[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/agdg/ - Amateur Game Development General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 766
Thread images: 137

File: 1469928826530.jpg (77KB, 700x471px) Image search: [Google]
1469928826530.jpg
77KB, 700x471px
Open to personal interpretation.


> 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
Misc: alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Thread
>>169151095

> 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
>>
File: proko2.jpg (17KB, 455x406px) Image search: [Google]
proko2.jpg
17KB, 455x406px
>>
A game with genetically algorithmed girls, you pick your favorite and a new generation of girls is created and so on until you have the most perfect girl in existence.
>>
File: 1480745953188.jpg (47KB, 500x377px) Image search: [Google]
1480745953188.jpg
47KB, 500x377px
Safeties off, people!
What progress are you gonna make this thread?
>>
>>169214636
you know what would be funny? if devs included this in their game just like canus and sord. that would make for a good laugh, haha.
>>
>>169214784
balls
>>
>>169214757
>not liking girls for who they are
Heartless.
Cold.
>>
>>169214784
assuming I get home before it ends, I'm gonna keep working on implementing items/inventories
>>
>>169214757
That's life
>>
File: One down, five to go.webm (2MB, 720x360px) Image search: [Google]
One down, five to go.webm
2MB, 720x360px
>>169214784
I've unfucked my bomber knights to act in a way that's more fun to fight and less annoying.

Their bombs can be destroyed safely. They have better long range attacks, they have a proper melee attack, and no longer drop bombs on death, what the fuck was I thinking there.
>>
File: 1463005839014.jpg (38KB, 362x346px) Image search: [Google]
1463005839014.jpg
38KB, 362x346px
So is Rush Hour Jam happening or what? Cause I got a pretty good idea for it.
>>
>>169215003
Any jam is happening as long as you make a game for it
>>
>>169214994
>no longer drop bombs on death
Casualmode activated.

>sword throw hits metal shoulder and ricoshets
Please tell me it makes a *tink* noise on impact.
>>
File: happenin.jpg (22KB, 590x138px) Image search: [Google]
happenin.jpg
22KB, 590x138px
>>169215150
I'll say.
>>
>>169215189
Actually I need to give the thrown sword a more dramatic hitspark, because it did do damage, it's just the sword bounces off enemies after hitting them, because trying to make a sword that sticks into a moving monster in the doom engine is suffering.

And no seriously the bombs on death were really, really fucking annoying. You know how some doom maps force you fight a hellknight in close quarters? With the old bomber knight behavior, if you wound up in a small room with several of them, you were fucked. You couldn't escape the blast and you would die.
>>
>>169214784
Implementing keyboard controls finally (was gamepad only). I am hoping to make them rebindable before DD13 but I have so much other stuff I want to get done like menus and art and some SFX if I can manage that it is really low on the priority list for now.
>>
>>169214636
>>169214787
kk

Anyone have ideas for things to fish up? like fish/trash etc (non permanent stuff)
>>
shameless repost.

yes its a spyro map.

do you wanna fight about it.
>>
>>169215514
I WANT TO PLAY THIS GAME
What's it called?
>>
File: 1.png (485KB, 2468x722px) Image search: [Google]
1.png
485KB, 2468x722px
I'm gonna make a game that's something like Darklands and King of Dragon Pass.

Which of the two UI types is more preferable?
>>
>>169215502
he actually did it the absolute madman
>>
>>169215502
rune scimmy
>>
>>169215686
I think that tower is more interesting than a tree.

I'd say right, left looks like the game is in a small window.
>>
>>169215502
You can fish rare clothes (like hats, robes, etc) that you can wear.
>>
>>169215502
Rare Black Lobsters
>>
>>169215502
a gf
>>
>>169215502
you can fish a toad, which hops around
kiss the toad with an emote and it turns into a princess
>>
>>169216183
add a small chance it can turn into a wizard instead
>>
>>169216183
what does the princess turn into when you kiss it?
>>
>>169216357
ur gf
>>
>>169216302
and another small chance you can turn into a toad instead

>>169216357
turns back into a pissed frog
>>
>>169215502
add some bad things too. so fishing has a risk / reward component.
>>
>>169216432
if you turn into a toad you can be turned back only by the kiss of another player
>>
>>169215671

i don't have a title yet because i can't think of one
>>
File: large.jpg (33KB, 400x240px) Image search: [Google]
large.jpg
33KB, 400x240px
>>169215502
Everything you can fish out should have a pun associated with it that you automatically say
>>
>>169214784
I am going to rip out the collision library (hardoncollider) I spent the last 3 days trying to integrate. It seemed like a good idea to 'save some time' to use a pre-existing shape collider instead of writing it myself.

Bad idea. It's object-oriented lua. It's awful. It just plain does not serialize and is full of bad design decisions.

If anybody else is using love2d + lua, save yourself the headache.
>>
>>169216357
Into a 35 year old virgin?
>>
a game where you have to rescue the princess from the castle. when you inevitable make it to the final castle, you find a mangled limousine with princess Diana's corpse strewn about inside.
>>
>>169214552
Fuck yeah. HRTF and real-ass acoustics for everyone (but especially Unity)

https://youtu.be/y2vqK6pDYa0

Announcement:
http://steamcommunity.com/games/596420/announcements/detail/521693426582988261

Download:
https://valvesoftware.github.io/steam-audio/downloads.html
>>
File: chain email quality.jpg (278KB, 1024x768px) Image search: [Google]
chain email quality.jpg
278KB, 1024x768px
>>169215502
isopod, blobfish, red lipped batfish, sea pig, sheepshead fish, goblin shark, giant salamander, turtle, pic related, pic related but handsome, sea spider, lobster, mantis shrimp, wobbegong, sea sponge, clownfish, seal, axolotl, river dolphin, gharial, chicken lost at sea, pufferfish, sunfish, siphonophore, flying gurnard, basket star, leafy sea dragon, seahorse, sea scorpion, matsuba koi with a very human face, stargazer, mola mola, sea slug, sea butterfly, yeti crab, dumbo octopus, sealion, sarcastic fringehead
>>
File: 1440912406458.jpg (49KB, 600x338px) Image search: [Google]
1440912406458.jpg
49KB, 600x338px
Don't forget to vote in the poll.

http://poal.me/ypyekb
http://poal.me/ypyekb
http://poal.me/ypyekb
>>
>>169216964
>real-ass
Right on the money with the latter.
Sound doesn't get this muffled just because you lose LoS with the emitter.
>>
>>169216964
this seems pretty easy to replicate.
>>
>>169216709
>princess will never age past 35 and regains her virginity every time you kiss her
sounds like the start of a horror porn manga :^)
>>
>>169217183
Absolutely right. It gets muffled when it bounces off absorbing surfaces - which is what this simulates.
>>
>>169217124
>Ayylmao Jam
YES

YES
>>
File: SPIN NIGA NIGA.gif (2MB, 176x144px) Image search: [Google]
SPIN NIGA NIGA.gif
2MB, 176x144px
so turns out i cannot spawn a whole map in unity online

so i guess i will just make diferent scenes


little sad i doesnt work but at least i managed to find the error this time whitout fucking the entire game
>>
>>169217309
Um, highest voted options are the ones which drop out
>>
File: himenregenerationspell.png (329KB, 458x715px) Image search: [Google]
himenregenerationspell.png
329KB, 458x715px
>>169217227
>>
>>169217574
Fuck that, readin's for nerds anyway.

We're doing Ayylmao Jam, faggots.
>>
>>169217281
More demonstrative of what's going on with this thing
https://www.youtube.com/watch?v=p6MlMn5g0FM
>>
>>169217574
why is this so counter intuitive

no i don't read i see a big number and i think that's good, that's human psychology baby that's how we do
>>
>>169217939
So
Horror game when.
>>
what if fish could fish you?
>>
Not expecting an answer here, but I'm studying C# and one of the parts is about LINQ. So my question is if it's used in gamedev and if it is, how often? It seems like a pain in the ass to remember the details of, so I want ot know if I can leave it alone for the moment, or if I should put more effort in memorizing it.

Google isn't giving me a straight answer, so I'm asking here.
>>
>>169217075
awesome thanks

>>169216474
not sure what could be considered a bad thing in our game, theres not really going to be anything to risk i dont think.

>>169216020
yeah or like something that transmogs u for a little bit. We wont want grinding for perma loot to be a thing tho

>>169216183
Might be a little too involved atm but things like that would be cool in the future

>>169216139
sure, 1 in 100000 drop chance tho

>>169216068
i dig it
>>
>>169218472
Already have a space set aside for it in my game.

https://www.youtube.com/watch?v=jJc41uYDPk8
>>
>>169213270
>>169213917
>>169215893
>thinking the porn drawing is the reason to be ashamed
It's 2017 fren
>>
>>169218589
I use it for my turn based strategy game, to filter through possible moves. Usually I google when I need it and slowly build up a bit of memory for the snippets that I use constantly.

Here's the important one:

List<Thing> list = new List<Thing>();
//populate the list

Thing thing = list.Find(x => x.field == 2 && x.otherField != 4); //or whatever test
>>
>>169216624
First make a plot
Then make a name
>>
>>169218608
levitate is p bad m80
>>
>>169218589
There is no rule about "this is used in gamedev, this is not"

Gamedev isn't a monolith, it depends on what problem you're trying to solve. I use .Where() sometimes, and .Any() and .Select()
>>
>>169218682
Whenever I show my porn drawings IRL I get the "anon is a creep" looks
>>
>>169218589
>Not expecting an answer here
Why are you here asking then? Why don't you go to someplace like Reddit where you can "expect to get an answer"
>>
File: download.jpg (434KB, 800x1200px) Image search: [Google]
download.jpg
434KB, 800x1200px
RUSH HOUR JAM page is live, feel free to join to get a notification when the day comes.

>>169215003
You're more than welcome to join
>>
>>169219230
Nobody wants to admit amongst friends and family that they like a thing of porn. Everybody's got their kinks though - your drawing just may not fit into one of theirs as well.
>>
>>169219230
But you are a creep so what's wrong?
>>
>>169219304
https://itch.io/jam/rush-hour-jam
forgot the link because I'm a fucking retard
>>
>>169219367
the only reason people like me IRL is because I look harmless. my personality is actually shit, I can't afford to be seen as a creep
>>
>>169219304
fake jam

the real poll was loli mecha cops
>>
>>169219304
>>169219447

uhh i think lena dunham jam is in the lead
>>
>>169219304
Why did you schedule the jam to be on the same days as loli jam?
>>
>>169217380
>at least i managed to find the error
What was it?
>>
>>169217309
Did you guys hear about the /pol/ alien picture that caused the image crash 4chan experienced yesterday?
>>
>>169217939
The nice thing about big cities is that there's always sirens in the distance at night. When the streets are the least congested.
>>
Anyone know anything about Japanese sound design in videogames? It's so metallic and granular, but I have trouble making the sounds.
>>
>>169218934
A bit beyond what I'm trying to do at the moment. I'll keep this in mind if I try do a turn based game.

>>169219115
Alright, but how often do you use it and for what purpose? I want to have a more practical understand of it.

>>169219249
I meant that more in the "an answer I can actually learn from" way. Too many people give answers that simply aren't going to be understood by brainlets like me.
>>
>>169219892
Details?
>>
>>169220285
spoilered for off-topic
>picture of ayylien is posted on /pol/ thread titled "24489 Taken Aprox 24 miles north west of Luke Airforce Base Phoenix Az. Lab H4C"
>30 seconds later, picture is deleted, images are kill on 4chan
>people saw the picture but no one got to save it
>threads about ayy lmao are swiftly deleted on /pol/, and also on /x/ for some reason
spoopy shit
http://pastebin.com/d5yDu4En
There's a thread right now on /x/, but it's pretty shitposty
>>>/x/18667472


also where's that progress
>>
can someone explain how dithering works?
>>
>>169220254
you use linq to take a set of things (list, array maybe) and get some of the elements of the set, that match some test. it's incredibly general.

Say you have a list of items in your inventory, and you want to display all the ones that are weapons. Give your item class a "type" field, then use linq with the test ( Find might not be the right function):

inventory.Find(x=> x.type == "Weapon");
>>
>>169220641
>thread got deleted in the time I took to write "also where's that progress" and fill the captcha
that is the spookiest part. Paranormal threads getting deleted on /x/ for no sensible reason.
>>
>>169220254
Don't learn a tool first and then look for problems to solve with it, find out what your problem is first THEN look for the tool

IE don't worry about Linq really, just like make your game and apply linq where necessary.
>>
>>169220641
I'm actually kinda spooked now.
>>
Alright lads, idea guy times are over. i've decided to make a porn game and become rich. And once i am rich i have the financial means to open a game studio and make the games i always wanted to make.
Wish me luck.
>>
>>169220958
yeah, but can you make porn?
>>
>>169219782
trying to spawn a item that has more than 1 networkbehavior on it
>>
A game which challenges the very notion of what it means to play a game
>>
>>169221316
you forgot your molyneux
>>
>>169221316
That already exists.
>>
>>169217124
Spamming is against the rules.
>>
>>169220663
basically it's when you say "okay, burned the fuckers this once, so im gonna undercook them next time" and "on average" you'll have well cooked pancakes
>>
>>169220958
Do porn games really sell that well ?
I always tought it was made by perverts who gave it for free to other perverts.
>>
>>169221027
We'll see, but i think so.
I've been 3d fagging for years now, and i modeled few oblivion/skyrim chicks for mods too. I can also cast shader magic. At least i have more chances of success in the erotic category than real games as a single man army right now.
>>
>>169220663
interlocking two colors creates the illusion of a shade that is not actually present.
>>
>>169220945
It actually is kinda spooky.
This is the last /pol/ thread I could find. They've someone taken the ayy lmao to a 9/11 conspiracy
http://archive.4plebs.org/pol/thread/113816232

lol
>>
>>169219523
You're saying that but you show people IRL your porn drawings.
>>
>>169221027
if you can put words in the right order, and at least some of those words are "cock," you can make porn

the bar is in the fucking ground for this shit
>>
>>169220663
let's say you have 2 tiles, black and white. well you want to make a section gray now, but you don't have a grey tile. use half black and half white and distribute them evenly and it's like grey.

it's like that except usually it'll be with less extreme color differences than black and white.

you can google image it and see it
>>
>>169221592
ohfuck that makes good sense
>>169221753
that makes even more sense! thanks!
>>
>>169221715
Porn games do not sell. The promise of more content for a free porn game does.
>>
File: iimo9v.jpg (268KB, 855x1200px) Image search: [Google]
iimo9v.jpg
268KB, 855x1200px
Loli jam starts on April 1st and runs until April 15th. Cop submissions will also be accepted.
>>
>>169220958
Based on the money/effort ratio being extremely high for porn games, this is actually a good idea.
>>
>>169221715
I'll try patreon first, considering patreon guys who make more than 5k a month for low/mid quality content, that i know i could top. Otherwise i use my basic japanese knowledge selling it in japan. Most of their 3d games suck or are really outdated when it comes to graphics. Also their hentai/porn market is fucking huge and they don't pirate too much.
>>
>>169221902
well you didn't really specify whether you're drawing or writing a dither algorithm. my analogy was more towards the latter
>>
>>169220958

What are you good at?

