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/agdg/ - Amateur Game Development General

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Thread replies: 803
Thread images: 153

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Nostalgia edition


> 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
>>1168591182

> 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
>>
>>168646224
ONE WORD ARRAY DECAY END OF DISCUSSION
>>
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Google Drive folder update, we won't be alone edition.

https://drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE

- /agdg/-chan art (ancient, I think, reposted)
- Pixel art info graphs, general drawing info graph
- Motavio art (ancient, I think, reposted)
- Vampire girl concept art by the dev
- Umbrella Warriors fan art
- Cat Wizard fan art
- Tracks fan art
- An anon shared some Sega Genesis and Mega Drive sounds
- Squaredev shared the model of his pirate girl
- Some fan art got into the Misc folder (sorry guys, I couldn't originate them)
- A girl saying do your best got into the Motivation folder

Thanks for the content! Have a wonderful day!

Reminder: I've started to save the recaps in case you are looking for the most recent ones.
>>
>>168648632
Walked around some in the hidden easter egg area for a bit and uploaded to youtube. Enjoy the 15 minutes worth of effort in level design.

https://www.youtube.com/watch?v=jJc41uYDPk8

Meanwhile, still hooking stuff up for Metanoia's Act 1. This is taking a lot longer than I thought to get the bridge up - the words are just coming slowly to me. Might just put stuff in brackets to fill in later in my polish pass.
>>
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I've been away for months and just came back.

Do I have to buy Game Maker 2 now if I want to compete? Is it worth it?
>>
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>>168648632
>there will never be a nother group picture again
>>
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How do you find good names for your characters? Where do you look for inspiration?
>>
>OP image
I remember God's Gift getting good buzz on /v/ a while back and stuff but lately I haven't heard anything?
>>
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>>168649158
That's because the game is ded.
>>
>>168648632
>tfw rememeber when that pic was originally posted
>so many deds now
>>
>>168649093
Probably because the general is full of idiots and shitposters now.
If you take a look at the last year recap we lost a good number of dev due to the constant shitposting. They just stay in their tumblr for good reasons.
>>
>>168649110
behindthename.com
>>
>>168649207
You mean on hiatus right?
There's too much art and assets in that game to let go of.
>>
>>168649050
Yes. Gamemaker is a serious engine for gamedevs who are serious about making games. Paying full price for it is well worth it when you consider it has a history of creating million dollar games.
>>
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I wonder if this is still hanging on that dev's wall... or if they threw it away, along with their game.
>>
>>168649110
>How do you find good names for your characters?
they just come eventually.
when in doubt anagram a vague word
>>
>>168649347
Don't say this kind of thing out loud. It gives the shitposter strength.
>>
>>168649365
The dev occasionally posts a new sprite here every now and then. He's still on it, even though I don't remember he said anything about the reason behind the slow progression.
>>
>>168649110
Just make your game more anime.

Then you can have all your characters have japanese names, and those sound good no matter what, so just pick 2 at random.
>>
>>168648909
>An anon shared some Sega Genesis and Mega Drive sounds
Is it just the drum samples or is there another one in there?
>>
>>168649450
I posted that pic a month or so ago and they replied. They were getting ready to move at the time. So I don't know what they've done with it now, if they hung it back up in their new place or not.
>>
>>168649450
>looking at Charlotte

I still think that the waifu level of Charlotte grew too big for the dev to handle. It's kind of funny when you think about it.
>>
>>168649050
There doesn't seem to be all that much to gain aside from a fancier UI. Not production ready.
>>
>>168649365
Every dead game is on "hiatus". Every dev is just "taking a break" or "planning what to do next". First it's for just a few days. Then weeks. Then months.

Most stop visiting /agdg/ because it reminds them of their game and how they abandoned it. Some stay and shitpost as a coping mechanism (nodevs).

But don't worry. I'm sure one day they'll get back to working on their game. Just not today, because <excuse>.
>>
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added checkpoints. players will be able to choose whether or not they want to play with the instant respawn after ko
>>168648909
very nice!
>>
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>>168649450
He said they are moving, so it'll have a new place somewhere else. This is the last image the guy shared about it.

>>168649661
Just the drum samples.
>>
>>168649847
Thanks anyway anon, I'll make libral use of them
Still bummed that I wasn't in the dd9 or 10 pictures
>>
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How many of the games in the OP pic are kill? Are there ANY survivors?
>>
>>168650085
80%
>>
>>168650085
boku, cube-chan and I think maybe vampire
>>
>>168648905
Part of me doesn't want to reveal my secret but it's painfully obvious to some people

Take one or two concepts about the character
Google translate it into another language
I've got a two-ton hulk who's name translates to Muscle Muscle
>>
>>168649110
just add -oth to the end of regular name.

Davoth
Jimoth
Pedroth
>>
This is probably a dumb question but does physical size affect rendering? Say you have an arena that's 100x100, if you shrank it to 50x50 would it render faster? Or does only the texture have an effect
>>
>>168649740
She is the agdg with the most (porn) fanart here after all. Wouldn't surprise me if the hiatus was related to the dev feeling too much pressure.
>>
>>168650230
>>168649110
>>
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>>168649616
>those sound good no matter what
>>
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>>168650310
you're going to have to be more specific
>>
>>168650310
It depends on the reference point.
>>
>>168649740
>>168650315
The game was unsalvageably bad.
>>
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Its still a little rough, but movement and shooting are more or less working. Can move, shoot and roll in 8 directions. When shooting, your aim is locked to that direction, but your movement/rolls still function as normal.

Its starting to dawn on me that this would require a fuckton of spritework.
>>
I made a game for Betajam 2 (was torn between school and this for the last week so I never really posted progress) but I'd love for some people to check it out. I only have the trial version so you'll need GMS2 in some capacity to play it but I'd love feedback

Also not sure if the files I uploaded even work so that would be great to find out
https://itch.io/jam/betajam2/rate/120615

>inb4 whodev
I've been posting here for a while, just not the last week b/c of the jam
>>
Literally unsolvable.
>>
>>168649110
I look at lists of names plus etymology dictionary
>>
>>168649347
There's plenty of promising devs still in the thread. I can count almost a dozen off of the top of my head.
>>
>>168649347
This desu.

I stopped posting progress because the shitposting is literally insane.
>>
>>168650437
>>168650442
I'm just trying to make everything as smooth as possible. I remember seeing someone talk about a game with a shrunken protagonist, where everything was mini instead of life-sized (the player didn't know this, only people that looked at the game's files), and I was wondering if that was to help performance.
>>
>>168650085
>Card Tactics
>Placeholder
>Boku
>Cube
>Vampire
>Torpedo
>Clarent
This are the ones still alive I believe
>>
>>168650841
no that's nonsense
>>
>>168650841
That makes no fucking sense, models don't have reference scales.
>>
whats a good drawing tool to use as a scrapbook?
i feel like i need to just draw prototypes of shit like character and level design.
>>
>>168651102
Pen and paper.
>>
>>168649740
>>168650315
>>168650496
Which one was Charlotte? Got a previous recap image or their tumblr or something?
>>
>>168651102
penis and paper
>>
>>168650085
Okay, here is the thing.

I'm the Google Drive guy, and because of that, I actually read every single thread, or at least scroll trough them. So here's my observations:

Wizard kid: alive, occasionally posting here, but mostly on tumblr
Placeholder guy: well and alive, not a placeholder anymore
The first knight: posted some after the demo then vanished to my knowledge
The second knight: never heard of him again
Bokube: alive and well, plans his kickstarter
Dog with the flashlight: the dev occasionally posts on his tumblr, he's busy with school and stuff
Girl in purple: rarely posts here and on tumblr, but still on it
God's Gift: >>168649581
Guy in suit: never saw him again
Knight: never saw him again
Unnamed platformer girl: the dev is busy with life, but still on it
Cube chan: still in development, the dev comes here every once in a while to tell stories about conventions he visited
Wizard girl: never heard from her again
Blue haired girl: there were some posts about her a few weeks ago
Big thing with a heart: was active on tumblr after the demo, but is very silent for some months now
Vampire dev: still working on Vampire game, now also works on a Comfy Jam game
Charlotte: last was worked on around Nov-Dec, then the dev went on a side project, but life got in the way. He's silent for almost a month now
Frog's life: the dev said he dropped the project
Clarent: still in development
Girl with green hair: the dev is still alive, but mostly posts art on his tumblr, doesn't plan to work on it in the near future
Baseballhat kid and Sailormoon girl: never heard of them after the demo
The green ball: as I remember it's a small game by Vine?
Jelly: never heard of them after the demo, but as I recall the guy visits /agdg/ on Summers
Flexing girl: failed kickstarter, blamed on /agdg/, never returned
Torpedo: on GreenLight, got finished, you can find it on itch, the dev is on his next project
Bunny: the dev considers it finished, but he has dan a shit lot since
>>
>>168651172
charlotte is the oppai sleepy girl

just search agdg charlotte in the archives
>>
>encounter a composer
>says he's interested in helping
>have some conversations, says he's going to put some things together for me
>eventually disappears without a word
>encounter an audio designer
>says he wants to help me and that I should message him
>message him
>never responds

I guess they both might've died, but is it really such a burden to take 15 seconds of your day to respond to someone with a "No sorry something came up"? Especially when you tell them to message you?
>>
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Working on a more traditionally paced easier first level instead of going balls to the wall 4 seconds in to the game. Also some sound effect stuff, but that's hard to convey.
>>
>>168650496
Gameplay was pretty simple, what caughts people's attention was Charlotte herself to be honest
>>
>>168651316
>Implying she's canon stacked
>>
I really can't decide between a platformer and a top-down game.

- Platformer means a good range of moves making usually combat fun, but exploration is standard
- Top-down means less moves or a typical activate-skill-1-to-9 combat which usually ends up a bit repetitive, but the exploration part makes up for it
>>
>>168651323
What's your game? I could help you (no meme).
>>
>>168651323
>Tfw same but with an art guy
Its amazing how flakey people can be once they realize you're serious
>>
How do I get sfml to work with code blocks? it feels like every tutorial on the internet is lying! they make it sound like all you gotta do is link the include and lib folders and then write the linkers but I do it exactly like them but then it says there's no reference to the functions!

I just wanted to try c++ I was doing command prompt stuff before but I want a window!
>>
>>168651323
>>168651752
>tfw i tell composers/art-guys to fuck off when they approach me, just because i want to flake out whenever without letting people down
>>
>tfw just declined a 40k a year graduate job after Comp Sci university in order to indie dev while living with my parents

Feels Amazing Man
>>
>>168651752
This
>>
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>>168651752
I believe in my collab pal! He's just busy with life! That's all! He surely will mail me soon. Why wouldn't he, right? Right…?
>>
>>168651295
>Flexing girl: failed kickstarter, blamed on /agdg/, never returned
LINK LINK LINK! Archived posts about this would be even better.
>>
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>>168649450
>>168649847

>people remember me

That framed print is in one of these boxes, wrapped in like 40 towels.

Just got to Michigan a couple weeks ago, and we're living in a tiny apartment in Kalamazoo until we find a house.

I have, sadly, shelved Dungeon Break for the time being, but I do intend to get back to it someday. There's too many assets and too many hours put into that to just leave it be.

I've been working on the Silent Hill-esque 2D game lately, while job hunting.
>>
>>168651295
>Flexing girl: failed kickstarter, blamed on /agdg/, never returned
>girl
well, there's your problem.
>>
>>168652269
>Relying on a collab pal
It hurts ;______;
>>
>>168652370
I don't record drama, sorry.

Basically:
Asked the OP to include a link to the campaign.
OPs refused.
The KickStarter failed.
The dev called on the OPs, but asked in general why don't we include running KickStarters, GreenLights in there.
/agdg/ responded in the usual /agdg/ way.
Never seen them since.
>>
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>>168651929
>How do I get sfml to work with code blocks?
make sure everything is linked. re-affirm every dir. CB is finicky
>>
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This bunny is hopping and stomping. Gonna have to figure out what I actually want to do with this. And program things like walls you can hit.
>>
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>>168652489
Speaking of which, I have progress on that game.

Redid the damage effect to be less seizure-inducing. Also made it so the global conversation system can run through multi-line conversations, as this was broken earlier.
>>
I just came back to /agdg/ after months, and it looks about the same, which is nice.

I'm only worried about one thing... is "that" poster gone for good?

You know who I mean.
>>
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Opinions of how the lava looks?
>>
>>168652631
Did he seriously expect to gain traction with a link that in an OP that no one reads?
>>
>>168652489
>Dungeon Break
Ah, sorry, I didn't know you are the dev of that game. Let me link you to the post above: >>168651295

Best of luck with the job hunting and with game dev, anon! Take care.
>>
>>168651520
Fine then I'll figure that out on my own.
>>
>>168652901
Looks really cool my ude.
>>
>>168652952
No problem man. That's a seriously impressive list haha. I participated in Demo Day 9 and X, and made a bunch of changes based on feedback to those two days, but ran into hurdles making the game "fun", as it got repetitive really fast, and kind of lost steam and stopped working on it altogether.
>>
>>168652631
> asked in general why don't we include running KickStarters
I'm new to /agdg/ and why isn't this a thing? The only real reason I can think of is "Muh look what I did pls give money"
>>
OOP is snake oil, don't fall for their lies.
>>
>>168652489
Glad to know you still have it, and that you still are here with us. I'll keep an eye on your new project.
>>
>>168652901
pretty good. lava looks like shit in most games so you are ahead of the curve
>>
Is there anyway to account for the rotation of the object when getting its box collider bounds in Unity, or is it simply a math and physics thing and I should kill myself for not understanding AABB?

trying to cast rays going from an object and keep it constrained to its bounds
>>
How do I control and correctly harness the dark magicks of while loops? Asking for a friend.
>>
>>168653176
I love this meme.
And then you're going to give zero information on how to make games without OOP, right? You're just going to continue hating on OOP and give no alternatives.
>>
What actually happened to ostrichdev? How completed was his game?
>>
>>168653397
Make sure it's not infinite.
>>
>>168653460
ECS
>>
>>168652839
You mean source poster/insane poster/admin?
>>
>>168653103
If someone has a kickstarter, where is the line between them being AGDG and them being a whodev shill? Who decides that they are enough a part of the community to be allowed to shill in the OP?

