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/agdg/ - Amateur Game Dev General

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Thread replies: 785
Thread images: 176

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Go play the demos!

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

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

> Previous Thread
>>170646865 (Cross-thread)

> Previous Demo Days
pastebin.com/rmiZV5yX

> Previous Jams
pastebin.com/LKEdLxdG

> 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
>>
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>>
So who won DD13? Not counting Umbrella or Monolith, since they've been winning for 3 demo days in a row
>>
>I missed demo day
FUCK ME
FUCK
>>
>>170761151
It was even extended an extra day, anon
>>
>>170761050
Me, 'cause I got to play demos and watch streams of demos.
>>
>>170761151
>mfw haven't posted a single game since demo day 1
Such is the life of a programmer with no art.
>>
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>>170691132
more demo day stuff

When It Hits The Fan: This is quite good for the simple thing that it is. It took a minute but I started to really get into this. Some clearer way of telling when you've respawned would be nice, as well as your health and when you need to "use a token" and when you don't and why.

Whimp the Bold: I really want to blame you for the bomb section, but I don't know if I should. Using the dash and then the hover works fine; I kept trying to hover and then dash because that made more sense to me and the text box didn't specify which order to do them in, and it didn't work at all, and I found that really frustrating. The "sprint" is not that fast at all-- maybe it's not supposed to be, but it feels pretty pointless. Other than that the controls were fine. I would increase how long it takes to die though-- it's a very drawn out sequence, especially considering how few frames it has, like a full 3 or 4 seconds.

JamOS: I'm not sure what's going on here. If this is a joke I don't get it but it's kind of simultaneously too much and not enough effort.

Frost: I really like what you're doing here. It seems like you already have a lot done and it works well. The volume of certain sound effects is really low, even with master volume and sound effect volume turned up all the way. When I plugged in an xbone controller the game didn't recognize it, and when I unplugged it the game crashed. Starting the game with the controller already plugged in didn't help. The way knockback is done is kind of annoying and it's too easy to fall off ledges. When I died I pressed Enter on one of the options and the game left me stuck as a corpse-- which brings me to my biggest complaint: It is extremely natural to press Enter to choose options, so I was constantly constantly exiting the pause menu when I didn't want to. This would've been fixed by using a controller if that had worked. This really is a diamond in the rough, please polish it!

more tomorrow
>>
Aw, the OP art is so sweet and adorable.
>>
I want to make a Morrowind clone. Where do I start?
>>
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i do mostly orchestral music if anyone is looking to colab. i'm currently working on an animated film and i'd like to start some more game related projects.


[email protected]
https://soundcloud.com/ethanb/ethanb-journey-live-recording233

https://soundcloud.com/ethanb/the-grand-walk

https://soundcloud.com/ethanb/spets-suoiretsym

https://soundcloud.com/ethanb/frozen-rain-drops

https://soundcloud.com/ethanb/c-sharp-minor-stuff-2

https://soundcloud.com/ethanb/improv-on-june-5th-2013

https://soundcloud.com/ethanb/sailing-in-the-autumn-sea
https://soundcloud.com/ethanb/tracks
>>
>>170761317
Make first person hitter/talker/looter/interacter
>>
>>170761395
can you trap influenced chiptunes?
>>
Anyone happen to need a writer? I'm good at dialogue, flavor text, pretty much anything involving words.
>>
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>tfw making sprites while watching streams of Rotterdam riots, waiting for shit to pop off
Who /comfy/ here?
>>
>>170761471
post samples of work
>>
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Looking for feedback on the reflecty white line thing.
Was going for a sort of refracted mirror effect, but when scaled in game res, it looks a bit shit.
In terms of bounding box, the object is just a line. So something like a rope or a chain would work, so if you have any suggestions I'm all ears.

