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/agdg/ Amateur Game Dev General

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Thread replies: 769
Thread images: 114

File: comfy.png (355KB, 891x605px) Image search: [Google]
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Just Like Make Cocoa

> Next Jam: Comfy Jam
itch.io/jam/agdg-co͘mfy-jam
> Play Demo Day 12!
itch.io/jam/agdg-demo͘-day-12

> Helpful links
Website: tool.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: bo͘ards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz637

> Previous thread
>>166156304

> Previous Demo Days
pastebin.com/KUSDs9tv

> Previous Jams
pastebin.com/8DFkkec3

> Engines
Construct 2: sciira.co͘m/construct2
GameMaker: yoyogames.com/gamemaker̴
Godot: godo͘tengine.org
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.co͘m

> Models/art/textures/sprites
opengameart.o͘rg
blender-models.co͘m
mayang.co͘m/textures

> Free audio
freesound.org/bro͘wse
inco͘mpetech.com/music
freemusicarchive.o͘rg

POST PROGRESS
>>
No progress will ever be posted.
>>
FIRST
>>
>>166214661
>> Engines
>Construct 2: sciira.co͘m/construct2
>GameMaker: yoyogames.com/gamemaker̴
>Godot: godo͘tengine.org
>LÖVE: love2d.org
>UE4: unrealengine.com
>Unity: unity3d.co͘m
>> Models/art/textures/sprites
>opengameart.o͘rg
>blender-models.co͘m
>mayang.co͘m/textures
>> Free audio
>freesound.org/bro͘wse
>inco͘mpetech.com/music
>freemusicarchive.o͘rg
We should ditch these
>>
>>166214852
...Why?
>>
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>>166214661
its been 2 weeks and i havent added a single thing to my level

i just keep adding pointless crap and making stupidly complicated intros for youtube videos

pls send help
>>
Remember, doesnt matter how ugly your game looks
http://store.steampowered.com/app/270310/
this thing made its way to steam.
>>
>>166215013
Make the game, then post progress.
>>
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what went wrong?
>>
>>166215049
What's wrong with that
>>
>>166215081
Never heard of it
>>
>>166215081
>Memes
>Walking simulator
>Typing
I don't even know what game is that, but it looks like shit by its description.
>>
How do I git gud at making game music?
>>
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>tfw you are making a browser based multiplayer game and engine in javascript and php

you can't stop me
>>
>>166214609
Godot has no documentation or examples on that, so probably it's not it's intended use
You have to sift through Godot Editor sources to make heads or tails of it's C++ API

http://steamcommunity.com/app/404790/discussions/0/359547436758651337/
>>
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>>166215110
you tell me
>>
>>166215081
The first tag should be enough.

The interactive movie was legitimately awful though.
Even the """"Gameplay"""" parts were just-implemented shit you'd see here. And archaic and awful design choices everywhere.
>>
>>166215260
git gud at making music
>>
>>166215049
This thing has more style than most steam games
how many other claymation games are on steam? I just know hylics and the swapper
>>
>>166215367
Yes but how? How do I know what notes to use? Like why is D flat bad?
>>
>>166214982
For the following reasons:

>Its subjective
why Godot but not XNA?
why a site for blender models but no stackoverflow?

>Its not used
see last thread someone asking about footstep foley when freesound is listed

>Its ugly
people dont read the OP because of how bulky it is)
>>
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Post some world maps for inspiration
>>
>>166215081
Making a game as a means of screaming an obnoxious political statement is never a good idea.

And even among those, Rev60 stands tall as a completely botched message with horrendous gameplay.
>>
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>>166215081
The $10 tier didn't even get a copy of the game
>>
>>166215403
isnt that Gang beasts game made with clay?
>>
>>166215049
I actually kinda like it. It's unique.

The singing is terrible though. Which maybe is the point, but it's not funny-bad, it's just repellent.
>>
My graphics suck, does it matter?
>>
>>166215049
>25,803 ± 4,341 owners
>4€
~60-84k after steam royalty
How, the fuck did that game manage to sell a single copy?
>>
>>166215707
looks like shaders imo

There is a bit of a trend toward replicating clay with shaders, tho. I don't think I've seen it in majorly in games yet, but definitely in tumblr art.
>>
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http://www.strawpoll.me/12164660
>>
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>>166215513
>>
>>166215937
you NEED code to make a functional game.
>>
>>166215937
>not a "both" category
>>
Manually applying glow to a sprite in GM:S (using the glow function in the sprite editor) is vastly inferior to redrawing the same sprite behind itself, slightly bigger and at a lower alpha.

The problem comes from performance. I need to have 150+ of this sprite out and moving at any given time. The manual glow, while looking like ass, maintains 60fps during play while under the same scenario the coded glow tanks it to 52/53 fps. Without having to use any outside programs is there a way to get a good glow effect while maintaining fps? (I know the coded one tanks because it is essentially doubling the 150 sprites but it looks so nice).

(nb4 FPS debate, this is not about delta time or logic to room speed or anything so please let's not)
>>
what kinds of games did y'all make starting out, /agdg/? i haven't made a single complete game yet but i've started on a ton of them - i just feel like i'm way out of my league every time, that maybe i'm starting with too large a scope. trying to find something that's more achievable.
>>
>>166216102
Shaders.
>>
>>166216104
Breakout
>>
>>166215513
>>
>>166215773
Yes.

But it's not everything.
>>
>>166216104
Snek
>>
>>166216058
You need art to make it playable.
More art work is needed than coding work, in a game.

Whichever you're good at will get you somewhere, but you'll need somebody else to do what you can't in order to get anywhere.
Can't make a game as a solely coder, can't make a game by just being an artist.
>>
>>166215937
Game programming is much easier than making decent art

An artist can learn how to program well enough to make a game in a reasonable amount of time
>>
>>166216201
but you could easily use your coding ability to make money and pay an artist
that's gonna be a lot harder to do the other way around
>>
>>166216201
watch me
>>
>>166216102
Use the outline tool in the sprite editor instead. Give it a thickness of 2 or 3. It'll look better AND run faster.
>>
>>166216201
>You need art to make it playable.
vvvvvvvvvvvvvv, superhot, bittripbeat,geometry wars, FTL, reassembly
>>
>>166216287
I disagree
>>
>>166215286
The API is 100% identical to GDScript because GDScript is just a binding to the C++ code, with some added features.

And no, it's not the intended use because it's retarded and doesn't serve any fucking purpose.
>>
>>166216201

This.

Shitty programmer's toys like minecraft might make you a billion dollars or so but to make a REAL game you need, first and foremost, top notch art.
>>
>>166216104
Top-down wow-clone. I liked it alot, but it was before I could draw for shit.
>>
>>166216171
Should you go to extravagant lengths to avoid cliches or are they alright if done right?
>>
>>166216476
>a REAL game
something something no true scotsman fallacy something something
>>
>>166216568
Some players feel comfortable and at home when they run into cliches
>>
>>166216568
Depends on the cliche. If it isn't so threadbare that no amount of execution can make it welcome then it just comes down to execution.
>>
>>166216291
Except not.

My friend did 3d modeling professional, he got like 300-800 per model while freelancing, if I remember right, depending on how much work it was. More if it was something larger.
I think some asset he got like 1.5k for, which was really weird, because it only took him like 5 hours to make.

I imagine coders makes a lot too... But, if I understand this right, it takes a lot more work hours to make the graphics for a game, than it takes to code it.
>>
>>166216746

>labor theory of value

OUT OUT OUT OUT OUT OUT OUT
>>
>>166214608
Friendly reminder to spend more time investigating devs who inspire you and less time obsessing over devs who trigger you.
>>
>>166216746
it's nearly impossible to get work as an artist
I think this is common knowledge
>>
>>166216746
As a freelance webdev I charge $105/hr.
>>
post throwaway email to get a free good amateur indie dev game!
>>
>>166216875
are you going to fuck us with a stolen credit card?
>>
File: shader.png (114KB, 894x1184px) Image search: [Google]
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Okay so I found 2 shaders that are close to what I want, however both of them have issues:
The first shader has trouble rendering transparency but overral it only shows the circle on the surfaces the sphere is touching
The second one shows up correctly but otherwise renders on top of everything else
Pic related is what is going on, there are 2 spheres and each have a different shader and how they work. Here is a link to both of them http://pastebin.com/t6vB6aiY
Basically what I want is a shader that looks like the second one, but doesn't render on top of everything else, but I have no clue what to do next
>>
>>166216936
thats for me to know and you to never find out.
>>
I find it disturbing that because a dev (supposedly) acted like a retard here a year ago you're trying to give him (MORE?) negative reviews on steam. Like this is a command center for attacking game devs you don't like. Instead of just like make gaming.

Nodev.
>>
>>166215285

Why would we want to... you've already won.
>>
>>166216875
[email protected]
>>
>>166216746
>it takes a lot more work hours to make the graphics for a game, than it takes to code it
>>
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Tried implementing ship movement based on wind directing, for now you simply go faster the more you're following the wind. I hope things will look clearer when I add particle effects for the wind and the foam.

>>166214769
Thanks!

>>166214364
Yup. I'm trying to keep things as simple as possible but I did want to look at the Standard Assets and whatnot for nice effects.

>>166214046
Thanks. You'll look for treasures buried underwater and reel them up with a microgame. I'm not completely sure what you will do with them after but I'll figure it out eventually.
>>
>>166214661
That is a subtle shitposting OP, nice one.
>>
>>166217112
that can easily be true depending on the game
>>
I can't think up a cozy concept.

Fuck, I'm doomed.
>>
>>166214661
Here are all the links fixed:

> 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 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
>>
>>166217147
thanks m8.

>>166217081
I totally would, but unfortunately m0t is kill. what's hiro's email?

>>166217252
like nick's kids?
>>
>>166217252
Use 2 computer mice to perform surgery
>>
Post comfy jam ideas
>>
>>166217061

When do I get my award? Do you guys give out awards?
>>
>>166217284
>faggot nodev OP is obsessed with nick ridgeway
What a shocker.
Be sure to shitpost plenty about comfy jam because you don't make games. Faggot.
>>
>>166217476
You are so buttmad. Also I've posted progress several times in these threads with my unity game, I just like shitposting too. Stay salty.
>>
>>166217563
Wow he "posted progress", he's a real gamedev now! Memequeen poser faggot.
>>
>>166217620
>t. assmad cuck
>>
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Over the last few weeks I've been creating some stuff in Unity - effectively, I've made the framework of a little top-down city thing kind of like the old GTAs, as well starting on a build mode for you to make your own cities.

The thing is, I don't know what I actually want to do with it once it's done. I'm a comfyfag so I kind of want the game to have non-violent goals. Any anons have any ideas for what kind of objectives I could have in the game, and some sort of incentive to make your own cities/tie the build mode with the actual gameplay? I'm coming up with blanks here

Pic sort of related but obviously not mine
>>
Do these generals have the highest per capita amount of people who deleting their own posts?
>>
>>166217786
noir, rainy night taxi simulator
maximum comfy
>>
>>166217786
sim copter
>>
Is aiming for 1080p hand-drawn backgrounds/sprites dreaming too big for my first ever game? Should I kill myself now or later?
>>
>>166217858
>>166217786
This
>>
>>166217884
Its doable
>>
>>166217857
It's janitors deleting shitposts
And the vast majority of the shitposts that are deleted are made by one specific individual.
>>
>>166217652
Maybe pull a Germany and make a Municipal Services Simulator, but top down GTA2 style, driving busses or street sweepers, delivering mail, picking up garbage cans

Then again driving is hard to get comfy especially if it was to have any challenge at all. Maybe something more based around scheduling routes, you have x hrs until snowfall so you need to direct your limited number of salt trucks to spread salt where its most needed
>>
>>166216435
>using exceptions to prove your point
Idiot.
>>
>>166218000
The guy with the HL2 assets?
>>
>>166217858
Yeah, I'm thinking of doing something like that, a sort of comfy top-down Crazy Taxi

I'm just wondering how to incentivize the map creation. I'm already balls deep in making an editor but I feel like there needs to be some kind of gameplay loop between the two, i.e. Do X in the main game unlocks Y in the editor, and vice-versa
>>
>>166218135
>>166218000
stop
>>
>>166217993
Thanks for the encouragement, I guess I'll start working on it. Making games is the only meaningful thing I can picture myself doing but I get demotivated way too easily for 6-month/year long stretches and just waste away by doing menial shit like autistically sorting lewd anime pictures and masturbating all day. Tips for not giving up?
>>
>>166218120
>Can't make a game as a solely code
>except these
>n-no they don't count!
baka
>>
>>166216476
>top notch art
But minecraft DID have top Notch art
>>
>>166218180
I will buy that guy's game if he posts more gifs
>>
>>166218210
Make a schedule likw drawing one background per week or something
>>
>>166216435
>FTL
>no art
>worried anime girl.jpg
>>
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Should I wait until next demo day to release a demo?
>>
>>166218394
It's art any programmer can make.
>>
>>166218384
Even that seems overwhelmingly impossible right now since I'm so far down the hole but thanks, making achievable goals sounds good.
>>
>>166218483
top kek looks like fun
>>
>>166218483
Looks neat, release a demo
>>
>>166218210
i haven't applied this to game dev yet... but for me, biggest motivator is the fear of disappointing someone else (family/friend/coworker/etc). i have a friend that i do weekly programming study sessions with... the fear of disappointing him keeps me honest and doing it every week, even if i don't want to when it comes time.

find someone, anyone, to keep you accountable.
>>
>>166218586
Whats so funny?
>>
File: SquirrelSphere_squirrel_select.jpg (814KB, 1920x1080px) Image search: [Google]
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Squirrel Select Menu from Squirrel Sphere: Nuts & Balls

you can unlock new parts / accessories from finding hidden Squirrel Coins in levels
>>
>>166217676
>t. obsessed with some rpg maker game dev and his game
>t. keeps trying to force memes on agdg instead of just making a fucking game for once in his life
>t. sits to pee
>>
>>166218153
Make completing missions (i.e. delivering passengers) unlock new areas tiles for the editor, as well as new cars/gamemodes.

