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/agdg/ - Amateur Game Dev 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: 762
Thread images: 163

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Art only


> 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
>>169214552

> 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
>>
Post concept art
>>
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>>169286714
>>
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I figured out how to fix /4gdg/

I can now find all the progress in just a few minutes, and dev without being distracted by shitposting.

Use this as custom CSS:
.post.reply > *:not(.file), div.sideArrows{display:none;}
.replyContainer{display:inline-block;}
.replyContainer *{font-size:0;margin:0!important;padding:0!important;text-align:center!important;float:none!important;}
.replyContainer img{margin:6px 0 0!important;}
div.reply{display:block;min-height:150px;border:none;}
div.post div.file{padding:2px 6px 6px!important;border:1px solid #aaf;}
.fileText a{font-size:13px;margin:0!important;display:block;}
>>
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How do you actually set up to make your first thing?
Farthest I got in observing people discussing this was either people recommending an engine or just a language and then telling people to download a bunch of libraries about which I have no goddamn clue what they are or do.
>>
>>169286714
Do spritesi not yet being used count as concept art?
>>
>>169287172
No, only if you're not going to use them.
>>
>>169287137
What do you even want to make?
If it's a game then literally just download an engine, if you want to jerk off over muh coding experience then pick a language.
>>
>>169287137
Install Unity and just go
>>
>>169287323
In the final game that is. Some use concept art as placeholders.
>>
>>169286934
You can put 4chanX on fap mode. It will only show posts with images.
>>
>>169287402
fuck myself?
you realize this is the crucial part nobody ever explains and one of the biggest reasons people stop dead after installing?
>>
>>169287782
wha
>>
>>169287137
It will always depends on what you want. There is no universal engine and libraries that works on any kind of game you will ever want.

If you don't even know what you want to make, then start by doing tutorials.
>>
>>169287782
Dude. Watch some bullshit inspiration stuff. You are clearly empty of ideas. Once you have inspiration you can atleast start.
>>
>>169287137
define "thing"
first game?
first engine?
first program?
>>
>>169287782
literally just read the fucking manual
>>
>>169287137
Download Godot, download the demo projects, check them out. Read the docs. Watch tutorials.
>>
today i'm gonna add fuckload of interesting items to my borderlands clone and make the crafting system better.

now i just need some place i can rip some cool 3d models off.
>>
enjoy your pedo-pig jam degenerates
>>
>>169286714
i would, but i'm stuck at the point where i realize i need loomis yet i can't find the discipline to grind
>>
>>169289041
91% toxic
>>
How do you guys keep up with code when it gets longer? I've studied programming for a few years already and I have no idea how people do it. When I have a thousand lines of code, I'm already completely lost.
>>
>>169289338
Separate it into multiple files. Don't Repeat Yourself. Make functions of things you do often. Use classes. Use comments.
>>
>>169289041
There is no need to be upset
>>
>>169289440
All of these except for the last one.
>>
>>169289338
Better organization.
Good comments.
Thoughtful naming.
If you're too busy to keep it in your head... a chart of how shit connects might help. I've never needed that though, with my ~20k LOC codebase.
>>
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>>169289507
>>
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>>169289041
thanks I will!
>>
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Tell me the secret to a successful Kikestarter campaign!
>>
>>169290467
This is a gamedev general, not a scam artist general
>>
>>169290467
GOOD graphics
>>
>>169290467
pre-existing fan base
>>
>>169290676
like Undertale?
>>
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Reminder that the RUSH HOUR JAM page is live
https://itch.io/jam/rush-hour-jam
>>
>>169290740
for undertale >>169290717 applies instead
>>
what do you guys think of my new game
>>
>>169290740
Fuck man, don't be such a basic bitch. Obviously there are different paths to get there.
>>
>undertale was kickstarted
what das fuck
>>
>>169290836
But that is old
>>
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I want to make a 2D shooter, but I keep bouncing back and forth between different types of 2D shooters.

Which sort of shooter should I make?

http://poal.me/ibpc7j
>>
>>169291561
If you can't decide on your own you'll never make it
>>
How often does Valve pick games to greenlight?
>>
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I'm struggling with art block and obsessing over how the visuals must be perfect even though I'm not a triple A studio.

How do I convince myself to just do it?
For christ's sake it's going to be free but I still feel pressured somehow.
>>
>>169292009
Literally never.
>>
>>169292085
>How do I convince myself to just do it?
Tell yourself you're going to make it intentionally bad.
>>
>>169292009
Once every couple weeks or so.
>>
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Started working on an abstract dungeon crawler.

I want to experiment with procedural dungeon layout generation, without the hassle of generating concrete tile maps, puzzles, enemy placement, and so on. So I'm making a simple game that doesn't have any of those details, where you can play through an abstract dungeon layout directly.

So far:
> rooms
> doors
> windows - let you see what's in an adjacent room, but don't let you go there directly
> secret passages - one side is invisible until you've entered the passage from the other side

Remaining:
> chests & inventory system
> keys & locked doors
> obstacles - puzzles, enemies, etc
> minimap
>>
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>>169286714
My game's protagonist
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>>169292584
Neato
>>
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>>169292584
nice shadowverse reference
>>
>>169292452
What are you going to do to make it marketeable?
>>
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>>169286714
One of the main antagonists.
>>
What should I model
>>
>>169294081
is she like, wearing a spine and a ribcage of something much bigger on her back as an accessory?
>>
>>169294702
A cassette tape.
>>
>>169286714
I would but it's so hilariously bad that I would be bullied.
>>
>>169294814
Yep. Show her connection to death/the dead.
Note that it's being held on by the spirits surrounding her so it's also a show of force and control.
>>
>>169290836
Wow, I've never had someone impersonate me before, I feel like I've hit a big milestone today.
>>
Whats the best game ever made with Unity?
>>
>>169295296
undertale
>>
>>169294937
if you didn't pay money for it to someone with YEARS OF EXPERIENCE, no, you won't
>>
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>>169286714
Moths have feelings too
>>
>>169295475
I've posted it before. Yes I will, on the concept of the attempted art style alone.
>>
Got energy packets working and polished resource generation and storage.

Next up is optimizing it a little bit and making it so that packets that lose track of their destinies go to the nearest storage instead (when transmission poles are destroyed for example), then probably some super basic enemy AI.

I'm open to suggestions for units, I'm planning on doing lasers, mirrors that reflect lasers and lasers.
>>
>>169295296
Ori and the blind forest
>>
>>169295621
Is that the moth shmup?
>>
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>>169286714
I did this a while back, the lazy mage girl that joins you on your journey. Also >HANDS
>>
>>169295761
What about lasers?
>>
>>169295761
I'm imagining programming this and it's heinously tedious. Looking cool tho.
>>
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So I wanna use existing games sprites as placeholder art. Googled for some ripped spritesheets and maybe I am stupid but how exactly am I supposed to use these sheets when the sprites have different sizes and are placed at arbitrary locations?
>>
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>>169295852
Yes!
>>
>>169296042
So is she a monkey girl?
>>
>>169296101
You align them yourself.
>>
>>169295852
Is that a rhetorical question? Is there someone else on agdg who constantly posts tittymoths? No shit it's the moth shmup.
>>
>>169296167
Nah I was trying for a sort of "falling through the sky" sort of thing. That's the ass flap on her tunic.
>>
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>>169296176
All of them? One by one? By hand? By myself?
>>
>>169296259
Oh sorry I meant you're supposed to enter them into a magical program that aligns them all automatically and at no cost of effort for the user.
>>
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>>169295761
And a bigger map for good measure.
>>
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Someone made an AUR package for my last game. Now I'm feeling self-conscious and want to fix all the problems with it.
>>
>>169296101

What engine are you using?
>>
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Put navmesh on a separate layer, gives me much higher flexibility and accuracy.
>>
Been working on an idea for an SRPG with resource management mechanics, but I'm afraid it'll be too much like The Banner Saga.

>You play as a group of knights caught up in a political power play; you are the fall guys basically and have to be eliminated
>Get hounded around the kingdom until there's nowhere left to run
>Game themes are free will vs. determinism, the nature of history, the pitfalls of honor, etc. but that's not important
>World map screen is for foraging for food and water, crafting, alchemy, bartering for materials and information with villagers, conversing with your party, etc.
>Notoriety meter affects difficulty level of battles, frequency of military checkpoints, search parties, traps, etc.
>Towns and shops can only be visited a certain number of times without attracting the eye of local authorities
>Fixed number of party members (no recruitment like some SRPGs), and at a certain point in the story you have to let one of them die
>Difficulty and scarcity of resources gradually ramps up (obviously), to create an atmosphere of hopelessness and inevitability
>Varied class system, multiple endings, and NG+ make for high replayability
>FF Tactics/Tactics Ogre style gameplay (still deciding how to flesh this out a bit)
>Hand-drawn watercolor graphics (already have the writer on clutch for this)

Would you play?
>>
are minecraft graphics, ok?
>>
>>169296396
Realistically it shouldn't be hard to actually make such a program. Maybe that's a coding project for next weekend.
>>
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hey /agdg/,
I'm gonna post two pics.

What look do you prefer?
(1/2)
>>
>>169296841
NO
>>
>>169296841
ok
>>
>>169296396
Oh good, I mean what sort of world would that be where people take the time to rip sprites but instead of putting them at an equal distance between each other to make them easier to use, they just dump them as close as possible.

>>169296629
Sorry but I'm not interested. Good luck though.
>>
How long do y'all usually spend in your planning phase? I'm talking purely paper.
>>
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>>169296961
or this?
(2/2)
>>
>>169297125
>>169296961
Neither kys hurf durf I have no penis
>>
>>169296841
define minecraft graphics

If you mean pseudoretro square shit with 4x4 textures then yeah it's pretty horrible, but low-poly can look good if done right.
>>
>>169297125
this
>>
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>>169297190
>>
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>>169294081
>>
>>169297125
This one if you can improve the textures.
>>
>>169297110
Till about 2000 lines and then I'm good.
>>
>>169297125
This one
>>
>>169297297
yo that first one looks like some cool steampunk mask shit.
>>
>>169297417
>>169297306
>>169297287
hm, okay, so more work it is.

Thanks guys.
>>
>>169297297
>>
Gotta say, never really been here before and I'm super impressed by the amount of work evidently getting done. Like, this has to be the most productive corner of 4chan. I cane here thinking about talking about twine and see 3D, good art assets, and pretty impressive programming.

Anyway, carry on.
>>
>>169297297
>no matter how you put it, your mom still shouldn't have slept with her father
>>
>>169296961
this
>>
>>169297125
This one, but pipe down the brightness a bit.
>>
>>169297523
Just because it exists doesn't mean it doesn't look buttfuck retarded.
>>
>>169297531
There's nothing wrong with twine if you're writing interactive fiction though.
>>
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Sketch from two days ago, current version of character. Keep her booties or replace them with other footware, yay or nay?
>>
Reminder that if you can't get any good idea on your own, you should just concede that you'll forever be a code monkey for someone else's dream.
>>
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>>169297728
>>
>>169297838
Post your game.
>>
>>169297531
stay and make twine games, anon
you're way more likely to finish
>>
>>169297828
Booties are fine.
I really like this redesign, keep it up.
>>
>>169297954
not that guy but there is only one piece of east asian clothing that doesn't look weird as fuck and that would be the chinese hooker uniform
>>
>>169297954

>>169297728 With that said, there's a lot of pretty funny things to be drawn from that culture's history as >>169298232 implies and as file attached demonstrates.
>>
>>169296961
This one, except less thick fog, and slightly more blue, not pure white.
>>
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>>169298232
>chinese hooker uniform
>>
notice these
>>169297954
>>169297523
have two strings, one closer to the face and one behind the ear
>>169294081
doesn't, maybe that's why anon finds it weird.
>>
>>169298427
Maybe anon is just a big bitch
>>
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>>169297295
>not posting the real version
>>
>>169298343
https://en.wikipedia.org/wiki/Cheongsam
>>
>>169298341
that makes it 2 : 4 now.
>>
>>169298343
qipao
>>
>>169298427
Let me assure you, the second strap improves it, but it doesn't make it not retarded.
>>
>>169298536
I keep reading it as Chen-o-gasm
>>
>>169298479
saved for next time.
>>
>>169296808
Sounds like typical ideaguying. "We're gonna have these billion features and they're all gonna be awesome!"

