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/agdg/ - Amateur Game Dev General

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Thread replies: 764
Thread images: 194

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Just like make game!

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

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

> Upcoming 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
>>167525832

> Previous Demo Days
pastebin.com/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
>>167584540
happy new thread
>>
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Game
>>
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stop making games
>>
any engine devs around, im curious how do you split up your ui components when it comes to texturing. im think that ill just have each window have its own unique texture atlas and a shared atlas for common static controls. thoughts?
>>
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>>167584701

when you stop burning churches
>>
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>>167584480
>>
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Xth for Art.
>>
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prototyping basic enemy shit isn't only easy, but also fun and satisfying

after a week of chilling, i'm gonna dedicate the rest of the day to try and at least prototype some enemies, including but not limited to a slime, a wisp, a giant eye-ghost (which is actually more complicated since it's 4 units to care for), a rolling thing and port over the bayonet lancer that charges at you once he runs out of bullets

level design is still shit because whoops (i'm seriously considering getting friends involved to do the level design and music) and the fireball seems to be bugged for some reason so i scrapped it to remake it later

what are you gonna work on today, /agdg/
>>
>>167584754
well I'll be fucked then, even doing the exact same (5s delay and using set velocity in local space instead of set projectile movement's velocity included), I still get the same issue
unchecking tick before owner doesn't change it either.
>>
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>>167585029
I wish gamedev was only prototyping
>>
>>167585029
Can you animate your character now?
>>
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>>167585334
Nope, I'm sunk again in a creative low and every time that happens everything I try to do in terms of art comes out looking like shit, so I take advantage of being unable to do art shit to do more technical stuff such as prototyping enemies and other things that make me say "i could be doing art right now" when i'm on a creative high

that way even if things aren't okay in one aspect of the game i can still progress in another aspect of it and keep the ball rolling instead of using it as an excuse to avoid doing shit

>tl;dr that comes later
>>
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I will probably remove the LAST ACTION thing and replace it with a map
>>
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>>167585029
>what are you gonna work on today, /agdg/

Going to grab some more references and make some more non-attacking sprites. I want to go back to programming.
>>
Non-Inverted
>>
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Progress time:
>grenade launcher works
>tweaked enemy sprites, decided to go with kind of purple/red color so that they always stand out
>new explosion effects
>camera is kinda shitty
>new sound effects
>starting to implement music system
>>
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>>167586676
>I want to go back to programming.

I feel you

doing fucking marketing and task planning today
>>
Inverted
>>
>>167586941
do the lines that connect to the outer wall signify anything gameplay related
>>
>>167586941
what even.
>>
It's funny to see that this /r9k/ spammer shitposter >>167584701 is a regular from /agdg/.
>>
>>167586941
why does it go batshit near the edges
>>
a shmup but instead of ordinary weapons your ship uses elaborate bullet hell patterns you can switch between just like enemies
>>
>>167587613
also you can steal each enemies pattern and use it
>>
>>167587613
>enemy AI is really good at dodging
>>
>>167587680
There was a newgrounds-type game that did that, where you played as a shmup boss. IIRC, the 'player' ship just dodged all your shots then you lost. Game over.
>>
>>167579409
got it fixed anon!

turns out instance_activate_object(all) doesn't work on linux fsr.
>>
Before I go, is anyone looking for an artist to help with their game's art?
>>
>>167587613
meh, the point of a bullet hell is defeating the odds
besides you don't really need more than a wide-spread shot, a focused shot, and a homing shot if you're a pleb like me.
Youmu's sword mechanic in Touhou 13 was really fun though.

>>167587828
I think I might remember that one, was there upgrades ?
>>
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>>167584678
I dont know why but this interests me.

>>167585026
I know art is no fun anon, I gave up on it and decided to go for the garbage-bin-aesthetic.

Made a initial "inspect" thing this morning. Right now I have it where if a object has something written about it a array is returned with the text to display. It works I guess, maybe I should use a different font though and it's hard to read against similar colored things.
>>
any artists need a programmer?
>>
>>167585915
Good idea.
>>
>>167586785
i drool every time i see your game, jelly as fuk
>>
Is it pronounced prawgress or preugress
>>
>>167588472
it's pronounced progress
>>
>Most card games use a fantasy or a sci fi setting
>A few use historical settings
What if I use a modern, banal setting just to stand out? The +attack to all of your other dudes card could be a cheerleader instead of a warlock. The kill spell could be a sniper round. The draw spell could be !wikipedia.
>>
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>>167587147
>>167587197
>>167587312

boundary static speeds up the games time factor.
if the player is not linked the game slows down.
game time will range from 0.6f-1.4f factoring.

the faster the game is running, the faster you are firing and moving, but the faster everything is melding together. spawn rates remain the same.

the closer a player is to the wall, the greater the # of static links and the faster the speed-up process.


i'm still working around w/ it. i think i'm going to make a seperate box/circle in the middle of the map so the plyr can 'jump' from link to link.
>>
>>167588249
Post debugging process
>>
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What are some other flying enemy types?
>>
>>167588052
Pretty sure the one I was thinking of had a green computer wireframe aesthetic, but this comes close.
http://paperdino.com/bossrush/
>>
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Another boss down
>>
>>167588828
Along that theme? An Ibis I suppose
>>
>>167588828
why is that filthy mutt bullying owl-chan
>>
Another day goes by, that I'm not making art for anyone's game. All because of a stupid meme.
>>
>>167588940
>me when cumming
>>
>>167589285
post your portfolio then mumbo
>>
>>167589285
Best of luck out there.
>>
>>167589380
I'd rather tailor it to an existing project that's looking for an artist
>>
>>167588828
http://aom.heavengames.com/gameinfo/units/egyptian/myth

a phoenix i guess
>>
>>167588828
bats, crows, severed heads, metroids
>>
>>167584813
>wearing flip-flops
disgusting
>>
What are some fairly straight/regular things you'd find in a child's bedroom?

Stuff like a table, bed, radiator.
>>
>>167589972
Me under the bed
>>
>>167590093
I don't think you're straight or regular
>>
>>167590192
I'm straight where it counts, and I'm regularly hidden there.
>>
>>167590249
calling the cops
>>
>>167589972
Plushies, desk, tablets nowadays, their cage... for their hamster I mean.
>>
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Onii-chan, post progress.
>>
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>>167590249
>>
Jesus Christ texturing is so fucking hard.
>>
>>167589972
See >>167589675
>>
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Who comfy?
>>
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>>167589972
comic books, shelf of toys/action figures/scale models, a mirror perhaps, if it's a girl's room
>>
what are some good uses of the choose(x1,x2...) over the old random and switch?
>>
>>167591361
The right one is less blinding though.
>>
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>>167590798
>>167591424
Working on lighting. Leaning toward the left one.
>>
>>167591549
Make the ground brighter on the second one so there's good contrasm
>>
>be artist
>draw five screenshots and one animated scene
>no fucking idea about programming or gameplay design
>$60k starting

https://www.kickstarter.com/projects/1338986832/sealark-an-oceanic-adventure-game/description
>>
>>167591725
And artists still think they have it harder.
>>
>>167591725
I like to keep the saturation slider at max for maximum impact.
>>
>>167591725
Artists have it easy.
>>
>>167591725
>I'm Clairvoire, and I will be writing, programming, and animating! (...) I have been programming and spriting for the past 6 years now
>>
>>167588828
rancid furfag jizm
>>
>>167586785
HOW??!
>>
>>167591549
left just looks washed out
>>
>>167591725
>so we’re aiming to have the game released by July 2013!
This should warrant jail time
>>
>>167591725
I'm actually pretty surprised this made 60k, I thought the age of "People kickistarting games with nothing to show aside from images" was over after games like MN9 and Project Phoenix.
>>
>>167591875
Kickstartly reminder that Clairvoire is actually a guy.
It was part of his kickstarter marketing.
>>
>>167591845
>>167591824
Anyone can code, not everyone can do art and their skill makes it easier to appreciate their efforts. Of course they have it easier.
>>
>>167591725
This game came out?
>>
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>>167587851
you are a true hero
>>
>>167592052
Most normiegamers are idea guys, and think daydreams = gameplay.
>>
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>>167591549
>>167591621
I agree, take the right one with brighter ground.

Most things are finished now, only her shoes are missing. After her shoes I'll move over to environment art.
>>
>>167592281
NOICE
>>
>>167592281
Gameplay when?
>>
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>>167591880
Sorry, that's already used as a subweapon projectile.
>>
>>167592281
shes perfect anon
you are making me envious, both in terms of skill and that her body is so much better than mine
>>
>>167592052
That project came before mn9
>>
>>167592541
i want to judge that dog
>>
>>167591725
>be programmer
>can't do art
>become jealous of artists
>shitpost on the internet about how artists are evil

ayyy lul

if anything, you should complain about >>167591990
>>
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daily reminder that you will never finish your game before me
>>
>>167592719
Not being able to program or design a game and not hiring/teaming up with a programmer is what causes games to not get released.
>>
>>167591725
>last update: Longterm Hiatus

i honestly don't know what i expected
>>
>>167592612
Don't compare yourself to imaginary women, anon.
>>
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>>167591725
>latest update
>Longterm Hiatus
>>
>>167592839
If you scroll to the comments section, even under the post that says "I give up and have shamelessly stolen your money" there are still a few idiots wishing them luck.
>>
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Anyone want to partner up to make a short game for Comfyjam? I can code and animate a bit, tho I can't do art for shit.
>>
>>167592930
welcome to being popular
>>
>>167593007
What kins of game?
>that webm
RIGHT IN THE NOSTALGIA BONE
>>
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>>167591725
Embrace the Triangle of Gamedev.
>>
>>167591725
>tfw will never make this much money with video games>>167591824
>>
>>167592867
feels bad when walking past some shops and their mannequins look like that
tfw the ideal is imaginary, stop it mainstream media stop it
>>
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>>167593103
>design

*music
>>
>>167593103
It should be
>gameplay
>assets
>programming
>>
>>167592831
That's because they're an idiot, not because they're an artist.
>>
>>167593156
THIS
>>
>>167593189
art encompasses music and sound effects too so it's okay
>>
>>167593156
>>167593253
design is just as vital, if not more, as art and programming.
there is a massive difference between a game designer and an idea guy whose all ideas are actually some dumb story drafts completely unrelated to actual gameplay other than genre thrown in somewhere at the start of the sentence
if anything, >>167593189 is a better improvement
>>
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>>167591725
So how does kikestarter work? Do you get the dosh at the end of the time-frame or do you get the money AFTER you delivered the game?
>>
>>167593382
You get money
You make game
Funders get game
>>
>>167591725
http://clairvoire.tumblr.com/post/48266506571/programming-talk-about-sealark-rambling-below

sasuga enginedevs
>>
>>167593135
>the ideal is imaginary
If you like 2d, yeah.

Don't start this crap about how women can't look beautiful in real life like the beautiful women that exist.
>>
>>167593189
That's what it is. But I feel like art direction is kinda missing when talking about assets

>>167593364
>there is a massive difference between a game designer and an idea guy whose all ideas are actually some dumb story drafts completely unrelated to actual gameplay other than genre thrown in somewhere at the start of the sentence
it took me some time to actually realise the difference between those
>>
>>167593079
Puzzle, narrative, walking simulators, adventure point and click, visual novels, strategy, management.... anything without much action.
>>
>>167593382
1. You get the money
2. Don't do anything but make excuses
3. ???
4. PROFIT
>>
>>167593353
"Design" encompasses sfx and arguably music.
>>
>>167593382
Sauce on grill
>>
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>>167593419
What if I get money but dont make the game?
>>
>>167593382
you get it when the funding window ends, but only if you made the money you were looking for

the idea is you then use that money to make the thing you promised to make, but about 50% of the time you just take it and do nothing instead
>>
>>167593565
Then you keep money and funders don't get game.
>>
>>167593565
Then you better hope that you got a lot of money because no one's going to fund your shit ever again

Oh who am I kidding, they'll still fund it even if you go by the same name
>>
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>>167593605
>>167593583
>>167593528
Nani?!
>>167593558
PainWheel
>>
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>>167593103
Posting true version.
>>
>>167593467
i mean, 2d is an exaggerated ideal, but oh well
>>
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>>167593467
>>
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Is Interactive Fiction considered comfy?
>>
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>>167592364
Thanks.

>>167592435
2030 In two weeks according to my planning.

>>167592612
You can try and improve both, if you only try hard enough!

>>167594050
Depends on the story.
>>
>>167592719
>you're just jealous for stating the truth
>ayyy lul
Thanks for reminding us that artists are also retarded.
>>
>>167594050
Depends on the setting and how it's written.

