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AGDG - Amateur Game Development General

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Thread replies: 766
Thread images: 154

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cake edition

> 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
>>
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RPGMaker games are forever gone from Steam now no matter how well done they are right?

Anyone else slipped back into depression and became suicidal?
>>
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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
>>
>R.I.P. 1MAs edition
>>
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Made monsters with random placement, next step is to make doors and an actual character and combat, turns.
>>
>>167995284
cool a minesweeper roguelike
>>
>>167995137
Are you referring to the Steam direct thing or what
>>
Greenlight is kill, but what stops people from using early access instead?
>>
is there a way to view sales on itch.io?
>>
Why do you think your single player game maker demo belongs on steeemeeem ANYWAYS
>>
>>167995917
politely ask the dev.
>>
>>167995917
Go to your dashboard
>>
>>167995727
Of course.

I live in a shithole country, it is not even covered by Kickstarter and 5k here would put me in big dept.
>>
>>167995917
https://itch.io/games/on-sale
>>
>>167996073
You cheeky fuck.
>>
>>167995917
>>167995969
>>167995991
>>167996073
shit, I should have realized how ambiguous that sounded.


I meant "sales" as in how many people downloaded the game

similar to the way you could view the number of people played a game on Steam
>>
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made a debug console.

What are some useful commands I should implement?
>>
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You're a big fish.
>>
>tfw work limits me to working on my comfyjam game only a few hours a day and I only have one day off before the 14th
>tfw I can finish the actual game in under a day, but the animations are taking way longer than I anticipated

jobs are compensated rape
>>
>>167996186
make one so that the pixels don't squish
>>
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>>167995172
It does look really good, frostdev.

Decided to increase aspect ratio from 640x360 to 640x480 but that is going to have to wait til tomorrow. In the meantime was sketching out how I would eventually like the dialogue boxes and stuff to look instead of what I currently have now.
>>
>>167996141
At least for the moment, they don't expose that info. They're actively developing the platform, perhaps you could shoot them an email.
>>
>>167996141
I don't think so. Only the developer can view their games analytics.
Even with Steam you can't view the analytics of a game. Steam Spy just guesses based on number of people playing, or whatever. And you can't view how many people are playing itch.io games.
>>
>>167996212
comfy as fuck my man, I'm liking this.
>>
>>167996315
>>167996141
FYI steam doesn't directly expose this data either. Steamspy pieces it together from concurrent players, youtube videos, and other indirect measurements. Frankly directly revealing sales data without the dev's consent is not good.

Itch could do an opt-in scheme, tho.

If you really want to know, just ask the fucking dev.
>>
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>>167996141
>tfw zero sales
>>
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MAJOR UPDATE:

Give some cartouches hieroglyphs.
>>
>>167996625
Time to go free-to-play with ads and/or DLC
>>
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>>167996625
are you me from a few months ago
>>
>>167996625
>>167996908
How does this work? Are all those downloads from giving away the game for free?
>>
>>167996908
>>167996625
Demos?
>>
I'll do a rhythm game for comfy jam.

Can a rhythm game be comfy? Yes it can, rhythm heaven was comfy.
>>
>>167996908
holy shit not a single donation?
>>
Someone make an allegiance clone and I'll suck your mountain dew.
>>
>>167997135
I'm the guy with 2700 downloads. My games are just from various game jams, so they're all free. I haven't made a full game worth selling yet. Also I haven't made a paypal or turned on purchasing yet, so even if someone wanted to buy a game just to support me, they couldn't.
>>
Anyone looking for an artist to work on their game?
>>
>>167997908
sure what artist are you using?
>>
>>167997346
>Also I haven't made a paypal or turned on purchasing yet, so even if someone wanted to buy a game just to support me, they couldn't.

...So why the fuck are you complaining then?
>>
>>167997996
Because a joke.
>>
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>>167997996
>>
>>167997135
>>167997229
Demos.
>>167997270
Disabled that.
>>
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Trying to add some of that "JUICE" you guys go on and on about.
>>
>>167998769
I like it 300x better than last time, good job.

Although, that was because you put in a charged attack when everything gets 1-shot.
>>
>>167998769
Can you offset their animations a bit so they're not all happening at the exact same time? That shit always looks awkward as fuck.
>>
>>167999576
I was thinking about that. Should be fairly easy to add a state where they pause for a random odd number of frames
>>
>>167998769
Looks very anime, nicely done.
>>
>>167996186
hey you're back. neat.

that backround is fantastic.
>>
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>>167999576
>>167999637
Just for you
>>
>>168000198
Nice.
>>
>>167996186
Health and movement speed modifier, room speed modifier, command that pauses all entities except the player, command enabling you to freely pan the camera anywhere, tongue length modifier
>>
>>168000198

Nice! That looks so much better.
>>
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I won't spam this or nothing- I just figured I'd ask once in this thread since I still haven't solved it since last thread. OKAY, SO:

As you can see, there'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.

If you want to see my script for the camera zoom, I will paste it below. If you think it's something else, please tell me so that I might fix it. Thanks!

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));

}

}
>>
>no replies in 20 minutes
Alright I want to see your 20 minutes of progress, /agdg/. Post that progress!
>>
>>168001608
If it were me, I'd do something where I find the vector for the direction from the character to the camera, and then increase the magnitude, so you're basically lengthening or shortening a line drawn between the two. Not on a PC so can't test this but it feels right.

---

public class ZoomCamera : MonoBehaviour {

public GameObject player; \\ Fill this with a reference to the player object
private float scrollAmount; \\ Amount to scroll with each frame

void Update() {

Vector3 dir = player.transform.position - this.transform.position;
float distance = Vector3.Distance(player.transform.position, this.transform.position);

if(Input.GetAxis("Mouse ScrollWheel") != 0)
{
float newMagnitude = Mathf.Max(1, dir.magnitude + scrollAmount * Mathf.Sign(Input.GetAxis("Mouse ScrollWheel"))
this.transform.position = player.transform.position + dir.normalized * newMagnitude;
}

}
>>
>>168002875
I was thinking of ideas the whole time
>>
>>168003071
Geez, I'm tired. I forgot a semicolon on the second-to-last line of code, and also I made a distance variable that I don't need because I used the magnitude instead. Time to kill myself.
>>
>>168001608
when you change camera position, you don't factor in how camera is rotated
you might need to determine the vector between camera position and player position (or it's x and y components) and advance the camera in that or opposite direction. the shift on z axis would be the same as in current code
>>
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>>168002875
I didn't see the point in stopping so I went ahead and changed the aspect ratio of the project. I did a side by side comparison with another danmaku (2hu) to show the obvious difference in the amount of space I gained. I think this is going to work out well (not going to redo the HUD, at this point the placeholder is going to be replaced anyway I think)
>>
>>168003224
>>168003071
Dude, I can barely write code- shit, it'll probably make me a while just to copy the code you've written here- the fact that you're so concerned over a single error does nothing but demonstrate your expertise in the area, so I wouldn't worry about it if I were you.

>>168003309
>you might need to determine the vector between camera position and player position
I genuinely have no clue how I'd go about doing that, but at least I have an objective to tackle now instead of wandering aimlessly! I appreciate it.

>>168003647
You said you liked my billboard sprites last thread, and I wanted to say thank you. I was gone when you posted that, I would've replied.
>>
>>168003878
The sprites and general effect really did look good though. It is pretty exciting to see what will become of it all!
>>
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Made dead version of the crab, for the brain monster to emerge from
>>
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ayy
>>
>>168003878
You should consider looking at some of the scripts contained in Unity's standard assets. There are some good all-purpose camera scripts in there that you can customize to suit your needs.
>>
>>167996186
iddqd
>>
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>>168004250
Live version for comparison.

Would've liked to do more with the face, but I don't have the texture space for it...
>>
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>>168004261
i saw you too, pigpen.
>>
>>168004426
God, I wish downvoting helped.
>>
>>168004426
>>168004261
>not linking here so we can give you Yes votes easily
>>
>>168004502
wow edgy
>>
>>167996186
WHENS

GWYN
>>
>>167996186
>square shadow
ABORT
>>
>>168004261

Burn it with fire
>>
>>168004917
put your name back on and kys
>>
>>168005413
wow edgy
>>
>>168004339
I will check it out more thoroughly this time. I already fumbled about with the third person camera, and it did not do what I needed from it, but I can look again to make sure.

>>168003973
Thank you- let's hope a lot. Hope yours turns out amazing too.

>>168003071
>>168003224
For whatever reason this seems to instantly teleport the camera to what I presume is the player position. I can't really tell since it's so zoomed in you don't even see the sprite anymore, but that's my assumption. But thank you for trying!
>>
>>167995137
Wasn't undertale an rpgmaker game?
>>
>>168006097
Gamemaker.
>>
>>168006097
gm
>>
>>168006097
His jab was that poors using shit tools to crap out games won't be able to afford the new thing, not that they're not allowed.
>>
https://www.youtube.com/watch?v=ht0zyWjMoC8

In case anyone wanted something a little more substantial than a 5 second webm, I got bored and made this
>>
>>168006270
Something about your specific type of 8-bit sounds is really piercing on the ears
>>
>>168006928
Interesting. Are there any ones in particular?
>>
>>168006973
The very first thing that plays in the video, the main menu song
>>
>>168006270
you and / or your audio guy need to test on a variety of speakers
shit's harsh
is that even famitracker
>>
>>168007138
The music is all made in PXTone.
>>
>>168007272
I was about to ask how you could make things sound so shrill in famitracker, but I guess that explains that
>>
>>168007010
>>168007401
I'll bring it up tomorrow
>>
>>168004250
>>168004405
Plenty of detail as it is and a very nice aesthetic. Any idea what kind of gameplay you are going for?
>>
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I just put my game on Greenlight. Anybody who's been through this before have any pointers?

Not gonna shill it, no worries.
>>
>>167999982
thanks

>>168000739
good ideas thanks.
tongue length will be an upgrade ;)

>>168004363
yes good idea

>>168004987
IDK

>>168005049
owlboy did it so im ok with it
>>
>>168007713
I'm so sorry for your loss.
>>
>>168007713
Did you post your game progress here? If so you should still post it here.

Also hard to give pointers without seeing your game. Unless your game is irredeemably shitty you should make it through greenlight... eventually...
>>
>>168007713
Protip: Yes votes are the only thing that matters. You need a raw Yes score to get through. No amount of No votes will affect you.
>>
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>>168008096

Yup, it's irredeemable in the eyes of many.

>>168008132

I heard that before, that's pretty weird.
>>
>>168007713
>>168008314
>not reading the thread
shyggydgtt
>>
>>168008314
Make an appeal to the fanbase you got during demo day. You had that one guy willing to donate multiple times. It is time to tap your target audience, anon. No shame in that game.
>>
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>he doesn't use ternary operators
>>
>>168008314
your girls look too normal and I hate it
>>
>>168008314
Oh that. Your game looks like it will be greenlit extremely fast.
>>
>>168007713
You can shill it here, its fine
And don't worry when your traffic literally stops after a few days. You'll either get manually approved by valve or get grandfathered in when they close the system, imo
>>
>>168008510
>no inflation
>no diapers
>no quadra penis
>no shitting dicknipples
WHY EVEN LIVE
>>
>>168008510

Could you elaborate? Are you talking about the normal clothing and natural colors?

I that a lot. People want flashy I think.

>>168008787

I'm aware of the changes coming, but I figured I'd risk it if it saves me 4900 bux.
>>
>>168006032
Yeah, it'll do that if you never give scrollAmount a value because it's basically setting the zoom to 0 no matter what. Should've mentioned that before, wasn't thinking about it.
>>
if my game is intended to be played with keyboard or gamepad, do I have to waste time making the menus work with the mouse?
>>
>>168008971
Actually this might not necessarily be the problem but I'm tired so I'm gonna stop trying to troubleshoot this. Maybe it gets you on the right path anyway. haha
>>
>>168009029
Usually if you let people use a certain input for menus they expect those same inputs to be usable in the actual game.
>>
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Small progress, mods in the list except the active one now fade when you're under them.

Should I put my game on Greenlight before the new system comes out?
>>
>found a bunch of good models
>.max
>can't open in blender because proprietary software
>3dsmax doesn't have a limited free edition

Proprietary softwares are fucking bullshit.
>>
>>168009656
Grass / grass details look neat, but the pathway looks like it's a different artist's style. The dots are too pixelly while everything else is more or less smooth.

Also you should probably establish a better foreground(characters)/background contrast. With those colors / noise levels you'd probably be better off with outlines on your characters. Otherwise you'd have to make a dark/light contrast, or a more extreme use of contrasting colors.

But I'm a shitty hack, so, feel free to take that with a grain of salt.
>>
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>>168008883
Natural colors are okay, because I wouldn't even look at it if it was neon-colored garbage, but the wardrobes are just really boring for a dating sim. I'd want flashier clothes for advertising,
>>
>>168009656
>Should I put my game on Greenlight before the new system comes out?
Probably a good idea. Gotta make sure you have enough stuff to make a decentish trailer, though.
>>
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Hey, can I get some input on performance? It should be better now, but on a few computers it seems way worse.

preece.github.io/Frauki
>>
>>168009843
Thanks for the input, taking notes but probably won't fix it until final release, I've put off the demo for months now and I just want to get something out.

