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AGDG - Amateur Game Development General

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Thread replies: 756
Thread images: 126

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Make a game that even a cute anime girl would have fun with!

Upcoming Demo Day 13: itch.io/jam/agdg-demo-day-13
Play Comfy Jam: itch.io/jam/agdg-comfy-jam
Play Demo Day 12: itch.io/jam/agdg-demo-day-12


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

Old Thread: >>168380402
Previous Demo Days: pastebin.com/KUSDs9vt
Old Jams: pastebin.com/8DFkkce3

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

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

> Free audio
freesound.org/browse | incompetech.com/music | freemusicarchive.org

> .webm recording
OBS: obsproject.com & Webm for retards: gitgud.io/nixx/WebMConverter
>>
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How do I fix this in gamemaker? What could be the problem beside me being a nodev.
>>
>>170338917
round(x) and round(y) instead of x and y on draw events.
>>
How do you include variable words in the GUI of Gamemaker? I'm using strings to determine what my character has equipped as their element but they're just returning numbers instead of their element.
>>
>>170339214
I don't think you are using the strings correctly, anon.
>>
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Can anyone here help with Blender? Following Blender Guru's tutorial for the mug:

31:20 here:
https://www.youtube.com/watch?v=ZtSh4Yedafg

and every time I merge each set of vertices, I get this weird shadow where I merge. I deleted the hidden faces too, and this black stuff remains.
>>
>>170339284

How so? I know that strings are meant for integers, but an example project I downloaded uses string(state_name) and it displays the state correctly.
>>
>>170339659
select the faces and try flipping the normals
mesh->normals->flip normals
>>
>>170339874
Thanks a bunch!
>>
>>170339853
>strings are meant for integers
What are you smoking m8?
>>
>>170339853
>strings are meant for integers
what did he mean by this
>>
>>170339214
>>170339853
i think you're not actually assigning a string to that variable but some kind of object indexes instead, resulting in gm shitting out numbers on string(something)
read the manual and see how strings actually work
>>
What are the top 5 best programming languages to learn to optimize your chance of creating a successful video game?
>>
>>170340720
C#
java
python
HTML 5
Actionscript
>>
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Hi /agdg/

Any experience with raw OpenGL (2.1)?
I want to draw big pixelated lines/triangle with

glBegin(GL_LINES);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glEnd();

So like multisampling (4 calculated pixel to 1 monitor pixel) but the other way around (1 calculated pixel to 4 monitor pixel). I want to achieve that old school pixelated look. Displaying 640 * 360 pixels at 1280 * 720 pixels. Does anybody know how to do that?
>>
>>170340776
>html 5
>programming language
What a joker
>>
>>170340810
render to a smaller buffer, upscale with nearest neighbor.
>>
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>>170340776
>no C++
dont listen to this guy
>>
>>170340720
Basic
Visual Basic
VB.net
VBA
Pick what you want as n°5, but it probably can't top those.
>>
>>170340810
OpenGL's line stuff is real pathetic and doesn't even work consistently across video cards.

Just draw pixels / rectangles.
>>
>>170340870
>C++ > C
nice incorrect opinion faget
>>
>>170340870
>not blindly shoving meme++ down people's throats
I think he knows what he's talking about.
>>
>>170340720
GML
GML
GML
GML
GML
>>
>>170340810
>glBegin

Why aren't you using modern shit?
>>
>>170340810

>>170340868 This is the correct answer
>>
>>170340868
How do I do that? If I understand you correctly I have to use OpenGL 3.0 or above to do that.

>>170340982
2.1 is easy to port to webgl and opengl es. Maybe consider 3.0 if I cant solve it in 2.1.
>>
>>170341109
You can render to texture in webgl. You'd think something equivalent was in Opengl.
>>
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>>170340776
>python
>html 5
>actionscript
>>170340870
>>170340946
>okay with java and c# but butthurt
about c++
tsk tsk ishygddt
>>
>>170341264
Seems like WebGL and OenGL ES 2.0 is a weird mix of OpenGL 2.1 and OpenGL 3.0, so rendering to a texture definitely exist. Time to rewrite my OpenGL code, yaay!
>>
>>170340967
TOP KEK
O
P

K
E
K
>>
>>170340810
>2.1
There's your problem.

Even though I have to admit most resources and forum questions are written regarding that, so funnily you are in a better position.
>>
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Basic tile/chunk system fleshed out. Time to start working on pathfinding
>>
Is there any point to using Vulkan (instead of OpenGL) if you aren't going to be doing anything very performance-intensive? My gut feeling is "no" but I don't know enough about it to be sure.
>>
>>170338917
You can align to grid, you can make the game check if it's well at the ground, you can add a gravity, you can round the values in draw event...
You have choices.
Personally, I do it during my moving script, by making the character don't stop when it's about to touch a wall but precisely when it touch it.
>>
>>170341825
I envy people with such nice taste towards color choices. And those soft shadows. Damn. How come some make even the simplest of things look cool?

What is the game plan, by the way?

And are you Snek?
>>
>>170342064
Future.

You might want to do something bigger and better in the future. Who knows if openGL will even be deprecated in favor of Vulkan eventually.
>>
>>170342589
Who knows if Vulkan be even be deemed to complex even for AAA level enginedevs and discontinued, pushing to improve OpenGL instead.
>>
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>>170342286
>Whats the game plan?
Spess marines.
And no, im not snek
>>
>>170343105
Vulkan is just straight up better. They're not going to go back.
>>
>>170342064
If you hate gamers with older hardware
>>
Thoughts on 3D Software like Modo Indie and Maya LT?

http://store.steampowered.com/app/401090/
http://store.steampowered.com/app/243580/

Are they worth subscribing to over Blender? Do they offer enough or are most of the best features locked behind the full product?
>>
I want to make a game like Skyrim but good.

Where do I start?
>>
>>170343105
>I'm too dumb for vulkan therefore AAA studios must be too!
>>
>>170343768
Look at that mountain
>>
>>170343768
Play Dark Messiah
>>
>>170343660
>>
>>170343849
This is good advice for every question here.
>>
>>170343239
>>170343786
That wasn't the point. Vulkan is likely staying and overtaking OpenGL in due time, but you can still write OpenGL 1.0 programs and they'll be supported, so OpenGL being out of date soon is nonsense.
>>
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SHUT

DOWN

EVERYTHING

Forget about Loli Jam. We need a Hacking Jam.
>>
>tfw can't understand quaternions
>>
>>170344158
You don't really need to, just use them
>>
>>170343768
Make a game like Morrowind but good
>>
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my pc starts to make straining noises after my game has been running for a few minutes

and the power use jumps up by 65 watts

I overclocked it maybe I should clock it back

I got windows file errors today as well
>>
>>170344197
>tfw too stupid to udnerstand how to use quaternions
>>
>>170344158
>>170344248
Start with Lie groups
>>
>>170344210
Your CPU/GPU isn't going to draw max power while idling. Of course it's going to draw more when you're running something demanding. "Straining noises" aren't a thing. The fans ramp up to dissipate the additional heat caused by the higher power draw. What's the point of paying for the hardware if you're not going to use it to its potential?
>>
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>>170343932
>OpenGL being out of date soon is nonsense
Pic related was released less than 30 years ago.
>>
>>170344425
hmm okay. well it'll probably be fine
>>
>>170340810
Why the fuck would you use 2.1?
>>
>>170343192
>terran masterrace
I'm proud, anon.
>>
>>170344990
because that is directx9 so it is radeon r300 which is the most widely sold graphics card so there might still be lots of old pcs with that hardware

so if you target that then it run on those pc and newer pc an you can still use shaders
>>
>>170338717
>Old Thread: >>168380402
pedophiles can't even make a thread right
>>
>>170345339
stop being stuck in the past anon, it's not healthy
>>
>>170345081
>trageting PCs that are over a decade old.
No, nobody that has even a remote interest in games uses something that old
>>
>>170344083
>every game is a virus jam
>>
>>170345081
Are there actually people that play games that haven't upgraded their hardware in 10 years?
>>
>>170346248
We are not normal. Nobody you ever see talk about games online is part of the majority of gamers. These people don't build high-end rigs. They don't upgrade shit. If they want to play a game that ins't on a console and simply can't they'll buy a new prebuilt. They don't post on image boards about vidya, go to plebbits about the games or post on official forums. We're the vocal minority.
>>
>>170346248
I'm still amazed that ~40% of my downloads are the 32bit version.
>>
>>170346248
I don't upgrade my hardware unless it stops working. My motherboard did recently, but my video card is still going strong
>>
>>170346460
I would assume that the majority of people playing on steam and about 98% of people on steam have a GPU with DX10+ support
>>
>>170346694
Which part is the assumption? Are there stats about hardware for steam users?
>>
>>170346829
http://store.steampowered.com/hwsurvey/
>>
>>170346829
Yes
http://store.steampowered.com/hwsurvey
>>
>>170346694
*are on steam
>>
>>170346889
>>170346881
Am I a monster if the only requirement of my game is to have an OpenGL 3.x compatible video card?
>>
>>170346889
>>170346829
according to steam, for windows, about 2% are using such systems, its probably people with older laptops

like if you have a laptop with an nvidia 7000 series or an intel G series or a Radeon 9600 or x1600

so basically 2005-2007 era notebooks and stuff
>>
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>>170346881
>>170346889
>actual majority of users now has DX12GPU & WIN10
>together with people who still didn't """""""""upgrade"""""""" their windows, 75% of Steam users have a DX12 ready GPU

>half of them still plays on dual cores

what do I even think of this?
>>
>>170347381
2/10 people who downloaded my game on itch.io complained about it not working, with the reason being their machines not supporting OpenGL3.3. It's a valid concern.
>>
>>170347571
What game is that?
>>
>>170347571
But what if you directly say it to the consumer that the game requires such hardware to run? I mean, I assume you had a system requirements section in your description, right?
>>
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>mfw stacking all possible equipment/status effects on character portraits
the horror
>>
>>170347704
https://rokasv.itch.io/yokrytte

My explanation for it is that people with older machines end up going on places like itch.io downloading simple looking games with the hopes that it should work because it isn't an FPS.

>>170347745
>Warning: Requires OpenGL3.3+ support
People might be unaware as to what that means
>>
>>170347571
It's possible that might have an intel integrated GPU.
Even when "supported" the OpenGL implementation for them is dodgy at best, regardless of version
>>
>>170347758

cute
>>
Anyone asking for a high end pc for a shitty indie game is part of the problem.
>>
>>170348139
ease of coding is important
>>
>>170347880
Damn, there's already a release? Sweet!

I was talking with one of my favorite devs! Ohgosh!
>>
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>>170348139
>pixelshit indie game
>Recommended Specs: 6th gen i5, Geforce 1060, 16gb RAM, 40 gigabyte hard drive space
>>
>>170347571
Man, you need to rethink your pricing model
>>
>>170347880
>Yokrytte | paid.zip 10 MB if you pay $2.49 USD or more
What?
>>
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What am I doing wrong?
>>
>>170348601
>>170348607
It's free.

I'm not expecting to make money with this, but won't prohibit people from paying - there are games I wanted to pay the dev for, but couldn't.
>>
>>170348762
Then make it pay what you want. Your "there's a chance there might be updates and the chance is greater for the paid version" is pretty silly.
>>
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>>170348428
you are cordially invited to name one (1), faggot
>>
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So I've been making assets and experimenting with gamedev for a while now, but my problem currently is that I'm not sure if my textures are actually going to be anything but shite.

I was working with the idea of using a smudgey paint-like texture on most items and character models, thinking it would give the world some depth and artistic vision without requiring too much art skill, but now I'm not sure. Will it severely eat into game performance? I've only barely stated creating assets, so I wonder if this will also take a lot longer to create more assets in a similar style.

What's another way to do something simple? Single color only textures? Or something without any shading or detail at all?
>>
>>170348894
I thought of it more as if I did ever come back to improve it, I'd do it on the paid version and then keep the other one as is, leaving it as a demo. You might be right about it being silly from the player's point of view.
>>
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>>170349195
I can't texture for shit and I'm not much of an artist, so I did a combination of flat color textures with faux-sketched-on details, and used a toon shader to make a cohesive style.
>>
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Who's ready for a day of yesdevvin, my dudes?
Let's make them games
https://www.youtube.com/watch?v=ZmVOn4Qf_7k
>>
>>170350146
This and Sia is pretty much all I listen to
>>
Holy shit I hate Java so fucking much.
>>
>>170350813
90% of my comp sci degree was in Java. It was absolute hell.
>>
>>170338717
What is the best engine for a card game my dudes? I know hearthstone was made in unity but I'm not sure about games like hex and others.

They all do have a sort of 2.5D thing going on that I'd like to replicate.
>>
>>170351119
unity
>>
unity is literally the only way to make a successful card game.
>>
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is this camera angle better than top down?

i was playing the game yesterday and you could not see shit in front of you,
>>
>>170351359
Isn't that junji ito game made in GM?
>>
has anyone used playmaker? does it include source code? is the workflow any good for level scripting?

im sick of using chains of event handlers to do level and cutscene scripting but i am hesitant to drop any money on a piece of asset store shit without even being able to try it out first
>>
>>170351402
I personally don't like top down games because you can't see shit of the characters.