Asking if Interactive Fiction is comfy is asking if books can be comfy.
>>
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>>167593910
Oy vey ! I think you might have gotten it wrong goy.
>>
>>167594174
I thought this was for the jam?
>>
>>167593910

That implies that they're equal
which they're not
>>
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working on overworld
>>
>>167594183
>implying i'm an artist
>>
>>167593910
Where's design? I know that idea guying is a meme, but it's only a meme until you get your code and waifus done and realize the game is not fun.
>>
>>167594050
>>167594203
I suppose the real question is whether anybody even plays IF anymore.

Unless you count visual novels.
>>
>>167594174
i will work hard!
keep up the good work, your stuff is amazing so far!
>>
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Post shit from your dev graveyard.
>>
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-------- AGDG WEEKLY RECAP --------
Fill out the form to be a part of the weekly progress recap. Be sure to check out the "read me" link for important information on scoring and formatting.
Submissions will be accepted for at least the next 36 hours.

-------- FORMAT
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
- ...

-------- LINKS
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy

-------- SCORES
I'm going to try including score data in the actual recap image. Using a cumulative score system, even with the inactivity counters, there are simply too many games to list in this section.
>>
>>167594524
does it count if i never posted it on /agdg/
>>
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>>167594524
it was a dumb LoL minigame that I scrapped because it wasn't fun at all
>>
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>>167594815
Preferrably only shit you've posted on agdg, but otherwise, yeah sure.
>>
>>167594524
Man, Zero lost a lot of weight
>>
>try to find my old progress posts
>the archive doesn't go back far enough

:^|
>>
>>167594930
then i don't have anything
yet
>>
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>>167594524
>>
>>167594983
Post it anyways.
>>
>>167595003
Wasn't this from just a few months ago?
>>
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I'm using gamemaker and I'm having trouble on where to start for a basic armor-equipping system where the armor gets a equipped to the character, but they still have all the animations of the base character without armor.

Should I just like make a layer for each individual armor piece and just animate it in a way that syncs up to the player animations? or is there a simpler way to do it? I guess that wouldn't be SO bad given that each 'armor' piece i have in the game rn is really just recolored pieces with minor texture differences, but i feel like this knowledge would be good to know if I wanted to do anything more complex with armor equipping.
>>
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>>167594531
----[ Recap ]----
Game: Space Dementia
Dev: rez
Tools: SFML/C++
Web: N/A
Progress:
+ Improved and balanced wall running
+ Improved sensitivity on controllers
+ Added rendering for tails and hair
+ Started implementing a boss to test skeletal animations
+ Started adding more melee attacks
>>
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>>167595043
okay then
>>
>>167593007
why is japan stealing that penguin show
>>
>>167595081
Yes, but the code became a mess, I had to start over.
>>
>>167595176
that looks fun though

cause of death?
>>
>>167594958
This archive is shit, imho.

Here, happy hunting:
http://www.archiveteam.org/index.php?title=4chan
>>
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>>167594228
I'll try to get something done by then but it's unlikely (maybe a comfy walking/broom flying simulator).

>>167594507
That's the spirit.

>>167595003
Hey I remember that you also wanted to have tribes like movement in your game. Was that you?
>>
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>>167594531
----[ Recap ]----
Game: Ancient Saga
Dev: Plessy
Tools: C#/Monogame
Web: teamessell.tumblr.com
Progress:
+Worked on the technique loadout screen.
+Got the netcode working for techniques.
+"MISC FIXES AND OPTIMIZATIONS"
-I really need to make a new recap image.
>>
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>>167594531
----[ Recap ]----
Game: Jofers Game
Dev: Jofer
Tools: Unity
Web: https://www.youtube.com/channel/UC-6KYzaJstH0HT-_7z4lxBQ
Progress:
+ Improved lighting by accident
+ Player character is nearly rebuilt
- My daughter is dead
- I will never forgive myself
>>
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>>167594524
>>
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>>167594524
This was the last game I stopped working on, before I moved on to my current game that I definitely won't abandon this time! 23rd time lucky!
>>
>>167595237
thanks
it was a pixel platformer with bad planning so i pulled the plug
>>
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>>167595262
Make her do this
>>
>>167595176
>Ristar + Doki Doki
Neat
>>
Pros/Cons of having a public repository of my game?
>>
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>>167594524
>>167594907
Found another one, I don't think this ever went past the mockup stage
>>
>>167595262
Not sure what you mean by "tribes like movement" so I'll say it wasn't me.
>>
>>167595462
pros its public
cons its public
>>
>>167595409
Damn son that gameplay actually looks kinda tight

could use some tweaking with turn speed and stuff and obv the barebones artstyle doesn't do it any favors but that genuinely looks solid

that in Unity?
>>
>>167595176
>enemies relax until you show up, at which point they visibly spring into action
More games need to do this, this shit is so fucking cool.
>>
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>>167594531
----[ Recap ]----
Game: Monolith
Dev: Team D-13
Tools: GM: Studio, Paint.net, pxTone
Web: https://monolithdevs.itch.io/monolith, https://twitter.com/MonolithDevs, http://monolithdevs.tumblr.com/, http://steamcommunity.com/sharedfiles/filedetails/?id=803820311
Progress:
+ Reactor boss done. Definitely.
+ Pic related is the state of the third Floor 4 boss atm.
+ Floor 4 music done and in place.
+ Weapon tooltips shortened even further. P sure nobody's read them and people who did likely just confused by the numbers.
+ Enemies intended to act as obstacles no longer TING every time hit.
+ Pause screens darken when you enter a submenu.
+ Fixed a major issue in the Linux build.
+ Think Floor 4 room layouts might be done? Miniboss ones are in place now.
+ Miscelanous fixes related to things that get transported by moving blocks.
>>
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>>167594524
>>
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>getting closer and closer to release
>looking back at everything and suffering a crisis of confidence
>>
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>>167594524
>>167594907
>>167595498
another one dead at mockup stage

this one did have some concepts put into it and i dig the aesthetic

I actually might come back to this one not only because the aesthetic is nice but because the concept was neat and I couldn't make it work back then, iirc it was a platformer involving shit like gravity, flying, and tag-team mechanics a la lost vikings
>>
>>167595721
Hindsight is a real confidence killer anon

Sometimes you just gotta finish it, no matter how much you hate it. I used to feel the same way in college, would always freak the fuck out when a project was due because I always thought there was some unknown flaw I wasn't catching, but then I'd more often than not get a B+ or A

Just gotta stick in there buddy, I believe in you
>>
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>>167594524
don't think I ever posted this one originally
>>
If you had a Zelda-style game where you controlled two characters separately to do various puzzles throughout dungeons, only for the ability to switch between characters becomes inaccessible during boss fights and overworld travel, would that be a completely retarded waste of a mechanic?
>>
>>167595721
>>167595871

This. The modelling process takes so long for me because I constantly find areas and things to tweak.

A helpful tip is instead of focusing on making your current project "perfect", focus on learning the most your can to make your NEXT project even better instead.
>>
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>>167594531
----[ Recap ]----
Game: Clarent
Dev: Arikado, PHI
Tools: GM:S, Paint.net, Aseprite, FL Studio
Web: https://twitter.com/ArikadoDev
Progress:
+ Managed to unfuck the game
+ Fixed some performance issues
+ New animations soon
+ Lots of small tweaks here and there
+ Fixed shittons of bugs
+ We are still alive
- GM:S corrupted all scripts and most of my backups so there was shittons of stuff I had to redo
>>
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>>167594524
>>
>>167595409
is this the ogre3d one? fuck. been a while
>>
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>>167594524
>>
>>167596203
Raiden?
>>
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>>167595117
anyone?
>>
>>167596161
>GM:S corrupted all scripts and most of my backups so there was shittons of stuff I had to redo
Damn, is this a common GM thing? Good on you for getting it sorted out. Also I really like that logo, very FF-esque.
>>
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>>167595419
I'll try once I'm finished with her shoes.

>>167595510
I thought you wanted to have skiing like in the tribes games, maybe that was another game.

>>167595852
That looks mad cute, just like make that.

>>167596118
I wouldn't like that, keep the mechanic during boss fights, for world travel moving both characters at the same time is fine.
>>
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>>167595580
Nah it's in OGRE like all my projects. It was an attempt to redo an earlier project I had worked on in AGDG for a while called sojourn that I abandoned because it was a bloated clunky ugly piece of shit that wasn't fun to play at all.

The idea was to redo it without attempting any fancy graphics or proper hitscan or physics or any of that. It was kinda fun but I was getting sick of the idea by that point so it got abandoned too.
>>
>>167595117
>>167596378
>Should I just like make a layer for each individual armor piece and just animate it in a way that syncs up to the player animations?
Yup
>>
>>167596161
your art style is good as fuck son. Keep at it, looking forward to this project
>>
>>167596630
Ah alright, thanks man. Welp, guess I got a lot of paint bucketing to do. Wish there was a better way to do this but what can ya do.
>>
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>>167596082
for some reason people didn't believe it was unity 4
>>
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>>167596615
>sojourndev is not dead
Gods be praised!
>>
>>167596736
Wait, are you going to be using the exact same sprites except with different colors? If you wanna do the Symphony of the Night cape technique then you can have one single armor template/sprite that you change the color of via either shaders or draw functions.
>>
>>167596513
I just one day opened the project file and boom, all scripts were <undefined>. I have so many backups that I managed to cope-paste almost everything back. I have no idea how common this is, but this has happened to me like twice.

>>167596640
We are working on it, but as you can see, we've had some issues. Anyways, PHI has been working real hard on new animations and they look really awesome. Hopefully he manages to be satisfied by them so I can start putting them in.

If everything goes well, I'll probably update the current demo on itch.io before next DD, just because the current build is so fucked up.
>>
Crunch before fluff or your game will never be finished
>>
>>167596926
there are no unimportant parts
>>
>>167596864
I'm using the shader functions and shit to like change the player's skin tone, I do have different sprite for different armor pieces tho (like some chest pieces have scarves, some have spikes, etc you know how it is).
>>
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----[ Recap ]----
Game: NipNip
Dev: Cilerba
Tools: Unity
Web: https://cilerba.tumblr.com/, https://twitter.com/cilerbaa
Progress:
+ Enemies fully working
+ Rewrote the seeds script so they operate a bit smoother now
- At work rn so I stole the screenshot from a GIF I posted on Twitter so the quality is ass
>>
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>>167594524
Kinda glad I never finished this.
>>
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>>167594524
No one probably remembers me
>>
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>>167596329
>>167594524
>>
>>167597002

You're tightening up the graphics on level 3 when you should be making level 4
>>
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>tfw you have no idea what you're doing
>>
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>>167594531

----[ Recap ]----
Game: RADRoss
Dev: Gnome Made Games
Tools: GMS
Web: https://twitter.com/GnomeMadeGames
Progress:
+ Did some more work on the map system, it now shows the room you're in.
+ Started working on another stage.
- Thats it really.
>>
>>167597215
the only reason to work on level 4 when level 3 isn't finished is to prototype it
>>
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Quick, anon, answer these questions about game theory in popular video games:

1.) What are some things you see in a lot of popular games that bother you, and HOW would you fix them/How are you fixing it in your game?

2.) What concepts or gameplay elements do you wish to see in more games? Are you adding them to the game you're making right now?

3.) What is one concept in most modern games today that you really enjoy? Are you employing that concept in your game as well?
>>
>>167597301
oh shit nigger what the fuck are you doing
like I have no idea what I'm doing in UE4 either but damn son, what is that
get a hold of yourself anon !
>>
>>167597131
C U T E
>>
>>167596307
That actually looks like a great concept. Ever thought of finishing it?
>>
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>>167594524
It's n-not dead, just in a coma.
>>
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I seriously wanted to test hitting an object to send it flying upward.
Because of several coincidences layering up (using rock instead of enemy, breakable wall being near) I somehow got this. What the fuck
>>
>>167597368
1. everything is either AAA mainstream garbage or indie, nothing in between
>>
>>167590896
fuckin...
>>
>>167597510
sweet
>>
Idea: 1st person shooter with nice 3D environments and billboard sprite enemies
>>
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>>167597668
>>
>>167597368
1. not enough time stop and riot shields
2. time stop and riot shields
3. time stop and riot shields
>>
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>>167594524
Old project I started when I saw the doom mod dev making his mod. It was pretty fun. This was made with GM:S and using Hexen/Heretic/Daggerfall assets. I managed to get combat work and procedural dungeon generation but then I got tired of this.
>>
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>>167597510
>dev accidentally implements feature for puzzle solving and secret finding

Genius.
>>
>>167597368
>1.) What are some things you see in a lot of popular games that bother you, and HOW would you fix them/How are you fixing it in your game?
"RPG" elements in non RPGs, just don't fucking do it, no one wants to have a gun that deals damage in numbers.

