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/agdg/ - Amateur Game Dev General

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Thread replies: 768
Thread images: 154

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Never give up!

> Play Comfy Jam!
itch.io/jam/agdg-comfy-jam

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

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

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

> Previous Thread
>>168277754

> Previous Demo Days
pastebin.com/KUSDs9vt

> 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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
Le'ts settle this once and for all.
Don't vote if you're not going to enter the jam.
If you vote "Other" specify your suggestion here.
http://poal.me/2nb3yf
http://poal.me/2nb3yf
http://poal.me/2nb3yf
>>
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What bugs will you fix today? Missing game content and features also count as bugs.
>>
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little guy supposed to be frozen but he just don't give a h*ck
>>
So have you all finally recovered from the Steam announcements?
>>
>psycho shitposter makes the thread

amazing how it coincided with another meltdown in the real poll

http://poal.me/joj5q4
http://poal.me/joj5q4
http://poal.me/joj5q4
>>
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>>168326658
I need to not only find some more appropriate "body hitting the floor" sound effects, I need more of them for variety's sake.

http://i.4cdn.org/wsg/1487095189058.webm
>>
>>168327105
But you didn't make the thread.
>>
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>>168326658
the bug that has kept me bedridden for the past 2-3 weeks
>>
Remember to vote, guys!

http://poal.me/joj5q4
>>
>>168327105
I'm a shitposter now because I don't fill the OP with shit and purposefully break all the links?
>>
>>168327105
Shut up, d4.
>>
>>168327139
these sfx are hysterical, I love it
>>
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>>168326739
>cross platform
Using DesktopGL, you get exactly that.

>conio style getch() and colored text output
I can't say I even know what you mean, but I don't know of any console type stuff in it. There's nothing saying you can't just code that I guess though. You might want to look around, but be careful, some libraries might be Windows only. Monogame doesn't have great text support as it winds up being blurry spritefont stuff due to cleartype (more like bleartype mirite). Monogame.Extended has better support with BitmapFont. There's also Nuclex's vector font, but you'd have to edit it and take the windows only parts of it out. Best of luck to you, anon!
>>
>>168327247
Mortal kombat has some amazing sounds and voiceclips.
>>
>>168326658
That weird framerate/time issue
Or so I hope
>>
Also niggas, POST PROGRESS. I'll comment on any serious progress!
>>
This thread is closed until further notice so that the Shitposters may be removed. The Jam topic has been decided. Thank you for your patience and obedience in this trying time in my thread.
>>
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>>168326739
Also, may I ask why you need anything other than Console/Terminal for that? The only reason I can think of is that coloration implementation is system specific, but this is just plain windows CMD.
>>
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>>168327372
Got proper lighting objects set up, that all have adjustable size, color, and optional glow sprites.

Got "damaged" sprites done for the player, so now I'm trying to decide whether to use a placeholder sprite and start work on combat, or design an enemy and sprite them first.

Did some music last night too
https://soundcloud.com/jasozz/hg2d-intro-concept
>>
>>168327852
I don't think I've seen you around yet, so mind telling me a bit more about your game? Judging from the music and the graphics, it seems like a survival horror?
>>
>>168326951
that looks bad...
you should make him move inside the ice but keep the ice mesh solid piece
>>
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>>168252646
----[ Recap ]----
Game: Untitled Campfire Game
Dev: VampireDev
Tools: Game Maker, Photoshop
Web: http://vampiredev.tumblr.com/
Progress:
+ Fixed the bad looking line breaking.
+ Reworking background (seamless tiling and layers).
+ Added a couple of new details to some animations.
+ Started working on dynamic-ish shadows for characters and objects.
- Been sick since lastl week, lot of dev time lost.
- Didn't make it in time for comfy jam.
>>
>>168327961
2D Topdown survival horror, yeah. Mostly centering around a "focus" based shooting system I used in an old top-down shooter of mine that wound up with some pretty satisfying gunplay.

I've been here awhile, I just hop projects alot, sadly.
>>
>>168328237
>lastl week
>>
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>>168328140
it's a bug, it just looked funny enough to make a Graphics Interchange Format of it
>>
>>168327139
Add some Bruce Campbell voice clips and it's perfect
>>
>>168328264
Well, let's hope this is the project that you finally finish, right? It looks like it has a bunch of potential.
>>
>>168328271
>be sick
>make a typo
>get shit on for it
Never change, 4chan, never change.

>>168328237
Get well!
>>
>>168326493
who is Bob Ross of gamedev
>>
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Enemies can now aim and shoot. They correctly lead the target and are pretty precise.
I have to stop them from ramming the player at high speeds tho.
>>
>>168328393
It's okay, I'm just teasing you. Get well soon campy anon.
>>
>>168328505
Nobody. Gamedev is dead.
>>
>>168328393
Thanks. I'm feeling a little better today, so I'm back to action.
>>
>>168328391
Yeah that'd be swell! Thanks anon
>>
>>168328547
Thanksl.
>>
>>168328678
No problem, keep it up. What are future plans for what you plan on doing with it? You're at the stage where it has infinite potential and I'm curious what kind of route you're going. It sounds like you're doing something fairly actiony?
>>
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>>168252646
----[ Recap ]----
Game: A Smol RPG
Dev: polisummer
Tools: 3ds Max, Blender, Unity, GIMP, Aseprite
Web: polisummer.tumblr.com
Progress:
+ added UI sounds
+ simple quests are working
+ added more animations to the player character
+ saving and loading works now
+ added particle effects to battles
+ """source"""
+ crafting is almost done
+ dialogue system can now have branches
- need some actual music
- couldn't make comfy jam deadline
>>
>>168326619
I voted pirates. I've never participated in a jam. Do I have to make a game now? Is it ok if it's shit?
>>
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>>168326658
Adding in a controls tutorial that's not text (finally), and trying to resolve a few issues in the introduction that are causing music skips/bad fadeouts/etc.

Also taking out all the manual transitions to new scenes and replacing them with a unified fade-in/fade-out control so that the movement time between areas is always consistent.

Also a very quick polish pass on the general interfaces of the game. Then I'm on to bridging the Intro to Act 1.
>>
>>168327726
Yeah, mostly because of the coloration. I'd like to be able to build and work on the project on my uni laptop (linux) and my desktop pc (windows). I mean I could probalby write small function to abstract the platform specific stuff. Also I didn't find much on coloring console output, when searching before. I found methods to do it in linux and windows now though.
But the other reason is that I have not found a getch like the one in conio. What I mean by that is that it does not wait for the user to press enter, the function returns as soon as any key is pressed. The only solution to that would be using ncurses I guess. And when I'm about to learn a library anyways I thought I could as well go directly to a game library so that I can use the same library in the future.
>>
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>>168328298
Don't tempt me, those red caped dudes with the maces actually speak in reversed and demonized Duke Nukem one liners.

and I got another mage guy that carries a magic rifle that yells out demonic one liners from this asshole
>>
>tools.aggydaggy.com
how do you format WebMCam to make webms that can be posted on 4chan?

I keep get a warning about high resolution but I can't figure out how to change any settings
>>
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>>168328836
Well that getch thing is in Monogame and it's what I use for hard kb text entry. It's under Window.TextInput.
>>
>>168328836
Oh yeah I should mention that since it's an event, it operates a bit differently by nature, but you can code a quick and easy buffer to emulate getch()s style of fetching.
>>
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r8 my first ever human model
>>
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/agdg/ doesn't cover tabletop rpgs does it
>>
>>168329292
robot/10

Still, isn't too bad.
>>
>>168329292
pretty good but using spheres instead of joints is cheating
>>
>>168329298
>/vg/ - Video Game Generals

>>>/tg/
>>
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>>168329292
Would make a good doll.

>>168329298
I'd like it to, but no. TG is what you're looking for.
>>
>>168329298
/tg/ has an incredible amount of homebrews
>>
>>168329298
Nah we're just video games bro. I think /tg/ has TBRPG threads, though.
>>
>>168329393
i'm 3d-modelling challenged and need to take baby steps with rigging and animation
>>
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>>168328298
>>168329004
I second Bruce Campbell one-liners.

>>168328760
I'd put the action somewhere between RE2 and RE4. There will be more combat than 2, but slower paced and less over-the-top than 4. The combat centers around bringing out your weapon and waiting for your character to "focus" to get critical shots. Your focus decreases when you move and fire, so crowd control is essential to give yourself enough space to line up good shots.
>>
in SDL, how do you ship textures? just put them in a folder and hope the player doesn't delete them?
>>
>>168329548
To be honest, I've only played 1, 4, and 5. The gameplay sounds like it could be interesting but it'll probably be frustrating, but that frustration factor is rather linked to the survival horror part of it, so it works, really.
>>
>>168329634
why would a player delete files from the install folder?

putting them in an archive will improve load time
>>
>>168329007
Use OBS + Webm for retards. WebMCam may seem convenient, but it's really just "take a screenshot cropped to these dimensions at 30fps", nothing more.
>>
>>168329752
>putting them in an archive will improve load time
That's debatable. If you have them in the archive in the order that they are loaded, it works. If you have to seek around a lot in the archive, it could be potentially faster to have the files "loose" especially on an SSD.
>>
If I'm only devving for fun, is it wrong if I don't have a 'main game' I work on for several months or years, and instead keep making small projects and jam games?
>>
>>168329743
I'm trying to strike a good balance with the combat to avoid frustration. You move pretty quickly when you aren't aiming, and you can still strafe about, albeit slowly, while you're aiming. The focusing happens quickly, just not so quickly that you could magdump and never miss a shot.
>>
>>168329976
only if you do this to develop an image and following
>>
>>168329292
I can fap to this
>>
>>168329976
That's fine. I used to do that myself before I settled on a main project to stick to.
>>
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HOT PROGRESS
>>
>>168330093
what if I don't care about any of that?
>>
>installing programs just to create content for a shitposting circlejerk
This low is sadly not new.
>>
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>>168330148
Not this shit again.
>>
>>168330149
then you will eventually regret it when you might one day start a bigger project and look for publicity
>>
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>>168330148
>>
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E X T E N D
>>
>>168330237
>circlejerk
>>
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>>168330464
>>
>>168330148
>>168330463
Thread's fucked. Everyone go home.
>>
When does the next jam start?
>>
>>168330651
where's your game
>>
>>168329976
Lots of devs do that, myself included. The important thing is you're enjoying yourself.
One day I'd like to make a bigger game, but for now I enjoy making jam games and learning from those.
>>
>>168330696
google "Darkest Dungeon"
>>
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>>168330678
Right now.

itch.io/jam/agdg-cops-jam
itch.io/jam/agdg-cops-jam
itch.io/jam/agdg-cops-jam
>>
>>168330149
If you make decent jam games you're going to get a small following whether you want it or not.
>>
>>168329976
I started doing that when I was 12, and I did that for about 5 years until I stopped because I lost the game I was working on in a HDD crash. I didn't start devving again until I was 20.

still no released game
>>
>>168330828
>itch.io/jam/agdg-cops-jam
it's a 404
>>
>>168330148
>>168330463
>>168330651
Admin
>>
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The player can now select, rotate and build units with resources.

Next up:
Build range limit so that the player can only build next to other buildings
Transmission line unit that will later be used for resource mining and storage
Super basic AI for filling the void in the player's heart
>>
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>>
>>168330463
Why are you doing this to the thread?
>>
>>168329292
Not really human is it now? I don't see many humans with ball joints
>>
Should I give up with the usable bomb?
>>
>>168331597
>not freeing nodes when they leave the screen
The hell?
>>
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>>168331597
You can make more bullets than that, anon.
>>
>>168328814
p-post that qt model
>>
alright I still don't know why movement was slower as framerate went down
but at least I've fixed it mostly because of you guys
too bad I have some work to do for the uni now
>>
>>168332101
>alright I still don't know why movement was slower as framerate went down
I'd say because you're not using delta time. That's like 99% the reason that happens in any game regardless of the framework.
>>
>>168329854
no the windows file api has an undefined operation time
>>
>>168331597
Looks neat, why would you want to give up on it?
>>
>>168330463
>>168330148
delet this
>>
>>168332221
I was using it in the other project, just like this one, that's why I find it so weird.
I probably messed around in the settings and fucked up something at one point.
>>
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>>168331776
That is because the usable bomb node is played directly outside of the stage.
The low fps is because of console warning spam looking for the level.
>>
loli jam before or after demo day?
>>
>>168332668
After. Demo Day is very soon.
>>
>>168332523
>move_projectile_to_global_coords
set_global_pos() not good enough for you?
Also what does _move_nodes_delayed do?
>>
>>168332334
For a shmup looks so random, but is pseudorandom, rotation and each bullet is shoot at fixed framerate, so the simulation it's always the same.
>>
>>168332825
Why would that be a problem?
>>
>>168332734
It's still like 20 days away isn't it? I guess that is still pretty soon,
>>
>>168332734
how does april 1st to 15th sound?
>>
>autistically multiplying everything by dt
>not just using a fixed timestep
>>
>>168329634
Leave it as it is,
change file extension

or create a package of assets. Maybe using the zip format but changing the file extension is popular and easy I think.

