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/agdg/ Amateur Game Dev General

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Thread replies: 756
Thread images: 142

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You can do it! Edition

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

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

> Upcoming Demo Day 13
itch.ío/jam/agdg-demo-day-13

> Helpful links
Website: tools.aggydaggy,com
New Threads: >>>/vg/agdg
Archive: boards.fíreden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Demo Days
pastebín.com/KUSDs9v
> Previous Jams
pastebín.com/8DFkkce3

> Engines
Construct 2: scírra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com
Source: developer.valvesoftware.com
Endica: http://store.steampowered.com/app/343150/

> 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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>>168044627
first for progress.
>>
>>168044731
How the fuck are you meant to not get hit
>>
>>168044837
by getting good
>>
>>168044837
don't touch the bullets.
>>
>>168044837
by gathering experience from other bullet hells
>>
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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.
>>
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>>168044627
>You can do it! Edition
No I can't, where the fuck do I pull 5k from?
With that money I can literally live like a king for a whole year.
>>
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reply to this post to die
>>
>tfw you casualize your own strategy game because it is 2hard5humans
>>
>>168045079
finally i can feel the warm embrace of death
>>
>>168044885
>>168044914
>>168045014
My reaction time is too slow for that.
>>
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r8 my crate
>>
Writer looking for a programmer and artist here. I wont be paying you.
>>
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>realize my game might be too big
>decide to put it in the shelf for now and make a smaller, free game so I can get enough experience and maybe a following before making my other game
>start working on smaller game
>blow it out of proportion

god damn it
>>
>>168045331
Hello I am an artist looking for a project to work on. What program do you use to write?
>>
>>168045331
What are you offering in lieu of payment, then?
>>
>>168045249
Guess what, you're gonna get hit then
>>
>>168045331
Are you willing to write socialist propaganda games?
>>
Redid the HUD to match the new aspect ratio a little better and not look so sad (this is still super rough and will be better when I can spend time on graphics I promise)

Showing the scrolling background but forgot to recenter it since I decided to move the active play window to the right.

Reaction portraits still working out, the blue flames are lives, etc. The half moon gauge on the far right is for a future mechanic I have yet to implement so I won't go into it for now.

During the fight I skipped the phases just to show the 'boss portrait' popup and fade when a phase ends effect.

Again I apologize for the video quality. The game runs at 60fps but I recorded it at 30 using fraps and then converted it using WebMConverter. I will get the hang of it eventually.

Going to keep pushing and see how far I can go. Hopefully the prototype pans out enough that I can turn it into the full project!
>>
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I can't stop laughing

it's only february and this is already the best bug from 2017
>>
>>168045024
How are you updating it?
>>
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>>168045690
>>
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>>168045806
Nice
>>
>>168045432
Worldbuilding
>>
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>>168045963
For the moving box, pic related.

For the text box, I bound it to a variable which I update on tick. (Currently doing it in the constructor with a delay loop, though, just to see if it behaves differently)
>>
>>168046132
Oh, you can program the level creation systems? Might be useful.
>>
How do does /agdg/ feel about tripfagging, is it socially acceptable here or will I make enemies based purely on memetism?
>>
>>168046240
It's faggotry.
>>
>>168046240
If you need a T R I P you belong on REDDIT
>>
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>>168045071
It can't be happening
>>
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>>168045331
Would you write my story for me Writer-san?
>>
>>168045071
Put your game on itch. If its steam worthy it will gain at least 5k in revenue you can put towards the steam fee.
>>
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>>168046151
Fuck it.

I'm retarded.

Pic related.
>>
>>168045331
Hey, I'm an artist and am interested in working with you.

What word processing application do you use to write?
>>
idea guy looking for programmer, artist, writer, and musician for heroic Gamedev. Must have achievement, no shammies.
>>
>>168046497
I doubt even the best-selling itch-only game made 5k or more.
>>
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>>168046367
I know right?
It's been 15 hours already and we still didn't wake up from this nightmare.

>WHEN I WAKE UP THE REAL NIGHTMARE BEINGS
>>
>>168046497
Are you retarded or just pretending?

The point of steam is the discoverability for your game.
>>
It won't be 5k you complete fucking idiots stop spreading this meme.
>>
>>168046765
Even if it's 500$ it's way too much for some devs
>>
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>>168045024
If you still haven't done it, just made a simple example. Expose Text block as a variable in the widget and add this to character's blueprint. Adding this to level blueprint won't work btw.
>>
>>168046840
It will most likely be 200 or less, Valve loves poorfags.
>>
>tfw people say the bigger fee will mean Steam actually has someone working on QA which will mean if your game gets accepted it will be more succesful than now
>tfw some people actually believe this after witnessing what a shitshow Greenlight was
>tfw trusting Valve with anything
>>
>>168046853
See >>168046543
I fucking redrew all of my widgets each frame.
>>
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>free audio
>no commercial use
t-thanks
>>
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Literally snails v2, unintended as always
>This strange organism creates colonies to help protect each other
>In group it creates a lot of tension that is released when one of the group is killed by a predator. This stored force helps in escaping.
>>
>>168047016
cc3.0
>>
Is the comfy jam cancelled or something? The link isn't taking me to the page anymore?
>>
>>168046904
They already said that QA will be absolutely minimal, they will just check if the game runs and if it's an actual game, they will leave the QA to curators and reviewers.
>>
>>168047128
https://itch.io/jam/agdg-comfy-jam
>>
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>>168047016
thanks for making me laugh so hard anon
>>
>>168047170
So what's the point of the fee?

To make small indies less likely to put their games on steam while shitty unity flips from china get through no problem, because they make more than the fee will be anyway?
>>
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>>168047016
>tfw collection of free audio sites with commercial use but I don't want to share them
>>
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>>168047128
It's on itch.io, basically gone and never found
>>
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https://www.gog.com/indie

wtf I love gog now
>>
>>168047595
>This is my first game. Do I have a chance to get it onto GOG?
>Definitely, and we encourage you to try, but please remember that our main focus is the quality, so if you want to submit your first game to us - be sure that it is comparable to, or even better, above indie market standards.

So basically they will only accept the pseudoindies funded by big corps.
>>
>>168047595
F I V E P E R C E N T
>>
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Sweet. Now if only I had a game to go with it.
>>
>endica in the op
for what purpose
>>
>>168047904
Is that an anime shader?
>>
>>168047818
I think that's just there to dissuade asset flippers and alike.
I doubt they're expecting to get single-man teams who submit games like Rogue Legacy or Enter the Gungeon.
>>
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>>168047854
https://www.humblebundle.com/developer

wtf I love humble bundle now
>>
>>168044786
But it is. "World building" is making shit up. I can puke from pretentious RPGs and VNs or any other kinds of games where they are so high up their asses because they build a le unique world(tm)(r), yet their dialog is unrealistic, their characters are two dimensional at best etc. Having a world is just a starting point, but without good writing, it's nothing.

With that said, I can respect a good writer at any time, however I have to agree with the other anon: for a two men team, it looks unreasonable.
>>
>>168045806
did she dead
>>
>>168048326
Humble is literally 1%.
>>
>>168047904
That's a post processing material that uses custom stencil to produce ramp shader on specific objects. It does not need a custom light supplied as a parameter, supports self-shadowing and all other Unreal's fancy lighting stuff if needed.
>>
>>168047280
they're doing the fee because greenlight voting process is """"""""""""""stressful""""""""""""""" do not ask any more questions ever again
>>
>he thinks he has the luxury to choose which storefront he wants to sell his nonexistent game on based on revenue share and other meaningless details

In reality you will need ALL OF THEM.
>>
this thread sucks
>>
>>168045421
I have another similar problem.
>start project, obviously too big
>downsize the scope and change some things
>end up making small-ass projects one by one where I program the same thing over and over
>the exception is that even if the next one is better and more complete than the one before, I still feel like I want to scrap it because I can't get myself to change and upgrade things the following day
>>
>>168048678
Being on Humble is actually proven to make you lose sales.
>>
>>168044106
I dug trough my folder of dead projects and found one with the shaders you need, but it only works with forward rendering, can you still use it? cba to make a package and write a readme if not.
>>
>>168048783
explain
>>
>>168044627
STOP FUCKING UP THE LINKS
>>
>>168048876
I made that up.
>>
>>168044627
>There's no link to the previous thread.

Let me help you, OP.
>>167994848
>>
>>168049087
Why?
>>
>>168049145
Because I could.
>>
Just a reminder your game is deader than a black guy in a racist redneck town
>>
>>168047818
>our main focus is the quality
good, if you want trash, there's always steam.
>>
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>>168048307
Yep, made everything except for the cloud rendering stuff.
>>
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Do you ever wonder if you see your game different from other people?
A-am I making shovelware tier garbage?
>>
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How are your Comfy Jam games coming along? Only a couple of days left!
>>
>>168046240
tripping is something you should only do out of necessity, i.e. to verify your off-site identity if that's relevant to the discussion
>>
Calm down, guys.
Just make a game, then publish a demo and ask for funds.
Simple as that.
>>
>>168050115
I'm not going to have it done in time for the game jam because I started real late but I'm excited to show it off when it's presentable anyway.
>>
>>168050115
Let's take a bet.

The comfy jam will only have..... 6 games, max.
>>
>>168049975
this is why shilling your game to people who don't know it and observing their reactions is vital
>>
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>>168050115
>started way early
>still will probably make it really close to the deadline
Welp
>>
>He doesn't think his game is WORTH 5000 dollars

Lol you already failed.
>>
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>>168050115
I'm waiting for the deadline, then I'm gonna get real comfy and play all of them.
>>
Actions generate mana. Each of the four actions available to you generate mana of a different type. A victorious playthrough takes 30 or so minutes but you can lose much faster than that.

OPTION A:
At the end of each stage you get to choose one of several random abilities that use mana of a certain type. The choices are randomized between playthroughs.

Pros: Variety. Each playthrough is different.
Cons: For the first few stages certain kinds of mana are useless. You're midway through the game by the time you unlock the final ability.

Option B:
You make a 4 ability build before the game.

Pros: All 4 colors of mana are useful from the beginning. Planning builds is fun.
Cons: No procedural replayability. Nothing stops you from playing the same boring build every time. No surprises when it comes to level ups.
>>
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>want to make one large project
>should work on one small project
>work on many small projects instead
please stop me
>>
>>168045256
Pretty shitty. Out of ten.
>>
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>>168048806
>>168050364
here's an example
>>
How do I block out environments in Unity better than reshaping blocks? There's no grid and after a while it becomes really messy, not to mention impossible to make ramps or pyramids.
>>
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Playtesters are the main reason why games suck nowadays, normies are braindead and will be utterly confused at anything more complex than press F to win game.

