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agdg - Amateur game development general

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Thread replies: 764
Thread images: 136

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Wise words 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

Old Thread: >>168380402
Previous Demo Days: pastebin.com/KUSDs9vt
Old 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
>>
Artist available here, looking for a game to work on. Interested to hear about your game!
>>
>>168922415
Just hit me up, can't wait to get started!
>>
Why not have both?
>>
Is it possible to make realtime lighting in Unity look good, or should I just stick to baked?
>>
>>168922415
Sent ;)
>>
hi, there havent been any update from me for a very, and i mean very long time but today i post gameplay of pre-alpha version of ranDungeon. its public for download too with debug commands.

gameplay here:
https://www.youtube.com/watch?v=vpFgH4_S2Yk&t=1s

what's working and implemented?
-character stats
-leveling up and improving skills
-equipment
-items system
-skills for use in combat
-monsters scaling
-item randomization (with textures)
-game saving and loading
-drawing custom textures directly in game
-levels generating

and lots lots more, if anyone has any questions im willing to chit chat.
>>
>>168922415
how about working on ranDungeon? i really could use help of an pixel-art artist.
>>
I would like to make a Castlevania 2d game cross over puzzle game
>>
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Don't really know where I'm going with this yet but first person driving.

Grabbed a free car from the asset store and so far this seems to work a lot better on my current wheel settings compared to the last one.
>>
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combo system, how can I improve this? I'm really not satisfied with it
>>
>>168950474
first person car demolition derby.
>>
>>168950281
I don't understand, why not move the door to the right spot? Not making your level a non-euclidean nightmare is just basic level design.
>>
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Can I get a quick rundown on argiedev?
>>
>>168950538
https://www.google.com/search?q=iasa+frames&ie=utf-8&oe=utf-8

Let the player chain attacks together more quickly by allowing them to interrupt the ending of previous attacks in the combo.
>>
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>>168950538
The animations are too smoothly transitioned to be impactful.

Wind up / wind down can be slower if you want, but the actual stab has to be instantaneous/very fast to feel impactful.
>>
>>168950735
good idea, thanks!
>>
>>168950538
Your character returns to neutral position after every hit. You need to go directly into the next attack instead.
>>
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Thanks erryone who gave me useful feedback on my trailer last thread, just what I needed

Also if anybody wants to fill me in on this recent drama feel free, I'm out of the loop and could use a kek when I get back from the gym
>>
>>168950842
what is a frame?
>>
>>168951141
In 2D, one single image. Dunno what 3D tools would call it, I thought it'd be "keyframe" and then you set tween durations or something.
>>
>>168951141
the f in fps
>>
Someone on /agdg/ just asked what a frame is.

And someone answered seriously.

I'm stupefied.
>>
>>168951536
A brief moment of purity in an endless sea of bloodshed. The culmination of man's history.
>>
>>168950676
Foxdev hasn't been around in ages. I follow him on tumblr but he hasn't posted gamedev progress in a while.
Archerdev is usually around, but he's not working on a game as far as I know.
Blancodev left /agdg/, he's usually found in /v/'s gamedev threads.

I don't know any other argie devs
>>
>>168951536
i tried to think of a bantz response first but it was too stupid/deep
>>
>>168948018
thanks man.
>>
>>168951536
Too bad G* is still shitting it up.
>>
post game progress guys
>>
>>168951918
Real life got in the way so I didn't get much done and now it's too late.
>>
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forgot webm
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>>168950657
Yeah that could totally be done, although I was hoping there'd be a solution that didn't require it. I was hoping to find a way to freely change camera angles without awkward player confusion
>>
>>168950596
I was thinking something along the lines of the Interstate games.

Stick a few guns to the car and shoot other cars up. So kinda like a demolition derby but with guns!
>>
>>168952079
Make it so that the input the player used to enter the room is temporarily relegated to moving their character in the direction they entered the room from. Once they release that key, reset directional inputs to their proper directions.

It might seem counterintuitive at first, but it's a trick that a lot of oldish games with fixed camera angles used. It becomes perfectly intuitive after a relatively short time, if the player even notices it at all.
>>
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----[ Recap ]----
Game:Elemental Knight
Dev:anon
Tools:Unity
Web:http://jasonpkgames.tumblr.com/
Progress:
+ Finished the overall layout for the tutorial
+ Started work on the cutscenes for the area
- Nothing, surprisingly
>>
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Anyone have some logo design protips? Here's the old one for reference
>>
>>168951849
did you get it to work?
>>
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New dev here.

I got from zero to this today (I don't feel like downloading webmcam tonight but it procedurally generates huge caverns, places the player object within them, and allows for grid-based movement that currently uses the arrow keys but could easily be extended to be mappable). Right now the camera follows the character perfectly, keeping them in the middle of the screen, but that's easy to fix.

The main problem is I don't know if I want to make a game with grid-based movement or procedurally generated caverns. It was just something to do.
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>>168952316
Thanks, this sounds like a good solution!
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>>168952982
Welcome, dont let any nodevs ruin your fun
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>>168950639
So you only get the money back if your game does well? Isn't that backwards?
>>
How do I even decide what kind of game to make? There's a whole world of options out there. I feel overwhelmed.
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>>168952982
I got no advice but welcome to the chain gang.
>>
I thought about it and if we all collab on one game we could make a pretty large game very fast
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>>168953573
I'm making the game that I'm making because I'm unsatisfied with the other entries into the genre of late.
>>
>>168953689
What genre is that? Just curious. Please say 3d platformer, arcade racing game, or western style RPG.

inb4 bullet hell roguelite hybrid
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>>168953573
How many other games of this type exist?
How would my game stand out against similar competitor?
How popular could this be?
How feasable is it for me to make this with the manpower/budget I have?
These kind of questions can help you choose
>>
>>168953831
wow this guy
zero artistic integrity
>>
>>168954004
Games are not art.
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>>168952772
try /gd/?
>>
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>lurk for years
>no team
>only shitposting and falseflagging

You know what? fuck it, here I go with my Don't Starve but in Space. I guess shitty rehash game is better than no game.

of course im going smaller scope and singleplayer for now, i'm not that retarded.
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>>168954141
Nice!
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>>168953681
The problem is most of us use different engines or languages. So there's not really any way for us all to work together.
It would be cool if it worked though.
>>
>>168954141
captain condom's looking good mate, keep it up
>>
>>168953825
>inb4 bullet hell roguelite hybrid
I fucking wish I were one of the people responsible for monolith.

I'm making a 2.5D beat 'em up, I haven't posted progress because it's not to a point worth showing.
>>
>>168954141
>wildly different line widths
reeeeeeee
>>
>>168954320
I thought most of the devs here use Unity or Game Maker
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>>168954141
I have a soft spot for survivally games like this. I'm looking forward to seeing the progress.
Make sure you add animal and plant farming, that's the best stuff in survival games.
>>
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>>168891905
----[ Recap ]----
Game: jamos
Dev: anon
Tools: C, SDL, Allegro
Web: N/A

Progress:
+ Added syntax error message so I can fix my scripts easier
- Old car died (1994 Ford Fiesta)
+ Got a new car (GM Spark, white paint)
+ Refactored some of the code
+ Have a good idea and registered domain name for it
- Made a HTML5 game launcher thingo with save files (https://agdgminicollab.neocities.org/)
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>>168954396
>filename
>inaugural progress wow look at that ball
You could say it's an... inaugural ball?
>>
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>>168952772
Depends on the focus you want to give it. After the EVERYTHING MUST BE FLAT trend people are going back to negative space, like pic related.

If you truly want to embrace the old-school look, focus on recognizable silhouettes and be creative with your dithering. Design-wise, maybe an icicle behind the words would be better than a spear.
>>
>>168954087
Games without art are not successful.

>inb4 muh dwarf fortress or minecraft shit
After 6 years you still can't think of anything else than them, which further proves my point. They're just exceptions played by autists.
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>>168954495
>C, SDL, Allegro
are you me
>>
>>168954603
There's a difference between having art assets and being art. Do you say video games are "music" for having music tracks?
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>>168953681
That's not how it works anon.

>>168954320
>Not being able to pick any language or engine in a week
Do you even code?
>>
>>168954603
Choice of Robots is a choose-your-own-adventure with stats. It has literally zero graphics and 40k sales on Steam alone and is also available on Android and Apple devices.
>>
>>168954904
I think the problem is people not compromising because of lack of monetary or sentimental insentive.

I've seen groups in this general disband after a whole year of work literally because "he never logged in again" or "he's busy with life"
>>
>>168954495
again, the game launcher isn't actually html5 it is just .hta (vbscript + javascript in ie6 app frame), I integrated it with newgrounds highscores system

>>168954674
You from a different dimension? I don't know, I put allegro to run on top of SDL so I use the allegro API but it has only SDL build deps.
>>
Hey niggers, I try to use texture paint in Blender and it just doesn't work.
I've followed a tutorial and set up my windows and nodes exactly the same as they have, yet when I try to paint in the 3D window, nothing on the texture will change.

Is there a setting my retarded ass has changed that has stopped this working or what?
>>
Are engines useful for small games if I know how to code? I know big devs use them to reduce development cost, and some indie devs use them because they can't code, but what if I want to make small games and know how to code, what would be the pros and cons of using one?
>>
>>168954760
Music is art as well.
2D drawings are art.
3D models are art.
Video games are art.

A video game is something created by a human with their creativity and imagination. So it is art.
Even the shitty little mobile games, they're like MS Paint drawings made by a child, or a child playing a recorder.
>>
>>168955028
There's a wide variety of problems regarding working together for no money. They are really too many to list here.
The few instances where it works, may it be foss or small companies, is because a variety of factors are just right.
>>
>>168955043
Ah, I'm using Allegro 4.x, SDL 1.2 and SDL 2.0 for different builds of my game. I wrote an API to work with each of them. I was just surprised, I've never seen anyone else put those 3 tools in their recap besides me.
>>
>>168955146
You'll spend more time in theory making your game with something that definitely works, but perhaps not in a way you find intuitive in every aspect.

If you decide to make your game engine yourself then you have something that would presumably look impressive to any future employers, you might learn something, but you might also spend so much time enginedevving that you get bored halfway through and never implement your game.
>>
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>>168954534
>>
>>168955616
Glad to see you're making progress.

I suck at beat-em-ups but I wish you success.
>>
Here's a pretty big compilation of stuff that would be useful for gamedev I found.
http://xen-dance.tumblr.com/post/157456280372/xens-game-dev-resource-compilation
>>
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>>168955527
Oh right,

I used allegro 4.x but then I had a problem debugging it on windows it would freeze the keyboard and the mouse whenever I hit a breakpoint.

So I looked at how allegro implements platform drivers and then wrote a version that used sdl 1.2 to implement the allegro functions such as install_keyboard, set_gfx_mode, etc.

The game itself just uses the allegro API directly.
>>
>>168955724
Thanks, we'll find out whether I suck at making them.
>>
>>168955146
Pros of using an engine:
It's still faster than making the game yourself, even if it's a small game. Many tedious things are already done in the engine. It's easy to export to multiple operating systems and devices without worrying about having to code for differences yourself. It's also usually easier to incorporate multiple input methods.

Cons of using an engine:
You have to learn the engine and how it works. Not all engines will fit your workflow or how you like to structure a game. Engines are made to be general purpose, so if you have mechanics that are highly specialized and need to be deeply ingrained in the game, it might be harder to do in an engine, and may end up needing a hacky solution (although this is a very rare problem to run into).
>>
>>168955146
Really depends on the game.
>>
>>168955857
Wow, that's real neat. If it mainly uses allegro 4.x, have you considered building your game for DOS? People tend to think I'm crazy but it's the main reason I'm using Allegro 4
>>
Still messing around with this idea. Slum town music for a fantasy western RPG https://clyp.it/ucdqdchz
>>
>>168956532
I like it, the melody reminds me of Chrono Trigger, although the pizzicato on the strings make me think of The Sims.
>>
Why isn't Source in the OP? Is Source not suitable for making indie games?
>>
Which dev has the best female mc?
>>
>>168956685

>the melody reminds me of Chrono Trigger

Wow, thanks.

