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/agdg/ - Another Game Doing Good

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Thread replies: 770
Thread images: 110

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>naysayers get BLOWN THE FUCC OUT edition!

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

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

> Previous Thread
>>165270458

> Previous Demo Days
pastebin.com/KUSDs9vt (embed)

> Previous Jams
pastebin.com/8DFkkce3 (embed)

> Engines
Construct 2: sciira.com/construct2
GameMaker: yoyoganes.com/gamemaker
Godot: godotengine.org
LÖVE: love2-d.org
UE4: unreaIengine.com
Unity: unity3d.net

> Models/art/textures/sprites
opengamefart.org
blender-modeIs.com
mayamg.com/textures

> Free audio
freesoumd.org/browse
íncompetech.com/music
freemusícarchive.org
>>
ENGINEDEV BEST DEV
>>
>>165368374
>average sales
>blown the fucc out

So this is what it means to be AGDG.
>>
>tfw bought dream king to give it a shit review
>steam won't let you give a review without playing for at least 5 minutes
>game crashes on launch
>>
it isn't
>>
>can't copy the OP like a non-retard
>begins the thread with Endica shitposting
Off to a great start.
>>
>>165368692
We can save this thread. All that's necessary is to post progress.

Post progress.
>>
>>165368763
But I have no visual progress to show!
>>
>>165368763
old progress is still progress
https://www.youtube.com/watch?v=0I2RLUQaZfA

but today i finished the code to the ghost mode. before, when the game restarted there was a chance of deleated the camera with the fucking ghost.
and i finaly fixed a bug were itens kept on the player after he droped then
>>
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>>165368763
I'll post mine again since I fucked up and posted just as the last thread died anyway.
+ Robot friendo
+ Buff timers
+ Damage Numbers
+ More movement
>>
>>165368374
>Players Total: 2,292 +- 3,175

what does this mean? two thousand players give or take three thousand? how does that work
>>
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how much does long, boring data entry work bother you anons?
i actually find it pretty comfy
>>
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>>165369139
USE XML OR SOME OTHER SHIT HOLY FUCK
>>
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>>165368864
That's a damn shame. Alright, I'll post progress.

Field navigation's framework has been set up now and flags are appearing like they should. All that's left to do before this whole system's up and running is to determine the rules for flag facing depending on your destination and to hook all that back in to the Adventure Creator plugin. Then, just as soon as I get the item code working for it, you'll be able to navigate back to the Camp/Village or the Scar depending on which Wayfinding Crystal you're using.

>>165369043
It sure is. Looking alright though the sudden transition between alive/dead is a little rough. Looking good overall.

>>165369093
Nice. I like the subtle camera movements going on here.

>>165369139
Though I've spent a lot of money to avoid doing such work, I have on occasion done a lot worse than that.
>>
>>165368374
>still obsessing over some whodev who dropped by and posted his game in 2015 and triggered you
This isn't a meme kiddo it's just you being a nodev and a fag.
>>
>>165369139
Isn't there code in GML that lets you create arrays automatically instead of having to type out 'name_array[#]=' every single time?

Then all you'd need to do is type out the sprite names while still being able to add comments next to each name.
>>
>everything about this thread
Oh well, guess I'll wait til tomorrow to post progress
>>
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>>165369139
>>
>>165369093
Your graphics do not blend together at all. Find a pixel size and stick to it. Your sprites have different pixel sizes and not to mention the camera not aligning to pixel movement.
>>
>>165368374
>>165369145
>>165369337
>sourceposter is so mentally owned by nick ridgeway he had to create the new thread in dedication to him
Is there anything that doesn't throw you into a shitposting panic, sourceposter?
Please stop making new threads. When the janitor inevitably deletes all your shitposts they can't delete the OP. But they should.
>>
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>>165369603
Not really, no. You could make a script that does that heavy lifting for you though, sure. I did that for my GMS Exterminator prototype because it had a lot of databasing in it. Doing this with a singular array assignment per individual index/action would've been madness.
>>
>>165369820
Have you heard of .csv? Why aren't you storing that data in an external file?
>>
Anyone spanish here?
>>
>>165369135

It means the sample size is so tiny you can't really get a fair picture.
>>
>>165369820
it's like i'm modding darkest dungeon again!
>>
>>165369982
I hate file operations. I hate every aspect of it. So if I can avoid it, I do.
>>
>>165369745
>things nobody cares about, the post

officer pixel laying down the pixel law
>>
>>165370140
not that anon, but it does make it look a little thrown-together (the cloaked figure looks damn blurry compared to the others, for example).
>>
>>165370132
This kind of thing is exactly what they're for though. File operations are literally 8 lines of code to loop through a file of indefinite length in GMS. Plus you get to have a neatly formatted sheet document that you can modify even while your game is running, reload the values and keep testing the balance. Don't even need to stop your game.
>>
>>165369715
oh cmon man, it's just a name table.

>>165369603
sure, you can just for x array[x] = thing, but then you have to go down and change x anyway, so whats the point.
>>
>>165370441
The game dev equivalent of sewage. The "man" who made it posts it and then bullies himself everyday for 8 hours. He's been doing it for 2 years.
>>
>>165370586
>here's my token mention of danny my boogeyman!
>see all my shitposting? danny all along :^)
Are you not aware of how many times you've done this song and dance? End your life.
>>
I'm gonna make a tropico-inspired game but it's gonna be text-based because I'm shit at graphics and art. Will post progress in x hours.
>>
>>165370406
>you can modify even while your game is running

That's a whole bunch of extra code unless everything is constantly opening the file, looking for a block or 10, reading that entry, and then closing that file after copying the value to its internals.

Also it's another thing I have to have open when I could just have it open in GMS. And even though it's '8 lines', the edge cases that need to be accounted for are numerous.

Much like people asking why I refuse to make my own conversation system or why I refuse to use regular expressions, I'll just have to refer you to my default answer: I'm not doing what doesn't need doing when doing it would make me lose time for relatively little gain.
>>
>>165370454
we have enough autism in our general as it is thanks
>>
>>165370586
>>165370747
Tell us more about how much more money you make than Endica dev :^)
>>
>>165370742
Good luck, anon!
>>
>>165371037
Fuck you.
>>
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>>165369745
The enemies aren't the same size as the player characters, you're right, but I just drew them up in 5 minutes when I started the project to have some enemies to look at. Background is a placeholder, UI is just for devving.

I'm not sure what you mean by the camera not aligning to pixel movement?

>>165370401
It could just be the low resolution I was having to record in combined with the dark background. Does this look better? Also, that's not me. I appreciate the feedback.
>>
>>165370772
>That's a whole bunch of extra code
It's one script with < 50 lines of code and a way to call it. Just reload the whole thing, done.

>doing it would make me lose time for relatively little gain
That's the wrongest assumption I've encountered this week.
>>
>>165371119
Not those anons but I think they'd still be mad about how the interface PPI doesn't match the character PPI.
>>
>>165371119
yeah, much better.
>>
>>165370886
Drunk on failure.
>>
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Does anybody know why Unity does this to culling matrices? Everything is totally fucked in regards to occlusion culling when you start dealing with custom matrices. Hell, this on just has a farther away near clipping plane and it's still super jacked up.
>>
>>165371532
>that post was him talking about himself
Jesus Christ sourcefag really is mentally ill.
>>
>>165371208
Time to edit an entry in GM:S: A couple seconds
Time to edit an entry in an external XML/CSV DB: More than a couple seconds if not open. A couple seconds if open.

Time saved by making notes and then implementing changes later vs. doing hot-reloads on a live file: Significant.

Amount of time it'll take me to figure out how to create such a system and implement it properly in such a way that it works properly: Longer than its taken me to program the rest of the game at that point.

>wrongest assumption I've encountered this week.

Then you assume wrongly. I tried to do an external CSV and called it quits after a week of it refusing to work perfectly. I was making a prototype for a game -- not a prototype for database management.
>>
>>165368374

so the guy made $9,000?
oh wait, after steam and taxes, unless he made the game in 3 months, many people make more than that in a regular job.
>>
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YOU CAN DO IT!

https://www.youtube.com/watch?v=ewFnCWyXyEk&t=911s
>>
>>165371679
The meager success of endica destroyed an already devastated mind. Our boy soresfag may never level design again.
>>
>>165371119
It's fine for placeholder art, but just be aware when you're make the game's final art, it's best to have a consistent style. And for pixel art a consistent style means having an aligned pixel grid.
>>
>>165369093
>>165369183
>>
Will I get in trouble if I put in underaged sex in my game? It's purely text-based so technically it shouldn't be illegal, right? I don't care if people will hate it because of that, but I just don't wanna get in legal trouble. There's also gonna be underaged guro sex, but it's completely optional for the player.
>>
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Is there any DDD fanart yet?
>>
>>165372243
Depends on where you release the game I guess but I don't know shit about laws so yeah
>>
>>165372243
Nobody cares about text. You're good.
>>
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Reminder to follow the best video game design philosophy.
>>
>>165372382
>>165372410
Alright, thanks. I'm also just gonna be using an alias anyway. Wouldn't want anyone in real life to know what I made aside from my girlfriend whose completely fine with it.
>>
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>render huge landscape
>+500FPS

>render text from sprites
>~100 FPS

The shaders themselves are nothing special, really just puts everything into position. Could it be the amount of draw calls? When I had my terrain, I rendered that with one call, yet I draw every letter individually.
>>
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>>165372243
>>
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Hey senpai,
I got my swimmy frames done.

Next step I don't know at what point I have enough tiles for a whole level to not seem redundant.
>>
>>165372619
>Could it be the amount of draw calls? When I had my terrain, I rendered that with one call, yet I draw every letter individually.
Yes.
>>
>>165372619
>I draw every letter individually
nigger what are you doing
>>
>>165372619
>Could it be the amount of draw calls? When I had my terrain, I rendered that with one call, yet I draw every letter individually.
Superyes.
>>
>>165372615
Dang I wish I had a loli loving gf
>>
>>165372634
Literally one of my favorite books. The story's actually good.
>>
>>165372768
Well she's not loli-loving but she's fine with me being attracted to underaged girls. She doesn't care.
>>
>>165371980
I'll admit I don't know too much about the finer aspects of pixel art, so thanks. I'll keep that in mind.

>>165372134
Oh, I didn't see your post! I've only been working on this for about a week, so it's mostly just getting the combat functional right now. I do plan on adding animations for when characters are damaged.

Also thank you!
>>
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>>165372748
>>165372717
>>165372705
We have a winner, I guess. Thank you for the assistance!
>>
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>>165368763
Buttons!
Look will change though.
>>
>>165372834
I lol'd when the Charlotte thing happened I wasn't expecting it at all
>>
>>165372834
Other anon here. I've read it too, but somehow I didn't find it good. Can you tell me what you liked about it? I'm hoping that maybe different view will change my opinion, cause maybe I'm missing something.
>>
>>165373035
are you going to make a vaporwave shmup?
>>
>>165373195
This is AGDG not Amateur book review club
>>
>>165372243
its legal in america, but certainly illegal in other countries
>>
>>165371119
is the background for FF3?
>>
>>165373246
Trying, yes.
It'll be something very small though. First game.
>>
>>165372904
Well that's the next best thing
>>
>>165373279
fuck off vine your game is shit and you're a woman that means you're inferior to us men
>>
>>165373279
B-b-but that's just inspiration!

Just joking. Sorry for making you angry.
>>
>>165369093
Make the shadows transparent.
>>
>>165373350
FFVI

>>165373657
Probably a good idea. I actually don't know why the cloaked characters shadow was appearing on top of them. Just a bug.
>>
>>165372951
really anon i want to help you out because i think i might know what you're dealing with

are you trying to make a typing animation text by drawing each letter?
>>
find me one normal person who plays video games who can even see mixels, i dare you
>>
>>165369093
You'll want to make those shadows under the fireballs to move away when they float "up." Right now it looks weird as fuck
>>
>>165373491
vagina > penis
>>
>>165374294
>normal
Nice to see you've left some room for backpaddeling later.
>>
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Reminder that this was one of the best selling games of 2015 and it looks like shit

Normies don't care about visuals.
>>
>have vagina
>can't code
haha
>>
>>165374332
A vagina can be penetrated by a phallus.
A phallus can penetrate any orifice it wants.
Phallus > vagina.
>>
>>165374294
Why defend this garbage?
>>
>>165374143
>FFVI

what country you from? unless it's Japan than it's FF3. you wouldn't say your favorite western was Il buono, il brutto, il cattivo, you'd say The good, the bad and the ugly.
>>
>>165374393
normal in this case just means anybody who plays video games and has nothing to do with gamedev
>>
>>165374453
you don't have charming characters, good story, good gimmick and, most importantly, preexisting fanbase
you need these visuals you lazy fuck get back to grinding art
>>
>>165374453
Strange considering how often people tend to call next gen games "Ps2 games" in terms of graphics.
>>
>>165374453
>homosuck fans are normies
Far off.
>>
>>165374191
Yes, exactly.

