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

/agdg/ - Amateur Game Development General

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

Thread replies: 763
Thread images: 164

File: agdg.png (250KB, 1062x904px) Image search: [Google]
agdg.png
250KB, 1062x904px
Where Are They Now Edition

> 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-14

> 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
>>170275241

> 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
>>
firsties
>>
>>170281083
>> Play Demo Day 12!
>itch.io/jam/agdg-demo-day-14
Y U DO DIS
>>
File: art.webm (2MB, 1000x563px) Image search: [Google]
art.webm
2MB, 1000x563px
please donate ur fan art to the wizmud museum
thank you : )
>>
File: 1464924776783.jpg (42KB, 658x370px) Image search: [Google]
1464924776783.jpg
42KB, 658x370px
>>170281158
you MOTHER FUCKER it was SUPPOSED TO BE MY TURN!
>>
>>170281390
>dat perfectly timed hurl
>>
>>170281390
where's the gameplay tho
>>
>>170281663
i knocked over the vase
>>
I need alchemy recipe ideas!
As for the materials/resources I have
>fruit
>farm products (eggs, sugar, milk, flour, etc)
>water
>wood (tree bark, stick)
>clay
>minerals (iron, gold, crystals, etc)
>wool, cotton, strings

Go go go!
>>
File: he had it coming.webm (3MB, 550x450px) Image search: [Google]
he had it coming.webm
3MB, 550x450px
repost but im not going to make it to demo day. i'm not giving up on this like i did last time but i didn't get around to doing even 1/10th of what i had planned for DD13.

i could slap something together but i wanted to make something special for DD, so i'm going to hunker down and fix everything for next time.
>>
>>170281390
Dude, use nearest neighbour not linear filtering.
It looks like a blurry mess.
>>
>>170281823
Why not just upload what you have right now?
DD isn't really for polished experiences or whatever.
>>
>>170281890
yeah i forgot
>>
>>170281823
This looks so dramatic... Could you use that animation system with a regular skinned mesh?
>>
>>170281823
oh so you do need limbs to function. all other webms looked like they were string puppets
>>
>Demo Day 14
What the what?
>>
>>170281932
because i don't even have a game. the moveset isn't complete, i have no levels, hud, menu's, actual AI, or almost any of the combat features i wanted to implement.

i want to get this where i want it to be gameplay wise before i go public with a playable demo.
>>
>>170282280
What about it? Don't tell me you forgot to upload your game to DD13.
>>
>>170282243
yea, thats partially why i did it this way. you can put anything you want over it, its just a bunch of primitives.
>>
link to loli jam?
>>
>>170281793
Fruit and egg should give you a baby apple
>>
>>170282509
https://itch.io/jam/rush-hour-jam
>>
Does an undo history typically store actions relatively or absolutely?

Like if I move something 50 units left, does it remember the actual location before moving, or just how much I moved it and this is then reversed when you undo?

Does it matter?
>>
>>170282509
There is no jam page yet. Just post a link to your game in the thread after you're done
>>
>>170282247
which ones? all the movement is done with the limbs, there aren't any hidden forces or rotation locks.
>>
>>170282643
really? the webms where it rolls look like feet are from lead and rest of it is styrofoam

pretty impressive if it's real
>>
>>170282627
It literally doesn't matter how you structure it as long as the end result is what you want.
>>
File: test2.png (698KB, 2190x704px) Image search: [Google]
test2.png
698KB, 2190x704px
Need more people to vote on color schemes!
I hope that it's a coincidence that the poll is ordered from 1 to 4.
>>
File: my name is not important.webm (3MB, 600x480px) Image search: [Google]
my name is not important.webm
3MB, 600x480px
>>170282828
yea the roll is currently just torque, im working on that one, but all the other movement is done entirely with joints.
>>
>>170283162
whoops, forgot link
http://www.strawpoll.me/12475703/
>>
>>170283162
1 is best for classic demons, 2 is 2flat and 2washedout
3 looks like a shitty pallete swap. 4 is my fav.
>>
>>170283162
>http://www.strawpoll.me/12475703/
"Other": upper 1 with lower 2.
>>
>>170283162
I like 1 and 4 the best
>>
Is there a clear best option when learning to drawfag with a pencil and paper and watching the lines come out of the pencil's tip and learning on a tablet (peripheral, not tablet PC) and watching the lines appear on the screen without seeing your hand?
Do I learn analog and then start with the tablet? Do I skip analog and go straight to drawing digitally? Do I alternate and learn a character a bit on paper, then practice it on the computer?
>>
>>170283620
Making art on computer, music or drawing, requires some skill to begin with.
Why would you draw something nice on a tablet, if you can't draw?
Pencil first.
>>
File: ResultsScreen.gif (2MB, 622x463px) Image search: [Google]
ResultsScreen.gif
2MB, 622x463px
Working on a results screen for end of battle
>>
File: 1487624043508.jpg (69KB, 500x587px) Image search: [Google]
1487624043508.jpg
69KB, 500x587px
>>170281083
Post concept art/fan art
>>
>>170283162
1 and 4 are objectively the best, but 1 could use some detail on the hair like 4.
>>
>>170283820
Thanks fampai.
>>
File: witch_standing_back.jpg (84KB, 1920x1080px) Image search: [Google]
witch_standing_back.jpg
84KB, 1920x1080px
>>170280458
I spent like 10+ years learning to draw, i don't have a lot of experience with 3d modeling. Also since I'm german i can use the best anatomy book out there, "Gottfried Bammes, die Gestalt des Menschen".

>>170283620
I don't think it matters, just try to actually learn and don't scribble around aimlessly.

On the discussion about lewd with gameplay or without, i will try to make fun gameplay, but if i can't make that work with the lewd it'll probably be better to just scrap it.
The two things i will definitly do is, you won't have to play for hours to get to the lewd and i will put some kind of timer into the lewd scenes so that you know exactly how long until the scene reaches it's climax.
>>
Reminder that #FFFF00 size 10 on #FFFFFF background is the correct way to make people remember your game for its UI.
>>
>>170284085
https://www.amazon.com/gp/product/1844486907/ref=as_li_ss_tl?ie=UTF8&tag=nosar07-20&linkCode=as2&camp=217145&creative=399373&creativeASIN=1844486907
We win again, Herr Anon.
>>
>>170284104
>not exclusively using white foggy UI elements
I mean come on
>>
>>170283834
a bit too squarey for the WOW OK! WAHOO thingies you just showed
>>
File: 1320303711653.jpg (18KB, 251x251px) Image search: [Google]
1320303711653.jpg
18KB, 251x251px
>when you completely break your game trying to refactor the code one day before demo day
>>
>>170284085
>i will put some kind of timer into the lewd scenes so that you know exactly how long until the scene reaches it's climax
Because what I'm missing during masturbation hours is time pressure.
>>
File: melusine.jpg (525KB, 1258x1834px) Image search: [Google]
melusine.jpg
525KB, 1258x1834px
>>170284085
Reminded me this cartoon character...
>>
>>170284550
thank god for version control
>>
>>170284550
>trying to refactor the code one day before demo day
You brought this on yourself.
>>
>>170284682
Version control doesn't matter in this situation because the old version was a buggy piece of shit that barely worked.
>>
File: wip2.png (40KB, 683x559px) Image search: [Google]
wip2.png
40KB, 683x559px
slowly getting there
>>
>>170284797
You need work on your deadline skills.
>>
>>170284913
I was too busy playing Overwatch.
>>
>>170284797
barely work is better than not work :^)

>>170284868
Is that thing in the top right corner of the window supposed to be a white demoman?
>>
>>170284868
Why is there an angry panda in the house?
>>
File: 7lECGTz.png (410KB, 840x665px) Image search: [Google]
7lECGTz.png
410KB, 840x665px
>>170283424
>>170283554
>>170283890
Thanks. I think i may just go the doom route and have a weaker and a stronger version of the same monster, with different colors.
So 1 would be the standard one, and 4 would be the strong version.
To make things a bit different, i could also do stuff like make the eyes glow, change horn size, heck, i think i may bake out this hair that i didn't bother to include and i'll only use it on the blue version.
>>
>>170284967
Like I said...
>>
File: magic n shit.png (29KB, 640x480px) Image search: [Google]
magic n shit.png
29KB, 640x480px
>>170281390
patented modern art for you here boss
>>
>>170284868
Why are there greens there.
Isn't it supposed to be monochrome.
>>
>>170285025
I thought it was a Simpsons' extra. Like the one-armed ex military guy.
>>
>>170285131
>greens
Are you sure you haven't been watching something intensely red for the past few minutes?
>>
>>170285131
He's adding support for the dog covered in green dust
>>
>>170285245
oh I have flux on
>>
I've been watching these threads for the past couple months while I try to learn Unity. Finally decided recently to take a crack at a small multiplayer android app. Slow progress and I often get stuck but when I figure it out, oh it feels SO GOOD.
>>
So have any of you guys been following the Ryzen coverage ? You would have thought the more cores meme would have died over a decade ago but its just as strong as ever. It turns out that us game programmers are just incompetent and lazy because any algorithm we write can be easily scaled to an arbitrary amount of cores.

Surely AMD/Intel would never lie or exaggerate to peddle their wares. Boy do we all suck.
>>
File: 2017_2w4.jpg (4MB, 2560x9310px) Image search: [Google]
2017_2w4.jpg
4MB, 2560x9310px
-------- AGDG WEEKLY RECAP --------
Fill out the form to be a part of the weekly progress recap. Be sure to check out the "read me" link for important information on scoring and formatting.
Submissions will be accepted for at least the next 36 hours.

-------- FORMAT
----[ Recap ]----
Game:
Dev:
Tools:
Web:
Progress:
+ ...
- ...

-------- LINKS
Read me: pastebin.com/QA047M2e
Recap archive: dropbox.com/sh/icm5ng2zs8p24uh/AACC61OsXzCgl6-9Vdwb4sRAa
Scores archive: pastebin.com/AmFmLeAy
>>
>>170285443
Sup >>170273269
>>
File: witch_standing_back_01.jpg (86KB, 1920x1080px) Image search: [Google]
witch_standing_back_01.jpg
86KB, 1920x1080px
>>170284363
It's kind of sad actually that there is no translation of his anatomy book.

>>170284598
No, no, no. I didn't mean that, I'm not stupid. The scene will take as long as you want, but they do often progress through several stages and i want you to know how many stages or whatever there still are until the climax scene.

>>170284645
Is there more of that? i'm interested purely for research purposes.
>>
>>170285374
i'm just fucking bummed out that since 2010 you can't buy a processor apart from ARM lmao without a DRM co-processor with DMA, which can be used to do whatever on your machine. PC is becoming a console. dark days are approaching
>>
>>170285625
>t's kind of sad actually that there is no translation of his anatomy book
Was the one I linked not a translation of his anatomy book?
>>
File: I don't want to live forever.png (10KB, 640x624px) Image search: [Google]
I don't want to live forever.png
10KB, 640x624px
>>170285443
Game: these beings
Dev: Anonymous
Tools: Xenko Engine
Web: 4chan.org/vg/agdg
Progress:
+ Finished the first area.
+ Finished my DD13 demo
- Soon there will be nothing at all.
>>
>>170285374
>It turns out that us game programmers are just incompetent and lazy because any algorithm we write can be easily scaled to an arbitrary amount of cores.
That's true, though. Games have no business not scaling to upwards of 16 cores.
>>
File: 2327099-melusine4.jpg (49KB, 484x640px) Image search: [Google]
2327099-melusine4.jpg
49KB, 484x640px
>>170285625
>Is there more of that? i'm interested purely for research purposes.
Well, here's the comic. Dunno about the porn.
>>
>>170286123
>what is critical section and what sauce i use on it?
>>
File: 1459074194072.jpg (467KB, 1920x1080px) Image search: [Google]
1459074194072.jpg
467KB, 1920x1080px
This new Zelda has given me a newfound appreciation for good particle effects. Easily the most viscerally satisfying form of juice.
>>
>>170286374
>I'll mention a random technical term to seem like I know what I'm talking about
>>
File: 1472024884336.png (78KB, 1024x600px) Image search: [Google]
1472024884336.png
78KB, 1024x600px
>>170285443
----[ Recap ]----
Game: Conscription
Dev: Hamfist
Tools: Aseprite, Godot
Web: hamfistedgamedev.blogspot.com
Progress:
+ Small UI reworks
- RL ground progress to an almost complete halt
- Mind is clouded with refactoring lots of stuff instead of implementing new and necessary features
>>
>>170285374
Don't know about the rest of you, but my engine is highly concurrent and can use just about all the cores you throw at it.
>>
File: will_rek_scrubs.png (35KB, 346x316px) Image search: [Google]
will_rek_scrubs.png
35KB, 346x316px
>>170285443
----[ Recap ]----
Game: A Smol RPG
Dev: polisummer
Tools: Blender, Unity, GIMP, Aseprite
Web: polisummer.tumblr.com
Progress:
+ cloned DQ8 battle menus
+ first dungeon floor finished
+ visible equipment now
+ added more enemies
+ status effects are working
+ DD13 build just about ready
- still fighting with cutscene cameras
>>
>>170285625
>Is there more of that?
See >>170286180
Unless you're looking at witch poses, or ideas, there's not much to look for.
It's supposed to be for kids.
>>
>>170286429
That's some seriously unappealing UI.
>>
>>170286429
They look 3d too. I was wondering if they used vertex animation and something like Houdini for generating them.
>>
>>170286663
I doubt it. Have anything prepared that demonstrates such a statement ?
>>
>>170285118
thank you for your donation
>>
this is what I struggle with most about art

https://www.youtube.com/watch?v=CGB9VqSCRLU

Proportions
>>
File: Touchscreen_Mock2_ReC_x3.png (50KB, 933x525px) Image search: [Google]
Touchscreen_Mock2_ReC_x3.png
50KB, 933x525px
>>170285443
----[ Recap ]----
Game: 3DS FPS (WIP Title)
Dev: Kada, Theonian
Tools: Unity, Blender, Gimp
Web: http://theonian.tumblr.com/
Progress:
+ Pickups
+ Client side weapon fire + projectiles
+ Sfx on events and music
+ Menu backgrounds + animations
+ Menu companion character
+ Touchscreen background + animations
+ HUD icons
+ Testing glowmap for pulsating neon light animation
>>
>working with threads
Do I look like a weaver to you?
>>
>>170286790
Sure, here you go
>>170273269
>- There's some lock contention that reduces the framerate to about 300 FPS on my laptop from 2009
>>
File: recap0306.jpg (242KB, 640x360px) Image search: [Google]
recap0306.jpg
242KB, 640x360px
>>170285443
----[ Recap ]----
Game:Shmoop 2 (working title)
Dev: shmoopdev
Tools: GMS, Photoshop, aesprite
Web: shmoopdev.tumblr.com/
Progress:
+Exterior graphics done-ish
+Pattern for the rest of the level in progress
+New backing mechanics, like variable respawn and game over/continue
+Fixed bugs related to scenery and indestructible objects
+ALL enemies now flash on hit
+New composer
-Programing still way ahead of the art
-Sitting out of DD13 to get the entire first level done for 14
>>
File: witch_standing_01.jpg (78KB, 1920x1080px) Image search: [Google]
witch_standing_01.jpg
78KB, 1920x1080px
>>170285842
It's a shortened version, apparently it's also good but i don't have that one.

>>170286180
>>170286721
Thanks I'll take a look at that, might still get some ideas out of it, i mean the title is love potions.
>>
File: recap31617 (1024x576).jpg (158KB, 1024x576px) Image search: [Google]
recap31617 (1024x576).jpg
158KB, 1024x576px
>>170285443
----[ Recap ]----
Game: Neon Knights
Dev: bokchoydev
Tools: Unity, Pyxel Edit
Web: http://bokchoydev.tumblr.com/
Progress:
+ Class/Race Selection has more info
+ Made a dev item so i stop dying to slimes
+ Groundwork for buffs and debuffs laid
- No demo because life is suffering
- The code is a mess
>>
>>170286539
ratio of time spent in critical sections compared to overall time is literally the biggest issue to scaling

https://en.wikipedia.org/wiki/Amdahl%27s_law
>>
>>170287096
admit it, you never intended to make a non-lewd game from the start.
>>
>>170287096
How do you handle different clothes and animation/deforming? Do you split up the model or just layer it on top or something? Looks real good either way,
>>
>>170286736
I believe you can enable "Pro" UI that disables all that stuff in the bottom right, which I do agree isn't nice to look at. Gives you some nice info though.
>>
>>170287308
I doubt he even had any intention of doing anything game-related, he's just playing with barbie dolls.
>>
>>170287225
Just because critical sections exist doesn't mean you can't run N at once where N is the number of cores. Games (including the engine obviously) have tons of tasks that can be run concurrently at any given time.

