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/agdg/ - Amateur Game Development General

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Thread replies: 762
Thread images: 155

File: AGdgorbit.gif (2MB, 511x511px) Image search: [Google]
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You're always comfy when you're making progress edition

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

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

> Get ready for Demo Day 13!
itch.io/jam/agdg-demo-day-13

> 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
>>167354694

> Previous Demo Days
pastebin.com/KUSDs9vt

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
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First for how do you feel about a girlie voxel delicious brown girl?
>>
spending the day with my game :)
>>
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couple of days worth of work. Will implement combat next. Most art is placeholder
>>
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i heard /agdg/ likes screenshake
i have the lifetime supply
>>
>>167410041
>L�VE
>>
Repostan shitty music in the search for feedback.
https://soundcloud.com/pedro-montoto-garc-a/monday-practice-6-04022017-battle-of-stoicism
>>
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---PROGRESS---

Posting in this general every saturday is becoming my only highlight in life.
Anyway, changes since last week.

-Added sprites for the player and enemy_1
-Made everything react and change to slowmotion, including animation speed, cooldowns and bulletspeeds and various effects
-Various effects for game feel, i dont like the screen effects 100% but i needed something and it's ok for now.
-Added sound effects for most things that get pitched down and up which im quite proud of, sounds cool. Shame u cant show it in the webm.

Next step is actually a level and some level art to see if it can be a game on its own. (I forgot to include the webm in the last thread)
>>
>>167410119
Voxels never looked good in the entire history of humanity and never will until the heat death of the universe
>>
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>it's another "blender turned stuff inside out when mirroring" episode
thank god that's a really simple placeholder mesh
>>
I'm a lazy shit and don't have the motivation to do good models or textures. Can I hide low poly shit with a pixel art shader?
Devil Daggers comes to my mind and it looks amazing as far as I'm concerned.
>>
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-> P R O G R E S S (?) <-

I've gone back and forth with the ammo and armor systems.

>AMMO
Adding ammo limits (instead of the infinite ammo but limited mag size as before) effectively forces the player to collect & conserve ammo, but I still need to add a way to fight even with 0 ammo.

I'm thinking of either melee attacks or adding a sidearm that requires no ammo (like Quake 2's blaster pistol).

4 different types of ammo: bullets, shells, power cells and grenades. The player can have 2 weapons at a time.

Gotta implement different max amounts for different types of ammo, currenly all are maxed at 100.

>ARMOR
The current system has 7 different armor types, each ramping up in power. The current armor determines how many % of damage is absorbed and how much armor points the player can have (seen in the bottom left corner ATM)

>ITEM SPAWNING
Made the item spawning somewhat logical instead of completely random. Now guns & armor SHOULD spawn in mostly remote locations to encourage exploring.

Also, 2 kinds of ammo pickups: small (5-10 ammo) and big ammo boxes (25-50 ammo).


Reposting from ded thread.
>>
>>167410119
>>167410297
I know right? Goddamn.

That said, I find voxel terrain + billboarded 2D sprites to be okay...
>>
>>167410297
>>167410379
Oh well, guess I won't be getting any downloads then.
I'm definitely keeping something simple for the comfy jam, and I like her anyway despite some changes that I have to do.
>>
>>167410326
simplistic != easy

But yes, there are definitely tricks (especially when it comes to animation) that can make your shit art seem pretty decent.
>>
>>167410343
>Adding ammo limits (instead of the infinite ammo but limited mag size as before) effectively forces the player to collect & conserve ammo, but I still need to add a way to fight even with 0 ammo.

Maybe go with a Doom approach, killing enemies when you have low ammo/hp drops just that. Maybe implement a melee for the times u do come down to 0 ammo.
>>
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This is the greatest vidya inventory system ever made, anyone who says otherwise is shit
>>
>>167410504
god bless lord british
>>
>>167410041
>Next Jam
>but it's actually the current jam
>>
>>167410504
It's fun, it's very physical, the only downside (and it's a pretty big one) is that it requires a fuckton of precise clicking.

God help you if you've got a little bit of wrist pain.
>>
>>167410495
Yeah, I have something like that already implemented (Hp drops are prioritized when runnin glow on hp). But I guess I'll add melee anyway, it'll spice up the combat.
>>
>>167410343
I like it. I also would recommend a higher weapon carry limit. It adds to the depth of the game if you place enemmies right.
>>
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>>167410119
>>167410297
>>
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>>167410541
>>167410504

>tfw equipment wasn't about best in slot bullshit
>>
How do I make MMO lol?
>>
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>>167410792
step 1: give up
>>
>>167410443
Didn't you have umbrella girl? Why not use that?
>>
>>167410792

Step 1) Assemble a large team
Step 2) Assemble a large amount of money
Step 3) Use the money and the team to make the MMO
Step 4) Release the game P2P
Step 5) Add lots of cashshop bullshit
Step 6) Make the game F2P
>>
>>167410910
>jam game
>use existing
Whats the point
>>
>>167411026
better than using ugly voxel graphics imo
>>
>>167410458
It's not easy, but it's faster.
What tricks for animations do you know? I'm a complete beginner in animating.
>>
If my free itchio game has donations enabled, does that make it 'commercial' in the context of CC licenses?
>>
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I can warn you guys you should have a consistent sleep schedule. I was working on this when I got sleepy and ended up sleeping the whole day away. At least I'm continuing it now.
>>
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It's cute
Can I keep it?
>>
>>167411240
My autism prevents me from gamedeving most of the time so I would rather work for 2 days straight if I manage to get into that state.
>>
>>167411080
Well, not tricks as much as just generally following "lively animation"

"well animated" is a lot easier to make look great than "well drawn".

Here are some interesting things:

https://www.youtube.com/watch?v=Fy0aCDmgnxg

http://the12principles.tumblr.com/
>>
>>167410326
Devil Daggers in particular still requires fairly great models and good texturing.
>>
>>167411734
discipline > motivation
>>
>>167411779
>forcing yourself to do something you don't want to do

wagecuck mentality
>>
>>167411615
You consistently impress me.
>>
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>>167410041
tfw theres a big hole in my virtual daughters face that i want to fix
tfw cant because theres a big hole in my real grandads face
why did you have to fall pop pop :'(
i hope you feel better soon, sitting here in the hospital lobby anxiously waiting is the worst feeling :(
https://youtu.be/XYjTtQopDPU
>>
>>167411817
Nah man it's

Forcing yourself to do something you want to do.
>>
>>167410910
The old chibi one? Maybe, but I have no idea what kind of environment I can make in that style.

>>167411053
>ugly voxel graphics
That's your opinion man. I actually like the voxel art, I just can't do it a lot because it's still basically pixel art.
>>
>>167411817
>living at the whims of your physical needs
I dunno to be honest that sounds more like the gutter a wagecuck lives in
>>
>>167411779
only unmotivated people say that
>>
>>167412093
How's that gutter, Anon?
>>
>>167411817
>the thought of being in control of your actions gives you violent cognitive dissonance
Really activates my almonds...
>>
>>167412142
stop projecting on me
>>
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To be honest I would not hire anyone of you. Lack of skill, discipline, temperament, and mentally unstable creatures are not good stock to invest in.

Soon I will be as famous as Todd but for high quality reasons, while you remain mired in the sewers of agdg. Never will you experience the great sensation of success, and you will remain as failures until your death arrives.

It's Game Over for you.
>>
>>167412256
>soon I will be a meme
see that anon ? I won't hire him
>>
>>167412256
What drives people to shitpost like this?
>>
>>167412403
(You) is one hell of a drug. You will see, the retard will get atleast 5.
>>
>>167412403
https://www.youtube.com/watch?v=S9HYycG0e4s
>>
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>>167412597
>the look on those police officers when he confesses
>>
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Progress!

Maybe I'll texture him after work.
>>
>>167411875
>literally insane unity-dev
>>
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>>167412719
mm look at that sweet robooty
>>
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>>167410343
>Adding ammo limits (instead of the infinite ammo but limited mag size as before) effectively forces the player to collect & conserve ammo, but I still need to add a way to fight even with 0 ammo.

I'm facing the same issue currently, and some of the things I've tried to come up with might help you out, i might use one or more of these but most of them don't fit my game and might fit yours instead

>Melee weapon only usable when you're out of all types of ammo that gives the drop tables a higher chance to drop ammo
>A different approach to the first one: Being able to quick-melee with your guns at no ammo cost and reduced damage but with a higher chance of ammo drops from the get-go
>Ammo pack drop chance inversely proportional to the amount of ammo you have
>Ammo packs spawning when you're low on ammo (think like half life 2 and medkits)
>Rely on a secondary attack method (my game has spells and regenerating mana, you could add secondary items instead) until you get ammo
>Shopkeepers that sell you ammo but give you a "pity discount" and give it out for free if you have no ammo or very little ammo
>Being able to sacrifice health or energy for ammo

Another approach that I don't like but you could use that i've seen in other games (like relic hunters zero) would be having disposable guns that come with their own ammo that you can gather from enemies that while you can reload with your own they still have some ammo left in them
>>
I'd love to make art for your game!
>>
>>167412953
Oh yeah? What engine are you using?
>>
>>167412953
no, thanks
>>
You really have nothing better to do with your lives than starting this shit every thread?
>>167412953
>>167413030
>>167413039
>>
>>167413101
Before I answer, first tell me what engine you are using.
>>
>>167413101
It's literally the funniest joke I've ever heard! I have to repeat the joke in this thread every hour to make sure everyone knows how hilarious it is!
>>
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> post shitty webm of your game
>tfw no one cares enough to even make fun of you
>>
>>167413637
At least you have shit to show. Me, it's like wow, GUI screens, so fucking exciiiiting.
>>
>>167413637
That usually means your game is good enough that no one hates it, but not good enough that everyone sucks your dick yet. So you get less replies overall.
>>
>>167413637
>post webm of your game
>no replies
>somebody posts a wojak meme talking about not getting (you)s
>suddenly afraid somebody will think you're the wojakposters and will mock you for the memes you're not responsible for
>>
Let me be your artist
Let my visions guide your mighty fingers
>>
>>167413967
sure but what engine u using tho
>>
>>167413967
>>167413101
>>
>>167413847
I wouldn't post if mine was the only zero replied webm. We share the burden friend.
>>
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>>167413847
>>
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Can I be the shitty zero reply webm too?
>>
>can't program
>can't make art for a programmer because it's literally impossible with memes lurking around every corner
oh well it's fun to look at other peoples' progress
>>
>>167414287
You're getting boring, memer
>>
>>167414287
>yet another "trust me i really am an artist but im too dumb to realize that posting portfolio right away is something every artist should do when looking for someone to work with" post
this kind of memes is the worst because it makes /agdg/ look more bonkers than it actually is
>>
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>looking through old assets
>see this
What da fuk
>>
>>167414352
>>167414419
>driving artists away out of meme-induced paranoia
new low, /agdg/
>>
>>167414660
i'm sorry but this skill cannot be learned
you are either born with a talent to do art or you are not
there are no inbetweens
>>
>>167414745
way to prove my point
>>
>>167414745
Show your art.
>>
>>167410504
>tfw when you died you lost all your equipment
god that was pain in the ass, kids today wouldn't survive that
>>
>>167414815
>implying the reply won't be something among the lines of "i won't post my art because i'll get bullied by pleb like you" or now, because i'm posting this, "i would've posted my art if it wasn't for this anon who correctly predicted my every move"
you're wasting your time
>>
if I was an artist I wouldn't post here either because of people like 890
>>
>>167414956
i'll give you points for being honest about not being an artist instead of pursuing the dumb meme
>>
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Name suggestions for a toy train set building game?
>>
>>167412748
>>
>>167415031
Timbertracks
>>
>>167415025
I'm just replying to say that I'm not who you were talking to, and that you should take a break from posting
>>
>>167415031
Living life on the fast lane
>>
>>167415081
somebody's gotta do the dirty work
>>
>>167415031
sick loops
>>
>>167415031
Train set building simulator 201X
>>
>>167415031
zheleznodorozhnaya stantsiya
>>
https://docs.google.com/forms/d/e/1FAIpQLSf63RNFemXIbigyetY0JRNekjOQpyaBrz1Wh-X4VYx1LbOOoQ/viewform

reminder to participate in the survey

i'll keep posting this for a few days, 24 responses so far
>>
>>167411615
it wants the succ
>>
>>167415031
This could be massively fucking cool. Obviously a first-person mode right? And maybe some "living" pieces, like a deer family near the tracks that look around, minor activity seen in city windows, birds...