Also this is the first webbum Ive made in a very long time, so sorry if the bitrate is kind of awful
>>
>>170761471
A.Post examples
B.Would you also be willing to do art? You wouldn't need to be good but for most games you'd be spinning your wheels instead of contributing if all you did was write
>>
>>170761395

i'm interested, ill keep it handy.
>>
two night ago I had a dream an asteroid was coming towards the Earth
near the end of my dream the asteroid sometimes looked like the AGDG logo
on my way to work that day there were two funerals going on
at work I thought I heard the Windows 10 error/alert sound even though there were no computers around

what does it mean?
>>
>>170761596
Can you explain what we're supposed to see/what the reflection is supposed to convey gamepay wise? It looks fine, but I'm kinda lost
>>
>>170761471
Samples would be nice. Also what genres do you like and what kind of game would you like to work on?
>>
>>170761262
>frost
The gamepad controls used to work, but my own gamepad died like 3 months ago and I haven't been able to test them out after a bunch of changes were made.
Thanks for playing!
>>
>>170761457

i'm not sure what you mean.
>>
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Made a bloody version for no real reason.

Perhaps it could suck blood instead of shooting projectiles?
>>
>>170761739
Yeah that's my bad. They transpose the player. a horizontal one like in that webm will flip you vertically, letting you walk on the ceiling. One at a 45 degree angle will let you walk up and down walls.

The reason I went with the reflection is because it sort of visually shows this; They reflect the player in real time, so as you approach one you'd see yourself projected around it in accordance with how it would actually rotate you.
>>
>>170762032
trap music, it's the newest urban style
t. different guy
>>
>>170762038
>Made a bloody version for no real reason.
I like it
>Perhaps it could suck blood instead of shooting projectiles?
I really like it
>>
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>>170760920
>>170685580
>someone actually drew my little placeholder rectangle
Neat, thanks drawfriend!
>>
>>170762172
Thanks!
Maybe I'll go with that, then
>>
>>170762085
But in that webm you're showing, they reflect everything but the player. That seems to be super confusing.
Ideally the player's reflection would be strong and the enviroment should be dimmer/more distorted/transparent
>>
>>170762038
Make it jump out of corpses.
>>
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More enemy progress
Finished moai behavior.
They have a body and a head, when the body is destroyed, the head is detached.
The head could be infected with a laser shooting eye.
>>
Idea bros check in!
>>
Do people here have any success collaborating with people they meet online?
>>
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One of the single most prominent pieces of feedback I have received is not being able to tell where your hitbox is. I am already going back and changing a major mechanic (Burst) to be more friendly since before it was only rewarding (and usable) to extremely high play skill (thank you for that feedback by the way, there should never be a mechanic that 90% of your players will never get to use).

But the hitbox issue already has a solution in game. You hold the Focus button to both see your hitbox but also to slow down your movement to make dancing through densely packed attack patterns easier. I could (and probably will) put an option you can switch on to always see your hitbox but unless you use Focus you are still moving at high speed which makes dodging lots of things extremely painful.

The question becomes: How do I get players to use the Focus button without flashing it up on screen at the beginning of the intro stage? It will be explained in the training option but only a couple of people I watched even tried to select training so even if it was working most people would have never seen it. Does anyone have a suggestion as to the best solution for this?
>>
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>>170762253
idk anon it seems a bit against the themes of mechanical things to be sucking blood. give it some reason to be bloody, like >>170762324 says, but don't go overboard.
>>
>>170762413
9/10 it's a failure but I have had success, yes.
>>
>>170761395

honestly this is pretty good. can you do electronic?
>>
>>170762265
Yeah, the reflection is limited to whatever is within a certain distance, and the player is quite small so it didn't show up in that. That being said, even if it's reflecting the environment, it'd still give you and idea of how it's going to mirror you.

That was the thought process, anyways.
>>
>>170762359
yes
the game is now perfect
>>
>>170762359
I love those shits in games
keep it up pugdev
>>
>>170762425
have the intro stage show the controls. Guncat does this, and it's a really effective way of explaining the controls. If you have popups that are just images that go away after a few seconds then experienced players can just ignore it without breaking up the gameplay
>>
>>170761395
rates?
>>
>>170762324
That sounds like a cool idea!

My original intent was to have it walk around and then collect its legs beneath it so that it could "roll" over and fire projectiles from an angle.
I guess the tube doesn't make much sense if it's a machine that digs into people, though. Perhaps I'll swap it for some claw/mandible things.

