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/agdg/ - Amateur Game Development General

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Someone had the make the thread edition.

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

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

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627
> Previous Thread
>>166455250
> Previous Demo Days
pastebin.com/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3
> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
way to fuck it up op
>>
Would you play a Civilization game without any of the gameplay?
>>
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>>166516740
I played Civ 5 didn't I?
>>
>>166516740
>play
>game
>without gameplay
Per definition impossible.
>>
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>>166516816
>>
Do building/tycoon games need objectives and failstates?

How do I casually encourage people without it becoming uncomfy in failure?
>>
So I know a few games have done it but what do you think of basing your characters off action movie leads?

I have this concept of a top down shooter in the works but I wonder if I had characters that are basically NotRambo or NotArnie would the game get compared to BroForce or Expendabros? Or even worse would people see it as a ripoff from these games?
>>
>>166516954
If the player is in debt for x amount of turns he loses.
>>
reminder that yanderedev has no fucking clue how to make gaem
http://pastebin.com/cu9gDj5Z
>>
>>166516954
yes, typically the fail is going bankrupt or getting bought out by the competition

victory is more difficult to define, depends on the theme really
>>
>>166517028
Do people say BroForce is a rip off of Contra or Metal Gear Solid?

Unless you're literally making a 2d co-op action platformer, no one will care.
>>
>>166516954
The failstate is already given by going bankrupt. If you can't go bankrupt in a tycoon game, call it a sandbox mode and implement the bankruptcy.
Objective in sandbox mode is whatever the fuck the player wants. In scenario mode, give some slightly creative objectives, meaning other than "get x money by y date". Go for "have 99% population above the poverty line" or similar.
>>
>>166517028
Top down shooters with !Rambo and !Arnie have existed decades before BroForce. Some of them even ditched the !.
>>
Daily reminder that if there isn't both a winstate and losestate it's not a game, it's a toy
"game overs" are not a losestate unless you actually lose all progress with it. If you can continue right where you left of, there's no point of having lives at all
>>
>>166517116
Does the code work?
>>
https://hastebin.com/xuvamajigi.pas

i always see a bunch of people who make 8directional movement a giant wall of ifs and elses involving all possible combinations for directions but this little thing works out just fine for me

is there anything wrong with it that i'm not seeing?
>>
>>166517657
yes, remove the if else completely, no input will still give 0 speed
>>
>>166517805
i already checked it without the if else and it drifts away because the direction is set to 0 but the speed still exists
>>
>>166517657
That's the basics. Good movement code however will try to keep the player from getting stuck on edges in collision detection. Being blocked by a single pixel is frustrating. If you have no collision in your game, this will suffice. Although you should really account for speed /= root(2) when pressing both axis at once so you don't move faster by going diagonally.
>>
Anyone want to check out my autistic attempts at trying to modify autoexplore behaviour?

https://youtu.be/Ftq9IVCXQ18

It appears some of them actually provide reliable results, but I only checked a few times, and it might just be specific to the type and size of map/los/etc I'm using.

I plan to actually do statistical tests a little later, and just do away with all GUI/rendering - but only when I have all the properties I think are worth testing.

>>166517657
It's fine, but you might want to do a little verification (do you restrict movement to certain ranges, do you precheck tiles if you use grid based maps, etc)

Using direction enums just makes things simpler in the long term.
>>
>>166516954
i think states in tycoon games are fluid in that they're not real. if you mismanage your economy and your thing is garbage, you're in the failstate. that doesn't mean that you have to force the player to end the game. instead, make it fun to watch the burning pile of garbage and offer tools to put out the fire.
>>
who /neet/ here?

>tfw staking my future on making money from a game in the next couple years
>>
>>166517974
>Although you should really account for speed /= root(2) when pressing both axis at once so you don't move faster by going diagonally.
He did.
>>
>>166517884
oh you're using a direction vector, right

why are you not using a component vector? just add the two inputs, normalize and multiply it by the speed
>>
>>166518050
Actually, now that I think about it, I think I'm using the same random seed on both explorers.

What are the chances that could influence my results?
>>
>>166518096
Shit, yeah. It's late.
>>
>>166516954
You need a failstate.

I've been playing a lot of Software Inc, Game Dev Tycoon and OpenTTD recently. When the game is too easy it really becomes unfun but the main draw for playing those games a long time is the freedom to sandbox your own challenges.

For example I've been trying to do an "Everquest" playthrough of Game Dev Tycoon where I launch a Fantasy MMO at year 19 (1999) and keep it running until year 32 (the games end date).

Its really hard because the game is kind of designed like shit and the MMO server cost vs profits are bullshit. If you have 20 million people playing your MMO and you release an expansion you get the money for a couple of months but when they stop paying money you still have to pay the server costs as if 20 million people were still actively playing your game. Essentially MMO's are designed to be terminal after a certain point even though that doesn't really reflect reality very well. Even if you release expansion packs constantly the drain from the servers is fucking insane and it will bankrupt you almost instantly once your subscriber count gets mythically high.
>>
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>>166518082
>staking your future on indiedev
RIP
>>
>>166518237
>Playing Game Dev Tycoon instead of the original Game Dev Story which isn't a shit game

How can you do this to /ourguy/?
>>
Say I have a hundred sprites of moving mobs to render. To make it so I draw them in order of their x-axis position or whatever, would I just have pointers to them in a self-sorting list where the beginning of each frame sorts them first, and then draws them in order?
>>
>>166518082
friendly reminder that the absolute best way to make money from indiedev is mobile games

"make bank after getting your game on steam" doesn't work anymore
>>
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>>166518082
Same. Got some savings, but the outlook is most dire.
>>
>>166518431
>mobile
>best way

Here's the problem with your assertion: You presume mobile isn't crowded to hell and back five times harder than Steam is.
>>
>>166518431
Friendly reminder that you're retarded.

You have a bigger chance of success on Steam, than mobile.

There are devs that made versions for both, and ALWAYS the mobile one does shit compared to the Steam version.
>>
>>166518515
>>166518540
you're forgetting that mobile games take 5% of the effort of a pc game
>>
>>166518431
To make money from mobile you either have to make an apealing puzzle game twice a year to profit off the long tail, or pump hundreds of thousands into advertising.
>>
>>166518417
Why do you need to draw them in order?
>>
>>166518590
>putting in no effort into a mobile game

"How to fail at making any money at all or leaving it entirely up to the whims of fate in two easy steps."
>>
>>166518590
Since we're making shit up, you're also going to make 1% of the money on mobile as opposed to steam.

So 1% of the money for 5% of the effort doesn't seem worth it.
>>
>>166518417
If you are working in an engine with built-in z-layering, you can update z on movement modified by x.
>>
>>166518657
>5% effort of a pc game
>no effort
pick one
>>
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>>166518635
>>
>>166518401
I didn't even know that game existed because mobile games are heresy.
>>
>>166518718
>5% effort for perhaps no profit at all
>100% effort for perhaps 5-12x the profit your mobile app might make

pick one
>>
>>166518738
That's y-sorting though. If you move an object, do z = y, so objects lower on the screen are drawn later.
>>
>tfw you make a comfortable living off the passive income of a couple shitty mobile games you made a couple years ago in the span of a few months
>>
>>166518782
Nigger, you're playing a clone of that mobile game on your PC.
>>
>>166518871
I hope you're doing something useful with all that good luck, anon.
>>
>>166518738
This is what the depth buffer is for.

If you really really need to sort them (for example for alpha blending and other effects like that) then it depends how dynamic the objects are. If most of the objects move every frame, it might be fine to resort the entire thing. If not many of them move every frame, you should take the ones that moved out and insert them back in with insertion sort. Profile if you're in doubt.
>>
>>166518417
if you have an engine that gives you access to the depth buffer, just use that

otherwise sorting works just fine
>>
>>166518814
re-read what you just posted and tell me how the mobile game option isn't better
>>
>Trying to learn how to draw
>No time for gamedev because my free time after work is spent drawing now
Eventually it pays off, right?? You can't make games without art!
>>
>>166519040
>You can't make games without art!
Watch me!
>>
>>166519040
But you have time to blog about it on 4chan.
>>
>>166518908
Yes.

I'm talking about using a phone for games instead of using my PC for games. The PC is an objectively better environment for playing games. I'm not going to sit there and hold a phone tapping a fucking screen to play games.
>>
>want to make horror game
>can't come up with any good ideas

help?
>>
>>166519040
>trying to 1ma without an artistic background
you should probably just give up now
>>
>>166519040
>tfw currently making a menu only game

Art is a crutch desu
>>
>>166519143
fuck off googum
>>
>>166518814
Should have pulled some bigger numbers out of your ass. This is mobile, hands down.
>>
>>166519010
Sure.
>Spend 4 months, launch crapware, make no profit - people downrate your crapgame.
>Spend another 4 months, launch another, still make no profit.
>Spend another [...]

Repeat until lucky.

PC:
>Spend a year or two on a game, launch, make profit -- whether it's enough to make back your time and effort is questionable. Gain fanbase.
>Spend another year or two on a game, launch, maybe make more profit. Your fanbase enlarges again.
>>
>>166519106
You can emulate android on your PC really easily, and then play the game exactly the same way you're playing the clone.

>>166519126
You picked the best possible genre of games, you don't need any good ideas to make a horror game.
>>
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>>166519126
slender but good
>>
>>166517360
The problem with that code is not whether or not it works, the problem with that code is how easy it is to break.

In my experience in game development the problem that most often arises is code that is poorly maintainable. Such as
>changing one aspect will cause this aspect to break
>changing one aspect will force you to rewrite this system
>making a simple typo which will cause a bug without being noticed by the compiler

The code yandere dev shows is EXTREMELY difficult to maintain in that respect. For example he uses raw strings every, raw strings do not error when you type them incorrectly. This is why you use enums or preprocessor defines instead to hold such states since they will properly error if typed incorrectly.

Sure you can make a small game while completely ignoring maintainability, but adding features continually and being forced to spend the vast majority of your time squashing bugs to an expanding game is the risk you take.
>>
>>166519126
Loud noises
No lights
Ugly faces
Send to faggots on YT
Cash
>>
>>166518827
My bad, and I do plan to do that, but the list and sort by position every frame thing still stands

>>166518971
>>166518962
>>166518708
I'm using only C++ and SFML, and as far as I know, I need to implement openGL for depth buffer, which I don't know much about unfortunately.
>>
>>166519513
Then read the rest of my post that you replied to.

Honestly it doesn't even really matter, it's not going to be noticeable for performance unless you have a lot of enemies. In that case you'd need spatial partitioning which could be used to accelerate the sorting as well.
>>
>>166519241
>Spend another year or two on a game, launch, maybe make more profit. Your fanbase enlarges again.
just like when hopoo made millions off RoR and his next game barely made a blip

it's luck just like mobiledev
>>
Added customizable controls.

Deleted the controls file? No problem, the game will generate a default one when you next start it.
>>
>>166519818
Well done. You have reached a new level:

Bare minimum.
>>
>>166519760
>DEADBOLT
>35k sales before humble

He literally made over 200.000 dollars on that game, how is that barely a blip?
>>
>>166519089
>>166519098
>>166519127
>>166519143
mean.
>>
>>166519760
RoR was pretty quality and happened to be lucky.
Also, 50k is hardly 'barely made a blip'.

It's not luck. On mobile you might not ever get noticed. On Steam you are likely to at least find some people. Very rare is the game I find on Steam that has less than 500 lifetime owners - but I am certain there are mobile apps out there that have even less impressions than those games have owners.

And that's really the big gamechanger in the end: Visibility. Steam isn't nearly as crowded as nearly any appstore on the web catering to mobile. You put something out on a mobile store, it's going to get buried like nobody's business unless you have the perfect name, perfect logo and perfect treatment these days.
>>
>>166519868
Where is your game?
>>
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what the fuck is this why isn't this maya waht the fuck who what who designed this what the fuck im going back to maya holy shit
>>
>>166520052
Canceled, because I could not make the gameplay fun enough.