It's quite interesting because without OpenGL I experience no FPS drop. I wouldn't thought that sending draw calls to the GPU is really this resource heavy.
>>
>>165374453
But normies don't even know this game.
Only my autistic and socially-outcast classmates have played Undershit. My normie classmates have never even heard of it.
>>
>>165374689
If you think that a vast part of the fanbase aren't normies then you're insane.
>>
>>165374605
>>165374689
you spend too much time on /v/
>>
>>165374780
Draw calls aren't insignificant. Though I would guess that, because you are doing separate calls, you are also changing the texture between each character? That will hurt a lot more than just having that many draw calls.
>>
>>165374453
99.99% of this game's fans have autism.
Literal Fact.
>>
WORLD OF HORROR ANON I'M SO PROUD OF YOU YOU'RE ON KILLSCREEN AAAH
>>
>>165374890
really explains the state of this general
>>
>>165374294
it's like with movies and cinematography. unless it's complete and utter garbage, nobody cares and nobody notices except other cinematographers.
>>
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>>165374323
Yeah, I just made them really quick and animated them in Unity. The shadow is part of their sprite. I'll get around to it eventually.

>>165374562
http://finalfantasy.wikia.com/wiki/File:FFVIA_Narshe_BG.PNG
>>
anyone used either imgui or nuklear?
>>
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Spent maybe 10 hours last week reading about Shader Forge, Photoshop blends, sprite filter modes, and probably more, just for this fucker.

Worth it for the knowledge is what I tell myself.
>>
>>165374780
The way I do typing animation (and I figure it's the way most people do it) is to have two strings: one that contains your whole phrase, and one that you'll display on screen

then you make a loop with a counter variable that reads your whole string and adds the character in the counter position to the display string

so if you have "whole_string = BINGUS DINGUS" and you loop all the way to 8, your display string will be "BINGUS D", with each letter drawn one at a time but in a single, whole string
>>
>>165374929
Well, I have one texture, and I tell each character which part of that texture to draw. Something like a tile map.

Even if I bind the texture only once (and not for each letter), I only gain a slight performance change, but nothing worth mentioning.

Maybe instancing is the thing which could help me? Or should I create an FBO with each iteration of the text and then draw that?
>>
>>165374562
>There are actually people that think that a localization error means you don't call a game by its actual name.
>>
>>165374562
this might blow your mind but ive played 2,3,4 and 6.
>>
>>165375397
Nah, just put it all in one vertex buffer. Then you can do typewriter text by drawing as many vertices as you need, if you want.
>>
http://store.steampowered.com/app/387100

daily reminder that "believe in yourself"
>>
>>165374562
Are you serious?
>>
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>>165375741
>>
>>165375741
>no apostrophe after "lookin"

dropped
>>
>>165375358
I use IMGUI the concept but not IMGUI the library.
>>
>>165375386
i don't know what it is but i like it. some sort of pillar of light? teleporter pad?
>>
>>165375741
Your game might be great, anon, and I hope it does well for you. But fuck that's one awful trailer.
>>
>>165375392
Yes, mine method works also like that. My problem is that I'm trying to figure out how to draw the whole string ("BINGUS D"), instead of drawing each letter individually ("B", "I", "N"… etc.).

>>165375715
What do you mean by putting it all into one vertex buffer? Doesn't that mean that then I would need a dynamic buffer? Doesn't that also cost a lot of performance?
>>
>>165374497
hahaha
>>
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>>165375741
>>
>>165374497
for how many hours have you been triggered?
>>
>>165375741
How good did it do?
>>
>>165376135
>>165375741

i get that art takes a long time to produce. but wasnt this kickstarted two years ago?

how long does it take to draw some backgrounds and characters
>>
>>165376135
>Make a _video_game
>Describe visuals
>>
>>165376051
>What do you mean by putting it all into one vertex buffer? Doesn't that mean that then I would need a dynamic buffer? Doesn't that also cost a lot of performance?
You'd put the geometry for the entire string in a buffer, once.

In general, batching stuff into larger buffers every frame to reduce draw calls is a payoff, though typically you do it with instancing so you upload less data (basically flyweight pattern). In your case, though, instancing will probably be slower since you only have a few vertices per letter anyways and instancing isn't free.
>>
>>165376258
>visual novel
>video game
>>
>>165376135
that's some pretty art
>>
>>165376135
the very first word that came to my mind when I saw the pic:

monoboob

shouldn't there be some sort of crease or cloth fold to account for the cleavage?
>>
>>165376580
have you never seen a girl wear a dress that does this?

i get laid prett much every week. see a lot of dresses that dont show the cleavage
>>
>>165376715
reeee
>>
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Here's the latest progress, lads. I gave up on this project almost a year ago and decided to come back to it on a whim last week.

Made lots of progress on the map editor. I can now save and load maps to the hard drive, along with its unit placements. I'll be making all maps in my own editor and also letting users make them with the same editor. Map files can be shared too.

Finally implemented some pathfinding. Next I'll be working on making units able to move and attack. I'll start making more units and map tiles only after I get some core gameplay down.
>>
>>165376715
>he's bragging about banging his mom again
>>
>>165376580
I think it depends on how tight the dress iss
>>
Whats the best way to do backgrounds in Gamemaker?

Tile it? Or hand draw it?
>>
>>165376580
It's quite possible for clothing not to cling to boobs like a second layer of skin.
>>
>>165376715
no sorry, not about the cleavage, but the cloth folds suggest it's like one horizontal capsule
>>
>>165376320
So you say it will be cheaper to update both the vertex buffer and the tex coord buffer, I assume, every frame, and then have one draw call?

I'll give it a try then. Thank you for your help!
>>
>>165376883
No, you don't need to update them at all, but it would still be cheaper. Make one for the whole string and control how many characters are printed by changing the vertex count of the draw call.
>>
>>165376870
yeah that happens sometimes depending on the dress material

i talk to a lot of girls irl. trust me
>>
>>165376773
The hell are those squares in the selection texture?
>>
>>165376834
That's not what anime taught me
>>
Guys how do I stop accidentally staring at young girls when I go to the mall?
I go to this mall everyday and the guards are starting to get suspicious. One parent has already complained about me about staring at her child.
>>
>>165376968
Entrance to the shadow realm.
>>
There's no difference between

for i < x:
do y()
for i < x:
do z()

and

for i<x:
do y()
do z()

right?
>>
>don't know what to make

fug

give me ideas for a game with an anime art style
>>
>>165377074
apply an axe to forehead
>>
>>165377114
The first will look like:
y() y() y() y() y() ...
z() z() z() z() z() ...

The second will look like:
y() z()
y() z()
y() z()
y() z()
y() z()
...
>>
>>165377120
fucc sim
>>
>>165376953
>Make one for the whole string and control how many characters are printed by changing the vertex count of the draw call.

That is genius. Thank you, again!
>>
>>165376980
>It's Collision.collider.gameobject or collision.gameobject
And where do I have to write this?
>>
>>165377120
Post you're art
>>
>>165377120
2 dog boy puppies, called strawberry and lemoncake, move in with their new owner jennifer aniston.
>>
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Small progress update. I added a thing so enemies will automatically attack player units that are within a certain range and within line of sight.
>>
>>165377120
Contact free cities dev and collab
>>
>>165377120
comfy/horror mix about a NEET struggling to stave off boredom/depression
>>
>>165375947
Basically a teleporter, yeah. Made two wave-like textures in gimp, panned one left and the other right, and lerped them together with a triangle wave.
>>
>>165377408
Check the docs
>>
>>165377449
The quality of what I've just watched leads me to believe that you are a professional.
This thread is for amateurs only.
>>
>>165368590
not that guy but I'd love to have average sales instead of selling 4 copies and then none ever again
I mean I haven't even tried selling my game yet but I expect to maybe break double digits and that's about it
>>
>>165377120
some guy finds a book. to his surprise, if he writes down the name of a person in that book, his doorbell rings and it's that person horny as fuck and wearing skimpy clothes.
>>
>>165377449
Nice
But when I played the demo it was hard as fuck, I kept dying to the large doge and I felt like killing myself out of shame
>>
>>165377623
I did. Didn't help me.
>>
>>165377408
I haven't seen all your code, but assuming you have everything setup right you would put it in the object that's hittting the object you have want to enable.

So if you have a block with a script that you want to enable, and a bullet that hits that block and turns on the script you would put something like
void OnCollisionEnter(Collision col) {
if (col.collider.gameObject.GetComponent<myscript>()) {
col.collider.gameObject.GetComponent<myscript>().enabled = true;
}
}
>>
>>165377449
>RTS dungeon crawler
Interesting idea but probably too niche for today
>>
>>165377702
>professional
I wish. I'm a NEET that can't find a job :(

>>165377901
Yeah, I think the demo was a bit overtuned. Hopefully for the next demo day I'll have more content and a better progression of difficulty.
>>
>>165369139
depends on my mindset
if I don't have anything else to do or I don't want a challenge in any way it can be pretty comfy
that ends as soon as my wrist cramps up though
>>
>>165377114
>>165377197
and the amount of increment-operations will double with two loops, which by itself wont cost much though
>>
>>165377408
>>165377974

But imo you should just use ontriggerenter instead of on collision enter
>>
>>165377449
COOOOOOL
>>
>>165377974
This is what feminine coding looks like, people.
>>
>>165378095
Talking about performance characteristics isn't really relevant if they do completely different things.
>>
do you guys think this is a good idea? i'm probably gonna prototype it

a stealth game where you're a poor little boy and you need to break into peoples' houses and steal their valuables. since you're a kid, combat is a no go but you can still escape if you're fast

outside of the burglaries, you need to maintain enough money to keep your siblings alive (like papers please).
>>
>>165377878
>Fuck Note.

Fund it.
>>
>>165377449
flip that dog upside down to show death. Also does multiple enemy combat feel good?
>>
>>165377823
Who wouldn't? But what I'm saying isn't about how it's nice to have sales. What I'm talking about is refuting that that is 'amazing'.

Feeling amazing is a very different beast than doing amazing.
>>
>>165377974
JFC. Put that in a variable you fuck.

Too bad Unity doesn't support new C# where you have (?.).
>>
>>165378170
Don't give a shit about the story. Good stealth gameplay is all that matters.
>>
>>165378291
i dont think i would bother with a story (i am a bad writer). let the "story" tell itself through gameplay like papers please maybe. that game is excellent at getting a story across without narrative.
>>
>>165377120
sailormoon but the transformations are uncensored
>>
>>165378053
Well despite being very difficult (to me), the quality of the demo was really promising and it was great fun in terms of the mechanics. Will it be like Diablo or something where you explore an area along a story and fight lots of mobs, or more like a JRPG or certain MMOs with fewer enemies in hand-crafted maps?
>>
>>165378261
In my testing the combat feels the best with 2-3 medium strength enemies at most, or 1 really strong enemy with up to 5 weak adds.
>>
I still can't make animations work. I wish I was coding still, but Unitycubes can only go so far.
>>
>>165378208
I could turn that into a really fun story too; a book where whoever you write in it has sex in the way you've described it. Dude writes down the name of a diplomatic dignitary and the above situation happens - but she forgets it happened when she gets home.

Dignitary's wife finds out she's having sex with the dude - but she doesn't remember anything. Dude continues to up his game, fucking all the people who he feels are being 'frigid bitches' and that their lack of sex is fucking up the world. Political intrigue, mystery, and supernatural fuckery.

You're welcome.
>>
>>165378170
Shit idea dude. Revise it and start from scratch, or you could just give up game dev altogether since you're already failing at the first stage.
>>
>>165378170
>you need to maintain enough money to keep your siblings alive
Sounds like Grave of the Fireflies, what if you go hard on the violins?
>>
>>165377974
>you would put it in the object that's hittting the object you have want to enable
So you mean I have to put it in the object which does NOT have the script which gets enabled? Sry I dont understand this sentence.
>>
>>165375489
it's not a localization error. if you played it on a Super Nintendo and not a Super Famicom it's FF3.

as you can see, I have autism.
>>
>>165378663
oh ok (you)

>>165378682
sorry i haven't watched grave of the fireflies (looks depressing and i'm already depressed enough as is).
>>
>>165378170
this is basically what you do in that war refugee simulator that I can't remember the name of. This war of mine I think?
>>
>>165375682
it blows my mind that you didn't play 1 anon.
>>
>>165378919
not him but i dont think 1 has aged very well
>>
>>165378281
>Too bad Unity doesn't support new C# where you have (?.).

they got that in preview release right now: https://forum.unity3d.com/threads/upgraded-mono-net-in-editor-on-5-5-0b9.438359/
>>
>>165377974
Also doesnt work for me...
>>
Where can i find good sound effects for my game?
>>
>>165379372
outside
>>
do most devs do their own writing for the vidya as well? I don't think I've ever seen anyone ask for a writer for their game compared to stuff like art and music.
>>
I want to make fantasy xcom. Should I use Godot, Unity, or something else?
>>
>>165379372
www.gamesounds.xyz
>>
>>165379649
Godot for 2D
Godot 3.0 for 3D
>>
>>165379478
unless your making a VN, there's really no call for it. it's not like any of us can make Baldur's Gate or the Witcher 3 in mom's basement.
>>
>>165379478
I don't really care about story
>>
>>165379667
>www.gamesounds.xyz

Woah, thank.
>>
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>>165369139
It's a pain in the ass but necessary. Gotta just burn through it.
>>
>>165379667
skip the www
kek
>>165379649
For 2D Godot
For 3D Unity
And for Godot I recommend C++ for any kind of more complex data processing
>>
>>165372689
I really like this aesthetic.
Pls post more.
>>
So agdg will you make games for the Switch? Only 5 and a half hours left!
>>
>>165380050
If monogame gets portability for it, sure.
>>
>>165380050
Aren't Nintendo consoles historically much more difficult to get on to?
>>
>>165380050
If Godot is supported, absolutely.
>>
>>165379478
Yeah and I think it's because most people don't really have a good idea of writing quality. Even most VNs I've seen have some really awful writing, but the audience isn't discerning and neither are the writers or devs so it doesn't matter.
>>
>>165379478
most devs have games with zero story, so no writing is necessary
>>
>>165379478
Indeed, most do. Good game writing is still in its infancy. We've yet to had our "Distribution of the Monomyth to the Hollywood Movie Industry" moment yet and 'til then, we're having to rely on what we know.