>>168010020
https://www.youtube.com/watch?v=jez8-FBClGs

Threw this together a while back. The piano sounds pretty bad though.
>>
Well the camera Z axis is fixed with this new code, but now every other scroll on the wheel works. So, the first scroll will work, but the second scroll will phase into the ground, then the third will go back to a normal working view, and so on.

Not begging for help, just updating on current progress.
>>
>>168009656
>>168009843

took the words out of my mouth.
looks neat but need contrast, especially if you're opting for sprites without pixel outlines.
>>
>>168010115
There seems to be a consistent black screen for me, on 3 different browsers I've tried. Sorry, looks like I can't even try it out. :(
>>
>>168010545
Can you open the console with Ctrl Shift J and paste any errors? Also, sometimes it takes a couple minutes to download. And there isnt any sort of loading screen yet

Thanks <3
>>
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>>168010614
Here ya go.
>>
>>168010269
If you dont already know about breakpoints, now would be the time
>>
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>>168010115
Not the other guy but I got a black screen as well, here are the errors
>>
>>168010834
>>168010864
Oops, I made a boneheaded error. It should be fixed now. Sorry friends
>>
>>168010854
Then it's really a blessing in disguise that I'm having this problem, huh! Can't make an omelette without breaking a few points if you know what I'm saying.
>>
>>168007713
dont worry about it, they're probably just going to wave everyone through when they kill it
i put whip the vote on there just yesterday to take advantage of that, hopefully that skips the new fee bullshit too.
>>
>>168010854
Wait if you mean the red shit on the side, nothing is coming up. There aren't any errors. The only one I've gotten is it telling me that scrollAmount doesn't have a value, but then I'll give it one like 0.1f or something and it just changes out much scrolling does, it doesn't stop the glitchy shit.
>>
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Nevermind. Doesn't matter anyway. I just lost all the camera work I did. My sprite won't even move anymore. And I relaunched Unity after the crash so it erased the temp backup.
>>
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>>168011480
>>
>>168011480
You need version control, friend. It takes only a few hours to learn something like Mercurial, and it can potentially save you hundreds of hours.
>>
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Alright agdg what are some do's and don'ts for kickstarters.
>>
>>168011031
Googs did you not even tweet about going on GL?
>>
>>168011696
do not be bokudev
don't be bokudev
>>
>>168011225
A breakpoint is a spot in the code where the game will pause when it reaches it, and you can do all kinds of things like mouseover variables to see what they are, so youd probably be able to find out why your values are getting set to this or that
>>
>>168011696
Every single frame of the trailer needs to have a campfire somewhere
>>
>>168011747
doesnt matter.
>>
>>168010115
my pc is a monster but i played your game on FF just fine, i must say i really enjoyed the movement although it took me a while to figure out the buttons :P rather solid 60fps
>>
>>168011696
>kickstarting bokudev
Look, your artstyle is not that bad but you really need to deflate if you really think you can make a kickstarter out of this.

People are not stupid anymore.
... actually, nvm. Try it, it's their money not mine.
>>
>>168011993
Thanks!! Glad it worked, even if you have a good PC. The game is meant for gamepads mostly, and for that there are some hints in the tutorial area. I need to rethink the keyboard controls :|
>>
>>168011974
RIP googems morale
;_;7
>>
>>168012118
i didnt bother to publicize social interaction trainers greenlight either
it never mattered.
>>
>>168012170
but we're your friends
>>
>>168012226
>completing games left and right
>not a yesdev
u wot
>>
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pure's made a run video all of the sudden. shows off the current state of the game. think i'll link it up here while he's asleep.

https://www.youtube.com/watch?v=ht0zyWjMoC8
>>
>>168012410
>googum
>steamchat
you are profoundly confused
>>
>>168012237
as a friend i will explain greenlight to you...
if you care about it you will think "why is it taking so long? why are there so many no votes? why does everyone hate my game?"
if you dont care you just have to wait and after some point (months, year, whatever) you'll get an email saying you got through. all there is to it.
>>
>>168012410
>free advertising for googum by getting butthurt about him at every turn
>>
>>168011696
Have an already existing fan base which is big enough to kickstart your project, or have an idea which is so stupid it'll go viral on the net.
>>
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>>168012581
>>
>>168012514
also i should mention the second is superior.... that way you can wait until when you actually know you have distribution before blowing your load on marketing/press activity whereas getting press to get through greenlight and then greenlight's incomprehensible process takes too long and fucks up your pacing then you're just getting fucked around.
>>
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>>168004870

https://steamcommunity.com/sharedfiles/filedetails/?id=861422389
>>
>>168012770
Thanks for your support!

Please leave a comment below and let the developer know why you're excited about their game.
>>
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>tfw you live long enough to witness the end of gogem
>>
>>168012581
Oh jesus... its the insane person from last night. RIP thread
>>
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>>168012849
>>
>>168012770

Thanks again guy who always posting for me when I'm not checking the thread!
>>
>>168008314
>Hippie
>gmrgrrl
>Athletic
>Shy substitute teacher that makes you afraid to stand up and speak.

I gotta know man

The one on the right

Is that a deer or a chipmunk?
>>
>>168013169

Chipmunk
>>
>>168011696
There is NO way your kickstarter would succeed.
>>
>>168013309
At least tell him why? I think it looks like a nintendo game and could suck up some nintendrones to fund it.
>>
>>168011696
Be as good as this game looks.

https://www.kickstarter.com/projects/lanzegames/pixel-princess-blitz-sandbox-roguelike-action-rpg
>>
>>168011969
>>168011830
Both of these my question is WHY.
>>
>>168011696
1. advertise your kickstarter because launching it
2. your kickstarter is itself an advertising campaign, treat it as such, a good one gains momentum over time as more and more people hear about it
3. ask for realistic amounts of money
4. don't make rewards too expensive for yourself to produce
5. the minimum "getting the game" tier is what most people will pledge, think carefully what that tier is
>>
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Added jump kick frames. They are pretty hard to see since the kick moves make you move at incredibly high speeds. I'll have to add landing frames later.

Almost halfway done with the non-attacking sprites. After that set is done, I'll work on the physical-based attack sprites. Although, I still don't have a clear idea of how I want the weapon to look like in most cases.
>>
>>168013448
Is it bad that I think bokube looks more enjoyable to me than that rpg pixel-shit meme waifu anime kickstarter game. If steam is flooded with tons of indie shit i'd say kickstarter is flooded with that kinda shit.
>>
>>168013623
Yeah, you have shit taste. You'd better fix that.
>>
>>168012582
Boku should steal some of the nintendo fanbase. He already steals their art.
>>
>>168011696
Don't: make a kickstarter
Do: make a patreon instead
>>
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my webmforbakas is broken so just a screencap but holy fuuuck particles are fun to play with
>>
>>168013714
*Make both
>>
>>168013714
everyone knows bokudev has a shit patreon with only 1 person donating TOP KEK how sad.
>>
>>168009898

Well, I think the left one needs a loose long coat that hangs down like some sort of cape or robe like Stevie Nix or something. Or a cowboy hat. Wizard or cowboy.

I like the sweater dress on the 2nd. Maybe more shoulder? Does kind look like a giant black blob but it brings out the face more. There's an entire realm of meme sweaters but black really looks like the right color.

3rd needs like a logo or something on her shirt. Maybe the AGDG logo

I have no ideas on the 4th.

After that you're into contextual fashion like swimsuits or winterwear.
>>
At what point should you start advertising your game?
Is it worth making a tumblr to post progress updates when you don't yet have any art or otherwise content that would actually catch anyone's attention?
>>
>>168013747
Oh shit we got another shaders wizard in here

One day I'll figure that crap out...
>>
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so you can actually fly around by picking yourself up with your own sword. no clue how i'm going to fix this one. kind of glad i found this bug though.
>>
>>168014027
Actually its just something from the asset store plus a couple hours of playing around with their examples, and a shitton of motion blur/bloom/camera lens displacement. Shaders seems like a rabbit hole you don't come back from
>>
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>>168010115
performance is alright (edge) but controls are unresponsive or get stuck
>>
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>>168014254
especially when you are to smart to realize that existing microfacet theory is wrong and have to come up with algorithms on your own
>>
>>168010953
After a few, I only had a drop to ~30 FPS when I reached somewhere around the center of the map, otherwise works fine
>>
>>168014276
Interesting, I've never tested with edge before. Around what was the framerate? Were you using a KB or a gamepad?

>>168014567
Thanks!
>>
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>>168008314
>>168004261
>Fully featured story for being "happily single!"

Oh goody, something to affirm the lies I tell myself everyday.
>>
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>Now I'm wasting my time trying to get my sprite to move- an issue I had already solved yesterday
>I can't remember how I solved it, I just remember it was easy in retrospect
>All this time I could be using to solve the zoom function, or doing something fun like art assets

What matters is that I WILL figure it out eventually, and I will be all the more thankful of my progress now that I've had to do it over again.
>>
>>168015058
solid 60 in the starting area at least, can't really move around due to broken controls

I'm guessing it might be related to the framerate actually, is your input system properly framerate independent?
>>
>>168014276
>edge
Jesus
>>
>>168015429
have a problem with the best browser on the market?
>>
>>168015406
What do you mean exactly? Like, the controls do not do anything? Are you using a KB or a gamepad? Does the framerate dip below 60?
>>
>>168015467
The best browsers at the moment are the forks of the big two that remove all the bloat and shittiness. I particularly like Waterfox.

Edge would be alright if it wasn't so bare in terms of options and extensions.
>>
>>168015467
But we're not talking about Vivaldi?
>>
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i got Z-sorting working
>>
>>168015558
>>168015735
enjoy your 10 fps browsers

>>168015546
unresponsive or get stuck on keyboard, I hooked up my pad and that did work

and no it never drops below 60
>>
>>168015558
also two things

1. you should totally have a "look up" animation for when you press up on the dpad and the camera goes up a bit
2. those portraits in the dialogue boxes are... disconcerting
>>
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>trying to get a thing working
>latest solution still didn't work
>shout "no"
>mom comes in to ask if I'm alright
>>
>>168015878
Ha ha good suggestion. I'll throw in that animation. The portraits are a work in progress :X
>>
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movement in my game feels really good. i am happy.
>>
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>>168015979
found a bug, getting stuck on the door stub isn't great, and if you jump on it she never lands, just stays in the falling pose

I'd also recommend a push-against-wall animation too, can't have a decent platformer without that, Rare devs say so themselves!
>>
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>>168015896
>shout "no"
>>
>>168016000
adonaac?
>>
So what's the verdict on Steam direct aggy daggy? Do we move to itch now?
>>
>>168016110
?
>>
>>168016119
How about you move to posting progress instead of shitposting?
>>
>>168015759
Now that's a punchable face
>>
>>168016087
Thanks for the bug report! I need to move the door spawn down more so it doesn't stick up like that haha.
>>
>>168016137
It's the guy who wrote this: https://github.com/adonaac/blog/issues/9

Thought you were him
>>
>>168016209
oh, nah haha. I don't even use that technique to generate the particles.
>>
>>168016119
The answer to your question will solely depend on what the fee ends up being. My best guess is 1k.
>>
>>168016157
If anything this will kill progress, people will give up on their games because they can't afford the fee.
>>
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>>168016119
Seconding "depends on the fee".
$200-400 and poors can hack it

Much more and we're talking a massive dropout of paycheck 2 paycheck retards / devs from poor countries.
>>
Do you think the Puzzle Quest formula, where matching gems of a certain color gives you mana of that color with which you can activate abilities, is coherent? Most of the time you only have a few matches available to you. You can't exactly aim for a certain color beyond prioritizing it when it shows up with another possible match.
>>
>>168016119
>>168016987

I think ~$500 is fair, although I'm not sure if they're planning on charging you just to apply, or when your game is approved and listed on Steam.
At any rate if they go this route they're probably going to have to bolster their staff for vetting/filtering/approving games.
On the plus side having a fee in and of itself will prevent them from being inundated with shitty shovelware games that have no hope of selling.
>>
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>>167957348
>>167962306
>mfw it happened
>>
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My brain nearly melted implementing this, given how Doom handles ready states and weapon raise/lower states.

Worth it though.
>>
1k is peanuts for a proper dev house. I'm afraid of a number more like 5-10k.
>>
>>168017349
>At any rate if they go this route they're probably going to have to bolster their staff for vetting/filtering/approving games.
This is fucking steam we're talking about. Don't count on it,
>>
>>168017349
The whole point of the Steam Direct thing is so that there is no manual vetting.

You paying money is the vetting.
>>
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>search for the problem everywhere
>even end up doing a custom projectile movement component
>turns out I just had to fix the framerate
I'm glad its over but fuck you epic
>>
>>168004405
There's a couple fucked up faces inside the glass.
>>
Am I the only one happy about steam?

It just means less shitty meme and pixelshit games made by hipster indies.
>>
>>168017719
I hope they go full abusive with $5k+, to be honest.
>>
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>>168017698
Ask Miyamoto
>>
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>>168017719
I'm crossing my fingers desu
>>
>>168017798
If the fee is 5k I have no way to pay it. I have 2k and I intended to use them to pay for artwork. Fuck.
>>
>>168017851
$5k is several months of working with zero expenses. I can manage, but, goddamn.
>>
>>168017538
True, and it's recoupable, but solo devs get completely fucked
>>
>>168017910
>(((recoupable)))
You may or may not like their version of "recoupable".
>>
>>168017719
I'm mixed. I mean they could also just implement quality control, some stuff is objectively garbage in there.

