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/agdg/ - Anti Grape Death Group

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

Thread replies: 766
Thread images: 129

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Orange Edition

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

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

> Helpful links
Website: tools.aggydaggy.org
New Threads: >>>/vg/agdg
Archive: boards.fíreden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqs627

> Previous Thread
>>166061764

> Previous Demo Days
pastebin.com/KUSDz9vt

> Previous Jams
pastebin.com/8DFkcce3

> Engines
Construct 2: scírra.com/construct2
GameMaker: yoyogames.com/gamemäker
Godot: gobotengine.org
LÖVE: love2d.net
UE4: unreaIengine.com
Unity: uníty3d.com

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

> Free audio
freesound.org\browse
incompetech.com\music
freemusicärchive.org


>When a businessman's tweets make you chuckle so you use a numerical ouija to awaken an egyptian chaos god...
>>
IT IS NOW THE POST REASON ERA
I HOPE YOU MADE IT THROUGH
PLEASE STAY SAFE
>>
links are still broken
>>
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well this has been a learning experience

about to paint over the old texture again after remodelling large parts of it
>>
>>166114869
>that face
is that nicolas cage?
>>
Should I make a non-shitpost thread?
>>
>>166115163
hurry and stop bumping this one
>>
>>166115163
No, just ignore the OP and post progress. We went through this the other day, no need to have five or six agdg threads at one time.
>>
>>166115163
It will instigate a thread war and get deleted anyways.
>>
>>166115163
The mods will probably delete it. You might be banned.
>>
https://youtu.be/Q-WgQcnessA
Why games have shit AI ?
>>
Thank you OP for finally bringing gamedev back into the focus of agdg. May all your children live long and prosper. Truly a scholar and a gentleman of fine taste.
>>
>>166115206
>>166115585
>>166115728
>>166115728
>>166115728
The REAL new thread!
>>
>>166115773
fucking stop
>>
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>>166115773
Nice 1. Super nice.
>>
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>>166115693
>the AI figures out where the core is in Gradius and goes right for it
>>
>>166114820
That was intentional. This is a shitposting OP.
>>
Just Like Make Game

POST PROGRESS
>>
Can we let all the threads die and just start fresh later?
>>
Why is there some kind of secret cabal dedicated to destroying Comfy Jam?
>>
>>166114398
> Next Jam: Comfy Jam
itch.io/jam/agdg-comfy-jam
> Play Demo Day 12!
itch.io/jam/agdg-demo-day-12

Fixed those links since they're the most important. Maybe next time the autistic shitposter wont make the OP.
>>
3d modeling is hard
>>
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>>166116324
>>
>>166116773
and texturing, rigging, and animating
>>
>>166116723
All links fixed here
>>166116983
>>
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Dumb question, is there a shader that only renders the intersected area of an object in unity?
I've looked everywhere and I only find stencil shaders but those render all the time the object overlaps another, and not only when the object is intersecting.
Pic related is a rough drawing of what I mean. I want to render only the area of the sphere that touches the plane (the red area), is that even possible?
>>
>>166117425
>yet another thread

> 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
>>166061764

> 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

There, quit making new threads you donut.
>>
>>166116773
>>166117070
Just use cubes.

Make a cube head, a cube body, cube hips, cube arms, cube hands, cube legs, cube thighs, and cube feet.
>>
>>166117634
Cubes aren't cute enough
>>
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opengl rocks
>>
is this the real thread?
>>
>>166117980
This is the thread that will be used, of course, because it was made first.
>>
>>166117682
Rude
>>
>>166117046
why does this keep getting posted

what even is it
>>
>>166118290
It's shitposting. This is a nodev thread, shitposts are board culture. Progress posting and yesdevs are not board culture.
>>
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And done
>>
>>166118456
I feel like this would look so much better if you just ditched the pixel textures.
>>
>>166118393
>shitposts are board culture
No. Shitposts are just shitposts.
>>
>mods pruned all the other threads
wew lad.
>>
>>166118456
>>166118507
I'm the opposite. Love the pixel texture, but the roundness feels out of place, especially on the side thingies.
>>
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>>166118290
A sub 0 fps furniture shooter.
>>
Thank you janitors for cleaning up the trash.
>>
>>166118817
Yeah I think that might be what's throwing it off for me. The shadows and the roundness of the models just screams "hand painted textures" to me.
>>
>mods delete the other threads but leave this one
ok I guess
>source shitposter is back but the mods will ignore him
fuck this
>>
>>166118840
>>166117046
why do ppl keep posting this just to shit on it

it looks like progress to me
>>
>>166118957
Complaining about the moderation is against the rules
>>
>>166118556
Yes they are. Shitposts run rampant and get replies, yesdevs get ignored.
>>
>>166118456
>lowpoly

>has perfectly round bits all over it

triggered, this shit is worse than mixels. if you
>>
>>166117490
If it's a sphere, you can do this quite easily by using the shader of the other object and checking if the position of the pixel is inside the sphere (distance to sphere centre < radius, for efficiency, delta_x^2 + delta_y^2 < radius^2).
>>
today i was killed in a dream but didn't wake up because i secretly want to die, now i know what happens when you die in a dream

you respawn in a new dream
>>
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Oh shit its bingo
>>
>>166119204
I can second this.
>tfw you get corpse camped in your dreams in an endless ping pong match
feels bad man.
>>
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>open Unity
>create 2 new projects for 2 ideas I had for Comfy Jam
>make the proper folders for prefabs, textures, scripts etc
>close Unity
I hate this part when you have to START making things, I wish I could skip it and go directly to the part when you actually DO stuff.

And to the guy who asked in the dead thread, I can't combine them because they're too different, and the scope is already pretty big as it is.
>>
>>166119097
what do we call this?
molygons or moxels?
>>
>>166119401
inconsistent resolution, i guess

irresolution
>>
>>166119312
Where's the "I make nodev bingo cards instead of making games" panel?
>>
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>>166119401
These are molygons
>>
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>>166119312
not sure what this is proving? why is "over 10k downloads" a nodev thing?
>>
>>166119463
At least I finished it
>>
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>>166119312
>>
>>166119570
Can't say the same about your game.
>>
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>>166119312
Subtle motivation post
>>
>>166119619
thatsthejoke.jpeg
>>
>>166119097
Nice shitpost
>>
>>166117490
>in unity?
dont ask in this way

shaders are reliant on reading the screenspace in relation to game objects, which is not engine-specific.
>>
>>166119312
>weigh over 200lbs

This is misleading because if you're 6ft or over you're going to be damn close to 200 just by existing, assuming you're not anorexic.
>>
>>166118134
>a cube is a three-dimensional solid object bounded by six square faces
>>
>>166118840
>>166117046
why does this cancer shit exists
>>
>>166119789
I'm 6ft. 180 is the heaviest I've been and I was a fatass. I'm 160 now and still out of shape.
>>
>>166119849
Where is your game, Literally Insane Shitposter?
>>
>>166119964
If you gained muscle, you'll gain weight. Weight isn't the only determining factor in healthiness.
>>
>>166119964
Put on some muscle mass.

I'm 6'3 and lifting since highschool and I probably havent been sub 200 since 2004.
>>
>>166119312
>>
>>166117490
>is there a shader
Not yet, but you could always make one.
Don't render the object that intersects. Render the intersection on the other object. Render the plane, not the sphere, and then modify the plane's shader based on the sphere.
>>
>>166117490
I know a way to do this for THIS SPECIFIC CASE, with a sphere and a plane. In general this seems hard because you are essentially checking collisions.

The steps:
1. The shader will go on the plane.
2. In the C# code, pass in a float3 center and a float radius into the shader, updated every frame.
3. In the fragment shader, you need to calculate worldspace. This is easy to google.
4. Check whether the calculated worldspace of pixel is less than radius from the passed in center of the sphere.
5. If within the radius, render red. Otherwise, render white.
>>
>ft
>''
>in an engineering general
>>
>>166120074
right here
>>
>>166120138
>>166120142
True. Maybe I should dev while on an exercise bike or something.
>>
>>166119312
>giving the Discordfags any attention
>giving that one poster who keeps talking to himself attention
>>
>>166117490
>>166119156
In general I believe it's possible to adapt stencil shadow rendering to accomplish this. They work the same way - you extrude the shadow casters into shadow volumes, which then don't apply the light wherever they intersect with lit objects.
>>
Idea: arena shooter where you cast spells by typing their names and can counter incoming spells by typing the counter spell.
>>
>>166119097
>perfectly round
No it doesn't. It looks to be about 16 sided at most. It's extremely low poly, you're just stupid.
>>
>>166120507
>hit chat button instead
>asasdasdasdasda
>PLAYER 1 WAS KILLED BY PLAYER 2
>>
>>166120507
Sounds like typing of the dead.
>>
>>166120509
The smaller the edges, the rounder it looks. The circles are all 16 edged but the smaller ones look better.
>>
>>166120509
>radome-looking thing on the side is higher resolution than the actual tire bit
that is just stupid ok
>>
>>166120507
>idea: slow paced arena shooter
Oh boy, that'll sure fucking work.

Good core idea, anon, but if you don't ditch the "arena shooter" part, it won't go anywhere.
>>
>>166118134
>Egyptian
>Black

FUCKK OFFFFFF
>>
>/agdg/ thread is endica dev AGAIN
>this time with trump stuff in it
Oh my god is this going to be the new norm?
>>
>>166120578
Yeah, just like that. But multilayer
>>
>>166117490
i don't know how to do this with a shader but an alternative i'd offer is going round the object, measuring it with raycasts and then creating and connecting vertices according to your measurements. is this a good solution? i don't know, good luck friend.
>>
>>166120675
yes danny
>>
>>166120675
It's just board culture haha, this is normal and okay.
>>
>>166119860
because you keep replying to it you retard
>>
>>166120647
>>>/pol/ this way
>>
>>166120928
why would someone post it in the first place

why would someone make it in the first place
>>
https://www.youtube.com/watch?v=o8BkzvP19v4
>>
Is there any resources or sites tailored to giving reference for 3D animations? I'm working on learning 3D animation.
>>
>>166121129
look at video game animations and copy them
>>
I'm done.

This community has been good for a long while, but given the current state of affairs and the ongoing trend of shitposting, I don't see it being any good to try to post here anymore.
You guys have been great, and I hope to see your games completed in the future, but yeah.

I've had enough. I'm out. Goodbye.
>>
>>166121027
because you keep replying to it
>>
>>166121278
why did they make it though

someone posted that here once actually saying it was progress

its in the archives
>>
>>166121129
You could probably use Mixamo and get whatever angle you want
>>
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Got most of animations done.
Right now cleaning up the mechanics I programmed in well over a year ago.
Goal by weekend, to have the urban area done, (can move to all parts of it)
>>
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>>166120507
Here's my proof of concept.
>>
>>166121113
>except our hidden cameras
Yeah, that lady at the desk in plain sight totally doesn't exist.
>>
>>166118456
It looks good, dont listen to the autists
>>
>>166121330

it's the same guy pretending to be different people. he posts his source image and then starts replying to himself. he does this every single day. it's some form of seriously mental illness.
>>
GIVE GGJ THEME
>>
>>166121476
Probably unplayable garbage, but:
Instead of mapping A&D to strafe, map them to rotation. Oldschool style.
Or better yet, map the arrow keys to the movement, then make the keyboard always listening.
>>
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Rappers I monkey flip em with the funky rhythm I be kicking
>>
>>166119312
>I use Unity/GameMaker
>I work alone
>I'm making a video game
>I have submitted a demo for a demoday
>I have released a game that got over 10k downloads
>Bingo! That's a no-dev!

You should retitle this bingo board to 'How jealous I am of you'.
>>
>>166121848
Yeah I was thinking something like that, currently it's just with enter. Problem is that I wanted to have some different attack types that would require mouse aiming.
>>
>>166121947
>make bingo for fun
>put "nodev" because its a 5 letter word
>hmm I wonder if sensitive anons will think i'm calling them a nodev
>nah agdg isn't that stupid
>>
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serious question here
how long should it take for an experienced programmer to make something like space invaders?
>>
DID GLOBAL GAME JAM START YET
WHAT'S THE THEME THIS YEAR
>>
>>166122249
I didn't mistake what your implication was, but it's not AGDG's fault that you're bad at portraying your ideas.
>>
>>166122249
>Call something anything
>I wonder if people will think 'anything' means 'anything'
>Nah they're not that stupid
>>
>>166122380
Not more than an hour for a 1:1 remake.
>>
>>166122390
If anons are so sensitive that just the word "nodev" triggers them that isn't my fault
>>
>>166122380
A few hours at most? Depends on how fast the person is at working, and how much they know.
>>
>>166122502
>it's not my fault that the bouncer slapped me after I kept calling him retard
>>
>>166122380
Probably a day or two depending on how fast you work. The original game was actually created by fucking idiots who didn't know how to into deltas.