Also only fetish porn games make money.

Also you'll get stuck in an endless loop of making more porn.
>>
>porn game doesn't sell
You have no idea.
>>
File: agdg_and_lolijam.png (532KB, 719x827px) Image search: [Google]
agdg_and_lolijam.png
532KB, 719x827px
>>169221925
>Cop submissions will also be accepted
>>
>>169220812
Makes sense. A practical example like that certainly helps.

>>169220896
What you say certainly makes sense. Just hope I don't end up with a huge vacuum of knowledge when I start needing it for something.
>>
>not making a splatoon clone for loli jam
>>
>>169222207
>only fetish porn games make money
really? I wanted to rip off huniepop but add more porn and a different minigame, does it have to be fetishes? I don't want to pander to furries and diaper shitters.
>>
Anyone around wants me to play their demo day game and give almost-two-months-late feedback?
>>
File: HG2D_AxeCombat_noSound2.webm (2MB, 1280x720px) Image search: [Google]
HG2D_AxeCombat_noSound2.webm
2MB, 1280x720px
Huzzah, weapon switching and melee combat both work!

Next I'm either going to finish up the inventory system to allow for moving/dropping items, or implement a non-placeholder system for weapon stats. But first, food.
>>
>>169222937
Feel free.
https://itch.io/jam/agdg-demo-day-12/rate/110207
>>
>>169222968
>pixel art
into the trash.jpg
>>
>>169222829

Anime is sorta a fetish but all the top anime themed games have some additional fetish.

For furries Yiffalicious makes 13k and Fek makes 25k.
>>
>>169223000
Well, yeah, I'd do yours last night, but I didn't know you were around.
Nice trips

>>169222968
I'm loving this. I'm getting a resident evil gaiden meets lone survivor feel out of this.
>>
File: 1473675755400.jpg (80KB, 766x960px) Image search: [Google]
1473675755400.jpg
80KB, 766x960px
>>169223073
>Yiffalicious makes 13k and Fek makes 25k.
>>
>>169223073
>Yiffalicious makes 13k and Fek makes 25k
I really wish I was surprised.
>>
File: Sosorrybattle.gif (409KB, 228x195px) Image search: [Google]
Sosorrybattle.gif
409KB, 228x195px
>>169222829
Furries can be rich though
>>
>Want to make porn game but can't art
>"I'll just code it and find an artist who wants to collaborate"
>Porn artists already make mad dough on their patreon so none are interested
>>
File: waifu.png (137KB, 560x527px) Image search: [Google]
waifu.png
137KB, 560x527px
>>169222207
Pic related is what i am working on currently. I am fairly confident with 3d, texturing and shading, but i could never use that skill for a big game because it would take too long. I will probably look into few fetishes that i don't have myself but are widely spread and not too bad. Maybe add a few furry skins, monster girl skins and more stylized skins for the female character to appeal to them etc. but otherwise it would be similar to illusion porn games where it comes to costumizing the character yourself with many options. And well, continuing doing porn games depends on how much money i make. The more money i make, the better the studio i can open in the future.
>>
>>169223478
If only it wasn't so goddamn time intensive to draw some gud tiddies.
>>
>>169223478
Funny, I've been thinking of finding a programmer. What engine do you use
>>
>>169223154
>someone else played gaiden

Muh nigga
>>
>>169221925
she's posing as a big girl
>>
>>169223483
>I am fairly confident with 3d, texturing and shading
none that is apparent, so far you've managed to reconstruct a crude approximation of what can be easily downloaded on SFM sites
>>
>>169221813
only on like two occasions with different people. as long as you imediatelly go back to acting harmlessly and pretend it never happened people will do too and will eventually forget about it, but that doesn't work if you do it again. it's like the time i accidentaly called my friend's dad a fag
>>
>>169223624
I make my own. Also I meant in the past, I'm busy working on my non-porn game now
>>
File: Fen.png (50KB, 269x310px) Image search: [Google]
Fen.png
50KB, 269x310px
>>169223073
Pic related is the guy who made Corruption of Champions/ is making Trials in Tainted Space.
>>
>>169223892
Oh, well sorry, I'm not interested in working with enginedevs. Good luck to you though
>>
>>169222968
Might adding the ability to charge up your axe swing add to combat? Things like that you'd move much slower while charging but be able to hit harder.
>>
>>169223723
If i post finished work, people will find my artstation account and i want to stay anonymous. Anyways, downloading foreign models is out of the question, first because of legal problems, and secondly because i need a highly costumizable highly detailed model that will bend correctly in animation and morphtargets, so i build it from ground up for my needs.
>>
>>169223000
Let me preface this review with "this isn't the type of game I enjoy"
The art is great, the graphics are great, the writing was somewhat engaging, the music and ambience was well done I'd play this if you gave me a key, but I wouldn't buy it. The adventure games with great art give me this feeling that they are closer to visual novels than actual adventure games, don't know if you share or understand this feel. They kinda feel "less interactive".
Also the conversation felt a bit silly. Other than that, enjoyable.

oh and
>start .exe
>game connects to the internet, possibly stealing my SSN and cc info
jokes aside please don't

>>169223631
Gaiden was great. We need more RE games on abandoned cruise ships yes I am aware of gun survivor 4 but it had shit writing even for a RE game
>>
I'm using RPG Maker but the general for that is dead and full of retards, so I have a question, what's the best way to obfuscate your game code so people cannot extract resources and scripts?

Also is RPG Maker generally disliked here? I mean, a game engine is still game dev, right? No matter how much it holds your hand
>>
>>169224107
Is this a meme? I keep seeing this post every thread
>>
>>169215514
multiplayer is the way to go if you want to make money.
>>
>>169224712
Are you going meta?
>>
>>169224623
obfuscation is a fools errand, there's not much point to it generally
If somebody wanted to steal your game they'd just take the whole thing
>>
>>169224712
How is that a meme? I just don't want to work with you, sorry.
>>
>>169224087
He's been cultivating his 'following' for upwards of 10 years, though. Including lots of pay-to-put YOUR-content-in-first.
In fact, that's true of most lewdevs.

Redamz(MGI) is kind of an exception, but even he had 5+ years of technical experience and timed his Patreon launch almost perfectly with the release (and fetish boom) of MGQ3.
>>
>caught myself answering IRL exactly like artist shitposter /agdg/
you motherfucker
>>
>>169224623
no one want to steal your resources or scripts.
If that's a concern to you it shows you are delusional to a moderate degree, which will likely be a bigger barrier to you than the game itself. While RPG maker is accepted here, it's generally frowned upon because there is a lot of delusion in anyone that embarks on making an RPG for one of their first games, and I'm assuming this is the case with you.
>>
>>169224789
No, I'm serious, do you guys not notice?

>>169224971
I see at least once a day someone post on /agdg/ "Sorry, I'm not interested in working with _____. Good luck to you though". Almost word for word.
>>
>>169224712
It is. Someone will post "Artist looking for programmer." and then when people reply the poster will refuse to show any past work or proof of being an artist. The back and forth replies are a form of shitposting.
>>
>>169225124
In the off-case that you are sincere:
Yes, it is one of agdg's finest memes, which also has the additional bonus of sowing paranoia to the point barely anyone dares asking for a collab.
>>
File: 23022018_subtlerails.webm (234KB, 640x480px) Image search: [Google]
23022018_subtlerails.webm
234KB, 640x480px
moving blocks now display rails on their routes. they might be too subtle but im not sure.
>>
>>169225124
that's because it is indeed a meme
a shitposter pretends to be an artist looking for cooperation, dodges the questions asking for his portfolio in every way imaginable, asks for engine and then, no matter the answer, says "sorry not interested good luck"
>>
>>169222592
I wonder what the pirate rates for porn games are.
comparitively,
>>
>>169225430
Personally I don't trust a single website offering a pirated version of a porn game. No way that's not a virus.
>>
How do I know the order to draw sprites so that things don't draw behind when they're in front?
>>
>>169225216
>>169225269
>>169225389
Thanks. I've only been posting here for a few weeks and I thought it was my brain playing tricks on me.
>>
>>169225597
z layering?
>>
>>169225579
I feel like you don't play many porn games.

I've only paid for like one maybe? out of like a hundred.
>>
>>169225794
whats the difference.
also no it's not subtle at all, players should be able to immediately see that they're moving and will avoid them the path just helps.
>>
File: 23022018_turretsection.webm (448KB, 640x480px) Image search: [Google]
23022018_turretsection.webm
448KB, 640x480px
>>169225351
actual example two.
>>
>>169225879
Not saying I pay for porn games. I just stick to a few popular free ones whose dl-sites I know I can trust. There is no paid porn game I'd try to pirate due to the sketchiness of it all.
>>
>>169225597
Yeah but how do I know what layer to put a sprite on
>>
>>169225351
>>169226049
>too subtle
Unless you're going to have blocks moving in non-linear patterns, it's perfectly fine
>>
>>169226061
By establishing a set of rules for sorting sprite depths? I'm having a really hard time understanding your problem here.
>>
>>169226058
There are TWO hentai game generals on /vg/ and they have tons of legit links to pirated porn games
>>
>>169226049
yeah it's hardly even necessary, just helpful.

a lot of people won't notice it though.
>>
>>169226245
>moonspeak
Yeah, that's a no for me, thank you very much.
>>
>>169226240
Oh. What's the most efficient way to sort it?
>>
>>169226049
>>169225351
Way too subtle. You are breaking a rule that you set up for yourself. In all your other graphics, the BG contains no gameplay information.

If this info is not strictly needed, fine. But why bother even including it at that point?
>>
>>169226453
Let's start somewhere else. What engine are you struggling with?
>>
>>169226587
Love2D. I want to sort drawing based on Y position.
>>
The key to a profitable porn game is making something you possibly can't pirate, like multiplayer.

But does anyone want to play a porn game online? No.

But will people do it if they start with randomized characters and have to breed to get characters with the traits they want, with sex acts influencing the RNG for different traits? Maybe.

But what if you can skinner box it good enough?

What if the real niche fetishes are the hardest / take the longest to get, but you can pay with the premium currency to unlock it?

Maybe even a Fire Emblem: Heroes orb sort of sperm and egg offering system, with rare / difficult to obtain / paid items for merging sperm and sperm or egg and egg, and the stuff you did in the sex affects the roll toward different traits?

Also the mobile port needs to be portrait view, this is a one-hander.
>>
>>169226721
https://love2d.org/wiki/Tutorial:Drawing_Order
Have you tried this page of your engine's documentation that turns up as the first search result on a major web-search service?
>>
>>169227003
O-oh sorry
>>
>>169215514
god this is so fucking funny, when do you think you'll have a playable demo?
>>
>>169226969
>But does anyone want to play a porn game online? No.
There's a heavily populated meet 'n fuck mmo you can play right now on your browser
>>
>>169226969
or you can make disney themed game and be akabur
>>
People like sex.
People are also not as repressed as you are, nor do they have a modicum of shame.
More at 11'
>>
>>169227354
But the girls are dudes. That's gay!
>>
>>169226969
>The key to a profitable porn game is making something you possibly can't pirate, like multiplayer.
That's an opinion if I ever heard one.

If I had my say, I'd say just make something people are willing to support in hopes of getting more of the game in the future AND make sure people can get your game from somewhere not shady(a bit difficult at the moment to do, as there doesn't seem to be a centralised place for porn game sales).
>>
>>169226969
People already solved this problem with patreon. People aren't willing to buy porn games, but they're willing to fund them.
>>
>>169227535
Where the fuck is the Disney quality cg porn anyway

Tryin to bunt a nunt over here
>>
>>169227732
>a bit difficult at the moment to do, as there doesn't seem to be a centralised place for porn game sales
There is an influx of raunchy titles on Steam. But I don't know how many people want to make a new account just for sex titles.
>>
File: HG2D_FBClip01.webm (1MB, 1280x720px) Image search: [Google]
HG2D_FBClip01.webm
1MB, 1280x720px
>>169224130
Yeah that could be cool. Easy to implement too, since I already have a "focus" system in place for guns
>>
>>169227732
>there doesn't seem to be a centralised place for porn game sales
There was some porn "steam" that went bankrupt or something, right?
>>
>>169227895
There's a serious limit in place of how you can advertise your porn game on steam, considering you can't show anything explicit.

>>169228036
Didn't they re-open a while ago? Haven't heard anything about them since. Probably aren't doing too well if that's the case.
>>
>>169227732
There's this Japanese website you can buy hentai from that lets you sell games and there's an English version, the website was called R-18 or something? Not sure how well that will work.

Browsing E-Hentai visual novel comments would show it.
>>
>>169228265
>There's a serious limit in place of how you can advertise your porn game on steam, considering you can't show anything explicit.
Porn games advertise through "mouth-to-mouth" in the respective communities. If you deliver a 3+/10 product and make it easyto access, I doubt you'll have to wait for success long.
>>
>>169227895
Steam doesn't let you sell porn games outright, only suggestive titles, and some games have porn added through "unofficial" patches

>>169228036
Nutaku

>>169228436
DLSite, but I heard they have shady practices when it comes to paying devs, forgot the details but something about fucking over devs over currency exchanges
>>
Why is agdg so racist?
>>
>>169228754
it's not really shady if they tell you what they'll do and if you know what it is they're doing, which is fucking you on sales and giving you less than 50%.
>>
>>169228780
I'm not, I love brown girls!
>>
>>169228780
I'm not. I included muslim terrorists and fat americans in my game.
>>
>>169228780
What made you say that? I feel like it's not racist
>>
>>169228436
I know there's DLsite, forgot what the other one was called (DMM?). The problem is these sites are laggy as fuck, overwhelmingly japanese(for obvious reasons) which might turn away the more normie types and the visual design is very cramped in a lot of parts(especially on the sides). There's also not much quality control considering certain circles are spaming their shitty reskins all the time, under different names sometimes. It also doesn't just focus on games, but on videos and manga as well. Hell, there's also a "pro" section for h-games, which's purpose is beyond me. I'm sure i'm ignoring a whole bunch of other issues.
>>
>>169228780
>>169229297
Aggy has always been quite kind in my experience.
>>
Why is agdg pedophiles?
>>
>>169228780
This post just made me realize my game only has white people
>>
>>169229708
You are agdg
>>
>>169228780
Because there is nothing wrong with racism.
>>
How the fuck do you program a dialogue system in GMS I followed two tutorials and they both fucking broke my game.
>>
>>169230540
Post tutorials.
>>
File: yokrytte.gif (516KB, 540x420px) Image search: [Google]
yokrytte.gif
516KB, 540x420px
LF audiofag for sounds and music for what's currently supposed to be a short term project.

