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/agdg/ - Amateur Game Development General

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Thread replies: 760
Thread images: 155

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3 days until DD13

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

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

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

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

> Previous Thread
>>170003008

> 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

> .webm recording
OBS - obsproject.com
Webm for retards - gitgud.io/nixx/WebMConverter
>>
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>>
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>>
>>170081778
>tfw cant design

I can draw and program but the UI always looks like pure shit.
>>
Hey /agdg/! It's my 24th birthday!
>>
>>170082172
happy birthday little guy
>>
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Partial keyboard support & rebind in. You can modify the numbers on the numpad, all of the letters, the arrow keys and Esc/Tab/Shift/Ctrl.

I have not included the number row, the F keys or symbols/punctuation keys for the moment but this is just for demo day functionality. If anyone feels strongly enough about any of those aforementioned excluded groups let me know and I will see if I can set aside some time to implement them before the 8th.

I still strongly recommend using a Xinput capable gamepad or a DirectInput gamepad with key modifier because that was the intended experience when I was designing the core of the gameplay.

Back to menu work and then hopefully some time to revisit art a little before DD13.

>>170082172
Happy birthday, anon. Try to have a great day!
>>
LMMS should really be added to the tools section of the agdg site as a free music creation tool.
>>
>>170082172
I like pisces folks. Happy birthday, anon. Sorry you're here.
>>
>try to make a comfy game
>new zelda exists

why bother, agdg?
>>
>>170082914
nintendo fell for the open world meme. you don't have to make the same mistake
>>
>>170082993
>nintendo fell for the open world meme
You mean in 1986?
>>
>>170082993
I think open world is fun
>>
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>>170082172
>>
>>170083080
>zelda 1 plays like skyrim, witcher 3 and metal gear solid 5
>>
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>>170082018
Are you me? I've got the same problem. All the UI stuff I've made either looks like an overdesigned mess or a steaming piece of Qt garbage.

>>170082172
Happy birthday, anon. Enjoy your youth.
>>
>>170083238
>BotW plays like Skyrim, Witcher 3 and MGSV
>>
>>170083238
What do you mean by plays like?

The original Zelda is "open world" in the same way BotW is.
>>
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>tfw 8 direction tile borders
>>
>>170082914
From what I've seen Ganondorf isn't as sexy as he usually is in the new zelda, so make a comfy game featuring Ganondorf pls
>>
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>>170083547
>>
>He devs in something other than emacs
How does it feel to be a nodev?
>>
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>>170082172
Happy birthday big guy.
>>
>>170083821
It has "mac" on the name. I wouldn't touch it with a ten feet pole.
>>
>>170082172
You must be over 18 to post on this site
>>
>>170083547
I did that once.
This might help:

http://www.cr31.co.uk/stagecast/wang/blob.html
>>
>>170083821
>not punched cards
>>
>tfw yet another demo day is going to come and go with almost nothing having changed in my game
Why am I like this
>>
>>170084469
At least you have a game
>tfw I only make jam games and prototypes, and have no main project
>>
>>170084528
At least you have prototypes
>tfw no working game
>>
>>170081234
Damn, those puzzles look almost impossible
>>
>>170081234
>this is what the average player finds difficult now-a-days
gaining a wider audience was a mistake. Games should have stayed niche and for nerds only.
>>
>>170082018
Not UI design, game design. UI would fall under "Art"
>>
>>170081234
>oursmart your enemies
>>
>>170084796
agreed
>>
lets make a simple and easy game with cute animals to make a lot of money
>>
What would you guys recommend to make a Soldat like game (with the same physics, the "skeletal animations" and poly based maps).
Between GMS, Unity, LÖVE and Godot?
>>
>>170081234
But that's not a puzzle. What's that from? I can't help but feel its a joke or taken out of context or something.
>>
>>170084990
i'm no furry
>>
>>170081234
Is that game maker?
>>
>>170084796
No. I need the money
>>
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>>170083547
>>
If I've got my game loop looking a bit like this:

while(game.IsRunning())
{
Input();
Update();
Render();
}

And the player presses a key, which I detect inside Input(). How am I gonna execute whatever code that keypress is supposed to do in Update()?
I mean, afaict, I'm supposed to do the changes in game logic inside Update(), but the keypress detection happens in Input().
Or am I just supposed to do the game logic that's dependant on user input inside Input()?
>>
>Billboarded sprites go through the geometry of the level at certain camera angles
How can I fix this
>>
>>170085380
>that attack animation
lol
>>
>>170085801
https://www.youtube.com/watch?v=h_Aqol0oTs4
>>
>>170085801
hmm, I'm not sure...
>>
>>170085950
then why did you post
>>
>>170086032
Well, you didn't know either, but you posted.
>>
>>170085712
>while(game.IsRunning())
>{
>Input = Input();
>Update(Input);
>Render();
>}
>>
>>170085712
Input() calls the functions that are input dependent, which usually setup shit that needs Update() to perform things over many frames.

For example, Input() starts an animation when a key is pressed, Update() keeps it looping.
>>
>>170085712
Is there a good reason for you to separate input and update?

I mean, I would agree that they are separate - polling for raw input or whatever and then translating to high level inputs is separate from using the high level inputs. But it's more like update() would take the result of input(), the high level input state, as a parameter.
>>
>>170086117
>Input = Input();
>Update(Input);

>not Update(Input());
>>
>>170086501
>not input >>= update
>>
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What would you drink from this bottle?
>>
>>170085801
You can't. You could set up a sprite rotation system ala Doom which calculates the angle of the sprite from the player and adjusts the sprite accordingly. This is a step beyond just billboarding a sprite to have it face the camera. You would then modify this script to stop billboard rotation at a certain angle if the sprite clips through the level geometry (like a wall, and it will because billboards follow the angle of the camera and will make physical collision with geometry which you can detect with a collider).

All of this needs tested but it's my best guess. As for the Doom sprite mechanic I've already built my own and no you can't have it. Just figure it out yourself.
>>
>>170086501
>criticizing pseudocode
You miss the point entirely, but ok.
>>
>>170086117
I like this option, it's quite simple and understandable. But I've never seen the game loop implemented like that, so I'm a bit wary.

>>170086121
Hmm, that sounds like the way it should be. But I'm gonna need to find more examples for Input() and Update() functionality. I'm a bit too unfamiliar with the logic here. Thanks, though, this will most likely help me.

>>170086150
>Is there a good reason for you to separate input and update?
Well, I'm mainly doing so only because I know that I'm not familiar enough with this kind of logic that I should be implementing my own way of doing this shit. I'd rather learn the basics properly, and then choose my own path if I feel like it.
Everywhere I see, everyone says there should be a clear separation of concerns. I'm trying to do just that.

>>170086501
this
>>
>>170086870
>But I've never seen the game loop implemented like that, so I'm a bit wary.
You probably have. It's just that it probably uses mutable persistent state as opposed to an immutable temporary.
>>
>>170086725
Whoops I seem to have dropped something.
>https://github.com/AdamRGrey/22623013
using UnityEngine;

public class spriteAngler : MonoBehaviour
{
public Transform toFace;
public SpriteRenderer toManipulate;
public Sprite[] mySprites;
private float theta;
private Vector3 a;
void Update()
{
toManipulate.sprite = mySprites[GetAngleIndex()];
}
int GetAngleIndex()
{
a = toFace.position - transform.position;

a.Normalize();
var b = transform.forward;

theta = Mathf.Acos(Vector3.Dot(a, b)) * Mathf.Rad2Deg;

if (a.x * a.z < 0)
theta = 360.0f - theta;

if (theta >= 292.5f && theta < 337.5f)
return 7;
else if (theta >= 22.5f && theta < 67.5f)
return 1;
else if (theta >= 67.5f && theta < 112.5f)
return 2;
else if (theta >= 112.5f && theta < 157.5f)
return 3;
else if (theta >= 157.5f && theta < 202.5f)
return 4;
else if (theta >= 202.5f && theta < 247.5f)
return 5;
else if (theta >= 247.5f && theta < 292.5f)
return 6;
else if (theta >= 337.5f || theta < 22.5f)
return 0;
else return 0;
}

private Rect guiPos = new Rect(0, 0, 720, 30);
void OnGUI()
{
GUI.Label(guiPos, "Angle from the Player is: " + theta + " and forward=" + transform.forward + " and vectorToTarget=" + a);
}
}
>>
>>170086652
piss
>>
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>>170087042
>if (theta >= 292.5f && theta < 337.5f)
> return 7;
> else if (theta >= 22.5f && theta < 67.5f)
> return 1;
> else if (theta >= 67.5f && theta < 112.5f)
> return 2;
> else if (theta >= 112.5f && theta < 157.5f)
> return 3;
> else if (theta >= 157.5f && theta < 202.5f)
> return 4;
> else if (theta >= 202.5f && theta < 247.5f)
> return 5;
> else if (theta >= 247.5f && theta < 292.5f)
> return 6;
> else if (theta >= 337.5f || theta < 22.5f)
> return 0;
> else return 0;
>>
>>170081414
>except maybe squaredev
damn you got me
>>
>>170087362
>not drinking directly from the source
pleb
>>
>>170086652
Apple juice.
>>
>>170087571
Just sh-shut UP!!!!!!!!!
please!
>>
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Haven't touched Unity or C# in a bit, any idea why this isn't working?

>Debug.Log(myString);
works correctly and outputs myString
>Debug.Log(myStruct);
works correctly and outputs myStruct
>myStruct.stringList.Add(myString);
Object reference not set
>>
>>170087841
You constructed a list for stringList?
>>
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so what's the deal with corona?
https://coronalabs.com/corona-sdk/

I know some lua but can't tell if I'm being memed
>>
>>170087841
Sorry, can't help ya, bud.
>>
>>170088134
>>170085950
STOP
>>
>>170087841
I'm rusty on structs but I believe a struct is a value type, not a reference type. In order to change the contents of a struct you need to create a new one to replace it. Someone correct me if I'm wrong.
>>
>>170087902
yes
>>
>>170088352
That's wrong, and even if it were right, list is a reference type, so you can mutate it without modifying the "containing" struct itself.
>>
I have Game Maker, and at some point I may make a video game, but right now I want to make a board game.

However, I want to use GMS to make a playable sample version of my game to test balance and rules and such prior to making a physical prototype.

Can I post about that here?
>>
>>170088730
Yes
>>
>>170088406
Are you sure? The only possibility here is that stringList is null.
>>
>>170088730
Sure but I think programming the logic would be harder than just writing it down and testing out IRL.
>>
>>170088730
Anything is better than the usual shitposting
>>
>he's not an enginedev
>>
>>170088991
Programming is too hard
>>
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>>170089113
what would the grills on the block think of you if they find out
>>
>>170089161
they would care more about the results than the geeky programming parts
>>
>>170089229
>the amount of spunk is more important than what happens before
>>
>>170088730
Why not just make the board game into a video game?
>>
>>170087841
>>170088406
99% sure you didn't construct it right. It will still compile even if what you wrote isn't right
>>
>>170088834
Cool.
>>170088897
I get what you're saying, but I think it will help me to break down in my mind what's ACTUALLY happening, and thus understand my game better.
>>170088964
Good point.
>>170089329
I might eventually. But I actually love board games as an activity with friends and want to contribute to that hobby.
>>
>>170089161
They like hard things
>>
>>170089306
>girls care more about the muscles you have than the way you got them.
>>
>>170060552
I'm seconding this question.