No idea where you're going with it but goddamn I want to play this now.
>>
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Scaled it to the point of exaggeration
Would be neat if I could leave arms as platforms, but I didn't plan on it until now
>dat bitch slap

>>167415307
I used the wrong player position it seems
>>
I added more city data and now have 20 of the 28 initial cities for my bounty hunter game. Damn, creating content takes a lot of time.
>>
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Reminder, you can do it, just believe in yourself!

Take my (You) and use it to gamedev!

>>167413637
>>
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>>167414745
/agdg/ is cancer everyone here is a thief.
>>167414815
This guy is especially bad cancer though the instigator.
Kinda reminds me of richard spencer only he says what you are allowed to make.
>>
>>167415447
Oh shit that looks sick m8
>>
you guys think my music could work in a video game?
https://soundcloud.com/user-461469093
>>
>>167415447
>>167415786
The increase in lizard size is great but give it more obvious claws to climb players will just run past it.

>and make it so when ur on the claws your eyes are directed to the part your meant to hit
>>
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send help
Now I am become BOOST, the destroyer of sanity

so much just to avoid placing a since std::placeholders::_1 in a single function

just why do i do this?
>>
>>167415878
Use lambdas anon.
>>
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>>167415815
>>167415815
any music can be used in a game just depends how

see
https://www.youtube.com/watch?v=D3Lvm1tv1mE
>>
>>167415447
>>167415307
>>167411615
what are you using to make this?
>>
>>167415878
what is this meant to do
>>
>>167415447
>dat bitch slap
There are a couple in the webm. Is the one at 20ish seconds an intentional feature? 'cause it seemed to more or less come out of nowhere, and as a player I'd be pretty fucking pissed if that happened without some kind of tell.
>>
>>167415967
Enginedevs have no games
>>
>>167415849
>and make it so when ur on the claws your eyes are directed to the part your meant to hit
Good point, I will add it to todo

As for claws, I planned to give it thin legs. I will see how it goes.
Making it obvious is not a problem. At this point players will be rather keen on messing with local fauna in every possible way.
>>
>>167416170
this
>>167416212
give it like a glow or trail when it does a swing like that.
>>
>>167415960
>>167415969
lambda arent nearly as clean

i could do either
connect_btn->BindAction([&](string address) { network->Connect(address); });

connect_btn->BindAction(std::bind(&Network::Connect, network, std::placeholders::_1);

both of which requires additional explicit knowledge of the function signature, and id rather avoid having to repeat that more than necessary in case i add more arguments to it, so i wanted a way to automatically insert the std::placeholers and that right there is the result. it simplifies the code to

connect_btn->BindAction(Bind(&Network::Connect, network);
>>
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>>167416212
>tfw a one-woman ecological disaster
>>
>>167414775
Please shut the fuck up. Stop pushing this "you're either born with talent, or you're not" bullshit in EVERY FUCKING THREAD.

Where the fuck is your game? Oh wait, you probably weren't born with the talent to make one.

Stop trying to scare off newcomers because you're a bitter nodev. Nobody cares that you failed to make a game, stop trying to push willing devs away.
>>
>>167415967
C++ with SFML
>>167416170
Nope. I didn't even expect it to happen. Having less speed and acceleration would do the job. In the end they might not even have collisions with the player.
>>
>>167416376
You could implement Bind with a lambda, though, instead of that monstrosity.
>>
>>167416415
The guy's an asshole and it's an extremely tired meme, but anyone scared away by that little fart of a shitpost sincerely does not have what it takes to pursue any sort of creative endeavor.
>>
>>167416378
Pretty much this, but worse
>burning
>throwing
>burning AND throwing
>flailing with harpoon
>smashing at sonic speed
>>
>>167416572
Fuck off
>>
>>167416376
but what does it do
>>
>>167416432
i know, but as i said, i wanted to remove the explicit arguments that id have to either declare in the lambda or as placeholders. like say you have a function with a handful of parameters, youd have to specify all of them in the lambda needlessly. the source and sink has the same function prototype, so having to specify it in a 3rd place adds more chances of bugs, like implicit conversions if you change an argument but forget to change it in the lambda. this just works regardless of the number and types of parameters
>>
>>167416648
Grow up.
>>
>>167415062
I like that

>>167415346
It's for comfy jam so that might be a bit ambitious
>>
>>167416734
You first
>>
>>167416727
I don't think you understand what I mean. I mean replacing the code in >>167415878 with lambdas.
>>
>>167416604
https://youtu.be/ONxKm8uApSc?t=1m10s
Top that and I'll be impressed.
>>
I found a program that utilized leap motion to make .fbx motions. I imported such a motion in blender but I don't see a skeleton, just some dots jumping around. I looks like all the bones are at 0,0,0 and don't do anything. But the unselectable dots are moving around. Can anyone give me some input?
>>
>>167416870
I can't believe this shit is PEGI 7+
>>
>>167416695
basically its a monster that emulates generic variadic template lambdas as the other anons talking about

>>167416813
ah, i see. perhaps, but my compiler doesnt support generic variadic lambdas unfortunately otherwise it could have been an option
>>
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>>167417374
>my compiler
MSVC?
>>
>>167417435
yup one of the older ones, 2013 update 1 iirc and i havent bothered updating to 2017 yet
>>
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implementing cameras or controls is for chumps
>>
Does anyone know if you can add custom anime backgrounds to GM:S IDE like >>167415878 ?
>>
>>167418083
hopefully not
>>
>>167418339
the less features the better amiright
>>
>>167418446
it's more of a "people who put anime girls in their software deserve to be gassed" kinda thing
>>
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>>167418339
>hopefully
what wrong? are you a nodev who doesnt like chinese cartoons?
dont like it? dont use it
>>
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>>167418481
The text editor I use on android has an anime girl background built in and I bought the paid version for this specific reason
>>
>>167418640
>>167418550
haha faaaaaags
>>
>>167418640
tism
>>
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>>167418776
https://www.youtube.com/watch?v=-d3r-AZMI1Y

anime devs are objectively the best devs
>>
>>167418776
>>167418782
The social network I use also has anime girl backgrounds built in
>>
>>167419049
do you pay for them though
>>
>>167415031
multi-track drifting
>>
>>167414227
no
>>
>>167419128
You don't pay "for" the anime girl. The jota girl background is free. You give the devs money for having great taste
https://www.4chan.org/pass
>>
>>167419450
this my brother
i got mine from a free extension and google images
>>
>>167419003
Stop being such a pathetic loser who jerks off to anime and probably has a "waifu".
>>
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>>167419815
>assumptions
also you should check where you are mate.
but i love how my tastes are clearly infuriating you
>>
>>167417919
fuck, I was thinking about doing a toy airplane for comfy jam. Guess I'll just be a nodev instead.

Are the blue lift lines tied to speed at all?
>>
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>>167419815
I'll stay with my anime waifu while you go get 3D AIDS.
>>
>>167420049
What's infuriating is that all this potential is being wasted on waifu pandering games.
>>
>>167420069
Yeah, lift for each wing section is dependent on AoA + square magnitude of velocity.

There's still a few kinks I need to work out but I'm not sure which ones are due to poor physics vs shitty plane layout.
>>
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>>167419815
>>
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Am I childish for making this the filetype for my map files and getting unreasonably giddy over it
>>
>>167420352
Yeah.
>>
>>167420352
>not steganographically embedding the map files in actual porn images
>>
>>167420201
im not "pandering" to anyone, im making the game that i want to make, with the tools i want to use. they just happen to coincide with waifubaiting.

>>167420352
careful, feminists are gonna rip your anus apart, it already happened to mozilla once for having a .bro filetype
>>
>>167420352
https://support.solidangle.com/pages/viewpage.action?pageId=8390079
It happens
>>
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>>167420452
Great, I'm qualified to post here then.
>>167420493
Damn you have a point.
>>167420524
Oh fuck.
>>167420524
Neat.
>>
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>>167420352
>>
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>>167420524
>he wants to make a waifubait game
Oh okay go on. Nothing of value was lost.
>>
>>167420096
i'm sure your parents are proud of you
>>
>>167421107
So we've lost your game?
>>
>>167420524
>im not "pandering" to anyone, im making the game that i want to make, with the tools i want to use. they just happen to coincide with waifubaiting.
Based.
>>
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>>167419815
>>
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>>167421107
only gains and progress will be made my dudes
>>
Is there anywhere I can download music with each instrument in a different file? Is there a proper name for this?

I just need something to test an adaptive music set up.
>>
>>167421553
Stems
>>
I have my DB entity types working and automated migrations working!

Now do handle the authentication process.
>>
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>>167422502
Forgot pic.
>>
Non-anime games have no reason to exist.
>>
>tfw you realize clean line art isn't that big of a deal and it's just a way that insecure artist use to shit on others
>>
>>167422813
What I realized is that clean lineart is in general very important for japanese artists
>>
>>167422813
If the game is supposed to have clean lineart and you're making the final piece, then yes, clean lineart is important.
>>
>>167422984
not really if you look at a lot of manga the line work is kind of all over the place

also
https://www.youtube.com/watch?v=rbZUvWs-XyE

when he zooms in you can see he doesn't really pay attention to the cleanliness of overall lines even in the final drawing.
>>
>>167421107
Are him and Peter related?
>>
>>167423090
I said in general. Also I consider you example clean
>>
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What's the downside to building the majority of your game in blueprints? Like I know how to code and have dabbled a bit in using c++ in UE4, but then I switch to blueprints to learn something and it's just so fucking easy. I have a lot to do in my game and I feel like I can do it all faster just using blueprints (with tiny buts of c++ here and there) so what would be the downside?
>>
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Best way to learn how to code in Unity? I'm desperate.
>>
>>167423586

Look at tutorials
>>
>>167423484
none really, since in the next release you will be able to completely turn your bp's into code if i understand correctly, one downside might be that you might want to bp virtualize or whatever its called when you release your game but thats no biggie
>>
>>167423586
Learn how to code first and then pick up Unity.
>>
>>167423586
Nigger.

You don't learn to code with a fucking engine.

Go learn the basics, and then once you understand them, you can go and use an engine.
>>
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Comfy progress (?)
I changed the sea texture because I didn't really like the old one. This one might be a tad too 'realistic' but it looks pretty.
I also imported the wave script I made for an older game to make the sea look a bit more alive. At the same time, I tried making the boat wobble a bit, though it doesn't actually react to the waves so it might look weird.
Finally, I implemented treasure and quest giver positions to the map UI. With this, the gameplay should be all in, now I just need to add content (objects to retrieve and dialog for the various NPC), apart from a main menu, etc.