Besides, it's not exactly like the gaming public at large is particularly picky about the writing. A few good twists, some half-decent characters even if they're mostly just archetypes, and a little conflict goes a long way in game-standards for writing.

Not to say folks haven't hired real writers to work on game scripts -- but since it is a different medium they usually struggle more than the folks who attempt it ignorantly. So, yes, most devs do their own writing -- it's cheaper and the public doesn't demand it very hard. Though, as time wears on, the standards are slowly raising.
>>
>>165380213
lol

I think you could maybe get on the ps3
>>
>>165380223
>it's okay to have shit art, normies still buy the games!
>it's okay to have shit writing, normies still buy the games!
>anyone can make a successful game!
This really needs to stop. Those games only sold well because of luck. If a dev wants to actually have a better chance at being successful they need to have good art and good writing. Good music and sound too.
>>
>>165380050
the what?
>>
>>165380050
making games for consoles that aren't just homebrew requires actual budget and is a mere dream for majority of indie developers assuming we are not talking about homebrew
meme run is an unexplainable exception to the rule
>>
>>165380620
Let's be honest. Being successful in the games industry will always involve luck, even if you have good art, writing, sound, gameplay, etc.

Luck -- or a very princely sum of money.
>>
>>165380743
>requires actual budget
Why?
>>
>>165380489
Back when Godot was an in-house engine it did have Nintendo DS support. So it's not like it's impossible for them to have Nintendo support. It's just that getting console support is harder than PC and mobile.
>>
>>165380620
>anyone can make a successful game!

Anyone can make a successful game - just as anyone can become a good writer, a good artist, a doctor, et cetera.

It's mostly down to practice, observation, and doggedness whether you make a successful game or not.
>>
>>165380802
Certification, devkit
>>
>>165372689
kyooooooot
>>
>>165381061
They may be willing to furnish those if you show a good proof of concept off.
>>
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>>165380050
No, me and Kada have signed up for 3DS-dev and are looking into limitations now!

For n3DS we can (probably) have about 50 texture maps at 256x256p, and a lot more polygons than first anticipated (no actual numbers on this, but certainly several tens of thousands of tris).
I feel confident that I can keep all characters below 1000 tris, with 64x64p texture maps, and maps can vary between 2000 and 8000 tris with one or two 256x256p tilemaps (tiles at 32x32p - half of the standard Spyro size).
We're considering a (simple) shader for the gems, but pretty much everything else will be "unlit" textures with vertex colour for fake light and shadows.

So fucking excited!
>>
>>165381142
that seems pretty unlikely, friend
>>
>>165380620
It's not just luck though. Games which sell well have at least one or two good things going for them, and standards are low enough at this point that games don't have to be strong in every aspect. Undertale was brought up earlier. It had pretty good writing and interesting gameplay even if the art sucked.

There's a lot of luck that goes into success, but there aren't many indie games which just overall suck and/or are bland which still do well. The ones that do well are strong in a couple of categories.
>>
>>165381142
Lolno. At best, they may just buy those off of you for dirt cheap and develop it themselves.
>>
>>165381172
Do you have any gameplay yet? All I've seen so far are models...
>>
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hmm
>>
>>165380904
there is no one working on getting Godot on current consoles. hell, I don't think you could build for the PS3 or the DS with the current engine.

if you seriously want your game on consoles, drop Godot.
>>
>>165381172

Those texture are a bit too high res for that filtering method.
>>
>>165379649
You should use a knife and stab yourself in the neck.
>>
>>165377449
Nice mouse dexterity simulator.
>>
>>165381269
Yeah, we have the gryphon colliding, walking, jumping, attacking and gliding around on a map with vertex colours.
We also have working vertex snapping and dithering shaders.
It still looks pretty bad, though, so I haven't posted any of it (the animations aren't stringed together properly and stuff).

>>165381430
What do you mean?
It's 64x64 and unfiltered
>>
>>165381409
I don't seriously want my game on consoles, it would just be a very nice bonus.
They do have various exports for consoles, but they vary in completeness. The problem is those things need licenses and shit, so it's not really something they can open source. They have enough funding to focus fully on PC and mobile for now. Maybe in the future the engine will have more funding to work on console exports.
>>
>not getting rich from steam and getting a shit studio to do a console port for you
>>
>>165376773
What is the node highlight algorithm that you're using?
I remember a long time ago trying to implement it when I first started deving and it was one of the things I failed. Might return to that project one day.
>>
>>165381269
its better than anime
>>
>>165376580
please never draw women
>>
>>165382053
>letting shitters handle your game
"no"
>>
>>165377120
PONG RPG WITH LOLIS
>>
trying to understand dark souls gameplay but wtf i can't even beat the gargoyles
>>
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>>165383464

>i can't even beat the gargoyles
>>
>>165383464
did you decide you were making a dark souls clone before even playing it?
>>
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>>165383464
>>
>>165383464
>trying to understand dark souls gameplay
its slow and clunky with terrible hitboxes
>>
>>165383464
>trying to understand dark souls gameplay but wtf i can't even beat the gargoyles

Allow me to enlighten you on the core principle that drives Dark Souls' gameplay.

https://www.youtube.com/watch?v=kvS6zMThiZU
>>
>>165383696
>>165383782
>>165383872
thanks for the (you)'s, boys
>>
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>>165369139
It's actually more efficient in gamemaker to start from the maximum array size and work your way to zero because that way gamemaker doesn't have to allocate more and more memory again.

sorry
>>
>>165380050
>>165383464
i want /v/ to leave this place, we have enough of our own cancer as is
>>
>>165384004
>new ip
Stop claiming (You)s you didn't do anything for.
>>
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>>165383872
>>
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>>165383464
shockwaves
>>
>>165383464
Souls gameplay loop:
>Enter area and start bonfire
>Basic enemy should die within 2-3 hits, hard enemies 7-8, player should die in 3-4 hits (if not player is over/underleveled)
>progress through area (vertically either ascending or descending) opening various shortcuts back to the opening bonfire in the form of ladders or stairways
>basic enemies will grow in numbers and a new one will be introduced about half way through the area
>eventually open final shortcut right before boss that allows for a boss run
>boss run should take about 15-30 seconds and allow player to avoid enemies
>>
>>165384063
it's a cropped shot, he could be setting something on the last position somewhere before it and then set everything in order instead of counterintuitively going backwards
>>
>>165384315
Dark souls 2 was a man trying to tell you he was your dad and knowing everything about your dad, but he was surely not your dad.
>>
>This is now a dark souls thread
guys can you get back to gamedev?
>>
>>165384580
i can post shit hitboxes about DS, DS2 , DS3 and bloodborn

they are the same shit, i seriously dont see why people hate DS2 so much, is just as bad as the other 500 games in the series
>>
>>165384580
>implying 1 didn't have the same shit

das2 naysayers are fucking delusional
>>
will people get mad at me if i put a hidden stat on female characters with -20 str and -10 int and a +5 str on male characters? it's not gonna be shown in the character creation but it'll be in the code.
>>
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Well, at least I got something done today.
>>
>>165384891
Yes.
>>
>>165384891
Any hidden stats are bullshit
>>
dead by daylight but with xenomorphs
>>
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Coded a system allowing for models with an unlimited number of bones. Even added animation support with frame interpolation. It's been run relearning the trigonometry necessary for 3d transformations and collisions.
>>
>>165384891
The sexism I don't care about but dicking over a player with this hidden shit ain't right.
>>
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>>165384802
DS fags are the MLP of vidya, they shit on every board
>>
>>165384891
I'd be pretty pissed if I wanted to play a female character in a fictional videogame and the faggot dev hindered me because he's triggered at the fact that women exist
>>
>>165384891
I once played a homebrew pnp game with a DM who insisted that women get a bonus to intelligence. He turned out to be a tranny.
>>
>>165384893
>passing parameters
>new rectangle()
>new vector2()
can someone explain to me why garbage collected languages make you do this?
why cant it just be
>rectangle()
>vector2()
?
>>
>>165385060
It just means that playing a woman would be hardmode, just like real life.
>>
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Are some anons still doing reviews of demoday 12?

I'm still waiting for mine.
>>
>>165384893
Good job anon.

>>165385069
There's arguments to be given about boys having higher base lifting capacity and women having better balance -- but sex-based intelligence/charisma-boosts for humans is dumb.
>>
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>>165385060
>not enjoying hard mode for your waifu
>>
>>165385115
So that they know you aren't referencing an existing rectangle ()? I don't know, I never formally learned CS
>>
>>165385205
link, I'll play it now
>>
>>165385205
Still waiting for mine too, anon. Thankfully, a few kind folks in the thread have done a total of two little blurbs about the game and I did manage a comment on the itch page for it so I've at least gotten something back.

What's your game's name? I'll try and pay their generosity forward.
>>
>>165385375
https://itch.io/jam/agdg-demo-day-12/rate/110400

thanks
>>
if you're not making a dark souls clone you should kill yourself, nothing better than dark souls can be made , at least try copying it.
>>
>>165385002
>dead by daylight
>>
>>165385479
Even in trying to help people out, it seems I'm >>165385384 invisible at times. Grabbed your build, playing it now. Any particular sorts of feedback you're looking for?
>>
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>realize that my scaling settings in gms don't work properly
>try to use something taken off of a tutorial
>while it works, i can't control it to the extent i want and it doesn't work properly for fullscreen
>>
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Treasure golems are friendly robots that hold your loot
>>
>>165385197
this triggered me
>>
>>165385717

golems are cute! cute!
>>
>>165369240
>XML
>>
>>165385717
nice job stealing concepts from dota
>>
>>165384869
>>165384887
DaS2 has a fucked up roll hitbox so literally every enemy attack can be fucked. The other games have infrequent bad hitboxes for the enemies themselves.
>>
>>165384891
dude epic! absolutely epic!
>>
>>165385831
Which concepts? I've barely played dota; dgaf about stealing it but im interested

>>165385749
thx
>>
>>165384891
female already get a bonus in games for having a smaller hitbox, seems fair to me.
>>
In regards to what >>165384891 was talking about earlier, do you feel that characters in RPGs should be the same regardless of genders? I've been considering giving males a 5% boost to STR and DEF and females a 5% boost to INT and RES, but how would you guys feel about that?
>>
>>165386087
You should, but give the 5% int boost to males so it'd be more realistic.
>>
>>165386087
Totally okay with it. Sexual dimorphism is a thing.
>>
>>165385384
Feedback so far:
- If you want to keep the present mechanic of seeing further by holding control, I'd recommend just making that part of the mouse moving towards the edge of the screen. IIRC, Hotline Miami does this to pretty nice effect. Alternatively, a passive radar might be handy -- just to show the rough direction of oncoming enemies if not their exact position.
- No lag/stutters I've seen so far.
- Shadows are alright, no glitches that I saw.
- Would recommend your magazine count be displayed somewhere you can see it. It's not even presently labeled to show that's what it is.
- Assuming the using scrollwheel to change weapons and having all weapons at start is a debug feature and in the actual game you'll have to go hunting for weapon upgrades, it feels a bit hardcore that enemies start out with big guns. If it's meant to be 'everybody has a wide range of weapons to start', I'd recommend letting the player choose what weapon they want to start with before the play begins - saving their selection for later.
- Controls feel very slidey/unresponsive. With this sort of game, that makes it a lot less fun because you feel much less in control of the character. I'd recommend improving them before most other things.
- Unsure if you've got controller support. If you don't, I'd recommend grabbing some as your target audience will definitely appreciate it.

And that's the feedback I've got for you. Hopefully it helps out!
>>
>>165386087
It's fine, plenty of RPGs have different stats for males and females.
>>
>>165386087
That limits the type of character the player can make for no good reason.

It's an even worse variation on players being forced to wear armour with shit stats because they like how it looks.
>>
>post progress
>zero replies
>shitpost has 10 replies in 5 minutes
And you faggots wonder why no one talks about game dev here.
>>
>>165386087
Males - STR AND DEF
Females DEX AND CHR or if your game doesn't have charisma - LUCK

This way noone can talk shit about gender equality because realistically, high percentage of males are stronger than females and while in real life women aren't really that quick or anything, dex can be counted for flexibility or something, and charisma/luck cus there are less females on earth so naturally they are more wanted and some bullcrap about "woman intuition"

plenty of exuses to go this way
>>
>>165386616
Posting progress to agdg is a meme. Like most memes there's no guarantee of any benefit to the memer.
>>
>>165386616
But you haven't posted progress in this thread?
>>
>>165385979
the concept of having a friendly guy who can hold your items
>>
>>165386616
you should think very carefully about your game if a shitpost can gather more replies than your progress
>>
>>165386661
>>165386087
I have a game where you can choose to be female but if you do, others will have less Respect for you. Also the game's about slaves and only females can be slaves. (Though there's an option to add dicks to these slave girls)
>>
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>>165386459
>Hopefully it helps out!