There's no one serial bottleneck.
>>
>>170287387
I trust Nintendo to be good enough at level design that the player wouldn't require that minimap. Least they could do is a semi-immersive mapscreen instead of Minecraft Minimap 1.12.
>>
>>170287434
Probably, I don't remember him ever talking about the gameplay, not even once. then again, >enginedevs
>>
>>170287607
Minecraft map is immersive
>>
>>170287607
For dungeons they give you a pretty cool 3D rotatable minimap.
>>
>>170287514
which amounts to very little when its a single thread doing the majority of the work.

Typical modern game setup:
-process spawns a shitload of threads, 20, 30, 70, whatever
-most of those threads will spend their time chilling waiting to be asked to do something taking up no CPU resources
-at any given time maybe 4-6 threads doing any significant amount of work
-one main thread consistently doing not only the most work but a lot more compared to other active threads
>>
File: witch_wireframe_Its_shit.jpg (236KB, 1920x1080px) Image search: [Google]
witch_wireframe_Its_shit.jpg
236KB, 1920x1080px
>>170287308
It's just that i like to do sexy characters, so i had to give in eventually.

>>170287380
I do sculpt a rough mesh, decimate it and project the weight painting form the nude mesh on it, if necessary i'll remove parts of the body to prevent them from showing through. The mesh looks like shit, but it works and is fast.

>>170287434
>>170287798
I do absolutley intend to make a gameplay.
>>
>>170287982
Which is entirely avoidable.
>>
>>170287982
>-process spawns a shitload of threads, 20, 30, 70, whatever
You failed step 1. Use a thread pool with one thread per CPU core. You don't need zillions of threads.
>>
>>170287514
yeah but as soon as you need work from those other threads, oh shit, you run into a CS.
>>
File: prometheus.png (81KB, 1439x807px) Image search: [Google]
prometheus.png
81KB, 1439x807px
>>170285443
----[ Recap ]----
Game: 23/Prometheus
Dev: GrandFaker
Tools: GM:S, GIMP, FL Studio
Web: 22verse.tumblr.com, twitter.com/GrandFaker, grandfaker.itch.io

Progress:
+ Added options to turn screnshake on/off
+ Added sliding mechanic
+ Minor visual updates
+ Reworked scaling (now you can choose between window mode + zoom/stretched fullscreen/fullscreen with blackbars, but if you have screen with 16:9 ratio, both fullscreens options will look pixel perfect good and without black bars)
+ Game works now even if you don't have shaders compatibility
+ Now there are a lot less objects in game (so we have smoother gameplay)
- But that made me do "loading screen"
+ Good thing that on newer maps loading will be much faster than it is now (now it's not long, so I guess it's ok)
- There are a lot of sprites that won't be remade in new artstyle before DD13
>>
>>170287819
The original one, yes. That's well done. What I was referring to was a mod though that enables an overhead view map like the one seen in the Zelda screenshot.
>>
>>170288062
>>170288203

show a game that doesn't do this. every game i play does.
>>
>>170288254
Give an example of a serial bottleneck, then. There are lots of points where you need to gather/scatter but the interim work is generally minimal.

>>170288367
Ashes Of The Singularity
>inb4 that doesn't count
>>
>>170288367
How do you know that? Do you only play games that you made yourself?
>>
>>170288367
Not him but was not the starting point of the conversation that devs don't know how to use multi cores? Perhaps doing it as they always do is the source of the issue.
>>
File: MoGiSho-keyboard_rebind.png (117KB, 639x480px) Image search: [Google]
MoGiSho-keyboard_rebind.png
117KB, 639x480px
>>170285443
----[ Recap ]----
Game: MoGiSho (Moth Girl Shooter)
Dev: WRIT
Tools: GM:S
Web: http://thirdkeyofsun.tumblr.com/, https://twitter.com/thirdkeyofsun
Progress:
+ Spirit Coin system implemented for progression
+ Keyboard support and partial keyboard rebind in
+ Lots of menus added (sound/video/save data)
+ Shrine Offering Shop for upgrades implemented
+ Limited Archives section implemented for future VN story segments
+ Limited Extras section added for future boss art/story/stage information and scores
+ Minor art touch-ups
+ Will be ready for Demo Day 13
- Had to disable directional pad support temporarily because of unknown bug
- Verse 02 progress still on hold until everything for DD13 is finished
>>
>>170288496
On windows you can download programs that monitor threads.
>>
>>170288412
Also usually the tiny bottlenecks I mentioned are only for a subset of the data and so they can execute concurrently with other things. E.g. collision detection splits into islands which, while individually are serial critical sections, can all be executed concurrently. And then you have all the other stuff happening at the same time as collision detection.
>>
>>170288412
>serial bottleneck
oh, so you gonna buffer 16 frames so each core gets a fair share?
>>
>>170288815
Don't deflect. A serial bottleneck is what you are saying is unavoidable, and I want a fucking example.
>>
File: HG2D_Examine.webm (507KB, 1280x720px) Image search: [Google]
HG2D_Examine.webm
507KB, 1280x720px
I didn't think I'd have time to implement the "Examine" option, but lo and behold, it too is ready for Demo Day. Next up is being able to use "key" items from the inventory.
>>
>>170288412
I am not saying it doesn't count or that it isn't true. I just don't happen to own a copy to test myself.
>>
>>170283620
1) Buy a cheap Wacom tablet. Taking a glance at their lineup right now, I recommend the "Intuos Draw Small". You can get one of these refurbished or second hand for cheaper, but they're only $80, and it's worth the few extra shekels to not have to deal with second hand hassles. My first Wacom tablet lasted me 10 years, and was only done in by software issues. They're well worth it.

2) Use Photoshop, get used to the controls. I will tentatively say, though the software is extremely outdated, that Easy Paint Tool SAI is a lot more intuitive and easier to learn to sketch and draw in. SAI is so outdated that I'm having driver/performance issues with it now, but rotating/flipping the canvas being easy in SAI was a game changer for me. You can rotate/flip canvas in Photoshop, but it's shittier and less intuitive. I've heard good things about Clip Studio Paint, so you can check that out, too.

3) Check your pressure sensitivity. Set it so it feels good. How do you know if it feels good? If how thick and thin the line turns up on the screen feels natural to how much pressure you're using. This will be different for every artist and will likely change as you get more skilled, so keep it in mind as you progress. Pressure settings can be different depending on the program, so make sure you've set them properly.

4) Get used to hotkeys. The default settings may not be set in such a way that will be intuitive to you, so play around with them or get used to them. Some key actions are undo, redo, transform, select all, deselect, brush/eraser, switch color, save, flip canvas. You don't have to memorize all of these keyboard shortcuts right away, and you don't even have to use all of them, but learning a few can drastically speed up your work flow and make learning easier.
>>
>>170281793
body fluids (blood, semen, sweat)
unique animal limbs/organs
small living animals
>>
File: hands.jpg (110KB, 1481x927px) Image search: [Google]
hands.jpg
110KB, 1481x927px
>>170289278

5) Use ctrl+t (transform tool). Some people think this is cheating. Those people are faggots. It's like calling painting on the computer cheating because you don't have to physically scrape paint off the canvas if you make a mistake. You will probably draw things at the wrong size in proportion to each other. Common problems are drawing the face too small for the head, drawing the head too big/small for the body, drawing the torso too big for the limbs, drawing too big/small for the canvas. With ctrl+t it is trivial to adjust these problems. It will also train you to look for proportion problems early on, something people who train on paper tend to shy away from due to the difficulty of erasing and redrawing on paper.

6) Watch art streams on Picarto, watch speedpaints and speeddraws on YouTube. You'll learn a lot watching the workflow. You'll probably notice many professional artists ctrl+t spamming, using computer filters intelligently, and referencing images a lot. Don't watch "tutorials", they're probably retarded Patreon bait, unless you're trying to learn how to do something specific like applying clipping masks or gradients.

I started out drawing on paper, but I improved drastically when I got a tablet because of how easy it was to draw. I wasn't wasting time erasing, redrawing, tracing because I started in a bad place on the page. I learned to ink better and faster because there was no way I could "ruin" my lineart on a computer.

Go ahead and keep a paper sketchbook around and draw while you're away from the computer or whenever you feel like it. The key is to make it so you enjoy drawing and enjoy learning how to control lines. The disconnect between seeing your hand draw a line and using a tablet can be jarring at first, but ultimately it's a trivial problem. Just draw more and you'll get used to both.
>>
File: 1410558831187.jpg (50KB, 742x720px) Image search: [Google]
1410558831187.jpg
50KB, 742x720px
>>170281793
>>170281793
>>170281793
pls help
>>
File: ebdueo.png (97KB, 493x402px) Image search: [Google]
ebdueo.png
97KB, 493x402px
>talking to friends that work in big triple a studios
>"yeah, we just scan complex geometries, don't bother getting an artist to work on it for 50-60 hours when we can just scan it and it takes him like 6 hours to tidy it up and get it game ready"

Why the fuck am I even learning 3d modelling
>>
>>170289278
As far as software goes krita is a good free option for drawing.
>>
>>170289387
It's nice knowing that there are some constants in life. Like the coming and going of the tides, the taste of a cold beer, the warmth of the fireplace, or PMP-dev fucking up the first recap post.
>>
>>170281793
>>170289445
http://arx-fatalis.wikia.com/wiki/Pie
>>
File: Recap Logo.png (466KB, 640x360px) Image search: [Google]
Recap Logo.png
466KB, 640x360px
>>170289387
----[ Recap ]----
Game: PROJECT MURDER PARTY
Dev: somebody
Tools: unity
Web: brazileirobr.itch.io/pmp || www.indiedb.com/games/pmp || gamejolt.com/games/pmp/237036
Progress:
+ optimized the mansion map a little more
+ made 3 new itens (Hookshot, gift Box, Pan lid)
+ 2 new perks (Santa Claus, Hero of courage)
+ fixed the boomerang not working online
+ finaly tested my game online
+ made a breath effect when the player is cold
>>
>>170288042
Hah that's awesome though. Agreed the topology looks bad but I didn't even notice in the previous images so unless performance or animation is a problem I guess you can just keep going like that. Thanks for the information, I'm currently looking into ways of creating equipable items and projecting weight painting sounds real nice I have to say.
>>
>>170289512
Because you don't own a scanner nor do you have access to props to scan. Also there are lots of things that don't exist to be scanned.
>>
File: 1359560893555.gif (828KB, 500x234px) Image search: [Google]
1359560893555.gif
828KB, 500x234px
>>170288730
>>170288367

most games are single threaded, the technical difficulty is not in making your engine spawn new threads, that's almost always built in the languages already and requires a couple of hours of reading at most. The problem is that you can't have enemy behaviour/status updates/etc separated from the main loop without having to do an absolute mess on your codebase and syncronizing a lot of the things to respond to the main game loop, which ends up with you having a performance that is pretty close to the non-threaded version of your code.

My guess is you haven't actually made a game complex enough on your engine to notice this problem yet.

Threads are pretty good to separate things like sound, networking and UI events, the rest is much better off in a single threaded game loop.

By the way, the threads you see spawning are usually event listeners and things like that.


How do I know all of this? I used to make my games without 3rd party engines and found out on my own, if you google about it you'll probably find lots of resources that explain these problems too.
>>
>>170289512
What complex geometries do they scan?
>>
>>170289512
Because where are they going to find a dragon to scan
>>
>>170288042
So far you haven't posted literally anything related to gameplay so I'm very skeptical.
>>
>>170288942
but that's my point. you can't just operate on whole world's state, threads will either copy or take turns. your logic will have to wait for physics to finish (which is also very fun to parallelize) unless you want some really interesting temporal weirdness from your ai. what definitely scales is particle effects, but what genre can really utilize that?

everything that's parallel is offloaded to gpus anyway
>>
>>170288042
>I do absolutley intend to make a gameplay.
...And? What will it be like? What genre (no, lewd is not a genre)?
>>
>>170289663
This is all false. Just because you don't know how to write good threaded code doesn't mean it's impossible. While heavy threading isn't really applicable nor all that necessary for gameplay, the engine can benefit massively from it. Also it's not like gameplay code is inherently serial - you can pipeline it so that all the objects do one thing, spread across cores, then all the objects do another thing, etc.
>>
>>170289554
Krita crashes my computer. I think it's a little processor heavy and buggy for an average person to start out drawing with.
>>
>>170289705
simple you find a komodo dragon from the zoo
>>
>>170289682
They told me they've used it on guns for the new ghost recon game.

But there are tons of applications. Look at this https://www.artec3d.com/3d-models/napoleon
>>
>>170289824
>your logic will have to wait for physics to finish
When you can split both these things up into N threads it doesn't matter. There's no actual work to be done in between, it's just a barrier. And not all logic needs to depend on physics.
>>
>>170289278
I have a Wacom CTE440 and a license for CS5. I've done digital photography always using photoshop for nearly two decades now. I'll follow your other advice. I think I'm going to go with a mixture of learning both concurrently as I'm starting from zero on paper and digitally.
>>
>>170289960
I am sure you are going to spend $20,000 for a high tech scanner.. Anon...
>>
>>170289878
Yeah but then you look at something very widely available like an AR15, a shotgun, an M1911 those things are easier to find in the US than kinder eggs.

Those are very easy to find and scan rather than paying an artist to work on something like that.
>>
File: 1475147939837.png (417KB, 557x311px) Image search: [Google]
1475147939837.png
417KB, 557x311px
>>170289960
>2 days of scanning
>10 hours of cleanup
Beats sculpting the horse I guess.
>>
>>170290095
I never said I would, I'm just questioning the field I've gone into. Robots or in this case cameras and algorithms are gonna be better than me in a few years. And I'm not really planning on making indie games before I save up some money and that's way off
>>
>>170289903
Sure thing bud, you go ahead and try it with some non-trivial project and tell me how it goes.
I can tell you haven't seen the real problems of threading gameplay yet by your third sentence there.
This is my last post about this, you obviously haven't seen the problems I'm telling you about yet and it's just a matter of time now. Best of luck anyways anon.
And I'm a pretty good coder by the way, so fuck you for implying I don't know how to write good threaded code.
>>
File: cab.png (5KB, 640x440px) Image search: [Google]
cab.png
5KB, 640x440px
>>170285443
----[ Recap ]----
Game: Untitled Cabal Shooter
Dev: Anon
Tools: GMS
Web: N/A
Progress:
+Set-up essential player mechanics (movement, shooting, dodging, bombs)
+Various enemy attack pattern scripts
+First miniboss
+Animation controls for player and enemies
+Weapon pickups, loss state, enemy spawns for first level
+Rudimentary main menu, keyboard and gamepad controls, view scaling
+Fairly ready for DD13.
-Everything is circles and boxes.
>>
File: take_a_break_anon.png (4KB, 568x320px) Image search: [Google]
take_a_break_anon.png
4KB, 568x320px
>>170285443
----[ Recap ]----
Game: Monolith
Dev: Team D-13
Tools: GM: Studio, Paint.net, pxTone
Web: https://monolithdevs.itch.io/monolith, https://twitter.com/MonolithDevs, http://monolithdevs.tumblr.com/, http://steamcommunity.com/sharedfiles/filedetails/?id=803820311
Progress:
+ finally added the shrine!
+ a couple more enemies and hazards, plus almost all the remaining floor 5 assets
+ first floor 5 miniboss started
+ swarmhosts behave completely differently from before
+ crawlers dont walk over gaps anymore, but also aren't as prone to suicidally crashing into walls
+ couple new lightning sfx
+ item text re-scrolling and weird pop-up item text artifacts fixed
+ smoother and more hilariously jiggy daemon arms
+ icicles (and wires) now interact with moving blocks
+ added hardmode behavior to a bunch more enemies
+ "chaos mode" started
+ laser can have the phase keyword now
+ rewrote a bunch of damage code for weapons, making for more balanced dps across all keywords, especially triple and burst
+ autobomb nerfed
+ teleporting cancels your charge
+ special room objects are now automaticaly shaded based on floor, texture space saved, plus might be handy later
+ switchblocks turn off on room clear and pose less threat to enemies
+ recolored most elemental mage enemies to make them more distinct from each other
+ sword unnerfed a bit, can swat all but largest bullets out of the air
+ 200 more rooms on floor 5, up to 270
+ way too many small fixes and tiny polishes in face of the demo day, see you on wednesday!
>>
>>170290297
>fuck you for implying I don't know how to write good threaded code.
I inferred it.
>>
File: Steam.png (83KB, 224x263px) Image search: [Google]
Steam.png
83KB, 224x263px
>>170290185
can sell it on steam already
>>
>>170281793
>alchemy
>with those absolute shit materials

Here are some recipes for your ingredient list
http://www.minecraftcrafting.info/
>>
File: witch_00.jpg (90KB, 1920x1080px) Image search: [Google]
witch_00.jpg
90KB, 1920x1080px
>>170289804
>>170289880
True, i didn't get to the gameplay yet, so far adventure/puzzle solving elements are planned, mostly in relation to alchemy.