Going to sleep in an hour - in case you magically appear later, leave a way to contact or find me elsewhere.
>>
>>169228780
Because /pol/ loves to project. However, a lot of us are not.
>>
File: BanalFist.webm (2MB, 960x540px) Image search: [Google]
BanalFist.webm
2MB, 960x540px
will you play my game when I'm done with it?
>>
>>169230682
audiofag here
whatcha looking for

>>169230759
always
>>
>>169230682
>currently supposed to be a short term project
You've been working on this for quite some time.
>>
>>169230747
I legitimately feel uncomfortable being associated with a community of racists though.
>>
>>169220641
>>169220945
>>169221795

mod pranks is reason to be alarm
>>
>>169230905
>>>/out/
>>
>>169231007
>if you don't like racists then get out, we accept racism here
No
>>
>>169230780
>>169230780
Sounds for every possible interaction (<20 atm - hit wall, move to tile, change command, fall in, win etc.) and ambient music to last for a while in case this ends up getting loads of levels.

Have a build to play if you'd like to get a feel.

>>169230850
10 days to be exact
>>
>>169231079
If you don't want to be associated with 4chan, you should stop associating yourself with 4chan. To the uninitiated, knowing that you're from 4chan means that you browse /b/ and /pol/ on the regular. Doesn't matter how often you try to tell them "i'm from /vg/, they're not racist at all".
>>
File: platoon.webm (2MB, 500x400px) Image search: [Google]
platoon.webm
2MB, 500x400px
>>169227237
hoping demo day, its just a big ball of duct tape at this point so if everything somehow manages to stay together by the time i finish all the movement and combat we'll see. i'm still expecting something to completely fubar this game.
>>
>>169230905
I don't associate myself with 4chan and you shouldn't either. Just use agdg as support in making a game.
>>
>>169231079
Anons say shit like nigger and faggot all the time, 4chan isn't a safespace. You can post anything as long as it's related to the board. Doesn't matter if you make a beaner killing or tree hugging game on agdg, as long as it's a game. Get used to it.
>>
>>169231192
Shit
No, I'm terrible at ambient
sorry mate
>>
>>169231649
> 4chan isn't a safespace.
It's a safespace for the alt right.
>>
I, for one or two, think that we should excommunicate racists from agdg. Only by starting now can we expect to grow into a prosporous community of like-minded developers like /r/gamedev.
>>
Prisons are a safespace for felons.
>>
>>169231886
Before I consider your proposal, which engine do you use?
>>
File: ToyLevel.webm (808KB, 800x420px) Image search: [Google]
ToyLevel.webm
808KB, 800x420px
>>
>>169232053
Clickteam Fusion is the only way to make game.
>>
I have a problem and wondering the best way to approach it:

Im planning on having different models be used in depending on the tileset chosen, for example it can be Desert, Dungeon, City, etc.

Whats the best way to do this in Unity? Should I make the same prefab over and over again and use the one that's needed? Resource.Load the appropriate ones at runtime? Put all the models under the same prefab of the appropriate name? Ex corridor1 holds all the different types of corridor and uses the right one when made.
>>
>>169230621
http://diestware.tumblr.com/post/137357826705/advanced-dialogue-box-tutorial

This was the first one. The second one I admit was pretty bad so I won't post that one. With this one I got up to the part where the typewriter text is implemented and past this point every time I run the game is just completely frozen.
>>
>>169231813
It's a safespace *from the alt right.
>>
File: Capture.png (56KB, 1158x465px) Image search: [Google]
Capture.png
56KB, 1158x465px
>>169232246
Assetbundles have a "variants" thing that might do what you need
>>
>>169232294
>the game is just completely frozen
My guess for that is an infinite loop. Is your "cutoff" variable able to grow past the length of your string?
>>
>>169231079
https://en.wikipedia.org/wiki/False_dilemma
>>
I'm trying to make it so my player will do a second attack after the first one, but with my current code, pressing space makes both the swings appear at the same time. Anyone know where I fucked up?


if keyboard_check_pressed (vk_space) && canattack = 1 && combo = 0
{
instance_create (x,y, obj_slash);
movespeed = 1;
combo = 1;
alarm[1] = 30
}

//Sword Swing 2
if keyboard_check_pressed (vk_space) && combo = 1
{
instance_create (x,y, obj_slash_2);
canattack = 0;
movespeed = 1;
combo = 2;
alarm[1] = 30
}
>>
How many enginedevs does agdg have?
>>
>>169232938
Use else if instead of if. After the first block has processed, it has set the prerequisites for the second block. Then in the same step, second block executes.
>>
>>169232938
the first block runs, setting combo= 1.
then the second condition checks, and combo is 1. so two hits, one frame
>>
>>169232639
Cool, ill check it out.
>>
>>169232938
Think about how the code runs through from top to bottom.
Assuming this is in the step event, the player presses space, the first bracket runs setting combo to 1, then continues downward into the second bracket. It now meets that condition, so it executes it as well.
>>
>>169232938
because it's immediately after so naturally it satisfies both if statements

you'd probably want to also check for something like image index (after setting it to zero).
>>
>>169233034
0
All enginedevs are nodevs in disguise
>>
>>169231723
That's ok.

I just don't want to end up reusing most sounds from the main game and then having to resort to this:

https://clyp.it/hroainzv
>>
>>169231813
It's a site for anyone who wants to say what they really think. And that is something very valuable.
>>
>>169233034
Less than a handful, I think. Less than a handful that admit to it, anyway.
No wonder, considering how spergy people get when enginedevs post progress.
>>
>>169232706
Thats as good a guess as any, I'll try and rebuild it and see if I can spot whats going wrong.
>>
does anyone remember that tumblr with pixel art of mostly rotating characters or something
>>
Where's the devstream
>>
>>169219560
>>169219657
Who cares? You can join the one you like more. You can even join both of them if you want.
>>
>>169233443
That's the only reason my games freeze up. It's often in a while loop where I forget the i++, so the code is caught in that while forever.
>>
>>169231886
>>169232053
>>169232178
>muttering memes to yourself in the corner
Sad shit right here. Don't bother with the screenshot with (You)s removed either.
>>
File: sd (551).webm (3MB, 960x540px) Image search: [Google]
sd (551).webm
3MB, 960x540px
>>169214838
here are the promised balls
people seemed to agree fireball is the worst weapon in the game, so i changed it up. more bullets can be released at a time, physics have been tweaked, damage output increased for the buffed version.
on clip i use normal fireballs first, then grab the ammo for the buffed version; i'll probably do some tweaks to make them more visually distinct and improve some fx
>>
>>169233521
>mostly rotating characters
Nope. Doesn't ring a bell.
>>
>>169233532
Whose?
>>
>>169233707
why are there 3 dudes in those port-a-pottys? they cant use it all at the same time.
>>
>>169233658
>entering the thread to validate shitposts
Sad!
>>
File: 1480902630019.jpg (57KB, 525x522px) Image search: [Google]
1480902630019.jpg
57KB, 525x522px
IF YOU ALL DON'T DECIDE ON A JAM IN THE NEXT HOUR, BY ALLAH I'M GOING TO BLOW UP THIS THREAD
>>
>>169233897
>entering the thread
>he acts like he's on /pol/ even when he's not
Sad!
>>
>>169233984
Do it! End this misery!
>>
I am interested in the butts in your game.

MC, NPCs, anyone. Let's see the butts.

>>169233984
butt jam
>>
>>169233132
Alright, I reworked it a bit and it sort of works now. But you have to press the key on a single frame for it to work.

>Main part of code
if keyboard_check_pressed (vk_space) && canattack = 1 && combo = 0
{
canattack = 0;
instance_create (x,y, obj_slash);
movespeed = 1;
combo = 1;
alarm[1] = 10
alarm[0] = 30
}

>Alarm 1
if keyboard_check_pressed (vk_space) && combo = 1
{
instance_create (x,y, obj_slash_2);
canattack = 0;
movespeed = 1;
combo = 2;
}

>Alarm 0
canattack = 1
combo = 0;

How do I make it so the if statement in Alarm 1 works for more than a single frame?
>>
>>169233984
calm down sam
https://itch.io/jam/rush-hour-jam
>>
>>169233984
It was already decided. It's Pirates jam. The runner up was Cops.
>>
>>169233572
Okay I'm not going to participate then.
>>
>>169234036
>defeated by common extensions
Sad!
>>
>>169233521
I do, don't recall the tumblr, but I believe I saved the pics, let me check.
>>
>>169233984
Most polls showed consensus approval for Boats 'n Butts jam, optionally in space
>>
>>169233887
they cooperate to reach the hole
>>
Whoa, Butt jam won?
>>
Anyone wanna collab for buttjam?
>>
>>169233754
>>169234217
I can't come up with a better description. I also only have vague images of it in my head. I guess it's spinning rather than rotating instead. They just stand there, spinning.

Anyway, thanks anon in case that's what I'm looking for. I remember downloading images but couldn't find them anywhere.
>>
>>169234643
The next jam is "Make game" jam.

It starts immediately and ends when you die.

Good luck.
>>
What's a good way to set up a multi-phase, essentially turn based game?
I want to make a tower defense game.

I figure there are states for like building, defending then results of a level. Each would lead into the next through some input (button click or whatever).

Also I'm having a hard time imagining how to organize types of enemies and paths and towers and stuff
>>
>>169234721
Deadline is too short
>>
File: witch_on_her_knees.jpg (92KB, 1920x1080px) Image search: [Google]
witch_on_her_knees.jpg
92KB, 1920x1080px
>>169227732
>>169228036
I thought patreon was the centralized place to sell porn games, especially since the payment model seems perfect for those games. (Can you download directly from patreon?)

>>169231324
...You have to just try! You will surely accomplish your goal! Thats why you should... NEVER GIVE UP!

>>169232938
>>169234062
Are those assignments in your if conditions?

>>169233707
looks good i like the style of your game, though the fireballs don't fit in with the rest of the characters currently.

>>169234721
>>169234874
I'll try to finish before the dealine, but i can't guarantee anything.

I have spent the last two hours wondering why my rotations weren't doing what i wanted them to do, always remember Quaternions are not commutative, a*b is different from b*a (This might also have to do with me not looking at the code for a week so i commented it now).
>>
>>169234217
1/2
>>
>>169233356
still here? I can try some ambient stuff for you, lmk and ill up some stuff to sc
>>
>>169234951
I don't like when people post progress while replying to lots of posts.
>>
>>169234874
more like deadline is too long
>>
>>169228780
goooood question we get a bunch of people using the n-word on wiz.zone : (
>>
>>169214784
None, still doing beginner C++ tutorials.

btw, how much C++ should I learn before I attempt to learn Unreal Engine 4? Right now I'm at while-loops and arrays.
>>
>>169234954
2/2
Sorry, anon, I only saved these two, and I can't recall the tumblr, it was "too tumblr" to my taste so I didn't follow it.
>>
>>169234138
I'm not surprised.
>>
>>169234951
What's material settings?
There's something I like about the shading of the model that I can't put my finger on it
>>
>>169233572
Divided we fall
Splitting a live community in half results in two dead communities
>>
>>169235483
>If you don't support my pedo jam you're killing agdg
>>
>>169234954
>>169235175
Ah this was it. I remember that twintail redhead. Thanks anon.
>>
>tfw no mentor gamedev in real life
>>
>>169235151
You should use blueprints to learn UE4, then convert to C++ as necessary. I doubt you will listen to me but that's what you should do.
>>
* Improved high-res performance a bit (not that I'll be using that)
* Normals
* Wireframe overlay (currently does not respect zbuffer)

I had hoped to get progress towards skeletal anim done by now, but it will have to wait.
>>
>>169235695
>>169235151
I agree with this
>>
File: Runner 2017-02-23 19-28-56-61.png (278KB, 1280x720px) Image search: [Google]
Runner 2017-02-23 19-28-56-61.png
278KB, 1280x720px
should I go with flat shading or cell shading?
Don't know if it breaks away too far from the PSX aesthetic.
>>
>>169235821
into the trash
>>
File: witch_blender_material.jpg (153KB, 1697x783px) Image search: [Google]
witch_blender_material.jpg
153KB, 1697x783px
>>169235065
sorry pal, just went through the thread.

>>169235384
I guess it's the ramp.

>>169235821
i know those feels

>>169235897
go with flat, cell shading isn't nearly as easy as it seems.
>>
>>169236158
Your making these pics lewd on purpose.

Good marketing strat.
>>
>>169235897
If you cel shade, you need to manually fix those normals to look better.
>>
>>169235897
Idk what gave you the idea to use cel shading for that but I am gonna say: no.
>>
>>169236158
>go with flat, cell shading isn't nearly as easy as it seems.
What do you mean? The effect was simple enough to create!
>>
>>169235897
desu that's an awkward mix of blocky textures and clean lines (high res). I think you should commit to either full-on PSX style (blocky textures, low render res) or a high-render-res, high texture res, cell shaded style.
>>
File: 2017-02-23 18-41-43.webm (159KB, 724x582px) Image search: [Google]
2017-02-23 18-41-43.webm
159KB, 724x582px
PROGRESS MADE
the past 12 hours has just been working on tons of behind the scenes shit, state machines, GUI controls, character classes, stats calculations, etc etc but there isn't any way to visualize all that stuff in the game yet so here's my crummy main menu and character creation screen


also:
how the heck do you guys get a smooth framerate when recording webms

I have the OBS settings cranked up to fucking max and its still choppy as fuck as you can see

(my graphics card doesnt support shadowplay unfortunately)
>>
>>169236383
>>169236310
Yeaaah I suppose you guys are right. Thanks for the input!
>>
File: 1470386613357.png (16KB, 153x142px) Image search: [Google]
1470386613357.png
16KB, 153x142px
>>169235175
>flaming pompadour
this gives me a flaming erection
>>
File: rocket-2017-02-23a.webm (535KB, 800x600px) Image search: [Google]
rocket-2017-02-23a.webm
535KB, 800x600px
Progress
>>
File: doxx.webm (735KB, 800x600px) Image search: [Google]
doxx.webm
735KB, 800x600px
>>169236575
UI is hell huh
>>
File: namer.jpg (28KB, 779x596px) Image search: [Google]
namer.jpg
28KB, 779x596px
>>169236575
quick update, now you can name your character
>>
>>169237261
>>169237172
nice prgress
>>
>>169235483
But the discussions about the jams are what's splitting an already broken community.
By having two and letting people choose the one they like you get rid of the issue.
>>
File: sd (525).webm (2MB, 960x540px) Image search: [Google]
sd (525).webm
2MB, 960x540px
>>169234951
thanks! i think that in normal circumstances (stages) they look decent overall and don't clash with the style, but if you have any specific suggestions, i'm all ears.
>>
File: witch_side_splitting_02.jpg (87KB, 1920x1080px) Image search: [Google]
witch_side_splitting_02.jpg
87KB, 1920x1080px
>>169236241
I'm really just testing how well my rig performs. But yeah those pictures are a nice side effect.