>2.) What concepts or gameplay elements do you wish to see in more games? Are you adding them to the game you're making right now?
Speed/Tightness. Like in Dragons Dogma when you land that arc of obliteration right on the face of a charging ogre.
I'm kinda planning to do something similar but it's more a staple of the genre

>3.) What is one concept in most modern games today that you really enjoy? Are you employing that concept in your game as well?
no idea, I'd rather see a well rounded and designed game than something with a small interesting gimmick
>>
When creating a reference pic to work off in Blender, what is a must? Front view, side view, anything else? What should I watch out for?
>>
>>167597885
Front and side is really the only must. Back view is not necessary.
>>
>>167597510
How are those snails of yours doing? Have they evolved even more?
>>
>>167597368
1 i fucking hate how most AAA rpgs do crafting
like its always just "gather these stupid berries then return to town to make a potion" same goes for making swords or some shit. im doing like little minigames for crafting stuff. only got one down so far, blacksmithing is just like a whack-a-mole kinda deal where these 'hot spots' show up on your sword and you gotta hammer them down, if you mess up then the quality of the sword gets reduced, etc.

2 wish more games had some element of leadership or something. I'm a fan of RPGs but I always want to play as like some militia commander leading a motley gang of recruits but no game has really filled that niche except M&B

3 i actually really liked the GoW active reload system, alwauys wanted to do a similar, but more complex system for like flintlock rifles, i.e. you gotta hit the active reload QTEs but there would be like 3 for a flintlock rifle
>>
>>167597863
"Speed/Tightness," he says, providing as an example the slowest move in the game

>>167598081
they do crafting like that because dinky minigames get boring after the tenth time
>>
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>>167594524
I stupidly thought a free Mario Maker for PC might be interesitng.
>>
>>167597368
That's not what game theory means.
>>
lets collab guys

programmer here
>>
>>167598120
crafting minigames are infinitely more interesting then picking flowers, that is literally just a fetch quest with little yield or story

plus you can do way more interesting stuff with minigames, like you you can level up in a certain skill which could give you some cool ability within the minigames or something, or crafting a special item like an enchanted sword would have some extra challenge thrown in
>>
>>167593967
love this pic
>>
>>167598120
>the slowest move in the game
which coincidentally, has a really tight window to be landed on some ennemies.
speed doesn't have to be really explained, there are plenty of fast games, F-Zero, Zone of the Enders, metal gear rising...
>>
>>167598159
You are still here! Holy shit. Wondered where you've been.
>>
>>167598314
Me too. Visual artists (in gaming) are just annoying parasites. No sound artists are awesome.
>>
>>167598159
>spurdo

Has there ever been a meme-game from /agdg/ that was actually fun/well made?
>>
>>167598317

Minigames were a fucking mistake

Hacking/lockpicking should be "press the button, watch the bar fill up and proceed"
>>
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I can't believe I did it first time and then tried 20 times to record it.

>>167597830
Damn, didn't think about it.
>>
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>>167597431
Nope because no art.

I have a bunch of dead projects that I gave up when it was time to add enemies or environments.
>>
>>167598443
honestly if we all collab together as a hivemind we would release a really good game in a short amount of time
>>
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I have lots of ideas for microgames (ie. small sequences that last a couple of seconds needed to accomplish something), but I'm kind of worried they would become boring after a while.
For example, I want to implement different kinds of microgames for a RPG I'm planning. Basically the more powerful spells and moves each have their own microgame you need to complete to activate them. Would you come to hate them?
>>
>>167598546
I don't think so. There are a lot of hipsters here.
>>
>>167598463
bad minigames are a mistake

good minigames really fill in that immersive role

but i guess it's just >opinions
>>
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>>167598415
working, doing game jams, etc
>>
>>167598505
How did you learn to do that art? Any resources you recommend to learn art like that?
>>
>love2d
>lua
please be joking
>>
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Progress time.
I added cargo drones which can be fired at various cargo items, then when they impact on it they grab it and haul it back to the ship and toss it into the cargo bay for storage. The ship has no cargo bay yet though.
This will make collecting loot and stuff super comfy, where the player just presses one button and then waits until the ship eats up all of the items in range which avoid the tedium of collecting them manually one by one.
Webm is shit quality since it's long, would be nice to have larger video file limits
>>
>>167598636
I'm happy for you, anon, keep it up!
>>
>>167598463
I like how the latest Wolfenstein does it, literally the smallest minigame ever: you just hold down the mouse and aim at the pegs to pick the lock. If you can keep them under your aim for one second it's over
>>
>>167598317
why are you bringing flowers into this

>>167598620
minigames worth actually playing are just called "games"

If you're not building Blacksmith Simulator 2017 just fucking give me the thing I'm trying to build so I can use it for whatever I'm trying to do
>>
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>>167598536
I want to collab with you.
Not now though, I'm already working with another anon
>>
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>>167598010
I tried to polish their behavior with only little success. I added new enemies based on them, though. They come close to their ancestor.

>>167598667
I'm self taught. I used some tutorials, but it was so many years ago that I don't remember. I only once came in contact with some of the best pixelartists in my country, but I didn't learn much from that.
>>
>>167598741
what are you using to make that?
>>
>>167598769
If the interaction is meaninglessly easy then why even fucking have it?
>>
>>167598560
>For example, I want to implement different kinds of microgames for a RPG I'm planning. Basically the more powerful spells and moves each have their own microgame you need to complete to activate them. Would you come to hate them?
Probably, the thing I hate the most with RPGs is how long some fights take, especially when they're turn based.
That said, I liked Baten Kaitos's magnus system
>>
>>167598636
Damn that's awesome looking. Especially with the "warning flash" happening in the distance before each segment.
>>
>>167597368
>1.) What are some things you see in a lot of popular games that bother you, and HOW would you fix them/How are you fixing it in your game?
Balance issues.
My game won't have multiple weapons.

>2.) What concepts or gameplay elements do you wish to see in more games? Are you adding them to the game you're making right now?
Time manipulation, no i won't, doesn't fit my game style.

>3.) What is one concept in most modern games today that you really enjoy? Are you employing that concept in your game as well?
cycles
not in this one
>>
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>>167598904
best tols for best gems
>>
>>167598837
You have a tumblr already?
>>
>>167598792
i'm bringing flowers into this because that's how most RPGs do potion making

Go out into the wild, find some flowers, make a potion

Also if you're really that set on ignoring a minigame, you could probably just buy whatever you wanted to make? like having an optional minigame for crafting is infinitely better than going out of your way to slap a few rocks to get ore then go back to town to shit out a sword, that is honestly just really boring. If the minigame was well designed then I'd look forward to returning to town with my ore to make it
>>
>>167598928
Here you go (windows only):

https://merteor.itch.io/tubulance

https://www.youtube.com/watch?v=YAmY5GfIYHw
>>
>>167596513
It has happened to me before as well. It happened when I deleted an object and made a new object but gave it the same name. For whatever reason GM:S flipped it's shit when I compiled and broke the entire thing in half. I had to restore from one of my copious backups (I only do offline backups across 3 different external drives, one for daily, one for weekly, one for monthly).

But yeah, GM can decide that your project can go fuck itself but as long as you keep frequent backups/restore points it will be only mildly annoying.
>>
>>167599013
Yep, squaredev.tumblr.com
I rarely post there (although I did post a couple of time about my comfy jam game since some anon asked me to).
>>
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>>167593910
>>167594343

If it has more than 3 parts, I would do it like this. I think marketing is more in the way of a good game isn't it? Marketing throws good parts of the game away to justify it with more sales, and pandering to the masses.
Design is kind of meta game making, and wraps everything together, while the other fields are more practical.
>>
>>167599010
i hope he realises how dumb those tattoos are.
I once saw a dude with a companion cube and a vault boy on his forearms, looked cool as fuck but the games are pretty much dead all ready.
>>
>>167599147
yeah there is nothing worse than fad of the month tattoo, it stays there for life and in 3 years people will go "uhhhh, what is that supposed to be?"
>>
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Just added this. Idea is to have another one of these guys kick the one on the ground towards the player at the end. Even tough I was a backend programmer for a couple of years wrapping my head around gamedev is a bit of a challenge but it's only the first week. Hope you like my personal blog.
>>
>>167599010
they're fucking temp tats
>>
>>167599046
I'm with the other guy, don't see the point of putting a timewasting minigame between me and the thing I actually want (an item that furthers the gameplay that I purchased the game for).
>>
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>>167584540
How do you make a trailer?
>>
>>167599341
>>167599053
h-how did you post the exact same image and text?
>>
>>167598906

Stealth game should have sneaky lockpicking that takes time and has a chance to get you caught
>>
>>167595176
I'm guessing you are Umbrella Warriors dev?
>>
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>>167599048
This is a lot of fun, and I like the music.

I noticed a bug though. If you die and try the Spacebar to restart you need to press it twice. The first press only removes the "you're dead" text.
>>
>>167599315
i mean, i guess we buy different games for different things. When i buy a game i usually want to feel immersed, as if like im fulfilling the role of whatever path i wanted to follow. grabbing rocks then waiting for a bar to fill to make a sword is really non-interactive and i'd rather at least SOME form of interaction, cus thats what like games are all about, is interactivity.

I guess the best medium is you can either make it yourself or buy it
>>
>>167599341
Include zero gameplay because you'd rather build hype than a reasonable expectation of what your game includes.

>>167599451
If the sneaky lockpicking isn't gratifying (it never is) then it might as well be a time bar or animation.
>>
>>167599501
It gives you options in that screen: camera view and, later, starting at a higher speed
>>
>>167599341
Embellish and lie.
>>
What about something like this?
>>
>>167599578
i think it adds more challenge, now you have to worry about cracking this lock while also keeping an eye on your surroundings to make sure you arent getting caught. If you're just waiting for a bar to be filled, you're just kinda waiting around boredly while panning the camera looking for guards
>>
>>167599509
So the only two options are "shoehorned blacksmithing game" or "MMO tier farming" in your brain? How about give the player a fucking sword when they kill a hard thing? Only fucking idiots bitch about gold drops from rats ruining their verisimilitude.
>>
how did you guys get started with gamedev?
>>
>>167599708
What do you need a fucking sword for, you can already kill the hard thing.
>>
>>167599716
first i started to dev a game
>>
>>167599708
holy shit bro calm down lol

like i said, people enjoy different things in their games, you might like that instant reward gratification but i prefer immersion

jesus how childish are you guys here that you can't accept differing opinions lol
>>
>>167599819
For the harder thing

Dipshit
>>
>>167598674
I don't know, all the games I've seen here that use LOVE have been really awesome. In fact a lot of my favorite agdg games of the past used LOVE.
>>
>>167599613
Oh right, I didn't realize it was for changing that.

How do you change speed though? Does the option need to be unlocked or something?

The vertical arrow keys do nothing.
>>
>>167599716
posting smug anime girls in agdg and yelling nodev like a barbarian
>>
>>167599716
I started by making games in RPG maker
>>
>>167600053
seriously though I would like to know how you guys got started so I have some idea of which way to go to make a game
>>
>>167599880
bro its like no surprise you enjoy minigames since you cant even like articulate your own thoughts

Needing to simulate all the minutiae of a journey via undercooked minigames destroys immersion, it doesn't enhance it.

>ohh yeah rhythmically pressing A in Fable 2 really immersed me

lol bro like lol
>>
>>167599893
>Can't kill the hardest things with the weakest weapons
What a kusoge.
>>
>>167600043
Yeah you get higher starting speeds available as you reach higher scores. IIRC I made it so you can always start 60 seconds behind your best.
>>
>>167600151
well in that case, if you don't have a bit of background programming knowledge definitely get that. Python is a good language to start, then move onto Java. Then choose your preferred engine, GameMaker: Studio is a good beginner's choice.

Then after that I'd suggest finding a good tutorial series online, there are some good channels on youtube that can teach you game making conventions while simultaneously teaching a bit of code, i suggest those
>>
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>>167599578
>>167599614
I'm being serious, I have no idea where to start, and have no video editing skills
>>
>>167593497
I was an idea guy. Then i realized that will only taje me so far. Now I idea guy/designer/art guy instead. Plus i have money to fund stuff I cant do on my own.
>>
>>167600151
Game Maker to make tiny games, then when I became a good enough programmer to be pissed off by GM I started looking at other options like Java/C#
>>
Can anyone help me out
I wanna build a Text Based Rpg with some features like simple combat, weapon degradation, travel around the map by clicking where you wanna go and so on, can you suggest me the best engine to use?
Tks in advance
>>
>>167600323
I already know Java a lot since I programmed in it for awhile. What GameMaker Studio tutorials are the best to learn it?
>>
>>167599447
I deleted the first one
>>
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>>167599489
you're guessing right
some things got carried over from that game
>>
>>167600497
Use LibGDX instead then, GM will frustrate you if you're a programmer
>>
>>167597368
>1.) What are some things you see in a lot of popular games that bother you, and HOW would you fix them/How are you fixing it in your game?
Fast travel and quest markers. NOTHING ruins immersion and exploration more than this shit. These devs build an entire world and then reduce your interaction with it to following a line on the minimap. To fix it: Take the dark souls route with good shortcuts or take the morrowind route with fast travel between major destinations (silt striders). Not like any of this is relevant to me because I'm not creating an open-world game or anything like that.
>>
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----[ Recap ]----
Game: Project Murder Party
Dev:
Tools: Unity
Web: https://brazileirobr.itch.io/pmp
Progress:
+ Made brokeable glass
+ Made 5 new hide places (freezer. Oven, Sink, tent , and a hole in the ground)
+Temperature changes the color of the screen
+ Made lots of new itens (Baseball bat and ball, Golf bat, Bag of balls, Donuts, Burgers, Gym Weight big and small, Molotov, Handegg ball, broken glass shard )
+Might fixed some of the lag on projectile weapons
-droping items dont destroy the item for some reason
>>
>>167600174
how does me enjoying a well designed minigame mean I can't articulate my own thoughts? How do those correlate? They don't and you're just tossing fallacies at my opinion, which by the way, is an opinion. Why the fuck are you debating an opinion?

