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/agdg/ amateur game dev general

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Thread replies: 728
Thread images: 154

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now meme free

> 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
>>167802273

> Previous Demo Days
pastebin.com/KUSDs9v

> 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
Source: developer.valvesoftware.com

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
good thread
>>
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Anime and C go hand in hand to make progress.
>>
>>167858339
Kuroneko is cute. CUTE.
>>
>>167858308
>good thread
who gives a shit, all you need is a /agdg/ tag in the title that's all
>>
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zzzzzz
>>
>>167859181
Adorable.
>>
Just got a $155 traffic ticket.
I'm going to eat ramen until I have to pay my taxes at the end of the month and then kill myself.

Whats a game I could finish in about 20 days?
>>
>>167860995
Pong.
>>
>>167860995
a platformer
>>
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>>167860995
meanwhile i eat
>>
>>167862612
It's a joke not a game.
>>
Fill up the old thread first you idiots.

70 posts to go
>>
>>167863085
just fill it up with posts like
"man, I can't believe they made that new thread so early"
or
"early threads are memes"
>>
>>167864328
who?
>>
Should I just make a game with a bunch of bad mismatching free assets?
>>
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> find someone who devs with unity aswell
> we talk a lot on discord
> doing nice progress at the time
> motivate each other
> he disappeared before Christmas
> hasn't been online since
> made no progress since then

I never knew just how much more fun it is to dev with someone. Not on the same project, but just having the ability to instantly bounce ideas off of each other and constantly see what the person is working on. Having the drive to actually do something to be able to show progress aswell.
>>
>>167864328
did you just assume my gender?
>>
here's my genre redefining minecraft level billion dollar idea

pinball

with waifus


actually the japs probably already did it but still, probably good enough for a shovelware title right?
>>
>>167866202
Do they suggestively moan when the ball hits them?
>>
>>167865565
hey I'm using Unity (although I'm a bit of a beginner) if you want I'll add you on Discord and we can dev and bounce ideas off each other and hsit
>>
>>167866202
Fug this was one of my secret ideas
>>
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Okay I figured out pathfinding stuff. burger flipping will never be so tense as when you are being chased by shuffling aliums.
>>
Whats a good site to post updates on?
>>
>>167867786
(You)rs.
>>
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What's your favorite third person melee combat system? Bonus points if it's not too simple, like Elderscrolls, or overly complex like Mount and Blade. Need some ideas since I don't have many. I've heard good things about Dark Souls but I didn't play it yet.
>>
>>167868484
Prince of persia WW

https://www.youtube.com/watch?v=QI9M1J0v-o8

i like this system so much that i would say is better than devil may cry
>>
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Finally I can add new events
>>
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>>167868484
Dark Souls combat system is really fun, you definitely should try the game out.
>>
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Slowly but surely working on the clothing after drawing it on. Would it be better to rough in all the elements before detailing them or finish each one before moving to the next? I'm leaning to the former so far.
>>
>>167868484
Path of Neo
>>
>>167868484
There's 5 souls games rn and they are all great.
Demon souls
Dark souls 1-3
Bloodborne

nioh has interesting stuff as well.
>>
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>>167866479
I'm gonna be going off now, but you can send a request. Keep in mind I enjoy posting weeb images on discord a lot, so if that bothers you, do reconsider. Just throwing it out as a "Warning"

Also this is what I was working on last, before ending up in a no progress ditch.
> tfw only have a very old gif on this laptop when there was only movement added.

sern#5929
>>
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gonna demo a webgl build next week maybe.

anyone have suggestions for wiz customizations? like robe patterns, hats, facial hair, staves etc.

>>167867175
what do they want
>>
>>167868969
>yet another anon falls to the sculpting meme

Also his head and upper body look really weird. I'd go back to those before starting on clothin.
>>
>>167869456
>game is dead
>another cutie who's going to rot in someone's HDD.
Just sell her to a programmer
>>
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>>167868484
dont listen to those trolls man, Dark souls and all the souls like games have a slow and clunky gameplay with atrocious hitboxes

they just like to troll people into playing this shit and if you say anything bad about it people will atack you like you just said hitler did nothing wrong inside a bank
>>
Character design for a comfy 3D platformer like Sonic Jam is driving me mad, and I won't go animu style.
>>
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>>167870030
>not sculpting
>not making turning highpoly mesh into lowpoly mesh with perfect topology
What is this, amateur game development thread?
>>
>>167868690
Wow if I could have even a tenth of the number of attacks that would be a staggering amount. Looks cool and I haven't even heard about it before.
>>167868795
>>167869250
I suppose now's a good time then
>>167869025
Ah so that's where Bullet Storm got their ideas from. It also reminds me of GunZ which I refuse to admit is a bad game.
>>167870219
I've also heard so previously but can't hurt to try right
>>
>>167870295
>Sonic Jam
I didn't hear about that one
>>
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>>167870440
(you) son of a bitch.
>>
>>167870434
DS2 has horrendus hitboxes, it was made by a different team (thats his webm).

DS1 has some of the best hitboxes in the industry for 95% of the enemies. its better in every way than DS2 as well.
>>
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>>167870440
>>
>>167870753
Alright. What about the combat in DS1 compared to DS3?
>>
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>>167870434
your choice pal. dont say i didnt warn you
>>
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Almost done with the mesh generation, there is a bug with the support beam connectors and it still doesn't look right if you cross paths, but I need a break from the mesh gen systems so gonna work some more on the gameplay for a while.
>>
>>167870970
>suddenly rollercoaster tycoon
The hell did you come from?
>>
>>167870395
>doubling the time spent per model because you want some autistic details in
>>
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Is the jitter too much in this firing animation?
Anything else on how the turret looks?
>>
>>167869456
You are still alive? Wow. I wondered where your cute progress went.
>>
>>167871287
how is it doubling, retopology literally takes 10 minutes of work
>>
>>167868484
Devil May Cry or anything by Platinum.
>>
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>>167871071
I've been here a while, just haven't posted anything before yesterday as I don't this posting pic related progress is particularly interesting for anyone to look at and there isn't really much to comment on.
>>
>>167870952
No worries, not planning on spending huge amounts of time on it.
>>167871510
Yeah I really like the combat in those games too but I'd like to have the possibility of incorporating multiplayer too. Not saying it wouldn't work but those games have some crazy "stickiness" and stunlocks. Either way I'd totally copy a couple of faster moves from them.
>>
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>>167871916
>multiplayer game with lots of precision hitbox colisions
>>
>>167871374
>You are still alive?
But he just said that game was dead.
>>
Can anyone recommend any tactics games with a linear story? I've only ever played games like XCOM where the game is essentially nonlinear with some linear fluff thrown in.
>>
>>167872231
You are not equal with your game, anon.
>>
>>167872096
Have you ever seen Souls on a LAN connection? The multiplayer with those precise hitboxes are immaculate.
>>
>>167872306
I should add that this is because I want to start working on a story for my game but I'm not really sure how to execute it effectively.
>>
>>167872412
common, dark souls dont have good htiboxes even on offline mode.
>>
>>167872610
>>167870952
Have you tried to just git gud?
>>
>>167872096
Precision hitboxes? Not sure how DS does it but I'd assume that a box or cylinder will do. Can't imagine that being too expensive really.
>>
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>>167872794
no
>>
>>167869791

Its hard to tell, usually they're like beta ass millipedes wandering their galaxy without a clue what they're doing. I think this one was possessed by meme magic.
>>
>>167870928
the enemy design is much better in DS1. its such a rewarding game becasue each enemy has such varied attacks and behaviours. the AI is great, you learn it after a while but the game design philosophy of dark souls 1 is very old school. people say its a 3D nes game and it kind of is.
>>
>power outage during dev
>files are fine
>software in this particular pc doesn't recognize them

haha what
>>
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Fuck yeah, some things never change, like my horrendous sense of perspective

New item class and doors are finaly in the game

https://www.youtube.com/watch?v=np1VZweh8Zg
>>
>>167868484

Chivalry.
>>
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Added thought bubbles to the characters so you know what they're doing when they go somewhere. Less trial and error.

Also they have more reaction animations. They get scared when something happens. Before they panic they are terrified. And when they investigate something they shrug it off at the end.
>>
new to Unity here

my GUI alone (absolutely nothing else running) is running 20-30 batches... is that bad?
>>
>>167874138
Ooh yeah like Mount and Blade but simpler. Gonna revisit that.
>>
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It's been years since I last visited this general, what happened to lolisim dev?
>>
>online multiplayer game
>build your mecha with legs, bodies, weapons, etc
>assign AI to it
>send it to battle against other mechas
>can't control it directly, just maybe set different tactics
Would you play it? if only I knew shit about networking
>>
>>167874620
he killed his pug and went to jail
>>
>>167874620
banned because people are little baby faggot who forget they're on 4chan and not reddit
>>
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>>167855064
Swapped to chibi art style, broke a whole bunch of stuff, tried to do vr and failed, this is quite an embarrassing update this week, i achieved very little and failed at a lot :(
https://youtu.be/56EBYQUjlD0
>>
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>>167869101
>>167868946
>>167868132
Thanks. I did some corrections and it looks better. Well, in my opinion.
>>
>>167874620
>sudden resurgence of lolisim attention
lolisim you piece of human garbage stop trying to drum up hype for your allegro4 graphics game through pretending to be other people
>>
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Whoops, I missed a few threads.
>>
so I'm completely code illiterate, I've been making assets for a game that I haven't yet coded. the general gist of the game is a 2.5D(backgrounds consist of 3-D rendered object, 2D sprites, kinda like chocobo dungeon or doom) mulitplayer online procedurally generated walking simulator/tribal warfare simulator/role-playing game of sorts. I am willing to learn code, where do I start? should I download Unity or should I look into making my own engine?
>>
>>167874620
normies got in and kept trying to get him banned
>>
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Yo guys!

Wanna check out some fresh and cool game? Then you found it, and its little name is Knuckle Sandwich!

Check'out the trailer : https://www.youtube.com/watch?v=-2U7vDXzkhs
http://knucklesandwich.biz/

We need to destroy that rooftop and get 'em all if you catch my rift so come sign in at the bar!
http://knucklesandwich.biz/

You can reach me via email at andy[at]knucklesandwich.biz for donations. I'm also open to get featured on your blog/channel!
Seeya lads!
>>
>>167876135
fucking kill yourself faggot whodev, /agdg/ isn't your advertising board
>>
>>167874187
Looking good, anon.
What is your end game? Multiple houses/families or just one? If it is just one will it be easy to kill them off, thus ending the game super early?
>>
>>167876221
Why so mad?! I've participated and gave A LOT to this place. I simply did it anonymously, so this time I'd like this thread to give ME back.

I don't think I'm asking too much!
>>
>>167876481
>>167876135
Nice bait but you need to be subtler if you want to get more replies.
>>
>>167874620
> people in real life are defending this
>>
>>167876135
fuck
off
>>
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rip letodev
>>
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>>167877048
>people in real life are afraid of virtual game about virtual 20pixel large girls getting raped by a 2pixels wide penis
>>
>>167877129
[f]
>>
Not sure if I should take this question to /tg/ or what, but figured someone here might be able to ideaguy for me.

I wanted to make a minor combat mechanic for my game--nothing too involved, but basically being able to get into a musical duel with someone. I thought about some quick Osu or DDR style thing, but the game's not realtime elsewhere so it'd be weird to shift into that all of a sudden.

I was considering some pretty basic rock-paper-scissors style thing, but slightly more complicated.
>Attack: 0 points if they also attack, +2 if they maintain, -1 if they defend
>Maintain: -1 if they attack, +1 if they maintain, +1 if they defend
>Defend: 0 points no matter what

I think the rule that you can't do two in a row adds enough strategy that it could be reasonably satisfying while also resolving quickly enough (win once you get to +4 or something) that it's not a battle of attrition.

I think I'm gonna prototype this with some basic opponent AI types and see how well it works.
>>
>>167876135
looks like 24 killers but not as interesting
>>
>>167877048
>It's ok to play games about murder
>It's ok to play games about rape
>It's ok to play games about kidnap
>ITS NOT OK TO PLAY GAMES ABOUT KIDNAPPING AND RAPING LOLI THO THOUGH
>>
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I can move my sprite guy around just fine, but he turns and is obviously flat, like paper Mario. So, I put in some code to billboard him- simple enough, right?

But now, not only does he jitter and stretch, but he's also constantly upside down.
>>
>>167878291
FOLLOW

THE

TUTORIALS
>>
>>167877048
I didn't say it was a good game but its retarded that he got banned for something relatively tame compared to most of 4chan

doing shit like that is just turning this place into reddit
>>
Guys, answer honestly. Is there an /agdg/ dev you've heavily been stalking and saving all progress from?

I'll admit it I have. I have a folder for their game with everything they've uploaded for it since they started working on it. Everything is sorted in chronological order, etc, and I have a bookmark folder for them with links to their all blogs, etc.
>>
>>167878291
Where did you find the billboard code? I've been looking for one for a while.
>>
>>167878652
nope
>>
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>>167878289
what normie game lets you kidnap, rape and murder non-lolis
>>
>>167878652
Not that much but there is one I saved every progress post I could
>>
>>167874775
bald
>>
>>167878289
>It's ok to play games about murdering children
>It's ok to play games about raping children
>It's ok to play games about kidnap children

:thinking:
>>
>>167877129
gotta say that game looks completely unfun
like one of those games that they try to sell you on with a pitch that goes:

"It's like _______

BUT WITH A TWIST"
>>
>>167878289
I'm going to put as much effort into responding to this as you did setting up that straw man

>>167878473
this is a blue board though
>>
>>167878795
life
>>
>>167878795
mount n blade
rapelay
>>
>>167874620
This looks pretty decent, damned normalfags
>>
>>167879850
No actually, this looks like utter shit and the lolis are so low resolution that you wouldn't tell without the hairs.