Still had customisable controls and file regeneration though.
>>
>>166520035
60% of mobile apps have 0 downloads on iOS.
>>
>>166518096
>He did.
I did?
>>
>>166520174
If that figure's accurate, that's practically a death sentence by comparison to Steam.
>>
>>166520035
People give away steam keys for marketing purposes
And 500 owners is shit anyway, even if they all bought at full price
>>
>>166519868
>>166519040
no bully
>>
>>166519662
Alright thanks. I'm just worried about the overhead of these things happening every frame as my project gets larger
>>
>>166520221
Because you used direction and speed.
>>
>>166520174
>0 downloads
>not even their parents gave them a pity download
>not smart enough to fake interest by proxy
I doubt that figure's accuracy.
>>
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>>166518050
I might as well dump this here, too.
>>
I'm not a good programmer and I've never really looked down my nose at anyone's code, as long as it works, but man, there was something incredibly gratifying about looking at Yanderedev's code. It almost inhumanly bad.

We could all make it, bros.
>>
>>166520339
I look down on people who use webshit and dynashit languages all the time, it's therapeutic
>>
>Spend about 3 days scouring the internet for different ways of making 2d destructible terrain in unity that won't murder low end PCs or take a year to optimize.
>Finally settle on a ghetto way of doing it that will will be semi effective and won't require spending 15 hours programing a custom editor to be even remotely ergonomic for map building.
>Still going to take ages to perfect and have high overhead, plus I'll have to ditch rigidbody2d on my character, because it doesn't interact with tiled colliders properly.

>Google "destructible terrain GM:S" on a whim.
>Three videos pop up showing superior versions of what I have planned and they only take 10 minutes or so to develop.

Well, there goes the last reason I had to make this project in unity.
>>
>>166520304
There are over 2000 apps being added to iOS per day.

Are you sure it's inaccurate?
>>
>>166516954
You don't need a fail-state at all, carrot works as well as a stick here.

Make it so that building more/better unlocks new stuff so you can build even bigger and better!

Achievements also work nicely as casual goals that feel nice for some people to unlock, but aren't required for people who'd rather ignore them.
>>
>>166520228
500 more-or-less minimum owners is better than maybe 10 owners by default. Also there's no way that more than 1k of those are freebie keys that were given out.

>>166520304
I do too - but I expect that apple would filter out your downloads as the owner - and I can see some people lacking the business acumen to get friends and family to try the thing out if they felt they could generate interest.
>>
>>166520482
how many times do people have to tell you that 2d unity is a meme before you believe it?
>>
>>166520484
Absolutely. 0 downloads means they couldn't get a single person to fake download it. No way.
>>
>>166520565
My project's doing just fine in 2D Unity?

>>166520632
I could see someone being dumb enough to just expect that launching their app on the store is all they need to do to make money.
>>
>>166520565
Unity is perfectly fine for 2D, you're the one memeing here.

I'd prove you wrong by making a game but I can't make 2D art.
>>
>>166520632
You're thinking these apps are published by 1MA devs trying to make games.

They're not, the majority of them are Chinese companies creating copies of similar apps and flooding the market.

Steam doesn't have this problem yet.
>>
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>>166520135
here's a (you), dont spend it all in one place
>>
>>166520742
Because I am
>>
>>166520729
>Steam doesn't have this problem yet.

May this continue to be the case for the next five to ten years.
>>
>>166520742
I want to make a 3d game without developing suicidal tendencies
>>
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>>166520336
here you go buddy, yw
>>
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>>166520717
Here's a sprite, now make 2D game in Unity
>>
>>166520742
I am though
>>
>>166520849
the values can extend past the range indefinitely.
>>
>>166520485
Zeus did this excellently. Temples were a real achievement for your city and they always gave great boons. Same goes for monuments, special aesthetic buildings you get for free when your city's the best at a cultural contest or you avert invasions.
>>
>>166520565
>>166520676
2D unity is fine if you just want to make a basic sidescroller or topdown game, but if you want to step outside of that, the number of hoops you have to jump through graduates to "Just kill me now" tier almost instantly.
>>
>>166520854
Shit sprite.
>>
tfw don't know how to loading screen
tfw just fade to black, call load, and make fading in the next command it will read after the load's finished
>>
>>166516740
I assume you mean like one without any rival nations? So you just try to build cities as efficiently as possible?

If you could make citizen management and/or city planning more detailed or interesting, then yeah I think that could work.
>>
>>166521014
My point and click adventure game didn't take much effort to get going.
>>
>>166520926
>if val < 62: c = autism[val]

Whoa that was hard.
>>
>>166521056
that's basically how I'm doing it
the smarter thing would be to make load() async somehow but I have other things to worry about
>>
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>>166520926
i don't know what your code does, i just saw a huge ridiculous switch statement
here's the fix, let me know if you need anything else
>>
>>166520926
That's not the case in >>166520336.
>>
>>166521060
I meant more of a game where you have a nation, and all you're doing is making decisions on what to research in the tree.

The game is you just watching the nation grow automatically, depending on your choices.

So literally no gameplay.
>>
Explain jump logic to me agdg. You can hold down jump up to a point for a larger jump, but once you hit that point or you release the button you start to fall, and can't jump again until you land on something.
>>
>>166521069
>point and click
>game
>>
>>166521287
You would've had a rough time in the 90s, anon.
>>
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Fresh progress. You can now equip items you find and craft. You can also freely drop items in the world.

Is obsidian a cool endgame crafting material? Find it in some volcano with magma monsters maybe?
What are other cool crafting materials?
>>
>>166521264
You can only jump if you're touching the ground, that's easy.
Variable height jumping is a bit trickier but typically it's just implemented by weakening the character's acceleration due to gravity while the jump button is held and they are moving upward.
>>
>>166521467
The realistic human silhouette is somewhat jarring against the nonrealistic rest of the game
>>
>>166521254
Well, the gameplay would be picking the tech then, eh?

It sounds more like a simulation than a game, since you're more just watching something that you don't directly control. Some people might be interested in it somewhat, but without much agency it'll get boring quick.

>>166521287
Are you 10?
>>
>>166521264
>>166521492
Acceleration or "gravity" can be implemented using a clock. Start the timer as soon as you jump, and your vertical velocity is equal to (positive) jump speed - clock in seconds
>>
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>>166521718
This is completely unnecessary.
>>
>>166521467
elysian bronze/silver/gold
>>
>>166521718
Don't forget to use the runge kutta method for higher accuracy!
>>
>>166520238

but, shouldn't the Normals be the one that is perpendicular to the polygon?
>>
>>166521243
the item is already preset to be blank (default value) outside of the switch.
>>
>>166521970
sorry, I meant tangential to, which is why it's called the tangent. derp
>>
>>166522101

So... what direction should it point in compared to the normal?

if it's always tangential to the normal, shouldn't that be something 3D engines should be able to figure out for themselves?
>>
How do I make games in C# without Unity (I have issues trying to open the unity launcher, it keeps telling me to verify my account but my account is already verified). I also kind of hate the workflow in Unity.

I want something similar to just WPF or Windows forms but with a game window, I don't need advanced shaders, collision detection, physics or anything like that. I'm essentially making a 2D menu game.
>>
>>166521589
Yeah, I'm going to replace it soon. Just grabbed something online as a quick placeholder.
>>166521812
Good ideas. I have bronze/silver/gold atm, but making a higher tier could work.
>>
>>166521069
Point and click games are as basic as side scrollers to get going, I'm more talking about:

>I want to put a 3d background in my sidescroller
"Enjoy remaking your character controller"

>I want to have curved slopes in my sidescroller
"Enjoy remaking your character controller"

>I want to have destructible terrain in my sidescroller
"Enjoy having to use a procedural 3d mesh now, make your own map editor and either switch to 3d colliders in a "2d" game or generate a 2d collider over your 3d one.
>>
>>166522251
>>166520742
>>
I want to make a game with real time movement and turn based battles (kinda like m&b warband) what engine do you recommend? or does any work really?
>>
>>166522429
If you have to ask this kind of question then Unity
>>
>>166522251
Monogame is literally the thing you're describing.
>>
>>166522245
There are infinitely many vectors orthogonal to the normal. The tangent and bitangent are chosen to correspond to the UV mapping. You're right that you can recover any of these vectors from the other two, but if you have all three in memory, it saves millions of cross products a frame.
>>
What are some gameplay elements that make first person hack n slash more fun?
>>
>>166522635
freeze frames
>>
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>>166522429
>real time movement and turn based battles (kinda like m&b warband)

>>166522635
Kicking.
>>
>>166522635
None, because first person hack and slash is never fun.
>>
>>166522558
usually only the tangent is stored, and the bitangent is generated because it's easy to do so

cross products are pretty fast
>>
>>166522635
quick time events
>>
>>166522804
use them sparingly though, and try to surprise the player, they get boring if they're too predictable
>>
I'm the guy that was asking all of the questions and stuff last thread from a beginner standpoint. I have no knowledge of code and I looked up some stuff about using Unity, this seems easy as hell. Doubt it'll take me long to do my demo.

Best once I have the basics done with the assets I can look up specific answers to my questions and it'll be done ASAP. Jesus I can't believe I thought it was hard.
>>
>>166522892
it's easy to dragondrop until you try to do something remotely interesting
>>
>>166522892
this is why we have the phrase "just like make game"
>>
>>166522429
>real time movement and turn based battles (kinda like m&b warband)

Are you sure that was a good example for what you want to do?
>>
>>166522635
>>166522721
seconding kicking

proof: https://www.youtube.com/watch?v=KnxgQMSsc8c
>>
>>166522892
That's why so many people get into modding, it is all the essentials of coding a game without the mental block of 'how do I learn to code ??????'
>>
>have a million dollar gamedev idea
>can't make it happen because it requires more than just myself
>cant trust other people because I'm an artist looking for a programmer, tell me what kind of game you're making so we can get started ;)
>girl asks me what I'm looking for
>palms are already sweaty
>mom's spaghetti
>its pouring out of my pockets
>accidentally shit myself
FUCKING GAMESTOP
>>
>>166523019

Yeah but like, starting is starting.
>>
>>166521467
Titanium
Thorium
Quartz
>>
>>166523094
Kinda like warband except turn based combat, is that hard to comprehend?
>>
>>166522635
Like a turn based FPS or a top down tactics game?
>>
>>166522429
>turn based battles (kinda like m&b warband)

What did he mean by this?
>>
>>166518082
I'm neet.

Want to make a game I'd love, and also make some money out of it would be nice.
Just need to learn blender so that I there's some hope in the game actually happen.
>>
File: huh.jpg (44KB, 282x341px) Image search: [Google]
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>mfw this y = depth talk made me realize how to implement the depth i wanted in my game without actually changing much
>>
File: project dash ots.webm (3MB, 1600x900px) Image search: [Google]
project dash ots.webm
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Update on the OTS camera. Hows it looking now guys? Raised it up, made it smooth, zoomed it out, and added a crosshair.
>>
>>166523854
pretty redic for gamemaker
>>
>>166523854
Oh shit my nigga are you making legends 3? Let me in on this shit.
>>
>>166523854
Sick walk cycle, nice
>>
is using and/or instead of &&/|| a GML only thing or can i get away with it in other languages

and/or looks prettier but i don't want to catch a bad habit for when i move to shit like LUA or C++
>>
>>166523854
now this is feminism
>>
>>166523854
Looks pretty usable for tank controls. Though, you really want to make your character's feet just kinda shuffle flat on the ground with zero knee movement she turns. The current animation is pretty ridiculous looking.
>>
>>166524015
It's language specific but C++ actually supports this. Dunno about Lua though.
>>
>>166524015
lua only supports and/or actually
although desu this is a minor point in the grand scheme of things, there will be bigger stuff that you can't avoid that will trip you up, no matter what language you pick
>>
>>166524015
>>166524160
I just looked it up and Lua requires you to write out "and" and "or"
>>
>>166523917
>>166524009
>>166524070
Thank you!
>>166523998
Its the might no 9 of megaman legends 3 (^,:
>>166524081
Oh I've got it set up so mouse and tank controls both work, just easier to test with mouse. Most of the animations are placeholders, I've been struggling to come up with a good turn animation- I'll try your suggestion, thank you!
>>
>>166523854
It looks much much much better, good work. Now get them animations fixed, anon!
>>
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thepowerofNoDev.png
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Fresh OC, straight from the diplomadev and only slightly late to the discussion.
>>
>>166524294
>>166524275
nice, i really dislike using &&/||
not that there's anything wrong with it, it just looks shitty
>>
>>166524015
>but i don't want to catch a bad habit for when i move to shit like LUA or C++
Normally languages only support one or the other (unless you do some weird shit like abusing #define). It really doesn't matter. When you switch to a language that uses only one of them you use that one. If it supports both, then use whichever you prefer.
>>
>>166524335
there is absolutely nothing about | that indicates "or", where at least & does mean and, so I have to look up the or symbol every time, because there is nothing mnemonic about it to make it stick

having to write it twice to distinguish it from bitwise shit nobody cares about is even more confusing

one day we will remember languages that did this as archaic relics of the past
>>
>>166524536
good thing i'm not the only one who thinks that way then
>>
>>166524323
Then it's better than nothing
>>
>>166524536
>there is absolutely nothing about | that indicates "or
There is if you've done formal logic before.
>>
>>166524652
>>166524757
no, it's still arbitrary as fuck
>>
>>166524889
when god created the universe, he decreed that & shall mean and
>>
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>>166523459
>>
>>166525045
if you genuinely think you're being clever right now you need to seriously consider kys
>>
Gamedev has completely ruined my lifelong favorite hobby: playing games.
>>
>>166525203
how?
>>
File: Equipment.webm (3MB, 1066x600px) Image search: [Google]
Equipment.webm
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>>166521589
This is hopefully an improvement?

