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/agdg/ - Amateur Game Development General

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Thread replies: 760
Thread images: 147

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To boldly go where no dev has been before.

> 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
>>168433024

> 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
>>
Professional idea guy here willing to help all video game makers for free

Ask me anything
>>
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What progress of yours will grace this thread?
>>
>>168475913
Hopefully mechanical or stage progress in the next day or so.
>>
Repost from the end of last thread.
Quick question for the thread incase anyone has been in my situation before.
I am currently working on a turn based rpg reminiscent of early SMT games, dungeons would be viewed from a first person perspective, but then it will switch to a separate format for the actual combat.
I was wondering if there are any resources for going about implementing this system, and what the best program would be to design a game like this (or if I would have to make one from scratch)
>>
Anybody know how these are?
http://catlikecoding.com/unity/tutorials/
>>
>>168475913
I figured out animation in unity, of course I also but in the frames for one of them backwards...
>>
>>168475913
I'm going to bed soon. But tomorrow I'll start making progress! I haven't devved in weeks.
>>
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Got my first terrain up and running, with mountains (brown), hills (ochre), plains (light green), forests (dark green), and water (violet). At the moment just a random pick per tile.
Water can not be traversed and links are detected and severed accordingly.
Also got the first GUI for overlays on the right.
>>
>>168475913
If I can finish my pathfinding, I guess I'll post it
>>
>>168476121
I only know of recommendations for them.
>>
What's up /agdg/? I am taking a quick census regarding 3d platformer collectathon games. If you could take a short minute to answer the following questions and share your opinions I'd be most grateful. Please feel free to answer in as much or little words as you want.
>1.What do you enjoy most about the genre? What do you think improvements could be made towards it?
>2. What is your favorite collectathon game? What is it you enjoyed most about said game and how it was implemented?
>3.What was it that made the genre fun for you? This does not limit to gameplay, visuals/sounds, or mechanics.
>4. The genre has changed and aged, just as any does, since the dawn of the 3d era. Has it changed for the better or worse, why, and how?
>5. There has been a resurgence of the 3d collectathon genre, particularity with indie devs and kickstarter programs. Based on what you've seen of these projects do you like the direction of them, and would they possibly better the genre or worsen it?
>6. What are some bad elements of collectathon games that are overused/unneeded, and examples of such? How do you think these elements could be improved?
If anyone also wants to elicit any discussion on the subject of collectathons, I would be more than happy to talk about mechanics, design, or other elements.
>>
>just came up with an amazing original concept
>really motivated to make game
>it's bedtime and I don't want to fuck up my schedule

Help
>>
>>168476121
Just looking at the overall presentation and topics covered, seems like they're pretty decent.

I imagine your coding skills would have to already be intermediate or higher, though.
>>
>>168476671
Write it down, get hyped again tomorrow.
>>
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>>168475901
that's funny, I was just reading this article and considering using a shader like it. http://www.gamasutra.com/blogs/RaduMuresan/20150804/250403/Achieving_a_quotwalls_on_firequot_effect_using_simple_shader_changes.php

I like "squigg" as a name
>>
>>168476671
write it down, do it tomorrow, read fiction 15 mins to flush your mind.
>>
>>168476671
sure, tell it to me and I'll make it for ya, bud
>>
>>168476746
I did, I wrote down pages of shit and made some drawing mockups

I hope to fucking God I'm not the lazy piece of shit I always am in the morning
>>
>>168476601
>>168476679
Yeah. They seem pretty good and on the comprehensive side, if a bit complex for beginners. I'm planning to go through them tomorrow unless somebody says they're particularly awful. Would it be worth posting back with how I actually found them in practice if I do? I notice the tutorial bit on the website is a bit sparse.

Who runs the website? There much work for it going on?
>>
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>>168476190
noice, saved
>>168475285
fishmen are invading coastal japan
>>168475337
done!
>>
>>168476850
Post about it in the thread tomorrow, fag. I'll be looking for you. You can make it dude.
>>
>>168476902
Doorknobs become carnivorous, victims need a helping hand.
>>
>>168476790
Huh sweet, thanks for the link. I was trying to find a better way to make the effect I was going for.
>>
Hear me out- any place where you are confined for a lifestyle can make for an RPG setting
>boarding school
>prison
>village/countryside
>military base
>>
>tfw a really good programmer and have unique ideas to make a game
>waiting for my talented artist friend to have free time so she can draw all the characters and level designs to work with
>>
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>>168476902
Nice~
I'm counting this as a yesdev moment for me.
>>
>>168477085
how did you do the one on the squigg? I like how it shimmers
>>
>>168477116
>catholic monastery

>hippie commune

>cruise ship that got lost at sea
>>
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made a modern snap to over the shoulder style control scheme for guns.

fucking shadowplay broke again so not the best quality.
>>
>>168477321
>hippie commune
That reminds me how my brother big teenage rebellion was to become a radical christian since our mum was a hippie.
>>
>>168477325
strongly reminds me of those "algorithm learns to walk" videos where the walkers get pelted with fuckhuge boxes
>>
>>168477216
The exact implementation:

Loop through the entire image, moving 6 pixels at a time.

Grab a random 3x3 near that point (+- 3 pixels)

Move the entire chunk in a +- 1 pixel direction, in one of the 8 possible directions (N NE E SE S SW W NW )

Get 5 separate pictures doing this, then string together for an animation.
>>
>>168477058
lol
>>
>>168477442
because its the same kind of thing.
>>
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>>168475913
I had a Zelda II like idea so I'm doing it out of boredom.

But strangely I'm having fun, though I'll probably drop it once I reach the "need enemies and art" part of the development process again.
>>
>>168477616
is the jab and vertical slash meant to be 2 different kinds of attacks? Like the slash is stronger bus slower? If so, I'd like to recommend instead of the slash having consistently slow speed and no startup frames, give it some startup frames and have it slash quickly (or accelerate quickly).
>>
>>168477616
find an artist friend who likes video games too I personally met a few off of reddit programming collab partners and meetups for gamedevs in my city. There is most likely a community near you in person
>>
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In which increasing lightmap resolution increases quality.
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>>168477769
Thanks, Anon!
>>
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In which they don't.
>>
>>168477950
>is the jab and vertical slash meant to be 2 different kinds of attacks? Like the slash is stronger bus slower?
Exactly, need to improve the animations later.

I'm trying to avoid getting carried away by adding combos as usual, just keeping 2 attacks, maybe 3, and a bunch of spells later.
I want to keep this as simple as possible.
>>
>>168475913
I'm not participating in any code jams, but I figured I'd post some progress. I know it looks bleh but I'm focusing on UI functionality at this stage of my item system's development.

Here I do normal drag and drop and stack split with "stickydrag" and "stickydrop" (i.e. you have to click to drop), within the same container and within different ones.
There are a couple of things I don't show, like the system preventing a stickydrop if it is performed on a full-stack of the same item or a different item while the container is full.
Item usage for consumables works, but I have no visible feedback other than the stack quantity decreasing. That's my next task, and after that comes the UI for equipment slots (the number and type of which can vary from unit-to-unit as I've designed it to already).

An unrelated, yet cool thing is that I designed this in a way that allows me to edit the asset files in the custom EditorWindows I made while play mode is active and changes will take effect immediately. This means I could make that axe non-unique in the editor and the game would be able to act upon that immediately (ex: re-hovering the item to show the correct up-to-date tooltip) without having to restart or reload assets. Most of the fields represented by an item are actually held in a single location; the memory footprint is much smaller because even if I had 1000 health potions, almost all of their fields are just references to a singular readonly data object (assigned only when the item is created).

Furthermore, models and views are separated by adapters; derived EventArgs classes with EventHandlers are used for most communication. I use Unity's EventSystem for a couple of things, like the initial pointer actions and button presses; that's probably like 10% of the events being sent around.

It took a while, but I'm moving forward more quickly now.
>>
>>168478262
In that case, in addition to my previous suggestion, you could go the route many top-down Zeldas go, and have a basic jab/slash followed by a charged swing/attack by holding and charging the button. It doesn't have to be along the horizontal plane either, since the Z direction is useless here. Could be across the XY plane.
>>
How do you make sex a part of gameplay?
>>
>>168478452
A charge attack for the 3rd attack?

I actually like that idea a lot, adds another attack that is optional but useful. Thanks.
>>
>>168478171
>dat tit jiggle
subtle
>>
>tfw toaster PC can't handle sculpting 1 million polygons in blender
>>
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>>168478690
>polygons
What's that in units of triangles?
>>
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>>168478778
>>
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I got a menu working. I'm not gonna make it.
>>
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Now when the weapon arc hits a collider it has a little knockback and particle effect.

Also added a fade for the weapon arc so it doesn't simply delete itself after a few seconds in air.
>>
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>>168478953
>maining blue block
I believe in you!
>>
>>168478894
that screencap's actually pretty funny
>>
>>168478690
you shouldn't even have over 10k polys.
>>
>>168478778
sorry meant tris
>>
Using unity in 2d can I have a base sprite (ie naked/bald body) then overlay hair and clothes separately?
I'd like players to be able to have options but I don't want to draw up full sprites for each one.
>>
>>168479232
Lolwut, Spyro 1 had maps of 35k tris
>>
>>168478597
make it as part of the combat or something. Note that this does not work well at all with stuff that isn't turn-based because being able to continue at your pace is important.

you're better off asking the /d/ or /aco/ chapters of /agdg/
>>
>>168471227
>try going to a real art/music/programming community and ask opinion of professionals to completely slay you
Why? I don't make things for other professionals to shit on I make them because fans like it.

I'll never understand the need by some to fit in with what they imagine to be their peers. Fuck your peers. They're just competition (and not strong competition either).

>>168472345
>not everyone is a winner
So true.
>>
>>168479592
>mapping in blender

what
>>
>>168479663
Ironic.
>Fuck your peers.
Fuck you too, anon.
>>
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>>168479671
That's what I do
>>
>>168479671
It really isn't that hard.

>>168480010
Neat. I'm glad I'm making a game that won't need that level of map detail though...no offense.
>>
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>>168480010
>tfw laying out colliders for that
>>
>>168480082
it's not that it's hard you're just going to have shit optimization with a single map model no?

personally I'd make a bunch of models I could setup individually and move around instead of in one set.
>>
>>168476059
I haven't played the early SMT games, but I;\'m making my rpg in Unity. Lewdest Labyrinth was made in Unity too.
>>
>>168480082
What do you use for mapping?
I've never tried an actual mapping tool before.
>>
any good Blender tutorials you guys recommend?
>>
>>168479581
Make a child gameobject and attach a sprite component to it, then position it at the top of the head?
Then you can use code to assign the sprite at runtime.
That's my initial instinct; maybe there's some special unity feature.
>>
>>168480290
go through the cgcookie beginner stuff

then get
Mastering Modeling in Blender – Workshop

you will be a pro.
all of this can be pirated
>>
>>168480290
This is the perfect starter tutorial:

https://www.youtube.com/watch?v=DiIoWrOlIRw
>>
Starting out with Unity, but it's not my first engine.

Are there any must have free tools or plugins?

For paid, I know Shaderforge and Rewired are pretty useful.
>>
>>168480527
thanks bro this is a pretty good one
>>
Hi guys, I don't really come here and I'm sure you've been asked before, some of you likely already have someone to help you with this or are taking care of it yourself, but does anyone need someone to provide music for what you are working on? I am a musician trying to make some money and this is the only place I could find and think of to ask.
>>
>>168481251
post soundcloud
>>
Does anyone know a good tutorial for low poly texturing? Doesn't even need to be a tutorial just a vid of a guy.
>>
>>168481387
too broad, what do you want to texture? what materials?
>>
>>168481251
I'm sure a few people here are looking for music. Usually, you'll want to post a sample of your work or genres you are comfortable with.

There used to be an agdg soundcloud page, I can't find it for some reason, though
>>
>>168481485
characters probably. and when I mean materials I mean UV stuff.

