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/agdg/ - Amateur Game Dev General

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Thread replies: 803
Thread images: 124

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Make games edition!

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

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

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

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

> Previous Thread
>>168918781

> Previous Demo Days
pastebin.com/KUSDs9vt

> Previous Jams
pastebin.com/8DFkkce3

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

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

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
>>168999281
Good thread.
>>
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Look, I just want my geometric shapes to have some giant lasers. Is that too much to ask?
>>
>>168999359
Good start of the thread. God bless you for that, anon.

Also, it looks cool.
>>
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The inventory is a bit more challenging than I thought it'd be. Finally got basic auto-placement implemented, but it doesn't yet accommodate for rotating items to fit or combining stacks of ammo.

Happy enough just to get to this point
>>
Requesting in the new thread, Any artbros draw me an MC?
>>
>>168999387
>>
>>168999462
>Any artbros draw me an MC?
They're too busy slapping at eachother and pulling on eachother's hair and screaming.

I swear anyone who can't code should not be here and should be in /ic/.
>>
>>168999453
>auto-placement
So you're not going for the RE4 "you have to manually place everything"? Does that mean you're going for the Human Revolution approach where the inventory is automatically organized to best-fit upon item pickup, or some kind of strange in-between? I think you should probably commit to one or the other.
>>
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Is there any way to blur the 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 messed around 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 color by drawing it that way?
Seems like it would be too much work for nothing, should you decide that a particular color doesn't work for the area.

Much appreciated.
>>
>>168999653
What engine?
>>
>>168999643
You didn't have to manually place everything in RE4. RE4 auto-placed all items until there were no possible fits, in which case it gave you the opportunity to re-organize to make room.
>>
>>168999695
Unity
>>
>>168999616
>bringing drama from the old thread
You know how I know you're a trolling faggot?

>>168999653
Those character sprites are fucking choice my man.
>>
>>168999616
A little peek into the mind of the "artists" around here >>>/ic/2855126
>if there's anything I love more than art it's COMPLAINING AND ARGUING
>>
>>168999439
thx
>>
>>168999780
>Those character sprites are fucking choice my man

Thanks dude, really appreciate it
>>
>>168999790
>half the posts are "woe is me i am just too lazy to get any work done pls help"
Disgustingly familiar
>>
>>168999749
How does a system like this work anyway?

Not making that kind of game but I've always wondered.
>>
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>>168999453
it's always funny how much work it gets to make inventory working, while it's not so spectacular to watch, when it's finished. I'm saying that, cause I'm newbie dev and making eq took too much of my time. Anyway, looks good. And I like your artstyle.
On other hand, I haven't been posting in a long time, so here's some random shitty critter progress.
>>
>>168999780
>you're not allowed to talk about my shitposting once we're in a new thread ;_;
kys
>>
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Got another major part of Dixie's core gameplay mechanics working: The Showdown!

This is really similar to Mayhem League's arenas, albeit a little bit more flexible in the spawn location. Basically, throughout each level there will be these special areas which hold some sort of significant item (typically a Core, which is sort of like the Jiggy of Dixie). When you approach the pedestal, you are sealed inside a barrier, DMC-style, and you have to clear all the enemies to escape, which also drops the barrier around the pedestal. Right now there's no real visual flair on any of this, shit just pops into existence, I'll do that later.

Enemies come in waves, waves can specify all sorts of attributes, blah blah blah.

Once the showdown is cleared, that clear state is saved and it can't be triggered again. If, for some reason, you clear an arena without collecting the Core, it will stay cleared. This way, I can also put non-saved stuff behind showdown walls (for example, level exits or collectible weapons) without the arena being re-run each time.

Also, as a corollary, the Core asset is pretty much done. Touch it to collect it, its state is saved. It's like a tube filled with Core Shards (the 'music notes' of Dixie, I guess), and when you gather 20 shards you can make a full Core.
>>
>>168999749
So does the inventory automatically organize to best fit or not? Plopping items in without reorganizing the preexisting items isn't "best fit".
>>
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>tfw I broke an unspoken rule of gamedev
>tfw I have a plan on how to fix it, but I'm not sure if it'll work
>>
>>168999281
Anyone can help me?
I'm struggling with procedural generation of a map...
>>
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Posting the poll in this thread too.

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.
>>
>>169000503
>that picture
>shitpost about jam polls even though we already know what we're doing
delete yourself
>>
>>169000480
More specific.
>>
>>168990072
>build from scratch
>use Unity

I'm a filthy engine dev, so I would be interested otherwise.
>>
>>169000572
I'm trying to make a procedural map like a simplistic version of the original Binding Of Isaac...
You know, all the room have the same size and all.
I'm trying to make it on a two dimension table, but that doesn't work...
>>
>>169000571
>shitpost about jam polls even though we already know what we're doing
only thing you know from previous polls is the dedication of lolifags and memefags
>>
>>169000503
HI SHITPOSTER

https://boards.fireden.net/vg/search/image/bOd9psy8J9hpj10JcOuIdQ/

kill yourself!
>>
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>>169000072
looking good, dixiedev.

I don't like your central hitsparks though.
>>
>>169000503
What the fuck is wrong with you?
>>
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>>169000864
what's the matter?
can't stand the sight of a strong nordic qualitycrusader
>>
>>169000805
So in Isaac you've got all your rooms on a grid, and each of them can be represented by a single value because they're room types.

Store your room data however you like (text files are easy to edit but do whatever you prefer) and then assign the data for each of those rooms to a value. Now you've got your rooms, so the next step is to generate your map o' rooms. You should be able to use a two dimensional array for this, with each cell containing a room value. How you randomize the cells is up to you.

Roguebasin/the roguebasin wiki has a lot of map generation techniques, go there to get inspired.
>>
>>169000503
Please die in real life
>>
>>169000503
Denial, thy name is (you)
>>
>>169000415
what
explain yourself
>>
>>169001003
I didn't mean to post that.
>>
>>168990586
The player movement speed definitely needs to be adjusted. I will definitely make it slower though.
The animation to open/close doors is a good idea! I might just do this, but maybe not for demo day - I'm trying to program as many features as possible and draw as little as possible between now and then.
>>
>>169001227
Seemed appropriate.
>>
>>169001137
All the first part is done, it's the randomization that I struggle with...
>>
Thinking of making a 2.5D metroidvania rpg, is this doable for one person or should I not bother?
>>
>>169000503
So this is offtopic derailing by a known fulltime resident autistic shitposter correct?
>>
>>169001431
I suggest a drunk walk algorithm to start. It's the way I got acquainted with procgen.

http://www.roguebasin.com/index.php?title=Random_Walk_Cave_Generation

What engine are you working in?
>>
>>169001469
Assume 5 years of dedication.
>>
>>169001469
there's like 3-5 OMAs doing metroidvania RPGs right in these threads

I don't think any of them are doing 2D sprites on 3D backgrounds though, but it shouldn't be that much more difficult.
>>
>>169001608
yes >>169000864
>>
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>>169001207
>mfw I make game
>mfw It's basically feature-complete
>mfw It's a singleplayer game, but I want to change it into a multiplayer game
>mfw networking has always been my Achilles heel
>mfw I know a guy who knows how to program the networking part, but I don't have enough money to pay him
>mfw I could pay him by starting a patreon
I'm not sure if that'll work though
>>
>>169001618
That's not exactly what I try to make...
At all...

I mean I try to make it like a zelda dungeon you know? With rooms that are connected directly

I'm doing it with game maker, but I can easily change to love2d of pygame...
>>
>>169001762
I know what game you're talking about.
And it's a really bad idea.
>>
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>>169000805
Use something like this to create the layout of rooms, then randomly choose a room for each spot.
>>
>>168999453
Need some dark music? Whats your email?
>>
>>169002039
Thanks
>>
>>169001792
I'm not confused about what you're trying to make, you're failing to see how the drunk walk could be applied to what you're attempting to implement. It's just a way to get you thinking about methods of approaching procgen. Individual cells don't have to be walls or floors as the example states, they can be any value you choose (like room values).

>>169002039
i.e. use the fucking drunkwalk that I linked
>>
>>169001994
what game
i'm curious
>>
how would you make low poly that looks like the snes star fox
>>
>>169002184
the space sim with simple grafx
>>
>>169002224
very carefully
>>
>>169002175
That's exactly why I'm probably not gonna use it...
But he tried.

I think I'll just keep trying other ways...
>>
>>169002224
...seriously?
>>
>>169002264
ah that one
>>
>>169002224
off the top of my head:
vertex rounding
rendering at a fuck-low resolution (240p? what did the SNES put out?)
using 100% emissive textures with no lighting at all
>>
>>169002224
Do it all trough code. That way it'll be so painful to add more polygons that you'll just use as few as possible
>>
>>169002291
You say you want it to be like Isaac, which uses premade rooms with light randomization (item drops, champion items) in a randomly mapped dungeon grid.

The drunk walk provides you with a dungeon grid to be populated with room values. Which part of it is not conceptually suited to what you're attempting to achieve?
>>
>>169002474
Problem is you'll get only room that can go to absolutely every room around it.
In Isaac you can have a set of room that are close but won't allow you to go from one to another.
(not sure if I'm clear)
>>
I wish there was some way to split component on an gameobject into categories in Unity.
I have trillion components attached to a game object and it's messy as fuck and putting them onto other transforms is not an option.
>>
Any anon want's to exchange follows on tumblr/twitter? If so, just post link to your profile and I will follow you.
>>
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I'm not dead yet and I've decided bosses need to be more bullet hellish
>>
>>168999453
your game looks amazing.
but damn that popup is pretty annoying, it's ammo, you already know that, it shows the sprite, you also got near it and interacted with a key or whatever, of course you want to fucking pick it up...

remove it please
>>
>>169002619
That's not a limitation of the algorithm, it's a limitation of how you're thinking about implementing it. You can add additional restrictions to the algorithm that check the amount of adjacent cells and try a new direction if there are too many, for example. There will be no tailor-made solution to precisely the procedural generation you're after, you'll have to learn to alter existing techniques or invent your own.
>>
>>169002736
Oh shit, you're alive! Welcome back. That boss is looking juicy.
>>
>>169002960
Yeah I guess you're right.
Actually I have kind of an algorithm that I would be proud of if there wasn't bugs in it, probably due to the fact that I'm not experienced enough...
>>
>>169000008
Yeah inventory can be surprisingly daunting, especially when you're dealing with upgradeable/customizeable items.

>>169002862
Yeah I agree that it's not ideal. I'll likely be doing what some other games have done where you can just "A" through the dialogue to skip it and just pick the item up. The dialogue itself needs to be there for instances where you're examining drawers/cabinets/boxes and the item is hidden inside, but being able to just press your action button twice to skip the dialogue would probably help this issue.


>>168999981
Well in my case, you've basically got an array that stores all of your items, what their location is in the grid, their size, rotation, etc.

When you pick up an item, the game creates a ds_grid in the background, populates it with all of your existing items, marking cells as "occupied" if there is an item in that cell, and then uses spreadsheet-style data ranges to find rectangular areas that do or don't contain items.

This will need to be expanded upon in the future to include item rotation and stacking.

>>169002042
I appreciate the offer! I'm a composer myself, so I'll be handling my own music.

>>169000249
I was kind of back and forth on whether or not I would do a best fit inventory or an RE4-esque inventory. In my opinion the latter is better for a game like this, as some people prefer to organize their inventory so that it is easy to navigate quickly. E.g. always keeping your handgun in the top left corner so you can quickly switch to it.