Don't listen to their suggestions to dumb down your game, you need to read between the lines and understand why that person couldn't do something, improve the user experience instead of diminishing your gameplay.
>>
>>168049373
D-D-D-DAYUMNNNNNNN
>>
>>168050364
Your ship is taking on water?
>>
>>168050681
>>168048806
Thanks a bunch.
I'm not really sure what forward rendering is (I've seen it discussed a couple of time but never really checked what it was), but sure, send me a link or something and I'll see if I can use it somehow.
>>
>>168033262
Aww shit, thanks nigga, you're the man
the power ups now sit flush with the player, now I just need to figure out why the player shoots himself while using the speed boost
>>
>>168050671
t. nodev
>>
>>168050710
>don't bother making your game accessible to a larger audience, just pander to my autistic niche
>>
>>168051273
As someone that occupies autistic niches, I really wish more devs would pander to me

Good games are too hard to find these days, the larger audience just wants CoD and FIFA anyway
>>
>>168051273
>amateur game development general
>>
>>168051273
Accessible =/= easy

There are plenty of very popular but hard games, they succeed because they have good user experience, making it easier is just the lazy way out.
>>
>>168050710
>Don't listen to their suggestions to dumb down your game, you need to read between the lines and understand why that person couldn't do something, improve the user experience instead of diminishing your gameplay.
Also, make sure to actually HAVE playtesters.
Otherwise you will end up like Skyrim. I'm pretty sure no tester ever touched that game.
>>
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>game is shit without music
>>
>>168050710
Actually playtesters are perfectly intelligent. The problem is the devs don't listen to them.
>>
>>168051554
t. play tester who can't program
>>
>>168051554
this is bullshit, they hire kids as playtesters and they don't know shit.
>>
>>168051898
They can't know less than /v/.
>>
>>168050115
I'm still having trouble getting the screaming skeletons to work.
>>
>>168050115
Not good, was really hoping have a demo ready, but work and other responsibilities have left me with little time to fix some of the horribly buggy/broken gameplay.
>>
Also you should always ask for recordings of the people playtesting the game, one or two paragraphs of an idiot's experience is worthless compared to a video.
>>
>>168051396
What are your niches?
>>
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>>168045256
>>168051208
I edited it.
>>
>>168048876
If people get your game from a humble bundle, you will get a fraction of a dollar per sale (if that)
Hardly enough to justify calling it a "sale", especially if they buy the bundle for games that aren't yours
>>
>>168047854
where does it say this?
>>
>I can't do it, why did I think I could ever make it? I was so stupid. Even if I do make something it's not like it will be at all successful.
>I can do it! All I have to do is set my mind to it and try! This is great!
>I can't do it, why did I think I could ever make it? I was so stupid. Even if I do make something it's not like it will be at all successful.
>I can do it! All I have to do is set my mind to it and try! This is great!
>...
How do I stop this roller coaster?
>>
>>168052481
don't forget a lot of the $1-$2 keys on g2a are from humble, sharks are gonna buy it cheap in bulk and take a large markup on g2a for themselves

being on humble is literally giving money away to these people
>>
>>168052481
A bundle isn't enough to dry out your potential full-priced customer base and the Humble Store isn't Humble Bundle anyway.
>>
>>168052518
Know you of the Asiatic Clam Fisherman?
>>
>>168052518
just like make game
>>
>>168052518
https://www.youtube.com/watch?v=iEIqVq7EZqE
>>
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>>168047595
>they personally review every submission and hand pick the best ones

A+ for effort, but if you think a $5000 fee was bad try getting past a motivated human being looking for flaws
>>
>>168047818
>funding = quality
>>
>>168048778
>>168050430
Are we perhaps brothers?
>>
>>168052518
ritalin
>>
http://www.strawpoll.me/12318118
http://www.strawpoll.me/12318118
>>
>REEEE why does Steam have no standards
>REEEE why does GoG have standards
>>
>>168053121
What is the average indie game?
>>
>>168050264
Six is a good number
I mean, not as good as seven, but still pretty good
>>
What are the rules of the jam anyways? Like what kind of completion level is acceptable? What's the purpose of the jam?
>>
>>168052518
You don't you just learn to keep going even though you know you will get nowhere
>>
>>168047016
>feel free to use this music
>but please give credit

lol no
>>
>>168053525
>What's the purpose of the jam?
To give people a reason to keep making things with an actual deadline and basic structure
>>
>>168053525
>rules
lol
>>
>>168053525
Good excuse to learn blender
>>
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http://www.dlsite.com/ecchi-eng/circle/invite

WTF I FUCKING HATE DLSITE NOW
WHAT A BUNCH OF KIKES
>>
>>168053867
>75%

WEW
>>
is scuplting a meme? i can't deal with gons anymore
>>
>>168053995
At 100 yen which is 90 fucking US cents.
>>
>>168054035
they seem to be taking at least 38%, which is pretty steep still.
>>
>>168053867
>Japan in charge of anything online
>>
>>168054103
They let literally anyone in and they also handle packaging and shipping costs for physical items.
>>
Why do all jap sites look like they were made in the early 00's?
>>
Why aren't you having different languages anon?
>>
anyone know how to check for special characters in game maker? like []\;',./

stuff like ord("[") isn't working. i'm unsure how to do this
>>
>>168054347
Because they know that it's better than the majority of shitty "modern" websites.
>>
>>168054347
Because they don't know what CSS is.
>>
>>168045249
doesn't matter, you will see the bullets and the patterns for long enough that reaction time doesn't matter. It's about looking ahead.
>>
>>168054425
IIRC you need to use the virtual key code constants.
>>
>>168054494
You mean vk_ constants? I don't think any exist for brackets, period, comma, quotation, and slashes, sadly.
>>
>>168054434
But they are fucking terrible, I use pixiv for fapping and it's just painful to use, especially on mobile.
>>
>>168050893
https://drive.google.com/file/d/0B8hbtV4x61yFZm5TSHNzc3pTT3M/view

If you haven't messed with any of the render settings I believe untiy uses forward rendering by default.
>>
>>168054434
>re japanese is incredibry curtured advanced people than westernenr pigsu
>>
>>168054579
Maybe you have to use the shifted versions of the characters, like how the letters need to be upper case.
>>
>>168045806
Is this the 3D version of 2D pixelshit girl platformer
>>
>>168054660
Hm, not getting anything from that either. Maybe there's a keycode that I can put in manually?
>>
>>168054584
pixiv is shitty because it opens galleries with several pics in a new window/tab, it doesn't really look "old style"
>>
>>168054584
Pixiv is great, what are you on about?

>On Mobile
Hahahahaha
>>
Why do japs still use flip phones?
>>
>>168054805
Try setting up a test where you print the key codes and their chr() outputs as the keys are pressed.
>>
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>>168054732
sorry I don't know which one you're talking about? none of the games I'm drawing ~inspiration~ from are 2D
>>
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>>168054596
Thanks. Actually, while waiting I looked around about depth shaders and shit and managed to make it work with a shader from the unity wiki.
>>
>>168055045
>>168054596

can someone give the tl;dr of how this works?
>>
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>>168054579
>brackets
>quotation
>slashes
if you're fine with your game being unplayable internationally
>>
>>168055189
http://wiki.unity3d.com/index.php?title=DepthMask
This is where I got the shader. Basically you create an object that works as a mask for what's drawn behind it (the sea in this case).
>>
>>168055189
When rendering 3D scenes, a depth buffer is used to determine what should be drawn or not based on whether it is behind something. The trick is to modify the depth buffer without drawing anything visible. In this case, first you draw the boat, then everything that should be inside the boat, then invisible geometry at the top of the hull that writes to the depth buffer. Then you draw the water, and because it sees there's something in the depth buffer, it doesn't appear in the boat.
>>
>>168054425
there should be a keycode list somewhere out there and if there isn't one you should be able to get the ids of the keys you want through keyboard_key or something
>>
>>168055505
ah okay so you just shift the z value of the boat forward?
>>
>>168047904
can i have a copy of this shader one with the highlights and one without

Do you think you could make it work in unity?
>>
>>168055038
I mean the one with the skele memes and particle spam
>>
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As shown here >>168045701 the blue flames are the lives you have left. Already starting to refine them to something more focused (left to right).

The graphical stage of this is going to be pretty overwhelming I can tell. Especially if it has to stand out in any real capacity but I am up for it. Also already re-redesigning moth girl character (her name is Lore). Same basic concept but a lot more focused and detailed.

Hopefully I can post some mechanical progress later and not just artblog.
>>
>>168055605
No, because then it would appear on top of the water.
>>
>>168054347
While something like 9 out of 10 western websites look contemporary by now, 3/4 of japanese websites are actually modern while the remaining fourth look like old shit. There's 3 reasons:
1. There was a huge boom of early non-touch smartphones in Japan around 2007-9 where everybody would use flip phones to navigate websites and send e-mails; you had to scroll with the main direction buttons so the design for websites were made especially blocky, shiny and Web 2.0 for that reason.
2. Flip phones are still popular in Japan and they're coming back with Android. why? Because they are needed as secondary phones for emergency and businessmen still need to use them.
3. The usual unconventional separation from the West in design matters.
History lesson over.
>>
>>168055045
are you using Unity?

I am totally new to gamedev in general, but based form your pic I assume your using the unlit texture shading method?

How do you do lighting?
>>
>>168053867
yea dlsite is maximum jew

however, depending on where you live and the exchange rate it can still work out for you. you'd have to charge a bit more for your game to make a decent amount and make up for the massive cut they take
>>
>>168055657
the last 2d game I played was

__risk of rain__

I'm not very up to date, sorry
>>
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>>168055793
>unlit
>"how do you do lighting"
>>
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>>168055793
I don't, the 'shading' is actually drawn on the textures
>>
>>168054007
even fi you sculpt something you will still need to retopo it

unless you do simplified stuff like this
https://www.youtube.com/watch?v=zPzxwNlA6mQ
>>
>>168050115
My tablet broke, making me lose a day. And now I think I'm getting sick.
I might not make it, and I hate that.
>>
>>168054739
https://theakrillictimes.tumblr.com/

Is this what you are looking for?
>>
>>168053867
It's what you get for being a baka gaijin. Japanese people pay less
>>
>>168053374
>6 out of 41
No anon, this is not a good score.
That would be a 3 / 20 exam equivalent, this is very bad. Teachers would not be proud of you.
>>
>>168056469
>exam on 20

Do you people not have percentages?
>>
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so now I'm able to generate a collision mesh for the track, but for some reason that broke the support meshes... and here I thought I'd made things loosely coupled.
>>
>>168056627
That's still only 15% of success.
>>
>>168055895
that's, uh, an interesting way to go about things.
>>
>>168056831
Pretty standard
>>
>>168056469
Compare it to the thread, we sometimes have 3 progress posts out of 750. 6 out of 41 is pretty good indeed.
>>
>>168056858
standard for what? Indie shit?
>>
>>168055895
that sounds needless complicated man
>>
Anyone know where I can find good game programming tutorials with using opengl and win32 api ?
>>
>>168057286
Google
>>
>>168056979
people have been doing that kind of thing for years now
>>
>>168057198
It's not.
>>
>>168057473
years? try decades. they've been doing it since the last millenia
>>
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>>168057678
>the last millenia
>the millenia
>>
>>168057763
second and third millenium
>>
>>168057286
Do yourself a favour and use GLFW unless you have a good reason not to. WGL is hell.
>>
>>168057869
>they've been doing it since the second and third millenium

try again
>>
>>168057941
pretty sure it's true
>>
>>168058000
I meant try again at making a proper english sentence
>>
>>168057941
It's true though.

>>168058000
Trips confirm.
>>
>>168057286
nehe
>>
>>168058520
No.
>>
>>168058574
why not?
>>
>>168058881
It's based on pre 3.0 OpenGL.
>>
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>tfw you start working on your very first big project
>>
>>168058881
They predate GLSL for the love of god.
>>
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>>168053263
>What is the average indie game?
`retro` pIxel art platformers with modern shaders and lighting that have game mechanics common to 90% of plaftormers (jump, attack, climb) and absolutely nothing innovative.

It takes balls to do something different.
>>
>>168057931
how good is the performance compared to wgl? the only reason I bothered to ask in the first is because I was using SDL earlier on my pentium 4 . SDL pushes my cpu to 50% compared to 7% with win32. Both programs were just "baby's first opengl program with a rotating triangle".
>>
>>168059491
>`retro` pIxel art with modern shaders and lighting
Nothing wrong with this.
>>
>>168059491
will anyone take this bait
>>
>>168059491
>balls
more like effort
>>
>>168059561
I have no idea, I never even considered it a potential problem.

I suspect that this is user error, though.
>>
>>168059491
>It takes balls to do something different.
not really, it just takes new ideas but 99% of people can't come up with a fun new game mechanic if their life depended on it.
>>
>>168059623
>>168059645
you two already did
i'm third
>>
>>168059763
>user error
normally I'd agree with this but I didn't even type either program. they were both premade examples that came with dev cpp 4.9.9.2
>>
>>168059561
>>168059763
Like, it's not even necessarily a performance issue. I have a strong suspicion that it comes down to something like your WGL application sleeping the thread to limit the frame rate and your SDL application spinning (while time < wait {}). The latter would increase your CPU usage to 50% (i.e. one core at 100%) because you're spending all your time either doing real work or spinning, whereas the former yields the thread to the OS and thus doesn't increase your CPU usage.