>>168017832
I'll ask him when the fuck is the new F-zero first.

>>168017895
$5k is more than what I have on my bank account. I think it's about 3-4 months of salary here.
>>
>implying it will be less than 10k
>>
Here you go guys: https://www.gog.com/indie
>>
>>168018030
I've been avoiding reading but I've seen the number $20,000 floating around in different places
Also I'm aware this post is totally useless, but $20k would bring a tsunami of salt lol
>>
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>>168014030
Neat!
>>
>>168018139
Which places? Reputable ones or?
20k means Steam is closed to aggydaggy lol
>>
>>168018194
why stop at one when we can get two
yes I know about AX
>>
>yfw steam direct is officiated on april 1st with a starting entry fee of 100k
>>
>>168018135
>What you need to have is a great indie title - just that.
>>
>>168017719
Well, I guess we'll be sort of back to the early 2000s.

Games like Undertale, VVVVVV and such will be banished to obscurity like they used to, like Cave Story, only gaining momentum by word of mouth from people who truly adore it. It kinda worked before, it will work now I guess, but betting your life on a project like this will be no more.

RPG Maker guys will retreat to their usual gathering places, so do VN devs. The rest might find a home on itch, but I don't think that's count as an actual platform, since that's more like a BandCamp sort of money transaction site for games, so maybe the second age of home pages and ugly home made websites is at hand with their own forum and community solely dedicated for that single game or dev team. This part actually kinda makes me hyped. A centralized Internet is no good if everyone gathers around 1-2 companies giving them full monopoly and power, making them able to do whatever they want to.

I would say 100-200 per game would be fair. I'll just miss all the nice free to play indie stuff.
>>
>>168018207
No no, just random gamedev jerks on the internet, but in different circles. They must be getting that crap from somewhere.

Also yeah, $20k means gamedev will be stuck as a hobby for me. At least there's itch.io for some coffee money from time to time.
>>
>>168018001
>I mean they could also just implement quality control
The original point of Greenlight was to get rid of Valve overhead and move that to the customers.

The entire company policy revolves around how lazy Gaben is.
>>
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>mfw they remove every greenlight game that made under $20k
>>
"While we have invested heavily in our content pipeline and personalized store, we’re still debating the publishing fee for Steam Direct. 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. There are pros and cons at either end of the spectrum, so we’d like to gather more feedback before settling on a number." - Steam Gabenson

So it sounds like it will be 5k at worst.
>>
>>168018259
>instead of watching people try to charge 70$ for shitty IWBTG clones that arent even that hard
Name three games like that.
>>
>>168018275
I want this to happen just so googum will finally be kill
>>
>>168018280
It sounds like one asshole said 5k just to watch other devs butthurt.
>>
>>168018438
>t. nodev faggot wandering in from /vg/
>>
>>168011696
dont ask too much

ive seen a lot of devs over the years ask for the same amount of money obsidion asked to make pillars

with much simpler projects

be realisitic with the amount you ask

kickstarter isnt new anymore

the first batch of natural traffic will have seen many other games and have an idea for how much things cost
>>
>>168018379
>tfw it was googum
>>
>>168018594
On Steam already ¯\_(ツ)_/¯

It's one of these pieces of shit:
http://www.homph.com/steam/
>>
>>168018594
He is right, you know. Only salty true /v/ fags talk like that.
>>
>>168018594
True AGDGers only get here from >>>/vg/agdg and ignore the rest of /vg/
>>
>>168018594
>US GAMERS types still wonder why the industry hates them
Gamers might not be dead - that was just wishful thinking - but they ought be killed.
>>
>>168018793
Nah it's just the MO of shitposters to hound yesdevs permanently once they've latched on to one.

As a shitposter yourself, I'm sure you know what I'm talking about.
>>
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I am legitimately considering the possibility that I have a mental deficiency. I know I figured this out before, but I simply cannot do it again. I have tried every possible way of getting this sprite to move, and it refuses to do so. I don't know how, I don't know why, but it is six in the dang morning, and, having fixed the camera and billboard issues, I STILL can't get this sucker to walk like he used to before the crash.

Gonna try again in the morning.
>>
>>168018237
>just like make a great game already lol

also

>We're strongly focused on more original content and free or borrowed assets mean that there's a very small chance we'll accept the game.
>>
>>168018889
Huh is English not your first language?
>>
>tfw I know absolutely nothing about taxes and income laws so I have no idea how to sell my game

WHY DON'T THEY TEACH THIS AT SCHOOL
>>
>>168018985
There's extremely little of that here, Anon.

The only time I've seen borrowed assets is as early dev placeholder.
>>
>>168018905
One's ability to work intelligently, efficiently and productively takes a huge nosedive after a certain amount of time has passed without rest. Trying again in the morning is the absolute smartest decision to make in cases such as yours. Good luck.
>>
>>168016119
>>168016987
>200 USD "recoupable submission fee"
>"recoup" is decided to be a waiving of 50% of Steam's 30% cut
>Steam always earns a minimum of 200 USD on every game no matter how poorly it does or if it's free
for example if a game is a bit experimental and small and weird and doesnt catch on and earns all of 600 net revenue.
in that situation with that fee/recoup structure the dev gets 310, Steam gets 290. whereas originally dev would have gotten 510 and Steam would only have earned 90
this is unabashedly profiting from devs rather than consumers... and as anyone can guess, profiting off of creators disincentivizes creativity.
>>
>>168019026
school is meant to prepare you to be part of the labor class not the owner class.
>>
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epiphany

do you think this would be a fast way to build dynamic navmeshes?
>>
>>168018905
neba give app !

>>168019026
I don't either. I'll bother with it once I finish my game.
I'm probably going to be extremely pissed at my governement.
>>
>the age of digital distribution
>"phew, publishers can finally fuck off"
>nope.tiff
>>
>>168019070
Doesn't the greenlight revenue go to charity? They make money off of sales, not developer fees.
>>
>>168019240
we're talking about Steam Direct
>>
>>168019240
Greenlight yes, Steam Direct, no.
>>
>>168019364
By creativity he meant crappy games that will never be profitable.
>>
>>168019364
Eh if you look at the flooded shovelware markets, the answer is "create more shovelware" not "make a killer app".

A killer app has a high chance to get missed in the flood and lose you a lot of money / time.
>>
>>168019070
That's missing information.

If you earn 600, you haven't yet "recouped" that 200. Once you reach 1337 USD, the tax is the same as it would have been before.

All it disincentivizes is games which can't manage to scrape up 1300 purchases at 10$.
>>
>>168019454
>1300
My bad, it's 130 - one hundred and thirty sales at ten dollars.
>>
>>168019418
This flooding meme needs to end, the "newly released games" tab isn't a substitute for marketing.

You get what you pay for, so spam all game blogs and whip out that wallet if you want some exposure.
>>
>>168017719
What's happening with Steam?
>>
>>168019591
googum is finally being kicked off

I emailed gabe and he said he didn't want to be associated with school shooters
>>
>>168019518
I wouldn't mind releasing my first game for free, yeah

paying $1k+ will be too much tho
>>
>>168019454
i didnt say 600 was recouping, i was showing that an unprofitable developer is being punished for not earning enough to get the entire fee recoup.

>>168019364
shovelware exists to earn from margins, the margin is still there so shovelware will still be there.....in fact making the margin smaller just increases the amount of ware to shovel.
>>
>>168019591
No more greenlight, there will be no more barrier of entry at all other than paying some 200 bucks or something.

It's probably the death of freeware hobby games but it won't stop shovelware.
>>
>>168019543
I agree 100%.
>>
>>168019687
>200
Oh my sweet child...
>>
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I just realized I'l have to cut some content from the game to finish it in time, because I'm going to be busy the next few days.
I'll have to either remove some NPCs or simply make them non-interactible and just position them somewhere in the world where you can't reach them. It's sad but what can I do.
I should have 6 actual NPC now.
>>
>>168019687
Oh okay, phew.
>>
>>168019687
>200 bucks

Nigga they said 200-5000.

This will probably mean around 1000 bucks.

Why didn't they just announce 1000 in the first place? Because this way people get worried about 5000 fee and feel relieved when it's "just 1000".

If they announced 1000 first people would throw a fit that it's 10x higher than before.
>>
>>168019793
Why do you think it will be higher?
Valve loves poorfag indies, they simply want to disincentivize those crapware spamming "publishers" by making you have to pay per game.
>>
>>168019026
I think you have to pay someone that knows it to as him this stuff
>>
>>168019809
Anon, is that ship sinking?
>>
>>168017698
>>even end up doing a custom projectile movement component

>saying this as if it isn't an expected part of development
>>
>>168019881
They didn't directly say how much it will be.
>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. There are pros and cons at either end of the spectrum, so we’d like to gather more feedback before settling on a number.

The general consensus around the internet seems like 200 or so, so most devs are probably also suggesting a similar price.

1000+ would be ridiculous given Valve's track record of caring about small-time devs and not giving a fuck about quality control, it's heavily implied that they will just allow pretty much everything and let the users sort it out with curators and such.
>>
>>168020002
*to ask
>>
>>168019809
but what about the twink
>>
>>168019070
>complaining about shovelware who profit from margins on bulk releasing
i want to add that if you have some game design experience it should be obvious that this design theyre going with is to benefit themselves financially by increasing their margin on the bulk of unprofitable releases.

which is obviously not what any developers or customers have asked for. developers want access to the market and customers keep asking for curation of the market like they used to have..... if they were designing to meet those ends you would not be fucking around with fee structures they would be expanding their user curation system to take over what they used to do in deciding what gets to market...
like say (top of my head) a 2-tier release system which first releases to curators who have opted in to see non-curated releases who's ratings (weighted by a curators follower count) determine a second release to the wider public.
>>
>>168019809
Can't wait to play your game.

Please don't forget to upload your models too!
>>
>>168020184
Dead if I have time I'll add him, but it's not looking likely now, sorry
>>
oh shit nigga at the greenlight change

i wasn't planning on doing a greenlight for another few months because my game is too early - is it worth putting together some fake gameplay scenes and make a greenlight quick? i already had a greenlight game up so i'm not losing anything i don't think?
>>
>>168020289
They will probably just give you a refund or discount for the Direct thing.
>>
I think what they are trying to do with Steam Direct is make it all front ended, but ultimately trying to not change the end results.

Get 5k(worse case) and that's it. You will get higher profits until you recoup the 5k and then steam cuts take effect.

The whole thing achieves two things: Eliminates the vote system and makes it difficult for people who are not determined to get in. More or less it closes the loophole that you can get any crap on steam of you sucker enough people to click that like button.

So if you're a social media queen pushing a text adventure or faggot from /b/ with a hot new meme simulator, then its going to be a barrier. If you are a legit dev it's going to be a nasty sting but the effort you put into your game will pay you back.
>>
>>168020289
>>168020329
in any case no reason to shove things on greenlight now
>>
>>168020382
>this is the limit of his creativity
>>
>>168020353
>So if you're a social media queen pushing a text adventure or faggot from /b/ with a hot new meme simulator, then its going to be a barrier.
how so?
a financial barrier is purely a financial barrier. if you're poor, you're poor.
>>
>>168019070
>have to pay for every game now
>make single game that includes all games you want to make bult in as updates
profit!
>>
>>168020289
>already had a greenlight game up so i'm not losing anything i don't think?

Did the game actually get on the marketplace? If it did then you are kinda exempt from the whole change.
>>
>>168018243
nigger undertale collected 50000$ on kikestarter, most of the small indie hits you're thinking off would have made it on regardless. tought luck for the rest.

special mention for finns, where kickstarting is borderline illegal. now they've got shat on.
>>
>>168017719
Yeah it's a good and much needed change. I hope they go with entry fee + per game payment. Ideal would be something like 200-500$ entry fee and then another 200$ per uploaded game. Hell, even if they go with 500/500, it would still be fine as long as it prevents Steam from going full app-store.
>>
>>168020353
and honestly this makes no sense (have you released a game?) everything is about getting attention and then converting that into sales. you need A to get B, those ~social media queens and memers~ are still at an advantage no matter how much work you put into your game if they have attention to monetize and you dont.
>>
>>168020353
if it's 5k i simply can't afford it, best i can do is 1k.

I think in the future we'll be seeing a lot of indie devs weighing the quality of their game and asking "is my game worth money?" because who the fuck knows.
>>
>>168020484
what as DLC?
you dont think they'll add a submission fee to DLC?
>>
>>168020646
It's not DLC it's update. Does steam charge for updates?
>>
>>168020442

5k is still abit. It's enough to make people consider if they can get that much for the effort. Many games that are basically clickbait have a very, very short shelf time, along with many 'joke games' as Alden on Steam puts it. Many of these people are intact poor enough to not do it, anyway.