That decision would get left to the OP, which is a dodgy path to go down, especially since the shill could be making the thread.
Then there would be drama over who is and isn't, should and shouldn't, is patron different, thread wars from people refusing to use the shill thread.

It's just better to not allow any of it. If you frequent this thread enough to deserve to be there, everyone will know you have a kickstarter anyway.
>>
>>168653620
yes
>>
>>168651994
Good. If you can't hold yourself to your commitments, then don't make them.
>>
>>168653460
>meme
Yeah, it's not like every non pajeet out there haven't voiced their opinion as to why OOP is shit.
>>
>>168653552
>mutable states
wew lad
>>
>>168652839
Here's a crazy idea, instead of making the same types of posts that he makes, why don't you stop shitposting and start making a game? Or are you going to continue to obsess over him?
>>
>>168653396
You might be better off simply placing an empty object at the boundary, parented to the original object and use the emptys position to fire your rays from.

I think the bounding box always uses the global X Y and Z coordinates and doesn't rotate.
>>
>>168652790
I dunno what the application for these abilities will end up being, but I suspect that some extremely cool things can come from them.
>>
>>168653763
Thanks for proving my point, let's see how long you'll continue to post about how bad OOP is without giving any advice on how to improve non-OOP code.
>>
>>168653707
Can't argue with that logic. Thanks for clearing it up
>>
>>168653901
I was thinking of doing it right now. It feels messy and cheap, but it's probably one of the only ways that i'd understand right now.

Thank you.
>>
>>168653961
Just go look at the source code for any game engine out there, and you'll see, they might use c++, but they will avoid any and all of the typical OOP shit like generics, inheritance and polymorphism.
>>
>>168653810
>You literally replied to "him"
You probably suspected you were too, but you did it anyway. Shame.
>>
>>168654247
That's great, except I'm making a video game, not an engine.
>>
>>168653707
>Who decides that they are enough a part of the community to be allowed to shill in the OP?
There's literally no reason to shill in agdg. Hardly anyone is actually here. A single thread alive on /v/ for 10 minutes is 10x the shill power of posting in agdg. Having a genuine following outside of the asshole of the internet is even better.
>>
>>168653397
mind your invariants
>>
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sorry for the shill, hope some of yall can come out and chill in our virtual non-game tomorrow. Itll also help us test servers : ) ty
>>
>>168653728
Sorry he's still here. These last couple day has stayed more quiet, since his last breakdown after monitoring a poll for 12 hours straight.
>>
>>168654247
Engine code isn't game code.
>>
>>168654575
You advertising this in the /v/ gamedev threads?
>>
>>168654239
I think the alternative is to use the objects rotation, and multiply the directional vectors for the angle.

Then for the position offset it would be some sort of Trigonometry finangling using the rotation angle you referenced and finding the sin and cos offsets in the YZ plane for 2D. And then the additional XZ or XY plane to do the X offset.
>>
>>168654575
throw us a link, m8
>>
>>168654485
And yet people do.
There's also the demographic, developers are much more forgiving of games with rough edges as opposed to the ravenous masses of /v/.

This seems short sighted though because I'm not going to give money to my competition.
>>
>spend months trying to figure out how to implement seemingly complex mechanic
>read random website while trying to do it again after giving up
>get an idea, realize what im trying to do is actually simple as fuck
>implement in 5 minutes

kill me
>>
>>168650670
name them
>>
>>168654752
didnt know there was a gamedev thread on /v/ ill check it out
>>
>>168654925
What was it?
>>
>>168654956
>implying you will be named
>>
>>168655130
one can only hope
>>
>>168654986
Yep check the catalog for a Unity logo or sometimes they use the stack of engine logos. It's not a general so you have to catch them like wild animals.
>>
>>168654575
yeah but how/when do
there's is a local gamedev meetup tomorrow that I may or may not go to
>>
>>168652901
looks windwakerish
windwaker was fucking gorgeous so make of that what you will.
>>
>>168655178
well drop a link, u can play in browser. We'll probably just leave it up for a while until we do some major updates
>>
>>168652901
If you can make those blobs animate in size/color then 10/10. Right now it's like 6/10. Probably could reduce the amount of wavyness it has. That makes it seem a bit weird.
>>
>>168654575
How do I hit it up, my dude?
>>
>>168654990

Camera that shifts focus from player to player + another object if its a threat if it gets too close. I was looking up bezier curves and shit when all you have to do is take the mean value between the two objects
>>
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>neetdev left agdg
>got build the wall greenlit and abandoned it
:( This fucking place... I need to blame agdg to cope
>>
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>>168655663
>neetdev left agdg
Really?
>>
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>>168655745
I think he knows how much shit he would get here after one of us asked about it. So he's just avoiding us. I'm not even mad really.

Just hurt.
>>
what is a neetdev
>>
>>168655663
>>168655909
Who cares about that game? It was just a shitty meme game. His actual games were all great
>>
>>168655663
devs leave agdg every day homie
>>
Where's Letodev?
>>
You guys every do anything in ASM? Thinking of working on a gameboy game.
>>
>>168656206
Where's Marmo?
>>
>>168656092
Fuck outta here. None of his "actual games" had any gameplay.
>>
>>168656770
They had more gameplay than your game.
>>
>>168656257
no but i do shit in ASMR lmao *licks lips and clicks tongue next to your left ear*
>>
>>168656846
https://youtu.be/5JEaA47sPjQ
>>
>>168656837
I like how you're wrong and know it so have to resort to changing the subject.
>>
Yanderedev's going to snap at some point
He seems to be self aware enough to know he's doing shit work but he also knows he can't fix his problems without killing his marketing that relies on constant build releases

How long do you give it until he breaks?
>>
>>168657080
Thanks for bringing this up yet again. Do you develop games or do you just follow Yandere?
>>
>>168656846
Great post right here.
>>
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>>168656934
hahaha what the fuck
>>
>>168657080
Hr's already crazy and broken.
>>
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>accidentally onto a million dollars game idea.
The feeling when it all fits. Holy shit.
>>
>>168656846

sad no one ever wants to actually discuss assembly with me
>>
>>168653028
>>168653359

Thanks!

>>168655215

Ok sweet, I was totally going for a windwaker type of style.

>>168655404

Yeah I'll have to reduce the wavyness a bit. I'll see if I can figure out a simple way to change the size and color of the blobs.
>>
>>168657515
Congrats! I'm looking forward to playing it. You are going to make it, right?
>>
>>168657515

Please don't let your hype carry you away, anon.
>>
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Not a whole lot to report today, I fell asleep after work and didn't do much.

What I did get done was to utilize my "Stored Attack" input listen system to come up with a generic "charged light attack". This attack buffers in whenever you hold down the light attack command through an attack animation; it's a little rotary attack that does pretty minor damage, but it's radial. And, I've implemented a "steerable melee" system for it where IF you're grounded (it can't be steered in air to avoid super-abusable infinite floating, I may change that and just have it drop off early) you can move the attack around while infinitely sustaining it.

I've also got more hurtboxes implemented for attacks and am tweaking knockback... including for the "gun fists" thing for using a melee secondary.

As an aside, holding down light attack to do consistent damage while gently circle-strafing an enemy and aim-shotting him with your gun-fists is a hilarious and fun way to rack up damage.

Not pictured: a drop kick animation for Heavy 3, which finishes off 2 more attack chains. I have two, MAYBE 3 attacks left for the fist weapons (an overhead spike, a flurry punch, and maybe one other connecting attack, I'll see) and then it's done.

Well, except for "extender" attacks which occur at the end of the combo with Combo+ unlocked but those will just recycle existing animations with Wicked Weaves tacked on and bigger hurtboxes, so no actual new animation for that.
>>
>>168657080
Giving up would mean no more attention. He's never going to officially quit.
>>
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>>168657515
Post rare sords
>>
>>168656257
ASM is fun. You're doing GB/GBC as opposed to GBA? Because I did a bit of GBA stuff long ago and it was all C. In fact you could probably get away with using C for GB/GBC as well, if you don't actually enjoy writing ASM.
>>
>>168657830

There is a C compiler for GB/GBC, but it has limitations, you know? You couldn't make Link's Awakening in C because the compiler just isn't efficient enough.

What's the C for GBA like? Do you have to do any manual managing of memory? Are there good tools for art creation?

I actually quite like ASM, so that's not a problem for me. It's slow as hell to work with but it's so satisfying just knowing how your code works down to the memory level, you know?
>>
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>>168657764
vintage sord?
>>
>>168658192
Where do I purchase this game?
>>
is it bad that I have a bunch of basic materials like wood, stone, grass etc from separate image files and then apply those to parts of models rather than have big UV maps?

it seems to make it easier for texture tiling and stuff, at least for a noob like me
>>
>>168657649
Thanks, anon. We are all going to make it!

>>168657661
I've been led astray far too many times but this time is different - I can feel it. This is the one.
>>
>>168658364
If the textures need to tile, then that's the correct way to do it.
>>
is there any math formula to draw a circle around a X,Y point?
>>
I'm trying to install unity, and I'm at a bit of an odd point. It just finished installing visual studio for unity, but now visual studio is asking me to reboot to finish, and the main download seems to have stalled a bit. If I reboot, won't I lose all of my progress?
>>
>>168658493
Yeah use sin and cos
>>
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>How to play:
>1. Buy game
>2. Install game
>3. Play game
>4. Reach 2 hour mark
>5. Request Refund
>6. Get Money Back and Uninstall

>I would've kept this game, but I knew that I wouldn't play it again...

>I would love to see a map editor and a workshop so that I can endlessly play this game. It was a fun game, but the game is easily completeable in 4 hours on average.

This was a top review. Not going to say which game.

Fuck Steam. Just plain fuck'em. Fuck the players, fuck the distributor. Fuck'em all.
>>
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Alright /agdg/.

How do we fix Chess?
>>
>>168658493
Yeah, all you need is the radius, sin and cos.
>>
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>>168658493
back to kindergarten
>>
Is there a simple formula for a smooth jump in a 2d platformer? I just want to know where to plug in numbers for "peak of the jump should be x pixels above where he started" and "fastest speed should be y"
>>
>>168658276
It's not finished, but you can play the most recent demo of it from Demo Day X

https://jasozz.itch.io/dungeon-break-ddx-demo
>>
>>168658615
>tfw you worked 9 months to make a game
>It's around 1 hour long with new interesting content at every step of the playthough
>Get refunded 95% of the time
>tfw negative funds because need to pay for Steams cut for every refund
>>
>>168658659
Where is your game Mr. White?
>>
>>168658615
>>4. Reach 2 hour mark
>>5. Request Refund
You made a bad game, deal with it.
>>
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I know there's been a billion clones each with their own gimmick, but how would you mix up the Bubble Bobble gameplay/formula?
>>
>>168658621
By rotating the map 45 degrees, turning it into 3 lanes and making each player control a single piece.
>>
>>168658615
>this game I knew was linear when I purchased it isn't infinitely replayable therefore give me my money back
>>
>>168658780
Where's your?
I'm not the one who doesn't understand basic algebra.
>>
>>168658054
>There is a C compiler for GB/GBC, but it has limitations, you know? You couldn't make Link's Awakening in C because the compiler just isn't efficient enough.
Yeah I looked it up, no GCC or LLVM backends so you probably aren't gonna get great code quality.

>What's the C for GBA like? Do you have to do any manual managing of memory?
About like any other C program, I suppose. The homebrew toolchain has a libc so you can malloc and such, though it's probably not a good idea to use dynamic allocation heavily with only 256k of total RAM.

>Are there good tools for art creation?
This was 10 years ago so I don't remember precisely. But basically the only thing you need, aside from your favorite pixel art editor, is a script to convert the images to an appropriate format for loading into VRAM.
>>
>>168658776
>tfw negative funds because need to pay for Steams cut for every refund
w-what
>>
>>168657672
what do you use to make these long ass high quality webms?
>>
>>168658615
>made a game that's only worth playing for 2 hours
Sounds like a personal problem.
>>
>>168658932
Where is your game?
>>
>>168659043
I'm using OBS and Webm for retards... I dunno, anon, I just hit the button.
>>
>>168658192
are you back?
>>
>>168659025
The 30% cut that valve takes isn't refundable.

So if your game costs 10 dollars, you make 7 dollars, but if someone refunds the game, you need to give back the full 10 dollars out of your own pocket.
>>
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Is it a good idea to ask /agdg/, /v/, or 8ch to check out my Greenlight page? Or will everyone probably just post crazy shit and downvote it?
>>
>>168658782
>>168659064
50k for this flash game with 10 minutes of gameplay.

https://steamspy.com/app/432020
>>
>>168658728
Not really. Go look up an article analyzing the jump in Mario Bros. The shape of the jump is some weird asymmetric shit that happens to feel good.
>>
>>168659203
Downvotes don't matter, so just post it everywhere.
>>
>>168659183
I never left, I just backburnered that game for awhile, sadly
>>
>>168659256

The jump is literally where I stop on all the 2d platformers I make. It's so hard to make satisfying.
>>
>>168659203
Is there any conceivable benefit to bending over on 4chan and hoping you don't get fucked?
>>
>>168659218
So you're comparing your game to a game made to pander to 9 year olds who meme nonstop and are probably pewdiepie fans? Your game must be really trash then.
>>
>>168659203
dunno about 8ch, but i'd guess the exposure you'd have in a single thread wouldn't be even 1/4th of what you'd get here
/v/ is pretty chill about this things if you do it at the right time, like the game dev threads that pop up sometimes

it's badly regarded in /agdg/ if you've never posted here before, but it should be okay if you've actively participated in the community
>>
>make a one hour game
literally just make it free. no one wants to pay for that
>>
>>168659203
I'll be honest my dude in these places you're more likely to get memed or worse. Try more mainstream channels. For all that is holy though don't post it on /v/, in fact, I think advertising is actually against the rules sitewide.
>>
>>168659289
It's not the downvotes I'm worried about, it's all the comments about people telling me they'll rape my babies and shit
Which I don't care about since I find that funny even if it's directed at me, just might turn off non 4chan people if they read those comments or something
>>
>>168659564
speed runners will
>>
>>168659471
>So you're comparing your game
It's not even my game you anus.
>>
>>168659653
maybe a dollar if that
or theyd just pirate it
>>
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holy shit modelling and texturing is so difficult and time-consuming. mostly time-consuming. it would take me an entire day to make one asset, and multiple days to make one character.