I've always preferred being able to organize my own inventory by ammo/healing items/etc. so I'll be doing nearest fit, and allowing the player to organize if there isn't room for the item.
>>
>>169003190
I've devved for hundreds of hours and I look up tutorials and fuck up everything on the first attempt. Keep at it, I assure you you'll get it. The best way to learn something is to struggle with it.
>>
>>169003330
Yeah, but that's also hard as hell
>>
>>169003509
Everything worth it hurts at least a little bit.
>>
>>169003635
Sound like it's comming from a masochist
>>
I just realized no matter what type of game I choose to dev it'll take forever. Dying to do an RPG though.
>>
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>>169003703
Welcome to game dev.
>>
>>169003735
The statue is the only good thing in this pic.
>>
>>169003880
>The statue is the shittiest thing in this pic

there, fixed your shit taste for you
>>
>>169003880
I like the details section the most, they're all simple ways to add damage to things.
>>
>>169003509
Not if you're smart. The only hard part is sitting down and focusing. If you're not smart or can't focus you shouldn't attempt game dev though.
>>
>tfw to intelligent to gamedev
>>
>>169003938
The flaming rocket thing looks like clay, the barrels and lava lamps have terrible two-dimensional shading and the animations are too repetitive.
>>
>>169004072
I can't focus at all, but I'm gonna make it no matter how much it takes
>>
>>169003880
the advice is good this time
>>
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reminder to vote in the poll
http://poal.me/atjauf
http://poal.me/atjauf
http://poal.me/atjauf

Details can be found here:
>>169000503
>>
I have seen intelligent programmers who couldn't focus and had no work ethic. Novices who can focus and teach themself things become far stronger gamedevs than self professed genius programmer types and savants who ride 100% off talent but no discipline. Sometimes you get a combination of the two, but it's rare and everyone wants to believe they are that combination.
>>
>>169003735
post more of these
>>
I miss J-List ads
>>
>>169004515
Details can be found here: >>169000864
>>169001608
>>169001718
>>
>>169003717
start small and finish something
>>
>>169004515
Stop shitposting, fag.
>>
>>169004662
tfw dumb and no work ethic
>>
>>169004515
Its super obvious you're yet another shitposter who lives in agdg but has never made a game in his life. So please end it. Your life that is. End it.
>>
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>>169004676
>>
>>169004662
I agree to some degree, but far more important than discipline or talent is passion and creativity.
A programmer without creativity and an innate need to create, no matter how knowledgeable, is completely useless.
For artists, creative drive is a basic thing which is expected, but so many programmers completely lack such feelings which are absolutely necessary for gamedev.
>>
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so I finally got mesh destruction to work somewhat, it was a lot hard than I anticipated to only check collisions on the server and somehow send relevant data to the client (that's what you get when you don't know shit about networking), now I just need to fugue out how players are not going to get fucked by ping.
>>
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Post ideas for the next official AGDG game jam, aka Loli Jam.
PS: Don't listen to shitposters.
>>
>>169000503
>>169004515
Explain?
https://boards.fireden.net/vg/search/filename/1471909417322/image/bOd9psy8J9hpj10JcOuIdQ/
>>
>>169004280
and the statue looks like a weirdly-stretched dwarf with raw chicken-wing wings, poor shading, and no understanding of human proportions
>>
>>169005156
The shittiest and most uncreative agdg games are usually from the animu artfags though.
>>
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>mod gave me warning for telling gogem to kill himself
>>
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>>169005185
reminder that it's only acceptable for girls to be friends with and pilot mecha. Anything else will be considered trash.
>>
>>169000503
>>169004515
So I looked a bit into that image hash in the archive and the threads you were shitposting in. You are messy as fuck.

https://boards.fireden.net/vg/search/image/ckTmy9wOomaMErc3jCXSfA/
>>
>>169005309
>animu artfags
Those are programmers, m8 (such as Rotate and Marmo)
Haven't seen any artists make anything animoo here.
>>
>>169005185
That's one high quality picture. I approve.
>>
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>>169005404
>>
>>169005218
>space empire dev
Who?
>>
>>169004824
>>169004901
>>169000864
>>169001165
>>169001159
>>169005073
>shitposters being triggered by the sudden surge of quality

>>169005218
>Explain?
there is my post about the poll
there is my post responding to a triggered shitposter, who was shellshocked by the quality I brought to this thread somewhere around December
there is my post where I am flabbergasted about a potential jam theme

>>169005452
I see nothing wrong with these posts
>>
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>>169005660
>>
>>169005452
Appears to be an ideaguy with no game. Typical.
>>
>>169005802
Wow we have a literally LITERALLY INSANE shitposter. I remember you sperging about dino girls too. That was so funny.
>>
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>>169005852
>>
>>169005185
Pokemon but with lolis
>>
>>169005802
You're a poser. Make a game instead of shitposting polls for jams you don't even enter.
>>
>>169006037
>>169005404
Those mecha look good
>>169005660
>>169005852
Those are some ugly ass mecha
>>
>gets linked to his shitposter posts
>immediately breaks into sourceposter mode
kek
>>
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>>169006037
>>
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>>169006310
>>
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>>169005185
I'm going to start working on assets for mine. I'm allowed to do that as long as I use the excuse that it's assets for my main game, right?

it'll be a "this is the police" clone except you manage an adventurer's guild and send them to their deaths as a cute guild girl, thematically similar to Recettear. Worried about the scope getting out of hand so the game will probably only be like seven days long.
>>
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>>169005404
What if the girl IS the mecha?
>>
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>>169006495
>>
>>169006603
Why are the villains so much more appealing than the MCs in this anime?
>>
>>169006620
All nodevs should go away from this thread. Starting from (you)
>>
>>169005156
>For artists, creative drive is a basic thing which is expected, but so many programmers completely lack such feelings which are absolutely necessary for gamedev.
Asinine statement tee bee ayche.
>>
>>169006620
DELETE THIS
>>
>>169006620
I almost self-aborted but my mom took medicine and stayed in bed for weeks to prevent it from happening
>>
>>169006069
But I have entered a jam:
https://itch.io/jam/agdg-dinosaur-jam/rate/101530
>>
>>169006894
I guess that means you're not a shitposter after all nevermind then
>>
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>>169006603
Robot girls are the best.
>>
>>169007305
I don't even know who she is but she is the kind of character I feel sad for not being legal to steal her into my game whenever I see a picture of her
>>
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We have a fun combat log now.
>>
>>168999453
Yeah I'd make it so that it shows what you are trying to pick up, and gives your the 'yes' 'no' option all at the same time.

That sequence of 2 slow text strings will be frustrating for players.
>>
>>169007305
A robot isn't a mecha.
>>
>>169006760
Still true tho
>>
How would I keep a material/shader's float upon changing a scene in Unity?

Currently have a transition material attached to a Camera but when I change the scene to the next level, all of the values get reset so the transition doesn't complete.
>>
>>169007908
I should note that the second scene's Camera has the same Material attached (it's a prefab) but it still doesn't retain its values.
>>
>>169007772
False
>>
Graphic design is hard.
>>
Game design is hard.
>>
Audio design is hard.
>>
Design is hard.
>>
The hardest part for me is the normie stuff like marketing and actually keeping a blog.
>>
The hardest part is ladders
>>
>>168999359
Looks dope.

>>168999653
There are lots of methods. You can do it real time with camera shaders etc, or beforehand in photoshop.
>>
>>169009339
Where's the gamedev?
>>
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>mfw kotaku wants to feature the trailer on their site
any info on when they are going to shut the greenlight down?
>>
>>169009383
Wrong tab. My bad.
>>
>>169000072
Animations and effects looks really smooth.
That isn't the final environment right?

>>169005185
Not sure your going to attract talent if thats the theme.
>>
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>>169007630
>>
>>169009451
>greenlight down
>green light down
weight holds things down
>green light weight
>green lightweight
you know what's very lightweight?
dust
>green dust
coincidence? I don't think so
Dog covered in green dust when?
>>
>>169009451
>>kotaku wants to feature the trailer on their sire
Neat!! Congratulations
>>
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>>169009867
there you go
>>
>>169010084
This is clearly a green dog, you need a regular dog covered in weird green dust that makes it attack the player.
After you beat it, the dust goes gray and the dog whines a bit and dies, revealling the dust was controlling it or some shit, and you lose sanity points for killing a poor animal.
The green dust is not explained otherwise.
>>
What a good way to practice isometric pixel art?
Are there any good videos or reading material, or would it just be best to keep practicing while refencing other isometric pixel art games?
>>
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For recent arrivals into this thread, who won't bother to read earlier posts, here is another go at voting the next jam theme:
http://poal.me/atjauf

More details here:
>>169000503
>>
>>169010367
what do you think makes isometric pixel art different from other pixel art?

you mean getting the orthographic perspective right? just use a grid
>>
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>>169007305
>>
>>169010569
Well, I'm trying to make it look like its from a 45 degree vertical angle.

It's hard imagening certain eviornment pieces in that angle and accurately creating it.
>>
>>169009867
>greenlight down
fug, you scared me

time to DO IT and get the trailer out and get voting going
>>
name my game
>>
>>169011081
Attack of the Poopoo Monsters
>>
>>169009861
T-thanks?
>>
>>169010885
>just use a grid
>>
>>169011346
wut
>>
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>>168999281
>he doesn't have followers
Why even bother making a game for 12 people who will randomly stumble on it?
>>
>>169011673
gotta start somewhere doggo
>>
>>169011417
are you fucking retarded jesus christ

is this the new "what is a frame?"
>>
>>169011673
i used to have a lot of followers but I didn't want to be associated with that crowd anymore, so I ghosted.

I'm not sure if I regret it yet.
>>
>>169011673
i bet you also believe in being born with talent and inability to learn anything you dumb dogposter
>>
>>169011673
>don't even have any social media outlet
>can't think of a dev alias
fuck making your game known
>>
>>169011878
I think anon is saying that it's hard to make sprites that look good in an isometric game. Your response, "use a grid," while it's good advice for isometric games, doesn't seem relevant to that problem.
>>
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how do i make this a game
>>
>>169012434
Puzzle platformer with some personality and a quirky story.
>>
>>169012334
read my first post: >>169010569

what makes you think there is a difference between isometric pixel art and other kinds of pixel art?
the only difference is the perspective. and if you have trouble with isometric perspective, the answer is simple: use an isometric grid as a guide to draw your sprites over
>>
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>>169000503

AHAHAHAHAH

GOODBYE LOLIS.
>>
>>169012434
patapon

just give him a spear
>>
>>169012434
make a pet simulation game like tamagotchi
>>
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I've started to make a list about games which just randomly gets posted in the thread (by random, I mean that it's not a Jam game and nor a Demo Day version), and I've decided to try them one-by-one as I have time.

Today here's some feedback with video footage for Apprentris.

https://attaboy.itch.io/apprentris
https://youtu.be/N54T_ji40NQ
- I really did enjoyed the game. I believe there's a word to this genre, so it's not new, but definitely a fun and interesting execution.
- Good music, fine visuals.
- It took me some time to understand that I can only dash if a block is within reach. At first I thought that my keyboard is broken or there's something wrong with the game, so I restarted it to see if it works with the X-Box controller. I don't mind the change, because this is a kind of game which feels better with a game pad. I love the small shake effect you've added.
- As I understand the different blocks have different features, but I didn't notice anything game changing effect while playing.

Games so far:
http://pastebin.com/Zm0BmwiF
>>
>>169011802
you sure are triggered by dogposting easily
>>
>>169003208
Aw damn, id love to do the music. Game looks very cool anon, if you have social media to follow let me know!
>>
>>169012980
1000 times this
>>
>>169013346
>triggered by dogposting
im woofered by dogposting
>>
>>169013534
Sorry man! This leaves you free to be a musicbro for another anon.

You can follow me at jasozz.tumblr.com if you're interested
>>
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Made a button class
Added text to the combat menu
Added and options menu and exit button.

After I get home from work I'm going to do my player and enemy stat overlays.
>>
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Got to see the walking sprites in engine for the 1st time. Got a pretty good idea of what needs to be changed
>>
>>169000072

as much as i love your progress and how tight your game looks you have trim down these walls of text. as a side note do you have more animations planned for the enemies?
>>
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>>169013802
That... was the worst joke I have ever read.
I can die in peace now.
>>
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P R R O G R E S S

Mostly visual, didn't dev much today.

Basic screen transitions now in, currently noly 2 types.
Also juiced up the message system (and changed corsshairs).

Also started working on the perk/powerup system, current perk (autoloader) shown in the top right corner.

Might also add a time limit for the levels to add some extra pressure, opinions? Yes/no?

