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/agdg/ - Amateur Game Development General

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Thread replies: 778
Thread images: 135

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Idea guy 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
>>166720414

> 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
>>
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A game that keeps baiting you with success, but when you are just about to come in reach, it yanks the carrot away and you fall into a dark abyss of failure.
>>
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rate this title screen so far.

this is for the demo, the final game probably wont have the links to my other games on the menu
>>
>>166772947
Needs more fonts.
>>
>>166772947
Ridiculously busy, holy fuck.
>>
Artist here, looking for a game to contribute to
>>
>>166773274
Post SSN + bank account info and I'll wire you the money.
>>
>>166773274
Sure
>>
>>166772947
I hate everything about how all of your games look, but people seem to disagree so that is probably fine.
>>
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>>166772947
your game is too good for that my man.
>>
>>166772947
Well, I like it. Reminds me of a DOS title screen.
>>
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>message from high school friend
>"hey anon you make games right?"
>"I have a mobile game idea"
>"It's derivative af but so is candy crush"
>"I reckon it's got potential"
>"why don't we partner up for it?"
>"I have a business partner already too"
>>
>make art
>it betrays an adolescent cryptofascist taste bred by years of consuming only video games and anime while avoiding social interaction
>>
>>166773347
Very funny guy, I'm looking for amateur collab only (for now)

>>166773367
Cool, what are you working on?
>>
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so i shelved this about 7 months ago after i didn't polish it enough for demo day 10. i'm ready to give this another shot. i'm going to get this stupid game to demo day 13 if it kills me.
>>
>>166773537
Who is that business partner and how many of your bones will they break if you don't bring in the cash?
>>
>>166773537
>"why don't we partner up for it?"
>"okay, so what're you going to do on it?"
>"well, uh, uhm, okay - I came up with the idea anon! That's enough right?"

That's when you cut them out.
>>
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old guns progress
>>
>>166772134

How does the whole recap thing work,

I have to make the post on the Monday?
>>
>>166773610
rip :^)
>>
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drew the slimes and coded their AI. Now to get combat working.
>>
>>166773603
>Cool, what are you working on?
I'm taking a break right now
>>
>>166774068
Recap anon posts the template on Mondays. If you post in that thread or any consecutive ones for the next 36 hours and your post follows the format, it will be caught and added to the image.
>>
>>166773657
He hasn't said
I passed him off to a guy I know who started up a studio by picking off people graduating from a games degree and promising them "experience" (aka unpaid work, the only money they get is a cut of the profit)

The only other thing he told me was that his game idea was an endless runner and he wants to "flesh out" a few things with his partner before going to the guy I mentioned
I told him that the guy's going to want to know in what way they can contribute beyond just the idea (ie pay for it or help make it)
>"haha yeah we're willing to chip in ;)"

He'll almost definitely get rejected but I stay the good guy
>>
>>166774248

Awesome, I'm gonna start posting to the recap.
>>
>>166774112
Um, okay, well what were you working on?
>>
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:O
>>
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>>166774258
Smart move.
>>
>>166772947
>it's the domestic dog guy
thanks for the free trading cards senpai
bought some nice tf2 hats with that
>>
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>>166774402
>juiciest breakout on Steam
>>
>>166774394
I was doing some office work at a publicity agency
>>
>>166774402
This game looks really fun, and it has a novel premise. Best of luck to the dev there
>>
>>166774107
Not to bash on you because you seem to be making good progress mate, but this is just for learning right? You know if you got that to a good state changing the art would be a pain in the ass and if you try to ship it nintendo would issue a DMCA takedown before you can even say "Hey listen"
>>
>>166773603
Currently making my own engine and need an artist. Can you post some of your art?
>>
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Should I be making multiple dialogue strings for every possible path? Or just make lots of path?

The persist:random() thing is so it can remember which ones it's generated so far, so the first call to persist:random(4, "someid")
would create a list like [0, 1, 2, 3] then shuffle it to like [2, 0, 3, 1] then return 1 and then the next time you call it it'll return one of 2, 0 or 3, then return the one left of the 2 remaining... etc, so that you don't repeat the same RNG.
>>
How can I make a game if I cant into art
>>
>>166775180
a lot of artists look for collabs here
>>
>>166775146
Oh boy, you may just love my article when I'm finished with it.
>>
>>166775234
I don't wanna collab with anyone
>>
>>166774886
I'm going to release it as a short free fan game of zelda 2. I try to keep posting of this project to a minimum on my blog/twitter incase nintendo sees it, which I doubt they will. As for learning purposes, I guess in terms of art/animation yea
>>
>>166775146
What you need to do is stop hardcoding dialogue. Put that shit in a csv or some other table format.
>>
>>166772947
>>166773531
This -- 90's shareware/10
>>
>>166775321

This is external, anyway. It's in loliscript, while the main game is in C++. This is not straight-executed, only the blocks you see there are, and only conditionally, based on what the C++ decides happens.
>>
>>166775145
Ehhh I'm a little wary of working with an enginedev

I'm sorry. But good luck.
>>
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>>166775527
Flawless execution. Truly a scholar and gentleman.
>>
>>166775725
>flawless
it's well known that a memer will reject any method of making game
>>
perhaps... this style of posting is the real art... infinitely variable... yet always true to form
>>
>>166775527
What the fuck do you care what he uses if you're just doing art
>>
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>>166775881
And another one.
>>
>>166775145
Not him, but exactly what kind of game are you trying to make? I may want to get some practice in if it's not too bad.
>>
hhhhhhh i have no idea what to make as a first project

i'm staring at a blank sheet of paper and it's paralyzing
>>
>>166776075
Breakout
>>
>>166776075
MMO with a working economy
>>
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>>166776075
Could be worse. You could look at this and get PTSD.
>>
>>166775146
i thought it's gonna be mommy feel good
got spooped for a sec there
>>
Fixed bugs, optimized some stuff that was causing hiccups, and implemented a balance tracking and viewing feature. Now you can do accounting in my bounty hunter game.
Next up, TPS reports.


>>166772947
As others have said, strong 90s vibe. If intentional, good job, if not, get with the times gramps!

>>166773610
Great anon, we believe in you.

>>166774107
Good progress
>>
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>>166776213
>>
Hey, I'm a coder. Any artists with a game idea and assets looking for someone to dev it out?
>>
>>166776843
I'm not sure what feeling your image is trying to convey.
>>
>>166776852
Possibly, I've been sketching out characters/backgrounds lately and getting back into digital. What engine?
>>
>>166776951
she's looking at your cock
>>
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>didn't have time to work on my game
At least it's the week-end now.

Just did an in-game input config because I noticed that agdg unity demos never have one.
It detects everything though so I'm putting so exceptions unless someone here really want to map CAPSLOCK to the attack button.
>>
>>166777013
Say wha
>>
>>166777143
http://pastebin.com/k3Bzwqdm

I need to get to doing that. Right now you have to fuck with an XML file to change shit.
>>
>>166777143
how did you manage to remap axes at runtime?
>>
>collabs on aggydaggy
Literally never form and on the off chance they do they never work. 1ma or bust
>>
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Remove the engine list and add a framework/libraries list.
>>
>>166777795
Theres a ton listed on the site
>>
>>166777795
I won't be intimidated by a crying faggot like you, even if you had the business end of a howitzer pointed at my nose.
>>
>>166770938
>pompadour flopping
I love it!
>>
Why do people have children when they could be making games?
>>
>>166777001
What software do you use for your art? Sorry for taking a bit to respond
>>
>>166777989
Children are less likely to die
>>
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>>166777885
If he had any sort of business he wouldn't be posting on agdg
>>
>>166778050
Children have a 100% likelihood of death, same as an agdg game.
>>
>>166777989
I plan to turn my daughter into an asset creating machine. So basically to establish a family business.
>>
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>tfw cant motivate myself to work on game
pls send help
>>
>>166778198
>same as an agdg game
Monolith, Aliens Go Home Run, World of Horror. And that's just this generation.
>>
>>166778381
What's your game anon?
>>
>>166778390
>tfw you didn't count me
Do you not believe in me anon? I believe in you.
>>
>>166778381
The problem is anime.
>>
>>166778390
Ooh you showed me. Which of those is yours?
>>
>>166778507
Are you new?
>>
>>166778390
>having more progress than the average game is analogous to not dying
TrumpSaysWrong.mp4
>>
>>166778050
fuck you I spat my water all over my devstation
>>
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>trying to work with bitbucket and sourcetree
>i work with big files (30mb +) that are updated often
>files larger than 10mb fuck it up and make the process take forever
>>
>>166778485
How could I forget you, Gumball Spiral?
>>
>>166772947
bad
>>
>>166773274
>>166773603
What kind of art do you make?
>>
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>>166778656
Nope. It's someone far less talented.
>>
>>166778573
Do you eat shit?
>>
>>166778604
That's just the one with monetary success in the foreseeable future. I know there are others in the recap that have been here for much longer. But is Limbo that much better than death?

>>166778721
>fishing for compliments
>>
>>166778036
Ahh, I see, I'm being memed.
>>
>>166778862
Nope, I suck shit and know it. At least Gumball Spiral dev is cool as fuck.
>>
>>166778381
i heard compulsively masturbating to anime improves masturbation
>>
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You can kill slimes now
>>
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squirrel arcade (minigame menu)

>>166772947
thanks for the feedback, ill try to clean up the title a bit, and i do like 90's stuff
>>
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>>166778050
>>
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>>166779180
>those fucking squirrels

i love this place anon, keep it up
>>
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Level two is out, running on the final™ version of Portal Kit Pro! Instructions are in the rtf.
Asset coming to asset store tomorrow.
https://phygon.itch.io/vr-portal-demo
>>
>>166779180
This is one of my favorite scenes I've ever seen from an agdg dev.

It looks so fun it should be illegal.
>>
>>166779180
Where are those watermarks coming from? I notice they lay flat like a 3d texture.
>>
>>166779890
>solar panel send their energy through plumbing pipes into duracells
What has science done to you?
>>
>>166780157
Playtesters were too fucking stupid to understand wires so I had to think of a method to display energy transfer visually
>>
>>166780232
Has anyone other than you playtested this?
>>
>>166779097
Ribbertdev why have you forsaken Ribbert?
>>
>>166780312
Yep, a couple friends, my girlfriend, and my parents.

The folks + one of my friends could literally not figure out the concept that electricity was flowing with just sound
>>
>>166780464
What stopped you from just putting a lightning effect around the wires?
>>
>>166779097
JFC are you ever going to do something about the camera? I bet you never even tried making it point at the player with its current motion.
>>
>>166780565
I couldn't make it look good without using soft particles and those are expensive
>>
>>166780449
his artist hid in shame as he never could make that double jump animation
>>
>>166780232
>Playtesters were too fucking stupid
As one of your playtester know that I'm going to tell everyone what you just said.
>>
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>>166780449
>>166780701
I posted ribbert progress like a week ago. And ribbert WILL be my first commercial game. Just no visual progress to post right now. I'm doing this zelda fan game on the side for fun.

>>166780590
HOWS THIS ANON
>>
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>As one of your playtester know that I'm going to tell everyone what you just said.
>>
>>166781980
That's not really what I meant but it looks a lot better. You're severely overcomplicating it. I literally just mean make the camera point at the player without changing anything else about it.
>>
>>166780464
This is your father. Your girlfriend told us about this.
Why are you friends with a pedophile?! Do these people's parents know what is going on here?
Oh, and don't call your mother stupid, you know she hates it.

We need to talk.
- Dad
>>
>>166782158
I have no idea what you mean then. It is pointing at the player. It is -literally- anchored onto the player's x/y position with a lerp.
>>
>>166782398
I mean having the position of the camera lag behind like in >>166779097 but have it point at the player. I don't see what's so difficult to understand about this.
>>
>>166782036
"K"
>>
Who else /rust/ here?
>>
>>166782398
>>166782463
the camera's angle will change to look at the player
>>
Roughly how long does it usually take you guys to make a character model and animations (2d or 3d, I'm curious of both)?

I feel like I'm going to go insane how long it takes me to do it. I'm not sure if I'm slow as fuck or if I'm just being too impatient with myself.
>>
>>166782526
Me.
>>
>>166782567
Takes me about 2 or 3 hours to make an animation set for my game, which consists of 96 sprites. I chose my graphics to be very simple for this reason.
>>
>>166782642
How is it for gamedev? Thinking about switching to it from Python because I don't actually know Python
>>
>>166782463
that webm isn't capturing the entire screen so thats why the player is off center.