I can see why pixelshit and flat shading is so popular. I'll never finish a game like this.
>>
>tfw no one remembers me and my abandoned games
>>
>>168658621
It's not broken.
>>
>>168659876

Make n64 graphics man. They were pretty much just basic shapes stuck together.
>>
>>168658621
achievements
>>
>>168659972
>tfw miss stella before he turned into a massive shitposter
>>
What's the best way to be successful in this era of free to play games and over-saturation of indie markets?
>>
>>168659876
That's a big roof.
>>
>>168660000
>4 consecutive numbers in a row
>>
>>168660042

*Denied the King's Gambit!*
>>
>>168660106
make a good game and hope
>>
>>168660106
Getting a real job.
>>
>>168659198
Wait, seriously?
>>
>>168660117
>>
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My grid collisions are going to be tied to my tiles instead of an array. How fucked am I?
>>
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watch out CDPR
>>
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I know it doesn't look like much, but the framework is there so that I can add new rooms/corridors/junctions and create random layouts quite easily. This can also make multi level dungeons if I want to.
>>
>>168660521
Why are you using both collisions and tiles? The point of tiles is to avoid having to use collisions.
>>
>>168659876
Yes, that's what I've discovered too after falling to the
>make ur own art it's easy

No wonder why most indies, the ones who aren't artists, are going with pixel limbs and generally minimalist art.
I don't want to spend years making mediocre art, I'd rather spend those to make games.
>>
>>168660707
By collisions I mean:

Is array location empty? Yes. Move piece.
vs.
Is tile empty type? Yes. Move piece.
>>
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>>168660665
Nice! The closest thing I could ever make was a simple cell-based corridor generator.
>>
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>>168659154
yea this is a lot better than the program i was using, thanks.
>>
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>>168658550
I'm asking this again because I don't want to fuck my shit up.
>>
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Got tired of delaying it, so I implemented frustum culling of entity bounding boxes and BSP leaves. Pretty happy with it - in some cases/camera angles, I cut nearly 80% of my draw calls.

To prove it's actually working, I added a console command to "freeze" visibility testing based on the camera frustum.
>>
>>168659154
>>168661093
What format are you two recording it as first before the encoding?
>>
>>168660951
gamedevelopment.tutsplus.com/tutorials/bake-your-own-3d-dungeons-with-procedural-recipes--gamedev-14360

Check this out if you wanna do what I did.
>>
I AM ABOUT TO FUCKING MAKE GAME
>>
>>168660106
Kickstarter. You need fans, not just followers. People who really give a shit about the game.
>>
>>168661393
The only true engine dev right here
>>
>>168660106
Being cheaper and having high quantity
>>
>>168657080
All this talk about him today made me look up his channel
25 minutes of excuse making

https://www.youtube.com/watch?v=Us5PPyEvKWo
https://www.youtube.com/watch?v=oF-VWc3aEsE
>>
>>168661415
i use shadowplay which converts to MP4.
>>
>>168661887
I don't know if sociopath or egomaniac is the word to use but something is definitely wrong.
>>
>>168661887
>uses Unity to make a ball dropping demonstration to illustrate the "bottleneck"
This is comedy.
>>
>>168662327
This is the same man who had the skullgirls programmer tell him that his code was shit, and then developed an intense hatred for that guy rather than accepting that something he had made wasn't good

In that video he mentions that companies approached him wanting to help work on the game, and he mentions them wanting 50% of the profit as if it's unreasonable. He thinks that he alone should be entitled to a majority of the money, and an entire team of people who worked on his idea should just divide up the scraps left over.

He's fucking clueless and while he seems to be noticing it in some areas he isn't competent enough to fix his problems. He's going to have a breakdown at some point, no doubt
>>
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>>168661887

>your game will never be popular enough for someone to give an in-depth explanation on how to make your game better.
>>
>>168662779
does he say someone gave him an explanation for that?
>>
>>168650310
I still don't get how skyboxes work.
>>
>>168663041

oh I didn't realize it was actually him until a few minutes in.
>>
>>168663150
You just render the skybox as if the camera was at the exact center of it, then render the normal level geometry after that.
>>
how do i learn to texture paint? how program do i use?
>>
>>168663150
Skyboxes don't look like they move because they're set to match the position of the camera. Whenever the camera moves, the skybox moves with it so the skybox always looks like it doesn't move at all
>>
I like engine dev more than gamedev :3
>>
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Last bit of progress for today. Did a quick and dirty ambience track for the first area. Might wind up toning down some of the effects depending on how audible they are in game against other sounds.

https://soundcloud.com/jasozz/hg2d-hospital-morgue
>>
>>168663480
>>168663606
yeah but how is that cheaper?
>>
>>168661887
Why does this guy sound like a goddamn robot
>>
>>168663787
>direct headshot from a gun that takes a long time to fire
>doesn't kill the zombie
make it more satisfying anon
>>
>>168663876
cheaper than what exactly?
>>
>>168661887
>https://www.patreon.com/YandereDev
>If I reach this goal, I could pay three professional-level volunteers $500 per month for more assistance, or pay one professional-level volunteer $1500 per month for more assistance, or split the money between two professional-level volunteers.
Did he though?
>>
>>168663787
You should do what RE does. make the gun do way more damage the closer you are to the enemy. and even more damage if you hit them mid attack animation.

it'd be more "thrilling"
>>
>>168663876
Cheaper compared to what?
>>
>>168663987
rendering the sun 1AU away from the camera and dynamically creating random clouds
>>
>>168663943
There are no set damage or health values at the moment. Balancing will be way down the line when more mechanics are in place.

>>168664064
That's a nifty idea. Similar concept in Fatal Frame - more reward for letting spooky things get close to you
>>
>>168663987
>>168664089
than just having it as normal geometry or landscape?

what does shrinking the geometry and re-rendering it through a camera do that's cheaper?
>>
>>168664118
>rendering the sun 1AU away from the camera
Made me chuckle tbqh
>>
>>168664193
yep, and hell it doesn't even need to be the same, maybe have like a parry or something that you can save ammo with a stronger attack but you risk your health.
>>
>>168661887
omg it takes him a minute to compile wtf ??
>>
>>168664353
Yeah, for sure. Alot of the combat decisions are resting on how much spriting work I want to do. Spriting enemies from 4-8 directions is already a ton of work, even moreso if there are going to be staggers and such.
>>
>>168661887

I don't get it. He says working is miserable working on it and companies have approached him. If he hates it so much why not just split the profits and get that money and then leave.
>>
>>168664718
Because then he couldn't bask in his preteen fanbase's love.
>>
>>168664198
It lets the sky render as if it's infinitely far away. If you rendered it as normal geometry, you'd need a bunch of empty space surrounding the level, otherwise the player will see that there's a blue-painted wall just on the other side of those conveniently-impassable mountains.
>>
>>168664562
>Spriting enemies from 4-8 directions
Lol you shouldn't animate them moving vertically. Just have them jump to that position it'd look creepy and you could make that a mechanic to get around them. Like a fake out thing.

You could also have vertical areas be safer for the player while the horizontal ones are the ones the player has to be careful in.
>>
>>168661887
Pic related is why is keep all my peanut butter hidden from my roomates.
>>
>>168664960
I could do the Nuclear Throne/Gungeon option where they just flip horizontally and have a hovering knife that spins around their body?
>>
>>168661393
heh, neat
>>
>>168660707
>The point of tiles is to avoid having to use collisions.
...What? Tiles are a low-cost way of visually representing non-interactable elements that conform to a grid. How is the point of tiles to "avoid having to use collisions"?
>>
>>168663989
>Did he though?
>2. I am unwilling to bring another programmer onboard the project right now
>>
Is there anything wrong with using Construct 2 to make HTML5 games? Game Maker's html5 export is absolute ass.
>>
>>168665232
would probably look weird and cheap.
specially for the player.

if you can fuck it up enough though it might look offputting for a monster.

Personally I'd just say flip the sprites.
>>
Is the new agdg flavor of the month to bully yanderedev or something?
>>
>>168665431
It seems to be fine. I think Vine uses it, and his HTML5 game works well.
>>
>>168654925
>Spend two hours tonight trying to figure out how to implement mechanic
>Read website after website of people trying to do similar things that I figure I can adapt off of
>Nothing works no matter what I tried
>Check a help thing that came with the engine I'm using
>Engine does it for free
>>
>>168665520
Ah yeah I was joking haha. Spriting from 4 sides isn't too bad since you're really only doing 3 sprites (flipping the East/West sprites) but 8 directions is harder, since those diagonal perspectives are a bit more difficult for me.

Luckily for me my artstyle is simple enough that spriting isn't too time consuming.
>>
>>168665560
It's yet another nodev obsessing over a yesdev.
>>
>>168665592
>Engine does it for free

this is a bad feeling.
>>
>>168665560
how new
>>
>>168655487
Oh jeez anon, that's pretty silly. I feel you though, I've definitely had moments before where I thought some super complex thing was what I needed, but it turned out to be a simple equation or something.
>>
>200 hours in game maker
>literally don't know fucking shit about any part of it
>>
>>168648632
>battle network-clone robot girl literally just drawn as a dude in a shirt
>>
>Broken collarbone
>Unable to type properly
>No dev for 6 weeks
>Completely changed my game idea during this time
>Deleting huge amounts of code
>Going to code my basic idea, then sort out this mess of a program
Wish me luck
>>
>>168665676
>yesdev

Honestly I want to make a analogy for the guy but I can't think of anything that matches him.

Hes like a guy that's riding a bike without a seat and everyone just keeps giving him money.
He does all these theories to why his butt hurts so much and you're just sitting there in both shock and abstract horror.
You stop watching him for a month and now hes trying to figure out why he doesn't have a motorcycle yet.
>>
>>168661887
Has this scrublord never heard of refactoring? Or the term "legacy code"?

>oh, I wrote some shitty code before I knew any better
Every software company on earth has the exact same problem, but on 10x-1000x larger scale.
>if I hire a programmer they will insist on rewriting it all
Not if they're any good they won't. Any dev worth their salt knows how to deal with shitty old code that's too costly to rewrite. Otherwise literally nothing would ever get done.
>then the game will be unplayable for months and all hype will die
Again, anyone who's programmed professionally knows how to refactor things in pieces so you can improve the codebase without leaving the build broken for months on end. Because, again, if people didn't know how to do this, nothing would ever get done.
>>
>>168666015
>Deleting huge amounts of code
I swear if you don't have source control I'm going to be triggered.
>>
>>168666048
I kek'd at this stupid post
>>
>>168665676
Way to think in black and white like a retard.
>>
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>>168666138
I've started a system recently, but it's ugly
>>
>>168666091
>will be unplayable for months
I think he's overestimating his work.

If someone decides to seriously have a go at the mess that his pastebin code is, I'm pretty he can manage to clean everything and have something working in maybe 2 weeks at most because his game is nothing special to begin with.
>>
>>168666626
Oh god
>>
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Would the ff7 battle system still be ok to use in a 3d rpg? I know its really old but I still like it a lot.
>>
>>168666626
Well it's better than nothing, at least.
>>
>>168666091
He has no concept of software development practices beyond releasing builds and taking bug reports.
>>
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>friend does UX for casual mobile games
>occasionally pays me to design simple mechanics for them to supplement the dev work i do for him
>do one recently that i purposefully design to be the most unintuitive arbitrary shit to fuck with the casual shitters who wind up playing it
>as i do i think "lmao i feel bad for whatever pajeet gets stuck programming this"
>month passes
>the overseas dev shop they outsourced the game to completely fell through on them
>"anon, i know its short notice but i'll pay you [two month's rent] to dev the whole thing before the deadline"
>"it's perfect because you designed all the mechanics!"
>can't say no, desperately need the money
>stuck developing my own sadistic shit in a quarter of the time i should have

I realize I brought this on myself. But somehow it still feels unfair.
>>
>>168666753
quest 64 SS 2bh
>>
>>168666753
Sure, plenty of games have a battle system like that.
>>
>>168666753
Its iconic and pretty awesome so go for it.
>>
>>168666753
I remember Cloud being swoler but yeah I love it too go for it.
>>
>>168666753
how come turn based JRPGs have hardly changed from this.
>>
I've been trying to use blender to paint textures following a video tutorial but for the life of me I can't get it to work.

What I do is

>set up windows for 3d view, UV editor, and node editor
>create new texture in the UV window
>create new material
>add in texture node in the node editor
>try to paint in the texture paint mode of 3d view window, nothing happens

Where am I going wrong?
>>
>>168666809
Seems that way, but he said in one of his videos that he previously worked at a professional game studio. That's exactly the sort of place where you'd find piles and piles of truly hideous legacy code.
>>
so this is what happens when you spam all the movement keys, kicks, and combat rolls.

should i fix this or is it a feature.
>>
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Ive reimplemented the movement mechanics with character controllers instead of rigidbodies as i was suggested, and reimplemented the roll/dodge mechanic.
Now i can finally make some enemies.
>>
>>168667480
Thats like QUOP 4D mang. keep it
>>
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Mocking up some things for funsies.
>>
>>168667669
So you plan on having first person dungeon segments?
>>
>>168667669
>mfw XL dragon dildo up the bum
>>
>>168667380
Do you really need an XP bar in the main battle UI? You can probably take it out, and only display it on the end-of-battle screen. At that point you can also show it increasing based on the result of the battle.