>just put them in a folder and hope the player doesn't delete them?
Uh, why would he delete the game or parts of the game?

Or is it like: Hmm there is a picture. I'm sure the game won't need it. Maybe it's just a bonus like a wallpaper or concept art or something.
>>
>>168332965
Like a bad joke.
>>
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Gotta make the key room look slightly interesting.
>>
>>168333000
if no one has real complaints it's decided
>>
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added steam that gets more aggressive with energy usage, added bullets that scale with energy usage, added a steam blowout of sorts when you overheat.
>>
>>168329634
>see file in game folder
>Swordsman_Sprite.png
>Clearly a spritesheet
>delete it
>run game
>"Exception: Missing texture Swordsman_Sprite.png"
>re-download game and learn lesson

Also the best part of this method as opposed to making your assets packaged into some random fuckoff format is that someone can see Swordsman_Sprite.png, open it up in GIMP or Photoshop and alter the textures, save it, and overwrite the previous file to make cool texture packs.
>>
On itchio analytics, what do the white and red parts of the bars mean?
>>
>>168332965
Perfect. It will be treated like a joke until it's not. Then no one can stop it.
>>
>>168333370
How many caucasians and native americans showed interest in your game.
>>
----[ Recap ]----
Game: Less Click
Dev: awkgamedev
Tools: GameMaker
Web: n/a
Progress:
+ Started project
+ Turn logic done
+ Movement, collision and damage scripts done
+ Turrets and projectiles
- Diagonal collisions are bugged in some situations
>>
>>168333074
I am biased towards underlighting so I think it looks good.
>>
Do you think it's unfair to check the game's files for MD5s at boot, and only let them play with people who have the same MD5 for the list of MD5s? That way you can have mods and patches but you can only play with people who have the same mods and stuff.
>>
>>168332786
In short without the extra code for update the position to global coords, the key of that method is
.set_as_toplevel(true)
which ignores transforms of parent node in some bullets and behaves in "global coords"
>>
>>168333609
>not letting people produce incompatibility errors
>unfair
>>
Some inspiration for the next Jam:
https://myanimelist.net/anime/genre/39/Police?page=1
>>
>>168333609
How are you going to differentiate between the people that simply have a loli-catgirl hud mod and someone that has a mod that "could" give an unfair advantage or alter gameplay?
>>
why do idea guys constantly feel the need to send you their ideas? especially ones that tend to be a ton of work yet barely change the game fundamentally

it's especially annoying when it's an anon ask on tumblr, because then you have to find a nice way of saying thanks but no thanks to not come off as a dick
>>
>>168333705
But set_global_pos() ignores any parent transforms. It literally sets the global position of a node. If you use set_pos() it respects the parent transports.
>>
>>168333813
Only compare md5 of gameplay related files, not the graphics for the GUI.
>>
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>>168333813
I have a folder called Soft which has all the softcoded data that changes gameplay. I would only check for MD5s in the Soft folder. Stuff like graphics and fonts and audio won't be checked.
>>
>>168333609
You should have an equivalent to Source's sv_pure/sv_consistency server commands, which dictate whether people connecting to the sever can have mods or not, and can also force loading of the defaults.
>>
>>168333752
>Psycho Pass
>GitS
>Deathnote
>Jin-Roh

Some pretty awesome shows.
>>
>>168334013
I'm not familiar with source, but it's a RPG so gameplay mods can produce serious incompatibility errors. I'm not counting anything other than gameplay specific stuff in that equation, so you can have a loli catgirl HUD if you want and still play with others.
>>
>>168329298
I don't think so man, but setting up a atgdg on /tg/ would probably go well, they're waaay more tolerant of generals in my experience,expecially the broader ones like the worldbuilding general.
>>
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----[ Recap ]----
Game: Scavenge
Dev: ScavengeDev for now (since apparently TastyBacon was taken)
Tools: Unity
Web: no thnx
Progress:
+ GDD
- Literally nothing else
+ Gonna have a lil' more time this week to actually dev
>>
>>168334295
>they're waaay more tolerant of generals
If you don't count quest threads as generals, I guess.
>>
>>168333298
Good stuff, anon. Are you going for a 'wave' method of enemy spawn (multiple waves then boss) or are you going for a stage (obstacles,etc)
>>
>>168334005
>>168333998
Sounds good then, you should let people see games where they don't have the required mods and have them be a different text color or something.

Also some suggestions, preferably both, preferably on the same screen
>give an option to output a txt file with a list of the mods that are missing
>give the option to download the missing mods from the host/other player

I'm just thinking from the standpoint of friends trying to play together. This is how Warcraft 3 handled its shit and it made it pretty easy to deal with this sort of stuff.

You could also have an option thats like.

Always Download Missing Files || Ask Me Every Time || Don't Show Games With Missing Files.

When you create a game have an option to toggle letting people download files on and off. Don't have the game show for people that don't have the files downloaded.
>>
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>>168334102
A game where you play as the loli Major
>>
>>168333876
The advantage of toplevel is you could have code developed in local coordinates, then move that same code to globals setting that flag to true and forget about the global or local. For me at least is a simple solution.

And the most important part is toplevel(true) ignores transforms from parent, so the node ignores parent rotation/scale too.
>>
>>168333813
>UI mods can't give an advantage

wew
>>
>>168333752
>no Milky Holmes
Shit list
>>
>>168334102
I barely remember Psycho-Pass
but I remember it was a fucking trainwreck of a plot past a few episodes
which is kind of a shame since the initial premise was interesting.
>>
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>>168333601
I think I'll play with spotlights to draw attention/create atmosphere.
>>
>>168334729
>And the most important part is toplevel(true) ignores transforms from parent, so the node ignores parent rotation/scale too.
The "set a flag to swap global/local" I grant you.
But any transform function has a local and global version. If you know that a node will need global transformation at a point that never needs to be local, there is no reason to use toplevel.
>>
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>>168252646
----[ Recap ]----
Game: Infraction
Dev: stealthdev
Tools: SFML, C++
Web: N/A
Progress:
+ Added deadly turrets that open fire when you cross any of the laser beams.
+ Added laser beams that you can crawl under or jump over.
- AI is still lacking and will be the next focus.
- The turrets' pixel arts detail is much higher than other sprites
>>
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>>168334817
>milky holmes

shit :)
>>
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>>168334740
I didn't separate all huds from "mods that could give an advantage" I meant specifically people that have loli-catgirl huds vs people that could have a hud or any other mod that gives them an advantage.

World of Tanks is a good example.
>Girls und Panzer hud/portraits etc
>"Cosmetic" mod that is literally a map of where to shoot tanks.
>"Cosmetic" mod that removes brush/trees/fences that you can shoot threw but block vision from the maps.

pic related.
>>
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What kind of music do you all listen to while devving?

My Jams: https://www.youtube.com/watch?v=rf_p3-8fTo0
>>
>>168335337
what if they made a mod that removed the md5 check
>>
>>168335745
https://www.youtube.com/playlist?list=PLkYig9sSf99qbb9SpJqnwaQGutiO0Ar1b
>>
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Decided to start on an enemy instead of using placeholders. Got a slow moving "hospital patient" enemy carrying a scalpel. For stabbing. For stabbing you, specifically.
>>
https://www.youtube.com/watch?v=-cCmlL7ZB0A

First game. I can't art for shit, any suggestions?
>>
>>168335759
From the server?
>>
>>168335896
Placing all the objectives in the area of the map where the player has the least control over their movement seems like a bad idea.
>>
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>>168335745
>tfw good listener
>literally can't tune people out
>can't ignore stuff
>can't listen to music while thinking or doing other stuff
>can't even listen to music while playing some games

Kind of suffering desu.
>>
>>168336150
What do you mean? You have a ton of air control. + the diamonds in the air are optional
>>
>>168336115
yeah. it sends a fake md5 to the server that makes the client seem like it has no mods
>>
Reminder: Programming is not game making. It translates the game in a language the computer understands and can execute, but it's not the game itself.
>>
>>168336309
True, it could simply calculate the MD5 from the vanilla assets and not the modded ones.

Simply put I don't think there's a way to truly solve this problem short of rendering on the server, or at least intelligently only transmitting information about things that are visible (in a manner that isn't too conservative yet also not too lenient).
>>
>>168334495
stage, and I want enemies to chase you, so death comes from being overwhelmed and bad enemy managment rather than dodging bullets
>>
>>168335745
An anon showed me this, so ever since I'm stuck there.
https://gensokyoradio.net/
>>
>>168336305
>last ten seconds of gameplay show the player way above all objectives
>main gameplay mechanic is the hookshot, which in the trailer is only used to catapult the player way up to the skybox (and picking up a bit of speed while on the ground
>streets are super narrow, so even if the player wanted to, navigating around corners between buildings is impossible with the hookshot
0/10 worst spiderman game to date
learn to use your game's selling point
>>
>>168336718
How should I change it? Make buildings wider apart?
>>
>>168336873
Don't listen to that nodev. He has no game. You have a game.
>>
>>168336924
You don't have a game, why should the yesdev listen to you?
>>
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progress?
Enemy spawn system is finally done.
New enemy that shoots and then runs away.
Worms work fine.
Tiles now almost correctly deform when hit.

Does anyone know how terraria does its lighting? Is it something like a shader that doesn't render black around light sources?
>>
>>168336718
My goal was to make it so that you wanted to stay in the air as much as possible. The hook helps you switch directions and such but I agree it's not spiderman. I'm stuck on where I should change it
>>
>>168336924
I mean they're not wrong. I'm totally open to changing everything too. I wanted to make a game about going fast and this seemed pretty nautral
>>
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Finally this is working.
After 4 tries REEEEEEEEEEEEEEEEEEE
>>
>>168337350
Bullets from the gun? How did you manage it?
>>
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Done!

I call her 'Incubatrix'
>>
>>168336431
Admin
>>
>>168337110
>My goal was to make it so that you wanted to stay in the air as much as possible.
If you want to make a superman game, using spiderman mechanics may not be the way to do it.

The problem with you game as I see it is that you let the player control with wasd in the air too much. The focus is the hookshot, so model the world to fit that. Instead of just boring toyblocks as obstacles and anchor points, introduce interesting architecture that less restricts the player and adds interesting ways to traverse the map. On building corners you could add overhangs the player can attach to and swing under. Throw two scyscrapers connected by a bridge in there. Basically introduce some swiss cheese to your architecture.
The hook shot needs strong acceleration, favoring motion on the x/y plane instead of height, so the player picks up speed and is only yanked back when he actually wants to.
>>
>>168337719
That's spooky as shit but how does it move?
>>
>>168337698
what? im talking about the powerups.
>>
>>168337786
I thought I'd let her hover.

(The tentacles will be animated to perpetually pet and nurture the tadpole, by the way)
>>
More comfy feedback with game play footage. Thank you for the games!

So far:
http://pastebin.com/WSz7QpBb

Comfort of your own home
https://youtu.be/BxVdqFbfSYg
- Installer. Please no.
- When I sat down with my cocoa to read a book while the music was on, I almost shed a tear.
- It's a perfect execution of the "waiting game" genre. With a shit ton of assets and with the option to visit other people's room I could see a good browser game coming out of it. But that would take away from the comfyness, I guess.
- There's a bug when on the next day I still have my book and my cocoa in my hand.
- Could you make a high res version about the part when you have your home fully "equipped", but without the money indicator and the text box above your head? I would like to have that as a background.