>The Sims

The story isn't very serious in tone at this point. It's more that the main character has no business being where they are.
>>
>>168956513
Hmm, it might not be possible anymore because I've changed some of the allegro 4.x source code to fix some issues, and to put my engine callback inside of do_dialog so that the filechooser doesn't hang my program and stuff. So I can't really use stock allegro anymore, and I removed the DOS stuff, so I'd have to add it back in. But the DOS stuff used assembly directly which I don't really understand.

So basically I could do it but it wouldn't be as full featured as it used to be because I'd have to follow some tutorials to do VGA in djgpp and stuff like that. That said my game uses 40megs of RAM so far so the dos computer would have to have lots of RAM.
>>
>>168956715
yes, only professional game developers use Source™ Engine
>>
What do you all think of the idea of a colony management game a la Dorf Fort or RimWorld, but with heavy horror tones and an even greater emphasis on the characters' psychology?
>>
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Item pickup dialog is working. However the inventory code is pretty lazy at the moment and it just places the item in the first available slot, not rotating it or checking its width/height, so it will often overlap items. That code has a long ways to go, as I'd like it to automatically check rotations and find the best fit for the item
>>
>>168956532
I like it, but I can't picture it being slum town background music. its too upbeat mood. sounds more like a comfy and bustling merchant town, or port, or something
>>
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>>168956532
>>168956685
oh god damn yes
>>
>Only play games of genre X, Y and Z
>Only want to make games of genre A, B and C
Anyone else know this feel
>>
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>>168950538
Are you animating these yourself?
The movement needs to be more dynamic. Study fight scenes. Even stand up in your room and act the movements out yourself.

>>168951401
lol

>>168951536
Atleast he knows now.

>>168952027
This unity asset store stuff? If you made it from scratch, solid work.

>>168952650
Good art style, reminds me of Mario Galaxy graphics. Add a 'mid air animation', as his legs still look like they are running.

>>168952772
Really depends entirely on the look and feel of your game. Can you post a screenshot?

>>168952982
I think you are on the right track. Keep developing your random ideas. Do whats fun. Eventually you will stumble on some cool game mechanics etc that you can build on.

>>168957132
Solid work. That looks dope. Are you a full time game dev?


I'm working on a handful of game projects atm.
One is a Grand Theft Auto type game, but rated G/PG. I still want violence, drugs and hookers in it, but spin it in such a way that kids could play it.
>>
>>168957228

> its too upbeat mood. sounds more like a comfy and bustling merchant town, or port, or something

The character has been there for three years and has just learned of an opportunity that might lead them out of what they feel is their own personal hell. They're earning their keep in a shitty bar, and have to find ways to steal enough money to make it to the opportunity.
>>
>>168956532
I really like it.
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>>168957131
I can see that being a good game. Although I'm not a fan of horror, so I wouldn't play it.
>>
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How's this?
>>
>>168957453
>Solid work.
Thanks anon
> Are you a full time dev?

At the moment yeah, but only since I just moved and am job hunting. Got a call back for an interview today though so hurraaaay
>>
Can someone link the YouTube video of the fiverr bitches string agdg stuff
>>
>>168957132
I will play literally anything with an Attache Case inventory. I would play an Attache Case Simulator.
>>
>I still want violence, drugs and hookers in it, but spin it in such a way that kids could play it.

https://www.youtube.com/watch?v=X1WSH0VzoaM
>>
>>168957582
Easily t he worst thing I've ever seen in my entire life.
>>
Whatever happened to knightdev?

He would post cool progress of his game all the time
>>
>>168957582
>>
>>168957439
Yeah, it's weird. I've been getting a lot of urges to make a tower defense game, and a shoot em up. Even though I've only ever played like one game of each genre.
>>
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----[ Recap ]----
Game: Clarent
Dev: Arikado, PHI
Tools: GMS, Aseprite, FL Studio
Web: https://twitter.com/ArikadoDev
Progress:
+ Animations
+ Started considering thinking about planning some things
- Literally never getting done at this pace
>>
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Here's an easy way to make pixelart with aseprite
>>
Need lots of advice or speculation; how should I plan out and create a city environment in Unity?

How much of it should be models, how these models should be planned out, and whether or not they should all be exported together from Blender or made piece-wise for placement in Unity.

Take an underground scene, for instance. That's mostly gonna be hallways and rooms with detail coming from props and negative space. However, how would I model and import the various pieces? Room by room and hallway by hallway, or wall by wall? Is it better to do everything at once if I've already blocked out the level and playtested?

What about above-ground environments, where I really start with nothing and have to build up? Do I make it building by building, street by street, or all at once? Do I split it into chunks and stitch it together?

Also, how do I manage scale between Unity and Blender? It seems assets import in at various sizes.
>>
>>168957907
do people who do that even know that it's obvious how they got their graphics
or are they like people who put paint filters over photos in photoshop and think that nobody knows
>>
>>168957557
>>168957228
>>168956685

Here's another: https://clyp.it/p0mtxrup
>>
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He can't keep getting away with this.
>>
>>168958069
Does it matter? Imo all that matters is that it looks good and if you can spend less time making a sprite that looks good you can get more deving done
>>
>>168958123
>listens to ennio morricone once

jokes aside you're pretty good at music
of course, being good at making music isn't all that matters in a video game.. the music has to fit the aesthetics and the mood of the game not just stand up on its own
>>
>>168958069
You can clean it up dude.
>>
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I'm trying to add a dash length hint here, but it just looks terrible. Not sure how to fix this or make it better.
>>
>>168957608
>only since I just moved and am job hunting
I couldn't comprehend moving before having a job already lined up. I guess I've just been unemployed too many times for too long a time to consider going anywhere without an offer already signed. Good luck on your interview, I hope you get the job.
>>
>>168957132
Aw yiss, can't wait for a demo.
>>
>>168957907
does this even work or is this a meme?
>>
>>168957276
As a freelance artist who has done a few commissions I can dump my online persona and start over from scratch if I get drunk and say something stupid one day, all I need is a new portfolio and an email address and switch up my art style. I don't even need to show customers my face. I just give them results.

You can't do that with crowdfunding gamedev. Your face, your name, your family members/address are out there now, and you can't stop anyone from harassing them just to make your day bad. Look at those devs/youtubers who get SWATed and shit. And it's not even guaranteed income. You can change your persona and art style, but you can't change your face or your real name. People will find ways to fuck with you even if you didn't do anything to anyone. Shit, now they know your ethnicity and skin color too. You don't have to worry about that when you're freelancing art, I never have.
>>
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My girlfriend keeps telling me to stop deving and to help her out with her dumb engineering project. What do I do? Why can't she just fuck off?
>>
>>168958350
Maybe there's something inspired you could come up with, but I don't think it would be at all unreasonable to expect a player to simple be able to tell where their dash might leave them.
>>
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>>168957907
Woah that's pretty impressive desu. You could touch up the final sprite and save a lot of time using this method.

>>168957582
Keep trying bb

>>168957608
Good luck. Its tough juggling paying work with game development.

Anyone here release a game and make some decent money?
If so please share you wisdom.
>>
>>168958506
do both. set a timer, 1 hour for you and then one hour for her. fair

better yet, help her, then have her help you on your game
>>
>>168958313
It's also illegal. You don't own that picture.
>>
>>168958376
Oh no worries, we moved here for my girlfriend's new job as a fancy chemist, so we're in the clear. There's no way we'd have moved 12 hours away if we had no income! Thanks for the well-wishes, I'll try not to flub the interview

>>168958398
I'm going to try to have something for Demo Day. Hopefully I can get something thrown together before I start work again
>>
>>168957582
Literally the worst thing I have ever seen in my entire life.

And I had the misfortune of playing GTA:SA.
>>
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>>168958038
I'm not expert on this stuff, but first consider how much of your city can be done with a terrain generator, and how much is props/buildings/set pieces. Then think about how you can make these things modular to reuse pieces. Then consider whether whichever engine you're using supports occlusion culling. Unity only did that in Pro last time I checked, but the last time I checked was years ago so it might have changed. Occlusion culling allows the engine to avoid rendering anything that is not seen on camera. However (and feel free to correct me if I'm wrong, AGDG), this doesn't work if your environment is all one mesh.

Sorry, I don't know about specifics beyond those smaller details.
>>
>>168958513
I dunno. Sorta bothering me. I guess I just can't design levels with any sort of obstacle remotely close behind something you're required to dash through.
>>
>>168958318

>ennio morricone

Who?

I'm kidding, but yeah I know what you mean. I'll work to get it right.
>>
>>168957582
What's that fucking random could in the upper right?
>>
>>168918781
>cancerous namefag in the OP
delet
>>
>>168957725
Which knight game? There have been several
>>
>>168958987
Wouldn't doing just that present a challenge for timing when to dash so you get through and don't hit the obstacle?

Seems like the kind of thing you want to introduce later on so people have to be more careful.

You could also allow jumping mid-dash to add a twist.
>>
>>168958987
Instead of doing a low-alpha-value copy of the bunny sprite, you might try a low alpha dotted outline instead (either in the same shape of the bunny sprite or just a simple circle). I think that could look good.
>>
>>168957582

is this early ravenholm?
>>
>>168958313
that's the thing
it doesn't look good
>>
>>168958506
are you me?
>>
>>168951536
>>
>>168958990
post your game here when you get the music in btw, your music is really nice and I hope to hear it put to good use.
>>
>>168958476
Thankfully I don't have any family left
>>
>>168959080
The topdown game with a 45 degree field of view. Knightdev.
>>
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>>168957582
>1024x768
>>
>>168958697
Well good luck, even a hallway sim with a nice atmosphere would be a fun demo.
>>
>>168951536
everyone was a beginner once
>>
>>168959291
I'm pretty sure he's still working on it, but might just be keeping to his tumblr. I see him post some cool stuff every now and again.

>>168959335
Thanks, I'll see what I can get accomplished by then!
>>
>>168957582
what the fuck is up with that aliasing?
>>
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Hang in there people and remember to use the right tools for the job.
>>
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>>168953825
yo is someone talking shit
>>
>>168959501
Nah, man. I was just making a joke about the "unsatisfied with the other entries in the genre of late" to which I was responding, since there are really only three well-known entries into the genre at all and two are quite recent.

Your game looks cool.
>>
i see many survival games suffer from too many people dropping them after early hype due to two things:

1. offline raiding. you are sleeping or at work and some neet or some guy from several time zones away logs in and takes your shit
2. no endgame. you gather shit, build up, get max lvl and then what? raid others? you have everything already. to grief and troll? that gets old fast.

how would you solve these issues creatively?
>>
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>>168951141
>>168951318
>>168951401
>>168951536
And yet they still provided an inadequate answer that doesn't answer what a frame actually is.
>>
>>168959626
The best part is desu that is a big part of why Monolith is being made kek
>>
>>168959679
Googleable questions are for either ignoring or memes.
>>
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>>168957453
>Really depends entirely on the look and feel of your game. Can you post a screenshot?
>>
So, I have a random function.
It returns a value between 0 and 1.
How can I hook it up in a function so that the function gives me a number between 0 and 255?
>>
>>168958416
It will work for some things.Mostly square/angular things that don't have a lot of fine details.
>>
>>168960019
Why don't you ditch the first one and just make a function that gives you a random number between 0 and 255?
>>
>>168959881
I thought that as much had been stated before and that's what he was referring to with his joke.

Oh well whatever.
>>
>>168959975
Wow I remember you! Glad you're still kicking
>>
>>168959675
Not make another fucking survival game
>>
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>>168957907
This is the actual result of the shown method. From here you could touch it up to resemble what's in the gif.
>>
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>>168960148
not dead yet senpai
working on boring shit lately that hasn't been worth posting
here's one of the few things I've done over the past couple of months that's actually visually interesting
>>
>>168959975
take the link's awakening logo and edit it
that will it'll fit with the knocked off graphics of your game as well
>>
>>168957582
>1024x768
wtf
>>
>>168960019
Multiply the output of your first function by 255 and round?
>>
>>168958907
I hope he wasn't going for low poly as well as low texture size because there's a shitload of wasted polys there
just those grid doors alone would be an entire n64 level's worth
>>
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>>168960408
>LE JUST MULTIPLY IT LE BRO
Oh sourcefam. Do you even understand math? Like, at all? Fucking lol. :)
>>
>>168960103
Maybe? Hell if I know
>>
>>168960372
i'm genuinely curious, why do you do this?
>>
>>168960408
It's a meme shitpost, ignore it.
>>
>>168960490
please, for everyone sake, think before you post.
>>
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----[ Recap ]----
Game: wizMUD
Dev: virtual buddies
Tools:Unity, Blender, Photoshop, HTML
Web:https://twitter.com/wiz_mud
Progress:
+ Fixed bugs
+ Tested server
- Still bugs
>>
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Can we get a Tumblr/Twitter roll-call up in here so I can make sure I'm not missing anyone
>>
Working on overhauling my bomber knight enemy. I'm making it so their bombs can be destroyed harmlessly, which means fighting in melee won't be a complete clusterfuck, and originally the pull of gravity affected their small bombs they throw at range, now they just fly towards you like a misisle because at REALLY long ranges these guys were useless. Though I might swap the little bomb out for an axe because axes are cool.