I still don't understand why people are getting triggered by a 12x12 pixel fictional loli getting raped by a 2 pixels size dick.
>>
>>167874774
How is he banned exactly? Like, he got banned from 4chan for one year or something? Never actually seen bans lasted that long aside from Thor IPs. What did mods say exactly?

It's just a fucking game, there are plenty of indie porn games in other threads and boards and mods never say anything about those, so why him in particular?
Besides this might be a blue board the sprites are so tiny you can hardly call this "porn".
>>
Best place to get fonts that can be used in a commercial product?
>>
>>167880541
Fontsquirrel
>>
>>167880348
nevar forget one of our devs got their game forcefully removed from itch.io because it contained >16 pixels height loli sex
>>
So I've been learning unity to teach myself game coding, and I've noticed that all the tutorials i can find don't actually teach you WHAT you are doing, it's more like a follow along with explanation of why.
Are the in house unity tuts the best for learning how to code for games, or is it hopeless and I'm just wanting too much out of it?
I picked up some udemy classes for like five bucks, and they've been useful, but I'm running into the same problem.
Basically, whenever i want to do something different from the tutorials, i can never get it to work. It feels like I'm not actually learning anything.
Sorry if it's annoying. My background is in art, but I'd really like to be able to do small, one man projects, and learning to code seems the way.
>>
>>167880478
he's not banned, he posts every now and then with in depth programming discussion.
>>
>>167880478
IIRC he was only banned for 3 days on a few different occasions

>>167880594
that was suppsoed to be a "less than" whoops
>>
>>167880594
what game was this?
>>
>>167880594
>>167880478

I just can't understand why this game about violently raping children got banned !!
>>
>>167880615
complete the lessons you have first. before you can go through the proper thought process of coding some intended design of your own choosing, you have to learn all the "vocabulary" of coding first. lessons in these tutorials aim to get you familiar with all the usual things one might do
>>
>>167881013
Yep, games about violently murdering adults are totally fine
>>
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>>167880871
it was called Pigtails
>>
>>167881482
you've been parroting this so much i'm starting to think you genuinely can't tell the difference
>>
>>167881549
Was it even ero? Why was it removed? Where can I play this?
>>
>>167881307
That's kind of the issue, as most of them I've tried so far (about 15-20 lessons across 6 projects) aren't making me familiar.
I'll keep trying though. I'm almost at the point of hiring a tutor.
>>
>>167881604
You just can't tell the difference between reality and fiction
>>
>>167881604

>Killing a 17 year old is the most absolute vile thing ever imaginable
>Killing him a day later on his 18th birthday is fine
>Killing him 18 years + 6 months earlier is fine
>>
>>167881754
I see nothing wrong here.
>>
>>167881619
>Was it even ero?
yes see (warning nsfw link)
http://is2.4chan.org/b/1486680342996.png
>Why was it removed?
i don't think itch.io staff ever said anything but probably because of the above
>Where can I play this?
nowhere that i know off
>>
>>167881604
There's no difference you dumfuck and we're not even talking about real people but fictional drawings and pixels.
>>
I wanna make a megaman clone thats better than mighty number 9. What do I do need to learn/use to do that? C# and unity? Who do I learn from. Art will be handled by someone else but I wont bother them until I have atleast a playable level.
>>
>>167881604
Let me guess you're also for banning loli hentai/doujins?
>>
>>167882180
yes because that shit is fucked up too, leave children out of your weird sex fantasies ffs
>>
>>167882002
like, I'm neutral in the whole debate as to whether fiction influence irl behavior. But can't you at least SEE the argument here?
>>
>>167881754
arbitrary limits are necessary sometimes

like how if you're 0.081 BAC (or whatever it is) you're a drunk driver and a menace to society, but if you drive at 0.79 you're a-okay.
>>
>>167866202
what about waifus ON MOTORCICLES?
>>
>>167882386
>new IP
Either you're as retarded as him or baiting.
>>
>>167881751
> these two kinds of fiction are different
> YEAH WELL REALITY AND FICTION

>>167881754
are you this guy >>167878289 or are there two of you posting laughable straw arguments in here

>>167882002
> there's no difference between murdering soldiers and raping children
that's must be why you masturbate to one and not the other
>>
>>167881729
I think it's unreasonable to expect a lot out of yourself if you're just starting out with coding. You may have to aim lower at first and make very simple games, something along the lines of tic-tac-toe or breakout, as a learning process. Think of them as exercises. The point here being, to learn how to code a complete game from scratch. And you'll manage it easier if you start out with extremely small games first, then you'll have gathered your own body of knowledge on how to do things so you can easier build the games you really want to make.
>>
>>167882567
>that's must be why you masturbate to one and not the other
>>>HEAVILY IMPLYING
>>
>>167882567
I masturbate to both
>>
>>167882386
>>167882567
No one is hurt by you fapping to a pixel loli.
>>
>>167882560
>finding child porn disgusting = baiting
wew lad
>>
>>167877205
The only reason I don't like lolisim is because of the one time he came to the /a/ IRC and posted a pic of a real little girl saying something like "Isn't she cute?" and he ended up getting banned from there by the mods. I don't care if you like 2D little girls or lolis, but you gotta draw the line somewhere, even if you ain't really going after kids IRL.
>>
>second thread in the row goes to shit because faggots must defend an ms dos game with links to loli so weak they'd disappear if you'd do a mere text change with their lives
>>
>>167882716
It's not cp you retard.

Lolicon hentai =! cp. Or are you telling me Japan officially "authorizes cp" within their border?
>>
>>167882867
Well, censorship is actually a big problem though
>>
>>167882567
>> there's no difference between murdering soldiers and raping children
Both are crimes. So if you're going to complain about one, complain about the other and stop masturbating to your CoD games kid.

You're just complaining about lolis because it triggers you.
>>
>>167882679
are you seriously not seeing the dangers in a game that glorifies raping little girls?
>>
Is there a difference between a GIF and a spire sheet?
>>
>recap has lolisim
>demo day doesn't
I know what I prefer
>>
>>167882836
as long he doesnt fuck a real girl im ok with it, there are more than enough little russian girls geting naked and masturbating in the internet because they want to do it, to pedofiles to atack real children these days.
>>
>>167882625
Im not that guy, I'm...>>167882059
That guy.

This seems like very reasonable advice. Should I just google random unity/c# tutorials and get on with it or is there something indicative of their quality I should keep in mind?

Also would people say its better to spend a couple weeks/months coming to grips with programming in general before going into gamedev?
>>
>>167883012
Same as GTA or Witcher 3
>>
>>167883012
shut the fuck up, go back to tumblr

tired of your stupid ass starting retarded arguments on here. it doesn't matter if you're "right" or "wrong", its fucking 4chan, not a place to discuss your morals. 4chan has never been a place for morality.
>>
>>167883126
>implying the crimes presented in those games compares to fucking child rape
again, you keep making this argument and you still don't seem to understand how flimsy it is.
>>
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>>167883013
I'm a total noob but think coding-wise : it's easier to work around each frames than with a gif. That's why you put sprite sheets in your game and not gifs.

Someone tell me if I'm wrong.
>>
>>167883003
loli is literally banned outside /b/
>>
>>167882625
>if you're just starting out with coding.
Your advice is sound of course, but I felt I should add this tidbit
I can code HTML, some light javascript, and I learned some C++ a few years back, and I even have some understanding of Ruby.
So, like, I understand the concepts behind the coding. But most of my coding experience is from 5+ years ago, and it was all just two semesters at a college.
Does this change how I should approach it, or is it best to sort of "forget" what I think I know and try to approach it like I'm completely new?
>>
>>167883259
>killed 10 people in GTA
Definitely won't do that in real life
>raped 10 girls in other game
Definitely will do that in real life
>>
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>Leave for a bit
>Come back to this

What the hell, AGDG?

Anyway, progress on Metanoia's introduction: it's all hooked up and ready for later polishing. I'm officially on to Act I.
>>
>>167883013
Well, the process of animating a GIF image is the same as animating a sprite from pieces of a sprite sheet code wise. Beyond that it's just that GIF is more limited - all the frames have to be the same size, you have a limited palette, only one level of transparency, etc.
>>
>>167883464
>So, like, I understand the concepts behind the coding

If you understand the overall basics the rest is just working around the quirks of your chosen language, some having more than others.
>>
>>167883012
>are you seriously not seeing the dangers in a game that glorifies raping little girls?
The danger isn't in the game.
It's those who play the game that are demonstrating they are already dangerous.
With the sole exception of "increased reaction time and fine motor controls" so called "problematic" video games have been proven time and time again to be symptomatic of problems, not the cause.
>>
>>167883614
That would be if he really understood the fundamentals. He is saying he understands because he knows so little that he doesn't know how much there is to understand.

Clearly he doesn't:
>code HTML
>"light" and "some" experience
>two semesters at a college 5+ years ago

So this isn't useful for him.
>>
>>167883530
rape is torture, anon. murder is bad but it doesn't compare to the fact that you are physically and psychologically scarring someone for life, destroying everything that they are in one moment. doing this is bad enough, but doing it to children is something that should never be acceptable, even in a video game or manga
>>
>>167883614
Well I found some rather old unity scripting tutorials that are promising. I'll report back after I've spent an hour watching.
Thanks for the advice.
>>
>>167882663
>>167882674
nice to see 4chan is as braindead predictable as ever

>>167883007
> both are crimes
is this really how far we've fallen

you know what else is a crime, anon? jaywalking, smoking weed, software piracy, grand theft auto, and a billion other things.
if you can't see why those don't get banned from itch but a game about raping children does, you need to seek real therapy.
>>
>>167883879
They're pixels
>>
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>>167883321
>>
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My dream game is Full Spectrum Warrior except with cute girls.

https://www.youtube.com/watch?v=63AuNWuk8IY

Please make my dream a reality, /agdg/.
>>
>>167883852

I suppose. My definition of "some" is probably a lot different than yours and his.
>>
>>167883921
>using 4chan as a description of the site as a hole

well atleast we know were you are from now.
>>
>>167884006
Provide $100-300k in funding, I'll try and make it happen for you anon.
>>
>>167883921
>nice to see 4chan is as braindead predictable as ever
if you think i am kidding you should watch dark shell. it contains both murdering soldiers and rape of a loli-ish character. it's good
>>
>>167884006
i wish i was a cute anime girl
>>
>>167883879
If i make game about cutting people's limbs this will be fine for itch.io
>>
>>167883960
'they're not real' is not an argument. violent tendencies can be explored in games because everyone had those feelings sometimes and it's okay to have a release valve for it, but raping kids is the kind of thing that only a certain mindset can enjoy, and these people shouldn't be encouraged by giving them a game that says their fantasies are okay
>>
>>167884006

close enough
https://www.youtube.com/watch?v=-rtlHAjsbUk
>>
>>167883093
>Should I just google random unity/c# tutorials and get on with it or is there something indicative of their quality I should keep in mind?

You can start with the official unity scripting tutorials. I haven't looked into them since I don't need to learn such things anymore, but a glance at the outline tells me it looks fairly comprehensive.

>Also would people say its better to spend a couple weeks/months coming to grips with programming in general before going into gamedev?

Really depends on how fast you pick up the concepts. There might be problems you'll encounter later on that would have been easily solvable had you known the concept of data structures, or the idea of abstraction, etc. so it definitely helps. But if you feel like jumping straight in, no one's stopping you.


>>167883464
A little bit. I can't say if you should "forget" it, but it probably helps if you keep an open mind for now. Coding a complete game means you need to think about the application's basic structure, and I'm referring to the fact that there's a main menu, you start a game, and eventually get to a win or lose screen, then perhaps go back to main menu, etc. That's definitely different from coding a web page. Generally speaking, it's not more or less difficult, but it is different.

Also the nuances of coding for a real-time game is different. You might know some math to achieve something, but if it's making use of heavy computations that is slowing down the game, it's probably better to use a different approach, like caching the results of computations, or maybe using vector math instead of computing with angles.
>>
>>167884228
thought police?
>>
>>167884228
So what about the game makes you think it condones actual violence (sexual and not) against children? It features it, it has the player do it, but that doesn't mean it sends the message that it's okay.
>>
>>167884228
Don't you have refugees to welcome?

Might want to stop pushing your SJW views on 4chan for now, you have enough for today.
>>
>>167884006
I'd rather have cute girls doing cute things
>>
>>167883852
the point I was making was that I understand the concepts involved with coding
variables, objects, classes, booleans, strings, etc.
But coding for games is a different beast, and I know I'm not understanding that.

That was my primary complaint, that the tutorials aren't teaching me fundamentals, they're just walkthroughs.
>>
>>167884293
meme all you want but if free thought means child rapists get to rape little kids then maybe we should police thoughts like that
>>167884373
at no point in the game does it stop and say 'hey, this is bad, don't do it'. the player never gets thrown in jail or shot for his crimes, he fucking rapes a girl right next to a cop car in the gif ffs
>>
>>167884228
>but raping kids is the kind of thing that only a certain mindset can enjoy,
yeah but you can have consensual sex in loli rape sim too

you just have to conquer the loli heart
>>
>>167884691
I fapped to loli a minute ago, how many children did I rape?
>>
>>167884691
>the player never gets thrown in jail or shot for his crimes
There are police in the game and I've seen GIFs where the police chase the player, maybe they're just not fully programmed yet.
>>
>>167884280
>third person shooter

FSW has you issue orders but you can't actually shoot, it's closer to a strategy game. Valkyria Chronicles is closer but has too much fantasy and doesn't make an attempt at being as realistic as I want.

