcoming features
>>
>>165284790
70 per track? How long is the track usually?
>>
>>165285727
I remember when this was supposed to be a "small mobile game to get something finished"
>>
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>>165271215
I like this idea. Time to steal it.
>>
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>>165285340
Scale values got mixed up
>>
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>>165285876
RIP desertgame
>>
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>>165285185
Not creepy at all
>>
>>165271215
Stealing this
>>
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I'm enjoying making this stupid little hidden 3d horror game inside my 2d point and click adventure game.

https://clyp.it/wy0h11cr
>>
>>165286090
At least say it's on hold ;_;
>>
>>165284397
where is your game
>>
>>165285971
>>165286129
That's exactly why I posted it! I hope you guys can make a fun game, I'm looking forward to it.
>>
>>165286225
>it's not understandable therefore it is spooky
Far off, Bucko.
>>
>>165285727
That's a cute woof
>>
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>>165285294
I made a her prettier, just for you, Anon.
>>
>>165281375
congrats, but i will never forgive you if you abandon us
>>
>>165286520
which side is the pretty one?
>>
>>165285228
Separate logic from presentation. Use coroutines (or continuation passing if you don't have coroutines) so you can write the logic as straight line code, yielding so you can wait for an animation to be finished or whatever.
>>
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All the bugs with these fucking things finally hammered out
>>
>>165286602
Not to go full tumblr here, but I actually don't like too pretty characters in games (or movies for that matter).
Normal or outright ugly faces are much more interesting.
>>
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>>165286520
Looking very Arx Fatalis
>>
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Can someone help me understand why this doesn't work? It gets the health but it wont set it. It's a function that's run only once.
>>
>>165286962
Use an else if instead of just two ifs.
>>
>>165270807
AI is a prerequisite for the 2nd one.
>>
How do you make a comfy game? I mean, think of AC, if you keep playing you'll eventually end up with millions of bells that you don't need because you keep finding and selling stuff but you already bought everything you could possibly want. How do I avoid this?
>>
>>165286752

I meant like a guide or a tutorial
>>
>>165286962
do a print statement on what value randomTarget got so you can see what happened.
>>
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>>165270807
>we're alive during humanities most crucial formative moment
>>
>>165286962
Does Random.Range return an int?
>>
>>165286412
Clip.it really went to town on the downsampling of the file, wow. How's this then? https://soundcloud.com/firgof/audio-primer-1-b
>>
>>165286962
That's not how variables work
>>
>>165287123
idk but i imagine comfy is pretty much the essence of "I could spend a lot of my life here and there are problems but the majority of them are very easy to solve. Also when these problems are presented to me, they indicate that I will establish some kind of larger quantity of status economically, or socially, but *mainly* something that is intrinsic (i.e. trinkets, crops, houses, accessories, things that are cute). after that i think it's just presenting it in a way that is accessible and nice to look at.
>>
>>165272830
how come the games industry makes games like the porn industry makes porn?

wasting your time with boring, poorly written, and poorly acted narratives, when all you want to do is play game/shoot load.
>>
>>165287054
>>165287331
>>165287274

Tried if else. Not the problem. Like I said, it's getting the correct number, it just won''t set it to 5 or whatever else. Already printed everything. Random.range is returning a number, it's setting health to the correct values, but not changing it to 5. They stay the same before and after setting it.
>>
>>165286962
>Random.Range
>Returns a random float number between and min [inclusive] and max [inclusive]
It being exactly 0 or 1 is statistically impossible. You'll need to round it off before checking it or equivalently use a comparison like <.

>PlayerHealth
>PartyMember1Health
Don't do this. At least put the character stats in an array so you can index it directly, e.g. GameInfo.Player[0].Health, and avoid a shit ton of duplication and save yourself a ton of headaches in the long run. I won't even get into the global stuff here, start with the low hanging fruit.
>>
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>>165287524

pls no laugh
>>
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>>165286315
i've got my nogame-proof shield right here.
>>
>>165287592
Random.Range has an overload. if you give it two ints, it will return ints.
>>
>>165275808
Post your battlestation
>>
>>165286962
>>165287592
Also when you do enemyTargetHealth = GameInfo.PlayerHealth you are copying the value of GameInfo.PlayerHealth. What you want is to directly change GameInfo.PlayerHealth or take a reference to it and modify it through the reference.
>>
>>165287592
On the first part about random.range, it's returning 0 or 1 and setting the health accordingly, so..

>>165287731
That's probably it, but am I not setting the instance of it to 5 there?
>>
>>165287563
>it's setting health to the correct values, but not changing it to 5

what's the point of changing enemyTargetHealth to some value then changing it to a constant 5 anyway?

if it seems like a variable is not changing even when you give it a new one, maybe it actually did, but then something else afterwards is setting its value back to the old one
>>
>>165287918
No, you're copying its value.
>>
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>>165287123
what if "comfy" was just a vapid meme used by people who can't articulate their ideas?

>>165287513
sounds like a skinner box for exceptionally lazy people
>>
>>165288039
>he's never felt comfyness
I'm sorry for you desu
>>
>>165288039
>skinner box for exceptionally lazy people

yeah basically
>>
>>165287731
oh wow, was that what he wanted to do? it would take me a lot of mental leaps to finally understand the intention there.
>>
>>165286962
damn man get some anti alias on that font
>>
>>165287671
When is it supposed to be released?
>>
Is it better to have a main item database for instances of items to pull info from, or should each item be self contained?
>>
There's no point in arguing with people who can't grasp the concept of comfyness, I only feel pity for them, imagine reading the word "comfy" and not instantly being reminded of those comfy moments in life, imagine not ever having experienced one of those. As the president of the US would put it: Sad!
>>
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I know what comfy is. Pic related's comfy as fuck.
>>
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>>165286904
Thanks
>>
>>165286962
Can you just learn how to program instead of going ahead without knowing anything and then coming here as soon as you have a problem over and over again?
>>
>>165288741
the problem with 'comfy' is that its too fucking broad. there are people who find being deep in a sewer comfy. there are people who find an abandoned gas station with a single mcdonalds bag on the pavement comfy.

its annoying
>>
which engine did you use ?
>>
>>165288741
>comfyposter is a dumb trump memeposter
who woulda thunk
>>
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Where is the dev working on this?

Game looks great
>>
>>165288803
The game or that setting?
because i find nothing comfy about being on top of a mountain in freezing temps. a little girl should be inside, where its warm and you know, COZY.
>>
>>165289071
It doesn't matter what other people think are comfy. It only matters what you think is comfy.
>>
>>165289071
That's actually the best thing. Imagine a Jam where all the games are based on the same exact setting/concept. Wouldn't that be boring as hell?
>>
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>>165285340
I started GUI to learn, and camera zoom/pan, and selecting things. I made a console, it does nothing
>>
how do i make games
>>
>>165287695
w-why?
>>
>>165289350
This is looking neat. But I don't understand what it's all supposed to be.
>>
>>165288949
Sorry I ruined your day with my question, anon.
>>
>>165279929
fucking enginefags i swear to god
>>
>>165288803
>You got a cookie.

a common theme i pick up on is that "comfy" tends to have an infantilizing effect
>>
>>165289341
>Wouldn't that be boring as hell?
The entire point is being creative about the theme you're given. It's that restriction which makes it interesting.

No point in having a theme if people can just make something completely unrelated and call it comfy.
>>
>>165289071
>there are people who find an abandoned gas station with a single mcdonalds bag on the pavement comfy.
m8 that's pretty fucking comfy tbqhwy
>>
>>165282704
>outlander
>>
>>165286808
What am I looking at?
>>
>>165289378
I think I know who you are.
>>
343rd for Go.