>>170289915
didn't have any problems with it yet.
>>
File: 1460425430973.jpg (27KB, 360x262px) Image search: [Google]
1460425430973.jpg
27KB, 360x262px
>>170290410
>$99.99
>>
>his engine isn't data oriented and highly scalable
loma
>>
File: Battle Guys7.png (262KB, 824x509px) Image search: [Google]
Battle Guys7.png
262KB, 824x509px
Roughly 7 more to go, not counting upgrades of the same character.

This is funner than I was led to believe.
>>
>>170290606
Ah, shitty thumb, should have manually picked a frame with the noptes visible
>>
>>170290309
From what I gathered they didn't scan every single weapon that's in the game but a good number of them were newly scanned. Also regarding sound they re-recorded only a few new ones for the sniper rifles because they assumed that would be what most people would use since it's an open world game.

And having played the beta of it I can confirm the 50cals are really fucking satisfying.

Advanced Warfighter models are outdated as fuck and I agree Future Soldier models were just fine.
>>
>>170289903
I'm taking your side in the argument, anon, because I like you and think you probably smell nice.
My question is if someone doesn't know shit about shit and is just starting UE4 and the C++ and stuff like openGL that comes with it, how do you think about using multiple cores effectively while learning from sources like articles and tutorials focused on solving problems and learning things with a single threaded focus? Should I always have in my mind how can more threads do this better? Do I need to learn my basic shit before I can handle writing "good threaded code?" Do I just need to lurk where people are doing this and find out what can or should be done with it and what can be done in the manner which I'll learn everywhere else?
>>
>>170290021
>have splitable algorithm
>hit 90% parallelization
>scales like dogshit
OR
>have specialized threads
>hit a wall at N

you can't have it both ways
>>
>>170290684
how did you learn to make art like that?
>>
>>170289512
Well, if you are going for a realistical 3d modelling, you are fucked. But a lot of shit can't be scanned, like buildings, cartoonized characters, and stuff that doesn't exist irl.

Also, even if it is scanned, they still need someone to fix/clean it up.
>>
File: mpv-shot0001.jpg (24KB, 640x360px) Image search: [Google]
mpv-shot0001.jpg
24KB, 640x360px
----[ Recap ]----
Game: Tuneism
Dev: Chuunidev
Tools: Godot, my phone
Progress:
+ First Progress
+ Lane sprite that doesn't suck
+ Code to line up the camera so that the bottom of the lane goes exactly across the screen
+ Touch keyboard control that lights up and emits control signals
+ Keyboard responds to mouse for quick testing on computer
+ Begin representation of charts
+ Physical tap notes, multilength
+ Test scene to test tapping the notes
+ Android export working
- Couldn't find a negative progress because this is my first recap post
>>
>>170290824
>they still need someone to fix/clean it up.

i will literally become a 3d janitor
>>
>>170288042
Holy shit, that looks bad.
Why are you doing it in such a wasteful manner?
>>
File: pc8800.png (259KB, 1364x541px) Image search: [Google]
pc8800.png
259KB, 1364x541px
This shitty filter has its charm sometimes
>>
>>170290916
learn something useful like programming
>>
>>170290726
If you're using an engine and not doing any heavy lifting yourself then you don't care because it's already done for you (whether it's done well or not is out of your hands).
Otherwise then you just have to make your code decoupled, don't use shared mutable state, etc. and it becomes very obvious where you can go parallel. If you get familiar with functional programming, it helps.

>>170290728
There's a third option which you're neglecting:
>break up code into tasks with explicit dependencies
>spread independent tasks across cores automatically
At any given moment you probably have tens if not hundreds of independent tasks that could be executing.
>>
>>170290550
>i didn't get to the gameplay yet,
aaaand when do you plan to start?
>>
>>170291097
That actually looks pretty nice
>>
File: 1478513504634.jpg (38KB, 515x488px) Image search: [Google]
1478513504634.jpg
38KB, 515x488px
>>170291203
>(whether it's done well or not is out of your hands)
>>
>>170291348
dumb commie fatso
>>
>>170291203
>If you're using an engine...
Thanks. What I get from that is I don't know shit about shit enough yet to worry about it so I'll just focus on learning UE4 and what's out there now and try to read up on using multiple threads in my spare time till I'm ready for it in the distant future.
>>
>>170291203
ok let's assume that works and you somehow manage to encode dependencies into the data structures so you don't need explicit task distribution

your threads are shitting all over cache and performance is somehow worse than base * N. what now?
>>
File: Infraction_2017-03-06_23-46-51.png (37KB, 750x750px) Image search: [Google]
Infraction_2017-03-06_23-46-51.png
37KB, 750x750px
>>170285443
-------- FORMAT
----[ Recap ]----
Game: Infraction
Dev: stealthdev
Tools: C++, SFML
Web: N/A
Progress:
+ Added a new bossfight.
+ Started forming the demo for DD13.
+ Severely optimized the game.
+ Changed fonts.
+ Fixed an ungodly ammount of bugs.
+ Added a Game Over screen.
+ Added a Controls Main Menu screen.
- Removed crawling from the demo due to bugs.
>>
File: witch_wireframe_02.jpg (227KB, 1920x1080px) Image search: [Google]
witch_wireframe_02.jpg
227KB, 1920x1080px
>>170290953
Because it making a piece of cloth like that takes like 30 minutes max and i'm done also it's not like the poly count is higher than her actual body.

>>170291227
soon™
>>
>>170291667
Good god, just fucking optimize it a little. That simple model is not worth a million triangles.
>>
>>170291667
Shouldn't you post a pic of her entire body without the shirt (but with the overalls still) and let us decide for ourselves whether that's the case or not? Also drop the wireframe, we'll still be able to tell.
>>
File: bye.png (39KB, 336x603px) Image search: [Google]
bye.png
39KB, 336x603px
>>170291203
ok i have no idea why i got into this argument this late but let's continue tomorrow. ok. cya
>>
File: 1318976978763.jpg (87KB, 343x363px) Image search: [Google]
1318976978763.jpg
87KB, 343x363px
>>170291667
>enginedevs
Good luck ever making a game out of this.
>>
File: O.J.-Simpson.jpg (41KB, 620x350px) Image search: [Google]
O.J.-Simpson.jpg
41KB, 620x350px
post yfw you're working on a succesful future 2D game
>>
>>170291549
>ok let's assume that works and you somehow manage to encode dependencies into the data structures so you don't need explicit task distribution
They're not. The dependencies are specified using an API like futures.

>your threads are shitting all over cache and performance is somehow worse than base * N. what now?
Why would they be? There's little to no resource contention if you do it right.
>>
>>170290752
If you spend X amount of years with any set of tools you're going to learn a lot of unintended tricks with them. Sai is great for converting drawings into sprites relatively quick. If I ever hire help, there's a lot of little pedantic things I'd need to pass onto them as part of the process as I've learned it.

If you meant that in a general 'art' sort of way, there's no greater time than right now to learn. Proko on youtube is a legitimately amazing resource that I could suggest to anyone. Loomis made great reading material on similar subjects, but he can be a little dry, and people certainly overrate him.

And I made a webcomic before I tried to make this, so there's that.
>>
>>170292352
>future 2D
You mean like cyberpunk anime?
>>
>>170292413
I meant on a 2D game that'll be succesful in the future (since you/I haven't finished it)
>>
>>170292390
Andrew Loomis?
>>
>>170285443

----[ Recap ]----
Game: wizMUD
Dev: Virtual Buddies
Tools: Unity Blender Photoshop
Web: https://twitter.com/wiz_mud
Progress:
+ Added login screen
+ Got fishing protoype kidna working
+ Made new zone
+ Working on customization UI
- Bugs
>>
>>170290778
You're a faggot and have been samefagging to your own non-meme for over 2 years. END YOUR LIFE
>>
File: のっぺらぼう.jpg (266KB, 1935x1935px) Image search: [Google]
のっぺらぼう.jpg
266KB, 1935x1935px
>>170292352
>>
File: 1488834565237.png (55KB, 277x204px) Image search: [Google]
1488834565237.png
55KB, 277x204px
I'm back to dev'ing after a long hiatus due to irl.

Rate my completely original MC design
>>
End it sourcefam.
Don't come back.
Don't start again.
Just end it.
>>
Does anyone have any good C# resources they want to share? Unity oriented.
>>
>>170290778
What are you doing? I also am working with the Source engine for a horror game.
>>
File: witch_no_shirt.jpg (79KB, 1920x1080px) Image search: [Google]
witch_no_shirt.jpg
79KB, 1920x1080px
>>170292092
Why? Her body has only slightly above 10k triangles, modern games have like 40k-80k for hero characters and I'm not going to optimize before i'm having performance issues.

>>170292103
I can see what you want me to do, but i'm doing it anyway.

I won't post anymore today, its getting late, I'll read your posts tomorrow. Good night everyone.
>>
all my ideas for games are derivative as fuck. its always like "its X, but Y" or "imagine X, but better" or "X but set in Y with Z gameplay". i can never get committed to an idea because mine are all so shit and out of scope.
>>
>>170293128
>ambiguously brown

nice tumblr pandering
>>
>>170293838
Do X, but without Y.
>>
>>170293838
Name one successful non-derivative game in the last 15 years.
>>
>>170293838
name one original game idea in the past 10 years
>>
>>170293879
Not just any tumblr anon. The furry tumblr
>>
>>170292092
You're retarded.
The time it saves to do it that way and the extra ~200 tris it wastes is well worth the trade off for an indie developer
>>
>>170293931
Is this the setup where you keep moving goalposts whenever someone gives a valid answer?
>>
>>170293786
only post again when you have a game so never
>>
>>170294071
Fuck off, I like seeing his progress
>>
>>170293786
>no shirt
>bra
Fucking crafty krauts. Thanks though, I can work with this.
>>
>>170294067
No, I just want one non-derivative game.
>>
>>170293786
>I'm not going to optimize before i'm having performance issues
This is reasonable. I just hope you don't end up making a lot of models, and then give up because you would have to optimize a bunch of already finished models.

I mean, if you just make one of those games where is basically just the character and a 10-triangles dick, you don't need to optimize much.
>>
>>170294131
What progress? He posted the same witch model for months, only tweaking it every now and then.
>>
>>170294201
I've never seen triangles used as a unit of length before
>>
>>170294148
So if I were to name a game made in the last 15 years, your only response would be either to concede or name the game it derivates from?
Does the game have to be the inventor of a genre to count as valid?
>>
>>170292737
Ye.
>>
>>170294071
>>170294335
Kill yourselves.
>>
>>170294335
You don't even know the dev's work I see
>>
>>170294476
>>170294508
Great argument you've got there, you sure proved me wrong.
>>
>>170294508
Dev work usually involves more than posing a doll and taking screenshots for easy (You)s.
>>
>>170294560
You actually proved yourself wrong in your own post so there is no need
>>
>>170294560
>>170294628
Kill yourselves.
>>
>>170293931
Katamari Damacy

>>170293838
My idea is golden. I've started work because I want it to exist. It doesn't matter if you're making Bill Laimbeer's Combat Basketball but with 90% more dicks, if it doesn't exist now and it is within your power to start then start making it. Your game deserves to exist and the knowledge you gain from attempting something out of your scope, as you put it, is greater than that which you game from doing nothing. You will learn that your scope will expand if you only begin and there will come a time when you'll learn enough to switch to something possible and great that you've thought up in the meantime.
>>
>>170294360
Sure, go ahead.
As for genres, if the game can fall under an existing genre then it's most likely derivative but there might be exceptions.
>>
>>170294672
Prove it.
>>
>>170294798
I just did
>>
>>170294958
And I just proved you wrong.
>>
File: slime07.png (48KB, 1272x688px) Image search: [Google]
slime07.png
48KB, 1272x688px
----[ Recap ]----
Game:Slimepix
Dev:Marmot
Tools:Unity, GraphicsGale
Web:None
Progress:
+ Attack1
+ Tutorial talk
>>
>>170295010
Where?
>>
>>170295131
In the same post where you proved me wrong.
>>
>>170294764
>Katamari Damacy
Pac-man with no ghosts
>>
>>170295131
>>170295214
>two anons trying hard to have clever bantz
>>
>>170295248
>people this retarded post on agdg
>>
Daily Daily Reminder

You are not a successful Gamedev until you have actually made a profit from your game
>>
>>170295214
>where you proved me wrong.
So you admit I proved you wrong? Good.
>>
>>170294789
I'd argue that just because two titles can be filed under RTS, they aren't necessarily derivative in their essential mechanics. Assuming one doesn't define "build units, fight with them" as something to derive from.

These are my first attempts:
Factorio
Anti-Chamber
Dead Rising
Garry's Mod inb4 "it has Mod in its name, therefore invalid"
>>
>>170295346
Sure, if you can point out the post where you proved me wrong.
>>
>>170295338
Reminder to you, if you make money off of your hobby you are no longer amateur and are no longer allowed to post here.
>>
File: output.webm (1MB, 1012x760px) Image search: [Google]
output.webm
1MB, 1012x760px
writing gui stuff is hell.
>>
>>170295540
IMGUI
>>
>>170295523
Jokes on you I haven't made any money from my game yet
>>
>>170295467
lol I don't have to since you admitted it
>>
>>170295540
So what is this game?
>>
>>170295612
Where did I do that?
>>
>>170295516
googs is one of the only real devs here

he actually finished his games
>>
>>170295596
jokes on you i haven't made any game yet ;_;
>>
maybe googs isnt an actual person but a state of mind exclusive to agdg
>>
File: 19327714_303.jpg (27KB, 700x394px) Image search: [Google]
19327714_303.jpg
27KB, 700x394px
>Wasting time posting nonprogress posts on agdg instead of deving
SAD!!!!
>>
post your model again, i dare you!
>>
>>170295381
>Factorio
Dev literally lists a bunch of games he derived from.
https://wiki.factorio.com/Factorio:About#What_is_the_game_inspired_by.3F

>Antichamber
M. C. Escher but I guess that counts since it's not another game.

>Dead Rising
>another open world zombie survival game
As derivative as it gets.

>Garry's Mod
JBMod
>>
>>170295806
And maybe goog should fuck off for being a pseudo intellect, unskilled, unfunny loser
>>
>>170290596
Furries will pay for anything
>>
>>170295663

The idea at least is that you'll be a pizza delivery man who goes on cool adventures and stuff. At the moment it is pretty rough though. Not even pizzas to deliver.
>>
>>170296204
why do Furries have so much money? They are literally rich all of them
>>
>>170296114
So you admit that you got what you asked for? The name of a game released in the last 15 years, not deriving from any other game before it?
>>
>>170296210
So like a race against time platformer?
>>
>>170296316
Antichamber is the most original out of those but I think it still follows a lot of common first person puzzler tropes.

I will let it pass though.
>>
>>170296245
They're all autistic so they get government disability money to spend on fursuits and dicknipple commissions.
>>
Ban evasion in 3...2...
>>
>>170296326

I dont want to have a time system. The pizza delivery is a excuse to send players places to adventure if that makes sense.
>>
>>170296443
Also my initial point is that a game doesn't need to be completely original to be good so there.
>>
>>170296443
>I think it still follows a lot of common first person puzzler tropes
Not looking to artificially prolong the argument here, just genuinely interested. What exactly would those be? I'm assuming you are referring to things that could also be found in Portal or Myst?
>>
>>170296627
oh okay sounds interesting
I'll look for your progress
>>
>>170296114
You lost at Katamari, anon.
>>
File: spacescene.png (2MB, 1280x720px) Image search: [Google]
spacescene.png
2MB, 1280x720px
updating my textures a bit, should look a bit higher res now
>>
100% Triggered.
>>
>>170295338
"success" doesn't have a single inalienable measure and i would say measuring your success in cash isn't healthy.
i mean what happens if you get struck by hyperinflated currency and all your "success" becomes literally worthless?

