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AGDG - Amateur Game Development General

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Thread replies: 765
Thread images: 175

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No shitposting edition

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

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

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

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

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

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
>>
Second for GM, Unity and UE fags do not belong here.
>>
Nth for non-visual progress.

Shifting an index offset is much easier than shifting the contents of an array by 1 every update.
>>
they're ya go.
>>
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Ill repost this since the last thread just died. Thoughts?
>>
actual thread
>>168096624
>>168096624
>>168096624
>>
For a level editor I'm looking to store the properties of roughly 6 million (maximum) tiles in an array in C#. Is there any better way to do this?
>>
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>like 900 sprites in and I'm still winging it to get by

Is art ever anything BUT winging it? I sure don't feel comfortable.
>>
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>>168098297
Oh god you're right, how hilarious that I thought the thread with progress in it was the right one!
>>
How do I make MMO lol?
>>
>so triggered that you made a new thread

Lol.
>>
>>168098383
Divide it into chunks.
>>
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this wont be in the game but if it were how would i even balance this.

special item limited to a certain area for a specific time?
>>
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reposting progress from yesterday
new ui is coming along well, added in descriptions, equipping things, etc. Just need to readd the options menu and it's all done
>>
>>168098293
Forearms look kinda short, upper arms are too blocky compared to the rest. Hard to tell if it'll bend well once animated, you might wanna post an image where we can see the topology.
>>
>I made you a pie of excrement
>Why aren't you eating it?
>Are you literally so triggered that you won't eat my poo?
>>
>>168098561
At what size does it become acceptable though?
>>
>>168098387
A LOT of art is winging it until you have a ridiculous amount of practice, you'll get into the hang of things after like 6 years
>>
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>i'm being an unproductive shit and i don't care anymore
>>
>>168098918
>things people with no artistic talent say
>>
>>168098918
So I guess that's just like how I am with programming, huh? Well, guess I'll keep putting the effort in.
>>
>>168098707
What size are your tiles? Personally I'd aim at less than a dozen chunks visible at a time. Ideally there wouldn't be more than 4 visible at a time, but if you use very small tiles or allow extreme zooming (out), a chunk could become so big that it defeats its purpose.
>>
What would be a smart way to have a first person model that the player can look down and see without having to animate every thing? Maybe I could only animate the very generic actions like walking and crouching.
>>
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>>168098293
hard to say at this point but don't get married to it, the best way to improve to complete the mesh, be willing to junk the whole thing, learn from mistakes and repeat several times
>>
>>168098918
Like everything in life, is something you never stop learning, you will always keep improving as long as you keep practicing
>>
>>168098996
t. N*
>>
>>168099037
make them a wheeled robot, like the robobrains or sentrybots from fallout, or some kind of hovering/flying creature
>>
>>168098646
So what do the rings do? I assume they're like the rings from the oracle games and give you neato passive effects?
>>
>>168099037
player is a ghost or non-humanoid/stylized cartoon so animating is easy
>>
>>168098994
>>168098996
You two are really pleasant people
>>
>>168098220
>superior devs do not belong in agdg
We know. We choose to grace you with our presence.
>>
>>168098383
gas chambers

or chunks >>168098561
you'd want to have them small enough that there's not a huge excess of tiles being run when you run the chunks around the player or camera but large enough that implementing chunks is actually useful (e.g, not having a chunksize of 1)
>>
>>168099032
40x40px, with no zooming functions currently.
>>
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>>168099181
>>168099145
it's a regular dude with legs though. I don't mind making walking and crouch walking animations but would it be weird that the arms never show?

Gameplay is basically webm but in a spoopy house.
>>
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>Reposting progress because I'm pretty damn happy it works

- Grid populated from scriptableobject level data, so we can load into the scene whatever map data is needed for the level
- path tiles auto-slope based on the height of their neighbor, and the floor deforms with it
- Enemies pathfind based on a weighted floodfill per-exit on the map, allowing for mazing in later levels if I want to go that route

Next up: Choosing what tower to build, implementing currency restrictions for building towers, and having towers shoot at enemies. And then. .. that's a whole game, right?
>>
my game lacks direction
>>
>>168098663
What would be best to show the topology? Wireframe? Edit mode?

I rounded the arms by quite a bit and added extra rings at the elbows. Is there a best practice on the amount detail needed on the joints?
>>
>>168099290
16x16 tiles chunks sound appropriate.
>>
>>168098949
Hey, what's the basic setup to rig something like this in unity?
>>
@N*
3 years then? Excellent.
>>
>>168099174
Yeah, they're all different passive effects. Stuff like dealing extra damage when you hit stuff but taking damage if you miss, not being knocked back as much, increased pickup find, etc. There's a couple of rings that do really special stuff and are used to unlock secrets
>>
What does N* even stand for?
>>
>>168099360
>would it be weird that the arms never show?
probably not
did you drop that sub game? It looked neat
>>
>>168099360
character is in aliens power loader so awkward animations are ok
>>
>>168099390
Not him but I'm guessing rag doll physics on a humanoid rig and he figured the mechanics needed to move these figures with physics controls similar to other QWOP games. I believe I recall him describing the calculations he needed just to make a figure walk without animations alone.
>>
>>168099062
Oh I know this is like the third or fourth attempt. I actually enjoy modeling quite a bit even though I'm a programmer.

I am going for a low detail/poly model to keep it simple. I don't need it to look amazing, I just need it to work.
>>
>>168099206
I don't believe 6 years is an appropriate estimate. Many artists flourish with only a month or two of study and practice. If someone can't get better with their art after a year they have no talent and should give up and find an artist.
>>
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>>168098613
one gorrilion keks
>>
>>168099271
>>168099381
I'll look into that then, thanks.
>>
>>168099480
I'm just saying, if you have enough time to act like a NEET then you probably have enough time to make progress on your project. Whatever project you are working on I'm sure it's going to be fun to play, and I'm looking forward to seeing it published! :D
>>
>>168099425
got anything really weird/gimmicky like the punch ring?
>>
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>>168099374
Use edit mode. Elbows are rarely a problem, most people tend to have problems with the shoulder.
>>
>>168098949
oh look its the meme game with no actual gameplay.
>>
>>168099482
Neverdev. It's worse than a nodev. It describes not only that one has never made a game but that they are against the very spirit of gamedev. The antigamedev. He who shall not be named. Speak no more of it. It is evil itself.
>>
>>168099656
>issuing a serious reply to it
>implying it has a game
>>
>>168099673
None quite as fun as that, unfortunately. Coding things like that would effectively be new weapons anyway, and I'd rather have more weapons than rings at this point. There is like 4 bonus weapons, one similar to the punch
>>
>>168099948
>I shitpost meta memes about minor namefags on 4chan who triggered me in 2015
>I am literally obsessed with you danny
I know. It's disturbing.
>>
I'm looking at my fuckhuge EnemyType class that I use for different types of attacking and moving, and I have no idea why I've done it this way. Honestly I probably should have just made each type of enemy it's own class, seeing as I don't exactly plan on changing any of these things on the fly.
>>
>>168099704
I fucking hate armpits desu
that gif's really useful though
>>
>>168099809
Run these EXEs, they are my game projects at the moment.

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/

>>168099879
The guy probably has some unaddressed emotional problems which leads him to vent here. Chances are irl he is an ok guy who is loved by his family. Even if he wants to be rude he is still a person with feelings and a life that matters, he probably does have a project if he is interested in posting here. Maybe he hit a wall during development and is venting his frustrations, we've all been there and know how frustrating hitting an imposing wall can be
>>
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Forever :^)
>>
>>168100282
back to /hc/, race traitor
>>
>>168099919
I look forward to playing your game dude, I love overhead Zelda games.
>>
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>>168099704
Seeing that gif really makes me understand what Ive done wrong.
>>
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>>168100259
>he is still a person with feelings and a life that matters,
Nope. He is a literal nigger with literally no game. Just look at pic related. He actually posted this here, as if it's progress. He's not a real person and he has no game. Tranny potato nigger.

>>168100339
Shut the fuck up, Reek. You're mine. I own you. Dance, porch nigger, dance! :v)
>>
>>168100349
ty, it's good to hear that
>>
>>168100259
>The guy probably has some unaddressed emotional problems
>Chances are irl he is an ok guy who is loved by his family.
> Even if he wants to be rude he is still a person with feelings and a life that matters, he probably does have a project if he is interested in posting here.
>Maybe he hit a wall during development and is venting his frustrations, we've all been there and know how frustrating hitting an imposing wall can be
I don't believe in humanizing neverdevs. The guy should honestly have fucked off and sought professional help years ago. He's a basket case who so badly needs to exercise his psychosis here on gamedevs that he dodges bans to do it. Not worth talking about beyond this post.
>>
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>>168100480
>that image
>>
>>168100480
Not the clearest render I've seen, but it's more in 3D than I've ever modeled or rendered! Reminds me of King's Quest 1 and 2, that nice creepy gothic vibe, it'd be a spooky place to see in first person
>>
>>168100397
>triangles
don't do that
>>
I appreciate the shitposter's newfound creativity.
>>
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>>168100480
>Just look at pic related.
i shouldnt have
>>
>>168100786
He has no creativity. You can get him to say whatever you want by just repeating things at him enough. It's fun.
>>
>>168100786
Kinda proves my theory that shitposter is a sad an lonely 12 years old kid (mentally) that believes all 4chan boards are /b/
>>
>>168100786
>posts source and replies to it
>believes people who talk to him are his "nemesis"
>calls random anons nigger
That's pretty standard stuff
>>
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>>168100774
Explain.
>>
>>168100686
This is the """"""creative""""""" post in question.

Also, shitposter: the episodes where you introduce a new location or character are best.
>>
>>168100961
You need to use exclusively quads if you want your model to deform properly once you get to rigging and animation
>>
Is there any way in unity to attach a script to a score tracking UI element and link it to a player and coin prefab to detect a collision between the two rigid bodies?

I know it's probably terribly inefficient but I'm still learning.
>>
>>168101043
I assure you, I am NOT the faggot calling people nigger.

I was trying to be nice to him to get him to fuck off but I guess he is someone who is here all the time, so I guess it doesn't matter what I do/say.

It's shitty there isn't a good way to permaban him
>>
>>168100961
Not that guy but from my experience triangles deform like shit. They are ok in places that don't move much or hard-surfaces though.
>>
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Started monday, gonna redo the sprite to be more like a space marine character that can use lances and spears aswell as guns and shit.

almost no dev experience, how is it so far?
>>
What are some good places to find volunteer artists willing to work for free?
>>
>>168101416
>here, i am an artist willing to work for free
>cool, wanna get started?
>sure, just tell me a bit about your project first. what engine do you use?
>[engine]
>sorry, not interested, but good luck!

Saved you the trouble of posting the rest.
>>
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>>168101325
Looks nice so far. My advice to make it look a little nicer is reduce the collision mask of your player sprite to just the legs, and set it's depth to -y, along with the walls.

so in a code block in a step event for the walls and player put:

depth = -y;

This would allow it to look like your player sprite is standing slightly overlapping the walls, giving it a bit of a 2.5D effect.

It'd end up looking kinda like the green shirt guy in this screenshot (Not my game) Only his legs have a hit box, allowing his head to overlap collision objects like walls when he is below them.
>>
>>168101246
>being nice to the resident retard

Well at least now you know. Always ignore and report, don't bother talking to him, he is doing this daily for over a year now. Sometimes the mods do their job and ban him and then suddenly 50+ posts disappear. Revealing that he talked to himself for hours under multiple (very samey) personalities.

>>168101416
polycount/reddit

Don't bother asking here you just get meme'd
>>
>There will never be a Rune Factory 5
It's up to you, /agdg/
>>
>>168101416
Don't ask for free work, it usually isn't very productive. Offer a trade of skills. If you are a good programmer but bad artist, offer to help an artist with some of their code problems in exchange for some sprites, if you do not have any tradeable skills then just get some more practice on your own first, honing a single skill is important
>>
Dev who said they wanted to make a rhythm game for comfy jam here. I've never made a game in Godot or a rhythm game and just this calibration screen took longer than expected. I think I can have something that looks like a game if I work on this tomorrow, though.

Progress (since no webms with sound):
https://a.uguu.se/CZSzSCxElrSK_memes.webm

There is some weirdness with the audio but that was just introduced when I was recording it.
>>
>>168101649
Dude I feel you there. Fuck. My friend worked with Neverland Entertainment when they closed house. the day he told me they were closing up was so sad. they broke up into smaller groups to localize mobile games for iOS/Android.

Their fan tribute in RF4 brought manly tears.

He said the localization might be taken over by a different entity, but no news or info on it yet...
>>
>>168101705
t. the one and only N*
p.s. kys
>>
>>168101312
>>168101148
That's useful to know. Updated image.

It feels strange to have 5 vertices on a square face. Any way to remedy to strange effect it has or should I not even bother and let my OCD chill?

Are triangles accepted on areas that aren't expected to be the center of movement?
>>
>>168101216
Yes - here's the outline:
1. In the player script, add an OnCollisionEnter() function.
2. Store a reference to the score script in the player.
3. In OnCollisionEnter(), check that you are colliding with a coin, then call whatever function in the score script you need to.

If you have questions about the rest of the process, just ask. This also assumes that you want solid coins. If you want coins that the player passes through, you need to use OnTriggerEnter(), put it in the COIN script, and call a function in the player from the OnTriggerEnter().
>>
>>168098164
These meme pics you've been posting are ugly and bad and not good memes. Explain?
>>
>>168101604
well, it's a bullet hell, so I don't want him to not get hit when a bullet slams him.
as for the overlapping, I was gonna have non collision wall textures right in front of the actual walls so that it gives the effect of being in front of them
>>
>>168101945
If an area doesn't have to deform you can get away with triangles. But there aren't exactly any areas like that on an organic body
>>
>>168102002
>>
>>168101945
>5 vertices on a square face
???

It's worth looking up edge flow and following those examples, it helps a lot with getting models to deform properly
>>
>>168102107
I really doubt that's the message. Thanks for the worthless reply though, chatcuck.
>>
>>168101945
>It feels strange to have 5 vertices on a square face.
wat

Anyway, triangles are not inherently bad or anything it's just so much easier to use loops like in >>168099704 to get the right deformation.
>>
>>168101948
To be honest I'm new as fuck, my bad mang.

