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/agdg/ - Amature Game Dev General

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Thread replies: 763
Thread images: 122

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Make games not love.

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

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

> Helpful links
New Threads: >>>/vg/agdg
Previous Thread: >>166214661
Discord: https://discord.gg/TDKP7
AGDG Logo: pastebin.com/iafqz637

> 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
>>
First for Rama, the Community Demigod of the Unreal Engine.
>>
No progress this thread.
>>
>>166265156
>Fucking up all the links on purpose
Why anon?

> 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
>>
>>166265295
Some of those links are broken anon. A testament to how much people use them, those sites aren't even up anymore.
>>
>>166265361
Better than the OP.
>>
>>166264976
>how do i git gud at art
Step 1 - learn if you have affinity for art.
Step 1.5 - seriously don't bother if you don't have any affinity, you're just going to waste your time
Step 2 - practice
Step 3 - note that practicing doesn't mean that you'll eventually git gud. Only stupid Americans think like that.
>>
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post fan art people made of your protag
>>
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>>166265634
okay.
>>
>>166265486
Practice doesn't mean that you'll eventually get good.

But you'll only get good by practicing.

The key is to actually seek to improve yourself instead of just random scribbling. There's no art genes, and art as a whole encompasses a VAST array of specialties, from technical drawing to realistic drawing to abstract to stylized to character art to environmental art, etc. Most big name artists have their own specialty they pursued and they can't exactly just be thrown into "gud artists vs bad artists" categories.
>>
So for people who mess with 3d programmimg, what do you do for barriers/walls? In older 3d (n64 I know, maybe psx) walls were just programmed to reject the player when they tried to move into them. However say you were able to get into the wall. If you tried to move through the wall from the inside, you'd move through and come out the other side. Nowadays walls seem properly 2 way, so if you get stuck in the level then you are stuck stuck.
I was thinking trying 1 way walls on the off chance the player finds a way or a glitch occurs and they get stuck in the wall. I got this idea playing the Hat in Time demo because 2nd time I entered Mafia Town it spawned me under the map and I couldn't get back out.
What are your thoughts?
>>
>>166265396
How?
>>
>>166265754
Because the links don't have subtly accented characters to make the links purposely broken?
>>
>>166265740
I wouldn't know I just enable collision and that's done with it.

Sometimes I get really down and dirty in it and put simple colliders on a mesh myself.
>>
>>166265818
Holdover from last thread.
>>
>>166265925
You asked how my posted links were better than the OPs and I answered. What's your point now?
>>
>>166265958
They were like that in the last thread.
>>
>>166266014
That's completely irrelevant and you know it, retard. Fuck off back to discord with your weak bait.
>>
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>>166265258
I can now make a menu to rebind input keys at runtime, a feature that isn't really supported by the Unreal Engine.

Oh thank you Holy Rama.
>>
>>166265258
I'm mad jealous of his UE4 wizard skills, more-so when his english isn't even that good.
>>
>>166266058
>I'm posting alongside people like this
>>
>>166267024
Where is...your game...?
>>
if !(x>view_xview[0] and y>view_yview[0] and x<view_xview[0]+view_wview[0] and y<view_yview[0]+view_hview[0])
{
//is outside view
}

How do I make it so that it checks an extra 100~ or so pixels horizontally (left and right) before considering the object running it "not in view"? I'm using this in an object that spawns instances of enemies.
This is in gamemaker.
>>
>>166267317
The meme coding posts are getting really annoying.
I wonder if they can be reported.
>>
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>its a discord thread
>>
In Unity I have a script that creates a map and places the player in it, and another that gets a reference to the player to do stuff with it. I've set a custom script order so that the map generator happens first, but the second script is still failing to find it. Is it possible that my map is taking so long to make that the reference is made before the player is created?
>>
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>when you finally give up on your project
>>
>>166268105
IF YOU'RE TIRED OF STARTING OVER

STOP

GIVING

UP
>>
>>166268232
you could just never try again.
it's much easier.
>>
any of you guys got any good homemade tracks you'd like to share? I'm up for listening to one
>>
KEEPS IS A FUCKING CUNT
>>
>>166268313
https://soundcloud.com/cyclophobia/sets/mythophobia
>>
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>>166268354
damn man, bretty good
keep it up
>>
>>166268313
https://soundcloud.com/qaztim-eleven/project05-medievalasianfusion?in=qaztim-eleven/sets/random-projects
>>
>>166268232
I'm not giving up. I just stop and start a new project because I can't make art for it.
>>
>>166268560
lotus forest is good
>>
>>166268651
But then how are you going to make art for the new project?
>>
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Finished my settings ui.
Features:
Fully functioning video and quality settings
Keybaord and gamepad rebinding
Keyboard and gamepad navigation
Saving and loading settings and rebinds
>>
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Comfy jam here I come
>>
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>>166268928
too long for one webm
>>
>>166268928
Looking good my dude
>>
>>166269019
one thing i hated about katamari is that smaller objects disappear when you get bigger
>>
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>>166269074
Don't worry, I don't even know how to do that!!
>>
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>>166269131
Your honesty is admirable. Your game is gonna be fun
>>
>>166269131
pull objects closer to you so it looks more like a ball
>>
>>166269218
Isn't half the fun of katamari watching the ball get all fucked up and misshappen as you collect more and more shit on it?
>>
>>166269284
yes but yours looks like its not sticking together properly
>>
>>166269352
Oh, yeah, good point. I need to fine-tune the sphere-collision-growth per item collected still. If I don't grow the player's collider at all then it won't "roll" when too misshappen, but when I grow it too big, as you see in the webm, you get those invisible gaps. I think I can work on that.
>>
>>166269284
>>166269352
see how there arent really any gaps?
>>
>>166269051

no worries
>>
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>>166268895
You've been working on the exact same thing I'm working on. And you beat me to it!

IT'S ON, I WILL FUCK YOU UP. EVERY SALE YOU MAKE I WILL MAKE 10.
>>
>>166268778
I don't. I finish coding and then start a new project.
>>
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>>166269449
Do you have a bigger...picture? I was actually thinking about replaying katamari to get more of a reference, too.

I wonder how I can keep it more 'spherical' without those gaps. When I just turn off the collision scaling it gets more "webby" than circular.
>>
>>166270032
play with magnets
>>
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Does anyone know how to do this and/if it would be hard to do? I really like the 2D pixel look for this sort of 3D. I wouldn't normally want to do a 3D game but if had these sorts of graphics then I'd be pretty interested to do so.

1/2
>>
>>166270670
The guy who made it is literally ere. Maybe you should ask him.
@Led#0589
>>
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2/2
>>
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>>166270709
>>
>>166270858
https://discord.gg/FuDF2Ve
>>
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>>166270780
>>166270670
Probably just simple planes and blocks with good textures and maybe something like a billboard effect
>>
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>>166265634
I'm surprised there were people that wanted to draw one of my MCs despite the fact I don't have much game to even show for it. Makes me happy.
>>
>>166268928
Is this just as simple as parenting the objects on collision?
>>
>>166270670
>>166270780
Looks sick as fuck.
>tfw cant do shit like that

Also what engine?
>>
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kill me
>>
>>166271051
A few refinements, but basically. Just prototyping a few things while I get used to Unity.
>>
>>166269449
>>166269131
He's right, you can make it get a bit missshapen, but it also corrects itself into more of a ball shape
If it didnt you could get into an unrollable state
>>
>>166271086
I think those arms are moving a bit too far up and forward, try to reduce it a little
>>
>>166270709
>>166270858
>>166270884
Oh okay. So agdg has fallen to discord, too? I used to come here pretty regularly, it's a shame.
>>166270946
I see.
>>166271053
I don't know. Got them from there : https://www.patreon.com/ledgamedev
>>
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>>166271203
>>
>>166271163
Sure I'll work on a reposition algorithm that does this.
>>
>>166271270
Fair enough, if it's a hard sprint you're going for and not a jog it fits
>>
>>166271270
gotta go faster, to achieve this just put his arms all the way back and don't let the hands follow the rest of the body.
>>
>>166271270
Professional runners might actually be a bad reference. They run way more efficiently than anyone else.
>>
>>166271086
Maybe rotate the shoulders slightly more? The head shouldn't turn with the shoulders obviously. It's not all that far off though.
>>
>>166271458
unless you're making a fast runner
>>
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And then, everyone was talking about a cube girl.

So, I made a cube girl.

What now?
>>
>>166271585
make game
>>
>>166271086
Try moving the torso/whole body a bit up when he's not touching the ground, and down when his knee is at the most "bent" state. It'll improve it significantly.
>>
>>166271623
Ok. I will try.
>>
>>166257715
Cute.
>>
>>166271086
made me laugh how his torso is staying level the whole time
>>
>>166271086
Unless he's supposed to be some terminator-esque robot, you haven't done very great. Model looks okay, but that's a shitty animation.
>>
>80 posts
>on page 8
What's happening?
>>
What's the most girlish weapon you can think of.

>>166272618
Everyone is deving. Quiet thread = Good thread.
>>
>>166253108
lol nice
>>
>>166272658
A ribbon.
>>
>>166272658
Anything nature-related.
Anal beads.
>>
>>166272658
>What's the most girlish weapon you can think of.
Toy hammer
>>
>>166272658
Panties
Period blood
>>
>>166272193
Tell him how he can make it better then.
>>
>>166272658
BL book
>>
>>166273269
Benis Licking?
>>
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>>
Can someone point me to an algorithm that will check if something is enclosed.
If I had:
1 1 1
1 0 1
1 1 1
I want to be able to know if the 0 is block/reachable from the outside. Rooms can be much larger than just this example, but the map is even bigger so I can't just brute force it
>>
>>166273326
Boys Love
>>
>>166273604
l-l-l-lewd

Also yeah that seems appropriate.
>>
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ur mum is in my gaem.
>>
>>166273593
Would probably be easier to just make sure the map is generated properly.
>>
>>166273593
You could just do a BFS or DFS that returns false after all paths have been checked, too many options have been checked, or the path is too distant from the starting point
>>
>>166273929
Nice, I'm always impressed by your art
>>
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>>166273929

You better take her out right now
>>
>>166273929
lol thought he was going to fall apart for a second there
>>
So I haven't visited /agdg/ in more than half a year now. How is everyone doing? Anything interesting happened? I hope the regular devs are still working on their games. How is everyone liking GM:S2? Is it the new best 2D engine?
>>
>>166273265
I did.
>>
>>166272618
Busy learning stuff
>>
>>166273934
My map is made the player, so I'm trying to detect when he makes a buildings, but thanks anyways.

>>166273940
Yeah I have a BFS that does it now, I just think that there must be some more efficient way to do it so I can better handle the merging of structures or buildings
>>
>>166273593
Wouldn't you just need a 2d array and then make sure everything in [0][i], [i][0] [length-1][i], and [i][length-1] are all !=0 ?
>>
>>166274062
Everything is pretty much the same, other than most projects from that time having been dropped of course, this place is a stagnant pool of fetid water.
>>
>>166273929
holy shit, how did you get this good? I want your babies
>>
>>166274306
Rooms can be of any shape, so it could also be

1 1 1 1 1 1 1 1
1 1 0 1
1 1 0 1
1 1 0 1
1 1 1 1 1 1 1 1
For example.