Oh and I have 3 (THREE) different anon making me music! I'll definitely use all the songs I'll get, either shuffling between them or using them for different scenes.
>>
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>>167423374
This is how I see it
>>
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>>
>>167423804
Oh and the fact that the waves, the compass and the flag are all pointing in different directions is something I'm going to fix soon.
>>
>>167423804
nice, but can you leave the boat?
>>
>>167423681
>>167423793
Where do I learn c# then?
>>
>>167424021
The captain goes down with the ship
>>
>>167424059
Probably from the people who own the language?

https://msdn.microsoft.com/en-gb/library/aa288436(v=vs.71).aspx
>>
>>167424059
By downloading Unity and watching tutorials.
>>
>>167424021
Nope. But I was thinking that if I ever decide to expand on this game after the Jam, I'd like to add on foot exploration of the various islands. For now, though, >>167424078
>>
Is it acceptable to completely rely on Unity's physics or do most """real games""" make their own and ignore it completely?
>>
>>167423484
Nothing really, if it works for you that's great. The main disadvantage of blueprints is the control they give you, meaning that with code you have deeper access inside the engine and can do stuff that either cannot be done, or requires jumping through a lot of loops to do with blueprints. (For example changing gravity globally for all objects in a given direction, tried it some years ago and from what I remember it only worked with C++ code)

But if you use code to fill up for what blueprints can't do then you've reached the ideal state of working with UE4 that even the devs who made it recommend.

(Another disadvantage would be readability of code, but again that's a personal thing, if you don't mind it then it's all cool.)
>>
>>167424330
"""real games""" don't use Unity so I don't know what to tell you
>>
>>167424330
If you need the simulation to be highly deterministic then you shouldn't use Unity's built in physics (which are Nvidia PhysX).
>>
>>167424392
>"""real games""" don't use Unity
Oh, do people make Unreal™ games with unity?
>>
>>167424674
You're a funny guy
>>
>>167410343
Gamemaker?
>>
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I didnt know normal maps could cause z-fighting

>>167410157

Have a updoot godot brother.
>>
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>>167423484
>what would be the downside?
many devs thought the same thing as you. they all abandoned their games in the end
the latest installment is the mayhem league where the dev lost about 2 years of his time which he invested into his blueprint game
>>
>>167424407
No I don't want to use it for player / ai movement (except collision detection using the rigidbodies). I just want to use it for effects, things like objects rolling away from an explosion, etc.
>>
>>167425012
Then it's probably fine.
>>
>>167424868
Make sure the model has tangent arrays. It's an import option in Godot.
>>
>made models
>made animations
>made a working demo
>gained experience throughout the process
>"lost 2 years of his time"

How many years did you lose shitposting, anon?
>>
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I think, if things go well, the introduction will be done by end of day today. Or, well, the initial draft of it. Still don't know how long it'll take to transition from the point-and-click adventure environment to this choose-your-own-adventure environment.
>>
>>167425317
Meant for >>167424930

Apologies for depriving you of the 'you'.
>>
>>167425317
The project was a stillbirth. Equivocate however you like.
>>
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A game where you have the high ground
>>
>>167425225

That did stop it, interesting.
>>
>>167424059
Do you have some programming knowledge right now?
>>
>>167425317
Fuck art.

My progress has been on halt the day I've started to try to make my own characters and overall 3D models.
I haven't done anything interesting in the past 6 months. I'm seriously considering going back making fangames even if it means no money.
>>
>>167425317
>got to work for two years and don't make a single penny
>it's ok at least i have experience from it
any employer would love to hire you
>>
>>167425441
Stillbirth? It wasn't a commercially sold title, and it was more complete than what you see posted on AGDG nowadays. I don't see what you're getting at, you are claiming the game would've went better if he didn't use blueprints? How many UE4 games made with C++ did you see released here? How many 3D games in general? You can count them on fingers, seems to me like you just have the opinion of a biased fanboy who only sees what he deems convenient to his beliefs, but I digress.
>>
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>mfw I just noticed I have 121 followers on tumbler
Wow
>>
>>167423484
Blueprint lacks a few lower-level features, but it's fine to basically do everything in blueprint as long as you organise your code properly.

4.15 is going to support full bp->c++ cooking as well to eliminate any overhead that the VM would otherwise sustain.

It's fine to do it in BP. Literally fine. One advantage of c++ and the biggest one really is just human-readable diffs in your version control system.
>>
>>167425741
>It wasn't a commercially sold title
And never will be because it was a stillbirth.
>>
>>167424930
like there aren't programmers who produce code as unreadable as that.

the person who made that image obviously doesn't have good habits or they would have used functions, macros, and collapsed nodes instead of just vomiting everything into the main graph.

take a look at some of the blueprint projects created by unreal employees, all neat, tidy, and manageable.
>>
>>167426030
Like your game? Oh wait, you don't even have a game.
>>
>>167425678
>got to work for two years and don't make a single penny

>working on a hobby project over the course of 2 years equals working 8+ hours a day as a serious job

Is this what you're actually doing? Quit your job to work solely on your game? And you still don't have one?

I've had 3-4 games over the course of the past 3 years, which I've abandoned because I get bored of them quickly, but in this time I've also finished college and got a normal programming job. I've learned a lot of things, and although I'm not proud of abandoning my projects I don't consider the time I spent working on them wasted, because every new project looked better than the previous one.
>>
>>167424059

http://rbwhitaker.wikidot.com/c-sharp-tutorials these are good if you prefer text-based tutorials.
>>
>>167425741
>>167426116
Butthurt mayhem league dev detected
>>
Someone hacked our wizMUD database.

Any info on who did it will be rewarded with gold trimmed robes
>>
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AI can now pilot ships... and thus enemies are born.
The AI can avoid obstacles and pursue the player. Now i need to slap some weapons on the enemies as well so they can fight back.
>>
>made 10 minutes of progress
wew, time for an icecream break.
>>
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Where is the anon that made these edits? We need more to complete the AGDG logo.
>>
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>>167426248
It was me, anonymous hacker! Please send me my robes.
>>
In UE4, my character's animation is being played too slow the first time it'll be triggered, but after that it'll be fine, what could be the cause for that ?
It's an animation blueprint that reads a bool from the player character and then does a blend poses by bool to adjust the character to the correct pose.
>>
>>167424330

Physics/collision engines already existing are one of the points of using an engine of unity. Go for it.
>>
>>167426386
Does changing the blend time on the blend node do anything?
>>
>>167426448
http://bulletphysics.org/wordpress/
>>
>>167426248
If you don't have your shit constantly backed up then you deserve this and worse
My entire house could burn down right now and i wouldn't lost more than few minutes of work because i have everything backed up constantly
>>
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uhhh I installed xamarin studio because I was tired of visual studio's clutter and I can't find where the fuck it installed to...

the only install directory I can find just has something called "Xamarin Profiler"... wtf? where is the C# editor like in this picture?
>>
>>167426248
see, this is why we need untraceable decentralized currency
>>
>>167426606

I'm aware that there are other physics engines you could use, but unless there's a specific reason (like definitely needing determinism) the time cost of integrating that into unity (or whatever engine you're using) is not worth it.
>>
>>167426379
come to our HQ wed like to give u yr robes.. personally

>>167426616
its ok were just gonna send the guy 1000$ in btc
>>
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>>167426235
Pretty sure neither of us are him.

But keep being mad about your nogame.
>>
>>167426586
If I set it to way longer than I need it fixes the problem, but otherwise I get the same issue.
>>
>>167426631
>unironically moving away from visual studio

I mean, I don't generally like IDEs for most of my projects... But oh my god is visual studio well made and helpful.
>>
>>167426854
kek
>>
>>167423484
Keep using blueprints and ignore salty enginedevs that became obsolete (not like they ever mattered anyway). I've coded in C++ with Unreal for over a year (because muh performance and muh readability) but as time went on I started noticing how much time I spent on exposing stuff to Editor and building "blocks" that were still turned into blueprints to customize this or that. After finally trying blueprints out I almost cried from realization how much time has been wasted.

Now I work exclusively with blueprints unless I really need to do something low-level (e.g. custom shading model).
>>
>>167426854
is this that new 'autism' thing i've been hearing about lately?
>>
>>167426854
>multiple rounds of "where's your game" because someone called a spade a spade
Priceless.
>>
>>167426971
Do you have a game to go with that post?
>>
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>>167427042
>>multiple rounds

Where? I haven't even said it once, I just said you have no game in this last post. Also keep em coming I could get addicted to this.
>>
good programmer here willing to write one function for your game
>>
>>167427339
okay but what engine do I use
>>
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>>167426957
It could be anyone.
>>
>>167426953
I would rather have an empty room than a room full of things I need but that is cluttered and slows me down

also the way it auto-corrects your code is absolute annoying bullshit and a lot of it can't be disabled
>>
>>167427405
He said he was a good programmer, not a UI clicker
>>
>>167427405
it doesn't matter which engine you use because they are all tools to just make a game
>>
i strongly suggest you to not use ue4

t. someone who worked in ue4 for 3 years
>>
>>167427339
I would like you to write a function that determine if another function passed as an argument will terminate in finite time.
>>
>>167427162
I was working on a tower defense game at that time but the team got disbanded and project dropped. I did most of the coding and lots was done in C++ with lots of blueprints on top of that. And yes, if I were asked to do it again I would do it in blueprints.
>>
>>167421553
If anyone ever needs it, I found this.
http://www.cambridge-mt.com/ms-mtk.htm

Lots of perfectly good songs split into 1 track per instrument
>>
>>167427214
>playing with inspect element before making webms
Just sad desu
>>
>>167427610
You're a funny guy
>>
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>>167426631
god what the FUCK

why is this shit so FUCKING HARD AND STUPID
It took like 4 GODDAMN HOURS FOR XAMARIN TO INSTALL, NOW WHERE IS XAMARIN STUDIO? I just want to code a goddamn game jesus
>>
>>167421553
https://www.youtube.com/watch?v=njpfuLDWPx4
>>
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Whenever I see blueprints this is all I can think of. I've considered using Unreal a few times, but the idea that I'll probably eventually need to work with blueprints keeps driving me away.
>>
>>167427594
Here is Halting Problems discussions in depth since you are interested

http://wiki.c2.com/?HaltingProblemDiscussions
>>
The following things are not game dev:

Asset creation
Blueprints
Concept art
>>
>>167427823
Blueprint maps like nearly 1:1 to C++. I fail to see your problem with it.
>>
>>167427912
The following opinion is invalid: Yours.
>>
>>167427883
Can't do it eh? Some good programmer!
>>
>>167427823
You're scared people will make fun of you?
>>
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Shouldn't the demo day page on itch be made by someone else? The page always used to be nicely themed and styled but for the last couple of demo days it just uses some shitty retarded picture from google that isn't even agdg game dev related and default template
It is clear that person doesn't care about the demo days anymore
>>
>>167427823
I've never used them but the idea sounds appealing as long as each snippet of code is optimized.
>>
There is literally nothing wrong with using Blueprints to make your game
>>
>>167427741
>two people can't possibly disagree with me

That's sadder desu senpai.
>>
one day people will view high level language coding the same way we view coding in assembly today
>>
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>>167410297
>>167410379
>>167410443
>>167410689
>>
>>167428878
One day we'll just speak into a microphone and get the mechanics and 3D models we want.