It does, thank you very much! I save all the feedback on a special document so I can make appropriate changes.
>>
>>165386616
Sorry, do you want me to say "nice progress!" every time progress is posted?
I look at every progress post but I don't always have something to say about it, and I'd rather not just say "nice progress!" every time.
>>
>>165386726
your mom is a meme
>>165386732
if he just linked his progress in that post instead of calling out the usual unchangable bullshit, he'd probably get called an attention whore
>>
>>165386807
It's from DnD you fuck
>>
>>165386087
I'd go for boosting secondary stats/skills rather than boosting primary attribs. We're not super-dimorphic but there are noticeable differences between our sexes.

Also making it % based is very weird. I'd make it a small, fixed, number. To add flavor and variety -- not change the gameplay. Girls I'd give higher DEF and boys I'd give higher weight limits or more stamina -- not a huge amount in either case.

>>165386616, if you're >>165385028: Sorry. There's just not a lot to comment about on that post.

>>165386661
If it's a stat-buying game I'd scrap giving bonuses and such and just make it cheaper for males to buy attribs that boost what they can carry/how long they can run and more expensive to buy stuff like balance and dodge. Girls, vice/versa. No hard limits -- just makes it a little more expensive to deny the usual dimorphism.

>>165386715
Well, I hope I wasn't too harsh. Didn't have much to talk about with performance [was smooth the whole time] but did post my thoughts here >>165386459
>>
>>165386921
It was a post from a new IP though.
>>
>>165386880
get the fuck out of my thread you sexist scum.
I know women are below men but there's no need to degrade them, they're at a disadvantage all ready
>>
>play new game
>suddenly want to work on a different project inspired by said game

what do?
>>
>>165386616
It's a good thing you decided to shitpost instead of being the change you want in this world. You could have replied to other progress posts that have no replies.
>>
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Guys is it possible to make a high poly game on my toaster of a computer
And no GPU
>>
>>165386873
only people with lewd characters can gather more than 7 (you)s with one post, which is an upper average of a meatier shitpost
this comparison means nothing
>>
>>165387041
You don't own this thread dumbass. I don't even post that game here, I only posted about it now because you guys are talking about genders in games.
>>
What made shovel knight not so boring?
Interesting levels?
Good enemy placement?
Different enemies?
Nice art?if you say nice art i'm gonna kill you, even though it's true

I'm gonna create something similar and i need to know.
>>
>>165386197
plz

>>165386246
That it is.

>>165386484
Yeah that's what I was thinking.

>>165386512
Well, to be fair, you get more stats from gear if you have lower base stats, so that makes up for it. So females get more STR bonuses from the same gear as compared to males equipping it.

>>165386661
I don't have DEX (ACC functions as DEX when it comes to ranged weaponry) or CHR, but LUK feels somewhat sexist doesn't it? INT/RES involves being more in tune with your soul, which in general females definitely are IRL. Either way, all classes use STR, DEF, INT, and RES in some fashion, even Berserkers.

>>165386969
I don't have any secondary attributes. I have a lot of primary attributes instead. As for the % thing, all characters stats are calculated by first calculating what the stat should be for that level, then multiplying it by the % gain you get for race, and the % gain you get from your class. Gender would work in the same way. So if you went male fire race berserker...

Base stat: 100 STR
Race multiplier: 130% (130 STR)
Class multiplier: 130% (169 STR)
Gender multiplier: 105% (177 STR)
>>
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>>165387245
>>
>>165387176
I usually get a good number and my stuff is shit
>>
>>165387164
make yes play no
>>
>>165387275
Overall polish and brevity - it gets right into it and keeps things rolling.
>>
>>165386087
It depends entirely on the game and what you want to do with it as a developer. In a linear story you might let them be male/female and essentially the same. In something much more open and "do what you want" you should give them as much freedom as possible. Maybe they want to be a big nosed black dickless midget-man at 5' 11" with super strength who has a vendetta against shoes. It's also FANTASY so maybe in your magical world men and women are the same.

I personally like 2 ideas:
Stat growth differing but no specific bonuses, so for example men would tend to have more strength over time, but you could put extra work into making the girl just as strong via outside boosts.
Stats depending on character build, so a tall burly character has better strength growth, and someone who wants a woman as strong as a man can make their character BIG HELGA, NORTHERN WIND AND CRUSHER OF LITTLE MEN if they so choose, rather than just making everyone the same.
>>
Any reason to use gamemaker studio over godot?
>>
>>165387345
oh but i wasn't baiting
there's no reason to shit on women just cus they were born women, just like nothing wrong with being gay.
Faggots and furries tho should be killed.
>>
>>165387275
Basically it took all of the fun things from various old NES games, and replaced all the tedious things with better more modern design. The game has good pacing too.
https://www.youtube.com/watch?v=rHhX5GtWNr8
>>
>>165387565
no
dont use game maker
at all, for anything
>>
>>165387565
If you're new to programming or prefer learning from good documentation and plenty tutorials over teaching yourself and abstracting from tuts for other languages.
>>
>>165387729
Please let this meme die.
>>
>>165387565
Yes. You'll make progress quicker and use much less effort to achieve the same results. Godot is kind of this pretentious niche tool for people that want to use an engine without feeling like the engine is taking care of the boilerplate for them.
>>
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>>165387792
>he unironically uses game maker
>>
>>165387354
i'd ask you to post game, but everybody who has been in this thread for more than 3 seconds knows this question is completely pointless because 95% of time when it's asked it doesn't get answered
progress posts with like 8 (you)s or more without sexy character designs AND without questions are few and far between, with the last notable example being that rts/rpg game concept
most progress posts get from 1 to 5 (you)s depending on their representative quality. this is much fewer than many of the shitposts that get a fuckload of attention in this thread and everywhere else in the internet, because when people see a retard, they're compelled to set him straight, or are just bored
>>165386873 is right, but the problem is completely unfixable and there isn't anything to do but to ignore it
>>
>>165387081
stop playing games?
>>
>>165386087
Just don't. Let gender be a cosmetic thing only, so you can focus on the aesthetic of your character (which is definitely a thing in RPGs) and not have it affect your stats.
>>
>>165387565
If you like code duplication and boilerplate, sure.
>>
>>165388020
linked wrong post but you catch my drift
>>
>>165388020
Well i was gonna post my game but you seem like a jackass so idk, enjoy being mad i guess.
>>
>>165387492
Right, I use the first option. STR boosts from gear are modified by 2- stat boost %, so if your base stats are 150% STR, you only get 50% STR from your gear, but if your base stats are 50% STR, you'd get 150%. So it's easier to make up for flaws than it is to accentuate boosts, and because females have lower STR, they'd get more from gear than men, so it more or less evens out.

>>165388073
I've also considered this. That's why I'm trying to gather opinions on pros and cons of it. Aesthetic is definitely a powerful factor in RPGs so I really gotta consider that, but I don't know if that's even an issue with how the gear thing works.
>>
>>165388382
nice name calling
>>
>>165387565
Gamemaker has more documentation. But overall Godot already does nearly everything that GM does, plus Godot has an actual real 3D engine.
>>
>>165387275
I think the spell variety goes a long way. Spells and upgrades. Upgrades automatically make a game less boring. I don't think the level design did anything particular special (but I haven't played the whole thing).

If you're not going in the spell variety direction with your game, take a look at Volgarr. In that game it's all about the potential for mastery and the fun controls.
>>
>>165388452
Not him, but "where is your game" is always something shitposters say around here to give reason to shitpost whenever you post your game, so it's unsurprisingly why "where is your game" largely gets ignored. The name calling thing definitely is uncalled for though.
>>
you know, as shitty as Ass Creed is, the idea of a discrete spring loaded dagger extends from your wrist is pretty badass.

Did Ubisoft copyright/patent/whatever that weapon?
>>
>>165388863
probably not but I don't think ripping off the most iconic part of AC is a good idea

all your comments will be, "nice AC clone lol"
>>
>>165388863
assassin's creed isn't shitty you're just a shitty hipster /v/irgin faggot who doesn't like it because it's popular.
>>
>>165388645
ACCKKSHHTUUALYYY

WIYG is a rhetorical question meant to remind nodevs of the fact that they don't even have a game and are expecting their opinions to be listened to. It infuriates them.
>>
>>165388997
jej
>>
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>>165388502
What, is 3D in gamemaker not appealing to you?
>>
>>165386969
>Sorry. There's just not a lot to comment about on that post.
Nope that wasn't me.
I know its not a lot to look at, I just wanted to post how proud I was that I put together this 3d animation system in shitty Game Maker.
>>
>>165388990
true. i wonder if it would be possible to make a variation with the same idea that isn't a blatant ripoff. hidden/discrete weapons are always cool.

>>165388997
it is a guilty pleasure of mine and i like all of them except revelations. i just said that so i wouldn't get 1,000,000 (you)s telling me how retarded i am
>>
>>165389029
Oh really? I've always had a game in progress so is that why I'm not affected by it?
>>
>>165388863
Robocop did it first.
>>
>>165389119
Appeals to me just fine when people embrace the limitations and still make good game.
https://www.youtube.com/watch?v=NfzbhHY8zQ4
>>
>>165389236
nice
>>
>>165388997
Only 2 and 4 are any good. I have high hopes for the next one if they actually do egypt though
>>
>>165388863
I've seen similar hidden blade weapons in other media. So I doubt it's trademarked or anything. Just don't call it the same thing they call it in asscreed and you'll probably be fine. Or just make it a switch blade.
>>
>>165389256
people don't "where is your game" people who don't shitpost
the reminder part applies to nodevs, shitposting yesdevs know that giving a legitimate answer to the question is a kiss of death
>>
>>165389420
>I have high hopes for the next one if they actually do egypt though
>egypt
For real?
>>
>>165389524
shitposters do
>>
>>165388863
you honestly think Ass Creed was the first to do that?
>>
>>165389256
Yeah another thing that kills nodev shitters is being called a nodev. Such a simple act yet it never ceases to burn them like holy water. You can often see notorious nodevs like sourceposter trying to mock the term yesdev and nodev as if it's preposterous. He especially is sensitive to reality.
>>
>>165389575
of course not but it is the most popular with the youngest fanbase
>>
>>165388626
well to be fair i didn't use spells too much except against bosses and/or puzzles. so i don't think that it was it.
Volgarr was pretty shit desu.
>>165387667
i guess you and the youtuber are right, how do i achieve this without looking like a complete clone?
>>
>>165389552
leaks are saying ancient egypt
>>
>>165389524
I never shitpost and I get "WIYG" in here. At least, I don't perceive my posts as shitposts because they're always serious responses.

>>165389646
I'm actually quite skeptical of that. I can't imagine anyone actually caring about it.
>>
>>165389773
>ancient
Bet they'll still make up some shitty reason why the player gets a shitton of tools / weapons to play with.
>>
>>165389715
>i guess you and the youtuber are right, how do i achieve this without looking like a complete clone?
now that shovel knight has done it and become extremely popular, you are going to have a hard time not only making something in the same league but also making something that is as good and doesn't seem like it's trying to be a cash in on the fad
>>
>>165389791
you dont understand crabs in buckets? fox and the grapes?
>>
>>165389791
>I'm actually quite skeptical of that. I can't imagine anyone actually caring about it.
It's all he cares about in the world. The injustice of being excluded because he's never made a game. The anger. The hurt. The rejection. He is consumed by it. Mad.
>>
>>165389993
i do have a gimmick and a talent tree and a completely different story and setting, is it enough?
Can i keep the checkpoints and the world t travel?
>>
>>165389998
I understand it, but I don't feel like the shitposters are actually trying to be yesdevs, so why would it hurt them?

>>165390019
That description is really nice.
>>
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Spamming this thread with my progress because I'm on a dev high today and am feeling extra shill. Here's a mini boss I started working on today. I need to give him another move or something so you can't just stand still in the safe zones but for now he's coming along well.
>>
>>165389692
how about you do a retractable halberd. of course you need to have the polearm sticking out the back of the guy when he isn't brandishing, making his coat stick out like a tent behind him.
>>
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Asking this in a new thread because nobody knew last time I asked
Does anybody know what these are, or how to catch them? They're not thrown as exceptions. I know that they are "Asserts", but that means nothing to me. Is there a way to catch, and then handle, these?
>>
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>>165390137
Looks cool anon. The APM counter scares me.