>>166523261
Awesome, thanks!
>>
File: garbage game.png (28KB, 480x479px) Image search: [Google]
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If you can clear a line on this you need to just stop making your game.
>>
>>166525203
Eh you'll find most adults have come to not really like games as much, either.

Then again there's a massive lack of adult games (not defining adult as more violence/sex)
>>
>>166524889
>no, it's still arbitrary as fuck
Only in the same way that every word in every language is arbitrary.
>>
>>166518082
Not by choice, I got fired.
>>
>>166525314
SAFE
>>
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>>166525314
wow
>>
>>166525314
Only three of those hit me and no lines.
>>
>>166525359
they are not. you can't just make up arbitrary words or arbitrary definitions
>>
File: what-you-gonna-do.png (38KB, 485x484px) Image search: [Google]
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>>166525314
>>
>>166525086
If all you do is programming, the game will never happen.
>>
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pretty safe.png
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>>166525314
>>
>>166525314
someone actually made this image
>>
>>166525314
what the fuck game is acceptable to you if these are your nodev options

fucking everything is on here
>>
>>166525649
>wangolfing this hard
>>
>>166525665
what is your game?


>>166525770
I think it only counts if you can clear a line. Like synergy of shittiness or something?
>>
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>>166525314
Here, have a (you)
>>
>>166525665
>not sure if tumblrr friendly
tip, it is tumblr friendly if you dont say fag or niger
>>
>>166521467
Looking good. I like the furnace.

Possible elements: Copper, Tin, Iron, Silver, Gold, Platinum, Titanium, Silicon, Palladium, Uranium

Raw Materials: Sand, Coal, Obsidian, Quartz, Gravel
>>
>>166525903
niger thornberry?
>>
>all these randomly deleted posts
Wow, janny's going on a rampage.
>>
>>166525267
>play factorio demo
>love it, so immediately quit and gamedev
>>
>>166525903
Oh, then it's definitely tumblr friendly because I'm not a flaming /pol/ or /b/-tard.
>>
>>166525314
>source is in line with Unity Dev, For Sale, and Use a Tripcode

how are you supposed to get a bingo like that
>>
>>166525948
Good suggestions, thanks! I didn't think about sand. Melting it down into glass could make for some cool crafting.
>>
>>166521467
>>166521589
I thought this was hilarious.
>>
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>>166526026
what does that mean?
>>
Python is trash, why do people use it?
>>
>>166526131
minimalist tumblr friendly art game (for sale, never worn)
its me
>>
>>166526159
>no tungsten
Shit list.
>>
>>166526257
Your waifu is trash, why do people even care about her
>>
>>166525283

FOV too wide
>>
>>166525283
Much better.
>>
File: 2017-01-24_18-23-02.gif (3MB, 640x360px) Image search: [Google]
2017-01-24_18-23-02.gif
3MB, 640x360px
Frogfaller DEMO ~ https://transfer.sh/M1tPM/frogfaller.zip

Any feedback is welcome!
>>
>>166526426
>Downwell with Frogs

You better already be marketing to the furry crowd because if you aren't you're just burning potential money.
>>
>>166526426

Too busy
>>
>>166526426
It's really painful how much you missed the point of downwell.
>>
>>166525314
>For sale
What the fuck does that even mean? The game being for sale on $DISTRIBUTION_MEDIUM? """"Selling"""" the idea to a company? Be specific.
>>
>>166526426
>Vine doesn't know how to make money anymore
>>
>>166526613
I think they mean the broad definition. As in you're going to attempt to make a profit somehow.
>>
>>166526232
ARE YOU ILLITERATE
>>
>>166526426
Visibility isn't great.
>>
If I want to make art for video games should I learn physical mediums first or jump right to using a tablet
>>
>>166526728
Physical, so you can become a talented furry artist on FA and make money whoring yourself out for the rest of your days instead of having to make a shit game that fails and resorting to foot fetish videos to support your wife and her son.
>>
>>166526316
What do you craft with tungsten?

>>166526373
It's only at 60 degrees right now. I was debating whether I should use a perspective or orthographic view. Maybe orthographic would be better.
>>
>>166526728
buying a tablet instantly makes your drawing ability better
>>
>>166526426
> love.dll
hit me up with that .love file so i can linux it broski
>>
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left or right
>>
>>166526426
When are you going to make an original game?
>>
>>166526728
if you don't have existing art skills, might as well start digital.
>>
>>166527015
need context
>>
>>166526850
just saying drawing furry art sucks balls because you will never become a part of the nepotist mess that allows you to make the big bucks for drawing complete trash
don't do it kid, stick to your vidya
>>
>>166527015
Left
>>
>>166526943
here you go https://transfer.sh/8U3mg/frogfaller.love
>>
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>>166524330
You've inspired me.
>>
>>166526874
Lightbulbs.
But for real Tungsten's melting point is fucking insanely high around 3,400°C. Fire-protected stuff, A fucking boat for lava, etc.
>>
>>166527015
Left for sure. Never have I looked at one of your progress posts and though "these trails are too busy/indistinct/whatever".
>>
>>166526426
notice me vinepai i löve you
>>
>>166527015
left
>>
>>166527015
this is a meme right? i've never seen anybody explain the rules but somehow everybody seems to know what's going on.
>>
>>166526874
light bulb, cathode-ray tube, and vacuum tube filaments, heating elements, and rocket engine nozzles

oddly specific shit you likely won't have in your game
>>
hey look at these stars

⭐⭐⭐⭐
⭐⭐⭐⭐
⭐⭐⭐⭐

haha

you should be working on your game (me too)
>>
>>166527116
Actually, I'm already popufur because people love my suit. I could easily transition into art.

>>166527028
Damn. I tried physical and I tried my tablet, and physical is so much easier. It's like trying to draw with my left hand doing digital.
>>
>>166527220
>>166527348

Tungsten can be used in a steel alloy to make very strong metal.
>>
>>166527306
Get your eyes and autism checked.
>>
>>166527306
It's some kind of turn-based combination of snake and armagetron, and the dev delights in people being confused by it, as indicated by the fact that he can't be bothered to offer even a cursory explanation of how it works (although I think it's probably simpler than it appears).
>>
>>166527015
The problem isn't the squiggliness of the lines, it's the fact that UI isn't clear about what's going to happen before you do it

Like from watching gifs I'm pretty sure
.v
><
.^

is an attack command but if I didn't see the gifs I would have no way of knowing that
>>
>>166526571
That will happen when you don't actually play the games and instead just try to emulate success.
>>
>>166527420
True. It just depends on how many alloys anon wants in his/her game.
>>
>>166527220
>>166527420
>>166527348
Ah ok, interesting. Maybe it can be used in fire resistant armor. I'll add it to the list! Thanks.
>>
>>166525314
>source
This isn't cute. You're not an agdg meme and you need to stop trying to force yourself like this by making gay little meme images and trying to highjack the thread.

Just make a game instead you retarded faggot.
>>
>>166527220
>a boat
>in fucking lava
>what is heat conductivity
>>
>>166527414
Well it's not as if physical media is useless for games. Some games are made completely from scanned traditional media. If you prefer traditional physical stuff, do that instead.
>>
>>166527610
>worrying about heat conductivity before worrying about bouyancy
>>
>>166527567
Source is an agdg meme though. You don't get to choose what is and isn't a meme.
>>
>>166527610
Heat conductivity only counts if you're actually touching the heat part. If you add some water and a second layer of the tungsten you'll be shielded from the direct heat transfer that would normally occur. It's the same reason why you use a double boiler for certain things because you dont want it to burn.

Simple science, senpai.
>>
>>166526728
The actually important concepts are invariant under medium used. The problems that arise will arise in both: your reluctance to edit, your reluctance to put in continual work, repeating mistakes, becoming comfortable and not advancing, etc.
>>
>>166527610
>>166527743
Thanks for the mental image of a Titanic-tier disaster except substantially more excruciatingly painful.
>>
>>166527743
it doesn't take much to be boyant in molten rock
>>
>>166527567
>literally having a meltdown because someone mentioned source

lmao
>>
>>166527740
I prefer making games that don't look like AYIM
>>
>>166524330
I don't even know what it is about. Maybe it is perfect?
>>
>>166527567
>>166527758
Previous bingo shitpost had in lower left
"has source filtered" implying anyone filtering source shitposts was a nodev. Sourcefag thinks he can subliminally propagandize agdg by sheer force, (years of the same shitposting, trying to force memes and obsessing over the same people like danny, rotate, gogem) and really poorly thrown together memes over his obsessions.
>>
>>166525314
These are mostly all mutually exclusive. What a shitty attempt.
>>
>SWIM opens report window out of curiosity
>SWIM sees that the captcha includes "Daniel"
>SWIM laughs (and doesn't submit a report)
>>
>>166527906
>>166528072
[increasingly nervous memes]
>>
>>166518590
making a good game on mobile takes more effort because of its limitations.

or do you actually truly believe people will just buy any ol crap on a medium drowning in free games?
>>
>>166528072
>using SWIM here
>using SWIM ever
Great Game
>>
>>166528127
They did say it was 5% of the effort. So I think it's pretty safe to say that they think just about anything will sell on appstores. Which shows just how little experience they have with selling on appstores.
>>
>>166525770
It's not even about games or game dev it's just a bunch of hyperactive self wanking over meta """memes""" in agdg by a sad faggot who has never made a game and never will.
>>
Epic stop updating Unreal for awhile jesus
>>
>>166518082
Not /neet/ yet, but in a few months I'll be booted out of College dorms with nowhere to go. A friend and I are trying to crank out a game to advertise a Kickstarter for a real game but it might just be a coinflip on whether or not I end up back in buttfuck nowhere Canuckland
>>
man like dan dan cuz
>>
>>166528409
Shut your face and make a game faggot.
>>
>>166527962
>meet another person
>person also browses agdg
>someone mentions source
>both people instantly think of the shitposter

It is a meme. The mere attempt to propadandize agdg is a meme because its some sort of recognizable story, personification, idea, noun etc that unrelated people that both browse agdg recognize.

Simply mass recognition of any kind makes it a meme.
>>
>>166527164
thanks bro, I had fun with this
took me a good few deaths to figure the blue enemies would just hurt you no matter what and at least one more to realise ALL flashing enemies are painful
all the debris and particles are great, art's really nice and I didn't have a real visibility problem once I worked out what enemies did
shop could be more obvious about what you can / can't afford
I also got a bluescreen timer error when switching between menu items but i couldn't reproduce it so :shrug:
p neat overall
>>
>>166527923
Doesn't have to. The original Doom had a lot of sprites based on clay models and pictures, and I'm sure there are plenty of other games with similar stuff. I bet some games with a 'painted' look have assets that are based off physical paint.

You can draw whatevs on paper and then edit it digitally.
>>
>>166528534
>The mere attempt to propadandize agdg is a meme
Yes, his sad attempt at making himself relevant by spamming his own source shit that he used to post seriously here and then samefag attacking himself for a year is the meme. Him being a lunatic is the meme. Source is not.
>>
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some other progress cleaning up engine code
>>
>updated unity
>all of my shit's broken
FUCK
>>
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>>166528665

FO1/FO2 used physical models for the talking heads
>>
>>166528715
Oh sorry. Yeah I was referring to the insane shitposter not the actual engine.

