[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/agdg/ - Amateur Game Dev General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 795
Thread images: 155

File: 1436504792192.gif (147KB, 400x400px) Image search: [Google]
1436504792192.gif
147KB, 400x400px
You've all made beautiful games!

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

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

> Previous Demo Days
pastebin.com/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
File: dontgiveup.gif (410KB, 360x273px) Image search: [Google]
dontgiveup.gif
410KB, 360x273px
reminder to never give up!
>>
Do you think Steam can be fixed?
>>
This is objectively the better OP.
I bet it won't survive.
Life isn't fair.
>>
>>165484509
https://www.youtube.com/watch?v=C-T4VVZrmkA
>>
>reminder to give up as early as you can!
>>
Post GDC talks
https://www.youtube.com/watch?v=IE19Te46kYc
>>
>>165485158
Yeah I agree too, can't delete the other thread tho mb
>>
>>165485282
https://youtu.be/o7KSbdIEA0U

not GDC but i watched this one last night and it's pretty good
>>
>>165485179
https://www.youtube.com/watch?v=kC9obuascZA
>>
>>165485435
>vlambeer

is this really worth watching?

rami is such a douche
>>
>>165485558
it is
what's wrong with vlambeer anyways?
>>
>>165485158
this one has more posts, it'll be fine
it doesn't take much of a lead to be the thread that survives
>>
>800 posts in
>still no actual games
rip
>>
File: smugadoka.jpg (117KB, 492x492px) Image search: [Google]
smugadoka.jpg
117KB, 492x492px
>>165485158
>being a boy on 4chan in 2017
>>
>>165486196
No one is going to post their game in a racist thread, and they're probably still staying away from the thread for a bit.

The only openly racist dev is the Tier1 dev
>>
Alright /agdg/, it's been 8 hours. Did you complete what you wanted to work on today? Did you make progress? What are you working on now?
>>
Bloodworks feedback
http://pastebin.com/5dAVVndV
>>
>>165486363
I ain't got the time. Sister's birthday and lotsa feedback to give.
>>
>>165486363
I decided it would be better to compile the GUI library I'm using myself so I'm trying to find out how to do that
>>
>>165486363
I'm delaying some wrap-up work on my game so I can play demo day games
almost done!
probably won't get anywhere soon though, tonight I have a social thing and tomorrow I have work
>>
>>165486696
Also
>Did you complete what you wanted to work on today?
No, for the aforementioned reason I didn't
>>
File: nano molyneux.png (20KB, 297x54px) Image search: [Google]
nano molyneux.png
20KB, 297x54px
>>165485510
Tyrone's laugh is so insincere in this. Sad!

Captcha has spoken: From now on, ideas will be graded in Molignano.
>>
File: Ravness.jpg (50KB, 635x800px) Image search: [Google]
Ravness.jpg
50KB, 635x800px
I want to make a 2D SRPG. Should I use Godot or Unity or something else?
>>
>>165486363
Figured out how to call from and assign vars to adventure creators database so the travel systrm/puzzle should be ready to go soon.
>>
>>165485282

>Platinum Games: Action Without Borders
https://www.youtube.com/watch?v=wrw2IP6pZu0

How Platinum makes their games. One of the points I like in this talk is the idea of situation-based design. You don't design player abilities in isolation. You don't design enemies, and levels in isolation either.

Instead you think up of what situations you want the player to experience, and build player abilities, enemy types, level layouts, etc. from that.

The talk is more than that, he also goes over how they pace combat intensity throughout a game.


>Presentation: Combat Design - Mark Acero
https://www.youtube.com/watch?v=xHG3-Nwc4VM

Has some parallels with the Platinum games talk, but while that talk goes over how they design the game as a whole, this one focuses on combat design, as he goes step-by-step with an example hypothetical game. This isn't a GDC talk but is still good. There's a bit of cringe-ness and some of the speaker's jokes are lame, but he knows stuff.
>>
>>165485179
I've seen these two do several random reads for people but I have no idea who they are
>>
>>165487017
So many AGDG RPGs these days
You will be my rival
>>
File: courtyard_trees.webm (2MB, 1280x720px) Image search: [Google]
courtyard_trees.webm
2MB, 1280x720px
>>165486363
I added some props and particles to get some feel going for the game - was using the demo level previously. Also got some basic enemy patrol going (red debug spheres indicate target points), but they don't respond to the player as of yet.

Does anyone know how to make particles (like leaves) orient to their falling direction? or is that too expensive to be worth it? ALSO SKY SPHERE TEXTURE MAP MAKING TIPS PLS
>>
>>165487204
what's all those red spheres? is that for target lock>?
>>
>>165487017
Godot, since it's 2D.
>>
>>165487398
>red debug spheres indicate target points
>red debug spheres indicate target points
>red debug spheres indicate target points [/spoiler
>>
>>165487398
looks like the pathing destination of the enemies
>>
>>165487398
as other anons said, it is pathing targets. just for debugging
>>
>>165487572
so what are they for?
>>
>>165487572
>>165487684
>>165487845
yes! yes! glorious (You)'s
I feel myself growing stronger
>>
>>165487868
it is a visual representation of the location randomly chosen as the enemy's next destination. when they get within 10 units of that location, they select a new location at random and begin anew. the random points are chosen within a radius that has the enemy's starting location as its center point. this is the beginning of basic enemy patrol AI (with short raycasting to avoid walls)
>>
File: 1477750974480.png (166KB, 500x587px) Image search: [Google]
1477750974480.png
166KB, 500x587px
>>165487868
Enemy pathing

Being this retarded
>>
Minions Shootout feedback
http://pastebin.com/qNGaBLCH

This is so far the only demo I regret to have downloaded. My life is worse for having played this.
>>
File: 1447904526394.png (144KB, 1030x1152px) Image search: [Google]
1447904526394.png
144KB, 1030x1152px
>>165488572
>My life is worse for having played this
>>
File: fandeath.webm (686KB, 764x584px) Image search: [Google]
fandeath.webm
686KB, 764x584px
Added a few more interactions and fun ways to kill people.

Fan can be set to different speeds. If set to maximum speed, this happens...

Also added main character in. Doesn't have any animations yet. Do you think it looks fine if it is transparent while moving (so you see objects behind it)? Any other solution to fix seeing objects behind him (maybe him becoming smaller, etc.)?
>>
File: fanthrow.webm (286KB, 764x576px) Image search: [Google]
fanthrow.webm
286KB, 764x576px
>>165488867
If fan speed is set to 2, the fan throws him out the window. Oh and yeah, if you interact with the bed the springs throw the body up, that's why the body jumps. Need to add some bed animation.
>>
>>165488236
but what are the red balls for?
>>
File: saviourofgamedev.jpg (381KB, 1280x720px) Image search: [Google]
saviourofgamedev.jpg
381KB, 1280x720px
>>165487076
almost, I can formulate it more clearly I think

basically you have, what I'd call the core fantasy, which is essentially the activity that the game appeals to, whether that is medieval fighting, commanding a modern army, living in a fantastical world or whatever

the core fantasy informs the narrative/world(if any), which in turn informs the desired gameplay that will support the core fantasy

it is important to distinguish that mechanics is how the game works, it's what you program.

but gameplay is how the game is played, mechanics change how players can play to win or have fun, you can't make gameplay directly, but only through mechanics and level design can you indirectly create it

finally, the mechanics should be few and simple, easy to understand, the more of the core fantasy you can support through gameplay created by, and the more intricate gameplay you can create, with just a few simple mechanics, the better the game, most of the time

many mechanics add complexity, but not depth, few well thought out mechanics can add much depth, with little complexity

80% of players use less than 20% of the features
>>
File: guns_redux.webm (2MB, 1280x720px) Image search: [Google]
guns_redux.webm
2MB, 1280x720px
fuck yes
i'm still missing a bunch of functions for the guns (effects, animation, damage, etc), but the basic shooting types are done and now i can make entirely new guns solely by changing a few variables in a template which is absurdly good for what i want to do
>>
>>165488754
that can be said of all video games really.

when

you

really

think

about
>>
>>165488867
you just need one epic twitch memer to play this and you're in
>>
in godot do you not need to define variable type when you initialize it?

>>165488867
>>165489043
i love watching your game m8. seems like it's right up my alley
>>
>>165488867
To be the quitest of honests with you, I prefer the green glowing ball over Edgy McScowlface there.
>>
>>165489206
>>165489212
Thanks!

>>165489226
He's edgy for a reason.
>>
>>165489152
it
>>
>>165485558

That was really nice show. You should watch it.
>>
>>165489150
if it's as simple as changing variables, maybe you can include some kind of modular weapon system where you can combine pieces to make new weapons
>>
>>165489212
Nope. Variables set their type when you first assign a value to them. Until then they are "null".
>>
>>165489096
This talk seems related
https://www.youtube.com/watch?v=Lg2GndSat1E
>>
>>165489212
Godot is dynamically typed. The variable can change type if you set it to something else. If you don't set it to anything it will start as null.
>>
>>165489357
>>165489527
alright, good to know. thanks anons
>>
File: Test 2017-01-13 16-41-55-38.webm (3MB, 800x450px) Image search: [Google]
Test 2017-01-13 16-41-55-38.webm
3MB, 800x450px
Progress!

Ui is still entirely placeholder but I shaped it into at least the basis of how I'd like it to work. Also added mana to players and mana costs to spells.
>>
>>165489357
>>165489527
/dpt/ would have a collective seizure reading this
>>
>>165485179
>post my demo
>get 0 helpful feedback

so much for getting my game seen.
>>
why are there always female hackers in hacker movies and hacker games?
they don't exist. they're impossible to exist. they're not intelligent enough for that type of shit.
>>
File: faess.png (29KB, 313x385px) Image search: [Google]
faess.png
29KB, 313x385px
First time modeling a face, wish me luck

it's for a Shadow of Destiny tribute
>>
>>165490708
I know there's downsides to dynamically typed, but it's not so bad.

Besides Godot will be getting C# eventually for anyone that really needs it.
>>
>>165490697
Is every character meant to be from a different game universe/era?
>>
File: 1479123783650.jpg (153KB, 700x700px) Image search: [Google]
1479123783650.jpg
153KB, 700x700px
>>165490737
>it's a "women are dumb ree why won't any of them hang out with me" episode
>>
File: KtdNxNjg.jpg (114KB, 900x900px) Image search: [Google]
KtdNxNjg.jpg
114KB, 900x900px
>>165490737
they don't represent male hackers realistically either
I mean, fuck, Chris Hemsworth is a hacker?
>>
hi you guys might remember me from a while ago, anyways I'm back to work on fight knight in a big way

today I added a bunch of menu stuff but the most visual thing is some extra camera behavior, basically i keep track of all pending attacks and shift the camera angle towards where they're coming from. this should help out with peripheral vision and just generally preventing people from getting hit by stuff they didn't see
>>
>>165490983
fuck off vine
>>
>>165491028
Dayum. Got a demo for that?
>>
>>165491028
i actually don't remember you, but that looks real nice
>>
>>165491028
Hoooly fuck that camera pullback dude. Probably a bit much, don't you think?
>>
>>165491028
no, i don't remember you at all.
you know why?
because your game is shit.
>>
>>165490943
Nah, it's just a pretty new project so I don't have the art style set in stone yet.
>>
back with more retarded godot questions.
can you use double precision floats with godot timers? i'd like it so that the timer goes off consistently 8 times a second, but when i set the time to 0.125 it gets automatically set to 0.13 which makes he think it doesn't support doubles. is there a way around this?

>>165491028
YATATATATATATATA
looks satisfying as fuck anon
>>
>>165491028
looks cool. reminds me of a Virtual Boy game, except actually appealing
>>
>>165491028
I hope you're happy, I have the first floor theme of Dark Spire stuck in my head for the past 5 days.

>>165491229
It's sorcerobe dev
>>
>>165491396
stop samefagging
no one cares about your game, and stop trying to make it look like we do.
fix your game first before posting it here you fucking dumbass
>>
>>165491028
what happened to wizrobe? not saying i dont like this because i really do
>>
>>165491028
yeah man punch the fuck out of that skelleton
>>
>>165489043
>>165488867
are those shadows on the wall being cast or just part of the texture?
>>
>>165491484
shit, nodevs are angry today
>>
>>165491028
>make it for the NinSwitch
>the player actually needs to punch using the motion controls
>>
File: cluster fuck.webm (2MB, 720x360px) Image search: [Google]
cluster fuck.webm
2MB, 720x360px
>>165491484
I ain't samefagging, I'm the doom mod fag.

Where's your game?
>>
>>165491596
they're angry they can no longer shitpost under the grand banner of king nigger
>>
>>165491484
sigh, this can only mean one thing. incoming source posts in 3, 2,
>>
>>165491627
>ruin good gameplay for gimmicky shit
>>
>>165491627
>nintendo is coming out with a new console
>every game should be on it
>>
>>165491702
Truly do I miss the reign of my liege.
>>
>>165491349
I tested in 2.2 doing this:

var t = Timer.new()
add_child(t)
t.set_wait_time(.125)
print(t.get_wait_time())

It printed 0.125 to the console. How do you get your 0.13 and are you sure it's not a formatting issue?
>>
Anyone need a character or sound designer?
>>
>>165491890
i set it through the GUI. didn't think to set it up with code. thanks anon, i'll do that
>>
Want to make the most mobile 2d game.
Give me ideas for movements type of games.
>>
File: fkfff7.png (3MB, 1756x1756px) Image search: [Google]
fkfff7.png
3MB, 1756x1756px
damn guys. hi

>>165491142
hopefully in a couple months

>>165491145
thanks!

>>165491191
hmm, maybe. it is a lot less jarring feeling when you're controlling it yourself, but I can see what you mean

>>165491229
thanks!

>>165491349
>>165491356
thanks guys, glad to hear it

>>165491396
it's been in my head for months

>>165491484
lol

>>165491504
yeah dude

>>165491486
sorcerobe is on hold for this year, because I have a great opportunity to work on my own stuff full-time in 2017 but sorcerobe is too big of a project to have any chance of being done in that timeframe. so I made the decision to pull out of that for the moment and go full auto on fight knight, which has much smaller scope

>>165491627
people would die of overexertion
>>
File: confused anime girl 5.jpg (51KB, 322x605px) Image search: [Google]
confused anime girl 5.jpg
51KB, 322x605px
How should you handle resolution options? Should you just have a big list or let the player set it to whatever they want?
>>
>>165491997
>through GUI
I think the Wait Time display field is formatted to only show two decimals. You could set it to 0.125 in the GUI and then print the wait time of the Timer node to the console on startup to verify.
>>
File: MORE RECYLED GAMEPLAY.webm (731KB, 720x360px) Image search: [Google]
MORE RECYLED GAMEPLAY.webm
731KB, 720x360px
>>165492065
If you ever need ideas for punching attacks or anything cool, let me know. You have my support dude.

I really really like first person melee.
>>
>>165492072
Implement the most common of these if your game allows it.
https://en.wikipedia.org/wiki/Display_resolution

Most people can't be bothered to type in their own resolution and prefer a dropdown list with their own resolution automatically detected and selected.
>>
File: output.webm (359KB, 811x612px) Image search: [Google]
output.webm
359KB, 811x612px
Progress is really slow.
Today I tried isometric, and idea of a minimap, and sprites (links are missing)

>>165491028
Looks fantastic as others have pointed out

>>165491349
Last time I checked, unfortunately the timer does not go off x times a second if you put 1/x seconds wait time because excess elapsed time does not roll over. So the timer is more accurate at higher FPS, but it isn't actually accurate. That's kind of sad. Maybe I'm wrong? But I tested it and those were my results. When the timer fires it resets to 0, so you accumulate error over time. However, this is easy to fix either in the C++ code or just make your own node with better behavior
>>
>>165492236
first person melee combat is so damn cool, and not explored nearly as much as it should be. that grappling hook pull in particular is sweet
>>
>>165491532
They are cast depending on light position. Not fully programmed though, only does it in a few directions (not 360 degrees).
>>
>>165492191
Yeah, this is correct. The GUI will round a decimal number, but it's only visual, it's still the correct number.
This seems like something that might not be intentional, and should be fixed.
>>
File: 1394028762207.jpg (120KB, 800x450px) Image search: [Google]
1394028762207.jpg
120KB, 800x450px
>>165492191
shit, you're right. i should have checked that before looking for a solution to a nonexistent problem. thanks anon.
>>
>>165492452
Are you using nodes to display the cells? I'm wondering because in isometric mode it visibly culls those cells that aren't in view.
>>
>>165492623
This is something plagueing the Sprite node as well. Setting the Frame property will always display 0, which is a non-trivial obstacle when setting up animations.
>>
File: This is lookin hot.webm (2MB, 720x360px) Image search: [Google]
This is lookin hot.webm
2MB, 720x360px
>>165492576
I'm gonna retool it soon to make it juicier so there's a satisfying SNAP and hitspark when you grapple fools. It's a pretty vital tool for this guy because his ranged options are not so great due to being weak, having long cooldowns, or low ammo counts.