Rooms can also share walls.
>>
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>>166271086
kill me
>>
>>166274271
Correct me if I'm misinterpreting what the algorithm should do, but here's how I would write it

When a wall is placed perform a BFS/DFS on 0's with a reasonably sized break (a bit more than you expect a maximum building size would have)
To make it more efficient, you could keep track of buildings that have already been confirmed rather than constantly checking (set 0s and 1s to 2s and 3s)
When 3 wall is broken, revert adjacent 2s in a chain along with their adjacent 3s
>>
>Paint.net updated
>Now every other mouseclick, it freezes

I just wanna sprite!
>>
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got game maker and I'm just trying to fully understand the basics before I fully commit to anything, so I have a question that hopefully someone here can answer. I got my character moving/jumping around and colliding with things, but when she hits the "ground" she just floats a few pixels above it (indicated by the red line)instead of flush with the surface. Its as if the game is counting the small weeds as solid as well, but why..? Another thing is that if my character sprite goes below that line and actually becomes flush with the ground it gets stuck, and I have to repeatedly jump to get out. Anyone know how I can fix this?
>>
>>166274454
What your looking for is A* path finding or something of the sort. it takes a start and end point. to explain the pathfinding here would take way too many posts. so unless someone else wants to help you. just follow a tutorial and you should be fine.
>>
>>166274847
how is the collision set up on the character and environment?
>>
>>166274932
Through coding in the step event. Example:
if (vsp < 10) vsp += grav;

if (place_meeting(x,y+1, obj_ground))
{
vsp = key_jump * -jumpspeed;
}

and
// horizontal collision
if (place_meeting(x+hsp,y,obj_ground + obj_dirt))
{
while(!place_meeting(x+sign(hsp),y,obj_ground + obj_dirt))
{
x += sign(hsp);
}
hsp = 0;
}
x += hsp;
>>
>>166274847
Did you make that sprite? It's cute
>>
>>166274557
>gotta go fast!
try extending his arms and putting them behind his body for even faster running
>>
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>>166275281
>>
>>166274847
>>166275093
You forgot to post the vsp collision.
>>
>>166275093
not talking about the code, how are the collision boxes?
>>
>>166275308
now leave this animation be and make a temple run game with it
>>
>>166275230
nah I wish, its a temporary sprite for now that I got from here http://forums.rpgmakerweb.com/index.php?/topic/60465-sprited-sv_enemies/. Guy said anyone can use them freely. My succubus OC sprite I have in mind will be similar tho, only more loli I guess.

>>166275341
if you mean the collision masks I actually didn't set those, all I did was make the obj solid. Hmm, is that what I have to do?
>>
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>>166275308
H-he's fast!
>>
How do I set up a 2d array in Unity to do a drunken walk through it? I can make the grid easily enough, but I don't know what I should be doing to make it not spawn there. Currently thinking of having a dump location and just setting the deleted blocks to that one then not spawning any of them.
>>
>>166275337
its exactly the same as horizontal collision code, just flipped to make it work with the Y coordinate.
>>
>>166275513
>not setting up collision mask
thats like the most important part,
>>
>>166274454
Post the data structure you are using, I figured a 2d array but if it's something else then I'm just guessing and I don't have enough info to give you a proper answer
>>
>>166275513
Absolutely do not make any of your objects solid unless you're actually using that functionality.
>>
>>166275541
Actually, that system wont work, because I need to know the location of the blocks as well.
>>
>>166274557
the arm that moves forward is supposed to be the opposite of the leg moving forward., other than that it's pretty good.
>>
>>166275692
oh jesus christ i didnt even notice . thanks faggot
>>
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>>166275582
ya I fixed it, that was the problem. Thx!

>>166275613
my assumption was that my character would fall through if it wasn't solid which is why I checked that originally, I guess not.
>>
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Anyone done any gameboy programming?

There's a retro indie game jam and I was thinking about it.
>>
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>>166276029
better use pico-8
>>
>>166276154
I'm not sure it fits the theme. It's not make a retro style game, it's make a game that could run on actual 2000 or earlier hardware.
>>
>>166276154
Not him but I don't see the point, GB resolution is already quite low, you can code a GB game on your already familiar engine with no problems. Pico-8 is just a money grab.
>>
>>166276029
What jam are you talking about
>>
>>166273593
Yeah I just implemented this a while ago in my own game.

The algorithm you need is floodfill. Your problem is essentially identical to the problem of bucket fill in an image editor
>>
>>166276276
January's mini-ludum dare.
>>
>>166276313
>started over a week ago
I-I didnt want to make a game for it or anything
>>
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--->>> B R O G R E S S <<<---

Quite a lot of little changes.

>Player can carry 2 guns
>Can pick up guns to replace weapons
>>Thrown away guns retain their mag state

>New gun: VOLTER
>>Quite OP atm, fires through walls and multiple enemies

>Display messages with COLOURED TEXT
>>Level up, pick up guns etc
>>Still some small issues, don't know if I'll keep the system

>XP bar and player leveling
>>Guns will also have levels, not implemented yet

>A little more variance in level tileset
>HUD changes
>>
>>166276223
pico-8 can run on garbage hardware like raspberry pi
>>
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>>166276154

There's also this: https://nesbox.itch.io/tic
>>
>>166276575
Raspberry Pi didn't exist in 2000, though.

It's not that it has to be low-powered, it has to actually have been able to run on a 2000 or earlier OS.
>>
>>166276575
Raspberry Pi has better hardware specs than high end desktop computers from the early 2000s
>>
>Square advanced progress gets no reply again >>166276493

Sasuga agdg.
>>
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My attempt at replicating chink cartoon scenery visuals in Unreal. It looks good only at a few angles - I have no idea what to do with this dreadful feeling of my dreams getting crushed.
>>
>>166276493
Nice juice.
>>
>>166277356

If you want something to look like a drawing you must draw it
>>
>>166277356

Speaking of Unreal, I'd really love a primer on how to get a turn based strategy game working. It's really infuriating how they provide a sample one in the content browser but it's super complex, and every time they mention it in one of the videos they're like "oh yeah that exists just look at it if you want to know how it works."
>>
>>166277483
B-but I want to interact with my waifus in A-1 Pictures tier 3D worlds.

>>166277720
Don't know man, doesn't sound that complicated to me. All you need is to keep tracking of turns in GameMode or something like that. Then in pawns I'd check if it's my turn and do the logic I need to (e.g. make AI decide on its attack or show available options in player's UI). Once your turn is complete - notify GameMode.
>>
>refactor code
>it ends up being slower than before
I keep coming across this thing in Unity where using space is just better. It's been much easier for me to spawn everything and then delete what I don't need than it has been for me to sort what's needed and only spawn those.
>>
>>166278053
Blur the fuck out of it and go for Kyoani.
>>
>>166278167

WIDE THIGHS LITTLE FEET
>>
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>>166278223
FUCK YEAH
>>
>>166278548
this is fucking dumb
>>
>>166278167
Gotta fold my foliage and sky shaders one billion times first.
>>
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Why doesn't my spaghetti code work? It's much slower than my previous system just spawning it all and having the drunk walker just delete them with raycasts, and doesn't seem to stop any from spawning at all.
>>
Does anyone here not use unity or UE4?
>>
I'd offer my services as an artist to some programmer here, but I'm sorry I'm just not interested.
>>
>>166279113
Yes
>>
>>166279210
Prove it
>>
>>16627921
No
>>
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>>166278730
you are fucking dumband gay
>>
>>166279113
Yes
>>
>>166279414
you're half right
>>
I don't understand this foot size meme.
>>
>>166279192
i'd like to respond to you, but i'm not going to
>>
>>166279192
I don't want your interest I just want your art
>>
>>166279192
good luck!
>>
>>166279626
Actually meming aside, I am interested in working with a programmer haha. What engine are you using?
>>
>>166279983
>I am interested in working with a programmer haha
I just told you I don't want your interest you fucking retard give me your art
>>
>>166279081
Okay, I've got it working now, but it's extremely slow to the point I thought it had crashed the first few times. Is this really more intensive than spawning and destroying everything?
>>
>>166279528
Small feet is an old time eastern fetish. Look up feet binding.
>>
>>166280109
I know and I don't understand it
>>
>>166280153
its a retarded meme anyway. Feet binding has nothing to do with actual tiny feet on a wide thigh hentai character.
>>
Hello /agdg/, I have done 3 game jams now and am good enough with my engine of choice that I can turn around and help answer questions for newbies to it.

What's my next step?
>>
>>166280414
Find the sourceposter and kill him.
>>
Define a game engine
>>
>>166280347
It they might use it as a way to avoid having to draw detailed feet
>>
>>166205721
>handmade hero isn't good software development
Ridiculous.
At worst it's making concessions in favor of being an educational stream. As he admitted in the recent stream where he introduced memory guards normally that's something he would do day 1 but due to the teaching nature of the show he can't really go ahead and implement every debug system he wants without motivating it. The show is about how you're working when you're at the cutting edge, you explore.
He's very explicit about him consciously taking the bad paths to show issues and conclude their solutions.

If what you want is a steam that shows you how to implement whatever FOTM game tech there is look elsewhere. The contents of that stream is going to be relevant for way longer than most stuff you can find nowadays. You can strip away the different domain specifics like how he's very cache conscious, he's working in 2D on an architecture with split GPU and CPU, and in an imperative programming language etc. What you're left with then is him showing how he approaches problems. He builds tools to help him make sense of his situation, he looks at a problem from many different perspectives and always ends up with very malleable code because he knows that's important. And I believe it always will be.

It's not surprising that you shitty devs can't dedicate an hour to listen to two experienced software engineers doing a post mortem of a system that was constructed with only good intentions. It's extremely educational to anyone with enough brainpower to analyse the issues they had on a more abstract level.

You really sicken me sometimes agdg.
>>
>>166280414
Make a better game than your previous 3 games. Repeat ad infinitum
>>
>>166280575
https://youtu.be/iASBdbiKSHU?t=150
>>
>>166280414
Recreate Crank 2:High voltage as a videogame.
Make it as awesome as the movie.

Action videogames are so incredibly lame right now. Someone needs to do something new.
>>
>>166280502
simply drawing shoes is enough for that.
>>
>>166280575
>>166280861
So it sounds like the next thing to do is just keep doing more game jams.

I have a question about what approach I should take:

- Should I try to do the same genre of game over and over for each jam until I get to the point that I can make an actual sellable thing...

- Or should I try to do many different types of genres and game mechanics for game jams to try and use them as a portfolio of my ability as a <job here>?
>>
I can't make serious games, I tried. I hope AGDG is ready for my superironic shitty games yo
>>
Should I quit while I'm ahead?
>>
>>166281447
>Should I quit
Never.
>>
What do if art shit?
>>
>>166281336
>So it sounds like the next thing to do is just keep doing more game jams.
wat

The next thing to do is the whatever the fuck you want to do.
>>
>>166281553
Practice
>>
>>166281553
I'm an artist and pretty easy to work with. What's your game like?
>>
>>166281553
You have three options
- Practice. It can mean months to years. It's up to your dedication and amount of time you spend on it.
- Do something which is not heavy on art.
- Do something with placeholders and hope some artist will be interested in it, or collab right from the beginning with one.
>>
>>166281764
>>166281879
So, practice? It's not a talent? What about music then? Doesn't music theory take forever to learn?
>>
>>166276493
Looking pretty damn great, gave me a nuclear throne vibe without some things I didn't like the small window you had.
The only gripe I have with yours right now is that you have to get close to get the blue orbs, personally I would like them to come to me after some time
>>
How long would it take to make 3d models for four characters? I'm currently trying to make a game with Unreal Engine 4, and I understand most of the coding aspects of it so far, but I know almost nothing about graphic design.
>>
>>166266835
You can do it easily with C++, not sure why they haven't exposed it to BP
>>
>>166281981
>Doesn't music theory take forever to learn
If you have anything better to do with your time do that thing instead
>>
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>>166281981
Some people learn programming or art or music more quickly. But as long as you're willing to learn and practice, you can do it.
>>
>>166281981
Music is hard to write even if you know music theory.

t. a guy who has been playing guitar for 10 years
>>
>>166281981
Anon. Did it took forever to get into coding or finish the schools and classes you have finished so far? No. You can learn anything. There's no talent, there's only willingness to learn something and interest in something. But that's a key factor: being interested. If you only want to do art because you want to make a game, then you are going to have a hard time, because you'll be only thinking about when you'll have something which you can load into your game, and won't focus on drawing. You have to enjoy these things to a certain degree, you have to get invested in them to get to somewhere.
>>
>>166282026
Completely depends on how detailed you want the characters. For low poly maybe a day for each character, maybe another day for animations. For a more detailed character, could be a week or more.
>>
I wish I was talented in physics. No matter how hard I stare at a problem, no inspo.
>>
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>>166282165
this is my favorite post itt
>>
what engine do you guys use for mobileshit?
>>
>>166282820
I've heard that Unity is used a lot to develop mobile apps
>>
>>166282820
Libgdx
>>
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Why does noone use XNA/Monogame?