>>170762483
I'm sure they could have a reason for sucking blood, though. Maybe they are drones sent out by aliens to collect blood samples/nourishment?
>>
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How can I make my artic researcher less shit?
>>
>there should never be a mechanic that 90% of your players will never get to use
I disagree completely.
>>
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>>170762363
>>
>>170762413
I got an artist and music dude to work on my game, and the only way I got them to stick around was to pay them
After many, many failed collaborations both online and irl, I'm firmly convinced that the only way they work is if your "collaborators" are actually just your employees
>>
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>>170762038
lmao unoriginal as fuck
>>
>>170762781
not using voxels

>>170762809
who are you quoting?
also a lot of popular games have underused mechanics
>>
>>170762781
boobs or sixpack
>>
I added support for non-monospace fonts to my game.
>>
>>170762921
He wont be voxels when I rip his limbs and head off and shove him into blender
>>
>>170762905
I'm sure mecha crawlers were a thing long before Red Alert, Anon.
>>
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Boomerang of Grabbenings
>>
>>170762781
stop using voxels for one
>>
>>170762781
Bigger boots.
>>
>>170762781
Is he supposed to look like Captain Cold?
>>
>>170762781

looks p. good to me.
>>
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>>170763042
He's supposed to look like these guys
>>
>>170762994
Prove it, faggot.
>>
>>170763002
you're supposed to enter the woman, not the other way
>>
My main character is going to be carrying his Saudi around, how would I model that? Would I just model each in the same project beside each other rig them seperatly and animate him carrying her?
>>
>>170763139
>no transparent orange chainsaws
shit arctic research
>>
>>170763002
Blondie really shouldn't be teleporting when getting hit by the grabarang
>>
>>170747836
It is the usual lazy name to reference the tick class for engine devs. So like t.movement, and the meme grew out of recognizing recurring trends that belong in a class.

Like
>t.nodev
>>
>>170763139
You need more fluffy detail around the hood. That fluffy hood really gives the arctic look.
>>
>>170763181
Lel waifu turns into Saudi on auto correct
>>
>>170761583
>>170761631
>>170761757
I enjoy a wide array of genres. I really like the writing in games like Fallout 1 and 2 and Planescape: Torment. Also I'd post some examples but everything I had written was saved to my old computer which blew up 2 years ago. I mean, I could write something new if you guys want me to.
>>
My game uses about 8-10% of my test machine's CPU (an i3) when it's running. Should I be worried about this?
>>
>>170763326
>I could write something new if you guys want me to.
Write a story for this game
>>170761596
and a description for
>>170762038

no extra cues, go
>>
>>170762649
This.... might?... work. At the very least there is a display on the right side that shows your current storyline progress and in the first minute or so of the intro I suppose I could instead use that area to show the most essential of controls. Might be a long shot getting anyone to look at it though since the intro starts off right into the action. There is no safe starting area where you can gather yourself before going into the thick of it. That is essentially what all the previous parts of the game would have been for. Thank you though! I will see how it feels/looks and maybe come ask for some feedback on it later!
>>
>>170762693

i'm willing to be pretty flexible. it depends on the length of the track you want. send me an email we can work it out.
>>
>>170763326
Could you write a game about nodevs?
>>
>>170763326
>i'm a good writer
>i don't have samples, i lost them 2 years ago
>lists the most well known crpgs and nothing else
This could be quality bait but you've got to push it a little further. Have some fake samples pulled from reddit's writing board, mention some more obscure but still shit games.
>>
>>170763241

Don'd fuggen disresbegd suberior finnish meme wid fals informadions :DDD
>>
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>>170761395

fuck i wish i could do this. where do you even get started?
>>
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>>170763139
Goood thank you for reminding me, I had this as a child!
>>
>>170761395
>frozen rain drops
>sailing in the autumn sea
damn, I might just stealerino that shit for my game
>>
>>170763458
I literally did not look at the sidebars while playing, the gameplay is too frantic to do so. Personally I think the danmaku sidebars are incredibly shit design and a good hud could display the same information in a much more readable way
>>
>>170761395
Do you do modules?
>>
>>170762425
Focus is, like, a SHMUP staple, so it's an odd issue to have, when you also consider there's like 3 non-movement buttons in the first place. It's also an ALT fire method, so maybe emphasize that more? People might pay more attention if you frame it as another way to attack.