Except for the sword, sword throw, and grapple chain. Your sword has infinite ammo and it rocks faces. The chain also combos with other abilities like the firebrand strike here, seeing as you can pull faggots into the fire

I need to record new footage and make more progress
>>
File: 1483920451702.jpg (119KB, 478x478px) Image search: [Google]
1483920451702.jpg
119KB, 478x478px
Updated the Google Drive folder:

https://drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE

- /agdg/ shitposters collection
- Bokube fan art has started, but has not been finished according to my knowledge
- Started to collect the recaps
- Clarent, um, fan art?
- Dino wizard fan art
- World of Horror fan art
- Maid game fan art
- How to draw boobs, butts etc.
- Many small things to the Misc/Fun, Motivation folder

Thank you for the content, happy post Demo Day feelings!

Cheers!
>>
File: 2017-01-13-1534-30.webm (1MB, 640x384px) Image search: [Google]
2017-01-13-1534-30.webm
1MB, 640x384px
Can someone explain to me why this is so jittery when its being rotated?
>>
File: ezgif.com-77dd4284ed.gif (3MB, 600x388px) Image search: [Google]
ezgif.com-77dd4284ed.gif
3MB, 600x388px
Updated the demo, hopefully things make more sense now.
Full video: https://a.pomf.cat/gsgaqs.webm
DL page: https://brum.itch.io/gunmetal
>>
>>165492991
How do you rotate it? I assume it's some form of rounding error.
>>
>>165492072
Well, there's a lot of things to take into account. You could have either window size (for windowed or borderless windowed mode) or video mode (for exclusive fullscreen mode, which needs to be picked from a list of supported modes) or both, plus maybe an internal resolution/refresh rate option for scaling with windowed/borderless windowed or if you want an unsupported video mode for exclusive fullscreen.
>>
>>165493154
In the webm I'm using the mouse, but the rotation code looks like this:
symbol.Rotate(new Vector3(0f, 0f, rotationSpeed));
>>
>>165492927
Adding link to my OP template. Why it wasn't already I can not explain.
>>
>>165491989
Post work
>>
>>165492753
I tried both but in the webm I am using draw commands. I made very rudimentary culling for performance since in angled isometric you can't just cull based on a simple rectangle. Using a lot of sprite nodes (several thousand) caused major performance drops when moving the mouse rapidly, I still haven't figured out what's going on there
>>
>>165491028
reminds me of the games I used to play on my DS and I mean that in a good way. Like, Orcs & Elves.
>>
File: 53412431231.jpg (21KB, 800x398px) Image search: [Google]
53412431231.jpg
21KB, 800x398px
I am an experienced enginedev in need of money willing to whore myself out to unity. How quick can I learn it and how quick can I shit out mobileshit cookie cutter arcades?
>>
>>165493507
My guess it's got something to do with input events, because mouse movement is considered an input event. Are your sprite nodes in any way processing input? Do you use update() anywhere in their script? Are they processing unhandled input and since nothing else sets your mouse movement input as handled they are somehow involved?
>>
>>165493784
depending on how experienced you are as a programmer, unity may take more time not less
>>
File: 1483521964705.png (235KB, 364x823px) Image search: [Google]
1483521964705.png
235KB, 364x823px
>>165493429
That would be a honor, thank you, but take in consideration that it already has a button on the /agdg/ site, and we have a link for that in the OP.
>>
>>165493784
Fast, I remade a number puzzle game of mine and had it on google play in like a month.
>>
>>165493886
>it already has a button on the /agdg/ site, and we have a link for that in the OP
From what I gather barely anyone goes there (hence the fucking useless debate about keeping engines in the OP although the site does a much better job of that), so doing something like Fanart: googledrive-link can't do harm.
>>
>>165486242
Uh oh, somebody's triggered about the
"Dumb female developer" shitpost meme.
>>
>>165493784
fairly fast I'd say, if you used to work in engines. I used to use Torque Game Engine a long time ago and I'd say that even though Unity doesn't give you source code access to the engine, the API they provide is well made for the most part. Docs can get you by most of the time. If not, they have forums and an unofficial discord, slack chat to help you out.
>>
>>165486242
Are you female? If so, yes, it makes sense.
>>
>>165491989
me
but post work first
>>
did Waywayway F die or do vids actually take this long?
>>
>>165493828
None of those sprite nodes had any scripts attached and they don't do any processing. Maybe moving the mouse triggers some sort of check for whether a redraw is necessary and then it has to iterate over all of them and do.... something. _draw isn't called either. When the parent node for the sprites is hidden, the problem disappears, but when all sprites are hidden individually it doesn't. Very weird
>>
>>165494395
he recorded in 1080p 60fps, it'll probably take a while

either that, or his upload got stuck on an error
>>
What's an idea for a game that will make me normie famous?
I don't wanna be autistic famous like underfag.
>>
>>165494574
Sounds like you could make good use of chunks as parent canvas item nodes so you can turn groups of sprite nodes invisible. It would also be interesting how pausing the tree would affect this, as that should turn off all physics, process calls and input calls. Sadly pausing can only applied to the whole tree, but it could help verifying the effect of input events.
>>
File: panic.jpg (458KB, 1000x664px) Image search: [Google]
panic.jpg
458KB, 1000x664px
>>165484509
>Had networking working ok
>Broke it all today
>Want to go back
>Didnt use version control
https://youtu.be/I9Y3RzBes50
>>
File: HUD_Test2.gif (157KB, 544x355px) Image search: [Google]
HUD_Test2.gif
157KB, 544x355px
Making a HUD with simple geometry instead of pixels, because the 3DS has extremely little video memory, but (apparently) can handle several hundreds of thousands of triangles.

It seems they expect devs to use shaders and nice materials instead of textures, really. I'm still going to use low-res textures, because that's what I love, but I'll have to save where I can.

On the upside, I can make huge Spyro-inspired skydomes with vertex paint without having to bake them to skyboxes and textures, and we can also have absolutely huge maps as long as I manage to use tiled textures wisely.
>>
>>165494902
autism is the new norm
>>
>>165494902
oh yes why don't I just give you an idea so you can become rich and famous instead of me
>>
>>165494902
Make Modern Military Shooter # 1184. That and sports games is literally everything normies care about in the video game realm. And Nintendo, but you won't get to publish anything on their consoles.
>>
reminder: https://www.youtube.com/watch?v=tYzMYcUty6s
>>
>>165495040
nice
>>
>>165495146
Thanks
>>
>>165495075
we help each other here on agdg man you don't leave us here whether you're famous or not this is a family and without family we're nothing man
>>
>>165492452
what is this? teach me the ways fampai
>>
Do players actually like borderless window mode? How do they move the window around if they can't click on the borders? Or minimize the screen?
>>
>>165495035
>Didnt use version control
I can't imagine going back to a time before I used version control
pushing a commit or merging a branch with a new working feature is the best feeling
>>
>>165495512
(you)
>>
>>165495512
One of my friends practically only uses borderless windows. A game not having that option has made him not play that game on two occasions so far.
He's a bit aspie though, so i dunno.
>>
>>165495512
borderless window mode is cancer
it combines all the disadvantages of fullscreen with all the disadvantages of windowed mode
don't do it
>>
>>165495549
what do you recommend?

is they any with free online storage?

i usually get frustrated that my textures and models take up too much room
>>
Clickteam Fusion >>>>>> Game Maker


t. not a shill
>>
>>165495683
Bitbucket.
>>
>>165495512
they don't do either of those things. people (generally) use it to simulate fullscreen without the 8-year alt+tab.
>>
>>165495797
I believe you, friend!
>>
>>165495512
the point of borderless windowed is that fullscreen is treated differently in Windows (at least up to 7, dunno about 8-10)

alt tabbing between desktop and a fullscreen application involves destroying and recreating drawing surfaces and that is often noticeably slow. as an upside though true fullscreen games SHOULD run a bit faster because the desktop isn't being drawn

I play everything in borderless windowed mode because I'm a casual and I frequently alt tab to chat or do shit
>>
>>165495682
Wut
>>
>>165495682
I never need the performance benefits of exclusive fullscreen and its a lot smoother to alt-tab in and out of a borderless mode
I feel that way even with very taxing AAAA games
>>
>>165494942
>Sounds like you could make good use of chunks as parent canvas item nodes so you can turn groups of sprite nodes invisible
That's actually a nice idea for culling, especially since hiding a parent node seems to do something that you don't get with hiding a sprite.

I tried the profiler but it didn't show anything specific except that there were several calls to draw per frame when moving the mouse. So I think the mouse movement might be triggering an attempt to redraw somewhere, which involves checking all the nodes in the entire tree for whether they are queued for redraw, which may be expensive when you have thousands of them.
>>
This version control bullshit is fucking confusing.
Like I don't fucking understand what forking, git, and cloning means.
Why do they have to make up such confusing retarded words for these.
>>
>>165495549
I still need to upgrade my vcs skills. I keep pushing everything to master and giving too generic names for uncorrelated chunks of data.
>>
>>165495809
thanks, this looks great, does it have any legal stuff i need to worry about?

ive read stuff on sites like this saying things like "we own all code desposited here" in the terms of service
>>
>>165495987
forking and cloning mean exactly what they sound like they mean dude

a fork is a split off the main tree and a clone is a copy of the tree

if it's helpful there are desktop applications for git that make it less fucky - the github one was pretty good last i used it
>>
If I make a /pol/ tier videogaem will I get sued and persecuted by sensitive normies and le social joostice warriors?
>>
>>165496198
>forking and cloning mean exactly what they sound like they mean dude

a fork is a split off the main tree and a clone is a copy of the tree
Literally what. You can't just say "a fork is a split off the main tree" and expect me to understand what the fucking means in terms of version control. Like what the fuck is a tree.
Also forking means exactly what it sounds like? When I think of forking, I think of a guy sticking a fork up a girl's ass. Is that what fucking forking is?
>>
>>165496307
That game was released 2 weeks ago so you can save your efforts
>>
>>165496364
oh, you're an idiot
never mind
>>
>>165495809
is they any filesize limit, i cant see one browsing the site
>>
>>165496052
They won't host the usual stuff, I think. Meaning CP, bestiality, gore, etc.

Bitbucket and Github are basically the big two that don't fuck you over from my limited experience. Bitbucket gives you unlimited free private repositories for up to five people per repo. Github gives you unlimited free public repos, meaning anyone can download your sourcecode. There may be a data limit; iirc Bitbucket will look twice if you exceed 10GB in a single repository.
>>
>>165496398
what game?
>>
>>165495987
cloning means litreally making a local copy of the remote repository
git is just the system's name
forking means creating another remote copy that has a reference (upstream) to the original but does not necessarily (actually most of the time does not) have anything to do with it other than just basing off a specific version of the original
>>
>>165496364
>>165496198
This guy didn't explain it very well. I suggest you just google it instead of asking here. People will only give you half-assed answers.
>>
>>165496472
github will remove your repository if it has words they don't like though
>>
>>165496549
So cloning is an entire copy but forking is also a copy but with a reference to the original?
>>
>>165496472
sweet 10gigs is far more then ill ever need, thanks :)
>>
>>165496743
yeah basically fork is a clone except it's made like on the remote server where you get privilages to push to the repo
>>
>>165495683
I use gitlab
free private repos, 10gb storage per repo
>>
>>165494072
For what it's worth i log hundreds of page requests a day on the site sometimes, but most days usually a couple dozen. Not that i care if you put the link for the drive in the op or not. Go for it.
>>
>>165496307
now is the correct time to do it
>>
>>165497000
ill give it a read ty :)
>>
>>165496307
probably not now since they're not falling for bait like they used to, but if you do make some bait game then you want to trigger as many people as possible so the people who agree with it will hopefully buy it
make sure you go full shill mode and find a handful of screenshots of pink haired tumblr chicks getting triggered (or just fake them, it's not like anyone checks) and spam them on /pol/ saying "this dev's fighting the good fight, amirite?"
>>
>>165496364
The other guy's a cunt.

You have two (types of) places where you store your data. One is local on your harddrive, the other is the repository on the hosting site.

Cloning is the process of downloading the most recent state of the online repository to a local drive.

The files in the online repository are sorted in a tree-like structure, also called a graph if you want to stay technical. At the base is the root, the initial commit. This is the code as it was saved in its original form. From this, branches emerge. Usually there is a "master" branch, which you can imagine as a tree's trunk. This master branch is used to build a game for release. At any point in the graph, you can fork code. This means to create a new split, a new branch in the tree. You basically set the code on your drive to the state it was saved as at that point in the tree. With this fork you can work on a feature, say character movement, without disturbing the rest of the code, say weather simulation. When you are done with your work, you commit your fork back to the tree and it gets merged (upon admin's confirmation) with the rest of the code.

In your local drive, the files that are new, have been removed or otherwise modified, can be staged to form a commit. Basically a package with a comment on it "Added movement controls." and such. Pushing this commit / package to the repository will advance a branch of the tree.
>>
>>165496702
True. Can't say retard on a christian repository.
>>
File: Jws3dXe.gif (2MB, 280x200px) Image search: [Google]
Jws3dXe.gif
2MB, 280x200px
>tfw you can't into art or programming, but you can into music and writing
>tfw you can't make an actually fun video game

and I refuse to go down the failure's path of "make it an RPG".

Fuck me, I'm basically a glorified ideaguy who can make bleeps and bloops and twangs and bangs sound good.
>>
>>165497001
>i log hundreds of page requests a day on the site sometimes, but most days usually a couple dozen
Oh really? That's cool, the way the thread flows I never assumed the page to get this "much" traffic.
>>
>>165497791
> I refuse to go down the path best suited to my skill range

I found your problem
>>
>>165497734
didn't that happen to WebM For Retards?
>>
>>165497791
B-But I like RPGs
>>
File: end me now.png (1015KB, 954x955px) Image search: [Google]
end me now.png
1015KB, 954x955px
>>165497905
Yeah but old school RPGs are boring as fuck, yo.
>>
>>165497791
Music + Writing sounds like a good way to get into adventure games and visual novels.
>>
>>165497953
That's what I was alluding to.
>>
>>165497905
>>165497791
>family is a bunch of musicians
>I literally cannot into music despite being trained in it for years

In high school I just straight up told my parents I was shit at it and hated it and I was a lost cause and refused to go to lessons anymore.

it was seriously pathetic.

Just gotta do what you're good at.
>>
>>165497584
Holy shit thank you dude. I actually understand it now. Thanks for not expecting me to know already what every technical term means. I fucking hate it when people do that. They teach me a term using a term that I obviously don't know anything about, because if I did, I would've already known what the other term means.
It's like when a guy has never seen colors and you're trying to describe it to them. "Green is Blue and Yellow combined". Like the guy doesn't even fucking know what Blue and Yellow is.
>>
>>165491349
>>165492452
The timer is already as accurate as it can get. I think fixed_process mode will be more accurate than process mode. Also when a timer has oneshot off, it will continue to repeat the countdown, instead of finishing after one trigger.
>>
File: nexttime.png (268KB, 451x224px) Image search: [Google]
nexttime.png
268KB, 451x224px
>>165497998
There's already a million shitty RPGmaker games out there. Plus RPGs are boring. So it's a recipe for failure.

>>165498031
Yeah but you need good art for those.

>>165498050
Well, you know what they say.
>>
>>165498231
You've just got shit taste, it happens. Just don't make games because you won't be able to succeed.
>>
>>165498231
You can contract out for it. Visual Novels in particular are pretty light on the art requirements.

Heck, Analogue: A Hate Story has barely any art in it.
>>
>>165498121
If you want to get into using git, you should take a look at SourceTree. It's a program that visualises stuff nicely and works well; it's what I use currently. Usually one would use a commandline interface, but fuck that noise.
>>
>>165498231
> there's already a million shitty RPGmaker games
so make a not-shitty one

> plus RPGs are boring
so make a not-boring one

believe it or not, it really is that simple
>>
My computer finally arrived! Now I can go back to dev!

