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/agdg/ - Amateur Game Dev General

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Thread replies: 759
Thread images: 109

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Make progress every hour!

> Next Jam: Comfy Jam
itch.io/jam/agdg-comfy-jam

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

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

> Previous Thread
>>165833680

> 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
>>
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>>
anyone using UE 4.14? should I avoid it like the plague?
>>
>>165874585
Why?
>>
>>165874616
I get it
>>
>>165874585
I'm using it, it´s pretty good
>>
5th for comfy jam ideas pls
>>
>>165874585
4.14 is stable and has a few nice features

don't ever upgrade a project mid-development unless there is a feature you absolutely need though
>>
you're a tree
>>
>>165874616
I read spooky things on the forums
>>
>>165874713
dumb animeposter
>>
What's going on? Can it be stopped? How?
>>
>>165874730
I can't say I've ever had major problems upgrading mid project
>>
>>165874713
hard mode: online multiplayer comfy game to play with agdg
>>
>>165874730
>UE4 devs in charge of making well-behaved software
>>
>>165874437
thanks for a good OP
>>
What's the best way to make Webms?
>>
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>>165874585
works on my computer
>>
>>165874769
Dumb "dumb animeposter"-poster
>>
>>165874869
rename your .gif to .webm
>>
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>insistent on jam based off of shitty, amorphous concept
>subsequently can't think of jam ideas

wow
>>
>>165874869
OBS to record video, Webm for retards to convert to webm.
>>
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Got the basics of an inventory system down as well as equippable items, weapon power now factors into the damage formula.

Also, does anyone know why my Fraps has suddenly started recording everything with an orange tint?
>>
>>165875019
We get it, you like kpop and not comfy jam
>>
>>165875026
How to make inventory
>>
>>165874869
I record with OBS to get an mp4, then i use free online service to convert that mp4 to webm, then i use another free online service to convert that webm to a webm without sound so i can post it on 4chan
>>
>>165875026
the thing you're using to tint your screen orange at night time is probably what's tinting your screen orange at night time
>>
Are there any agdg-related stats anywhere? I'd really like to see the ratio of posted games/dead games, how long the average game gets posted before disappearing, how many new games get posted every month, etc.
With all the autists ITT, one would think that someone would be scraping every thread to find this kind of info.
>>
>>165874869
OBS to record + Xmedia Recorder
>>
>>165875026
are you using f.lux?
>>
>>165875026
>Also, does anyone know why my Fraps has suddenly started recording everything with an orange tint?

just another side effect of Trump's America
>>
>>165875019
Suggest a better team, you dumb gookposter
>>
>>165875365
fine, the A-Team
>>
>>165875169
>>165875298
I was, and assumed that was the problem, but even after disabling it entirely it still records in orange.
>>
i assume the anon who said he was gonna refactor my code was lying to me

you pranked me good
>>
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>>165875207
>ratio of posted games/dead games
Like 100:99

Here's a recap from 6 months ago
>>
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>>165875019
>jam that makes you think and gets the creative juices flowing
How about that
>>
If I want to hire someone to be a model for my game how do I make a contract?
>>
anyone have any tips on how to make a game that exploits the mobile market?

i know mobile gamers generally like really simple stuff but i'm not sure how to proceed. any recommended reading or tips?
>>
>>165875341
Hillaryfag blames Trump even though Obama has done nothing to improve Fraps his entire time in office. I'll never understand the delusions of the radical left.
>>
wish I could make a game about raping girls
>>
>>165875510
He has long left the country to release your code as his own. Never trust anyone.
>>
>>165875551
RIP spider UE4 dev
>>
>>165875551
F
>>
>>165875551
I think about 4 of these games are still being posted here
>>
>>165875551
has anyone seen anything of Dark Elf other than that one static image?
>>
>>165875551
>Ancient Saga
>Placeholder Title
>Whimp the Bold
>Tactical RPG
>Project Wingman
>Ctesiphon
Decent for agdg standards.
>>
>>165875789
It's closer to 5~6
>>
>>165875789
>>165875881
Check back in 6 months
>>
>>165875563
>once per hour someone posts "give me ideas for comfy jam" or "wat is comfy?"
What a wild river those creative juices form.
>>
>>165876029
says more about the devs than the jam
>>
>>165876029
> video games are about overcoming conflict
> humans find comfort in the absence of conflict

yeah can't imagine why that'd stump anyone
>>
>>165876029
People ask that about every jam. Remember the two button Ludum Dare? People were asking shit like
>what does two buttons mean?
>is a mouse two buttons?
>if I have three buttons does that count as two buttons?
People are retards.
>>
>>165876158
no it's just animeposters finding comfort in removing the absence of relaxed loli pictures in the thread
>>
>>165874943

There is a problem here. The projectile doesn't match with the angle from the gun.
>>
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>when you have a sweet idea for comfy jam and others are struggling
Pretty comfy
>>
>not filtering all jam-related "discussion"
>>
>>165875805
no, i think literally all he posted was a few wip animations
>>
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Re-asking from last thread as suggested:
I got fired and got some dev time now but I have a question.
I want to make a 2d roguelike, I have a few years experience with unity, would it be better to switch and learn something new focused on 2d like game maker or stay with unity because I have experience with it even if its not the best for 2d?
>>
>>165876290
I have literal heaps of ideas. This is bad
>>
>>165876302
>being this thinned skinned
>on 4chan
You're not gonna make it.
>>
>>165874585
In learning on 4.14 myself. One thing I found that you shouldn't do is put SetLifeSpan() in the constructor of an actor instead of putting it in BeginPlay(). It sent my instance into a crash loop in the middle of the fps tutorial until I manually opened the VS project and removed it from the constructor.

They don't update these tutorials as often as they update the engine, do they?
>>
>>165876416
Caves of Qud and Sproggiwood are made in Unity. CoQ is ASCII/simple tiles, while Sproggiwood has proper graphics.
I guess it's really just up to you. It can be done, so if you want to stick with it, then stick with it. But if you want to try something else I wouldn't recommend GameMaker, it's being outclassed by Godot.
>>
When does Want GF Jam start?
>>
>>165874516
>""""""""""""""""""""""""dev"""""""""""""""""""""""""""
Everytime until you learn to stop.
>>
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progress: https://my.mixtape.moe/skfeix.webm
>>
>>165877104
>https://my.mixtape.moe/skfeix.webm

How do you export such high quality webm?
>>
>>165876848
CoQ is one of my favorite ones, too bad most of the features are half implemented.
Will check out some of Godot for sure, thanks mate
>>
>>165876416
>making an actual Roguelike in Unity
The memes have gone too far.
>>
>>165877317
by making it 14mb, anon
>>
How do i make those pomf clickable webm links?
>>
>>165877329
I suck at CoQ so I haven't gotten far. But I do love that it gets fairly large updates weekly. I bought it on sale during the Winter sale, had no idea the devs still worked on it so much.
>>
>>165876416
Depends on what features you want out of it - you could remake Rogue using C without any non standard libraries using the terminal output.
>>
>>165877104
For auto tiling you should do it by tile quadrant and not the whole tile at once. That cuts down the number of permutations to 2^5 at worst instead of 2^8.
>>
>>165877541
Upload webm to mixtape.moe
copy URL
paste URL
fill in captcha
post
>>
>>165876416
Just use Unity. It's fine for 2D and it sounds like the thing you're most comfortable with.
>>
>>165877576
I'm not sure what that means.
>>
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>>165877924
Auto tiling requires you take the eight surrounding tiles into account. Naively, this means 2^8 = 256 possible combinations (each tile is there or it isn't). If you split the tile into four quadrants (corners), you only have to take the three tiles at that corner into account. So 2^3 * 4 = 32 combinations.
>>
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Per favore aiutatemi

how do I into texture painting?
>>
>>165875805
Confirming animations >>165876365
>>
>>165878472
What did you learn?
>>
>>165878194
HELP I'M BEING WAR CRIMED
>>
>>165878467

Assign the base colors as materials to your mesh. Bake the colors and Ambient occlusion to the UV then paint over the bake. Also increase the resolution.
>>
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>>165878713
Yes and?
>>
>>165878472
>>165878713
k
>>
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>>165878526
I made these cannons for practice.
I learned just the basics of how to use it to animate with vectors, how to control timing curves, masking, layer order, linking
The webm I posted had quite low resolution I think, that's why I deleted that post so I can post this one instead.
>>
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>>165878810
>>
>>165876290
cuddling with anna kendrick? goty
>>
>>165876942
klink klink glug glug they're coming for you :)
>>
>>165878934
What are the orbiting red stripes?
>>
I asked when Want GF Jam is gonna start

Has it been canceled?
>>
Peanut butter jam when?
>>
>>165879308
You can't cancel something that never existed, anon.
>>
>>165879379
Why would you reply to the autistic shitposter? Don't give him attention.
>>
anime game ideas?
>>
>>165879379
Am I thinking of something different?

Need GF Jam maybe?
>>
>>165879112
You were never a game dev. Take your forced memes and your pathetic attempts to validate yourself and fuck off.
>>
>>165879506
knock knock this is the RCMP, open up
>>
>>165879476
you're a 2000 year old vampire girl out on a saturday night trying to get laid but for some reason, everyone seems to treat you like you're 12
>>
>>165879438
You are right. Sorry, anon. Back to devving with me then.
>>
>Overgrowth has finally reached beta
>after almost 10 years of development
This is exactly why you don't enginedev. There still isn't even a game, it's still just a glorified tech demo.
>>
>>165879115
I'm not sure, I just wanted to add something and see if I could get that kind of effect with a rotating outline... with some adjustment I guess they could be lights or some sort of rotor blades
>>
I just want to know when the fucking Jam starts, what the fuck
>>
>>165879748
it's a pretty impressive tech demo though

his talk on animation was mind blowing
>>
>>165879908
>his talk on animation was mind blowing
I really wouldn't mind a link.
>>
>>165879896
February 1st, 2017.
>>
>>165874437
>Slowly felt shittier and shittier over a month.
>Felt like heart attacks or panic attacks.
>Figure it is just depression.
>Notice nightblind (slightly) suddenly.
>'oh'
>take vitamin A and zinc tablet
>everything is better in a few hours
welp, thanks for reading
>>
>>165875551
>Zeroquest
>Wolfesten and Castlevania's bastard kid
>Plague Doc
F
>>
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work in progress
>>
>>165880108
im glad you're doing better anon
>>
>>165880224
>>
>>165879748
also why you don't get into digital distribution.

those guys started humble bundle, and like half life 3, their game will never be released.
>>
>>165880108
Also, nightblind is funny. You'd think it'd just be things look darker, but it seems to affect the middle more than the periphery. It feels like someone put two dark contact lenses on your eyes. Super frustrating.

