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AGDG - Amateur Game Development General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 771
Thread images: 168

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Set sail for progress!

> 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 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
>>
hey can i post my garry mod map progress here i would really like to kown
>>
Friendly reminder to make sure you actually save your shit before closing your editing tools of choice,
>>
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>>167931975
trying to get a new walk cycle working, i wish i was better at this :(
https://youtu.be/56EBYQUjlD0
>>
>>167932086
Doesn't it ask you the dialog unsaved files
>>
>>167932017
sure :)
all progress is welcome
>>
>>167932140
Not if you save your project as a gif first, I exported my animation as a gif and then closed the editor without even thinking about it, so I neglected to save the actual project files
>>
>>>/qa/1003133
>>
keep /pol/ in /pol/
>>
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Added a little tooltip to the containers so that people don't just recklessly mash "E" while faceplanting any vaguely container like object.
>>
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¡Buenos dias, /agdg/!

Espero que logren hacer mucho progreso hoy.
>>
>>167932528
>SU
And dropped. Too bad.
>>
>>167932556
¡Gracias, igualmente!
>>
>previous thread is back down to 724

d-do we go back there or what
>>
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Trying to make a management game where you get random generated workers with stats that affect their work output. My question is should I spawn the worker as an array and store in an array, spawn as array and store in ds grid, or make a ds grid store in the master grid and delete the original grid?
>>
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>>167932839
>>
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I remembered this time.
>>
>>167932774
>even when they do their job they still manage to fuck up
Mods, not even once.

>>167932839
array&array should do the trick
>>
>>167932917
GM babbies need not bother answering.
>>
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>>167932564
I am sorry that I brought on the inflammation of your sensory glands through my decisions amigo.

Does this suit your ocular needs more fittingly or should I just trash the entire project and kill myself?
>>
Hey is the source engine still bannable here?
>>
>>167933023
You forgot to make a game.
>>
Is today an Australian holiday or what.
>>
>>167933656
>>167933023
Looks like he's back.
>>
do NOT post source here,
>>
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Do you like my record player?
>>
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>>167933979
>>
GM devs, how do you handle input? I'm trying to make a co-op game and working out how to have multiple players with configurable keys and multiple input devices makes me want to die.
>>
Repostan
Would an online game where you build AI mechs and make them fight against each other be fun?
>>
>>167934670
Litcherally already been done
>>
>>167934763
And? Is it fun?
>>
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A game, made on source, where you defeat enemies by using physics dickery.
>>
who is creaturedev / purity dev

is that someone from here?
>>
>>167935052
A game, made on clauswitz, where you click on a png of a globe for several thousand hours
>>
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Final Fantasy 13, but made on the Source engine.
>>
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>>167934814
what the fuck do you think motherfucker?
do I look very fun to you?
>>
why is this thread so shit
>>
>>167935584
It seems people just come here to shitpost honestly. I've been scrolling through threads and seeing so many yesdevs posting progress and they get no replies.
>>
>>167935584
Because every time someone posts anything, /agdg/ loses its mind shitposting about how they're going to call the cops or whatever.
>>
>>167935052
>>167935419
Source isn't used for making games
>>
>like a dev's game
>looking forward his/her progress posts
>get sad or feeling down when there's no posts for days, not to mention weeks
>get nervous when he/she's in the thread
>feel jealous when the dev's talking with other anons
>feel on the top of the world when the dev thanks your feedback
>what_is_this_feeling.jpeg
>suddenly the thought that you'll never hang out with said dev casually in a pub and have small talk becomes unbearable

I guess I'm fucked up.
>>
>>167935759
I'd hang out with you, anon.
>>
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Redpill me on mixels, rixels, dixels and other <meme>xels.
>>
>>167935759
That's -g̶a̶y̶- cute as fuck, anon. I would hang out with you too. I feel jealous of that dev.
>>
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>>167934497
Now with cute legs!
>>
>>167935759
C-can you stalk me too please?
>>
Does anyone need a modeler?
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What ever happened to this guy?
>>
>>167935807
>>167936137
That would be nice, but I bet there's also countries if not seas between us, too.

>>167936606
I'm sorry, anon…
>>
> tfw still can't find a buddy to talk about gamedev
> someone that also uses unity
> that also likes to watch sci-fi shows from time to time
> that likes to talk about their progress, the ideas they want to implement. Post cute 2d stuff in-between, have a nice chat, motivate each other to improve in both gamedev and life
>>
>>167937101
join the discord
>>
>>167937152
The discord feels like a circlejerk. I'm not saying the people are bad there, a lot of them do amazing progress and there can be some good discussions there. But i've tried talking with some individually to become friends and it never went anywhere.
>>
>>167937101
I don't watch sci-fi shows but I watch a lots of anime, is that okay?
>>
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>>167937152
>discord
theyre probably the ones who keep coming to the thread to shitpost 2bh
>>
>>167937063
Who knows, maybe some day one of us gets rich and can travel to different countries and hang out with other devs. Is exactly the kind of thing I would do if I had a lot of money.
>>
>>167936684
I'd like a model I could fuck, if that's what you mean.
>>
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>>167936684
Yes. It's getting difficult to find free placeholder assets.
>>
>>167937756
Just be warned: I have practically zero experience in character modeling.
>>
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>>167937357
I don't watch too much anime these days, but sure if you're interested

sern#5929
>>
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starting shmup project
Boxes and room borders are a go!

Now to get some shooting going
>>
>>167937793
I'd be happy with a stick figure, as long as it got a skeleton for animations and uv mapped for the face and the body.
I usually convert old mdl from half-life, but it's tedious.
>>
>>167938017
a rare opportunity to work for sourcedev, jump on it kids
>>
>>167937967
i will be watching intently
>>
>>167938098
yes, everyone is your boogeyman
>>
>>167932528
>That morrowind font

sexy desu
>>
>>167907545
I'll consider Node.js for the API, then. Website serving I'll stick to PHP, though. Thanks!
>>
>>167932528
you should instead add a really long and awkward animation of the player reaching out into thin air only to stumble a bit before realizing that there is nothing there. way more immersive than floating text
>>
>>167937485
That's a nice thought anon. Until then, I'll just wait until this strange feeling of mine vanishes. It's not like I can do anything about it. I just hope the dev's well.
>>
>>167932086
My image editor will save automatically whether you like it or not
>>
>>167932272
>all those deleted posts
Apparently it worked. Thanks for taking your time to address the mods on this issue, you're a credit to this place.

Hopefully they rangebanned him, so he has no way to come back. (unless he was using proxies, in which case RIP)
>>
Is the fireden archive dead again? I keep getting the "whoops" page.

>>167932272
Based jannies
>>
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Shooting "works" but no HP system and the hit confirmation is just a quickie 4 frame circle expansion animation. The scoring is only a hit counter at the moment but it works as well! Will try to post a webm or gif next time if I can advance it a little.

>>167938235
I will try not to disappoint too much
>>
>>167940381
It's probably the same thing that happened to archive.moe. Sourcepham's threats are being investigated, so they have to take the archives down to have a look.
>>
>>167941117
addendum:
-She is a moth
-the ring in the middle of her sprite is her hitbox
>>
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Should the player move around freely on this map, or just have an icon snap from location to location?
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>>167941461
>>
>>167941461
Didn't you die?
>>
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>>167941461
could this have a hidden meaning
>>
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>>167941767
SHE
YIFF
>>
>>167941456
Does it actually make a difference if I choose a spot, or a spot 10 pixels to the left of it?

If not, then just have predetermined locations to snap to.
>>
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>>167941854
>>167941767
>>
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>>167941854
>>
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hey guys, any advice on not makiing my sprite look like hipster indie shit?
>>
Does anyone know how far you can go with parodies? When I try to think of examples I think back to Conkers Bad Fur Day which had some pretty blatant parodies. If I had a RPG and the beginning had a train scene just like the first scene in FF7, would that be enough to get a lawsuit?
>>
>>167942053
yes.
dont do sprites
>>
>>167942160
Yup. You'd better get an LLC to protect yourself.
>>
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Where do you get non-copyrighted sounds for your games?
>>
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

Thoughts? Is the new one better?
>>
>>167942053
Learn art
Use shading
Use more contrast
>>
>>167942160
Look up fair use law, specifically the difference between parody and satire.

What you want to do sounds like parody, as long as you actually make it clear that it's a joke.
Don't just copy the opening of a game and claim it's a parody.
>>
>>167941206
>tfw mothdev is ded
>>
What is UNDENIABLY the best font for performance tracking ingame?
Calibri?
>>
>>167942578
whatever fraps uses
>>
>>167942567
mothdev probably wasn't even going to make game
>>
>>167942439
start by reading the OP
>>
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>>167942578
>Calibri
just cuz its the default doesnt make it good
>>
>>167942715
No.
>>
>>167942175
suck my cock bitch
>>
>>167942030
no you can't fuck the bunny you degenerate
>>
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>>167942521
i made a gun, how does this look?
>>
>>167943791
Overall, good. Mag looks awful, not to scale and out of place though.
>>
>>167942578
Acknowledge, of course!
>>
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>>167936218
N-now there are a lot of them... From different angles...
>>
>>167944048
nice work
>>
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>>167943791
>Stock bending downwards

This is a bad meme that needs to die. Real life gun stocks stopped down that after the Thompson debacle.
>>
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>>167944104
?
>>
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>>167944104
>Real life gun stocks stopped down that
uhhhhhh
>>
>>167944253
>>
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Intersections.

Would people be offended if I did away with the whole nub interlocking holes thing?
Just having flat ends would save a lot of work, not to mention all those polygons.
>>
>>167944104
that's like saying the longbow meme should stop because we have compound bows
>>
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I'm gonna do it! I swear! I'm gonna do something! Hopefully it's game dev related!
>>
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>>167944104
>stocks don't bend downwards
>>
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>>167944104
delete your account
>>
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I want this object to slowly move towards the target, then stop when it gets there. This code makes it go towards the target, but it always overshoots it and goes passed the target, even if the speed value is very low.
Wat do? I guess I could use a collision check to stop it once it reaches the target, but is there a better way?
>>
>>167945000
>posts stock that does not bend downwards
>>
What do you guys personally use for screen recording?
>>
>>167945313
60 printscreens a second + movie maker
>>
>>167945073
if(newX > target->Position()->X()) <-- alter > or < depending on positive or negative movement
>Keep current X-position or end X-movement

Same for Y
>>
>>167945313
FRAPS
>>
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>>167943993
Shortened the mag, it's kind of a parody gun, it's a double action semi-auto, with an ak esq stock, and a shotgun barrel.
>>
>>167945313
i use OBS because it's reliable but it fucks up my colors
>>
Do you think a woman ever visited /agdg/? Not a tranny
>>
>>167945313
OBS but they updated it recently and now I can't find out how to change the settings so my local recordings don't look like dog shit.

https://obsproject.com/forum/resources/obs-classic-how-to-make-high-quality-local-recordings.16/

used to follow this guide but its outdated.
>>
>>167945313
I made my own screen recording software.
>>
>>167945528
letodev, but she got bullied for her big forehead.
sugardev, but she's a true tumblr female and thus it was inevitable that she leaves this place.
>>
>>167945752
>sugardev, but she's a true tumblr female and thus it was inevitable that she leaves this place.

she ran out of money
>>
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>>167944104
:I
>>
>>167945561
OBS can use the shadowplay encoder now
>>
>>167944791
It would even save you a lot of trouble, legally.
The way it looks one can't even make out the nubs when pieces are connected. Sounds like a strong point for removing them.
>>
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>>167944104
>>
>>167945528
Most definitely. I am convinced that there is one lurking the thread right now.
>>
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>>167946071
>>167944791
For reference, this is it with flat edges plus a fake end nub on the last piece.

It's "noticeable", but yeah removing them is probably the thing to do.
>>
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>>167944104
bro
BRO
>>
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>>167943791
>>167945448
the stock is way too big and the patterning on it makes it look like a big blob instead of being flat like an actual rifle stock would be

also the rear of it is slanted wrong

also holy shit why is it so high res for pixel art, each pixel doesnt have to be friggin 128x128, here
>>
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Wow, just when you think agdg can't get any more autistic, they start debating guns
>>
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Made hit detection a thing by flashing the enemy sprite. Changed up the player hitbox from a ring into a dot for better visibility (I think). Added shot switching (red to blue) and using a slightly better font I had made last year for a different project that didn't get out of the prototype room either.

Is the hitbox more visible now or was the ring better?