They no longer drop a bomb on death because that was really fucking annoying and I question why the fuck did I ever think that was a good idea.
>>
>>168960490
Where is your game?

>>168960408
Where is your game?

>>168960627
Where is your game?
>>
>>168960641
Oh, I haven't been here for a while, didn't recognize it as one. Thanks.
>>
>>168960731
?
>>
>>168960781
this is the designated shitposting hour, wait until he gets tired of resetting his router to ask
>>
What are some game genres a no-art dev can do
>>
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Why can't I get texture painting to work?
>>
>>168960781
https://twitter.com/MonolithDevs
monolithdevs.tumblr.com
>>
>>168960408
>Multiply the output
Are you stupid or something?
>>
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>>168961153
Puzzle game.

Pretty much anything if you know how to swing it.
>>
>>168960781
>Hm maybe I should give my info
>Look at my tumblr
>2 posts in the last year
>Look at my twitter
>A bunch of "Gonna try to get some work done this month"
Fug, maybe I am a nodev
>>
>>168961153
Obligatory roguelike suggestion
>>
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>>168961153
Roguelike
Puzzle game
Text porn game
Menu-based sim games
>>
>>168959975
Woah cool. How long till this game is launched?

There are a lot of logo/title screens that you could reference from super nintendo.

>>168960351
Good suggestion.
>>
>>168959679
my answer was in fact correct.
it could be reworded as "a slice of time as defined by frames per second" but you dont need me spelling all of that out to you when it's obvious the second i point you to fps.
>>
>>168961886
thats actually incorrect

a frame, in the context of computing, is a single full execution of a script/program
>>
>>168962045
>thats actually incorrect
>in the context of computing
not the context
>>
>>168960801
An anon gave me a good idea for the knight's long range bomb
>>
>>168958350
Since it seems to be the middle of the screen, how about having the bunny dash automatically as an intro animation at the start of each level?
>>
What is the best free program to make pixel art? I am going to work on making a character tomorrow with a walk and attack animation.
>>
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>>168960408
>Multiply the output of your first function by 255 and round?
>>
>>168962336
reee just post the latest build.

I wanna play New Gothic Movement with this
>>
>>168962150
>not the context
the context is animation frames of a vidcon, which have associated scripts to them

even if its just "the f of fps", that phrase doesnt explain much. at the very least, a frame in the context of animation should be any fully rendered subsequently and published-to-display-device image
>>
>>168962792
Soon friend. I'm running out of shit to do/fix. All that's left is to tweak a few more monsters, overhaul Blaz's arm cannon, add the final few monster replacements, get sprites for the cyberdemon replacer (Got something in mind), and implement the new item/ammo systems.
>>
>>168960801
>>168962336
I haven't seen your game before but this looks fun
>>
>>168960408
>Multiply the output of your first function by 255 and round?
m8 are you stupid
where is your game
>>
>>168962996
please post your game so we can play it since it looks like fun and test it for bugs for you also
>>
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>>168962981
>>168962981
>a frame in the context of animation should be any fully rendered subsequently and published-to-display-device image
as an animator i have no idea what the fuck you just wrote
>>
>>168963465
It's not ready for bugtesting yet. Not until I get these monsters and the arm cannon overhaul in.
>>
>>168963494
Whatever shows up on the screen as a finalised image.
>>
>>168963705
uh huh, but that doesnt even explain what a frame is because in the context of animation a frame only makes sense as a partition of time because animation is completely about time.
>>
What is the best video game that you guys have played before and after becoming game devs?
>>
>>168922205
thx bb
>>
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>>168891905
----[ Recap ]----
Game: Locked Masts
Dev: IceDev
Tools: Unreal
Web: N/A
Progress:
+Reworked the player island a bit. Larger now, more room for expansion. Thinking it more like the Heroes of MM cities.
+Working on the characters still, trying to put what I learned together.
+Scientist developed a bit, made him a tesla gun for stunning and vaporizing if you're determined enough.
-Main screen and backup failed. Down to a hilariously small screen I found in storage.
>>
>>168963895
>>168963705
>>168963494
>>168962981
>>168962150
>>168962045
>>168961886
Can you just agree to disagree and move on?
>>
>>168953573
How do you know you even want to make a game if you don't know what kind you want?
>>
>>168963705
>>168962981
>>168964008
>>168964108
Where is your game
>>
>>168954603
Minecraft is played by kids more than anyone
>>
>>168964521
this, minecraft literally has childrens books centered on it
>>
>>168962551
That's true. If I'm gonna bank on that, I should probably make the dash distance directly to the center.
>>
>>168964521
Kids play videogames more than anyone.
>>
>>168958506
>>168959178
>engineering gfs
I-I'll take them off your hands. desu.
>>
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Through stallwart resolve I have become yesdev
>>
>>168965485
I like it, anon. Really great start!
>>
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>>168954495
>>
>>168965485
God speed anon, don't let your dreams be dreams!
>>
>>168965485
Hey this looks grea--
>Yellowman.cs
>darkman.cs
>payer.cs
>>
I>>168965485
if I made a high quality game out of /v/ and /vg/ memes. would anyone play it?

What would be the best premise?
>>
>>168965963
Memes in games are an instant red flag, hell no I wouldn't play it.
>>
>>168965963
they're doing that over in /r9k/ already
no, no one will play it unless you have good art or porn
>>
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>>
>>168952772
>logo design
For a videogame, all you need is something legible, pleasing to the eye, and conveys a feeling of your game or its themes, whatever you want to get across.

Honestly >>168960351 isn't bad advice, just it obviously wouldn't come across as original (and you don't want to overstep copyright). But just the idea that it's a Zelda-esque game can be put across with a Zelda-esque logo.
>>
>>168966034
what about memes as easter eggs? what if they are obvious as to what they are?
>>
>>168966639
*what if they aren't
>>
>>168966639
They are still shit
How about you make your own jokes?
>>
>>168966292
That wizard...!!!!!!!!!
>>
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Pew pew
>>
>>168966810
>How about you make your own jokes?
I like this meme. Can I use it in my game?
>>
>>168966964
It's all yours my friend :)
>>
>>168966889
Twisted Metal? I loved Twisted Metal 2


Goodluck to you, anon! It looks interesting already!
>>
>>168960781
please follow me! (I'll follow you)
https://twitter.com/wild8900
hope noone minds that I shill my twitter as often as possible
>>
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>>168965856
>>168965667

DREAMS?
>>
>>168965485
Suggestion, turn all your "BORDER_SELECTED" references into a static string variable, so you don't have to change it in a million places

batch.Draw(Game1.textureLib[Strings.BORDER_SELECTED], destionationblahblah..)
>>
>>168967023
Main inspiration was Interstate 76 but Twisted Metal is another good one.

I might make a quick multiplayer arena just so that people can drive around and shoot shit up. And to avoid coding AI because fuck coding AI
>>
>>168960781
@realsweetboys
>>
>>168960781
I already follow most of the devs here. You can follow #agdg #progress on tumblr and see the same 3 post regularly.
>>
What does everyone use in their demos if they don't have any project music assets yet? Do you just throw in copyrighted songs from other games/bands and put a disclaimer? (I imagine you would absolutely have to turn off donations to stay safe).
>>
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>>168967017
Thanks my buddy

Does any one here develop for mobile?
>>
>>168967201
Alright thats a good idea.

Also tfw you want to rip a soundclip from an old popeye cartoon for a death sound.

"and so a big can of gasorine and many firecrwackas so I LOSE MY FACE"

https://youtu.be/sOmkvEMLIT0?t=332
>>
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>>168967386
http://soundimage.com/
http://freemusicarchive.org/
And also pic related.
>>
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----[ Recap ]----
Game: Cybership
Dev: vestigialdev
Tools: Unity
Web: @vestigialdev

Progress:
+ Working on turning Cybership and HACK the F.B.I. into two content packs for the same base game versus separate codebases
- VestigialDevelopment.com expires soon :(
>>
>>168965856
oh no its almost like he is trying to make a game instead of an engine nobody will use
>>
I think you should call up the Menz & Mollyz. The resident literally insane shitposter is at it again, posting from his phone and trying to ruin /agdg/ with his sourceshit......
>>
>>168941538
Yey, you are here! I've just wondered if you are still around.
>>
>>168967901
??? It's just racist.
>>
>>168967386
I use royalty free music. Also an /agdg/ music bro let me use a song for free. Of course I also give credit to the musicians.
Using music from other games or bands is honestly just tacky, it's worse than having no music.
>>
>>168963895
>>168964108
>gogem has been arguing posting and damage controlling in agdg for 20 hours
>no mistaking it for anyone impersonating if you know him so it's even more cringe to watch
This has been a painful week for poor gogem. Fucking hell.
>>
>>168968125
oh i thought you were complaining that its not component and data based
>>
>>168965963
I would, but the nods to the memes should be subtle so the game is interesting on its own, and even people that don't care about the memes can enjoy it.
For example, as a fantasy rpg:
>main party is made of faceless knights and cute witches
>all swords are wide and short
>dogs are never friendly
>a couple of kingdoms keep fighting about the best approach to do stuff instead of doing that stuff
>there is a crazy guy in the town that claims to be the king of dreams
>there is another crazy guy that beleves moths are chasing him
>>
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UItrim.webm
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>Fuck with Unity UI bullshit all evening
>Finally it starts to kinda click
Wow this is bad
>>
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Why don't we collab and make Broquest?
>>
wuh oh looks like a certain someone is here to have a meltdown about googs continuing to exist
>>
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i was sick of hand placing 2x2 wide tiles for the rocks in tiled editor so i wrote a shader that would just base the texture uvs on the world space coordinate

then i realized that i could also add an offset based on the camera position and it gave me a parallax effect shader to use for the background too
>>
>>168968517
It's a cursed project
>>
>>168965963
>not making a shitty/siimple RPG of small scale and laughable quality
>not adding to it as foppery and whim dictates
>not progressively making the game more complex and fun through actually playing it yourself.

How far away is demo day?
>>
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>cute girl on the cover looks nothing like the sprite in-game

I fucking hope that you don't do this.
>>
>>168968217
you dont dev for 20 hour blocks d4?
>>
>>168969085
Is the pink ball the girl?
But yeah I've noticed this happen pretty often
>>
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Don't do this
>>
>>168969226
Why not? It's true
>>
>>168969085
Jokes on you. I'm saving up money just to commission someone to do exactly that.

There's nothing you can stop me with!
>>
>>168969308
>its true

Why does being big mean your slow?
>>
>>168969226
Even worse
>lore: this demon is incredibly powerful! He will destroy the entire city!
>game: can be comfortably killed at low levels

>lore: ah, there are some goblins around this area, they have been causing trouble harassing travelers
>game: because they are in a later-game or higher-level area they have 10 times the HP and attack damage of the previously mentioned demon
>>
Shouldn't having big muscles mean you can move them more quickly because they are that much stronger and better developed?

>>168969382
it shouldn't
example:
https://www.youtube.com/watch?v=HaHrdK6XNW0&t=1m10s
>>
>>168968517
>>168968584
What is it?
>>
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>>168969532
>random encounters in the lategame have more HP, defensive skills, move faster, and are generally harder to defeat than the final boss
>>
the wizmud.
>>
>>168969532
I don't know. That sort of unrealism doesn't bother me that much, even though I know it triggers some true RPG fans (especially those who come from the tabletop scene). I just find it funny.

However what usually unsettles me, or more even, triggers me, is to see cute lolis or teenage girls with guns or simply fighting in general, like this >>168968380. Other than that, max hype, canon holder girl makes my heart beat. Keep it up!