>>168060119
Still programmer error, though.
>>
>>168059491
How is using balls innovative? That's as old as Pong.
>>
No new screenshots but I've been working on an inventory system and buy/sell mechanics for trafficking things across countries today (all code progress). If you ever played dope wars, that's exactly what I'm adding to my bounty hunter game now.

Now some feedback for the anons that make these threads worth visiting.

>>168059152
Looks good, keep it up.

>>168056651
Your game is pretty interesting. What is the gameplay going to be like?

>>168055045
Looks great now.

>>168055038
Are you the dino cooking game dev? What happened to the dino cooking game?

>>168052467
I think your black outlines shouldn't be full black. how about a super dark brown? Your previous version had a very light outline and this one is full black, try to find some middle ground.

>>168049373
P.good

>>168047086
That's a pretty good concept anon, I like it.

>>168045701
Good progress, things still look really placeholderish so I'm not going to critique any of that.

>>168045079
Good to see you again, what's up.

>>168044731
Sweet
>>
>>168059769
They don't need to. Be good at art and have:

>tiled grid-based map with foreground and background
>3 layers of parallax
>quick jumpy movement
>dust particles everywhere you lay you legs upon
>npcs with quirky "How did YOU eat it so fast?" with colored sinusoid words appearing on proximity
>asthma idle animations for everyone

And you get >100 reblogs/tweets/likes/pats/wanks/(you)s
>>
>>168060352
this is a good post
>>
>>168059623
>>168059645
>>168059780
he's not wrong

if you think that carbon copy le retro pixel platformer shit is any better than the 100s of shitty RPG Games out there, you're dead wrong
>>
>>168044731
demo when
>>
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I got it working literally on the first try once I had a bit of sleep. I don't know what I did differently this time- I'm going to assume that in my tired state I was just typing gibberish.

Anyway, now I can actually do productive things instead of fixing past mistakes. Time to:
>Set directional sprite animations
>Fix the dang camera zoom once and for all
>Get something to eat
>>
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>>168059645
Not bait, honest opinion.

>`retro` pIxel art with modern shaders and lighting
>Nothing wrong with this.
It is wrong if you try to sell it as retro. I don't get why they can't just say it's a minimalist pixel artart style instead, there's nothing wrong with that.
Pic related, just google retro pixel art games and you'll see plenty of examples.

>>168060257
kek
>>
>>168060868
Second answer was meant for >>168059623
>>
>>168060212
okay well I don't know what to do. I just want to make a game with opengl 1.2 . I don't have the knowledge or experience to deal with win32 yet but its performance is already roughly 8x better than SDL. I need all the performance I can get without frying my toaster. I downloaded 4.9.9.2 and used the default win32 opengl example while the SDL is version 1.2.8 from a devpak. I f you can tell me what exactly is wrong I would gladly appreciate it.
>>
>>168046894
I think that is way, way too optimistic. 200 is only 2x the greenlight fee and it skips the voting process entirely. That would make the shovelware situation even worse than before.
>>
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>>168060352
hello friend yes I'm tracydev

she's taking a break......
>>
>>168061349
I am almost certain that it's because of what I explained. Use GLFW, write the code yourself, and you won't have a problem. You shouldn't be limiting your frame rate anyway except through V-sync, but either way even though it's reporting 100% usage of a core it's empty work and you can do different real work and not have a performance issue (until there's too much real work being done).
>>
>>168061664
that's a cute _frog_
>>
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>>168055038
damn someone already suggested something like this to you so I was hoping you'd do it this way: three barrels to make it look like a paw, plus sights on all three of them to make it look like claws (not that I really care to make the sights functional)
>>
>>168061652
But it's per-submission instead of per-user, Valve doesn't even care about the shovelware, they are changing it just because Greenlight is dying and not many users are voting.
>>
Anyone here building a game from scratch in C/C++? By that I mean not using a game engin such as Unity/Unreal etc. If so what are some good resources to get started? Especially things regarding graphics.
>>
>>168050115
I will have to cut some features, but if I don't sleep I will make it.
>>
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>sudden engie influx

why?
>>
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>>168061731
you're a cute frog

>>168061749
memo status: received

I'll add a paw shaped gun just for you
>>
>>168055038
is there a particular reason why the small cute paw became a big unsightly glove in the 3d version?
>>
>>168061664
What's the reason? Did you run out of gameplay ideas like your previous project or are you just prioritizing that new project and putting this one in the back burner?
>>
>>168052481
humble bundle =/= humble store
>>
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I've been working on a game for a while now.
If any of you remember Project Shmoop, this is a sequel to that.
Finally found that artist
>>
>>168061919
I'm halfway an engie.
>>
>>168061860
Game Engine Architecture
>>
>>168061957
what the FUCK I've been telling you to do that paw gun since forever
>>
>>168061919
>tfw engie in one year
>>
>>168061957
that's a breddy gud text effect
>>
based cuck SJW, what do? kek
>>
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>>168062176
yeah, I know it's less cute but it's way easier locate visually. I'll make the final decision later when texturing!

>>168062338
tracy was supposed to be a tiny game for dino jam and the design didn't hold up when I got to the point I needed to flesh it out. I had too many ideas for it and couldn't settle on a particular one

>>168062670
sorry I thought it was literally one guy reminding me constantly
>>
>>168060868
towerclimb is a great game though, not just a indie pixel platformer
>>
>>168062838
I guess I don't mind the glove per se, just the size of the fingers make it look like manhands
>>
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>>168053121
I think some of us here might be just a little bit delusional
>>
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>NEET, PC in the same room as the tv my parents watch so they see what i'm doing all day.

>can only work on my game when they aren't here out of the shame it would cause if they realised i was making a video game.

this has hampered my progress more than anything. i wish they would fuck off so i can make my shitty agdg demo before i kill myself.
>>
>>168063045
>doing something creative instead of mindlessly consuming
>shameful
>>
https://soundcloud.com/iwilldevouryourkittens/thy-goddess-grace

Thoughts on this song?
>>
>>168061919
because I have a toaster and most engines won't run on it

>>168061860
http://fabiensanglard.net/ is good if you're a pure c fag. He also has source code and book recommendations

>>168061692
glfw hits my cpu with 65%. I'm going with win32
>>
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Are we still doing the recap on mondays? Progress goes too slow ;_;
>>
>>168062531
Very cool. I was hoping you would start posting again. Did you ever make a tumblr so we could keep up with your progress and other projects?
>>
>>168063045
>NEET, PC in the same room as the tv my parents watch
fuck man
are your parents overbearing or what
>>
>>168063372
>glfw hits my cpu with 65%
Post code.
>>
>>168063372
time to upgrade faggot
>>
>>168063263
Pretty good man. But remember oftentimes in music, less is more.
The track is very crowded right now. Lose some of the channels, or at least lower them.
>>
>>168063450
>>168063473
or I guess maybe he's just using a busywait loop and thinks that means performance is bad
>>
>>168063045
I don't understand why everyone here seems to want to hide their gamedev hobby like it's something shameful. Do you realize how fucking dull the average person is? How fucking rare it is to see people with any sort of creative hobby in this era of netflix and social media? Grow a fucking spine and take pride in what you do.
It's cool.
>>
>>168061860
I'm making a 2D game with C++ and SFML. If you plan to do 2d only, the SFML docs might be enough.

If you want to do a 3D graphics engine (I.e you are insane), I'd recommend reading "Real-time Rendering". It goes deeply into the math and the pipeline used by modern GPUs to render stuff.
>>
>>168061919
because the gods have finally heard our prayers
>>
bored musician looking for practice.
anyone wants some free music? maybe for comfyjam?
>>
>>168063627
That's what I suggested twice already.
>>
>>168063045
>parents watch TV

is your dad a coal miner?
>>
>>168063045
is your game lewd
>>
>>168063381
fuck off last monday was 2 days ago tops
>>
>>168063596
Gotcha. Thanks man!
>>
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>>168063390
I forgot about that, actually. I post stuff on my personal Twitter occasionally though https://twitter.com/Sinoc229. I'll make a tumblr, but I have no idea how that website works beyond teenage girls re-posting gifs.
>>
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Video of my classic Castlevania clone. Trying to figure out what kinds of sub-weapons I should include.
>>
>>168063450

https://www.opengl.org/discussion_boards/showthread.php/165187-Help-with-installing-the-GFLW-library-S
>>
>>168064143
>a whip sickle
>>
>>168064165
Ah, you're not limiting the frame rate at all. Of course it's going to use a lot of CPU, but it means you've probably got high hundreds to in the thousands of FPS i.e. tons more frame time to actually do things.
>>
>i've been having more fun looking at these webms and trying to figure out how to do these effects than actually program my own game
>>
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>>168044731
That screen shake is really satisfying
>>
>>168063436
they don't want him visiting naught site lest he fondle his genitals inappropriately. it's just good sound parenting.
>>
>>168063141
to retarded boomers any use of something resembling a video game is a video game. trying to explain why this is a 12 billion dollar market to these people is a waste of effort.
>>
>>168063759
What sort of thing do you do?
>>
>>168055657
...Dominions?
>>
>>168047086
Someone's a metroid fan
>>
>>168064309
pastebin.com/PSvV3evL

so why does this win32 opengl example not eat as much?
>>
>>168064694
I'm really good at retro videogame music, sort of like the music in n64, SNES, sega md, and old console chiptunes. Demoscene modules too.
Also I'm good at writing solo piano songs.
Anything else I'm willing to give a try. I suck at ambient and orchestral.
>>
>>168065039
> Sleep (1);
>>
>>168065078
Any Piano music examples? I could use a melody for my title screen.
>>
>>168063923
>poor quality pixelshit copy of scene from Akira

that's just pathetic. why do people waste their time with this. be creative for once.
>>
okay, lets say I make a 2d isometric game using 3 dimensions. the orthographic camera and all the sprites are rotated 60 degrees so they will look no different than if everything were true 2d. But the floor tiles would now be at an angle. what the hell do I do to my floor tiles to compensate for this angle?
>>
>>168065214
one way ticket to uneven frametimes town
>>
let's say I'm making an RPG with a monster database in xml file, a fairly big xml file with ~150 monsters

which is better for spawning them
A)load the entire xml file into a monster database dictionary that will exist always in the game memory for use in battles
B)load each specific monsters from the xml file directly when it is needed in a battle
>>
>>168065220
I'll just record something and you let me know if you want to use it.
What's the game? What sort of music are you looking for?
>>
>>168065412
150 doesn't seem like a lot, i would just store them all in memory at once
>>
>>168065412
First one parses it once, second parses it every time you access it.

The performance difference is negligible.
>>
>Just ordered two kazoos
What have you invested in your game /agdg/?
>>
>>168054925
Good idea. I'll give that a shot.
>>
>>168065039
>>168065214
It's yielding to the OS which means it uses less CPU but is also given less CPU time in general.
>>
>>168065635
what about when its combined with other databases, right now I also have ~150 skills, ~300 items all in dictionaries
>>
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>>168060791
>demo when
anon...
https://monolithdevs.itch.io/monolith
>>
>>168065647
dozens of hours
>>
>>168065645
>The performance difference is negligible.
so having 3 or 4 dictionaries with a huge number of items in each stored constantly in memory is fine?

I have no idea how to optimize, this is the first game I've ever gotten close to completing
>>
>>168065808
I mean demo with the new features homeboy
>>
>>168065647
I have 3 whiteboards
>>
>>168065913
Is it lagging? Using excessive memory? No? Don't optimize

You're severely underestimating the speed and capacity of computers
>>
>>168065913
assuming it's just text or even binary data it shouldn't take more than a few megs of memory, so why not?
>>
>>168065913
can't you see exactly how much memory they are taking up?
>>
>>168065731
>>168065913
99% of Steam users have 2 GB RAM or more.

For games it's often best to optimize to use as little time as possible without caring about how much space is used.
>>
>>168065078
>sega md
post some tunes, bruh

>>168065687
>>168065214
bravo good sirs. that was it. however;
win32 + sleep = 5%
sdl + sleep = 20%
win32 - sleep = 39%
sdl - sleep = 50%

Imma go with win32
>>
>>168063828
dunno but his mom sure is a coal burner
>>
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>>168065440
It's an RPG, not much to show for it unfortunately but I was fiddling around with a title screen test earlier.

