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AGDG Amateur Game Dev General

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Thread replies: 803
Thread images: 180

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> 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
>>166967057

> 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
Source: https://developer.valvesoftware.com
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
>>
First for developing video games with Valve's Source engine.
>>
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>>167011098
>>
Excited to stop being a fuckin' normie hanging out with friends for their birthdays and be able to make video games tonight!
>>
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>>167011098
Report ALL source users!
>>
If anyone here has experience with both LibGDX and MonoGame, how do they stack up against each other?
>>
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>>166997181
----[ Recap ]----
Game: Clarent
Dev: Arikado, PHI
Tools: GMS, FL Studio
Web: https://twitter.com/ArikadoDev
Progress:
+ Clicked pixels for hours (new animations)
+ Idea guy'd
+ Testing & made a big list of things to fix
- Not much else
- Spending too long on animations
- GMS broke a bunch of crap
- Also my chair broke and it was one of those with pneumatic thing to change the height and it fucking exploded and thank fucking god I had metal plate there or my ass would've exploded and on same day my radiator's pipe broke and water fucking everywhere
>>
>>167011367
>Clicked pixels for hours

I can't believe clarentdevs have resorted to clixels smdh
>>
>>167011371
>danny has a new target
>it's a guy with a degenerative disorder
how low can one man sink
>>
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>>167011420
>>
>>167011371
>>167011452
What exactly is the cause of your obsession with endica dev and mothdan? Why must you continually bring them up?
>>
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>>166997181
----[ Recap ]----
Game: 23/Prometheus
Dev: GrandFaker
Tools: GM:S, GIMP, FL Studio
Web: 22verse.tumblr.com, twitter.com/GrandFaker, grandfaker.itch.io

Progress:
//Graphics
+ in process of total artstyle change (including main character design)
+ updated some cutscenes

//In game mechanics
+ made DPS calculators
+ made falling blocks much more fun to play with
+ added grace period (immortality while starting room)


//Technical stuff
+ fixed some bugs
+ updated controls
+ little optimization things

//Other
- I'm sick, have a fever and can't work at the moment. Shit sucks.
>>
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>>167011452
>>
>>167011371
>>167011568
>this is allowed AND ENCOURAGED by /agdg/ and the mods

wow
>>
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>>167011668
>>
>>167011367
>Twitter
Why does the cool devs feel the need to be fucking hipsters? Get on that damned Tumblr already like the rest of us.
>>
>>167011932
Some people actually want to sell their game anon.
>>
>>167011932
We were going to do that like 3 demo days ago but instead we devved.
>>
>>167011932
>Not having both
Enjoy having half the fanbase you could have, anon.
>>
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with audio
http://puu sh/tH6yg/488dee2169.webm

first and last webm about this simple project(player can still go offscreen..but thats a "Feature"),lets start a next project yay!
>>
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----[ Recap ]----
Game: Vikingirl RPG
Dev: Raflosti, SquareDev
Tools: Unity, Blender
Web: raflosti.tumblr.com, squaredev.tumblr.com
Progress:
+Dialogue typing effect
+Dialogue reads from XML file
+Dialogue doesn't start typing a word unless it fits in the box
+If the message is too long it continues to scroll down
+Dialogue replies appear and can be created in the XML file
+Clicking a reply button directs you to the appropriate next message according to the XML file
>>
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>>167012664
>>
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>>166997181
----[ Recap ]----
Game: RAVAGER (working title)
Dev: Oakleaff
Tools: GM:S
Web: n/A
Progress:
+ Game is in a "playable" state with functional level progression
+ Multiple weapons, enemies and armour types
+ Random levels with secret areas
+ A quick & dirty "dynamic" lighting system
- Not that much content yet
- Secret areas not populated
- No enemy graphics
>>
>>167012664
>danny's still having a meltdown
how can he afford to do this all day, every day? does he have a day job?
>>
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Thoughts on pygame?

I want to make a game for a my final project in my CS course. The engines we're allowed to use must allow scripting in python, java or javascript. Unity is specifically not allowed for an unknown reason. Technically I could use c++ too but I've only used it for writing basic procedural programs when I was starting out.
>>
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>>167012959
>The engines we're allowed to use must allow scripting in python, java or javascript.
>>
>>167012757
Didn't realize the inspiration for this was Tales of Symphonia. Mine is too, good shit, man.
>>
>>167012991
If I could do whatever I want I'd continue my project in GMS or try out LÖVE but it's not up to me. I also have limited time.
>>
>>167012959
it's essentially useless for a real game
but basically perfect for a school project
>>
>>167012959
unity's not allowed because they're tricking you into becoming enginedevs
run while you can

TUSSLEdev was using pygame but stopped cause it was causing slowdown
>>
>>167013131
t. nigger.
>>
>>167012959
>pygame
>nodev shilling
Unity is the ONLY way to make a game. Fuck off, nodev. You are NOT wanted here.
>>
>>167013198
What's wrong with your skin? Eww.
>>
>extreme shitposting thread
Is there an AGDG group without the memes and shitposting?
>>
>>167013198
UE4 is the ONLY way to make a game. You CAN NOT make a game with Unity, I repeat, you CAN NOT make a game with Unity, it is physically impossible, fuck off, nodev scum.
>>
>>167013273
the discord
>>
>>167013273
NOPE
>>
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reminder that shitposters hate anime and cute things
>>
>>167013336
The discord is worse.
>>
>>167013336
lol
>>
>reminder that shitposters with nogames, that flame, spam and attack devs are just jelly haters.
>>
>>167013336
is the source of the shitposting
>>
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>>167013336
>>
>>167013198
>unity
>only way

nigga what
>>
>it's still going on

thanks for nothing, mods
>>
>>167013619
I'd throw up at this too.
>>
>>167013619

why would we GO there then ???
>>
>You will not post any of the following outside of /b/: Trolls, flames, racism, off-topic replies, uncalled for catchphrases, macro image replies, indecipherable text (example: "lol u tk him 2da bar|?")
Bingo, sir.
>>
is there a way to filter posts that use > quotes but don't actually quote anyone
>>
>all it takes to ruin a longstanding community is one schizophrenic shitposter
>>
>>167013619
source a SHIT
>>
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----[ Recap ]----
Game: Project M
Dev: Adam
Tools: Unity, Blender
Web:
Progress:
+ Started working on enemy mecha AI
+ Identified current design flaws and started to work on solutions
- not a whole lot of progress
>>
>>167013101
Yes it is! Not sure how we can come close to the Tales games quality-wise, but we can try.
>>
>>167014165
>>167014193
Im somewhat new to agdg, why is there so much hate for source games?
>>
>>167014371
YOU! i like you, keep it up!
>>
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>>167014371
???
>>
>>167011012
>Source engine in the image
>not LibGDX or MonoGame
fuk u too
>>
>>167014484
IT'S JUST A PLACEHOLDER

>>167014465
Thanks m80, I will
>>
>>>/qa/984544
>>
>>167014498
So HL2 mods? Theres plenty of non valve non shooter source games
>>
>>167014417
because one guy keeps spamming it over and over and he needs to be permaed asap

the hate and the original posts are all one guy with extreme brain problems
>>
we should start numbering these threads.

we can totaly pass KSG
>>
>>167012959
Dynamic typing is arse, use a Java framework. LibGDX is fine.

Either that or look into whether Phaser (JS library) can work with Flow/TypeScript.
>>
>>167014743
why not just start at #4000
>>
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(Small) Comfy progress!
I implemented the ma UI in the game. If you open it while the sails are not folded, they will automatically fold so you don't crash into stuff while checking the map.
For now the only thing that gets updated is the player position, but of course when I finish working on the quest system, the position of the treasure and the quest giver will show up properly as well.

Also, I feel my landscape is kind of bland and monotone so what are somethings I can add to spice it up?

Oh and, I renew my request, is there any musicbro who wants to make me some pirate-y comfy tunes? Something celtic-sounding would be great too.
>>
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----[ Recap ]----
Game: Space Dementia
Dev: rez
Tools: SFML/C++
Web: N/A
Progress:
+ Started implementing wall running
+ Player now has 2 weapon slots
+ Player can no longer jump from slide line
+ Projectiles no longer deal multiple damage in a short time
+ Added melee plunge
>>
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>>167012757
>XML
>>
>>167014937
Bigger islands with forests and shit, maybe some stuff floating in the water, fish in the distance etc
>>
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Is this effect too strong?

i wanted to camera to shake when its cold. but the effect was too anoying. And having outside maps would be terrible.
>>
>>167015529
What you need are haptic shoes that make your feet feel colder when you're in cold environments. They should be showing up on Kickstarter soon.
>>
>>167014937
If possible try to make silhouettes of distant lands on the horizon, that should make it look less empty.
>>
>>167013619
This is old. Sourceposter was banned from the discord for starting random arguments with people, and his victim complex.
>>
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Still long way to go, but it's a pretty good start.
>speedrunning intensifies
>>
>he got banned
>shitpost with new IP appears
Really makes you think.
>>
If you make a game in libGDX, can you port it to android and ios?

Anybody has any experience with this?
>>
>>167015467
Sounds good. I was also thinking of having some seagulls flying around and disappearing in the distance.
I'll try making some more complex and big island, but it's such a pain to populate them with trees and stuff. I should try doing that in Blender instead of Unity.

>>167015610
Yeah I disabled it for the webm, but I have some "fog" which basically covers the far away lands showing them as silhouettes.
>>
>>167015660
>Sourceposter was banned from the discord for starting random arguments with people, and his victim complex.
Sounds about right.
>>
>>167015229
who is this cutie?
>>
>>167015927
Yes.
>>
>>167015927
Yeah it has desktop, ios, android, and HTML5 exports, iirc. You may need a mac to build for ios, I'm not sure.
>>
>>167014937
Add birds around land, maybe sea life splashing or murky/shadowy creatures pass by your boat from side to side (Especially comfy if it turns out theyre a friendly creature like a dolphin)
add some rock to the ship and some sea-spray.
add some shadows cast from those rocky structures, maybe some vine or moss plant growth hanging down from them. add birds

Most importantly, add a cooler on the boat somewhere that the player character might open up and take out a drink if you idle too long, then prop his feet up and relax.
>>
>>167015806
The mechanics are cool but the animations feel goofy as fuck
>>
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WE MODS NOW
>>
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LEAVE THIS REALM AT ONCE, MORTAL
>>
>>167016449
>unavngivet
hejsa!
>>
>>167013619
>>167015660
Yeah he tried owning his identity as a shitposter like it was cool or some kind of meme but then made it extremely clear that it wasn't a meme and he really is a mentally ill asshole.
>>
>>167012223
Make your projectiles higher contrast, anon.
>>
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so i have this character here with multiple weapons and stuff and they stick to him just fine if i use a "child of" constraint. but the issue is when i want him to grab the sword and unsheathe it and swing it around.

maybe child of isnt the best method

i cant find a good tutorial for this or anything
>>
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>>167016562
I have no meaningful input but I love games where you can have multiple weapons of your own choosing hanging off your character model.
>>
>>167016562
you should probably have a bone to represent a weapon, then just animate the unsheathing, and switch the attach point from the sheath to the bone at an animation event when he grabs it, maybe even lerp the position of the weapon so there's no jump
>>
>>167016527
Well he appears to have finished another 8 hour shift and is probably sleeping now. Should be a peaceful thread until he wakes up.
>>
>>167016737
or maybe have a bone for each attach slot, that'd maybe look smoother still
>>
>>167016562
That sort of thing is usually handled in your engine rather than the animation itself
>>
>>167016562
What's the problem? In the animation where he picks up the weapon you decrease the weight of the Child Of constraint. I can't remember the exact name, but there's a slider there to tell you how much the object will stick to its parent.
>>
>>167016562
>tfw late for cosplay convention
>>
>>167016970
yeah but they seem to conflict even if both are set to 0
>>
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----[ Recap ]----
Game: Redlight
Dev: RedlightDev(working name)
Tools: C#/MonoGame, paint.net
Web: not yet
Progress:
+ New enemy
+ Scrolling background
+ New dash attack
+ New UI elements
+ Tweaked art
>>
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>>167016540
better?
>>
>>167017158
Not using unity anymore?
>>
>>167017423
I spent about a week trying to turn this thing into a top down shooter, but in the end it was too much hassle (also it would have been very similar to the upcoming Breaker game from Devolver)
>>
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I hope this and the main menu will be the only UIs that I have to make. Jesus Christ.
>>
>>167017538
>the upcoming Breaker game from Devolver
Devolver has a new top-down coming out? Googling "breaker devolver" isn't turning up anything relevant. Tell me more please.
>>
>>167017623
IMGUI
>>
>>167016562
you should make a stick bone. not a weapon, then animate the stick around

In game, all you do is atach the weapon model to the invisible bone. this way you can have multiple itens but the bone is the same.
>>
>>167017716
My bad, it's called Ruiner. I'm actually pretty excited for it.
>>
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>Can't make RPG since I'm not smart enough to make it mechanically interesting and not the same old bullshit
>Can't do strictly VN since that's boring if there's no interaction and gameplay
>Can't do VN WITH gameplay since I can't think of enough contrivances for there to be puzzles every while

It looks like I wasn't cut out for the indiedev lyfe, bros
>>
>>167018236
give it a crafting system
>>
>>167018278
zzzzzzzzzzzzzzzzz
>>
Anyone know any good Unity tutorials for making a DMC style game?
>>
>>167018236
>pure VN is boring

How can one man be so wrong? That said I'm sure your art and story telling is shit enought to make it boring.
>>
>>167018236
> can't think of contrivances for puzzles
"there are puzzles"

worked for johnny blow
>>
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tech for making skill tree ui complete, now i just have to boringly place all the nodes and link everything together
>>
>>167018482
AYO DAYLETE THAS
>>
>>167018482
IF IF IF IF IF IF IF
>>
tfw too tired to dev but dont wanna take a break day and lose momentum. what do
>>
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>>167018278
Snore.