>>170295523
amateur means not having bosses, not being a business, not making your decisions as a business rather than as an artist.
>>
>>170297123
It's always fun to review the thread and see which other posts were his. He literally never learns.
>>
>>170296690
Mysterious sterile test chambers and minimalist spooky soundtrack.
>>
>>170297243
>amateur means not having bosses, not being a business, not making your decisions as a business rather than as an artist.
We've been over this, you actual retard
>>
>>170297127
I know that low poly + pizel textures + smooth shading and shadows is the style you're going for, but have you tried seeing how your game would look in an unlit style?
>>
>>170296245
>why do White People have so much money? They are literally rich all of them

you don't see the poor ones because the poor ones aren't notable, nor do they do anything notable. Because they're poor.
>>
File: googum.png (17KB, 312x80px) Image search: [Google]
googum.png
17KB, 312x80px
Threadly reminder
>>
Working on making a game like Silent Hill PT.

Someone says that horror is generic and most indie games are just trying to make a crappy horror game.

Suddenly, stop working on my game. Going to delete it tomorrow.

I don't know /agdg/, is horror really generic and bad? Am I hack dev if I work on a horror game.

It just seems like the best way forward.
>>
File: games.png (25KB, 338x379px) Image search: [Google]
games.png
25KB, 338x379px
>>170297494
deadly reminder
>>
>>170297494
Thank you, drama obsessed shitposter.
>>
>>170286429
I hate when ancient weapons create miniature nuclear strikes
>>
>>170297243
>amateur means not having bosses, not being a business, not making your decisions as a business rather than as an artist.
maybe that's what you need because your games suck, googum
>>
>>170297379
this is in 3ds max, also unlit won't cut it since it's going to be a horror game in space.
>>
>>170297554
>Am I hack dev if I work on a horror game.
Not if you make a good one
>>
>>170297285
you can see he really does think he's a game dev or game designer or something because he's always flapping his toothless gums on such things before he reks himself
string of deleted posts about how he thinks the industry should be and how everyone is stupid except him
its hilarious
>>
>>170297371
Do we go with the like the Olympics when they weren't shit definition?
>>
>>170297494
>>170297590
>tfw AGDG finally starts recognizing your sick oneliner prose reply skills
>>
>>170297590
he's right though, gone home for example is not a game game
>>
>>170289705
I'm sure Ral Partha has some nice models ready to be scanned
>>
Remove proxy slut. Remove sourcefam. The thread is closed until further notice, until such time as sourcefam is removed permanently. Thank you for your co-operation.
>>
>>170297712
Yes you can also see who he wants to false flag because he's always crying about him too or posting the same shitpost pictures. Winged insects have really done a number on our simple little boy.
>>
>>170297554
You should make the game that you want to play, anon. Figure out how to do that with what you have already or decide that you can't. People like passion, not just X or Y Genre that's hot right now.
>>
Admin and his lowercase friend strike again.
>>
>>170297742
Your post isn't coherent.
>>
File: 1488461825553.jpg (40KB, 800x520px) Image search: [Google]
1488461825553.jpg
40KB, 800x520px
>>
>it's a source episode
Someone just make a new thread. This one is tainted. I'll get the Menz & Mollyz on the horn to let them know that their lunatic is on the loose again.

>>170297921
The thread will recover soon. Sourcefam is going back to jail. :)
>>
>>170297494
That's a shitty quote and doesn't nearly illustrate his baffoonery and mental illness as much as this >>170297590
>>
>>170298084
Superbrothers looks very nice though, the problem is the horde of pixelshit copycats it created that don't understand what an art style is.
>>
>>170292875
>>170292875
>>170292875
>>
>>170298048
Back in the day, before the US decided it wanted to win gold at Basketball forever, only pure amateur athletes were allowed to compete in the Olympics. This meant you could earn no salary from professional athletics, could earn no prizes from competitions, could have no endorsements for products. You were only an amateur if you had never earned anything from that sport.
>>
>>170298445
Superbrotheres only really looked good in the parts with modern lighting effects, I thought.
>>
File: re.png (13KB, 745x423px) Image search: [Google]
re.png
13KB, 745x423px
i'm currently thinking of a narrative turn-based game mechanic where fights are battled out as arguments with people.
--
>Fire emblems weapon triangle
>Deck building like hearthstone
>Skinner box based collection mechanics
>+sweet rolling of lootboxes all in-game
>programming for web, possibly exporting in electron.

First pic, with the three rarity colors
>>
>>170298902
nice persona clone
>>
>>170299137
just looked at a few persona vids, i actually imagined it quite differently but maybe i'm bad at explaining my concept haha
>>
>>170297285
Oh we're not allowed to talk about it apparently. Hush hush.
>>
>>170298902
Gray and also gray are pretty shitty for two different rarities.
>>
>>170293786
>Her body has only slightly above 10k triangles, modern games have like 40k-80k for hero characters
Highly detailed characters, yes. Cartoony simplistic stuff like yours should never be above 4k imo.
It could easily be done in 2k.

>I'm not going to optimize before i'm having performance issues.
You're making a PC game, nigga. Just optimize it so Russians playing on their grandma's computer can play it too. No point in being an idiot.

>>170294056
>~200 tris
More like minimum 5k tris?
>>
>>170298574
No, I don't think triple A studios should compete in indie contests/jams either.
And who gives a fuck about negroidball.
>>
kind of stuck right now. I want to try out monogame and make a quick online game so I was thinking of doing a card game.

>>170297127
>>170297379

love this style. its that mgs2/3 look. this is what I want for my game I am currently writing.
>>
>>170299840
>You're making a PC game, nigga. Just optimize it so Russians playing on their grandma's computer can play it too. No point in being an idiot.
Or you could stop being a broke faggot. It's 2017.
>>
>>170299840
>More like minimum 5k tris?
Who cares?
That's like the difference of leaving a few boulders out of a level in some games
>>
File: b.png (26KB, 511x482px) Image search: [Google]
b.png
26KB, 511x482px
>>170299721
true, thanks! the two gray ones are for really basic units/cards but i'll change it to a brighter and darker grey.
>>
>>170299840
Hey retard even the cheapest cell phones can handle 10k models no problem. You should not post about gamedev anymore.
>>
how the heck do you make a dialog system this good in unity

http://dissonancedev.tumblr.com/post/158069125257/dialog-system-this-is-not-quite-feature-complete

i'm at a loss, the dude acts like its nothing but I can barely even comprehend where to begin building something like that
>>
>>170300001
>>170300005
>it's 2017
>therefore I shouldn't bother to optimize
So you are the reason why all indie Unity games run at 10FPS on new rigs.
>>
>>170300182
Coroutines.
>>
>>170300234
You sound like an idiot. I mean you can keep typing words at people like you know what you're saying all you want but just so you know why we're not taking you seriously. It's because you're wrong.
>>
>>170300234
lol cry me a river
Don't be so melodramatic
>>
>>170300028
Why don't you go with Gray and not-gray?
>>
>>170300234
>all indie Unity games run at 10FPS on new rigs.
Your toaster is not a new rig.
>>
File: nzsswtss1uax.jpg (149KB, 640x1136px) Image search: [Google]
nzsswtss1uax.jpg
149KB, 640x1136px
How are you guys planning to incorporate retrowave into your games?
>>
Amount of tris in a single model is not as important as the total sum being rendered.

Anyone who has ever actually made a 3D game would know this.
>>
>>170300582
>>170300596
>>170300796
You do know that 90% of Steam customers play on laptops, right?
Not optimizing is actually a pretty bad idea.
>>
>>170297127
Reminds me of metal gear. Looks great..
>>
>>170301070
Of course, but I assume he's going to have more than just the single model in view at all times?
Or am I expecting too much from him?
>>
>>170301104
Why are you still arguing? Even $50 piece of shit Obamaphones can render 10k models and then sum without issue. You're wrong and instead of stopping you're going to push, like an idiot who literally never learns.
>>
>>170301262
Games are seldom made of one single model, Anon.
I'm just annoyed at the attitude.
>no, I'll just make this model more than twice as bloated as it needs to be because I'm a lazy sack of shit
>>
>>170301262
>sum
some rather
>>
>>170300883
By allowing other people to do it. That looks nice though, I like it.
>>
>>170301373
>Games are seldom made of one single model, Anon.
Again, you're wrong and instead of stopping you're going to push, like an idiot. Just plow through and not listen to any of the points that have already defeated your asinine argument >>170301070
>>
>>170301493
Haven't argued against that even once.
You're the idiot, Anon.

Are you saying he probably optimizes everything else, just not his character models?
Because that makes even less sense.
>>
File: Less Click - Mirror Magic.png (23KB, 800x800px) Image search: [Google]
Less Click - Mirror Magic.png
23KB, 800x800px
----[ Recap ]----
Game: Less Click
Dev: awkgamedev
Tools: GameMaker
Web: N/A
Progress:
+ Lasers
+ Mirrors
+ Improved a bunch of engine stuff
- Broke storages
- DD13 demo most likely won't even have a win condition, I hope you enjoy playing with lasers
>>
post progress guys so I can get motivated to make a game

I started to learn to draw today to make my game I already know programming
>>
File: reekfam-game-faildev.jpg (428KB, 1054x876px) Image search: [Google]
reekfam-game-faildev.jpg
428KB, 1054x876px
>>170301750
"""progress""". :^)
>>
File: carpet.png (2MB, 1920x1080px) Image search: [Google]
carpet.png
2MB, 1920x1080px
Another day anothe piece of progress.

Got apex/cloth simulation working.
Also made a carpet.
>>
>>170302060
this looks good how did you learn to make it?
>>
>>170302060
why does a gothic cathedral have a floor made of bathroom tiles
>>
>>170301903
That model looks really bad. Like something a 10 year old would make.
>>
File: 2017-03-06 16-56-11.webm (1MB, 1120x700px) Image search: [Google]
2017-03-06 16-56-11.webm
1MB, 1120x700px
I bought this asset and I don't regret it.
>>
File: cute bloodsucker.png (4KB, 192x129px) Image search: [Google]
cute bloodsucker.png
4KB, 192x129px
>>170285443
----[ Recap ]----
Game: Vampire's Bit
Dev: VampireDev
Tools: Game Maker, Photoshop
Web: vampiredev.tumblr.com
Progress:
+ Back on this after procrastinating a lot.
+ Small tweaks to the tripping-obstacles.
+ Started reworking HUD (again) to accomodate power ups.
- Started reworking HUD again.
- Will split my time between this and the campfire game.
>>
File: rpg.png (705KB, 600x400px) Image search: [Google]
rpg.png
705KB, 600x400px
>>170285443
----[ Recap ]----
Game: Unnamed RPG
Dev: Kirk
Tools: C++
Web: https://twitter.com/kirk_wald
Progress:
+Battle UI lets player select party members, use skills, and move on the grid. Move effects call stub functions but don't do anything else and don't target anything yet
+Battles now separated into player turns and enemy turns. Enemies don't have AI yet though
+Doors between areas
+Better cliffs, tiles
+Might be ready for DD
-Probably won't be ready for DD
>>
>>170302060
waiting for Lothric princes to pop out.
>>
>>170297554
That's because most indie horror games are not games. They are walking sims with a few jumpscares.

The first half of RE7 is what you should be looking at for your game. Puzzles, combat and exploration are the key pillars of survival horror. Most indies barely hit the exploration part.
>>
>>170301373
It's funny because if it was a more detailed model that used + 10k extra tris you wouldn't say anything even though it's the same amount or more of tris. What if instead he wanted to MC to be a tree? Or a pirateship
>>
>>170281823
not even close to finished but already goty tbqh
>>
>>170301903
Gross. Awful. Should be a bannable and prosecutable offense.
>>
>>170303376
That simplistic look comes with expectations.
I'd expect it to run on a toaster/phone at 60FPS.

It's also just dumb. You're just limiting your marketability for no reason.
If you're making something which looks very detailed, you can aim for a niche of high-end "serious" gamers, but when you're just delivering a simple porn game with a cortoony style then that really isn't acceptable.
>>
File: 1475508430272.jpg (4KB, 200x200px) Image search: [Google]
1475508430272.jpg
4KB, 200x200px
>>170301903
>>
>>170298445
Pity superbrothers also invited the awful music wank cross-media promotion theme too.
>>
>>170302223
Trial and error. Also sweat and tears.

>>170302227
That's actually not that uncommon. Apparently islamic architecture had some influence on gothic style and some mosques basically look like big bathrooms.
>>
>>170301903
Why is this allowed?
>>
File: chomp.jpg (9KB, 480x360px) Image search: [Google]
chomp.jpg
9KB, 480x360px
>>170301903
W-what is this? Why is it here?
[deep concern intensifies]
>>
>>170301903
>>
>>170294764
Katamari wasn't successful, it just has a niche following
>>
>>170304778
Katamari had like 4 sequels, that's success in any book
now, noby noby boy on the other hand
>>
>>170301903
He can't keep getting away with this.
>>
>>170304778
It was successful though. It wasn't the level of big name AAA games, but it was still successful.
>>
File: AstralCoal.png (18KB, 800x480px) Image search: [Google]
AstralCoal.png
18KB, 800x480px
>>170285443
----[ Recap ]----
Game: [Placeholder Title]
Dev: Ogier
Tools: GM:S, Aseprite
Web: http://ogierdev.tumblr.com
Progress:
+Added forward and back hurt frames
+Added a death animation, and more ending frames to the backdash
-Got like 4 more animations to replace before I can work on attack frames
>>
>>170301903
What the fuck? Why
>>
File: textures.png (182KB, 935x700px) Image search: [Google]
textures.png
182KB, 935x700px
textures are WIP, this is the step i have the least experience in. any color theorists have tips/suggestions?
>>
File: 1442263803395.gif (501KB, 300x200px) Image search: [Google]
1442263803395.gif
501KB, 300x200px
>Demo Day starts tomorrow night
>Last night Gamemaker Studio decided that it would throw an error when compiling scripts that have no error
>Can't compile my game now
>Don't know how to fix

Does anyone know what the error "gml_Script_script_example: variable name expected' could mean? Where the fuck is line 0? (script_example is replaced by the script name in the real thing)
>>
>>170306691
have you cleared the cache
>>
>>170306809
Yeah, but only within the engine. Is there a way to do it more thoroughly?
>>
File: 3646273_a51f37252a_o.jpg (157KB, 1107x1109px) Image search: [Google]
3646273_a51f37252a_o.jpg
157KB, 1107x1109px
>his language has garbage collecting
>>
>>170306440
You've done pretty well, purple/orange work well together. Green eyes would complete the triad but that's not necessary (full triad makes the color palette neutral, while just using two thirds has a more defined tone)
The only real thing I can think of is the color of the pants and the color of the shirt jaggies are very similar at the moment. They're roughly the same brightness, just a different hue - so the contrast isn't great. The hues are similar to the point where it doesn't feel deliberate enough also.

I would suggest leaving the hair and pants the same color, but changing the color of the shirt jaggies. Try out a lighter orange or a light purple
>>
>>170307178
I can see how it'd be a problem for you, a language automatically disposing of your game would be annoying.
>>
>>170306971
idk just take all the assets (sprites, objects, rooms, etc) and reimport them into a clean project then
>>
>>170307182
>>170307182
Purple and Orange actually doesn't mix well. Orange works best with Blue, and Purple works best with Yellow.

They are some of the "standard" color combinations used by the big companies.
>>
>>170307378
I've done this, the problem persists. Which is weird because other GM projects of mine work just fine.
>>
File: alg-laughing-jpg.jpg (25KB, 635x460px) Image search: [Google]
alg-laughing-jpg.jpg
25KB, 635x460px
>>170307336
>>
>>170281823
I respect this decision but it's really easy to fall into the trap of "I'll just submit next demo day". This would be fun as a sandbox, with some mininal spawning code and a few different body choices.
>>
>>170307746
have you done it in steps? as in import some assets, test, proceed to import more assets
or just eliminate assets from the project until you can compile again, then rebuild the problematic asset
>>
>>170307182
thoughtful advice, thanks
>>
is making a full fledge house in unity with the rectangle shapes retarded? should blender always be used instead?
>>
Whose dick do I have to suck to get a progress (You) around here?
>>
>>170307556
You don't have to go straight up contrast on opposite sides of the wheel for colors to complement. Purple and orange are fine. Blue and orange are also overused as fuck.
>>
>>170307858
I've done it wholesale, as well as only exporting and importing the scripts.
I've tried deleting certain scripts or moving them around, it then begins to throw the same error with different scripts. If I delete everything wholesale it won't compile at all because all my objects and shit that reference scripts won't compile so it won't get far enough to see if it works
>>
File: Witch_ColourEdit1.png (170KB, 878x700px) Image search: [Google]
Witch_ColourEdit1.png
170KB, 878x700px
>>170306440
Theonian here,

It already looks great, but here's a quick recolour edit I made. Coulours are all subjective preference, I think, but I'd give the mouth/nose a bit more definition and round off the eyes a little (as well as adding highlights).
>>
File: colors.png (84KB, 935x700px) Image search: [Google]
colors.png
84KB, 935x700px
>>170307556
There is far more to color palettes than primitive complements, anon. It's not a matter of "works best", that's entirely dependent on the intended

Complements are used often because they balance each other out and produce something "neutral", so it's a safe choice. Triads are similar, there's a neutral balance between the colors based on their position on the wheel. But if you want a color palette that's got a defined tone or personality, limiting yourself to a particular sector of the wheel is the way to go. Two thirds of a triad is one way to do that.