>>166782545
I want it to point slightly downward.
>>
>>166778390
Ooh, I'll show you anon. My livelihood depends on the launch of this game.
>>
>>166782797
That's an unwise situation to put yourself in, anon.
>>
>>166782871
Didn't choose to put myself in this situation. I've been sending job applications out all the while but there's not enough experience under my belt apparently -- putting a game out on steam ought to help out with that.
>>
>>166782726
If you want to enginedev mostly from "scratch" and you like being really precise about your types and whatnot so that everything's safe and understandable and you can get nice error messages at compile time if you fuck up, yes.
>>
>>166782691
Fuck you, mate. That's insanely faster than me. Do you have a WebM of it?
>>
>>166782691
>96 sprites
This is why people say 3D i better in the long run.
>>
>>166782973
That sucks anon. I wish you luck.
>>
>he made his own game engine but didn't make his own modeling software
engine dev fags rekt
>>
>>166782773
>that webm isn't capturing the entire screen so thats why the player is off center.
That's not the issue.

>I want it to point slightly downward.
Make the camera higher than the player, then.

Why are you so stubborn about this? At least try it, you're not even making an effort before dismissing it. If you try it and think it's shit then you can say you told me so.

>>166781980 looks fine but it would be much easier for you to do what I have been saying all along and it would add a lot to the 3D effect.
>>
>>166782973
>putting a game out on steam ought to help out with that
Nope, it wont
>>
>>166783006
How? He said he got it don't in 3 hours. That seems faster than doing it in 3d.
>>
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textboxes mostly done!
just gotta add choice boxes and a system to queue next textboxes and trigger events. ezpz
>>
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>>166782996
Not really, none of these sprites are ingame yet. To be fair, I have 8 angles, and 3 of those angles are flipped and reshaded.

>>166783006
Yeah, but I don't want to delay my game to do 3D.

>>166783282
At that point I may as well do 3D because of how few frames for my animations I have. It'd be smoother.
>>
>>166782726
>>166782983
Word of warning if you really want to try it - if you're used to garbage collected languages, you will struggle with Rust's strict ownership rules for a while.
>>
>>166783254
Yeah, it will. Source: I'm a professional game developer.

Part of the reason why nobody is wanting to hire me right now: Only games I've helped put out were niche 4X/RTS games and I've been told twice now that "They're not looking for 4X developers" whatever that means.

It's just code for 'your portfolio isn't strong enough'.

How do you get a better portfolio? Show you put out stuff that sells.
>>
>>166783282
He said he is limiting himself to a very simple artstyle to achieve that low time cost. If you want a decent style and need this many sprites per set, going 3D is usually less costly in the long run.
>>
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adding juice - the targetting ui bounces a bit when changing units
>>
>>166783340
You need to try to add a little more weight and momentum to her movements, Megaman had a lot of weight when he turned and changed direction, like he'd actually pivot on his heel, dip down a little bit, and then turn

It feels really odd how your gal here turns and moves so effortlessly
>>
>>166783181
I feel like I've seen you have this exact conversation with like 4 different devs at this point
Are you trying to make this into a meme?
>>
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>>166783181
I'm not being stubborn I just have no idea what you mean by "fix it."
Finally you offer someway to "fix it" here it is with the camera raised even higher.
>>
>>166783559
I toyed with that actually but I couldn't get it to feel right with mouselook. Mouse look feels terrible with any kind of input lag or acceleration. It feels fine on keyboard/controller though (without analog sticks).
Any suggestions?
>>
>>166783705
You need to make the camera bob up and down as Link walks.
>>
>>166783416
>Show you put out stuff that sells.
so your plan is not only to publish a game, but to publish a hit game?
you need to think about how unlikely that is to happen
>>
Interested in contributing art to the right project (for free)
>>
>>166783705
he wants you to rotate it on the horizontally to keep link in the center, which is quick frankly a horrible fucking idea.
>>
>>166783494
i'm sure you've been asked this many times but mind telling me what the objective of the game is?

i have no clue what's going on
>>
>>166783712
Oh fuck. You're going for mouselook? I'm not sure then man.

You could at least give her run cycle a heftier bounce to it, watching megaman run in legends was satisfying
>>
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After I finished this I realized I could've just fished for the source and make a webm, but eh, who cares

This is good advice, take it to heart!
>>
>>166783764
To put out a game that sells that isn't a 4X. To show I have breadth.

I'm not aiming to become an indie darling. I'm just adding another notch on my belt. If this game makes more than $12000 after tax lifetime I'll be very happy.
>>
>>166783705
Don't reply to the camera shitposters.

They're doing it for every 3D game in this general and are never satisfied. You're wasting your time.
>>
>>166783817
eliminate all enemy units, but I still havent recoded the AI, so the webms never show it off
>>
>>166783863
hell yeah I'll see what I can do with the animation, thanks for the input!
>>
>>166783947
Also consider adding kicking and picking things up, those were very satisfying mechanics in the Legends games too.
>>
>>166783595
I am picky about cameras.

>>166783705
I don't know how to explain "point at the player" in simpler terms. I cannot fathom how you don't get it. Combine that with the motion from >>166779097.

>>166783808
>which is quick frankly a horrible fucking idea.
How?

>>166783896
Cry more. Some people have standards and like to have more of the screen dedicated to where the player is going and not where they were. I gave similar suggestions to Plokdev a while ago, he tried it, and was very happy with the result.
>>
>>166783875
Only amateurs want to be #1 in gamedev. I know that in order to be first, one must be a 0. Except in Lua. Fuck Lua.
>>
>>166784045
He's using sprites, that's why. If you thought about it a bit harder, you'd understand why it's bad.
>>
>>166783705
>>166784045
Like, when you set the 3D camera in Game Maker you have to specify the camera's position and the camera's target (where it will point). All I am saying is make the target the player (or a bit above him if that's what you want).

>>166784149
If it's not a crazy angle and he uses billboards then it really won't be.
>>
>>166784267
Imo billboarding is the problem. It's better to just leave it as is so everything doesn't look odd and it's questionable whether or not you can hit something.
>>
>>166784350
I suppose so. I actually hadn't thought of the sprite issue until you mentioned it, and it makes sense. Which is unfortunate, because it really limits what you can do with the 3D.
>>
>>166783879
And just for the record, the games I've helped create (2+1 man development company conglomerate) have to date sold around 300k units combined (though I don't know the exact figures for the physical copies).

So I don't feel like looking for around 5-6k units lifetime is something out of my reach.
>>
>>166784045
>Some people have standards
And your standards are criticizing amateur game in a 4chan /vg/ general. Some standards you have.
>>
>>166783416
I really don't think companies want to see some amateur 1MA game on your resume
in fact, I bet it would make your resume weaker
unless you're apply for entry level jobs
>>
>>166784435
Yeah, you're right about that. I'd be with you if it wasn't for the sprite thing, anon, but the sprites make me fuck off hard with that.
>>
>>166784486
It's the least I can do.
>>
>>166784490
I'm applying for anything and everything. I'm not so prideful as to discard the possibility of working in QA if I have to. Unfortunately, most of the positions I'm finding are all senior level despite this being January -- which is when most companies are going to do their big hires. It suggests instead of looking outward most of the industry is promoting from within.

Anyway, just because I was a co-lead developer for 8.5 years doesn't mean I can make other sorts of games. Nobody cares about your diploma. It's all about connections and your history of performance.

I don't have connections - so I have to make up for it by showing that I put out games that bring in more than they cost to make - and I can do so reliably.

But in a way you're right - it does hurt me. But it's not because I'm a 1MA -- it's because I'm not a specialist. Part of what producing this game is doing for me is also helping me specialize in art.
>>
>>166775881
Because Engine dev means not focusing purly on making the game but focusing on creating frameworks for others to use which will never used by others. So it's stupid.

Just take the most straight line to making the things possible you want to make in the game.
>>
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>>166785171
>Because Engine dev means not focusing purly on making the game but focusing on creating frameworks for others to use
>>
>>166785171
that's not what it means
you fell for the meme
>>
>>166785171

spoken like an artist. kill yourself you dumb faggot. But before you do that, realize that artists are a dime a dozen, any good programmer could hold out their hand and catch one falling from the sky.

an enginedev means making your own game framework, to make games with. it's just creating necessary boilerplate
>>
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>>166785171
>for others to use
what
>>
>>166785595
>an enginedev means making your own game framework, to make games with.
Not even that, necessarily. It's just making a game.
>>
>>166783991
of course of course- interactivity and being able to examine fucking everything is one of the reasons MML was so great.
>>
>>166775146
Kill yourself, you fucking pedo.
>>
>>166785916

True


On another note, how are people handling state management for their games? I'm using monogame and have 2 states currently, introscreen and main menu, just testing things out.

All of the gui frameworks are too complex, so going to make my own. Anyone thought about fading screen transitions and such?
>>
>>166786112
Coroutines for bloody well everything. Is it a state machine? You can make it a coroutine. That includes state machines used to run coroutines. Does something need to happen over time? Make it a coroutine so you can yield and wait.
>>
>>166785834
not having even a simple level editor is super shitty though
>>
>>166786112
In monogame I use a screen manager.
http://pastebin.com/7SsbWgsz

It serves my needs amazingly and I can just arbitrarily add any kind of screens in any sort of split screen shit I want.
>>
>>166786112
if(state==1)
DoMainMenu()
else if(state==2)
DoGame()
>>
>>166786264
I'm amazed that no game framework or engine includes ready to use state machines, behavior trees and other such common pieces of logic
>>
>>166779569
thanks
>>166780037
thanks that mean a lot. ill pack the demo with at least 1 minigame
>>166780148
its UE4 preview lighting. i can disable it, and it will go away once i cook them game
>>
>>166786683
Doesn't UE4?
>>
>>166786420
depends on the game
if it's all procgen, then you never design any levels to begin with
if it's 3d you can do it all in 3ds max, for example, and then import
plenty of tools for 2d, too
>>
>>166786728
maybe? I haven't really used UE4
>>
>>166786112
This is something I'm experimenting with for my next game. Normally I do a flat pointer to a small gamestate object, and then just spaghetti stack it up, but now I'm trying to make each state hold more, and I'm storing them in a normal stack

For transitions I'm doing this:
https://www.youtube.com/watch?v=LnAoD7hgDxw
And transitions are hardcoded to interact with the gamestate below it so instead of making a new gamestate object for each transition I just do something like push(new_state) push(transition)
>>
>>166786728
Yeah it does
>>
>>166786575
Delete this.

>>166786683
Doesn't matter if you have coroutines, then there's essentially no boilerplate to want a solution for. Actually, even without coroutines, you can easily write a state machine with zero boilerplate.
>>
>>166786759
I do remember the official level editor for homeworld2 was a maya plugin, I guess that's one way
>>
>>166786842
http://boreal.aggydaggy.com/programming/2016/05/25/mean-clean-state-machine.html
This is what I'm talking about with:
>you can easily write a state machine with zero boilerplate
>>
I'm tempted to buy ObiCloth just because Unity's cloth system makes no sense to me. What did they do to the skinned mesh renderer?
>>
>>166786683
>faggot who never used UE4
>>
>>166786907
>Delete this.
It doesn't have to be any more complicated than that.
Try not to go too overboard with your design patterns and state machine theory and shit.
remember: KISS
>>
File: welcome to die.jpg (142KB, 422x422px) Image search: [Google]
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>dev for a little over a week straight before GGJ without leaving my house
>do GGJ (read: dev in worse conditions)
>GGJ is over
>i continue to dev without leaving my house
>i've been constantly on the verge of tears and feeling like i'm about to vomit for the past 2 days
>don't know if it's related or just a coincidence
>don't want to stop because i'm on a dev high and I want to exploit it 100% before I get another dev low
>don't want to continue because I might actually be affecting my physical and mental health
>continue anyways because I don't want to stop the progress train
>mfw
>>
>>166787181
wah wah poor baby

go to bed or quit shitposting you fucking idiot
>>
>>166787086
>I'm tempted to buy
Don't.
If you really don't understand the new system, which isn't that hard to be fair, use the Japanese way and use bones.
>>
>>166787172
First of all, the game and menu states need different data. And any functional menu is going to have way more states than that.

There's nothing complicated about how I do states in >>166787026, and it's born from what I have found to be the best practice rather than any theory.
>>
>>166787181
You are pregnant.
>>
>>166783863
Is that image from sword in the stone? Looks familiar from when I was a kid
>>
>>166787373
>reverse image search
>>
>>166787373
it is
it's one of the unknown knights in the contest/championship/joust whatever
>>
>>166787327
What, like make a cloth bone in the animation? I just have a part of a mesh that I want to act like cloth, which was easy on the old system, but there don't seem to be any tutorials on how to do it with the new one.
>>
>making all these assets
>can't collab with a programmer because of critical meme levels
true hell
>>
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>>166787430
I rememeber that knight from the joust
I knew it was from sword in the stone
>Great movie btw

>Here have a dogebear for your troubles
>>
>>166786264
I have a number of states managed by my game class which contains a state stack, so this could work well, cheers

>>166786546
looks nice man

>>166787026
Well that looks like it could be cool, but given the amount of stateful things and especially for gameplay I actually like the idea of a state stack.