>>167018450
That's where you'd be wrong. Writing is literally the only thing in my life I'm genuinely confident in.

But yeah my art sucks fat cocks. Maybe in a few years it'll be good, but yeah. If I ever got off my ass I'd need to pay somebody for now.

>>167018563
Nah maine. Can't do it. There's gotta be a reason, especially when awesome games like Ron Paul and 999 can do it.
>>
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>>167018739
Play Overwatch.
>>
>>167018901
that doesn't look like a diet recommended by a doctor
>>
>>167018859
in the witness the reason is "someone put a bunch of puzzles on the island"

it really can be that simple if you make everything else deep and interesting around it
not every single element of your game has to be literature
>>
>>167018654
lolwat
>>
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new weapon added
>>
>>167018739
Sometimes rest worth more. You might do double the dev if you are not tired.

Other than that, if you really want to dev, just do it. Force yourself and you'll get into it in 30 mins or 1 hour.
>>
>>167019187
looks great imo
physics bullets is cool as heck
>>
>>167019187
Make your game look like this and I'll buy it:
https://www.youtube.com/watch?v=fKlYyLZKllY
>>
>>167018440
None?
>>
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>>167018901
>overwatch
>>
>>167018440
>>167019435
How about breaking down your problem and looking for resources on more specific things like 3rd person movement or attack animations and combos?
>>
>>167019373
>Fuck yeah, FPS with fast movement
>Looks fucking good
>Suddenly cutscene takedown ruining everything
>>
>>167019373
thanks for reminding me that I'm almost as mad about this as I am about MML3. Stupid fuckin capcom
>>
>>167019373
This looks awful. Why the fuck would you want this?
>>
>>167019543
don't knock it till you try it
>>
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>>166997181
----[ Recap ]----
Game: A Smol RPG
Dev: polisummer
Tools: 3ds Max, Unity, GIMP, Audacity
Web: https://polisummer.itch.io/
Progress:
+ I'M NOT DEAD
+ character classes finished
+ branching dialogue finished
+ basic battle system half finished
+ can switch between fixed and player-following camera
+ battles in progress
- lost old character models and animations in a tragic hdd failure
>>
>>167019727
You're mad that some shitty looking game got canceled?

Go play MMZ if you want gritty mega man, go play Binary Domain if you want some game with robots totally unrelated to mega man.
>>
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I think I've found an aesthetic for my backgrounds. Will probably tweak the rest of the art around this new color palette. What do you think?
>>
>>167020061
What am I looking at?
>>
>>167020043
Er, Hard Reset.

Whatever.
>>
>>167019187
nifty
>>
>>167020116
An apartment building and a work-in-progress convience store (the sign is written with random symbols)
>>
>>167020043
>>167019821
Because it was being developed by same people who did Metroid Prime games...?
>>
>>167020412
Yeah, but it's not fucking Megaman. Make that an original IP and not slap Megaman's name on it just to sell it. That doesn't look even remotely like a Megaman anything.
>>
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>>167020486
looks like megaman to me
>>
>>167020008
whodev?
>>
>>167019373
>>167019187
Are you implying it doesnt?

Its the same fucking game basicly.
>>
>>167016210
what am I looking at?
>>
Anyone's ready to be comfy, here?
>>
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----[ Recap ]----
Game: Throbot
Dev: scarfdev
Tools: GMS
Web: https://twitter.com/scarfdev http://scarfdev.tumblr.com/
Progress:
+ added last months changes back to GMS1 project (dont get gms2)
+ have an almost good enough parallax system implemented
+ made a twitter which might be the opposite of progress but let's just call it marketing
- gotta start actually making enemies and set pieces
>>
Reminder that Bokudev is ripping off notch.
>>
>>167021314
reminder that chatfags are not welcome
>>
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>>167021314
Oh and looks like a fag please do not donate to his kickstarter I recommend that as the best feedback to him to cut his hair.
>>
>>167015229
>imply xml isnt a superpower
>>
>>167021458
>cut his hair
Hang yourself, worthless pile of filth.
>>
>>167021839
your dev name reminds me of tetrachrome

RIP
>>
>>167021897
>>167021458

no 21 year old should look like that
>>
>>167021314
>>167021458
>nodev jealous
killyourselfpls
>>
>>167021986
Commit suicide immediately.
>>
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woops used the wrong screen and forgot tools

----[ Recap ]----
Game: Project Dash
Dev: TetraLoofuh
Tools: GM:S, Blender, GIMP
Web: https://twitter.com/wild8900
Progress:
+ more original textures
+ engine optimization
+ nonunifrm terrain collision
+ text boxes and menus
+ tps aiming
- camera collision still calc heavy
>>
>>167021458

damn, you nodevs never give up do you?
>>
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----[ Recap ]----
Game: Matter of Business
Dev: Hamfist
Tools: Aseprite, Audacity, Godot
Web: -
Progress:
+ Project start
+ Basic city grid setup
+ Viewport in viewport setup
+ Camera dragging and zooming controls
>>
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>>167021458
I think they're cute tbqh
>>
>>167014371
Will this play like Armored Core?
>>
Is removing what I did this week because it wouldn't work counts as progress?
>>
The demo day room looks a little better than before, but I don't really know where to begin for backgrounds. Maybe some darker colored squares or something in semi-random places.
Also redesigned the main UI again because I tried to draw a face and I couldn't get it looking right. Probably should make those other character frames now, to prevent the character from floating in the air, and do some edits to the existing ones.
>>
>>167022608
it will be - progress (^,:
>>
>>167022675
Old HUD looked better.
>>
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>>167021458
>>167021314
If it makes you guys feel better I recorded this for you;
http://vocaroo.com/i/s08oV7bWXquc

Testing dragon fly AI :)
>>
>>167022870
>all that native lag
wew lag
>>
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This has probably been asked countless times, but

Should I start 2d or 3d?

Whats a good tutorial to start learning programming on?

im just a dumb lurker with a dream to make games
>>
>>167022757
I do agree, but leaving the circle that did nothing but take up space was feeling a bit odd. That, and the quickslots being on the bottom left seemed weird too. I was never too sure on where to put those.
>>
>>167023429
3d is going to sort of require a significantly greater investment in art creation than 2d, if you want to go that route.

As for how to learn programming, I don't remember how I learned really. Maybe pick a simple engine and start there?

People give gamemaker shit but it's not a bad place to learn basic scripting. and make a 2d game.

Personally I like unreal engine for 3d. I find it a lot easier to familiarise myself with it than unity for instance.
>>
>>167022675
dat subpixel movement
>>
I'm still fiddling with my UE4 third person camera setup, I need it in various positions, not always coming from the neutral one. I'm thinking of creating functions for the movement itself and conditionally call the appropriate ones inside the character blueprint, is this a good way of doing it? I don't know coding or game design so I keep second guessing.
>>
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What are your opinions on how should i draw turrets that deploy from the floor or the walls when the laser is crossed by the player?

I tried to draw HL2-like ground turrets but the perspective and the low resolution makes it hard. Any other ideas?
>>
>>167018859
>That's where you'd be wrong. Writing is literally the only thing in my life I'm genuinely confident in.

sure thing kid
>>
>>167023872
https://youtu.be/8yiD0f0x1bI?t=6m45s
>>
>>167024082
That's a good idea, though they look a bit big for what i intended, though i could have few types of turrets, thanks.
>>
my fucking unity doesnt want to update scripts anymore
any one had this problem before?

i google it and they said to deleate the library and open it again but that did not fix it.
>>
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----[ Recap ]----
Game: LockedMasts
Dev: Icedev
Tools: Unreal
Web: N/A
Progress:
+Framework logic and design pretty good now
+Travel between maps, building ships, saving/loading them for edit/sailing, options menu etc
-Still needs art, gonna leave that for now, sick of working on menus.
>>
Can you reorder your tumblr drafts?
>>
>>167021314
I guess boku isn't interested in sharing bants with us in the thread. We're just here to give him (You)s on progress posts. Good to know.
>>
>>167021314
>circlejerking at 3 am
>HAHAHAHAHA
>fucking rekt xD
How many of these faglords even have a game?
>>
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Can someone suggest some cool scifi weapon ideas? I have the usual repertoire of lasers, gauss rifles and exotic grenade payloads.

The more unconventional (in mechanics) the better.
>>
>>167024750
You get banned if you have no game.
>>
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Do you guys use any rules of thumb for poly-count when modelling characters and objects?

I'm using a lot of inset and bevel and I'm worried I might be creating unnecessary work for myself later on.
>>
>>167022375
It is similar but not a simple carbon copy. Like AC it's a fast paced TPS with mechs, rpg elements and loads of boosting but unlike AC only very few weapons will have lock-on, heavy emphasis on ground combat and it's kinda required of the player that he balances his machine around his own needs instead of just using cookie cutter builds.
>>
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Is Pepe copyrighted??

can i use derivate of Pepe commercially???
>>
>>167025134
I constantly remind myself there's no need for ridiculous optimization, it's 2017.
>>
>>167025134
You use as many as you need and then make LoD meshes
>>
>>167025134
>bad guys

can we not use this kind of framing in our games? othering people is not the way to go with defining opposing viewpoints in games
>>
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>>167025346
But expertly made low poly animations are SO FUCKING COOL
>>
>>167024894
Bullshit.
>>
>>167025342
???
this is not pepe
lern you memes bro!!!!
>>
>>167024894
No. Discord isn't that elitist
>>
>>167025342
Pepe is a character from a comic someone made
so you would potentially get into trouble if the author decided to do something about it.
>>
>>167025342
that's hot as shit
>>
>>167025342
She is kind of cute but putting your shoes on the chair is pig disgusting
>>
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>>167023957

What exactly do you get out of insulting internet randos? I mean, what's the best case scenario when you go out of your way to make a post like this?

More to the point, is it really that impossible for you to imagine? There are people in these threads who are pretty darn good at programming, people who are pretty darn good at art, people who are pretty darn good at music- is it THAT unbelievable that I would know how to write at least competently?
>>
>>167024863
Feel free to borrow some of my ideas. I'm inspired by Jak 3 a lot when it comes to exotic weapons.

Radiation Gun (mechanically like a flamethrower, Alpha, Beta, Gamma wave differences/ammo types?)

Dark Matter Gun (Shots explosive blobs that also negate gravity for a few seconds)

Antimatter Gun (fires white, slow-moving pellet that violently erupts when it comes into contact with something, also creates a vacuum effect on explosion)

Chemical Thrower (acid spitting gun, maybe selectively corrosive against metal/organics only)

>>167025346
Still tho...

>>167025524
THAT'S it! I've been wondering what I used to do 4 years ago back when I was still modelling. I completely forgot the term.
>>
>>167025615
You know what's even cooler? Expertly made high poly animations.
>>
>>167025652
>practicing quality control
>elitism
Not that they're doing it either way but still. It wouldn't hurt.
>>
>>167025804
That's boring and uncool.
>>
>>167025134
each point on the mesh you want to shade should be a vertex

each silhouette you want to define should be an edge loop

that's it
>>
>>167025819
Quality control is banning for low quality discussion
Banning for not having a game is elitism
>>
>>167026006
In the thread we have to be around nodevs because we have no choice. I don't understand willingly being around namefags who don't have games.
>>
@167025557

You won't get that (You) because I know this is bait, but my guys technically have no viewpoint, they're robots.

>>167025962
I also remember my modelling teacher telling me to avoid triangles on models built with poly, and vice versa. That I should stick to either tris or polys only.

Was he right? Will a few tris in tricky spots mess my model up?
>>
>>167026141
namefags aren't usually nodevs

nodevs can become yesdevs by lurking and participating

discord is not agdg, fuck off
>>
>>167026192
Tris and n-gons can be tricky when animating.
>>
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>>167019543
>>
>>167026141
Friend/fan simulator. Nodevs assist the circlejerk, fluff the mods and can happily stick around.
>>
>>167019031
Yeah but I don't like the witness
>>
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>>167025296
neat-o

i'm looking forward to its completion
>>
>>167026192
a tri is a poly, do you mean quads? at low poly tris can be very useful, at higher poly quads are easier to work with and subdivide nicer

you can stick to quad only if you want but I find you often have to add extra loops to keep everything quads, so that increases the polycount
>>
>>167026234
>namefags aren't usually nodevs
Anyone in chat is a namefag. Chat is full of nodevs.
>nodevs can become yesdevs by lurking and participating
? Do you have a game or not? If no you're not a gamedev.
>>
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>>167026270
Oh I see. In that case I'm not worried. Again I don't remember the terms for it, but since my characters are robots they're gonna be pretty easy to rig and animate since I don't have to do that thing where I have to adjust which polys the bones manipulate.

Mechanical joints fuck year.
>>
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We bomberman now.
>>
>>167026141
I don't undersand the problem with letting them stick around if they're not causing trouble
>>
>>167026342
any game without adventure game tier puzzles just picks puzzles and then retrofits the plot to them
>>
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>>167026549
aw yiss
>>
>>167026554
No problem I guess if all you want is a friend simulator.
>>
>>167026578
Yeah. I just like it when it's done well. E.G. 999 does it well, because they have to solve puzzles to not die in a fucked up Saw-game. Meanwhile, as much as I love Professor Layton, everybody nonsensically needs me to do their fucking logic homework.
>>
>>167026549
very nice
>>
>his engine isn't DOVT
>>
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log in then log ON
>>
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>>
>>167026956
that animation is so un-wizard

make something else
>>
>>167027076
hmm.. good point.
Any suggestions?
>>
Can furries do gamedev?
>>
>>167027289
No.
>>
>>167026956
So is this an actual MUD, or am I missing something?