Same goes for the LVL. The player should already have a pretty good idea of the relative strength of their party members, from seeing their levels in the out-of-combat menu screens. If you really do need them displayed for some reason, maybe shorten to "L.123"?
>>
>>168667748
Just an amusing thing to poke at for April Fools' Day. Was trying to find new pixel art dungeon crawlers but they just don't seem to exist anywhere.
>>
>>168667669
Is that furry dying or having an orgasm?
>>
>>168661190
sauce?
>>
>>168667380
There's too many fucking bars right next to each other I have no idea how to interpret all the information being vomited at me. You need a way to minimize the amount of data you show, and allow the positioning of that data to inform its relevance at a glance.
>>
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>>168649845
Your art-style is cute! CUTE

>>168652901
Like that other dude, I saw this and thought of wind waker which is indeed a good thing.
Right now it sticks out to me that the lava comes back to being flat after it's animation, but that might be on purpose to make it clear when to jump. Still, I'd add a third state where the deformation is reversed to make it a bit less obvious. Good work!

>>168657080
Why do people here hate Yandev so much? He might have been a thin skinned and cringy a few years ago, but now it seems to me he's just trying his best while everything is going against him. In my opinion Yandev is /our/ guy.

>>168667480
When he's lying down on his side and shooting reminds me of MGSV. Very good thing. No memeing, I would try to work this in as a feature.

Also, I used to make game here a year ago, but probably no one remembers my shitty prototype and I'm starting anew on another engine anyway, so I might as well be new here. Say hi to my blob.
>>
>>168661393
Cool, do have a tumblr or a twitter?
How does frustrum culling work?
>>
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Holy shit SquareDev I can't go the cute way with such a lewd body.

I'll have to think of another weapon/pose for her.
>>
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>>168661190
Yeah, let it reboot my dude.
>>
>>168668016
Here: https://exhentai.org/g/779073/1d6617bf09/
I lost my boner as soon as I saw she was a fat milf futa and not a cute girl futa or a trap.
>>
>>168668319
>punished patrick
>>
>>168668146
>How does frustrum culling work?
Not him, but basically you compute what part of the map is in front of the camera (the shape of this area is called a "frustum"), then check that region all your level geometry to see what pieces of the level are potentially visible. Anything that is entirely behind or to the side of the camera, you don't need to render. For performance, you usually use some kind of space-partitioning tree (other anon mentioned a BSP tree) which lets you quickly exclude large regions of the map, without checking every object in that region individually.
>>
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Working on HTML5 Zelda-style MMO. Working on making the netcode less abhorrent :[
>>
>>168668141
He's an incompetent dev exploiting the anime fetish niche who are too autistic to understand how bad he is at making game
part of it is jealousy of his unearned success

>In my opinion Yandev is /our/ guy.
literally how?
>>
>>168668141
Fuck off eva
>>
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>>168668319
>>
>>168668381
>losing a boner over such a petty detail
Very disappointing.
>>
>>168668701
Looks nice so far.

Have you seen BrowserQuest? The project's dead, but you might be able to steal some of their ideas or art assets (everything is CC-licensed because it was made by Mozilla).
>>
>>168667480
>vanquish 0.5
>>
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>>168658621
1. remove special rules
2. add more pieces
3. allow players to choose their setup
>>
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>>168668787
>how bad he is at making game
Aren't we all? At least he is struggling on to try to finish something, despite basically most of the Internet except his small fanbase shunning him as either an autist, a degenerate or a weeb. He's the underdog, I can't help cheering for the underdog. In a world where dumb girls with big tits and sons of millionaires become rich by having everything handed to them, I find it encouraging to see someone having relative success being an indie gamedev, unskilled as he may be.

>>168668846
Ah, now that's a name I haven't heard in a long time.

Also, ugly unity shader I made to practice writing shaders.
>>
For people using Unreal Engine:

Is there any major downsides to it when compared to similar 3D engines?
>>
>>168658621
nerf the queens and buff knights
>>
>>168669739
>Aren't we all?
At least I know how to make a fucking state machine

How is he an underdog when he's gets 5K a month from patreon and over a million subs on youtube? He's turned his fetish simulator into a full time job because his market is willing to fund his living
>>
tfw your programmer is nowhere to be found
>>
>>168670143
Learn to program
>>
>>168669838
5% forever
>>
>>168670241
Why is the 5% Royalty inherently bad? It's just 5%, and honestly I doubt I'll ever sell any of my games, and even if I do people wont be stupid enough to buy them.

Btw, just asking, feel free to shout at me why I'm wrong.
>>
>>168667480
feature as fuck.
Not putting that in will reduce your income on this game by at least $100k
>>
>>168670121
He's the underdog compared to the rest of society. He's a nerd making a game in his basement, pouring all his energy into it, even though most normal people would look at the game and think it's horrifying.

I guess it's a question of personal philosophy. Turning our passion for game dev into a sustainable income stream is the dream of many people here, and I think it's inspiring for me (and the rest of us) that someone who started from nothing but had the right combination of willpower, promising ideas, and the ability to not be demotivated by everyone saying he's gonna fail actually made it.

Sure, he's not the most skilled programmer. But everyone knows that having the most raw talent, experience and skill isn't always the way to success.
>>
>>168668701
>dungeon crawlin with A. Jones
Supported
>>
Just stop.

Yandere dev is still making a game and is somehow successful.
You making fun of him right now only shows how jelly you are.
>>
>>168669838
>shitty performance
>cant dev with toaster
>unstable and buggy
>shitty documentation
>as beginner you waste a lot of time on debugging/scratching your head on something to then discover you got it right but is bugged and/or poor documentated(see above)
>spaghetti code
>unreal engine devs rarely fix something without broking something else
>its a pain in the ass to code without using blueprints
>5% revenue forever
do i need to go on?
>>
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>>168669219
>age/gender/bodyshape/archtype
>petty
>>
>make an overlay and edit rendering to make game look more VHS like
>not even a singular frame per second
>>
>>168670882
How about you fuck off already
>>
>>168671239
No, how about YOU fuck off already?

This thread is not about that whole fucking drama, nobody fucking cares and you already have /v/ for it.
>>
>>168671331
the only one acting like a dramatic whore here is you
>>
>>168671331
Then why do you keep posting about it?
>>
>>168671058
Engine/Technique? That doesn't sound right for an overlay.

>>168671239
This >>168671331
Like, what's the point of bitching about a guy doing somewhat good at what we all love? It just makes you seem petty and bitter as hell.
>>
>>168648632
What happened to the game with the guy in the suit? It looked sick
>>
>>168671436
no engine, just using java
its basically looping through an array of 2 by 2 pixel squares and giving them a random shade of grey and alpha. problem is i have no idea how to use image stuff well in java
>>
>>168671726
Making stuff a game in Java, huh? I have no powers here.

But looking through all those sets of four pixels frame by frame sounds like it would be a tall order for a language like Java. There's a reason this kind of stuff is usually done with a shader. Look into openGL maybe.
>>
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Here's a bunny getting rekt.
>>
Guys I can't stop masturbating and just dev for a sufficient amount of time. Help.
>>
>>168672285
get fucked bunny
>>
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>>168672285
>>168672370
Try getting another kind of bunny getting rekt instead for max cash.
>>
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>>168668537
I'm stealing this, thanks.

>>168672285
Not enough gore desu.

>>168672323
I know it's difficult, but I'm sure you can type with a single hand. We're rooting for you.
>>
>>168671890
on the brightside i still have a glitchy low health effect that i'll probably use
>>
anyone use 3dcoat here?
>>
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>>168672630
>>168672797
This is actually for a school project. You can steal the concept though and add gore/lewd.
>>
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>>168666813
laughing out loud famalamadingdong
thanks.
>>
>tfw unity stutters every couple of seconds
>game tab's stats says nothing's wrong, frames are getting completed in less than 0.016ms
>no print messages clogging up the console
what's the best way to debug something like this?
>>
>>168666813
what kind of sadistic UX are we talking about here?
Is there any way for you to change the design now and say "I thought of a better way to do it"?
>>
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Basic saving works woo
I resorted to using PlayerPrefs but oh well
>>
>>168675106
Did the profiler window say nothing about the source of the stutter? It helped me solve a big performance issue a while back
>>
Is there a convenient way to count all lines in a project?
>>
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I'm liking my mechanics so far. Wondering if I should try adding something else.
>>
>>168675106
I have no idea what I'm talking about, but if it's not ever frame stuttering isn't it something outside the update function?

maybe not even code?
>>
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>be game maker cuck
>put on my big boy pants and am making a server that will communicate with my game maker game
>game maker has conditioned me to write code syntax like a literal retard and i always forget to put if statements in parenthesis and end my statements with semicolons
anyone else know this feel
>>
>>168675464
My first thought is it could be garbage collection, but I wrote my code in a way that only creates new shit during level initialization and not general gameplay so I don't understand how that could be the case

>>168675361
I had no idea the profiler was even a thing, going to see what it does now
>>
>>168675510
GM doesn't tell you to write like a retard, all examples in the manual follow a sane formatting.
You conditioned yourself to be retarded, don't blame the tool, blame the tool (You).
>>
>>168675106
That seems weird. In my experience, if the game slows down in the editor, it's gonna show on the inspector as a spike of sorts. What kind of heavy scripts/shaders are you using?

>>168675510
No, because I started my programming career with a real language.
>>
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More progress. Not everything is visible.

Added a slightly better flashlight, a shitty day/night cycle, started adding in clutter, like chairs and couches, added Tacks trap weapon, added a build mode that requires basic resources collected while scavenging.

Also added in 3 hotkeys, the 1, 2, and 3 number keys will auto use/equip whatever is in your first, second, and thirth inventory slots. There will be a visual of it later.
>>
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>>168675673
This is what the profiler says when I first start up the game - which is while literally the only thing that's running is a menu - meaning there's literally no geometry in the scene, just a UI that's drawn with the GL functions
>>
>Remaking game using 50% of the content
>Making a fucking mess deleting stuff I don't need
Feels bad
>>
>>168675678
Does this webm contain more than 43 frames?
>>
>>168675805
No, I'm indie dev, we don't have the budget for 44 or more frames
>>
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>>168675760
And this is what it looks like while gameplay's actually running

For some reason it seems to be the mesh memory that has odd spikes, regardless of what's currently in the scene?
>>
>>168675765
starting over is the best way to guarantee improvements anon.
>>
>>168675510
To be honest you did it to yourself, those are common "good practices" no matter what you are coding in. I mean, why would you avoid using parenthesis on ifs? It looks messy and horrid as fuck without them.
>>
>>168675678
>Leaving the webmcam windom in the webm.

How new?
Just teasing, looks bretty good actually. How are you doing the lighting? Wondering because of the spot of light that lags behind the UI gun sprite.

>>168675760
Is your computer a toaster? Cuz a plain UI would get over 500 FPS, easy.

I don't know desu. Try disabling literally everything, see if it's still happening. If it disappears, re-enable stuff one by one to see the culprit. If it stays, try a new level.
>>
>>168675887
I had to fuck about with libraries so much(literally months), I don't want to mess that up.

I'll leave all the files as they are, cut the code down to the minimum, tidy it up, then build upon it
>>
>>168675510
>making a server that will communicate with my game maker game
thats pretty cool
>>
>>168675986
Thanks. Tbh I'm using Gamemaker, and using subtractive surfaces.

With the strange looking silhouette over the gun sprite, I need to change the order in which that sprite is drawn on the subtractive layer and it'd be fixed. I just haven't worried about it yet since I'm taking it slow trying to make sure my code isn't too messy to modify and read later.

Also, really new to using a webm capture haha
>>
>>168650310
The only way something like that would be legit is the screen resolution or window size. Fewer pixels to render = less work to do = performance.

COUNT affects rendering. Size doesn't.
>>
>>168675986
it's a 2015 macbook pro
I'll try restarting the computer because it's currently using swap memory even though there's still 6 gig of ram free. That was always going to be the next thing I tried, but the profiler's got me confused as to what could possibly be causing consistent spikes in the mesh memory

My only guess is that using GL functions is actually a horrible mistake because unity is doing some weird shit internally, but that's going to be a huge deal to fix because I'm relying heavily on those functions when it comes to drawing the UI
>>
>>168648632
My pug wants you to succeed agdg. Please get over your depression and work hard!
>>
>>168676356
I'm still confused that the profiler didn't detect the drops in FPS, that's never happened to me.
>>
>>168675278
very cute
>>
My game has a plain background
I've got a few dozen particles moving around for decoration, but it needs more

What else can I add?
>>
>>168676875
>it needs more

don't even bother, if that's your line of thinking it's just gonna be shit no matter what
>>
>>168676489
pug dev?
>>
>>168676790
I just tried watching a 60fps video on youtube and it's actually got the exact same stutter
Is it more likely to be my monitor's fault or the fault of the computer (in a way that the profiler isn't able to detect)?
>>
>>168676994
??
>>
>>168677000
obviously not since since the pug is alive, dumb tripsposter
>>
>>168668146
No social media at the moment.
>>
>>168677183
That video was so fucked up.
>>
Is there any point in making social media/blog updates until you have something that's visually interesting?
>>
>>168677798
Its all about the art
>>
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>>168677006
Oh, I remember, my mom's macbook had the same issue, all videos at higher FPS (~60) was stuttering. I fixed it by telling her to only watch videos at 30 FPS...

>>168676875
What's the game? Send a jpg or a webm this way.