Also, with my diet there is no reason for me to have this. Probably cancer.
>>
>>165880393
how rude!
>>
>>165879975
http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach

I believe this is it but I don't have flash so I can't be sure.
>>
>>/v/364441807

the madman is loose
>>
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>>165880456
>>
Can furries make games?
>>
>>165880540
>>>/v/364441807

whoops
>>
>>165880131
Zero Quest had one of the best DD demos I've played on AGDG so far. It could've been a great game
>>
>>165880540
>>165880663
This guy doesn't seem to be making any effort to actually improve. I think he's trying to force himself into a meme, that's the only explanation.
>>
>>165880663
upbeat_music.wav
>>
What panties should I wear when dev?
>>
_________comfy__
>>
>>165881028
wear boxers, jeans, and a shirt you fucking disgusting faggot
>>
>>165881179
>jeans while devving

horrible!
>>
>>165880634
someone made that "something to do with love" game and I'm not a furry but the girl was cute.
>>
>>165881259
>Not having comfortable jeans

Why would you even buy a pair of jeans like that
>>
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>>165881179
>jeans
>>
>>165881028
Ones that give access for a quick fap or some stimulating prostate play.
>>
>>165881259
>>165881326

sorry i forgot that jeans offend fatties since they dont fit
>>
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post what you're wearing.
>>
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>>165874943

I wanna work with you fampai
>>
>>165881378
nigga i'm a fucking broomstick and i still hate sitting for long periods of time wearing jeans, it's not uncomfortable at all

sweatshorts is where it's at
>>
>>165881179
>>165881343
Jeans and crotchless panties? No thanks.
>>
>>165881430
Okay.
>>
>>165881501
>sweatshorts is where it's at
wearing pajamas all day. disgusting
>it's not uncomfortable at all
agreed

>>165881503
kys yourself
>>
>>165881434

I said enough with those fucking particles.
>>
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>>165881430
looks at this nigga thinking he mc hammer baka
>>
>>165881787
Hello Hank, how are you going?
>>
why would anybody wear jeans while sitting at the computer in their own home?

denim is tough material designed to protect you from the harsh outside world

wearing jeans at home is like covering the seat of your own toilet with toilet paper
>>
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>>165881430
feels good man
>>
>>165881731

how else am I going to make a 1st person danmaku
>>
>>165881839
You're right but that's a shitty analogy
>>
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>>165881828
absolutely fine

>>165881839
because they are comfortable. i even sleep in my jeans
>>
video games
>>
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>>165881963
>>
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run cycle redone, some tweaks to the other anims slightly.
Working on melee now.
>>
>>165882194
if you wear good quality jeans like old broken in Levi's, they are quite comfy. obviously walmart jeans are trash and uncomfortable.
>>
>>165881839
It is okay to have a denim that isn't able to be folded into a paper airplane.
>>
>>165882214
Is this Aerannis 2?
>>
>>165882214
that outfit is still going to fall off in exactly 2 seconds of fighting
>>
>>165882214
That's not how running works, her torso practically stays in place.
>>
>>165881434
Your weapons system is neat, however I have bad experience with collabs.
>>
>>165881839
I have jeans lined with fleece on the inside.

It's like pajama pants with Denim Armor on
>>
>>165882214
You are genuinely the most animation-challenged person I have ever seen. Like holy fuck.
>>
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I converted the top-down view on the right into an isometric one. Does it look comfier?
>>
>>165874437

https://clyp.it/a2bnmqaa

is it whiny or pathetic? for a tragic trailer?
>>
>>165878467
Turn off the specularity, increase the resolution, learn to UV unwrap your mesh correctly.
>>
>>165882594
it looks like you jumped ahead about 5-10 years in technology

sim city 1 vs sim city 3000
>>
>>165882301
implying my char looks like a tranny?
or its similar in style?
>>165882354
nope, too lewd and rapey for UK gov.
>>165882378
its jogging, in the same vein/style as castlevania.
>>165882587
not an argument.
>>
>>165881430
>let's post music ^_^
>let's post what we're wearing ^_^
Stay in the chat please.
>>
>>165882594
Yeah, looks nice.
>>
>>165882715
there is no need for particularly high resolution it won't be seen up close

how would you unwrap? I painted the seams and clicked unwrap, what else can I do? there's no way I'm editing each vertex by hand
>>
>>165882770
>or its similar in style?
This.
>>
>>165882891
i should really go take a look at that game huh.
Is it worthwhile? I heard it got a lot of flak.
>>
>>165882214
I-is she holding her boobs while running with one hand?
>>
>>165881430
That's a cute belly.
>>
>try to collab
>somebody leaves

kek
>>
>>165882770
>UK
My condolences anon
>>
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>>165880224
Nice Ratchet and Clank enemy nerd.

I actually like it and think the early R&C floating torso enemies were really cool, good job anon.
>>
>>165883009
massaging them as she jogs,has sweaty boob rash
>>
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>>165882214
>>
>>165876416
the best way is to use exclusively ncurses and C++. i have a basic system up and running. it's pretty cool.
>>
>>165882770
That's not how jogging works either, anon. Please just hire someone else to do your art. You should honestly be embarrassed that with all the feedback you've gotten you still don't have any idea what the fuck you're doing.

Shit like this: >>165880663
> 20 frames at 0.5 seconds
Like honestly what the fuck are you doing?
>>
>>165883120
Thanks, I have to confess, I never played Ratchet and Clank.
>>
>>165882876
>there's no way I'm editing each vertex by hand
Then your games are always going to look shitty, you lazy fucktard.
>>
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>>165883162
actual artwork of her.
>>165883204
go take a look at the animations for castlevania. Soma is a good example.
>>
I just signed up for a c++ programming class at my local CC. hopefully i meet friends!
>>
>>165883259
there is 400 of them, a more complex mesh might have thousands

no way, nobody has time for that
>>
>>165883254
The first one is able to be emulated finally so feel free to check it out if you want.
>>
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Hey all, progress update.
I've been working on a Starcraft 2-esque action queuing system so skilled players will be able to use their time more effectively. In this webm, I hold shift while ordering the archer to move close to the enemy, use a close-ranged attack, then back up to max range to continue auto attacking. Because I hold shift, I can give all of these commands as fast as I'm capable of giving them instead of having to wait for each action to complete individually.

The shitty placeholder lines and squares don't disappear like they should but the core functionality seems to work and I'm pretty happy with it.
>>
>>165882214
Honestly, that's not bad. It's not perfect, and could definitely use a more pronounced gesture, but it's fine for the retro aesthetic the pixel art gives it.

If it'd be possible to get the shoulders to sway a bit, rotating the upper body slightly as she pumps her arms, it'd go a long way towards making it more appealing.
>>
>can't draw hands
>hide them
>>
>>165883750
...yes and?
>>
>>165883380
You don't have to adjust every single one, and you don't have to adjust them all individually. You have to at least pick non-retarded seems and make them generally take up the same size on the texture that they do in the viewport.
>>
>>165883709
your right, shoulders do need some movement, will give it a crack now.
>>
>>165883750
>can't draw hands
>use pixelart to avoid having to draw hand detail
>>
>>165883848
i'm just saying what i do so i feel less shame about it
>>
Godot question: How do I find what node a player has clicked on in the 3d view from a Godot script?

All the Google results are extremely usecase specific answers that don't work for me.
>>
>>165884094
I don't dev in Godot and I don't know what a Node is in the context of Godot but it sounds like you want a raycast.
>>
>>165883303
I wish bartendingdevs would still post here.
>>
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>>165883750
>can't draw hands
>just scribble them out and pretend it looks bad on purpose
>>
>>165883750
>can't draw hands
>just make characters have big meaty claws
>>
>>165884331
You can't post that without the picture!
>>
>>165884273
hey now

https://www.youtube.com/watch?v=gyRsdlmr4rc
>>
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>>165884363
I don't have it.
>>
>>165884094
CollisionObject, which is the parent of Area and Physicsbody has a function called set_ray_pickable().
>>
>>165884250
i wish he didn't jack up his commission prices up so high that i cant afford more gorgeous artwork
>>
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>>165883750
>can't draw hands
>draw feet instead
>>
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>>165884417
>even goog's idealized animated self wears a t-shirt at a pool
pottery
>>
>>165884609
He did so because he literally doesn't need to at this point, they got rich off the game so he doesn't need to be doing commissions.
>>
>>165885015
>Hitler stache
This is not a stable person
>>
>>165884417
that's actually really good
>>
Can sneks make games?
>>
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>>165885892
can confirm, am snek
>>
>>165886148
H-hi

Eat any good mice recently?
>>
>>165886148
>tfw scully will forever be stuck with that abusive pervert
>>
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something is starting to take shape
>>
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Didn't get much done today
but here is today's changelog
-Added a name for easy filtering
-Started on song thing(haven't done one in forever)
https://clyp.it/a1abfjfi
-Redid blue man skeleton so he doesn't look like a weird monster thing.
>>
What's the best way to make a player inventory system that is like one you'd find in a JRPG? Most of the tutorials I tend to find always seem to want to do some MMO style shit rather than the simple kind you'd find elsewhere.

Any tips on how I could do this?
>>
>>165886552

Make a UI container for an array of items, create a list in the UI for each item in the array
>>
>>165886476
Black & White clone?
>>
>>165884237
Yeah, I know what I want, I'm just not sure how to implement it in Godot based on a mesh and not a collision box.
>>165884530
So is there no way to just do it based on the preexisting geometry of the mesh itself? I'll have to convert the mesh to a collision object manually for each of my objects?
>>
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It's the little things
>>
>>165886552
Should clarify, that I also mean in Unity as well.

>>165886652
UI container? I'm unfamiliar, I'll look it up, thank you, anon!
>>
>>165886667
not really, but I guess the photo lazily pasted over the head makes it look like that huh
>>
So I got unity, have no experience with programming or gamemaking under my belt (except making starcraft custom maps for a few years), and I'm feeling pretty overwhelmed. Not sure where to begin, I know I should start small, but is there a first step I shoukd be taking as soon as I load up the program?
>>
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>>165886874
yes, close it and begin with C
>>
>>165886874
Just make sure you get familiar with how everything works. Unity has a bunch of basic startup tutorials that explain some minor and advanced programming and gamemaking stuff.
>>
>>165886552
What do you want it to do?
>>
>>165886874
do the official tutorials
>>
>>165886874

create a plane (or cube and make it flat)
create another cube
put a script on the second cube to move when you press arrows or wasd
>>
>>165886874
Check their website, they have unity tutorials up everywhere/

https://unity3d.com/learn/tutorials/modules/beginner/scripting/scripts-as-behaviour-components?playlist=17117
>>
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Been busy with work and stuff but I got dialogue working.
I want to fix it so that words don't attempt to type unless they fit on that line. If they don't fit they start typing on the next line. Will work towards this tomorrow. I also want to have a label that shows who is speaking.
>>
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>>165886984
Hmm, I just want it to be able to hold items that the player receives, automatically sort them, keep the count and organize them in the proper categories, and then being able to display it in a sort of list format like in pic related.

Obviously a bit more dolled up and modern than this example, but I just want to be able to set it up in this manner.
>>
>>165886713
I have no experience with the 3D aspect of Godot; I just threw in that comment about the collisionobject. You should probably use a raycast anyway (which is a spatial node object). I don't know how the the type masks work exactly, but from what I can see it needs a collirder / collisionobject to work with.