>>167884518
Cuteness needs contrast in order to be maximum cute. That's gap moe.
>>
>>167884691
What a sad person you are.
>>
>>167884691
Jesus
>>
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>>167884847
>Realistic
>War with Cute girls only
>>
>>167884847
got ya sempai
https://www.youtube.com/watch?v=Dt9kfhYhA7Y
https://www.youtube.com/watch?v=ux6CbTCb4_4
>>
>>167884228
fuck off already jesus

goddamn retard
>>
>>167884938
>tfw she probably has a skill or a minus to make that happen
>>
>>167884281
>I'm referring to the fact that there's a main menu, you start a game, and eventually get to a win or lose screen, then perhaps go back to main menu, etc

Yeah, see, that's a lot of where I get tripped up.

Especially in unity, where I can create the initial state of the game screen, and I even managed to create menus and selections, but at the same time I look at my code and think "this is tons of code just to select between 3 things"
But I go forward, and as soon as I try to do something like adding a button click action, it all falls apart.

So I do think you've hit the nail on the head about me needing to understand how the very structure needs to be, but I also think maybe I'm just bad/sloppy with my code, and that's why it won't work.

I mean, until I solve a problem, I don't really know if it was how I conceived the coding, or if it was how I applied it, do I?
>>
>>167884847
I'd rather have the contrast come from the world. A cute fragile girl in a cruel and dangerous world rather than imbue the girl itself with the duality.
>>
>>167885079
Probably you are trying to do everything with flags and if statements in a totally ad hoc manner instead of realizing that you need a state machine.
>>
>>167885208
Well I know I need one, but I thought you had to create the different parts/systems before you create the state.
Is this not the case?
That would explain a lot I guess.
>>
>>167884578
read Game Programming Patterns here: http://gameprogrammingpatterns.com/contents.html

maybe start with ch. 9, "Game Loop", then just whichever chapters you want

every game is going to have different needs and programming is all about tradeoffs - what's better for memory may be worse for speed, and what's better in general may be harder to write and maintain. there's not many hard-set fundamentals - even things like game loops aren't constants (i.e., text based & some turn-based games won't have a loop - they'll just wait for input and go from there). it's all about knowing about these tools and picking the ones that are useful for your project (i.e., object pools aren't worth using unless you're finding yourself instantiating a lot of objects at runtime, like bullets. data locality isn't something you can control in a lot of languages/platforms. etc.)
>>
>>167885079
there's certainly many ways to solve a problem

state machines like >>167885208 mentioned is a good way to do it

>>167885520
the states could be something as general as "in main menu", "playing", "in game over", etc.
this video talks about architecture for unity, it's not about the exact problem you have right now, but might be something you'd like https://www.youtube.com/watch?v=64uOVmQ5R1k
>>
>>167885668
Thanks! I actually started reading that a month ago, I just hadn't made it to chapter 9 (I had to put my game work aside for a bit). I'll skip ahead to it and then back track to where I left off.
>>
Killing someone can be sometimes in special situations be a heroic act.
In some games it is often not. But maybe he killed people too so he is not that innocent when he looses his life.
A child is always innocent.
It comes into this life as an innocent being and suddenly awful shit happens.
You can not only kill the body of people but also the soul, and you will leave an empty shell.
>>
>>167884281
https://unity3d.com/learn/tutorials/topics/scripting

These are the ones you mean right?

I guess my main motivator would be unity but I might just try and deal eith C# on its own for a couple weeks. Or should I just stick to this?

I guess the question is start with the thing im interested in or do the work "right" in order to have more fun/progress later.

Also if I can annoy you a bit more. Do I need an IDE or anything to learn C# on its own or any resources on that front?

When I start making progress Id like to post things on here to keep myself accountable, is there a minimu level or best practices for that sort of thing that I should know about?
>>
>>167886232
*nods sagely*
>>
>>167886315
There are online compilers for C# but you could just use MonoDevelop which comes with Unity anyway.
>>
>>167886232
hurting a 16x32-pixel sprite are so much worse than killing someone, you're right!
why don't you become a philosopher?
>>
I normally dev in UE4, but I have a small 2d project I want to bang out.

Its going to be a 2d text-based political sim, and the only graphics will be simple menus and such. Can anyone recommend an engine suitable for this that uses C++? Or should I try to do it with UE4's 2d stuff.
>>
>>167886796
A life is a life, no matter the pixel count.
However, 16x32 sprites have a smaller soul than humans.
>>
>>167886880
You could use an IMGUI library for C++.
>>
>>167886796
I only compared virtual vs. virtual, and why one of both is more frowned upon by society than the other.
>>
>>167886880
UE4's 2D stuff is competent, but really you're just making a 3D game without depth.

It's also going to be ~60mb if you care about that sort of thing
>>
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>>167886232
>A child is always innocent.
video games, animes and hentais would like to have a word with you.
>>
>>167886232
>A child is always innocent.
https://sites.google.com/site/poetryandtranslations/various/lilith-v-nabokov
>>
rationalize it however you want, you're still a degenerate. PLEASE continue to masturbate to cartoons so the human race doesn't have to deal with your pathetic genes in the future.
>>
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>>167870970
>>
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A couple of new features which are integral to the combat system: charging attacks, and float-hand melee.

Float hand melee is what happens when you equip a non-gun to your aim-and-shoot weapon slot. It cycles between two melee attack animations in rapid succession. The standard mode of operation for the attack is to point it in front of Dixie (old-school 3D style). However, if you hold down the aim button (which is here set to not ACTUALLY aim, the functionality is specified per-weapon and only some of them get a sights functionality. We D44M now) then the melee attacks are free-aimed.

Free aiming follows Nier Automata rules, normal-mode edition: the weapon is pointed in the direction of the camera, but IF you're aiming at the ground, the attacks are automatically flattened out parallel to the surface (as a bonus, if you're in the air then the shots will aim down to let you attack from overhead; I always hated that about Automata's system). This only works for melee weapons; guns are still aimed 100% by the camera.

Charge attacks (only available on heavy attack strikes for now) are WAY simplified from Mayhem League days. There's just a windup animation with multiple pauses in it, and at each pause we listen for the release of a button. My standard MO is going to be to give each attack 3 charge stages (an initial one, a +1, and a +2), with the +2 state looping indefinitely. Each charge state triggers a separate animation; here I'm just using the same animation 3 times with larger hurtboxes and trails (and a faster attacking speed) but there's no reason I couldn't do separate animations for some weapons or combo points if I felt so inclined.

I'm still wondering if I should have a "charge 0" state for if you just tap a chargeable attack's button and/or don't have charging unlocked, or if I should just make that be charge level 1.
>>
>>167888224
>what are sperm donations
>>
So take a game with multiple playable characters, where you have to play each at least once in a while to 100% (don't have to be so picky to just progress normally). How do you make the slower character less of a burden to use? Sure I could give him unique moves or stats to where only he can solve certain puzzles etc, but that's more forcing and not so much making him more tolerable.
>>
>>167886315
yeah, that's the one.

>Or should I just stick to this?

If you can tolerate learning just the language itself, it will be good to look at other resources.

But once you already know the basics, if there's something particular in C# that you want to find out how to do, it's mostly just googling for it, and usually the first result in stackoverflow explains it nicely.

The C# language (and the system library) is so big, and a lot of it isn't directly useful for games (connecting to a databse, loading XML) that, past a certain point, it doesn't make sense to learn more of it. So once you're confident enough that you understood the language well enough, you could just dive in and make a game, then google when you need to.


>Do I need an IDE or anything to learn C# on its own or any resources on that front?

You don't need an IDE but I'd recommend it.

There's a free version of visual studio, the monodevelop IDE that is bundled in Unity when you install it (it's a different version than the one you'd get in the official monodevelop site), and there's also JetBrains Rider which looks nice.


>When I start making progress Id like to post things on here to keep myself accountable, is there a minimu level or best practices for that sort of thing that I should know about?

About posting here? When you post, don't encourage people to shitpost, but don't be surprised if they do.

Every Monday, the recap anon asks for your progress and if you follow the format, he'll include you in the list of games.

This was the last one I think >>167594531
>>
>>167888406
Make slower, heavier characters not be stunned by enemy attacks. He can take damage, but it doesn't slow him down or interrupt his actions.
>>
>>167888463
>he does the reddit spaces
>>
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>>167888332
>it's a Mayhem dev implements another feature from a game they just saw episode
Please don't go crazy again.
Just decide what your game is and make it

Looks cool though.
>>
>>167888406
it depends on the genre but you could give the slow guy huge range, damage, and a mobility skill. Maybe all three.
>>
What is a good theme to use for tumblr dev posts? I would like to have a side bar that doesn't move if possible
>>
Does anyone have experience with L4D2 mutation scripting? I can't find a place that lists all the variable to use, not even on the source dev website.
>>
>>167888561
I intend for him to have stronger attacks at the cost of lower speed. His real main shtick is he can scale walls and steep ledges like Knuckles at the cost of lower jumps and slower running than the MC.
>>167888481
Ooh, I like that! Reduce small enemy hitstun/knock back, and maybe minimize larger attacks hitstun/kb.
You know I'm starting to remember playing Murray from the Sly series.
>>
>>167888897
Big guys usually take the role of the tank in the group as well, so you could give him a lot more health than the standard character or make him resistant to certain attacks.
>>
>>167888504
Not him, but literally everyone I know that's over 30 does this.
I think it's just a habit the younger generation doesn't have.
>>
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>>167888634
I use Theme «Shortcake» by felinum. It's nice and customizable, has a neat little update bar you can put various things in, and is soft on the eyes depending on the colors you choose.
>>
>>167889240
Also, the default posting box is very tiny. IT tricks you into adding more lines breaks
>>
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Aliums are making their mecca to the serpent at the edge of the universe.
>>
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Finally done with moving. My moving crate finally arrived, my internet is connected, and I've got some free time while I'm job hunting, so hopefully I can make some progress here and there!
>>
>>167886232
>A child is always innocent.
Maybe in games made by you, but not in real life
>>
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>>167876135
hey mate i've been following your game for a while but if you truly were around you should know that showing up to shill your game near completion after complete nonparticipation isn't a welcome strategy around here

if you don't show progress or participate in the community actively you are a whodev and do not belong here
>>
>>167888549
I actually wasn't going to but it feels comfortable for "aiming" melee attacks. When you think about melee, it's typically seen from overhead and it's NEVER directed at your feet. It's not really well-suited to full aiming.

Nier's system is elegant and worth emulating. I'm not doing it just for the sake of it
>>
>>167888463
This might seem pointless but I just wanna say thanks to you and others who are helping in this thread.

Ive gotten some advice and now have atleast a rough plan about how to approach this project. So yeah thanks.

Ill keep lurking botht these and the general progress threads as motivation. Good luck devs
>>
>>167886420
Heh
>>167889646
This is true
I had a friend who's niece would scream her mother beats her if she didn't buy her a toy
>>
>>167889095
True, but does that make him more fun to play?
>>
Every time I add a cloth component to my sphere it starts falling through everything. I'm using Unity. Any ideas what I'm doing wrong?

Apart from using Unity
>>
Daily reminder that there is LITERALLY no reason you should ever need to use an operation as performance heavy as sqrt
>>
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I... I will be able to light this in unity r-right?
>>
>>167890328
RTFM
>>
>>167890420
Let's get this shit out of the way:
>evil floating-point bit-level hacking
>what the fuck?
>>
>>167889279
Thank you! It looks pretty interesting.
>>
>come to agdg
>noone replies to progress
>barely anyone posts progress
>hot topic: are lolis a bad thing?

another great thread
>>
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Hey there dev guys I need a hand. I have two artists one doing BGs and one doing characters. I made a mockup of level design using both people's works but a third person, the programmer, says they clash and won't work together.

Can you guys help me narrow down the purple guy and why he doesn't fit into the background? (while ignoring everything else)
>>
>>167890774
if you want replies on progress you're better off going to /v/
>>
>>167890774
If you're not part of the solution you're part of the problem.
>>
>>167890774
no one replies to the replies to progress what did you expect
>>
>>167890815
because your character artist is garbage

and also because you should've agreed on a color palette and a style beforehand.
>>
>>167890560
Read the fucking manual?
>>
>>167874620
Some times shows up here with progress and asking for suggestions, gets shit on by normalfags & nodevs who don't belong here, then leaves. He has a thread on infinity-chan's agdg.
>>
>>167891161
>ruining kid's lives
Which kids?

>killing an able bodied adult
Which able bodied adult?

>doing unspeakable acts to innocent, defenseless [sic] children
Which innocent, defenceless children?
>>
>>167891161
Not this again. Fuck off
>>
What's the worst premise for a game you can think of? Let's see who can make the worst.
>>
>>167891371
rock paper scissors with limited numbers of each move
>>
>>167890516
I don't see why not. Just that Unity has different rules on materials, so I'm not sure if it will properly pick up all your material settings there. You'll just have to recreate it in Unity if ever.
>>
>>167890941
>>167891024
>>167891161
>>167891278


jesus christ this is terrible to just stumble in on....I thought this was amateur game design not /b/
>>
>>167891371
PONG RPG
>>
>>167891161
Fuck off you autist. Want to bitch and moan about it? Make a fucking game about it instead. Last I checked this thread was /agdg/, not /lolidiscourse/.

Honestly this is the second thread you've ruined with this shit. Pretty much nobody would be paying attention to his, frankly, entirely uninteresting game were it not for you.