Imagine a world of endless fetish porn just the way you imagined it at your fingertips.

We're not gonna live long enough to catch that day.
>>
>>167423804
You might as well turn this into a complete game to sell, anon. If you expand on it, could be easy quick money.
>>
>>167428160
Don't bite the hand of the discord chat that feeds, goyim.
>>
>>167428985
That's ugly as fuck dude
>>
>>167427960
kek
>>
>>167429067
Thanks, but I never had any intention of making money with this game, or with gamedev in general.
This game is really not as big as it may appear, you just do fetch quests over and over and that's it. Which is fine for Comfy Jam, but nothing more than that.
>>
>>167430181
>you just do fetch quests
Sounds like the average MMO
>>
>>167427750
jesus fucking christ can someone help me

I want to use an IDE with Monogame but visual studio is such a massive piece of fucking shitter shit, CONSTANTLY fucking up my clean code by inserting spaces EVERYWHERE, indenting wrong, creating line breaks all the time, etc all kinds of stupid shit. and I already went through the options and there is no way to disable everything that annoys me, only some of it. already searched online forums and it looks like there just isn't a way to do it.

tldr I want to use C# and monogame but want to use a simpler less cluttered and annoying editor
>>
>>167430402
Can't you use notepad or something of the like?
>>
>>167430402
use unity
>>
post progress guys
>>
>>167430509
>this polarity
there is a middle ground between extreme clutter and tons of annoying functions and literally notepad, I just want a simple C# editor

>>167430563
Monodevelop is great but the version that ships with Unity hasn't been updated in ages and sucks, and you can't even get monodevelop by itself anymore you have to create an account and pay for it or something, their website is retarded...
>>
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Why is cryengine so much better at rendering outdoor scenes than UE4?
>>
>>167431103
Because that's all it was designed to do
>>
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This is Unreal's default scene without additional post-process.

Can you guess which image is the Unreal original and which was ported to Unity with Unity defaults?
>>
>>167430983
Well there is Notepad++
>>
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>>167431373
Really gets the rays tracing
>>
>>167431373
Can you guess who cares?
>>
>>167431373
here's a (you)
>>
>>167430983
try out jetbrains rider
>>
>>167431207
but how, is it the dynamic GI which makes it look so alive and vibrant?
>>
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>>167431373
>>
>>167431103
Is this real life?
>>
>>167431806
It's a Coca Cola sea
>>
>>167426279
This looks really cool, good job!
>>
>>167431587
bloom should be punishable by death
>>
>>167431103
Because it's not?
>>
>>167426326
>agdg ohayos

Bottom is Vengeful Spirit from Dota 2 though.
>>
>>167432075
Oh. I found it in the agdg fanart folder so I thought it was from an old agdg game. I don't play moba shit so I couldn't tell.
>>
Would you buy your game, anon?
>>
>>167417919
what are the lines?
>>
>>167432204

They're the force caused by those sections of the wings, just for helping me debug.
>>
>>167431507
>>167431517
>>167431528
>>167431587

They're both Unreal. Right is default settings, left is default settings without the tonemapper.

Remember to enable HDR + tonemapping on your Unity projects.
>>
>>167432057
looks plastic and where's the vegitation?
>>
File: glider1.webm (2MB, 1920x1080px) Image search: [Google]
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Here's what I worked on last night. It's just a simple glider
>>
>>167428985
I love the dirt and grass but I'm not feeling the tree.
>>
>>167431915
Caught in the land slide
>>
>>167432461
>glider-cancel trickshots
Sick
>>
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>>167431587
Meanwhile at the poor people's camp.
>>
>>167432461

Make it roll while turning
>>
>>167432885
CUTE
>>
>>167428160
I support this post
There wasn't even any OC last demoday or a group art
>>
lets make a dota 2 clone
>>
>>167433103
>>167428160
Okay then one of you do it
>>
File: output.webm (2MB, 800x633px) Image search: [Google]
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Comfy Kids PROGRESS!

Walking around, can bump into things, camera follows and respects the bounds of level limits!
>>
>>167433103
I don't see how fanart is related to the demo day page
>>
>>167433181
i'll make the logo
>>
>>167432201
no, but I would pirate it and then sue myself for the revenue loss
>>
>>167433340
Insufficient page hype = not enough artist hype

>>167433193
i cant im busy
>>
>>167433313
I like the UI. What's on the bottom right though?
>>
>>167432189
I don't play it either but I always remember a cute girl when I see one.

How am I supposed to trust you now faggot? What if other images from there are also from other games? Get someone with more video game experience to work on this shit.
>>
>>167433516
Well, since you aren't going to make the page yourself my suggestion is that your time would be better employed in attempts to motivate artists to make fanart rather than attempting to indirectly motivate artists to make fanart by motivating someone to make a new demo day page but that's of course just a suggestion so do whatever you want
>>
>>167430923
But I did. >>167425332
>>
>>167433793
cease the spergin
you want somebody to do fanart for these threads, right anon?
>>
>>167432350
In my opinion CE has amazing shaders for rendering foliage in the distance whereas UE crushes everyone in close-ups hence why it's so good for ArchVis.

https://www.youtube.com/watch?v=W98zn7JxU8o
>>
>>167412898
Health-for-ammo seems good, like a gun that fires blood or something. Running out of ammo would become a bit of a punishment.
>>
>start working on game
>development gets to a reasonable point to start working on assets
>realize I can't art
>waste a few weeks making shit
>get bored and quit

IT KEEPS HAPPENING

Next time I'm going to make the assets first, then make a game.
>>
>>167434292
>assets first, then make a game.
I feel this won't end well
>>
>>167410183
>Here comes another chinese earthquake.
>>
>>167434292
hire an artist or do what I did find an artist friend who likes games and agrees to do them for fun with you
>>
>>167434357
i had to keep going back and changing shit after realizing it looked bad in-game, I would not recommend it.
>>
>>167434292
Why not just practice? Or ask a friend for help?
>>
>>167433313
Reminded me of Stranded Kids for the GBC.
>>
>>167433676
Bottom right shows what weapons the player has in their primary and secondary hand spaces, (they can access items in the pause menu for stuff like consumables) and the other thing at the far right is a sun-tracking clock. I'll be implementing darkness soon.

>>167434547
Yes! That and it's sequel (that i discovered at the beginning of this year, very happy to have gotten to play that to boost HYPE for gamedev) are the main inspiration of the game I'm making. I tried making this game some fuck eight or nine years ago on the TI calculator using FlashGordon and some other stuff and it worked great until I accidentally got carried away with how much space I was using on the calculator and it started causing memory corruption on the calc. Eventually it bricked it, so I had given up on the project for a long time. I saw comfyjam and the project came flooding back to me and i was like "FUCK YES" its time to do this.
sorry about the blog post, very fucking excited about muh progress.
>>
>>167434272
some kind of...
...blood gun...
http://vignette1.wikia.nocookie.net/nuclear-throne/images/8/80/Blood_Launcher.png/revision/latest?cb=20140616172329
>>
>>167425332
A little hard to read, not enough contrast maybe
>>
>>167434926
>nuclear throne
#TRIGGERED

all those fucking runs that got snatched away at the last second by stupid bullshit.
>>
>>167432461
nice roblox clone
>>
>>167434865
Huge fan of Stranded Kids, I actually bought the game when it was on the shelves and own the Japanese 2nd version. I assume you've played the English fan translation of the second game?

Why no colour though? Would love to play your game when it's finished. I spend too much time on various Nintendo forums, when it's finished I'll shill the hell out of it for you.
>>
>>167434292
Buy art
>>
>tfw clearing my window to a solid colour in D3D12 in Rust
>>
>>167426616
shut up idiot we left the credentials on github cause we dont give a dang
>>
>>167435668
Amateurs
>>
>tfw you wanna do low poly bc it sometimes looks good but 99.99% of the time it looks like ass and low effort shit

what do
>>
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>>167410183
>>
>>167435905
Hard work and practice
>>
>>167434292
Yes, I also came to the conclusion that graphics assets first would be better.

Also, my motivation to code stuff is not very high when I'm not sure how the game will look.

Coding for a nice looking game, instead feels good.
>>
>>167435937
>banach tarski paradox
>>
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>tfw going back and playing games you thought were kinda ehh at the time and realizing they're actually really fun and well designed

I started gamedev because I was getting kinda bored with vidya, and now it's made me appreciate them a lot more.
>>
>>167434049
You call rehashing of a meme fanart? I'd take MSPaint comics over that shit.
>>
>>167435668
Are you fucking serious? You should have configuration files that are ignored by git.
Also link to repo? I'm curious about the project.
>>
>>167435581
cornflower blue masterrace?
>>
>>167410262
i feel like the empty shells fly too far from the character.
>>
>>167436289
0.0, 0.5, 1.0, 1.0
>>
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>>167425516

I AM THE SENATE.
>>
>>167436343
do the spin
>>
>>167436343
where's the treason?
>>
>>167436343
Where's the Iai cut?
>>
>>167436250
nice try buddie
>>
be the dev you want to see on this board
>>
>>167436434
im reworking all my karate kicks so they don't make the character randomly explode anymore.

i have a more elegant solution for a more civilized age.
>>
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fucking vectors, how do they work
>>
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>>167436158
Yes, or sometimes one looks at videogames more from a developers view.
But it feels like it takes a little bit away the magic of videogames.
I enjoy to sometimes just play games again.

Playing videogames combined with doing things in real life is very inspiring for making games.

It's also more valueable input instead of making games inspired by other games.

tldr; get inspired by real life and videogames, instead of only videogames
>>
>>167436343
You're making the next youtuber bait and it actually looks like it's going to be fun, keep it up.
>>
You can update itchio jam entries after the deadline right?
>>
>>167410687
I've considered carrying more guns (1 per ammo type?), might implement it to see how it feels.

>>167412898
Thanks for the post. I'll propably add melee weapons and/or melee using your current gun (bigger guns = bigger melee weapon) in addition to increased ammo drop propability.

>>167424757
Yep
>>
>>167435294
Yeah, I fuckin' loved them both!

There's a lot of reasons why I chose to go with no color.
1) I originally started this project back on the ti84+ silver edition, which only had black and white. So, I kinda wanted to start off with graphics that way.

2) I was planning on doing color later on once everything is done since it'd be a lot easier to draw and have the game done using the 2BIT Grayscale as a limitation and then coloring it afterward.

3) i accidentally assumed the game was originally a gameboy game, and that I had just played it with color thanks to muh emulators lol.

BUT YES! Colors are in fact on the agenda for a later time, probably post ComfyJam. Keep watching /agdg/ here, I'll keep postin' and hopefully playable demo soon if I keep goin' at the rate I'm going!
>>
>>167437182
Yes. You can modify the page, and upload new versions as much as you want to.
>>
>>167436343
I demand nanomachines.
>>
>>167436970
what are you even trying to do?
>>
>>167437079

people have said that but it honestly wasn't my intention. i realised a while ago i can't do the artstyle i want which would have at least given the impression its not intentional streamer memer bait so i figured i may as well roll with what i have. maybe if i make it i can pay someone for some models.
>>
>>167437936
gradually incrementing the velocity of a projectile
>>
>>167438503
that's easy.