For third person games I like the camera and character feel of MGS5 a lot.
>>
>>170351887
s-shut up
>>
>>170347571
I practically guarantee they have the hardware, just not the drivers.
>>
>>170351887
notice I said 'successful' card game. that game you mentioned isnt even released. he could still drop that project any day now
>>
Is it even worth it to make games for 3DS? I have Unity for n3DS as well as ported builds of my game but idk if it's even worth pursuing with the Switch around.
>>
>>170351359
What about pokemon tcg, magic the gathering, and yu gi oh?
>>
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>>170352529
>>
>>170353421
those games were all made 10-15 years ago when the digital market wasn't as prominent . those TCGs , released today without the brand recognition of names like Pokemon and yugioh would be total flops. an indie card game would initially have no franchise to cling to like those games did. unity is the only way to make a successful card game now . look at blizzard and the widespread appeal of hearthstone
>>
>>170353685
mtg keeps making new releases every year and they're successful every year
>>
>>170353685
>n-no those don't count
>I know 1 (one) succesful game in unity that means it's the only way to make a card game
the unity brainwash is real
>>
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Good god, a guy I follow on tumblr is making a meme-poly game, and he this post about how he makes the models.
>>
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postan progress
>>
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Probably too late but what the hell~

----[ Recap ]----
Game: Locked Masts
Dev: IceDev
Tools: Unreal, all of them
Web: N/A
Progress:
+ Working on AI now, ship and characters. Quirks to work around but it's getting there. Got it sailing between waypoints so good so far.
>>
>>170354156
her eyes are fucked
>>
>>170353859
I don't know how well the buying habits of cardboard addicts mirrors that of the general gaming populace.
>>
>>170354826
It's easily comparable to digital cardboard addicts, I assume
>>
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>>170285443
----[ Recap ]----
Game: GUNCAT
Dev: pikopik, Weaver
Tools: unity
Web: http://twitter.com/_pikopik http://twitter.com/Weaver_Dev
Progress:
+ DD13 CRUNCH TIME
+ the game got a lot more fun after some key features were added
- won't have time to texture cat for the demo
>>
Think I'm going to play your game?

Think again.
>>
>>170355557
I'll play your game, I love you


>>170355555
>>
>>170355557
who are you
>>
>>170355557
You'll play my game if you know what's good for you, little man.
>>
>>170355557
you're already playing the game
>>
>>170354026
Ah, floatlands. I read that article too and it seemed a bit impractical but I'm a total noob when it comes to 3d modeling so not sure, maybe that's a good strategy.
>>
>>170355693
i'm the cook
>>
>>170355939
It might be an okay strategy if you're shit at box modelling, but if you're going to make it that detailed why not FUCKING bake the details to a normal map?
>>
>>170355557
Video Shame
>>
>>170356095
Because then you need to texture it and it's much harder than using flat colors. I'm doing meme poly mostly to avoid texturing.
>>
>>170350146
Where are the lewds? Or the pictures where they are on the beach wearing bikini? That's a mandatory PR product according to my knowledge for every RPG. Get your shit together, son.

I'm devving to the same music as my idol. ;_;
>>
>>170356328
But texturing is the fun part, Anon
>>
>>170356386
Teach me senpai.
Nah but honestly, texturing takes a shit ton of time if you are a noob, maybe he's on a budget, maybe he's got time constraints and wants to cut down on that, I don't know.
His game doesn't look bad though, it's pretty aesthetic.
>>
>>170356386
No
>>
>>170356386
post your textured 3d models then
>>
>>170343660
>buying applications through Steam
>buying Maya through Steam
Why, though? Especially when their license is cheaper for a year's subscription on their site? The only time I'd buy software on Steam is if they had a significant discount, which Maya LT does not.

If you already know how to use Blender, then just use Blender. If you know prefer to use Maya and already know how, then just do the year-long license on their site: http://www.autodesk.com/products/maya-lt/subscribe

As an aside, I fucking hate subscription service software. That said, Maya LT for three years is actually cheaper than the permanent license was when it was available ($795 vs. $650, if I recall the original amount correctly). So you've got approximately three and a half years to make a game before it starts costing you more than a permanent license used to.
>>
>>170354026

Isn't that how early 3d models were made?
>>
>>170354132
You still had 12 hours. No worries.
>>
Does anyone here roll their own engine or am I in the wrong place?
>>
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>>170350146
>>170356347
Don't worry, that will come for sure.
I really want to have dakis as merchandise as well
Keep up the devving anon, link me to your game so I can check it out!
>>
>>170357873
Yes, people do.

You better have some gameplay though.
>>
>>170357873
>hey guys I was wondering if maybe we could shitpost?
Yeah dude you can shitpost by all means.
>>
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Question, I found a way to make switchable weapons, but it involves each weapon being its own pair of arms with a gun.

Is there any way to have the hands stay the same but just the weapon change and it respond to the blender anim?

>>170354026
But that is what you are supposed to do.

Make high poly, retopology, texture it.
>>
>>170357873
Welcome to /agdg/ future nodev!
>>
>>170357960
Damn that resolution. Saving every bit.
>>
>>170357873
They do and get made fun of for it.
>>
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>>170356990
>His game doesn't look bad though, it's pretty aesthetic.
Well, yes, but I'm just annoyed that he goes through all the work of sculpting it, just to throw the sculpt away.
It's also a pretty spent art style, imo

>>170357125
Yes?

>>170357416
I do low-resolution meme-retro stuff and I'm not amazing, but I think it's fun.

>>170358075
He doesn't texture it. He considers that rhino in the picture to be a completed game asset.
>>
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>>170358159
I'll share some more Freyja and Mishima with you anon, hope you like 'em
>>
>>170348718
Don't use static members, get rid of the null check, assert(m != null) after you assign to it if it must not be null.
>>
Still making a wonky RPG where you can play as different types of creatures that have different types of equipable slots. I'm still trying to overcome a difficulty with pairing slots on weapons that require it.
>>
let's say I want to diverge my Unity project and work on something while being able to go back to the original "template"

how can I duplicate the whole project, references, everything without it messing up?

things I tried: export package and import package -- for some reason certain things like prefabs dont export properly and fuck up the game
copy and paste project folder -- ALL kinds of errors, everything is just fucked
>>
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>>170358159
>>170358592
I'll be getting more artwork like these closer to release for merchandise and whatnot, but there's some hi res for you.
>>
>>170348718
Use "if (!m) { }"
yes, seriously
>>
>>170358762
Um...
Why don't you just delete the "Library" (and .vs hidden folder), copy/paste the project folder, rename it to something else, and start a new scene?
>>
>Wake up in the morning wonder if Gogem has posted any new game progress maybe a new 2d dark souls type of game or a cool interactive puzzle game

No progress Everytime
>>
>>170359034
>entering the thread to shitpost
Well done.
>>
>>170358591
Hey you're the dude working on a game for n3DS.

Why are you still going with n3DS with the Switch now here? I'm contemplating continuing work on the n3DS port of my game but I'm not sure if it's worth it. Especially with a $2k devkit.
>>
>>170358591
teach us your 3d modeling ways
>>
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>>170359543
No particular reason, other than that I find it interesting.
We will probably make a Switch port later, as the systems should be pretty similar (according to Kada).
We're also making a PC version right away.

>Especially with a $2k devkit.
We're not using it

>>170359652
The models are pretty simple.
Here'sa good starting tutorial for Blender modeling:
https://www.youtube.com/watch?v=DiIoWrOlIRw

The texturing part is harder to get into, but I have made some posts about it:

http://theonian.tumblr.com/post/157044277717/so-i-was-asked-what-my-work-flow-is-like-i-dont

(Have some more posts further back too)

and I made this little video tutorial on making 2D graphics a long time ago:

https://www.youtube.com/watch?v=8L7QIXIsrcc

Hope some of it is helpful
>>
>>170359034
>2d dark souls type of game
that doesnt sound like something a gogem would make
i suppose projecting aspirations is better than projecting your trauma and mental instability, good job.
>>
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>>170358592
That arm cannon looks awfully familiar.
>>
>>170358592
>>170360683
Holy shit, its the same.
>>
>>170360187
Thanks for the Blender tutorial it looks pretty good and exactly what a noob would need
>>
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>>170359543
>Switch

https://www.youtube.com/watch?v=Cb-srOfRqNc
>>
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----[ Recap ]----
Game: Space Dementia
Dev: rez
Tools: SFML/C++
Web: N/A
Progress:
+ Added scan visor
+ Added defensive armor upgrade
+ Added sound cannon
+ Added stasis emitter
+ Added magnetic spear
+ Added laser beam
+ Exoskeleton affects melee damage
+ Changed camera
+ Added health and ammo drops
>>
>>170360813
Yeah, it's what I started with, and I found it very helpful.
I advice you to just note down all the hotkeys you learn in a notepad file so that you can look it up whenever you forget. It made learning the hotkeys pretty easy for me.
>>
>>170361019
Thanks bro I find Blender is the easiest to use to do art stuff

I tried to do 2d pixel art couldn't draw it good and tried to draw normally but I cannot draw that well either
>>
>>170360815
>New hardware has issues on launch
Stop the presses.
>>
Does anybody need a shitty cheap modeler?
$0/h cheap
>>
>>170360815
Those glitch effects are pretty rad tho
>>
>>170361236
Got any examples?
>>
>>170339214
use enums next time.
>>
>>170358592
>>170358841
Thanks, anon! Damn, I can not decide between them. I'm happy that your game is not a romance RPG where I should pick a side.
>>
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>>170361395
>>
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>>170361171
No problem!

>I tried to do 2d pixel art couldn't draw it good and tried to draw normally but I cannot draw that well either
My video isn't very good, but it's made specifically to teach you how to do "pixelart" without being good at art or pixels. (Got a lot of backlash from people because they considered it "fake pixelart")

I also really recommend this tutorial for UV unwrapping, when you get to that point:
https://www.youtube.com/watch?v=XiQOHSzyooc

If you absolutely don't want to do texturing you can still just use shaders, though. You can make stuff look amazing without drawing a single pixel if you learn how to make good shaders.
>>
>>170360792
>>170360683
Fuck sakes, what is that from? Metroid? I didn't do the art so I need to look into this.

>>170361537
Definitely not a romance RPG, I don't like those too much anyways. The guys in the game don't hit on Freyja or Mishima either.
>>
>>170361594
I just started with Blender not too long ago I don't know what UV unwrapping is or texturing.

Shading is something I can do. Do you have any good shading tutorials you can recommend?
>>
Quick, post an innovative and exciting mechanic.
>>
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>>170361854
>Metroid?
Metroid Prime, yeah.

You should have a chat with your artist.
>>
>>170361929
A game where you control gravity.
>>
>>170361854
What about the cat? He always has that smug smile, always having those glorious bums and thighs in eyesight.
>>
>>170362009
Yep. Thank you for pointing this out to me anon.
>>
>>170361929
A fps without the shooting
>>
we should have a cat jam everything about cats
>>
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>>170362178
Bam the cat lives the dream man
>>
>>170362425
Catgirls
>>
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>>170361908
>I don't know what UV unwrapping is or texturing
UV unwrapping is when you make a 2D layout of your polygons on top of a texture to indicate what the texture image should paint on the model. There are many ways to do it, and you have a lot of freedom, so it's quite interesting once you get used to it.

>Shading is something I can do. Do you have any good shading tutorials you can recommend?
No, afraid not.
I don't use shaders at all for the graphics I make for this game, so I haven't taken the time to learn it properly myself (I use vertex paint as a substitute, which is much less taxing on the hardware).
Also, shaders should usually be made in the engine you're using (not in Blender), because Blender's shaders don't work the same way as for example Unity's or UE4's.

Pic related is a thing I did with just shaders in Blender (Cycles), but it wouldn't necessarily translate well to Unity.
>>
>>170362506
UV unwrapping sounds like an interesting concept

I thought the shading in Blender would translate well into Unity after I am done creating the world maps and assets in Blender
>>
>>170361929
Racing game with ships and limited fuel.
Mastering gravity is the key to being fast.
You can slingshot yourself at high speed using it
>>
>>170360187
>We're not using it

Yeah I haven't bought one either yet and can test with homebrew but you'll need one to publish unfortunately.
>>
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>>170362714
>I thought the shading in Blender would translate well into Unity after I am done creating the world maps and assets in Blender
It won't.

Here's some guy's setup which he claims will translate decently into Unity shaders, but I'm not sure how to make it work (haven't tried):

http://www.blendswap.com/blends/view/79928
>>
Anyone have the paid version of Aseprite?

The paid version page is worded weirdly, so I'm not sure if paying the $15 gives me the current and all future versions or if it's just the current version.
>>
>>170363267
Just download it from GitHub and compile it yourself.
>>
>>170363267
It's been current and all future versions at least so far
>>
>>170363376
I'm willing to pay 15 bucks for it, it's not expensive and I love this software, plus I don't know or care to know how to compile software

>>170363427
Neat, thanks
>>
What's the correct way to do level scaling for an RPG?
>>
>>170362443
Word.
>>
>>170363545
You don't.
>>
>>170363545
>
>>
How do you guys market your game?
>>
>>170363740
android store
>>
>>170363740
I post on /agdg/.
>>
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>>170363545
The correct way is to have different leveled zones and consistent enemies for a constant sense of challenge and progression.