Carry on.
>>
>>166528665
But if I draw on paper and then scan it, use it as a base for digital, won't I still have to have skill in digital art?
>>
Thoughts on a first person RPG with no hit points?
>>
>>166527220
>tungsten
>>166527610
>>166527743
>>166527829
>>166527881
>>166527886
/agdg/ - Lavaboats and Physics General
>>
>>166523439
60 turns per second
>>
File: porject dash turn anim.webm (1MB, 1600x900px) Image search: [Google]
porject dash turn anim.webm
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There! Just re-did the turn animation from scratch. Actually watched a video of in place turning. Hope you like it!
>>
>>166529016
It's not an RPG if there are no hit points.
>>
>>166529098
needs animation blending tbqh
>>
>>166528838
Not necessarily, I mean I guess some, but not the same stuff you'd need for making purely digital stuff from scratch. If you draw and paint everything and then just scan it, color correct and cut it out, there's not much digital skill to that. Using a pen tool, you wouldn't have to learn proper mouse/tablet control for clean cutting, even
>>
>decide to get some art done
>stylus battery dies
>oh well i'll go watch anime instead
>>
>>166528838
Yes. Since you're able to scan, edit, and output the art that would be skill in digital art.

If you watch shit like this

https://youtu.be/XwgI9Coz2bw?list=PLXuhdetOEPfj6S3QC4mdGU8r9Kp8dm67M

You'll see how powerful working in digital art can be. Like being able to have complete freedom layering paint perfectly over eachother without permafucking your artwork is absurdly beneficial.
>>
>>166529098

Yeah, that looks a lot better.

>>166529137
Call me a fucking hispter, but I feel like blender would look out of place and ruin the MM:L aesthetic.
>>
>>166529249
Hmmm...so should I start learning the basics of drawing with a tablet then? If I'm going to be using one to make game assets eventually?

Also /ic/ beginner thread never gave me any feedback on how to improve but their sticky is really useful. 50/50 win.
>>
>>166527028
What's a decent tablet for beginners anyways?
>>
>>166529098
dat sum megaman legends
>>
>>166529438

get the cheapest wacom you can find tbqh
>>
>>166529137
>>166529341
I've implemented smoothing between animations and it looks pretty good for most but I disabled it in favor of MML's instant animation changes.
I'll see if I can enable it for *some* animations and disable it for others.
>>
>>166529438
Microsoft surface
>>
>>166528379
Sorry bucko, we need to add as many nifty VR bells and whistles as quickly as we can before everyone realizes VR is a meme
>>
>>166529376
You would have to ask what wizard magic techniques he is using in photoshop from someone who is competent.

https://youtu.be/Slozltd4QAQ?list=PLXuhdetOEPfj6S3QC4mdGU8r9Kp8dm67M&t=206

Is a good timestamp, you can watch him select layers with Swain and Swains bird form, duplicate them, and then alter the color on a top layer by an offset to get a quick and accurate shading color pallet.

Its fucking insane.

Also I'm sure these guys that work for riot have libraries of sample art that they can just drag into their stuff on an medium opacity layer and just trace/modify them for quick buildings, cloud effects, backgrounds, lighting, etc.
>>
>>166528781
when 3d modeling was done with actual models existing in the 3rd dimension
>>
how's a Huion H420?

it's 29.99 on amazon.

after discovering bSurfaces in blender, I want a tablet
>>
>>166529776
Not this. The pen is the only good thing about this monstrosity.
>>
>>166530227
Thats what I have.

I literally only use it for shitposting but it seems to work fine.
>>
I have an Intuous pro medium, is that a good tablet?
>>
>>166520017
>>166520245
Its not being mean its being realistic.
You want to make your strengths stronger, not spread yourself too thin.
Focus on the programming if you dont have a history of drawing or doing art or else it will take you literally multiple years to even get the art end of the spectrum presentable
>>
>>166530337
The surface has a better response rate than the intuos, the only thing you're missing is angled drawing which is a meme anyway
>>
>>166529098
>fps 60
>>
>>166522635
Try to make it doom-like in the sense that its very fast paced and direct. Just fucking dudes up and solving some puzzles. Id like to see like a modern hexen/heretic type game.
>>
>>166530438
I already know how to program well enough to make a game. I can write well enough to chart out a story, write dialogue and set pieces, and create meaningful interactions between the player and the game. I'm literally just missing the art part. That's all I need.

And I'm not a TERRIBLE artist. Ok, I'm really bad. I tried drawing for the first time two days ago and again last night and even though I was drawing from references it turned out pretty poor. and /beg/ didn't give me any meaningful feedback on how to improve yet But I'm willing to put the work in. I just need to know the route I have to take. /ic/ has me going to books and telling me I should stick with paper and pencil, but I feel like I'll have to relearn once I want to start making assets because it's all digital work.
>>
File: r-400.png (251KB, 327x400px) Image search: [Google]
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Population dynamics
Terrain generation
Economics

Talk to me about any of these. And when I say talk to me, I mean I'm interested and know very little but love it very hard and want to know everything.
>>
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>>
>>166519143
Your menu probably looks like shit.
>>
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>>166530615
stupid fraps limits it when I'm recording.
Otherwise it runs at 1200 limited to 90 (^:
>>
>>166530882
Forgot to say, that last webm is with animation blending on. >>166529137
Like I said, I'm torn on it.
>>
>>166530719
Alright, let me help you out since you seem to actually wanting to put work in.
Just remember when making art you have to grind it out and just do it over and over and over until you stop thinking about how youre going to do something and can just focus on what youre going to do.
http://www.posemaniacs.com/randompose
this is a good place to start for learning to draw poses from random angles. The better you get at doing them the more youll understand how to draw frames of animation from any angle or position and not make it look fucking awful.
Also, don't worry about a style. DO NOT try to draw anything adhering to what you believe your "Style" is. When you first start drawing you have no style. Your only style is "shit". Once you learn how to draw things by practicing over and over drawing anything you can think of, you can start to make stylization choices and get your art how you want it. Also, styles tend to naturally develop based on your personal interests/influences and how you learn to draw. Good luck man, try to make the best game you can.
the art is still gonna suck tho
>>
>>166530809
you've posted this before
>>
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ok, how's this? I'll tweak the wobbling equations a bit later.


>>166527473
Maybe communicating is hard because I have never quite gotten to a place where the core loop is good enough to show off in a webm. So all you can see is demonstrations of subsystems.

>>166527282
>>166527254
>>166527157
I'm looking for some way to recreate that effect in shaders or effects. Those I just scribbled out in 10 minutes

>>166527306
>>166527447
It's turn based snake tactics. Click on things to move. Your snakes move several tiles per turn, then attack once. The goal is to eliminate the other team.

Also I've been posting for like 9 months, and people have played the old demo or the game I'm cloning, so they understand the gameplay
>>
>>166531093
>>166530809
Funny enough I wouldn't have looked if not for this, but dang this looks pretty great. Don't just post a webm with no explanation 809, talk about your journey friendbro
>>
how fucked am I for making a fake student version of maya account on adobe's website
>>
>>166531279

3
>>
>>166531272
I gotta keep posting progress NO TIME TO TALK I NEED TO STAY ON THE PROGRESS TRAIN
>>
>>166531279
>maya
>on adobe
???
>>
>>166531401
>shitposts
>in aggddd
>>
>>166531401
autodesk fu kc
>>
>>166530741
>Population dynamics
>Terrain generation
>Economics
For a platformer? sidescroller? FPS? JRPG?
Really depends on the game and what you want the player to experience.
>>
>>166530741

Population is a matter of food
Economics is a matter of food and resources and labor
Food and resources are a matter of terrain and labor
>>
>>166531026
Don't worry, I've read the /ic/ sticky front to back and one of the main points it was adamant about was that I do NOT have a style because I don't have enough knowledge about art to create one deliberately. The other biggest point was that no matter what kind of art or for what purpose I intend to make, learning the basics will be the best, fastest way to get there, even if it doesn't seem like it at first.
I finally decided to stop mucking about with placeholders and put effort into learning how to draw on Monday, and I've been reading drawabox and doing the warmups it asks me to after work, including today. I'm also reading "Keys to Drawing" I'm on drawing hands as the second exorcise lol . I'll also check out your website. This feels way different than when I was learning to program in college, since there's no single route that seems "correct", I guess it will boil down to "get experience. Draw as much as possible and use these books as guides to grow your understanding and ability". Hopefully I'll make it.
Spoilered pic related is where I'm at right now as a square one; drew these from references found in the /ic/ beg thread.
I have a MS Surface that I use for freelance webdev work and prototyping website designs, but I guess I'll stick to physical work for now to make sure I understand the basics.
>>
>>166531354
No but post your journey or fuck right off, sorry if I wasn't clear
>>
>>166531472
Autodesk have no history of going after people who publish games with models from student maya to my knowledge. They have no way of knowing you even used maya unless you're dumb enough to confess it in a way that can be associated with you

I would assume autodesk care much more about tracking down big companies that are pirating their software since every seat is a few thousand dollars they didn't get
>>
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>>166531758

>Make model in student maya
>Export to blender
>Export to somewhere else
>>
>>166531816
Even without this, an exported fbx has no footprint of what program it was made with
>>
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just found a super cheap elegant solution to a problem that was preventing my game from existing pretty much. its extremely hard to tell what i did unless you've tried to make this kind of game.

i hope none of you fags figure out what it was on demo day.
>>
>>166531758
I work for autodesk. We only go after shitposters and shitty work, no joke.
>>
>>166531912
where are the proofs
>>
>>166532014
It's not going to happen, why would you even ask. But suffice it to say, unless you're doing really horrible work we won't come after you.
>>
>thread on /r/gamedev with a huge discussion going on
>mod comes in making a sticky post saying everything has been discussed and locks the thread
>message is smug as fuck

again i'm reminded why i only post here. seriously fuck forums.
>>
>>166530358
damn. you got nice penmanship. I'd have never known you were posting with a tablet.
>>
>>166532238
>ongoing gamedev thread
>everything has been discussed
how does that even work? What would a negative effect of keeping that thread open even be?
>>
>>166530437
you the one with the tablet, you tell us.
>>
>>166532238
Because people discussing yanderedev is uncomfortable to them. Also, they're concerned people might start getting aggravated enough to start raiding twitch and so on.
>>
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>>166532431

>uncomfortable
>>
>>166531816
>>166531883
vertex watermarks
>>
>>166532431
so the thread was about yanderedev and how they can't comprehend that a relatively high profile indie game about anime fetish shit was banned by a company run by sanfran liberals?
>>
>>166532620
Yes. Once the consensus started to become "Twitch bans what SJWs tell them to" it got closed as "offtopic".
>>
>>166532476
Please elaborate. I don't do 3D modeling and have no vested interested in this subject, but clever DRM/watermarking methods fascinate me.
>>
>>166530882
What are you planning to do with this because I love MML
>>
>>166532476
Offset all the vertices by a tiny random number.
Done.
>>
>>166532431
didn't 2016 teach these people what censorship does?
>>
>>166532803

>Stop having opinions I don't like
>>
>>166532431
i just don't like the idea of some guy no one gives a fuck about dictating what people can discuss
>>
>>166531752
You're my journey agdg
>>
>>166532948
All it taught them was to double down
>>
>>166532848
Planning on making my own MML but with blackjack and hookers.
>>
>>166532835
ya see what they do is scale up a vertex until it's the size of Jupiter then they write "Made with Maya Student Edition" on it and then they scale it back down so's you can't even tell there's been anything written on it atall.
>>
>>166531889
You put a navmesh into your RTS?
>>
>>166533153
If I wasn't already working on other projects I'd want to do the same, you're livin the dream.
>>
>>166531889
i honestly don't care at all
>>
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So do we have the agdg comfy 2d girl spritesheet yet?

What happened to all the artists "looking for a collab"?
>>
>>166533628
>replying to attention seeking "I did thing but won't tell you what" posts
???
>>
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First ever full auto animation setup. How does this look?