If I understand correctly, you want to have a level editor, not a builder/management game, right?
Then, let's say, taking some gangsters to a suspicious hideout near a bank will unlock the mafia themed tiles for the level editor, as well as an (escape the police) mode for your own levels.
>>
>>166218835
You are so mad mr nodev sourceposter.

Did you get baited by the people posting requests for programmers who wanted to team up with an artist?
>>
>>166218483
looks cool reminds me of The World Ends With You
>>
>>166218701
>fear of disappointing someone else
guaranteed no one cares or is even interested more than 20% of what you think
>>
>>166218806
just looks like a fun game anon
>>
>>166218915
>immediately resorts to sourceposter accusation to """hide"""" the fact that he's the sourceposter like it isn't obvious
>obsessed with nick ridgeway
>obsessed with danny
>literally never made a game in his life
>>
>>166218483
who
>>
>>166219020
Nice projection.
>>
>>166219145
>spell you out to a T
>n-nice p-projection
Cool game you gave up on 2 years ago to shitpost about obscure whodevs on the internet, sourcefag. Cool """"game"""".
>>
>>166219258
>being this assmad
I'm kinda starting to feel like you're just a hook in disguise, anon.
kys :^)
>>
>>166219457
>you are mad
About what? Your constant need to be the OP of every thread and obsessing over nick ridgeway and endica and shitposting about it like it's a valid meme that everyone cares about when it was just some obscure shitposter event over a year ago who nobody can even prove was the dev? Why would that make anyone mad?
>>
>When you meme so hard you collapse /agdg/ over the course of several days and turn comfyjam into hostilejam.
Wew lad, who knew fucking up the OP could be this fun?
>>
>>166218980
i've started to realize this as time goes on but honestly it's the only thing that keeps me motivated to do anything anymore so i have to keep lying to myself that people care more about what i do than they actually do. or else i'd probably just stop showing up to work and die on the streets.
>>
>>166219683
Once again, (and I say again because you were told this over a year ago), you're not a super villain. You're not an evil genius. Stfu and stop spamming about your dev crushes who may or may not have given you (You)s years ago. Nobody cares.
>>
>>166216138
>>166216425
Thanks a lot for the assistance, anons. I am a retard when it comes to shaders but the outline tool worked out perfectly. It looks really fucking nice and the FPS is completely unaffected.

Thanks again and goodluck with your devving!
>>
>>166219809
Apparently you do, assmad nodev :^)
Enjoy seeing this shit over and over again every thread.
>>
>>166218980
Dont be silly of course they care. I'm not him but I can see the disappointment in my acquaintances faces whenever I perform worse than expected. They even called me the smartest person in the family. Its how they see me and how they expect me to be
>>
>>166219868
>Enjoy seeing this shit over and over again every thread.
Wow that's a terrifying threat of something that already happens. You win shitposter terrorist, let's all leave bad reviews for nick ridgeway because he was rude to you on 4chan 12 months ago.

Faggot.
>>
>>166219972
Stay mad bitch boy. Go crawl back to your basement and """""make""""" """""""""""games"""""""""

I'm not even the guy you were originally replying to but fuck you for replying to shitposters. You're the reason this goddamn thread is shit.
>>
>>166218257
don't call me a baka you're the baka here.
10 games out of 10000 is far from being enough to prove your point.
>>
>>166220115
>I'm not even that particular faggot shitposter I'm just some other shitposting faggot shitposting for a noble cause
Way to save face, would be a shame to tarnish your anonymous reputation.
>>
>>166220294
>t. shitposter
>>
>>166218626
In a few weeks then.

>>166218920
Still need to play that...
>>
>>166220331
>t. for real faggot
>>
>>166220206
>More than one game that made tons of money and critical acclaim doesn't prove your point
I'm sorry your """""""""""art""""""""""" isn't as important as you think.
>>
>>166220463
>t. assmad nodev
>>
>>166218858
>If I understand correctly, you want to have a level editor, not a builder/management game, right?
Yes, but I'm not sure if I can justify spending any more time developing the level editor without a "reason" to make cities in the first place. In something like Mario Maker, the reason is obvious - the level IS the gameplay and the difficulty, so to speak, so there's clear incentive to make a difficult, or clever stage and share it with your friend for example.

Because there's not necessarily a win/level-complete state in a delivery/taxi sim, and the goals (pick person up, take them to place in under X amount of time) aren't so simply defined, I'm not really sure where to go with it. Like, you could use the Doom level editor for the sake of making a clever or challenging level. I can't really see how you'd make a clever or challenging top-down city, if that makes sense? I'm not sure how best to articulate the problem.
>>
Reposting from last thread. Going full Dark Messiah with the enemy attacks.

Adding heavy ragdoll next to save some animation effort for dead enemies.

After that shenanigans like actually being able to hurt the guy and showing his energy on mouse over.
>>
>have a million dollar gamedev idea
>nobody to work on it with
>everyone i would want to work on it with is untrusthworthy
>cant risk people stealing my idea
>game idea is good enough to revolutionize the gaming industry forever
>people are stupid so even if I explain it to them they wouldn't understand
>if I had a little capital I could change the indie scene forever
Life is suffering.
>>
>>166220669
These models look incredible, how do you go about creating stuff like this?
>>
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I feel like /agdg/ should start using trip codes to curb out the trolls.

Should we start enforcing a trip requirement for this thread?
>>
>>166220603
>if that makes sense? I'm not sure how best to articulate the problem.
Yeah, I understand perfectly.
What about some sort of content pack / episodic content shit? Like, I buy your game and get three chapters along with a level editor for a city builder with some basic gameplay elements. Then I play the first episode (taxi noir thing) and unlock the taxi noir thing elements for the level editor. Then I play the second one (let's say it's a bank getaway simulator), and unlock those elements for the level editor. That way you can make small games using your editor, different genres, maybe even make some stuff outside your comfy zone, and give people tools to make and share new levels.
>>
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>>166220913
Crawl out of your own ass mate. How do you know its so revolutionary and brilliant if you won't share it with anybody? A game idea is only as good as what the target audience thinks of it.
>>
>>166220669
that's some scope you got there, very admirable that you're giving 10 years of your life to this one project
>>
>>166220913
said every idea guy ever
>>
>>166220669
>filename
I laffed
>>
>>166221186
How do you imagine that would stop the trolls? It wouldn't.
>>
>>166221223
It's something that's never been done in the gaming industry before, or at least it's an idea that I've never seen before.

But you're probably one of those two autistic assholes in the thread right now and you're just trying to start shit, so you can go fuck yourself.
>>
I think years of masturbating might have broken the creativity of my brain
Or maybe im just not excited enough about game dev, i cant tell
>>
>>166216104
I made asteroids then started on ny magnum opus.
>>
>>166220913
>tfw when people don't recognize that this is the new "art guy looking for programmer" post and they respond to it seriously

The shitposter adapts fast, but it is up to us to adapt faster
>>
>>166214661
Did comfy jam get cancelled?? The link to it is not working!
>>
>>166221362
You must be fapping to the wrong kind of porn. I always gets tons of ideas while fapping
>>
>>166221345
Well, it would be like unique poster IDs (Something this board DESPERATELY needs) in that when people are samefagging or shitposting we'd be able to tell who they are. Or alternatively legitimate gamedev posts could stand out from the slurry of dookie that's been lurking in these generals for the last few months.
>>
Artist looking for a programmer.
>>
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>did the roll a ball tutorial today
Does this mean I'm ready to gamedev!?
>>
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>>166221351
>But you're probably one of those two autistic assholes in the thread right now and you're just trying to start shit, so you can go fuck yourself
I haven't been in the thread for very long so I'm not even sure who you're referring to, but okay then.

I entirely stand by what I said. Firstly, just because something has never been done, doesn't make it automatically good. Secondly, you don't get to decide what a "million dollar game idea" is, the players decide that with their wallets. You've came up with an idea and kicked it around in your own head for a little while, but you won't share it with anyone, so how do you know that ANYONE other than you will actually like it? Especially considering you don't even think the average person would understand your idea in the first place. Thirdly, an idea is only as good as its execution.

To sum up, I don't see how it makes me an autistic asshole just for pointing out that your idea-guy mentality is worth nothing and you don't even know for a fact if the idea in your head would be well-received or not.
>>
>>166221715
Now make the ball grow as you pick stuff up.
>>
>>166221659
What stops them from changing trips with every post?
>>
>>166221362
masturbate to your imagination or to softcore porn

It makes you work a little harder to enjoy masturbation. It works I swear
>>
>>166221808
First, "million dollar idea" is an expression you dingus. Quit overthinking things.

Second, if something's never been done before that doesn't automatically make it bad. I know you use your sex life as a standard for that but in reality this isn't the case.

Third, fuck you.

Go back to /b/, source poster.
>>
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Comfy inspiration! Just don't look into it too deeply.
>>
>>166216985
just use deferred man, if you want to do it that way accept the limitations of the seconf approach, nobody will notice
>>
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Started working the the mechanical arm that will release the claws that will go underwater to grab the treasure chests and whatnot.
The actual claw will be a separate mesh and I'll probably make it use a rigidbody to make it swing around.
Whaddya think?

Also I just found out how animation curves work in Blender, this is going to save some time and a lot of keyframes.
>>
>>166221996
Just stop being a pussy and share your idea. The fact you haven't even shared it means you don't know if it's been done before or not in some obscure ass Japanese release, or something like that.

You're not even an idea guy if you won't share your ideas. That makes you a nothing guy.
>>
>>166221808
pls anon don't respond to the bait
>>
Is there anywhere I can find simple game ideas?

I wanna practice, as I have no ideas to work with
>>
>I'm a ____ but I won't show you my work :^)
Stop pushing variants of this. Stop replying to variants of this.
>>
>>166222218
Fine then, jackass. But if you steal my idea I will take you to court and sue your ass. I'm gonna screencap this thread too, as proof that it was my idea first.

A simulation system that uses two mice to control left and right hand/arm movements and gestures with clicks realistically responding to finger control.

This will allow the future development of realistic games where you can perform surgery or shoot guns and reload by having to use controls that simulate real life.

The end result being video games that can actually teach you how to do real things and prepare you for the real world. Combined with the rise of virtual headset reality this allows us to experience a fully alternate reality / alternate life.

I think I will call it the Alternate Life Simulator, or Second Life might be a better short title. Game developers will be able to use the engine in the future to make their own games - imagine being able to control a realistic space ship, or connect to a multiplayer movie theatre simulator where you could eat popcorn and look around. You can only do so much with a single mouse.
>>
>>166221679
post art
>>
>>166221715
Is the ball REALLY rolling? Or is it just gliding?
>>
>>166222585
oh you're that fucking retard again
>>
>>166222585
>mice
>Realistic to fingers
W E W
>>
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>>166221813
I'm a real gamedev now...
>>
>>166222585
kek'd
>>
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finishing up this mech pilot for more character practice, how's it look?
>>
>>166222764
Nice Katamari Damacy clone
>>
>>166222764
Would transitioning levels keep the size of the ball like katamari damaci, or would you start from default?
>>
>>166222672
oh you're that fucking idiot again who is stuck in the controller ages.

>>166222715
left right middle mouse side mouse button clicks, moron. a proper mouse has at least four buttons, and the pinky is completely irrelevant. when was the last time you ever did anything with your pinky?