I know the basics very well but getting that detail is a problem.
>>
>>168481319
Uh, well, I don't have a soundcloud exactly. I did a while ago but I deleted it. I figured you could just show me something or tell me some aspects about your game and we would go from there.
>>
>>168481687
That's not how this works. You need to show what you can do.
>>
>>168481565
I see. I could try to dig for a recording or make a new one if you like. I think I could pretty well compose for just about any style, I have been mostly studying classical music lately.
>>
>>168481614
it's not really any different for low res stuff

they key is to make sure your UV islands are square and aligned to the grid so that the pixels can pick them up. i suggest going over to models-resource.com and downloading the kind of models you want to replicate

for your low poly UV stuff, take a look at the Mega Man Powered Up models on the PSP, i think they were 128x128 pixels and the UVs are professionally done.

hope this helps.
>>
>>168480363
Thanks bud but it seems like I'm just gonna have to bite the bullet and keep it simple.
>>
>>168481768
this
>>
>>168481865
>for your low poly UV stuff, take a look at the Mega Man Powered Up models on the PSP, i think they were 128x128 pixels and the UVs are professionally done.

that sounds good thank you anon.
>>
>>168481906
Dude, what >>168481906 said is EXTREMELY simple. Parenting gameobjects and changing sprites in code is easy.
>>
>>168481251
>>168481687
points for creativity, i guess
>>
lets collab guys

how would we actually accomplish a successful agdg small game collab of 5 levels game
>>
>>168481565
>>168481768
>>168482043
Okay guys give me a little bit, I am in the living room right now, going to go set up my laptop and microphone in my room.
>>
>>168482183
Most likely AGDG collab to succeed is a ghetto rigged minigame compilation with a fixed theme.
>>
>>168482183
One person codes it while 4 make levels.

I guess art and music could be delegated among the level designers.
>>
>>168482335
alright this is a good start

what kinds of mini game?

what themes does agdg like?

>>168482356
how would we communicate effectively
>>
>>168482041
But I'm not very good at this...
>>
>>168482506
Discord / some other chat client just use discord you fucking luddites

Unity also has built in collab support with some kind of version control now.

>>168482579
Did you try the first step of parenting one sprite to another?
>>
>>168482506
Shit like Wario Ware mini games. "click on this character's head as fast as you can, among a sea of other character heads." and the like. You know. Minigames.

As for themes... AGDG seems to like the usual shit other people like. Pirates, Space, Mechas, Loli, Ninjas, Moe Girls, etc
>>
>>168482183
>>168482335
yeah, but the separate mini games can be separate programs that are built separately otherwise it can have bugs or be too difficult to integrate it into one single program.

Like the main game is just a title screen program with continue or or new game, and then closes its window and runs the appropriate other game.

each level is then a separate program, which returns 1 or 0 based on if they beat the level or failed it.

then the launcher program makes a window again and if it was you beat the level then it records what you are up to for continue game to work, and does the same for the next one.

otherwise it says how many lives and if not continue then restart from level one.

or something like that maybe
>>
>>168482506
>how would we communicate effectively
One super dedicated coordinater, and just doing it directly in the threads.
>>
>>168482661
>just use the botnet you fucking luddites
>>
>>168482692
Launching external applications isn't too hard. As long as shit's restricted to a few tools, it shouldn't be too bad / too large.

If there's to be some sort of scoring / etc, all you have to do is save to an external file before your application/minigame closes.

>bugs
That will happen no matter what, so, whateves.
>>
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Got hair almost done. Needs a specular map and some tweaking. Next is reworking the face and body plus clothes.
>>
>>168482661
Yeah I have it there.
The problem will be having it follow the player and keep up with all the animations.
>>
>>168482917
Looking nice, she's a real 'special girl'.
How are her breasts?
>>
>>168482927
what kind of animation are you using? frame by frame or skeletal?
if skeletal: its trivial to get a sprite to follow the right limb, but hard to look nice
if frame by frame: you have to really constrain the kinds of animation that you do.

you might be right, easier to keep it simple. but i wanted to push back against the attitude that it's hard. the coding part of this is very trivial in unity
>>
Should I make a 2d game or 3d game?
>>
>>168483103
Yes.
>>
What are good dungeon generating algorithms?
>>
>>168483103
2.5
>>
>>168483103
2D.
>>
>>168483069
Frame by frame, it's 2d.
I get what you mean man and that's good to hear since I'm just learning to code but this game is going to need the animations.

Ideally I'd get an artist on board but I don't see it happening.
>>
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Good night aggies
>>
How I make MMO lol?
>>
>>168483401
G'night
>>
>>168483401
Goodnight, Theonian. Dream of whatever... sad and terrible nightmare you are cultivating within your mind... and hope it doesn't leak out into your waking world.
>>
>>168483340
http://gaurav.munjal.us/Universal-LPC-Spritesheet-Character-Generator/

So this is a rough guide to the amount of work that you would have to do, and this is with classic rpg sprites with rather limited animation. You can use simpler style and fewer frames and fewer animations to reduce the workload
>>
>>168482803
yeah that's right


the app could show global highscores using http://redis4you.com/ free tier or something like that
>>
lets think of a fun mini game we could all contribute towards that is small and easy but fun and addicting
>>
>>168482702
>doing it directly in the threads.
Everyone involved would need to wear tripcodes and you would turn the thread into an instant messager. Fuck that.
>>
>>168483573
Hmm, I'm not sure...
>>
>>168483573
Code a multiplayer module
>>
>>168483005
I'm thinking of turning her into a magician sniper cowgirl with a nice rack right now but my feelings are fleeting so don't take my word for it.
>>
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>numbers can be converted to strings
My mind is full of fucks
why would you need this?
>>
>>168483904
>Everyone involved would need to wear tripcodes

no they dont, just do it

like, i had an idea about it so ill make one
>>
>>168483748
I could use the sprites from there by that license right?
I mean people might give me shit for it but atleast it would cut down on alot of the work.
>>
>>168484226
I've been using that a lot recently for a settings.cfg file that can be edited in any text editor. The game parses the values when loading.
>>
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>numbers can have a value below zero
I don't need that kind of negativity in my life.
>>
>>168484350
You can, but IIRC GPL is a viral license. Your game would have to be GPL too.

I don't think you'll get shit, if your gameplay is good. It would be more acceptable in something like a deep roguelike.
>>
>>168484463
TEE HEE
>>
>>168484587
I think that only means edits to the sprites/the finished sprites in this case? It's not clear.
I'd be all up for it then since it's like 70% of the work.
>>
>>168484853
It's a good question. I really don't remember the license specifics.

Also, gpl code slips into commercial products sometimes, and I don't know how it's enforced in court.
>>
>>168484463
lol
>>
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>>168483186
Anyone? Please?
>>
Just had a great idea for a game

A new sidescroller with shitty pixel art and dark souls pandering
>>
>>168485232
There aren't any.

There are some decent guides out there for general proc gen, though. Get googling.
>>
>>168485232
Assuming tile based, combinations of BSP trees and perlin noise work nicely.
>>
>>168485358
>>168485360
Alright I'll look into it. Was just wondering if there was a favourite amongst people here.

>>168485258
What is salt and sanctuary?
>>
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>>168485258
I mean it isn't pixel art but...
>>
>>168484980
I read through them and it only talks about modifying/redistributing the art/program no things containing it.
>>
>>168485258
>>168485486
>>168485458
There were some mechanics that didn't work so hot in S&S, so make sure to fix those.

Tumbling got real wonky for bosses. Like it was neat and all to have tumbling, but it's a much different beast when you only have 2 directions to tumble in. Kinda dumb that you just get stuck tumbling into bosses, but with no real cues to let you know when or where you'll be able to tumble.

Also heavy armor is basically a wasted stat until you dump a whole NG worth of stats into it (or more...) What the fuck is that.
>>
post some of your art or graphics
>>
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>>168485798
ok but they're shit
>>
What do you guys think of this idea.
>HTML5 "MMO"
>Dungeons and the world are instance based like diablo or monster hunter and party sizes range between 4-6 players
>Towns are not instance based and serve as hubs for trading and forming parties
>Diablo-style loot system
>ALTTP/Zelda 1 gameplay
started working on an online game framework in HTML5 but I don't know 100% what type of game I wanna make. This seems pretty comfy but I am open to suggestions.
>>
>>168485914
>ALTTP/Zelda 1 gameplay
RIP Anons game, died stillborn. Cause of death: Unresolvable lag issues.
>>
>>168476620
>1.
If by 3D platformer you mean things like Super Mario 64, then sadly, I'm not fan of this genre. Maybe I haven't played enough titles, but when I think about a platformer, I need thight controls and good, energetic motion, some sort of rythym. Like I love how fast I can breeze trough a DKC level. A 3D platformer feels slow and often unresponsive, and half the time you are just trying to figure out the camera position. About the camera: in 2D you see everything which is necesarry to know to solve the issue at hand, however in 3D, if the camera is not right, someone might just ambush you from behind etc. If you consider games like the new Thomb Raiders as platformers, then it could work, but they are more like quick time event games when it comes to platforming.
>2.
I don't have any. I usually hate collecting if the whole purpose of the game is collecting. Disguise that thing! Like WoW is basically a collectathon (every quest is get X thing at Y place), but at least they hide it behind some lore and good atmosphere. Simply collecting coins and bananas is just boring for me.
>3.
I start to feel like I'm not your guy for this poll, sorry.
>4.
Damn, now I feel like I'm just wasting your time. I have no idea, anon, I'm so sorry.
>5.
If there's an audiance for it, sure, why wouldn't they develop these? But I'm usually not a fan of KickStarters, not to mention KickStarters which are cashing in on the nostalgia factor (like that Yooka-Laylee coming up soon). Just make games and try to make them fun. Leave the "resurrecting of a genre" bullshit for the marketing guys.
>6.
I don't know, sorry.
>>
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>>168485798
>>
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>>168485798
how do i into gui
>>
>>168486051
does he have a talking animation?
>>
>>168485632
I think the best way to deal with dodging in a 2d sense is to do something like smash bros. Spot dodge and rolling. You couldn't roll past a boss if its attacking or blocking though. Spot dodge would be a riskier move (less stamina but less i-frames, shorter duration) but you're within attack range and can follow up if need be.
On top of parrying and blocking of course.
>>
>>168486085
I haven't seen that in action, but at least from what you described, it sounds perfect.
>>
>>168486057
have moments where the stats and stuff come on screen, but disappear when unneeded. Think how health pops up in Mario games.
>>
>>168485914
What is Realm of the Mad God

Good times
>>
>>168485998
I was thinking not having the server be too authoritative and just do little checks here and there to hopefully stop cheaters
>>
>>168486154
Realm of the Lag Gods
>>
>>168485914
>HTML5 "MMO"
No.
>>
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>>168485798
>>
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Working on a shit but less-shit-than-previously-shit UI for combat.
Also hi don't think I've posted in the thread in a while.
>>
>>168486430
Looks like one of those cake knives.
>>
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>>168485798
>this isn't even for my main game
>>
>>168486463
you have pretty decent pixel art

teach us your ways
>>
>>168486463
Looks real slow, Anon

I mean it looks good, too, but yeah.
>>
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>>168486082
>>
So what LPers/streamers are you sending your game to /agdg/? Don't you want that publicity? It's free marketing
>>
Video James.
>>
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Been working hard on a new region of the game. It's the Frogtown Pipeworks. It has a lot of pipes that you can jump into that will pull you through them. I'm driving hard at finishing the world, at least its basic structure and design. My roadmap to completing the game:

- Weapon System. Will have a total of 3 special weapons. Two are implemented, but could use some polish.

- Energy Nugget System. This is a system where throughout the world are doors and breakable that require a certain amount of the floating energy nuggets you pick up as you run around. Haven't started this but it shouldn't be too hard. I can probably crack it out in a couple days.

- Enemies. I have around a half dozen enemies that are relatively finished. I want about a half dozen more. This is a big chunk of the remaining work.

- World Design. There is one more region to create that I haven't even started. Then one that is 1/3 of the way done. The others are done but could use a bit of polish (and better enemy placement once more enemies are done)

- Starting area NPC. This one will follow most of the other things, as she will be commenting on what is happening and helping you out and stuff. Most of the systems for her are in place, but I want to wait on the content because it depends on everything else.

Then the game will be finished. That's not too bad... right?
>>
>>168486520
Is this inspired Witch Anime?
>>168486570
nice
>>
>>168486958
Yep.
>>
>>168487080
that's cool. I like Witch Anime.
>>
I'm going to make mario party but with strategic depth
>>
>>168486613
People who enjoy the sort of games I make are to intelligent too watch LPers so it's just a waste of time.
>>
>>168486345
Why?
>>
>>168487154
I had an idea for a Mario Party-style minigame. It's called Crucifix Crux. Each player is tied to a giant wooden has so much health. You have to break free of the ropes tying you before you lose all your health by people throwing stones at you. There'll also be a time limit, but also a dodging mechanic for avoiding some stones.
>>
>>168486549
Make [thing] until you like it, and then redo it/touch it up in 3 weeks, repeat forever ad infinitum and then abandon a dozen projects all with completely different styles to build a personal portfolio/ experiment and then learn colors I guess I don't know.