If MUD, not sure how you plan to carve a player base out of the 50 or so extant players in the genre
>>
>>167027380
Is it because paws are ill-suited to using computers?
>>
>>167026141
I don't understand why people who think the thread is beneath them still insist on coming into said thread and crying about it or shoving their games into the thread's demo day when they don't post progress in the thread because it is, again, beneath them.

Such is the mystery of life, anon. We can still hold each others hand if you like.
>>
>>167023429
>Whats a good tutorial to start learning programming on?
Learn an engine. Don't think broad scope, you're here to make games so just focus on what you need to know, which is what commands do what for the engine. Brushing up on basic universal terminology is not a bad idea but past that you'll just bog yourself down with unnecessary information that will overwhelm and dishearten you.

Pick an engine based on what you want to accomplish. As far as 2D vs. 3D goes, Unity and Unreal are the top two choices for 3D games, while Unity and Game Maker: Studio tend to be the most used engine for 2D games, though Godot is slowly picking up steam in this area. If you have a specific genre of game you want to pursue then look up "(genre) engine" and you're bound to find something. Stay away from Source, and don't even dream about making your own game engine until you're at a point where you think you can handle that side of coding (which for you, as a starter nodev, will be next to never).
>>
>>167027453
No. Being a furry is a mental illness that denies use of any logic-based machines.
>>
>>167027221
something shiny and/or sparkly
>>
>>167027410
hey man, you don't know
maybe his game is the Aardwolf killer we've all been waiting for
>>
>>167023429
just like read sicp dude
>>
>>167027713
Didn't you just post this a few minutes ago?
>>
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alright so i made it so the weapons are bones with keep offset parenting

fug
>>
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>>167023429
>Whats a good tutorial to start learning programming on?

there is only one way to become a real programmer fast

open a win32 window, or whatever your system API is, and put something in it. it'll teach you everything you need to know to program effectively, documentation is solid and you'll get a good idea of how things work under the hood
>>
>>167027782
>legs are not attached to the hip
>>
>>167027831
The way to become a good programmer is to begin with a high-level language that will not let you get away with being sloppy. Something like Idris would fit the bill.
>>
>>167027947
worth it for the visual of his torso sailing forth
>>
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>>167027831
>win32 C
pls no
>>
>>167025872
shut up, nerd
>>
>>167027831
>fast
Now that's just a flat out lie.
>>
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>>167027947
arms as well. i do this because you can exaggerate animations in a single frame easily
>>
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>>167028073
>>167028017
time to man up, fuccbois
>>
>>167026851
I don't understand how that makes it a friend simulator
>>
everytime some stupid shit happens

https://www.youtube.com/watch?v=XHosLhPEN3k
>>
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>try to do lowpoly
>end up doing highpoly
It's like the 5th time I'm trying to get into lowpoly
>>
>>167028017
Rust doesn't allow you to be sloppy and yet it is also not particularly high-level. Idris is definitely going to be difficult for a new programmer unless they have experience with set/type theory, abstract algebra, etc.

>>167028170
All of these positives apply equally as well to Rust, without many of the negatives.
>>
>>167023429
Download an engine and follow their tutorials. If the code syntax is confusing you, go through Codecademy until you've figured out what a function is.

This sounds retarded and it's not the "best" way to learn, but it's less boring than the alternatives. Unless you really enjoy technical work, I would skip all the low level stuff until you've learned Unity/GM/some other common engine.
>>
>>167028464
rust is just restricted C with dumbfuck haskell terminology

>having to fight the language to use it is a positive
>>
>>167028367
have you tried using fewer polys
or putting them closer to the ground

get it
>>
>>167028569
Rust is nowhere near as expressive or powerful as Haskell, it doesn't even have HKTs.
>>
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Last update of the day.

Brekeable glass, Explosions, EXCITEMENT;
>>
>>167028569
Actually, someone starting out programming with Rust won't have a conception of how programming works in many other languages that they will have to give up, and so they will never have to fight the language.

>>167028602
Yeah, I'm still mad about that.
>>
>>167028569
also one of the big positives of learning C first is that nearly everything other than special snowflake languages like haskell uses its syntax straight up, so your skills will transfer much more easily to any given language you want to learn after
>>
>>167028293
You can go to any old chat room if you don't care who you're talking with.
>>
>>167027624
ok ill make it more wiz

>>167027410
>>167027627
Its gonna be a social mud, pretty much just a 3d chat room w more of an emphasis on giving people tools to interact w each other in dumb ways (spells,emotes, avvy customization) than on typical RPG elements.

If people dont like it we'll just use it as our personal dev chat so whatever
>>
>>167028702
Rust's syntax is not very different from most C-like languages.
>>
>>167028716
That didn't answer my question at all but I think I got it. It's because your friends have no games so a chatroom with people who don't have games is akin to a simulation of your friends. Did I guess it right?
>>
>>167025786
holy shit cant believe i missed this

what a sperg
>>
>>167014371
GIVE ME MOVING PICTURES OF THIS GAME
>>
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>>167011012
finally got blinking working, and can chose the color skin / lips / teeth you want now :)
https://youtu.be/OvmcWFIDRp4
>>
>>167029664
what the fuck
>>
>>167029764
the colors are temporary, i will swap them for natural shades later :)
>>
What language do I learn for game development
>>
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ayyy
>>
>>167029664
I didn't want to sleep tonight anyway
>>
>>167029950
i think she looks kinda qt :)
>>
>>167029929
c++
>>
>>167029036
Close enough lol
>>
>>167029929
lisp
>>
>>167029929
most can do it in some form, if your indy

gms for 2d
c# or c++ for 3d

are probs best since you will likely be using game maker, unity or unreal :)
>>
>>167029929
English
>>
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Any tips for my signs/billboards? I'm trying to use a different "language" but it looks really clumsy. Also, ignore the further back layers, they're nowhere near done.
>>
>>167029929
c++
>>
>>167029664
The "hello males and females" and constipated old man voice combined with your spittle into the mic make me want to FUCKING KILL MYSELF
Just thought you might want to know that
>>
>>167030354
please finish your game before you do
>>
>>167029929
source
>>
>>167030125
>>167030497
NNNNNNNOOOOOOOOOOOOOOOO
>>
>>167030354
im sorry i made you feel this way, pls dont kill yourself, you will always have a piece of my heart <3
>>
>>167030497
source is in c++
>>
>>167028164
>3s makoto
those grab full combos
so OP
>>
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----[ Recap ]----
Game: Project Rocket
Dev: boustrophedon
Tools: Game Maker: Studio
Web: https://http://boustrophedondev.tumblr.com/, https://boustrophedon.itch.io/project-rocket
Progress:
+Improved cutscenes
+5 new levels
>>
>>167029664
great self-portrait you human trash
>>
>>167029929
JavaScript

disregard all other answers
>>
someone give me a good free program to do spriting in

I tried aseprite but it kept shitting the bed. I just want something with onion skins.
>>
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howbout a refreshing Panta™?
>>
>>167030945
nah senpai
>>
>>167029934
WE

>>167030945
>using a web language for games
why?
>>
>>167030989
Krita
>>
>>167030989
http://www.piskelapp.com/
>>
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>>167030932
i just asked my daughter what she thought of being compared to me, and she said "eugh, daddy your so icky, being you would be like, gross, im going to the mall" and then stormed out with my credit card

i wish she respected me more, i did create her afterall
>>
>>167029664
i refuse to believe this is real, please tell me agdg being full of neckbeard autists is just a meme
>>
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now some new progress:
finished 3 levels
>>
>>167031040
>>using a web language for games
Because Unity
>>
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>>167028638
>Objective: Give someone a bath
>>
>>167031163
theres more videos, you can scroll through them if you like? :)
>>
>>167031220
unityscript is compiled to C#
>>
>>167031097
she didnt ask to be created, why should she be grateful?
>>
>>167030932
lol
>>
>>167031315
as easy as i created her, i could also take her away

and i dont think she would enjoy that
>>
>>167031304
Why learn C# when I can use the JavaScript I already know?

genuinely curious
>>
>>167031546
because c# is better
>>
>>167031464
>>167031315

i offered to talk her to the mall yesterday so i can supervise what shes spending all my money on

she replied "ew, dad gross, i dont want to be seen with you, im 14 now, im practically an adult" and slammed the door in my face and went to the mall with her friends

i just want her to love me back and stop spending all my money
>>
>>167031634
Could you be more specific?
>>
>>167031641
>>167031464
>>167031315
she will always be my baby girl <3
>>
>>167031679
OK, here are my personal reasons:
>The amount of shit you can actually do with C# is insane
>it looks nicer
>>
>>167031641
dont give her the credit card you moron. if she thinks shes an adult, make her work for it
>>
How do I make an isometric (baldur's gate, fallout) type game with game maker
>>
>>167031679
JavaScript is an utterly appalling language.
>>
>>167031854
what tasks should i have her do to make her work for it?
>>
>>167031679
curly braces
>>
>>167030273
If you want to just steal some runes here : https://www.reddit.com/r/conlangs/ is full of autitsts who make made up scripts

>inb4 reddit
>>
>>167031912
dishes, laundry, cooking, take out trash, fix broken shit, good grades, getting scholarships for college. fuck man, learn to be a father.
>>
>>167031828
>first point also applies to javascript
>second point is subjective

>>167031872
>subjective

>>167031919
what?
>>
>>167031928
If you copy the writing system I invented I'll sue.
>>
>>167031991
ok, i will work on all of these things :)

thanks for the advice
>>
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>>167031861
make a regular 2d game and pretend it's iso
>>
>>167032009
>what?
{your a faggot}
>>
>>167032039
Have your lawyers contact mine :^)
>>
>>167032009
>>subjective
>shitlang users hiding behind "it's just ur opinion!!!!" when their language is OBJECTIVELY garbage
>why are you using ether to anesthetize that patient, this other anesthetic is much better
>HURR SUBJECTIVE JUST UR OPINION
>>
>>167032129
>this image just blew my fucking mind

Am I too retarded for make game?
>>
>>167031872
JS is a hot slut. You just have to be cool enough to handle her.
>>
>>167032201
No, you just jumped into the lake without realizing how cold and uninviting it is
>>
>>167032172
so much anger, so little substance.
i think your main objection to js is most likely that it is both productive and easy -- the antithesis of all of 4chan, let alone this general
>>
>>167032129
What I am looking at?
>>
>>167032209
Sorry, I have too many neurons to be able to be satisfied with what started out as Scheme with extra chromosomes and only went downhill from there.
>>
>>167032139
so I should use C# to avoid curly braces?
>>
Javascript is bad because it's relatively slow for basic operations, has little in the way of direct memory management, its prototypical implementations are hot garbage and on top of all that it's not strongly typed. It's for shitters that only know js and arent competent enough to switch between languages easily depending on their projects needs.
>>
>>167032249
My main objection is that when trading off between performance and ease of use, JS like many dynamic languages chooses neither. It's shit.
>>
>>167032287
>Sorry I'm too smart to fuck this hot slut properly
That's what I thought nerd.
>>
>>167032385
you find JS difficult?
>>
>>167032378
>BUT ITS SO EASY LOLOLOL IM SUPER PRODUCTIVE MAKING BASIC WEBSITES WITH THIS WEEK'S FRAMEWORK EMBULAR BEARD REACT 7.64
>>
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----[ Recap ]----
Game: RAD Ross
Dev: Gnome Made Games
Tools: Gamemaker Studio
Web:
https://twitter.com/GnomeMadeGames
https://apollo.itch.io/rad-ross
Progress:
+ Did some work on a map system.
+ Decided to make things such as the slide or running unlockables.
- Glitch where the main character stops animating is present and no luck finding out how to change it yet.
>>
>>167032501
I'm someone else. Compiled languages are generally easier to use by a long shot, especially those with powerful abstractions.
>>
>>167032501
More difficult to write correct code in than something like Haskell? Yes. Yes I do.
>>
>>167032502
kek I love hearing rage towards webdev it's like old people complaining about ear gauges and dubstep
>>
Who ready to succeed at comfy jam here?

:D
>>
>>167032249
c# is going to make you more productive and is also easier because you get compiler errors and warnings to help you out
c# is also going to execute faster
the syntax of both languages is almost exactly the same, so there's not really any reason to use js
>>
>>167032263
The greatest RTS of all time
>>
>>167032614
>Haskell
say no more
>>
>>167032641
>lol y u mad that people like me are splashing in a big puddle of liquid shit and getting it on everything
>>
>>167032680
yiss
>>
>>167032730
I know what SC is but I don't understand how that photo shows it is 2D
>>
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----[ Recap ]----
Game: Jofers Games
Dev: Jofer
Tools: Unity
Web: www.jofer.co.uk
https://twitter.com/JofersGames
https://jofersgames.itch.io/
Progress:
+Im making her look better
-bugs
Progress:
+ Did some work on a map system.
+ Decided to make things such as the slide or running unlockables.
- Glitch where the main character stops animating is present and no luck finding out how to change it yet.
>>
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Making progress every day. Always more to do though. Some day this game will be finished. Some day.