>>167942567
I am sorry we lost him as well.
>>
>>167946850
>he has never seen AGDG debate the color of water
>>
>>167946850
it's not like you know what's autistic and what not if you unironically post frogs
>>
>>167946978
>making a bullet hell
fuck you dude I'm already doing the same, I don't want to compete with someone
the flashing on the enemy kinda looks obnoxious, is it simply displaying/not displaying at a very fast rate ?
Haven't seen the ring version of the hitbox but dot probably works better.
>>
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>s-surely this pixel platformer will strike it big and make me rich!!
>>
>>167945797
An artist cannot run out of money.
Particularly tumblr or deviantart artists with lots of comissions.
>>
>>167947401
yeah its not like theres an entire stereotype based on the starving artist or anything
>>
>>167947151
It is displaying per hit as long as it is not already flashing. So probably every other I think? And we can have a friendly rivalry! It could probably do great for the both of us in terms of motivation! Progress is only going so fast right now because this is the prototyping phase. This is always the easy and most fun part of it.

Bullet hell is not guaranteed though. A shmup/STG can be as simple and straightforward as you want to make it really. Don't know the direction I want to go with it yet.
>>
>>167947445
You imbecile.

An artist literally just has to start a Patreon to make money nowadays.
>>
>>167947560
So why haven't you?
>>
>>167947560
After amassing a sizeable amount of followers. Which takes a lot of time. And connections. And lots of work. And possibly lewd.
>>
>>167947796
>And possibly lewd

unless your working on shit like fucking skullgirls or semi-popular VNs or indie games ala Shantae, it is most certainly, irrevocably going to be lewd
>>
>>167947796
And if you're doing lewd you are breaking the ToS of the payment providers so there's nothing stopping them from shutting off your source of income at any time
>>
>>167947528
>It is displaying per hit as long as it is not already flashing.
That's what I thought, personally I find it kinda annoying.
Do what you want though, I'm not stopping and I don't want someone to stop just because we're making the same kind of game.
>>
>>167947971
>skullgirls or semi-popular VNs or indie games ala Shantae
all of which are lewd, just softcore lewd
>>
>>167945561
I'm in the same boat
studio doesn't work like my old thing used to but i already uninstalled the old version
>>
If an object has a position, a maximum velocity, and a negative acceleration (so it's always slowing), how do I get the coordinates of the point it will go to when its acceleration reaches 0?
>>
>>167948632
Do you people not have basic physics class in school?
>>
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Can you make better animations than this, /agdg/?
>>
>>167942520
Nice improvement. The original sounds like a Doom remix, but the second has an original feel to it. What game, if I may ask? I'm a sucker for vidia OST, and this sounds something like I would have fun with.
>>
>>167949173
>still shitposting and making fun of random things
You do realize that they don't give a flying fuck about a random anon like you making fun of them in an anonymous image board.

They're rich, while you're here doing stupid shit.
>>
>>167948632
>>
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>>167949173
I certainly hope this is some fanmade shit and not actual AAA animation.
>>
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>>167949548
https://youtu.be/fejAzWJ64Yo?t=85
>>
>>167949173
I don't see what's wrong with this? They're talking, he walks over and points a gun at her chest, she easily disarms the guy and points it back, tensions rise?
>>
>>167948632
travelled distance = (velocity^2) / (deacceleration*2)
>>
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>>167949173
At least as good.
this is the first animation I ever made
>>
>>167949730
See >>167949381

They're just shitposting.
>>
>>167949730
That disarm bit is on par with that ylyl brazzers webm of "The Cook".
>>
>>167948030

Exactly, but it's not "pornographic"
>>
>>167949173
https://www.youtube.com/watch?v=_z-cXdFMByM

yes.
>>
>>167949797
>>167949381
Fuck off bioware shill go back to /v/
>>
>>167949686
>>167949548
>>167949173

(you)s for everyone!
>>
>>167949791
That's a pretty gay run, anon
>>
>>167949173
this looks like sfm

the camerawork, the lighting, the materials

it just screams sfm
>>
>>167949730
Movements are very shakey, that's what happens when you don't clean up mocap properly.
>>
>>167945313
Kap because nothing else works.
>>
>>167946665
It's scaled up so you can see, it's actually 86x22
>>
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Better hurry anon, post something before you can't anymore!
>>
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wrote a really weird song
I don't think it'll make it ingame but the initial melody is neat

https://clyp.it/ttzq2oq4
>>
>>167941456
What's with the resolution?
>>
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Is the thread dead?

Anyway, comfy progress!
Not much actual progress, but many small things
>NPCs now turn to face the player when talking
>made a (placeholder) particle system to show the wind direction and make the world feel more vivid
>made a (placeholder) particle system for the clouds, will look for better sprites since the default ones suck
>ìAnd lastly, since pretty much everyone said the control scheme I had was shit, I changed it. I'd like to try making it customizable but I don't know if I'll have time:
>mouse to move the camera on the X axis
>AD to steer the ship
>S to fold/unfold the sails
>W to use the claw
>E to talk
>Q for map (and eventually, pause menu)
Does this make sense? pls say yes
>>
>>167953254
fuck off memeposter
>>
>>167953254
Just flip a coin.
>>
>>167945574
What did you use to make it?
>>
>>167953283
the flag is blowing in the wrong direction
>>
Where is the dev of Cooking with Tracy (which should have been called Jurassic Fork by the way, just saying)?
>>
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>>167949324
The original track was for a game I was working on called Successor's Legacy. You can download it here: http://www.slimesalad.com/forum/viewgame.php?p=121526

I never finished it, but its demo won 3rd place out of 10 in a contest. http://superwalrusland.com/ohr/HeartoftheOHRContestResults2016.htm

I've been thinking of maybe finishing it with updated assets, so that's why I've been remastering some of the music. Thanks for the feedback!
>>
>>167953418
Oh yeah, I already planned to fix that but I keep forgetting.
>>
>>167953420
His life ended along with dino jam
>>
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I've gotten started on the enemy AI system.

It's currently FAIRLY universal, though at the moment it relies on each individual enemy sub-class implementing its own animation responses, i.e. if the parent class calls "Play animation Detect Dixie" it's up to Little Skull to provide the logic that triggers the animation in question. This is helpful since I can pass "Play animation melee attack" and then the subclass can implement a more complex switching logic if it's meant to have a wider selection of melee attacks than usual, rather than just pulling up an animation reference from a table.

Basically, enemies wander to random locations around their spawn-home until they detect Dixie (either by seeing her or hearing her), at which point they react and start running toward her. If Dixie gets too far away, they ignore her and go back to wandering.

Also, not pictured, diving underwater now has its own animation that shoves Dixie downward, and Dixie can melee attack freely underwater.
>>
What engine would you guys recommend for a 2d text-based spreadsheet simulator like Football manager?
>>
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>>167953420
hi I'm alive, just working on guncat for the time being

>Jurassic Fork
I'm stealing that name and you can't stop me
>>
hey is anyone else having problems with Unity3D game and editor graphics glitching?
I have windows 10 and an nvidia card but for some reason there is all kinds of pixel glitching, rainbow spots popping up, and also the editor crashing occasionally

anyone know why? do I need to change my graphics settings in nvidia control panel or something?
>>
>>167953283
ur ship is sinking
>>
>>167953283
do u use blender?
>>
>>167953037
Well, fuck. My game will only be ready after 2020 so I hope they're speaking in terms of valve time.
>>
>>167953283
Why not just make W unfold sails when held and fold it when released. Or W unfold, S fold. Seems like it makes more sense. Instead of talking and claw buttons, make a single button to interact with something.
>>
>>167953037
>plans new system
I can't wait to finish my game so I can get fucked even more than what I initially thought.

>>167953041
keep it, I could see it work in a Wario Ware or Puzzle kind of game.

>>167953283
maybe V or Shift for the claw, I wouldn't stop hitting W thinking I'm going forwards.

>>167953580
>enemy goes back to his original position if you go too far
I'm trriggy

>>167953675
build your own, that kind of game doesn't require much grafix and mostly math instead
>>
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>Valve is removing Steam Greenlight this spring. And replacing it with Steam Direct.
>Right now developers pay $100 and can submit as many games as they want to Steam Greenlight. Steam Direct, however, will have a more substantial fee and charge per title.

http://www.eurogamer.net/articles/2017-02-10-valve-is-removing-steam-greenlight-this-spring

G-guys?
>>
>>167953928
>enemy goes back to his original position if you go too far
>I'm trriggy
I don't get this reference
>>
>>167953037
>Nintendo, classically known for being a monstrously difficult company to publish for, is making it easier for indies to make games for the Switch
>Valve, classically known for being unbelievably easy to publish for, is making it harder for indies to make games for Steam
Holy shit, what is happening with the world today?
>>
>>167954196
>$5000
RIP 3rd world devs
>>
>>167954196
>somewhere between $200 and $5000
time to kill myself
>>
>>167954196
for better or for worse this might kill indie games
>>
>>167954196
they're probably being overrun with really, really shitty titles, but I don't think that's the right solution

>>167954228
i dont like it

>>167954370
>3rd world devs
I'm in France and I could never whip out $5000 to put my game online, that's probably more than all I own.
>>
>>167954196
Why are Valve such fucking dicks.
Every single thing they have done in the past 5 years has been to shift the work from them to the community, or just remove any responsibility from them.

They like to pretend they are a small studio and not a multi billion dollar company
>>
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>>167954196
>tfw already on steam
>>
>>167954196
>considering between $200 and $5,000 per game submission

I guess i'll stick to itch.io then
>>
>>167953737
>>167953746
yes to both

>>167953895
Holding a button down to keep the sails unfolded seems uncomfy imo.
And about the talk/claw buttons, you're kind of right, but there might be a case where you're in range to talk with a character but also next to a treasure. I wouldn't want the player to not be able to do one or the other.

>>167953928
>maybe V or Shift for the claw, I wouldn't stop hitting W thinking I'm going forwards.
Well, the ship goes on its own so I don't think that will be a problem. I might be wrong though.
>>
>>167954196
About fucking time really. Sucks for me that I probably can't have my game on steam but I'd rather have them remove like 70% of the shit that's on there right now.
>>
>>167954196
This seems like it's a good thing in some ways.

At the most optimistic end of the spectrum, the cost of submitting your game goes from $100 to $200, which is negligible, and the whole voting process is completely eliminated, which is a pretty substantial improvement.

The pessimistic side is that the amount enters the four-figure range, but even then it's mostly just a way of discouraging devs from posting shovelware. If you can't recoup $3k on your game in sales, does it REALLY belong on Steam's store?
>>
>>167953037
Good. If my fucking front page gets flooded with anymore fucking waifu sims I'm going to lose my shit.

They're fucking everywhere and not even remotely targetted to me as a user.

They're the most retarded game genre in history.
>>
>>167954196
>charging the dev community more money to release their games
Ok, serious question: Valve isn't making video games, they're obviously not terribly interested in manual quality control, and their technical support leaves many things to be desired, so what the fuck do the people working at Valve actually fucking DO? Like christ, it's no fucking secret they're a multi-billion dollar company with shitloads of employees, so what the fuck are these employees actually getting paid to fucking do?
>>
>>167954612
The change won't remove existing games. If anything this announcement will see a massive inundation of shovelware marketed as "Early Access" just to get a store page before the change takes place
>>
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http://web.archive.org/web/20170210185108/http://steamed.kotaku.com/valve-kills-steam-greenlight-1792225494
>>
>>167954749
brainstorming ideas on how to jew everyone
balancing csgo and dota2
>>
>>167954749
https://www.youtube.com/watch?v=oKCd1iQt_jo
>>
>>167954749
As far as i can tell they piss about with new tech until they get bored, like that weird portal 2 razor thing, literally nobody asked for that, nobody fucking wanted it.
I mean for fucks sake at this point valve should just sell their IP, they're not gonna fucking use it.
>>
>>167954612
I don't understand this mentality, think of something like Walmart, it sells whatever it is you need but it also sells a lot of shit you don't care for, yet you can just buy whatever you need and ignore the rest. Why are you even bothered that the rest exist? Please explain it to me. People keep saying Steam is full of shit games and yet I never see them, because they're deeply buried in their system, you literally need to go out of your way to find them, I was never ever recommended a shit game on Steam (at least not Greenlight shovelware shit)
>>
>>167954749
I've often wondered this

Maybe literally everyone in the company spends all day trying to invent a gimmick for HL3
>>
>>167954805
Yeah I know. I just wish they'd do that. Some kind of cleaning. Like if your game sells less than X copies in Y weeks. It gets halted/removed.
>>
>>167954883
Because your shit gets pushed off way quicker to make way for "I BOUGHT UNITY PECK MOM GIBE 15 DOLLAR? SIMULATOR MEMES"
>>
>>167953675
>>167953928
>build your own

DO NOT DO THIS
>>
>>167954837
>dat anime girl drawing in the background
>>
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>>167954816
>>167954196
>black shell media and other indie rapists right now
>>
>>167954883
Walmart doesn't sell toys full of cum
>>
>>167955015
Why ? Literally all you have to do is display a bunch of still images and stats in menus.
>>
>>167954519
If you ever intend to release a new game in Steam then that doesn't matter.