>>170307931
pic related is some suggestions. Light purple didn't work too well imo
>>
>>170308107
The intended feel or tone you want to convey
>>
File: snakewitch.png (40KB, 487x499px) Image search: [Google]
snakewitch.png
40KB, 487x499px
Make snake witch teacher character. Next up is some classmates and then the first environment of the witch school.
>>
>>170308531
There are zero (0!) features on that character that I associate with snakes.
>>
>>170308034
>overused as fuck
It's because its what works. Also, its not overused, since it's one of the best color combinations there is.

>>170308107
I know that there are more than just simple contrast, but considering that the character has basically just 2 colors, either you use contrast, or you use neighbor colors. And purple&orange aren't neither of those.
>>
File: fingersnake.png (32KB, 450x362px) Image search: [Google]
fingersnake.png
32KB, 450x362px
>>170308651
Her fingers are smaller snakes.
>>
What (preferably free) engine does /adgd/ recommend for a simple 2d browser game?
A code heavy one would be nice, if possible...
>>
Why is sourcefaggot so damaged? Who did this to him?
>>
File: 1468693426424.jpg (11KB, 240x320px) Image search: [Google]
1468693426424.jpg
11KB, 240x320px
>>170308826
>>
>>170308651
if you squint to an extreme level the general shape kind of resembles a cobra but that's about it
>>
>>170305265
I really like your artstyle.
Keep up the good work anon!
>>
http://poal.me/5pt9am
>>
>>170309042
I know what they were going for with that, but even with that knowledge and taking off my glasses...
Ain't happening.
>>
>>170309042
>>170308531
She could have absolutely huge tits instead, that would better replicate the shape of a cobra
>>
File: wizfanart.png (6KB, 109x127px) Image search: [Google]
wizfanart.png
6KB, 109x127px
>>170281390
>>
>>170281390
I'm not saying I don't like this, because I do like it but... Is that a resolution of two?
>>
>>170309135
Here, I took five seconds out of my very, very busy schedule to bring you this top-secret site that has all the polling already done for you with an enormous sample size you could never hope to achieve in agdg;
https://en.wikipedia.org/wiki/Display_resolution
>>
>>170308651
>>170309042
What if it's a sea monster pretending to be a snake witch
>>
>try to change image_index when a variable hits a certain range
>it doesn't fucking work
>set it directly
>doesn't work
>set the draw_sprite_ext's sprite to -1
>other functions don't have an effect still
>set the draw_sprite_ext DIRECTLY to 2
>doesn't fucking work
fuck this shit.
>>
>>170308078
Noice, makes here look like a living person and not a doll.
>>
>>170308719
Purple and orange are two thirds of a triad. It's a perfectly valid color combination. Are you not familiar with triads?
>>
File: 1485752537484.jpg (27KB, 496x415px) Image search: [Google]
1485752537484.jpg
27KB, 496x415px
>>170309335
At last I truly see!
>>
>>170285443

>42 -- RAD Ross
>10 -- RADRoss

Hey you guys need to fix this.
>>
How does one end up doing this kind of shit?
https://www.youtube.com/watch?v=Q_ZyqmYqXeg
Is there money in this kind of games?
>>
File: cap.png (10KB, 320x180px) Image search: [Google]
cap.png
10KB, 320x180px
>>170285443
----[ Recap ]----
Game: Yet Another Monstergirl Platformer
Dev: jalm
Tools: GM:S
Web: jalmsays.tumblr.com
Progress:
+ Spent this week on a jam game for DD13 instead.
+ Got slopes and one-way platforms working at least.
+ background things
- trees are hard
>>
>>170309394
Thanks,

Yeah, I think a little sparkle in the eyes make them look more alive. It's a simple trick, but it can have a big effect.
>>
>>170309380
Are you using parenting? I think that fucks up image indexes.
>>
>>170309420
Triads are called traids because they are used in 3, not 2, but you already knew that, right?
>>
>>170309078
Thanks anon.
>>
File: pillars.webm (2MB, 1018x758px) Image search: [Google]
pillars.webm
2MB, 1018x758px
>>170309815
no, just kill me already
I really don't know what I'm doing wrong. It could be something fucked with the GMS2 beta. I need to port this game to GMS1.4 right now but I didn't think I'd make it this far. (old progress here)
>>
>>170309380
check your image speed
>>
File: morebarrels.webm (203KB, 620x480px) Image search: [Google]
morebarrels.webm
203KB, 620x480px
>>170285443
----[ Recap ]----
Game: RAD Ross
Dev: Gnome Made Games
Tools: GMS
Web:
twitter.com/GnomeMadeGames
apollo.itch.io

Progress:
+ Title screen & options menu
+ Exploding barrels
+ Switches for puzzles
+ DD13 demo worked on, almost there.
>>
>>170310004
>expecting things to work on a beta
myf riend...
>>
>>170309285
turns out that it wasnt, thanks.
>>
>>170309718
>Is there money in this kind of games?
Yes of course. If Disney finds out it exists they bring out the lawyers and then you're fucked. You're paying them 15K for each use of Elsa. You're paying them for each use of her name. You'll probably pay them for the cow. You lose everything you own and because they got this shit out of a settlement you never ever get to say anything about it.
>>
File: IMG_3453.jpg (2MB, 3264x2448px) Image search: [Google]
IMG_3453.jpg
2MB, 3264x2448px
>>170298902
Narrative dev here, just pondered on gameplay mechanics and player cards.
Having them horizontal is cool, but the layout is tricky
>>
>>170309881
Abysmal logic
Full triad is neutral, Two thirds of a triad is tonal.
You don't genuinely believe that green and orange, or blue and red, or purple and green don't work together do you?
>>
>>170310186
Depends on where you live
If you're Chinese/Russian, there's fuck all they can do to stop you
>>
File: fanart.png (8KB, 360x264px) Image search: [Google]
fanart.png
8KB, 360x264px
>>170281390
Furh yuu
>>
>>170308078
wow, thanks!
>>
Who here is a worthless writefag that i can use as a lore slave?
>>
File: SDL_app 3_6_2017 9_42_00 PM.webm (204KB, 640x480px) Image search: [Google]
SDL_app 3_6_2017 9_42_00 PM.webm
204KB, 640x480px
Now you can walk up to this guy and kick him
>>
>>170308078
>Theonian here
>The HR Giger of agdg cutifies a witch
lel
>>
>>170310634
I like your tile set a lot.

>>170310570
Try asking /tg/ for assistance.

>>170308531
Looks like some sort of axolotl/owl hybrid instead of snake.
>>
>>170310497
Disney finds a way.
>>
>>170310523
woah!! love it. Any chance u can send a higher res version to [email protected]?
>>
>>170311004
>higher res
but you're making a low res game with a pixel filter?
>>
>>170310570
I could be into that honestly, what engine are you using?
>>
>>170311004
>tyler can't use mspaint
sad!
>>
>>170311060
Grant the man his dying wish, damnit!
>>
>>170311004
>>
>>170311126
Sorry, found three willing participants on /tg/. But good luck finding another project!
>>
>waifu2x
*visibly vomits*
>>
File: 1394398135491.gif (798KB, 600x505px) Image search: [Google]
1394398135491.gif
798KB, 600x505px
>my game will NEVER EVER get fanart
>>
>>170311415

is that gif a reference to Event Horizon?
>>
>>170311415
>first game got lots of fanart
>dropped it
>second game got no fanart
>it's on steam
>>
>>170311369
It's designed for vector art (Which is what the generic low budget anime style basically is) and works well for that. Pixel art is obviously going to turn out like shit (as seen in above post).
>>
>>170311491
liberate me
>>
/visibly sp00ked
>>
>>170311491
Dunno lol
>>
>>170311004
sent ;)
>>
>>170310062
I haven't set one specifically and the sprites do not flicker through the two frames.

What about image speed should I be concerned about? I want it at 0, but I seem to have no control over setting my image index, even when i tell the draw sprite event directly to draw the second frame.
>>
>>170311415
Just make your game about anime and/or furry characters
>>
>>170311060
oh ah yeah. Im thinking theres gonna be like a museum catalog UI that u can click thru to see everyones images as they are w/o the pixel filter (since we wont be able to fit everyones art on the walls in game). Looks wonderful on the wall tho, thanks!
>>
>>170311512
which games?
>>
>>170311154
im a lazywiz
>>
I posted a couple nights ago about my first song I've ever made. Here it is so far, how do you like it? Also where do you think it could fit into a game?

https://clyp.it/x3zgy01p
>>
>>170312190
>Here it is so far, how do you like it?
Not bad for a first song. Watch your levels though.
>Also where do you think it could fit into a game?
In the folder of "stuff I made while learning that would be detrimental to a game if included"
>>
File: windy.jpg (123KB, 794x717px) Image search: [Google]
windy.jpg
123KB, 794x717px
>>170311998
add my witch please!! ty
>>
>>170312190
>https://clyp.it/x3zgy01p
reminds me of punch out, add some noise percussion
>>
>>170311998
Oh hell yeah my dude, thanks
>>
>>170312368
Wow you really dont think its worthy of a game? Fair enough
>>
>>170312375
can u turn her into a wiz
>>
>>170312375
do not add this picture as she is not hurling
>>
File: agdg-recap.png (54KB, 1280x720px) Image search: [Google]
agdg-recap.png
54KB, 1280x720px
----[ Recap ]----
Game: Project Sunshine (working title)
Dev: Scarlet String Studios
Tools: Unity
Web: n/a
Progress:
+ Made platforming physics more consistent
+ Figured out how player should collide with throwable physics objects
- Cutting a whole level from DD13 because it's a mess
>>
>>170312553
>witch (male)
>>
>>170310559
No problem, Anon!

As I said, I already think it looks very good!

>>170310639
Well
>>
>>170312547
ya gotta make a game first!
here's some musical inspiration tho
https://soundcloud.com/iwilldevouryourkittens/the-sea-lord
>>
>>170312547
Not him, I don't think so either. The time for chip tunes was thirty years ago. The time for retro pixelart games with chiptunes was three years ago.
>>
>>170312547
Not at all, mate. Sorry if you weren't looking for brutally honest criticism.

Here's a great resource for chiptunes' noobs. The examples are specific to pxtone, but the theory and tips are super helpful for whatever tool you're using.

http://www.gr87.com/?page_id=64
>>
File: healthbar.webm (293KB, 800x550px) Image search: [Google]
healthbar.webm
293KB, 800x550px
Upgraded to 5.5 up from 5.3 as well as added a basic healthbar

Upgrading wasn't too hard but this serves as a good chance to clean up my project a bit at least and organize some stuff.
>>
>>170312634

why is the character sprite pixel but the rest is of a different style?

also the alpha is not set properly, all those white outlines, ew
>>
>>170312706
I like it but Im not sure how I feel about that harsh trumpet sounding instrument
>>
File: 1259374943894.jpg (51KB, 360x286px) Image search: [Google]
1259374943894.jpg
51KB, 360x286px
>>170312375
>witch doesn't even have gills or snake fingers
>>
>>170312928
gives you a good idea how you can build a few themes and add them up to make the song feel like it's progressing.
>>
File: wizmud.png (15KB, 512x378px) Image search: [Google]
wizmud.png
15KB, 512x378px
>>170281390

I played wizmud yesterday and can safely say I've captured the spirit of the game with my art
>>
>>170312805
>>170312853

No, I appreciate the honesty %100 and thanks for the resource.

I did make this version too, but honestly thought the chiptune version was better

https://clyp.it/ht5n32gc
>>
>>170311998
Is the game up atm? Does it work on chrome?
Everytime I try to play I just get a black screen and the border of the chat window.
>>
>>170313110
I do this literally every time I log in

great taste
>>
File: Rocket.png (588KB, 1278x720px) Image search: [Google]
Rocket.png
588KB, 1278x720px
>>170285443
----[ Recap ]----
Game: Ctesiphon
Dev: Stomy
Tools: LibGDX, Blender, GIMP
Web: stomygame.tumblr.com
Progress:
+ Rockets are fully working
+ Cleaned up blast damage calculations and decoupled blast push force from damage dealt
+ Placed rocket launcher in the level for demo day
+ Rocket Launcher has an alt-fire that shoots grenades
+ Rockets and grenades have smoke trails
+ Got a windows exe build together with Launch4j. Finally!
>>
>>170313186
That actually sounds leagues better than the chipz.
People assume chiptunes are easier for some reason, but they need a lot more work to sound good than a regular song.
>>
File: grove2.jpg (508KB, 1920x907px) Image search: [Google]
grove2.jpg
508KB, 1920x907px
>>170285443
----[ Recap ]----
Game: Fungus Amungus
Dev: Millien
Tools: Unity/C#
Web:
Progress:
+ Fixed my enemy placement system with some placeholder enemies until I finish the last two models
+ Designed the first boss battle
- Still haven't done the enemy rework required to implement the boss battle
- Not gonna make DD13
>>
>>170313110
beautiful
>>
make up deep extensive plot and artstyle for a simple game VS. keeping it all as simple as the gameplay

which would you choose
>>
>>170313186
See I prefer this one. Perhaps I'm just racist against chiptunes but I feel this version will always be, uh, relevant I guess. You can boot the game in twenty years wiht this and it'll sound okay. Do it with chiptunes and you'll likely get a what the fuck is this? For lack of a better term, using 'real' music means you're being judged on the quality of the music. Going with a niche version means you get judged by the niche as well.
>>
>>170313437
simple+simple

Although not the most simple game, I remember playing Frozen Synapse Prime and skipping hundreds of lines of text because it was a "gameplay first" type game in my eyes.
>>
>>170313437
I dunno, are you any good at writing stories and characters?
>>
File: 1463005839014.jpg (38KB, 362x346px) Image search: [Google]
1463005839014.jpg
38KB, 362x346px
How many views/downloads do I need to have a big itch.io epeen?
>>
>>170312867
Character is placeholder until I get around to hiring an artist.

Noted on the transparency though, let me figure that out.
>>
>>170313261
yeah u jus t gotta ride the black screen out
>>
>>170313634
>>170313551
I'm making a phone hotline miami-like game where you kinda customize your weapon stats based on parts gained on level runs.

I'm just trying to justify the guy going in there and killing everyone, but sometimes not explaining this at all just seems like the best alternative
>>
>>170313662
3000
>>
>>170313662
(views + (downloads * 4)) * actual peen size
>>
>>170314115
>Unnecessary amount of parentheses
>>
>>170314409

>Common CORE
>>
>>170314409
lel all of those are necessary. In fact one could argue it should be:

(views + (downloads * 4)) * (actual peen size)

because you could argue then you are only multiplying "actual"
>>
>>170313662
~200 downloads/day = top 50ish in my experience

I assume it's based on downloads, maybe it isn't.
>>
>>170314409
I put all of my expressions in parenthesis.
>>
File: placeholders_latest.png (9KB, 384x384px) Image search: [Google]
placeholders_latest.png
9KB, 384x384px
Shilling this again. Join if you'd rather make a game for this than for lolita jam. The dates can be pushed back if that works better.