The length of your invaders list will be inversely correlated to the speed at which they fly if you're trying to emulate the original. The reduced resource stress by having less invaders on the screen made them move faster accidentally.
>>
>falling for le ebic bingo bait
/agdg/ must be just that stupid
>>
>>166122502
It's not that it triggers me. It's that you have no idea what nodev means. Unless your post was meant to be ironic - in which case you have failed spectacularly in getting that across.
>>
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Does this look better?
>>
>>166122634
actually yes but its not realistic if thats supposed to be a tire

but if its plastic or metal and not a tire then yeah looks gud m8
>>
>>166122634
Yes
>>
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New weapon mechanics , item drops and UI finally works correctly.Time for boss fights now.
>>
>>166122634
Ooh, I wasn't one of those people complaining about it earlier but this DOES look nicer
>>
>>166122634
That's a pretty clever way of disguising the polycount, actually. Looks nice, anon. Maybe make that solid grey edgeline have some depth effects too though.
>>
>>166122713
That's a lot of screen shake wow.
>>
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How is it so far?
>>
>>166122687
Where is your game, Full Sail Shitposter?
>>
>>166122802
>the options are now even more obfuscated than before
Your game looks pretty and I want it to be good, anon. Please don't go full retard on the UI design. Put them on top of the damn graphic so people will notice them.
>>
>>166122802
It would look much better if the lighthouse land tongue wasn't connected to the beach but instead just trailed off the frame. The beach really doesn't look good.
>>
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>>166122813
>>
>>166122802
Yikes, that's a lot of time spent on the ocean. That much detail makes it look more like a forest -- I'd make the waves both more pronounced and less constant.

Also having trouble with the perspective here. The things on the beach perplexingly look about the same size as the tower in the back - and because the stuff on the horizon isn't smaller it feels 'just as close' which has this strange effect of making it feel like the lighthouse is just 'above' the bottom-part-beach rather than 'far away'.
>>
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>>166122941
it looks much better in game, trust me on that
>>166122961
>>166123035
noted!
>>
>>166122634
considerably better
>>
>>166117046
>>166118840
Stop posting this shit
>>
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>>166119312
Sweet I win twice
>>
>>166122687
>>166122701
>>166122726
>>166122734
>>166123193

Thanks for the feedback!
>>
>>166123471
Wait, what game is this for? Are you the MML dude making their shit in game maker?
>>
>>166122802
I would say the sea and stones look a bit too detailed in comparison with the terrain and the tree, would add some more roughness to those, but then again, I'm a no-art programmer, so what do I know?
>>
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>>166123560
Nope, I'm the guy making this.
>>
>>166123560
It's the guy who was making a Mega Man (oh shit wait I can't manage that style) Mega Man X (oh shit wait I can't manage that style) "my own style" FPS.
>>
>>166123670
ALSO GOOD.

seeing two megaman inspired devs makes me happy.
>>
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>>166119312
>>
>>166118134
Teach me your secrets

I need a fast way to do a lot of simple models for a game and this seems like it might work and make a nice artstyle
>>
>>166123767
you can't have enough Mega Man games now since capcom has gone to shit and all.

Also, I'm wondering about a design choice, should the levels be linear or open world for an fps mega man?
>>
>>166123873
That's not mine.

If I could do that I'd be making games instead of nodeving because noart.
>>
>>166124127
Do it like Doom, non linear levels with secrets and shit.
>>
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>>166119312
>>
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inspiration for next enemy - but should I go with a blowhog body or slippa body? slippa would probably be easier to animate. blowhog with a anteater tail hanging from trees would be God tier but I don't know if I can pull that off
>>
>>166124205
not a bad choice, I'm basing my enemies on this video.

https://www.youtube.com/watch?v=yuOObGjCA7Q
>>
>>166124516
Smart man. Doom's roster of monsters are excellent.
>>
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>>166123589
is it better now?
>>
>>166124751
Not that guy, but yeah, it's better.
It's also shit, you're gonna have a hell of a time making the ocean as 1 bit art.
>>
>>166124351
>but I don't know if I can pull that off
It would be extremely painful
>>
>>166124751
i'd like to add my voice to the sentiment that the ocean doesn't look good. i have no idea whatsoever about how you would accomplish a good looking ocean but i don't think that this is it. it looks like goo or something on a plane? i don't really know, thumbs down from me. sorry nothing personal, rest of your game looks great from what i've seen.
>>
>>166124751
The headland still looks like it's floating. I think it's a perspective error, it's too close to the horizon or at least doesn't come close enough below it. Also waves get refracted around land like that.
>>
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I want to be done with this guy already
>>
>>166124751
Kinda, the lighthouse and land in the distance is too big in general, out of perspective.
>>
>>166125279
Seconded.
>>
>>166125325
tu bad
>>
>tfw going hard on development of a niche yet highly competitive genre using a meme language just because its the only one i'm truly good at, and my 'killer features' will come very late in development so I can't hype my game for shit.

Please hug me.
>>
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>>166124751
>>166124910 here, don't want to be a big meanie and want to help.
Have you considered doing some kinda meme like the one in pic related, where you can leave most of the ocean as black? It'll probably help with how noisy it looks right now
>>
Let me get one thing clear: I am not interested in being memed at.

That said, I am actually an artist, and I'm actually looking for a programmer.
>>
>>166125448
That's not a meme. That's just the ocean you dip.
>>
>>166125463
Nice meme, good luck!
>>
>>166125463
post your art then
>>
>>166124751
You could use Manga Studio for the dithering man, with the toning option you could just focus on the lineart.
>>
>>166125463
If you're serious, show us your work, please.
>>
>>166125571
>>166125606

I would rather find an interested person first so I can show something relevant
>>
>>166125653
Good luck! Not interested, but I wish you the best!
>>
>>166125737
I understand, no problem
>>
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>>166125737
Meme'd again
>>
>>166125653
no programmer is going to be interested in an artist with no art
>>
>>166125653
This again. Anon: Nobody will be interested to work with you until they know what you can do.

Nobody. Let's just get that out of the way. Nobody's going to show you their project and blah blah blah just to find out you can draw dA-tier sonic art.

Post art, receive offers. Or don't post art and don't receive offers. The ball is in your court.
>>
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>>166125653
Alright, try me then. I'm working on a first person fantasy brawl em up and I still need people to make me some monsters.
>>
>>166125653
I need models of toys
>>
>>166125447
stay strong pup
but what the fuck are you doing?
>>
>>166125861
This isn't really my thing, but looks good

>>166125864
Interesting. What kind of game?
>>
>>166125582
part of the fun for me comes with doing this stuff myself
>>166125448
>>166125267
I'm happy with the ocean and it turned out exactly how I wanted it to. It's the ocean that's the focus here, not the lighthouse or the stone things.
>>166125279
>>166125363
fixed and fixed, thanks!
>>
>>166125970
Who could know what your thing is unless you post your art, anon.
>>
>>166125653
You are shit at art.
>>
Post vidya music that inspire you to dev:

https://www.youtube.com/watch?v=sFjPjsQtpGo
>>
>>166126028
Like I said, I'm not really interested in what you are doing
>>
>>166126054
Helleton dev, is that you?
>>
>>166126106
I'm not >>166125861. I'm just putting out a fact that you're just going to keep wasting everyone's time unless you post art. "Well, I don't do that" "Well, I don't do that either" is useless.

Just tell us and show us what you are good at.
>>
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>>166126020
also yeah, pic
>>
>>166125653
kys nigger
>>
>>166126054
https://www.youtube.com/watch?v=torEytKxkeI
>>
>>166126182
HE'S SHITPOSTING, STOP REPLYING TO HIM FUCK
>>
>>166126182
Well okay, so what's your game? Are you looking for art?
>>
>>166126221
>fixed
Not really.
>>
>>166126150
No, just a fellow lover of Castlevania.
>>
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So back to progress posting, this is what I'm currently working on, I'm going to seal those gaps in the totally not stolen from Megaman X sprites and make the sword fade white and fade into the the new wind palette.

>>166126346
Good taste all the same.
>>
>>166126221
Looks top. The stronger detail on the rest makes the ocean work better.
>>
This whole artist looking for shitpost is stupid anyway.

>music bros giving out music for free in agdg
>coder bros giving out free code advice or more in agdg
>still not a single artist giving out anything

If you really want to help the thread you could make a single simple character like >>166118134 and post it, but we all know that helping is far from being your true goal.
>>
>>166126581
They're artists, their work is expensive and important unlike the rest, you should be giving them a check just for being here honestly.
>>
>>166126581
I found 2 free artists in AGDG
>>
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I'm a pixel artist looking for a programmer to work with.
>>
>>166126707
t. artist
>>
reminder good art literally makes the game. bow to your overlords
>>
>>166126581
I've given out a few things.
>>
>>166126823
Explain dorf fort then, or minecraft
>>
>>166126581
But they give free fanart
>>
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I'm a nodev looking for someone else to nodev with
>>
>>166126961
MEMEME
>>
>>166126914
anomalies
>>
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Tell me what game you're going to make for Comfy Jam. You ARE entering, right?
I'm still conflicted between different ideas, and I can't choose which one to work on. I might end up doing both.
>>
>>166126914
anecdotal evidence
>>
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>>166126581
Here, you can have this snake dog.
>>
>>166126823
>overlords
Everyone is an artist, but not everyone is a programmer.
>>
>>166127207
Only if I manage to learn 3D in 10 days
>>
>>166127196
yes
>>166127216
return to /pol/ and reread the description of what you just said
>>
>>166127196
>>166127216
Terraria? Undertale?

Also you'll probably say some shit like >autism and >memegame, posts with no substance, just like artfags.
>>
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Changed up the damage numbers a bit, also working on a new boss.
>>
>>166127334
YOU CAN DO IT ANON
https://www.youtube.com/watch?v=DiIoWrOlIRw&list=PLFt_AvWsXl0fEx02iXR8uhDsVGhmM9Pse
>>
>>166127387
Undertale had good art.
>>
So, I have a game in mind. I know exactly how I want it to look like, and have a general idea how it should play.

I'm trying to get into UE4 blueprints, to try to make the game... But this tutorial feels like too much.

Since I know what I want my game to look like. Would it be a good idea that I simply start learning 3d modeling and animation, to create the characters and assets for the game, to then simply find a programmer to do the programming?
If I do end up with something good looking, what are my chances of finding a programmer, who would work for free (take share of profits)?
>>
>>166127387
Bullshit. Terraria art is above average and if you think you can do it then let's see it.
>>
>>166127560
Few will agree with you in this thread.
>>
>>166119312
>>
>>166127560
I'd really argue that. The music was good though.
>>
>>166127591
no really, terraria has poor art.
>>
>>166127620
Good for them. I hope their games have art worthy of that sentiment.
>>
>>166127591
It's not the game's selling point though, it didn't make the game, it was the gameplay.
>>
>>166127586
I'd do it if your art and idea is good, so yeah, if you could make a solid chunk of art I think your chances would be good.
>>
Hello agdg, i am making a visual novel, i almost have the engine finished(using game maker)

I got a question, is there a good non anime visual novel like game?, i was looking for examples and i only found shitty anime art style games except for 999, something of it really appealed to me
>>
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nothing interests me lately

in many ways, life's never been better, but I can't seem to get in the zone doing stuff. I dispassionately consume books and simple Skinner-box vidya games like FTL, I keep up with my obligations and chores, but can't really get excited about anything

I miss being excited about creating stuff. I miss being a moderate yesdev

what do
>>
>>166127694
What does that even mean? Their opinions do not need be backed by art.
>>
W-why would the "I showered today" have to be an achievement square on the bingo card?
>>
>>166127895
I don't know, because I'm there too. At least you still play games, I don't even do that anymore.