>>168486561
Well of course its going to look slow, I don't have animations put in yet to supplement what is essentially a long list of lerps and slerps defining everything.
Functionality is the only thing I'm working towards right now.
>>
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>>168485798
The artist for our collab game gave me this today. I like it. I dunno if I was supposed to share it.
>>
>>168485561
The entire program is considered a modification of it. If you put in one line of GPL code into a program the entire thing has to be GPL. Its incompatible with pretty much every single game engine and library and should be treated like the plague for games.
>>
>>168487529
Rood dood.
Looks like it'll be one outfit then.
>>
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>>168487406
Also, progress, got tower target priority working.
>>
>>168486017
Thank you for taking the time to do the survey. As someone who doesn't seem very partial to the type of games, it especially means a lot to me.
If I may ask a few more personalized questions to you (or anyone else who feels they'd like to chime in).
>1. Do you appreciate sandbox-style levels? And if so what are some things you do/do not like seeing in them?
>2. How much can you tolerate minigames? Do you enjoy them,, hate them, or somewhere in the middle?
>3. If given the chance how often are you willing to sidequest? If you require an incentive, what kind of incentive would you like?
>4.How do you feel about games with multiple characters, that you may switch in or out at will? Do you care to play as everyone, or try to find that one favorite and stick with them?
>>
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>>168475732
I have a problem like in the image: http://pastebin.com/bSHrfKfF

I want to reduce/remove code duplication. I've got ideas on how it can be done, but none are satisfactory. They tend to get messy fast. How would you remove code duplication in this case?

More importantly, how would you implement the idea of doing the same operation on coordinates, where the coordinate pair are flipped such as this case illustrates? This code is just an example, but it is based on a problem I run into often and can't find a great answer.
>>
A good sounding, memorable name helps to standout.
it carries the vibe/mood and idea of the game/genre…

Here are a few things to consider when choosing a name for a game:

Memorable – Is the name easy to remember?
Pronouncing – Is the name easy to pronounce?
Phonetic – Does the name sound good when spelled out?
Association – Does the name ring a bell (genre conventions)
Protectable – Is the name protectable and searchable?
Length – Is the name not too long? (What was the name again?)
>>
>>168481768
Sorry it took so long, I started to record a song I have been learning but then realized you probably want to hear something I wrote. I took out a hard drive and hooked up to look for an old recording but it got deleted I guess so I just re-recorded it. Anyway, this first piece is actually inspired by an idea I had for a game, the second is an excerpt from my arrangement of a classical theme.

"Overworld Theme"

https://clyp.it/4ahqgeyx

"La Follia"

https://clyp.it/osy5o1f4
>>
>>168487951
>>168481565
>>168481768
>>168482043
Whoops, meant to link to all of you, boy I am fucking up left and right today.
>>
>>168487951
It won't play for me, it's been 'loading' for a few minutes, already tried reloading of course.
>>
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Why is this an error? My first time using Unity, I even copied the text from the completed script but it still wont work
>>
>>168488339
You probably forgot a } right above it.
>>
>>168488339
Post a proper screenshot but from what I can see you have something up the top left after the bracket that shouldn't be there.
>>
>>168488417
that worked, thanks
>>
>>168487951
You're certainly not a bad player. You could probably write something clever. Good luck
>>
>>168487754
When you have code duplication, you can abstract the operation. That usually means making it into a function. But in the case you showed, it would gain you very little. If you're only doing that 6 line operation twice, abstracting would be useless. You want to abstract out code that you frequently use (more than three times, use your best judgement).

Usually you begin by abstracting out into functions. Then you abstract related functions out into classes/objects as they build up.
>>
>>168487951
Love that overworld theme. Adventure ho!!
>>
http://poll.pollcode.com/35192779_result?v
http://poll.pollcode.com/35192779_result?v
http://poll.pollcode.com/35192779_result?v
>>
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Do you think that making a game using Unity tutorials assets and advertising the said game, pretending that it's yours or that's it "only for prototyping" is good?
Pic related, the game i'm talking about
>>
>>168487754

>>168488732
I do know how to reduce duplication broadly.

I wish to know some things that could be done for less trivial examples. I can reduce the duplication to just two function calls with different parameters, but then the code looks very ugly internally.

Specifically, this sort of coordinate flipping thing comes up so often in what I am coding. You can see in this example everything is the same except the width and height parts are flipped. You see?

I tried to make a simpler example. Maybe it is too simple?
>>
>>168487734
>1.
I appreciate them if they are well designed and leave the player for multiple options to solve a given solution. If there are occasional paths with possible more loot and plus equipment, it's even better, but this kind of secret hunting is only good if it does not necesarry to complete the game. But what I really adore if there are hidden story elements. Like in said WoW, you can always discover some statue or a secret cemetary, abandoned house etc, which adds to the feeling that even if you go on a linear route, you are part of a bigger world. Or in Alien Isolation, where it requies additional puzzle solving to aquire all the data logs, which add to the story, yet not mandatory.
>2.
If it fits well with the rest of the game and not gimmicky. Like I hate the mini games in Mario 3 with a passion, but the part in HL2 where you have to play basketball with the Gravity gun is fine, or the challenge levels in Zelda: Link Between Worlds. So basically if a minigame requires you to use the skills you already have but in a different way. Things like the hacking minigames in said Alien Isolation could fly, since their kinda hacky, and also purposefully annoying and time consuming to make you sit on the edge of your seat.
>3.
It depends. Like in Far Cry games I saw no point to complete additional quests, the game was completely beatable without them. They added nothing to the story, and they just weren't as interesting as the rest of the game. However in an RPG, where I know that every piece of XP matters, I do everything which is in my reach. However here it usually annoys me after a while and makes me wish there wouldn't be any side quests, because they are not as interesting as the main story, yet you know you won't be able to beat the boss without the proper level requirement. So I'm not the fan of them, to be honest. If they are not mandatory, then I don't care, but if they are not mandatory, then they'll become boring and a drag.
>>
>>168487734
>4.
I think I haven't played enough games to do proper justice for this. I think it's fine in GTA V, also in games like FF 6, but these don't really make you decide who you want to focus on, since you have to complete everything with everyone. Yet again: I don't like the feeling of missing out something, so I would probably try to follow everything I could.
>>
>>168489337
they state in the disclaimer for those tutorials that you arent allowed to make money of the assets and they are only for learning, ofc you can just use the scripts anyhow.
>>
>>168488249
That's strange, I re-loaded it and it is working just fine for me and I have possibly the worst internet in all of 4chan.

>>168488704
Thank you

>>168489086
Thank you very much

So, can I write something for anyone?
>>
What's the best mechanic in any game?
>>
>>168490290
This one.
https://e-hentai.org/g/1011940/43ba6f464b/
>>
>>168489746
>>168489814
I see. thank you so much for your time.
>>
>>168490290
skillful movement
>>
Can anyone point me in a good direction for places to learn about:
>Death and what happens when player dies
>Spawnpoints (player and other things like enemies)
>Win conditions and scene transitions when they are met.

I'm using Unity C#, if that matters.
>>
>>168490808
>if that matters
>>
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post your boat game
>>
>>168490808
1. What genre? This affects how you program death.
2.Make a prefab for the player / monster /enemy. Make a spawner object in the scene. Add a Spawner script to the object. Add a public gameobject field, and set it to the prefab you made. When you need an enemy, call Instantiate() with that.

3. Application.LoadLevel()
>>
http://vote.pollcode.com/35192779
>Cops
>Mecha
>Construction
So Patlabor?
>>
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>>168490808
>Win conditions
>>
>>168490835
Apologies, I'm a super-beginner.

>>168490952
Ah, thanks for your help. 2D platformer, just something nice and easy to start with.
>>
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Posting this again because I'm incredibly happy with how this animation is going so far.
>>
>>168491116
Dude that all looks great, what's your game?
>>
>>168477156
why wait when you can _pay her
>>
>>168489585
I think it's fine. Abstracting out is good if you have ten similar usages, but if it's just two I'd rather leave it as is. General functions are inherently more difficult to read, no point when the gain is this small.
>>
>>168489937
Even in the case you don't make money, is it an ethical thing to use assets you don't made to promote your game?
Because i'm fucking pissed at these faggots right now
>>
>>168491089
For platformer death, I think you could either respawn the player at the beginning of the level.

Or just reload the current level, this will reset everything to its initial state.

One thing you might have to watch out for is that if you want eg health to transfer from scene to scene, unity doesnt support that out of the box. There are some solutions here, depending on EXACTLY how you structure your levels.
>>
>>168489937
Let's say you release a demo with placeholders on itch.io, can you still accept donations ?
>>
>>168486847
Look dope, Anon! Keep up the good work.
>>
>>168491727
Interesting, thanks for explaining that.
Given that I'm doing absolute basics right now, I'll probably just restart the level, as you say. But I'll be learning more complicated stuff as my game gets more complicated, so I'll get there eventually.
>>
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gauging interest in loli jam
http://poal.me/j6qr9k
>>
>>168492007
Seriously, guys, why do you push it?

Waifu jam was fine, I guess, even tough almost every game here has a waifu in it.
Lewd jam was okay, we had some fun with the idea of /h/ games. What "ruined" it was the fact that there were too many non-/agdg/ games.
But loli jam? Seriously?
>>
>>168492363
Don't worry so much.
>>
>>168492363
If you don't want to participate you don't have to
>>
>>168492363
why not?
>>
>>168492363
I'm not a fan of the idea of a loli jam either, but you can't deny it would reduce the amount of "outsiders" joining in, too.
>>
There
https://cjanssen.bitbucket.io/themegen/?
>>
>>168492616
>https://cjanssen.bitbucket.io/themegen/?
Only 3 days to go woah might be good
>>
>>168492363
I agree.
I wanted a sharkwomen jam.
>>
>>168492363
It's already decided.

But I do agree that this fucking piece of shit constantly spamming the thread with his polls is annoying.
>>
>>168492868
>It's already decided.
nope it's pirates and/or cops get over it
>>
>>168475913
None because work and snow removal forever.
>>
>>168476850
You will be, but you can push yourself to start on something.
>>
>>168492570
>>168492451
>>168492419
>>168492401
You know what? You are right. Whatever flips your boat. Besides, I have to admit, I see some potential in it. Some comfy games, raising sims etc.

However one more thing: could you, please, define loli for me?

A loli is simply a girl for me in her pre-puberty age, so from kindergarten to the end of elementary school, but as I see some puts petite, flat chested teenagers into this category as well. And I have still no idea what the term "gothic lolita" supposed to mean when I just want to find some nice skirts with lace on it, and clearly not for children.
>>
>>168477616
Cute, she's a girl and she's a wimp!
>>
Is there any good tutorial for a melee system in Unity? I can't seem to figure out any way other than just making a bunch of animations and giving them hitboxes.
>>
>>168493081
>when I just want to find some nice skirts with lace on it,
Anon, why do you look for skirts with lace on them?
>>
>>168493081
It just means what it is in the animes and shit.

Gothic Lolita is from the young girls style of dress with a gothic style. Any age can wear it.
>>
>>168493081
>However one more thing: could you, please, define loli for me?
That's an endless discussion. Ask it on /a/ and you will get tons of shitposting and fighting over it. Some people will reply is a body type, others is a age range, some that's an attitute.

That's why things like that are shitty ideas for jams.
>>
>>168493081
It's pretty much for the same reason that people use the term "pedophile" when they mean "ephebophile" and talking about jailbait or sex with teenagers.

Really the broadest definition you can get is a "petite" girl. Short stature, generally with an equally modest chest. In this category you can find normal actual children, 1000 years old vampire lolis, shortstacks, flat-chested teenagers, oppai loli and many others.

And gothic lolita is just fancy victorian/gothic attire, sometimes done with sex appeal in mind, for girls of such small stature.

Generally you can tell apart the erotic lolis from the ones that are just meant to be children by the size of their hips. Lolis meant to evoke arousal have unnatural curves for their age, stuff like pear-shaped frame and huge butt. (Which as you mentioned are really just shorter, flat-chested teenagers, but if that's what gets their dick going then who are we to judge)
>>
>>168493579
>>168493081
It's a body type, nothing else. A 10 year girl that looks like a 18 year old girl isn't a loli, and a petite girl that's actually 18 year old (like Anzu from Im@s) is still a loli.
>>
>>168493647
>not getting a boner from completely flat and curveless loli
Shame on you
>>
>>168493770
>curveless loli
no
>>
>>168480274
What does mapping mean in this context? Is it just a word for creating the model for the map? Or the whole design process?
>>
>>168493081
A little boy with a skirt, then...
>>
>>168493793
yes
https://exhentai.org/g/1027311/3e64475abc/
>>
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Updated the textures on all the aircraft so that they don't reflect too much light like a waxed car.