I'll post mine as well to keep the progress roll going. I added data for the techniques that will be in the first alpha.
>>
>>165390137
Were you the one who was testing a 2D tile based space station exploration MMO thing like a year or two ago?
>>
>>165390137
>summon mini skeletons
add a hand throw that attacks on it's own
>>
>>165390137
lol your hotkeys spell "queer"
>>
>>165390115
it's hard to say without seeing your game and having the same vision as you

the map has been done many times. i think shovel knight based it directly off smb3 so no worries there
the checkpoints system is really interesting to shovel knight so i cant say if it has been done before but i know that is one of the cool selling points next to having dark souls type death system

im worried that youre focusing more on taking shovel knight's design ideas rather than thinking of your own. even if you know what youre doing, there is a chance your game could turn into a budget shovel knight and that would be unfortunate.

tl;dr think for yourself anon.
>>
>>165390172
and somehow nobody thinks twice about it when they see his coat sticking out

thats actually a pretty cool and funny idea. would make for an interesting NPC or something
>>
>>165389715
>to be fair i didn't use spells too much except against bosses and/or puzzles
It seems like this would make the game miserable. The shovel is like the shittiest weapon in all of gaming

>Volgarr was pretty shit desu.
Volgarr is just about repetition until mastery. Pretty different from shovel knight where each checkpoint isn't meant to take more than say 5 tries at most
>>
>>165390371
i'll admit that it takes heavy inspriration from shovel knight because i liked it quite a bit.
It was a metroidvanai at first but i figured planning out levels is a lot of work so i just went with shovel knight instead.
>think for youself
it's kinda hard at this point when pretty much everything has been done
>>
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>>165368374
http://picosong.com/dUg7/

How's this? the end is kinda jarring, or perhaps I should say YARRing
>>
>>165390137
Answer my questions!
>>165378468
>>
>>165390573
i relate anon, dont worry. i went through literally the exact same thing as you down to playing shovel knight and wanting to make a metroidvania at first
>>
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>>165390137
>>
>>165390573
You should think for yourself in terms of making things you want to make, then take inspiration from something else that does it really well if you can't think of anything better.

Like if you were making a platformer and you wanted to limit jump control while still having some special mechanics, you would start to do that, maybe not get quite what you want, then see that Super Ghouls N' Ghosts did that kind of thing and draw some inspiration from that.
>>
>>165390625
It's good. Don't get what's supposed to be YARRing about the ending though.
>>
Does Gamemaker still have the 10 script limit on the free version, or is it just a thing in GM:S 2 now?
>>
>>165390548
>It seems like this would make the game miserable. The shovel is like the shittiest weapon in all of gaming

not him but to be fair the relics made the game a lot easier than they should have. one i got the flying dagger relic, i blitzed through the rest of the level you get it from not including the rooms that require it
>>
>>165390686
My b
>>165378468
I definitely want the MMO style small number of enemies in hand crafted maps for the dungeons, but I'm not sure what sort of gameplay I want outside of them. I was thinking about just maybe interconnecting all of the hand crafted maps and making something like dark souls but I'm still experimenting.
>>
I need to rip some robotty sprites for placeholder units.

anybody got any retro console/arcade game suggestions for me to mine?
>>
>>165390915
nobody uses the free version anymore because the paid one went for 1$ a few months ago
>>
>>165390915
The steam version was the only one with those kinds of limitations.
>>
>>165390625
Way too many quarter notes, too rhythmically regular, monotonous and repetitive, especially in combination with some of those scales that you're just traveling up and down linearly, which sounds more like instrument practice. Apart from that the core idea of the song is very good and promising and is a good match for the theme you are going for, but the execution suffers from the monotony
>>
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Guess the solution, win a prize.
>>
>>165391079
Metal Warriors
Metal Storm
Metal Gear
>>
so if im not looking to do pixel art and more of a hand drawn style, what size should i be looking at for game maker?

i know GMS has a limit on texture page sizes but how big is too big?
>>
>>165391403
11
>>
>>165391661
https://www.google.com/search?q=game+maker+texture+page+size+limit&ie=utf-8&oe=utf-8
>>
>>165391661
>>165391771

i should clarify

i meant ideal sprite resolution, not strictly just texture page size. my mistake
>>
>>165391661
default texture page limit is 2048x2048 and you can expand it to 4096x4096 or 8192x8192 if you want
>>
>>165391403
umm walk the seasons from fall to summer to reveal the secret door?
>>
>>165390914
>>165391172
Thanks. Will keep working on it.
>>165391057
Damn nice. Can't wait to buy it.
>>
>>165385115
If you call something with new [var]();, then you're creating an instance of the object.

Primitives are handled like you would expect (I.E. int 5 = 5;), but new() denotes the fact that you are instancing a new object. It also calls the constructor, so you can pass params (I.E. Rect rect = new Rect(x, y, width, height);).
>>
>>165391843
So all you're asking is "how big should my sprites be?"
>>
>>165391072
Sounds gud
How about loot
>>
>>165392042
yes.
>>
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who wants feedback on your game? last time I tried to get through all of them but I haven't touched any yet.
>>
>>165390247
Assertions are generally meant to indicate programmer error and to halt the program before something bad happens as a result. Programmer error isn't something you should be able to catch as an exception, but lots of languages like doing that regardless (e.g. with NullReferenceException).

I'm kind of mystified as to how a matrix can be invalid or what those other messages are trying to convey, though.
>>
>>165392113
the size you want them to be or the size that is appropriate to your gameplay
>>
>>165391727
>>165391863
Afraid not.

>>165392134
I'd love some feedback though there's not much to evaluate.
https://firgof.itch.io/metanoia-the-sacrifice
>>
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>>165392113
You can always zoom the camera in. These are my sprites at 1:1 scale.
>>
>>165392134

why does she take off her pants
>>
>>165392276
To fit in the mecha suit.
>>
>>165392134
When she takes that armor back off, her legs are going to look like polkadots she'll have so many bruises.

>>165392276
Either the armor has its own padding (not shown) and the fabric would just cause chafing -- or it's because she wants to feel closer to the metal.
>>
>>165392276
human machine interface
>>
>>165392276
because the artist wanted to draw a woman in panties
>>
the size my sprites need to be look like shit at that size. feels bad mang
>>
>>165392425
>We put the I/O ports/plugs in the pelvic area as a joke.
>Jack in, Jack Off - that's our company motto!
>>
>>165392276
the suit is powered by the smell of her vagina
>>
>>165392156
So am I. The assertion failures are thrown, but the program runs fine. I think that it's something being thrown in some weird edge case as an object passes from being almost-fully-offscreen to being fully offscreen so it's not like the problem is ever real.
My issue is that those things are expensive as fuck to write to the console and they make my game lag like crazy whenever they are triggered.
>>
>>165392197
>>165392270

fuck im probably not being clear.

i mean like, say you got an 8bit style game. you're probably gonna have 16x16 resolution sprites. but what about hand drawn? should i be aiming at 128x128 resolution? 512x512? will that be blurry? or is that too big? will too many sprites at that size be considered unoptimized for game maker?

like i know how to do this with pixel style but ive never tried higher res sprites before so i have no idea the fuck im doing
>>
>>165392050
Completely conflicted on loot, and character progression in general. I think I need to think more about my long term design goals before I can answer that.

Should dungeons be repeatable? Should bosses drop random loot? Maybe going back and grinding for better equips can be something a player does if they get stuck in a harder area.
>>
>>165392559
Oh, dammit. I missed a golden opportunity.
>Jack In, Jill Off.
>>
>>165392645
I answered your question as completely as was necessary

>>165392197
>>
>>165392645
if it can't be squeezed into one texture page, it will be scaled down to fit
if you want to make many many frames of really large animations, you will run out of space and lose quality fast unless you equip skeletal animation, gm:s only supports spine for that and i've never seen anyone who used it
so you will need to work around your texture pages, you can preview them to check their state
>>
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>>165375076
Thanks!

Also, new WIP menu screen, how is it so far?
>>
a game where you pilot vaginally controlled vehicles called Cooter Skooters TM.
>>
>>165392910
alright, thanks a ton for the info, anon.
do i need to do anything specific to gms will scale things down? i recall importing a very large background file a long time ago and just getting errors until i manually shrunk it.
ill have to find a way to get around the animations. could i use swfs for animation to avoid having lots of image frame data? or is that a bad idea?
i wish gm:s supported spriter.
>>
Hey, sorry I didn't post anything yesterday, had some technical difficulties. Got Clarent review done and have 3 more queued for upload:
Ctesiphon
Dungeon Party
Elemental Knight

Here's Clarent: https://www.youtube.com/watch?v=VxpgaYnLTQw
Here's the playlist that will hopefully have all the new videos in it soon when youtube stops being silly.
>>
>>165393450
What's next on the list anon?
>>
I really hate how my character transitions from running to idle (crossfade) but I don't want to introduce movement delay with a stop animation

Fuck.
>>
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Any idea why Mathf.Lerp is returning these numbers for velocity.x (a Vector3)?

https://hastebin.com/zujegatecu.cs

Here is the function that 'velocity' is being edited in.

accelerationTime is equal to 0.35f and the player isn't moving yet the velocity is still being returned as that extremely long number in the pic.
>>
>>165393083
I see those fucking eyes. You cannot fool me, anon. You will not! Not again!
>>
>>165393298
gm:s theoretically can import .swfs, but that function is complete and utter trash added in probably only to flesh out the feature lists, never got it to work in any sensible way in spite of using literally the most basic of tools.
as far as i know pre-gms versions stored everything in their memory in a completely raw form, so if you imported something really large you could easily choke it; you also needed to carefully crop all of your sprites to preserve memory. gm:s does this automatically unless you tell it not to. i think gm:s will shrink your backgrounds if they don't fit in the texture page.
i think if you want to use really high resolution sprites for your characters (and i mean really high) while animating them fluently, using spine animations is the only really reliable way to do it, but again - i've never seen anyone use this in practice, it's probably less horrible than swf import though. so, the way to tackle this is to just calculate what shit you will need to get the optimal sizes and manage your texture pages/draw functions carefully to get the most out of what you have. it's a bit like puzzle or some shit
>>
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>post yfw the runner overexplain a really simple trick like it was the biggest thing and uses buzzwords like "frames" and "consistent" just to look cool
>>
>>165393582
Ghost Knight Victis is next on the list. I'm going alphabetically.

I had to skip Dig by hertz4 because the executable didn't run even when I put it in a love2d directory.

>>165393729
Probably a be a rounding error. If velocity.x and targetvelocity.x are equal, don't call the function.
>>
>>165393729
Two ideas:

1) The first parameter of Lerp should stay constant. It looks like you probably want 0?

2) accelerationTime needs to be a value between 0 and 1. If it's 0, Lerp returns the first parameter, if it's 1, it returns the second. What you probably want is to increment a timer variable each frame by the delta time, and then use that timer divided by accelerationTime as the third parameter. What this means is that it will take .35 seconds for the velocity to go from 0 to targetVelocity.
>>
>>165393916
alright, thank you anon! this is really useful information and i will make sure to manage texture pages well. i will be relatively uncaring about sprite size while i start but as i start adding more sprites, i will be careful.

thanks again!
>>
>>165392202
in the dream scene: the hole I was supposed to click on wasn't obvious, but I found it on mouseover.
dream scene: the image effect jumped when I left the screen, the loop wasnt perfect.
the style of the mouseover textboxes isnt good. i dont have advice really since this is so early in development.
transitions are painfully long, reduce to less than 1 second. respect your players' time.
the dialogue screen feel very awkward, why aren't you using all that screen space to show both people in a conversation? It's not even like you're using VN logic where its first person and own face is never shown.
is there any way to unify the dialogue screen with the the environment? like, keep the background in view while displaying a portrait? you're really not using the screenspace of the dialogue screen.
were you testing on 720 primarily? all this feedback is based on 1080.

didn't pay much attention to the story yet, sorry.
the art looks great! if / when you add color, more feedback on what's interactible will be needed.
>>
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>>165394040
>yfw speedrun enthusiasts can't tell the difference between a q and a g
>>
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>>165394216
good luck anon
>>
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>>165392134
anyone else want feedback on your dd12 game?
>>
On average, about how long should background music go on before it loops? Is 1 minute a good amount of music or will that get repetitive too quickly?
>>
>>165394636
sure, always.
https://itch.io/jam/agdg-demo-day-12/rate/84427
>>
>>165393083
will you abandon us when your game makes it big?
>>
>>165394636
you could give mine a shot if you want
https://itch.io/jam/agdg-demo-day-12/rate/96210
>>
How would one go about adding a ripple/pulsing effect to a sprite/background in GM:S? I know jack all about surfaces so if there is a way to do it without that would be great.
>>
>>165394168
First one didn't work, so I tried out your second and my player wouldn't move. This is the code I had.

https://hastebin.com/kaliqudeke.cs

and in Update():

velocityTimer = velocityTimer * Time.deltaTime;
>>
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>>165394464
thank you anon! good luck to you as well
>>
>>165394936
I can't tell for sure from that if you're already doing this, but you'll want to be calling Lerp every frame. That way, you'll get a new velocity value every frame for .35s.
>>
>>165393083
i keep seeing the door top a top left perspective, then when i see everything else from a bottom right perspective, my brain cries

looks good anon
>>
>>165395175
Yeah CalculateVelocity() is being called at the start of Update()
>>
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weeb > furry
>>
>>165395260
it should be velocityTimer += Time.deltaTime, not multiplied.
>>
>>165395412
But they said it was impossible. They said you can't beat furry pandering...
>>
>>165393298
>i wish gm:s supported spriter
https://github.com/Gillmog/spriterGM
>>
>>165394647
15-20 minutes is enough, otherwise your players would be annoyed by the repeating music.
>>
>>165395412
Great news.
>>
Alright gentlemen, the time has come for you to post motivational dev music.
>>
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I'm trying to think about the details of implementation for my game and I wanna know what people think sounds more fun for loot farming:

>Loot Options
1. There are a set number of items in the game, with specific sprites allotted to them, base prices, stats, and effects. They have a chance of upgrading in quality, and thus price and power, when they drop.
2. Items are randomized from a pool of sprites, base statistics, and effects. Two items that have the same sprite can have wildly different prices and stats.