I am just looking for an active dev community to talk dev stuff, but nearly every community is full of shitposters, neverdevs, 12 year olds who wanna make the next skyrim minecraft cod clone.

Most people just wanna brag about their big ideas and barely post progress or provide any quality input on posted progress
>>
>>168102071
>>168102160
>>168102239
Forgot image. I circled the 5th vertex on the back one.

Any examples on where I can read about edge flow?
>>
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>>168102002

>>168102124
>>
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>>168102297
Jesus christ. I think I need to sleep.
>>
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>>168102002

>>168102298
>>
>>168102002
Ohmygod don't you get it? Spam is hilllaaaarious!
>>
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>>168100251
using it gave really poor results

posts on polycount confirm that anatomy isn't good for deformation unless you have a super high res mesh with morph targets
>>
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Cross my heart and hope to live this is the final time I will trash up the thread with this.

Does anyone know how to set up the mouse wheel to zoom in on the player in Unity and not have it totally suck? Because everything I've found online uses FOV instead of actually dollying the camera inward, which looks like complete garbage.
Now, I've tried to make two different scripts that actually change the camera position instead of messing with the FOV, but each has a problem. Script #1 actually zooms in consistently, but every odd-numbered click of the scroll wheel phases through the floor for some reason. Script #2 (pic related), also seems to work okay, until you try and zoom from anything but the default angle and see that it keeps shifting toward the Z axis.

If anybody wants to see my garbage code, I will happily share, because I am baffled and frustrated that I could be so stupid as to have a problem with such a simple issue.
>>
>>168100480
>>168102360
>fog kicks in 20 feet from camera
No matter how you try and meme it, it was an ugly map shit out from a clearly old toaster. I've seen you spam it 1,000,000 times and I still shake my head at it. The sheer arrogance and pride of a neverdev to think something like this qualified him to shitpost and bully gamedevs. Hilarious.
>>
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>>168102002

>>168100480
>>
>>168101526
If I wanted actual artists from 4chan I'd try /3/, the only art you've probably ever made is """low poly""".

>>168101610
Yeah idk why I asked honestly.

>>168101690
Thanks. I was thinking people might do it to place on a portfolio and that could work. I've been making my own 3d, but even small scale project require being a NEXT or another person.
>>
>>168102461
I guess this is how the shitposter expresses his (((creativity))).
>>
>>168100480
>>168101948
>>168102360
>>168102554

if you participate in this shit you are the cancer killing agdg

fuck off and die
>>
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>>168102360

>>168102002
>>
>>168102450
>>168102298
>>168102124
I love these memes. And thank you googem for being such a meme, you brighten these threads up.
>>
>>168102748
protip: they are all from the same person
>>
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>>168102002
Should I make a season 2?
The opening episode >>168102586 is still the best imo.
>>
>>168102441
Anon that's not a quad
don't do that either
>>
>>168102490

Oh, and I should probably post the code if anybody wants to see it.

SCRIPT #1:

public class ZoomCamera : MonoBehaviour
{

public GameObject Player;
private float scrollAmount = 0.5f;

void Update()
{

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

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

}
}


---------

SCRIPT #2 (The one in that webm):

public class ZoomCamera : MonoBehaviour
{


void Start() {

}

public GameObject Player;
void Update() {


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

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

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

}

}
>>
I want to get my game on Greenlight, do I need to form a company or some shit before I do that? The game won't be free.
>>
Okay you can stop replying now. I still don't recognize what the meme is but I understand now this is just yet another demonstration of autism. Peace be with you special child.
>>
>>168103069
Use pastebin.
>>
>>168103079
google it, fgt
>>
>>168103119
Don't need to. Those are the entire scripts, and like I said in the post, I won't be bugging the thread with this again.
>>
>>168102845
No. >>168102554 is me. Everything else is N*.
>>
>>168103206
>Don't need to.
Yes, you do. This board is not for posting code.
>>
Just want to say that as gogemposter, I am definitely not sourcefam. In fact, I have participated in the last 6 demo days.

I just shitpost on the side.
>>
>>168103160
You are a neverdev. Not a "never dev". Please respect the proper pronunciation, N*.
>>
>>168103268

That's crazy, because I already posted it and it seemed to work fine. Maybe just hide it.
>>
>>168102490
I'm not going to read your scripts but I'll tell you how I would do it

Your camera needs
>yaw, pitch, roll rotations
>focal point
>distance from focal point

The quaternion (transform.rotation) of your camera should be equal to
Quaternion.AngleAxis(yaw, Vector3.right)) *
Quaternion.AngleAxis(pitch, Vector3.up)) *
Quaternion.AngleAxis(roll, Vector3.forward));

After you set the rotation, you set the position as
transform.position = focalPoint - transform.forward * dist;

Changing the value of dist is how you would zoom
>>
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>>168101325
here's my redesign, how does it look?

it's upscaled so that it's easier to see

the actual size is right next to it for comparison
>>
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>>168103324
The point of this argument is to pull your head out of your ass and realise that posting code directly on /vg/ is fucking retarded.
Now go fuck yourself with a cactus, asshole.
>>
>>168098613
can you make the giant guy walk?
>>
>>168103324
It's good practice to use pastebin or a similar site to share code. What are you going to do when you need help with a script with 200+ lines, separate it over 20 posts?
>>
>>168101952
Yeah I don't know why I didn't think to just track the shit in the player controller script. I managed to get the actual UI element to track it but the game went to shit over it. I got it sorted out though, thanks.
>>
>>168103365
Well, I appreciate the help, though you might be overthinking it a bit, as am I. I don't need yaw or pitch or roll or anything like that. I just need it to change distance depending on the direction of the wheel. The difference is, I'm obviously too dumb to even get that to work, as is evidenced by the first script.

Either way, thanks a bunch for caring enough to respond.

>>168103604
I totally get what you mean, and I agree, I was just saying that since I'm not going to be bothering y'all about this again anyway, it doesn't really matter. If I were planning on spamming this again, yeah, I'd go make a pastebin, but seeing as I already posted the code, I figured I might as well let it go, since I've tried to solve this issue for the last 48 hours and have gotten literally nowhere- so if y'all can't/won't help, no use in wasting the thread with pastebin links, yeah?
>>
>>168103602
Cause they are nodevs themselves and want to ridicule someone's work to forget how horribly useless they are.
>>
>>168103729
If you're never changing the rotation of the camera, the second part of my post still applies

transform.position = focalPoint - transform.forward * dist;
This is literally all you need, along with some code that changes the value of dist based on how you're scrolling
>>
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.
>>
#168103915
3 years over a winged insect.
>>
>>168104007
>>168104063

I thought I filtered these words already, does it not catch them if there are periods or something?
>>
>>168103069

>calling GetComponent<> every frame
come the fuck on anon

>calling GetComponent<Transform> to get the transform of yourself
come the FUCK on anon

You do realize you can use just 'transform' on its own to get the transform of the object a MonoBehavior script is added to right? I sincerely hope you do because you're using that in the exact same line

Do what >>168103838 says and please learn what a direction vector is
>>
>>168104152
literally doesn't matter if it's on a single object like a camera.
>>
>>168104113
Regex requires you to escape periods with \. iirc
>>
>>168104152
>>calling GetComponent<> every frame
>come the fuck on anon
>>calling GetComponent<Transform> to get the transform of yourself
>come the FUCK on anon
This exact conversation was already had.
>>
>>168104220
Except it literally does because GetComponent<> takes significantly more time than calling a pre-existing reference
>>
>>168102551
I saw the guy called "neverdev", it's pretty easy to figure out what it means.
>>
>>168104220
>>168104283
>>168104327

Sorry if this is a dumb question, but why does it matter if my code isn't as efficient as it hypothetically could be, when it doesn't even work in the first place?
>>
Too much video shame
>>
>>168104437
Because this goes beyond the realm of micro-optimizations and you need to learn how to do the basics properly, even ignoring whether the end result of the code does as you intend

Do you understand how direction vectors work? >>168103838 is literally exactly what you need but you seem to be ignoring it
>>
>>168104327
If you're doing something exactly ONCE per frame, it's not worth the mental effort to optimize. Furthermore, arguably GetComponent on a single line is easier to maintain and understand than caching a variable. You have to cache in Start() and add a reference in the class.

But again, even discussing this is a waste of time if it will never be a bottleneck.
>>
>>168104574
>If you're doing something exactly ONCE per frame, it's not worth the mental effort to optimize.
This is a very dangerous statement.
>>
>>168104574
It's an incredibly bad practice to encourage because the natural next step would be calling GetComponent everywhere in every frame to get the rigidbody or collider - and that WOULD be on numerous different objects every frame which would definitely build up.

>You have to cache in Start() and add a reference in the class.
Are you unironically stating this as if it's difficult or unreasonable in any way?
>>
>>168104561

Fair enough. I wasn't calling your logic into question, I actually just wanted to know.

>Do you understand how direction vectors work?
Not in the slightest. I mean, I think I've got an idea, but as far as how to actually structure code or what to do with the information that anon gave me, I have no clue. Granted, I've only done this for three days, so the fact that I have a camera, albeit a broken one, is a small victory for me.
>>
>>168104437
it's good practice because while it doesn't matter in this situation, if you have hundreds of objects doing stuff like that it's going to cause serious issues
it's good to learn it now rather than later
>>
>>168103602
>people
It's one samefag.
>>
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>>168104764
Vector3s are a coordinate in 3D space. But if you think of the position relative to the origin (0,0,0), you can also treat a vector as a direction of movement in 3D space.

Using trigonometry you can find the length of a vector relative to 0,0,0. If that length is equal to 1, it's called a "normalized" direction vector - which is equal to one unit of movement in that direction

When you have a direction vector, it's piss easy to move x amount of units in a given direction in 3D space - it's literally just dir * dist
>>
>>168104437
because getcomponent is extremely slow
>>
>>168104912
It actually looks terrible. That's beside the point that nobody really cares though.
>>
>>168104976
And by trigonometry I mean unity can also do it for you with the .magnitude property of a Vector3
You can also use .normalized to get the normalized version of a vector
>>
>>168069337
>Everything else from discoverability
itchio's search and features and frontpage has far more throughput than steams dinky search and categories and discovery queue
>to audience size
cant dispute that but steam are working hard to eject there users
>and how willing people are to spend money to buy your game is worse.
absolute bullshit, steam users always hittin that wishlist button and waiting for sales. meanwhile ive had itchio purchases that bought a game while it was on sale and used the pay-what-you-want to make it cost them more than the non-sale price.
>>
>>168104764
take 1 hour to learn vectors then, it's probably the simplest shit in all of math right after the basic operations
>>
>>168104761
I cede the point on caching references when you need to. You have ceded the point that in this case, it will make no noticable difference to the runtime performance, your argument rests on good practice.

We're discussing micro-optimizations now, yes? One of the things that you can optimize is lines of code, and the related measurement, time it takes to understand code when you reread it in 6 months. If GetComponent was free, you would never cache something, because adding a reference in the class itself IS clutter, it IS a cost, no matter how tiny. It costs at least 2 lines of code to cache a variable, possibly more if you're being very careful and checking for null.

So we're in a situation where you're trading one minor cost, 2 lines of code, for another minor cost, running GetComponent every frame. Choose whether you want maximal performance, or maximally clean code. On net, it DOESNT FUCKING MATTER. It's a waste of time to think about it.

If you want to be 100% consistent, that's cool. I can totally see where you're coming from here too. Good luck coding m8
>>
>>168105093
That's right monkey. Start referring to others as N* now. :^)
Literally owned.
>>
>>168104437
This is important because it's the bare basics of object-oriented programming.
You are already the object. You do not need to search your own body for fingers, do you?
Well, to be fair, getcomponent is still better than findcomponent.


As an aside, I don't know Unity all that well. Is a component's name always its type? Scripts kinda threw me off when I was doing shit in Unity when it came to getting components.

>>168104574
>once per frame
That's a fucking fallacy. He does a thing that does *multiple* instructions per frame. Just because it's one command, doesn't mean that it's only one thing.
>>
>>168105158
You do realize that in this specific circumstance, unity automatically forcibly caches a reference to transform right? There is objectively no downside to using transform instead of GetComponent<Transform> - on the contrary, there are clear objective benefits

I get your point but you're still wrong in this case
>>
>>168105158
http://chaoscultgames.com/2014/03/unity3d-mythbusting-performance/
>You should probably cache the GetComponent calls that happen every frame.
>>You should probably cache the GetComponent calls that happen every frame.
>>
>>168105290
are we even arguing about calling getcomponent on transform? that's fucking stupid lmao
>>
>>168105278
>Is a component's name always its type?
Yes
A "component" is just the special unity name for a C# class that inherits the MonoBehaviour class, which therefore makes it compatible with unity's dragon drop / inspector shit
>>
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>>168104976
>tfw there's literally people who did not have this shit in school and thus don't even have hazy half-remembered ideas of what this is
>tfw some people in this very thread cannot half-remember this because they are underage
>>
>>168105290
I guess my programming ethos is, don't write boilerplate if you don't need it, and I consider calling GetComponent once per frame in a single object "not needing it". I don't even bother with private variables either if there is no special logic.
>>
>>168105445
Thanks senpai.
It kinda threw me off when it came to treating scripts as components.
>>
>>168105047
Well, I guess it is taking me a while to getcompetent. ba dum tiss.

>>168105131
Well, I've always been terrible at math- I half remember this stuff, but that's all on paper. I still wouldn't know how to actually type it in a way so that the computer understands what I want.
>>
>>168105502
https://en.wikipedia.org/wiki/Magic_number_(programming)#Unnamed_numerical_constants
Anybody else who has to read your code will hate you (including yourself in a few months after you've forgotten shit)
>>
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>>168101604
>this is the power of GAME MAKER.png

PROGRESS

Switched from instances to particles for the smoke effects (mostly), drawback being the lack of depth-sorting when using particles.

Also made the destroyed tanks act as solid instances, blocking fire and movement.
I also tried to make the enemy tanks avoid each other/ collide with each other, but the pathfinding got too expensive so I ditched it. Now they just collide with the destroyed tanks.

Turns out having a bajillion draw calls per tank is also rather expensive...
>>
>>168105570
>I still wouldn't know how to actually type it in a way so that the computer understands what I want.
Vector.length()
Vector.normal()
Vector.Right()
Vector.whatever

This is why you got methods. They do everything for you.
>>
>>168105604
Hmm? That's not what I meant. I mean all my shit is public until proven guilty.