In other news, two Punished Patricks watching a sunset.
>>
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spas
>>
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>>168677886
>What's the game? Send a jpg or a webm
Here's a .png

I scrapped all my maps, assets and gameplay, pretty much starting from new.
I want a dynamic background. The little blue dots slowly fall to the floor like snow.
A few other things would make it quite comfy I think, but I don't know what.
>>
agdg i dont get it
how do I make my game run at a fixed frame rate like 30 fps or 60 fps without vsync?
>>
>>168678653
you could do like

if time elapsed since last frame <16 ms return
>>
>>168678617
It does look comfy. What's the red thingamajing? Is it some kind of liquid (Alive, maybe?)? If so, maybe it could leave some kind of subtle particle effect as it moves about, so there's a bit more going on.
>>
>>168678803
It's liquid that you can throw around, it's pretty nice to play with tbhf

Do you mean particle effect like a small trail?
The liquid will be blurred and cut, so it will be smooth and pretty, rather than full of tiny holes and rough edges
>>
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>tfw just been fucking around all evening instead of trying to tackle UI
Unity UI is so confusing to me. I can't even get an image to display on the screen without it stretching hideously when the resolution changes..
>>
>>168651520
>>168652995
I was trying to decide this a while back to. The decision I came to was that the art overhead for a top down or 3/4 game is very, very high compared to a platformer, but platformers are actually a lot more limited in terms of gameplay and level design.
Top down games, especially run and gun shooters, have a lot more innate depth and options in terms of aiming, enemy attack vectors and damage avoidance.
Platformers are a much more limited mechanically and are typically going to have very linear levels, but the trade off is not having dedicate so much time to art, level design and possibly AI.

It's probably better to make a decision based on what style of game you prefer, since you're more likely to come up with fun gameplay that way.
>>
>>168679124
I dunno, I was thinking some kind of small bubbles, something like Osmos.

https://www.youtube.com/watch?v=jrzhlTn1_ds&ab_channel=HemisphereGames

>>168679190
UI is the bane of my soul. Ask me to make an AI or procedural meshes any day, but UI is just the worst to fuck around with. I think it's because it reminds me of making webpages in HTML *shudders*.
>>
>>168678617
larger soft circles fade in/out for ambient glow
>>
>>168679190
Unity's UI canvas stuff is absolute shit tier
>>
>>168679585
I just don't understand it. I don't understand how to do resolution scaling in unity in general. I'm trying to make a title screen right now, and it seems like there's nothing I can do to avoid stretching and distortion in my title screen image or misalignment of buttons and images if the images stretch.. it's completely demoralizing.
>>
>>168679624
the canvas object has a scaler component, you can change how it handles scaling there

it still won't be as good as controlling everything manually but it might be what you're looking for
>>
>>168679190
Damn, they actually shoot shit now.

Tbh I have been following your posts, it looks like your game will be pretty fun, is the terrain randomly generated?
>>
>>168679710
Yeah I'm using it it's just unintuitive and I dont' understand it yet. But I want to make sure I get the bases down like changing resolutions, graphics settings, before I go forward because it seems very foundational.
>>
>>168679479
This has given me some good ideas, thank you anon

>>168679515
I'll try it out, thanks
>>
>>168679931
Not randomly generated; but so many people have asked me if the terrain is randomly generated tht I'm considering having a 'conscription mode' with a randomly generated map as an endgame bonus.
>>
>>168680101
I'm just glad to see someone working on a tower defense game. I love them but I can only live off of Bloons and flash games for so long
>>
>>168680191
get the newest gemcraft off steam, friend. It'll keep you occupied til this is out in a month or two.
>>
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>put something together quickly
>spend the past 4 hours wondering why nothing is being rendered
>renderdoc makes it look like it's all fine
>going fucking crazy
>just forgot to clear the depth buffer
>>
>>168680276
Oh, that actually looks pretty good, thanks for the suggestion anon
>>
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HOT TIP:

The nostalgia clock is ringing bionicle right now.
>>
>>168679418
>Top down games (...) have a lot more innate depth and options
Probably.
But as far as combat mechanics are concerned, I think that platformers have more options if only for the variety of standing, crouching and jumping moves.

I've been trying to replay and rewatch old 2.5D games like the zeldas, mana games, terranigma and the likes but they really are all about exploration when you think about it.
>>
>>168680696
Please someone make a sequel
>>
>>168680804
There was a fanmade one back in the day, metro nui themed. I replayed this this year
>>
>>168680804
This was pretty good, but the atmosphere was even better in the even older one.

The one where you walk through a blizzard following flags and through a cave in the dark. It was fucking great.
>>
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while avoiding working on more important things like actual gameplay, I made a (shitty) main menu and a pause menu
>>
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Has anyone ever begun to experience health problems related to Devving?

More often than not when I'm laying in bed at night trying to get to sleep like tonight I suddenly get a surge of ideas and instantly figure out how to solve the problems I've been having and get up to code/write/whatever. On the one hand it's progress as fuck but on the other I'm starting to get a little worried that I might be fucking myself in the long run
>>
>>168681645
>health problems
I program 8 hours a day at my job and more at home to dev. Due to a herniated lumbar disc, I have sciatica and I fear I'm developing arthritis in my hands. I'm also balding. Tell me about health problems.
>>
>>168681645
I was living on 3 1/2 hours of sleep a night for about a week while I was doing the art update for my project (and honestly even though I promised myself I would throttle it back I still am).

I have absolutely no doubt I am doing harm to myself in some way. Please do try to get some rest. At the very least keep a notepad or your phone nearby and when you get ideas or solutions just jot/write them down for in the morning and then get some sleep. for the both of us
>>
>>168681645
jogging helps to clear my head senpai
>>
>>168680765
> I think that platformers have more options if only for the variety of standing, crouching and jumping moves.

Platformers seem like you have more options on paper because they potentially have more moves than top down games, but if you stop and think about it, standard platformers are fairly limited in how they employ their mechanics.
Enemies and projectiles will virtually always come from a 70 - 90 degree cone in whatever direction the player is traversing the level; even if you can jump and fly that cone is pretty much going to stay the same unless you have burrowing enemies or some sort of scenario where the player is locked into a place and has to survive a swarm or boss before progressing. Also, the number of projectiles and enemies that can be on screen at one time is pretty low.
Top down games can't have jumping or flight, but they can have large amounts of enemies and projectiles on screen that can approach from any direction in normal gameplay and have a much wider variety of behaviors. Plus, using mechanics to avoid enemy attacks (e.g. dashes, teleporting, environmental cover) have far more strategic depth and variety compared to platformer counterparts.

Also, basic action rpgs like zelda and whatnot are not a great reference for what top down action gameplay can be like. For hack and slash stuff diablo, hotline miami or hyperlight drifter would be a better starting point. Also, platformer rpgs are generally pretty shit.
>>
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POST DEV PLANS FOR THE WEEKEND
>move all old content into the new build
>add story cards for at least one god
>at least try to finish all extra menu content
>>
>>168682357
nothing
>>
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>>168682357
finally start my game
this has been my plan since last year
>>
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>>168681882
In that it'll get your mind off things or that it'll help you get to sleep? I don't hate the progress but if I'm not tired laying in bed wont help

>>168681792
>>168681821
It's like /agdg/ really is a family. I'm glad I came here
>>
>>168682357
>Finish redesigning hud and implementing it
>Further work on enemy paterns
>maybe some more sound effects
>>
>>168682357
>Tfw have a week long break from University
Finish a progression through a branching story and start adding in little details/adding in game mechanics and possibly start combat. If my map guy manages to finish the map structure I'll be ecstatic.

Finding a sprite artist too, but that's easier said than done so I'll just shill that every thread praying one replies
>>
>>168681980
Hmm.. I didn't think of it that way.

I've never really tried any new top-down gameplay since the old era, probably because I haven't found a game that seems to cater to me. I had high hopes for the Adventure of Mana reboot, such a shame what they did.
I like mechanics like dashing in top-down games I notice that it is usually a broken move if used correctly, unless you have a stamina bar like in the monster hunter series but then most of the time it just gets in the way more than anything.

Anyway after reading your post I guess that I really should go for a top-down for now, for platformers I'd rather have fighting-like mechanics but for a later project.
Don't really know how to make the combat interesting but I'll see.
>>
>>168682357
>rewrite things a bit to move from C to C++ in recognition that my stubbornness isn't helping me
>this includes redoing my clusterfuck of an entity system into something actually non-crazy.
>realize that all that time I spend implementing my own hashtable is really only going to help me in job interviews
>get some shaders in place even if they are really simple... more complex than a hello world though
>stop spending any time on trying to work with NURBS models. I do still intend to have non-triangle based models, but NURBS present a lot of challenges I don't have the intelligence to correctly deal with.
>>
>>168682859
Well, like I said, above all you're better off making a game in a genre that you actually like, since you already know what's fun about those games and how to make interesting gimmicks and twists to the gameplay.
>>
How do you fix this kind of situation in blender? Not even sure if there's a name for it so I can't google properly
>>
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Made some great progress with the music systems. The music is all chiptunes written in the XM format. Before I was rendering it to an ogg, and then playing that. But it had a lot of issues with looping and stuff. So now I have an actual mod player in javascript that plays the XM file itself. So that's fun. Here is a track from the game:

https://github.com/Preece/Frauki/raw/gh-pages/Data/Music/Surface.xm
>>
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I'd like to join a team.
I'm a mediocre CompEng, I have my knowhows on everything. Something in GM would be nice (seems the most doable), I can draw the most (pic related), I like designing systems but my coding is complete ass.

I've tried projects here in /agdg/ in 2013 and 2014 but none were noteworthy or finished, I'm skeptic because people do not compromise if there's no money involved, which is understandable. Anyone wants an artfag with input on systems or software engineering?
>>
>>168683504
the grass is really saturated on my monitor and hurting my eyes
>>
I've been working on a 868-HACK/Hoplite/Microgue like for a while now. It's fairly small so I'm nearly done. Most of these games sold really poorly on PC. Is it a bad idea to try and sell it in a store? Should I convert it to a web game and try to sell it to a portal? Is there even a simple way to port a C+SDL2 game to a format that runs in browsers?
>>
>>168682357
-Work on characters.
-Ignore the deadline of my uni thesis
-Look for a decent chiptunes autogenerator
-Add sounds to the UI
-Regret having ignored my thesis on Sunday night.
>>
>>168683580
looking good, what did you make the picture in?
>>
>>168683380
Haven't used Blender in a while, but it looks like you've either got a hole hiding in your mesh, or some of your vertices are inside-out. I think it's the former, in which case all I can provide is this video tutorial: https://youtu.be/LQFZU8VGBDI
>>
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original level do not steal
>>
>>168683654
>sell it to a portal
Cant imagine thats still a viable way to make money
>>
>>168683735
I've heard that quality games can be sold for like a 10k lump sum. Not a lot for a game but that sounds nice.
>>
>>168682357
Finish as much of stage 02 as possible (as far as layout and programming goes) and if I manage to somehow finish it then decide if I start work on it's art or go back to stage 01 and start polishing it instead.
>>
>>168683713
you're ready for the trading card market
>>
>>168683703
I don't think it's a hole, but the inside out vertices might be it.
I'll look into that.
Cheers
>>
>>168683694
photoshop, saved up for a cintiq.
I don't think I have the skill to make the most out of it
>>
>>168683654
You're not going to make much money off of a simple microgue game no matter how you package it, because there's a million of them out there for free and they're not popular outside of mobile. The only way you could do it is to be a major company and drop a million on marketing and then launch it on mobile as a freemium game.

>>168683772
>I've heard that quality games can be sold for like a 10k lump sum.
If you believe that, then you're exactly the sort of sucker these sorts of outfits are looking for.
>>
>>168683891
>saved up for a cintiq
poor bastard
>>
>>168682357
>floor 5 music
>custom dialogue system for own game
>>
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>>168681417
Hey, I know that feel!

Started making the tank selection screen a little more informative.

Made all particles sprite-based (opposed to GM's built-in particle shapes), and they turned out much better. Still, I'd like to have depth sorted particles, something GM doesn't support.

Also fixed/improved level autotiling, had to dial up tile number but now corners on walls work as they should.

The enemies can now collide with each other, which sometimes makes them a little stuck but it mostly works / isn't noticeable.
>>
>>168683891
>photoshop
nvm, good luck
>>
>>168683970
>because there's a million of them out there
There are? Are you not just thinking of small roguelikes as opposed to this genre where things resolve roughly deterministically? I only know of those I named, Imbroglio and Auro.

>If you believe that, then you're exactly the sort of sucker these sorts of outfits are looking for.
As in I've heard of multiple people selling their games to portals for roughly 10k.
>>
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Now with the correct webm.

Alrighty, got my camera controls to something decent. Currently its WASD to move around on X and Z, scrollwheel for Y and Q and E for rotation around the centre of the screen. When middle mouse button is held it lets you rotate around the camera, and W and S move in local rather than world space.

Though technically it's all in dvorak controls.
>>
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So I'm working on my second knight character for the tutorial and I'm playing with different color combo's. I need the scarf/underarmor to remain red, but the other color can be whatever. The character is a "higher up" character if that helps. Which color combo would be more aesthetically pleasing for that type of role?
>>
Blue and red can be nice and heroic. White and gold is always good too.
>>
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More mockups.
>>
>>168684771
so your game isn't just a platformer?
>>
>>168684816
Just mockups for fun.
>>
>>168684171
is using Photoshop a meme now?
>>
>>168684261
> I only know of those I named, Imbroglio and Auro.
These look like really, really shitty mobile roguelikes with no content, m8. Is there something about them that makes them not shitty, lazy roguelikes?

>As in I've heard of multiple people selling their games to portals for roughly 10k.
Groups like armor games and kongregate will "sponsor" a high quality game for 1k if you're lucky and armor games highballs 5k in their sponsorship advertising, so you're pretty much dreaming if you think you have a shot at 10k for game in a genre as ubiquitous as mini roguelikes.
>>
>>168685118
Fairly recent meme where one category of dev declines to work with another dev because of their choice of tools.
>>
>>168683380
>>168683703
>>168683838

Just in case there's anyone with the same problem.
The solution was to use Knife instead of subdivide, don't know why, don't really care much as it now looks alright.
>>
>>168685538
Actually, I would look into why. Small, hidden problems in the mesh tend to grow into bigger ones if they aren't corrected.
>>
>>168684124
Looks neat. Are you using the 3D technique the developer of Downwell is using?
>>
>>168684771
Looks nice!