I do agree though, "manager" classes are a bad idea
>>
>>166787567
that sucks man. hopefully they make a way for you to share assets soon. im sure people would be chomping at the bit to collab with you!
>>
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This is one hell of a texture.
>>
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>>166787567
>making assets without a project
>>
>>166787728
Working on a portfolio and meanwhile, no project to work with. It's pretty awful
>>
>>166787567
an easy way to dodge the memes is to
wait for it-
post your portfolio!
>>
>>166787331
>any functional menu is going to have way more
all of that is in DoMainMenu()
all of the game stuff is in DoGame()
if you had a credits scroll, then you'd have a state 3, and you'd call DoCredits()

it's dead simple
>>
>>166787567
>critical meme levels
Wut
>>
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>they keep replying to the same stale bait
what the fug
>>
>>166787872
you probably want the menu to be able to run on top of the game, so that you can have a pause menu without making an entirely separate menu inside of game
>>
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>>
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>>166788113
oh my goooood so tiny, have mine.
>>
>>166788192
Cute
>>
I guess I'll have to learn programming if I ever want to see my art in a game
>>
>>166787674
>I actually like the idea of a state stack
I address that in the article. The states themselves have the stack structure (or whatever structure you want), which means 1. no boilerplate and 2. more flexibility.
>>
>>166787567
>>166787815
I need a game to show off my new engine. Forget memes and just post your art.
>>
>>166788990
Interesting proposal. Can I ask a little more about your engine? Is it 2D or 3D, at least, if telling me language is too much of a trigger?
>>
>>166788946
>The states themselves have the stack structure

Not sure if I agree with this as far as OOP principles go. I like classes to only take care of their own direct responsibilities and that means the game class manages its own states whilst the states just take care of updating, handling events, and rendering themselves, and of course holding the variables and functionality specific to themselves.

I also disagree with the other article on that blog; I think the OOP way to handle entities is the best way, people just need to be careful not to abuse inheritance. At most, go 2-3 classes deep.
>>
>>166789145
>Not sure if I agree with this as far as OOP principles go.
Well, following these OOP principles mean you have worse code.

But I disagree that e.g. a pause state is not responsible for storing the state that was paused and returning it (transitioning back to it) when appropriate. That's fundamentally what pausing is.
>>
>>166787567
>>166788932

Do you think you are funny? Do you think people enjoy seeing your meme posts?

They are not funny. People do not enjoy them. You need to stop.
>>
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this is concept art for a female playable squirrel. what do you think of her?
>>
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>>166785267
>>166785334
>>166785834
>>166785834

You want to make a game -> Is there a Framework which allows you to do it? -> no -> can you modify it so it allows you to do the things you want to do ? -> no -> Is it worth it to create something from scratch, because it will make work much easier? -> yes -> then go make it, but with the focus in mind to create this game, and maybe to make the workflow more comfortable, so it fits your game like a fine suit.

What I imagine the common "engine dev" is doing, is to code an engine just for the sake of coding. He creates all these clever algorithms that no designer, no artist, no player will ever see or can feel the difference.

Programming is for Hardware optimization. When hardware became faster, 2D games are not so hardware hungry anymore. So the programmers job shifts to making a framework so it is convenient to create this game in with all the features it will have.

Hardware optimization vs. convenience of use for the designers.
>>
>>166789076
2D(pseudo-3D capable), C++.
>>
>>166789456
I think I'll pass, but best of luck to you
>>
>>166789381
Why doesn't she have arms?
>>
>>166789381
i can tell it's a female so it's okay i guess
>>
>>166789381

Looks obviously female, cute, easily animated. stylized, obviously well suited for the platformer game you have in mind and could be easily animated. I like almost everything about it.

I'm not sure if you knew but there is kind of a gross white line separating her bow/left ear part of the head from the tail. Looks kind of obvious and bad right now.
>>
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>>166789482
>>
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FINALLY done with v1.0 of this map!

I'm very unhappy with it right now, but I guess that's what happens when you spend too long on something; It always ends up feeling like you're polishing a turd.
>>
>>166789417
>What I imagine the common "engine dev" is doing, is to code an engine just for the sake of coding. He creates all these clever algorithms that no designer, no artist, no player will ever see or can feel the difference.
That's mostly your hyperactive imagination. But enginedevs want to have fun working too, so they may implement things that are fun to write even if they aren't strictly necessary.

If YOU want to use a framework, nobody is going to stop you.
>>
Is monogame enginedevving
>>
Reminder that if someone doesn't want to work with you, they must be meming
>>
Reminder that if someone follows the meme to the letter, they are not meming
>>
>>166789648
AGDG has pretty much settled on the term "enginedev" to mean anything that isn't using a fully-featured engine with an editor that you can start creating content and gameplay in right away.

With Monogame you need to implement game objects, you need to implement maps, etc.
>>
reminder that your memes are hot garbage and if you try to imply you're not memeing, then you are memeing because there is no way in the hell two dozen different "artists" did the exact same shtick within the last two days
>>
>>166789297
>But I disagree that e.g. a pause state is not responsible for storing the state that was paused and returning it (transitioning back to it) when appropriate. That's fundamentally what pausing is.

If you press pause, the current state detects the keypress and then the game class pushes a pause state onto the state stack and then updating/drawing/handling input continues as normal. when the state stack detects it should unpause, it sets that flag and at the latest update call, the game then pops the pause state off of its state stack.

That's basically how I see it. A state is responsible for determining when a new state should be invoked, but not actually creating that state itself.

So our views are similar in that sense but I am very strict with the separation of concerns
>>
Here's something I recorded a few hours ago, it's already pretty outdated though.

https://a.pomf.cat/cjzjse.webm
>>
>>166789417
this thread blows enginedevving way out of proportion, hence you fell for the meme
enginedevving a 2d game from scratch doesn't take any longer than using unity or something else
>>
Process of Making Game:

This Awesome Idea -> Think it through to see if it's still Awesome -> Never forget the key idea of the game which makes it fresh and fun -> Choose Engine or Create Engine if needed -> Create Art, Assets Content under the vision of the game -> Program it close to the vision of the game -> Make everything fit together very well and thus create a little world of your own in which other people can have fun exploring and having a good time and an life enriching experience
>>
Just pulled some old synths out of the attic, any programmer looking for some music?
>>
>>166789804
>the current state detects the keypress and then the game class pushes a pause state onto the state stack
>when the state stack detects it should unpause
Do you not see an issue with this?

>A state is responsible for determining when a new state should be invoked, but not actually creating that state itself.
That's a very arbitrary requirement. What is the point? All you are doing is adding boilerplate on the outside that you need to communicate with and specialize to get certain things done.
>>
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>need an artist for comfy jam
>I will post my game soon and I will find an artist and we will make a video game and there's nothing you can do to stop it
>>
>>166789797
>AGDG has pretty much settled on the term "enginedev"
that's fucking retarded, and also your opinion, along with a few other vocal retards.
>>
>>166789884
post music
>>
>>166789490
ur the first to ask this, I wish i had an answer
>>166789502
thanks
>>166789557
k cool, thanks
>>
>>166790013
Working on recording something now, what's your game?
>>
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>>166789649
>>166789727
>>
>>166789881
>Assets before programming
>>
>>166789884
>Yeah sure, I'll take some music.
>Okay, but first, tell me more about your project.
>I'm not falling for that again.
>I'm serious, it's for compatability reasons.
>[Engine]
>Sorry, not interested, but best of luck to you.
>Fiddlesticks.

Saved you 20 minutes.
>>
>>166789990
Regardless of the definition, it doesn't matter what is "enginedev" and what isn't. It's just a word.
>>
>>166789608
I've seen lots of engies post their aimless engines here. Very clever rendering algorithms, never intended to make a game with it.
>>
>>166790043
That will yield many false positives. Don't want you ending up all alone in agdg, now would we?
>>
>>166789938

I meant to say the game class detects it should unpause, since that's what's running the state stack, which takes care of all its own updating and rendering

>That's a very arbitrary requirement. What is the point?

Separation of concerns and encapsulation. Each class is responsible only for its own specialised functionality. If it thinks it should change state it can set a flag to do so, but it ultimately the game class which has to decide whether the state can be changed or not, and to then create and push the new state onto the stack
>>
>>166790103
>engies
Post disregarded.
>>
>>166789797
monogame is high level enginedev though
>>
>>166790183
I think you need to stop thinking in terms of principles and whatnot because clearly they (or your interpretations of them) are not leading to better code as you would expect they should.

>Each class is responsible only for its own specialised functionality.
And there's no reason this functionality cannot include constructing a state.
>>
>>166790103
>clever rendering algorithms
>clever
>reinventing the wheel
>>
>>166790041
>what's your game?
oh, uh
uhm
heh-heh... well...
>>
>>166790360

>I think you need to stop thinking in terms of principles and whatnot

I don't think I should. The reason we have rules is because when people are left to their own devices they tend to make mistakes. Which is why we have restrictive programming languages

>And there's no reason this functionality cannot include constructing a state.

Well for me there is. States do not get to just create other states. They manage their own rendering, updating, and input handling. If they think another state should be created they can request it from the game class, of which they are just composite objects.
>>
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how's the modeling going, anon?
>>
>>166790571
Have fun with your objectively worse code, at least it's "principled".
>>
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>>166790589

Incredible.
>>
Unity2D or GameMaker for non-pixel 2d game?
>>
Fact: You improve as an artist simply by watching anime
>>
>>166790615

>""""Objectively""""""


Well if you wrote that bad blog piece on why ECS and Inheritance based entity management is wrong, I'm not surprised you have bad opinions on programming

but you have fun with whatever you're doing too
>>
>>166790698
This. Your time as an artist is better spent watching anime than practicing.
>>
>looking for magical girl poses
>type magical girl poses on google
>this is the first result
I don't like where this is going.
>>
>>166790783
You know, anon, they are not my opinions. They are factual observations about the code itself.
>>
>>166790431
>be henry ford
>trying to invent the motor vehicle
>wtf why are you reinventing the horse carriage man? waste of time
>>
>>166790940
>the internet does not use my vocabulary
>but I know what I mean!
Oh shock. Oh horror.
>>
>>166790946

No they are your opinions. You think a state should create other states, I think they shouldn't because the state stack is the responsibility of the class of which they are composites, i.e the game class.
>>
>>166791095
>2017
>"State stack"
>>
>>166790940
she wouldn't look bad if it wasn't for the hairdo of a recovering cancer patient
>>
>>166791095
I have shown that the code you get when you don't do this is much simpler, shorter, and more flexible. If it comes at the price of not looking like a good OOP disciple, I gladly pay it.
>>
>>166790067
Ok, maybe assets after you chose what to program in. But at least some concept art would be useful to visualise the endproduct.

In Gamedeving the Designer is the Architect, and the artists are helping him. The programmers are the construction workers and the once who are building the machines.

Designer and Programmer can be the same, but it's not necessarily so. Look at big companies for examples.

Artists make it beautiful, Programmers make it work.
Sure it is recommended for programmers to make there code also beautiful, so they don't lose their sanity while working. But if it works, and it is maintainable and maybe expandable later, everyone is happy.

Programmers make the design work, but it is not the design. Because you can design a game without writing one single line of code. The programmer just make the magic possible. They are the wizards who create all the formulas others don't understand.

And that's where the happyness for a programmer comes from, to see things work. Jumping around, jumping on platforms, Cutscenes happening. Gui working flawlessly etc...
>>
>>166791063
pose
verb, 3rd person present: poses

"assume a particular position in order to be photographed, painted, or drawn."

In other words : Fuck off faggot.
>>
>>166791004
This post is so stupid/wrong on so many levels you should feel bad
>>
>>166791327
I was talking about "magical girl", you cumguzzling socketfucker.
>>
>>166791273

Like I said, the only people who rail against OOP are usually the people who cant do it very well

But if you dont like it you dont have to use it
>>
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>>166791409
Seems like google knows perfectly what a magical girl is.