The upgrade system is just about finished. Now I have to finish all the secondary weapons. Right now I have a shield, which comes up briefly and can block attacks and give you a window to counter-attack. And a boomerang type thing, that you can throw out and hit enemies with. I want to make 2-3 more. All of them will be unlocked as you play through the game.
>>
>>167031641
stop being a cuck and stop spoiling her. if you have to give her money then give her a limit. pls be baiting
>>
>>167032841
oh no, will it work with a gif, i picked the wrong image
>>
>>167032826
he just showed you tiles, each of the tile is just a texture and when placed together they "look" like it's isometric.
Units have different sizes but red boxes are collision boxes.
>>
>>167032826
the difference between 2d and iso 2d is simply in the art and how you draw and layer the images
they're both equally 2d
>>
>>167032882
I dig your artstyle but I'm not feeling that redish soil palette.
>>
>>167032967
Nope. You and your game are banned now. RIP
>>
>>167033031
not necessarily- if you simulate movement and collision on the z axis, represented by more height on the y axis, the game is technically 3d.
>>
>>167032909
i cant help it, i dont want to disappoint her

Her existence brings me more happiness then anything else in the world

Especially since mom passed away

I just want her to be happy, and shopping seems to be the thing she likes the most :)
>>
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>>166997181
----[ Recap ]----
Game: Ancient Saga
Dev: Plessy
Tools: C#/Monogame
Web: teamessell.tumblr.com
Progress:
+Did two hairs.
+Did the technique select screen.
+Started the technique loadout screen.
-Sick all well so dev was basically nonexistant, most of this is from last week, since I forgot the recap.
>>
>>167033036
Thanks. Yeah the dirt color... I've been tweaking it for a millennia and it has never been quite right.
>>
>>167033124
sure, but you don't have to do that
>>
>>167033051
dammit :(
>>
>>167033031
proper iso engines are able to have hidden objects and levels of elevation, starcraft is completely flat, but still looks good enough

compare RCT to SC for example
>>
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>>
>>167032909
>pls be baiting
are you baiting? i feel like you're the one baiting given you're giving parenting advice for a 3D model.
>>
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I have set up a system that allows me to declare city block configurations for different blocks in an external file. Blocks pick a (currently) random configuration and spawn buildings based on that. Currently thinking about making a tool that would simplify the configuration creation process, as currently I have to type arrays in arrays in arrays by hand.
>>
Are there any downsides to modeling everything together in a single Blender scene, then once it all fits together properly separating the individual meshes out at the end?
>>
>>167033320
shes more then "a 3d model" goog

shes my baby :)
>>
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>>167029472
>MOVING PICTURES
How about a webm?

Also, you can play the shitty DD12 demo
https://adam-baska.itch.io/project-m

It uses the old player models/skeleton/controls and has some bugs but it's pretty close to the current version.
>>
So is JS still forbidden if I want to make a browser game?
>>
>>167029259

epic :^))))
>>
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>>167033541
>>
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>>167029664
>>
>>167033625
>browser game
woah
it's like I've been transported back to 2001
>>
>>167029259
I was just asking a question though? Could you just be an actual human being for a second and not wrap everything you say in eight layers of irony and memes?
>>
>>167033625
Yes. Do not use JS under any circumstances.
>>
>>167033867
you're right, he should go back to 1980 and use C
>>
>>167033913
If you're so good at writing, how about you do it if you enjoy it, you mug?
>>
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A piece of advice for anyone doing anything creative, but ESPECIALLY making vidya:

Creativity flows along the path of least resistance.

Making it easier to not only design combo animations but reorder them has let me retune combo attacks in a quick and simple way. I replaced a XX*X attack anim with two new ones in a couple of hours, and as a bonus also got the shooting logic started and finished the basics of the weapon pickup object (it needs more particles and juice, but it's close enough for now).

The point is, making it easier to make combos lets me be more creative with them. I have better ideas for attack animations, and more importantly am more comfortable throwing them away (especially since they can be reorganized). That means better combo design, which means more fun mashing buttons.
>>
>>167033738
i would never kill my daughteru
>>
>>167034060
At what point did you come to the conclusion that I wasn't already, you fucking muppet?
>>
>>167034067
Hey, that's pretty cool.
Reminds me of KNACK AYYYYY
>>
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>>167031861
>>167032129
most grids can be simplified into a square grid if you try hard enough

look at what i found out some time ago while trying to figure out hex grids
>>
>>167033320
>>167033541
Guess I didn't pick up on him referring to a 3d model. Shows how autistic I am, haha
>>
>>167034175
Well you were whining about it, you dipstick. If you're so good at writing then why don't you buy yourself some more pens in case you run out? Why don't you get some paper while you're at it? Huh? Huh?
>>
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What the fuck is up Aggy Daggy nodevs?

I just implemented Dijkstra path finding, and I think I am pretty much done with logic portion of my game. I might plan on making the traversed graph have transitive closure so that the map is infinite and loops, but that would take a lot of time and I am hoping on wrapping this game up so I can move on to other greater things.

Need some ideas on how to make this shit beautiful and minimalistic. Suggestions?

Also, anyone have any inspiration on how I should style the title screen or logo?
>>
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>>166997181
----[ Recap ]----
Game: Unnamed campfire game
Dev: VampireDev
Tools: Game Maker, Photoshop
Web: https://vampiredev.tumblr.com
Progress:
+ Basic gameplay is done
+ Chat formatting is done
+ Basic networking tests are done
- Still have to mix everything
- Still have to clean up backgrounds
- Drawing tablet still dead
>>
>>167034376
Point out exactly where I was whining about it, you absolute mongoloid. I'll wait.
>>
>>167034192
I never played Knack, but looking at it now I totally see that.
>>
>>167034385
>Need some ideas on how to make this shit beautiful and minimalistic
Well, for a start, don't put anisotropic filtering on your fucking pixel art
>>
>>167034445
See all your posts above.

Why don't you buy a fucking pencil and an eraser too? I bet you might even have use for a dictionary and thesaurus from time to time.
>>
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>>167034448
cool idea, terrible execution

they focused on graphics and number of particles and the game ended being shit.
>>
>>167034621
Literally 100% of my posts are just telling you your a fucking twat. You're too dumb to even give a single example, because there are no examples. Blow your brains out, fag.
>>
>>167034445
Butting in for a second here.
If you're good at writing, why are you making a game instead of writing a book. If you don't have programming, design or art skills, why are you even bothering? You should be on /lit/ instead of here.
>>
>>167034749
>your a fucking twat
Nice one, writer boy.
>>
>>167034731
I mean, at the gameplay level Dixie is totally different (except I guess the brawler-platformer hybrid thing). Knack is sort of like PS4's take on TW101 (linear level design, strength changed by agglomerating parts together and you lose them if you get hit). Dixie is kinda like Bayonetta-Kazooie.
>>
>>167033541
I thought you were talking about a real life daughter.

kek
>>
>>167034858
>suddenly posts I'm making at night on some shitty imageboard contribute to actual creative output

as always, give an example or kill yourself.
>>
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>try to quit sugar
>getting intense headache,feel anxious,sweaty
>google how to reverse sugar crash
>"eat some candy"

im never going to finish my game
>>
>>167034927
>so buttflustered he can only respond with "kys pls, pretty pls"
>>
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>>166997181
----[ Recap ]----
Game: Path Finder
Dev: PathFinder Dev
Tools: Javascript / webGL
Web:
Progress:
+Added AI
+Implemented Path Finding
+Optimized Engine and stabilized fps
-Tfw no gf
>>
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>>167034928
>agdg
>writing
pick one
>>
>>167033738
>gogem getting off to the thought of killing children
How quaint :^)
>>
>>167035006
>so buttflustered he can only respond with memes instead of actual arguments

Keep writing shorter and shorter responses. I really like the way you don't capitalize- it totally adds to the flare of how little you care, you le master troll, you. Now, are you going to actual give an explanation or genuine argument, or are you just going to keep shitting up the thread with vague insults?
>>
>>167035145
brevity is the soul of wit
>>
>>167035145
>>>/lit/
>>
>>167035237
k
>>
>>167034928
quit:
coffee
smoking
sugar
soda
bread

and take a week off to recover from withdrawals
>>
>>167034731
That's fucking insane. Looks like another case of devs assuming the player is also on a 32 gig memory workstation.
>>
@167035292 (You)
>>
How the FUCK do I think of a dev name? everything I write down is autistic and retarded
>>
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>>166997181
---[Recap]---
Game: Unnamed
Dev: Yama
Tools: Unity
Web: None
Progress:
+Got back on my ass
Planning:
+Upgrades fleshed out
+Euphorique mode fleshed out
>>
>>167035349
It was a PS4 exclusive launch title
>>
>>167035374
name yourself autisticretardeddev
it's okay nobody cares
>>
>>167035374
"Retardev" has a nice ring to it.
>>
>>167035349
>RAM has anything to do with particle performance

time for bed grandpa
>>
>>167035349
still runs better than that black tigger game on ps4
https://www.youtube.com/watch?v=uM523jjrvf4
>>
>>167035374
You mean like a pseudonym? How about one of these

>derpdev
>shitdev
>poodev
>neetdev
>>
You're just jelly about my sicky-wicky comeback.
>>
>>167035303
whats wrong with coffee? its just water and beans bruh
>>
>>167035303
I'd rather kms
not even meeming
>>
Keep dreaming.
>>
>>167035374
You don't, retard. anons give you a dev name if your game has good progress. Your name is anonymous.
>>
>>167035374
x-dev is a meme
>>
>>167035374
sounds like nodev to me
>>
>>167035303
>bread
This is the only one I can't quit.
Bread is so perfect and delicious, I can never betray it.
>>
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several maps of simple values or one big map of a struct that holds all the values?
>>
>>167035451
Shut your face bitch.
>>
>>167035451
>not enough RAM means things get paged out to disk more often
>slow as fuck reading them back in
Learn how computers work before posting here.
>>
>>167034385

Looking for critique on art style. Plz respond. Nodevs need not reply.
>>
>>167035697
of course you can't, bread is literally opium
>>
>>167035653
>anons give you a dev name if your game has good progress
Nonsense.
>>
>>167035742
Most of the PS4's main memory is not paged. OOM is a very real possiblity.
>>
Just tell me, as one human being to another, why you've gone out of your way to be mean. I genuinely want to know. Does it feel good to try and upset other people, or do you find it funny, or what?

I'm not being a douche, or sarcastic or anything. I really, truly want to know because at no point have I ever wanted to just insult people or try and rile them up for no reason whatsoever. The thought had not occurred to me. So, if you could for just a moment act like a normal person and satiate my curiosity, that would be awesome.
>>
>MFW realise how everything works behind the scenes
>too lazy to code
kys mys fys
>>
>>167035710
Out engie weeb out!
>>
>>167035742
how much memory do you think a particle takes up?

do you even know what a hard fault actually looks like? because it's not just dropping the fps
>>
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----[ Recap ]----
Game: 32-Adventure
Dev: Brainletdev
Tools: GM:S
Web: N/A
Progress:
+More rooms
+Level system
-Can't figure out a reliable armor system
-Boring right now
>>
>>167035878
same, no reason to insult - not insulting, if anyone does otherwise then they are :
1. IQ<95
2. Psycho/Sociopath one way or another
>>
>>167035770
Didn't you read my reply?
FUCKING REMOVE ANISOTROPIC FILTERING FROM YOUR SHITTY ARROW YOU COCKY CUNT
>>
>>167035303
>not living off soylent
eating is a waste of time
>>
>>167035943
it's not for an engine, but an entity
>>
>>167035742
>>167035876
And by that I mean that if they were running over the available memory, they'd have to stop the game (most developers just assume it will never happen and let it crash).
>>
>>167035954
>how much memory do you think a particle takes up?
The fuck? hahahaha
>>
>>167035462
I checked and rechecked 10 times that that's on the real playstation youtube channel
like, how
>>
>>167035710
One map, obviously. Otherwise you do multiple accesses when you could have just done one.
>>
>>167035964
Then why?
>>
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>extremely slow progress
>haven't opened editor for 3 days

To be fair I have no idea what to do.

I've been playing back a bit the old gb zeldas and snes action-rpgs and just realized that what makes them interesting is the merging of both the exploration and the combat than the combat itself.

Added another girlie idle pose at the end because bored.
>>
>>167035462
Do people just not give a shit anymore? Was someone blackmailed to greenlight this?
>>
>>167036264
Is it wrong that I'm mildly attracted to her?
>>
>>167036264
diagnosis: terminal nodev
please help I'm in the same boat
>>
>>167036093
fps is a social construct
>>
>>167036303
>this is an anonymous imageboard
>people say what they want without consequences
>FUCK YOU NI-
[user was banned for this post]
>>
>>167034441
No man, you stop right there and go back to making my vampire waifu more waifu.
Joking aside, it looks good, what will be the gameplay though besides picking the logs and feeding the flames?
>>
>>167036324
It means he's a good animator, well done >>167036264
>>
>>167036389
Well, since time is an illusion the human mind creates to interpret our perception of space the time derivative of frames could be interpreted as a construct, yes.
>>
>>167036414
teehee
>>
>>167036303
That's not what I'm saying and you know it.

I'm asking what's appealing about being completely needlessly, pointlessly, and groundlessly cruel. It's not like you have a complaint and are voicing it proudly- you're just shitting all over me without any rhyme or reason. You know nothing about me, but for some reason you find enjoyment in attempting to rile me up.

And my question was, again, why? I just wanted to know the origin there. Is it funny? Is it empowering? I would like to know the reason someone would go out of their way to try and make a complete stranger feel bad.

This has nothing to do with being able to say nigger or faggot or voice unpopular opinions, so don't give me the safespace argument.
>>
>>167036264
>I have no idea what to do.
man, me neither
I guess this is what game designers are for
>>
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>>167036303
>people say what they want without consequences
[Deleted]
>>
>>167036568
That wasn't even me, anon.

I was just trying to get you to go away and write.
>>
>>167036623
Fair enough.