But if you absolutely must do it, refer to this I just made. This is my opinion of course, but I think any other difficulty curve is awful. Don't take it too literally, it shouldn't ramp up that fast, but the idea is to have increasing difficulty with breaks between them so the player doesn't feel constantly challenged and can savor progression for a while before continuing to fuck them over.
>>
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>>170363545
I'm doing mine Paper Mario style (small numbers) which will be easily balanceable.
I imagine scaling/balancing a classic FF style RPG to be absolute hell.

>>170363740
Social media (twitter, fb, tumblr, pinterest, instagram, indiedb, deviantart, google+, etc) posts everyday with hashtags and whatnot, semi weekly devblogs (and reposting them on tumblr, devblog/indiedev subreddits, gamedev.net, forums, etc), started doing videos of behind the scenes stuff, sending emails to every gaming journalist/website possible when releasing a new trailer or big news.
That's what I'm doing, and so far has been working quite well, but is a lot of work. Hope that might help anon
>>
>>170363740
>
>>
>>170363740
>>170363940
Oh and being a part of the gamedev community and meeting people. I've met a lot of really cool people from agdg and they've been very helpful, and I hope to return that help if I can.

Livestreaming your work helps too, just put on some background music, and chat on mic or text whenever someone drops in. Soon I'm going to start livestreaming Resident Evil audio books with RE music in the background while I work, which will be fun for me and might attract some listeners/viewers.
>>
>>170360815
>proper glitchouts rather than just conking out
>2017
well played nintendo.

>>170361374
this. i have like a 20 minute recording of conker's bad fur day glitch core music from a semi-freeze.
>>
>>170363940
You are spamming way too much, man.
It's good to market yourself and show progress, but I had to unfollow you on tumblr because you kept posting multiple posts every day, without any new progress or anything interesting to show.

Might be I'm in the minority, and that your strategy works, but it sure put me off.
>>
>>170363940
>>170364083
holy shit that sounds like 2 full time jobs with extended overtime. Okay, doing all of this how many followers did you get for your 2d cat game you got there or any major gaming places interested in your game?
>>
Can I torrent Gamemaker?
Should I torrent Gamemaker?
>>
>>170364626
Torrent godot instead
>>
>>170364512
That's good feedback, thank you anon. I'll keep that in mind, my strategy has been working well but I don't want to put people off by spamming either.

>>170364569
I've got maybe ~2000 followers across the social media platforms in about half a year, and I was surprised at the amount of sites that did cover the game when I emailed people about the greenlight campaign. And I work 14-16 hours a day, only breaks are sleep, the gym, and eating. Then every once every 2-3 weeks I take a couple days off and go for hikes and play games.
>>
>>170364626
You can just try the free version.
>>
>>170360815
Impressive.
>>
>>170365067
alright so all that work for 2000 followers for half a year working 24/7 on it doesn't sound like a good payoff t b h f a m
>>
>>170361854
>what is that from
>>
>>170365067
>devving 14-16 hours a day
>2k followers
>media coverage
Livin' the dream, man. You worked hard for it, so you deserve it.

>>170365303
How come? The only other route is to
a) be a girl and emphasize it
b) draw cute girls
c) draw lewds, porn, appeal to a fetish
d) simply do something which appeals to the masses, or in indie dev terms, do something very artsy and hipster
>>
>>170365303
Well I looked at some other gamedev accounts and took their number of followers and divided that by how long their game has been in development, and mine seems to be doing well. I'd definitely be interested in hearing better ways of promoting the game while it's in development, I don't have big previous successes that help me get noticed.

>>170365430
Never played a Metroid game tbqh, feels bad
>>
>>170365303
>0 to 2000 followers in 6 months
>not good

How many does your game have?
>>
>>170365507
>be a girl
I like this option I wonder if grown men devs dressed up as a woman to promote their game lol

I think the best solution would be to make a very fun addicting simple game like flappy bird but that hasn't been done before
>>
>>170365735
He did say it's across platforms, which dilutes the per follower value - tumblr latches onto things 5x more easily than twitter, don't know about the other sites.
>>
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I made this prototype, still not sure if it's a good idea (looks good though).

I have two basic game modes in mind:

1) you have to escape through hordes of zombies, with time limit, the difficulty is passing through zombies (they are heavy in groups), near explotions and crashes with rubbles or rusty abandoned cars damages your vehicle. (as seen in clasic movies)

2) A horde game where you have to defend a point (like a hospital) to prevent zombies to enter... this would fit perfect in an open enviroment..

What do your think? witch would be better?
>>
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Boxart for Frauki :>
>>
>>170366013
Looks great overall, but why are the two central figures so off-center?
>>
>>170366013
Yep, it absolutely makes no fucking sense now, yet I love every bit of it. Keep it up, senpai!
>>
>>170366013
Agreed that the characters should be centered. Also, the text at the top feels like it should have a thicker outline imo.
>>
>>170366013
Looks great!

The in-game animations are still pretty bad, though.
>>
>>170366134
>>170366013
seconding this, and the thumbnail doesnt really read as anything
>>
>>170365970
2, but occasionally you have to go collect people with gameplay like 1
>>
>>170366013
Artwise looks good. But the title is too small, and the characters needs to be more centered. Also, the pose is pretty weird.
>>
>>170366393
>>170366013
ok, to be more helpful, here's my guess at why it doesn't read:

- the samurai's face is partly obscured by the sword. normally those horns and helmet would be a strong silhouette, but here you cover half of it. samurai helmet also sort of relies on the gap between the shoulders and the helmet for a strong silhouette. moving the head up and to the right to get it out of the way of the sword would fix.

- your grass green is more saturated than frauki's green. this is backwards.
- the bg is super saturated in general.
- ideally frauki would be on a dark bg. it might be too cute, but if you can contrive a background that is dark where frauki is and light where the enemy is, you'd solve this.
- in general, make the bg less busy, so it all reads as a single area and the character silhouettes stand out.
>>
>>170358592
>>170361854
Have some concept art my budy

>>170363740
This is the 100 million dollar question
>>
>>170367242
*like*
>>
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Finished a hand
>>
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Slight progress. Changed the targeting system and added a shot reset key, intended for if something breaks but probably will be used like in the webm.
>>
>>170367242
I like how mature she looks like. Refreshing after seeing all the kids all day.
>>
>>170344206

That's my plan, lmao.

Content creation is going to be a real bitch though.
>>
>>170367451
Now rig it
>>
>>170367242
Looks good anon, thanks! Not sure if I'm looking for a new artist right now but feel free to message me one a social media account so I can have your contact info!
>>
>>170367747
If they're ripping shit off, I'd be looking. Get a contract next time. Put the liability for copyright or IP infringement on them if their work infringes.
>>
>>170367663
Yeah later lol. I did add some extra loops for that
>>
>>170367909
Did both of those (contract & liability). Never played Metroid so I didn't know about any similarities, and I'm working on programming right now so haven't looked into it any deeper yet. I'll be looking into it more tonight.
>>
>>170367909
Even if you put the liability for copyright infrigement on them, you still will have a lot of problems until you take out the assets.

So, looking for an artist that isn't trying to rip-off "C&D Nintendo" is the best course.
>>
>>170367451
Too fingery
>>
>>170363976
>>170363895

and a little bit of twitter which is going nowhere
>>
>>170367484
What if someone finds the combination that yields a strike?
>>
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>>170363895
>preaching to the choir
>>
>>170368235
I'm not saying it would allow you to continue infringing, just protects you legally, providing you correct the problem if it's called to your attention.
>>
>decide to work late into the night for DD13
>power outage
>borked project has to reimport 12 gigs of assets
>>
>>170368235
To be honest I don't understand the problem. Yes, it resembles the Metroid weapon, but it's not exactly the same. What if it's just a way of paying homage to Metroid? An easter egg? etc. I mean if you watch a movie, or read a book etc., there's usually a tons of references and hidden jokes towards other works, and they fly okay.
>>
>>170368630
>not having a UPS
>2011+6
>>
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EXTRA EXTRA READ ALL ABOUT IT


AUSTRALIAN GAME DEV GOOGUM
WORKING ON A NEW GAME CALLED
PRESIDENT ERECT

A DATING SIM ABOUT DATING THE PRESIDENT
EXTRA EXTRA
>>
>>170368817
>he fell for the bloodborne on steam ruse
>>
>>170368630
Once a restart turned my cpp file into a binary. Fun times. I've only found out months later that there are recovery tools out there for these kinds of scenarios.
>>
>>170368916
.... yeah :/
>>
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I'm ready for Demo Day! It took alot of doing, but everything I wanted to implement in the demo got accomplished. I was a bit worried I wouldn't have time to do rebindable controls or half the rooms I built, but it all came together.

Time for polishing.
>>
>>170368746
>references and hidden jokes
Either they are so subtle and uncharacterized that they can do it, or they got the license to do it(like Wreck-it-Ralph, or Pixel).

>homage
You are making money off it? Then this isn't how the companies sees it. Especially Nintendo, since it has the fame of going around distributing C&D letters to projects in development that uses any of their IP.
>>
>>170368351
The physics aren't completely deterministic, but I don't have a system in yet that forces you to adjust each shot.
>>
>>170369297
>physics aren't completely deterministic
dropped
>>
>>170369165
2d top down resident evil
resident evil type game
residentevil8
top down resident evil
resident evil style
resevil
resident evil pixels
8bit resident evil
mixel resident evil
resident evil 4 2d
resident evil lore game
2d res ev
>>
>>170367356
Thanks friend

>>170367591
Yeah Im not exactly down for a loli jam

>>170367747
I'm not an artist, I just do art as a hobby. I'll throw up an art page one of these day, until then Imma just lurk around
>>
>>170369461
shit those were my tags I didnt mean to post that here lol how to delete?
>>
>>170369165
>giving away the ending
nice job nerd, now i dont need to bother playing the game :^)
>>
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+ sounds
+ queue of next tetrominos, refilling over time.
+ more traps
+ smarter AI
>>
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>>170369461
>8bit
>>
>>170369571
>I'll throw up an art page one of these day
Do it.
>>
>>170368746
>>170369230
I'll be looking into it more in depth, I have a friend who is a lawyer so might ask him if he knows anything about this since it would have to do with copyright and all that. It'll be an easy change at the end of the day since her in game sprite doesn't look similar, so the only thing it would mean is that 1 piece of art has to change.
>>
>>170369230
People who get C&D letters are the lucky ones. The people you don't hear about get royally fucked by the lawyers and wind up signing settlements that break them while including an NDA so they can never talk about it. Don't infringe on copyrights, trademarks or IPs. Don't make fucking fan games. Don't fucking do it.
>>
>>170369745
Really doubt an idea as broad as "robo girl with a gun arm" can be owned

There are probably 20 sci fi paperbacks with one on the cover already
>>
>>170369726
ok you convinced me
>>
>>170370125
Don't jump into the conversation without reading it.
>>
>>170369797
>Don't make fucking fan games.
Not all publishers/developers are against fangames, you know.
>>
>>170369797
If nobody can talk about it then how do you know it happens?
>>
>>170369745
>friend is a lawyer
That's good, this way you can have a better understanding of the situation, maybe your friend will have to ask another fellow lawyer who is more into copyright and stuff.

>it's easy to change
This is why you need to do it now, before it grows and becomes too much of a burden to change a shitton of related assets. Without to mention that there may be more art in your game that could infringe other copyrights, so you better have a talk with your artist.
>>
>>170370204
You said the art was ripping off Metroid
I'm saying Metroid can't own a character concept that broad
>>
>>170370248
Fine, don't make fucking fan games without express written consent from the IP/Copyright holders.
>>
>>170369745
Just make a couple of minor changes to the design and you'll be fine. Nintendo doesn't have time to go after small indies who have a relatively minor similarity in character design to them, especially when the rest of the character looks nothing alike, the gameplay isn't anything alike, etc. Just sit down with your artist and have a serious discussion about "smart" inspiration, and go on with your life.
>>
>>170370381
Check the gun designs.
>>
>>170370381
See >>170358592, >>170360683.
>>
>>170370396
Exactly.
>>
>>170370371
>That's good, this way you can have a better understanding of the situation, maybe your friend will have to ask another fellow lawyer who is more into copyright and stuff.
>expecting your lawyer friends to a consult for free
Do they ask you to program for free?
>>
What's a good file format for meme low poly? What is the best approach to store model data for it in the application itself (talking about OpenGL +3.X)?

Obj seems to be fair enough, but I don't think materials are that important, since mainly I would only need the plain color.