So again: Fuck off faggot.
>>
>>166791615
>WHAAH, mean Google didn't give me the picture I wanted!
>Fuck off faggot!
>FUCK OFF FAGGOT!
How can one creature be so pathetic? Go back to the discord, spunkbank.
>>
>>166791615
Plus the ugly chick you posted was clearly attempting a magical girl pose, so the guy whining about google not speaking your vocabulary is off the mark in every regard.
>>
>>166791606
Well I'd be interested to see your good OOP solution that is better.
>>
A good programmer can understand and work with an artist.
A good artist can understand and work with a programmer.
>>
>>166790589
You're doing okay. I think you need to look at some more references images. Especially bridge of the nose and the whole lip/mouth complex.
>>
>>166791853
the fuck was the purpose of this post
>>
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>>166790940
>>
>>166791806

For entity management I just use the OOP Inheritance solution. Well designed classes never go more than 2-3 levels deep.

For state management my Game class has a stack of gamestates, which are polymorphic subclasses of gamestate and the main game loop just handles input, updates, and renders the current state
>>
>>166790940
You can use that. Or did you want to just trace a little girl?
>>
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>>166789596
that is some impressive texturing. reminds me a lot of timespliters 2.
>>
>>166791975
Hardly what I'd call a Sailor Moon body
>>
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>>166790589
Not exactly great.
>>
>>166791927
Because when I look at this thread I can see no good programmers or artists.
>>
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>>166792025
Thanks, man.
I've never played Timespliters myself, but I had to go with a "tiled" look like that to fit the 3DS' very limited VRAM.

This is the one texture I used to make the whole map.
>>
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>>166791854
>>166790589
I'm getting an angelina vibe
>>
>>166792117
I only see programmers and artists fight each other.
I'm more important says the programmer. No I'm more important says the artist.
>>
>>166792251
>I'm more important says the programmer. No I'm more important says the artist.

The programmer is correct.
>>
>>166791962
>For entity management I just use the OOP Inheritance solution. Well designed classes never go more than 2-3 levels deep.
If that works for you, fine.

>For state management my Game class has a stack of gamestates, which are polymorphic subclasses of gamestate and the main game loop just handles input, updates, and renders the current state
This sounds good on paper, but then you realize that when going down the stack, you want to do something different depending on what state it is. Now that I look at it more closely, I can confidently say that "good OOP practice" dictates that you would thus move the logic into the states themselves. There's also the issue of how the states tell the state manager which state to transition to, which is completely eliminated if you have no manager at all and simply return the next state.
>>
>>166792068
What about that one?
>>
>>166792307

The programmer is correct from a "game" standpoint.

The artist is correct from a marketing/trailer standpoint.

Without the artist, the programmer still has a game.

Without the programmer, the artist has some pretty pictures and gifs.
>>
>>166792390
>Without the programmer, the artist has some pretty pictures and gifs.
More than enough to make a fortune on Patreon, if porn.
>>
>>166792307
>>166792390
meanwhile everyone actually building a game is too busy fucking working to bullshit on /agdg/ about who's more important
>>
>>166792456
>More than enough to make a fortune on Patreon.
fix'd
>>
>>166792343

I dont have a manager class, the Game class is what manages the states. And the states can determine which state to transition into based on events like keypresses. They simply ask for a new state to be pushed onto the stack and the game class does it, if it's possible
>>
If I post my game and it has asset store art will you guys bully me? After the last thread I'm scared to ever show my game.
>>
>>166792878
We will bully you either way.
>>
>>166792307
>>166792390
>>166792456
>>166792498

The art and the design is what defines a game. Code just makes it work.

If you already have art and the design the code just fills whats missing based on the design. Code doesn't do any damage to the game because the game is already there, it's just missing the engine and the power, but it won't make the game experience better or worse.
>>
>>166792878
1. Don't claim you made stuff you didn't make
2. Don't get butthurt if people say the assets clash
You'll be fine.
>>
>>166792878
You'll get shitposted no matter what, so why give a fuck?
>>
>>166793094
>shitty code won't make the experience worse
>>
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>>166772134
Be brutally honest with me, is this good?
>>
>>166792878
>If I post my game and it has asset store art will you guys bully me?
Yes. Until you leave. No this is not a meme. It's what happens. Don't listen to the "we are a thread of peace" routine these faggots always do. It's pointless.
>>
>>166793094
>Code doesn't do any damage to the game because the game is already there, it's just missing the engine and the power, but it won't make the game experience better or worse.
Like in Blighttown, when you fall off a ledge the wrong way and get stuck floating in a falling animation as the area tanks your frame rate to 15 FPS? Nobody cared about that, nope.
>>
>>166793094
>The art and the design is what defines a game.

Artists, everyone.
>>
>>166793163
No.
>>
Is it better practice to make clothes an actual separate object that sits on top of a model, or just a part of it? This is assuming I want to clothes to have cloth physics but don't plan on changing them.
>>
>>166793163
It's obviously pretty WIP. The person needs work, but I think the wheelbarrow is fine. You're on your way to making something that looks good.
>>
Reminder that programming isn't game design and design is an art.
>>
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>>166793228
Oh come on, we've been over that. It's an intentional design choice.
>>
>>166793163
could make in 5 minutes / 10
>>
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>>166793385
But that's exactly how long it took me
>>
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>foreach
>>
I want to make a voxel game as beautiful and simple as 3D Dot Game Heroes, but I feel like voxel games have been ruined by children and YouTuber memers.

Wut do? ;_;

Glass-esque and metallic voxels are fucking beautiful, when done with good lighting.
>>
>>166793357
>design is an art
nice, the birth of a fresh new meme
>>
>>166793094
The gameplay defines the game. The gameplay is made by coders. Designers don't get to define what is possible, the coders do.

A design without a coder is an idea guy.

Coders can design games. 'Designers' are not required, but may be useful. Same with artists.
>>
>>166793514
Thanks, I just came up with it on the spot.
>>
>>166793157
Then it's either not following the design, or it's a efficiency problem. Framerates etc.
But you could argue that a coder can also be part designer, depending on how much he is involved in the process.

In bigger companies, I imagine the designer communicates what he wants how the gui should behave, and the programmer takes all that things of how to implement it and writes the code for it.
But it all depends how strictly design and programming is separated from each other.
>>
>>166793228
But this counts as a bug doesn't it? If the bug got fixed the game is like the designer imagined it again.
>>
>>166789870
FUCKING YESDEV LEAVE REEEEEEEEEEEE
>>
>>166793898
>But this counts as a bug doesn't it?
Yes, you dumbass, that's the point.
>Code doesn't do any damage to the game
t. retard
>>
>>166793231
But it does. You can - of course - be a programmer and a designer at the same time.

I guess I just separate design and programming more than others.
>>
>>166794072
Ok, then: It does damage to the game, but not to the game design. There, I fixed it.
>>
https://www.youtube.com/watch?v=24kOUmEk0nI

LOL
>>
>>166794214
If you have a bad programmer that can't implement your design then it also hurts the design.
>>
>>166790940
>>
>being an engie
kek
>>
>>166794396
Where did this come from?
>>
>>166794396
t. scout
>>
>>166794229
>facecam in facecam in facecam
Faggot hair is right though.
>>
>>166794254
Yes, I think that's the difference between programming and Art.

The Programmer needs to be able to do it. He needs the required expertise and logical thinking to make all the dreams of the designer come true.
On the other Hand, for an Artist, it's not enough. Can you do it, is not the question. Everyone can draw stickmen.

Programmers look down on artists with their programmer thinking.
And maybe artists look down on programmers because they don't acknowledged there hard work of learning all the architectural related work.

In the end, aren't we all working together to create something beautiful?
>>
>>166794293
would destroy
>>
>>166794862
>Programmers look down on artists with their programmer thinking.
I look up to them because they can make quick sketches of ideas. Artists "prototypes" of that kind are much easier to "implement". Like, come up with idea, draw, show to various people, "Does it look fun?".

Oh, and they can do porngames.
>>
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>>166794293
>>
>>166794293
>pyjama-cake
Cake, indeed.
>>
>>166794293
dear god
did the almighty creator forget how to make feet?
>>
>>166794862
>Everyone can draw stickmen

And everyone can write Hello World. Can you do it is absolutely the question.
>>
>>166794862
>>Programmers look down on artists with their programmer thinking.
Come again?

In all of my years of programming the most rude individuals were the artists.
>don't want to enter collab without being paid when everyone else, musician, designer, writer understand the concept
>gives to any programmer a "I'll join only when I deem you worth of my attention"
>will instantly bash any programmers looking for alternative art, or minimalist art for being "greedy for not hiring one of the countless artists available"

The reddit gamedev is a good place to see it live.
>>
>>166793463
there's literally nothing wrong with using foreach
>>
>>166794862
>The Programmer needs to be able to do it. He needs the required expertise and logical thinking to make all the dreams of the designer come true.
The designer can dream all they want, but if that dream includes a billion particle effects or super detailed fluid dynamics or conversational AI then it's just not going to happen.
>>
New here. Got game idea. Want to use Godot cause fuck royalties. Where start? Am good artist, not so good programmer. Game is 2d.
>>
>>166795858
A designer that doesn't realize stuff like that is literally at stick figure and hello world level.
>>
>>166795996
Download the demos. They convey most principles in a small scope realisation. Pick what you think you need and pick it apart.
>>
>>166796073
Demos? What demos? Where find demos?
>>
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I added some basic enemies

Please don't bully me for my modeling
>>
>>166795761
If we're talking C#, there can be. If your enumerable is not generic, and it's filled with structs, it'll create garbage. Now, what idiot is going to use List over List<T>, though?As long as you type your lists, you're fine. There's been a lot of misinformation being spread over the years about it.
>>
>>166796162
https://github.com/godotengine/godot-demo-projects
Just download them all, you never know what you'll need.
>>
>>166795996
Read through the docs on their webpage. It's a pretty good tutorial imo and you don't need to know a hell of a lot of programming to get started, just the basics.
>>
>>166796250
>>166796252
Thank yous. Me look them over. Will come back with questions and progress maybe.
>>
>>166795429
I'm not bashing programmers. I just want to say it is at it's core very different. Not better or worse.
>>
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is this the future of 3D art?
>>
>>166796873
yes - vr is really useful for many things, sculpting and modeling included

games are among the worst uses of vr.
>>
>>166796873

Yep, little floating shits with faces are the future!
>>
>>166796873
That looks tremendously tedious and frustrating
only a woman could put up this
>>
>can program, compose, but can't art
>art is probably the most important part of the game

how do I make this situation right?
>>
>>166792176
that's fucking cool
>>
>>166797135
Learn how to art, and do just want you can do as an artist. Pushing yourself past your limits is good, but not when you're trying to get a game out.
>>
>>166796873
how is this even possible without changing the camera angle?
>>
>>166795429
alert("Hello World");
PRINT "Hello World"
printf("Hello World\n");
cout >> "Hello World" >> endl;
<?php echo("Hello World"); ?>
>>
Hey I'm using the edge merge tool in maya and I was wondering if there was a way to keep the fucking edge in place so I dont have to worry about replacing the god damn vertexes
>>
>>166797130
Well, looks at what she's holding.
Of course a woman can only enjoy this.
>>
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things are progressing
>>
>>166797135
>art is probably the most important part of the game
who the fuck memed on you that hard?
A game can look pretty as fuck but if it doesn't function properly it's not a game
>>
>>166797567
but you can't show a games feel anon
>>
Are gay characters still considered pandering?
does tumblr still eat it up?
>>
Ultimate YesDev motivation and GGD general:

https://youtu.be/zRGRJRUWafY
>>
>>166797567
he's right though. you can sell a game on art alone if the art is good enough. simple platformers walking simulators and VN's are not code intensive.
>>
>>166797659
Yes.
Yes. Even more if you don't shove in the player's face, but make it still super obvious.
>>
>>166797659
we're on to trans now, being gay is not enough
>>
>>166797567
Firewatch?
The Witness?
Any walking simulator?
>>
>>166797659
tumblr eats up anything prochoice
>>
>>166797751
If they had no programming, there'd be no game to sell

Programming is objectively a more important part of development. That's not to say that art cannot be a useful attribute, especially when it comes to promotion
>>
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I made a little reload animation for the reticle

>I'm getting tired of the back/front snap because I only have 6 directions
>don't want to make two more angles
>exclusively left and right looks bad to me now

fug

also, anyone know why OBS studio fucks my colors hard?
>>
>>166797904
>If they had no programming, there'd be no game to sell
that has never prevented a kickstarter or patreon from making bank
>>
>>166797946
That book is fucking irritating.
>>
>>166797994
too bad, that thing is your only companion throughout your adventure
>>
>>166797994
Not the dev but it's in the literal opposite direction of the place you'd be looking while playing. I'd consider it a nonissue personally, I didn't even give it any attention until you pointed it out
>>
>>166797567
I think he means, it's the most important part of HIS game. You guys talk like the art of a game are just assets you buy in different stores and it doesn't matter, like it has no soul.

