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/agdg/ - Amateur Game Dev General

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Thread replies: 769
Thread images: 117

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Just like make game!

> 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
>>165959502

> 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
>>
If you don't post progress your mother will die in her sleep
>>
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Quests work, sort of.
>>
What does AGDG stand for
>>
>>166016434
>why don't you apply then??
because im not a programmer. im just telling you how easy it is to get a job at programming
>>
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>>166016601
>1660
>1660
>1
>>
>>166016660
A Guy's Doing Grandma.
>>
>mfw UE4 crashes for the fifth time in one day
>>
>>166016648
I can't get enough of this. Will there be some sort of quest log, by the way?
>>
>>166016760
I'll add it, just for you.
>>
>>166016660
Anime Girls Develop Games.
>>
>>166016814
I'm not a big guy though
>>
>>166016716
Show us just one of the supposed meme pything job you're talking about.
You're just bullshiting and you know it.
>>
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Working on UI graphics, how do you like it?
>>
>>166016846
there are no anime girls here
>>
I want to amateur develop a game girlfriend!
>>
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>>166016875
>>
>>166016892
Looks like a win95 game UI. The layout is fine and the decorations kind of okay, but the materials make it look like crap.
>>
>>166016892
Feels japanese game-y, I like it

How'd you make it? I'm terrible at UI
>>
What's a simple game to make to get back into gamedev? I don't wanna do a platformer.
>>
>>166016892
trash
>>
>>166017014
The game you want to make. If you don't want to make any games, then why do you want to make games?
>>
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>>166016978
There is no layout, I just placed some elements to show them

>>166017006
Substance Designer, picrelated
>>
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>>166016897
>there are no anime girls here
>>
>>166016897
or games
>>
>>166016892
Looks like dark souls/bloodborne UI
>>
>>166016961
>Excellent Python skills, Bank of America

>Multifunctional developer

>Experienced Python developer

Are you joking?
>>
>>166017126
>>
>>166016814
>The moment dev-senpai notices you

T-thanks!
>>
I want to make games but im bored when i try to learn it. Is there something wrong with me?
>>
What are some games with jaunty soundtracks like Banjo Kazooie?
>>
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>>166017125
>paid software

Are you Rat Tower dev?
>>
>>166017236
Banjo Tooie
>>
>>166016892
I like it! I hope you can find a way to make your items stay within the same style.
>>
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babbydev workin through roguelike tutorials.
>>
>>166017596
HOW IS BABBYGAME FORMED

God job anon, never give up
>>
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>>166017198
>>
>>166017194
Yeah, I use Bloodborne screenshots as references

>>166017242
No, I am not. I spend $50 instead of $150 for all three Substance tools (Designer, Painter, B2M) because Steam prices in Russia are really low

>>166017326
Is there are clashing elements on the picture? What feels odd, 4 slot elements with rounded corners?
>>
>>166017082
I m getting bored really fast and I just cant do stuff for too long. But i really want to make a game.
>>
>>166016527
5 mistakes that indie devs should avoid making when trying to get press. Hopefully this helps some of you.
https://www.youtube.com/watch?v=RsGPNp_N_BU
>>
>>166017685
I'm in Brazil, the price here is the same as the US only converted to our currency. RIP.
>>
>>166017837
Recreate a game you really like then. If it's too complex make a minimalist or scaled-down version of it.
>>
>>166016892
>>166017685
okay as it is right now... keep in mind that different shapes mean different things to players. show them a shape, and then put something inside of it, and it becomes a law. So if you take those squares on the top right and start throwing weapons in them, then users are going to know that weapons and probably items go in those kind of boxes. maybe you then have things that are more abstract in the boxes on the left, perhaps they're characters, or option menus and lists of spells. On the bottom left you have a similar style to the top right, so keep whatever you design within the same vein. So, if you have a big red box and a bunch of small red boxes, the small red boxes should be some kind of derivative of the big red box. So maybe big red box is all weapons, then small red box is swords vs axes vs bows.

then you're bottom right stuff is good too. Like the first text box looks like it should be used as a header for walking into new areas, where the bottom right box looks more like it should be used for meta stuff like "could not connect to network" or something like that.
>>
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It’s kinda hard to notice, but I changed the game’s physics a little bit. I think the controls are better now. Also changed these two levels.
>>
>>166017952
I hope you're the piece of shit author of this clickbait trash, because otherwise you're retarded.
>>
>>166018236
>t. entitled indie dev who thinks all journalists should suck his dick
>>
>>166016660
Awful Game : Dead General
>>
>>166017596
aww, that was my first tutorial
>>
>>166018159
Thanks, really useful information, it will help me to design the overal structure of the UI
>>
>>166018056
The problem is i need to start from the Begining because i have no clue how to programm and shit. I need to learn it, which makes it even more boring for me........ Thanks for the Tip
>>
>>166018349
take it with a grain of salt but don't worry too much. Most of that kind of thing will come with user testing. There's a thing called fidelity testing which means depending on how refined something looks people are going to review it differently. If you showed us a system of just sketches, then I'd review it for functionality, if you show me something like you did all I can really say is what I assume it will be used for. They are pretty aesthetically pleasing though. if I had to say anything else, you could also interpret the boxes on the top right as "selected" versions of your boxes on the top left.
>>
How do I have a game not framerate dependant but also won't have actions perform more quickly for faster processors? I'm still doing tutorials. So, sorry for sounding retarded.
>>
>>166018408
Unfortunately the beginning is always boring and you'll have to create some throwaway games just to learn. It's pretty much the same as with other creative skills.
>>
TODAY I WAKE UP! AND I ASK RNGESUS TO DECIDE MY FATE!

Post ending in
0-1 : Gamedev!
2-3 : Watch tv
4-5 : Shitpost on 4ch all day
6-7 : Play Endica VII
8 : Play Endica VII unironically
9 : Kill myself
>>
>>166016892
>>166017125
Huh I thought substance designer was just for game textures, didn't occur to me that it could be used to make UI.

Are you an artist or can a programmer like me pick it up and learn how to make not shitte UI in a couple of days?
>>
>>166018510
I'm a new dev too but look at time.deltaTime, i think it makes things based off seconds rather than framerate.
>>
>>166018510
If your game isn't framerate dependent, then processor speed won't make it run faster.

That's the point.
>>
>>166018512
Thanks for the answeres.
>>
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trying out the suggested player character changes, might still swap around a thing or two
also changed hud, new functionality to be added soon
>>
>>166018535
rollan . pls 9
>>
>>166018408
Just copy paste from tutorials like everyone does.
>>
>>166018716
you are my hero and you have implemented screen shake perfectly thank you for being a god.
>>
>>166018684
Say, for example, that I had a loop that moved a character 10 units with each loop. Wouldn't a faster processor do the loops quicker?
>>
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>>166018581
Just look for yourself - https://www.youtube.com/watch?v=Vd-ZxCLqaBU

It's a really powerful tool, lot's of tutorials, you can make a good looking texture day one.
I'm not an artist, I'm more a jack of all trades, master of none. Picrelated is my old user interface that I created from various photos, and I think it shows that it's not that great.
>>
Post YFW debugging an error makes another one appear.
>>
>>166018942
>blog
>YFW
>>>/r/gamedev
>>
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>>166018942
>>
>>166018720
too bad, looks like you have to make game
>>
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Which outline style do you guys like better?

This http://i.imgur.com/GkM3eg3.gifv or this http://i.imgur.com/LbuPaGc.gifv
>>
>>166018792
Yeah exactly, that's an example of being framerate dependent.

Being framerate independent means moving the character (10 * deltaTime) with each loop. Delta time is the time it took to render the last frame.

So at 30fps, you move (10*0.03) per frame, and at 60fps, you move (10*0.016) per frame, which is half as fast.
But because you're running frames twice as quick, you move at the same speed in both instances.

Alternatively you can have a fixed time loop, which will always run at xFPS regardless of how fast the game is being rendered.
>>
>>166019103
first one
>>
>>166018581
Oh, and for UI, I recommend you to look at this video (previous video just shows the overall workflow)

https://www.youtube.com/watch?v=dSfIERQUm4I

This video shows how to work with shapes and how to construct different customshapes. After this tutorial I realised that it's possible to make UI in Designer
>>
>>166019104
Thanks for explaining that, Anon.
>>
>>166017197
why would i be joking?
>>
>>166019103
>http://i.imgur.com/LbuPaGc.gifv
Second one by a long shot
>>
>>166018994
suck my dick nerd
>>
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Working on the characters for my samurai game, could I get some feedback? Does the style/characters look ok?

>>166019103
Second one, the UI feels easier to read
>>
>>166019308
I like the style
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>>166019257
he's right you blazing faggot
>>
>>166019308

It's a good style but the samurai looks like a faggot.
>>
>>166019103
First one
>>
>>166019103
second one is easy to read. Is it possible that it's too small though, do you find yourself even paying attention to your hud while playing?
>>
>>166019308
>full house asian olsen twin don't give AF .gif

>>166019354 see >>166019257
>>
How much skill in art is required to be a proper indie dev?
>>
>>166019436

160
>>
>>166019436
The opposite of whatever half of the people posting their art have here.
>>
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>>166017596
There's roguelike tutorials?
That could have helped me a lot.
I started from scratch....to late now, I pretty much know what I'm doing.
>>
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Deep dive questions, horror dev:
•Did you submit your game to kotaku directly, and if so, through what process/channel?
•Did you personally want coverage from kotaku, and if so why(compared to other outlets)?
•Did they reach out to you prior to running this story to double-check any details or request further info on your progress and intentions? If so, which staff members were you in contact with?
•What was the turnaround time from submitting demo/making contact to this story running? Rough estimates, since you may not be involved in the entire process personally.
•Was kotaku your first choice, or are there any other outlets that you would also like or prefer coverage from?
•Do you now have a direct line of contact to staff for updating them of your progress, or are they even interested in further updates from you?
•Have you seen a marked increase in interest on your game on any of your social media accounts since the story ran?
>>
>>166019240
>>166019149
>>166019361
>>166019380
>>166019308
thank you for feedbacks
>>
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>>166018786
t-thanks
>>
>>166019621
holy shit man I would have never made it without tutorials. How do you go about doing simple item pick ups and stuff, is there a good place to learn how to store things?
>>
>>166019621
It's a tutorial for Unity2D, and it's pretty basic, grid movement, turn based actions, enemy movement - and that's it - https://unity3d.com/learn/tutorials/projects/2d-roguelike-tutorial
>>
>>166019656
I like this flight pattern. It is pleasing to watch.
>>
>>166019436
like,, maybe 5, or 6. my dude
>>
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>>166019656
you're game oozes style. you are going to make it son. reminds me of my early nintendo games and early run and gun games for ps2 and stuff.
>>
>>166019523
but shit like this:
>>166019308
>>166018716
>>166019656
looks awesome
and shit like this:
>>166018225
>>166016648
has a cute little charm to it
So, am I fucked beyond belief if I'm not that great at art?
>>
>>166019436
industry professionals and game theoriests suggest around 45, but you need 66 if you want to make it in life.
>>
NEW THREAD

>>165834557
>>166019061
>>166019705
>>
>>166019883
>>166019762
>>166019502
Where can I grind art lvls?
>>
wave: art lvls?
>>
>>166019828
what does good at art mean to you.
>>
>>166018876
>>166019156
Thanks anon, I'll give these a look over while eating and hope it's retard-proof.
>>
>>166019910
what did he mean by this
>>
>>166018282
they should, devs make games, "gaming journalists" do literally nothing of value. They usually are shit writers, shifty ethical behaviour, untrained cocksuckers with an undue sense of importance in an industry rapidly outgrowign them as social media passes game opinions and early versions of software out of their hands and into the public's.
>>
>>166019930
Outside of the first town, sketch random encounters for like 100 hours total
>>
>>166019828
those people were all bad at art at some point, dude

nobody's just good at anything
you're going to have to power through sucking for a good while first
>>
What game has good stings/fanfares?
>>
>>166019984
now that the dust has settled, I think he was trying to help us.
>>
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>>166019828
Spacedev here, I suck at art as well. That's the whole reason the game is black/white.

You don't need good art to have a good looking game, and a game with good art doesn't necessarily look good. It's all about having a consistent style.