Now off to sleep
>>
>>169012217
Not sure if sarcasm?
>>
>>169014556
YES
>>
>>169014052
>>169014556
Oh and jasozz my nigga I'll propably hit you up on tumblr tomorrow about the music. Now I gotta go to sleep, got work tomorrow.
>>
>>169011802
Hey I see you around and getting mentioned quite a bit how many followers do you have?
>>
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>>
>>169014369
>trim down on these walls of text

t. highschoolDropoutThatTakesSignificantTimeToRead2000Characters
>>
>>169014746
I don't have followers, only an infinite amount of haters
>>
>>169014746
he's a pretty big deal
probably like a million followers or maybe two
>>
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Progress:
>new enemy
>tweaked more existing weapon sprites
>more explosion effects
>got textboxes work exactly how I want them to
>>
>>169014578
Not sarcasm, I genuinely hate social networks
>>
>>169014698
Sounds good my dude. A message on tumblr or soundcloud is fine.
>>
>>169014890
I'm not sure why are you posting this, since you are not asking for feedback nor you describe what purpose it'll serve in the game, but I'm saving them.
>>
>>169014890
Nice. too much teat

>>169015096
looking good my man, but the targeting reticle looks too basic/boring
>>
>>169015225
It's fan art
>>
>>169014982
>implying he is not known by hundreds of millions of people for making the school shooting game where you shoot your family and little children to death
>a game so sick it was banned from every host including newgrounds and australia seriously considered expediting him back to the U.S. like a person frantically swiping at a spider crawling on their leg
He's actually the most famous game developer ever and has the sales and high scoring reviews to prove it. Sooo yeah

Shows what you know.
>>
>>169015274
>tfw no fanart
>>
>>169015096
Lock-on is an intensely bad idea.
Was hyped for the game before that.
>>
>>169015261
>but the targeting reticle looks too basic/boring
It's placeholder.

>>169015398
It's unlockable module that can be turned on/off any time. I'm just experimenting with it.
>>
>>169015339
Post character
>>
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>>169014746
>>169014949
>>169014982
>>169015298
>>
>>169015298
This unironically sounds like the posts gogem makes about himself.
>>
>>169015274
Truly wonderful. Not the dev, but thank you!
>>
>>169015483
But I don't have a game :/
>>
>>169015298
>australia seriously considered expediting him back to the U.S. like a person frantically swiping at a spider crawling on their leg
I clapped like the burger I am
>>
>>169015473
If the feature is there it must be used. That's how it always is.
If the feature objectively makes the game easier, you feel obligated to use it.
It just doesn't make for good gameplay.
Think about how in Contra, you have to be tactical about lining up your shots at a frantic pace. It's what makes the game.
>>
Greetings A G D G

I have great news for you. If you are in need of a FREEEEE artist, you need look no further! Tell me about your game let's get ready to dev this world
>>
>>169015676
I would like to make a nintendo art style for a puzzle game
>>
>>169014556
those bullets better bounce off walls
>>
>>169015671
As I said I'm just experimenting with it. If I have it in full game, it will be something that will cost a lot or you have to beat hidden boss or something to get it. You need to have got it before you can turn it on/off. Otherwise it's always off.
>>
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>>169014949
>>169014982
actual number here. after how many years of shilling and namefagging?
>>
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>>169015676
In my game the player can do anything they like. Can you provide the assets for that?
>>
>>169015878
Better, but please don't make it a main/necessary mechanic.

Keep up the good work
>>
>>169015907
I have more followers and I haven't post anything for like few months.
>>
>>169015907
gotta start somewhere kiddo ;)
[rides off into menu simulator sunset]
>>
>>169016070
Be careful not to inadvertently bully innocent bystanders
>>
>>169015832
Hmm, I'd like to know more. What engine?

>>169016019
Very funny!
>>
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Post playable demos. I want to play something
>>
Remind me to kill myself if I ever end up being 30 years old still living with my mom and my only claim to fame was being noticed by an actual famous person on a video where my shitty unfunny romance simulator was viewed alongside other games.
>>
>>169016230

itch.io/jam/agdg-demo-day-12
make sure to give feedback
>>
>>169016028
It's not going to be main or necessary mechanic.
>>
Have you guys seen this? I think it could make a great game it's completely mental

https://www.youtube.com/watch?v=QH2-TGUlwu4
>>
>>169016359
Anon this doesn't work when people have embed video links.
>>
>>169016230
>cockmongler
blast from the past
>>
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>>169016274
>shitty unfunny romance simulator
Wait stop. What?
>>
>>169014746
idk check the numbers on twitter/youtube?
>>
>tfw nodev for years
How to become yesdev
>>
>>169016623
make game
>>
>>169016623
https://www.youtube.com/watch?v=iQ0e3QUADw8
>>
>>169016212
Okay you control a cute type character that is a 2d cute monster ball girl and each level is a different puzzle you have to solve with cute monsters who get in the way with different attacks

Level 1 would be a mystery puzzle where there are 10 paintings of characters. One of the portraits is the murderer who killed everyone else and each portrait tells you different things about the other characters. For example yellow character says the white character always lies
The white character says blue is only honest after you speak to the red character.

I think this would be best in either Unity or Game Maker Studio
>>
brace yourselves
>>
>>169016751
Ahh, not really interested in either Unity or GM. But I wish you the best, I really do
>>
>>169016901
what do you think about my idea though
>>
>>169016708
Yeah but how do you finish game
>>169016727
I started like 20 games but never really got far
>>
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>>169016708
>>169016727
>these post times

>https://www.youtube.com/watch?v=iQ0e3QUADw8
>all footage of other people's games from agdg and not his
>all used without permission
>3 flop games, 300 followers on youtube and twitter over 10 years and tells agdg how to market their games while making youtubes about how to make and market games
>>
>>169015671
>>169015878
>>169016028
>>169016327

lock looks fun imo
>>
>>169016901
What engines do you like?
When are you going to stop spamming this shit every thread and make a game?
>>
>>169016868
>>169016901
here you go
>>
>>169017015
>these post times
Proof that gogem does not bully himself for attention? Or proof of proxy? We will never know.
>>
Post dev music
https://www.youtube.com/watch?v=pAwR6w2TgxY
>>
>>169017243
https://www.youtube.com/playlist?list=PLgiPYhOJeSkIicL7S9jRtYw7idPBOL8NO
>>
>>169017015
leave gogem alone you fucking bully
>>
>>169017223
i'm scared
>>
>>169016751
what do you guys think about my concept idea for a puzzle game
>>
>>169017015
you don't need permission to use footage from dead games
>>
>>169016971
what is stopping you from finishing a game?
>>
>>169017015
Gogem is more of an idea than a person at this point, it's unclear if he is even real on AGDG.
>>
>>169017417
>Unity
>Game Maker
Hmm
>>
>>169017243
https://musicforprogramming.net/
>>
>>169017372
Pardon yourself. I happen to be a paying customer who got shit on by him on steam.

http://steamcommunity.com/app/519930/discussions/0/217691032430905828/

I am entitled to speak the obvious truth without being accused of bullying you safe space seeking reject. Reddit be not here.
>>
>>169017243
https://www.youtube.com/watch?v=pWCIac-ChsM
>>
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----[ Recap ]----
Game: A Smol RPG
Dev: polisummer
Tools: 3ds Max, Blender, Unity, GIMP, Aseprite
Web: polisummer.tumblr.com
Progress:
+ alchemy system works now
+ made more models for dungeon level
+ got another font
- university is taking a lot of time
>>
agydagy i once again have a big problem

https://forum.unity3d.com/threads/custom-editor-to-edit-an-array-of-custom-classes.457561/
>>
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WIP of the train, going to slap some sweet hand painted textures on it, and a cool shader.
>>
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>>169014949
>>169016586
>>
>>169017580
Which one's you? Are you just mad he had a paid achievement? Like who cares
>>
professional ideas guy here

ask me anything
>>
>it's another faildev replies to himself and retards feed the troll thread
see you guys later
>>
>>169017768
Thats very nice
What a good program for painting on textures?
>>
>>169017956
When do I get my paycheck?
>>
>>169017465
Gamedev just isn't fun. How do you dev when it isn't fun?
>>
>>169017893
>Which one's you?
Is this not an anonymous website? I find that gogem using a name here seems to contradict the spirit of the site. No I will not tell you who of the dozens of disgusted individuals I am. That should reflect enough on gogem that he has so many frauded customers pounding on tables in his developer board that you can't tell which one I am. Now leave me be GOGEM
>>
>>169017956
What an easy/quick to make game that can me some money
So i can stop being a loser neet
>>
>>169017704
Can you post a webm of how the alchemy works? sounds cool. Also game looks great.
>>
>>169018074
I asked which one was you so i would know what the fuck you were talking about
>frauded
cos of the achievement thing? Don't be so autistic
>>
>>169018190
I recommend looking through any of the old flash games on the internet that were really popular at the time and now redesigning it so the graphics and gameplay is a little bit different or unique
>>
>>169018049
Why are you deving if its not fun?
>>
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How much of an upgrade are 3D Modeling Software like Autodesk 3DS Max/Maya and Modo over free software like Blender? Is it worth the $1500 a year subscription?
>>
>>169018376
Well, I wish that the game ideas I have in my head were made, and I think they need to be made, but I the actual process of creating them seems long and grueling. Do people actually find gamedev fun?
>>
>>169018559
in b4 pancakes.jpg
>>
>>169018559
It is better.

Whether it is worth it is something you must decide yourself.
>>
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>>169018559
>>
>>169018787
not a pancake, just cake
>>
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>>169018594
Yes.
>>
>>169018559
It's free if you say you are a student
>>
>>169018787
disgusting
>>
>>169014890
You are making me feel dizzy, anon. Fan art has always been a dream of mine. It means someone genuinely likes your stuff. I anxiously await the end. Thank you for this!
>>
>>169018559
get maya lt
>>
>>169018654
Better in what way? What worthwhile features do they offer that Blender doesn't?
>>
>>169018787
those arent even really pancakes, theyre made in a rice cooker

its literally just a normal cake

and imagine, we eat (pan)cake for breakfast very frequently

really makes u think
>>
>>169019060
>we

I don't care for pancakes and don't understand why people want them when waffles are superior in every way.
>>
>>169015298
>australia seriously considered expediting him back to the U.S. like a person frantically swiping at a spider crawling on their leg
some shchizophrenic somewhere actually believes this shit lmao
>>
>>169019026
It got shitcanned on Steam though. See the reviews below: http://store.steampowered.com/app/243580/

Modo Indie seems to be much more well received.
>>
>>169001762
>>mfw It's a singleplayer game, but I want to change it into a multiplayer game
smile and optimism: gone
>>
>>169019294
how far in the development are you?
It might not be that hard.
>>
>>169019172
>when waffles are superior in every way
Blatantly wrong. Waffles are too dry and crusty; nowhere near as satisfying to eat as a shortstack.
>>
>>169018787
THICK
>>
>>169018787
That looks like it's raw inside.
>>
>>169019172
most people prefer waffles, the problem is that you need a waffle iron and who the fuck actually owns a waffle iron?

>>169019401
>he'd rather eat doughy garbage than eat a fluffy and crisp waffle
the only thing pancakes are better than is frozen toaster waffles

fuck eggos, man
>>
>>169015671
>Think about how in Contra, you have to be tactical about lining up your shots at a frantic pace. It's what makes the game.