Probably something like the piano in these if you're able to? Ignoring the other instruments in the second link.

https://www.youtube.com/watch?v=mFavCa3nUCA

https://www.youtube.com/watch?v=Pk10HftxJm8

Been trying to find/ think of something I could use as a leitmotif for other music in the game.
>>
>>168066029
>>168066054
>>168066059
>>168066118
I see, thanks

I'll just continue on using dictionaries and keep check on how much memory is used
>>
>>168066029
this, don't optimize prematurely. First write shit, then if it's slow, think about how to improve it.
>>
>>168066151
you're clearly not intelligent enough to make an engine
>>
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>>168060352
not really sure how to write the elevator pitch for this game but..
it's 3d snake, but you drive a steam train that's like a wooden roller coaster and you have gun carts that you can sit in and shoot at other trains because there are other trains so it's more like Tron than Snake, there is also multiplayer support where you can team up in one train cart combo like mario kart double dash dash, so yeah, all these elements are subject to change.
>>
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>>
>>168066151
CPU usage is a really poor indicator of performance, by the way. You should be measuring frame time and frames per second.
>>
>>168066285
>it's 3d snake, but you drive a steam train that's like a wooden roller coaster
This is your elevator pitch.
>>
>>168066151
>>168066379
Like, sleeping the thread instead of spinning lowers CPU usage but it can also make your game less efficient because the OS schedules more time to other processes and you can have stuttering from inaccurate timekeeping.
>>
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>>168066351
>>
>>168065930
prolly never. we're bound to get done or mostly done by the time next dd rolls around.
>>
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Never giving them money ever again
>>
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>>168064827
>particle spam

No.
>>
>>168066581
turned down for Greenlight?
>>
>>168066240
Yeah, I can probably get something in this style done. Tell me more about the game so I can make something adequate.
>That thing about a leitmotif
shit man, that's too much pressure.

>>168066151
I'm actually just getting gud at fm synthesis. I understand the mechanics, but I still need a lot of practice to show something
>>
>>168065930
oh shiut, right.
pure did upload a vid of the current build today tho:
https://www.youtube.com/watch?v=ht0zyWjMoC8&t=7s
>>
>>168064143
that don't look like no castlevania physics
>>
>>168066530
>implying /v/ isn't intentionally contrarian when it comes to mainstream reviews
>>
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>>168066351
My dream game that im have in my mind since 2009
>>
>>168066351
i have no idea what /v/ would like
>>
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>>168066351
>>
>>168066379
if near identical programs are not a good example then what is? the opengl code is exactly the same down to the letter. both programs only wait for the esc key.
>>
>>168066254
very bad advice, if you don't ever think about performance you will kill yourself slowly with a thousand knifecuts and design systems that cannot be optimized

knowing when to think about performance is an important skill, but the answer is not "never"

http://www.joshbarczak.com/blog/?p=580
https://tomforsyth1000.github.io/blog.wiki.html#%5B%5BData%20Oriented%20Luddites%5D%5D
http://plosquare.blogspot.com/2014/04/dont-optimize-too-early-dont-optimize.html
https://zignar.net/2016/04/07/premature-optimization-isnt-the-root-of-all-evil/
>>
>>168066964
big tits and comments on your twitteer that you are FIGHTING THE SJW HORDE to bring you these tits.
>>
>>168066902
>didn't even bother to make up a decent story after 10 years
>>
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>>168066351
>>
>>168067083
Take the same near identical programs and measure the frame time (not including sleeping) and frame rate.
>>
Now I'm questioning whether I can ship this game at all with the new steam direct crap. I just wanted to make a game to serve a niche market, fuck. Why is that so much to ask for?
>>
>>168067112
sorry the one I meant to link was

https://tomforsyth1000.github.io/blog.wiki.html#%5B%5BMoore's%20Law%20vs%20Duck%20Typing%5D%5D
>>
>>168067142
Its a dimensioal game were a fat man can create stars and blow then up to make his body move faster

i dont need a good story
>>
>>168067149
I would like it.
>>
>>168067252
What do you mean? There will be literally no barrier of entry, even the name says it.
>>
>>168067347
The barrier of entry is me not having $1-5k.
>>
>>168066652
I'm actually trying to do sega chiptunes too. Right now I'm just trying to get good at drum patterns and catchy tunes. FM synthesis isn't too hard if you have experience with basic waveforms. not that I'm good at it yet.
>>
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>>168067129
Gotcha
>>
>>168067305
this actually sounds appealing
>>
>>168066254
That's not what premature optimization is. Premature optimization is trying to change a program to make it faster without understanding the problem or how your changes will affect it, which often leads to worse code that is barely faster or even slower since the creator wasn't profiling to check that his changes are actually worthwhile. If you know how to make something significantly more efficient, you might as well do it. Choosing to use a vector over a linked list for a problem where you're traversing the structure way more than modifying it is not premature optimization.
>>
>>168067395
are you playing retarded or are you not aware that they haven't said any price whatsoever yet
>>
>>168066652
Ahahaha, don't worry about the leimotif thing, it was just an extra detail. I'd be happy with any original music at all, to be honest.

The game is supposed to be a comfy adventuring RPG revolving around characters who are forced into a legendary heroic role and do not wish to do it, instead using it for their own selfish gain. Mostly a comedic deconstruction of your tropey and generic JRPG/RPG things like archetypes, tropes, mechanics and then reconstructed into something of a similar tone to your typical JRPG but from a different perspective.

It's meant to be comfy and comedic for the most part though, with the main themes dealing with hopes, dreams, and twilight. I really want to emphasize the typical JRPG aspects too.
>>
>>168067395
They never said it would be 1-5k, where did you get that?
>>
>>168067508
It's not going to be $100, that's sure as shit.
Their own announcement where they stated it'd be from $100-5000.
>>
>>168067593
no, they did not say that at all

they said they asked a bunch of people for input and the input ranged from $100 to $5000

fuck, man

reading comprehension, that's your REAL fucking barrier to releasing a game
>>
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>>168067027
Are you a bad enough dude to make a game using no variables other than 11 integers?
>>
>>168067593
They said devs recommended from 100 to 5000.

They aren't fucking idiots and they know that a fuckload of devs are poorfags, it amazes me how idiots think that Valve is full of idiots.
>>
>>168067683
>"Valve hasn’t settled on a number, but says it’s considering suggestions between $100 and $5,000."
>>
>>168067724
how could you even engine that.
>>
>>168067724
Old consoles would have had fewer registers, I reckon. Though of course they still had memory.
>>
>>168067432
The problem is FM synthesis is less intuitive than regular additive/substractive synthesis, I think the biggest entry barrier is the whole "feedback" involved in it. Are you using a tracker for actual hardware or just emulating the yamaha chip? Deflemask is a godsend.

>>168067486
I'll give it a shot.
But I won't be able to find you if you don't post progress now and then
So you better post progress.
>>
>>168066351
gay
>>
>>168062531
That's looking damn great, glad you're back at it.
>>
>>168067775
Also there's no point in changing it over to Direct if it's just copy-paste GreenLight. If they're dissatisfied with how it's not flow-controlling enough and think people having to pay more is the answer why would they stick to the price they've got right now?

That's why I'm pretty sure it isn't going to be $100.
>>
>>168067806
I'll try to post progress more often, then! Thank you for anything you do, anon, I appreciate it greatly.
>>
>>168067964
Did you even read the announcement?
It's nothing like Greenlight, it's literally just a direct publish with no quality control.
Instead of paying $100 for dev you will have to pay per submission, so it most likely won't be much higher than Greenlight.
>>
>>168066029
>>168066254
I feel like this is a bad attitude to have if you don't want to exclude the toaster audience
>>
>>168066351
wtf is "no denvuo"
I'm not googling it. Tell me why.
>>
>>168068354
Did you even read my post?
I'm aware of what Direct is.

They were stating that they weren't satisfied with the flow-control of Greenlight which is why they're switching over to Direct.

Why would you keep the price the same if you were already dissatisfied with how the price wasn't doing what you wanted before?

Even if it's per-game.
>>
>>168068354
This. Why are people complaining? If you're a real dev, you're not going to be putting out games at a high enough rate for it to be an issue. This is basically targeted at asset flippers and lazy mobile port shitters.
>>
>>168068397
reply myopa correction >>168067112 >>168067265
>>
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testan more stuff.
>>
>>168068509
Has anyone considered that they actually might want MORE games?
>>
>>168068640

Looks really good. Very good presentation.
>>
>>168068691
It's what they're going to get, ultimately.

But if the point of this is quality control this is shooting themselves in the foot.
>>
>he didnt finish his game before steam cut greenlight
hahahahahahahahhahaa
>>
>>168068780
I don't think they particularly care for QC anymore, not that Greenlight was good QC in the first place. Also, they have refunds now so if you buy a shit game it's really not a problem. They just want to be a storefront.
>>
>>168067806
I'm using shiru's vgm maker. the controls for editing fm voices make me feel right at home as a former FL Studio user. so far all I've done is replicate a few drum tracks from various games to get the hang of it with random psg bleeps added for flavor
>>
>>168068825
>Steam greenlight ended

Wait, really? How do you sell games on steam as an indie now?
>>
>>168068825
It's still up m8
>>
>>168068962
You pay money and get a page. No more voting process. That's assuming Steam doesn't come to you.
>>
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> tfw was finally able to solve a problem and something works

Now I can sleep happy.
>>
>>168068962
You pay them money and are on the store (after filling out your forms, etc). How much money you pay is in question (ranging of considered prices is $100-5000 presently).

At some point you get that money back. They haven't said at what point.

GL is still up for the moment but at any time they could shut it down and say 'thanks for trying folks here's your refund' and reject all the remaining GL games.
>>
>>168068825
googum said itch.io is better so it must be
>>
>>168069271
Gogem's out of his mind then.

The only thing that makes itch better is the cut they take. Everything else from discoverability to audience size and how willing people are to spend money to buy your game is worse.
>>
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>>168069091
Also, a chicken animation.
>>
Maybe it's a good idea to submit to Greenlight now

I mean they're going to cut submissions and comb through what's already there, allowing anything that is decent.
Better than issuing refunds to everyone.
>>
>>168069371
I'm legitimately a little spooked
>>
>>168069548
> comb through what's already there, allowing anything that is decent.

There is no indication of this that I've heard of. All they said is that it's ending. Source?
>>
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made a mouse control flight model and its actually fun. i guess this will be a difficult to unlock secret character.
>>
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>>168066351
I don't care about the rest.
>>
>>168069662
http://steamcommunity.com/greenlight/discussions/18446744073709551615/133256758580075301/
>>
>>168069779
Hrm. I still can't submit to it because I still don't have video footage. But I guess it can't hurt to try.
>>
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Guys, On a scale of 1-10 how difficult would you say it would be to make 3D racing game
I'm planning on making a old american west racing game Got the idea from steel ball run
I know how to do 3D models but I don't know anything about coding

Tree i made a little while ago, what do you guys think?
>>
>>168069735
wow superman is a dick. that big guy wasn't even doing anything.
>>
>>168069931
Most engines already have vehicle physics so you could build on that.

As far as 3D genres go it's probably one of the easier, you'll need to nail a gimmick to make people care though.
>>
>>168069931
>I don't know anything about coding
According to agdg coding is irrelevant and art is everything so making your game with your skills should be easy.
>>
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Patched the sound around.

Some new gameplay strats.
>>
>>168066539
You should still make a demo after it's done.
>>
>>168064143
Dagger, axe, holy water, star...
>>
Quick C# question.

I have two semi-working scripts for camera zoom at this point, but both have a different problem. One of them drifts toward the same Z axis regardless of player position, and the other phases into the floor with every other scroll of the wheel, before going back to it's proper position.