You're not going to be changing anybody's minds, or stopping anybody from making anything. You're just derailing a thread about games development.
>>
>>167891371
endless runner where you control a rotating stickman
>>
>>167891453
it would make a great iphone app
>to use more rock moves please buy 10 rock tokens for 99 cents
>>
>>167891371
Console exclusive arena shooter
>>
>decide to take a break
>break keeps prolonging itself
>haven't touched my game in two weeks

well shit
>>
>>167891371
A platformer.
>>
>>167890815
>Can you guys help me narrow down the purple guy and why he doesn't fit into the background? (while ignoring everything else)
He fits fine
it's the rest that don't.
Stylistically, and scale, the various... dino people? are short, squat, and cartoonish.
The background environment looks fairly proportional outside of the monitors. Even the chairs look the right size for the purple guy. The dinos seem like they're crouching on the chairs, or perching.
>>
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Do you guys ever remix or remaster any of your old music?

I decided to remix an old song of mine today

original song: https://soundcloud.com/iwilldevouryourkittens/dark-kings-duel-original-shitty-midi-version
remaster: https://soundcloud.com/iwilldevouryourkittens/dark-kings-duel

(this was the battle theme for one of the dudes in my image; if first reply gets it right I'll post imgur link to nudes of ex)
>>
>>167891809
the lizard guys are just concepts right now since i was working with what I had.
>>
>>167891953
I admit I am not familiar with the series, but are these not pokemon?

Serious question, not trying to be a dick. Is it a fan game or is it just a similar visual style?
>>
>>167892170
I get it a lot, man. No hard feelings.

No, they're not pokemon-related. My style is just very similar. I'm working on it, man. We all have out faults.
>>
>>167892170
>>167892426
As somebody who is familiar with the series: They don't look much like pokemon to me at all. Pink dude looks like that one Kirby poss though.
>>
>>167892097
Well then your programmer is wrong.
General rule of thumb, if your artists all think something looks fine, but your programmer doesn't, defer to the artists.
If you want a cartoony look, then the purple guy is too properly proportioned, as is the background. Too many hard edges. It looks very carefully structured.

If you don't want them cartoony, then the lizards need some major overhauls.
>>
>>167891371
/agdg/ fighting game starring characters from finished games
>>
>>167892791
Idk anon, a Risk of Rain fighting game sounds pretty sweet
>>
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Made a brain crab which can emerge from dead alien crab heads.
It didn't turn out the way I imagined it, but at least it looks creepy (right?)
>>
Have you created a game design document yet? Is making a game design document the exclusive domain of faggy, hipster, newmale, dual-major-college student, vaping game designers?

https://youtu.be/GvVCWmneiMI
>>
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>>167892983
For this guy, by the way
(he will also get mechanical crab legs)
>>
>>167892426
Don't feel bad about it, anon. Like I said I have no familiarity with the series. Never played one myself so I am going completely off of whatever images I happened to quick glance and catalogue away, however inaccurate they may be. It does look good though!

>>167892983
>>167893169
I always enjoy seeing your work, Theonian.. b-but when are you going to pair up with people who won't abandon you? sometime soon I hope ; ;
>>
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Why is it so hard to make terrain pretty in Unity fuck
>>
>>167893546
Thanks!

>b-but when are you going to pair up with people who won't abandon you?
W-well, I'm not abandoned yet, this time

I did the Unity roll-a-ball tutorial and it seemed easier than first expected, so I'll try to go 1MA if Kada drops me.
I'm still hopeful, though - Kada seems to really know his stuff, and it would be extremely cool to get the game to run on a 3DS.
>>
Serious question: Do you think that games that follow the same gameplay philosophy as Animal Crossing could work in 2D? Or is that genre something that can only really lend itself to 3D?

I'm not asking for the Comfy Jam, just legitimately curious. Not many developers try to go for (and finish it) the Animal Crossing style, and it's always 3D when they do. Just got me wondering.
>>
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yes this is babby's first vfx

needs some work but I'm happy with the spritesheet, how's it look?
>>
>>167893723
everything good is difficult
>>
>>167893723
Why not just model it in Blender?
Hand-crafted world always ALWAYS look better than generated "terrain".
>>
>>167893852
make the bullets cats
>>
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>>167893852
looking at it I think I should offset the sprite index for each particle so they dont overlap like that
>>
>>167893852
Unironically looks good.
>>
https://discord.gg/wtepw
>>
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>>167893852
Looks fine to me, I like the exaggerated recoil animations too.

I'm currently working on the most weeb attack I've made yet. But I hope the animation conveys his actions
>>
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>>167894005
I'm definitely sticking cat ears in some bullet type, sort of like how ut99 flak secondary has a smiley face on it

>>167894153
is it just a charged up swing? it's weird that the blade exits right but comes back from the left, like it's a double edged weapon or something

>>167894036
thanks, I like how everything is turning out despite being pretty rough
>>
>>167893169
>>167892983
this stuff is inspiring

I'm sure you get asked this a million times, but what's your process for modelling texture & programs?

also it it pixellated because its a gif or are the textures actually like that? = I love low poly models with crisp low poly textures
>>
>>167894768
I should probably change the raise animation after swinging it. But the idea here is he sheathes his sword, does a big exaggerated slash, and then brings it back to an idle position
>>
>>167894768
nice rune revolver/dino sorcerer clone
>>
General Java Programming Question:

Beyond the creation of a BigDecimal object allowing you to assign a value through using a string argument, is there a way to assign a new value to the BigDecimal object? IE: like how with variables you can have:

int i = 1;
i = 2;

I can't seem to find anything, am relatively new to programming, and the imprecision is killing one of the aspects of my game backend code.
>>
>>167893852
Can we see the sprite sheet?
If I recall, this VFX spritesheet function came with Unity 5.5, right?
>>
>>167893852
>spritesheet
are you fucking kidding me
>>
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>>167894990
I'm dino sorcerer's #1 fan you can't give me that

>>167894930
yeah, the arc on raise perfectly matches the swing so it looks like it's doing a full circle

>>167895352
it was possible before but it's a lot easier now
>>
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>>167894875
>this stuff is inspiring
Thanks a lot!

>what's your process for modelling texture & programs?
I do many kinds of approaches. I try mixing up ideas all the time.
I guess that's not very helpful, so I'll give you an example:
The brain thingy
>>167892983
I first made the texture map for.
First I made two seamless flesh tiles of 32x32p, with one having the top part be atransition to the the other.
Then I spent the remaining 32x64p on what I imagined to be a sort of veiny, fleshy face, with the edge pixels blending into the tiles on the right.
I thought I could use these parts by first choosing faces for the face and (u)nwrap them normally (in one connected batch), and then use the tilable parts to fill out the remaining faces individually.
However, I ended up doing it very differently. Mainly I moved the UV vertices around a lot to make it more or less seamless, and "flipped UV squares over each other, rather than repeat them (still makes it seamless, but gives a "mirrored" effect rather than a repeating line).
Then I vertex painted it, to blend the seams better, and to break the repeating parts up a bit. It's good for achieving a bit better "depth" in the object, too.

>pixellated because its a gif or are the textures actually like that?
We're aiming at 3DS release, and the 3DS has very limited video memory, so I'm trying to keep the textures as small as I can.
This is 64x64.
>>
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>>167895626
I originally had the animation like this but I had an anon saying it was weird, but really as someone who's swung swords around, this animation makes more sense to me after doing a big haymaker swing
>>
>>167895887
that's great, DS graphics are the comfiest cutest shit

do you make your own textures too?
>>
>>167895987
I definitely prefer this one, but maybe try bringing it back from the side of the screen instead of the bottom, so the arc is more like a C instead of a G. looks good enough either way, and the swing is nice
>>
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>>167896064
>that's great, DS graphics are the comfiest cutest shit
Yeah, I don't know why, but I really like the look of many DS games.

>do you make your own textures too?
Yeah, but for some of the faces I've drawn on top of downscaled photos.
>pic related
>>
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I'm on a thinkpad right now.

I have a xbox controller connected (its third party pic related) its connected fine in the device manager, I've checked all the buttons and their working fine. But when I run a base monogame project its not reading that a controller is connected. I tried the same code on my desktop with the same code and it worked fine with the same controller and nearly identical windows installs.

I've never really fucked with testing this stuff on a laptop before so I don't know if the always connected keyboard (duh) hides controllers being connected or whatever. Sorry if this isn't agdg related enough. Its not SUPER important more just a curiosity I want to figure out. I've been looking through the monogame docs to try and find something out.
>>
>>167894768
I really want to punch your cat in its face

Like I want to hit her until she's crying and has broken teeth

take this as a compliment
>>
>>167889378
are those prerendered sprites?
>>
>think about make game
>think about systems I could use to make game
>maps of faction relations, inventory systems, etc. all seem simple enough
>open up godot
>what the fuck am I doing I know nothing
I'm never going to make game, am I?
>>
>>167896573
do NOT bully the cat
>>
In UE4, does using UI bindings effect performance at all?
>>
>>167891371
Ubisoft Type Open World Survival Horror Crafting Zombies Multiplayer

Probably make a ton of money though
>>
>>167896719
Start with your smallest game loop. Expand from there.
>>
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>Been working on game since august
>Started lurking/vg/ recently and found these threads comfy and insightful
>See this comfy jam hooplah
>Rush to get my game playable before submission starts
>Only me and one other guy submit anything
>No feedback at all

FeelsHotep.jpg
>>
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>>167896726
Bullying cats is rude. agree.
>>
>>167894768 for cherish
>>167897084 for bully
>>
>>167897028
>completely misses the point of a jam
>>
>>167897028
Most people submit near the deadline.
>>
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How come none of your games have half-swording?
>>
>>167897253
bcause that's mordhau you plebian. I bet you aren't even of noble lineage. Go harvest some crops ugly.
>>
>>167897215
Ah, I'm sorry man, I'm still figuring all of this out as I go. Can you explain the point of the jams?

>>167897215
Ah that makes sense, thanks man.
>>
How come none of your games have a thing that is related to the pic I just posted?
>>
>>167897316
that is definitely not dithering

looks more like an embossed texture
>>
>>167896793
Unless you're doing loads of it, and lots of calculations in each, no.
>>
>>167897514
many questions are raised
>>
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>>167897253
Half swording is grabbing the blade halfway down for better control.

Murder striking or mordhau-ing is what that image shows.

Where's (you)'re game?
>>
>>167891591
Fuck you, I'll make a Pong RPG set in space just to spite you.
>>
>>167897192
not him but what IS the point of jams
>>
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>>167897879
>>
>>167897974
to make a game in [x] time for fun and learning
the time constraint is supposed to be part of the challenge
>>
>>167896676

Nope the model just snaps to face the direction its heading
>>
You ARE going to mention /agdg/ once you finish your game, right anon?
>>
>>167898080

I feel dumb, I looked at it like a deadline, next time I think I'll just do a fresh project in a new engine and just dick around.

Thanks for explaining this man.
>>
>>167897514
>roll.exe

FDFDSFDSSDDDDDDDH
>>
>>167897702
like what?
>>
>>167895626
>>167893852
Fug, where can I find a tutorial to do this kinda stuff?
One to make VFX sprites
Another to actually do VFX in Unity
>>
>>167877129
>Partner up with a friend to solve the co-op exclusive puzzles, where both players' moves count towards the pearl counter, or play solo and experience the dialogue between two omnipresent entities who are watching you.

That sounds ungodly amounts of boring.
>>
>>167897316
AtelierJordan? Is that you?
>>
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>>167897341
yes because ur noble hands wouldn't handle harvesting ur own food LOL

fukin omg
>>
>Abyssal Zone is a tile-based puzzler which incorporates a distinctive mechanic: you can only turn clockwise.
And yet the trailer shows that you can obviously just turn 270 degrees clockwise to turn 90 degrees counterclockwise and that the player does this all the time. What's the point?
>>
>>167897879
honestly I could see this working.

It would be like a reverse bullet hell. You pilot a spaceship and customize it to maximize your coverage and damage. You try to bounce the ball to hit as many enemies as possible, while dodging attacks.

Also dating sim elements with waifus/husbandos between missions obviously.
>>
>>167898760
Nope. I am making him a thing, though.
Unfortunately there are still some problems with the shader so it's not quite ready but it's getting there
>>
>>167897514
The most important question is : Where did you get that cute?
>>
>>167898272
Yes. If I finish my game.
>>
>>167898272

Does the pope take his shits in the woods?
>>
>>167897316
How did you do that dithering effect?
>>
>>167899052
Essentially, I use ~magic~ (complicated hue analysis shit) to generate a pallate, and then index all the colors in the image. Each unique color's distance from the indexes is measured, the two closest index colors are selected, and then from the similarity of the closest color vs the dissimilarity of the second color I pick a dither swatch to use. This data is then packed into a texture (R = 1st color index, G = second color index, B = dither index) and passed to a shader, as well as a texture with the color atlas and a texture array of all the dither swatches.

Then, the shader simply samples from the color atlas based on the RG values and the dither swatches using the G Value and boom dithering
>>
>>167898272
Already in it even though it is just a prototype!
>>
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>>167898623
I don't think there are any tutorials that specific

I got started with particle systems with https://www.youtube.com/watch?v=BHdbBtGgfb8

the spritesheet is traditional effects animation, you just draw every frame as if you were manually simulating some sort of liquid with every separate bit having its own angular velocity. you can study like, disney's Mulan (its got very cute stylised smoke) or animation reels on youtube
>>
>>167898878
>ball
its a meteor anon
a race of evil aliens are trying to destroy the federation using meteors, you must your your ship and a new antigravitational weapon system to bounce the meteors back into the worm holes that they came from.