Yes of course I would play a game with a billion awesome features. But I don't think you're capable of making such a game. Your proposal is massively over-scoped, which suggests you don't have the experience to realize how hard this stuff is.
>>
I accepted the reality of gamedev and I am going to make a small 3d game with 5 levels that has a few features of puzzle solving
>>
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Okay, any unityfags, can you help me with a problem? I have a lock on mechanic in my game sorta working, but I need it to center the camera's view on the middle of what it's locked on to without adjusting the camera's actual rotation or position (it's a locked 3rd person camera position).

How do I get a Vector3 in worldspace to translate to a screen position coordinate? If I can get that I can force inputs to move the camera into its correct position, but otherwise I'll have to find another solution.

Before anyone suggests it LookAt() will fuck up the camera's rotation.

I sketched this up to illustrate the problem.
>>
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guys I've been away for longer than I bother recalling, what happened to the guy who endlessly posted webm's of a little girl and a bear?
>>
>>169299497
Sounds good man, I'm looking forward to playing this in 2 years.
>>
How the fuck do I pick an engine without knowing how to dev?
>>
>>169299570
There is a function in camera like WorldToScreenSpace or something.
>>
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>>169299809
>>
>>169299945
Download game maker. Learn to dev in that engine. Problem solved.
>>
>>169297789
Still feels a bit out of place when most everyone else here has marketable skills.
>>169298167
It's also light erotica right now depending on your choices, I havent decided whether to take the plunge into it being outright pornographic or keep it clean. Not sure if there is a general on 4chan that seems appropriate really, all the actual porn game generals are either specific to particular games or ultra autistic, or both.
>>
>>169299945
2D: Game Maker
3D: Unity or Unreal
>>
>>169300000
CHECKED
>>
>>169299945
I'm working up my basic mechanics in Python since Python is piss easy to code. When i come up with a solid concept, I'll port it to the appropriate engine, and half the work will already be done.
>>
>>169299945
Just pick one and start learning about it. If you like it then make game. If you hate it then you have information that will help you on your next decision.
>>
I want to put anime girls in my game
>>
>>169299945
It depends on what you want to do, GameMaker for 2D and Unity for 3D are the most popular ones.
>>
>>169299945
Learn to dev first
>>
>>169300053
>>169300190

is unity not good for a 2D gemu?
>>
>>169300236
Unity is fine for 2D.
>>
I'm learning racket in school.

what games can I make with racket?
>>
>>169300236
Unity isn't good at 2D. It's also not good at 3D, but people use it anyways.
>>
>>169300236
GM would be better for 2D.
>>
>>169300236
Is not bad, but since it's not focused on that you have to do some extra work. No the best idea dor someone new to dev.
>>
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>>169300294
>>169300342
>>169300406
>>169300421

I'm getting mixed messages here...
>>
>>169300236
BROWSER GAMES!
>>
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>>169300236
As far as I know I am the only dev here to try to use Unity for 2D and I am probably fucking insane for trying it. The editor is nice to have but most of the engine features are either not usable with 2D or don't work well with it. I've been porting over code that I originally wrote for XNA and I would say I've basically spent enough time writing basic systems an engine is expected to have that I might as well be engine deving.
>>
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>>169286714
>>
>>169300484
can you believe people have different opinions?
>>
>>169300484
2D: GM
3d: Unity or Unreal
>>
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>>169300598
Not the only dev here.
>>
Game Maker Or Unity for 2d game making?

Vote now!

http://www.strawpoll.me/12408413
>>
I should add to >>169300598 that it is useful if you want to use some 3D features while making a majorly 2D game. The best example if is you want to use lighting and shadows (in which case you are actually modeling your sprites in 3D but as sort of weird shapes to trick shadows into working and rendering them through an orthographic camera).
>>
>pixel graphics is the only kind of 2D
WEW
LADS
>>
>>169300901
Why not both? Which one's best for your particular project depends on what your project needs.
>>
>>169300994
Who are you quoting
>>
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>>169300838
>narrator
>>
>tfw nobody cares about your game
>>
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>>169301397
i care anon
>>
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>>169301397
>>
my game will be unlike any game you've ever played
>>
Show me some 2d games that ARENT pixel art (hand drawn etc)
>>
>>169301770
I dunno, kid. I've played a lot of games. Games from around the world. Games you couldn't even dream of.
>>
>>169301770
If you say so. Post progress.
>>
>>169300161
DO IT DO DO IT
>>
>>169301353
I'm OK with the Iron Giant telling this story.
>>
>>169301849
>many men have tired, son. many men and things so far beyond men, you cannot even begin to comprehend them
>>
>>169300617
Trippy. I like it
>>
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>>169300161
is there something stopping you?
>>
give me the overall price in dollars of diferent genres.

like a basic platformer how much will it cost to program, a jrpg, a FPS and so on.
>>
>>169300000
Those are some remarkable digits
>>
>>169302336
platformer: $5k
fps: $7.5k
jrpg: $3k
>>
>>169302336
that's an outrageous request
>>
>>169302336

It depends on a number of different factors. Why do you ask?
>>
>tfw UE4 takes 55 years to install
>>
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>>169302481
>>
>>169302336
platformer $5000
jrpg $2500
fps $9000
>>
>>169302841
dont worry your game will take 55 years to compile every time as well
>>
>>169297125
Textured
>>
>>169303028
ughhhhh i'm about to install Unity
>>
>>169303148
same shit
you are better off trying 55 years to build your own engine and then finding some really tall building to jump from
>>
>>169302336
One billion dollars should cover all your bases.
>>
>>169303285
Pffft. Not nearly the same shit. Unity's leaps and bounds faster to work with if you're short on time.
>>
>>169302336
S C O P E
C
O
P
E

YOU FUCKING RETARD

WHAT'S MORE EXPENSIVE, WINE OR SHOTS?
THAT'S HOW FUCKING STUPID YOU SOUND
>>
>>169303451
I just want to release a small 3d game in a few weeks in Unity
>>
>>169302951
ask a retarded question get a retarded answer
>>
>>169289507
Comments are useful for complex stuff like calculations. And to help other people understand your code
>>
>>169296808
Damn right I'd play. But I agree with the other guy. Sounds like too much for you to handle alone...
>>
>>169303559
Alright, sure, just be ready to shell out some cash unless you want to make something really basic or unless you're a pretty competent programmer that can very quickly get the grasp of a new API/structure.

If it's just something like an arkanoid or a ball-roller game you should be fine.
>>
>>169303680
I was thinking a small 3d puzzle game where you can move pieces around
>>
>>169303570
Clearly this question was asked by a small child, or an extremely uninformed adult. Considering the amount of shitposting ITT, the least you can do is try and give a coherent answer, or at least point out why the question was a bad one. You can either start fires, or put them out my dude.
>>
>>169303642
>>169298762
Should have mentioned I guess that I'm not working on this alone. Already have a team of two artists, two coders, and a composer. I'm the scenario/dialogue writer and director. Still I do agree that the scope is quite large. I doubt we'll be able to implement all of the mechanics; it'll be a delicate balancing act of finding what's too much, especially with the overworld mechanics.
>>
>>169303892
Yep. Good luck, have fun. That's achievable in a few short weeks so long as you keep your art-needs down and your code simple and perfunctory.

Make sure you go through the tutorials.
>>
>>169304026
then I will post it here so you can all play!
>>
>>169303548
shots
>>
>>169303963
Have you considered episodic development, rather than trying to shit out something cohesive in one go?
>>
is super male vitality pro good for game dev
>>
>>169304202
yes. and beef jerky
>>
>>169304202
If you wanna get fat yeah
>>
>>169304194
Potentially, yes. Although I would prefer something cohesive (I don't like all of this Early Access indieshit), if it helped to facilitate development then sure.
>>
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>>169286714
>>
>>169304484
Having a polished product - even if it's only a fraction of the whole - can help in a ton of ways. Helps you catch problems that might have only cropped up when you were "finished". Gives you an excellent sense of accomplishment that you can crush up and snort to give you the juice to keep going. I'm not going to tell you your business, but it also might help if you have cohesion issues with the team (or even the clouds indicating a storm is coming). Having something done invests people.
>>
>>169304697
I'll definitely keep that in mind for the future. Thanks for the advice!
>>
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>>169304818
Not a problem my dude, good luck and god speed.
>>
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You can rearrange stuff now, huzzah!

Next up is being able to rotate stuff, and probably an overflow grid for when you've got a full inventory and want to move stuff.
>>
I'm in this for the money. I can't get attached.
>>
>>169305042
>I'll never forget it
>The game that started as a job
>And ended up the love of my life
>>
>>169304980
Nice, that system worked really well with the survival/horror theme of RE4. Wish there were more horror game with a serious survival aspect.
>>
>>169305042
>>169305219
this is the same way guys get addicted to loving traps
>>
>>169305396
I just fap to traps every once in a while, I'm not addicted.
>>
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>>169305396
fuck traps
gender bender is better
just finished Boku Girl today
greatest love story ever told
though the ending felt weak, whole manga was pretty much no fucks given softcore porn, but in the end they don't even show them living together, just going on a first date ;_;
>>
>>169300039
Most twine games ive ever seen have been porn, itll probably tap a greater community that way. And if the writings actually good maybe itll spread word-of-mouth afterwords.
>>
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are you guys shitting me or did everyone seriously went to read this >>169305754
>>
>>169306793
...?
>>
>>169305754
>liking literal gay manga
Bleah
>>
>>169306793
Someone >>169305936 mentioned twine porn games and everyone had to go research.
>>
>>169305754
gas weebs
>>
I want to make a game based around all cats

I would like to hear some ideas about cats
>>
>>169307160
Infecting your owner with an incurable brain parasite.
>>
>>169307160
Every texture is a cat, even if heavily modulated.
Subtle cat takeover of human domicile. Features to throw off human suspicion.
>>
>>169307160
pissing and meowing.
>>
>>169307160
I abuse my cat on a daily basis and he is terrified of me, ask me anything
>>
>>169307478
Why do you abuse catto?
>>
>>169307160
フリッキー
>>
>>169307589
It's just fun
>>
>>169307160
Neko Atsume
>>
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>>169307160
>>
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>>169307642
>>
>>169307478
if that's true then you must be a miserable person
>>
>>169307160
If you can't get any good idea on your own, you should just concede that you'll forever be a code monkey for someone else's dream.
>>
>>169307751
Did you know cats scream? They do.
>>
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>>169306935
>>169307032
your loss
>>
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>>169307863
>>
>>169307339
I like this idea it can be a cat zombie game where you go around infecting as many people as possible

>>169307441
go on..

>>169307749
wtf so a creepy horror cat game?
>>
BOOOOORING
>>
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>unity does some retarded shit with structs in particle systems where they all reflect objects and throw exceptions in their public constructors
>they also modify null reference exceptions to add the completely unrelated message:
>Do not create your own module instances, get them from a ParticleSystem instance
>>
>>169308186
thanks OOP
>>
>>169308267
there is literally nothing wrong with OOP
>>
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>>169297828
You know what to do.
>>
>>169308186
thanks Unity
>>
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>>169308186
>Unity
>>
>>169308116
>go on..
Setting up elaborate chain reactions to murder your owner or to let other cats into the house.

The challenge is that you don't have opposable thumbs. Early-level human will overtly mock you for this. Oh, sure, you started off an innocent enough kitten - but a cat can only take so much.

As you progress through the game, the cat textures become increasingly less modulated, until everything is cats on the last level.
>>
>>169304636
>brick chimney on a caravan
dealbreaker on an otherwise nice design.
>>
>>169308320
except you being born
>>
>>169308267
its just them being idiots and breaking as many c# standards as they can think of
>>
>>169308116
Designated meow button
>>
>>169308419
impressive

10/10 idea guy would hire
>>
>>169287137
>>169287782
If the scope of your game is very limited and specific, you can likely find a rapid development tool which will allow you to quickly get going within a rigid framework. Maybe it's a point-n-click adventure, in which case I'd point you to good old AGS... or maybe RPG Maker would be of interest.

But in the general case, there is no simple way to make an interesting game. It's complicated and time consuming.

0) Go 2D for your first game.
1) Watch some video tutorials for a tool such as Game Maker until you have a general clue what's going on with them, what different parts of it are called, and how things are supposed to be put together.
2) Think of a very small but interesting game idea. It can be heavily derived from an existing simple game like Pong or Breakout but I suggest putting at least a slight spin on it. Give you more motivation since you end up with something unique instead of an exact clone.
3) Using your basic knowledge from 1), and learning as you go, program a version of that game. Use placeholder graphics, like boxes and lines.
4) Create some graphics or use existing free-to-use images
5) Polish things and release.
>>
>>169308186
Where's your fully featured engine with particle system wizards?
>>
>>169291561
I find that asking the internet what to make never works. The idea has to be yours and it has to take seed... you have to actually be interested in it. /Your/ idea is far more powerful than anyone else's.
>>
Unity fingered my girlfriend.
>>
>>169308803
Are you working on anything anon? Happy to drop some thoughts on you.