But if the anon in question is still here, I really would like to know, just, psychologically, from where the drive for cruelty derives.
>>
>>167036187
elaborate

I'd have to unpack and replace the struct every time, wouldn't that be slow too?
>>
>>167036747
>I'd have to unpack and replace the struct every time
what??
what language are you using
>>
>>167036747
No.
>>
>>167036812
in every language that I know of, reading a struct creates a copy, and to write you have to read values from the copy, make a new struct and replace the old one to modify it
>>
>>167036093
>>167036307
still not the worse one
https://www.youtube.com/watch?v=U3vr4El4cmI

fuck me. just fuck me
>>
>>167036724
A lot of us are frustrated in our daily lives. Whether it's frustration with a jerkass boss, idiot coworkers, some asshole cutting in line at the store, the car in front of you going 30 in a 50 zone on your way home, never getting responses to job applications, or any other indignity that you're not allowed to rage at in polite society.

The anonymity here allows us to vent and take out our anger on others. Don't take it personally.
>>
>>167036905
You are seriously overestimating how expensive this is. Compared to almost everything else you will ever do, it is virtually free. There's not even necessarily any copying involved.
>>
>>167036324
>>167036418
Hips + girlie manga poses.
I actually had to drop 5 or 6 idle poses because when done they were actually borderline lewd hentai-ish

>>167036371
>>167036570
>I guess this is what game designers are for
No joke.
I can code pretty much what I want but I always get stuck whenever I have to start to think of level designs.

But for here I'm just trying to keep a simple gameplay for the comfyjam but a simple combat system just bores me.
I think I've lost the ability to think or make simple games, even my webm above has things like combo attack cancelling.
>>
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>>167036918
anyone can make it in 2017
>>
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>tfw progress is so slow you post only once a week
>>
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>>167037052
>>
>>167037052
I know this feel
except it's been this whole month and I haven't devved
what is wrong with me
>>
>>167037052
>tfw have never posted progress
>>
>>167037037
and a plus
that game is a SEQUEL.
>>
>>167037286
How much money have they made?
>>
>>167037341
enough to make a sequel i guess
>>
>>167036905
>in every language that I know of,
I'll ask again
what language
because that's not how it works in most languages
>>
>>167037478
c#
>>
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>>167031005
teach me how you did models please
i love that style

pic not related
just some shit i worked on
>>
>>167037501
In C# structs are still heap-allocated so no, you're not making a copy at all. It's a pointer offset and read/write for each field. That's fucking it.

Compared to looking something up in a map (probably by a string key at that, you animal) you could do that thousands of times and not even have it come close.
>>
>>167037501
that's not how it works in c#
>>
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>>167036905
>>
>>167036918
>low resolution ratings icon
how the fuck does that even happen
>>
downloading GM:S 2 right now. did they fix the room editor?

also I own Studio, will I get 2 as well or do I have to pay?
>>
>>167037517
prety sure it uses a ancient techinic called "low poly"
>>
>>167037593
in c# structs are value types, meaning if you pass a struct it will create a copy rather than a reference, just like passing an int in any language for example

in low level languages you could make a pointer to a struct I guess

also in .net there is no "heap", the runtime decides where things go, there's several levels, an object could be right on the stack or ready for deletion depending on a number of factors
>>
>>167037778
that can not possibly be correct.
>>
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>>167034527
>>167035974

kys it's a shitty place holder :^)

Anyone want to critique the ART STYLE? Any recommendations for the color scheme or what I should replace the ship with? tyvm
>>
>>167037778
Okay, you're right about structs being not necessarily heap allocated but that doesn't change anything. I guaranfuckingtee you can access an element of a standard container by reference if a copy is unnecessary, not that a copy is going to be significant.

>also in .net there is no "heap", the runtime decides where things go, there's several levels, an object could be right on the stack or ready for deletion depending on a number of factors
If it's not the stack, it's the heap.
>>
>>167037921
...what art style?
>>
>>167037921
I agree, there's not really a style to it. GPS/10. Perhaps you should skin it to something meaningful?
>>
>>167037921
>almost silky smooth lines
>garbage pixelated cursor
"no"
>>
>>167037921
It's a bunch of lines and an arrow. Anyone can draw that. Make it look not so basic.
>>
>>167037775
I have made some low poly models
im talking the textures and shaders...
>>
>>167037963
>>167037909

https://msdn.microsoft.com/library/8b0bdca4.aspx
>>
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anyone here has thoughts on Torque game engine? is it worth looking into?
>>
>>167038432
Are you a fucking retard? The point is that even if structs are copied it's a million times better than looking up in multiple maps.
>>
>>167038458
the codebase is pretty confusing
>>
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>>167038125
>>167037982
I mean when you look at vidya games like Super Octagon, sure the principle behind the game is really simple like in my game, but the dev made it look like some weird shit with the pulsing colors and tilting camera.

Obviously my game is not as "bouncy" as Super Octagon, but maybe I can do some weird color interpolations when the player is traveling between nodes? Maybe I can make the color of enemies different colors depending on how close they are?

Also, what do you guys think if I invert the color scheme, so that the background is black and everything else is neon like in Super Octagon?
>>
>>167038502
sorry I guess I must have confused you, I meant map in the literal sense of how you'd have for example a texture map and a normal map or something, not the map data structure
>>
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----[ Recap ]----
Game: Locked Masts
Dev: Icedev
Tools: Unreal
Web: N/A
Progress:
+Framework logic and design pretty good now
+Travel between maps, building ships, saving/loading them for edit/sailing, options menu etc
-Still needs art, gonna leave that for now, sick of working on menus.
>>
>>167038689
So...an array?

In that case, which is more efficient depends on your access patterns. If you use fields together, put them in a struct. If not, and you iterate through all the things a lot, put them in separate arrays. This is basic cache optimization.
>>
>>167038790

>>167024254
Fixing naming error, post too old to delete now, please ignore the other one if you notice this Recap-Man.
>>
>>167038649
>repeatedly call it "Super Octagon"
>pic is clearly a hexagon
triggered

anyways I can't tell what your game is about: in super hexagon the theme is the music, so the visuals can afford to be winamp-visualizer like, but to pull that off in your game you need a theme that justifies the lack of art
>>
>>167038458
Holy shit that engine is still around?

I remember playing with it in 2004, it had spectacular out of the box multiplayer back then. But compared to Unity it was a total joke. Still is I'm sure.
>>
>>167039916
It became open-source, and more or less modernized. But I don't know if they fixed it regarding ease-of-use
>>
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>>167037052
>tfw progress is so slow that you post almost everyday with dumb, uninteresting and otherwise unimportant shit like "hey i chose fonts for the GUI" or "i'm embracing rixels once again"
>>
Why the fuck does Unity fuck up the normals on Blender imports? Is there any way to fix this?
>>
>>167037052
>tfw progress is so slow you choose to add an owl to your game
>>
>>167040314
it doesn't, default setting is to keep the normals
>>
I have a terrific game idea that I'm willing to give away for free.

Any femdevs here who have a skype so I can send it to you?
>>
>>167040314
make sure you baked any modifiers on your mesh

last resort, force Unity to recompute normals for it, in the 3d model file's import settings in Unity
>>
>>167040314
Just had this happen to me. Still haven't fixed it yet as I have other bugs to get on but

http://blender.stackexchange.com/questions/19325/why-is-my-mesh-inversed-when-imported-to-unity
>>
>>167040505
sent ;)
>>
>>167040281
no bully
>>
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Do you have any side projects, /agdg/?

I have a campaign for Shadowrun: Hong Kong and a sci-fantasy tabletop RPG in the works besides Rune Revolver but I haven't been paying attention to either for a while and I'm close to canning the TTRPG
>>
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>>167040505
>femdevs
>>
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when coding fake z collision, never ever use fixed values for bounding boxes for one object type and relative values for another type of object. Just spent like an hour debugging a dumb issue.
>>
>>167040732
>fake z collision
How can video game collision be real?
>>
>>167040505
fuck off with your double mouse bullcrap
>>
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>>166997181
----[ Recap ]----
Game: Fungus Amungus
Dev: Millien
Tools: Unity/C#
Web:
Progress:
+ Stopped enemies from trying to kill walls
+ Stopped the player from being able to walk through walls if they walk through an enemy first
- Still can't figure out why the map creator sometimes omits boundary walls
>>
>>167040281
Bottom one looks better imo.
>>
>>167040867
I think it looks better too but if I go with PP I can't have any detail on the guns whatsoever which SUCKS
>>
>>167040715
My brain holds two projects at most and one of them is dedicated to work these days ._.
maybe I should take up something completely unrelated to programming to see if it helps
>>
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how do I make GMS2 not look like this?
what the fuck is wrong with this font rendering?
>>
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>>167040779
funny funny guy. if an engine has built in support for 3d movement and collision I'd call it real vs fake self implemented 3d movement.
>>
>>167041096
install windows
>>
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>>167040715
A sadpanda tool, it's pretty much done, getting info on multiple galleries, download archives, multi-threaded scraping.
>>
>>167041175
i'm using windows.

but you just made me realize it might be my font rasterizer mactype.
>>
>>167041096
ew wtf is that workflow thing. reminds me of that shitty blueprints thing
>>
>>167041141
>if it's built in it's real if it's not it's fake
??? ???
>>
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>>167040505
It's probably garbage if you don't want the idea for yourself.
>>
>>167041096
You're zoomed out.
>>
I'm using Love2D and I'm trying to fit this grid on any screen resolution, but it's not working. It draws the grid with a very small resolution

function love.draw()
height = love.graphics.getHeight()
drawsize = height / 64


for x = 0,16,1 do
for y = 0,9,1 do
love.graphics.rectangle("line",x * drawsize,y * drawsize,drawsize,drawsize)
end
end
end

Pls halp
>>
Who /firstareaisaforest/ here?
>>
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-------- FORMAT
----[ Recap ]----
Game:mech game
Dev:idk
Tools:gm:s, GIMP
Web: n/a
Progress:
+ Enemy units can attack Friendly units on overworld
+All units in adjacent squares properly join the battle
+Data of capital ships( stored units, HP, etc) successfully carries over to the shooting segment
- defeated ships don't actually die on return to overworld map
- battles are triggered even when the player's mothership isn't being attack instead of being settled w/ rng
- ship placement on the battle map is too random
- dont have anything to show for additions yet
- still have to refactor code for delta time stuff
>>
this sugar withdrawl is killing me
>>
>>167040715
I'm trying to get into one but my artist friend can't decide what he wants to do I'm limiting myself to 3 months working on it, so it needs to be kinda small.
>>
In Unity, what's a good way to access data in a scriptableobject programmatically? I have an Item scriptable object, and from that I've made 4 items. I have a GameItem monobehavior object that has an Item public property I want to set based on a random number generator, but all of the online resources I read about for scriptable objects only talk about drag-and-drop editing that property in Unity, not about how to access that information during runtime.

Do I have to make some sort of container object that has a list of all my items, and then access that container and choose by index or something?
>>
>>167041375
I know that feel..
>Here have some peach iced tea..
>>
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>>167040779
I think he's referring to something like this.
>>
>>167041240
>>
>>167041616
my mouth is watering
>>
>>167041375
Time to get your sucralose on, famsterdam.
>>
>>167040715
my game *is* the side project


>>167041540
>Do I have to make some sort of container object that has a list of all my items, and then access that container and choose by index or something?

yup, that's one way to do it. if you don't feel like drag-and-dropping all of it to the container, you could have your container load all of them during startup by, say, putting all of your Item scriptable object files in a Resources folder and making it do Resources.LoadAll, or Resources.FindObjectsOfTypeAll. Obivously this is slow so you'd do it only once during startup of the game.
>>
>>167038827
the main thing is if I want to modify something that's two accesses with a struct but a direct assignment with separate maps, but the data is less coherent with separate maps. does this matter at all? separate maps might be easier to work with overall
>>
memory but with anime labia
>>
>>167041296
So first thing, this is an unnecessarily complex way to do this: what I do instead is I have a sprite that represents one grid square, and then I set its wrap mode to repeat and have it fill the screen and this saves on drawcalls and makes it easy to do custom grid types.

2. drawsize is actually how big a square should be if you wanted to fit 64 of them onto the screen, but you're only drawing 9, so naturally it wouldn't fill the screen.
>>
>>167041860
It's the same operations either way (two pointer offsets and accesses at best). If you are using the fields together all the time, you should put them in a struct.
>>
why do I keep coming back here
why do I think it's a good idea to make video games
I don't even like to play video games anymore
>>
>>167041856
Thought so. My idea then is to create an ItemDB scriptable object that has a List<Item> of every item made, then at runtime I can refer to that ItemDB list by index to load item data at runtime. But how do I refer to that ItemBD object? Should it be a monobehavior object that's persistent instead?
>>
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Daily reminder to believe.
>>
>>167042062
>list
>by index
>says map
>means array
man, you really need to learn some basics before you even start looking at making games
>>
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TFW went through the latest batch of scenes for this level and did the rough visuals for the non gameplay ones so now I have to go back to greyboxing before I can do do more environment art stuff.
>>
>>167041856
>>167041540
>>167042062

yeah that's one way. but here's another, a little bit crazy way: make another ScriptableObject call it ItemDB which will house all your items in a list. you could make an editor script that will do the Resources.LoadAll and put the values in an existing ItemDB file. since this list is saved into a file, you won't need to do a Resources.LoadAll during runtime anymore.

any of your MonoBehaviour scripts that need this ItemDB would then access it the usual way as a variable where you drag-and-drop the file to it.


>>167042227
I don't think he was the anon who was asking about the map/array thing, check the past replies
>>
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>>167042002
because they're nice distractions
>>
>>167042227
>Being pedantic for no reason when the data structure of a hypothetical implementation is obviously not the focus of what I'm talking about
How utterly useless. I didn't even say map. And you can access values in a list by index.