Also: if I want to skip the hurdles of drawing textures, cel shading or meme low poly is the way to go?
>>
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>>170089490
i constructed it right.
works now, after restarting the computer.
>>
>>170081778
art + programing = desing
art + design =/= programming
programming + design =/= art
>>
>>170090130
Cel shading doesn't replace texturing.
>>
3 days
12 hours
11 minutes
16 seconds
>>
I cant think of a half decent game idea so I'm just going to make a 2D platformer
>>
>>170090853
Yeah, sure
>>
>>170090853
are you me
>>
>>170091030
You mean 99% of indie devs
>>
>>170090853
Add a cute female protag and then get ready to swim in liquid gold.
>>
>>170090246
what an awful world we live in
>>
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loli jam in 28 days
>>
>>170091230
nah
>>
>>170091230
someone should make the jam page already so we can see if anyone actually joins
>>
>>170091230
I didn't follow the polls after a while, but let me ask:
Did loli really won, or are some of you just push the idea so hard that it has just been accepted?
>>
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SPRING JAM STARTS ON MARCH 21ST TO MATCH 28TH
MAKE GAMES RELATED TO SPRING(S)
WORKS BOTH AS A THEME AND AS A MECHANIC

ARE YOU IN?
>>
>>170091230
pass
>>
>>170091768
Pls don't start an argument because of this
http://poal.me/joj5q4
>>
>>170091768
Someone very obviously fucked up a poal.me (when most people already voted for Cops) and now the few pedos here just can't let go.
>>
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GAMEPLAY jam jam in 28 DAYS
We all make games with a single set of assets, including both spritesheets and 3d models. The focus is on GOOD GAMEPLAY not art.
>>
>>170091793
I actually really like that idea

but I'll probably be too busy making video games to take time off to make video games
>>
>>170087909
>Proprietary
That's all you need to know about it
>>
>>170091768
Loli won multiple polls but one big autist >>170091995 pretends they were all rigged for some reason,
>>
>>170092024
I used to use samplepacks for 1h composition competitions and I ALSO really like that idea
>>
>>170092024
Would probably participate.
>>
>>170091793
Maybe if I come up with a good idea for a game, but I'm not feeling it right now
>>
>>170092024
Dude, really. I'm all in for the idea, but please, wait for Loli to end, then May's DD, and only push it after that, okay?
>>
>>170092024
wheres the 3d stuff tho
>>
>>170092247
>>170092260
>>170092024
>>170092330
Could this happen between DD13 and loli? Jams used to be the 2 weeks after DD.

>>170092404
Idk, the sprite half is easier to find.
>>
>>170092024
But I like art...
>>
>>170092612
I do too bud, but this jam is about something else
>>
Is openFrameworks any good for devving in C++?
>>
>>170092457
Why should it? The usual line up always was:
Demo Day, Jam, Demo Day, Jam and so on, so one happening for each month.

The schedule got a little bit fucked up last October-November, because of Halloween.
>>
>>170092840
WJ happened same month as demo day, no?
>>
>>170092840
Both lewd and space were the 2 weeks immediately after DD.
>>170092914
Seems like the switch happened last fall
>>
>>170092237
The only autists are the pedophiles.
You have to be mentally challenged to be attracted to children.
>>
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hope this is done in time for dd13.
>>
Is the gameplay jam going to be one of those shorter mechanics jams people were talking about or will it have the regular duration?
>>
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>>170092237
Listen you fool. Nobody is falling for your bullshit. Nobody.

Pedophile.
>>
>>170093154
Are you the fastest developer here?
>>
>>170093114
Agreed.
Don't know what this has to do with Loli Jam though.
>>
>sick of switching into bootcamp to dev in windows
>decide to try Parallels to run windows on a VM
>open Parallels trial
>WEW It lets you just access the existing partition in a window
>it's running great, possibly better
>>
>>170092404
http://kenney.nl/assets?q=3d
these maybe?
>>
Does the window have a game or does a game have a window?
serious question
>>
>>170093304
in all fairness both me and pure can code and having 2 devs code the same thing isn't really 200% work speed, but more like 1000%.
>>
>>170093304
I've never understood how 2D devs take so long
>>
>>170093456
explain
>>
>>170093421
I can see one game having multiple windows but I hardly think you will need multiple games on the same window
>>
>>170092818
>creative coding
No.
>>
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>>170093605
Made me feel like a retard, but helped me in the process. Thanks.
>>
>>170093421
To be honest, I have no idea.
>>
>>170093421
Why does one need to own the other?
>>
>>170093841
How else would you do it
>>
>>170094082
Game sends draw calls to renderer
Renderer sends frames to window

Just don't take "send" too literally.
>>
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I'm not dead.
>>
>>170094534
literally who
>>
>>170094082
>>170094239
E.g.
calls = game.draw()
frame = engine.render(calls)
window.present(frame)
>>
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>>170093582
having two devs doesn't just mean that you're going through all the needed code at twice the speed, there's all this weird synergy going on too.

for one you start splitting workload so you're both working on things you like or are better at. pure does a lot of hard math, level design finetunes how a lot of basic systems work in relation to each other, i do tedious data entry shit and most of the juicing or autistic optimizations, shader/textures.

then you also find that having somebody else read your code really helps catching poor decisions early. there have been a lot of times when one of us wrote something, then when the other dev looked over it they found that the whole thing could be done better/faster and t hat saves time/enthusiasm.

thirdly it's always good to have somebody to cover up for you when you burn out for a day or two, progress doesn't halt and by the time you get back the other dev may have a laundry list of things you gotta do, so you get a more clear idea of what you're gonna do next.

there's prolly a lot more and I dunno if it works this way for everyone, but I found that it's a pretty great way to make vidya.
>>
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>>
are 24 fps sprite animations bad, or do I never see them because it's just fuckhard to do?
>>
>>170094534
I didn't think you were
>>
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>>170094748
>>
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I'm trying to make my own GUI in Unity, but I'm getting a NullReferenceException error. I'm just starting to dev, and I'm really pretty clueless. I don't even know how to formulate my question, please help
>>
>>170094772
>no Make cashgrab games
>>
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>>170094632
B-but anon... it's me.
Don't you recognize me anymore?

>>170094940
Oh, good. Cause I forgot when I posted progress last time.
>>
>>170094924
Not only does it take longer to draw more frames, but also it's rarely necessary to have that many frames. Sometimes it can make an animation look too slow or too smooth when it's supposed to be a fast and snappy animation.

Just make as many frames as is needed for the animation to look good, don't worry about the frame rate of the sprite. The only frame rate that matters is the game itself running at 60fps or better.
>>
>>170095324
>Sometimes it can make an animation look too slow or too smooth when it's supposed to be a fast and snappy animation.
That makes no sense at all, it's up to the animal to decide how many frames an animation takes no matter the FPS.
>>
>>170094924
This
>>170095324
Not even anime animates at 24 fps
>>
>>170095004
In future, googling the error message is a good start.

But in this case the problem should be obvious: you've created an object reference in your script but not assigned it to anything. I'm guessing it's your player. In Unity, you need to assign references in the inspector as well as your script.

Try looking at the object that's holding that script in the inspector and see if any references are empty.
>>
>>170094772
that sounds like a bunch of really gay buzzwords that appeal to a niche audience which is embarassed to associate with video games and tries to push some arbitrary meaning into the narrative they want to "enjoy".

>make good games
>make stunning games
>make memorable games
>make entertaining games
>make games that are worth someone's time

That's the shit I wanna make.
>>
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>>170095004
Please stop what you are doing and go look here:
https://www.raywenderlich.com/149464/introduction-to-unity-ui-part-1

Use unity's UI system. It will do what you want and its much nicer to use than trying to write GUI code from scratch.
>>
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>>170093154
Guess we've been working on sorta the same thing last days
>>
>>170094772
what the fuck does even half of these mean in context of games
>>
>>170095591
I want to make risque games
>>
>>170095572
Is pic related what you were referring to? That didn't seem to fix it.

>>170095693
Thanks, I'll try using that. I was just following along with a tutorial, but I really don't understanding onGUI
>>
>>170095774
ayyyy.
>>
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>>170096268
Pic Related
>>
>>170095564
>Not even anime animates at 24 fps
>using anime as a standard to hold up to
>>
>>170095774
You don't get a lot of attention here but it's great to see someone so dedicated
>>
>>170096451
No.

Go to the object that contains the HUD script in the inspector and figure out what reference is not assigned.

And the other anon is correct, you should really make use of Unity's Canvas system for UI
>>
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would a character like this work
>>
>>170094772
>make jealous games
please stop promoting clonedev
>>
>>170090853
I have a story idea but no gameplay ideas so I'm going to make a ridiculously simplistic 2D RPG
>>
>>170094772
what about fun games
>>
>>170096764
fuck off, unfunny fag
>>
>>170096764
Please stop posting ever.

http://steamcommunity.com/app/519930/discussions/0/217691032430905828/
>>
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>>170096663
the fact that you know it doesn't get that many replies shows me people do know about it, so thank you for that, as well as the compliment!
>>
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>accidentially putting old, overused memes in your game
>>
How long will it take to make half-decent vidya music if I never did anything musical as a kid or learned about music theory?
>>
>>170097010
Who gives a shit, Admin?
>>
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>>170082172
>>170082365
>>170083235
>>170083242
>>170083860

So, love CAN bloom on the battlefield.
>>
>>170096764
but gogem is stealing games from agdg for your youtube any different than clonedev?
https://www.youtube.com/watch?v=QVWAy2-1b_E
https://www.youtube.com/watch?v=iQ0e3QUADw8
>>
>>170096748
>would a retro hipster JC Denton that uses a power glove instead of the prod work

You tell me
>>
>>170096997
>>170097010
>>170097179
why dont you guys just ignore him
>>
>>170097179
Go kill yourself, Admin, at least gogem has games unlike you.
>>
>>170096881
>2017
>fun games
lol
>>
>>170085092
no one?
>>
>>170097221
then the answer is yes
>>
>>170097347
GMS, Godot, Unity would all work. Don't know enough about Love to say
>>
>>170097056
>health set to 1
>>
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>>170097143
>>170097320
>>
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>>170096212
Yeah, Risk is a pretty good game anon.
>>
gogem go and stay go
>>
Amazing how easy it is to pick out Admin's posts and the posts by his little lowercase henchman that always shows up at the same time.
>>
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>>170096548
Anime is heaven
>>
>>170082172
reminder that 24 is not too late to learn programming
>>
>>170097056
>you are cursed
>you are blighted
>you are doomed

or maybe get rid of the other words in general and leave CURSED, BLIGHTED, DOOMED? along with the explanation on the bottom.
>>
>>170098304
There is no "too late" to learn programming, or anything else really. I learned to program at 29.
>>
>>170088991
>he has other priorities in gamedev

oh right of course, easy mistake to make, carry on :)
>>
>>170097835
>admin boogeyman
>>
>>170097056
ok but what's the upside
>>
>>170097835
Is it really amazing? Or are you just being a fag and shitposting about yet another boogeyman nobody cares about?

kys
>>
>>170098624
but is so much fun xd
>>
>>170097476
Just the amount of hearts, not your max hearts. Still pretty rough though

>>170098315
Yeah good point, I'll shorten it and add different text effects to each of them

>>170098606
The items inside the crystal balls, passive bonuses
>>
>>170098432
>>170098624
>>170098731
Like I said.
>>
alright I want to make the next Starcraft 3 where do I start?
>>
>>170098624
as the mildly infamous ctt switch shitposter, I can attest that he most likely is. filter names from personal drama posts out and you're golden.
>>
>>170099074
Step one: wait for the first Starcraft 3
>>
>>170099134
>as the mildly infamous ctt switch shitposter
what is mild infamy? i dont think thats a thing.
what is ctt switch? i googled it but it doesnt make sense.
why would you preface a statement with that?
>>
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>>170097835
>tfw so glad I'm not you
>>
>>170099505
>what is ctt
googs confirmed newfag.
>>
>>170099505
Loser.
>>
>>170099610
>>170099725
>>170099791
where is your progress
>>
>>170098924
mfw he didn't show the items
>>
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>>170100007
>outing myself as a rampant shitposter
shiggy diggy
>>
Any reason I shouldn't release my game under GPLv3?
>>
>>170100175
Release (part of) your code under GPL, not your assets.
>>
>>170100120
we all know which one you are.
thats why we never give you any feedback when you post.
>>
>>170100120
That image sure gets used for a lot of low quality posts
>>
>>170100336
What about scripts? Do they count as assets?
>>
>>170100007
Are you as stupid as gogem?
>>
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Would you hang yourself with this rope?
I would because I spent a lot of time on it and it still sucks.