Successful games made with Unity:
>Hearthstone

Successful games made with XNA/Monogame:
>Rogue Legacy
>Terraria
>Stardew Valley
>Bastion
>Magicka
>FEZ
>many more
>>
>>166282820
Godot.
>>
>>166283250
My best guess is Unity is already a very attractive option for people using C#

Are you the creator of SupraMayroKrat btw? I think I remember Vinny playing that shit.
>>
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How's your HUD/UI design coming along?
>>
>>166282820
The one I'm building in FORTRAN
>>
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>>
>>166283541
>>166283430
stop spamming those every second thread, faggot
>>
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>>166283527
>>
>>166283648
http://www.coboloncogs.org/INDEX.HTM
>>
>>166283721
hahaha holy shit
>>
r9 my ggj 2017 game
https://www.youtube.com/watch?v=EPY9wEmW0fg
>>
>>166282024
Thanks. The blue orbs are xp / points, and if they automatically come to the player, I might as well not have them (though it looks juicy when they fly around the screen to the player). I'll have to play around with it some more to test which feels better.
>>
A comfy strategy/tactical game where you compete with your estranged spouse for approval, love and custody of offspring
>>
>>166283931
lol
>>
>>166283931
very interesting concept
>>
>>166283931
I respect your vision, and feel your calm presence in my life
>>
A game where you're diagnosed with a deadly disease that will make your heart explode if you don't get comfy.

Every level starts with your character being extremely uncomfy for whatever plot-related reason. You must navigate the level and find activities/objects that make you comfy before it's too late.
>>
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Targeting system. close_enough.jpg
>>
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>>166283648
My fav.
>>
>>166281981
don't listen to these fags
skill needs both talent and practice

some people just can't do certain things no matter how hard they try, or how long they practice

just go look at deviantart for proof, so many shitters have drawn for 10+ years, never improving, because they have no talent
>>
>>166283250
unity has a nice graphical level editor, so you don't have to tooldev

that's my excuse anyway
>>
>>166284754
>Combining slashes and dots until a thing happens
I can relate
>>
>>166284772
the reason they don't improve is because they don't listen to critcism
>>
>>166284772
Thats bullshit. Some people don't get better because they don't try to get better. There is a difference between doing and 'practice'. Those deviant tier autist don't ever leave the first stage of competency.
>>
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Ok so the kid AI is almost done.

>his default is playing games
>reacts to dog and other noises (music box)
>he goes back to playing games after a while but his panic level increases
>if you destroy his PC he checks up on it and goes to sleep
>once he is asleep that is his new default thing he goes back to if you wake him up
>>
>>166284772
if you repeat the same mistakes for 10 years you won't learn
you need to actually learn something and to leave your comfort zone
>>
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>>166284945
They can also pick themselves up now from ragdoll. Depending what you did they will panic.
>>
>>166284945
What's the difference between this and 'haunt the house'?
>>
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>>166285082
And they see items in their close vicinity and panic if they levitate too long in front of them.
>>
>>166279113
Yes.

My font rendering starts working. I will soon focus on lights.
>>
>>166285143
You don't haunt anything, you kill people. You are a reaper, not a ghost. People can not spot you or be afraid of you. It's more like Hitman than Haunt the house.

Besides, even if it was a carbon copy, Haunt the house was a half baked idea with 4 levels. Game could be completed in 1 hour by spamming stuff around people.
>>
Where do I find an affordable character modeller?
>>
>>166285305
And what's the fail state?
>>
>>166285305
What is the fail condition?
>>
>>166285305
>let's take a charming game
>replace the cute graphics with pixelshit
please use a name so I can filter you, thanks
>>
>Oh boy, time to make game with GM:S I got a while back
>Can't define functions without scripting, that I would want to use local variables from the object calling it

What sweet hell is this?
>>
>>166285450
>>166285463
They escape. Some need to be killed in a specific way. Some people can not be killed (but will be able to kill them accidentally).

Later they can call paranormal investigators, exterminators, priests, etc., that hunt you down and can capture/kill you.
>>
>>166285531
but you literally do use local variables from the instance of the object calling the script
>>
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Why is this game so fucking hard?
>>
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>>166285450
>video games need a failstate
>>
>>166285747
Because you suck. And it's poorly coded.
>>
>>166285836
maybe you wouldn't know what a game is because you're a friendless loser but it's true you pretentious faggot
>>
>>166285836
name one good game without a failstate
>>
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To make this enemy a bit more interesting I'm giving it the ability to push the player backwards.

So it will do low damage but be annoying as hell.
>>
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>>166285839
Poorly coded yo say?
>>
>>166286423
Yes. Look at the CPU consumption. It's fucking high.
>>
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I have no idea what this will become.

But I like it so far.
>>
>>166286816
>have no idea what this will become.
Another in a long list of meme games
>>
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Comfy progress!
I worked on animating the sail folding/unfolding and tied it to the ship's traveling speed.
I'm not completely satisfied with it but it works. Also made some changes to the ship model itself.
Next I'll work on implementing the claw inside the ship.

Then it's time to model the player character you guessed it, it's a cute girl!
>>
>>166285206
Is that The Thing poster? My nigga
>>
>>166286867
Those seem to do pretty well.
>>
>>166286998
I didn't mean it as an insult.
>>
>>166286953
Yeah. Great movie.
>>
>>166286903
>its a cute girl

meme game
>>
Can someone help me with my GML code? It's for a projectile hitting an enemy, reducing the enemy's HP, then destroying itself, but it doesn't seem to be colliding with the enemy at all. Am I using it wrong?

inst = instance_place(x, y, o_enemy_parent);
if (inst != noone) {
with (inst) {
hp -= o_player_projectile_parent.damage;
}
instance_destroy();
}
>>
>>166286998
Are you sure about that?

https://steamcommunity.com/sharedfiles/filedetails/?l=swedish&id=690210935
>>
>>166287287
Leveraging established meme culture isn't the same as being a "meme game."
>>
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>>166287109
GIVE ME A W!
GIVE ME AN I!
GIVE ME A Y!
GIVE ME A G!

WHERE IS YOUR GAME?
>>
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I changed my UI a bit to allow 3D items
Now I can start phasing out my placeholder sprites for placeholder models

At least I'm slightly not as terrible at modeling
>>
>>166287484
Another Minecraft clone?
>>
>>166287396
I don't need to post my game, I wouldn't get any actual constructive criticism because it doesn't have LEL SO FUNNY ART or FURRY THICC XD.
>>
>>166287562
>no game
Sad!
>>
>>166287484
nice Crysis clone
>>
>when someone makes a sailing game that isn't remotely grounded in reality
JUST
>>
>>166287625
LIKE
>>
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Still working out some bugs in my map generator but honestly I'm surprised at how decent things are turning out.
>>
>>166287703
MAKE
>>
>>166287601
More like:
>no game
Many such cases!
>>
>>166287274
fuck, never mind, I'm an idiot. I forgot to set my projectile's parent
>>
>>166287551
Yeah sure

I'm just making the exploration game I want to see, grid inventory and hotbar is what I'll be using until I find something better
>>
>>166286816
cool fist art

>>166285206
>knife flies through guy on couch
>knife kills kid handle first
not great
>>
>>166287274
I'd use place_meeting() to first check if there is a collision, then instance_place(). Are you sure the projectile has a collidable mask?
>>
Whats the math for calculating a bullet reflection off a wall? I cannot figure it out for the life of me
>>
Texturing question: I've seen this video on youtube where this guy made a texture as sort of a palette of colors. Then he basically unwrapped single faces and shrinked them down a lot to make them fit in each color block in the texture.
This gives the model a flat, toon-shading like look, but I was wondering, does shrinking down the UV map so much cause problems?
>>
>>166288213
https://en.wikipedia.org/wiki/Dot_product
>>
>>166288213
http://paulbourke.net/geometry/reflected/
>>
>>166288213
Unity has Vector3.Reflect()

>>166287864
>>166287601
Trumpposting is the best new meme to come out
>>
>>166288002
Obviously the kid is in the foreground and the guy is not. That guy just needs to calculate the hitbox better for the blade
>>
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Babby's first boss.
Finally about to close the longest loop in the game.

>procrastinate by working on the game
I don't know how to feel about this.
>>
>>166288370
cool
when the individual smaller eyes shoot out lasers, IMO give some indication as to their source direction/travel when the eyeball is off screen, otherwise it looks like random bars appearing
>>
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>>166276493
>>166277019
>>166277430
>>166282024

-> P R O G R E S S <-

>Fixed display message prroblems
>Added functionality for another line of text

>Pickup messages for guns, considering adding it for HP also

>Weapon "descriptions"

>Tried out making the xp orbs come to the player automatically
>>
>>166288235
Only if you enable texture filtering. Otherwise nearest neighbor keeps everything crisp.
>>
>>166288370
This goes from okay to amazing if the soundtrack is great.
>>
>>166288235
As long as you don't try to use that UV for lightmaps then I don't see why it would be an issue
>>
>>166287484
>memecraft
>>
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almost ready
>>
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>>166288518
noted

>>166288675
it will probably be just ok then
>>
>>166289279
>ellipses used for dramatic effect
this is not a valid use of ellipses
>Gozoo / Gozõ
consistency issue
>Banished to the other dimension long time ago
grammar issue
>>
>>166289564
Can you use a name so I can filter your posts, thanks!
>>
>>166289414
Too much screenshake
>>
>>166289414
have the triangles drift out from the corpse
>>
what are some good books for introduction into gamedev?
>>
Unreal vs Cryengine 2017, or something else?

only people who have actually used them pls
>>
>>166284772
It's because they are not practicing, they are simply doing it.

it's like this for any activity, this is why there are people who simply doesn't know how to run, it's not because they didn't run enough in their lives, but it is because they didn't practice running.
>>
>>166289808
Mein Kampf
>>
>>166289973
Unreal is so much better
>>
>>166290059
why?
>>
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In an instance like this or any similar scenario, which is better, left or right?
>>
>>166289673
I hope you're not the dev
>>
>>166290102
Can you use a name so I can filter your posts, thanks!
>>
>>166290052
i'm so fucking tired of shits like you shut the fuck up
>>
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>>166290158
anon are you ok?
>>
Hi, I updated my breakout thing a little bit since yesterday. Prettied it up a bit and changed my ball's collision polygon to actually be a ball (or close enough) instead of a diamond shape. On the technical side not much else has changed. Progress is slow but I am working on it still.
>>
>>166290240
Oh, also, that webm is a little bit older than this one. The paddle can't leave the boundaries now!
>>
>>166290218
no i'm not okay

i will be okay when i start learning how to gamedev. i already know how to program but gamedev is a new frontier for me so i figured an introductory book would be an ideal place to start and learn

but you're making fun of me and wasting my time which of course i don't appreciate
>>
Reminder that lowercaseposters are always facetious
>>
>>166290361
You're right, stop wasting time and get to reading.
>>
>>166290087
Advantages of Cryengine:
>more efficient foliage rendering
>setting up landscape painting is a little simpler
>That's all I can think of

Besides that I'd say UE4 is better in each and every way.
The editor/tools, workflow, documentation, community, stability, update frequency, there's a reason hardly anyone uses Cryengine
>>
>>166289973
Unreal, save yourself the heartache and listen.
>>
>>166290491
but i haven't found a book
>>
>>166290556
Mein Kampf
>>
>>166290556
if you already know how to program download Unity or Gamemaker and get crackin
>>
>>166290504
Isn't Cryengine bankrupt though?
>>
>>166290556
I would bet you 99% of the people devving right now haven't read a dev book in their life.

Reading a book about it won't help you. You just DO IT.
>>
>>166290052
This helped me make Minecraft. Even helped me think of the name.
>>
>>166290720
By the quality of posts you'd doubt most people here have read any books at all in fact
>>
Does a bullethell count as comfy?
>>
>>166290779
do you feel comfy playing bullet hells?
>>
>>166290779
If by bullet hell you mean trash clean up stadium, yeah
>>
>>166290617
Stop making fun of me. You know it's not that simple.