Get in here >>>/g/58553529 let's figure this out
>>
>>166127917
You do realize where you are right?
>>
>>166127917
It'd be a better achievement if it was 'I shower routinely'. Showering every day is bad for your skin and hair, especially if you're using soaps. Every two to three days is a good rate though - everybody's skin is different and produces oil and sweat at different rates.
>>
>>166126581
>coder bros giving out free code advice or more in agdg
art bros give out free advice as well. It's not their fault if you don't like their advice.
>>
>>166124751
Heck yeah boi, that tree is looking great, and the crevices and debris near the beach are awesome. Not sure why people didn't like the sea, I found it nice, looks very reflective
>>
>>166127207
I want to make a roguelike without combat. But I'm suck on how to make it interesting. Got any ideas?
>>
>>166127895
get into politics
there has never been in a better time in our lifetimes to break into it
>>
>>166128128
>or more
Nice attempt at ignoring that part.
>>
>>166128328
You mean worse? Getting into politics now is like joining the army right at the beginning of a huge bloodshed of a war.
>>
>>166128245
I'm gonna give you my idea because I know I'll never use it.
Potion maker roguelike. You take care of a potion shop.
Potions are mostly plants, but there are some other ingredients. Gameplay is half taking care of your plants a la harvest moon, half exploring to find other ingredients.
can elaborate if you're interested
>>
>>166128430
It's extremely rare that any programmers here post open source projects for anyone to use. I can't even think of any.
>>
>>166127414
are you planning on changing the artwork later, I don't know if its just a thing for me but I absolutely loathe that free sprite pack, other than that, its looking like its taking form, some particles to give more contrast to some skills might be nice though
>>
>>166128016
study something

i do number theory, it's really easy to get in to. basically the goal is to produce an equation which is prime for a large range of natural numbers, here's an example

n^2 + n + 41

it's prime any integer n 0<= n <40, can you come with something better? the ultimate goal is an equation which is prime for every integer.
>>
>>166128516
Ooh, I do like that idea. The shop would be a bit like Recettear?
>>
>>166128490
yeah, better
because there's shit actually going on and something to debate, things to protest and so on
if there was nothing to do it would be a boring shit suggestion
>>
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>>166128516
>>
>>166127895
Read serious literature. Get into serious film.

Video games are rarely fulfilling as an artform or hobby (unless you're making them)
>>
>>166128245
You are an old veteran from a war in a now peaceful kingdom and have to tell children stories because they flock to hear you blocking your way to go to the bakery to buy bread and eggs for your wife
>>
>>166127895
FTL ain't skinner box. You aren't guaranteed a victory just by an investment of time. A fundamental part of a skinner box is 'press button always receive reward'.
>>
>>166128848
>(especially if you're making them)
fixed
>>
>>166128665
The shop is mostly a hub where you get stuff like "brave warrior wants health potion, limit 3 days", "sneaky jew wants midas potion, limit 5 days", so you can choose to take care of whatever seems more important or easier for you. You'd use the money from the shop to buy new scrolls/recipes. Exploring an area uses one day, and plants grow overnight.

>>166128690
My potions would kill a dragon, let alone a simple mortal.
>>
>>166128848
video games are higher quality, and more creative than film and literature these days

there is no such thing as "serious" film or "serious" (fiction) literature, it's all trash
>>
>>166128690
Make this the final boss.
He will only request and buy extremely difficult to make potions.
>>
what the fuck is a mixel
>>
>trying to make it on youtube
>making websites
>learning how to paint
>want to make a game

I seriously need to start buying lotto tickets
>>
>>166128867
Inconsistent and randomized rewards are part of the definition of a skinner box.
>>
>oh hey, comfy jam!
>what's a comfy game? oh I know, Animal Crossing!
>yeah, I'll make a super small version of that
>wait
How do I make a small version of AC? What are the most essential features?
>>
>>166129617
Gardening
>>
mixel jam when?
>>
>>166129617
AC is sort of defined by its not-smallness
but the most AC-like things to me are
>24-hour clock
>villagers
>fetch quests
>dialog
and then on top of that you add the minigames/customization stuff
>>
>>166129617
customization is an utmost. make four or five sets of furniture and a way to place them as you like
>>
>>166129617
Limit the space you tend to and you make the game smaller. Rather than managing a farm, you're managing a patio garden in an apartment complex, say.
>>
>>166129938
holy fuck, animal crossing apartment life would be the shit

>select all images with an apartment building
>>
>>166129813
Also fighter jets and/or giant mechs
>>
tfw u shitpost so hard it memes the thread for DAYS
>>
>>166130308
Also Templars, white hoods and hidden blades
>>
>>166128867
Eh. Yes and no.

All the games I enjoy for prolonged periods of time, no matter how different they seem on the surface, have a similar Skinner box-like quality to them. Some random/unexpected rewards, no rush (turn-based/pause option), a strong sense of agency through micromanagement and building up over time. FTL, Civ 5, Dwarf Fortress, CCGs.

I can't commit to stuff that actually challenges me. Mechanically intensive things like Dark Souls, tight platformers, shooters. These are the things that are scientifically proven to enhance cognition - and I barely play them, because I'm a lazy fuck, at the very least stuck deep in my comfort zone, if not a skinner box.
>>
>>166130218
You're welcome, anon. If you'd like further advice: You could also turn it into a community garden that all the residents have access to so you're not just managing your own plots.
>>
>making a game about mercenaries in mech suits
>they go renegade
>they all decorate their mechs in their own style
>I want the German guy to put swastika's all over his Mech

Keep in mind its set in Africa and the rest of the cast would make banter around it

Deal or no deal?
>>
what is the op picture from?
>>
>>166130382
And of course space travel, red fungus and nerve stapling
>>
>>166127895
dude video game development lmao
>>
Ok, so if I really am an artist, who really is looking for a programmer, how do I go about finding a programmer here without getting meme all over my face
>>
>>166127820
Also, i wanted to show you an awful example of my work but i dont know how to convert an mp4 to webm, help please
>>
Player object in Unity: Character Controller or Rigidbody?
>>
>>166131156
Just post your art
>>
>>166131196
I'd really rather learn a bit about the project first
>>
>>166131274
You aren't forced to join a project just because someone likes your art
>>
>>166131274
human garbage meme spouter
>>
>>166130491
Might be a good way to get free publicity, however you might attract the /pol/ audience and then people will forever associate you with the alt-right/gamergate/4chan
>>
>>166131274
See >>166126182
>>
Should I grow a beard and dye my hair red or green senpaitachi
>>
>>166131156

A) Post your art

B) This is more complicated, because if you want to be the "director" it means you need to be ponying up the cash for the guy to make the thing. Its the same things with a programmer looking for an artist. Whoever wants to be in charge needs to compensate the other if they want to have full creative control.

C) Might want to start by posting what you want, you can be vague like "A grid based strategy game similar to advance wars" so people can gauge interest in the project.
>>
>>166131563
I like your perspective here. Are you looking for an artist? What's your game like?
>>
>this fucking meme again
go make a game you
>>
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>people still fall for the artist-shitposting
>>
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>>166131156
>>
>>166131728
The point of the meme is to discourage collaboration and harm AGDG, as is the aim of the shitposters.

If everyone ignored every offer of art, legitimate offers could be wasted.

I personally have found 3 teammates here.
>>
>>166131728
Pretty much this >>166131935
>>
>>166131935
Yep, pretty much this.
>>
Well, if anyone is serious about finding an artist instead of just meming all over me, just hit me up and tell me about your game.
>>
>>166131935
Is it possible that artist memer is an industry hired shill for the sole purpose of destroying indie scene?
>>
>>166132038
idiot
>>
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>>166119312
>>
>>166130218
Reminds me of a neat little game that was just a cute loli doing cute loli things. Which you watched from a camera.
>>
>>166131935
>>166132012
>>166132020
>If everyone ignored every offer
Crazy idea: why not just ignore the xth variation of "hey I am an artist but I won't post art, first tell me about your project".
>>
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>>166127820
nvm posting a screenshot
>>
>>166132038
SFW Hentai fighter
>>
>>166132418
Because some artists may legitimately not understand that concept and may not be aware of said meme.
>>
>>166132424
CEASE AND DESIST
>>
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Can anyone suggest a good Unity tutorial for someone that already knows how to code?
My plans is to make a small 3d platformer.
>>
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looks pretty good for just 4 keyframes. I can work with this
>>
>>166132623
Just look up individual tutorials on aspects.
I liked this tutorial series:
https://www.3dbuzz.com/training/view/3rd-person-character-system

It goes into detail of how the camera works which was fun.

Good starting point for a platformer too I think.
>>
>>166132550
Hahahaha it can get better anon
>>
>>166132463
Huh, well no thanks but good luck
>>
>>166132424
>>166127820
Is this a new shitpost meme.
>>
>>166132623
catlike coding might help, depending on what you want.
>>
>>166132463
SFW and Hentai together are 100% a contradiction.
>>
What are some good podcasts
>>
>>166133205
gamedev or whatever?
>>
hey unity, why does a linerenderer start without a material?
>>
>>166133293
gamedev or games in general, yea. I like listening to knowledgable people talking about vidya
>>
Should i go with the left or right? it's supposed to be a sneaky dude in a cloak
>>
>>166133645
right my dude
>>
>>166133645
left > right
>>
>>166133645
damn, that's one sneaky dude you've got there anon
>>
>>166133645
That's a pretty sneaky dude.
>>
>>166133205
Opie radio
>>
>>166133645
this post will get more (you)s than your actual progress
>>
fuck it guys. I'm throwing all notions of success out the window and making the rpg I want to make. looking forward to everyone laughing at my "art".

now I need to figure out how to make tall trees look like tall trees instead of dense bushes at my chosen perspective.
>>
>>166133019
No you don't understand. It's a SFW fighting game featuring hentai characters
>>
>>166133841
Need some art?
>>
>>166133783
That's the power of the imagination, anon. Good horror game authors know this well.
>>
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>>166133645
Goddamnit.
>>
>>166134048
I want to put my dick in it.
>>
>>166133548
>http://keithburgun.net/category/podcast/
Very contrarian with a strong ideology for game design. Believes that we are in a dark age of games. The most valuable of all the podcasts listed here.
He's an SJW fyi, but he mostly leaves politics out.

>http://www.sirlin.net/podcast/
I don't know if this is very valuable. He has as his partner on a lackey who agrees on every point. The better ones are more abstract, and the ones about blizzard games are trash.

>https://soundcloud.com/coolgamesinc/
Griffin McElroy shitposting and ideaguying.

>http://www.designer-notes.com/?page_id=622
Interviews with famous designers

There are a shitload more that you can find by googling "game design podcast", but these are the ones that I have listened to.
>>
>>166133941
who doesn't? but at this stage I have to work alone. can't rely or be relied upon by anyone until I know my shit works.
>>
>>166134140
But won't your dick crack and bend?
>>
>>166133645
That is pretty damn sneaky
>>
>>166130637
endica vii the dream king
>>
>>166134179
The few episodes of the zachtronics podcast that exist are good
http://www.zachtronics.com/podcast/
>>
How can I learn 3D OpenGL programming basics as fast as possible? Any good set of tutorials or something like that? I want to know at least a little before an interview.
>>
what is "comfy"

what should I make for comfy jam
>>
>>166132929
http://www.opengl-tutorial.org
https://learnopengl.com/
>>
>>166134179
>>166134443
thanks faam
>>
>>166134634
Comfortable, adjective
Physically relaxed and free from constraint. Free from stress or fear.
>>
>>166134730
>>166134569
>>
>>166134634
Gardening simulator
>>
>>166134569
http://nehe.gamedev.net/tutorial/lessons_01__05/22004/
>>
>>166134881
No.
>>
>>166134826
Comfy just stands for cute and only the next dinogirl comfy jam game will get attention.
I hope you don't plan to make something original because nobody will care.
>>
>>166134881
>glBegin/glEnd
anon
>>
>>166134569
What this anon said:
>>166134730
>>
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hey guise, I posted an image of my game after 8 months, and someone gave me a (you) and told me he remembered me within 30 seconds.