>"The idea is that you're paying a fee per app," said Giardino. "So there's more of a deterrent there."
>>
>>167954613
4-figure fee would only keep in the ones with the highest budget in, effectively killing off indies who would go on greenlight to get something in for some bonus pocket money (so this includes at least half of /agdg/)
would this improve steam as a whole? absolutely
but along with shovelware developers who deserve to be shot off, some of the people who actually try with their games will take the bullet as well - there are alternatives like itch.io and shit, but this still massively reduces the potential audience they could've gotten
it might be great news for players, but for us this might be the beginning of return to the 00's where only the biggest and greatest bruisers had a chance of making a buck
in a way it's cool, but then you realize that you've forever missed the greenlight train and you're fucked
>>
>>167954957
No, what it actually needs is better store management tools so that you can eliminate content categorically from ever appearing; in recommended lists, in tag searches, etc.

Right now all they do is let you customize your front page and certain recommendations lists, but the shovelware shows up when you search "action games" or whatever
>>
>>167954603
It makes 0 sense let me spell it out, Z-E-R-O S-E-N-S-E to break the WASD movement control tradition. You're just going to confuse and anger the players with your uncomfy game. Might as well make W a quit game button, it'll be just as awful.
>>
>>167955231
Kickstart your Steam Direct fee then.
>>
oh, its like a lame chatroom

bye then
>>
>>167955231
>bonus pocket money (so this includes at least half of /agdg/)
This is what makes me the angriest, because devs who make games as a hobby are now just told to fuck off if they want to have a large audience to market to, all because Valve doesn't understand the idea of actually monitoring their own fucking platform.

Worse still, many successful developers started out as hobbyist devs, so now you HAVE to go in with the sole intention of making money.
>>
>>167954196
>>167954428
It will simply mean that either indies become more publisher oriented or that the majority indie releases go somewhere else. Steam isn't the only webstore on the PC even if it is the biggest.

Either way it's going to be a lot harder to be an indie in the future but on a positive side you will get more attention for being on Steam if this new system makes the amount of games that get release over there go down.

Assume they did 5k$. Developers would have to be confident enough on their game to make at least that on Steam for it to be worth it. That's not a problem to most actual indies that stay afloat with their games. It will also not be a real problem to publishers who actually release good games.

The biggest blow is dealt to 1MA indies, neetdevs and other people who don't have savings, ability to take loans or someone to just front them the fee to get in.
>>
>>167954196
I could literally dev for 3 years non-stop for 5000$ without any other income.
What were they thinking.
>>
>>167954535
Itch.io could very well become a real stepping stone to indies in the future. Release your game over there with basically no risk and if you make enough bank to cover the Steam fee then you can move on to a bigger market.
>>
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>>167935993
>>
>>167955779
What disability is it that causes people to care about this issue?
>>
>>167955594
>actually monitoring their own fucking platform
Do you really want someone else to decide whether or not your game should be allowed on Steam? What if they decide its not good enough, or your subject matter is "problematic"? You're advocating for censorship.
>>
>>167953037
>fee increase
Fucking jews.
>>
>>167955615
>The biggest blow is dealt to 1MA indies, neetdevs and other people who don't have savings, ability to take loans or someone to just front them the fee to get in.
If your game is really, truly only going to bring in $300 in sales, it does not belong on Steam.

It clutters the store with content that an infinitessimal amount of people care to see; it's the same reason everyone's Etsy trash shouldn't come up when you search for products on Amazon. If you're creating content for a realistic audience of three dozen people you should not be sharing a "search results" page with a game that's realistically worth buying to 30,000 people.
>>
>>167954883
If your game is decent but not good enough to hit the Steam front page then it will easily get lost in the sea of shit that steam is full of. And they don't provide you with very good tools to search through that shit.
>>
>>167955615
$200 is not really that much money
Most parents would probably give their kids that much if it was important
>>
>>167955997
eastern yurop here
we're fucked
>>
>>167954196
>$5000
>per title
What the flying fuck? that's almost half of my car's value. They are doing as way to enforce only games with a big budget get on steam right?
>>
>>167955005
>>167955939
That makes sense. I get it now.
>>
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>>167945448
>>167946665
just got back from class
here's what I got now
>>
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>>167955716
I feel like they're stabbing themselves in the foot with these fee increases. All you're gonna see is the reduced amount of indie titles, good or bad, on steam.

The devs will be forced to make exclusive deals with other distributors, so the good games will only be uploaded on steam after weeks later, after the devs acquired the money needed for the fees. The steam sales will suffer, the indie dev profits will suffer. A new platform will be the victor here.
>>
>>167955926
>it does not belong on Steam
That shouldn't be for you to decide
>>
>>167955868
It's sort of like how people who browse /fit/ too much develop body-dysmorphia, people who shitpost in /aggydagg/ too much develop autism.
>>
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well fuck me
>>
>>167956067
Another central-middle Eurofag here and I can comfirm. For most of us, that's a quarter, if not half of a monthly salary.
>>
>>167956375
This is true of all 4chan boards
>>
>>167955868
>check out my 1920s style movie!
>except it has sound and all I did was push the grey scale button on the camera
>>
>>167955926
>If your game is really, truly only going to bring in $300 in sales, it does not belong on Steam.
In many ways I agree but there's also a chance that broke ass developer made something great but simply doesn't have the contacts, money or the knowhow to get it visibility.

Also you'll never know how much money your game will actually end up making unless you're an established developer and even then you can only estimate.
>>
>>167956297
It will also kill some free games. I can see devs that had plans to release their game for free putting a price on them intead, to avoid feeling they lost 5000.
>>
>>167956067
>>167956495
South American here, that's more than my full salary. L-lol
>>
Valve seems to miss the fucking problem here. It's not about the fee.
It's that a fucking shoddily made UE game with 100% free assets somehow gets through Greenlight.
I preferred when it was just some Nazis on Valve picking and choosing instead of this fucked up and rigged voting system.
>>
>>167956495
>>167956634
1000 dollars is literally over 2 minimal wages here
>>
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2 months. I will finish the game in 2 months. I expected to finish it before June, but I will double my workload. I will succeed!
>>
>>167956696
Did you actually get through greenlight already?

They could very well stop letting people through right now.
>>
>>167956335
It's for me to decide as an end-user of Steam. It's for me to decide as someone who has to wade through an ocean of total dogshit every time I browse the store looking for games.

Steam shouldn't be a flea market. If you're a serious aspiring developer, even $5k isn't an absolutely enormous chunk of change (it's large, but if you can't even successfully Kickstart that fee you don't have a prayer of developing an audience anyway). If you're looking to shit out games once a month for $50 in beer money, that's fine, but there are better models. Itch.io, or setting up a Patreon, or some other website dedicated to digital busking.
>>
So if we already have a greenlight "account" should we put up as many projects as we can before that goes into effect? Is it too late? My game is already past GL but there are sequels/offshoots I wanted to do
>>
>>167956773
I haven't applied yet, but I really doubt they'd just stop all the people that got through it already.
>>
>>167954196
$5000 is more money than I've ever had at once in my life.
>>
>>167956297
The problem is that while """troll""" submissions will be stopped, it takes nothing to go from paying Greenlight's 100$ to Direct's 200$ minimum fee, and now the voting system is scrapped. Bad games will flow even faster.
>>
>>167956780
We have to wade through your chinese cartoon VNs every time we browse the store but no one is saying they shouldn't be allowed
>>
so we have to pay $5000 + 30% + taxes?
just fucking kill me now
>>
>Greenlight gets shut down
>/agdg/ gets salty af
Guess you'll actually have to put some effort into it now, shitfams :^)
>>
>>167956798
Do your sequels as DLC instead.
>>
>>167957064
I can't put in more effort than I already am you asshole
>>
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>>167953709
I want to hug-molest her
>>
>>167956680
I meant the $200 part, but yeah, you are also right.

>>167956621
Damn, man, just, damn.

Other than this, I would be 100% ok with payment/game if it's around the current price. But 5k? What the heck? Or would it be dependent on the game? Don't tell me they have the resources to price tag these things but not the man power to browse trough what's good and what's not on GL?

What will happen with all the sweet free to play titles?
>>
>>167956574
VA-11 HALL-A devs got fucked beyond oblivion, there is no way they can get that amount of money to pay the fee for another game.
>>
>>167957189
what have you done to her nose
>>
>>167957053
It would actually be fairly reasonable if Steam "paid back" the fee from the 30% until it covered the entire fee.

It would give Steam an entry barrier but in the long run wouldn't fuck over games that don't sell that much.
>>
>>167957226
Keys when?
>>
>>167957053
They consider "from 200$ to 5000$"
It'll be either 200$ (because they really can't start asking indie devs for 5000$ or more than that, come on) or it will range from that-to-that, adapted maybe.
>>
>>167957226
Are you joking?
The game sold over 100k copies. They probably own their shithole of a country by now.
>>
>>167957226
They can now that they made a lot of money.
>>
>>167957016
You can easily filter out content by genre. You can block the "anime" tag from appearing (and don't we all do that already?)

I'd be okay with keeping the shovelware games if I could filter store content by total lifetime sales. If there was a box where I could type "$5,000" and any game that had made less than $5,000 in sales would be hidden from view in my store, I'd be okay with that too.

But it's already hard enough to find relevant content on Steam without EVERY SINGLE GENRE, TAG AND CATEGORY being 10:1 represented by no-budget shovelware shit. It's the 80/20 rule problem; 80% of Steam's revenue is coming from 20% of its content, I don't want to have to wade through the 80% nobody cares about looking for the 20% everyone wants.
>>
>>167957226
their game sold really well and won awards. pretty sure they can get somebody to publish them if they wanted to now, dont worry.
>>
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>>167957339
not put enough effort in to remember it

I'm sorry ;_;
>>
>>167957413
You know those guys live in a shithole with ridiculous levels of inflation right?
They probably got to eat for a month with those 100k.
>>
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>>167956473
I will.
>>
>>167957562
they get paid in DOLLARS ($)
>>
>>167957182
Never gonna make it with that attitude brah
>>
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>>167957563
>>
>>167957619
Doesn't change the fact their food is expensive as fuck.
>>
>>167957664
>>>/r/gamedev
>>
>>167956473
I'm comming for ya!
>>
>>167957803
???????
Do you not get how inflation works??
>>
>>167957069
Underrated post
>>
>>167957945
Do you?
>>
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>>167957803
>>167957562
>>
>>167957348
bump
>>
>>167958036
Everything costs a ton and you can get a ton of money using a stable currency like the dollar?
>>
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I think background sucks for some reason.
>>
>>167954196
RIP chances of having my game on Steam.
>>
Why are you all getting butthurt over steam?

They are plenty of other platforms to distribute your game.
>>
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>>167954196
>they are considering making it a $100 to $5000 fee to upload a game to steam instead of voting with just a $100 fee

it has every dev I know going fucking nuts right now
like paid mods nuts and I'm the only guy sitting in a crowd of mad fucks thinking I like it because it would stop asset flipping, 1 hour troll posting games.
and also stop the flood of games on steam that aren't so great.
I want it to be $1000


at the same time though its concerning because you have to pay for EACH game you upload
and its even more concerning as to how much money does valve fucking need
they already take 30% of all games on steam
now add in $1000 fee for uploading? Christ
how much money does gabe need.
>>
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Wew time to start retopologising, I'll paint any extra detail onto the texture later. Looking forward to being able to start animating this lil nigga
>>
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>>167956267
keep the sks? thoughts?
it's for my roguelike
>>
>>167958346
Steam is the biggest of them.

I'm curious though. What else is there for the PC?