Comfy fishin'
https://youtu.be/NzilpGDEljY
- That whistling at the beginning. The sound of the waves. I don't know how you got these, but A+ for the sound design.
- I could only grab one big fish during my play trough. I wonder what triggers their appearance.
- It's weird that the fish gets stuck at your feet. I'm not sure how I pull them out, to be honest.
- Perfect pixel art.
- I wish I could control the bait like that in real life.
>>
>>168337719
Reminds me from something from Quake 1 or Half life 1.

Thats a good thing.
>>
>>168337898
Lurgh, creepy, i'm getting ss2 midwife vibes
>>
>>168337969
>>168338019

Thanks!

Quake and Metroid are my main sources of inspiration for stuff in this game.
Haven't played SS2, actually, but I like the visuals.
>>
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>nobody wants mecha
>nobody wants construction
Sad, I wanted to make a game where you build mecha or one where you play as a loli construction worker
>>
>>168338345

Where is your game?
>>
>>168338345
Then make a game like that; why does it need to be for a jam?
>>
>>168335860
>>168336649
Anons, you have good taste, that gensokyo radio is pretty sick
>>
>>168338345
what's stopppinya?
>>
>>168338345
Literally you have no game and are literally insane. Stop commenting. The thread will be closed until you leave.
>>
>>168337026
That looks awesome anon, I wanna play.

I think they just do surfaces and subtractive surfaces in Terraria, and for flickering lights they just assign a random range (like -5 to 5) range increase to light radius every few frames, desu you could probably message Redigit himself and he'd probably tell you how, he is pretty gud guy
>>
>>168338458
>>168338464
>>168338494
I wouldn't feel like a part of the community.
>>
>>168338663
then you don't want to make a game you just want to be part of the community
>>
>>168330148
>>168330463
I can't believe these are still here. Where are the mods?
>>
>>168338618
>>168338736
Admin
>>
>>168338494
>>168338464
This guy >>168338663 is not me, I just prefer having a small scope and a deadline, it helps me focus.
>>
>>168338819
Then set one for yourself?
>>
>>168337719
more like incubatits lmao
>>
>>168338819
there is a deadline soon called demo day. only a small scope game could be made in less than 30 days.
what's stoppinya?
>>
>>168338769
Keep mewling that name, retard. 10 years now. I own you. :^)
>>
>>168338884
>>168338976
Good point. I'll see if I can set a GDD for this game.
>>
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>>168326493
Happy valentines day aggy daggys, instead of progress today i made you all a world where in which i can trap and love you for eternity <3
https://www.youtube.com/watch?v=-bisNMTta0o
>>
>>168338481
Yeah, it is. There are metal songs, dubstep tracks, your usual J-Pop stuff along with some calm folk pieces or piano works. Nothing really caught my ear so far, to be honest, but it's perfect to have in the background.

I'm kinda ashamed, to be honest, because I've never played a Touhou game before, but the culture it created is amazing.
>>
How I make MMO lol?
>>
>>168339103
I've played a couple touhou games, the bullet hells were fun, desu my favorite was the street fighter style brawler, used to play it all the time, it's worth picking up if you like kicking the crap out of sp00ky ghost chicks
>>
>>168330463
Looks like the mods are refusing to clean this up. I guess they want me to put a bullet between your teeth. See you at the Menz & Mollyz, nodev. : )
>>
>>168339236
You keep saying this but nothing ever happens. Why?
>>
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>>168337719
Oh shit, I just noticed that the vertex count is EXACTLY 666

We devin' with the devil now
>>
It's valentines day and I have no Game or GF.

What are some good ways to leave this life, /agdg/ ?
>>
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>>
>>168339703
No you don't.
>>
>>168339852
I *JUST* saw this fucking image posted in a thread on /v/.

Right here in my other tab.
>>>/v/367427746
>>
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...
>>
>>168340267
DEEPEST LORE
>>
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Hey pro artists. Is this topology going to work or will it deform like ass? I don't really want to rig it to find out it needs to be remade.
>>
>>168334657
I'm actually not adding proper mod support, but I want system stability. My soft files are simply gzipped XML, so it's really easy to just up and change stuff around. Also I don't plan on adding real mod support or encouraging mods at all, but I want people to still be able to play together even if they somehow mod the game, as well as being stable for people who don't. It can also detect stuff like missing files and the like, and possibly be enough to check versions. That's the way I'm thinking of, anyways.
>>
>>168335745
https://www.youtube.com/watch?v=tVj0ZTS4WF4
>>
>>168335745
https://www.youtube.com/watch?v=vKbwIa2zyPo
>>
>>168335875
Looks more like a knife than a scalpel but it's still very threatening.

>>168337026
Iirc it was tile based lighting, but it's been too long. Nice progress btw.

>>168337350
Good stuff, anon, keep it up.

>>168337719
Man that shit's creepy anon. Good job.

>>168339565
STOP
>>
>>168339798
Why don't you just go to a bar?

clink clink

glug glug

:^)
>>
>>168338646
thank you anon
>>
>>168335745
https://www.youtube.com/watch?v=ahPgNw_T0I0&list=RDahPgNw_T0I0
>>
>>168340931
I don't drink.
>>
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>>168335745
https://www.youtube.com/watch?v=V5s-KLGVcTI
>>
>>168339852
The third option is pretty bad. That true is what we call a magic number, a variable defined inside code instead of beforehand. This is how it should be formatted:

bool comparison = true;

if Boolean.toString(condition).equals(Boolean.toString(comparison)))
>>
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what would be the >best way to change the material on a gameobject instance depending on its individual script instance?

get it from an holder gameobject, put an array of materials inside every instance of the object or use resources.load?

if i have to use a large amount of materials (15-20), would the best solution to have the holder create an array of materials, loading them based on the requests from the instances, or just make an array with every material?
>>
>>168335745
https://www.youtube.com/watch?v=ByBzpvusHe8
https://www.youtube.com/watch?v=xczq2sbRoHg
https://www.youtube.com/watch?v=81Mw7Z9AOkw
>>
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>>168341085
>That true is what we call a magic number, a variable defined inside code instead of beforehand
>>
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finally got some more dev time and kept working on room generation for fun

turned out to be incredibly easy to identify rooms and label them and all that mess since I'd already done all the hard work just by building the rooms.

Last step is to build a node graph type of thing so the eventual AI can path from room to room as needed which means learning pathfinding but that shouldn't be too hard right?
>>
>>168339852
god tier should be
>if (condition = true)
>>
Are there any roguelike or roguelites that are generally considered good and DON'T use a grid?
>>
>>168341280
looks like your map is already a grid so just use that
>>
So what's the next jam?
>>
>>168326125
I feel the pain a little. Spent my last week on this sort of shit, and yet it's still just a skeleton of a pathfinding system...
>>
>>168341451
Diablo.
>>
>>168341280
Pathfinding is for the most part pretty easy. Check out this link when you get the chance: http://theory.stanford.edu/~amitp/GameProgramming/AStarComparison.html

It breaks down pathfinding really well and makes it easy to understand.
>>
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lol
I don't know what I expected
>>
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>>168341451
Oh, to clarify, I mean good in the DF or classic roguelike sense, where there are a billion interesting interactions and everything is simulated.
>>
>>168341861
>he couldn't even elmers glue a track together
>>
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>>168341567
loli jam
>>
>>168341451
>>168341958
Elona+ doesn't use a grid
>>
>>168341724
what kind of pathfinding are you trying to make anon?
>>
>>168341451
>roguelites

plenty

>roguelikes

Grids are mandatory to be considered a roguelike, otherwise you are a roguelite.
>>
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>>168342196
>>
>>168341861
this is a neat exercise and all but where is the actual game
>>
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>>168342196
Splendid
>>
>>168342510
Ok, what's one that would be considered a roguelike if it only had a grid?
>>
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>>168342513
>if I'm 12, I can only bang people above the age of 13

Cool!
>>
>>168340928
>Man that shit's creepy anon. Good job.
>STOP
Thanks!
And no, I can't stop now - I literally sold my soul for gamedev.
>>
>>168342510
Turn-based and non-modal gameplay is the important part. It's just that it's hard to envision turn-based gameplay without a grid.
>>
>>168342510
nobody cares about your made up definitions for words
>>
>>168339565
>incubating punctuation signs
spooky
>>
>>168342879
Name five (5) non-made-up definitions for words.
>>
>>168342803
>It's just that it's hard to envision turn-based gameplay without a grid.
Well, you could do it like some MUDs did, and have it all be text-based in an abstracted room or arbitrary zones within a room linked in a non-grid network.

FATE is a good example of this in a fairly understandable tabletop game
>>
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>>168342513
oh no
oh no
OH NO
OH NO
>>
>>168342879
>violating the international nuremburg convention definition of a roguelike
>>
>>168342513
my legal age is 22.
>>
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>>168342884
lol, the idea was to make it look like a tadpole in its egg
>>
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Suffered what could only be described as "catastrophic project failure" with the old Grunt asset from Mayhem League, could not get the project to open back up until it was removed.

In a fit of paranoia I first backed up ML, then removed ALL non-essential assets from Dixie (meaning all the old ML stuff that I wasn't using), rewrote everything that referenced it, and then backed THAT up. Having one game built on the guts of the other was causing all sorts of errors in dependency and I just can't risk having it happen again. Now, once I finish moving over the Grind Rail asset, the only things left in the ML folder are meshes, materials, and particle systems (i.e. nothing that executes code). This makes me happier.

In terms of actual progress, got a couple things set up. First some level design progress; to go with it, a new "bottomless pit" asset that can kill Dixie. Also, boulders which can only be destroyed by Ground Pound; these are "checkpoint assets", in that they're meant to block progress one direction and then stay un-blocked once you clear them the first time, so they have to remember their state. Got that working as well, arbitrary level actors can now specify their state freely the same as Cores and Shards.

In the realm of not visible progress, 2D zones are now up and operational (I think fucking with this is what caused the catastrophic error due to how entangled they are with the specific actors that can interface with them). The Dixie method is MUCH simpler than the ML one, but 2D aiming is functional for both side-on and top-down zones.
>>
>>168341280
Pathfinding in itself is pretty easy. Optimizing it is the hard part, but for that sort of game you can get by with a delays as necessary.

>>168341861
Swag.

>>168342761
THERE IS STILL TIME TURN BACK KIND ANON
>>
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>>168342513
>20.5
>>
>non-stop loli shitposting for 2 months with a short demoday break
i need to leave /agdg/
>>
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>when you finally manage to squash the last bugs in the attack system.
Although they're fucking shit at aiming but predictive ballistics are to be added soon.
>>
>>168343027
Nice shit anon. I need to stop scrubbing it up and work some more myself. But playing video games...
>>
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>>168343085
>non-stop loveposting for 2 months

why leave?
>>
>>168343062
>THERE IS STILL TIME TURN BACK KIND ANON
I don't think so, I'm afraid. I chose to live deliciously.
>>
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>>168342310
Simple a*, on large grids.
I'm running out of ideas, so I'll move to navmeshes soon.
(pic is a 2048*2048 grid)
>>
>>168342958
It only returns 8 if you are 2 years old, Anon.

16 -> 15
18 -> 16
20 -> 17
22 -> 18

two steps left = one step right

60 -> 37
80 -> 47
100 -> 57
>>
>>168343283
fuck off faggot
>>
>>168340351
so deep
>>
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>Dreampt I sat down with Vampire Dev (who was also Vampire Chan) and talked about how CAVE games are decently designed but way too flashy and how Raizing is stupidly pronounced

what does it mean
>>
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>>168343535
Why?
>>
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>>168343628
>tfw cute anime girls don't appear in your dreams
>>
>>168343628
Kek. I had a dream about the Bunny girl. It's pretty hard to explain, because my dreams are never linear and pretty abstract.

Basically there was this cake and suddenly I got reminded of her, and I started to laugh so much I actually woke up to my own laughter. Which is nice, because usually I wake up to my own screams. So thanks for that, Square dev!
>>
How do you find resources to learn how to create something beyond the basic. I feel like if I want to create anything that isn't a platformer or a top down RPG i'm fucked.
>>
>>168343628
you need to make a waifu-filled shmup
>>
>>168343027
General navigation and movement is looking quite pleasurable.
>>
>>168342982
And I thought I was the oldest folk around here.
Your post gave me some hope.
>>
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All I ever dream about is being bullied
>>
>>168343628
I dreamt that I dated a kleptomaniac today. Was odd.
>>
>>168343767
If it makes you feel better, we were stroking each other's hair the whole time.