My concern is this: have a big scene, like a map with a lot of materials would mean that I have to break down the scene to different objects, but that would result in a lot of draw calls. However if I just add the plain colors to the vertex buffers (so I assign a color to each vertex), and load all map elements to a big buffer, that would result in a lot of memory usage, wouldn't it? I mean I would store the same color code countless times.
>>
>>170369571
>I'll throw up an art page one of these day
Seconding that you should do it
Still, feel free to shoot me a message sometime so I have your contact info in case you get more into it in the future. Keep it up!
>>
>>170370557
Well, if my friend had a question about programming, I would answer him without charging. It's not like you are asking for paper work, just how bad it is to infringe copyright.
>>
>>170370731
You want to be able to read the file directly into memory and then upload directly to the GPU, so you need an asset processing step that loads whatever (use Assimp), converts to the GPU representation, and dumps to a file that is then consumed by the game.
>>
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I humbly request your guys suggestions since i have deved myself into a corner.

you see those walls in the picture?

the way i did those i can now never place anything less high right behind a wall, especially stuff that would hurt the player, since well you cannot see it behind a wall. Flat stuff couldn't even go 2 rows behind it.

not quite sure how to resolve this dilemma.

I could just design all the rooms in a way that never has anything placed behind walls, but i feel like those would usually make good spots to put things.

i played around with making the walls transparent when you get close enough, but that looked shitty (at least as far as i tried)

I don't want to change it to a flat zelda style even though now i know why they did it that way (hey at least i learned something) since i actually like the look otherwise.

don't know why i did not think of this problem from the start but well i didn't and now i have to figure out how to circumvent this problem.
>>
>>170366419
I'll try that one. thanks
>>
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>>170370480
>>170370485
The only things in common I see are the three "rings" section, and how it narrows at the tip
>>
>>170370731
>>170370891
And yeah, there's trade offs involved in choosing the GPU representation. If you're unsure of which will be more efficient between multiple draw calls and higher memory usage, test both.
>>
>>170370892
You could go for the Age of Empires look and draw obstructed enemies as a solid color silhouette where they are visually overlapped. Could base that on LoS or proximity to have a rest of surprise to it.
>>
>>170370396
I seem to recall a story where the team got explicit consent before they started a fan project, but then when it came to release time, the company who owned the IP refused to allow it.

Consent can still be withdrawn whenever, basically.
>>
>>170371034
Are you blind? Also it doubles as a problem since both are arm guns attached to a girl with basically the same body type.
>>
Has anyone here actually released a finished game?

Do you have to publicly put your real name or can you just use an alias?
>>
>>170370892
Why don't you think of things that you can put there instead of feeling bad about the stuff you feel you can;t? Hidden chests, trapdoors to lower levels or other rooms... crisitunity, friend.
>>
>>170371243
Can't you get a legally binding, written form of consent?
>>
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>>170371034
You blind?
>>
>>170371310
Whatever you want.

Everyone still calls him Notch.
>>
>>170371213
well that would work for enemies, but what about holes or spikes or something?

feels like that would look out of place
>>
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>>170370371
>>170370403
Yeah it'd be interesting to hear his thoughts on the topic over all for sure, and I'm sure he has other lawyer friends. And I'll definitely be talking to the artist, I just haven't looked into this much yet because I want to finish around at least ~10 hours of work for the day otherwise I'll feel bad for not doing enough. And with something like this I don't want to jump to conclusions until I understand a lot about the situation, but I'll be looking into it starting tonight for sure. Thanks anons.

Also let's not have the whole thread be about this so let's post some progress. I'm putting all the dialog portraits for cats into the engine right now, boring as fuck but gotta do er.

>>170371310
My two previous ones are at https://connorort.itch.io/
Some lads here might remember those games from 2015
>>
>>170371252
>Are you blind?
Yes, I didn't realize the arrowish part, you're right
was looking at >>170367242 that didn't show it
>>
>>170371360
Clearly coincidental. Left is missing one yellow circle and isn't green.
>>
>>170371360
Not him but honestly that's like saying one gun ressemble another. They're both extremely generic arm cannons
>>
>>170358592

That's sure a unique and original arm cannon there.
>>
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>>170371503
>>170371521
>>
>>170371328
hmm yeah good point, use the design weakness for something new.

not sure how good that would feel, but it is an idea i can try at least.
thanks
>>
>>170371072
Thanks, anon! I thought I'm missing something, but it looks like the solution to the problem is not as trivial as I thought. Which is good. I like experimenting, so I'll try both and see what happens.

I'll write my own parser, though, I think. Assimp is a fine library, but feels like an overkill for the humble task I'm after.
>>
>>170371434
Maybe a subtle outline that gets more opaque the closer you get?
>>
>>170371597
>I'll write my own parser, though, I think. Assimp is a fine library, but feels like an overkill for the humble task I'm after.
It's only going to be used offline. Don't waste your time.
>>
>>170370129
Don't forget to post it here.
>>
>>170362009
>>170361854

You gotta realize, Metroid fans spent 3.5 games staring at that arm gun. We know what it looks like by heart.
>>
>>170371345
No company would ever sign a legally binding contract to give away their IP for no profit and with no control over the project.
>>
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Anybody knows how to fix this? it doesn't look like this in maya.
>>
>>170365970

In my opinion defending a place against zombies is very played out, go with the first idea.

Your game reminds me of crazy taxi for some reason.
>>
>>170371720
>It's only going to be used offline.
I always thought I should actually include Assimp into my project, but as I understand your suggestion I should just use it as a converter? So:

File -> Assimp -> File ready to go, every vertex in the proper order etc. -> Game

?
>>
>>170371310
You'll need your real name when incorporating and that shit can be looked up. I'm not saying you have to incorporate but if you are looking at any measure of success in an upcoming game you should incorporate, TM your corp name and the game's as well and do all of that business type shit. People may call you xXWeedDethBroXx if that's your handle but your name will be out there. Don't be dumb enough to give other people control to avoid it.
>>
>>170372168
Exactly. But Assimp itself is not the converter, it just handles loading different formats for you. You have to write a small program using Assimp that does the conversion.
>>
>>170372025
So the belt is supposed to be connected to the skirt?

Does it behave properly in terms of the physics?
>>
>>170372025
I don't know why but seeing that "pelvis" made me giggle.
>>
>>170371310
Steam has to have your real name for banking purposes but you can put any "developed by" name you want in the store page
>>
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>>170372326
>You have to write a small program using Assimp that does the conversion.
Yes, I meant it that way.

Damn, it sounds cool. Thank you for your help, anon! Here's some GPU waifus in return.
>>
>>170371554
It's a tube mate, get over it
>>
how did the creators of hotline miami get to use cool licensed music??
>>
>>170372780
They threw a couple of coins into a wishing well and the next day there were 50 GB of music in their project folder.

Next retarded question.
>>
>>170372780
It's fine to use other people's stuff so long as you delete it after 24 hours.
>>
>>170372780
>cool licensed music
It was stuff from indie musicians from SoundCloud. I don't think it was that much of an investment to get the rights to use them.
>>
>>170372605
And if you're already using a makefile or something to build your game, it should be pretty easy to make it convert your assets for you as well. Just make your conversion program operate through command line arguments.

You can apply this to more than models, of course. You might want to convert textures to a compressed format like DXTn, pack texture atlases, etc.
>>
>>170372737
So is my dick
>>
>>170373115
Barely
>>
>>170373115
And a single touch from a female can make them both fire
>>
>>170373115
that would be a mating tube
anon meant mate like m8
>>
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How often do you work on your game?
>>
>>170373525
that.... is not a question I wanna answer
>>
>>170373184
winrar

>>170373525
on the daily
#goals
>>
>>170373525
At least two hours every day, after work.
How about you?
>>
>>170373525
Every night. Except for the complete last week.
>>
>>170373525
I have sudden motivation periods where I work 24/7 for 2 weeks straight
Then I get depressed and spend 6 months without doing anything
>>
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>>170372384
the belt is part of the same mesh of the skirt, and it behaves like it suposed to in maya and in unreal, the pnly problem is that it looks like it's tearing when simulated in unreal. pic related is the setup in maya
>>
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>>170373525
n-n-nev-i mean, i didn't work last month at all, b-but every day!
>>
>>170373525
At least once every year
>>
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>>170373789
and pick related is the apex simulation in maya, how it should look like.
>>
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>>170373525
whenever i'm not at school or wageslaving
Did anyone else here fall for the cheap (read: tiny) tablet meme?
I'm trying to do concept art of characters digitally and its fucking excruciating
>>
>>170373525
I haven't touched it in a month because I've been busy working on my art.

And by "working on my art" I mean "watching artists on picarto and pretending I'm learning".

Though I did write a program to monitor and automatically download streams, so that's something at least.
>>
>>170374213
yes

i want to buy a cintiq to draw commissions but that means I'd have to wageslave, but if I want to avoid wageslaving and draw properly I need a cintiq...
>>
>>170372141
Yes, it's fun that you mention it, It started in my mind as a game where you drive a bus in my city (In Santa Cruz - Bolivia people drive like crazy and i wanted to show that in a critic/game way) so yes it was more or less crazy taxi... with a bus. until a friend make me realize that is funnier to run over people that to avoid them.. and to avoid Charges of conscience i decided to make them zombies. and this is how this idea started.
>>
>>170375151
An Intuos is fine.
>>
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>>170369571
>I'm not an artist
>>
>>170374213
Are you sure it isn't just the regular discomfort of drawing with a tablet
>>
0-4 work on procedural dark souls
5-9 work on multiplayer horror
>>
>>170375264
Not him, but Cintiqs are so much better than tablets its not even funny.

I'd love to buy one as well, but they're expensive as fuck.
>>
>>170374213
>>170375151

>falling for the cintiq meme

A huge expensive tablet isn't going to make leaning to draw easier or quicker. If anything you'll find the same frustrations with a small tablet, but instead magnified
>>
>>170375396
y-you wouldnt shill on the internet just like that would you?
>>
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Yadda yadda, progress of the day.
I want to fix the terrain shader, but I must keep it for the end, or I will never finish this thing.
>>
>>170375550
That seems like saying having a mechanical keyboard won't make programming easier to learn
>>
>>170371448
how did you learn to make such a cute cat?
>>
>>170375761
I would, and I do it for free. Cintiqs are great, I say that from first-hand experience.

That said, if you're just learning to draw, pencil and paper is the only way.
>>
>>170375550
It's a pain to draw while looking at a different place
>>
>>170373759
My nigger,
>>
>>170373525
A couple hours a day. Amost everyday.
>>
>>170375851
>pencil and paper is the only way.
why
>>
>>170376125
I think mostly the answer is that everyone who knows how to draw pretty well nowadays learned that way. I'm just starting and I'm doing okay mixing pencil and paper with tablet and photoshop.
>>
>>170376125
Because that's how you learn to draw, nigger.

Did you learn to drive by playing racing games at an arcade?
>>
>>170375550
my personal issue with it is that I find it difficult to make satisfying lines when inking

I can do it on a tiny tablet but it requires copious amounts of stabilizer and undo.
>>
>>170373525
Once a week for about an hour.
I need help, how do I get determination to work on games?
>>
10 HOURS UNTIL DEMON DAYS
>>
>>170376415
Determination is a product of your genetics. It can't be learned.
>>
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Alright, got a barebones battle system and the new innovative snakep(tm) mostly kind of working.
>>
>>170373525
I do Software Engineering for a few hours then I work on game for around 6 hours each day and I also eat healthy and exercise to maintain discipline and exercise and have social interaction to feel better to keep gamedeving

Lots of breaks inbetween all of those also
>>
>>170376371
i don't drive but driving schools use simulators which is pretty much the same
>>
>>170376371
If your intent is to learn how to draw game assets, why not start with tablets and programs?
>>
>>170375826
That's pretty cool.
>>
>>170376415
Cut out the things that distract you rather than trying to force yourself to do that which you want more. You will fill the time with working more, he said, as he was shitposting on /agdg/ rather than working.
>>
>>170376816
Because to draw game assets, you still need to learn to draw.

To draw ANYTHING, you first need to learn to properly draw. Period.

>>170376797
Well here in the real world, you learn to drive by getting your ass in a car and hitting the road.
>>
>>170376001
I'm not saying that a cintiq isn't a positive thing to have but I've seen a lot of people invest in one assuming that 'I saw X artist using one and they're great so I must get one too' Same with photoshop brushsets or expensive traditional materials having assumed that it is the medium that somehow unlocked their ability.

I'll admit there is a small margin of improvement that might be gained by switching over but if you're at a beginner level its negligible.

>>170376125
You can learn and practice a myriad of techniques from traditional art that transfers directly to the digital medium. Everything from line confidence, line weight, understanding of form and light and composition all transfers 1 to 1 very quickly and are all applicable to creating competent game assets.