Magic numbers are bad yes!
>>
Reminder that when learning or reviewing topics in math, you MUST do problems.

>But it kinda makes sense I'll j-
Problems. Do them.

>Well see the thing is-
Do problems.
>>
>>168105690
Give me a repository of problems then, shitnugget.
The good ones are hidden away in universities.
>>
>>168105683
It didn't occur to me that by 'no private variables' you meant 'all public variables', which is even worse
If you make everything public set and you're actually changing the value of class variables outside of that class, you're making your shit a fuckton more annoying to debug
public get private set is acceptable, but in general you should only ever make things public if something external definitely has to know it exists
>>
>>168105449
>>168105595
>literally insane inception
>>
>>168105663
add drifting like in gup
>>
>>168105854
>go to literally any library, theyll probably have discarded math books to take
Not in my area.
I checked their OPACs a while ago and they are really shit in their sortiment.
>>
>>168105752
Depends on your topic friend. If you were talking about vectors, then you can't go wrong with Based Gilbert Strang on MITs OCW, also on youtube. On the ocw site there's problems. But also there are a billion older edition math texts out there.
>>
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ohno an enemy
look out
>>
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>>168105668
Apparently not everything, because I have no clue whatsoever what to do with what you just posted. I am completely lost.

I think I might just be too dumb for coding. If this is the simple stuff, the hell am I going to do with an actual problem? Either way, I really do appreciate you attempting to explain things to me.
>>
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>>168105809
>tfw working with Unity and finding out that Setter functions do nothing and I'm supposed to use the = operator to change values, meaning that half of the properties of classes are public for no reason and cannot actually be interacted with in a properly encapsulated fashion
>>
>>168105989
Geez that would get annoying fast. Maybe lessen the shake?
>>
>>168105809
Maybe!
I'll see if I run into any problems with a really big project. OOP is certainly a nice tool to reduce thought needed to program, at the expense of boilerplate.
The other thing is, unity doesn't like properties in the inspector.
>>
>>168106047
https://docs.unity3d.com/ScriptReference/Vector3.html

You have a variable:
Vector3 AutismVector

Then you do this:

AutismVector.Magnitude();

Which does nothing.

But then you do this:

Int AutismMagnitude = AutismVector.Magnitude();

Now Unity calculates the magnitude of the vector and assigns it to your AutismMagnitude integer.
>>
>>168105809
>type variable {get; set;}
>>
>>168105690
t. autist with poor verbal skills
>>
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>>168106091
Don't worry silly it's just a hacky debug thing so there's actually feedback when a death is initiated
there'll be no meme shake or zoom blur on dying once it's a real game
>>
>>168106332
Ah alright.

By the way, great debugging UI. What engine is this? Your own or third party?
>>
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>>168106171
>Int AutismMagnitude = AutismVector.Magnitude();
that will cause an integer overflow
>>
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>>168106171

I really am doing my best to try and understand what you're saying, and how I would actually go about using it in the context of the code I need for my camera. And let me say it's very sweet that despite my incompetence, you're STILL trying to help me out here- but you might be wasting your time. Short of being handed what I want on a silver platter, I'm not sure this stuff is getting into my skull. Again, I get the concept you're trying to explain, but as to how that actually applies for what I'm trying to do, you might as well be speaking Greek. But thank you; you're a very kind soul to make such an attempt.

You ever heard the phrase "too stupid to make fun of"? That's sort of the situation here. I literally do not know if what you just posted was a joke at my expense or a genuine attempt at communication.
>>
>>168106702
1. learn programming
2. learn vector math
>>
>>168104340
>yfw he was neverdev and was just being butthurt because the name neverdev triggers him the most (because it's 100% accurate)
>>
>>168106702
>Again, I get the concept you're trying to explain, but as to how that actually applies for what I'm trying to do, you might as well be speaking Greek.
Get a pen and paper.
Step away from the PC.
Draw up some shit to conceptualize what you want to do. Do it in whatever way makes the most sense to you.

>You ever heard the phrase "too stupid to make fun of"? That's sort of the situation here. I literally do not know if what you just posted was a joke at my expense or a genuine attempt at communication.
That's how you learn programming. It's essentially auto-mindbreak. You twist your brain out of shape until it understands shit. And you will never realize that you even progressed, until you go back to easier things that used to be incomprehensible to you.

It's like a puzzle game. It takes a while to find the solution and each problem has new solutions.

Also, never underestimate a second monitor with Google.
>>
>>168106417
It's unity - but all of the game logic, menu and UI stuff is my own.
I'm only using unity stuff for rendering, audio and (later on) some collision detection (I've also got my own super primitive colliders for basic trigger stuff like the spheres for enemy/collectible collision).
Also using the editor for level setup, but levels are stored as a prefab and loaded/instantiated as needed while running
There's prolly a couple of things I missed but point is it's kind of a mix of both
>>
>>168106997
>You twist your brain out of shape until it understands shit.

programming isn't magic, you sound like a shitter
>>
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minor progress: I made it that your light and particle effects die out when you die
>>
>>168106979
>pointlessly dodging bans after all his posts were deleted
You just got your ass smeared all over the thread. At least give it a minute to let the ownage sink in and realize how pathetic you look right now.
>>
>>168103529
probably.
>>
>>168107057
I thought you meant every light and particle effect in the entire scene before I opened it, that would look kinda cool
>>
>>168107054
Not everyone is a mathborn.
Some people have to actually manually acquire the mindset that has social ineptitude and shit language skills as a side effect if it comes naturally.
>>
>>168107057
is this the dark souls of indie game dev?
>>
>>168106997
>That's how you learn programming. It's essentially auto-mindbreak. You twist your brain out of shape until it understands shit.
What is this nonsense?
>>
>>168107054
>programming isn't magic
Have you ever wandered down the OSI layers?

That shit is pure magic. Its complexity is inconceivable without massive abstractions.
>>
>>168107259
You're just too mindbroken to realize
>>
>>168107181
if you can't understand basic logic then you're the one with brain problems bro
>>
>>168107181
>Not everyone is a mathborn.
>>168107304
>You're just too mindbroken to realize
So you're a shitter who has never programmed and is just embarrassing himself. Got it.
>>
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Why is everyone so mad at each other?? I wanted to come inside and get comfy and cuddle with you gayz.. ;3
Sadkitty.png
>>
>>168107278
>Implying trannies aren't mostly programmers
>>
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>>168106921
Is that not what I'm trying to do?

>>168106997
>Draw up some shit to conceptualize what you want to do.
What I want to do is have the camera not glitch the heck out when I scroll the wheel for it to zoom in.

Seriously, I have looked over BOTH my scripts over and over and over and over and over and over, and I genuinely, 100%, completely have no clue what I typed wrong. I did it to the best of my ability, and it does not work. Both scripts have a glaring problem.
>>
>>168107281
You sound phony AF
>>
>>168107281
you don't need to do that to use TCP, and you don't need to understand the OS layers to make a main function and do API calls
>>
>these posts
Mount stupid is real.
>>
>>168107470
>Is that not what I'm trying to do?

you need to stop asking stupid questions and just find some basic 101 tutorials or books or whatever for that shit, because you clearly don't understand the first thing

you're in way over your head
>>
>>168107057
>YOU DIED
>>
The thing about shitposting, is that once it reaches a certain level of dedication, you see very obviously how it's a misguided attempt at socializing.

An entirely antisocial behavior would be, I dunno, sitting alone reading. The depth of loneliness required for this kind of attention seeking is truly sad.
>>
>>168107470
If I were you I wouldn't continue seeking answers here. Trial and error and google will lead you to your solution.
>>
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first time faffing about with room-type map generation. I already did the 'bunch of rectangles connected by 1 tile corridors' thing but I found it really ugly for making organic looking building layouts. Like nobody builds a castle or a house by connecting a bunch of rectangles.

My attempt has been to just use a kind of flood fill loop to make rooms until they reach a certain area, then seal them off with walls. The effect isn't too shabby looking apart from the weirdness that happens when we hit a boundary. I'm thinking I'll have some code that goes back over each room and counts how many connections it has and its relative size, then assign it a function based on those parameters (small rooms with one door would be 'closets' or 'storage', big hub rooms with many doors would be gathering areas). So that's fun.

I'm still not sure how to get the flood fill loop to recognize rectangular patterns though. I can count the length and width of a room just fine while building it but the issue is that flood fill doesn't care about the 'direction' it came from. I suppose I could write a one-way directional flood fill loop, fill the length first, then fill the width. I'm sure this problem already has been solved by the millions of roguelikes out there.

Anyway thanks for reading my blog.
>>
>>168107625
>N* is a sad person
No shit. He used to literally cry to us every night about how pointless game dev was and how nobody was giving him enough respect for his "modding".
>>
>>168107625
That's exactly the way a psychopath's mind works. They claim to be antisocal and that they don't care about what other people thinks about them, but they actually are craving for people's attention, and the way their act makes sure they will get it.
>>
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>Just found out about importing built-in effects in Unity
Now this is gamedev.
>>
>>168107760
This is also the post of someone seeking socialization by shitposting. You realize that, right?
>>
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>>168107675

I've done all three of those things for 48 hours trying to solve a single camera problem. Like I said before, I was just coming here one more time to see if anybody knew what error I made in either of my scripts. I don't think anybody really even looked at them, but I do appreciate the massive amount of input everyone's given on how to write a completely new script, even if I don't understand most of it.
>>
>>168107760
Who? Can you give us the full story, here?
>>
>>168107896
You seem like a cuck. I'm quite sure nobody really cares what you think but I will confirm that N* is a sad person who will be doing this for years to come. Thanks for the (You).
>>
>>168107934
>I've done all three of those things for 48 hours trying to solve a single camera problem.
I've spent five months on a single UI element, used three different languages and two engines over the course, as well as easily two dozen different approaches.
And I think I finally have the solution.

Get on my level.
>>
>>168107934
Have you tried finding an existing project tutorial or demo with working scroll zoom?
>>
>>168107856
You mean the kind of psychopath who would make threats to strangers over the internet?

>>168107975
>cuck
>>>/pol/
>>
>>168107975
>coming to /agdg/ day in day out to rant about boogeymen
I'm not sure which is sadder: you, or whoever the heck you're talking about. Actually it's you because "N*" or whoever is a figment of your imagination.
>>
>>168107975
You're welcome. I hope this short exchange has given you the socialization you need to maybe go do something else. Really wish you the best stranger
>>
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>>168108108
I have looked everywhere.

They all use FOV zooming instead of actually moving the camera, which looks terrible, even more so when used on a sprite. The only single one that doesn't use FOV zooming has the exact same problem as my script #2 ( I.E. the Z axis doesn't change depending on player position, you can see a webm of it here: >>168102490 )

>>168108018
Well, hopefully I solve my issue quicker than you did yours, but I admire your tenacity.
>>
>>168107281
>OSI Layers
That's networking, not computing, and honestly, it gets more understandable the closer you get to the physical layer.
>>
>>168107625
>>168107896
>>168108113
>>168108181
>>168108246
Cool shitposts. Feeling lonely?
>>
>>168107885
>memeab
>>
>>168108379
>Yes I'm feeling very lonely ;_;
Obviously.
>>
>>168108367
I think it's beautiful.
>>
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>>168108379
https://boards.fireden.net/vg/search/image/Xxj4LHzUmxFN_5CeBbwCqw/#
>>
>>168108256
The Z-axis is the Z-axis, you will have to calculate what axis to move your camera on.
>>
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>>168108487
>>
>>168108591
Welcome to the (((life))) of N*
Chasing winged insects since 2015
>>
>>168108591
True, it is archived several times over. Isn't it sad that your internet tough guy nonsense was archived forever for everyone to laugh at? Maybe you should consult your orbs of light at the spillway for what to do about it.
>>
>>168108593
Can you say that as though you were speaking to an idiot? Because, the actual camera movement all works fine. My character can move and the camera will always look at it, I can shift around, it all works. What about the zoom function is different to where it drifts toward that axis for some reason?

I am on my hands and knees begging you to tell me what I messed up here: >>168103069
>>
>>168108656
>freaking out about danny, making no games and getting all his posts deleted since 2015
ftfy
>>
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Is there a place to discuss game dev that doesn't have nightly meltdowns from schizophrenics? I'd try tigsource or smth but places like that are full of belligerent trannies and SJWs
>>
>>168108665
>all these deleted posts of you literally crying about mothdan for no reason
He really broke you didn't he? :^) 2 years is an awful long time to obsess this much over someone.
>>
>all this identity shit
Are the millennials to blame
For all of this video shame
>>
>>168108819
>>168108743
>>168108656
y'know maybe people wouldn't accuse you of being certain people if you didn't freak out like this every time their name/posts were brought up.
>>
>>168108819
>He really broke you didn't he?
N* was never not broken. He was a basket case who cried to us all the time long before he ever became triggered over danny's tripcode.
>>
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>>168108890
Where is your game???
>>
>>168108256
I'm tempted to say fuck you and fuck your mouse scroll zoom at this point. No offense.
>>
What is N*?

Is that like nigger, or is it N-Star like N-Sync only star?
>>
>>168109003
Deleted Posts Simulator
>>
>>168109003
where's yours, Daniel Ashley?

you will now freak out and reply to this post about 3 or 4 times with varying degrees of conspiracy theory bullshit based on a figment of your imagination.
>>
>>168108729
I wish I could help you, but I'm barely into Unity and haven't done any camera shit yet.

I can only give general hints for the dev process iself.
>>
>>168109140
Spin-off of N++.
>>
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>>168109083
None taken.
Like I said before, this is the last time I'm going to post about it, because I fully understand how it could be annoying to see someone whine continuously. On the same token, I really would like to just know what I did wrong in my scripts and solve it, so that's why I'm being kind of a pest, seeing as it's the last chance I have to ask y'all. Lord knows I'll probably never be able to solve it myself.