Generics were a mistake.
>>
>>165290007
Go was a mistake.
>>
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>>165289998
are you s-sure?
>>
>>165289071
Comfy isn't about a setting, it's a mood, just like horror, yet nobody goes on a crusade against horror games (even though like 99% of them are complete garbage at conveying their mood)

Just like horror it's subjective, but not something that you can't explicitly try to aim for in your design.
>>
>>165281375
>przetlumacz z języka: angielski
KURWA
>>
>>165290286
Yeah, didn't you post on a /v/ battlestation thread?
>>
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>>165289469
Thanks but the GUI only looks nice because it's Godot default GUI, so barely my own work. But it is quite nice to set up.
It is is supposed to be the early beginning of a puzzle/strategy game, but the visual representation will totally change, and I am not fully sure about the specifics of the mechanics, I have to experiment. I have this mockup from an earlier version but I rewrote everything because of spaghetti
>>
>>165290462
nop, but i did have other game in here some time ago.
>>
>>165290549
Nevermind then, must be thinking of someone else.
>>
>>165270752
That aliasing.
>>
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I'm sure this is a dumb question but why does this happen? Created in Pyxel and imported into unity.
>>
>>165288516
give it a month or two. maybe more.
>>
>>165290490
Ah I see. So you'll be able to rotate tiles to create different paths, or something like that? The tiles in that mockup look very messy though.
>>
>>165291085
What are your import settings?
>>
>>165291085
check the image compression settings in unity, you need it to be uncompressed.
>>
>>165291085
>pixel art
>unity
>>
>>165291085
you generally want no filters like billinear, mipmaps, and reduce/remove compression if you want it identical.
>>
>>165291085
Click on the sprite in unity, go to filter mode, set to point
>>
>>165291085
>unity for 2D
>unity for a pixel art game
>>
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>>165290393
w szczebrzeszynie chrząszcz brzmi w trzcinie
>>165286542
don't worry I won't
>>
>>165291219
>>165291273
>>165291531
>>165291542
Thanks, I had the point filter but didn't change the compression.
>>
>make a game with unique characters who have their own unique motivations for being in the setting
>have combat that's challenging but fair
>respect a players intelligence and have tutorials be totally optional
>get called a dark souls clone

I want to kill everyone at FROMsoft.
>>
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I really hope that blond elf is a girl
>>
>>165291858
Post Gaem
>>
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>>165291858
>nice gungeon clone anon
>good job ripping off nuclear throne anon
>reminds me of enter the gungeon

it hurts
>>
>>165291918
its an elf
it doesnt matter
>>
>>165292089
you literally copied the bullets from nuclear throne
>>
>>165291209
Yeah you are right it is pretty chaotic. I think as you match blocks there will be uniform areas where you can build... for example. But also, the tiles won't be just colors, they have functionality as terrain and for other purposes, such as creating links between structures
>>
what kind of combat would you want in an RPG?
Besides turn base
>>
>>165291858
>Make a clone of already existing game
>Bring nothing new to gameplay
>Be upset when confronted to truth
>>
>>165292279
Text based inputs where you ERP your enemies to death
>>
So I'm trying to make a fake 3D effect in GM, and I think I've got most of it figured out, but I'm having some trouble with skewing.

It's easy when my character is moving perpendicular to the side of whatever's being manipulated (a building, for example), because I can just set the origin somewhere along the furthest side and adjust the width of the object relative to the distance between the origin and the player.

However, when I have to move a player parallel to a surface, like a sidewalk, or when jumping next to a building, the illusion is ruined because the object doesn't skew.

Is there an easy way to achieve this effect? Is it obvious and I'm just an idiot for not figuring it out?
>>
>>165292196
wrong, i copied the bullets from metal slug and turned them into a rectangle
>>
>>165292279
time based.
>>
>>165292279
Something like Ar Tonelico 2 or Ar no surge

https://www.youtube.com/watch?v=IvCrp6ZU9J8
>>
Late busy review guy here again, today we have:

Umbrella Warriors: I don't know how to properly convey how good this is. Other than some minor graphical polish, the controls feeling stiff once in a while, and more readable meters, this is basically ready for prime time.

dig: broken, unfortunately, or just uses really obscure controls, I was using the .love version too

Cooking with Tracy: I want to like this game (although sometimes I feel like maybe I don't want to because of the protagonist's clothes and proportions and the fact she's a dinosaur). I would like this game if the execution matched the aesthetics. I had little idea what my goal was (or if I really had one) and no idea how to achieve it other than throwing every single thing into the pot. The controls were wonky, although I'm sure a lot of that has to do with having no camera control. Also you should differentiate the stars more, someone like me with even mild red-green dichromacy (which millions of people have) can find it very difficult to tell which are which.

[Placeholder Title]: I skipped a couple games because they didn't have mouse and keyboard support. This one got me to get up and go get a controller (because it had both and the keyboard controls were getting unwieldy even though I customized them). I like what you're going for here. It might not be my type of game because the test monsters kicked my fucking ass on normal mode (I didn't try easy or hard). It felt like sometimes it didn't read what I was doing right, but that might be fault for not appreciating the complexity of the controls and reading the list of what was available. Speaking of which, the dialogs for entering those little monster arenas could be much much better. You should put the enter/leave choice on the first page and explain a few things better in those dialogs.

tomorrow, more
>>
>>165292089
the sprite looks great, don't be distraught!
>>
>>165292279
Action.
>>
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What's the best way to handle frequently-accessed components, and variables used between updates, in Unity? I feel dirty as fuck for having a ton of instance variables caching all this stuff, but I don't know any better way.
>>
>>165292375
>>165292196
but what if... the creators of nuclear throne copied from metal slug and turned them into a rectangle
>>
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>>165290775
I am anti-anti-aliasing
>>
>>165293373
>retroactively stealing my stealing ideas
those bastards
>>
How bad an idea is it to use the blender cylinders as a starting point for a model? It feels like I'm racking up the tris way too fast to be good.
>>
>>165293516
Why?
>>
>>165293325
just organize the variable definitions in a way that makes sense for you, and add xml documentation comments on them
>>
>>165293325
Getting something once and keeping the reference for something you're going to use repeatedly is better than constantly finding the object or GetComponent spam
>>
>>165293325
optimized code doesn't always look pretty
>>
>>165293325
make every variable static. then you can access them anywhere, anytime!~~
>>
Played a few demos

Dungeon Party: The game was neat, I loved the style. Interested to see where this goes. My only criticism is that when you have to hold a button to activate it, you have to hold it for way too long. It should be probably less than half of what it is now.

Ctesiphon: Fucking awesome game. Would buy the full game, and not even just to support agdg devs. I really want more of this. Bug: When you die, it's never resets and you can still move the camera around in a very broken way.

Clarent: Very cool aesthetic and satisfying to hit enemies. Loved the ice sword. I don't think I got very far because I was a little confused on where to go, but good game overall.

Good job devs, you made me very proud this demo day
>>
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improved area attack effect. do you think this looks good?
>>
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>>165294146
explosions/10
>>
>>165294146
I feel like there's a lot of stray pixels in the fire. Makes it look noisy. But the general shape is good.
>>
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WebGL is suffering.

It crashes deep below XULRunner too, so there's no telling what the heck is going wrong since it doesn't have debugging symbols.

A lot of the features of WebGL is pretty much uncharted territory – you'll google for the error message the browser returns, and the only result that pops up is the string in the browser source code itself. Fun!
>>
>>165291607

But you abandoned those soldiers. In the depth of the nightmare desert..

Chuju.
>>
Fuck, I just want to open up my own dev company.
>>
>TFW want to get into game dev
>TFW have the engine roaring
>TFW no graphics
>TFW don't want to release shitty looking game

How expensive is a good modeler?
>>
>>165294459
So do it
>>
hope someone makes a play through of my demo, havent gotten much feedback since I submitted near the deadline
>>
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>>165294423
>implying you won't be able to cross dimensions to save them in <WORLD OF HORROR>
>>
>>165294531
No money to pay for offices, other people, etc. Need to find a job and save up or release some game that brings me enough money first.
>>
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It might be sloppy, but it's progress. Am I off to a good start?
>>
>>165294632
Monobois represent!
>>
>>165294513
Modeler, like getting a guy to make models for you?
>>
>>165294741
yes
>>
>>165294632
Not sure why the end of the webm is so glitchy, it doesn't look like that in game
>>
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Today I've started learning about shaders at last. Made some simple hue color changer, that works by using in-game time (you can tell time by the watch on the hud, time is going much faster for the test).