>>168343894
Well that's the thing here too, most of my dreams are generally abstract and nonsensical, so when it's not I'm pretty sure my subconscious is trying to tell me something.

>>168344076
But I'm making a shmup with specifically no waifus or humanoids of any sort.
>>
>>168344259
I'm 24
>>
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>>168343767
>never really dream
>find out I can induce nightmares by resting something on my chest when I sleep
>learn to take control in my dreams
>now consistently having dreams where I'm a monster punching bad ass
>>
>>168343767
people don't usually have faces in my dreams so even if they were anime I would never know
>>
>>168342982
>>168344532
Now I'm confused.
>>
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>>168343027
Just for fun, a demonstration of both 2D zones in action.

The 2D aiming system is SO much simpler now, rather than trying to get a cursor position on-screen and then reprojecting that back into the world we just translate mouse movement to a position within a unit circle around Dixie either horizontally or vertically. Analogue stick input overrides the mouse's position (or its last position) if the stick is tilted more than 80% of the way.

No muss no fuss, and by using a world-space "aim target" dummy for this, I can easily attach a reticle to the screen in-world rather than trying to project it onto the HUD surface, which looks nicer anyway.

Only drawback is that at the moment the whole thing feels a little squirrely with the mouse, I probably need to expand the size from a unit vector to a 100-unit vector or something to give more fine control.

Unlike Mayhem League, because of Dixie's level design considerations, these will probably be done in the style of Super Mario Galaxy (i.e. specific stretches will apply this restriction which are accessible from easily defined entrances and exits and bound otherwise on all sides by impassable barriers). I don't think they'll stretch conditionally through the level and be turned on and off the way ML's did.
>>
>>168344076
I read that as "waifu-filled shrimp"
>>
>>168344739
me too kek
>>
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>>168344259
I'm 29. I'll even post my game.
>>
>>168344739
Too bad I can't draw. I'm perfectly picturing this.
>>
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>>168339074
shes my fave <3
>>
Rolling to decide which project to work on.
>1-3: a turn-based tactics game
>4-6: a spaceship tycoon game
>7-9: a fantasy RPG with turn-based combat
>0: go out to a bar alone and try to find a lonely girl who's desperate enough to sleep with me
>>
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>>168344927
>>
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Is it really going to be a loli jam?

What the fuck is wrong with you people.

We couldve had pirates or cops for fucks sake.
>>
>>168339852
That should be in reverse dumbass. Only new programmers try to make things complicated.
>>
>>168345196
Democracy never fails!
>>
>>168345143
Aww yiss 29bro. Are you '87 like me or '88?
>>
>>168345196
>pirates or cops
how exciting
>>
>>168345196
Loli is better
>>
>>168345283
87. I'm starting to care about my health. Being old is scary.
>>
>>168345439
I'm still not at the point where I care yet, but I have a feeling it's going to be soon. I'm not scared of being old, I'm just scared of not finishing the series of games I want to do.
>>
>>168345196
you can do both of those things with lolis
>>
>>168342510
fuck the Berlin Interpretation
>>
>>168345529
DESU!
>>
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Finally I made this stupid animation work. Now it's turn to fight with collisions, wish me luck, anons.
>>
>>168345615
Never forget the motivational theme of AGDG:

https://www.youtube.com/watch?v=nU-cJ42BqC0
>>
>>168345680
>life 100.0

use ints senpai
>>
>>168345680
Good job anon. How new are you to game dev and what language are you using? Not that what you did was bad or anything, I'm just wondering if I can impart some knowledge on you.
>>
>>168345597
Why are people so hell bent on calling their games Roguelikes anyway?
>>
>>168346373
Buzzword, like "Survival" and "Sandbox"
>>
>>168344673
I'm 30, I posted >>168342982

>>168344532 may be >>168344259
I'm not sure
>>
>>168345525
>I'm not scared of being old, I'm just scared of not finishing the series of games I want to do.
I can relate. With the kid on the way, suddenly time had become a countable resource which I can only hope I have enough to do the things I planned for my lifetime.
>>
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Just started working on HTML5 online game. Aiming for comfy 4-6 player co-op and a comfy zelda-like gameplay and diablo loot system. Sort of an excuse for me to learn node.js and game maker. Early character maker screen.
>>
>>168346443
But it's only a buzzword since people have stopped following the first meaning which is "like Rogue" and the second meaning which is the Berlin Interpretation in the first place.

There's always been this pervasive desire for many people to call their games Roguelikes regardless of how close they are to Rogue or the BI.
>>
>>168346492
Well, congratulations on the kid, but I'm sorry that it'll hurt dev. I'm still not into that part of my life yet, but one can only hope that you have a partner that will help you still do the things you love to do (and vice versa)
>>
>>168346492
no it's too late you pumped your mana into a succubus, your creative energy is drained already

see it all the time, creative man, driven, makes great works, succubus arrives, steals mana, now he's dull and uninspired, many such cases, sad
>>
>>168344076
I'm working on it has fast as I can anon, but I think I might be burning myself out because I haven't stopped doing art for days now. Update either Wednesday or Thursday (moth shmup dev)
>>
>>168346484
Ok, that make sense.
I think.
>>
>>168346662
>what the fuck is semantic drift, the post
>>
>>168346774
is multi semantic drifting a thing?
>>
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Made it so the more energy usage you use, you slow down, but if you let off the fire button you jump right back to top speed. Bullet speed is also linked to energy usage now.
>>
>>168346838
kek
>>
3D modeling noob here, are Cycles materials libraries of any use for gamedev? Same question for Blender Internal.
I'm looking for examples of a hard plastic, mostly so I can copy the material settings instead of fiddling with crap on my own.
>>
>>168346929
no
>>
>>168328540
>ramming
That's pretty terrifying. FOV seems a bit low though.
>>
>>168344047
That's why it helps to learn a programming language first.

Are you using Game Maker? Then read the GML manual or print out a reference.

You need to learn the basic stones and blocks. Then you can create everything.
>>
>>168346774
What I'm wondering is the REASON behind the semantic drift despite there being a very clear definition.
>>
>>168329292
Now wrap it in skin.
>>
>>168343628
I had a dream about me getting into an argument about a orange plug with a school mate i havent seen in years who also advocated for the reformation of the IRA in a 1984 dystopia, dreams mean fuck all, don't worry about it.
>>
Was checking out the tools section of the OP and I couldn't find the actual settings you would use in WebM for Retards that would give you the best possible looking file (recording in FRAPS).

Anyone have suggestions?
>>
>>168337026
Cool but vertical gameplay with those giant HUD boxes in the way?
>>
>>168347594
>(recording in FRAPS
just like use obs
>>
>>168328540
how s your ai set up?
>>
>>168347175
I'm sure there are good posts about this out there somewhere, bu my guess is some combination of:
1. Roguelike was good marketing for a while, so people used it cynically.
2. The salient quality that people actually cared about in a roguelike was permadeath + randomness.
3. People earnestly made games inspired by other games, in a chain which gradually decreased the similarity to the game Rogue. I don't know the exact geneaology here.
4. A lot of people weren't actually aware of the game Rogue!
>>
>>168347018
Are they even worth looking at?
>>
>>168345951
s-sorry
>>168346084
Thanks! I'm using Java + libGDX. I have some programming experience, but yeah, I'm new to game dev so I will appreciate any knowledge you share!
>>
>>168347995
I'm C#/Monogame myself. I only know of one other Java dev (VOTSdev), but for more general stuff I don't mind answering any questions. You can always stop by the IRC and ask stuff, but the first thing I notice is that you haven't figured out transparency yet. Unfortunately, I don't know the specfics on how to do that in LibGDX so that's somewhat of a moot point I guess.
>>
>>168347738
Plus there's a historical precident of genre names coming from specific games. (metroidvania) it's a simple way of saying "well it's basically like x but..."
>>
>>168347738
>1

THE DARK SOULS OF FARMING SIMULATORS
>>
>>168347738
>The salient quality that people actually cared about in a roguelike was permadeath + randomness.
It's like someone getting mad you're playing an RPG without a table and pen and paper.
>>
>>168347738
>The salient quality that people actually cared about in a roguelike was permadeath + randomness.
What about the deep mechanics and emergent gameplay? Strategy over action?

>>168348369
Exactly, I would expect a "Roguelike" to be like Rogue and a "Metroidvania" to be like Metroid or Castlevania, and the term "Metroidvania" is still very accurate whereas "Roguelike" has been bastardized beyond recognition.
>>
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Why no far west jam?
>>
>>168347738
>The salient quality that people actually cared about in a roguelike was permadeath + randomness
Is this true?

That's definitely not how I feel, and it doesn't seem people who enjoy 'actual' roguelikes agree.
>>
>>168348972
theme idea jams are shit, mechanics idea jam are best
of course, the nodevs that spam their shit ideas don't know this
>>
>>168349119
Suggest some mechanics idea jams then
I bet you can't come up with anything non-generic or non-boring
>>
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I hope I can get better at animating.

;-;
>>
>>168348934
>Exactly, I would expect a "Roguelike" to be like Rogue and a "Metroidvania" to be like Metroid or Castlevania, and the term "Metroidvania" is still very accurate whereas "Roguelike" has been bastardized beyond recognition.
Well therein lies the rub, both metroidvania and rougelike have been bastardised in order to make them broader, the demand of any term that is used to descirbe a genre.
>>
>>168348227
Oh, the lack of transparency is just me being lazy desu, but I'll use Gimp for that. I'd stop by the IRC but I fear the circlejerk.
>>
>>168349203
>I bet you can't come up with anything non-generic or non-boring
If you're betting and you're the one judging, I'm pretty sure no matter why I say you'll say you find it generic or boring.
>>
>>168349247
Metroidvania hasn't though. It's always meant the intersection of the two series and it still does. Roguelike is also a much more specific term, as it refers to a specific game whereas Metroidvania is two entire series.
>>
>>168349208
cute
>>
>>168349208
And I know the legs are a bit weird. I just started learning about animation so I'm pretty shitty right now.
>>
>>168349369
Okay, I'm not betting and I'm not going to judge. Now post those ideas.
>>
>>168348934
>>168349019

The things people like about RLs:
1. Permadeath + randomness: they do go hand in hand. Each run is a but like gambling, although of course there is still skill involved!
2. Deep simulation of a world
3. Emergent gameplay. 2 and 3 can be distinct but often are together.
4. Strategy
5. Fantasy simulation

So modern "roguelikes" or roguelites copy these aspects to varying degrees, splintering into different genres. By far the most prevalent aspect is 1, and I think you need 1 to be called a rogueli*e. Rimworld and DF also go deep in on 2 and 3.
>>
>>168349267
Ehh, it's really not like that. It's mostly a break room for devs, so dev is actually the thing least talked about, unless someone wants to ask a question or post progress. Although it does get called a circlejerk because it has actual rules and you can be banned for shit that you can get away with on AGDG due to the anonymity of it. Not that they're strict at all, but you gotta be pretty bad to be banned.
>>
>>168349389
just deal with the fact that rougelike means randomness + permadeath now you autist
>>
>>168349208
There's a black pixel in a few of the frames, try making the torso a bit smaller and adding more defined feet, and try making the legs a bit wider, other than that that looks like a nice jumpy animation with some programmer art, try using some more shading and working on proportions until you feel comfortable (btw i suck shit at art so take this with a collosal grain of salt)
>>
>>168349491
and Metroidvania now means any kind of handcrafted openworld with backtracking and shortcuts.
>>
>>168349446
Ok, Beat-em-up jam.
Put your own twist on the classic beat-em-ups, combine it with a different genre, redesign it for modern audiences, improve it, experiment with it.
>>
>>168349119
Mechanic jams are shit
>>
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Played a little with shader values and got this.
I really need to test more stuff with other parameters before I start remaking assets.
>>
>>168349460
The thing is, lots of games only use (1) and not even fully (permadeath is often skirted around) and still call themselves Roguelikes.

>>168349491
It's also interesting that appeals to the original definition are often met with vitriol. It's a very unique phenomenon.