Is like Pacific rim but with giant ships
>>
>tfw working on GDD
>tfw going too far out of scope within seconds

This game is a lengthy open world RPG and management game where the player runs a guild and clears content after getting trapped in an MMO with everyone playing after the launch of a new expansion pack. The game will feature raunchy/offensive comedy, realistic situations, and characters created from exaggerated personalities of real players. With your guild mates you’ll do things like try and control the market on materials, Grind to cap level as quick as possible, and steal talented players from other guilds while purging retards, leechers, and other subhuman peasantry from your ranks.
>>
>>167899425
It can afford to be faster, boyo.
>>
>transform.transform.transform.transform.transform.position

Why does a unity transform have a reference to itself?
>>
>>167898878
>>167899441
Shit, thats...that's actually a lot better than what I had in mind.
>>
Excuse the odd question, but is there anything as fast and fun to use as löve, but that isn't löve?
I'm tired of lua's shenanigans and I'm looking for something else, but the other engine I tried (Godot) feels like a chore compared to löve.
Please don't meme on me, I'm seriously looking for an answer.
>>
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>>167899596
yeah I agree, it's pretty old but it illustrated the point even if its a little wonky
>>
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>>167899490
>lengthy open world RPG
>anything less than a professional team of talented devs
>>
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So agdg, what do you usually start with when beginning a new project? For me, I know it's kind of retarded, but I usually do the main menu first including options, control rebinds, etc. I just like getting that stuff out of the way first.
>>
>>167900183
state managers, graphic processing, menus, input controls

not in that particular order, but as I see fit

I create models and environment a all the time in my free time so I usually have a few to pick from and use at the beginning
>>
>>167900183
>main menu first including options, control rebinds, etc.
How do you know what keys you'll be able to rebind and what options you can change before you've made anything?

Physics. Always custom physics.
>>
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>>167891371
Retro platformer where you're a plumber who has to save a princess from a big evil turtle
>>
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>>167900326
>>
>>167900069
I'm starting to realize open world isn't the right term that describes what I want to do. I more mean open world in the way that the old Newgrounds Dating Sims like Galaxy Angel were "open". You could go to whatever room you wanted and could spend your time earning money to buy gifts or training your character for battles to fight the girls. Obviously the mechanics I'm planning are different but I more mean like a main hud interface where you manage shit and then a world map where you can send people to places and do stuff where it turns into a tactics RPG.

Fuck doing an open world like TES where you walk around everywhere.
>>
>>167900326
You don't need to know to get the framework in place.
>>
>>167900326
Well it's fair to say you'll want to change things like resolution, fullscreen, vsync, and other barebones graphics settings. For controls movement keys are a safe bet, and I pretty much just get the systems in place so it's ready to add more bindings whenever I need to.
>>
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>>167899657
PvP mode would be space Hockey, a federation aproved sport were two pillots use their ships to bouce a eletromagnetic sphere on space into the goals of thei opponets.

this is actualy a evil plot from the federation to test new military equipment while having the citzens of earth pay for it.

The federation is a opressive governament that bans everything it seens bad. the player will have to choose if it will save earth or join the aliens and create a new one at his own image.
>>
>>167900326
Just use variables when handling inputs.

Button_1 can be KeyDown.X or GamePad.Button1.IsDown or whatever. In your code just have a table of buttons that don't really mean anything whenever your handling game logic and then in your input logic translate that table into actual inputs that are based on some config settings.
>>
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>>167899687
a-anyone?
>>
>>167893839
theyre making it 3d because AC was 3d and theyre ripping off AC

AC's gameplay is fundamentally 2d. theres no jumping or literal depth to the game. everything is done on a 2d plane. the graphics are 3d but the gameplay never involves anything having to do with height elevation

theres cliffs but even those are basically just generic impassable terrain, theres never any interaction with height
>>
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>looking through folders because of love2d
>find a folder for Helleton
>contains config.ini
>contains this
SuperDuperSecretSetting="0.000000"
>>
If you're thinking of writing an engine in C, I strongly suggest you consider using C++ instead.
>>
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>>167900775
did someone seriously post that here or are you just trolling

because that really is sh*t
>>
>>167901335
If you're thinking of writing an engine in C++, I strongly suggest you consider using Rust instead.
>>
>>167901545
4 u

https://www.youtube.com/watch?v=sXQkXXBqj_U
>>
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>tfw forgot math
>tfw this took 2 hours to figure out how to simply orient the particles on instantiation so they face the middle of the stage

who /stupid/ here
>>
>>167901663
If you're thinking of writing an engine in Rust, I strongly suggest you consider using OCaml instead.
>>
>>167901545
>Wagies
Waggies?
Wage-ies?

How do you function without food, water, internet and power?
>>
>>167901729
>garbage collection
>esoteric build environment
>>
>>167901751
Are you really questioning the NEET master race? Shouldn't you be getting ready for bed? You have a big day ahead of you tomorrow, you don't want to disappoint your boss Mr. Sheckelstien, do you little wagie?
>>
>>167893089
... No, i don't think they do that.
Game design docs are pretty typical for devs
>>
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>>167901878
>he thinks I have a job
>he thinks my gf isn't supporting me

Feeling a little lonely and pathetic, neet?
>>
>>167893089
"""design""" is not game dev.
>>
>>167893089
I mean I guess that is helpful for people that can't multitask or maintain multiple ideas in theri head at once, people who are actually critical of their own ideas wouldn't need to write something down on paper to see "hmm that sounds un-feasable"
>>
>>167901973
>has a gf
Normie get out.
>>>/soc/
>>>/csgog/
>>>/facebook/
>>
>>167901096
What AC ripoff games even exist? Any for PC? Any GOOD ones for PC?
>>
>>167893089
Writing design documents is just an excuse for nodevs to not work on their game.
>>
>>167902365
What about the case of three or four people who have all made games on their own before and want to collaborate whipping up a quick design document to make sure they're all on the same page and working toward the same goals, then getting back to work?
>>
>>167902064
Where is your game?
>>
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>>167894875
>>167895887
Made a post better explaining the process:

http://theonian.tumblr.com/post/157044277717/so-i-was-asked-what-my-work-flow-is-like-i-dont
>>
>>167902478
Writing a design document is not game dev. They are not working on the game while they're working on "design".
>>
>>167902365

But it's not taking that long and its giving me a really good idea of the types of things I want to focus on and promise, why I like the idea and those promises, and what I need to do to fulfill those promises.

It is kind of straight up nodeving though I haven't got to any actual game mechanics or systems yet.

Honest and Hilarious
What happens when veteran players are trapped in a virtual world where the rules have suddenly and drastically changed.

When THAT GUY is the only leveled cleric.
When your shifty eyed jew rogue refuses to pick locks unless he gets a larger pool of loot.
When your most autistic main tank is stuck on his bank alt.
When your best dps is too busy slutting himself out in his new female body to SHOW UP TO THE FUCKING RAID.
When little jimmy doesn’t get the trinket he wants and throws a tantrum.
When the only female player doesn’t want to show up to raids anymore because there’s no GM’s or report feature to keep the savages at bay.
When those KANGAROO LOVING AUSSIE FUCKS called the Ru_Klux_Klan are camping the dungeon entrance and killing anyone trying to enter or leave.
When you want to corner the market on Mana Potions so you can clear the raid before everyone else and sell the loot at marked up prices.

How will you, the Guildmaster react?
>>
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>>167902650
>>
>>167897514
>still no source

>>167901973
Your gf must be so proud of you shitposting on an anonymous image board.
>>
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>>167902650
>>167902797
>the rotate defense force is back

>>167902793
>full sail shitposters are vomiting their ""design advice"" again
>>
>>167902867
>Source
here
https://twitter.com/AtelierJordan?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor
>>
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>>167902210
>doesn't have a socially awkward qt3.14 coming home every day, tired and in need of cuddles and support

How's it feel to be forever a lonely shut in shitter?

>>167902867
She frequently does the same, except on tumblr and plebbit.

She likes /b/ in particular, and finds this general distasteful.
>>
>>167902698
>They are not working on the game while they're working on "design".
Does this mean a prototype is a game, since level design is design and thus not game dev?
>>
>>167902931
>the rotate defense force
Wut?
Rotate abandoned me, m8
>>
>>167902650
I'm glad you started making a 3d game
not because I like 3d games or anything but it means I don't have to look at your blurry ass "pixel art" anymore
thank you
>>
>>167902650
>http://theonian.tumblr.com/post/157044277717/so-i-was-asked-what-my-work-flow-is-like-i-dont
thanks mate, as somebody who is struggling to teach themselves art I love this shit
>>
>>167902985
>>167902998
Don't reply to him.
>>
>>167902985
level design is absolutely NOT Game Dev. In what universe do you think it is?

>>167902962
>bragging about being a normie
A truly pathetic person.
>>
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>>167878363

I did. That's how I got the billboard code. Obviously it doesn't work. So, a little help would be totally awesome.
>>
>>167903194
No problem!
I really enjoy explaining things I've figured out, so feel free to ask me about anything.
I don't always have the best solutions, though.
>>
>>167903228
Answer the question, then. Does that mean that if everything is done BUT level design you have a complete, fully developed game that's ready to be published?
>>
>>167901096
That's true, but some things just work more well for 3D and vice versa.

For example I get weird feelings when I try to play something like Harvest Moon when it's in 3D. When it's in 2D it feels great but even if all the mechanics are the same in 3D, it just feels weird.

Maybe I'm just crazy.

>>167902319
There was one pirate/island themed one, but it was not good as far as I know. You also have Magician's Quest which is okay. I've heard good things about the 3DS version, though (Tongari Boushi to Mahou no Machi) if you can read moonrunes. No translation available sadly.
>>
>>167902503
presenting at PAX East in a month and E3 in 4.
>>
>>167903850
>pax east
>not Pax Prime

FAG
>>
>>167904081
East Coast Famalam
>>
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/agdg/ please shit all over this diagram I just made describing the architecture of the three different development phases I would like to see my game go through
>>
>>167904167
>not travelling across the country for your game
Nah, for real nigga, hope everything goes well
>>
>>167902948
So it's just a twitter about cute things.
No chances to see that model being released then.

>"3D character artist, ancient alien theorist, black cat appreciator, duck specialist."
Wait.. what?
>>
>>167904471
>level design is NOT Game Dev.
Then a game can be completed even if none of its levels are designed. This is what follows from what you're saying.
>>
>>167904176
Should have a a fourth phase "post-deprecation of dick-sucking methodology" where PHP is replaced by another webserver

Seriously though, PHP has a number of architectural problems, and if you're this serious about the long-term architecture of your game, in 2017 I would avoid starting a project with it. It's not the end of the world, (a good programmer can make do with any tool) but still something to think about.

Also, I don't know how relevant it is to your game but you may be interested in redis - and I don't mean just the key-value store, but also its pubsub capabilities. Of course, if you have experience with RabbitMQ it might makes sense to ignore it. (I don't have any experience with RabbitMQ/Mongo myself)
>>
>>167904512
hey thanks man its hella stressful I feel like there too much to do before it but were goin for it
>>
>>167904893
Levels aren't designed. They're made by game devs.
>>
>>167904981
I have experience with RabbitMQ, so no worries there.

The only alternative for PHP that I think I could get away with without sinking time into learning a new language would be either Java (which I know well enough to hate it) or Node.js (which I sort of know, but I'm still wary of back-end JavaScript).

The MongoDB would practically just work as a way to store JSON too big to fit in memory, as well as providing a way to search through that JSON. I considered Couch, but it's slow as fuck.
>>
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>>167903281
learn to actually program
>>
>>167903281
>billboard code
It always bothered me that in Unity, it is literally more work to make a sprite always face the viewer than otherwise

the whole reason games like Doom used "billboards" is that it's simpler and less expensive to just display a sprite at some x,y coordinates on screen and cull/clip that as appropriate and modulate its size than it is to have a proper 3d object formed from a 2d plane with a texture on it or whatever
>>
>>167905309
Design (verb): to create, fashion, execute, or construct according to plan : devise, contrive.

If a developer plans and then creates a level, he or she has designed it.
>>
>>167905532
Yes and when DOOM was made we didn't have hardware designed around rendering 3D objects that can render 2D as a special case of 3D much faster than the CPU could ever render 2D images.
>>
>>167905558
Design is not game dev. Design is what nodevs do so they can ""take a break"" from working on their game.
>>
>>167905653
having an update script on every billboard is expensive in unity though

there's a specific billboard component for it that should be cheaper

or you could have a billboard manager
>>
>>167905767
Okay but that's a completely different issue than what I or anon are on about.
>>
>>167905708
a game without a design isn't even a game
>>
Well I fixed the upside-down issue. Apparently I wrote something in there that messed with the Z axis.

HOWEVER, still, ever since I put in the billboard code, the sprite stretches and jigs around like it's made of jello. Anybody know what I did wrong?

>>167905447
That's what I'm doing.

>>167905532
>>167905653
>>167905767
That's actually something else I was worried about. Assuming I can find out why my sprite is stretching so much, having a bunch of billboard sprites will lag the fuck out of the game. There's gotta be a more efficient way, right?
>>
>>167905708
trolling retard

everyone stop replying to this
>>
>>167905653
Are you seriously saying it's more expensive and more complicated to display a 2d image than a 3d image

I guess that's why all these 2d Unity games take up like 90gb of memory and require 4 graphics cards in SLI to run
>>
>>167905708
If you have a plan and you use that plan to make a game, then by definition you have designed the game.

Game dev is nothing but design.
>>
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When exactly does a NEET amateur game dev turn into a professional game dev?