Webm related: https://webmshare.com/zWo9b

I know it might be simple shit for you guys, but this is my first time programming anything in my whole life, so I'm kinda proud
>>
>>165294724
I've only used it a few times in the past but it's so /comfy/
>>
>>165294774
3D model artists consider themselves to be vital and exceedingly valuable like all artists, expect at least 50% revenue cut or 300$ per model.
>>
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how does one make a clicker game enticing? what is the science behind it?

also i really want to make a pirate game but i refuse to make a side project or abandon my game. this is the worst feeling.
>>
>>165294869
>I know it might be simple shit for you guys
Most people here know shit all about shaders
>>
Do you guys practice OOP principles when designing your classes and their interactions?
I try not to be a pajeet but I really want to cheat a bit and use global variables/not encapsulate shit every once in a while.
>>
>>165295018
whew lad I'll do it myself
>>
>>165294632
Looking good anon. Nice progress so far. Do you have any set plans or are you just going to wing it?
>>
>>165295018
With or without textures?
>>
>>165295018
Depends on what game you are making. If you are making The last of us which is basically a cgi movie, then yes the 3d modelers deserve fair compensation. If you are making Minecraft, fuck no.
>>
>>165295048
It's hard to believe that but you made me feel a bit better about my skills, ty anon
>>
>>165295029
Its all about the treadmill.

Also all you have is flashy objects and sound effects. The gameplay is non-existant so you need to up the productin values to maximum.
>>
>>165295156
It's not that hard when you get used to the software.

>>165295227
That's 50% revenue cut extra for the 3D Material Expert.
>>
>>165291595
What's wrong with Unity for 2D? Ori and the Blind Forest turned out fine. What would you recommend instead?
>>
>>165295053
A lot of OOP principles are strictly classroom shit.

Over all it is useful to understand, but you start to have to force work arounds because there is absolutely no way the project can function with 100% OOP during time constraints.
>>
>>165295441
is your game going to be anything at all like ori?
>>
>>165295053
this
>>165295484

Same goes for UML Diagrams, they are great for getting an general overview but dont strictly code after them or make them super detailed
>>
>>165295441
Out-of-the-box, Godot is much better for 2D.
Actually many engines are better for Unity than 2D.
But if you have a simple game with limited UI, you barely even need an engine, you only need an editor, for which you can use Overlap2D, Tiled etc.
>>
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Spent a few hours learning shaders today. Got a nice triplanar shader that lets me use multiple materials, depending on the height of the surface. This is exactly what I was trying to do by setting UVs, but so much better. much smaller performance impact, and allows me to customize it a lot easier on a chunk by chunk basis. Also, it helped me learn shaders, so that's fantastic.
>>
>>165295441
Ori is one thing, also they got source code access to Unity to make it run the way they wanted.

A pixel game that almost belongs on 20 year old consoles does not need the bloat of unity.
>>
>>165295964
Agreed, just use Construct, Game Maker or another 2D engine.
>>
>>165295441
>>165295830
Other engines do it better. Honestly if you know what you're doing or have some tools like Tiled it's fine, you just jump through a couple extra hoops since it's meant for 3D. It's just that other things like gamemaker or godot specialize in 2D so they will work better.

At the same time Unity in 2D isn't total asscancer like trying to do 3D in gamemaker.
>>
Whats the skinny on Godot vs. Gamemaker?

Godot looks appealing, but I have some experience with Gamemaker.
>>
>>165296184
Literally no one except the two shills here use godot for a game.
Everyone else making millions from 2d games is using game maker.
>>
>>165296184
as far as i've seen on /agdg/, godot is a tool that has big, but completely untapped potential
you need to read its fucking source code to use it efficiently and if you get stuck on something, tough luck - it's on you because no-one's gonna help you
i know only one game from /agdg/ that uses godot and looks good
if you're into programming masturbatory, give godot a shot, but if you just want to make game, better stick to gamemaker
>>
How could you make Zelda's health system more interesting?
>>
>>165296184
GM is the most practical path between you and a game if 2D is what you're after.
>>
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cleaning up sprites is a rougher task than i remember

how long has it been? like 3 days now?
>>
>>165296771
Theres not much you could do that would be "fun".

You can do a lot like if you're damaged severely your attacks weaken or you move slower but those are not fun.

Zelda's Health system is as basic as you get.

At the end of OoT, you can have 20 hearts. Since damage is based on half heart lengths, you basically just have an HP bar that's out of 40 by the end of it.

It's just a health bar.
>>
What is the next game jam?
>>
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i didnt know i wanted this, but i know now.
>>
>>165297189
Demo Day 13
>>
>>165297104
What do you make your stuff in? Photoshop?

I've been using aesprite but I think Photoshop looks way more appealing these days.
>>
>>165297307
i'm using aseprite right now
i used to make my pixel stuff on sai but moved to aseprite recently
>>
>>165297231
Nice Firestriker clone
>>
>>165297231
nice binding of isaac clone
>>
>>165297231
nice monolith clone
>>
>>165297520
t. shitposter
>>
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>>165297412
y-you too.
>>
>>165294146
if you're going to clone downwell, atleast take note about how they do things.
Your shit's a mess, and i can't tell what's going on.
>>
>>165295018
>50%
Hahahahahahaahahahahahahaahahahahaaha
>>
>>165297605
t. nodev
>>
>>165297696
wheres your game then? i was in demo day 12 afterall
>>
>>165297520
nice binding of isaac clone shitpost clone
>>
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So Unity is throwing these... things.
What the fuck are they, really? I know that the first one is an "assert fail", but what /really/ is that when it comes to C#?
How can I catch these? I can't find any hooks for catching them whatsoever. If I was able to detect when they were fired I would be able to exception handle but they aren't throwing real exceptions. I'd just ignore them but because the editor is logging so many of them
>>
is a single player card game even fun for people? Isn't the appeal of a card game beating you opponent with a deck you made and if the opponent is AI then it takes away the victory. Also showing off your best cards doesn't matter to an NPC

What are your guys thought on this?
>>
>>165298353
MTG Duels is fun
>>
>>165298353
>Also showing off your best cards doesn't matter to an NPC
who says? what if the card club has a waifu you can brag about your new cards too? she can make cute comments on them that are tips for strategies
>>
https://www.youtube.com/watch?v=c1eh6VY26tg
>>
Can I __nodev__ with Godot?
>>
>>165295964
>>165296083
>>165296156
Thing is, if I use Unity for 2D, I'm also learning C# and the engine itself. C# can have practical applications outside of game dev and you can then potentially move into 3D further down the road with Unity. If I use GM I'm stuck with GML which is useless for anything other than GM. So surely it makes sense to go the Unity/C# route even if other more specialized engines might be better suited?
>>
>>165298750
That's not really a big argument, learning new langauges isn't anything hard if you understand how to program.
>>
>>165298817
reee
>>
>>165298750
You can use 2D in Unity, you just need to actually use 3D since unity's 2D is GAWBAGE.
>>
>>165298353
If you will create something as good, as Etherlords 2, my nostalgia will get me to play your game.
>>
>>165298750
Learning languages is trivial and literally does not matter.
>>
>>165295943
How are your voxels laid out geometrically? Square grid, triangular grid?
>>
>>165295943
What will the gameplay be?
>>
>>165299523
Square/cube grid

>>165299630
good question
>>
>>165299321
Wrong.
Some languages (like GML) won't even remotely prepare you for actual programming.
>>
>>165295943
smart approach
>>
>>165299630
hes making a battlefield clone, the explosions will effect the map
>>
>>165295943
What algorithm do you use to polygonize your voxels? Marching cubes/tetrahedra? Dual contouring? Surface nets?