170376376
I'd recommend having a look at Scott Robertsons short tutorial about line control and weight as once you can nail it first time, you won't need a stabilser at all. https://www.youtube.com/watch?v=x0zl5NnEAyU
>>
>>170375826
how do you shade in blender?
>>
>>170376737
I enjoy this amount of blood
>>
>>170377004
Drawing with a tablet onto an art program is still drawing, is it not? Why is learning to do that not learning to draw? Did you learn to draw on slate tablets and then switch to paper when you were ready?
>>
>>170377004
that's not true you can learn 3d modeling and make goodlooking 3d models of all your assets without being able to draw
>>
>>170377040
that doesn't make drawing on paper "the only way"
>>
>>170376376
>I can do it on a tiny tablet but it requires copious amounts of stabilizer and undo.
That doesn't change with a Cintiq. Source: own a Cintiq. People still use stuff like Lazy Nezumi even when they have Cintiqs. I would definitely recommend owning and using a smaller tablet for a few years, at least until you're good enough to justify putting down $1700 on what could end up being a really expensive monitor.

I'm not a professional and maybe I'm not good enough to justify having one. But if you're crap without a Cintiq, you're going to be crap with one, and also over a thousand dollars poorer. Don't get one until you're pretty good at digital art.
>>
>>170376934
Thanks!

>>170377091
What do you mean?
>>
>>170377147
>Drawing with a tablet onto an art program is still drawing, is it not?
Yes, it is, sure. The best way to learn to draw is pen and paper, though.

>>170377214
>3d models
You don't draw 3D models. You model them. You sculpt them.
>>
>>170376737
What the what.
>>
>>170377375
I've used a wacom for years.

>>170376371
that's literally how pilots learn to fly.
>>
Reminder that pencils were invented in 1795 and there were many great artists before that so claiming that "pencil and paper is the only way" is fucking ridiculous.
>>
>>170377753
>that's literally how pilots learn to fly.
Pilots learn that way because most don't bring their own plane to flight school.
>>
>>170377483
I'm not trying to be argumentative, simply trying to learn from people who know how to do what i'm trying to learn but what about pen or pencil and paper makes it advantageous to simply learning on a computer?
>>
>>170377893
Most won't bring their own car to driving school either.
>>
>>170373525
once
>>
>>170377483
you can still make game assets without drawing them
>>
>>170377753
>I've used a wacom for years.
Alright, so if you have, and you anticipate becoming more serious with your art, go for it. If you're >>170375151 you can do commissions to buy your Cintiq, not the other way around. If you're >>170374213 just don't buy a Cintiq yet: it's not worth it yet.
>>
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In terms of mechanical changes, pole climbing is now a bit more complex; poles can block Dixie if she isn't in-air when she touches them, and also a pole's width can be variable, with a widening grip animation and rotational systems in place to compensate (as a plus, the "hug a tree!" animation is adorable)

But mostly the progress here is just asset design. Starting to flesh out the world a little bit; the blocking out of the core brush geometry is like 99% done, so I'm adding things like fences, trees, a character's house, etc.

What's nice is that as these assets are added, I think the art style starts to come together more; the level geometry stops feeling so placeholdery when there's something in it besides the raw brush shapes, something that's smooth shaded and low-res textured and sorta moves around as you get near it.

Oh, Charge Attacks are now completely overhauled as well. Charging now iterates an Int variable with a looping animation, so dodge-offsetting your charge states around works perfectly. I don't remember if I ever reported that change but it's done.
>>
>>170378357
That actually looks like a real nigga game

Teach us your ways senpai
>>
>>170377337
Sure but a pencil and paper is always to hand, inexpensive and you can pick it up and practice wherever you go.
>>170377857
Instead they used charcoal, ink or whatever was cheap and easily acquired. Despite tablets existing nowadays pencils and paper still exist and are cheap and easily acquired.
>>
>>170378357
OoT/20
Nice.
>>
>>170378357
those fucking poles

i wish i could exterminate them
>>
>>170373525
>Instead they used charcoal, ink or whatever was cheap and easily acquired
Exactly. Pencil and paper drawing isn't the only way to learn how to do art. As long as you practice the fundamentals you can learn in pretty much any way.
>>
>>170378357
Its like Mario 64 but WITH GUNS
>>
>>170377901
It's probably because:
1.) Not much to fuss about with tools. Some new artists get stuck on trying to find the best brushes or presets or techniques instead of just doing as many sketches and studies as they can.
2.) Portability. A pen and paper is easy to take anywhere you go, which is especially useful for life studies. You can do that with a Cintiq Companion or a Surface or a iPad Pro or whatever they're called, but it's easier with just a pen and paper.
3.) Cost. Pens and paper cost very little in comparison to tablets. A $10 sketchbook and a pack of pens or pencils every once in a good starter investment.
Those are my thoughts on the matter, anyway. I'm not against beginners getting tablets but I don't think it's necessary for learning the basics.
>>
>>170378869
>>170378638
>>
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>>170378664
Going more for Banjo than Ocarina, but thanks very much!

>>170378357
Shorter version of the clip so the compression doesn't make it so fucking hard to see the new assets.
>>
>>170373525
Every day, but the number of hours depends on what I'm doing. If I'm on a roll I can dev for all afternoon/evening/night without even realizing.
At times I even forget to eat or masturbate
>>
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>>170378886
Yeah, well and also with air juggling.

Think "Bayonetta Kazooie". Or if you prefer, "DMCixtyFour" (I just heard that one the other day)

There is quite a bit of gunplay too but then most N64 games post-SM64 incorporated that in some way or another. Banjo-Tooie especially was basically "Goldeneye: 00-Banjo" and since then there have been a shitload of games (Ratchet and Clank come to mind) that mix guns and collectathon gameplay, so it's not exactly novel.
>>
Ue4.16 when?

I want new features god dammit
>>
>>170379379
I talked shit on your punching animations the other day and they're looking much better now.
>>
>>170379704
That's because you talked shit, so I fixed them. So thank you for the honest feedback!
>>
>>170379624
I bet you're not even using the new blurry UI elements on everything
>>
>>170380207
I sure as shit am.

I spent a week on a hacky method using custom post processing materials and then they added it in the next update.
>>
>>170379379
there haven't been any recent good ones though. i think yesterday i reccomended metal arms, if you get a chance you should check it out. i was never able to find a stable emulation for it.

im playing jak 3 right now and a lot of its basic mechanics have aged very well.
>>
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>>170375845
I hired a pixel artist and an animu style artist. I'm doing everything except the art for the game. Glad you think he's cute, he's based on my irl cat who is the bestest.
>>
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Reminder to save often and make backups.
>>
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Trying to keep my code flexible enough that I'll be able to easily introduce new characters with different pushing styles. As a test, i made both "recursive" and "non-recursive" pushing styles and a hotkey to swap between them. While in recursive mode, you can push multiple blocks in a row.

I'm using a strategy pattern to do this - Pusher entities delegate their push() method to a push_strategy.
>>
>>170380863
post cat
>>
>>170381143
kewl
>>
>>170381143
I love that artstlye
reminds me of runman
>>
>1 day prototype is better than 1.5yr main project.

Do I dare abandon it?
>>
>>170381143
Surely the other characters are going to be different classes in the first place. Why the strategy?
>>
>>170382104
post prototype and main project, then we judge
>>
>>170382104
The 1 day prototype is better because you haven't had to work on all the shit that sucks about making a game (everything that isn't prototyping).

Don't abandon your main.
>>
make a engine
>>
>>170367451

Good. Hands are a fucking nightmare to model.
>>
>>170382104
First day of dev feels like you're making huge amounts of progress.

Then next 100 feel like you're walking in place.
>>
>>170382237
Don't want to associate my game with 4chan honestly.
>>
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>>170381360
>>
>>170380863
I'm pretty sure he needs a watch cap. Just a normal black watch cap.
>>
>>170382175
>Surely the other characters are going to be different classes in the first place. Why the strategy?

I want to be able to treat them all as straight up instances of Pusher, passing the strategy into the constructor.

Current setup lets me do this:

@player = Pusher.new(2,2,Gosu::Image.new("assets/player_1.png"),RecursivePush.new)
>>
>>170382104
>1.5yr
this is all i need to know to know your main project isn't going to make it.
>>
>>170382485
tehehehehe KEEETY!!!
>>
>>170382643
what do you mean?
>>
>>170382485
ふわふわ
>>
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>>170374213
Is it this one? You're not out much money if that's the case.

I got a Huion 1060 Plus for $70 new.
>>
>>170382604
Carry on, then.
>>
>>170382484
>i'm not making a game, just shitposting!
it's okay, i understand honey
carry on
>>
>>170382643
gogem just teach us to be successful at gamedeving already
>>
Will downloading VS 2017 make me a better dev?
>>
>>170371781
I wont
>>
>>170382906
nah, coding c in emacs a best
>>
>>170382815
Just do the opposite of what gogem does and you should be fine
>>
>>170382815
i'll answer for him
1. don't spend unreal amounts of time on a single project because once you reach a certain time threshold you're no longer increasing its chances of success, just wasting resources
2. make marketable video game, tap into memes like looking at tits and school shootings in order to maximize the publicity
>>
>>170375826
Looking good man, what's the end goal?
>>
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CHOOSE ONE

>Use social-network based features to promote your game and gain publicity and a little money
>Don't use social-network based features and drown in the mass of indies.
>>
>>170383504
nice post dude well done
>>
>>170383504
I choose make a good game and if people like it cool and if they don't also cool
>>
>>170383504
I sink
>>
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How are your demos looking anons?
>>
Control or C for crouch?
>>
>>170384019
canceled
>>
>>170383504
Reminder to focus on just one or two social media sites. If you're a one man army then you should not be dedicating too much time to promoting your game, or else you'll have no game to promote.
Personally I just use twitter since it's fast to tweet out some progress now and then.
>>
>>170384078
Right click
>>
>>170384078
Rebindable keys, there is ZERO excuse to not have rebindable keys.

But Control is the standard default, usually.
>>
>>170384078
Control if movement is fast and crouchjumping is a thing
C if crouching is mostly a stealth thing
>>
>>170384019
as always not as good as i'd want it to be, but i'll upload something in hopes of getting into group fanart
>>
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What does this look like to you?
>>
>>170384497
look like summa dat grain nigga
>>
>>170384497
wheat. or that cereal russel crowe's gladiator walks trough when he dies
>>
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>>170384497
a very muscular wheatthing
>>
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>>170384497
A bonus, perhaps.
>>
>>170384497
the top of a wheatzard's staff
>>
>>170384685
>parker posting is actually becoming a thing

fucking /tv/
>>
why gamedev when you can pick up women and get all the ladies?
>>
>>170384830
Someone get this hophead outta here.
>>
>>170384497
looks like whoever created that is eating a healthy diet
>>
>>170383347
I'd like to make a sim game. At the moment the gameplay I have in mind is widely inspired by bullfrog's games. (a minimalist Startopia, because I don't have much assets to work with).
>>
I'm having the feels, and I don't think the feels will let me finish my demo.
Someone please get these feels away
>>
>>170385181
what are you feeling anon?
>>
Landing on stuff now triggers a VN scene

I should implement word wrapping though
>>
>>170382485
FUCK, that cat is SO nice.
>>
>>170384901
Why'd the women fall down tho? what happend
>>
>>170385334
>pandering to subhumans that can not afford to buy appropriate screens for your game
One of the slipperiest slopes out there.
>>
>>170385258
I miss a girl. Also I feel I'm a hack and my game will never be played by anyone but me
>>
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>forgot that I paused the project in a transitional state of solving a problem
>need re familiarize both with the problem and the solution I was attempting
Would probably ignore it if it wasn't the animation system with glaring issues.

>>170382643
>tfw not going to make it
>>
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Add in some mouse support, and I suddenly have a (very basic) built-in map editor.
>>
>>170385535

I'll play your game, anon. What is it about?
>>
>>170385535
women come and go they are very fickle

post your progress or game we will play it and give you feedback
>>
>>170385375
bitches texting while crossing the street
>>
>>170385375
bonked their little noggins on the glass ceiling
>>
>>170384901
So I can get rich and buy the ladies.
>>
>>170384901
>make game
>get rich
>disregard the ladies and play vidya all day
>>
>>170385571
>suddenly
Map editors are known for their predatory behaviour. Other devs should check their games for unexpected map editors as soon as possible.
>>
>>170385650
>>170385689
Hmmm you both got me there
>>
>>170385538
Love seeing your progress, m8.
I rarely post, but you should know that I enjoy watching dem vids.
>>
>>170385538
post moar progress

post daily
>>
>>170385538
>wanted to download your game
>windows 10 blocked it
>>
>>170384346
Crouching is C by default in Dixie because Shift is dodge and it's way too hard to press Shift and Ctrl at the same time.
>>
>>170369165
Can't wait to play your demo anon, looks great. I hope my will get some downloads too, like maybe, 10 people playing it and constructively criticisng it.
>>
>>170385593
>>170385594
I'll try my best to have a demo for tomorrow
How good does my not made menu need to be?
>>
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>>170385538
there
>>
>>170385689
>make game
>get rich
>dev all day

am I the only one with this dream?
>>
>>170386046
>and it's way too hard to press Shift and Ctrl at the same time
That's a really fucking weird thing to say. I have absolutely no issue pressing both at the same time or alternating between the two with as much precision as could possibly be necessary.
>>
>>170386046
Crouch toggle fixes this.
>>
>>170386172
I'm not advanced enough yet to carck computers, you might be confusing me with the hacking game dev.
>>
>>170386345
Maybe it's just me. I only ever use my pinky for Shift or Ctrl and I can't use it for both at once. Trying to get my ring finger to go for one while my pinky goes for the other is extremely awkward to me, but going ring finger to C with pinky on shift and middle holding W is really natural feeling
>>
>>170386489
>action game
>toggle
Anon...
>>
>>170386663
What's wrong with crouch toggle?
>>
>>170386190
I want to say I wouldn't stop after one game either. But full-time gamedev looks like it takes its toll on people, so you never know.
>>
>>170386489
Dixie will never have toggle crouch because of the way crouch works; it doubles as a "sub menu" button because virtually all of your command attacks are locked behind crouch (+ dodge to gap close, + jump to launch, + heavy to stagger/guard break, + light to trip, hold in air to downspike) and having it be a toggleable "state" would break that.
>>
>>170386643
>going ring finger to C with pinky on shift
you have big hands, anon.
>>
>>170386810
If you're rich you can hire people to help you though.