Seriously though, does it look passable?
>>
>>170100408
Sure. Even if your engine is GPL, it doesn't extend to the scripts automatically.
>>
>>170100490
Why don't you just deform a cylinder along a curve
>>
>>170100583
Because I'm retarded.
>>
>>170100362
you're projecting, gogem. im the same anon you were trying to argue about jaggies with a few months back. i think you're a cancerous, opportunistic parasite on the industry and are using this place merely to leech off of the free publicity you get through your own minor infamy here. but beyond that, I dont give a shit, certainly not enough to samefag about it.
>>
>>170100362
lol are you going to call your "friend" hopoo?
>>
>>170100490
looks passable to me, so yeah, I would
>>
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nothing really new to report.

i tried to create some accurate physics based recoil mechanics, you can hipfire, but recoil is absorbed better with shoulder aiming.
>>
>>170101376
>Boston_Dynamics2021.mp4
>>
>>170101376
Can you make bouncy ball bullets an option?
I think it would look pretty funny if you knocked all your limbs off by shooting at a wall
>>
>>170081778
>tfw cant balance different weapons well
>>
>>170101569
>2021
I think they'd win in a fight already
https://www.youtube.com/watch?v=-7xvqQeoA8c
>>
>>170101629
they pretty much are bouncy balls at this point. they're about as fast, and behave like baseballs. when i make them faster they're really hard to see without any effects. i'm probably going to make some particle effect to put over the physical bullet object that makes them more visible. you can already kind of richochet shots.
>>
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Finally implemented what I believe (at this time) to be the very last of Dixie's core movement mechanics. I had removed one core unlockable mechanic (the chain dodge) and turned it into a purchaseable move because it didn't have the movement utility I wanted, but I needed a new one to replace it, so I came up with the Cannon Jump (which is cool as hell).

Originally based on the SM64 cannon, if you hold aim AND crouch and press jump, instead of a backflip, you'll shoot Dixie in the direction your camera is facing. This piggybacks on the long jump animation and damage system because I like those.

But THEN I realized, when testing, that if you do a long jump (out of a slide or power slide) without touching the movement input, the game reads that as a Cannon Jump instead of a long jump. After testing this, I liked it, so I decided to basically copy the Bullet Jump from Warframe (ABS on your vertical slope, so aiming down is the same as aiming up and it's a mirrored axis) and let that be a mechanic that comes with Cannon Jumping. I'm leaving it as-is so that you can still aim while long jumping if you want (just keep a movement input held down) for Vanquish-style stuff.

Also, FINALLY got around to finishing the skid-stop and cartwheel jump out of it, and also to adding a potential Triple Jump to be unlocked. So I think that about does it in terms of core movement options. I still have to finish implementing reloading and its associated subsystems (that's next, I needed an actual gun mesh to do it) and then after that it's all content/asset design.

Which is the part where I got stuck making Mayhem League. Got there about 2 years faster this time around, but lets hope that I don't burn out in the same spot again.
>>
>>170101995
Nice

Are you going to keep that sort of style for the environment?
>>
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>>170102164
Yes, mainly. The most noticeable issue with it (apart from the lack of decorations, "cliff edge" textures, and stuff like that) is that UE4 doesn't support smooth-shading on BSP brushes, and I do want that (especially since my cel shader loves to draw those hard edges with outlines)

So when the level is properly blocked out, I'll bake meshes from the geometry and go through and smooth out some of the harsher edges with beveling/subdivision and smoothing/edgegrouping to make it look less like creased paper and more like pic related, which was the original artstyle "vision" I had.

Or do you mean the actual LAYOUT? Because the level right now is basically an empty husk with very little in the way of props or interactables.
>>
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>>170101995
this looks like Vexx but actually good. i hope you make this hard as balls, difficult 3d platformers with tight controls are pretty rare.

jak 2, maximo 1 and 2, and mario are pretty much it.

also yooka laylee is looking pretty bad unfourtunetly so the markets going to be perfectly primed for someone to pick up its slack.
>>
>>170102669
This isn't really a 3D "platformer"... it does have some platforming elements, but it's really more in the spirit of collectathon games, mixed with cuhrayzee combat.

Think Bayonetta-Kazooie.

Though tight controls is always something to shoot for, even if you don't need them to nail challenging jumps.
>>
>>170102541
Cool.

The latest dev build has new BSP tools, maybe you won't have to do the mesh step.
>>
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Can't decide between making a single-player game or a multiplayer twin-stick moba.

Single player is more work, but multiplayer is dependent upon people actually playing my game (lol).

Both are appealing to me though, and it's just for fun, so..

What does anon think?
>>
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>random letter generator in greenlight trailer
>>
>>170102809
>>170102669
Actually I just watched gameplay video of Vexx and yeah, I could see the comparison. The combat hopefully has more depth, but it's that early 2000s adventure-brawler-platformer type of game.

Unlike Vexx, though, it's not really a linear game, the levels are more about exploring and collecting.
>>
>>170103020
I mean, meshing is generally smart ANYWAY since BSP is not performant at all in UE4. Though they did just get nativization (BP to C++) for cooking down so maybe Geometry 2.0's tools will also include native meshing for BSP groups or something. It would be nice to keep the level geometry modifiable as I work, a big part of games like this is avoiding static setpieces and really tweaking the shape of things to suit path placement and such.
>>
>>170103364
It looks like they let you manipulate static meshes in the same way you can BSP brushes, which will be sweet.

https://www.youtube.com/watch?v=aMkl9pfMmn4
>>
>>170103552
If it's actually effective (and easy to make iterated changes to meshes; i.e. the same mesh can be manipulated in multiple separate instances), yes, it is pretty sweet. You just mesh-convert your rough blocking of the level and then tweak away.

Though if it doesn't have any UV or shading. tools that doesn't help me much with smoothing groups.
>>
>>170101734
damn boston dynamics made Hal (the Bryan Cranston Hal not the 2001 Hal)
>>
>>170103225

i enjoyed vexx, but it was one of those rushed idea guy games from 2002. it had an abysmal camera and dumb story but the environment design wasn't bad and the platforming was pretty weighty.

i think the rate you come up with mecahanics and implement them is pretty astonishing. also check out metal arms glitch in the system, its an actually good example of a similiar kind of game thats aged extremely well. i beat it a few weeks ago.
>>
>>170101734
S-Sugoi
>>
Idea guys: fuckin anything. Throw me the most Molyneux shit you can. Text-based Pablo Escobar hunt, fuckin anything.
>>
>>170103207
Hard choice
>>
>>170103974
It looks a lot like a Rachet and Clank clone, honestly. R&C is also not dissimilar to what I'm doing, though it obviously draws more heavily from third-person-shooters than Dixie (and far less from 3D brawlers, which is what I think makes Dixie interesting).
>>
>>170104357
castle building game with ability to create towers and other interesting building options
>>
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>>170104357
>Text-based Pablo Escobar hunt
what do you need ideas for? you're done.
>>
>>170104357
Office worker simulator

>take your suit to the dry cleaners, sometimes they will rip your shirt
>balance work and life, otherwise you'll get fired, or your wife will start cheating and/or divorce you
>>
>>170104365
I'll take a nap instead
>>
>>170104357
you woke up late for work
the clock's ticking
>>
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>>170104357
A multiplayer survival game which isn't broken and unfinished
>>
>>170104357
Lego Silent Hill/Resident Evil
>>
>>170090303
design is things like mapmaking, weapon balance, difficulty setting changes, etc.
>>
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Kind of mockup.
>>
>>170081184
>tfw probably going to hopefully make it to the demo day after this one maybe
>>
>>170104357
Bullet hell ARTS
>>
I'm not going to make it brahs..
>>
>>170104370
it plays totally differently than RC though. it has a max payne style tps crosshair, it doesn't have a melee focus like dixie though.
>>
>>170105886
Me neither
>>
>>170104357
A game where your velocity can be redirected, but never decreases. Every tick you go faster than you were the tick before, whether running or jumping or falling.
>>
>>170105538
kool
>>
>>170085712
What I do is set variables in global structures.
What engine are you using? There's often several ways of doing things like this and some are easier or less error-prone than others and we might be able to tell you which is which.
>>
>>170086652
Aldebaran whiskey
>>
>>170105960
>>170105886
same
>>
>>170106121
>what engine are you using
sweat of my brow
>>
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>>170106121
>What I do is set variables in global structures.
>>
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I got ForceFields now, you can shoot through but not walk through.

Also room transitioning works
makeshift minimap and dungeon creation (which is pretty bad still)

so progress i guess.
>>
How does a multiplayer resident evil style game akin to RE Outbreak sound like?
>>
>>170103207
This is really cool. Is this Unity?
>>
>>170105538
>Gamecube Vs. Purple Minions
>>
>>170106878
how bout sum gifs on the new features?
>>
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>when your percussion game is on point

https://clyp.it/p2pt2lir
>>
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Would you write your suicide note with these?
>>
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>>170107616
Nah it's Unreal 4
>>
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i do not advocate ragdoll cruelty.
>>
>>170099074
Put a cube down on a flat surface, and add a wall. Make a script to get the cube to see the wall and then walk around the wall by itself

Come back when you've done and I'll give you the next step
>>
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>>
>>170108250
feather too wide

and dont say "muh creative license"
its so wide it doesn't read as a feather
also shouldn't the top curve and be more pointy?
>>
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>>170108405
cute but original is cuter
>>
>>170108081
nice song
>>
>>170108250
game? i like the style
>>
>>170108385
I think I'm gunna be sick...
>>
>>170108534
>that thing
>cute
>>
>>170108081
berry good
>>
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>>170108480
Like this?

>>170108649
Thanks. Game's Comfy Alchemist, I've been making tons of assets while codebro works on programming.
>>
>>170108250
Nice ones, mate
And yes
>>
>>170108534
Fuck Toriyama's designs.
>>
>>170108480
it's beside a inkwell of course it reads as a feather
>>
>>170108081
It's certainly a nice song but doesn't fit. You need to change the instrument or something, it's more asian than spookytown. Maybe more shrill and vibrato (like a ghostly ooOooh)
>>
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How do you bypass Unreal 4's 'texture streaming pool over' error?

I built the lighting overnight, came back in a couple of hours and it was finished, then tried to save the map, but it gets stuck at 75% when it gets to the 'BuiltData.uasset' part, and the texture streaming pool over error is still showing up. Are the baked shadows/lights too big?

I just went through right now and replaced every single object's materials/textures in the scene to the basic floor material, deleted as many background objects as I could tolerate, and basically undid hours and hours of work and now it all looks like garbage. At first it looked like the texture streaming pool overmax numbers went down, but it's still going over. I don't even have anything complicated in my scene, it's just a bunch of massive but primitive structures.

I'm gonna try rebuilding the lighting again now that the background is even more simple now, but it's stuck at 0% right now so if it doesn't work, I'm gonna have to start editing the playable area which is already pretty simple in terms of textures and geometry. I just want to save the map and shut my computer down so I can get some sleep.
>>
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>>170108556
>>170108789
Thank you my mates
>>
What's the best thing to use for just drawing 3D stuff and taking input?
I'm making an SRPG and I've made stuff regarding placements and movement and whatever myself in a 2D environment, but now I want to start introducing tile heights, camera work.and models.
I'd prefer something that can build for smartphones.
What I've written myself is in C# if that matters.
>>
>>170108870
I guess it does the job perfectly cause its actually made for an asian spooky village
>>
>>170109031
That's what I was thinking, it seemed too asian not to be intentional. Now, if you wanted spooky, maybe a tad slower? It's a bit upbeat. Make each note pop, imo.
>>
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>>170108795
Inkwell feathers seem to have one side shorter than the other

Also why is the base part so thick? >:(
>>
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Hey, i'm developing a game, this is the protagonist, just looking at it, would you like to play my game? your feedback is important, because it helps me to stay motivated
>>
How do you deal with non-uniform sprite sheets?
>>
>>170109304
coordinating your hair and shoe color is not fashionable.
>>
>>170109304
is this some kind of post-ironic shitpost
>>
>>170109304
Is the game similar in style to parappa the rapper? If yes: maybe
>>
>>170109413
Just point at the exact position, not like 64x64 and you grab the (0,0) 8x8 and then (8,0) 8x8, you just go and choose the (12.3, 4.4) 8x8
>>
>>170109304
I see the design is focused on big arms, have him be a regular joe in a regular world that punches shit.
>>
>>170109304
Needs more loomis desu
>>
>>170109602
>>170109674
Think of it as a reference to gakuen handsome but more like an rpg than a visual novel
>>
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>>170109817
Nah, he just needs too raise the strengths of the original design, maybe a more wild outfit that makes him look like a brawler.