However, according to the docs on MeshInstance (which from the description you should use to implement your meshes in the scenetree anyway), you can use create_trimesh_collision() to create a StaticBody child node that can act as a needed collider. To quote the docs "It's mainly used for testing.". Maybe create_convex_collision() is more helpful in your endeavour, but there is no doc on it.
>>
>>165886763

What I mean is you make a holder for other UI elements. Let's call it the "inventory screen"

You populate the inventory screen with children UI elements, derived from an array of items, arranged in a list
>>
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>Try again to use a timing-based rather than room-speed-based game logic in gamemaker
>It's still not what I need
So what game engines allow easily setting up a fixed step update in its systems?
>>
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Implemented a few new components to represent health- skeletal system and flesh, their interactions with concussive and penetrating attacks, and keeping track of the longer lasting effects in the character viewer.
>>
>>165885892
https://snekdev.itch.io/
>>
>>165887416

dark souls/dorf fortress crossover?
>>
>>165887362
unity has fixedDeltaTime and deltaTime
>>
>>165887362
Godot has one built in, as does Unity and Unreal probably, too. Having both an update and fixed update method is pretty much standard for an engine.
>>
>>165887524
it also has smoothdeltatime
>>
>>165883414
That's very good. I don't play RTS games often, but queuing actions is a pretty important thing to have in my opinion.
>>
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She can grab ledges now, but it still needs some tweaks and a animation so it can look nice and smooth.
>>
>>165886148
That is one comfy snek
>>
>>165887694
Have you tried having the character face the ledge more? The readability is very poor with that pose.
>>
>>165887524
>>165887542
Which one would be best for making a 2d pixel art game? Or, if I use unity, I guess I can just use models and make it 2.5D...
>>
>>165886968
"fap fap fap fap fap"
- thetruth.png (2017)
>>
>>165885867
lol
no
>>
>>165887836
>2d pixel art
Godot.
>>
>>165887935
Isn't godot in limbo until 3.0? Should I bother..? I've also heard there's a severe lack of solid documentation and you have to muck about with the source code sometimes to get things to work. Doesn't sound super convenient to me.
>>
>>165886542

What the fuck are you doing?
>>
>>165887362
Godot for sure. In fact the other day when you were first posting about this I made a quick test in Godot using the fixed_process. It worked flawlessly at 60 FPS, 10 FPS, 144 FPS, everything. It does seem like Godot will slow the game down below 10 FPS though, so 1 FPS was going in slow motion, however it was still spawning and moving bullets correctly. And it's not like a game should ever drop anywhere near that low anyways.
>>
>>165887324
Thanks anon. I'll probably just have to suck it up, realize that making 3d chess is going to be inherently tedious, and then start making a bunch of fucking decimated collision meshes, kek.
>>
>>165887996
>Isn't godot in limbo until 3.0?
Nah, not for 2D. The 3D part is getting a big overhaul in 3.0 though. 2D is mighty fine as it is.

>there's a severe lack of solid documentation
Can't deny that. While the demos convey a lot of information, the docs are about 60% complete, meaning that there's a lot of functions that are listed, but not explained. If you aren't the type that likes to experiment and do stuff on your own, I'd really not recommend Godot at the moment. This does not mean however that you can't shit out simple games like there's no tomorrow; the basic stuff is covered.
>>
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>>165880634
No.
>>
>>165887996
There will likely be an upgrade tool to go from 2.x to 3.0. GDScript wont be changing very much, just a few new features added to it. The basic structure of most things will also stay the same. So you can practice and learn Godot 2.x for now, and then upgrade to 3.0 in a couple months when it releases, there will also be semi-stable alpha builds in a month or so.
There is less documentation than Gamemaker, but it's not bad. The community is also very active in answering question on the QA site.
You don't have to do anything with the source code to make things work, it all already works.
>>
>>165888328
That's definitely fair. I think I'll stick to Unity for now, though. If I was going to experiment and figure things out on my own I would go back to using Monogame or SFML instead, honestly.

How big of a hassle is it to use pixel art in Unity? Or to make 2.5D games using lowpoly assets? Would I use the 2d or 3d game settings for that?
>>
>>165888274
Before you give up, have you tried those two methods?
>>
>>165888371
I thought porn wasn't allowed on Steam.
>>
>>165888453
>give up
I wouldn't really consider just making collision meshes like most solutions say to be a form of "giving up".

Why would I? They're just going to shit up my codebase with collision geometry that'll rape the physics engine. They'd just get replaced later anyways.
>>
>>165888545
it's sfw version
>>
>>165888442
>How big of a hassle is it to use pixel art in Unity?
From what I've heard, it's a bit of work to set up Unity for pixel perfection - I haven't tried it myself, so I want to make sure you know that this is hear-say.
2.5 is not really difficult, as you would just not move on the third axis.
>>
>>165888545
it isn't
OR IS IT
>>
>>165888442
Unity scrub here. So far I haven't had too much issue with pixel art. You just have to watch the compression settings mostly. 2.5D Seems straightforward but not much first hand experience with that.
>>
>>165888631
>Why would I?
To satisfy my curiosity as to what create_convex_collision() actually does.
>>
>>165888442
Don't bother with pixel art in Unity. 2.5D low poly will be fine though.
>>
idea guy here,

How about making a goddamn game that's worth a shit
>>
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>>165880456
>How to reduce dev time with procedural animation
>By a guy who spent 10 years devving with only a beta to show
>>
>>165888865
I don't think that'll work.
>>
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>>165888865
>>
>>165886542
So far I've managed to catch two of your progress posts and I just wanted to say I'm very pleased.
>>
>>165888865
i shit for free

task accomplished, congratulations everyone
>>
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>>165887507
Dark souls combat (minus input buffering) and roguelike microsystems are definite inspirations. Thanks for the comparison, anon.
>>
>>165888865
I WANT A GAME WHERE YOU PLAY AS A LIZARD
>>
>>165889150
Scaler
>>
>>165889198
I WANT ONE I HAVEN'T PLAYED

I've already played the Gex games too
>>
>>165889249
Yooka Laylee
>>
>>165889305
thanks senpai
>>
>>165887315
it's just a map of <enum item type, int count>, then your UI renders the data

you can either sort in the UI itself and leave the map alone, or store your own custom data structure instead of a map and sort that manually
>>
>>165889249
Ever played EVO?
>>
>>165889441
No...
>>
>>165888667
where can you get the nsfw version? is it the itch.io one?
>>
>>165889495
You should. It's fun.
>>
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Is there anything inherently wrong with just using room speed in game maker instead of using delta_time for calculating shit?
>>
What's a good blender tutorial series to help learn the software..?
>>
>>165889790
Yes
>>
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think im mostly done with the second pause screen art.
>>
>>165889627
thanks senpai

don't judge me
>>
>>165889790
I may be wrong, but your game will run at different speeds on different computers and it will throw all your timing off.
>>
>>165889915
Neato
>>
>>165889790
no >>165887362
>>
https://clyp.it/q5bc4uxg

where wud u see this demo as of right now in a game
>>
>>165889949
just cap the framerate
>>
>>165890061
in here >>165882594
>>
>>165890061
Credits.
>>
>>165889949
>but your game will run at different speeds on different computers and it will throw all your timing off.
lol

no

timing will be identical across computers, you have no clue what you're talking about

>>165889790
If shitters can't run your game at the framerate you want it to run (because they have a shitty computer) then your game will run in slow motion.

That's it.
>>
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>>165890215
so the sole reason not to use room speed is to accomodate to people with shitty PCs who can't even handle the game in the first place?

that sounds shit, i'm not doing it
>>
>>165890314
>so the sole reason not to use room speed is to [accommodate] [for] people with shitty PCs who can't even handle the game in the first place?

And to adjust for people who's PC is so good that they'll be playing the game in a higher framerate than you, and to prevent inaccuracies due to mild framerate dips.
>>
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Any of you fags use CryEngine?
I have no idea what to do about terrain textures being restricted to blocks like this. How do I smooth it out?
>>
>>165887237
niiiceee
>>
>>165890569
from my time with cryengine 2, you gotta mess with draw distances. sorry i'm not familiar with cryengine 3.
>>
>>165890449
>And to adjust for people who's PC is so good that they'll be playing the game in a higher framerate than you
Can cap the framerate so this is a non-issue.

> and to prevent inaccuracies due to mild framerate dips
"inaccuracies" aren't a problem when using room speed
>>
>>165890314
it's a concern because people with toasters who run the game at slower but still playable speeds will have an advantage in action games while 4k pc master race shitters won't be able to put their 120hz monitors to use as the game has to have the cap in order not to run too fast
>>
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>trying to rescale stuff so game doesn't look like ass yet is still resizable
>zoom works correctly in one, and only one configuration of three variables
>changing them all to retain scale doesn't work either
>>
I want to make a good story
>>
>>165890909
then start
>>
>>165890753
>Can cap the framerate so this is a non-issue.
"Can ruin the framerate for people with high-end PCs because I'm a shit programmer and a retard."

They aren't a problem. That's why you use it. Reread your fucking post, idiot. You're asking what the reasons to use room speed are.
>>
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>>165888020

making game. It started as a 2d platformer but has transformed into a 3d burger flipping simulator after having fun with modeling. I don't have talent but I have determination to finish this. Zero sideprojects.

>>165888970

I am amazed anyone gives a shit thanks for some motivation juice to continue forward.
>>
>>165890972
okay
>>
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Do you do sprites pixel by pixel or do you use classic (3rd gen onwards) techniques like this one?
>>
>>165890909
find a relatively obscure story you like and rip it off
>>
>>165891023
>just saw a video about that fucker today
Baader-Meinhoff effect in full force.
>>
>>165890753
What are you going to cap it to? An unacceptably low number like 60?

Now everyone has to run it at 300fps or your game doesn't work
>>
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>spend about a week working on my game
>get super busy and can't work for a few days
>start thinking about a better idea
Why does this always happen? I always end up jumping ship after just a few weeks. Maybe I should just stick to game jams.
>>
>>165889790
If the FPS changes at all the player basically has to get used to a different way of playing. Which isn't fun. It should be the same gameplay regardless of FPS. It's just a better experience overall that way.
Some players are okay with running a game at sub 60 FPS, so if you design the game for 60 FPS then you're cutting out any potential customers that would be okay with running the game at lower FPS.
When a frame rate above 60 becomes the norm, your game wont support it, whereas a game with delta time will support any frame rate automatically.

All of that said, Gamemaker is complete garbage and you shouldn't use delta time with it because it's just too much of a hassle.
>>
>>165887237
Nice text.
https://www.youtube.com/watch?v=C-T4VVZrmkA
>>
>>165891345
because the early stages of a new idea are always easier and more rewarding than everything that comes after
>>
>>165889915
This is for Monolith, right?
>>
>>165890215
Why did you say I was wrong then proceed to paraphrase what I said back to the guy?
>>
>>165891550
That's fair. I'll try to stick it out till demo day at least.
>>
>>165891120
I've tried both. Making the pixel art at the intended resolution is better because it turns out cleaner, you can still use a higher res reference if you need to. But if you're going to be drawing lots of high res images to then convert to low res, what's even the point anymore. It would be better to just use the high res art itself, since there's no limits anymore.
>>
>>165891345
I'm not one to talk because I also prefer jam games and haven't finished any long term projects either.

But I think it helps to visualize it as a physical path you're going down, see the progress you've made on this particular game as physical distance covered.

In physicality if you want to change paths you have to walk all the way back. This helps you to commit more easily even when you're not sure you want to be on the path anymore.