GAMEPLAY JAM: Everyone makes a game using identical assets.

https://itch.io/jam/gameplay

>>170314610

Assuming that phrases are parsed correctly, i.e. all multiplication uses a symbol, this suffices.
(views + downloads * 4) * actual peen size
>>
>>170314497
is for numales
>>
Just spent most of my evening fighting CMake. Why is pretty much every build system terrible?
>>
>>170314793
I actually like this jam idea.
>>
>>170314610
Stick to gamemaker, bud
>>
>>170315000
join you doof, we need social proof to counter loli
>>
>>170314758
enjoy your slow code
>>
>>170315028
What the fuck did you say to me? I'll have you know I'm a Engineering graduate with specialty in Computer Science.
>>
>>170315146
Even more reason for you to never write code
>>
Remember to make your variable names as short as possible and avoid formatting your code to make it run faster.
>>
>>170315296
This actually works for interpreted languages
>>
>>170314793
There's already an upcoming gameplay jam tho
https://itch.io/jam/rush-hour-jam
>>
>>170315584
You know, that jam was a good idea, except that the name and banner are completely retarded and have nothing to do with the jam itself.
>>
>>170315584
This also looks good.
>>
>>170315584
Thank you for believing

>>170315663
If you have a better name and banner, give em to me. I thought it was funny and tounge-in-cheek, but I'm more than willing to change it.
>>
>>170315296
>>170315414
Chrome gets bonus points for (at one point) making inlining decisions based on code size, measured in characters. So deleting comments could actually give major speedups.
>>
>>170314936
Because either it's built for flexibility, in which case it's extremely complicated, or it's built for simplicity, in which case you're fucked if you want to do anything remotely interesting. CMake is in the first camp.

What were you trying to do with it, anyway?
>>
File: nn.png (281KB, 960x540px) Image search: [Google]
nn.png
281KB, 960x540px
----[ Recap ]----
Game: NipNip
Dev: Cilerba
Tools: Unity
Web: https://cilerba.tumblr.com/, https://twitter.com/cilerbaa
Progress:
+ Now 100% pixel perfect
+ Parallaxing bg's work
+ Resolution errors fixed
+ Misc bug fixes
+ Tutorial level/level 1 finished
- Zelda happened
- Then Zelda happened
- And some more Zelda happened
>>
>>170316036
I wanted to run a script to get the most recent git commit hash and add it as an argument to gcc (something like -DAPP_VERSION_STRING="${VERSION}"), and for it to update every time something in the project changes.
>>
>>170316085
Do you find Unity to be overkill for your game?
>>
>>170316430
Little bit! Definitely not as bad as everyone makes it seem honestly.

The platform availability makes it worth it.
>>
>>170316216
That does sound like a pain in the ass. Also I'm not sure it's a good idea. Since -D options can be referenced from anywhere, it's impossible to know which .o's actually depend on the version string and which don't. A better option might be to make a dedicated .c file whose only purpose is to declare a global constant containing the version string, and build only that file with -DAPP_VERSION_STRING. Since that file will be so small, you might be able to get away with rebuilding it unconditionally with no major slowdown.
>>
File: concept.png (22KB, 702x359px) Image search: [Google]
concept.png
22KB, 702x359px
>>170315865
Two Genre Jam
Here's a concept logo if anyone wants to make something better. The two words are being smashed together.
>>
>>170317069
genrefucking
>>
>>170316727
Yeah, good point. It would have to rebuild everything.

I ended up generating a small .h file with a #define of the version string in it, I couldn't get CMake to update the compiler flags (they just remained stuck at the first value). It feels like a hack but it works.
>>
>>170315584
Nice, I have some ideas (involving actual mechanics and implementation details, so not ideaguy idea)
>>
>>170317069
Seems kinda plain.
Also the selling point here isn't just two genres, but that those genres don't really work together.
If people like it and I'm given a banner, I'll change it.
>>
>>170315865
>better name
Potara Jam
>>
>>170317069
A white block (genre 1) and a black block (genre 2) have a gray block child.
>>
>>170317445
Potato Jam
>>
>>170317416
Who is going to decide if the two genres don't work together? Will a game be banned from the jam if the two genres work well together?
The description can still state that the intent is to have two genres that tend to not work together.
>>
hey guys check out my jam idea
it's called my game jam, the theme is make my game for me
>>
>>170317730
>0 joined
>>
>>170311998
>>170312375

please don't add this. no gurls allowed.

it doesn't even fit in with the aesthetic
>>
>>170317693
>Who is going to decide if the two genres don't work together?
We don't need a committee to decide if games fit into the theme. It's honor system.
We need to make sure that participants understand the restriction is to work with two unrelated genres though. If they choose to make a puzzle platformer, that's ok, I'm not going to delete their game. Maybe they tried and that's all they could come up with, or maybe the genre mashing isn't obvious.
At least with a name like rush hour people are forced to read the rules, because it's not a given. Just my opinion tho.
>>
How does one "record" a .gif (I am not even sure record is the right word for this). I just wanted to make a quick 5 second gif or something for the itch.io page
>>
>>170318232
ez answer: gifcam
long answer: pixelnicks.net/tuts/gifs.html
>>
>>170318354
Thank you, anon! Looking into it now!
>>
>>170315930
What? Why wouldn't comments get culled?
>>
>>170318232
GIMP can export a layered image as a gif with each layer as a frame
>>
>>170318225
I feel like more people will look at "rush hour jam" and think "why the fuck would I make a game for that movie?" and not even look at the rules.

With "two genre jam" people will know right away what the theme is like. The genres needing to be as unrelated as possible is really just a bonus point in the theme.
>>
File: hachiko2317cut.png (16KB, 420x234px) Image search: [Google]
hachiko2317cut.png
16KB, 420x234px
>>170285443
----[ Recap ]----
Game: Jinzo
Dev: nurikabe
Tools: Unity, Tiled, SAI
Web: https://nurikabe.itch.io/
Progress:
+ redid some portraits and enemy graphics
+ created some new tiles
+ probably did some code changes but i cant remember
- broke all the old demos by adding new tiles because of the way tiled indexes maps
- made 16p tileset and not sure if i should switch to it or stay on 24p
- tried out a visual bt scripting sytem but bt sucks for level scripts compared to fsm
>>
>>170316085
>pixel perfect
HOW.
>>
>>170318828
But it's an /agdg/ jam.
For people who visit the thread and see it being talked about.
I still stand by my "if people like something else better I'll change it"
>>
>>170319510
I know it's an /agdg/ jam. And the first time I saw it I ignored it because I thought it was just a meme jam, not a jam with an actual theme.
>>
File: 1471119158366.jpg (493KB, 1280x980px) Image search: [Google]
1471119158366.jpg
493KB, 1280x980px
>>170284085
>>
>>170319428
https://www.assetstore.unity3d.com/en/#!/content/64563

Along with some tweaks to make sure that every time the window is resized, the screen resolution is changed to make sure that the pixel snapping is resized as well.
>>
>>170319428
Easiest method:
Download Godot, tick "pixel perfect", turn off image filtering, done.
>>
File: 1478424639151.png (92KB, 335x291px) Image search: [Google]
1478424639151.png
92KB, 335x291px
>>170319428
not him but
>render the game to a render texture, then scale that on a quad in a second camera
>only put sprites and cameras at pixel coordinates and dont go over 7million units from the origin
>keep a movement buffer to allow smooth movement slower than 1 unit per frame
>avoid the built in physics as much as possible
>run parallax effects in camera space, most easily done in shaders

unfortunately there is just a shitton of issues with low resolution games in a 3d engine and a lot of them are not apparent immediately

i thought i could get away without writing custom collision code but when you have the character able to fall off a platform with a tiny movement that makes absolutely no visual change in position, you have a major problem
>>
File: tumblr_o8aeszfYxL1qdkml5o1_1280.jpg (368KB, 1280x983px) Image search: [Google]
tumblr_o8aeszfYxL1qdkml5o1_1280.jpg
368KB, 1280x983px
>>170320040
This artist always makes me want to make a game about traveling witches.
>>
>>170311275
Why did the wizard throw lemons into the water?
>>
File: Container_Closed1.gif (577KB, 194x185px) Image search: [Google]
Container_Closed1.gif
577KB, 194x185px
Made a simple container thing
>>
File: Container_Open1.gif (576KB, 194x185px) Image search: [Google]
Container_Open1.gif
576KB, 194x185px
>>170321645
Open version
>>
File: Container_Open2.gif (548KB, 194x185px) Image search: [Google]
Container_Open2.gif
548KB, 194x185px
>>170321748
And this might be a bit overkill, but I experimented with adding red light (vertex paint) to indicate that the box has been emptied, to make it more obvious from afar.
>>
>>170321860
i like it
does it have an opening animation?
>>
>>170310523
Thats quite nice
>>
>>170321926
Thanks!

>does it have an opening animation?
Afraid not. I thought I could get away with covering it in particle effects or something, but maybe an animation is needed.
We still haven't stress-tested the 3DS for animations, so I'm not sure if it's a good idea to have everything animated. Could be it's no trouble at all, but I don't know yet.
>>
File: towerselection.webm (3MB, 1920x1080px) Image search: [Google]
towerselection.webm
3MB, 1920x1080px
>Tower selection and upgrading works
Alright, that is technically a complete tower defense game. We did it!
>>
>>170313406
nice The Last of Us clone
>>
File: charetc.png (19KB, 250x299px) Image search: [Google]
charetc.png
19KB, 250x299px
Anon who wanted to make a Patlabor-esque game here. Mech gameplay would obviously be in 3D, but what about non-mech stuff? I'd like to get in some cursory exploration in the city setting, and that's better suited to outside of a mech. I thought about iso characters in 3D environments, but that's still a lot of sprite assets per character. I can draw faster than I can model unique characters, even from a base model, so I'm not sure what the best approach is. Sprites? Low-poly character models?

>>170322370
Neat stuff. Gotta fix that clipping, though.
>>
File: movement.webm (834KB, 720x406px) Image search: [Google]
movement.webm
834KB, 720x406px
Walking animation is wonky but I'm eyeballing it in Illustrator just to make some test runs to make sure the style even works in movement.
>>
>>170322620
I don't know how yet ;_;
>>
>>170321645
>>170321748
>>170321860
Nice one

>>170322108
I'm sure it can handle animating 6 triangles and a bone
>>
>>170322370
>tower defense #239098
Why are you making this, Anon?
>>
>>170322870
To learn I'd presume. What's wrong with learning anon?
>>
>>170322642
cute

>>170322870
mean
>>
>>170322870
1. To learn Unity
2. To ease into a comfortable collaborative routine with the artist
3. To gain experience finishing a full game

Our goal is to make a shopkeeper game.
>>
>>170322820
Thanks!

>I'm sure it can handle animating 6 triangles and a bone
Absolutely, but I'm thinking I want to leave as much animation power as possible to the enemies and stuff. If unanimated containers mean I can have one more fairly detailed enemy on screen I think that's a decent trade-off.
I'm sure I'm just being paranoid about optimization stuff, though.
>>
>tfw I can draw on paper and I can do 3d modeling but I cannot do pixel art well at all on the computer

Seriously what the hell
>>
File: iso-example.png (207KB, 791x915px) Image search: [Google]
iso-example.png
207KB, 791x915px
>>170322703
How are your sprites set up? I think someone else recommended facing the sprites toward the camera, which is what I did in the past. It seemed to work in my case.
>>
>>170322946
Okay, that makes sense for your part.
I can't understand why a skilled artist would want to work with you if you're not skilled though.
>>
>>170322642
Good work so far. I like the style. What's the gameplay going to be like?
>>
>>170323240
Not that anon, but what's your native language? Just curious.
>>
>>170323172
because they're a fool.

>>170323160
They're gameobjects with spriterenderers in unity that are billboarded by using a script to face them at the camera. They are clipping through the level because facing them toward the camera bends them like in your picture, but they go into some geometry because of their height combined with their movement.
>>
>>170323240
That's an odd question. It's English. Why do you ask?
>>
File: original.jpg (88KB, 1300x376px) Image search: [Google]
original.jpg
88KB, 1300x376px
>>170323160
lol
>>
>>170323505
Whoops, meant to reply to >>170323365.
>>
>>170323365
There is literally nothing wrong with that post's grammer.
>>
>>170323532
Billboarding definitely isn't new. I just wanted to show an example of the sprite facing the camera, and it was easier to show with pictures than explain with words. In this case, this guy is doing the correct thing, but the positioning sounds trickier than I thought.
>>
>>170323240
>What's the gameplay going to be like?
Speed puzzles against monsters with optional exploring and treasure hunting.
>>
>>170323505
The way you used the work "like" is pretty popular with non native English speakers. Was just wondering lol
"That is how X will be like"

>>170323607
I know.
>>
>>170285443
----[ Recap ]----
Game: Unnamed Pixel Platformer
Dev: Anonymous
Tools: C++, SDL2, Code::Blocks, Aseprite, Tiled
Web: N/A
Progress:
+ Added a new plant-type enemy
+ Support for tiling background images
+ Worked on a new level
+ Made changes to the camera to get rid of strict position locking, not sure if this is an improvement however
+ Added look up/down back to the game
- Need to actually draw some backgrounds now
>>
>>170323874
That's native english you wanker
>>
>>170323874
That's interesting. I'd never thought that kind of phrasing was a non-English speaker thing. Although if I were to say your sentence in a way that was natural for me, I'd probably say: "X will be like this" instead.
>>
>>170323874
Do the needful and kys
>>
File: thumbs up.gif (179KB, 350x197px) Image search: [Google]
thumbs up.gif
179KB, 350x197px
>>170323807
I'd play it.
>>
File: 14 - Alpha.png (2MB, 1868x2584px) Image search: [Google]
14 - Alpha.png
2MB, 1868x2584px
14 - Alpha
3* | ATK: 13 DEF: 21 |
The abilities of warriors Alpha destroys by battle cannot be activated.
>>
>>170324637
u wot
>>
File: mechaprogress_pic1.png (25KB, 768x720px) Image search: [Google]
mechaprogress_pic1.png
25KB, 768x720px
>>170285443
----[ Recap ]----
Game: Heavy Frame AEGEUS
Dev: Axlebox
Tools: GM:S
Web: none
Progress:
+ Managed to get module inventory work properly
+ working on portraits for textboxes
- art takes too much time
>>
What does /adgd/ think of RPG Maker MV? I need an RPG program that works on Mac and this seems like the safe option.

Bonus points for iOS and Android compiling.
>>
>>170324917

>not keeping up with the hottest new TCG featuring naked men

what are you, gay?

http://pastebin.com/LUNwxX8y
>>
>>170325072
There's an RPG Maker general.
>>
File: MONDRIAN SQUARES.png (5KB, 460x463px) Image search: [Google]
MONDRIAN SQUARES.png
5KB, 460x463px
>>170285443

----[ Recap ]----
Game: Mondrian Squares
Dev: Mike Le Watt
Tools: Unity
Web: n/a
Progress:
+ added semi working puzzle editor
+ implemented saving/loading of puzzles
+ game no detects if the puzzle is solved
- still working on displaying clues
- bugs
- no time for next demo day
>>
>>170325142
Cheers lad.
>>
>>170325224
I hear it's pretty dead. I personally wouldn't mind you posting in here as long as you weren't using the default assets and made some attempt to customize the engine.
>>
File: woospirit.gif (41KB, 352x222px) Image search: [Google]
woospirit.gif
41KB, 352x222px
wooooo spooooky
>>
>>170325412
I'd eventually be moving onto that, but at first I'd be running through testing it all out with default assets and no customisation.
>>
>>170325457
draw me a cute 2d cat please
>>
>>170325457
>Light flickers
>Shading on fur doesn't match the movement of the light
Hmmm...
>>
>>170325457
is your target audience purely gay furries?
>>
>>170325591
Don't worry, that's on the todo list.
>>170325542
im sry
>>
>>170325651
It's a big audience.
>>
>>170325457
how much do you get paid to make those animal pictures?
>>
>>170325530
use gamemaker
>>
>>170325728
genuinely big or just vocal?
>>
>>170325651
Lovers of vintage games is the target audience.
>>170325745
$0 USD.
>>
>>170325829
but doesn't your game have furry porn in it?
>>
>>170322620
Well, if you can make those kind of cute, nice looking characters, then you could go on an FFT like route: have 2D sprites walk in a 3D world. Even if that looks kinda weird sometimes, I find them likeable. If you want a likeable, relatable character, you need to make her resemble as much a human as possible. You might miss that if your poly model ends up ugly.

I don't know why, but I really like that drawing. I had a character in mind with a similar look. Any social media to stalk you on?
>>
i can't be arsed to make unity pixel perfect so gm it is 100 hours worth of code into the trash but my main target are 2d games so who cares r-right?
>>
>>170325951
Steam version won't, obviously.
>>
>>170325829
I hope you realize that the gay furry art will drive away any potential non-furry customer.
>>
>>170326024
>one week's worth of work
poor you
>>
>>170281083
>Free audio
>freesound.org/browse
>incompetech.com/music
>freemusicarchive.org
how free in terms of how good?
if I wanted 80% gains on quality for a low premium price whats the best place?
>>
File: rotatingattackanimation.webm (83KB, 424x414px) Image search: [Google]
rotatingattackanimation.webm
83KB, 424x414px
I'm a rixel lord now.