There's a separate single fire animation, full auto is an In > Loop > Out set
>>
>>166533935

I want you to teach me how to animate to be honest
>>
>>166533935
beautiful
>>
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>>166534015
This is the only tutorial I ever watched (only the first part), the rest was self teaching.
If I can do it you can too, anon.

https://www.youtube.com/watch?v=xzLnkpBQUfA
>>
>>166533657
Only if I can make waifu porn of her
>>
Rust
>>
resident evil 7 is pretty good, good job capcom
>>
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>>166533657
>What happened to all the artists "looking for a collab"?

They learned UE4 and are making million dollar walking simulators.
>>
>>166534705

resident EVII
>>
>>166534705
Right? It's way better than I thought and I actually liked RE6.
>>
>>166529245
not gonna make it
>>
What happens if two games on this thread have similar ideas/concepts?
>>
>>166529846
Sweeney is SERIOUSLY obsessed that VR will change the world at least going by interviews. At least the new rendering features created to reach 90fps can be used for normal 3D games as well. The forward renderer is great for my needs because I don't need fancy lighting features I have no idea how to use effectively.
>>
>>166535332
one of them gets banned, which one is random
>>
>>166535332
neither will succeed because you're late to market
>>
>>166535332
They'll boost each other. Market's big.
>>
>>166535408
not memeing, i don't understand how people don't see the incredible potential in vr. the moment that shit becomes wireless, affordable and has an adequate resolution, we'll literally be in holo deck territory. monitors will become obsolete even before that because you can just have as many floating monitors in vr as you want. hell, actually, the idea of floating monitors is retarded because you don't have to project programs onto a 2d plane when your reality is virtual. programs could literally be 3d, we might be about to enter into a new era of user interfaces.
>>
>>166535332
one will stay in early access until the end of time and the other will be found out to be total a trash heap scam so the devs will remove it from the store, rehash it, and reupload it under a title until the end of time

guess the games
>>
>>166533657
I have started working with one. He is a pretty chill dude, had great ideas for the game. He was quite silent lately, but I'm sure he's just busy with life and will write any moment now, right? Right?
>>
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Making level design to show off dat Smoothest of Moves Yo

Not sure how the camera will be in local co-op when a player can trick fast through the level. WIP
>>
>>166536260
>monitors will become obsolete
I'm no optician but I'm betting I'd have lost my eyesight by now if I'd had a virtualboy strapped to my head all day rather than sitting a couple feet away from a monitor.
>>
>>166536615

Frogs are fascist, delet this
>>
>>166536667
i don't think that that's how eyesight works
>>
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>>166536609
Artists are like women.
You know what it means.
>>
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Some progress.
Polished player movement and got the light/dark cycle working.
Sketched the background, but my tablet suddenly decided to stop working, so cleaning up will have to wait.
>>
>>166536667
Yeah it's pretty fucking obvious you're not an optician
>>
>>166536976
Actually it is. If you spend all day looking at something close like a VR headset you won't be exercising your optical nerves to focus on stuff that's far away, hence, next time you try to do it it will be harder than it should.
>>
>>166537206
Did my hyperbole trigger you or are you seriously so dense as to think that the VR headsets have zero health detriments when compared to a monitor?
>>
>>166537315
>>166537324
>2017
>not obeying the opticians law of triple 20s
holy fuck you kids need your eyes examined
>>
>>166536615
it bugs me that the tongue turns blue
>>
>>166537546
yeah green would be better
>>
>>166537546
Would you like it more if I flash it red? I need it to change color to show the player when they stick to something.
>>
Dumb question:

http://pastebin.com/QCpUPkdN
Is there any way to make a variable from a base class static for the child classes? So I could increment and read "population" from either class in a generic fashion? And it would be different for either, but the same for instances of its class
>>
>>166537524
Got mine checked recently, almost perfect sight.
>>
>>166537150
Wait, you make your art assets with a tablet? Not a mouse and paint.net or some other pixel editor?
>>
amateur optician general
>>
>>166536615
Artstyle is on point, anon.
Definitely channeling mario world 3d.
>>
>>166537713
Drawing tablets, like Wacom are often referred to as just tablets. I guess he meant that.
>>
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dont do this
>>
>>166537934
I meant I'm surprised he's doing pixel art with a drawing tablet.
>>
>>166533935
/k/ here, the MP40 is an open bolt submachine gun. I could explain what that is to you in detail if you'd like, but what you need to know as an animator is that the charging handle should be locked to the rear when it's ready to fire and slam forward upon pulling the trigger.

https://youtu.be/s30IjVts73M
>>
>>166537095
That they are all caring and loving? That they'll always listen to you and cheer you up when you arrive home after a long day of work? You were referring to that part, right?
>>
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>>166537315
i've conducted independent research on the topic, that's actually just an opinion and hasn't been studied very well.
>>
>>166538013
Fair point.
>>
>>166538019
>hickokposting on agdg
he's too good for this place
>>
>>166537665
red would feel like it DIDN'T stick
green = good
>>
can you guys recommend some of the most hectic flying/hovercraft games where you really felt like you had tight controls?

searching for it isn't working too well
>>
>>166538448
I'm an artist, what engine are you using?
>>
>>166538420
Dude don't bring that elementary school shit here. If the tongue only changes color when it has successfully stuck then the player isn't going to think the tongue didn't stick because of some cue the tongue gave.
>>
>>166537683
why are you defining species as classes, and not as data?
>>
>>166538520
no need to become upset
>>
>>166524330
>catch(System.Exception)
> then continue
Dont do that
If you really have to catch the exception, catch the exception actually getting thrown. Idk what exception could even happen there tho.
>>
>>166538448
The water levels from Half-Life 2 come to mind.
>>
https://www.youtube.com/watch?v=KCWwtH9Yr54
>your game
>>
>>166530882
The blended animation looks a world better imo
>>
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>>166538010
JESUS CHRIST
>>
>>166531161
Maybe you could put a glow or a softer color outline for the lines? I think you could make the squiggling look nifty, but I think a glow/outline would help with readability.
>>
>>166538010
>>166538923
>making fun of the dev
The irony is that he's rich while you're both nodevs.
>>
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>>166538420
>>166537546
>>166537662
Here is an example of green senpai.
>>
>>166538632
Just an example, the classes are necessary in what I'm doing
>>
>>166539042
Fuck off eva
>>
>>166538507
ue4
hmu with a phone number

[email protected]
>>
>>166538448
>F Zero GX
>Star Wars Pod Racing
>>
>>166538704
www.youtube.com/watch?v=JwYX52BP2Sk
ftfy
>>
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>>166539042
It's called having standards

Yes he's rich, but his "game" is less playable than the average AGDG prototype despite working on it for years
>>
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any industry devs in here know how animations like these are done?

what confuses me is how the player model is suddenly thrown into an animation like that. i understand how to animate and rig characters separately, but what about when two need to interact? are they still animated individually with placeholders or something? is it up to the engine?
>>
https://www.youtube.com/watch?v=nI5ua3SOKrY

devmusic
>>
>>166539079
fuck it blends in too much with the background and the character
but it works from a visual aid standpoint without harshly contrasting with the character

What do
>>
>>166539441
I wish I knew how to set up a combo system like in that + animation.
>>
>>166539421
anime and furry are litterally garunteed money. its frustrating that this is currently the industry standard. but it is what it is.
>>
https://www.youtube.com/watch?v=ZbcPIgOTURA

Disgusting little piggy people
>>
>>166539079
>>166539536
I think the tongue out to just flash for a second to indicate that you've stuck. That combined with a squish sfx should make it obvious.
>>
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What are the best places to shill a furry game?
would they still be interested in it if it's a 5 on the scale?
>>
>>166539841

1 interests animoo fans
5 interests general audiences
2-4 are furryville
>>
>>166539841
at your thanksgiving table, your family will love it
>>
>>166537713
>>166537934
Yeah, I meant a drawing tablet.
I use photoshop for pixel art. First I make a rough sketch with mouse, and then clean up with the tablet because is easier and faster to get round/organic shapes with that, and then I go back to the mouse por a pixel by pixel clean up.
>>
>>166539421
I'm sorry, I can't hear your standard over his successful game and your non-existent game.
>>
>>166539841
An uninformed opinion but wouldn't a 5 be the best for biggest audience since you can easily humanize it more for the furries, it's perfect for zoophiles and it's actually still normal people friendly too
>>
>>166539841
1 inerests weebs
4 interests kids
5 interests normies
2 and 3 full furry shit.
And yeah, you can shill it on /trash/ and probably da since that's furry central.
>>
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>>166540020
>successful game
>got banned on twitch
>>
https://www.youtube.com/watch?v=bo4frJc7QaQ
I will always think very fondly of you, /agdg/.

You can push the boundaries of retardation, and I will still think fondly of you.
>>
>>166539841
as a furry I can say that 3-5 are the most appealing

specially 4 is amazing
>>
>>166540189

>twitch mattering in any way

I don't understand this meme
>>
>>166540350
How do you expect to promote your game anon?
>>
>>166539841
1->5
TF Games sell mad dosh.
>>
what's stopping yanderedev from streaming his game on twitch anyway?
>>
>>166539841
Furaffinity
>>
>>166540189
Yeah man, those million views youtube videos surely aren't bringing in extra money to him and his KS will surely fail with all that attention from multimedia sites.
>>
>>166540584
active moderation shutting down the stream after they notice
>>
>>166540584
Twitch banned it, that's what stopped it.
>>
>>166540693
>Proxies
???
>>
>>166540736
This anon is retarded, please ignore him.
>>
I would love to give away my art
>>
>>166539042
that's not how irony works.
for that to be ironic money would have to have some sort of known set of standards that it adhered to before allowing itself in peoples pockets.
>>
>>166541083
Let's see it.
>>
>>166541184
Are you working on a game?
>>
>>166541086
it does, the standard is mass appeal. which, to be fair, is all thanks to anime.
>>
>>166541217
Yes.
>>
>>166541229
Can you please talk a bit about your game, and the engine/tools you use?
>>
>>166541083
Post some of it!
>>
>>166541297
Deconstruction anime RPG in Unity.
>>
Standing
on the edge
of a crater
...
>>
>>166540563
Is there a single example?
>>
>>166541221
you dont need to have mass appeal to get money.
you can have appeal to a single person who gives you all of their money.
you can have no appeal to anyone but be legally entitled to vast sums of wealth.
>>
>>166540693
But what if they don't notice?

>>166540712
there's no automatic enforcement of the rule. If he didn't draw so much attention to the ban and didn't put the name of the banned game in the stream it's entirely possible he could have slipped through undetected
>>
>>166541483
Good read despite the fact that I got mindly triggered by all those needless capitals. Will it be some ballad in a game? Say yes, so you won't get banned for off topicing.
>>
>>166539421
please, say this isn't real.
>>
>>166541732
you can not appeal to rock paper scissors fans, however. Because there are none.
>>
/mu/ favorite
https://www.youtube.com/watch?v=Wabrnt1MVVQ
>>
>>166541643
>TPASITIRDTMZNSBNFS
what does it mean?
>>
>>166541750
Getting banned for life for streaming a shitty game is such a great way to run a twitch channel.
>>
>>166541750
>But what if they don't notice?
It will stay up until a mod is aware of it and takes action. Considering the amount of publicity around the game it won't take long.

By the same logic you can murder a bunch of people, slice them up and feed to the crocs. Until people figure you out no authority or force of nature will stop you.
>>
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>>166541935
>friend streaming the first hobbit movie on twitch when the BD came out
>he got banned exactly after the movie ended
>mfw mods probably where watching it with us.
>>
>>166541935
>banned for life
you're on 4chan, you should know how meaningless bans are
just reset your router and make a new account
>>
>>166541948
>Until people figure you out no authority or force of nature will stop you.
this is completely true though
>>
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>>166539764
>>166539536
How about purple?
>>
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>>166538019
Also /k/ here. That is what is happening.