If you were to make a game with only colored squares, then it would already look better than pic related.
>>
>>166020064
sourcefriend to be replaced by minecraft mods masquerading as gamedev

I sure hope not
>>
>>166019978
being able to draw the things that appear in my mind
>>
>>166020097
yeah this is why people tend to go for pixel art in games and flat design on the internet

the more detail you try and include the more opportunities there are to fuck it up

not that either of those things are easy to do well, they're just harder to do incredibly poorly
>>
>>166020135
take a drawing class or something. >>166020097
seconding this opinion, in design, I make apps black and white first to makes sure the user can navigate spaces based on the bare minimum first. It makes for a much stronger design when you add color and such. too much color and you can lose bullets, or things the user should notice in the mess of things.
>>
>>166020097
>Spacedev here
Liar
>>
why is someone from /mcg/ linking here and back again?
>>
>>166020331
advanced terminal shitposting
>>
>>166020331
pay no mind, /mcg/ is having another autism overdose

it's what happens when even low-effort shitposting is more fun than the game your general is meant to be discussing
>>
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>>166016419
>do you have a full story mode for this or are you still just doing combat improvements?
For now I'm mostly doing combat improvements before everything else. Right now what I'm doing is just laying the groundwork for the last combat system I wanted to add, which is mostly a rip-off of the boost system in Ys.

>I like what you are doing but I think you might be overworking a single set of features.
Probably. I do want the combat to feel good though, and for moves to have a purpose outside of killing things in fancy ways. It's usually why I make a boss right after finishing a moveset to give it a bit of a stress-test.

>Out of curiosity, how long ago did you start this?
Around early November of 2015.
>>
>>166020425
>/agdg/ shitposters saying game is bad
>meanwhile they have nothing but shitty trash games

Pot Kettle Black, son.
>>
>>166020430
I respect your ability to program a game without having art.
>>
Dead General.
>>
Reminder:

Anyone not currently working on their Comfy Jam game is falling behind. The longer you wait to start, the more your game will only be a fraction as comfy as it could have been.
>>
>>166020869
I'm around, giving feedback.

Of course, for that, you need to FEED ME PROGRESS
>>
In Unity, how do people get fullscreen pixel art games pixel perfect? I've got a set resolution of 480x270 yet when I build the game and run it at 1920x1080, the game is stretched but it's not pixel perfect.
>>
>>166021281
You forgot your extra dip

Nice accent btw
>>
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Can you guess where the weakpoint is?
>>
>>166021662
uhhh, ears?
>>
>>166021246
you need to script it. Or download an working script. It's better to ditch unity, really, it's not good for 2d.
>>
>>166021662
His delicate tight mouth that craves my big throbbing cock...
>>
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>>166021749
Do not attack the ears.
Not because that's their weakpoint, but because that's just plain rude.
>>
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>>166021818
>>
>>166021246
you need to change the othographic camera size to fit the current resolution

Camera.main.orthographicSize = (Screen.height/(2*32));
>>
>>166021662
>>166021880
YIFF IN HELL
>>
>>166021662
>>166021880
Hey man, how's your soundtrack? Do you have something yet?
>>
>>166021246
Let me give some advice I learned the very, very hard way.

Do not do 2D in Unity, especially pixel perfect 2D. You will never stop fighting the engine's quirks. It'll always feel wrong, and you'll never get that precision and crispness you want.

It's just not meant for 2D, it will drive you fucking crazy trying to get it just right.
>>
So
Where is the recap?
>>
>>166022287
>>165988450
>>
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>>166021221
>>
>>166016648
>mixels
Please use a name so I can filter you, thanks!
>>
>>166022646
I love this meme.
>>
>>166022126
Got music and stuff yeah. Going over it again is on the to-do list though.
>>
>>166022646
>shitpostxels
Please use a name so I can filter you, thanks!
>>
>>166022697
you can filter /mixels?/ y'know

(I'm pretty sure that'd do it anyway, fucking regex)
>>
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r8 my boulder.

also i decided I'd use a sprite/tile tinting routine to change the colors, and let the players use different "color filters" to change it in game to whatever color they like.
>>
>>166022646
Oh please! Just shut the fuck up already!

I'm so tired of this this.. "Oh look! Mixels/rixels/low poly! I hate your game"

If you don't have a game yourself then go fucking kill yourself, you useless piece of shit nodev!

Nobody wants you here!
>>
>>166022823
Yes, the ? makes the final s optional
>>
>>166021914
How often would I call this? At the start of the game or should I have a constant check for window resizing and then call it if the window is resized
>>
>>166022867
your graphics aren't very good but remember to have a contrast adjuster somewhere in the options
>>
>>166022914
Once at the start of the game. And then if you have options where you can change the resolution, you should call it after that again if you change it.
>>
>>166023001
Gotcha. Thanks a ton!
>>
>>166022867
looks like a boulder senpai
the tinting thing is nice idea too
>>
>>166019628
I did not reach to any press actually. One editor from Kill Screen found my game on itch.io and asked for an interview. I agreed after it was published, other sites like Rock Paper Shotgun or GameSpark had their own articles without asking me additional questions.
Kotaku hosted the livestream didn't really informing me of it but afterwards Gita and Chris channeled everyone and really helped me with the site traffic.
>Do you now have a direct line of contact to staff for updating them of your progress, or are they even interested in further updates from you?
Yeah, every editor is genuinely interested in the game and I keep in contact with them.
>Have you seen a marked increase in interest on your game on any of your social media accounts since the story ran?
Obviously, from Demo Day's 100+ views daily to almost 2k views in the same time frame
>>
>>166022509
nice, thank you

>>166022646
mixels are only an issue if they look bad or are inconsistent
if they follow the aesthetic they're okay
plus, big devs have been using them for years
>>
>>166023001
Actually I just took another look at this. Where does the 32 come from?

I'm currently using Height / 2 / 48 (Pixels per unit)
>>
Any UE4 fellows here? I'm progressing through the documentation and completing the tutorials, but it feels awfully slow. Did you follow the same path or did you do a trial-by-fire and jump right into your first project?
>>
>>166022936
Yeah, its kinda bad. But hey, maybe I'll get better over the course of this progress. Good call with the contrast option, I wouldn't have thought to add that.

>>166023098
Thanks man. Do you think the shader should use like 16 presets or have a customizable shader (with R, G, B sliders?) or both.
>>
>>166023136
I am indeed jelly, I wish you the best of luck.
>>
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>>166017596
Nice one anon.
Im babbydeving small prototypes in ue.

Next one im going to move from blueprints to c++.
>>
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Is it true that if you want to sell more than 100K copies with the free version you'll not only have to pay for the premium version but also need to make everything from scratch?
Because if so this must be the jewest, most bizarre thing I've ever heard about.
>>
>>166023471
Obvious answer is to use the GBC ones for GB games
https://en.wikipedia.org/wiki/Game_Boy_Color#Hi-Color_Mode
>>
>>166023464
i watched like a 40 min introduction tutorial to level building and i got mindfucked towards the end.
in general you just have to power through it. knowing ue4 is more valuable than unity 5 in the long run depending on what you want to build
>>
>>166023464
I just started by making an Fzero type thing, searching for things as I went.

Check the Content Examples project (from the Learn tab in the launcher) for demonstrations of just about every feature.
>>
>>166023464

Trial by fire, a lot of the documentation and tutorials are already deprecated since they update UE4 a lot.
>>
>>166023471
People who fetishize the Game Boy seem to always fucking forget that it was a 2.6 inch screen. There's a slight difference between looking at something that small with monochromatic graphics and, you know, a fucking monitor or TV with graphics like that.
>>
>>166023136
thanks for the thorough answers, very insightful.

Definitely a lesson for all yesdevs and aspiring devs in this thread on the value of a good itch.io page and submissions. ALthough I cringe at the idea of these "game journos" browsing or posting in these generals. Perhaps sourcedev is a lifelong fuckup like Nathan Grayson or Ben Kuchera?
>>
every day until I can get a serious reply: Looking for comfy jam game ideas, all I know is the game is 3d 3rd person catoony low poly graphics . No Animal crossing or harvest moon suggestions, they are not in scope for 1MA
>>
>>166023609
No, you can use free version as long as your yearly revenue doesn't exceed $100k USD, i f you do, you'll have to purchase either the Plus version ($35 USD/mo, bumps the revenue to $200k) or Pro ($125 USD/mo, revenue now unlimited), and no, you won't have to make anything from scratch. You will be able to open your project as-is and granted access to a few extra features.
>>
>>166023609
>also need to make everything from scratch
what?
>>
>>166023851
:)
>>
>>166023789
Yeah but what you are seeing is also zoomed in to 800% magnification.
>>
>>166023851
I think this is a jam you should skip if it does not inspire you
>>
>>166023968
That doesn't mean shit when it comes to the EYE SEARING GREEN that people always put on their Game Boy fetish games.
Hence the contrast adjustment being necessary.
>>
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>>166023136
>One editor from Kill Screen found my game on itch.io and asked for an interview
was it thru itch.io, profile to profile, or did you set something up through skype? Curious how first contact goes.

Also, here's the article he's referring to, since horror dev is humble and not sharing all this coverage, give him clicks:
https://killscreen.com/articles/cosmic-horror-game-inspired-work-manga-artist-junji-ito/
>>
>>166023851
leave this thread forever
>>
>>166023464
Trial by fire I suppose. The tutorials you see now didn't exist and documentation wasn't of the same volume when I started, still wasn't that bad though. Dissect the content examples, they are a treasure trove.
>>
>>166024174
Yeah, I completely agree. I'm gonna have the contrast adjustment option that was suggested earlier in the thread. I think I had misunderstood your post at >>166023789
>>
>>166024251
He sent me an email with questions, I asked him to wait until DD12 version and he agreed
>>
>>166024251
>A COSMIC HORROR GAME INSPIRED BY THE WORK OF MANGA ARTIST JUNJI ITO
>by CHRIS PRIESTMAN

>The cancellation of Silent Hills, the horror game sequel that was to be led by Metal Gear creator Hideo Kojima and Pan’s Labyrinth (2006) director Guillermo del Toro, was a shame for a number of reasons. Primary among them was the fact that one of the collaborators on Silent Hills was legendary manga artist Junji Ito.

>Ito’s artwork often explores two areas: a disturbing style of body horror that is unique to him, and the existential inevitability of one’s demise. These interests shape his manga with horror stories that are hard to get out of your head, not merely for the strange ideas he thinks up, but due to the mastery with which he is able to visualize them on paper.

>One of Ito’s most well-known works in the West is Uzumaki (2000), which tells the story of a small town that becomes obsessed with spirals, which sounds innocent enough, right? That vague premise lets Ito go deep and wide, with horrific images of spirals doing awful things to the human body; huge circular cavities in heads, a whole person turned into a spiral shape with a complete disregard for bones and joints, two bodies fully entwined in a painful corkscrew. This kind of unexpected, absurd terror permeates Ito’s mangas, which depict humans trapped inside chairs, people drawn towards mysterious holes in a mountainside, and chased around their homes by sharks with mechanical legs.

>Again, it’s a huge shame that we won’t get to see Ito’s work in Silent Hills (but perhaps it’ll be present in Death Stranding?). But videogames won’t be completely absent of his influence, not if Paweł Koźmiński has anything to do with it. Koźmiński is working on a cosmic horror game called Kyōfu no sekai (aka WORLD OF HORROR) that is heavily inspired by Ito’s work, and from what can be seen of it so far, he’s doing a good job of capturing what makes Ito’s manga so memorable.
>>
>>166023136
>after it was published, other sites like Rock Paper Shotgun or GameSpark had their own articles without asking me additional questions.
That's Garmes Jurnalism for you.
Well, it seems to have worked so maybe it's a tolerable evil.
>>
>>166024393
>Koźmiński is 24 years old, currently based in Poland, and attending medical school. Somehow, in between his studies, he’s managed to find enough time to work on his game. Speaking to him, the motivation to commit to making this game becomes clear. “I’ve been a huge fan of Junji Ito for years now. There is this unique charm in the way he mixes the cosmic horror, worthy of H. P. Lovecraft himself, and unsettling imagery that stays with you long after you’ve finished reading,” Koźmiński tells me. “I think this certain kind of cosmic/body horror blend is criminally underrepresented in the western media and I’m planning to change that with WORLD OF HORROR.”