>>169236471
It's not difficult to do, but it tends to look like shit from certain angles and fixing that will take an eternity.

>>169236575
I use a video recorder programmed in my game that locks the game to 30fps or whatever i want and it'll produce perfectly smooth "gameplay" even if it is actually running at 5 fps. (also no shadowplay)

>>169237691
Take a look at wind waker maybe i liked the smoke and fire effects there, but i'm sure there is more important stuff to do.
>>
>>169237623
Jams barely get any participation to begin with
>>
>>169238853
Space Jam was pretty successful.
>>
File: nervous dog.jpg (50KB, 408x439px) Image search: [Google]
nervous dog.jpg
50KB, 408x439px
Still working on my primitive "reverse raycast" system in order to produce an ultra lo-fi fps.

I've had fine success running the projection in the same room as the world (game maker). Is there anything I need to take into consideration if I start running them in 2 separate rooms?

In other words, what's the most efficient way to to persistently control the game objects in one room, while observing the projection in the other room.
>>
File: Sam 'Da Man with the Klan' Hyde.jpg (155KB, 1920x1080px) Image search: [Google]
Sam 'Da Man with the Klan' Hyde.jpg
155KB, 1920x1080px
ITS BEEN AN HOUR, /AGDG/

PRESENT TO ME THE FINAL SELECTION FOR THE JAM IF YOU VALUE YOUR LIFE
>>
>>169238853
This, more people argue about jam themes than actually participate
>>
>>169239186
lena dunham jam
>>
>>169239186
https://itch.io/jam/rush-hour-jam
>>
File: 1472400137327.png (66KB, 382x395px) Image search: [Google]
1472400137327.png
66KB, 382x395px
>never safely eject my HDDs before unplugging
>done this my entire life without issues
>until today
>ends up deleting tons of files I've saved in the last week or so, including tons of code in my game
Thank god for version control. Reminder to safely unplug your HDDs.
>>
Should I post progress now or wait until the jam memers are gone?
>>
>>169239128
Not sure I get you, but if you make objects persistent, then they will carry over to successive rooms until such a time the object instance is destroyed. An object instance in room A will not preform actions and cannot be referenced while in another room.

Sorry if I've missed what you were trying to ask.
>>
>>169239375
>not chaining yourself to the devstation until the game is done

>>169239409
>Should I post progress now[...]?
The answer is Yes.
>>
>>169239375
I always safely eject it, even when it's connected to a console.
>>
>>169239409
post progress and scare the jam memers away
>>
>>169239527
imagine DooM, with the map and character being controlled in one room and the world projection (first person view) running in another room.

Until now I had been coding them to run side by side, but will be changing it.
>>
>>169239808
Have you run this? Because unless something has changed, I don't think Gamemaker can have multiple rooms open at the same time.

You can however have two segregated areas in a single room, with multiple views going at the same time. This would also circumvent the issue with reference objects between rooms.
>>
you might as well use a trip, fag
>>
>>169239186
lena dunham
>>
>>169240131
good point. views will do the trick just fine
>>
I'm looking for a particular game library, with the following requirements:

In a language that doesn't require me to do manual memory management.
Exports to the main 3 PC OSs easily.
Handles input/audio/rendering/text/collisions (doesn't need physics, just collision checking).
Hardware accelerated via OpenGL, easy to do 2D, 3D is accessible with minimal change so that 2D things with a 3D background are easy to do.
Can apply custom shaders to anything.
>>
>>169240991
literally monogame
>>
File: mechaprogress_ladders.webm (2MB, 768x720px) Image search: [Google]
mechaprogress_ladders.webm
2MB, 768x720px
Progress time:
>new pilot sprites
>pilot can climb up ladders (needs a bit more work)
>changed the way pilot shooting works
>rewrote most of the pilot code because of spaghetti
>pilot is so big now that mecha is more like power suit
>HUD now differs too much from UI. Need to do something about it (it's boring anyways)
>working on new title screen.
>added new sfx
>posted on dead thread
>>
>>169241380
nice nice nice
>>
>>169241380
Damn that's so cool, Metal Warriors inspiration? Loved that game.
>>
>>169239808
If you're trying to map the layout of the level in one room, that have the player experience stuff run off another, you could always have the first room save it's object information to a some form of data structure, like a text file or a multidimensional array. But you'd probably be pretty limited in complexity. Alternative, place all the objects in one room, have the main player object be persistent between rooms, and have the layout objects simply not draw themselves in the traditional sense ( and instead feed their positional data to whatever 3D rendering system you've got going on).

Again, I'm still not really sure how you're approaching this, so sorry if this isn't helpful.

>>169241380
Looks nice, but your HP and EN bars are pretty close in color to your background. Seems like it'd be hard to gauge where they're at while your eyes are focused on the middle of the screen.
>>
>>169241749
>Looks nice, but your HP and EN bars are pretty close in color to your background. Seems like it'd be hard to gauge where they're at while your eyes are focused on the middle of the screen.
I'm re-doing them when I get time. It took me like 3 weeks to manage to make the HUD look nice. I'm extremely bad at UI/HUD design.

>>169241690
>Metal Warriors inspiration
Yeah, along with Front Mission: Gun Hazard, Assault Suits Valken, Blaster Master, Metroid and many other favorite games of mine.
>>
>>169241380
It looked really strange to me but I couldn't figure it out until the pilot jumped out.

Got any plans to lock movement to the pixel resolution? Maybe even render the game small and upscale?
>>
I'm looking to make an RotMG clone of sorts and I've been trying to figure out what the best way to go about that would be. I'm an intermediate C/C++ programmer with a little familiarity with C# as well, but I've never ventured into serious gamedev before now so I'm leaning toward using an engine. I'm thinking Unity might be a little more than I need so I was taking a look at LOVE. Can anyone with experience making this style of game point me in the right direction?
>>
File: 9bd.gif (582KB, 480x270px) Image search: [Google]
9bd.gif
582KB, 480x270px
>>169242130
>HUD look nice
I mean UI. Sorry, I'm tired.

>>169242160
The game is rendered in native resolution of 256x240 and then upscaled. It does not have mixels or sub-pixel movement or rixels or whatever fuck.
>>
>>169241131
Sounds decent, although I'm hesitant to return to my dark C# days.
>>
>>169242346
That's weird, when I pause the video it's clearly spot on but in motion it looks off

Don't know for sure what it could be then, just real slidey I guess.
>>
>>169235897
https://github.com/keijiro/Retro3D check this guys work out
>>
>>169241749
thanks for the tips!
>>
>>169232639
Okay Asset bundles wasnt it, but I did find the answer: Scriptable Objects

Super easy to set up and its pretty fucking awesome.
>>
File: sba.webm (2MB, 1280x720px) Image search: [Google]
sba.webm
2MB, 1280x720px
>>169242270
I hope you're just doing it as a hobby, because Spryfox is somewhat close to releasing their own version of RotMG.
As for what you need, just pick any random 2D or 3D game library and have at it, the hardest part will be networking. If you can't do that you aren't intermediate at all.
>>
>>169242270
you could make it in love, but netcode is hell, and any chance you can take to make it simpler on yourself you should do it
I hear photon is good
>>
>>169242996
That looks like shit though. Especially the way the character's arm and hand keep changing shape as the camera rotates.
>>
>>169238853
That means people is clearly not interested on the jams or the themes. And all the drama around them isn't helping either.
>>
File: quakeiin64.jpg (19KB, 320x240px) Image search: [Google]
quakeiin64.jpg
19KB, 320x240px
>>169242996
That looks really fucked up though.

>>169235897
https://github.com/dsoft20/psx_retroshader is a lot tamer.

Alternatively just unlit and low res textures, or some directionless ambient light and then some lights here and there. N64 had lights and smooth shading. Check out the N64 port of Quake 2.
>>
>>169214784
More bug fixing and addressing player complaints...

I want to make more content, but my existence post release is just fixing fixing fixing.
>>
>>169243584
unlit looks better than smooth shading in this case
>>
>>169238853
I don't get why people participate in AGDG jams.
They distract you from your game, and there's already other shorter jam events with a lot more participation and interaction around like Ludum or Global.
I mean, if you have nothing to do, or are a newbie, I guess.
>>
>>169243306
Oh yeah I'm just doing it to work on procedural generation and netcode until my partner has some more free time to collaborate.

>>169243474
Thanks for the advice, I'll check it out!
>>
File: 1460255808593.png (64KB, 1023x586px) Image search: [Google]
1460255808593.png
64KB, 1023x586px
Refined the tile inspector. The player can now see which constructs exist on a given tile. When they select a tile, they can see what that construct's cycles are, how many iterations a cycle has, what quantities of resources are consumed per iteration and what is produced.
>>
>>169243584
Oh yeah I've made a PSX shader with vertex snapping, affine texture mapping, and vertex lighting for Game Maker. Couple people from AGDG were a big help. I'm going to switch back to ambient light, directional light, and a few dynamic lights as the older games did them.
>>
>>169244097
(you)
>>
File: new_text_12.png (116KB, 1281x961px) Image search: [Google]
new_text_12.png
116KB, 1281x961px
Trying to jam in everything I can in time for DD13 and don't know if I will have it up to a point I feel okay with by then. Finished implementing rudimentary keyboard support about an hour back and adding bits and pieces to the rest. Probably not a popular thing but I am planning a lot of visual novel style dialogue and story in the final version but it is all kept out of the main gameplay because I know people don't like it. You will be able to unlock new scenes and prologues and epilogues to view based on the endings you get in the main game section.

Still so much art to make and so much art that I already made that I have to go back and touch up or modify (this one included). Still no music but gathering free stuff where I can for the time being and just a few sound effects that I have made in bfxr. Keyboard not rebindable at the moment and please forgive if I cannot make DD13 (but I am trying)
>>
>>169245125
Fuck you Chloe
>>
>Tfw blueprints in UE4 making gamedeving so easy
>>
>>169245125
The visual novel thing is more popular than you'd think. Just have an arcade mode that skips all that shit and a story mode that includes it.
>>
I'm trying to practice NES-esque pixel art.

I know the color palette and that sprites can only be 8x8 or 8x16 (or you could make them larger by combining them), but is there a limit of colors that can be used on one sprite?

I read on a few random forums that NES sprites couldn't have more than 4 colors on them. Although, I can't find anything factual that backs that up.
>>
>>169246235
NES can use four palettes on screen at a time for sprites, with 4 colors each, but the first color of each palette is transparency. You can use the stage's background color as a color then, like that Batman game used black and I think Megaman and Contra did this too with some other color.
>>
>>169246235
It's true, but one of them also has to be transparent, so most games actually only used 3 colors for sprites.
Also, if you want to go full NES, it could only display 25 colors at any given time.
>>
>>169245472
She is a bit sensitive

>>169245832
Oh the plan was to keep the normal "before battle' quick talk in place and to have pretty extensive talking/scenes/story else where in the game. I am self aware enough to know that just because I like it doesn't mean most others will. But an arcade mode that auto cancels the normal battle dialogue is a pretty nice idea. Thank you!
>>
UE4 or Unity?
>>
>>169247470
with no other context, unity.
>>
>>169247470
UE4
>>
File: bznia.png (24KB, 864x385px) Image search: [Google]
bznia.png
24KB, 864x385px
Making a Gunstar Heroes style game, having trouble coming up with interesting bullet types. Anyone have any ideas?
>>
>>169247470
Gloome
>>
>>169244174
nice, you've been progressing at a pace
>>
>>169247860
where's the game?
>>
File: 4.gif (1MB, 486x264px) Image search: [Google]
4.gif
1MB, 486x264px
>>169247860
Recent build, in case it helps with ideas.
>>
>>169247470
just like make engine
>>
>>169246235
3 color each sprite + a tranparent one
you can put a sprite on top of each other to get more (think of megaman's face) but always keep in mind you can have only 64 sprites on screen and only 8 on each scanline without them flickering like crazy.
>>
>>169247954
Gotta use that motivational boost that comes with a fresh project.
>>
File: fat-bee.jpg (5KB, 218x231px) Image search: [Google]
fat-bee.jpg
5KB, 218x231px
>>169248054
this looks really cute! please put in a cheerful chubby bee.
>>
>>169248052
>>169248054
rekt
>>
>>169248054
How do those legs work?
hook bullets shoots to bullets and pulls whatever it catches together and explodes them.
>>
>>169224463
Weird. I don't know why it's connecting to the internet. I'll look into that.

From a guy who doesn't like this sort of game that's pretty high praise. And yeah the writing needs some polish - most of what's in there right now was just me spitballing without a filter.
>>
>>169248054
Why is birdthing shooting lasers...

Cute as fuck, anyhow.
>>
Reminder that if you can't have any interesting idea on your own, you should just resign yourself to forever be the code monkey for other people's dreams.
>>
>>169247860
Helix, goes through one obstacle
Slime, slows down enemies movement and animations
Spring, knocks enemies back and into the air
Bees, swells enemies until they burst into more bees
Spikes, pins enemies to walls and obstacles and other enemies
Miasma, small poison clouds
>>
>>169247860
A shot that splits into two smaller shots when it impacts something. The two shots fire perpendicular to the hit normal.

A shot that when it hits something it will leave a small ball, it does no damage. After a few seconds it will explode. If you fire 2 of those balls close, they will combine, and after a few seconds make a larger explosion. And again with 3 balls they will combine and this time instantly explode in an even larger explosion.
>>
>>169247860
Peirce, fracture, slow on hit, and chain are the first things to come to mind. I'm also a fan of continuous beam weapons w/ easing turn time, and super meaty shotguns with a tight spread and a ton of knock back.

>>169248054
I like your bird, the rolling animation is cute. Any plans for visual representation past bullet color?
>>
>>169248279
>Weird. I don't know why it's connecting to the internet.
PANIC.JPG
>>
>>169248776
Eh, it's probably some dumb 'tick this box to anonymously share user feedback with Unity' preference setting somewhere.
>>
>>169248054
i LIKE IT

more friendos for him please
>>
File: 3.gif (129KB, 272x159px) Image search: [Google]
3.gif
129KB, 272x159px
>>169248206
Excellent, i need ideas for flying enemies anyhow. It'll be in the next build

>>169248256
the legs are basically inverse kinematics all over the place, they dont actually hold up the body at all
A gun like a hookshot then?