Also is the recap still open? I forgot to do it again.
>>
>>170326093
Oh interesting, I didn't know that was your plan
Does that mean you need to adjust the plot to take out the need for sex or do you just skip over those cutscenes?
>>
>>170325829
i love the type of game you are making but i cant play a fucking furry game

>>170326024
what kind of problems are you having? chances are ive run into them already
>>
>>170326220
how did you learn to do pixel art?
>>
>>170326220
At least make the rixels the same resolution as your sprite anon
>>
>>170326009
>You might miss that if your poly model ends up ugly.
That's a good point. Modeling isn't my best skill right now. I guess I'll do some test sketches and see how they look.
>Any social media to stalk you on?
Not at the moment. I'd make a progress blog but I keep switching between game ideas so they never pan out. I could try to sketch something right now if you have a description, though.
>>
>>170326224
There are Steam friendly cutscenes being done for it that explain the story proper.
>>170326303
If you know of any non-furry games like it, lemme know.
>>
I've started to prototype a game, but I need your advice, /agdg/.

It would be a shmup, but without the actual shooting, so the main focus would be on dodging. However I would like to change the controls a little, namely, you would have to control your vehicle with the mouse.

Now I have two ideas for this, and I'm not sure which approach to take:
- MOBA/ARPG like. You click somewhere and the object goes right there. It would have some momentum, of course, so if you change the destination while it's already in motion, then it'll take some time for it to steer in the new direction. Speed would be always constant.
- Similar to the previous, but the object does not go to the exact location of the click, but rather gains momentum in that direction. So the "harder" you click, the more speed it will gain in that direction. So with a little click, it might not even reach it, and with a big click, it might over go it. This would involve acceleration and deceleration.

Which sounds better? Or should I just finish the prototype with both, and playtest with others which feels the best?
>>
>>170326319
You don't want to learn shit from me. My art is garbage.

>>170326412
Naaah. That looks way worse IMO. You're talking about causing sprite distortions, right?
>>
>>170326436
have you ever fapped to your own work before?
>>
>>170326474
>That looks way worse IMO
It looks like it could have actually been done by Mode 7 rather than just someone with no artistic integrity
>>
>>170326436
are you actually a furry tho?
>>
File: dream drop.png (2MB, 800x1400px) Image search: [Google]
dream drop.png
2MB, 800x1400px
currently trying to get better at art, so here's some ~concept art~ for my cyberpunk-ish detective game.
>>
>>170326572
Wait until you see the particles and lighting.
>>
>>170326470
2nd sounds better desu. The first just seems like a worse version of the standard mouse to move in bullet hells.
>>
>>170324154
>>170324247
Suck my dick. No, seriously, suck it.
>>
>>170326470
>>170326637
Actually, the first without the clicking seems cool too. It follows the mouse but with a delay.
>>
>>170324637
>tfw I'm not thicc enough to be in your game
It hurts...
>>
>>170326606
I like it, but, is it a she or a he? I mean, I see a flat chest, but with a skirt, and the shoulders are too manly.

I hate when /agdg/ makes me question my sexuality. ;_;
>>
>>170326606
draw a cyberpunkish cat
>>
>>170325129
are all your boi tois russian or something?
>>
>>170326606
I hope that's a girl(male) cause hips too small, shoulders too wide and jaw too manly.
>>
File: out.webm (3MB, 576x324px) Image search: [Google]
out.webm
3MB, 576x324px
>>170326470
So I confronted the problem with pic related before my collab partner disappeared
click as "goto here" is just way too indirect, it doesn't give you enough control to make precise movements

the shortlist of what worked was:

direct translation: mouse position == ship position (the webm)
touchpad emulation: ship moves with mouse, but only when m1 is pressed (used on mobile platforms)
mouse as target: ship always moves towards mouse position in a lerping motion
>>
rixels are ugly

there, i said it.
>>
>>170326436
maze of galious
>>
>>170326867

i try to make the name distinctive without defaulting to descriptors, i guess my idea for making a name unique is to make it russian lol
>>
>>170326805
>>170326932
purposely androgynous-looking, but you could call it a girl :^}
>>
>>170327180
>>170326436
L.A. Muheres
>>
File: 1415062182345.jpg (147KB, 599x500px) Image search: [Google]
1415062182345.jpg
147KB, 599x500px
>>170307336
burn
>>
File: maxresdefault.jpg (25KB, 1280x720px) Image search: [Google]
maxresdefault.jpg
25KB, 1280x720px
https://i.ytimg.com/vi/L04DCCfirvk/maxresdefault.jpg
>>
>>170326139
>one week's worth of work
more like 2 months

>>170326303
>what kind of problems are you having? chances are ive run into them already
i dont have a specific problem yet but all the tutorials i have seen are like "well this is ALMOST pixel perfect", some anon said he uses 5 cameras (ui,parallax,scene,etc) but i am new to gamedev and have no idea how to tackle the whole thing
>>
>>170327247
>>170326436
you mean La Mulana?
>>
>>170326779
its not the thicc on ur booty that counts, its the thicc in your heart
>>
>>170327379
>2 hours a day
do you want your game to take 5 years?
>>
>>170326734
So it would be constantly in movement? Hm, sounds very interesting, and would make the player focus more since there's no room for rest.

>>170326637
I see, thanks for the tip! The main idea behind is that you often see games where there are projectiles which are following you so you can lure them around, and I thought how would it work if the character is controlled like one of those.

>>170326948
So you say I shouldn't try to fix what ain't broke, and if I would like to have a mouse-shmup just go with direct position? I see the challenge in that, but thought I might add an extra layer to it, besides, it's just feels good to press a button and have the feeling that you swing something on a string. I believe what you've said would be the first criticism I would get with a demo.

Sorry to hear about your loss of collab pal, anon. I was waiting for that game.
>>
File: 600x600.jpg (49KB, 600x597px) Image search: [Google]
600x600.jpg
49KB, 600x597px
>>170327496
>>
File: sss.png (116KB, 737x325px) Image search: [Google]
sss.png
116KB, 737x325px
----[ Recap ]----
Game: HACK the F.B.I.
Dev: vestigial
Tools: Unity
Web: @vestigialdev
Progress:
+ Making DD content
>>
>>170327552
Shmups ain't broke in general. Why not try making one with a wacky input scheme and see how it turns out?
>>
File: asrecap2.png (12KB, 493x309px) Image search: [Google]
asrecap2.png
12KB, 493x309px
>>170285443
----[ Recap ]----
Game: Ancient Saga
Dev: Plessy
Tools: C#/Monogame
Web: teamessell.tumblr.com
Progress:
+Finished the first armor set for both genders.
+Implemented dynamic texture loading and recoloring for entities.
+Made texture loading asynchronous.
+Started on rotating attack animations.
-No artistic integrity.
>>
File: hotmeeting.jpg (74KB, 833x458px) Image search: [Google]
hotmeeting.jpg
74KB, 833x458px
I was planning on putting up a demo for DD13 but I'm not sure anymore. I wanted to have more done for it, but I only have the bare bones of the start of the game done, which is a pretty much "This is how you play and these are the controls, and here's a shitty little boss monster to put it all together", and is over in less than 5 minutes, but doesn't really give a good representation of what the majority of the game is all about, which is puzzles/exploration. I really wanted atleast a small section of the overworld done and some of a temple for the player to try out.

I really shit the bed with the demo from DD12 and I don't want to have a repeat.
>>
File: wraengchong.png (482KB, 664x675px) Image search: [Google]
wraengchong.png
482KB, 664x675px
>>170327379
>some anon said he uses 5 cameras
thats me

you probably only need 2 and a render texture though
the first camera renders to the render texture, which you paint onto a quad and render the quad through a second camera with this script
http://pastebin.com/LmGkSAYP

the most annoying part though is writing collision and movement systems that are pixel perfect because box2d is not meant to be used for these kind of games, but i think you have to do that in gamemaker anyway unless they improved it since i last used it 10 years ago
>>
What nationality is Blender Guru?

Also is he really the best with regards to video tutorials? He's better than Jacob Lewis but that isn't saying much.
>>
>>170327247
>>170327408
>>170327180
La Mulana is a different type of game. I've been on the lookout for other games like Maze of Galious but since nobody seems to want to make them kinda decided to do it myself.
>>
>>170327884
isn't it wiser to do some regular levels and get the gameplay down before making the tutorial level?
>>
>>170328046
How is La Mulana different?
>>
What spatial partitioning do you use?
>>
File: turt.jpg (45KB, 782x459px) Image search: [Google]
turt.jpg
45KB, 782x459px
----[ Recap ]----
Game: Elemental Knight
Dev:Anon
Tools:Unity
Web:http://jasonpkgames.tumblr.com/
Progress:
+ Not much, just a lot of fine tuning
- Debating if I should bother with demo in current form
>>
>>170325457
>jizz magic
max lol

Keep up the good work you goddamn degenerate.
>>
File: wip.png (385KB, 1500x930px) Image search: [Google]
wip.png
385KB, 1500x930px
>>170285443
----[ Recap ]----
Game: Project M
Dev: Adam
Tools: Unity, Blender
Web:
Progress:
+ 2 armor sets for the new skeleton half done
+ started working on melee combat
- thanks to real life won't make it to DD13
- todo list just keeps getting bigger and bigger
>>
File: autumn.png (155KB, 706x920px) Image search: [Google]
autumn.png
155KB, 706x920px
redoing the player character model since the old one sucked. the strip going up the body is SIX THOUSAND polys, but I want to see how it looks with a metal material applied. if it looks good then I am keeping it. yes I have gone mad
>>
>>170327552
as always with controls stuff I think the best solution is just to make it and see if it's fun or not
I ruled that kind of movement out on that metric, it was just too slow for the sorta-fast game we wanted to make, but if you can make it work I don't see the problem
>>
>>170328198
Well I kinda did that the last demoday. I was working on a "normal" level a few weeks ago but decided to stop and make a short tutorial specific stage for demoday, along with other levels. Problem is that the tutorial level ended up turning into the start of the game, with cutscenes and everything, so it took up a lot more time, which left me with no time to do the other levels I wanted.

I mean, it's not BAD, but it's just not really demo worthy.
>>
>>170327946
>you probably only need 2
>but i use 5 of them
would you like explain why?i am totally lost right now

>>170327502
>2 hours total per day
well anon i don't know what type of game you are making but art and music are a thing so atleast triple that
>>
File: NiGHTS.jpg (103KB, 600x1152px) Image search: [Google]
NiGHTS.jpg
103KB, 600x1152px
>>170328584
hmmm
>>
>>170325019
That looks neato. Whats your color palete like? It looks like maybe a 16 color one?
>>
>>170328764
the 2 you need are
>camera to render the game
>camera that only renders an image of what the previous camera rendered but at a different scale

the 5 i use are
>perspective camera to allow for perspective based visual effects
>same game camera as above
>zoom camera which renders a scaled up version of both the perspective and game camera
>ui camera which allows me to apply post effects on the game camera without effecting the ui
>final camera which renders a scaled up version of the zoom and ui camera

you probably dont need
>need the perspective effects which i am probably going to remove anyway because they look like shit compared to screen space parallax
>gameplay zooms
>post effects
but if you ever do you can probably figure it out later
>>
>>170329345
You can do all of this with 1 camera by using GL to draw the quads directly onto the screen
>>
>>170329569
i think i could eliminate the 2 zooming cameras with that but perspective/ortho and post effects/none still require at least 3
>>
File: 16 - Baal.png (2MB, 1568x2744px) Image search: [Google]
16 - Baal.png
2MB, 1568x2744px
16 - Baal
4* | ATK: 15 DEF: 13 |
You can sacrifice this warrior to select any 3 warriors from your deck; your opponent chooses one, place that warrior on the battlefield, send the rest to the graveyard.
>>
File: treeees.png (5KB, 290x158px) Image search: [Google]
treeees.png
5KB, 290x158px
This attempt at a tree resprite makes it look more like a beehive...

art is hard
>>
>>170329874

they.. are.. us!
>>
>>170329819
Why exactly do you need both a perspective and an ortho camera?
>>
>>170329345
thank you that was enlightening
>ui camera which allows me to apply post effects on the game camera without effecting the ui
that's a good idea
>>
>>170329874
trees are fractals, not spheres.
>>
where are the lewd devs
>>
>>170329929
for perspective based effects although i dont like the results so far

it looks like shit to use perspective based paralax for 2d because the the filtering inevitably causes jitter

it can be useful if there is actual 3d modeled geometry in the background or for some particle effects though
>>
>>170329874
I don't know, anon, I like both.
>>
>>170330107
On tumblr or sometimes I see some familiar faces in /d/'s game general.
>>
>>170329874
let's see them on the map
>>
I'm currently a no-dev working with a friend who's studying game design.

We had an idea for fighting game but we are having issues with deciding how to get started, particularly choosing an engine. I managed to snag GM:S through the humble bundle but my partner wants to work on a free platform so that we can both be working with the same tech. Are there any free platforms other than coding it ourselves that would be fine for the job or should I just tell him to suck it up and get GM:S on his computer?
>>
>>170329874
Looks way better. Perhaps your brown is too dark relative to the leaves, though.
>>
>>170330497
Godot.
>>
>>170330190
what are you calling a perspective based effect?
>>
>>170330497
>friend studies game design
do they teach him programming?
Don't even bother starting if he doesn't know how to code
>>
>>170331265
I'm studying CSE currently, so I've got a bit of an idea about programming.
>>
>>170331356
Be extremely careful that he's not just an ideas guy
>>
>>170331401
I'm more of the idea guy personally, but I'm confident I can pull my weight once we finally get started.
>>
What do you export your Blender stuff to?
Obj? Collada? Something else?
>>
Is it acceptable to start game dev as a duo if one knows programming and the other knows 3D software?
>>
>>170331593
artist programmer is a decent ship but you should ideally both make a whole small scope game first.
>>
How beneficial is it to sculpt with a drawpad/tablet compared to mouse and keyboard?
>>
>>170331572
FBX
B
X
>>
File: interactions 3.webm (3MB, 1280x720px) Image search: [Google]
interactions 3.webm
3MB, 1280x720px
Equipment storage is done, this should be pretty much it for equipment-related functionality and UI.
Other than reworking the dialogue box I can't think of any other major base system I have left to do, I'm almost at the content-adding stage, I can see the light.
>>
>>170332079
Demo Day Ready(TM)?
>>
so i made this concussion state.

the time and intensity of the concussion will be set according to the amount of force you take with a shot or hit to the head with a helmet (no helmet you die).
>>
So I want to get into this (ideally I want to make an iso tactics game but I know I have a work to do).

What are some must have resources?
>>
Do VNs count here? I mean, I know blue board and all; but how many would consider Sengoku Rance a VN or a game?

What about this? https://www.youtube.com/watch?v=Yh0q-rSaJMg

VN, or game? Does adding a combat/leveling element to a VN make it a game? Are VNs games to begin with? I honestly have no idea where I stand with this one.
>>
>>170332302
Only if you like the idea of a descent into infinite floors composed by variations of the same single room and two enemy types, one of which only has a behavior test AI, and about 10 items. There's just no content.
>>
>>170332886
>Are VNs games to begin with?
You'll find an answer when you can define a "game".

Other than that, every week someone comes with the same question, personally I got kinda hyped to see their work, then they vanish into thin air.

There's a VN general according to my knowledge, so you can retreat there if the atmosphere here gets hostile, or there's a game general on /d/ with occasional devving, so I assume there are also one on /h/ and on the yuri and yaoi boards, so whatever flips your boat.
>>
>>170332346
How did you learn to do all your physical animation stuff?
>>
>>170332918
you can get feedback on the systems, at least.
>>
>>170332886
Rance is a game with ADV style text delivery.
>Does adding a combat/leveling element to a VN make it a game?
Yes, that would make it a game, but it wouldn't be a VN anymore
>>
File: 1485675954235.gif (3MB, 384x480px) Image search: [Google]
1485675954235.gif
3MB, 384x480px
>>170293786
give her bigger tits anon
>>
>>170298902
You fight like a dairy farmer
>>
File: dfd.png (27KB, 200x200px) Image search: [Google]
dfd.png
27KB, 200x200px
first attempt at grass tile
>>
File: Clipboard01.png (9KB, 641x513px) Image search: [Google]
Clipboard01.png
9KB, 641x513px
>>170285443
----[ Recap ]----
Game: jamos
Dev: anon
Tools: c sdl allegro
Web: n/a
Progress:
+ fixed signed / unsigned conversion in audio mixer
+ added bass boost to audio output
+ also adding low pass filter for cool
- 3d compositor effects kept always crashing, no 3d for dd13
>>
File: TILES1.jpg (69KB, 192x192px) Image search: [Google]
TILES1.jpg
69KB, 192x192px
So. I'm having problems generating tile transitions.