Are your voxels stored sparsely or just in a standard array-like structure?
>>
>>165299689
Sorry, what I meant to say is learning a programming language is trivial if you know how to program.

Learning a single language is a poor way to learn how to program, anyway.
>>
>>165299668
So you're telling me you could make minecraft-like boxels that naturally degenerate into dirt-like rubble from damage and need to be mudpacked back into sane building shapes..
>>
How difficult is procedeal generation in Unity, assuming I use a low-polygon art style like i normally do?
>>
>>165300054

yes
>>
>>165299321
>>165299948
Yeah, learning a language is a skill, you should be able to pick up a language, note similarities between them to speed up learning other languages, etc. At the same time if he wanted to use unity and get used to C#, if he did so then he could claim to have familiarity with C# from that time and use it for non-unity C# or similar languages, VS that time spent getting used to GML which really isn't that great.
>>
>>165300054
63 difficulty units
>>
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>>165299921
I'm using marching cubes. Each chunk just stores a 3d array of floats with the density value of each voxel.

>>165300052
Straight outta Wall-E

>>165300054
Depends on what you want to do with it
>>
>>165300054
Procgen is easy in anything, except when it's hard.
>>
>>165300246
I wanted to try to make a generic roguelike in Unity for practice, but I've never learned anything with procederal generation.
>>
>>165297104
I went through the same thing recently. Of course my art didn't turn out nearly as good of yours.
>>
>>165300054
Depends. Unity isn't so great at creating geometry on the CPU, so if you want to procedurally generate something like a terrain then you'll have to write yourself a shader to do it. If you want to procedurally generate from modular components it's actually easier to do it in unity - you can just use the attachment system to stick things together however you like, and the engine will automatically take care of keeping them there regardless of how you animate them.
>>
>>165297231
nice Bangai-O Spirits clone
>>
>>165300175
That's fine, my only point is this:

Anon is concerned that using GML over C# will leave him "stuck with" GML.

My argument is, if he were in a position where he needs to use C# for something other than personal curiosity, then he should already know how to program, in which case, picking up C# to use would be trivial.

Therefore, he should not weigh "which language am I using" as heavily as he is with regards to engine choice, because if he is going to be "stuck with" the language he uses in his engine, he will not be prepared for any meaningful programming project using C# in the first place, and using C# with Unity will not truly prepare him for such.

tl;dr: Use what makes your progress the easiest.
>>
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>>165300246
Please do this so I can ask you how you overcame the issues and make a game better than yours using the same technique
>>
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>>165292598
>mild red-green dichromacy

I admit I completely forgot that existed. how does my game look to you? my palette is like, shades of green and orange

re.: the character, if it makes you feel better, I designed her with the purest intentions
>>
>>165300864
>can't do shit himself
>thinks he's gonna make a better game than a guy that can
agdg's humor is in top form today
>>
>>165300562
Awesome, I'll look into learning and trying out something with modular procgen, thanks!
>>
>>165300916
Purest intentions of appealing to the shortstack market?
>>
>>165279510
>>165280387
pls halp every non multiplayer game is shit I dont want to make shit game pls help
>>
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>>165301040
Anon.
AGDG devs give up.
I don't.

my success is assured.
>>
>>165300916
>if it makes you feel better, I designed her with the purest intentions
Riiiight. Now I remember why I hide your posts.
>>
>>165301232
lol
>>
>>165301136
in retrospect I should have, but no
>>
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>>165300054
depends on complexity of the generation and what the generated things need to do.
>>
>>165301136
>>165301262
You can always tell when a dev's gonna make it by the nodev shitposting tall poppy bullshit.
>>
>>165301362
So every aggydagger is going to make it?
>>
>>165288805
how do you make the dither pattern in the render?
>>
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>>165301479
No idea - The programmer does it.

For the gif I just used Image -> Mode -> Indexed... (in Gimp)
>>
>>165301435
Inspirational
>>
>>165295183
Just hoping to make it fun and juicy
>>
>>165272143
Looks like garbage though
>>
>tfw you're so fucking fed up you're willing to buy something to solve your problem
>>
>>165301340
nice this is way harder than it looks
>>
>>165302603
I sometimes do this just to move on to the next thing. As other things become more polished, you go back to it and fix it how you want.
>>
>>165302603
[insert prostitute joke]
>>
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Making an entire horror game with this filter is fine right?
>>
>>165295943
thought that was the windows xp wallpaper at first
>>
>>165295943
And here am I, trying to display 1000 cubes in Godot with the "optimized" Multimeshes and it has abysmal performance.
Maybe its me, maybe its godot, might as well go ahead and just kill my project, dreams and myself

Or fog everything after 10 cubes radius and call it a horror game
>>
>>165303026
It makes the middle look far away which might make people feel less spooked
>>
>>165279350
Stop posting this. It's not good advice and just wastes images/bumps.
>>
>>165303026
Just watching the webm makes me nauseous.
>>
>>165303026
Really cool filter but ABSOLUTELY not.
>>
>>165303026
No. It's worth using at some point but not a whole game.
>>
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>>165303026
it feels like the opening sequence to some '90s TV show
>>
>>165292089
No worries anon, I was actually -working- on a game identical to Gungeon, that I had titled "Gungeon", when Enter the Gungeon was announced, with way better graphics and a proper team.

That was true sadness
>>
>>165303704
The 90s-ness is intentional.
>>
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>>165303026
how did u do this
>>
>>165300175
>>165300819

I should point out that the differences between GML and Unity go beyond just gml script and C#. It's also the API that each engine provides to you. They're different enough that you have to change your way of thinking if you're switching from one to the other.

>Use what makes your progress the easiest
I agree with this
>>
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>>165303857
cool. I had this idea before about a horror game where you have to habitually watch a fucked up Telletubbies clone TV show for clues to a supernatural serial killer murder spree happening. the TV show's episode plots would work out like the usual creepypastas.
>>
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>"If you need inspiring words, don't do it." -Elon Musk

Do you agree AGDG?
>>
>>165304527
and for maximum creepyness, the show doesn't start out fucked up. it's pretty normal at the beginning, just a little off that you'd notice something's up, and as the game's story continues, the TV show gets more and more fucked up.
>>
>>165303026
i have litterally never experienced motion sickness until now.
>>
>>165304731
if you need to ask, don't bother.
>>
>>165304005
See image

>>165304527
This one's a reference to one of my other games - which intentionally tries to hardcore this sort of aesthetic. I'm hiding it in my game and wondering if people will be able to find it.
>>
>>165304731
>"Nigger Nigger Nigger." -Muhammad Ghandi
>>
>>165304731
yes and no. constructive feedback and dick sucking are 2 different things.

but there's also constructive dick sucking.
>>
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>>165304731
>"A game where if you need words, don't do it." -Peter Molyneux

What did he mean by this AGDG?
>>
pm color splash except you paint the world with words and it's not nintendo trash
>>
>>165304731
>listening to the guy who survives on government handouts

no thanks
>>
>>165305428
Musk paid back his loan from the taxpayer with a 20 million dollar bonus.
>>
>>165273121
32 bit version of the demo, please?
>>
>>165278380
>>165276607
>>165275979
All of you need to die.
>>
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Finally have some progress to post. Just about everyone thought click to move was bad last time, so I updated it to use WSAD movement. That didn't take long, it just took a while to get it all interpolated in a pretty fashion over the network. Finally got something I'm happy with.
>>
>>165292598
>>165300916

>(although sometimes I feel like maybe I don't want to because of the protagonist's clothes and proportions and the fact she's a dinosaur)

i have never understood this mentality. do you not want attractive characters? would you prefer a fat unattractive character with ugly clothes? i dont mean to be facetious but i genuinely dont get it
>>
>>165306175
Is this the runescape 4 I've heard about?
>>
>>165305664
ok, give me a minute to revert the demo level
>>
How do you make a Metroid-like game (both the gameplay and atmospheric aspects) that isn't either a blatant clone or a nonsensical "you go to this space station/planet for no real reason and you have a gun and you have to kill something"?
>>
>>165306325
It's my pipe dream to make this a mix of Runescape and ArcheAge.
>>
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Wrong texture and animation is too quick, but does the idle anim look squidly enough? Also, any suggestions on his its gait?
>>
>>165306325
Runescape 3 unironically looks much better than WoW these days.
>>
>>165288803
OOH, stealable idea!
Game where you wander around the snow in a blanket, emitting warmth.
>>
>>165306560
I think his whole body should move up and down a bit, right now he seems very rigid.
>>
>>165306282
Not him, but I want my main character to give off a certain vibe. It is not about being beautiful or ugly, it is about sending a message.
>>
>>165306401
How the fuck are you gonna make a game like another game in every way without making it a blatant clone? The fuck kind of question is that, nigger?