Use the Get forward vector and increment it.
There's a function for it in UE4
>>
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see vladimir? hair are just really small tails

I'm happy with the look, it's better than on paper.
>>
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Mostly spent the day bugfixing, but added knock back for visual progress.
>>
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>>167438503
here yo go.
>>
>>167438717
Cool, but why are his arms, feet, torso, and head all tree stumps?
>>
>>167439354
Don't forget about delta time
>>
>>167438953
What are you making this in? I feel like I asked this same question before and forgot the answer.
>>
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>>167439394
Those are barnacles actually.
I don't have any assets for this guy, and I'm afraid to start because this is the third time remaking it.
>>
>>167439558
Sepples SDL2 and OpenGL
>>
>>167439642
L-Lewd
>>
>>167438636
>>167439354
>>167439492
jesus christ I'm literally retarded, I was using set velocity in local space instead
thanks guys
>>
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n-need to force myself to actually do something today
>>
I made a new kind of puzzle game but I am scared of publishing it because the art looks bad in my game since I can't draw well
>>
>>167439354
1) That code is processor speed dependent, meaning faster processors will be able to tick more and increase speed faster
2) There is an acceleration variable for projectile movement so it's redundant to manually calculate acceleration
3) The problem isn't even the acceleration. It's that you have gravity enabled for the component causing them to fall.
>>
>>167439717
teach me OpenGL

i'll be your sex slave or whatever, idc
>>
>>167439917
LEARN TO DRAW WELL THEN MOTHERFUCKER
>>
>>167439842
>force
doin it wrong m8
you should do something because it feels good, man
>>
>>167439984
>just like spend 4 years grinding art 5 hours daily bro!
>>
>>167439793
np, some of us are actually here to help, not just shitpost.
>>
>>167438717
How did you learn to do art like that? Teach us
>>
>>167438953
are there hard bound on this? I can imagine asshole-ish players just thinking "alright, let's see how far we can go with this bomb" and just keep going until they crash the game.
>>
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How different is Unreal workflow from Unity? Are you still using objects, parents/children, etc?
I suppose Unreal would be more suitable for my next project.
>>
>>167439917
Why post this then, stop wasting everyone's time
>>
>>167439983
spend a week building your renderer using https://learnopengl.com/ as reference for the ground work and forget about it until you need shaders

Be on your knees every Thursday at my desk, 7 AM sharp.

>>167440143
It will keep increasing the map size until you computer decides you need a more cinematic experience.
>>
>>167440056
Well I could just grab a project and start doing something. But I have an existing project that's nearing completion and only the most soul-crushingly boring stuff is left. And I need to finish it somehow.
>>
>>167440140
It came with time over the years by doing pixelart and traditional art, but my skills aren't too impressive. I think I might have regressed over past months.
The webm probably looks good only because of tons of filters changing screen tone.
>>
>>167440094
WHAT PUZZLE GAME ARE YOU MAKING THAT YOU NEED TO BE FUCKING MICHELANGELO???
>>
>>167440404
>only the most soul-crushingly boring stuff is left
aka content amirite
>>
How do i add in nuget packages using the c# command line compiler?
>>
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>>167440140
Ha I love posts like this, these people still think that there's some magic sentence that will make it all click and give them astounding drawing prowess. Oh, to be young and naive again...
>>
File: nig.gif (2MB, 520x328px) Image search: [Google]
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i'd this that dangerous box ??
>>
Whats the best 2d game made with unreal engine?

did mighty no 9 fail because it was in the unreal engine?
>>
>>167439970
1. you are right about the tick event, just use world delta seconds instead or set is as a variable

2. you don't have that much control with acceleration variable.

3. gravity doesn't go sideways
>>
>>167441123
porn when
>>
>>167440820
Sometimes they just want to know what method you use to practice you know
>>
>>167441246
>3. gravity doesn't go sideways
In Deus Ex Invisible War, gravity was a Vector3 set in an ini file, so you could set gravity to be any amount and direction you wanted
>>
>>167440590
2D games without art, mainly composition and colour theory, almost always results in failure.
>>
>>167441123
wow, nice
>>
>>167441901
cool
>>
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>>167428985
>>167410297
>>
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>don't realize that bombs push each other as well
>place them around rapidly randomly to see if nothing breaks
>I die somehow
>the bombs should't do damage
>turns out, once a bomb is pushed it performs a hit in the movement direction, which deals damage without checking anything
Still not sure why it takes 2 hearts instantly though
>>
>>167431103
Name one thing Cryengine can do better than UE4.
>>
>>167442397
Ugly

>>167442603
Go bankrupt
>>
>>167440094
Unless you are planning to draw extremely realistic and detailed humans, why would you spend so much time grinding?
>>
>>167441123
>mixels and rixels
>>
>>167442721
to make sick concept art obv
>>
>>167442603
Landscape painting is a little easier
>>
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Hows it hanging bros?

Ive spent 3 months of my free time just working on fixing my deployment files / code structure.

Its taking quite some time...
>>
>>167442958
Is this a meme where you pretend like you don't know what mixels or rixels are so you accuse every pixel art game of having mixels and rixels even when they don't have either?
>>
>>167443505
That game does have both, though.
>>
>>167443505
>tfw you dont know and thought it was a meme the whole time
>>
>>167443602
Except there's not. If you see any please highlight them because I don't see any.
>>
>>167443851
The particles have rixels, which are a subset of mixels.
>>
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>>167442958
i dunno if you noticed but i tried reall hard with this graphics shit so do just deniggerate my hard fought progress with a fuckin mixel meme is ingredibaly dishreartening ?
>>
>>167443505
>accusing others of not knowing what mixels or rixels are when you have no clue what they are
>>
>>167443693
dumb normie

>>167443851
There are grixels as well
>>
at least there's no quixel this time
>>
>>167423793
why the fuck can´t you learn code with an engine?

>looking at tutorials
>understanding how you set up things
>understanding how you can keep everything modular with classes
>understanding how this shit coding works and you can get better and better.

Of course you need to watch tutorials and yes things like for loops, while, if, arrays, functions, how to write code, are something you should know before. But overall with an engine learning coding is not impossible.

I personally want to do this shit myself, I wanna learn c# so I can learn java better and build a good understanding for coding. I can already a little bit c,c++ but that´s it.
>>
are there any good engines for java?
i am alright on java(2 yrs exp., still lot to learn)
i want to avoid learning another language, not that its hard, i just think java is comfy
and if there is nothing for java, what engines are good for beginners and what language?
>>
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>>167444000
>rixels, which are a subset of mixels
dose trips aside, I have to disagree, mixels are about size, rixels are rotation
>>
>>167444348
>I personally want to do this shit myself, I wanna learn c# so I can learn java better and build a good understanding for coding. I can already a little bit c,c++ but that´s it.
Post disregarded, then.
>>
>>167438953
I wonder how many people beat the dd12 demo
>>
>>167444496
>mixels are about size
And rixels induce mixels because you have two separate pixel resolutions - the rendering resolution and the sprite resolution. Mixed sprite resolutions on top of that are even worse.
>>
>>167444000
>>167443602
>>167442958
Who the fuck cares? Holy shit. The guy's showing cool and awesome, not to mention FUN progress yet you still shit on his mixels, gixels and rixels. Nobody fucking cares about them, nobody will, but the whole thing doesn't make any sense to begin with. You didn't have sub pixels back in the day because you simply couldn't. Now you can. Deal with it and suck a bag of dicks.
>>
>>167441701
Is the picture broken or am I getting memed?
>>
>>167444837
calm down
>>
>>167441123
pls be my bf
>>
>>167444837
The vixels though
>>
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>>167444956
>>
>>167444925
blue board

>>167444821
How would rotating a sprite change its resolution?
>>
>>167445173
I didn't say it did.
>>
>>167444925
you are being memed, it's supposed to look like it's broken
it's a crop of sfw pic
>>
>>167444837
>the whole thing doesn't make any sense to begin with
>I dont understand what pixels actually are
>t. meme gamer

>>167445208
You said rixels "induce" mixels, doesn't that imply that rotating a sprite somehow makes it mixely?
>>
>>167445353
>rixels induce mixels because you have two separate pixel resolutions - the rendering resolution and the sprite resolution
>>
>>167445384
You're talking about antialiasing/non-nearest-neighbor scaling, you can sperg about that if you want to but thats not what agdg refers to as mixels, and it doesn't make rixels a type of mixel.
>>
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>>167445173
>>167445384
you;lll have a stroke if you stay angery all the time
>>
Does this look like a carrot?
>>
>>167445793
lol this is a shitty webm. let me try that again.
>>
>>167444068
I love this fucking gif
>>
>>167445793
Alternate universe omniball Guts is hardcore.
>>
>>167445902
fuck no, looks like an orange daikon
>>
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so ill probably add different types of legs you can choose from.
>>
>>167442451
Speedrun strats
>>
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>>167445760
No, I'm not.
>>
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So this is gonna be a two-part update.

First, some movement stuff nailed down: slope sliding and ledge vaulting.

Slope sliding is a manual application of a sliding-down momentum when the player spends too long on a walkable surface deemed too steep. You can either slide down on your belly or your butt depending on which way you were facing when the slide started.

Ledge vaulting is automatic; if you are engaged in a wallrun and you reach a "waist-height" portion of the wall (meaning your torso stops colliding with a wall but your feet don't) you'll automatically vault over the ledge. No hanging animations exist for this, and I'm not sure I want them; the system is mostly designed to prevent irritating behaviors when wall-kicking to the edge of a surface, but it actually works semi-okay as a sort of auto-parkour type system when you move across surfaces full of little dips.
>>
I've just realized that Unnamed Pixel Platformer dev implemented controller shake into the game. Damn, anon, you are awesome. Wherever you are, I hop you are doing great!
>>
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>>167446231
Part two, hurtboxes implemented!

Damage and knockback reaction are now specified per-animation rather than using a lookup table, and the whole thing is now configured to scale based on per-weapon parameters using the master weapon table, but other than that it's very standard Mayhem League hit detection. Attacks register as a series of launches with specified knockback properties.

Currently I've got a master Enemy class which all enemies inherit from, though, which makes implementing this sort of thing much simpler (I was using interfaces before, where every enemy variant had to implement its own TakeDamage function. It sucked).

Obviously no hitstop, animations, effects, etc. That's all to come.
>>
>>167445902
Is this a dragon dildo?
>>
>>167446231
looks fluid and responsive.
>>
>>167441123
This looks like there are screams of pain and terror echoing from the right after sending the box on its way.
>>
>>167444450
halp
>>
>>167441123
Keep that use of multiple question marks and non-use of capitalization back at Tumblr.
Pretty good effect ??
>>
>>167446078
Your game looks fun, keep it up
>>
>>167443498
>3 months of my free time just working on fixing my deployment files
Why do you need 3 months of your free time just working on your deployment files?
>>
>>167446603
As I know Java guys usually go with LibGDX.
>>
>>167445974
B-Better?
>>
How's the feature in the options usually called when you can toggle between frame rates? So it's either adjusted to the monitor's refresh rate or goes at full speed? I thought it's v-sync, but isn't that to just fix tearing?
>>
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>>167446157
holy shit you're dedicated
>>
>>167446928
It is V-sync. The way it fixes tearing is making sure the game's refresh rate and the monitor's are in sync... If they're not, a frame will be half-drawn when the monitor refreshes and voila! Tearing
>>
>>167447096
Thank you very much!
>>
>>167447174
>>167446928
Don't just call a framerate cap v-sync, figure out which one it is.