Not looking for the handout answer, I just wanted to know which seems like an easier issue to solve for an idiot like myself, and which script I should abandon.
>>
>>168069931
a racing game will probably be easy since most engines come with some vehicle physics. Just make it cool and worth playing. Don't be hesitant to copy ideas from your favorite racing games.
>>
>>168070431
delete them both and start over, how do you fuck up a dolly?
>>
>>168066646
>he still doesn't know
>>
>>168070493
By being very bad at what you do.

I'm not sure starting over would help me, as I'd probably just end up back where I am now. Suppose I could give it a shot though.
>>
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>tfw only 24 days left until demo day
>>
>>168069931
>tree
If you unfocus your eyes it looks pretty good but the angles of the planes looks rather unnatural. Never seen an evergreen with branches sticking upwards like that. Also pretty sure you cobbled together a bunch of small shrubs and called it a tree (which is ok but those don't look like pine needles).
>>
in Unity, what exactly is the difference between calling DontDestroyOnLoad(this) and actually setting it up as a singleton?

like don't they accomplish the same thing?

assuming you need that particular class to inherit from MonoBehaviour
>>
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>>168069931
i did this in a day from zero
you will be fine.
>>
>>168067924
Thanks. I never really stopped, I just didn't want to show the game off when it was all super placeholder stuff.

>>168063390
It's made, but I don't know how to into this.
https://shmoopdev.tumblr.com/
>>
>>168070921
Don'tDestroyOnLoad only makes it so your game object is saved from scene to scene, nothing else.

Making it a singleton gives you the ability to access it in your code wherever. Unity doesn't care if something is a singleton if you load a new scene.
>>
>>168070921
>DontDestroyOnLoad(this)
will not destroy the object from the memory
even when you close the fucking thing
>>
>>168071549
Excellent! Followed. You are doing it right. Just keep updating it as often as you can without it cutting into your dev time. It can only help in the end!
>>
>>168071673
>even when you close the fucking thing
That's not how operating systems work.
>>
>>168071760
i meant the game, not the operating system
>>
>>168071868
Yes. Processes ask the OS for resources like memory and whatnot. When the process ends for any reason, the OS frees the resources that the application didn't or wasn't able to free.
>>
>>168070921
don't destroy on load is meant to make it persistent across level loads

just read the fucking manual
>>
>>168071868
if you're going to use DontDestroyOnLoad then it's your responsibility to destroy the thing

you can't be like "oh hey leave this thing alone" and expect the game engine to read your mind when you don't want it anymore
>>
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>>168070731
>mfw I won't upload anything this time because i've actually gone backwards
>>
>>168072078
yeah i discovered that later. the hard way
>>
>>168071639
>>168071673
>>168072042
I mean I know what they both do, but functionally what is the difference? Like why would you use a singleton when you could just set it to DontDestroyOnLoad therefore keeping once immediately-accessible instance of the class throughout your entire game?
>>
Does anybody like the msx artstyle/palette?
>>
>>168072078
>>168071868
>>168071954
you're saying when you close the game it doesnt destroy the game object from memory...? what...? how can unity even do that
>>
>>168072263
The difference is that a singleton is globally accessible and there's only one instance of the class.
>>
>>168072393
it doesn't, you read wrong
>>
>>168072393
No, I'm saying that's not possible.
>>
>>168072396
but that's also true of a normal class with DontDestroyOnLoad enabled, providing you don't create another instance anywhere in the code... right?
>>
>>168072709
Globally accessible, though?
>>
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worked on rebindable keys. everything seems to work as it should. only thing is i dont have a message that says when you already have a preoccupied key, but it still properly blocks the change.

>>168055367
Don't worry, I asked because I'm working on my rebinding menu.
>>168054925
>>168055530
It was a little tedious but it did the trick. Also helped fix a couple bugs that were being caused by using vk_ instead of the keycodes directly. Thanks.
>>
GOOD LUCK DEVANON
YOU CAN DO IT
>>
>>168073029
...yeah?

for example I have a class called GUIManager which manages all the GUI game windows, and I can call it from anywhere by saying "GUIManager.currentWindow ... "etc.

that's why I'm wondering what the difference is. I used to have a singleton, but then I changed it to a regular class with DontDestroyOnLoad and I can't seem to notice any functional difference... but I dont want to get fucked over down the road with a difference I didnt realize.
>>
How would you turn this into a game, /agdg/?
https://www.youtube.com/watch?v=IvUU8joBb1Q
>>
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I wanted to try a simplistic mechafu but somehow got distracted.
>>
>>168073824
You could consider the object with DontDestroyOnLoad a singleton if it's global and you only make one I guess.
>>
lol why does every blender video tutorial waste the first 2 minutes showing you how to install the add-on you're trying to learn about.

every, single, one.

I should make a joke tutorial where I spend the first 45 minutes installing an operating system , then blender, then the last minute shows you how to add a torus to the scene.
>>
>>168073916
then it's a persistent singleton

they are two completely different concepts
>>
>>168074049
Singletons normally are initialized once and persist throughout the entire program.
>>
>>168074007
don't forget to just ramble about nothing for 20 minutes before you even start
>>
>>168070549
Fill me in
>>
>>168073916
>>168074049
so a persistent singleton is just a singleton that never gets destroyed or recreated? i.e. only ONE instance only exists EVER?
>>
>>168070493

Yeah, I did it over again, twice, and it still doesn't work. I must be a stupid person, which is disconcerting to find out.
>>
>>168074196
That's what a singleton always is.
>>
>>168074196
>only ONE instance only exists EVER
that's just a singleton

>>168074128
because unity deals with scenes and the whole engine is basically reloaded when you change scenes, having it persist across scenes makes it more persistent
>>
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Finally finished implementing one of the last core mechanics in Dixie: Weapon Eating.

First, we see Dixie swap weapons between gun and melee hands, which can be done freely at any time. There's a special blended pose for holding melee weapons, but like guns they disappear after a few seconds of disuse.

Then, I apply damage to Dixie. I hold down the relevant weapon-grab button (since the weapon is in her gun hands at the time, I hold down the pick-up-weapon-as-gun button) for two seconds, and Dixie "eats" the weapon, permanently destroying it but gaining health from it.

Each weapon has not only its own HP recovery values, but some can also have bonus power-up effects when consumed (super speed, invincibility, etc).

The gimmick is this: if you make it to the exit of a level holding a (new) weapon, that weapon gets added to your armory, and will always be available for you when entering a level for the first time (or if you die and reload). But the ONLY way to recover HP is to consume one of the weapons you're holding, and if you die you drop whatever weapons you have.

So holding a good weapon for the first time raises the stakes; you basically have to make it through the level without healing a single time if you want to add that weapon to your collection. Meanwhile, picking up weapons from enemies (who all drop weapons, literally 100% of the time) can be a game of rapid consumption; use a weapon until it's worth eating it for HP, then kill another enemy and claim his weapon, and so on and so forth... sort of like old-school arcade brawler games where weapons themselves have little durability bars and you're constantly burning through them.

As a bonus, the Air Depletion system is done, though I don't like the icon I'm using for bubbles, I think it doesn't gel well with the HP-crystal thing and I'll probably replace it.
>>
>>168074007
get quality tutorials, not that youtube shit
>>
Y'all singletons.
>>
>>168074250
>>168074294
so there really is no reason to set up a singleton in Unity when you can just use DontDestroyOnLoad

interesting, thanks
>>
>>168074515
>so there really is no reason to set up a singleton
Yep.
>>
>>168074515
well, correction: there's no reason for a singleton when the class in question uses MonoBehaviour

if it doesnt then you have to code it as a singleton
>>
did ancient warriors really strap claymore's to their back and dangle maces from their hips or is that just vidya?
>>
>>168074774
Literally everything about ancient warfare is shrouded in myths, memes and exaggerations.
The samurai are a good example, in reality they were just boring-ass nobles but the japs propped them up as legendary warriors just because.
>>
>>168074356
nice eye divine cybermancy alchemy psi power clone
>>
>>168074774
yes but only in the battlefield, it's not something you'd do while walking around town (you'd have a more conveniently sized sword for that).

also, they probably put those large swords on their horse if they were moving long distances
>>
>>168072304
ya bro
>>
>>168075170
uh, well they started out as warriors then degenerated over years and years into the placent noble class

like janissaries
>>
>>168075273
I don't know what that means. Did a game already do weapons-as-health?

The bring-the-weapon-to-exit system is actually derived from Einhander, primarily... I just don't like weapon durability as a mechanic and needed to contrive some other reason for the player to want/need to get rid of a weapon.
>>
>>168074175
there is no greenlight anymore stupid, don't you read gaming news?
>>
>>168074175
Steam is killing Greenlight and replacing it with "Steam Direct," which basically means instead of the voting process you just pay to have your game go up on Steam. They're considering the fee being "between $200 and $5000" per title.
>>
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Moth shmup dev here. What kinds of moth wings do you find cool? Already have luna moth in and I realized that >>168060352 was right and everything still looks super placeholder and so I figured I might as well take a week or so to work on that.

There aren't too many more mechanics to iron out really and aesthetics are going to have to be one of the biggest points of attraction for this. (also already have bees and spiders and butterflies and other such characters in so please look forward to that eventually).
>>
>>168066539
i agree with >>168070289

not enough devs do real post release demos. i think it would work well with your game. first floor or two with a limit selection of weapons for a demo to get a good taste for the game. it would generate positive attention as well.
>>
>>168075483
Reminds me a lot of maze of galious.
>>
>>168075827
a game where you play as a moth and have traverse a maze of candle flames that pull you into them with the force of a raging river current.
>>
>>168075614
not him but i can't stand gaming news. it's all gaming politics or real politics now so i avoid it like the plague
>>
>>168075827
What are the level backgrounds going to look like? I love parallax scrolling.
>>
>>168076059
that's the idea
>>
>gamedev "marketing"

kek, wanna know how to get your game seen? i'll tell you right now

make a good game.
>>
>>168069735
i love all your webms. is there a collection of them somewhere? i regret not saving them
>>
>>168076507
But black shell media tells me that even good games need PR
>>
>>168076507
>make a game that looks good
ftfy
>>
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>>168075827
This probably isnt a popular opinion, but I like Gypsy Moths. Their wings kinda have this weird luxurious quality, like a king's robe/cape or something. Also their antenna are really cool. I probably just like them cause my backyard was like, covered in gypsy worms for like a year.
>>
>>168076445
Right now it is a bunch of placeholders but with the story I am writing out it is going to comprise of a moth city, a forest, cave system, swamps etc. Lots of fantasy stuff and not just regular run of the mill areas if I can manage it.
>>
>>168076631
if a game needs marketing to succeed then it's bad, the only marketing you need to do is pretty much just shilling on tumblr or twitter while showing off your game as it's being made

if tags like screenshotsatuday don't get eyes on it, then i'm sorry
>>
>>168074356
looks smooth as hell anon. keep it up
>>
Idea guy here, looking for a programmer, artist, and sound person
>>
>>168076825
>>168076507
Name one single successful game that the dev didn't shill.
I know an absurd amount of great games that were commercial failures.
>>
>>168076897
are you gonna make the next alwa's awakening
>>
>>168077053
space funeral
>>
>>168055895
You smart fucker, I manually shade the damn things.
>>168074356
How is the game gonna look thematically?
Is it gonna look bright and happy, or grim and dark?
Reason why I'm asking is because of Dixie's literal black hole eye contrasting her cute little cartoony body.
>>
>>168077053
any game that is good enough will get press on its own. dont believe the people who say this is a lie, they are marketers who want you to pay for their services
>>
Sound guy here, please use my sounds for free I will do anything.
>>
>>168076749
>Gypsy Moths
dats rassis

I call em bunny moths
>>
>>168077092
I'm making a game where you design offices

Things like water cooler placement, cubicles or open plan, fancy boardroom tables
>>
>>168077195
>bunny moths

my heart
why did I never think of this...
>>
>>168077053
i consider posting game progress as shilling

simply put if your game isn't getting any attention from tagged posts you need to work on it's presentation and gameplay, it's that simple

don't let marketers jew you
>>
Concentration Camp Tycoon.