Humble, GoG and Itch.io?
>>
>>167958346
how many of them have a huge audience of mouthbreathing console refugees who refuse to use anything else?
>>
>>167957446
Better filtering and search tools are desperately needed, agreed. For Steam being the leader that it is, and valve being a technology company, its strange the frontend experience is so bad
>>
>>167958346
literally everyone and their mother has steam
no-one's going to bother to buy your shitty video game on an obscure ass platform
>>
>>167958531
look at source engine, is it really any surprise? it was outdated already in 2004. they've always been tech regressives
>>
>>167958346
For responsible developers who actually market their games and make sure that they're bought even after the first week of the initial release, who publish their games on multiple platforms like gog, on android and ios stores, and steam, about 70% of the revenue comes from steam. And often they say they wasted time porting games to mobile, since they could have been developing another game focused on steam.
>>
>>167958208
Obviously, but if the government pulls a "corralito" on them they are fucked.
>>
>tfw only 2 people actually try to help you out with bugs after you update your game
>tfw everyone else is radio silence

last time i fall for the release demos meme
>>
>>167958759
Demos aren't for feeback, you're thinking of betas
>>
>>167958413
>how much money does gabe need.
He's made billions and billions according to Forbes
>>
>>167958759
I'm in the mood of helping you out. Give me a link and I'll do a bughunt for you.
>>
>>167958413
>no-one's sure if they're going to even make 1k in a year
>suddenly the fee of entry on steam grows 10 times, completely fucking over those who live in the anuses of the world
>people who were already on greenlight retain their free reign to upload whatever shit they want while others forever cucked out of what is without a doubt the biggest game shop on the pc
gee i wonder why everyone's flipping their shit
>>
>>167958850
bad wording but that's what they are, unfinished in progress builds of the game
>>
>>167958413
>how much money does gabe need.
Enough to buy a new heart I guess.
>>
>>167958932
good. the world needs office clerks more than game devs.
>>
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>>167958501
>tfw I forgot the magazine
>>
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>Oh no, I'll have to pay a little bit more to get my game on Steam!
Get a job, you bums.
>>
I have an incredibly specific question.

So, I put vertical constraints on the camera, so that players won't phase it through the floor. However, I also added a zoom to the scroll wheel. So, while those constraints are perfect for the current position of the camera, once you zoom in a bit, you can go right through the floor.

Does anyone know how I might go about fixing this, and if so, how?
>>
>tfw exporting photoshop brushes to png to use them in my game as particle sprites
HAHA TRY TO STOP ME
>>
>>167954196
the downfall of steam begins, unless the fee is $500+ it's going to turn into another race to the bottom with 99 cent games
>>
>>167959082
>potentially 50x as much
>a little bit more
>>
>>167959082
If you're not paying me stop telling me what to do
>>
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>>167953709
Have you thought about doing something like this?
>>
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>>167959082
pt 2 is you right now
>>
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>>167954196
>mfw third worlder who didn't get his game on steam yet
>been saving 100 bucks for 6 months
>>
>>167959082
i can't believe there are people who eat shit like "we thought the voting process was a bit stressful for the developers so we've increased the fee 30 fucking times" up
>>
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>>167957189
yes you may HUG the cat

thank you anon, I'd love to see you draw her in a different pose though, you didnt have to trace it!

>>167959207
oh shit that's good. WAIT A MINUTE you're the guy who wants the paw shaped gun
>>
>>167959082
>a lttle bit more
I'm glad your mom will pay your steam fee for you, anon. Is a shame people learn to value money when they work hard for it.
>>
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high wiz fashion
>>
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Got the player's movement sprites, and a little bit of environmental stuff done. I'm probably going to build a sprite font next, so I can get started on dialogue/interaction text.
>>
>>167959092
add an if condition so that if the player zooms in, past a certain point he can't zoom.
if you can't get the value of the zoom just use some variable you increase/decrease as you zoom
>>
I have this theory, correct me if I'm wrong:

>indie games will retreat to itch or will create a new platform
>people on Steam who love indie games realize there's no more of them there or simply not as many
>they'll discover said sites above and start to spend their sweet money
>the balance of the universe is restored
>>
>>167959257
Should have teamed up with a yesdev on here that already paid up :^) We could have "published" you
>>
>>167959291
People believe anything if Valve says it while trying to act the victim
>>
>release porn version of game in itch
>make enough money to release on steam
>profit
>>
>>167954816
>>167954196
This is actually very good for indie devs. Almost 80% of all games on steam were released in the last 3 years, steam was about to turn into app store 2.0. With this change the flood of random garbage should go down by a lot and prices should go up.
>>
>>167959572

I should clarify: It's not a problem of zooming in too far. It's zooming in a good amount, but that good amount allows the camera to phase the ground since it no longer works with the Y axis constraints I had set for it when zoomed out.
>>
>>167959587
>>they'll discover said sites above and start to spend their sweet money
Unlikely.
>>
>>167959587
>indie games will retreat to itch
>itch will see the chance and will start asking for a fee too
>>
>>167959587
Maybe.

But this attitude of there being 'real' or 'indie' games isn't healthy for anybody.
If your game is good it should be on any store front. Like a comment on one of those articles said, your ability to pay $5000 shouldn't be the deciding factor in where your game belongs.
>>
>>167959572
>>167959782

Oh, also, for some reason, when zooming, it drifts toward the direction of the mouse. I literally have no idea why this is happening. It should be zooming in on the character, but if my mouse is to the left or right, it will start to go that direction with each click of the zoom.
>>
>>167959485
it's just a client right? like it can connect to any server, same as MSCHAT?

if so I'll unironically push it to my friends so we can hang out as virtual wizards
>>
>>167959895
>If your game is good it should be on any store front. Your ability to pay $5000 shouldn't be the deciding factor in where your game belongs.
fucking this
>>
>>167959807
Didn't the guy running itch say he'd do optional fees? I think he said that you will be able to support itch by giving them a percentage.
>>
>>167960025
I think that is already there.
>>
>>167960025
Now that you mention it, I think I recall having read something like that before.
>>
>>167959914
post webm
>>
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-Health system in place
-Enemy battle 'phases'
-Portrait that reacts to what you are doing (she is only cute and fuzzy for now. Probably sooner rather than later I will be redesigning her but I would like to keep her in her portrait form somewhere I think as an easter egg)
-The little helpers are Moth Balls
-The bomb ability to wipe out enemy attacks is Moth Dust (again all graphics are quickly drawn placeholders until I actually get mechanics running properly).
-The enemy patterns are super simple and not what I would actually like to do but for now they server their purpose.
-Sorry, anon, it looks like it might be danmaku afterall

-Going with MoGiSho as the name (Moth Girl Shooter)

Please excuse the video quality, I am pretty new at making them.
>>
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>>167960090
>>167960025
Yep, on your seller settings page.
>>
>>167959895
>But this attitude of there being 'real' or 'indie' games isn't healthy for anybody.

I agree with this part, but the reality is different. Just think about the movie industry. There are the big blockbusters and the independent films. None of them is more real than the other, but you can guess which one will be loved by the masses of millions, and which will find the appreciation by a few.

So a more proper term would be AAA titles and indie games.

This will be a set back to the age without GL basically in my opinion.
>>
>>167959649
>making two versions

steam should just allow porn already
>>
>>167960273
What engine?
>>
>>167960440
>Industry standard (30%)
Guess Steam IS the industry.
>>
>>167960519
They would if they could charge people extra for it
>>
>>167960579
GameMaker:Studio
>>
>>167960273
>more progress in a few hours than I did in a week
fuck you Mothanon
good job
>>
>>167960691
Nice. I'm also making a shmup in GMS. Looks good.
>>
>>167960662
iOS & Android markets are 30% too I believe.
>>
>>167960832
>paying 30% on top of your 500k to get your game actually looked at
Mobile was a mistake.
>>
>>167960180
Yeah, sure. Is there something people here use to capture webms?
>>
>>167960995
OBS + WebM for retards
>>
>>167960716
Thanks! You can do it, anon!

>>167960825
Awesome, what game if I may ask?
>>
>>167960995
Check the OP
jk the OP is garbage

Shadowplay if you use nvidia
>>
>>167961130
No name et. I just figured out how I'm doing waves and finished one boss' behavior. Scripting that shit is pretty boring.
>>
For some reason some sprites stop spawning if I use game_restart in Gamemaker, any idea what could be the cause?
>>
>>167961462
Maybe they're marked Persistent?
>>
>>167946323
>>167946071
>>167944791
Brio doesn't own the rights to that design anymore (did they ever?). There are a bunch of off-brand versions being sold at all toystores.
>>
>>167944791
imbressive
>>
>>167959975
no just our server atm, we'll hopefully have a way to do that at some point, or j release the server build for ppl to host themselves.

Its webGL so pretty easy to share w friends, and if you want your own area to chill you can just move to a different island (once we make them)
>>
>>167961661
Someone had the patent for the whole deal in 1940, but that's long expired.

I'm not worried about the legal implications, it's just that I have 12 pieces with 2-4 endings each, so either I need multiple versions of every mesh or separate connecting bits, flat ends makes it much easier.
>>
>>167954196
Well this is good news for blackshill games (or is it?) Now a publisher actually has to have some bankroll
>>
>tfw your follower count goes down

reeeeeeee
>>
>>167961608
Shouldn't that only affect room_restart though?
>>
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http://steamcommunity.com/games/593110/announcements/detail/558846854614253751
>Once set up, developers will pay a recoupable application fee for each new title they wish to distribute, which is intended to decrease the noise in the submission pipeline.
Oh, it's not that big of a deal after all
>>
>>167962306
you still need to have the money in the first place
>>
>>167961130
>You can do it, anon!
yeah once I figure out ue4's bullshit I should progress at a steady pace
>>
>>167962291
Oh sorry. I misread.
>>
>>167962232
Twitter?

I never have that problem on Tumblr, but Twitter people are awful.
>>
>>167962232
>post progress
>follower count goes down
>post nothing
>follower count goes up
how does this work?
>>
>>167962612
On tumblr your viewer count usually decreases when the admins start to ban the porn shillers.
>>
>>167962878
when you post your followers get stuff in their feed, and remember to unfollow you.

follower count naturally trends up over time as bots follow you, or new accounts spamfollowing to get follobacks
>>
>>167941461
Reminds me of a Lego set I had as a kid

>>167953283
Are you going to make the water move
>>
>>167963094
>tfw following less than 50 and have over 300 followers
>>
>>167962306
Paying a fee for every game you put sounds reasonable.

Paying up to 5000 dollars to put up one game doesn't.
>>
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Progress:
>new enemy, moves in swarms.
>should make some docs
>tweaked controls a bit
>still suffering with UI design
>>
>>167962306
>will replace Greenlight

So no more Greenlight pass purchases but fees for every title, right?
>>
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>>167959079
how about this one?

it's kind of a mix of all the major LMG's in the past wars.

the m249 handle and mag, the mg42 stock, the maxim's water cooled barrel, and a weird ass charging bolt.
>>
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>>167960180
>>167961039
>>167961316

You can see at the start everything works fine. It all turns correctly, and the Y axis constraints stop it from going too low or too high. But once the zoom begins, it all goes off the rails.
>>
>>167963952
Yes.

However that fee is still in question.
>>
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I am faced with a conundrum.

I have a grid: the black tile is a unit, the triangle is a projectile.
In the next turn the projectile will hit the unit, projectiles will have several different effects like explosions and such which will rely on where the projectile was triggered.

The problem is that since it's all grid-based the projectile can't just explode in the halfway point between its own tile and the unit's tile, so I have to pick one.

Solution 1: Projectile explodes without moving
Solution 2: Projectile moves and explodes in the unit's tile
Solution 3: If unit survives hit, then projectile explodes without moving, if unit is destroyed, then projectile moves and explodes in unit's tile

Solution 1 seems right for solid objects but feels counter-intuitive for more frail stuff like a person.
Solution 2 is the inverse.
Solution 3 seems like the best choice but having different effects for different situations also seems counter-intuitive.
>>
>>167962306
>recoupable
Considering the greenlight fee wasn't recoupable, this is an improvement

>pay $100
vs
>prepay $200 of Steams cut
>>
>>167964232
The fact that they said between $200 and $5000 suggests they, like usual, haven't thought it through properly.
>>
>>167964237
Just do whatever Advance Wars does.
>>
>>167962306
>OMG 100$ PEOPLE CAN'T AFFORD THAT!!!
Jesus fucking Christ, those comments
>>
"We will ask new developers to complete a set of digital paperwork, personal or company verification, and tax documents similar to the process of applying for a bank account. Once set up, developers will pay a recoupable application fee for each new title they wish to distribute, which is intended to decrease the noise in the submission pipeline."

>RECOUPABLE
It's fine
>>
>>167964209
How are you doing the zooming? Are you moving the camera along some kind of camera-rig z axis? You could try doing the zooming by altering the camera FOV instead
>>
>>167964398
Yeah, let me just go get a $5k loan to put my game on Steam.
I'll tell the bank that it's fine because I make video games and the fee is recoupable
>>
>>167964365
I never played it, does it even have projectiles? I thought you just moved units around.
>>
>>167964307
>We talked to several developers and studios about an appropriate fee, and they gave us a range of responses from as low as $100 to as high as $5,000.