>>168685181
>These look like really, really shitty mobile roguelikes with no content, m8. Is there something about them that makes them not shitty, lazy roguelikes?
Yes.
http://www.pentadact.com/2014-03-29-the-randomised-tactical-elegance-of-hoplite/
>>
>>168685625
Yeah I know, I'll read up on the difference between subdivide and knife later.
>>
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>>168649365
>>168649207
>>168649158
>>168651295

God's Gift is progressing pretty nicely really, I just post sprites here cos thats the bit I do (2MA)
>>
>>168683580
I'd be up for a collab because it's too easy to come up with even better original donut steel ideas when I'm alone, so every time I restart with something else.

That is if you don't mind an even more mediocre programmer, hell chances are you might be a better programmer than me. What ideas did you have in mind?
>>
>>168684261
>Imbroglio and Auro
The dev of auro has a hardcore game design discord / forums, and is fairly well known among game designers. If your game is DESIGNED, he'll play your game and signal boost it.

keithburgun.net and http://www.dinofarmgames.com/forum/. I'm not gonna post the discord link here because shitposters.
>>
>>168651295
>Flexing girl: failed kickstarter, blamed on /agdg/, never returned
damn, really?
>>
>>168686038
this game is really bad lol
>>
>>168651295
>tfw entered that demo day but got no fanart
>>
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post injuries
>>
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>>168686216
me too friend
>>
>>168686290
>tfw your face is a vulva
>>
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>>168686038
Wendigos are my favorite monster ever
>>
>>168686290
Exposed fracture, infected wound, internal bleeding, leg lacerations, concussion, rib fracture.
>>
>>168685926
I was talking about Imbroglio and Auro.
Hoplite is a straight traditional roguelike with slightly more advanced combat mechanics.
Essentially, you're planning to launch a game into a niche market that already has a million freemium releases on mobile and web portals. Be realistic.
>>
>>168685885
Yeah, it's sprites layered on top of each other. Gets pretty expensive at some point with many tanks.
>>
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>>168686729
>>
>>168686810
Imbroglio is a deck-building game where your deck is the tiles on the board. The tile you're currently occupying defines what actions you can perform. Killing foes while on that tile levels it up.

You can't attack enemies directly in Auro without relying on spells. You can only knock them back one hex. Knocking them into the water gets rid of them but this is not exactly easy since they get to move after your every move.

Hoplite is hardly a traditional roguelike. It has no stats, builds, attack rolls, mazes or items. Enemies always die in one hit.
>>
>>168651295
doing gods work

>>168686320
>>168686216
same, been in like three demo days too
>>
>>168681417
Nice
>>
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>>168686101
I don't care, whatever is fine.
it can be a rehash as long as its doable within months, the main project killer is always shooting too high.

Even bullet hell, rogue like, survival sandbox, whatever works man. I just want to like make game.
>>
>>168686290
Broken ankle. Reduces your chances of running/climbing and you receive damage when you kick.
>>
>>168687739
A shot in the dark but If you're an artist why don't you just make the assets for the game YOU want to see and drop them either here in the google drive or on opengameart.org?

As a coder sometimes I lurk random places hoping to find a good set of assets to make a small game but there are always incomplete.
>>
How about, instead of cooldowns, you have warmups? Abilities start "warming up" when the battle starts and come online when enough time passes or you deal enough damage or whatever condition you've decided advances the clock is met. Abilities can charge up multiple times, incentivizing you not to use them immediately when they warm up.
>>
>>168648632
>tfw your game isnt in the op image

fuk whoever drew it
>>
>>168648632
>all those dead games
So sad.
>>
>spent 3 hours implementing a grenadier enemy
>coding grenades was harder than i thought
>he's not fun

The only good thing is that you can shoot the grenades when the world is slowed down and bounce them around to kill other enemies.

Overall a good waste of time.
>>
I want to make a 2d mmo with shitty mspaint graphics. Where do I start?
>>
>>168688667
learn networking
>>
>>168682357
get image editor working for editing images
>>
>>168688849
Just download aesprite or photoshop u idiot.
>>
>>168688894
I can't stand aseprite UI and photoshop doesn't work on linux
>>
>>168688230
If I was better at modelling I'd put some of my assets out there. Just with a simple walk, run, jump, maybe one or two attack animations and some sort of spell-cast-like thing.
>>
>>168689175
3D models are a bit of an exception. Not an artist but even I can make my own animations.

When it comes to 2D it's different. It's better that the artist does everything, because most of the time when people make modifications it results in some Frankenstein mugen atrocity.
>>
>>168652901
Texture looks ok. The waves look absurd and like you're platforming on shrooms.
>>
>>168657545
If you're in unity you could use a rendertexture as the texture of that lava materials, and use code to draw bubbles of a changing size
>>
>>168652901
reminds me of the newest pac man platformers
youtube.com/watch?v=iIYefOYi4Dw
>>
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I've been realizing it's difficult to tell when you've actually landed at times, so you may accidentally jump off the board instead of jumping with the board. My first attempt to rectify this is particle effects showing when the board has landed, which have only been implemented on the board slam down. So far it looks like garbage.
>>
>>168689589
Currently you've got
>player
>foreground objects
>background
all using white, which gives all of your elements a relatively poor readability factor. If you use different colors for each so they all contrast each other, it would help with understanding when you've fully landed
Also having a different sprite for while you're in the air and when you're on the ground would help a lot
>>
>>168689589
You could use a sound it would be clear I think
>>
>>168689702
All very true on the color front. I suppose I'll have to play with the look of the particles in the future, though right now I have another idea in making a particle effect look decent. As for the different sprite in the air, how dare you suggest something so obvious!? I seriously didn't think of that at all for some reason. Thank you.
>>
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Tweaked the rapier attack animation. It feels easier to pull off now, and the blending between them now looks more natural in-game.

The recovery for the spear attacks on the other hand, needs to be a little slower. The warhammer will be the slowest among all of them.

I figured I need to add some weapon trail effects, not just for juice, but to let the player more easily see the curve of the rapier swings (important since a lof of the game will be in nighttime areas). But that will come later.
>>
Is the name Magic Missile copyrighted?
>>
>>168690774
maybe
http://terraria.gamepedia.com/Magic_Missile
>>
>>168690808
considering its a dnd thing as well, I doubt it
>>
>>168690625
>ye olde fences
>tacky deck furniture
>inside a modern subway station
>spooky skelington thing
>noen bright floating robot mc
What the heck is this?
Apart from a dark souls clone and a fun looking game
>>
>>168690625
>you can use spear instead of gayass rapier
Consider me hyped
>>
>>168690774
Someone posted a GDC video on IP law here yesterday. My impression from it was that names are generally trademarked, not copyrighted. Copyright is for if you copy an asset entirely, or steal code. Trademark is for logos/names, and you probably only trademark your company and product names, not every item in the game, because it's a lot harder to get a trademark than copyright.
>>
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>>168690861
>>
>>168690864
basically a videogame version of this:
https://youtu.be/ugZ9guPHqS4?t=28s

you're a "superhero" of sorts, but more like Kamen Rider or Garo, wherein you have to fight in secret


>>168690910
there will be more weapons, but I won't work on those yet
>>
>>168691085
Was the joke that terraria steals everything so having magic missile in the game is evidence that someone else has copyright on it?
>>
>>168691215
yes
>>
>>168690861
Don't understimate dnd, they have copyrighted a lot of shit. Don't forget about that beholder-like monster in final fantasy they had to change for the re-releases because of that.
>>
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>>168691243
I'm sorry
>>
>>168691303
>use tons of generic folklore stuff
>>>"""""copyright""""" it
dnd is just a patent troll of fantasy
>>
>>168691123
Neat, hope you will add zweihander or other two handed sword since you got the berserk looking design
>>
>>168690861
also magic the gathering.
>>
>>168666753
isn't that completely average turn based RPG gameplay? I fail to see how it's different from other party-based rpgs
>>
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My whole compiler pipeline is working smoothly and now it's down to bug fixes and optimizations

Here's the bytecode disassembly for a program that makes a list and then prints "Hello, world"
>>
>tfw realize if you want to include real weapons in your game you would need permission to use the designs which you would have to pay for and that money would go to actual real weapon manufacturing companies so when you give money to games that use real weapon designs you are funding tools of murder this goes againt your principles which means you will never be able to use real weapon designs in your games even though they look cool as fuck
shit
>>
>>168691825
magic and dnd are owned by the same guys
>>
>>168691871
>virtual violence hurts more than virtual pedophilia
POTTERY
>>
>>168691871
this raises a question i wonder if i can use old (ww 1) gun designs without permission
>>
>>168691825
It's not properly turn based.
When the time bar gets full (speed based on stats) that character gets a turn.
Enemies can take their 'turns' while you're fucking round in the action menu or deciding what spell to cast.
The ai just goes as soon as the enemies timer goes off.
>>
God damn why is game dev so difficult?
>>
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>>168692135
>>
>>168692135
If it was easy then no one would make money on it.
>>
>>168692213
>no cute shota to encourage me
>>
>>168692276
It's a girl, you faggot
>>
>>168692213
Thanks, clever anime child!
>>
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>>168666753
that's basically how FF12 works. real-time movement (no need to wait), but characters can only attack/cast spell/use item once their ATB gauge is full
>>
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>>168692303
>>
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>>168692328
Did you catch the /v/alentines Vaan thread?
>>
>>168692391
Yes you are
>>
>tfw no ideas
>>
>>168692804
Loli training game like digimon world
>>
>>168692880

I am one man army I can't do art
>>
>>168692391
Homosexuality is a sin against God repent and find help.
>>
>>168692303
don't look like one to me
>>
>>168692942
A game where you train invisible lolis
>>
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>>168692276
>>168692391
here's something for you
>>
>>168692880
How would one go about making a training game? I've never tried anything like that yet.
>>
>>168692328
>that old final fantasy is basically how this newer final fantasy game works
>>
>>168692942
>can't do art
We have free 3D cute girls in the agdg google drive.

And if you want to go 2D I'm sure that if someone asks nicely we could get back the angel grill assets from the crystal gun grill dev but I'm not going to ask because I'm too shy to do it
>>
>>168692942
>one man army
>cant do art
so youre not one man army then
>>
>>168693076
the thing with 3d models is that animations are way more expensive to produce than the models
>>
>>168693041
https://www.youtube.com/watch?v=aXMsPNpf-g0
>>
>>168693173

When I say I can't do art I mean I can't do proper art, of course I can make shitty stick figures or shit that will convey the point
>>
>>168693214
You can still try hard enough and make them yourself even if you're not an artist. Try making 2D animations when you're not an artist.
>>
>>168693229
1MA means more than anything not giving up. you didnt just say you "cant do art" you used it as an excuse to not progress at art. 1MA revoked.
>>
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>tfw you go back and play the game that inspired your current project, and you realize you're just not good enough to make something like that yet
Guess I'll start with something smaller then.
>>
>>168693292
they both require the same principles but depending on the resolution you can get by with less skill on 2d
>>
>>168693351
>1MA revoked.

No.
>>
>>168691994
you can use new designs without permission too

EA realized this and hasn't licensed guns and vehicles for battlefield since about 3
>>
>Making engines is 300 times more fun than making games.
Prove me wrong.
>>
>>168693378
>dogposter
never going to make it
>>
>>168693414
Are you serious?

Sorry but I'll have to disagree with you on that. I can see myself making 3D animations but there's no way I can draw anything in 2D.
>>
>>168693484
https://en.wikipedia.org/wiki/Quaternion
>>
>>168693591
>>
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Bunny now changes to look up and down depending on how he's moving. Also the dust which comes from the skateboard when it lands is much more appropriate looking.
>>
>>168693575
i can do some 2d animation but not 3d yet. ive never met a 3d animator who couldnt do 2d either. off course 2d anime is more expensive to produce than 3d anime but those are very high fidelity
>>
>>168693575
>>168693414

In 3D you shape objects to make the thing you want
For 2D you draw the final thing first
>>
>>168693985
>what is sketching and blocking
>>
>>168693985
while i dont know a lot about animating, i do know you don't just jump straight to the final in 2d
>>
>>168693225
Ah I genuinely thought this was going to be helpful. I just don't understand how to track and change numbers like in a training game. Oh well
>>
>>168694129
I thought it was a game design question
>>
>>168693985
But we're talking about animating.

I don't have to shape anything in 3D, I just move bones around in a logical, mathematical way while respecting how real bones work and I get my animations.
In 2D you literally have to reshape the character, and it gets probably more difficult if you need to add perspective.

Then again, I'm not artist so I'm just speculating.
>>
>>168693985
In 2D you shape pixels to make the thing you want
For 3D you model the final thing first
>>
>>168692328
MAH NIGGA
>>
>>168693878
I'm definitely better at 3D than 2D, I can't draw for shit but my modelling & animation is competent
>>
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Gone Homeless is working out nicely.

>Teleports behind you
>Vomits all of your trench coat and fingerless gloves
>Tells you to make progress
>Nothing personal, kid.
>>
>>168693878
I think 3D is much harder because the software required to animate is really complex while 2D animation can be done with a simple stack of papers
>>
>>168693591
>https://en.wikipedia.org/wiki/Quaternion
>Not using spherical coordinate system for everything
>>
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>>168694241
The solution is 2.5 D without animations.