this already exists, doesn't it
>>
>>168076749
That is a very good wing design, actually. Thank you for bringing it up!
>>
Art guy here, I will sell you 8x8 sprites for 500 dollars ea- hold on a second I have several customers on the line right now.
>>
>>168077192
Do you make music or fx sounds?
>>
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>>168077220
>>168076897
ABOUT THE GAME
The story of how Alwa’s Awakening came to be started in the autumn of 2014. After spending an evening at a friend’s house playing NES Mikael started dreaming big about making his own game. Problem was – he had never made a game before. He realized he had to think this through and find people that could help him and step one was to get his thoughts down in a game design document. He started and within a few days there was a 14-page document detailing pretty much everything.
The plan was to first attract a pixel artist so the game mockup would look good. He sent the document to Alexander;a pixel artist he had heard of that he knew was really talented. Alex liked what he saw and said yes to do the graphics for the game. Great success! With a design document and a pixel artist on board it wasn’t that hard to convince Robert Kreese to do the music for the game. Mikael had known Kreese for a couple of years since they both worked as organizers on RSM, which is the largest Retro Convention in Scandinavia. Now the team was almost complete! He just had to find someone to actually program the game…
If you don’t really know that many programmers where do you turn? Twitter of course! A tweet was sent in both Swedish and English and by asking some prominent retro personalities it was reached by quite many. A few hours and many tweets later a few people had show interest but the most promising and interesting person was sitting just a few desks away. Mikael’s co-worker Kevin jumped on board the project and suddenly we had a whole team!
>>
Game developer here, I will make you a game for $150.
>>
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Thoughts on graphics gale? I just switched to it from photoshop and it feels so much better for pixel art, especially pixel art animation.
>>
>>168077528
Anything please just use them here's my SoundCloud and email feel free to download everything just don't forget to put me in the credits!!
>>
>>168077690
Aseprite
>>
>>168077108
>Is it gonna look bright and happy, or grim and dark?
I'm going very deliberately for a Banjo-Kazooie/Tooie type of thing, so I guess it's sort of like "normal range of emotional content but represented with goofy cute aesthetics". The game isn't as deliberately milquetoast as, say, Super Mario 3D World, but it's sort of like, how do you tell a story of vengeance and violence with puffy hello kitty stickers and not have it be all puppies and rainbows?

I'm not doing an Eversion thing. I'm not deliberately contrasting the N64 art-style with grimdark content. On the other hand, Mario 64's Eel was pretty terrifying to me as a kid, so I guess it's all a matter of opinion.

Dixie's not got a "black hole" eye, FWIW, it's a giant scrap of radioactive metal stuck through her face into her brain.
>>
Programmer here, I demand full control of the game's design, including its graphics and audio.
If you don't accept my demands then I will just steal the code and make my own game.
>>
>>168077783
nice venom clone
>>
artist here, please use me I will do anything
>>
>>168077956
I thought Venom was like, a space parasite?
>>
>>168077783
>Dixie's not got a "black hole" eye, FWIW, it's a giant scrap of radioactive metal stuck through her face into her brain.
"Punished Dixie"
>>
>>168078085
venom like snake venom...venom of a snake...
>>
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Workin on some new wepuns
>>
>>168077743
Last time I tried it I dropped it solely because you couldn't move a marquee selection after making one. Is that still the case?
>>
>>168077702
Calm down anon, you forgot the link
>>
>>168078230
what if everyone of those spikey nodules was itself a Morningstar?
>>
>>168078238
Uh you can move the marquee and the selected content, but you can't just move the marquee and not the content.

A ticket on their github page might push them to add that feature.
>>
>>168078108
I never played any Metal Gear (except Rising, and the original Solid) but yeah, sort of. I mean, it seems like "Punished Snake" is designed to deliberately invoke devil horns, but it's not dissimilar.

It's also sort of a generic "freak accident leaves victim with strange powers" superhero backstory.

The main plot of Dixie involves your little sister being injured (much worse than you are) by a similar reactor explosion... Since the reactor failure rate near your home is deemed "unsafe" given that this is the second such explosion, the Skull research robots are dispatched by Wynndustries to clean the area. Your sister (Trixie) is "contaminated" and she's taken away to Wynndustries central factory for quarantine. You try to stop it, but the skull robots identify your eye (and hands and feet) and attempt to "quarantine" you as well which is why they attack whenever they see you.

So you're on a quest to not only rescue your sister, but also come face to face with the woman whose research put the shell in your face to begin with.
>>
>>168078059
Hot.
Post some work c'mon man.
>>
Is 256 colors enough?
>>
>>168078863
64 should be way more than you need.
>>
>using more than 16 colors
>>
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>>168078230
curious if those spikes are little mesh inserts or the whole thing is a continuous mesh?
>>
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can anyone help me figure what the fuck is going on. this only happens in webgl builds. I am at 5.5.03f
All these sprites are packed with the packer.
this is for a client due next week and I don't know what to do.
>>
W-will people play my game on steam if it's free?
>>
>>168069931
is this a JO-jo REferENCE?
>>
>>168079289
Yes.
You best release it before you have to pay $5000 to put a free game up though.
>>
>>168079357
Even if that were true who the fuck puts a free game on Steam?
>>
>>168079521
I've seen a guy build up a community that way. He released an EA game for free and then one day suddenly renamed it to "Demo" and threw another paywalled version to the store.
>>
>>168079976
What do you get from being on Steam?
>>
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Enemies now explode into money on defeat. The smoke will probably change when it stops being amusing to me.

I wanted to put vertical scrolling on the parallax, but going too fast vertically and then stopping makes the background react oddly (from trying to be pixel perfect?), and I don't really know how to fix it, so I guess I'll try to figure it out another time.
>>
>>168079521
http://store.steampowered.com/search/?sort_by=Reviews_DESC&genre=Free%20to%20Play
>>
>>168079521
Because I want to share it with people, and I'm not bothered about getting money in return?
>>
>>168079357
Where did you get that number?

there's no way they're going to charge devs 5000$
>>
>>168080108
>>168080117
But why Steam? I could understand if you released it somewhere else, and Valve came to you and asked if you would like to put it on Steam as well. But paying to put a free game on Steam...
>>
>>168080074
Free publicity?
>>
>>168080208
To reach a wider audience.

I might make non-free games and put them on Steam later, in which case I'd have to pay the fee anyway.
>>
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>>168079061
little mesh inserts

Also shitty webm coming through.
Made some new animations. Heavy attack, heavy forward attack and light attack are working now.
And for some weird reason this is already my favorite weapon set.
>>
>>168075614
not stupid, just don't read gaming news because its asinine for the most part

but I wont be surprised if they bring it back after they realize they're making less money because people don't have $5000 to blow their nose with
>>
>>168080178
Look it up.
>>
>>168067724
tic tac toe
>>
Anyone know what engine Fisherman dev is using?
>>
>>168080270
>>168080285
Even now that Steam has tons of crap on it? You need to market whether your game is on Steam or not and if your game is free people aren't going to give a shit if it isn't on Steam.
>>
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Friendly reminder to all unity devs that one day unity will fuck you over just like steam did.

Be prepared, do some jam games in another engine/framework/language
>>
Post yfw Steam begins charging $10k
>>
>>168080337
9 for board, 1 for whose turn, 1 for what screen to display(ingame, x victory, y victory, menu containing start or quit)

it would have to be 2 player though
>>
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for all you poor thirdworlders who can't pay the new steam fee, i'd be willing to pay it in exchange for 20% of your profits.
>>
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>>168080336
the number hasn't set yet, but it could be anywhere from 100$ to 5000$
>>
>>168067724
you can use a single int to encode several bools.

if your max values are small enough (say, 32), you can encode multiple variables in a single int.
>>
>>168080358
There'll be less crap if they start charging $1000+ instead of $100
>>
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hows this look?
>>
>>168080687
Isn't that what you're protesting?
>>
>>168080358
I was providing an example of a VR game, in which case it was a bit easier for people to find it. Never said marketing is not needed if you want to succeed though. Then again, considering that every single normie has steam installed nowadays, your game passively gains a higher chance of being noticed.
>>
>>168080738
I'm confused - I don't mind a higher fee, a higher fee means fewer games published which means each published game has more chance of been seen
>>
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Ok, attacks are more clear now. Still looks like shit though.
Also I made the main character look less fat.
>>
>>168080880
Well original anon was upset that you would have to pay money to put a free game on Steam, to which I asked why he wants to put a free game on Steam in the first place since Steam hardly means publicity anymore.
>>
>>168080687
Bullshit, the problem is early access.

Look at dayz, that game has been EA for over 3 years and it's still a buggy piece of shit.
They should make EA refundable with no time limit.
>>
>>168080949
I'm original anon but I'm not upset about a fee to put it on Steam.
>>
>>168081052
Oh okay.
>>
>>168080078
Looking good, anon. You have a tumblr or twitter?
>>
>>168080725
Honestly I think it looks cool but I could see how others might have problems with it if they are sensitive to rapid color change.
>>
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>>168080393
Real devs don't really care you cow milk titties monster poster.

The time Unity does something stupid and irreversible is the time to take that opportunity to learn C++ correctly.
>>
>>168080078
You're 1 lewd grab animation away from hundreds of Patreon pornbucks.
>>
Any good guides or information on how to make your games actually accessible? In a disability sense I mean. Not looking for anything in particular, I've just never put much thought into it before.

Could be something simple like colour blindness or dyslexia to straight up epilepsy or motor control issues.

How would you make a game for a blind person?
>>
>>168082325
http://gameaccessibilityguidelines.com/basic

Everyone should read this to be honest, it's a great checklist for any decent game.
>>
>>168082501
I wasn't expecting something so comprehensive. Thanks a bunch anon.
>>
>>168076616

there's a video here. kind of out of date though.

https://www.youtube.com/watch?v=v9k101eC4XI
>>
>>168082501
>wide choice of difficulty levels
Stopped reading there.
>>
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>What's your game called?
???
>>
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>>
>>168082815
Seafarer
>>
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Here's my other 2 projects I'm working on, copy pasted from a forum post:

Mushroom Viking: A game about a viking who was kicked out of Valhalla for having a sword Bazooka and thus having an unfair advantage over his opponents. In retaliation he decides to join up with Corporate Valhalla and needs to eliminate negative holiday publicity to improve sales for the corporate gods! So he must slay holiday themed demons to ensure the holidays keep a positive public image! (The story is ridiculous, I know. also he is high on berzerker mushrooms.) Arrow keys move, Z shoots, X jumps, C uses alt Weapons. The tutorial explains things pretty well.
Link: http://www.mediafire.com/file/6uvuyb2zgfjmn23/
In this turn based roguelike the story is still being formed since I'm focusing on mechanics and functionality. Clicking the ground with the mouse spawns a random enemy. Press spacebar near the old man to speak to him. Walk into items to grab them. Press "I" to open the inventory. WASD moves your character and navigates the inventory. Pressing "P" opens up attack mode which lets you see your weapon's attack range, any enemy within range will be red, you can click on red enemies with the mouse to attack them. Still adding in full combat stats, at the moment the game works fully well for the player, but enemies have no elemental resistances or dodge chance, and all weapons swing at the same speed (Weapons will have a different swing speed when I'm done with combat)
Link: http://www.mediafire.com/file/51s7za1g313y97l/

>That feel when you have posted this everywhere but nobody is willing to even look at your projects
>>
>>168082905
Also first person to kill the boss in the third area of the Mushroom Viking can request some gameboy style tiles, I'll do 4 16x16 tiles for you or some shit, I do all my own art, music and sound effects are from Opengameart
>>
>>168082815
Yo what engine are you using?
>>
>>168083051
GMS 1.4
>>
>>168080286
>And for some weird reason this is already my favorite weapon set.