It's definitely hard work but I think your first game as a 1ma is the worst. It can only get better from there.
>>
>>170386643
I mean, you can use all of the fingers you normally use for movement while using the pinky for crouch, whereas using C for crouch means removing a finger from a movement key.

Honestly, you might as well go for V or B at that point because it's much easier for the thumb resting on space to hit one of those and it avoids using a movement-key finger for something else.
>>
>>170386849
Oh I see. Maybe split the binding for crouch and "modifier" then? I mean, allow them to coincide, but don't force it.
>>
>>170386849
Is alt already being used?
>>
>>170386858
I meant index
>>
>>170386849
>>170386921
Though, at the same time, don't waste too much effort on tight keyboard controls for a game most people are going to play with a gamepad anyway.
>>
>>170382815
shrink the scope
work smart

>>170385538
have you really not finished this yet? have you really taken a year+? theres something wrong with you if this is the case.
>>
>>170387054
Not dixiedev but I always see people whinging on steam whenever a game heavily recommends a controller. I agree with your sentiment but I'm not sure whether the human cattle we peddle to feel the same.
>>
>>170387031
No. But why reach all the way for alt to crouch? C is closer.

I mean, I'll support rebinding either way, but for the default it makes sense to keep it on C I think.

The real trick is (always) coming up with keyboard keys for attacking; I use a 5-button mouse but most people don't, and it really fucks up the bindings to have to come up with a workable interface that makes sense for 3-button mouse players.
>>
>>170387134
how does one work smart?

what do you mean by work smart?
>>
>>170387275
I find it awkward to press C with my thumb. It's just nitpicking though.
>>
>>170387031
C is bad but any realtime non-simulator action game that uses Alt as a default keybind should be cast into the deepest abyss.
>>
>>170387252
Obviously don't make them Souls-tier bad keyboard controls, but make it clear that the game is designed around a gamepad.

Though I suppose it is really important to make sure you don't run into problems with key ghosting, because that makes the game unplayable instead of simply less than ideal.
>>
I hate GUI editors and HUD designing so much.
>>
>>170387054
Nothing screams "shitty devs" more than a PC game that doesn't have good kb+m controls
>>
>>170386921
No, because crouch acts as a "modifier" due to the way attacks and actions work.

Crouch + jump is a rising launcher because it's also the standard command for "backflip". Crouch + heavy attack is a standing uppercut; crouch + light attack is a ground sweep. Hold crouch in air is a ground pound / butt stomp.

There's a lot of that in Dixie (movement abilities that double as utility attacks), and it would be weird to have toggle-crouch with a special sub-menu button for backflip. Hold crouch and press jump to backflip, that's how these games always work.

It's almost never worthwhile to "toggle" a crouch anyway, it's not like you spend any extended period of time crouched. How often would it have been useful to toggle-crouch in Mario 64?
>>
>>170387487
Where do you think we are?
>>
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Got outlines working. Now, whenever you hover your mouse over an object that you can interact with, it'll get a slight highlight.
>>
>>170387453
Why? I find it's position perfect to combine with shift or control + wasd. I mean, space is better but I assume is being used to jump
>>
>>170387458
I was in the same boat until I started using Godot to make my game. Best damn gui design I've ever used.
>>
>>170387549
Oh that makes more sense. I thought it was a more abstract modifier.
>>
>tfw no gf to dev with
>>
>>170387457
>Obviously don't make them Souls-tier bad keyboard controls
Sasuga anon. How would YOU have fixed the Souls keyboard controls? I've asked dozens of people and the vast majority can't offer even a halfhearted response.
>>
>>170387417
Don't use your thumb, use your ring finger.

If you're using your thumb to crouch, how will you crouch+jump to backflip?
>>
>>170387592
Emdoodev?
>>
>>170387341
it means being efficient...
plan ahead (yes planning), leverage previous experience (work to your strengths), leverage already existing solutions (dont be an enginedev), tighten that goddamned scope
>>
>>170387680
God DAMMIT I meant to say use your index finger, not ring finger. Why do I keep mixing those two up

At any rate, you can't use thumb to crouch in Dixie unless you want to hit spacebar with something else.
>>
>>170387615
Ohhhh I know what's going on here.

You don't use a keyboard with a windows key. Unironically good for you, unless you're using a mac keyboard, in which case my condolences.

>>170387680
>ring finger
>c
Nigger what

>If you're using your thumb to crouch, how will you crouch+jump to backflip?
Whether it was bound to C or V or B you could just depress one of those and then press space simultaneously using your thumb.
>>
>>170387831
>At any rate, you can't use thumb to crouch in Dixie unless you want to hit spacebar with something else.

>press (C/V/B/N/M) with thumb
>also press space with thumb
Wow that was hard. You got some fucked up alien hands or something?
>>
>>170378638
Kill Yourself.
>>
>>170388018
First of all, if you can comfortably double-key with your thumb, more power to you. That sounds awkward as fuck.

Second of all, I was addressing someone who suggested Alt as a default keybind for crouch; I would NOT want to try to hit alt+spacebar at the same time with my thumb.
>>
>>170387646
But switching engine is a pain.
>>
>>170387831
I didn't know you would need to press crouch and jump simultaneously. Maybe C is the better choice after all.
>>
>>170387671
>tfw no gamedev gf to break up with and get sued by
>>
>>170388202
>Whoah I never thought of it that way
Pffft, as though crouch jumping with ctrl for crouch and space for jump has ever been a difficult maneuver to perform in any valve FPS.
>>
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Shit.
>>
>>170379379
Kinda reminds me of VEX
>>
>>170388458
That's harsh anon. Next you'll say it reminds you of X-Blades.
>>
>>170387735
clearly agasloth you dumb nigger
>>
>>170388453
is this that new castelvania kickstarter game?
>>
>>170388453
Wouldn't be gamdev if simple shit you added for flavor and fun didn't break and send you on a multi-hour/day tangent.
>>
>>170388453
what tools are you using to make this

Also, teach us your ways
>>
>>170387676
Assume a 5 button mouse (who the fuck doesn't have this, other than laptop trackpad only users, who can get fucked).

WASD = Move
Mouse = Look
Left mouse = Light main hand
Right mouse = Light off hand
Mouse wheel = Kick
Mouse forward = Heavy main hand
Mouse backward = Heavy off hand
Mouse scroll = Cycle weapons
Space = Roll/jump
Shift = Run
F = Context specific action
Q = Cycle spell
E = Cycle item
G = Use item
R = Two hand
>>
>>170388458
I heard that the other day and I can kind of see it

>>170388534
I never played X-Blades, but Blades of Time was okay for what it was, so if they're similar, I'd say that's an okay thing to say. BoT had pretty shallow combat but it mixed TPS and melee at a time when that wasn't something that had really been done and the encounters and level design suited the attack and mobility options pretty well. For a game clearly made with a budget of $17.50 I'd say it's not too bad. I've definitely played worse brawlers.
>>
>>170388534
I liked Vex It was fun, had fluid controls too.
>>
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>>170388596
I friggin wish I got kickstarted. Might contact a publisher soonish though
>>170388658
True that, my dude. It's half the fun, too.
>>170388678
Well, just Unity, and Blender for the models/animations. My code is a mess, desu.
>>
>>170387831

Where is your game?
>>
>>170388383
No, ctrl+space works fine, it's ctrl+shift that's a challenge.

You need to crouch-jump and crouch-dodge quite a bit, usually with quick access to WASD (or at the very least the W key) so neither ctrl nor alt make sense as crouch buttons. C was a logical choice because you can comfortably rest on Shift, W, C, and Space simultaneously.

I guess some people (maybe even most people) can comfortably use their ring finger to press shift, so they can do pinky-ctrl + ring-shift + middle W, but I just can't fucking use my ring finger for shift, it's super awkward, so I went with C as the default.

You can always rebind it.

>>170388970
Here
>>170379379
>>170378357
>>
>>170388939
I too am also learning Blender to make games in Unity later on. How are you structuring your code for the game?

I would structure it where I have different classes for all the characters like bat, person, knight, zombie etc and store the game logic in another class and in the game logic class have subclasses for different components
>>
>>170388383
First we are talking about Alt here, not Ctrl.
Second if it was the same case as a valve FPS it would be fine since you don't have to press the buttons simultaneously in those. All you have to do is hold Ctrl after you are in the air, so Alt would work in this situation.
But if you want to jump while crouching instead of crouching while jumping it won't work nicely with Alt.
>>
>>170388970
Is this post the virtual equivalent of a mockingbird imitating a cell phone noise? Producing something salient without any intent or intellect behind it?

>>170389253
>it's ctrl+shift that's a challenge.
It's really, sincerely not, but I'll stop giving you shit since you're including rebindable keys.
>>
>>170389272
Well right now I have about 4 different classes for the player alone (Movement, Inputs, ComboAttacks/ChargeAttack, and Spells)
Then for each enemy I have a generic Enemy class that handles Health, Attack Power, Points on death, etc.
Each enemy also has their own specific class that governs their AI and attacks/abilities. I figured that's the best way to do it.
All of this might change later on as I learn to code better but so far it's working ok
>>
>>170389379
If enough people tell me that they can comfortably press shift+ctrl at the same time quickly (like, they can adjust their hand to do that at a moment's notice) I'll make it the default binding.

I already don't run the default binding because of my 5-button mouse, I know most people would prefer melee attacks be LMB/RMB and I hate that, so it's not like it hurts me to make the standard binding something I can't stand to use.
>>
>>170389373
>First we are talking about Alt here, not Ctrl.
Grats 4 u. Alt is literally the worst suggestion, hence why other people were talking about other keys.

>Second if it was the same case as a valve FPS it would be fine since you don't have to press the buttons simultaneously in those. All you have to do is hold Ctrl after you are in the air
That's not the case, but I guess you haven't been playing maps that require precision crouchjumping, then.
>>
>>170389618
4 different classes for the player doesn't sound right
>>
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Here's an arm cannon
>>
>>170389272
>>170389618
Sorry, also to add;
The player has a Stat class as well, where Health, Movement Speed, Attack Power, Scores, etc are stored in. (so about 5 classes)
But beyond that, I have a "Director" game object that holds major game logic like Death, Beating a Boss, Timer and UI/Menu classes.
There might be more I'm forgetting

>>170389808
What do you suppose I'm missing?
>>
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>DD13 almost here
>54 joined
If there are not at least 40 demos submitted to DD13 before it ends, by Allah I will blow up /agdg/ and the nodevs that infest it.
>>
>>170390171
Will your game be there?
>>
>>170389940
What's the purpose of having that many classes? What are you gaining over just putting everything in the player?
>>
>>170390171
I know you wanted quite badly to post your picture of Sammy but there was a pretty good turnout and relatively few whodevs last demo day.
>>
>>170384125
plus your whole personal twitter can function both as that and a as a pseudo advertisement thing

People usually like seeing progress there
>>
>>170390171
WITH NO SURVIVORS
>>
>>170390171
Who is that man, anyway?
>>
>>170389734
Alt is good if you want to combine with shit and control (hence it's used like this for commands in most software) but I didn't know you would have to press it with space.
I was thinking of the hazard course when I said that. I haven't played any custom maps. Why do you need to hold space while in the air?
>>
>>170390296
Mostly for organizing purposes. But you're right, I COULD shove everything into one
>>
>>170389940
I would narrow it down to have a constructor that has all the health movement speed attack power scores,spells etc

then you should have movement logic and attack logic of the player

this will save you from having t make so many classes and keep it more organized
>>
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>>170390421
Lead developer of The Witness.
>>
I want button pressing and ladder grabbing animations to be done through root motion. This requires the player mesh to be in the exact position for the animation to work correctly.

How do I get the player there while avoiding snapping or requiring the player to be in a very specific position?
>>
>>170391031
Ideally you use IK and maybe other procedural animation techniques so you can fluidly move the player to the precise location needed.