Just make the damn game or don't.

As far as "why would someone be on an alien planet", the reasons are so numerous it seems pointless to attempt to list them.
>>
>>165306698
>it is about sending a message.
what is this cuck shit, anon
it is about having a visually appealing character or not. dont be a fag
>>
>>165306560
I can't give you opinions on its gait because you didn't show us its gait.
>>
>>165306560
damn this looks way better,
once you get the environment polished you'll be in good shape
>>
>>165306878
>tfw trying to be a vocabulary pedant asshole but you misread the post so you're just an asshole

>>165306560
If you can make it so his walk cycle involves asymmetric movement of all his legs then that'd be cool. Y'know, like a squid moves when it's on land, rather than how a regular land critter uses its legs

The idle is good, my only suggestion would be to have small "waves" that travel down the arms, culminating in a curl of his squiddly hands when they reach the end.
>>
>>165271369

>>165285862
That is the average, we have made tracks for 25 USD, as well as 230, it varies wildly depending on the exact needs, orchestral compositions take a great deal to create.

The average length is 3 minutes.
>>
>>165307576
Any orchestral samples?
>>
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What do you think of my robot, /agdg/?
>>
>>165308068
I would be friends with this cute lil robo.
>>
How difficult is it to make a physics-based engineering game like KSP?

Any good Unity packages?
>>
>>165308068
looks like he has bars stuck in his legs.
>>
>>165305664
hi, I added it to the itch page, it's a bit updated too. camera still needs work but I hope it's less painful
>>
>>165308068
try to avoid using definite blacks around his "eye" and stomach area
>>
>>165306560

Teach me how to make this tbqh
>>
I cannot for the life of me figure out why I can't attack armature to my blender model. I've been following a tutorial exactly, but when I start to pose nothing happens.
>>
>>165272830
>porn industry not making games

H games? Hello?
>>
>>165308489
Thank you!
>>
>>165295943
Did you do this through Unreal, Unity, or your own engine?
>>
>>165308894
Unity
>>
>>165308521
Thanks for the tip, anon!
>>
>>165274547
>>165275979
link?
>>
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Fixed texture. Need to look into a few strange rendering issues.

>>165306679
>>165307317
I'll see if I can make is idle flow through him a little better like he's still in water.

I think the issue I'll run into with his movement being like a real octopus on land is it'd require a lot of bones to make it look and flow correctly. I'll see if I can get something working where say it uses three tentacles as a base, stretches out the fourth and moves towards it and just kind of alternate. I'll see what I can do.

>>165307265
Thanks. I think the biggest issues my environments had were all the right angles.

>>165308545
Which part? None of it's that complicated.
>>
What should be the first thing you do for a project to get a demo ready?

Keep in mind
>Demo must be pretty to look at otherwise no one will play it
>Demo needs to be fun.
>>
>>165309174
Uh, you make a fun game that looks pretty?
>>
What is easy to make game that will make me money
so i don't have to be a neet that cant do anything because of no money
>>
>>165309668
porn

i am dead serious. learn 2 art and make a porn game with a patreon. you will not need to work for a long time
>>
>>165309668
Easy to make? Hidden object or simple puzzle game.
>>
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----[ Recap Complete ]----
Sorry to keep you waiting. Here are some polls:
http://www.strawpoll.me/12087936
http://www.strawpoll.me/12087937

-------- SCORES
26 ... Monolith
24 ... Skylarks
16 ... Crystal Chrysalis
14 ... Throbot
8 ... Saigo No Shinwa
7 ... Not a School Shooter
6 ... VikinGirl RPG
6 ... 23/Prometheus
6 ... [Placeholder Title]
6 ... Super Space Jam Jetpack Robot Turbo
4 ... card tactix
4 ... Space Carrier Ops
4 ... RAD Ross
3 ... Kairo The Gryphon
3 ... Whimp the Bold
2 ... Locked Masts
2 ... Cybership
2 ... Mech Game
2 ... Maid Game
2 ... Project M
2 ... Ctesiphon
2 ... Vampire's Bit
2 ... New Grounds Rpg with Life/Date Sim but Improved
2 ... Autumn’s Gesture
2 ... Elemental Knight
2 ... Gumball Spiral
2 ... Scavenge
2 ... Bout O' Wizards
1 ... Catgirl Pool Party
1 ... Frost
1 ... jamos
1 ... Casting Simulator (Placeholder)
1 ... Something To Do WIth Love
1 ... Fungus Amungus
1 ... Wicked Charm
1 ... Project Rocket
1 ... Tales of Lumaria
1 ... Metanoia: The Sacrifice
1 ... Coalrunnings
1 ... Bloodworks
1 ... Project-EE

-------- FEEDBACK
Notice something wrong with your entry, score, or anything else? Let me know and I'll look into it.
>>
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>>165306560
what is this, X-COM:Night of the Cephalopods?
>>
>>165309141
I'd be tempted to do a physics-based animation like octodad, like put a force on a single limb toward an anchor point and then let the rest of his body ragdoll around
>>
>>165309737
You dont even need art. You can make it all text based and have your autistic fanbase give you insane amounts of money

>source:
Fenoxo. I seriously want to die when I see how little work he does and how much he gets.
>>
>>165309737
I know theres lots of money in that, but thats one of the hardest things to do
Would take forever to become a good enough artist to give people boners and then id have to make a game
>>
>>165309141

I-it's complicated to me
>>
how should i learn the programming side of game dev? i can make my own art. i signed up for an online beginning game programming course with coursera, bought the textbook, but found it was too difficult to learn anything without being able to ask questions. maybe i didnt make enough use of the forums. but the nature of programming is so specific that if you make one tiny mistake the whole thing doesnt work. is it just best to take programming courses at college where i can ask questions and get feedback on tiny errors and mistakes?
>>
>>165300916
The game looks fine to me. Someone with complete red/green distinction loss probably won't scoff it because they're used to some things looking too similar or washed-out.