Phoneposting was hell, I don't know how can there be people who only post from their phones.
>>
>>165497791
>used to learn cs in highschool
>teacher had a really ancient way of approaching things, he was some kind of autist
>lots of theory and lots of math, but no actual code was written until the end of the first year
>made me hate programming forever and now i can't do it
>>
File: jumpy!.png (68KB, 512x384px) Image search: [Google]
jumpy!.png
68KB, 512x384px
>>165498318
Hey, step back, bozo. I'm just telling it like it is. Most RPGs are boring nonsense games.

And the few that aren't having something truly unique about their gameplay stylings, AKA their programmers weren't idiots like me.

>>165498509
I suppose. Always did want to do a puzzle type thing like 999.

>>165498558
I can try, but I imagine my unbelievably limited programming ability will stop that in it's tracks.
>>
>>165498596
i hate it when they use math in programming classes
it's like stone-age teaching
>>
>>165498729
yeah you're right, never attempt anything because you'll only inevitably fail

i'd tell you to kill yourself but you'd only fuck it up
>>
File: 1461969967747.png (459KB, 900x1481px) Image search: [Google]
1461969967747.png
459KB, 900x1481px
>>165498745
>professor taught us tons of math and code
>we had to use Bloodshed C++ so no fancy tools
>alternatively he made us use gamemaker
>couldn't tell if he cared or not because I learned a lot from things like 3D math and rendering shit, but the gamemaker portions were impossible to fail with questions like "If you press the Up arrow key which way will you go" with multiple choice
>>
>>165498185
Nope, just checked it again.

On my machine it takes 12 second to get 80 timeouts from a timer with a 0.125 second wait time. Should take 10 seconds.

The problem is that when the timer goes off, you are already x milliseconds behind the correct point in time. However the time start fresh from 0 at that point, so you are wasting a couple milliseconds every time. The correct way to implement a repeating timer is to start the timer in the past, so to say.
>>
>>165499374
>teach math
>then bloodshed
>then gamemaker
Wow you just went to the worst university of all time.
>>
how big are ue4 games compared to unity? like, what is the minimum size of a build?
>>
>>165499374
teacher forced us to use ms-dos style complier from the 1980's and said its the best complier ever
>>
>>165499374
>the gamemaker portions were impossible to fail with questions like "If you press the Up arrow key which way will you go" with multiple choice
He gave up on life.

>>165499426
It would be reasonable to have a node act as timer replacement with a counter variable.

Then in _progress():
if counter >= 0.125:
emit_signal() / doStuff
counter -= 0.125

That way you should not accumulate the error and get the wanted behaviour
>>
>>165499750
250 something MB is the minimum size for a build in UE last time I tried it.
>>
>>165499374
>>165499598
>>165499834
My first programming subject was pseudocode at first then Pascal. I didn't learn C until the next subject.
>>
>>165499924
jesus
>>
>>165499750
~50mb zipped
>>
>>165499924
>250 MB for Pong
Whoa.
>>
File: timercpp.png (4KB, 363x191px) Image search: [Google]
timercpp.png
4KB, 363x191px
>>165499426
Yeah, looks like it was commented out. I wonder why.
>>
>>165499990
>>165500059
Yep, that's why I decided to use Unity instead, because it was only 20 MB instead of 250.
>>
File: mostly_pseudo.png (54KB, 793x864px) Image search: [Google]
mostly_pseudo.png
54KB, 793x864px
It's mostly psuedocode but I've finally figured out the Wayfinder system for Metanoia. Just have to put in the actually useful bits now that I've figured out the structure and base logic.
>>
>>165500158
You did it wrong if you couldn't get below 250
>>
>>165500158
God damn, I just hate Unity's licensing so damn much.
>>
>>165500209
What's wrong with it? I've never had any problems using Free.
>>
>>165500167
>Not using int enums for directions
It won't matter anyway because this won't make a game like yours stutter even one bit.

>>165500068
Mind telling me where to find this in the source? Been meaning to snoop around a little anyway, might as well patch this.
>>
>>165500204
Nope. I literally just built a blank project and the final build size was at least 250 MB.
>>
>>165500323
I dunno, it just sounds scrummy as fuck being forced to buy a "better" version (in name only) to be legally allowed to continue selling your game past a certain threshold. At least UE4 gives you everything straight out of the box, no bullshit, even the source code.
>>
>>165500323
>>165500209
I've never had any problems pirating it.
>>
>>165500468
All of the nodes are inside the "scene" folder. Here's the timer.cpp
https://github.com/godotengine/godot/blob/master/scene/main/timer.cpp
>>
>>165500570
Doesn't sound scummy to me. UE4 will take parts of my profits even if I only make $1000.

I don't see the need to upgrade though. Most people upgrade just to control the bootscreen - it's a vanity feature.

>>165500685
You probably would if you started selling - which I intend to do.
>>
>>165499598
It was ok, the GM stuff was a different class that was just kind of there on the side for people to get interested. He was much better at the other stuff.

>>165499834
He was pretty old fashioned like that. I couldn't tell if he was behind or just fucking with us and not letting us use shortcuts.

>>165499915
If he had asked this at the end of the classes I might have gotten it wrong since most of the projects had requirements like "the character must move left when you hit L, and move right when you hit R" I genuinely have no clue if I was being fucked with or not.
>>
>>165500697
>scene
That's what I get for operating on hear-say half-knowledge and not just using the search. Been looking in modules/gdscript for longer than I dare admit.
>>
>>165499834
$5 says it was DJGPP
>>
>>165500497
With the starter content I'm guessing, which is all referenced by the various maps with it so it all gets included.
>>
>>165500998
Nope, Purely blank. No starter content, I checked.
>>
Game maker devs, are you using any market place assets and if so which ones
>>
>>165500842
>UE4 will take parts of my profits even if I only make $1000.
They only start taking profits after $3000. And it's only 5%, it's nothing compared to Steam's 30%.
>>165500842
>I don't see the need to upgrade though.
After you make a certain amount of money you legally have no choice but to update. It's in the EULA you agreed to when you installed it.
>>
>>165500570
>past a certain threshold

that threshold you're talking about is $100k annual revenue.

if you made $100,000.00 in the last year, you're required to buy the paid version (minimum is the $35/month tier). does that sound unfair to you?
>>
>>165500842
>UE4 will take parts of my profits even if I only make $1000.
The royalties are only on amounts >$3000/quarter
>>
I get the hatred towards scale mixels, but what's wrong with rixels? I personally think a rotated sprite scaled at pixel perfect scaling looks far worse than rixels.
>>
>>165500842

>However, no royalty is owed on the following forms of revenue:

>1. The first $3,000.00 in gross revenue for each Product per calendar quarter;

> 2. The first $5,000,000.00(!!!!) in gross revenue for each Product from the Oculus Store;
>>
>>165501061
curious. can you try something like WinDirStat to see what's taking up so much space?
>>
>>165501061
Then you definitely did it wrong

Did you check what was taking up the size?
>>
>>165501075
Not unfair, I just hate being locked into buying that shit. Yes, I know it's not expensive or anything, but it pretty much forces you to continue using Unity since you're already paying for it now.
>>
>>165501158
didn't yoshi's island have extreme rixels? i dont think people in the real world care. its like FPS
>>
>>165501068 >>165501209 >>165501109
I'm not likely to make $100k in my first year. If I do, upgrading will be a laughably fine expense and I'd feel absolutely OK with doing so.

5% is a lot to me. $125/mo is not nearly as much.

That's [UE4] $5000 (technically $4850) vs. [Unity Pro] $1500 if in either case I manage to hit 100k.
>>
>>165501064
GM has an asset store now? What do people even get there? I can imagine stuff for 3D like Unity but sprite games? Do people sell scripts or something?
>>
>>165501209
GR and not profit? thats pretty crap...
>>
>>165501357
Yep. I've got a few things from it, nothing super ridiculous. It's mostly project parts and helper scripts.
>>
>>165501328
You'll have to keep paying for as long as your game is still selling. Even if you stop using Unity.
>>
>>165501357
Mainly scripts, shaders. Lots of it free.
>>
>>165501357
>What do people even get there?
Cure for Autism
>>
>>165501726
No, I could downgrade back to basic in the year that I don't meet that threshold. But yes, I'd have to keep paying $125/mo off my profits each month. I can deal with that a lot more easily than a large chunk of my profits going away.

Mind that I'm already only getting about 50-60% of my profits from Steam to begin with after taxes and Valve's cut if I really do make a lot of money. 5% hurts the more you make. $125/mo hurts the less you budget for it.
>>
>>165501328
>>165501209
>MFW living in a (semi) thirld world country and 100k would set me for 10 years worth of expenses.
>>
File: 1484284249392.jpg (104KB, 1200x675px) Image search: [Google]
1484284249392.jpg
104KB, 1200x675px
Help me make a UI for my game /agdg/

Post UIs
>>
>>165502320
post game for context
>>
>"I'm gonna do an isometric game with 8 directional movement"
>very quickly realize how many sprites that requires

Fuck me
>>
Damn this is tiring

How am I doing with my first face model? I'm making it for a short

Please give me your opinions
>>
File: paytheman.png (61KB, 937x532px) Image search: [Google]
paytheman.png
61KB, 937x532px
>>165501984
More info on that particular caveat.
>>
>>165502301
With 100k US$ in my shithole I could literally buy out all the things my parents own kek

On the other hand you literally can't live from gamedev here unless you're the 0.001% hit game creator.
>>
>>165502447
not great
>>
>>165502320
I don't like this meme
>>
>>165502320
there is a gigantic folder in the op for that
>>
3D artist here looking for a unity dev for a small project,

hoping that it goes well to create a larger project
>>
File: face.png (39KB, 378x473px) Image search: [Google]
face.png
39KB, 378x473px
>>165502447
I always forget the damn image

Give me your opinions. Preferably the nice ones
>>
File: 1484262589954.jpg (384KB, 1415x682px) Image search: [Google]
1484262589954.jpg
384KB, 1415x682px
>>165502369

I don't have a game in a postable condition yet. Need UIs for inspiration.
>>
>>165502429
4 sprite directions if you're lazy
>>
>>165502602
If you've got money and you don't need anything mathematically fancy, I'm interested.
>>
File: fe81d4764e8c7bc7f77ccdfe1f441385.jpg (117KB, 564x1692px) Image search: [Google]
fe81d4764e8c7bc7f77ccdfe1f441385.jpg
117KB, 564x1692px
>>165502640
too many polygons

>>165502671
sadly im poor
>>
>>165502602
Learn programming!
As an artist, it's really important that you learn programming. Relying on other people can demolish you.
If you wanna make it as an indie you have to learn programming anyways
>>
>>165502451
This is so weird, what if by some weird reason I make 100k one year, then upgrade, then cancel my subscription in a year... but then I make 100k again next year. Do I have to upgrade again?
>>
>>165502659
>not even a description of his game is postable
>>
https://www.youtube.com/watch?v=hlryYx_oiKQ
/!\ WARNING SHIT MIC /!\
Here's a bunch of DD12 games. I only played windows games on keyboard. If I missed your game let me know and I'll play it
Games:
Clarent 00:00
Dungeon Party 05:30
GunMetal 08:25
Jack and Cassie 13:00
Monoloth 18:30
Paper Bugs 27:20
Project M 38:10
Rune Revolver 45:50
Supar Space Jam Jetpack Robot Turbo etc 49:50
Tactical RPG 59:15
tasukete 1:03:30
Tender Arms 1:14:20

previous
>>165462179
>>165475501
>>
>>165502667
It'd be either three or five if you use mirrored sprites.
>>
>>165502813
i do 3D art 2D art and music

honestly even putting the small amount of programming i have into practice is a waste of time
>>
>>165502826
Any year in which you make more than 100k in profits, yes.

If you make 100k one year, you pay for the next by having Pro. If it takes you two years to make your next game, that's $1500 for that first year, then another $125 for your flex month, then you cancel. Then the 11 mos after that are free on Personal -- and then you start the cycle again after you've made more than 100k that year -- which would technically be 2 years I imagine.
>>
File: 200 (4).gif (3MB, 366x200px) Image search: [Google]
200 (4).gif
3MB, 366x200px
>>165502640
you need a better understanding of facial planes and proportions, but this board is not ideal for modeling advice
>>
>>165500068
My interpretation is that they wanted to avoid time_left being set to something negative. If the timer receives a deltatime of 0.016 (smallest possible deltatime at capped 60fps, which fixed_process aims to do) and you set wait_time to be below that, the timer would emit the signal every frame, but also time_left would grow infinitely large in the negative direction, if I am not mistaken.

time_left = wait_time + time_left can therefore only be allowed for wait_time > largest_possible_delta_time, so that time_left is not negative. Since you can't stop delta_time from growing, using wait_time + time_left is a bad idea. Really hope I'm thinking this through correctly. 2:30am here.
>>
>Using game maker
>not using Clickteam Fusion

Im literally roflmaoing @ your faces RIGHT. NOW.
>>
>>165502850
based
>>
>>165502850
>gunmetal
ahhh kill me, seeing people try my game for the first time just makes me want to focus on creating a streamlined tutorial.
Either way, i improved the kick feedback a bunch in the latest demo, and i also added an effect that pops up when something is in kick-killing health range. >>165493089
>>
File: GifCapture-201701131338077949.gif (356KB, 640x305px) Image search: [Google]
GifCapture-201701131338077949.gif
356KB, 640x305px
Eyy these cloth physics are pretty nifty.
>>
>>165502640
someone just get this anon a modelling tutorial
>>
File: 1396593603457.jpg (28KB, 645x494px) Image search: [Google]
1396593603457.jpg
28KB, 645x494px
>>165462179
>Bout O' Wizards 26:10 (kinda worked)
>(kinda worked)
>>
File: winter city.jpg (470KB, 1280x960px) Image search: [Google]
winter city.jpg
470KB, 1280x960px
>>165502842

Trying to find an accurate example. Like some kind of mix between Monopoly and an RPG.
>>
>>165502813
Or don't.
>>
>>165502995
Assuming you make $25000.25/quarter in revenue your costs over that same period of time compared vs UE4:

Unity
$1625 for Year 1
$0 for Year 2
$1625 for Year 3
Total: $3,250

UE4
$4400 for Year 1
$4400 for Year 2
$8800 for Year 3 (assuming you make the same amount on Product #2)
Total: $17,600
>>
>>165503248
Could use some more thickness.
>>
>>165503252
>>165502996
Is it that bad? I know it's not perfect and I will continue training, but is it not even passable?
>>
>>165503519
If I was a big enough studio I'd use UE4 no quesiton. Unity is a fucking mess, but its the easiest 3D engine to get something working.
>>
>>165503248
How do you do that? Please teach me.
>>
File: witcheradventuregame.jpg (83KB, 620x315px) Image search: [Google]
witcheradventuregame.jpg
83KB, 620x315px
>>165503357
like that witcher board game on the PC?
>>
>>165503343
it ran, and pushing buttons made symbols appear, but that was about it
if you can fill me in on how to play i can add it to the "shit I forgot to play" list
>>
Think something like Harvest Moon A Wonderful Life, but with furry characters, would you play it?
>>
>>165503656
I dunno, it raises a pretty good question. That's not the amount of profit you walk away with -- that's just the costs of using the engine you're using.

No matter how you look at it, UE4 is just straight up more expensive than Unity.
>>
File: texture.webm (2MB, 1005x654px) Image search: [Google]
texture.webm
2MB, 1005x654px
please don't sue me capcom
>>
File: understand.webm (1MB, 720x406px) Image search: [Google]
understand.webm
1MB, 720x406px
I've posted this before, but I'm honestly a little stuck. I have several mechanics that I've added, one where you can destroy blocks, one where you can grow new ones, and one where you can flip the blocks into a third "state", but I can't decide whether I want to have distinct visuals for each separate mechanic, or to introduce them in different "worlds". One of the things I don't like about other minimalist games like Klocki is there's zero sense of progression, other than solving the next puzzle. How can I convey to the player that they're getting closer to mastering the current mechanic, after which a new one will be introduced? Change of background or tiles? Just a text introduction or a number increase? I kind of have a particle / water / science theme here going on, and I'm trying to figure out how to tie that into a nice gameplay progression bow, but I'm stumped.