>>168109162
Well, I appreciate the sentiment!
>>
>>168109140
it's "nigger" and a desperate attempt to evade people's filters
>>
>>168109149
Seems very realistic so far!
>>
>>168109227
he still got filtered on his other words tho so his evasion attempt failed
>>
>>168108379
hahahahahahahahahahaha
>>
>>168109151
So you don't have one. And you're still obsessed. Gotcha.
>>
I had a crash in SDL2.dll whenever UAC prompt came up, but now crash is gone when I build SDL2 myself using cmake

so don't use the prebuild dev download from sdl website because its broken you have to build it yourself or it will crash when uac prompt steals the focus
>>
>>168109305
It's kinda hilarious to see. there's the usual low level sourceposting or whatever, and then all of a sudden there's these massive freak-outs where he really tries. I wonder if he's schizophrenic or something? Or maybe he's really lonely and this is his only way of socializing, since he has no game to talk about here and has to settle for shitposting.
>>
>>168109325
We're 2 years in on this fixation of his with danny
He literally dodges bans just so he can babble about him to people who don't care
Obsessed isn't the word anymore
>>
How do you make 2d game characters not look like a piece of paper sliding over another piece of paper?

Or rather, how do you add depth to 2d games?
>>
>>168109428
Add a third dimension.
>>
>>168109401
>Obsessed isn't the word anymore
How about "braindead?"
>>
>>168108379
Is that the real origin of that copypasta?

>>168109428
http://lmgtfy.com/?q=how+to+draw+perspective
>>
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>>168109227
>>168109305
>>168109398
Stop posting.
>>
>>168109428
What exactly do you have in mind?

The most important thing is probably adjusting the animations.
Look at how various games did it. Super Mario Bros. doesn't look like you are gliding over the ground, even though the running animation only has two frames or so.
>>
Hey danny, maybe people wouldn't accuse you of being danny if you could resist the urge from freaking out at posts calling you danny.

After all, someone who isn't the real danny wouldn't freak out at the phrase "danny", since it's not referring to them, right?

I mean, if you weren't danny, and weren't freaking out irl about being correctly and positively identified, you wouldn't freak out at those posts. Or this one. But you will anyway. Because it's you, and everyone can tell.

BTW where is your game?
>>
It's like watching a paranoid schizophrenic have a psychotic break. Amazing.
>>
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>>168109717
>I literally can't ;_;
Then the moth has consumed you. It is only a matter of time until your vision leaves you along with the last vestiges of your sanity.
>>
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>goes on at length about "owning" people
>does exactly what posts about him predict
>>
>>168109864
>It is only a matter of time until your vision leaves you along with the last vestiges of your sanity.
I'm already literally insane ;_;
>>
>>168109942
This. There's even a card. Obsessed with danny = literally insane neverdev. It's an absolute.
>>
>>168109717
>>168109864
>>168109942
>roleplaying with yourself about characters youve made up about a 4chan thread

Dude I think you should see a mental health professional
>>
Quality thread
>>
>>168110063
>livelyhood
>>
>>168110202
>>168110063
>>168110002
>>168110001
>>168109942
>>168109864
>>168109717
>>168109675
>>168109650
>>168109594
>>168109505
>>168109401

>/agdg/ isn't about games, it's about "danny" and "n*" lol

Okay. So, how 'bout that rotatedev, huh?
>>
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>>168110001
>>168110063
>>168110202
Full set starts with the literally insane shitposter (i.e. danny stalker/sourceposter)

https://boards.fireden.net/vg/thread/126999690/#q127015036

post #127015036

There's like ten of them and they're all great.
>>
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rarest dev and rarest card
do not steal
>>
>>168108729
The orientation of the Z-axis does not change with the camera view direction. The camera's z position coordinate is a world coordinate, that means the z axis there is always facing in the same direction relative to the world.

For example, lets say the positive z axis is in the direction forward away from me. If I turn right then the positive z axis will now be to the left of me.

What I would suggest is this: rotate your translation vector with the same transformation that you rotate your camera's view with. I think that will work.
>>
>>168110507
What are you doing? This isn't a thread for talking about z-axes or whatever. We are exposing the moth hunters' crimes............
>>
>>168110524
You don't seem like the king shitposter, please listen to reason and stop, if you aren't
>>
>>168110507
>rotate your translation vector with the same transformation that you rotate your camera's view with.
I'm not sure how to do that but I will do my damnedest to try. Thank you, thank you, thank you for explaining what I did wrong. Thank you.
>>
Proud to see so many games in the demo day, good job AGDG!
>>
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>>168110202
Say what you want, but this is extremely accurate
>>
>>(You)
Stop posting, nigger.
>>
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>>168110202
>>
>>168110805
>Menz & Mollyz
Why is this a meme, again?

>>168110663
>literally insane shitposting and ranting about danny and being a neverdev that was the meme that stuck
are you sure becuase it seems like "the meme that stuck" is insane shitposting about whoever it is that uses source and apparently lives in halifax in a van with his mom under a pier who went to full sail and is a bird math.
>>
>>168110670
Indeed.
>>
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>>168110872
>>
>>168110992
dogs' mouths are so gross
>>
I have a rand() function that spits out a random number between 0 and 1.

How can I rig it up in a function so I get a number between -1 and 1 instead?
>>
>>168111104
Make it 0 to 2 and -1 the result.
>>
>>168111104
rand() * 2.0 - 1.0
>>
>>168098613
Every webm/new feature you make is solid gold. I don't know what the heck your parents fed you but it's working.

>how would i even balance this
I don't think you've ever suggested the actual goal of the game so who knows.
>>
>>168111654
You need better bait.
>>
>>168111654
Are you on Windows? If so, make sure there isn't a System32 folder under Windows on your C: drive. It can interfere with calculations of that sort. Assuming that's gone it should work.
>>
>email based networking
>>
>>168111183
>>168111654
>>168111694
>rand() * 2.0 - 1.0
>rand() = 0
>0*2.0 - 1.0
>-1.0
>>
>>168111840
at least post something that's possible to do on a post-vista os
>>
>>168111896
Don't encourage them. This is exactly what the shitposters want from you.
>>
>>168109208
your best bet is to start over with these sorts of problems
just delete those scripts and start writing them again
only this time, tackle one(1) thing at a time. That one thing has to be as small as possible.

----------------

besides
>transform.Rotate(-2, 0, 0);

why is this in your Zoom script. I am not versed well in Unity scripts, but it seems that your script tells your transform to rotate 2 units every time it is called. So, when you scroll your scrollwheel, it causes your transform to rotate 2 units per frame.

nothing in your script actually does any zooming as I see it.

----------------

there are two ways to zoom from the top of my head

>narrow or widen the field of view
>move the camera backwards or forwards
>>
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>>168097979
got mass building and deleting working across a network yesterday
taking a couple days off to do something special and valentines related
but after that hopefully wont be long to player housing :)
https://www.youtube.com/watch?v=56EBYQUjlD0
>>
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>everyone's fighting and arguing, and I'm just over here practicing making sprites for glorious WW1/WW2 rpg..
>such is aggy daggy..
>>
>>168112889
you're literally worse than barneyfag tbqh desu
>>
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>tfw I find new ways to completely break my UI every day
>>
>>168112406
That is pretty shitty, you need to clean out the jagged lines, and shade it all from a single direction.
>>
>>168112406
The lighting is all wrong, don't use pillowshading
>>
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Tried to start replacing unitycubes with better temp assets. Luckily I've set up my map creator to work with different grid sizes, so I can have varying degrees of fine-grained shapes. Maybe I'll learn to make heightmaps in the future and use those.

Dunno why webm for retards went so low quality this time.
>>
>His game doesn't take place on non-earth
>>
>>168113468
how the fuck do you even break a UI?
Is it one of those interactey inventory grid things?
>>
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Why the January recap links are broken? Anyone has them?
>>
>want to make roguelike because can't art
>too stupid to understand pathfinding and vision algorithms
>>
>>168114720
>can't art
>can't program
how does it feel being an ideas guy?
>>
>>168114720
>too stupid to understand pathfinding and vision algorithms
come up with your own then
>>
reminder to declare all of your enums as bytes so they use less memory
>>
>>168114904
reminder that bytes are not computable and you'll force a lot of unnecessary conversions
>>
>>168114978
they are in C# tho
>>
>>168114720
>pathfinding
Basic tutorials can easily cover that. For a roguelike, it doesn't even need optimized codes, as long as you are not aiming for something as complex as DF.

>vision
Even easier.
>>
>>168114720
>>too stupid to understand pathfinding and vision algorithms
just download some library and use it?
>>
Damn, I'm in love with rust! C++ can fuck off.
>>
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>>168113507
>>168113646
Here it is with the lighting redone, also when I export it to its OG size of 64x64 it comes out fuzz you like this and idk why
>>
>>168114573
>inventory grid things
weepingUEdev.jpg
>>
>>168115112
please read a pixelart shading tutorial. It will take you 5 minutes to read it. And another 5 to correct it.

>comes out fuzz
Are you using Unity? check if you are not using some kind of filter, and also check if the camera size is correct.
>>
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>>168114720

>mfw this person almost stole my ironic shitty MSpaint art roguelike idea but it just missed him
>>
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>>168115112
>>
>>168114308
Progress acknowledged. Please go on.
>>
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>>168115750
128x128
>>
>>168115864

>You are going 300 MPH
>Do you go faster?
>Y
>You are going 400 MPH
>Do you go faster?
>Y
>You see a left turn ahead, do you turn left?
>Y
>You were going too fast and crashed, you die.
>>
So looking over the deleted posts

>guy posts picture of source
>guy replies to himself with "WTF IS THIS"
>guy also replies to his new replies with "what's wrong with this?! looks okay!"

This is pretty sad, but the people here who keep replying are probably why he keeps doing it and self-destructing himself. Not to mention the occasional shitposter who finds it funny and decides to jump in and parrot him. tl;dr stop replying to anything related to that, this included.
>>
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Let me just be the first one to congratulate myself on being the smartest human being to ever live in the history of forever.
>>
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Gois, yesterday I've seen my first computer. How long do you think it would take to make a survival crafting mmorpg with 3000+ hours of content, cutscenes directed by Christopher Nolan and Crisis 4 level graphics? Keep in mind I'm quadriplegic and can only use my eyes to type code (which I can't write) at about 4 letters a minute and draw (which I have no experience in).
>>
>>168116412
3 weeks at most.
>>
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>>168115845
>>
>tfw last demo day i participated in was like demo day 3 or 4 i think
>tfw i havent been here for so long
any games came out of here since that monster girl island quest?
>>
>>168115845
I'm sorry but it looks really bad

Study this picture
>>
>>168116468
>>168116279
Damn, this brought memories of F-Zero on the GBA. They had a scoreboard online and you could compete with all the japs making crazy times. I remember I got pretty good but couldn't break into the top 10, my lowest was probably #15 or so.

F-Zero games are hands down the best racing games
>>
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>>168116604
>>
>>168116794
This looks better.
>>
>>168116764
>Love that game

I'd like to have sprites like that except it be a turn based rpg with a story like FF 1-6 instead of an Srpg like FF tactics
>>
>>168116794
I don't think that's how you hold a rifle.
>>
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I'm making a game to demo my Firebase implementation asset in Unity.

DB on the right is the cloud, not the local one.
>>
Hi, anon!

I haven't seen you post progress lately. How's your game? I hope you are still working on it because I liked it very much! I understand that life can get in your way, not to mention that gave dev is more like a second job than a real hobby, but I'm sure you can do it! When you are tired or feeling down or burnt out, just remind yourself that in the end, you work to make other people happy, which is truly wonderful! I'm terribly sorry that I couldn't be with you now, giving you a pat on the back, then inviting you to have a drink or watch a movie, maybe play some old vidya on split screen to cheer you up, so please, promise me you take care of yourself, okay?

I hope I'll be hearing about your game again, soon. However the most important thing is that I hope I'll be hearing about you!
>>
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>>168116923
I know lol I fucked up when I made it since I'm used to drawing ppl holding a pistol grip not a rifle stock

>testing to see what it looks like at 96 pixels
>>
>>168117001
That's really sweet of you
Personally i havent had the courage to post my game here, Im paranoid as hell when it comes to this ;_;
>>
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>>168117001
Screenshotted so I don't an hero from crippling loneliness and depression..
>>
Is LMMS fine for music-making if I don't have the cash to drop on FL Studio just yet?
>>
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any glaring issues with this model (apart from the missing neck)?
>>
>>168117223
You'll have lots of fun animating limbs.
>>
>>168117223
probably no ass
>>
>>168105663
add pacman tunnels like that Atari game this reminds me of.. what was it called, you had tank battles, plane battles
>>
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>>168117326
not really, no

>>168117271
explain
>>
>>168117176
fl studio is easy as fuck to pirate but yes
>>
>>168117403
Imagine bending the elbow, moving the wrist, or shoulder. There will be ugly distortion and most likely clipping.
>>
>>168116767
Wipeout's better
>>
>>168117491
i followed bend guides as best I could, although the shoulder was a real bitch
is it just the shape of the arms/body or the topology of the joints themselves?
>>
>>168117608
Rollcage's better
>>
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>>
>>168117792
>animearkenoid

go
>>
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good evening
all I want to say is that this is the only general on /vg/ worth visiting
you are all the best
even if sometimes nodev
good luck and productive time will come to your home
>>
So I want to create a ecology simulation with like plants, water, herbivores, predators, etc. Without graphics, obviously, maybe some ASCII representation. Which is the easiest language to archive my desires?
>>
>>168117956
Thanks mom.
>>
>>168116349
your camera zoom was way less smooth last time I've seen it
>>
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>>168117792
>>
How do you price a PC game in the style of Hoplite? Even 5 dollars seem too much.
>>
>>168107057
What do you use for cloth simulation?
>>
>>168117792
Anime Intro runs, you have to clear all bricks before intro is over.
If you win you get a happy clip from this specific anime. If you lose you get sad clip from anime.

Also, if you won, next level with the next anime opener is being played.
>>
>>168117989
I tried to make something like that years ago on C#, you can try that
>>
>>168117608
>>168117641
Turbo plebs
>>
>>168116089
Report this
>>
>>168118128
You're forgetting sales. The actual value of a product doesn't matter if it's only sale for half off all the time.

Also, people rarely factor in if something is free or cheap when reviewing it. Cost/value analysis is dead.
>>
Hi, anon!