But Contra 3 introduced Homing Missiles and it's one of the tougher Contras. Contra Hard Corps had character with homing weaponry as well
>>
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>>169018787
>>169018653
Why is this meme a thing

>>169019597
tasty cake batter
>>
>>169019276
>instead of something that's practically an industry standard, get this unknown shitpile with "indie" in the name because of some steam reviews

https://www.youtube.com/watch?v=55P-UHdZ7WI
>>
>>169019276
I've used it for years and haven't had any major problems. My only pet peeve is not being able to use plugins like Shave and a Haircut. (when I need to use it I just rent Maya and spend a month on hair)

Granted I use it only for modeling. I use other programs for baking, rendering and texturing.
>>
>>169019681
>who the fuck actually owns a waffle iron?
I do.
>>
>>169019748
>Contra 3
>Hard
Contra 3 is babby difficulty
>>
>>169007630
what library for semi-ascii gui
>>
Is multiplayer extremely hard to code? It feels like a lot of indies don't do it.
>>
>>169019908
Hard corps then. US version. Several characters have homing weaponry.
>>
>>169015298
>australia seriously considered expediting him back to the U.S. like a person frantically swiping at a spider crawling on their leg
Is this what /agdg/ actually believes?
>>
>tfw hoarded 6000+ reference pictures I'll probably never use
help
>>
>>169019981
There are engines that have very high-level networking. Making a multiplayer game can be as easy as making a singleplayer game + 2 functions per object.
Then again I wouldn't try to do competetitive multiplayer as an indie.
>>
>>169019981
Not extremely hard, as long as you don't bother with anti-cheats stuff (coop games, for instance).
>>
>>169019981
yeah

>>169019897
you are the whitest motherfucker alive
>>
>>169019981
It's pretty easy with UE4 (and I assume Unity)

But multiplayer requires people to play with.
Once you get below a certain threshold, it might be literally unplayable.
>>
>>169019981
Replication isn't all that difficult but dealing with security/cheating is. You can just ignore it but any competitive game with serious netcode flaws will die quickly.
>>
>>169020264
>and I assume Unity
You'd assume wrong. Even fucking Godot has better multiplayer than Unity does.
>>
>>169019393
It's not about my game, I was quoting >>169001762
>>
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----[ Recap ]----
Game: Scavenge
Dev: ScavengeDev
Tools: Blender, Unity, TimeWaster2000
Web: No siñor
Progress:
+ Designed a dialogue system
+ Had solid idea for a few items
- Wasted time on other stuff
>>
>Don't Starve Together
>free copy for your friend
>their own engine
>great art
>no cheaters
>players host their own servers

geez, are Klei indie geniuses
>>
>>169019981
indies don't do it because it's EXTREMELY unlikely they will have the playerbase, so it's not worth it. and then people don't buy them because no one plays them, and so they cannot succed.
im sure there would be many more indie multiplayer games if not for that non-technical problem.
>>
>>169015298
>australia seriously considered expediting him back to the U.S. like a person frantically swiping at a spider crawling on their leg
wtf did this happen
>>
What's the best way of screenshotting/rendering 3D models if I want feedback on the anatomy? Personally I find it hard to see shapes in 3Ds Max.
>>
>>169020565
>players host their own servers
Why is everyone shocked/impressed by this?

Have you never play any online video games made before 2010?

>>169020618
true.
see: RRPS

interesting concept, but no one to play it with so it's ded. but it's a catch-22 of "no one plays it so there's no one to play with, so I won't buy it"

I still say googem should re-tool RRPS as a board game, it'd probably be great
>>
>>169020395
Not to be the jew, but at least Unity is popular enough to have nice third-party networking solutions that are better than Ggodot's (and, I would argue, better than UE4's).
>>
>>169015298
>australia seriously considered expediting him back to the U.S. like a person frantically swiping at a spider crawling on their leg
hahahahahahaha holy shit

why they didn't do it?
>>
Give me a cute name for a mage loli.
>>
>>169020264
>>169020618
It's funny because triple A studio keep releasing multiplayer games that die on release anyway, average indie dev is smarter than full teams of veteran devs and execs
>>
>>169020854
What would you need from a third party UE4 networking solution?
>>
>>169020618
is there a market for games meant to be played with friends though?
>>
>>169005185
Sasebo slashing game
>>
>>169020975
Magiloli
>>
>>169020990
>triple A studio keep releasing multiplayer games that die on release anyway,
such as?

people even still play Splinter Cell Blacklist and The Division.

>>169021034
>implying gamers have friends to play with
lol
>>
>>169009839
>Not sure your going to attract talent if thats the theme.
What does this mean?
>>
>>169021034
Yes, there are succesful indie games with multiplayer. But those games also work as single-player games.
>>
>>169020975
Dorothy or Doropie
>>
>>169020975
xXxGokuWeedSniper420xXx
>>
>>169021423
This shit is always the most discouraging.
>>
>>169020997
Propably a little less "magic", so you can, without going too low level, adjust things like compression of packets or interpolation/extraploation. It's super easy if you can use one of those entities that has networking builtin and optimised already (like Characters), but, for example, vehicles are not networked and you have to add those things manually or they will be choppy over the network.
>>
>>169021034
People around me don't even know what singleplayer is for, sp are not "real games" in their minds. I am the weird one playing singleplayer

They happily buy every game tagged "Coop" or "Multiplayer" game on Steam tho, one rich guy even buys games for us
>>
>>169021276
Evolve
Battleborn
Most MMOs
>>
>>169019981
C networking took me like a month, but now adding features is just as easy as single player.
But for testing having to compile+launch the server+client was annoying, before i wrote shell scripts for it.
>>
>>169020975
Winry
>>
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I'm playing with replacing my waypoint pathfinding system with navigation meshes, because I like programming more than finishing a game.
>>
>>169015298
>australia seriously considered expediting him back to the U.S. like a person frantically swiping at a spider crawling on their leg
It's amazing that Googem hasn't gone back to jail yet. Him and all his chatfag associates......
>>
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Well i guess my main char will be a boxy box dude. It was just for testing but somehow i like the sprite. And hey if you have no arts talent better keep it simple i guess.

Also i know the shadows are still wrong in 10 different ways, but i already have an idea how to improve that and at least i made the top face lighter this time.
>>
>>169019862
But Maya lt isn't industry standard, it's a bogged down version of the industry standard for indie developers. It's exactly the same as Modo Indie, except with shit steam reviews.
>>
>>169017580
>I am entitled
this
>>
>>169021595
>Evolve
This one hurts, because it was actually fun and fresh.
>>
>>169018337
I'm working on it anon!
>>
>>169020975
Mina
>>
>>169016727
thats kinda bullshit, since i started to make games my love for the media was born agan. i just love seeing mechanics and imagining how they made it, or searching walls for normalmaps
i feel like a magician trying to discover another magician trick
>>
>>169021725
>people are not entitled to speak the truth if it concerns me
Oh my gogem. Showing your true colors now.
>>
>>169019981
not hard to code
hard to design
hard to populate
>>
>>169021598
>C networking
?
>>
On the subject of multiplayer, how hard would it have been to program it in games like Micecraft and Terraria? The multiplayer for those games mattered a lot.
>>
>>169021771
Scratch that, Mana. Wait this is too perfect. It's mine now.
>>
>>169021948
it's programming
if the question is "how hard is X" the answer is always "fucking difficult as shit"
>>
>>169021948
2/10
>>
>>169019748
The homing missiles are a cool upgrade, but they don't magically hit everything, and they are easily lost. And you still have to aim them.
>>
>>169021989
Too late. Already made the script.
>>
>>169021948
I can imagine it being pretty hardcore in case of minecraft-like games, as long as we want it to be somewhat optimised and secure.
>>
>>169021909
#include <sys/socket.h>
#include <netdb.h>
>>
I will solve the multiplayer problem by making learning AI that mimics players, so instead of playing against other players you are instead playing against code that represent those players.
>>
>>169021595
>Evolve
died due to a shitty pricing model, but it's coming back now that they've axed that
>Battleborn
died due to trying to compete with blizzdrones, but some people play it anyway
>Most MMOs
what, like those shitty korean mmos? those make money through cash shops. people literally still play Flysis
>>
>>169021598
Any good resource to share? I am experienced in C/C++, never touched net thou
>>
>>168999281
hey agdg what are your favorite youtube gamedev tutorial videos with REAL knowledge?

https://www.youtube.com/watch?v=WShTf-ktXuA
https://www.youtube.com/watch?v=T-HXmQAMhG0
>>
>>169022110
You will be hearing from my lawyer
>>
>>169022140
That's just a typical singleplayer game
>>
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Restricted-RPS is the perfect reason not to make a multiplayer game
>>
>>169022182
>Flysis
I shouldn't be surprised the chinks copied Crysis.
>>
>>169001762
use fukkkken unet its easy
>>
>>169022230
i believe that is the joke
>>
>>169021903
Reminder that Australia literally almost extradited you to the US for your criminal games. And soon people are going to shit on you from your own laptop after the court siezes it, because your youtube videos are going to get copyright strikes. :^)
>>
>>169022194
google.com
everyone knows beejs which is the 2nd google result.
patience and lots of testing.
linux is generally more straightforward than windows.
>>
>>169022284
RRPS is just a perfect example of a shit game.
It doesn't prove anything at all.
>>
>>169022212
Coding Math
>>
>>169022341
>laptop
oh all the dumb shit to make up
this is the dumbest
how would i make games if i was using a laptop?
>>
>>169022230
What's the difference between a person and a computer that perfectly mimics that person?
>>
>>169022294
it's actually more like StarFox than anything else but it's still fairly unique

>chinks
koreans aren't chinks. chinks are chinese.

>>169022341
>Australia literally almost extradited you to the US for your criminal games.
what really
>>
>>169021767
Thanks, I'm looking forward to it.
>>
>>169022463
obvious laughable bait
>>
>>169022490
brains = processors.
>>
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So after two years we're gonna switch targets for the "gonna call the police on you ;)" shtick? Cool with me, that's a great hobby til 2020.
>>
>>169022490
thet second doesn't exist, unless you're mimicing retards
>>
>>169022463
My mistake, they'll post at you from your own phone or tablet. I bet it's hard to afford a proper rig like me, when you have no games. :^)
>>
Minecraft, Monaco, Broforce, TowerFall Ascension and Nidhogg are all multiplayer
>>
be honest. how many of you have made pixel art by loading up stuff from another game, then changing a few easy details and do some color swaps ?

its ok no one will ever find out.
>>
>>169022643
Not yet but my game will mimic players.
The last boss will be the Dev AI.
>>
>>169022642
>We
It sounds like you think there is more than one per behind this shitposting.
>>
>>169022642
The Menz & Mollyz already got raided. Sourcefam is down. Googem is next. Then Rotate. Lots of surprises very soon. ;^)
>>
>>169022494
>it's actually more like StarFox than anything else but it's still fairly unique
>
>>chinks
>koreans aren't chinks. chinks are chinese.

My whole play was that the titles ended with -ysis, that the asian stereotype says "l" when they try to say "r", and that the people of China have a notorious disregard of western copyright law.
>>
>>169022745
That's so cliché
My game is way better: The last boss is me playing online against you but I'm pretending I'm an AI
>>
>>169022873
i would honestly like to see more games do this
>>
>>169018559
I've made the switch from 3DS to Blender not a long time ago. The only thing I miss so far is NVidia's PhysX plugin.
>>
>>169022721
>Nidhogg
Incredible suffering. These are the games that need to be top-notch in networking, because 1ms delay can decide over win and loss. In a 1v1 situation, rage is guaranteed.
>>
>>169022956
>last boss is afk
>>
>>169022873
>hiring tons of chinese and indians to play poorly against players all day so that you dont have to code AI
neat
>>
>>169023004
i played nidhogg against someone across the ocean and if either of us grabbed a ledge we'd be stuck there forever
shit was not ok
>>
>>169022873
>can't finish the game because 100s of people are waiting in front of me
>>
>>169023032
>last boss says "brb smoke"
>>
>>169019929
Unity
>>
>>169022863
>the people of China
CHINA IS NOT THE SAME AS KOREA

in fact, Korea is notorious for having just as many knockoffs, but those knockoffs getting btfo. a bunch of ppl tried to emulate Tim Horton's and Tims actually successfully C&D'd them.