So I'm asking people here for free ideas.
>>
>>165503729
maybe if it has a yiff mod
>>
File: PFBeAzH.gif (1MB, 268x308px) Image search: [Google]
PFBeAzH.gif
1MB, 268x308px
>>165503592
if you're making an easter island simulator, then by all means use what you posted
>>
All this fucking legal talk scared me out of using engines forever. Thanks guys.
>>
>>165503592
https://www.youtube.com/watch?v=375LkBKnXy0&list=PLPN2qYLinxotvJTUzzJpyYPiMqX0E2zs5

its a playlist
>>
File: eyelessinaholloway.png (48KB, 934x532px) Image search: [Google]
eyelessinaholloway.png
48KB, 934x532px
>>165502809
Did some retopo and made the eye holes. Again, is it passable?
>>
>>165503874
If you're not making more than $100k in profits and aren't using UE4, you pay nothing. Don't know what there's to be scared about.
>>
>>165503874
have fun trying to create your own engine for the next 15 years
>>
>>165502813
this.
even programmers here will tell you they are not trustworthy enough to work with
>>
>>165502842
kek
>>
>>165502995
If you make more than 100k, you go to Plus ($35/mo) not Pro. Pro is >$200k.
>>
>>165503959
watch other guys sculpt and you will get it
>>
>>165504128
you could just use free versions or pirate it
>>
>>165502996
>pic
This is my fetish
>>
>>165503981
Or under $3000/mo in UE4's case, apparently.

But yeah, this: >>165504009

Everyone uses engines for good reason. If you're not using an existing engine, you're spending an enormous amount of money and time to make your own. So your engine better be solving a problem other engines are presently incapable of solving.

We had to make our own engine for SR2 and it took 2 years to set it all up; that's a huge amount of money to spend on just making an engine, even if we intended on using it for most of our products going forward.

>>165504128
Oh, sorry. My mistake. It's even cheaper then. $35/mo is like 'don't buy a pizza and we've got our license paid for this month' scale of cost.
>>
>>165503981
I don't know shit about law or accountancy, I fear that I might make a mistake by virtue of my ignorance and end up getting sued and raped by some huge faceless corporation.
>>
>>165503694
I guess my tutorial is a bit obscure. Staged spoiler so people can stop themselves.

The player is supposed to hammer blindly onto their keyboard until they make symbols appear.

Hopefully they keep hammering and find that some of the symbols they can make appear correspond to

the symbols on the platform below the wizard.

When they manage to reproduce the correct order, they cast a fireball and the main menu appears.

I am strongly considering following the first comment on itch though and make the tome available before the menu.
Sorry I cost you 12:20.
>>
>>165504215
Yeah, the reality is that time is money, so besides the experience itself or it interesting you, making an engine is taking a colossal amount of time (and potential money) from games you want to make, so it has to be doing something you aren't getting from a current engine.
>>
>>165504206
This is horrible advice if you intend to sell your game. It's I guess not horrible if you never intend to sell your game.

>>165504235
If you don't know much about business law or aren't willing to take risks learning what you can don't be a business owner, yes. Or hire an accountant/lawyer to know those things and cover your ass for you.

Generally speaking you could be too small to sue -- where the costs of suing you outstrip any potential rewards the giant faceless corporation might gain. If you're not doing things egregiously wrong you should be fine. It's not like Unity or Unreal are particularly lawsuit happy unlike some companies (e.g. Disney)
>>
>>165504215
What's SR2?
>>
File: 1441587276049.jpg (72KB, 800x942px) Image search: [Google]
1441587276049.jpg
72KB, 800x942px
>>165504336
>I'm strongly considering not making the user blindly hammer the keyboard with no prompts to play a matching game before the game becomes responsive
>>
>>165504453
Sorry, meant to clarify: Using a pirated copy of Unity on a sold game is horrible. Using the free version is probably fine. It just looks slightly less professional and people will know what engine you're using.

>>165504661
Star Ruler 2. It's a 4X/RTS hybrid game.
>>
>>165503592
you're as good one would expect from the amount of time you've put in, all you have to do is skill up.
>>
important prerequisites for profit-sharing/legal concerns:

1) you have a game
2) its not shit
>>
>>165504336
I thought that might be the case but I was rushing a bit due to having a shitload of games to get through. It's a neat idea, although obtuse
>>
>>165504942
3) Also don't use other people's shit (models, textures, music, sound effects, etc). If you do use their shit anyway do a good fucking job in covering up that it was ever theirs.
4) Don't fucking use pirated software. If you do anyway, prepare for people to get very upset with a sudden enormous cost as you've put other companies in a position to blackmail you for money and it'll also harm your reputation.
>>
>busy
Let's just say I'm a lazy dev-- except when it comes to my game. This is the final batch, because some games were not what I'd like, some games I couldn't be bother to break out the controller for, some games looked too complicated, and some games didn't seem to let me download without donating. Today we have:

Clarent: This game is looks too good, it *is* too good, to be this pixely. Please take this art style, this attention to detail, and this gameplay, and put in full detail, or at the very least something *less* pixely than this. Also a few sound effects got annoying (one or two noises the main character made and the ice sword attack). Also also... Noir, really? That's his name? You can do better.

1/3
>>
File: swegwerg.jpg (44KB, 960x542px) Image search: [Google]
swegwerg.jpg
44KB, 960x542px
>>165503959
for a realistic human face? no. there are curved surfaces in certain areas of the face you have to understand. like the skin directly under the eyes. some faces have those less emphasized, but they're still there.

you seem to be learning high-poly so I'm pointing that out. but even low-poly art is aware of those. they may fake it with textures, but the point is they make sure the perceived facial structure is there.

one thing I did for learning was take an Andrew Loomis book, even though it was meant to teach how to do pencil sketches of heads, I applied the lessons there in 3d scultping. pic related is based on one of the heads in page 38 of "Drawing the Head & Hands"
>>
>>165504735
This game is a nightmare to play.

Worst UI I've ever seen!

While the game is fun at first, eventually you'll get bored from all the micromanagement required. It's as if the developer never played the game, just released it and hoped for the best.
>>
>>165505152
Speaking of 3, I still can't believe that Terraria got away with using Final Fantasy battle sprite edits for their characters.
>>
>>165505152
Or, more shortly:
- If you can't afford it, don't steal it if you intend to sell it.
- If you steal it anyway, you can't afford to get caught.
>>
>>165505480
Whimp the Bold: This is good, or at least what I played of it. I got stuck not that far in where there was a small hole in the wall that I couldn't quite double jump to. Also every time I moved to the right the level geometry would turn white.

2/3
>>
>>165492915

Where can i download your wad?
>>
File: 1412681188872.jpg (22KB, 358x334px) Image search: [Google]
1412681188872.jpg
22KB, 358x334px
does anyone here have a significant other who is okay, nay, SUPPORTIVE, of you having just started down this high risk, time-intensive journey of gamedev with little to no shot at earning a living?

what are their thoughts?
>>
File: Dash_atack.webm (481KB, 800x600px) Image search: [Google]
Dash_atack.webm
481KB, 800x600px
More progress, added a dash attack
>>
>>165505572
GMOTA, the version in the webm isn't out yet
>>
>>165505498
As long as we're cherry picking reviews

>This is a superb title that may confound you at first, but this is a triumph of design, and functionality, >once you understand some concepts. I have barely played it, but now that I have the expansion, and >read the guide I linked, it all kinda clicked.

>I now want to play at, a slow considered pace, liberaly using pause, and reading all the completely >useful tool tips, and the Wiki which is build in the game, and the IRC chat, and learn this game. You >have to learn it, but all the tools to do so are there.

>Buy the game and expansion, read the guide to get you going, study the forum, and challenge yourself to >master a great game.
>>
File: first screen.png (20KB, 1279x719px) Image search: [Google]
first screen.png
20KB, 1279x719px
>>165504719
>no prompts
That's a bit far fetched. There is a big sign prompting the player to take action. I intended this to appell to the player's curiosity and starting into the game with a feeling of success and empowerment.

According to the more positively flavoured comment I somewhat succeeded.

>>165505069
Yeah, I can see how this would be a hinderance. Getting past the splash screen is the neatest thing in the game so far, I'm afraid.
You're doing great work, those videos are very valuable.
>>
>>165505539
3/3
Helleton: I like this, and not just because it's a classic-Castlevania-like (although Classicvania is my shit). I can see you've put effort into this, through the game and your posts here. Probably the biggest sign in the game other than the boss I fought is how stiff the controls are. That's not a slip, I meant to say that. Classic Castlevania controls are very deliberately... well, deliberate. Every move should be planned. This captures that. Actually it captures it too well, it's a bit more stiff than any of the first three games ever were. I have a few recommendations. Namely, I recommend increasing the jump speed, both vertical and horizontal (this will help things feel smoother). Relatedly I recommend placing candlesticks more properly at either walking height or jump height, as it stands for most of them you have jump and then wait and then attack to hit them. Related to *that* suggestion, it should really be possible to attack while jumping, but I always had to wait until about the top of my jump to attack. I recommend getting rid of the "on the ground" frames of the hit-stun animation, both for the sake of clarity and so the player can get back to playing faster. I recommend making weapon upgrades a little more frequent, unless you start spawning the player further back so they can collect more (but when things get tougher that will just compound that problem). I really do respect what you're doing here, I was going to make a game like this and I thought better of it-- maybe I was wrong. I started working on stairs when I did because you were having trouble with them, I thought maybe I could help you or just feel like a superior little shithead, but you finished working on them long before I did. You do you.

That's my time.
>>
>>165505690
if i learned anything about making money is that you need to sell yourself more than you know how to make games.
this is why indie devs have funny hair and weird character, it gets you noticed.
>>
>>165503664
I just found out there's a cloth object in Unity, attached it to a plane, and tweaked the settings until it looked all right.

To be honest I have no idea what half of the settings do, but it was a trial and error process.
>>
>>165506107
Thanks, anon! Please keep reviewing games from demoday12. It's incredibly useful to the developers who submitted their games.
>>
>>165493089

Nice. Felt really good playing it.
>>
>>165505480
>>165505539
>>165506107
absolutely based
this community needs more people like you
>>165502850
you too
>>
>>165506120
Too bad I hate this quasi cult of personality shit. I want people to know my games, not me, all I want is to be some guy.
>>
>>165506475
Just try until you get something good. Scott Cawthon was about to kill himself but he published FNAF's and became famous by sheer luck
>>
>>165506475
Ultimately, it's just another aspect of your game's marketing. There are too many games to consider now for most people to be able to process them. But there's always room for more interesting people.

If you find someone interesting, you're more likely to be interested to see if their works are also interesting. It is somewhat a cult of personality -- but it's also just plain smart psychological marketing.

You don't need it to succeed -- but smart developers tend to put as many feathers in their hat to make their stuff successful as they can stomach.
>>
>>165506354
Thanks! Any suggestions?
>>
>>165506475
This is why the guy who made Banished will always be my hero.

He made a good, successful 3D game, in his own engine, all by himself, and didn't become one of those attention whores.
>>
File: MageGirl.png (2KB, 288x348px) Image search: [Google]
MageGirl.png
2KB, 288x348px
Would you let her join your party, /agdg/?
>>
>>165506107
I think you might be misremembering Castlevania 1
the whole whip as you fall to hit candlesticks thing is very much a CV1 thing, as is the the annoying long hitstun. I personally don't think they were good design in either game, but its a faithful recreation
Speaking of copying shit, was there any wall chicken? I couldn't find any.
also fuck that last boss holy shit
>>
>>165506885
Is that a sheep disguised as a witch?
>>
>>165505690
>a significant other
>>
File: rsz_1p_20170108_181548_1.jpg (183KB, 768x1024px) Image search: [Google]
rsz_1p_20170108_181548_1.jpg
183KB, 768x1024px
>>165505484
Anon, I don't want to be an ass but I already read Loomis. I've been drawing since I was a little kid. I'm not perfect at it, but I consider most of my drawings as passable. I just don't have much experience with 3D

I'm not working with high poly. The final model will have around 1000 verts, I just used a subdivision surface to make it look a bit better in the rendering until retopology.

My objective is to make a simple face and then add most details with textures. By the way, the character I'm making is Eike Kusch. Google it. I know it doesn't look even a little like it, but I'll try to change. I'll watch all the tutorials some anons posted too.

Sadly this is a new device so I only have one drawing here, and with bad resolution. But you can have an idea of my drawings.
>>
>>165506885
Sure as long as she brings snacks
>>
>>165506885
Got a nun-witch thing going here? I dig it.
>>
>>165504021
I think it cooperation can be great if it's a relationship built on trust and understanding, but that should exist already when you work on a project with someone, which is not the kind of love that blooms on this battlefield.
>>
>>165505690
She thinks it'd be amazing if we could live off sales from my game even though that's unlikely. She's very supportive of what I do and she's also pretty business-minded herself, so she's supportive of ideas like starting a business and taking measured risks to try and make money.

I also understand that if this doesn't work out that I'll have to contribute somehow -- I've only got a few months more until our savings account gets completely drained and meantime my job prospects are slim.

So the pressure is on not only for me to get my game done -- but to get it on Steam and to get as big an audience as I can behind it.
>>
>>165506823

Just more guns, enemies and make the game HP based instead of dropping weapons.
>>
File: 046.gif (2MB, 560x400px) Image search: [Google]
046.gif
2MB, 560x400px
a little cooking journal

you'd think I would have learned by now not to make details too small. at least it looks ok now I guess
>>
>>165439971
Well, most of us here want both to create things AND earn money from it.
Gotta eat to live, gotta live to eat.
>>165459174
Fuck yes. This.
>>165458754
I WANNA PLAY THIS
>>165475821
Is this just gonna be FPS Megaman?
Or are you gonna make it something else?
>>
File: wonk.jpg (92KB, 1680x950px) Image search: [Google]
wonk.jpg
92KB, 1680x950px
>>165507081
Didn't mean it that way, I just wanted to share my method of how I learned 3d sculpting

>Eike Kusch
that changes things then, you're about halfway there I guess
>>
>>165505690
Yes, my partner is supportive. He wants to make games too so it all works out
>>
>>165507308

cute! cute!
>>
>>165503959

Just do sculpting in Mudbox and zbrush.
>>
>>165497791
Well, you can always teamup with somebody. I'd love to work with ideaguy, musician and a writer desu.
>>
>>165506174
Cool, thx
>>
>>165506803
>Scott Cawthon was about to kill himself
Yo I'm gonna need a source for this one
>>165506857
This is very predominant in the Japanese side of amateur devving, most only go by their online handle and never really show up much. As an example Kikiyama of Yume Nikki fameis rumored to have died since nobody has heard from him in years and nobody really knows anything about him whatsoever.
>>
File: callofcthulhu.jpg (175KB, 850x1170px) Image search: [Google]
callofcthulhu.jpg
175KB, 850x1170px
I've been on a Lovecraft wave this past month. Playing sunless sea and darkest dungeon, listening to the Lovecraft audiobooks read by Wayne June. There aren't many modern games (that i know of) based on the Cthulhu mythos and I thought maybe trying to make an RPG in a Lovecraftian world would be cool? There's already a tabletop RPG and I hear it's good. Something like Baldur's Gate but set in 1920s USA, the Call of Cthulhu type story of a detective/police officer/whatever uncovers a secret cult that wants to awaken the old ones and he has to stop them. Not much combat (can't fight the old ones if they wake up), maybe some cultists/people who went crazy or maybe I could swing a story about some of the lesser monsters from Lovecraft's works instead of cthulhu.

It could be interesting. What do you think? How should a game based on Lovecraft look?
>>
>>165507501
Nah if you team up with someone they'll just take all the credit and you won't be as famous.
>>
File: banished-guy.png (68KB, 299x232px) Image search: [Google]
banished-guy.png
68KB, 299x232px
>>165507662
B-but anon, I've always liked working with a partner. I could code shit and he would talk about his great visions and write great music. And they lived happily ever after.
>>
File: 047.jpg (133KB, 993x616px) Image search: [Google]
047.jpg
133KB, 993x616px
>>165507437
thanks

the journal entries should look a bit like this. I want to have little doodles for each ingredient, I'm just not sure how much effort to put into them
>>
File: clothphysics.png (204KB, 1928x1048px) Image search: [Google]
clothphysics.png
204KB, 1928x1048px
>>165507510
Here's more info, grabbed a screenshot of the settings. the restraints are set so the first couple are increasing by 0.4 which makes them more stiff I guess, then the other ones after the fourth set are 0.2 apart so they flow better. This gives it that Ryu-style look where it's hanging slightly backward and flowing in the wind, no matter which way you face.