>>169248379
Because I couldn't think of anything else to make it do

>>169248407
These are all good ideas, although I'm thinking of gun types that can directly kill enemies more. Think contra, metal slug, all the guns are just inventive ways of killing bad guys quicker

Here's a gif of Hork working out.
>>
trying to think up a title for my game. The title will be a portmanteau of the word "game" or "video" combined with some other word. I'm currently thinking of storms and natural phenomenons to combine with "video"/"game." Consider the name 'toonami' -- toon + tsunami.

anyone want to help me name my game?
>>
>>169248956
make it make this face ><

and then shoot feathers

Lasers are fine too...
>>
>>169248054
>>169248206
>>169248407
Oh, dude, PLEASE make a gun that shoots bees. That was my favorite bit of both Half Life and Bioshock. There's always that moment where you've got the lead finger going and the enemy is just completely swarmed with them.
Bonus points if the enemies eventually stop attacking and freak out trying to get away from the bees.
>>
File: IMG_5468.jpg (1MB, 3000x4000px) Image search: [Google]
IMG_5468.jpg
1MB, 3000x4000px
>>169248956
really is charming stuff
>>
File: Aqua cry.gif (2MB, 400x400px) Image search: [Google]
Aqua cry.gif
2MB, 400x400px
jesus fucking christ,
doesnt matter how much i lower the fucking send rate or the amount of items on the screen the game just keeps fucking timing out

what the fuck happened
>>
>>169248956
yea like a hookshot,What is inverse kinematics?
>>
File: float.webm (196KB, 362x392px) Image search: [Google]
float.webm
196KB, 362x392px
Rewrote the entire NPC sprite sheet script - before I had to assign the individual sprites manually for each sheet, now I just have to put the files into a folder and the spawner automatically adds sprites in that folder into a list on the NPC.

On the NPC if it meets certain criteria it will adjust its animation if it contains the corresponding sprite in its sprite list. This way I can make it so that some NPC's don't have front, back sprites and can only be seen from a certain angle, some NPC's can have special animations that others don't, less crashes etc etc.

From a players perspective its exactly the same though

>Pic related: Added a 'floats' field to the NPC database to make certain NPC's float!
>>
>>169249287
Inverse Kinematics -> Put in final position, get back joint angles.
Forward Kinematics -> Put in joint angles, get back final position.
>>
>>169249287
process of calculating the angles of bones / joints given the end points of a series of bones

like the game knows where the foot should go, and where the leg stars, it calculates how the bones between move

real common in animation
>>
>>169249287
what is google?
>>
>>169248546
Splitter sounds wicked, im having that

>>169248624
I'll probably make the obligatory flamethrower the gun with an easing turn time, good idea.

>>169248940
Thanks! It's going to be co-op, so he'll have at least one friend. Only problem is every enemy will end up looking cute, why would the player want to shoot them?

>>169249071
As much as I love swarm attacks, it seems a bit too slow paced for a run n' gun style game. I'll look into it though, it'd look good.

>>169249242
ta x
>>
>>169249381
>you will never kill the tictacs
>>
File: 5.gif (1MB, 508x300px) Image search: [Google]
5.gif
1MB, 508x300px
last one before I'm off to bed - I'm not too sure about this gun wheel thing I'm doing.
It looks flash and you can change between shit easily enough, but it isnt as accessible as the weapon wheels you get in shit like GTA.
>>
>>169250007
obviously it'll start off with just the one, then two, and so forth. It'll be annoying if you want to get to a gun on the other side of the ring, but on the other hand it looks so nice yknow
>>
>>169250007
If you're gonna have more than like five weapons then I think forcing the player to rotate through half of them to get to it is a bad idea.
>>
>>169250007
>beak doesn't change to weapon's color
Dropped.
>>
File: AWOOOOO.png (1MB, 1733x2000px) Image search: [Google]
AWOOOOO.png
1MB, 1733x2000px
>>169249281
fixed

man if i ever want to make another online game punch me in the face agydagy
>>
>>169250498
yeah not yet you muppet

>>169250343
yeah, youre right. ill make it a proper weapon wheel tomorrow.
>>
>>169250628
We warned you about networking bro. But it keeps happening.
>>
What would you say is the best program for a NoDev who wants to make more than bad game idea posts? Gamemaker, Clickteam, 001, etc?
>>
>>169251145
GM:S
>>
>be working on game in Unity
>start wondering about implementation of certain game mechanic
>remember I did something similar in a previous game
>open up old project from ~2014
>lurking around in the scripts which are highly unorganized
>find weirdly titled script called "format_out"
>open it up
>its my old saving and loading system

>literally everything in the game is saved into one massive string and stored in Unity's PlayerPrefs
>there's a fuckhuge massive block of code for parsing the string and using it to create the game data when loading a saved game

holy shit

makes me wonder if I'm going to look back on my current code in a couple of years and wonder what the fuck my retarded self was doing
>>
>>169251145
If you are transitioning, use GM.
>>
>>169251145
GM requires a bit of coding no matter what you want to do. 001 is limited in some weird ways and very VERY poorly documented, but can do 3D... kinda and has networking shit mostly built in. Clickteam is easiest to use but good luck not having to pay out the ass for exporters for any format other than a .exe and for extensions that don't work any more.
>>
>>169251465
There's a reason clickteam is memed into the ground here and for once that reason isn't "agdg is a bunch of meanspirited shitbirds".
>>
>Tfw your projects changes scope so much you need to port it to a different engine that gives you more freedom and performance
>>
File: Rocket_Car.png (15KB, 600x400px) Image search: [Google]
Rocket_Car.png
15KB, 600x400px
Any programmers want to team up with me and make a game?
>>
>>169251762
>changing scope in the positive direction
Fuck that.
>>
>>169251813
I would but your art is much nicer than my code.
>>
>>169251813
Is it a lewd game?
>>
File: Rocket_run_concept.gif (15KB, 260x244px) Image search: [Google]
Rocket_run_concept.gif
15KB, 260x244px
>>169251960

I can deal with that. You got a Discord or anything?
>>
File: 1471788111188.gif (3MB, 220x212px) Image search: [Google]
1471788111188.gif
3MB, 220x212px
>artist wants to cooperate
>posts work
>doesn't ask for engine
Am I still in /agdg/?
>>
>>169252061

Na, maybe my next game, if you REALLY want to but I kind of want to keep my games clean.
>>
>>169252194

I'm using Game Maker Studio 2, but I can switch the Gamer Studio not 2.
>>
File: theyre in my eyes.png (9KB, 418x250px) Image search: [Google]
theyre in my eyes.png
9KB, 418x250px
>>169249071
>>169250007
Just imagine it, anon.
>>
File: 2017-02-23 19-47-00.webm (911KB, 1120x700px) Image search: [Google]
2017-02-23 19-47-00.webm
911KB, 1120x700px
Got some basic text working.
>>
So you're working in a generic map/game editor and you have two options:
>move viewport
>move camera
what do you expect each of those to do?
>>
>>169253045
Pan and tilt respectively
>>
>>169253045
First one changes the editor layout, allowing me to relocate the window that renders the map.
Second one changes what I see in the viewport in regard to the edited map.
>>
>>169253045
>Move camera
Changes the view matrix

>Move viewport
Moves the 2D rectangle to which the rendering is outputed along any part of the main game window. Useless for any game that isn't doing divided screens.
>>
File: 1483304762792.jpg (29KB, 491x396px) Image search: [Google]
1483304762792.jpg
29KB, 491x396px
Anybody else going to upload a torrent of their game if/when they release it?
>>
Can a roguelike be commercially viable
>>
>>169253492
I plan to upload a pirate version with a key to transfer your save over to steam if you choose to buy it
>>
>>169238192
>>169236158
>>169234951
gifauthor vibes on that model

except better color/texture choices
and better polycount
and better proportions
and better lewd possibility
and better clothing design
and better lighting
>>
>>169253492
Highly probable.
IN that version I'll probably slip in a dumb message about buying the game if they have the means to, either after the ending or halfway through the game.
>>
>>169253492
Nah. Won't fight people doing that though.
>>
>>169253613
>lite
yes
>like
probly not
>>
>>169253492
i'll put up a megaz and call it a day

>ever seeding
>>
>>169251813
Yes that looks awesome. What would the game be about?
>>
>>169253624
that's nicer than what I was gonna do.
I was gonna upload a pirate specific version that doesn't allow you to skip the credits and closing the game will delete your save
>>
>>169253670
>gifauthor vibes on that model
That's what was in the back of my mind all this time! Thanks for spelling that out for me, I couldn't put my finger on it.
>>
>>169253492
I'm actually going to wait and see if there will be anyone interested enough to pirate it.
>>
>>169253814
Not being able to skip the credits seems like so mild a punishment as to be utterly pointless.
>>
File: Something.jpg (10KB, 299x200px) Image search: [Google]
Something.jpg
10KB, 299x200px
>>169253832
Now reference this exchange as a plot point in the game.
>>
>>169254136
I'm not the dev.
>>
>>169253492
Yes. With a 60-second unskippable screen with a link to the steam store page every boot and a nag message at the bottom right of the main menu
>>
>>169254034
What do you suggest?
>>
>>169253492
>Make two versions of a game
>Official game for selling
>"Leaked game" for pirating
>Make it so that the leaked game is near impossible to beat and crashes and deletes your save file just before you reach the ending
>>
>>169253613
Yes,
Tales of Maj-Eyal, Caves of Qud, and Sproggiwood are all successful traditional roguelikes on Steam.
Caves of Qud is the lowest of them all, but it's also early access.

I think the key is to not use ASCII, or at least just have ASCII as an optional graphic setting. Another game, Jupiter Hell looks promising, it's a traditional roguelike that's rendered in 3D, but also has an ASCII option.
>>
File: Rocket_rabbit_test.png (742B, 64x64px) Image search: [Google]
Rocket_rabbit_test.png
742B, 64x64px
>>169252326

If anyone wants to talk to me about doing a collab, my steam id Mr. Selachidon.
>>
>>169254452
I think they'd never play the game again.
>>
>>169254230
Become a dev and do it then.
>>
>>169254371
On startup, start Jim Carrey's world's most annoying sound as a soundeffect at 0 volume. Over the next twenty minutes, continuously increase the volume to the max.
>>
>>169254371
I'm just saying something like an inability to save sort of eclipses something as minor as not being able to skip credits. I don't "suggest" anything.
>>
>pirated version of Metroid despawns the morphball
This is the kind of fuckery I can get behind.
>>
>>169254552
Good luck amigo, hope you find a collab partner.
>>
>>169254570
That's fore sure. But people who pirate games rarely buy them anyway, it's fun to just fuck with them for the sake of it.
I'm not actually thinking bad of pirates, but considering i also grief a lot ingame, i wonder how great it would be to create such immense butthurt.
>>
>>169254552
I suggest trying again at a more active time. You will get memed on, but you'll also reach people not on graveyard shift.
>>
>>169254780
https://www.youtube.com/watch?v=e91q5BtlxK0
A modern classic.
>>
Do people here really not understand piracy to this extent?
>>
>>169255021
please elucidate
>>
>>169255021
Enlighten us, wiseguy.
>>
>>169255021
What's your point? That the majority of the pirate-specific versions people are proposing uploading would simply go undownloaded and unseeded because people would post in the comments about how they're fucked up versions of the game?
>>
>>169255119
>>169255147
People download it
>>
Should I name my studio after my game
>>
>>169255250
If you only ever create that one game, yeah.
>>
>>169255119
>>169255147
>>169255214
Too lazy.
>>
>>169255250
You should be able to answer that question yourself. I doubt most studios would want to be known for their first game.
>>
>>169255398
Great post.
>>
File: ribbert.webm (3MB, 1280x720px) Image search: [Google]
ribbert.webm
3MB, 1280x720px
level design is gamedev right
>>
>>169255398
If that was an attempt at a troll then all you've done is left me nonplussed.
>>
>>169255584
Looking good, robbert dev
>>
>>169255479
>Nintendo
>>
>>169255584
level design is gamedev if posting shitposting memes is progress posting
>>
Would you guys watch me stream my dev so I have judging eyes looking at me and prevent me from nodeving?
>>
>>169255625
It wasn't. I'm legit lazy to write a long ass post explaining.
>>
>>169255789
fuk u
>>
>>169255789
I hope you are putting as much effort into your game.
>>
>>169255747
Did I say "literally every studio without exception would not want to be known by their first game"? The fuck is your point?
>>
How much of a problem is keyboard ghosting? I am at a situation with refining the keyboard support I just implemented and I am finding a situation where you can be pushing 4 buttons at once (diagonal movement+focus mode+shoot). Is this a thing I need to be concerned with for people with low end keyboards?
>>
>>169255758
No.
>>
>>169255789
I already explained the primary reason why the majority of the posted anti-pirate "solutions"/joke builds would not reach their intended audience. There's really nothing left do add.
>>
>>169255972
okay ;_;
>>
File: intro_revisit-1.png (2MB, 1616x907px) Image search: [Google]
intro_revisit-1.png
2MB, 1616x907px
>>169255758
In my experience very few care to. I used to do devstreams all the time.
>>
>>169255951
shoot is usually on a mouse so it's exempt
but I've had actual issues from playtesters when they tried my "two nes controllers on one keyboard" layout so it's a thing
>>
>>169255951
>Is this a thing I need to be concerned with for people with low end keyboards?
Yes. Average person doesn't even know what a high end keyboard is
>>
>>169255349
>>169255479
But plenty of companies are named after their product (Like Kentucky Fired Chicken or Burger king) and in some case they don't even make that product anymore yet kept the name (Capcom means Capsule Computer)
>>
>>169255951
It's a pretty big issue.
Some weeks ago I played Wildstar for research purposes, and you'd often want to press movement+camera rotation+skill buttons.
Took me a while until I found a key combination that worked on my KB with the whole range of skill buttons.
>>
>>169256162
You're extremely dimwitted.
>>
>>169256109
Unfortunately it is a vertical shmup so no mouse involved.

>>169256129
>>169256203
Guess when using a keyboard I could just make focus a toggle instead of a hold. That should free it up.


Thank you, anons!
>>
>>169256308
No bully
>>
>>169255584
omg frogdev is back!
>>
>>169253492
I'm gonna pull the old "slowly reduce the volume over anywhere between 20 mins to an hour and then BLAST THE LOUDEST NOISE POSSIBLE at full volume once I've made sure they've turned everything up to full.
>>
>>169255758
Maybe I've been building discipline and watching someone deving could help. I've put in a shit ton of hours the past couple of days but that doesn't really matter much. The problem is that sometimes there is too much noise and I just can't think, I get paralyzed and I end up rolling over the same line of thought over and over again like a sailor lost at sea and I get a little seasick. The brain gets overloaded and it can be something super simple too.