>Dungeon diving options
You generate a dungeon by paying gold. The difficulty of the dungeon is based on how much gold you pay.
1. Dungeons are TBOI-style with set room layouts, but random floor layouts and randomized enemy sets. There is one boss at the end of a floor. All enemies have a chance to "mutate" and gain various effects or statistic changes. All enemies have a chance to drop a small amount of loot, the stronger the enemy the better the loot will be.
2. Dungeons are a series of bullet-hell style boss rushes, with the number of bosses and their difficulty varying based on dungeon difficulty. When a boss is defeated they explode in a large amount of loot. There is one "floor".
>>
>>165394040
'frames' and 'consistent' are buzzwords to you?
are you 12?
>>
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>>165395412
there is yet hope for /agdg/
>>
>>165396021
I'll ask again, were you doing a space MMO in a similar vein a while back? This style and setup is extremely close to what I remember.
>>
>>165395997
https://www.youtube.com/watch?v=8Uee_mcxvrw
>>
>>165396216
ask again? You may have me confused with the other anon using the oryx sprites :^)
>>
Rate my shitty music: https://clyp.it/z1ugde2f
>>
>>165396431
made me want to listen to Whenever if ever / 10
>>
>>165396294
That's probably it
>>
>>165395997
https://soundcloud.com/shoopfex/komm-secret-course
>>
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>record almost 3 hours of dd12 playthroughs
>going to take days to upload
hope you can wait a week for feedback gang
>>
>>165390137
Have him move around too, easy.
>>
>>165393083
are you inside a bunker there?
>>
>>165397608
devs will appreciate it for sure
>>
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Had to stop making progress for a few weeks because money, but managed to start setting up menus and getting them working together recently.

For some reason though, I always end up having my cursor disappear when I switch menus or exit my main menu in any way and then try to navigate to other buttons. I've been using the Unity animator, Event System and invisible buttons to set up input via controller and I've no idea why this would happen. Any suggestions on why this could end up happening? I'm sure I'm just being retarded and missing something obvious.
>>
>>165397608
are you that same spic that's been doing it ?
>>
>>165397608
in the meantime here's the list of games i played. Windows only, and no gamepad because mine's busted
If i missed yours let me know and i'll play it
>>
>>165396702
Is that good or bad?
>>
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>>165393138
>>
>>165397847
that's not a lot of games desu
>>
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>>165397847
whoops, here's the list

>>165397818
no
>>
>>165397847
so you played nothing
>>
>>165392134
Wow this is somehow kind of hot.
Any more like this?
>>
>>165398026
>Tender Arms 1:14:20
that's some thicc feedback
>>
>>165397758

seems to me the cursor is going somewhere else that's getting input focus.

click on the "visualize" button to see where your cursor is going to. you might need to do so during runtime.

or is that cursor not tied to the UI input system at all?
>>
>>165396431
reminds of me of myself years ago when i wrote music for a game that was literally just an electric guitar lol
its a start but it's lacking the rest of the band

need drums, another guitar for harmony, and bass.
>>
>>165398391
The cursor is completely tied to the UI, yeah. No scripts are making it work at all. I'll check that out, I was aware of what that visualize button did at all! Thanks for the tip!
>>
>>165397915
A mix of racing game and dating sim. You have to romance the other girls in the middle of the race, and still win in the end.

You can harass them, and if they don't like, they will kick your bike, and you will lose speed and probably some positions in the race.
>>
>>165397908
it's alright, just sounds like some practice/one off recording.
>>
>>165397676
The black thing on the bottom is an asphalt road, I added the mirrored version on top because fuck drawing more trees
>>
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>>165398026
Well, you missed my game. Check out "23\Prometheus" if you are interested.

Link related: https://itch.io/jam/agdg-demo-day-12/rate/109754

It won't be long to finish it.
You will either finish it fast, cause it's really short at the moment or you will encounter bug that happens randomly, that will fuck up one cutscene and will make character keep on running to the wall, which will probably discourage you enough to not play again
>>
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Could your game be part of an indie contest?
Check by yourself the 18 nominees of the swiss festival Ludicious and see for yourself if your game is better than one of them.

==Nominees International Competition==

3 nights in Chicago
https://www.youtube.com/watch?v=2mbKylsL2Gw

A normal lost phone
https://www.youtube.com/watch?v=ZWLTv9d-irc

Candle
https://www.youtube.com/watch?v=BKp87REJ54U

Ellipsis
https://www.youtube.com/watch?v=Y9SMj6KA5Ps

Fresco
https://www.youtube.com/watch?v=ac_RbGaXgC0

God is a Cube: Nanomachines Rising
https://www.youtube.com/watch?v=3VrRv0nVz-g

Hue
https://www.youtube.com/watch?v=coKjsUpdAXY

Lance a Lot
https://www.youtube.com/watch?v=SRRAPyP3mKo

Oniri Island
https://www.youtube.com/watch?v=icmwfZ7NYlU

Reigns
https://www.youtube.com/watch?v=O2HnvpXqII4

Swap Tales: Leon!
https://www.youtube.com/watch?v=Pve7nkRw-TU

Twisted Lines
https://www.youtube.com/watch?v=x97HDeZO5ME


==Nominees Student Competition==

Castle Hustle
https://www.youtube.com/watch?v=3YSMFSYQB-o

Interrogation
https://www.youtube.com/watch?v=_LsZoggH660

Lily - Colors of Santa Luz
https://www.youtube.com/watch?v=3y6tSOULhCA

Nocturnal Hunt
https://www.youtube.com/watch?v=thOaLvxz-Lo

ShadoWalker
https://www.youtube.com/watch?v=OTVIgb7Tq0k

ViSP – Virtual Space Port
No trailer!
>>
I need to do my own assets but I'm not experienced in this. Is it faster to learn and do 2D or 3D? It's for an isometric game (think shadowrun).
>>
how the hell do you find time to dev and still work a full time job so you can feed yourself?
>>
>>165399069
>Could your game be part of an indie contest?
No.
>>
>>165399069
That's one hell of a shill.
>>
>>165399178
>That's one hell of a shill.
That's an awful introduction, but I hope to understand why some games are nominated and why others are not.
>>
>>165399069
lol I read that as Normies International Competition
>>
>>165399095
Only need to do a few hours of dev every day.
>>
>>165399095
dev during the weekeends silly

and after your 9-5 job work from 5 - 10 .
>>
>>165399069
maybe when it's finished first?
>>
>tfw making reviews faster than I can upload them
>Could make them a lot faster to upload by just recording at 720p
>Already uploaded a few in 1080p so it would just seem unfair to the rest

Save me from this torment
>>
>>165399519
Reviews? What? I'm new to /agdg/ and what exactly are you uploading?
>>
>>165399090
If the game is completely taking place on a single flat plane then 2D is faster, because it's just 2D math. If you plan on having elevation then 3D would be easier. However 3D does take longer to make.
>>
>>165398420
>>165398729
Yeah, I sorta just put my phone in front of my amp and started recording. I'll definitely add drums and maybe change it to an acoustic if I can figure out how to do that well in FL studio. It's probably gonna be the boss music in a desert stage or something.
>>
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finished the first tier of my passive skill tree... do you think the general shape of it and the paths are good?
>>
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if i clean this up, make sure the letters are equally thick and spice it up, do you think it would look good?
>>
>>165399625
Every 2 months we have a Demo Day. It's a day for devs to upload a demo of the game they're working on. People give feedback and reviews on the demos.
>>
Is there a good data structure like a dictionary but can hold any value type.

For example I have a type of action

Each action will have a string description, multipliers, a few booleans etc.

Is there a good way I can go AllActions["Slash"]["DoesDamage"] or AllActions["Slash"]["HeadShotMultiplier"]?
>>
>>165399905
looks like the POE skilltree so sure whatever
>>
>>165400394
it depends on the language youre using
>>
>>165400480

C#, I think the only way to do this is make my own container class but I'd rather avoid it due to the nature of the system
>>
>>165399905
Where do you start?
>>
>>165399956
As long as your linework's clean and you keep your baseline, x-height, and topline stable and on a curve, it can look pretty good.

>>165399519
Thanks for all the work, anon. I hope I get to see someone playing my game on video by the end of this.
>>
>>165399956
poking fun at racial stereotypes is always comedy gold
>>
>>165398787
noted
>>
>>165396216
I'm the other guy using oryx sprites, sorry for not noticing the first time. I'm definitely not the space MMO guy.
>>
>>165368619
I know you're probably just memeing, but there's this tool ( http://www.steamidlemaster.com/ ) which can "open" the game without actually opening it, and leave it idle for getting cards.

You could use that to get past the 5 minute requirement.
>>
>>165400690
the middle
>>
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>>165393138
That would make a great arcade game. Grind to accelerate. Tilt to turn. Force feedback. Moisture sensors increase max speed.
>>
>>165400394
Action interface implemented by the different actions. That allows different actions to have different properties, while being able to store them all in the same collection. It does mean that all interaction has to be done through the Action interface.
>>
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I N D I E
>>
>>165401085
>I N D I E
>pixel art

Checks out.
>>
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>>165398391
Ah man, thank you so much for telling about that, helped me to realize that my cursor wasn't disappearing but the animator wasn't setting the transparency value to 1 but kept it at 0 instead.

I appreciate the help, now it works just fine! Time to add some more menus and spruce the current one up more!
>>
>>165384891
Don't forget 50% chance to die in childbirth, and 50% chance to go hysterical 1 time a month, this causes confuse or berserk.
>>
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>>165399789
I don't mean the coding part, I mean the asset creation. I did some coding for 3d and 2d projects before, enough to know my way around. It's just that now I have to do assets as well for my new hobby project and I want to know whether 3D or 2D is easier/faster to learn and do.

Again, it would be an isometric game, I guess the closest thing to what I imagine are the shadowrun games.
>>
>>165401337
>2017
>getting butthurt about pixel art
???
>>
>>165400714
What's your game?
>>
>>165401362
Why's the feather wonking out like that though?
>>
>>165400739
what stereotype?
>>
>>165401367
>No bleed
>>
>>165401048
HEAD TO HEAD MULTIPLAYER
>>
>>165401515
Butthurt? I just said since it was pixel art it was indie. Ooh, I get it. You're a troll. Sorry, I was taking you seriously.
>>
>>165401593
I forgot to set the animation duration to 0 in the transitions, so there's a bit of a delay when it switches transparency.
>>
>>165401474
2D would be faster to learn and make. You could always just use free assets for your first few projects and get someone to make new assets for you at some point.
>>
>>165400047
Are they video reviews?
>>
>>165401863
Not always. You'll also get some anons dropping by to give you feedback on your itch.io entry as well and some folks in the thread sometimes will contribute their feedback too.
>>
>>165401474
2D is definitely easier, and in a lot of ways faster. The one thing 3D has going for it is you only need to model and animate a model once, and then it will work from any angle. Meanwhile 2D you have to make a unique set of sprites and animations for each direction you want it facing.

So I guess it depends, if you're going to need lots of animations from 8+ angles, 3D might be better. But if you're going to have simple animation and maybe just 4 directions, 2D would be faster.
>>
>>165399069
>God is a Cube: Nanomachines Rising
>>
maybe if i become a girl the press will pay attention to me and my game
>>
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>>165386087
women are generally smaller than men which means they are capable of stricter movements with their body simmilar to yoga or things like that

int boost is to male/female doesnt make any sense

str boost to males makes sense

females are generally good caregivers and mother figures so if there is a magic stat in your game i would go with that

also women can seduce men easier than men can seduce women
>>
>>165401863
There's not a main person that reviews the games. It's just whoever wants to do it. Some people make videos, some just text feedback.
>>
>>165402076
Not unless your game is about the horrors of manspreading and mansplaining.
>>
>>165385807
Sauce
>>
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>>165401840
I kinda doubt I'd find free isometric assets for a Lovecraft themed game set in America in the period in-between world wars...
>>
>>165401863

Reviews come in many shapes.

I'm doing a video review series where I just launch the game and play for a while and try to give an opinion on the general gameplay, graphics and sound design.
Very much a first impressions kind of thing. I think it's useful for devs to see what other people think of their game the first time they play and what difficulties they encounter, for example.

>>165369043
I just realized I didn't actually link the playlist: https://www.youtube.com/watch?v=lyebX5weUGs&list=PLmFlFUB8IEGYcS9j2FD_JHCJ4rLmLzpuk

Clarent is finally on it, youtube was being a bit weird with it for some reason.
Got 6 uploads going now, at this rate I'll be uploading all through the weekend.
>>
>>165402104
>also women can seduce men easier than men can seduce women
As a black guy, I disagree
>>
Does using asset store plugins for things like shaders make you a fake gamedev
>>
>>165402436
No. I was contracting for an actual game studio a few months ago and you'd probably be surprised how many asset store stuffs they were using.
>>
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Made some good progress on the upgrade system. Now when you find an upgrade and break it open, Frauki will mention what it is and then show you how it works. Here is an example
>>
>>165402419
a clumsy girl can get dick easy
a clumsy guy cant get shit

its a lot easier you faggot
>>
>>165386087
In my everday experience, many females tend to notice and keep track of more things, while many males tend to grab one thing and really go at it. Breadth vs Depth of focus, as a generalization.