The blacksmithing in Fable 2 is in itself a fucking bad minigame. Just because this one terrible game in itself had another equally bad minigame does not mean all minigames are that bad, or are you one of those fucking idiots that eats a sandwich and thinks every sandwich in the world must taste like that one?
>>
>>167600560
dark souls has fast travel in it lmao
>>
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>>167599716
>early vidya inspired me to draw
>drew and played vidya throughout life
>randomly visit /agdg/ about a week ago
>ruthless jaded cynicism and ushering of strangers somehow got me started

I guess it helps "mingling" with like-minded people.
>>
>>167600560
imo best fix to fast travelling is some kind of mount or vehicle, gives you the option of convenient speed but also lets you stop at anything that might interest you or skip what doesn't
>>
>>167600665
And is improved immensely as a result.
>>
>>167599716
Got GM4 for free when I was young and started making shitty games. Now I have GM:S and do shitty games.
>>
>>167599117
>squaredev.tumblr.com
Oh, that's you. But I thought you already had a programmer?

For the tumblr it's to avoid the usual falseflagger shitposter, I'll just send you a pm over there after you're done with your comfy jam game.
>>
>>167601085
Tumblr git please
>>
>>167599716
2016 was actually shitty for me, not even in the "m-muh dead celebrities" sense, so I want to turn that around
I'm gonna make life take its lemons back.
>>
>>167599716
Creating cheap PRINT and INPUT programs in QBASIC.
Find out about Klik'n Play and borrow it from a friend.
Great times with it, making cool games.

Buying a book with CDs and an 3d Engine and thought I could create games with it. But the book was pretty good. It's a compilation of many Game Dev Celebrities which talk about game making.

Buying a german book: learn making games with C++.
You are actually just learning C++ with this book, but the lessons are always kind of videogame related. Lifepoint variables. Spaceship classes.

Try to make games with C++ and SDL.

Find out about RPG Maker 2k fan translation.
Holy that's awesome.
Dragon Ball Z comes out. Trying to make Dragonball Z RPG with rpg maker.

And then I don't know, I guess not so much.
Always dream of making games one day, and hanging out hear on agdg once in a while.
>>
>>167601056
Sure. Yeah as I said, I'm already collabing with another anon on the valkyrie game, though it's on hold for Comfy Jam. But I always liked your progress and I'd love to make assets for you.
I can't help admiring anons that code much better than me.
>>
>>167600665
Yeah and the fast travel is introduced right before the weaker portion of the game. almost like the fast travel is a crutch for mediocre world design...
>>
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>>167600361
Somebody please reply to me
>>
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>>167594531
----[ Recap ]----
Game: A Smol RPG
Dev: polisummer
Tools: 3ds Max, Unity, GIMP
Web: https://twitter.com/polisummer
Progress:
+ finished battles
+ improved lighting a bit
+ finished basic animations
+ xp is saved now
>>
>>167601215
Actually that's fun because the admiration goes both way, I always liked your chibi-like models. mainly for the fact that they're easier to animate
>>
>>167600623
>>167600467
>>167600263
how do you manage to fuck up every time you submit every week
>>
>>167601590
W H O?
>>
>>167601310
you're right anon, walking all the way back through anor londo and sen's fortress to reach firelink would have been much better than just letting the player fast travel there. making them walk that entire journey every time they want to go back to anor londo is a good idea too, because it's immersive!

did you even think about what you were posting before you hit send
>>
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>>167601797
because progress.
>>
>>167601826
they posted last week you dingdong, it's even in the recap he's replying to
>>
>>167601590
>fully functional battle system
Am I allowed to say I can't compete with this now?
>>
>>167601853
Some seriously stupid posts being made on behalf of "immersion" in this thread.
>>
>>167601826
>>167601924
I was here two demo days ago too.
>>
>>167601853
They could have made an elevator/flying demons/crow shortcut.
>>
>>167601826
>>167601924
>>167602049
I'd love to see the statistics on whoposts because they've got to be erroneous 99% of the time.
>>
>>167602056
two of your three suggestions are fast travel
what is wrong with your brain that you are posting like this
>>
>did a grand total of fixing one blueprint today
wee, progress
>>
>people arguing in this thread about mundane and useless trivialities instead of devving

no wonder none of you have made a game
>>
>>167602223
post your game
>>
>>167602279
Where is your game?
>>
>>167602223
>>167602279
>>167602318
geimu desu
>>
>>167601924
oh good they show up once every monday and never again
>>
>>167601853
That obviously not what I meant.

In the latter half of the game, they could've tried really hard to keep up the same degree of interconnectedness which was a large part of the genius of the first half. But instead they opted for fast travel. You act like they couldn't have thrown a shortcut section between anor londo and undead parish or something.

Anyway, I don't even mean to criticize the second half of the game. I'm just saying that the first half is a lot stronger, and it has to do with world design and fast travel.
>>
>>167602279
>>167602318
why are you defending people who come into this thread and do nothing but argue is my question? you know i'm not wrong when i say half the people in this thread are contributing nothing while actively being idiots for no reason other than a poor attempt at humor
>>
>>167602223
Well I'm trying to get some help to dev but nobody's replying
>>
>>167602170
Flying demons aren't that much different from an elevator. Fast travel is more like being able from anywhere to various different places.
>>
>>167602474
what engine are you using
>>
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Here is my game, enjoy:
|oooooooooooo|
|oooooooooooo|
|oooooooooooo|
|oooooooooooo|
|oooooooooooo|
|oooooooooooo|
>>
>>167602557
yours
>>
>>167602623
haha you are absolutely hilarious
>>
>>167597339
You don't know if level 3 is finished until all the levels are implemented. You don't know if you'll have to go back to level 3 and redesign sections to fit the entire play experience better. You don't know if you'll cut level 3 entirely. Your time fluffing up level 3 is wasted.

Crunch before fluff
>>
>>167602212

It all days up

Use Trello or HackNPlan and watch the small changes pile on
>>
>>167602704
You don't know shit.
>>
>>167602659
Sorry, not interested. Good luck though.
>>
>>167602623
Ahh, shit.. I guess I failed.

Are the spoiler tags not working like they used to?
>>
>tfw you get overwhelmed by how hard it is to make a game

For example, I finally learned how to program well after many years of programming then when I realize you have to be a good artist to make a game and then you need music and level design etc. I love all motivation to make a game
>>
>>167602782
I do know how to make a game though

Keep making shit
>>
>>167602975
please show us the light with your crunching example of interactive video entertainment application
>>
>>167602953
>>167602706
shoo shoo mobileposters
>>
>>167602953
find some chumps online to do it with

just say right now it's a casual project so no pay but if you wanna make it serious money might be involved eventually
>>
>>167603210
how and where?
>>
>>167602953
if you learned how to program you can learn how to draw to the level you need to be able to for making pixel sprites
https://www.youtube.com/watch?v=8j39NqwL7s4
get good at gesture and then you only need a basic understanding of lighting and color to make assets at a passable level
your music doesn't have to be amazing/complex. you could be making not-terrible shit within a week, 6 months from now you could be making something actually good -- download LMMS rn and watch some youtube videos
>>
>>167603369
https://www.tigsource.com/

honestly tho the best thing to do is keep working on what you CAN do, people wanna know they are working with capable teams. If you can program an ugly as fuck game that's fun to play, that's miles better than nothing
>>
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How did you come up with your dev name?
>>
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>>167594531
>----[ Recap ]----


>Game: Dregs [working title]

>Tools:Unity, blender


>Web: https://twitter.com/rustysh71348556?lang=en

https://www.youtube.com/channel/UCVn5X_X_3Dma7gxPWOJgInA
>Progress:

>+ working on this again

>- its still barely a game
>>
>>167603636
not about to wast breainpower on trivial shit like that
>>
>>167603636
I like squares.
>>
>>167603636
http://deathcookie.com/randomscripts/hobonames/hobonamegen.php
>>
>>167603636
note that when responding to this question if you don't also post your dev name the answer is completely fucking useless
>>
>>167602623
neat
>>
Any good guides on making decent looking textures? I'm fucking atrocious at it.
>>
>>167603870
note that when responding to this question if you respond to the question the answer is completely fucking useless
>>
>>167603636
poo is a funny word but i didn't want it to be an obvious fecal joke so i added 'ho' to it at the beginning
>>
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i spent 2 hrs on this
>>
>>167603516
>>167603537
thank you guys finally very useful and insightful information this is what /agdg/ should all be about amateur devs helping others
>>
>>167604045
you should make the ragdoll skip frames so its consistent with the animation.
>>
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>>
>>167604045
yes please
>>
>>167604108
no problem man, good luck in all your ventures and keep us posted! lord knows we need more yesdevs
>>
>>167603636
My game is an evolution of older style computer games, but modern games seem to have gone a different direction, so my progress is vestigial development
>>
>>167604234
Can't see shit m8
>>
>tfw want to show off game but it's too original and good so people will just copy it before I finish it
>>
>>167604331
I will be posting progress when I actually get good enough to post decent progress stuff
>>
>>167603636
>Cilerba
Used to be really into the Pokémon fan game scene and needed an account name to register for PokéCommunity.

My favorite Pokémon type at the time was Grass-type. I translated grass to Latin and got 'herba' and just played with that a bit.
It's really silly but I've gotten tons of compliments on it along the years so it's just sorta stuck.
>>
>>167603636
Extension of my penname/webname from middle school.
>>
>>167594531
----[ Recap ]----
Game: Comfort of your own home
Dev: MelonoDev
Tools: GMS
Web: https://twitter.com/MelonoDev & https://melonodev.tumblr.com/
Progress:
+ Can sit down in three different spots
+ New room, possible to go there
+ Chosen a font
+ A lot of other stuff that I did not today
- Tablet's acting fucked, so no art assets besides what I have
- How do I change a background's intensity? --> I'll have to work around it
- Going to have to make buttons, and a grid, and put buttons on that grid.
>>
>>167594531
----[ Recap ]----
Game: [Placeholder Title]
Dev: Ogier
Tools: GM:S, Aseprite
Web: http://ogierdev.tumblr.com
Progress:
+Made turn around, jump, fall, and crouch sprites
+Tried to make some tiles
+Modified some movement variables because it felt 2fast with the resolution change
-Can't get background tiles looking right, maybe darker colors or make different ground tiles
-Visually, a reverse slide is still a mystery to me
-Art was a mistake
>>
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>>167603636
It's basically my real name 3 steps removed. Like my name sounds like this word, this word is similar to that word, that word's antonym is my dev name. Pretty simple stuff.
>>
>>167604761
post it so i can doxx u
>>
>>167604725
>reverse slide
As in a backwards sliding animation? I'd probably go for a backwards roll.
>>
>>167597462
The sooner you pull the plug the faster you get over it. It's not healthy to live in denial.
>>
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>>167604856
>Backwards roll instead of a backwards slide

Oh damn I never even thought about that. I will have to try that. Thanks anon.
>>
>>167603636
It was easy
>>
what are big games (overwatch, battlefield, etc) doing differently from games in Unity that they can handle so many moving actors and bullets, but my unity game shits itself and dies after a few hundred? is it largely being able to optimize cache hits/misses, or more fine-tailored collision detection, or graphics card optimizations of some sort, or what?
>>
>>167605262
They aren't made in Unity.
>>
>>167605262
Probably just all around smarter programming
>>
>>167604045
Here's an emote suggestion: Float

Does the same as ragdoll but with zero gravity.
>>
>>167603636
I had a character for a game I wanted to make named Ono. Then I thought I should make my dev name include that name, so it became Melono. Simple mashing up really.
>>
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retained mode gui is the spawn of satan, why are all my functions virtual? REEEEEEEEEEEE
>>
>>167605262
Literally anything.
>>
>>167605779
I'm gooey
>>
Is there like a widely accepted standard for coding menus in game engines? I basically make page objects which I activate when needed, for example when you press the options button, the main menu page is disabled and the options page is enabled. I'm just wondering if there are better ways to code this since that was my first time doing ui.
>>
>>167606034
clever
>>
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A platformer, where the character goes LEFT
>>
>>167606487
thats WRONG
>>
>>167606374
State machine
>>
>>167604175
yeah, weve talked about doing something like that. Dunno if its worth it atm to do the extra work to completely replicate early 3D style. Choosing to make everything 2-4 frames of animation was really a convenience choice since it lets me make emotes/ spells quickly.. and were going to be making alot.