In digital reality we can switch paths instantly. We have to resist acting on this and reinforce our physical instincts.
>>
>>165891672
i believe in you
>>
Should I use zlib to compress game data/savefiles?
>>
>>165890675
>>165891442
Thanks!
>>
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>>165891120
be lazy and make sprites from 3d models
>>
>>165891908
physicsfs for the win!
>>
>>165892215
shilling?
>>
Anyone have knowledge setting up menus in Unity for keyboard movement? I need the top-most button on a menu to be highlighted by default, including sub-menus, but I can't get it to work the way it seems it should.
>>
>>165892316
This is also relevant to my interests.
>>
>>165892316
Make it do what you want it to do.
If you want left key to move the interface selector to the left, do that.
>>
>tfw want to make games in unity
>tfw too stupid

feels bad
>>
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Is killing cute monsters, such as lil mushrooms, a comfy idea?
>>
>>165893261
Learn, read, follow tutorials. Look at what other people did. If you don't do these things then it seems you didn't want to make games in unity in the first place
>>
>>165893015
Oh, okay. Got it now. Thanks, anon.
>>
>>165893261
tfw too intelligent to use unity. feels worse man
>>
>>165893342

no! poor little mushrooms
>>
How do I start learning how to 3D model. I don't even know where to begin.
>>
>>165893370
im really split. i spent the past year learning 3D anim and modelling ect but i havent been programming since when i used to use game maker.

three collabs have fallen apart

idk what to do desu
>>
>>165893438
https://www.youtube.com/watch?v=DiIoWrOlIRw
>>
>>165893342
as long as they have cute death animations
>>
>>165893342
No
>>
>>165890753
>being this stupid
>>
>tfw 5 years ago you talked with your artist buddy about making modern Harvest Moon clone but then you got distracted and continued with your boring work
>>
>>165893342
Just say they faint or something like that instead of ded.
>>
>>165893438
Model a box. Model a door. Model a room. Model a dolphin. Model a sword. Model a humanoid (poorly). Model a humanoid (poorly). Model a humanoid (poorly). Model a humanoid (poorly). Model a humanoid (poorly). Model a humanoid (poorly). Model a humanoid (poorly). etc..

Yay.
>>
>>165893640
Oh, hey, thanks.
>>
>>165894048
That's great but I have no idea how to use Blender. Just got it off steam; opening it up and there's just....there's so much. I don't know where to start.
>>
>>165893917
Could have raked in all the Stardew Valley bucks.
>>
>>165894227
Oh. Well you want to learn blender, not learn 3D. Start with some simple tutorial that sort of follows what I wrote in terms of simplicity. Once you know the basics you only have to learn harder things as needed.

Post screencaps of progress here.
>>
Unrealfags, please help.

I need to figure out which base class of component to use for something based on a certain set of requirements.

I'm using these components to hold a location and rotation for a hover function - each one is to draw a line and determine if it needs to apply force.
I need to use something that can have a mesh for development purposes so that I can quickly add these on and tell where they are and where they're facing.
- InstancedStaticMesh components won't work because I need to use these in arrays and I don't think you can make that an array type.

- SceneComponents can't have a mesh.

- PrimitiveComponent, MeshComponent, and StaticMeshComponent are all unavailable as base classes for blueprint in version 4.14. Does anyone know why this is? Are they really just abstract classes?

Please help...
>>
>>165893342
absolutely not
>>
>>165894462
Well, ideally I'd be learning both at the same time. Are there any recommended tutorial series or instructors that have very good explanations? It's easy to find crappy tutorials and learn bad habits when you have no reference to judge the quality of a learning material.
>>
>>165894474
genuine question: do you know what an actor is? its like a Unity game object
>>
>>165894597
What I am saying is if you find a tutorial that teaches you the blender basics and you end up making a table, it is probably okay to use.

If you find one that makes you make a person, it is not good.

You want to learn how to move models around. Move vertices around. Make faces, erase faces. You don't need to know how to set up a reference image plane and set up an animated character bones.

idk, do what ever
>>
>>165894678
I do know what an actor is. Because these need to be added to another actor they can't be just actors, and need to be descended from ActorComponent.
>>
>>165894959
child actor component
>>
>>165875881
>You actually mentioned me.
Anon, I...
>>
>>165895184
The criteria to be included was "not dead". High praise, for sure.
>>
>>165895308
I'm not sure if that's sarcasm but I do think that actually is high praise given how many projects drop in here.
>>
I didn't make any progress today because I could not decide which blouse, skirt, panties, and socks I wanted to wear.
>>
>>165895459
i didn't make any progress today because it was too hot
and now that it's chilly and i'm doing progress my family is asleep and since i share a room with my brother i can't make much noise or stay up too late or else i'll be bothering him with my light
>>
>>165895459
I didn't make any progress today because I was hopped up on hydrocodon and could barely stand straight much less dev. Hopefully tomorrow works out better.
>>
>>165895459
I didn't make any progress today because I don't have anything to progress on
>>
>>165895180
Thanks, I see I can use GetChildActorClass and == class to set that array. Do you think this would cause a significant memory and performance hit over using SceneComponents?
>>
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>>165895459

I didn't make any progress today because some anon is making me feel bad whenever I post my projectiles
>>
>>165895874
I was secretly hoping the pellet spray would spell out a phrase like EAT AT JOES or UR A FAGET

Or a loss edit pellet spray
>>
>>165874437

>no school
>full of motiviation and energy to dev

>first day of school
>no desire to do anything

this must be how people with jobs feel all the time
>>
I'm trying to think of a comfy roguelike idea. Anyone got some ideas? I don't want there to be killing, what other comfy things can you do in a turn based game on a grid?
>>
>>165817943
MMLdev, what do you mean by standalone game? Is it gonna be a fangame with its own plot?
>>165845341
Sound sempai, what program and instrument extension are you using to make sound effects?
>>165888371
Furries have no fucking shame.
>>165890061
Title screen or first level.
>>
>>165893412
>admitting that you're not making a game but could with unity
>too intelligent
>>
how to code in game maker with everything tied to delta time instead of room speed?
>>
>>165895971

kek
>>
>>165896172
https://www.google.com/search?q=game+maker+delta+time&ie=utf-8&oe=utf-8
>>
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Stop blogposting on AGDG.
>>
>>165895981
when i had a fulltime job all i did was cook and watch tv shows
>>
is it possible to do unity 2D option when opening a project with 3D models?


>>165896172
whats the difference
>>
>>165895981

>no school
>no motiviation to dev

>first day of school
>no energy to do anything
>>
>>165896172
Instead of doing something like x += y for continuous change, you do x += y * delta_time. If you're converting from the latter to the former, you'll need to divide y by your original room speed, or continue to express all the values in terms of the original room speed and multiply delta time globally.
>>
>>165895981
>school
>desire to do many things
>zero motivation to do on top of school shit

>semester ends
>motivation to do many things
>no desire to see any of the results
>>
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Contact shadows are absolutely amazing. I hope Epic improves their quality soon though.
>>
>>165896369
thanks anon, I sure wish I knew I could type those keywords into google and get results that don't answer my question at all

>>165896658
thanks
>>
>>165896905
Can you point out where the contact shadows are?
>>
>>165895874

ENOUGH. WITH. THESE. FUCKING. PROJECTILES
>>
>>165897353
The heck is your problem? Projectiles piss in your cereal this morning?
>>
>>165896172

you just multiply everything by delta time (which should default to 1
>>
>>165896905
>>165897326
Oops: https://www.unrealengine.com/blog/unreal-engine-4-14-released

That is a really cool idea.

For your issue, if you need higher res shadows it implies this is sort of a hero render. In that case, increase the shadow map resolution just for this situation with tight bounds on the character to use the full depth. This is how it has been done in many games.
>>
>>165897436
He's been posting his projectiles for a while now. I can understand anon's frustration
>>
>>165897436

My dad died of a projectile, okay?
>>
>tfw have an extremely epic comfy jam idea but can't share because literally everyone here would steal
>>
>>165897660
fuck off, dumbarse
>>
>>165897541
I don't mind someone posting their engine experiments though. I'd rather have this explorative progress than another
>gimme comfy jam ideas
>>
>>165897436
Not that anon, but I can understand. He posts nothing but those projectiles.
Never any progress or anything of actual interest. At least change the fucking color or something.
>>
>>165897660
That's impossible because "literally everyone here" would include yourself and as you implied the idea is already in your possession, you cannot logically steal it from yourself.
>>
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>>165897326
>>
>>165897741
That's not progress, kek. He's just changing directions and shit on his really shit projectile system. I prefer them to the comfyjam bullshit too, but they're both bad.
>>
>>165897824
Back off of me, troll. You know what I meant.
>>
>>165897843
Yeah, you're not going to get the results you want using this method.
>>
>>165897872
Where's your progress?
>>
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hot
>>
>>165897741
I honestly think talking about game ideas is fun too, even comfy ideas.
>>
>>165898120
Way too lewd for a blue board!
>>
What game has the best semen simulation/rendering?
>>
>>165898065
>implying I'd let someone steal my ideas
Trust no1, not even urself, now...
BACK...
OFF!
>>
>>165898269
SDT probably, although I haven't played that many semen simulating games.
>>
Can someone help explain what I'm doing wrong with this shader in Gamemaker?

vec2 coord = v_vTexcoord;
vec4 col = v_vColour;

gl_FragColor = col * texture2D( gm_BaseTexture, coord );

gl_FragColor.rgb = vec3 (coord.y, coord.y, coord.y);

I would expect this to give me a gradient of grey tones going up to down. Instead I just get a uniform color of grey for the whole sprite. Does y not work how I think it does?

Related note:
I also have a shader where a time counter increments and resets at a certain value, and if the value of y is close enough to the counter it turns the pixel black, producing a black line that sweeps from top to bottom on the sprite. But this doesn't work if the time counter resets at 1 and goes back to 0, it only works at a specific range between 0 and 1 that's different for every sprite.

Basically, how the fuck do pixel coordinates in shaders work?
>>
What do you think about Playmaker in Unity? I'm hearing that you basically don't even need to learn to code if you learn Playmaker as it does every complex scripting for you.

Retard crutch (I assume you coding elitists would say this)? Time saver? How flexible is it?
>>
>>165898513
Post the output, silly.
>>
>>165898513
My guess is that you need to normalize those y-values, i.e. make them fit in the range of 0 to 1 by dividing the y-size of your texture by the y-coord value.
>>
>>165898513
Can you set the output color more than once? Delete the first output line.

You are using texture UV coordinates here, not 'pixel coordinates'. If you want screen coordinates that is a different value. I think it is available as an input in certain versions.
>>
>>165898575
Pretty sure it's just like the drag n drop in GameMaker, ie, good for simple stuff but can't do anything complex.

It's also way too expensive.
>>
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>>165898618
Here's the output, just solid grey

>>165898636
I'm pretty sure that v_vTexcoord is already 0 to 1.
Plus, the other shader I mentioned produces a visible black line when the counter is between 0.875 and 0.946, so it is in the 0 to 1 range, it's just that 0 and 1 don't correspond to the visible ends of the sprite

>>165898787
How are texture UV coordinates written differently?
>>
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>>165891602
yeah
>>
>>165899395
this game is juicy mang
i always see people on here making shitty shoot em ups and the problem they never address is the fucking JUICE mang, arcade games need to be juicy as FUCK
>>
>>165899320
Clearly that is a gradient going light to dark at the bottom.

UV's are relative to image. It goes from zero at some corner, to one at the opposite corner. If your title doesn't fill the whole source texture, then the UV is going to be a smaller range.