As you point out if someone has 5k they can proceed anyway with whatever crap they want, really it's just using a new tactic because the old one has been thoroughly beaten.
>>
>>168019687
>death of freeware hobby games
on steam? yeah
but other than that i see death of greenlight as something that might actually breathe some life into freeware games as many people won't be able to try and sell their shit on steam anymore and none of the substitutes are really attractive
>>
>>168020689
they're not that retarded yet.
but if you do that as an update you're just giving away free games to whoever bought it already.

>>168020743
>a financial barrier is just a financial barrier
>BUT WHAT IF ITS EVEN MORE MONEY?
bruh
>>
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>>168020767
All this is gonna do is discourage faggots that're trying to turn a quick buck or those indie shitters that aren't actually commited to vidya and instead just want to make "artful experiences"

what
a
shame
>>
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>>168020956
work on ya runnin animation mate
>>
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>>168020484

Kinda like that Sega console emulator thing on Steam?
>>
>>168020956
what is wrong with her tits when shooting?
>>
reminder that shitty shovelware flooding the market is what killed games in 1983. most people arguing against a higher entry barrier don't actually give a shit above indie gaming or each other, they just don't wanna lose their ability to earn a quick and dirty buck.
>>
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Newgrounds had a better Greenlight system a decade ago.

>tfw I will never BLAM shitty shovelware games under judgement on Steam
>>
>>168021047
i need to tweak the frames.
On a single shot, the boobs jiggle fine, on repeatedly pressing the button it puts the animation frame back to before the jiggle to refire, causing the odd looking jiggle.
>>
>>168021064
Yeah that's pretty much it.
>read the steam announcement
>read the comments
>me indie dev, make gud game very good next minecraft but with zombie and gun! but 200$ too much

get fucked pablo
>>
>>168021064
Wasn't there a money entry barrier in the form of publishers in 1983
>>
>>168021139
Some Steam games could really use some BLAMming.
>>
>>168021047
Realistic physics.
Haven't you watched highschool of the dead?
>>
>>168020947
No, it discourages people without money and people who don't want to gamble. (autistic logical developers such as myself who see any kind of slight gamble risk in life as pure retardation)

>and instead just want to make "artful experiences"
isn't san francisco an expensive place to live? those rich tumblr sjw faggots will spend the money for the attention not because it will sell.
>>
>>168021064
Basically this.

Oldfags will clearly remember what happened with Atari.
>>
>>168021185
not really, the whole point was that anyone could publish anything for the consoles at the time, it was actually startlingly similar to the current situation on steam, right down to thousands of pac-man flips. it's why nintendo required devs to license all games for the console through them, so that shit wouldn't happen again.
>>
>>168020135
I expect the default projectile movement component to not be utter garbage, for simple linear movement I'm not really going to bother so much, it's going to be different once I get into making proper patterns, but that's not the focus yet.
>>
see
>>168019070
>>168020214

the system theyre designing is one in which the profit margin on releases that are NOT financially successful is much higher than before.
as a developer i can confidently tell you steam is pretty shit to work with already.
this does not incentivize them to get any better.
>>
>>168020947

This. At least the faggots too poor or too smart to not spend the entry fee. I'm sure others will run the Patreon or KS to get the money but who knows, maybe the extra effort will make them make a better game.
>>
>>168021272
If you're broke, you work for your money. Sell your game elsewhere and build the funds you need. It's a gamble to put it on steam now yes, but that's gamedev in a nutshell. If you don't have guts or resources to go the lengths required to get your game out there, then stick to just being a hobby gamedev. It's not hard, anon.
>>
>>168021330
you can always just look for a real job instead.
>>
>>168020956
That sword seems woefully underpowered.
>>
>>168021312
>I expect the default X to not be utter garbage
This is unity we're talking about anon
why the fuck did you think that?
>>
>>168021370
>maybe the extra effort will make them make a better game.
>extra effort is poured into marketing/funding
yes all the best games are made by marketers and moneymen.
>>
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Just look at iPhone/Android to get a very obvious picture of why a shovelware market is awful for everyone.
>>
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>>168021410
>This is unity
Should I take that as an insult ? It's in unreal.
>>
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>>168021406
oh yeah, none of stats are final. I need to figure out if i'm going to put in different swords or have a way to upgrade the one sword via mods or something.

unrelated note, forgot about the screenshake?
>>
>>168021378
>Sell your game elsewhere and build the funds you need.
Is this really an option? I would absolutely do that but I can't imagine it's truly viable... gog & itch seem so obscure.
>>
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>>168021381
>googs getting a mcjob

>>168021437
You're motivated mainly by money though, googs, and your games usually have no mechanical depth to speak of, not to mention didn't you have some kinda real money auction for an achievement in one of your games?
>>
>>168021443
look at iphone/androids submission fees to get a very obvious picture of why a shovelware market is fostered by, not hindered by, increased fees.
>>
>>168021443
The problem with Android is that Google actively promotes f2p garbage with ads everywhere since ads are their main revenue source to begin with, they could easily fix the entire mobile industry by having some morals but that's less profitable.
>>
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Are you spooked yet.
>>
>>168021495
Your other choice is going through a publisher but you better do your homework there anon, some publishers will fuck you over.
>>
>>168021495
GOG isn't obscure and there are a fuckload of other fairly well known stores like Humble, Amazon, GamersGate and Nuuvem.
>>
>>168021545
>look at iphone/androids submission fees
AFAIK they have entry fees but no submission fees, which is why people flood the store with garbage so they can recoup their initial losses.

That's why a submission fee of 200$ per game would be ideal for steam.
>>
>>168021481
Either way, expecting a default ANYTHING to work exactly how you want it is incredibly naive
>>
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>>168021713
You're right in a way, but in the end the movement component did work how I thought it should, and the problem was somewhere else.
There's no real need to discuss that anyway, the issue's fixed, projectiles and delays should work as intended now, so I'm focusing on progress.
>>
>>168019134
Triangulating it might be a pain in the butt but if you can figure that out then yeah it seems like a decent solution.
>>
>>168021489
You should reduce and shorten the screen shake effect. Less is more.

Also, the explosion sprites look great! But they do need a couple more frames.
>>
>>168021695
let me explain why financial barriers counterintuitively promote shovelware rather than stopping it...
>shovelware company shits out games to make money by virtue of ubiquity
>more total games in the market results in competing shovelware company shitting out even more to maintain their share
>all the companies also need to consider their PROFIT MARGIN, the smaller it is the more ubiquity they need to make up for it
>increased upfront costs and fees create smaller profit margins
>smaller margins increases shovelware volume
>more total games increases shovelware volume
>infinity
all the fees do is accelerate the competing shovelware companies until they've destroyed confidence in the market entirely and it crashes.
the only way to deal with quality control problems is to have quality control.
>>
>>168022384
this makes literally no sense goog. you can't make money from the volume of your games if you're priced on a per-game basis.
>>
What do you guys think would be the best engine to do a third person shooter/puzzle game?
Think earlier resident evil game play.
>>
>>168022525
>best
>>
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Has anyone put a game for sale on Android? I refuse to believe that there are people who buy paid apps.
>>
>>168022525
Unity if you want simplistic graphics I guess, Unreal is technically better but it's bloated as fuck.
>>
>>168022496
their entire business model is based on small margins, theres no amount of upfront costs you can impose that they wont find a way to make a 1cent profit on top of without killing every small dev in the process.
>>
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Previously, you set your target location by clicking, and used EventSystem.current.IsPointerOverGameObject to prevent UI clicks from making move commands. Now that I've changed it to allow left click to be held down to choose a target location, when you slide off the UI at all it sends move commands again. I'm trying to think of a good way to make it so any click that starts on the UI doesn't send movement commands.
>>
>>168022525
Unreal is quick and pretty but limited, Unity requires you to learn and work more, but allows much greater creative freedom given enough time.
>>
>>168022640
only send on the up event
>>
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>>168022638
again, googs, you're arguing that a one-time payment of 100$ somehow encourages publishing less shovelware than a greater per-game fee.

you are literally arguing that paying for every shovelware you publish is more attractive than paying less, once.
>>
>>168022563
Sorry I meant bestest.
>>168022625
>>168022669
Thanks buds, I'll give unity a go then.
This will be a slow burn anyway, it's gonna be quite ambitious and probably never happen.
>>
>>168022384
How is that an argument against submission fees?
current system
>pay once 100$
>release asset swap #535 ten times
>make 175 dollar
>175-100
>+75 dollar
>release more garbage to make more money
new system
>pay once 100$
>release asset flip #536 ten times
>have to pay 200$ per submission
>make 175$
>175-100 - 10x200
>-1925$
>release more garbage to lose more money

How is this hard to grasp?
>>
>>168022824
Start by watching this guy's tutorials.

He covers the basics pretty well.

https://www.youtube.com/playlist?list=PLFt_AvWsXl0fnA91TcmkRyhhixX9CO3Lw
>>
>>168022808
>>168022918
youre not paying attention to the entirety of the market.
say they need to have 5% market share with low fees to make a profit. its a busy market so that 5% is like 2 games a day.
you up the fees and now they need 10% market share to make a profit..... but youve also culled the genuine contributors to the market. that 10% with less competition is 1 game every 4 days.

what have you accomplished?
>>
>>168023146
im sorry but i dont see what the fuck this has to do with anything. you're rambling pure nonsense.
>>
>>168023146
Jesus Christ man, they can't make a profit when the submission fees are higher than the average turnover per game... which is the case for most asset flips.
>>
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>hey anon i wanna make game heres this idea i have
yeah man here are some links to get you started just remember to start small your idea is pretty basic and should be great as your first game hope this helps!
>thanks anon! ill look at it next month
>>
>>168023146
why isn't this idiotic tripfag not banned yet? he's an abject moron
>>
>>168023146
Sounds like bullshit to me desu.
>>
>>168022918
wait what? is this for steam? what do you mean asset flip? a new game or an update?
>>
>>168023390
you've already posted this you dumbass
>>
>>168023535
im still triggered
>>
>>168023386
their turnover is linked to their competition, less competition = higher turnover. making their margin smaller is ineffective or counterproductive if you're reducing their competition.

consider the app market....the games they release are "free". that has not hurt their business model. if you cant think how they would make money with a changed fee structure you're not thinking as hard as they are.
even consoles have shovelware and consoles costs many thousands of dollars in entry fees.
>>
>>168023665
>people will have buy your shovelware if it's the only shovelware in town
>as opposed to actual games
is that really the logic you're going by.
>>
>>168023665
Here's an exercise for you, give a simple example with numbers and reasonable assumptions why an upfront cost for each game is good, or magically better than a single time payment, for shovelware devs.
>>
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>>168023665
>"there will be more shovelware"
>how?
>"by there being less shovelware"
>>
>>168023728
>>168023867
no, im going by what shovelware does...
>target dumb moneyloose markets like children
>supplement with ads
>profit
the marketshare ubiquity aspect of shovelware just stems out of predation of people too dumb to notice theyre shovelware in the first place.

>>168023929
potentially less absolute given a contraction in the market.
definitely more market share.
>>
>>168024002
Thanks for the thorough example. You're like the poster embodiment of clickbait articles.
>>
Steam direct means any schmuck with money can get their game on steam

This doesn't stop there from being shovelware, and it means even less quality control than greenlight
>>
>>168023665
The app store is a terrible example, every fucking IT student uploads at least one shitty clone there because it costs almost nothing to have access to it. Also for some reason you seem to genuinely believe that some kind of giant organizations are behind uploading garbage on steam. It's mostly kids, retards and toothless 3rd worlders. Yeah sure a few organized groups might be able to survive but at least the number of shit games uploaded on steam will go down.
>b-but they will just upload more
>upload shitgame#424
>pay 200$
>it made 63$
>oh shit we have to upload more
>upload pallete-swaps of the same game 100 times
>one version makes 240$
>FUCK YES 40$ PROFIT
>still have to pay steam 20000$ in submission fees

FUCKING BRILLIANT
>>
>>168024090
youre completely underestimating shovelware companies.
a normal dev takes a financial loss a dozen times because theyre thinking about how to make their games better.
a shovelware dev take a loss a couple times at most because theyre thinking about how to extract money from the market better.
>>
so you have to pay steam's submission fee everytime you update your game now???
>>
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>>
>>168024396
No. Funny how you leaped to something so wrong, though.
>>
>>168021489
>Only boobs are animated when you shoot.

Nice.
>>
>>168024446

sorry just wondering what the fuck you guys are discussing
>>
>>168024308
Nice non-answer

>>168024396
No, but probably whenever you upload a new game.
>>
>>168024480
Steam is going to trash Greenlight, and start charging a yet unknown amount $100-$5000 per every new game release. Your game goes directly to Steam.

Said money will be "recuperated" somehow as your game makes money.
>>
>>168024480
Steam Direct's fee proposal and these bozos who have no economics knowledge thinking that it is an effective blockade against predatory business practices when it itself is a predatory business practice.
>>
>>168024607
You are fucking retarded and you really need to shut the fuck up.
>>
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>>168024712
>>
Generally, is a check significantly cheaper then a operation when it comes to performance?

Like, for example if you put an if statement around a update function that fires every frame so it only fires when you need it to. Does that actually improve performance at all or would the difference be negligible due to it having to check every frame?
>>
>>168025314
Due to the duration of this ban it may not be appealed.
>>
>>168025314
IIRC the 4chan IRC channel has actual mods/admins in, you might get more mileage complaining about this there.