I've been watching your """progress""" hahahaha. How's this a game? I hope you are still working on it because I show my friends and people lose their shit! You think you could get a job doing this? Fucking lol. Oh that's right, it's just a hobby (aka you know you ain't gonna make it.) Just remind yourself that in the end, your shovelware shit-show gets a lot of belly laughs out of me and my friends, it's hilarious. Wish we could have you over for a live demo, that would be fucking funny. You gotta make sure to stream some of this, okay?

I hope I'll be hearing about your game again, soon. However the most important thing is that I hope I'll be hearing about you!
>>
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>>168118145
just the standard Unity 5 Cloth
>>
>>168118153
But I don't know how to implement videos in Game Maker so it's on hold :(
>>
>>168118096
>>168117792
>>
>>168117989
R or MATLAB
>>
>>168118241
Six years. Six years chasing moths. LMAOing at your life. Forever. :^)
>>
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>>168118424
>mac
>>
>>168118486
Richard Dawkins?
>>
>>168117608
I miss both.

Though I could never get the hang of air brake controls.

I also miss the pod racing game, now that I think about it. It was certainly unique.
>>
>>168117989
python + scipy
>>
>>168118486
I-It's alright for dev though...
>>
>>168117956
The fact that /agdg/ is one of the less shitposty /vg/ threads is really fucking disturbing.

Whenever I cannot believe it, I look at /sc2g/ and weep.
>>
Do people actually use itch.io?
>>
>>168118702
Last thread someone posted stats for some MSPaint stereotype crap. It sold to 400+ people at $5. Make of that what you will.
>>
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>>168118247
UE NEW CLOTH PIPELINE FUCKING WHEN
>>
>>168118702
Yes, and you should too.
If you have a good game you can gain some traction and get press from it. Check out the comments on the games that show up in the front page. Flooded with youtubers playing the games and posting their videos there, it's pretty much free publicity even if those youtubers are not well known.
>>
>>168105457
We had one course of vector math in high school. For that course our usual teacher was on sick leave or something and our replacement teacher sucked ass. I got graded 5 (on a 4 is fail, 10 is perfect scale) from the course when I usually got 9 or 10 in math.

There's still some things I'm not very confident in with vectors but most of it was fairly easy to pick up just from doing 3d things in Unity. Didn't help that there was some 5 years between that course I learned nothing from and when I first actually had to apply that knowledge.
>>
>>168118702
>developers
Yeah! All the time, dude!

>gamers
No. I have not once heard of anyone actually downloading a game off of itch who wasn't also an indie dev themselves, and usually only downloading the game to circlejerk.
>>
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>amateur "gamedevs" delude themselves into thinking their hobby is lucrative
>forgetting opportunity cost
>cherrypicking success stories
guys you should def get a degree in gamedev, that's how you get serious
>>
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Making advances with UI, seems a bit more polished and clear now. People understand what they did and how it affects the AI.

Plus everyone now shares the same basic animations, but each has a bit of their own personality to it.
>>
>>168119087
how old is that girl in the shower????
>>
>>168119087
I haven't seen this before but it looks really amazing. I really want to play this!
>>
>>168119032
>opportunity cost
What if the only thing I'd be doing aside from deving is sitting in my suicidecube playing games and watching tv/movies?
>>
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>>168119087
>>
>>168119087
meme pixels aside, why the edgy emo smoking ghost
>>
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[blogpost]
I just don't understand the amount of dedicated shitposting in agdg.
I mean, the fuckers spend months and even years shitting on threads anonymously, at some point it has to become a chore for them, not sure if they are aware that their memes will disappear forever one week after they stop posting them and nobody will ever remember them after a month or so.
All that work put into something that fades away so quickly, it must feel awful having to do all that work every single day and knowing that no matter how hard they try, once they stop nobody will remember and there will be absolutely no record of having achieved anything at all. It will be as if they hadn't ever existed in the first place.

The devs here work hard and most fail, but even them have something to learn from their efforts and they can put that learning into new projects that people will like to play and will remember.

It just makes no sense to shitpost, even for mentally unbalanced people.
[/blogpost]
>>
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This is a bit buggy - girl should spot the closet moving but forgot to flag that. And her ragdoll gets a bit fucked up at the end.

>>168119186
Old enough ;)

>>168119203
Thanks!

>>168119428
Because that's what this character is. Stupid edgy emo sadistic teenager.
>>
>>168119087
Nice progress anon.
>>
What's the point of making your own game if you go and let other people play it?
>>
Not sure if this is a place for requests (game dev takes years anyways, but its an idea for those looking)

WHERE THE FUCK ARE THE WILD WEST MMORPGS

Every single fucking mmorpg is the bane of "Be a knight or be a space alien from planet gapeinghole"

I seriously want a MMO where you have the WoW type (or vindictus type, jesus would that be nice) combat and lifestyle, but in the wild wild west

I have found literally nothing
If such a game exists with a mid sized community plz link me
>>
>>168119553
damn! that's some final destination shit right there, love it!
>>
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>>168119837
Yeah that's the idea. I want over the top gruesome deaths that are silly. Kinda like Hitman meets Ghost Trick meets Final Destionation.

This is a bit old, but it shows such death. Need to work more on blood and gore and decapitation.
>>
>>168119803
I'm making a MMO, but I didn't like your presentation. It is a shit idea and it is discarded.
>>
>>168119653
I want to drag people into my world
>>
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>>168119932
I want to have specific character deaths per level you can trigger, but also systems in place that you can do random shit or do combo kills.
>>
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Progress:
>made explosions' shockwave damage enemies/player
>worm boss thing seems to works rather nicely, now it just needs AI
>Improved enemy sprites
>>
>>168120056
I've seen a shitty flash game version of this game; it was a lot of just haunting the same garbage till everyone left

Not sure if it was your inspiration to make this game, but regardless keep it up, you'll make something way better, guaranteed
>>
>>168120185
You draw your own sprites? What do you use?

Nice progress btw
>>
>>168120316
>You draw your own sprites?
Yep.
>What do you use?
Mostly paint.net. Sometimes I just use the GM:S' own editor.
>>
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Doing basic gameplay.
>>
>>168120056
a question, where's the challenge? Will ther be someone trying to stop you?
>>
I know you all you will laugh at my face and tell I am a dumby but I've been trying to install pygame to learn from https://inventwithpython.com/pygame/chapters/ but I have no idea why it just doesn't work

I tried install python 3.1 3.2 3.6, download like 5 pygames versions and when I try import pygame still shows a error.

I guess I'm better just masturbating.

Which language have a easier setup to start? I'm a retard.
>>
>>168120664
Python is shit, go learn a proper language or engine.
>>
>>168120816
Python is good. Just not for game development
>>
>>168120561
>not getting bigger with every squish
Garbage.

>>168120664
I know Python is advertised as a great beginner language, but pygame is outdated and frankly, shit.
If you want a Python-esque scripting language, you could give Godot a whirl. If you want to stay with a framework instead of an engine, LÖVE is nice and uses Lua, which isn't bad for beginners either.
>>
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Better webm of yesterdays progress/new animations.

I got time for one more new weapon.
Either gonna make a warhammer or a handaxe.
>>
>>168117001
Progress goes very slowly. Being a newbie enginedev is hard ;_;
>>
>>168119032
>forgetting opportunity cost
>implying economists aren't autistic sociopaths
At least mention theories that aren't based on sticking your fingers into your ears and screaming.
>>
>>168120816
Like...?

>>168120921
Is learning programing easier with a engine?
>>
>>168118662
Idk man, Stalker general is pretty comfy.
>>
>>168120921
>not getting bigger with every squish
That's in TODO list, my friend. Also going to add some color changing.
>>
>OnPaint function suddenly refuses to do its job
Oh for fuck's sake.
>>
>>168121193
What exactly do you want to do? Every language and engine have their own purposes.
>>
>>168121193
>Is learning programing easier with a engine?
If you actually want to just like make game, yes. Engines take a huge load off a beginner's back. They are somewhat constrictive as you don't have 100% control over what happens (in GMS or Unity), but that is a tradeoff you want to make. You don't want your game progress set aside until you've learned how to and built a rendering pipeline, editor, garbage collection etc.
>>
>>168121053
Are all weapons going to boil down to light attack/heavy attack?
>>
Do I have to learn Csharp to make a game in unity?
>>
>>168121053
shield should be moving too, otherwise looks strange
>>168121434
or javascript, if you don't like C#
>>
>>168121395
For now they are.
Technically you can make a combo system with way more complex follow up strikes including root motions and all kinds of things, but for now the focus is getting the system to work with a couple of weapons.
>>
>>168118818
you already have apex what are you crying about?
>>
>>168121656
I mean it doesn't necessarily have to be any more complex than that.

I recommend looking into how Vermintide did their melee combat. Their combat boils down to simple light and heavy attack per weapon but it's actually more than enough with how they set it up.
>>
>>168121820
>have to sign up for an nvidia programm/account that needs to be verified by nvidia themself
>adds extra tools to the pipeline
>adds extra import complexity to the engine
>>
>>168120664
love2d is the easiest to setup by far. You don't have to install anything and just have to drag the main.lua file on top of love.exe and it works. It's lua and not python, though.
>>
Backgrounds are fucking hard please kill me
>>
>>168098613
>balance
Kryptonite or magic enemies obviously.
>>
>>168122374
https://www.youtube.com/watch?v=0rOr9e4cVVs
>>
>>168122374
>wasting time with backgrounds
Just use gradient fills.
>>
>>168120214
I didn't know about it, but after I started working on this someone mentioned it. It looked pretty mediocre and "one note", not much else to do in that game than go into items and spam to scare people.

Here you don't haunt them, but you need to kill them. It's more like a immersive sim or puzzle/adventure game at times.

>>168120649
Yes. There are several enemies in the game. This guy is a paranormal investigator like Ghostbusters that will actively look for you and try to kill you (game is over). There is priest that will add protective aura over items. Security guards will place items you placed back so you can't set up traps.

There is a character called Clumsy Pete that will be programmed to stumble into your traps as well and set them off. You can only kill your targets too so you can't kill civilians (clumsy Pete included), which will make it hard sometimes and you will need to take care of them non lethally. And targets can't get scared and escape.
>>
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I'll just leave this here
>>
so how do i make a FPS with minimal effort
>>
>>168122913
sourcemod
>>
>>168122913
Use UE4 fps template.
>>
>>168122913
unity asset store
>>
>>168123035
Now I know that's bullshit.
>>
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Work-in-progress of the rapier attack (the one currently in was just a test and I'm not sure if I'll be really including it). I’m going for a typical slash-slash-thrust, but the thing here is that the first slash will also parry incoming attacks if you time it correctly (once I implement parrying). That's the special property of the Rapier in the game.
>>
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>>168120816
>Python is shit
>>168120921
>but pygame is outdated and frankly, shit.

u, w0t m8s?

both, python and pygame, are meant for gainz right now without bullshit.

>pygame
its the most powerful graphics framework out there. It gets your sprites and native shape's on screen with 0% of bullshit and gets out of your way. you can use more advanced features, but those are 100% optional. Unless you delibately want to use those advanced features, you won't be bothered by them nowhere.

sequence of getting ANYTHING on screen

---------------------------Call this at the beginning of game--------------------
import pygame

pygame.init()

DISPLAYSURF = pygame.display.get_surface(pygame.display.set_mode([screen_width, screen_height], pygame.FULLSCREEN))
-----------------------------------------------

--------------Only three things you need to use while the game is running-----------------
my_surf = pygame.image.load(file_path) #Loads image into variable as a type called "surface"

DISPLAYSURF.blit(my_surf, top_left_coordinates) #Sticks a surface on display at specified location

pygame.display.update() #Every frame, renders everything that "blit()" method specified earlier.
--------------------------------------------------------------------------------------------------------

------------------Call this at the end of game--------------------------
pygame.quit()
-------------------------------------------------------------------------------

>python
similarily to pygame, 0% bullshit and gets out of your way whereever it can. It has been built to support advanced programming paradigms naturally and out-of-box - unlike C++11, which is like an abomination stitched together from parts originating from every animal to maintain relevance (and thanks to it, it is a relevant language). Python is the polar opposite of C++'s "close to the steel" approach. Python was built to get functionality ASAP - performance is secondary.
>>
I want to make a game in the vein of Crusader Kings and the whole paradox game format, of course it would be a lot simpler. The only language I'm comfortable with is C++, but I'm willing to learn a new one and want to. I'd like something simple but capable in terms of a library. The game would be in 2D but could incorporate some 3D elements but that's unnecessary.

Should I use an IDE?
What language should I use?
What library should I use?
Is there a bunch of tutorials somewhere I can follow?

thanks
>>
>>168123415
Name one good Python game.
>>
>>168119803
(You) lvl 62 Union Soldier looking for group to grind Apache's.

[Johny Johnson] invte me
[You] lvl, occupation?
[Johny Johnson] 12 Dentist
[You] srry, too low and alrdy got healer
>>
>>168123560
looking for posse
>>
>>168123560
Offering colored hides for wigwam builder.
>>
>>168123504
Probably every modern game (that has been made from scratch - ie, first in its iteration), has gone through a prototyping phase where the program was written exclusively in python or a similar language.

Checkmate
>>
>>168123838
Got any examples of that?
>>
>>168117104
Don't be, anon! Let me tell you: Demo Days are the best! When people get to play your game and leave feedback is an amazing feeling. Even if your game don't get as many views and downloads like the popular ones, there's always somebody who'll check it out. Not to mention, that there's a possibility that your game will be next popular one! Even if my game is not that good, I'm still happy that people took the time to give me feedback and explain to me what's not good. It's a good feeling to know that there are people out there who wants you to improve and grow.

>>168117140
>an hero
This image is for you, anon. Besides, I'm kinda busy right now, but if you want, I'll be available later if you would like to talk with somebody.