You need to do something like take the relative range of the subimage and divide it by something to get a nicer range.
>>
>>165899395
Hey, I showed your game to a friend the other day. He put down Binding of Isaac and played this until he beat the DD12 demo and wanted to buy it. Just wanted to tell you this game has so much appeal, not that you didn't know that already
>>
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>>165899320
>>165899802
>>
>>165899395
When you make it big I'm gonna tell people I'm friends with you, okay? Okay.
>>
>>165899395
>>165899806
Dayum. I remember the dev saying how he didn't know any programming two years ago. This is some underdog success story shit.
>>
>>165899806
>He put down Binding of Isaac
So you are saying he usually plays shit games?
>>
>>165897872
>>165897742

well what do you guys want to see, then?
>>
>>165900026
I'm saying he plays games that a million other people play

ya dummy
>>
>>165900101
Doesnt mean its a good game though.
>>
>>165899975
To be fair, there are two of us, and I've been programming much longer than he has.

He's probably better than me now though
>>
So I released a game on Android a few months ago for free, I worked hard on it for months, but it did horribly, as in it got very few downloads.

Now lets say I took that game, upgraded the graphics/sound/features, could I justify then putting that same game on steam and try to sell it for a few bucks? Is something like that allowed?
>>
>>165900243
>He's probably better than me now though
no im not lol
>>
>>165897518
I am trying to come up with good looking shaders and cranking up shadow map res is kind of not a good option as I am planning to have detailed environments but aye, increasing the resolution and lowering shadow bias in this case did the trick. Contact shadows still give a much cheaper and more precise dynamic shadowing so with some tweaking and balancing they will be here to stay.
>>
>>165900046
An actual game? The partciles are cool. Do cool shit with them, man.
>>
>>165899652
it baffles me when you post something actually juicy and get no responses but this webm does
>>
>>165900380
you don't know what juicy means then
>>
>>165900380

maybe hes samefagging
>>
>>165900271
Don't clog steam with your shitty mobile game.
>>
>>165899802
Alright upon closer look it is a gradient, but a damn subtle one, youve got good eyes

>then the UV is going to be a smaller range.
But how do I know what the source UV length and height are? And your pic is helpful conceptually but I'm not sure how to apply it to an actual GM shader
>>
>>165900380
>implying
>>
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I'm brand new to scripting in unity, but my question is about masic bath I'm too retarded to understand

Whenever I rotate an object in unity on two axes (pitch and yaw), be it an airplane or a camera, eventually it'll start rolling on the third z axis if I use them at the same time.

I've googled how to make a 1st person camera and their examples are identical to this, as if the problem doesn't occur for them.

What's going on and what's the best way to handle it?
>>
>>165900358
The point I am making is, you are looking all zoomed up on the character. Is that how you play the game? Maybe you are trying to solve a problem that does not exist.
>>
>>165900489

t. add screenshake and its juicy shitty
>>
>>165900271
If nobody played your game in the first place, who would even know to get upset?

anyway this sort of thing is common. People charge different for different platforms
>>
>>165900639
Nah you need to add some randomly sprayed particles too
>>
>>165900271
Of course it's allowed. Plenty of mobile games have PC ports. Although I can't think of any that have free mobile and paid PC. But there are a few roguelikes which have free downloadable versions, and paid Steam version with a bit of extra content.

You could also try launching it on itch.io to see if it does well there. Since it's free to host there and they take less of a cut. Maybe you can get some feedback on how to improve it.
>>
>>165900497
I hope not, I would feel bad for him.
>>
>>165900570
>masic bath
those are the best kind of baths
>>
>>165900365

I'm working on a plug and play magic system for a game, so in game and/or editor you can easily take off and add components and have spells do different things

I'm learning a lot about blueprint communications and things you can and can't do in blueprint functions, as well as limitations for things like projectile movement components, etc

Plus its really fun to see lights bounce around
>>
>>165896905
Is this yours? If so, what tutorial did you use to learn how to model like that?
>>
>>165900497
The woes of anonymity.

I have better things to do than pretend people care about me.
>>
>>165900516
uniform vec2 srcTextureDimensions; // How do you do this in GM? no idea
uniform vec2 myTitleDimensions;

vec2 coord = v_vTexcoord;

main() {
...
float myGradient = ( srcTextureDimensions.t / myTitleDimensions.t ) * v_vTexcoord.t;
...
}

or some shit. I don't know. the idea is there.
>>
>>165900679
and yet people still fuck it up
>>
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>>165900637
I will have lewd content which will require good close-ups.
>>
>>165901019
You need to switch the rendering when this occurs to have the hero shots like I said. It is just how games do it.
>>
>>165900943
Wait, that ain't right at all. It has to do with the subimage position in the texture as well. Fuck it. Too hard for me.
>>
>>165901075
Excellent point, noted. Thank you.
>>
>>165900498
I don't make shitty games. I try to take pride in what I make. I just made the mistake of zero advertising and hoping it would just catch on.
>>
>>165901325
Link it.
>>
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>>165899395
have you made money from this yet? please tell me your finicially supported enough to at least finish this. don't you dare fucking drop this like other people dropped theirs recently.
>>
>>165901325
>I just made the mistake of zero advertising and hoping it would just catch on.

I don't know shit about shit but google play is ruined by awful app discovery. The apps on top stay on top. The most successful apps are the ones that are advertised the most. If you try to find good games that aren't on top, its a massive chore and 99.9% are shovelware, so naturally people give up and stick to the charts.

The best chance you have is making a free game and naming it similar to something that's already popular, but that just encourages making a rip off.
>>
How do I know if my game is too hard? I have no problem getting to the end but everyone else seems to struggle to get past the first level
>>
>>165902129
what type of game is it
>>
>>165902129
How hard do you want it to be?
>>
>>165902129
give us more details.

do they struggle to understand the controls?
do they die too quickly or can't kill enemies?
what are they having trouble with?
>>
>>165902129
If you can beat it, it's not too hard.

The real answer is you need to test it a lot with a variety of people of different skill levels.
>>
>>165901904
Or go and share it with people you think might like the game while being open that you are the creator.

Or bother to let people see it before you have finished.
>>
>>165902368
https://www.youtube.com/watch?v=DNpBwU3PTX8
>>
>>165902129
playtesting

>>165901904
If your app is actually good you can probably get some good coverage on /r/androidgaming. They allow self-promotion. Also you can send it in to androidauthority, although I'm unsure of how successful that would be.

Honestly, a lot of platforms like google play aren't great for discovery. If I want to find something new and good, I go to a forum and ask instead of looking at the top played.
>>
>>165902371
Yeah but if your game isn't free you'll just piss anons off here by shilling it
>>
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Started working on the character costumization system.
You can choose between any of these heads.
Now I'll work on the a pallete system, so you will be able to choose hair and cloak colors.
>>
>>165902470
That is because this is not a place to show games you have already completed unless it makes sense in some sort of game dev discussion. Plus everyone here is broke anyway.

Other places where it makes sense is fine.
>>
>>165902184
A top down shooter

>>165902225
Something like Binding of Isaac? Takes a little while to master the gameplay but once you do you should be able to beat it most of the time.

>>165902301
From what I've seen it's mostly people making silly mistakes. Though you die in 1 hit so a silly mistake is pretty punishing

>>165902368
>>165902463
>implying people would want to play my game
;~;
>>
>>165902758
I love top-down shooters. I love hard games.
>>
>>165900570

Look up gimbal lock, I think you might be experiencing something related to it
>>
>>165900570
Figured it out

If you rotate an object on an axis, you rotate the other axes. So when you eventually rotate on those other axes, they are no longer pointing to the correct direction.

One solution is to have two objects, one parented to the other. You rotate the yaw on the parent, and the pitch on the child, or vice versa. This preserves the axes' directions.

But that's messy, so I figured out you can rotate one axis in world space, and the other axis in local space to stop the interference. You can specify which space to use in the rotate function.

transform.Rotate(0f ,input.x, 0f, Space.World);
transform.Rotate(input.y, 0f, 0f, Space.Self);
>>
>>165902129
I think they just dont get past the first level because the game is boring and they only played it for few minutes.
>>
PROTIP: NEVER rely on freelance artists for anything. Do not try to make a game that's going to make you pay somebody over the internet to draw things. It never ends well.
>>
Never give up, /agdg/.

It's never too late to post progress.

Doesn't matter how long it takes. Progress is progress.

https://www.youtube.com/watch?v=4WCHxPMsjTc
>>
>>165903263
Why? What do you do then?
>>
>>165903067
>one axis in world space, and the other axis in local space

I don't think so. Do you know what world space means? It is about the order of the rotations if you want to solve it for now.

In reality you want to use a different representation like a vector for direction and then construct a lookat matrix to point at it. Then you will not have these issues.
>>
>>165889790
and now adding delta_time to filters. Thank you for your cooperation, anon.
>>
>>165903434
draw your own pixel art
>>
>>165903293
After 8 years overgrowth has finally... reached beta?
>>
>>165903263
PROTIP: They realised you weren't paying them enough. Then they fucked off to do something more productive with their time.
>>
>>165903543
uh that's not really convincing me that hiring an artist is a great idea. so what, they just leave you with a bunch of half-complete assets?

that sucks balls. glad im using 16x16 squares
>>
>>165903627
Because you are not paying them enough for their time. At first they were like "Wow, someone will give me money to do this". Then they are like "Wow, this is not enough money vs time".

The only way to stop this is to give a reasonable amount of dosh.
>>
>>165903786
yep staying away from that sounds like a good idea
>>
>>165903786
If you agree to do something for a certain amount of money and decide later "pay me more or I'm walking", you're a piece of shit.
>>
>draw something
>think it might look strange
>too scared to post it
>tfw you will never grow as an artist
>>
>>165903848
Also, you have no right to retain an artists services forever.

Define exactly what you need from them and the process to validate the work. Set a price for the entire lot at the outset. Write up a contract with clause for breaking the contract for either party. Welcome to acting like an adult and getting what you want.

>>165903961
You pay them at the end, obviously. Who is going to give people money up front? You can only do that with established artists.
>>
>>165903457
>I don't think so. Do you know what world space means?

I don't. But it does work. No idea what the consequences are down the line.

>It is about the order of the rotations if you want to solve it for now.

I understand that part. It's like the human head. If I look straight up, and turn my head left into my shoulder, I roll my head. To look left as we do with first person cameras, I need to twist my neck, not turn my head. It's almost like a 2 axis gimbal, and I think putting one rotation on local space and the other rotation on world space is working like a logical 2 axis gimbal.
>>
>>165904061
is "Wow, this is not enough money vs time" part of the break contract clause?

because i doubt you're going to find many artist willing to start drawing without getting any pay upfront unless you're an established studio.
>>
>>165904174
The consequence is if you ever move the model before you perform the rotation.

This world space rotation has an almost equivalent called an axis rotation. Instead of thinking in terms of roll, pitch, yaw, think it terms of rotations around some axis. Look at the API documents.
>>
>>165904454
Indeed. I'm not really an established artist per say, but I've never done work for anyone without getting paid upfront. Which is good, because the people that I wouldn't want to work for back out immediately.
>>
>>165904061
You can avoid all this bullshit entirely if you just rely on dev art.

Welcome to acting like an dev and getting what you want without needless risk.
>>
test
>>
test
>>
right clicking references doesn't give me an add reference option in VS, why?
>>
>>165904454
>is "Wow, this is not enough money vs time" part of the break contract clause?
That is what happens when you try to pay an artist on periodic retainer. Eventually they are going to fuck off.

I doubt you are going to have much success by giving the money up front and relying on good intentions. It may work if your requirements are well defined and small enough. If you want someone to be your 'game artist' over time, you are going to need to do a contract.