According to this, they haven't even thought about it yet and just collected data.
>>
>>167954196
>>167962306
>>167964270
PiGPEN: recoupable is vauge perfect word for legalese
PiGPEN: resoupable could mean they pay you back when its submitted (best option, doubt)
PiGPEN: or it could mean they dismiss their cut until you're recouped
PiGPEN: which means if you dont recoup if you dont sell
PiGPEN: sa it's 3k fee.... if its from their 30% cut, you need to make 10k profit to get it back from their 30%
PiGPEN: or simpler.....if you dont make 3k you lost money
PiGPEN: so its actually shit
PiGPEN: why are the developers the ones risking losing money on top of everything else?
PiGPEN: the promise of digital distribution was never that a distribution website would be ripping off creators
[]J: eh though all but the most shit of games get sales
[]J: it might just take awhile to see your money back v('_')v
PiGPEN: oh god youre already making excuses for the abusive boyfriend
PiGPEN: 1. steam gets a 30% cut rain or shine on any sale, leading to them having zero financial incentive to care about struggling devs
PiGPEN: 2. a cut recoupable fee would be an upfront payment of those fees
PiGPEN: ......even less incentive to care about struggling devs
PiGPEN: in fact it incentivizes them against caring
[]J: dang
PiGPEN: sure they could try and do that whole lift all boats, help people succeed so they succeed thing
PiGPEN: ....or they could just let you keep taking swings at it and count their money as you fail with no fucks given
[]J: far less effort to release 1 dota 2 hat
PiGPEN: it doesnt make sense for anyone to be making profit off of failures in a digital distribution model, we're supposed to be in it together
PiGPEN: actually i just thought of worse way they could be doing it
[]J: uh oh
PiGPEN: instead of waiving their entire cut until you've recouped they could just waive a percentage of it
PiGPEN: 50% means twice as many sales to recoup
>>
>>167964672
>some AAA faggot actually said that $5000 is acceptable for indies
>>
>>167964638
5k is a huge amount if Valve was just stealing it (on top of their 30% cut), but literally anyone can get hold of 5k for a release.
Unless your game is complete shit, and you know it won't make that amount...?
>>
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my worlds are colliding
>>
>>167944616
the literal nigger of the AK family is the only one
>>
>>167964737
>>167964802
>>167964638
You know $5k is just their initial offer, right? They are absolutely going to choose something lower. At this point if they make it 1k, you'll be thanking them. Whereas if they just increased it from $100 to $1k in the initial press release, people would go insane.
>>
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>>167964737
>their faces when

Sounds reasonable, I'd do the same if I was an AAA company CEO and saw how huge the market is getting./spoiler]
>>
>>167964493
I actually tried the FOV solution originally, and it actually just looks super weird and doesn't really work, on top of not having the tilt / dolly look that the current method (if it did it's job properly) would give me.

I can go ahead and post the script I have for zooming if you wanna give it a look? At the bottom was a solution I was trying to implement to change the Y axis constraints depending on the zoom, but it wasn't working too well, and I put it on the backburner until I know why the camera is following the mouse and generally acting totally fucky.


public class ZoomCamera : MonoBehaviour {

// FUCK
void Start() {

}


void Update() {


if (Input.GetAxis ("Mouse ScrollWheel") > 0)
{
//GetComponent<Camera> ().fieldOfView--;
GetComponent<Transform>().position = new Vector3(transform.position.x,transform.position.y-.3f,transform.position.z+.2f);
transform.Rotate(-2, 0, 0);

}
if (Input.GetAxis ("Mouse ScrollWheel") < 0)
{
GetComponent<Transform>().position = new Vector3(transform.position.x,transform.position.y+.3f,transform.position.z-.2f);
transform.Rotate (2, 0, 0);
//GetComponent<Camera> ().fieldOfView++;

}

// transform.position = new Vector3(Mathf.Clamp(transform.position.x), (transform.position.y, 0.0f, 0.0f), (transform.position.z, 0.0f, 0.0f));

}

}
>>
>>167962306
TL;DR, but considering the shit I saw on steam recently, paying some fees looks like a good idea.
In fact, I'd be happy to pay if I knew my game wouldn't be submerged by meme games.
>>
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I'm kind of at a loss as to where my problem's coming from.
The turret kind of thing spawns a projectile. So far no issue.
That projectile has a begin play event that leads into a delay that lasts .5 seconds, and then sets the velocity to 0.
If the game runs at a steady pace, whether it is 60, 30 or even 10 fps, there's no issue, it stops at the due moment.
But if I alt tab or in general the game irregularily slows down, it'll stop later. The delay is probably not at fault since apparently it doesn't run on tick (assuming I got that right).
I can't figure out where the problem is coming from.
>>
>>167965206
Maybe you could slap a physical collider on the camera so it collides with the ground
>>
>>167965263
5k$ is a bit much, though.
>>
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>>167962306
>3rd worlders crying about 100$
>>
if you don't think your game is good enough to make $1000 dollars, you probably shouldn't be on steam
>>
think about losing money on selling a game.
not on MAKING a game, not bullshit like "investment" or "opportunity cost" but actual money eaten by your distributor because your game failed to make even make back it's fees.
and dont just think about that like "awww" or "ha loser" i think about that systemically like you're designing your game.... what is the result of that?
answer is disincentivization of experimentation and new ideas, no more creativity

digital distribution doesnt even have all that much overhead, no other digital distributor asks for upfront fees
>>
>>167965450
>no other digital distributor asks for upfront fees
apple does
>>
>>167965572
well there you go.
steam is going to end up like the appstore.
>>
>>167965450
>no other digital distributor asks for upfront fees
Factorio make more money in 1 week on steam than ever before.
You pay for a service of distribution, but also visibility.
>>
Do none of you fags remember when indie on Steam was about making a good game and publishing it somewhere else before Valve notices you and offers to publish you? No fees involved in that.
>>
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>googem buttblasted over potentially unrecoupable costs
>>
>>167965657
no, it was, because the app store only requires 100 dollars to publish

and face it, greenlight wasnt working
>>
>>167965450
but the biggest one should
its the reason why all indie devs are rushing to greenlight. because u get exposure.
would u rather pay the fee or have ur game in desura/gmg
>>
>>167965686
Yeah, it was terrible.
So many good games weren't published.
>>
>>167965682
>>167965754
>visibility on steam
and other lies they spread

>>167965734
greenlight fee was working to filter out people too poor to pay it. new fee does the same.
>>
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>>167965374

I suppose that could solve the floor clipping, but wouldn't it still weirdly shift toward the mouse and go insane?
>>
Arent curators the answer to shovelware?
>>
>>167959621
Price is per game. Yesdevs still have to pay.
>>
>>167965450
>digital distribution doesnt even have all that much overhead, no other digital distributor asks for upfront fees
Then hopefully people will start using other digital distributors. Valve's been abundantly clear they're unwilling to moderate their own storefront. So now they're going to try to raise the barrier of entry (again).
>>
>>167965896
refunds was the answer to shovelware.
>>
>>167965206
>GetComponent in Update()
>moving positions in Update()

Are you guys even reading the fucking documentation or starter course?
>>
>>167965856
And now there are more alternative storefronts. Put your game on itch or something to begin with, put it on Steam when you make the fee (for a higher price with achievements and stuff).
>>
>>167965893
I'd put the camera as a child of whatever object you're focused on, so imo it should zoom in towards the character

YOu on't need to do getcomponent<transform> you can just go transform
>>
>>167966030
Of course, you should move the object once, in the start() function, then never move it again.
Seriously, mind explaining?
>>
>>167966023
Refunds was the answer to a lawsuit by Australia and requirements when selling in the EU, but like Valve always does they pretend to be doing things for the consumer because they're just a little family firm who can't possibly afford to employ some extra people.
>>
>>167966023
In terms of visibility and shelf space
>>
>>167966023
shovelware makes money through the steam marketplace now with cards and emotes
>>
>>167966030
>moving positions in Update()
literally what is wrong with that? how else are you supposed to move something?
>>
>>167966429
>cards and emotes
How would you make money with those?
>>
>>167966472
You get a cut of marketplace sales of your game's items.
>>
>>167966472
they give away hundreds of copies of their game, then rely on people selling cards or trying to get meme trump emotes
>>
>>167965896
They should be, but apparently Valve thinks curating shovelware is dumb and faggot apologists support it with "Curating games is censorship!".

>>167965450
>answer is disincentivization of experimentation and new ideas, no more creativity
And like that, the indie market becomes the AAA market.
>>
>>167966643
curating games is censorship tho, its literally removing games that you dont like
>>
>literally no more barrier of entry to Steam other than some monies
>constant spam of shitty games will only get spammier
Say goodbye to any dev thinking he will make mad bux without marketing outta the wazoo.
>>
>>167966336
they employ an entire India call centre to handle all the bullshit submission checks that dont even matter.
>>
>>167966553
>>167966517
Thanks anon, didn't know that
>>
>>167966023
and yet it keeps coming, growing really. thank god they're shutting it down.
>>
tfw you realise all you really want is fan art
>>
>>167966643
I mean secondary curation. Steam puts up whatever into the store, and TotalBiscuit and whoever your favorite youtubers are filter through the crap and tell people what they recommend
>>
>>167967049
i realized that when i started making the game
>>
16x16 or 32x32?
>>
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I wonder how many people in here committed suicide, or are about to, after hearing the shutdown of Steam's Greenlight system realizing that there is a slight possibility that their dream project would probably never get released.
>>
>>167967212
4096*4096 or riot.
>>
>>167967049
I eventually want people to make porn of my gamus.
>>
>>167967252
my game is porn so it's not like i can get on steam anyway

i could always sell my soul to patreon
>>
>>167966940
https://www.youtube.com/watch?v=I1ny4gOEPm0
Good video about it.

tl;dw
>you make 10 bad games
>sell them in a bundle for $1
>people buy it because they can actually make a profit by selling all the trading cards to people who want to level their steam profiles
Basically Valve have a racket now and don't want to get rid of bad cheap games.
>>
>>167966030
Sorry, I'm new enough to this to not really understand why that would be as big of a mistake as you're saying. If I want the camera to zoom, how else would I make that happen?

>>167966220
The camera is already a child. It's the child of an object that's in the exact same place as the player character, which itself is a child of said player character. For some reason if I just attach the camera to the player as a child and set it to move towards, it glitches the fuck out.
>>
The death of greenlight will literally kill the nascent 3rd world gaming industries, they're entirely built on top of indie game. I'm from Brazil and before greenlight there was absolutely no industry, anyone who attempted, even the rich ones, failed miserably. With greenlight we were given a serious platform that allowed us to publish games, quality games (Momodora, Odallus, Chroma Squad to name a few), and finally it seemed Brazil was starting to consolidate its games industry, we even started having our own game dev conferences, now it might all end. $1000 is steep even for someone who works a decent above average job, especially with how shitty our currency has been of late, and at a risk of absolutely no return, this shouldn't be a deterrent to those who already "made it" but it will stop any new devs from getting in.

And this is just Brazil, I'm sure similar things must have happened in other countries. I personally think it's a great loss, not to sound preachy, but diversity in backgrounds makes for good variety in games, especially when the patterns of the gigantic American and Japanese industries are already beginning to feel stale and predictable.
>>
how do you differentiate from players just being outright bad at your game or your game being designed poorly?
>>
>>167965657
The appstore has quality control.

Valve is literally scummier than Apple. What a fucking world.
>>
>>167967557
If you're from Japan it's the former, otherwise, the latter.
>>
>>167967252
while steam is indeed the default goto for game releasing there's also itch.io, gog, gamejolt, probably a few others

then again the price for steam direct entry is yet to be decided and all, and if you're really determined to make your dream game to be there on the store you could possibly save up for it
>>
What on earth. My topmost sprite in the sprite list in Gamemaker just stopped working. If I make an exact duplicate of it and add that to my object, everything is fine. I can't even comprehend this. There's nothing in the code that could ever be the cause of this.
>>
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>>167967681
man you're even a bigger weeb than me
>>
>>167967773
maybe open up the project file in a text editor and see if there is anything glaringly wrong
>>
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>finish most of gamesfromscratch monogame tutorial (skipped the 3D modeling, 3D pipeline/rendering, and 3D directional audio because fuck making a 3D game)
>reading monogame doc and practicing C# shit

Does anyone know any good examples of like complete game projects?

>loading all your assets
>handling all your game input
>handling all your drawing

Like obviously there is the built in methods that you overload with this type of stuff but lets say you have a game like a JRPG do you just have a master game state or something that directs those methods? So like you have a state = states.InMainMenu and then when you draw you draw the InMainMenuDraw() InMainMenuInput() InMainMenuAssetLoad() etc etc etc.