>>166290720
I guarantee no one ITT understood game programming just because they knew how to program normal scripts and projects.
>>
>>166290906
>You know it's not that simple.
Yes it is
I think you lied about already knowing how to program.
>>
>>166290504
the previous reasons is that it required AAA $1000 tools to even import shit and had a dead end licensing model

cryengine V changed both of those things, so it looks pretty viable now

>>166290623
they have a constant flow of license money from >>166281814

remember to thank them for funding free engines for us
>>
>>166290906
Try the book "My Struggle"
>>
>>166290779
If you can evoke that trance-like state, it could be pretty comfy.
You probably won't be able to get that though. That's actually quite a bit of work, planning and playtesting. But you can try.
>>
>>166290906
>I guarantee no one ITT understood game programming just because they knew how to program normal scripts and projects.
Oh how wrong you are.
>>
>>166290906
Dude it actually is "that simple."

Go download Gamemaker or something and do the tutorial projects.

Go get Unity and watch a youtube video or something.
>>
>>166290906
If you know how if-statements work, and know simple math, you can make a game.
It's not rocket science. Unless you want to make it rocket science of course. Like Kerbal Space Program.
>>
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>>166290779
Cute 'em ups are comfy!
>>
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Minecraft clone coming through
>>
>>166281336
uh, write something down... Your end goal should never be to do just jams until you can make a "sellable game jam", that's pretty stupid. Your end goal should be to make a game that you want to make, regardless of if its sellable or not. If its a good game then it being sellable will come by default because of the fact that you put dedication into it.

Just write something down in notepad on what you want to accomplish in your own core game. Game jams are only used to get you comfortable with a game engine/coding BEFORE you start your own ideal game.
>>
>>166291495
People will give you shit for making a game in that genre, but it's dope.
>>
>>166291495
>flying in a balloon visiting comfy flying islands
this shit can be huge and bring you mad dosh anon
>>
>>166291495
james and the giant peach / 10
>>
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>>166290098
Guys pls. Just want to know how I'm supposed to do this stuff.
>>
>>166291914
It literally doesn't matter unless you're uber concerned with your tris.
>>
>>166291495
>>166291768
That's called Worlds Adrift.
>>
>>166291914
Might as well do the right since it's fewer polygons
>>
>>166291768
Yeah, it'll be just like No Man's Sky!
>>
>>166291914
The left would be easier/require less tools to texture, if you want some kind of texture detail in the corner.

The right is fewer polys.
>>
>>166281879
>>166281981
>>166282165

I think coding is just the most important part followed directly by art. Its pretty easy to get someone to do pixel art for you for a few dollars. Same with sound effects/music. Just describe to them what you want commissioned and they will probably draw/compose everything you would need in your game for less than a new Xbone game.

Atleast that is my line of thinking. Why take months, possibly years, to perfect art when you can just have someone do a commission to speed it up? If you ever go large scale you will never see someone doing EVERYTHING in a game anyway unless they were already talented at drawing/composing music, and even then they still don't do everything as it is time consuming. That's why most people give up, because they try to do everything themselves instead of take these mandatory shortcuts.
>>
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Music is progress too, right?

https://soundcloud.com/rezy-laser/echo-of-a-ruin
>>
>>166292239
because then you get to convey your vision perfectly
>>
>>166292239
>I think coding is just the most important part followed directly by art.
Depends.

Coding is needed to make a game, but nobody is going to care about your beautiful coded game without art.
This is why artists have it so easy and why they can trick people with patreons monster girl 3D models with no game whatsoever.
>>
>>166292353
Musicbros are usually cool and not jews.
So music is progress.
>>
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Ragdoll is working out. The rest is basically making animations and organizing the AI.

I kinda wanna have enemy infighting, which wouldn't be a problem, but I don't really see when this will ever be of any use.
>>
>>166292401
your "vision" will never be conveyed perfectly if you are shit at doing art. Sure, practice is obviously the best answer, but how long are you going to practice? 6 months? 1 year? 2 year? Still nothing done? Atleast get commissions and practice on the side, you can update the game it with your own vision later on. Whats important is that you actually get the damn thing done without it being twigs or autistic globs of pixels.

>>166292668
that's because art is already complete and you are just buying the monster girls to fap to the art. You are not paying to play any kind of game.

Remember, you can make a game easily with just lines and dots. Think about how snakes was made. I realize art is a handicap for being able to display what you want in a game, but really commissions is not that bad. The art will become your own anyway since you bought it and the design was 100% yours, just someone else drew it for you and saved you time.
>>
>>166293235
Those look really good anon, how long did it take you to model them?
>>
>>166293235
>I don't really see when this will ever be of any use
The "non-lethal" / stealth approach.

Make the enemies kill each other without them knowing you're there.
>>
>>166293235
Enemies fighting each other was super cool in DaS3. D44M did it a bit, too.
>>
>>166293328
Why is it so hard for you to accept that people want to improve their skills?
>>
>>166292668
a game with only art and no gameplay is how you quickly make enemies of your consumerbase. You would instantly be flaged as bullshit, kinda like those guys who created cloud meadow after he completely fucked over breeding season, since that is obviously who you are referring to.
>>
>>166293545
I literally just said you can improve your skills while also getting shit done at the same time retard. Is it so hard to understand that you can ask for commissions while you are in the process of learning how to do art yourself?
>>
are you OK with your game being associated with the alt-right movement?
>>
>>166293545
Because people like you take months to try and learn something but never actually complete a fucking game?
>>
>>166294062
I only associate it with the alt-f4 movement.
>>
>>166294062
Why would it be? There's nothing even political in my game.
>>
>>166293545
You need to know your limits as a human being. Assuming you are the average /agdg/er then you need to realize that you can't take years just to learn art and music, then do 100% of the art, 100% of the music, and 100% of the coding in your game... Use a bit of common sense. Indie doesn't mean "by myself".
>>
>>166293943
Forget it, this guy is a "you can learn everything by yourself" idiot, he won't learn.

>>166293759
Bullshit. There are tons of games with extremely good reviews out there which are just story telling or walking simulators.
>>
>>166294062
>alt-right movement
What's that, some sort of indie bookstore?
>>
>>166294349
because you're posting it on a micronesian breitbart subsidary
>>
>>166294062
I am not.
This is exactly why I never post my game on 4chan.
>>
>>166293372
that guy took 2 weeks.
Though most time went into organizing that god damn blender file.
I'm not even kidding. I worked with height maps for the patterns on the armor and in the end the high poly model had like 60 mio vertices or so and I had to rip it apart into different blend files. Opening, selecting, exporting and putting that shit together again took way too long.

Gonna do that differently next time.

>>166293452
>Enemies fighting each other was super cool in DaS3

Yeah that was one thing I had in mind. Stuff like the fight in front of farrons keep but randomized.

>>166293404
This actually would go pretty well with the stealth gameplay that's already in there.
>>
>>166294457
a political movement built upon the belief that there are no objective facts and that whatever you personally believe is the truth
>>
>>166294591
so all of them?
>>
>>166284945
>>166285082
>>166285206
Looks great, I see potential, keep it up.
>>
>>166294491
who cares?
>>
Is there something like f(x)=b^x but slower? The ramp up of the one i mentioned is too fast
>>
>>166294591
sounds like politics
>>
>>166294708
liberal games press
>>
>>166294491
You actually think those sorts of people buy video games? No, they're too busy fighting for rights to be bothered with video games.
>>
>>166294424
i dont consider games like what telltale puts out as "games", but animated story books...

I guess that's just me.
>>
>>166294062
>>166294491
You should stop masturbating yourself with memes and make a game.
>>
hey put this in your game
https://www.youtube.com/watch?v=YGKBoHjLdYw
>>
>>166293759
He's clearly refering to monster girl island, that unity game with 3d monster girls by rademz I think. Breeding season consumers learned nothing because the furfags need to fill their niche fetish and cloud meadow is already at half the monthly income of breeding seasons three year high.
>>
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>>166294062
please keep /pol/ in /pol/

Here have some progress instead
>>
>>166294675
>>166294732
yeah, but they take it literally and don't employ any subtlety
>>
>>166294943
no bias here
>>
>>166294062
You're late to the party, now the cool word is "populism/populist".
>>
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>>166294457
Gamergate elected a president
>>
>>166294742
fuck them, i'm in Brazil those fucker dont care about this shithole
>>
>>166294865
ya I just checked cloud meadow's patron, already at 12k per month...

Why are people so retarded. Fur games a re NEVER fucking completed.

https://chan.sankakucomplex.com/?tags=Cloud_meadow&commit=Search

this is the entire game that is actually relevant.
>>
>>166295151
>some third world commie shithole
>no leftists
ok kid
>>
>>166294062
I put ads on /pol/ during the election
Videogames need to take themselves less seriously
>>
>>166295214
anon is saying the games media doesn't care about Brazil, not that liberals dont. Not that liberals do, either, though.
>>
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>>166295214
Brazil, a communist country?
What are you smoking?
>>
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I'm sure that job offer will be coming in from Nintendo any minute now...

I hate working with languages like C. Wonder how far will I get before giving up.
>>
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>>166295347
>>166295447
Commie soccer monkeys get out
>>
>>166294865
>monster girl island

Damn, its so easy to scam people on patreon.

To be fair tho, that guy just stole a bunch of monster girl art off a booru and just put it into 3D form using blender. None of the girls are even original, so honestly you can pull off the same scam with commissions. You don't have to be an artist m8.
>>
>>166295214
>Brazil
>Communist
>>
>>166295551
nice undertale clone
>>
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>>166288518
>>166289414
Maybe have the beam propagate from the eye and/or have some particles. Made a mock-up.
>>
What's that one game that was here where you slapped shit and it was like paper-mario-y.
>>
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>>166295198
>>166295670
Friendly reminder that almost everyone here is either a child making games for their peers, or an adult making games for children.
>>
>>166296014
meme game #2143
>>
>>166295721
I laughed. Thanks, anon.
>>
>>166295776
you should make the whole game in this style
>>
>>166296226
No problem anon, shitposting makes me feel better about not making progress
>>
>>166296034
Porn sells. It's as simple as that. This is why whores exist. Although it is not hard to find girls in japan that you can pay to play videogames with you.
>>
>>166296391
>girls in japan that you can pay to play videogames with you
elaborate
>>
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Why has there never been a collab /agdg/ project like katawa shoujo?
Instead of 20 unfinished games there would maybe be one finished game
>>
>>166296697
because memes
>>
>>166296697
>collab /agdg/
Music bros share stuff
Coders share stuff
Even idea guys share stuff

Artists don't because muh hard work implying they're the only ones working
>>
>>166296697
>Why has there never been a collab /agdg/ project like katawa shoujo?
Are you a newfag? There has been at least 15 collab projects here and every single of them failed because the people always get bored after several days and instead of saying they are quitting, they just silently disappear
>>
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Can somebody explain to me why this isn't working?

So I made an "Inverse Kinematics".
But when I move my IK bone, my character goes extremely bow legged.
>>
>>166295776
Maid dev?
>>
>>166295031
don't know if you're familiar with it or not, but they outright say things like
>all the polls are wrong
>the media are liars
that kind of thing
no subtlety at all
>>
I'll collab: I've been trying to find a programmer but no one is ever interested.
>>
>>166297318
What skills do you bring to the table?
>>
>>166297318
2D or 3D
>>
>>166296697
Because butthurt faggots: >>166297089
Act like they're superior, and no one wants to work with that.
>>
>>166296697
it's easy to collab a VN because you can just delegate each route to a different writer and reuse the same character art/music assets. Also it was done in Renpy so the engine was already made, there was no coding involved.
>>
>>166297238
But the media does lie
>>
>>166291914
Modern graphic capabilities are ridiculous, polygons are barely a concern. Are you deving for Gameboy?
>>
>>166297105
are you using single plane or a rotate plane IK? Its also better to manipulate your rig by creating curves(and manipulating them) instead of manipulating the bone directly.
>>
>>166296485
Those maid cafes. There are some where you can ask for some sort of maid menu, where there are stuff like taking photos, eating somehting with you, playing games, or even act like your gf for some time.