Logo (good? bad? meh?), desert tiles, LIVES & game over, better big font (instead of just scaling up text via code).
>>
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And now bunny looks shocked if the skateboard gets knocked out.
>>
>>168694203
animators ive worked with usually would first take video reference and then do some keyframe sketches before they handkeyed animations in software. other times they used motion capture data though and did some kind of clean up thing to it

>>168694241
anon i dont know any 3d artist or animator who is not also competant at 2d

>>168694330
i think its a bit more complicated than that and 2d actually is more difficult for anime which is why disney only does 3d now
>>
>>168694420
reminds me of that middle school programming class where everybody made this exact same game
>>
>>168694491
A stack of papers and a pen are really the only things you need to make 2D animation
https://www.youtube.com/watch?v=5A0Ro4vj3KM
>>
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I'm 18, do I have potential?
>>
>>168694669
well if you want to put that animation in a game you need a scanner and image editing software too
>>
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>>168694491
I'm not saying I'm amazing, but I'm competent.

Humans are harder, and I don't like doing textures because that's just 2D art, but modelling inanimate objects I can do.
>>
>>168694756

3/10
Garbage UI
Garbage art
What is the gameplay even?
>>
http://www.teamessell.com/AGDG/

Just wanted to let you guys know that I mirrored the dropbox archive on my site, 1997 style. It's not pretty to look at, but it's there.
>>
>>168694620
Yep, i wanted to actually finish a game for once so i chose a very fucking small scope.
>>
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WIP black market robot salesguy
>>
>>168694756
Are you Enjin?
>>
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redoing rooms in first few levels
this room is to demonstrate bouncing on cannons to disable them and using them to boost jump

cannon fire dodging is just filler to extend the level length and help the player get better at the basic jumping mechanics
>>
>>168695070

Who?
>>
>>168694812
i would not call a 3d artist who cannot texture their own shit competent (no offense though that shit takes time to learn)

>>168694958
come on anon at least have one thing unique about it
>>
>>168695092
You will find out in a couple of days
>>
>>168695092
Go home Vision.
>>
I'm going ahead with my PS1-era 3D title. First step is a software rasteriser. Solid tris are (almost) done. Affine texture mapping next. Animation can wait for now, I might just implement vertex animation instead of any kind of bone system. Need to establish a model/texture pipeline. Not sure whether to use a bsp level geometry format, I could probably get away with just a huge flat mesh and brute force zbuffer rendering.

Then comes, yknow, the actual game engine. Object graph, scripting. Not sure if I want to NIH that or just hack something else.
>>
>>168695081
how do you design these puzzles anon?
>>
>>168695106
I said I don't like it, not that I can't.

Though low poly stuff where all that matters is the 2D art is different.
>>
>>168695173
Don't do that horrible vertex snapping thing the psx does, no one will miss it.
>>
>>168695273
I'm torn about that. I'm keeping coords as 32bit floats during transformation, I can always choose to throw away some precision if I want snapping.
>>
>>168695273
I miss it
>>
What are some general setups - I hesitate to say "plot" yet since I'll tackle that once I have some non-placeholder stuff to build a plot and characters around - for a Metroidvania that AREN'T just the standard "you fall into a cave and explore"?

What other concepts can be put into the metroidvania game flow?
>>
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>>168695232
with the built in pantsu level editor
>>
>>168694756
Not at all. Sorry, but you're fucked.
>>
How do you deal with crippling depression?
>>
>>168695468
Instead of falling in, you could just walk in. To. Y'know. Explore. Maybe you're mapping it for a geological society?
>>
>>168695591

Name 3 reasons why
>>
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>>168658493
https://en.wikipedia.org/wiki/Midpoint_circle_algorithm
>>
>>168695681
I can see only one: you can't learn good taste.
>>
>>168695764

Elaborate.
>>
>>168695625
1) Don't think about it, stop inner monologue
2) Do something that will make you feel that you progress
>>
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Got gravity working nicely.

New version is up
https://dr-whoop.itch.io/tracks

Going fast up a ramp correctly gives you some air, but if there is a turn immediately afterwards you'll miss it because you're not on the track and derail.
It's not a bug per se, but I'm not sure it's entirely comfy. Best solution I could come up with is a little switch which keeps you planted to the track if you want.
It does give you a reason to control your speed which is good I guess.
>>
>>168695625
I started going to the gym. Helped me out immensely and I feel a lot less sickly. Really, just going and getting a membership is the hardest part.

>>168695667
Well, I meant sort of general things to go along with the standard "get new powers to explore more" loop. Like, I was thinking eating food that makes you bigger or stronger but I don't know how to build a game around that.
>>
>>168695468
I think the word you're looking for is premise.
>>
>>168695081
Is this a touhou game?
>>
>>168695920
Yeah, that's it. I can't word good.
>>
>>168695892
What if you made it so you pilot a mech, and are searching for parts? And you can swap out parts for different load outs/abilities/stats?
>>
Do ther engines make as many example projects/official tutorials, etc as Unity? Serious question.
>>
>>168695843

siiiiick
>>
>>168695081
>spikes hidden by blocks
this puzzle is awful
>>
>>168695817
I can't do this without being rude. You'll understand when you're older.
Just remember to save your game, to look at it later and feel the shame.
>>
>>168696112
you cant be near them when they get uncovered though?
>>
>>168695984
UE4 doesn't have so many official tutorials, but their example projects are amazing.
>>
>>168695843

Can you tell us a bit more about this game idea? What's the goal of the levels? What are the challenges etc? Or is it just a sandbox tran track builder?
>>
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>>168696272
I'm incredibly wary of working on this for too long after the jam considering that's exactly what happened with my main game.

I might have some token objectives, maybe some things you need to collect/deliver in the environment, many toy train sets have those little coaling towers so that could happen.
It'll mostly be a sandbox though.

>>168696102
Thanks.
>>
>>168695843
pls make a casual version of extra autismo openttd stuff
I like watching trains do their own thing but openttd is really hard to get into
>>
Give me game idea that will make money pls
sick of being a loser
>>
>>168696228
why don't you hide half the map that's not near the player with each switch since it's clearly a good idea and not you being too lazy to fix it
>>
>>168696713
Need for Call of Modern Honor Field Front Zone of Thrones, "free" for iOS and Android, littered with ads and with in app purchases for everything ever.
>>
>>168696714
im not sure what you are trying to say but im also not the dev
>>
>>168694931
nice

maybe you'll get crawled by the internet archive too
>>
>>168696831
don't forget social media integration so you can spam their friends with game requests
>>
>>168694986

Show wireframe.
>>
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First real progress since fixing my computer: Explosive Rounds
>>
>>168697264

I am a fan of these graphics.
>>
>>168696197

Elaborate further, I don't understand
>>
Is RPG maker considered valid around here?

If you had a non-traditional RPG with at least tens of hours of story content alone, and as many little extras as the dev could cram in, would it be worth spending money on in the eyes of agdg?

Non-traditional in this case being, hopefully if it can be worked out, a tactics rpg battle system.
>>
>>168696913
okay i will explain it to you. the point of the block outlines is to show which blocks the switch toggles. in this case the green switch toggles spikes but the player has no way of knowing that. can you see how this defeats the purpose of block outlines? this would force the player to stop during the action to identify the map layout changes and new obstacles.
>>
>>168697437
>Is RPG maker considered valid around here?
It's so valid it has its own general.
>>
>>168695709
thanks man, that will help a lot.
https://youtu.be/e7_xiy6M2oo
it was a pain in the ass to make this work, but now i can make the hole "right"
>>
>>168682357
- Mess around with new format
- Work with art some more
- ????
- Make game
>>
>>168697349
he means the swastikas anon

he thinks you are a nazy, just tell him you are a buddhist, and he will feel realy ashamed
>>
>>168682357
Start new project, because the project I started yesterday is way out of my scope.
>>
>>168697437
as valid as game maker
>>
Do you call it itch or itchio?

I've even heard itch dot I O
>>
>>168697943
Itchy Oh!.
>>
>>168697850

They are an ancient egyptian symbol, and the game is set in the past, even before Hitler, it's only appropriate they be there
>>
>>168697943
イチオ
>>
>>168698026
Yeah no you're not fooling anyone here.
>>
>>168698073

>Title is New Nation
>Obviously going to be set near the time period of ~1700s

Please tell me the year when Hitler was born
>>
>>168694484
Nice ollie animation.
>>
>>168698132
dummo but it was in rapetown
>>
>>168697943
itch I O
>>
>>168697943
>itch dot I O
thats what i call it
>>
>>168697512
I still don't understand why is that. Especially since there are occasional RPG Maker submissions to Jams and DDs, and nobody seems to care.
>>
Hey it's me, your host of Video Game Or Video Shame. Too tired today, so I guess

>>>/agdg/
Video Game

>Video Jame
Video Shame

Great work so proud of you today, keep it up and I'll see you next time!
>>
>>168697943
the dot is silent
>>
>>168691303
It's a spell in WoW and Hearthstone so it'd probably have come up by now if they owned the rights
>>
>>168699030
it's actually arcane missiles in warcraft so iunno
>>
>>168657515
So it turns into a buttplug?
I'd buy it.
>>
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Does anyone have experience with WebGL and plain JavaScript? How's the workflow compared to OpenGL and C++? I've made some 2D in JS, and thought I would give it a shot, but I know that browsers don't like complex code and may cause FPS drops which otherwise runs perfectly fine if it's in a standalone executable.

Any tutorials or documentation worth reading?
>>
>>168658192
thats not a dagger
>>
>>168699335
C# a best, but php, Visual basic and shell a cutest
>>
>>168694986
More WIP.
>>
>>168699443
C++ a best but it's undeniable that Visual Basic is the cutest.
>>
>>168699335
Rust would be the milf next door.
>>
>>168697105
966 tris
543 verts
0 idea what I'm doing
>>
>>168699665
>7 years old
>milf
>>
>>168698854
Their general is much nicer than ours, too. I hang out there sometimes and it's very comfy.
>>
>>168699569
>>168699443
C++ is a godess, but I find R and Java cuter.
>>
>>168699739
yes
>>
>>168699739
>>168699843
entirely possible given she is a huge slut
>>
>>168699884
>>168699843
>>168699739
>>168699665
>>168699569
>>168699443
Well, I'm happy that at least I could attract some attention to the original post, even if I derailed the thread.
>>
>>168699335
lisp would be a battleworn veteran gilf
>>
>>168699826
R is cute indeed. I never heard of that language though.
>>
>>168699335
I'd wife Java-chan desu
>>
where can I read about networking for multi player games? wanna learn how to do it but have no idea where to start.
>>
>>168699335
>java is not a bloated landwhale
Are the weights just random?
>>
>>168700082
Are you using an engine or what
>>
>>168699569
>>168699826
C++ has an apartment where she takes inexperienced software engineers.
>>
>>168659198
>>168659025
>>168658776
>>168658615
Apparently there's a point where Valve warns a user to stop refunding games, and if the person abuses the system again, they won't be allowed to refund ever again.

Fuck fixing Steam Greenlight, fix Steam refunds!
>>
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>>168699335
that sepples is wrong
>>
>>168699986
R is fun. You can code with it, but the best I can explain is this: take your average Unix command line and mix it with Excel and SAS analytic functions. That's why she looks like a little math teacher.
>>
>>168686290
Stubbed toe,
Skinned Knee,
Mild/ Severe Concussion.
>>
>>168686290

That's a weird ass game.
>>
>>168700137
>>168700082
I use gamemaker or java I switch based on project both would be nice.
>>
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>game has a female protaginist
>people will think I'm either progressive or sjw friendly
>mfw the truth is that I'm a broken piece of shit who can only feel things vicariously through fictional characters
>>
>>168700440
maybe you're just a pervert
>>
>You are presented 8 of 16 abilities in each playthrough, a pair after each of the first 4 stages
>You learn 4 of those
>You can use each ability once per a stage
>1 stage is dedicated to the final boss
>5 stages is too short of a time to explore using the abilities since you learn the last one just before the final boss
How about adding 4 more stages at the end of each one of your abilities gets an extra use per a fight? Is that interesting?
>>
>>168662719
This was his edgy piece of shit fighting game, for anyone interested:
>>
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Mentioned.
>>
>>168700309
My softdev bud keeps telling me that R field is severly understaffed and anyone who wants free money should remember math statistics courses from school and learn some R.
>>
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>>168700531
>let
>>
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>add a ton of content to your game
>people ask for more of a different type of content
>>
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>>168660468
>>168659198
>>168659025
>>168658776
https://twitter.com/garrynewman/status/609422278695198720
>>
>>168700845
I wish I had people interested enough in my game to ask for content.
>>
>>168701405
this
>>
>>168701405
if it makes you feel any better it's soul crushing as fuck cause no one is ever satisfied.
>>
>>168699335
>Does anyone have experience with WebGL and plain JavaScript?
I've tried it. It sucks. The only fast data structure is ArrayBuffer, and even then only if you write your arithmetic very carefully so it gets optimized to ints. You're better off writing in C++ and compiling to asm.js with Emscripten.
>>
>>168701479
The best games are not the ones that make the player feel satisfied but the ones that leave them wanting more
>>
>>168700531
Tried Rust. I found that even when I was entirely certain about the ownership of an object, convincing the compiler of that took ages and resulted in an unholy mess of symbols.

I liked some things (closely integrated optional type, `if let` results in clean code) but overall it's hard to be productive and I'm afraid of large codebases running up against an ownership description wall, hacking around it, and getting unmaintainable.