Most of the time you just do a "soft snap" over several frames so it's not too jarring.
>>
>>170390171
my demo's ready
>>
>>170391031
>>170391376
With animation blending on the soft snap, of course.
>>
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I made a cover pic for itch.io
>>
>>170391376
>>170391638
Got it m8

thanks
>>
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How do I improve this shit. Inb4 don't make clicker game
>>
>>170392034
>polishing a turd
>>
>>170392034
You need a more interesting theme and better graphics honestly.
>>
>>170392117
turd need to get clean out 2 before it get flushed
>>
>>170392034
>clicker game
Nigguh, at least do something different with it. Instead of counting clicks, add a rigidbody to that fruit thing and toss it around/whip it at the walls. The more bounces, the higher your score/clicks/whatever.
>>
>>170392319
aah I like the idea. unconventional. beat the shit out of dat cherry.
>>
>>170387735
Nope, but I always appreciated his stuff, so I'll take that as a compliment.
>>
>>170392034
>How do I improve this shit.
>Inb4 don't make clicker game
answering yourself
>>
are progress and slick anime cunny mutually exclusive?
>>
>>170392552
I luv u even if ya familly dont. Just know
>>
>>170392647
yeah, anon. If you can't stomp your urges, you can't force yourself into progress.
>>
>>170392034
the interesting thing about clickers is NOT the clicking. it's figuring out the correct order to build your exponential growth machine.
>>
>>170392768
>the interesting thing about clickers is NOT
>>
>>170392768
and the uninteresting/toxic thing about clickers is the time delay between figuring out the correct order to build your exponential growth machine and the ability to actually enact that plan.
>>
>>170392974
dominion (board game) has the same problem.

>>170392034
solve it and you'll have a good game
>>
>>170392768
By order u mean way of getting ur points. Way = Gameplay = Interesting way to interact with the game. Gotcha.
>>
>>170393047
im not familiar with the game but given its (board game) i'd say the problem is not the same because it likely has actual tactics taking place as you try to enact the strategy.
whereas clickers has nothing but visual/numerical deadspace wastelands of time disposal which makes it more like an electronic gambling machine than anything else.
>>
>>170368746
The problem is the artist didn't inform him they were going to just copypasta something from Metroid. The artist was selling design and illustration services so passing off an "homage" as original design is basically fraud. It's at best a sign of a lazy and careless artist, and at worst a sign of an actual attempt to pass off other's work as their own. I'd finish out the project, check for infringements in the other designs, then never work with that artist again.
>>
How do you like your Card Game Mana / Ressources AGDG?
> Drawn like in Magic?
> Fixed increasing mana like in Hearthstone?
> resource-based like in Dominion?
> Fixed draws like in Gwent?
>>
>>170357486
Not the point, I was just wondering if it offered worthwhile features for game making, or if they were mostly locked behind the full version.

I posted the Steam pages so people could see the details and the reviews. Modo Indie had decent reviews but people seem to shitcan Maya LT.
>>
>>170393303
when are you going to make a board game?
>>
>>170393303
Gambling hun. Is there any gambling clicker game?
>>
>>170393363
mana screw sucks. any method that works to fix that is fine.
>>
>>170393303
All games are a waste of time, namefag.
>>
>>170392768
That's some absolutely banal math.
>>
>>170393490
but isn't mana screw one of the defining features of magic?
>>
>>170393439
never? why would iwhen i can make vidya?

>>170393473
video poker

>>170393497
not all games are games
>>
>>170393591
+1+2+3+4+5+6+7
>>
>>170392768
This guy gets it. There are some clickers where you basically click 100 times and then use growth generators the whole way thereafter, if you begin to understand the game enough.
I on the other hand just bypass all of that, scan for pointers in memory, and cheat. This is probably why I've stopped playing most games.
>>
>>170393970
>This is probably why I've stopped playing most games.
nice. which ones do you still need to stop playing?
>>
>>170393591
I agree. Often, the only interesting thing is one upgrade that clicks based on the number of another upgrade, so the optimal strat is to simply alternate. If you can take that core of interesting gameplay and expland it, you have a new interesting design.

Remember clickers started as a fucking meme to mock games.

>>170393679
Magic is garbage. It holds onto a lot of design flaws simply because it's the first of its kind and still big. Along comes HS with a refined game and a not-shit digital version, and steals their audience.

I don't know why WOTC doesn't just kill magic and make a new game with a more elegant ruleset. They do this anyway with the format resets every few years. Do Modern / Legacy players even make them that much money?
>>
I drank an entire Moka worth of expresso cofee and I need to sleep right now. Please help /agdg/, If I don't sleep I can't wake up to dev tomorrow.
>>
>>170394168
Magic is a very well designed and clever game of logic. What are you talking about? Also, there is lots of money to be made in Magic
>>
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>>170394520
dev now and sleep tomorrow
>>
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Ok instead of fixing the things that need fixing
I added some fancy lightning traps.

looks cool alone, but somewhat strange when having multiples that are all synched up.
>>
>>170394087
Mostly emulated stuff. I'm pretty fond of Harvest Moon 64, so much so that I've got a list of pointers to every entrance/exit location in the game (can walk into any entrance and just TP myself to anywhere). I don't cheat very often on emulated games, though. Probably because it brings me back to my childhood and I want to experience to last longer.
Pokemon RBY is something I play after a long break.
Paper Mario same thing.
I get bored of MMOs pretty easily, and I've been banned from most of the major ones for hacking, but once in a while I'll jump into some random F2P MMO.
Every now and then I'll fire up Skyrim and do stuff with mods. I hate installing mods but...eh.
I've modded the shit out of Europa Universalis III.
Oh and last but not least Shogun 2; I've privately modded it quite a bit - mostly to make everything faster, the AI act less retardedly, and the game more strategically challenging.
I think that's about it.
>>
>>170394603
But i have a networks class tomorrow 8am. How am I gonna dev if I don't know anything about networks? Singleplayer games are dead!!!!!
>>
>>170387671
>tfw gf broke up with you because you spent so much time working and doing gamedev that you neglected her
[spoiler}>tfw depressed about it but would still rather gamedev[/spoilter]
>>
>>170394694
you should make a game
>>
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http://www.valvesoftware.com/publications/2008/GDC2008_StylizationWithAPurpose_TF2.pdf

how do i calculate the ambient ?
>>
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>>170393047
>dominion
Almost thought someone was going to talk about that old Ion Storm game, and G-Nome. Fuckin loved that shit even if the game had a few big flaws.
>>
>>170394772
I am.
I'm making an RPG.
I got the equipment system mostly done but it's very difficult. You can play as many different races that have varying amounts of limbs and therefore varying amounts of weapon slots and attack styles. One playable race will have tentacles, and a few will have legs & claws instead of arms & hands.
>>
>>170394898
your scope is too big with the limbs weapon slot idea and too many race classes
>>
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>>170394864
sorry wrong pic
>>
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>>170394168
>>170394548
Thanks for the input. I was asking because i'm building an argument-based cardgame (was around here the yesterday too). These are a few mechanics I came up with
>>
>>170395007
>laev = behind
>*pursue
>tfw linguistics major and fucking everything up
>>
>>170394992
But anon...I already have most of the coding done regarding the "weapon slots idea". I'm literallly 2 methods away from completion.
It's a behemoth though; I've completely had to violate EC and go for an MVA system with a DAO to hold my loaded databases. Fuck the rules, though - I'm going to make a game.
>>
>>170394737
>indie multiplayer game

You're fucked.
>>
>>170394737
>Singleplayer games are dead!!!!!
Not as dead as 1MA multiplayer games.
>>
>>170395192
>>170395232
sorry, It's all caffeine-induced shitposting
>>
>>170394864
>>170394998
Doesn't it tell you on that slide?
>>
>>170395153
The hard part is going to be creating all the assets for all the races weapons and animations
>>
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>>170395320
>>
>>170394998
i think it means they have a function called a that takes a normal vector and produces the ambient, doesnt say what that is though
>>
>>170395445
I have a plan for that already, lad. I spent a while thinking this over.
I'm not trying to make a game like everyone else has made. I'm done with that shit.
>>
>>170395447
Nah, I'm not as cute as rotate, I hope s/he is ok also I still dev when I'm not splitting into several bodies in order to handle all the uni stuff.
>>
>>170395153
>It's a behemoth though; I've completely had to violate EC and go for an MVA system with a DAO to hold my loaded databases. Fuck the rules, though - I'm going to make a game.
The other day some anons accused me of talking technobabble when I was describing the compiler I made for my game.
Now it's my turn to have no idea what the fuck someone is saying.
>>
>>170395604
Alright lets hear your plan for such a massive ridiculous amount of assets that need to be made m8
>>
>>170395805
no. he is a bully
>>
Is learning how to animate 3D difficult?
>>
>>170395902
Not him but it's quite obviously procedural.
>>
>>170396345
No.

Doing it well takes practice & patience though.
>>
>do some positioning in Unity
>drag a float to a random number
>it stops at 66.6
f...
>>
>>170396345
It's easier than 2d definitely (at least traditional 2d anim - tweening is about the same) but animation in general is hard to get right. If you can do it in 2d you can definitely do it in 3d.
>>
>>170396345
Yes
>>
>>170395725
MVA is model view adapter, DAO is data access object. Don't you know design patterns?
Also I remember you from the other day.
>>
>>170396752
>If you can do it in 2d you can definitely do it in 3d
>>
>>170395902
I'll tell you when I publish my game, and you'll say "well that's been done before", and I won't care.

>>170396358
Nope.
>>
God damn, I fucking hate Unity.
What a clusterfuck.
>>
>>170397723
Then roll your own shit.
>>
>>170397723
This is why I made my own engine, it's so much easier knowing where everything is because I put it there. It'll only take me a few years to finish, not bad at all.
>>
>>170397723
unity is the best game engine faggot

any problems can be fixed with your own skill or the with the asset store if you're unable
>>
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>>170397281
>design patterns
>>
>>170397809
>tfw cant into advanced linear algebra/vector calculus
>need to use unity or ue4
>>
>>170398003
all math is easy you are just missing gaps in your fundamental linear algebra and vector knowledge
>>
>>170397723
theres plenty of other engines in the sea

>>170398003
he was joshing
>>
>>170397723
Use Godot my man.
>>
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Slippery ice!
>>
>>170397931
Code monkey.
>>
>tfw you and Gogem will never collab together making the ultimate 3d political video game of all time

WHY LIVE?
>>
>>170398443
Code monkeys regurgitate design patterns. Programmers solve problems.
>>
>>170398441
Everything seems a lot more complicated when the word "recursive" hovers ominously nearby.
>>
>>170398220
>this namefag idiot is still posting
Why hasn't this moron been banned yet?
>>
>>170397805
>>170397809
I don't want to do all that shit just draw some 3D and work a camera.

>>170397831
The problems are Unitys stupid reference system and dynamic components turning my code into spaghetti.

>>170398220
>>170398371
Yeah, I should just test every single other engine available.
I tried asking you fucks for a suitable engine a few days ago, but nobody answered,
>>
>>170398497
I can't believe there are people this stupid in the world.

Have fun copy/pasting code monkey.
>>
>>170398658
>I tried asking you fucks for a suitable engine a few days ago, but nobody answered,
have you tried unity?!
>>
>>170398563
If i hit space it changes to "non-recursive"
>>
>>170398563
recursion are for patricians

forloops are for plebs
>>
>>170398497
Design patterns help you better structure your code properly what are you talking about?
>>
>>170398742
That's slightly comforting, at least.
>>
>>170398781
Over design. It's very possible and very easy to get carried away with design patterns which cause your code to become a slow, fragile monstrosity that causes more problems than it fixes
>>
>>170398781
No, they don't. Design patterns are solely a communication/documentation tool for when you are working with heavily object-oriented (mostly Java) code.

They are not tools. They do not solve problems. They're for code monkeys to fill out after more senior programmers solve the problem. And most of all, they're completely worthless if you're using a decent language that allows you to express things in more nuanced ways than just classes and objects, like higher order functions (command, strategy) or pattern matching (visitor).
>>
>>170398924
>>170399182
It is very obvious none of you have worked on large applications with OOP Design Patterns are necessary for large teams with a lot of programmers and make it easier to maintain the code
>>
>>170399306
I don't use OOP because it's shit. Design patterns are necessary to contain the shit.
>>
>>170399306
Also to reduce coupling
>>
>>170398924
>>170399182
Look guys, it's two people who can't even into design patterns.

>>170399306
Let's just stop replying to them. They obviously don't know what the fuck they're talking about because they're code monkeys (i.e. inexperienced programmers)
In a few years maybe they'll realize how awful their code is. I'm glad I picked up OOP and design patterns fairly early on.
>>
>>170399398
I can write decoupled code without patterns, thank you very much.
>>
Making an android pixel game, I'm having a really hard time wrapping my head around scaling sprites and backgrounds. I understand the concepts but I don't know what scale I should be working in.

I want it to be in portrait orientation, 720x1280. Is it really just as easy as dividing by whole numbers and making sure there's no reminder? I can make 144x256 backgrounds then scale it in Game Maker?
>>
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+ bosses spawn when you activate their tiles
+ the line piece is in
+ health indicators colored
>>
is it wrong to sell a small but incredibly polished game?
>>
OOP is shit.
It had major problems, people came up with "design patterns" to try and get around OOP's problems, and it still has problems.