>>166222801
im guessing you like it so thanks.
>>
>>166222851
I've got my idea now, thank you
>>
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>>166220913
>>166221223
>>166221351
>>166221808
>>166221996
>>166222218
>>166222585
Fuck, (You) got me good. I'm not even mad, that was a pretty decent string of bait. 8/10 overall
>>
>>166222851
non_usable_in_game/10
>>
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>>166222851
Looking alright
How are you doing the eyes? Could do that iris/eye thing to add life to it.
>>
>>166222994
listen mate I was the first person to cheer for the kinect and the last person to give up hope for it, I'd fucking love to play black and white with two mice, but your idea is still retarded
>>
>>166222585
Thanks for the idea! I'll be presenting it to my bosses on monday :^)
>>
>>166223125
because of polycount?
>>
Reminder that Visual Studio has similar licensing to Unity, where you have to upgrade past a certain annual gross revenue, except in VS's case it's only when you reach $1,000,000 which is quite a lot more than Unity's 100k.
>>
I love how this thread stopped being about game development and now it's just ideaguys, endica, source, shitposting and angry autists.

And by I love it I mean I hate it.
>>
>>166223274
I don't know what he's doing, but if he plans to make models of that quality and only have a bust ready after weeks then there's no way he will complete the game alone.
>>
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>>166222851
Eyes look too wide and make it look kind of unsettling

You want to close them a little bit (cover the top of the iris) for a more natural basepose
>>
>>166223434
not gamedev :)
>>
>>166223516
It's board culture.
>>
>>166223434
Just because of one idiot. Failure of a life spending all of his days shitposting in here.
>>
>>166222108
w-why is she being filmed, anon?
>>
>>166223185
>>166223478

yep, eyes are always the hardest part... i'll keep at it
>>
>>166223636
The real shocker is that it's actually more than one person. I've watched the unique IPs go up when this stuff happens.

Reeeeeeeeeeallly wish we had visible poster id's
>>
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I got a simple mission select menu working.
War has changed.
>>
>>166223801
Pro shitposters use proxies, most notably source/reek/danny/whoever the fuck he's supposed to be.
>>
>tfw your big project you've been working on for the last five years is stagnating due to lack of capital
I need to like make a smaller game and have it be successful so I can get the money to finish my main game. Someone post ideas
>>
>>166223959
>needing capital to make game
Why?
>>
>>166223959
Waifu bartender

But with actual gameplay and not a crappy VN
>>
>>166223898
What? So it's one guy jumping all over the internet to attack this thread?
For what purpose?
>>
Just imagine it. You too could one day shit up a discussion board on a shithole on the internet, only thing you need to do is dedicate time and resources to it far beyond what anyone would consider sane.
Now that is gamedev.
>>
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Trigger warning
>>
>>166224151
This guy gets it.
This is the game I play.
>>
>>166224159
oh good, another angle of this model to add to my collection
>>
>>166223959
How are you going to get capital for the smaller project?
>>
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>>166220939
I tend to make a really cheap scribbly concept art first, then I try to build everything as modular as possible (separate armor/body parts). I also tend to ignore what I sketched first. But it's good to have a plan.

>>166221232
Most time really went into figuring stuff out. Most of that is done now and the rest is "just" (or mostly) creating assets, which is probably what I would do in my free time anyway.
>>
>>166224052
I don't think anyone knows for certain, people say it's some guy who got mindbroken by shitposters and ended up becoming a shitposter himself.
>>
>>166224276
No problem mate, I got more if you want?
>>
>>166224023
Because even though I'm a pretty good programmer I'm an awful artist and even worse animator so I have to pay my art and music guys for their work.
>>
>>166224296
Could you add numbers to your resource meters? I like seeing numbers there. If you made them roll up and down instead of jump to the immediate number (like earthbound) that'd make me squeak ultra loud.
>>
>>166223712
Her house is haunted and you've got cameras in every room to try to find the ghosts.
EVERY room.
>>
>>166224391
/agdg/ : The Legend of the Shitter King

RPG/Adventure when?
>>
>>166223898
I've never dodged a ban and never will. I am not sourcefag.
>>
>>166224710
>t. sourcefag
>>
>>166222764
It's time for level 2, with ramps!
>>
>>166224412
Can I get one from the top? Like right on the top angle. That would really get my dev on.
Quality progress anon.
>>
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>>166222867
Thanks. Original mechanic. Original idea. Don't steal.
>>
how do i into programming

i'm a dumb guy and don't understand any of the beginner guides i find
>>
>>166222851
Have you really spent a month on this one face, or are you just remaking a lot of samefaced characters??
>>
>>166224751
No.
>>
>>166224793
You should add in a special effect when you win that turns the ball into a pyramid and launches you up through the air into the next level.
>>
>>166224462
It's on the list for the UI re-design.
>>
TRIGGER WARNING

Endica VII: The Dream King by Nick Ridgway, powered by Source, with assistance from Googem and Rotate
>>
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This is not how a snake turns around. It looks like its sliding on ice. Tell me how to fix it PLEASE
>>
devs that have finished something: how long do you work on your completed projects, start to end? what's the longest part if you could 'part it out'?
>>
>>166225048
I love it. Sneks on Ice.
>>
>>166225048
Make the floor, ice
>>
>>166225002
As an aside request, can you have a bowl of curry somewhere in the game? Japanese curry is my favorite!

>>166225091
3-6 months.
Writing dialog trees, having to remember which characters said what and compensating for all possible routes.
>>
>>166225048
make the snek multiple parts with their own positions and have the back parts 'trail' the front part, more or less?
>>
>>166225048
You want to turn the snake by the head and have the tail follow

Use rigidbodies
>>
>>166225048
This is probably why we don't see a lot of snakes going in more than one direction in games.
>>
>>166224885
I don't know how to do any of that yet anon. I don't know what I'm doing.
>>
>>166225048
that's not a reptilian sword
>>
Are there any games where you play as a snek?
>>
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>>166225609
Yes it's called Snake.
>>
>>166225091
>how long do you work on your completed projects, start to end?

About 6 months

>what's the longest part if you could 'part it out'?

Art. My suggestion is to make it as modular as possible because modeling/texturing everything from scratch is a very time consuming task.
>>
>>166218819
>Nuts & Balls
Why are you referencing one of the shittiest games ever made? Also are you the Squirreltopia guy or just stealing his look?
>>
>>166225685
I mean like a real snake, not one that eats pixels
>>
Game idea:

"Nodev Without a Cause"
>>
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>>166225762
>video games
>real snake
>>
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Got the core "effect" system built: HANDS

All sorts of magic, shard-made hands. To throw you through the air, to tap you upward, to block attacks, to finish combos... so it looks less weird when a pair of them hold your gun. Basically every special ability you have in the game is a result of the ability to summon hands.

I'm really happy with how this turned out, though I'm not sure if Dixie's shard trail is visually distracting since it can sometimes come right at the camera. The hands themselves are easy, too; just select an animation and spawn the actor, the engine automatically makes them appear and vanish, which means I can generate a lot of these effects with extremely little effort.

In terms of core mechanics, got the vertical wall run working properly now (it just needs an animation).
>>
>>166225235
i guess i should've asked this too - what genre of game is it you're making? for story based stuff it definitely does feel like the story should be the longest part. with stuff like ren'py the actual devving should be pretty fast, and all the time sunk into art/music/story. though with dialogue trees it sounds more like rpg, which... probably is similar.

>>166225693
what do you mean modular in this sense? designing in a way that can reuse art assets?
>>
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Playing around with making cheesy/dank data tunnel thing for the main screen
>>
>>166217129
Make the ship bob up and down slightly!
>>
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>>166222764
>>
>>166225931
Who?
>>
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>>166226004
>what do you mean modular in this sense? designing in a way that can reuse art assets?

Yep

It applies to 2d too and I think most 2d devs already know this. You don't normally draw a background in photoshop - you draw tiles and put them together in a game engine.

I don't know why I thought 3d was any different.
>>
>>166225931
Looks top. You could have the hands more defined/less distorted, I can barely see that it's actually a hand doing the throwing.
>>
>>166222764
>colored IDE
H O W
O
W
>>
>>166226213
>being this new
lurk some more before you start accusing people of being whodevs.
>>
>>166225931
That background must be murder for the video compressor
>>
>>166226350
Let's hear it. Who, and when last progress? You're not lying aren't you?
>>
>>166226213
its the mayhem league dev
>>
>>166226487
As the other anon said, Mayhem League dev. They posted yesterday.
Stop pretending to be some whodev police or some shit, you just sound retarded.
>>
>>166222108
Awww, she's all alone! She needs other people to eat all of that food with her!
>>
Reminder that you have to BE comfy to DEV comfy.
>>
>>166224159
DAYUMN THAT'S NICE.
Wireframe please?
>>
>>166226906
Method Developing.

For the comfy boat game, I will be literally deving on a boat with a laptop.
>>
>else
>else
>else
>else
>else
>else
>>
>>166226213
He's from around here.

And even if he wasn't, he's not posting a finished game or demo. Some people don't post progress that isn't polished.
>>
>>166225931
Not sure if it's my internet, but this video kinda looks like shit.
Great mechanics tough!
About the gun thing - Why not make the hands turn into a gun?
>>
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Wrote out a bunch of if statements to handle my blocking animations, remembered there was that neato ternary operation I learned from that tutorial.

Gave it a shot, and now it works just like I wanted and looks nice too!
>>
>>166227213
>Some people don't post progress that isn't polished
They should, though
>>
Why do people talk so much shit on Undertale for having all the dialogue in one switch statement?

Isn't that kind of ingenious/impressive?
>>
I'm a little confused about sprite palette swapping. I don't think I can do the simple RGB channel swaps, too many colors for that to work. I just can't wrap my head around so I'm thinking of just picking and replacing individual colors in gimp for the entire sheet.

I know I can do the very same thing in UE4's material editor with some node spaghetti, but doesn't that take up the same amount of video memory in the end? If I have one sprite sheet with the hero in a blue cape, and make a material instance of that sheet changing that cape to red, don't I still have 2 sprite sheets sitting in video memory?

and what about all those material instructions that need to be performed? do you just pay the cost for that once when the sheet is needed?
>>
is composer taking 10% of game profits and getting all profits from selling OST separately a fair deal?
>>
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>>166227517
>Isn't that kind of ingenious
>>
>>166227593
You better be getting a damn good composer.

But you should ask him what it would take to outright buy the music. If it's significantly cheaper than 10% of your expected profit then I would just pay them
>>
>>166227593
how long is a piece of rope?
What kind of music? How many tracks? How long are the tracks?
>>
>>166227639
All the dialogue in one simple piece of code... seems ingenious to me?
>>
>>166225931
Looks really cool.
But the hands are a bit, eh, weird.
>>
>>166227593
seems like a good deal for the composer
>>
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Thank you to everyone who believed in me. We just got greenlit and we're going to make it.
>>
>>166228204
Sure is an original idea
>>
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If I post my broken code, does anyone think they could help me fix it? It's for slope collisions.
>>
>>166228204
Woah, where did you learn to get objects to stick to the ball like that (I'm a new-to-codefag)
I get the roll-a-ball stuff, but did you did that by yourself, or did you use another tutorial?
>>
>>166228270
fuck off rotatedev
>>
>>166227440
>? true : false
This is literally doing nothing.
>anim.SetBool("IsBlockingHor", blocking && !vertical);
>>
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>>166227440
And here's a webm of how it looks in game, currently it's Right mouse button to block, and while left control is down you switch to vertical.

I'm gonna do the weapon attacks the same way.
>>
>>166228378
I'm still toying around with it. I'm not new to programming or C# but I just started using Unity today so I have no idea what I'm doing. All I did was take the collider object in the ontriggerenter event for my player ball and set its transform.parent to the player's transform, delete its rigidbody, and add a fraction of its mass and rigibody size to the player's rigidbody.

I'm also toying with fixed joint to see if I can more """correctly""" attach the objects, which would also allow me to have the objects fall off the player if hit too hard.
>>
>>166228270
women are retards
>>
>>166227887
>>166226238
There's actually a solid mesh underneath the shard particles, I can probably shrink the particles or make them live less long so that it's clearer that the hands actually exist. I sort of feel the same way, but I also think that once you KNOW they're hands (and there will be plenty of indication) it will be more obvious to your eye.

>>166226487
I can appreciate what you're doing, but I have sort of been posting fairly regular progress here and on /v/ for two years. Though it was with the original game (Mayhem League) that I only recently rebooted into this.

>>166227243
>About the gun thing - Why not make the hands turn into a gun?
Because in Dixie you collect weapons from dead enemies, it's a core mechanic. You can hold a pair of weapons; one in your hands, one in a pair of floating hands. The weapon you hold in your hands is your "combo" weapon; the one in your floating hands is your aimable weapon.

It's not even strictly a "gun" thing; you could hold a pistol in your combo hands (where it would have equivalent light attacks to a fist weapon, and its heavy strikes would be replaced with DMC auto-aim juggle shots) and a sword in your "aim" hands (where you could repeatedly swing it in whatever direction the camera was facing, even while moving and jumping and such).