Also, rebindable keys are a mistake. Hopefully once I get this rebinding system up and running I don't run into too much trouble trying to get the Joysticks running.
>>
>>168493109
>she's a wimp!
Hey you take that back she's trying her best.
>>
>>168493864
nah sorry mate, I just feel like I'm looking at a plank
>>
>>168494007
Aircraftdev, does your game have cockpit view?
>>
>>168492939
This.
>>
Is it faster to check if a float is <= something or check if an object reference is null? The quicker check should go first
>>
>>168495460
Evil optimization.
Sorry to be rude but I doubt that your game is high level enough to need that kind of optimization.
>>
>>168495505
it never hurts
>>
>>168495460
IIRC <= is actually two checks in one in most language (< and if that fails =). Do the math. Always, even though it's faster in this case, it's good practice afaik to null check first, since logically if you NEED that shit that's null you can't continue further. Doesn't matter what your float is at all at that point.
>>
>>168495685
Proof please.

I would think it is hardware dependant not language.
>>
>>168494007
careful not to make them too dull looking
>>
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Quick in-engine test with placeholder textures and rig, please ignore squiggly fingers.

What's your best advice for gitting gud at Substance Painter?
>>
>>168496035
Try to develop things you see in photographs exactly. It is the facsimile of what you are doing already.
>>
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gain + sharpness concept
>>
>>168496949
>>168494007
>no reply

thank mr hiro
>>
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>that feel when you are retarded when it comes to gamedev

But at least comfy sailing dev gave me some ideas.
>>
>>168497334
>>that feel when you are retarded when it comes to gamedev
I know that feeling too well.
That water looks dope though.
>>
I'm going to close the browser and only dev today.

Wish me luck!
>>
>>168497409
See you in 2 minutes.
>>
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>>168497409
but if you closed the browser you won't see my encouragement
>>
>>168497334
You managed to gave me motion sickness in 30s.
>>
>>168497381
Thanks anon, I mostly have no idea what im doing in terms of visuals. Its a simple sine based ocean shader, with reflection and shiny dialled up. And a bit of tessellation.

Going to stick to memepoly, untill I get better at 3d.

>>168497491
Sorry, I recorded at 15fps. Will figure something better for next time.
>>
>>168497334
How do you stop the water from clipping the boat? Stencil buffer?
>>
>tfw many different ideas
>no idea which one to work on first
>>
>>168497752
Yes, I've seen some examples of that for UE, but I haven't had time to do it yet.

Will look into it after I add proper boat model and few more tweaks to shader.
Its hard to find time to learn and implement everything, but at this stage its quite fun because results are very visual.
>>
Man it's amazing just how much work you can get done when you don't have a tab open to 4chan which you check every 10 minutes. I easily made 3 days worth of progress in a single day, now time to reward myself with some beer and heavy dose of shitposting. I recommend this to everyone else.
>>
>>168498074
you can further optimize this by 4chanx with a thread watcher and automatically watching threads you post in to see if you get any replies. cuts down on a lot of wasted tabs being kept open and thus your time.
>>
>>168498074
post your progress
>>
Post Cops Jam game ideas
protip you can't cos cops is a dumb theme
>>
@168498708
stop be a faggot and come up with your own ideas
>>
>>168498708
A game where you play as a cop who needs to defend important trash cans against hordes of dumb antifa
>>
>>168498708
Filing traffic reports in a donut shop at 3am. you have to accurately fill out the reports or you loose points, if your coffee meter gets too low you start to fall asleep.
>>
>>168498852
Holy shit yes this
>>
>>168498852
I don't get it
>>
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>>168499090
>>
>>168498708
I was thinking of combining Cops Jam and Pirate Jam.

You play as a Coast Guard, defending your shores from either:
A: Somali-style modern pirates
B: Time travelling yo-ho-ho style pirates
C: Video-game pirates trying to get into the country to poison the minds of the consumerist youth.
>>
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>>168498247
special bombs +1
>>
>>168499287
Where's the game though? I only see setting.
>>
>>168498708
Post Loli Jam game ideas
protip you can't cos loli is a dumb theme
>>
Anyone know a good comprehensive Unity tutorial? Preferably a 3D one. I have access to CGPeers if that helps.

The ones on the Unity website aren't exactly that indepth..
>>
>>168499356
>thinking of

Just brainstorming. I'm still in the absolute-basics level of learning gamedev/programming so I'm not really looking to participate in a Jam just yet.

It's nice to think of concepts though. If I can at least practice that for Jams then I'll be more creative when I eventually do join in.
>>
>terrain generation algos and approaches
Speak on this
>>
>>168498708
tactical rpg about sweeping buildings as a swat team
>>
>>168499495
PÅERLIN NOICE
>>
>>168499495
Noise

Innit
>>
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>>168498708
GIGN vs Hills
>>
Is it ok to start a side project whilst collabing with someone? I just have this idea and don't know what else should I do until he delivers the assets.
>>
>>168499495
>>
>>168499741
That's how the binding of isaac was created
>>
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>>168498708
>>168499287

loli cops vs somali pirates
>>
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How do I find someone to collab with?
>>
>>168500046
1. stop posting nodev pictures, that's bound to work
2. post progress
>>
>>168500046
Just collab with yourself.
>>
>>168499840
Honto ni?

Now that you mention it. One of the Super Meat Boy guys worked on it, right?
>>
>>168500046
You looking for an artist?
>>
>>168500046
It depends. What can you offer?
>>
>>168500239
Yeah, edmund, the artist/designer for both games.
While he was working on either post-release smb or the cancelled cat game, he started isaac as a side project with one of his flash buddies
>>
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>>168500046
Post contact info I'll hit you up
>>
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How are you supposed to pay taxes from your released game's income?
>>
>>168500412
>sup /agdg/ how do i adult
>>
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hey look those platforms are moving
>>
>>168500412
you aren't
your chances of making a living on indie games are little to none
everyone knows that and that's why everyone was outraged over steam's potential 50x fee increase, because steam greenlight releases were treated as a way to make some additional pocket money rather than the main source of income, which is what gabe is trying to push now
>>
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>tfw you get another issue you don't understand

This time it's the projectiles on the left not lining up sometimes, as if there was a delay between them.
The way it spawns the projectile is just by doing a spawn projectile, rotated by an angle by default at -10 which is incremented by 5 once the projectile is spawned, and that 5 times.
The ball at the center has the same function, with the same angles but it has none of the problems.

Does anyone have a single clue as to what could be wrong ? That happens even if the character doesn't move by the way.
>>
>>168500637
if your game is only worth pocket change then it's shit
>>
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>>168500637
>most peoples chances of making a living on indie games are little to none
Correction
>>
>>168500706
What engine and what specific code are you using to spawn projectiles?
>>
>>168500637
>your chances of making a living on indie games are little to none
Sure, if you're a loser with no talent with no desire to improve and no respect for his work.
Oh wait, it's incredibly easy to make money if you actually make something worthwhile.
>>
>>168500798
does furry bait count as worthwhile?
>>
>>168500896
only if your cat is huggable
>>
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>>168500764
UE4
Pic related is what the function I made looks like. It's called as long as the player is holding down the fire key (or in the case of the enemy, as long as it has more than X healthpoints or until a certain delay)
I'm looking at the projectiles to see if there's a difference that shouldn't be there but I can't find any either
>>
>>168500412
You hire an accountant to do as much tax avoidance as legally possible
>>
>>168499768
i second this. it gives a great foundation for anyone to expand on. the only problem i had with this book was the renderman shaders, far from a big deal, but it does show its age though.
>>
>>168500798
I am still waiting for someone to post a good game that didn't make at least 10,000 dollars

Indie games being failures ONLY applies to shitty developers.
>>
>>168500708
>>168500710
>>168500798
life is not a fairytale
actually succeeding financially and gathering decent sales and popularity is a lottery. the quality of your shilling matters here more than the quality of your game
>>
>>168501140
The only way to shill a turd is to have a massive budget
>>
>>168501140
not my fault your game is shit and you can't figure out marketing

git gud
>>
>>168501039
Know anything cool more up to date?
>>
>>168501101
ahem
http://store.steampowered.com/app/343150
>>
>>168501262
>Mostly Negative (26 reviews)

This is Steam by the way, where even the biggest piles of absolute shit receive "Mostly Positive"
>>
>>168501319
anon stop you're hurting his ego, oh wait this is 4chan
>>168501262
WOW A PLATFORMER WHERE YOU JUMP AND SHOOT HOW ORIGINAL NICE GRAPHICS BRO U FUCKING FAGGOT LMAO
>>
>>168501140
If you make smart decisions and have a quality product you're gonna be living in easy mode.
Where most retards fail is wasting years of their life and taking loans expecting to develop a one hit wonder, make a billion dollars and live the rest of their lives with a model girlfriend in the Bahamas, when in reality you can just make small good projects and make stable income and move onto bigger projects with little to no risk.
Oh, and game dev is not just for any average neet with no talent. It's better some of you realize that before you waste years of your life when you could be building a career somewhere else.
>>
>>168500996
I've got no fucking idea how to read that tbqh desu
>>
>>168501262
what do the mostly negative reviews say about how the game is bad?
>>
>>168501562
>>168501356
>>168501319
how new
>>
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Small progress
Fixed a couple of bugs and tweaked some old stuff that I hadn't shown before.
Players will sit and stand in a different way if they are close or far from the fire. Shadow's lenght and color change according to players distance to the fire too. Logs will have shadows with the same effect.

Only stuff left is to finish the tweaks I'm making to the background graphics and some animations. Add the sounds and then start testing the networking. That last one will take the biggest amount of time though.
>>
>>168501591
>falling for double-bait
>>
>>168501591
>being this new
>>
>>168501662
>falling for triple-bait
>>
>>168501662
>>168501679
>falling for triple bait
lmao how new
>>
>>168501712
>i-i-i-i was only pretending to be pretending to be pretending to be pretending to be pretending to be pretending to be pretending to be retarded!
>>
>>168501591
I'm new, what's the deal with this game?
>>
>>168501509
ah whatever then, I'm taking a break, this stupid shit is tiring myself out
>>
>>168501868
tl;dr a retard came here to shill his game, /agdg/ carved him a second anus, but he didn't stop being retarded and became a local meme
>>
>>168501868
>>168501967
He also blamed some big conspiracy on why the game was poorly removed and unsuccesful
>>
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>>168501595
>>
>>168501868
The "creator" posted his game here saying a bunch of trolls are sabotaging his game by leaving negative reviews and asked us to buy his game, leave positive review and then refund the game if we don't want it so we can "stick together and help each other as fellow poor indie dev bros".

Whether it really was the creator or just some elaborate shitposting, and whether the negative reviews really are just "trolls" it's anyone's guess, but this game definitely wasn't posted here for the first time, you can try searching through the archives for "dream king" and "trolls" or something like that.
>>
>>168501039
i just looked it up since its been a few years since i last looked into renderman, but it seems pixar released a free NC version of it.
as far as something more modern, i cant really think of anything off the top of my head. most of the stuff in the book is really well explained both mathematically and in programming languages. so despite its age, its still regarded as good reference material

only other thing i can think of is this book, though i have not yet read it myself
https://www.amazon.com/3D-Engine-Design-Virtual-Globes/dp/1568817118
>>
>>168501240
woops, accidentally replied to myself >>168502125
>>
>>168500706
>>168500996
Code looks fine to me. Have you tried using the standard ForLoop 1 to 5 to spawn projectiles instead? It's just that I don't like the way DoN is connected.
>>
>>168501967
>>168502073
>>168502108
Now I understand everything, thanks.
>>
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Is anyone here using GMS2? How is it? Worth upgrading from 1.4?
>>
>>168502094
has anyone tried the new darkest dungeon mode?
>>
>>168502323
>there are people ITT that intentionally use inferior versions of a program
Why is this?
>>
>>168502446
less is more
>>
>>168502251
Nope, by all logic it should work the same but I'll try it.
>>
http://vote.pollcode.com/35192779
>>
>>168502323
Certainly not worth paying more than the Humble price to upgrade
>>
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Good morning, progress!

No animations in place yet, but I've transplanted most of the Mayhem League hit effects over to Dixie now. I've also done something a little extra (webm related) which I really like.

I think it manages to both make melee combat really satisfying-looking and also suits the N64 collectathon aesthetic.