Would you enjoy living in a world with only cubes? For breakfast you will enjoy cube cerials and when you go outside you enjoy how the green cubes are growing. And when you go to school you wish papa cube and mama cube a good day, while you drive with the cube bus to cube school where cube bullies take away your cube money, and punch you in the face with their cube fists, while you start to bleed cubicle blood.
>>
>>166797904
>If they had no programming
Are you serious? What programming is there in those games?
>push key go there
>solve puzzle
>occasionally trigger cinematic events
>there the game is finished sell it for 40$ gg easy
>>
>>166798097
Just make it not flap its cover. And maybe make the bookmark movement less abrupt.
>>
>>166798225
why not have everything move twice as much and be super bouncy?
>>
>>166798152
All good as long as cones stay out of the fucking neighbourcube.
>>
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>>166798152
worked for south park
>>
>>166797904
>Programming is objectively a more important part of development.
I can not sign this.

My favorite games are good games but also look good.
Good games are children of good art and gameplay. Also they fit together well and aren't bought in an asset store.
>>
>>166797063
but she is not wearing a VR helmet...
>>
>>166797135
aggy daggy told me to buy a tablet and try to learn art myself, so that's what I'm gonna do probably

tablet seems handy to other tasks anyway
>>
>>166798158
>What programming is there in those games?
t. nodev
>>
>>166798225
nah
>>
>>166798452
>more important part of development
>of development

You can have a game with shit art. You can have a game with NO art even.
You can't have a game with no programming

Therefore programming is the most important
>>
>>166798158
The Witness uses it's own engine, so a lot of programming

Walkin sims on the other hand I kinda agree, artists, writers did the most job
>>
>>166798603
what's the t stand for?
>>
>>166798725
the witness is a prime example of enginenodevving

how long did he spend on that fucking engine again? 5 years?
>>
>>166798716
Name one (1) good game with objectively shit art.
>>
>>166798841
Undertale
>>
>>166798763
t. newfag
>>
>>166798841
my game which i have not shown to anyone before
>>
>>166798763
t. omhanks
>>
>>166798841
thomas was alone
>>
>>166798849
Yeah, right. An indie title that inspired gazillion tons of fanart.

>>166798763
regards in finnish
>>
>>166798841
minecraft
dwarf fortress
dungeon crawl: stone soup
vvvvvv
>>
>>166798841
2hu
>>
>>166798716
Ok, it's what makes it a videogame. But adding art is what makes it a visual pleasing, artistic, emotional experience.

I see programming as the engine which drives the art, the world, the game logic, connecting people over the internet.
Programming makes it work.
Art makes it beautiful.

Without programming, no game.
But without art, no beauty.
>>
>>166798841
the ninja game, N
>>
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>all this art shitposting today
>>
>>166799015
>An indie title that inspired gazillion tons of fanart.
how exactly does that mean it can't have shit art?
Plenty of furry art is shit, that doesn't stop people from obsessing over it
>>
>>166799248
it's not like people are going to post their code
>>
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So I don't want to add an overworld (I feel its useless and didn't add much to the game), but I also feel it wouldn't be a complete zelda 2 fan game if I didn't. What did you guys think about the overworld?

also added these grass and stone blocks
>>
>>166799303
Well, I mean, that one guy did earlier.
>>
>>166799382
fangame != remake

Do whatever the fuck you want.
>>
>>166799413
AND NOW IT IS ALL OURS HAHAHA

In all seriousness though, what does everyone think: solid colour slime monster, or semi-transparent slime monster?
>>
>>166799382
replace any references to Link in your game with "Lank", and Zelda with "Zalda"
then you can sell your game on steam no problem
>>
>>166799578
i like transparent stuff
>>
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>>166799578
>>
>>166799678
it's funny how all these fan projects just don't get this. as if there hasn't been a hundred c&d orders from 'tendo
>>
>>166799382
nintendo is fucking retarded for not looking at shantae and doing that do the zelda franchise
>>
>>166797967
>>166798158
>>166798452
How do you fall for this bait?

Why do you respond to that poster?

Please stop.
>>
>>166799515
obviously but just looking for some criticisms/suggestions. Come to think of it I think a 3D overworld could be pretty cool.

>>166799678
>>166799805
I don't want to really use any names of it. I'm considering calling it "2.5D: The Adventures Of Hero" and this'll be a free game.

>>166799917
I think nintendo hates zelda 2 for some reason and never wants to try a platformer/sidescroller zelda again
>>
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friendly reminder to comment your code, then save and backup your work
>>
>>166800351
Fuck you, asshole.
>>
>>166800285
>and this'll be a free game.
why
>>
>>166800638
i hope ants get inside your cpu
>>
>>166798930
Thomas Was Alone has simplistic, minimalist art, but has a cohesive theme and direction. Its art is well-designed, even though it is simple.
The same can be said for most of the games mentioned in
>>166799171
>>166799023
>>
I want to make an action RPG a bit like Vampire the Masquerade bloodlines. Where should I start?
>>
>>166794293
Are people cool with that sort of amount of cellulite on the thighs? I get super self conscious about it.
>>
>>166799070
plz leave my bug-eyed meido waifu out of this
>>
>>166801126
i don't see any. most people would be happy just to see your thighs
>>
>>166801126
are you trolling?
>>
>>166800351
>comment
the code is the comment
>>
>>166794862
As a programmer and an artist: You are all morons even arguing this shit.

But coding is the slightly harder side. Art you sort of just 'do'. It is an application of your skill to date. Coding is a constantly sort of difficult task. But really, as intellectual and as creative pursuits, both are about the same. Chill out.
>>
>>166801039
If it's 3D then Unity is your easiest entry to game dev I think.
I don't know much about Unreal Engine but they have the possibility to create your game logic from blocks I think.
>>
>>166801312
everyone else, don't make this mistake
>>
>>166801312
the code only documents itself until you forget what it does
>>
Should cloth in a model just be a single face or should it have some width?
>>
>>166795432
An issue is the artist is the one finishing art while the coding is in a constant state of 'in the future'. Only when there is a good base to give an artist confidence the project wont be dropped should they jump in.

Or stop being a generalising twat because I have arted lots of shit for these threads and I, and probably they, knew none of them were going to be finished. It is nice to share.
>>
>>166796019
I actually want both of these in my project. Can you code me up a solution over the next few days and post it here for everyone to use?
>>
>>166798841
Dwarf fortress.
>>
>>166801319
>as intellectual and as creative pursuits, both are about the same
Damn son, I don't think I can handle a meme this spicy
>>
>>166801330
>>166801418

the function name is what it does
the code is how it does it

what you people think of as comments is basically rewriting the function in human readable terms, which is a complete waste of time.
>>
>>166801664
Arts is complex, man. You should give it a go some time.
>>
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Long time lurker, first time poster. My name is PathFinder Dev! and this is my game. About ~2 weeks into development. What do you think of my game so far just from this picture alone?

Reacts?
>>
>>166801791
travelling salesman / 10
>>
>>166801791
I foresee a career in GPS map programming.
>>
>>166801692
>what you people think of as comments is basically rewriting the function in human readable terms

t. shitter

good comments are a statement of intent, clarification of shorthand, reference to how some opaque function call works under the hood etc
>>
>>166801692
if that's the case then why did unity even implement comments into visual studio to begin with hotshot, hmm?
>>
>>166801464
>I have arted lots of shit for these threads
Let's see them.
>>
>>166801692
Comments can tell you things so you don't have to understand any code. It is faster to read a little sentence at the top of a code block of what is being done than to work it out. Plus, you don't fuck up and work it out wrong when reading simple, to the point comments.

If every comment is too trivial, or all your code blocks are too trivial to require comments, maybe you are not coding very hard or interesting things?

Don't be like that guy, everyone.

>>166801791
Cool job.
>>
>>166801903
Eh? What if they are bad? You'll tease me.
>>
>>166801126
go back to anime
>>
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Working on upgrades. Now they look like a little item contained in a glass bubble. You have to whack the thing a few times, and it gets more and more cracked up. Then shatters. I would make a video but my stuff isn't set up.
>>
>>166801692
I can see you have no clue about software development
>>
>>166802306
lookin' good cap'n
>>
>>166801281
No. Even that little, tt really stands out with light coming in on an angle. Maybe I am just being paranoid about it.
>>
>>166802451
ahoy there... landlubber... oh god im awkwad
>>
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Yes or no on lighting? Here's without >>166799382
>>
>>166802638
yes
>>
>>166796182
960x540 is more than enough for uncropped webms
>>
>>166802535
that's okay, we're all awkwad here
>>
>>166802638
they look about the same, needs some shadows
>>
>>166801923
>>166801878
>>166801854
>>166802329
show me some of your amazingly complicated unity scripts which warrant comments
>>
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kicking about done. still tweaking the leaf spawning/falling and god the sprite
>>
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>>166799382
>I feel its useless and didn't add much to the game

Overworlds are a place for comfy downtime. You get to fuck around without the threat of danger. You underestimate the importance of downtime in the intensity curve of your game.
>>
>>166803171
except we're talking about zelda 2 here and the monsters literally run at you in the overworld.
>>
>>166803136
Cute. I wanna try kicking the tree. But will any goodies fall out?
>>
>>166801791
Is your game about a traveling salesman?
>>
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>>166803017
you really have no idea, do you?
>>
>>166803246
At what point in my post did I say to mimic zelda 2?
>>
>>166803398
are you retarded?
>>
>>166803136
That kicking animation should be twice as fast
>>
>>166803017
Found this: https://blog.codinghorror.com/code-tells-you-how-comments-tell-you-why/

Sounds very reasonable.
>>
>>166803364
no i don't, post some code
>>
>>166803286
bugges will fall on you
>>166803480
I just lowered its frame delay from a 6 to a 5. Any lower and she looks like shes doing leg workouts.
>>
>>166803450
You're making a zelda 2 "fangame" but are also not fussed about making everything identical. I did not say to copy identically Zelda 2's overworld, I was simply discussing the benefits of downtime that an overworld without danger offers. This is still within your apparent self-enforced rules.
>>
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give me your skype guys and i will work on jam with you,i am dead serious
>>
>>166803649
>bugges will fall on you
pls no :|
>>
>>166803017
More, show us yours. We have much to learn, apparently.
>>
>>166803580
Its not about code anon, and I'm not being paid to teach you how to be a good developer.
>>
>>166791354
>I'm not going to detail why you're wrong, but instead leave a vague condescending comment and hope you don't call me out on it.
>>
>>166803759
that wasn't me but since I am making a fan game, if I do add an overworld, it will mimic zelda 2 like the rest of my game.I think it was pretty obvious that I was talking about implementing an overworld with dangers like Zelda 2
>>
>>166801321

Hey thanks, appreciate it.
>>
>>166804035
no, it is me who has much to learn. please show me some of your code which warrants commentary.
>>166804242
did you try to find a good snippet but then realized that your code is simple as fuck and you don't need comments? good for you
>>
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does choosing fonts count as progress

it certainly feels like progress, dafont is filled with absolute shit and finding good fonts was more time consuming than i expected
>>
>>166804469
your color palette is comfy
>>
>>166804469
use this for pixel fonts http://www.pentacom.jp/pentacom/bitfontmaker2/gallery/
>>
>>166804469
>dat 120
damn, that's some triple A quality font selection
well done
>>
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>>166804492
thanks

>>166804565
I wasn't aware of this site, thanks for pointing it out
I'll definitely use this next time I need pixel fonts
dafont is absolutely filled with pages upon pages of pixel fonts that look extremely similar

>>166804569
That one's my favorite, i mean look at this shit, i'm definitely gonna use it any chance I get, specially for the pause menu that should be the book if all goes according to keikaku
>>
>>166804445
I made a 3D engine with modern graphics. There are a couple comments peppered about. A few.
>>
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>>166804885
>I made a 3D engine with modern graphics. There are a couple comments
Oh, I've seen those
>>
I have tiles, and each tile needs a reference to their neighbor tiles (up/down/left/right)
should I call the array neighbors[] or nbors[]? neighbors is so long to type
>>
>>166805257
dont store the neighbors in each tile, just access the original array of tiles
>>
>>166803136
do the leaves really need to flicker
>>
>>166805257
whatever you're most comfortable staring at for hours
>>
>tfw you've started at least 3 games that have disappeared into nothingness.

Deving for >(you)'s of approval is a mistake. Dev for yourself and only yourself.
>>
>>166783875
What's the sauce on that, if you don't mind?
>>
>>166805550
no, fuck you
you're just trying to get me to stop obtaining (You)s so that you can have all the (You)s for yourself
same way donald trump won the election
>>
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>>166805127
>//what the fuck?