Likewise, afaik Flysis changed its name to Space Cowboy Online, and then to something else, presumably to avoid confusion with Crysis, but I also think Flysis actually came out first in like 2002 or something.
>>
>>169022741
I change the scale too. Then draw my own sprite over it. Then change more details about it. Oh no, I made something original.
>>
>>169023130
i played against people in the same state and whoever hosted always lost because they didnt have access to lag ninja tactics
>>
>>169022873
When I was a kid I thought that was actually how games worked but for every enemy in the game
>>
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>>169023208
>CHINA IS NOT THE SAME AS KOREA
Oh shit, it isn't? I could have sworn...
>>
>>169023310
kids are stupid

when i was young, i thought all programming was a series of if-thens, and that the developer had to account for literally every possible action that could ever be taken by the user

but like instead of on a click, returning the x,y of the click, youd have to have an ifthen for every coordinate and tons of further nested ifs for each possible permutation of whatevers going on
>>
>>169023371
where my name at?
where'd you get that rotate picture?
>>
>>169023465
That's how Yandere Sim is coded
>>
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>>169023465
>youd have to have an ifthen for every coordinate and tons of further nested ifs for each possible permutation of whatevers going on
Do you not?
>>
>>169023270
>gogem
>playing games
Pick one.
>>
>>169023310
can you imagine this though
dark souls invasions but you take over NPC enemies
and like, unmarked, so the player has no idea which skeleton might be an intelligent opponent
i want it
>>
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>>169023371
>anything can be a trigger
anything
>>
>>169023725
Resident Evil 6 has this
>>
>>169023725
>acting like buggy AI by walking into walls
This is exactly what I was hoping to get out of AssCreed multiplayer. This was not the experience I got out of AssCreed multiplayer.
>>
>>169023725
Perfect Dark did this, but it's not online

it had a mode called "Counter Operative". you could easily identify which guard player 2 got by screenwatching and their animations, but you got the same player model and weapons as the guards

RE6 also has a mode where you can be invaded in that way, and the invading player takes the role of a randomly selected enemy that is already spawned and active but isn't yet engaged with the player
>>
>>169021649
Coal?
>>
is Blender worth it to learn?
>>
>>169023931
If you want to do everything ivnolved in 3d, yeah
>>
>>169023725
Left 4 Dead's biggest update was literally this. on release, it didn't have versus. and afaik in versus special infected can still spawn as AIs if there either aren't enough players or the difficulty is very high.
>>
http://www.gamasutra.com/blogs/EdDille/20170215/291445/Polishing_Your_Pitch.php
>>
>tfw someone already made the game you want to make
Fug
>>
>>169023927
Yep, same game.
>>
>>169024072
>gamasutra
Go away.
>>
>>169024149
>tfw no game to dev while cuddling
>>
>>169024149
This is not the board for you. GTFO
>>
>>169024050
how about using Blender to make 2d objects
>>
>>169024307
terrible idea
>>
>>169023465
Are you me? Did you have this revelation while playing the ice age dvd soccer game?
>>
>>169024304
Devs get lonely too
>>
>>169024653
>tfwnogf
belongs to r9k
>>
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>>
>>169018026
mudbox, 3d-coat, substance painter and blender. Blender is pretty good considering its free.
>>
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>>169024149
>tfw no bf to cuddle while dev

>>169024524
>ice age
how young are you
I had it while playing Sim City 2000
>>
>>169024653
devs also defecate, let's talk about healthy diet and taking big lengthy turds while we post photos of our turds (preferably taken with them in our hands for the sense of scale) and compare them
hey guys, i watched a really good movie last night! what? hey, devs watch movies too!
>>
>>169024236
Cool. Keep it up!
>>
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>>169023615
lmfao
>>
>>169024850
What we really need to talk about is water though. Where do you guys buy your diet water?
>>
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>>169023557
did you see this gogem?
>>
I would like to find a gamedev in person that would be pretty cool to hang out eat food and gamedev and every once in awhile crossdress
>>
>>169025018
Please be in Montreal
>>
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>>169024712
left is me

right is very primitive AI
>>
is it bad practice to attach different scripts to one object, or should I just like put them in one?
>>
>>169025119
>ninjas can't catch you if you beat them in fisticuffs
>>
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>>169025082
>implying this isnt a trap in the conventional sense
>>
I wonder what an /agdg/ meet up would look like
>>
>>169024978
>"diet water"
>about to laugh
>realize he's living in America
"diet" is a misnomer they should just call it what it is, "unleaded"
>>
>>169025239
>>ninjas can't catch you if
Now that's a blast from the past
>>
>>169025331
A whole bunch of pale skinny nerds sprouting memes from 2012.
>>
>>169025119
Like the idea. Keep it up!
>>
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>>169025331
>>
>>169025331
Anyone showing up clearly isn't working on their game hard enough.
Literally nodev meetup.

>>169025361
>"diet" is a misnomer they should just call it what it is, "unleaded"
That's not even true if you live in Flint.
>>
>>169025430
thanks buddy
>>
>>169025557
>That's not even true if you live in Flint.
You think you're hot shit dontcha?
>>
>>169025767
Not as hot as Flint-water when you hold a lit match next to it.
>>
>>169025557
>That's not even true if you live in Flint.
>McBain Standup Comedy.jpeg
joke applies to all of the USA not just Flint.
>>
Anyone know where I can learn good principals on 3d level design?
>>
>>169026461
Does Alex Jones know about this?
>>
>>169026484
Years and years of schooling never helped you learn the English language properly, so I doubt there is anything anywhere which may teach you how to do 3D level design.
>>
>>169024207
so make it, but make it better!
>>
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MY GAME IS NOT GOOD ENOUGH
I DON'T HAVE THE TALENT
>>
>>169026584
he's from Texas right?
>>
>>169024841
I should feel ashamed because I know the source?
>>
>>169026809
Talent is pursued interest. I guess you don't really want to make your game.
>>
>>169026826
Fug I live in Texas
>>
>>169026826
I am glad that this kind of fake news will soon be abolished by grolious Readel Tlump.
>>
>>169026930
IT'S ALREADY MADE
MY TALENT HAS BEEN STRETCHED THIN
>>
>>169026826
Doesn't bother me, mom always said I needed leadership
>>
>>169026983
https://www.youtube.com/watch?v=t044GEnGz_c
>>
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>bad rating with no feedback brings your first game's average score down from 5/5 to 4/5
So this is what it's like to be a game developer
>>
>>169027248
Buckle up, it's only going downhill from here.
>>
I'm 1MA but sometimes I wish I could leave the coding to someone else and focus on modeling.
/blog
>>
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i made this thing
>>
>>169027414
>modeling
You don't have the looks.
>>
>>169027248
Ask them what made them downvote it.
I have given games a second chance due to that, and changed my mind twice. I fell absolutely in love with Murder Miners, after initially writing that it was trash after 5 minutes of trying it. Now it's one of my favourite game of all time (despite obvious flaws - such as no LAN connectivity).
>>
>>169027414
>calls himself 1MA
>only wants to make 5% of the game
>>
>>169027545
>Murder Miners
what
I even played it with friends and it was trash
what's good about it?
>>
>>169027545
>I fell absolutely in love with Murder Miners
t. Murder Miner dev
>>
>>169026826
>states with high population have many fucked up water systems
>states with low population have few
golly what a surprise
>>
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>>169027595
>>
>>169027669
Overjumps.
It's amazing once you figure out the jumping mechanics and how the strange weapon magnetism works (and play it against actually good people, though there are preciously few of them).

>>169027762
I'm Theonian, actually.
>>
>>169027414
good programmer here

post your models and artwork lets see what you got
>>
>>169028018
What language do you use to program?
>>
>>169028018
I'm squaredev
I just have these moments every now and then.
>>
Programmer looking for artist here. Open to all engines, even making one of my own. Just post some of your art and we can get going.
>>
>>169027545
If I was the type of person to give games bad reviews with no feedback, the dev trying to make me change it would just make me lower it even more.
>>
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unity bros, help me out

I want to make a pathfinding system based on nodes, with weighted connections between them
each enemy has its own set of nodes (as child objects) which it can traverse, and they can only move to nodes
enemies which share nodes (i.e. nodes of the same position) have to avoid overlapping
enemies only need to move in straight lines from one node to another
I would like to be able to set up the nodes and their weights in the editor

anyone have experience with anything like this?
>>
>>169028238
is this "looking for artist" anon
>>
>>169028240
>the dev trying to make me change it would just make me lower it even more
You have never used Steam, have you?
There's only upvote or downvote.
>>
>>169028320
nice meme
>>
>>169027842
there are plenty of low population states with darker colors than high populations ones (compare the south east with the northwest)
im fairly certain the colors matches perfectly with dirty industries (fossil fuel extraction, large scale animal farming, etc)
>>
>>169028345
Steam doesn't give ratings /5 either
>>
>>169028113
C, C#, C++, Swift, Lua, Python, Java, Lisp, and many more. I have programmed in many different languages

>>169028193
post your stuff squaredev I haven't seen your stuff
>>
>>169028530
Sorry I don't collab with Python people.
>>
>>169027042
Talent is habit distilled. Keep doing, always improving and being critical of yourself.
>>
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>>169028530
>>
>>169028386
haven't been to aggydag in a while, I hope this isn't a meme
>>
>>169028530
>post your stuff squaredev I haven't seen your stuff
Wow, anon, you must be quite new here. I hope you'll enjoy your stay.
>>
>>169028754
That looks pretty cool are you thinking of finishing that game or are you thinking of making a new game?
>>
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>>169028840
Thanks. While it's quite unpolished and I had to cut some content, I consider it finished.
I'm working on a new game but this is pretty much all I have to show for now.
>>
>>169024985
who is this semen demon?
>>
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Need 11 more levels to finish chapter 3.
>>
Saw a dev who made a Monkey Ball-esque game here. After replaying SMB2, I realize this is a really fun medium
>>
>>169029037
what tools are you using to make the new game?
>>
>>169028754
Wait, weren't you already collabbing with someone on the viking girl game?

I would totally be a code slut for those kinds of models, but I'm not into Unity, and I'm a beginner 3D engine dev, and I guess you could make 3-4 projects in your usual speed while I create half.
>>
>>169029037
that transition time seems like it will get annoying very quickly

I found it annoying from the second time it happened
>>
>>169029078
That's some hard core action right there, anon.
>>
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Hey there, PortalKit dev here (i don't post here too often because I'm too busy but wahey whatcha gonna do)
I just released this recently
https://www.assetstore.unity3d.com/en/#!/content/81638
and I got support from some folks here, so I figured I'd do a little raffle.
Respond to this post with your unity user name and email, and for every ten people that respond I'll raffle out a free license (up to four, and rounding up).
>>
>>169029246
Hmm, I'm getting meme feels from this post but oh well. The same as always, Blender and Unity.

>>169029313
We put that project on hold for the time being, the scope was pretty big and we weren't really well organized.
I appreciate your offer, but yeah I'd rather collab in Unity as I still want to do all I can on the code side (which is kind of the reason why I'm bad at collabs).

>>169029375
Yeah I fixed that right after recording the webm. I did add a short artificial loading screen (like 0.1 second long) because switching instantly felt weird
>>
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>>169029456
the ultimate in (you) farming
>>
>>169009184
Beforehand in photoshop would be probably left as a task in last-minute optimization where every sprite needs to be baked to save performance, but in the meantime I would like to have a dynamic setting of the blur amount in each layer.

Can camera shaders be applied to specific rendered layers?
>>
>>169029456
there's literally only like four people in the whole thread
>>
>>169029456
[email protected]
Mintrogue
>>
>>169030191
The thread usually isn't dead this time of day tho
>>
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>free sound
>attribution noncommercial license

T-thanks
>>
>>169029665
like I'd let you touch my pure code base
>>
>>169030331
I can make you some sounds and give you full commercial rights if you pay me.
>>
>>169029665
I use Unity also as a programmer. How would we split up the programming code side of the game that you would be okay with?
>>
>>169029456
>because I'm too busy
I like when people who are shilling do this subtle jab at everybody who does post in the thread.

The people who give back to the community in the way they should obviously have so much spare time they must do nothing all day.
>>
>>169029456
Congrats on becoming a professional yesdev, sort of
>>
>>169030524
I'd like to discuss this more in detail but I'm about to go to sleep. You can hit me up on discord at SquareAnon#9593 if you want.
>>
>>169030565
I
What
I'm too busy because I'm a fulltime college student and I work at a fast food resturaunt, not because I'm devving. Not sure how I could give back more than giving out free copies (of which Unity only lets me distribute 15 per year)

>>169030616
I'm just enabling other nodevs desu
>>
Is thinking and planning your game a waste of time?
>>
>>169031104
Yes. Making game is the only way to make game.
>>
>>169030565
>give back to the community
pfffffffffff
>>
>>169031104
Not planning your game is the true waste of time.
>>
>>169030783
>Not sure how I could give back more
By posting in the thread other than to shill, duh
>>
>>169030783
>Unity only lets me distribute 15 per year

What. Really? I mean, I know they've been sort of ruining their own brand for a while, but damn.
>>
You guys are mean. I quit gamedev forever.
>>
>>169030783
So how is the asset store? Is enabling nodevs lucrative?
>>
>>169031463
me2 m8
>>
>>169031463
googs types in all lowercase shitlord

also try to be more annoying and insulting
>>
>>169029456
replying to get more raffus, but I don't even use unity
>>
You guys are great. I'll be a gamedev forever.
>>
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Added a very basic NPC database - each NPC has a simple 'npc' script that pulls information from the database in order to fill information such as loot, name, quest stuff etc.