I then posted an awesome screenshot and not one (you)

Are 8 month absences the only way to get a (you) these days?
>>
>>166135067
>Comfy just stands for cute
European trucks aren't particularly cute
>>
is it possible to make a whole game in Blueprints? i know a tiny bit of c++ but i dont really want to spend a lot of time to learn more because it's not fun to work with
>>
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>>166120165
>>166120269
>>166120506
Sorry I should have been more specific, the red area is actually a circle I want to render over the plane while the plane is also rendered, similar to how "dynamic light" objects work in windwaker, like pic related
I can't find out how to replicate this effect anywhere and I have no clue where to start
>>
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>>166135067
Game jams are pretty fun. Here are my stats solely from jam games.
>>
>>166135171
No, I remembered your main screen because I told you the background was noisy as shit and an eyesore. I have no idea what your game is desu
>>
>>166135193
Yep.
>>
>>166134191
Well I'm still interested to hear a little about it!
>>
>>166135171
So? Just keep posting if you've got progress.
Or are you a shitposter who only wants as many (You)s as possible?
>>
>>166135171
If you're just here for (you)'s you should fuck off. Go shill somewhere else.
>>
Daily reminder
https://www.youtube.com/watch?v=sTzNT8cWivo
>>
Fuck, this world of horror thing is unplayably buggy.
I'm not even memeing, how did it get so much attention? I understand it looks amazing and the sound design is great, but if a board game based videogame is buggy, there's nothing to it.
Sorry if the guy is reading, but I really can't enjoy this in its current state
>>
Ok, so I was just thinking.

Say you make a game, and it's a success, you keep like ~2k players constantly playing.

Say you match 32 players per server.
That's 63 servers. If you can only run 4 servers per machine (1 per core), where each machine costs like ~$50, then it's ~$788.
If you're selling it for fairly cheap on steam, say you make $4.5 after all the royalty fees... You'll need to sell 175 copies of the game, each month.

Or am I completely wrong in calculating this?
>>
>>166135756
indie multiplayer games are memes
>>
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>>166135715
>Fuck, this early demo before the game is likely even in alpha is SO BUGGY. LIKE WOW.
>>
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Are logos progress?
>>
>>166135171
Which game was it? I wonder if it was me who recognized your shit
>>
>>>/v/364769323
wtf I want to make mobile games now
>>
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>>166135834
>>
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>>166135715
I have no idea
I hope you will enjoy the DD13 version, anon
>>
>>166135910
it looks bad but cute
>>
>>166135910
clams always make me think of vaginas for some reason
>>
>>166135715
buggy is an extremely vague word to use
if you want to actually help the dev out, consider doing proper bug reports
and no, "literally everything is broken fix your game" is not a proper bug report
>>
>>166135756
Servers should be operated by the community.
Whatever it is you have in your head is not feasible otherwise
>>
>>166135756
There is no way you will keep 2k players. Even some smaller AAA games can't hold 2k players.
>>
>>166135910
This is way too lewd for a blue board
>>
>>166135991
heads up, I've collected over 4 pages of feedback and I'm building the new version from beginning having it in mind
>>
>>166135819
Don't Starve Together?
>>
>>166136020
True, I guess you'll be selling a lot of copies if you can manage 2k players.

Looked at battlerite, and it has atm "average" of 128k copies sold per month, or something like that. And they have ~2k players playing on average.

But the game is only like 4 months old, so I do wonder how many copies they will manage to sell a month down the road.

>>166135998
That'd make it easier... But match making?
>>
>>166136167
sounds good
>>
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>>166135215
Looks like those are rendered above all the geometry. Look at the outlined bits.

One way you could do this:
The hexes are planes in world space, but rendered in front of all other objects. In unity you can do this by:
1. making a second camera
2. putting the hex planes on a separate layer
3. Moving the hex planes to the correct orientation and world position. This is possible by raycasting from the firefly until you hit the ground, and setting your hex plane to the collision point. I think raycasts are cheap enough for this.
4. remove the hex plane layer from your main camera's culling mask
5. set your second camera culling mask to only hex planes
6. Change second camera clear flags to depth only
7. Change second camera depth to greater than main camera's (anything positive should work, if main camera is 0)
8. make sure that your first and second cameras are in the same place, ofc
9. give your hex planes a transparent shader.


no idea how its really done but that should work! make sure you test your camera setup to make sure it works before messing with raycasting and repositioning the hex planes.
>>
>>166134179
>>>http://keithburgun.net/category/podcast/
Listening to the podcast on his failed game
http://store.steampowered.com/app/459680/
It's just.... so sad. He thought he had a solid number. But the mobile market just doesn't give a shit about quality or games. And because it was a mobile port the indie scheme on Steam didn't give a shit.

Even then they still have at least twice as many owners on Steam than they did on mobile. Despite the game not translating properly from mobile to PC.
Lesson: Don't develop seriously for the mobile market.
>>
>>166135969
Cheers mate, I really hope I do. You've got a great thing here.

>>166135991
It's stuff beyond a bug report. Basic functionality missing. Things I assume the dev knows about because it's pretty fucking hard not to be aware of.
I also missed demon day, so I assume most of it has been reported since, again, it's basic stuff.

>>166135834
>anime retard
>does not understand the post
like pottery
>>
>>166136251
If you want match making it's even worse.
http://joostdevblog.blogspot.com/2014/11/why-good-matchmaking-requires-enormous.html
>>
>>166136610
When you make a retarded post complaining about something is completely expected from a game still in development, you look retarded.
>>
>>166136452
>http://store.steampowered.com/app/459680/
>six years in the making
What? It took 6 years to create that?

Is that including the time it took him to learn programming? Did he make it entierly on his own, doing all the sprite work too (and having to learn how to make them)?
>>
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>>166135676
no fuck you you fucking fuck fuck fuckity fuck

t r o g g e r e d
>>
>>166136709
>if you filter your playerbase too you won't get matches

wow no shit, if there aren't enough europeans playing then connect them to australia then, better a laggy game than no game

the fault is between the chair and the computer here
>>
>>166136178
I didn't realize how many people played that.
Is it really that fun?
>>
>>166136759
>anime retard STILL does not understand the post
I'll help you, since you seem to be extra retarded.
I didn't say "why is alpha thing so buggy" I said "why is very buggy alpha thing so popular"
Ask your caretaker for help if you still don't understand the difference.
>>
>>166136884
>it's completely okay to have players play with 300+ ping in a competitive game
No thanks.
>>
>>166136769
If you knew what you were making ahead of time, that would take 6 months to clone. His whole thesis is that 99% of games are bad, and design that is significantly different from current games is hard.

You can ask him about it
>>
>>166136884
That depends on the game design, right? I don't mind playing someone halfway around the world in starcraft, for example, but I'd never play a fighting game/FPS if latency wasn't low enough

And even then I think there's a real niche for multiplayer games without matchmaking: I've never played Ultimate Chicken Horse or Duck Game with people I didn't know before for example
>>
>>166136893
>anime retard STILL does not understand the post
And he never will. This guy has been giving the same stupid argument about "but your claim is retarded" to avoid any real discussion to pretty much any kind of post.

Stop giving him attention.
>>
>>166136769
If you spend six years making a mobile game you're genuinely fucking retarded.
>>
>>166136893
Except both are still you complaining about something that should be fucking buggy because it's akin to an in development Proof of concept. It's like saying clouds are fucking white or the sky is fucking blue. No shit, it might buggy,that isn't the fucking point. Popularity for something that is still in development isn't about being buggy or not, it's about the concept you inept fucking fool.
>>
>>166135171
only a couple of games get (You)s here
I posted 12 webms in a row without a single (You)
>>
>>166136891
It sure is. We played quite a lot with my buddies not long time ago.

DST doesn't need matchmaking though. I remember hosting our own server on vps or on my PC, not sure Klei servers exist.
>>
>>166137223
Your caretaker did a great job at writing that post avoiding the question for the third time and trying to make it look like you have a point. Give him some of your chicken tendies, he earned them.
>>
>>166137118
it's not competitive, or esports, you're just looking to get people connected
>>
>>166136769
They're definitely counting it too far. There's nothing really impressive about the time you've put into a project, especially if it's too much.

I could say my game has been in development for 4 years but I haven't really focused on it any more than part-time and a huge chunk of that time is just me learning the dev. Actual development is probably about half a year, even less.
>>
>>166137249
I promise to give you a (You) anon if you post a webm of your game right now.
>>
>>166136769

W T F

How much money did he make? I dont see more than 7 players at its peak ?!?!
>>
>>166137374
Aside from the fact that you didn't ask a single question in the first place, you should speak for yourself since you've been completely avoiding the point the entire time. Not only can you not argue your "point" you can't even refute mine and you have to result to five year old antics to save face.
>>
>>166137391
Then matchmaking isn't important.
>>
Stop arguing and post progress you doofuses
>>
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Still just reimplementing movement mechanics.

Dodge (with an unlockable double-dodge where you dash out of the dodge for extra distance), long jump, wall cling and kick.

I'm not sure about the wall kick; it's back to the old way of doing only horizontal kicks, rather than the full "run up the wall" thing I did with ML, but I kind of miss that so I think I'm gonna go implement that again.

Also had an idea for a sort of "signature" visual effect here, so I have to learn how (if there's a way in UE4) to have a field of particles flock to vertices on a mesh. Sort of a disassembly-reassembly thing. Ultimately, I want the "magic hands" that Dixie has for holding a gun to be more ubiquitous; to act as wicked weave effects on combo finishers, or to literally tap her into the air when she double jumps, or to throw her in a spiral when she long-jumps, and I can do that easily, but it'd be cool to have the hands materialize out of shards of metal and then disintegrate as they go, rather than just popping into and out of existence.
>>
>>166137531
>you didn't ask a single question in the first place
Bravo, this is a new level of retarded. Inability to recognize questions. Incredible.
Here, let me assist you.
>>166135715
>how did it get so much attention?
>>
>>166137634
No art so no progress.
And no I've posted a lot of programming progress and you never gave me a (You) for them.
>>
>>166137539
matchmaking is better than servers

>50 empty servers
>10 active players
>server browser
>all quit
>matchmaking with sane filtering
>all get in the same game
>>
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So, I couldn't find some decent inside wood walls on opengameart, decided to make my own, first steps of a coder into babyart.
I didn't think it looked too bad, so I came here for you guys to tear me a new asshole and humble me before I can think I can make art for my game
>>
>>166137729
Oh, good, a question that had absolutely nothing to do with my posts or the point I was making. Bravo, you sure showed me. Once again, still failing to even acknowledge the point.
>>
>>166137721
Looks good and fluid. Glad to have you back
>>
>>166137496
>https://steamdb.info/app/459680/graphs/
Say 10k sales (apparently a few on mobile too?), with revenue of $1.5 per sale.
So, $15k.

I'm amazed he could even get that many sales.
The game looks really shit and boring.

>>166137539
Hard to get all the players into the same server if they have to browse for servers.
It's also much easier on the player when they just have to press "match me", and then get a game going after a little while, where they could do something else on the computer while waiting. Where as if it was server browsing, they'd have to jump in and out of servers, and always be active in the server selecting.
>>
>>166137956
You're far too retarded to have a conversation if you can't keep up with what's being discussed.
Have a good day, no more (you)s for you.
>>
>>166137767
Wat?
You just leave people on the same server.
And anyway, this is a non-issue until you actually have a game. Making an indie multiplayer game is an enormous challenge and undertaking because on top of the challenges of indie development in an oversaturated market, the value of your game now depends on the amount of players that already play it. And playtesting and debugging multiplayer games is also much more difficult because you can't accurately simulate things on just your own machine. And if you have a team-based game it's even worse because now you need a whole group of people just to test your game (which means, in effect, that you need to develop the game in a team so you always have enough people available to test)
>>
>>166138065
And of course, because you can't acknowledge the point being made, argue your own or refute mine you're running away. What's that called? "Tactical Retreat"? Pathetic. Next time if you're gonna bitch and moan about popularity for something still in early development and how its bugs should contribute to that, at least know what the fuck you're talking about first.
>>
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Reposting because I forgot to ask aggydaggy if this is this seems like the soundest way to handle burg cooking.
>darker smoke when burger is getting close to burning
>light smoke means the side could use some cooking
Also enjoy this wonderful little diddy I made at 2 a.m
https://clyp.it/o5r0s4oc
>>
>>166137721
You are the chosen one. Produce a worthwhile indie character action game and fulfill the prophesy.
>>
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how would you make a nice RTS construction animation?
>>
>>166117490
yes
>>
Hey /agdg/, how do you handle interrupts in state machines. After a certain amount of frames of an action I'd like the player character to be able interrupt that action to perform a new one at will. But I'm not sure about how to go about it.
>>
>>166138607
Knights & Merchants had builders with a hammer and each time one worker struck the building, another wooden beam or brick was added to the sprite. Watching that happen was super comfy.
>>
>>166138425
its a good system you got there, but the other burger didn't even give you time to react, so maybe slow down the burning, unless your clients are ok with charred meat
>>
>>166138739
I don't see how that's different from anything else. If you're in the window, respond to input. Simple.
>>
>>166138607
Completely depends on the theme and the objects that are being constructed, no?
I am actually also working on a game with some RTS elements and I did make a few animations to learn. So in my game the buildings just construct themselves so to say. But you could also have builders hacking away if that is part of your game play.
What exactly is your question?
>>
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Artist hobbyist here. Anyone have a comfy idea for a small collab or need art?