They're different things which both cap the framerate to a number
>>
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>>167446157
I guess I meant anisotropic filtering, not antialiasing
I will admit that rotating without antialiasing does technically introduce mixels, but the ixels meme is generally pointed out for design choices, not low level things like texture filtering
>>
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>>167446917
It vaguely conveys carrot, though a real carrot is not only much narrower, but has a much taller green sprout

Pic related

OTOH if you showed a rabbit eating it I'd assume it was a carrot so depending on context it's probably close enough
>>
>>167446231
>>167446507
I don't want to be a party-pooper but this looks a lot like Mayhem League 2.0: Chibi edition. You might as well have kept working on that game.
>>
>>167446965
I fucking love your webms, they're progress AND shitposts in one!
>>
>>167446928
>>167447096
frame limiter, frame rate limiting etc.

While v-sync can limit the frame rate it doesn't necessarily have to.

Theoretically all multiples of say 60Hz are fine as well, like 120FPS or 240FPS. That will not cause tearing but the frames aren't limited that way. It goes the other way as well, 30FPS won't cause tearing either, neither will 15FPS.

Devs often combine both, making the monitors native refresh rate the max frame rate when enabling v-sync but there can also be an option to limit the max frame rate to, say, 30FPS or whatever.
>>
>>167426279
I love seeing your progress anon.
>>
>>167446965
god this is so lovable
>>
>>167447472
muh animation pipeline
>>
>>167447472
This is a good thing. I wanted the game to capture the spirit of Mayhem League's combat WITHOUT being so difficult to create content for.

Continuing to work on ML was untenable; if Dixie manages to capture some of the spirit of ML, then good, it means rebooting was a wise choice
>>
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>>167440175
>How different is Unreal workflow from Unity?
It's more restrictive.
You better get those .fbx files set up correctly if you wanna use your meshes in unreal

>Are you still using objects, parents/children, etc?

Blueprints are basically just instanced class objects with the exception (and overhead) that they require a 3D transform/object in the scene.
You can however create pure function libraries.

Generally speaking Unity is probably easier to handle when it comes to object oriented programming since you can write simple C# in it. If you know some c++ though you can do the same (and probably more) in unreal.
I personally have never used it because I imagine it to be a bitch for testing. Also I never really needed it.

>I suppose Unreal would be more suitable for my next projec

Generally I'd take Unreal if you need one of these features:
>material node editing and easy to use shader creation
>Painting on meshes
>breddy fast rendering
>breddy good looking standard lighting
>shadows that don't look like shit
>neato data management via tables
>fancy shit like matinee camera animations
>pretty cleaned up and separated animation management via AnimBPs

Unity on the other hand is good for:
>fast and platform independent deployment
>web games
>layered rendering (i'm still confused why unreal doesn't have that)
>just programming in c#
>easy and quick testing
>flexible pre-fab feature
>vertex snapping that's worth shit

Community is fine on both, tho Unity is probably a bit bigger thus has more active community boards.
Documentation is also good on both, however Epic Games also does tutorial videos/streams, to show you what's actually industry standard instead of the "how can this be done quickly" solution presented by some random youtube guy.

>t.guy who worked with both engines for a year each
>>
>>167448345
>>layered rendering (i'm still confused why unreal doesn't have that)

Deferred rendering. You might see it later when the UE4 forward rendering path is expanded on.
>>
>>167448345
Oh yeah also big advantage of Unreal:

Shit like navmeshes.
At least in the versions I used Unity in, this was still something you had to program on your own.
Unreal natively supports navmeshes and some simple pathfinding algorithms.

An AI programming environment is also natively supported via behaviour trees.
>>
>>167448610
I'm so happy to see a forward rendering path finally getting some love in UE4
>>
>>167448709
>this was still something you had to program on your own.
This is the thing I love about UE4 over Unity

Every little aspect is just better (or actually exists), it makes it so much nicer to use in the long run.
>>
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>>167448610
I hope so.

Shit like the armor in pic related is currently a huge pain in the ass to create in Unreal.
>>
>>167448709
Ackshually

Unity is better than UE4 when it comes to Navmeshes because UE4's Recast implementation doesn't fully support non-adjacent linking; the current fork of Recast (which Unity uses) supports Navmesh Links across non-adjacent navmesh voxels, but UE4 doesn't.

It's fucking annoying because in UE4 there's basically no way to implement navigation across large gaps/drops or teleporters (short of rewriting the Recast implementation in sepples), but Unity can.
>>
>>167448345
>layered rendering (i'm still confused why unreal doesn't have that)

But UE4 has Deferred Shading, UDK uses forward rendering
>>
>>167446231
sick lunar phase dude
>>
>>167449123
Lunar phase..?
>>
>>167448964
You can just use render targets. As of 4.13 they're fully featured including transparency.
>>
>>167449027
Nav link proxy?
>>
>>167440590
Sistine Chapel Painters Saga


oh wait, or was that the guy with the katanas?
>>
>>167449395
>Nav Link Proxy
Will break if used across non-adjacent voxels of Navmesh generation.
>>
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Got a small playground and some pots. Tired of playing around with lightmass and postprocessing. Takes an hour to build on production level..

Time to work on a cute little character.
>>
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>>167449327
>>
Is doing the root motion thing worth it? I have some animations that move the characters in a sort of pulsing manner, and I'm thinking that it might be better than just using the script and trying to fiddle with timing.
>>
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>Work most of the day on programming and basic level layout
>Everything is going great and fixing any problems that crop up is fun
>Realize I should start doing some art so I have something presentable and understandable
>After 2-3 hours come up with nothing worth keeping
>Get discouraged and stop deving for a couple days
>Repeat forever
>>
>>167449539
Across what?
>>
>>167449628
Ah, I see. It's a Vergil move.

Actually the attack in question, being built into the double-jump, is really more like a "rotated aerial rave"
>>
>>167449672
Depends on the animation, but yeah it can be really useful
>>
>>167449672
It's just another way of doing it. It's no better or worse really.
>>
>>167449854
The context is a gathering step, where the back foot comes up to the front foot before the front foot moves at all. It would mean that the character is only actually moving for about half the walk cycle.

It shouldn't be too hard to change something made to walk on the spot to actually moving in Blender, right?
>>
>>167449741
Navmesh is generated by dividing level's 3D space into voxels, then drawing a mesh shape on each walkable surface in said voxels.

Navlinks can exist inside one voxel or across adjacent voxels but no further. So if your voxel grid is 200 units, you can't draw a Nav Link Proxy across a gap which is 201 units across
>>
>>167449927
eeh, I'd say root motion is objectively better for most things which aren't standard locomotion.
>>
>>167449364
das breddy interdasting

I'm actually still working with 4.12
Gonna update THE FUCK out of it right now
>>
>>167410689
It's not shit, I hope that filename was meant to be a joke or that you have never actually played it.
>>
>>167450149
>updating in the middle of a project
whatcouldgowrong.bmp
>>
>>167449327
https://www.youtube.com/watch?v=AZg8ZQSWmQA
>>
>>167450248
I've never had major issues with it

(not him)
>>
Can't sleep, dreaming of haskell, send help.

Also anarchism but that's unrelated.
>>
>>167450296
Shouldn't be a problem going from X.Y to X.Y+1.
Concern would be appropriate for X.Y. to X+1 though.
>>
>>167450370
>Haskell
There has never been a game made with this.
>>
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Have been procrastinating and doing non essential things like making covers and updating aircraft textures to be a bit more realistic and more PBR compliant.

Finally got joysticks to work too, but implementing the configuration screen is going to take forever.
>>
>>167450516
There have been little ones, but Haskell is for the server backend to my game. Frontend is UE4.
>>
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working on high-powered versions of weapons
these blazing rockets pack a wallop
>>
>>167449690
Please, anon, don't give up. First it was fun to read depressing stories like that, but now it just really makes me sad seeing another fine dev biting the dust because of the art-monster. Keep it up! Don't let it break you!
>>
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Hey, quick question for you guys, I want to use large sprites but make them look smaller without hogging a huge amount of the window/camera and without loss of quality?

Also, I'm using GMS2 cause I like allot of the features it has.

also, have a little work in progress animation.
>>
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https://wa-dev.itch.io/wonders-abound

Welp, I put my prototype on itch in case anyone cares to mess with it.
>>
>>167450484
Nah that's what I meant.

I think I'm 4 full versions ahead from when I started
>>
>>167450907
Good, now I can steal all the tech.
>>
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Can someone explain what rixels, mixels and X/Y/Zxels are?
>>
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>>167412713
>when they look at each other
real life is still the best comedy show
>>
>>167451101
Unless your life is a joke.
>>
>>167451091
something autistic people obsess about and no normal person minds
>>
>>167415525
>Damn, creating content takes a lot of time.
Why do you think so many 1MAs go for procedural generation? It still takes time to create, but it translates into more apparent content.
>>
>>167451091
jokes on you i didn't blink or look away
still got a heart attack
>>
>>167450907
Are you looking for any specific kind of feedback?
>>
>>167415878
People meme on LISP for having too many parentheses, but C++ has too many fucking dots, whenever I look at C++ code all I can see is dots, dots everywhere.
>>
>>167450669

Shorten the amount of time that debris flashes before disappearing, it's a bit overwhelming to have all that blinking shit on the screen IMO
>>
>>167451648
Mainly gameplay and animation, but any feedback is appreciated. I mean aside from obvious stuff like needing sounds and actual content.
>>
>>167451705
I remember having to learn LISP in uni and had to count my parenthesis at the end to figure out where I was missing one.
>>
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How much content at a bare minimum I can get away with without people thinking I ripped them off?
I really want to finish my first game as fast as possible but I still want people who might play it to be somewhat satisfied with what I've made.
>>
>>167451521
more like a
broken heart
>>
>>167452039
Just charge less
>>
>>167452039
Hour per dollar is the barest minimum. If you meet that minimum with extremely repetitious content then expect bitching.
>>
>>167451754
alright, i'll look into tweaking debris behavior
>>
>>167450907
>movelist included in readme
You're already on my good side.
>>
>>167452259
>Hour per dollar
This is the stupidest shit ever and it's so anti-developer. This basically promotes quantity over quality. There's tons of 60$ games that are 8-14 hrs long that are worth the money and you'd never expect a game whose entire focus is story to last 60 hours.
>>
>>167452215
It's already in the 2-3$ range and I don't think people care about pennies
>>
>>167452821
Just make it over 2.01 hours-long (for a casual) so people cant refund it.
>>
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>>167452554
>a game whose entire focus is story to last 60 hours
I'll fall over dead before buying a FF title.
>>
>>167452039
$5 is a pretty safe bet for any game honestly. At $5 I'm not going to bother refunding it even if it only lasted an hour.
>>
>>167452554
But that's with the expectation of AAA content. Any game AGDG pumps out should probably follow an hour-per-dollar guideline.
>>
>>167452821
I don't think anyone is going to feel ripped out of $3.

Steam says my playtime in Tiny & Big is <2hrs but I still loved it
>>
>>167453234
no
>>
>>167452554
Buying sixty dollar games at full price is the stupidest shit ever, actually, because the times they're worth that much are few and far between.
>>
>>167450801
what are you asking? you want to display 256x256 sprites in 64x64 space?

you're only option is scale them down my man. it would be stupid to import and store 256 sprites only to be displayed at 64.