I know this might be counteractive and I should probably just fumble around and make something but that just feels so wrong. There has to be established paradigms or books on the subject or something.
>>
>>167967773
might be an engine bug

if that's studio you're talking about, yoyogames has a bug tracker for that kinda stuff
>>
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Rudimentary dialogue system taking shape but now I am questioning the aspect ration of the project. It is 640x360 which is great for wide/modern monitors but am now considering 640x480 which seems to work out better for vertical shmups.
>>
Is god is a cube dev still around here? Heard a streamer talk about him last night.
>>
>>167967884
have you considered checking out nez

https://github.com/prime31/Nez
>>
>>167967943
Those are not cubes. A cube is a platonic solid.
>>
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What plan do you have for your $5000 kickstarter for the greenlight fee agdg?
>>
>>167968036
>arguing logic with a weeb
>>
>>167968068
I reckon Epic's game grant will just become a greenlight fund
>>
>>167967490
>I'm new enough to this to not really understand why that would be as big of a mistake as you're saying

It's not, his first point is that GetComponent is slowish, so you shouldn't do it in an update, you should do it once in the start function and keep a reference to it as a global variable. Though I don't think it matters for transform, just use transform.position instead of GetComponent<Transform>().position. His second point is that movements should be done in FixedUpdate instead of Update, but that only matters for physics based movement, which probably isn't the case for your camera.
>>
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>>167967943
good job anon
>>
>>167967884
How is it a "gamesfromscratch" if you're using monogame? I don't get it.
>>
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Slight yellow tinge near the surface of the water. Does it look like a reflection of the sky, or just pisswater?
>>
>>167968068
Saving money for three months or so. First world is great
>>
>>167965290
i wouldnt let the game run after the window lost focus anyway. just pause the game.
>>
>>167968473
Its the name of a website dweeb
>>
>>167968551
Then maybe they should change the name, "gameswitheverythingneededtomakeagame" maybe?
>>
>>167968550
Alt tabbing is just a quick way to reduce the performance, realistically, no one will out tab in the middle of the game like that, but I'm not ruling out the possibility of the game slowing down on some machines (mine included), and I don't want it to ruin the patterns of the bullets.
>>
>>167968697
The guy covers enginedeving though I'm pretty sure.
>>
>>167968360
My first fan art! ..t-thank you anon but...

>>167968036
Yes I am aware but making it look aesthetically pleasing for a placeholder was more important at the time than the naming convention. It is not the kind of mistake I intend to make going forward when I start actually making assets though!
>>
I was working on a small time game to release before beginning on a larger one but there's no way I can afford $5000 to release a small game that would make nowhere near that amount back
>>
>>167968778
>realistically, no one will out tab in the middle of the game like that
>>
>>167968501
Why is the water above the ground?
Move the top under it, and it wont have piss color either
>>
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World's most profitable game distributors has no good games.
>>
>>167967252
Even if Steam is "the big store" it doesn't mean there aren't others or won't be.

Why are people always bitch about diversity and freedom, yet totally okay if a big company gets monopoly in a certain field?
>>
>>167968937
Did your small practice game really need to be on Steam?
>>
>>167968991
what are we going to do googs?
>>
>>167968991
World's most profitable game console has no games.
>>
>>167967979
He posts occasionally, sometimes even participates in Demo Days.
>>
>>167968778
>realistically, no one will out tab in the middle of the game like that
what makes you that?
>>
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>>167969171
>>
>>167969012
Does your shitpost really need to be on 4chan?
>>
reminder that if you can't raise $5000 to get on Steam, you're never going to make it anyways
>>
>>167953675
GTK
>>
>tfw entered college to study software engineering
>tfw no time to dev
>tfw no time to neet
>tfw scared as fuck about calculus I
>tfw no free time in five years or more from now
well, at least got 12 girls phone numbers, hoping to score some girl soon.
>>
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Making non-axis-aligned levels is really fucking hard
>>
>>167968501
Don't tell me it's that fishing game which had the red and black squares for placeholders on a grey background.
>>
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>>167931975
Give it to me straight guys, would I become an irredeemable faggot if I made a mix between an Idle game inspired by Candybox and an Action RPG and sold it on steam?
>>
>>167967498
I can not add anything meaningful to your post which hasn't been already said, so let me just wish the best for you and for all of us. Stay strong.
>>
>>167969479
No, because you'd have made a game
>>
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>>167969329
You mean this?

>>167968986
I'm not great at perspective.
>>
Greenlight did nothing wrong

>>167967498
preach brother, .ru here
>>
>>167969146
they're making all of their proit on the idea that they're in control of the usershare
pushing their ridiculously high fees to an upfront cost is probably a sign they're scared already

so just go go go to itch.io
where the genitals arent censored
and the fees are low
itch-ee-oh
>>
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Anybody know what worldVectorMap or customPreferences could mean in C#? They're both causing errors in some code I stole off the internet that I took after spending hours trying to solve my own dumb code.
>>
>>167954196

This is good news. This means that your game wont be drowned out by 1000s of asset flip shit games.
>>
>>167968958
>>167969198
You're not supposed to alt tab in the middle of a bullet hell (inb4 "but bullet hells are supposed to have more bullets than that"), and it's not the source of the issue anyway.
I mean I'm still going to implement the game pausing if it's not in focus, in hindsight I'd be pretty pissed if I died because of some shitty popping up update or whatever got brought out to the front.
>>
>>167969514
>>167969479

Good to know.
Also, is it a bad idea to make the game free and hope people buy purely cosmetic DLC as a way to support it, or is it best to charge up front?
>>
>>167969496
How about that Brazilian police are on strike and it's cities are literally burning? I think that might be a minor obstacle to a thriving Brazilian game industry.
>>
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anyone know how to instantiate a game object in a specific scene with a non-monobehaviour class?

I tried Object.Instantiate(...);
but it doesn't do anything. guessing I need to specify which scene to instantiate the object, but how do I do that?
>>
>paid the greenlight fee already
>haven't released a game on steam
What a dope I am. At least it went to charity.
>>
>be a huge gamedev company CEO
>Gabe calls
>whadup
>"Hey man, what should we charge for Steam direct?"
>"Oh, I think $100 or so"
>.....
>"Jk LOL charge them $5000"
>"You got me there for a second my dude haha k bye"

/devilish/
>>
>>167969540
Damn, I'm also making a fishing game like this for FishingJam. Yours looks way better though

Are you not showing the hook in the air?
>>
>>167969908
You can still submit as of today :)
>>
>>167969908
so man up and release your game till spring anon
>>
>>167955891
Doesn't all the greenlight money go to charity? The fee increase would strictly be attempting to reduce the number of joke submissions.
>>
>>167970052
The hook can be seen in the air, that's just an old gif. Have you posted your game here? I don't recall seeing another fishing game.
>>
>>167969540
Yes, I meant that.

Damn, anon, that's impressive.
>>
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>>167953254
Just use your new knowledge to completely rebuild your current project and fix its flaws. That's what I'm doing.
>>
I identified the issue. It's not zooming in on my mouse, it's just zooming toward the Z axis. I still don't know why, but that definitely narrows it down.
>>
>>167970557
Probably posted some hitbox version way back.
>>
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been working on juicing up the track spawning, I'd say this look about right
>>
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We are running in the 90s something something set me free.
>>
>>167971675
Well, the framerate is good.
>>
>>167971678
nice wet soap simulation you've got there
>>
>>167969278
>tfw no time to neet

how does one neet?
>>
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>>167968986
Thanks for pointing out that perspective issue, anon. Fortunately it was an easy fix.

I kinda like the pisswater, tho.

>>167970595
Thank you.
>>
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>>167954196
>5k
Holy jesus christ I am so fucked
>>
Hey guys, I'm a fairly new programmer but I've always been interested in making survival games and things of the sort. Does anyone know any good tutorials I could use that would put me on the path to learning the exact things I need to make those games? I've tried looking through unity stuff but it's just too difficult.
>>
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>>167972563
>survival games
>>
>>167972254
thanks. it works even worse on the client version.
>>
>>167972563
If unity is too hard for you you should find a new hobby
>>
what genre of game does the thinking man make?
>>
>>167972873
grand strategy
>>
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OKAY.

So, as you can see, it's something off with the Z axis. At the start, everything looks to be working fine, but once I shift the angle, zooming in and out actually moves the camera to the sides, and by the time I turn all the way around, the zooming is completely reversed. So yeah, Z axis. Seems like it's focused on a single angle instead of adjusting to the player.

My code obviously sucks (said sucky code is here: >>167965206).
Anybody know what I messed up here?
>>
>>167972873
Dwarf Fortress
>>
>>167969643
can't trick me googs. the only one showing signs of being scared here is you.
>>
>>167964207
>>167959079
>>167958501
>>167956267
>>167946665
>>167945448
>>167943791

pixels, pixels everywhere and not a game to play
>>
>>167964237

It hits its target by moving into its square, right? Makes sense that the explosion should be centered around where the hit occurs. Solution 2 makes the most sense.
>>
>>167972506
>Thanks for pointing out that perspective issue, anon.
but.. you don't have any perspective

you're in orthographic side view

height is perfectly up and down on the screen
>>
>>167964237
I like 3, gives more maneuverability, placing tanks in front to take the blast. What you're feeling is the reluctance to do more programming work - with both implemented you can test all the combinations and be satisfied to know which one's better. If you end up cutting the extra work it's not wasted, because in the end you learned something. Just do it.
>>
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>all these nodevs freaking out about the Greenlight removal as if their game was actually gonna make it that far
>>
>>167973701
If there's no perspective, why are the background trees smaller?
>>
>>167973859
perspective isn't just depth perception.
>>
>>167973983
No, but depth perception is a part of perspective.
>>
>>167973859
Curvature of the earth?
>>
>>167931975
how much money would i have to pay to get one of you fuckers to make me a game?
>>
>>167974516
Pay my $20k in student loans and I'll make any game you want.
>>
>>167974516
i can live on 375$ a month
>>
>>167974516
What scope?
Prove that you can pay, etc.

Is this the new artist looking for a programmer shitpost? I'm hyped!
>>
>>167974694
interesting, would you do a better job than pajeet?

>>167974764
my limit would be around 200-400$ a month. Im not that dude.
>>
>>167973859
they're baby trees
>>
>>167974857
>paying per month instead of per project
do you even want it finished?
>>
>>167974516
what kind of game?
>>
>>167974516
I can do 250$ a month
>>
>>167974516
$30/hr + medical and dental
>>
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Added 3 layer parallax just to get a feel for the movement (and it already feels better just from that).
Dialogue system on hold partially until I can decide if I am going to change the aspect ratio of the game (will try to decide tonight).

Other than that I think I am at my limit for the day. The prototype is progressing well and hopefully I can finish out the mechanics in the next few days and start thinking about stage layout and doing something a little less awful with the art soon thereafter.

>>167973052
I cannot help you, anon, but I wanted to say I think the billboard sprites look pretty cool.
>>
Wat's after Comfy jam?
Mecha?
Waifu?
Something else?
>>
Am I ok using any Unity 5 tutorial or has there been a load of big changes through the 5.x releases that will give me bad habits?
>>
>>167974516
I will make you an entire game for $400 and up, depending on the scope of the game.

If you are can't afford an upfront payment, we can discuss monthly payments.
>>
>>167975597
Lewd Jam II
>>
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Some bonus progress for today: death is implemented.

An air meter is in place here, but I don't have the GUI for it yet, so I just skip to the point where the air reaches 0 and HP starts depleting. There, I do a cause of death check; since air = 0 , Dixie drowns. There's a little fade-down, then the entire level is reloaded from the start, which now comes with a complementary fade-up.
>>
>>167975597
Death jam
>>
>>167967049
Post game receive tryhard fanart
>>
>>167975597
Demo Day 13.
>>
>>167974961
any person who is semi-serious would make proper progress so that they can continue getting paid. Freelancing is both cheaper and easier on other websites, i figured hardworking neckbeard's might appreciate getting some reliable cash flow and a stake of the profits.

>>167975047
dunno yet

>>167975450
Too expensive for me mate.

>>167975727
what is too high scope?
>>
>>167967465
what is this trading card nonsense? I've never used steam. how do you get trading cards, what do they do exactly? and what is this leveling up nonsense?
>>
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New dev here, been lurking for a while. I'm trying to make an adventure zelda style rpg. I've got some basic movement already implemented, but what I should do next, animations, or start working on combat?
>>
>>167976015
What are you trying to make?
$400 is for like, arcade game or minigame scope.
>>
>tfw obviously trash agdg games can't be put on steam anymore because they know they cant make the $5k back
feels good

maybe you can put some effort into the game now
>>
>>167975597
Music Jam
>>
>>167976415
you have 30 seconds to prove your game isn't trash
>>
>>167975754
>he fell for underwater level meme

water leve are the worst thing to happen to 3d platformer/adventure games. just leave them out no one likes them anyway.
>>
>>167976197
Combat. Animations are assets. Assets are made last.
>>
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>>167954196
RIP in peace 1MA devs.
>>
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>be programmer that can't art
>start drawing back in 2014 because anons tell me just like draw pic
>start just like making game recently with your own art
>people tell you your art is really good but your game isn't fun
>>
>>167976415
Learn to read

The price hasn't been decide dyet
>>
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>>
>>167976931
Just like make design the next three years. It's the only logical solution.
>>
>>167976760
I disagree. I only hate water levels in 3D games when the swimming controls suck. The problem with water levels in early 3D games is the "move-becomes-steer, mash-jump-to-locomote" one-stick control methodology.