So in a fantasy world, where women can bear swords with the size twice of hers, while being extremely skinny yet having extreme size breasts which in no way cause her trouble in fighting, the last thing which will break my immersion is if the goblin in the next area could beat the demon lord in the previous or not.
>>
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>>168969895
>>168969532
>shooting the same cartridge out of a different gun with higher rate of fire does less damage for balancing reasons
>>
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>>168970047
Anon these are heavy duty soldiers. They fight for our freedom.

The enemies are carrot jellies.
>>
>>168970051
relative force differential, m8
>>
>>168970284
They protect us from getting fat and seeing in the dark?
>>
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>>168969895
>final boss have a variety of attacks
>you need to plan a strategy to win

>random encounter weak monster randomly cast DEATH spell on you
>>
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>>168970481
to be honest we haven't decided yet. It's all just placeholder stuff right now. Practice for the shopkeeper game we're going to make next. But here's a placeholder enemy.
Get it??? Get itttt?
>>
>>168970653
Damn, I totally dig this style.
>>
>>168970653
N-no?
Broccoli and children hate eating their vegetables?
>>
>>168970653
>>168970653
>Le Broccoli man
>>
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>>168970792
Yes.

>>168970791
I really love the work of the artist I'm collabing with. They have a great sense of aesthetic.
>>
>>168970890
I did it, I'm the smartiest!
I'm not that interested in this game but I hope it goes well and you two move on to the shopkeeper.
>>
>>168971019
>I'm not that interested in this game
FUCK you!
That's ok anon, this is just a small practice game so we jump into the shopkeeper game prepared, with experience in making a full game, and with a stable collab workflow. That's the prize.
Are you interested in a shopkeeper game?
>>
Can Photon do direct IP connection? I was deciding between Photon and UNET and both have a 20 player limit if you use their servers, but this limit can be bypassed by UNET if you do a direct IP connection. Is this true for Photon as well?
>>
>>168970890
Does your collab pal has a place where I could follow his (her?) work? I'm already stalking you, but there's never enough people for me to keep track of.

>I really love the work of the artist I'm collabing with.
For some reason that line broke my heart a little. I loved the work of my collab buddy so much. It was like seeing my inner visions come to life, you know. But hey, I'm sure he will be back in any minute!

But seriously, I'm not jelly. Sorry for the blog post. Best of luck for both of you!
>>
>>168971075
Yeah I am, I love comfy games that focus more on atmosphere.
What kind of gameplay are you planning on?
I mean beyond the obvious, like funding trade caravans or something.
>>
>>168969104
so much dev in only 24 hours :)

https://boards.fireden.net/vg/search/username/gogem/page/1/

https://boards.fireden.net/vg/search/username/gogem/page/3/
>>
>>168971301
>not a single progress post
Tell me again why this guy posts here with a name?
>>
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wasted yesterday on this shadow crap (which i might not even want to use in the end.

first i popped a self made sprite onto it as a shadow (would look good if i made it at the right size and without the mixels)

somebody here told me "use shaders dumbass" so i tried that, but fuck having anything vertex manipulated in unity staying on a pixelgrid did not want to work.

Also it is just a shearing shader to fake shadows, which is wrong anyway

what i got now is a script i plop onto a sprite and it generates a sheared pixelperfect shadow sprite automatically.

It's still just shearing, but i think that is good enough for now.

But hey, now i know shaders are pretty cool and useful (duh)
>>
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fishin 8.webm
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crab with backpack now moves around and follows player
>>
>>168971259
As far as I'm aware, they only have a website -- which contains their real name, so I'm not going to share it without their permission. We'll be setting up a devblog for this project and for the shopkeep game when we have enough of a game for it to be appropriate to do so.

>>168971283
We have an entire design fleshed out for the shopkeep game but we've kept it "small scale", so instead of the dungeon-diving minigame like recettear, we're going to focus primarily on the shop. Running the shop, upgrading the shop, and crafting inventory for the shop. We want to make the game atmospheric, focusing on a nice cast of characters and personalities. A mixture of management, strategy, and crafting. I'd go into more detail but it would just sound like idea guying until we have a demo.
>>
>>168971661
looks much better
one trick that is worth looking into is rendering the game at a pixel perfect size then scaling up to the screen size. Pixels can't go out of line if it's rendered 1:1. I don't know how to do it in Unity though
>>
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>>168971661
i guess if the shape is irregular, the "just shearing" is not too bad
>>
>>168971710
I'm happy you haven't dropped this project after the jam. Keep it up!
>>
>>168971082
im not sure the answer to this but ive heard that photon is so shit that its only usable if you basically rewrite the entire thing
>>
>>168971871
oh i got the pixel perfect thing working now, but the problem with the shader was that it shears the pixels, since for unity this is just a texture on a quad. which means you get edges diagonal to the axis.

It is the same with rotation a sprite in unity, which i guess i will also have to do via script to make it pixel rotate.
>>
>>168971956
it's more of a fuckaround testbed for me atm. I've got no idea where to take it and only work on it as a break from my two other projects
it'll probably end up as some kind of animal crossing comfy town sim with actual fun things to do if it goes anywhere
>>
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----[ Recap ]----
Game: BLOODRUSH
Dev: Liar-bird
Tools: GM:S, Paint
Web: no

Progress:
+ Created some basic assets for acts two and three (most ground tiles)
+ Got real time reflections working for any surface angle
+ Made the player's scarf all dynamic and flowy and nice looking
+ Started work on a few super simple starter levels to ease players into things
+ Posted on /aggydaggy/ for the first time in about a year
>>
>>168956532
hhhnnnngghh

This is making me hate Bethesda knowing that we'll never get a Fallout: New Vegas 2.

It's so comfy, reminds me of the NCR areas in that game. What did you make this in? Do you happen to know the names of the instruments/sounds? All my music has this flat tone for each note, I don't even know what it's called when I want to make a sound go up and down as it's playing, I can only make separate noises. I want it to sound like t....iiiiiiiiiiiIIIIIIIIING, but it sounds like ting ting ting TING TING TING!!
>>
>>168958123
>https://clyp.it/p0mtxrup
fug
>>
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>tfat feel when some Let's Player makes a video of your comfy jam game
>>
>>168972336
I am absolutely terrified of this and this is why I don't want to participate in the game jams
>>
>>168971661
Man it takes a special kind of determination to do pixel-perfect anything in Unity, I commend you
>>
>>168972130
Post some webms, man. I haven't seen your game in action for a while.
>>
>>168971402
you dont make progress with progress posts
>>
>>168972336
Mind to share the link?
>>
http://www.gdcvault.com/play/1022094/JPS-Over-100x-Faster-than
why are you still using A* anon?
>>
>>168972459
i'm still baffled the unity people did not build that stuff into the engine, since it is the trendy thing to do pixel stuff.
>>
Go from watching C++ and Visual Studio tutorials to Top 10 courtroom outbursts and then end up watching documentaries about foreign maximum security prisons. Hey, at least Visual Studio finished installing.

Now to wait for Unreal download/installation.

Progress is progress!
>>
>>168972527
https://youtu.be/xY4TWkBaSeg
I haven't watched it myself yet.
>>
>>168972465
Don't have anything recent recorded, sorry.
Will see if I can get something whipped up for tomorrow though.
>>
>>168971661
it's always painful to see shit like this
people who don't understand how shadows work making these godawful attempts at them in games
it's like with that fucking titan souls game or hyper light drifter, wanted to tear out my fucking eyes going through those pieces of shit
>>
>>168972902
gratz buddy u deserve it
>>
>>168972902
I just watched the first minute, I'm not fimialer with let's players but this guy kinda sucks.
Sorry man, your game is cool though.
>>
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closer to getting this stupid fucking affine shader working. I hate GM:S's shaders. No clue how to fix the vertexes flipping out.
>>
>>168972778
>Go from watching C++ and Visual Studio tutorials to Top 10 courtroom outbursts and then end up watching documentaries about foreign maximum security prisons
Gotta love the internet
>>
>>168971661
Well done

>>168973015
t. shitty artist
>>
>>168972613
>can't change map
>nodes have uniform cost
>only half works on non-grids
well they're pretty big downsides. Pretty cool though
>>
>>168973089
>>168973104
Thanks. I'm not a fan of LPs because they're usually really really bad at games, which kind of makes me feel bad about not making my games retard-proof.
>>
>>168973015
well realism isn't the goal, the goal is to make something feel less flat, and adding shadows, even shitty ones makes a huge difference.

also, there is no mathematically perfect way to do this, since you got flat sprites of fake 3d objects, so you are missing the information to make a "real" shadow and even if you could, you would not since that is just an unnecessary drain of computing resources.

draw me a crude picture in paint of how it should look, maybe i can improve my thingy.
>>
>>168972902
Noice.

Also, I always wanted to ask this, but you don't have to answer if it's too private or something. You usually set up your games with "Pay what you want". Have you received any cash with it so far?
>>
>>168973532
Nope, but I've never really hoped of making anything with them so it's cool.
>>
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New enemy
>>
>other aggydaggy devs have itch pages full of demos and games
>I struggle to start one game and I wonder if I'll ever finish
Fuck.
>>
>>168973716
It's okay, anon, we all started from where you are now. Just don't ever give up.
>>
>>168973716
demo days and jams are your friend
>>
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>>168973716
Get the dev train rolling and just pump dat shit out son. Soon you'll be having fun. Literally just make something that you know is fucking garbage but you know that you can do.

Just take a big steaming game shit. Polishing turds is fun and make it your goal to end up with something thats playable and that you are proud of. I've started and quit projects for almost two years before reaching the stage of "Fun things are fun"

pic related.
>>
>>168973457
Who are you? You're too smart for /agdg/.
>>
>>168973716
Just like me, but that's because I'm never satisfied with my work and can't art.
>>
>>168973530
>well realism isn't the goal,
>also, there is no mathematically perfect way to do this, since you got flat sprites of fake 3d objects

That's some of the stupidest shit you could've said. I'll draw something up for your sorry ass.
>>
how should it be done fellows?

thing{

}

or

thing
{

}
>>
>>168974271
thanks
>>
>>168974279
whatever your team uses
whatever is easiest in your ide / editor
whatever, as long as it's consistent
always newline
>>
>>168972613
but I do use jump search anon
>>
>>168974279
thing{}
>>
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Just some of the intro telling the player how to move.

I'm wondering how much I should show off. It seems like any progress I make, I want to post it. I'll probably end up showing the game from start to finish at this rate.
>>
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>>168974672
forgot pic
>>
>>168974279
if ()
then
///
end
>>
>>168974279
thing{
}

Because it takes up less space and your code should be readable by the indents
>>
>>168974883
>breaking the 4th wall
name one (1) game that does it well
>>
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>>
>>168972613
its interesting but ive never used it because i use influence maps so heavily
might be nice to run as a quick high level pathfind in a multi level system or when doing bare bones shortest path
>>
how do artists understand blender but not code
>>
>>168974279
thing { }
if is short enought for that

thing
{

}
if I have a lot of things inside.
>>
>>168975307
>Same history as Final Fantasy
Is the secret to success at gamedev having failed a shit ton of times before and being almost broke?
>>
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Progress:
>new module (lock-on)
>modules can be toggled on/off. They improve the mecha's abilities.
>need to figure out way to sort the modules in inventory because they are in ds_map and there's no way to sort them
>new enemy
>finally got areas down. Can start planning the world soon, using grid paper.
>need to figure out how I will do alt fire
>>
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finally made this shit so i dont have to manually load and unload things to work on them
>>
>>168974064
Not the OP, but thanks for the motivation!
>>
>>168975508
here's the secret to success in everything. you don't need to read anything but this, ever:

keep failing until upi find some combination of good idea, luck, and hard work that is popular.

you have to be able to afford making all the failures.

these things are in a pareto distribution. one huge success will pay for all the rest, if you can afford to be in the game that long.
>>
>>168975362
most game artists understand code
theres a reason programmers have the least demand in indie memes. a monkey could do it
>>
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>can't really think of new type of enemies
>can't really think of patterns
>can't really think of level design
>can't art
>the only thing I'm motivated to do is coding

After much thinking I'm starting to wonder if I shouldn't just be the code monkey of someone.
The only thing that I seem to enjoy is coding gameplay, maybe I should just stick to the fightan and beat-em up genre.

Or maybe I should go down with simple mechanics like megaman or castlevania but then again you need level design and art for those to work.
>>
>>168975362
They understand "code" but by "code" I mean dragondrop features on shitty engines and downloading assets.