>>167042356
I was looking into making a custom editor. It would definitely make content creation way easier as well since I need to coordinate with my artist. That seems like the best way to do it. Thanks a lot anon.
>>
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>mfw thinking about the devs that didn't make it
>>
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one of my values is off...
>>
>>167042520
will i be one of them anon? im scared
>>
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>>167042520
pour one out for all the little indie studios holed up in some hole-in-the-wall office, never to find breakthrough success
>>
>>167042510
>And you can access values in a list by index.
lol
>>
A youtuber of your choice becomes interested in playing your game. Who is it and why?
>>
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>using a linked list over an array list (or obviously an array if there's no reallocation necessary) ever
>>
>>167043102
duncan trussel
>>
>>167043102
ryan jake labourn
>>
>>167043102
somewhat realistically? super bunnyhop

in my wildest dreams? dunkey

fanbase isn't pewds-tier but he's still huge enough to give enough exposure
>>
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>>167043102

Pewdiepie
Markiplier
Jack SepticEye

I'd like 10+ million free views to get my game exposed please
>>
>>167043102
cr1tikal because he loves to play shitty broken games
>>
>>167043194
Thanks for the advice, I'll keep in mind in case I need to do a lot of random inserts (after linear search)
>>
>>167043505
>cr1tikal
Solid choice.
>>
>tfw can't get ledge grabbing to work when moving left.
>>
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>>167043546
>>
hey I'm a bit new to this but I want to make a FPS game thats like skyrim but also like mincraft with the crafting system can anybody help me?
>>
>>167043546
>>167043631
And you don't have to shift all elements when you add or remove in the middle of an array list, that's only if order matters. You can just swap the element with the end.
>>
>>167041464
>>167042510
>my artist
>my artist
It just feels like the girls who can't help but use "my boyfriend" in anything they say.
>>
>>167043816
not a fan of this progress. keep trying anon you'll make something good eventually
>>
>>167043816
I want to do a small project, not alone, with someone. If you can't accept that, fuck a dick. I 1MA my main project.
>>
>>167042276
This looks cool anon, what kind of game is it?
>>
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Post dev music!
https://www.youtube.com/watch?v=1JRjzNm4cUc
>>
never played this garbage but soundtrack is kicking

https://www.youtube.com/watch?v=xWdwKSywlPM
>>
do i really need just need a globaltime variable set to 1 that I manipulate for slow mo and other shenanigans in game maker or have i been led astray
>>
>>167044371
>this garbage

goes to show that you never played it
>>
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>>167044234
Adventure game
puzzles/combat/platforming/exploration/npcs/bosses/dark souls style interconnected world design
>>
>>167044279
anco fan here
this isn't quite dev music but I hadn't listened to Centipede Hz until now and it's better than I thought it was

Campfire Songs is probably better for dev.
https://www.youtube.com/watch?v=Vb2-PJ7Y4BM
>>
>>167035532
Excess drinking could lead to a really bad gastritis.
>>
>>167013198
Fuck off, allow him to make a game with whatever. He's new.
>>
>>167034067
What are you doing different now than in ML with regards to the combo system?
>>
youtube.com/watch?v=XE_FXEwoRBA
>twitch i'll be nice to you just let my game on pls

He really can't let this go
why doesn't he work on his spaghetti code instead of making these pointless videos?
>>
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>>167041616
>>
>>167044841
If your game is dumb letsplay bait being banned is probably a death sentence
who cares tho
>>
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----[ Recap ]----
Game: Halycon Daze \\ Neon Knights
Dev: bokchoydev
Tools: Unity, Pyxel Edit
Web: http://bokchoydev.tumblr.com/
Progress:
+ Implemented some placeholder UI
+ We have a character info screen, character equip screen, and inventory
+ Fixed a problem with AI not path-finding around units
+ Icons for spells, characters, items implemented
+ Have patrol paths for AI now, easy to implement and change at runtime
- Need to work on line of sight/fog of war stuff
- a r t i s h a r d
>>
>>167044956
How many times do you plan on posting this?
>>
>>167044989
Don't worry friend, I finally did it right.
>>
>>167044918
What game is this? That mecha looks neat.
>>
>>167037052
Try once a month
>>
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>>167036416
Thanks. So far only that, (keep the fire alive to avoid monters killing you/spending time with other adventurers) since I want something I can finish fast. But since is a working template for something else, if people enjoy it, I could add more stuff to it eventually

And don't worry this is just a small break-project to tale some time and avoid burning out from the main game and to get/organize ideas, but I'll go back to vampire waifu very soon.
>>
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How do you tame a code monkey?
I've been doing my best for years, but can't seem to get the knack of it.
>>
>>167042965
>evil pants robots
>>
>>167043102
Mr. Clemps
I hope he would like my rpg.
>>
>>167045413
tell them exactly what you want
if they have to guess or fill in any blanks, you're not doing your job
>>
>>167045298
Who's this cutie?
>>
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----[ Recap ]----
Game: Everwell
Dev: Alloyed, Hertz4, SouthCX
Tools: love2d, aseprite, adb shell screenrecord
Web:
Progress:
+ Oendan-style click circles
+ Input abstraction
+ Android port
- turns out android is absurdly laggy
>>
>>167025342
Don't, it would be the lamest thing to put in a game ever.
>>167031005
FIIIIILTHHHHHH!
You may only drink Sprite and Root Beer.
>>167042965
Is the character rotated by the camera?
Is the camera controlled by the mouse?
>>
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>>167045706
How the fuck are they going to be able to make mechanics that feel good or add any juice if they can't act on their own?
Have they literally no drive at all?
I just don't fucking get it. How can man be so like a machine. Cold and dead inside, yet capable of "anything" with the right input.

I just want to work with someone capable of bringing my graphics to life.
I guess people capable of making good game mechanics and have a sense of aesthetics will always go 1MA...
>>
>>167043102
What I'd perfer (wouldn't give me a cancerous fanbase):
Cr1tikal
Dunkey
ItheMasterofDoomI

Shit that would actually get me noticed? (what would give me an extremely cancerous fanbase):
Pewdiepie
Markiplier
Other loud 10 Million Sub dipshits.
>>
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internet was down for a week so I spent the time practicing modelling and maybe do something for comfy jam
>>
>>167046007
because they're just doing what you tell them, that's their job
that's how all software development is

they don't magically what the fuck you want. you have to tell them.
that's why you've got to be specific and spell it out
they aren't going to attempt to read your mind, because there's only 1 way to be right and infinite ways to be wrong
and if they guess wrong, they've wasted their time developing something that you don't want
>>
How's MODO for 3d modeling?
>>
>>167046007
maybe your "code monkey" doesn't play games that's why.
>>
>>167046175
This

>>167046007
You sound like a shitty communicator. I am too but I don't go acting like it's other people's fault
>>
>>167045718
Vampire's Bit main character
>>
>>167046007
For 2ma partnerships to work IMO someone has to be wearing the design pants, if only because unsolvable disputes happen otherwise
If you don't want to do that then you should be ceding the initial "pick an idea" step to them so its their responsibility
>>
>>167046007
Because you still have to fucking tell them how to juice the mechanics. You're nothing more than a sterotypical ideas guy if you can't at least outline how you want the parameters of each individual mechanic to work, specifically and accurately.

Think of it like a calculator. It'll do the math, but if you don't give it the right numbers, it won't give you the answer you want. You still have to give instruction.
>>
Do you Unity people use navmeshes or just colliders?
My collab partner wants to use a navmesh but it seems like the navmesh system is very unfinished in Unity. There isn't even a method of determining whether or not a location falls on the navmesh or not. And I can't make one myself because that information is seemingly inaccessible.
>>
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>>167046175
>>167046340
>>167046415
>>167046514
I don't want to be someone's "boss". I detest vertical relationships.
I believe that if you're going to make something as big as a game, no matter how calculator your brain is, at some point you NEED passion to fuel your drive.
I cannot fathom how someone who operates on instruction alone can find any joy in what they're doing, and it certainly doesn't make a partnership.

It's very possible that I'm a bad communicator, but I try as hard as fuck. I write walls of text and answer all questions as fast as at all possible.

Should I really just format all communication as direct commands?
I'd be pissed if someone posing as my equal work partner did that to me.

>>167046242
Well, some of my previous partners have said that they don't.
I don't get why they still want to make one.
>>
>>167045298
Maybe one day I'll have uguu edits like this...
>>
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my days of nodev come to an end

I'm starting on a generic platformer, and THIS TIME, I'll finish something for sure.
>>
HeartBeast or Shaun Spaulding for GameMaker tutorials?

or both?

Im new and i heard both these guys were good
>>
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>>167046007
>>
>>167047057
>I don't want to be someone's "boss". I detest vertical relationships.
I believe that if you're going to make something as big as a game, no matter how calculator your brain is, at some point you NEED passion to fuel your drive.
has your code monkey expressed any interest and/or passion in the project you're both working on?

>yes
then have a conversation with him, see if he's got any ideas about design or mechanics and see what you guys can add to the game

>no
then you have to be his boss
>>
>look at the past 6 months assets
>not a single new good free sprite or model on opengameart
>not a single new free sprite or model in the unity asset store

When are we going to get some acceptable free assets around?
>>
>>167047057
It needn't be a vertical relationship. Is a programmer telling an artist what export format to use, what limitations there are, what constraints game assets must follow, etc. a vertical relationship?

Many programmers take pleasure in constructing an elegant, efficient and correct solution to a problem.

It is extremely annoying and rage-inducing to spend hours working on something, only for a boss/client/coworker to say "oh, that's not really what I was thinking of, I want it to do this other thing instead" when it's something that they could have easily said at the beginning, but chose not to.
>>
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I'm probably overthinking this, but how can I do wall collisions in GameMaker?

The basics make sense like with projectiles, you could do an instance_place() check, but that only passes in 1 object to check for and that's tedious. How would I make, say, a wall object that all enemies and the player can't pass?
>>
>>167047057
They joy of a programmer comes from "intelligent" problem solving.

He creates the tools, so people can make "art". He gives you the brush and the paint.

If the result is an enjoyable game. They also will be proud that they contributed to it.

Programmers can also be Designers but it isn't always like this.

But yes, it sounds like you guys are not working very good together.

There should be some joy to see his work come to life by the graphics.

Ideally, both, the artist and the programmer are on an equal level. Creating together something that is greater than both of them alone.
>>
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>>167046532
you can use NavMesh.SamplePosition to find a point that is close enough to the requested position but is within the navmesh

or use NavMeshAgent.SetDestination which will return false if it can't reach the requested destination

>very unfinished in Unity
I really don't think so, but I can say that navmesh isn't for every game. If you find something more suitable then by all means, use that instead (if your game is on a square grid, then the usual A* might be better, etc.).

My experience with it is that characters can get stuck in a "traffic jam" if there's a bottleneck in the map and there's too many of them.

They don't think "oh I better move out of the way first so that this other guy can pass through before I try to move through this path". There's some basic functionality to do this, but if there's too many characters in a tight spot, chances are they still end up stuck.

To be fair, that kind of AI is a little outside the scope of a pathfinding system IMO.
>>
>>167045920
Like the game, the mouse/turnbuttons rotate the player and the camera orients itself behind the player in regular circumstances. Kind of like psuedo tank turning.
and fanta is objectively the best soda brand
>>
idea guy here

it's like metroid but your a girl
>>
>>166997181
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Completely redesigned and rewrote the internals of my scripting language, except the parser (I only rewrote maybe half of that)
+ Improved the Vim syntax highlighting package so my scripts will look cooler in future screenshots
+ Figured out a way to do MUCH more computation inside an individual virtual machine, so the supervisor layer becomes very lightweight and I can parallelize the bejesus out of the bytecode interpreter
+ Wrote a copying garbage collector to deal with the gobs of data flying around whenever a message is received
+ Fixed a design flaw where a message handler couldn't be created from inside any kind of nested scope
+ Wrote a shitton of tests covering every stage of the compiler pipeline so far
- Designing representations for the intermediate translation steps is a colossal pain in the ass

+ Getting somewhere with the LUDICROUS SPEED bug
- The LUDICROUS SPEED bug is not 100% solved
>>
>>167047348
When you make them.
>>
>>167043769
And if order does matter (like in a queue use case) then linked lists would have better performance, so arraylists and vectors aren't inherently better
>>
>>167047954
Don't be ridiculous.
>>
>>167038358
>>167037517
I make a shitty lowpoly approximation of what I have in mind, unwrap its model UVs and then paint over it in MSPaint, generally with a very small resolution. Try to limit yourself to few color shades as the art style likes flat shading. I'm not the best but I learned what I know by studying the graphics in PSX games.
>>
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>enginedevs
>>
>>167047954
>It's like Zelda, but you are not playing as Zelda, but as the Princess instead.
>>
>>167047057
>I don't get why they still want to make one.
Because it's hip or they want to get on the indie game bandwagon and make dollars
>>
>>167047973
How are you finding Rust for gamedev?
>>
>>167047674
I'm going to make a level in my game that looks like that picture, an ancient Aztec ruin.
>>
>>167047830
I've tried NavMesh.SamplePosition, but I'm not sure I fully understood what it did. I would definitely prefer a method that just returns true or false if a passed coordinate is on the navmesh or not.
As for whether or not navmesh is the right choice for our game, I'd say its a bit overkill. There aren't many obstacles around. It's not like any enemies are navigating a maze, or even a hallway. They just walk around unless the player is close by, then move towards the player once he gets close.
>>
>>167048116
Fantastic

It's like I'm running down the street starting fights in every bar but I'm invincible because the compiler has my back
>>
>>167047976
I wouldn't be looking for free art if I was an artist that could make them baka.
>>
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Buildings now select a valid pavement tile adjacent to them to place their entrance, shown with a red border for better legibility. People can enter and exit the building from and to this tile (or will when they are actually implemented).
>>
>>167047990
Except that in queues you are only ever adding and removing from either end. A circular array-based queue will destroy a linked queue.
>>
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>>167047295
Programmers I've worked with seem to like my graphics, but don't have any preference when it comes to actually making a game out of it.