Also gave it a bit of a random acceleration to blow in the wind a bit.
>>
>>165508062
>horsetail
You sure you don't mean horsedick?
>>
Just ventured here to say that that squid game webm I saw a couple of thread ago was awesome. Keep it up
>>
>>165508049
what do you code?
>>
>>165508165
I'm pretty sure! I've been learning a lot about stuff I've never cared about
>>
>>165507648
>can't fight the old ones if they wake up
I think you still need to keep reading if you're using the terminology this way
The lovecraft mythology is more than just detectives and secret cults. Don't take the surface level trappings, take the themes instead. Go read Rats, Mountains of Madness, Colour out of Space, Shadow out of Time, Call of Cthulhu, and Dunwich Horror if you haven't yet. They're all the same story with the same themes, but completely different appearances.
You want slow, creeping fear, realisations of cosmic unimportance, the feeling that the things that have been set in motion long before you existed cannot be stopped or even comprehended. Don't focus too hard on cults or noir detectives, focus on what makes lovecraft's stories scary
>>
>>165507283
Yeah, i think i may have to make it HP based at some point or another if it doesn't work out.
It would be an easy transition though, for now i'm keeping it drop-based.
>>
>>165508561
I liked the gun drop hp
it's unique and keeps it frantic
if low health is an issue adding shields or extra hits based on enemies recently killed could work. Like kill an enemy and you get a 1 hit shield for 5 sec to help in swarms
>>
>>165508780
I would have more items in the game, like a second weapon and boot upgrades for example, each would behave like a point of health, much like items in Volgarr.
>>
File: BANG BANG BANG.webm (248KB, 808x338px) Image search: [Google]
BANG BANG BANG.webm
248KB, 808x338px
this muzzle flash animation looks okay, right
>>
>>165507223
not many relationships in this world are built on trust and understanding.

and as a former member of a collab i can tell you team members often have absurd requirements from others. people often forget that your ambitions =/ people's time
>>
In Unity, whats the proper method to make attack animations override walking ones?
>>
>>165509060
Could be juicier, although it's hard to judge without other elements, like ground lighting, smoke, hit feedback, etc.
>>
>>165509060
I'm not a fan of screen shake upon firing. screen shake when the bullet hits is fine, but not on firing. unless this is a super powerful cannon we're talking about.
>>
>>165509210
Depends on the game, but in general you have an animation layer for your foot and an animation layer for your upper body.
If you're making a souls clone, then you just use anystate transition to the attack anim.
>>
>>165508062
Hey! Your game runs PERFECTLY on my shit PC from 2007! Thank you!

How did you optimize the game so well? My PC can barely run most Unity games! Much less the Unity engine!
>>
File: 1476327701869.gif (208KB, 354x534px) Image search: [Google]
1476327701869.gif
208KB, 354x534px
>>165508341
I've read all of those(Colour was the best so far imho) except for Mountains of Madness, I just started reading that one.

Well you can't fight the old ones...I don't see how that's wrong. They're fucking immortal, you lose your mind just from their appearance and they don't even give a fuck about us in general so it wouldn't even really be a fight.

Also, how would I make the game interesting without any combat at all? I don't want to make just a point'n'click... Detectives form 1920s are cool and justify combat, it's also easy to do a story off of it since I can say he's doing some normal investigation into a murder or something and slowly creep in the clues that something bigger is going on.
>>
File: Dracula in London_1.png (5KB, 320x200px) Image search: [Google]
Dracula in London_1.png
5KB, 320x200px
>>165507648

I know this looks like ass, but it reminds me of this old DOS game called Dracula in London. that game played like a digital board game where you play the game in days, each day you can do a limited amount of activities, like gather information, explore abandoned houses, etc. combat is grid-based and turn-based.


also, dark gods or whatever shouldn't be some boss that you can kill, they should be more akin to a natural calamity that you have to survive and weather through
>>
>>165510326
Most people don't optimize at all on Unity, they think it can do whatever automatically and it runs fine on their computer.
>>
>>165510474

this is the kind of game I'm making tbqh
>>
>>165510326
I'm glad you could play it, even if it's not much of a game. I'd say it's these 3 things, in order of importance

>my game is tiny
>there are like 80k tris in the scene total, and a good number of those are batched particles
>--POWERGAP--
>I've been coding for a while and I know what to cache/optimize
>>
>>165510431
You could just take the board game approach and describe everything through cards and such. There's even a good boardgame to reference if you want to go that route called Arkham Horror.

You'd wind up going somewhat similar routes to World of Horror I think.
>>
>>165510431
The lovecraft style would work best when it's not the main focus originally. You'd have a game that's "normal", then slowly add in more elements as you go. It works best as flavor since having it straight up is difficult and hard to draw out for an entire game's length. Playing a straight detective would end up pretty shit because pnc games haven't been fun for literal decades, you're right.
In a way Eversion does it really well, especially since you don't expect it.
>>
>>165510714
go check it out then, if you're patient enough. I had fun with it. some abandonware sites should have it

I was intrigued with one bad ending I got:

>your character (Jonathan Harker) ended up as a drunkard
>Mina ended up as a prostitute
>Lucy became a vampire or something
>John (the doctor in your party) killed himself
>>
>>165507648
I don't know, I feel like it's really hard to capture the lovecraft thing. Honestly, Lovecraft could hardly capture it sometimes. His best stuff that I read was Insmouth, and that's really just about a dude walking around a town where it feels like there's danger everywhere, not about old gods or any of that. Afaik there's never been a great movie adaptation or video game adaptation of lovecraft, but I will say that a game probably has the best potential.

That's because gameplay is able to simulate insanity to the player. Games are just a set of rules, so what you do is create your rules and then break them as the protagonist gets more and more insane. Don't do some gay as fuck "sanity" meter shit like Darkest Dungeon. The idea is that, to do it right, you have to be subtle about it and not clue the player in. Another game comes to mind which you can borrow an idea from, and that's Undertale. The game has two different realities working simultaneously, fighting or not, and it makes you think that you should kill everything when instead you could've played the game without doing any damage. You're so focused on what you thought were the game mechanics that you didn't realize this whole other set of mechanics existed. This sort of idea could be used in a number of ways in order to simulate growing insanity. Set up a rule and then undermine it, and the player keeps on thinking the old rule is still in effect when it broke a long time ago.

This is pretty rambly but I don't feel like cleaning it up. Sorry if it makes no sense.
>>
I'm struggling to get movement physics for a platformer on game maker right, is there some sort of tutorial or article that can point me in the right direction?
>>
>>165510947
Nice, are you eventually going to add a jump?
>>
>>165511417
running is to-do, jump I'm not sure..... probably, since some platforming would add Fun
>>
>>165511378
>>>google
Pick literally any platformer tutorial, they're all good. Yes, any of them.
>>
>>165511546
Maybe don't add jump, just add climbing, and moving into a rock would have you climb it. so you could toss rocks to create climbing platforms to climb onto higher shit.
>>
when should I add screen shake?
>>
>>165511638
I added screen shake around day 12 of enginedevving
>>
I'm a fucking normie newbie who wants to become one of you NEETS. Where do I start learning how to program with Unity?

The official site's tutorials' comment sections are FLOODED with people complaining about them being outdated, so I'm not sure if I should go with them.

What do, AGDG? Follow Unity's official tutorials, or somebody else's?
>>
>>165511771
I mean at what action, dufus!
>>
>>165510947
just out of interest since I've been working on doing my own unity optimization recently, what sorts of things do you change for optimization/caching in your project in particular? I've just been doing things like moving test objects over to object pools from their original instantiate/destroy setups, spritesheets, turning off unused effects, etc.
>>
>>165510714
oh, also this game called Bloodborne you may have heard of it had this resource called Insight. you'd get it from certain events, like encountering a boss, defeating that boss, entering a new area (I think), etc. it's usually used to buy uncommon/rare items

one of its more peculiar properties is that when your insight goes past a certain threshold, it will finally let you see monsters that were previously invisible to you, the idea being they were always there, your mind couldn't just comprehend it without enough insight. other creatures changed appearance also when your insight went past a certain value (again the idea being they always looked like that, your mind just wasn't able to comprehend their true appearance), and they gained new attacks. I think this applied for only one enemy type however. they didn't explore this idea very much in the game.
>>
>>165511789
forget about unity for now
just learn how to program first
then you can download unity and start working on a game
>>
>>165511593
I've got basic movement and collision down, which most of the tutorials I've seen explain,. but I'm struggling with stuff like friction and acceleration.
>>
>>165507648
Take a look at this mate, you might like it and it might be some inspiration fuel
https://sites.google.com/site/infraarcana/
>>
>>165511953

notto baddu way of dealing with sanity and mythos lore
>>
>>165511924
pooling is important, but my optimization mostly comes down to using the right data structures for the right things, and taking care you're not generating large temporary objects every frame, e.g iterate through a dictionary's keys directly instead of using Keys.ToList()

(on that topic I've observed unity also keeps pools of lists for internal use)
>>
>>165512449
Then google friction or acceleration plus "gamemaker platformer"
GMS has one of, if not the largest 2d game dev community, and has an obscene amount of tutorials. It's incredibly unlikely that the issues you're facing will have less than a hundred tutorials explaining it
An important part of gamedev is realising just how useful google is
>>
File: WitchIdle.gif (15KB, 192x232px) Image search: [Google]
WitchIdle.gif
15KB, 192x232px
Opinions on this idle animation? Trying to improve.
>>
>>165508213
All kinds of things but not games yet unfortunately, C/C++/js/etc.. A bit of experience with raw sdl/opengl/directx tho. Diving into unity/ue/whatever wouldn't be a problem
>>
>>165512909
shit/10
>>
>>165512909
Floppy hat
>>
>>165512747
Yeah, I'm pretty sure I'm slacking off with some data types, but I've been cleaning up big offenders, so everything loads instantly, or doing some test cases like porting to a shit phone the worst I saw was still under 10 seconds to load a level you'd be spending the next few minutes in, so I'm pretty happy.

The thing is that from what I could tell I've cut 50-90% from the load through some basic optimizations, I just can't understand how people would choose not to do that then say "this is okay," do they only assume the best case?
>>
>>165513056
Anything constructive? What's shit about it?

>>165513127
Too floppy?
>>
>>165512909
a cute but her lower body is moving too much
>>
>>165512909
animate every single body part always. in this case you almost had it but missed a few small parts
>>
>>165513487
there's no real movement, it's just parts moving up and down.

needs more frames and horizontal movement
>>
>>165495040
I like it, got any other stuff to show off?
Also why 3DS instead of pc?
>>
>>165506885
Depends on what kind of mage.
>>
File: eatyourheartoutsonic.gif (1MB, 687x498px) Image search: [Google]
eatyourheartoutsonic.gif
1MB, 687x498px
Started a small side project while I wait for my artist to get caught up, what do you think so far?
>>
>>165513703
GuaranteedMoney.jpg
>>
>>165513703
You're the guy doing the MarioRPG styled game with Inker's art, right? Looks neat. What time of game is this?
>>
>>165513875
Yes that is me!
I am thinking it will be like Castlevania, but X4 Zero Campaign mix.
>>
>>165513703

grim repaer simulator
>>
File: Kosmonaut_NFaceY2.gif (489KB, 198x240px) Image search: [Google]
Kosmonaut_NFaceY2.gif
489KB, 198x240px
>>165513668
Thanks!

>I like it, got any other stuff to show off?
We have some basic Spyro-like movement working, but we're (probably) going to go for a FPS instead, so nothing to really show yet other than graphics.

>Also why 3DS instead of pc?
Not "instead of", since it's Unity. We've got to make it for the 3DS specs if we want it on that - Porting the other way would be pretty hard and involve a lot remaking of graphics.

Why 3DS at all? Well, that's just because I think it would be cool, really - and it's kind of fun to work within limitations.
>>
>>165513947
That sounds pretty neat, looking forward to seeing more!
>>
File: srow.gif (281KB, 293x203px) Image search: [Google]
srow.gif
281KB, 293x203px
>>165514069
Thank you!
>>
>>165513703
would buy /10
>>
File: grim.webm (628KB, 1920x1080px) Image search: [Google]
grim.webm
628KB, 1920x1080px
>>165513703
Looks pretty cool anon
>>
>>165514345
I wonder if those are nerves.
>>
>>165514345
fag
>>
What if a "fedora <-----> magic" themed game, like Arcanum.

I feel like nobody really explored the trope
>>
why do video game developers make so little money? ugh well there's my motivation going out the window. What other uses for c++?
>>
>>165512909
It has no life to it. If you really want to get better, study animation first. Disney's The Illusion of Life is a great book, download a pdf of that. Also look at other sprite animations and see what they do to make their sprites look alive and interesting. Looking at animations frame by frame is something that helped me a lot
>>
>>165513703
RWBY/10
>>
>>165514969
except I don't die before its over
>>
File: green lex luthor.jpg (36KB, 628x599px) Image search: [Google]
green lex luthor.jpg
36KB, 628x599px
>>165514015
>We have some basic Spyro-like movement working, but we're (probably) going to go for a FPS instead
>>
>>165515259
I didn't think much of it until I saw this post
>>
File: KairoSquash1.gif (192KB, 220x429px) Image search: [Google]
KairoSquash1.gif
192KB, 220x429px
>>165515259
>>
>>165514649
Software Engineering, Database programming, etc.
>>
>>165515381
gaming software engineers make shit is what i mean. so basically just working for a video game company. ill look into database programming.
>>
>>165511978
Okay, where do I start learning how to program?
>>
>>165515367
>Kairo the Gryphon's development cycle
>>
>>165515040
Just avoid cosplayers and cats and you'll be fine.
>>
>>165514172
You put this together really fast. I'm guessing you're using unity?
>>
>>165515650
Obviously this is conflicting_advice.exe but you might as well pick up GM or Unity from the start and learn that way. I see no point in taking the time to "learn programming" by doing unrelated tasks that might teach you the fundamentals when you could just do the fundamentals.
>>
File: cover.jpg (51KB, 400x579px) Image search: [Google]
cover.jpg
51KB, 400x579px
>>165515650
>>
File: tumblr_inline_moohnxExrU1qzz0iu.jpg (21KB, 218x265px) Image search: [Google]
tumblr_inline_moohnxExrU1qzz0iu.jpg
21KB, 218x265px
>>165515745
>>
>>165515854
nah GMS2
>>
>>165514172
>00FF00
i approve
>>
File: revamped-jump.webm (307KB, 806x637px) Image search: [Google]
revamped-jump.webm
307KB, 806x637px
>all I did today was revamp jumping
Hurts just a little bit
>>
File: everwellworldmap.png (89KB, 1728x972px) Image search: [Google]
everwellworldmap.png
89KB, 1728x972px
Currently working on building a worldmap, trying to do a spinoff of the FFTA map.

It's way harder than I thought trying to plan out all the geography, but kinda fun!
>>
>>165485510
>>165485179
is this how you guys pronounce AGDG ?
i really hope not
>>
>>165515865
Alright, I think I'm just gonna do as many tutorials as I can to learn as much as I can.

Sound good?
>>
>>165516165
eggy d'eggy
>>
Will players get upset if a game expects them to make their own notes and/or map?
>>
>>165516260
Aygy Deegy
>>
>>165516173
Pick something reasonably confined in scope, tut that shit up whenever you can't manage something on your own. Better to struggle with concepts than follow a tutorial step by step, in my opinion.
>>
File: 1462153537633.png (220KB, 640x470px) Image search: [Google]
1462153537633.png
220KB, 640x470px
>>165514015
>We have some basic Spyro-like movement working, but we're (probably) going to go for a FPS instead

What not just add some shooter elements if you already have the characters movement done?
>>
https://www.youtube.com/watch?v=4bgSyFwE3Yw
/!\ WARNING SHIT MIC /!\
Here's a bunch of DD12 games. I only played windows games on keyboard. If I missed your game let me know and I'll play it
Games:
The Dungeon Trials
Tracy
Tyranny
U Game
Umbrella Warriors
Bout o' Wizards (kinda worked)
World of Horror

previous
>>165462179
>>165475501
>>165502850

If your game isn't on any of these lists, reply and i'll play it in the next video
>>
File: Return.jpg (957KB, 1024x768px) Image search: [Google]
Return.jpg
957KB, 1024x768px
>>165516159
I know that feeling, I've been having a hard time doing that too. I've just been using some random web program to test it out and try though. It's enjoyable though, all things considered. I love creating my world.
>>
>>165485282
I really liked Psyonix guy talking about Rocket League
https://www.youtube.com/watch?v=Ut1BIsCby2c
>>
>>165516385
Kinda depends on whether they know of the expectation going in, obviously.

People repelled by the idea will not play the game, those attracted will.
>>
>>165516013
How do you like it? I've been thinking about checking it out, but then I'd have to learn GML.
>>
File: Kosmo_C_B_FD_x2.gif (1000KB, 396x480px) Image search: [Google]
Kosmo_C_B_FD_x2.gif
1000KB, 396x480px
>>165516428
Kada doesn't have experience with Spyro, and said he does have experience with FPS gamedev, and knows a few ways to optimize and stuff.
And I just really liked Metroid Prime: Hunters for the NDS, so I'd like to try to make something similar, with touchscreen aiming.
>>
>>165516627
Honestly, I would just get GMS1 or wait til GMS2 has the same tutorial support.