The problem comes when UI elements and goal-important objects have to be separated by color. The easy fix is to make them a different brightness along with being a different color.

http://www.iamcal.com/misc/colors/

^ That's one tool I found for seeing how colors look to people with different kinds of colorblindness. There are at least several more out there.
Thanks for listening!
>>
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Play House plant

https://youtu.be/5tXBfJk0GxE

https://virtuawave.itch.io/home
>>
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you weebs are such suckers
>>
>>165277749
I would pay literal money if this game had multiplayer so i could commit organized loli kidnapping with a bro
>>
>>165281375
Omedeto senpai
>>
>>165306282
to paraphrase a certain game critic, it's the inescapable feeling that someone, somewhere, is jerking off to it
usually that doesn't bother me, partly because I know literally everything is someone's fetish, but once in a while it does bother me
>>
>>165310192
use unity

learn javascript on codecademy which works with unity
https://www.codecademy.com/learn/learn-javascript

unity tutorials
https://unity3d.com/learn/tutorials
>>
>>165310115
learn to animate then and use something simple like sfm

i made sfm porn in the past and was really shitty at it. somehow racked in 200-300 tumblr followers over the course of about five images and two animations. i eventually quit because i got bored but moral of the story is people will latch onto anything that makes porn as long is it vaguely turns them on.

remember your goal is not to turn them on, but rather take advantage or people who are *already* turned on and have little sense of judgement
>>
>>165309813
real polls
poal.me/2qxci9
poal.me/ucul3e
>>
>>165300916
>>165310278
hmm...
actually looking at it closer, the grass looks kind of washed-out and... green-orange, to me, where most games don't have that
the rest is OK IMHO DESU
>>
>>165309813
Is there a single good reason for the scores not to be cumulative?
>>
>>165310720
the score list could get very long if it listed everyone who has any points

i still vote for cumulative anyway though
>>
>>165310548
I love this new meme
>>
>>165310720
Consecutive is annoying when you change your name
>>
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So I have this weird bug going on with my triplanar shader, where I can see shadows of other objects through the terrain. Is this a common problem/has anyone had this before?
>>
>>165308068
honestly, chest eyeball freaks me out slightly, lack of actual eyes doesn't help
>>
>>165310446
the issue with him using unityscript is that the majority of support is related to c# and many entries in the docs dont even have unityscript or boo examples. just c#. so learning unityscript is counter productive in the long run
>>
>>165285971
It was even in that movie Stardust. Some airship with pirates on board mainly flew thru storms to collect lightning in bottles, but also pirated other ships. Also the captain had a secret second cabin and was a huge transvestite.
>>
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>>165310607
the picture I posted was old, this is ingame. is it better? I tinted it pretty orange on purpose

>>165310278
this is a great link, thanks.
>different brightness
I'll do that
>>
>>165310929
That could be easily solved with an extra parameter in the script. The first time you use a new name you list the older one.
>Game: Shit (previously NoTitle)
Script would copy all the scores from NoTitle to Shit.
Beat approach would have to check for devnames in the same way just for security reasons.
>>
>>165311234
I use C# and find most entries have a javascript example but not a C# example
plus its not hard to do the c# version if you know javascript
>>
First day working on a new game idea
Also first time posting progress.
Character can currently run, jump, shoot and levitate in the air for a few seconds.
>>
how many platformers do we need
>>
When is comfy jam due date?
How is a jam different from Demo Day?
Should I plan for the jam or a future demo day, or just make game seperate from all the hustle and bustle so it stands out and doesnt get lost in the crowd?
>>
>>165312405
infinite
>>
>>165312095
your pain has only just begun
>>
>>165311290
The demo was great! However, as stated by other anons, the movement and camera aren't great.
Suggestions:
Let the camera be controlled by the Q/E keys
Add a way for Tracy to move faster (Shift to run maybe?)
Otherwise, pretty good.
(also, what song did you use?)
>>
>>165310331
>tfw censored again
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
Idea guy here. Selling BRILLIANT ideas for 200$ each.
>>
>>165311763
>security reasons
Theres always tripcodes
a built in auth system
>>
>>165312095
Allow me to be the first to congratulate you on your inaugural progress post.

https://youtu.be/qqGH4sz1ZPQ?t=20s
>>
>>165312487
I know, i spent almost an hour trying to get the levitation right, but when i got it to work my dick was diamonds

I like it
>>
>>165312429
>When is comfy jam due date?
Who knows. Whenever someone decides to have a poll about when it should happen.

>How is a jam different from Demo Day?
A jam is when you create a game with the theme within the time period of the jam, usually 2 weeks. But /agdg/ isn't strict, it's completely fine to start early if you want to.
A Demo Day is meant to be for your main game, something that you spend months to years making. It's a way to show off what you've made.

So just do whatever you want. As long as you're just like making game, that's all that matters.
>>
>>165312596
Just gimmi 4 free
>>
Rust for gamedev?
>>
>>165312819
I can't. The ideas are too good. Money first.
>>
>>165312604
I believe Most people here are against it, and it seems unnecesary to me, at least for now. Even if I have seen shitposters impersonating devs, I only has happened a very little amount of times.
>>
>>165312845
yup
>>
>>165312876
fagget

how's do you like your anonymous system now?
>>
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>>165293642

It's not kosher, also think i'm done uv mapping it(for now).
>>
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>tfw can't post progress here, because everyone would immediately know I am the one constantly asking for help
>>
>>165312494
I want to avoid giving direct control of the camera, so hang on while I try different things. if you played the x86 demo, it re-centers whenever you hold the action key, but I probably need more than that

running is to-do! the song uhh I wrote it very quickly

thanks a lot for playing the demo, glad you liked it
>>
>>165313117
Yeah sure you are, buddy. No one is that dumb. You're just a nodev trying to falseflag as an innocent yesdev.
>>
>>165313019
Still loving it.
>>
Why is tessellation so seldom used?
>>
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Fixed every bug i could find and also now you keep going for a bit after stopping on rollerblades
>>
>>165313314
I'm more like AGDGs hivemind, collecting all your knowledge to create the ULTIMATE game.
>>
>>165313117
Asking for help is not something to get ashamed of, as long as you are making something with it.
Everybody needed help to learn something at some point of their lives.
>>
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¯\_(ツ)_/¯

don't ask me to post music, you know who i am
>>
>>165313113
>not having him fly using a pair of flapping payot
dis goyim
>>
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new enemy
>>
>>165313113
The fact that you keep falling in each webm has given me a small chuckle.
>>
>>165312809
>yfw your main game is also comfy, so you can post it to comfy jam & continue it to demo day and steal both prize pools
I will be swimming in (You)s and inchy-o thumbs ups
>>
>>165311290
to me that looks even less green than the old one
>>
>>165313803
looks great anon
is it a Metroidvania?
>>
>>165313308
oh shit really? I thought that song was good enough it must have been bought borrowed or stolen
>>
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>>
>>165312429
>When is comfy jam due date?
never, that's what makes it comfy
>>
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Been getting some good progress on the dismemberment system, you can't really see it too well in the webm but it'll dynamically cut any humanoid rig at it's joints.
it's still horribly inefficient, hopefully I'll have most of the refactoring done by tomorrow.
>>
>>165314139
First he's a knight, then a space man, now he's bob the builder. Is this the next Mario?
>>
too stressed to make game progress

made music instead

https://soundcloud.com/jasozz/vox

can't wait to be done with all this moving nonsense
>>
>>165314192
just trying to get something that is fun to play, the knight combat was shit, the space man stuff didnt get much feedback other than it was hard to control and generally unfun. maybe i can make something for comfy jam
>>
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>tfw not a famous indie dev who can dev all day, live off the profits and go to conventions and stuff
>tfw only ever earned $1 from devving
y go on?
>>
>>165314061
yes.
>>
>Ultimate Weapons
>Overpowered and fun, largely trivialize the game
>Balanced and basically required for casuals to beat the game

Which is better?
>>
>>165314093
it's not good, it just sounds good. but thank you
>>
>>165314471
To become famous indie dev who can dev all day, live off the profits and go to conventions and stuff
>>
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>>165309124
https://exhentai.org/g/813228/f7cd5731d8/

Enjoy your videogames
>>
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Fixed the garbage code in my shader. Was partially implemented crap from when I was working on lighting.

>>165309895
Yes, I decided squids were underrepresented in tactical RPGs. It will be nothing but squids.

>>165309990
I'll see what I can do with blender. I'm still using keyframe over skeletal animation since it's simpler to import.

>>165310120
Never give up.
>>
>>165314190
Sweet
>>
>>165314956

I don't want to but it's hard
>>
>>165314641
Anything that's going to trivialize the remainder of the game should be at least as hard to unlock/obtain as beating the game without it would have been.