It's almost to the level of asking "how do I make Mario jump?".
>>
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>>170763812
Not that guy, but I do modules.
I fucking love trackers
>>
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>>170763757

as long as you credit me.
>>
>>170764162
Dealerino, senpai
>>
>added quit confirmation check
>works fine
>started catching out-of-the-game quitting and directing it to the quit check
>works fine
>try to actually quit
>can't quit
>no exit
>>
>>170763779
Thank you for the feedback! I can low prioritize looking into building a more minimal design option for those want it but the bars themselves need to stay as they cage off the usable areas of the stage. If I leave it too wide and adjust the spawning and patterns to take the area into account the game loses a big part of it's feel. Unrestricted windows are usually reserved for horizontal shooters for this reason but like I said, I will look into offering a more compact/minimal HUD. Thank you again!

>>170763859
Yes I thought so too but the only time I didn't see someone go unfocused was when I was personally there to see it happen and after they ran out of lives, used their one continue and ran out again I went ahead and made mention of it. I have gotten tons of feedback and they all basically have that one point (don't know where my hitbox is) among the rest of it. I will see what I can do with the language used when conveying the importance of Focus. Thank you!
>>
>>170763326
You haven't written anything in the past two years?
>>
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>>170761395
>>170761471
Would either of you like to help with a game I'm working on? I already use some orchestral music (and I'd like to use more), and I've got an idea for a story but I suck a writing stories.
>>
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>>170762038
With no context lemme try writing something.
>A tiny mechanical Spider-Bot skitters before you; its mechanical pincers scrape across the floor in tandem with the harsh, synthetic whine emanating from within its core. Fresh blood is spattered across the frame and leg-plates, painting a garish contrast to the muted grey and green that lies underneath it. The drone fidgets in response to your movements, seemingly agitated by your presence.

>>170763457
That long enough? Or is it too long? Sorry, I haven't written in quite a while.
>>
>>170764626
Hey, that's a cool description!
>>
>>170764591

the composer here, what kind of game is it and how far into development are you.
>>
>>170764626
I dislike that you went for spider right off the bat but I guess I can't blame you considering it's in the filename.
Your writing is fine I guess, but it feels kinda amateurish for what I'm working on. Thanks for the attempt anyways.
>>
Game Maker 2 is out, how much better is it than 1? Should I switch over?
>>
>>170763234
Looks pretty funky now that I look at it again. Maybe the warping won't look that bad when grabbing actual small items instead of character-sized test objects, we'll see.
>>
>>170764769
Yeah, could be a bit more subtle to begin with. I wasn't quite sure what the anon was looking for so I just kinda went with the flavor text you'd see in an RPG/Point and Click.
>>
>>170764836
>switching to a new anything close to launch
Don't you know the modern tech industry? You have to wait for the inevitable gamebreaking bugs to be patched out first. Give it at least a month
>>
>>170764730
Hey thanks man, always nice to see someone likes my work.
>>
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>>170764756
I'm the guy making webm related; it's basically done, but I've been using CC music up to now.
>>
>>170765089
Plus it will be in a humble bundle eventually
>>
>>170764769
>Is on an amateur offbrand nanomachine repair board
>bitches about people being amateurs
unbelievable
>>
>>170765219
I'm not bitching, but I'm an amateur too. I can do my own writing at that level.
>>
How do you emergent gameplay like SS13?
>>
>>170765328
use BYOND obviously
>>
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This is my main character in the game you play as a cat on the street and have to work your way into a loving family
>>
>>170765281
What exactly were you looking for? I mean, I only really had a picture to go off of so I worked with what I had. If you're looking for Planescape levels of absurd detail I could try my hand at that.
>>
>>170765328
Interesting systems that interact with each other
>>
>>170765441
It'd be interesting to see you working on different styles, actually.
My game doesn't have anything other than gameplay right now, so the mood will depend on the writing, and I'm not sure what direction to take that part in.
>>
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I was tired after working a shitload of overtime today, so instead of making actual progress in learning how to make good-looking scrolling text boxes, I decided to fake it until I make in addition to putting in a fade transition between this screen and the actual fighting room. Should work on an intro state for the player and npc so you aren't thrown right into gameplay in the next room, but that's another thing for later.