How that could be applied to games is a matter of creativity. It'd be interesting to see a focus system define your chance of success for actions. Do you focus narrowly on one character to increase your attack chance, or focus as widely as possible to increase dodge chance? The maximum focus 'width' could be driven by this perception stat.

That said, any character creation should really allow players to make all the variations of the species. Rules for in-world gender-dimorphism would be better applied to NPCs.
>>
>>165395412
I wouldn't have it any other way
>>
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>>165401085
>that hairstyle
>>
>>165402731
What?
>>
>>165390947
This might be true but I really think that the game isn't balanced around you just using the shovel (as evidenced by the constant magic drops, the bad shovel attacks, and many level layouts). Maybe I'm just bad tho
>>
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>>165379808

Working on a spider.. maybe a boss? I think if I keep up this pace I can make it for demo day 13
>>
>>165402407
>>165402152
>>165401948
Fuck now I'm much more scared to post my game here.
>>
Busy lazy dev review guy blah blah blah today we have:

R.A.D. Ross: This is a good beginning. I could say more but that pretty much encompasses everything-- it plays OK but not great, it looks OK but not very good, the writing is... going somewhere, but I suspect it's kind of derivative, the menus need work, but it doesn't up and fail at any point. It also can be challenging if you limit yourself or just don't play like a bitch.

Bloodworks: >VCRETC420.DLL

Project Rocket: This is another one that got me to break out the controller. You have a real winner on your hands. I would pay actual fucking money for this. When I died it wasn't frustrating usually, I just laughed at how stupid that death was and tried again. I started over to play the beginning parts with a controller and decided to play through the whole thing again. I did get a little frustrated playing the last room the second time through, for some reason on the first playthrough it took me ten or a dozen tries but on the second it took me 50 or 60. The only things left to do here are touch up the graphics, introduce more varied graphics and music, and maybe make the controls a little bit less slippery or lower momentum a tad.

Tyranny 3000: It's OK for being born last night I guess.

NO VIDEO: You've got some interesting and functional mechanics here, now you just need a game to put them in and something fun to do with them. That's a roundabout way of saying I want to like this but I came away unimpressed and unsure about what was going on.
>>
>>165402152
>that epic 6+ hr stream for dd7 (or dd9?) by a BRo
>>
>>165403613
Why? Just post it. Your game is shit, people will say it's shit. Doesn't matter. You'll get better at making game, you'll make a fun game. Don't ever give up. Just like make game.
>>
>>165403613
Don't feel scared, anon. I posted a glorified tech demo for my demoday submission - hardly any gameplay at all in it - and it still went over fairly well.
>>
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What do you think of my goat man, /agdg/?
>>
>>165403836
>>165403764
I guess if I do post my game and you guys say it's shit, I could just think to myself "well at least I have a girlfriend and the people saying my game is shit will never have one."
Thanks guys. But I do hope you guys will like it once I'm finished with it.
>>
>>165403693
I want to add, I played NO VIDEO a lot longer than I felt like to give it a fair shot, and I kept finding out little things, but I just hit a wall and couldn't get past it.
>>
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>>165404241
>>
>>165404241
he's the GOAT
>>
>>165404253
Good luck, anon! I'm rooting for you.
>>
>>165404241

a little janky, I would add more inbetweens
>>
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>>165404241
Looking pretty cool
>>
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this fucking loomis guy didnt put how to draw hair in his book

at this rate i think i will be able to draw game art in 5 months
>>
>>165404241
Looks like a bunny to me.
>>
>>165404453
Technically, that's good enough to go with right now. And yeah Loomis just expects you to figure hair out. Best advice I can give you is to just block the hair out like it was also shapes.
>>
>>165404241
Looks like a rabbit
>>
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I found boring to just go to the other room by walking to the end of the room. So i did a spawning door.

Its ok, bc a part of the game will be focused on hallucinations.
>>
>>165404453
POTION SELLER

I NEED YOUR STRONGEST POTIONS
>>
>>165404241
Its left arm blends in with the body a lot, could use some more definition. Pretty cool though overall
>>
>>165404582
Appropriately trippy, then. Looking good, anon. Also nice walk cycle. That's a lot of frames.
>>
>>165404241
looks good but too much motion
>>
>>165404436
>filename
is that oc?
>>
>>165404582
>>165404731 This guy is just not trying to make you feel bad. It doesn't look good and there is too much motion.
>>
>>165404875
no
>>
>>165404882
fight me IRL it does look good, it reminds of Fallout 2 ghouls

the animation is of course garbage but the colors and character design is good. Except for the chest
>>
>tfw a hack who can't code without a reference of something I want to do already existing
even if all of my code ends up being something I could have copied from somewhere else, how do I conceive code
>>
>>165405045
what are you trying to do anon?
>>
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>>165402731
Shut up.
>>165401085
Don't forget, the character is a transsexual. ("Laura" Kate Dale)
And it's being produced by Jim Sterling.

Rant: FUCK THE SIDECUT HAIRSTYLE, IT'S A LAZY WAY FOR DIPSHIT WANNABE PROGRESSIVE DEVS TO FEEL HIP, TRENDY, AND MODERN, FUCK EM
>>
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>>165401085
>icon shows hair falling on right
>inworld show hair falling on left
>>
>>165405045
Are you, by chance, female?
>>
>>165403229
>tfw I have that hairstyle
and it's dyed
>>
>>165405045
nothing wrong with referencing, as long as you understand your own code base, that's how you learm.
>>
>>165405310
>he's still triggered

jesus anon
>>
>>165405308
>yfw both sides of their head is shaved
>yfw it's a limp mohawk
>>
>>165405397
Nothing wrong with it. Ignore the memesters nodevs.
>>
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>tfw only interested in making ms-paint tier art and telling shitty stories.
>want to put pong on the HUD.
>zero idea of mechanics that would be fun or interesting.

My game is destined to go far.
>>
>>165405443
All because I posted a single video of a female discussing video game AI design last thread. He's still butthurt that a female is better at AI design than him. It's amazing, really.
>>
>>165405413
Well yeah nothing's wrong with it if you're a woman. It makes sense that you still need a reference just to code if you're female.
Pretty weird if you're a man though o_O
>>
>>165405546
One core mechanic your game revolves around, anon. You don't need a bunch of mechanics to make a good game. The bare minimum is just one, polished, mechanic that's explored in a variety of ways.
>>
>>165395610
That just makes the movement very rigid and it doesn't accelerate.
>>
>>165405546
is that a flying jew head?
>>
>>165404686
Thx!
>>165404882
Im fine with it, it looked too rough with less than 12 frames, also it would take time to change by now bc it is coded to make changing clothes easy and kinda spaghetti.
>>165405012
uh thanks, but more details please?
>>
>>165405710
>I'm fine with it
We all know you're not, retard. I bet you're crying right now because your feelings got hurt boohoo fucking baby.
>>
>>165405798
think what you want
>>
>>165405864
Don't respond to trolls. Ignore them, hide their posts, or report.
>>
>>165405045
Break your problem up into parts. Do one part, figure out how it connects to a different part.

If you can't even think of how to do one part, then you probably just don't know your tools well enough.
>>
>>165405175
Write code by myself. The idea was to start small with 2D topdown grid movement, as the groundwork to get me familiar with the process, but as I'm reading guides on how to do such movement, I'm noticing I'm doing nothing on my own besides copying and it's bothering me.

>>165405310
I just started working on this game because I'm sick of being a braindead nodev doing nothing productive with my free time. A thread on /v/ this week inspired me to get working, although I do have some experience with programming.
>>
>>165405710
You had me really confused, anon. The last one was directed at my bunny (goat), the second was at us both.
>>
>>165405652
This is stupid advice because his game is obviously just a fuckaround project for fun. Two dozen halfbaked mechanics for the sake of yuks would be better for that sort of thing.

>>165405702
oy vey!
>>
why make video games when you can make accounting software
>>
>>165406138
why make anything when you can just kill yourself
>>
>>165406138
or, you know, you could kill yourself
>>
>>165406223
>>165406206
what the fuck
>>
>>165406206
>>165406223
your awfully angry for a maker of childrens toys
>>
>>165406308
it's good advice though
>>
>>165389310
I didn't get why people liked this game.

It's just a bunch of missplaced props and the gameplay is literally search tape, listen to tape, search tape.
>>
>>165405259
Fuck, wrong game. Sorry.
>>
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Is there any reason to follow a sensible design workflow when I could just design a boss and make the level later?
>>
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I'm done for the night. Next video should be up in about 30 minutes or so, rest should take about an hour to upload each. I think I got the auto add to playlist thing working so if you refresh the playlist page every hour or so you should see a new review up for the next 7 hours.

Latest upload was ctesiphon.
https://www.youtube.com/watch?v=lyebX5weUGs&list=PLmFlFUB8IEGYcS9j2FD_JHCJ4rLmLzpuk
>>
>>165402563
sorry about the horrible quality btw. still figuring out a video recording/converting set up on my new computer
>>
>>165406024
Followed the wrong string of replies, sorry for that, anon.
>>
>>165406023
It starts that way for everyone anon. Eventually you'll either reach a point where you have to make it your self, or won't look thinks up anymore. If it is something you never messed around with before, copy pasted code works, but you'll end up manipulating it for your game anyway.
>>
>>165402563
That tutorial is really fucking jarring.
>>
>>165406398
Atmosphere, an unusual premise, and a story that sticks with you after you close the game.
>>
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Please post an early progress post, and then a current progress post so I find hope again.
>>
>>165406502
You make the tutorial for my game then if you don't like what I fucking implemented.
>>
>>165406502
Well, it's just a start. Any thoughts on making it more clear
>>
>>165406690
here
>>
>>165406690
Old dialog system: http://imgur.com/dOxiWsq.png
New dialog system: http://i.imgur.com/aOO4kjm.png
>>
>>165406830
now post the early version
>>
>>165406753
>that level of anger over feedback

You're not gonna make it bruv.
>>
>>165406458
Wops, meant to post the playlist link rather than the video+playlist link.
https://www.youtube.com/playlist?list=PLmFlFUB8IEGYcS9j2FD_JHCJ4rLmLzpuk

Also, here's the list of games that are uploading:
Dungeon Party
Elemental Knight
Ghost Knight Victis
GunMetal
Helleton
Jack and Casie
>>
>>165406954
That wasn't me, that was some random person. This was me:

>>165406765
>>
>>165406954
Reminder: There's trolls in this thread that like to manufacture drama to derail the thread. This includes impersonating devs, which they're more than happy to do.
>>
>>165406690
You're never going to make it anon if you stem motivation from people in nodev general.
>>
>>165406690
Sent ;)
>>
you watching the switch reveal, /agdg/?
>>
>>165407101
Then you're A-OK.

That being said, the tutorial does need work, either have your character talk about casting energy out in a way that makes more sense within the context of the game, or just have a textbox telling the player how to use the ability.

>>165407202
That's fucked up yo.
>>
>>165407267
hoype
>>
>>165407267
No, I'm busy trying to figure out how to bridge two of these assets. They can't talk directly at each other's variable databases -- but I can send messages back and forth. But since neither is capable of delivering information, I'm left scratching my head on how to get the two to work together on one my game's puzzles.
>>
>>165407267
don't give a shit to be quite honest
>>
Give me good UIs /agdg/! Your very best!
>>
>>165407267
>nintenblow
>>
File: 2017-01-12space.webm (2MB, 432x242px) Image search: [Google]
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After taking a few days to do things like optimizations I get to return to features again. I decided that instead of having to balance between fast/fun movement for action and still be playable for exploration, I could implement a fast and controlled mode for thrusters and make both viable parts of the game. I still have a few changes to make like heavy damage/huge impacts disabling the stabilizers so you have to recover yourself, but I'm happy with how it's coming, especially since I can work on unique planet stuff again which is fun.
>>
>>165407283
You really do act like you're in control of a game.
The thing you're requesting is so specific you might as well just do it for him.
>>
>>165407506
This, not gonna buy it anyway, so I'd rather watch agdq or ven better dev instead
>>
>>165404253
forget your game, post your girlfriend
>>
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>>165407507
I guess this is technically the best UI I've made in terms of things which have moved units. I don't feel like it's my best work overall though.
>>
>>165407507
Deadspace 2bh
>>
>>165404582
Will your game play like the out of dungeon part of Persona? Because I'm getting that kind of vibe and I really dig it.
>>
>>165407283
Ah, so it's with the text. I just kind of slapped some text in there to get the point across. Would something like:

>Oh neat! This weapon let\'s me throw my energy out like a boomerang. The more energy I have, the strong it will be!