Please hire me
>>
>>169308843
thanks
Is there some general golden mean for structuring the code?
I mean, putting things in different sections and different files so that you don't get lost.

I mean, what's the very first thing you write?
>>
>>169308320
It objectifies female characters
>>
>>169297125
2, but
* Texture everything
* Use a higher quality grass texture, it's too blurry relative to the ball. It needs a sense of depth too, use a normal map or something
* Are you happy with the contrast between the perfectly smooth ball and the lowpoly environment?
>>
>>169309257
!!!
>>
>>169296841
I'm not a huge fan but it must be doing something right. The user count doesn't lie.
>>
>>169309257
It also perpetuates a class-based society.
>>
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Unity asked to borrow one of my systems and I said okay but only if he didn't change it so he takes it and removes all the components and clicks apply to prefab.
I hate him.
>>
Unity will bring about the master race.
>>
>>169299570
I don't follow. Why can't you move the camera? Keep track of where it /would/ be if you weren't locked on and use that for the third person follow mechanic, and store the actual position of the camera separately (maybe have the actual camera object the child of a dummy object?) so it can be shifted and rotated as needed.

I wouldn't suggest trying to shift the camera after you're already in eye/view/screen/whateverspace... that's just asking for a headache. Get the camera in place before you transform anything.
>>
>>169300598
why wouldn't you just use Monogame if you wrote you code in XNA?

wtf why would you try to shoehorn 2D XNA code into Unity??
>>
>writing code for saving and loading game data for PC

>make it so game outputs visible data to the user's desktop as .fuck files

I love game dev
>>
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>>169309154
I'm not the anon you asked, but:

If you're writing your own engine what you usually do is write the bare minimum program that renders a triangle in a window, then you expand from there, moving things into different files once it gets too unwieldy.

If you're using a third party engine you read the documentation and do whatever they tell you to do to get something basic running.
>>
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>>169309313
>* Texture everything
Yeah, before doing that i wanted a general opinion. So i don't go over 100+ objects and people like the other more.

>* Use a higher quality grass texture, it's too blurry relative to the ball. It needs a sense of depth too, use a normal map or something
Right now it's basically shader green color a grey multiplied-in noise texture and a normal map generated from that noise texture.

>* Are you happy with the contrast between the perfectly smooth ball and the lowpoly environment?
I still wanna change the ball to something.
Probably comic-like heads that can talk.
>>
>>169307160
You're a tiny kitten and you have a short timeframe to cause as much havoc as possible. You can sprint at ridiculous speeds, knock things over, scratch people, claw your way up curtains and destroy them in the process, etc. Goal is to fill up your chaos meter as much as possible before running out of time, and avoid being captured and put in the carrier.
>>
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>>169309990
>If you're using a third party engine you read the documentation and do whatever they tell you to do to get something basic running.

guess I have no other choice
fuck I loathe things which aren't at least a bit intuitive
>>
>>169309810
because i wanted to use the unity editor and the code is extremely portable
>>
I was just painting my warhammer pieces and Unity walked by and looked super interested and I was excited for a moment because I thought maybe he was going to ask me questions and I could share my hobby with someone new and he was leaning in super close looking at it and I was about to ask if he would like to paint his own but then he flicked it out of my hand super hard and it flew across the room and into the heating vent and he walked out whistling the theme song to SeaQuest because he knows it's my favorite show.
>>
>>169299570
>I want to rotate my camera and position it to look at something,without actually rotating and positioning it
you what?
>>
>>169310123
>Catlateral Damage
>>
>>169309729
I'm not sure if I've made my problem clear. The third person camera currently follows the player nicely, what I want it to do though is when the player locks on to something, move the crosshair centered to the target (via hijacking the existing camera controls) so that the player's view is locked to the center of their target.

If I simply instruct the camera to look at the target, I will change the angle of the camera relative to the player.

As a result, what I need it to do is get the position of the center of the object in world or local space and rotate the player (to which the camera's X axis is locked) and tilt the camera (which rotates up and down freely) so that the center of the screen is centered on the locked on target.
>>
Unity is a chad engine for chads.
>>
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You merely adopted the autism. I was born in it, molded by it.
>>
>leave rigidbody in scene
>it just starts spinning faster and faster
>begins to spins so fast that it will appear frozen for several seconds before flipping to another orientation
UNITTYYYYYYYYYYY
>>
>>169310250
I would tell you how stupid that is, but you'll figure thatout on your own if you haven't already
>>
>>169310584
im not sure what you are getting at? there are a bunch of downsides to unity for 2d which i am well aware of
an example of the code i ported is my collision code because unity only supports floaty physics shit natively
>>
>>169310123
I unironically like this idea. I would probably make it if I wasn't so in deep on my current project.
>>
>>169310318
Okay. Let me explain one more time. The camera is rotated via existing joystick axis controls and I don't want to shift them off-center, so I want the crosshair (middle of the screen) to turn so that the target is centered without having the camera change its relative position to the player.

If I were to try and do this manually, I would only have to move the sticks to put the crosshair on the center of the target, but I want that to happen automatically when the player locks on.
>>
>>169309154
Basically what >>169309990 said. I usually do my own engine and everything stays in main.cpp for quite a while. Then it gets split up when it gets sizable, but only in reasonably big chunks. I have Renderer.cpp and Mesh.cpp, but I don't have an elaborate OOP hierarchy or a strict one-class-per-CU restriction.

Basically: I only carve something out if it's big enough to actually get in my way. I kind of feel that if you spend significant time planning a codebase, and you aren't working on a serious commercial project, you're just wasting time and avoiding writing actual code that does stuff.
>>
>>169310117
That grass is normal mapped? It doesn't really look like it from the screen, I guess it's more obvious in motion?
>>
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>>169310438
https://www.youtube.com/watch?v=km-ui2qtH4g

REEEEE
>>
>>169310521
2nd row, columns 2 and 3.
What in the fuck is happening?
It that what happens when his engine idles? Or is he like super constipated or something?
>>
>>169311183
>switches genders between every speaker
>starts with female

HMM
>>
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>>169311183
Jealous that we have all the cool devs?
You should be
>>
>>169311102
it would probably only be noticable with moving lights.
>>
>>169310521
Giving the 2D, framed-in-profile nature of your sprites, I feel like you could've automated a lot of these by setting up a skeleton / inverse kinematics system.
>>
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>>169311183
>>169311343
>>169311462
we all know unity is a meme engine developers of which actively participate in feminism stuff, this is not a new thing
this is the engine you chose and associate yourself with
>>
>>169310972
I don't want to say I'm an autist, who can't live without everything being neatly organized, down to the tiniest thing, because I'm not, I just want to keep track of things to save me a headache.
>>
>>169310426
Should the position of the cursor on the screen change? Does the position (not rotation) of the player change?
>>
>>169311462
I guarantee that chick got railed by a UnityChad™ at that con
>>
>>169311270
the animations aren't meant to all loop, they're just being displayed that way
thats just a brief 3 frame animation where he lowers himself a few pixels before he jumps, it only takes a few frames ingame so it loops super fast

>>169311507
or I could use a skeleton/inverse kinematics system to generate the 2d sprites and export them, which is what I did
>>
>>169311578
Not using something purely because you don't like the majority of other users is stupid.
Just make games. What the fuck does any of this bullshit matter?
>>
>>169311578
more like UNITREEEE am i right? :^)
>>
>>169311741
>which is what I did
Really? Seems like you would've gotten smoother results.
>>
>>169311578
Hope you don't breathe anon, because I've heard Hitler used to do that shit as well.
>>
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>>169311858
if you rotate sprites you either get aliasing or blurred anti aliasing, you need to draw each direction of rotation for each component or draw each frame from scratch
>>
>>169311875
Not the person you replied to, but this is a really stupid argument.
We have the ability to choose which engine we use but do not have a choice on whether we breathe normal air (composed mostly of nitrogen & oxygen) or some entirely different composition.
That being said, refer to >>169311770
>>
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>>169311578
And yet this is an official promotional art for Unity
Really makes you think...
>>
>>169304636
That's looking cool. Reminds me of the house/car in tales from the borderlands.
>>
>>169312194
>We have the ability to choose which engine
Based on whether or not feminists have used it or not?
>>
>>169311578
SJW shitgames are almost always either visual novels or 2D pixel games
>>
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>>169312208
>dat gratuitous legspread for no reason
>can see her clit slit
>can see her ass cheeks
>dat groin muscle
>>
>>169312208
If that really makes you think, you may want to take a trip to a beach sometime.

>>169312308
That has nothing to do with what you posted. You can't make a comparison between hitler breathing air and using a game engine because it implies we can breathe in a different kind of air to set ourselves apart from hitler. That is impossible. It IS possible to set yourself apart from the unity crowd by not using unity, but a different engine. Stupid, yes...but possible.
That being said, I don't agree with his post. It's idiotic to not use an engine based mostly on the majority of its users.
Just. Make. Games.
>>
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>>169312194
I could have picked anything, his fondness of dogs, or painting among others.
>>
>>169311654
No, the cursor should remain centered and the only thing that should happen is the player rotates x-wise to face the target (and center the cursor) and the camera rotates y-wise, tilting to center the cursor, both as if the player themselves were adjusting it.

Plugging in the inputs is easy, getting them is what's the trouble. I've been fucking around with Vector3s and Quaterions for the past two hours and I haven't gotten the right idea yet. I was getting the most success out of worldToScreenSpace, but it didn't seem to be getting me the right numbers, so the cursor would swim on and off the object depending on where in the world the player and camera was.
>>
>>169311578
The only thing that annoys me about Unity is that gogem uses it to make menu simulators. That shouldn't be allowed.
>>
>>169312608
Yet you choose one of the things which presents no possible alternative choice. Maybe try not doing that.
>>
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>>169286714
I'm not an artist, but I recently started using proportion lines and all that jazz and it's way improved.

I'm fairly new to concept art but I feel this kind of stuff is enough for my modelling guy to work with as reference (along with a few photos from the internet). This one has low details on the arms because they're in another sketch, but here's a character.
>>
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>>169312587
>>169312756

is this what actual sperging out looks like?
>>
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>>169312608
>his fondness of dogs
This maniac doesn't like dogs! EVERYONE JUMP HIM
>>
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>>169311578
Dude, I hate the left and feminism and i think it's ridiculous and hurts the general population, yes I also browse /pol/ and I use Unity, because it's stable, it performs well and is easy to use, this is what i want when making a game.
If you bash an engine do it with a post of your project in another one.
Otherwise it's just shitposting.
>>
>>169312587
>If that really makes you think, you may want to take a trip to a beach sometime.
The point is that despite Unity's feminist and liberal agenda they have no problem sexualizing an underage female mascot if it can make them money, showing that money will always trump politics, a good thing to keep in mind for all gamedevs using unity.

Remember everyone, sex appeal is a balance, but too much sex appeal will always outsell not enough sex appeal.
>>
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>>169312798
Concept art doesn't have to look good, anon. It just needs to represent what it's supposed to. You did a fine job with that.
>>
>>169313156
>a good thing to keep in mind for all gamedevs using unity.

Sounds like bullshit I don't give two flying fucks about. What I care about is the pipeline, what new features they're working on, how upcoming patches affect my project, and what's new on the asset store.

I'm not buying Unity stock. I'm making a game using their engine. I don't care how they run their company or what policies they hold so long as they're not child-raping pedarasts who want to literally set the world on fire with the money they make.
>>
>>169313104
>weebs use Unity too
WELP time to uninstall
>>
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Guess it's worth trying one more time:

I'm looking for a musicfag for this game, which got most (at least the core) of the mechanics implemented already, just lacks menus + more levels.

Some anon suggested Dungeon Synth, which I think would work great, both for this and the main game.

>posting this on a DJ night
>>
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>>169312627
Do you mean you want the camera to look at a point in 3D space without changing the roll of the camera?
>>
>>169312485
Or even Twine games. They aren't even proper interactive fiction, because even Inform 7 (far inferior to Inform 6) is too much for these people. Instead they make choose-your-own-adventure webpages and call themselves gamedevs.