I agree tho, smooth movement feels like a sin on par with mixels.. it makes it feel contemporary, which the art style conflicts with. But idk, to be completely beholden to the rules of early 3D rpgs, player ragdolls themselves wouldnt fit in the game either.

I'm still figuring out where i should draw the line I guess
>>
>>167606487
That's actually illegal in California.
>>
Why gamedev when you go on dates with women?
>>
>>167605915
>>167605471
>>167605430

i mean... specifically. i know unity trades performance for ease of use and adaptability, but what are the actual tradeoffs it made under the hood?
>>
>>167607009
> Why gamedev when you go on dates with women?
I don't think that's a good idea for a date, anon.
>>
>>167607171
what's a good idea for a date anon?
>>
>>167607009
why do literally anything if you can just fuck a woman, make a kid and technically all of your purpose in the grand scheme of things has been fulfilled
>>
>>167603775
>>- its still barely a game
call it a sandbox
rake in the streamer dough
you know you want it
>>
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I'm trying to figure out how to make a management game but I'm unsure how. I'm trying to have a list of worker and their stats and building. You could click the building and assign the workers from a list. It would be mostly text based.

It is a matter of moving between arrays or using some kind of sql database thing? What would you call what I'm trying to do. I can look up how to do it but just don't know what to call it.
>>
>>167607280
multiplayer VR hentai
>>
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IntelliSense: no suitable user-defined conversion
from std::unique_ptr<Element, std::default_delete<Element>>
to std::unique_ptr<Element, std::default_delete<Element>>
exists

https://www.youtube.com/watch?v=nc_LIR5ExIU
sometimes i hate life. false positives kill me. how do i fix this?
>>
>>167607284
>(((grand scheme of things)))
i'm on to you
>>
I want to make those old school original Resident Evil 1 and 2 games with multiplayer where do I start?
>>
>>167607131
For one, it runs C# in a VM for game code and uses classes (which are allocated on the heap) and reflection (which involves a lot of string comparisons and other checking) extensively. The implementation of the engine itself is also not going to be as efficient as it could be because it needs to accommodate anything the user wants to make - it can't be optimized aggressively because there are fewer assumptions to be made and it has to be highly dynamic.
>>
>>167607489
Start with Resident Evil Outbreak.
>>
Dunno much about anything.

What would be the best way to handle separate rooms in a single plane (think metroid) in unity?

The idea I have is having them all around the same position, just one in top of the other, but with all disabled but the active one. When the player goes from one room to the other, the previous becomes disabled, the appropriate one becomes enabled, and the character position is changed to the appropriate point so that he is at the entrance of the room.

Is there a better way to do it?

Diasabled game objects don't affect performance, right? even if the camera is pointing at their position.
>>
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I'm a programmer what is this blender you speak of.
>>
Why gamedev when you can be earning money?
>>
Is twine considered a game engine ?
>>
>>167607781
Fuck no
>>
>>167607762

How do I earn money as a NEET?
>>
>>167607859
Is there a reason ?
i just finished a story in twine 2, so i was wondering if i could be considered a gamedev
>>
>>167607895
Make professional quality smug eggs.
>>
>>167597368
>1.) What are some things you see in a lot of popular games that bother you, and HOW would you fix them/How are you fixing it in your game?
Tons of really small technical details in the game mechanics which ruin the experience that vary from title to title. I've spent so much time finding them in other games that it comes naturally to do the same for mine. I find them all and make a giant exhaustive list for my partner to deal with.
>>
>>167607726
a great tool to drive yourself insane
>>
>>167607895
If you're a NEET trying to gamedev, you seriously have your priorities wrong
>>
>>167608286

So I shouldn't try to do anything productive then?
>>
>look at old art
>it's better than current art
Every time
>>
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>>167607295
no i want to make linear adventure game. i probably could take the easy way out with this, but i'll do that when i'm sure i can't make the game i wanted to make.
>>
>>167605262
This >>167605471

It is not directly Unity's fault but yours as a programmer. Try to figure out what's the actual bottleneck in your case and work to optimize it.

AAA games go through a fuckton of optimization to run as well as they do and still AAA games from many companies have a fuckload of performance problems.
>>
>>167608343
>I'm gonna be an obtuse retard so that no advice can penetrate my world of delusion
>>
>>167608519

What priorities should a NEET have? I don't get it
>>
>>167603636
>Monchop
I didn't, it was a dumb nickname an online friend gave me and I thought it was cute so I've been using it ever since

I've considered changing it a few times because I hadn't realized there's an animator with 30 times the following I have called Wonchop but it's kinda too late for that since everyone who knows me and my work know me by that name now
>>
>>167608462
Can I play your game yet?
>>
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>>167608492
>It is not directly Unity's fault
A large chunk of it is. You are never going to make anything technically impressive with Unity that runs well. Even their first party "real time" VFX demo is mostly pre-baked.
>>
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What's a good way to set up a third person over the shoulder shooter camera?
>>
>>167608676
getting your life together
>>
>>167594531
Was the post about webms being included yesterday you or a subtle saboteur
>>
>>167608492
>>167608891
Which, of course, is mostly a fair trade off for what you get, which is a game that runs on pretty much every contemporary platform out there.

Of course, some of this is simply due to the way the engine's user interface (API, game object system, etc.) is designed and not part of the engine's core, which is even more disappointing. In comparison, UE4 is much more friendly to efficient programmers and that's even without having to modify the source code (which is prohibitively expensive with Unity unless you are an AAA developer).
>>
>>167608760

30 days to DD13. i'm going to run it by some people who's opinion i trust first for intial feedback and if they don't like it i doubt anyone would.
>>
>>167586785
I think your background should be a bit darker (mostly the trees) but looks pretty amazing otherwise
>>
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Initial implementation of sprite system done.
Game ready in 10 years.
>>
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What is this distanced texture blurring in Unity called and how do i configure it?
>>
>>167609526
enginedev, not even once
>>
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no offense but these games look like shit
>>
>>167609573
Anisotropic filtering? Mip maps? Something like that. Try in the import settings for the texture resource
>>
>>167599341

Reminds me of beneath a steel sky.
>>
>>167605262
First thing you'll want to drop is Unity's built in character controller/physics and pathfinding. (at least for distant objects) Both are far too expensive for having hundreds of moving actors.

I was having a similar problem in Unreal and ultimately I switched to a custom raycast solution as well as basic movement nodes for "pathfinding." I also switched to capsule shadows for the NPC characters but I'm not sure Unity has a built in capsule shadow solution.
>>
>>167607401
help
>>
I need help, anons. I don't know what to do with my life. In about a years time I will have no money, no degree, and maybe 50% of a game if things keep going the way they are.

I just want to make games but real life is putting me down.

Even if I dropped out and self-manged and did a 9-5 every day it'd still take a year or two to get finished. And college loans require you pay them after 6 months of stopping school.

How do you anons do it?
>>
>>167609526
>Game ready in 10 years.
>I don't want to actually make a game, I'm in it only for programming masturbatory
>>>/g/dpt/
>>
>>167609526
Good job
>>
>>167586774
what game?
>>
>>167609725

Not that. See how the ground gets blurry just a few meters out?
>>
>>167609864
i'm almost sure i've seen this exact post a while ago
>>
>>167609258
I wasn't even in the thread yesterday, but that sounds kind of funny. Link to the post?
>>
>>167609864
>college loans require you pay them after 6 months of stopping school
Depending on what type of loan you have, if you have a Stafford loan (for USians) you can set your payments to be based on your income, so if you dont have any income you don't have to make any payments. It still incurs interest, but you don't get any penalties or fines for not paying.
>>
>>167609864
You're not going to make your money back even if you release your game. This is a lottery anon.
>>
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>>167609573
Mipmapping. Higher value: more images of the texture, smaller in resolution, transitioning. Set away from the camera to make sure the ground doesn't look pixelated. Set to 0: no blurrying, but in the distance textures look like perlin noise.
You should turn that off but crank up the anisotropic filtering, which just applies an AA-like effect to the ground, keeping the pixel style you're looking for and without the blurryiness.
>>
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Forgot to implement a whole fucking attack
>>
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>>167609978
>>
>>167607662
Help plz.
>>
>>167609864
think realistic learn a skill that is in demand through community college or trades schools that you find interesting and look at loan options
>>
In a python dictionary, is it possible to make the value a reference to another object's attribute? Doing something like:

{key: object.Attribute, ...} just makes it object.Attribute's value at the time of creating the dictionary.
>>
>>167610247

Thanks.
>>
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>>167594531
----[ Recap ]----
Game: Fungus Amungus
Dev: Millien
Tools: Unity/C#
Web:
Progress:
+ Fully polished map creator
+ Now deletes dead space on the map to improve performance
+ Game is actually fully playable
- It has balance and difficulty issues
>>
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http://poal.me/6shx2d
>>
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How would you make an alchemist game fun? Basically 80% of the gameplay is looking for things and picking them up, and the remaining 20% is mixing them and finding recipes for new combinations.
>>
>>167610791
i only voted "Yes" because i know that's what you want anon.
>>
>>167610049
>>167528130
>>
>>167607662
I don't use Unity but I doubt it stops rendering those assets - like any other engine it has to load and unload resources on the spot; just "disabling the graphics of something" and keeping it "dormient" doesn't work.
https://docs.unity3d.com/ScriptReference/Resources.Load.html
>>
>>167609630
Post yours
>>
>>167609475
Using NES color palette. It's not getting darker than that with this piece of shit.
>>
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>>167594531
----[ Recap ]----
Game: 23/Prometheus
Dev: GrandFaker
Tools: GM:S, GIMP, FL Studio
Web: 22verse.tumblr.com, twitter.com/GrandFaker, grandfaker.itch.io

Progress:
+ working on inventory system, made some basics
- I was sick, so I haven't done much
>>
>>167610923
Engaging cast of support characters who ask you to do these things for them for their own personal reasons that you can learn about as you help them, deepening the players understanding and appreciation for said characters and maybe even building a fanbase dedicated to them in the process.

...thats how you get fan porn
>>
>>167610923
Make ingredients require potions to reach.
AKA get a levitation potion to float up the cliffside to pick the cliffroot.
Throw a bag of mushroom powder at some violent swinging vine to get it to calm down for a few moments (if you don't get past it quick enough it turns into an H-game).
>>
>>167610923
Make a Full metal alchemist action game
>>
>>167611365
VA11HALLA dev?
>>
Do you think it's important that your company name somewhat implies that you make games?
>>
>>167607662
I would instead have them laid out next to eachother appropriately so the camera can have a nice movement between them. Dont worry about toggling objects on and off, for performance reasons yet
>>
>>167611530
Not really

You could have tangential things like DICE or CD Projekt, or nothing at all.
>>
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Some status cards now change how the characters look in-game
>>
>>167607662
Disabled gameobjects won't consume as much resources, but they'll still use memory.
You can store them as a grid, maybe?
>>
>>167611246
Just because there are limitations does not mean you cannot do it right anon.
>>
>>167611810

Love your shit. Do you have Eight Feet Tall (Hachishakusama) in your game? That shit is scary as fuck honestly.
>>
>>167611810
>>167612084
Here for your reference: http://www.scaryforkids.com/eight-feet-tall/

I recommend reading it or listening to a reading of it if you get the chance ( I think some creepypasta readers on YouTube have done it)
>>
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>>167594531

----[ Recap ]----
Game: Scavenge
Dev: TastyBacon
Tools: Unity, Blender, Existencial dread
Web: Soon
Progress:
- Literally nothing
...
+ I will not give up
>>
>>167612319
I haven't even finished my account registration and login shit. Tomorrow though.
>>
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>>167612084
>>167612250
sounds okay, I'm gonna read it today
>>
>>167612084
>>167612250
Not him but thanks this is interesting
>>
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----[ Recap ]----
Game: Throbot
Dev: scarfdev
Tools: GMS
Web: https://twitter.com/scarfdev http://scarfdev.tumblr.com/
Progress:
+ finished parallax tile system
- forest sprites dont look good in motion and make it hard as hell to see anything
- gotta make a simpler area to test this stuff out properly
+ starting up enemy designs again
>>
>>167611810
Try not to bury yourself in a billion different combinations.
>>
>>167610923
By playing Atelier games which are literally alchemy RPG games with really in depth alchemy mechanics and copying that and them improving on up.
>>
>>167612787
>>167612796
Anytime, I hope you both enjoy it! Goes great with some hot coffee, or hot chocolate or something else to settle in for a good read.
>>
>>167611072
>>167611606
>>167611872
Thanks.