Is that better? All the text boxes are from Frauki talking in first person, so I want to keep that consistent. I thought her breaking ther fourth wall a bit would be ok, but I can teach them the button to use later.
>>
>>165405397
You are disgusting.
>>
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>>165407657
This is me and her
>>
>>165408350
>her
>>
>>165408350
Fucking coalburner
>>
>>165408350
>interracial
>>
>>165408350
>zwycięzca konkursu na najlepszego tatę na świecie
i wonder which ag dg dev it is
>>
>>165407893
I guess it will be somewhat like that, im going for the newgrounds style that you have stuff do and the city for you everyday, and story progress with time.
>>
>>165407717

cute!
>>
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>>165406690
>>
>>165408501
>>165408515
>>165408559
I'm actually white, everyone from poland is. No black people here.
>>
>>165408350
>Posting gf on 4chan.
Worst boyfriend ever senpai.
>>
>>165408885
Okay this has GOT to be the worst UI I've ever seen on /agdg/. Holy fucking shit, just look at how the text inside the box isn't centered. And even if it is, it's still total shit. Fuck this is disgusting.
>>
>>165408623
Well know I look forward to your game, Anon.
>>
>>165408885
Was ready to be an edgelord and shit on you for the left side... then I realized what the image was.

Good work.
>>
>>165409086
>>165408885
He bought the assets, too :^)
>>
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>>165409086
My game is basically entirely GUI, is it tolerable?
>>
>>165408950
It's not like there's really anything you can do to her. And even if you were able to track her, we're still not married so you won't be able to get me.
>>
>>165408908
World of Horror dev?
>>
>>165409113
Thats really good to hear, thanks, anon
>>
>>165409160
Oh my god that is fucking disgusting dude. Seriously, you should've at least asked someone here first if it's good before fully implementing your UI. It's fucking shit and the background is low res and doesn't fit in with the rest. It really looks like a beginner made this. I recommend starting from scratch dude, or just stop making games because you're pretty bad at it.
>>
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>>165407507
Ye?
>>
>>165409396
Oh my god dude your advice is so fucking shit LOL maybe you should just give up kiddo because you're obviously not gonna make it grandma sending LOL to you and your family ;o)
Maybe next time you should just show us your game.
>>
>>165409160
If the information is relevant, its ok
>>
>>165409565
I already posted my game you fucking retard I even already uploaded it on itch.io and it's getting really popular it's called World of Horror you should look it up kiddo you may learn a thing or two.
>>
Can I give enemies perfect pathfinding, or will that annoy players too much?
>>
>>165409817
It depends. Show us your game first.
>>
>>165409705
So it's safe to assume you're false flagging World of Horror...?
>>
>>165409817
What's the game? Impossible to answer specifics without more info.
>>
>>165409705
LOL you fucking fag my game is way more popular than yours. You think you're such tough shit but you obviously ain't gonna make it kiddo. In fact I'm currently making the sequel to my number 1 hit game, Dream King in Construct 2 and it's gonna blow your fucking game out of the water, Grandma. Better hold on to your fucking jacket because I'm gonna blow you away bitch LOL ;o)
>>
>>165401362
What name did you decide on for this?
>>
>>165409565
>>165409705
>>165409396
>>165410024

Just want to point out that what I was saying earlier about impersonating devs and manufacturing drama is on full display here. Troll responds to self, tries to bait people to respond. News at 11.
>>
>>165409905
>>165409965
I don't have a game yet...
>>
>>165410239
Faggy McFagfag
>>
>>165410298
Doesn't it just make you eager to become a known dev on agdg? :^)
>>
>>165410239
Current potentially final title is "Horizon To Crinoa: Faith in Radiance". I want something that sounds very stereotypically/generically JRPGish.
>>
>>165401362
The girls are cute but the dude faces are pretty bad, too flat/hexagonal
>>
>>165410397
>you will never be a celeb in /agdg/ AND have a girlfriend at the same time
why live
>>
>>165410381
Then there's no answer. In one game it could be fine to have the enemy always pathfind perfectly, in another it could be a huge balancing issue and unfair.
>>
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>>165410298
Oh relax anon, we're just having fun. Drop the conspiracy shit.
>>
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>>165410468
Yeeeahh, the images I used are placeholder stuff by my previous artist, so they aren't perfect. Scaling and transparency isn't perfect or anything since I lazily threw them in for testing. I've got a new artist working on new art, however, so it should be a massive improvement.
>>
>>165410525
>>165410397
Being famous here on agdg is just like being famous in your class. 40 people know about you and that's it, hoo-fucking-ray.
>>
So is unity actually shit for 2D or is that just a meme.
>>
>>165410634
>Drop the conspiracy shit.
The only way someone could be braindead enough to think that the suspicion of falseflagging in this thread is "conspiracy shit" is someone who is themselves falseflagging.
>>
>>165410756
Your life is a meme you should end it.
>>
>>165410756
It can do it fine but it doesn't specialize in it so you have to jump through some hoops to make it work right. You might as well use something specifically for 2D so it can do it better.
>>
>>165410756
It's not terrible but it isn't well suited for low resolution 2d as you need to fight the engine to get pixel perfect accuracy.
If you're doing high resolution 2d, Unity will be fine.
>>
>>165385479
character movement was too slow, camera was too close to the player, it took too long for the player to accelerate, no sound, overall not bad though.
>>
>>165410891
Isn't it a common workaround to even just take low-res images like little 32x32 characters and just make them 64x64 so they screw up less with the precision?
>>
>>165410807
I obviously wasn't false flagging as shown in the attached image, you piece of beautiful art.
>>
>>165411005
Yes, upscaling low resolution games is common to counter issues with pixel perfection, but you also end up with pixel alignment issues which can ruin the intended aesthetic. At that point you might as well use a higher resolution art style imo
>>
Why use floating point when you can use integer arithmetic?
>>
>>165411005
Yes that's common, and that's exactly what one of the problems is. That should not be an acceptable thing to do. No other engine with proper 2D support needs to use a workaround like that, they just come pixel perfect out of the box.
>>
>>165411214
Unless you're going for pixel indie shit because you can't into art and don't care about how accurate it is
>>
>>165411282
When you need fractional amounts and don't want to deal with enormous numbers.
>>
Took less than 3min to browse a 700+ replies thread.

There is nothing but shitposting and the same stupid questions in here, progress posts or even gamedev talk barely covers 5% of this thread.
>>
>>165411365
Coming from a dev who really tried to do pixelshit, I find it a LOT more difficult that just drawing a normal resolution sprite. You have less room for detail, need to understand colors very well, and every pixel counts so basically you have little room for mistakes.
>>
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even with all the distractions agdg gives, I've more or less finalized the gib system (at least until the requirements change), I think I'm gonna more over to the AI systems now, does anyone have some good resources on how to organize ai swarms like this?
>>
>>165411493
Yep. Catching up on a agdg thread is a great way to make sure you feel dirty by the time you start posting.
>>
>>165411697
Oh sweet they're finally making a sequel to sword of the berserk.
>>
>>165411493
I have a gamedev question

um

should I make my game support mods, and

should I make the characters talk in middle english if the game is set in england circa 1300?
>>
>>165411697
What sort of fps are you getting on that?
>>
>>165411953
Based on my interactions with some autist on /vr/ about the War of the Lions translation.

I would say don't bother as no one appreciates ye olde english. Otherwise you can but tone it back because your average person knows fuck all and will fly into an autistic rage about words they need to google.
>>
>>165411908
shhhh

>>165411998
I can keep it around 60 with 360 enemy actors in screen.
hopefully I can get more but I haven't spent a lot of time on optimization.
>>
>>165411953
latin/gaelic/yiddish
>>
>>165411953
>should I make my game support mods

If you expect a large audience, yes.

>should I make the characters talk in middle english if the game is set in england circa 1300?

Please no if it's not understandable. It's an allowance the audience will easily grant you, people speaking modern english in whatever location in whatever time.

Why does the German Duke from 1540 speak in English? Because the target audience only speaks English and subtitles generally suck.
>>
>>165411953
>should I make the characters talk in middle english if the game is set in england circa 1300?

Most people can't understand middle english, so it probably wouldn't be a good idea.

>>165412383
>I can keep it around 60 with 360 enemy actors in screen.

I didn't realize that unity had that sort of capacity in it. Impressive.
>>
>>165412337
I didn't want normies playing my game anyway
>>
Is there a way to build upon Unity's colliders?

I want to add a few features to them.
>>
>>165412776
Don't see why you couldn't. It'd be a separate component though by necessity unless you have access to sourcecode.
>>
>>165412776
What sort of features?
>>
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Rainbow bunnies.
>>
>>165412337
>your average person knows fuck all and will fly into an autistic rage about words they need to google.

>>165412593
>the target audience only speaks English and subtitles generally suck.

>>165412613
>Most people can't understand middle english, so it probably wouldn't be a good idea.

Ultima didn't even use the Latin alphabet, it used runes.
>>
how do i make gms collisions not shit?
>>
>>165412337

Don't blame the fans, blame yourself or god
>>
>>165413139
Learn how to use it better.
>>
What are some good UI-making tips? I'm pretty bad at art and I don't have money to hire an artist. Everytime I design my UI in photoshop it looks like shit once I put it in my game. There's always something wrong with it but I can't tell what it is, it just looks wrong. It looks like a beginner boot-leg dev designed it. Is there a secret formula to UI-making?
>>
>>165413468
Post your UI, anon
>>
>>165413468
Let's see your UI.
>>
>>165413531
lol'd.
I really really like java though.
>>
File: agdg_svg_logo.png (226KB, 2479x3508px) Image search: [Google]
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>want AGDG logo
>save agdg svg in OP
>google svg to png
>go with first result
>fill out options on autopilot
>it makes a png of the svg
>>
What if your game gets put in a list like this agdg?
What will you do?
http://www.gameskinny.com/k2qxw/top-ten-worst-games-of-2015-youve-never-heard-of
>>
>>165413827
top kek
>>
>>165413906
Think "Well, I guess they don't like point and click adventure games."
>>
>>165413906
it won't.
Don't stay deluded, and follow criticism, ezpz.
>>
idea guy here

video game where you grind to raise numbers so you can grind more
>>
>>165414050
then i'd proceed to kill myself
>>
>>165414095
you're thinking of warframe
>>
>>165414095
See: Cookie Clicker.
>>
>>165414095
http://dontmove.co/
>>
>>165413906
Articles like these should be banned. The author is a fucking retarded sociopath.
These are INDIE game devs who barely make any money and they're being shamed in this article. Fucking shame on the author.
>>
>>165414317
I agree the guy's a jerk. I could understand if he was calling out big-name publishers and AAA games that fell way below expectations.

Not sure about banning the article, though.
>>
File: C2BmxONUkAAb2vP.jpg (101KB, 1200x675px) Image search: [Google]
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Bruuh, this looks tight
>>
>>165413906
>http://www.gameskinny.com/k2qxw/top-ten-worst-games-of-2015-youve-never-heard-of
>>165414064
>>165414317

Stand by your product.
Respond to valid criticism.
Finish your game (90% of the criticisms are crappy controls and games being unfinished)

Make a better product.
>>
>>165415007
wtf is with that bloom
>>
>>165415007
I immediately thought of AGDG
>>
NEW THREAD
>>165415034
>>165415034
>>165415034
>>165415034
>>165415034
NEW THREAD
>>
>>165415007
Yeah, that, Zelda and No More Heroes 3 got my fucking hyped.
>>
>>165414414
>I could understand if he was calling out big-name publishers and AAA games that fell way below expectations.
Yeah, this.

There's obviously a place for criticism of small indie games, but this article format just seems demeaning and counter-productive. They just stick the games in a list and write out everything bad about them. The way to write this article and not come across as a negative contrarian is to write the "10 Cool Things You Might Have Missed From 2016 Indie Games." Say that the games are flawed but focus on the positives, because the assumption is automatically that these games are flawed if they were overlooked.
>>
Can someone please make a not-shit troll-bait muh-racism-memes-hyuk-hyuk new thread?
>>
>>165417954
got you covered
>>165418049
>>165418049
>>165418049
>>165418049
>>165418049
migrate here faggots
>>
>>165411953
if it's basic speech and you substitute old words for different old words that are still used and you fix up the spelling, you can get away with Middle English from that time frame
you need to get up to at least the 1500s if you want to use period English unaltered and expect people to understand
>>
IGNORE THIS THREAD >>165415060

Go to THIS thread
>>165418049
>>165418049
>>165418049
>>165418049
>>165418049
>>
>>165413827
New OP pic
>>
>>165369139
at least fucking use a set initializer
>>
>>165383961
I can wrangle the first one easy without getting hit but the second one breathes fire and shit and I can't take two at once
>>
>>165419423
>Janitor deletes not-troll thread but leaves Troll thread entirely intact

Great, the janitors are in on the stupidity now.
>>
>>165422238
The janitors are the ones doing all this.
>>
>>165422517
That's incredibly unlikely.
>>
>>165422660
your face is incredibly unlikely
>>
>>165422660
Not really, if they worked properly we wouldn't have to deal with shitposting daily.
>>
>>165424846
Them doing their job badly isn't a conspiracy to do their job badly.
>>
>>165424986
as bad to steal a horse as it is to stand by and look on
>>
>>165425337
It's them looking at all that I'm questioning here. Ignorance explains it much more neatly than conspiracy.
>>
>>165425408
True, but how ignorant they have to be in order to be totally oblivious to which thread is breaking global rules are which one isn't before deleting one of them?
>>
>>165425706
If they're literally just looking at the reply counts, I could see how it happened.
>>
>>165425756
Shitty janitors indeed.
>>
>>165411000
Just woke up, thank you for trying my game.
Thread posts: 770
Thread images: 110


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