Goddamn Carmack, never gets old.
>>
>>166805127
Y'know we are just treating you like this is a conversation.
>>
>>166805423
That's not an option because some tiles have "manually assigned" neighbors that aren't strictly +-1 x or y (eg tiles arranged in a circle to loop)
>>
game designer here looking for a game creation team. but first, what tools do you use?
>>
>>166805861
ok, then instead of accessing the original array of tiles directly, call a function like
GetNeighbor(currentTilePosition, left)
which returns the neighboring tile you want to look at

such a function will surely come in handy in other places, as well
>>
>>166805962
Unity and aseprite.
>>
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these guys still have some learning to do
>>
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Repostan
Funky or just gay? You decide!
>>
>>166805962
Is this a meme variant?
>>
>>166772947
It would look better if you deleted everything on the left and right sides. If you need more menu options, keep them center aligned and scroll.

The background texture on the menu item "buttons" could be better.

The logo is unreadable from a distance ("Sphere"). Also it has 3 completely different fonts/styles. "Nut's & Balls" seems unnecessary and sounds odd. If people are talking about your game, they aren't going to say "Squirrel Sphere Nuts and Balls."
>>
>>166806453
why is he two hundred feet tall
>>
>>166806590
He's a big guy.
>>
>>166806623
U U U U
U
U
U
>>
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>>166804445
>please show me some of your code which warrants commentary

Ok.
>>
Can someone post that image with the yanderedev code, I need to show it to a friend
>>
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>>166807017
>>
>>166807081
Look at this decompiled generated code. Look how silly it looks! Hahah! Silly code!
>>
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>>166807081
Luv u anon
>>
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>>166807017
>>166807081
And condensed version.
>>
>>166806041
That's what I've got already, the difference is it's getting used during initialization rather than during gameplay
since the operation requires a lot of iterating I figured it'd be better to do it all while the screen's black during the transition into the level rather than risking any small freezes due to long searches in the middle of gameplay

Depending on how performance heavy it is, I might consider a smarter data structure since running a search through a regular array isn't the most efficient
>>
>>166807081
Why is it 2600 lines long? Is that all of it together or one file?
>>
>>166807230
All of his scripts are humongous blobs.
>>
>>166807230
that is all within a single Update()
>>
>>166772947
It would look better if you deleted everything on the left and right sides. If you need more menu options, keep them center aligned and scroll.

The background texture on the menu item "buttons" could be better.

The logo is unreadable from a distance ("Sphere"). Also it has 3 completely different fonts/styles. "Nut's & Balls" seems unnecessary and sounds odd. If people are talking about your game, they aren't going to say "Squirrel Sphere Nuts and Balls."
>>
File: yandere.png (2MB, 2672x6068px) Image search: [Google]
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>>166807081
here's one that has the pastebin url too

>>166807230
one 2600 line long METHOD
>>
>>166807260
Oh good god.
>>
>>166806590
Keeeeeek
>>
>>166807126
Even if this is actually multiple update functions thrown together, that doesn't excuse the shitton of elseifs and string comparisons
>>
>>166807230
looks to be just the update function of a script for the player character
technically the line count is probably inflated by the decompiler but even by the first 20 lines or so its already fucked up
>>
>>166807258
I have no idea about code and I'm wondering would you make this shorter? It seems to long and repeating.
>>
>>166806578
> "Nut's & Balls" seems unnecessary and sounds odd. If people are talking about your game, they aren't going to say "Squirrel Sphere Nuts and Balls."

People don't say "Uncharted : Drake's Fortune" either. If he has different games in the same series, then there's nothing wrong with a subtitle which obviously people won't use in normal conversation.
>>
Does yanderedev not know how to modular code? Is he self taught?
>>
>>166807361
Yes, there are numerous ways to make all of his code shorter, more manageable and less prone to breaking from simplest changes.
>>
>>166807081
I challenge anyone here to explain how this can be done in a better way.
>>
>>166807361
>>166807494

for one, if you're using that many fucking `if`s then just use a `switch` statement. It is loads faster.

next, try not to do string compares; they are slow

you should never have a method that large. It makes it unwieldy and very hard to debug. Break it up into smaller methods and call them together. (Any first year CS student would know this.)

And the most hilarious part: you don't need to use `this` is Unity or C#. It is automatically implied.

Yanderedev is a dumbass.
>>
>>166807545
switches become ifs when compiled, and all those "this" are added as well
>>
>>166807494
>use a fucking state machine for player movement
>use enums instead of string comparisons
>section off separate shit (player movement, hair animation, camera movement, debug keys etc) into different self-contained classes

That alone will make it significantly easier to modify if anyone else needs to use it (or he comes back to it after a couple months of not touching it)
>>
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>>166807081
I'm pretty new at coding, but what exactly is the point of this? I thought variables declared in an if statement don't work outside its scope? Where else is he using all those? Does it work differently in unity?
>>
>>166807632
if he comes back, tear him a new hole.
>>
>>166807545
>you don't need to use `this` is Unity or C#. It is automatically implied.

I see plenty of people use 'this' to just explicitly make clear what the code is doing. There's absolutely nothing wrong with that.
>>
>>166807814
In most cases you don't need it though.
>>
>>166807762
Either the compiler put that in for some strange reason, or just pure neuroticism.
>>
>>166807630
It depends on situation. If I recall correctly, using string constants in a switch results in a stack of 'if' statements. But if it's large enough it will go and create a hash and make a look up table for that hash.

Of course, the mode used for the C# compiler also affects results.
>>
>>166807784
>thinking he's coming back
>thinking he'll actually listen to critique even if he does

He left 4chan for 8chan because he got shat on. He got shat on there too so he left for ribbit where hugboxes work better. Doubt he'll come back after that breakdown he had on /v/.
>>
>>166807230
>>166807258
>>166807260
>>166807264
>>166807287
>>166807348
>>166807353
>>166807361
and so on...

IT IS AUTOMATICALLY GENERATED DECOMPILED CODE

NO HUMAN WROTE THIS
>>
>>166807545
the problem is not performance but readability/maintainability

>for one, if you're using that many fucking `if`s then just use a `switch` statement. It is loads faster.
he cannot use a switch for the key presses unless he writes a wrapper around the input API which would limit it to a single action. it that case he should not actually use a switch though and instead use callbacks or polymorphism

>next, try not to do string compares; they are slow
in the update function of the player character (single instance) the performance cost is trivial, and the use of string comparisons is not avoidable with some of the APIs of Unity. the problem with string comparisons in this context is that they are error prone, so he should at the very least be declaring them as readonly variables or better yet requiring the clips to be linked in the inspector and then rip the names directly off them (there may still technically a problem with this too where the engine does not return the clip name properly if it has been renamed unless they fixed that within the last few years or so)

>And the most hilarious part: you don't need to use `this` is Unity or C#. It is automatically implied.
this is added by somebody's IL to C# decompiler
>>
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I'm not dead yet. I'm still just demoralized
>>
>>166807126
CIL (the intermediate language that C# compiles to) is nearly identical to the source program. The biggest difference is that it uses a stack and not registers. CIL has classes and objects so it is very easy to recover almost the original code.

The decompiled code will always look shittier but it will show the structure of the original code pretty much verbatim.

>>166807361
>>166807494
There's a lot of repetition, so factoring things out into reusable components is a start. Structuring things as a state machine so you can do different things depending on state, store different data depending on state, etc. would also help a lot. Also, it seems he is using a lot of timers and checking their status to do things instead of using coroutines.

And that's only a small fragment of the code.

>>166807762
This is pretty much the only artifact of decompiling, due to the way CIL uses a stack instead of registers.
>>
>>166807942
t. defence force talking out your ass

Decompiled code is unintelligible when it comes from optimized assembly. CIL is higher level than many programming languages. Loops and ifs are very easy to recover from branch and jump instructions, the only things that were really mangled up were the local variables. All object construction, method/property access, etc. is preserved by CIL.
>>
>>166807978
looks good friend
>>
megaman 3 is a great game
>>
>>166807942
>IT IS AUTOMATICALLY GENERATED DECOMPILED CODE
the compiler didn't do any of the things like adding a check explicitly for a pause screen in the middle of his player character which will also turn down the volume at a fixed rate of 3 frames if its open
>>
>>166803948
What are your skills?
>>
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How do you feel about the way first person weapons are animated in Skyrim?
>>
>>166808128
Yanderedev can do nothing wrong and putting all your code in one update method is the only way to make a game. Terrible, all this fake news being put on this site. Terrible and sad!
>>
>>166808204
lackluster.
>>
>>166797946
thanks for the reload reticle idea, stealing it now :^)
>>
>>166808068
its important to note that with lamda functions and coroutines and the like will also be compiled into little classes so scripts that use them a lot will get a major fuckover by the compiler

once i had to fix shitiest code ive ever seen, and the decompiled version was much easier to read and understand what was actually happening than the source
>>
>>166807942
Decompiling doesn't magically add string comparisons anon
>>
>>166808327
The explicit time checks in the code make it clear Yanderedev isn't using any of this stuff. And while CIL doesn't have lambdas or coroutines, it does have the methods and state machines that they compile to.
>>
Is there any class in Dragon's Dogma more fun than the assassin?
>>
>>166808204
they all use simple hitscan for hit detection so they are very misleading. instead the character morph the weapon into a toothpick and stab it into the center of the screen
>>
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I need ideas for NPCs and for treasures that they will make you look for.
So far I have
>Fat old man - Barrel of wine
>Sporty girl - ???
>This guy >>166806453 - A boombox or a guitar
>Vampire - His coffin/bed
>>
>>166808397
i agree, i just wanted to note it as a large potential difference when decompiling IL to C# in general
>>
>>166808204
Terrible. First person games that aren't shooters are awful. There is no depth with melee in a FPS game.
>>
>>166808461
(You)
>>
>>166807983
Are you saying that C# doesn't have any optimization?
>>
>>166808481
If you think games like Skyrim have good melee combat you're out of your mind.
>>
>>166808437
You need a twink who makes you search for hair products
>>
>>166808138
i am decent at programming but awful at pixel art
>>
>>166808482
generally the JIT is responsible for that
>>
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>>166808405
Mystic Knight.

>>166808437
>wine
>not rum

Also Octopus -> Coconut
>>
>>166808498
skyrim combat is utter trash, but mount and blade and chivalry do melee fps combat pretty good
>>
>>166808482
Most of it occurs when the CIL is compiled to native code. Only a few things are done when going from C# to CIL, and they are minor things like reducing local variables and doing constant folding.
>>
>>166808564
Why would they do that when they could do it ahead of time and be faster? I don't see why you would bother doing things like function inlining if you have to do it in real time.
>>
>>166808564
The JIT is responsible for the architectural optimisations.

Are you saying there is no optimisation compared to a the raw code?
>>
>>166807762
Pretty shitty decompiler, i can't want for the decompilers to get better so they can also decompile actual variable names and comments
>>
>>166807964
>so he should at the very least be declaring them as readonly variables
It appears to be the case in the code snippets?
>>
>>166808742
>decompile actual variable names and comments
That's not how compiling works...
>>
>>166808583
And Arx Fatalis and Dark Messiah. It's simple, your attacks change depending on the direction you move, but it adds surprising depth as you can choose your attacks depending on how an enemy is defending.

>>166808667
>>166808668
The JIT can use heuristics it collects as the program runs to optimize based on need, which is how JITted code can be more efficient than code optimized ahead of time. The more the program is optimized before the JIT gets to it, the less the JIT can do.
>>
>>166808583

>M&B
>FPS

This is the second time I've heard this, am I being memed?
>>
>>166808825
So, to be really clear: the IL code conversion applies no optimisations. Right?
>>
>>166808871
Very few, and they're not things that will change the structure, except for erasing code that is obviously never going to be executed in the first place.

If anything, these optimizations should make the decompiled code look even better than the original in some aspects.
>>
>>166808667
there are a few reasons, such as it can produce some more efficient code as it is optimized for the system it is run in. another is because of code generation features in C#, it doesn't know everything that it needs to compile for your program to run so it only does as much as it needs. HOWEVER for some systems (console, mobile) JIT is not allowed so you have to set the compiler to pre-compile a bunch of code. let me tell you, this part is hell

>>166808668
the difference between an if/else and a switch in terms of performance doesnt matter except in terms of architectural optimizations because these concepts don't exist at that stage and in cases they are interchangeable the compiler should be able to choose the best option

>>166808807
i should say named readonly variables so that when they are used in multiple places he is less likely to make typos
iirc C# might support string constants though and in that case he could be using string constants and we just can't know from decompiled code
>>
>>166808932
Where did you learn this stuff?
>>
>>166808932
If it does not change the structure then it does nothing? It is an interesting thing. I suppose its only purpose is to parse and convert it to a more portable and consumable format.