Lanczos3 is pretty good at scaling shit down and not losing too much in the process.
>>
>>167450516
I thought amateur and indie gamedevs were supposed to be forward looking?
>>
make me tetris where the blocks don't snap to a grid
>>
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>>167453752
>>
>>167453712
>industry primarily populated by aged children who spent their time with their head up the ass of nostalgia
>forward looking
according to whom?
>>
>>167436158
>>167436989
As a dev the way I tell how a game is bad or good now is how immersed I can get into it, if all I can see in a game is the systems then it's probably bad.
>>
>>167453796
Can any guy just make a tetris game? Or do you need rights?
>>
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how much could you charge for something silent hill 2 quality in 2017? (content, playtime and graphics)
>>
>>167439642
Holy shit. Do you do pixel art for a living?
>>
>>167453872
>muh immershun
>>
>>167446078
>berserk everywhere i see after i started watching it
sigh...
>>
>>167446476
Thanks anon. SDL has a function for a simple rumble effect so adding it was very straightforward.

>Wherever you are, I hop you are doing great!
Some unexpected events claimed my dev time during christmas, and I've been fairly busy lately as well. I haven't dropped the game though.
>>
>>167454076
It's almost as though Berserk is one of the most popular manga of all time.
>>
>>167454073
Yeah anon, the joke's on me for being able to enjoy video games.
>>
>>167410157
>donatello
>sword
>>
>>167454252
Joke's on you for being unable to enjoy complex systems on their own merits.
>>
>>167453980
39.99usd+
>>
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>>167454106
You are here! I'm happy for that! I don't know if you have time to lurk around or not, but I've tried to summon you at least three times without luck and thought you are gone, so I'm glad you are still around. Godspeed!
>>
>>167454053
No, I'm a programmer. I can't imagine working as pixelartist, shit takes long time (at least with the size I usually work with for space dementia). Also I kinda hate doing graphics.
>>
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Slow progress today, so here's a teleport material I'm working on.
>>
>>167454076
just put your grasses on. and nashsin wiw be wong.
>>
>>167415031
brio
>>
>>167454613
Without progress to post I usually just skim through the threads every couple of days or so.

I noticed someone mentioning me a couple of days ago but the thread was already long dead at that time.
>>
>>167415031
Stolen tracks
>>
is it ok if i use asset store stuff i know i could make anyway? like only things that would waste my time this close to demo day?
>>
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>>167454441
Jesus, nice job jumping at conclusions. Now if you'll allow me to do the same to you: you're probably working on a systems-heavy game and your face looks something like pic related doesn't it? Wow, very constructive right?

Cool down on the defensively jumping on people thing. I enjoy complex systems when I'm looking for games with complex systems, I get immersed into the systems themselves. What I meant is playing a shitty game and just thinking about the implementation all the time because it's probably so poorly done it unintentionally brings attention to itself at all times, making it hard for the player to immerse themselves into the game.

What a fucking waste of time it is having to justify this kind of shit to a stranger on the Internet, when I could've been doing something productive, because every fucking time you post something, as innocuous as it may be, someone gets offended and replies aggressively. And it's often the only reply you get. It's like trying to have a conversation with a primitive tribesman who's never had a conversation before in his life and can barely grasp the idea of the individuality of others, so he throws a rock at you when you don't agree with him. Fuck you.
>>
>>167453796
ok what the fuck are mixels
>>
>>167450907
this girl legit looks autistic
>>
>>167455625
That's the point of the asset store
>>
>>167455625
whatever

precisely zero people give a shit until you ask
>>
>>167453941
you have to ask putin
>>
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>>167446078
????
>>
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>>167453796

PLEASE STOP
>>
>>167454730
Your art is very good for someone who hates doing graphics. You're, dare I say it, an absolute madman.
>>
>>167455757
mixed pixels. basically inconsistently sized pixels like you see in the webm
>>
>>167455639
Too subdued for good pasta.
>>
>>167450907
its really bad
>>
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Do you think it's a problem that the ore here doesn't move with the mesh?

They're two separate objects so I'm not sure how I would move both if I wanted to
>>
>>167456123
youre very creative
>>
>>167456123
Surely you can make the ore stick to the isosurface somehow?
>>
>>167456123
Why not make it one mesh and spawn the crystals as a separate one when the rock explodes?
>>167454730
me too, i fucking hate texturing and modeling. I just wanna program everything into existence
>>
>>167453941
https://arstechnica.com/gaming/2012/06/defining-tetris-how-courts-judge-gaming-clones/

A good read. I once asked that question myself and found this.
>>
>>167456123
are u making a numales sky clone
>>
>>167454106
>Pentium III
Holy shit
>>
>>167455951
Thanks, anon. I hope that soon I will be able to overcome this and start shitting out assets for the game.
>>167456373
>wanna program everything into existence
Same here. My game has too much grayscale palette, but lots of shaders hide this.
>>
>>167455803
>>167456047
Thank you for your input
>>
>>167456505
No, I've never played numale's sky. Anything similar between the two isn't intentional
>>
Hey guys, is there any way for me to tell what system a game has been made in?
I've googled the shit out of it but i cant work out how this game was made

https://play.google.com/store/apps/details?id=com.ubisoft.colparis&hl=en
>>
>>167456660
>>167456732
>replying
https://www.google.com/search?q=positive+reinforcement&ie=utf-8&oe=utf-8
>>
>>167442397
Hmm better... but are voxels that small practical for a game yet? I imagine not (unless perhaps the rooms are small, like in what's pictured).

Also lol noodly 1 voxel Sword + Sworcery characters IN 3D
>>
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>>167451091
mixels is when you scale a sprite on a high resolution display, the pixels of the sprite aren't the same size as everything else anymore, mixed pixels, mixels

rixels is when you rotate a sprite on a high resolution display, the pixels will rotate with it

to avoid, simply render to the proper resolution of your game and scale that
>>
>>167456439
so my game, Dicktres is safe then right?

that's right, I made tetris and replaced the geometric shapes with varying sized dicks
>>
>>167456847
You can reverse engineer it to try and find out.
>>
>>167456997
dicktronimos, as it were
>>
>>167456847
probably ubi-art
>>
give me a name for my brand new 4x game
i dont have anything to show just give me a name
>>
>>167456937
seems pretty autistic to worry about """"mixels"""" and """"rixels""""
>>
Hey, for anybody with ADD/ADHD who struggles with working on your game for more than a few minutes, I highly recommend picking up a spinner or other fidget toy. They're basically small objects for those who fidget, intended to provide enough tactile sensation and distraction to keep you occupied without being distracting enough to derail you from what you're supposed to be doing. They've also been used for anxiety and for autism (in the legitimate, non-meme sense).

I won't say what brand I have because I don't want to shill, but the principle of all of them is the same, and they do help.
>>
>>167457603
thats what i use your mom for
>>
>>167457592
Yep. There are plenty of high selling pixel games that break the pixel purism rules.

No one gives a shit.
>>
>>167457592
it looks ugly and signals laziness
>>
>>167451447
>>167457592
samefag making a le so retro nostalgia bait game with tiny sprites that don't look good with or without mixels
>>
>>167450907
The moves seem okay, although tying the dodge button to specials feels odd to me because I can't combo from normal attacks to specials.
You really need to work in a training AI for demos like this. It dodges perfectly, sometimes even when it seems like it should be locked (the taunt animation is the primary offender there). The shoot ability, and most specials, are useless because you can't hit the AI with it. I'd recommend removing it altogether (until you do a bit more work on it) and just having idle/blocking states. Even though this is an alpha prototype and people should be forgiving, it still made me want to ragequit.
FYI, I spent most of my time on 20% speed, and still couldn't really get any aerials going.
>>
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>>167457668
>>
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>>167457745
go back to nodeving
>>
>>167457591
still in need of one
>>
>>167458105
i'm making good engine progress anyway
>>
>>167457592
The more and more games you make on modern machines, the less and less you begin to worry about this shit.
>>
>>167457591
>>167458158
Is it sci-fi or what's the premise? Just a Civ clone?
>>
>>167457745
cawadoody baby spotted
>>
>>167457873
Yeah, the window to hit the AI is pretty small since startup and recovery for most attacks is short, though there are various ways of baiting the AI to make it easier. It's meant to be difficult since it's an AI version of the player, I imagined it as kind of a rival fight rather than just a standard enemy.
>>
>>167458243
i want to make it generic orcs and elves medieval fantasy to keep it in one setting instead of spreading across a shitton of eras

other than that yes a civ clone
>>
>>167457873
Also, you can combo from normals to specials. All the specials that use the dodge button have forward movement to compensate for the backward movement of the dodge. And if you press dodge and the attack button during the input buffer of the previous attack, then the dodge won't come out at all, and it'll go straight into the attack.
>>
>>167427473
u r retard
>>
>>167453796
I DONT WANT THIS
>>
>>167457592
I mean, I kind of agree that the obsession over mixels and rixels to the point of naming them and pointing them out is a bit autistic, but I do think they look ugly and should be avoided.
>>
>>167459815
how can you avoid them if you don't give them a name and point them out?
>>
>>167457591
>>167459017
the neverending legend
>>
>>167457603
>not being ADHD with hyperfocus masterrace
>>
>>167458713
>I imagined it as kind of a rival fight rather than just a standard enemy.
That's fine for the story mode, but you're presenting a prototype for noobs who have never touched your game before to experiment and (hopefully) get the hang of your mechanics for 20~30 minutes, not defeat your final boss after playing for 3~4 hours.
>>
>>167460246
Yeah, I need to work on that. The AI is mainly there to give me something to test with and show. I'll try to get regular enemies in there at some point.
>>
are 2 million lines of code in a shader too much?
>>
>>167460568
depends on what the code is, but yes

doubtful it'll even compile desu, shaders have instruction limits
>>
>>167460568
Post shader results.
>>
>>167460073
good name ill skip the the though
>>
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Engine and afterburner effects.
>>
>>167457038
>>167457172
thanks guys
>>
>>167460890
everspace already exists
>>
i want to continuously remap every single pixel on the screen to a different position on the screen, i.e 0,0 becomes 376,316, 1,1 becomes 777,121

how would i do that?
>>
>>167461128
easily
>>
>>167461128
drawing to the surface
>>
>>167461128
Cyclic PRNG with period the number of pixels on your screen
>>
>>167461112
I haven't played it, but yeah they're basically doing this but better in every way.
>>
>>167461217
yeah nvm it actually is
>>
What are some of your favorite classic FPS weapons, visually? Why?
>>
>>167462092
As in the weapon model or projectile?
>>
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>>167462092
classic enough for you
>>
>>167462092
a game's quality is directly proportional to how strong the revolver is
>>
>>167462092
m4 in cs
ak in cs
pulse rifle
golden gun in golden eye
>>
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Did some AI progress and some UI progress. My goal is to make it a "game" by the end of today
>>
>>167462195
Either.

Not necessarily in what it does to the enemy, moreso in the actual viewmodel. I'm looking for inspiration for some really simple stuff to model.

Like, *really* simple. I just started learning Blender a week ago.
>>
>>167462282
What kinda AI do you need? The window title "Myst" does not exactly bring anything to mind.
>>
>>167462092
M1 Garand
>>
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>>167462092
>bvrrrmmmmm
>>
>>167450907
100% speed it too fast, 50% speed is too slow. Knock it down to 80% or so. The animations don't have a ton of keyframes, so slowing them down and adding some more could work too.
>>
>>167462398
It's gonna be a builder / rts game based on this old Minecraft mod called Mystcraft. I assume it's based on Myst, hence "Myst TBD".