>>168121080
Yes, being an engine dev is not easy. Sometimes even the simple act of transparency needs to be tweaked to work properly. But isn't that fantastic? Learning about computer science and hardware, not to mention to have the absolute freedom to do anything you want without any limitations? Other than that, isn't it like an endless puzzle game in itself? Godspeed, anon! I love to see engine devs' progress.
>>
>>168124243
Thanks, motaviowl.
>>
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i wish i remembered about comfy jam earlier. not sure if ill be able to shit out a comfy animal crossing clone in a single day. i have real time and player movement working, but nothing else.
>>
>>168124243
daily reminder that suicidal thoughts are external to your brain
>>
>>168123916
Battlefield 2 and 2142
>>
>>168124595
python is just the refractor engine scripting language mate

the engine was always c++
>>
>>168124243
You are too kind, Anon. I'll put an owl in my game as a thank-you.
>>
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>>168124243
>your depression has been beating you up for years
>>
>>168124243
That pic made me feel a little bit better, it's weird it'll make.me feel warm and fuzzy then a few hrs later I'm back to feeling exhausted and sleep deprived and hungry and anxious wondering if this is my life, no friends, no job or fulfilling career, no gf or fwb, nothing but my hobbies and my fear of dying which makes me feel stuck cause I'm tired of this life but afraid of dying, so it feels like I'm trapped and can't get out.
Gets scary and lonely.

>Here have a trenchman
>>
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>>
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>>168122374
just like happy little clouds anon
>>
>>168124835
since when is an engine a game?

At the point you might aswell call the graphics card drivers "a game".
>>
>>168125124
I can make you feel warm and fuzzy inside
>>
I love you guys. Even if some of you are dicks sometimes.
>>
>>168125046
>"you're only depressed because of yourself!"
This has to be the biggest bullshit of all time.
Just like people telling that suicide is selfish. What the fuck?

But this is >>>/r9k/ tier
>>
>>168125509
True, pity parties belong there, here we dev.
>>
person who asked about twitters in the last thread here --

I ended up following maybe 10 of the ~40 twitters posted because so many of you guys just don't update shit and your last post was from like march 2016 or shit like that

do you guys just use tumblr way more often? is that a better platform? I would rather stick to one but whatever
>>
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>when you show your parents your game and all they can talk about is how you could monetize it
I wish I had a decent-paying job.
>>
>>168125764
Twitter is for icky old people, Tumblr is where all the cool kids are nowadays.
>>
>>168125834
At least they take it seriously.
>>
>>168125764
I have much more luck on Tumblr.
>>
>>168125886
>>168125970
can everyone post their tumblrs for me to follow them ;)
>>
>>168125764
post yours, I'll follow if you have progress
>>
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>>168098613
hey nice. reminds me of this thing i put on hold
>>
>>168125764
thanks, man, you reminded me that I need to set up a Tumblr for my game.

also, what's up with using Twitter, why should I have one and what is its purpose? I don't really "get" Twitter. One can't properly shitpost with 140 letters. One cannot even express a coherent thought with 140 letters. Why?
>>
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>bug appears
>no idea what caused it
>after several hours, can't fix it
>ignore it for a few days
>it goes away on it's own
>>
>>168126128
>does this look infected to you?
>>
>>168126010
squaredev.tumblr.com
I don't post very often though
>>
>>168125046
>just wish away your depression dude

next you'll say positive thinking can cure sickness too
>>
>>168126152
The initial idea is that people could just blogpost about their mundane lives, nowadays it's just an announcement platform for companies and a political soapbox for old people, it's dying too.
>>
>>168126152
>One cannot even express a coherent thought with 140 letters.
It gets easier with practice.
>>
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>>168126192
>mfw
>>
>>168126152
>One cannot even express a coherent thought with 140 letters.
Many such cases. Sad!
>>
>>168126152
it's easier to buy fake followers and get whatever trending on twitter
>>
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PROGRESS

Mainly visual stuff. Fiddled around with how I want the levels themselves to look, gonna go with simplistic style to fit the tank designs.

Made the tank colours less saturated and made a couple of different tank designs. I'm gonna have a few playable tanks with varying armor, ammo and speed levels.
>>
>>168126334
>>just wish away your depression dude

Says nowhere in the post. When someone asks me how to get fit I don't tell him to just wish himself muscles. It's a lengthy process that takes time, effort and discipline, but the key part is that the change starts from you.

But again, this isn't AGDG material, take this shit on /r9k/ and link here if you want to continue.
>>
>>168126334
Chrystals and incredibly diluted water do work though. My aunt gave it a try and swears it cured cancers she didn't even know she had!
>>
How do I get a publishing deal with my game?
>>
>>168126621
Black Shell Media rep here, we'd be happy to have you on board.
>>
>>168126605
>just stop having muscular dystrophy, see it's easy

stop talking before you seriously hurt someone with your shitty advice
>>
take a prestique and get back to work
>>
>>168126701
No thanks, I can shill my game on /v/ myself.
>>
>>168126849
If talking could "seriously hurt people" I'd ask for your number.
>>
>>168126242
It appears I'm already following you, strange

you really must not post often
>>
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What are some of the best stealth games or puzzle games with light gimmicks around? I'd like to try some before really getting into how I'd like my game to play.
>>
>>168125764
I started my tumblr around 2013 and I had like only 6 followers on July 2016.

So no, I don't update my tumblr anymore. It's not worth it if you're not an artist.
>>
>>168127214
Thief series, Mark Of The Ninja
>>
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>>168125124
>>
>>168127078
Yeah, I keep most of my progress here on agdg. My connection is pretty bad, so if I uploaded every video I record there it'd take ages.
Sorry abut that, I'll try to post more often.
>>
>>168127493
its cool, I follow progress on /agdg/ more than twitter or tumblr anyway. social media sites just annoy me but I feel like if I don't use them nobody will ever play my game.
>>
>>168126621
Why do you want a publishing deal?
It's literally a scam nowadays unless you go for some big-time publisher that sells physical copies in 100 different countries, getting in digital stores is easy as shit and you can it yourself.
>>
>>168125764
twitter is a clusterfuck and annoying to browse, i have no idea how it's popular
>>
>>168125306
So Supreme Commander was written in LUA in your world?
>>
>>168127686
supreme commander is more written in lua than bf2 is in python, the engine itself is fairly barebones, it's basically rendering, movement, networking and that kind of stuff, all the logic is lua
>>
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>think up and try to program some really roundabout way to deal with an annoying edge case
>turns out all I had to do was check one variable instead
>>
>>168128179
fuck me i figured it out

...i completely forgot to set the other object's sprite origin. oops
>>
>>168126010
Come follow me over:
http://zuberoan-blog.tumblr.com/

I will make a post tonight, I s-swear.

4chan constantly rangebans my ISP, so I might aswell move my progress posts to tumblr
>>
https://www.youtube.com/watch?v=XJQQMT1QQik

how much money do you think this dude is gonna make?
>>
>>168127686
So, Supreme Commander was written in Assembly in your world?
>>
>>168128729
Cool enginedevving pretty much never means commercial success.
>>
>>168126010
https://cuhrayzeedev.tumblr.com/
I'm still trying to figure out tumblr, but I'll post regularly. I promise.
>>
>>168128729
>first let me show you why this wasn't possible until recently
>before the AI was laggy in large numbers
>NOW the AI is no longer laggy, see?

BUT WHY

WHAT DID YOU CHANGE

YOU EXPLAINED NOTHING YOU ASSHOLE
>>
>>168128729
>constant 20 fps
>>
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>>168125764
https://twitter.com/_pikopik
https://pikopik.tumblr.com

I follow all aggydaggies I come across but tell me if I missed you
>>
>>168128729
That's pretty dope, but the folks appear less smart than units in Stronghold Crusader. Which had 10k unit battles in its 2008 Extreme release. Although granted that Stronghold's units only had crowd avoidance when coming to a halt outside of a fight.
Also
>GTX 980TI, i7 6700k, 16 GB RAM

>The algorithm is a highly optimized version of A*. The memory is shared, but the paths are not.
is not enough to satisfy my curiosity.

The sound is AAA though.
>>
>>168114573
If you add transitions and "juice" to your UI and don't autistically manage state, it's extremely easy to break by just mashing inputs most of the time.
>>
>>168125046
>realism is goggum
>depression is AGDG
that explains it
>>
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>unnecessary long hitstuns
>formidable hitboxes
>wonky animations
Wew lads. I haven't even started working on cr animations.

Now I can appreciate how much work went into SFIV.
>>
>>168128850
>Cool enginedevving pretty much never means commercial success.
He seems to be using Unity though.
>>
>>168125046
Read Greg Egan's "Reasons to be Cheerful"
get depressed even more
https://www.reddit.com/r/cogsci/comments/ddank/a_short_story_by_greg_egan_reasons_to_be_cheerful/
>>
>>168130091
>googum is wrong and smug about it

yeah sounds about right
>>
>>168130271
imo i'd only use hitstop in fighting games

It feels unnecessary in others.
>>
>>168129041
debug view looks like he's just timeslicing
>>
>>168124243
i've been lurking here for a while. i think i'll post something next demo day. thanks.
>>
>>168125509
Depression is an other word for sad, Anon.
Why are you sad? Are your surroundings comforting, you? No? Then stop giving a shit about them. Take a walk in nature, in the woods, or hug a tree, it helps.

Meditation is the best, but not everyone can do it.
>>
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you better rev up that kickstarter money if you want your game to be put on steam
>>
If you were an initiation rite for witches in the shape of a board game which behind-the-board background would you have?
>>
>>168131151
>Depression is an other word for sad
learn about things before talking about them
>>
>>168131264
schwarzwald
>>
>>168130514
>depression doesn't realize googum is right and lashes out
realism isnt even smug, you're projecting
>>
>>168131234
>the only way to get on Steam is through Greenlight/Direct
>>
>>168131520
First they said I'm lazy,
then I'm depressed,
then I'm shizophrenic.

Who cares, I have my way of living and philosophy, and don't give a shit. I do what I want and when I die, I die. What else matters.
>>
>>168131234
my favorite part of this is that they never considered $0 for a second and framed the conversation so that the developers create a consensus of how much they should be jew'd.
keep falling for their tricks.
>>
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>>168131689
>>
>actually was depressed once
>with the help of a tiny bit of medication(just a bit I swear), supportive surroundings and lots of personal effort I managed to get better after a couple of years
>every time I try to explain this to someone with depression he just claims I was never actually depressed and "don't know how it feels like"

People with depression are cunts with gigantic egos who probably don't even want to get better desu. I'm incredibly lucky my family put up with me acting like that because I sure as hell wouldn't put up with someone else.
>>
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has anyone experience with coding combos?
right now i only see three options but i dont like any of them

Option 1: centralized script that handle all the possible combo but need to know in which state player/enemy is on

Option 2: every state handle his own input buttons which duplicate a lot of code and could lead in ignoring input during state transitions

Option3: every state calls the centralized script to ignore specific input/combination of keystrokes but again that means i need to know every time which state player/enemy is
>>
>>168131918
>developers who already made it want a "high" entry barrier
wow who would have thought
>>
can we stop talking about depression and instead talk about what programs you use to make good quality webms ??
>>
>>168132162
the only logical purpose of the fee is to keep foreigner devs off of steam it's Trump's wall.
>>
>>168132269
Fraps into ffmpeg
>>
>>168132269
http://tools.aggydaggy.com/tools.html
>>
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>>168132460
>no more 3rd world shitheads who manipulate greenlight with their army of child slaves to get their shit games on steam and make 20$ off of it.
Sounds good to me
>>
Every time I feel depressed I remember I live in a first-world country with Internet access and haven't had to fight in any wars, then I just feel like a selfish cunt desu
>>
>>168131814
yeah the other way is having a big publisher helping you or sucking gabes cock
>>
>>168126612
Eating more clean gives you also more clean thoughts. There is no wonder cure. But a higher consciousness and understanding of life is always helpful.

There are no random factors in life. Most of it is predestined, and we learn from it.

Life is not easy, but it's worth it, if you know why you are facing pain and how to solve the riddle of life.
>>
>>168132686
I want to fug both of the grills to the left.
>>
>>168132460
A better solution would be fix the EA system. Give unlimited refund time and remove any ingame purchase from EA games.
>>
>>168132909
>Unlimited refund time
Then everybody would refund games once they get bored of them.
>>
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Still working on the new graphics (I haven't implemented any of it yet so it still looks bad, please I apologize)

Here I have a mechanic for the moth dust (bomb). Normally it just eats up all of the enemy attacks and does no damage. When you make out the GUARD gauge under your portrait though the moth dust takes on a different property called 'halo' in which not only does it eat the attacks but also starts adding each one it absorbs into your score with a multiplier based on your current combo counter.
(I haven't re-adjusted the moth dust area of effect or placeholder art after I changed the aspect ratio of the game but I will worry about that after I get somewhere with redoing the art)

Getting back to work on the art though, it is a lot more involved than I probably wanted to admit.
>>
>>168133061
That's the whole point, then devs would have to either provide new content to keep the game fresh or release their games.
>>
>>168132909
>game about to leave EA
>everyone refunds
woah you are a fucking genius
>>
>>168133061
yeah i dont doubt this from the majority of steam's users. they're shitters, steam attracts shitters with their race to the bottom sales.
>>
>>168126849
Life is not easy, because humanity has this karma. If someone is punching you in the face or is hurting you with words. You are already paying your karma back.
If you fight with the same anger people throw at you. Then you are not better right?
Believe in what's good, righteous and forgiving and there will be light after the pain.

But real hope comes from cultivating an righteous way. May it be Christianity, Islam or a Buddhism way. Then every mean person in your life becomes a way of becoming a better person for yourself. Through suffering we grow and become more wise. And I suffered a lot, so I can say that.
>>
>>168130518
nah you dont need hitstun in fighting games
https://www.youtube.com/watch?v=_z-cXdFMByM
>>
>>168133273
Then don´t put your shitty game on EA, problem solved.

Games like dayz should be refundable, and they already have a system in place that gives you the ability to refund your game once you release it.

You want people to test your game? Then make a demo.
>>
>>168133269
oh you just mean unlimited refund time while in early access?
idk, probably fine, early access is bullshit with no benefits to using it in the first place.
>>
>>168130518
t. Someone who has never played a good action game
>>
Sure is a lot of talk about money for being amateurs.
>>
>>168133482
I will never not laugh whenever this is posted
I don't mean that in an insulting way, I truly love it
>>
>>168133653
You can't afford to have a hobby that doesn't make money in this day and age
>>
>>168133554
>You want people to test your game?
Early access =/= demo
Please be less retarded.

>>168133618
>early access is bullshit with no benefits
Please be less retarded.
>>
Would people care if I used a free tree from the Unity store? I mean, it's just a tree, so it's fine, right? Modelling trees seems really damn hard.
>>
>>168133618
>h you just mean unlimited refund time while in early access?
That's actually a great idea. You want me to buy your infinished game? Fine, but let me refund it whenever I want.
>>
>>168133861
yes
>>
>>168133814
>being an EA shitter
>>
>>168133482
This video is unironically the best thing.
>>
>>168133618
yes only EA games, released games should follow steams standard polices.