It looks good senpai. Also; blunt weapons are almost criminally underrated compared to 'muh swords' in every game.
>>
>>168082905
The fact that you chose to post an unrelated image instead of a webm of gameplay, or even just a screenshot, speaks volumes about how little you think of your own work.
>>
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>>168082905
>>168083046
And here are those tiles being used in a project. Pretty heavy on the darker shades I know, but it turned out nice, it wa sa zelda clone I was working on, the link sprite is a ripped sprite, everything else is 100% custom
>>
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>>168081946
is this the skeleton game girl?
>>
>>168083178
This, spears are even more underrated, haven't seen one game with first person spears except morrowind.
>>
>>168083402
>Game Boy with 5 colors.

Not even gonna mention the pink on Link, but...
Why? For what purpose? Ignorance??
>>
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>>
>>168077783
>it's a giant scrap of radioactive metal stuck through her face into her brain.
THAT'S EVEN WORSE!
Does it hurt her? Damn! How the fuck does she sleep with that thing poking out of her face!
>>
>>168081120
I started recently, I want to get in a little further before bothering with it.

>>168082815
Wrangler
>>
>>168080641
Who were the retards who suggested $5000 dollars?
This is INDIE game development! We aren't made out of money.

Must be some kind of trustfund kid.
>>
>tfw feel like making a lot of progress on game, feeling good about myself
>start thinking about making a blog to show off development
>realize I haven't put an ounce of thought into graphics yet and have just been slaving away at code for functionality and gameplay, so there would be nothing to show in a blog post

:(
>>
>>168083927
She's already a demon.
>>
>>168084246
so instead you make a meta blog post about it on 4chan
>>
>>168084246
start posting on twitter/tumblr ASAP. Just because you have a good looking game doesn't mean you will magically gain followers. Getting followers takes time and the longer you wait the worse it'll be.
>>
>>168084162
Probably hopoo or gogem
>>
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made the buffed version of the boomerang
it has larger reach and doesn't weaken as it hits more enemies in one throw
>>
>>168084162
should be $20,000 to be honest
>>
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this guy is really starting to come together.
>>
>>168085431
This, indie trash belongs on itch.io or newgrounds
>>
>>168085441
What do you typically do for playtesting? Anything beyond tossing around to your friends?
>>
>>168085692
t. retarded baby wandering in from /v/
>>
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>>168083315
I made that tileset from scratch though. My work feckin' rocks man. I mainly didn't have any webms of gameplay because I can't find a reliable webm recorder.

I just can't get this video capture to work. I got my webm under 3mb, now it says my video is over 120 seconds, but it's 16.

I've never made a webm or gif before and my computer is a bit of a pos sadly

>>168083821
Link was a ripped sprite, that's just the color that was already on him, I was only testing the animations so I didn't care about the colors, and the multiple colors things are just the default "Gameboy" colors available in Aesprite's default palette. I was trying to emulate my old gameboy's greenish screen...
>>
>>168084162
i think steam is trying to not be for indies
>>
how do i get twitter followers
>>
>the only way to get on Steam is through Greenlight/Direct
>>
>>168085736
Oh did I hurt your indie dev feefees?
Sorry but you and your game is trash and it doesn't belong on steam
>>
>>168086041
>getting so triggered you had to reply
>>
>>168086101
>Replies with a meme
>>
>>168085716
p. much just that and demo day feedback.
>>
>>168085993
this
>>
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>>168086182
>needs (You)s this badly
>>
>>168082815
Please make your water surface make sense. That's triggering me.
>>
>>168086041
Kid, git gud, it's not our fault you've got a grudge against indie devs that can actually finish and publish their projects, unlike you, a certified shit lord.
>>
>>168085692
>>168085431
I would put a bait picture here, but nah.
>>
>>168086332
I don't care, I just want to see you all fail. It brings me tears of joy.
>>
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Put a pause on the ship level for now so I can start getting ready for a proper demo for the upcoming demoday. This is gonna be pretty much the first playable part of the game, where it teaches you all the controls while participating in a bit of story. Really happy that it actually turned out how I had it in my head. Only took the entire day to make it too, which is nice because it felt like I was going slow as hell for awhile there.
>>
>>168085993
>>168086267
as someone with almost 2k twitter followers and get 50+ likes on most gifs I upload.
Just keep posting regularly. Atleast once every couple days. Use the #gamedev #indiedev #screenshotsaturday #[insert your game engine] hash tags. People will see it and follow/like. Hope one day someone with a lot of followers will retweet your gif and you'll get a massive boost, then it'll just get easier from there. Also a lot of gamedevs with big(ger) followings retweet relatively often to help people gain followers, so follow big gamedevs.
>>
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>animation seems a bit funky from side view
>animation seems perfect from another angle

But.. It's not like I can make the whole game on that angle or whatever.
>>
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>>168086436
I'll sleep fine knowing you'll watch many of your loved ones die as you age. I hope you outlive them all while living in a small, lonely home
>>
>>168086697
Extend the lower legs a bit more/straighten out he knee.

I think it just looks weird from the side because the leg doesnt go completely straight when it reaches the ground
>>
how devastated would you be if your game was getting pirated?
>>
>>168086869
i'd probably pirate my game so I couldn't blame them
>>
>>168086827
Yeah, I'm used to this. It actually looks fine when I view it from the perspective side, not the orthographic one.

But it's funny to see how you have to radically change an animation depending on the view.
>>
>>168085871
The Game Boy only had 4 values. You added white to it all.
>>
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Anyone else making a game for GMS2's 2nd Betajam?

The main mechanic isn't in the gif because I want to do the art done for it, but it's a tetris inspired arcade game

Also sorry for gif it's easier to share across platforms
>>
>>168086489
Are you going to insert a delay for when the idle animation starts? It looks really bad as it currently is.
>>
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>>168087054
The white is there to fill in the void a plank part of the screen would normally provide.

Gameboy didn't have white?
>>
>>168087282
I'm gonna get rid of the idle animation all together as it's just a placeholder. Maybe tomorrow actually. I'm kinda tired of it already
>>
>>168087291
No, the Game Boy definitely did not have white. It had an early green LCD with a 2 bit palette for 4 shades of "grey".
>>
>>168086697
i actually can't cringe hard enough for this
>>
can y'all post your twitters so i can follow you
>>
>>168087889
@dril
>>
>>168087889
@free_facts
>>
>>168087978
>>168088105
u guys suck
>>
>>168087889
@realDonaldTrump
>>
>>168087784
Okay.
>>
>>168087889
@cilerbaa
>>
!unsubscribe
>>
>>168087889
@gogempro
>>
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>>
>>168088562
A little slow but really cool! Nice work man
>>
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Let's say I have a name for my new project and want to start using it already.
What's stopping asshole devs from stealing my games name for their shit or copyrighting it?
>>
>>168087889
@mannewdan
@brumCGI
@RedEmber_
@homph
@jcsvampire
@_Thumbtackdev
@maidsanddemons
@OnlyImaginary
@Colonthreee
@Sorcerobe
@Wabbaboy
@sfdstrandberg
@emdoodev
@keepeetron
@Coxyworthy
@pacemanparkles
@the_hopoo
@Ghorington
@ektomarch
@DepressionDev
@ArikadoDev
@googumproduces
@Dev_Strato
@Tox5000
@rokasvo
@SeventeenUncles
@ekunenuke
@mannewdan
@brumCGI
@RedEmber_
@mushbuh
@jcsvampire
@_Thumbtackdev
@MonolithDevs
@maidsanddemons
@dev_de_la_doggo
@Colonthreee
@BOENSAW
@Sorcerobe
@Wabbaboy
@sfdstrandberg
@emdoodev
@keepeetron
@Coxyworthy
@pacemanparkles
@the_hopoo
@KeylockDev
@ektomarch
@Ghorington
@ArikadoDev
@DepressionDev
@googumproduces
@Dev_Strato
@Tox5000
@rokasvo
@SeventeenUncles follows you
@vine2D
>>
Is C++ or Rust better for gamedev?
>>
>>168089151
Rust is the better language but C++ has better library support (for now).
>>
>>168089146
can I dev if I don't have a twitter or tumblr
>>
>>168089276
Nothing is stopping you.
>>
>>168086697

Since you are already going with a slightly exaggerated strut. You may want to add some rotation of the hips around the z-axis, opposite the rotation of the shoulders.
>>
>>168089123
proof that you used the name first
>>
>>168089146
You forgot me
>>
>>168089123
You trademark a name, you don't copyright it. Registering a trademark is an arduous process and requires substantial evidence that the name is uncontested, so you could easily shut it down.
>>
>>168089146
>@SeventeenUncles follows you
lmao
>>
>>168089327
How do you do that?
>>
>>168089379
4chan screencap
>>
>>168086697
You fall for the trap that many non-animators do. You need to ease into your poses, the middle of the motion should be swaying slightly faster. Try to get rid of the complete pause on the walk, add a followthrough either on the arms or hair.
>>
>>168087889
@AttaBoyGames
>>
>>168089379
web.archive of your accounts using that name
>>
>>168089340
>>168087889
@online_frog
@slowbroke
@Shpuld
@blankthevidya

>>168089367
There was a lot of that I just forgot to delete the text there...
>>
>>168087889
@snekdev
i don't post much, but i'll follow you
>>
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now I've refactored 80% of all the mesh gen code (still some left hence no support struts), so I can clear all data (mesh & collision) fast and easy. so added a re-spawn to test it out
>>
>>168089146
I'm not on this list :(
@diest64
>>
>>168087889
@ThirdKeyOfSun

But I just started so it might not be worth your time.
>>
>>168089762
(you)
>>
Alright I'm back into trying to make a game. I'm trying with LWJGL since I I know Java inside out and feel at home compared to learning some whole engine/kit like Unity/UE.

The problem I'm having is finding good tutorials on how to get into this stuff. I've never used OpenGL and just learning all these new APIs is kind of a pain in the ass when I'm in relatively unfamiliar territory.

I've been bouncing around in:
>https://www.gitbook.com/book/lwjglgamedev/3d-game-development-with-lwjgl/details
and
>https://tutorialedge.net/getting-started-with-lwjgl-3-and-java

But it's slow going. Any suggestions?
>>
>>168089762
is this 3d tron?
>>
>>168089762
That's looking pretty neat, anon. I would think you'd want the track generation to happen earlier though, with the train following along it, otherwise you have a flying train with no real reason for it to have tracks desu.
>>
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>mfw not dead
>>
Hey IDEAGUYS,

WHAT'S the LARGEST SCOPED GAME that you have?
>>
>>168090321
Pokemon but with third person real time battles.
>>
>>168090229
There is a CHR check here, right?
>>
>>168090321
Top down fallout clone with borderlands style weapons but with a map the size of skyrim with the borders of the skyrim size world spawning random terrain, so the main map is static and large, but anything outside of it is random and for higher level play
>>
>>168087889
@sinoc229
I sure hope this isn't some abstract bait
>>
>>168090321
Game with deep moral choices where none of them matter in the end
>>
>>168087103
I think I am too comfortable with GM:S as it is right now to jump mid-project to 2. Looks like an interesting premise though!
>>
>>168090641
>>168090557
>>168090527
keep em coming boys
>>
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Been working on cutscene and camera stuff! GMS2 changed cameras and I can't tell if its better yet...
>>
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>>168090527
>tfw working on real time pokemon right now
Get rekt, m80. Not doing third person or real graphics because I'm shit.
>>
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>>168090757
Is this you?
>>
>>168090321
Are you stealing ideas or looking for a partner?
>>
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>>168090542
yeah, either that or a FUNDS check
>>
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>>168090861
Nah, dude, I just started lurking agdg again, a couple days ago. Haven't really accomplished anything.
>>
>>168090071
see
>>168066285

>>168090137
That is the plan, but I'm thinking I'm just gonna spawn some visual juice in front of the train to make it look like it's spawning in front of it without it actually having anything to to with the spawn system, I hope that's gonna look better i cases with steep turns etc.
but we'll see, might just move the spawn point to the front.
>>
>>168090871
>partner with an ideaguy
ahahahhaha
>>
>>168090927
I like this even more now.
>>
>fiddling with OBS settings
>Partial color range fucks up my colors by making them washed out and ugly
>Full color range fucks up my colors by making them too saturated and dark

for fuck's sake
>>
>>168091026
But I'm trying to get into unity and it's hard!
I don't just want to be an idea guy but I'm impatient.
>>
>>168090946
it sounds cool
>>
>>168090527
>>168090321
when I was 11 I used to fantasize about a Pokemon MMO mixed with Halo with a 1:1 scale map of Japan

>halo was released 16 years ago
>>
>>168090927
I'm having difficulty thinking of any permutation of this scenario that ends in any way other than wishing I'd hung up.
>>
>>168091208
>2010 was 1990 years ago
>>
>>168091160
What's your pitch? I've been burned before but never learn

>>168091208
You've been age-doxxed, fool
>>
>>168050115
Beem sick this week so I lost a lot of time. Doubt I'll make it in time for the jam.
>>
A game with shallow decisions, ending with a hefty moral dilemma.
>>
>>168090693
goku's mom: the game
>>
>>168089818
Are you a member of the Gwyn dev team? If so I unfollowed you for posting what looked to be super samey "progress" shots every time you posted

In any case... followed!
>>
>>168090693
How do you feel about GMS2? I'm hearing it's either a huge step down or a huge step up from different people, no in-betweens.
>>
>>168089146
hey I am on there!
>>
based SJW cuck, what do? kek
>>
in game maker studio, what is the difference between using date_get_whatever along with datetime functions and just using current_whatever to directly get the system's time?
>>
>>168091624
Right now I like it, but man does it piss me off sometimes.