Like right now my Dad is being super load in the background. and I'm trying to tune it out but luckily I get maybe 6 hours to dev after everyone gets to sleep too. I've been deving between 16 to 14 hours a day but the progress is pretty fucking retarded compared to other people.
>>
File: 1411261705827.gif (1KB, 99x150px) Image search: [Google]
1411261705827.gif
1KB, 99x150px
>>169256997
>>
>>169255584
>That size reduction when climbing
>>
>>169257128
Never forget that progress is in itself progress towards being good enough at this shit that you will be less likely to get caught rolling the same thoughts around in your head. What takes sixteen hours now will take ten in time, and then five, and eventually maybe you'll get it done in an hour.
>>
how do you guys get over the demotivation of how difficult and so much work it is to make a decent game?
>>
>>169254452
You would have to ensure the player knows that this only happens with the pirate version. Like, a giant in-your-face splash screen. Otherwise they'll just assume it's an unstable piece of shit and leave bad reviews.
>>
>>169257556
With determination.
>>
>>169255951
Most you can do is allow for input rebinding, and try to condense "actions" to use as few keys as possible. Incorporate the mouse also, if the game allows.
>>
>>169257556
I genuinely want to learn how to do the stuff.
>>
>>169257556
I work by discipline, not by motivation.
>>
Anyone planning to use Steam Audio? http://steamcommunity.com/games/596420/announcements/detail/521693426582988261

There's a C API and a Unity plugin. Not FOSS, but there are binaries for every platform that matters and it's 100% free to use.

Audio tech in games is very outdated so I think this could make a big difference. I have vague plans to make a stealth game and this would add a ton of atmosphere. It's probably CPU hungry, though.
>>
>>169253492
Yes, and it will blast the warthog song while showing the meatspin video at full screen while disabling your keyboard and mouse input at the same time.
>>
>>169257614
If you've spent any amount of time on game forums over the years then you've seen how pirates who bitch about non-standard drm fucking their experience are received in game communities. I've only ever seen developers praised for non-standard DRM practices, so it's not like there'd be pushback to be concerned about when dropping the "sounds like you pirated the game, faggo".
>>
>>169257556
Just the raw thrill of making something and seeing it come to life, basically. I only do 3D stuff now for this reason- 2D is great but there's something beautiful about converting my monitor into a window to a world I created.
>>
>>169257417
Yeah I'm starting to see that. Like when you're first like "I'm going to make a game!" you go and watch youtube videos or you try and read some tutorial online. If you're smart you watch a basic introduction to programming in whatever language you're going to use and then you go just watch people programming games, talking through their own problems and stuff. But like... a lot of these guys are 38+ years old and started programming when they were 16 or even earlier. Its not like they just magically became programmers. We're so conditioned to want results NOW to be able to make good games NOW.

I'm at the level where I've seen enough improvement in myself over a year or two that I can see that there is a long journey ahead and you're going to get better at Art, and programming, and making music, and marketing as you keep making shit. Whats important is just to keep working, making, and finishing games and getting better every time. Its so easy to fall into the trap of "I'll make my perfect game when I figure out Art, or I figure out how to do networking, or after I learn this engine or this language." you might as well just make games while your learning because your cross training and building practical knowledge and practical methods of using the shit you're trying to learn.

Then again this is coming from the perspective of someone whose 25 and isn't in a position where I'll starve if a game isn't made and successful NOW. I'm okay with spending 40+ years of my life making games.
>>
>>169253492
I think uploading an extended demo could work. Maybe even just make it the same as your actual demo (if you have one), but with all "demo" branding removed and a different ending splash screen which thanks the user for their interest and encourages them to buy.

Also this >>169253624
>>
>>169258170
Well said.
>>
What is the C# (Unity scripting) equivalent for a C++ std::vector ? A List ?
>>
>>169258405
yes.
>>
File: RES Paxel 128.png (926B, 128x128px) Image search: [Google]
RES Paxel 128.png
926B, 128x128px
G-guys, I think he's done.

I'm not sure if there's anything more I can do to improve him without it being subjective, but I've improved him a lot, objectively.

I'm new to game development, up until now I've been focusing on everything, but the art, by using premade assests or simple geomtry to represent sprites I intended to later design.

This is basically my first real character, I'll be using him for my profile picture on my Tumblr and Twitter. I've decided to name him Res Paxel, the red panda, inspired by NES-esque pixel art.

I hope those of you who gave me input on improving him over the past few days like how far he's come.
>>
>>169258543
that is a nice cat you got there
>>
File: RES Paxel Alpha 128.png (889B, 128x128px) Image search: [Google]
RES Paxel Alpha 128.png
889B, 128x128px
>>169258543
As as a reference, this is where he was when I first posted him here, thinking I was content with the way he was, but your critisms helped a lot, anons.
>>
>>169257874
Well I use Godot, so probably not. Beyond that my game is 2D, so this wouldn't help me anyways.
But it looks does pretty cool.
>>
>>169216696
>I am going to rip out the collision library (hardoncollider)
shit man, really?
I have a module I made (pretty simple though) that I was going to call something similar
I shouldn't be surprised it's been done...
>>
>>169258690
I figured some people would think its a cat, but I still think it looks far more like a red panda.
>>
>>169258904
It looks like a meow meow to me
>>
>>169258904
I thought it was a racoon?
>>
>>169216696
>>169258857
fuck I'm even using LOVE too
>>
>>169258543
>>169258904
I'll be honest, I had to google to remember what a red panda looks like. He does look like one if I compare directly with GIS, but I would have guessed fox, then tiger or leopard, then a housecat.

It's not really a problem- he's cute, will probably animate well, and I assume it's obvious which animal he is from the context of the game.
>>
>>169259289
you need more cats in your game desu
>>
>>169257556
I don't care about getting to the end result very much, 2bh. I enjoy the programming, problem-solving and design challenges.
>>
>>169258704
This is cute

>>169258543
Not cute
>>
>>169258690
>>169259065
>>169259212
bitch you ever seen a red panda?

you use opera or somethin? fuckin google chrome user up in here big dick safari browser?

get the fuck outta here, parents never bought you a fuckin zoobook for your birthday you never had a childhood
>>
File: skeptical.png (384KB, 640x480px) Image search: [Google]
skeptical.png
384KB, 640x480px
>>169219304
>>169219447
>RUSH HOUR JAM
>it isn't even "buddy cop movie"-themed
>>
File: activebrain[1].jpg (34KB, 600x450px) Image search: [Google]
activebrain[1].jpg
34KB, 600x450px
>>169259391
>problem-solving and design challenges
this
I'm a little worried that I'm getting addicted to pic related, and "real life" will be dull and no fun in comparison
>>
>>169259494
No I've never seen a fucking red panda and I just googled it and even real red panda look like fucking racoons. Fuck your zoobook I had bug books.
>>
>>169224412
not if you post really zoomed in pictures
>>
File: 1470868652755.png (24KB, 659x366px) Image search: [Google]
1470868652755.png
24KB, 659x366px
>>169257874
What did chrome mean by this?
>>
>>169259882
Gaben realized no one will pay the new feed to upload games to steam, so he decided to just hack your shit up and get your credit card info.
>>
>>169235175
>>169234954
>>169234217
>>169233521
http://sealarks.tumblr.com/

Fun fact: this person set up a Kickstarter, got $59k, and bailed. I think they offered refunds at the very least. I donated $25 so I didn't bother asking for it back.
>>
>>169224712
it is
it started last fall I think
really stupid because anyone that might actually want to find someone to work with can't do it because people will assume they're memeing
>>
File: 1473982081888.png (4KB, 242x241px) Image search: [Google]
1473982081888.png
4KB, 242x241px
>>169260146
it started like august last year. this doggo accompanied it for a minute
fucking kill me
>people are still meming with the sord too
>>
>>169260113
Well at least they offered refunds.
I recall having read someone asking them if those turnarounds where made using a 3D model as reference/base and they denied it a lot, but if you lurked a little bit on the tumblr they posted pics of 3D models of the very same characters. Always thought it looked suspicious but I gave them the benefit of doubt.
>>
>>169260113
Man, the glorious days of Kickstarter beginnings. If only I had been ready at the time.
>>
>>169234954
>>169235175
I LOVE THESE
>>169260113
WHY DOES EVERYTHING I LOVE GET DESTROYED
>>
>>169260113
Everyone remembers that kickstarter.

>>169260640
The guy literally started a kickstarter with a girl's name and was very quiet about his gender. Most people assumed that it was a girl which helped with the marketing.
>>
>>169234951
I don't like this. I was expecting a full-grown woman from the thumbnail.
>>
>>169260615
Kickstarter, patreon, letplayers, first wave indie, porndev. There will be another wave, another opportunity. Hone your skills. Be ready when it comes.
>>
File: lowered expectations.jpg (9KB, 316x240px) Image search: [Google]
lowered expectations.jpg
9KB, 316x240px
>>169244097
game jams are good for beginners
you have a clear theme and usually genre, you have a clear deadline, and everyone has pic related
>>
>>169260113
How did he make it look so 2D, but also still be 3D?
>>
>>169261087
Gamejams are retarded for beginners. Gamejams consist of people who use previous knowledge, in order to be able to quickly make a game, or even copy paste from previous work. A newbie would take hours to make something, someone experienced does in 5 minutes. It's a skill show off, just like tournaments are.
Beginners should take their time learn shit to a certain degree before they can think about showing off or competing.
>>
>>169253492
I'm going to make a shareware version that's freely distributable and is limited to the beginning or selected areas of the game and a separate full version.
>isn't that just a demo
Yes but if I call it "shareware" and encourage people to share it I'll get attention from the oldschool PC gaming snobs. Any niche can be leveraged into more success.
>>
>>169254906
nobody likes you
>>
File: FraukiRef.png (5KB, 294x150px) Image search: [Google]
FraukiRef.png
5KB, 294x150px
I'm starting to put things together for Greenlight. Hope I can get through before the axe falls.
>>
>>169260765
It's more about being too busy
>>
None of you are making good games or enough progress to finish a game. You will all fail. Everyone who has ever succeeded left agdg after a 1 week visit.
>>
>>169260765
JUST MAKE GOOD GAMES.
>>
>>169255951
It can be pretty bad. I was testing my control-setting functions and I set movement to WASD (instead of the arrow keys where it was) and jumping and attacking just stopped working. I was pretty sure it was engine problem or a Windows problem, but no, my keyboard has awful awful rollover on the letter keys. It's a complete crap shoot as to whether I can use WASD or ESDF and set attacking or anything else to a letter key and actually have it work.
Unfortunately, it's pretty much a user problem. You can set fairly safe default controls and recommend a controller, and that's it.
>>
>>169262082
Question about that, doesn't submitting to greenlight sort of start the countdown as far as completion is concerned? Or can you just sit on a submission, even if it's been approved or whatever. I don't want to end up in a position where people are actively pressuring me to finish (meaning I don't want folks actively paying for my game yet), but I'd like to get my foot in the door as far as greenlight is considered.
>>
>>169262192
Thanks! I hope your game is going well. I'm looking forward to seeing your progress.
>>
File: rails.webm (3MB, 1200x566px) Image search: [Google]
rails.webm
3MB, 1200x566px
I'm happy with the consistency of this mechanic now. All I need to do is figure out why the actual speed doesn't match the speed I'm doing my calculations with (real speed is the number on the right). After that I'll start making environment stuff, like objects that boost your speed above the limit you get from going down sloops, and areas where you can't draw the rail and need to jump through. Eventually I guess I get onto maps that actually pose a challenge.

This isn't the game the witch was made for, I'm just using her cause her feet are in a good rail-riding position.
>>
>>169257768
>>169262297
Well that is pretty dire. I guess I better assign more time to doing rebind then than I had originally planned before DD13

>>169262082
Just say when it goes live and I will be sure to vote for you! I have always liked your game (she doesn't eat moths... right?)
>>
>>169262507
not really. burritodevs have been sitting on a greenlit project for a while. same with pugdev and the hacking dev
>>
>>169257556
general anxiety disorder bordering on OCD
also elevated self-opinion and self-focus from mild autism-- the thought that maybe I'm not good at this has crossed my mind maybe twice in the 10 months I've been working on this game, even I know logically that I'm a piece of shit in lots and lots of ways
>>
>>169262582
Any idea of the timeframe? I've got a playable amount of content and folks seem to like my game, but I'm hitting the crux of my degree and can't really guarantee I'd be able to dev over the coming year or so
>>
>>169261781
You say that like it's a bad thing.
>>
File: EnemyRef.png (5KB, 453x124px) Image search: [Google]
EnemyRef.png
5KB, 453x124px
>>169262507
Once you're greenlit, there is no deadline to when you have to make it live and playable.

>>169262538
Thanks!!! I'll post a link here once it's up. Probably will take another month or so.

she does eat moths :X
>>
File: tumblr_oegcqkjoub1u4rawro1_500.gif (2MB, 500x281px) Image search: [Google]
tumblr_oegcqkjoub1u4rawro1_500.gif
2MB, 500x281px
>tfw you'll never do something beautiful with pixel art like the Downfall dev did with NIUM

Why live?
>>
Can I just post a finished game on greenlight?
>>
>>169262607
Your self description sounds so much like me that it hurts. I hope you succeed, maybe that will mean I'll succeed, too.
>>
>>169261451
I agree with you but we have the unpopular opinion here.

People argues that jams are good for experience but it's bullshit from my point of view.
You get a random theme that most of time is boring, a too short deadline and at the end a bunch of mediocre games when they even can be labeled as games.

You'd literally get the same experience, if not more, from working a complete game.
>>
>>169263108
>lowpoly environment models
>unlit shader with a limited palette
>8 sprites for player
>>
File: lore_face_old.png (10KB, 104x110px) Image search: [Google]
lore_face_old.png
10KB, 104x110px
>>169263170
Yes and I think most people voting in greenlight would probably prefer that but it isn't necessary.

>>169263063
Welp...
>>
>>169261451
most game jams last like, days to weeks
plenty of time for someone to learn
or, you know, it could be a chance to test out what they've just learned-- a lot of people use them that way, multiple times even, when they get good with some mechanic or function or technique they'll use it in a game jam to make sure they really have it down
>>
>>169263329
That's not what he did, though.
He layered a bunch of sprites that shift as the "camera" moves.

It's really interesting, but doesn't see very effiecient.
>>
>>169263108
Looks neat but that camera movement is super disorienting
>>
how come gogem never posts any game progress?
>>
File: output46.webm (2MB, 952x868px) Image search: [Google]
output46.webm
2MB, 952x868px
>>169263490
oh huh.