>Kyōfu no sekai is far from an ordinary horror game, and not only because of the Ito influence—it combines a visual novel format with Solitaire and RPG elements. It’s set in the late ’80s and/or early ’90s and follows the ordinary people in a town that is haunted by supernatural events. You get to pick from a range of characters with different strengths and weaknesses, before setting out to “solve mysteries, make decisions and fight eldritch creatures,” as Koźmiński puts it, “all while gaining clues how to postpone the inevitable end of the world, which is the goal of the game.”
>>
>>166024487
Why are you doing this
>>
WHERE IS BITLINE MIAMI YOU FUCK
>>
>>166024487
>There’s an alpha demo that you can currently download on the game’s itch.io page should you want to get a feel for how it all comes together yourself. Otherwise here’s a brief explanation of how it plays: You choose a mystery to solve and are then taken though a number of different location decks. In these locations, you draw event cards at random that you then have to deal with. Typically these are horrific scenes that ask you to make a decision with success or failure being determined by your character’s strengths. It’s possible to get into a turn-based battle with an enemy too, at which point you choose an attack (or to retreat) and then roll a dice alongside an enemy dice, with whoever’s dice getting the higher number landing the attack. You can also gain abilities and buy items that you can call upon during battles to help you out, should you need it.

>“While the story’s beginning and the end may be similar each time, I’m making sure the actual investigation will be full of surprises for the player,” Koźmiński tells me. “I’m planning a continued support in form of free card packs and additional content so that there will be no two identical stories.” It’s the event cards that make up the investigations and it’s there that Kyōfu no sekai really shines. Koźmiński has invented a wild range of scenarios and creatures: occult visitors who draw symbols in blood, heavy tomes bound in human skin, rotting arms coiled around the ventilation shafts of a dark manor, and a lot more.
>>
>>166024585
you know the internet has this super cool system where, if you click a link someone else posts, you can read all these words without having to paste them into the thread?
>>
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>>166024585
>As with Ito’s own work, what stands out about the horrors Koźmiński has created is both the ludicrous nature of the ideas, and also how the finer details in how they are depicted. The illustrations that accompany each event, while static, are either as obscene or shrouded as they need to be to maximize the terror of the moment that the accompanying words describe. It also helps that Koźmiński has chosen to simulate the 1-bit black-and-white graphics of early Macintosh computers, which feels similar in style to much of Ito’s black-and-white drawings.

>From what’s on show so far, it seems safe to say that Koźmiński’s goal of bringing Ito’s style of cosmic horror to videogames is on the road to success. Kyōfu no sekai feeds you enough information to evoke an irrational world of forbidden cults, faceless monsters, and bizarre compulsions. Koźmiński is hoping to get it finished and ready for Windows, Mac, and Linux by summer 2017.

>You can download the Kyōfu no sekai demo on itch.io. Follow the game’s development on Tumblr. (http://desertgame.tumblr.com/)
>>
>you will never have an article written for your game where most of the article is spent praising someone else's comic
>>
>>166023384
I'm not sure, I found it a long time ago, worked for me and never questioned it.
>>
>>166024664
>you know the internet has this super cool system where, if you click a link someone else posts, you can read all these words without having to paste them into the thread?
you these enthusiast blog sites have advertising and spyware, where the formatting gets crazy on some people's mobile devices or someone just doesn't want to go off-site or click a link? So I stuck in in thread for the archive, and greentexted it so you can eye-skim past it if you don't like it.

>>166024375
>I asked him to wait until DD12 version and he agreed
SHIT, they know about Demo Day now
>>
>>166023851
How about windwaker? That should be in your scope right? ;^)
Go make a fishing game.
>>
>>166024828
>you will never be endica dev, and already have a game out but it's mostly negative on steam, and no one wrote an article about you

feels nice I guess
>>
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Progress
>>
>>166024585
>this written description of gamplay

have you ever played the board game Betrayal at House on the Hill? You should look up some Lets Plays of it on youtube, it sounds similar.

t. someone who didn't download the demo
>>
>>166024925
>SHIT, they know about Demo Day now
How is this a problem? You think they're interested in any half-baked prototype? They'll watch out for things near completion, like WoH, Monolith etc.
>>
>>166023851
>every day until I can get a serious reply

how about a game where you "competitively" prune bonsai trees? You don't necessarily have to prune them, just slap sticks on each other in whatever engine to make bonsai trees. But when you submit your tree to be judged by NPCs, they don't actually judge and just give you one random evaluation that are all nebulously positive, like a fortune cookie message. Make everyone who plays feel good, rip some soothing shamisen music, make everyone chill.
>>
>>166023672
>>166023697
>>166023735
>>166024312
I guess I haven't been using my time as wisely as I should have. Thanks for the advice on the content examples. I'll take a look at those first chance I get.
>>
>>166025032
DO NOT BULLY ENDICA DEV
>>
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A or B?
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>>166019103
Second one looks cleaner
>>
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>>166024426
at least it's not the same article ripped from one site to another, but it's def bare-bones and they didn't speak to him directly. Reminds me of a lazy last-minute school paper written the period before it's due, lol
>>
>>166024426
I dunno, that seems preferable even
It gives you extra """exposure""" without costing you extra time or worrying about accidentally saying something stupid
>>
>>166025859
What am I supposed to be looking for?
>>
>>166025859
nice undertale clone
>>
>>166016182
Who is barneyfag and why is he always compared to sourcefag?
>>
Ito-dev, I hope you know that there is a game on Wonderswan Pocket based on Uzumaki manga. Too bad it's not translated:
https://www.youtube.com/watch?v=PjMpUwQ700I
>>
>>166025859
Depends on the hecticness of the situation I suppose? I mean, you could use both fast and slow right?
>>
>>166025859
B instantly made sense.
>>
>>166016738
I leave Unity open for days and it never crashes. Feels good.
>>
>>166026167
badguy has different animation speeds
>>166026224
ty
>>166026305
Fair point, I'm just worried A is too slow to be usable
>>
>>166026469
Programs which are never interacted with tend not to crash
>>
>>166026236
some nebulous shitposter on /v/ whom the anti-posters for are worse than the actual poster himself. Apparently fetishizes Barney(the old kids show character, purple dinosaur) the way bronies do My Little Pony, but it's always people complaining about him and him never actually shitposting about Barney. Like, someone will make an unpopular post about something, but instead of being called a shill they'll be accused of being the Barneyfag. It's pretty stupid and meta, with screenshots of this Barneyfag being mad about timeslots of TV shows off on some other site, with nothing relevant or related on 4chan itself.
>>
>>166026552
My game will freeze for like 10 seconds but only If I leave it on overnight and come back to it
I have literally no idea how to begin debugging this
>>
I have a confession to make.

Sometimes when I feel lonely I post source images for (you)'s, because being hated is better than not being noticed at all.
>>
>>166026256
I hear nothing but good things about anything Wonderswan related, but it apparently exists in an alternate timeline where we will never enjoy it.
>>
>>166026512
B is far more pleasing
>>
Is there an /agdg/ for rape fans?
>>
>>166025075
Dang nice lighting. UE4?
>>
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>>166025831
Fuck NIck Ridgway.
>>
>>166026552
But anon I use it for hours everyday.

Oh, you're just jelly and have no game. I see.
>>
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>>166026880
You're just jealous of his success.
>>
>>166026904
post you are game
>>
>>166026745
probably on cripple chan. There, I just defused your attempt to derail this general and cut off the (You) supply.
>>
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>>166026967
no, I'm really not
>>
>>166027004
Thanks,
but is it that weird for someone to like rape?
>>
>>166026608
Oh
>>
>>166027176
your question is no longer gamedev or /agdg/
>>
>>166026967
Why do people shit on the dream king dev?
>>
>>166026967
>playtime total
>0:20 (average)
>>
>>166023136
>Somehow people still hate on journos despite them being totally fucking cool to our Polish m8
If you want to be devs you need to discard those gator views. The press isn't your enemy.
>>
>>166026717
>implying anyone actually hates source or even cares enough to have a reaction to it
>implying 100% of reactions to source images aren't sourceposter samefagging
Hi sourcefag. Nobody cares that you're using source. You can stop pretending to be some rebel level designer against the world make a game now (probably not). Thanks.
>>
>>166027239
why does dream king dev shit on agdg?
>>
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>>166024585
>yfw you will never be a polish med student who is both successful game dev and successful doctor

why even live
>>
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>>166026967
>>
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postan progress.
>>
>>166027357
Because agdg started to shit on him because he tried to promote his game there?
>>
>>166027394
I'm not sure what I'm looking at
>>
>>166023151
What the fuck is a mixel. Last time I was here rixels were all the rage
>>
>>166027473
The beta for Scalebound
>>
>>166027375
You can become his qt gf.
>>
>>166027290
>somehow people still fear bears as a predator despite them mostly eating berries and fish and deer and I saw one doing tricks at the circus once
the journos spread word for out games, which we want. But they are generally shitty writers, take all sorts of bribes from big companies, lie & and will fuck you if given any incentive to.

Get what you need from them, but don't expect them to behave like anything but a wild animal.
>>
>>166027592
>dumb frogposter
>qt gf
not possible
>>
>>166027429
agdg has a lot of cancerous trolls that tend to shit on anyone posting any kind of successful game. mostly because 99% of agdg is problematic individuals who spend all their lifes on this thread being nodevs just looking to spread their toxic virtirol everywhere in an attempt to get a lul when in reality theyre just screaming for attention because they are empty and dead inside.

endica dev got shit on unfairly, sourcefig got shit on unfairly, and id imagine there are others who get shit on unfairly. the trolls are the reason nobody wants to fucking post progress here or why they get the fuck out when they start making any kind of progress. its bad enough that agdg even fucking doxxed nick.
>>
>>166027479
>What the fuck is a mixel
mixing resolutions on pixels, resulting in an inconsistent fake-retro style that looks like shit
>>
>>166027768
>agdg has a lot of cancerous trolls that tend to shit on anyone posting any kind of successful game.

u forgot that agdg like to shit on any progress that steer from their cult culture.
this is why most of the stuff posted here is just random waifus and shit
>>
>>166027479
>>166027805
You mean like this?

https://www.youtube.com/watch?v=XqWCo_eqo8U
>>
>>166027704
Frogposters are normies who still think a 2013 meme is cool
>>
>>166027805
Gross
>>
>>166027805
Didn't undertale do this?
>>
>>166027934
This is why I don't talk about my wyvern dating sim.
>>
>>166028025
that's frogposters from 46456 layered ironic pages on facebook
local frogposters are different
>>
>>166028058
Yes
>>
>>166027691
>But they are generally shitty writers
The quality of their writing isn't very important. Gamers still read what they write.

>Take all sorts of bribes from big companies
Of course, but they also cover small stuff because they like doing so.

>Lie
This aspect of the press is vastly overblown by people who think it is possible to "objectively" review a game.

>and will fuck you if given any incentive to.
Like most humans holding most professions.

>Get what you need from them, but don't expect them to behave like anything but a wild animal.
They're not one bit worse than the general public, and a fair bit better than a lot of the people here. Don't expect them to be saints and you'll be fine.
>>
>>166028058
yes
Undertale's art from a technical perspective had a lot of mistakes
That only proves nobody actually cares tho
>>
hahaha i'm using rixels and nobody can stop me
>>
>>166028189
*stops you anyway*
>>
>>166028025
>sadfrog
>2013
>>
>>166028238
0:< !!
>>
>>166028109
>implying these faggots aren't on facebook bringing their facebook memes here too
Normies are everywhere on 4chan now.
>>
>>166028189
What is a rixel
>>
>>166028308
>;)
>>
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is it worth buying old games for inspiration?
>>
>>166028321
pixels rotated in a non-pixel-perfect scale
>>
>>166028436
thanks for informing
>>
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>>166028321
>>
reminder that rixels are a subset of mixels
>>
WHy do excel spreadsheets keep disappearing from my UE4 project directories?
>>
/[rm]ixels?/
>>
>>166026880
>>166027172
>>166027239
>>166027248
>>166027390
>>166027768
>>166027429
>>166027934
>>166027965
Why the fuck do people still, STILL harass this guy?? He is just trying to make a living so his wife and her son can have a better life. Is that so bad? I mean jesus christ you guys fucking tore his game apart so hard he's now making foot fetish videos on youtube to take donations, just fucking stop.

https://www.youtube.com/channel/UC0yroFCqFD0tUZkaN0Toxzw
>>
>>166028585
I'm deeply sorry I triggered you. I hope you can recover.
>>
what the fuck is a Lixel?
>>
>>166028426
Most old games can easily be emulated. Why would you need to buy them?
>>
>>166028426
no? just watch other people play them on youtub
>>
>>166028747
Eastern hemisphere rixel.
>>
>>166028771
because it's a win32 game, extremely obscure and the one torrent has no seeds
>>
>>166028624
>people
>plural
>>
>>166026685
Maybe you are low on ram, so the game's ram contents is swapped out onto the hard drive because its inactive? Then when you come the next morning and try to interact the OS has to read the games RAM off the drive and put it back into memory
>>
>>166028624
>Why the fuck do people still, STILL harass this guy?? He is just trying to make a living so his wife and her son can have a better life. Is that so bad? I mean jesus christ you guys fucking tore his game apart so hard he's now making foot fetish videos on youtube to take donations, just fucking stop.
>He is just trying to make a living so his wife and her son can have a better life. Is that so bad?
>his wife and her son
AHAHAHAHAHAHAHAHA
>>
Found this in my old AGDG folder - http://vocaroo.com/i/s1tVmiNJgm7y

What did he mean by this?
>>
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>>166028747
Layers of pixels
>>
what is a wixel?
>>
>>166028624
>>166028938
You got issues. Some guy with a RPG maker tier game got under your skin this badly?
>>
what is a quixel?
>>
>>166028950
I remember this!
>>
>>166029045
Pixels which are QPU misaligned
>>
>>166028956
kek, I like this.
>>
What do you do when you're not devving, shitposting or fapping? No normalfag shit like friends, job, gf, etc.
>>
>>166029153
playing vidya
>>
>>166028973
washed out pixels: when you apply color correction instead of just making sprites with a good palette to begin with
>>166029045
queasy pixels: when you do one of those dumb vertex shaders that wobbles everything slightly
>>
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>>166029016
You got issues. Some dude laughing at another guy on the internet gets under your skin this badly?