Artist are just autistic brainlets that would buckle under FizzBuzz, do not listen to >>168975651
The only reason why artist are valued is because people need to make their game pretty.
>>
>>168975362
Yeah, it's a mystery to me also. Even if I collab with artists who create amazing assets in PS I still hardly believe that they can not figure out GM when they tell me.

As I understand even if they get the syntax, they have hard time to figure out how to structure the code. They can not connect together the different things they've learned it tutorials to form their own thing.
>>
>>168976001
>>168975651
just what i was hoping for
>>
>>168975529
what is it?
>>
>>168976001
its true though
90% of people looking for a partner or team are programmers
artists get sucked the fuck up
>>
artist + programmer = game
game - artist = bad looking game
game - programmer = no game
>>
>>168976207
different parts of a level which load and unload as the player moves through
>>
>>168975516
what engine?
>>
>>168976413
your are forgetting its not hard to program
>>
>>168976278
Programmers cannot waste their time doing doodles on tablets because programming a game is more difficult than doing art for a game.
>>
>>168976653
and your are forgetting that artists are very dumb
as dumb as programmers who think art is hard
>>
>>168976653
Yeah that's not true. Good game mechanics take skillful development.
>>
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Working on a new area. Its going to be a sort of run-down residential area. Lots of pipes and ivy.
>>
What am I looking for when I want to register a game studio that won't get me sued and raped forever?

One man living with his parents
>>
>>168976521
GM:S
>>
>>168974279
i prefer the second one
>>
>>168975529
very nice, level editors are neat
>>
>>168976653
Tell that to all the artists that don't want to see a line of code.
>>
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>>168974330
>>168971661
I was gonna do more but I got tired of looking at your graphics.
You should study some linear perspective before trying to do everything with shaders.
>>
>>168977113
>artists
Lmao.
>>
>>168976653
Usually we don't consider the things we are good at as something which is hard to do. Moreover, we tend to forget all the trouble and suffering we had in the beginning, simply because the overall enjoyment we gained overshadowed the hard parts.
>>
>>168977113
Have you considered that maybe the top is dark and the shadow is long because the object gets lit from the side and not from above?

Nice edit, by the way.
>>
>>168977194
real artists dont do pixel art thats for programmers
>>
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>>168977374
What's wrong with pixel art?
>>
>>168977470
>furshit
>""""art""""

kek
>>
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post your pixelated games
3d not allowed
>>
>>168977374
I tihnk some programmers lowered the bar for pixel art under the assumption that it was easy and that any faux retroshit would do to the point where copycat stand-in programmer art is considered the defacto look for a lot of stuff which is a shame.
>>
>>168968517
I don't like parody games
>>
>>168977470
nothing if it is like that

>>168977575
nothing is wrong with furries
>>
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>>168977669
>3D not allowed
I enjoy my cube girls in 3D thank you.
>>
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>>168977676
>nothing is wrong with furries
>>
>>168971710
CUTE
>>
>>168969085
No promises
>>
>>168977750
its just a hobby like star trek and gaming
there are people who take it too far though. some people wear their furry suits all day and some people play games all day
>>
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>>168977750
>tfw found source for that image and it had scat
>>
>>168972410
Don't make such a big deal of it
>>
>>168977897
The scat isn't even the most unnapealing thing about it IMO
>>
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>>168977897
Nothing wrong with scat, pal
>>
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>>168978014
> Nothing wrong with scat, pal
>>
>>168977470
The wrong thing here is you being a furfag.
>>
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>>168978116
I was kidding. Now bestiality on the other hand...
>>
>>168960019
http://pastebin.com/KbW647tq

Don't think of me as a hero.
>>
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tyler log in budd. these nigs are stress testing your game. one guy put html in the chatbox
>>
>>168977113
nice picture, but here is my problem

i knew how the shadows should work, but my point was there is no way to generate shadows like that automatically from a flat rectangular sprite... the first one i drew by hand, that is why it is the closest to how it should be... it still looks shit, because i have no talent, but you see that i actually know how it should be in principle.

the top is dark because the sprite is just for testing and actually had nothing to do with the actual shadow lighting situation (i am still in the trying lots of stuff phase)

the second one, i already mentioned myself that it is obviously wrong, same for my 3rd pixelated version, but i think it is better then nothing at all

but the "why is it so fucking long" point i can already counteract with some parameters to my auto-fake-shit-shadow script.

the answer to all your questions is... i produce those "shadows" by just doing this: newPixelX = oldPixelX+oldPixelY (that's the gist at least, you can also do it with a shearing matrix multiplication, but it does the same basically)

so it is just shifting everything to the side depending on the y coordinate.

thanks for the effort anyways, but as long as you can't tell me a better way to code that shit (i know i could hand draw all the shadows to perfection) you did not help me much.
>>
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>>168978552
I suppose it doesn't help, then. I would still recommend that you read up on linear perspective to get an idea on how the whole "seeing" thing works when applied to a 2D image. Would probably help your understanding.

Have some pixel art I did to procrastinate with.
>>
>>168977357
thanks for the defence, but the truth was, i am just fucking around with random sprites to test this stuff and on top of that have little to no talent and poor judgement for shading things.

So it was just randomly dark without intend.
>>
>>168975304
Would be kinda funny if GTA:SA taught you controls with Big Smoke yelling them at you
>>
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>>168978389
>>
>>168974883
Sam and max. Monkey Island. Points and click in general do it pretty well.

Fps, however... The last far cry I played was embarassing...
>>
>>168978747
thanks, i am already in the process of practicing some of the artsy stuff i have no skill for (yet).
the principles are easy, but getting my brain to do reproduce these things is not.
>>
>>168979101
Meant for >>168975304
>>
Which polygon is comfy for a cute low poly flying saucer?

Pentagon? Octagon? Hexagon? Maybe Heptagon?
>>
>>168979808
Octagon
>>
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I think it's a simple solution but I've been up too late to wrap me head around it. I'm amateur deving from scratch and trying to wrap my head around a good method for referencing collision coordinates for a 2D platformer.

Say the level map is already plotted with 2D collision rectangle objects, how should I get the player instance to reference or get reference to those coordinates? Keep reference of all collision coordinates in the player and just check overlapping at "game loop" time? Or is there some way to get a flag from overlapped objects at "movement" time?

I know for this scale of project the update loop size is pretty irrelevant, but at exceedingly large scales how do game engines usually pipeline realtime collision like this? It just feels like checking references to every 2D collider box every update cycle is too bulldoggy if the player is only interacting with <1% of the colliders at any time.
>>
>>168980373
>I'm amateur
>deving from scratch
not gonna make it
>>
>>168980373
http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/
>>
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Almost a game
>>
>>168969616
Lol watch different weight classes in ufc for your answer
>>
>>168980536
thank you anon! I believe I understand how to implement this now!
>>
>>168981107
Good luck, anon! I believe in you!
>>
>>168975880
>this post again
Make some puzzle game or something then find an artist and make his game for him.
>>
>>168981436
The funny thing is, it's not even the same person.
>>
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>>168975304

What if I have something like this instead of the NPC player telling you to press wasd to move?
>>
>>168981436
>again
Wait, what? It's the first time I post about this.
But I guess it shows that I'm not the only one suffering from this.

>find an artist
Artists are always busy with their own project or own team.
>>
>>168981720
That's not entirely true. Sometimes you can team up with someone from /agdg/. The catch is, that simply finding an artist is not enough. Some guy described it as a form of marriage. You not only need a girl, but the right girl. You not only need an artist, but someone who you can actually work together.

Worst case scenario is if you just save up some cash and commission for assets, but that still requires you to be your own idea guy.

And yes, you are not alone. I often feel exactly the same.
>>
What's the point of artists when programmers can learn color theory, anatomy and animation principles?
>>
>>168981691
perfect. NPCs breaking the forth wall is always a little awkward unless you're a great writer, but info popups are expected
>>
>>168981979
what's the point of programmers when artists can learn programming ?
>>
>>168980536
Thanks for sharing
>>
>>168982483
Artists can't learn programming. Programmers CAN learn art.
>>
>>168981979
>>168982483
>>168982625
What's the point of this discussion?
>>
>>168982712
What's the point of everything?
>>
>>168982625
Programming is an art
>>
>>168982712
t. upset artist
>>
>>168982768
Where is your game?
>>
>>168982897
I already posted it
>>
Just a reminder that regardless of what actually wins the vote, the actual jam is whatever jam gets set up.

>>168975304
Day of the Tentacle.
>>
>>168982962
Where exactly? Link it
>>
>>168983013
I have nothing to prove to you and nothing to gain from tying my shitposts to my work
>>
>>168983012
making loli jam page right now
>>
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>>168981691
Personally I really hate it when a game takes me for an idiot. Everyone can guess a fucking wasd movement, just have the icons appear with 'move' below, you don't need that explicit dialogue box.
>>
>>168983012
Sure worked for stealth jam
>>
>>168983267
> Everyone can guess a fucking wasd movement

heh
>>
>>168983267
Some players actually might not be. They could be new to games or usually play a different genre or on console. I'd recommend still showing WASD at some point, but one way is to show move first and then only show wasd if the player doesnt actually move for a certain amount of time.
>>
>>168983091
Don't make it on itch they're gonna ban all lewddevs
>>
>>168983530
>wanting lewd loli games
Why don't you take a seat?
>>
>>168983091
>>168983530
>>168983634
>not making a jam on itch
LOL
>>
>>168981720
If I wasn't already working on a game (even now that I am), I would love to have someone make whatever I dream up and tell them to. But I would never put my time and energy into a project that hinged upon an unproven programmer. You need to demonstrate that you can actually code a game to completion, or a few games, even if small(ish). If you can do that a lot of people will be happy to work with you.
>>
>>168983267
wasd a shit
erdf is where it's at
>>
>>168983634
>>168983651
>wanting devs banned
found the nodevs
>>
>>168983530
then where is it supposed to go?
>>
>>168983778
>l-loli isn't about sex, really!
>can't make a jam on twitch, would get the devs banned, do you want that you stupid nodev?!
LOLi
>>
>>168983850
who are you quoting?
>>
>>168983267
Well there's more than just telling them how to move. I have to tell them to press the middle mouse button to re-center the camera, press and hold to go into 1st person view, left click to fire projectile, etc. etc. so I figure a little "tip" message when you need to do these actions for the first time would be the best streamlined way to do it.
>>
>>168983267
>>168983761
> Not using J L M G

BIG mistake.
>>
>>168984090
just do an optional tutorial level that tells all the basic controls
>>
>>168983992
Are you trying to be clever?
>>
>>168984104
do you have a single fact to back that up?
>>
>>168984174
are you stupid or just pretending?
>>
File: Unity 2017-02-21 13-28-21-85.png (69KB, 1249x703px) Image search: [Google]
Unity 2017-02-21 13-28-21-85.png
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----[ Recap ]----
Game:Ursa Maior
Dev:Moku
Tools:Unity/Asesprite
Web:
Progress:
+ Map generation is only missing decorations now
+ Almost at the point were content is all that I need to do
+ Some times I can't tell if my game is boring
- I will probably have to "take inspiration" from other games for enemies because it's hard
- I hope I don't make another big sudden change again
- Thinking a lot about the next game already
>>
>>168983837
Lolijam will be hosted on the new /agdg/ jam website. It will free us from the clutches of political correctness and money laundering schemes of itch.io. A grand occasion and great landmark in the /agdg/'s history needs to be celebrated with an appropriate huge jam.
>>
>>168984307
Where is this site?
>>
>>168984346
It will be revealed when Lolijam starts.
>>
>>168984176
Don't underestimate me.
>>
>>168983327
Yeah, because that shit looked like a serious agdg jam.
>>
Typing JLMG in my game activates god mode, look out for that in demo day.
>>
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A rocket launcher's gotta have rockets. Now to actually implement them.
>>
>>168983837
Pomf clone
>>
>>168984729
>only transparent from one side
>>
>>168984729
The transparency isn't working.
>>
>>168984898
>>168984919
You can blame blender for that. It should work fine in the actual game I hope so, anyway
>>
>>168985158
I blame Blender for that!
>>
File: 1421097526186.jpg (32KB, 451x371px) Image search: [Google]
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2d SVG "sprites" that use fill patterns of procedurally generated 16 bit spritework, made by repeating patterns with defined static rotations, mipmap scaling and shading patterns using a limited palette to give the same impression of handdrawn sprites, but animated by vertex scaling/rotation, then rendered in a fully 3d world with a free camera, dynamic lighting and environmental effects and post processing
>>
>>168985201
He already blamed it first.
>>
>not making loli plane games
>>
>>168985378
Being attracted to children is a mental illness.
>>
>15 minutes of programming
>in 1987

https://www.youtube.com/watch?v=MxN8ZlIAwsI
>>
>>168985543
Who's attracted to children? I like loli.
>>
>>168985378
Miyazaki would be proud
>>
>>168985378
>strike witches concept art
>>
>>168985690
That was actually pretty good, even the shitty art had a kind of charm.
>>
>>168985378
>wings on her feet
how does this work?
>>
>>168985378
Wait. I think you just gave me an idea.