Just look at ARK, I think this is the first game that got a dlc without even being finnished.
>>
>>168133861
Someone will care.

But you shouldn't care about that person, because they are an angry person.
>>
Daily reminder that your game is shit and you'd be better off just quitting it now.

Daily reminder that if your game contains any of the following categories:

>roguelike, retro, pixel, fps, unity, gamemaker, source, social, progressive, meme game, no plot, heavy plot, serious issues, permadeath, social integration, patreon, kickstarter, gofundme, anime, high school, puzzle, platformer, lixels/rixels/mixels, or procedurally generated

It's already garbage and is not worth playing, let alone making, so you should just stop while you're ahead.
>>
>>168133981
>fps
>puzzle
>procedurally generated
Someone's mad.

>lixels/rixels/mixels
Those aren't even tags.
>>
>>168133814
No, you're the retard.
A demo (demonstration) is something that is free.

You want EA =/= Demo, then make EA free.
But I'm guessing you're a jew.
>>
What the hell is a lixel
>>
>>168134163
EA is not meant for people to test your game, it's fundamentally different from a demo. If you do not understand the difference, please refrain from comparing both.

>>168133903
I'm not ok with early access at all, but comparing it to a "paid demo" is plain retarded.
>>
>>168133981
What if my game has dixels?
>>
>>168133861
Does this tree fit your artstyle? Then yes.
Does this tree not fit your artstyle? Then no.
>>
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>>168134123
I don't know what lixels and rixels are, but mixels are the most fucking annoying thing to see from people who post here.
>>
>>168133814
>Please be less retarded.
if you want to make an argument for early access having benefits then state it's benefits.
>>
>>168134234
when a chinese person makes a game with rixels
>>
>>168134336
It does, so that's good then...
>>
>>168132460
Steam is not known to be logical when it comes to regional pricing

take for instance east Europeans. In many games, they are grouped into the Russian region. But the catch is, that they are charged the full price(when Russians get it cheaper) and are often locked into a version of the game which only contains Russian localizations, even though they don't speak Russian.
>>
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>>168134373
>>
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>>168134373
>>
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>tfw your game cant even get 10 likes on tumblr/twitter after a year of updates

Should I just stop?
>>
>>168134279
It's true that EA is not equal to a demo, but it's not a complete product.
Therefor you should be able to refund your money whenever you want.

EA should be seen as an investment, If I see that the game is turning to shit then I will take my money an leave.
>>
>>168133981
my game doesn't fit into any of those categories

A-am I going to s-succeed?
>>
>>168134561
Make some tumblr bait if you want likes that much

Short gif, preferably looping, some cute element, can be pixel art or low poly.
>>
>>168134561
You need to shill more, add a thousand hashtags and post it on every game making community there is. Add it on your own personal social media aswell, family, friends, workmates etc. Have no shame in your shilling.
>>
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>>168134409
based on Steam's default regional pricing, the Saudi's get my 5 USD game for 4.50 USD in their oilbucks.
>>
>>168134750
The problem is that early access is supposed to help teams fund the development of the game. Which is why I guess refunds are not available for EA games, i.e. people pay, you use money to mak gam, people refund, dev bankrupts.
Even allowing refunds after the game is out of early access is risky, since, again, as opposed to regular finished games, you supposedly spent the money you got on the game.
I think that instead they could force devs to establish a deadline. How long do you think your game will be in early access. 3 years? Great, go for it.
If after 3 years the game isn't done, purchases can be refunded. I think it gives enough room for devs to foresee "hey I'm not gonna hit the deadline, better start saving the money from purchases so I can refund people who are discontent with the game"
Also remove the ability to have paid DLC on early access games. That's just retarded.
>>
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Fixed the floor based on feedback, now with thinner boards. How does this look?
>>
>>168134864
>some cute element

I don't have any cute elements though.
I already fully understood the concept of tumblr bait and how it works, but it gets me nothing if my game doesn't have waifus or similar shit like that.

>>168134928
>post it on every game making community there is

l-like here?
I don't fuckin know any other. Except a few like TIG source where it takes a week to get a reply. Or even feedback.
>>
>>168135246
Trashy.
>>
>>168135208
forgot to add, the deadline part could help buyers decide if the investment is worth it, while adding a safety net
>either this game is done in X years or I can get my money back, seems fair to me.
>>
>>168135317
What's wrong with it?
>>
>>168134561
I have a (web)game that got maybe 0-3 likes on twitter, but was highly rated enough on Kongregate that it won one of their monthly contests. Also six figure number of plays despite being a Unity webplayer game released after Chrome stopped supporting the webplayer.

Finishing your game and posting it where actually video game players can access it is way more important than having the approval of random high school tier social media developer cliques.
>>
>>168135419
It has trash bags in the corner.
>>
>>168099767
oh look its some meme guy with no actual game
>>
>>168135270
there are literally hundreds. Even facebook has some good indie groups.
>>
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Now you can get shot at by boats

Need to make tracers look less ass. I definitely think I need two different sprites, a smaller one for background guns and a bigger one for foreground guns
>>
>>168135208
>>168135331

I like that idea, it seems fair for both the devs and the consumer.
>>
>>168134561
Post your tumblr, I'll follow you.
>>
>>168135525
Oh you.
Seriously though I thought I was going to have to redraw the floor from scratch again and I was going to cry.
>>
>>168099767
i think it looks fun, do you really have nothing better to do than sit on a website for hobbyists talking shit?
>>
>>168134561
>tumblr/twitter
thats your fucking problem

you should not be using those normalfags tools
>>
>>168135664
Floor's fine. What's illuminated, anyway.
>>
>>168133653
well there is sure a lot of shitposting for a amateur game devs thread.

Please don't post again.
>>
>>168135576
>there are literally hundreds.

Name a few then cause the ones I know, which are

>gamejolt
>indiedb
>TIG source
>r/gamedev

are all pretty shitty
>>
>>168135331
>>168135208
10/10 posts lad, we need this on steam asap
>>
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>>168135270
>my game doesn't have waifus or similar shit like that
People also like physics and bugs.

For a long time this was by far the most popular thing I ever posted.
>>
>>168135420
>Finishing your game and posting it where actually video game players can access it is way more important than having the approval of random high school tier social media developer cliques.

You are probably right, but it is also true that these cliques basically automate success for a game. Think of Undertale. A game that would have NEVER had the success it had, had it not been for a bunch of cringeworthy fan artists on shitty social media sites.
>>
>>168135785
>indiedb
Had a title on there sitting in my bookmarks for 4 years, with the last post made about 3 months before I bookmarked. After roughly 2 years, a post was made but not approved to this day.
It still hurts.
>>
>>168136013

How did you achieve that moving background? Panner node + weir UV on the ceiling, or some other clever magic?

Also I really dig the aesthetic. Gives off strong Antichamber vibes.
>>
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Boss test. Doors' locked state graphixx are placeholders and thus look like ass.

The boss color changes when it's has low hp. Here you can see the first phase. I plan to add second too. This will be first boss probably since it doesn't require any of the upgrades like flying or dashing.

I hope I will mystically get gud at UI design so that I can release something working for demo day.

Opinions? I know it's pretty generic. I'd like some ideas for 2nd phase.
>>
>>168136271
That's some serious spread you got going on there.
>>
>>168136271

He breaks into two parts, flying simultaneously from two random directions, but you can only hurt one part. Or the backside of parts, requiring you to jump over the boss and attack from behind. Or any hits other than to the head are reflected back at you.
>>
>>168136250
Yeah, if I remember correctly it's a big BSP sphere, so all the triangles are separate UV islands with a panning material.
>>
>>168136271
looks fun
>>
>>168135208
>>168135331
the concept of funding with early access doesnt even make sense.
to get funding your game first has to be playable and popular, if it's not playable or popular you don't get funding needed to make it playable and/or popular.
>>
>>168135785
there's a lot of local ones, too - there are a couple in my city and we're not the hugest city out there. search facebook or something for an indie game group, or find your local international game developers association chapter, too
>>
>>168119016
I am one of the elusive itch.io users. I just download random games that look fun to have something light to play. It reminds me of browsing random shit on flash game sites from way back.
>>
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>>168125124
That's not how rifles work!
>>
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-----PROGRESS-----

-Added props that break and move around to add permenance to the level and make it more alive since i need large areas for this game to even work. currently only bottles and rice bags.
-Created a level editor to make my levels, much easier and can be fun, which means i spent a while getting the loading right, saving is one thing but i can never get the loading right on the first go.
-I needed some tiles for this to work, so i created a first version of floor and walls.
-Made it so the background layer shifts it's color depth depending on your slow motion combo. It's not sexy and looks weird (since the background are mostly large one color tiles), will have to change the effect in the future but atleast it's something right now.

I'm really proud of how the sounds pitch up and down depending on how slow the game is but sadly it cant be heard in the webm.
>>
>>168137608
Why like 80% of indie games are like this?
>>
>>168136997
Not the entirety of funding, of course. There's always an initial investment.
>>
>>168137693
Lazyness
>>
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>>168137261
>igda

Yeaaah... I'm not sure whether that's a good idea.

I'll be dead honest:
I don't get along well with these people.
In fact I don't get along with a good portion of the current indie scene. But neither does anyone coming from the technical side of this field around here.
>>
>>168136271
This looks good, just needs animated backgrounds.
>>
>realize that "args" is short for "arguments"
>completely change the way I think about code and so much more makes sense now

#right-brainedproblems
>>
>>168138017
but what are "kwargs"?
kwarguments?
>>
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I assume everyone things my game is dead but here is some progress. Added options menu.
>>
>>168138193
keyword arguments
>>
>>168137693
they are...?
the style or the slowmo combo shooting
>>
>>168133163
I like your graphics
>>
>>168137830
>I'll be dead honest:
>I don't get along well with people.

Fixed.
>>
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dark souls but procedurally generated!
>>
>>168138201
its been so long I dont even remember what game you are
>>
>>168138415
chalice dungeons
>>
>>168138201
Please use webm, Anon
Menu looks great, don't know your game though
>>
>>168138415
>slow and clunky with terrible level design
wow. the worse
>>
>>168138415
Well, me personally, I like the idea of dark souls but procedurally generated a lot!
>>
>>168138445
are only on a ps4™ system

this would be for pc!
>>
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>>168133163
After listening to Touhou music all day non stop, I approve your progress.
>>
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>>168138623
never ever
>>
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>>
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>>168138437
Scrap Galaxy, build spaceships and fight with them game.

>>168138476
Noted. Thanks.
>>
>>168117989
Haskell
>>
>>168137608
gg, looks ok.
>>
>>168138690
Not enough monitors.
>>
>>168138690
>agdg.jpg
95% of those screens should be anime, 2bh
>>
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>>168137830
>In fact I don't get along with a good portion of the current indie scene. But neither does anyone coming from the technical side of this field around here.

Preach.
Everytime I meet game devs that I get along with (which is almost never), they are usually doing it professionally (running their own studio, or being a part of it), and they are much more focused in just like making game and ignoring all the noise around them.
The game dev scene is full of ideaguys and turbo weebs that float around 2 or 3 successful people just to say they 'belong' in the community.

Went to two game jam events and both times I was appalled by the general levels of incompetence I saw.

I'm really glad I've always 1MA'd on my projects.
>>
>>168138817
we hate anime here
>>
>>168118645
Better than Windows for dev, but still does not respect your freedoms. install gano slash lunix
>>
>>168138304
Thank you very much, anon! But I know I have to do better. Much much better. So back to the grind with me I am afraid.

>>168138663
Thanks! I listen to gensokyoradio.net sometimes while devving. I hope I can eventually make music even half as good as that for this project.
>>
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>>168138883
? no we don't
>>
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>>168138883
>we
Who's "we"?
>>
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tfw over 10k downloads
>>
>>168136271
Second phase should be its head dying and its body parts gaining autonomy.
So now you have to fight a bunch of spheres instead of a worm.
>>
Anyone know of any good books for starting sfml?
>>
>>168138883
only the sane part of /agdg/ and the most insane of its shitposters hate anime
>>
>>168139084
congrats!
>>
>>168138863
>The game dev scene is full of ideaguys
To be fair, there is nothing shameful about starting off as an idea guy.
I was an idea guy for the majority of my life. I spent at least a decade with starting out on game design and compiling more and more refined ideas.
I only turned yesdev about a year or two ago.
>>
>>168138964
That's a nice site, thanks for sharing!

Got any demo or playable build yet, by the way?
>>
>>168139084
do you get ad money
>>
>>168139312
I'd say the worst offenders are the people who say they're making a game but only spend a few minutes on it while flipping between twitter, tumblr and 4chan.
>>
>>168136426
It's supposed to be shitty starter weapon. I'll probably still make the spread smaller.

>>168136535
>Or any hits other than to the head are reflected back at you.
Added this.

>>168139153
This sounds pretty cool idea. Could try and see if it feels fun.
>>
>>168123504
renpy nukige
>>
>>168137830
>>168138863
Yeah... I'm a bit wary about interacting with mine, but I at least joined the facebook group. Not sure I'll ever go to any of their meetups; I went to one and had the same reaction you did.

I might go to their global game jam next year just to feel better about myself, though. or to make myself feel like shit when they make better games than me anyways

was just pointing it out as a place to at least share games with other people, especially if you're just looking for raw numbers of twitter followers or something.
>>
>>168138398
You are not wrong anon.

But subjecting yourself to an indie scene is a special kind of punishment for people like me.
>>
>>168139234
what is the sane part of agdg?
>>
>>168139452
no, just donators
>>
>>168139331
I got an itchi.io account a handful of days back so that eventually I could upload a demo at some point. At the moment though I wouldn't feel too great about releasing what I have now.

It has no keyboard support yet (though it is 100% planned) and a bunch of the gamepad buttons trigger debugging events. Hopefully soon though! And hopefully it will look a little better at that time!
>>
Report and ignore.
>>
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>>168139312
>To be fair, there is nothing shameful about starting off as an idea guy.
There is when you go to game jams, team up, and proceed to have very strong opinions about how to do things and piss of the guys who actually have skills to make a game.
Same for when you think you know better than actual developers with released titles.