Case in point: I was looking through Gamasutra's highest rated videos. I found this.
https://www.youtube.com/watch?v=Yg_fU_S26NA
>Gamasutra does a live #gamedev session
Ohh, nice!
>with RPG designer
Cool!
>Tanya Short
Remind myself that the sex of the developer is irrelevant, a world editor does not require its user to be a specific gender after all. I wonder if this is going to be a AAA-ish title, or maybe something more like Bastion?
>she's just making a shitty Twine game by dragging option boxes around
Fuck this shit.
>>
>>169313327
You missed the entire point. "A good thing to keep in mind" was referencing that you too can put sex appeal in your game, not caring about Unity's policy.
>>
>>169313493
>>169313327
This argument you two are heading down is a rabbit hole of autism. Pull up.
>>
>>169313493
>showing that money will always trump politics

And I don't give a shit about politics. Sexual appeal has nothing to do with politics. It has to do with taste and your target audience.
>>
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>>169313386
take a look at
>>169312208

also throw your pc away.
weebs are using all operating systems.
weebs are using the internet, smartphones, they breathe air.

I could go on, but you're not worth the time.
>>
>>169312627
I think I know what you mean. You can treat the rotation of the player and the pitch separately, deal with the rotation first. If I had this problem I would break out some paper, break the problem down into triangles, and figure out the transforms needed.

It will probably be easier if you can assume the player and target will be on the same plane.
>>
>>169313407
If you're serious about releasing and looking for a musician for hire, I'd recommend checking bandcamp. There is a fair amount of VG musicians on there.
Be advised that most of them are looking for actual work, meaning it's not some buddy buddy team up where they make tunes for the fun of it. Expect actual price talk, which you might be able to shave down by offering some% sales revenue.
>>
>>169313778
lol
>>
Why not use UE4
>>
>>169296108
I don't know why I suddenly started to love your game so much.

Could you post moar?
>>
>>169314041
It's only for large teams making large games.
>>
>>169313998
While I do intend to release the game, it's going to happen either I find a willing musician working on this out of interest as I am or I make the bad tunes myself.

I realize the unlikelihood of the situation.
>>
>>169314041
Many do
>>
>>169314041
If I were bothered with the Unity splash screen and wanted my game to be the highest possible graphics I would use UE4. For now I have my Unity workflow in such a tight comfy spot that nothing would make me trade. Unity (corporate) would need to fuck up immensely for me to switch engines and so far every piece of negative news about Unity has always been fake (rumors like "Unity is dying next year because ____")
>>
>>169313413
No. Think about it this way; the way the camera is currently controlled is with the right stick of the controller. It's on an inverted Y axis, but that is largely unimportant. The point is that I have controls mapped to point the camera in any direction.

Now, when the lock on is active, I disable these controls for the player, because I want the character's crosshair to line up with the target they're locked on to and change their motion so it rotates relative to the target instead of moving in cardinal directions.

The current problem is that when I disable these controls (when the lock on button and lock on ray-cast detects a lock-on collider) the view is not always centered in the middle of the collider, so sometimes when rotating off axis, the center will slip off the target. This is especially problematic when the player moves closer or further away, as the perspective results in the crosshair sliding upward relative to the target and slipping off its shrinking form.

What I need, then, is to find in screen space how far and in what direction the crosshair is off of the center of the target every frame so I can feed it a value to incline or decline the y axis and rotate the character. If the character centers to the middle of the target and the y axis is being adjusted automatically, it should be impossible for the crosshair to slip off the target.

The important thing is that these adjustments must come in the form of hijacking the existing camera controls, so that when lock on is released the camera remains in the same position and the relative angle compared to the character does not change.
>>
>>169314551
>>169313407
I'm interested, email me with what you have in mind for the game and I will whip out something.
>>
wtf i love unity now
>>
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>>169314256
1/3

I'm always sketching out how I want to do things with a pen and notepad. I probably should be more organized and neat with my stuff but I just feel more comfortable doing things this way.
>>
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>>169314256
2/3

partial plans for stage 02 (which is temporarily on hold while I try to get something passable ready for DD13)
>>
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which logo do you think looks best?
if they all suck, tell me to kill myself
>>
>>169297828
I really dig it. Reminds me of Tearaway Unfolded for some reason. What will it be about?
>>
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>>169314256
3/3

The demo (if I make it in time) is going to be only the first intro stage so pretty lenient gameplay but I am also hoping to include some menu options and access (albeit limited) to the shrine where you can get upgrades to ease your playthrough and the archive section where eventually you can go through chunks of visual novel type story which you will be able to unlock by playing.
>>
>>169316136
Not going to lie, I'm not a huge fan of any of them, but of them all I think 5 is best.
>>
>>169316136
>have a logo going diagonally
>the otther bit of the logo is straight ahead

the logos by themselves would be fine, specially 1. pairing them looks bad. you gotta fix that.
>>
>>169313432
Hey now, twinefag here and I think its a bit harsh to say it isnt even interactive fiction. You can make functional stat and inventory systems with a little work, you dont have to restrict youself to passage links.
>>
>>169313432
It's all about what you do with the tool.
Free Cities is pretty sophisticated for a Twine game.
>>
This is going to sound super retarded but what's the process for making 2D if you're not doing pixel art? Like do you just sketch something, scan it, then trace over in Photoshop?
>>
>>169316584
If you want to use traditional media, yeah, that's a possibility. Depending on your work you wouldn't trace but just cut things up into sprites with a little cleanup. 2D can also use paperdoll animation.
>>
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>>169316584
you realize pixel art is just usual drawing with anti aliasing off, right?
>>
>>169315841
>>169316002
>>169316203
Very nice. Thank you for giving me some insight of the creative process behind the game! It's especially interesting to see how an artist approaches game design. It actually feels like a game design document. My pages are full of with trigonometry and physics equations, algorithm notes, with occasional rude circles and squares representing a layout of a map.

I also have everything in a notebook. It's just much more easier that way. Sometimes I want to get a whiteboard, but I don't have any place left in the room.

I don't know what it is. Maybe the moth theme, I don't know, I was never really into this kind of shooters, but I got quite excited for this project of yours. Keep it up!
>>
>>169316790
DONOTSPREADMISINFORMATION
>>
>>169316929
wut?
>>
>>169317026
Nevermind. Have some pixel art as an apology.
>>
>>169316863
Thank you for the kind words, anon! I hope your game is going well! Yeah notepads are just in my comfort level. I feel I can do more if I am able to just scribble away whenever I get the urge to get the ideas out of my head.

All I can promise is that the game will be a game I want to play. I hope some others will enjoy it as well!
>>
>>169315841
>>169316002
>>169316203
please make a less nice looking game you're offending me
>>
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PROGRESS.
Now got selectable units, and better looking indicators. Less messy than the huge gizmos at least.
>>
>>169317513
I am sure yours is nice, anon! You just have to keep going!
>>
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>>169317281
Can you people stop flipping the fuck out about inane shit?
There is no physical difference between what you posted and a genuine pixel art sprite, besides the drawing not being detailed with autistic precision.

I said that, because they guy looked like for him there was either dicking with shit at 24x24 for RPG maker or drawing on paper, which is stupid.
>>
Anyone know a good tool or way to handle compiling in different languages without making multiple projects?
>>
>>169317968
>compiling in different languages
Do you mean localisation? Or actually different programming languages?
>>
>>169317968
load each line of text as id.
have documents with id = text in certain language.
language in game setting dictates what file to load the text by id from.
>>
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I'm trying to make it so my character is able to do a combo attack, but you have to press the key on a single frame for the second hit 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?
>>
>>169316323
Anon I have played a lot of Inform/TADS games. The difference between something like Twine (where you have pages, branch points, maybe some variables referenced with bastardised html <<if statements) and something like Inform (where you have a full-on OOP programming language, an object hierarchy, a completely flexible input parser, etc) is too large to even be able to compare them. Have you played Anchorhead? Curses? Photopia? Actually almost anything done by Adam Cadre or Emily Short? Are you telling me this clicky draggy Twine thing can produce results that are even in the same country, never mind the same ballpark?

(Wow that was a pretty spergy rant. Sorry.)
>>
>>169318120
Didn't you post this yesterday or something?
>>
>>169318229
yeah, never got an answer though
>>
>>169318120
Don't use the built in alarms of GMS for starters.
>>
>>169315725
Unitychan is sarcasm really. I mean look at that design. It's like they hired an anime artist to make something deliberately bad. Unity is actually a british soccer hooligan company of chads that hates weebs.
>>
>>169318120
I am so glad I don''t have to deal with GM bullshit anymore.
>>
>>169318062
I meant localisation

>>169318108
Thanks! I'll try this out
>>
>>169311183
>>169311578
I'm a Chad though who doesn't care about any of that stuff except making a game
>>
>not compiling your project again for each locale you plan to release in
>>
YOU HAVE 3 SECONDS TO POST YOUR 2D PIXELATED GAME RIGHT FUCKING NOW OR ELSE YOUR ASSETS WILL GET CORRUPTED IN YOUR SLEEP
>>
Is it worth getting GMS2 as of right now?
>>
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>>169318520
Mimi, my assets are stored on like 4 different computers, including BitBucket. Unless someone starts the apocalypse, my assets are fine
>>
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>>169318520
Some of those are pixelated
>>
>>169318309
>Unitychan is sarcasm
>But she has her own website seperate from japan.unity, tons of merchandise, has had official appearance at multiple comikets, has multiple official models, 12 side characters, a drama CD, became a vocaloid and has a figure
>>
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>>169318675
Just realized that I didn't post the palettized version
>>
>>169318883
Exactly. Weebs will gobble up anything.
>>
Should have done a robot jam
https://www.youtube.com/watch?v=_YrWX9ez3jM
>>
>>169316203
>>169316002
>>169315841

when did 4chan add blog support?
>>
>>169319256
>stop talking about gamedev in agdg REEEEE
>>
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>>169318520
I got ya.
Some more effects and some sound, over at >>>/wsg/1559724
>>
>>169319332
doodles ain't gamedev, kiddo
>>
>>169318675
>>169319040
The first pic looks better. Why do you feel the need to dither it?
>>
>>169319084
You'd think other devs would pick up on it but Unity has a monopoly on this market right now. Where is Unreal-chan?
>>
Reminder that creating assets, designing mechanics, and producing code are not gamedev and therefore have no place in /agdg/.
>>
>>169319610
Jesus Christ will you ever get over being told that your "game design" is not gamedev? Crying literally for 2 years instead of just making a game. KYS
>>
>>169319348
Love the explosion. Always one of the most satisfying parts of a shmup is ending a boss. Have you given any thoughts to maybe having artificial slowdown on it near the end? Enhances the feeling if done right.
>>
I'm just gonna make SHMUPS forever.
>>
>>169319040
this reminds me of the end of Little Inferno
>>
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>>169286714
Conceptualising is easier than actualising. It's arguably less fun overall, but god, it's SO much easier.
>>
Reminder that shitposting on /agdg/ is not gamedev and therefore has no place in /agdg/.
>>
>>169319941
can't cringe hard enough
>>
Reminder that any posts not containing progress and therefore gamedev are a violation of global rule 3 for being off-topic.
>>
>tfw too lazy to figure how to use blender properly to make 2d models for my game
>>
>>169295621
>>169296108
>>169315841
>>169316002
>>169316203
This isn't concept art it's just a waste of paper that belongs in the trash.
>>
>>169319457
Well, my game engine is a 256 color game engine and I'm in too deep to support more colors. In theory, it should work on VGA cards that only support 256 colors, but in practice I have not had success on real hardware yet.
>>
>>169320085
(you)
>>
>>169309990
>draw a triangle

That's fucking terrifying. I've just been drawing rectangles and that's it. If I needed a triangle I'd just offset the triangles top-left so that its a rectangle and draw a transparent triangle using the topleft as the origin.

Then again I've only made one game and I'm shit at math.
>>
>>169320034
What's cringey about it? Going for a simple platformer to get my feet wet. These are just doodles on my lunchbreak at work.

How can I improve?
>>
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>>169320085
>>169315841
I hope your day goes better, anon! That is no way to go through life when it is short enough as it is! Happy devving!
>>
>>169319901
>tfw I want to make a shmup cause it looks fun to code
>tfw I've never played a shmup so I don't know anything about them
>>
What are the biggest ripoffs in the gaming industry?
>>
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Actual concept art. Emphasis on art. Something that takes more than 10 seconds to sketch. Git gud plebs.
>>
Greetings, I'm an educator determined to reach out to my kids however I possibly may.