Sketched pic related for meme protection.
>>
>>166138607
>Crystal gun girl game
>3 years tumblr
As much as I like the guy I don't think he's going to finish that game anymore.
It's fun to see how his art has progressed though.

>rip charlotte
>rip facade, sunny was such a qt
>rip sugar
>rip fruitdev
>>
>>166139574
Do you do 3D?
>>
Progress:
My builds wouldn't run on my Mac so I made an iPad build and found a billion bugs related to paths and file loading routines, fixed all that so I shouldn't have any file related problems going forward.
Also, the different aspect ratio in the iPad made me realize I needed to tweak all my UI components for the millionth time, so I'm almost done with that too.

It's been a good day of progess in unexpected fronts.

>>166114869
>>166125325
>>166132825
You have improved quite a lot anon. Keep at it.

>>166121854
What's your plan for this? If I remember correctly its a side project right? Good progress.

>>166121380
Looking good, can't remember seeing this one before. Have you posted here in the past?

>>166118456
>>166122634
I can barely tell the difference, but both look good to me.

>>166122713
Jaysus tone down that screenshake. Cool monsters.

>>166124751
>>166126221
Looks good, I'd add clouds for additional spookyness. Not sure if you have any plans for that empty black space though.

>>166125861
Dude wtf is going on there. Are those things bouncing endlessly? This >>166126419 looks good btw.

>>166127414
Wait, is the purple thing your buddy? I thought both were bosses yesterday.

>>166134048
Right, but make the base and core body thinner.

>>166137915
Can't tell if it looks good or bad without a context anon, work on a small asset set, setup a scene and show us a screenshot.
>>
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some good ragdoll highlights
>>
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This plot for the ghost-monk is slowly coming together. Thanks again, all, for your votes on it. I think it'll be a fun little side-venture.
>>
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hey guys

I haven't posted here in a year or so

i'm working with godot now and its fun

i started remaking my game in it about 4-5 days ago and so far i have the lighting working properly. i use a modified algorithm that detects shapes in 2d bit arrays so that it only detects borders, and it draws an optimized light occluder around the edges of solid tiles to make lighting efficient in an environment with lots of walls. it's also going to use the same outline map generated by the algorithm to generate a navmesh polygon outside of the solid tiles.

am i doing good /agdg/? i've nodevved and done nothing but research on C and game engine architecture for like a year

godot is making dev fun for me again

it took me like 4 days to get to the point i was at with this game previously, and then some, minus the menus. before, it took me like 4 months to get to this point. ;-;
>>
>>166138830
that sounds like a really nice animation, but anything with a lot of objects like that sounds like it would tank performance and be difficult to create

>>166139173
well the theme is rennaisance so semi-medieval techniques, I'd like it to looks somewhat believable and animated but the above concern about object count and difficulty of making it, I can't come up with something good

there's always the tried and true having 2-4 states of various levels of construction and just pop them out when progress reaches a certain level, but it looks cheap, and does take several models for a single building
>>
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>>166139662
a few updates last few days, and i originally worked on this aug 2015 - posts on agdg around that time.
Was a hiatus in the middle.
>>
>>166135910
I mean it does smack of 90's games so good job there I guess.
>>
>>166139574
>need art
See >>166126581
I still believe that throwing a random girl and some random props or environments would be much faster than going through the whole "who collab here".

>b-but who's going to drop quality assets for fr...
Who talked about quality? Just drop some meme-poly or meme-pixel art if that's your thing. Anyone expecting AAA arts for a soon-to-come jam is a fucking idiot.
>>
>>166139939
So you're talking 3D?
>>
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>>166139660
Haven't learned to, I just paint or draw more or less.

This is the only thing I've ever done in 3D, in Blender, some time ago.
>>
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>>166138032
No im getting paranoid mine looks like crap.

Do you think this looks like it could get more than $15k in sales?
>>
>>166139574
Do you have more of a portfolio? Anything finished?
>>
>>166139159
Maybe I'm overthinking it then
>>
>>166139987
That screenshot looks a bit more familiar somehow. Anyways, good to see an old dev back.

>>166139919
> i use a modified algorithm that detects shapes in 2d bit arrays so that it only detects borders, and it draws an optimized light occluder around the edges of solid tiles to make lighting efficient in an environment with lots of walls.
Did you do this as an exercise? Because I'm pretty sure that kind of optimization is unneeded for 99% of phones and computers nowadays.
Good to learn you are getting the hang of Godot.

>>166139817
Coolness.
>>
>>166140132
>has been airstriked
Is that grammatically correct? Sounds wrong.
>>
>>166139817
holy shit how did you accomplish that artstyle
>>
>>166140060
yeah, I could make it 2D as well I guess, but who wants to see that in the current year? I feel like it would be harder too
>>
>>166140132
Isn't there a game like that already, about shooting missiles on your opponents?

I have no idea, but I think you're making something very niche, and there's already much more fleshed out versions of the same thing.
>>
>>166139919
>>166140297

i didn't do it as an excercise. the more vertices in an occluder polygon, the less efficient it appears to be. it drops my framerate at least. i can play around with it more but i do know that in Godot just attaching a light occluder to a tile results in having like 200+ box-shaped occluders on the screen at once which causes major lag. having one dynamically-generated one is way more efficient.
>>
>>166140319
huh yeah i think youre right
>>
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based on this picture what game do you think im making.
>>
>>166138739
>state
Cool n/m but good luck!
>>
>>166140459
huh, alright then. Seems like an engine problem though.
>>
>>166140193
http://kujalla-draw.tumblr.com/archive

Most of the stuff is things for the drawthread but there are a few pieces more time put in them.
>>
>>166140648
Is that you loli sim dev?
>>
>>166140459
I've been playing around with multiple occluders some time ago and have been trying to make them work with a tilemap, but as you said that wasn't feasable. Do you have some resources that could nudge me in the right direction in order to replicate your achievement?
>>
>>166140648
church shooter sim
>>
>>166140648
school shooter simulator
VN about depression and self harm
>>
>>166140648
Beach-body Barry and the 40 Year Old Cougars
>>
>>166140648
simloli
>>
Comfy Jam -will- succeed. It will. No matter what schemes the haters try.

*comfs defiantly*
>>
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>>166140323
retro pixel pro + a nice dithering shader my friends made
>>
>>166140648
Star Wars(tm): Return of the Sandpeople
>>
>>166140846
it seriously looks like frontier elite 2, and I say that as high praise
>>
>>166137721
Are you the mayhem league dev?
>>
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>>166139662
>Dude wtf is going on there. Are those things bouncing endlessly?

Not endlessly but in that webm I posted I made the lifespan of the crescent waves last way too long. they're a lot shorter now.

Also here have a complete change
>>
>>166140923
hell yeah that games beautiful
>>
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>>166140795
kek. no but it is a shooter.
>>
>>166140405
Honestly? RTS crowd is super fine with 2D as long as the game is interesting and the graphics not super-shit.
>>
>>166140648
I have that shirt.
It's a nice shirt.
>>
>>166140648
>>166140992
So it's farcry teenager edition?
>>
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Judging by this screenshot alone how many dolaridoos will my gaem make?

http://www.strawpoll.me/12157498
>>
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>>166140952
>>
>>166139939
You could go the Settlers route, which had a support-frame sprite and a fully skinned building sprite for two stages. Whenever building progress is added, more of the sprite is revealed as it builds up opacity from the bottom.
>>
>>166141168
Literally just make the explosions look like explosions and people will get it that it's a massive scale murder simulator.
>>
>>166135370
it's basically an RPG with graphics slightly better than Ultima 7 and Sega Genesis's Warriors of the Eternal Sun, using my own rules system I've been thinking about off and on since I was 12 and read my first AD&D rule book.
>>
>>166141183
That's because they ARE storm eagle's shot sprites. I'm using his sound effects when the attack kicks in too.

If this was an actual standalone game I was charging money for I wouldn't be pulling this shit but hey, this is a fan project.
>>
>>166140772
If you're good at solving problems, it should seem like an easy solution after reading the explanation here:
http://stackoverflow.com/questions/17978637/finding-contiguous-areas-of-bits-in-2d-bit-array

Just have a dictionary of tile data in your tilemap's code, and make sure you specify a property for each tile. (Solid, Occluder, Wall, whatever you want it to be.)

Example:
const tile_data = {
"Empty" : { SOLID = false },
"Grass" : { SOLID = false },
"Long Grass" : { SOLID = false },
"Clay Wall" : { SOLID = true },
"Clay Floor" : { SOLID = false },
"Stone Wall" : { SOLID = true},
"Stone Floor" : { SOLID = false }
}

Then just comb through your tilemap's tiles using that algorithm. It might seem like there's no way to get all of the tiles present in a tilemap, but you can use:

for cellv in get_used_cells()

That will return the local Vector2 of each cell in the tilemap.

You can then use:
get_tileset().tile_get_name(get_cellv(cellv))
to get the name and:
if tile_data[tile_name].SOLID
to test if it's solid or not.

For only returning the outline/bordering tiles in a shape, before adding the tile to the outline map i did a check to see if any tile around it was nonsolid. If it's next to a nonsolid tile, it's part of the outline and gets added to it. Pic related is my code for that.

Also, DONT use the moore's neighborhood algorithm. It only returns the border of your shapes. If you have shapes with holes in them it will not consider the holes. you'll probably want to use the original "inefficient" algorithm form that post.

Then once you have the map of outlines you can just generate an occluder polygon from them. Baddabing.
>>
>>166129162
This is just not true bud.

With lit and film you have a huge archive of classics to pour through, and they will make you think deeper than anything video games currently are capable of. Video games as a medium are more creative nowadays because it's a new medium and there's tons of room for growth and experimentation, but that doesn't mean you still shouldn't get into film and lit in order to enjoy their 2000 or 100 (respectively) year legacies.

If you really want a hobby which will positively affect your life, then you can't really go wrong by picking up some of the classics.
>>
>>166141157
it really is though.
>>
>>166140028
>spend hours drawing assets
>post in thread
>no one uses them because they don't fit their game
sounds like a plan
>>
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>>166141331
That's much more detailed than I had hoped. You're a good chap, Anon!
>>
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>>166141313
I just wanted to make a game like RISK

now I feel like i should have made a mario game or something =[ but even those you have to kill turtles... is the basis of every game competition?
>>
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>>166141747
is this your art? i've seen it posted before. i like that style of robot.
>>
>>166140405
I don't see how it would be harder, 2D is usually easier. I'm making mine in 2D and in terms of the assets I think it's a lot less work
>>
>>166141552

I agree. You can't really draw draw assets like that without making a (pretty sizable) complete set of assets or something. Mixing and matching different styles for every piece you need doesn't really work.
>>
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>>166141691
thanks anon
>>
>>166141168
>http://www.strawpoll.me/12157498


oh god the results are already depressing me
>>
>>166141168
https://www.youtube.com/watch?v=mCpVpIBqaJg
>>
>>166141329
I asked meaning to meme you, but honestly that sounds really nice. I've also thought about rule systems since I read my first AD&D book too.
>>
>>166141996
mine is 100 player so I think i dont need to worry about defcon

But thanks for posting, it does freak me out everytime I hear that game mention.

fun fact, Ive never even played it as Im scared mine may end up too similar to it
>>
>>166141552
Let's go over this, just because you're an idiot.

>spend hours drawing assets
Don't do AAA assets for free

>post in thread
You won't do it. How I know you ask? In the last 2 years only 6 assets have been posted in here, the angel girl being the most complete.