Shut up, nick.
>>
>>166029045
texturing program for 3d modelers
>>
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>>166029153
Friends and job. No gf though.
>>
>>166029153
crying
>>
>>166029153
I play the blues on my $100 guitar
>>
>>166029153
crying myself to sleep
>>
>>166029153
I mostly just cry.
>>
>>166028956
>oh man, look at how bad this faux-retro artstyle looks, you should be embarassed to post this shit

reminder that nodevs will complain just about anything they come across even if big developers have been using the exact same methods
>>
what is a remixel?
>>
>>166029153
Project Euler.
>>
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>>166029225
>not using Tomorrow skin
>screenshotting default blue
>>
>>166029407
>using edgy black to be MUH DEEP TREND
>caring about what other people use
You're an idiot.
>>
>"oh boy its time to check agdg!"
>memes and shitposts
>endica dev
>autism
Fuck this shitty general.
>>
>>166029153
Sorry I'm here to post about game dev not be your internet friend and blog with you. Chatroom is over there.
>>
>>166029616
And crying.

Don't forget the crying.
>>
>>166029491
there's legit health benefits to your eyes for staying on dark background/light text options when using computers for long stretches of time, and it looks better for screenshots.
>>
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>>166029616
post progress then
>>
>>166029616
Thanks for contributing to the shitposts! You've really showed them! You've made with place so much better!
>>
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>>166028498
mixels can be pixel perfect if you're increasing the size by making it so 1 pixel equals x pixels, as you're still respecting the grid. see :
>>
>>166030102
then they're not mixels
>>
>>166029126
the only way to fix that is by building speed, am I right?
>>
>>166030102
That is still mixels. The guys have a larger pixel size than everything else.
>>
>>166030180
that's not what the image i was replying to implies...
>>
>>166021662

Is this character involved in anything extra for the non-Steam version?
>>
>>166030298
but the whole point of mixels is that they're not possible under the original hardware limitations, and by doing so "break the aestethic". This case does not apply.
>>
>>166030102
You're still respecting the grid, but if you know you're going to be scaling up the art like that why not make it its own asset so you can add extra detail?
>>
>>166030584
budget constraint, time constraint, the same reasons the treasure guys had for doing it.
>>
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isn't this a good idea? T would be the type of the array. inside the for loop, T would be given an index property. i think it's great, this is the future.

please provide feedback
>>
>>166030516
they won't be possible if you do it correctly on modern hardware either

render to your desired resolution, then scale that render target
>>
>>166029616
Why are you guys not using filters?

Like, seriously. Use the damn filters. It makes this general 400% better.
>>
>>166030724
actually, just leave out the .length, this language is smart enough to know what you mean
>>
>>166030516
That isn't the whole point though, old hardware could create mixels, the only difference is they could only make sprites bigger, not smaller.
This doesn't change the fact that they're mixed sizes though. And it still breaks the aesthetic.
>>
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>>166030770
this is almost perfect
>>
>>166030870
they could not make mixels, there is a physical pixel grid and any scaling must conform to it
>>
>>166030870
but if you're not breaking the grid, then how is it breaking the aesthetic? It's something that was possible and extensively used in the SNES era. How could you classify that as a mixel?
>>
Hey, world of horror dev, slowbeef made a video about your game
https://www.youtube.com/watch?v=wS0anUb0q14
>>
>>166031267
Hot damn.
>>
>>166029635
So... Where is your game?
>>
>>166029673

hey this is looking good. any boss fights planned?
>>
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>>166016601
>>
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>>166031115
>>166031265
But there are mixels though. Look at these treasure chests. They are twice the size of any other pixels. Meaning they are a mixed pixel size.
Modern games can also use a pixel grid, to emulate old school resolutions without mixels, it's not hard at all. But if you take a sprite and scale it up twice as big, even if the pixel grid is still there, it will be a different size, it will be a mixed size.
Yes, many old games used scaled up sprites, they are scaled up, that means they have a mixed pixel size. It's breaking the aesthetic because it doesn't match the resolution of the other sprites. They used scaled up sprites to avoid file size constraints, or time constraints, or whatever else. But that doesn't stop it from breaking the aesthetic. And just so you know I'm not saying it's always bad, I'm just saying that usually it doesn't look as good as it would if you were to redraw the art at the resolution you intend it to be, rather than just scaling it.

Take a 3D game for example. There's a small model of a soda can, it's not very detailed, and the texture isn't high res, because it doesn't need to be. What if they later used that same model and scaled it up to the size of a human? It would look out of place. It would be better to make a more detailed model and texture to represent the larger model so it fits with the rest of the models.
>>
>>166031973
>They are twice the size of any other pixels. Meaning they are a mixed pixel size.

no it means there are two pixels

any grid aligned, whole multiple of the base pixel size isn't mixels, just more pixels
>>
>>166031267
>Published on Jan 19, 2017
>Still in Alpha, get it here (pay what you want! I paid $11) - https://panstas.itch.io/world-of-horror

>I think it has some kinks to work out but I want that finished product.

I PAID $11 FOR ALPHA
MED SCHOOL FREE RIDE
GRAVY TRAIN, ALL ABOARD!!! BELZEC, CHELMO, & POINTS BEYOND~!!!
>>
i'd like to think of myself as a really smart retard
>>
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>>
>>166032291
no mixels or rixels there, boss
>>
>>166031709
Yeah, i'm planning to have a boss fight at the end of each big area or somewhere in the middle

I'm not 100% sure what they're gonna be specifically because the areas themselves are going through some changes before i actually start with them, but i have a bunch of drafts of things that might work
>>
>>166016601
fuck off
>>
Rate the beginning sketch of my title theme plz.

https://clyp.it/04dqx2rk
https://clyp.it/04dqx2rk
https://clyp.it/04dqx2rk
>>
>>166032407
no that is definitely mixrixels
>>
>>166030940
Time to add endica to the list.
>>
>>166032552
there's nothing but pixels in retro consoles
>>
>>166032065
Call it whatever you want, having small sprites and scaling them up still doesn't look as good as making new sprites at the intended size.
>>
>>166032517
Authentic sounding, but what is this for?
>>
>>166032517
9-11 seconds sounds off. Not meming
>>
>>166032517
it think the progression is just a tad too long for it to be really catchy. It's original, and it's almost there, tough.
>>
>>166031973
This pic is mixelated. Anyone that says otherwise is a newfag.
>>
>>166032517
good 8/10
>>
>>166032517
Groovy.
>>
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>bent moxels
>>
>>166032517
On my first listen I found the slower intro part too confusing. I mean it's a pretty complex motif and the rhythmic distribution isn't immediately obvious. Only after I heard the actual fast main theme did I understand what it is, and then on the second listen I could appreciate the intro for what it is trying to do in relation to the main part.

So in conclusion what I am trying to say is that the intro should be simplified to ease the listener into the full experience of the main theme, rather than being a slowed variation of the motif. That's my view at least
>>
>>166032517
first six notes are a cruel angel's thesis
>>
>>166029153
Draw porn
>>
>>166031267
Oh man just wait, one of those huge scaredy youtubers like markiplier or jacksepticeye will pick this up and it will blow up like crazy, will probably become the next papers please
>>
>>166033195
I'm so tired of seeing that fucking face a million times every thread. Please stop. Molyneaux is not that rich a meme.
>>
It's a long shot but does anyone have the poll someone made a few months ago asking what countries everyone is from?
>>
>>166029338
The whole point of doing proper indie pixel art is that the AAA devs stopped doing it
>>
>>166032517
Nice
>>
>>166033404
This one?
https://docs.google.com/forms/d/e/1FAIpQLSdz0nFLuGKsDE7sssvZGEvP6GWZq0zLcH1yuvHw7dfeUCNk_A/viewform
>>
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>>166029153
Nothing.
>>
>>166033271
Well damn. Into the trash with this one then.
>>
>>166033565
Close enough, thanks!
>>
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>>166033486
AAA doesn't do pixel art anymore they can do real art for 2D games.

Some indie 2D devs as well, like cuphead.
>>
>>166033271
Oh, shit, that's right!
>>
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Every single time something works in a counter-intuitive manner in Unreal.
How about just updating the documentation you lazy fucks, your answerhub is filled with people asking about the same fucking thing.
>>
>>166033486
the whole point of doing pixel art is because i can shit out a gorillion frames of animation by myself for free using an overall very undemanding method, i'm not driven to do pixel art because i'm some kind of retro purist, i'm driven to do pixel art because i like how it looks and i can do it, i don't care if i rotate something a bit if the """"pure"""" alternative means drawing 8 times the images i'd have to do in the first place, specially if big name developers have been using scaled up and rotated sprites for years
>>
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>>166016527
>I spent more time on my intro then actual game dev this week
>Making videos was a mistake
https://www.youtube.com/watch?v=UwupgFm6UHA&feature=youtu.be
>>
>>166033565
LOL 1/2
>>
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>>166034207
1.5/2
>>
>>166033565
>6 people using Godot
REEEEE, use Gamemaker you fucks!
>>
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>>166034382
LOL 2/2
>>
>>166033769
cuphead isn't pixel art, tho
>>
>>166034562
those 14 people who put a 5 sure are confident in themselves

shame it's unwarranted
>>
>>166035134
Learn to read. And spell.
>>
I want to make a website for indiegames kind of like a hypemachine style site where people can share indie games theyve found and review them and other people can sesrch for genres and stuff to discover new games they might not know existed. Whats the best way to implement and refine this idea
>>
>>166035375
So itch.io
>>
I'm using Fusion 2.5

>>166035375
itch.io
>>
>>166035471
Nah not like that shit
>>
>>166035494
it's literally what you're describing though
>>
>>166035375
How about making a website for indie programmers where they can find free art that isn't shit?

Note : Not shit doesn't mean AAA quality.
>>
>>166035375
Why would I use your half assed website over itch.io?
>>
>>166035663
Twitter
>>
>>166035663
>find free art
Opengameart
>that isn't shit
Oh..
>>
>>166035540
I think he has a community sustained blog in his mind. So the games are not hosted there, but people could share if they find something cool, the hidden gems of Steam could be gathered there etc. I think it's not a bad idea, but I think he should just use an already existing platform. Like do this on tumblr, use some sort of tag, spread the word and wait for others to join and use the same tag.
>>
>>166035880
no one likes a circle jerk
>>
>>166035880
Yeah but that kind of idea needs a team of programmers and some sort of server infrastructure as well as good knowledge of data analysis

So even though this idea is unfeasible for an aggy daggy tier dev, it is still smarter than making a game because there's just gonna be more shit flooding the market almost to the level of music and YouTube videos, so there does need to be some additional platform to help people sift through the filth (which none of the current platforms really do because they all only list the games they themselves host and offer)
Of course there are already games databases, but many of them are generic and only cover major games, rather than things that are only released on obscure tumblr blogs
>>
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>>166033387
He's legitimately a great game designer and everyone here could learn from him, mistakes included.
>>
>>166036372
It's too bad ideaguy poster thinks he's a patron saint for all of his shitposts.
>>
>>166035540
Yeah, basically. But I can hook into several different platform APIs for easy sharing, etc. So youre not locked into just looking at itch games, or steam games, or gog games, etc.
>>
>>166017198
I met one of the loli-shitposters in real life before. They actually aren't that ugly, but they all look like hipster faggots.
>>
>>166034060
If you pay attention you will see that I said
>proper pixel art
i.e. not the garbage you pretend is pixel "art"
>>
>>166033271
My lawyer has advised me to go the jazz route and change it a bit.

https://clyp.it/11qjtwxl
https://clyp.it/11qjtwxl
https://clyp.it/11qjtwxl

If it worked for Toby Fox...
>>
>>166033769
>Have AAA backing
>instead of making a one of the king platformer with a stellar gimmick, you make a shitty boss-rush

oh well
>>
I'm the guy who posted the Atelier clone idea for Comfy Jam earlier, I want to incorporate a day/night cycle AND passing of time. The player can go home to make the day end and wake up the next day. I mostly want to do it to see if I can implement it right, sort of as a challenge to myself.
Problem is, I can't find a good in-game reason for this. Why would the witch need to go back home to wait for the next day?
>>
>>166036296
You don't need a team of programmers to make a website unless you're doing complex localization and ecommerce. Making a website is pretty easy. So is hosting and maintaining it.