If someone could A) Explain to me how best to approach game development in the classroom, B) Identify which game development engine you use, I would be very grateful.

Thanks you
>>
>>169320572
>posting concept art that isn't yours
Disgusting.
>>
>>169320560
Everything Hi-Rez has done.
>>
>>169320697
>posting nonsensical scribbles
>being proud of them because they are your nonsensical scribbles
Or you could just not post nonsensical scribbles. It's no different than rolling your face on the keyboard.
>>
>>169320668
What ages do you teach? Would you consider your pupils smart?
>>
>>169320483
Just download some SHMUPs and play them, anon. Takes like 30-60 minutes to play through most of them.
>>
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>>169320085
>>
>>169320668
I've seen some discussion on Godot's facebook page that there was at least one teacher using Godot to teach kids.
>>
>>169320572
>>169320819
>no pointers for those who want to get better in making concept art
your posts are completely worthless, just like you
>>
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>>169319894
Maybe, maybe not. I'm not a fan of artificially inducing slow down, but I'm emulating other era appropriate quirks (like dithering transparencies) so I might do it to keep consistent.

>>169320297
>>169315841
Being able to demonstrate mechanical things on paper is a good skill to have, it helps you keep it focused. That, and concepting art kind of requires there to be art to base the concept off of.
>>
>>169320827
But there's so many, any recommendations?
>>
>>169304636
How do you picture it in motion?
This look huge, for a mobile home.
You make a wooden house in the wild if you like nature, and own a caravan if you like to move, but this does not look plausible.
>>
>>169320572
>concept art takes more than 10 seconds
>game takes more than 10 years to come out
Yeah i'll stick to my shitty scribbles.
>>
>>169320823
Highschool, Yes of course! Well mostly but don't tell them I said that ha ha

>>169320847
That isn't going to work for us sorry
>>
>>169320917
>no pointers for those who want to get better in making concept art
Make an effort? Don't show adults who are not your mommy crayon scribbles you did?
>>
>>169317873
You're the one flipping the fuck out I just posted some pixel art
>>
>>169321065
Post your concept art. i'm serious.
>>
>>169321065
is that all you've got
because if so, it's very much clear you have no idea what you're talking about and just want to rub shit into people's faces
>>
>>169321059
Unity is the only way to make video games!
>>
>>169318206
No, I can't. Honestly I'm just writer and don't know what many of those terms mean. But I had a story idea which demanded player interaction and learned twine a week ago to start working on it.

The story can track invisible stats representing your characters personality, modified by many decisions you make, your appearance, modified by your currently euiped items, which must be found or bought through certain choices and menus (currency is a visible variable), and how individual characters or groups see you. As you click around the story you move through pages representing locations with contents and reactions modified by these variables and others like time, days passed,and so on, with numerous more straightfoward cyoa arcs when certain conditions are met....

I find it hard to imagine what the qualifiers or for "interactive story" to you if that doesnt meet it. But then, I havn't played the games you listed, so maybe thats all there is to it.

I must also admit it has crossed my mind that there must be a better option than writing 50 (set:) (if:) (if-else:)'s per page. Maybe ive just been hammering nails with my fist. Its my first venture into any kind of programming so I can't pretend tell good from bad, but the result so far is what I intended and its highly interactive.
>>
>>169321249
Sorry, not interested. But I do thank you for your input, take care and good luck.
>>
>>169320982
http://vsrecommendedgames.wikia.com/wiki/Shmups_101#Entry-level_games
>>
>>169321059
Highschool should be able to deal with actual code, not drag 'n' drop. Gamemaker could be useful. Good documentation and focus on 2D, which is what you want to limit yourself to so projects don't look like super ass.
If that's not up your alley, post specific requirements.
>>
god like programmer here

post your art and if it atleast half decent we can make a game!
>>
>>169321156
I don't make concept art because I don't need to show a team of artists what I need for a game. I sketch ideas and drawings down on a pad of paper and recognize them as sketches. They would make no sense to others so I don't show them to other people. Therefore it is not concept art. It is just my notes.
>>
>>169321476
>god
Sorry, I'm an atheist. But good luck in your endeavours!
>>
>>169321440
I see. No, we've discussed it and "Game Maker" is absolutely not what we are looking for. Thanks for the input but good luck.
>>
>>169321530
Okay. Post your game.
>>
36 days until lolijam
>>
>>169321440
>actual code, not drag 'n' drop
Language of a nodev right here.
>>
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>>169321476
first say if you personally want to do 2D or 3D
>>
>>169321656
>but good luck
>>169321362
>good luck

Get out of here, you meming fuck.
>>
>>169319562
UE4 doesn't need to target that market. Its main audience is still huge AAA studios, it's just that it can also generate goodwill by releasing tools to indies for free.
>>
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having fun with blendmaps


Also, how would you manage terrain serialization? I can't think of anything fine, easy to use and edit for a 3D tile based game...
>>
>>169320104
Tell me more! Is it a pointnclick with pre rendered background?
>>
>>169320668
A for the effort, but it's funnier with artist looking for programmer desu. Established memes are always better
>>
Any Godot folks here have experience with RichTextLabels? I'm trying to create a table with it, but there's zero documentation on how to use push_table(), push_cell() etc.
>>
>>169320668
I'll go straight to B) because I have limited time. Game Maker would be good for this. It handles enough for you that there wouldn't be too much time wasted with boilerplate, but there's still enough manual coding (especially if you switch them to using GML and not the drag-and-drop system) that they still need to apply logic and learn real programming skills.
>>
>>169322206
Thanks for your perspective but we're not interested in using Game Maker. Good luck with your development
>>
How to git gud at making simple music?
>>
>>169321928
>>>/pol/
>>
>>169320668
A)
You could make them use processing for quick prototyping, teaching them about the game loop, basic game math, graphics and stuff.

Then you can go on something harder, like using slick2d (java) or monogame (c#) (these are only framework)

If your student are crazy bastards and smart enough, you can teach them how to use opengl and shit.

But you can't teach game dev without them knowing basic programming (variables, conditions, loops and shit).

B)
Currently making my own engine, made with lwjgl.
>inb4 java is shitty
>>
>>169321253
You know anon, I think I was a lot too harsh. That does sound like a real interactive story by any reasonable definition, although honestly I still doubt Twine games can approach the level of depth that Inform ones can.

It sounds like it's working well for you and allowing you to achieve what you needed, and without you needing programming experience even, so I don't think I can shit on it any more while making sense. Really I was just disappointed because I was expecting something different from that video and felt the need to anonymously rant about it.
>>
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How do you guys intend to market your game when its finished? Are you making a mistake by not submitting your game to festivals even when its in its development phase?
Is there anything remarkable about your game that would have people talking even if you tried to get their attention? How do you intend for journalists, youtubers or people on twitter to talk about your game when the only window of vision you give to your game is the 'New Releases' page on steam?

Or are you just making a game as a hobby and a opportunity to learn how to code?
>>
>>169322825
My game has a unique mascot that I voice myself. When the game gets closer to presentable I will change my twitter avatar/name/banner to the character and will RP as him while posting screenshots/trailer and encourage fanart of the character. I will of course also bring my game to any game/indie/ show/festival etc. I might also have a mask made of the character to wear it and go full Yoko Taro.
>>
>>169322749
I'm sorry but there is no way we will be using java. Thanks for your input, good luck with your "game"
>>
>>169323287
Thanks, good luck with that teaching thing
>>
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>Game "dev"
>Uses Windows
>>
>>169320668
>A) Explain to me how best to approach game development in the classroom
Beat the little shits over the head with copies of K&R and tell them they can't go home until they've made an AAAAAA MMORPGFPS the likes of which the world has never seen and will likely never see again. Weep tears of joy at its beauty and then sell it, putting all the proceeds towards cocaine and hookers.
>B) Identify which game development engine you use
My own, written on UNIVAC punch cards like a real programmer.
>>
>>169323543
>("Game") ("Dev")
>Uses OSX
>>
>>169323543
Where's your game?
>>
>>169323771
>>169323543

>not using the TempleOS
>>
What would you name an enumerator that contains forms of elemental...attack and defense I guess. Like water, fire, earth, etc.
ElementalForm?

On a related note, what would you name an enumerator for the forms of attack and defense, such as meele, ranged, and spell/magic?
Is there a word that describes a thing which can apply to attack and/or defense?
>>
>>169323543
>>169323771
>Game "dev"
>Does't make a proprietary OS to run their game
>>
>>169324010
IElement
IDamageType
>>
>>169319912
I've never played it. :(
>>169321994
I considered point-and-click but I think I want more action. I don't actually have much of a plan for my game though, sadly, it's been more improvisation so far. I was thinking after demo day 13 I could sit down and really plan out my game though. I mean, I think I have a good idea on the story, but I am not sure about how the gameplay is going to turn out
>>
Which modelling program is the best for animation/rigging
In blender it's so fucking tedious
>>
>>169324337
Claymation is the only way to make game.
>>
>>169323543
>game "dev"
>talks about only things that aren't game dev
>>
>>169323543
>>169323771
If you're targeting a professional release, and it's not iOS/Android only, then I agree that Windows+D3D should be your primary target and you should probably be using VS.

I have the luxury of using OSX at the moment because my game uses software 3D and is therefore very portable.
>>
>>169324337
Blender, except instead of moaning about it, you take the time to learn the program.
>>
>>169324337
I vastly prefer Maya but animation will be a lot of tedious adjusting regardless.
>>
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>30% income tax
>30% Steam cut
>Unreal Engine Cut

I've got to sell a billion copies to make any sort of profit.
>>
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Improved the death animation and added support for the "Floats" field in regards to switching to the death animation state.
>>
>>169324849
You don't need a lot of money to continue deving
>>
>>169324849
>Unreal

Use Unity if you are that concerned with making money
>>
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>>169324849
>expecting more than .20 on the dollar
>>
>>169324849
Being in game dev for the money is like being a janitor for fame.
>>
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>>169324849
>income tax
>before making a penny
555-come-on-now, even where I live, you gotta make at least ~$5,500 a year to pay anything
>>
>>169324849
Outsource the programming and art, problem solved.
>>
>>169324849
So don't use UE and release your game somewhere else than Steam
>>
>>169324604
I don't mind learning but all the tutorials are fucking shit
>>
I gamedev because I have nothing else to look forward to in life.
>>
behold, /agdg/
twitch. tv
/ hempuli
a yesdev
>>
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>>169312208
>>169311578
>>169310438
Unity is for gamedevs
UE4 is for gamedevs
GM is for gamedevs
Löve is for gamedevs
All game engines are for gamedevs

having strong opinions on engines when you have no game is for nodevs.
>>
>>169325529
How about you post a link properly? I'm not going to waste my time deleting the spaces on that shit.
>>
>>169324518
>if it's opengl it's not professional
shie nigga, that's some great studies you have to back that up. oh wait, you dont
>>
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>>169325307
>release your game somewhere else than Steam
might as well upload the game on mega, post link and hope some fools will throw him bones on patreon or some shit
>>
>>169325693
I would have a beer with you.
>>
>>169325028
That sword has quite a long range...
>>
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>>169325693
What the fuck is this, a sensible post? That's a refreshing change
>>
>>169325849
It's clearly shooting a wave of X
>>
I know for a fact that my game will be a huge success and in 2 years time i will be a millionair... feels so damn good man.
>>
>>169325956
just like me!
>>
>>
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>>169325693
>All game engines are for gamedevs
This thought is too radical for my feeble mind!
>>
>>169326073
>today was a long day
>>
>>169325797
Doom got away with using OpenGL but that's because it's id software and they can coerce driver vendors into fixing their shit. Others don't have that luxury. It would be really stupid to target Windows OpenGL as an indie dev, D3D is so much more reliable.
>>
>>169326164
>D3D
>Reliable
>>
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Attempted to add double jump and ground backdash frames. There was an effect for the double jump but I couldn't get it looking right so I'll have to work on that later. The backdash has a lot of end frames but they can be canceled really easily.
>>
>>169325956
Dev of the next Undertale here
Feels good
>>
>>169326257
Have you had issues with it?
>>
>>169326357
You got some smooth animations dude, though you might want to consider adding more slowdown towards the end of the backdash so it's a smoother stop.

Other than that, damn it's good to see you make such leaps and bounds like this
>>
>>169316136
4 squirrel
1 sphere
>>
>>169326357
Must have been ages since the last cleaning lady came through. Kicking up lotsa dust.
>>
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So then! Because the board is more active now I'll actually do that raffle instead of just giving a copy to the single person that replied to me while I was online.