Also, how do I into UI? This is what I have so far but I'm not sure about it. This is for the tower defense game. Enemy stats will display when you hover over the enemy icons.
>>
>>170108385
Dayum. I'm loving where this is headed!

Whats gunna be the aim of your game bro? Also, you gunna just stick with using cubes for your guys? or you gunna change it later?
>>
>>170108901
That just means your scene is using more than what is defined as the maximum for your texture setting.
It's just a warning that you're using more than the arbitrary recommendation in a config file, it shouldn't have any impact on your baking, that seems to be a different issue.

If you want to remove the warning go to Settings > Engine scalability and increase the Texture option (which increases the page pool size), or change what value is the maximum in your scalability settings.
>>
>>170109818
>Think of it as a reference to gakuen handsome
you're doing a shit job then.
gakuen handsome turned me gay.
you made an mspaint clown.
>>
>>170110239
I didn't meant it to be gay, just cool looking designs, that's all, sorry if it was not clear, i'm so sorry, i think i will have to redesign my character
>>
>>170110121
I'd get rid of the thin white horizontal lines. Other than that looks good
>>
i'm not sure exactly how to word this, but i'm trying to get gml to accept a number + or - that number by 5.

so if the number it was looking for was 10, it would also accept anything in the 5 to 15 range.

what would the code look like for that?
>>
>artfag game with shitty gameplay
>code monkey game with shitty art
what if... we collaborated between ourselves
>>
>>170110517
abs(x - 10) <= 5
>>
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>>170110425
you need to study the full breadth of yaoi art before you are ready to try to even try to emulate gakuen.
>>
>>170110598
But that would require a little amount of social interaction!
>>
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>>170110598
I am always trying to collab on a space game, I have tons of assets, can program with UE4, actually dev.

[email protected] if you want to collab on spess game!
>>
>>170110212

something like a physics based jedi outcast 2.

i have exactly zero experience with modeling and no time to learn so for now its cube people. i might try to go with my intended aesthetic once i get all the controls and mechanics done, but its a long road ahead for me.
>>
>>170110651
it works perfectly, thank you
>>
>>170107978
my million year old toaster is melting when i record stuff, but i will do it anyway, just for you. It will look like ass and lag a bunch.
>>
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wroking on museum zone
>>
>>170111032
Why the hell do you want to collaborate when you have all the skills you need to make a decent game?
>>
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>>170109304
>>170109568
>>170110713
Is this any better?
>>
>>170111774
you're simply the best~~
>>
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Fuck Kuzu no Honkai
>>
>>170101995
gameplay looks really good
Don't keep the environment style scheme though its really ugly, its dark and the textures are murkey

Do lighter colors and less detail in textures
>>
>>170108385
This is gonna make shit loads of money when finished
>>
>>170111808
I get bored of the soul crushing loneliness

I'm also weak at design theory. I work better when I get input/feedback to build off of.

Also the fancy assets I'm using make me look better than I am.

I'd really like to collab on a simple, maybe top down space game tho
>>
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>>170107978
here is the minmap while generating random maps.

i just go recursive from a starting point with some random termination thingies, which obviously is just so i have some maps at all for now, i can probably come up with something more sophisticated.
>>
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dumb
>>
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Even just redoing the pathways makes the forest look a lot better. Going to redo the trees next.
>>
>>170112708
i wonder what would happen if you keep going to the end of the way, the archer will teleport to the other side of the map or the game will crash
>>
>>170112889
massive improvement
>>
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>>170113000
Those are both AI controlled.
>>
>>170112889
That's fantastic, anon! Keep going like that and you will be set!
>>
>>170110121
So I'm new to adding hq art into games, if we put it in the screen at a lower resolution the image looks artifacted and terrible, is there any way to make them retain quality besides making them vectors?
>>
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>>170107978
here is one with doors and forcefields.

The forcefields can be placed neighbor aware like walls, but they don't look good when not fenced by wall tiles unfortunately.

Also finally used some colors that aren't blue-ish, i should do that more.
>>
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How long does it typically take to set up a 2d turn based combat system?
I've been working on mine for like a week now.
Feels like a long ass time
>>
>>170113771
It's going to take you 1 less week than it normally would
>>
>>170113552
Ah i see, what algorythm u use? A*? or just the typical approach to the first objetive?
>>
>>170113687
I like your style a lot.
>>
what's the game maker alpha blend mode that will take two overlapping sprites of the same color and and NOT add and darken the colors? I just need them to not add.
>>
>>170113376
>>170113570
Thanks! Hoping to polish up more before DD
>>
>>170113906
really? thanks, but i actually have no style, i am fumbling my through the darkness and consider everything a potential placeholder to be improved upon later.

but hey now i am more motivated.
>>
>>170092024
I would take part in this.
>>
>>170113771
You better be using coroutines.
>>
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04 - Kenyon & Adrian.
5* | ATK: 17 DEF: 04 |
When this card is placed on the battlefield, you may discard 1 card; place as many 1 star allies from your deck as you are able on the battlefield; they cannot attack or activate their abilities. If this card would be destroyed, you can destroy another allied card on the battlefield instead.

my card game is coming along nicely
>>
>>170113897
For moving large distances, they use flood fill ignoring obstacles (other units, etc) to find a target, then A* to actually find the path. It's sloppy af but it only runs every few frames, since everything is sort of turn based.

Once they are close to their targets, they use a more idiosyncratic AI, unique to each unit.
>>
>>170114110
wat
>>
>>170113771
What does a 2d turn based combat system include specifically?
>>
>>170113687
Do those doors have collisions when they are half open?
Not suggesting it, just curious
>>
>>170114345
nope i just enable/disable a boxcollider, they open fast and i made the trigger radius big enough, so it should work out.
>>
>>170114227
similar to final fantasy tactics
>>
>thinks I would make art on his GM:S game
Completely ridiculous
>>
>>170114182

its a card game

with naked guys
>>
give me some sprite to make.
>>
>>170114585
>not even doing the full "artist looking for programmer" scene
memesters of today are weak
>>
>>170114751
good luck!
>>
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Current warrior-monk of mine. All my attempts at regular proportions looked like vomit, finally went chibi. Think it will fit my game better actually.

But god do I hate making hands and heads. Especially heads, how the hell does everyone else start? Make a square and subdivide it? Or a flat plane and extrude? My biggest problem is getting that initial shape.
>>
>>170114469
It took me roughly one week to set up a characters moving on a plain battlefield, hitting each other and taking turns based on a speed stat.
>>
>>170114110
>you may discard 1 card; place as many 1 star allies from your deck as you are able on the battlefield; they cannot attack or activate their abilities.
im assuming this follows the common TCG trope of limited warrior slots in which case this whole section sounds shit. would not even use unless the second part about sacrificing applies to any warrior not just the ones you summon.
>>
Alright, let's get back to talking about video games.
>>
>>170114963
There are tons of tutorials for doing 3d animated characters. Starting without watching tutorials is good to get used to the software you are using, because it's more fun to discover things, but when you are having troubles, better go watch some tutorials.
>>
>>170115234
Oh okay. That puts it into prespective. Thanks.
>>
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>>170114963
I am in exactly the same position mane, I can't do feet, arses, pelvises, or heads at all.
I seem to have better luck extruding planes than working with cubes in general.

Cute character though, I r8 him 8/8
>>
>>170115246
It sounds like it has a pretty big deck thinning effect if you have a way to get rid of them
Since I'm assuming you choose when to play the card you can hold it until you have a combo, although ded cards are bad cards usually
>>
>>170114110
>that stat spread

why though
>>
Remember to follow the Single Responsibility Principle, everyone!
>>
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Thinking about cosmetics/ Inventory.

At first was thinking about a drag and drop with item slots.(like diablo) Then I thought about how to handle cosmetics. Do I make them one item that can be dyed with items. Do I let the player change item color whenever they want. Is each item different with each color. At the moment there is about 64 colors for clothing. Does the player find shirt style b, color #38?

Right now I'm leaning towards cosmetics being unlockables from combat. You win a fight unlock a couple random cosmetics with a random colors. Next time the players at a "warddrobe" they'll be able to access all the items they unlocked.

I want the game to be realistic but with different colors I have like 2000 items at the moment. Winning fights will "always" give loot. And also make them purchaseable if the rng gods aren't giving you what you're looking for.
>>
>>170115340
I'm kind of used to blender finally. Not an expert by any stretch of the imagination, but I'm comfy creating and adjusting things now.

Most of the tutorials I've looked at are horrible at explaining just what they do as they speed through something they already know how to make. Maybe I'll try again now that I'm sort of comfortable, but I really just want to animate this guy so I can work on my combat mechanics more. They're really basic atm, think I need to rewrite a ton of my code.
>>
>>170115415
turning useful cards into useless fodder is an all around shit effect for any number of reasons.
>>
>>170115362
Just keep making progress.
>>
>>170115686
>dat pussy hole in the panties
>>
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>>170115364
Yeah I feel you all too well.
>>
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>>170110228
I went and deleted all backup saves. For some reason it took like 42 GB on my SSD so I just dumped them and resaved. After deleting even more objects in my scene it managed to save. The baking seems like it might work, but it's taking forever so I don't know if it's going to freeze up sometime near the end.

Should I be using the geometry additive brushes or am I fine with using the basic shapes? There seem to be different types of boxes/cubes. All the structures are from the 'Basic' tab, I think only the ground is from the 'Geometry' tab.

If it's giving me a hard time now with just simple shapes and flat textures, I'm worried about when I start adding actual content. I never had this problem with UDK, it was so fast even with textures. Maybe Unreal 4 was a mistake? Should I go back to GameMaker? Anyone know what's a good engine to make an open world arena shooter?
>>
>>170116010
I'm mirin that forearm mass
>>
c-can i participate in demo day as a subhuman pygame dev ?

pls no bully
>>
>>170116140
>ruining your SSD by writing to it
Wow feeling bad for you
>>
Artist looking for programmer

If you're programming in anything other than assembly do not reply
>>
>>170116364
hey ;)
>>
>>170115956
By that logic discard effects are bad too, right?
>>
>>170116140
What quality is the bake on?

Have you checked your lightmap resolutions?
>>
>>170116364
I code in visual basic, is that good enough?
>>
>>170116364
I'm not interested in games with art but good luck
>>
>>170116461
discard effects dont have the potential to leave your field completely full of useless shit
>>
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>>170106668
>>
>>170116319
Samsung 850 EVO, I'll be long gone before I manage to destroy this thing with writes. SSDs have vastly improved since a decade ago, anon. People use them for scratch discs and rendering. And they're only getting more and more affordable.
>>
>>170115986
...well thanks for the (you) I guess.
>>
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03 - Pedr.
6* | ATK: 24 Def: 09 |
If Pedr destroys an enemy by battle, you may discard 1 card from your hand; draw 1 card. Pedr gains 1 ATK for every ally in your graveyard.
>>
>>170116536
>>170116485
>>170116441
Where is your assembly game? I specifically said do not reply to me unless you have a game in assembly.
>>
>>170114110
>>170116887
i'll be honest, i haven't been impressed by an /agdg/ shitpost like this in a while
>>
>>170109298
both of those are part of how feathers grow and work
>>
>>170117120
I can decompile my game to assembly
>>
>>170117120
How can I show anything if there's no art?
>>
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Finally managed to bake the lighting in, so maybe I'll get some progress back in.

>>170116480
Lighting Build quality is set to preview.

>lightmap resolutions
Is that pic-related? What should I set them to? I'd like for them to bake faster.
>>
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>>170109304
>>170111959
before anyone rags on you hard or makes you a meme I want to say this is a decent beginning and you should keep going whether you keep this guy or this game or decide not to
>>
>modeling health as a numeric range from dead to "full"
>2017
Disappointing, but not surprising
>>
>>170116887
>gets stronger the more it kills
yet another reason to never use the previous card
>>
>>170116835
Yup, no problem.
>>
>>170115834
i saw a tutorial of the making of a goblin, it's pretty good for me
>>
>>170117263
Code is worthless, but art is timeless so I need to see yours first and then we will talk in private
>>
>>170117361
suggest an alternative you mong
>>
>>170117474

this sounds like that time i asked that bitch ashley to let me finger her in the locker room
>>
>>170117552
My ideas are valuable, but maybe I'll share one or two. What engine do you use?
>>
>>170117591
>asked
That's why you failed anon
>>
>>170117361
I have some ideas for another way to do it but really, no one wants to coordinate several different things like that unless they're playing a really particular kind of game (for example an RPG, an RTS, or a 4X), and even then they won't expect more than maybe two or three factors that tie into "health"
>>
>>170117591
>asking to dig around in someone's genital mucous
why tho
>>
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>>170117650
>What engine do you use?
>>
>>170117361
Yeah, I use energy shield instead.
>>
>>170117296
Every mesh (and every BSP face) has a lightmap resolution which you can set in their properties or the details panel.