Right now it just changes HP, name and the loot list as that is all I really have at the moment
>>
>>169031343
But anon I have been

Hell, people still post the image of me arguing with sourcefam when I was here helping others and asking for help

>>169031363
15 free copies, yeah. It's to prevent developers from selling from 3rd party sites.

>>169031542
So far I've made 700 bux in 5 days, so not including dev time (which was fairly long) it's like I'm making 17.5 dollars an hour. I would definitely recommend that Unity developers take parts of their games that could be wide application, polish them, then drop them on the asset store.

>>169030251
Looks like I'm probably gonna just end up sending a license to this dude since the thread is apparently ded
>>
Hey, if I want to make an SRPG as a first game project what would be a good engine for it?

I'm pretty good at adapting to just about any language so that's not too big a deal, mainly what will let me work in a top down grid based game easiest.

Gamemaker might be my first choice but if there's something else I'd like to know.
>>
>>169031991
Try out Scratch, it is great for SRPGs
>>
>>169031991
GM for 2D
Unity for 3D
>>
>>169031991
unreal engina 4 is best for starters because of blueprints
>>
>>169031991
I've recently started on a SRPG in gamemaker, the only problem I've run in to so far is that you can't use 3D arrays. I don't know if any other engines do allow 3D arrays but if they do it would help for storing information for each individual grid tile
>>
>>169030251
Sent
I suppose I'll try again when there are more people online

>>169031991
I recommend Unity if only because Unity uses a real language that is useable in other industries. That, and Unity has a huge base of creators (many of whom publish to github for free) that you can pull reference/assets from.
>>
>>169032467
ds_lists inside ds_grids
>>
>>169029456
fadeway
unity at pvutov.imap.cc
>>
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>>169019981
YES. IT FUCKING IS HARD AS FUCK.
>>
>>169032395
As someone who has switched from Unity to UE4 and is never ever going back, I disagree.

Blueprints aren't magic, you still need to be able to make games, and the ridiculous amount of help available for Unity is arguably more important than anything for a newbie.
>>
>>169032619
I didn't realise you could do that, that's really helpful
>>
>>169032619
>>169032467
Or just make a tile object for each tile and store their IDs in a ds_grid.
>>
>>169032719
? unreal engina 4 is easy you dont code at all you just make the game
>>
why is agdg so racist?
>>
>>169029456
why not.
Unity Id : brazileirobr
[email protected]
>>
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Melee is mostly implemented. UI still needs improvement.
I gotta plan my steps properly now. In the next four weeks should I

>a) Concentrate on further combat features like magic/ranged weapons

or

>b) Concentrate on asset creation and making nice screenshots to push the project through greenlight last minute
>>
>>169032719
This.

You can cobble together a unity game by copy-pasting code from 10+ years of unity answers. UE4 is relatively new and doesn't have nearly as many resources.
>>
>>169033017
were do you think you are anon?
>>
>>169031991
Pretty much what >>169032601 said. Even if unity is ""overkill"" for 2D game, every question you'll encounter has been answered and you'll tons of resources at your disposal and learning how to use Unity will be helpful when you decide to do another project.
>>
>>169033476
Do players have to use the lock on?

I don't like it
>>
>>169033476
b
>>
>>169033620
>Do players have to use the lock on?

no
>>
>>169033476
I've never seen lock on in a first person game and it made me recognize how cool that could be. It would free up the mouse for 1:1 weapon movements.
>>
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Why did you abandon your unfinished games?
>>
>>169033797
They were shit
>>
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I have a simple request if anyone is willing to do it. Can someone make diagonal cat movements for this sprite sheet for all the colors of cats?
>>
>>169030331
it's free but it's not free
just like all of us
>>
>>169033797
Its not abandoned, I'm just trying this little experiment really quick
>>
>>169033979
What engine do you use? This is important.
>>
>>169033797
I realized I couldn't do the level of graphic detail I wanted as a OMA unless I wanted to spend 8 years on it.
>>
>>169034063
oh ya sry, i use game maker.
>>
>>169033791
#indieinnovation
>>
>>169033791
Zeno Clash
>>
>>169033797
Top three reasons:
1) Ridiculous scope for an indie dev
2) Probably not profitable
3) Too much competition in genre
>>
>>169033797
>scope
>nobody liked it
>>
>>169031630
nice morrowind mod
>>
>>169034630
What's up with all these blast2thepast posts this thread?
>>
>>169033979
I may take the request, but will only do one color, you can palette swap the rest.
>>
>>169034734
are talking about the ninja thing? i saw that too lol

idk i just made it quickly with something with shock value in mind, didn't realize it was that old...

i guess there's a bunch of oldfags hanging around in this general today
>>
>>169034734
Don't have a clue, but if it scares the little kids away, it would be great.
>>
I have a simple request if anyone is willing to do it. Can someone make a game like Skyrim but with a cyberpunk setting? I will put your name in the credits if I like it.
>>
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Why does it keep wanting to go to the origin every time :(
>>
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>>169035024
i'm making a cyberpunk bloodborne if you'd rather put your name on that
>>
>>169035140
Is your radius set to something not 0?
>>
>>169035372
ya, should I not?
>>
>>169011673
>Why even bother making a game for 12 people who will randomly stumble on it?

You know the time you think "man I would love to play X"
Since no one is your slave, the result is that you will have to do it yourself
>>
>>169030014
Yeah there are many method for this. But one way would be to use a camera for each layer and have a blur effect on each based on the layers distance.

Also, you could use a Unities import settings to make the background images blurry by selecting a small image dimension.
>>
>>169035024
Sure
>>
>>169011673
>Why even bother living if you are going to die anyway?
>>
>>168990072
>steam for team communication
>when Slack exists

yikes
>>
>>169011673
>implying I make games for random people on the internet
>>
>>168990072
>git for management
Was going to join up until I saw this
>>
Remember to let loli jam be open to more than just agdg. We could get actual submissions then.
>>
can someone help me understand how does one make advanced and smart ai, from what i studied in many games ai sucks and it only does attacking or some "patrolling" if not just idling. all that just made nicer looking with some animations.

and what does make the ai advanced? is there even advanced ai? if so, where?

i mean its 2017 and it's still the same rubberband/magnet shit from 90's
>>
>>169035657
>camera for each layer
As of now I have 3 cameras, one orthographic for the layer the player interacts on, and 2 perspective cameras, one for background layers, one for foreground layers, both set to relative points of the orthographic one, so I can get the parallax depth-scrolling effect (also dolly-zooms and other cool stuff).

Do you suggest making several duplicate perspective cameras that render specific layers of their respective render field? How will it affect performance?

>make the background images blurry by selecting a small image dimension

Do you mean a smaller compression rate? Wouldn't that make the sprites more pixelated than blurry?
>>
>>168990072
>you have full rights to any code that is made
>also it will all be open source after a few months
literally what's the point?
>>
>>169036338
people make dumb AI because players hate it when the robots outsmart them.

note: I say "players," and most of you reading this will think "valve playtesters" or "idiots" or something, but it's you as well. It's everyone.
>>
>>169036275
A certain dev has been looking forward to loli jam and he is very averse to outsider for some reason so I would rather not
>>
>>169036338
http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf
>>
>>169036147
If you don't have followers that's exactly who you're making games for.
>>
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>>169036558
>he doesn't make games because he has fun doing it
>>
>>169029456
Go on then.
UnityId: Elzbach
>>
>>169033797
I need to finish this game to raise money to pay an artist so I can polish my unfinished game.
>>
>>169036338
There's plenty of shit to make the AI advanced

Look up:
>AI planning
>Behaviour trees
>State machines
>Reinforcement learning
>Neural nets
>Evolutionary algorithms
>any combination of the above

None of it is necessary and most will need to be tailored to your problem and might not be worth it anyway.
>>
>>169036943
>most will need to be tailored to your problem and might not be worth it anyway
This.
There is no reason to use GOAP if your AI has three modes it toggles between.
Players won't know about the background anyway, the only thing that matters is appearences.
>>
>>169036515
>scoring AI on how well it plays the game
>not how humanly it plays
>>
Are there any SJW devs here?
>>
>>169037203
Define humanly.
>>
>>169036943
>Reinforcement learning
>Neural nets
>Evolutionary algorithms

these are not worth it
>>
A smart Pong AI will never lose. Nobody will play your game if they can not win.
>>
>>169037263
http://www.dictionary.com/browse/humanly

he's right, AI quality = how fun it is to play against.
>>
>>169036518
What dev? Why is he important enough to care about? He's not.
>>
>>169037253
>SJWs doing something that is not complaining about imaginary problems
>>
>>169035140
>>169035372
Ignore, I fixed it
>>
>>169037263
I don't have to if I can provide my convolutional neural net enough player telemetry
>>
>>169036338
Imagine a game of billiards where the AI knew the exact angle and amount of force required to hit the ball into the pocket every time. Wouldn't be very fun would it?

That's basically how you'd program that AI anyway. You'd just "dumb it down" by giving some RNG into the angles and force.
>>
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>>169033979
cant you just tilt the sprites?
>>
How hard is it to program a genetic algorithm?
>>
can we include this in the sticky please??

https://www.youtube.com/watch?v=lGar7KC6Wiw
https://www.youtube.com/watch?v=lGar7KC6Wiw
https://www.youtube.com/watch?v=lGar7KC6Wiw
https://www.youtube.com/watch?v=lGar7KC6Wiw
https://www.youtube.com/watch?v=lGar7KC6Wiw

bunch of ideafags in this general lately
>>
>>169037253
I've seen a couple black and/or female protagonists here. I think one dev even published a game with an unironically tranny protag.
>>
>>169037606
Would have, but due to your post's poor form I must deny.
>>
>>169034630
>>169037564

it was already done sweetheart.
>>
>>169037203
I wasn't, though. There's an (old, now) article out there from a guy who put together realistic, clever, tactical AI in an FPS. Everyone who played it thought it was dumb and stupid because they kept getting shot in the back of the head by enemies flanking them.

I think this is the article: http://askagamedev.tumblr.com/post/76972636953/game-development-myths-players-want-smart

Maybe it's not always applicable, and you're right that emulating human behaviour is a better goal than perfect precision. But in *this* case, at least, players don't want smart AI.
>>
>>169037515
That reminds me one of the first games I made was a pong clone where the AI never missed the ball. Was pretty fun to see how long you could last before it won.
>>
>>169037515
>being this 1980's about AI
>>
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>>169036686
>I make games for myself
Looks like we got another delusional nodev here.
>>
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>>169037753
Have half of them.
I will make the rest later.
>>
>>169037515
>not rendering out the AI's perspective and using image recognition algorithms so that the AI has to make a guess based on the size of the objects, parallax and stereoscopic vision

get on my level
>>
>>169038145
this honestly
>>
>>169036535
thanks for this very good stuff, bookmarked.