>>166035728
1. Itchi.io is ugly as fuck and pretty user un-friendly
2. Itch.io's main purpose is dostribution, which is entirely removed from my intentions.
3. I can create a sharing and discovery system that ties together multiple game distribution platforms and allows people to review, suggest / promote, and discover games in a centralized way, and also easily provide avenues for purchase from not just their original distribution marketplaces but also third party sellers like green man gaming, in a convenient ux.
>>
>>166016648
needs more stars and planets in the backround
>>
>>166036959
not bad senpai
>>
>>166037061
I disagree with itch being ugly, I think it looks good. Plus it's easy as hell to use.

But fair enough that your site wouldn't be a distribution site.
>>
>>166037020
They're a vampire, and you can only go outside when the sun is down.
>>
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>>166018716
just wanted to let you know your game is really fun and it was the best agdg demo, probably tied with monolith for playability and gamefeel.

i was watching the a certain youtuibe lets play and none of his complaints were valid. its clearly a conscious design choice that you restricted the aiming and the jumping feels great, not sure what he was talking about about. that boomerang weapon was fantastic.
>>
>>166037362
No you see, I already have a reason for the player to wait for the sun to go down (different ingredients come out at night or something like that), what I wan to do is make the player go back home for the day, and when they come out it's the morning of the following day.
>>
>>166037548
They're actually a robot and need to charge up

Is sleep not a valid reason?
>>
>>166037020
fiddling with an idea for a similar game, and I thought of adding some exhaustion mechanic or something
>>
>almost 2 weeks without progress
>can't even bring myself to make a character out of cubes
I feel like I'm becoming like the >Day X with no art knightposter.
>>
Need more ideas for game dev tools I can work on
>>
>>166037636
>>166037642
Well I guess that works. I will still think about it some more because I'm not totally satisfied with that. Thanks.
>>
>>166037741
Have a dog that you need to go home to feed and pet

Dogs are comfy
>>
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>>166021662
>>166021880
>>
>>166037548
If there are daytime-only ingredients and the player doesn't have any reason to explore at night, they'll go inside to skip to morning. If you want to force it, >>166037642.
Are you trying to tie some game code into the 'new day' cycle that requires a scene change?
>>
>>166026608
>whom the anti-posters for are worse than the actual poster himself
The anti-posters are the actual poster.
>>
>>166029669
Objectively false. I love how you don't post proof for your claim.
>>
give me game ideas
>>
>>166038340
And you have proof of the opposite?
>>
>>166038656
Trouble in Terrorist Town as a standalone game
>>
>>166034524
>Use shitty proprietary software that doesn't work on my OS and doesn't fully support 3D rendering or any non-shit programming language
Are you fucking retarded? You can't even compare GameMaker to a modern engine like Godot. I'm of the opinion that every poster should use what they want, but don't go getting all supremacist about using below baby-tier garbage.
>>
>>166038772
>You can't even compare GameMaker to a modern engine like Godot
Not him but I sure as hell can compare a full fledged engine to a meme engine like Godot.
It's funny how you Godot fanboys call retards anyone that dislikes your engine.
>>
>>166038656
tetris but you must fit cute anime girls around each other
>>
>>166038772
It's a proven fact that the more money an engine costs the better it is at making games.
>>
Are you ready to get comfy?
>>
>>166038656
a fps where you fight medusa equip with a mirror and gun. you have a few abilities, lift mirror that allows you to look behind you, shoot, and close eyes. you need to look for her by peeking around corners with the mirror, then closing your eyes and aiming your gun hopefully in her direction and firing. (screen goes black but your arms and gun model become a white wire frame. )
>>
>>166035375
If you don't ban loli games you will have a niche
>>
>>166039007
>GameMaker
>full fledged engine
It doesn't fully support 3D rendering, you dumb fanboy. I can do most things that I can in GameMaker using Ocaml's Graphics library, and I'll probably have an easier time too.

>Funny how you Godot fanboys call retards anyone that dislikes your engine
Nice broken English, but I'm not the one who started the conversation. Some GameMaker sperg got mad that people used one of the many non-shit engines instead of the engine designed for twelve year olds to make RPGs with.
>>
>using blender for the first time in months
Damnit. It's not too difficult to catch back up but it still feels weird.
>>
>>166035375
games are bumped based on playtime of collective user base, not views or clicks.
also if a single players plays the game for 100's of hours it will also be bumped if it outweighs the average amount of playtime of other games on the site.
>>
At last. My first text rendering.
>>
>>166039241
I have a comfy idea but I'm sure at least 2 other people are going to do the same thing.
>>
>>166040394
Share it. Let's see if we can increase that number
>>
>>166040394
Is it boats? Everyone is doing boats.

I had my boat idea 2 weeks ago and now everybody else is doing boats
>>
>>166039241
I don't have a comfy idea yet. I want to make a roguelike without combat, but I can't think of what to do with that.
>>
>>166040457
Wouldn't it be better if there were less people doing the same thing?
>>
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Who else will participate in Global Game Jam this weekend?
>>
>>166040514
Nope, its not related to any kind of transportation
>>
I need a 3D artist for comfy jam, should I make a prototype first?

Is it cheating if I start it now?
>>
>>166040537
Competition is good! It drives innovation and improvement
>>
>>166040847
And it brings cheating and doping.
>>
>>166040935
That's not competing. That's giving up before trying.
>>
>>166040592
no one, global = hipsters
>>
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Is tigsource still a popular place to post your devlog or is it a sort of a dead community?

pic not related
>>
>>166040785
You should just do simple art.
I wanted to make some waifus for my idea, but after throwing a schedule together it doesn't look like I'll have more than 2 days to do all of the character art/animations.
>>
>>166040592
Nah. Did it once. Working on jams with real people is weird.
>>
>>166041134
I have no characters
>>
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Progress on levelling up (the crocs give extra XP for this webm).

The way levels work in Elements Torn is that each character unlocks a new spell upon reaching level 1 (they start at level 0). After that you get elemental gems when you level up a character, which can be used to buy items from traders. Every character also gets a bonus to their HP from the total level of all your characters. The reason for collectively increasing the HP for all characters, instead of individually for each character, is so the player isn't discouraged from putting a new, 0-level character in the party.
>>
>>166041117
TIG is dead as fuck.
>>
so any 3d artist want to collab?i made interactive tits once :^)
>>
>>166041117
It seemed a bit dead when I posted there. You do not get that many (you)s.
>>
>>166041117
It's fairly decent, but it's a bit of an odd mishmash between longtime posters from back when things were fun and sincere and newschool types who are there solely for exposure (and are consequently afraid to say anything the least big critical or challenging).
>>
>>166041278
Because people don't bother replying to a game until something worth replying to begins to take shape.
>>
>>166041276
Post
>>
>>166041271
>>166041278

any other happening gamedev community to post in (besides here and twitter) that anyone can recommend?
>>
>>166041446
But does not that defeat the purpose of having a development blog? If you only get feedback when you pretty much have a almost ready game.
>>
>>166040592
I'm going in with a friend
First jam, I'm pumped.
>>
>>166041496
Not that I know of. There are a couple gamedev discords (not agdg) that are very popular and full of gamedevs. The pace there is more or less like an image board.
>>
>>166040785
3D artists can get patreon money by making girls. They have literally no reason to be here.
>>
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>>166041496
Pic related.
>>
>>166041446
>>166041534
Yeah there is no audience to build a reputation with on TIG, it's a wasteland ever since Phil Fish ignited massive ego explosions by becoming the most famous poster there. Everyone went deep up into their own ass trying to be the next Phil Fish "but likable" until the community fell apart.
>>
>>166041534
not him, but a lot of people here post progress of things like animation and new enemies, things like that. I'd love to see more things like wireframes of level designs and structures of games. How do devs plan on delivering the experiences they want to the user. It's great that someone draw's a new sword or adds a new boss to their game but it's really hard to give critique when you don't know if it works for their vision and if the poster isn't asking the right question and are just looking for (you's)
>>
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Almost done with the exterior of this map now (never mind the vertex paint - it will be completely redone).

How do you feel about the layout of weapon spawns and stuff so far?
I've tried to make all weapons spawn in locations where they aren't really the best option, to encourage movement (instead of just camping a good weapon spawn).

Take the rocket launcher, for example: With slow projectiles, it's hard to hit anything from the battlements due to the long distance to everything else. It will, however, be useful enough for fighting your way down again, and you'll also have the option to drop down into the canyon (health to the left - no fall damage).

Meanwhile, the railgun (which is what you'd like to have on the battlements) are placed in the middle of no-man's-land, assailable from all directions. It is still useful enough, because it spawns at an elevated height, and it should be possible to drop down to the bridge leading over to the building with the battlements on top.

/rant

Will post my ideas for weapon spawns for the interior parts too, when those are done.
(The weapons won't be 1:1 with Quake, but they'll have to serve similar roles, anyway)
>>
>>166039285
>fighting medusa

medusa did nothing wrong
>>
>>166041457
something something succubus
>>
>>166041845
have you tried having a friend play it? I don't work with fps games often but i tried making a bunch of time splitters maps to play with my friends, and in concept i thought they were great and made sense to me, but in reality my friends absolutely hated them.
>>
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shoulders are hard ;_;
>>
>>166041845
And why is this a separate game instead of a map?
>>
>>166041634
There is also at least one semi-active indie-dev slack.

And several normiebook groups.
>>
>>166041916
fine. whatever. have it your way. dating medusa. Switch the gun out for a bunch of flowers that you need to hold out for her.
>>
>>166042023
Well, we don't have the gameplay yet, so that's not an option (unless I could somehow import it into a different game).
But yeah, testing will be the real test, of course. You need some theory before you get to that point.

>>166042103
All games need maps?
What do you mean?
>>
>>166040592
I miss TWGOK so much
>>
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the menu system is probably going to annoy people that aren't already used to vn's but it's too late to turn back now
>>
>>166041845
that tiling tho
>>
>>166042246
maybe then make some kind of way for the player to escape the middle of the battleground quickly so they can make use of the railgun?
>>
>>166042246
I mean why are you making a Quake-like even though there are already a bunch of them (Warsow, Nexuiz, Xonotic, that other more recent thing and Quake Live itself)
>>
>>166041845
What about Kairo?
>>
>>166042350
Did you make these assets or are they (You) bait?
Can you walk in the isometric world?
>>
>>166041694
I'll keep using dropbox until I need to work with someone else dammit.
>>
>>166041845
Finally a real level designer.
>>
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>>166042151
>perseus befriends medusa instead of killing her when she reveals her horrible past
>they have to make a relationship work without looking at each other

I'd watch that anime
>>
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>>166041821
>structures of games
Working on connecting up the menu framework for the game's random missions. Every time you start the game you get a batch of these, different types, loot, risk, location etc. You can also reroll the targets at the planned radar.
>>
>>166042479
https://www.youtube.com/watch?v=HpA4ldGoHRQ
>>
>>166042617
well, the source poster makes good levels too, from what we can see intermittently
>>
>>166042425
nothing wrong with imitation if you like something. On top of that if the game feel is different, there's always a reason. i see what you are saying though.
>>166042617
yeah it's nice to see this kind of thing.
>>
>>166042537
They remind me of diablo 1's directdraw house models.
>>
>>166042425
Making a Metroid Prime:Hunters-like, actually (which itself was a sort of Quake-like).
The weapons won't be 1:1, as I said - I just wanted to establish some ideas to design the map around.