>>167047492
>Is a programmer telling an artist what export format to use, what limitations there are, what constraints game assets must follow, etc. a vertical relationship?
No, I love working around limitations.

>Many programmers take pleasure in constructing an elegant, efficient and correct solution to a problem.
So do I.

>It is extremely annoying and rage-inducing to spend hours working on something, only for a boss/client/coworker to say "oh, that's not really what I was thinking of, I want it to do this other thing instead" when it's something that they could have easily said at the beginning, but chose not to.
That I can understand, but I don't think I ever do that.
What seems to stop programmers from progressing much more is when I give them authority to find a solution to something. Almost all of them want extremely detailed orders, and then do it in a very half-assed way. Which leads to 20 rounds back and forth, where I feel like I have to specify every curve and valuable, because it's impossible to make them understand how a jump should feel (for example).

And sometimes I'll get huge walls of text with a million questions. After answering everything, adding my own questions and suggestions, I get three words back, and no progress in weeks. When progress finally arrives after weeks of sending info and graphics, it's just another demo of that damned jump which feels absolutely shit.

I once had to wait two months for a guy to make a basic AI for a platformer in GM. What he did was plaster an unlooped animation on a sprite and have it follow one of the standard GM "paths" (the path extended through a wall and outside the screen too).
I could have done that myself in 15 seconds, you fucking mongoloid! There's hardly a line of code involved! What the everloving fuck were you doing with my time and effort!?/RANT
>>
>>167048354
True, though you could imagine some contrived use case where you mostly use queue operations, but occasionally also do a random access.
>>
>>167047808
>"intelligent" problem solving
Then you shouldn't be making 2D platformers or simple 3D shit in Unity, for fuck's sake.
>>
>>167048207
then I'd say try things out without a navmesh first, but keep in mind how you might need to change things to support a navmesh. if there are really no obstacles then that part of navmesh won't be useful.

the only thing I see you needing is to let enemies spread around properly to surround the player, if you want that. that's something that you'll have to custom-make. you can google "video game influence maps", it's one of the methods for such a thing

>I've tried NavMesh.SamplePosition, but I'm not sure I fully understood what it did
it's like a raycast. the method's return value is a simple boolean reporting success or failure so you usually put the call inside an if statement. it can return the closest point inside the navmesh that is close to where you want, and the value will be inside the AI.NavMeshHit that you supply (it works similar to RaycastHit).
>>
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>>167048372
>valuable
Meant variable
>>
>>167048509
>2D platformers
Programmers don't make those, artists or idea guys do.
Nobody's going to play a 2D platformer with programmer's art. That genre relies heavily on graphics.

>inb4 exceptions
>>
>>167048372
>my time and effort
Are they doing this for you for free? It's difficult to feel motivated when you're not being paid, especially if you have a full-time job that you're doing on top of gamedev. I don't dev most nights because normally the last thing I want to do after work is write more code.

That said, the example you cite of making an AI in GM seems especially egregious.
>>
>>167048460
Random access is way faster with an array-based structure though.

Linked structures optimize for the case where you are constantly adding or removing in the middle and rarely indexing or traversing. More than 9 times out of 10 this isn't the case.

By default you should be choosing the array-based version of a structure. Unfortunately, it seems like the opposite is taught.
>>
>>167048705
You can represent some linked structures efficiently with arrays, e.g. binary heaps.
>>
Ha /agdg/ look at you, look at all of you.

Back in the day you were despising Idea Guys now look what you are in need the most of. It's the Idea Guys.

Can do graphics but no good idea.
Can program, but no idea.

Haha just look at you.

I hope, now you realize game making starts in your head. Not on your keyboard and not with a brush in your hand. But with a blank sheet of paper and a pencil and a briliant youthful mind which still has a sense of wonder and joy.

I wish you good luck to get that back. Maybe actually start playing some games again, once in a while.
>>
>>167048679
>Are they doing this for you for free?
They aren't doing it "for me". That's kind of the entire point: It's supposed to be a cooperative project.
If you're not motivated enough, that's fine. But fucking have the balls to say so, if that's the case.
Don't lead me on like some attention-craving harlot, making me work my ass off and burn out all my own motivation.
>>
>>167048623
There are some obstacles, but the enemies only need to navigate short distances, so I'm thinking that colliders plus some simple code that turns them around when they hit an object are enough.
It would probably be less resource intensive right?
>>
>>167048859
Ideas are easy as fuck.
Getting programmers to understand the basic concept of fun is the hard part.
>>
>>167048835
Then it's not linked...
>>
>>167049010
We sit staring at screens writing code while other people are out partying, drinking, having sex, or any of the other stuff normal people do. Is it really a surprise we don't have a normal concept of fun?
>>
>>167049010
Create a Design Document, and hand it to him.
>>
>>167048372
>because it's impossible to make them understand how a jump should feel (for example).
for this I would put all the values in a file (or something) then send the game to you
then you get to fuck around with all of them until it feels exactly how you want
>>
If you had a pouch of 3-5 magics in it for general combat purposes, what kinds of magics would you expect there to be?
>>
>>167049176
>general combat purposes
Spray Lubricant
Spray Oil
Fireball
>>
>>167049176
EXPLOSION x5
>>
>>167048372
>Almost all of them want extremely detailed orders
none can read your mind my dude
>impossible to make them understand how a jump should feel
i agree,but as said above we cant read in your mind,imho coders arent supposed to be in charge of juice/game feel but you should ask for some sort of tool so you can fine tune stuff as you wish(its easier and less frustrating for both parties)
>>
>>167049010
See, the assumption here is that it's impossible to communicate, at least in some respect, what makes a mechanic "fun".

It's possible to map out a jump curve and say, "this feels good because the exponential curve of the player's upward arc mimics how real gravity works, and gives the player a better sense of momentum, creating a more engaging movement system."

It's less helpful to say "this jump doesn't feel good make it better"

I'm grossly oversimplifying but yeah
>>
>>167048859
>>167049010
Ideas are garbage.
What you want is a well composed game design document.
I've had people ask me to copy games and then them ending like garbage because the fucking idea guy didn't even understand why the game to be cloned was fun in the first place.
>>
>>167049102
You can have tons of fun in front of a screen. That's no excuse at all.
If anything, not having a normie life should give you even more time and motivation to dream, grasp at straws and work hard towards fulfillment through dev.

>>167049129
Have tried that. It just ends up being a couple more years of work on my part, to no avail.

>>167049169
That's a pretty good solution. I'm used to weeks/months of radio silence, and then some fucking linear and stiff as fuck jump, with no working animations.

>>167049326
>none can read your mind my dude
My rant was on how shocked I am to find that many of them don't seem to have a mind of their own. Why don't they want a say? Why don't they want to steer the ship at all?
To me, that just indicates a lack of motivation/passion. If you don't care enough to even come up with any ideas of your own, you can't possibly complete a game.

>imho coders arent supposed to be in charge of juice/game fee
With no access or understanding of the code, the artist have no way to do it himself. The coder must do the juice. The artist can't do more than describe how he thinks it should look, and supply graphics which would work with his concept.

>>167049351
It is possible, but if you have to explain everything down to the most minute detail like that you're looking at weeks of work just to write up a basic design outline, and even then it doesn't help at all if the programmer isn't capable of "feeling" that it's good.
What I've run into a million times now is programmers who will take that description, make a curve and input completely random variables, call it done and not notice/care how intensely bad it feels.
>>
>>167048651
I'm a programmer and I've made a 2d platformer before
I mean, I regret it but still

>>167048372
Yeah, that just sounds like a shitty partner. It happens. The trick here is that as the artist, you can take the same assets and shop them around until you find a programmer that has about the same level of focus you do.
Also keep in mind most of this advice, including mine, is just us talking out of our ass. how many 2ma projects do you see posted here, even?
>And sometimes I'll get huge walls of text with a million questions. After answering everything, adding my own questions and suggestions, I get three words back, and no progress in weeks.
I've actually done this before, I've just realized the optics of it actually seeing it put like that :/ what do you think is the right amount of progress posting? I try to to give at least once-a-week updates but they're super short usually
>>
>>167049010
For me programming is the hard part that is necessary to create the fun game.

The drive of a game programmer is, to actually see the result of his work. But to get there it's not always joyful.

The learn how computers communicate so people can have fun in the end playing games.

Programmers are programmers, designers are designers. Sometimes they are both, sometimes not.

Yes sometimes they don't behave much like humans more like robots. But that's because they have to communicate with computers all day. Cut them some slag.

>``I think that it's extraordinarily important that we in computer science keep fun in computing. When it started out, it was an awful lot of fun.``
>Alan J. Perlis
>>
>>167048923
>It would probably be less resource intensive right?

without knowing the kind of game you're working on, I'm going to hazard the guess that I doubt it matters in the long run, the difference is probably minuscule.

still, try out the easiest way first, then if that doesn't work well, try out the navmesh. this will work nicely if your code for movement is separate from everything else (i.e. modularized) and thus easily replaceable

although I think a simple steering method like you described will be enough

you could test things out in an entirely separate test scene that does stress tests (put max number of enemies and see if it lags or not)
>>
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>>166997181
----[Recap]----
Game: Shifter [working title]
Dev: anon
Tools: Blender, Unity
Web: When I have a game, I'll shill it
Progress:
+Re-coded wall-shifting mechanic from ground up
+Learning Blender for basic animation/modeling
+Created/animated/mostly programmed weapon and bullets
+Created/animated/programmed first enemy
+Can shoot and destroy enemies
+Created debris system for destroyed enemies
-Still pretty janky overall
-Glaring, but not unplayable, bugs

Will post progress soon.
>>
>>167049729
>If you don't care enough to even come up with any ideas of your own, you can't possibly complete a game.
that's the whole reason that they're programming your game instead of their own

I'm not working on my own game because I don't have any imagination at all
I've tried to explain this to people who do have imagination and creativity, but they've never been able to understand
>>
>>167049326
this

This is how programming works, it is a very exact craft. If you want generic ideas, you are already creating a framework, which can do nearly everything.
But if you actually create a game, then it should be exact.

Precision = Game Making
Generalization = Framework Making.
>>
>>167050135
>program a game
>make the jump height tweakable for your level designer to play with
>wtf it's a framework now
>>
>>167048918
THIS. SO MUCH THIS. Holy shit.

I'm tired of people who don't see the point of a cooperative or collab projects.
But it's kind of mixed feeling to hear an artist say that considering that they're the one usually not getting it and asking for money.
>>
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just asking..
how successfull do you think another indie-walk-through-scary-dark-rooms-and-hide-from-something-game could be?

Is it still something that gets sucked up by the masses?
>>
>>167049751
>The trick here is that as the artist, you can take the same assets and shop them around until you find a programmer that has about the same level of focus you do
That's what I've been doing for years. YEARS.
Not a single project even half-way completed.

I have no idea why or how, and it's fucking killing me inside.

>Also keep in mind most of this advice, including mine, is just us talking out of our ass
That's fine. I'm just having a little break-down because I feel like I'm heading for another failure, and I don't know where to go from here.
I should obviously just learn to program, if I'm not compatible with other human beings, but I fear I'm too dumb for it.

>what do you think is the right amount of progress posting?
I don't know. At least a weekly update. And even if you haven't actually done anything, please answer questions and let me know if you're still in it and willing to continue.

>>167049818
Yeah, I think I'll have to bite the sour apple and become a programming-hating 1MA in the end.

>>167050080
It's literally impossible for me to comprehend.
Why live if you aren't driven by anything?
That goes for normies too, I guess. Why the fuck do they bother living?

I NEED to create something. I can't explain it, but I'm desperate to create something that others can enjoy. If I can't do it, I might as well off myself, because I don't have anything more I want to do in this world.
>>
>>167050402
nice hallway hotdogging simulator
>>
>>167049729
Right now you have an

Artist and Designer <-> Programmer
relationship.

You want an

Artist and Designer <-> Programmer and Designer
relationship.
>>
>>167050402
Ask on /v/.
>>
>>167050504
Yes.
Very yes.

But as I said in the beginning, all "Programmer and Designer"-people tend to just go 1MA.
>>
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heres the fucking punch game simulator

are you anime enough to beat the fucking skeletones back the fuck to hell ??
>>
>>167050470
thanks, stared and done in the recent few hours.
Experimented with some stuff.
But I'm not yet sure if i shuld commit to such a project.

>>167050531
will do when i see a gamedev thread there, if they're still around sometimes.
>>
>>167050416
>Why live if you aren't driven by anything?
>Why live
this question is much too deep for this thread
but I don't think killing myself is the correct solution
so I guess I'll just keep living for a while
>>
>>167050416
You could pick up the keyboard yourself and have a go at programming.
>>
>>167050402
it's gotta have something new

whether it's an interesting mechanic you can sell your game on

or an interesting new visual design that hasn't been done in recent memory

>>167050531
>ask /v/ what they think
>ever
"no"
>>
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Altered the foreground transparency slightly so you can manipulate the shape of the transparent ellipse. Here it's a perfect circle
>>
>>167050712
I know.

Got any good place to start?
I tried codeacademy once, but it turned out javascript is basically useless for gamedev.

Is Unity C++?
>>
>>167050785
Looking good, anon!

What engine are you using? Your own?
>>
>>167050826
Unity is C#, which is java but less garbage.

Start with the Unity official tutorials - Roll a Ball, etc.

Those are pretty basic and idiot-proof, and they teach best practices to boot.