Specially with how they changed the views and camera work, it took me a while to finally realize what does what.

I would say get it because despite some small bugs it can only go up from here, but that is wishful thinking...
>>
>he hasn't written his own sphere/cylinder/oobb colliders
explain yourselves
>>
>>168090321
Sandbox MMO Minecraft clone, all takes place on "one" server like EVE Online. Physics is literally ripped straight from Doom. Combat/weapons is more like Hexen, a mix of melee and ranged, with players being able to pick classes, use items, etc.

It's a Voxel world but not as easily destructible as Minecraft. You could chop down a tree pretty easily with an Axe or incinerate it with a fireball. You could deform land by digging dirt but it's going to be slow. Getting through stone is going to take explosives or is really, really slow with a pickaxe.

Primary world is a giant quasi-Earth. Players can deform and destroy this world but various AI critters will slowly attempt to restore the (dryads planting trees, mountain giants rebuilding cliffs, pixies making flowers, etc.) Players can lay claim to land but they will find themselves constantly add odds with nature trying to reclaim itself.

The last major gameplay component is the inclusion of other dimensions/pocket worlds. The quasi-Earth is relatively static, tame, full of generic resources and without any real danger aside from other players. Other lands/pocket worlds will be accessed via Portals that players can create/find via some undetermined game mechanic (positioning within the Earth would probably be important though, potentially a mechanic of harnessing different kinds of ley lines).

These other worlds would exist in all different kinds of forms but would be highly thematic. Think "Fireland" or "Astral Jungle Ruins", "Spooky Spider Cavern", etc. Some would be temporary, timed areas that might disintegrate at any moment, others could be permanent planes. Some might have multiple entrances. Some might be inhabitable, others would be too dangerous/chaotic.

k
>>
>>168091898
No plot is a strong point to cut down on scope. By 3d isometric, you mean that the gameplay happens on a 2d plane? Another good choice.

Desu your biggest problem is content and assets. Making all those systems would be work, but they're relatively common and have lots of tutorials IF you need them.

Good luck!

>>168091990
Why do all of you fuckers have this idea?
>>
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>>168091252
Well, the characters are trying to stop an old god from awakening so each bit of information may help.
>>168091046
thanks!
>>
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>tfw you will never make that dream MMO from when you were 14
>>
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>>168092172
>Why do all of you fuckers have this idea?

I was under the impression that Minecraft MMO is fairly common but I felt like mine was different enough.

Actually fuck the Quasi-earth and destructible environments. I just want a seemingly endless number of worlds linked together by portals. Each world with nice thematic aesthetic. Doom combat.

Pretty simple.
>>
>>168090321
Hmm

A game where you play as a guy in a zombie apocolypse, but you're the only human they dont attack for some reason, you get a health meter, an insanity meter and a lust meter, and saving women helps because you can keep them around and protect them and have them service you but if they die or get infected your options then become either jerking off which does very little for your lust meter, or you can fuck the zombie girls, which drains your lust like normal but fills the insanity meter

Other things that fill insanity include killing people or taking grievous damage from other hostile survivors, failing to save girls, etc.
>>
>>168092172
Thanks, I just have literally no experience with any of this and it's overwhelming.
>>
I have a game idea, which one of you guys wants to make it with me?
>>
File: Screenshot_20170212-014707~2.png (677KB, 1080x1137px) Image search: [Google]
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Speaking of twitter, there's this one "dev" that I have been following for a while who seems to jump from project to project, calling herself a programmer when she can't even figure out how HTML works...

I can only assume she's been kicked out of those teams after they figure out she doesn't know shit about Unity.
>>
>>168092956
medal's in the post
>>
>>168092860
I'll be secondary idea guy
>>
>>168092984
I guess... I don't know... yeah it's an awful idea and I'll just keep playing Doom.
>>
if we're not fucked by the initial fee, Steam Direct is better for us. A smaller marketplace helps, but more importantly as a no-name indie you no longer have to do two big marketing pushes instead of one. Currently you have to market to get through greenlight because you need votes, and then again when your game actually comes out and can be sold. Gaming news sites don't like covering the same game twice unless it's an indie darling/part of the sanfran clique, so it's hard to get two big pushed like that for most people
Removing the voting means we only have to shill once when we launch
>>
>>168093068
But it's MY game
I don't want your ideas ruining it
>>
>>168092956
haters gonna hate
>>
do i need to know how to program to make good shit in unreal
>>
>>168093247
yes
>>
>>168089361
Not the OP anon, but would it be worth it to trademark your developer name and/or game's name?
>>
>>168093150
The thing is, if the direct fee is $100-$200, there might be MORE games getting on steam. You don't need to be popular anymore, and there is no longer valve itself controlling the flow of games into steam.

Agree on the other points, not having to wade through greenlight is GREAT NEWS for anyone who can afford it.

>>168092750
Figure out graphics style that you are capable of.
>>
>>168093247
kinda
you can get away with copying tutorials for a little while but anything medium-big will require you to actually know what you're doing
>>
>>168093230
But I'm not going to make this anon, I was just being an idea guy for idea guy looking anon.
>>
>>168093434
No.
>>
File: url.jpg (6KB, 257x196px) Image search: [Google]
url.jpg
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I've tried literally all day. I can't get a camera zoom to work. I'm obviously too dumb for this type of thing. At least I tried.
>>
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1465075497091.png
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Any recommendations on pixel fonts? Currently using this one as a placeholder.
>>
>>168093467
>The thing is, if the direct fee is $100-$200, there might be MORE games getting on steam
It's per game, isn't it? If so, I think there's a good chance of fewer games because the cost is much higher and you have to take each game more seriously as the developer. You're not going to shell out the fee for each mspaint-meme game you shit out.
That being said we will have to wait and see, because we don't even know what the fee is in the first place. Plus the community doesn't seem too happy so maybe valve will change it up a bit before launch
>>
>>168093612
>Didn't Greenlight already have a fee of a hundred or two bucks?

It's $100 once to place as many projects in Greenlight as you want. Now it's at least $200 per project.
>>
>>168093739
$100 is the low end of the range they're contemplating. You're right that they probably won't choose the very lowest end though.
>>168093673
This is the right choice to disincentivise shitting out a lot of small games. Although if the fee is still $100-200, a lot of mspaint devs will still pay it.
http://harmonyzone.org/SecondAnnualReport.html
Thecatamites (admittedly one of the biggest names in this shitty art scene) would still be justified in spending up to $500 or so to get a game on steam.
>>
>>168090927
honestly, im pretty sold on this game already, keep at it anon, my money is waiting for you

if your game gets popular enough, go the dlc route first before making another game, just dont be Train Simulator about
>>
>>168093589
looks like you ripped the minecraft text font straight from the game

maybe something slightlyyyy sharper would benefit you, but what the fuck do i know, that's just my 2 cents
>>
>finally got all the sprites drawn for the 6 hairs that will be in the alpha
Jesus fuck I feel sorry for artists who do nothing but this. It killed me just to make 6.
>>
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>>168093450
I doubt he's post OP or that he even started therapy. This is just a guy who thinks wearing a bow on his hair makes him a girl.
>>
>>168094113
>140 + 7 purchases
>415 + 18 purchases
>544 + 17 purchases
Who the fuck shells out a fiver for that?
Also how is Gamejolt considered an alternative to itch with these stats? Do actually decent games have a comparable view/purchase rate?
>>
>>168094698
This is working under the assumption that he would make aat least 500 sales on steam that he doesn't make on itch/gj, which seems right considering most steam:itch sales ratios, but could be incorrect in thecatamites' case. Also assumes that his audience is flexible and not capped "the same 500 people who buy these every year".

Just saying, if you can spend $500 to make $3000, you do it absent a better ROI somewhere else.
>>
File: nipnip_levelend.gif (149KB, 480x270px) Image search: [Google]
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Obviously very rough atm but I just started learning Coroutines and MAN are they useful. This makes things so much easier.
>>
>>168087889
@polisummer
>>
>>168093589
make your own pixel font
>>
>>168095002
What are you using them for and why are timers not sufficient?
>>
>>168095325
Coroutines are the best way to use timers though.
>>
>>168095358
why?
>>
File: final.png (20KB, 512x288px) Image search: [Google]
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>>168094316
>implying I'm not planning Initial D expansion already
>>
>>168094698
In gamejolt you actually make money from revenue too. I get a dollar for every thousand downloads of my free demo.
There are far more downloads there than in itch, but in itch they are more willing to pay for stuff.
>>
>>168094698
>view / purchase rates
The only decent ratio I see it the magic wand itch ratio - 8k views: 500 sales - really good.Those sales are definitely true fans, who came to the site specifically to buy his game after seeing him tweet it or whatever.
>>
>>168095325
Coroutines just seem easier to me to be honest.
>>
>>168095505
ohhhhhhhhhh baby
>>
>>168095496
Because otherwise you're essentially implementing coroutines without the syntax. Coroutines perfectly allow for the control flow of waiting on a timer that is managed by the engine.
>>
>>168095681
no need to get mad, friend
>>
>>168095602
>>168095697
But what if you want the action of that coroutine to happen at a specific point in the update cycle (eg after enemies have moved but before the player's moved)?
>>
>>168044731
what's this made in?
>>
>>168095748
You yield asking to wait until the next time that occurs right after you yield asking to wait for a certain time.
>>
>No one wants to post because the thread is about to hit auto-limit
You know what fuck that.
>>
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>>168096414
>Forget to post my fucking image
wew...
>>
>>168096676
>>168096414
is this a tower defense game?
>>
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>>168096740
Yes. But based on how you rotate the camera it is also a top-down roguelike.
>>
new thread soon, if this one doesnt suddenly have 50 posts deleted from it

>>168096624
>>168096624
>>168096624
>>
>>168045421
dude same
>>
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>>
>>168097145
Fuck you, shitposter.
>>
>>168097209
Are you going to call the police?
>>
>>168097145
Kill yourself
>>
Reminder that there is no new thread shitposting on the Discord ;)
>>
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>>168097396
>>168097380
>>168097240
>>168097209
>>168097203
>>168097145
>>
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Thoughts?
>>
actual new thread

>>168097979
>>168097979
>>168097979
>>168097979
>>168097979

be prepared to report the butthurt shitposter when he invariably shits up the new thread too
>>
Dead.
>>
>>168097525
Fuck off retard.
>>
Thanks to the janitors.
>>
>>168087291
>>168087471
Gameboy Color had white in Gameboy games.

Checkmate, niggers.
>>
>>168074515
>so there really is no reason to set up a singleton in Unity when you can just use DontDestroyOnLoad

singletons and dontdestroyonload are COMPLETELY DIFFERENT YOU IMBECILE
>>
tips for newbie getting into game dev?
primarily using ue4.
Thread posts: 756
Thread images: 142


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