And it is very expensive.
>>
>>166297448
Sure, if you live in Russia or China
>>
>>166297105
You need a pole target.
Extrude a bone from the knee, clear the parent, uncheck "deform" in the bone tab, move it forward on the Y axis a bit. Then, under the IK menu for the leg bone, under Pole Target look for the bone you just made and select it. You might need to fiddle with the angle in the same tab, can't remember the exact name.
>>
>>166297105
Are you autistic son? Do you think the pole field is there just for fun?
>>
>>166297318
You could post your art and get tons of replies and available programmers.
But you don't and we both know why.

>>166297395
Typical post. I just stated the truth, everyone in this general is willing to collaborate to some extent expect artists. You're probably one.
>>
>>166297527
but the United States is different!
>>
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>>166297238
>2016 US election
>Wrong Polls
>Media lying
pic related
>>
>>166271585
Texture it, rig it, make game.
>>
>>166297609
I haven't seen someone give a single example of a mainstream media outlet lying about Trump
so yeah, very different
>>
any tips or techniques for distortion maps? I am noticing they make or break the look of particle effects. Is it pretty much just photoshop gradients and filters, maybe a little blur to soften?
>>
Hi, it's the breakout guy again. I decided to try making a level select map to see how hard it'd be and it wasn't all that difficult surprisingly.

I decided that to make my game interesting I want to give the player stars for completing levels (one for beating it, one for no deaths, one for doing it under a time limit) which unlock bonus levels/alternate paths for reaching certain milestones. Right now the stars are just text but soon they will be actual stars once I figure out how I want to represent them visually.

Ignore the background looking kind of weird and animated, that's just what the webm's compression did to it.
>>
>>166297486
I don't know, I'm following this https://youtu.be/8mZtc33rQ3c?t=4m48s

>>166297539
Hm, ok, I'll try that later.

>>166297569
He never used it.
>>
god damn unity

i have a 1 unit tall ladder, i make taller ladders by just placing one on top of another
then i have trigger collision and set boolean flag whether the player is touching the ladder or not
except when i get to another ladder piece, it ifrst sets true for the next piece, then false on the collision exit for the previous piece

how do i resolve this
>>
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>>166297172
Just a drawfag.

>>166296250
>>
>>166298096
Instead of a "am I touching a ladder" have a list of ladders you're currently colliding with
>>
Coding noob here again with a question;

here is the code I wrote just to learn about functions:

public class NewBehaviourScript : MonoBehaviour{
int a = 2;

private void Start(){
int a = Running(5);
Debug.Log(a);
}


private void Update() {

}

int Running(int num)
{
return (num * 2);
}
}

>The debug log gives me 10, the return of the defined num x 2. My question is, in the start function, I defined the variable of "a" as Running.

So why is the (int a = 2;) way at the top ignored? The console says that defined variable is not used in the script.
>>
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>>166297380
>>166297373

2D (java/libgdx) , wanted to do a small something for the comfy jam, art wise anyway.

>>166297595
You know nothing.
>>
>>166298273
I would love to work with you anon

I'm making a mahou shoujo action platformer
>>
>>166296697
because last time,i wasted 3 fucking years on a game and the artist fucked me over big time, result:game is dead,i wasted 3 years,artist is now getting commissions thanks to our dead game "audience"
>>
>>166298234
thanks for suggestion, I just used an uint counter that i increment/decrement and check against 0

thanks mate
>>
>>166298246
You're declaring it twice, not sure if it matters.
You assign a the value of two. Then later is assigned 10. You print it off at 10.

Put a debug line between each line, you'll get a 2, then a 10. If you want the 2 to carry over you can assign it like a+=Running (5)
>>
>>166298246
You start out with
a = 2
This would also be printed if your Debug.Log(a) was above a = Running(5)

What you the do is
a = the result of Running applied to the parameter 5

Running takes the int in the brackets, doubles it and returns that number (this case 10).

You then tell the program that a = the return value, i.e. 10.
>>
>>166296034
of those games, how many are actually finished or even close to finish lol?

I don't get why people even bother making porn games, just make the damn animations and be done with it, everyone skips the actual gameplay anyway.
>>
>>166298273
Y-you are not that baiting memetard anon, are you?
>>
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>>166298246
In the future, put it in hastebin and link it

On line 2, you're declaring the variable 'a', as an int type, and setting its value to 2. However on line 5 you're declaring another variable, also named 'a', which overrides (at least for the duration of the scope you're in, in this case the function named Start) the class-level 'a' (line 2). You set the local variable 'a' in Start to what is returned by calling function Running and passing it 5, yadda yadda.

tldr you re-declared 'a' with local scope, nothing actually touches the class level 'a'
>>
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>>166296034
Do people pay taxes from Patreon moneys? Shit, I wish I could make porn.
>>
>>166298825
they probably ought to but I doubt anyone does unless they're targetted
for instance PP will probably report you to the IRS if you hit $20k+ a month
>>
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Time for card pack select screen
>>
>>166298246
it would be so much easier for you to learn using a different language
>>
>>166298825
there is no way this shit isn't on IRS radar
>>
>>166298825
considering Akabur is most likely Russky, I highly doubt that
>>
>>166298825
donations isn't a way to avoid taxes. Paypal will always send you a form, and that form will be as if you are on commission/own your own business, and thus you would pay more taxes.
>>
>>166298660
He's baiting. Or probably just have a bunch of creepy static concept monsters lying around that can't be used in anything else than gamemaker
>>
>>166296391
Artists have it so fucking easy. The monster girl island is boring as fuck gameplay with boring as fuck mechanic and with shitty code, but has top tier models and that is all it took.
While i'm great at coding and thinking up fun mechanics but since my art is shit i won't ever make a single penny.
I wish i was an artist who can't code for shit, i would just make a porn game with blueprints and roll in the easy dosh
>>
>>166299172
grass is always greener
>>
>>166299172
>in it for the money
found yer problem
>>
Working on an Unreal 4 game and I am stuck.

I want to be able to search through semi-large list of items by tag. There should be a pre-written manifest of these items and all of their tags. Think big JSON document or something. How would you do this at runtime efficiently? Load it into a database or something? NoSQL?
>>
>>166299287
wrong.
artists having it much easier is an objective fact because costumers give 0 fucks about how shitty the code is but they give 110% fucks about how the game looks
>>
>>166299379
um
that kinda contradicts your points

>artists have 110% responsibility while coders can throw shit around
>>
>>166299302
i'm not, but i would like if the game made money and anyone who says they don't care about that is lying
>>
Where's all the comfgress?
>>
>>166299172
>I wish i was an artist who can't code for shit, i would just make a porn game with blueprints and roll in the easy dosh
You still need to understand programming to be able to use blueprints. The visual style just really helps you get on with things.

>>166299379
I hate this crap, honestly do. It ruins the crowdfunding platforms for genuine projects. Never fall for hype.
>>
>>166299372
A dictionary with a string (the tag) used as a key, pointing to a List of game items that use that tag
>>
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>>166299172
you can litterally pull off the same scam with blender/source film maker and photoshop. You don't have to be a "artist".
>>
>tfw will never make loads of money on patreon
>>
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>>166299156
Oh you. I'm the CastleRock dev, I'm getting near my little 0.0.1.0 milestone and want a small break.

>>166299134
>>166298825
Akubar is one of the few "decent" patreon devs, he tells you not to donate more than one dollar and recommends other people to donate too.

He also probably has tax issues because 6000 usd is like 350000 russian rubies.
>>
>>166299582

Yeah that seemed like the simplest option but if you are searching for multiple tags it turns into a bunch of intersection work.

With my dataset size that probably isn't too bad but it may actually be easier to just iterate over all the objects and check their tags if I am searching by a lot of them.
>>
So I saw a tutorial on XML loading where someone uses [XMLAttribute] for their loading of asset data.

Is this a good method? I've literally never seen someone do this before.
I'm having a really hard time finding a good solution to my database issues.
Are there no good DataBases with a descent GUI?
>>
>>166299520
No it doesn't.
Programmer = good code, bad art
Artist = bad code, good art
The quality of the art affects how people perceive your game much more. Code quality is obviously important but if you're making a simple game that's mostly content then it's not so bad if you aren't good at programming (but good luck finishing anything complex).
>>
>>166299287
Did you miss the patreon list image?

Artists can get away by asking money in collabs projects when everyone else is working for free, how do you explain that?
Artists can get away with pretty much everything, and if you even dare to say anything about them you get people like you defending them like they're some kind of princess.
>>
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I don't fucking get it.

Exporting my Godot project, I can not access any files via script. In the editor everything is fine, but if I want to check for a file's existence I always get False slammed into my face.
I tried using res:// and the global path to the executable as well as plausible variations on that. I can not access any files. I can write new ones outside of the packed binaries / resource zip, but can't read a simple text file inside of those. And I checked, they are definitely exported. Why doesn't this work; what am I doing wrong here?!
>>
>>166300098
>XML loading
>Is this a good method?
No.
>>
>>166292353
>you still around
Godspeed, anon.
>>
>>166300272
Why?
>>
>>166299536
but you're comparing the amount of money in making pornographic images to the amount of money in making any kind of game

they're not even related really
you might as well compare it to how much money you could make doing electrical engineering
>>
>obsessing over your thirst for money and jealousy of patreon porn devs
>obsessing over politics
>never going to make a game
Just kys faggot.
>>
>>166296697
Because teamwork is actually very hard. More man hours doesn't mean more work will get done.

Also 20 people who can't finish a small game cobbled together results in one epic unfinished game.
>>
>>166298660
>>166298384
I could only maybe spend a month or 2 on something.
>>
>>166300360
Use JSON at least. XML is a bloated and ambiguous format. JSON reflects how data is stored in a programming language, XML is some made up bullshit.
>>
>>166300552
It's amazing how in a discussion about making pornographic video games, the developers aren't the most pathetic group.
>>
>>166300675
I'm fine with that, just looking to make something small
>>
What's a good C# library?
>>
I was wanting to brush up on my C++ skills by making a small game with SDL. Is this a good idea or am I setting myself up for failure with a primitive language using a primitive library to do something only a madman would do in 2017?
>>
>>166300862
Like what? Have you done something before?
>>
is anyone here actually working in the industry and happy with it?

i've had this job for a year and a half now, but i don't know, it doesn't seem worth it. i don't know if it's just this company or am i just a dead inside faggot.
>>
>>166300657
>Because teamwork is actually very hard. More man hours doesn't mean more work will get done.
thats why you need a strong individual that coordinates everything. i bet even katawa shoujo had one guy who coordinated and delegated the tasks that had to be done
>>
>>166300098
>Are there no good DataBases with a descent GUI?
Im using SQLite, it has a decent gui called DB Browser and probably many others
>>
>>166301003
>primitive
>madman
the memes have really gotten to you
you could make snake or breakout in one day with c++ and sdl or sfml
and in under an hour if you already have experience with either of those libraries
>>
>>166301003
>C++
>SDL
It's okay. Many guys here go with that. However you might want to take a look at OpenGL also.

If you don't have an army of assets ready to be loaded, have time and like to tinker things, then there's no problem with going this way.
>>
>>166301007
Are you learning new things every day?
>>
>>166301003
nothing wrong with that, check opengl too
>>
>>166301007
its prob the company. Most people who want to be a "game developer" think that they will net a job working on the next zelda/mario game. No brohans, that's not how the world works. Almost always will you get put with a shitty no name company and have MAYBE, if you worked for said shit company for 30+ years, will your resume even be even glanced over to work on a AAA title.
>>
>>166301007
>is anyone here actually working in the industry and happy with it?
from what I understand the game industry sucks dicks.
so I'm not surprised by your post
>>
>>166301003
SDL is quite barebones but it may do for a very small game, but otherwise C++ is for enginedevving that won't get you far in making a game (but is a nice programming practice)
>>
>>166301006
I have made a simple platformer game and an endless horde mode game, both 2D.
>>
>>166301007
The union of good companies and companies that make good games is very small.
>>
>>166301640
the intersection. fuck
>>
>>166301456
Ok, you went a step too far
of course you can work on a AAA title in your first job
it just wont be at Valve unless you went to MIT or are already well known for some reason
>>
>>166300278
Thanks anon. Slow but steady as always.
>>
>>166301293
yeah, actually. i mean, i developed a lot of small games by myself and stuff, but working with dozens of people on a serious project is definitely making me look differently on a lot of things.
>>
>>166301585
Neat, email
[email protected]
>>
>>166301068
"Strong individual" sounds like a CV buzzword, you need a person who already has experience in finishing stuff

Plus katawa shoujo's success is debatable if you consider that they've been putting static images into RenPy for 5 years
>>
>>166301231
>>166301178
>>166301332
>>166301579
Thanks, I'll take a look at openGL.
>>
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Using tileable materials is going to be such a time save
>>
>>166302215
its pretty cool yeah
>>
>>166283931
Seems pretty cool, but how could you scale that up?
>>
>>166302202
OpenGL is a shit API but it's an interesting thing to learn
But if you want to get a picture on screen on the first day, use rendering API provided by SDL or SFML
>>
>>166283931
good
>>
>>166302202
I recommend this:
https://learnopengl.com/

It's pretty good for a start.
>>
>>166302494
>shit API
why do you say that
>>
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>>166303028
It's not Vulkan.
>>
How do you guys make your videos? There used to be links for recording and converting software.
>>
A little bit of programming help needed.