Didn't think of the camera. Games like Symphony of the Night just fade to black and then to the new area, but I guess setting up a grid will let me do better transitions. I'll mix that with disabling, and look for ways to help with the memory usage.

Thanks again
>>
>>167610247
Pedantic note: anisotropic filtering is mip mapping. Trilinear filtering makes things blurry.
>>
Lets make a Symphony of the Night clone but better who is down
>>
>>167613339
200% more focus on cute monster girls
>>
>>167613339
Aria of Sorrow
>>
>>167613339
>>167613474
Except agdg couldn't even make a single girl spritesheet for the comfy jam.
>>
>>167613474
>tfw I had an idea for a metroidvania where you transform into different monster girls with different abilities
>>
>>167613339
put me in haha
>>
>>167613474
I like this idea

>>167613668
haven't played it

>>167613672
that is a shame but I am a pretty good programmer I just need artists
>>
>>167610263
Where does he keep the other wrenches?
>>
>>167613253
Be aware that if something is completely outside the cameras view, Unity automatically won't render it (unless you're in the editor and the scene view window is open)

Worry about making your game first, then optimizing it later. You dont need to mess around with worrying about memory usage yet, premature optimization.
>>
>>167613672
I haven't finished coding my image editor yet
>>
Any Unity bros know of an asset that can explode meshes for an FPS game?
>>
>>167613339
I volunteer for assistant idea guy
>>
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>>167614190
that's an important position

are you sure you're up to the task?
>>
>>167614190
lets hear your ideas so far our best idea guy >>167613474

he has the best idea
>>
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Blueprints are great
>>
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>>167612319
>>167612781

I came here a week ago and I barely know how to start the coffee maker.
>>
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>>167609526
animated sprites
>>
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Lots of stuff today

+Divekick attack when you start a power-slide (dodge + crouch) in midair
+ability to swim underwater (full 3D movement based on camera orientation) if you press crouch while swimming
+effect for gun hands appearing/disappearing to keep them from idling around doing nothing all the time and looking weird
+Gunfire implementation started (each gun can specify its own particle effect and projectile Actor for extreme customization, which is cool)

Not pictured:
+Implemented hover/float mechanics (these copy Mayhem League; the hover is shortened as you move and lasts longest if you stay in place)
+Implemented hard limit on how many wall kicks can be done
+Started converting 2D Zone logic to Dixie (currently only ISO zones work, and the 2D aiming is borked, but it's a start)
+Implemented per-weapon trail colors so recycled animations can use weapon-specific swipe effects
+Started the ammo counting mechanics for guns.
>>
>>167614995
progress is off the charts there buddy !
>>
>>167615297
It really just is mayhem chibi edition, nothing new, no offense.
>>
>>167614328
Piece of advice: if you're doing third person aiming, it's best to start by adjusting the Target Arm Length and only moving the socket offset to "shoulder" the camera. manually moving the camera forward will fuck up the trace.
>>
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>>167594531
----[ Recap ]----
Game: Locked Masts
Dev: IceDev
Tools: Unreal
Web: N/A
Progress:
+ Been stepping up my asset game. Unreal's materials are too powerful to let them go to waste.
- System crashed! Took a bit of the week to get back up to speed. No loss of progress.
- Can't sleep. I keep having nightmares about Jofer's daughter.
>>
>>167609864
Do what I did

Give up on gamedev, get a programming job and come here to shitpost
>>
>>167615436
You couldn't swim in Mayhem League, or climb poles, or crawl up slopes that were too steep to stand on, or vault up ledges.

I guess what I mean is, it's similar to Mayhem League combat-wise, but it's less THPS and more Banjo Kazooie in terms of your basic methods of moving around and interacting with the level.

I am recycling assets and implementations wherever I can, though.
>>
>>167615436
Still shaping up promisingly.
>>
>>167594531
>Recap archive
cool
>>
http://www.strawpoll.me/12285280
http://www.strawpoll.me/12285280
http://www.strawpoll.me/12285280

It's been a while so I'm curious where we're at now.
>>
>>167615630
You're the dev? Why'd you drop Mayhem? Because of the vomit on your sweater already?
>>
I'm trying to get a swarm of creatures to follow the player.
Should I use a particle system or "boids". This is for unity, thinking about making it a mechanic too so I might want them to be entities that I can manipulate.
>>
>>167616115
Do boids. The algorithms are everywhere and they're easy-ish to implement.
>>
>>167615436
I think it's okay to clone your own unreleased game
>>
>>167615630
Well, as long as you know your scope.

I just feel like you're going down the endless features way again, just hope you won't stop that game too.
>>
>>167616204
alright thank you.
>>
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Continued with the space game experiment. Now the hologram radar can be sized however you want.

Pretty cozy sitting inside it and steering around that way.
>>
>>167615941
enginedev reporting in
>>
>>167616074
It was impossible for one person to finish due to bad early choices in asset creation.

The way animations were constructed in Mayhem League, there were a jillion variables to control; the skeleton was built for realistic body movement rather than efficient auto-blending, the animation system demanded each draw, resheath and attack transition be hand-animated, and the aiming system required a billion and five aim offset poses for every possible configuration of the player character's body.

The game also wasn't very fun as I had it set up (a sort of THPS clone with killing instead of skateboards); I found myself creating collectathon-style levels with exploration and platforming and then wishing the clock wasn't omnipresent, and that needed a revamp too.

And I didn't really like the combat system; there was too much in the way of specialized input schema, each weapon had its own mechanics and there weren't a really solid set of "utility moves" that a good action game relies on because of it (your moveset basically changed entirely with each new weapon).

So given all of those issues, I could have ripped the game down to the nub and tried again, but it felt easier to just reboot it. Plus I really like the idea of Dixie, it was always a "when Mayhem League is done this is what the follow-up game would be" so I figured fuck it.
>>
I'm trying to do something where every time the player moves forward a little marker/object appears behind them to denote where they've been. Somewhat like a trail or the trail editor in Unity, but that doesn't really do what I want.

Anyone have any ideas on how I could achieve something like that?
>>
>>167616368
Pretty cool
>>
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----[ Recap ]----
Game: Space Corgi
Dev: CorgiDev
Tools: Godot
Web: http://www.kemonogames.com
Progress:
+ Added Spread weapon
+ Added Normal weapon
+ Added 3 Missiles weapon
+ Half of Homing weapon finished
>>
>>167616232
It wasn't even features that killed Mayhem League; adding movement mechanics and combat abilities was consistently the most fun part of the process and it never really detracted from the game. It was that adding a second gun meant re-animating about 600 poses to suit that gun, rather than just swapping out a mesh and adding some values to a table.

There's a reason I gave up on Mayhem League when I started creating the second weapon and second level; it became apparent that the workload for finishing a reasonable 8 weapons and 8-10 levels would take me a fucking decade.
>>
>>167616523

Ahhh, great stuff! Hope to see progress more often.
>>
>>167616441
>your moveset basically changed entirely with each new weapon
That sounds fucking awesome, but do as you will.
>>
>>167600521
You should have it that if the player gets the colored gem in the set they get all the gems or whatever in the set.

and maybe have it so they magnatise to the player and follow them until they stop running for a big orgasm of gems.
>>
>>167616653
It's not. There's a reason in Bayonetta that half your moveset is the same for each weapon. Which weapon you have equipped should change things in your risk-reward structure (it takes longer to get attacks out but the stun is higher; the combo chains are longer but the range is shorter, etc) but simple muscle memory demands that the inputs for "knock enemy back" or "send enemy into the air for juggle" or "sustain air hangtime mid-combo" be more or less the same.

Hell, in Bayonetta most useful combo strings were the same between each weapon; PKP, P*P, P*K, and PPPK had the same basic functionality for all of the dozen or so weapons. Meanwhile in ML some weapons used a light/heavy two button combo system, some used a DMC attack/special system, etc.
>>
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----[ Recap ]----
Game: Cybership
Dev: @vestigialdev
Tools: Unity
Web: Vestigialdevelopment.com
Progress:
+ Localization infrastructure changes
+ Repacked UI as greyscale for colorized themes
+ Streaming is good for staying on task
- Got intimidated and depressed over a slickly presented AAA competitor
>>
>>167616507
Depends on your reason for doing it, and also how "moves forward" works in your game. Are you planning to lay a marker every tick? Is it for a particle system (a trail), or a decal system (footprints), or something else entirely?
>>
>>167616943
Oh dude please don't preach to me about how action games work, I've got hundreds of hours in DMC and Platinum/Clover games.
>>
>>167617143
>How does this third person camera feel?
This is a joke right
>>
>>167616441
Hey anon. What engine was mayhem league developed in? And what was your animation pipeline. I'm asking because I'm about to start work on my third person game and want to know what pitfalls to avoid when it comes to animation.
>>
>>167617129
Then you would agree that having a solid library of utility moves is critical to success, wouldn't you?

The real insight I had with Dixie is that most of the staple movement mechanics of 3D platformers could double-dip as combat mechanics; a backflip as a rising launcher, a double-jump as an aerial rave, a long-jump as a gap closer, a ground pound as an aerial knockdown, etc.

Unlocking moves (to progress through the level) also expands your arsenal of useful combat abilities. It felt very elegant and robust. Much better than a series of weapon-specific input strings and dial-ins.
>>
>>167617093
Uhh, hmm, weird example but similarly to this here.

https://youtu.be/Tf8UzsJ3iPM?t=843

Every time the controlled character moves a step forward, a little marker appears behind them like a trail, or I suppose a footprint would be more applicable. I figure it'd be every tick of a certain distance moved, but the markers here seem to appear very uniform to one another too.
>>
>>167609971
Bitawongamongatron

posted an early build about a year ago and then forgot about it. been working on it lately
>>
one of you guys should do a gamedev livestream from the very beginning of making a game to the end
>>
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>>167617272

No I uploaded the wrong webm
>>
>>167609607
>>167609876
>>167615305
lole XD!
>>
>>167617453
A bunch of these exist for ludum dare games, the most famous of them is quill18 I think
>>
>>167617457
that weird camera jutter is... weird
>>
>>167617453
>>167617507
There's also handmade hero which I think is still going
>>
>>167617457
It's way too close.
>>
>>167617453
no my voice is embarassing
>>
>>167617457
It's not necessarily way too close but it needs to be offset more to one side (in an over the shoulder fashion) if it's going to be that close.
>>
>>167617649
only you think that way.. anon
>>
>>167617314
Developed in UE4; my animation pipeline was fine (Blender to UE4), it was my rig (a MakeHuman rig) that killed me. It used a disconnected socket system with IK/FK swappable keying systems that was great for animating but made it impossible to do per-bone blends and additives easily.

I also made the mistake of rigging the weapon to a single control bone separate from the player, rather than multiple child bones of the hands and holster spots (meaning if I tried to blend between poses, the weapon would detach from the hand since there was no hierarchy outside of the Blender constraint system)
>>
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Work in progress. Thoughts?
>>
>>167617453
>to the end
Do you know where you are?
>>
>>167616839
thanks, i like the colored gem trigger idea
i'll keep this in mind if i revive that game eventually
>>
>>167617318
Nevan and Lucifer (among others) totally shit on the idea that weapons should conform to a basic set of properties and concepts.
>>
>>167617951
edge flow can use work, also things aren't exactly tubular, look at some muscle structure and try to imagine what shapes they make on the body.

if it's just armor, it can still use some work, plating doesn't work like that it plates.
>>
>>167591845
hahahha
ahahhahahaha
ahahahahaha
modelling > uv mapping > texturing > rigging > animating
am i missing anything else?
>>
>>167617457
>default fucking character
>that camera clipping
wow. literally a retard.
>>
>>167609630
thx
>>
>>167618376
> plating doesn't work like that it plate
Wut

Also, edge flow? Explain!

Thanks btw
>>
>>167617920
So how do you do swappable weapons then? Establish the IK chain in-engine and redefine it on every weapon swap?

Did you get to stuff like bone layers for animation?

I haven't used MakeHuman before so can you elaborate on the disconnected socket system?

I'm also ignorant on how blending is done outside of the built-in stuff for Unity so if you could offer any insight on that I'd appreciate it.