As an aside, the Mayhem League cartoon-style art assets all work so much better with this game.
>>
>>168492868
I only did it twice
>>
>>168502674
Awesome.

That roll ending seems kind of slow though
>>
>>168502674
why did you stop making mayhem league?
>>
>>168502674
For sure work on those sparks though. Maybe make them go in the direction of the impact.
>>
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>>168502674
You know what? Looking at that now, I think we need to turn up the bass a little bit.

Which is another way of saying I forgot I had the camera shake turned down due to reasons (it was tied into hitstop scaling and I dialed back the hitstop but forgot to re-up the camera shake)
>>
>>168502763
Good point, I can retune that. Dodging isn't the "correct" way to close gaps from big melee knockback (that's either dodge-jumps for followups or dodge-crouches for slide kicks, depending) but it's still a reflex of mine and it does get in the way a little bit to be tied down for so long post-dodge.
>>
>>168502772
Because it would have been impossible for me to finish creating assets for it alone and it wasn't fun enough to be worth hiring help to get it finished.

The idea needed a refresher, which is what Dixie is. After all Mayhem League was primarily a game about movement and combat and all the movement and combat mechanics are basically still here.
>>
Any good Visual Studio replacements for macOS that work with Unity? MonoDevelop is literal shit.
>>
>>168503143
>macOS
lol
>>
>>168503143
visual studio code
>>
How do people even make rhythm games? Like do they make the music first, or the input for the game? The track so to say.
>>
Is camera shake the hot new meme?
>>
>>168503773
The input part is easy, you just need to check if the key was pressed at the same time as it needed to be pressed.
now I want to do a rhythm game
>>
>>168503143
>MonoDevelop
Monodevelop is great, Unity hasn't upgraded in decades for some reason.
Try Xamarin studio?

>>168503773
It depends on the game, anon.
>>
>>168503143
>for macOS
It doesn't run on anything with a GPU, why bother trying?
>>
>>168502374
Put that on kickstarter and get infinite funding
>>
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>>168503862
Don't
>>
>>168503861
Camera shake looks good and helps convey a sense of low-frequency energy even though most TVs and computers don't really have the subwoofers necessary to generate it.

It can be overused but generally speaking any time something should be generating a low-end "thump" camera shake is a good idea.
>>
>>168504038
Not saying it's a bad thing, I'm just noticing it more and more

Probably some baader-meinhoff type shit
>>
>>168503946
if I made a rhythm game it'd be different from the usual rhythm games though, I'd focus more on odd time signatures and timing instead of "unending flow of notes with no sense whatsoever"
>>
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I hope you don't write hacker code that steals nudes while working on your game
>>
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>>168504251
>mfw my code looks more like what's on the right
>>
>>168503862
I obviously don't mean the key inputs. I mean the sequence of inputs. Like do people plan ahead and make a

>X _ _ _ X _ _ _ X Y X Y _ _ X X X X
pattern, or do they make the music first and tackle the pattern afterwards? Though in hindsight I guess only an autist like myself could think of putting the sequence on paper first before the song.
>>
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>>168504418
I want to dev with you then. Post contacts
>>
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>>168504534
Go away
>>
>>168504447
You can do both. Rhythm is math, it's very easy to go from one to another.
That said I'd make the music first, in order to get something more coherant.
>>
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>>168504564
Stop playing hard to get. We could make amazing games together
>>
anybody ever put assets on itch.io? did you ever sell anything? is it worth anything?
>>
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said I'd work on pathfinding yesterday but I ended up having too much autism fun with generating different room types. Now I got a bunch (well, 4) of categories of room shapes that can be chosen from during generation so I end up with some pure rectangle rooms, some squiggly rooms, some half-and-half rooms, and some flood fill rooms. Right now everything is random but I can imagine giving each room type it's own rules for budding off, to get structures that look more like they do in reality (long hallways with many exits, big fat circular rooms, etc).

anyone NOW I guess I'll start working on pathfinding. Or I'll try to add in courtyards. Autism is a powerful thing.
>>
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>tfw 2late for valentine
>>
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>>
>>168505193
I vote courtyards
>>
>>168504534
I want to dev with Yun.
If you know what I mean
>>
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>>168502251
>>168502512
Still got the problem using a ForLoop
I tried adding a vector variable that stores the player's position at the beginning, so that if he moves it won't affect the spawning, but it has no effect on it either (which I'm not surprised of).
Changing the collision handling to always spawn doesn't do anything either.
I tried with another projectile and it was the same
this makes no sense
>>
>>168504251
so the lesson's that girls aren't efficient at all ?
>>
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I can't for the life of me make a decent main menu
someone pls help

first image is what it's been for past half year, second is today's poor attempt to improve it
>>
>>168506238
Yes, it's also a completely real pic
>>
>>168506480
The new one looks good.
>>
>>168504634
I haven't sold anything, but when I was making a side project, I bought some art packages of itchio. They were on sale, and they contained everything you needed to make a full game.

So people do buy assets from there, but I imagine 99%+ of sellers earn piddly shit.
>>
>>168504251
>goal is to return a max value
>return 5 if a==b

Perfect.
>>
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>>168504251
>years later
>trying to fix a bug
>why the fuck does 5 keep appearing when getting the max value, neither of the numbers are even 5
>debug for days
>finally see this
>mfw
>>
>>168504251
> portion of flight system coded by grill on the right
> fly around, mind my own business
> suddenly plane takes a nose dive because the code returned a SO RANDOM XD value
> die

But atleast the equality quota was filled.
>>
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Basic combat works now. Time to get started on proper damage values, health values, and a HUD.
>>
>>168507341
Looks good, and fairly spooky
>>
>>168507390
Thanks anon. I'm still trying to figure out what would be a good effect for the "focus" cone. Just having a semi-transparent cone seems kinda bland and even a bit distracting.
>>
>>168507341
Nice.
>>
>>168502902
Not bad
>>
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-> P R O G R E S S <-

A ton of fiddling around.

Different tank configurations are now implemented, they have differences in armor, ammo and speed. Tank selection is rudimentary but works.

Made a bigger, betterer font and changed HUD, still not final.

>TFW sucking at your own game
>TFW almost lost a 1-on-1 battle with a light tank when playing as a heavy battle tank

At least the AI is capable of something.
>>
What are the pros and cons for going full on procedural level building in a game and going for a route? Pre-built rooms glued together with randomized stuff, like enemies, loot, small decoration and prop objects.

This is for a FPS roguelite
>>
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>mfw steam greenlight will be killed before I finish the trailer
>>
>>168508804
going for a pre-built glued room route*
>>
>>168508838
I hope they don't up the fee to 5000$
>>
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>>168504251
>how girls code
no karlie, that is how you teach. this is how girls code. we cant all be equally good at everything, no way im gonna end up a model and no way that comparison is remotely close.
>>
>Tfw you need a partner to bounce design decisions with but even idea guys are some lazy pieces of shit
>>
>>168508804
Pros:
-It provide possibly hours of gameplay.

Cons:
-Hardto make it more interesting than handmade levels
-The content will probably be repetitive
>>
>>168506480
You just need a better font. That one screams "windows default"
>>
>>168508838
>Using greenlight
Isint GOG the best for one man 2d indie games as long as they arent generic 2d platformer or anime crap and have some actual quality ?
>>
>>168509364
steam has way more people
>>
>>168508804
Full procedural
pros: Fast to create on the developers end, usually. Always random.
cons: Not much variety unless you create a very complex generation.

Pre-built rooms glued together
pros: Ability to create more unique rooms, such as puzzle rooms.
cons: You'll need to make a ton of rooms to make sure they don't repeat too often.

Personally I think a combination of both is good. Have pre-built rooms that have some random elements in them. And sometimes have completely generated rooms. Also a lot of it depends on what kind of gameplay your game has, and what sort of layouts the map will have. For example large outdoor rooms could be fully procedural, while inside of buildings could be pre-built.
>>
How is your demo coming along?
>>
>>168509351
any font recommendations
just needs to be smallish and public domain
>>
>>168509364
from what i can tell GOG doesnt even accept anything.
i submitted Whip the Vote the response was "too niche".
so i submitted Social Interaction Trainer (making sure they saw a lets play video with hundreds of thousands of views) and once again the response was "too niche".

maybe if your indie game has a AAA publisher that wont be niche.
>>
>>168509408
But GoG is way easier to get in to.
Might help with Greenlighting.
Then again considering the current events its not even worth getting greenlit anymore.
>>
>just realized the game I want to make requires lots of writing, which I'm beyond shit at
Fug
>>
>>168509715
They were just being too nice to tell you that your game is garbage. Hence the phrase "too niche"
>>
>>168509859
Steal something from the public domain
>>
>>168509715
>WTV
>Congress simulator
>Social
>Trainer

They do seem to be too niche. No offense but simulator XXXXXX and trainer XXXX are fucking everywhere.
>>
>>168475732
how do i increase my autism per hour???
>>
>>168509364
I vaguely remember seeing quite a few other developers posting where they earn their money from, and GOG was always at 1% or less. They're also ultra picky. If you're after money, it doesn't seem like a very good avenue to pursue.
>>
>>168509715
No offense googs but your games aren't exactly what I and other people want to see alongside Arcanum, Fallout 2, King of Dragon Pass, Heroes of Might and Magic 3, Doom and the such.

They're trying to give themselves a sort of brand, which games like Goat Simulator, I AM BREAD, Whip the Vote, Honey Pop and the such would obviously push in a different direction.

As they say, it's nothing personal.
>>
>>168510000
/egg/
>>
>>168509710
https://www.fontsquirrel.com
have fun

>>168509715
lol

>>168510115
Huniepop is in gog
>>
>>168509891
each response was describing the game back at me (proving they looked into it) with kind words (please dont hate us) and then turning it down for the same reason each time. template responses trying to seem nice but "niche" is the stupidest out.

>>168509961
wanting indie games without niche is like >>168493647 wanting tits and hips on lolis.
>>
>>168509656
I don't even have a game.
>>
>>168509710
Something like this if you want something simple?
http://www.dafont.com/04b-03.font#null
http://www.dafont.com/8-bit-1-6.font
http://www.dafont.com/pixelsix.font

Or like this if you want something more cute/cartoony looking.
http://www.dafont.com/slap-and-crumbly.font
http://www.dafont.com/yet-bumbler.font
http://www.dafont.com/superscript.font
http://www.dafont.com/kongtext.font
>>
>>168510282
> gogem has shit taste

Wow, surprising
>>
>>168510282
>needing a niche
You could try to think of something original for a change.
You know , that might actually make your game popular.
>tits and hips
>bad thing
>>
>>168508472
maybe put a meter or circle indicating when your next bullet is going to show up?
>>
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>>168509859
>"What? Writing is easy peasy, I'll just focus on my gameplay first, any idea guy can write story for a game"
>"Ok it's about time I started writing something, let's see"
>drawing a blank, I had the story laid out in my head before but now that it comes to putting it on paper I can't think of anything
>spend 30 minutes forcing some words together
>spend another 30 minutes reading what I wrote over and over again, something sounds off but I can't figure out what
>spend another hour looking for synonyms for some words and making sure I don't repeat myself anywhere
> 3 hours later look over what I wrote
>half a page of dialogue that makes me cringe

Fuck me, being an 1MA suddenly became a lot harder. From now on I'll be sure to pay more attention to writers offering their services here.
>>
>>168510375
my nigga
thanks
>>
>>168510282
you want both shortstacks with fat hips and tits AND perflat lolis in your game
>>
>>168510187
Are you serious? So much for that integrity CD Projekt Red. Guess it's UPlay for me from now on.
>>
>>168510519
This.
>>
>>168510519
>>168510415
>>168510389
the point is tits on a loli is antithetical to a loli.
as is using "niche" as a benchmark for dismissal of indie games when all indie games are niche.
>>
If someone gets in contact, in the context of a gamejam, offering their music services for your entry, is it fair to assume they want to work for free?

I would say yes, but it also seems like they would specify they want to work for free if they did.
Or would they give you a price range if they didn't want to work for free?