They changed a couple of stuff and its fucking confusing compared to GMS1. They both are capable of the same thing, they just have slight different ways of handling things, though GMS2 is still in beta so its is kinda worse at it.
>>
>>165508062
That is super adorable, I like it a lot.
>>
>>165516691
Why didn't you say FPS like Metroid Prime in the first place? When you just say FPS people assume a shitty shooter that there are millions of.
>>
>>165507308
>>165508062
Your game looks amazing so far, what are you using to make it? Or are you making everything in it from scratch?
>>
File: Kosmonaut_NFaceY_D_x2.gif (1MB, 396x480px) Image search: [Google]
Kosmonaut_NFaceY_D_x2.gif
1MB, 396x480px
>>165516848
Oh, right.

Yeah, I mean (hopefully) very fast-paced and Quake-like with fantasy sci-fi shit
>>
>>165516774
Honestly most tutorials I've read on game maker are pretty bad anyway. All of them seem tailored towards people who don't program, and are filled with "Let's have one script that does all the input checking, collision detection, etc.". I don't feel like I could make a full game following things I learn in tutorials. I'd rather learn from source code of well-made games and documentation anyway.
>>
>>165516930
Unity, I'd bet.
>>
>>165516072
Don't worry man. Start is always kinda hard. Watch a lot of tutorials on web, it will make it easier.
>>
>>165517506
It's not that I'm inexperienced, I just get hung up on stupid shit and am very easily distracted
>>
>>165516072
wait until you get to the stage where an entire week's work isn't even visible
>>
>>165517787

That's me right now desu. I spend all week doing something and I still don't have a game that's visible.
>>
File: sc.png (632B, 92x83px) Image search: [Google]
sc.png
632B, 92x83px
>>165513703
Autism nitpick on how scythes work.
>>
File: J33iis3.jpg (38KB, 960x640px) Image search: [Google]
J33iis3.jpg
38KB, 960x640px
>>165503959
>>165505484
>>165507081
>>165507386

Neither of you make passable face sculpts, unless they are purely there as a placeholder, but you might aswell just use cubes then.

Use refrences of a few different angles of one person and copy his facial proportions as close as you can, don't start doing details until you are atleast 2 hours deep.
>>
File: sytch.png (3KB, 259x194px) Image search: [Google]
sytch.png
3KB, 259x194px
>>165517914
its supposed to be curve a bit
>>
File: 039.webm (2MB, 652x510px) Image search: [Google]
039.webm
2MB, 652x510px
>>165516823
>>165516930
thanks! yeah I'm using unity. I've done the obligatory amount of enginedev and it's not for me
>>
File: 1461219611400.jpg (27KB, 220x215px) Image search: [Google]
1461219611400.jpg
27KB, 220x215px
>>165506107
thank you a ton for the advice, anon. i really appreciate it.
im glad the movement feels deliberate but not bad. i agree it may be a little stiff.
as for your recommendations, i will keep them in mind. i agree that i have a bit of a fetish of placing torches too high and i should probably have a few more of them at player level
im not sure what you mean when you say it should be possible to attack while jumping. unless a bug is happening, it should always be possible.
ive gotten suggestions to either remove or reduce the hitlag frames when you hit the ground. i think im gonna keep it but reduce the time and change the sprite.
yes, weapon upgrades should be more common. to be honest that's why i included a restart stage option, but i realize that is a lazy solution to a larger problem. i do have a few weapon upgrades however i tend to place them as secret destructible walls due to a fascination with secrets. if i make them more common it might also help with the difficulty problems ive been told

>I started working on stairs when I did because you were having trouble with them[...]
you're either the anon who had the classicvania with the stairs system that worked in a levels sort of way with the floor that lit up, you're the anon that created the stairs system from scratch when i was having problems and told me to give up, or you're someone else. either way it's good to hear from you anon and i hope your current project is going well

thank you a ton for the feedback. i really appreciate it anon
>>
>>165517787
Making the next Undertale, one pixel a day.
>>
File: WitchIdle2.gif (14KB, 192x232px) Image search: [Google]
WitchIdle2.gif
14KB, 192x232px
Tried giving it a bit more life
>>
>>165517914
>>165518019
Yeah that is a pretty fucking autistic thing to complain about in this case.
>>
My textures work in Blender, but I can't seem to export them to Unity. I've had to mess with the UV mappings a bit to get it in Blender, so I can't just include the base texture I used. What's the solution? I haven't found any guides that seem to understand my issue.
>>
File: 1469426437079.jpg (537KB, 1132x1820px) Image search: [Google]
1469426437079.jpg
537KB, 1132x1820px
>>165518156
shoulda given it a bit more wife
>>
>>165518156
https://youtu.be/NJPmsFI495U?t=26s
She's certainly grooving out now.
>>
>>165518156
damn, that's actually good enough to use now
>>
>>165514491
It's a horse foot... without the hoof.
>>
>>165518178
Hey, everyone has their thing. Mine is scythes.
>>
>>165518382
thats okay, I kinda don't like it either
>>
hey guys, I am having some serious issue with one of my animators right now in unity. All my animations work, but I noticed one of my animations activates on the first frame of running my game, and then will never trigger when it needs to after that,
anyone deal with this issue before?
>>
File: aroundanelfprotectyourself.png (75KB, 1128x596px) Image search: [Google]
aroundanelfprotectyourself.png
75KB, 1128x596px
>>165516538
I used a noise generator for the middle section, but everything else is handcrafted, it's nice because I can kind of flesh out the story in my mind while drawing it up.

For instance my chocolate sand elves being bloodsport mongers and running arenas; pic related.
>>
Does the papers and articles for Unreal Engine get collected anywhere together? I can find a few via SIGGRAPH and GDC, but I am sure I saw some that I can't find anymore.
>>
What features does a single player FPS need to be notable?
>>
>>165518769
It's a trade secret.
>>
>>165518769
A shotgun
>>
>>165518769
a last boss that is romeros head on a spike
>>
>>165518769
perks that must be upgraded in a pause screen and gimmicky weapons
>>
>>165516416
I just wanna learn the basics, then I wanna do small projects.
>>
>>165518769
Melee combat
>>
>>165518769
a unique (fun) movement mechanic
unreal tournament has double-tap dodging, tribes has skiing, counter strike had bunny hopping, etc
>>
https://clyp.it/4pnytnzx

Demo I did today famalam
>>
>>165518769
Some kinda special gimmick, like instead of having bullets, having paint, or some shit.
>>
File: 1482040377000.webm (1MB, 640x480px) Image search: [Google]
1482040377000.webm
1MB, 640x480px
A new model has entered the arena. Enjoying the view ;_)??
>>
>>165519254
demo for what? shitty music simulator?
>>
>>165519589
xD
>>
>>165519279
perhaps having no bullets at all and just bluffing people.
>>
>>165519279
your gun is sentient. every time you want to use it to kill someone, you have to convince it that person has to die
>>
>>165519254

I won't comment on the quality of the music itself, but I have to say I don't understand why this style is so popular here. It's been driven into the ground and there's so many other interesting possibilities for music I can't believe people would limit their game like that.
>>
Along other things, today I have made a little hud update - now there are visible status effects on the hud in top right corner. Good thing that I was able to made them updating in a queue.

webm related - https://webmshare.com/Dm9Mx
>>
>>165519645
A game where you can't shoot someone without first ricocheting the projectile. More bounces = more damage. What you bounce the shots off of adds special effects to the shots. The aim is to get as high as score as possible, kind of like those games where you drive a car into traffic for points.
>>
christ all the upcoming itchio jams are complete garbage.

sometimes i want to take a small break from my game and do something small with near instant gratification but all the themes are so shit. "A New Year Rainbow Jam"? fuck off with this fag shit
>>
>>165519783
looking good anon

You need an idle animation
>>
>>165519738
https://www.youtube.com/watch?v=hC83kY3rywE
>>
>>165519781
I actually normally don't use nes soundfonts, I just did that in like an hour today.

I normally do stuff like this:
https://clyp.it/gbpq55qw


And mainly cause video game sound fonts combine with the music itself
>>
>>165513703
nice downwell clome
>>
File: project dash.webm (2MB, 800x600px) Image search: [Google]
project dash.webm
2MB, 800x600px
I put together a skeleton and animation system in Game Maker against my better judgement. Posted a screenshot earlier without much to see. Reporting back with placeholder animations/models, climbing, and collision.
>>
hey /agdg/
I want to make a spaceship game, kinda like star fox 64. however, I wanted to make everything from scratch. I know how dumb it sounds but I study CS and want to go through the whole process, even if it takes decades. do you have any suggestion? I think I should probably work with C++, but I don't even know any library to display the graphics
>>
>>165520128
bunk u
>>
>>165520240
opengl?
>>
File: GameMaker3D.png (588KB, 1360x1000px) Image search: [Google]
GameMaker3D.png
588KB, 1360x1000px
>>165520148
>I'm doing 3D platformer in Gamemaker
BUDDY WHY? Have they at least improved the 3D support since 8?
>>
>>165519940
Well, actually, there is idle animation, but only when player won't do anything for some time.

webm related - https://webmshare.com/WJj7P

Making idle animation for regular battle stance is really good advice, cause I simply have forgotten about it. Ty man.
>>
>>165519860
Actually, this sounds neat. Nobody steal it.
>>
what do you like to have as HP, agdg? a bar? shown numbers? tokens?
>>
>>165520339
are you posting that everyday to convince yourself to pick it up again
>>
>>165520339
Nope. All of the 3d calculations I have to do by hand. Was fun re-learning trig haha.
>>
>using a premade game engine
LOL
>>
>>165520240
OpenGL + C++. Give yourself a year and you will end up with a nicely failed project. Use that as a stepping stone to do more successful things.

In reality, start with tic-tac-toe, pong, platformer, shmup, then do your bullshit.
>>
In Godot I imported a .dae file as a scene and it works fine. Problem is the .dae file is 3mb. Can I delete it after importing it? What causes it to be that large, is it the animations? The model is like 700 verts so I don't think that's it.
>>
>>165519326
loving your unique brand of humor, got a tumblr?
>>
>>165520240
anon this is coming from a bitter dev who has had his dreams crushed over and over like every other long term dev, so please forgive me if i sound curse

you will not create a game like star fox 64 for a long time, especially for what sounds like your first game ESPECIALLY if you decide to make your own engine from scratch from C++ (unless you meant unreal engine which uses C++).

download an engine like Unity or Unreal (Unity is beginner friendly) and make pong. literally just pong no more no less. then slowly make more complex games. i say this because if you waste your time and energy trying to make a complex project first with no experience, you will get frustrated and give up with nothing to show for it.
>>
>>165519860
this could work as a top-view 2d game. could have a sort of puzzle mode where you always have only 1, maybe sometimes 2, bullets per level. and it's hotline miami hard.
>>
File: parryprototype2.webm (2MB, 1280x720px) Image search: [Google]
parryprototype2.webm
2MB, 1280x720px
>>165519860
Already working on it anon
>>
>>165520335
cant believe I forgot something so obvious. however, I used opengl a few years ago and found it really unintuitive. do people nowadays use it to develop games? maybe I was just too young at programming but it left a bad taste in my mouth
>>
File: zelda2.gif (267KB, 540x300px) Image search: [Google]
zelda2.gif
267KB, 540x300px
rate my zelda 2 link + animations
>>
>>165520240
if your gonna use C++ you could use Unreal theres an anon that posts here that is basically making your game, he's also using Unreal
>>
>>165520570
>dev who has had his dreams crushed over and over
Have you learned a lot? I imagine a dev making something huge from scratch obviously wouldn't finish it but will learn a shit ton of cool things
>>
>>165520481
No, it's just been a surprisingly relevant image the last couple days.

>>165520493
It's fun to do a lot of stuff on your own but it really is a nightmare. Are you doing anything special for walls or are you manually making primitive shapes at coordinates and doing some collisions/physics from there?
>>
>>165520683
not 3d games, no
you could get away with raw opengl for 2d, though
>>
>>165520683
Well, there is no glBegin/glEnd now, shaders are everywhere. It's really fun imo, but keep in mind this >>165520570
>>
>>165520698
cute
needs a jump animation though
>>
>>165520698
They're nice. But it's obvious that you referenced/copied the original sprites.
Maybe modernize them by adding smears when the sword swings?

That is, unless you're trying to make a fully faithful remake of the original game.
>>
>>165520903
original zelda 2 link doesn't have a jump animation, he just crouches in air.

>>165520959
I'm trying to replicate it with my own style. This'll be a zelda 2 fan game
>>
File: Untitled.png (11KB, 677x342px) Image search: [Google]
Untitled.png
11KB, 677x342px
>>165520548
>>165520570

yeah, I kinda know how these things work. I'm not expecting to make such a game. I just want a long term project to keep my mind busy so I won't kill myself.

I downloaded Unity and made a demonstration project to get a hang of some things but I hate how things are already done. I know that we shouldn't reinvent the wheel when programming, but I can't engage on things so already done, so I want to try something from scratch

pic related is the first "game" I made 4 years ago. that's just the main menu but I found it pretty cool cause it was made on C only with ascii characters
>>
>>165520785
>Have you learned a lot?
yes, ive learned a lot mostly in what expectations are and are not realistic when making games and also in scope management.
>I imagine a dev making something huge from scratch obviously wouldn't finish it but will learn a shit ton of cool things
i see your point, but the issue with wanting to try to make something and use it as a learning experience is that you will not get far enough to learn enough from it to make the trouble worthwhile. if you try to make a very simple game, you will study the basics to construct it. that information will stick with you. if you try to make something complex, you will spend more time reading the documentation on advanced subjects/watching or reading tutorials that you won't take enough away from it and will get frustrated and drop the project. instead of walking away with a strong foundation for the next project, you will simply end up discouraged and move on to the next hobby. i did it for many years.

>>165520698
too angry/10
>>
>>165518769
Good level design that suits the mechanics you're going with, an interesting narrative, and various enemies with unique AI.
>>
>>165520148
That looks extremely fucking good for GM3D.
>>
>>165519860
an FPS where you play as mutant deer/hunter people, killing an animal allows you to eat them and grow. your character model actually just gets scaled up by like 25%, but so does your speed and attack and everything, making you a bigger target for small fry, but makes you stronger.
>>
Is Norwegian a good language for gamedev?
>>
>>165520794
Collisions are all done with primitives from the top down and z checks. I might incorporate more complex shapes when the need arises.
Figures/Models are segmented and fully movable much like PSX games. Was pretty simple, just had to link each bone together with trig.
>>
Idea: Top-down 2D platformer.
>>
File: original link.png (39KB, 319x550px) Image search: [Google]
original link.png
39KB, 319x550px
>>165521102
>too angry
>>
>>165521645
he looks determined there
the sprite posted looks like he's ready to blow a gasket
>>
File: cute western animation girl.jpg (97KB, 685x677px) Image search: [Google]
cute western animation girl.jpg
97KB, 685x677px
>been progressing the whole day
>it's 2 am and i'm tired and i want to do something else
>can't do other shit because i feel guilty for not progressing
>>
File: ogl.jpg (331KB, 1145x1499px) Image search: [Google]
ogl.jpg
331KB, 1145x1499px
>>165521102
figuring shit about opengl and messing around with graphics algorithms actually helped me get through really sad times
>>
>>165521567
Yeah, that's the only real way to do it in GM since it doesn't have any dedicated system for models or joints. I'm curious about the environment though, did you plan out exactly where everything was going to be before drawing without an in-game editor you would have to jump through hoops to work with that too.
>>
>>165521645
You know, I never noticed before but Link looks like he's got some giant saggy Grandma tits in this image.
>>
>>165520563

Flattered that you think im someone to follow but I don't have one. Maybe if I ever see a project nearing completion.
>>
>>165521824
>>165521094
meant for
>>
>>165521798
>2am

Where are you? Greenland?
>>
Why do so few games (eg Skyrim) seem to have jumping enemies?
>>
Do you play other games while deving hard /agdg/? I literally can't, don't even want to touch pc
>>
>>165522076
Adding another dimension to the enemy's movement is additional complexity that lazy-ass studios can't be bothered with, especially if it's not particularly relevant to their combat.
>>
>>165522076
It's hard to make convincing jumping NPCs that won't get themselves stuck, so it's generally less hassle to keep them on the ground.
>>
>>165522219
Say what you will about AssCreed, I've always appreciated the fact that the enemies will chase you everywhere you go by climbing and jumping. Even if it's buggy sometimes.
>>
File: Amoeba.png (592B, 76x47px) Image search: [Google]
Amoeba.png
592B, 76x47px
Working on an slime/amoeba type of enemy which wanders and leaves a trail of goop behind it, but it seems a bit off. Is it just more proper coloring work it needs? Given the size and the fact that it's goop it well end up a semi-random mess anyways so I'm not sure what else I can do. Some little lines or veins from the core?
>>
>>165521824
maybe I should just mess with it and later try to make something? I wish it can help me like it did to you. thanks for the info
>>
>>165521828
Right now I've just got a top down layout with walls and floors thrown down in the GM editor.
Eventually I'll make my own editor that allows me to modify the topdown layout and preview and make changes to the 3d view. I've prototyped it before but lost interest.
>>
File: Tiles_Test1.png (36KB, 251x174px) Image search: [Google]
Tiles_Test1.png
36KB, 251x174px
>>165517019
>>165516691
>>165514015
>>165495040

I've been working on figuring out a good workflow for making seamless tiling textures, and I think I've got it down now.