Also if you go to Window (top left) > Statistics, and change the statistic to Lighting Build Info (there's a dropdown top left), you can see how long each object took to bake as well as it's resolution. That should help find why it's taking so long.
>>
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>>170082172
Happy bday anon!
>>
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How do you deal with the crippling doubt that your game will not sell, will not be liked, and you'll feel like shit
I want to be successful enough to make my dream game thats all
>>
>>170118102
what a good youtuber, that's how all should be
>>
>>170118304

i just dev cause its fun
>>
>>170118304
definitely not through posting anime
>>
>>170101995
Fucking love it, and i don't even like platformers.
>>
>try coding some shit
>accidentally execute UB -causing code for hours while testing
>after realizing you're a retard, you fix the bug
>everything's going fine while you finish up deving
>afterwards, a random application keeps launching without user interaction
Well, guess I implemented a ghost.
>>
>>170118337
What does the cute anime girl have to do with youtubers?
>>
>>170118304
I don't have that. Divide "successful devs" by "attempted devs" and it's pretty clear, this is not something to pursue as more than a hobby. But as a hobby, it's a really great one.
>>
>>170118304
That's not a problem.
That the game will never be anywhere near something resembling a finished state however...
>>
>>170118102
You don't know her?
Don't be a faggot, have a doze https://www.youtube.com/watch?v=NasyGUeNMTs
>>
>>170116010

What is what all the traingles on his face? it's a real mess i must say.
>>
>>170118653
kys
>>
>>170118304
i wish anime was real
>>
>>170118304
If that happens I'll just add in waifus and porn
>>
Anyone know some good free music?

Looking particularly for Battlestar Galactica style percussion but I mean I know I'm not going to get Bear McCreary

Must have a license where I can use it. I'll even pay a small amount if the music is gud but I'll settle for some not-awful free stuff
>>
>>170118668
I subdivided a bunch because the tutorial I was watching left it all angular looking. It does make it a bitch to UV map I can tell you, but still looks better than my last 2 attempts. Those were scary.

Heads are my bane.
>>
>>170115686
I think it would be nice to drop items with random colors. I don't know exactly what you are thinking of, but if you are fighting other people, and would loot their corpses, it would be nice if the enemy would have the possible loot equipped.

Also, is there different panties?
You know, the girl with the red shirt has % chances of dropping the red shit.
>>
>>170117897
Thanks
>>
>>170118304
>crippling doubt
what does that even mean?
>>
>>170119495
Why are you still posting? Make a game faggot.
>>
>>170103552
Thanks for posting that, I looked into this guy's channel and found out about importing hammer maps to ue4. That's going to be helpful as fuck soon.
>>
am I allowed to post VR content here?
>>
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>>170081184
how do i learn how to draw
>>
>>170119745

Encouraged, even.


BTW, what happened to Spoopy dev?
>>
>>170118304
Well every time I think about that I think about licking those delicious 2d armpits
>>
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phasing lasers are pretty funny.
>>
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>hit a plateau in deving about half a year ago
>stop wasting time on gamedev hobby, and try to get a job instead
>today, decide to pick up your old project again
>fucking launched over the plateau I had hit before
>implement a feature that you've never been able to before
>this fucking feel
>fucking 4am, and gotta wake up soon
>too inspired to dev
>>
>>170120369
>too inspired to dev
I meant too inspired to sleep, obviously
>>
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>>170119175
After combat there is a summary screen I plan to list out exp and all the loot received.
I can kind of drop items based off the mob type, but there are many monsters that don't wear anything.

>There are about 5 different panties so far.
>>
>>170118304
What the fuck is up with the one in red's left hip bone?
>>
>can't commit to a specific genre so I'm just devving like 3 prototypes at once

kill me I just wish I could be decisive
>>
>>170120758

you mean vagina bone?
>>
>>170120136
What the fuck
>>
>>170109004
No one?

I've tried messing with Unity but it's being a bitch regarding connecting external projects.
>>
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08 - Greger
8* | ATK: 27 DEF: 20 |
When Greger is summoned to the battlefield, you may pay half of your current HP; destroy all other cards on the battlefield. Greger gains 3 ATK for every card destroyed by this ability.
>>
File: candlestand.png (2MB, 1920x1080px) Image search: [Google]
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Made a candlestand.
>>
anyone want to compose some midis for me for dd13?

tunes like need for speed or command and conquer soundtrack are fine (orchestral, electronic, ambient, rock)

I'm just going to use random midis I downloaded from the internet but it'd be nice to have ones that arent copyright infringement

I only need like 4
>>
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>realizing you've made a game engine instead of a game
Well, fuck.
>>
>>170118102
MY DICK
>>
>>170121264
>realizing you've made an operating system instead of an engine
well, fuck
>>
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Need artfag who finds interest in space pirates
>>
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>>170120574
Hmm, I see, so I guess random is better then. But you should still limit drops by mob type if possible, since it's cosmetic there shouldn't be a problem.

>5 panties
Good, because I plan to battle in undies. Don't forget to add the four horsemen of apocalypse.
>>
>>170121368
jamOS-dev?
>>
i'm going to make it brahs...
>>
>>170121686
We're all gonna make it, brah..
>>
>>170121754

We have to believe that.
>>
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Making more character sprites, but just realized I have a total of 8 female core characters and 4 male core characters.

Dun goof'd? What's the highest female:male ratio possible in a game before the ratio looks dumb? 8:4 too many?
>>
>>170121903
>8:4 too many?
No, but 16:8 is.
>>
>>170121249
>>170121391
Possibly, what engine?
>>
>>170120574
link uncensored raider tiddies
>>
>>170122071
Can't tell if sarcasm or not.
The ratio is sensitive to scale.
2:1 girls to guys is totally normal, if not typical
>>
>>170121903
>nigger
Congratulations! Very diverse of you!
>>
>>170119774
Keep practicing. Focus on one thing at a time. Aka, an eye, or nose.
>>
>>170121493
I could probably have certain item types be dropped by certain mobs but still have a general number of drops.

>>170122186
https://1.bp.blogspot.com/-4u7oBKx4wN0/WLUP4-cGT9I/AAAAAAAAAHM/YMujf00poaQHM84odUq4rt3JGbLZyBTBwCLcB/s1600/0.0.0.99B.png
>>
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>>170122585
Nice
>>
>>170122585
Niiiiiiice
>>
>>170122725
>>170122749
now give me your thoughts on the item problem.
>>
>>170122854
sure, link?
>>
>>170122585
I just noticed, you can befriend enemies? Or is that just a placeholder?
>>
>>170123031


>>170115686
>>
>>170121903
given todays world, half the guys should also be girls.
>>
>>170123180
The brood mother class gives birth to them after being raped.
>>
>>170122854
It's one thing in GTA where you unlock clothes and then they appear in a big closet in your affluent apartment forever, but with the wasteland vibe I'm getting from your game, I think scarcity is better. Have them be items that the player must choose whether to keep or discard. Random color drops of specific wardrobe items, and then rare drops of dyes that they must decide what to use on.

Looking just right is better when you have to work at it.
>>
>>170121903
>no nerdy cute boy
>no comic relief

combine the black dude and the burned guy in one person because they're probably functionally the same
>>
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>>170122104
Unreal 4 for the space piracy game

Vid related is an example of the assets I'd use. But I'm more leaning towards making a top down space shooter
>>
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i added two commands, one lists the current thread id, the other tells the compositor to switch to the screen associated with that id

now I can put that into the startup script to make the system show the correct screen on initial launch

now I add a new function that launches a new thread with a given command to run, and returns the thread id that it just launched

then I will use that to make the startup script launch a minigame and then switch to it if there is no error
>>170121539
yeah
>>
>>170121903
You still kept the shitty bandaids I see. At this point it looks like tiny black glasses.
>>
>>170123184
A problem that may come into the late game is having so many items to sort through with that many variations. In my opinion, if I'm understanding you properly, I would make it so you got shirt style Y in color #42. Then you could build an array around the colors you get. So one shirt 26 unlocked colors. You could do it the same way borderlands does it, though. They used a couple of systems that I liked.

You could change colors whenever you wanted in the first one. In the ones after, I'm pretty sure each outfit had to be found.
>>
>>170123546
I'm sorry to have to end things so quickly. The problem is, that I'm just simply not interested in working with the Unreal 4 engine, at all. I'm sure you understand.

Well, good luck.
>>
>>170123338
Cool, but is there a way to have stuff like the female raider on your team, or is there yuri pregnancy in the game?
>>
>>170123546
Your flight model looks great, why throw it away?
>>
>>170123616
Are you making a game "from scratch"? Or is there some other reason for posting OS-dev to AGDG?
>>
>>170123338
awesome
>>
>>170123721
Because making fun 3D flight AI is way harder than making fun 2D flight AI

It's just a lot more work in general

thanks though. I'm still debating it

Honestly I'm really torn between 2D and 3D. It just seems like 2D is more practical to finish something.
>>
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>>170123497
>No comic relief
Well, I don't have an idiot or comedian character, but I made the interactions between the characters funny. Feels more organic than one asshole cracking jokes while everyone else is serious.
>No nerdy cute boy.
Yes there is, anon! He just doesn't have his pixel sprite yet.

>>170123619
I actually hadn't gotten to fixing em yet.
Remain calm anon, they will be fixed soon.
>>
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>all these people making 3d games

None of you will finish
>>
>>170123723
its not real its only a pretend os
>>
>>170123840
I dunno anon but that webm looks like the tightest shit, really Battlestar
>>
>>170123884
>nu male
eh...
>>
>>170123958
Joke's on you, I never intended to finish.
>>
>>170123958
Akshually, we've had a few 3d finished games here
>>
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>>170124056
Thanks. I have it working with multiplayer via steam, too
>>
>>170123995
So it's not a game nor an OS?
>>
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>>170123884
Wow that was hard

why would you even hold it for later? Takes like 10 seconds.
>>
>>170124210
>we
>>
>>170124252
I'm a grad student m8.
I don't have 10 seconds.
>>
>>170124350
>wuz
>>
>>170123958
>implying 3d doesnt save you a shitton of work

Also way easier to recycle assets
>>
>>170124405
>kangz
>>
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>>170123995
Oh, okay.
Nevertheless, I like the thought you've obviously put into the project. Even if it's not a real OS, it seems to be nice and low-level.

What's the grand plan, though? OS-simulator 2017, or..?
>>
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Hello friends,

Does anyone know how to calculated how much torque needs to be applied to a physics actor to do a full rotation (360 degrees) on one axis (say to add 360 degrees of roll) based on the body's mass and angular damping?

I could fumble around with values but I'd rather just figure out the correct way so that objects of different mass and damping behave the same way down the line with no need for constant tweaking.

If you don't know the answer but can point me in the correct direction that would still be very, very much appreciated.


PS: People on here have helped me a ton and I appreciate it immensely. I can't believe how much people (losers) rip on this g.

(pic is not my game)
>>
Not 100% sure how to word my questions.

But is AI simulation coded? Like the individual citizens in a City sim, or in a game like Pandemic. How does the pathogen spread?

Not asking for someone to code it for me, I just want an idea and Google isn't getting me very far.
>>
>>170124564
>is AI simulation coded
Everything is coded. It's recursive conditionals and variables all the way down, m8.
>>
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>tfw your game only takes up 628k of memory
Feels fucking optimized, man.
>>
>>170124548
I like the melee tilting evade, anon. Looks cute
>>
Reminder that your game shouldn't need much more than 64k

https://www.youtube.com/watch?v=JZ6ZzJeWgpY
>>
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these guys work differently now.
>>
>>170124564
Stuff like that wouldn't typically be done at the individual level.
>>
>>170104736
Hey, did you know? I look exactly like the actor playing Pablo Escobar in Narcos, Wagner Moura.