I'm going to stick to C++ using the "C with classes" approach.
>>
>>168700502
Games made by perverts for perverts tends to make tons of money.
>>
>>168699546
Psst kid! Hey kid!
Wanna buy some Brainwave Spoofers?
>>
>>168699335
>C++ was grey haired as a kid too
kek
>>
>>168701745
it's furry so yes
>>
>>168701745
The girls are way too vanilla for degenerates and way too furry for normies.
>>
>>168701735
>gray hair
>red eyes
Delicious albino genetics
>>
>>168701745
If it doesn't I'd say it's because the girls are weird. The cat (?) and the red panda (?) are cute but I don't even know what animal the other ones are. Could have went with some more iconically cute animals.
>>
>>168701745
why are they all so old ew
>>
>guy remakes c&c with working campaign/replays/online/skirmish in javascript
>read the source and learn a fuckton of shit
>guy almost finishes remaking commandos
>gets contacted by publisher and told to shut it down
and this is why nice things don't happen
>>
>>168702178
>guy remakes c&c with working campaign/replays/online/skirmish in javascript

link?
>>
>>168702178
Why do people keep remaking private IP
Why don't they make their own cool stuff
>>
>>168702315
https://www.adityaravishankar.com/projects/games/command-and-conquer/
>>
>>168702178
I don't want to live in a world where plagiarism is allowed.
He could have made a clone of it. If it's too close, it just feels like the guy want to get some credit for the work of the original team.
>>
>>168702178
Was he using original assets? If he was, then he needs to crowdfund replacement assets and change the name. If it was popular, he could put up a donation page and hire some artists to produce new assets in a similar style. Then he would have basically made a name game that was simply inspired by C&C.
>>
>>168702610
commandos clone was shut down, c&c is still up >>168702490
>>
>>168702490
I just beat the first level, are you proud of me agdg?
>>
>>168701546
So if I understand you correctly, there's no libraries like GLM which helps you with math?

I haven't heard of asm.js, but will check it out.

What do you think about three.js? As I've said, I used plain JS so far for games, but I know that there are JS libs especially for games, which are basically engines (Phaser, Easel etc.). Is three.js something like that?

Thank you for the answer!
>>
>>168699335
Ruby a qt

>>168700090
Guess so, seems they don't follow the same formula the OS-tans do.
Wish there were more of these for other languages includying GML/spoiler]
>>
>>168702398
Because some people are completely devoid of creativity, like the people that draw technically impressive but boring self-portraits.
>>
>>168703343
>includying GML
GML would be a girl with downs syndrome
>>
>>168703394
Or anon doing 2D platformer with anime girls #1892372
>>
>>168702693
Okay, for commandos then. Same principle applies... if the code work is already done, try to fund replacement assets.

1. Find some pixel artists and ask for a quote
2. Take the average quote, add a safety margin
3. Start a kickstarter/indiegogo/whatever for that amount
>>
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>>168703343
Well, here's one more I have. Slightly game dev related.
>>
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>when you make a little bit of progress
Feels gud.
>>
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Finally, enemies actually have death animations!

I really need to redo the explosion sprites to make them less pixel-art and more low-res like the muzzle flash. But it's three in the morning so I'll do it tomorrow.
>>
>>168698854
because they don't code or design their game's mechanics, as RPG Maker does that for them.
they basically are only doing story and lore, and sometimes art.

I visit there because its comfier and less shitposting, also its better for asking non-coding related questions because everyone in this general is about "durr will it make money"
>>
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I'm going to start college to study engineering.
I'm going to have some free hours where I have nothing to do.

What would be my best shot to improve?
Just do background drawings, life drawings?

I'm not a begginer, simply an amateur who enjoyed some years ago to draw.

Any advice to doing life studies?

What's the purpose of such studies (a little confused over why I should do them)?

How do I practice gesture and movement?

How do I learn to render textures?

So new on all of this, I've only done drawings from imagination.
>>
>>168703691
I love Emilia
>>
>>168703572
GML is far from the worst domain-specific language I've used. It does fall apart when building at scale, though.
>>
>>168704707
>>>/ic/
>>
>>168703394
>>168703634
That's not even the equivalent thought. The equivalent would be tracing a portrait an artist has done. I don't understand why a person would do that when you could draw a portrait yourself, no creativity needed.
>>
Nintendo Switch Developer kits are $500
Will you be developing a game for the Switch?
>>
>>168705079
no
>>
>>168704707
In addition to >>168704982 suggestion, I'd say find a digital or traditional artist that streams or does timelapses on youtube or wherever just to see different ways people do their shading or layering.

Drawing is just a bunch of fundamentals that you do over and over again until they become comfortable enough to you to try manipulating them to get different results, like most things.
>>
>>168705079
>soon it will be more expensive to release a game on pc than on a fucking nintendo platform of all things
thanks gaben
>>
>>168703336
>So if I understand you correctly, there's no libraries like GLM which helps you with math?
There probably are, I don't know. I was using WebGL for a 2D game so there wasn't really any matrix manipulation required.

>What do you think about three.js?
Never used it. It looks like it provides some wrappers around plain WebGL to make it easier to use, which certainly seems useful. It's not a full game engine on its own though.
>>
>can't post progress because my game is a rhythm game without visuals yet
fuck you gookmoot
maybe it's for the better, my placeholder tracks sound bad
>>
>>168705521
Not a game if it doesn't have visuals
>>
>>168705521
Post a soundless webm along with a link to a webm with sound, which you upload to some random file sharing site like cuntflaps.me.

I would be very interested in it, since I'm also considering giving a shot at something similar.
>>
>>168705521
upload to mixtape.moe
post link
easy
>>
how expensive is realtime ambient occlusion, specifically in a Unity game? or does it get baked on there before the scene runs?

I was originally baking the ambient occlusion onto my UV maps but then I realized I need to do a modular approach to making levels in 3D because otherwise I'll never finish a game.
>>
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>>168705079
That actually sounds very interesting. I imagine any half decent game would make that money back on day 1.
Thanks for the tip, I'll investigate more.
>>
>>168705079
Might be cheaper than steam direct
>>
>>168705079
I would love to. But I use Godot, so I don't know if it will have Switch support in any reasonable time frame.
>>
>>168705650
Still has more gameplay than walking simulator #N

>>168705685
>>168705721
Thanks, but I'll probably wait until I think it looks acceptable. So like tomorrow or monday.

The programming behind the mechanics are really easy though (more so with blueprints), it took me maybe two to three hours to do something with multiple keys that you press at different times (so like W on beat 1 and 2, X on beat 3 and 4), and I've never made a game.
>>
>>168705783
As expensive as you make it.

I presume Unity has settings for AO quality, view distance etc. You need to balance these things with your baked lighting. (as in baked light for the levels, not the asset textures)
>>
>>168706184
protip: test your timing on an actual musician
I did and mostly got feedback that my sense of rhythm was fucked
>>
>>168706251
I play guitar and most of my friends also play instruments, so I was planning on doing that regardless.
But detecting the hits is dependant on a timer and math, so as long as the actor that checks the timing is set as the same BPM as the track, it will work without any issues.
>>
To-do:

Program entire game
Get professional-tier good at pixel art
Get professional-tier good at music
Get professional-tier good at sound
Get professional-tier good at writing
Get professional-tier good at marketing
>>
Starting from ground zero, in which field could I get the most acceptable results the fastest?

Learning low poly (maybe even meme low poly) in Blender, or learning how to draw?
>>
>>168705927
Learn C++ and port it
>>
>>168706543
Low poly requires good textures, which require the ability to draw.
>>
Since asking about /mu/ about becoming a musician is useless, they have no clue over music.

I want to ask you guys something.
What's a good software to train my ears?

Should I learn to sing notes?
Should I install a voice pitcher software to learn to identify notes from my voice?

I just bought a harmonica, how should I learn the instrument, simply playing the notes until I memorize the sound and basically could play a song playing from ear?
>>
File: out-2017-02-19-0054-17.webm (3MB, 853x480px) Image search: [Google]
out-2017-02-19-0054-17.webm
3MB, 853x480px
Got the hit pushback working again. Obviously, I still need to tweak the values.

Here I also demonstrate the debug tooltips. They overlap a lot here, but normally, I only use it on one enemy.

Near the end I also show the top-view camera.
>>
File: 1464961428129.jpg (116KB, 640x929px) Image search: [Google]
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116KB, 640x929px
>>168706636
Fuck.
>>
File: nigger.png (5KB, 475x42px) Image search: [Google]
nigger.png
5KB, 475x42px
Can someone tell me why the fuck this line of code isn't working?

Its not applying the change to the variable despite the expression being true.
>>
>>168706636
>Low poly requires good textures
Tell that to every fucking single Unity dev.
>>
>>168706972
That's meme poly
>>
>>168706957
this formatting gave me cancer tbqh
>>
>>168706957
might be that movespd actually does get set to 1, but then shortly after, it gets set to 2 anyway. you'll have to post your entire source code if you want a definitive answer.
>>
>>168706957
fix your syntax.
>>
>>168706543
Depends on how bad you are at drawing.
Also consider that you need to animate regardless of which solution you pick.

>>168706636
That's debatable imo

>>168706649
Buy some MIDI keyboard if you want to learn music theory. Keys and Sheet are closely related.
Singing isn't really needed.
For training your ear, I'd say train yourself to recognise intervals first. Absolute pitch isn't that useful.
A good link's this one, it doesn't teach much composition techniques but it'll give you most of the bases needed.
http://www.musictheory.net/

Also sorry to tell you that but harmonica (and all wind instruments by extension) is a terrible instrument to learn theory on.

>>168706706
Dashing is rad but I'd maybe change the colors of the stamina(?) bar
>>
>>168707128
Nah, already tested that. There's nothing overriding it.
>>
>>168707210
have no money for a keyboard.
plus I can easily carry a harmonica in college to practice.

easier to practice for me than a keyboard.
>>
File: 1474593038812.png (255KB, 838x652px) Image search: [Google]
1474593038812.png
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>>168706972
Yeah, when I included meme poly in parenthesis, I meant exactly what you've posted.

Low poly is something like this in my book, or basically PS1 stuff.

>>168707210
Pretty bad. Ground zero as I've said. For some reason I think low poly is an easier route, since textures are rather just coloring with the paint bucket tool, and you can let the engine do the shading. Not to mention when you use cel shading.
>>
>>168707210
>Dashing is rad but I'd maybe change the colors of the stamina(?) bar

Care to explain why? It was originally a bright yellow. Any suggestions though? Maybe screenshots from other games you'd think would be a good fit?
>>
Thread is dying. Someone make a new thread please.
>>
When was the last time you've taken a good rest, /agdg/? Just casually reading a book, watching a film, playing a board game with your friends? Remember to take care of your mental health. That game doesn't worth it if you burn out or have a mental break down in the process.

Take care!
>>
File: CTrkpB3UYAAnZyd.jpg large.jpg (78KB, 1024x682px) Image search: [Google]
CTrkpB3UYAAnZyd.jpg large.jpg
78KB, 1024x682px
What's the comfiest modern 3D map editor for indoor scenes?

I specify "modern" because obviously the answer would be any Doom wad editor otherwise
>>
>>168703394
Or maybe he just really liked the game and wanted to pay homage to it without making a derivative work?
>>
>>168707713
Why don't you do it?
>>
>>168707713
Let it die.
Then in 30 minutes we make a new thread and post a ton of progress.
>>
>>168707829
blender
>>
>>168707305
The issue's that an harmonica isn't diatonic, has a very short range (~1 octave iirc ?), and can't do chords. So when learning theory you'll be limited by the options of your instrument. For instance you won't be able to play in different keys.
Another option would be some guitar (I've heard travelling guitars are handy but I've never tried them) if you're planning to practice at college. Or just some piano app if you've got a smartphone, that probably exists.

>>168707453
You still need to have a good grasp on anatomy and proportions regardless of which option. I'd say drawing is faster, because there's no interface and techniques to learn.

>>168707508
Well it's just that it makes more sense to have one color when full, and as the bar empties itself, it's darker behind it.
>>
>>168707828
Hello again, owlposter. I've taken a rest for the past two days between making some goofy shitposting stuff and playing some super metroid ROM hacks. Now it's back to work for me
>>
NEW THGEADF
>>
>>168707917
Fuck

Blender's UI is so obtuse, last time I tried to learn to use it, I felt like I was trying to learn a roguelike.
>>
>>168708069
new
>>
>>168707921
https://www.youtube.com/watch?v=rhyJmn_eKyU

if you think harmonica is a limited instrument, I feel sorry about you.

Plus I could play blues and impress ladies, and like I said, much easier to carry.

Also, I just bought one at 10bucks.
>>
>>168707917
Is it normal to produce a map as basically one huge mesh? Think of a map the size of a Thief 2 level... surely it's broken up? If it is, how? Room boundaries? How are you supposed to assign textures from an atlas?
>>
>>168708389
Tell me, are u good at 3D?

if not, learn the basics firsts.
>>
>>168708334
christ, no need to be pissy, I'm just telling you facts.
if you want to be stubborn, go ahead and try to learn theory on an harmonica. just don't go crying because you can't play in E minor on an harmonica in C.
>>
>>168708605
I know, but I think having a harmonica is better than having 0 instruments.

is the best I can do right now.

>buy a keyboard
have no money.
>>
>>168708523
No and I've no plans to produce a 3D game. But I'm familiar with the fundamentals involved with modelling, mapping, and texturing something and I'm not sure how large levels are supposed to be done.
>>
>>168708705
You don't need an instrument to write notes down on a sheet.
Also internet is full of ressources.
http://virtualpiano.net/
>>
>>168706706
any more info on the game?
>>
>>168708763
just like engines uses atlases I think is much easier to use chunks, remember early GTA levels?

>>168708815
is better for me to practice in free time in college, can't do shit while being near my pc with internet.
>>
>>168698190

Are you sure
>>
>>168708912
Will reply in new thread
>>
>>168658192
Are you still working on both this and the sci-fi one?
>>
File: buttons.gif (802KB, 629x561px) Image search: [Google]
buttons.gif
802KB, 629x561px
Added a button. The only way to press it is to slam the skateboard onto the top of the button. Hitting the button from the side will result in falling off.
>>
WE PASSED>>168707453
For pixellated textures make sure you use a texture size of:
64x64
or
32x32
or
256x256
>>
>>168711058
Fuck, ignore the first part of my post.
>>
>>168703691
gameworks is a manipulative whore

amd isn't the best girl, but she's the nicest
Thread posts: 803
Thread images: 153


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