>>165904585
Me either. But I have never done work on a massive project. With good reason.
>>
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speaking of paying for art
>>
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shitty artist here :^)
someone give me something to draw for ur gaem??
>>
>>165905164
$700.00 USD + tip
>>
>>165905301
really?
>>
>Wanna make a shmup
>Only weebs play shmups and I can't draw anime girls
am I already doomed
>>
>>165905370
Consider hiring a freelance artist, goy.

Just keep in mind my prices are... subject to change.
>>
>wanna put TECHNOLOGY in my game
>most of it doesnt fit its universe
>>
>>165905193
A real-life midget
>>
>>165905301
Hah. Ripped off.
>>
>>165905623

anyone who pays for something is ripped off tbqh
>>
>>165905164
>tfw at this (terrible) level
link to blog?
>>
>>165905193
Draw me a main character. Can't come up with a good looking one myself.
>>
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Only about 20% of the geometry left plus texturing and vertex painting

Think I might just be able to complete it tomorrow!

I'm so excited to try this map out, as I've really gone all the way trying to make a world which really invites exploration.
I've also taken special care to make sure that it can double as a good DM map - with weapon spawns and all planned out.

Man, gamedev can be fun!
>>
>>165905878
>this (terrible) level

Post your art anon
>>
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>>165905974
>>
Why don't we add Fusion 2.5 to the OP? is it secretly shit or something
>>
Fuck I just spent 30 min detailing shit in unity when I realized I was in play mode. Thank god shoving it all into a prefab worked for keeping it.
>>
>>165906107
that's not bad

dont be a self deprecating pussy
>>
whats your favorite program to write to json files?
>>
>>165906197
python
>>
>>165906107
don't let your memes be dreams
>>
>>165905950
>trying to make a world which really invites exploration.
> it can double as a good DM map

If you try to do both you'll fail both
>>
>>165905657
Don't be silly. I'd pay someone a buck to draw that, just so I know they wasted their time. VALUE.
>>
>>165906380
Hah, watch me!
>>
>>165906550
I don't like to watch anyone fail.
>>
>>165906580
No problem, Anon - I got this!

Also, Metroid Prime: Hunters used many of the SP maps as multiplayer deathmatch maps, and some of those were great.
>>
>>165906151
They should have a button to save changes while unpausing. Although I must admit I almost never get caught in that cycle anymore, but I think everyone does go through it where you always catch yourself editing in play mode.
>>
>>165905878
this is why everyone else takes advantage of artists. not even artists value their own skill, and will try to put down other artists so they don't feel so bad. which then affects potential customers thinking that maybe artists really aren't that valuable. which means most artists work for pennies. There are plenty of decent artists on Deviantart and some of them will do full color commissions for 2 to 3 deviant art points each. 10 deviantart points is roughly 13 cents in USD. Some do full color commissions for $5 to $10. These guys spend 4-5 hours or more on a single commission doing what they trained and practiced years of their life to do for pocket change.

And then you get one popular artist doing it for like $30-$60 a pop, but since most artists aren't as good, they cut their price down by half or more so they don't feel like they're ripping off their customer.

And every now and then you get an artist or scammer that runs off with the money without doing any work or finishing the rest, and suddenly every artist is a scumbag. It's a clusterfuck.

And artists who keep encouraging this shit only make it worse. We need to have some pride in our line of work, look at voice actors. They got each other's backs, but artists and programmers tend to devalue each other so that everyone feels as shitty as them when they aren't making it.
>>
>>165906843
getting a little too real for aggy dag
>>
>paying for commission when its not gonna return a profit

Making a profit usually means someones getting fucked in the ass but if you don't then you will
>>
>>165906843
yeah it could be all that.
or supply and demand
>>
>>165906965
Some people just like seeing their characters drawn or animated by others. Doesn't always need to be about what profit that work will make, what matters is the customer is satisfied, and you're satisfied, and hopefully you guys will be on good terms enough to work together again in the future. Freelancers have to deal in customer service. You have to strike a balance so that no one feels ripped off. An artist's reputation is on the line, so they're usually going to not try and fuck it up.
>>
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>Its been a year since ive made Progress™
>Any day now im gonna start again
>>
>>165906965
My furry commissions turn a profit in that my fursona becomes more popufur. Social capital is a thing.
>>
>>165907416
Pshhh fuck no. If you can go a full year without deving just stop pretending, stop torturing yourself. You're never gonna make it. Ever.
>>
>>165906172
>>165906341
It's not his art, it's an /ic/ meme.
>>
>>165907251
It doesn't help when other artists try to shit on each other because that artificially lowers the demand. By lowering prices because you have low self-esteem, you're telling people you aren't worth much. The demand was there, but then you fucked it up by convincing customers that they shouldn't value you.
>>
>>165907375
I know people like getting fucked in the ass anon
>>
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>>165907517
Im gonna make it, were all gonna make it (except you), anon. I just go really burnt out on it all, crammed too much in too fast.
>>
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>>165905950
Where's da gaem?
>>
>>165907616
yeah good points
>>
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>>165907416
Overgrowth has been in alpha for 8 years, and only now getting into beta. You have all the time in the world anon. But you can always start now.

As a matter of fact, I'm posting progress right now after a long hiatus. Haven't touched it in months until now. Progress is progress.
>>
What's a good way to convey permanent damage to a player in a game without HP?
>>
>>165907754
No man. No.
I mean maybe.
But no.
>>
>>165908181
a behavioral change, like limping or holding an arm, hunched over, etc.
Texture changes to show wounds.
Red vignetting like CoD
>>
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>>165905950
Man, how do you get it to look so pretty. I can't even make a simple stupid box without a few vertices getting screwed up. Like the actual model seems to look fine, but then the UV unwrap shits itself so I'm too scared to use the model for anything.
>>
can we post lewd here as long as it's spoilered? my whole game is lewd and it's terrible
>>
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>>165908012
>Overgrowth has been in alpha for 8 years

Jesus, well that does kind of make me feel better. I was sick and shit for a while so at least I have a bit of an excuse. Soon™

>>165908264
Ive reported you to the anti-bully police.
>>
>>165906843
>$30-$60
That is still nothing. I don't do anything for less than $80-100
>>
>>165908012
>Overgrowth has been in alpha for 8 years
That is the actual reason you don't engine dev. Even if you succeed you could have just made it in unreal.

It's not totally the same, though. Engine licenses used to be $$$$ and he even tried to introduce middlewear at points.
>>
Should my game be scifi, scifi with fantasy elements, fantasy, or fantasy with scifi elements?
>>
>>165874869
there's a free thing called ActivePresenter taht comes with recording and webm conversion, i use it, it's good.
>>
>>165908957
This is really too broad to say.

Sci Fi is specific category related to how the things in that universe interact for example Star Trek spends time talking about how all the new technology has changed people perception on social class, civilization, and individual worth.

Fantasy just means that things exist for the sake of it and don't really have an affect on the people around them. This is Star Wars despite many people thinking it's Sci Fi.

So it depends on what kind of story you want to tell.

Unless you are talking about just advance machines and magic, then it doesn't really matter
>>
>>165908957
Sci-fi fantasy with dieselpunk elements
>>
>>165909076
>Fantasy just means that things exist for the sake of it and don't really have an affect on the people around them.
Haha, what
>>
>>165883254
Emulation's shaky but you should, they're really good games, and there's a dev commentary of it that has some really interesting talks about difficulty scaling to player skill.
>>
>>165887237
a bit late reply, but i've looked into this problem briefly and it looks like you can use the TextGenerator class to have it break your text into lines and then use that to insert the linebreaks before you start setting the text on the ui

note that one issue ive heard about is that sometimes it might cut off at a point that doesnt look great by having one really long line followed by just a word or two, so in that project they inserted the line breaks manually

if you want to get fancy you could run some routine to try to produce the most aesthetic layout but i dont think its worth it
>>
>>165909363
Set mipmapping to basic and VU Cycle Stealing to 1 and the first game should run almost perfectly, not sure about 2 but I know that 3 and Deadlocked are still fucked when it comes to emulation.
>>
Is it possible to require a derived class to implement a variable that's derived from another class

Basically everything derives from my base class "Thing" and I want every thing to have a variable that dervives from from my "StatSheet" class
>>
>>165909596
your question is strange
first, what are you trying to do in non code terms?
>>
>>165909596
>multiple inheritance
heresy
>>
>>165909132
Not him, but usually Sci-Fi focuses alot on world nbuilding and how the new tech works, and the repercussions it has on society.
While fantasy just has magic and generally doesnt go into the inner workings of how the systems work.

Hard Sci-Fi : Star Trek, Blade Runner, 2001, Gattaca

Soft Sci-Fi or Action Movies in Space: Guardians of the Galaxy, Star Wars
>>
>>165909754
This isn't correct. They're both part of speculative fiction. The degree of social exploration is separate from if its scifi or fantasy.
>>
>>165909728
>>165909746

Basically every type of thing has a little attached sheet of info that defines what resource it drops on harvest, is it harvestable, etc I have a virtual function ToInterface() which I push to the UI, but I think I'm just going to change it to an interface
>>
>>165905528
you can usually adapt technology to fit. What are you trying to add to what type of universe?
>>
>>165909991
cant your things just keep a pointer to that data and then later just throw if its null?
>>
>>165909596
Not to meme like >>165909746 but you're going to run into lots of problems with multi inheritance.

If you really want access to that variable that bad create an accessor or go the interface way.
>>
>>165910179
it's not a meme, MI is bad design.
>>
>>165908328
not sure what kind of aesthetic your going for but i like the dark blue on light blue outlines.
>>
>>165910234
No it's not when you know what you're doing just like everything else.

The whole "it's bad" is just some stupid ape elitism just like "omg goto is evil".
>>
>>165910324
MI leads to tedious and difficult to maintain code.
It doesn't teach people how to properly use classes.

Everything should be it's own thing, if one requires access to the other, friend it.
>>
>>165910519
Talked like a perfect student, but can't blame you for that.

>maintain code
>properly use classes
In the context of indie game this is irrelevant. I hear what you say but there's a reason why popular indie games have horrible code while "good programmers" are stuck with demos or engines.

And again I still know from experience that everything can be used depending on the context, even MI.
>>
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Had to cut it a little short for size. Got some touchpad locomotion and climbing working, works well with slopes / max angles, max step height, etc. No gravity yet though, so if you fall off something larger than the step height you just float, same with letting go while climbing. That's next.
>>
>>165910746
Nice Breath of the Wild clone.
>>
I'm curretly using Construct 2 to make my game 2D action platformer Is it a robust enough engine to make one? Or should I switch to another?
>>
>>165910729
>Talked like a perfect student
jokes on you, im a NEET who just moved on from sepples.

>programming in the context of games is irrelvant
I really hate nu-pro/brpgrammers
>>
>>165910802
Whether you hate them or not doesn't change the fact that they're the ones actually finishing games.
>>
>>165905193
just draw lewd fanart for game characters posted in thread
>>
>>165910785
how long have you been using construct 2 and whats your experience in other engines or programming languages?
>>
>>165909596
store a reference to the StatSheet instance in Thing. or have each Thing have it's own StatSheet. or give Thing a method returning the static variable from the StatSheet class.

depending on what you are trying to do
>>
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Does the camera seems fine for this specific indoor scene? only follows forward and backwards and only looks from side to side. I'm thinking of using this type of system for lots of my smaller indoor areas
>>
>>165911147
right now this camera says
>the door in back is really important go there!
so if that is your goal then go for it
>>
>>165908340
It depends on the janitor/admin in charge for the given hour, I guess.