Weapons will be "summoned" from a cloud of shards when you use them, but the hands don't transform into them. Hands are more Dixie's signature "summon"; the plan for the opening scene of the game (hooray for having to learn cutscenes) is to have her making biscuits and gravy, holding the gravy pan and whisking with her real hands while a floating set of hands appears to hold a pepper mill and turn it repeatedly... and then another set appears to pull the biscuits out of the oven. "She can make extra hands" is how you're introduced to her powers, really.
>>
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>>166228270
every goddamned time
>>
>>166227705
>>166227789
>>166228168
So if they're getting 10% of profits, its fair that I keep profits from OST sales right?
>>
>>166216985
The second approach would need tweaking in it's z-filtering. Someone with proper understanding of shaders could probably help fix that.
>>
>>166228270
If only she bit down right when it was over her lip so we could watch it explode all over her chin while it's legs flail around.
>>
Without memeing me, tell me if Unity can:
>Make good 2D games (in terms of optimisation and accessability)
>If it is easy to do so (by comparison to other engines)
>If it is worthwhile to do so (kind of a combo of the above two)
>>
>>166228962
it would probably bite her lip
>>
>>166228739
I certainly would not let a composer get 100% of the profits from an album with my game's name on it, that's for sure
>>
>>166224840
i start for scratch each time to practice the workflow. they are samefaced because I struggle with faces but thats the point of practice i guess
>>
>>166228407

Well, it's not doing nothing. But I see that I can omit the extra two booleans. Thanks!
>>
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>>166228443
DA DASH DASH
>>
>>166228714
>>166228545
>>166228380
>>166228962

I'll take that as a yes?
AFAIK I'm doing everything right, but the player falls through the floor a lot.
https://hastebin.com/lonucusezo.cpp
>>
>>166229025
There was a guy at Summer who was making a 2D game in Unity. According to him, he had no problem with it at all.
https://fridge.itch.io/jelly-demo
>>
>>166229129
No, it literally does do nothing. If x is a boolean, x ? true : false is just x. You can put the check directly into the calle to SetBool like I did there.
>>
>>166229228
please dont fucking post spiders in the thread

I feel like things are crawling all over my skin
>>
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32x32 or 64x64?

using same palette for both
>>
>>166229184
Oh shit I remember that. Mystical Ninja?
>>
>>166229025
I moved on to godot from unity. Unity is really waste in terms of resources but I like the approach of godot better. I think it's easier.
Optimization might be a problem since it's dynamically typed but I think there are ways to circumvent that before release.
>>
>>166229386
Its setting the value of hBlock though, how can you say its not doing anything?
>>
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>>166229481
Ok I'll spoiler it.

DO NOT OPEN
>>
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>>166228962
Spiders are not for bully.
>>
>>166229679
That's not what I meant as the thing that's doing nothing.
>>
>>166229025
Unity can make 2D games just fine, but it's often more hassle than it's worth. If you're planning on making something primarily pixel-art and tile based, you'd probably be better off using Game Maker, despite what picky nodevs will try to tell you.
>>
>>166214661
>sleeping moés
>sofa
>blanket
>pillows
COMFY
>>
>>166229736
When I find one I usually just press on it with my finger and kill it immediately. But if I want to bully it I'll flick it with my middle finger across the room. Watch it slap against the wall at 30MPH and break half of it's legs while it's digusting little book lungs collapse under the pressure. Laugh at it while it limps away across the floor to go hide somewhere and die a slow painful death.
>>
We should ditch this:
>>166214852 ie the poster himself
>>
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>>166229982
>>
>>166229543
Yes.

The first-person view with the yellow ball hands made me think of it.

Holy shit I fucking loved that game.
>>
>>166216450
>And no, it's not the intended use because it's retarded and doesn't serve any fucking purpose.
C++ has much better tools

I get the point of GDScript but it's still a trade-off and it would be nice to have equal support of both
>>
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>>166228962
>>166229982
DELETE
>>
Spiders are friends, they eat other buggos.
>>
>>166229898
>>166229612
>>166229262

Gotcha. I'm going between Godot, Unity and Gamemaker.

I feel like Gamemaker should suit me more but some of the design choices fuck me off.

Godot seems nice but the only in-depth YT tutorials are done by a guy with a really thick accent, so I need to keep rewinding the video to catch what he says.

Unity seems popular so I've been looking at it.
>>
Anyone looking for an artist?
>>
>>166230353
but what if buggos are frens
>>
>/agdg/ - Spiders General
>>
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>>166230353
Spiders are evil and should all be killed
>>
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>>166224832
>>
Do you guys use Pascal Case:
>PlayerObjectThing
or Camel Case?
>playerObjectThing

>>166229495
64x64.
>>
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>>166229982
I never understood this hatred towards spiders. They are amazing creatures. When I have one in my hair, I just let it walk down my arm to the ground. They are chill. They build cool webs and get max comfy in the corner of the room, catching all the fruit flies for you.

Meanwhile I've never met anyone like myself, who gets fucking immobilized by only the bare sight of a wasp. Why people aren't afraid of them? Those fuckers ar not chill. They kill honey bees, they go after you no matter how far you run, and yeah, they can fly. Spiders at least stick to a surface, but wasps can go anywhere. Spiders are silent, yet you can sense a wasps presence from miles away, like the army of Hell is marching on its way to you.

Get your shit together, humanity. You don't know who the real enemy is.
>>
>>166230568
Not well memed.
>>
>>166230727
>slowing down your compiler with useless characters
The low barrier to entry for video game """programming""" is a double-edged sword
>>
>>166230586
Buggos are by their nature not friends. Spiders are only exempted because they realize the evil of their kind and spend their lives trying to protect us from their brethren.
>>
>>166230727
pascal for public things
camelcase for private things
>>
Anyone use Love2D or Lua?

What do you think of it?
>>
>>166230808
Arachnids are humanity's oldest fear.

When we were mere fish in the ocean, who had not yet crawled out onto land, the predators that hunted us down and sucked our guts out through our primitive gills were arthropods; eight-legged sea creatures (not unlike primitive lobsters).

Fear of arachnids is wired into us in an extremely primal way.

That said, I try not to kill any insect I don't think is a harm to me. I trap it and let it outside.
>>
>>166230848
What do you mean? Just thinking about getting involved in gamedev thought this would be a good place to start
>>
ideas for games with an anime art style?
>>
>>166230808
back to fucking plebbit
>>
>>166230595
One time my friend was running cables for a university for IT and was in the theater area where it was dark and he was standing talking to one of the staff.

He felt something crawl up his shirt onto his shoulder and immediately reached to swipe it off. When he did, he felt his hand fill with a furry mass of limbs, it had weight to it a gerbil, he threw it across the room and they never found it. Apparently a tarantula had gotten loose from one of the science labs. Being thrown probably killed it as they are extremely fragile creatures, some janitor probably found it's body later amongst the seats.
>>
>>166231034
A boy falls in love with a girl.
Unable to confess, he is gifted with by a deus ex machina with the girl’s phone number. Never minding the strange area code, he immediately calls her, and is overjoyed to find out that she has a crush on him as well.
But, the next day, when he recounts the previous day’s confessions to the girl, she only looks at him with a perplexed expression. After some investigation, he finds out that the girl he called is not the same girl he fell in love with. In fact, she doesn’t exist in this universe at all. She is the girl’s alternate universe counterpart, who has fallen in love with the MC’s own AU self, who too is blissfully unaware of her crush.
Hijinks ensue as the two strike up a deal to give each other their darkest, most private secrets in order to equip the other with the weapons they need to conquer the heart of their other selves. While the two chase their respective loved ones, DRAMA ensues as they begin to fall in love with each other instead and question the NATURE of LOVE.
>>
>>166230976
I've skimmed a tutorial on Lua so that qualifies me
Apparently the whole language is based on a thing called metatables which is metadata that you can attach to a generic data container called a table in order to instruct the compiler how to handle certain interactions with said container
>>
>>166230864
>writes in obfuscated C on MS-DOS and names all of his variables esoteric shit like xvrb_xnc_1
>probably forgets what the fuck they mean after a month
Bravo, anon.
>>
>>166231093
>it had weight to it like a gerbil
like
>>
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>>166231034
Gritty military campaign taking place in a jungle. Much like the Vietnam war. Except instead of tanks they use mecha.
>>
>>166231219
>probably forgets what the fuck they mean after a month
>being this defensive about excessive (any) comments in code without me even saying anything
########################
# BTFO #
########################
>>
>>166230808
Spiders will fly some day. We just need to genetically splice some wings onto them. Probably not butterfly or fly wings, something more like grasshopper wings since they have such heavy thoraxes.

Only a matter of time.
>>
>>166231036
Its the weekend evening
Give up and conserve your jimmies for real nigga hours
>>
>>166231394
>self-described programming master
>fucks up hashtag whitespace
BRAVISSIMO, ANON.
>>
>>166230727
Depends on the language and what the variable is.
>>
I can't find a single free 2d cute girl interesting enough to make a comfy game.
>>
>>166231484
I'm sorry that I'm not a retard who wastes his life lining up comment characters in code that should be self-documenting
>>
>>166230727
camelCase for public
_camelCase for private

>>166230976
It's a nice engine for small, jam-scale projects
But Lua code gets much harder and harder to maintain with LOCs piling up
Plus you can't really distribute Love2D game without distributing the source code for it
>>
Hello, I just got into game dev because I need a new hobby, here's my first coded game ever. Figured I'd post because I don't really have anybody else to show it to.

Basically it's just breakout right now, but you can charge up a splash attack to make the ball go faster. There's no limit on how many times you can hit the ball (though it does slow down a bit over time) so the player can use the charge to go as fast as they want. I plan on adding more powers and stuff and also figuring out how to constrain the paddle to the boundary- right now it just always follows the mouse which means it can go off the screen.
>>
>>166230976
Lua is the most beautiful language ever created, anon.
>>
>>166230568
Are you willing to work with a langdev/enginedev?
>>
>>166230976
Lua is a mostly-boring language with some weird quirks
>>
>>166230992
You should at least post example of your work if you want people to pay attention to you

Also, stay away from /agdg/ if you actually want to join a project that's going to be finished
>>
>>166231720
Sorry no
>>
>>166231570
>blames others for fucking up and does it too when he fucks up by himself
Ascension of Bravo.
>>
>>166231394
>game maker crash notice on AGDG
>>
>>166231619
grats
>>
>>166231878
Sorry can you repeat that with half a page of comments to explain what you mean?
>>
>>166230727
PascalCase for types (including type families and the like), snake_case (or kebab-case if it's supported) for everything else.
>>
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Last progress for today: I modeled and animated the claw grip thing that will grab the treasures and take them up to the ship. How's it look?
>>
Just did some profiling/benchmarking after removing all my project's comments, holy shit what a difference.

I was getting sick of assuming the worst about a future reader anyhow. Glad to be done with that
>>
>>166232184
Must be a shit language
>>
>>166231386
https://www.youtube.com/watch?v=XHoCPtWaCtw
>>
>>166231958
Thanks, I'm having fun so far but I have a feeling that's going to stop when I hit some annoying bug I can't figure out how to fix.
>>
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>>166215081
>"Launch Linux"
>>
gogem log

https://www.youtube.com/watch?v=xZRaJJ10mVc
>>
>>166232503
Learn breakpoints as soon as possible
>>
>>166232184
what do you mean, your comments actually slowed down your framerate?
>>
>>166232757
Gogem has a soothing kind of monotone
>>
Is "gogem" short for "go get 'em"?
>>
>>166230976
Why would anyone use anything with such a bitch ass looking logo
>>
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God It's burning literally here.

>>166185583
>>166187772
It's 1 image rotated inside engine, ins't the best but for an alpha it works.
The game is rendered in 480x270 and scaled to upper resolution using nearest neighbor.

If somebody want perfect low pixel rotation, should implement an hibrid system, where you could feed sprites at x angles and the code should choose automatically the correct sprite for interpolation. This solution is the best for sprites with shadows, because you could redraw shadows at x angle.

>>166193062
Yes it's Godot. I want to post more about it in godot forums and another communities, but this month we hired an artist to get rid of my shitty programmer art. With the new art I will post it in godot forums and another sites. Also I want to iterate the score systems.

>>166194964
Thanks


Image semi-related, Balance the regular shoot in blue as the basic shoot in R-Type 3
>>
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Some more lighting stuff.
>>
>>166233057
You sound like an obnoxious nerd gogem.
>>
>>166233328
that's excellent
>>
>>166233334
Would an obnoxious nerd have made multiple school shooting simulators?
>>
>>166233328
Nice
>>
>>166231628
I feel like this is sarcastic.
>>
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Holy shit unity physics is hard I give up. Tried to make the shape of the boxes affect the way the ball rolls and instead it just makes it impossible to roll around, just slide and jump from being springboarded instead.
>>
>>166233894
More friction maybe?
>>
>>166233894
Try rolling that object in real life. How is it supposed to rotate?
>>
Is it possible to make an original horror game?
>>
>>166234226
Why not?
>>
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>>166229231
N-no one?
>>
Guys why don't you go work for a games company? Why do you go it alone?
>>
>>166234167
More friction definitely helps.