>>166042395
Shouldn't be terribly noticeable up close, at 240p.
I only have a 256x256p texture map to work with for this (3DS has severely limited VRAM). Might add some objects and stuff later, though.

>>166042405
Well, you can drop down behind the little hill-knoll it spawns on (and enter morphball mode?) and be sort of shielded.
Getting a high-value weapon like the rail should involve some risk, I think.

>>166042479
Abandoned for now.

>>166042617
Hey, thanks - I'm trying
>>
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>>166042425
it's quake with the bugs fixed
>>
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>>166042729
literally the Commerci voyage interface from Maplestory.
>>
>>166042789
>anything sourcefag has ever made
>good
3/10 I am issuing you 1 reply
>>
>>166042867
>Abandoned for now.
But why.
>>
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what kind of texture should I put on the walls of this cellar? I want something not boring. the walls are white right now, to give you an idea of the lighting in the room
>>
>>166042867
I agree on adding risk getting there, I'm just wondering if they've gotten the weapon should they be given a bit of a break so they don't drop it the second they pick it up from getting killed.
balancing is brutally hard so I really don't know what the right answer here is.
>>
>>166042867
>Abandoned for now.
That was quick. What happened? Try not to jump between projects too much, I remember you dropping your plague doctor metroidvania too.
>>
>>166043013
a mixture of brick(if it's truly a cellar, must be stonework) and maybe some criss-crossing diamond woodwork with wine bottles being stored in it
>>
>>166042425
>QuakeLive
RIP I'm not paying to play against the same 4 people on 1 server.
>>
>>166043003
Because I felt more like making graphics and content for a shooter, and if we can get it on the 3DS I'd like to be able to aim with the touchscreen (worked extremely well with a thumb-strap on the NDS).
Also, Kada hadn't played Spyro, but had some experience with FPS dev, so it's nicer to be able to play to both our strengths and experiences.

>>166043050
I see what you mean. I could add a morphball drop for a quick getaway, but dropping into tight corridors with a railgun isn't exactly what you want either...
Will consider what can be done and if it's needed.
Thanks for the input!

>>166043054
I thought it was best to drop it before we got too involved in it. We were just starting up and throwing some ideas and animations together, so it's not a big loss.

The plague doctor I didn't give up - The programmer I worked with did. The I picked up lowpoly 3D and found Kada.
>>
>>166042716
HOLY SHIT STEALING THIS
>>
>>166043013
Is it a fully 3d floor or the effects of normal and parallax mapping?
>>
>>166042867
a 4k texture can tile poorly all the same, the thing you need to do is avoid obvious repeating features, that means less variation in the texture generally, but it's a fair tradeoff

the main thing in your current texture is that awful square border that is a darker colour than the rest

http://www.gamasutra.com/view/feature/131482/the_power_of_the_high_pass_filter.php
>>
>>166040394
no one will make it exactly as you though, so there's no point in feeling down
I'll try to finish a prototype of a simple survival game where you start in an uncomfy enviroment and gradually make it comfier by buying shit and what not, it's been done to death but who cares
>>
>>166043282
I think all of those games I listed are pretty dead...

Actually that's not entirely true, looking at the Warsow stats right now and there's actually 10 players each for bomb and clan arena, plus two duel servers with people on. A couple years back the game was a wasteland
>>
>>166016892

Can you make a small image guide how you designed a HUD in substance designer?
>>
>>166043584
I like that kind of game, please do your best anon
>>
>>166043646
The nodes group for each element is pretty large, what are you most interested in?
>>
>>166043460
This saddens me. Kairo looked special.
>>
>>166023857

What stops you from using the free version during 90% of development and then use premium the last month?
>>
>>166043885
th-thanks, I'll try
>>
>>166043905

Just how you did it. Never used substance designer and i'd like to see how it's more efficient for 2D stuff than Photoshop.
>>
>>166043978
Nothing, if you know you're going to be successful, you activate, give Unity their small cut, and rake in the bux. It's a nice deal for all the fuckups who don't have to pay when they don't finish their game ever
>>
>>166043558
>square border
Not sure what you're talking about.

I disagree with the high pass filter stuff, though.
I also think I can break it up a little bit with vertex paint.

>>166043950
He looked bad from behind.
We might release him for DD13, though (seeing as most of the animation and controllers are done).
>>
Anyone using haxeflixel?
>>
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>>166044158
pic

>>166043978
there is a binding period, roughly equal to the previous up front cost
>>
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>>166019760
>>166019778
>>166019828
thanks
>>166037515
thanks a lot
regarding mouse aim, a lot of people are just used to shooting shit with mouse and i understand that, but i can't see this getting implemented because it's a massive gamechanger and not necessarily for the better
also, which video are you talking about? i think i've seen it, but just want to make sure
>>
>>166044658
Oh, that's not the texture - The mesh is a grid to accommodate for a tiling texture map, and for vertex paint to be evenly distributed.
It's a bit too uniform here because I was afraid the textures might stretch badly, seeing as they're half of what I used for the Spyro stuff.
May try to push things a round a bit later, but really I should've just started with a less rigid grid.
>>
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>>166043483
both
>>
>>166044579
Nobody is using it anywhere.
>>
>>166044992
how is it not the texture? it's clearly the texture
>>
>>166045056
meh
any modern alternative to flash/flixel?
>>
>>166045263
Monogame
>>
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>>166044087
If you can draw, I guess it will be easier in Photoshop. I can't, and besides making UI I also create textures, and Designer really helps, even if you can't draw.

I start with basic shapes. like rectangles, or circles, or spirals (spirals are custom node that I downloaded from the internet), then I combine them together, and position them where I need using special 2d transform tools. Blending is a really powerful tool, though it works just like Photoshop blending. In the end I blend a noise texture to the constructed image and then add it to texture atlas using GIMP
>>
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Progress update, lads. Didn't feel like trying to make a small webm: https://my.mixtape.moe/adbuun.webm

Spent the last few days fixing bugs and adjusting pathfinding. Units can now pass through other friendly units, but are blocked by enemy units. Maps now support 4 different team colors. My map editor now places units for each team and saves them properly. Also made some quality of life adjustments to user input, so you can quickly take back your move if you changed your mind or misclicked.

Units can now attack enemies, I just haven't wrote in the damage calculations yet.

Autotiles are on the back burner, as well as art assets, until the gameplay is fully functional.
>>
>>166045046
you could probably get the same effect with beveling
>>
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>>166045219
Then I'm not sure what you mean, Anon
>>
In Unreal Engine, what's the advantage of blueprints for someone who can code?
>>
>>166045263
Just fucking use Unreal.
>>
>>166045389

Hoooly shit what an mess.
>>
>>166045389
This really seems like something one would do with vectors though... Not to shit on your method, but it does seem very esoteric
>>
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>>166045803
Yes
>>
>>166025075
Thought this was you-know-who for a second there
>>
>>166045726
do you not see the grid lines formed by repeating textures? especially that dark blob is bad
>>
>>166045751
Compile much faster, cannot crash the engine, easier to handle and visualise latent functions & timelines.
>>
>>166045773
that's retarded

>>166045306
I'll check it out
>>
>>166025859
B looks like she's riding a dick
>>
>>166045923
Substance Designer supports vector images too, is there a free vector editors where I can make different shapes for monograms and shit like that?
I mean, a program where I don't need to draw spirals by hand or by manipulating bezier curves, but by editing base settings like number of curves, thickness, etc?
>>
>>166046075
How about version control? And are they just blobs or can you edit them without having to open the editor every single time?
>>
>>166046008
Any pattern on a grid becomes grid-like?
There's no way around that short of smudging out everything.
I would've liked to have an extra sand tile with less detail to "open up" holes in the tiling, but I ran out of texture space.
>>
>>166029673
You only have 2-3 colors per UI element and yet they look so much better than what I can do. How?
>>
>>166046417
Yes. Are you back from the dead?
>>
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>>166044741
almost Viewtiful Joe-tier grafix, very nice, would download to play for demo days. Please actively remind us to download this, with a webm in post and title at least once a day for two weeks when it's public on itch.io or something. Remember, I'm asking you to remind us, don't get self-conscious and not shill your game when done like some of these other negative NEETs
>>
>>166046257
UE4 supports a variety of version control systems for any asset, whether you'll be able to use something not officially integrated for blueprints, I'm not sure.

Edit them in what sense? The nodes themselves or the sequence of nodes?
>>
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welcome to the MUD
>>
>>166036974
I like to believe that new ideas in games are often more important than the game itself, in Cuphead's case maybe it will not be the game we want it to be, but the idea might inspire someone else to work on that game we want.
>>
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>>166046383
i have no idea honestly
>>
>>166046805
I guess it's because I'm just terrible at art/graphics design in a general sense, you can make the best out of those constraints while for me they aren't really constraints but rather a lack of skill to work with anything more.
>>
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>>166046512
Im back baby... and Ive been working on it for a couple months ^_^

I literally cant even someone here remembers me
>>
>>166040249
Nice
>>
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Working on a new menu, how is it?
>>
>>166047278
spooky
>>
>>166047278
How do I quit
>>
Ue4 does not support git.
>>
>>166047278
Is that animated? Looks nicer though, since it's not as cluttered.
>>
>>166046175
Sure, you could easily do that in Inkscape (it has a dedicated spiral tool).

But now that I think about it, your workflow does have the distinct advantage that it is entirely node-based from what I can tell, and thereby non-destructive and largely algorithmic. Inkscape has a limited capacity to work with that kind of paradigm, although vector editing is of course non-destructive compared to pixel editing.

It does have powerful non-destructive path effects, distortions and extension which can be used to edit shapes algorithmically (for example you could also make a spiral from a straight line using a path effect), however it does not let you access and modify vertex data directly like you can in 3D software.

Synfig on the other hand is based on modifying vertex data directly and driving it using expressions and maths, however it does not have nearly as many features as Inkscape. However the Synfig workflow is actually more similar to Substance Designer etc., for example you could create a spiral using a duplicate layer on a curve segment and moving the vertex outward on each iteration, this is non-destructive and parameter-driven
>>
>>166046383
Which is yours? In any case, look at colour theory
>>
>>166044741
Great progress , I came to adgdg a few months ago and well now and it looks great, paste your twitter or atleast include the name of your game in your filename so noobs like me can find out about it.
>>
>>166047328
You can press alt+F4 but you can never quit.
>>
>>166037741
Her favorite TV show comes on and she gets grumpy if you don't go home and watch it. Unfortunately she has a tendency to fall asleep during it and wake up the next morning.

Of course, if you unlock the TiVo upgrade...
>>
>>166047396
Non-destructive environment really helps to make textures (and to expose many parameters to Unity, where I can make different looking textures from a single material), but when I was making shapes for UI I barely touched them after I stacked a lot of blend nodes, so I'll try to use Inkscape to create base complex shapes and then in Designer I will add more details like volume, texture, etc. Thanks for helping!
>>
What's a concise way to check if a float is close to any integer value?
>>
>>166047840
if abs(x - round(x)) <= threshold { ... }
>>
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I wish I could finish the stuff I start
>>
>>166047840
n % 1 > 0.5
>>
>>166046725
>drunken wizard shitposting simulator
>>
>>166048017
That's flooring (e.g. it checks 0.9 against 0 instead of 1) and isn't necessarily well-defined for negatives.
>>
>>166046272
>Any pattern on a grid becomes grid-like?
>There's no way around that

absolutely false, no wonder it looks like shit, you can't even imagine it any other way
>>
>>166048006
Go's already finished
>>
>>166046272
option one: have more tiles and vary between them
option two: "smudge" the tiles so they don't have obvious points of reference in them

you can have perfectly good sand tiles without those low-frequency patterns making it obvious they're tiling
>>
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>>166048232
No need to get hissy, Anon.

Here, have a go and show me, if you really know an amazing way of making it look much better.
>>
>>166048476
no wonder, youre only using one kind of ground texture! add some different variations, like with different texture bits or rotated parts
>>
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>>166046618
>>166047487
t-thanks...?
a demo sort of thing is already up, it's on the demoday12 page
twitter is @herr_jak if anyone wants to check it
>>
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>>166048476
You gotta use Wang tiles
Lol wang
>>
>>166048869
multiply by pi
>>
>>166048869
Make another random number generator.
>>
>>166048869
0..PI
>>
>>166047052
thx
My next step is to implement menus.
>>
>>166048767
As I've said many times already, this is the texture space I'm working with. There's no more room.
That said, I could have prioritized more central variation, rather than various border tiles.