>>166809000
>iirc C# might support string constants though and in that case he could be using string constants and we just can't know from decompiled code
I am saying from the file it appears you can't know. They most probably did use them, but maybe not?

That saying, I have seen many people not use string constants where they should.
>>
File: charakters.png (22KB, 384x256px) Image search: [Google]
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Online Game using RPG Maker VX or VX Ace assets, charakters, tilesheets etc.

C++, SDL, SDL_net

With multiple clients and one server to connect to.

Would this work?
>>
>>166809010
The CIL wikipedia page and various MSDN and Mono docs. It's also pretty common sense stuff. If you have a language that is compiled and optimized from an intermediate representation just in time, it makes sense for that intermediate representation to be mostly intact.

>>166809090
>I suppose its only purpose is to parse and convert it to a more portable and consumable format.
Yes, it's something that the JIT can work with more easily. No need to worry about syntax. But it's more than that - CIL stands for Common Intermediate Language, and it's how C#, F#, VB, etc. are all able to call into each other naturally.
>>
How long would it take a single person to recreate the entire GTA V in machine code?
>>
>>166809126
>Would this work
I guess. Though you might have issues with licensing those assets.

>Would this be practicable
Depends what your definition of "Online Game" is.
>>
>>166807287
Now run it through a decompiler setting that isn't just outputting the raw conversion. bets on they had to specifically disable it for this sick meme
>>
>>166809219
Someone's getting overly defensive.
>>
>>166809278
I'm not giving you the sources.
>>
Twitch are morally justified in banning yanderesim on their platform
>>
>>166809319
Uhhhh...
>>
>>166809325

No they aren't
>>
>>166809404
Yes they are.
>>
>>166809404
They have every right to ban games they don't like
Especially if the game is as morally ambiguous and exploitive as an anime fetish murder simulator
>>
>>166809514

First, they would need morals
>>
>>166809325
>>166809404
>>166809514
Truly, a debate worthy of the Greek scholars of old, Aristotle trembles at your rhetoric, both of you.
>>
>>166809156
>it makes sense for that intermediate representation to be mostly intact.
There is an implication that few optimizations can be performed in an architecture agnostic way. That doesn't sound reasonable. But I can't find any treatment on this subject.
>>
>>166809553
I mean, I don't care about YandereSim but that game is light shit compared to all those games that are literally indiscriminate murder of people like GTA.
>>
>>166809325
that's like your opinion man
>>
>>166809618
its probably that the goal of the game is to kill people who are underage
>>
>>166809618
But it is better for laughs to have it banned, seeing eva's behavior on the topic.
>>
>>166809618
>YandereSim but that game is light shit compared to all those games that are literally indiscriminate murder of people like GTA.

Except in GTA you aren't murdering school children.
>>
>>166809606
No, no, that's not the issue.

The JIT can potentially do a better job than any ahead-of-time optimization because it can measure and reoptimize as the program runs. If the JIT's input is already optimized, there isn't much left for the JIT to do, and so it kind of defeats the point.
>>
>>166809656
That makes more sense.
>>
>>166809679
What about games like DanganRonpa and other anime games where children are being murdered and killed all the time? People stream those all the time.
>>
>>166809618
It's the strange culture we've accrued, where violence is seen as more acceptable than sexualisation. You can depict a person being brutally murdered, an act which almost everyone would consider morally abhorrent, but depicting two consenting adults having intercourse, something which most people would consider to be a pleasurable and fine act, will give you such a restricted rating that you're effectively not shown.
>>
>>166809618
Yanderesim is worse than GTA because
>underaged characters
>Anime (misogyinstic)
>Interactive (it's not like danganronpa where you're just a witness and are negatively affected, you're actively trying to murder underage anime girls)

I'm not saying the game shouldn't exist, I'm saying the sanfran liberals who run twitch are within their rights to ban it from their service even though I'm not personally offended by the game
>>
>>166809720
Player isn't the one doing the killing there, and is trying to find out the real culprit.
>>
>>166809664
Post eva's other shitty works pls.
>>
>>166809720
does the player do the killing in those games?
im not sure how deus ex has gotten away with it for so long though. maybe since politicians never heard of it
>>
>>166809747

Banning the game isn't the problem. The problem is banning the game while refusing any attempts at communication.
>>
>>166809820
They have no obligation to respond to communication

It's a shit move but they're not breaking any laws. Whining about it is idiotic.
>>
>>166809747
So wait, children being murdered is A-OK as long as you're not the one doing it? That sounds pretty backwards since if they care that you're simulating the act of murdering teenagers, then surely them being murdered at all is just as bad. Where is the line drawn? Both are awful in the sense. Why is pretending to kill adults okay but not teens? Morals are pretty fucked.
>>
>>166809820
I don't see any reason for Twitch to respond to a ruling eva can not over turn.
>>
>>166809856

No one said they were breaking laws. "Whining" about it could potentially give them negative attention which impacts their bottom line (doubtful in this case, but not impossible)
>>
Damn, making simple AI is easy, but making AI that actually makes you go "wow that dude isn't 100% autistic" is pretty hard
>>
>>166809868
It's more or less a simple story hook. Murder victim can't communicate with the living, so figuring out the murderer is made into a puzzle.

Just look at Phoenix Wright.
>>
>>166809868
>Why is pretending to kill adults okay but not teens?

Why is a picture of a naked person on their 18th birthday okay but a nude pic of them one day prior makes them a sex offender?
>>
>>166809950

There was a nude scene in the 1968 Romeo and Juliet. The actress, who was not only nude but also underraged, wasn't allowed to see the movie
>>
>>166810042
Point being cultural rules are often illogical but good luck changing it
>>
i think society needs to have a talk about social media platforms in general. these platforms surpass countries in size, there should be a point where "muh houserules" stops being a thing and people become entitled to due process. the platform should establish crystal clear rules and make bans public and disputable. imagine going to jail because you said something offensive about a politician. it's a big no-no in civilized society yet, on the internet, getting banned on a whim because you somehow offended some infantile moron is a common practice.
>>
>>166809916
generally the trick to ai is to have a lot of animations and just play them when its appropriate
>>
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>>166810115

Some cultures have rules that are just dumb
>>
>>166810182
>imagine going to jail because you said something offensive about a politician.
germany does this
>>
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--->> P R O G R E S S <<--

A bunch of small stuff.

>Quick player redesign
>>less robot, more cute

>Reloading reticle animation :^)

>New enemy types, SMALL and BIG
>>Enemies drop exp according to their max hp: bigger foes give bigger rewards

>Started implementing multiple tilesets per level
>>Really rudimentary atm, will add transitions from tileset to another
>>Really ugly "stone brick" tileset

>>Enemies displayed on map for debug purposes


P O S T
R
O
G
R
E
S
S
>>
>>166809690
But by its nature, JIT is going to try and be as fast as possible. Doing some form of optimizations when you have the time to do them seems optimal.
>>
>>166810182
Many (/most?) countries will put you in jail for that. And the others will just disappear you if they really get rustled.
>>
>>166809126
>Online Game using RPG Maker VX or VX Ace assets
The RPGMaker license does not allow you to use any of their assets outside of their engine.
>>
>>166809743
>>166809747
>>166809679
>>166809656
You can kill kids in fucking Fallout 2
The only reason Yandere Sim is banned is because it's anime.
>>
>>166810369
i actually like that tileset
it looks decent and functional enough that you can focus on level layouts
>>
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>>166810279
wouldn't matter even if it did but it doesn't. it's possible that you'll have to pay a fine. however, that's not analogous to permanent suspension and, you're entitled to a fair trial.
>>166810607
civilized world? no, absolutely not. the western world is built upon the idea of free speech. you have to be able to express discontent with your government and insults are just a tool to do so. various countries have hate speech laws but again, you're entitled to a trial and you're not going to jail for life.
>>
>>166810182
> there should be a point where "muh houserules" stops being a thing and people become entitled to due process.

Actually, there shouldn't. These platforms are a service, offered by someone. Akin to throwing a party in your house. Sure they grew in size, but they are not even remotely comparable to countries because you can leave at any time and go to the competitor or create an alternative yourself. (Something you can't do when thrown in jail, so the analogy makes no sense.)

Rules were always as simple as they come, take it or leave it and vote with your wallet.
>>
>>166810801
>The only reason Yandere Sim is banned is because it's anime.
We know.
>>
>>166807978
Reminds me alot of HEXEN which is a good thing
>>
>>166781980
>kickstart ribbert
>work on another game
>>
Meanwhile while Yandere Sim is banned there are countless gamer girlz whoring their tits out and asking money for it.
>>
>>166808437
Did you get inspiration from WindWaker? I like the idea of aimlessly sailing the world
>>
>>166809126
Why are RPG Maker sprites always so ugly? There's always something about them that screams "BEGINNER" or "CASUAL". Like the kind of sprites you'd find in fan games or whatever that one would play. Even out there on resource websites and such, artists doing sprites for RPG Maker always draw in that horrible artstyle I can't stand it.

Is it just me? Do you guys find it appealing?
>>
>>166810182
Make your own website
>>
>>166806453
His chest needs to be way bulkier/more of a barrel like with the way you've set up the character. Shoulders that wide with a chest that flat is just weird looking.
>>
>>166811147
There is nothing wrong with tits
>>
>>166811147
What happened? He got banned out of Twitch because his game was deemed inappropriate but that's it, right?

Not the end of the world, can't he just migrate to another streaming service?
>>
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>>166805608
Blue Blazes
>>
>>166810872
The CIA is an icecream company.
>>
>>166811197
If you mean like in the OLD OLD Final Fantasy games like 1-6, if you mean THAT kind of sprite style than ya i agree they're to squished together and it feels weird and amateurish
but I really like socery's style of sprites even if I'm the only one here that does lol
>>
>>166783875
This is nice
>>
>>166810954
>>166811220
>alternative

platforms like twitter and facebook are clearly monopolies. there are no alternatives in the west. and suggesting that one should create an alternative to those is incredibly naive and childish.

"don't like china? just create an alternative bro xD!"

no. the bottom line is this. if you are fine with being at risk of being banned because you said something that happened to be offensive and some easily offended moron happened to overhear it and, if you don't think that people are not entitled to due process, then we'll never agree. it is incomprehensible to me. are you a submissive bitch or something?
>>
Daily reminder to exercise on a daily basis (Jogging, Swimming, Cycling) and drink a lot of water.

Remember to eat healthy food and try to avoid soft drinks/fastfood.

Only a healthy dev is a good dev
>>
>>166811592
It's not that hard to make a website
>>
>>166811592
or just dont stream games on twitch where you murder children
>>
OH FUCK YOU BLENDER CONSOLE WINDOW
>>
>>166811632
Stop posting these fat ugly niggers.
>>
>>166811592
>"don't like china? just create an alternative bro xD!"

I already pointed out why your country analogy is retarded and doesn't make any sense when compared to websites or streaming services. Your insistence on using it and centering all your arguments around it tells me you don't have any better arguments and it'd be a waste of time for this convo to go any further.

And you're talking as if there wasn't myspace, high5, yahoo or dozen other similar websites as "monopolies" before facebook and twitter, and as if there won't be many others after them.
>>
>>166811632
>used to go to the gym and lift 3-5x a week
>used to eat SUPER clean
>wake up in the late mornings
>best I ever felt and lost 70+lbs

Fast forward 4yrs..Now I get up if I'm lucky in the afternoon, usually late afternoon, used to work overnights at Mcdicks until I got fired, wake up in darkness and go to sleep at the crack of daylight, and notice I'm becoming more and more depressed and anxious and panicky and drained ALL the time.
Then I decided tonight to just to do some basic push-ups and situps and felt drained and exhausted but in a good way and rememeber that nice feeling..