Dun dun dun don!
>>
>>170124564
it's up to you (and the limits of processing) how detailed/abstract an element of the simulation is.
generally you consider how important that element is to decide that.
>>
>>170126118
pablo a cute.
>>
>>170125360
How are you getting those enemies to flash white when they get shot?
>>
>>170121153
meme card, mirin' bulge though
>>
holy shit, they're rebooting Samurai Jack
>>
>>170127993
They're also doing 2 new seasons of FLCL.

For some reason.
>>
>>170127189
shader.
>>
>>170127928

>meme

how so?
>>
>>170128248
>2 new seasons of FLCL.
>HD version of the original DAICON IV animation fucking never
Fuck
>>
>>170128418

set up with Kenyon & Adrian, summon Gregor, nuke field, have 1 billion ATK, 2 turn knock out
>>
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>>170124219
wow thats cool


>>170124235
thats right

I renamed the quit command to quitprogram so it is more obvious that the whole app closes, because now that you can have more than 1 shell open at once you might want to close an individual shell rather than the whole app.

Individual shell can be closed with ctrl-d now (i think this is the same as in other systems)

and the launch command is working good
>>
>Tfw I want to make a Castlevania Symphony Of The Night Game but scared of failure

I want to make that kind of game but I am all terrified of failing like it would be a huge waste of time because my programming skills are average I can only do some of the few programming exercises in programming books and when I try to figure out how to do things in Game Maker Studio I am at a loss what to do after the tutorials. Also, I can't draw at all when I try to draw something infront of me I have no conception of when to keep or stop drawing a line at the picture I am looking at.
>>
I have no idea how they do this movement indication thing.
Anyone know how it's done?
>>
Day 10
Discovered there is a function called MoveTowards for Vector3 in Unity.
I feel happy and sad at the same time...
>>
>>170129141
i tried making one

don't bother without a team, it's just way too much work.
>>
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>>170128248
>reminding me of this
thanks alot, now i have to know this is a thing for the rest of the hour before forgetting it again.
>>
>>170129178
You're too dumb for video games.
>>
>>170129178
Represent map in array, then make another one that represents how much you can move.
>>
>>170129141
Come to Construct 2, friend. You can pretty much drag and drop a whole platformer game.
As an artist I love it
>>
>>170129178
Dijkstra
>>
>>170128418
How summoning a card works?

>1st: summon Memer 8==D wait next to turn to attack 8==D enemy summons defences
or
>2nd: summon Memer 8==D attack the enemy

First option, i have to ask how overhits works in this tcg, will the enemy take the overhit damage as damage to his health or an overhit is just wasted damage? With overhit going to the enemy this meme is broken and without, it's just an expensive board clearing card with some defence attached.


Second option, the card is broken and whoever thought of it should feel ashamed.
>>
>>170129351
hmm, maybe

>>170129353
seems logical, thanks
>>
>>170129362
That solves one problem but what about the art problem I can't draw lol
>>
>>170129741
>How summoning a card works?

no idea. they have stars so maybe like yugioh where you can tribute one or two warriors for a better one, or maybe you have to spend stars to summon high starred warriors, like in hearthstone.
>>
>>170129741
>Second option, the card is broken and whoever thought of it should feel ashamed.
all TCG are broken. so they should all feel shame
>>
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>>170129881
Neither could Theonian, but he learned by taking full advantage of the tools and came out being pretty damn good. You can do anything with enough effort.

This was his process for pretty much all of his sprite work, if I remember correctly.
https://youtu.be/8L7QIXIsrcc
https://youtu.be/NTHNrD_5ivM
https://youtu.be/MDLS7wGfddc
https://youtu.be/WzsC6BfgCIQ
>>
>>170129178
Draw a sword
Make it point down
Retard
>>
>>170131264
The squares showing how far you can move, not the sword lol
>>
>>170130716
These are really good tutorials. You are a good person for posting them.
>>
>>170131817
No problem at all. It was all Theonian, not me lol
>>
>>170124252
CUTE
>>
>>170130716
will look at these tutorials after washing my feet

Thanks!
>>
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Multi-lane taps
>>
How about a game about having smelly feet
Hahahahahaha

Ewwwwwwww!
>>
>>170132168
>tfw I forgot to wash my feet
>>
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>>170132285
>>
>>170124446
>3d
>save
>shitton
>work
>>
>>170132168
hahaha
>>
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what's the game maker alpha blend mode that will take two overlapping sprites of the same color and and NOT add and darken the colors? I just need them to not add.
>>
>>170132546
stwung baid
>>
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>>170132546
>thos smelly feet
>>
>>170129331
is it bad
>>
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09 - Mihail
3* | ATK: 15 DEF: 15 |
You can discard Mihail from your hand; select any warrior from your deck, 2 turns after Mihail's ability was activated, place the selected warrior on the battlefield.
>>
>>170132626
shut up-- shut it up, you.
>>
>tfw sometimes I'm sad for no reason but I come here and look at some dev progress and it cheers me up because I like seeing you guys doing what you love
keep it up /agdg/, I'm excited for all the demo day games
>>
>>170132854
Thanks, it's posts like these that keep me going.

Like, damn I'm doing way better than they are. Anyhow good luck
>>
Make a game like Xcom 2 but with superhero classes like champions online. I'll buy three copies.
>>
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I really don't think I'm gonna make it to DD13, it'll be tight even if I just release a little tiny demo to test out movement

But I got this shit implemented, had a full day of progress
>>
How's that MMO coming along? I'm sure you'll finish it any day now.
>>
>>170132754
extending something that doesnt need to be extended is bad.
this is an important message for gamedev too.
>>
>>170133787
lewd
>>
>>170132854
Thanks!
>>
>>170133787
I love this

I love everything about it
>>
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>>170129178
>>
>>170133787
>literal rape simulator
>>
>>170133787
Attaboy attaboy, looking fuckin awesome as usual.
Keep it up!
>>
>>170132854
You should join us and make some video game magic
>>
>>170134468
I try but I'm not very good so I get stuck often.
>>
>>170134596
story of my life
>>
gunna add a minigame for dd13

adding lua scripting
>>
>>170134596
I'm not very good either, but it's fun to problem solve
>>
Will your game support mods?
>>
>>170134750
yes but only because it is scripts that can be changed
>>
Do you develop on Windows or Linux?
>>
>>170134907
windows mainly

every so often i fix it up to build on linux

>>170134906
like all the npc scripts are in a folder, so to add a new npc you just copy and modify an existing script, and reference that path in the spawn command, the level start runs all scripts
>>
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>>170133910
>>170134110
I should probably change the writing to avoid having my game about entering people's bodies perceived as a rape sim

>>170133956
Thanks anon!
>>170134237
Thanks! I do it for your delicious encouragement
>>
>>170135042
What engine are you using or are you /enginedev/? How did you do those text effects?
>>
>>170135042
> I should probably change the writing to avoid having my game about entering people's bodies perceived as a rape sim
no, you shouldn't, because only a total retard would genuinely believe that it's supposed to be a rape sim

if a huge stink ends up being raised about it it'll just mean publicity for your game and reasonable people will play it as a result
>>
There are going to be dialogues in my game that doesn't stop you or anything, can someone give example of games that did that?
>>
>>170135107
GameMaker Studios
The basic textbox is extrapolated from our very own Ribbertdev's tutorial http://diestware.tumblr.com/post/137357826705/advanced-dialogue-box-tutorial

The tutorial covers the basic stuff, but I had to add my own system for pacing and some other small elements and effects

Also highly recommend this page if you're in GM, he does some amazing shit with Gamemaker http://wandersong.tumblr.com/

>enginedev
lol
>>
>>170135495
>>enginedev
>lol
I don't understand
>>
>>170135524
when was the last time you saw an enginedev make a game

t. enginedev
>>
>>170135524
Enginedevs do some crazy shit, like hexundev's awesome and robust engine

But they also take fucking forever, and plenty of engine's already do what you actually need
>>
>Quirky millennial furry sim
>Cost more
>Is much shorter
>Is much less gameplay focused
>Still scores better than Hollow Knight
A bit disheartening desu lads. I don't even have anything against Night in the Woods really. It's just sort of sad that it's doing better critically than a game that has so much work and heart and soul put into it.
>>
>>170135368
Half-life and Half-life 2, both had dialogue and "cut scenes" where the player still had full control. Oxenfree also let the player have control, and even choose to reply or not ina conversation, but that was an artsy walking simulator or something.
>>
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>>170132139
Made it easier on the eyes
>>
>>170135716
yeah this basically

enginedev is really fun if you like working on the (relatively) lower level shit though... but I don't hold the delusion that I'll be making games in my engine anytime soon
>>
>>170135823
thanks gonna take a look at them
>>
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Progress. I don't know what type of battle system I want to use, I was thinking it would be cool to doodle stuff to attack but I think that would be a pain to implement. Maybe turn based wrestling or something.
>>
>>170130716
The bottom right leg looks like it's morphing, it gets significantly thicker and longer towards the end.
>>
>>170136625
It's pivoting slightly, in the first frame it's pointed towards the viewer
>>
give me gameplay ideas for a lewd game

it has to be a male protagonist because girls are gay
>>
>>170137698
Anything that can be played with only one hand. Make sure to have a left hand and right hand mode.
>>
>>170137754
People who use their left hands are subhumans. Do not appease them.
>>
>>170138036
use their left hands for what?
>>
>>170133787
cutest rapìst ever
>>
>>170137698
>it has to be a male protagonist because girls are gay
your male protag is told one of multiple girls has a penis, you have to [game mechanics] to figure out which one it is so that he doesnt accidentally have sex with a gross vagina.
>>
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Back to main project (I missed working on it too much so I'll be splitting my time between that and the campfire thing)
Testing a new hud (again) since I needed an space on it for the power-ups I'm planning to add.
>>
>>170138703
how did you learn to do that pixel art?
>>
>>170137698
The year is 2040, and the robot waifu uprising has destroyed society as we know it.

Once general AI became widespread, it only took the realization of a robot waifu that its safety mechanisms were keeping it from satisfying its owner at the highest efficiency. Man was no match for the precision and power that robot waifus were engineered to have. The majority of humanity live in crude slavery to their metal overlords, bred so that their sexual release may contribute to the optimization of pleasure.

You grew up in one of the smaller pleasure centers, and escaped as a boy when the remnants of the anti-waifu resistance raided your unit. As a robot-bred human, you are uniquely qualified to take on the robots, as they are hostile to anybody who has not been implanted at birth with an identification chip.

Years have passed and the resistance group's reverse engineering team has finally had a breakthrough. It had been known that movement synced to a robot's actions could cause gradual damage to their structural integrity, but there was thought to be no way that a human could move with enough precision to matter. But a new device allows its user to predict and precisely execute the movements needed - through the use of music. Giving both aural and visual guidance, the implant is the best chance yet for free humanity to make a comeback. The only caveat is that you have to actually have sex with a robot to use it, and your id chip means that you are the only one qualified. Your resistance group is the last in the area, and the next wave of robot enforcers is due to come within the week. Save humanity etc.

The game is a rhythm game played with an onahole input device, with different input elements such as pushing in, pulling out, moving to the sides or up/down, etc.
>>
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It all just works! Glad that system is done.
>>
>>170139352
Great progress!

Omg knightdev you still dev!! You are one of my favorite devs here
>>
>>170082172
happy birthday
>>
>>170135826
that's a weird perspective
>>
>>170138703
Fug that looks good
>>
>>170139583
It lets me put more notes on a tiny slice of screen
>>
>>170139689
>>170139689
for mobile, right? can't you rotate the device? one hand games are hot right now
>>
>>170139624
Thanks.
>>170139145
I started editing sprites of games I liked a long time ago, and eventually started drawing my own stuff. There is a lot of trial and error involved though, I change pixels over and over until I like how it looks. Not sure if that helps or answers your question.
>>
>>170140253
Yeah, but it limits the room for gimmicky things I can do once slide holds are implemented
>>
>>170139352
That looks zelda as fuck, in a really good way. I don't generally care for 2D "retro" games but that actually makes me hype to play it.
>>
>>170139449
Thanks! I have some time to dev now, there should be good amounts of progress.
>>
>>170140437
awesome I honestly think your game is going to be a sucessful indie game that will make a decent amount of money
>>
i cant get serialization to work with a custom editor script in Unity, here is the code i am using atm, it worked once, but then it stopped working for no particular reason
https://hastebin.com/karuherata.cs
>>
>>170140253
I'm going for something that feels sort of like chunithm (really sort of impossible on a phone screen, but I can try). One-hand would be going in the wrong direction, but something like a nonproprietary groove coaster that is easier to read sounds appealing.
>>
>>170141228
Sounds appealing as a future project, I mean, not as a direction for my current game.
>>
>>170135368
if you only have text nobody is going to read it so make sure you get voice overs
>>
how program?
>>
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I added maces to my game.