They made no clear indication either way.
>>
>>168510726
They were being nice to you, googs. I haven't played whip the vote, but I'm sure they didn't want to call the other game a shit tier flash game you can beat in a few seconds.
>>
>>168510829
well go submit your game and we'll compare the responses.
>>
>>168510898
When it's done, I will.
In the meantime, I'm glad they have some standards.
>>
>>168477058
Anon, we're aping Junji Ito, not Shintaro Kago.
>>
>>168510486
No prob, my nigga. I'm glad I can help one of my favorite agdg games.
>>
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>>168476902
>take her home

you mean, her home, right?
>>
>>168510726
My point still stands.
indie games are only a niche because they have to have a distinction between AAA and something like TIS-100 and don't starve.
I'm sure if you try to think of some interesting game concept that hasint been done to death you might succeed.
>>
>>168511128
>gogem.pro games have been done to death
you're being retarded on purpose i hope
>>
>>168511331
meme flash games have been done to death yeah
>>
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>>168509105
Maybe if you drank more antioxidant infusions?
>>
>>168509715
Gogem do you really think your games aren't niche as fuck? Even the sales should tell you this.
>>
>>168486463
BRING BACK DICKBUTT
>>
>>168510319
How is your idea coming along?
>>
>>168511382
thats gotta be it. how could i have been so blind? gonna go pick up a bottle or two and then get back to ui coding.
take care agdg, dont be nodev while im gone
>>
>>168511445
i want indie games but... without the niche
i want dickgirls but.... without the dick
i want real life but.... without the pain
i want shitposting but.... keep it sane
>>
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>>168511564
pretty much finished
>>
>>168511331
Thanks for reminding me why used to filter out tripfags.

Anyway, yes they have and from the looks of it they look like shit and probably are coded like shit in some shit engine like shitunity or shitreal 4 or whatever the shitengine 2017 is the new node.js based shit framework of the shitty month.
feel free to get offended by my shitty autisim this time. maybe you will think of some niche shitty autisim simulator to fill with shit lol memes agian.
>>
>>168511664
>indie = niche
OH I AM LAFFIN
>>
>>168511678
>>
>>168487754
Make a single private function with more parameters.
Then your curfrent function that call said functions with the correct parameter set ups for the two cases.
>>
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Did you push changes to version control, anon? I hope you've got an offsite backup, you wouldn't want to end up with a broken HDD and missing the majority of your game.
>>
>>168486463
can you maybe add a button to make animations go faster? I feel like it'd be annoying mid/lategame.
>>
>>168511814
I use git repo on my vps and make a copy to external hdd once in a while
>>
>>168511664
There's a difference between 50k buyers good reviews niche, and 2k meme buyers mixed reviews niche.
>>
>>168486463
nice art anon, where I can find more of your work?
>>
>>168511382
She has to know what she's doing. Nobody can't be that cringy.

I mean, look at that strings concatenation function, it's ridiculous.
>>
>>168511901
>>168511758
>>168511692
keep it sane
>>
>>168511985
>Game development
>neetdom
>tripfags
>4chan
>agdg
>sane
>>
>still replying to faildev
>>
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How are all you yesdevs doing today?
>>
>>168491440
If the licensing of those assets allows it, sure. If it reads somewhere that you can use the assets provided for your own shit, as long as you do it for free, then that's how it's going to be. If the original author didn't approve, he wouldn't have signed his rights away.
>>
>>168512107
Not saying that its bad or anything, but do people actually like those kinds of games ?
>>
>>168502323
Wait a year or two until after all the bugs are fixed n stuff
>>
>>168487832
>Length – Is the name not too long?

i am unironically thinking of using a light novel title
>>
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>>168511929
>look at that strings concatenation

>concatenate_strings("Hello", "World")
>function adds a space inbetween
I hadn't even noticed.
>>
>>168512201
Turn based RPGs? Maybe, anon, maybe.
>>
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>>168512107
>>168512201
Well I was always sad that there were only 2 of those Gameboy Color Harry Potter RPGs since I loved them so much, so I decided to make my own game in that style.
>>
>>168512107
>heal your Central Processing Unit
Instapurchace
>>
>>168512107
>you play as the squad on the left
>not the ones on the right
Fucking lame.
>>
>>168512201
Just look at Undertale. People love turn based RPGs as long as they have enough charm
>>
>>168512468
There should be more games where you play as the monsters
>>
>>168512468
>not wanting to play as Trayvon "Dindu" Martin
das ressist
>>
>>168512426
>Gameboy Color Harry Potter RPGs
My nigger.

>>168512384
Shit like On the Rain Slick Precipice of Darkness, and AaaaaAAaaaAAAaaAAAAaAAAAA! A reckless disregard for gravity happen all the time. Go for it
>>
>>168512545
Humans are the real monsters.
>>
>>168499295
So what is this, like a roguelike shmup?
>>
Does Unity cloud saving only transfer the asset folder and none of the gamespace development data?

I started playing around with Unity over the weekend at my parent's house. I just tried to pick it back up at my apartment and when I loaded it up the gamespace was blank. All the assets were there, but nothing was placed. It even defaulted to the 3d developer, when I did all my work in the 2d settings.

Is this normal or did I screw something up with the cloud upload?
>>
>>168512673
You're awfully brave, showing how new you are like that.
>>
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>>168485798
Crappy menu mockup incoming

>inb4 whodev
I've lurked this thread a few times but never actually posted any of my shit
>>
>>168512752
Did you save your project's Scene?
>>
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>>168512795
Just let them be, anon, there's always a first time. I remember on my first time how blown away I was from seeing the progress of Clarent, whilst everyone else kept their cool and gave proper feedback. I even told the recap guy to don't forget to include it.

Good times.
>>
>>168512795
I've lurked this thread for a really long time, I've seen the game, I just haven't really noticed how there is like... other rooms and stuff
>>
>>168513150
>I've lurked this thread a few times but never actually posted any of my shit
That's the definition of whodev
>>
>>168513247
Not really
>>
>>168512201
depends on the game. I don't care for Final Fantasy, but Mana Khemia has my most favorite combat in any JRPG.

https://www.youtube.com/watch?v=nXA6_qQa5ZM
>>
>>168513321
Yes really.
>>
>>168513179
Habitually. I lost a ton of work after a crash after a full day of work once. Never again.
>>
>>168512795
To be honest if he was from before but took a 6-month break, or just has an entirely different time-zone and browsing schedule, I could see how he could miss it.

>>168513198
>been here since Clarentdev posted

You're still a newfag Harry.
>>
>>168513247
Yeah, you're right, I have no idea what I'm doing honestly.
>>
>>168513394
Well nah, he didn't post in the recap, post a demo or external shill link.

Posting progress is the correct way to join in.
>>
>>168513321
>post game for first time
>"guys i tottes swear ive been here for a lot"

Nobody cares. Even if you were.

You're literally a whodev. Keep posting progress for several months if you don't want to be one, though you already started on a bad foot by posting so far in development.
>>
>>168512673
yeah, pretty much.
>>
>>168513321
Don't defend me, they're right... I'm literally a whodev. The only way to get out of being a whodev is be like everyone else and post regular progress...

...assuming I make progress.
>>
Whats the best modeling program to use for animation, texturing, modeling,etc.
>>
>>168513819
Dark Souls
>>
>>168513819
Maya.

But Blender is free.
>>
>>168504418
That's not a bad thing, at least not by itself. If your number comparison function sometimes returns a five out of nowhere, you damn well had better mention that in the comments.
Now, good practice would be to include that little tidbit in the function description, rather than inline. Maybe Karlie gets into that in one of the more advanced lessons.
>>
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>>168513867
>>
>>168513426
I'm on this God forsaken site for more than 10 years now. When can I finally feel like I've settled down and consider myself an oldfag?
>>
>>168514069
>10 years
Anyone joining 4chins after 1997 is a newfag.
>>
>>168512201
> people actually like those kinds of games ?
No, they're extremely successful for being efficient as a war prisoner torture method
>>
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Rendering a isometric character from multiple perspectives was surprisingly easy(didn't do regular up and down yet though). Do people usually just eyeball how big stuff should be or is there some way of keeping track of that?
>>
>>168510431
Yeah, I will.
>>
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AI player can now seek and destroy enemy units. Just not intelligently yet.
>>
>>168513421
All the gamespace stuff is stored in a .unity file in the Assets folder, so if it's not there, then I don't know.
>>
>>168514175
>Rendering 3D to 2D the adding and creating a lot more work for yourself than just going 3D
For what purpose
>>
>>168507463
don't make any effect at all. raise the skill ceiling.

i'm not even joking

also, what is the point of focus cone? what happens if you let go before it has reached the line form? does the bullet come out randomly between those two angles?
>>
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>>168513350
>tfw my art will never come close to being that beautiful
>>
>>168514741
>check video to see what dogger is envious of
>deviantart tier
aim higher please.
>>
>>168515075
Don't humblebrag
>>
>>168515075
this

that artstyle sucks shit
>>
>>168515201
what?
>>
>>168515075
>>168515240
Where's your art?
>>
>>168514575
looks like so he can use that adventure game engine
>>
>>168515243
I think he accidentally complimented you
>>
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>>168515374
that doesnt follow the conversation... did you mean to say
>show the art you're envious of
>>
>>168514235
Hey nice work anon. With some nice graphics and some juice this could turn out super great
>>
>>168513546
>though you already started on a bad foot by posting so far in development
he posted a mockup

>>168513735
maybe you are technically a whodev but who gives a shit? the only justifiable times to cry whodev is when somebody comes out of nowhere and posts something thats basically already done or a random who submits to the demo days. go ahead and post shit once and a while and dont worry about circle jerk shit this is a fucking anonymous board anyway
>>
>>168514741
something simpler but with more frames would look nicer
>>
>>168514575

idk, I thought it would look aesthetic to prerender backgrounds. Maybe for the sake of efficiency I should make some things 3d.
>>
>>168515240
>>168515075
this
>skeletal animation
the designs are okay though
>>
If I make a Mario Bros. themed roguelike (probably called Mariogue) where you choose to play as a plumber, a goombah, etc., and are trying to get to the top of Bowser's castle and save the Princess, what are the odds Nintendo sends me a C&D?

Keeping in mind it'll be 100% free and there will be no confusion as to whether it's a real Mario game, nor will it share mechanics or gameplay with any actual Mario game.
>>
>>168516028
Well pre rendered backgrounds/images can be great, but you need to be a top tier artist and spend a lot of time on the assets for that.
Also overlay flat projections over solid geometry so that walking around them doesn't look weird as fuck too.
>>
>>168516165
>what are the odds Nintendo sends me a C&D?
96%

Nintendo does not like fangames, period.
>>
>>168516103
Where's your art?
>>
>>168516165
Still could be high. Don't announce it in a big way before it's finished. Just release it.
>>
>still replying to faildev
>>
>>168516165
>I'd like to steal this IP for no reason other than to get free advertisement
>His game idea is actually just a genre+setting, which isn't even his
>Will Nintendo be okay with this?
I don't know where to start
>>
>>168516165
assuming you have no graphics, zero
>>
>>168516280
What companies don't give a fuck?
>>
>>168516412
Sega.
>>
>>168516291
all over the place
>>
>>168513350
>Tfw trying to do a turn order system like that video
>Was going to go with a vertical bar like in FFX but that one actually looks better and fits the type of skills I want
Noice
>>
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>>168512107
Wasting my time.
Helleton's accuracy to the original Castlevania inspired me and I started fixing all the stuff I did wrong on this project I abandoned some time ago. Maybe I'll go back to it one day.
>>
am i banned?
>>
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>tfw trying to find a community similar to agdg with more focus and less shitposting

There is literally nothing out there. The only thing I found somewhat similar was screenshot Saturdays on Tigsource.

Guess I'm stuck in this offtopic, cancerous cesspool
>>
>>168517164
Nope, try harder
>>
>>168517253
>whines about offtopic cancer
>posts offtopic cancer
post progress faggot
>>
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>>168485798
>>
>>168517434
>th-there's no problem!
>b-be the change you want t-to see...!
Eat my ass.
>>
>>168517253
Here's a crazy idea that you may not have considered:
Instead of making an offtopic shitpost you could make an ontopic progress or gamedev post.

It's tough, I know, but I believe you can do it, anon.
>>
>>168517164
are you?
>>
>>168517253
>>168517587
Admin
>>
>>168517587
Oh, you're just a nodev shitting up the thread. Classic.
>>
>>168517651
Your posts are entertaining
>>
>>168517587
You know, is better if you stay here, if you joined another agdg community you would turn it to shit with your cancer.
>>
>>168517434
>>168517613
>>168517651
>>168517704
>>168517751
stockholm'd
>>
>>168517434
>>168517704
Literally proving his point
>>
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>>168517253
I thought about creating a 4chan clone with a single thread for gamedev. But then I remembered I wouldn't want animeposter pedos uploading any pictures in my servers.
>>
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how come you aren't a freakishly intelligent super genius, /agdg/ ?
>>
>>168517989
Who said that I wasn't?
>>
>>168517926
>no you
>>
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>>
>>168517989
I'm not that autistic.
>>
https://www.rockpapershotgun.com/2017/02/15/steam-new-releases/

Give up.
>>
>>168518138
that's a kid
>>
>>168517989
I am a total fucking retard in all areas.
>>
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>>168518138


lol
>>
>>168518138
https://www.youtube.com/watch?v=svn6D9UsLsQ
Hold the fuck up.
>>
I am new to 3D so this might be stupid but...