You'll know them because they're also mods of the IRC channel.
>>
>>168025446
I don't know, anon, and I don't like to think about it. The simple fact that the whole game is in a while(run){} loop just makes me mad beyond belief.
>>
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>>168025314
there, there
>>
>>168025446
branches are to be avoided for performance
>>
>>168025446
In reality it wont make a difference. Compilers are clever. Worry about this shit when it becomes a problem and you have profiled to prove it is causing issues.

>>168025647
No-o. What year is this?
>>
>>168025446
if you're comparing the cost of branching to the cost of an operation you're most likely going in hard in the pit of microoptimizations, and the answer is always "it doesn't matter"

I personally follow the tenet of "just do it anyway"
>>
>>168025589
>All gamedevs before me were wrong.

Are you the same guy who said that you shoudln't move a gameobject in the update() function?
>>
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How can I achieve this effect with GM:S? As in have "snake", separated by top, middle and bottom parts and the body would follow the head (top).
>>
> just remembered comfy jam
> i have absolutely nothing
>>
>>168025768
what if you had the head move, then the body move towards the head and the tail move towards the body

>>168025809
2 days and 15 hours is enough to make a game
>>
>>168025836
Yeah but it's not very efficient to separate the "snake" into many objects. I'm not sure which is the best way to do this.
>>
>>168025836
i have no ideas and i'd like to make something with some substance but im not sure if i have enough time. i cant just shit out a bad platformer this time.

>>168025908
Isn't that how it's normally done? Either that or skeleton movement?
>>
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lol
>>
>>168025956
is the joke that it's no different from normal
>>
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I keep underestimating the incompetence of normies at playing video games. I gave my friends a chance to try my game and they failed so bad. Guess it's time to dumb it down even more.
>>
>>168026069
Yes, but it's not funny because no one buys games there.
>>
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>>168025956
>>
>>168026117
They're also new to it. Your game could easily get fine/too easy if you gave them a proper tutorial.
>>
>>168026117
Fuck normies, keep it hard!
>>
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Would an alchemy system with no recipes work?
As in, you have to make something, but you don't have w lost of ingredients. Instead, you use your logic and try out combining them yourself. Then you may have a way to take jot of which combinations work and what they create.
>>
>>168026275
I think most people would find that unacceptable / wouldn't be assed to experiment. It's one of those things that sounds neat but is really goddamn frustrating in reality.
>>
>>168026275
Wow I'll never post from my tablet again.
>but you don't have a list of ingredients
>have a way to take note of which combinations work
brb committing suicide
>>
>>168026275
If you only got recipes for successful experiments you tried it could be cool but I think having too many ingredients or having to write recipes down outside the game would turn people off.
>>
>>168026275
see >>168026117
because that's the inevitable outcome
>>
>>168026117
Or you are just incompetent at making your mechanics clear.
>>
>>168026373
rude
>>
>>168026117
more important than whether or not they're good at your game (new players cant possibly be good) is if they're interested in getting better at it... if they have no interest in playing it in the first place, you're wasting your time testing it on them and will definitely get incompatible feedback.
>>
>>168023665
Sounds like that'd make it super easy for steam to curate since they will only need to ban 1 company to get rid of 1000 shitty submissions.
Plus, it would be impossible for a game dev company to shit out 4 games a day. If they make exact clones they will be banned automatically, if they make different games it would take insanely big teams to release 4 games a day. Plus their cloning would be pointless after they get negative ratings and they would never make the submission fee back on any game after releasing 2 or 3 shitty games.
I think a fee of 500-2k would allow serious game devs to publish in a better market, helping them make their investments back sooner because of decreased supply, even for third world countries getting 2k borrowed from friends and family's doable if you have a good game to show them.
>>
>>168026275
Just copy TES, searching and researching ingredients to make potions and poisons with cool combinations of effects was fun as h*ck in Oblivion.
>>
>>168026476
>f*n as fuck
Fixed
>>
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>>168026476
>h*ck

watch your mouth, boy
>>
>>168026476
>>168026573
>>168026631
>*cuck
>>
I'm too hungry to dev.
>>
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>>
>>168026812
sorry anon... anime isnt progress
>>
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>>168025768
>>168025836
>>168025943
Nvm figured out how to make it with single object. Here's webm. Collisions would work if I enabled them, but I don't think this will get collisions as this will be enemy/boss in my game.
>>
>>168027015
are you using gm's physics?
>>
>>168026812
That sure is a nice Unity Asset Store asset
>>
>>168026469
>they will only need to ban 1 company to get rid of 1000 shitty submissions.
that one company actually presents themselves in the market as dozens of companies.
> it would be impossible for a game dev company to shit out 4 games a day.
it's not.
>If they make exact clones they will be banned automatically
how?
> if they make different games it would take insanely big teams to release 4 games a day.
it really doesnt.... you just pay the same indians that run steams submission process to make asset replacements.
> Plus their cloning would be pointless after they get negative ratings
ratings arent as important as people make them out to be.
>they would never make the submission fee back on any game after releasing 2 or 3 shitty games.
that assumes the people theyre targeting are smart enough to notice the developer name or to check their backlog or consider bad ratings a putoff.... it also underestimate the amount of playtime they can get per buyer thanks to well honed predatorly addictive game mechanics built on top of gambling science and the amount of money they can extract from a single highplaytime player through ingame advertising.
>I think a fee of 500-2k would allow serious game devs to publish in a better market,
define "better" market? in one sense you could say there just being less absolute releases is a "better" market for being seen... if you have minor foresight and are cynical you can even reason being a rare "good" game surrounded by shit is a "better" market then being surrounded by indie devs trying to make good games.
with real foresight i would say the shitty predatory games are going to take up more and more market share resulting in long term degradation of confidence in the market decreasing individual earnings.
>>
>>168027040
No.
>>
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Doing a bunch of stuff on Mouse Control and arcade controls. Still need to clean up the codebase a bit after polishing up this shit because now its really messy and spaghettified.

Mouse control seems pretty comfortable to play but the other arcade style (not in the webm, maybe later) is a bit dodgy but it's playable.

Joystick and rebindable keys soon.
>>
>>168027057
>If they make exact clones they will be banned automatically
If they're so flagrant as "exact clones" or "very close clones" a quick file check over all games would be enough to out them.
>>
>>168027225
then why hasnt that been implemented in the mobile markets?
>>
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Working on a lil' tank shooter akin to Wii Tanks!.

Enemy tanks have a few different behaviours, currently:
4 moving modes (stationary, random, hunt player, avoid player)
>Hunt player: move to a position that has a clear line-of-sight to the player
>Avoid player: move to a position that has no LOS to player

4 aiming modes (random, direct, lead target, bounce)
>Direct: fire only with a direct line to player
>Lead: Attempt to lead target, if failure, fire directly
>Bounce: hit player by bouncing shots off walls unless you can fire directly

Pictured is avoid player + bounce. Still needs a bit of work...
>>
>>168027223
starting to look AAA quality my man, I'd confuse it for ACAH
>>
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I don't even
>>
>>168027223
>Mouse Control
I fucking love you man. I really liked that scheme in war thunder but the rest of that game is ass.
>>
>Making a pretty hardcore match 3 roguelike
>Only know how to dev for PC, not for tablets
>Have never owned a tablet; hate them
Am I fucked?
>>
>>168027483
>one of the best combat flight sims
>ass

what did he mean by that

did you play it on babby mode maybe?
>>
>>168027292
Because google/apple are large companies and they can't be assed to allocate someone to that. Especially when everything is "fine".
>>
>>168027223
need some kinda foreground/overlay/camera effect as you go through the clouds.
>>
>>168027545
have you ever flown in your life?
>>
>>168027057
>that one company actually presents themselves in the market as dozens of companies.
Pretty easy for steam to spot and ban as they have lots of information and apparently will require even more before they accept your account. Creating separate LLCs to try and hide from them would result in even more cost that needs to be made up, making the shitty games even less profitable.

>If they make exact clones they will be banned automatically
>how?
With no greenlight, steam gets back more control over what gets pubilshed and I'm pretty sure they'll reserve the right to tell you to GTFO with your Pong with waifus clone #10.

> if they make different games it would take insanely big teams to release 4 games a day.
>it really doesnt.... you just pay the same indians that run steams submission process to make asset replacements.
The above answer applies to this as well, I'm pretty sure they are taking more control, otherwise they wouldn't have killed Greenlight in the first place.

>define "better" market?
Less releases per day, less supply, games get more time in the spotlight, etc. This all translates into faster ROI and a better long tail.
Also having to raise the funds to publish means developers need to have a product that will convince lenders and or investors, therefore increasing the quality of titles available.
If you are ashamed to show your game to a potential lender or investor, then it is for sure shit and should not be in a store.
>>
>>168025446
It depends on the operation. Branching costs more than most of the atomics, for example.

Watch this. If you don't get everything that's fine.
https://www.youtube.com/watch?v=rX0ItVEVjHc
>>
>>168027509
Just don't dev for tablet, problem solved. Unless your roguelike is highly suitable for tablet, the port will probably be assy anyhow.
>>
>>168013448
the artstyle is very appealing to my inner weeb but it just looks like something i'd try for an hour and never play again
>>
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Just finished implementing some basic combat. Going to make some sweet animations now.
>>
>>168027686
Don't match 3 games traditionally do better on tablets, though?
>>
>>168027480
is the sprite yours? it's pretty good, design reminds me a bit of Atomic Runner
>>
>>168027328
Are you the dev who was working on similar game but with robots or something
>>
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>>168027057
>secret evil organization is posing as stupid 12 year brazilians to sell their highly-addicting unitZ demos to innocent American children
>their goal? World domination.
>>
>>168027621
you think that's gonna stop someone from making offhanded comments with an air of superiority?
>>
>>168027621
the camera is behind the plane. there should be a noticable amount of vapor between the camera and plane but there isnt so it looks weird.
>>
>>167994962
I don't get it. Why do you keep reposting this?
>>
>>168027532
>grinding is disgea tier
>balance is out of the window
>historical accuracy is non-existant
>>
>>168027091
good. good job
>>
>>168027791
Yes, and holy shit, it actually is similar. Well, it's a placeholder anyway.
>>
>>168027972
uhhh disagaea had the best grindfing there, friendo nintendo
>>
>>168027773
I have no idea what is happening, but I hope you're having a lot of fun making this game.
>>
>>168028103
disgea didn't lock everything behind grinding though, I mean in terms of quantity
>>
>>168028141
okay. its cool

but dont ever disaparage disgaea again, my sega negga
>>
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gun

i dont really know what im doing anymore. do i even need this gun? why do i even make game
>>
>>168025740
No I'm not. I follow the rules, I'm just still wondering if there's any other way, but probably not.
>>
>>168027798
Goddamn, someone really remembers that one. Yeah, same guy. Mechanically this one is almost the same, just rebuilt to be BETTER.
>>
>>168028187
>lose badass whip
>have to put down sub to fire gun
Why don't you make a attack button for "Ranged" (Gun and gun subs.) and one for "Melee" (Whip, knife/other subs.).
>>
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post your dead games
>>
>>168028482
Is that a hobo rpg?
Looks fun.
>>
>>168027538
same applies to steam.
it's also a non-trivial task, you cant just hash files and look for matches, tons of stuff will match because of engines/libraries and the things you're actually looking for wont match because of minor changes.