>no one uses them because they don't fit their game
Nice try. We're talking about the comfy jam in here, and unless you're making something very shitty there's no way that a comfy asset will not fit in. And even in the worst case if you have a good set of assets chances are the dev will use yours only.
>>
>>166141168
Looks v good, but 2d IS better for gameplay.
>>
>>166141165
thats just far cry 3
>>
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>>166142282
*dies a little inside*
>>
>>166139574
were were you 2 fucking years ago?
now I'm paying some fuck to do all my art
>>
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>>166135190
>people don't get off on automobiles
>>
>>166142581
Trucks are more like bears though. Not exactly cute.
>>
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So when modeling interiors in blender for Unity, what's a good method for splitting up my meshes so that occlusion culling can function?
Also, what's a good method for making sure that all of my surfaces have consistent UV sizes, seeing as I'll be using wrapped materials etc?
>>
>>166135715
>it looks amazing
theres the problem

no one cares about gameplay in video games. just visuals. only the "video" part of video games counts. why do you think theres such a push for walking sims and "interactive movies"?

>>166141168
>it's uplink, but runs and looks worse
fuck off
>>
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>>166142660
hahahaahah
*cries*
>>
>>166130491
Ace Combat Infinity lets you paint a german piston fighter in a luftwaffe livery and no one minds
>>
>>166142472
>were were you 2 fucking years ago?
In that same old drawthread probably, improving slowly.

But I hope you've been getting your money's worth of good stuff from them. You can't really expect to get a games worth of art for free (or without some other kind of deal) anyways.
>>
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>>166142709
*that feel when you started working on your game before uplink even came out*
>>
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>>166117046
>>166118840
>>
>>166143017
its clearly a Unity game and Unity wasnt even out when Uplink came out so fuck you
>>
>>166141851
I've never been able to wrap my head around tiling, and making an autotiler to compete with even starcraft 1 is somewhat beyond me, I can totally think about heightmaps and that kind of thing clearly though

it also limits your ability to zoom, where in 3D you can have a nice strategic zoom like in supcom easily

either way the units would be in 3D because iso sprites look awful and you'd probably make it 3D anyway just so you can render out the animations instead of remaking them from 4-8 directions
>>
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>>166142709
>uplink
>>
>>166142187
>implying only AAA assets take hours

>In the last 2 years only 6 assets have been posted in here
Nice lies

> there's no way that a comfy asset will not fit in
>what are art styles.jpg
>>
>>166142817
I deleted my post since it looks like you were getting your soul crushed enough already. DEFCON succeeded only because of its unique look, and it was 11 years ago. Unless your game has fucking top notch sound design and look/feel it isn't going to work. Also 100 player RTS? What? DEFCON supported 6 players and I would consider that too many, it only worked because of how fast the game moves.
>>
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>>166143673
>DEFCON was 11 years ago
>>
>>166143410
>Nice lies
Stop embarrassing yourself.

>meme old green dinosaur
>angel girl assets
>mya from catmouth
>useless 1 frame single brown girl
>adgd tan
>majou

If anything I might be missing 2 or 3 at max, and that would be surprising because any free asset gets attention for about 1 month at least.

Now either show your proofs or shut your fucking trap.
>>
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>>166142664
>big vehicles cant be cute
have you considered kysing yourself
>>
>>166143673
>What? DEFCON supported 6 players and I would consider that too many, it only worked because of how fast the game moves.
this was true, more than 2 and it became unplayable at anything but the lowest non Office Mode speed
>>
agdg MUD when
>>
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Hey, Unity default lighting can be breddy gud if you work with the settings/material settings
I wish that it was possible to take good vive screenshots, though.
>>
>>166143860
I alone posted more than 6 assets. You are full of shit.
>>
>>166144106
wizardmud exists
>>
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getting AI to work in UE4 is crazy simple, just need to spice things up now
>>
>>166144146
unity can capture screenshots internally, too. you could screenshot each camera and bind that to a key
>>
>>166144178
>I alone posted more than 6 assets.
Which is why you didn't post them right now to prove your point.

Now let's hear your shitpost reply that you didn't have to because reasons despite the fact that you supposedly have already posted them here.
>>
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>>166144146
>it's nigger portal vr
>when actual first party portal vr already exists
>>
>>166143860
>>166144412
There was also that anon that posted those funky monsters. He kept makign new ones for months and no one ever used them for anything.
1: You didn't prove anything either
2: The archive isn't working
3: I don't have to prove anything to you or do I get anything for doing so
>>
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>>166144146
>it's a portal clone
>>
>>166144378
The issue is that the lighting, resolution, FoV etc are really hard to replicate on a standard screen. The screens in the vive are OLED and the colors are scaled/the lighting is adjusted to look good with the headset and not on standard screens

>>166144462
Pardon?
>>
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Daily reminder to give up.

Just give up partners.
>>
>>166144570
Shitpost all you like, anon. What drives me isn't going to get so easily snuffed out.
>>
>>166144528
This little game is primarily to show off the asset that I made for Unity (General application portals, that work for everything from portal-game style portals to area portals). I'm not intending for it to be a fully featured project.
>>
Does /agdg/ like furry adventure games?
>>
>>166141747
>makes a game about levelling countries with nuclear warfare
>doesn't want to kill anything
>>
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Daily reminder to keep going.

Just like make game, Kameraden.
>>
>>166144309
Make them lock a direction, charge up and go fast. MAKE THEM ABLE TO CLIMB WALLS/ROOF
>>
>>166144462
But anon
There is no VR portal game
>>
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Made a sprite for you guys, no need to thank me.
>>
>>166143860
>a bunch of asses that got posted and didn't get used in games
Thanks for proving my point by the way
>>
>>166144826
Tech demo.

Gabe probably tinkers with a proper game of it a couple times a month in between money baths.
>>
>>166144831
Redpill me on this sprite.
>>
>>166144526
>There was also that anon that posted those funky monsters.
I said I might have missed 2 or 3 and this one occurrence fits perfectly. Now, I remember then and I also can clearly remember that nobody used them because they clearly couldn't be used. They fit in the 1 frame category that I talked about earlier, just because you throw around some random concept art or static monsters doesn't mean that they can be used in a video game, and it has nothing to do with consistency.

Anyone in here knows that such "assets" are not real assets and are totally useless for games that are not rpg-maker games, but it's funny that you still couldn't stop yourself from mentioning the only non-usable assets I haven't talked about.
>>
>>166145028
AGDG is at it's most productive when it is making things ironically
>>
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>>166144831
nice, anon, really like the lighting
>>
>>166143860
>forgetting AGDG Sword

Whats it like to forget the BEST meme AGDG ever made?
>>
What's the absolute best way to get started with unity for someone that knows how to program but has no idea how any of the unity IDE works at all and doesn't know where to start
>>
>>166145185
The tutorials.
>>
Any games with an absurdist/surrealist design I would be competing against?
>>
>>166145185
Roll a ball like the faggot you are.
>>
>>166144826
https://www.youtube.com/watch?v=Q_wa7cDFbv0

there was also an expansion intended for use with the Razer Hydra
>>
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>>166145089
>>
>>166145083
>are totally useless for games that are not rpg-maker games
aka don't fit these games
You keep providing arguments against your own claims what the fuck
>>
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>>166144831
I made one too. Feel free to use.
>>
>>166145319
That actually doesn't work properly, the portals aren't rendered in stereo. They're rendered 2d.
>>
>>166145251
blockhead
>>
Tile based buildings
OR
HAND DRAWN entire buildings?
>>
https://www.reddit.com/r/gamedev/comments/5p0utv/you_only_fail_if_you_give_upand_i_dont_want_to/
>>
>>166145523
>They're rendered 2d.
they are projections onto flat surfaces so yeah they kinda have to be. do you not understand how a screen works
>>
>>166144835
Except you're wrong.

The old green meme dinosaur is at the same shit level at >>166144831. If you're even suggesting that someone can make or want to make a game out of that then you're just a shitposter and a hypocrite.

Someone used the angel girl assets.

Several people has been using Mya. For wrong reasons but they made something.

The brown girl is at the same shitty level at the dinosaur.

Agdg tan and the majou are the only assets that are gamedev ready but not used to this day and it's probably more because they're 3D, time consuming and hard to use than anything.

>>166145405
We both know what you meant by "don't fit" first but turn it that way to fit your argument if it makes you feel better about yourself, I don't care at this point.
>>
>>166145185
CATLIKE CODING
>>
>>166145593
>Game done in 5 months
OR
>Game done in 2 years

Your call, anon.
>>
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>>166145434
Here's one I made. Someone use them all for a game now.
>>
>>166145691
No, as in, the portals in that vive port do not look like actual portals, they look like a flat tv screen because the game does not support stereo rendering at all without DLL injection and said DLL injection does not fix the fact that the portals are rendering in non-stereo.
>>
>>166145603
did nobody decide to tell him the definition of insanity?
>>
>>166145593
Don't necessarily think in terms of tiles, think in terms of modular components in general.
>>
>>166145593
Are you talking about that RTS from earlier in the thread? Or something entirely different?
>>
>new year
>told myself this would be the year I just like make game
>20 days into 2017
>still no progress
m-maybe tomorrow.
>>
>>166145781
Don't tell us what to do.

Right guys?
>>
>>166145593
HAND DRAWN if you're good at art and don't mind taking forever
post art
>>
>>166145715
>Someone used the angel girl assets.
Where is the proof?
>>
>>166145243
>>166145284
>Shitty tutorial with no attention paid to good practices made for 10 year olds
No?
>>
>>166145804
Just a tranny begger living on normie funds
>Why is it disrespectful to ask for loans from family?? I don't understand.
>>
>>166145905
>I don't want to feel like a beginner even though I am a beginner at using Unity.

Well if you don't want to learn I'm not going to stop you, anon.
>>
Right guys?
>>
>>166145835
No I'm just deciding on whether or not I want copy-pasted buildings or each building to be unique

>>166145905
>Guy knows how to program
>needs to learn how to use Unity

The best place to start is roll a ball to familiarize yourself, even if its boring.
>>
>>166145957
The thing is I've seen the roll a ball tutorial and it intentionally glosses over anything "complicated" and teaches bad habits. It's obviously meant for people that want to push out something playable immediately and isn't actually there to teach me how to use the engine, just how to go from point a to point b as fast as possible.
>>
>>166145795
portals take a lot of shortcuts even on normal displays because they're incredibly expensive to render, since you have to render the scene multiple times, possibly recursively. you also don't even have definitive proof that what you are saying is correct and that each eye's scene isn't correctly rendering the portal from its angle. maybe you should fuck off back to tigsource
>>
>>166145715
>We both know what you meant by "don't fit"
What do you think I meant?
>>
>>166146081
What?
I downloaded the plugin and tried it back when I had a rift, it wasn't rendering correctly.
My proof is the fact that I tried it and it didn't work.
>>
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Lotka-Volterra
or
Arditi-Ginzburg
>>
>>166146245
>it wasn't rendering correctly.
did you watch the video? because there's video proof of it working right in this thread, while you are just saying "w-well it didnt work on my machine"
>>
>>166146071
>I read chapter 1 in a 52 chapter book and I already know everything about what's in that book.

Anon, just admit it. You can't stand starting at the foundations. The first lessons aren't meant to teach good practices -- they're meant to launch people into being able to see meaningful results fast.

If you want more complicated and mindful code, you're going to have to work your way up to it.

Honestly, saying things like you know what 'bad habits' are with the IDE/API when you yourself even admit you don't know the IDE/API.
>>
>>166145781
THICC
>>
>>166146208
Art inconsistency.

And even assuming that you were talking about the type of game, the root of this discussion is about art for the comfy jam so I don't see how you can manage to make comfy assets that won't fit in a comfy game to begin with.
>>
>>166146286
Dude
the video DISPLAYS what I am talking about
Cross your eyes. The portals aren't 3d.
>>
Can someone tell me how the fuck decals work in unity?
>>
>>166145715
>Agdg tan and the majou are the only assets that are gamedev ready but not used to this day
This is more than enough proof that making assets and hoping someone will use them is a good way of wasting time and effort. Thanks for proving my point 3 times in a row.
>>
>>166146431
Barely, like everything in Unity
>>
>>166146305
Fine, fuck you. I'll do the shitty beginning gruntwork and make the best game ever just to spite you because I HATE YOU.
>>
>>166146494
A JRPG with Unity-tan seems like free money
>>
>>166146494
>probably more because they're 3D, time consuming and hard to use than anything.
Here, the part you deliberately left out.
The root of the discussion is about easy to make assets to.
Try harder next time.
>>
>>166146426
>Cross your eyes. The portals aren't 3d.
ok so you're just memeing out. filtered.
>>
>>166146515
>terrain system was out of date since the first release
>never ever even once updated

I love the engine but so much of it is either horrible outdated, poorly implemented, or is some kind of licensed black box that doesn't fit in with the design ethos of the engine at all

I'd like someone to make a unity engine thats unity again
>>
>>166146726
What?
If you cross your eyes to view the 3d effect (yeah it'll be inverted but whatever) you can tell that it's totally flat.