This test image is based on 21 32x32p tiles, which is roughly 30% of a 256x256p texture map (the largest size the 3DS handles well), so I'm feeling fairly confident that I should be able to fit entire levels within that format.
>>
File: 1473087191518.jpg (191KB, 899x1200px) Image search: [Google]
1473087191518.jpg
191KB, 899x1200px
Unity, Unreal Engine 4 or SDL2+OpenGL for a large scale multiplayer game (not MMO, but 100-200 player servers)
>>
File: Kosmo_Claw1.png (194KB, 1065x717px) Image search: [Google]
Kosmo_Claw1.png
194KB, 1065x717px
>>165522669
Also made a little fatty with a claw-hand (at the end of the bottom row)
>>
>>165522076
navmesh don't work in the air
>>
>>165522730
If you have to ask, then you are not ready to make that kind of game.
>>
File: typical stormfag.png (233KB, 1680x832px) Image search: [Google]
typical stormfag.png
233KB, 1680x832px
still waiting for the finished uv map. added some bones in the meantime.
>>
>>165522885
I know all I need to know about the code required to make a project of this scale, I know I can do it in SDL2+OpenGL, but I was just wondering if modern game engines have reached the point of not shitting the bed when two hundred player characters are moving all at once
>>
File: Tiles_Test2.png (16KB, 284x91px) Image search: [Google]
Tiles_Test2.png
16KB, 284x91px
>>165522835
Also, for further video memory optimization, this here texture is used for all the characters' suits.
Only the blue hue is colour shifted.
It could also double as a tileable wall texture for mapping.

Recycling stuff like this is going to be important because of the very limited video memory of the 3DS.
>>
>>165522973
Unreal might handle it okay. Unity might have issues with that.
>>
>>165484509
Are steam customers shown your name after they buy one of your games?
>>
>>165523095
that's a cool idea. i honestly never thought to do something like that.
>>
>>165523404
Yeah, a little window pops up that says "you have purchased a game produced by the esteemed [dumbass], please seek out and purchase his other works!"
>>
>>165522835
>>165523095
and your stuff looks great, by the way. i will definitely buy your game.
>>
>>165523448
Thanks!

I really just find the task of optimizing graphics really interesting, so I think about it all day
>>
>>165523525
It shows the developer account name or the developer's real life name?
>>
>>165505690
We are working on the game together. She is doing the art, I am doing the programming. The game design/ideas are ours together.
We both have salaries and work on it during our free time.
>>
File: projectee3.jpg (28KB, 800x600px) Image search: [Google]
projectee3.jpg
28KB, 800x600px
Posting some progress on my random map generator for my roguelike.
I'm 99% finished making it so the map is now made from 2 preset "shapes of tiles" and they never are disconnected from each other.
Stairs still work fine.
I'll be adding at least 3-4 more preset shapes so my "island" or "continent" outdoor area will have as much diversity in shape, of course while still resembling a naturally formed area.
>>
>>165523817
not that I personally give a shit but keep that type of thing hush hush amigo
>>
>>165523525
W-was this sarcasm
>>
>>165524240
Yeah, I'm an idiot.

Thanks
>>
Can I trust you guys if I link you to my github and my workplace can easily be figured out from it?
>>
>>165524356
NO.
>>
I've always wanted to make a game like B&W/Dungeon keeper
>>
>>165502850
>Monoloth
>>
File: 1483508160162.jpg (47KB, 487x432px) Image search: [Google]
1483508160162.jpg
47KB, 487x432px
>>165523817
You absolute scoundrel, you! Just make the entire thing using stolen tools, then when you're done back up everything related to the game and buy the license and just dump everything into it, pure profit.
>>
>>165524425
But I wanna share my stuff with you
>>
>>165524567
if I could spell do you think I'd be on 4chan making amateur games?
>>
>>165524573
i honestly don't see a problem with doing this, but maybe i'm just an asshole...
>>
>>165524643
And I appreciate that but I think it would be inadvisable.
>>
>>165523817
/DEVILISH/
Keep up the good work though, keen to see your progress
>>
>>165524696
in the end you still payed for the license so it's fine.

Plus with all the experience you have you can use all that time with the license to make another game if you want and make the most of it.
>>
How do I stop playing other games and make progress on my game?
>>
>>165524696
The amount companies charge for these tools, fuck em
>two grand for 3DS exporter
They can fucking wait for their money
>>
File: SpaceD.webm (2MB, 960x540px) Image search: [Google]
SpaceD.webm
2MB, 960x540px
I haven't posted in a while but I still don't know what to do with this shit.
>>
>>165524996
Delete all games. Then destroy your modem and router, so that you can't download them again. If you've got any games with install discs, smash those into tiny bits.
>>
>>165525276
Make No Man's Space
>>
I just want to like make game but I can't.
>>
File: ResistanceFallOfMan01.jpg (131KB, 1280x720px) Image search: [Google]
ResistanceFallOfMan01.jpg
131KB, 1280x720px
>>165518769
gun feel that makes your dick hard

movement that's fast tight fun and makes your dick hard

level design that makes your dick hard

sound design that chunky, beefy and makes your dick hard

enemy design that makes your dick hard

[spoiler not that kind of enemy design though [/spoiler]
>>
>>165506936
I might be misrembering it a bit, but I know jumps happened faster in it, and I know CV3 (my favorite of the first four, along with many other people) felt significantly smoother than Helleton because I played it a few days and several times in the last few weeks
>>
File: models.webm (2MB, 1920x828px) Image search: [Google]
models.webm
2MB, 1920x828px
Well, I tried my hand at modelling and animating for the first time. I'm almost certain that I am enormously over the acceptable tri-count, but it wasn't as hard as it could have been.
>>
>>165506439
you know, just because you said I should, I will
>>
>>165525757
fuck man that's gay
>>
>>165525965
yeah
>>
>>165525728
Yeah that's definitely too many tris. You can use way less tris and set the shading to smooth. Also you don't want to have a single point with a ton of triangles at the top like that. It makes shading funky.
>>
>>165525728

Is this TBS?
>>
>>165521094
>yeah, I kinda know how these things work. I'm not expecting to make such a game. I just want a long term project to keep my mind busy so I won't kill myself.

I did the exact same thing for the exact same reasons. i appear to be alive
>>
>>165526056
Yeah, the last version was even worse with the clustering at the top. What's the proper method to make a dome anyway?

At this point, I'm not sure how I'd lower the number of tris.
>>
File: AllMySpace.webm (2MB, 1920x1080px) Image search: [Google]
AllMySpace.webm
2MB, 1920x1080px
>>165525373

No Space to share, all my space.
>>
>>165526184
Yeah. In the vein of a very simple Frozen Synapse.
>>
>>165526626

Teach me the ways fampai.
>>
File: question.png (526KB, 960x1068px) Image search: [Google]
question.png
526KB, 960x1068px
Which camera angle?
>>
>>165526823
closer
>>
>>165526823
Closer.
>>
>>165526823
closer.
>>
>>165526823
First upper.
>>
>>165526859
>>165526952
>>165526983
>>165526990

Guess that's that then. Thanks!
>>
>>165526859
>>165526952
>>165526983
>>165526990

I've never seen such a unanimous decision
>>
Is there a different way to go about scripting in Unity than making everything a subclass of Monobehaviour or instantiating the desired class in a sublcass of Monobehaviour?
>>
File: sketti.png (24KB, 638x617px) Image search: [Google]
sketti.png
24KB, 638x617px
>>165526670
Very unwieldy code where every object checks if a turn is happening and tells the manager when it's done what it wants. My codebase is so bloated at this point.
>>
>>165527281
You don't have to use monobehaviours for everything baka
>>
File: Screenshot (25).png (5KB, 264x63px) Image search: [Google]
Screenshot (25).png
5KB, 264x63px
In Unity, how can I add such a component to a material?
>>
File: UE4Editor_2017-01-14_01-35-06.png (769KB, 1742x1118px) Image search: [Google]
UE4Editor_2017-01-14_01-35-06.png
769KB, 1742x1118px
Don't really have much to show, but I'm re-writing my bullets in a much more sensible way now that I have a better idea of how things work.

I created the base Blueprint class first and got as far as I could with BP nodes, then once I had a solid idea of what I needed, I made it C++ class and implemented most of that stuff in code.

All of that is basically code stuff though, so here's a screenshot of the child BP of that base bullet. In theory, these implementations of that MunitionBaseBP (which in turn inherits from MunitionBase.cpp), can all be traded out so that you can make as many different types of bullets as you want.

With the Power of Blueprint™, you could also add weird little subbehaviors to each bullet. Like say you wanted a bullet to wobble, on that specific WobblyBullet, you just add some super simple nodes that wobble the bullet Transform.

I think I'm starting to get the hang of this.
>>
>>165527491
so, what're the other options then?
>>
>>165527281
You'll need a Monobehavior somewhere in your project, but in theory you COULD use one script as an authoritative game loop, use vanilla classes for all your objects, and ignore the update() and fixedupdate() functions. Your main loop gameobject and script would store references to all subsystems, and those systems would in turn reference all your objects that needed to be updated.

That said, monobehavior is the more common way to do it, and you'll get more help that way.
>>
File: alphaShadows.gif (40KB, 1060x960px) Image search: [Google]
alphaShadows.gif
40KB, 1060x960px
I want to implement alpha shadows in a flexible way. I see two works to base ideas of off:

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

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

Are there examples of systems that have solved this? I can imagine do many passes after sorting the translucent objects, or even crazy things like depth peeling. Maybe you could do (very) sparse voxel ray tracing? It would at least remove the worst artifacts at the cost of resolution.
>>
>>165527723
>That said, monobehavior is the more common way to do it, and you'll get more help that way.

Wilco, thanks man. Was just wondering if there was a different way of going about things because right now Unity is bitching about me because I attached to a script to an object that isn't a subclass of Monobehaviour.
>>
>>165527872
Make it a subclass of monobehavior then, or look into the differences you need
>>
>>165526823
Upper/Closer.
Have the Camera shake when attacks hit.
>>
>>165527872
You use monobehaviours with game objects.
In the Unity wayTM a game object is just something with a Transform attached to it and that can be instantiated in the scene, so if you don't need to attach your script to a game object don't use monob.
>>
>>165527872
There is also ScriptableObject, or vanilla classes. You can even make vanilla classes serializable if you need that.

A monobehavior is for hooking into the Update(), Start(), OnCollisionEnter() etc etc functions. If you don't need that, you might not need a monobehavior.
>>
>>165528083
>ScriptableObject

sounds what I was looking for, thanks!
>>
>>165526823
farther because it makes things look more detailed and more finely designed
>>
>>165523817
*notices ur crimes* 0w0, what's this?
>>
>>165527774
use
an
engine
>>
>>165526823
Top, except when there's a big boss enemy. Then bottom.
>>
>>165528547
>describing ur sexual orientation lmao
>>
File: 11.webm (803KB, 800x600px) Image search: [Google]
11.webm
803KB, 800x600px
did some shader stuff
>>
Would general audiences be interested in a setting with actual magic and space elves?

Or does it have to be psychic/nanite powers and totally-not-elves-in-space?
>>
>>165529703
any game we make here won't even scratch the general audience, so make what you want
but to answer your question, wh40k and shadowrun are pretty close to that. wh just drapes it in a scifi sheet but it's still the same magic and races
>>
>>165529703
Shadowrun
>>
The logic for the wayfinding solution's now done (wow that took a lot longer than I thought it would). All that's left is to actually make it responsive to movement and handle special effects etc. and I'll finally have the game's first puzzle in.
>>
>>165529824
>>165529920

WH40K and Shadowrun are existing franchises. Also WH40K has totally-not-elves-in-space instead of actual space elves.
>>
File: logical.png (53KB, 540x839px) Image search: [Google]
logical.png
53KB, 540x839px
>>165530513
Forgot image.
>>
>>165529703
Setting is by far the least important element of any game fyi. Any setting will be made great or shit by the art and gameplay. I feel like everyone new to a creative endeavor starts out with the setting instead of something tangible.
>>
>>165529703
It's good. I at least like magic used and abused like a technology. If you can magically make explosions you can magically power spacecraft dammit.
>>
>>165530713
Use hastebin so its easier for us to shit on your code
>>
File: 92465.jpg (45KB, 350x263px) Image search: [Google]
92465.jpg
45KB, 350x263px
How can I create lasers like in pic related in Unity?
I mean lasers which also move towards enemies, not just static lines.
I tried using trail renderer, but this looks just horrible. It can't even create smooth curves.
>>
>>165531597
You might be able to throw something together with particles depending how the object is moving, but it's not something Unity is great at.
>>
File: 2016-10-27_00-32-18s.webm (3MB, 600x312px) Image search: [Google]
2016-10-27_00-32-18s.webm
3MB, 600x312px
>>165531597
What does the trail look like that's giving you problems? TrailRenderer has been pretty good to me when you have smooth arcs like that.
>>
>>165492072
>>165492443

you should enumerate valid resolutions from the graphics device API, like literally every non-shit game from the past 30 years
>>
File: Screenshot (26).png (21KB, 259x451px) Image search: [Google]
Screenshot (26).png
21KB, 259x451px
>>165531875
It looks like this. I tried some variations, but it always looked like crap.
>>
>>165532130
That's a very short lived trail at only 0.2. I don't know the speeds/scales of your project, but have you tried decreasing the Min Vertex Distance? Something like maybe 0.001 to just as a sanity test. If that works and it looks smooth, then keep increasing it until the trail starts to get noticeably sharp.

Since your trails are so short lived, having very small numbers in there would be fine. The lower the number the more "segments" of the trail there are and the smoother it'll look.
>>
>>165527630

I think you're using wrong terminology making it impossible to answer your question. Explain in more terms what you are trying to do and we might be able to help.
>>
>>165530713

Is there a reason you're using string comparisons for directions? It's much more intuitive and less resource intensive to use natural enum for that.
>>
>>165532393
I already tried everything. It always looks like crap.
It doesn't make a smooth curve, and there are always somehow red points in the trail. It#s just complete crap.
>>
>>165531875
Reminds me of the Pale Wing in Global Defence Force.
>>
>>165525728
>>165526056

tris don't matter, verts matter, verts and bones combine to create the real transform cost of a mesh, tris are for free

flat shading quadruples the amount of verts, flat shading is only suitable for low poly, or cheating with normal maps
>>
>>165532523
to use an enum*
>>
>>165532523
Resource intensity is pretty much irrelevant in this context -- this is a first person 2D adventure game with prerendered background and otherwise no animated objects. Most expensive perf component is the particle systems I'm running.