I think it's better to give the truly overpowered shit as a reward for beating the game/highly difficult optional challenges.
>>
>>165314718
i-im not gonna make it anon....
>>
I cannot for the life of me make rigging work in Blender.
>make mesh
>make armature
>divide mesh into groups with the same name as armature
>add armature modifier to mesh with bone modifiers
>go to armature in pose mode
>nothing happens
What am I missing?
>>
>>165315941
>manual armature modifier

just rmb mesh
then rmb armature
ctrl-p parent to armature with empty/automatic weights
done
>>
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>>165315941
Object Mode
Select mesh
Select armature
Ctrl+P
Armature Deform -> With Automatic Weights
>>
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>>165314956
squids. I want squids. give me squids. lots of squids. many squids. combat squids. squids of fire. squires of ice. squides of honor. squireds of darkening squids of aloha squids of binding ulterior motives of dark rulers of ahegao sapians squids squids dsquids dsquids squies and lies and squids dsauid dsafuoia
>>
>>165314471
I know them feels
All i want is the money
So badly do i want it, no ideas though
>>
>>165316391
How are you rendering those particles? Anything fancy or just the usual batching?
>>
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The plot of the stupid hidden horror game hidden inside my other game thickens
>>
Any good pixel art tutorials?

The discrepancies between good and bad pixel art is massive and I want to be good.
>>
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>>165317696
Instancing. Nothing fancy. Doesn't even support textured particles yet.

>>165317257
That's probably more kinds of squids than I can handle.
>>
>>165313803
Aerannis-dev is that you?
>>
>>165318183
Aerannis dev has a different project going on. Last he posted he was working on a cloaking shader for a trap enemy, I believe.
>>
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Prototyping and getting used to GML counts as progress right??
>>
>>165318642
Absolutely.
>>
>>165318642
Also, that scrolling drop log will NOT work beyond picking up like...20 items at a time. But I want to let the player potentially pick up like 100 at once. What games do "notification of pickups" really well that I can get """"inspired""" from?
>>
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meh
not quite feeling that turning

i'll just move onto other shit before pixels end up killing me

or I could test some other characters in this style as well to see if i'm not wasting time with it
>>
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>>165318642
>further understanding your tools
>getting ideas out in a playable state
>not progress

Come on now anon, don't be silly. You're making progress. You're doing good.
>>
>>165319183
the entire thing is spaghetti and inefficient as fuck but I only have an hour or two on weeknights to prototype, so my plan is to prototype features quickly throughout the week in different git branches, and then use the weekend to refactor, implement correctly, and polish what's in those weekly branches.
I hope it's a workable routine..
I hope farming for rare loot to sell in your item shop is a fun concept.
>>
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my loomis journey begins today

soon i will be drawing for video games
>>
>>165318642
Keep going, I hope this is just a game about collecting loot.

I still don't get what you did to make GM be able to spawn more objects than monogame, guess some people just aren't cut out for enginedev.
>>
>>165319289
My efficient and very good code progress always gets no replies so don't waste your time on coding.
>>
>>165319118
it's not that bad fampai
floating guns can work, just look at cavern kings
>>
>Tfw when you finally realize to stop struggling with your naive design and get shit right even if you have to rewrite a lot
>>
>>165319358
inspiring
>>
>>165319509
My collision detection was incredibly inefficient. I could spawn more objects in my monogame engine, but not if they were clustered together too tightly because of how I was doing my broad pass. I'm confident I could go back and fix it with what I know now, but going back to enginedev is a luxury of time that I don't feel like spending when I could be making a game instead.
>>
>>165319613
>You're doing good.
You're doing good.
>>
>>165319118
What aren't you feeling? Looks fine to me.
>>
You guys ever think of going to GDC?

Every year for about 3 years I have thought of going because I usually have the money. But still, it's a lot of money. Also the stuff you'd learn there is probably not even that important, and at that point you're paying 1000+ dollars on seminars that might not even be that helpful. After that it's really just meeting people you know. But if you don't really know anybody, you're just gonna be a guy who walks around introducing himself, maybe trying to meet someone you've seen online. It feels like a waste particularly if you're not a socially strong person.

What do you think agdg?
>>
>>165319715
Okay that makes sense, at least you found the reason and learned from imt.

And yes don't bother going back to it if you just want to make a game, you learn a lot but it takes a ton of time. Most people doing enginedev do it for the experience, not to make a game.
>>
>>165319805
Don't, unless it's set up in a way purely for connections.
>>
>>165319805
>voluntarily socializing
>>
>>165319805
>It feels like a waste particularly if you're not a socially strong person.
it is. no one on 4chan belongs there, it's not for you
>>
>>165319860
For the record, I'm never going. It's always just a thought in january "Oh going to GDC would be great" and then as it gets closer i realize how dumb of an idea it is.

I'm really just more wondering if anyone else has gone, will go, wants to go, won't go...
>>
>>165319824
I'd like to go back to enginedev after I finish a game or two. The issue with it is I get tons of experience with the preliminary stages of gamedev when I enginedev, but it takes so long that I'm not getting to see what the rest of the process is of making a game is beyond "setting up systems, window management, and beginning to create some content." I think making a full game and getting it out there will give me a bigger picture that I'm sorely missing.
>>
>>165318642
of course
>>
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>>165319802
i'm fixing the sprite and i think the hat turn is choppy as fuck and need some work

>>165319565
floating guns are the shit, i've been using them since the first tests
>>
>>165319981
Sounds rational, good luck dude.
>>
>>165319805
GDC is for networking
Seeing talks would be interesting, albeit hit-or-miss. Giving a talk would be good publicity though
>>
>>165319965
that's what I thought about e3, and then I went and it was stupid
>>
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>>165319805

No

GDC has a youtube channel, they post alot of the seminars there

Like this yoko taro one https://www.youtube.com/watch?v=OO_d3fwTNPo
>>
>>165320049
Thanks buddy! Y-you too. Also yes it is a game about collecting (and selling) loot.
>>
>>165320086
Yeah e3, pax, and anything else like that seems more like consumerfests than anything. I just honestly want to be exposed to more good game people in real life since I feel like randomly talking to people and asking them questions on the internet is weird and feels better to do in person.
>>
Using Godot for mobile game. Should I bother in learning their given physics classes?
>>
>>165319805
I went once but was too beta and spent a lot of time in my hotel room
>>
>>165320237
e3 was more like "remember all those trailers you watch in the press conference? now you can watch them again at our booth"
>>
>>165320292
Did you gain anything from going? or do you regret spending the money?
>>
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More faces

Tried to paint in some in-helm lights for this one
>>
e3 is for announcing new things to journalists so that they can write about them and advertise the products
I don't know why anyone would want to go to it
>>
>>165320695
That's what it is in reality, but the pitch is you can go and play new games first which can sound appealing.
>>
>>165320695
-For the free shit that is extremely limited that you can either collect or sell for tons.
-To play games early.
-To meet some devs you really want to meet
>>
File: Kosmonaut_NFaceY_D_x2.gif (1MB, 396x480px) Image search: [Google]
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>>165320686
Here's a creepy youngster
>>
>programming collision detection
Is this as much of a hell as I think it is?
>>
>>165320897
it's easy as shit in 99% of cases
>>
>>165320897
If you use AABB and circle collisions, it's easy in 2D and 3D.
Anything more and you might as well just use a physics engine.
>>
>>165319805
>>165319965
Honestly conventions are becoming less and less of a thing I think.

Especially ones like E3, and CES. They're strictly advertising now instead of being a showcase of cool and future tech.

GDC is the same. It largely exists for 2 reasons
>Circle Jerking
>Advertising/Networking

That's it Any of the talks are going to be loaded with people shilling their work to pat themselves on the back or get job offers. I realized in CS school whenever we had a guest speaker, they were strictly there to recruit and shill their projects.

Its the same for most coventions honestly. I'm not saying they can't be fun, or a worthwhile time investment, but when you have platforms like twitch and youtube theres really no reason to go.
>>
>>165320991
>>165321007
Every frame do you have to check for collision with every object? I just want the simplest but not retarded general purpose collision detection.
>>
>>165320237
I've been to pax east, and for a lot of the indie booths especially you can just go up and chat with the devs as someone else plays their game

I'm a huge dumbass socially and I didn't try to make any "connections" but I still think it was worth the price of like 80 dollars for the day pass and 40 bux bus fare
>>
I'm super new. Is there a good way to do combos for an action sidescroller in game maker?
>>
>>165321198
Every time you update movement you check for collision, forget about frames, physics are not (or should not) be tied to frames at all.