>>166048830
>google Wang tiles
Seems very cool, but also very complex(?)
Will take a look at it for future reference.
>>
>>166049059
Not memeing, but why are you making your own engine instead of using a premade one?
>>
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Now you can't absorb right into stronger enemies without weaknening them first

Absorbing or attacking weakens them
>>
>>166049212
>premade one
Is it free?
>>
>>166049351
I'm not sure if that makes it more challenging or just more tedious.
>>
>>166046075
>cannot crash the engine

Just dont start reparenting blueprints, that shit makes editor go nuts.

My biggest issue with blueprints is that, yes they are faster to compile than c++. But refactoring them, is absolute hell.
>>
>>166049467
The example in the video has insanely high health just to demonstrate

Most enemies won't have it, it's mainly to prevent players from zipping right through enemies before they can even attack
>>
so can you just import a fuck ton of assets from unity store and make a game around that without anyone giving you any shits about it?
>>
>>166049834
>so can you just import a fuck ton of assets from unity store and make a game around that
Yes.

>without anyone giving you any shits about it?
No.
>>
>>166049608
>>166049351
maybe instead of this, stronger enemies can have some sort of block or parry move they could do against the players absorb attempt
then the player can only absorb during a weak point in the enemies attack animation or something like that
>>
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maybe I should retake this old idea
>>
>>166049834
If you do it competently, then it's fine.

But people don't.
>>
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>>166048476
10 seconds in pdn
>>
>>166050001
What is it?
>>
>>166049972
I mean for some minibosses and such having shielded positions or blocks is certainly in the cards

What's wrong with a few enemies requiring some damage before you control them?
>>
>>166050291
it'd work though
>>
>>166049834
Isn't Unturned a game that's like 90% Unity assets? It's pretty popular.
>>
>>166049383
yeah
unity and ue4 are both free
>>
You already had a meltdown today you fuck, at least have the decency of waiting until tomorrow to shit up the thread again.
>>
>>166050549
>free
They have 64 bits Linux version?
>>
>>166050381
It's a shitpost, do not reply. It's some stupid forced meme.
Do not reply.
>>
>>166050601
0 * pi = 0
1 * pi = pi
0.5 * pi = half pi

it'd generate a random number between 0 and pi
>>
>>166050451
>someone is talking about unity time to freak out
You again? Kill yourself.
>>
>>166050291
>>166050451
>>166050601
Go away sourcefaggot. You never had a game and you never will.

>>166050576
This
>>
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well it was fun, see you guys later
>>
>>166050643
what difference does it make?
>>
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>>166034103
>falling words meant to say progress
>instead each and everyone says progess
>>
>>166050871
probably a pretty huge one if he's running 64 bit linux

>>166050882
right but it would work though
like mathematically that's how numbers work
>>
>>166051005
>probably a pretty huge one if he's running 64 bit linux
why? 32 bit programs run fine
>>
>>166051057
Go away sourcefaggot. You never had a game and you never will.
>>
>>166050871
I am on Linux and refuse to use 32bits software. In 2016 32bits is a joke.

And, the true motive, is that I have a lot of fun by doing everything myself (I just use sdl, sdl-ttf and opengl).
>>
>>166051005
you're responding to a bunch of memesters who thought a self-bashing samefag was funny
equip a filter for improved agdg experience
>>
>>166050324
it creates a totally different feel
it's subjective, but I think that it would be a lot cooler if everything can be absorbed in one go as long as you manage to land it
>>
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>>166050118
I'm not sure I like it, Anon, but you've convinced me that it might be a good idea to remove the "dark blobs"
>>
>>166051181
>who thought a self-bashing samefag was funny
Nobody has ever considered sourcefag to be anything but pathetic.
>>
>>166028956

Reminds me of those early day low budget PS1 jrpgs
>>
>>166051405
you still have a rather obvious line running through it, might want to try and turn it wobbly and sandlike at the very least
>>
>>166051360
Interesting...
I do kind of like the idea of a small window (like 2-4 frames) where you can absorb

I think I'll work on that, but I'll keep this system in place so that you can always just brute force it

Thanks!
>>
>>166051502
I just applied the texture the Anon provided.
Will try to smear out the mesh a bit later.
>>
>>166051458
everyone who's been browsing this general for longer than 12 minutes knows you're perpetuating an unfunny meme, but sometimes newbies must be educated
i will ignore your next response
>>
>>166051645
>talking as if you have any clue what's going on
>implying anyone has ever found sourcefag remotely humorous
Whatever
>>
>>166051637
oh, like that. I guess I forgot that line, I did look at it, but like I said 10 second botch job in pdn
>>
>>166051327
here I built it for you: http://codepen.io/anon/pen/WRpxZY
>>
I don't want to awaken the shitposter (he's already here anyway) but are there any good resources on level design? Like videos or essays on games that did it very well (or very badly), analyzing their levels and breaking them down to find how and why they work (or don't work).
>>
>>166052241
"a critical analysis of wario land 4" is an okay read, consider grabbing a pdf somewhere
>>
>>166052241
https://www.youtube.com/watch?v=FRBisIZvl24
>>
>>166052217
Depends. Static lights are typically baked using their own light maps, which are then applied when shading static objects. This means that you can turn the lights on and off and maybe even change their colour by modifying whether and how the corresponding light map is read.
>>
>>166052241
it's literally common sense.
>>
>>166052561
Have you seen one of sourcefags "levels"? It's clearly not common sense.
>>
>>166052241
https://www.youtube.com/user/McBacon1337/videos
>>
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>>166052561
>>
>>166052787
but it works >>166052019
>>
>>166052241
google level design as architecture on gamasutra
>>
>>166052718
It's honestly not hard.
You have an IMMENSE amount of games to reference to and learn from. And you niggers still bitch about it day after day.
>>
>>166052891
so it is not common sense. Good to know.
>>
>>166052698
>sourcefags
Who is sourcefag? You all speak of sourcefag, but I don't know who s?he is?
>>
>>166052934
t. sourcevomit
It is if you have a game for it. You never did though.
Never will either. Never was a game dev.Never will be.
>>
>>166052995
In the realm of your game it is and should be.
I'm just saying there are games to reference to if you lack a starting position or having trouble with it.
>>
>>166052934
level design⊂game dev
>>
>>166053064
A literal nobody, don't worry about it
>you all speak of sourcefag
Nope
>>
http://pastebin.com/6Fa6KqDc
Comment on my writing. English is not my first language. Just started writing a script and this is supposed to be the intro giving the backgrounds to characters. It's literally Japanese Mythology btw.
>>
y'all niggas are dumb, the way to make JUST MULITPLY IT BRO work is by rounding up a random value between 0 and 1, multiplying it by (maximum-minimum+1) and adding the minimum

>floor(random()*(max-min+1)+min)

in short, just multiply it, bro
>>
is art gamedev?

is gamedev art?
>>
>>166044741
https://www.youtube.com/watch?v=2WC-VpxIRfE
>>
>>166053667
http://www.gamasutra.com/blogs/MartinNerurkar/20090828/85329/Level_Design_is_Game_Design.php
>>
>>166053746
fallacy: appeal to authority
>>
>>166053858
believe it or not, it's only one person who is talking about it
>>
>>166053630
>is art gamedev?
if the art is going to your game, yes

>is gamedev art?
technically, nah
>>
>>166053559
It's not bad, anon. Keep it up!
>>
>>166053950
Nope. It should be easy to tell when source retard is babbling about himself and when others are talking about him. Unless you're stupid.

We're done talking about him though. Faggot already had a 24 freakout over 2 threads where we saw hundreds of his posts gets deleted over and over. That's enough attention for baby huey for 1 month.
>>
If I run ue4 editor from the launcher, it crashes when I try to open my project
but if I run the editor from visual studio, it runs just fine
how do I fix this problem?
>>
>>166053979
Thanks! There always exactly one person giving me feedback and it's always positive, I'm starting to get paranoid.
>>
>>166046981
Stop stealing CSS effects off codepen.io. Source Available != Creative Commons.
Use web-safe fonts or host the fonts locally. It looks like garbage on several of my PCs that don't have the fonts you're using.
>>
>>166054319
There's always room for improvement, but it's not bad, don't worry.
>>
>Tracks aren't a part of racing!
>>
>>166054390
>I demand we discuss this
Stop replying you fucking idiot.
>>
>>166053746
>nobody reads the fucking article
he's right
level design is game design
idk why you guys are letting unrelated shitposting get in the way of this
>>
>>166047278
Menus should draw attention to their items, not the art behind them. I was having trouble realizing this was a menu for the first 30 seconds of looking at it because the options are tiny and in the bottom left corner. They need to be closer to the middle and taking up more space.
>>
>>166054485
Guess who it is.
>no please keep talking about me i never made a game and never will so this is literally the only attention i will ever get
>>
>>166048006
If that's supposed to be Go, you're fucking it up. The stones are supposed to be on the intersections, not the tiles.
>>
Is shitposting gamedev?
>>
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Once I add dust particles on every step, along with the CRT shader and this I'll have the entire indie set.
>>
>>166054770
>what part of being a player involves making levels?
>>
Huh, turns out I'm decent at drawing, who knew. Too bad it took half a day to draw something half finished that's alright looking though.
>>
>>166040592
I will
Do it every year
Lots of fun
>>
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Been working on items; made a hardhat that will make buildings start at a higher level
>>
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>get home from work
>think of all the shit you have to do
>>
So yesterday I found that to the console were printed MODE and MAGIC integer values. Searching through my scripts I found no commands to print such a thing. After more extensive search today I found that those two print statements are actually part of the engine's way to deal with opening encrypted files in read mode. The printouts are supposed to help detect file corruption.

This is why you are supposed to use detailed prints when they are supposed to be regularly used.
>>
>>166054319
I'm not any good at writing but I can nitpick a bit

You switch from past to present tense halfway through. Maybe only involve present tense when you talk directly to the player

There are a few sentences where you introduce two important verbs at once, which is confusingly dense. example:

>Izanami, horribly wounded after giving birth to fire deity Kagu-tuti-no-kami, dies prompting Izanagi to slay his child in a fit of rage.

maybe more like
> Izanami wounds herself .... and dies. In a fit of rage, Izanagi slays their child

So the two events have their own "space". There are a lot of places actually where you try to explicitly build cause and effect, when usually just presenting them in a sequence is good enough

The standard creative writing advice is "simple sentence -> complex sentence -> simple sentence" whereas you're complex sentences all the time
>>
>>166055152
>mecha.jpg
You're working on a mecha game?
>>
>>166055004
I have mixed feelings about this. Wouldn't it be enough if you just shake the map and not the whole screen?
>>
>>166055183
wait
you aren't wearing any ribbons? what about a cute neck accessory or bracelet?
>>
>>166055004
plot twist: it's not screen shake, you're actually hitting the wall so hard the earth moves

in seriousness I would make this optional cause while it's juicy as fuck I'd also get tired of it pretty fast
>>
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>>166055364
It's not staying, but yes, just the map looks better.
>>
>gamemaker has no fixed step timing and relies on room speed for everything so you cant run a script more than 60 times a zecond unless you want unpredictable timing
What the FUCK
>>
>answering shit in Unity Answers
Why does it feel so good? Is it because I know there are people worse with Unity than myself?
>>
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>Using a game engine to make a game
How is that mod coming along?
Real game devs write their own engine.
>>
>have a game idea
>so many features
>realize I started learning code yesterday

How difficult would it be to make a megaman styled game where beating an area boss unlocks that boss to use? They would have a somewhat diverse movepool, maybe four to six.
>>
>>166055268
Thanks, I always suspected I was trying to connect sentences a bit too much. I think it is because I'm not exposed to English casually but trough carefully worded media and try to imitate it badly. I will try to refrain from it. Will correct the tenses too. Really appreciated.
>>
>>166055729
>enginedevs
>ever finishing a game
HUEHUE
>>
>>166055751
>coding yesterday
Start small, small, small, SMALL.
Take part in Jams. Global Game Jam starts tomorrow.
>>
>>166055712
It's because deep down, every human wants to be acknowledged by their peers. Teaching is one of the most satisfying activities available.
>>
>source shitpost
>get banned
>source shitpost
>get banned again
>I know, I'll start an engine war by pretending to be an enginedev that thinks less of engine users
>>
>>166055880
blue board my friendo
at least spoiler it
>>
>>166055751
Assets
>>
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>>166055729
good thing i don't care about what does or doesn't count as "real devving" and i just like make game
>>
>>166055729
>Real game devs write their own engine.
Engine devs write their own engine. Game devs make games.