>>166234182
I grow the sphere collider slightly every time it absorbs an object, so it should ""almost"" keep up with the size of the collection and roll slightly with just the outlying connected objects affecting its roll.
>>
>>166234464
I'm not an engie. I don't have to worry about something as trivial as slope collisions, that was already implemented in my engine by a team of professionals.
>>
>>166234330
I have no interest in the genre. What admittedly little knowledge I have is through youtube people I watch, but all the games seem to be the same.

You're in a dark house, you have some menial tasks and/or collect X number of things, the enem(y/ies) follow you around with telltale audio cues, there is almost certainly a weeping angel enemy, jump scares triggered by turning around which without fail can be ruined by spinning the mouse, you can probably fight them with your flash light but ooo they can disable your flash light.

Is it only the typical no creativity indie cash grabs types that I see?
What are some interesting ones from small teams?
>>
>>166234631
You won't get much say in things when you work for company
Plus if you want to work on AAA game you have be a top-notch specialist, otherwise you'll end up in a company that spews out soulless mobile games for a meager profit, and most people on /agdg/ are unemployable
>>
>>166233328

This is AMATUER game development thread.
>>
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>>166229495
>>166230727
Rightio
>>
>>166234631
I want to make the games I want to make, not some shitty pay-to-win tower defense touch screen game.
>>
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Strikes are set up well enough. If you are holding left mouse button down you chamber a horizontal strike by default, while left control is pressed down it switches to vertical.

If you have a strike chambered and you click with the scroll wheel you will commit to that strike.

Next up is creating some collision boxes to handle actual blocking.
>>
>>166235362
In that case, how about /agdg/ gets together to make a game? Form a company, get some VC funding, and make game full time.
>>
>>166234891
(shitty) indie devs think horror is
a) an easy genre to make
b) an easy way to cash in

Which is why you see so many games about collecting notes in a pre-made Unity spooky asylum/forest/house/whatever. What they don't realize is that these games actually don't make any money because people would rather watch their favourite youtuber play it then play it themselves.

There are very few good indie/small team horror games. Off the top of my head I can think of:
-Lone Survivor
-Witches House
-Detention

If I were making a horror game I would be trying to emulate the classics of the genre like Silent Hill/Resident Evil/Fatal Frame.
>>
problem with gamemaker...

why cant i make everything my own variable? like for alarms, im forced to use alarm[0] or alarm[1] up to however maximum alarms there (only like 12 total which is so arbitrary and limiting, why couldnt they give us like 99999 total alarms).

and these alarms are hardcoded.
you cant do alarm[0]=cooldown, no it has to be alarm[0]=69

you cant do anything with this, what if my cooldowns need to cool down faster with items? I have to make a specific alarm for it instead of using the same one.

i will have diiferent characters with their own moves and cooldowns but i want to use a universal system instead of hardcoding each alarm as its own while being able to keep track of these alarms easily.
>>
>>166235563
>Resident Evil
>horror
No.
>>
>>166235567
>Using alarms
>>
>>166235567
This is why some people make their own engines.
>>
>>166235482
There's no way that'd work. Too many differing personalities and different types of games people want to work on.
>>
>>166234891
>Is it only the typical no creativity indie cash grabs types that I see?
Yeah, pretty much
All these games are very easy to make from technological standpoint and they used to sell because of PewdiePie crowd and other youtubers

>What are some interesting ones from small teams?
SOMA is a good example, but devs are veterans of the genre
Albino Lullaby is another example

Generally speaking if you don't want to rely on bad tropes like jumpscares and have something original, you have to come up with something original
>>
>>166235735
>This is why some people switch to Unity.
ftfy
>>
>>166233262
That artist better make the corgi super cute. Cause it's already pretty darn cute.
>>
>>166235567
>you cant do alarm[0]=cooldown, no it has to be alarm[0]=69
What? Yes you can.
>>
Does GM just have alarms? No coroutines you can do yourself?
That's pretty fucking lame
>>
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Anyone doing anything involving population dynamics/predation? What's your math like? No specific question, I just got interested in the topic.
>>
>>166230808
>Meanwhile I've never met anyone like myself, who gets fucking immobilized by only the bare sight of a wasp
I'm pretty sure there's a lot of people who get scared by wasps though.
>>
>been working on a game
>want to post but not sure what the responses would be
>>
>>166228270
FUCK YOU AND FUCK YOUR GIF
FUCK EVERY SPIDERS AND EVERY PERSON WHO LOVES SPIDERS ON THIS FUCKING PLANET
>>
>>166236149
post anyway, anon
>>
>>166231484
It's called a hash you fag
>>
>>166236042
GM doesn't have a lot of things.
>>
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I'm actually starting to find a direction I want to go in with the forest environment
>>
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>>166234464
>>166229231
Jesus Christ, dude. Why don't you just use separating axis theorem? Not only will you be able to do slopes, but it works for any convex polygonal shape. You'll also be keeping track of a shitton less edge cases.
>>
>>166236042
Make your own custom timer.

myTimer+=1
if myTimer>=arbitraryNumber{
do_the_thing;
myTimer=0;exit}
>>
>>166218819
Looks good man, can't wait to look for unlockables
>>
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>>166236502
>>166229231
webm related
>>
>listen to live recording
>"i wanna introduce my band"

RRRRRREEEEEEEEEEEEEEEEEEEEEEEE
>>
>>166236043
Not doing anything with it, just saw this video a couple of days ago. https://www.youtube.com/watch?v=ETrYE4MdoLQ
>>
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Is this a library yet? What is it missing?
>>
>>166237003
You forgot the bookcases, mate
>>
>>166237003
A rug to tie the room together.
>>
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>>166236196
>>
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almost ready for steam!
>>
>>166237003
people having sex between the bookshelves
>>
§omeone looking for an music develloper for their dev team?
>>
>>166229964
>not recognising a kotatsu
>>
>>166237225
That lava is pretty shiny
>>
>>166237225
Also, might be hard to see but you need to use slide to gain enough velocity to reach the platforms
>>
>>166237252
Post music
>>
What are some games that work well with minimalist art styles?
>>
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Unity User:
>Progress. Implemented mid-air vehicle swapping so you can turn into a jet or a motorcycle

Engie:
>How do I get my 2D paper cutout character to walk up slopes? ;_;
>>
>>166237453
Are you fucking kidding me? Anything.
>>
>>166237453
Most genres if not every genre
>>
>>166236502
Because FUCK SAT. Who do you think I am, the bastard child of Carmack and Bernhard Reimann?
>>
>>166237225
How the fuck do you manage to make a WebM that shitty take 1.6 MB?
>>
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>>166237473
>mfw I'm an engie watching people struggle with basic linear algebra
>>
>>166236502
>SAT
>not raycasting against the Minkowski difference
>>
>>166237653
I use a shitty program?
>>
>>166237791
Also perfectly viable, of course. Either way is better than treating slopes as some horribly wild exception.
>>
>>166237909
>>166237791

I was just using this tutorial: http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/
>>
>>166236912
Neat!

https://www.youtube.com/watch?v=obasfCufOr0
>>
>>166236502
>SAT
i had never heard of that theorem, it's actually a really clever idea
good work whoever came up with it

also, for anybody who cares, i read this for an explanation http://www.dyn4j.org/2010/01/sat/
>>
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>>166237228
>>166237138
>>166237103
Thanks, here's a book
>>
anyone have a good idea for a 3D top-down shooter character that doesn't require a lot of animations? trying to avoid bipedal characters with walk cycles and shit
>>
who /artstealer/ here? I can't draw for shit but I like pixel art, so I just steal them off other projects
>>
>>166238797
Cute battle drone
>>
>>166238852
damn, good idea
>>
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>>166236912
>>
>>166235295
i haven't made a single cent
>>
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>>166239013
Nice.
>>
>>166236694
imbressive

>>166234464
When its about falling through floors or going through walls, my default suggestion is to see if the player speed is greater than the tiles width
>>
is it insider trading if I invest in console manufacturers?
>>
>>166238797
>3D top-down shooter
Why? The whole point of 3D is that you don't have to use a shitty perspective.
>>
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Anyone here use Guitar Pro? I moved the files to my new laptop, which appearantly is a no-no, and now the notes and rests won't appear, only the stems. I re-downloaded the font pack, but that's not solving the problem.
>>
>>166239715
because i can't code well enough to make a decent 3d camera
>>
>>166239718
Guitar Pro is bretty gud

Dunno how to fix your problem, sorry
>>
>>166239848
Decent cameras are easy in 3D. It's 2D where they're hard.
>>
>>166236043
Lotka-Volterra is shit
BIO101
>>
>>166236485
looks nice, but blink too slow
>>
>>166237473
>still samefagging with that picture
No one will ever take it seriously.
>>
Trying to come up with a good damage formula for an RPG for physical attacks/defense. What's the norm? It's never 1 to 1, right?
>>
>>166240635
Oh no will it not become a meme? Because that's all I care about, making memes amongst a dozen people on a containment board on 4chan.
>>
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>>166238692
>>
>>166239868
I'll figure it out. Hopefully I don't have to crack it all over again. Yeah it's not a bad program, just wish I knew how to get higher piano notes to play.
>>
>>166240968
I'm pretty new, is GML a close derivative of anything? Or is it a language all of its own?
>>
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>>166240968
>>
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>>166240860
>>
>>166223867
>yellow cross
glad to see you weren't taken by the police anon, lets never speak of your crime again ok?
>>
>>166241450
Well I'll give it credit, that one was pretty simple and cool
>>
>>166223867
God damn, that dithering is fucking awful.
>>
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>>166241325
>>
how popular could be a SFII clone with smash inputs?
>>
>>166231619
Looks real polished for a first game, good job. As for how to constrain the paddle it's pretty much the same principle as the ball which you already did, so I fail to see why you can't do it.
>>
>>166242191
depends on how good it is, you only have an idea. ideas can be anything.
>>
>>166241325
>>166242021
makeHumus
>>
Learning to code for the first time here, is there a universally excepted method among programmers that decides the most efficient, simple lines of code to program a directional walk? This is what I got from a tutorial;

public float maxSpeed;

Rigidbody2D myRB;
private bool facingRight;
// Use this for initialization
void Start () {
myRB = GetComponent<Rigidbody2D>();

facingRight = true;

}

// Update is called once per frame
void FixedUpdate () {
float move = Input.GetAxis("Horizontal");

myRB.velocity = new Vector2(move * maxSpeed, myRB.velocity.y);

if (move > 0 && !facingRight) {
flip();
} else if (move < 0 && facingRight) {
flip();
}
}

void flip() {
facingRight=!facingRight;
Vector3 theScale = transform.localScale;
theScale.x*=-1;
transform.localScale = theScale;
}
}

he said something about being aware that velocity isn't normally used.
>>
>>166240368
Blink is for fun in the gif, not actual game footage. Thanks!
>>
>>166242431
>there a universally excepted _ among programmers
I see you've just started programming.
>>
>>166242431
Also, I'm always confused about the goddamn brackets. When do you put them on a separate line? Do you have to? Why can't you close the bracket at the end of a string of code?

Could anyone explain in greater detail what a void does? I couldn't really understand with some of the explanations out there.
>>
>>166242620
you can put the brackets wherever you please as long as they open and close at the right spots

brackets exist for this reason to begin with, so you can use any whitespace styling you please
>>
>>166241180
I am pretty sure GML has been compared to a bastardization of JavaScript, Ruby and Python
>>
Comfy Jam game idea:

A game where you physically force victims to get comfy.
>>
>>166242754
Thanks.
Is there a purpose for double spacing some lines of code? Is it just to make things less messy? Am I able to code without double spacing a single line in the script?
>>
>>166241180
GML (Gamemaker Language) is just a scripting language only for the gamemaker engine, not a real standalone programming language like C++ or Java. It reminds me of DARKBASIC, where most of everything is written out in plain English so even if you aren't a programmer, you can still sort of get an idea what the code does at a glance.

https://docs.yoyogames.com/source/dadiospice/002_reference/001_gml%20language%20overview/

With gamemaker though, you don't even really need GML for simple games, just use the drag n' drop system to get a feel for the the engine, then you can move onto GML whenever you want to make more complex games.