I always see people reference in code things like Map.Current.Register(Enemy);

But how the fuck does it now what the current map is? I'm at the code and it doesn't do anything special just a standard {get; protected set;}.

How does the code know?
>>
>>166303358
O
O
P
>>
>>166303028
Because it's designed for hardware and not for programmers
Most things that you'd expect to be a single call are usually a bunch of different calls that control the state machine and you should constantly keep in mind what you're doing with it
>>
>>166303358
Put the cursor over the Current field and do find all references, somewhere its being set , shift-f12 in VS
>>
>>166303028
It's way too weakly typed to begin with
>>
>>166303358
Current might be a static variable in the map class that is assigned what ever the map is.

I could make declare Screen Current = new Screen ()

And then forward on just call everything on Current.update ();
Current.render ();
>>
>>166303358
Please read some sort of programming 101 faq on what variables and types are
>>
>>166303556
that I can understand

>>166303636
this I cannot
>>
>>166303620
It might be being set in some code that is already compiled like a DLL, so maybe you can't see it
>>
>>166303758
>this I cannot
You can write code that makes no sense, and it'll build and run ok, but it won't work
>>
>>166303758
Everything is just an unsigned int. So you can assign a texture to a buffer and a VAO to a shader if you want. In Vulkan, even if the objects actually just are unsigned integer handles underneath they have different type names and will warn you if you try to do anything funky.
>>
>>166298956
I like it. Her hair at the end there is a bit bedraggled yeah? Or is that just how it gets after being exposed to "I've seen some shit" levels of horror.
>>
>>166303706
I am algorithmic trader, i'm sure i got the basics

>>166303676
My World.Current is a static World, so while that part makes sense. For some reason it isn't clicking with me how ClassA knows that World.Current is the same World class that ClassB is using, etc.

I mainly do development in Python and all my jobs have been in data science since I came to NYC, so I'm probably just forgetting something but finding documentation on this has been tiring
>>
>>166303939
>>166303918
so what you're saying is that from a programming standpoint, OpenGL is extremely unsafe
>>
>>166304210
there's exactly 0 reasons to write raw OpenGL for a 2D game anyway, so it doesn't matter
>>
>>166304205
You're looking for singleton pattern, it makes sense you wouldn't see it a lot
>>
>Figured out how to import blender models and use them in Unity....kind of.
Shit, now I need to learn
Color theory
How to draw
How to 3D Model
See you guys in a few months I guess..
>>
>>166304428
>singleton pattern

Ah yep, that's the keyword I was missing thank you.
>>
>>166304210
It is like Javascript or any other language like that. Errors that can easily be caught at compile time and save a ton of debugging time can only be caught at run time. In that regard it wastes a lot of time, so the best thing to do is build your own safer abstractions on top.
>>
>>166304205
Sorry for being overly patronizing then, it just sounded that you had a different kind of misunderstanding

>>166304537
>How to draw
>See you guys in a few months I guess..
Haha, nice one
>>
>>166304561
I can't believe you're a working programmer and still don't understand the basics
I blame it on your use of python
>>
>>166298131
>>166295776
Good stuff pham.
I will definitively make the laser propagate like that.

I was about to make a whole system that warned about incoming shoots offscreen but that seems a little overboard for now
>>
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>forgetting my webm
A chair is about the most I can handle in Blender right now..

>>166304680
...years!?
>>
What do you guys use to make music? Is Audacity the best sound freeware?
>>
>>166304805
Well, to be fair, it depends on what do you want to model and what kind of style you're aiming for
A lot of games actually successfully hide artistic incompetency behind heavy stylization (and it's not a bad thing)
>>
>>166305467
Probably shouldn't have used word "artistic", but you get the idea
>>
>>166304964
literally just ask for some there are hundreds of faggots that will give their garbage for free
>>
>>166305735
i'd rather make my own garbage
>>
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>>166305467
I want to do memepoly.
>>
>>166305886
Which musical instruments you can play?
>>
>>166305919
I don't think you need any artistic skills for that except maybe aforementioned color theory, and you can just grab a pre-designed palette from the internet
>>
>>166305965
I played a little guitar once
I just want to experiment with making shitty music
>>
>>166305919
looks good, got a tumblr?
>>
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>try finding tutorials about gameboy C development
>404s and dead blogs everywhere

It's actually very depressing.
>>
How does construct compare to gm?
>>
>>166272658
If it's an RPG, than a staff. Otherwise, toy hammer or ribbon.
>>166284945
DON'T KILL THE DOGGO
>>
>>166306365
>unironically wanting to code games for 8-bit platforms in c
just give up and change the platform to sega genesis
>>
>>166306565
It's for a game jam and the Gameboy was my first foray into games, all those years ago. It'd be nice to make something for it.
>>
>>166306648
understandable
good luck anon
>>
>>166306790
Thanks, dude.
>>
>>166265258
>those guys who are expert tutorial makers of specific engines and languages
>tfw you will never be as good as them
Damn...
https://www.youtube.com/watch?v=HQYsFshbkYw&t=905s
>>
>>166304964
still looking for answers
>>
>>166306648
Does the internet archive have anything on those ded pages?
>>
>>166292353
Great use of arachno, lad.
>>
>>166306143
I don't don't know don't know shut dontknowshitabout dontknowshitaboutmakig dontknowshitaboutmakigmusic dontknowshitaboutmakigmusicbut dontknowshitaboutmakigmusicbut dontknowshitaboutmakigmusicbut know dontknowshitaboutmakigmusicbutaiknowon dontknowshitaboutmakigmusicbutaiknowonlinux dontknowshitaboutmakigmusicbutaiknowonlinuxyou have Rosegarden LMMS and seq24 for composing midis
>>
>>166307460
Some of them. A number don't load properly.

Found these, though:
http://gbdev.gg8.se/forums/
https://github.com/Zal0/ZGB

These should help a lot!
>>
>>166283931

this looks comfy as fuck !

i love the music and that meditative voice that generates the waves - it's almost transcendental
>>
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>>166306223
Good "the witness".

>>166306138
Do you have any advice on getting started? I really have absolutely 0 knowledge, so I don't even know how to judge the quality of beginner tutorials.
>>
>>166307483
What the fuck is wrong with this keyboard
>>
Could anyone help with this Unity code? The mouse positioning just doesn't work using code from 5.3

https://hastebin.com/toyafayilu.cpp
>>
>>166306365
why? there is absolutely no market for shitty old consoles and shit
you won't make any money and the experience you get will be worthless
it would be like learning blacksmithing in 2017
>>
>>166307892
Muh amateur money making
>>
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>>166307892
This is a joke, right?

I'm not doing it for money but programming practice could hardly be worthless. If I was doing assembly sure, but C?

What's wrong with C?
>>
>>166307892
old simple platforms like gb will survive physically far longer than modern pcs. if your game can be expressed on gb, and you want it to last, you should make it for gb
>>
>>166304805
Laaaa. lalalalala la laaalala la lala laaaa tchuru tchuru tchuru
>>
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I give up on art.
>>
>>166308346
C is completely archaic an nearly deprecated, either use C# which is the hot shit comfy as fuck and will be around for a long time, or at least C++ which is archaic, outdated and bloated as fuck but at least not yet deprecated
>>
>>166308471
remove the bad scribbles in the foreground and you have a decent artstyle
>>
>>166308514
C++ has and will always be around in gamedev.
>>
>>166307231
>this good at programming
>still works as a busdriver
Really makes you think.
>>
>>166308471
why
>>
>C#
>C#
>C#
Stop bullshitting. You don't know C#, you know Unity.
>>
>>166308514
spotted the unityfag
>>
>>166307280
FL Studio
LMMS
>>
>>166304964
http://boscaceoil.net/
>>
>>166290240

reminds me of DX ball.

I used to play the fuck out of that game.

https://www.youtube.com/watch?v=60MYgvXhybc
>>
>>166308579
what, really?
why? did he ever say?
>>
>>166308579
good programmers program
better programmers lead the good programmers
best programmers just let the good and better programmers do the work while they become bus drivers because fuck this shit
>>
>>166307480
Thanks
>tfw most VSTs sound like shit anyway so you stick to MIDI
>>
>>166308635
thanks

>>166308707
can this really be used to used to make proper midi files?
>>
>>166308579
maybe he likes his current job?
>>
>>166308783
The best programmers never write a line of code in their life
>>
>>166308773
He probably doesn't want to make a job out of his hobby

But he's just an all around weirdo, wouldn't surprise me if he just never gets past the interview stage for programming jobs because of his turbo-autism
>>
>>166309130
Wow rude.
>>
>>166308783
>tfw to inteligent too program
>>
>>166308773
He's explained in the comments of his old channel trailer that he used to work as a programmer, but he found it too stressful and it paid too little, so he became a busdriver. I think he just had a shitty job.
>>
>still making fun of programmers.

You have a free gamemaker engine
You have a free unity engine
You have a free godot engine
You have a free lua engine.

All those engines were made by programmers.

Artists did not make a single shit for free of that quality so shut the fuck up.
>>
>>166307483
I've never before witnessed this flavor of autism.
>>
>>166308514
I mean yeah, I think C's pretty damn old and unfriendly and I haven't used C++ since uni.

Cosy languages?I use Ruby and Python in my day job. That said, some new team lead's come in and forced Java on us now.

Fuck's sake. /blog
>>
>>166309130
i understand not wanting to make a job out of one's hobby, but still... the salary difference is probably huge.

on the other hand, i'm a jaded retard, so i can't really know what's it like to be so passionate about a hobby.


>>166309579
>too stressful and it paid too little
yeah, that just sounds like a shitty job. i've had well-paid programming jobs. most of them got boring as shit after a while, but i assume the same is true of driving a bus.
>>
>>166309773
You don't need a big salary to live comfy in Finland.
>>
>>166297089

artists need a lot of free time to laze around.

if we had enough artists though we could make it work.
>>
>>166309773
>most of them got boring as shit after a while
That probably true for most jobs or at least a lot of personality types.
>>
>>166307681
Sorry, I'm not much into 3D so I'd rather not give advice on tutorials
General advice on graphic arts though is study the subject you're trying to portray, because "form follows function"
>>
Have programming experience but never really done Unity and don't frequently do OOP in general. Lack of visibility on any sort of main loop is making some systems hard to get my head around. I'm trying to make a 2D gridded, turn-based game, but when looking at tutorials for anything similar online, they're always so basic that they omit half the systems I aim to include, so I can't see whether or not their implementations are going to work for me long-term. For example, when trying to set up some handling for things that are "selectable", most people seem to use inheritance to propagate that behavior down to some subclasses like a selectableCharacter, selectableItem, etc. I'm having difficulty imagining how to marry this with other systems for which I'd want these objects to inherit. Obviously, my characters and items are going to being inheriting from some parent that describes what those things are, for example. What's the best way to deal with this? Do you have a bunch of sub-objects that each inherit from one "branch" of this weird-ass non-tree thing and then pass attributes of components laterally along this weird hierarchy structure for your one "character" for some pseudo-inheritance thing or something? I'm feeling a bit lost with everything just triggering a bunch of scripts in pseudo-parallel every frame.
>>
>>166308514
Is this bait?