>>168349606
It doesn't, though. There's side-scrolling and requiring items/skills to get past obstacles. You're hard-pressed to find something labelled a Metroidvania that doesn't include these (other than Endica VII, funnily enough).
>>
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>>168332069
Better?
>>
>>168349856
https://www.youtube.com/watch?v=8GW6sLrK40k
>>
>>168350037
A bit.
>>
>>168349843
Not nearly as shit as theme jams
>>
>>168350247
Agreed, mechanic jams are far more shitty
>>
>>168350063
I dig it
Might as well add vaporwave to my game to get fuckton of downloads/views
>>
>>168349865
>It's also interesting that appeals to the original definition are often met with vitriol. It's a very unique phenomenon.

it's not interesting at all, everyone knows exactly what you mean when you talk about a rougelike and some faghammer comes around and goes
>hurr durr that's not what rougelike means
every single fucking time
>>
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>>168326493
agdg, could we maybe do some research into marketing together?

if you type in one of the tags with a [1] next to them (to youtube search)

and then vote on the strawpoll if it worked or not, we might be able to figure out how useful metadata is at matching you with individuals

I have a theory that it means nothing and the popular videos in contested tags will just take priority (unless you showed favor to a channel in the past)

http://www.strawpoll.me/12340438

The video that im doubting pops up, but i hope will do is:

https://www.youtube.com/watch?v=-bisNMTta0o
>>
>>168350450
>everyone
There are lots of people who want to be able to hear or search for the word "Roguelike" and get a game that is actually like Rogue.

>more vitriol
Yep.
>>
>>168350402
Nah, if you can make the same game for two different jams, just changing the graphics, then the theme is absolute shit and only a retard or a nodev would defend it.
Surprise, that's theme jams.
>>
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/agdg/ likes moths, right?
>>
>>168350729
moths are very cute.
>>
>>168347676
Pretty cool program. I do like it better but WebM seems to convert it into the exact same mess as the FRAPS recording (I recorded gameplay into flv format before feeding it into WebM).

Should I be using a different initial recording format first? (both the FRAPS and OBS recordings on their own look perfectly fine honestly. Maybe I should just upload to YouTube or something instead)
>>
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>>168345196
This.

You can do cops and pirates with shitty drawings, but can't do loli game without any art skills...
>>
>>168350459
What the fuck does any of this have to do with game dev?
>>
>>168350037
should have screen shake on activating the time stop thing
>>
>>168350615
fuck off retard
>>
>>168350941
Fucking why?
>>
>>168350663
I disagree. A great portion of the development time is usually spent on graphics, even if you make the same game if you use different graphics the development experience can be completely different.
>>
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>>168350830
>implying
>>
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>>168350729
fixed some issues.

I think I'll make a whole game with 2-frame animations like this. I can shit these out but they still take time to get right, and I'd rather have a lot of variety in creatures than a few very fluidly animated ones.
Also considering working at a lower resolution, to let the pixels really show.
Thoughts?
>>
>>168351093
Because activating a time stop bubble is very powerful and screen shake helps convey impact to the player in a way audio alone can't
>>
>>168350941
>time stops
>but screen shakes
????
>>
>>168351379
What exactly is impactful about stopping time especially to the player who isn't affected?
>>
>>168351107
It's a game jam, not an art jam. If you spend the majority of time on graphics, maybe you should consider an art jam.

>It's a platformer but you are a pirate
>It's a platformer but you are a cop
>It's a platformer but you are a loli

great themes
>>
>>168351281
You are pretty good at it ;_;
>>
>>168351372
Not even memeing, if you are capable of putting together some kind of '2deep4u' storyline or even maybe just a creepy one you could easily pull an OFF type of game or something. The visuals definitely lend themselves to the creepy side of things if you are willing to put in the work. Goodluck to you, anon!
>>
>>168351478
You just described a mechanics jam with platforming as the theme.
>>
>>168351465
The fact that the entire screen is engulfed in an inverted color bubble
>>
>>168351634
rekt
>>
>>168351634
No, I described three different entries to 3 different theme jams

>a genre is a mechanic
are you pretending to be retarded?
>>
>>168351669
Go on...
>>
>>168351752
Are you ? >>168349680
>>
>>168350941
That's dumb. You're dumb.
>>
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>>168351478
>you
This isn't about me. It's a fact.
>>
>>168345196
At least half of the people who voted in the polls aren't even the slightest bit interested in jams, so they vote for the dumbest themes so that people interested in jams have a harder time.
>>
>>168351752
If I had to choose between playing
>10 games that have the same mechanic
and
>10 games that have the same setting
guess which one is more fun?
>>
>>168351817
There's someone as retarded as you in the thread, congrats. Why did you link to that post though?

>>168351920
>33% is a majority
found another retard for your club
>>
>>168352074
>majority
Can you point the retard that said anything about majority? Because I think that retard is you
>>
>>168350851
we are game developers, we need to know how to market vidya :)

the character in the video is from my video game im working on atm, i just wanted to do something qt for valentines
>>
>>168352074
Because that's (you), and we both know it.

Ok, let's change it
>[mechanic X Jam]
>[game with mechanic X] but you are [thing A]
>[game with mechanic X] but you are [thing B]
>[game with mechanic X] but you are [thing C]

>[Setting X Jam]
>[game with mechanic A] with [Setting X]
>[game with mechanic B] with [Setting X]
>[game with mechanic C] with [Setting X]
Which one is more fun to play?
>>
Theme Jam:
People may get lazy, and do the same shit over and over.
But it gives more freedom to do whatever you want. This can be also good.

Mechanic Jam:
People are pushed out of their comfort zone to do something new.
But they may not like a specific genre, and it results in not deving or uninspired results.
>>
>>168349483
Then I'm in! I don't mind rules from time to time to keep things civil.
>>
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>>168351546
>>
I triple dare you to come up with mechanics that would make good Jam themes.
>>
>>168347808
no, game shaders and render materials are basically completely different, they don't translate

at the very most PBR concepts at a high level might translate
>>
>>168352581
Let's have a visual novel mechanics jam.
>>
>>168352728
Has flight been done yet?
>>
>>168352728
A theme isn't a mechanic. A theme is something like "larger than life" or "autism."
>>
>>168352728
This
>>168352794
>>
>>168352850
yep
>>
>>168352728
I think it's tough. Especially on AGDG. Games would be too similar, as it is already a hivemind in many ways.
>>
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How's this animation for Ribbert shooting out his tongue?
>>
>>168352965
What's the name of this game?
>>
>>168352037
Who the fuck is even in charge of these jams and polls
>>
>>168353028
It's okay.
>>
>>168352220
Yes, I said "if you spend the majority of time on graphics", and you replied "it's not about me", posting a picture with no source where art isn't the majority. Are you following what you just said?

>>168352071
>>168352581
Mechanic does not mean genre, anons. Ludum dare has had various themes like "Grow", with incredible variety in genres and themes, while being a big restriction but still fun to work around and give your own twist to.

>>168352498
Let me try again, because clearly you have trouble understanding simple concepts. A mechanic is not a genre.
If you would get bored of star fox after playing sonic because both have a rolling mechanic, well, I don't think I can help you, but you might have autism.
>Because that's (you), and we both know it.
Great argument, anon. Have fun later tonight when you shitpost with source pictures.
>>
>>168353028
I think it could use a little more "something". Maybe some slight eye bulge or some other form of finer detail. It's just not there yet.
>>
>>168353130
Admin aka the source/samefag/FBI/"level design is not gamedev" shitposter
>>
>>168350459
are you that insane dev?
>>
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>>168353028
What you really need is anticipation - one or two frames where the head is pulled backwards before it jolts out forwards to extend
>>
>>168353130
No one. Literally anyone can make a jam at any time and claim it's an /agdg/ jam. People might not join some random jam though.
>>
>>168353307
good idea. going to add some eye bulge and puff out his cheeks.

>>168353510
only problem with that is a lot of the game is centered around timing your tongue shots to swing/whatever else so I feel this would be an annoyance to that
>>
>>168353195
>Are you following what you just said?
Yes, are you? Because the only thing I said about time is that "A great portion of the development time is usually spent on graphics"
>>
>>168353727
Try it anyway. See what it's like.
>>
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>>168353028
>>168353307
>>168353510
Maybe, this helps.
>>
>>168352595
That's cool bro. It doesn't seem to be on the list of communitys in the OP anymore, but it's #vidyadev on freenode.
>>
>>168353898
yeah but there isnt a fat italian to punch the frog
>>
>>168354075
add one
>>
>>168352728
Cockpits
>>
>>168345196
There will be plenty of cops with loli jam, don't worry
>>
>>168353028
>>168353307

Eyes closing would be fun, or his feet leaving the ground like toes going in front
>>
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>tfw unreal is kind of stable now(on linux)

Alium burger-flip-thing is going to become real.
>>
Hi, agdg. Here we are again.

I'm posting some progress here even though I am not very pleased with the state of the project now, but I know that if I start posting too late I'll be just called a whodev. Anyway. My newest idea is to make a simple, yet challenging bossfight, while trying to recreate some fighting mechanics from Dark Souls. It's for learning purposes, more of a mock-up than a full game. So far I managed to pretty much steal how the camera and lock-ons work. Also there is the first (and only) enemy. So far no attacks or blocks or hp or anything, and the dodge is just a teleport forward as a proof of concept. Fingers crossed, I don't abandon this project like all others and manage to have something fun and playable soon.
>>
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I can't into art to save my life and I want to learn. Where do I start?
>>
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>>168353487
possibly ;)
>>
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Follow @realsweetboys on twitter for more of these shitposts.
>>
>>168355527
why don't you work on your game instead of shitposting on twitter?
>>
>>168352498
To play: anyrthing.
To make: [Mechanic X Jam]
>>
>>168355614
I'm gonna make a game with these. the twitter is marketing, plus some people just want to see the shitposts.
>>
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Low poly twisted metal with environmental destruction
>>
>>168350037
maybe you should draw your corgi on the top layer during time stop? might make it clearer as to where you are, and may look better. Love you are though, this looks amazing.
>>
>>168356131
so . . . twisted metal?
>>
>>168355337
>A man with a gigantic red dick flying around
My sides
>>
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>>
>>168356226
TOO LATE ALREADY COPYRIGHTED IT
>>
>>168355718
don't post a logical response to me ever again
>>
>>168355443
LOOMIS
O
O
M
I
S

/ic/ sticky
>>
>>168356131
I've been telling people for years that a multiplayer twisted metal clone will make millions. No one makes it.
>>
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>>168356202
When the player is near hazards, a red dot appears on top of EVERYTHING at player bound, but yes maybe I should force always the red dot with zawarudo.
>>
>>168356345
Enjoy being 14 while you can.
>>
>>168353727
the tongue doesn't extend instantly so there's going to be inconsistencies in the timing anyway

having a sub-3-frame delay on it will at least be the same every time
>>
>>168355718
there is a guy like you sporadically appearing in /v/ gamedev threads
he says he will make game with paint scribbles
he never does
maybe it's because he advocates godot
>>
>>168356493
how do you start to approach the crazier bullet patterns and stuff found in real deal shmups, I'm starting development on the side of a shmup,
see >>168346887 and I'm assuming it works like a normal bullet instantiation, but do you just layer things like roatation on the spawn points, change bullet speeds up, things like that?
>>
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>profiling shows that having every tile as a separate instanced object is more efficient in every single way than my attempt to centralise the data in one object
I have mixed feelings about this.
>>
>>168356801
get familiar with sin waves
>>
>>168356874
What engine are you using?
>>
As King of /agdg/, I demand a new Jam be delivered to my quarters afore sunrise.
>>
>>168357078
no u
>>
>>168357049
Godot.
Gotta add that I am not exactly the sharpest knife in the drawer, so that may skew results.
>>
>>168356874
Why dont you use tilemap?
>>
>>168357219
Use a TileMap node.
>>
>>168356908
thank.
also in terms of shmup devving, what's the difference between a bullet hell and a shmup, in your experience, have you thought of what kind of experience you are trying to deliver to the player?
>>
This was unironically the best jam theme possible
http://fuckthisjam.com/
We should do something like this
>>
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>>168355718
I would play it. I wanna see what kind of surrealist world you can create with them.
Also, it makes me think of this.
>>
>>168357448
source?
>>
>>168357219
I use GM so you're probably a more proficient coder than I am. I'm storing collision/tile data in a grid (which I think is functionally identical to a 2D array) and using that to set tiles on worldgen, so all my world tile collision data is stored in an array in a single object. Dunno if that's applicable to what you're doing, but maybe it could get you on the right track (or maybe it's merely a difference of what's efficient for which engine).
>>
>>168357412
masochism
>>
>>168356801
Well at least my game isn't a bullet hell, so no beautiful complex bullet hell patterns.
But for bullet hell bullet engine you should start searching for a port of this:
http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html
There are ports for multiple engines and you could copy paste patterns from other games created by users.
Example:
Google Unity + Bulletml
https://www.assetstore.unity3d.com/en/#!/content/16206
>>
>>168357634
>masochism
why? Twisting a genre you hate into something you like is a great excercise
>>
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how can i get my creative juices back?
cant come up with a good story or names, just gameplay. personally i think story is least important to a game but so many fags prioritize it.