>>168027639
>Pretty easy for steam to spot and ban
it really isnt. in the first place they dont WANT to spot anything, if it makes them money its fine by them. secondly they'd need to employ much more people (more expensive people if it's legal related) to confirm that shit.
>Creating separate LLCs to try and hide from them would result in even more cost that needs to be made up, making the shitty games even less profitable.
LLC costs are as negligible as steams fees to an operating business who's only goal is to extract profit.
>With no greenlight, steam gets back more control over what gets pubilshed
n-no...the point of steam direct is to open the floodgates further.
>I'm pretty sure they'll reserve the right to tell you to GTFO with your Pong with waifus clone #10.
you guys have a real weird sense of what a shovelware game is. shovelware games are predatory and clones, not poorly designed.
the most successful shovelware devs on the early mobile market transitioned into "proper" game companies (no longer needing to make clones for marketshare while maintaining the majority of their predatory practices)
even well known AAA companies have gotten in on shovelware practices in markets they thought were exploitable like with the Wii.
>no lender
>no investor
>should not be in a store.
digital distribution was supposed to end this bullshit not facilitate it. it's economically wasteful. it disincentivizes creativity.
how do you expect to remove shovelware when youre incentivizing everyone to make shovelware?
>>
>>168028520
yeah maybe ill come back to it one day

you play a homeless guy with a doggo and the doggo has a mind of its own
>>
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>>168028482
Shipping sim for vita
>>
>>168028403
>lose badass whip
what do you mean lose badass whip? i havent changed that at all
>Why don't you make a attack button for "Ranged" (Gun and gun subs.) and one for "Melee" (Whip, knife/other subs.).
honestly its because for some reason i'm trying to stay to the nes controller limitations (even though my game has out of palette colors, mixels, widescreen, etc). the drop button is select and i don't feel like binding a ranged attack button to select would be very good. plus i plan on making the gun powerful and if you could have both the gun and a sub at the same time, it would be unbalanced
i think
>>
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>remember a specific aggy daggy dev
>can't remember seeing them post in awhile
>check their social media
>they've been gone for over a year

fug
>>
>>168028570
>vita
deder than ded
>>
>>168028129
Thanks Anon, I've hope you're having fun too!
>>
>>168028570
i dont care what anyone says or memes, vita always needs some love
just dont expect anyone to buy it sine the vita piracy scene recently exploded
>>
>>168028187
>why do i even make game
I don't know but I'm happy you do so.
>>
>>168028568
That sounds pretty cool.
I hope it's a semi sandbox about taking drugs/drinking and getting into/out off shenanigans with doggo.
>>168028572
You can still use the whip? It said the gun was a permanent upgrade. That makes more sense with limited buttons, cool deal.
>>
>>168028579
>tfw you remember Marmo is now a girl and in jail
>>
>>168027223
Is this yours? It looks like a real game made by a team.
>>
>>168028763
>in jail
?
>>
>>168028579
>that picture
Fuck, anon, I promised I won't play that damn game anymore! Why do you tease me? That's the ultimate progress killer.
>>
>>168028579
which game
>>
>>168028653
It's alright, it's already dead. Sony killed it
>>
>>168028763
>in jail
wait what?
>>
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>>168028761
>i hope its
its dead anon
>>
>>168028187
>why do i even make game
To gain a better appreciation of professionally made games?
>>
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Occasionally the first jump attempt of the level doesn't work, every other time after it there's no problem
>>
>>168028878
Nooooo!
>>
>>168028895
memory leak
>>
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>>168028482
>>
Game Jolt or Itch? Pros and cons? Which do you prefer?
>>
>>168028895
check all your initialization values
>>
In the oversaturated sea of indie 2D platformers, what would compel you to play one in this day and age?
>>
>>168028761
>You can still use the whip? It said the gun was a permanent upgrade.
oh, yeah. i guess i didnt make that clear enough. its a permanent sub weapon. sorry about that.
>>168028890
nah lol
>>
>>168028895
Probably placing the character in the ground or he's just not checking collision.
>>
>>168028895
Similar things happen to me when I forget to properly null or set to the start value something.
>>
>>168029124
Cute girls. Lots of them.
>>
>>168029195
okay, without waifufagging.
>>
>>168029238
A kickass soundtrack.
>>
>>168029238
So you want me to play a shit game?
>>
>>168029124
An innovative inventory system.
>>
>>168029124
absolutely nothing to be honest
that's why i stopped making one
>>
>>168029124
funny and fun with good music
serious games are negative fun

the concept of shovel knight is inherently funny even if the rest of the game isnt
>>
>>168029124
Tight controls and difficulty.
>>
>>168029124
The same thing as always: good music and good atmosphere, topping that with good challenge.

Like I know that the new Rayman games are supposed to be good and fun, but the tunes are forgettable and the locations are boring. However Super Meat Boy met at least two of the criteria above, and won a place in my heart instantly.
>>
>>168029124
last "2D platformer" i enjoyed was vvvvvv and im not sure that was really even a platformer.
>>
>>168029320
KEK
>>
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>>168029372
>>
>>168029124
Make SotC in 2D
>>
>>168029275
of course.
>>168029301
lmao, you're sad if you only play games to quench your thirst for nonexistent 2d girls.
>>168029320
what are some of the best inventory systems you've seen in a video game?
>>168029334
you know, there can be diamonds in the rough.
>>168029347
yeah, i won't take myself too seriously.
>>168029348
yeah. what are some platformers with the best controls you've seen.
>>168029357
yeah, i want to make it difficult but not meme-difficult like I Wanna Be The Guy.
>>168029372
ehh, it's more of a puzzle metroidvania, albeit with the metroidvania part being meant very loosely.
>>168029493
ehh, maybe.
>>
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Folks posting about Steam Direct, listen up. Gamasutra published an article about it. Gamasutra is pretty much THE game industry site. Folks from Valve have already posted in the comment section. Make your voice heard. Be polite and use a meatspace-sounding name.

http://www.gamasutra.com/view/news/291277/Valve_to_replace_Steam_Greenlight_with_a_feebased_game_submission_system.php
>>
what are some good metroidvania settings that haven't been done yet?
>>
http://steamcommunity.com/greenlight/discussions/18446744073709551615/133256758580075301/

You will get a refund on the Greenlight fee.
>>
Are AIDS jokes acceptable now? I think it would be funny to add a curse named AIDS in my game.
>>
>>168029663
Acceptable? Probably.

Funny? No, it's underage-tier garbage.
>>
>>168029663
Nope.
>>
>>168029663
comedy = tragedy + time
>>
>>168029663
South Park says it is.
>>
>>168029663
I think so, just don't be one of those people who make technically flawed jokes because they don't know the difference between HIV and AIDS.

Also that doesn't sound very funny, there isn't really a joke.
>>
How hard it is to make a game like ones Wadjet Eye publishes? Adventure game studio and Twine look pretty kewl desu.
>>
>>168029663
is it really a joke though? what if the enemy can literally give you aids?
>>
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And here's the arcade style controls in action. I'm not too happy with it yet but its usable.

>>168027448
>>168027483
Thanks anons

>>168027545
Yeah, I might add some kind of effect in the future.

>>168028780
Yep, Thanks anon
>>
>>168000198
This is nitpicky as fuck but since he slashes his sword from left to right I think it'd look even better if the enemies of the left were the first to fall apart then it moved like a wave across the screen and the ones on the right were the last to disintegrate. I have no idea how to implement this tho.
>>
>>168029535
>what are some of the best inventory systems you've seen in a video game?
the one where you store things automatically and can retrieve what you need quickly and easily
>>
>>168029663
I'm pretty positive it is.
>>
>>168029804
I know the word alone isn't funny, it's all about the buildup
>>
>>168027223
>>168029853
Looks amazing, the one thing that sticks out is it looks too "floaty".
Like the plane turns and moves too freely.
>>
>>168028187
You're back!
>>
>>168029663
if all your magic is themed around disease/disorders that's A) kinda interesting and B) can be played straight making it more funny and more passable.
>>
>>168028546
>it really isnt. in the first place they dont WANT to spot anything,
Really stupid assumption there. They want to keep being a store with good games, letting shitters in affects their image and customer retention.
Plus it's a fallacy to think that they'd be making less money if they weren't selling shovelware.
They already have thousands of good titles and even the most hardcore spenders don't buy more than 4/5 games a month.

>LLC costs are as negligible as steams fees to an operating business who's only goal is to extract profit.
it isn't given all the other conditions I've previously stated. Plus the companies you see pushing lots of titles in Apple and Goggle markets are publishers that take a % of the profits made from the app so that piss poor shitty devs don't have to pay the app store costs. This model does not work at all with a pay per release scheme.

>With no greenlight, steam gets back more control over what gets pubilshed
>n-no...the point of steam direct is to open the floodgates further.
This is just your personal opinion vs my personal opinion, I still think you are wrong, but there's no point in arguing further since only time will tell who's right.

>no lender
>no investor
>should not be in a store.
I never said that, I said that if you are ashamed to show your game to potential investors you probably have a shit game. The same could be said about not willing to risk some money on something you developed. You don't need investment to make something good, but chances are that if you found investment for your product it's probably at least decent.
When my game is ready I'll be okay with spending whatever it is 200 or 5000 to publish it, why? Because I'm not building a shitty game and I know that it's worth the risk.
Anyone making a game as a hobby can still have fun, get feedback, and improve by releasing on other stores and/or their own websites. The easy money train has departed anyways, so it's not like they are losing anything.
>>
>>168029663
just call it GRIDS instead
>>
>>168030208
Now that will really trigger people
>>
i have no real experience of making games but i have experience in game designs, mostly designing games on paper. I want to create a MMORPG with survival elements. Imagine if you'd mix world of warcraft with dayz. How long would this take to make and how do i recruit team members to work with me?
>>
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god this is so annoying
>>
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>>168030505
>i have no real experience of making games but i have experience in game designs
lol
>>
>>168030505
>I'm an ideas guy
>>
>>168030505
10 years

if you take the path of actually doing the work?
3 years

and this is assuming youre working along

"designing games" is worth a pile of monkey shit

people who remake pong or some shitty 2d platformer? those are game devs
>>
>>168030595
kek
>>
>>168021713
>>168021940
Well shit, in the end you were absolutely right anon, I can't dodge making custom-made classes, they are far less ressource intensive.
You have my thanks.
>>
>>168029869
As cool as that would be, I have no clue how to pull something like that off within the doom engine, sorry anon
>>
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>>168029853
Now make the planes transform into gerwalk and mecha and I'll buy your game.
>>
>>168030204
> They want to keep being a store with good games
they were never a store with good games. they were a store with games. a store that is highly profitable to them because of a profit cut many times larger than their costs. if they were not primarily concerned with profit they would not be interested in giving up content control and would probably not ever have even become a store in the first place...steam used to just be their independent publishing platform.

>This is just your personal opinion vs my personal opinion
>"Our goal is to provide developers and publishers with a more direct publishing path and ultimately connect gamers with even more great content."
yours is an opinion, mine is just taking the stated objective of Steam Direct at face value. which might not be true but it's not an opinion.

>I'm not building a shitty game and I know that it's worth the risk.
taking on undue risk is just foolish.
>The easy money train has departed
there was never an easy money train, they're just crunching us all more than before because they can. business power over a market always tightens.
>>
>>168030595
Wouldn't it make more sense if he were also pulling the sheath away in the opposite direction?
>>
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>>168028482
It's fun to go back to my old HDD.
>>
>>168031003
>no game where you play an anime fighting off giant penises
>>
what are some great beginner tutorials for UE4?
>>
>>168028482
ITS ON HIATUS
>>
>>168029853
unity?
>>
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>>168028482
>>
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Does anyone here have any experience with Crowdfunding?
Is it possible to run a successful campaign for a new developer on the scene without a following and contacts?
>>
>>168031849
No. That's why you start building your followers before you do that. Even with a big following it can be a hit and miss.
>>
>>168031824
>Ratchets and skank
That looks cool though.
>>
>>168031932
Man, this greenlight shit really fucked up my plans, maybe even delayed my games release for years.
>>
>>168031849
You need to be a social butterfly and whore out in every single website imaginable, no one ever discovers a crowdfunding campaign by stumbling upon the "newest" section.

Also you need the following before the campaign.
>>
>>168030897
When they started they needed more content, they already have more than enough, and it will keep coming, it'll just be higher quality.

> ultimately connect gamers with even more great content.
more great content != more content

>taking on undue risk is just foolish.
There literally no business without risk. That's why you reduce it by testing the market before making your investment. If you release crap without first making sure that people will want to play it, then it's your own fault.

>there was never an easy money train
There's lenty of GDC stories about how steam was easy money for indies for a couple of years.

This is my last post about the subject, you are definitely too fucking dense to even consider someone else's point of view and I have to get back to devving.

I find your games interesting from a conceptual aspect, and I see why you would feel that this change is a threat to you, but I honestly don't think it means bad news for experimental games at all.
>>
>>168029535
didn't you give up on gamedev?
>>
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Warm abstract void or an actual room?
http://www.strawpoll.me/12315763

I haven't really tweaked the lighting in either, I'm just wondering conceptually.
The room will have rain outside the window if it makes a difference.
>>
>>168031932
>>168032030
When would you guys say it's a good time to start the social media thing?
>>
>>168032169
definitely the void

the room is so depressing I feel like my mom just scolded me
>>
>>168032187
yesterday
>>
>>168032187
The second you do your first visual piece of progress. Not even kidding. You need to start of as early as you have something to show.
>>
>>168032187
What's the game idea?
>>
>>168032169
Void when starting, the void is then slowly filled out with the rest of the room as you progress through the level.
>>
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>>168028482
it's just pining for the fjords
>>
>>168032169

The realistic room but there would need to be much more details in the room.
>>
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Obligatory J U I C E update.

Might need to figure a way to palette swap the tank sprites instead of manually recoloring them... each tank has basically 3 colours + grays so it shouldn't be that hard. maybe.
>>
What sort of issues would using a 4.x version of unity rather than an up to date one create?
>>
>>168032469

Did you abandon this? It has the most amazing art.
>>
"Every artist is at least a little pretentious, every artist feels like what they do is important. That's why they do it. If they didn't feel as though what they were making mattered, they wouldn't be making it. The only reason this pops up in indie development more than AAA development is that there isn't the same level of personal investment that comes from being involved of every facet of working on an idea of your own conception."
>>
>>168030505
Can you write a decent design doc? Do you have loads of cash? If yes to both, go to a recruiting firm or consulting agency and get this shit done in roughly three to five years.
>>
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>>168032545
sorry, a long time ago. it had literally no gameplay so no it's big loss
>>
>>168032537
you'd be working with all the legacy system and have some pretty severe limits if you don't have the $1500 license which can no longer be purchased
>>
>>168032253
>>168032271
I was planning on doing the whole game and system first, but I guess it won't hurt if I finalize some sprites and make accounts on all the websites.
Too messed up to do anything but art at the moment anyways.
>>168032385
Turn based rpg, one on one battles with a (what I consider) interesting world and cool designs.