>>169036943
yeah im making this action adventure game in ue where melee combat with fists is strongly present, so far the enemies come at your face and starts throwing punches like i do but thats kind of it.

i just could go full rubberbands and magnets by just adding some random dashing ability to enemies, i dont know that might be actually good way to shortcut things a bit but it would be awesome for sure if the ai could just beat your ass because hes smarter than you and not just by making unfair bigger numbers of damage while you being squishy shit.
>>
>tfw making a game is too hard
>>
>>169037989
>so thirsthy for attention that can't enjoy things by himself
>>
>agdg is full of GM/Unity/UE4 script kiddies
>there are like 2 enginedevs and neither of them are impressive
>tfw agdg can't into programming
>>
>amateur gamedev general is full of amateurs
>tfw still below their level because nodev
>>
>>169037784
That's retarded, if the game properly conveys that the AI is smart then the player will know it's smart, I would like to play against that AI.
>>
>>169038510
>enginedevs

those are a bunch of script kiddies too, not even using assembly language to write their own programming language to make their own game... lmao what a bunch of retards
>>
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>Try make C# game for Android
>Remember Xamarin is only good option
Why life.
>>
>>169038662
>if you don't limit your game to one architecture you're a script kiddie
>>
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Scene transitions in action.
>>
>>169038724
>mobiledev
I have no sympathy for you.
>>
>>169037465
How do you know they are not important if you don't even know who they are?
>>
>>169038867
Looking pretty sharp, anon.
>>
>>169038867
I will play this
>>
>>169038785
i never specified an architecture... are you such a script kiddie that you don't know assembler language has many parsers that can create a binary file in many different architectures?
>>
>>169038878
Don't really blame you but mobile is easy and exploitable market.
>>
>>169038867
i love your palette choice.
>>
>>169039017
>being a retard who spouts blatantly wrong nonsense
>>
Making a game with a little girl as the protagonist isn't weird.

Making a game jam where everyone is supposed to make games with little girl protagonists is kind of weird.
>>
>>169039403
Weird is good
>>
>>169038987
>>169039000
>>169039180

This means a lot to me thank you guys
>>
>>169039403
Especially so since the word "Loli" is historically sexual
>>
>>169039706
where can we find out more about your game? it looks really good dude
>>
>>169039689
Weird can be good. It can also be creepy and gross.

My point is, a little girl as a protagonist can make sense if the character fits the game, etc., but a jam focused on the idea of "little girls" in the abstract is pretty fucked up.
>>169039721
Yeah. I mean, shit, it comes from Lolita, which comes from a novel about a pedo.
>>
>>169038662
Does agdg really have enginedevs though? I don't know of a single enginedev who has gotten very far.
>>
>>169038724
>The entire system is based on Java
>Nah let's use this priprietary copy of Java instead for no reason and enjoy all these pointless troubles I create for myself
>>
>>169039761
I post stuff on twitter more than I do on tumblr but here are some links

https://twitter.com/cilerbaa
https://cilerba.tumblr.com/
>>
>>169039879
That guy making the FPS with the bipedal robots in that small city

I think that's enginedev.
>>
>>169039059
Only if you're one of the big 5 companies who dominates the marketplace

No one plays indie shit on it any more
>>
>>169038510
I'm here to make games, not to masturbate over my programming skills. Literally no one cares how good your code is, only that it works
>>
>>169038980
Because they're not important enough for me to guess.
>>
procedural generation is hard!
>>
>>169039403
The main problem I have with it is it's another "jam topic is art-related" jam. Halloween-jam is good because you could make high-poly skeleton dancing game or spoopy text-adventure and they would both fit the theme perfectly fine. But loli-jam essentially asks the question "can you make good anime-style art assets?" if 'yes' you can shoehorn them into literally any kind of gameplay you want and if 'no' people won't think your game is a good "loli-game".
>>
>>169041713
Not compared to making good levels
>>
>>169037253
I'd pander if the theme of my game suited it. I'm quite happy selling out

Integrity comes when your house is paid off and you have enough money to NEET it up until death.
>>
>>169041882
making good levels with procedural generation is even harder
>>
>>169041882
you can make great levels and then connect then making super good levels
>>
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I'm trying to get a short intro "cinematic" together for my demo, so I had to put together a quick track for that.

https://soundcloud.com/jasozz/hg2d-intro

It's probably not going to be something too overwhelming, just a touch of backstory that plays into the beginning of the game, probably played across stills and text or something.
>>
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Still waiting for the inevitable roadblock.
Spawn points and collectibles now work between rooms.
>>
>>169042480
I may be a bit late to the party but what are you shooting in your game?
Zimbambos? Silent Hill monsters?
>>
>>169043031
More on par with Silent Hill. Twisted, freaky creatures rather than zombies and such, but some enemies will be humans
>>
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should I get greenlight? already spent $4000 for a 3d modeling workstation, macbook + iphone. Roughly 2000$ in game dev material, subscriptions, and game makers over the past 2 years.

I've made $0 in profits so far.

can I redeem my losses with greenlight? Will it be any different than the app store? 100 dollars though. Why is this shit so expensive
>>
>>169029456
I don't use Unity but arigatou portal-san.
>>
>>169043750
look up the gambler's fallacy

pack it in bud. you're not gonna make it
>>
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>>169043750
>>
>>168999653

this looks good, but looking forward to seeing it in action since thats what matters. reminds me of salt and sanctuary as well.
>>
What is "dev material" and "subscriptions"?
Have I been using engines for free illegally?
>>
>>169040810
That's so self-centered of you
>>
>>169029456
I'm doing 2D at the mo but if it'd be fun to work with this at some point.
Unity Id:Ashirat
Email:[email protected]
>>
>>169000249
>>168999749

also it auto placed items, but it never re-organizes your inventory to make room.
>>
>>169039861
It's not that abstract within otaku culture. Lolis are an archetype.
>>
I either know how to do or am confident I could figure out how to do anything I would need to do to make a 2d game (besides art, but I have artist friends who have said they'd be willing to help), but I genuinely have no idea what kind of game I want to make.
>>
>>169044629
Farm yourself out to someone elses project then
>>
>>169044737
I don't have the time to work on someone else's schedule.
>>
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made some fan art
>>
>>169044540
Surprise, pedophilia and patriarchal ideals are rampant in otaku culture and are a big reason why otakus are outcasts,
>>
How the fuck do I code a simple ddr/guitar hero clone? I can't do audio stuff for shit.

I don't need it to be overly complex, just 4 keys that move to the rythm and a couple bars measuring some stats.

Should I go the "physical" route and make the little ddr-like arrows solid objects and check for collisions when you press the keys?

Any suggestions?
>>
>>169043750

have you even coded anything? you should be buying all models and whatever you want after you make your game.

greenlight will work best if you have a product you can show off with gameplay.
>>
>>169045187
>solid objects and check for collisions
No. This is the kind of thought process encouraged by engines like unity, shit.
Just check the distance from the line to the arrow when the key is hit, and calculate the rating based on that
>>
>>169045282
>>169044214
>>
>>169043750
>>169044214
To be clear in case this wasn't bait, Greenlight is kill in like a month
>>
>>169044867
>tfw when no kawaii for your game
I'll make it one day.
>>
>>169044917
Those are outdated views, according to wikipedia
>its negativity stems from the stereotypical view of otaku and the media's reporting on Tsutomu Miyazaki, "The Otaku Murderer", in 1989. According to studies published in 2013, the term has become less negative, and an increasing number of people now self-identify as otaku [62% of Teens identify as "otaku", 70's 23%].
>>
>>169045528
>62% of Teens identify as "otaku", 70's 23%
Yeah right, must be a great sample they pulled there.
>>
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Got the inventory cursor going. Probably going to lerp the size and position of the cursor though to make it look a bit smoother.
>>
>>169045426
he's just trying to make a point that alot of people have spent a shit ton of money on computers/licenses and general expensive tech (like smart phones), yet they whine about the steam fee being to high.
>>
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>>169045187
This is for an osu game but it would translate pretty directly

The important thing here is figuring how far away from the ideal hit time you are (prompt.fuse) and then build ranges around that to allow for imprecision
>>
>>169045763
instead of:
> It's 9mm ammunition.
> Will you take it? [ yes / no ]

try:
> It's 9mm ammunition. [ take it / leave it ]
>>
>>169045629
Unless "otaku" is their "geek"
>>
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>>169045763
That's looking damn good, I'm hyped for your demo!
Just one thing is it really fair for the shotgun to take up these empty spaces?
>>
>>169046051
Yeah, another anon called that out too. It's probably going to be a thing where it's one line, as you suggested, and the y/n switch is already active so you immediately pick things up, skipping the dialog, or skip the dialog scrolling with one button press, and then pick it up with a second.
>>
>>169045379

Elegant and simple as fuck, thanks. Trying to code at 4am on a weekday makes me a shit problem solver.

>>169045934

Thanks, code examples are always cool.

On another note, I'm thinking about hardcoding the beatmaps cause it's a pretty small project (5 songs top) and I don't want to mess too much with audio analysis and auto-mapping and shit like that.

Should I account for the loss of FPS and the audio de-synchroning being a free 2d game? I don't really do audio stuff, and I don't know how to tie the audio to the FPS of a game.
>>
>>169046198
sounds good!
>>
>>169045763
>>169046137
This was something I wanted to ask you too. It may seem a bit overwhelming atm since you're currently just trying to get the inventory system to function but do you plan on implementing more complex shapes like what anon is asking?
>>
>>169046137

Haha probably not. Most games with attache inventories have this pitfall. I think it'd be tough to implement non-rectangular item sizes, although it might be doable with essentially a comma-delineated string that establishes the shape

>>169046357
I want to give it a shot for sure. It'd be something that would be new for a grid-based inventory (I think?)

But for now I'll be sticking with rectangles to make my life easier
>>
>>169046330
Tie the arrows to real time instead with Delta time senpai.
>>
File: Designs.jpg (442KB, 1146x816px) Image search: [Google]
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so I've gone through a few designs now, and I might make one more before I start on a proper model, ignoring the obvious difference in quality, do you think this is moving in the right direction?
>>
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>>169018787
>implying you wouldn't eat this
>>
>>169046330
Generally speaking rhythm games have hardcoded beatmaps, otherwise you get audiosurf blandness

In terms of timers, this is a really good post on the subject:
https://www.reddit.com/r/gamedev/comments/13y26t/how_do_rhythm_games_stay_in_sync_with_the_music/

Notes: if your game isn't DDR-level precise, people generally don't notice/can adjust to the variable delay. chuck it in with nice-to-have.
The source of your clock really should be wall time (aka the time that's actually passing in the real world).
Song clocks are busted in most audio engines, and frame clocks have problems with slowdown as you mentioned. Since it's a choice between multiple options, it shouldn't be more work just to pick the correct one to begin with.
>>
>>169046878
I dont think those bricks are real
>>
>>169047254
That building was clearly constructed before normalmapping walltextures became a standard.
>>
>>169047328

I actually lol'd.
>>
>>169047328
kek

>>169045187
There's a dev here that did such a game, Bunny Idol? Idol Master? They might be in the discord
>>
>>169046112
Is exactly what it is.
west = otaku means weeb
japs = otaku means nerd
>>
>>169036423
Here is a more wordy description of what I meant:

http://answers.unity3d.com/questions/1036854/blur-bitmap-depending-on-distance.html
>>
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what are you eating agdg?

just got pic related for $5
>>
>can't focus on coding
>procrastinate by messing round making music
I mean it's technically productive but my game isn't even near the point of needing music.
>>
>>169046878
>undercooked pancakes
no...
>>
>>169047946
This used to be my go-to until I lived a block from a CostCo. CostCo pizza, oh man... I just had it for lunch.
>>
>>169047946
>blender.jpg
>>
>>169046785
I love your progress but wtf are you even making as a game?
some kind of crazy roller coaster tycoon engine where roller coasters shoot missiles and blow up other roller coasters?
>>
>>169048028
cake batter is tastier than cake
>>
>>169048028
>if it's not burnt and rock hard it's undercooked
>>
File: sprite.png (12KB, 51x78px) Image search: [Google]
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How's my sprite fuckers?
>>
>>169047804
I mean culturally, where its chic to be geek
>>
>>169048516

Needs more loli.
>>
>>169047946
Little Ceasars us disgusting. At least take advantage of the 5-5-5 deal at dominos and Papa Johns.
>>
>>169048028
>Undercooked
U wot?
>>
>>169048516
What kind of game, if you do not mind me asking?
>>
>>169046486
>a comma-delineated string that establishes the shape

um... why not just scan the sprite and calculate the inventory usage based on the pixel coverage?
>>
>>169048516
Very inclusive.
>>
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>start worldgen for my dont starve but in space game
>think tiles even if randomized look too rehashed/bad so attempt terrain generation by code
>look up graphs and nodes and how to translate these concepts into clumps to be land.
>have a lot of fun but this really has nothing to do with gameplay and now the day is over.

just fuck my shit up, senpai.
>>
>>169049013
Vanilla RPG
>>
>>169046785
Left is clearly the most interesting looking one, but what exactly is the visual theme of your game if that thing could fit in next to the other two?
>>
>>169049324
The information for the shape of the weapons needs to be easily input and understood by the inventory system, so it needs to be in terms of cells. I'm not sure that trying to run a script to scan the sprite would be simpler than just a simple string of 1s and 0s that represent occupied and free cells.
>>
>>169049324
why would you ask the computer to tell you what shape the item is when you can look at the item yourself, anon?
>>
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>>169049478
>Vanilla
>>
>>169049478
>Vanilla
>Sprite is clearly a chocolate girl
>>
>>169049580
But then if you change the sprite, you'll have to change the string
>>
>>169049478
Define vanilla
>>
I'm trying to figure out a skill/stat gaining system, that is enjoyable but not incredibly deep or complex, as you will have many characters and few levels to gain.
Anyone got any suggestions from games they have played?
>>
>>169049763
I mean, if I changed it a ton, like added an underbarrel attachment, I suppose it would, but the cells are 16x16px and the shotgun icon is only like 32px tall so you'd have to change quite a bit to need to adjust the necessary cells.
>>
>>169049809
skill up by hit/use, but if you manage to skill up to cap, you get an item that boosts any other character of your choice, kind of a teacher-student system.