That's arguably simpler.
I did something like this before.
>>
>>169263708
You could not have picked a worse example to explain what you were trying to show
>>
>>169263063
Thanks, that's good to know.
Has Valve said anything about the games stuck in the pipeline when it gets axed? Like if I submit now, get whatever % to acceptance and the program gets shut down, I'm assuming I'm just shit out of luck?
>>
>>169253492
tfw pirate bay is blocked in your country so you can't do this
>>
>>169261451
I disagree. I learned from doing jams. Of course I made pong and stuff before doing any jams. But jams forced me to do things I hadn't tried before, even just making a main menu isn't something I ever needed to do in practice projects. And jams aren't about making a finished product. It's more about the journey. There have been several jams I tried making a game for but failed to finish, but I still learned from them.
>>
>>169263592
Yeah, it has something to do with that it's technically not a camera. The analog stick basically tells all of the sprites to rotate their layers in the opposite direct you move the camera analog stick, so it feels like you're moving a camera around.

It's interestined, weird, and a bit disorienting, and the coolest part is that he's planning on making it into a full game.
>>
>>169263668
he has already found more success than you jealous nodevs will ever have he can afford to just teach us now
don't be jelly

https://www.youtube.com/watch?v=QVWAy2-1b_E
>>
>>169263220
thank you
>>
>>169263862
Yes, if you're not greenlit by the time they axe it, you have to wait for whatever new thing they do. But if you can get a refund on your 100$.
>>
File: 134954398.jpg (99KB, 640x687px) Image search: [Google]
134954398.jpg
99KB, 640x687px
>>169263979
>that like to dislike ratio
>>
File: output45.webm (2MB, 952x868px) Image search: [Google]
output45.webm
2MB, 952x868px
>>169263818
whoops

>>169263862
The assumption is there will be one or more rounds of accepted games, and then everyone partly through is SOL.
>>
>>169264146
This webm confuses me.
>>
>>169264256
Try to parse it as a centaur.
It may be that some people just can't parse it or can't parse it without more context
>>
>>169264256
do you know what billboarding is?
>>
>>169264338
I see the centaur shape, I just don't understand what is going on. It looks mostly 3D, but slightly 2D.

>>169264648
No, I've barely done anything with 3D developement.
>>
File: prog13.webm (1011KB, 1228x690px) Image search: [Google]
prog13.webm
1011KB, 1228x690px
The ghost fen now chases you properly even when you go on mops
>>
for those who've been usin it, is GMS2 worth upgrading to or should I stick with regular ol GMS
>>
File: IMG_20170223_233247.jpg (2MB, 5312x2988px) Image search: [Google]
IMG_20170223_233247.jpg
2MB, 5312x2988px
>tfw your dream is dead
>>
>>169264779
it's a bunch of sprites in 3d space, billboarded (always looking at the camera). the extra complication is that the red, white, and black layers are always in order. So red can never go behind black, even when the 3d shape would suggest that.

>2d
I bet if I removed the unity skybox and made rendering cleaner it would look very 2d
>>
File: hotmeeting.jpg (74KB, 833x458px) Image search: [Google]
hotmeeting.jpg
74KB, 833x458px
How much should you have done for greenlight? I'm thinking of putting my game on it around demoday, but I'm not sure how much of the game actually should be done?
>>
File: pixel_death.webm (234KB, 634x508px) Image search: [Google]
pixel_death.webm
234KB, 634x508px
Rewrote the billboard animation script - now it accepts 'animation states' to change which sprite it chooses.

The sprite can either be multi directional or mono-directional ( For example in pic related the 'standing' state has four directions while the 'death' state only has one. )


Additionally, experimented with using Unity's animation suite to handle animation state changes as seen here.

This is obviously going to be a learning experience - two frames for a death animation just feels wrong. Maybe 3 or 4 will look more natural.
>>
>>169265035
Putting unfinished crap on greenlight just worsens even further its reputation. Imo I wouldn't put a game that isn't nearly done on greenlight.
>>
>>169264953
You made backups, right?

thank you for reminding me to backup
>>
File: rock-dude-128.gif (12KB, 128x128px) Image search: [Google]
rock-dude-128.gif
12KB, 128x128px
Made an enemy sprite today.
>>
>>169264953
This is why you backup to something external often.
>>
>still talking about greenlight as if it's not dead
did valve push back steam direct rollout? I thought it was "spring 2017"
>>
>>169265035
The game should be 80% done at least. Don't make customers wait a year or more to finally get a release of a greenlit game.
>>
>>169265139
>>169265153
Oh, I didn't lose my files. Those are safe and backed up. It's just, I tried to test my game on a 486 and it crashed, and I have no idea why.
>>
>>169265254
>on a 486
lappy 486?
>>
>>169265191
As far as I know it is, but if you get a refund for failing and no hard time limit when accepted, then honestly I see no reason not to atleast try it.
>>
>>169265020
>I bet if I removed the unity skybox and made rendering cleaner it would look very 2d
Yeah, the skybox is definitely what was throwing me off a lot.
>>
>>169265394
Your dignity as a gamedev?
>>
If a decent full game takes about 2-3 years to make, would it take about 3-4 year to learn how to and make a game? Or would it still take 2-3 years because making a game is large part of the learning process?
>>
>>169265587
narrow
you're
scope
>>
What are some of the best programs for making chiptunes and 8-bit sound effects?
All of my projects are still completely silent.
>>
>>169265370
I wish it were a qt 3.14 lappy
>>
>>169265706
I am, I'm just trying to keep a rough idea of the long term. It's nice to be able to inform other people who don't understand the many more short term goals.
>>
>>169265587
You're going to start your dream game and realize it's a lot bigger and harder than you thought it would be. I guarantee it.
It will take a couple years before you're good enough to tackle the dream game. And it will take a few years to finish it.
>>
>>169265587
It would take a year to make a great game as a noob if you dedicated your full energy and knowledge to learning the art.

But you won't, so it'll probably take you a few years to make a crappy platformer.

Also >>169265706 your*

>>169265734
Just rip off licenseless stuff from the internet.

169265780
Daily reminder to ignore source posting.
>>
File: 1352953445024.png (27KB, 113x126px) Image search: [Google]
1352953445024.png
27KB, 113x126px
>>169265706
>you're
>>
>want to make a sci-fi porn game
>want the gameplay to be fun and inform the sex stuff
>start building out all these various mechanics
>start to realize this could just be a fun game by itself without any sex stuff
>now can't decide whether to try and greenlight a SFW version of it or just do the porno one + a patreon and some fetish stuff

Where is the real money though?

>just make good

No fuck you. I want to make money from this.
>>
>>169265867
I've already accepted that whatever I dream up, I won't be able to do. I actually like art by constraint, so I'm find with scaling down a lot.

I just want to know about average long term time frames.
>>
Reminder, too much sex appeal sells more than not enough sex appeal
>>
>>169265869
>Just rip off licenseless stuff from the internet.
But I wanna learn how to make my own 8-bit music and sound effects. ;_;
>>
>>169265996
There's really too many variables to determine how long a game will take. It depends on the scale of the game, the determination of the developer, the tools used, etc.
>>
>>169265734
Famitracker.
>>
File: WalkinRoundTown.webm (3MB, 821x620px) Image search: [Google]
WalkinRoundTown.webm
3MB, 821x620px
>>169266107
Cmon dude, sounds and music is like the #1 thing that's the easiest and most fun to outsource to starving art guys.

>>169265980
It could be sexy without being literally pornographic.

Also, Animation Blueprints? Event Blueprints? Input? Come at me Unreal, I am your master.
>>
>>169245125
>glasses
I'm sold. Going to buy the season pass edition with the OST and artbook included.
Godspeed!
>>
>>169265980
Understand the two markets you are aiming for

The /h/ game market has a insane amount of demand both in the east and the west, the market for little indie space sims on greenlight has some very tight competition as well.

With a /h/ game it would be much easier to make a community to help spread around awareness while with a greenlight game its almost impossible for a new game to break through without youtuber meme bucks.
>>
File: Mimi0.jpg (169KB, 832x1024px) Image search: [Google]
Mimi0.jpg
169KB, 832x1024px
post 2d pixelated games right fucking now.
>>
>>169266407
Thank you, anon! I will do my best not to disappoint you! Getting more hot tea and getting back to work now. Goodluck to you and your project!
>>
File: dungeoncrawltest.webm (417KB, 512x424px) Image search: [Google]
dungeoncrawltest.webm
417KB, 512x424px
>>169266694
>>
>>169266370
Partrick got grown over the years.
>>
File: masks.webm (3MB, 1280x720px) Image search: [Google]
masks.webm
3MB, 1280x720px
spent the last 10 days doing AI and movement code. almost ripped my hair out a few times but I think it was worth it as the macros and components I have created should make things easier going forward. enemies in this games are pretty versatile so this is necessary
>>
>>169266920
Christ that looks confusing. Having it go black everytime you move seems very annoying too.
>>
>>169266920
I really love the aesthetic of your game, but the black screen flickering actually makes me disoriented. If it wasn't for it being disorienting, I would like it, it feels like some old school, despite the fact that I've never seen that done in a retro game.
>>
File: baddle.png (10KB, 448x336px) Image search: [Google]
baddle.png
10KB, 448x336px
>>169266694
Beetle
>>
>>169267202
Imagining programming shit in 3D like that gives me anxiety. I could never solo dev a 3D game and I don't think I'll ever find a partner that I enjoy working with for an entire large project.

Also, is your game some kind of hack n slack platformer? It looks interesting.
>>
>>169266632
Yeah honestly I'm coming to the same conclusion. I think it needs the sex stuff to stand out.

Which is good, because I want the sex stuff
>>
File: spintowin.webm (447KB, 698x639px) Image search: [Google]
spintowin.webm
447KB, 698x639px
>>169266960
Well, I guess you could say he's a large dude. He's also gotten really crappy animations over the years.

>>169267202
Looks interesting. Nice animations, too.

>>169266920
I think the black screen is only an issue because you can move pretty fast. If you artificially forced the player to pause on every move, it would look great, but then that would be a bit annoying gameplay-wise, maybe.
>>
>>169267558
I like your pixel art, I saw your bug in the last thread.
Do you use a specific color palette or do you just pick the colors off of the color wheel?
>>
>>169267663
Thanks anon.
I just pick colors, but at this point Ive got a few shades established that I've been reusing between assets to create a sense of consistency between sprites. Cementing a palette early on is something I sort of regret not doing at the start
>>
>>169267562
Hack n slash platforming sounds about right. There will be some loose zelda 2 elements as well:
-overworld with "random" encounters
-upstab and downstab
-exp system with sword, magic and health upgrades
-palaces and crystals

No towns or NPCs though. Scope is big enough as is.

>>169267619
thanks, need to redo the player character model at some point though. would rather finish a palace first however
>>
>>169265780
>>169265943
>googles Menz & Mollyz
>some gay bar in Canada
is this online gamedev community really being harrassed online by gay canadians?
why life?
>>
>>169268023
I hope you manage to get all of that in.
Ii feel like it's pushing your scope,but it all sounds like it could come together really well.
>>
>tfw gogem still hasn't posted any new gaming progress
>>
>>169268237
i have a plan to remedy this
im going to kickstarter a new AGDG progress post project. where your money goes directly to funding me to post progress updates on AGDG threads.
>>
File: SH272.jpg (246KB, 1151x1438px) Image search: [Google]
SH272.jpg
246KB, 1151x1438px
>>169258543
make sure to read your fucking loomis and learn how to draw
>>
File: Samurai-Helm.png (142KB, 919x880px) Image search: [Google]
Samurai-Helm.png
142KB, 919x880px
>>169267558
>cannot unsee
>>
>>169268569
>implying he needs to learn how to try to do 32s32 pixel art
What is this meme? Also, his pixel art looks fine.
>>
File: 1487834720838Edit.png (4KB, 512x512px) Image search: [Google]
1487834720838Edit.png
4KB, 512x512px
>>169268740
>implying you don't
most of his new version is knocked off from an edit someone did, can't just get by on knock offs forever
>>
>>169269024
All I see the same is the paws and the trimming around the edges. The body, head, and tail are entirely different.
>>
>>169235001
Yeah, do it, no ones up to it (yet?).
>>
>>169269117
that explains why you don't think you need to learn how to draw in order to do low res pixel art
the whole "being blind" thing, that is
>>
>>169269024
still looks like a cat to me
>>
>>169269196
Wow, anon. Art is so much my arch nemesis, that simply reading your post almost made me burst into tears.
>>
>>169258543
wait anon were you using this pixel art to design the character in the first place?

You should be drawing characters freeform first and then convert them to pixels after you've got the design down
>>
File: malcolm.jpg (63KB, 385x479px) Image search: [Google]
malcolm.jpg
63KB, 385x479px
>mfw giving up on fantasy theme for pirate theme
>>
File: shaders fuggg.webm (375KB, 791x441px) Image search: [Google]
shaders fuggg.webm
375KB, 791x441px
i just want to tile a texture vertically and animate using a sprite sheet (´;ω;`)
>>
>>169270969
Doesn't sound too complicated to me, can't you just play with texture scale for tiling and offset for animating?
>>
>>169270969
Make a horizontal sheet, animate by multiplying the U coord [i*width/n left vertexes, (i+1)*w/n right vertexes], tile by setting the V coords on the bottom to a number greater than 1 and having gl repeat on instead of gl clamp.
>>
>>169248940
that fat one always reminded me of dedede
>>
File: pillar effect.webm (83KB, 960x507px) Image search: [Google]
pillar effect.webm
83KB, 960x507px
>>169271517
>>169271685
just got it working
pixel vs uv coordinate systems were fucking me up
>>
File: 0000-0040.webm (909KB, 1280x720px) Image search: [Google]
0000-0040.webm
909KB, 1280x720px
>Make a rig and test it
Side note, anyone know why applying an animation in Unreal would break normal maps? Diffuse map is fine.
>>
>>169271763
whoa, is this super ... turbo? havent checked in on this since space jam
>>
>>169271798
What do you mean with breaking normalmaps? Have some picture examples? Normally animations don't affect any texture or material.
>>
>>169271876
Yeah, I'm still working on it though kind of slowly.
I've submitted it to 4 demo days now, all on https://nurikabe.itch.io/
If you are interested in trying it out again, the demo day 12 and 11 ones are probably the least bad.
>>
is horror the best game to dev if you cannot into music?
>>
File: N2Ow81u.png (2MB, 1047x875px) Image search: [Google]
N2Ow81u.png
2MB, 1047x875px
Does this look like fossil shell to you?
>>
File: 0000-0410.webm (986KB, 1280x720px) Image search: [Google]
0000-0410.webm
986KB, 1280x720px
>>169272084
I don't have a pic right now but I'll see if I can find one from a team member. I don't have the project on my computer right now.