For every 10 users that respond to this (up to 4) with their emails and Unity usernames, I will raffle out a voucher for my asset (up to four, rounding up), seen here: https://www.assetstore.unity3d.com/en/#!/content/81638

People that entered the running after I left last time:
>>169036756
>>169032685
>>169044483
>>169033346

This time I'll just check back in five hours and throw everyone that responded into the RNG

>>169311578
Unity isn't really a meme engine anymore. They've seriously stepped up their quality and professional game devs are using it for pretty much all mobile games. The fact that it can deploy to every platform under the sun is really attractive to developers, even more so with how it handles even shader conversions automagically.
>>
>>169326491
>squrrel
fify
>>
>>169326374
Yeah, I'm having trouble compiling my program for Linux and OSX and also I'm having trouble compiling it for mobile phones. Oh, I'm also having trouble accepting the Direct X license (how do you do that?). Finally, I'm having trouble looking at the source code, so I can't understand its implementation. Finally, I'm having trouble with graphics programming, in the sense that it has less API freedom. :/
>>
>>169326634
shit in the first 2 it very much looks like an i between u and r
>>
Does anyone have any experience with HL1/GoldSrc engine and OpenGL?

I'm trying to disable texture filtering, like, even though I'm using GL_NEAREST, it still creates a fuzz around the textures. I want it 1:1, how can I do this in GoldSrc
>>
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what are you thoughts on freezing time for a moment on heavy impacts?
>>
>>169326132
Not really, but work done is work done. Bit by bit, piece by piece, consistent progress, however small, will build. If you put your heart and soul into those pieces, it'll be there in the final product, and on something on the small scope of an indie game, what could possibly be more important than polish, intent, and care in every bit?

Quantity is a means to an end, and it can be any amount as long as it's there.
>>
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>>169326471
Thanks anon. Yeah I was thinking the end of it was a bit sudden too. Going to have to edit it later.

>>169326497
Can't afford to clean up the demo day hub room. It's too long.
>>
>>169327023
It's fine.
>>
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Optimized until there was nothing more to delete. and maps are working.

this week was hard.
>>
>>169327023
Vlambeer does that for regular hits and their games seem to do fine.
>>
>>169327023
That's called hitstop and it's pretty important to give impact to attacks.
>>
Should I be annoyed that talentless youtubers rake in five digits per month, while 95+% of people here who dev and pour their heart, soul, and health into their games will never see a single cent from their work?
>>
>>169327584
No, you probably shouldn't be a bitter little bitch.
>>
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>>
>>169327584
Why would that annoy you?
>>
>>169327695
t. nodev
>>
>>169327584
Deving gives you experience and can open doors for career advancement
Youtubers can fall in popularity and all they have on their resume is "Made videos on youtube for five years"
>>
>>169327584
it's normal
>>169327695
faggot
>>169327778
also a faggot
>>
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>>169327360
how do you even do it?
I'm not even sure how should I go about setting up actual game time of day things in game act according to, and if this is something tied to it, or just a pause or whatever...
>>
>>169327743
He who does not work, neither shall he eat.
>>
>>169327816
This. I got my current job because I had experience from making games.
>>
>>169326817
Okay so no actual problems using, running, or distributing it on its target platforms. Gotcha. Wish I could say the same for OpenGL.
>>
>>169327721
Indie devs were a mistake.
>>
>>169327721
I'm happy they're doing something that they want to do.
Are you doing something you want to do, posting this on 4chan? Maybe you should work on a game?
>>
What's the best way to do dynamic php/html/css updates? or will I have to use javascript.. bleh.
>>
>>169328051
woah dude
>>
>>169327876
It depends on what kind of game you're doing, are you fighting a single enemy at a time or multiple, do you want this for a specific attack or do it for every attack and just adjust the lenght of the pause to each attack, etc., but the basic of it is to not update the characters hitting and being hit for X amount of frames and then result as normal.
>>
>>169327951
>list a lot of problems
>Oh okay so no problems
>>
>>169326973
>even though I'm using GL_NEAREST, it still creates a fuzz around the textures
This kind of shit is why I'm using a software renderer for my low-res 3D project... I have no patience for working around driver misfeatures.

GoldSrc had a software option too, right? Have you considered using it?
>>
>>169328394
Hm, how do I enable that?
>>
>>169326503
tell us how you came up with the idea to make money off of that asset thing

also how many hours did it take you to finish it in total plus learning it all?
>>
>>169326503
>Unity isn't really a meme engine anymore.
this kills the gamedev
>>
>>169327721

JUST

https://www.youtube.com/watch?v=0zfm5_YqzWw
>>
>>169328367
No. You complained that you can't use it for things it wasn't meant to be used for, and you complained that you can't look at the source code even though you can't see the source for any proprietary drivers either (only mesa is foss). I am saying you should use it if you are targeting your game for the Windows desktop because it is more reliable than OpenGL on that platform.

>>169328552
I'm not sure, sorry. I know HL1 had a software video option in the GUI so I'm sure there's a way to force it.
>>
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>>169327721
There's shitloads of useful GDC talks with legends like Molyneux and Sid Meier talking about their careers and how to make good games and somehow you faggots seem to only find the shitty ones that have nothing to do with game dev and share them here.
You are part of the problem, just know that.
>>
>>169326503
>Unity isn't really a meme engine anymore.
It's a really good meme in the classical sense.
>>
>>169329098
It was a decent talk imo

She's kind of a weirdo though. Laughing at all the wrong times like a Dark Souls character.
>>
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>>169329142
>somehow you faggots seem to only find the shitty ones
>somehow
>>
>>169329142
>look at this shit and let's have a laugh
is much more well received meaning yields more (You)s than
>found this good talk / tutorial
>>
>>169329142
To be fair thats the exception to the rule. GDC is made up of a bunch of liberal cuckold nodevs who are real big on telling what other people should do. I was going to join my local branch but literally better quality people in agdg, thats how shit it is.
>>
>>169327721
your game probably sucks, which is sad because you're earnestly watching GDC talks
>>
>>169329098
>opening with admitting to SanFran
>in order to co-work, you need co-workers
Maybe I'll pass.
>>
>>169329112
don't you still have to install a specific directx redist to get something working and in the end have dozens of mystical installs? i don't remember of having to "install opengl"
>>
>>169329142
It's easy to separate them out.
The only good things to come out of GDC are the post-mortems.
>>
>>169329142
One talk I really cherished was from an older guy at Ubisoft, talking about how to define a game and convey what it is about, how different players are motivated differently etc.
Turns out he's the lead behind For Honor. Which I actually enjoy.
>>
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>>169328794

>tell us how you came up with the idea to make money off of that asset thing
Well I really wanted a bag of holding for my game as an inventory but then I realized that I'd need portals for that and I just couldn't justify building an entire portal system for VR JUST for a feature that would be "pretty neato" at best without making money from it itself.

So, I decided to build it into its own thing, polish it, then put it up for other people since I noticed a lot of people trying to tackle mirrors/VR/etc and 100% failing at it (especially performance-wise... VR is all about performance and every single mirror and portal asset, open sores project, and everything else completely gave up on attempting to optimize them because it was too hard with the weird matrices.

It took me a good while, but a lot of that while was me just learning the unity graphics pipeline and researching matrix math. The single-pass stereo rendering pipeline really fucked me hard, because I didn't have access to any of the methods that would make my life easier (no screenrects, no scissor test, no early frag rejection, matrices are fucking weird, cameras only render once for both eyes, etc). That, and I didn't know much about graphical programming in general and I was trying to tackle something that even valve couldn't crack.

Not including waiting time (which was substantial), I probably worked on it for 6 days a week, 8 hours a day, for a little under a month so like ~168 hours?

It made me learn a lot about the rendering pipeline, though, which is making my current project way easier.

>>169329201
Modern usage implies that it's used because it's popular (even though it's bad) in my experience tho
>>
>>169329563
Yes it is a good idea to automatically install the d3d redistributable matching the version you built with. This is not a problem. Nobody cares about what shows up the "add/remove programs" menu. The point is that it works. It works reliably and consistently.
>>
>>169329386
There was an IGDA (the association behind GDC) newsletter a few years ago with a pic of some women miming to have the guy in the pic by the balls, it was at the height of Anita so it was obviously for a laugh, but pretty unprofessional and weird to be so openly political for an industry association
>>
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>>169329142
>Molyneux
>fucking patron deity of ideaguys
>worth listening to
>>
>>169330119
Doesn't "ideaguy" imply nodev? Moleneux is a yesdev.
>>
>>169330119
Listen to his talk, he's actually really cool and has no problem admitting how shitty he was as a programmer. Plus he tells about his drinking habits and he really sounds like a guy you would hang out with and talk shit.

Also, he's released multiple games so the ideaguy label doesn't really suit him well, don't take the memes seriously anon, the man is one of the great figures of game dev.
>>
>>169330572
Idea guy is the guy whom you ask whether he wants to work with a hammer or a saw and he says he just wants to tell you how the finished thing should look like.
Molyneux and Kojima are certified idea guys.
They are not programmers. They are not artists. They just kinda tell people how they imagine the game to be, e.g what most people here wish they could do for a living.
>>
>>169331141
You are wrong though, Moly did the programming for a couple of games. It's obvious that after your company grows from 2 employees to 20 you'll stop coding to focus on other shit, coding work doesn't scale with your career.
>>
>>169331341
he dropped coding and instead took up making these bombastic ideas that didn't rub well with physical reality, but people believed him and then hated him for it
>>
>>169326357
SMOOTH
>>
>>169327721
WE ALREADY HAD A WORD FOR THIS
REEEEEEEEEEEEE
>>
>>169331141
I totally get what you mean, although I think Molyneux programmed populous himself and I think Kojima said in an interview that he programmed Snatcher himself to learn how to protram after the programmers of MG1 didn't do things exactly the way he wanted
>>
>>169331141
>Literally everyone is an idea guy except single-man indie devs
>>
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>>169329098
>society has this nasty habit of celebrating the final product instead of the people and their journeys

I don't know if I've ever heard a gayer and more bullshit statement full of so many >implications ever
>>
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Rate my attack animation guys
>>
>>169331772
Xylophone/10
>>
>>169330008
very insightful thanks for the post

I always notice the best inventions come from a guy trying to do something that hasn't been done
>>
>>169326357
https://youtu.be/h_D3VFfhvs4#t=52
>>
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Some progress hot off the presses. We have a start menu, and character creation now.
>>
>>169331771
sounds right to me.
care to explain your disagreement rather than call it gay bullshit >implying
>>
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>>169332432
>>
>>169332432
what game are you working on?
>>
>>169332432
Not him but in art and media, in my opinion the final product is very important, and the journey is not (unless the journey IS the final product). Sometimes facts about the journey can make people appreciate the final product more, or help other people on their journeys but it's the least important part.
>>
>>169332423
I should start putting my menu buttons at a random position on boot.
>>
>>169332645
Procedural UI positioning is the new thing my man.
>>
>>169290836
how'd you do the water?
>>
I've decided that I want to exercise my skills, and demo them really, by creating a game. It would be my first game, so I'm deciding what engine to use and right now my dilemma is art assets.

Using something like GameMaker I could try my hand at making endearing, unique art myself - but I feel like my skills as a practical artist will mean that I'll hit a limit pretty eary.

If I use Unity, I'll have free assets to at least furnish my game with, but it will probably look bad or something, though I can get further if I don't really need to worry about the art. Using Unity instead of GameMaker would also have its own challenges to overcome of course.
>>
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>Give up on code
>Start to write question on Game Dev Stack Exchange
>As I write, the solution starts to materialize before me
>It fucking works

I guess rubber duck debugging is not a myth.
>>
>>169332623
that wasnt the statement though.
the statement was about the recipients of the "celebration".
it's whether the audience will actually give a shit about who made the product they enjoy. very few people do even when its something super easy to pin down (very few creators working on a product) like with indie games.
>>
>>169333138
>It would be my first game
if you're worrying about art at this point, you have it all wrong. Use placeholders for everything. Nearly all attempts at making a game fail within days to weeks.
>>
>>169333138
I would say pick whichever you think you can be the most comfortable with code wise and then get a boxes and circles prototype up and running first. Then you can worry about art and how it may or may not affect you.
>>
>>169333271
That's like the whole thing about me using Unity instead.
>>
> learn programming
> alright lets make a game
> need to make art
> use placeholders
> finish game
> need art

what it do
>>
>>169333248
my fav is dreaming of a solution and having it work when implementing it.
>>
>>169321003
It's a small magical caravan that uses spatial distortion magic to allow the interior to appear much larger than the caravan looks on the outside. On the outside it looks similar to a wagon or one of those Western carriages, but on the inside it's about the size of a small home.
>>
>>169333404
find an artiest or learn how to art yourself.
>>
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NURIKABE here is DD12 feedback:
http://pastebin.com/q0rERq6b
>>
>>169331850
Yeah
I was just looking at this like "Why the fuck hasn't anybody done this before, it CAN NOT be /that/ hard."
Turns out it was hard but not "impossible" like a shitload of people were claiming. Mainly due to the fact that this guy https://github.com/AADProductions/VR-Mirrors offered example implementation of how to determine which eye was rendering a shader.
>>
>>169333354
the first game you make needs to be a pong clone, then a space invaders clone, then an overhead racing game, etc.
You're going to fail if you try to make an actual game as your first game.
>>
>>169330891
he's also a con man
>>
How can the product be bad if the journey is good.
How can the product be good if the journey is bad.