I basically want an rpg I'd actually play if someone else made it, no gimmicks or meme, just a good ol' solid game.
>>
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Alright, I'm having a really strange issue in GM that I can't seem to figure out.
Sorry for sloppy ass code and sorry for asking what is probably a stupid question, but this is my first game so I'm really bad at all of this still.

I've tried making different weapon pickups for the player that sit flush with the player sprite to make it look like he's getting an upgrade, but when the player moves, the weapons kind of lag behind and fall out of sync with the player. They'll move back in to position when the player sits still, but as soon as you move the weapon falls out of place (pic related)
/////

if instance_exists(owner) {
x=owner.x
y=owner.y
image_angle = owner.image_angle


/* Shooting */

if mouse_check_button_pressed (mb_left) {
MyProjectile = instance_create(x,y,oProjectile)

MyProjectile.direction = image_angle
MyProjectile.speed = 1500 / room_speed

Kick = 10
KickDirection = image_angle + 180

x = x + lengthdir_x (Kick,KickDirection)
y = y + lengthdir_y (Kick,KickDirection)
owner.x = owner.x + lengthdir_x (Kick,KickDirection)
owner.y = owner.y + lengthdir_y (Kick,KickDirection)

//shot audio
audio_play_sound (aPlayerShoot,5,false)
}

}
/////

I feel like "if instance_exists(owner) {
x=owner.x
y=owner.y
image_angle = owner.image_angle" SHOULD solve the problem, but for some reason I guess it doesn't update fast enough or something?
>>
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experimenting with different types of explosions.
More of a bomb and electric effect now.
>>
>>168032871
Pastebin, motherfucker.
>>
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>>168032709
>>
>>168032951
Sorry, like I said, I'm new to ALL facets of game dev, I don't really come to AGDG, didn't mean to make a big obnoxious post
>>
>>168032883
Why does the players boob glitch out while firing like that?
>>
>>168032494
this looks pretty good
>>
>>168032883
>floor is ice
>>
>>168032494
Looks nice. What's the controls? they seem to only shoot in 45deg increments but there's mouse aim?
>>
>>168032871
Sounds like the weapon is updating its position before the player does.

Add this part
if instance_exists(owner) {
x=owner.x
y=owner.y
image_angle = owner.image_angle

To "End Step" instead and it should be fixed if I understood the problem.
>>
>>168032871
what >>168033262 said
>>
>>168032034
>more great content != more content
you're being a drone here. that's not an informational descriptor it's just a standard aggrandizing one. all distributors will say "GREAT!!" when talking about the content they monetize.

>There literally no business without risk.
you already take ridiculous risk trying to make it in the arts, media is by nature a risky business. i said UNDUE risk as in a distributor asking you to cover their risks.... beyond what risk they even have... it's not like theyre out a ton of money if a game fails to sell, they dont need to purchase or transport product, they take less risk that real life distributors ever did and now they want us to subsidize the non-existant perception of risk. completely undue.

>I see why you would feel that this change is a threat to you
it isnt even slightly, i was fine without steam, i will continue to be fine with or without steam. it just pisses me off as every interaction with steam as a publisher has pissed me off.
what do they have as positives? user share. what else? not a damn thing.
i hope they do everything im saying they shouldnt do and it finally crashes them, karma catches up eventually.
>>
>>168033210
>they seem to only shoot in 45deg increments
:04
get your eyes checked
>>
>>168033091
see
>>168021142
>>
>>168033395
calm down.
>>
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Well the poll is tied.

>>168032251
I see what you mean, might be able to fix that with lighting and an open door, but then that's a whole thing to work on.

>>168032459
I'll see what I do in terms of objectives/level progress, if any.

>>168032490
I agree, but there's kind of a limit on what I can add because the items are selected and made to line up with the track grid, even the slats in the bed. That's why everything is so angular.
>>
>>168027639
>your Pong with waifus clone #10.
fuck you pal. PONG RPG will be awesome.

I will do it myself sinse nobody is doing it
>>
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>>168032987
what a rotten way to die

thank you though. I definitely learned a bunch from it
>>
>>168033521
Honestly, leave it like that pic there. All bland with the door a black maw, looks artsey.
>>
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>>168033521

>I agree, but there's kind of a limit on what I can add because the items are selected and made to line up with the track grid, even the slats in the bed. That's why everything is so angular.

I understand that but i was reffering more to the wall textures and floor skritings.
>>
>>168033576
I fucking love this. Delicious wireframe.
>>
>>168032469
>>168032709
Sell. Your. Art.

Someone could use this and it's easy money for you.
>>
>>168033874
>non artists will never understand what selling the fruit of your labour of love means for an artist
>>
>>168034064
joy
>>
>>168034064
So what? Just because coding my game is the fruit of my labour I shouldn't sell it either?
>>
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>>168033872
thanks! before you ask about the quad/tri mixup, it's intentional so they bend the right way with animation

>>168033874
it's just like 10 textures. I'd rather sell a finished game
>>
>>168034163
It's not equivalent. You won't understand if you're not an artist.
>>
>>168034286
You're right, art*sts don't deserve to be paid.
>>
>>168029663

Nobody important will bitch about it, but done poorly it'd be somewhat cringe. Throwing a poison spell called "AIDS" into the game for no reason comes off as lolrandumb. A fight with a tranny - looking enemy whose DOT attack is called "GRIDS" would probably get a few laughs.
>>
>>168034286
>coding and art are not equivalent
Please tell us how art is superior since it seems to be your opinion.
>>
>>168034560
>reading comprehension
>>
What's a good place to find 3D modelers who can make animu models well? I want to see some rates for commissions/work and hire someone for it.
>>
>>168032169

Room might look better with a window. Could let you add rain for some easy atmosphere.
>>
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>>168034537
What is this GRIDS meme you all talk about?
>>
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>>168033748
Ah yeah, I did forget about skirting, thanks.

>>168034692
Yep there is a rainy window, it's just kind of spooky at the moment.

>>168033634
I have a plan..
>>
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I just realized that I can draw stupid scribbles then use deepdream to make them artsy.
>>
>>168034829
Very comfy, I like it.
>>
>>167996016
it isn't going to be 5k

It is going to be somewhere between $100 to $5k. I would bet on it ending up being around about the 1 grand mark.
>>
>>168034895
You should totally make a game with it
>>
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>AI
>pathfinding
>GOAP
Please /agdg/, speak on this.
>>
>>168035104
Yes to all points.
>>
>>168035104
All the same thing.
>>
>>168034613
>you don't understand
>but i'm not explaining LOL
Suit yourself. Faggot.
>>
>>168035148
>>168035175
How have you done it in your game(s), what approach are you working on now, or what is something you'd like to try in the future
>>
>>168035228
Why should I spoonfeed you? I don't care if you get it or not.
>>
>>168034537
>>168034707
Nevermind, found it.
>>
>>168034661
japan
>>
>>168035104
The trick is just to give up and buy games instead of trying to make them yourself.
>>
>>168035104
>AI
A well-designed AI makes or breaks a game depending on the genre, I think most devs make their AI too predictable and boring.

>Pathfinding
Very good writeup on A*, and it's not hard to implement:
http://www.redblobgames.com/pathfinding/a-star/introduction.html

>GOAP
Seems like the best option for more complex AI, it's probably what I will (try to) implement in my game in the future.
>>
>State machines and AI in functional languages
Speak on this
>>
>>168007595
Thanks!
3DS FPS (similar to Metroid Prime: Hunters)

>>168017712
It's just Blender being shit at transparency.
For the dead version I just made the glass a separate object, and that makes the transparency work correctly, but ONLY when the glass is selected in Object mode.
Thanks for pointing it out, anyway.
>>
Loving the cheeky cunts at itch.io right now.
>>
>no game
speak on this
>>
>>168035364
Learn what spoonfeeding means first then.
>>
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Vehicles are the best thing i ever done. they make the game 30% more fun.

made a placeable vehicle. does less damage and is not as fast as a car, but its easier to manuver


also penis shadows
>>
>>168035628
They're cheekiest fucks
https://steamcommunity.com/sharedfiles/filedetails/?id=657330970
>>
>>168035473
That's hard to find. I need some Westerners.
>>
>>168035546
Not really any different...
>>
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Thought I had it done, but then the sounds aren't in sync anymore and shadowing problems arise. Could force the animation delay to 0 to fix all that, but then it might at times be unclear who did what.
>>
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>>168032034
>If you release crap without first making sure that people will want to play it, then it's your own fault.
Gogem BTFO with this one simple marketing truth that he never applied himself.
>>
Say you made a game that was a 3D action game, it became popular and you made a name for yourself.

However, you like variety, so you decide you don't want your next game to be another 3D action game or a sequel. You want to create something completely different like a JRPG

Do you release it under your name, and risk alienating everyone who likes your 3D action/adventure games and want a sequel, or do you create another company, so you can keep the fanbases for both genres separate?
>>
>>168031824
Please, don't make my heart hurt.
>>
>>168035640
I mean exactly what I said. If you want to get it go practice art until you understand it
>>
>>168035104
https://unisalesianogames.files.wordpress.com/2011/08/programming-game-ai-by-example-mat-buckland2.pdf
>>
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I need better names for these locations.
>>
>>168035967
>gets game popular
>turns it into abandonware.

Hi notch
>>
>>168033381
>i was fine without steam, i will continue to be fine with or without steam
That doesn't mean anything to the rest of us. You have no living expenses. There is no telling what definition a gogem uses for "doing fine".
>>
>>168035516
Playing games is boring as fuck when you're no longer mentally a child
>>
>>168035967
Definitely the same name.

If they liked your first game, and you like your second game, then they might like it too.
>>
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>>168029112
Pls respond.
>>
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>>168036059
>521 pages
>>
>>168029112
Take a small loan of $5000 and use Steam
>>
>>168036084
Lake (You)
Shitposting Beach
Because you fish for replies
>>
>>168036141
His average over the past two years is like $100/month. Fine to gogem is the equivalent of picking up change on the sidewalk.
>>
What things could you do to improve your game for 5000 bucks /agdg/? Keep in mind you're probably already paying for your engine.


How do you plan on profiting from your work when you're 5000 in the hole from the get go? How do you plan on making something good with a budget 5000 bucks smaller than it already was?
>>
>>168035678
Haha oh wow.
>>
>>168036278
>the only way to release your game is by pushing it to Steam
>>
>>168036278
Marketing, that's pretty much the only thing I'm terrible at.

Also you won't have to pay 5k to publish on Steam if that's what you're implying.
>>
>>168035803
Mind to upload a webm with sound somewhere?
>>
>>168036146
I think what he meant was that you should just use scripts other people made, which is actually a pretty good suggestion for stuff like AI, pathfinding, save system, custom IK, etc
>>
>>168036278
If I have to invest money in my game, I don't make it. The most I'd do is pay a fee for a distribution platform.

I either create everything myself, or not at all
>>
>>168036331
>People make a profit in this day and age when they don't release their game on steam
>Most people are called 'Notch'
>>
>>168036278
I can buy food to keep me alive
>>
>>168024090
>at least the number of shit games uploaded on steam will go down.
lol
Gogem is a tard but so are you.
>>
>>168035967
Why the fuck would you change your name to release a game just because it's a new genre? That's 100% retarded.
>>
>>168036460
Factorio was doing fine before Steam
>>
>>168036441
>If I have to invest money in my game, I don't make it.
This is the stupidest thing I've read all day.
>>
>>168036393
It's plays all of them at once at the very end of the animation. The sequenced animation is tacked on recently and all over the place, which is causing this and I don't feel like refactoring at this scale again just yet.
>>
>>168036460
Why wouldn't you? It's not like someone will find out about your game, want to buy it, and not buy it because it's not on Steam.

You sell enough copies to pay the fee (which is likely not going to be as much as $5000 in the first place) or even for Valve to notice you and want to publish you, like how it used to work. Done.
>>
>>168034661
Alternatively if you think you're able to make some decent animu models and are looking for work, please respond too.
>>
>>168036597
>I piss money away on artists, musicians or coders for my game

Way more retarded tbqh
>>
>>168036460
>>168036620
And for the idiots who absolutely have to have achievements and cards to buy a game, just say that once you sell enough copies to pay the fee or whatever you give them all free Steam keys.
>>
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>>168033576
>punished bun
>>
>>168036696
Said literally nobody except for you.
>>
Does anyone know of a good way in game maker to have vertical moving platforms?
>>
>>168036734
I've often wondered how Steam allows you to sell your game through your own website, but you're allowed to give Steam keys to those people. Doesn't this circumvent the 30% fee?
>>
>>168035892
how does that blew me out?
knowing people want to play your game doesnt tell you people want to buy your game. knowing people want to play your game as data collected from where ever doesnt tell you people want to buy your game from steam. and all of that also works inversely for new/creative/experimental things.
imperfect knowledge is the absolute risk of the market.
AAA's and big hollywood studios cant even manage to completely counter it with millions in marketing and focus testing.

but hey me and AAAs and hollywood arent dogposter. dogposter will definitely discover perfect knowledge in the market and finish a game.
>>
>>168036795
And people who actually make good games

Don't be mad because you're incompetent.
>>
>>168036856
Presumably they don't care if they're not handling the transactions.
>>
>>168036974
>And people who actually make good games
Nobody that makes good games does it all by themselves. And if they do, they always have many aspects of their games end up being extremely shitty or poor because of it. You're a fool.
>>
>>168037062
Said the literal nodev
>>
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>>168037062
>>
>>168036947
>how does that blew me out?
Unrelated to that argument it was a kernel of truth that applies directly to your games like RRPS and Old Man Politics Simulator. Games for which you never even attempted to test the market's interest in, you just made them and put them out and then lectured agdg on the importance of marketing for months on end without a hint of irony.