Like there was lewd progress posted here before. I saved it, and months later reposted it for some reason, and I've received 3 days of ban from all boards. So be really careful with that.
>>
>>165909113
Name a successful dieselpunk game
>>
>>165908340
you can either
>post it somewhere else and link it
>post here and censor it
>post it here as is and hope the mods aren't busy checking all the spoilered pictures for porn
>>
>>165909546
Thanks for sharing what you've found!
I'll look into it when I can. It's frustrating because it's easily done in Monogame.
>>
>>165911478
Dishonored
>>
>>165911759

Dishonored is whalepunk
>>
>>165911840
I love that they invented that word in the Dishonored fanbase since 'steampunk doesn't really cover it' and none of those 15 year old fucks know that dieselpunk exists.
>>
>>165911942
Where's the diesel though faggot?
>>
>>165911478
ff7 and ff8 have many dieselpunk aesthetics.
>>
>>165912001

Nowhere, he's just starting shit and acting superior
>>
>>165912001
It's inside the whales they're practically made of the stuff goddamn it why do you think their fat works as fuel anon fuck.
>>
>>165910989
Construct 2 - 4-5 Months, not all on one game, mostly making prototypes.

UE4- made a shitty platformer with a few friends over 4 months.
>>
>>165912295
whats the best thing you've conjured in c2? show it off as a gif/webm
>>
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Added palettes. With this player costumization is done. Tomorrow I will work on the animations.
>>
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>>165912396
This is the most complete thing I've done in C2

I have uploaded it online, you can play it if you want
>>
>>165912575
This looks nice and all but where's the gameplay? I mean okay, it's comfy jam, but it has to be a game, doesn't it?
>>
>>165912575
you should fix the one frame of solid black that occurs between switching palettes
>>
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>>165912606
Shit video, heres another one
>>
>>165912631
Right now this is more an experiment than a game, but there will be some sort of gameplay.
Basically you'll have to keep your fire from dying by looking for wood when it starts looking weaker. If the fire dies game is over.
>>
>>165912801
Oh that does sound pretty comfy. Keep it up.
>>
>>165912687
Yeah, that will be fixed, don't worry. I still I need to polish some details and design a decent looking ui after all.
>>
Learning UE4!!!!
Gib must-read learning resources
>>
>>165912762
hmm you might find an action platformer a little difficult judging from this and 4ish months using c2
>>
>>165912843
Thanks.
If I manage to implement networking in time you will be able to share sit around the fire with other anons.
>>
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>>165913143

There really aren't any

Check out Shooter tutorial if you want, that's about it
>>
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>>165913153
I've done the basics for the action platformer, basic combat, wall jumping, dashing, I'm currently trying to program a boss, it's just the feeling of greener pastures when i see games being made with other engines.

Here's the progress of what im currently making.
>>
>>165913307
how can it be considered usable if there's no resources
>>
>>165913220
Now that's a max comfy idea right there.

It kinda reminds me of that multiplayer cat game created by the dev of VVVVVV for some reason.
>>
I see that GameMaker Studio 2 is in beta now? Is it a significant upgrade over GameMaker Studio?
>>
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>>165913507
>>
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>>165911404
>>165911502
thanks, i'll just replace all the lewd with robots and popsicles
>>
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>>165911147
>>165911373
Ok so I was messing with the camera again and I totally didn't mean to get this kind of camera system, and it happened by fluke...but I kinda like it. If I have the camera move vertically also based on where the pointer is...I may have it.
>>
>he doesn't use Scratch
>>
Posting some tracks i made.

https://soundcloud.com/qaztim-eleven/project-02 Most proud of this one

https://soundcloud.com/qaztim-eleven/audio

https://soundcloud.com/qaztim-eleven/project-04medieval-pan-flute

https://soundcloud.com/qaztim-eleven/project05-medievalasianfusion

https://soundcloud.com/qaztim-eleven/project-06-lotus-forest
>>
How the fuck do you set the timer registers on an x86_64 cpu?
>>
>>165914353
>timer registers on an x86_64 cpu
lol
>>
>>165914378
>There's only a register that counts the number of cycles that have passed
FUCK. Is it safe to assume that they take roughly the same amount of time?
>>
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Can someone tell me how (even generally) to adjust the scale of bones in a mesh in a way such that the animation scale follows along with the update?

I want the animations to not reset it back to the original scale in the same step.

pic related: I could only make this by disabling all the animation components and scaling up the individual bone
>>
>>165914290
the instrument volume is all over the place, i recommend some compressors and reverb to glue everything together. but otherwise well done!
>>
>>165912801
oh snap, I had a similar idea for the comfy jam
>>
>>165914549
The scale is probably keyframed?
>>
>>165914549
set the scale back every frame, i used something similar for dismemberment
>>
>>165914554
Thanks for the feedback, I'm taking some audio classes in university this semester, so hopefully my work gets alot better
>>
>>165914290
l2mix.
Otherwise everything but 5 [your best in my opinion] is all over the place compositionally
>>
>>165914638
cool, good luck and keep it up! you can only get better. unless you don't
>>
>>165914617
Would that be in a LateUpdate()?

>>165914592
Yeah I think so, but I have no idea if it's possible to manipulate animation clips like that at runtime. I seem unable to find good documentation on this stuff.
>>
>>165914693
i think so but i don't remember, if not try other updates
>>
>>165914680
Is there any material i could read to gain better musical knowledge? Or is it just a matter of making more music and getting good?
>>
>>165874585
Nah its fine.
Well at least for shitty space invaders clone I did.
>>
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>>165914693
I use LateUpdate() here to override animation on the dress gems and instead copy the position/rotation from a rigidbody

you could do the same with scale
>>
>>165914821
Theory will help loads with composition issues.
Otherwise it's just experience and training your ear to hear what's out of place and how to fix it.

Usually coming back to the track the next morning will tell me if it's actually decent or not.
>>
>>165913634
Thanks, is great to know that someone will be interested on it.
I totally forgot about that game, now I will have to check what happened with it.

>>165914558
Go for it anon, I'm still not sure if I'll be able to finish this in time for the jam, and even id I do, and the main idea is similar, the dev's approach will always be different. I would like to play yours..
>>
>>165914895
cute! do you have anywhere i could find more of your art?
>>
>>165914895
Sounds good, thanks!

Love your work by the way, you've partly inspired me to develop consistently instead of procrastinating. Your art style is wonderful.
>>
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>>165915072
thank you! and yes http://twitter.com/_pikopik

>>165915210
keep it up anon, we're both going to finish our games
>>
>>165897518
it's not an idea at all, crysis had this since forever

dumb americans just copying and pasting german innovations like always
>>
>>165912575
vampiredev? I'd totally sit down around a virtual campfire
>>
I'm starting to realize I'll never make a game because I always, always get bored or tired when the time comes to add content.
>>
;>>165915483
Become engine dev, or do something like handmade hero where people pay more for the engine than they do the shitty game.
>>
>>165915318
>http://twitter.com/_pikopik
yay! keep it up this looks amazing!
>>
>>165915483
then make procedurally generated content. Content is a lot to make by yourself
>>
>>165915483
I'm the opposite, adding content is where your ideas really shine
>>
In Unity, how can I make a projectile not getting immediately destroyed when colliding with something, but rather "go into it".
You know, like when a laser hits something, the whole laser line doesn't just get destroyed immediately, but the line goes into the enemy til the end?
>>
>>165915483
I'm the same way, I like solving the initial problem, like what's the core feature that would make a game like this work?

And then after I do that I get bored, I would like to play the game, but solving these problems and prototyping is more entertaining
>>
>>165915483
Same here but with art.
>>
>>165915367
Yes, you caught me. I'm still wondering if there should be an in-game chat or if that would break the comfyness. Either way I'm glad to know people are liking this silly idea I had.
>>
>>165915483
I'd be happy if I even made it to the point where I can add content. I can't even prototype something I'm satisfied with.
>>
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>>165915829
I'd have it so when the lazer hits the object, the object will stop, but also be scaled down on whatever axis the lazer is length wise. If you put an empty game object as a parent to the lazer, but position it at the end of the lazer rather than the middle, and then shrink on that axis, it'll make it look like the lazer is "going into it".

I assume this is what you mean?
>>
>>165915829
are you using a raycast? use raycastall
>>
so whatever happened to the ue4 dev that was making the spooky first person puzzle platformer with the "lovecraft" creatures and the masks?
>>
>>165916553

he got eaten by a shoggoth
>>
>>165916443
And how I do this with a bending laser? For my laser I use a trail renderer, because it's homing and bends on the fly.

No matter how much I search I can't find any solution to this. The tutorials are all just simplified crap.
>>
>>165915528
Handmade Hero is only good because Casey has over a decade in games programming experience. ie: he's contributed to games that have actually shipped
>>
Maybe I could do this by first making the laser object stop for a short amount of time before getting? I think that should be possible to do.
>>
>>165916836
What you do is learn to code instead of copypasting from tutorials and saying "hurr coding is not important fuck you faggots" like you do every time"
>>
>>165917171
I AM TRYING TO LEARN HOW TO CODE YOU DUMBASS!!!! THAT'S WHAT TUTORIALS ARE THERE FOR!!! But I also try to make the stuff I want.
>>
>>165917213
What tutorials did you follow?
>>
>>165917262
I already did a lot of GameMaker tutorials. Then switched to Unity and followed the Space Shooter official tutorial. Now I just follow tutorials for the stuff I try to add. Or search around in forums to find answers.
>>
whats the best way to check that 4/60 second has passed in unity and to set a float to 0 value in unity
>>
>>165917571
if (timeUntilLastWhatever > .06666666) {
timeUntilLastWhatever = 0f;
} else {
timeUntilLastWhatever += timeDetaTime;
}

But really 4/60 is a really short time span, so this will probably go over
>>
>>165917571
I don't know if Unity has a native way to do that, but you could use timers. Save the current time in a variable, and then keep checking on that until it passed the amount of time you want to count.
>>
>>165917571
if (nextTime < Time.time){
nextTime = (4/60) + Time.time;
}
>>
>>165917718
>>165917793
>>165917882