Also found an old model I thought I lost.
>>
>>168357724
thank you, I'm also asking in terms of just space ship shooters, what mechanics are you focusing on the most or what is most important to you in your project?
>>
>>168357585
>>168357219
Also I translate player position to the collision data in the grid and use that to check whether a collision has occurred and thus whether the player can/can't move, so we're talking realtime stuff, not just "use a single object to generate a bunch of objects on world creation".
>>
>>168357406
Not that anon, but the way I see it a bullet hell is way more about dodging insane bullet patterns. Actually shooting at the enemy is kind of a secondary objective, and usually the player doesn't have any cool attacks.

A shootemup is more about the player shooting, there aren't as many bullets to dodge as a bullet hell provides. The player also usually has ways to improve their stats or get new weapons.
>>
>>168357563
New Game.
>>
>>168357406
>>168357852
Not the sinwave anon, but the corgi one from this reply >>168357724
Bullet hell is focused in well dodging bullets and bullet hell is a subgenre from shmup.
For more you should read:
http://www.racketboy.com/retro/shooters/shmups-101-a-beginners-guide-to-2d-shooters
As an example my game is:
A Memorizer / Cute-em-up aka Parodius with a score system based on Medaling + Chaining
>>
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>>168357312
>>168357368
I'm the asshole with the hipster tiles though. TileMap is made for squares and hexes.

>>168357585
>>168357956
I fortunately don't have to deal with object collision and similar physics. Which doesn't stop me from using the engine's collision system for tile selection. Because I am (at the moment) not smart enough to calculate the hovered tile from global mouse coordinates with the half-dozen transforms in the way, I use Area2D trigger shapes.
>>
>>168358024
I haven't played too many bullethells, mostly shmups, I've played a lot of good ones and a lot of bad ones, but the best one I've played is a game called Musha, while the game was a shmup, the strategy came with the fact that in order to deal more damage, you need to pick up the same powerup consistently, and skip powerups which give you health, forcing you to plan, which gives the game a sense of future and consequence, not just a stream of fire and powerups
>>
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>>168356465
There's been a few but all of them have completely missed what made twisted metal great
>>
>>168358376
Absolute madman
>>
>>168339074
>aggy daggys
cringe
>>
>>168358631
the soundtrack?
because i remember back in the day the graphics and controls sucked
>>
>>168358376
Looking at it, it seems like your tiles could be represented in a traditional grid format and then offset to look the way you've got them. Have you tried it?
>>
>>168358846
The graphics and controls were ok for the time.

What made twisted metal great was having super powerful vehicles with unique personalities. Crashing through a ceiling and finding yourself in the midst of a battle between Mr. Slam and Hammerhead and knowing how utterly fucked you were was amazing.
>>
>>168358681
:D
>>
When you first boot a game, should it be windowed or fullscreen?
And at what resolution?
>>
FUCK
I GOT IT
BLACK HISTORY MONTH JAM
>>
>>168359393
fullscreen, native
>>
>>168359393
windowed, 1280x720
>>
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>>168359507
>>168359516
Great
>>
>>168359507
This, but if the settings are changed then remember the settings to boot into.
>>
>>168359487
it would go from zero to /pol/ in 5 seconds
>>
>>168359019
They can. I place them with a normal double loop and keep references in a regular 2D array. The only things differentiating cairo tiles from regular squares is a) the shape to be drawn (duh) and b) the extra neighbouring field in addition to the cardinal directions.

What stops me from using a TileMap at the moment is for one that I vector graphics, meaning that I draw them with a Vector2Array instead of a rastered texture at that position, which makes them fit next to each other super-snuggly. I haven't tested using textures for it yet, but my assumption is that with the many rotations they'd produce some unsightly artifacts.

Another point for using tiles this way would be the ease of implementation for overlays to represent a tile's resources. Having to create at least one separate tileset, swapping tilesets during play and reassigning tiles whenever an overlay is toggled seems unnecessary complicated. Drawing overlays manually would just mean I ended up where I currently am.
>>
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>>168359624
>expecting a uniform answer to anything user-preference related
>>
>>168359942
So the question becomes whether it's worth it to worry about trying to push for more efficiency in this particular arena. Even if you suspect that you could push more performance by centralizing, your game doesn't look like the type to be much of a resource hog either way.
>>
>>168349517
Thanks for the suggestions! I'll try my best to improve.
>>
>>168359487
https://www.youtube.com/watch?v=GeixtYS-P3s
>>
>>168357840
>People genuinely think that mechanics reign supreme over story
If you have a good mechanic with shit art, shit story, and shit immersion, you do not have a game. You have a tech demo.
>>
>>168361356
And? I'll take the tech demo then, faggot.
>>
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some pretty rapid progress now that bosses are all done for now.
>>
>>168361356
No, you have a game wth shit art, shit story and shit immersion. A tech demo is very different from that.

I still say that the best approach would be having both mechanic-based and theme-based jams, alternating beetween them each month.
>>
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>>168361356
A good game is like an orchestra. Every component of the game fits and plays together very well.

Together is gameplay, graphics, sound and music a little piece of art.

In a good game, you can't just switch around graphics or music. Everything fits together like a mold.

The graphics were made for this specific game. For this specific game and it's story someone composed the music. The story is written for the charakters as the gameplay also fits the charakters.

And stop calling me naive, lol. I'm just telling you what a good game is. In a good game eveerything fits together. Look at snes games from the 90s: Every game is a little piece of art.
>>
>>168362218
Hotline miami was great specifically because it used music not made for the game.
>>
>>168362040
jesus what game is this holy fucking balls
>>
>>168362647
monolith you dip
>>
>>168362647
You must not have been here in 2016.
>>
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The good news is that I will continue to persevere, and I learned at least a couple things.

The bad news is I still haven't solved how to into proper sprite rotation. But I will. Eventually.

Hope everyone's game turns out GREAT.
>>
>>168362370
Yes, but it was not a random descision. It was on purpose. Noone said:
>you know what? Fuck it, just use anything, I hate music anyway so I don't care.

Just like GTA Vice City uses 70s, 80s music. Because it fits the theme of the game very well.
>>
>>168363128
>The bad news is I still haven't solved how to into proper sprite rotation.
What exactly do you need your sprites to do?
>>
>>168362218
>And stop calling me naive, lol.
I never did

But I agree with you.
>>
Found this GameMaker gem a little while ago.

pastebin.com/vrWUTD2Q
>>
Milf jam then?
>>
>>168363239
Just change depending on the direction they're walking / the direction of the camera. Y'know, like DOOM.

I have a feeling you're going to tell me it's really simple, to which my response would be: that would make sense, but I'm dumb, so I haven't figured it out yet.
>>
>>168363339
I was slightly irritated by the first switch, but scrolling down to that else if made me quit.
Someone give this the cs grad treatment.
>>
>>168341045
good taste
>>
>>168363339
I'm not sure what this is trying to acomplish but it's done it in the worst way possible.
>>
>>168363465
If DOOM could do it over 20 years ago, I'm sure you'll manage today. But I doubt Unity is making that technique obvious to implement.
>>
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>Mess around with postprocessing
>simple color inverting material to test things out
>everything looks 100 times more cool

why ;_:
>>
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>>168363315
I'm sorry, that part wasn't meant as a reply, but generally to the thread and the "games are not art" crowd.
>>
>>168363682
The true horror shows itself when trying to fathom how these six variables may influence the rest of the game.
400 line switch statements everywhere, and not a single line of gameplay included.
>>
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VSync on = 100% GPU usage, even on a blank 640 x 480 screen

Using "sleep" functions = easier on GPU, but very inaccurate (often off by 10+ milliseconds)

What do?
>>
>>168363787
>neon mandrills
Good bandname and albumcover, actually.
>>
>>168363465
Nigger it's piss easy, just calculate the difference between the player facing angle and the monster facing angle, translate it to (0,360) if needed, and calculate which sprite you need (if you're gonna have 8 directions like doom, then just divide by 8)
>>
>>168364029

Might end up as the project's name. Has a nice ring to it.
>>
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>>168363909
Limited monitor display rate to 60Hz, same problem
>>
>>168363339
How on earth could anyone think that that is the best way to go about doing that? Seriously this has to be a joke, nobody is that stupid
>>
>>168363845
Sall good bro
Glad we're on the same page at least
>>
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>>168364029
>>
>>168356874
Obviously the engine is better at batching separate objects than your own attempt at doing so in order to use one object.
>>
>>168362040
SPOOP
>>
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>>168364568
>yanderedev
>Toby Fox
>>
>>168363340
WHERE DID YOU FIND THIS
DELETE THAT
>>
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>>168363339
>>
>>168364067
Right, I get that, and I appreciate it. What I mean is I just don't know how to write it correctly in C# since I've barely coded before this. Sort of a learning-as-you-go kind of a thing. I suppose that's kind of stupid, but what can you do.
>>
>start sculpting after getting the basic coding done
>realize I need to know anatomy and have decent drawing skills to make good semirealistic characters

MAKE A GAME THEY SAID
IT'LL BE FUN THEY SAID
>>
>>168364706
so you're saying, this is the right way to code if I want a million dollars?
>>
>>168364841
>3D
There is a reason memepoly is so popular among amateurs and AAA shells out lodsa hours for a single enemy model
>>
>>168364710
>WHERE DID YOU FIND THIS
twitter
>DELETE THAT
ok

>>168364795
>I've barely coded before this
ah, shit, sorry, it's the kind of problem you are used to solve after coding for a while.
What in your game is coded by yourself and what is unity magic? I can help you with it
>>
>>168364841
Just don't make semi-realistic characters???
Learn good topology, materials and shaders, and you can make any random blob look good in 3D.
>>
>>168364706
Eva's code was bad, but not this bad, honestly this is atrocious. I don't know anything about Toby Fox's code but even if its bad it can't be THIS bad.
>>
>>168364795
>I suppose that's kind of stupid, but what can you do.
All you can ever do is continue learning.
>>
>>168364851
The shittier your code, the more likely you are to actually finish your game. If it works, it works.
>>
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Finished my dithering shader
>>
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>>168364935
thanks!
>>
>>168365031
Undertale is a several thousand lines long switch statement.
>>
>>168365031
>it can't be THIS bad.
thousand case switch
>>
>>168365073
Uh, no. If you have shitty code it is far more likely you are going to give up because your game is an unmaintainable and inextensible mess.
>>
>>168365112
That's rad looking. Maybe too rad for long exposure.
>>
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>>168353028
His head should pivot back more
>>
>>168364935
You mean, like, what scripts have I written? Basically just ones so the camera will follow properly and have constraints, and will zoom properly, and one that makes the sprites always face the correct direction, and stuff like that. But even for those I came here and asked y'all where I went wrong when errors were popping up.

>>168365053
That's my hope, is that I actually learn, and it doesn't all just go over my head.
>>
>>168353028
this >>168365350
>>
>>168365181
>>168365201
How would that even work? What variable would the switch be checking for? I would understand a switch for some kind of "state" variable, with other switched nested inside, but how can he have one switch with 1000 cases?
>>
>>168365521
Every screen a new switch, I'd assume.
>>
>>168363909
>>168364491
Figured it out, VSync + Windowed mode rapes my GPU, have to run it in Fullscreen.
>>
>>168363909
>>168365640
You mean CPU? It's probably because when it's windowed the application waits for VBLANK with a spinlock, and when it's fullscreen there's some WDDM magic that allows it to efficiently yield to the kernel.