>knowing people want to play your game doesnt tell you people want to buy your game
k
>>
File: I must go, my turrets need me.webm (1MB, 798x798px) Image search: [Google]
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Oh boy, a new game!

It's a simultaneous turn based game where you build turrets, they will be stationary for the most part.

The hardest part will be giving it a proper name.
>>
>>168037265
>Games for which you never even attempted to test the market's interest in
i did though.
>you just made them and put them out
and marketed them in various ways
>>
>>168037165
>5 years of development for subpar graphics and just above average music
You sure showed him.
>>
>>168037443
>i did though.
You clearly didn't gauge public interest correctly. Unless your intent was to make games for a handful of people. More likely you projected confirmation bias during your testing of the water, as you do with everything else. You are a spin doctor which is why agdg gets exasperated with you and literally nobody ever agrees with you.
>>
>>168037649
>>
>>168037742
>You are a spin doctor which is why agdg gets exasperated with you and literally nobody
Ryan has a personality disorder. It's why he made the school shooting game, it's why he argues with everyone even when he knows nobody takes him seriously. It explains many things.
>>168024419
>>
>it's a drama episode
>>
>>168037945
>HELP MY SAFE SPACE IS BEING THREATENED WITH TERSE WORDS
Fuck off.
>>
>>168038023
I'm irritated, not threatened.
>>
>>168037742
>projected confirmation bias
like what youre doing right now?
>>
>>168038171
You think this is drama? Stop being so fragile.
>>
>>168038493
>Ryan has a personality disorder. It's why he made the school shooting game, it's why he argues with everyone even when he knows nobody takes him seriously. It explains many things.
This is 100% flaming and begging for an epic twitter screenshot dump.
>>
>>168038493
no he's right.
when they get into an argument and decide to make it about a person instead of the arguments, that's drama.
>>
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>>168038402
>look I turned it around on you
You mean like a spin doctor? Interesting. It's almost like you're confirming a point made in the exact post you're quoting.

Jesus.
>>
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Any platforming ideas you guys would like to see here?
>>
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>>
>>168038645
>ive proved you by proving me proving you
so many yomi levels. i cannot compete in this market.
>>
>>168038673
Moving ferris wheel and rollercoaster platforms.

Also the lighting is looks to somber, I think it could be brighter.
>>
>be an idiot who argues with everyone
>be called an idiot
>HELP DRAMA FLAMING HELP MODS
>>
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>>168038673
parallax
>>
>>167996186
What did you use to make this? Looks good. c:
>>
>>168038936
I'm not googum you shitter.
>>
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>>168038763
>this post
>>
>>168038630
Ryan just because you insist on being a namefag doesn't mean everytime someone argues with you it's "drama". You're tired from already arguing with agdg all day and being wrong (as usual) and taking the easy way out. That's fine. You're being a little bitch about it though (as usual).
>>
>there are people who still think it's goog posting and not just a falseflagger
>>
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>>168029959
Yeah, the arcade controls is a bit dodgy. I'm going to have to fix that.

>>168030894
s-sorry

>>168031807
UE4
>>
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>>168038894
The ferris wheel and roller coaster move.
Its meant to be gloomy considering it's in the "gloomy world" (world 2).

An idea I could think of is like using carnival games to your advantage, like ground punding on a 'High striker' and it throwing you into the air.
>>
>>168037649
>graphics and music are what matters the most in a successful game

tired
>>
>>168039361
Yes so convenient. It's almost like deliberately not wearing a tripcode so he can just deny being continually BTFO was the plan all along.

:^)
>>
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>>168039370
pilots better be cute girls
>>
>>168039361
>be wrong
>"ha jokes on you that was just someone impersonating"
You're still wrong though???
Amazing how difficult basic logic is for some people.
>>
If I'm writing the code and the other guy in the partnership is worldbuilding, who should make the sprites?
>>
>>168039662
The same thing happens with sourceposter.
>haha I'm not even the original sourceposter
But he's still shitposting and spamming agdg for 2 years. So what's the difference?

Can't expect paint huffers to make sense.
>>
>>168039884
And this isn't deliberate drama shit stirring?
>>
>>168039884
Can't expect them to make games either.
>>
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>>168039852
Whoever is better at it.

You don't need to try to apply big company logic to a 2-person team.
>>
>>168039975
You going to stop crying anytime soon?
>>
okay you caught me I was wrong and tried to blame it on someone else, that was immature

I should go work on my game now, sorry for any inconvenience, I'll be back with progress I promise
>>
>>168039852
What does the contract say?
>>
>>168040035
We're both pretty terrible at it tbqh, but we don't want to go asking someone else to do it for us, especially for free.
>>
>>168040150
There's no contract. It's a hobby project.
>>
>>168039852
Assuming you're both equally skilled, the one world building, imo. If your partner wants a bunch of odd or original monsters, it's probably better if they make the monsters. Or just whoever thinks it's fun
>>
>>168039852
>worldbuilding
He's obviously not doing anything so the burden of graphics is on him.
>>
>>168040380
Thanks, you're right, he probably has a better idea of how things should look.

I guess we could split it and I could work on basic boring sprites like rocks and trees.
>>
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Lets pretend that this will be good enough for a tutorial.
>>
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PROGRESS

Palette swapping now functional. Each tank has 3 grays + 3 colours that can be swapped. Gonna make creatign new tanks a lot easier.
>>
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>>168036783
his concept was a lot cuter but it didn't read well from above
>>
>>168039852
>worldbuilding
I have no idea what it means. By the sound of it it's just a fancy word for ideaguy.
>>
>>168041149
That's because you don't write.
>>
>>168039520
I sincerely hope you're not suggesting that Cave story has great gameplay or story because that would be very stupid.

The game is not bad, but that's it.
>>
>>168041640
Where's your game?
>>
>>168041640
I didn't suggest that
>>
>>168041640
Cave Story has great gameplay and a good story.
>>
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Comfy progress!
Writing dialog is hard when you suck at it.
Almost most NPCs and treasures are in and ready.
Tomorrow I'll do the last one (the vampire) and make a simple main menu.
I really want to implement that long 'napping' idle, but coding it is actually more complex than it sounds so I'll leave it for last.
>>
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i'm doing an event system for an RPG project, and I'm kind of stuck at what to do next

is this a stupid set up? I'm having a writer's block

anyone have any ideas?
>>
>>168040647
>2D game in Unity
For what purpose?
>>
>>168042293
this is getting ridiculous, do you need help writing a depth mask shader to stop that boat from sinking, or is it an 'artistic' choice?
>>
>>168042428
Just write code and factor it out into a "system" when you notice duplication. Prematurely abstracting usually gets you nowhere.
>>
>>168042626
Because I'm masochistic?
>>
>>168042821
> do you need help writing a depth mask shader to stop that boat from sinking
Yes please, shaders are literally black magic for me
>>
>>168042835
well, I did, but then I had a rather confusing and messy bunch of switch cases because each event does a different set of things
>>
>>168043196
You need a way to do something different depending on the particular conditions anyway. If you want to put the code of each case in a separate function or something you can do that but you don't need to go as far as you're going there for no reason.
>>
>>168039852
>>168041285
>Worldbuilding
Your friend is an ideas guy anon. Make him do some actual fucking dev work.
>>
File: newCamera.webm (1MB, 750x750px) Image search: [Google]
newCamera.webm
1MB, 750x750px
Hi agdg, what do you think of this kind of smooth camera movement?
>>
>>168042293
>thicc girl is a gold digger
Why you have to do that
>>
>>168043716
Better off not having it if you're not going to make it work so that you don't see farther behind you than in front of you.
>>
>>168043716
mixels
>>
>>168042976
can I assume you're using unity? also does the sea use a custom shader or are you just offsetting the uvs?
>>
>>168043786
No mixels, all pixels have same size and then the camera zooms in at 200%.
>>168043772
Should i just reduce the lag for it and make it accelerate faster?
>>
Very vague question about stuff that is well beyond my current capabilities, but I'd like to understand it at least at a layman's level.

Having lots of stuff interacting in a singleplayer game at once seems to be very taxing. Most games can't handle it, although some do. For example, Mount and Blade having battles of 1000 units at once (when modded to increase the limit), Serious Sam also having a ton of monsters and projectiles at once, Dominion having armies in the thousands...

Why can these games make it happen while others don't? Is there a compromise, something they can't have in order to have that many units? Or is it just very good coding/optimization? How is it some guys from Turkey/Croatia/whatever can do it and teams with dozens of engineers in western countries can't?
>>
>>168043979
You should do it like Super Metroid where "pushing" the camera moves it faster than the player to a certain point.
>>
>>168043880
Yes, and I'm just offsetting the UV.
>>
>>168044041
They're enginedevs who design their engines around their exact requirements.
>>
>>168043493
Why the fuck would you make a writer do dev work? Their job is to write the story and dialogue, not develop the game.
>>
>>168044062
Super Metroid seems to have a very fast camera movement, if implemented it, it would shake very hard when moving "diagonally" (up,right,up,right).
>>
>>168044041
I would love to enginedev in a game with a huge amounts of entities interacting with eachother.

You basically just need an efficient spatial structure and clever optimization algorithms.
>>
>>168044041
>>168044160
It's not like Western developers don't do this, either. Look at DICE, they design for large scale. Also, these games are typically PC exclusive - it's not that Western developers aren't capable, it's that the primary hardware typically isn't.

>>168044312
Why don't you just have diagonal movement if you're concerned about smoothness?
>>
File: Screenshot (113).png (45KB, 246x179px) Image search: [Google]
Screenshot (113).png
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Any Unreal fucks here?

I have a bit of a weird issue with widgets. Pic related.

The red thing is a text box widget with a text that I update once per tick. Instead of updating in the box, it seems to recreate the box and then update.
The creation of the box is done in the editor, so I don't have an endless loop of recreating that widget.

The same problem happens with another widget. It contains an image and gets added procedurally, then its position is updated once per tick. Instead of just repositioning itself, it leaves a trail of clones behind.
>>
>>168044371
>you basically just need clever optimization
Just draw the rest of the owl.
>>
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cat.gif
1MB, 294x233px
>>
New Thread
>>168044627
>>168044627
>>168044627
>>
>>168044041
>>168044160
>>168044459
Look at Supreme Commander. There was a good article on how they optimized their graphical shit a while ago.

Basically, this is the difference between computer science and programming. Those hand-tailored engines are done by people who know their shit and are good at theoretical stuff like mathematics and all kinds of formal optimization processes.
>>
>>168044240
So they actually do some work?

'Worldbuilding' isn't a job anon, as much as I enjoy it and wish it was. It's the easiest part of writing at that.

In a dev team as small as you're working with: Having an entire role devoted to writing plot is absurd and the definition of dead weight. You're being taken advantage of dude.

Have him help out with something. If it's up in the air as to who does the spriting he should absolutely do it. Artist/writer and programming is a good split. Writer and programmer who share everything else is not.
>>
look mom i fucked up the agdg op deliberately to cause shitposting right off the bat xd
>>
>>168044734
>It's the easiest part of writing at that.
You're crazy.
>>
>>168044734
Didn't he just say that the guy was doing dialogue and story?

If it's an RPG, there will be shitloads of text to do. A dedicated guy for that is a smart idea in that situation.
>>
>>168044571
I've done dynamically populated UMG UIs before but that was half C++ half blueprints and a long time ago. Are you sure you are storing the reference after creating that widget and then correctly accessing it?
>>
File: items.png (184KB, 977x730px) Image search: [Google]
items.png
184KB, 977x730px
>>168045095
For the text box, I used a binding. I tried both using a binding function and binding the content directly to a variable.
For it I'm using the editor's tools, so I'm not even doing any direct referencing.

For the box that I'm moving I'm doing pic related. (I was trying to make an inventory screen as a canvas inside of the viewport canvas)

I also tried to use the "on paint" function for the box moving behavior, but it wasn't any better.

Which is weird because, just a few hours ago, I was experimenting with having a widget follow the mouse cursor and had no such issues.
>>
File: Screenshot (116).png (107KB, 886x404px) Image search: [Google]
Screenshot (116).png
107KB, 886x404px
>>168045596
Tried pic related.
It doesn't ghost.
Everything else still does.
>>
>>168017719
t. somebody who's never made a video game before and is made out of money
>>
File: Screenshot (117).png (51KB, 732x186px) Image search: [Google]
Screenshot (117).png
51KB, 732x186px
>>168045991
I just found what's most likely the bug.

I think I'll just shoot myself now.

This also explains why the scene was strangely slow.
>>
>>168019889
Paying a hundred per game? Eh, okay. One can save up for that.
But $5k? Fuck that!
>>
>>168013989
OMFG Red Dwarf.
>>
>>168027223
Did you make the plane? It looks AAA!
>>
>>168032469
Wait, Cooking with Tracy is dead? NOOO
Thread posts: 766
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