This way it takes time but only at the beginning.
>>
>>169049463
Not sure what you're planning to do with all those lines and shit, but if you put high elevation near the points and lines, and lower elevation as you go further out toward the edges of the circles, you'd end up with a pretty nice map. You've got some mountain ranges, a lake in the center, ocean to the east, south, and northwest, and a little island just offshore.
>>
File: HG2D_Screen03.png (65KB, 1920x1080px) Image search: [Google]
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>>169049763
Maybe this will help show what I'm talking about? It's a pretty short string that just tells the game the rough shape, in cells, of the item.
>>
Why do I only make games based on genres I barely even play?

What's wrong with me?
>>
>>169050334
>small e-peen
Good analogy
>>
>>169017243
https://www.youtube.com/watch?v=3DEkF2uvPoc
>>
>>169017243
https://www.youtube.com/watch?v=LSMnnIbZI0Y
>>
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>>169049781
Not 100% sure yet. I like the idea of letting the player move around freely outside of combat, but seamlessly switching to grid-based tactical combat when the player encounters an enemy. The player would have control over switching between combat and travel modes, and all enemies except bosses can always be avoided. You would still have to grind a bit though

This is the shitty elevation tilemap I coded in a few hours. The area designs would all be based around tactical combat but the player can move freely
>>
>>169050443
Genres you play already have games you enjoy, so there's no need to make games for it.
Genres you don't play are lacking something that'd make you enjoy them, so you make your own game to fix that.
At least that's how it is for me.
>>
>>169019981
>basic multiplayer where you're just going through singleplayer content with another person
doable
>competitive-oriented multiplayer, pvp, mmo
buckle up senpai
>>
>>169049964
Doesn't work for the game. It's not really a game with grind, it's more about strategy, and some characters should be able to level up without fighting too.
>>
>>169049324
>>169049580
>>169049763
>>169050410
I know what you mean in terms of comma separated string

but then you have to define the shape of the item to the inventory system

wouldn't it be easier and quicker, if you just drew a picture at a fixed resolution / scale, and then the inventory system grabs that, divides the sprite size by 16 to get the cell width and height, but then also finds 16x16 grid aligned blocks that are fully transparent in the image and makes them free cells in the inventory as well?

then you just have a bunch of sprites and you can stack them in your inventory like that. don't worry about efficiently sorting or packing the inv, that is actually a hard computer-science problem so forget about it, then the player can place them where he wants them and the inv system just checks if all grid cells that the sprite has a non-transparent pixel in are empty or used, then it makes it red or green.
>>
Please vote and help me decide which of these ideas to run with in forming an actual game concept:

http://poal.me/1elbpu
>>
>>169050969
Battle gives character-specific EXP, map/objective completion give Bonus EXP which you can give to characters of your choice
>>
>>169051059
these are all trash
just make a game where you control gravity
>>
>>169051254
I'm already doing that, don't give my idea to other people
>>
>>169051052
instead of coding that entire system you could just write [9, 4] or "111111111,111100000" if you really want

your solution is certainly elegant but it's over-engineered for something so simple
>>
>>169051391
oh okay well either way would be better

otherwise should change that sprite to have the shotgun centred on the grids so it looks more normal like you cant place things there
>>
>>169051052
If I'm being honest, no haha. That doesn't sound easier at all than just telling the game "hey the shotgun has some free cells here in the corner"

Especially since the inventory system already understands cell input of 1s and 0s.

>>169051391
Yeah, what this anon said. The rectangular stuff just uses the [x,y] format to declare sizes, and using a binary comma-delineated string that takes just seconds to type out would be fine.

Your solution would be really nice for a game where I'm generating guns on the fly, like Borderlands, or where you could customize/add stuff onto guns. But honestly I'll be dealing with maybe 10 guns tops, so while your solution would work, it's just more than I need.
>>
>>169017417
Ignore these cucks it sounds great. If you get an artist and want to make it in gamemaker I could help you with the programming anon.
>>
>>169051560
>>169051609
>>169051391
>>169050410
>>169049763
>>169049868
>>169049580
>>169049324

Resident evil 4 is inventory management porn and it used rectangles tho.
>>
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>>169051748
forgot pic
>>
>>169051748
That's true, but RE4 did have some frustratingly sized guns that had unforgivably open spaces, like on the CTW and Riot Gun. Like I said earlier, I'm doing rectangles for now, because I already got that working, but I think I will definitely take a shot at the custom-shapes.

>>169051925

Also I was just about to post this image but you ninja'd me.
>>
>>169051182
Sure, but my main concern now is how the skill / stats are gained.
I don't want to do some boring shit where they just get better skills / stats as they level up with zero player choice.
>>
>>169052031
I think it was also fixing a balance issue.
I mean the typewriter had infinite ammo.

Still, I hope that if you use this inventory system, you have enough items to justify it. And I mean having to leave for later a lot, insead of just having a fancy inventory that will never be full.
>>
>>169052073
sounds like you could just give out generic experience and let them spend it on what they want
>>
>>169051391
there isn't that much different, technically, between getPixel() and substring() in most engines
here's how I would implement anon's suggestion for example: I'd just use aseprite's built in scaling function to export each gun as a sprite at 1/16 scale and loop through it like so
https://hastebin.com/qipatuqoqo.lua
>>
>>169052383
Yeah for the CTW you're right, I'm sure.
As far as the utility of the inventory, I think it'll be worthwhile. Thusfar I'm looking at a C96, HR400 Shotgun, Thompson, M79, some kind of carbine rifle, possibly a Garand, and possibly some sidegrades on those. In addition to that, I'm a fan of having keys be manageable items as well, so you'll be working with those too. On top of all that you've got ammo boxes, first aid kits, etc.
>>
>>169034714
Tank u
>>
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>>169052484
That sounds kind of boring, and really screws with progression.
Pic related could work in the sense that it gives adecuate choice while being simple and quasi linear in progression.
I'm just really looking for systems people enjoyed to see what's I can take from them and how they would fit what I got.
>>
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>>169048343
something like that yes, I've described it as 3d tron in a mk double dash battle arena, with steam train roller coasters if that makes any scene? webm from a few days ago that might help illustrate the idea.

>>169049568
I don't really have a visual theme pinned down yet, which is what I'm trying to find be deciding on a train design.
the first two are just different models that I made to prototype ideas, the third one was made to try and pin down a style, but I feel they all have a vibe to them, the first is more like a slick space train, the second is a chibbi steam train grease lighting and the third is a full out steampunk wh40k battle machine which is kind of what I imagined the game would look like.
I guess I should have been more clear in the op, but what I'm wondering is what parts to trash and what to move forward with, should the train have a grill, the length of the engine, what size should the wheel have or should it have wheels at all etc.
and I wanted to source some ideas before I decide as it's quite easy to end up in a bubble where you think everything looks good or it looks like shit, without any external input.
>>
>>169050489
tfw you can never go back to the pre big bang
>>
page 9 someone make a new thread
>>
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>tfw money's running out and you have to find a job soon
>old shitty retail job won't hire again because came in late every single day

when is a good time to start up patreon
>>
>>169053514
Any time. There's literally money pouring out of pockets when it comes to gamedev patreons. Literally untouched market, folks dying to pay you.
>>
>>169053141
>I'm just really looking for systems people enjoyed
Legend of grimrock 2
>>
>>169053141
You could do it in the style of the fable games.
>>
Hi I'm just some random person on the internet. I stopped by because I really want to start giving money to random gamedevs. Anyone have a patreon?
>>
>>169053619
>>169053652
Could you guys go in a bit more detail? Those games are in my long backlog, haven't played them yet.
>>
>>169053502 new thread
I fucked up the previous thread link but now I can't delete it, hooray
>>
>>169052031

the size of the gun was meant to to balance and give players limited choices. More powerful guns were insanely big in the inventory and took up a lot of space, which limited other things you could hold. This balanced it out to where you couldn't bring a lot of OP shit and just rambo or arnold everything. They had to save that for RE 5 and 6.
>>
>>169053802
on the new thread
>>
>>169053802
Fable has three ability paths strength, skill and will.
Strength focuse on melee, physical power and endurance.
Skill focuses on ranged,agility and mobility.
Will focuses on magic.

In combat you get experiance based on what you use.
eg. use only melee and you get three general experience to use in any path and seven strength experience that can only be spent in that path.
>>
>>169054047
Aight.
>>169054287
Thanks.
>>
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>>169053179
I wouldn't suggest working on a solid artstyle until you have a pretty good idea of what the theme and tone of your game is going to be.
The left engine looks too small and cartoonish to fit into a GRIM'N'DARK sort of scenario; a 40k styled battle train would be a lumbering behemoth like pic related.

Either way, setting your game in some sort of decaying or post-apoc megacity or ecumenopolis sounds pretty sure-fire. I'm getting a woody thinking about some of the scenery and plots you could work into a not-40k battle train sim.
>>
>make a cube rotate
>welp my work is done
>>
>>169019981
depends on how fast accurate the network gameplay needs to be and how much is handled by APIs vs writing your own stuff.
>>
>>169053608
>Dying to pay you

Where are these people
>>
>>169049463
You need to get your engine shit down before you even worry about gameplay anon. You didn't waste any time.
>>
>>169057857
Dead.
>>
>>169014556
>it's closing on 40 years and people are still making games based on Combat for the Atari 2600
not sure how to feel
>>
>>169059171
>based on Combat
>bullets don't bounce
Nah
>>
>>169047946
I was eating homemade Mexican-ish "Fiestada"-inspired pizza
it's just homemade dough, Prego sauce, mozzarella, cheddar, pepperoni, and some ground beef with taco seasonings stirred into it, from some yellow plastic-y package
>>
>>169047979
better to have it before you need it than after
>>
>>169002348
>rendering at a fuck-low resolution (240p? what did the SNES put out?)
generally 256x224, but depending on the game, the TV, and who you ask, there's also 256x240, and there's the high resolution mode, and there's PAL, and there's something called interlaced mode... mostly it's 256x224, the same as the practical resolution of the NES
>>
>>169021649
Damnation?
>>
>>169026826
source?
>>
>>169033797
it's not a game really, sort of... a software toy and a simulation
none of the options I had for implementing it sounded good so I stopped, but I'm thinking of going back to it and picking a certain option
>>
>>169037253
no but I'm making my protagonist gender-ambiguous and race-ambiguous to make it easier to identify with them and because it just seems interesting and challenging (how do you abstract away or believably hide this feature or that feature without descending into pixelshit?)
>>
Remainder to vote in the poll

http://poal.me/atjauf
http://poal.me/atjauf
http://poal.me/atjauf

Details can be found here:
>>169000503
>>
>>169051059
voted
>>
>>169063520
>http://poal.me/atjauf
just do law enforcement

that is easy to make about a game
>>
>>169064874
its seems that people have voted to remove the Law Enforcement option.
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