Does charging money to pay for server upkeep count? Does taking donations to pay for server upkeep count? Does Patreon count?
>>
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>when its time to work on sound
>>
>>167897253


how does this even work?

wouldn't you risk cutting yourself doing this?

do you grab it like that to whack people or something?
>>
>>167905902
>>167905934
>>167905970
Where is your game, Literally Insane Samefag?
>>
>>167905946
>Are you seriously saying it's more expensive and more complicated to display a 2d image than a 3d image
It's more expensive to scale and blit an image on the CPU than it is to scale a quad and filter a texture on the GPU.

>I guess that's why all these 2d Unity games take up like 90gb of memory and require 4 graphics cards in SLI to run
Unity uses the GPU to display 2D images, like I said. And the GPU is always rasterizing essentially in 3D.
>>
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http://www.gamasutra.com/blogs/MartinNerurkar/20090828/85329/Level_Design_is_Game_Design.php

>>167906037
>>
>>167906073
>Grip sword with steel gauntlets on
>Cut self

?????
>>
how to implement slow mo effect that works with game maker alarms
>>
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>>167906039
>when it's time to animate
>>
>>167906215
1) Implement slow-mo effect
2) Write your own damn alarms you lousy bum nodev
>>
>>167906156
>And the GPU is always rasterizing essentially in 3D.
And of course billboards are part of the 3D space because that's how they get the proper scale, occlusion, etc.
>>
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>>167906073
its portrayed ENTIRELY wrong there but not only would you be wearing gauntlets, but the long swords used in that kind of thing are designed to be easy to hold like that

half-swording is done when you're in too-close combat to use the full length of your sword effectively, and you intend to either use it as a short sword or as basically a crowbar to wrestle the other guy down
>>
>>167906073
Yes, you're hands will be cut, but you're enemies wounds will be greater. You have to break a few eggs to make a omelette.
>>
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>>167906135
Not samefag. And anyway, I thought the "literally insane" anon was the one who thought everyone was part of some conspiracy or some shit.
>>
>>167906215
room_speed=whatever?
>>
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>>167906184
the underside of gauntlets aren't made of steel, you knitwit
>>
>>167906156
>doing graphics operations on the CPU
So is Unity just retarded, or...?
>>
>>167906459
Huh?
>>
>>167906073
https://www.youtube.com/watch?v=vwuQPfvSSlo
>>
>>167906459
>So is Unity just retarded
yes

but its still easier than coding your own engine
>>
>>167906438
those look like pretty tough work glubs to me. Unless you're sliding your sword around a ton and holding it stupidly, it should be fine

butchers and trademen wear leather gauntlets to protect themselves from minor wounds like that all the time
>>
>>167906437

room_speed don't work cause it slow down everything

so if you want only specific things to pause its no good
>>
>>167906438
The underside is usually chainmail, you scrublord
>>
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I have some new progress

Here's my first boss. I'll start adding attacks for it later
>>
>>167906215
Create a state machine with a slo-mo state.
>>
Thinking of saving system for a platformer with a hub world. Any need to have a load take you back to where you were? It only takes mere minutes to go through a hub world.
>>
>>167906406
>has no game
So why are you posting here, Literally Insane Samefag Full Sail Shitposter? Looking to dole out more """design advice"""?
>>
>>167906708
That looks like that one failed game to me
>>
>>167906745
Platformers have saved your place on the hub world since Super Mario World at least. I can't think of one that doesn't, in fact. So not wanting to be the only game without a very easy-to-implement feature, the lack of which will annoy people every time they resume play, seems like a good enough reason.
>>
>>167906745
Depends on your intended design, both for saving effectively and the type of gameplay you want.

Though if you can save and quit to go back to a hub area, that introduces save warping, which might break things
>>
>>167906745

if you're using game maker there is absolutely no reason why they should not load in where they were previously
>>
for all the Unity devs here:

how are you doing collision?
I'm getting fed up with working on my game because Character Controllers are garbage for collision detection and RigidBodys force Unity's garbage physics.

do you just write your own collision detection? how do you even do that?
>>
私は今、スプーンでナテラを食べるでしょう
>>
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>>167907213
>>
>>167907146
I don't use Unity but can you really not just use the existing infrastructure to test shapes against each other? Can kinematic bodies collide?
>>
>>167906156
>Unity uses the GPU to display 2D images, like I said. And the GPU is always rasterizing essentially in 3D.
That explains so fucking much
>>
>>167907146
you can write your own detection or use a different physics engine

you can also use capsule-casting to get more control over collision detection while still using physx
>>
unitys physics are industrial strength, you're obviously using them wrong
>>
>>167907268
>Can kinematic bodies collide?
no
>>
>>167905440
>Java (which I know well enough to hate it)
I agree on that point.
>Node.js (which I sort of know, but I'm still wary of back-end JavaScript).
I have decent experience working with node.js. I've found it to be quite nice, if you know how to write good JS (as in, code that avoids the bad parts of the language and uses the good parts). That requires some experience, though. It's my go-to technology for lightweight webserver projects I need to write.

The thing about node is, unlike web browsers, the spec was developed all at once with a very specific intent in mind. And it clearly delineates what's node's standard library's responsibility and what's the responsibility of frameworks such as express.js that sit on top of it. It's well designed, in my opinion. Anyway, call me biased; I like node+express.

I can't really comment on MongoDB since I haven't used it, though.

>>167907213
I can't even try that stuff due to food allergies.
>>
>>167907465
shut the fuck up

I don't need the "industrial strength" physics for my game, I just need simple collision detection and its impossible to implement cleanly with the existing character controllers and rigidbody tools
>>
>>167907213
おいしいだよ
>>
>>167907337
sdl, love and sfml do the same thing

>>167907268
no, unfortunately there is no function for testing two objects against each other (but you can fake it by moving them to a special layer and then back), only a raycast can be done on a specific collider

and no, kinematic bodies can not collide with anything, not even triggers, only if one of the bodies is a rigidbody will a collision occur

can't do concave colliders anymore either, so gl with that

really just install bullet for unity
>>
Can you use pathfinding for NPCs to make non-spatial decisions? How would "terrain" work in that sense? Has anyone played with this sort of thing? I guess there needs to be an objective node, and multiple ways to get there which are taken or not-taken based on some criteria huh. In the spatial sense, the criteria is "get me there quickest" right? I've only ever briefly looked at pathfinding so if I'm talking like a retard, that's why
>>
>>167907674
>non-spatial decisions?
do you understand what pathfinding is?

pathfinding is a subset of AI, what you want is just AI in general
>>
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>>167907465
"""industrial""" """strength"""
>>
>>167907465
PhysX is irredeemable garbage. Unity devs are morons for using it when Bullet exists, is free and open source, and is accelerated on all GPUs instead of just Nvidia ones.
>>
>>167907674
yes, decision trees and GOAP is basically pathfinding through an action graph

99% of all video game programming problems can reduce to either collision detection or pathfinding
>>
>>167907674
>>167907751
AI is just pathfinding in more abstract spaces.

You're looking for something like GOAP.
>>
>>167907674
You're limiting pathfinding to grids when pathfinding can work on any graph topology, as >>167907851 said.
>>
>>167907787
https://www.assetstore.unity3d.com/en/#!/content/62991
>>167907594
how could you possible know that it's impossible to implement cleanly when you're clearly a scrub who doesn't know anything
>>
>>167908149
shut the fuck up you goddamned retard

there is no way anyone with even an ounce of grey matter could defend the shitfest that is Unity's character controllers and rigidbodys
>>
>>167907773
Well that's embarrassing.
>>
>>167907787
>PhysX is irredeemable garbage.
then whys it the industry standard
>>
>>167908219
if you're the one who can't use unity physics, doesn't that mean that you're the retard?

really makes you think

you should just give up. you'll never make it if you're this mad already.
>>
>>167908330
You spelled Havok wrong.
>>
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>"Hey, I should put my grid generation in a coroutine"
And then it was 10x as satisfying to watch
>>
>>167908412
>durr if u cant make a delicious 5-star meal out of three cans of tuna from walmart ur a bad cook hururrrrrr

kill yourself, you're clearly a unity shill
>>
>>167905946
>>167906156
>>167906274
>>167906459
>>167907337
>>167906557
>>167906515
>>167907658
>Have a problem
>No errors coming up in my code
>Nobody else has ever had this same problem according to google
>Having no where else to turn, I ask the thread
>They just talk about how shitty Unity is for a half hour

Well it's the thought that counts, I suppose.
>>
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>>167908432
>Havok

>literally source tier

>industry anything
>>
>people having difficulties with the Unity collision system
How the fuck can you even fail at that?
>>
>>167908748
>a bloo bloo this anonymous thread is supposed to be all about me

>>167908771
For fuck's sake.
>>
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>>167908432
>Havok
Lol ... I think you dropped this ... :)
>>
>>167908784
the built-in components are shit, I don't know what the other posters are talking about but the physics is fine if you're ready to write your own collision detected
>>
>>167908859
Yes, everything should be about me all the time.
>>
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>>167906892
no bully
>>
>>167907851
>>167907945
Thanks, I'm new to all this so I'm lacking the terminology but this is really cool to think about.
>>
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>>167909010
>>
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>>167908784
yep works fine
>>
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Should I put a splash screen in my game? Will that make people think I am a competent dev?
>>
>>167909290
Nice game. Have a Tumblr I can follow?
>>
>>167906556
Well this guy just won a suscriber and a lot of my time.
>>
>>167909335
Yes absolutely.
>>
>>167909390
it's not mine, but it illustrates my point.

character controllers cannot detect collisions into themselves -- for that you need both (BOTH) objects to have non-kinematic rigidbodies, which is of course incompatible with character controllers or any other method of player input/movement besides nudging the gameobject transform
>>
>>167909010
wtf is up with that framerate lmao
>320x256
is that the actual resolution?
>>
>>167909482
If you like Skallagrim I'm going to have to shill for https://www.youtube.com/user/lindybeige too
>>
>>167906073
the edges on the lower part of a sword are relatively blunt, which makes it easy to grip. that part needs to be blunt because that's usually the part that's meant to collide with the opponent's weapon when the user is deflecting attacks.


>>167906318
your pic is showing a different tactic. >>167897253 is what's called a murder stroke, which is using the handle or guard of the sword as a blunt weapon.

pic relayed: guy on right here is using murder stroke, while guy on left is using half-swording.
>>
>>167909010
Hahahahahaha! This is fucking pathetic. Did someone actually post that trash seriously once?

>>167909290
This is good progress. Don't hate.
>>
>>167908550
Neat!
>>
>>167909290
I don't see the problem here.
>>
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>>167909843
as seen from an old agdg recap image
>>
who are you quoting?
>>
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improvement from >>167893723
opinions please
>>
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I think it's done!

Now, I'll just make a dead version with smashed glass for the brain creature to crawl out of.
>>
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Okay, I fixed the jiggling upon movement. Now the sprite faces the camera and generally stays still.

BUT, it still stretches out whenever I move the camera for some reason.
>>
Save incremental progress posts for tumblr and save only the best stuff for twitter? Or do I have this backwards?
>>
>>167910402
It's a little small so it's hard to tell. The shadows on those right hills look too dark
>>
>>167892426
I don't think it's a bad thing at all.

they look like some badass pokemon

pokemon as a style ideally just means simple but cool looking monsters that aren't too dark

embrace it man. I wish you were designing for the real thing.
>>
>>167910854
This. I would choose those pokemon over the garbage we've gotten for the last few generations in a second. Shit, I already want that eyeball thing on my team, and that wizard looking skull head thing.
>>
>>167910165
Oh my fucking god.

Never submitting my game to this again. It's tainted.
>>
>>167910402
unity's terrain was outdated in 2004, and never updated

roll your own bitch boi
>>
>>167910402
I'd have to know more about the game to really comment.

The first gif looks like its going for a simple brighter more cartoony look and for that I'd suggest adding some bright green highlights onto the trees to bring them to life. The wording that the second one is an improvement makes me thing you're going for something more realistic I guess.

I think going for some sort of bold artistic style is significantly better for lowpoly or simple 3d stuff than trying to go for realism or soome simple non-artistic style. I'd layer more contrasting highlights on everything. Grays and whites on the mountains. Green on the trees, foam on the water, brighter or darker greens on the grass, maybe even red or yellow on the grass.
>>
>>167911167
Enginedev Shill Go Home
>>
>>167910556
This looks really neato desu

Good job :)
>>
>>167911461
Thanks!
Going to sleep happy now!
>>
>>167911587
Apologies for not keeping up with things, but what engine? What genre?

Your graphics look comfy as fuck
>>
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>>167910165
>>167909010
This has been going on for a long time.
>>
>>167911306
It is for a light-hearted rpg. I wanted to go for the cartoon-y look so I will throw the color back in the mountains and some highlights. Thanks for the feedback!
>>
>>167911663
you got an archive of the agdg recap images since the start? would appreciate a link. I'm trying to find this old game that doesn't seem to be posted here anymore. it's sort of turn-based, you control a party of a magical girl, a guy with shades, and a pixel art character.... I think?
>>
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>>167911642
No problem - I haven't been posting in a while anyway spent a week just watching creepy/horror movies because I got stumped trying to make a 128 texture varied enough to fit about 8 unique guns.

>but what engine?
Unity for 3DS

>What genre?
FPS (more or less a Metroid Prime: Hunters clone)

>Your graphics look comfy as fuck
Thanks a lot - First time I've heard it called comfy (people tend to say it's creepy/disgusting)
>>
>>167911663
>>167910165
>FUNC_MAZE2012
>20-fucking-12
Fucking five years. He's been trying to ruin this general for FIVE YEARS. Holy shit. And he was still shilling it four years later. What a fucking monkey.
>>
>>167910854
>>167910948
Thanks so much guys! It really means a lot.
>>
Solved the stretching problem. Camera, movement, and billboard now all work properly.