C has very little competition in the are of embedded systems programming
Most modern game engines are written in C++
Commercial niche for C# is people who are too retarded for Java (basically people who vegetables or otherwise braindead)
>>
how do you guys cope with senility ?
>>
>>166310270
>I'm trying to make a 2D gridded, turn-based game
using a massive engine like unity or ue4 is insane overkill for such a simple type of game
>>
>>166308471
Hard to say without seeing both extremes, but having the texturing in the foreground but none in the background looks really bad. Made worse because the tree in the foreground lacks the same level of texturing as the grass.
>>
>>166310373
Actually C#'s niche is that it's Java but you get Microsoft's tooling and don't have to deal with Oracle.
>>
>>166310451
The language also has nice features java doesn't
>>
>>166310385
i freebase Taiwanese placenta
>>
>>166310373
Just stop. This is just bad. Holy shit.
Java is dying, you can't even run it in chrome by default now for fucks sakes and that is the dominant browser and the number of computers which have it installed goes down rapidly constantly
>>
>>166310385
become vegetarian.
>>
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I want to become true 1MA and learn how to music. How does one that has literally 0 knowledge on music theory learn to make some sick tunes?
>>
>>166310406

can't speak for UE4 but unity is modular.

You only plug in what you need to achieve your goal.
>>
>>166310406
I chose it because the systems will be presumably very simple to implement once I "get" Unity. It's just something small to familiarize myself with some of Unity's systems.
>>
>>166309595
>unity
>gamemaker
"""""""""""free'""""""""""
>>
>>166310385
Senility in general?
>>
>>166265486
>note that practicing doesn't mean that you'll eventually git gud. Only stupid Americans think like that.
Show me any skill that you've got without any training.
>seriously don't bother if you don't have any affinity, you're just going to waste your time
Fuck me kid, you've got the goods.
>>
>>166310625

>literally 0 knowledge on music theory

that describes 90 % of musicians today.

with the technology we have today you can create music by just throwing stuff together and deciding whether it sounds good or not.
>>
>>166288612
Nice, feels now that you can concentrate only on the enemies instead of having to pick up the orbs, I liked it
>>
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>>166308471
keep practicing
>>
>>166310662

my own
>>
>>166310560
>Java is dying
>you can't even run it in chrome
>thinks Java == browser applets
Java is primarily enterprise desktop (e.g. applications for inside use in big companies) and mobile, those two aren't going anywhere
>>
>>166308471
You got a base for a good picture.
If you are trying to do pixelart give up for now, it's fuckton of work to do with this size.
Try with photoshop.
>>
>>166311037
eat better, exercise more, work faster and/or more often because that train ain't stoppin
>>
If I want to learn art should I start with physical mediums (I have charcoal and pencils), or digital (I have a surface book I can use as a tablet).
>>
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>tfw today has been another day of "crystallising vision", minor spritework and dialogue writing instead of getting acquainted with composing the music

>when even dev turns out to be nodev
>>
>>166310625
Use Jukedeck and generate random music till you get something you like.
>>
>>166311426
>1ma that has still yet to learn
lmaoing at your life
>>
>>166311348
Start with sketching a lot with physical mediums. Get a bunch of sketch books and some tutorials, fill the books.

Your average touch-or-pen-screens are absolutely horrible anyways so when you eventually want to do digital drawing, get a real tablet. They're quite affordable nowadays.
>>
>>166310385
This morning my mom insisted on re-weighing some prunes she stewed, for calorie counting reasons. I tried to explain that soaking something in water doesn't change its calorie count, but she was adamant that because these weighed more, she had to use the new weight. So my response to senility is to stop asking her why shes doing things.
>>
>>166311703
The surface book is actually very sensitive and one of the most accurate screens I've used in terms of tracking and sensitivity. I use it for sketching prototypes and designs for my freelance webdev.
But I will take my pencils and my eraser and my sketchbooks (that I got as a gift for christmas from my family) and I will fill them up.
....Fill them up with what? Where do I even start..
>>
>>166311892
Compared to a Wacom the Surface line has garbo touch screens tbqh
>>
>>166312006
What kind of wacom? I had an intuous medium that I used to use and I prefer the surface book because I can see the screen while using it.
>>
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>>166311426
>dialogue writing
I can relate. I've recently had to face the fact that video game story writing and telling is something completely different than your usual novels and short stories, not to mention movies and plays. One of my biggest problem is how to make the story and the game play get along. I think the best way would be if one would naturally merge from the other.
>>
>>166311346

yeah, it's a one way ride.
>>
>>166303556
>Because it's designed for hardware
Lol no. The APIs designed for hardware are good. OpenGL uses tons of global state on top of a thick driver that might as well be magic and can only be controlled through hints and incantations.
>>
>>166303358
Statics. They make things properties of the class itself and not instances of the class, so they're available all the time.

>>166304428
>you wouldn't see it a lot
Because it's shit. If you really want a global, use statics instead of hiding them behind singleton boilerplate.
>>
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Some targeting UI
>>
>>166312435
https://isocpp.org/wiki/faq/ctors#static-init-order
>>
>>166311892
I've tested a recent surface book and while generally all the tablets and such have gotten drastically better with their screens over the past five or so years, they're still pretty bad. The latency especially makes me want to rip my arm out. It's like saying "this new compound bow is perfectly fine" while you could be shooting with a rifle.

>....Fill them up with what? Where do I even start..
Sketch what you want to be drawing and everything that's to do with its construction. If you want to draw people or animals, look at anatomy guides and references and sketch them. Learn values and to draw decent lines. Drawing geometry is good for that.

Also look for someone else to tell you what to do as I'm not at all formally educated on this.

>>166312182
Intuos Pen and Touch is good and affordable. The Wacom product lines with screens are expensive of course.
>>
>>166312627
I have zero idea what the gameplay is.
>>
>>166313137
this is my favorite comment
>>
>>166312627
Nice burrito galaxy clone.
>>
>>OP
I'm sick of this shit. Here are all the static links from before this started plus some extra stuff and touching-up. All the links work. I am not insane, I am not a well-known person, I have a game, etc.
https://www.dropbox.com/s/tkly3zgkdmvfz88/AGDG_OP.txt?dl=0
>>
>>166312627
Is this a tactics game?
>>
>>166312919
Ok anon... I'm gonna go sketch a ton of shit today..and tomorrow...and the next day.
No gamedev until I can make my own art assets!!
>>
>>166314323
Yes, it's a snake tactics game. It's pretty much playable here https://snekdev.itch.io/snek, but I'm recoding it from scratch (80% done, in a week so far).
>>
>>166314282
Thank fuck
>>
>>166314282
In 100 posts just make a better one.
>>
So I've been reading up on GM Studio 2. Looks like a lot of cool features coming it's way like custom events that act as "methods", general async events and script calls acting as "multi-threading", and using DirectX 11 for fastest drawing yet. Hopefully they keep the YoYo compiler too.

Worth buying yet, or should I wait?
>>
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>>166310625
https://www.youtube.com/watch?v=rZr5k1_9Dds
>>
>>166314282
It's people in the discord actively trying to make the thread bad because they think it's """"funny"""".
>>
>>166314556
>I'm gonna go sketch a ton of shit today..and tomorrow...and the next day.
I wish it was that easy
>>
>>166314986
>DirectX 11 for fastest drawing yet
Like that's gonna change anything for 2D games, maybe a 3fps increase when the bottleneck is scripts (fixed by YYC) and dumb devs that can't code for shit (30fps locked games like fucking hyper light drifter).
>>
>>166315348
>YYC
what is this?
>>
>>166315404
Yoyo compiler, turns their interpreted GML scripts into c++ code for fast execution.
>>
>>166315198
...Is there something I have to do besides "draw" to learn how to draw?
>>
Tactics game question: move then attack, or let the player choose the order?
>>
>>166315348
GM:S encourages locked frames because it has no real delta_time and fixed step support. You put your game_speed to 60 and hope there's no slowdowns.
>>
>>166315659
Study anatomy
>>
>>166315171
I've been in the Discord for months, they don't talk about the thread, unless maybe it's in the literal #autism channel that I don't go to.
>>
>>166315348
>>166315489
>>166315823
Should I get GM:S 1 or 2?
>>
>>166315852
Oh, I thought that was implied when I said I'd be drawing. I'd be drawing from anatomy I study. I don't plan on just drawing shapes blindly and hoping they make sense.
>>
>>166315823
60fps with (unlikely unless your 2d pixel game is poorly optimized) slowdowns is much better than 30fps. HLD devs made a stupid decision.
>>
>>166315823
Not making your own engine was a mistake
>>
>>166315880
>they don't talk about the thread
Unless there's an opportunity for shilling their shit by co-opting the general and advertising their shit on demo days.

Why do we even act like the discord is part of /agdg/?
>>
>>166315659
What I meant is that you need good self-discipline to keep drawing every day consistently

Mostly because drawing is constant race between an eye for errors and actual drawing skill, so you never reach the point when your art seems to be "good enough" (unless you've stopped studying), that's why so many people give up on drawing or take prolonged breaks, even if they seem to be skilled artists
>>
>>166316118
>discord shits up the thread meme
half the people there haven't been to 4chan in months
there is some demoday shilling, but when it comes to shitposting, it's really nothing more than a boogeyman
>>
>>166316472
I'm a professional software developer. I'm well aware of the chase to be "good enough" being never-ending. I think I can dedicate myself to it. I already know how to program. I studied literature and composition in college and got a few short stories published so I can write well enough for a video game. The only thing I'm missing is art.
>>
>>166316118
literally what are you talking about? they tend to post about their games around demo day time just like most of the people that participate
>>
what game can you make with an anime art style?
>>
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>>166316901
What games can you not?
>>
>>166316901
Porn game that will make you a millionaire on patreon.
>>
>>166316901
Literally anything
>>
>>166317013
how do you make a porn game?

how does gameplay come from sex?
>>
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did you participate in the global game jam, /agdg/?
>>
>>166317115
http://www.humplex.com/
>>
>>166316901
Any game you want.
>>
If I have the coordinates of the player and the enemy in a 2d plain, how do I update the enemy's coordinates so it's tracking the player and moving closer with every update?

I thought I had the math right but I guess not.
>>
Can I make a game about bondage for comfy game jam?
If not, why?
>>
>>166284945
Are you one of the guys who made Uncanny Valley? If so it's nice to see you still post here.
>>
>>166317267
I like the way you think. Do it.
>>
>>166315976
Dick , draw a full body figure from a reference, post your study side by side with your reference, and I'll give you some quality /ic/ advice.
>>
>>166317478
Yeah.
(but I also have another project. Are we allowed to make two comfy jam game?)
>>
does ue4 have any limits on porn games?
>>
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i want to create something that basically functions like a gyro in Unity but with torque instead of weight shifting.

https://www.youtube.com/watch?v=n_6p-1J551Y

https://www.youtube.com/watch?v=HZ7aP_HJHac
i tried a couple of methods of reproducing this with mixed results. what would be the best way to achieve this with torque or configurable joint values? i want to avoid using apply force or any kind of rotational locking because that's pretty limited as far as the application for this i have in mind.
>>
>>166317543
>Are we allowed to make two comfy jam game
Yes. Just be careful regarding your time management. When it comes to jams it's better to have a single finished game than 2 unplayable games.
>>
>>166317620
If I remember correctly the only limitations are
>it has to be legal
>gambling requires a special license
>you're not allowed to use UE4 in nuclear facilities or air traffic control (genuinely)
They probably won't give you permission to use their logo.
>>
>>166317841
Well since one of them is more of a continuation of an old project, I'll do it no matter if the jam finish. I just use it to force me to work on the preparation.
The bondy game is gonna need some reflexion before starting though.
>>
>>166317503
I dont' wanna go to /ic/ yet.....they're scary.
>>
>>166318035
>gambling requires a special license
Is that for both real and fictional currency? Meaning a gambling game that does not require you to buy in-game cash with real money.
>>
>>166316665
>>166315659

"Drawing" is "easy". You have to learn to literally draw what you see. What you actually see, not what you think you see. Thats the first thing new artist do wrong. They draw things they can't see, or not how they see it.