Swimming in Dixie is like flying in Descent. You move freely on the camera plane, and all of your attacks function exactly the same as on land/in air.
>>
more like dicks e
>>
>>167976872
Ok, combat then.
How the enemies would detect damage though? There's no collision/overlapping since every character stays on their grid and it's all melee.
>>
>>167968473
how is it a cake from scratch if you didn't mill your own flour?
>>
>>167977418
It isn't

thanks for supporting my argument
>>
You all have been helpful so far, and I've had no luck searching online for my answer, so here goes.
I'm using unity2d, and I've saved all my images out to work on at a set resolution, and I've set my game to be at that resolution.
But, since I'm using "orthographic camera" it halves that resolution (for reasons I cannot find online).
Is my only solution to literally scale everything to half size within the game?
I seem to gather that it's still rendering the game for higher resolutions, it's just "zooming" in so that everything is twice as big.

Basically, do I need to design all my sprites to be half as big, do I need to scale all of them in unity, or is there some third option I'm not seeing?
>>
>>167937152
how do i join the discord?
>>
>>167976760
it looks like super mario 64's underwater system

and that wasn't bad
>>
>>167977418
It's not, that's why I wrote my own language.
>>
>>167977008
I started the game in monogame then moved my code to unity because I wanted 3D
>>
>>167977008
i'd have to build stuff like my own particle system and i'm too lazy to do it
>>
>>167977932
Post language
>>
>>167977085
but it also looks like it takes forever for you character to slow down in water, so overshooting targets would be really easy. also from that webm it looks like lining up with enemies to attack them (especially enemies that are moving constantly) would be really hard. and then you have the air meter to worry about which can also frustrate players who have to re-surface every so often to stay alive. imagine being in the middle of underwater combat and you run out of air, so then you are losing health from slowly drowning and being attacked by enemies. I say the amount of work it takes to make water controls/mechanics solid is just not worth it compared to the enjoyment players will get from it. like why not just focus on land based movement , or add flying. flying is always better than swimming.

>>167977887
it wasnt "bad" so to speak, but it was definitely the weakest part of the game IMO. it was always "oh boy, a WATER LEVEL". it was more something you had to slog through rather than something that was universally enjoyable. i would say most people preferred the flying in mario64 to the swimming
>>
>artists complaining again
You know, if people tells you that your art is "so good" then why don't you just make money by selling it? Like any triple AAA artist would do?

Looking at some deviantart pages it amazes me how I can constantly find character concepts or 3D models from 2005 that haven't been used once in a game.
>2006 : "don't use i will make a game"
>2012 : "the game has been cancelled. It pains me that my art will never be in a game :(
...what? no i don't want to sell it sorry".
>>
>>167977468
you obviously don't cook.
Making something "from scratch" means you are taking the ingredients and putting them together to make the final product.

You can make flour from scratch, and use that to make a cake from scratch, but those are two separate products.

So for games, you can make a game from scratch even if you're not writing your own graphics engine, etc.
Where it changes is when you're using plug ins and whatnot. Those are taking ingredients (code) and mixing them together for you. They are not a product on their own, as they do not perform any stand alone function. (whereas your computer already has the programming needed to render and view graphics, play sound, etc)

It's like having a cake made from scratch, but buying a can of icing to put on top.

The finished product isn't from scratch anymore, but it's insane to say that it's not from scratch unless every step of each ingredient is also from scratch.
Hell, that would require writing your own programming language, unique to your own architecture that runs on hardware you built from scratch using materials you cooked up in a lab/mined yourself.
>>
>>167977887
Dixiedev here: not a fan AT ALL of Mario 64's underwater system. It's like a case study in all the ways not to do a water system.

>no separate air meter
>swimming using twist-and-tap instead of normal movement
>underwater movement controls applied even at the surface
>jumping out of water is, accordingly, a pain in the ass
>no attacks or standard abilities available underwater
>challenging camera controls that don't work the same as the on-land ones

I did what I could to do literally everything different from Mario 64
>>
>>167972873
Platformers

https://www.youtube.com/watch?v=amZmtVqx1cY
>>
>>167976760
>he fell for the parroting game design "issues" meme
>>
>>167976197
Zelda isn't grid-based, anon.
>>
>>167978283
>You know, if people tells you that your art is "so good" then why don't you just make money by selling it? Like any triple AAA artist would do?
AAA artists don't sell their art though
they sell their labor
the art is the clients, and the price is determined outside of the quality of the finished art.

Artists who sell their art usually can't make a living at it. That's why "starving artist" is a thing.

Even really good artists.

I suppose stuff like Patreon is starting to change it, but generally, people want to appreciate art, but they don't give a flying fuck about owning it. People who are skilled artists are far more profitable than people who are good artists.
>>
>>167978329
ulillillia doesn't even dev anymore or play games. he got a job and girlfriend

a legend has moved on
>>
>>167977602
You do realize that you can change the scale of the camera right?
>>
>>167978117
>but it also looks like it takes forever for you character to slow down in water, so overshooting targets would be really easy
Melee attacks interrupt momentum 100% of the time so that's unlikely. A valid concern, though
>also from that webm it looks like lining up with enemies to attack them (especially enemies that are moving constantly) would be really hard.
Which is why auto-lock-on systems exist in every game with melee combat
>and then you have the air meter to worry about which can also frustrate players who have to re-surface every so often to stay alive.
Well, yeah. But mostly underwater sections are about brief exploration, not Ecco-tier level design. There is no "water temple" in Dixie, swimming is always a small portion of the level.
>>
>>167978623
>he got a job and girlfriend
You're fucking kidding me right?
>>
>>167978610
just because movement isn't grid based, it doesn't change the style of the game any.
>>
>>167978660
It doesn't do anything in my game though.
I can set the number to anything, and the only time there's a visual difference is if it's 0.
>>
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http://www.pcgamer.com/valve-modders-absolutely-need-to-be-paid/

What the fuck is up with Valve and making shitty decisions today?
>>
>>167978746
https://www.youtube.com/watch?v=CjRCZy2n_b0

https://www.youtube.com/watch?v=LHHyMXPSN_4&t
>>
>>167978926
Paid mods are good though?
>>
>>167977413
>everything moves on a grid
>everything can only attack adjacent cells
ezmode
>>
>>167978289
>You can make flour from scratch, and use that to make a cake from scratch, but those are two separate products.

>being a gamedev and not understanding basic class inheritance

GML user detected
>>
>>167978749
It does though. Did you ever stop to think why almost all 2d action games use pixel movement over grid-based movement? In an ACTION game the ways you can move absolutely do affect the game itself in an enormous way. This is not even advanced game design, it's just common sense.

I'm not saying you can't make a grid-based action game, but don't expect a 1:1 translation of Zelda into such a system to work flawlessly, you will have to come up with your own adaptations for it.
>>
>>167978973
Damn, I dunno what to say
>>
>>167979253
"zelda style adventure game" doesn't mean "rip off every game mechanic from zelda"
it doesn't change the GENRE of the game to simply increase the movement precision of a character.
>>
>>167979253
>yfw pixel movement is just grid base movement where the grid squares are is 1x1
>>
>>167979536
>yfw life is just grid base movement where the grid squares are is planck length x planck length
>>
>>167978890
>It doesn't do anything in my game though.
That's impossible.

If you change the size of your camera it should change the size of view and your sprites will appear either bigger or smaller.
>>
>>167979473
Genres don't really exist anon, especially when dealing with something like "zelda style adventure game", it can mean so much different shit to different people depending on what they focus on and their previous experiences. I for one wouldn't call it a "zelda style adventure game" if it has grid-based movement, even if you do. People still fight over the meaning of Roguelike to this day.

But whatever, this is not even a discussion worth having. Good luck on your game.
>>
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i'm currently improving the stage editor all around since the game has been thin in content for far too long; this should make making it a lighter process
just for fun, here's the whole game area from ddd preview of my game
>>
>>167979957
>10000x743
>>
>>167979790
I should have been more specific
it only changes the way it's seen in the scene tab
nothing changes for the game tab
>>
>>167980032
pushing the limits
>>
>>167979957
>the game has been thin in content for far too long
>so im making another tool
>>
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How do I make a zelda style adventure game fun?
>>
>>167979934
Dude, he's making a top down action adventure game
stop being pedantic.
>>
>>167954196
literally rip
>>
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Now this is cool. Never realized post processing was this extensive and easy to use. Got ramp shading with self-shadowing and outline working for specific objects without implementing a custom shading model. Not sure what to do with speculars though.
>>
>>167980186
Make it grid-based
>>
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>>167979957
It looks so cool, holy shit.
>>
>>167980186
Anybody tried making a game with the voxels locked to a grid? I saw some animations somewhere but not an actual playable thing.
>>
>>167980127
>making content without the right tools
painful
>>
Can someone posts screenshots of their UI in Unity please!
>>
>>167954196
Any word on what happens to already greenlit games that aren't ready to go up?
>>
>>167980903
I'd be very surprised if they didn't let them through
>>
>>167974516
I'm up for rev-share. I'm bored. I wanna do things for other people.
>>
>>167978926
>bringing back paid mods
Holy shit, Valve is going all in. Are they finally going to double down and show their true colors as the money-grubbing tyrants they are?
>>
>>167980546
It's a girlie fake-voxel girl.

For some reason I always feel like the chibi style is better suited for zelda-like or top-down gameplay like this.
Also no arms and only hands makes adding animation way easier for me.

I can't wait to get my hands on the models made by the comfy boat dev once he's done
>>
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>>167980805
boxes + text is all you need
>>
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>>167980805
The only thing that might be useful is having two inspectors. Is this what you meant?
>>
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>>167980805
here's mine if this is what you want.
>>
>Even a trivial mechanic looks like a nightmare when you try to formalize it
Yeah.
>>
>>167956534
If it's a good movie, who cares?
>>
>>167978610
Yes, I know, but somehow being grid-based makes more sense to me.
Though if it is detrimental to the combat, I'll change to pixel-based. I'm just learning and experimenting at this moment.
>>
It's going to take me over a year to make my game because I'm such a slow retard
>>
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>making game
>find out more successful dev is making an annoyingly similar game but much better
into the trash my game goes, again
>>
Did I just buy bottled meth?

>tfw you get carded for an energy drink.
>>
>>167931975
Can anyone recommend any good free "naked" 3d male & female models with a decent selection of animations? I want to prototype a character creator in Unity (something like Oblivion or Dark Souls, or whatever).
>>
>>167982473
Incorrect
It'll take longer
>>
>>167982551
>drink regulation gauge
lol, marketers
>>
>>167982473
Releasing a game in a timely fashion has far more to do with one's discipline and persistence than one's intelligence

In fact with modern engines and tools, intelligence really isn't even a factor
>>
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>black people do not have souls
>black people are illiterate
>black people have no idea how to hold a controller
Didn't know Extra Credits were /pol/.
>>
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I've been fuckign around in Game Maker 8 to make a Mystery Dungeon clone. This is what I have so far.

Annoyingly, Game Maker doesn't have a native palette swapping function and Mystery Dungeon has a tonne of palette swapping for the tiles.
>>
>>167982852
Where do I subscribe?
>>
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>>167980805
>>
>>167983018
There are shaders for that.

Nice graphics anon.
>>
>>167982852
>I have no soul
That actually sounds cool yo.
>>
>>167978926
How did Gaben end up so corrupted?
He started out making Quake mods, for fuck's sake.
>>
>>167983663
>zero leverage for a deal with the devil
>cool
Hope you've been born with talent.
>>
So I want to get serious about making my first game.

Is it bad to aim low and try to create something like Yume Nikki?
>>
>>167983887
Yes, make a MMORPG with procedural enemies and Crysis graphics or go home.
>>
>>167984069
>Crysis is still a benchmark a decade after release
What a legacy.
>>
Someone name my game.

It's a simultaneous turn based strategy game set in the distant dystopian future.
>>
>>167984416
Fall-out
>>
>>167984416
One Step Further
>>
>>167984416
Waste Of Land
>>
>>167954196
Welp, we're all fucked.
Anybody wanna start bending over for Black Shell Media?
>>
>>167984416
The Game that couldn't slow down
>>
I sat down this week and started making my first game (in Unity)... and I'm finding myself unsure of how to structure my code

For example - I have a grid-based movement system. If my character moves to the right, one of three things can happen:
* There's a wall, and my character doesn't move at all.
* There's nothing, and the character moves into the cell successfully
* There's an enemy, and instead of moving, my character attacks.