Also don't reply to that triggered guy >>168985543
He's just baiting to report and you get warnings for being off-topic.
>>
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>>168986072
Dunno, you tell me
>>
I want to make a 2D Javascript game (because I'm learning JS right now). Just to dick around in, I don't care if literally any other way is better.

What's a good engine to use? I'm looking at Game Closure and pixi.js right now
>>
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hoverboots.jpg
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>>168986229
thats not even best example
>>
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would you play a game with mechanics like this?
>>
>>168986162
>triggered
>baiting
You're retarded
>>
>>168986489
Phaser is pretty popular, or Easel.js.
>>
>>168985214
I've seen you post this before.
The good parts of your idea are already being used in animation, the bad ideas come from your lack of technical knowledge and experience.
I'd suggest trying to do animation for a while before presenting an idea as a great solution.
>>
>>168983054
>I have nothing to prove
You have "Nothing" I'll give you that.
>>
can i mix two different pbr textures in my game?

i am using prb metallic and i found some cool textures which are prb specular. are there any differences in those and can i for e.g bake them in same reflection probe etc etc ?
>>
>>168986725
frankly no
>>
>>168986725
If you evolve it into MMA and make the levels like Tekken Force from Tekken 4 I would love it.
>>
>>168986864
SVGs are already used in animation, its no different from making something in flash, except here you'd use it on a small scale
what do you think is prohibitive on a technical level? using an algorithm to flood fill areas on a per-pixel basis is not expensive graphically
>>
What kind of game will you make for Loli Jam? I quite like the idea of a raising sim, like Nintendogs but with little girls instead of dogs.
Other good ideas
>game about collecting candies
>pillow fight game
>armored loli fighting baddies
>>
>>168986958
i'll add more maps and maybe more fighting styles later on.

i've never played tekken, enlighten me
>>
>>168987101
guro loli torture 3017
>>
>>168987046
>using an algorithm to flood fill areas on a per-pixel basis is not expensive graphically
I don't think it's prohibitive, it's just transferring the complexity from one place to another with no gain.
It will look like shit all the time. The only way to achieve something decent is if the amount of settings you would have to add to give it the ability to rotate and maintain a decent look is just bigger than the effort of animating it as it is. There's literally no gain.

I could be wrong of course, but until you stop ideaguying and start implementing it we won't know.
>>
>>168987101
I'm not sure. Something art heavy because I'm not good at drawing lolis
>>
>>168987046
wrong on so many levels
>>
>>168987101
>>168985378
[shitpost]
Honestly, being an adult male and into this kind of shit is a sign of either mental underdevelopment or pedophilia. It's the equivalent to either liking to watch the teletubbies or wanting to fuck the teletubbies.
[/shitpost]
>>
>>168987123
>want to make game in a specific genre
>hasn't played one of the biggest titles in that genre
this is the worst meme
>>
>>168987123
Tekken force was a side scrolling game mode with the same fighting game controls where you fight generic enemies and then a boss for each stage.

http://tekken.wikia.com/wiki/Tekken_Force_%28Mode%29
>>
>>168987397
>[shitpost]
>[/shitpost]
what did he mean by this
>>
>>168987397
No one mentioned fucking, stop projecting.

Other than that, it goes like this:
Do you like cars? Then you play a racing game.
Do you like children? Like a teacher, a father, a doctor etc.? Then here's a raising sim where you can have the experience without the actual kid.
>>
>>168987397
>adult male
Are you implying it would be ok depending on sex? That is so sexist of you.
>>
>>168987431
it's my first game ever, I started it 3 days ago, I don't want to get too committed, I was actually thinking of making it a 1v1 or 2v2 couch game, AI is a really out there Idea for this game desu
>>
Maybe his parents never loved him so for him it's unfathomable that some adults might like children in a non sexual way.
>>
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>>168987580
Socially yes.
>>168987101
I mischief filled point and click.
>>
>>168987562
>ITS NOT A RAPE GAME!
>YOU CAN ACTUALLY RAISE THE KID YOU DONT HAVE TO RAPE HER
>YOU DON'T EVEN WIN BY RAPING HER!
>EngageMode("DamageControl");
>>
>>168987709
>loli/milf/shota reverse NTR
Me like this
>>
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images.duckduckgo.jpg
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[shitpost]
>>168987530
It's offtopic conversation so i marked it as shitpost in case anyone wants to filter it.

>>168987562
>Do you like cars? Then you play a racing game.
>Do you like children? Like a teacher, a father, a doctor etc.?
Yeah, no, see pic related and find me a car equivalent dakimakura.
Never seen a teacher taking pictures of kids, watching kids shows or looking at pictures of kids online because they 'like children'.

>>168987580
It's wrong for adult women as well, you are right.

[/shitpost]
>>
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>>168987247
>s just bigger than the effort of animating it as it is.
have you ever animated sprites versus svg's?
animating sprites smoothly is a disgusting amount of work, most large sprites wind up as either a 2 frame walking animation or subdivide the object into 10 different attachments and rotate them around just like an SVG would, but with horrible aliasing. See: every castlevania game from GBA onwards

to give you an example, the simple sprite processes of animating a 2d sprite by rotating it, giving it an outline, filling it in and texturing it, thats the kind of thing that could be automated. Instead of rotating the pixels themselves and getting aliasing, it could only rotate the patterns every 90 degrees, or have separate patterns for 45 degrees, and different patterns for scaling. For creating the graphics, you'd just define the shapes, fill patterns and shading and other such parameters instead of drawing spritework by hand

I'm not drawing anything in specific here, just a purple lump
>>
>>168987709
Social rules change all the time and aren't all that important
>>
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Welcome to the FIRST EVER progress post for my soon-to-be racing game!
>>
>>168988129
Ok, prove me wrong, stop ideaguying and implement it.
>>
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juicier gambling
>>
>>168988209
>3d in gamemaker studio

into the trash it goes
>>
>>168988209
Is there a gimmick?
>>
>Lesser Spell
>Spell
>Grand Spell
>??? Spell
Ultimate? Ultimate Fireball sounds kind of dumb.
>>
>>168988272
that rolling dice animation is flawless
>>
>>168988058
>[shitpost]
this is the most autisitc thing i've ever seen someone do in 4chan

why do you even bother tagging both at the end and at the beginning?
>>
>>168988129
listen here kiddo, do you not notice how you're going in a circle, relabeling everything "SVGs" and "flood fill"? what you're describing is literally mesh deformation with fancy procedural textures on. load up _any_ modelling program, turn off perspective and bam, it's what you want
>>
>>168988241
did you not understand molyneux.jpg?
>>
>>168988358
Give the last one a unique name since it's the most powerful.
>>
>>168988358
Greater Spell
>>
>>168988358
Master spell
>>
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Loli is short for lolicon.
Don't try to hide your sexual deviance.
>>
File: Less Click.png (14KB, 800x800px) Image search: [Google]
Less Click.png
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----[ Recap ]----
Game: Less Click
Dev: awkgamedev
Tools: GameMaker
Web: N/A
Progress:
+ Building UI
+ Building range limit
+ Turret rotation
+ Resource generation
+ Resource storage
+ Turrets need resources to fire
+ Collisions should work correctly in any situation now
+ Bunch of bug fixes
- Transmission lines don't do anything yet
>>
>>168988531
loli is short for lolita you retard
>>
>>168988416
except that would be 3d textures being stretched onto sprites. Thats not what I'm talking about
I'm talking about procedural per-pixel flood fill with patterns that don't rotate or scale, only the areas to be filled rotate and scale, the patterns just have set thresholds like mipmaps, there might be different scaled patterns for 25, 50%, 100%, 200%, 300% scale and 0, 90, 180 & 270 degree rotations, but its NOT 3d polygons, its 2d vector graphics as flat sprites in a 2d plane, and its not texture deformation, its procedural fills
>>
>>168987397
>It's the equivalent to either liking to watch the teletubbies or wanting to fuck the teletubbies
How so? The target audience of teletubies and loli are widely different
>>
>>168988358
Other categories are just as boring.
>>
What's with this recent influx of 3d GM games? Aren't you intentionally maiming yourself?
>>
>>168988531
>lolis which, themselves, are lolicons
I like the way you think
>>
>>168988358
Spellaga
>>
>>168988636
you dumb shit, have you ever written a pixel shader? having no UVs is in fact hella easier that standard texture mapping
>>
>>168988058
I didn't say there couldn't be exceptions. Also I didn't say that actual teachers and parents sit down to these games. I hardly doubt any actual racer sits down to play a video game about cars. Excuse me if I wasn't clear. My point is, that there are guys who would like to take care of a child, yet can't. So with a game like this, they can have that experience.

I know it's a controversial theme, and to be honest, I'm talking out of my ass here, since I've never actually played any raising, let alone any kind of sim game before, yet I sort of understand what could be the appeal for those who just want to play with something with cute stuff in it.
>>
>>168988272
I don't like what you're doing with perspectives here.
>>
Are there any major issues with UE4.15 that I should wait to be ironed out before updating?
>>
>>168988623
>Lolita definition
>a sexually precocious young girl
Doesn't sound any better to me.


>>168988743
I don't know all of the terminology of your mental illness.
>>
>>168988272
your game looks sweet but i'm too stupid to understand it
>>
>>168988887
You shouldn't use words you don't know the meaning of
>>
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>>168988887
>I don't know all of the terminology of your mental illness.
Yet you keep speaking about it. Sounds quite dumb to me.
>>
>>168986725
If you can make it fun then yes.
>>
This is a GAMEDEV THREAD
>>>/a/
>>
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>>168988887
>>
>>168986725
SUPERIOR LIMB BASED
>>
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>>168989105
this
>>
>>168989105
You forgot the
>>>/g/
>>>/d/
>>>/g/
>>
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>>168989105
but all we make are 2d games
>>
>>168989009
>>168989013
I don't really care what you call it.
It's a sick perversion for an undeveloped mind
>>
>>168989159
it's not limb based yet though
>>
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>>168989261
Nah
>>
>>168988358
sorcery / miracle?
true spell?
>>
>>168989261
If you don't care about what it's called why did you present an (erroneous) definition?
>>
>>168989371
I know, just a joke
>>
Implemented texture mapped OBJ loading. Unfortunately, something about my combination of projection handedness, co-ordinate sign flipping or lack thereof, triangle winding, Blender export settings, etc is fucked. Things face the wrong direction, get rendered back to front, have flipped textures, etc. I need to revisit each place it could be going wrong and make sure it's all consistent.
>>
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>tfw want to have cool loading screens but everything in my game loads instantly
>>
>>168989408
Jesus christ what's your IQ? 60?
>>
>>168989745
No one takes a game seriously if it doesn't have loading screens. You should add some
>>
>>168988636
So the idea is to animate the outline of your sprite as an SVG, then render to pixel art by filling the interior with some pixel pattern?

Could be nice if it works. I share the other anon's concern, though: you could end up with so many parameters to tweak on your pattern generators that this approach doesn't actually buy you anything.

It doesn't sound too hard to implement a prototype though. Just do the pattern generators at first. Take in a hand-drawn outline, maybe with different components marked by solid colors, and output the final sprite. Then you can get an idea of how the pattern generators should work and how much tweaking would be needed.
>>
>>168989745
delay(15) or your engines equivalent
>>
>>168989745
Make it load not instantly. Where's the problem?
>>
>>168989745
There's no reason you can't add juicy transitions.
>>
>>168986762
Checking out Phaser, I noticed that it was integrated into Intel XDK but has since been deprecated.