As /k/ you should know the MP40 doesn't sit fully back when ready to fire, it sits forward from the bolt hold below the rear sight.
>>
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Rate my bird.
>>
>>166542142
Why are you streaming if you don't care anyone watches you?
>>
>>166542296
Is that using splines?
>>
>>166542296

Why are you making a fascist game?
>>
>>166542296
make it flappy or more tongue-like somehow instead of some inter-dimensional shape and the color will be irrelevant
>>
>>166542310
my cat would eat it/10
>>
Why doesn't yanderedev just stream on youtube?
>>
>>166542416
because youtube has more stringent rules
that's life
>>
>>166519126

It's the day of your marriage to a girl you don't know and you're late for college classes you never signed up for! Also you don't have clothes!
>>
>>166542296
Make the screen shake a little bit when the tongue impacts, combined with a sound effect and particles that should be enough
>>
>>166542368
To be fair, that's how the tongue is in chameleon twist, and the dev might be aiming for that feeling.
>>
>>166542460
but he's never said that it's banned from youtube and he gets by fine posting his update videos there
>>
>>166542310
neato
>>
>>166542296
Can you make the color change like move like a gradient through the tongue from where it connects? Maybe just over a few frames?
>>
>>166542460
it doesn't. if he can host his normal videos on youtube, he can also stream.
>>
>>166542296
make it an actual tongue
>>
>>166539841

Right here on /v/.

Love takes all forms
>>
>>166542765
>/v/
>>
>>166542625
The point is that he would lose al his shilling with people that only stream/watch streams on twitch.
>>
Super amateur gamedev trying to figure out how make a Strategy RPG. Is RPG Maker relevant enough to fuck around with or is it just Babby first system and should be scrapped for Unity/Gamemaker/Etc?
>>
>>166542894
>would
he HAS for a year yet he only seems to get bigger
>>
>>166542894
not true, he has only 300k less subscribers than lirik has followers. if he's actually fun and entertaining, which he probably isn't to be fair, he'll have no problem pulling big numbers on youtube.
>>
>>166537665
I think you should stick to tongue colors. more pinkish before it sticks, reddish afterwards.
>>
>>166542947
>super amateur
>making a strategy RPG

start way fucking smaller anon
don't go for something complex until you understand programming logic
>>
Alright, how the fuck do I manage platforming collision on a large scale?
>>
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>>166542675
>>
>>166542593
yes already planing to write a shader for that, but stuff like that is polish and its only been in development for a month or so
>>
>>166543078
you're going to have to be more specific
what engine? what types of collisions? Are you talking about the player movement or something more generic?
>>
>>166543210
2d platforming collisions with monogame. Just talking about how I'm supposed to manage all these separate platforms and how I constantly check for player collision into them.

I've done something like this before but it didn't go very well.
>>
>>166543027
Is it really that difficult? As far as I've gotten with handling combat it's not so bad and feels decent (Though I'll admit I'm biting off someone elses code to try and understand it)

The main thing I'm having trouble with is Combat AI but that's really it, RPG Maker is easy enough to understand so far.
>>
>>166543345
I imagine RPG maker does all of the hard work for you
>>
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>>166543192
>>
>>166539441
it looks like the strike that knocks down Bayonetta sets up the grab. She gets knocked down, demon moves to where he needs to be to connect with her head, she stands up, but control isn't given back to the player, demon plays grab animation, bayonetta plays her corresponding animation. I don't think you even need to attach the two together, just make sure they hit their "marks".
>>
>>166543253
Are you asking about the logic needed to check for collisions or how to make the process more efficient?

Look into quadtrees if you're worried about your collision checkings maybe
>>
>>166543450
Both really. I think my current logic is lacking, but it also needs to be more efficient if I'm going to be making a ton of checks.
>>
>>166540584
I once watched a russian stream hardcore porn on twitch for about an hour before I decided it was bed time.

I wonder if he forgot he was streaming or some shit
>>
>>166543386
I believe it, though I'm still conflicted on whether to drop it or not. There isn't too much freedom when it comes to some things and I'll still have to hardcode some things but for the most part its push button receive bacon which is fantastic for a dumbass like me.
>>
>>166542142
but what happens when all the IP addresses possible have been banned? what then?

WHAT

THEN
>>
>>166540584
Its less for him streaming it and more for Muh free advertisement from popular streamers
>>
yo, its been awhile since ive been to these threads, like a few years or so, so anyway i stumble into rotatedev's tumblr and now this nigga is a female druggie?

the fuck did you guys do to him?
>>
>>166543867
people make their own choices
>>
>>166543867
8 channel shitposter egged his insanity on while the rest of us told him it was a bad idea.

Naturally he listened to the shitposter instead and started on HRT.
>>
>>166543919
well aint that the craziest thing, thanks for answering, hope he's doing well i guess
>>
>>166543692
/agdg/ will move to a Google Newsletter format.
>>
>>166542296
That purple is super fucking appealing
Like
God damn that looks right
>>
>>166543406
when you calculate the t for your gradient, instead of just using that as is, remap that t to 0 to 12pi by multiplying t by 12pi and then pass sin(t) to your gradient
>>
>>166543867
is she[/spoiler cute?
>>
>>166544304
You probably want to reply to him. >>166543192

That was just a quick Photoshop I did.
>>
>>166543019
I think you are totally missing the point. The issue is that anybody streaming the game on twitch will be banned. What he loses there is a huge amount of free advertisement without having to stream himself.
>>
>>166544304
make it abs(sin(t)) actually
>>
>>166544304
the longer the tongue the more of the gradient u see, u get a visual representation of how long the tongue max length is, so i might try it but i dont see why id do that
>>
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tfw jLea never finished ivan secrets and his stalker clone will never b done ;_;
https://www.youtube.com/watch?v=kkHCA9JU2iQ
>>
>>166522635
do everything Path of exile did but do the absolute opposite
>>
So I'm trying to make a simple drop shadow but I want to make it very lightweight without shaders or shadowmaps. I can't come up with a way to cast the shadow directly below without it clipping through uneven terrain. Any ideas?
>>
Is Cocos2d-XNA dead? I've read nice stuff about Cocos2d and wanted to try it out, but it seems the C#/XNA port isn't maintained properly anymore - well, I found a github with the sources, but the website seems to be gone...
>>
>>166545457
You need to create a decal that conforms to the terrain and/or do some projective texturing.

http://blog.wolfire.com/2009/06/how-to-project-decals/

It is non-trivial.
>>
>>166545697
Excellent, I'll look into it, thank you!
>>
>>166538010
>decompiled code == the code the dev wrote as-is
k
>>
>>166546057
that's not decompiled code anon
yanderedev is literally using a 2600 line update function
>>
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While trying to put a portfolio together for a job interview on friday, I came across an old executable for a game I was working on.

I really loved working on this pile of trash. <3
>>
Redpill me on Delegates in C#.
I'm thinking about having a TickManger that calls a bunch of functions every tick basically if if the tick count is divisible by the required ticks for each one.

Basically a tick will be once every second I would have methods like
EveryTick() : Called every tick
ShortTick(): Called every 30 ticks
NormalTick() : Called every 60 ticks
LongTick() : called every 240 ticks
DayTick(): called every 480 ticks

A game day is 480 ticks (8 irl minutes), so I think this may be a good way to break apart my game in to reasonable systems based on day time, however I'm worried because each tick could have hundreds of functions attached it. While I'll do my best to minimize this, and keep each function fast, I'm more worried about losing time.

Is there a way to make it work by everytick() calls a single registered event frame until done? I don't think I would do it with everytick, but for example, normaltick I might be able to get away with it

I know about premature optimization and blah blah, but this may be a core system, so I just want to be sure
>>
>>166546292
Someone tell him to desync the walking animations of the characters. They look like they are permanently on a parade march.
>>
>>166546358

is that the cute dancey cube guy game
>>
>>166546519
>that name
it must be
>>
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Not much of an update, but I got opening doors in.
>>
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>>166546519
yessir
>>
>>166546560
I hope he doesn't have that graphical effect on the entire game.

It might actually be fine but boy am I annoyed right now for some reason. Don't worry too much about it.
>>
>>166546698
Nah just a placeholder, but he'll have a similar effect while his fire ability is in use, a different watery type effect when his water ability is in use, etc.
>>
>>166527829
Ok... but now you're at risk of being either steamed to death because you are sitting over water boiling incredibly fast and the water absorbing so much heat that the molten rock becomes not molten anymore.
>>
>>166546292
i'm pretty sure that's decompiled code
>>
>>166547091
>float single63 = (float)num9;
>vector351.y = single63

Nagh, this is just high level coding. Pro stuff.
>>
>>166546585
>>166546358

cute. cute!
>>
Ok give it to me straight, is Unity 2D (with the intention to port to mobile) an actual real life meme? Is UE4 better?
>>
>>166546452
Not for the same reason but im curious about this too if anyone knows
>>
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What's a good way to handle vaulting over an object?

>>166547743
Unity 2D and Unity 3D are the same program
>>
>>166548454
play your animation while moving the character from a to b?
>>
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im going to make a 3d simulator game in Monogame
why? because i dont want to make yet another soulless unity/ue4 game

thats what i have so far

wish me luck
>>
i made civilization without gameplay. you can play it from within 4chan, here you go
>>
>>166549132

IT needs a next turn button
>>
>>166548641
Good luck senpai
>>
Quick agdg, I don't understand math! How can I resolve collision detection?
>>
>>166548454
Yes I know they're the same. I want to know if its a meme though.
>>
>>166549245
don't call your insurance company, but instead call a mafia boss.
>>
>>166549245
>can't math
give up on programming

but also, does your engine not have built-in methods for collision checking?
>>
>>166549245
make sure the objects dont overlap in the first place ;)
>>
>>166549457
Not really.

>>166549463
It'll be the world's first unplayable video game.
>>
>>166549245
Use an external library
>>
>>166549590
those already exist actually
>>
rotatedev here im back hehehehe.
lsd dream emulator 2. (:
im making a meme right now though. wait.
>>
>>166549245
Absolute easiest way is to check the distance between objects in a collision circle. Tiny more complicated is checking if 2 squares are colliding. Best environment collision is tile based- google tile based collision
>>
>>166516556
Hi

C++ IDE with reasonable debugging stuff built in?

Not VC++
Not Eclipse

Any others would be suggested?
>>
>>166549880
gdb (git gud)
or codeblocks
>>
>>166549245
Shitty choice of words. There is collision detection and collision resolution.
>>
>>166549974
Thanks for suggestion.

I am messing with codeblocks at the moment that has gdb integration. Seems fairly good but taking a while to set up.
>>
>>166549880
https://www.kdevelop.org/
This looks interesting. Anyone use this?
>>
>>166549880
I stay away from IDEs. I just use atom with a C++ linter.
>>
>use unity's UI tools
>want to make text field with highlight like my japanese VNs
>can't
>>
>>166550237
A featured integrated debugging thing is what I am really after in all this. For my use cases it is pretty mandatory.
>>
>>166550306
But you can. Google it, faggot.
>>
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>>166550306
But, you can?
>>
>>166550156
i used kdevelop years ago, it was pretty good, a bit easier than anjuta


>>166549880
just use vc++

otherwise a good build of netbeans is the next best thing, but lots of releases of netbeans are broken

it has the next best features after vc++ though, for example ide-level preprocessor parsing so that if you have project options define 64bit and you have code like

#ifdef BIT64
typedef long long regint;
#else
typedef int regint;
#endif

it will grey out the non-active one and it also had a good integration of the debugger

but then a year later when i downloaded the new version it was all broken and shit, so your mileage may vary
>>
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Holy mother of God, these games in this thread are just - AWFUL! Pile of dookie buffalo bullshit diarrhea vomit out of my anus I've seen better videogames from LJN!
>>
>>166550478
ok
>>
>>166550472
I am cross platform, so maybe not vc++ for various reasons.

Netbeans was what I was thinking of when posting but couldn't remember. I had a shit of a time with it and didn't much like it.

I do like the pre-processor thing as it is in eclipse CDT, but is maybe not a deal breaker to not have.

Basically, Eclipse is a fucking pain but I can't find something good enough to justify moving over to.
>>
>>166550478
Good thing I haven't post progress.
>>
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>>166549880
like this was what im talking about, hover over to see the value of the variable, so many open source / free software ide's cannot even do that
>>
>not writing your own text display system so you can have highlights in text, make individual chars move around and have button prompts display in a text field while also changing dynamically depending on if the player last touched the keyboard or gamepad
>>
Sometimes I wish I could just upload my thoughts to 4chan as a post instead of having to type things out. I'd be able to truly unleash my undertale autism in the form of an advanced quantum shitpost.
>>
>>166550718
Just get better at typing.
>>
>>166550586
you can still do cross platform on vc++, just don't care about the vc++ project file.


my project is only a folder with source files in it, and a CMakeLists.txt file that re-generates the makefiles or the vc++ project every time I add or change a source file (i use the glob-all-source files in the folder, and cmake-gui)
>>
>>166550718
post your game
>>
>>166550816
http://store.steampowered.com/app/343150
>>
>>166550605
In reference to?