However, there is now a light vibration that seems to be present in the sprite as it and/or the camera move. Has anyone else experienced this?
>>
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>>167911953
Hunters was dope, make this one even better
>>
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>>167912087
>better
Haha, not likely, but I'll do my best with the graphics, at least.
Kada (another guy from this general) is doing the programming.

Thanks for the motivating comments - Really fuels my motivation!
>>
>>167911980
I just showed my friend and we geeked out over all the awesome looking guys we'd want on our team, and she agreed they're way better than most pokemon designs the last few gen. Seriously, there's only like one or two I wouldn't be thrilled to have on my team. They all look dope as hell. Whatever game your making, I really hope it pans out.
>>
>>167912385
I really wish I even was making a game. These sprites are basically all just for game ideas I have.

I've been trying to get stuff off the ground, but it never really works. I need to learn programming.

But shit, man, I'm glad you like em so much. I'm kind of speechless, desu; thanks so much for your encouragement.
>>
>>167909749
Neat. Thanks.
>>
>>167912652
Have you tried Gamumayker: Schtudio Professional Edition?
>>
>>167912652
this is now my desktop bg, thanks familia
>>
>>167911663
Why the fuck is this allowed? Why haven't we rangebanned this stupid prick yet?

Didn't he literally mail death threats to yesdevs and shit?
>>
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>>167911903
pretty sure recap goes back to 2013
>>
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@167911663
@167910165

>source is allowed in the recap

is nothing sacred
>>
>>167913656
Fuck you
CAPTCHA: Select STOP signs
>>
>>167913656
What a horrifying person. Is there something we could do about them being here?
>>
>>167913761
>>167913519
>>167912782
I was here in 2015 and I don't recall anything about a general-endemic moth meme.
>>
>>167913932
probably you had it filtered like every sensible poster

just filter the ones you replied to too
>>
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>>167913207
>>
>>167911663
>>167910165
>>167909010
what the actual fuck is this and why is it in the recap
>>
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>>
>>167913207
>XenoRaptor
>Aerannis
>Rainbow
>Gate
>Deeplands
>Death's Deal
>Sorcerobe
>Tiny
>Maid Game
>Facade
>MEOW FUCKING SUSHI NIGHT
>Elysis
>Sugar

Okay, role call
How many of you guys are still here?

Wheres' the progress?
>>
>>167883921
>you know what else is a crime, anon? jaywalking, smoking weed, software piracy, grand theft auto, and a billion other things. if you can't see why those don't get banned from itch but a game about raping children does, you need to seek real therapy.

Well, go ahead. Explain the difference between virtual murder and virtual molestation and why one should be controlled and not the other.
>>
>>167906691
No it isn't, you retard.
>>
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>>167914768
xeno and aerannis are released, I think maid is still in the prototype stage, posts occasionally

I'm still here too, and I'm still dying
>>
>>167915036
That's just speculation on my part.
>>
>>167893852
too obviously flat
>>
>>167896573
>>167894768

I want to hug her tight and not let go until she starts biting
>>
Modeling a single character takes me a couple weeks. Hell - UVing alone takes me days. Same thing with rigging. Is this normal? I need hot modeling tips that speed up the process without sacrificing quality.
>>
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>>167914810
>He probably goes to Menz & Mollyz which is the queer bar.
fucking this is gonna be a new fucking meme now isnt it holy fuck stop doing this you tards
>>
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Fixed character sprite jittering. Improved camera speed and set boundaries on it's rotation. Solved the issue I was having with the look of the billboard by releasing it's effect on the Y axis.

Thank you for not responding to my moaning earlier; that way I had to figure it all out on my own, and become more familiar with the process instead of being given answers. Next up: animations.
>>
>>167915730
It always amazes me that people can type posts like this out and not think they sound like a schizoid
>>
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Working on a western level that makes the player use barrels to block the cannons for the puzzle. If you have seen this level much earlier in development iv removed the bank building/section from the rough draft version of this level because it wasn't good enough and removing it got rid of the levels padding and just left in the good parts.

The puzzle cube is able to block cannon shots as well however, there are certain puzzles within this level that require the player to figure out that they need to use the barrels as well.
>>
>>167915846
I can't even work it out. How can you use so many words yet say nothing?
>>
>>167915895
>western level
>lava background
wat
>>
>>167916139
Those are sunset orange clouds
>>
>>167916190
>just like archive.moe did
What? Why did archive.moe go down?
>>
>>167916318
stop replying to it

filter, report, ignore
>>
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If I made a Dragon Ball game, how long would it take for me to get sued?
>>
>>167916318
Someone in here literally made bomb threats they were so upset at their winged beast boogeyman, they got reported to the FBI for it, they got a visit from the real-life boys in blue and now they're crying about it in this thread and shaking in their little gamer chair because they know it's going to happen again.

Legitimately thrilling to know that the same idiot is going to get V& TWICE because of the same thread, for the same thing. Fucking hilarious.
>>
>>167916540
Get an LLC to protect yourself and it'll all be fine.
>>
>>167912265
Really cool stylization you got going there, they look unsettling as fuck.
>>167915572
Depends on how hard you go on the details but in general, if you're art inclined and have a decent foundation in drawing I'd say grab Zbrush and Substance Painter however you can. In my experience moving from blender and photoshop to that was way faster and the results were much better tho.
>>
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>>167916540
just move to china
>>
>>167916540
>wyvern cube G
>boku
>johan
>chunks
>>
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On some levels you have to control two Bokube's at once to solve the puzzle. In the earlier rough draft versions this was a yellow puzzle cube but I decided it would be more meaningful and cute to make it the female Bokube, Kimi a brown even cuter version of boku.
>>
>>167916843

> if you're art inclined and have a decent foundation in drawing I'd say grab Zbrush and Substance Painter however you can.

I can see how those would help in translating ideas to models, and texture modification, but does it change the UV process at all?
>>
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>>167917168
>racemixing pure white boku with disgusting brown femboku
>>
>transform.childCount is 0 even though there are very clearly children of that transform visible in the heirarchy

what the fuck unity
this code worked half an hour ago, literally nothing's changed and now it doesn't work
>>
>>167917186
Zbrush's UV master can generate a pretty good base that you can modify further if needed, I don't know about older versions but the newest one shits out usable ones that you can take as granted for texturing.
>>
>>167917385
nvm it wasn't unity's fault actually
>>
Would anybody be interested in a game based off of the Island Troll Tribes map from WC3?
>>
>>167917504
You don't say?
>>
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I have a game.
>>
>>167917917
I promise.
>>
>>167917917
where is it
that's an art not a game
>>
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>>167868484
gunz
>>
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>>167868484
>>167918314
its all about execution and perfect angles and predicting their angle
>>
>>167896560
I don't know if you are still around, but the GLFW library has pretty good joystick reading functions. It basically detects all sorts of game pads, but it's up to you to figure out how it will map it.
>>
>>167868484
I'm wanting to make a game like the classic lord of the rings 3rd person melee fighters.


the perfect meter was so satisfying to 1 hit literally everything. the comboing was a lot of fun. I really miss that game
>>
>>167910653
Sauce, please, nao.

By the way: you can share some actual images about your progress, you know, so you can get feedback.
>>
>>167918639
Yoshino Norihito

Yeah, I just don't feel like going to the trouble of making webms of basic character movement, nor do I think anyone would appreciate it. Once it's more of an actual game, yeah, for sure.
>>
>>167906438
why not just wear enchanted woolen mittens?
>>
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>>167868484
one-button rythm based combat
>>
>>167918887
Overlayed on a thoroughly cinematic experience
>>
>>167909817
>murder stroke

more like suicide stroke am i rite?
>>
>>167919047
More like blades don't go through armor stroke.
>>
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>Tower defense tutorials all say "just set some waypoints and have your enemies follow them in a path to the goal!

Fuck that. This weighted pathfinding supports:
>Multiple entrances
>Multiple exits
>Individual lane routes
>Switching target exit mid-route
>Building walls on floor tiles to block enemy routes

All it is is a basic floodfill, but it still feels good man.
>>
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Made a little sample pack of genesis/mega drive drums if anyone wants them.

https://drive.google.com/open?id=0BzY3VEy-TGy3aTZvRjliY2xuZFU

Quick demo with VOPM.

https://clyp.it/4wx0nylw
>>
>>167919928
nice one anon, I'll find an excuse to use them
>>
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>tfw when awake enough to dev but not tired enough to sleep

Guess I'm saying up coding again.

I added support for easily saving assets to AssetBundles. Moving on to copy/ paste functionality in the editor.
>>
>>167910556
How are you giving it that ps1 feel?
>>
>>167920957
i eat a lot of ps1s before i start modeling you are what you eat and you only get out what you put in, after all. is it worth it?
>>
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I've been working on this the whole day.

It's like a train simulator, but shitty!
>>
>>167921040
im all about those psx graphics/ 2d billboards

looks good dude
>>
>>167921040
really really like this
>>
>>167921040
densha de go fuck yourself

just kidding it looks good
>>
>>167921040
Getting to Black Mesa / 10.
>>
>>167921040
So good. Really fucking good.
>>
>>167921381
Nostalgia intensifies.

>>167921478
Fuck off you piece of shit.
>>
Is it better to check if an array's length is >0 or !=0?
>>
>>167922256
>!=0
Depending on your loop, you may accidentally skip past 0 and end up with an infinite loop.
>>
>>167921040
I feel like you could allow things to spawn much further away
unless you are devving on a gameboy color
>>
>>167922447
That doesn't look too bad
>>
I spent the last 2 weeks prototyping random shit in monogame
>>
>>167922820
But I don't think it looks bad, if that were a high-quality webm I think it would look pretty awesome. Maybe even get on Greenlight and stuff, you know?
>>
>>167922405
This isn't for a loop, it's for only doing something if there's currently elements in the array
>>
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I'm in a groove. Working 10+ hours a day on it. It feels good, I think I'm actually gonna be able to finish it.

I made some choices to reduce the scope. So that is good.
My map refactor is mostly complete. The world feels much more coherent now.
Still need to patch up all the exposed seams from refactoring.
>>
>>167923134
Where is your game?
>>
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>>167923147
so there's no more going inside houses?
>>
>>167923075
In that case I don't see why it would matter.
>>
>>167869791
Gotta have a cool staff with a skull on the top.
Also maybe a wig type hat that is a big gandalf-esque mane of hair.
>>
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>>167921040
Will there be any vistas? Im into vistas
>>
>>167923209
Oh yeah, I reduced the map from 3 layers to 2. Now, there is one primary layer with all the shortcuts. And the the other layer only ever connects two obvious points in the main layer, so there are little "dungeon" type areas you can go in. Also, I will use this layer to make the inside of houses and stuff :>
>>
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>>167923379
>>
>>167871298
Try giving it an outward muzzle flash instead of the dust going backwards.
>>
>>167888332
This is actually pretty cool, I'm surprised it has so few replies.

Those two blinking rocks are annoying though.
>>
>>167923436
I'll make sure and get all the houses hooked up. I had this idea for all the houses to be comfy, and then you can go into their basements and there are tunnels linking them together. I used to talk to my best friend who lived next door about that.
>>
Have you ever made a game?
>>
>>167919874
>tutorials convey a working but boring and/or inefficient way to do things
Riveting stuff.
>>
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>>167926371
I've posted at least twice before that, but I'm sure it won't matter to mods if my previous experiences with 4chan is anything to go by.

I hope you've at least made a game.
>>
>>167922256
This only matters if your language employs different checks for those operators. ">" might start with the largest bit when comparing, "!=" with the lowest. If they start comparing from the same bit, it doesn't matter. Which it doesn't anyway, because this kind of optimisation is wasted devtime.
>>
>initialize something in the constructor instead of the BeginPlay function
>UE4 goes into a hysterical crash loop until I take it out of the constructor

Sasuga. Is there any reason why it does this instead of failing gracefully? Does anyone have any details about the actor life cycle?
>>
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>>
I sure hope nobody called their pathfinding algorithm N* because it's filtered now
>>
How many people ITT right now have worked on their game today?
>>
>>167927452
I tried modelling on blender for the first time
>>
>>167927289
careful not to run into copyright issues with N+
>>
>Small maps with few opponents and few moves; You can kite an individual enemy basically forever but if you get flanked you're forced into zugzwangs
or
>Larger maps with a ton of enemies and a lot of possible moves; Enemies can both move and attack in the same turn so while you can still kite them they threaten a much larger area; If an enemy hits you once they can hit you turn after turn until you either kill them, escape with a special move or die
>>
>>167927781
>You can kite an individual enemy basically forever
Great and exciting gameplay.
>>
>>167927847
r u ok
>>
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>>167927860
>>
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Just started my first game, I have no idea of what I'm doing, but so far I'm having fun.
>>
>>167927927
whoa man why are you lashing out just post your game
>>
Some thoughts on progress:

Feelings of shame will halt your progress. You might start to feel, what I'm making is stupid, or embarrassing, it's not very good, I'm wasting my time. Those thoughts stifle the little spark of an idea that got you excited to work on the game in the first place. And then you're dead in the water. When you think about starting to work on the project again, those feelings of shame rush back. So in an effort to keep those feelings away, you put it off and do something easier, where your ego isn't on the line. Maybe browse the internet or watch an anime.

If you don't correct this behavior, you won't succeed. Which is ok. Maybe you can do something else that doesn't have such high demands on your ego. But if you do want to succeed, there is only one way to change.

When you start feeling that shame, stand aside and let yourself feel it. Observe yourself feeling it. "Oh, I am feeling ashamed because I don't think what I'm working on is any good. I fear that someone might think less of me because they don't think its good". It's perfectly normal to think this way, pretty much everyone does. But when you can recognize it, and observe it, you can just let it pass and then get back to what you were doing. You can't prevent yourself from feeling it, but you can prevent it from changing your behavior.