If I buy this animated pistol pack https://www.assetstore.unity3d.com/en/#!/content/53354

How easy would it be to replace with my own arm and gun models? Would I have to rig those models myself in Blender first?
>>
>>168517989
>tfw freakishly intelligent and good with people
>>
>>168518201
Well at least this confirms the theory that they want to get rid of indie devs.
>>
>boo hoo I can't put my game on Steam and do nothing else and get rich
>>
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>>
>>168518431
I don't understand
His game is actuall trash from a technical standpoint.
It doesn't work well with 80% of gamepads.
Gamepads don't work in multiplayer.
Esc closes the game
what the fuck did he expect
>>
>>168518201
Be honest: When was the last time anybody ever browsed for new games to buy on steam rather than using the search bar to just find what you wanted? Like outside of a sale in which they flash shit up in your face, making this a non issue.

I mean the way they plan on fixing the greenlight issue is lame and has the capacity to be outright impossible for small indies to make profit, but to say this change is because they hate indies is sensationalist.
>>
>>168518573
According to steamspy, I've sold more copies
>>
>>168518661
Maybe if you were a hyper intelligent super genius like he is then you could see why it works.
>>
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>Nickposting is back
It was nice having a few weeks of relative silence.
>>
>>168518797
yeah but you aren't also supplimenting your income by doing foot fetish videos on the side, now are you?

how do you expect to take care of your ex-wife's son?
>>
>>168518923
Damn

You got me there
>>
>AGDG has attracted not one, but two mentally ill posters with shit games that both believe in orbs of light
You couldn't make this stuff up.
>>
>>168519013
There is something seriously wrong with indie developers
>>
>>168518734
>Be honest: When was the last time anybody ever browsed for new games to buy on steam rather than using the search bar to just find what you wanted?
I do every time I open Steam.

>to say this change is because they hate indies is sensationalist
Making new releases even more bothersome to browse through (as if browsing through Steam wasn't torture enough) hurts everyone with little marketing power and benefits those that can pay their way to the frontboxes. I don't think that Steam has a personal agenda against indies, but a professional one.
>>
>>168519145
>I do every time I open Steam.
Serious? I'm curious to see if I'm in the minority then.
http://www.strawpoll.me/12351824
>>
Who is this Nick guy?
>>
>>168519145
>I don't think that Steam has a personal agenda against indies, but a professional one.
There's no agenda, they just don't give a shit.
>>
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Anyone know of any programs similar/equivalent to Adobe Illustrator? I want to make textures so I can use them as displacement and make models like that, and photoshop/gimp aren't really comparable. It needs to be capable of defined lines and such.

I'm not 100% sure if this is what illustrator can do but from what I've read about it it looks like it does.
>>
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>>168519013
Come to think of it I've never seen BOTH of them in the same place at the same time.
>>
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>>168519613
I don't want to make designs THIS detailed, but I want to be able to finely manipulate drawings instead of just freehanding them in MSPaint.
>>
>>168519613
It's called Inkscape faggot
>>
>>
>>168519667
>mothdan discovers the orbs of light while wandering one day
>they take notice of him and begin to infect his mind with gamma radiation
>they possess him and make him create shitty games in an attempt to funnel money from humans into the alien agenda
>it backfires and explodes
>aliens force mothdan to shitpost insanely and then retreat when people wont give into their demands
>they recreate his body by genetically altering it to create the ultimate lifeform
>nick ridgway then spends several years of his life creating his swan song game
>in the process he meets up with a gold digger who wants to get money off his game
>he knocks her up as a part of the alien's master plan to create the perfect specimen
>aliens release their second game, its a fucking disaster again
>no longer needing their subject since Shiloh is born, they release nickkk and degenerate his body
>he gets parkinsons and accidentally strangles his wife when trying to comfort her about his failure, then he explains everything and she leaves him because he's literally insane
>the orbs of light command nick to raise shiloh if he wants to live, and continue shitposting to take venegeance on /agdg/ for destroying their plans
>a day of reckoning will come when shiloh is old enough to post on 4chan

DEEPEST LORE
>>
>>168519013
>both believe in orbs of light
That's what happens when your kids get raised by videogames and tv shows and you never teach them the difference between fiction and reality,
>>
>>168520079
top kek
>>
>>168518734
>Be honest: When was the last time anybody ever browsed for new games to buy on steam rather than using the search bar to just find what you wanted?
I do it pretty often. I like to play new stuff.
>>
>>168520207
Nah, religious people fall for the same idiocy all the time.
Alternate medicine/woo people too.
Politics too.
Morals too.
The list goes on and on.
People are dumb and believe in dumb shit without any proper analisis.
>>
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got my antioxidants and im ready to continue on the ui.

any thoughts on it so far?
>>
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Unity finally approved my asset

https://youtu.be/ZKz65z1ItX0

https://www.assetstore.unity3d.com/en/#!/preview/81638/248562
>>
Should I mix rhythm game and some other genre together ?
Part of me says that's a really fucking stupid idea.
But I'm curious.
>>
>>168520938
>antioxidants
blueberries?
>>
>>168520389
Kinda sad I guess.
>>
>>168519613
>>168519769
Raster or vector?
For the former, GIMP. For the latter, Inkscape. Neither of those is good enough? Well, sucks for you, since those two are the absolute best that free software has to offer. You need better, you gonna have to pay for it.
Or pirate, I guess, but using pirated software to work on your own software project is really bad karma.
>>
>>168520389
>atheist
lol
>>
>>168521020
patapon is amazing

necrodancer is really good but it's too hard
>>
Is HTML5/javascript practical for making a 2D MMO game in?
>>
>>168521026
cape gooseberries, they are so good.
>>
>>168521175
Vector. Looks like Inkscape is the thing for me.

>>168519848
Thanks m80, you were spot-on.
>>
>>168521020
It worked for Necrodancer.
>>
>>168521280
>>168521406
How the fuck did I forget about patapon
I didn't like crypt of the necrodancer though
>>
Hello. My name is Tim. I am an artist. I design art for movies, television and, with your help, videogames! I have been itching to make that first transitional step into the realm of videogames, and I believe that together you and me could do just that and make something great along the process! If you are interested in turning this hollywood blockbuster poster designer superstar into your next big asset creator for your stellar videogame just reply to my post with some details about your game!
>>
>>168520961
Fuckin nice.
>>
>>168521545
Thanks!
Not gonna lie, making this thing (and getting it approved) kicked my ass. Worrying about every possible user error case is WAY harder when what you're making is to be used by programmers instead of, say, people playing games.
>>
>>168520961
About 15 years too late for that mechanic
>>
>>168520961
This is one of the most impressive things I have seen come out of an agdg dev.
>>
>>168521652
only question I have for you is:

can you post more pictures of that comfy ass room you posted in your SS? pls?
>>
>>168521538
I'm still in the planning stages but I can tell you that its going to be next big hit on mobile. I will tell you more after you sign an NDA. Where can I contact you?
>>
>>168519013
>>168520106
>>168520207
Why are you so obsessed with this? Kill yourself.
>>
>>168521820
Admin
>>
>>168521747
My SS?
>>
>>168521765
Uh uh um I aaah mobile ?? Hmm... you know, theres the funny thing here the thing is You know I gotta tell you Well I thought about your Hey you know what would be Uhh, sorry man but You know, I dont think this project would work out I think you and I are on two different streams and I am afraid I don't work with mobile Hey mobile? Sorry thats not what I dont want to dissapoint you but Hey mobile.. yeah... no.... maybe you cna find someone to work with you will find somoene will eventually want to work with you gotta keep o nbelievein g in yourseelf heye hey you know I uhhhhhh sorry mobile not my thing.

ever.
>>
My resolution is to succeed this year, or kill myself on new years eve. The feeling of lightness is amazing. I highly recommend planning your suicide,
>>
>>168521538
Damn, anon, you are improving! I wish I would have saved these from the beginning, so we could be able to witness your artistic journey.
>>
>>168520389
proper analysis shows most things you believe are wrong and many of the things commonly considered to be "woo" are in fact real
>>
>>168521820
go away source nigger
>>
>>168521987
If it worked for phil fish it can work for you!
>>
>>168521987
Resolve yourself even better. Make a bomb and set it to explone ot NYE. Then put it in a box with a lock that is linked to your bank account. It unlocks the bomb only, if you earn the amount you define as success. Weld that box somewhere in you basement.
>>
>>168521940
Fine do as you wish, but you are the one who is going to regret this when you hear about my game on the news.
>>
>>168521987
Define: succeed
>>
>>168522530
become a millionaire with gamedev
>>
>>168522657
I don't think a year is enough time for that
>>
>>168517989
>>168518138
>>168518286
>>168518431
You need to get a life and stop spamming your shit here. Nobody cares.
>>
>>168522725
your just bad
>>
>>168521747
>>168521904
>>168521545
For real, what do you mean by my SS?
>>
>>168522907
Screenshot? Idunno wasn't me who said it.
>>
>>168522857
Name a game that was created and released in less than a year and made over a million
>>
>>168523037
it probably exists, stay in denial
>>
>>168522530
Make 10 grand.
>>
>>168523101
The sentence you're looking for it: "I was wrong. You are right. Sorry. You are the best"
>>
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>>168475913
Added yellow sticky notes where guards seemed to have written down the code for the locked doors.

This way player is coerced into exploring and findign ways to progress instead of speedrunning door to door, basically the note works like a keycard in doom.
I hope i will add more than one ways to progress in these kind of situations.

Additionally i implemented full diagonal movement, making 8 directions available to go through, and added few new NPC behaviors for evasion phase (not shown)
>>
>>168523270
just because I don't know any doesn't mean it doesn't exist
are you a solipsist autist?
>>
What does /agdg/ think of game dev engines that don't require code like Stencyl?
>>
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>>168475732
>itch.io/jam/agdg-comfy-jam
I don't like how itch.io handles the front page of jams like this.

Anyone who opens this and just glances at it will read This jam is now over. and close the tab. That little link to "view entries" is fucking horribly placed. Whichever webdev at itch.io designed the layout should be shot.

Front page of a finished Jam should be the jam entries.
>>
>>168523514
My ego needs more
>>
>>168523037
doom or doom 2
>>
>>168523546
Whoever wants to see the games will check the tabs next to Overview.
>>
>>168523419
A Metal Gear clone. Good shit

Why does the wall change when you pick up the thing on the ground?
>>
>>168523037
the binding of isaac
>>
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>>168523037
RoR is the most well known agdg game, was developed in 6 months and made over 10 million dollars.
>>
>>168523546
Have you tried using the scroll wheel on your mouse to scroll down half a page to where all of the submissions are?
>>
>>168523726
Exception that proves the rule
>>
>>168523674
I bet that's what the webdev who did the layout says whenever it's pointed out. No excuse for bad design.
>>
>>168523675
Not quite sure about that, my layering algorithm is kind of wonky, drawing first the sprites that are on the bottom. The piping sprite on the wall has the same height as the side-part of the wall, and thus has the same coordinates for "bottom" so they are equal in this algorithm. I'll fix it somehow soon

And thanks for feedback.
>>
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according to pure this is the longest-standing enemy idea.

needs more polish.
>>
>>168523740
There's no excuse for the first thing a visitor sees to be "the jam is over!" with a boring white panel of text. Keep acting like a cuck about it I guess.
>>
>>168523802
>name a game that [...]
>name a game
>that's an exception!!
gay
>>
>>168523802
Yeah no that was just a limp dick question for which there were many easy answers and RoR should be the most obvious because it's a fucking agdg game.

Embarrassing.
>>
>>168524145
I hope you learned never respond to such requests today
>>
>>168524089
I still don't understand what you mean though. Do you think that people think that all games are deleted after a jam is finished?
>>
>>168524239
I'm not even the one who posted RoR.
>>
>>168524276
Not that guy, but it's bad UX.
The rules of the jam are less important after it's over, the games made are what matters, the games should be displayed first after the jam is over.
>>
>>168524215
>many examples
>can only think of 1

EBIN
>>
RoR was showing off prototypes from before the /vg/ split, which was Feb 2012, and he didn't release until Nov 2013.
>>
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A bit of progress - added a basic capsule enemy that can be killed

The weapon arcs now carry the damage of your primary weapon and inflict it onto enemies the arc hits
>>
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What do you guys do when you're stuck?
>>
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>did 66% of the game in 3 weeks
>2 months later still haven't finished the game
Why does it all get so boring, I literally can't force myself to work more than an hour a day now.
>>
>>168524663
is this game an allegory for drug addiction?
>>
>>168523740
Have you ever tried to sell something?