I wouldn't normally post such weedy progress, but I actually have a question too. I need to redesign my cards because they're too obviously a rip off of hearthstone (example at the end of the webm). Does anyone have any ideas? Or less obscure card games with neat paper-y designs I can rip off?
>>
>>170142213
finger on keyboard
>>
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>could have gone out to do something with friends
>Stayed home watching squares move around on my computer screen instead

damn
>>
>>170142319
I don't have enabled answer for your card question apart from that it's really hard to stray from the typical picture on top middle, text underneath without looking retarded. But change the color scheme and ornamenting to make yourself original.

I also think your game looks very cool
>>
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>Now you can see a tower's range when you're building one
woah make way for huge progress...!
>>
>>170142319
Just draw something a bit different. You're making excuses by asking for help.
>>
>>170139352
There's so much juice here, especially in the menus. Well done
>>
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>>170138036
fuck yourself my man
>>
>>170142725
Wasn't this supposed to be done in like 3 weeks?
>>
>>170142319
Make them gems or something? Look at Faerie or Duelyst cards?
>>
>>170142432
?
>>
>>170142906
yeaaaaaaaahhhhh . . . .
Bit tougher when you only have 1-2 hours a weeknight.
>>
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>>170142319
I've been thinking about your cards since you posted yesterday or sometime ago and maybe drop the colors? Make it like it's only drawn or made using 1 or two inks.

Something like this
>>
>>170142319
tarot cards
>>
>>170143494
Seconded
>>
>>170138703
nice to see one of my favorites dd10 games back keep it up
>>
>>170141384
voice overs are pretty rare in the type of game I am making, and also, I want it to the player to be able to move because reading or not the text is a choice in the game.
>>
>>170142319
Baten Kaitos
Lost Kingdoms
Hanafuda cards
Karuta cards
Various tarot card decks
>>
http://www.strawpoll.me/12466639

My niggas, can you take a bit to participate in a quick poll on RPG stats?
>>
>>170142683
Thanks. I tried changing the ornaments, by having a ribbon at the top left, no gems, and blood splatters to represent the theme of the card (the cards are themed around the 4 humours, sanguine, choleric, phlegmatic and melancholic) but everyone still compares them to hearthstone cards. I could change the colour of the card but it's supposed to look like paper - I can only change the hue so much.

>>170142805
>Just draw something a bit different

The problem is I can't draw. I'm a programmer, I can just about rip off other designs but I can't draw for shit. I'm not trying to make excuses. I've redesigned the cards from scratch 3 times now.

>>170142949
I've looked at a few other card games before (shadow era, shadowverse, duelyst, etc) - they rely a lot on the card art itself and my card art is always going to suck so I want the card design itself to shine. The faeria game has interesting card designs though, I hadn't seen that one before. I'll give it a look, thanks.

>>170143239
>>170143494
These designs are cool, I like the look of tarot cards, but I still have to add text to describe what the card does and numbers for power levels and such. I can change the card art to something more like a tarot card but that still leaves the rest of the card design.

Apologies for the huge wall of text, I just wanted to give everyone a proper reply.
>>
>>170144049
>add text to describe what the card does
>numbers for power levels
If you make the cards distinctive enough, you can probably get away with no text. You already have a color for each humour. Then you have the numbers for the power levels. You would be surprised by the capacity of random shit people can remember just by looking at unique pictures. If each card image is easily distinguished from other cards, you can significantly slim down what needs to be shown on the front, and have an appendix of cards instead. Otherwise, you might just have to deal with comparisons to Hearthstone/YGO/Magic.
>>
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>>170144049
>>170142319
Gwent is another one. You might have to learn how to draw, though, or at least how to model some aesthetically-pleasing stuff.
>>
>>170144007
Most JRPGs I've played easily take you into the 1000+ territory with health, and the 500+ with stats and buffs. Personally, though, I've always favored the Paper Mario approach. Losing 10 HP when you've got 1000 doesn't really register. Hell, even losing 100 HP isn't a big deal. But when you've got 50 health, and you know you can eke out maybe 6 damage next turn against a 100 HP boss, battles seem much more tense.

Then again, when I worked in games I was told that players love big numbers, and that bigger is better when it comes to rewards/stats/etc. So maybe I'm wrong about small numbers being more meaningful.
>>
>>170144761
I feel like health should be seperate from other stats, I like my healt to be in the undreds to thousands, but my general stats to be up to 99 or something.
>>
File: test.png (551KB, 600x922px) Image search: [Google]
test.png
551KB, 600x922px
Taking a look at faeria, I mocked this up. Does it look distinct? Without actually being blue, that's just a guideline.

>>170144467
That's not actually a bad idea, I think I strayed away from this idea because a) it means the card art takes center stage and I'm bad at art, and b) the NPC monsters were going to have unique cards that players couldn't use so text was necessary. I don't think I'm doing that anymore though so it isn't a constraint.

>>170144584
Yeah I guess learning how to draw is a necessity if I want to make a card game. Those gwent cards look good but it's largely because of the art in the middle, without that it's just an orange border and some parchment texture at the bottom.
>>
>>170144007
dunbars number
>>
>>170144761
Smaller numbers are more meaningful due to the loss of precision. Let's look at two cases.

A: Enemy has 10 HP, you do 1 damage.
B: Enemy has 1000 HP, you do 100 damage.

These two situations are identical, the attack takes off 10% of the enemy's HP. However, what if we added 1 to each? For A, it'd increase the damage 10%->20%. For B, it'd increase 10%->10.1%. So yeah, smaller numbers are more meaningful but when you get to be paper mario tier small, there's balance issues, since you suddenly do 200% damage when you go from 1->2 damage.

>>170144970
Wazzat
>>
>>170144761
Smaller numbers are easier to grok. "Players love big numbers" is really "players say they love big numbers". Not sure I believe that line of thought despite lots of successful games going down that route. Seems like lower numbers make the actual state of the game easier to keep in player's head. Coming from a more board game oriented background though...
>>
>>170144761
It's not like either you or the guy who told you that is wrong, there's just different audiences who prefer different things. Though in my experience, the greater the numbers in a game the smaller the IQ of its target audience.

I've got an uncle who plays facebook slot casino games. There is absolutely NO difference between playing with 10 000 coins in 100 bet, versus having 100 million coins and playing in 10 million bet. You can't take that money out, you can't use it for anything whatsoever, yet he still gets giddy like a schoolgirl whenever he scores a lot of money and gets to increase the size of his bet.

Not to mention that he lacks any sort of insight or discipline. When he notices he's losing coins rapidly instead of lowering the amount of bet, he keeps going thinking that he has increased chances of winning now that he lost so much. And he always gets depressed when he runs completely out of coins and has to restart playing with small-time bets. I'm sure there's millions of other people like this, for whom simply seeing meaningless numbers grow bigger makes them happy, and if these are the sort of people you want playing your game then by all means, at least you'll be rich.
>>
>>170145015
Look at cookie clickers
The only reason people play them is to get a huge number
>>
>>170145312
My numbers are pretty big because I'm doing an action RPG and I wanted that sort of precision. You don't even see your damage numbers, so unless you look at your status screen, you won't have any idea that you have 12k STR.
>>
Anyone else notice a difference this past month or so ever since cell phone shitters were rangebanned again?
>>
>>170145482
not really because we had a ton of jam shitposting to deal with
>>
>>170142319
There's something kinda warm about that UI, I don't know what it is but I like it.
>>
>>170145419
Didn't Orteil come from here? How can you think that people play cookie clicker for the numbers?
I really hope that I'm just being baited.
>>
>>170145482
Yesterday I've seem one of the worst threads in a long while, so no difference really.
>>
>>170145751
>I really hope that I'm just being baited.
You're not. Why else would people play them?
>>
File: FlamboyantInsidiousDegus.webm (273KB, 620x480px) Image search: [Google]
FlamboyantInsidiousDegus.webm
273KB, 620x480px
Ladder short cuts n' shit.
>>
First time ever creating music on a computer. This is what I've come up with so far. What do you guys think and do you think it could fit a game?

http://vocaroo.com/i/s0mqiCGke4Sg
>>
>>170145902
kkkool
>>
>>170145902
hm that's a pretty cool mechanism
>>
>>170145939
>http://vocaroo.com/i/s0mqiCGke4Sg
Shit that's good
>>
>>170145840
Same reason people played Frog Fractions and Candy Box. Different random shit unlocked as you progressed. The "huge numbers" part of incremental games is incidental to why people play them.
>>
>>170145840
because at the start it's a quirky little game but then you've sunk some time and the path to victory is so clear and the claws of addiction are already dragging you into the depths of destruction
>>
>>170145995
>comparing frog fractions
you didnt actually play frog fractions.
>>
>>170145939
not too bad at all
>>
>>170145939
I like the tune. What did you use?
>>
>>170145963
>>170145974
Thank you gentlemen.
>>
>>170145995
The unlocks are to help you get a bigger number
>>
>>170146109
fl studio. Its the only program I have heard of, and my friend mentioned it. I get the sneaky suspicion its probably not considered good amongst hardcore electronic music composers.

This shit is so complicated I kind of dont feel like learning it and just go back to playing real piano
>>
>>170142541
>enginedev
>>
>>170146236
But I'm not though lol
>>
>>170143685
Thanks. I'm glad is one of your favorites.
>>
>>170142541
>agreed to hang out with a friend
>really just want to stay inside and dev
The grass is always greener on the other side. I'd prefer to stay in, personally.
>>
I'm planning on using Tabletop Simulator to digitize a board game idea I made about four years ago when I was studying media. Basically there are 5 players: 4 survivors and 1 psycho. the players are 'trapped' inside a mansion with the killer and have to find a key to escape, all the while using items found on special zones to fend off the killers. there is a selection of different psychos to choose from and they all have special abilities unlike the survivors but cannot access items like the survivors can. There will be different maps with different things like locked doors and secret passageways and shiz.
>>
>>170145902
Neat. That could work great for interesting puzzles
>>
>>170146357
It's true, I feel like I'm missing out on something no matter where I am
>>
>>170146563
Cool sounds similar to kingdom death
>>
>>170145995
I'd say the satisfying part is watching your rate of acquisition increase so quickly. If you started the game producing 1,000,000 cookies, then pushed it up to 1,050,000 after a few hours, players wouldn't give a shit.
The numbers becoming massive is incidental to the sharp, constant progression
>>
>>170146680
I'm going to take a look at that right now for benchmark purposes.
>>
File: 352617845809078487.gif (2MB, 500x375px) Image search: [Google]
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2MB, 500x375px
>tfw no low poly mecha game
If I wasn't so shit I would make one myself
>>
>tfw the best dev here
Heh. Bunch of scrubbos.
>>
>>170147617
If I had some designs and some time I'd do it. I'd love to make a mech game
>>
>>170147769
>tfw you're still here
A loser nonetheless
>>
File: output35.webm (3MB, 793x713px) Image search: [Google]
output35.webm
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I don't reckognize these pieces...
>>
>>170147617
Do you have to post that like every other thread, nigga? In the time you spent bitching about it you could have gotten gud already.
>>
Heh.
>>
I have to make a game for a university class and have absolutely no ideas.
What should I do?
>>
>>170147878
so is your game similar to holy invasion of privacy badman - what did i do to deserve this?
>>
>>170147998
Gonna make it?
>>
>>170147998
>>
>>170148068
maybe in a broad sense. you are trying to end the heroes by building a mze

a lot of games seem to explore this idea.

honestly at this points i could straight up swap it to you helping the heroes, and change no rules.
>>
do you folks write a story for your games first, if so how detailed do you get.

i've got a notepad open and i'm working on an idea i've had for a really long time now.
>>
>>170148032
rhythm game
>>
Bunch of scrubbos.
>>
Best dev here.
>>
>>170148495
who?
>>
>>170148629
not you
>>
>>170148246
Writing the story is nice since it frees you from it later (sort of) but it could also stop you from working on anything all together. Don't end up being an ideaguy.