Reason I'm using string comparisons instead of enums: Laziness and I don't think it'd do me much good anyway.
>>
>>165532587
I have literally no idea what I'm doing at this point. How do I use this advice?
>>
File: F2UD7yt91TBerFU2BSG13SCKuqo[1].jpg (132KB, 711x485px) Image search: [Google]
F2UD7yt91TBerFU2BSG13SCKuqo[1].jpg
132KB, 711x485px
>>165530823
>“I have a real interest in the propulsion you are talking about that gets us to the stars. Can you tell me how it works?”
>Rich stopped and looked at him, then asked if he knew how ESP worked. Jan says he was taken aback by the question and responded, “I don’t know, all points in space and time are connected?” Rich replied, “That’s how it works.” Then he turned around and walked away.
>>
File: Demon.png (21KB, 386x287px) Image search: [Google]
Demon.png
21KB, 386x287px
A-are you okay, Unity...?
>>
>>165532796
it means you look at vertex count instead of polycount to figure out how expensive the model is to render

here's a thing to keep in mind: models are shaded from the vertices, not the polygons, edge loops connected between vertices create the silhouettes and shapes of the mesh, and for animated ones you'd want creases in the animation to be defined by an edge loop too

the correct amount of vertices is the amount that has a good silhouette

every tip about good topology and such you will ever find will be because of these three facts
>>
>>165532843

this image is how I feel every time I want to make vidya
>>
Back on your feet, thread. No dying in the night - there's morning progress posts on the horizon.
>>
I give up. I will never make the game. I lack the talent to make art. I lack the talent to program an entire game. I lack the talent to design fun mechanics that work well in tandem. I lack. I lack. I lack!
>>
>>165532871
your unity's haunted :O
>>
>>165534457
Cut back on scope. If you can't finish your game, make it smaller. Do this as much as you have to, even if it leaves you with one mechanic and 5 minutes of gameplay.
>>
>>165534457

you can make a cube platformer in unity
>>
>>165534519
>Cut back on scope from Recettear clone without the weeb shit to dungeon crawler
>Cut back the dungeon crawler to dungeon shooter
>Cut back the dungeon shooter to dungeon bullet hell
>Now it's just monolith
Oh god damnit.
>>
>>165534457
But you don't lack the talent to kill yourself.
>>
>>165534617

>Cut back the dungeon shooter to dungeon bullet hell

this seems pretty doable
>>
>>165534689
Yeah but monolith dev already did it.
>>
>>165534752

idk what monolith dev is

And so what? Every game has already been made.
>>
>>165534794
t. lack of creativity
>>
>>165534794
he's probably monolith dev and he's trying to make himself look popular by pretending to be someone else talking about him.
>>
File: 1483472632146.jpg (20KB, 394x670px) Image search: [Google]
1483472632146.jpg
20KB, 394x670px
>find a bug in code
>what the fuck was i thinking?
>fix it
>start game
>behaves incorrectly
>it was correct all along any my repair was what broke it
thanks brain
>>
File: npIQ5Vq.jpg (615KB, 3024x4032px) Image search: [Google]
npIQ5Vq.jpg
615KB, 3024x4032px
>>165518057
Damn anon, thats like double cute.
Whats your solution on working with text?
I tried to make something similar in unity recently but got stuck because standard UI text doesn't allow for a lot of things.
>>
>>165534794
There's another aggy daggy dev working on a bullet hell dungeon diver right now. I'll have to think of something else. Something with an incredibly small scope.
>>
just realised that i'm writing a small engine instead of creating content and gameplay

bloody hell
>>
I have animation problem. Say I had a regular state machine for jump, running and idle and I had a special power up that changed your sprite for a short time. However itlL immediately be overridden by going into a new state when it switches to a new animation. The obvious solution is to have an if statement to check in every state, but that will get unwieldy very quickly if I have a bunch of them. The other option would be to have a separate component that is just a dictionary of states to animations, and when you get the powerup it saves the original to restore later and replaces it with its own which might just map every state to the same animation, so it won't get overridden. Is there a better way?
>>
File: 234eaa.jpg (92KB, 1056x504px) Image search: [Google]
234eaa.jpg
92KB, 1056x504px
is this shit
>>
>>165535176
It's rough and a start
>>
>>165534969
this is very common
it will happen to you again and again
>>
>>165534969
arent you glad you use version control?
>>
>>165534457
If you want a pep talk:

Just remember that every person who ever tried creative work felt that exact same way for a long time, but they just kept doing it, and sooner or later they had talent.
>>
>>165535176
Wow you're like a psychic you predicted your work will be shit and you're completely right!
>>
>>165535320
>version control
bwahaha, i use git as a back up tool
my version of reverting to previous commit is holding down ctrl + z
>>
File: 1470630917620.png (385KB, 853x480px) Image search: [Google]
1470630917620.png
385KB, 853x480px
>>165534457
Shut up and just make a game instead of whining.
>>
my turn based Strategy shoot em up with dating elements and procedural generation is almost complete
soon i will have millions
>>
>>165535373
really makes me think
>>
>>165535662

really activates your almonds
>>
>>165535453
wow, googum made an anime?
>>
>using git
>>
>>165535618
>procedural generation
>>
File: vr_chest.webm (258KB, 614x406px) Image search: [Google]
vr_chest.webm
258KB, 614x406px
Had an interesting idea for chests/inventory for virtual reality. Starting to make it work now, but here's the idea.
>>
Should i start developing for vr right now?
>>
File: 412.jpg (34KB, 479x344px) Image search: [Google]
412.jpg
34KB, 479x344px
>>165536152
dear god
>>
File: 2017-01-14_04-32-57.webm (2MB, 800x380px) Image search: [Google]
2017-01-14_04-32-57.webm
2MB, 800x380px
I rewrote the bullets from scratch earlier and they work in a way that I'm happy about except for one really important aspect. I can't get the any overlap events to happen. I suspect it has something to do with the fact that I created some things in code.

I don't know. I'll try again tomorrow. I've been up for almost 24 hours at this point.
>>
>>165536297
couldn't hurt
at least have a working knowledge of an engine like unity that can have vr slapped onto it easily
>>
>>165536152
Holy shit I literally do this myself. Not gonna post mine because my folder names are embarassing but I have WAY more folders.
>>
>>165536202
>had an idea
No.
You are just ripping off Mighty Bruce and hoping nobody would notice.
>>
>>165536565
Bruce almighty, and yeah I thought about making them infinite with a script but using a fixed model is easier. Great movie
>>
>>165535105
please respond
>>
what does a pixel vagina look like
>>
File: MotionControlledEating.webm (1MB, 758x408px) Image search: [Google]
MotionControlledEating.webm
1MB, 758x408px
>>
>>165536618
you should rip off The Truman Show instead
>>
>>165536690
Switch is dead on arrival
>>
File: SWEDEN YES.webm (128KB, 720x404px) Image search: [Google]
SWEDEN YES.webm
128KB, 720x404px
>>165536690
/v/ works fast.
>>
>>165536621
problem is extremely easy to solve but your question is vague and contains no code, so there's no way to directly answer it
>>
File: MilkingTheFuture.webm (2MB, 750x380px) Image search: [Google]
MilkingTheFuture.webm
2MB, 750x380px
>>165536804
Not fast enough. Where is the hentai tits being milked on the TV for this one?
>>
File: Untitled.png (170B, 8x9px) Image search: [Google]
Untitled.png
170B, 8x9px
>>
>>165536621
have all your animations in a single spritesheet. Changing states just changes the animation start and end points
Getting a powerup gives it a new spritesheet
>>
>>165535105
>>165536621
This is actually pretty easy to solve
>>
In Unity, how can I make a particle behave like a trail?
I mean so that actually follows its parent with curves.
I read that you have to set the simulation space to "world" but that doesn't do much for me.
It just always follows as a straight line.
>>
>>165537239
thats not how particles work dipshit, if you want them to follow the parent you have to manually script it so that the partile positions are updated each frame follow the parent objects position
setting the world space to local will simply keep the particles at same relative distance to the emitter
>>
>>165537239
Find the option where it says "Simulation Space" when you click the particle object and set it to "World".
>>
>>165537504
you're a fucking retard you don't have to script it for the particle to follow the parent you fucking stupid ass shit have you ever used particles in unity before or are you just speaking out of your ass you fucking autistic dumbass?
>>
>>165537504
How would such a script look like?

>>165537531
I already said that this doesn't do anything for me...
>>
>>165537613
Particle.FollowMyParent();
>>
>>165537660
incest is bad
>>
>>165537613
Particle.UmmShouldIFollowMyParentsOrNot = TRUE;
>>
>>165537696
>>165537613
Make sure to set Particle.DivorcedParents = FALSE or else the Particles will get sad and might kill itself.
>>
>>165537921
Kind of intended, though.
You don't want the trail to persist forever.
>>
File: backd.jpg (545KB, 1578x1308px) Image search: [Google]
backd.jpg
545KB, 1578x1308px
>>165536152
>how many backups do you have?
>like maybe 19 or 20 right now my dude
>you are like a little baby, watch this
>>
File: new_mech.jpg (46KB, 635x922px) Image search: [Google]
new_mech.jpg
46KB, 635x922px
Almost done modeling a new mech that works with the new player skeleton, only the head and elbows are missing.
This one is going to to be the starting mech, it's supposed to look "oldschool" and a tad cheap.
>>
>>165538016

needs a bigger cockpit
>>
>>165538016
needs a skirt
>>
>>165538264
and a nice hat with a pretty flower!
>>
File: backups.png (9KB, 363x474px) Image search: [Google]
backups.png
9KB, 363x474px
>>165538012
big backup dicks
each one of these badboys is a zip of a project folder
>>
File: massive_cockpit_with_skirt.jpg (47KB, 820x870px) Image search: [Google]
massive_cockpit_with_skirt.jpg
47KB, 820x870px
>>165538242
>>165538264
better?
>>165538296
flowers r still 2hard4me
>>
>using a pixel art version of their real face as an avatar
i hope none of you do this
>>
File: backd2.jpg (92KB, 1191x474px) Image search: [Google]
backd2.jpg
92KB, 1191x474px
>>165538379
>>
>>165538508
my face just looks like that :(
>>
>>165538440
>>165538264
You know what, I kinda I like the skirt idea, thanks mate.
>>
>>165538012
>>165538379
why would you do this instead of using git
why
>>
>>165538626
git scares and confuses me
>>
>>165525516
WHY DID ALL THE ALIENS HAVE PANTS
>>
>>165538626
because git is for people who want to feel superior to everyone else by using obscurely named commands you have to ask someone for and needing to google errors that make no sense to a regular person

there are literally books that have been made for git
>>
>>165538727
>>165538753
https://try.github.io/
>>
>>165532775
it's not just performance concern. next time you edit it you could mistype one of the strings "Rihgt" for example don't laugh, it happens, and it would take you a while to find that out. Meanwhile, with an enum you'll get a syntax error if you ever made a type on those, so it's easier to catch.
>>
>>165538753
just use a fucking gui
all you do is click a button and type a one sentence description
>>
>>165538829
don't fall for it

they lure you into a false sense of simplicity and then you're spending an hour trying to fix a problem
>>
SHES THE GUY
>SHES A REALLY GOOD GUY
This fucker is BANNED.
>>
>>165538906
what the FUCK are you DRUNK dude?!
>>
>>165538881
http://gitless.com/ there's also this

but if you're working on your own you can just nuke the repository if it gets too ridiculous

I'd do that before spending an hour on anything anyway
>>
>>165538941
>>165538906
Shitposted in the wrong thread, meant for srg
>>
File: git.png (118KB, 682x912px) Image search: [Google]
git.png
118KB, 682x912px
reminder not to use git until you read all of this
>>
where can i learn about finite state machines thatll translate nicely into a high level language?
>>
>>165538626
>>165538554>>165538012 here
why using git when i can just have a rar with inside a clean and working copy of my whole project with descriptions?making a rar is way simpler than using/learning git
>>
>>165539115
Version Control is designed to work when multiple people are working on the project.

If you're a solo dev theres literally no reason to use git vs. just backing up your project at arbitrary times.

I've had more fuck ups because of git than I have had it be useful.
>>
>>165539182
Hope you're just retarded, rather than believe this.

>download Mercurial
>cd /project/dir
>hg init
>hg add
>hg com -m "Init commit"
>make progress
>hg com -m "progress1"
>realize you fucked up
>hg up 0

There you go, source control in 5 min.
>>
>tfw you keep creating infinite loops that crash your engine
>>
>>165539115
do you store your rar's on a server somewhere?
with git you don't lose anything when your harddrive crashes

it's also much faster to see what the difference is between two versions with git
it's also much faster to switch between versions (and back) with git; it's one click

also, if I want to switch to my laptop or another computer, I have the full history of all versions with git instantly; I don't need to transfer 500gigs or whatever worth of rars

there's so many reasons
>>
File: bsm.png (7KB, 555x94px) Image search: [Google]
bsm.png
7KB, 555x94px
well I had a good run boys
>>
>>165539449
Treat it as free publicity, you're only doomed if you're stupid enough to sign up with them
>>
>>165534457
https://www.youtube.com/watch?v=9F5p1_hR2Ws
>>
>>165539449
>blacklisted media

well, looks like your game is already done.
Cancel it and start a new one
>>
>>165539449
Fuck Tumblr.

Although how do you get exposure without using social media or shilling like a faggot these days?
>>
>>165539368
when I have a while loop that I suspect could get to an infinite loop, I have a separate int counter that is incremented to count how many times it has looped. if the counter >= 1000000 (or whatever number is better for you) I immediately break out of the loop and report an error message
>>
>>165539851
Paying people to shill for you, but that's still technically shilling.
>>
>>165539851
you don't get exposure from social media
>>
>>165539851
You don't.
>>
>>165539449
Who?
>>
>>165539379
>do you store your rar's on a server somewhere?with git you don't lose anything when your harddrive crashes
never had a hd failure in my lifetime but i have a double backup of my last backup,one on a pen drive and the other on another computer,just in case
>it's also much faster to see what the difference is between two versions with git
>implying i need to know whats the difference
if i need to revert back to a previous version means something went really wrong and i have no idea how to fix it so i like start over from a stable and working version than revert back changes until i figure out what the problem was
>it's also much faster to switch between versions (and back) with git; it's one click
as above i value more a clean and working copy than time
>also, if I want to switch to my laptop or another computer, I have the full history of all versions with git instantly
dont care i use my desktop all the time and dont work on games when i am not at home ever.
>>
File: download.jpg (8KB, 224x225px) Image search: [Google]
download.jpg
8KB, 224x225px
>>165539882
Isn't that the very definition of shilling?
I guess, you could do it for free also
>>
>>165539851
Take your game to those physical places where there is a lot of people trying and showing new games
>>
>>165539976
> never had a hd failure in my lifetime
ah, the old "it'll never happen to me" gamble

good luck anon
>>
>>165540046
>i cant read
thanks for playing champ
>>
>>165539961
a company who will eventually offer to """publish""" your game, but will do fucking nothing for you and be actively detrimental to its development
>>
>>165539851
>how do I get people to view my game without putting it on places where people can view it?
>>
is that a new thread in your pocket

>>165540212
>>165540212
>>165540212
>>
>>165535352
>this is what talented people actually believe
>>
>>165540105
Sounds fun.
>>
File: tumblr.png (59KB, 396x147px) Image search: [Google]
tumblr.png
59KB, 396x147px
>>165539449
fucking rip
>>
>armadillo run is 10 years old
that's almost a generation, right? Surely someone could remake the game in some kind of silly minecraft/autism appealing way and make bank off obsessive 8 to 12 year olds.
>>
File: branch D.jpg (115KB, 1920x1080px) Image search: [Google]
branch D.jpg
115KB, 1920x1080px
Hard as shit, bordering on completely bullshit final boss, yay or nay?
>>
>>165540507
have that be the secret boss
final boss should be challenging but not the hardest thing in the game, and a well rounded challenge of everything you've learned. Secret boss is balls to the wall hard where you don't pull any punches
>>
>>165538016
Normal eyes or Monoeye, which is better?
>>
>>165495683
>>
>>165539976
>as above i value more a clean and working copy than time
every commit to the main branch is 100% clean and working
and, depending on how "advanced" a git user you want to be, you can have multiple branches with multiple different features in development simultaneously
and you'd still have a straight list of 100% clean and working commits, and they're all faster to access than a rar
>>
File: 1339387181525.jpg (471KB, 1280x960px) Image search: [Google]
1339387181525.jpg
471KB, 1280x960px
>>165540594
whatever this is called
>>
>>165540835
>some questionable website that will disappear one night and take all of your work down with it
>>
>>165540923
>visor face

good taste
>>
File: 1480868794343.jpg (31KB, 480x389px) Image search: [Google]
1480868794343.jpg
31KB, 480x389px
>>165540923
Monoeye, good taste.
>>
>>165540993
Would only be a problem if somehow you lost your local copy of the work and the website poofed at the same time
>>
>>165541001
>>165541006
Hell yeah

Normal eyes only work on gundams and even on them they are kinda dull
>>
>>165540892
>every commit to the main branch is 100% clean and working
i had only bad experiences with version control softwares (git and svn),maybe i was retarded at time but after that i just gave up and went back to my old method,call me grampa i dont care
>>
>>165485075
What do you mean? It's doing great!

They've released 60% of their total library just last year.
>>
>>165485075
I think steam is fine
>>
>>165543192
>maaaan I loooooove steam
https://youtu.be/Hg1xL6R_v1A?t=7s
>>
>>165543421
kek
Thread posts: 795
Thread images: 155


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.