Journey is product, and product is Journey.

I am you and you are me.
Everyone is one. And one is all.
>>
>>169333813
Mhmm, I understand that. I just need to start my approach. Do you think I should just think "I'm going to try a top-down racing game" and then try it without using a guide?
>>
>>169333404
you could release the game with dev graphics and then shill/whine about your game on /v/ and agdg at every chance you get. (^:
i dont even remember what the games called
>>
>>169334167
Minecraft
>>
VR Mirror.
It shows yourself, by filming you with a camera and puts you, wearing a VR Glasses, in the game.

Now 24 Hour Camera surviliance is born and watching every step of every good citizenTM.

Big brother would be proud.
>>
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>>169286594
Good gameplay though.

When you get to the top of the toy level a monster spawns and you have to rush back the way you came.
>>
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>>169327721
Every time I see shit like this I just get a strong urge to make right-wing vidya, just to piss these people off.
>>
Doing an entire new set of city props and buildings for my game, want to try a different approach and position the camera on the streets instead of showing an isometric view of a block.
>>
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>>169286714
Why isn't your game free software using all 4 freedoms?
https://www.youtube.com/watch?v=POexV1k62_Y&t=26s
>>
>>169334206
nono that one shitty one that looks like a flash game where enemies bounce back and forth on the screen while you attack them with mouse movements. I've seen the guy bitch about graphics being necessary on /v/ and agdg several times.
>>
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I'm the elemental knight dev and I'm thinking of taking my game that I made on the android last year that was a complete failure and revamping the graphics and gameplay a bit, adding better effects, higher res textures, probably a new runway, some different abilities.

Game is 15 levels, each level has a unique vehicle with it's own 1-time use ability. Get to the end without hitting the enemy. Each level your vehicle is slower, bigger, and there's more enemies added as you progress.

I'm thinking if I spend 2 hours or so per day working on it I can have a pc version in a month. I'm just looking to make a bit of extra cash so I can continue to try and work on my elemental knight game fulltime. Would selling it on itch for a dollar bring me in decent sales?
>>
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>>169286714
>>
Hey. I'm learning Unity. I've finished roll a ball, space shooter, 3d survival shooter. I have an okay understanding of C# fundamentals. Should I try to memorize a bunch of functions from Unity manual by just using them all in extremely simple ways, or should I make an attempt at an original project with small scope and only look up what I need?
>>
>>169334976
i wouldnt really wanna play an android game on the computer tho tbqh
>>
Is clip_space.z supposed to equal world_space.z? (There is no camera involved atm)
>>
>>169335117
>people actually think memorizing functions is the way to learn
what

the

fuck
>>
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Finished vectorizing my witch in Illustrator. Next is trying to figure out how to rig this as a puppet and animate it. I've only ever done hand-drawn and 3D animation before, let's see if 2D puppet animation is as "easy" as everybody always says it is.
>>
What does /agdg/ think of Undertale (the game, not the fanbase)?
>>
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working as a software engineer has made me realize just how much there is to know about software development
>>
>>169335223
its just people figuring things out bro
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>>169335312
Unfortunately (or thankfully, if you're an artfag) making a game has precious little to do with software engineering these days.
>>
>>169335223
Well, you gave me an answer. Thanks. I'm curious why memorizing would be a horrible approach though? Sorry for being a noob.
>>
>>169335310
It's pretty OK. For a mostly solo project it's pretty impressive.
>>
>>169335310
It's alright, but it suffers from poor characterization and story due to the short length.
>>
>>169335247
See:
>>169316137

Godspeed!
>>
>>169335117
At least go through the functions to see whats there,
>>
I'm working on a simulation game similar to manager games like Football and Motorsport Manager, and, for now, things are going somewhat smoothly.

The problem, however, is that, as soon as I expand its size, things will get out of control. The plan is to, eventually, have thousands of characters distributed throughout dozens of groups. I'm not confident in my skills, as I barely know what I'm doing in Unity(*), so I'm wondering if there would be an easier way to deal with this other than having thousands of gameobjects in the hierarchy or instantiating thousands of characters at the start of a game and hopefully being able to deal with them properly -- for instance, Football Manager has a database separate from itself from which it loads all its players. How could I go about doing that (or a better option I couldn't come up with thus far)?

(*)I know Unity is far from the ideal engine for this kind of game, but I'm adamant to use it for reasons.
>>
>>169333265
Oh, I guess that's what I get for saying what I not watching the video :^)
>>
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Working on a new boss fight since two days and it's almost finished aside from some minor animations. Really happy how the mask turned out
>>
>>169335412
shitpost
>>
>>169335184
Well, theres nothing that really makes it an "android game" other than I released in on the android first. It was developed as a pc game originally with a friend but then he dropped out so I decided to make it solo and for the android since I get get away with making lower detailed things so it wouldn't take me forever to complete. All the features and graphics I originally had planned would be re-instated in a PC version.

But yeah, base gameplay would remain the same.
>>
>>169335573
nice 2d game clone
>>
>>169335548
i didnt watch the video either. im devving i dont got time to watch gay bullshit like that. the statement is fine though.
>>
>>169335413
>>169335343
Ok I'll be more helpful:
Do the second option. The loop of learning s roughly want to do something - > find a way to do it -> do it -> repeat. Finding a way to do the thing can be either googling around (unity has a huge body of answered questions), or working from your existing knowledge of the engine and general programming. I'm of the opinion that you should build up engine knowledge by using it in real situations rather than useless examples.

You'll probably do things in wrong ways as you're learning, but in the process you'll learn WHY they are wrong.
>>
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The player can now see what a tile's production yields per turn, listing all constructs individually as well as a total on top.
>>
>>169335709
That makes sense, I appreciate the elaboration.
>>
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>>169335441
Thanks for the kind words!

>wha will it be about?

I've been posting my puzzle prototype (pic related) for the past couple of weeks, I like the whole tile-switching thing but decided the whole minimalist / scifi aesthetic was kinda played out. I'm switching the setting for a more fantasy one, with characters and story, and the puzzles are going to be the witch's magic. She's a shy witch who is weak in pretty much every type of magic, except puzzle magic, so when *_plot point_* happens, she's the one who has to save the day with her powers. I'm not sure how far I'm going to take this, but if I had a million dollars and a team I'd like the game to be about puzzles and magic revolving around puzzles and arts and crafts.
>>
>>169335678
I guess because of the boss' name? Good point though. I actually looked up Dark Souls on how they showed the whole name. Should I change it though? it has absolutely nothing to do with Dark Souls whatsoever
>>
>>169335889
I was just shitting you man, I've never even played Dark Souls
>>
>>169335886
>shadertoy.webm
>>
>>169335889
I kind of like the name. It bothers me when bosses are entirely flavorless in games. You would be suprised how many RPG's just have

>Titano Thunder Dragon

and make it drop 6 gold and a random rare item on death
>>
>>169335983
>vignette
>bloom
>color correction
>additive shader
It's all built-in, mate, except for the color clamp for the melting effect, but that's not exactly rocket science.
>>
>>169335578
Truthpost
>>
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>when you spend months trying to learn to just like make game but all the books and tutorials you read didn't make any sense

usually it's something like
>lel this is what a variable is
>next page: here are 50 pages of source code from an example project, I will now proceed to explain this in technical terms that I never mentioned before
>draw a circle
>then draw the rest of the fucking owl

or my favorite
>I just learn from reading documentation bro
>check documentation
>it's filled with terms I don't understand so I don't know how to read the documentation

nobody ever explains the in between step. maybe I really am just too retarded.
>>
>>169335532
You could use SQLite so all your characters are stored in a database you read at runtime, locally. It takes a little bit of setting up, if you're new to IDEs and such. Loading from a JSON-formatted text file would be another option.

Personally, I use a spreadsheet on my google drive, which a unity asset I bought for $20 syncs to.
>>
>>169335578
he isn't really wrong
>>
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>>169286714
>>
>>169336347
>it's filled with terms I don't understand
but all those terms are also in the documentation
>>
>>169335886
Very nice, anon, I'm impressed! If you have the talent to draw, you should definitely add that extra story element. It could be quite motivating.

Looking forward to it!
>>
>>169336347
You have a good point, a lot of documentation is really bad. Could you give me a quick overview of what you know already (I assume you can program to some degree since you joke about variables) and what you'd like to learn?
>>
>>169336347
The gap is years of experience writing code, making all kinds of mistakes and learning from them.
>>
>>169336347
start from a language that doesn't need more than one sentence to explain, e.g. brainfuck. it'll come together. probably.
>>
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>>169336449
>>
>>169336470
>can't read
>just read the dictionary bro, all the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in the words in the definitions are defined in
>>
>>169336483
Thanks man! I agree, story and characters are great motivation to finish puzzles, and they make it a much more memorable experience, too. Solving a puzzle only to get another puzzle is lame, solving a puzzle and getting a prize or a story is way better!
>>
>>169336571
>a language that doesn't need more than one sentence to explain
I can't contain my excitement for the list with which you will grace us in your next post.
>>
>>169336757
somehow people do it
>>
>>169336347
I was in the same shoes as you then I decided to read a python book understood the fundamentals then I took a java course then other computer science courses and it took a lot of programming to finally understand programming
>>
>>169336347
Youtube's your friend there, buddy. Grab a "how to make Pong" tutorial off Youtube and it'll teach you everything you need to know. Engine or programming language doesn't matter, might as well just pick Unity, so you can have a visual editor and use a real language like C#.

After learning Pong, try finding a tutorial for another simple game like Arkanoid, and work your way up from there. Good luck!
>>
>>169336757
you learn by stealing other peoples shit and using that work with. then you have a dysfunctional shit which you can polish by stealing other peoples shit and applying it to your shit. you gotta polish the turd by stealing peoples shit son
>>
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>don't understand word
>type word into google
>get several pages of websites defining and explaining word
So this is the future...
>>
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>>169336449
>>
>>169336834
so you admit that you didn't even finish THAT sentence?

the post was indeed a joke but i truly believe that tinkering with toy languages could help a beginner to start off
>>
>>169336485
I'm just really shit at making the actual game. For example, I know the very basic ideas for programming, like variables and loops and stuff, but when it comes to making the actual data structure I just have no idea what to do. I can read the documentation and half-assed get a sprite jumping around the screen and colliding, but it's just such a retarded clusterfuck and mostly just me dicking around with functions without really knowing how they all work together in a coherent way. If I check the documentation, I just end up with a million more questions than I had before.

And I have worked through some programming books and so on. Also I have tried the >just mess around in the engine, start making things route, but it doesn't work for whatever reason. I don't know enough to pull this off, and the more I read, the more it doesn't work. Also >>169336757 is not me.

I think what I really need is just a book that goes through how to make a game, something simple like a baby's first clone, but literally everyone one of these I have tried was shit so I'm stuck.
>>
>>169335412
good luck stringing together unity scripts if you want to make anything more complex than a cookie-cutter FPS
>>
>>169336347
Know what a variable and a function are? you are set. Just code basic shit. Don't draw an owl, draw a circle. If you really want an owl, just cargo-cult it out until you get it. Google "how to draw owl stackoverflow" and just copy-paste. No one is born a master.
>>
>>169336348
Taking a brief look, JSON seems like a good option for now, while I'm far from polishing things up. I had previously thought of something similar, but I completely forgot to search it, so shame on me.