>Normally animations don't affect any texture or material.
Yeah, that's what I was thinking. But in engine the arms' normals are fine but when they apply an animation it breaks them. It's bizarre.
>>
>>169214994
looking sick my dude
>>
>>169272131
No, you've got it completely backwards, horror is the genre where proper music and sound it most important.
>>
>>169272131
Music is the most important thing in a game
>>
File: deer.png (632KB, 1209x786px) Image search: [Google]
deer.png
632KB, 1209x786px
Jesus Christ that was a nightmare to model, even after getting lazy and skimping out on the antlers.
>>
>>169272121
the black and white style had its own charm but you've made incredible progress on this artstyle

is there any kind of feedback you want in particular when I play? i'm assuming dd12 is the best one to try?
>>
>>169272585
ahh, the slug deer

one of nature's nightmarish miracles
>>
>>169272189
The actual pic? Definitely.
The thumbnail? You don't want to know.
>>
>>169272585
nice duck you got there mate keep it up anon
>>
>>169272676
kek, I tried my best.
>>
File: 3f0gRUK.png (2MB, 911x871px) Image search: [Google]
3f0gRUK.png
2MB, 911x871px
>>169272713
W-what's with the thumbnail?

>>169272189
Is it better?
>>
>>169272654
I think I would like feedback most on:
>control/feel of the player character
>enemy encounters
>level format (still screens with scrolling between loads)

DD12 is probably the best because of the updates to controls but I like some of the fights in DD11 better.
>>
>>169272585
scale down the neck and scale up the head and it'll look much better even without any precise topology changes
>>
>>169272585
Even with the undetailed head the good modelled antlers could have made this model look good. You'd better start modelling good looking antlers right now, my dude-man
>>
>tfw only doing games that don't need good art because I can't do art but insidde me I just want to make other types of games
>>
this was made by one (1) man

https://youtu.be/7Hjly04H4Ls?t=742
>>
>>169272869
It is. However the previous one had that feel that it was just dug out of the earth. This one is more clean like it's in a museum.

It reminded me of a dog turd. Sorry. ;_;
>>
>>169273575
Oh I see, thanks
Maybe fossilised dog turds look just like this, who knows
>>
File: knock knock DELIVERY.webm (225KB, 981x526px) Image search: [Google]
knock knock DELIVERY.webm
225KB, 981x526px
>>
>>169273806
Is this cave story vfx sprite on the lightnings
>>
File: 1478022245524.gif (229KB, 512x512px) Image search: [Google]
1478022245524.gif
229KB, 512x512px
>>169273895
No, I made them following this guide.
>>
>>169272958
Familiar feel, anon. I always tell myself that I'll commit myself to drawing or modeling or both, but I just enjoy algorithms and physics implementation too much to have time for that, so I leave a trail of prototypes behind me, mementos of unfulfilled dreams and hopes.
>>
stolen sprites
>>
How have you implemented different enemy types? I'm thinking of totally redoing my current system and I'm looking for a good way to do implement the "generic enemy class with things like Move() and Attack() that is specified elsewhere.
>>
>>169274147
Make reusable parts of code into components. Things like movement and collision. Then you can either specify which ones to include on an enemy either in data or in a lightweight class.
>>
>>169273972
Looks good, anon!
>>
>tfw want to make progress desperately
>have to read retarded Shakespeare instead because uni
god fucking damn it, why does he have to write like a complete autistic retard? it is literal fucking torture having to read that shit
>hurrr durrr i'm too intelligent to use normal words and sentences XDDDD
fuck that guy, i'm glad he died
>>
File: peculiarities.webm (303KB, 981x526px) Image search: [Google]
peculiarities.webm
303KB, 981x526px
unintentional but maybe cool things about these bombs:
>if they drop on the player's helmet it absorbs all the damage
>the lighting pillar deals explosion damage, which allows it to destroy bullets and act as a temporary wall
>>
>>169275169
The guy lived like ~500 years ago, anon. Why do you expect him to write and talk like people do nowadays?
>>
>>169273895
moderately vintage meme
>>
>>169275302
Actually he did it on purpose. If you pull other shit from that era then you will see that it is in plain simple language. Shakedick basically invented his own language called the Shakespearean shit for no other purpose than pissing people in the future off
>>
>>169275169
Ye of simple mind
>>
>>169273972
Are there gifs of these for fire, water and smoke/steam? Would love to see those.
>>
File: New_Game_Progress_1.webm (2MB, 1280x720px) Image search: [Google]
New_Game_Progress_1.webm
2MB, 1280x720px
Working hard every day, not much to show yet, but I'm digging the dev.
>>
I often see promising stuff get dropped by guys, who, as I understand, simply found coding hard or just plain unfun, didn't had the time etc., yet they still seem to be active on the art department. So they never admit that the project is dropped, it's just on hold.

Would it be weird to write to these guys, saying, I would be more than happy to finish their dreams? I just want to code something which has cute sprites in it, damn.
>>
>>169275745
ye there are
there's a whole series that anyone can view on the patreon on the bottom
>>
>>169268727
https://en.wikipedia.org/wiki/Japanese_rhinoceros_beetle#Etymology
>>
>>169236778
>gogem saved the crop I made
I feel honoured
>>
>>169275928
Go for it, there's no harm in asking. Though I honestly expect most would turn you down.
>>
>>169238192
>3 weeks later
>still no game
Enginedevs evryone.
>>
>>169275928
I think most problems are not really in the code, but them realizing the game is not fun, there's design problems, the amount of content that needs to be added, lack of prototype, etc.
>>
>>169238192
>I use a video recorder programmed in my game that locks the game to 30fps or whatever i want and it'll produce perfectly smooth "gameplay" even if it is actually running at 5 fps. (also no shadowplay)

Ratchet and Clank did the same thing back in the PS2 era, and I'm sure other games did too
But why are you doing that in the current year?
>>
>>169268237
he thinks he's above doing literally everything expected of other yesdevs here

but don't forget, he is the actual real [YESDEV]
>>
>>169275896
Keep it up! Keep the progress flow!
>>
File: 4744490477179310919.gif (657KB, 512x512px) Image search: [Google]
4744490477179310919.gif
657KB, 512x512px
>>169276223
Right enough, I didn't notice. Thanks dude.
>>
>>169276632
Thank you, I will.
>>
Has anyone ever found Vector3.MoveTowards() to not move at the right speed? Is there some sort of trick to getting it to move at the same speed as when doing other calculations?
>>
>>169277861
Add deltatime to your calculation for its speed
>>
>>169277921
Yeah I've got that too. But the speed is still different from the distance between current and last position on deltaTime.
>>
>>169278174
Do you mean that when you move diagonal, you move slightly faster or something?
>>
>>169278174
Post the code
>>
>>169277861
Fuck unity's built in funcitons
Calculate a direction vector and move speed*delta units in that direction each frame. If you want to stop when you reach the point check if the distance it'll move in one frame is greater than the distance remaining between the points - if it is, just set the position to the goal point
>>
File: deer 2.png (726KB, 1207x783px) Image search: [Google]
deer 2.png
726KB, 1207x783px
>>169272585
How's this friends. Pretty much remade most of it and put more work into the antlers.
>>
File: code.png (12KB, 654x190px) Image search: [Google]
code.png
12KB, 654x190px
>>169278285
The target is being set by another script whenever the old target is reached.

I'm wondering if this is happening because the targets are so close together. Each is only about 0.2f from the last.
>>
File: rocket-2017-02-23b.webm (1MB, 800x600px) Image search: [Google]
rocket-2017-02-23b.webm
1MB, 800x600px
new obstacle
>>
>>169278468
Actually, I think this is the cause. Once it gets to the point that it can cover 0.2f in one frame, that's the top speed that it can go.

Now what do do about this.
>>
File: bonitis.png (364KB, 740x354px) Image search: [Google]
bonitis.png
364KB, 740x354px
>>169272084
>>169271798
Here's a pic of the issue.

In Blender the arms are scaled up by the arms rig (not the mesh). This does pic related when exported and imported to Unreal. I made a test where I removed the scaling and it fixed the issue. How does that even fucking work? Any ideas? Otherwise I will need to re-animate the hands on each weapon.
>>
>>169278440
Yeah or just use Unity's built in functions.
>>
File: bonitis cured.png (565KB, 815x532px) Image search: [Google]
bonitis cured.png
565KB, 815x532px
>>169279308
Pic of the non-scaled arms rig test animation for reference. How the fuck could scaling be breaking the normals but not the diffuse?
>>
>>169279308
did you really make a bunch of animations without ever testing them in game?
>>
>>169279806
We had other hands before and got an updated set made to the same dimensions. Previous set did not have these issues.
>>
File: zap.gif (790KB, 500x375px) Image search: [Google]
zap.gif
790KB, 500x375px
>>169279308
>My hands are real velour!
>>
>>169279921
time to play spot the difference with the two models
>>
whens the next waifu jam
>>
>>169280142
never
>>
>>169280142
>>169280172
Waifu Game Dev General when?
>>
>>169279345
Except it's clearly not doing what he wanted, so the alternative is to do it himself and know exactly what is happening and how
>>
>>169280284
post your waifu game
>>
>>169280305
>no uterus
>no fallopian tubes
>no ovaries
lazy model
>>
>>169280597
>still calling uterine tubes fallopian tubes
>>
>>169280749
hey I learned everything I know about female biology from hentai manga
>>
>waifu has built in vagina,uterus and cervix
>game is dead so i will never fuck that vagina in vr with my huge virtual dick
i'm sad
>>
>>169280841
it's not wrong, it's just an old meme
http://www.independent.co.uk/news/doctors-decide-that-a-thumb-is-a-finger-and-an-elbow-is-an-ulna-1247757.html
>>
File: what.gif (775KB, 295x166px) Image search: [Google]
what.gif
775KB, 295x166px
>making first game in unity
>trying to implement a double jump and a dash
>trying to make it so that jumps interrupt dashes
>the thing i used makes the game crash
>quick button presses would also make the game crash
>change the jump button from space to x
>now it works
is unity a meme?
>>
>>169281141
Yes, it's a meme because you're bad at programming.
>>
>>169234951
Just what kind of game are you making?
>>
>>169281238
dont bully me
>>
>>169281141
For really tight arcade type controls UE4 is better. Not that it's not 100% your fault (which it probably is). But yeah maybe it is the "memes" at fault instead.
>>
>>169278462
Definitely an improvement.
>>
so what's the verdict on steam audio sdk senpaitachi
>>
>>169282559
looks neato / 10
>>
File: 1452499613844.jpg (251KB, 1024x1024px) Image search: [Google]
1452499613844.jpg
251KB, 1024x1024px
how do I just like make game?
>>
>>169252585
Aw wicked
Ill put it higher up on the todo list
>>
Rigging makes me want to kill myself
>>
File: 0000-0085.webm (123KB, 1280x720px) Image search: [Google]
0000-0085.webm
123KB, 1280x720px
>>169283108
I feel ya my man. Makes me want to die too.
>>
>>169281319
If my memory is right, he's working on that which model since last late Spring, early Summer. At the beginning there were webms of her dancing and such, and she didn't have the which outfit. Like you, I still don't have the slightest clue what's the game going to about other than it'll going to have a which in it.
>>
File: grass texture.png (556KB, 512x512px) Image search: [Google]
grass texture.png
556KB, 512x512px
How do you like my first grass texture?
It's shit right?
>>
>>169283134
took me a while to realize what's he doing...
>>
>>169283147
Wow that's...
A lot of work on nothing...
There's not a 3d model part of website that would allow him to get his lewdness free and leave us?
Because not making game on agdg is weird...
>>
>>169282559
a must-have
>>
File: 1477072866314.jpg (13KB, 414x415px) Image search: [Google]
1477072866314.jpg
13KB, 414x415px
>>169283151
post a screen of something actually textured with it
>>
File: 0000-0335.webm (3MB, 1280x720px) Image search: [Google]
0000-0335.webm
3MB, 1280x720px
>>169283202
Then you're not /k/ enough
>>
>>169283302
soon
>>
>>169283151
duuude, 420 blaze it my man
>>
>>169283280
Why does he bother you? Besides, there are also other guys (okay, guys maybe an overstatement, but at least one), who produces assets on no end without any game. It's the equivalent of aimless prototyping I think, yet those guys usually stay dead silent or just get forgotten because they can only show a bunch of cubes floating around. Like me. ;_;
>>
>>169283689
It's not that he bother me, it's more that he look like he want to go further with that model, and agdg isn't a place for that.
He may not receive the help could need here, nor the interest his "project" could receive...
>>
>>169270762
what i literally did that
>>
>>169283108
avoid that by making everything a robot/spaceship
yeah it feels like cheating

>>169283151
looks like green beans from the thumbnail.
>>
>>169284253
I actually want to do that. I've realized that maybe getting into Blender and 3D with humans and such might be a little bit overwhelming at first. 3D SHMUP-like here I come!
>>
>>169284253
This is the best meme, and I say that unironically
Making as many things as possible robots with ball and cylinder joints helps so much
>>
Will you be entering GDWC2017 /agdg/?
>gamedev contest for anyone in the world
>separate section for hobbyists and professionals
>judged on "Fun, Feel, and Novelty"
>winners get a trip to Finland/Sweden for free to visit gamedev studios
>submission date is 30th September, so all you nodevs have shitloads of time to get yourselves together
>>
File: 1427687690369.jpg (60KB, 611x560px) Image search: [Google]
1427687690369.jpg
60KB, 611x560px
if I use the student version of 3DS max will you promise not to tell on me?
>>
>>169285295
>shitty gamemaker game with placeholder graphics
yeah I'm gonna win
>>
game jams are a waste of time, you should be working on your real game instead
>>
>>169284841
>3D SHMUP-like here I come!
Don't copy my super original idea dude

>>169285183
Well it helps getting down blender's UI, texturing and animating if you make some android, but past a certain point it wo'nt teach you anything more.
>>
>>169285295
But I don't want to go to Finland
>>
>>169285490
The super short ones are ok.
>>
>>169285490
But I don't have a real game.
>>
File: Dungeon01EnemiesB.gif (2KB, 72x72px) Image search: [Google]
Dungeon01EnemiesB.gif
2KB, 72x72px
Rate my monster skeleton enemy.
>>
>>169285295
The 2016 3rd and 2nd places looked kinda bad, some anons here could easily win if they cared.
>>
>>169285652
so why are you posting here?
>>
>tfw you havent worked on your game
>>
>>169286393
>ever
>>
>>169286393
>>169286509
iktf
>>
>>169286594
>>169286594
>>
>>169285519
Like the moth SHMUP dev said: there's always room for more SHMUPs. SHUMPs are love and life.
>>
>>169286626
are we here just to suffer?
>>
>>169285956
Because I make games. I just don't have a main game.
>>
>>169232170
Reminds me of "Toy Commander" on the Dreamcast. Favorite game ever.
>>
Does a twine based cyoa story with a simple stat system count as a amateur game or a janky novel?
Thread posts: 766
Thread images: 137


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.