Is this an attempt at trolling?
>>
>>166146678
I look forward to your results, anon.
>>
>>166146687
That doesn't disprove my point. If only you were as good at providing arguments against me as you are at providing arguments against yourself
>>
>>166146807
You're criticizing the Source engine so expect some lowercase Dunning Kruger shitposting back.
>>
Reminder that if you use Source, you ARE a NoDev.
>>
>>166145781
Artblog please
>>
>>166146807
>(yeah it'll be inverted but whatever)
It'll also be blurry as fuck, possibly to the point where you can't make out portals at all, so it's not a very useful exercise.

The burden of proof is on you, here. And you're not providing any proof.
>>
>>166146410
We're talking about art here. If it doesn't fit the type of the game it's still a case of art inconsistency, not between the assets of the game but between the type of asset that is expected for the type of game.
>>
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Here's some more fresh assets specifically for you.
>>
>>166145781
Moar
>>
>>166147235
I wish I could use some of these but my game is locked hard into its present art style.
>>
>nodevs implying source is for making games
wtf
>>
>>166147340
oh boy here we go again
>>
>>166146849
>That doesn't disprove my point.
Because you're the one trying to push the whole discussion in a way that would allow you to spout bullshit just like now.

I talked from the get-go about easy to make and easy to use assets.
You first tried to bring assets that would magically not fit the game when the theme here is clear as fuck, comfy jam.
You then tried to imply that nobody would use your assets despite you spending lots of time on them. Any good asset will be used, just like what happened with angel girl, mya and even agdg tan actually since there was an anon trying to make a game but he gave up because of the complexity if I'm not mistaken.

To summarize, you're just trying to bring out stupid points to act like a smartass. Nobody is going to use shitty art if that's what you want me to say, it's fucking obvious.

>>166147151
Tell me how a comfy asset would not fit a comfy game for the comfy agdg jam when we all know here that the agdg jam games are nothing but consistent when it comes to visuals to begin with, with the exception of artists making their own assets and own game.
>>
>>166143219
I handed coded it in webgl my dear friend.

Why you so angry and wrong tho?
>>
>>166147091
>It'll also be blurry as fuck

get good, there are books that you can use to train crosseye stereo viewing

>muh burden of proof
kys, he provided proof you are just too stupid to see it, literally
>>
>>166147482
>Tell me how a comfy asset would not fit a comfy game for the comfy agdg jam
Easy. Everyone has a different concept of comfy. Can you define comfy?
>>
>>166147091
the proof is right in front of your eyes, which are shit because you can't cross them and maintain focus. I'll spoonfeed you, the view through the portals is not rendered from the two perspectives of the left and right eyes as the normal scene is. if you walk up to a portal in VR the space beyond it will appear as a flat pane. upon moving across the portal's boundary the scene will then become 3D as it is being rendered directly and not as the 2D decal of the portal.
>>
>>166147091
Okay, so then you are just trying to troll at this point. I don't really need to prove anything. I'm saying that, as a person who has used it, it doesn't work properly. Checking the video supports that. There is no way to "prove" it beyond that.

In fact, the burden of proof lies on you, since even valve's OFFICIALY ENDORSED PORTAL VR GAME doesn't have functioning portals, so why would a DLL hack have them?
>>
>>166147576
>muh burden of proof
you are literally retarded.
>>
>>166147482
>I talked from the get-go about easy to make and easy to use assets.
The amount of effort it takes to make them is beside the point. Even if they're easy to make it's still a waste of time if no one uses them.
>>
>>166144678
yeah i know im not sure how that happened really =[
>>
>>166147502
>webgl
is it actually a web game then? if so, you've got a better chance of it succeeding due to no-install and cross platform play. if you can make it easy enough to pick up and play, you might get success like agar.io or those other FotMs
>>
>>166147609
take a screenshot and superimpose them or something. do you think that if you were talking about this at work or in a class or something that "lol just cross ur eyes bro" would ever fly?
>>
>>166147578
>Everyone has a different concept of comfy.
That's fine, I can play, I have time to kill.
Bullshit. This is agdg and we all know what comfy means for this place.

Also, I should probably mention to you and >>166147849 while I'm at it that >>166145781 is getting tons of attention despite not being any useful for a game, and yet I'm sure that someone will just put her as a background or some shit in their games even if she doesn't fit in.
It's literally just like the devs putting the agdg waifu fanarts in their games as background, technically it means that the asset is being used even when it is useless as fuck and as long as it doesn't look like shit for obvious reasons.

You're both just trying to bring out a point that is irrelevant to begin with
>>
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>>166147235
Made a logo too.
>>
>>166148014
>This is agdg and we all know what comfy means for this place.
That is incorrect as evidenced by all the discussion regarding the definition of comy in the previous threads.
>>
>>166147869
Well it doesn't look bad. I just think it will sell better if you render cool looking explosions.
>>
>>166147914
mayhaps

getting it to be easy to pick is the real hard part
>>
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>>166148005
> do you think that if you were talking about this at work or in a class or something that "lol just cross ur eyes bro" would ever fly?
yes?
Where the fuck do you work?

How is any of this even relevant? Even if portal had been properly ported to VR (it has not), there would be nothing wrong with making a clone (which this isn't).
>>
>>166148014
>>166148151
And there is the proof
>>166102773
>>166102842
>>
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NUMBERS.gif
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>>166147502
>it predates defcon, which was released in 2006
http://ca.ign.com/games/defcon/pc-802997

>by being hand coded in something that was released in 2011
https://en.wikipedia.org/wiki/WebGL
>>
reminder that we can make it

https://www.youtube.com/watch?v=15OyLB6nCvY
>>
>>166148352
oh shit sorry yeah im wrong I assumed uplink was released like last year as I havent heard of it

(unless we talking about the Halflife 1 demo called uplink )
>>
>>166148151
You really want to play that game?

Even when assuming that all the replies were serious replies, when we both know that they are just shitposters -funny that you're using the pepe poster >>166148351 to prove your point- there's a reason why the comfy jam page looks the way it looks with cute girlsTM just sleeping around.
Also I could act like an asshole and try to prove my point with an irrelevant fact, just like you do, by bringing up the real definition of comfy which means comfortable, but unlike you I'm not going to do it.
>>
beds are comfy
blankets are comfy
pillows are comfy
sleeping is comfy

nothing compares to these 4 things when it comes to comfy
>>
>>166148641
i'm comfy
>>
what's a good resource for quickly getting into making low-poly models and animations for my game (ue4)? i dont really want to use blender, what are the best sensible 3d modelling programs out there now? what about animation?
>>
>>166148718
no you aren't
>>
>>166148627
> there's a reason why the comfy jam page looks the way it looks with cute girlsTM just sleeping around
Even as the jam page was created there were arguments about whether the image used was comfy, which resulted in the picture being replaced by the current one. This indicates not even the jam creator is sure about the exact definition of comy.
>>
>>166148627
>Also I could act like an asshole and try to prove my point with an irrelevant fact
But that's what you've been doing up to this point see:
>>166147849
>>166146687
>>
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here's some shit progress for this shitty thread. reimplementing all my systems cause I programmed it shit the first time. I am at like 70% of the functionality after just a week of working on this version
>>
Almost finished learning C#, next I'll learn how to do shit in Monogame so I can start working on my game.

This is kind of a pre-progress post I guess. I'm already thinking what my first game will be, probably just some free throwaway platformer with placeholder rectangles or stolen sprites just so I can get the hang of how to do it.
>>
>>166148832
>>166148627
And here is the original pic for reference
>>165579684
>>
>>166128610
I don't remember much math, maybe I should go through khan academy as a refresher.
>>
File: GifCapture-201701201702420835.gif (1MB, 320x153px) Image search: [Google]
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Man, after seeing how easy it is to do 3D stuff I'm beginning to wonder if I should bother supporting 2D at all.

I probably still should, there's a lot of characters out there that exist only in sprite form that would make for good fighters.
>>
>>166141338
films have really gone to shit though, as far as modern ones go at least, I'd rather pick up a game than any of those. Books are still alright, writing never lost its way like films did.
>>
>>166148627
>>166148832
And here is the argument that made the creator change the picture
>>165636535
>>165637027
>>
>>166135910
>Are logos progress?
Ask /g/
>>
>>166148832
>>166149006
>>166149337
>>166149519
Funny that all of your points are attached with a random reaction image. I'm just going along with your bullshit because I'm bored but I still haven't forgotten about the root of the discussion.

You're just trying to pass an irrelevant fact and irrelevant points to begin with. If you're making comfy assets and a comfy cute girl there is no fucking way that this general is not going to use them.

Same goes with your so-called debate over the definition of comfy. I'm fairly sure than anyone that isn't a shiposter knows what comfy game means in here, but you're still grasping at that in an attempt to disprove everything that I've said.

At the end it doesn't change my initial argument. Rather than starting the collab shitpost, you could just throw out some comfy assets and have people use them in here.
All of the actual usable assets that have been thrown in the general have been used to some extent, unless they're extremely shitty or are totally unusable just like that guy with the random monster portraits.
>>
How comfy do I need to make my game? Can it be a nostalgic game that doesn't necessarily have any comfy themes but is casual and comfy to play? Or does it have to be a waifu and blanket sim or something
>>
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>>166149757
>All of the actual usable assets that have been thrown in the general have been used to some extent, unless they're extremely shitty or are totally unusable just like that guy with the random monster portraits.

Okay. Free to use.

inb4
>>
>>166149757
>I'm fairly sure than anyone that isn't a shiposter knows what comfy game means in here
All you have is baseless claims against my concrete evidence. I think we are done here.
>>
>>166150040
Comfy is just a feeling you get when a nice thing is shown. Lovely scenes. Peaceful areas. Happy, warm people. Cherished Waifu. It is not complicate.
>>
>>166150034
Nice. I can use some of these as bases for some of the NPCs in this section of Metanoia.
>>
>>166140846
Are you thecatamites?
>>
>>166150034
Aren't those from that harvest moon indie game
>>
>>166117490

I'm not familiar with what is available in unity, but what you are trying to do is a common technique called a shadow volume, and it does use stencils.
>>
>>166150034
Those are not yours, those are modded portraits for that shitty western harvest moon wannabe. Forgot the name of that game, finally.

>>166150040
>baseless claims
Common sense. Just because you try to push your edgy as comfy doesn't mean that you're right to begin with.

>I think we are done
Because you know you're full of shit, simple. But I'll humour it alone and give a summary of your bullshit for reference :

-- If you throw good asset that can be used in this general, they will be used at least ironically.
-- Out of all assets that have been thrown here in the past 3 years, which means very few of them, all of them have been used to some extent in games.
If they haven't it's for two reasons that you know perfectly well despite your bullshit reasoning : It's because either they are utter shit, or are unusable whatsoever for a game.
To that, I'll add that your lame example with the guy and his weird monster is an irrelevant example because we're talking about the comfy, and everyone has overall the same idea of what comfy means, you wanting to put everything on fire as comfy excluded.

So yeah, for the last time, fuck your bullshit.
>>
>>166150539
>>166150593

They are free to use. They are different enough that you wont have issues.
>>
>>166149484
Both are hobbies where you could read/watch nothing but the classics and it would still be edifying and enjoyable, even if you think they have recently "lost their way."

But something tells me when you say film has lost its way, you're talking about how bad capeshit and blockbusters are, when genre flicks have always been shit. Serious/art-y films are still going strong
>>
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>beds are comfy
>blankets are comfy
>pillows are comfy
>sleeping is comfy

They are definitely comfy but if you just randomly make assets they rarely fit together anyways.