I currently generate a map out of 2 tile prefabs. So far I have one prefab for water and one tile for land. Land is traversable, Water isn't. Both tile prefabs have a script attached with 4 integer properties, for what terrain they have in each corner. 1 for water, 2 for land (the tiles i have so far are 1,1,1,1 and 2,2,2,2). I figure after I've generated the land (then added water everywhere else) - now would be the time to go trough the array of spawned tile objects and fix all the edges with the transitional tiles such as 1,1,2,2 etc, but, I haven't the faintest clue as to how to do this or how to properly check nearby tiles.

Do I just go from 0 to array.length, checking for each separate tile if its a sea tile and if there's a nearby land tile it needs to transition to? I'd just do that but it seems awfully brute-force-ish.

Any articles or tutorials on this? Thoughts?
>>
>>170315046
so thats what this was about. you can count on me not participating anymore.
>>
>>170331209
anything that i want to render through a perspective camera rather than orthographic
>>
File: HRtittymonster.png (1022KB, 515x640px) Image search: [Google]
HRtittymonster.png
1022KB, 515x640px
>>170333515
Big tits are shit tits.

Unless you're megamilk/titty monster of course but she is a rare, rare exception to the rule because.
>Not THICC
>Sister Incest
>Used to be DFC and now is smug

Also who here is making a self indulgent game? Like painting for the full purpose of its just enjoyable to do? Whenever I think about trying to make a presentable, fun, marketable game I freeze up and don't do anything. However if I am just making something for myself its fun and I make progress.

Does anyone here who has made games and sold them thought it made making games less fun?
>>
>>170332886
At least as far as 4chan leadership is concerned, VNs are games (lacking better places to talk about them, perhaps).

Adding game elements 100% would make them a game. Bad gameplay doesn't make something not a game...

Also, why even split hairs about it?
>>
>>170332886
If it runs in a game loop its pretty much a game.
>>
>>170333825
https://gamedevelopment.tutsplus.com/tutorials/how-to-use-tile-bitmasking-to-auto-tile-your-level-layouts--cms-25673

http://www.saltgames.com/article/awareTiles/

There were better ones but I can't be assed to find them on my shit connection. Search for something like "bitwise" tile mapping.
>>
File: 1487068357782.jpg (54KB, 500x431px) Image search: [Google]
1487068357782.jpg
54KB, 500x431px
>>170334060
>Big tits are shit tits
Sorceresses gotta have mana tanks
>>
>>170334241
>milk
>tanks
>Game where you can tell how much HP a monster/character has by how big their breasts are
HJOLY SHIT FUND IT
>>
>>170334060
Desu this is the right way to make games. There's no guarantee of success even if you go full commercial whore, so why not make what's fun to make?
>>
>>170334296
>>170334241
Anyone stole this idea yet?
>>
File: recap.png (10KB, 960x540px) Image search: [Google]
recap.png
10KB, 960x540px
----[ Recap ]----
Game: Good Night, Knight
Dev: Knightdev
Tools: Game Maker, Aseprite
Web: http://knightdev.tumblr.com/
Progress:
+ Sleep menu UI and animations
+ Equipment experience distribution system
+ Equipment overburden check
+ Equip/unequip functionality
+ Storage box interaction
>>
File: titty_monster_sfw.jpg (734KB, 1120x1600px) Image search: [Google]
titty_monster_sfw.jpg
734KB, 1120x1600px
>>170334241
Those tits are too big though, in any pic where it pans away you can see titty monsters tits aren't disgustingly disproportionate.
>>
>>170334060
Personally I fall in neither category. I make games I enjoy making. Figuring out weird math, implementing mechanics which are interesting to implement etc. I guess I would find a better place for myself in the demoscene or if I would directly make simulations, however games are small, independent worlds, and creating a world is just such a good feeling, not to mention that one day it might turn into someone's fun experience, which can keep you motivated. I never considered making games to fill a gap in the market, nor to create a dream game (too much art).
>>
File: 1487361776836.jpg (19KB, 393x352px) Image search: [Google]
1487361776836.jpg
19KB, 393x352px
>>170334296
There was a very well done mod for Skyrim in which your female mage's mana gauge actually corresponded with the size of her jugs and they got smaller as you used is up, then blew up as it regenerated.
>>
>>170334391
What is the dog-ghost thing?
>>
>>170334216
Thank you my good man. I saved one yesterday but it ended up not helping much.
>>
>>170334535
It's hard to get right because all the tutorials I found seem to fail to explain a couple important things here and there

Unfortunately I'm a useless sack of shit and don't remember where I had problems.
>>
>>170333945
Yes but you're going to have to be more specific than that
What kind of effects require this? Do you have a webm example of what you mean?
>>
File: ghost.webm (1MB, 1280x720px) Image search: [Google]
ghost.webm
1MB, 1280x720px
>>170333347
Yeah... I may do something for another DD

>>170334426
It's for doing webm related
>>
>>170334413
>a very well done mod for Skyrim
God damn it lol. People really go all out making amazing dumb shit mods for that series.
>>
File: nervous-guy.jpg (21KB, 200x200px) Image search: [Google]
nervous-guy.jpg
21KB, 200x200px
>tfw no idea if the game I'm making is actually fun to play
>>
>>170334743
have you ever playtested it? Got actual people who aren't you to play it?
>>
>>170329325
NES color palette
>>
>>170334743
What are Demo Days for, my dear anon?
>>
>>170334624
a simple example would be
https://youtu.be/U3NVdcwGUs0
where the stage background uses a 3d model rendered in perspective
>>
>>170334664
take notes anon
make your game easy to mod and throw in some lewd potential
no saying your game will make 3 billion like Skyrim, but it may very well live much longer than expected
>>
>>170334874
Alright, now I know what you mean
Calling it an effect got me confused because I was just thinking of short term effects like some kind of perspective-inducing zoom blur or something
>>
File: Played.png (191KB, 746x489px) Image search: [Google]
Played.png
191KB, 746x489px
>>170334743
Fun is relative, this is what I've been playing the past few days and I don't think very many people would describe it as "fun". I'd worry more about whether your game fulfills its implied promises. For example in Out Of The Park Baseball there are a couple of things I wish it did a lot better that other management games do.

>player training
I wish I could take control of training and put points/xp or something into developing certain stats and shit instead of vague developments.
>press conferences
I wish I could do press conferences, deal with scandals, and in general influence my fanbase, management personality, and team relationships though talking/roleplay.
>player relationships
I wish I could do more of a personal development with each player, helping players get out of a slump, talking with players that are on fire and generally adding more personality to the season.

It does let me do autism drafting and team building/simulation though which is fun.
>>
File: tumblr_inline_mmtobw6Mf51qz4rgp.png (108KB, 500x500px) Image search: [Google]
tumblr_inline_mmtobw6Mf51qz4rgp.png
108KB, 500x500px
>>170334637
Reminds me of Doopliss.
>>
File: 1488067823800.jpg (193KB, 600x600px) Image search: [Google]
1488067823800.jpg
193KB, 600x600px
>>170334743
"fun" is a real goddamn nebulous word.

Find some dimensions of fun (exciting/exploration/calming/challenging/good music/scary/thinking/etc) and maximize for those. Many dimensions of fun are actually at odds with each other.

You're setting yourself up for disappointment if you're thinking about fun stops at the word "fun".
>>
If I get a chromebook and install Ubuntu on it, what are my options for game development?
So far I've used Gamemaker on Windows.
I don't want a windows laptop since low battery life and I'm too poor to afford something decent.

I already have a decent desktop but the idea is to use the chromebook for dev stuff when I'm away from home for hours at a time.
>>
>>170335750
*if -your- thinking about fun stops at the word "fun"

Damn it.
>>
File: physics.gif (598KB, 499x335px) Image search: [Google]
physics.gif
598KB, 499x335px
fixed a bunch of physics bugs and playing with numbers now

permadeath with this kind of brutality y/n?
>>
>>170335768
Learn a programming language lol.
>>
File: PUT THE PROGRESS IN THE BAG.png (1MB, 1056x847px) Image search: [Google]
PUT THE PROGRESS IN THE BAG.png
1MB, 1056x847px
>>170285443
----[ Recap ]----
Game: Unobserved
Dev: Sellis
Tools: UE4,Gimp,Hammer
Web: https://nora-sellisa.tumblr.com/
Progress:
+ You can now stab your enemies
+ You can pick up items
- Won't make it for demo day beacuse uni
>>
>>170335824
That's it?
So I just need to learn C or Java or something and I'm fine in Linux?
>>
File: 1477403821543.png (48KB, 693x1081px) Image search: [Google]
1477403821543.png
48KB, 693x1081px
Before I went to uni I felt like I was pretty capable of 3d modelling. I could easily make space ships and small objects for my games.

After about 20 lessons I feel like I'm incapable of doing anything. It's like I lost all the previous knowledge that I had and I'm suddenly lost and have no idea what I'm doing.

I'm so fucking lost.
>>
>>170335859
Well you first have to learn Linux. And then a programming language, but if you're too poor I'd recommend getting a job first. Getting yourself on stable ground before venturing into fucking video games. Because there's no money in this until you're actually half decent at something.
>>
>>170335881
just make good edge flow bro
>>
File: 1488784786086.jpg (66KB, 500x494px) Image search: [Google]
1488784786086.jpg
66KB, 500x494px
>>170335859
>C... or Java
Don't use C for gamedev goddamn it

But yes, that would work.

If you use Java, use the LibGDX game library.
If you use C++, use SFML or SDL or whatever the kids are using these days
If you use "C#", use Mono+XNA (I think?)

But if you're a gamemaker baby why not try fucking googling? There might be some other game engines out there like Construct or Godot(?) or whatever.

Really you should be kneejerk Googling all your problems first, as a gamedev.

I know I sound like a cunt and some of my info is inaccurate, but it's to give you somewhere to start from.

Pic unrelated.
>>
>>170335941
I'm not trying to make money - it's a hobby.
I already have to maintain a terribly coded website. I'm not completely unfamiliar with coding.

It's making games that's throwing me out of a loop since 90% of the results are about programing games for Linux, instead of programing games in Linux

>>170336002
I know of Godot but what I'm getting at too is the fact that I'll be using a chromebook wth a celeron and 4GB - is it going to be enough for basic stuff to do with games on the go.
On the the web end of things, I can throw everything together on a crappy atom 2GB tablet/keyboard mix and it works barely.
>>
>make a great game
>people enjoy it for a reason you did not intend
what do
>>
>>170336121
Expand on the shit they loved.
>>
>>170335139
To be honest, one of my dreams is to make a game like that. Which is not loved by many, but gives the perfect enjoyment for a very few. Even if they know it's not perfect, they just find joy in it.
>>
>>170335881
Having disbelief in your skills is the clear sign of that you are actually getting better at things. Keep it up, anon!
>>
>>170290358

this is so going to break the recap picture. Impressive amount of progress
>>
>>170335859
I'd do C#, Java, C++, Lua + Love2D, there are a lot of options.

The only thing to keep in mind (i'm shit at c and c++ so I might be talking out my ass) is that c and c++ are compiled languages that get built into a platform dependent executable. I'm not sure how hard it actually is (when using the proper libraries and with decent help/support) to deploy your program and have it run well and different types of PCs, or consoles, or other platforms with C and C++. I just know its easier with a language that runs in an interpreter/VM like Java and C#, and even easier in a scripting language like Lua that runs in the love2D... executable/engine/runtime? I'm not sure what to call it. Python is like Lua.

Making a web based game is also a pretty reasonable option.

Programming is something that probably should be learned and you'll learn how to program by using any programming language. Though C++ is kind of its own beast, there's a lot of random shit to learn with C++ that doesn't have to deal with generic programming skill, but C++ is a good language. Its just the difficulty of learning C++ is compounded by the idea that tons of successful C++ teachers and programmers have very different ways of using the language and ideologies (which is the languages strength, you can basically use it however the fuck you want and theres very little rules within it regarding what you HAVE to do).
>>
File: 1486096556063.jpg (50KB, 461x523px) Image search: [Google]
1486096556063.jpg
50KB, 461x523px
>>170336240
what if the disbelief is to the point that I wanna drop out and go do miserable 1st line tech support work because at least that i know i can't fuck up
>>
File: 5746324818883.png (170KB, 250x375px) Image search: [Google]
5746324818883.png
170KB, 250x375px
>>170336154
no
>>
>>170336387
Ok well if you hate money that much, then don't.
>>
File: working title.jpg (23KB, 600x584px) Image search: [Google]
working title.jpg
23KB, 600x584px
Current name of the project we're working on. Also accurately sums up the programming work I've done.
>>
>>170336387
>he doesn't want furries to give him their rent money
>>
>>170336253
Oh sorry I should have ended that by saying I'd recommend Lua + Love2D out of all those options. I use C# but thats just because I like C#, I've used Lua and Love2D before and I think it has the better development environment on linux with Zerobrane Studio. I just really like Visual Studio and C# but those are turbo windows shill things.
>>
File: 1488448829552.png (301KB, 602x689px) Image search: [Google]
1488448829552.png
301KB, 602x689px
>make lots of art for game
>lots of great ideas
>try to program some stuff
>get the basics down
>get stuck on something trivial
>stop working on game, shitpost 5x as much
>8 months later start working on a new game and ramble on about how this time is different
>>
>>170336279
Anon, I know the struggle, I honestly do. So, heed my advice: keep up the work. The feeling will only get worse, but you need to remember that things take time, some more than the other. Besides, you'll regret it more if you give up. At least if you keep on fighting, you will be able to say that you've done your best.
>>
>>170335881
>After about 20 lessons I feel like I'm incapable of doing anything. It's like I lost all the previous knowledge that I had and I'm suddenly lost and have no idea what I'm doing.

It's actually great, you got reality checked it's a good thing. A lot of people keep delusioning themselves that they "got gud". Keep your doubts in place and keep grinding.
>>
>>170336547
>spend some time making a pixel character
>see this
>give them an eyepatch
>magicwand skin
>poo brown fill

Pretty progressive
>>
>>170337076
give brown pirate girl.
>>
>>170336547
>That pic
I wonder how many lawsuit you can get for making a game main character a black, disabled tranny...
>>
File: ffun.png (30KB, 640x400px) Image search: [Google]
ffun.png
30KB, 640x400px
what's the theme for dd13jam?
>>
whats a good name for a class with really high attack speed?
>>
>>170337569
trannies are already mentally disabled so guess thats two birds with one stone
>>
>>170337702
SANIC
>>
>>170337702
What genre is this for? What weapon/s do they use?
Puglist, fencer, thief, rogue, beserker
>>
>>170337702
What do you mean? Like someone that can swing a sword twice as many times as someone else?

I guess the generic answer would be a berserker, the high fantasy answer would be like a bladedancer, though that has special connotations within D&D/Pathffinder I think bladedancers get bonus's for avoiding attacks of opportunity or something.

Whenever I think of rpg classes I tend to lean on the side of realism. Whenever a fighter gets more attacks in irl its from turning parries, dodges, and feints into attacks. I guess that would be a
>Duelist
>Champion
>Wildcat
>>
>>170338154
its a top down shooter with a tech/computer/glitch aesthetic. you control something that resembles a space ship
>>
>>170338230
Striker.
>>
>>170338230
There are names for different ship types. Cutter, corvette and so on.
>>
>>170338230
Multi-Threader
Firestorm
Shrapnel
Assailer
Battery
Flak-Jack
>>
>>170337702
speedster
sanician
dexfag
theif
>>
new
>>170338717
>>
>>170338384
Irl ships aren't designed to function as an individual class. Modern irl ships share functionality between classes too, most ships can fire missiles and shit, and they are meant to move with a giant fleet unless your some fuckoff patrol ship getting attacked by pirates. Those are fitted with automated defense guns now that will tear apart boats that even get close. They can shoot like 2,000 rounds in 20 seconds.

https://youtu.be/Zsf38NYzo5Q?t=25
>>
>>170338759
Also we LASER cannon now btw

https://youtu.be/jIxugT-QiEI?t=73

There are also wide range radar weapons that we've been experimenting with that can flash radiation and kill people within a massive range.
>>
>>170337702
really fast guy
>>
>>170333323
>>170332346
That's what i wanna know
>>
>>170341821
not him but I assume it's a lot of trial and error
Thread posts: 763
Thread images: 164


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

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


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