This guy's youtube is really good imo for GML:
https://www.youtube.com/user/999Greyfox/playlists
>>
Post some ideas for the comfy jam
>>
>>166242620
If the function's return type is void it means the function doesn't return anything.
>>
File: Game maker vs Constrct2.png (435KB, 1262x561px) Image search: [Google]
Game maker vs Constrct2.png
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Alright pros and cons:

Game maker
Construct 2

Which is better?
Which should I use?
>>
>>166242431
>Learning to code for the first time
>multi dimensional vectors
>templates
>entity component system
>OOP
good luck
>>
>>166242620
void is the return type of your function

what's most efficient depends on the requirements of your particular game. generally, you come up with some sort of movement and see if it collides. if it doesn't collide you go there. if it does, you adjust somehow. it's a very broad subject.
>>
>>166243234
As you can see in the examples, both are utter shite, but great for babby's first game.
>>
>>166243234
construct 2 because it's faster
>>
>>166242620
Every function has to return a value by the end of it, for example, if you want a simple addition function you do:
int addition (int a, int b)
{ return a+b; }

so if you create a variable x and call the function to set x like this:
x = add(1,2);

x will become 3
however sometimes you don't want a function to return any value, for example if you want to assign the value of a to b:

void assign (int a, int b)
{ b = a; }

if you simply call that function and check the value of b, it will be the same as the value of a
Let me know if you understood
>>
>>166243545
>void assign (int a, int b)
>{ b = a; }
>if you simply call that function and check the value of b, it will be the same as the value of a
Bad example.
>>
>>166243347
>implying if those games didn't have Ori and the Blind Forest graphics on that cut/copy platform engine you wouldn't be cummin

Does the engine really matter?
>>
File: 22-5.png (361KB, 739x716px) Image search: [Google]
22-5.png
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Made scroll as well
>>
https://www.youtube.com/watch?v=A-geTHq1_jY

https://ca3games.itch.io/suburbian-champion

rate
>>
>>166243234
GM. Bigger community
>>
>>166243647
true, in C++ it would create the values on the stack and have no effect, but couldn't think of a better example
>>
>>166244449
cristiANO

>>166244498
Printing something.
>>
>>166244525
are u from the hilo latino?
>>
>>166244563
No but I'm /int/ pro.
>>
>>166242965
nope. it's just for show/organization.

These are all the same, they do exactly the same things, they're just formatted differently for the user's own personal taste, spacing usually doesn't matter, it's the symbols that determine the actual statements:

>example 1
if var health == 20
{
a=b+c;
}

>example 2
if var health==20 {a=b+c;}

>example 3
if var health == 20 {

a=b+c;

}

>example 4
if

var

health

=

=

20

{

a
=
b
+
c
;

}
>>
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>>166242431
Well here's the result of day 1 fiddling around with a doodle. My tablet isn't good enough to render videos in good quality.
>>
>>166244645
nice to see I'm recognized outside /int/
>>
>>166244449
Eh, the thing that was fun about Urban Champion was the kind of tug of war gameplay. This is just a plain ol fighting game.
>>
>>166243035
Good luck. I asked for some ideas several hours ago and not a single reply. I guess I'll just clone something or make a game with no gameplay
>>
>>166244767
You've been posting on AGDG for years though.
>>
>>166244693
>Example 1
Rational and sophisticated people

>Example 2
Degenerates

>Example 3
neanderthals

>Example 4
ABSOLUTELY DISGUSTING
>>
>>166244838
>my way is objectively the best way because I am using it
>>
>>166244693
Eaxmple 4 is how I code!
>>
>>166244838
Why is example 2 bad?
>>
>>166244759
In visual studio, under File, there is advanced save. You can use the drop down to choose Windows or Macintosh to fix the inconsistent line endings thing.

also, looks like you are well on your way to just like making game!
>>
>>166244693
>if var health == 20
What retarded language is this?
>>
>>166245138
english
>>
File: input.png (83KB, 1392x714px) Image search: [Google]
input.png
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trying to have a neat input handler using command pattern. not really sure what i'm doing
>>
>>166214661
Took me forever to remember what these were called
Highly recommended
https://www.youtube.com/watch?v=XpTf-tTouy4
>>
>>166245307
>not really sure what i'm doing
>design patterns
found yer problem
>>
>>166244693
>example 4
>copied from the assignment pdf
>>
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>>166245307
>m_membername
>>
>>166244823
yeah, but the cristiANO is an /int/ meme though, it's born from the hilo latino, another general I visit.
I though he was the argentinian who post here.
>>
>>166245530
Got a game?
>>
>>166245682
It's not exactly difficult to come up with cristiANO given the prevalence of peruANO, chicANO, etc.
>>
it's a cool place and they say it gets colder
youre bundled up now? wait till you get older
>>
>>166245761
do you speak spanish?
>>
>>166244693
Am I really the only one who does

if var health==20{
a=b+c;}
>>
>>166245885
Besides "una vela" and "puto chicANO jajaja", no.
>>
>>166245891
Hopefully yes
>>
>>166245530
it's the naming scheme at my workplace, I can't escape it. I don't see the problem with it though other than it looks slightly ugly. .
>>
>>166245936
so, you're a gringo I suppose.
never saw the lat memes used by non spics on int though.
>>
>>166246031
It's fun.
>>
File: doom-cover-art.jpg (446KB, 1400x797px) Image search: [Google]
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Anyone knows any good resources/tutorials/instructions or free engine to build a 2.5D engine in C# or some other language?
>>
>>166246285
If you need to have your hand held to enginedev you should just use an engine.
>>
>>166246185
yeah, you said a chicano meme.
good general, but got bored because everytime I post they bully me, plus is mostly nonsense shitposting there.

a waste of time.
>>
>>166246360
>says the engine dev who acts like he made the libraries he downloaded
>>
>>166246528
There's a big difference between using existing libraries and not being able to think for yourself.
>>
I keep coming up with comfy game ideas, but then I worry that the gameplay I'm trying to make "comfy" will just end up as "boring".

Hmm.
>>
>>166246471
>he cant handle the banter
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAJ
>>
>>166245705
yep
>>
>>166246528
I have no idea how to implement an OpenGL library, so I use an existing one.
He has no idea how to implement a game engine, so he should use an existing one.
Where is the contradiction?
>>
>>166246636
>says the engine dev who acts like he didn't need to learn how to enginedev he was born with innate wizardlike knowledge
Why are so many of you fucking insane and arrogant like this?
>>
>>166246637
Hmm....
>>
>>166246637
Just add lots of environment interaction and a scene is automatically comfy
>>
>>166246710
it gets stale after a while.
I rather spend time elsewhere now.
>>
>>166246360
Maybe he wants to learn?
>>
>>166246771
I wasn't born with it, but I sure as hell didn't learn it by following comprehensive tutorials.
>>
>>166246360

I said in any other languagebut whatever.
>>
>>166246771
> fucking insane
lol, it's sourceguy
figures
>>
>>166246636
The game engine I use is a library.
>>
>>166246945
t. drinks koolaid memes
>>
>>166246945
Who's that?
>>
File: EisenhowerChiefofStaffPortrait.jpg (714KB, 1250x1517px) Image search: [Google]
EisenhowerChiefofStaffPortrait.jpg
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this is one of the greatest leaders of all time

pay your respects
>>
>>166246847
Well, that's fine, but he should expect to spend a long time reading reference tomes, random articles/presentations, and forum posts. Not following a tutorial that makes the engine for him, because that would defeat the point entirely if such a thing even existed.

>>166246936
Wasn't referring to C#. If you really want to enginedev I can recommend some resources to get you started (and you can do your own research from there depending on your needs) but they are not tutorials or step by step instructions.

>>166246947
Not all libraries are game engines.
>>
>>166247086
what video games did he make?
>>
>>166247086
where's his game?
>>
>>166247156
Call of Duty
>>
>>166232158
looks good
>>
>>166247156
the one where he is the supreme general of the allied forces and defeats fascism
>>
>>166247116
I didn't say all libraries were engines.
My point is that you're drawing a silly line in the sand so that you can feel cool.
Stay on topic.

I used to enginedev before I realized I wanted to actually make a game.
>>
>>166247116
>Not all libraries are game engines.
Wow that's some super helpful advice. I bet he's really glad he came here to ask his question now.
>>
>>166247256
It has nothing to do with being a library. I'm not drawing a line in the sand to feel cool. The fact is, if someone else designs the engine for you (which would be the case if you were following a tutorial), you've defeated the main purpose of enginedevving in the first place.
>>
>>166246754

I asked to give me some resources, but I am sorry to ever have asked something that I might not understan or have an understanding right now. People should never come out their comfort zone and never ask about something they might not understand in the moment.
>>
>>166246285
There is no point in going after "2.5D" instead of 3D today, but if you're really interested, just look up Doom source code and google Doom engine analysis (it's been done a million times)
>>
>>166247370
>the main purpose of engine development is designing the engine
Top kek, you are doing it to feel cool then. The main purpose of engine dev is to create an engine that doesn't do anything other than what your game needs, to increase performance.
>>
>>166247430
It's just an extremely strange request; we've never seen it before.
People enginedev because they already know how to program
nobody shows up and wants to "learn how to enginedev"
>>
>>166247459
Wrong post it seems.
>>
>>166247579
learning to enginedev is a noble goal
>>
>>166247528
>The main purpose of engine dev is to create an engine that doesn't do anything other than what your game needs, to increase performance.
And how can you ensure this if you're not the one who designed the engine?
>>
>>166247625
there is nothing noble about dying alone in a gutter a nodev with an engine 1% complete
>>
>>166247637
you are embarrasing yourself so much right now, just stop
>>
>>166247370
You're not designing a game engine architecture that hasn't already been done a million times. Stop bullshitting.
>>
>>166247528
It depends on your purpose with gamedev my friend.

Are you a retard who envisions himself the next Toby Fox or thinks working at a studio would be a dream job?
Are you an all-around rad dude whose varied interests find a nice home in gamedev?
>>
>>166247528
>>166247370
You're both wrong
the main purpose of engine dev is to procrastinate making a game
>>
>>166247579

I want to make a 2.5D engine pls show me how to make one/how to engine dev.
>>
>>166247739
>I have no argument and I must scream

>>166247751
And how would you know that?
>>
>>166247832
You go and learn to program
once that's out of the way, you open up your favorite IDE or text editor and start enginedevving
that's it
>>
>>166247459
>gave it up and probably suck at it
Nah, my engine works great from a functional standpoint actually, it's just a pain to use. I just don't like wasting time implementing features that take ten minutes to think about when I can just skip straight to the hard part of programming and tackle new tasks.

>Like instead of helping another enginedev with a simple short reply you kicked dirt at him.
No I didn't, you idiot. You're mistaking me for someone else.

>>166247637
By not implementing features you don't need.
>>
>>166247834
>prove that i am not making a revolutionary game engine
Not an argument.
>>
>>166247958
>No I didn't, you idiot. You're mistaking me for someone else.
That was acknowledged and the post was deleted you turd burglar
>>
of course it's d*nny, it's always him
>>
>>166248081
>That was acknowledged
Then apologize, young man. You said some very mean things about my engine development career that could have hurt my feelings. If you don't start being nice on the internet, I might have to spank you.
>>
>>166247958
It's not just about cutting out things you don't need, it's about designing features to fit your use case exactly.

>>166247980
I'm not going to link my source code to this shitposting nor can you (or I) check it against the majority of games. But because of the complexity of game engines and the fact I have a specific game in mind it's statistically very likely that I am doing things my own way.
>>
>>166248191
>wah my boogeyman
Bitch go cry somewhere else you don't even have an engine.
>>
>>166247901
Okay you made your engine from scratch that's fine, but I am sure there is documation on how to make a 2.5D raycast engine without having to invent the whole concept anew since there are some people who did it before.
>>
>>166248214
>It's not just about cutting out things you don't need, it's about designing features to fit your use case exactly.
With open source engines, why not just trim the fat instead of building the skeleton, muscles and skin.
>>
reminder only enginedevs can appreciate the creativity of game programming
>>
>>166248214
>It's not just about cutting out things you don't need, it's about designing features to fit your use case exactly.
Give an example of this that doesn't involve strictly cutting out things you don't need from a typical game engine.
>>
>>166248389
That's true. People often admire abilities they don't possess.
>>
>>166248309
what is going on in your head, man?
what you are doing makes no sense to me
I don't think you really know what you're asking for or what engindevving is
>>
I'll never understand why faggots here assume writing a small fined tuned engine is the same as writing a full unity clone that can be used for AAA games.

is not like there's some middle ground.
>>
>>166248389

No engine dev ever finished a game. Look at /agdg/ games on steam. Engine devs are doomed to never be successful.
>>
>>166248309
>I am sure there is documation on how to make a 2.5D raycast engine without having to invent the whole concept anew since there are some people who did it before.
Have you tried looking for yourself? This is a very specific topic.

>>166248323
You could do that, but if you have to do any deletion and reimplementation then you reach a point where you might as well have started with more specific libraries.