>>167050785
this looks pretty solid anon, I especially like the jumping
>>
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>>167049729
>Why don't they want a say
well personally i always had a saying on our project because i started the whole "lets make games" so maybe im an exception,artist can in my experience obtain better results thats just the way it is,i suggest you what this anon said >>167049169 ask for a tool or make the coder share his screen and/or have a videoconference

this webm is just one of the times me and the artist had that frustrating back and forth,which still look like shit because he didnt had the time to fine tune stuff
>>
>>167048079
this actually sounds way more fun than making music d.e.s.u
>>
>>167050826
I'm afraid I haven't the slightest idea, anon. From what I understand, C++ or C# are probably the best languages if you want to write your own game from scratch. Dunno how Unity works, I've never used it.
>>
>>167050765
>it's gotta have something new
>whether it's an interesting mechanic you can sell your game on

hm, yeah, some sort of selling point makes sense.
Although there have been a few very similar games in this genre the last few years and I've noticed a lot of them going around.
Usually the get from A to B to get a Key to unlock C ... while avoiding X/Y/Z roaming around trying to kill you.
>>
>>167050910
Thanks for the advice.
I think it looks great, though.

>>167050967
Damn. Thanks anyway.
>>
Hey guys, if i want to make a slave training game that focuses on the changing of the characters stats would ren'py still be the best system to learn?
>>
>looking at the live scenetree drops fps by 10
Damn, debug is costly.
>>
>>167048859
Are you that "Grok the Pugnant" moron? Nobody wants shit ideas, we want good ideas!
>>
>>167051018
yeah, that's the core loop a lot of recent horror favorites have

that recent furby game had you satisfying the needs of a small annoying toy while avoiding the big bad, which was a slightly interesting mechanical twist as well as a distinct visual style
>>
>>167051203
yeah, think I've seen that one on GT live.
>>
>>167051203
That game's jumpscare animation is even worse than FNAF's, it's comical.
>>
>>167050826
unity is c#
ue4 is c++
I would suggest you learn how to program directly, by following a textbook or online course or something like that instead of jumping into unity or another engine
>>
>>167051147
I know, I'm just ranting.
Like someone said, good Ideas come with design documents.
>>
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>>166997181

----[ Recap ]----
Game: Whimp the Bold
Dev: AttaBoy
Tools: GMS, Aseprite
Web: https://twitter.com/AttaBoyGames ; https://attaboydev.tumblr.com
Progress:
+ Major progress on forest environment
+ Finally made a fucking shader that works well for foreground transparency
+ might make a tutorial for it
>>
>>167050625
You seem to have fun. Maybe I should try to COPY your character and start making progress.
I'll give her pink hairs and make her throw kicks instead of punches so I'm not stealing your original idea.
>>
>>167050862
Haha no, just Gamemaker: Studios

>>167050902
Thanks! The jumping is one of the things that has made it from early concept to this point
>>
>>167051440
if your characetr is cute enough it etter get a cameon in >>167050625
>>
>>167050826
disclaimer: if you do
>>167051368
and you don't know shit about programming, it'll take you a very long time to get anything out of it

just going into unity (C#), ue4 (C++), or GameMaker (GML, its own language) will get you much better results

if you want to make game just use an engine

if you want to learn to program learn a language
>>
>>167050625
flaming fist when
>>
how do you load obj models using sharpgl?
Is there any good tutorial on sharpgl?
>>
>>167051086
>I think it looks great, though.
could improve for sure,neck rotation need more smoothing

i am still searching someone for comfy jam,i am back to square one because reasons so tell me if you are interested
>>
>>167051543
I'd say that learning properly before you start to try and make a game will actually turn out to be the fastest route
otherwise you will spend months (or years) flailing around trying to do basic things and likely failing to make any real progress
>>
>>167051779
If SharpGL is just bindings to OpenGL then it will be nearly the exact same as using OpenGL in anything else.
>>
How do I fucking figure out game maker already so I can make my game
>>
>>167050910
Isn't that monster girl island?

Wait, he's not sharing his patreon money with you?
>>
>>167051831
Having a basic knowledge of programming will certainly help with existing engines, but there's other less complex/frustrating ways to get it for a total noob besides enginedev.

I'd say it wouldn't hurt to do some programming exercises alongside working in an engine, so that you can actually understand what you're doing
>>
>>167052067
That looks like the basement succubus project. Not related unless the dev would like to clear that up
>>
>>167051943
what seems to be the problem
>>
>>167050910
s k i n s h i p
k
i
n
s
h
i
p
>>
>>167052160
I want to do things and I have absolutely no idea where to start because I know virtually knowing beyond the most basic tutorial shit
>>
>>167052067
>Isn't that monster girl island?
no its basementmate
>>
Do you think we should recommend newbies just learn python and move onto Godot once they can do basic python things?

Python has to be the easiest language to learn.
>>
>>167043102
raocow because hes my friend and ive known him for years. id be honored to have him play my game
>>
>>167052318
sean spalding
tom francis
heartbeast
>>
>>167052476
*shaun spalding
>>
>>167051147
>Nobody wants shit ideas, we want good ideas!
This made me laugh as it sounds like something out of an always sunny ep
>>
File: 123153153126.jpg (239KB, 850x764px) Image search: [Google]
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I'm using gamemaker and I wanna make a quiz game. What's a good way of storing questions to ask the player? I'm planning on having somewhere around ten thousand or so questions.
>>
File: another platform test.webm (3MB, 720x480px) Image search: [Google]
another platform test.webm
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fix tones of clipping and jittering issues and added ability to pull the tongue back in instatly
>>
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just had the thought maybe you fucks know where this came from >>>/v/365902936

I'm pretty sure I got it off 4chan, but I'm 90% sure agdg didn't exist back then.
>>
>>167052897
use a ds_list.
You can add questions to the end or insert them anywhere in the list dynamically.
You could make each entry in the list an array with the question, the choices, and the answer.
Or easier, you can make a ds_grid and make the first column the question, the next X number the choices, and the last one column the answer number.
>>
>>167053068
I don't recall ever seeing that but some basic googling brings up
http://expiredpopsicle.com/
who has a few github repos with the name "lily engine" in them. Maybe check the backlog, or try emailing them?
>>
>>167053252
Thank you so much! I'll see which is an easier time. Maybe I'll go for ds_grid.
>>
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>>167053352
bingo

where did you get the name from anyways? I didn't see shit in the readme
>>
>>167053545
check the window title :p
>>
>>167051943
feel free to ask any questions or points in the right direction on here, I usually try to reply to GM questions.
>>
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>>167053582
???
>>
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>>167053658
>>
>>167053792
shid :DDD
>>
>>167053582
>:p
>>167053857
>:DDD

You know that you're the only one laughing at your own stupidity right?
Oh wait, you're going to tell that you're just pretending to be retarded.
>>
>>167052431
>raocow
good choice
>>
>>167049830
Good ideas, thank you for the information
>>
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How is Construct 2?
I guess Penelope was made in it.
>>
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>>166997181

----[ Recap ]----
Game: Ctesiphon
Dev: Stomy
Tools: LibGDX, Blender, GIMP
Web: stomygame.tumblr.com
Progress:
+ Modeled, textured, rigged, and posed a pair of hands for the MC to use to actually hold the gun models.
+ Melee Attacks. You are now equipped with a Robocop-style data spike to use as a stiletto
+ Melee attacks will knock enemies back slightly
+ Enemies can now be briefly staggered by doing enough damage to them.
- My desktop won't boot, will probably be a week or two before I can bring it back online
>>
>>167049268
>casting explosion more than once each day.
>>
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>>167042965
>MML clone
BRRRRROOOTHER

I like your environmental textures, how old is this project?
>>
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>>166997181

----[ Recap ]----
Game:Elemental Knight
Dev:Anon
Tools:Unity
Web:http://jasonpkgames.tumblr.com/
Progress:
+ Started making the kitchen room
- Progress is slow
>>
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>>167055102
>too much explosions
Here is American board
>>
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>>167055102
>casting 1(one) explosion spell per day
what are you some kinda of pussy?
>>
>>167055385
>>167055618
Leave. This is an anime thread.
>>
>>167055257
My project is like 3 weeks old but WOW that's a high quality model/animation. Puts mine to shame.
>>
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>>167055942
>This is an anime thread.
gotcha
>>
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>>167056239
It's the result of a tooooon of iterating. I'm still struggling with learning Unity, everyone's got their own disciplines. Your gameplay's farther in three weeks than mine is in a little over a year, I lament to say.
>>
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fuck this thread is slow.
>>
>>167056724
post progr
>>
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>>167056724
Would you prefer shitposting?

I'll start

>Unreal Engine
Like I say it's a shitpost, but there's really no better way to gimp your shitty game than go Unreal.
>>
>>167056724
It's nighttime on a workday in the civilised world. Wait a couple hours for 'murican wakey wakey and the shitposting will pick up quickly.
>>
>>167056503
Well I'd love to follow your progress, do you have a tumblr or twitter?
>>
>>167056724
Monkey isn't dancing just yet.
>>
>>167056990
>Monkey isn't dancing just yet.
You are part of the problem.
>>
>>167056786
no
>>
>no ideas for comfy jam
post some games worth copying pls
>>
>>167056856
http://pastelllian.tumblr.com
Ditto, by the way!
>>
>Writing the game characters and script
>Need to learn about psychological theory and personality types
Zzzzzzzzzz
>>
>>167057187
a game where you have to keep a fire alive or you freeze to death.

moving logs, breathing on it, finding kindling, etc.
>>
>>167056724
busy devving for once
>>
>>167057358
the long dark already exists
>>
>>167057289
just don't have human characters.
>>
>>167057285
sweet!
twitter.com/wild8900
>>
>>167057187
fishing games
>>
>>167057415
Even inhuman characters need to behave humanely for the plot to not be shit.
>>
>>167026468
if you're still here what kind of game are you making? i only ask because i had kind of a similiar design in mind.
>>
>>167057681
no they just need a convincing enough internal logic to be compelling. something that humans can at least comprehend.
>>
>>167057065
What problem? Monkey's antics are very entertaining.
>>
>>167057853
You got any example of this actually working? Because it sounds like absolute madness.
>>
>>167054813
You'll get worth from the experience of making games in it as a process, but probably not much in terms of technical skills
>>
>buy game maker studio 2
>yoyogames takes my money and doesnt give me the fucking license

welp i guess now it's time to wait a hundred years for them to respond
>>
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>>167057902

Prophet (image comic 2012)

wall-e

bloobourne

various fallout characters

machinarium

Primorida

basically any character that has a very clear function and purpose that may or may not have human characteristics. if you;re a good enough artist you don't even need writing to indicate a characters purpose and motivation.

https://www.youtube.com/watch?v=HU4SBRuYacQ
>>
>>167058182
Fallout doesn't do that, most of their inhuman characters still behave like humans even if gimped. And Fallout's writing is mostly boring shit anyways.
Wall-e has all the characters display clear human emotions, even if they can't express them or are conditioned.
Same with Bastion, it's literally the struggle of the peaceful bot to not comply with its conditioning.
Haven't played the rest.
>>
>>167022174
are you still around?

Can anyone tell me how to get this low resolution textures in blender?

Do you just make a low resolution image?
>>
>>167057902
Look up Aesop's fables for great stories with very simple characters
>>
>>167058456
>Do you just make a low resolution image?
Yes, then change the texture sampling to remove interpolation
>>
>>167058182
>good and artist in the same sentence

just no dude
>>
>>167058361
>Same with Bastion, it's literally the struggle of the peaceful bot to not comply with its conditioning.

the point im making is that you can either create goals that have relatable human properties and concepts or you can use the world itself to allow the viewer to figure out the internal logic of the characters purpose if at first its not imedeitly clear.
>>
We crashing this thread with no survivors? Nice.
>>
>>167058668
Thing is, in the examples you show the characters show themselves via sound and movement, all they really lack is being able to speak.
I'm not really making a fully animated 3d cutscene game, so those techniques don't work for me. All I really have is text and a limited amount of barely animated graphics.

>>167058573
Aren't those fables short stories with a very clear goal driven narrative though? I need something more similar to a play if anything.
>>
>>167058606
thanks
>>
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>787 posts
>>
>>167057991
Okay, because I don't really care about learning syntax and it's so damn easy to use
>>
Still a ways to go. It's a good thing nobody has made a meme OP yet :^)
>>
New Text
>>
>>167058834
>All I really have is text and a limited amount of barely animated graphics.

then that's harder to do but there are still possibilities. what kind of non human characters were you thinking of doing.

if you're descriptive enough you could describe actions in a straight foreward way without actually explaining what they are.
>>
>>167059335
>>167059335
>>167059335
>>167059335
>>
>>167059178
Personally I don't really think there's any way out of creating fully fleshed human characters for this to not suck. I'm just going to have to read up about psychology, personality, human interactions, etc.
>>
>>167059404
alternative: don't be a sociopathic autist who needs psych books to tell him about human interaction and motivations
>>
>>167059404
You are dumb. Try meeting people or watching movies if you want to know about people. You don't need to go full autist
https://youtu.be/LuD2Aa0zFiA
>>
>>167059404
play machinarium or atleast the demo.
>>
>>167059571
>>167059645
>Dude just go out and talk with people and then wing it, you'll be a great writer no need to understand other people deeply
You fags give the shittiest advice
>>
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>>167059645
>every story is the same
>>
>>167059773
I'll give it a go
>>
>>167059868
It's not saying every story is literally the same it's more poking at how a story line has been used multiple times with massive success.

>>167059817
Here's some advice, you can read all you want about how to make a character and they will turn out empty, hollow and lifeless. The best characters are based off of real people.
>>
>>167060256
>The best characters are based off of real people.
That's some decent advice, but I know few people and none of them would do the things I want these characters to do. And they may be quite boring too. Also there's not much wiggle room for the overarching narrative at this point in development.
And before you just tell me "just go meet more people" that's impractical advice.
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