>>166550786
And all the features work with using a GCC compiler? GDB?
>>
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>>166550684
>mixing input detection with ui stuff
leave this place mortal
>>
>>> mostly negative <<<
>>
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Comfy progress!
I wasted some time to get the 'rope' to work (more time than I should have) but now I'm finally starting to work on the treasure-pick up minigame.
Also the player character is on the ship, though right now she just idles there. Later I will make it so she stands up and moves around when you activate the claw or when you fold/unfold the sails.
>>
>>166550929
you should change the ocean texture to something that isnt directly ripped from windwaker
>>
>>166549880
I generally just use DDD if I have to use GDB. Not an IDE, but at least you have a GUI font-end to GDB. Bonus points: you can also type straight GDB commands so you don't lose anything.
>>
>>166550929
Dude.
Why?
So much effort just to copy something. You should move to china.
>>
>>166550884
fiddy cents, pls buy and give positive !!!!!!
>>
>>166550965
You're right, though I just got it off google. I will try to make my own later. I also want to try and make a shader to display two textures on the sea.
>>
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>>166550993
>DDD
Oh, baby. I have been looking for something exactly this.
>>
>>166550929
The water is making me dizzy with its constant scrolling. It looks terrible desu
>>
doing an all nighter to fix my sleep schedule but too tired to dev. Maybe I'll work on textures... just wanna sleep and mess up my sleep schedule further
>>
>>166550851
well i keep it really simple so it works for me

like sdl2 has windows and linux library

I made the cmake list have an option called windows, if ticked it adds one set of libraries otherwise it lists the linux ones

then when i generate vc++ project it works, and when i generate makefiles on linux it builds as well
>>
>>166523854
im not going to be happy until you put in tron bonne as playable character.
Do her "assets" justice too.
>>
Anyone tried this?
https://raylib.handmade.network/
>>
>>166551905
I was thinking of making a male analog to tron bonne to my fem protag. still drafting the idea though
>>
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>>166549648
i finished it!!
why haven't you started hormones yet agdg.
are you afraid to unleash your full potential?
>>
>>166552251
use teisel bonne then
>>
>>166523854
protag - capcom
mega man volnutt - mega man
>>
>>166552313
What are the benefits?
>>
>>166552394
Insanity (good for creativity!)

Compulsion to attention whore (good for advertising!)

Crippling depression (Good for a quick exit when you can't handle it anymore!)
>>
>>166552427
Already have 2 of those and only bad games need advertising so no thanks.
>>
>>166523854
>2d dev steals assets
>gets shitted on
>3d dev steals assets
>gets praise
how does agdg work?
>>
>>166552427
I (trapdev) must disagree: I'm on hrt and I've done none of them.
>insanity, well, why would I?
>Compulsion to attention whore, except posting progress and answer to progress post, I rarelly post anything
>Crippling depression, well this one ended when I started therapy.

And yes I know I haven't post progress since some times now, but it's because I'm working on a game of one of my friends (we're trying to do a indie game group)
>>
>>166552563
>only bad games need advertising
You're massively wrong on this point and I hope you see the light before you get stuck in the gutters and can't fathom why.
>>
>>166552634
I'm steadily replacing the assets with my own you crybaby
>>
>>166552634
he's doing it in a completely unsubtle way where it's obvious a placeholders while trolls sperg out over the other case because 1. the other dev has an established degree of success at least within this community 2. it's not as obvious
>>
>>166550929
>flat ocean
you fucked up
>>
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Progress! does this look comfy ?
>>
>>166552840
>firepit simulator?
>>
>>166552840
>ripping off vampire's bit dev but in 3D
For shame
>>
>WHEN U SO COMFY U CANT EVEN BE BOTHERED TO GAME DEV
JUST LOCK ME UP AND THROW AWAY THE KEY
>>
>>166553201
iktf.
also tfw you spend like an hour on a meme that gets 1 (you)
>>
>>166552840
>not smoothing normals
>>
Is mathf.clamp the best method for restricting limits in Unity? I'm having a little trouble using it with rotatearound.
>>
>>166552702
It's true though
>>
>>166553824
Well look, you'll see the light eventually, but it's up to whether or not you discover it after making a mess.

God speed, Anon.
>>
>>166553874
Relying on advertising is how you end with a mess
>>
>>166554000
case in point: rotate
>>
>week long break
>nothing but free time
>could be deving but procrastinating instead the entire time
what the fuck, why do i get more dev done during my work days where i can barelly squeeze two hours of free time out?
>>
color cycling is pretty cool.
https://www.youtube.com/watch?v=aMcJ1Jvtef0
>>
>>166544784
I'm amazed this literal source game hasn't been shitposted to death
>>
>>166554683
shitposting takes a certain skills and that poster doesn't have it
>>
>>166530882
Who the fuck uses fraps after 2010? Use OBS or something for god's sake.
>>
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>>166525314
Not sure if "using tutorials" means "looking at tutorials to learn" or "building a game according to a tutorial".
I only do the former, because tutorial fuckups are always artsy retards who spend twenty minutes on cursor colors and, if you are lucky, two minutes on code.
>>
>>166528379
Maybe they'll start bugfixing and adding useful baseline features in 20.0.
>>
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>>166525314
Almost got me there!
Good thing I don't look at tutorials, and instead just accept my shitty ghetto-rigged code.
>>
>>166554683
its 7 years old & canned
???????????????????
>>
>>166555715
They just added the LoD tool, it's great
>>
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>>166525314
>>
>>166555027
Which are the best heros ya fuck
>>
New dev here, looking for an engine to use.

I was thinking Source. Thoughts?
>>
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>want to know one little thing
>tfw I realize that the information is there, but only in video tutorial shape
>>
>>166556737
quake2 engine
>>
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Almost playable now
>>
My friend just gifted me Helldivers and we played a bit together.

It's literally just a polished, prettier Alien Swarm except with shittier AI, less enemies and characters, and sold for 20 fucking bucks with new weapons as DLC.

And it sold hundreds of thousands of copies.

Literally why bother making something original when you can take something that's been done before? The secret apparently is to take something that's no longer popular and people moved on from.(Don't make a moba clone when mobas are hitting the peak, etc.)

Enough with reinventing the wheel, I'm off to the games of 2007 wikipedia page.
>>
>>166557025
Well, space sims have experienced a revival already.
You could try an RTS. But an RTS is kinda a shitload of effort compared to other types of games.
The RTS crowd is currently thirty, but also very picky. There's like twenty different types of RTS, many of which have players that only like a few adjacent styles.
>>
>>166556821
Video tutorials are insufferable. The only thing worse than having to sit through half an hour of someone slowly explaining something that you could have read in five minutes is having to sit through half an hour of someone with a thick European or Asian accent slowly explaining something that you could have read in five minutes.
>>
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>>166557025
here's some good inspiration
>>
>>166557316
>battle chess
right in the benis
>>
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>>166557316
some more
>>
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>>166557169
>>166557025

RTS is probably the worst genre you could pick, because the target audience is pretty non-viable due to developers catering to hardcore competitive players for so long and so elusively that normies more or less ignore anything RTS related that isn't SC, COH or WH and the hardcore players have fallen into the nostalgia trap and are NEVER satisfied with any new game and won't support it.

With the current swamping of grand strategy 4X and large scale realistic RTT games on steam, I'd say that some sort of small scale turn based or real time tactics game would be the best way to find a relatively clear market that also has broad appeal.
>>
>>166549880
https://www.jetbrains.com/clion/
>>
>>166557834

Satellite Reign was pretty good, I guess that's an RTT game?
>>
>>166557915
>paying to dev
Are you insane? You must be one of those guys that buys tons of shit off asset stores.
>>
DO NOT GO ON ROTATES BLOG RIGHT NOW
>>
>>166558213
viral marketing campaign: succesful
>>
>>166558213
t. rotate
>>
>>166556970
How long do you estimate the game to be per playthrough (I assume it is meant for multiple plays because of the huge cast of characters and backstories and card packs/decks).
>>
>>166558213
Benis
>>
>>166558213
I mean,
I'd fuck 'em.
>>
>>166557198
>"Actually, no, this number should be negative, hang on"

YOU ARE A VIDEO. POST PRODUCTION MOTHER FUCKER EDIT THAT SHIT OUT.
>>
>>166526426
>open source
Thanks. I like looking at how other people program their games.
>>
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>>166558358
20-30 minutes most probably but don't quote me on that
>>
>>166557923
Think commandos.
>>
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OKAY EVERYONE HEAR ME OUT

WHAT IF
BUT CONSIDER THIS
WHAT IF
/agdg/ collaborates to make quick minigames and we make a wario-ware-esque collection of shitty short games
>>
>>166558645
It would work if everyone used one engine
>>
>>166558213
What happened to the other pics?
>>
How does Terraria handle all that tile info? I mean there's like over 10 million tiles in a large map each with specific properties.
>>
>>166558645
We tried exactly that once
>>
>>166557923
Also mech commander.
>>
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>>166558728
magic.
>>
>>166558645
I'd be down for SFML-jam.
anything else is shit.
>>
>>166558645
What happened to the official agdg game project?
>>
>>166558728
What is your question exactly?
>>
>>166558883
He's asking how to effectively store as much tile data as something like Terraria.
>>
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>>166558645
Someone would have to make the "main game" in which you can plug all the minigames.
I highly doubt anyone will ever finish that
>>
>>166558728
Tiles usually appear next to tiles of the same type, so you could probably compress the information to be large areas of one tile type, and only record the widths and heights of those areas?
>>
>>166558728
You only process tiles that are around you, not whole map.
>>
>>166558728
Consider: How many types of tiles are there, really?
>>
Create a system for automatically grabbing every tile type, either by pulling out all scripts that implement the base tile, or otherwise.

Assign each type a specific enum or int value. Store the entire tile map in an array of ints and load them as you get near them in blocks. So stone is 1, wood 2, etc. That's at least the simplest way. Terraria also has auto tiling, so you wood probably have a very simple class that would hold 3 values. Tile type, the autotiling value, and the "special rotation" (you'll know what I'm talking if you've ever used a hammer on a tile).

You don't even need to store their specific values until hit. So when the player hits, it just does a check if anything is on the specific location and THEN add the health/trait/what it drops component.
>>
>>166558820
Simply fuck my life jam
>>
>>166526943
You can simply rename Frogfaller.exe to Frogfaller.love and you have a .love file.
>>
Should I make a regular game, or a lewd game?
>>
>>166559485
We need more lewd games here
>>
>>166559271
was meant for >>166558728
>>
>>166559524
I disagree
>>
is the mozart shit copyrighted? like can i download an mp3 of the march of valkyries and use i?
>>
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how about this? you play as a heavy metal band in a beat 'em up type game and you need to fight a war against shitty modern pop and indie rock artists (emphasis on indie rock artists) in order to restore musical integrity.