If you only move objects every 1/20 seconds then you only check every 1/20 seconds.

You underestimate how fast computers are so simple AABB checks every frames cost nothing even for 1000 objects.
>>
>>165321198
>Every frame do you have to check for collision with every object?
this question shows a significant lack of understanding
you use collision detection to help solve certain problems, you don't just apply it to everything for no reason
if you can't think of a reason to check for collisions, then you probably shouldn't be checking for collisions to begin with.
>>
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I'm wondering if I should even bother trying to model an animate myself.
>>
>>165321374
Don't you guys ever get tired of baiting all day?
>>
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The cube spawner was converted to C++ as a test. The gun that fires the bullets is C++, but the bullets themselves are Blueprint. Making this all work together feels awkward.

Compared to Unity/C#, working with C++ in UE4 is very unpleasant. It's not even just the C++ part, because UE4 has a lot of macros and stuff to help put lipstick on the alligator, it's the little things like how responsive and fast anything you do in C# affects the Editor.

I'm hoping this is just a matter of gitting gud, but I think there's like an order of magnitude in terms of quality of life/ease of use between coding in UE4 and coding in Unity.
>>
>>165321709
No
>>
>>165321465
Why not?
It's easy
>>
There is LITERALLY nothing wrong with 2D and Unity. It's better than GameMaker in every way. GML is fucking primitive shit compared to what you can do with C#.

Although I gotta say I'm very intrigued by GameMaker Studio 2. If it used a real programming language for scripts and allowed custom editor extension capabilities on par with Unity, I'd switch in a heartbeat.
>>
>>165320686

>>165320804
how do you even make these. are the faces hand drawn?
>>
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I want to implement alpha shadows in a flexible way. I see two works to base ideas of off:

http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/S2008-Filion-McNaughton-StarCraftII.pdf
and
http://www.crytek.com/download/Playing%20with%20Real-Time%20Shadows.pdf

Mostly looking at the crytek side using a shadow map and an alpha map, it makes sense but it doesn't handle the case of casting shadows onto the translucent occluders themselves which I have tried to explain with the image. So you can either have the translucent objects appear full bright in the directional light, or have the first occluders become dark which is also wrong.

Are there examples of systems that have solved this? I can imagine do many passes after sorting the translucent objects, or even crazy things like depth peeling. Maybe you could do (very) sparse voxel ray tracing? It would at least remove the worst artifacts at the cost of resolution.

Please help.
>>
>>165320686
>>165320804
Very cool look, but I am not sure exactly what I am seeing here.
>>
>>165322942
I have hand-painted some of them, but these two are actually drawn over a down-scaled selfie.
>>
>>165322902
I've found it a real nightmare trying to get stuff to work. Importing from Blender to Unity took hours.
>>
how many of you guys do one game a month?
>>
>>165323142

I do one character of code a month
>>
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>>165323053
Heads for characters
>>
>>165323057
>using your own face as an enemy type.
>>
>>165323142
the vast majority of the people here have never made a single game
>>
>>165319805
Its fucking cancer. Are you aspiring to suck the farts of talentless nodev twitter e-celebs like Zoe Quinn? Because they comp people like her to do panels about fields they are unqualified for, i.e. A talk about comedy in games when women aren't funny, she isn't a comedienne, and can't make games.

Ponder that, and maybe killing yourself if its still appealing to you.
>>
>>165323251
Max Payne gave me the idea, actually :-)
>>
>>165323284
shit got real QUICK
>>
>>165323284
Do you only watch the shit talks or something? I can't imagine getting angry at talks about controller input mapping.
>>
Does releasing games for free and then allowing people to donate work? Or does it only work for porn games?
>>
>>165323395
>paying hundreds of dollerydoos to sit and listen to something like that in person
That cant be real, right? That sounds like a hands on class with lab and not a convention panel
>>
>>165323552
Game Dev is such a weird phenomenon.

We live in a time where people will throw hundreds of dollars at guys playing video games on twitch, but won't shell out 5 dollars for a video game on steam.

Its baffling to me.

Free + Donation is a good way to get zero money.
>>
>>165323395
I think his point was that you shouldn't support the event because they then take that money and give it to people like Zoe Quinn
>>
>>165323552
Youd probably make ten times less than porn devs do. Look at how great Apogee shareware and freeware was, and how that worked out for them, and those were badass games.
>>
How's your night going, /agdg/? Making any progress on your games?
>>
>>165323552
it will only "work" if your game becomes enormously popular (at least within some niche), like dwarf fortress
but you'll still only make a tiny tiny amount of money compared to selling the game
>>
>>165323552
Lol no.
Maybe if you release an alpha and it gets hugely popular and get a patreon going or something to continue deving.
>>
>>165323603
you're paying for the opportunity to network
>>
>>165323603
It was an example, Dummy. If you can't find a genuine interest in anything they show then you are probably a nodev.
>>
>>165323552
I think that sometimes you can rope people into donating if you're in constant development, like dwarf fortress or similar games. But I don't think it works out if you're just releasing a product
>>
How many developed endearing characters can I kill in a story before it goes from touching to edgy?
>>
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>>165324618
None.
>>
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>>165324618
3
>>
>>165324618
Depends.

If its too many it feels like what you're doing is hopeless. That's one of the reasons I hate Dark Souls as a series. There are no happy endings for anyone.

Look at games/media that kills main characters and figure out ones that do it well.

Theres obviously a balance to be had. If you go heavy handed with it, it can get excessive.

Since its a game I would play around with the ability to save everyone through actions/sidequest type stuff. That way if a player gets a bad outcome where everyone dies it's on them for not saving everyone.
>>
>>165324702

I wish to be brutally killed by this oni!
>>
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>>165324803
i plan on killing the entire human species in my game.
>>
>>165324618
develope your characters first before thinking about stuff like this
>making long character progression games
Enjoy your never finished project
>>
>>165324928
its possible if you have chronic acute waifuism and you're really good and pretending fake people are real.
>>
>>165325108
Speaking of Waifu's, how many should a game have?

Mine is looking to have 3, but obviously its not intentional. Maybe I'm just spending too much time in agdg.
>>
>>165325172
really depends on the genre, what kind of game is it?
>>
>>165325219
Action/Adventure... some may call it a metroidvania
>>
>>165325172
>>165325219
I hate you faggots and your bastardization of a once pure term.
>>
>>165325242
i think 2 is ideal number, and creating artificial reasons for your fanbase to fight over them would generate more revenue. if you do 3 you may as well do as many as you can.
>>
>>165325401
What if one is married?
>>
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Anybody know why Unity's occlusion culling is so fucked when it comes to near clipping planes moving, and camera matrix scale in general?
Look at this fuckheug gap. If I make the clip plane farther away the gap gets larger, if I make it closer it gets smaller.

Does anybody know how to fix this? Its murdering my performance because it means that some of my fx cameras can't occlude and these are fairly dense scenes.
>>
>>165324618
why are you thinking in reverse
>doesn't even have any characters yet
>already planning a random amount that need to die 'just because'.

entirely depends on story, setting and so on.
>>
Is someone making the new thread or do I have to make it?
>>
>>165326023
Time for the classic:
AGDG makes 3 threads, 1 of which is source posting and everyone complains about which thread to use.
>>
new thread
>>165326259
>>165326259
>>165326259
>>165326259
>>165326259
>>
>>165270752
>custom scripting language

Godot is a waste:

>what experience do you have?
>oh yeah I know gdscript

Idiots.
>>
>>165309813
Same line scores like this
Monolith(26) Skylarks(24) Crystal Chrysalis(16)
Thread posts: 764
Thread images: 175


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