You sure embarrassed yourself with this post! It's okay though nobody saw.
>>
>>166055729
it takes about the same amount of time to make a good game whether you enginedev or use unity
>>
>>166055751
1. Abstract input so that the player can control more than a specific character and so that most of the character logic can be shared between player and AI control.
2. Implement states for the different moves.
>>
>>166055916
At least engines are relevant to gamedev. His psychosis over failing to make a simple level in hammer is not.
>>
>>166055880
Could you tell me what game it is before you get banned?
>>
>>166055407
Not comfortable when I want to just take a nap. I think I'm going to art I feel I can draw some cute clothes now.
>>
>>166056610
It's my own, I'm working on a demo right now.
Most of it is done and I'm mostly concerned with painting all the artwork right now.
>>
>>166056910
Nice job then. Is that RPG Maker, by the way? Do you have any blog or something?
>>
>>166037061
so letterboxd for vidya?
>>
>>166057042
Thanks! Yeah, RPG Maker MV.
Check out way2lewd.tumblr if you're interested. Not much to see yet. That'll change however.
>>
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>>166033195
>moxel you say
>>
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What about a game where you control ______?
>>
Anyone want to team up to destroy Comfy Jam?
>>
If Rust had HKTs, I wouldn't have to make my own language. I just want to make my Metroid Prime clone for fuck's sake.
>>
>Come back after years of being busy
>Steam chat is dead
Well, it was mostly offtopic garbage, but I'm curious
>>
>>166058151
>destroy
that doesn't sound comfy
>>
>>166058248
The faggots just moved to the discord; nothing has changed.
>>
>>166058248
moved to discord
>>
>>166058046
you're reloading your save file a lot
>>
>>166058273
To clarify, I mean actually destroying the jam, not doing really good in it. As in, disrupting and ultimately ruining it.
>>
>>166058248
Just stay here and post progress.
>>
>>166058464
that sounds even less comfy
>>
>>166057069
Basically. But only indie vidya.
>>
>>166058464
you're wasting your time, comfy jam will ruin itself as people who were going to make games for it are still struggling to find ideas to use and keep asking about it
>>
>>166050001
>when u move ur mouse cursor over the one in a video so u can hold hands
>>
>>166058509
My progress has been halted due to faulty game design, I need to ideaguyit for a bit.
>>
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>>166058151
>>166058464
>being this angry that your option didn't win
>>
For someone who's new to game design but fairly experienced with programming what are some good resources on understanding what works and what doesn't in game dev? Like, I understand business logic but with making a game it's not always as simple as that?
>>
>good at art but very slow at drawing
>good at programming but get bored too easily
Life is suffering. Can't wait to get an office job and listen to how Bill watched the game on Saturday with the kids.
>>
>>166059840
Fuck Bill.
Get faster and get some drugs. You gonna make dat game, you hear me?
>>
>>166059780
What do you mean, like programming wise or design wise?
>>
>>166059993
design wise. what actually works?
>>
>>166023136
God bless ya, man. I'm proud.
>>
>>166060119
Well that part is art, not science.
>>
>>166060119
If you go for porn, anything goes. People are so thirsty it's remarkable what they'll put up with just to rub one out.
>>
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On the cellar floor rests an overturned book. When revealed, what title does it bare?
>>
>>166060119
you can create something you enjoy and hope that other people share your sentiment or, you study successful games of the past decade and come up with some sort of derivative

honestly i don't understand your question
>>
>>166060357
Shitposting for Dummies
>>
>>166060357
To Serve Man
>>
>>166060403
>of the past decade
>implying there aren't games worth looking at from pre-2007
2004 was a great year for games, or so I remember.
1999 ain't bad either.
>>
>>166060357
How to Dupe
>>
>>166060119
What kind of game do you want to make?
>>
>>166060541
was it ever revealed how duping in d2 worked in the later years? i'd love to know.
>>
>>166060357
How to Draw an Owl
>>
>>166059780
from the top of my head:

Book: The Art of Game Design by Jesse Schell (aka book of lenses)

Youtube Channels:
Game Maker's Toolkit
Extra Credits

You're not going to agree with everything they conclude with, but the act of you deciding whether you agree or disagree will help you think what kind of game designer you want to be.

>>166060357
How to get (You)s
>>
I just now got hold of Demo Day 12 and I just want to say to the Monolithdevs that their game is fucking great.
I couldn't help but beat the demo thrice. I can't wait for the full game.
>>
>>166060403
>>166060338
>>166060570

A game about you being stuck in a wyvern's cave until the blizzard outside blows over and you can leave. Unfortunately you're the only warm thing the wyvern has seen in several days of being stuck inside during the storm, and she can't decide whether or not she wants to cuddle and snuggle, get frisky, or eat you. You have to make decisions that will prevent you from becoming kill, and try not to get raped in the process.
>>
>>166060735
>sex is a failstate
How not to make a successful porn game 101
>>
>>166018716
Thanks for implementing shooting downwards.
>>
>>166060645
It was tricky but it was basically Guy who is getting items joins first, few other players join, Guy who is duping joins game last, drops items. 1st guy gets them, then disconnects while host crashes the game.
P1's data saves correctly with the items gained, mid players may or may not save, and last player who lost items does not so he keeps his old save. Doesn't always work, required huge practice and scripts.
>>
>>166060496
that doesn't look like a cookbook to me.
>>
>>166055712
As someone who is learning and constantly browsing Unity Answers, thank you so much for participating and answering questions.
>>
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please forgive me for I am retarded

I know a decent amount of Java, but I want to learn Python and Javascript, about which I know basically nothing beyond getting a basic website up. I also want to make a simple 2D browser based game. Ideally I would do all three of these things at once.

So, where do I start, exactly? I don't really know enough about Python or Javascript to figure that out myself. Can I combine these two languages to do what I want, and if so, what should I be typing into google to learn how to begin? Do I need to learn a game engine?
>>
>>166060735
yo that's pretty good
I might steal it
>>
>>166060789
I never said it wasn't a win state. This game is open ended, anon.
>>
>>166060973
https://phaser.io/
http://www.pixijs.com/

also if you wanna try books for Python avoid anything by Zed Shaw
>>
>>166060973
Uhhhh, well hah if you insist, but do not share these techniques with anyone.

>100 Pushups every day
>Jog for 100 minutes
>Eat 100 calorie packets of food
>Turn off the A/C during summer to save
>Do 100 situps before bed\

Then you can one-dev man your entire dreams.
>>
>>166060973
in most cases python is not what you want for webdev and almost certainly not what you want for a browser game

javascript is hometown for that stuff, unless you want to just do it in unity and chuck a web player in there

there are JS-based game engines but I haven't looked into them so I can't comment on quality

"HTML5 game development" is probably what you want to be searching for
>>
>>166061190
>in most cases python is not what you want for webdev

what is django? flask? sqlalchemy? jinja?
python is relevant in web backend
>>
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>"Hey nerd... heading to the cafetaria all alone huh?"
>>
>>166061351
>left hand don't care 'bout stuff right hand does
There should probably be a bit more movement involved.
>>
>>166061351
God i miss those comics.
>>
>>166061351
is this steampunk? the sword looks odd
>>
>>166061302
"in most cases" not "always forever"
I guess it wasn't really relevant to say that though. More important is that you don't need it for browser games afaik
>>
>>166061351
That swing needs some follow-through, man
>>
>>166060973
i was where you are and i took some mean stack courses to learn javascript because i couldn't find any good javascript learning material centered around the idea of creating games. then i wrote a webgl engine for a while in javascript before giving up and using phaser.io instead. then i just went back to unity because that buildes to webgl and i have no idea why i wasted my time with fucking javascript.
>>
>>166061302
And web backend is not relevant for web games, unless you're talking about a multiplayer game. In which case you still want to do everything in JS otherwise you're duplicating code.
>>
>>166060735
Some special features:

>Does not speak any language, but understands your actions and reacts accordingly
>You can touch those feet.
>Clothes are fully optional and completely destructable
>There is a france option.
>Fully integrated occulus rift support and support for heart-rate monitoring software to create dynamic responses with the neural network for advanced learning AI
>featuring music by smashmouth
>You can touch that tail.
>>
>>166061559
yeah that makes sense
the only instance where you'd want Python for a web game (or any other language really) is if you wanted to do multiplayer via websockets
>>
>>166061171
>>166061190
thanks dads

>>166061587
Well, in my case, learning Javascript is a separate goal from making the game, it's not just a means to an end.
>>
New Thread
>>166061764
>>166061764
>>166061764
>>
>>166061701
I wasn't talking about using Python for games, I was just addressing the point of another anon saying that you wouldn't want Python for webdev (the former part of his first sentence).
>>
>>166061727
are millenials ironically calling each other dad now
>>
>>166061808
fucking retard
>>
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>>166061514
It's "steampunk lite" á la Thief.

>>166061483
>>166061569
Those are dummy animations on the player.
>>
How about a VN where you date programming language girls
>>
>>166061927
That's a cool sword design.

You should offer an upgrade to stick a little pistol on the crosstree there
>>
>>166061884
>"what, a new thread!? but only three posts before bump limit!? HERESY!"
>"I-IT DOESNT HAVE ANIME GIRLS IN THE OP IMAGE? WHAT!?!?"
kys
>>
>put down rpg to work on something with a more reasonable completion time
>can't stop thinking about rpg
>making no progress on reasonable game
>>
>>166062061
>>166062061
>crosstree
lel
>>
>>166062063
nobody mentioned anime but you

spacker
>>
>>166062142
I dont have to mention it. I already know you're thinking it.

Loser.
>>
>>166061927
what kind of music do you think you're planning to have?

got any webms?
>>
>>166062063
le epic nick meme is just as bad as anime and you know it
>>
>>166062130
Crossguard, whatever, I can't be full /k/ sword autist all the time man.

Come to think of it I don't even know what the sword would be classified as, a single edged broadsword? A saber?
>>
>>166062231
>nick meme
where?
>>
>>166062524
check the channel
>>
correct new thread
>>166062437
>>166062437
>>166062437
correct new thread
>>
Ignore the shitposters, the real new thread is here.

>>166062625
>>166062625
>>166062625
>>
>>166057236
>image or webm got removed
I wanted to see it, at least I see the lewd tumblr though thanks
>>
>>166062683
Keep going, let's make all of /vg/ agdg! That will show 'em! XD
>>
This is the TRUE and HONEST real thread.

>>166061764
>>166061764
>>166061764

Ignore shitposters fighting about not getting to make their OPs, this one came first and has actual GAMEDEV discussion in it.
>>
>>166021662
T-that's the female boss, right?
>>
>>166053559
Like the other anon said, this isn't bad. It's better than most of the stuff I see in /lit/ critique threads. Here are my thoughts on stuff the other poster didn't cover.

>a heavenly couple tasked with creating the land.
"creating the land" is a pretty dull way to say this. I can't seem to think of a better way, though. A modern word is terraforming, but it doesn't fit at all.

>They were given the Heavenly Jeweled Spear by the heavenly deities that came before them
With the sentence before this, you use the word "heavenly" three times in a row. Here, you could probably just say "by those who came before them" to cut out one of the "heavenly"s.

>Stabbing at the heart of the ocean they formed the first island of Japan, Onogoro.
Awesome imagery. A colon probably fits better after "Japan."

>Here they gave birth to many more deities, some forming islands, some becoming the fundamental forms of earth and some, deemed unfit for godhood, abandoned by their parents.
Put "were" or "being" in front of "abandoned by their parents." Every other part of this list is using an "ing" word, so it's good to be consistent.
>>
>>166028624
So, because his game failed (Yet still raked in tens of thousands of dollars (probably, not counting refunds)
And now he's resorting to what is basically, Internet fetish Prostitution?
Wow. That's fucking...wow.
>>
>>166065256
Man's gotta support his wife and his wife's child, anon.
>>
>>166027768
Sourcefag whined relentlessly about his inability to make a game.
But I'd bet (YOU)'D know a lot about that, sourcefag.
>>166027934
Quit samefagging.
Even if you aren't sourcefag or endica, you're the same dipshit coming to each thread trying to scare off newcomers because your dev dreams flopped hard because you didn't want to work towards them.
Thread posts: 769
Thread images: 117


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