>>166248440
The renderer. A performant renderer is always tailored to the use case, whether it's outdoor scenes, indoor scenes, a mix, streaming open worlds, areas with loading bottlenecks, massive worlds that can't just use floating point coordinates, Euclidean or non-Euclidean space, etc.
>>
>>166248532
>claim to be an enginedev
>someone asks how to make engine
>WOW MAN UR RETARDED LOL WHAT IS YOUR PROBLEM
I think the question is what is your problem? Explaining how to do something shouldn't be difficult if you know how to do it.
>>
>>166248619
I don't think anyone here assumes that, kek.
>>
>>166248687
you didn't ask for me to explain it to you
>>
>>166248532
All I ask for is I don't think I have to invent the wheel anew and I ask someone to show me some resources/tutorials to help me in my request.
>>
>>166248663
>The renderer.
You need a game to render bud
>>
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Hey, I'm trying to make a tiled level, however these damn seams keep showing up, any suggestions on how to get rid of it?
When I instantiate the tiles I'm offsetting it by the size of the tile
>>
>>166248829
well, the only thing that comes to mind is handmade hero
it's a video tutorial series about engine devving while making a game

but seriously though, I'm not trying to meme here
it doesn't make much sense to enginedev if you're still at the stage of following tutorials
it's something you should do when you're pretty good at programming
>>
engies are a joke
>>
>>166248663
>The renderer. A performant renderer is always tailored to the use case, whether it's outdoor scenes, indoor scenes, a mix, streaming open worlds, areas with loading bottlenecks, massive worlds that can't just use floating point coordinates, Euclidean or non-Euclidean space, etc.
You realize this exists in a typical game engine, right? Everything minus non-Euclidean geometry exists in basically every mainstream engine, and non-Euclidean geometry is implemented in some major engines too. You can do loading gates in even BGE, and I can't think of a single game engine that doesn't have an integer based grid-lock system.
>>
>>166248856
It's probably due to fractional pixel movement
move the camera/scene in only full pixel amounts
>>
>>166249010
t. scout
>>
File: COS.jpg (102KB, 650x582px) Image search: [Google]
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don't be jealous just because you can't write your own engine and i can. beethoven was a better musician than me but that doesn't mean that i'd insult him just because he wrote for an actual orchestra while i whistle.
>>
>>166249054
But it's generic and thus doesn't work as well with any given use case although it may work somewhat for most of them, which is the whole point here.
>>
>>166248856
Try the filter settings for the textures in the importer, there might be a more suitable setting for pixel art stuff. I've heard Unity is notoriously shit for this kind of stuff though.
>>
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I'm gonna tweak this soon and make it so you get a blast effect right as you activate the technique so it's safer to use, and then make Blaz shoot the tornado out for a good 3 seconds or so.

But I'm really pleased with the animation, wind swords are cool.
>>
>>166249363
Awesome.
>>
All right, Unity Devs. I need some help. I'm at my wits end on something that should have been stupidly easy. Unity won't serialize my objects right. Here's the data I've got:

>public class SpriteData {
> public string sprite_name;
> public Vector2 sprite_size;
> public List<Vector2> subimage;
> }
>public class SpriteDataCollection
>{
> public SpriteData[] sprites;
>}

I've built a SpriteDataCollection, verified the list is populated with real, working data, and that SpriteData objects can serialize just fine, but if I use JsonUtility.ToJson on the SpriteDataCollection, it just gives me back {} and ignores the list all together.

This is driving me up the wall because everything looks like it should be working, but I don't know why it won't.
>>
>>166249363
Looks great.

One thing I've never figured, why is the sword magic-colored but during casting turns normal colored. Why not normal usually, magic colored during casting?
>>
File: kkkkk.jpg (9KB, 177x46px) Image search: [Google]
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>>166249601
tag it
>>
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>>166249613
The blade changes depending on what tech you're using, I'm matching the blade to the icon's color palette in the HUD there, the wind tech happens to be white and gray, here's an example of the fire blade
>>
>>166249761
Fucking hell I knew it was some bullshit tiny detail I forgot.
>>
>>166249838
Fuck that is really cool
>>
>>166249363
this is a doom mod right?

Are you making the graphics? I'm making an FPS in GM and I'm not so great with this style of art so looking for someone to team up with
>>
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>>166249301
You are god damn right, look at this atrocious quality in comparison to the sprite editor, will fiddle around the import settings, thanks mate
>>
>>166249278
>don't be jealous just because you can't write your own engine
But neither can you. You can just compile already written libraries and make your game like so many others have before you. You're not writing the engine, you're not doing anything new.
>i can
No you can't.
>beethoven was a better musician than me but that doesn't mean that i'd insult him just because he wrote for an actual orchestra while i whistle.
Beethoven made music he didn't autistically toy around with instruments, he used them to make music. He was not an enginedev.
>>
>>166249279
So what you're saying is that I'm right, you're wrong, and that engine dev design is subtractive?
>>
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>>166250049
I'm concerned how practical and useful these will be though.Guess I'll find out the hard way when I put the sword through a crash course.

>>166250090
Most of my art assets are just sprite rips from other vidya, though the sword itself is actually a model I took a screenshot of in Gmod and edited in photoshop to match a 320x240 resolution. Though I've also gotten some help from some talented people within the Doom community as well.

I'm terrified when I break out into GM because at that point I'll be on my own when it comes to art assets
>>
File: car and wheel.jpg (626KB, 3508x2480px) Image search: [Google]
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Zyoooom
>>
>>166250179
how can it be subtractive when you start with a blank text document?
>>
>>166250525
for someone smart enough to make an engine, engine devs sure are DUMB
>>
>>166250287
>I'm concerned how practical and useful these will be though
Yeah you're going to need some clever enemy/room design if you want the player to actually be using them all. Still, they look great
>>
>>166250179
No, because a generic renderer isn't composed of specific renderers that you can just cherry pick. They're designed around very few assumptions, because assumptions limit the engine. If you're only making one game, you can make lots of assumptions, which makes it easier to program and more efficient.

You can generalize this to the game engine itself.
>>
>>166250569
Design is not implementation.
>>
>No engine dev would ever expose himself or his "game" because he would be laughed out of this thread

Watch out engine devs, noone cares about your shitty programmer art and shit engine just because you act like you are better than everyone else.
>>
>>166250628
If all else fails I'll make the wind attack a projectile like how it originally was, that way players can fire it down hallways and crowded areas.

The other attacks all have their uses in almost any situation, and seeing as this character isn't so hot at ranged, he needs to get in close anyways.
>>
>>166250168
>write my own engine from scratch
>according to this nodev, i actually didn't because i couldn't do it

HAHA SO JEALOUS
>>
>>166248581
It still requires more work than just using an engine. Plus 99% of the games don't even have any mechanics that would require a specially built engine.
For example Braid, I can see why that would require a custom engine, because the time manipulation stuff is the core of the game and something that most engines don't account for.
But for most games, it's just not necessary.

It also depends on the actual skill of the person. Someone who knows programming well will definitely have an easier time making an engine than someone who doesn't.

That said, it's mostly just a meme hating on engine devs.
>>
>>166250839
Wait, so you've been talking conceptually this whole time?

Yeah, there is a resource that details every recorded technique of engine design. It's called the Internet, and you pick out the parts you want to look at by using search engines.
>>
>>166250805
>No, because a generic renderer isn't composed of specific renderers that you can just cherry pick
It sort of is. It's modified based on user input and includes sub-features that other renders have. You can simply remove from a generic renderer and provide defaults and get the renderer you want.
>>
>>166250935

where's your game? Some single colored rectangles? lol
>>
>>166250996
>Wait, so you've been talking conceptually this whole time?
Everyone has.
>it's called the Internet
Where do you think you are?
>>
>>166251129
Do you think the only thing that goes into designing a renderer is deciding what graphical techniques it will support?
>>
>>166251340
In terms of design? Yes. That's literally all there is to it. Otherwise, you wouldn't be designing a renderer.
>>
>>166251408
https://en.wikipedia.org/wiki/Software_design
>>
>>166250963

>That said, it's mostly just a meme hating on engine devs.

How about engine devs give some advice when asked instead of acting all uppity? This would help the engine dev community instead of being the ones who never finish a game.
>>
>>166251484
If someone is looking for a tutorial they can follow since they can't think for themselves, then the best advice they can get is to use an existing engine.

I even asked later if he would like some good reference resources to get the fundamentals down so he could do his own research into specific things he needed and he never responded, so clearly a tutorial is what he was after.
>>
>>166251458
You seem to be illiterate, my friend. You see, you've confused the two words "software" and "renderer". A renderer is a subset of software, yes, but designing algorithms contained within it that don't apply to rendering is not the same as designing a renderer.

Glad I could help you.
>>
My company's going to be hiring a few Idea Guys, thought I would see what y'all got before it drops officially. Let's hear your best and I'll let you know if we should talk more. I won't say who I work for so don't even ask. Think AAA.
>>
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>spend all day fucking with Input.mousePosition in Unity
>3 hours later realize I can just reuse code from an old project
>Problem solved in 5 minutes
>>
I tried briefly to use UE4 but stopped because it seemed blueprints were too essential
Are blueprints just a meme for kids who don't know how to program or is there any actual value in them?
>>
>>166251725
call of duty but it's set in an era that's different from the era of the last released call of duty
>>
>>166251734
They're completely useless for anything serious, but they're great for playing around with.
>>
>>166251707
>designing algorithms contained within it that don't apply to rendering
So designing how the renderer takes the scene and breaks it up, batches it efficiently, ensures required resources are resident in memory, etc. is not part of rendering?
>>
So.. is there any reason to actually learn to code? There's so many tutorials out there on how to script certain functions, so can't you just copy and paste what they wrote for their tutorial and replace the variables with whatever you need?
>>
>>166251681

Yeah fuck you too, hope you never get good at anything.

Since you are an engine dev it's quite likely you will be forever stuck on single colored boxes for your art and never acomplish anything so I am confident about that asshole.
>>
>>166251484
This.

>>166251681
>If someone is looking for a tutorial they can follow since they can't think for themselves, then the best advice they can get is to use an existing engine.
Or they can just make their own engine and not develop an autistic stigma about tutorials and asking for help.
>>
>>166252095
If you can always find exactly what you want with a license that allows you to use it like that then I guess not.
>>
>>166251725
what if mainline pokemon games were released on smartphones

generic action rpg with a marvel skin

we should make world of warcraft free to play

transgendered overwatch character to generate some controversy

photo realistic car game for the upcoming console generation

we should sell color palettes for money

more gay and brown characters in mass effect
>>
>>166251734
They are incredible.
>>
>>166252198
You can license your scripts? How would that even be a thing?
>>
Has anyone else had Unity just freeze, and then freeze anytime you try to open that scene you were in?
>>
>>166252369
are you running any scripts in edit mode? you might have fucked up m8
>>
>>166252413
I didn't think so, but I'll take a look to be sure.
>>
>>166251725
what if we cut out a chunk of our game and sold it later on as DLC while claiming that we didn't just cut out a chunk of our game
>>
>>166252363
Most of the time, when you post something somewhere you retain copyright over it. If the owner doesn't explicitly give permission, it's copyright infringement for you to copy and paste that code into your project.

Will they ever find out, probably not. Will they care even if they do as long as you credit them, probably not. But it's still unethical.

That's the least of your worries, though. What happens if you can't find what you need? Give up and change your game to fit the code you do find?
>>
>>166252253
Cool, not really interested at this time but best of luck to ya!
>>
>>166251725
reuse content from our last popular release to create a VR gallery shooter
>>
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Comfy idea:
You build sandcastles on a beach.
>>
>>166252164
>Or they can just make their own engine and not develop an autistic stigma about tutorials and asking for help.
I offered to give real advice (just not what he wanted, because it doesn't exist) and was ignored.

He also specified that he wanted to learn how to to 2.5D rendering, which he could have searched for if he was willing to expend the tiniest effort to think for himself do his own research.
>>
>>166251725
A game with mecha and tanks.
Did I get the job?
>>
>>166252581

>If the owner doesn't explicitly give permission, it's copyright infringement for you to copy and paste that code into your project.
Nod really unless it's not your code you posted.
>>
>Tree model tutorial
>2mil polygons
What? Does he seriously think it's a good idea to make a tree with 2 mil polygons?
>>
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I need some feedback, is this missile too simple for an enemy projectile?
>>
>>166252924
That looks fine. They're going to be moving fast so it probably doesn't need any more detail than that.
>>
>>166252924
Will I be inspecting the missile for manufacturing errors or just getting it in the face at 80 mph?
Either way it's fine and fits the style.
>>
>>166252836
Yes, it is. In civilized countries, copyright is a given, and the copyright holder can license it away as they please.

Look at the bottom of this page, for example, specifically the last sentence.
>All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
>>
>>166251725
What if we spent time and resources adding terrible multiplayer onto our story-based RPG because retarded execs think everything can be the next Cowadooty?
>>
>>166216171
nice westeros retard
>>
>>166253001
>>166253027

It will actually be slow, homing and give the player the option to shoot it.
>>
>>166252752

>He also specified that he wanted to learn how to to 2.5D rendering, which he could have searched for if he was willing to expend the tiniest effort to think for himself do his own research.