You might be interested in multimedia timers if reducing CPU usage for energy efficiency (including heat) is that important, but otherwise you shouldn't be concerned about CPU usage if it's just being spent waiting when there's nothing else to do anyway.
https://msdn.microsoft.com/en-us/library/windows/desktop/dd743609(v=vs.85).aspx
>>
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>>168365437
>and one that makes the sprites always face the correct direction
Well, that means you have the player position, the camera position, and the camera's angle.
If you want enemies to rotate like in doom, that means enemies move with a direction and a speed, so you also have the enemy's angle.
What you do then, is compare the angle of the enemy to the angle between the camera and the enemy, and depending on what quadrant it falls in, draw the sprite.
here's shit
>>
>>168333821
>"Thank you for your suggestion!"

What's wrong with that? You're not committing to anything
>>
>>168366165
Oh, never mind, I see the readout in your screenshot.

I can't think of any reason V-sync would increase GPU usage, that's bizarre.
>>
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>>168365298
Thanks!
As for long exposures, you would probably want to use a pallate that at least attempts to match your model(s) instead of just loading up a web 1.0 one, that makes it look much more pleasing to the eye.
>>
anyone making an advance wars clone or tactics game?
>>
anyone making a battle network clone or paper mario game?
>>
anyone making a souls-like game?
>>
>>168366730
At least one guy here does. Although I think it has been a few weeks since he posted in the recap.

What do you need?
>>
anyone making a movie game?
>>
>>168366214
Conceptually, I fully understand what you're saying, but when it comes to actually typing it out, I'm useless. The fact that I was genuinely proud when I even got the camera zoom function working is evidence of that. But it's incredibly kind of you to try and help regardless.

I guess it's just one of those things I have to keep banging my head against, as there isn't anything that can really help me on the internet, least as far as I've seen.
>>
>>168367005
just trying to follow progress of one, learn from mistakes and get ideas. that kind of thing
>>
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taking everyone's advice, how's this attack animation? here is the old one >>168353028
>>
>>168367169
Definitely way better.
>>
>>168367169
I'd still say you should add a bit of anticipation and make the tongue faster to compensate for it.

Also it needs an animation for going back, right now it just snaps to the idle and looks bad.
>>
>>168367169
I really really like your art style.
>>
>>168367169
head should pull back before unleashing tongue
>>
>>168335119
BIGGER bullets, man
>>
>>168366942
My game is like zelda crossed with elder scrolls and dark souls elements

Please don't steal
>>
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>>168367169
>>
>>168367169
Something looks off about the foot he extends forward during the animation. Like the black outline cuts off

Other than that it looks 100% better
>>
>>168367169
Please tell me how you learned how to make such cute game art
>>
>>168367652
3d? or 2d?
>>
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>>168367652
My game is like Zelda crossed with World of Warcraft and Devil May Cry.

Please don't steal.
>>
>>168367723
me on the bottom left
>>
>>168367814
2D in a modern retro style
>>
>>168367828
https://www.youtube.com/watch?v=cBkWhkAZ9ds
>>
>>168367821
I really hope Darksiders 3 is more like 1 than 2.
>>
>>168367958
Someone emptied a helium balloon into the little fella.
>>
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Got the basics working - my own simple animation class that just displays two sprites forever, depth sortinh, and flipping back and forth.
>>
Anyone else making a WPF game?
>>
>>168368052
Windows PResentation FRamework?
>>
>>168356464
FUCKYOU
U
C
K
Y
O
U

Stop with the Loomis meme! That teaches cartooning and is extremely slow to learning properly!

>>168355443
Find the book Drawing On the Right Side of the Brain. Do it's exercises. Draw people as you see them. Develop your own style and stylization.
>>
>>168368246
This https://en.wikipedia.org/wiki/Windows_Presentation_Foundation
>>
So when's Cops Jam starting?
>>
>>168368040
Actually looking forward to the progress. Good start, anon.
>>
>>168368040
lol creepy
>>
>>168368382
>Find the book Drawing On the Right Side of the Brain. Do it's exercises. Draw people as you see them. Develop your own style and stylization.
I started this book at the beginning of January. It was my new year's resolution to do all the exercises and git gud at art. I lasted one day.
>>
>>168367958
I'm gonna sample for my human sounds.
https://youtu.be/dK255ofJPhk?t=370
>>
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So what cool new games are rolling around this shit show lately?
>>
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>>168368487
>>
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Made tile borders and connections visible. Both can be toggled.
>>
>>168368547
Good job! I had a similar resolution, but with drawabox. Bought some sketch paper and a few pens.
>>
>>168368905
I like this
>>
>>168368547
you don't have to stop completely, or entirely dedicate yourself to it

just take it easy and do it every once in a while.
>>
>>168359942
I believe the slowest part of GDScript currently is for loops, especially using the range() function like
for i in range(10)
From what I've read for loops with range() are being made faster in 3.0, so that may help with performance.
>>
Quick question:
Are there any good books/videos on level design?
>>
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Ok so I think this is good enough for now. Thanks for the help everyone.

>>168367265
thanks

>>168367321
how's this?

>>168367390
thanks, I mainly do the programming and now the animation. I have a partner who does most of the art.

>>168367440
is this better?

>>168367725
fixed

>>168367775
I mainly code. I draw some concepts and my partner adjusts my sprites. So he's doing most of the art
>>
>>168370038
yeah it's called "Play Doom 1&2"
>>
What are some common ways to detect collision, so that you can make sure a wall is solid, for example? Nothing too in detail (I can do that myself), just a few keywords I can look up?
>>
>>168370191
thing hit wall no walk through
>>
>>168370186
Kids these days hate Doom 1 and 2 because they have to actually navigate the levels.
>>
>>168370191
AABB collision
>>
>>168370184
Better, but looks kind of shaky.
>>
>>168370191
google "which engine has good physics built in"
>>
>>168370032
They are a bottleneck; I avoid using them whenever I can. While loops are 10-20% faster on the regular. And those are easily optimised as well:

var a = 0
var b = array.size()
while(a < b): a += 1

is 33% faster than

var a = 0
while(a < array.size()): a += 1


One wouldn't think looping through an array was this easy to botch, but there it is. Typical beginner's trap I think.
>>
>>168370191
Separating axis theorem (SAT)
GJK algorithm

Both are very general and rely heavily on properties of convex shapes, such as the Minkowski difference.
>>
>>168370310
Fuck kids these days. Do me proud Anon.
>>
File: 2D Collisions.gif (389KB, 1024x1280px) Image search: [Google]
2D Collisions.gif
389KB, 1024x1280px
>>168370191
>>
>>168368547
New years resolutions are a meme.

Whats important is being able to choose doing the things you don't want to do right now that will be worth more later over doing the things you want to do right now that you'll regret later. Any significant change in your life is accumulated by making those decisions regularly, when they become regular they become significant, when you make the correct decisions regularly it becomes discipline. Making the correct decisions more often than other people leads to being more skilled, healthier, more disciplined, more confident, wealthier, and generally a better human being than the people surrounding you that indulge in instant gratification.

They don't need to be made in a streak, you don't need to make the right decision every day. When you look at your month and see how you spent it its not going to matter whether you broke your streak or didn't stick to some plan or schedule (the new years meme of "I'm going to do X every day, or every weekend, or every set time for this much time"). Just fucking do it when you have the decision of slacking off and doing shit you know is a waste of time.

Its simple human nature to value success over failure, nobody likes a failure, people don't like themselves when they fail. Stop failing by making poor decisions.
>>
if(int.Parse(liveCount) == 0) GameOver();
>>
>>168370481
>always having gravity active
But why? I find that causes more problems than it solves.
>>
>>168370481
what if you're a circle and not a rectangle?
>>
File: 1487024065383.gif (3MB, 220x212px) Image search: [Google]
1487024065383.gif
3MB, 220x212px
>>168370558
>int.Parse(liveCount)
>>
>>168370431
This is why Unity is the only way to make video games.
>>
>>168370684
>AABB
>Axis Aligned Bounding BOX
>what if you're a circle
bitch please. But yeah seriously it's basically the same if you're a circle.
>>
>>168370716
Admin
>>
>>168370431
>var
what a horrible fucking language
>>
>>168370716
Yea, please make your games in Unity

So I can literally steal it within 5 minutes due to them having literally zero security!
>>
File: 1485730677009.jpg (7KB, 320x180px) Image search: [Google]
1485730677009.jpg
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>>168370716
>Unity for 2D

>>168370832
Perl or bust.
>>
>>168370272
Well, for example, what I'd previously been doing is making the player move at some rate (like 10px per frame or something). In whatever direction they were traveling, I'd get the nearest block. If the block was solid, I'd have the player move something like:

[code]
var speed = 10;
player.moveLeft(Math.min (10, player.x - block.x);
[/code]

in oversimplified pseudo-code, so that the player will move at the fixed rate until they get to a point where the distance between them and the wall is less than the fixed rate. Then they simply cover the difference.

But, if the player is moving at like 64px, and the blocks are uniformally 32px, then the player may end up skipping a wall and walk right through to the other side.

So I figured I could do a ray-tracing kind of thing, where the length of the ray is the distance that will be covered from one from to the next (the velocity). So if they are going to travel 100px, it casts a 100px ray and then looks for all the blocks in between the player and the tip of the ray, and checks for collision there. The problem is that if the player is, say, a square, it would have to cast 4 rays from each corner, and I'd still want to be able to move east if the vector is a North-East movement against a wall to the north with space the the east. I suppose I would just have to check the collision of each component of the ray (check for collission to the north and to the west).
>>
>>168370832
static readonly dynamic object var lives => int.parse(_player.LivesString.tostring());
>>
>>168370943

>underscore prefix
there will NEVER be a valid reason why this is necessary let alone an accepted naming convention
>>
>>168370697
>tfw health.toString() even though C# implicitly converts simple int's into strings.

Implicit conversions are the devil
>>
>>168371067
string healthText = ""+health;
>>
what type of game should i make
>>
>>168371174
print("%s" % [health])
>>
>>168367083
I haven't used unity, so I really don't know how it handles the main game loop. So I can't help you with engine specific pseudocode
>>
>>168371050
In Rust it signifies an unused variable or parameter so you don't get warnings.
>>
>>168371174
A simple mistake my friend I think you meant this...

string healthText = "" + health.ToString();

Its alright I've got you covered my main man!
>>
>>168371050
I like using this.property
>>
>>168371278
A good one.
>>
File: seaplanes014q.webm (2MB, 678x576px) Image search: [Google]
seaplanes014q.webm
2MB, 678x576px
This is a terrible airplane
>>
>>168371050
m_VarName
>>
>>168371476
Nice War Thunder clone
>>
>>168371362
Why are you bringing up Rust? It isn't even out of beta yet, nobody uses it.
>>
>>168371476
why is your water a blue grid when you've got some kind of actual water texture for the spec map?
>>
File: 1482980547654.gif (92KB, 300x200px) Image search: [Google]
1482980547654.gif
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>>168371391
>this.
>>
File: mynigga.jpg (12KB, 480x360px) Image search: [Google]
mynigga.jpg
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>>168371391
>>
>>168371572
>1.15.1
>>
>>168371391
go to bed yanderedev
>>
>>168371571
Thanks

>>168371580
Because it lets me easily see how fast things are going.

There's no spec map, but the surface is modified by a sin wave + noise which gives it a bit of a shimmery appearance.
>>
>>168371391
this
(pun intended)
>>
QUESTION!

What logic do you guys use when you increment a version number with your game?
>>
>>168371629
What are you trying to say? That there are 1.15 Rust users?
>>
>>168371825
http://semver.org/
>>
>>168371825
Semantic versioning.
>MAJOR.MINOR.PATCH
Increment PATCH for things like bug fixes where you don't change the features.
Increment MINOR for backward-compatible feature changes.
Increment MAJOR for potentially non-backward-compatible feature changes.

For games there's not much of a distinction between major and minor version increments except for e.g. save files or mods being broken.
>>
>>168371825
I haven't released a game yet, so I haven't really used version numbers. Currently I just call the build based on the git version.