I'm sad to hear you dropped Mayhem League but I hope for the best on your new project.
>>
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>>167594531
----[ Recap ]----
Game:Comfy Kids
Dev:Prize Box
Tools:XNA, Visual Studio, MS Paint
Web:facebook /PrizeStudios/
Progress: Walking around and Level Loader with Collision, Pickup, and Event data working! Getting closer to an actual game!
+ Learning that I've been overthinking things when programming.
+Getting more in touch with my older, more direct approach to programming similar to when I was younger.
- When i was younger I was a fucking idiot though and wrote a ton of spaghetti code.
+ At least now that I'm older and more knowledgeable on how2code I can avoid writing myself into a corner with bad code
+ Also did some art assets, feel like I've gotten better at doing pixels too.
+ Making lots of good progress has had me feeling a lot better and resting a lot easier at night!
- ...but I'm still hungry.
>>
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How does this third person camera feel?
>>
>>167617920
>>167618683
Also, how were you defining your combat system? Was it a giant state machine and the animation blends were done on the transitions? Where exactly did the difficulty arise? When did you realize it had become too much?
>>
>>167618190
There's a difference between a gimmick/specialized weapon and having zero consistency from one weapon to the next, I would argue
>>
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>>167618790
>>
>>167618527
>>167618790

rude
>>
>>167618683
The way I do it for Dixie is to have weapon control bones as children of the hand bones; this way the weapon can be positioned in the hand, but it naturally follows hand movement during blending.

If I wanted to do sheathing (I'm not in Dixie) I'd add a separate sheath bone on the back or hips or whatever and then in-engine change whether the weapon mesh was snapped to the sheath bone or the hand control bone.
>>
>>167618790
>>
>>167618667
armor isnt a trash can you wear as a t-shirt, its a series of plates joined with some kind of flexible link like a ball joint, loose pin, or even simple leather or cotton lacing
>>
File: girl3.jpg (1MB, 2560x1409px) Image search: [Google]
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Textures, hair and clothes left. Thought I'd get away with socks but not sure if they will make sense with a summer dress so I might have to add detail to feet after all.

Also, can't decide on a haircut.
>>
>>167619270
>>
>>167618847
Argue the difference, then. Both of those weapons prove that weapons with radically different core concepts can be used in concert to create interesting combos.
>>
>>167618667
sure,
edgeflow is like a circle drawn on the face of something to create a shape.

the human body isn't actually tubular, it's got this plating shape to it where slabs of meat are layered ontop of each other to hold it up. you draw out the outline of the slabs of meat and create shapes out of them.

it's really noticible on face models because you need a lot of small curves to make huge shapes. if you want to do some research on edge flow try that. also work on the assymetry in general.

about your plate though if that's what it is.
plate is a lot more layered, it normally has an under coat to it, typically chain mail, and then it sheets out metal over it like a tortoise. you kind of did that with the knees but ehh doesn't look right.

If you're having problems pronouncing it, make some interesting shapes cut off the edge of the armor, like circles and curves. It will make the layers more noticible just by the silhouette.
>>
>>167618790
its shit man
>>
>>167619298
>at the end of it all, the abyss rears its ugly head.png
>>
>>167619401
The same way that Megaman having one boss weapon that's a leaf shield works because all of the rest are basically just projectiles, or the energy blade in Einhander works because it's the only melee weapon, or Transformers Devastation having the grappling hook works because it's the only ranged weapon that isn't just a ranged weapon, or Doom having the BFG9000 works because none of the rest of the weapons use the delayed-fan-detonation method it uses.

When you have a set of mostly consistent weapons, having one that subverts their patterns provides variety. When there's no consistency between ANY weapons, it becomes unmanageable.
>>
>>167619298
>>167619050
>>167618790
>90 ▶>>167619023 >>167619025 >>167619050 >>167619471
>File: shitfam-cripple-nigger-run.gif (1010 KB, 320x256


Confirmed. Sourcefam is trying to summon somethng. Don't let him.
>>
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I know it's kind of meme-y, but I want to try my hand at writing a game design document mostly so I don't have those periods where I'm wondering what I should do next.

What format/program would be good for something like this?
>>
I made progress guys
>>
>>167619964
notebook
like a literal one.
>>
>>167619964

Design notes and To-do lists in WordPad

One-off notes and reminders in NotePad

Anything visual in Gimp
>>
>>167619748
Nevan, when chosen, is intended to be used as half of whatever pair of weapons the player chooses to form. Lucifer forms one third of Dante's melee weapons. You absolutely must be joking if you think neither of those games could've withstood the addition of one or more high-concept weapons.

Maybe YOU couldn't manage the use of weapons with high variety, but that does not make the concept inherently unmanageable.

Like I said, do as you will.
>>
>>167620003
>>
>>167619298
i want to stick my dick in that hole
>>
>>167620453
The tiny one, obv
>>
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This might be my favorite animation that I've ever made
Thoughts/critique?
>>
>>167619964
Design documents are for nodevsand memesters.
>>
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The furry date sim dev just posted this new character.

He hasn't said anything about the character itself just pictures. What do you guys think?
>>
>>167620358
I think if every weapon in DMC3 was like Nevan you would only ever use Rebellion and the game would suffer for it
>>
>>167620817
>>
>>167620718
https://www.youtube.com/watch?v=DYj5LyEnODs
>>
>>167620743
furry or not i don't give a shit but does he say how he models his characters? i could really use some pointers
>>
>>167618790
What kind of retard would actually make this and then go ahead and post it here for everyone to see?
>>
>>167620817
Well I used Nevan in addition to Rebellion so gg no re to that argument.
>>
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>>167621095
>>
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>>167620718
Nice.
>>
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>>167621107
----[ Recap ]----
Game:Slimepix
Dev:Marmot
Tools:Unity, Graphicsgale
Web: None
Progress:
+ Slow Down fall with parachute
+ Replanned player controller script
>>
>>167619424
It was more like body armor then a suit itself.

I think get what you mean with edge flow. Try to make things cuver a lot more naturally, right?
>>
>>167620718
It looks like he's clapping his hands at the end, but its actually a thumbs up?
>>
>>167618790
Is that a game?


I don't see a game here.


Why are you posting non-games in a game dev thread?
>>
>>167620743
Why are you reposting it here?
If the dev wants /agdg/ feedback let them post progress like the rest of us
>>
Bloodborne chalice dungeons but as a full game!
>>
>>167595462
Public means people will steal you shit.
>>
>>167595462
You leave it public if you want total strangers to work on your code.

If you dont want it, make a private repo on bitbucket.
>>
>>167620718
awesome work
>>
>>167620718
that's one smooth motherfucker
>>
>>167600521
>>167595176
THERE'S NO FUCKING WAY YOU MADE THIS ALL IN GAME MAKER
>>
Making some art today, let me know if you need anything for your game
>>
>>167598081
Mini games are horrible. They completely ruin things like crafting for me. My character is supposed to be leveling up and getting better.

My twitch button mashing skills should not come into play at all.
>>
>>167623613
k but what engine do you use
>>
>>167623479
>it's a collectathon platformer with nothing special to it other than the graphics
>which themselves are pretty basic

how is it that unbelievable that its gamemaker
>>
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>>167623613

How easily can you animate very tiny sprites
>>
I have a degree in gamedev.

You're all gonna make it. Even sourcefam.
>>
>>167623732
Pretty easily but this doesn't look like the kind of game I'm interested in, sorry. Warm regards
>>
>>167623823

:(

no hard feelings
>>
>>167594907
Tristana is #1
>>
>>167623868
you fell for a meme
>>
>>167623823
Fuck off dickhead

>>167623732
It's not my usual style but I think I could manage it. How should I contact you?
>>
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I know it's only a bit but how does it look so far?

any pointers?
>>
I want to make an FTL-like. Are there any other games like FTL or Renowned Explorers I should check out for inspiration in terms of what (not) to do?

By FTL-like, I mean a game with randomized maps, node-based movement, tactical battles, and choices that pop up when you enter a new place that can sometimes be influenced by your capabilities.
>>
>>167618790
groce
>>
How do I good UI?
>>
>>167624092
Have friends, from the most hardcore gamers to casual gamers to people who have barely ever played a video game in their life, try out your UI and tell you what they find intuitive and what they don't. Take it all into consideration but decide for yourself.

If you're asking how to make it pretty, google "color theory."
>>
>>167620883
>>167621195
>>167622791
>>167622915
Thanks!

>>167621951
He's putting his hand on his hip and giving the thumbs up, but I can see what you mean
>>
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>>167623945
my bad I haven't been around lately to catch up with shitposting

>>167623972
depressiondev at gmail.com
>>
>>167624210
I feel dumb now. All of that sounds really obvious anon. Thanks
>>
>>167623697
I-I liked the graphics n shit.
>>
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What do yous guys use to make pixel art? And how do you make sure it actually has a consistent and actually 16/32/etc-bit look, instead of looking like COMPLETE ASS AND BALLS like pic related?

P.S. If there is an alternative art style for a talentless hack, please let me know.
>>
>>167624349
Sorry, doesn't seem like the kind of email I'm interested in contacting, but good luck with the sprites.
>>
>>167624392
Don't feel dumb. We all have our own life experiences that make things more or less likely to occur to us. Lots of things seem obvious after you hear them.
>>
>>167624349
the newest hottest meme is that someone pretends to be an artist and rejects everything while avoiding showing their portfolio like fire
>>
>>167624442
Skippin leg day
>>
>>167624442
GWBW is such an effortless shitpile of a successful series.
>>
>>167624570
Skipping Loomis day
>>
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>>167618790
>>
>>167624442
Aseprite

>a consistent and actually 16/32/etc-bit
Good color use is more important than trying to stick to the rules. Keeping your color count low as possible gives a nice retro feel.

For higher bits, you still want to keep your color count down just because it looks cleaner.

For a talentless hack... Maybe you could shoot for a style like in Downwell. Only two colors, looks pretty damn decent still. Gotta do juice well, though.

Or just practice more lol. Lots of practice and feedback from non-hacks will do you good
>>
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Be honest /agdg/, have you ever bought anything from a cash shop for game dev instead of programming it yourself?
(inventory, dungeon gen, game template)
>>
>>167623992
too soon for feedback, imo. i know you're excited but finish the cycle and show a profile and maybe naother angle and then ask for review. right now there isn't much to go by.
>>
>>167624849

>2017
>Spending money for anything but food and utilities

KEK
>>
good gamedev here I would like to give back to this good community that has helped me

ask me any questions about gamedev and I will do my best to help you
>>
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Can I use models that i ripped in 3d ripper in Blender?

THis is important question. Havent downloaded 3d ripper yet.
>>
>>167624849
I buy generic sound effects, I can't be bothered searching free sources for the correct sound of scraping.
>>
>>167594531
----[ Recap ]----
Game: Untitled Campfire Game
Dev: VampireDev
Tools: Game Maker, Photoshop
Web: vampiredev.tumblr.com
Progress:
+ Made a placeholder title screen.
+ Some animations are now based on player's distance to the campfire.
+ Started working on different animations for female characters.
+ kvdev gave me an amazing set of sound effects.
+ Reworked forest background.
- Still have to clean up the background and some animations.
- Haven't touched the networking code at all since last week.
>>
>>167625340
how did you learn to do such pixel art? Teach us to art
>>
>>167624826
Thanks, anon. I appreciate it a bunch.

>>167625160
I feel like this is a joke but how about answer this: >>167624442
>>
>>167625443
a very good strategy is to watch the pixel art drawing process of a good artist which will really help you along to draw good pixel art here is a good beginning tutorial

https://www.youtube.com/watch?v=MUwurlo9g3c
>>
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>>167594524
I may go back to it eventually, since I learnt a lot and had a lot of fun doing it.
>>
>>167618790

Cinematic, kinematic, aromatic. I love it. Genius. Brilliant. Post more!
>>
>>167623992
The head is a little too big, and the chin/jaw extend too far down.
>>
What .fbx export settings are you supposed to use when going from Blender to Unity?

Forward: ????

Up: Y up? I guess?
>>
@167618790
@167625741
Stop samefagging. Stop commenting.
>>
>>167625101
>>167625306
Would it be a bad idea to steal sound effects from obscure games, and/or edit them till they were unrecognizable?
>>
>>167625340
>Chrono_Trigger_campfire_scene.comfy
>>
>>167625183
Just get cracked 3ds max, use the import script and spit it all out into a format Blender can read.
>>
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>>167618790
>>
>>167625891
What's the point of doing illegal things if the effort you expend trying not to get caught exceeds the effort of just doing it legitimately
>>
>>167620718
https://www.youtube.com/watch?v=EsqX00itW38
>>
>>167623992
The opposite arms and legs move forward.
>>
>>167623992
>I have never seen someone walk
r u a fucking bear irl becuz thats how bears walk not how ppl walk

furry go home
>>
>>167617379
>>167616507
Any tips?
>>
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>>167617951
Take two, tried to make the armor have more of an edge and leave the clothy areas a lot more curvier
>>
>>167626562
You could probably use a spline, add new points at your location as you move and spawn meshes along it.
>>
>>167626562
Not sure how you expect to gamedev when you can't into basics.