I don't know how I should structure my code without it being a gigantic chain of "if a, do this stuff, if b, do this stuff" - ideally i just have a generic "If i would hit another object by moving into that square, do stuff" and have the other objects store what actually happens, but I'm having a hard time wrapping my head around the actual structure of the code i need

Are there any moderately complicated (that is - more than most tutorials I've seen) open source games out there so I can look at some existing code to see how they solve these problems?
>>
>>167984779
>he cant afford to pay $200 to get his '''game''' on steam
jesus christ shitfam wtf

take control of your life man
>>
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Hmm, I was thinking about fleshing out this doctor scenario. Purple is stuff I have, but I'm thinking about adding in the pink stuff. Would this be good flow? Should I have more stuff in between?
>>
>>167980186
Your webm gave me a Cube World PTSD
>>
>>167984416
How I learned to stop worrying about consequences and love the "bomb everything" button
>>
>>167985116
check if tile has baddie
If it does, attack
If not, move

It doesn't have to be gigantic.
>>
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>he can't afford to pay $20,000 to get on his steam
Jamal get your shit TOGETHER.
>>
>>167982852
>watching Extra Credits
Do you have a sick sense of humor or do you actually think they are in any way useful to aspiring devs?
>>
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>he doesn't have a measly $50k to get his hobby project to the masses
Could have just said you wanted this to be private.
>>
A game where you evolve from a cell to a space-faring civilization.
>>
>>167985463

They're painfully normie, focused too much on the actual triple A games industry, and very surface level beginner stuff but they are alright.
>>
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>>167985463
I know this is a difficult thing to comprehend, but I do seldomly dismiss a source on principle. Get this: One can watch content and then decide whether or not it's helpful.
Crazy world, huh?
>>
>>167985694
fuck off will
>>
>Extra Credits about procedural map generation
>WOAH IT DOES PROCEDURES TO MAKE MAPS JUST MAKE SURE THE MAP IS ACTUALLY BEATABLE HUH I BET YOU LEARNED A LOT FROM THIS VIDEO
>>
>>167985694
I don't think it'll work.
>>
>>167985236
It's gonna be $200 at the VERY least.
What if Steam decides it's gonna cost me $2000 to get my game on steam?
What then?
People aren't made out of money! Most devs are hobbyists, or students!
>>
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An h-game where you send dick pics you find on the internet to teenage girls to get naked pictures of them.
>>
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Doesn't kill you or properly work on other objects yet, but this got me excited.
>>
>>167986016
The sad thing is that there are "devs" out there that legitimately need that info.
>>
>>167985394
mine actually is a little bit more complicated since it's essentially a turn-based multiplayer game but turns happen simultaneously - in sync with music - so i also need to deal with two players moving into the same tile (i.e., they both check the tile and see it's empty... then move into it and it's not).

but really i just want to be able to extend it without having a clusterfuck of a logic tree inside each character's action - i.e., if i want to add a movable block, ideally i could just put all the code for the movable block inside the object itself and not have to modify any other objects that might have to interact with it

i think it's just something i need to sit down and think through - it's not rocket science, i just need to wrap my head around it
>>
>>167986206
the only appealing thing here is the color
>>
>>167974516
I'm a 1MA, depends on the scope. For a Zelda game 30hr type of scope with good 3d graphics, 100k and 2 years. For a small runner game like on android, 2k.
>>
https://twitter.com/itchio/status/830185059739131904

LMAO
>>
>>167987039
The only correct response.
I really hope it grows huge from this. And that the newfound power won't corrupt.
>>
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>>167987039
Those fucking guys
>>
>>167986206
Keep it up
>>
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>>167987039
Based.
>>
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Oh man, Gamemaker Studio is so easy. A few hours of work got me this.
>>
>>167987458
Congratulations. You have found out the greatest secret of this century. Making a game is easy. Making a good game is not.
>>
>>167985825
Oh, I have. I used to watch Extra Credits religiously, because I thought they had real insight into how to develop video games.

Extra Credits does more harm than good because it focuses on the nebulous "design" aspect of game dev, and in this way they are very much in the mindset of "This is the only way to design (insert design topic here)". Combine that with political soapboxing, an ABHORRENT lack of research on many topics, and self-congratulatory narcissism that pervades the writing, I can find little to no value in Extra Credits.
>>
>>167987458
And what was accomplished? You would have learned more working on something that wasn't easy, and you still shat out a product that has nothing proprietary or unique about it. The only thing you did was put in a couple hours with a babydick game engine so you could post your shit on the internet looking for hugs. Take that shit to Reddit.
>>
>>167987752
woah you sound frustrated
>>
>>167987458
How much of that is drag 'n drop?
>>
>>167987752
Where is your game?
>>
>>167987752
i bet you take a steamy shit on children when they show you their drawings and they don't look like a fucking michealangelo or something
>>
@167987752
YOU HAVE TO LEARN TO CRAWL BEFORE YOU CAN RUN
>>
Why is world design so hard?
>>
>>167987968
Because you are a basement dweller and therefore have no idea how to emulate something you do not know.
>>
Will my game be a success?

1-4: Fuck no
5-9: Yes!
0: It's the next Minecraft
>>
So I was browsing tumblr and I found a design that's extremely similar to the design I made a few months ago and was planning on putting in my game within the next two weeks. I guess it's just a coincidence since I never showed my design off online. Do I have to scrap it now just incase this person sees it in my released game and claims some sort of bs copyright?
>>
>>167987593
I have plans for a good game, just wanted to test the waters with this little thing.

>>167987845
None. It's not like I don't know how to code basic stuff. It's just my first time trying to make a game and using Gamemaker.
>>
>>167987881
I finally get the backstory to man_shitting_on_baby.gif
>>
>>167988080
Please buy me a house when you make your first billion!
>>
>>167987838
>>167987863
>>167987881
>Redditors have to fill out a captcha because there's no downvote button
>>
>>167988598
>he gave hiroshimoot his credit card data
>>
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>>167987752
no bully!
>>
tfw not enough fanart to keep going
>>
>>167989128
post your game and i'll get something going for you
>>
>>167989128
What game?
>>
>>167989128
not the only one. used to be lots of fanart few years ago. generally nadda now.
>>
Is putting a fuck ton of lore in the first game in a series a mistake?
>>
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tfw your donut is too wide.
>>
>>167989432
The mistake is thinking that there will be a "series", just give it your best for the first game and if you aren't dead by then then start thinking about the second one.
>>
>>167989432
You should balance putting 'only what is relevant so there is some left for future games' and (and this may sound terrible) 'this might be the only game in this series I make'. Somewhere in between that is the goal.
>>
>>167989603
>>167989604
I guess my wording isn't that good. I mean will like putting too much lore into one game be a big turn off to potential buyers?

I have several different cultures I've created with their own mythologies and stuff, but I don't want to bother putting it in the game if it's going to make it hard for people to play.
>>
>>167989432

Don't put a shitload of lore / explanation in the first game. Add a lot of small, unexplained details in the world for players to speculate and theorize about. Show, don't tell, and if you do tell, only say the minimum. You can expand a minor detail you added early on into a whole plot point later.

Early andrew hussie was really good at this. Bad at finishing, tho
>>
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>greenlight is kill
>more people are now going to fall prey to Blackshell media
>>
>>167989962
Oh sorry. Well in that case I would make as much of it as possible optional. Make it so they have to go out of their way to find monuments or tomes/ruins that have this knowledge. It 1) lightens the game for the people who don't want it and 2) adds a layer of "gameplay" for those who do (they will go out of their way to find the stuff and they will enjoy it)
>>
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>>167989573
>unironically using open-source software
>>
>>167982473
>1 year
look at this casual
>>
>>167963772
this looks really cool, just giving a reply of support, dont give up
>>
>>167982836
Programming still relies on intelligence, despite what shitters who never got past Codecademy tutorials tell you
>>
>>167990189
I was actually using it ironically
>>
>>167987039
steam BTFO
>>
>>167987039
And have no one play your game
>>
>>167990954
>plenty of youtube celebrities try games on itch.io
You're a faggot.
>>
>>167990954
itch.io is really popular, don't get taken in by the steam meme
>>
>>167991326
steam isn't a meme or rather very precisely it is a literal meme in the most literal meaning of this word, spread around on the pc market like hiv in africa
literally everyone has steam and every once in a while there's a shitter who opens it and buys everything that has a price tag
no matter how you cut it, valve's announcement is a huge blow to lesser indie shitters for better and for worse
>>
>>167987752
top fucking kek
you tell em
we dont need no amateurs in agdg
>>
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>he thinks Steam can stop me
>>
>>167991237
>>167991326
itch shills on MY aggydaggy
>>
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>33% income tax in my country
>30% Steam Cut
>5% Unreal cut

Is releasing a game even worth it? Would going the Notch route and hosting it somewhere other than steam be suicide?
>>
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>>167991326
post fees, my steam:itch income ratio is 40:1
>>
>>167992507
Itch.io :)
>>
>>167992507
>>167992712
i think it's awesome that people have finished games here
>>
>>167992507
you forgot the potential
>30% publisher cut
>>
>>167992507
the internet seriously ruined shit, everyone has their hands in your pocket

should go back to the times when people burned their games to discs and shipped them out after being mailed money orders/cash/checks
>>
>>167992965
So that would leave me with 2%? lmao
>>
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I haven't done any work in the last 3 hours, I am so fucking stressed

I'm going to become homeless aren't I?


WHY GABE? YOU'RE MULTI MILLIONAIRE
WHY?
>>
>>167993120
It's multiplicative, not additive, Anon.

You still get a wicked 31% !
>>
>>167993069
How is that any different from just setting up your own website?
>>
>>167992965
If you're releasing on Steam you should never, ever get a publisher.

Then again it's fucking moot anyway because at the rate Valve is going that 30% Steam cut is gonna go up since they think they can do anything as the "only game in town".
>>
>>167992507

You don't really understand how percentages work, do you?
>>
>>167993317
It's not, unless you're making a porn game, good luck dealing with the credit card companies and paypal with anything adult related.

Otherwise you're good, just do what Minecraft did.
>>
>>167993482
I don't understand taxes desu, please explain
>>
>>167993482
>3 people want 30% each of what your game makes before cuts and taxes
>annon, beiing the genius he is, still comes out with more than 10%
>>
File: get out and stay out firedog.jpg (37KB, 540x431px) Image search: [Google]
get out and stay out firedog.jpg
37KB, 540x431px
>>167992507

>He only wants to use one publisher
>>
>>167993375
Steam doesn't really do a sufficient job advertising your game. Sure you'll get a health chunk of people randomly finding your game, but it's no substitute for advertising.
>>
>>167992507
>>167992712

Sure, host the game on your own website and sell 100 copies but you get to keep 90% of it

or

go sell it on steam, get free patching and support services, free advertising, sell 100,000 copies and keep 60%.

Your call.
>>
File: ribbert.webm (2MB, 1280x720px) Image search: [Google]
ribbert.webm
2MB, 1280x720px
Made a debug console. testing will be way quicker and easier.

What are some useful debug commands I can implement?
>>
>>167993751
>before cuts and taxes
this is where you fucked up
>>
>>167994151
I ( >>167992712 ) was referring to the actual amount of money I've made to date
>>
>>167993751
this >>167994192
income tax and iirc unreal's cut are from your profits
it'd end up something like
>money from sales
>steam takes a cut
>then unreal takes a cut of what's left
>then income tax takes a cut of what's left
>then you get the remainder
>>
>>167994164
godmode is always useful
kill player
pause enemies
spawn object (enemy, item, etc)
ignore collision/noclip (unless when you drag frogg he automatically ignores collision/damage)
>>
adding more shit to ui
now you can read descriptions, equip items, and equip rings
all of this stuff was in the previous ui but now I've had to re-add it to the new one so it's kind of reading old ground and it's incredibly tedious
at least it looks better now
>>
>>167994848
>>167994848
>>167994848
>>167994848
>>167994848

new thread
>>
>>167990189
are you retarded?
what are you gonna render your game in Blender?
>>
>>167992507
Maybe you shouldn't use steam then
>>
>>167967252
Doesn't greenlight's replacement make it significantly easier to get your game published on steam? The only difference I can think of is it makes marketing harder since you no longer have the phase of actively reaching out to people to make them aware your game exists months before it actually comes out
>>
>>167991518
I don't have steam
Thread posts: 771
Thread images: 168


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