Thanks for the help.
>>
>>169337197
Knowing basic code-monkey-tier scripting isn't the same as fucking software engineering you fucking imbecile.
>>
>>169337280
exactly my point
>>
>>169337141
that rabbit at the top has one hell of pubes
>>
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>>169337324
Putting together a competent game in an engine isn't software engineering. If you're talking about making an engine, where those concepts can apply, it's not making a game. Software engineering has nothing to do with making games.
>>
>>169337280
You can't just use fucking twice in a row like that
>>
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>>169335412
Indie games, sure

AAA games? Fuck no. You don't get to use your pretty little art asets if nobody's machine can run them because your code is so terrible that your shaders run in exponential time

On a related note, have a cloud
>>
>>169323720
You think you're funny you little shit? In my 15 years as an educator in the public school system I've disciplined brats and thugs much worse than you believe me. I would pound your ass. Now tell me what engine you really use
>>
>>169337495
>scrolling 2D clouds are real-time.

Get out.
>>
i give up
>>
>>169336757
You can tell that this guy is american, only they are so allergic to learning.
>>
>>169337680
>I would pound your ass.
And we're back at pedophilia.
>>
>>169332530
>because he can take it

>
>>
>>169336347
heres the process for a brainlet like you
>try to make game where you move thing
>you dont know how to move thing
>google "how to move thing in [game engine]"
>google gives you pages of other brainlets asking the same question and being given a snippet of code and/or instructions
>follow instructions/use code snippet
>optional: fully understand what youre doing with the instructions/code by looking up everything you're doing in google/documentation/etc
>>
>>169337480
>Software engineering has nothing to do with making games.

quote of the year

An engine is just a framework like a web framework or an api. The code above it is structured and if it is complex, it better be in a well-designed pattern

I don't talk shit about art like I know what's involved there, don't you do with programming
>>
>>169336347
When I was 9 years old I got my dad's old "learn QBasic" book and learned what input and output, what variables, and what loops are. Those are the basic things you need to know, and you don't have to be smart to understand what they are. They're not complicated at all. Learn the basics of programming, then move from there.
>>
>>169336956
What if you don't know how an a, e, i, o or u is spelled?
https://www.youtube.com/watch?v=-Gp1kVAEFAI
>>
>>169333265
my point was that nobody gives a fuck about some transnigger's social justice struggle to make a shitty 2d platformer. I don't care if your dev team has a 2:1 female/male ratio, or that you were a poor kid growing up whose dream was to make games, or that games can be le activist tool. people who buy the games just want to play games, not experience your faggot personality/backstory. game devs don't need to be entitled rockstars.
>>
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>>169337495
Have some REAL- realtime clouds in unity.
>>
>>169337969
I don't think you know what software engineering is. Software engineering is strongly tied to hardware and uses a very different skillset than programming or computer science. Those three things are not the same, and you're spreading misinformation by saying they're all the same.
>>
>>169337969
you have to understand that for the smelly foreigners that lurk in this thread software engineering has a different connotation since its actually a separate course of study in their schools.

In the USA software engineer is most often used as a job title for people who work at a large suit and tie corp doing systems programming. But in the common tongue its just a synonym for software developer or programmer.
>>
>>169338117
>people who buy the games just want to play games
or they just want the trading cards
by which i mean youre making a gross simplification, some people have respect for creators and others dont.... nothing to do with knowing the creators life story
>>
>>169338194
You're referring to computer engineering m8. Software engineering is conpletely abstracted away from hardware.
>>
>>169338117
>game devs don't need to be entitled rockstars.
And yet...
>>
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>>169325693
Slow down friendo. My nutrition network needs time to process these symbols
>>
Alright so I'd like to create a lightmap system on an engine that doesn't necessarily support them. From what I understand, a light map is just an entire room's UV unwrapped and with brightness data baked onto it. This texture is applied to the environment model via a shader.
Am I understanding this correctly? If this is how it works, I'm stumped as to how I'd convert each vertex passed into the shader to a position on the lightmap texture. Am I thinking it through the wrong way?
>>
>>169338346
You dont believe anything he made after doom was good right?
>>
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>>169338332
>You're referring to computer engineering m8
....so I am

Whoops. Sorry about that.
>>
>Unity can't support saving or loading games if the things you want to save or load are inherited classes

holy fuck, how are you supposed to write a game without polymorphism of any kind?

why did I waste so much time with this shitty ass engine
>>
>>169338571
Surely that can not be true.
>>
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>>169286714
I don't even have a game
>>
>>169338281
>But in the common tongue its just a synonym for
oh, so we're trying to have a high-level discussion and then just duck under "that's how normies call it". cool
>>
>>169338671
their built-in serialization doesn't support polymorphism at all, look it up

people have been complaining on the forums and asking since 2007 and they never do anything about it or make any kind of response

if I'm going to write my own serialization and deserialization i might as well write my own goddamn engine
>>
you don't need Object Oriented Programming for gamedeving
>>
>>169338571
wat. you can save using PlayerPrefs or by writing to file.
>>
>>169338821
Good, cause I don't know what that is.
>>
Are there any RPGs where you play as a snake? Where you can't just carry all your loot around with you because you have no limbs?
>>
>>169338924
and explain to me how one does that without going through Unity's serialization?
>>
>>169338821
scope aka how complex is your game

maybe not for a platformer, but my strategy sim isn't coming to fruition without a sound oop design and hundreds of hours of bug testing
>>
>>169332432
I'm not >>169331771, however I would argue that (given an amount of marketing or advertising) the celebrating of a product or project in process is celebrated disproportionately more by way of hype than at release/ launch/ finalizing of said project and subsequent looking back.

I would also suggest that if an event is large enough that 'society' as a whole should take notice of such an event or product coming to completion it is usually looked back on with the lens of how it came to be. Such as the first assembly line, the first atomic bomb, the end of almost any war or conflict, the first steps on the moon. In that way, we celebrate historic achievement with the story very often. Perhaps the person giving the talk is just making shit products, or considers a 2D pixel platformer with a gender fluid main character to be strong enough to affect the opinions and views of entire societies?
>>
>>169339075
you don't even need OOP for an rpg type game
>>
>>169338952
its the only functional form of programming everything else can only output math
he/she is memeing
>>
>>169337141
Explain how the yellow bits work. It looks like suspenders on the front but what is the sides?
>>
>>169339161
maybe, maybe not
doesn't refute my point
>>
DATA
ORIENTED
DESIGN
>>
>>169339161
You don't need OOP for anything, thinking you do just proves you've been crippled.
>>
>>169339240
pockets/pouches.
>>
has anyone ever done a good political game? Do they even sell?
>>
>>169339374
This is accepted.
>>
>>169339405
Ask googs googum not google.
>>
>>169339405
Papers Please
>>
>>169339405
Paradox are doing well with EU and CK.
>>
>>169338672
cute
what would the intended game play like
>>
haven't really worked on it lately. but it's not bad, not bad at all.
>>
>>169339405
There is a new one about modern politics. Look on steam. Don't know if good, but should get you off looking.
>>
>>169339176
false. oop will never deliver on its promises because it's impossible to fulfill its requirements

it's like trying to rhyme everything. some pretentious faggots sat down an decided that it's the right way and that it's the only thing that needs to be taught at schools
>>
>>169338961
Make a chipmunk RPG where your inventory limit is how much you can stuff within your fat cheeks.
>>
>>169339537
pixel plataformer #49120 really
>>
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https://twitter.com/ID_AA_Carmack/status/835164026984243201
>>
>>169339667
a-at least high-res pixelart though, right
either way i hope you actually use these characters one day even if in a pixel platformer, i like what seems to be your mc
>>
>>169339571
it feels like one of those weird c64 hybrid games. which is exactly what I was going for.

https://www.youtube.com/watch?v=ebixM5GuSbc
>>
>>169296108
I LOVE Concept art that's sketched out on paper! Can we get more of that, devs?
>>
Can I play as a lizard in your game?
>>
>>169340005
no, fuck off scaliefag.
>>
[arbitrary statement regarding your engine or language or operating system of choice with a reaction image intended to harvest a (You) because I never made a game in my life and hate myself and desperately need attention]
>>
>>169340069
Static typing is superior to dynamic typing.
>>
>>169339656
kek, I fully expect to see this one day

except it will be a platformer, because people are always making those with fluffy animals.
>>
>>169340064
why so mean
>>
>>169340069
t. nodev
>>
>>169340005
you made me wonder
what are some (dead) /agdg/ games where you play as a lizard
how come moths get more attention than lizards
>>
>>169340126
Not necessarily. I'd much prefer to use a Lisp than Java.
>>
>>169340069
Fuck you, Visual Studio is great.
>>
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>>169337695
>>169338150
>Implying it's 2d or scrolling
>Implying it's not realtime
aaaaheuhehueheuheue

Shit diggity goddamn son recording something with this much noise under the file limit without a webm recorder ain't easy
>>
There's literally no reason why you shouldn't use OOP for games, it's perfect because games are already made of objects to begin with.
>>
>>169340241
to me the hardest part is understanding their weird lingo that they assume you know for no reason.
>>
>>169340241
how do you cut/delete in a delimiter, in visual studio?
>>
>>169340316
Who are you talking to
>>
>>169340240
I'd rather drive nails into my foot than my balls too.
>>
>>169340069
[mandatory samefag response from myself intended to simulate social interaction by releasing cortisol and endorphins significant enough to help me forget that I spend all of my time in game dev chat rooms and message boards but have never made a game in my worthless life]
>>
>tfw your 10 year old PC is falling apart just as you are making good progress on your game

p-pls hurry ryzen
>>
>>169340367
I-I don't have balls, anon...
>>
>>169340365
Anonymous
>>
>>169340241
Needs multi-plat/compiler support.
>>
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>>169340414
>ryzen
>>
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>>169339882
I started making an engine actually, the sprites were 32x32.
I'll finish it some day
>>
>>169338150
>>169340314
>Because my clouds look like shit, yours are obviously precomputed / 2d
ahahahahahahaha
>>
>>169340449
I thought catholics quit doing that to kids, are you at least a good singer
>>
>>169340513
>implying intel isn't getting shit on
>>
>>169340069
>>169340396
Holy shit look everyone it's a real life nodev with a proper amount of self loathing I thought these things were fucking legends like unicorns. Hurry let's shoot it with a tranq and sell it for medical studies!
>>
>>169340523
keep us informed, anon!
>>
>>169340523
>making an engine
Nice, I look forward to playing your game in 2026.
>>
You start out in 2015 by saying, “Nodev, nodev, nodev.” By 2017 you can’t say “nodev”—that hurts you, backfires. So you say stuff like, uh, sourceposting, enginedevving, where's your game, and all that stuff, and you’re getting so abstract. Now, you’re talking about static typing, and all these things you’re talking about are totally software engineering things and a byproduct of them is, artists are looking for programmers.... “Cool, nevermind, good luck,” is much more abstract than even the OOP thing, uh, and a hell of a lot more abstract than “Nodev, nodev.”
>>
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>>169340617
>windows 10 only
>>
How do I git gud at making music for my game?
>>
New thread
>>169340749
>>
>>169340732
First you must make bad music several times.
>>
>>169340725
that's a meme

either way the consumer wins since intel is pretty much forced to either reduce prices or come out with even better processors
>>
>>169340873
Yeah, you're right, it's gonna be like every other generation when AMD comes out with something that will definitely beat Intel.
>>
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>>169340648
Wait no. I was just being manic. Now I'm entering my depressive state and will slink away only to slip back in for short bursts to grumble about indie game devs and how everyone is rotten and made me be a nodev HISSSS
>>
>>169341053
if you're not being sarcastic you are underage
>>
>>169341331
yeah, resulting to namecalling really proves your point.
>>
>>169341379
i'm not namecalling, if you can't remember when AMD was king then you obviously aren't old enough
>>
>>169341539
>i'm not namecalling
read your previous post, you obviously are
>>
>>169338404
>I'm stumped as to how I'd convert each vertex passed into the shader to a position on the lightmap texture
I don't understand the question. You already have UV coordinates attached to every vertex for your normal texture mapping, right? Stick some more UVs on there for the lightmap texture and you should be good.
>>
>>169339405
>has anyone ever done a good political game?
yes.
>Do they even sell?
so theres 2 aspects to "does it sell" which is A) amount of audience with interest and B) conversion from interest to purchase.
for political games A is relatively tiny but B is massive. people interested in political games dont have a massive selection plus theres so many extremely different ways to approach the concept that they will gobble it up as soon as they learn about it..... which it means yes it will sell but to few people so put the damn price up.
>>
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The little eye tracks the player as well
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