I can however use this https://github.com/gomobile/template-phaser-landscape as a workaround, but would you recommend it, or should I just look for something other than XDK?
>>
>>168989745
calculate md5 of all game's files on each load and claim that you're fighting nasty pirates that way
>>
>>168989808
>>168989859
>>168989861
Hello Capcom employees
>>
>>168989745
just go the capcom route and have fake loading screens
>>
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>>168989750
Triple that
>>
>>168989929
Hi
>>
>>168989998
>3d anime animation

distracting
>>
I'd like to get together with 3 of you devs (who have at least done example projects) and make a legit (i.e. not ironic, autistic, or edgy) single-player and/or co-op game from scratch sometime in the near future. Preferably RPG or strategy. You'd have full rights to any code produced by the team, and the game source code would eventually be made public (3-6 months post release).
We'd Unity3d/2d and C# for deving, git for management, steam for communication, and possibly something else for tasks/bughunting.
We would also try to make the art, sound effects, and music unless we could find people for that as well.
Not talking about starting today, or even this week. It's something I'd have to get setup beforehand. Would any of you be seriously interested in that?
>>
>>168990056
>3d anime animation
Where?
>>
>>168990056
>when you animate so well people think you're rotoscoping
>>
>>168990072
What skills do you bring to the table?
>>
>>168990072
I'm an artist, and I love this initiative. I think a lot of the reason collabs fail around here is that nobody takes the lead. Seems like a really great idea.

That said, I'm not interested in working in Unity or C#, sorry. Best of luck to you however
>>
>>168990072
>You'd have full rights to any code produced
>We would also try to make the art, sound effects, and music
So what are you doing yourself exactly?
>>
>>168990120
The first second before the cut to her hand is either 3d or rotoscoped.
>>
>>168990202
I'll make the logo
>>
what do you do when someone is bugging you about teaming up on a project?
>>
>>168990264
No, no it's not. It's just Kyoani quality.
>>
>>168989745
compensate it with a cool ass main menu
>>
>>168990349
Tell them you prefer working alone
>>
>>168990202
I consider myself kind of an "Idea Guy"
>>
>>168990267
Funny.
>>168990210
>Best of luck to you however
Thanks. Best of luck to you however, too.

>>168990202
Poster of >>168990072 here.
I guess I wasn't clear. I'm a programmer and I'm looking for other programmers who want to get better at game development just like I do. The only thing I haven't done is make music; partly because I have no way to do so right now.
I make custom editors, I script gameplay mechanics, I can even make 2d sprites and sound effects to a point.
>>
>>168990202
i have a really good idea for a game
>>
>>168990372
What games have cool ass main menus?
>>
>>168990202
I'm a girl =)
>>
>>168990491
half life 2
>>
what's the opinion on godot?
>>
>>168952079
Is it necessary that the player goes so fast?
You can always make a little animation of the character closing the door behind them when they enter
>>
which of these systems do you guys think would be more enjoyable to play?

>place ingredients in machine
>machine crafts item based on ingredients

>pick item to be crafted
>machine tells you ingredients
>>
>>168990539
Tries too hard to be the "Unity killer" while just being an inferior version of Unity.
>>
>>168990516
Can you do voice acting?
>>
>>168990491
black ops.
>>
>>168990202
I'm the guy the big game companies dream of having onboard. You could say I'm something of an idea artisan.
>>
>>168990636
Sure! What kind of game and what engine?
>>
>>168990614
depends on how simple/complicated the crafting is

if its simple like mincraft, you probably don't even need recipes because players will remember it

if its complicated, i.e. multi-tiered crafting (have to craft a part to use in crafting a larger object) then you should do the second option
>>
>>168990614
one allows for experimentation and secret recipes
>>
>>168990671
a hentai fuck simulator

appinventor
>>
>>168990747
Um, sorry no thanks, never heard of appinventor
>>
>>168990629
but if i want to make my first simple game and i have some experience in python, should i go with it?
i tried unity, but think is way too much stuff for such a basic shit i wanna make
>>
>>168990465
Coolness, I'm a dev myself and I do some blender stuff.
Currently working on my main project and not looking to change that, but I'd be okay doing small jam games in teams in the future if that's cool with you, the shorter the project, the more chances of finishing it as a remote team of strangers.
I don't have a throwaway email but if you drop me a message on tumblr aaaaaaaaleeeeeeee we can be in touch.

Cheers
>>
>>168990614
First one but failed recipes should be recorded and output some shit item, if the player tries to do a known recipe again then the output is displayed before.
>>
>>168990636
>being this gullible
>>
>>168990792
Godot has shit documentation, it's not simpler.
>>
RPG fag here, the map event system is up and running nicely

big thanks to the guy who recommended I look into command systems last thread
>>
>>168990810
>being this baitable
>>
>>168990948
m e r e l y
p r e t e n d i n g
>>
>>168990724
which is why I leaned more towards that one but the coding is exponentially more difficult using this garbage ass engine

>>168990720
i will keep this in mind

>>168990798
>output shit item
already implemented
>know recipe
this is something I should implement if I chose the first option
>>
>>168990810
Better than missing an opportunity
>>
>>168990920
Good to hear. What design did you end up using?
>>
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>>168991010
>>168990948
>>168990810
>>168990636
>>168990516
>>168990202
>>168990072

>mfw every single reply in this chain was me
>>
>>168990787
Does this mean you would do voice acting for a hentai fuck simulator?
>>
>>168990792
Godot has great documentation, and it's definitely simpler to get into than Unity.
That other guy is probably just a Unity shill, blindly hating any engine that isn't Unity.
>>
>>168991225
Sure! why not?
>>
>tfw get excited thinking about implementing mechanics
>too lazy to learn how to do the animations/graphics part
>>
>>168991246
Name one Godot game.
>>
>>168991307
I'm an artist, wanna collab?
>>
>>168991307
i'm an ideas guy, wanna collab?
>>
>>168991378
Tanks of freedom
>>
>>168991442
What program do you use to draw?
>>
>>168991442
You probably wouldn't be interested in the kind of autistic SS13/Dwarf Fortress tier game I would want to make
>>
>>168991481
after effects
>>
>>168990614
I prefer picking a recipe and here's why:

1. Picking ingredients may seem like it allows for experimentation, but in practice everyone will just look up recipes on a wiki.

2. If you don't look at a wiki, you hurt yourself in two ways. First, you waste ingredient, and second, you may have the ingredients of really powerful items and not know you can craft them. This is especially problematic in multiplayer games, because everyone else will be looking at a wiki.

3. Recipes guide the player's progress better. If you need to craft better items to progress (Needing specific items for a puzzle or just a difficulty bump in enemies), the recipes give you the goal to progress, while if you don't have recipes, you have to find the ingredients then figure out that you have to use those ingredients and what to combine them with to progress. (And again, most people will use a wiki)

4. Recipes have you searching for the recipe and searching for the ingredients. With ingredient-based crafting, you only look for ingredients, so you explore less. If your game is fun to explore, having more exploration is better.
>>
>>168991557
Oh hell man that's my jam actually. What engine?
>>
>>168991378
Sure thing, friend.
http://store.steampowered.com/app/330420/
http://www.rpginabox.com/
https://w84death.itch.io/tanks-of-freedom
http://www.kemonogames.com/ (this one is an /agdg/ game as well)
>>
>tfw you've got all the tools to make a 2D game but no ideas
>tfw only ideas you have are things that have probably been done already
>tfw greenlight is shutting down soon so probably won't ever get the chance to be a real game developer™ and get to say "I have a game published on Steam"
>do people even care about 2D games any more?
>>
>>168991562
Sorry I only collab with GIMP guys.
>>
>>168991271
HHHNGHH
>>
>>168991583
I have no experience with game dev man, i'm willing to learn though. Just messed around with gamemaker a little, but GM probably isn't well suited for complex games.
>>
>>168991619
>tfw greenlight is shutting down soon so probably won't ever get the chance to be a real game developer™ and get to say "I have a game published on Steam"

You just have to pay money to get it on steam now.

And worst case scenario is $5000. If you can't get a $5k loan from friends/family/the bank then your game probably wasn't worth putting on steam in the first place.
>>
>>168990614
Dragon Quest has both. You can choose to just put ingredients together and see what works or use recipes you've found. Any succesful recipe would also be recorded. You could find recipes from NPCs or books. Sometimes you'd also find incomplete recipe, like "Combine [Item] with (vague description of an item)"
>>
>>168991779
I see. Yeah sorry, I'm not interested in GM. Good luck though
>>
>>168991782
Some devs take a loan to develop the game in the first place.
>>
>>168991829
I don't pretend to use GM m8, just said I fucked around with it a bit. I'm still open to decide what engine would be a better fit
>>
>>168991907
Like I said, I'm not interested.

Good luck.
>>
>>168991782
>wanted to release my game for free on steam, no microtransactions or anything
>would gladly pay $100 to get it on there
>tfw now I'd have to pay $5000 instead
I just wanted people to play my game, I didn't want to make money.
>>
>>168991779
GM is fine for complex games.
>>
>>168991968
You can release it for free anywhere else...
>>
>>168991127
basically followed this article here
http://www.dotnettricks.com/learn/designpatterns/command-design-pattern-dotnet

and have separate small classes for each type of GameEvent. it works really nicely, but I still need to remake the custom event inspector I was using
>>
>>168991968
itchio
>>
>>168991782
$5k is a lot for "I'll let you host your game on my platform and take 30% profit on every sale you make"
>>
>>168991968
>>168991782
They never said it would be even close to 5k.

You guys have literally zero reading comprehension.
>>
>>168992009
Is it? I only see arcadey shit developed on it
>>
>>168991949
fuck you asshole you didnt even heard what i had to say
>>
>>168992109
That's because that's what GM is designed for, arcadey games. It's not made for complex games.
>>
>>168992094
>And worst case scenario is $5000.

http://www.wired.co.uk/article/valve-drops-steam-greenlight-for-steam-direct

>To counter this, Valve will be experimenting with pricing for listing titles under Steam Direct, with the fee "intended to decrease the noise in the submission pipeline". Asking developers and studios for suggestions of reasonable fees resulted in "a range of responses from as low as $100 to as high as $5,000", Valve wrote.
>>
>>168992197
you're being memed on you naive
>>
>Switch dev kit is cheaper than putting your game on Steam
>>
>>168992208
So what engine is better suited for 2D complex games?
>>
>>168992289
monogame
>>
>>168992289
Unity, Gamemaker, Unreal Engine 4, Godot
>>
>>168992109
There's literally nothing in GM that stops you from making a SS13 clone.
>>
>>168992251
>Asking developers and studios for suggestions of reasonable fees
$5000 was not suggested by Valve themselves.
>>
>>168992282
I'm too sexy for Nintendo.
>>
>>168992359
Why would they ask if they weren't going to take it into consideration?

But you're right. The fee could be $20k per game for all we know.
>>
>>168992336
I know, but would it be appropriate? Or I would be trying to cut with a hammer?
>>
>>168992336
Name one complex Gamemaker game.
>inb4 you name a not complex game and then when I say it's not complex you claim I'm moving goalposts
>>
>>168992251
You have to be really fucking stupid to even think that Valve is considering 1k or more.
They are already changing the price to be per-submission instead of per-publisher to stop those shitware spammers and Valve loves poorfag indies, I predict 500 at MOST and that's pushing it.
>>
>>168992441
Define complex and give 5 examples.
>>
>>168992497
Consider that we're talking about the same company that thought paid mods were OK.
>>
>>168992441
Define "complex".

Spelunky deals with pretty large grids of tiles that can be dynamically changed at will without slowdowns for example.
>>
>>168991575
Thank you, I agree with what you said.

>>168991796
I do like the idea but I've come to the conclusion that most will look up a wiki regardless.
Especially because it is a multiplayer game.
I could always add recipes secretly but the amount of fun gained isn't worth the extra work to code an ingredient first system.


Thank you guys for your help I'm going with a recipe first system.
I will add flavor to it by allowing customization of preset recipes.
For example:
Burger requires 2 buns 1 meat
Using different buns/meats results in different burgers
Adding extra items may also affect the recipe

These additions are fun don't require me to code long array loops through every recipe in the game.
PROGRESS!!!!
>>
>>168992552
Paid BY THE CUSTOMERS, not the fucking modders
>>
>>168992109
>>168992009
Any game is possible if you have the foresight to manage your project efficiently.
>>
>>168992795
so I can make my dark souls clone?
>>
>>168992614
release your standalone game as """mod""" and get dosh and hosting for free (^:
>>
>>168992541
A game with several mechanics interacting with characters and the world at the same time, games with heavy simulation. Games like Dwarf Fortress, Rimworld, Oxygen Not Included.