In Tick (or whatever update function Unity has) every X seconds spawn an actor(trail) that dies in X seconds.
>>
>>167626580
That topology doesn't make sense. You need to be more deliberate with where you add polygons. It looks square and blocky despite the fact that you have lots of pointless polygons.
>>
>>167625160
what engine do you use?
>>
>>167626745
There's this magical thing that people do called learning.
>>
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----[ Recap ]----
Game: Halycon Daze \\ Neon Knights
Dev: bokchoydev
Tools: Unity, Pyxel Edit
Web: http://bokchoydev.tumblr.com/
Progress:
+ Refactored e v e r y t h i n g
+ Still grinding out them art skills
- Duel Links/Fire Emblem Heroes stole three days of my life
>>
>>167626737
Oh, this should be perfect, thank you anon!
>>
>>167626843
UE4
>>
>>167625426
I honestly can't really tell. For drawing I just started copying stuff I liked, and it eventually turned into drawing my own ideas. Same thing for pixel art, I started editing sprites from games I like, and eventually started making my own.
Some advice that has worked great for me has been revisiting your work after some time ignoring it. You look at your drawing more objectively then, and can spot things you did badly, Redrawing it and comparing both drawings can help you to see where you improved and where you should improve too.

>>167625995
I took a lot of inspiration from that scene. Hope I nailed the comfy feel of it.
>>
>>167626804
Im not even sure what to do about it. Suggestions?
>>
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>tfw too smart to read programming books
>>
>>167624826
>Aseprite

Is the trial version worth getting or should I just find a torrent?
>>
>>167627727
It's worth buying mate. I couldn't find any torrent last time I searched, though...

If you're a cheap fuck you can compile it from source for free (from their github).
>>
>>167620991

He says he renders the models in Cycles. Using afew plugins he uses optical illusions for the face. Its side profile actually looks like a weird 7.

>>167622085

Honestly it's the only place it's relavent.
>>
>>167627807
>If you're a cheap fuck you can compile it from source for free (from their github).
You could. Not anymore.
>>
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Can someone play my game please? I would love some feedback. I used to post here last year, don't know if anyone remembers me.

Site (old, haven't updated in a while): http://pachaware.com/

Download link: http://pachaware.com/platformer.rar
>>
>have idea for game
>only thing I don't wanna do is art
>never start game because I know I'd have to do it eventually
>>
>>167628039
This thing triggered windows defender, m8
What are you doing
>>
>>167627338
You absolutely did nail it. Hype x10
>>
>>167628091
learn 2 art
>>
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>>167628091
>get an idea
>make engine
>time to make content
>...
>give up
>>
>>167628012
Huh all the source is right there, where's stopping you?
>>
>>167628223
It's just a game bro, relax haha :)
>>
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>>
>>167628247
I can't even draw
I'd have to start from the very basics, and, like, I don't got time for that shit
I'd already be figuring out game programming and design (though I do know the basics of programming) I don't wanna throw an entire new skillset on top that I've never used before
>>
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>>167628039
Another gif.

>>167628223
Impossible. It is made in C++ and it doesn't use networking or modify files outside of its directory, false positive. Probably because it is not signed.
>>
>>167628291
teach us to do that art please
>>
>>167628526
Make art and get shit on by agdg for 6+ months improving by reading the shitposting.
>>
>>167628291
>silhouette of player when behind solid objects
what witchcraft did you use for this?
>>
>>167628646
just look for something for it on the Unity Asset Store
>>
>>167628291
Looks way better than it did month ago
>>
>>167628646
I just gave boku this shader:
http://wiki.unity3d.com/index.php/Silhouette-Outlined_Diffuse

here ya go senpai
>>
>>167628623
how did you start making that art though? What tutorial or resource did you follow?
>>
>>167628039

I remember you actually, the gameplay seems pretty solid. But it seems like of those games that would need a good soundtrack.
>>
>>167628903
I looked at nintendo's recent art on the Wii-U and keep trying to get my art to that style as close as possible until it was acceptable.
>>
>>167628957
I know, I tried to get into music but nothing that could be considered decent.

Did you play the version I posted? It is completely upgraded than the old gif. Any feedback on difficulty?
>>
>>167627296
Ahh, not really interested thanks though and good luck.
>>
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>>167594531
----[ Recap ]----
Game: Project M
Dev: Adam
Tools: Unity, Blender
Web:
Progress:
+ experimented with shaders
+ started designing map
+ made some progress with enemy pilot AI
+ made the turkey-bot ai a bit more efficient
- AI takes longer than expected
- performance issues for big maps
>>
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>>167628291
Looks better every time, my only issue would be the eggs on the trees (are those eggs?), they have weird dark spots, try to get rid of that.

Made shoes, and fixed some issues with her rig/weight paint, I'm happy enough with her now to move on to environment art.
>>
What's the legality of using code/blueprints from tutorials on Youtube? Like can you just take what someone teaches you, modify it slightly and then legally put that in your game? When someones already got a video on something you were about to do, it's like what's even the point in coming up with your own version?
>>
>>167629402
>angry pose
looks like she's getting rammed from behind while the guy holds her arms back

or is that the point?
>>
>>167629436
It can vary depending on the licenses involved. Can I ask which engine you're using?
>>
>>167629402
dat ass tho
>>
>>167629537
Unreal Engine 4
>>
Recommended engine for a simple 2D shmup?
>>
>>167629657
>simple
gamemaker
>>
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Someone provide me babby level shader tutorials, please.

The ones I found seem all witchcraft stuff
>>
I'm tossing around gameplay ideas for something to mess with. I've only played with basic level editors and scripting, I can't really into the programming thing all that well... unless it's simple. I've made levels for a few different games, but I'm wondering mostly:

how do you guys feel about VN's? Roguelikes? I'll swing the idea past you if there's a response.
>>
>>167629436
If they made a video intentionally showing you how to do it, there's no way they'd then try and say they exclusively hold the rights to use that solution
>>
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>>167629515
It is whatever you want to see.

>>167629539
Once i start implementing gameplay I'll have to look at it for 100s of hours so it is of the utmost importance for it too look pleasing.
>>
>>167629436
Of course you can use it

What would be the point otherwise
>>
>>167629402
I want to FUCK that witch
>>
>>167629657
monogame
>>
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>>167629965
>>
>>167629402
Unrealistic body type please make her have a realistic womens body type.
>>
>>167629965
I don't think this is ever going to have gameplay
>>
>>167594174

>those ngons

I do not approve of this.
>>
>>167629949
>>167629972
Allright thanks for the help.

Of course I don't plan on just copy pasting the blueprints, I'm going to modify them heavily, but if for whatever reason the video maker is browsing my blueprints and goes "hey I recognise that function", I'd rather not get sued.
>>
>>167628237
Great news then. Thanks.
>>
>>167630205
The video maker made their blueprint public. You have the right to use it.
>>
>>167629749
How do we feel about them?

I've played good VNs, I've played bad roguelikes. They're a dime a dozen. Easy to poop out hard to get right. Unless you're telling a pure kinetic novel, I want my VNs to have gameplay - at least something to chew on to break up the long story bits.

For my roguelikes, I'm starting to feel like it really needs to take a new spin on the concept or it needs to be really amazing breadth-wise (like dwarf fortress's 'roguelike' mode). Anything less and I probably won't touch it.

Also, VNs require you find a competent writer and artist. You can't skate by with shitty indie graphix and meme-tier writing. That's a tough spot to be in if you're an indie dev looking to cash out.
>>
>>167630114
why bother when he can make patreon bux with the direction its going?
>>
>>167629742
Shaders are basically eldritch necromancy of coding. You can find people who've been coding all their lives in C and they will struggle to understand them.

I recommend taking a course. Shaders are one of the rare compsci things you can't just "pick up" on your own. You need somebody to introduce you to them and their esoteric bs.
>>
>>167623992

Really bad. Follow this video:

https://www.youtube.com/watch?v=XtsvMwE1zTk
>>
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>>167594531
-------- FORMAT
----[ Recap ]----
Game:mech game
Dev:idk
Tools: gm:s, gimp
Web:na
Progress:
+ Ships killed during battle now die on the map
+ battles now trigger only when the controllled ship is attacked on the map
+ fixed bug that allowed enemy to move infinitely
-can't join ongoing battle on map
- NPC battles consist of units attacking each turn instead of gradual losses and damage per turn passed
- Still nothing to show people yet
- put off refactoring again
- every time i look at my ai scripts i want to refactor them
>>
>>167629063

I got through the tutorial fine(a bit confused on part 17? the one where you have to double jump off a wall) but played the first level of easy and didn't like it. The slowness and slippery effect of the swamp tiles combined with the narrow red hallways with lava was more annoying than fun.
>>
>>167628845
>bokudev helping people
What is this place? Am I in agdg?
>>
>>167626580

This looks like a real mess. Can you show me the wireframe please.
>>
>>167595176
> Happy ball-playing puppers get merked by mutant sonic squirrel.

THIS IS CRIME.
>>
>>167629402
do you have a blog or something i can follow?
>>
>>167595176
>the cute stubby alligators originated from this game

Cute as fuck, I hope you revisit this game one day or at least the character, bionic arms and hookshots are the best
>>
>>167626580
rule of thumb, if you've got lines that are doing nothing on your model you're doing it wrong.
>>
I noticed Marvelous Designer on Steam was on sale. I had no idea there was an entire application you could use to streamline the clothing creation process. Has anyone used it? Is it viable for unity development? Does it save time/money for making games that utilize a lot of humanoids? Is there a better/cheaper alternative?

I use blender exclusively for my models, mostly because I'm a pure programmer that likes to have pretty prototypes when mocking out my gamedev stuff. I don't really want to learn a new tool, but MV looks worth it?
>>
File: 1485741041215.png (68KB, 863x480px) Image search: [Google]
1485741041215.png
68KB, 863x480px
>>167594531
----[ Recap ]----
Game: Matter of Business
Dev: Hamfist
Tools: Aseprite, Audacity, Godot
Web: -
Progress:
+ Turn order
+ Basic simulation
+ Loading block and building templates from external data
+ GUI structuring
>>
File: what is this.png (163KB, 640x400px) Image search: [Google]
what is this.png
163KB, 640x400px
What's a good sprite size? 64x64? 128x128? How many colors is too many colors?
>>
>>167631467
serious question: how many games do you see that look like they have 128x128 sprites?

>what's a good sprite size
the size that works for how you want them to look
>>
>>167631467
32x32
no more than 3 colors
>>
>>167631467

32x32

more than 4
>>
>>167624047 here.

Anybody?
>>
>>167631569
I genuinely have no clue. Wolfenstein? I've never counted the sprites, but they look fairly detailed.

>>167631580
>>167631652
That's fair I suppose. Is that including black?
>>
>>167631748

NEDM is 128x128
>>
File: witch_had_too_much_cake.jpg (76KB, 1920x1080px) Image search: [Google]
witch_had_too_much_cake.jpg
76KB, 1920x1080px
>>167629994
>>167630079
Thanks.

>>167630104
This comment made her binge eat, she is now feeling guilty from overeating.

>>167630114
I hope you are wrong.

>>167630153
Don't bully my fat polygons.

>>167630771
Not yet.

>>167626580
It would probably help if you explained where you want to go with that model like do you have references, or a concept you can post.
>>
>>167631748
>wolfenstein
Wow you have no idea what a 128x128 sprite looks like.
>>
>>167631831

Her arms are way too fat. Looks like a fat bitch.
>>
>>167631652
>>167631580
>3
>4
>too many colors

too many shades/highlights per flat color maybe, but total colors?
more than 16 colors might be too much, and that's including black
>>
File: diamonds.png (5KB, 819x460px) Image search: [Google]
diamonds.png
5KB, 819x460px
posting my art
>>
>>167631881
Uhm, read the image name.
>>
new thread!
>>167631994
>>167631994
>>167631994
new thread!
>>
>>167632004

That's more like it. Will she use the broom as a dildo at any point?
>>
>>167632004
Art blog?
>>
>>167629375
How are you doing the customization? Do you jsut animate a skeleton and then put "armor" on the parts, basically?
>>
>>167632565
Yeah that's pretty much it
>>
>>167629607
Ahh, actually no thanks but good luck.
>>
File: 2017-02-07_11-46-56.jpg (320KB, 1280x720px) Image search: [Google]
2017-02-07_11-46-56.jpg
320KB, 1280x720px
>>167594531
----[ Recap ]----
Game: Ghost Knight Victis
Dev: Anomalous Underdog
Tools: Unity, Blender, Substance Painter, Photoshop CC
Web: hypertensiongamedev.tumblr.com
Progress:
+ Created a 3-part combo attack for the Wooden Mannequin enemy.
+ Fixed my targeting shader to show the metallic/roughness map properly.
- Enemies are hitting each other too much.
- Need to balance damage values, attack animation speeds, and stamina costs.
- Because of the way these enemies are shaped, the charged attack doesn't hit them. Will definitely need to add BoxCast as a different hit detection method.
>>
File: we just dont kno.png (41KB, 375x360px) Image search: [Google]
we just dont kno.png
41KB, 375x360px
>>167602361
but what if they're the anons who ask/answer questions?
Thread posts: 764
Thread images: 194


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