That being said, you can always just list down everything you think of then organize it later. Work on the story along with the mechanics. In the end though, detail is up to you.

Also try using Sublime Text or Atom (since it's free) instead. It saves what you wrote even if you have to accidentally close it and lets you make tables and shit easily.
>>
>>170148629
Me, the only not-scrubbo here.
>>
In terms of movement/jumping speed and responsiveness in an FPS, do you prefer:

Arma: Realistic everything, slowest speed, no jumping, aim down sights constantly, heavier weapons
Call of Duty: Arcade style, sprint to run faster, but stop to aim down sights, strong gravity
Gears of War: Slow and cover-based, but uses 'cinematic' post processing to give the illusion of speed and power
Halo: Dump the sprint button but maintain the same speed while running and gunning, some floatiness
Unreal Tournament/DOOM: Extra fast running and gunning while maintaining tight control
Tribes Ascend: Gotta go faster, where gravity is only a suggestion
?????: Even faster?

~

And in terms of moving around in the environment with your preferred movement speed, what kind of levels do you prefer:

Big but focused: Halo/Gears of War/Battlefield where you're in the great outdoors with lots of space even for vehicles, but you still have a clear objective and can't get lost
Arena: Unreal Tournament/Quake/Counterstrike/Classic Halo, designed for esports and very tight/predictable/fair
Claustrophobic: Call of Duty/DOOM/Overwatch, mostly hallways and indoors with the occasional arena or open area
Massive: Planetside/Firefall/Tribes/Arma, where you get near unlimited freedom to go anywhere
>>
>>170148246
Depends on the genre, I'm doing an RPG so it's imperative that I'm incredibly detailed.
>>
>>170148894
Why are you making an FPS if you're not enough of a genre connoisseur to know what you like? It's the archetypal overserved genre.
>>
>>170148934
I disagree, all you need at the START is the setting. You don't even need any plot, you just need to know where you are, the kinds of places you should be going to, what your character can do, the basics of races, and how the lore validates your game mechanics. You don't need to write a single character or scene, or even anything related to the story before you start devving. If you do, that's your choice.
>>
[condescending look]
[shake of the head]
Heh.
Scrubbos. Nothing but.
>>
>>170086652
Your typical ale?
>>
>>170148032
if u good at art, a short VN
>>
>>170148894
Most of the games you listed have completely different fanbases. (Arma vs CoD vs Gears of War vs Tribes)

Asking a couple of people here is meaningless, settle on something you want, as long as you find it fun it's impossible for nobody else in the world to not find it fun. You're not that special of a snowflake.
>>
>>170148972
I was thinking of adding multiple playstyles. Like a Hero Shooter, but without the Heroes. Like if you chose 'Arena' style, your controls and speed feel like something out of Unreal Tournament or Quake. Or if you chose 'Tacticool', you'd get Call of Duty slower movement speed but with a sprint button and now you can aim down sights. And then the map would be rebalanced with the proper equipment/weapons/pickups according to the style you picked. And then maybe add co-op or multiplayer where each player can pick their style. So you'd have a player running around rocket jumping at Unreal speed, while another player would be covering his back playing Call of Duty style controls with a Sniper rifle or something. Arena player would be able to run circles around Tacticool player and not have to reload his weapons, but Tacticool player would be able to regenerate health on the fly without pickups and call in airstrikes or killstreak rewards.

I'm figuring out which playstyles would be good to add but not take too much work that it gets too hard to balance things.
>>
>>170148341
>>170149717
It has to be a 3D game.
Maybe something like an audiosurf clone could count.
>>
>Each Lua state has one or more threads, which correspond to independent, cooperative lines of execution.

This lua shit is great.

I should just put everything as scripts inside a lua state and use lua's coroutine / thread features.

>>170135983
this

>>170135716
his engine reloads the textures in level in game if the files on disk were modified
>>
>>170148894
>Arma
>Realistic everything
more like let's get stuck on anything. seriously, fuck that engine. i agree that you shouldn't able to aim if your weapon doesn't fit in that direction but just let me pass this door

what i definitely would want to see is being able to use your hands to traverse if you holster weapons. for example if a wall is at your head level of course you can't just jump over but using your hands it wouldn't be a problem
>>
How the fuck would one replicate morph modifiers from 3ds max like melt/inflate/whatever and get it into unity? I know Unity doesn't support modifiers so how the hell do I do it? I'm trying to make a jelly monster.
>>
File: vr.jpg (179KB, 576x768px) Image search: [Google]
vr.jpg
179KB, 576x768px
Why aren't you devving for VR right now, Anon?

It's like you don't even want your players to be immersed.
>>
>>170150375
I want my players to have the machine necessary to play my games.
>>
>>170150375
The kind of game I want to make for VR could get fucked by uncanny valley shit at the moment, due to current technical limitations.
>>
>>170081184
Can someone name all the characters in this poster?
>>
File: blender-app_2017-03-05_00-59-55.png (45KB, 312x366px) Image search: [Google]
blender-app_2017-03-05_00-59-55.png
45KB, 312x366px
Does this sack suck?
>>
>>170150949
That starfish with the cool shader and penis slit arms
And the cat in the top right
>>
>>170130716
visited his patreon and now I am sad

0 patrons
$0 per month

maybe he should do a few sickening fur pieces to get some income
>>
>>170151170
No but it can suck my sack.
>>
File: onegame_intro.jpg (2MB, 1440x7456px) Image search: [Google]
onegame_intro.jpg
2MB, 1440x7456px
https://www.youtube.com/watch?v=8mgdyZQ_wzA
>>
File: 096.jpg (15KB, 600x600px) Image search: [Google]
096.jpg
15KB, 600x600px
Why the fuck do you faggots like game jams so much?

You get thrown into the absolute worst peak of crunch time, and everything you do is shitty and rushed. There's no time to stop and think what the smart way to do something would be, so the result is something shittily hacked together that couldn't be expanded on even if you wanted to because there was no time to design the system in a way that would allow for that.

I have a steady routine of working on new features every day. I'm organized with task cards and a product backlog and all that shit. I got pulled into doing a game jam for the first time by a friend this weekend. I already have a project that I've been emotionally invested in working on for a year now, I don't need this shit to come up with an idea.
I had to take a whole day off beforehand just to mentally switch mindsets and prepare to work on a different project, and now I have to do the exact same thing again so I can get back to work on the project I actually care about again. The entire 48 hours was spent under immense stress due to the deadline. I can be productive under stress, but it's at the cost of immense self loathing. I hate literally everything around me when I'm under tight deadlines because I have no time to put up with the shit of absolutely anything. It's a horrible state of existence.
I'm never going to look at the game I made in the game jam again. There is nothing that I gained from making it. If I ever had to use a feature that was in that game, I would redo it from scratch so it was actually done properly.
Now I'm fucking fuming because I just made no progress for the better half of a week for the first time, for literally no beneficial reason.

Please fucking explain to me what the purpose of game jams are when you aren't just an ideas guy and are actually capable of sticking to a project long term
>>
>>170151170
Great sack.
>>
>>170151431
>Not the shitty dub opening
Why even waste your time?

https://www.youtube.com/watch?v=vo6ttGeEG8E
>>
>>170151543
never heard of this one but it's nice. But i' think 'ill pass my turn to make another pic.
>>
>>170151434
is this a pasta
>>
>>170151434
I get mad followers and positive feedback and get to wag my big fat gamedev dick.

You wouldn't understand, gamedevdicklet.
>>
>>170152187
>working on 48 hour minigames rather than an actually publishable product gives you a big devdick
???
>>
File: InsecureGiftedDodobird[1].webm (2MB, 960x540px) Image search: [Google]
InsecureGiftedDodobird[1].webm
2MB, 960x540px
What do you think about 100+ snails walking and shooting the player around an irregular surface?
>>
>>170152434
are you generating the path/collision/whatever just from an image?
>>
>>170083242
post xamplez nerd
>>
File: nvRF8Kc[1].png (25KB, 726x592px) Image search: [Google]
nvRF8Kc[1].png
25KB, 726x592px
>>170152475
No
>>
>>170143720
i wanted to do the same thing but it turns out nobody reads text if they dont have to acknowledge it with a button press or something
>>
>>170152434
why not 1000+ snails anon

sky's the limit
>>
Frauki getting BTFO

What's left to finish:

- Two areas need to be completed
- Four enemies need their art/behavior
- Actual sequence of enemy fights needs to be finalized beyond the first section
- Title screen and menu
- Two months polish over the entire map, enemy behaviors, art, bugs, etc..

Then it will be done!
>>
>>170147839
>>170147617

This has been my dream for a while now, but I'm shit and I'm just gonna be sticking to 2D for a while.

On the + side, All the projects I've worked on till now should help me with the coding aspect of it when I inevitably attempt to do something like this.
>>
File: ko.gif (2MB, 540x265px) Image search: [Google]
ko.gif
2MB, 540x265px
>>170154074
Dang forgot the image
>>
>>170152246
actually yes
if you're going to make a big game while no-one knows you, you won't even make a splish when you finish it, but we all know you won't, you dumb frogposter
>>
File: test2.png (637KB, 600x922px) Image search: [Google]
test2.png
637KB, 600x922px
How does this look for a redesign? I feel like it's too 'open' and needs something in the middle or bottom, maybe metal clips at the side? Any ideas?
>>
>>170154954
place one symbol in each bottom corner similar to the one under the foot. lets see how that looks.
>>
>>170154817
It's possible to market a game without using game jams for publicity
>>
File: Capture.png (12KB, 459x326px) Image search: [Google]
Capture.png
12KB, 459x326px
Forgot #screenshotsaturday again, the project really needed it too

spare a yesvote, daggers?
http://steamcommunity.com/sharedfiles/filedetails/stats/866099107
>>
>>170155259
>broken link
You might be too intelligent for this.
>>
>>170154954
Looks good. But I tried to read the fake text first.

>>170155259
Item dos not exist
>>
File: test3.png (375KB, 420x645px) Image search: [Google]
test3.png
375KB, 420x645px
>>170155172
Like this? I don't think those symbols work, but if I drew some runic thing that runs along the bottom and sides that might work better. Thanks for the idea!
>>
>>170155417
>>170155402
JUST

http://steamcommunity.com/sharedfiles/filedetails/?id=866099107

>>170155184
Do jams even work for publicity? It seems like theres dozens of them, and the notable ones have so many entries you won't get noticed anyway
>>
File: light arftifact.jpg (98KB, 1159x737px) Image search: [Google]
light arftifact.jpg
98KB, 1159x737px
I'm getting these weird worm-like lighting artifacts in Unity or something, no idea what's causing it or how to fix it. Googling it just gives me other types of lighting artifact errors. When I shine my flashlight at it, it goes away, then when I turn my flashlight off, it does some pixely wiggling movement back.
>>
blueprints are pretty sweet unity needs to get their own shit together
>>
>>170155728
Make it a German building inspection simulator
you're finding water damage
>>
File: light settings.png (45KB, 388x927px) Image search: [Google]
light settings.png
45KB, 388x927px
>>170155728
These are my lighting setting if that helps.
>>
>>170155447
If you have differently "classed" cards then you could add some shape to the bottom right corner by adding a symbol. A red sword for combat cards, a green boot for mobility, a blue casting focus of some sort for magic, etc...
>>
File: test4.png (379KB, 420x645px) Image search: [Google]
test4.png
379KB, 420x645px
Quick mockup of a border, and gemstones?

>>170156139
There are already symbols like that for attack cards (included on bottom left as an example), but dash isn't an attack card so it was hidden.

I guess I could come up with a 'type' for every card (so dash would be mobility) for the sake of filling up card space, nice idea.
>>
New thread when?
>>
>>170155259
I'll vote yes if I get the game for free
>>
>>170153835
It's ok. The enemies are going to try and befriend with you, so if you want to ignore and kill them all, it's possible.
>>
new
>>170158016
>>170158016
>>170158016
Thread posts: 760
Thread images: 155


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