I was working on the system by which Pawns are assigned and complete tasks, such as moving somewhere or building something.
>>
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How do I communicate information to the player without using text?

I'm lazy and I don't want to set up a dialog system right now.
>>
>>167462816
Depends what the information is
>>
>>167462816
what kind of information you fucking faggot
>>
>>167462816
https://www.youtube.com/watch?v=8FpigqfcvlM&feature=youtu.be&t=398
>>
>>167462969
>>
>>167462338
Stielhandgranate
Thompson M1A1
Welrod
>>
>>167462969
That video's entire argument is rendered null and void by the fact that instruction booklets were a thing.
>>
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p happy with the second big blast

no torso action is intended
>>
>>167462735
>Mystcraft
That's a great mod, but it was based on switching worlds through books (hence Myst). Building / RTS reminds me more of MineColony, which was kinda based on Anno and had actual people in it with roles defined by the building they worked in.
Or are you doing a dorffort-clone with world switching in it?
>>
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>>167463776
>you will never receive a 150 page manual written in character with a game purchase again
>>
>>167463907
>dorffort clone with world switching
Incidentally, extra planes is one of features that's supposed to be started in the near future in dorffort
>>
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>>167463046
So I want to allow the player to enable texture filtering in game (despite it looking shit on lowpoly smol textures) but the filtering makes other textures on the texsheet/atlas bleed together. Is there an easy way to fix this or do I serioiusly have to manually add padding and fix UVs?
>>
>>167464393
Oh really? So when Toady implements it in 2022, is it basically just a portal to another spot on the map or is it supposed to be the home of gods, demons, and forgotten beasts with unintuitive physics?
>>
>>167462092
I really love m4a1. I also have a sweetspot for rocket launchers.
>>
>>167463873
I personally do not like the clipping. Why no torso action?
>>
>>167464531
Support for multiple other planes, including afterlife planes, god planes, etc, and the ability somehow to warp between them (and I guess dying could send people to the afterlife?)

I don't know about the physics
>>
>>167463776
The point is that it intuitively teaches players the controls without necessarily having to look at an instruction book.

People hate tutorial prompts. Instruction books are worse from a practical standpoint - you actually have to refer to an outside source to get an idea of how to play the game.

Not that instruction books are inherently bad - it's just that the player should be intuitively led into the game's mechanics through play whenever possible.
>>
>>167450669
Holy shit this looks nice. What engine are you using?
>>
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>>167462092
Just super satisfying to fire.
>>
>>167450907
AWESOME! If/when this comes out on Steam, I'll actually buy it!
>>
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>>167465713
thanks
gm:s
>>
>>167465857
thanks, my dude
>>
what the fuck is with /agdg/ and cats
>>
>>167450907
hey, can anyone link me to a tutorial where I can learn how to model like this?
3d anime?
>>
>>167465594
cloth is simulated too...... maybe I should just stick to ingame gifs/webms
>>
>>167466009
innernette-people are cat-people
dog-people are too busy walking the shit-machines
>>
>>167466119
It's crazy that people carry the "caring about dogs vs. cats" meme into adulthood.
>>
>>167466304
i hate both equally
>>
Any "I want to learn to draw with 0 previous experience" starter pack familia? Got meself a wacom one m
>>
>>167466393
take the styles and jam it into your stupid brain

alternatively go check out /ic/
>>
>>167466393
>starting with digital
meme
>>
>>167466020
https://www.youtube.com/playlist?list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiM

I didn't follow any one tutorial exactly, but I found this one very helpful.
>>
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That's better. It's all still unsafe - the wrapper basically just gets rid of the undesirable traces of COM and C/C++ from the API without any validation or anything. There's some helpers for very common idioms like creating and indexing a descriptor heap.
>>
>>167464393
>Or are you doing a dorffort-clone with world switching in it?

Basically yeah. I'm thinking of some other mechanics that tie in with it. IE: Enemies spawn at the border worlds and fight inwards, so you expand for protection. Also, maybe some morality system, where if you're being too evil then the worlds you create will be populated with "light" soldiers who are hostile.
>>
>>167466393
don't start with digital or you will fuck yourself over

>t. someone who needs the ctrl+z crutch and cannot draw without it
>>
>>167466393
Find art that you like, and study it. Then try to emulate it.
>>
>>167465674
>The point is that it intuitively teaches players the controls without necessarily having to look at an instruction book.
Randomly pressing buttons to figure out what each one does is not intuitive design. Its action and reaction. Game controls aren't something that can be taught intuitively, because there is no logical reason for why one button would make you jump or another shoot. They just do that because the game demands it.
>>
>>167466458
>>167466486
>>167466691
>>167466718
thanks mates, gonna check out /ic/ and buy some pencils
>>
>>167465674
>>167466754
There's a difference between "press A+B+C to perform action" and the SMetroid moment where it taught you walljumping. Teach actions, guide toward interactions.
>>
>>167466530
What language is this?
>>
>>167466754
>because there is no logical reason for why one button would make you jump or another shoot
Which is why so many games bind important actions to the select button on gamepads, because it's all so arbitrary!
>>
>>167467116
Rust.

That snippet is all in an unsafe block, by the way.
>>
>>167467187
Was wondering. Saw the let syntax and was like... Hmm... I don't recognise this language at all it looks c-like but is using let(very common in FP)
>>
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>getting a degree in video games
>>
>>167467281
Rust's syntax is like a fusion of C and ML, yeah.
>>
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>>167467331
>tfw you actually did this
>>
What's the best method of making a stationary walk cycle into a moving one in Blender? Should I do the NLA strip and path thing, or is there a way to just lock the foot control bones and make everything move around them?
>>
>>167467414
Can't you just move the root bone in the appropriate speed away from the origin?
>>
>>167467732
Yeah I can, it's a bit fiddly though. It would be easier if there was something like onionskinning.
>>
>leave visual studio installing for 5 hours
>30 gigs free
>come back
>"not enough disk space"
>i selected the smallest installation

Explain why people put up with bloatware
>>
>>167467929
I have a 1tb drive on my dev computer, and the software is very good.
>>
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Any AGDG games make it to Steam recently (besides Aliens Go Home Run)?
>>
>>167467929
This was not my experience when installing VS. 3GB, about 10 minutes
>>
>>167467929
I don't understand it either. Relatedly, I can't believe the shit people put up with using Windows OSes. It's insane to me that they somehow still get away with the appearance of legitimacy. The power of marketing and recognition I suppose.
>>
>>167467187
You monster
>>
>>167468257
Well, I don't want to make a safe API at such a low level. I may eventually, but it will be quite involved, and I'm learning D3D12 as I go so I'm not confident I can make a useful wrapper.
>>
>>167468073
I think there's that game Abyssal Zone that went up around the same time too.
>>
>>167466385
gay
>>
>>167426326
There is more on the dropbox/imgur album.
>>
>>167468562
>Abyssal Zone
NOT AGDG GET OUT SHILL
>>
>>167468623
Oh right, and Aliens Go Home Run totally was agdg with it's <1 post per year during dev.
>>
>>167454106
>I haven't dropped the game though.
This makes me so fucking happy.
>>
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>>167468870
t. Abyssal Zone dev
>>
>>167464408
the usual fix is to implement your own sampler
>>
>>167468963
>They're not from agdg
>They know enough about agdg to comment on how often someone posts progress
That's really got me thinking.
>>
>>167458224
You know I used to think it was difficult to create a pixel perfect game, and that must be why so many indie devs never get it right.
But after I started learning I realized the truth is it's easy as fuck, it takes a minute to set up in any good engine, and it's not hard to work with at all. There's really no excuses.

If a game is trying to be a retro pixel game there's no reason for it to not be pixel perfect. If a game can't work well at a low resolution then the game should be made with high res art.
>>
>>167468073
Holy fuck, I had no idea that game finally released.
>>
>>167466754
there is absolutely a semantic value to the buttons

there's a reason that nearly every ps1 game had triangle + dpad bound to looking around
>>
>>167469163
they are the shitposters
>>
anyone have any good articles on how to make a good story
>>
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>>167466960
nothing wrong with a friendly reminder of what you need to press
>>
>>167469695
>>/lit/
>>
>>167469695
step 1: have something to say
>>
>Struggling with 3d map generation in unity
Maybe I'm just too stupid to make a video game.
>>
>>167466754

>implying jump/confirm isn't A, attack isn't X, item/decline isn't B, and special attack isn't Y
>>
>>167469904
sir you're being hunted had an article about how they did their generation in unity
>>
>>167469934
>everyone uses XBAWX or SNES controllers
And don't you backpedal now to say you use these on your keyboard as well.
>>
>>167468073
Googum's autism simulator
>>
>>167470035
keyboard games have standards too
>>
>>167470024
I'm following the hexagon grid tutorial on catlike coding but when I got to raycasting to click on cells it went off the rails because you could click on a cell on the opposite side of the map, so I switched from my desktop to my laptop to go through it outside and on my laptop it doesn't work AT ALL. Maybe I flew too close to the sun and I should start with something simpler.
>>
>>167470142
>standards
Note the plural.
>>
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tfw actually proud of this model ;__;
>>
>>167470035
Jump is space, use is E, your mom is F
>>
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>>167470303
Anon that's great progress keep it up
>>
>>167462969
>snes controller had a severely limited amount of buttons, small amount to try before finding the right one compared to a modern gamepad or god forbid a keyboard
>games came with a fucking instruction manual that was just as much if not more handholdy than modern games

Arin is a literal hack and it baffles me that people take him seriously when there are video presentations, commentaries and blogs from credible industry developers who know what they're talking about that are just as easily available online

Youtube e-celeb culture is fucking infuriating, don't even get me started on extra credits
>>
>>167470452
sick burn
>>
>>167470452
Thanks? Atleast better than nothing i guess?
>>
>>167468870
>Aliens Go Home Run posted at least a couple times on /agdg/
>Abyssal Zone posted never on /agdg/
>Aliens Go Home Run participated in multiple Demo Days
>Abyssal Zone participated in none Demo Days

Which one is an /agdg/ game, which one is not?
>>
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>>167470423
Fuck FPS with leaning controls, amirite? Every game has jump, amirite? All games are the same and therefore have the same control scheme.
>>
retard here, where do i start
asking for a website pulled at your ass
where do ya'll start?
i've got ideas for gameplay story and artstyle but no skill
>>
>>167470303
its cute in a retarded claymonster sort of way.
give it googly eyes and a silly walk cycle
>>
>>167470652
figure out what you need to know to make what you want to make

realize it's too much

revise ideas to be smaller

goto step 1
>>
new thread
>>167470747
>>167470747
>>167470747
new thread
>>
>>167470579
If you make a game without jump I will be very sad and hit space a lot while crying.

>>167470652
Start with learning to do art, or programming, or both. There's lots of learning material for both.

Do you intend to be working alone on a project? If so some programming will be needed. 2d or 3d? Do you have a good mind of abstract reasoning like in mathematics for instance?
>>
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>>167470830
>If you make a game without jump I will be very sad and hit space a lot while crying.
Gotcha, famalamdingdongdooderidood.
>>
>>167470505
sequelitis is much, much better than anything extra credits ever did
>>
>>167450907
Where did you learn to make a game like this??
>>
Holy fuck how do you make root motion work in Unity? This one just teleports back to where it starts.
>>
>>167469695
2) add cute waifus
Thread posts: 762
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