However I do have a plan for when I release, it will be x.x
First number is the major number, when that increments it means it's a fairly large update that could break save files. The second number is the minor number, it increments when the update is mostly just bug fixes or non save breaking changes.
>>
>>168371979
That it is, in fact, out of beta. There are lots of Rust users.
>>
>>168371992
>>168372074
If my game literally can't fail to have compatibility problems with software dependencies do I just change the version number on save files then?

my "game" only uses System, System.Collections.Generic, and System.IO from the .Net Framework so unless .Net becomes fucked I don't see shit going wrong.
>>
>>168372526
You change the major version number whenever there's anything non-backward-compatible. You can't count on there never being anything non-backward-compatible, so I would always have at least a major and minor version even if you end up always keeping it at 1.x (0.x for early access/beta/etc.).
>>
File: barterinblood.webm (474KB, 800x600px) Image search: [Google]
barterinblood.webm
474KB, 800x600px
There are some who trade in... other commodities
>>
>>168371476
I want to make the art/models for your game.
>>
>>168372074
Can confirm, this is industry standard for software versioning.
>>
>>168372847

soo... devil rooms from Binding of Isaac?

(just kidding, nothing wrong in having a room that requires sacrifice of health. Hope they offer respectively more powerful stuff)
>>
>>168372847
Gay blowjobs? Hugs?
>>
>>168372847
Chewed cashews? Elvis impersonator memorabilia?
>>
When I try to texture in blender, everything seems really fuzzy. How do I make a hard line difference between two faces?
>>
Asesprite - is there a way to bucket erase?
>>
>>168373403
Change your color to 0-Alpha, use bucket.
>>
File: epilogo shot.png (352KB, 666x637px) Image search: [Google]
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hey guys...
I´m new at game dev... agile with design and pixel art, but so noob at programing
So, I want to start to create a rpg like
some friends told me rpg maker MV is good for it...
Is this true /agdg/?
Or which is a better option for start?
>>
Best way to handle a follower in a sidescroller in Unity?
>>
>>168373552
Fake it hard.
>>
happy birthday to you
happy birthday to you
happy birthday /agdg/ in /vg/
happy birthday to you
>>
>>168373608
How would I fake that
>>
>>168373525
thanks!
>>
>>168363172
Skullgirls's soundtrack is a very good example of a good OST that doesn't fit the game (as well as it could've).
>>
>>168372847
It's OTT Juicing the new indie meme?
>>
>>168373550
rpg maker has its own general that will be much more hospitable to you if it ends up being the tool that you use

it is an extremely limited tool if you want to make anything other than a jrpg or jrpg-dungeon walking sim

learning (real, or at least real-er than rpg maker) programming, even something like game programming, would be of more service to you than you likely anticipate

the choice is yours
>>
>>168373550
If you want to make a (j)rpg, using that tool for it isn't wrong. /rpgmg/ has more info for you.
>>
>>168372847
So the HP number, the number in the back is the max, and the number in the front is the current, right?
>>
>>168373706
Basically just make them copy the player entirely with a slight delay.
>>
>>168373550
I suggest monogame and c#, its really easy after a few tutorials
>>
>>168373951
Yeah I thought about that but I feel like it seems really hacky. I'll give it a shot thanks.
>>
>>168374105
Anything else is going to be extremely difficult without much real benefit.

There's a reason games with a lot of jumping around and interactive environments usually go with flying companions.
>>
>>168332668
I think you mean Cops jam
>>
>>168373552
>>168374105
Surely your game has enemies with ai that is sophisticated enough to track the player through the level, right? RIGHT? Just use that pathfinding code that you definitely have (but seriously, program some real pathfinding).
>>
Is there a list anywhere of all copyrighted game mechanics? I know loading screen minigames were under copyright until recently
>>
>code you wrote literally 4 years ago solves a problem and can be used with 0 changes needed

thank you past me
>>
>>168374474
Loading screen minigames are not a game mechanic.
Game mechanics can not be copyrighted, only tech.
>>
File: IMG_0087.png (335KB, 633x758px) Image search: [Google]
IMG_0087.png
335KB, 633x758px
C++ OR C# WHICH ONE SHOULD I LEARN REEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>168374591
D
>>
>>168374561
https://www.google.com/search?q=loading+screen+mini+game+patent&ie=utf-8&oe=utf-8

pedant
>>
>>168374561
I should have said patent, not copyright
Mechanics CAN get patented
http://www.gamasutra.com/blogs/DavidHoppe/20150109/233806/2015_The_Year_We_Get_Loading_Screen_MiniGames_Back.php
>>
>>168374561
So can you make a minigame loading screen or cant you?
>>
>>168373918
right.
>>
>>168374591
Do you want to use Unity or UE4? If neither, since you have to ask, C#.
>>
>>168374591
COBOL is the only way to make game.
>>
>>168374662
As of 2015 you're allowed to
>>
>>168374705
Which one is better for pixel-art games?
>>
File: 1452966781155.jpg (20KB, 418x359px) Image search: [Google]
1452966781155.jpg
20KB, 418x359px
>>168374591
C++

But seriously, choose your engine, then your language
>>
>>168374662
If you can pull it off without using any techniques that are currently patented, yes.

>>168374650
>pedant
That's law for you.
>>
>>168374685
That's kind of unintuitive. Usually the current comes before or above the max since that's how fractions are written.
>>
Is it a mistake to make a linear adventure game like monkey island?
>>
>>168374892
You were a mistake. Make the game.
>>
>>168344706
Dixie: Automata
>>
>>168374837
Gamemaker
>>
>>168374892
There's a fairly saturated market for that if your looking to actually make something from it
>>
>>168374837
Doesn't make a difference in the slightest unless you're making a seriously taxing game and are willing to go really far for optimization.
>>
>>168374845
>That's *shitposting for you.
>>
>>168374892
Only if you don't learn from the genre's mistakes. MI I-III had none apart from that monkey wrench debacle on the international stage.
>>
>>168374430
Nope! Idek where to start maybe I'll look into that instead.
>>
>>168375025
>law is not the most pedantic aspect of life, where even a single misplaced letter can void millions of $ in contracts
Whatever lets you sleep at night.
>>
File: loderunner_navmesh.png (352KB, 640x805px) Image search: [Google]
loderunner_navmesh.png
352KB, 640x805px
>>168375112
>>
>>168330148
>>168330463
>they're still here

mods


MOOOOOOOODS
>>
>tfw realized my game idea is actually just a story idea and I don't know how to turn it into a game
Wat do
>>
>>168375365
if you weren't shitposting you would've told us what the idea is

faggot
>>
>>168373232
It's an elegant design, definitely one of my favorite concepts in BoI
>>
>>168375450
But someone will steal
>>
>>168370481
What if the displacement the player is trying to achieve would put them beyond the wall? i.e, the player is travelling at 64px/frame but the walls are 32px wide
>>
Which engine/language is the easiest to learn in a short time?
>>
>>168375501
Check at intervals, raycasts, whatever the fuck you want.
>>
File: hp.png (921B, 103x60px) Image search: [Google]
hp.png
921B, 103x60px
>>168374884
alright.
>>
>>168375779
I don't get why you wouldn't do
X / X
like a normal UI designer.
>>
>>168375562
a carburetor engine lol
>>
>>168375779
He was right to critique and that looks better, so "alright".
>>
>>168375779
Yes, that's much more clear. Before, my brain was constantly fighting itself over whether it was one way or the other because of the two different cues.
>>
>>168375501
Extend the player's bounding box to encompass its before and after position. Since you check the axes separately there's no issue.
>>
http://www.patentarcade.com/p/patents.html
better search and make sure you won't get C&D'd
>>
>>168376010
i mean, yeah, hence why i changed it. it's not an "alright you asshole", it's an "oh, alright".
>>
>>168373550
if you're new to gamedev, don't start with an RPG
>>
>>168376450
alright.
>>
>>168375950
is that true

carbs seem complx
>>
>>168376661
If you're too casual for starch you should stick with glucose, pleb.
>>
File: 1456251864084.png (43KB, 410x550px) Image search: [Google]
1456251864084.png
43KB, 410x550px
>think I did a good job box modeling
>only work on it from one angle
>3d reveal

I dont know what I expected
>>
>>168376751
I was hoping that joke would be made
>>
How do I into custom level save format?
>>
how many hours of content do you need for $10 to be justifiable?
>>
>>168375649
I was thinking raycasts
>>
>>168376961
What kinds of data does a level consist of?
>>
>>168377097
Well it's for a tower defense sort of game. So I'd need to save the tile types, and the enemy waves
>>
>>168377092
im more interested in the quality of those hours.
>>
>>168376961
>>168377097
depends on the engine type. 2d games would ideally save the levels as an array with entities being stored in a list containing their locations and other misc values.
>>
>>168377092
5 hours is good for me. But something less, like 3 hours, could be fine if it's high quality.
Alternatively have very good modding support to allow the community to make extra content for you.
>>
>>168377340
You can use binary pretty easily for this. Write two integers for the map size, then dump the array of tile types (assuming they're not pointers), then write an integer for the number of waves, then dump the array of waves, etc.
>>
>>168376961
I wrote a bit about it on my blog:

https://collinoswalt.com/post.php?pid=10

and here's my unfinished map editor:

https://collinoswalt.com/MapMaker/MapMaker.html

I think typing `save();` in the javascript console will give you the untitled map file
>>
rate my wacky boss intro theme
http://vocaroo.com/i/s1bkUdpwNeei
>>
>>168377694
I don't know how to tell you this, but that is very bad.
>>
>>168377694
It's muddy AND clips, good job.
>>
>>168377694
I hope this isn't the final instrumentation, because I've heard songs played with printer motors that sound better than this.
>>
>>168370481
>no slopes tutorial
>>
>>168378196
Not worth translating such a small tutorial to japanese.
>>
>>168377694
it's not even wacky
>>
>>168378196
Slopes are tricky, and there's no one way to handle them.
>>
>>168378305
???
>>
>>168378459
Slopes is a racist slur for asian people. He was making a pun
>>
>>168378542
Know any non-racist slurs for asian people?
>>
>>168378305
KEK
>>
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interfacechanges.png
486KB, 1123x629px
>>168338481
Thanks. I should probably update those playlists with new content at some point.

Got some polish done on the game's UI; narration boxes are now a little more fancy. Still figuring out what I want to do with the general style of those interfaces though.

>>168377694
Anon, please. Upload the original track somewhere and I promise I'll give you a version that doesn't clip to hell and back and sounds oldschool like you want it to.
>>
rate my 8 bit grim shop theme
https://clyp.it/gzcwkel2
>>
>>168378730
A non racist slur is an oxymoron, much like an honest chinaman.
>>
>>168326658
"Bookmarked" things not showing up in the list of bookmarks. The "bookmark this item" component was running as soon as the game was started, but the bookmark program takes a little while before it runs so it was missing the signal that a new bookmark should be added.
>>
>>168378850
This is good, but it seems like there's a few parts in the song where you don't know what to do so you sort of ramble
>>
>>168378850
There's a lot of chord progressions that are "off" and some dissonance between the bassline and melody. Overall not bad.
>>
>>168374591
>wojack
>reee
dummy
>>
>>168378850
Wanders around a lot, like you weren't quite sure how you wanted it to sound. A few weird transitions between verses.

Otherwise it's not too bad. It's not fantastic but it's not too unpleasant t o listen to as background music for an unimportant/quickly visited area.
>>
>>168379095
which ones sound off?
>>
>>168379536
Just listen to it. There are some moments where you expect one note and a completely different one comes out. There's a certain formula to writing progressions and if you break it (without knowing exactly what you are doing and that it will sound alright) it will sound bad.
>>
>>168379726
be a dear and point some out
>>
>>168379803
0:18
0:31
>>
>>168379992
thanks
>>
File: 1484260153174.jpg (123KB, 409x1080px) Image search: [Google]
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123KB, 409x1080px
is it cliche to have the player and the main character believe their an android and have them act coldly, slowly gaining emotions and a sense of self, and then reveal that she was human this whole time when she takes near fatal damage. she never regains her memories and has to live with her initial memory imprint/programming and her new experiences.

I'm a sucker for dramatic reveals.
>>
>>168380185
I would almost certainly think that was retarded. That's some Tales of Symphonia tier plot twist.
>>
>>168380301
what if I pull a blade runner and never outright say that shes human or android?
>>
new thread
>>168380402
>>168380402
>>168380402
new thread
>>
>>168343027
Damn this looks really good
>>
>>168380185
>they were just an aspie
kek, I like it, can relate
The thing about memory loss seems meh unless its necessary for other parts of the story to work
>>
>>168377694
never use vocaroo for music anon
Thread posts: 768
Thread images: 154


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