Why do you think modern OOP programmers say to avoid using inheritance? To use lambdas? To use const? To avoid sharing mutable state?

OOP is a bad idea and does not scale.
You cannot base a programming paradigm solely on the nature of objects, this is how you end up with AbstractBeanFactoryFactoryImplementorConcrete
Object orientation does not handle abstraction very well.


99% of the people who think OOP are a good idea simply haven't seen the alternative.
Yeah, to flat imperative programming, OOP might seem good, but to anything else it isn't
>>
>>170399306
that''s definitely how OOP is sold to company management.
i doubt it actually works as intended.
>>
>>170399802
Who cares?
>>
>>170399812
>>170399306
It at least makes it easier in that mediocre programmers can code by the numbers. For corps, that's a fair tradeoff to make. As a solo coder, you can avoid the costs by not strictly following OOP.
>>
>>170399808
You are wrong and let me tell you why you are wrong

professional OOP programmers do not say to avoid using inheritance

Java is an example of a purely OOP language and guess what? It is one of the best programming languages out there that is widely used across the earth for many different aspects of programming
>>
>>170400065
Okay, now I know this is bait.
>>
>>170400065
Java isn't very good.
Java isn't very good at all.
Java is absolutely fucking abysmal.
Before the latest revision, it was basically unusable.
Now, assuming you avoid 90% of all of the previous features and types, it isn't suicidally shit.

>it's bait
well you triggered my autism
>>
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17 - Hades
3* | ATK: 11 DEF: 04 |
This warrior cannot be placed on the battlefield except by paying his cost. Once per turn, you may discard and/or sacrifice 2 of your own allies; select an enemy warrior and send him to the graveyard.
>>
>>170399802
Will sell better than a 10hr unpolished game.
>>
>>170400154
Java is a well structured and defined language used in many different applications. Java is also great for gamedeving look at Minecraft it was made entirely in Java code using all OOP techniques which proves using OOP is useful for gamedeving
>>
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>>170400353
stop
>>
>>170399808
>Object orientation does not handle abstraction very well.
Look, another OOP critic who doesn't understand that you can have an "is-a" OR "has-a" relationship.

>>170399812
You'd think people would look at successful programmers and think "well maybe I should do what they're doing". Instead they lazily just say shit like this and avoid trying to learn how to do things correctly.

>>170399974
>Writes maintainable shit
Thanks for that anon.

>>170400065
Don't bother, anon. They probably haven't even read "Design Patterns: Elements of Reusable Object-Oriented Software".

>>170400120
Good going, now you can be quiet.

>>170400154
We're not using Java you buffoon. We're using C#.

>>170400353
Are you made of straw?
>>
>>170400517
>Look, another OOP critic who doesn't understand that you can have an "is-a" OR "has-a" relationship.
Is that all?

>We're not using Java you buffoon. We're using C#.
I hope you're not using Linq, or lambdas, or yield, or any of the myriad of NOT OOP
>>
>>been working on game for about a year
>keep missing demo days
>>
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>>170400873
>been working on game for a week
>gonna submit to demo day
>>
>>170400839
So far I don't need Linq in this project.
Nor lambdas. I override EventArgs and make custom event arguments.
Also...even if you did use those things so what? You don't have to avoid using other tools of the language just because you mostly utilize OOP.
>>
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>>170397931
>>170398443
>>170398497
>>170398674
>>170398781
>>170398924
>>170399182
Wow you guys sure fucked around as hard as possible while I was busy making progress

User input for multiple choice menus is now wired up, and I fixed some dumb bugs while I was at it
This was probably the biggest blocker so if I just get word wrap implemented and remove stars during scene transitions I'll be all set to upload a build
>>
>>170400991
Sorry not override, I meant inherit.
Also mostly EventHandlers for consistency's sake.
>>
>>170400873

literally doesn't even matter.
I never post my game here and just steal ideas from demo day games since there's an 80% chance they will be abandoned anywaya
>>
>>170400873
>game is multiplayer
>uses steam servers

welp
>>
>>170400991
>Also...even if you did use those things so what? You don't have to avoid using other tools of the language just because you mostly utilize OOP.
But you aren't mostly using OOP.
Look at EVERY modern OOP language.
What is the majority of the language?
The majority is C style imperative programming.

Oh, you ocassionally use .method(args...), which is translated to method(&object, args...), it calls a constructor for you (bracketing), etc.

You know non-OOP languages have such things as traits, concepts, interfaces, type classes?

When you use the other features of the language, that are distinctly not OOP, you are accepting that OOP is failing in that area.
>>
>>170399802
No. That's what Undertale was.
>>
>>170401386
>When you use the other features of the language, that are distinctly not OOP, you are accepting that OOP is failing in that area.
You really have the wrong mindset with this. You should utilize those tools to make your code more readable and, in some cases, more performant. You do not have to violate OOP to utilize those tools. I implore you to reanalyze your knowledge of OOP, along with your knowledge of design patterns.
>>
>>170400697
It's not. Source is used exclusively by terrorists and niggers.
>>
>>170401813
>You really have the wrong mindset with this. You should utilize those tools to make your code more readable and, in some cases, more performant
Because OOP is less readable, less performant and less apt in those areas
Now if only you extended that to other areas
>>
Anyone here codes with Visual Studio and C#? What project type do you use? UWP seems like a piece of shit and isnt even compatible with Windows 7 and such, and the other options seem like trash.
>>
>>170398658
Use Unreal, anon
>>
Give a concrete example of where OOP is the best fit.
>>
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are you dropping red pills in your game?
>>
>>170402139
Dont get your politics in our videogames.
>>
>>170400697
>source is a bannable offence
Are we entering a new golden age?
>>
>>170401947
I used a Form and drew a bunch of rectangles and circles in it, then I switched to building a class library, which I'm currently implementing into Unity.
>>
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After a week of barely any progress, I finally got around to working on this again.
Redid the way I select tiles, because the old way was prone to errors when moving the camera. Often several tiles would end up drawing as though the cursor was hovering above them, although that was clearly not the case. I have yet to encounter such flaws in the new system.
I also moved things away from the tile objects themselves and onto a player object, to later (hopefully) avoid errors and make my job easier when creating AI for this.
>>
>>170402139
Yeah.
Females get -4 strength.
>>
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Guys, NOTHING in game maker is working right now to set the sub image.
Not image_index and not setting the sub image directly from the extended draw function.
>>
>>170402235
I hope so. I've submitted a petition to the government to make it illegal. Soon, we'll all be free and sourcefam will be exiled from all countries. Forever. :)
>>
>>170402464
what exactly are you trying to do
>>
>>170402464
Maybe you should be more specific about what you're trying to do.

Post code.
>>
>>170402464
Post code with which you want to set the image_index.
My bet's on "if" where you should be using "elif".
>>
>>170402464
https://docs.yoyogames.com/source/dadiospice/002_reference/objects%20and%20instances/instances/instance%20properties/image_index.html
>>
>>170402139
can't think of many things more depressing than earnestly spending time in /pol/
>>
>>170402464
>>170402561
>>170402576
>>170402586
>>170402614
Aww it's like we are one big family helping each other!
>>
>>170342278
these
I don't use Game Maker but I fixed this by having a proper collision system (albeit simple) and applying gravity whenever the player isn't in contact with something solid
>>
>>170402629
Browsing unfiltered agdg
>>
>>170402718
Stuff it or I'll flush your handheld down the toilet!
>>
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>>170402629
>/pol/
>depressing
/pol/ is a fun board, m8.

Honestly, we should have a /pol/ jam sometime. I'm sure googs would be up for it.
>>
>>170402629
talking to modern women
>>
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>>170402561
>>170402576
>>170402586
>>170402614


In the larger context of my game I'm altering object's sprite image as a function of distance. But none of that is important because when it wasn't working I went straight to the functions and just tried to change it manually

for instance in the step:
>image_index = 1 (or 2 or anything)
>image_speed = 0
won't set the image, it remains on the first subimage

and

>draw_sprite_ext(pair.sprite,1,x,y,pair.scaleFP,pair.scaleFP,0,myShade,fadeRatio)

won't set the subimage either.

old progress video so you know what dev.
>>
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>>170402139
I'm an intern developer for an upcoming AAA game
We have some secrets in store 4u
>>
>>170402854
https://www.youtube.com/watch?v=wnTTY_CbxIk
>>
>>170402978
Pastebin that shit.
Can't help you with these snippets of nothing.
>>
i need to update my filters again
>>
>>170402978
Are you setting the subimage elsewhere

Does the sprite you're using actually have multiple subimages

Have you tried changing the sprite_index rather than the image_index to see whether you can change any of the image properties
>>
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>>170402629
>can't think of many things more depressing than earnestly spending time in /pol/
getting unironically upset about the Source Engine
>>
>>170403281
I'll try setting the sprite_index to check that out
>>170403182
thank you, but the rest of the code is fucking nothing. Just the math that projects the objects
>>
>>170403057
pretty depressing f a m
>>
>>170399808
>99% of the people who think OOP are a good idea simply haven't seen the alternative.
And every time someone like you posts this they never show an alternative and show why it's better than OOP.
Yes, I want you to spoonfeed me, because I'm tired of people saying OOP is shit and then giving 0 examples of how to do things better in non-OOP approaches. Simply saying OOP is shit isn't going to convince me to try something else.
>>
>>170403976
FP
>>
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>>170403976
>>170399808

There's an old saying,
>"Only a shitty craftsman blames his tools."

Imagine how shitty a craftsman you mut be if you begin to blame other people's tools!
>>
>>170403976
http://gamesfromwithin.com/data-oriented-design
https://mollyrocket.com/casey/stream_0019.html
>>
>>170403651
checked the subimages, they exist in the sprite

sprite is being drawn in the draw event with
>draw_sprite_ext(pair.sprite,0,x,y,pair.scaleFP,pair.scaleFP,0,myShade,fadeRatio)
Changing the subimage there makes no difference

I can't change the sprite_index in the draw event either.

I can't alter image_index either (in the step event)
>>
>>170404345
Can't you just input whatever variable you want into the image_index input of the draw_sprite_ext function?
>>
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>make change to a prefab in unity
>have to apply the change
>have to also manually delete all initiations and re-drag and drop the prefab into the little box

this is really stupid
>>
>>170404314
Are you saying all tools are equal?
>>
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>>170404481
yes they literally won't change the subimage of the sprite. I swear I'm not retarded either
>>
>>170404324
>(((indie developer)))
>second faggot has never released a game
>>
>>170404676
Not an argument.
>>
>>170402370
if you end up ditching this project can i steal your tile shape?
>>
>>170402978
Things to check:
>You aren't setting the image_index accidentaly in other place
>If you are using distance_to_object to set the subimage it can be tricky becuase you can get the same value with the object at different positions.
>If the sprite you set for the object in the GM ui is not the same you are drawing be sure they have the same amount of subimages. Sounds stupid but GM works that way.
>>
>>170404610
Nobody's calling you retarded, though I guarantee you will feel retarded by the time this is over because that's how debugging works.

What if you set the image speed to something other than 0? Do the sprites animate?
>>
>>170404676
>indie developer
yes, not unlike us
>second faggot has never released a game
it lists his released games right there, are you stupid?
>>
>>170404784
>if you end up ditching this project
That won't happen. Not this time. No sir!


>can i steal your tile shape?
Sure, go ahead: https://en.wikipedia.org/wiki/Cairo_pentagonal_tiling
>>
>>170404827
>If the sprite you set for the object in the GM ui is not the same you are drawing be sure they have the same amount of subimages. Sounds stupid but GM works that way.
Not the guy you're replying to and not a GM "pro" by any means, but I've been around long enough to know about most of the simpler idiosyncrasies that people tend to run into and I've never heard anything about this. Which issue are you alluding to and are you sure it's present in more current versions of GM?
>>
>>170404842
thanks for the input
no other image_index references in this object and i'm failing to even set subimages directly right now.
>>170404842
image_speed = 0.5 isn't doing anything in the step event of this object. for testing The sprite being used has two frames of different colors.
>>
>>170404547
All tools have a place. If they didn't, they wouldn't succeed on the market. And even then, it's all personal preference; some people use planers to shape things, others use them strictly for smoothing. Some use routers to mill, others only to finish. Some people use Unity for its efficiency because they're intimate with it and how it works, even though most Unity projects run like trash, others use UE4 for its ease-of-use because they personally find it intuitive, even if it's notorious for being spaghetti.

If it's not even your project, what's it to you what tool they use, anyway?
>>
New thread:
>>170405538
>>
>>170405007
Not sure if is present in recent versions, specially on studio, because I have never used it. But it happened in older version to 8.1 if I recall correctly.
You basically have to be sure the sprite you set for the object has the same or mare subimages than the sprite you are drawing in that object.
>>
>>170373525
3 or 4 days a week for 8~16 hours at a time.
>>
>>170405362
You've hit a point where even the most seemingly basic shit isn't operating properly. Time to start really fucking shit up. Ditch the draw_sprite_ext completely and draw the sprite some other way. Break other shit too, until something breaks in a way you'd expect.
>>
>>170373525
constantly.
Thread posts: 756
Thread images: 126


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