Second learning how to draw what you see, is different from constructing forms yourself. Learning anatomy / perspective. You actually learn those things, not how to draw them. You learn how to draw shapes and planes. If you can draw cylindrical shapes, you can draw limbs.
>>
what's the best libgdx game that there is?
>>
>>166317115
are you a woman
>>
>>166318365
Any advice on getting started?
>>
>>166317264
Please respond.
>>
>>166318363
>(1) for any gambling-related activities or Products (as defined by law in the jurisdiction of use)
So as long as it doesn't count as gambling in your country (i.e. the type of thing that needs regulations, age restriction), it's fine I think.
>>
>>166318676
enemy pos += (playerpos - enemy pos) * 0.something
>>
>>166283527
Does it have a Github? I've got a hardon for Fortran.
Also, which year? F90 is my favorite so far.
>>
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Working on the first non-placeholder enemy for Ghost Knight Victis. I'm erasing tiny portions on the edges of the cloth to give it a tattered look.
>>
>>166317264
enemyPosVec += enemySpeed * (playerPosVec - enemyPosVec) / | playerPosVec - enemyPosVec |
>>
>>166318672
http://www.drawabox.com/
>>
You guys are so salty. That's why you never accomplish anything and Hopoo left.
>>
>>166318860
Yeah. Assuming 0.something is dt that's what I have and it isn't working.

>>166319000
I'll try it.
>>
>>166319071
>That's why you never accomplish anything
That's just because I suck
>>
I have a base class that has a static Random field.

I have a bunch of child classes that inherit from it, so if each one of them calls myRandom.NextDouble() will each class get the same result, or will they be different?
>>
>>166319071
hopoo's on discord
really makes you tink....
>>
>>166319551
Different
>>
>>166319674
prove it!
>>
>>166319242
It should work but look up vector normalization if you don't understand it. Also note that the | symbol here doesn't mean absolute value, it means length/magnitude. The way you get the magnitude of a vector is the pythagorean theorem.

What you're doing is making the direction vector have a length/magnitude of 1, so the distance between the enemy and player doesn't effect the speed that the enemy moves.
>>
>>166319551
that depends on the underlying techniques used to create random numbers. in most cases, an rng is given a seed when you run a program, usually a date or something. if you ensure that all your inheriting classes have their own RNG and ensure that they all provide the exact same seed to the rng, the set of numbers produced will be exactly the same. however, that's not how it works usually. in c# for example, you have one global RNG which is automatically when you run a program seeded with the current data or somethin similar. if you call on that global rng for a number from within an inherit class, the result will always be "random".
>>
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In the editor, this will print a loop of the directory's contents, including "." and ".."; dir.open() and dir.list_dir_begin() return 0 and False respectively.

When compiled though, "Wizard failed[...]" will print as well as a loop of the (packed) directory's contents without "." and ".."
dir.open() continues returning 0, but dir.list_dir_begin() returns True and crashes the game.

This has cost me two (2) days so far.
>>
>>166310385
senility is probably the last thing on my long long long LONG list of things to cope with right now.
>>
>>166320164
i'm really sorry, that was a mess, i should have proofread. but i hope you understand what it is that i'm trying to say.
>>
I'm going to make a 2D sidescroller in UE4!
>>
>>166310385
My family has a very long mental longevity I bet my kidneys will stop long before my brain
>>
>>166320567
Trine did pretty well
>>
>>166320658
by the time that happens we'll be able to make new kidneys in the lab
what a time to be alive
>>
>>>/v/365006843
>>>/v/365006843
>>>/v/365006843
>>
>>166320696
Trine is Unity, isn't it?
>>
>>166320696
I mean 2D as in pixel art!!!
>>
>>166320913
Custom engine I think
>>
>>166318939
i like the contrast of the robot head on the drift wood body.
>>
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>>166319808
They appear to be the same, here's the code Im using, its at class-level on the base class

>>166320164
A random singleton would work
>>
>>166318672
Depends on where your at man. Like I said, draw from a reference, spend an hour on it. If you could take screenshots at 15/30 minutes so I can your process.

Oh and start with black and white.
>>
>>166319946
Thanks. It's been a while since I've worked with vectors and analytical geometry so I need to review some stuff it seems.

Are there any useful websites with useful formulas and various tips for game programming?
>>
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>>166321301
Sure, what should I draw. I just unpacked all my old art supplies my sister left me when she went to college that I never opened and I'm ready to dedicate myself to it. I guess I'll start with trying to draw...shapes...
>>
>>166321504
Ignore the loomis meme.
Get this
https://www.amazon.com/Drawing-Right-Side-Brain-Definitive/dp/1585429201

it is MUCH faster.
>>
>>166316665
>I'm a professional software developer. I'm well aware of the chase to be "good enough" being never-ending
Nah you still don't get it

If you're writing a program, there is a "good enough" - it works as intended, and if it has known bugs, they don't happen often enough to disrupt the intended use.

When you're drawing, there is no such criteria. Drawing is basically tricking viewer into perceiving an object or a scene, and the result depends both on the artist and the viewer. If viewer spots an inconsistency, like two left hands, it'll ruin the illusion, he'll deem picture as bad or sub par, and artists are naturally better spotting errors and inconsistencies in a drawing.

So no matter what your skill level will be, your drawings will often look bad to you as long as you keep practicing, which is actually very demotivating.

>>166321504
Download "drawing on the right side of the brain" and do exercises from the book (ignore the theory though because it's mostly pseudoscience)
>>
>>166319026
different guy, thank you for this
>>
>>166321786
>So no matter what your skill level will be, your drawings will often look bad to you as long as you keep practicing, which is actually very demotivating.
This is very much the same with code. Unless you're a codemonkey that just wants to get things done for your boss, you care about a few things as a programmer:
1. The level of competence you have in your usual tools and languages
2. Your ability to speak intelligently and at length about complex or low-level problems
3. Your ability to constantly keep up with newer technologies and with your peers
If you're writing a program, there's good enough. But if you're trying to live your life as a professional software developer -- especially for me, since I want to eventually become a lead architect someday -- there is never a "good enough", because there's always something new to learn, always people that are smarter than you that you can learn from, and always mistakes that you learn from and improve upon for next time. Eventually, no matter your skill level with programming and computing in general, you'll always see only the things you could have improved upon. Which isn't demotivating, actually, it's incredibly motivating because it means there's never a point where things become boring, stale. I'm going to try to go into art with the same mindset.

But maybe you're right. Maybe it's completely different and I don't get it. I'll know in a few weeks when I'm still struggling to draw boxes. I'll check out "drawing on the right side of the brain". The psuedoscience "brainside" stuff doesn't really appeal to me though; I was an English major studying to be a teacher and author before I went into computer science. I think there's just as much of a creative influence and art for code as there is for any other form of expression (Writing, drawing, modelling, architecture, etc.)
>>
How do I come up with a story for my game? It's a fairly simple game so the story doesn't matter that much but it still needs something. My current thought is some sort of multiple apocalypse scenario where the player character is fighting through a bunch of crazy shit that all happened to strike at once (or possibly came from one source or... IDK), like zombies, aliens, vampires, werewolves, robots, demons, and other stuff. Is this stupid? Can I expand this without making it stupid? What do I do?
t. person that always struggled with English class
>>
>>166321504
Draw from a reference. Draw people, draw shapes. Draw from a reference. Draw from a reference. Draw from a reference.

>>166322215
Not those anons, but I'd recommend it as well. It has a couple big things in the beginning with helping you draw what you actually see, I think they use some qaudrants / negative space.

Draw from a reference.
>>
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what if i dont make it
>>
>>166322215
Keys to drawing is a nice book to start with, too. No pseudoscience in it and content-wise I'd say it doesn't make much of a difference which one of the two books you pick.
>>
>>166322763
Ok, I'll draw from a reference. Is that little poseable doll-guy good enough or should I look up pictures of actual people and things?
>>
>>166317450
Yeah. I was always lurking.
>>
>have a grid of objects I
>count: 1800
>say I want to delete count*0.6 of the objects
>iterate through and delete them
>doesn't delete any of them
>say I want to delete count*4 of the objects
>deletes about a third of the objects
>says it deleted 5400 objects
>count again: still 1800
I have no idea what's going on.
>>
>>166268928
Quick trick; save the rigidbodies velocity & angular velocity every frame (In Update()). Then in OnCollisionEnter(), if you hit a collectable set the rigidbodies velocity back to the stored values. That way you won't loose any momentum from hitting collectables.
>>
>>166322943
I delete the rigidbodies of the collectibles after collision. Do you mean the rigidbody of the player?
>>
>>166323079
Yes I did. Why do the collectables even have rigidbodies when they're static?
>>
>>166319026
Drawabox is anti-fun and doesn't really teach anything better than Loomis or Hampton, but it's good for mechanical skills.

>>166322857
Dolls are used mostly to get a reference on landmarks and lightning, they aren't very useful for figure drawing without anatomical knowledge or additional references.

But this doll is an object on it's own, so yeah, you can draw it. Draw this doll, draw a cup, draw a handkerchief, draw a self-portrait, etc.
>>
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Comfy progress!

I wasted pretty much all of today getting things to work properly, and I'm still not satisfied.
I made a flag and a placeholder particle system that follows the wind direction. I will make some UI compass or something to make the wind direction clearer though.
I made some more changes to the ship model and cleaned up some code.
Tomorrow I WILL finally work on the claw and maybe start modeling the MC.
I still haven't figured out the gameplay loop, send help.
the player gets a treasure map (somehow), finds the treasure, grabs it, then what? I don't know.
>>
>>166323368
Nice Witness clone
>>
>>166323368
Is that sail self-shadowing? I think thats the term, it looks bad
>>
>>166323368
Sells it to get better ship parts? Decorating the ship interior with found treasure could be comfy too.
>>
>>166323275
Just to add though, my suggestion only applies if you actually want them solid, so that you can have the mechanic where if the collectable is larger than current size you can't collect it and just bump into it. If you don't want that, and would prefer that you just pass through them, then make them triggers.
>>
>>166322857
Pictures. A.) Others can compare your work with the photo.
B.) You can compare your work with the photo.
C.) If you really want to draw your puppet, take a photo of it, drawing from life has benefits but I need to see your initial quality first. (also the puppet is more of tool, I'll reference people for people, but I've used a puppet with a table lamp to study shadow silhouettes )
>>
>>166316665

go to /ic/ and check out Loomis' books from their sticky.

Some of his beginner books will give you enough to start of by teaching you the basics behind constructing your drawings.
>>
>>166321295
Interesting... even though there are multiple subclasses, a static field on the base class only got initialized once
>>
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>>166323335
Ok I'll draw a ton of shit... and try to post it in /ic/ but then get scared.

>>166323275
They're static for now, but eventually I want moving objects, maybe even with AI. And I also want to be able to fling them from the player using physics if the player gets hit hard, and do other shit with them as well.

Thanks by the way, it works much better. I'm sure with refinements and refactoring it'll be even better.
>>
>>166323962
ok anon. I'll find a picture on google of a person and try to draw it, taking a picture of the work every 10, 15 minutes, then post it here
>>
>>166318161

they truly are the scariest motherfuckers on the internet
>>
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>>166324356
>>166324239
/ic/ is fine anon, they have a beginner thread for that sort thing. If you're serious about learning, start lurking there. I don't go there as much as I use to, but I learned a lot during my stay.
>>
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End of turn results
>>
Neat, everyone's making 3D games. I've been away too long
>>
>>166323368

that water effect is quite nice.
>>
>>166325671
yeah, any babby can make a 3D game now
you don't even have to know how to program
>>
>>166326147
>>166326147
>>
>>166324239
Looks like you're using box collision for that chair. You should use a mesh for it that more closely matches the chair.

I liked Katamari a lot though, good job so far.
>>
>>166324239

you could make it so that once the child object becomes parented to the parent it's position relative to the parent gets a little smaller, so that it gets sucked towards the parent so to speak.
>>
>>166324239
but Katamari Damacy already made Katamari Damacy
>>
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do you guys love cake as much as I do ?
>>
>>166325501
Anon, I feel the art direction is scattered everywhere in that screenshot, the item images are pixel art, the text describing what you got is smooth and round, the black and white symbol that I assume is money is very low quality and less pixels than the other images, the Year XXX text is in yet another font and the game is in 3d
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