Here's a quick mockup.
>>
Is there a grappling hook game where gravity is defined by the normal vector at the point where the hook is attached?
>>
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>>166150670
shitposting is comfy
>>
>>166150670
fug now I want to go to sleep and I still have things to do
>>
>>166150705
>shoot hook at floor
>fall upwards
sounds neat
>>
>>166150658
>Serious/art-y films are still going strong
They've been taken over by bored pretentious rich white kids. It's always the story of their "struggle" against this new form of ennui they suffer from. It's boring as shit, you would probably be better off watching "flicks" than those.
>>
>>166150705
nowhere
>>
>>166150670
>not making a game where you make moés go to sleep
>>
>>166149035
Is this picture a video game? What am I looking at?
>>
>>166150670
oh man. i'm going in. goodbye 3D world
>>
>>166150976
>pokemon amie except with cute girls in pajamas
>petting them makes them go to sleep
thanks for the game idea
>>
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WOW
>>
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I wanted a launching attack, but instead I got iceskates
>>
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>>166150789
It's the best.
>>
>>166151382
What is node five?
>>
>>166150915
>nowhere
Cool, didn't know it yet
My mechanic would be reversed, like
>>166150884

I'll think about it but I'd rather make a procedural game with cellular automata, like SimEarth
>>
>>166151540
MEEEEEEEEEEE
>>
>>166150895
I'm not going to mention any particular film because I don't want to start a prolonged discussion, but I will say that it sounds like you have a pretty narrow view of art film if you think they are largely about a struggle against ennui or something similar. Very few contemporary "art" films I've seen over the past couple of years have anything to do with that subject. You should probably watch more movies
>>
>>166148641
sitting in bed
under a blanket
against some pillows
shitposting is basically sleeping while awake desu
>>
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>>166151060
turn based tactics, I had a lot more implemented on the other version.

this one has movement, selection, basic attacks done.
>>
>>166151382
so this is the power of Rust?
>>
>>166151894
This looks trippy af. Nice job man.
>>
>>166151523
What program are you using, anon? Is that Adobe Sketchbook?
>>
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>>166152041
Do you actually like this style? I know it has some niche appeal, but idk if its worth making a game out of. Those sprites took me like an hour for the whole game.

Also considering doing 3d graphics using noise shaders, like pic related. Which seems better?
>>
>>166152173
I paint on the computer with Photoshop and a Wacom tablet.
>>
>>166152398
Nice brushes, then.
>>
>>166152360
this seems way more interesting and unique
>>
>>166152568
which is "this" lmao
>>
>>166152618
whoops, the 3d shader thing
>>
>>166151987
The power to not have FUCKING HIGHER KINDED TYPES REEEEE
>>
>>166152471
That's just the built in "messy blob" brush with opacity and flow set on pressure. http://i.imgur.com/KVdOxNb.png

I usually just use that one or round brush.

Unless your doing rendering with premade shapes and textures, the brush you use doesn't matter that much. It's all just soft gradients and hard edges or flats in the end.
>>
Would anyone play a web based MUSH?
Basically Minecraft but using only words, not graphics.
>>
>>166153054
People do, but there are already pretty complex games that have grabbed up most of the weirdos that would enjoy that shit.

You could perhaps fill up a niche (lol) that they haven't covered.

Here is a tangentially related link that I stumbled across yesterday: https://www.reddit.com/r/MUD/comments/5ok098/what_are_the_differences_between_iron_realms_muds/dcjx400/
>>
>>166153054
Fffffuck no.
>>
>>166152902
your opinions are a mental disorder, please remove yourself from the thread
>>
>>166151382
You should put the shader code in different files and use include_bytes!.
>>
>>166152360
They're both nice. I agree I'm not sure I'd make a whole game out of the 2D style, but it strikes me as something really nice for a subsystem - say, a alchemist's spellcasting-centric view of the world.
>>
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>We have been able to reproduce this bug and have sent it for resolution with our developers.
Neat, Unity actually looked at my bug report
What's the usual turnaround for these things?
>>
>>166153601
Depends on the severity and difficulty to fix.
>>
>>166152173
>>166152471
Try OpenCanvas 1.1 to get this sort of result by default.
>>
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>>166153696
The bug is that occlusion matrices are totally fucked and generate incorrectly
Does this seem like something that would fit into the "easy" category? I personally think it would be (they just need to use the actual culling matrix instead of generating whatever that is) but I don't know what Unity might consider to be hard vs easy
>>
>>166151390
h-hayai!
>>
I can't get fucking webm conversion working suddenly
I'm using ffmpeg like I have before and I tried the command given on the InstallGentoo wiki and another one from elsewhere and I've tried modifying the options to the command and it just says "Error while opening encoder for output stream #0:0 - maybe incorrect parameters such as bit_rate, rate, width or height"
help please?
>>
>>166153841
Can't know without looking at their codebase / employee environment.

I want to say it sounds easy but there are lots of ways for a thing to go wrong.
>>
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>>166151636
just checked how its going
>last devlog from 2016
>they started writing their own language

well shit
>>
>>166153473
technically I should re/load the shaders at runtime instead of recompiling the whole program on every change.
>>
>>166154230
It's still better than what you have, and you don't necessarily want to load the shaders dynamically forever.
>>
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>>166154291
i do tho
>>
Make a new not shitpost thread now before it's too late.
>>
>>166154608
Fuck off retard.
>>
>>166154608
Using their methods means the terrorists win.
>>
>>166154632
>he says while scrambling to make his shitpost OP
>>
>>166154608
Better than the Pedo Threads, at least.
>>
Is this a good place for an artist to find a programmer?
>>
>>166154678
You don't use their method, you make a proper new thread in silence without linking the current thread. Then when it's time for new thread and retard shitposter tries to stage another ebin coup you simply link yours and tell him to fuck off. You can do it a handful of times but not everytime.
>>
>>166154826
https://www.reddit.com/r/gamedev/
>>
>>166154831
Probably not. Just drop us some free universally usable art assets and move on.
>>
>>166154831
You're better off not doing that.
>>
>>166154831
You're typing like a new IP, but you aren't. Memes are for the weak.
>>
>>166154869
Yeah a place where people just shill to each other sure is great.
>>
>>166155003
it's what you're trying to turn AGDG into
i miss terrorist spongebob
>>
>>166155081
I'm not even the guy who makes the OPs ya fuck.
>>
>>166154826
shitposter's fixation on endica dev is easily as gay
>>
Really wouldn't mind making some art for a programmer
>>
>>166155167
Oh I wondered what that crap was lol
>>
>>166153278
>https://www.reddit.com/r/MUD/comments/5ok098/what_are_the_differences_between_iron_realms_muds/dcjx400/

>"crucible of grief"
LOL

Personally I played only volunteer-run MUSHes so far, and greatly enjoyed them, but console-based MU* clients put most people off I assume
>>
File: sliding.webm (3MB, 851x529px) Image search: [Google]
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So I actually did some good progress today, added a better slide function and I also made so that the weapons can't be overcharged.

The question is, should I add a stamina bar för the slider so it can't be spammed? Or should I leave it as it is?
>>
Ok, so I don't get this.

If I make a character model, and I put bones in him.

How do I make clothes? Should I create the character naked at first?
What if I want to make like a cape, and make it so that it can be flowy? I suppose I'd give it bones, but how do I make it attached to my character, so that it'd also work in a game?
>>
Do you want a proper thread to kick off the weekend? Better make it now. Just saying.
>>
>>166155637
I don't care busy making progress
>>
>>166149464
Just Game-And-Watch 'em and you'll be fine.
>>
>>166155278
you'll regret it
>>
>>166155631
you model him with clothes on, no need to model something that can't be seen, wasteful

flowy capes can be done with bones, jiggle bones like in source or with cloth physics like APEX or something similar, check your physics engine for how to set it up
>>
>>166155631
Cloth physics aside, you model the clothes and skin them to the same skeleton. Then you can draw both the character and the clothes and they will move the same way.

Cloth physics depends on engine, but there should be a way to make cloth attach to a skeleton too.
>>
>>166155687
It's a good thing you don't care enough to tell me that you don't care.
>>
>>166155864
I care about tellying people about what I care about. I don't care about the OP
>>
>>166121854
>My Summer Job
>>
>>166155950
Wow you must make 2 billion posts a day if you're so compelled to respond to everything that you don't care about.
>>
>>166156043
Well there is a post timer so...
>>
>>166155859
>>166155793
But if I model a character with clothes, then I won't be able to change the clothes later.

If I change clothes, do I use a new UV map for the entire character?
I'd have to I guess, unless I attach it to the character through game engine stuff?
>>
>>166156124
>But if I model a character with clothes
You don't do that. You just have to use the same skeleton.
>>
I was basing my game's design around mobile physics-based magical combat. Not unlike a more physics M&M Dark Messiah on steroids.

However I had a thought about interesting scenarios in the game and a Calvary charge came to mind where you could barrel into a group of enemies and send them flying. This threw me off because it seemed like a more unique mechanic than the small set of spells I had designed and may have been a better pillar in combat.

Thoughts?
>>
>>166156124
skyrim replaces the body, many games use a similar system, might have separate head, torso and leg models for customization
>>
What about calling my game
"Dating Hero" that teaches you how to calculate weekdays in your head?
>>
>>166156124
A single skeleton can have multiple models attached to it. So you can break the character and clothes into separate models that are easily replaced.
>>
>>166156345
Would play if it was about archeology.
>>
>>166156304
>>166156304
New Thread.
>>
>>166156345
Remember to make the game cover and screenshots feature nothing but cute anime schoolgirls.

Then you just teach them the fundamentals of accounting.
>>
>>166156476
>new IP
>15 posts early
Kill yourself.
>>
>>166156501
Very good idea, thanks
>>
>>166156476
>gogem gif
if only we could escape circle jerking
>>
>>166156345
>how to calculate weekdays
http://forum.bodybuilding.com/showthread.php?t=107926751
>>
>>166155554
if you're going for the full on megaman spirit, you can let it be spammed and embrace the crazy
>>
>>166156608
Perfect audience

By calculating weekdays I mean:

2017-01-21 => Saturday
1973-12-05 => Wednesday

The game would teach you how to do that in seconds, so when someone mentions a date, you can casually say "oh, that is/was a Tuesday"
>>
>>166156801
There must be some trick that makes it easy to calculate then huh?

Sounds like an autistic savant super power.
>>
>>166156801
What method is there to it though?
>>
>>166156923
You need to memorize:
- 1 fixed number for each century
- 1 fixed number for each month
and then a few modulo operations will yield the weekday

It's doable
>>
>>166157015
Does that account for leapyears?
>>
>>166156724
yeah you're right. I should also add wall jumping
>>
>>166157104
It revolves around modulo 7 calculations which are doable in your head
and memorizing offsets for centuries and months

You can calculate any weekday correctly you want

I practiced it on paper for a little while and got down to 30 seconds per weekday, but it would be more fun in a game

>>166157104
>Does that account for leapyears?
Yes

A year is a leap year if it's
divisible by 4
but not divisible by 100
unless it's divisible by 400
>>
https://youtu.be/xMEjovSlyqs
Do your game has good AI?
>>
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>>166126221
Anon I hope you're still here because you need to fix that lighthouse. It is sitting ON the horizon. You know how objects shrink as they get farther away?

Also I wouldn't recommend center-justifying the text in the bottom. And give it more padding. And replace the comma after "underwater" with a period, add another comma after "many-armed", and a period after "inescapable"
>>
bump limit
>>
>>166157526
goap and utility theory for a simple adult adventure game
>>
>>166157976
>utility theory
So people don't keep hiring hookers until they're broke?
>>
>>166158382
>hookers can break
do you know nothing of anatomy?
>>
>>166158490
Technically, if they weren't getting rehydrated, keeping the business end lubricated would at some point result in skin so sore and crusty it could break off.
>>
>>166156509
Sorry shitposter looks like you'll have to catch the next one.
>n-new IP
You can stop that now.
>>
>>166158636
>not hydrating
that's a hypothetical not worth indulging
>>
>>166158820
The thirst is real.
>>
>>166123843

all you have to do is filter sourcefam and you've made it kid.
>>
>>166159104
Who is sourcefam?
I've been gone for 2 years at least
>>
>>166159259

you'll find out soon enough
>>
>>166159878
You are ruining a thread campaigning against a single person. How about you just don't? No-one cares but your little group. This thread isn't about him and certainly has nothing to do with you.

Fucking underage australians, I swear.
>>
Dicking around in Unity (learning it for ease of cross-platform distribution), thinking of starting a 2D fighter project.

So far I've got a camera that follows the center of the two players, and a hard cap on distance that they can be away from each other, and that's all working.

Not having to write practically any lines of code is making this depressing though.
>>
>>166163228
>australians
racism much?
>>
>>166163228
Engaging with them only encourages them, hide their garbage and post progress.
>>
>>166165545
It has been an entire year. Maybe more by now.
Thread posts: 766
Thread images: 129


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