>>166550929
everyone's giving you shit, but i like it a lot. just make sure to change the water texture so that people won't bully you as much because you know how zelda fans can get.
>>
>>166559670
Don't steal my musi- I mean, I dunno man, Mozart is dead, isn't he?
>>
>>166559670
no if everyone knows the music it's called fair use & he loses his copywrite
>>
>>166559670
The music itself is free to use, but you need to find a performance which is also public domain.
>>
>>166559658
Elaborate
>>
>>166546585
Not this shit again.
>>
>>166559750
Where can I find public domain music sheets for mozart compositions
>>
>>166559670

No of course not. You can make your own Mozard song and use that but you can't use someone elses recording.
>>
>>166559064
A "hud game" is something easy to do.
The main problem is to get everyone to use the same engine, and devellop game that have the same "entering variables" and "leaving variables"
>>
>2017
>literally mere years away from quantum computing and sentient ai and colonizing other planets
>unity still doesn't support tuples
>>
>>166559670
it depends on the performance. if you can find either a performance that's free use or in the public domain, you're golden since Mozart's compositions are well over 100 years old and into the public domain.
>>
>>166559750
us military bands release their shit in public domain, and lots of that stuff can be found on archive.org

if nothing else you can load a public domain midi file of a public domain score up and use freeware sounds to render it with
>>
>>166559850

Try using google.

https://musopen.org/
>>
>>166559981
Thank you
>>
>>166559954
But arrays are tuples anon
>>
>>166559754
Lewd games are typically very simple, so I find their development boring. I don't care if you have cute girls in your 2D platformer.
They'll correctly get banned occasionally when what they post isn't appropriate, and their waifu fanboys will shit up the thread for an hour.
The developer will eventually work on nothing but the girls because the game itself doesn't get (you)s because it's so simple.
It will then either die, or get a patreon and be posted here every thread, and the depressed faggots will shit up the thread for an hour.
>>
>>166560130
But what if its a GOOD lewd game?
>>
>>166559967
us military bands, huh?
>>
>>166559917
What if you made the main game and your own scripting language?
Then everyone could use the scripting language
>>
>have 90% finished game
>lost all interest in working on it
who's /nodev4lyfe/ here?
>>
>>166560371
I've never made a scripting language and it would take too much times to make it.
Seriously, if we just use the same language, it's a plausible project, but if we decided to add a scripting language, it's a mass suicide.
>>
>>166554148
because you can procrastinate something else by devving
>>
>>166560738
Hardly. All we need is a custom engine that totally isolates minigame state inside the scripting language's environment, and then tears that down and reinitializes it for each successive minigame.
>>
>>166560738
What common language/format/program would we use? There's a variety here. Would the games be 2D or 3D? Who would perform quality control, and decide which games get put on the hub? Some sort of tripfaggotry and drama would likely occur if you wanted to keep it organised.
>>
>>166560263
To me good lewd games and good games are mutually exclusive, and I think only good games interesting to see progress.
>>
>>166559917
Easily solve able by having one person design the basic framework. Basically choose an engine, figure out what the inputs would be called, etc.

Every game has it's own folder, and all code related to that game must be in it's own namespace. In that folder a game will have a screenshot, a description.txt, and a rules.txt. The main game would would load the screen shot and description, and once you click on the screenshot it shows the rules. Going in to the scene is as easy as just loading the first scene that shares the same name as it's containing folder.

There would be some basic things like a static class to open the menu/pause the game. And that same class could load the main menu either when you hit the exit button, or the mini game is done.
>>
>>166560924
Scheme
2D
Vote on games
>>
>>166560884
What I can do is the overall menu and a way to "separate" minigame and the full game in term of devellopment.
What I can't do is a scripting language. Because I'm not a language develloper, I'm a develloper that use languages.

>>166560924
For the language, an easy one, like love2d or pygame would be the best, as it only takes few days to learn.
2D would make everyone able to participate. Then you can make a "cheat 3d" wolfenstein-style if you want.
For "who decide which minigame get in the game", then just make a pool.
And for the hub, let's discuss.
>>
>>166559064
We did this before, someone made one in Unity and there was another in another engine.

Neither went anywhere.
>>
>>166561186
>What I can't do is a scripting language. Because I'm not a language develloper, I'm a develloper that use languages.
I'll make it happen. I write compilers for fun.
>>
>>166561375
make a haskell-like
>>
>>166560932
I'm glad I'm not you then.
>>
>>166560924
Why not have separate game collections, one per engine/language?
>>
>>166561509
Elaborate
>>
>>166561375
Any resources to recommend?
I've always wanted to language dev.
>>
>>166561583
sicp
dragon book
>>
>>166557198
The worst part is when you need one specific detail, so you have to infer which kind of video might contain that information and then jump through a bunch of thirty minute videos and hope that you found one that contains the information and that you also didn't accidentally skip it.

Even better is when you have fifteen tutorials on sprinting, but each one makes the same naive implementation that would allow you to sprint backward and sideways and no one actually makes a sensible sprint system. This is the case for Unreal Engine, for example.
It's doubly sad because proper sprinting allows you to teach a bunch of concepts that rarely come up with UE.
>>
>>166561416
Nah. I used to actually use Haskell for stuff and my first few game projects were in it. I've washed my hands of it. For game scripting, you want the actor model.
>>
>>166561583
The Implementation of Functional Languages by Simon Peyton Jones
>>
>>166561084
I like this idea and bet I could set something is up.

Honestly with Unity and some basic work it would be pretty easy to have a multi game. Everybody would have to have their own resources folder, but it would be pretty easy to set up.

Just accept any game that follows the rules of the picture format, rules, and description. Just put basic rules like no lewds, no furry shit. and we could easily have a collab game
>>
>>166557923
>RTT
Basically, ask this question: Would you gain a sizeable advantage if no one bothered you for ten minutes?
If yes, it's an RTS. If no, it's an RTT.
>>
>>166561686
Write a Haskell-like with actors then.

Or, write an erlang-like
>>
>>166561552
Good lewd games "can" be good games to me. Though often they are not, but there are still some gems every now and then.
>>
>>166561686
>I've washed my hands of it.
Why's that?
>>
>>166561583
https://ruslanspivak.com/lsbasi-part1/
https://interpreterbook.com/
http://www.craftinginterpreters.com/
http://lisperator.net/pltut/

I have pic related sitting on my desk but you should start with the basics
>>
How large is the jump from scripting an engine like Unity to engine/tool development? Seeing tools makes me jelly because the most I've ever done is some game-to-xml-to-level generation in Unity.

Is it impossible to get a dev internship without being a whizkid engine dev whose already shipped a dozen games on top of being a woman?
>>
>>166562029
With your skills, it shouldn't be hard to get a job at pajeet mobile shop 32
>>
>>166562029
>Is it impossible to get a dev internship without being a whizkid engine dev whose already shipped a dozen games on top of being a woman?
You don't get a job as a "game developer"

There are tool programmers, engine programmers, gameplay programmers, level programmers, these are different skillsets and you don't have to know everything
>>
Do I handmake my game world or use a grid map which would result in blockier worlds but would be way easier to dev with?
>>
>>166561912
Not the same guy, but reading your answer made my brain scream "anubis" and "tower of succubus"
>>
>>166557834
that's the most gross mischaracterization of the RTS landscape I've ever seen

the whole problem the genre has is that every new attempt at one either tries to be an exact starcraft clone for the esports market, or tries to be too streamlined and mobile friendly to have any depth, nobody is trying to make one that is just fun or interesting anymore, the one studio that tried, uberent, is so shit at making games it turned out half finished early access shit, they had a huge amount of interest but bad word of mouth from launch killed it
>>
>>166561634
>>166561701
>>166561964
thanks m8s
>>
>>166562320
Are you talking about modular level design? Pretty much every game uses it, it doesn't have to mean your world is blocky.
>>
>>166561931
It was a pain in the ass to write games in, that's why. Useful cross-platform libraries for graphics and input were hard to come by, and had bugs that languished for years. The recommended solution to all of this was "use GTK2" which was a shitton of work to build and a shitton of work to use. There were no usable ECS libraries at the time, and rolling your own involved a lot of next-level type hackery.

Rust has everything I liked about Haskell, none of these pain points, and no GC, to boot.
>>
I want to make Contrarian: The Game
>>
>>166562782
No you don't
>>
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This is a lot better with sound but what can you do
>>
>>166562135
Then maybe dreams can come true.
>>166562220
That's a given, but the internships I've noted haven't been that specific. I'm sure there's specialisation, maybe broad introduction to every field beforehand, but I'm curious if a fair basis generally is obligatory.

The only one I've landed an interview for grilled me on engine work, 'curious if it's ubiquitous or common, etc.
>>
>>166562361
I find anubis shit tho. But hey, to each his own.
>>
>>166562885
It may be not your taste, but forced to admit it's made with a lot of professionalism and the game is objectively well made and interesting
>>
>>166518401
>implying Game Dev Story is good
>>
>>166561912
I agree
>>
redpill me on your game
>>
>>166563212
its shit
>>
>>166560676
The whole first 90%, last 90% thing is obviously bullshit but yeah, you can easily do what you THINK was the first 90% only to then realize all the shit you still have to polish and tweak means your dumb ass has only done half of the work not 90% and then the depression sets in... or starting a new project.
>>
>>166563212
its like naruto but with more ninja stuff
>>
>>166563332
>>166563332
>>
>>166517116
>>166538010
>>166546292
You must be retarded.
>>
>>166562386
>the whole problem the genre has is that every new attempt at one either tries to be an exact starcraft clone for the esports market
The whole problem is that people think that Starcraft is ideal for the esports market and that everyone else just wants either TA or oldschool C&C.
For some reason, post-Generals C&C, Earth 21X0, Rise of Legends, Warcraft 3, Dawn of War and all other kinds of RTS are simply ignored.

You can bet your ass that a shitload of people would be in love with something that combined the strengths of C&C Generals, C&C 3 and RA 3.
(i.e. streamlined but not as streamlined as RA3)

The only guys who tried something were Petroglyph and they just suck at making RTS nowadays. Grey Goo was budget Earth 2160 and Universe at War showed us why you should never make a deal with Sega and/or Microsoft.

>uberent
You don't mean the fucks that did Planetary Annihilation, do you?
Because fuck them with a rake. They brought out an RTS without terrain features and were massively overhyped thanks to their defense force.
>>
>>166562815
>undertale attack at the end
fucking dropped.
>>
>>166563823
Is AI War good?
>>
>>166563823
grey goo is basically the epitome of the problem, both being very streamlined, and fast pace in a similar vein of starcraft, to the point where it isn't interesting at all despite its potentially very interesting theme

and yeah uberent failed hard, they posted a lot of nice terrain concepts before release but somehow forgot to put it in the final game, just a huge fucking mess
>>
>>166566045
>grey goo is basically the epitome of the problem, both being very streamlined, and fast pace in a similar vein of starcraft, to the point where it isn't interesting at all despite its potentially very interesting theme
The worst thing is that the factions were essentially a carbon copy of Earth 2160, just blander and with slightly more modern tech.

But Universe at War already showed that Petroglyph are really bad at not making their games too simplistic and artificial-feeling. Most limitations in that game felt less like part of the game and more like superfluous rules - Build requirements, unit cap, etc.

Still, I hope I can one day steal some of their ideas. But that's a long way off. First I need to do my own shitty games.
>>
>>166566536
universe at war actually wasn't super terrible, it just wasn't marketed very well, I remember seeing the trailer and being completely confused about what it actually was
>>
>>166566975
>universe at war actually wasn't super terrible
It had really good high-level concepts, but the nitty gritty was broken.
For example, Field Inverters and Peacemakers could literally not be balanced because they were death blob units (get enough and nothing can kill them), which the devs tried to balance by increasing their pop cap demands.
Novus had no earlygame scouting options. There was no reason for Masari to ever start in light mode (dark mode would allow for quicker build-up) and the build tree was really fucking restrictive, especially for the Hierarchy.
The tech tree itself was just wonky as shit. There are entire paths that basically do nothing. At least one t4 research has a single fucking effect.
The unit cap felt less like a game mechanic and more like the game trying to strangle you.
The pathfinding of the walkers is broken and most other units are barely any better. GFWL caused constant crashes and made the online platform useless. Replays are barely a thing.
The walker system itself on the Hierarchy was badly implemented, as they were forced to make a three walker cap.
And the heroes varied between useless and broken.

I was going full steam ahead on the hype train before the game appeared, was very involved in the community and did my best to give feedback.
Then there was that fateful day where someone complained that the game was releasing way too soon and one of the devs said "wait, we are releasing?".
A release date was announced before it was communicated to the team. And the game was in dire need of at least three more months of development at the time.

The game could have been very good, but it got fucked over completely.
And after seeing Grey Goo, I'm not sure if it was entirely the publisher's fault.
>>
>>166567593
the unit cap probably had a lot to do with being on the consoles, I remember the framerate tanking hard midway into a skirmish in the xbl demo
>>
i just want a Good age of empires 2 remake with actual netcode T_T
>>
>>166567839
age online was actually a really good aoe game once you got past the initial grind, if only they had made it a proper one instead of the free to play shit
>>
>>166567951
fuck that shit aoe2 masterpiece
>>
>>166568454
it could be better
>>
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>>166569069
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