Probably gonna start doing calisthenics again just for basic exercise at least. Will probably help me feel better

>Here's some boytoy candy..
>>
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>>166811954
>cough cough.. I mean "Anatomy models"
>>
>>166811647
Fuck, you're right..

brb, making billions
>>
>>166811149
Yep, pretty much. It's just for Comfy Jam, so it's going to be pretty small.
You'll sail around, meet some characters that will give you maps to find stuff underwater, go look for those and take it back to them.
>>
>>166811263
Yeah you're right. I noticed it myself while recording the webm. I'll fix that soon.
>>
>>166811197
It reminds me of good old JRPGs.
But I imagine the bad vibe it gives comes from the thousands of released Game Maker games with bad writing etc.
>>
>>166811647
really then why haven't you made an alternative to facebook yet? there's billions of dollars out there up for grabs. weird buddy
>>166811662
there are plenty of games where children die, why aren't all of them banned? clearly that's not why the game is banned.
>>166811773
you're arguing that facebook isn't a monopoly and that, if i were to be banned, i could just go to an alternative. which is factually incorrect. do you know what monopoly means? if you think that yahoo is an actual alternative to facebook, just stop replying please.

my country analogy easily holds against your retarded arguments.

once again, it comes down to the bottom line. you are fine with being banned arbitrarily without due process because you are a submissive bitch. i am not. i think these platforms should have crystal clear rules, they should be transparent in how these rules were applied and, people should be entitled to due process. forget my analogy if it's too complicated, i was offering an example of a space where society has already had this debate.
>>
>>166812106
It really isnt, I do that for a living.
Websites also dont sell well anymore unless its an application as a website like custom CMS and stuff.

Its the same like a game, if it looks nice but has no content it will not make money
>>
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>>166811954
make a game about your story and shill it on leddit

sell it as educational weight-loss game

you will be rich in no time
>>
>>166812272
>why haven't you made an alternative to facebook yet
Because I don't care about the problems you presented
>>
>>166812323
we u'r like the only person on the planet that doesn't care about billions of dollars xD

why do you even reply, just stop
>>
>>166812408
Are you out of arguments?
>>
>>166812323
>>166812272
https://en.wikipedia.org/wiki/Network_effect
>>
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>>166812296
You say that..
>>
>>166812664
https://en.wikipedia.org/wiki/Website
>>
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Kill me now. Exporting is such a pain in the ass in Blender.
>>
>>166813138
Ill not spoonfed it to you. Filtered
>>
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I want to have an NPC based on agdg in my game. He lives on a deserted island and tells you to look for his PC so he can dev again.
What should he look like? Visual reference welcome.
>>
>>166813178
So you're out of arguments
>>
>>166813178
>Anon
>Filtered
>>
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>>166811954
>Aggy Daggy gets fit

https://youtu.be/ZluwMzpFfEk

https://youtu.be/LxoqoGphvO8

https://youtu.be/TJUrciJSBZ8

https://youtu.be/ONTiDGjYCps

https://youtu.be/rIuBs69pOQo
>>
>>166772947
I for one like how busy it is, minimalism has grown boring with its overuse.
>>
>>166813382
>tfw I hate pretty much every food in that pic
I'm going to die young. At least I don't eat junk food so I'm not obese.
>>
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>>166813470
Why would you die young??
>>
>>166811518
Nah, sprites in old FF games (the original ones, not whatever shitty steam remake versions they did) were good, what I quoted on the other hand doesn't look very pro.

As for the sworcery sprites I wouldn't use them myself but I'm sure they fit some genres well.
>>
>>166813370
I've come to realize most of the shitposts in this thread are made by anonymous users. Maybe it isn't such a bad idea after all
>>
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>>166813225
>>
>>166812206
It's probably it yep. Still they often have bad color palettes, with no color cohesion, etc.
>>
>>166813560
Filtering all of anon would be a shitshow really. If you want that just go to the Discord.
>>
>>166813602
It would filter out most of the shitposts
>>
>>166813225
somebody post the doujinshi edit about dressing as a girl to program
>>
>>166812296
>BRB literally making Bodybuilding pixel art..
>>
>>166813725
Makoto a cute
>>
>>166774402
Congrats
>>
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>>166810369

>>166810809
Thanks. The tilesets are easy to change at anytime, I won't focus on them now.


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

Implemented ARMOR
>Diffrerent materials (iron, steel etc)
>Different types (light, normal, heavy)
>>Material + type affects armor rating

>Armor soaks damage, might make armor lose strenght over time

ALso dyingnd thread
>>
>>166774402
Omedetou.
>>
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>>166813757
Agreed.
>>
who's excited for comfy jam?
>>
>>166813972
Too abstract a jam for me
>>
>>166813172
are these all separate animations or what?

how do you actually export an animation for use in a game engine? I need a good tutorial
>>
>>166813997
okay make a comfy game about camping then
>>
>>166813997
Not as abstract as your game.
>>
>>166813794
What's the engine?
>>
>>166814190
I suppose that's undeniably true but not in the way you probably expect
>>
>>166814206
anon-the-bitch raper engine

it rapes bitch anons like you
>>
>>166814334
your autism is spilling all over the place, my dude.
>>
>>166814206
GM:S. u gonna copy me??

>>166814334
what the duck
>>
>>166797361
You just looked at it.
>>
>>166814112
Separated for each sequence, yeah. And where necessary exported for the weapon movement, but we share them where we can (for instance, the bolt/trigger movement on fire, aimfire, and fire from cover is all the same, so we share those instead of having separated exports).

Exporting is different depending on how games are set up. I've had some clients want the weapon rig and the arms rig to be combined. That's a really touchy area because of how different it can be on a per-game basis.
>>
>>166814189
This is where the problem starts. I'm not sure how to turn that into a game while keeping the scope small. Googling for "camping video game" gave me a different kind of camping (pic related), which is comfy in a way but probably not what the jam creator expects. Do you know any good example of a camping video games?
>>
>>166814685
you have a campfire and have to put wood in the fire or it goes out and you have to light it again or go to bed
>>
>>166814775
That might work
>>
>>166807364
You're missing the point. It sounds odd and wordy in this case. "Squirrel Sphere" is a stronger title than "Squirrel Sphere Nuts and Balls." That's my opinion.

In the case of Uncharted, the subtitle suggests something of interest that the consumer may want to learn more about. Since "Uncharted" as a title itself doesn't tell the consumer much, it makes sense to have the secondary title to garner more attention. It's indicative of a game that is a story-driven experience, like Uncharted obviously is.

"Squirrel Sphere," on the other hand, is a pretty apt title that tells you exactly what you're getting: squirrels in spheres. "Nuts and Balls" doesn't add anything meaningful to that. It's confusing at best. Even if there is a plotline to the game, people don't buy games like this for the story.
>>
>>166815503
I'll try to remember that as I blow my brains out while using it
>>
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So I changed him from helping boku at all to just tagging along for the ride, and being a bully is his character. (Somone on discord was upset that I had him be a tutorial NPC instead of letting the player figure things out so I changed him).

Eventually I want him to warm up to boku before the end of the game though.

It will be fun to place him on every level as he travels with boku and its optional story to see what he has to say although its mostly negative things about you.

I think it will be fun to, to save a new animal character at the end of each world and it adds to the NPC's with more optional story tagging along for the ride

though its easy to make a funny character who bullies you the entire game I have to figure out the character of the other 6 animals, eventually it would be nice to make them actually help boku near the end of the game or somehow throughout the course of the game to repay him for saving them.
>>
>>166801791
TomTom/10
>>
>>166808437
A nodev - his animu figurines collection.
>>
>>166816149
>Someone on discord was upset [...] so I changed
Not going to make it
>>
>>166816331
I figured he was right I'm slipping off I shouldn't have a tutorial NPC and treat people like they are dumb.
>>
>>166816389
Tutorials aren't necessarily about treating people like they're dumb. Handholding != tutorials.
>>
>>166816530
Yeah but I rather "tutorial" with level design instead of text really. Helps the puzzle game aspect further.
>>
>>166816389
but people ARE dumb
>>
>>166816149
Make it so we can push the cat off the cliff every time and we've got a deal
>>
My Visual Studio trial ended, what's a good IDE for MonoGame? MonoDevelop? IntelliJ Rider?
>>
>>166817013

Use the Community Edition, it's free.
>>
>>166816149
is bad grammar part of his character?

explaining the rules is actually just a tiny bit of effort and will prevent a considerable amount of frustration when it comes to first impressions, especially for people who might not be as experienced with video games. let the strong, independent elite players skip the tutorial if they want to, don't be lazy.
>>
>>166817102
DO you know where I can find a free grammar checker or something? Engrish problems
>>
>>166814685
>Best camping cozy game is STALKER by far hands down..

https://youtu.be/UYKLGX9-_4Y

https://youtu.be/By1b2GLzDUA

https://youtu.be/Ojxtyyhv0bs
>>
>jblow doesnt like mario64
>didnt even get past bomb-omb

Nu-devs are such trash
>>
>>166817281
try www.hemingwayapp.com
>>
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Man he still looks like an alien even though I followed a tutorial for pretty much all of the face. 3D modelling is hard
>>
>>166817397
forehead's too large
mouth and jawline are wonky
>>
>>166817583
Yeah. Gonna try to make some changes and then probably move on to another model instead.
>>
>>166797706
>you can sell a game on art alone if the art is good enough.

Reminder:
https://www.kickstarter.com/projects/1338986832/sealark-an-oceanic-adventure-game/description
>zero gameplay
>raised over 10 times the goal
>>
>>166818006
>Sealark is about a girl who really likes to fish! She is the last fisherman in the whole world! A world that is flooded, populated by only fish people, and of course, fish. And talking birds too, I guess. The point is that the fishing is really good! Until one day, our hero Dove finds a strange boat, and everything changes.

some top notch writing there
>>
AND THEN EVERYTHING CHANGED
>>
None of my assets are working with lighting in Unity properly. Every guide I'm using just says you need to set the object to static, but it doesn't work for my models. It only wants to work with Unity's default objects. Is there some crucial step that I'm missing?
>>
>>166808668
>Are you saying there is no optimisation compared to a the raw code?

basically yeah, the point is just having a language that any .net language can compile to, and then having a single compiler that can compile and optimize that

many compilers use this kind of intermediary language approach to support many different languages with low effort on the intermediary compiler stage
>>
>>166818006
>game had to be done almost 4 years ago
>there was only concept art and a video and a song
>still no music, still no gameplay, still not at even 50% of completion, has only posted 3 times in the last year on tumblr, last KS update was a year ago and she's spending her time ranting on twitter
Imagine if you dropped 40$ on this.
>>
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"The need to feel pleasure was once satisfied by human beings. Now, we can implement the same functionality with hands"

It's taken me all week to model, unwrap, and rig this pair of monstrosities. It's nice to finally be able to pose them.
>>
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>>166818809
robot arm is almost as bad as warning colour hair for special snowflake status

delet
>>
>>166817397
start by turning off subdiv, you won't be using that for a final game
>>
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I don't think modelling is my thing.
>>
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>>166816149
>it's another spineless dev changes everything based on a single post episode

rotate 2.0
>>
>>166819289
Use more polys
>>
>>166819289
it's a start, don't be so hard on yourself
>>
>>166819289
That doesn't look bad though. Just fix the head and the hands a bit, the rest is fine.
>>
>>166819289
Use less polygons
>>
>>166819414
>>166819414
>>
>>166819410
>>
>>166818791
>>166818006
It would be your own fault for being tricked by a game with all art and no gameplay footage.
>>
>>166819507
>>166819513
>threads created ONE SECOND APART
for fuck's sake
>>
>>166819507
>>166819513

now fight to the death
>>
>>166818006
is there something I'm not getting here? the video is just the same thing for a minute and a half

whats the game meant to be?
>>
>>166819618
But fighting to the death is not very comfy.
>>
>>166819636
The game is meant to be [idea guy stuff by someone who dreams up vague ideas but doesn't know how to implement them]
>>
>>166819447
fewer*
>>
>>166819440
What should I be changing about the head? I feel like it's not tall enough, but I'm not exactly sure what's making it look so off.
>>
>>166819507
>>166819513
>animeposter creates thread 1 (one) (uno) second later
>but makes post 9 seconds later
damn this is close
>>
>>166819820
*second earlier
>>
>>166801126

https://www.youtube.com/watch?v=Pa-7a2gLDjI
>>
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>>166808437
Realy skinny guy on a small island= Strange ball with hair
>>
>>166818915
I find it fascinating you questioned the robot arm and not the other.
>>
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>>166819294
>>
>>166821071
Genius! I'm doing this for sure. Thanks.
>>
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>>166821552
>>
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>>166819294
>>166817102
>>166816331
OK now since you guys shitposted me all I have to do is meet the middle ground and change it up again.


I will make him saying mean things to Boku, BUT these things if you think deeply about them are clues on how to beat the level like webm example he tells him to go fall off the stage and die basically but theres only one spot without a fence to fall and actually falling down there is the key to solving the puzzle here.
>>
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>>166822472
>he does it again

give up
>>
>>166818006
>tfw will never earn this much money with gamedev
>>
>>166823748
Just hire an artist and make grand promises. No actual game required.
Thread posts: 778
Thread images: 135


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