And having gotten over shame is not a guarantee of success. Many people just aren't talented enough to make something worthwhile, no matter how hard they work. But it's also true that anyone who HAS succeeded, has learned to conquer their shame.

Go dev boldly.
>>
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I can't draw for shit so I'm rendering sprites. I want them to sort of look drawn because I'm going for that Ultima 7 / Warriors of the Eternal Sun look.

Anyway, I found a super fast way to do polygonal hair using Blender's hair particles (the hair particles themselves don't render right). I comb some really dense hair, convert to mesh, merge vertices with a distance of 0.1, then make faces from selected.
>>
>>167928094
literally who
>>
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anyone have experience with unity's nav mesh pathfinder? it seems to not be calculating the shortest possible path
the gif shows how destinations < 0.05 units apart are calculating paths with a 0.3 difference in lengths
>>
>>167928186
it probably is taking into account the turning radius
>>
>>167923454
I'm the art guy for that project (not the one who posted the webm), the muzzle flashes are kinda limited by the sprite size but I'll see what can be done.

Any other pointers? What I'm most worried about is the jitter, the shake the turret does when firing. Any other feedback is welcome.
>>
Is it time for the nightly meltdown over boogeymen?

Does this source person even exist? Is there any proof that they do? Doesn't look like it.....
>>
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hey is it ok if i post progress on my gmod map here

its not a full game but it is level design and involves scripting and such
>>
>>167928552
>>167928416
>>167928380
>>167928243
>>167928182
>>167928094
>>167927927
>>167927847
>>167926837
What is up with this guy? What's he going on about?
>>
>>167928675
bro why are you lashing out like this
whats the matter dude

what happened
>>
Can someone redpill me on what the fuck is going on in this thread? Where's the progress?
>>
What's a simple diegetic way to show a movement-blocking barrier weakening over a certain amount of turns?
>>
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>compile game
>it runs first try
>>
>>167929003
>>167928926
Uh oh! Looks like someone forgot they're not on /pol/!!
>>
>>167928932
Barrier dissolving visibly? what's the barrier made of, anyway?
>>
>>167929074
I haven't figured it out yet. It is magical so it can look like pretty much anything. For laziness-related reasons I'm thinking a glowing white line outlining the blocked tiles.
>>
>>167928095
Thanks Anon, you're a cool guy.
>>
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>>167928926
pic related says it all
>>
>>167929114
Depends how the rest of your game looks, really. If it's fairly simple, it could be as simple as a red X with a number denoting the number of turns it'll be up, but if you've got a realistic or heavily stylized game, you might have to start playing with particle effects or coloration or whatever.
>>
>>167928095
well intentioned but ignoring your true feelings is not healthy
>>
>>167928932
>>167929114
Can we see a screenshot of the game as it is? There is too much missing information to say anything meaningful
>>
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>>167929114
if you need a way to easily indicate how many turns left until it completely disappears, maybe make it shaped as if it's layered plates of magical energy, and one plate disappears each turn, or something like that
>>
>>167929182
I don't see it as ignoring your feelings. The opposite actually. Consciously recognizing your feelings. The real way to ignore your feelings is to change your behavior so that you don't have to experience them.
>>
>>>/qa/1003133
>>
>>167929283
no changing your behaviour so that it is not in conflict with your feelings is recognizing, going into some kind of mantra is ignoring
>>
>>167928095
That's actually quite motivating and helpful, knowing that I'm not alone with this feeling. Besides, we live in an age when criticizing and shitting on someone's work is amazingly easy, yet we tend to forget that even putting together something bad takes big amount of effort and time. So at the end of the day, at least you could say that you've created something, you've learned something.

Thank you for your thoughts, anon!
>>
>>167929504
I don't see feelings as being sacred. Listening to your feelings is important, but if they are preventing you from doing completely reasonable things (like work on a video game), then I think working on getting past those feelings is a good idea.

>>167929663
That's a good thought. And I think people who tend to come to this place, naturally have a big capacity for self-criticism. But once you step out of it, and into the "normal" world, people are usually really supportive and impressed!

As far as having learning something, I got my current programming job from making games as my hobby. That's how I learned to program and got pretty good at it. So I would always say it's useful for people in that way, if nothing else.
>>
>>167929843
if you are ignoring your feelings to do something then you are doing something you don't want to do

waste of your life, and wasting more life later on when you get mental issues because you didn't listen
>>
>>167928095
>Many people just aren't talented enough to make something worthwhile

Fuck off with your instant gratification backdoor excuse bullshit. You faggots are so indoctrinated by new age psychology and you're so terrified of "mentally unhealthy" feelings like shame and failure that you'll make endless excuses like "its okay I'm just not suited for x", "I just don't understand x because my brain isn't wired that way", "I'm just bad at x its just the way I am". You should feel shitty if you aren't struggling and fighting to succeed. You should feel shitty if you aren't meeting your own expectations. Its not okay to just give up and let go feeling no shame or drive.

This is the same shit with fat acceptance. No its not okay to be fat you stupid fat fuck, its not your genes, just stop putting food in your fat fucking mouth.

Its not okay to be not well read. Open a fucking book and read.

Its not okay to be not cleanly. Take a fucking shower and have some fucking pride in yourself.

Its not okay to lie, cheat, or steal.

Its not okay to fap yourself into extreme degeneracy so the only things you can get off to are fucking hardcore choking rape videos.

Get some fucking humanity, in the strictest sense of the word, reclaim your human dignity and stop being an indulgent subhuman animal.
>>
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MothDan
>>
>>167929985
I say this with no malice in my heart, but I think you're reading your own personal issues into what I said. Everyone has different capabilities and strengths. Not everyone was cut out to make good games... and that's ok. Making good games doesn't make you a good person, and it sure won't make you happy.

Part of life, to me, is trying things to discover your own personal gifts. If you're not willing to accept that you are not suited for something, you can easily get trapped forcing yourself into doing something that doesn't satisfy your highest abilities.
>>
>>167930072
How did you know it was your boogeyman, Rotate?
>>
>>167929985
Maybe if you would read it till the end, you could realize that he's actually telling you not to give up.

>>167929965
There's a difference between accepting and overcoming a feeling and living by that feeling. Like even if I would like to slap the ass of women I meet on the street, I won't do that because I know it's not right, not to mention I don't want to get into jail. Also, even if I would like to have a good sleep at my desk, I know I need to behave good at work so I can support my family. Talking about family. If you are into fetish X and your mate is not, then you have to decide, which is more important: the person you love or the fetish you love. Life is not black and white, anon, sometimes you have to make up your mind, face your feelings and accept that they are there but can not be lived.

So you either kick your shame in the guts for the sake of something else you hold dear., or let it take over your life.
>>
>>167930361
Stop it. Every time you post it's like I'm reading the echo of my thoughts and it starts to scare me. But seriously, it's good to know that there are others thinking the same way and living with the same mindset. Godspeed, anon!
>>
>>167888332
Reminds me of Vexx. Keep it up, anon, looks awesome!
>>
>>167930886
As far as I can tell, he occasionally posts something here, everyone (or maybe just one or two very dedicated shitposters) shits on it, and then it becomes a forced meme.

It happened to someone else too, who unironically used gmod to prototype something.
>>
>>167930361
>Everyone has different capabilities and strengths.

While this is true its not set in stone that those capabilities and strengths are all you'll ever have or that they are inherent.

You don't need to make games if it isn't what you want to do but there are a few things that shouldn't be ignored.

>You can mold game dev around your strengths and weaknesses, there are no prerequisites that aren't obtainable through study and practice.
>Its extremely easy to fall into the trap of "looking for your gifts" and never doing anything because for some reason you expect everyone that does good work has found something that's super easy for them. I think its very presumptuous to assume that "talented" people didn't bleed for what they're good at especially when most say "nah I put the work in every day and that's why I am where I am."

>>167930702
I read it until the end. I'm not angry reading about someone who has given up. If you give up and you feel shitty about it and you accept that's the correct response that's one thing. If you give up and shrug it off because you think you're being too demanding of yourself you're a fucking bitch.
>>
>>167930993
Who the fuck is reek?


Isn't that a Game of Thrones character?
>>
>>167931206
But you seem to be calling random people reek? Are they all your slaves?
>>
>>167930886
They are all the same person
>>
>>167931360
But if I'm reek, why do you want me to kill myself? If reek is your slave, wouldn't reek killing themselves mean you no longer have a slave?
>>
>>167931360
Who the fuck is reek?
>>
>>167931360
You're not very good at controlling your slaves.
>>
Hey reekposter can you explain wtf you're on about? Who's this guy and what'd he do?
>>
is this some kind of game of thrones roleplay you guys have going on itt
>>
>>167931601
What's your name? Who is saying it?
>>
>>167927935
>fraps
>mobile shit
>>
>>167931601
>keep telling reek to shut up
>he keeps posting here

>rotate just leaves and becomes a tranny
You don't seem to have any authority over them, they keep doing whatever they want.
>>
Guys, can't we get back to videogames?
>>
>>167931601
What it sounds like is that you're shrieking about reek or sourcepham or whoever the fuck pissed you off forever ago, and no one but you cares about it, and no one at all gives a shit about you or who you are.

BTW where is your game?
>>
Anyone who've tried Godot feel like giving a breakdown compared to Unity?
Is it really a more well-designed Unity or is that bullshit PR talk?
>>
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>>167931601
>implying they are still here
>implying you are not talking to yourself for 2 years
>>
>>167931749
If they're your slave, shouldn't they do what you want? Calling you mean things and speaking when you tell them not to doesn't sound like you have any power over them.
>>
>>167930702
feelings are not something to "overcome", feelings have a cause, if you "overcome" them you suppress that cause, and then you're going to get brain problems
>>
>>167930886
>>167930983

The retards are the ones posting the images from somewhere else.

As far as I know, someone made fun of some shitty game for /x/ or something and his fans or something decided these threads were the reason he got teased.

So they shit up the threads. They are all australian, too.
>>
>>167931805
>it
But we don't care about it. We want you to shut the fuck up and get banned for posting about it.

We care about it so little that it is disruptive for you to bring it up at all, and we feel you to be disruptive in general.

You don't even have a game.
>>
File: fatal draw finisher attempt 1.gif (59KB, 225x282px) Image search: [Google]
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>tfw you spend 20 minutes with an animation, save it as a gif but neglect to save the project files

well, at least it'll force me to do this better.
>>
File: 1466428126368.png (66KB, 420x420px) Image search: [Google]
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>>167931871
Right, just keep going bro one day you'll get them all.
>>
>>167931975
>>
>>167932008
>spoilering new thread
>>
>>167931646
what is wrong with mobile tho
>>
>>167932085
creatively bankrupt moneygrab platform for normies
>>
>>167932131
Well, I see it as good platform for handheld style games. I'm not trying to make money off this anyway.
>>
>>167931740
If you want to do 3D, stay with Unity for now.
>>
>>167931828
Anon, not every feeling can be realized, you know. Like you can not resurrect the dead. I'm sorry to say this, maybe I'm just a bittersweet old man, but you sound like someone who has never had to make a decision in his life or had to give up something for something else. If you could support your statements with actual examples like I did, maybe I could understand your point better.
>>
>50 posts just disappeared from the post count
Thanks mods. A little late, but better than nothing.
>>
>>167932329
Well then you might as well make games for a 3DS or PSP Emulator.
>>
>>167921040
it's c-cute!
>>
>>167928186
You're lucky. It find a correct path. I can't local avoidance to work in my prototypes.
>>
>>167932131
>implying that's somehow bad
>>
>>167932683
>bittersweet
no, just bitter and emotionally stunted because you always "overcame" your true feelings instead of listening to them

introspection is difficult, but it's never too late to start
>>
>>167934759
>you always "overcame" your true feelings instead of listening to them

I wish to know why so many people tells me this, even irl. Isn't it the norm, especially for man to do what's necessary and hide and swallow some other things? If everyone would just follow their feelings life would be pure anarchy.
>>
stop making threads early you human garbage
>>
>>167916843
Thanks!

>>167920957
It's mostly the dithering filter, I guess. Other than that I just keep polycount and texture resolutions low.
>>
>>167931939
Apart from color limitations, gif is a lossless format, dumbo.
>>
>>167941370
you do lose layer info/other editor only stuff
>>
>>167941457
>layer info/other editor only stuff
Like what?
You can have optimized it, meaning you delete some parts on some layers, because they are repeated, but that's fixed easily enough.
>>
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>>167928095
I was on the brink of giving up yet again. I'll try my best not to this time. Thank you.
>>
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>>167928095
What of I just feel confused that not more people literally line up to suck my dick because my game looks so good?
>>
>>167938908
no actually if everyone would just follow their feelings the kingdom of god would already be here

hedonism is a result of denial
>>
>>167942770
then you off yourself like you should
>>
>>167945678
But I'm not done with my game yet?
Why on earth would I stop now?
>>
>>167921040
Neat but I don't like the short draw distance. It's like intentionally giving the player sensory deprivation. I would stop playing it after 10 minutes and never pick it up again for that reason alone.
>>
>>167868484
Monster Hunter.

No lockons so you have to actually aim your shit and the monsters commit to their attacks so they don't track your ass if you move from under them.

Also has got to be one of the most satisfying combat there is in any game I've played. Hitting stuff just feels right in that game. Flinching a monster in a critical moment, cutting off a tail and so on.
>>
>mfw about to drop $2k for booth supplies.

this shit is a rip off I swear. No seating options for less than $100 per person seating
Thread posts: 728
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