I agree with you that everyone first has more ideas than skills, but being loud and obnoxious during that stage is unacceptable, and unfortunately, that describes 99% of the gaming scene, from gamers to indies.

Glad to know that you have become a yesdev btw.
>>
>>168139476
>This sounds pretty cool idea. Could try and see if it feels fun.
You could try to make the two stages focus on different kind of dodging skills.
Phase one is about tracking the enemy's path and getting out of the way in quick bursts.
Phase two would be keeping track of a lot of slower enemies. You could make them bounce off of each other and do random movements or work according to patterns.
>>
>>168138969
yes we do baka

>>168139024
us tsunderes
>>
>>168100774

Triangles are fine in some places and are a must in most models to tie up loop cuts. Nothing wrong with triangles if you place them correctly.
>>
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Not the most fun webm but I'm working on some materials now
>>
Are you using floating point when integers would suffice?
>>
I've been working for some time, not regularly. It's space shooter in a grid map, you and the enemies move in X and Y directions and shoot each other. Each enemy ship have a different behavior, like dodging, aggressive attack and etc.

Do you know any similar game which requires strategy to win? And maybe also some reflexes?
>>
Should I follow those Yo Yo Tutorials in Game Maker or are those just for drag and drop shit?
>>
i need help.

i can program, but i don't have much in the way of formal training. that is... i can solve most small problems i might run into while programming, but my code pretty much always devolves into an unmaintainable mess, sometimes pretty rapidly.

i've gone through game making tutorials but they're almost entirely about writing the specific code - i need to know how to structure my code (that is - yes, I know how to write a 'move' command - but should i put it on the actor that's moving, or on the Manager that's keeping track of the whole space? when buying an item and subtracting the money from my player... do i validate that they have the money at all inside of the method that 'buys' the item, or should i have done it before hand? where does that method live? etc)

what inevitably happens is that i split some specific piece of logic across multiple classes somehow - my actor's movement command becomes tightly coupled with the board manager's movement system, and bits of logic in each of them are integral to the whole system working as it should. and then when i need to make a change, i usually need to make that change in both locations - which might break other things and cause even small changes to take forever.

i know this might just be common knowledge, but i'm having a lot of trouble with it. does anyone know of any resources for general code organization?
>>
>>168139972
>I agree with you that everyone first has more ideas than skills, but being loud and obnoxious during that stage is unacceptable, and unfortunately, that describes 99% of the gaming scene, from gamers to indies.
It always pisses me off when people spout opinions about game design but clearly haven't really thought about game the topic beyond a superficial level of "my gut tells me Bioshock Infinite is awesome".
If you ask those people what they liked about a game, they'll either draw a blank or rationalize on the spot, instead of being able to actually pinpoint anything.
A true ideas guy would at least be able to have some degree of discourse over game mechanics and other shit.

One of my first sets of design notes was on how to rebalance the Dawn of War 2 campaign to give all wargear its own niche, without creating new assets. That should be the bare minimum for even being called a proper ideas guy.

>Glad to know that you have become a yesdev btw.
Thanks. I'm almost over the thing that's been blocking my progress over the last few months. I fucking gave up and switched engines, then had an idea for a small project that I wanted to do quickly and would be easier in my original engine and then went "wait, what if I do *this*" and suddenly I'm back in my old engine and finally getting past the fucking block.
This means that I might finally be able to make actual progress posts in a few months.
>>
>>168140558
Never.
>>
>>168140558
I'm shoehorning integers where I should probably be using floats
>>
File: non non gamedev biyori.png (621KB, 757x426px) Image search: [Google]
non non gamedev biyori.png
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>>168140081
no we don't
>>
Do you do Ludum Dares or other kinds of jams?
Do you think they are worth it or just distract you from your main game?
>>
>>168139084
what game??/
>>
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>>168140415
teleporter pad thing looks very nice
>>
>>168140694
No, designing good code is not common knowledge. What you seek is called design patterns. Usually there are books about usual design patterns for the language of your choice, but here's one specifically for games:
http://gameprogrammingpatterns.com/
>>
>>168141127
I think they're worth it, bringing a game to completion is good experience for anyone
>>
>>168140415
Very nice
>>
>>168139861
Looking forward to it then. Godspeed!
>>
>>168137569
I know! I fucked up when I made them!
Why the fuck is everyone on my cock about the goddamn rifles!
>>
>>168140694
Any method that you CAN put into it's own abstract class, you SHOULD, that way you can reuse it later without worrying about dependencies. Take the "move" method for example, if you make a separate "move" class with abstract variables, ANY other object can use it. This way you can modify the abstract "move" method in various ways without repeating yourself over and over again.
You should ALWAYS aim to reduce repetition.

Design patterns, as >>168141531 has suggested, can help you to avoid repetition and eliminate unneeded dependencies.
>>
Does anyone use the game maker room editor to make levels for their game or manually place things in the unity scene editor? I feel like if im not putting all my games levels in one room / scene loaded in by external data through some manager then I'm doing something incredibly wrong.
>>
File: spaceshipwave.webm (2MB, 640x480px) Image search: [Google]
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2MB, 640x480px
I've been working for some time, not regularly. It's space shooter in a grid map, you and the enemies move in X and Y directions and shoot each other. Each enemy ship have a different behavior, like dodging, aggressive attack and etc.

Do you know any similar game which requires strategy to win? And maybe also some reflexes?
>>
>>168141721
Not sure about Game Maker but with Unity you want to use the internal world editor because it takes advantage of culling and LOD.

Loading an entire room in as a fbx file would force the engine to render everything even if only a small part is visible.
>>
>>168140987
>>
>>168142013
Another grid based shooter which comes to mind is Tempest 2k. Maybe I haven't played enough games from this genre, but I think they rely more on reflexes and perception than any sort of strategy.
>>
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C4Bg56JWQAMMofk.jpg large.jpg
24KB, 530x530px
>>168140987
>>168142262
How about making an anime game if you like anime so much?
>>
>>168142013
damn that looks fun

I hope you're developing for console because I would love to sit and play something like that for hours on my ps3
>>
>>168138969
>game make like just
>>
>>168141691
>>168141531
thanks, guys. i think it's just an experience issue, then... i've actually read through that book but felt a lot like it was teaching me to solve problems i'm not encountering (i.e., a lot of engine stuff when i'm not trying to enginedev). it did impress on me to keep my code uncoupled, and i understand why that's important, but in practice i think may just be too impatient to actually get it right.

i definitely think i'm better at it than i was a year or so ago when i last tried to get into gamedevving, but just have a ways to go before i can actually write code that i don't want to abandon a few days into the project.

thanks, y'all.
>>
>>168142414
that's a great idea. see you soon with my game
>>
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>>168142592
>gogem thinks Japs ALWAYS write from right to left
Shaking my head
>>
>>168142592
your channel no longer shows up when I search "hogpen" on youtube. I can find it if I search "hogpen user" but I thought I'd let you know that your relevance is slipping in the hogs and pens category.
>>
File: out-2017-02-13-0324-14.webm (3MB, 1280x720px) Image search: [Google]
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3MB, 1280x720px
Finished the attack I was making
>>
>>168135594
Nice, I love this type of game
>>
>>168141683
Thanks! I will try to do my best not to disappoint anyone and myself
>>
>>168143014
How hard is animating in blender? I just started learning 3D modeling and I'm afraid it'll be impossible to animate when it comes to it.
>>
>>168124243
That image is the cringiest thing I've ever read.
>>
>>168143014
Is he floating in the air?
>>
>>168143227
bout 30 units of difficulty
>>
>>168143014
Why do your characters hover around like they have hoverboots??
>>
>>168142339
Wow, the 90's spawned some weird games. But actually, I had similar ideas. Thanks!

>>168142579
Thanks, I also would love to make it for consoles.
It's just a learning project now, but who knows?
>>
>>168143014
Blender master senpai
>>
File: Pillow shading.gif (4KB, 512x128px) Image search: [Google]
Pillow shading.gif
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>>168143278
It is a bit, but it's like a country song, sounds horrible or weird unless you've grown up into a man and experienced heartache and working hard, etc, then those country songs "click" in your head and become very relateable
>>
>>168140987
Disgusting.
>>
File: selecting.webm (2MB, 1280x720px) Image search: [Google]
selecting.webm
2MB, 1280x720px
Didn't do enough progress today to warrant a tumblr log

>[+] Polities can earn money through tax
There is no way to use it, but its there.

>[+] Can now select stars
Not particularily useful right now, but I can add colonization thanks to that as the next task.

---------------

Currently I am torn between different approaches to UI.

>No menus - everything is done through interacting with things on map on different map modes
It would require a lot of creativity to make everything intuitive.

>Lots of menu screens (as opposed to small menu windows on map)
It would definately be easy to program, but I, personally, find such menus distracing, often times they cause the "doorway effect" of "why did I open this screen?".

>Hybrid between the two
I don't know if I have the tenacity to program a layered windows system, which I may or may not scrap later on.

What do you think?
>>
>>168143694
shut the fuck up

if you never posted here again I would be happy. we would all be happy. everything you post is pure cringe.
>>
>>168143720
Don't know what kind of game this is but if it's some kind fo strategic space battle you should check out Neptune's Pride.
>>
File: out-2017-01-09-0646-00_.webm (3MB, 312x250px) Image search: [Google]
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>>168143227
That's kind of vague. do you mean how hard it is, compared to maya/3dsmax? I really can't say since I haven't used those others. But it's not like I'm struggling when doing animations in Blender, if that's what you're asking. Then again, I've had years of self-study experience.

>>168143283
yeah

>>168143504
2 reasons: 1, I like it that way, and 2, it's easier to animate. Walking/running characters will be later on.
>>
>>168142194
I dont load anything as an fbx file i generate the meshes through code.
>>
>>168126128

kek, i was thinking of adding laser vision as well but i really need to stop adding features i wont ever flesh out.

i'm assuming that's a raycast with a sprite on collsion?
>>
>>168143883
but why?
>>
>>168143227
>turn on automatic keyframing
>move bone
>change frame
>move bone


Not much different than any other package. It's almost never the program that's the difficult part, it's your level of skill that's going to limit you the most.
>>
>>168143698
That's what you're mom said when she first saw you.
>>
>>168098613
Better than Superman 64
>>
>>168143774
>we would all be happy
>we
Lotta thinking for such a tough guy.
>>
>>168144139
Talking about manhood as an aspiration to people on 4chan is silly
>>
File: A1E4OuP.png (68KB, 757x472px) Image search: [Google]
A1E4OuP.png
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Dude TANKS LMAO
>>
File: Freeze.webm (3MB, 640x480px) Image search: [Google]
Freeze.webm
3MB, 640x480px
>>168143972
Yep. but the code was totaly not optimized

i learned a lot making PMP.

might go back and remake everything i did on this one someday

i kinda gave up because i didnt know how to make the laser eye cut thought house walls
>>
>>168143774
>Lmfao!! HOOOOOLY FUCKIN SHIT! WHO THE FUCK SHIT IN YOUR CEREAL TODAY!?

I wasn't even the OP who posted the owls I'm just an Aggy daggy that enjoys his refreshingly positive and loving posts, in a world that just shits on you all day long it's kinda nice when someone feigns interest in your wellbeing even if it isn't real.
>>
>>168143862
In a dark souls looking game it feels strange that a knight is just hovering over everything like Ironman or shadow the hedgehege..

>It's just...feels weird

Seems like it will make combat to easy since you can blast off when it's too hairy instead of being caught cause of a wrong move.
>>
>>168144009
So that I know how.
>>
File: out-2016-12-19-1255-24.webm (3MB, 852x480px) Image search: [Google]
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>>168144926
I've yet to balance the stamina cost of Phase Sash. Also, later on, you will slowly lose your powers, because of your developing terminal illness in the story. at least, that's the idea. I'll be experimenting with all of this to see what's best. If it's better to lean away from a dark souls vibe then so be it.
>>
File: 1482435994163.png (198KB, 512x425px) Image search: [Google]
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>>168140558
In my language all numbers are floating point though
>>
>>168145546
That's a cool fucking effect
>>
File: Stand-or-Die.jpg (184KB, 700x583px) Image search: [Google]
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>>168145546
sorry, that should be Phase Dash, not Sash
>>
>>168141685
>do something obviously wrong
>don't fix it
>"why does everyone keep telling me it's wrong?"
>>
File: robotfirstTest.webm (2MB, 912x598px) Image search: [Google]
robotfirstTest.webm
2MB, 912x598px
made a robot sprite, has a jetpack and a gun that overheats if fired too long
>>
Can i be a game developer if I only know how to type with 4 fingers?
>>
>>168146514
blueprints are for you
>>
>>168143720
The less menus the better, imo.
>>
>>168144687
You're bad at greentexting
>>
File: 1359396500903.gif (366KB, 280x158px) Image search: [Google]
1359396500903.gif
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>>168146146
Not the dev but from the rest of the sprite you can tell that he's not going for realism, the guy looks like a potato for fuck's sake. Why are you all obsessed with having realistic rifle positions on a god damned potato man?
Making comments like that is not even autism, it's just plain retardedness as you failed to see the rest of the context.
>>
>>168143720
Assuming the player is managing an empire, nearly all games in the genre have an empire toolbar of some sort.
Map-mode sensitive context is helpful--if the player is in a political mapmode and clicks on a planet he probably wants the diplomacy screen up.
I'm actually against what >>168147138
says, just think of consolization where everybody tried to cram their menus into a circular wheel for controllers. Just made the 'pc experience' a terrible mess.
>>
New thread

>>168147735
>>168147735
>>168147735
>>
>>168145594
Lua?
>>
>>168131918
>the solution to nodev oversaturation?
>remove the fee entirely
what kind of reality do you live in gogem.
>>
>>168136271
don't like how the tail just swerves to the side when it re-enters the ground. looks kinda bad. rest is cool.
>>
>Spend the afternoon to write a flood fill algorithm for my pathfinding system
>20mins to compute a 4096*4096 grid.

Ok, day's over. Time to drink and think about it.
>>
File: Test render 5 comfy.png (3MB, 1920x1080px) Image search: [Google]
Test render 5 comfy.png
3MB, 1920x1080px
Finished my homework, now i can finally start devving!
Thread posts: 765
Thread images: 175


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