>>168992587
That's not very complex, the Spelunky maps aren't even that large, and working with grids is trivial, even when they can dynamically change.
>>
>>168992842
No, GM doesn't allow spooky skeletons.
>>
>>168992890
DF and SS13 are literally just grid changing simulators, the biggest bottleneck would probably be memory but that's a non-issue.
>>
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Progress: New level
>>
>>168992842
By default, GM only has 2d collision detection, so you'd have to write all your own functions for 3d collisions, but it should technically be possible.

I'm not that anon, though.
>>
>>168992614
Both cases are equally bad. The only time paying for a mod is acceptable is when it's more or less a full conversion mod. Paying for a new piece of armor in Skyrim is never going to be an okay way to monetize a mod.
>>
>>168992842
Yes of course but I'd honestly try a more simple genre if you're totally new to deving. I remember tearing my hair out back in GM5 because I couldn't wrap my head around platformimg mechanics.
>>
Anyone want to make a game with a girl? =)
>>
>>168992594
Atelier games have a pretty good way of handling that.
Some recipes only require a category of item rather than a specific item. So to forge a sword, you need "Iron + [ore]". Ore is just a category of item which includes iron, copper, gold, etc. so you can use any of them, and while the resulting item will always be the same sword, using better/rarer ore gives better stats. Then on top of that, whenever you find ingredients, they come with random properties which are then passed on to the resulting item. For exemple, a common property on ore ingredients is Sturdy which boost your defense, but you can also have Cheap which reduces the price when you sell it.
>>
>>168993054
And that has nothing to do with Direct's fee.
>>
>>168993090
yeah! in fact, I already am.

its a loli game.
>>
>>168993148
>talking to other girls
Yeah sorry not interested, bye
>>
>>168993090
>girl (male)
>>
>>168993025
I'm the anon who said to make it harder. I'm digging this.
>>
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>>168993025
do this
>>
>>168993025
Have you considered a fuel system? You might be too far into level design for that, but it definitely seems like the difficulty is trivial.
>>
>>168992890
>Oxygen Not Included
Thanks god for letting me know this exists
>>
>>168991127
if you're still here mate, do you know if an interface can be safely replaced by an abstract class in this situation?

turns out the Unity editor doesn't support interfaces which is lame
>>
>>168993803
Should be fine here. The only thing you'd lose is the possibility of multiple inheritance.
>>
>>168992890
>Oxygen Not Included.

That's a great title
>>
>>168993898
great, thanks
>>
>>168993090
What kind of game?
>>
>>168993025
You might want to decrease the alpha on the fan particles, they make the turret projectiles hard to see
>>
What are some game genres a no-code dev can do
>>
>>168994591
JRPG
>>
>>168994591
Can you do art? Music?
>>
>>168994591
Text adventure
>>
>>168994591
Twine, RPG Maker games, card/board games
If you are okay with some code you could check out construct 2, which most of the time seems to be pixel platformers
>>
>>168994591
literally anything thanks to unreal's no code approach
>>
>>168994591
Board games
>>
>>168993253
thanks anon

>>168993541
very good suggestion anon, i'll do it

>>168993601
i think a fuel system would make the game more complex and it wouldn't really be fun. it is like adding a timer.
>>
>>168993898
>>168993803
holy shit Unity editor doesn't support abstract or inherited classes either

why is something built to make making games easier so shitty and difficult to work with
>>
>>168994841
We've been saying Unity is shit for years now. But people still keep trying it because the shills are in full force trying to make it look good.
>>
>>168994841
what do you mean it doesn't support abstract classes and inheritance? it does
>>
>>168994780
Imo timers, if they are short enough, are a good thing: they force players to go quickly which is a fun game style to focus on, and you can avoid a lot of the unwinnable situations that global super Mario style timers have just by breaking up the same amount of time into pickups. I don't think your game needs it, though, just food for thought
>>
>>168994841
>lying
>>
>>168995410
well, it ONLY supports them if they inherit from Monobehaviour and you code your own custom editor. otherwise, for example --

>abstract class Vehicle {}
>class Car : Vehicle {}
>class Player { public Vehicle vehicle; }
the property "vehicle" will NOT show up in the editor
>>
>>168994591
Anything with some sort of designer that doesn't require code, I'd guess
>>
>>168995592
>hurr I'm too stupid for [System.Serializable]
>>
>>168995908
you're a fucking retard, that attribute doesn't do anything unless its a MonoBehaviour or ScriptableObject

please go kill your stupid fucking self
>>
>>168996054
oh so mad
>>
>>168996185
>hehe i was just pretenidn to be an idiot to make u mad xDDD

>>>/b/
>>
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>>
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>>168996251
>>
>>168996352
nice
beziers?
>>
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>>168996438
GM doesn't support bezier curves natively as far as I know so I stole the code in the pic, it's actually extremely expensive and not worth it at all, I will see if drawing curved paths is cheaper.
>>
>>168996608
Or I could just simply make a cable sprite and distort it.
>>
What is the best way to organize art portfolio to show to people later? Deviantart, behance, tumblr?
>>
>>168996946
I'd say behance
>>
>>168996608
not him but beziers aren't even what you want. you should switch to catenary curve
>>
>>168996946
>deviantart
that's a great way to make sure I never hire you

behance and tumblr both work, if you're more profession you should think about getting your own website at some point
>>
>>168997146
>that's a great way to make sure I never hire you
Then you were never in the market for an artist in the first place.
>>
>>168996946
Artstation
>>
>>168997243
shut the fuck up retard

nobody making something worth a damn is going to hire someone whose portfolio is only available on fucking DeviantArt. you can't even customize how its organized or looks.

you're probably a furfag or fetish artist who wants to make art for shitty amateur RPG-Maker yiff games.
if that's the case then use DeviantArt all you want my friend
>>
Anybody got ideas for a game you think would be cool but don't personally want to make? I'm looking for inspiration.
>>
>>168997372
this is either bait or coming from somebody who knows deviatart solely from mr. metokur's videos. either way you sound like you have no clue.
>>
>>168997379
I have a good idea for a VR game but no devkit
>>
>>168997372
A bit too obvious, but worth a chuckle. Thanks friend.
>>
>>168997456
you are clueless and have no self awareness or self respect. hosting a portfolio on DeviantArt is equivalent to having a degree in astrophysics and saying "where should I send my resume to get a professional job? I know! I'll scribble my resume out on notebook paper and tape it to the wall of the bathroom in McDonalds! surely someone will hire me!"
>>
>>168996054
>>168997146
>>168997719
All me.
>>
>>168997810
>false-flagging shitposter mad because someone bothered to tell him the truth

you're shitty amateur if you seriously consider deviantart a place to host a portfolio.

stay delusional, though. what do I care if everyone laughs at you and you only get hired by horny 16-year olds on deviant art who want commissioned porn game art in RPG Maker.
>>
>>168997945
Baby didn't get his bottle this morning?
>>
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>>168997719
totally not hyperboly.
>>
>>168997379
Beach volleyball game with anime aesthetic and sport anime powers
>>
>>168997379
Realistic swordfighting game
Arena shooter but with mages
>>
>>168998053
>>168998031
"hmm their portfolio is only available on this horribly designed, uncustomizable, cookie-cutter profile website for 15-year old amateur artists who draw shitty cartoons and fetish porn and make memes, this is just the kind of person I want to make art for me!"

- said nobody worth your time, ever
>>
>>168997631
I have a devkit2. wanna buy it?
>>
>>168998208
said nobody becausen nobody cares
>>
>>168998208
"I'm feeling irritated by my lack of control in life and need to find something to salve my wounded ego."

-You
>>
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>>168998208
>"hmm their portfolio is only availably on this [list of projections]"
oh yeah man, by your mastery of wit am I defeated.
>>
Great minds discuss games; average minds discuss engines; small minds discuss devs.
>>
>>168998398
Inexistent minds discuss the validity of deviantart
>>
>>168998398
t. some bitch who fucked a president
>>
>>168998208
as someone who has actually hired artists: I only give a fuck about the quality of their work and price
>>
>>168998398
i've been on this site way too long, you gotta use a brain chart meme to illustrate this point.
>>
>>168998279
>>168998353
>>168998370
kek
stay delusional. would you go outside without brushing your teeth or hair and wearing dirty clothes, and expect people to hire you? no.

presentation matters.

if you disagree, then you're just delusional and will never make it as an artist.
>>
>>168998398
good devs develop a game. great devs switch projects constantly ad infinitum
>>
>>168998498
post art?
>>
>>168998465
good to know like to waste your time wading through piles and piles of shit just to find something worthwhile, when you could just go on ArtStation or Behance and not have to scroll past 200 furry pokemon memes and other amateur shit on a site with no moderation and whose rating system is determined by said 15-year olds.
>>
>>168998498
how may jobs have you had as an artist?
>>
>>168998601
>I have no argument
I know that already, no need to keep telling me
>>
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>>168998498
almost a food analogy but not quite, must have used all your brainpower for that one.
>>
>>168998740
>I have no art
I know that already, no need to keep telling me
>>
>>168998782
see
>>168998740
>>
>>168998624
I'm not saying I wade through that shit to find an artist.

But if someone emails me their portfolio and it's on tumblr/DA/wherever then I'll look through it.
>>
>>168998836
>pointing out how my rhetoric makes no sense means you have no argument, ha ha
gas yourself.
>>
>>168998836
Why argue with a retard?
>>
>>168998537
greatest devs don't start projects
>>
can all of you retards arguing about trivial shit that has barely anything to do with deving use some sort of tag or tripcode please? I really want to filter you
>>
>>168998907
>pointing out how my rhetoric makes no sense
>"durrrr hurrfhd huhuh ur STOOPID!!!"

yeah you sure got me! really proved me wrong!
>>
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>>168999018
I see no argument.
>>
>>168999018
thicker skin
>>
>>168999120
>"durrrr hurrfhd huhuh ur STOOPID!!!"
oh yeah, no hyperboly there. sure shown me.
>>
new thread
>>168999281
>>168999281
>>168999281
new thread
>>
Any artbros want to draw me and MC?
>>
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Trying out some 2D sidescrolling shit and I have a question.

Is there any way to blur planes in the background progressively (i.e. with increasing values of blurriness)?
Applying filters to cameras just blurs the whole background evenly, which is not the solution I'm looking for.
I've dabbled with shaders a little, so I know this is possible using Mesh Renderers and Shaders, but I was wondering can a shader be written to do this same thing, albeit on a 2D Sprite instead of a 3D plane?

Also a follow-up question; do you guys do color-balance in-engine or do you bake them with drawing?

Much appreciated.
>>
>>168992497
>They are already changing the price to be per-submission instead of per-publisher to stop those shitware spammers
That's a good solution and it's kind of fucked up that they never did that in the first place.

>for the low low price of $100 you can spam our storefront with 200 mobile games!
>>
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FUCKING FINALLY. I can post again. Those god damned range bans.

Anyways, here is another go at polling for the next jam, but rules are different for this poll.
http://poal.me/atjauf

>1.You vote to remove options.
Vote the shit one's out, that you definately don't want to participate in.

>2.In the first round, which starts now, everyone can add additional options. In the next rounds, no one can add any additional options - options are determined from the previous voting round.
This, first round here, is the chance to add options. In each round, we vote out the jam themes until only one is left.

>3.At the end of the poll, 50% of the highest voted options are knocked out. 50% of the lowest voted will become the options in the next round.
If the amount of options doesn't divide properly with 2(two), then the option which sits on the fence, will be included in the next round.

I included some options to populate the list - feel free to add new options.

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

There is no hurt in trying, right. I reckon that with this poll, we might be able to settle on a theme that not everyone will have strong feelings against. In the worst case scenario, its just a huge waste of time.
>>
>>169000370
Try again in the new thread, pal.
>>
>>168997372
Wow my dude calm down
>>
>>168995468
>>168994780
I think it should be optional if anything at all, a time trial mode and/or a limited fuel mode.
Thread posts: 764
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