He has a good point. Seemingly minor things will keep Itch the inferior platform compared to giants like Steam who learned how to design an UI to appeal to the common user.
>>
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>>168516209

Please dont speak to me or my renders ever again.
>>
>>168524684
I get depressed, start watching youtube videos, and then don't dev for 2 months.
>>
>>168524684
figure it out
>>
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--Attention--

Extremely important write up.
If you have a hard time finishing or sticking with your games, please read this. Thanks and best of luck to you!

http://makegames.tumblr.com/post/1136623767/finishing-a-game

--Attention--
>>
>>168524684
Brew more tea and get back to it
>>
>>168523546
>>168524486
>>168524779
We should come up with a good design change that will help the jam page. itch.io is open to suggestions, so if we come up with something good it might get implemented. They have a github for tracking this stuff.
https://github.com/itchio/itch.io/issues
>>
>>168524528
You calling Hopoo Games a liar?
>>
>>168525117
Yes
>>
>>168525117
His kickstarter launched April 2013, so it's really just an alternative fact.
>>
>>168524779
>Itch the inferior platform compared to giants like Steam
>implying uploading a game for free is worse than uploading a game for $5000
>>
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I think that was it. If you think I have missed your comfy game, don't hesitate to say it!

Here's all of them:
http://pastebin.com/WSz7QpBb

Air Taxi
https://youtu.be/XoJU3Sd07LI
- I like the idea. It could be a nice browser game.
- A map would be mandatory for a game like this. I was only guessing which location could be which. No one was interested in the location which I thought is the forest clearing, thus I ended up with a full taxi. Or show the name of a place when you fly above them.
- I like the sprite work. The balloon turning is amazing.

Catastrophe
https://youtu.be/vlkT36vjC70
- Like someone else has already said, this in not a very comfy idea, anon.
- The sounds are nice, best of luck in coding audio, however you might find more challenge with that among the many C++ libraries like OpenAL, PortAudio etc. (even though I have no idea about how Unity handles this, so maybe you are at the right place already).
- I didn't really caught the rhythm of the game, and after a while I was just repeatedly pressing the buttons, hoping I'll hit it at the right moment which felt like cheating.
- A built in restart would have been nice.

Once again, thank you for the wonderful games! Keep up the good work!

As a side note: if you feel like your game could use another guy playing it (let it be a jam entry for a previous jam, a demo or simply a game which missed the deadline), let me know!
>>
>Unity's default cube object is not 1 unit wide
holy shit I'm triggered
>>
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P R O G R E S S


Distinct enemy types (currently 5) instead of enemies with randomized colors & movements.

Also a "failstate" with a screen showing who kicked your ass.

Noticed a funky bug with surfaces / texture interpolation when the window loses focus (seen in the beginning of the WEBM).

Now off to sleep.
>>
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>tfw no game ideas
>tfw no jam to inspire ideas either
I just want to make game, goddamit.
>>
>>168525293
Are you implying that steam is inferior? Even with 5k fee and 30% it's still better.
>>
>>168525293
By inferiority I meant that Steam is your HollyWood, reaching out to a lot of people and swimming in cash, while Itch is the public library, a comfy place for those who can appreciate it.
>>
>>168525432
That looks awesome. How did you make the graphics for the tanks? Are they 3D?
>>
>>168525068
Shit, I just sent leafo an email.
>>
>>168524954
Thank you, anon, for posting it!
>>
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>>168525503
>tfw too many ideas
>tfw too little time
>tfw jams are a waste of time when you could actually be making a real game
>tfw to smart
>>
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>>168524684
Take a break, play video games, sometimes create some shitposty "Progress" for a laugh, like webm related
>>
>>168525432
Really digging this game. Its like a souped-up iteration of Combat for the 2600.
>>
>>168525068
Is it fine if I just submit the issue but have no idea how to fix it?
>>
>>168524954
>Just remember: a damn game can be played, and if you have not created something that can be played, it’s not a damn game!
That's a pill too big to swallow for some.
>>
>>168525793
I suppose so. People can still discuss how to fix it on github. I just figured if anyone had a good idea it would be good to submit with that, just as a starting point.
>>
>>168525617
Thanks. It's super-fake 3d by layering sprites on top of one another.

>>168525729
T(h)anks :^)
>>
>>168525632
>not posting the email
>>
>tfw no one wants to work with you
>>
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Hey guys, I have no time to dev an actual game, I know next to no code, and I've got little in the way of funds.

But I was wondering how realistic it would be to make a visual novel. Is there software for it? Are they easy to make? Any one have experience?

I ask because I'm at Uni right now to get into teaching. I was thinking there might be interesting ways to make visual novels or something similar engaging and educating for kids.

Any tips guys? Is it a pipe dream? One I should let go of?

PS. Despite not knowing coding, I'm an artist, and a musician who has a lot of experience in those fields and could reasonably produce VN quality work easily.
>>
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>>168524954
#REKT
>>
>>168524954
>Here’s a joke: a man spends his entire life working on a game engine so perfect that all he has to do is press one button and the perfect game will come out of it. Actually, it’s not much of a joke, because the punchline is that he never finishes it!
YAAAAAS
>>
>>168526172
>Is there software for it?
Ren'Py
>>
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I cant seem to work on anything or dev. I write down my plans, setup a schedule to dev, but I end up not doing it. I don't even fully know why. It's a weird feeling of anxiety and feeling like I wont make it anyways. Lately i've been feeling this with everything I loved doing. Be it vidya, reading, drawing, cooking.

I get short bursts of motivation of sorts and can work for days without stop. But then it feels like the magic is gone and it all comes crashing down.

Am I just being lazy? How do I stop being like this and work on something? Anyone ever felt like this and were able to pull through? I need some advice.
>>
>>168525723
I just want you to know that I love your work, that combat looks so fun
>>
>>168526172
I think there is some open source software that can help make VNs. I think Katawa Shoujo used something like that. The main part with them is writing and assets anyway but you seem covered on that front so it should be something you can realisticly attempt.
>>
>>168524684
Watch anime
>>
>>168526470
Also the only thing that does work to some degree is small collaborations of sorts or friendly competitions. When I feel that i'm working on something and someone DEPENDS on me doing it right, I just do it. But once the other person shows a lack of interest, it freezes up again.
>>
>>168526172
If you can really do art and music, then the battle is already half won. As I remember there are supposed to be some VN engines out there, try to Google for them. There's no VNs on /agdg/, so it's not the best place for asking an advice regarding them.

What would you like to teach with VNs to kids? Sounds like a good idea (I used to be a teacher). I think since you would like to work fast from lesson to lesson, you are not considering collabing.

You can check out Scratch. It's a tool to teach kids algorithmic thinking, but you can show them how to make short stories come to life.
>>
>>168526470
>Am I just being lazy?
Yes. You have no work discipline.
>How do I stop being like this and work on something?
Force yourself.
Anyone ever felt like this and were able to pull through?
Trying to do so right now.
>>
>>168514660
The cone is more of a visual timer. Your chance of a critical shot is much higher at full focus, whereas firing early is less accurate (variation of half the cone angle) and more likely to result in a low-damage limb shot.

On a Hard mode, removing the effect would be a neat challenge, but with it being an integral feature to same ammo I don't think I could just do away with it entirely
>>
>>168524954
thanks anon, this was pretty inspiring.

I know what I'm going to work on now.
>>
>>168526669
>>168526470
I like those pictures they're cool
>>
>>168525946
Oh that's cool. The fake 3D looks good on those tanks.
>>
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>>168475732
If you find yourself wasting too much time in the browser when you should be deving

https://www.takeafive.com/
>>
>>168527024
I'm not gonna click that.
What does it do?
>>
Post realistic motivation /agdg/

https://vimeo.com/24715531
>>
>>168525387
God's work.
>>
>>168527163
This video is so obnoxious
>>
>>168527380
How so? I found it helpful.
>>
>>168527380
It's true what he says, however I agree that these kinds of typograph videos are annoying. But just minimize the window and listen to it.

>>168527163
Heard it before, but it's good to listen to from time to time.
>>
>>168525723
Whenever I see "night train" in your posts, I hear Crazy Train playing in my head.
>>
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>>168527163
>>
What's the fastest quickest most bestest way to find all points within a point cloud that are within a cylinder
>>
>>168527826
filter out all the ones that aren't inside it
>>
>>168527625
I can dig it. I'm going off the rails most of the time anyway
>>
>>168527138
It only lets you keep a browser tab open for however many minutes you want like 1 or 5 minutes then it closes it on you forcing you to snap back to focus on your work.
>>
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>>168526689
Oh well, I'll ust keep trying to bag my head. As long as I don't give up and keep trying i' bound to succeed eventually, right? I know there isn't a magical answer to this problem.

As I said in another post, I do work quite well if i'm in a collab of sorts or actively talking with someone one on one. Maybe I should just find someone like that.

>>168526959
Android/robot girls are fun.
>>
>>168527945
Fucking hell those typos

*Oh well, I'll just keep trying to bang my head. As long as I don't give up and keep trying i'm bound to succeed eventually, right?
>>
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>>168524058
alright, how's this?
>>
>he's devving for the Switch
The Switch will not define 2017. GameBand will.
https://www.youtube.com/watch?v=43nig5HK7pY
>>
>>168524954
Thanks for this
>>
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next jam theme poll - non shitposting/ non censored edition
http://vote.pollcode.com/35192779
http://vote.pollcode.com/35192779
http://vote.pollcode.com/35192779
>>
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>>168529038
>loli cops are winning again
>>
>>168517131
Old games are fascinating.
Just wondering how you can make gameplay with a 4Mhz of cpu is fascinating by itself ("gpu" and cpu).
>>
>>168529038
shitty poll
>>
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>try to make a tumblr
>you literally have to give away your mobile now
>>
>>168520961
Nice.
Unfortunately , I don't think this will get you much money. But I appreciate the technical stuff behind it.
>>
Give suggestion for new OP pics
>>
>>168529863
A loli cop
>>
>>168529863
Actual real woman for a change
>>
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>>168529863
Take this, replace 'dogs' with 'devs' and then put in 4 progress posts
>>
>>168529690
Give them your your home number.
Fuck the system!
>>
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>>168530073
what a gay
>>
>>168529863
A loli with a cop.
>>
>>168530073
>>168529863
What about men for a change? No homo, but sometimes I'm just sick how much our life revolves around them. I just want to write some fucking code, damn it!
>>
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>true && (i += 1)

is 7-7.5 % faster than

>if (true): i += 1
>>
>>168530085
I'm not stuck. I've just spent my day writing a single function. I know exactly where I'm going.
shut up!
>>
>>168529690
>Don't reveal private information about yourself on the internet

Remember those days?
>>
>>168530073
gross
>>
>>168529863
Standing on the edge of a floating island looking down, the terrain below forms the agdg logo.
>>
>>168529690
>you literally have to
"no"
>>
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>>168529863
Put the logo on his head or put it on her and color him green.
>>
>>168530258
there is hardworking men in the op RIGHT NOW

join them, work hard on your game anon-kun!
>>
>>168530429
pls explain
they're not letting me
I am being held against my will
>>
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Progress. i got envy of the FPS megaman game ladder, so i stole it man, hope you dont mind
>>
>>168530661
>grappling hook

RAD
>>
>>168530646
I can create an account without any phone
what are you doing?
>>
>>168530474
Fuck damn, there really are!

Gambatte, Anonymous-sama!
>>
>>168529690
Can't you give a random number?
>>
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>>168530459
Done
>>
>>168531068
New thread
>>168531068
>>
>>168531007
Thanks buddy.
>>
>>168531002
well I don't wanna put somebody else's.
>>168530815
I don't know, looking around
>>
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>>168529863
door with the AGDG logo and a picture of loli with a forbiden red circle around it.and a "no girls alowed" sign at the door
>>
>>168522043
>many of the things commonly considered to be "woo" are in fact real
Lmao
>>
>>168520961
>you need an account to view the asset store
???
>>
>>168532349
>replying to offtopic shitposts hours later
Cool game.
Thread posts: 760
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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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