There was not a single link provided in this thread what is a good resource to learn from.

If someone asked about art, 3d modelling or texturing there would have been atleast 3 posts helping out and telling about their expirience. There is just something wrong with engine devs which makes them think they are above all even though the success rate amoung engine devs is the lowest.
>>
Anyone know any good Unity tutorials for making combat? I just want to do simple combo chains and stuff and build up from there but I'm not sure where to get started.
>>
>>166252924
Depending on the speed it travels, no, but it looks too large to fit into those holes. ;)
>>
https://www.youtube.com/watch?v=fKjsfZVIBug

>tfw cut out animation can look as good as traditional
>>
>>166253052

>Look at the bottom of this page, for example, specifically the last sentence.

If you mention it in your post, yes,. If not , it's don't.
>>
>>166252881
did he say it was for video games?
>>
>>166253361
no it cant
>>
Anyone can recommend good tutorials for MonoGame?
Can I just follow an XNA tutorial?
>>
>>166253361
that looks like dogshit
>>
>>166253206
>There was not a single link provided in this thread what is a good resource to learn from.
Because if his problem is as specific as 2.5D rendering he should be able to google for himself. I can understand wanting battle tested resources for things like engine architecture, but that's evidently not what he wants.

>There is just something wrong with engine devs which makes them think they are above all even though the success rate amoung engine devs is the lowest.
It's not about being elitist, it's precisely because enginedev is much harder to get results with that I don't want to spoon feed. Even if I wanted to, there are no such comprehensive resources for enginedev, only references for architecture and glue and articles/tutorials for very specific things.

If you want to enginedev, you need to know how to fish. Nobody is going to give you all the fish required, and if someone did, you would just be using somebody else's engine.
>>
>>166253361
that looks terrible, can someone post the simpson comparison?
>>
>>166253206

Even if someone asked about scripting there would have been a couple productive answers but engine devs just are unable to post anything worthwhile.
>>
>>166253623
>but engine devs just are unable to post anything worthwhile.
Of course not, every solution is tailor-made specifically for their engine, you can't just help people out with their own engine.
>>
>>166253160
That's something that's better judged in-context.
>>
>>166253361
The second they start moving their bodies it looks godawful. Their faces are okay, but tweening slightly different expressions onto a cartoon lion face isn't exactly impressive animation.
>>
>>166253598

>do it yourself
>Google it

Yeah, engine devs are definitely not elitist . You'd get better answers from anyone.
>>
ideaguy here, looking for full stack developer.
>>
First you scream at enginedevs to stop enginedevving because they're wasting their time and never making games.

Then you scream at enginedevs to stop telling a beginner programmer that they probably shouldn't enginedev.
>>
>>166253863
If you can't do it yourself then you can't enginedev. Enginedev is about doing things yourself for your own game.
>>
File: balls_of_feel.jpg (38KB, 389x399px) Image search: [Google]
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>Hahaha, LOVE master race, I never have to wait for my code to compile!
>game gets bigger and more complicated
>footage gets longer and more visually complicated
>have to wait for video to encode before posting progress
such is life in Devland
>>
>>166254185

Yeah I hope noone ever helps you out and just says to Google it.

PS.: Never think about posting your engine dev dogshit, I will bully your "programmer art" into oblivion.
>>
>>166254547
If someone asks a real programming question, I'll be happy to help. If they ask a question that amounts to "google this for me" I'm not going to humour it.
>>
>>166254232
>I never have to wait for my code to compile!
You think interpreted languages are an advantage for a game developer? You might be retarded. They're a bad idea outside of simple game logic, and they're not a great idea inside of it.
>>
>>166254679

Whatever.

PS. : Your collision detection "game" sucks.
>>
>>166254723
>Most of the time, when you post something somewhere you retain copyright over it. If the owner doesn't explicitly give permission, it's copyright infringement for you to copy and paste that code into your project.
LOVE uses a JIT, but the code is Lua, which is normally transpiled to C and then compiled and assembled traditionally
also my game is not complicated and last I checked was able to run OK on a shitbox from almost a decade ago
if I run into problems I can embed actual C code to tighten up whatever's slow, hell I could probably embed assembly in the C code
>>
sup agdg

today i interviewed with a tripla a company for a position as idea guy but even though i offered amazing ideas, i was rejected. i think they just pretended that my ideas were shit but secretly stole them because they said "cool ideas". i think i fucked up, what do?
>>
>>166255285
Then you do have to wait for code to compile, you idiot.
>>
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Does GM have a way to set particle depth? "Above all objects" and "below all objects" is bullshit.
>>
>>166255325
This would have been funny if you didn't say you got an interview.
>>
Anyone here experienced with Game Maker?

For my Comfy Jam game, I'm thinking of putting it all in one continuous map. I'm talking, like, 5000x5000 tiles. Fuckhueg.

However not much will actually be happening, just the tiles and maybe 50 objects in the room.

Will this kind of size cause performance problems, from your experience?
>>
>>166247579
>People enginedev because they already know how to program
!!!!!!!!!!!!!!!!
>>
>>166255691
Yeah. Might want to break it down into chunks or implement some kind of loading-gate system.
>>
File: editor progress.png (433KB, 1618x946px) Image search: [Google]
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Hello hello! MML clone dev reporting back in. I've been working on terrain heightmaps and the level editor for my room format!

If you're interested in following my project please follow me on twitter @wild8900
>>
>>166255942
Godspeed man, godspeed.
>>
>>166255938
Ah, shit, the design I had in mind doesn't really work with loading zones. Shame.
>>
File: tiny tim.png (122KB, 248x270px) Image search: [Google]
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>@wild8900
>>
File: Title icon.png (22KB, 216x180px) Image search: [Google]
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What do you think would be best?
Like a JRPG, a Action RPG or a (Shantae-alike game)
I'm not sure if combining both could work.
>>
>>166256205
DELET THAT. I knew I shoulda made a separate twitter account.
>>
>>166256312
As long as it doesn't involve any animations you should be fine.
>>
>>166256312
none of those are game ideas, that's just a list of genres
http://www.gamasutra.com/blogs/RyanClark/20150917/253842/What_Makes_an_Indie_Hit_How_to_Choose_the_Right_Design.php
>>
>>166256205
Vine?
>>
>>166256312
Text adventure.
>>
>>166256205
He's beautiful!
>>
>>166256312
Shantae-alike would actually be pretty cool but you need to step up your art game hard for that.
Only style of game of those three that can get you some quality (you)s.
>>
>>166256312
Make a game where you try to make her pupils look directly in front of her instead of off to both sides.
>>
>>166255942
Lookin really nice.
>>
>>166253108
what the fuck?
>>
>tfw you missed the mobile gold rush
>tfw you didnt get onto steam before greenlight
>tfw you missed the kickstarter train
What will be next to go, /agdg/?
>>
Sorry I don't have a phd in matrices, I'm an artist you fucking eggheads
>>
>>166257303
Get your game greenlit and roll in early access dosh (^:
>>166256573
>>
Looking at Kickstarter games are so odd.

You have games like request like 40k in funding and I can't find out who's the developer all just videos and general game shit. They get over funded with like 200k.

Then you have a group of 4 people with years of gamedev experience unable to get 20k together

Is kickstarter really just a lottery
>>
>>166257303
You can still make it in the 3 platforms if you make a good game.

You do plan to make a good game and not a shitty soulless game don't you?
>>
>>166257501
Actually marketing is more important. Too much shit in the market that even the good things can be swept under.
>>
>>166257440
Lots of experienced game devs have absolute shit game ideas.
Some have so extremely naive ideas that it's hard to believe they're serious (see Crowfall).
>>
>>166243285
>Unity
>ECS
Lol no.
>>
File: OCsemendemonhappyface.png (97KB, 320x240px) Image search: [Google]
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I probably shouldn't bother at all. My sprites sucks, because I sucks at art.
>>
>>166257715
Use cubes and stop shitposting.
>>
>>166257807
How am I shitposting.
>>
>>166257903
whining and complaining
>>
>>166257807
Pixel art is just 2d cubes and he can't even manage that.
>>
>>166257369
An artist should know math. Math and art work beautifully together.
>>
>>166258220
stop
>>
How does /agdg/ feel about clones or fangames?

I'm currently thinking of making a small clone of an old and dead Bomberman game that never came to the west, since I managed to get my hands on some of the assets.
https://www.youtube.com/watch?v=Dxl7mP0tBB0
>>
>>166258727
>How does /agdg/ feel about clones or fangames?
Even non-fangames get the "stolen art" treatment so don't expect your game to get any positive feedback from here.
>>
>>166258727
You'll be memed on sometimes. But mostly people don't care.
Just don't sell your game with stolen assets.
>>
>>166258220
so if you can't into math, you can't into art?
>>
>>166259045
Being good at math and being good at art are separate things. One doesn't necessarily mean you'll be good at the other. But art does greatly from math. So it wouldn't hurt to learn as much as you can.
>>
>>166258865
Plokdev did okay.

Speaking of which wtf happened to that game?
>>
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>>166258727
Looks like Boom
>>
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>>166258987
>>166258865
I'm not planning to sell it, nor am I planning to make something original out of it. It'd be a remake, and just that. Though I guess that's a bit boring.
>>
>>166259593
A clone game is better than no game. Post progress all you want!
>>
>>166215937
As someone who can do art and writing and has an entry-level understanding of music but cannot code I can sincerely say that not being able to code is worse desu
>>
>>166257303
porn games

they won't stop being easy money until steam allows them though (they won't).
>>
>>166259845
I agree with this. At least programmers can actually make their game work, no matter how ugly it is.
An artist just has concepts at best.
>>
>>166260156
I can't imagine it being easier to find artists as a programmer, or to get funding as a programmer, when you preset a shitty graphics less game...

Than for an artist to find a programmer, or get funding, after showing their art for the game.

When it comes to shitty tiny games that never gets anywhere... Who cares?
If something isn't of high quality, then it shouldn't exist.
>>
>>166259259
>did okay
>what happened to it?
This shows that it probably did less okay than you think.
>>
>>166239013
cool cardioid bro.
>>
Finally got my Comfy Jam submission's design document hammered out.

You... ARE making a design document for your game, right AGDG? What am I saying, of course you are, because you all want your games to succeed.
>>
>>166261641
I made a schedule but its very vague
>>
VERY IMPORTANT QUESTION:
where can I find free to use loli demon/succubus sprites?
>>
I've been having a problem with script order in Unity. I have two scripts doing stuff on start; one that generates a map and then places the player in it, and the other one that needs a reference to the player. The problem is, even though I've set a custom script order to place the map generation first, the second script fails to find the player. I'm wondering if this is because the map generator is producing a ton of objects and the other script is trying to get the player before its placed. If that's the case, I don't understand how custom script order works.
>>
>>166228443
so mount and blade
>>
>>166228270
best to do that on a site called Stack Overflow. They will be more than willing to help. Asking here will just get you a bunch of retarded posters who failed with there game and mad at the world because of their own laziness, so they take it out on people who actually get work done.
>>
Is there a good way to scale the parent object without scaling the children objects in Unity?
>>
>>166263646
unparent the children objects, scale the parent, then re parent?
>>
what is the eqvuivelent of a configurable joint in unreal 4? is there a joint type in unreal 4 that's as autistically customizable as the configurable joint in unity?
>>
>equipment name: Daisy Jukes
>equipment type: pants
>perk: +evasiveness in battle
>restriction: females

thoughts?
>>
>>166261641
I probably won't even have more than one feature

I've spent the last two days trying to get my resolution right for my pixel art

I can't draw anyway

This game dev stuff is hard
>>
>>166263904
I can always appreciate a good pun for equipment
>>
>>166263715
I think Unreal calls those physics constraints.
>>
>>166264135
so there are no specific constraints applied to objects just a list of "modifiers"? i'm totally new to unreal.
>>
>>166264256
I'm not sure what you're asking. There's a physic constraint component in the actor blueprints and a direct one you can place in the world. You assign it targets and then limit lock or set drives as you want..
>>
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how the fuck do i get these shadows

got a single directional light with shadows on, and the units are set to recieve shadows and such
>>
New thread when!?
>>
>>166263970
thanks. I have more, but forgot them and where I wrote them down
>>
>>166264710
whenever you make it
>>
>>166264473
Did you fuck your normals up?

Honestly it's pretty hard to tell what's going on. Maybe make a webM and move the light around
>>
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Sick of using placeholders, how do i git gud at art?

Would pixel art or vectorial art be better for a metroidvania game?
>>
>>166264762
I don't make OPs because the info repo website I made is in there so it'd feel like self promotion...
>>
>>166264976
Nope.
>>
>>166265156
>>
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>>166264810
The normals are all fine. The light is moving from bottom left to top right in the video
>>
>>166228714
Keeps is fucking CUNT
Thread posts: 769
Thread images: 114


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