Wtf, doesn't unity have something like timer interrupts you can set? You really shouldn't be continuously polling like that.
>>
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Reminder to post with trip #rocket to join the team that will win comfy jam!
>>
>>165918061
StartCorourotine("dumbAssFunction", (4/60))
>>
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>>
>>165917149
doesn't matter
all he does in the videos is simple programming
it's designed that way (I'm sure) to reach a wider audience of varying skill levels
>>
>>165918134
I am looking forward to this
>>
>>165917213
this is not how you learn to program
imagine if someone said
>I'm trying to learn calculus by following game tutorials
it just doesn't make sense

get a book on C++/C# and read it, do the exercises
get a book on data structures and learn the major ones (array, list, map, stack, queue, basic trees, etc)
get a book on algorithms and learn some of the basic ones
then you will have the absolute bare minimum knowledge necessary to start following some unity/ue4 tutorials
>>
Help me, idea guys of AGDG
>comfy sailing game for Comfy Jam
>sail your ship in a endless sea
>follow the wind direction to go faster
>look for treasures buried under the sea
>reel them up with a minigame of some kind
>look at your loot
>????
>get another treasure map
>rinse and repeat
What do you do with the treasure? How do you get the maps? do you just sell treasure to buy maps to get treasure to sell for more maps?
>>
how come in unity setting a float to a number like 0.5 gives a console error. isnt that the whole point of a float? to be fractional?
>>
>>165918548
you either buy maps or fish them out of the water when trying to fish. the fishing minigame would work exactly like your reeling minigame to save you time
>>
>>165918538
As if this would be the way anyone here would learn. 99% of people here do it the same as I do.
>>
>>165918061
That's what I said, I am not very knowledgeable about unity, but a simple poll works/can be done, in any language and engine.
>>
>>165918607
.5 is a double, .5f is a float
>>
>>165918612
>99% of people here do it the same as I do.
it's probably around 50%
but that doesn't make it a valid strategy, even if it were 100%
>>
>>165918607
what's the error? and make sure you put "f" after it to denote float. otherwise it's regarded as a double precision float
>>
>>165918548
> still asking for ideas after 40 threads
> incapable of coming up with answers to basic fucking questions
not gonna make it
>>
>>165918607
did you put a little "f" after it?
0.5f
>>
>unity/C# can't cast a double to a float
oy vey
>>
>>165918693
So we're in the same boat?
>>
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>>165918674
>>165918689
>>165918705

spooki... ty

ive been up since 3pm its 720am time for red bulls right?

i have this thing where if im working on something and its focused i dont stop until im exhausted otherwise im never in a groove state.

really fucks up my real life tho
>>
>>165918683
>it's probably around 50%
Judging by the webms posted here it's much higher.
Also, you act as if I wouldn't learn anything. I already learned a lot by following tutorials. It's just this fucking homing laser which is not doable because nobody on the net explains how to do it.

Even if you go balls deep into programming, you also will have moments where you are hitting a wall. It's something which happens to everyone, except you only execute the most simple basic shit (like most people here).
>>
>>165918863
ahahahahahahah You're pretty funny aren't you.
>>
>>165918845
i know this all too well
>>
>>165918863
are you still going on about that Japanese laser? haven't people helped you already? I saw some webms in unity about 1 or 2 days ago that showed what you wanted.
>>
>>165919004
>I saw some webms in unity about 1 or 2 days ago that showed what you wanted.
It wasn't what I wanted remotely. It wa s a homing missile, which is wayyy more simple to do than a homing laser.
>>
>>165883414
Queuing is fun, I like this thing in games.
>>
programming is easy they said
>>
>>165919050
something something raycasting
>>
Is there way to get coordinates of next step/grid position in path when using mp_grid_path in GM:S?
>>
>>165919050

yeah but whatever the difference between a homing missile and a homing laser is, I remember seeing it did exactly what you were asking here >>165915829

whoever did that even said something about having a bug in Unity 5.6 about the laser jumping to somewhere at the last frame but it worked fine in Unity 5.5 or something like that
>>
>>165893342
If the gameplay and visuals are comfy, game can be comfy.

Plus, this: >>165893939
>>
>>165919219
>I remember seeing it did exactly what you were asking here
Stop talking bullshit. A missile doesn't go into an enemy and it also doesn't bend. It's just a small object with a smoke trail which explodes on collision. It's completely different from a laser.
>>
>>165918863
I don't think you understand what you would gain if you were to learn how to program

it's like that proverb about teaching a man to fish
you gain the ability to solve problems in general
the way you're doing things; going from one tutorial to the next, is not a workable strategy.
If you can't solve something extremely basic like this without a perfect tutorial, what happens when you need to do something that is slightly less basic and there are no tutorials at all?
>>
>>165919330
Have you tried thinking for yourself?
>>
>>165919336
>something extremely basic like this
If it is so extremely basic, then why can't I find a single tutorial for it on the whole fucking net?
You are just talking out of your ass. Just because I have a problem with this certain thing, doesn't mean I don't understand anything.

Making good homing lasers is actually pretty damn difficult. Go and look at the purple homing laser from Raiden 2 for example. It's something which takes months to programm even for really good programmers.
>>
>>165919330
> completely unable to solve this problem after asking about it for like a week
not gonna make it
>>
>>165919460
you're not getting the message, bruh
>>
>>165919460
What did you look for on google?
>>
File: Screenshot_2.png (2KB, 123x93px) Image search: [Google]
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>>165901705
Rolling in it, don't worry

(We're definitely going to finish)
>>
>>165919460
Also it's pretty funny how after throwing a tantrum last time you said that this place is useless for asking questions and that you would leave. Yet here you are again.
>>
errr another unity question

what should i use to check what value a parameter has in an if statement ?

https://docs.unity3d.com/ScriptReference/Animator-parameters.html

this page sadly has no information
>>
>>165919641
y do u wana do that?
>>
>>165919727
just testing stuff, nevermind i guess
>>
File: doned.png (70KB, 1016x862px) Image search: [Google]
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Yeah, this 3D. I rest my case.
>>
File: chitose gobble.png (605KB, 630x691px) Image search: [Google]
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>>165919592

>$7.00 earnings
>>
>>165919861
more than most of us here
>>
Is polycode good yet?
>>
>>165919989

I've made a lot more then that but I feel shame for how.
>>
>>165919050
>It wasn't what I wanted remotely. It wa s a homing missile, which is wayyy more simple to do than a homing laser.
Looks like the same thing to me we're just using a different mesh.

Is this the difference between a yesdev and a nodev.
>>
>>165920123
It's okay to suck a dick every once in a while.
>>
>>165920123
Do you make furry porn games on patreon?
>>
>>165920149
>Looks like the same thing to me
That's probably because you are retarded
>>
What's your comf game status, AGDG?

You... HAVE started your comf game early, right? You're not going to be left in the uncomfy dust, right?
>>
How do I into level design?
>>
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>>165920224
A homing missile is just a homing laser with a particle system on the back anon.
>>
>>165920224
you can't make a game until you learn to program
>>
>>165920379
oh wait, don't say that, you're gonna trigger him
>>
>>165920264
>starting a game jam before the official start

This is why the only good jams are ones you don't get the theme until the start date
>>
>>165920470
you could still start early
unless your game is unique as fuck, most of the work is generic and the theme is just icing at the end
>>
>GMS2
>primarily just editor "improvements"
>no fullscreen editor mode so you can get rid of the useless title bar across the top of the screen

I am disappoint
>>
>>165920470
I agree, misses the point of "a jam", we should just call them something else because it's missing the point.
>>
>>165920470
eh honestly it wouldnt be that bad if the quality of games improved or the ideas were better but comfy (totally not a meme) jam is just one you have to skip
>>
>>165920264
i'm going to be left in uncomfy dust and enjoy every second of it while i watch the jam get no games because no-one can come up with any ideas
>>
>>165920309
https://www.youtube.com/watch?v=e0c5Le1vGp4&list=PLc38fcMFcV_s7Lf6xbeRfWYRt7-Vmi_X9&index=30
>>
File: moves.gif (2MB, 337x308px) Image search: [Google]
moves.gif
2MB, 337x308px
>>
>>165920470
>>165920664

nobody cares, few people here have the talent to make a game in 48 hours, agdg jams are for comfy
>>
God I hate animation. It takes so fucking long and the result usually us worse than what I thought of. It's the most time straining task of all I fucking hate it.
>>
>>165920664
They're looser and slightly less rigid than jams.

What if we called them: Jellies.

"I am very excited for the upcoming Comfy Jelly!"
>>
Anyone looking for an artist?
>>
>>165921256
Strawberry Jelly when?
>>
>>165921282
Post art
>>
Motivate me
>>
>>165921202
yeah but the more you do it, the more you'll get used to it
>>
>>165921282
Depends, is 50-90% of gross revenue acceptable to you for a few models, some concept art and maybe a texture or two?
>>
>>165921058
Oh, hey
I'm starting to get the hang of UE4
>>
>>165921523
?
>>
>>165921549
I'm pretty sure I'm your programmer
>>
>>165921643
oh thought you died senpai. lost your email?
>>
>>165921058
how do I get rigging this good?
>>
File: curve.png (133KB, 970x856px) Image search: [Google]
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>>165921749
looks shitty to me, practice i guess
>>
>>165921714
sorry, I just don't have a lot to show yet since I'm digging through documentation to get a hang of this engine
I'll slap a webm together of whatever I can show visually
>>
>>165921450
I was initially interested in a low-key, free game to get my feet wet. But possibly, depending on the project. Tell me more about your game?
>>
>>165921948
no worries, just been playing with this model
>>
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>when you realize you're a terrible programmer despite all these years learning how to program

https://www.youtube.com/watch?v=jYmn3Gwn3oI
>>
>>165920470
There's already a lot of jams that are more strict about theme and time frame. I like the more casual approach to /agdg/ jams.
>>
>>165922221
tell us what happened
>>
I need to think up two effects for a Hearthstone-like that are unrelated to:
*Killing creatures
*Improving creatures
*Summoning or reviving creatures
*Drawing or discarding cards
*Dealing damage or recovering health
*Preventing creatures from attacking

This is... not easy.
>>
>>165922519
https://en.wikipedia.org/wiki/List_of_Magic:_The_Gathering_keywords

stop playing shit games for reference
>>
Are there any requirements to OnTriggerEnter2D in Unity?

I have two Box Collider (2D) set up on two different objects and Debug.Log set up so I know if they're colliding but it's not working for some reason.
>>
>>165922571
>I don't like the game so it's shit
No.

>>165922605
Trigger needs a rigidbody on one collider. Forgot if it needs to be kinematic or not so you go and try.
>>
>>165922673
i shouldnt have helped you faggot
>>
>>165922673
>hearthstone-bab in AGDG

loving every laugh
>>
>>165922571
True fact: I've read that list multiple times and have played Magic for over 10 years. AIs can't deal with shit like Demonic Tutor or Darksteel Reactor. I'm aping Hearthstone because it is simple enough to write a functional AI for.
>>
>>165922827
well you have to make up a new win condition then
>>
>>165922760
>lift up nose at hearthstone
>make platformers
wew
>>
File: molyneux-1200x630-c[1].jpg (151KB, 1128x630px) Image search: [Google]
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Comfy Jam idea: a game that makes you feel extremely uncomfortable.

After you finish playing it, everything else will feel comfy in comparison. It therefore technically creates comfy feelings, making it a comfy game.
>>
>>165922891
this board is 18+
>>
A game where you come over and watch anime with the dev
>>
>>165922932
No, this is /vg/. You want /d/.
>>
>>165922891
>making an imaginary strawman to argue with

wew, that's pretty sad m8, might as well went all the way and assume my gender, sexual orientation and political stance while you were at it.
>>
>>165922932
joke's on you I'm 18+++, more than triple the minimum. you must be feeling pretty foolish right now.. kid... nothing personal though.
>>
New thread
>>165923025
>>165923025
>>165923025
New thread
>>
>>165923017
Uh..transbian communist?
>>
>>165923096
Close, I'm an anarchist otter-kin.
>>
>>165922519
Countering casting of whatever cardtype.
Crippling creatures (temporarily)
Scrying.

The best way to think up new effects is to think about the mechanics you have and how you can change them. So winconditions, cardtypes, costs, life, whatever.
>>
>>165922673
Thanks man I appreciate it.
Thread posts: 759
Thread images: 109


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