I need more kind of stats to put on these things. What sort of random bullshit stats should I list on these? Win/loss ratios are something obvious, but I'm also thinking other stuff like blood type or city of birth.

...another part of me also just wants to leave that background in for EVERY fighter. I'm not sure whether I should have the tiling background occupy most of the screen, or make another, opague background that covers most of the screen and make the tiling one visible through the 'window' that is the background behind the fighter's picture.
>>
>>170765601
Gotcha. Well when you figure out the details lemme know and I'll try to match the style and mood more accurately.
>>
I don't understand
Why is gamedev so hard
/v/ told me undertale could have been made in 3 months
>>
>>170765428
is it going to be a game version of that one manga with the eldritch horror cat and the loli
>>
>>170765196
which command and conquer soundtrack have you been using? what is the general style of music you're looking for?
>>
GUYS I'M MAKING ASTEROIDS. I'M DOING IT, I CAN BE JUST LIKE ANON AND WORK FOR VIDEO GAMES
>>
>>170766251
>command and conquer
creative commons, mate
>>
>>170766251
lmao
>>
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>>170766414
it was one or the other i had to make a choice.

no bully
>>
>>170760920
why did you remove the shadowplay/obs/webm links?
>>
>>170765812
>/v/
They are on 4d mt stupid
>>
>>170764836

>using Studio in the first place

Who /8.1/ here?
>>
>>170766258
Godspeed
>>
>>170766537
I accidentally didn't copy all of it
>>
>>170765781
Do you have any game ideas or script ideas of your own?
>>
>>170766704
Sort of. I had an idea for a game where you'd be a robot trying to escape factory filled with traps and puzzles and stuff. The catch would be that when you were created something went haywire so your audio and visual sensors can only be activated one at a time. You'd have to switch between being able to see and hear to navigate traps and solve puzzles.
>>
>>170761395
quality. saved.

mr space collab man just wanted to point out my post in case you missed it

>>170733891
>>170765143
>>
How long would it take for a 1MA to make a game in similar scope to Fallout 1?
>>
>>170767140
That guy appears to ignore all responses and then complain about nobody wanting to help him. I wonder if he's trolling us with his fancy game.
>>
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>>170767202
>not the first post from this IP
>>
>>170767202
Years.
>>
>>170766692
You didn't update the previous thread link either.
>>
>>170767202
Atleast two weeks, possibly more.
>>
>>170767140

composer again, that looks fantastic actually. what kind of sound were you looking for?
>>
Who /progress (You) drought/ here?
>>
>>170767597
yo, I was replying to space collab man, who apparently may be a troll.

I may want musical help at some point. Do you know what kind of pay structure you're looking for?
>>
>>170767562
I heard agario was made in a couple of days and that was a huge success
>>
>>170767806
Yes, but that guy had made a shitload of those kind of games and knew how to market it
>>
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>>170766251
>command and conquer
How did you know I like that series?
Email me at: [email protected] for more info, but I've been using music like: https://www.youtube.com/watch?v=4J8CQK2Nk84
>>
>>170767736
i haven't really settled on a payment structure yet. like i said i'm flexible and i can try to be reasonable based on your circumstances. send me an email at:

[email protected]

just tell me a bit about the game and the kind of atmosphere you're going for. im willing to do a few tracks or a soundtrack its up to you.
>>
How do I get rich fast?
>>
>>170768327
Suck a million dicks for $1 each.
>>
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>>170768264

a Lotgh fan i see? ok, i'll shoot you an email.
>>
>>170768312
Ethan,

Thanks profusely. At this time I'm pretty early in my process and have other major things on my mind, but I've saved your info.

Do you have much experience with high-paced music for a sci-fi racing game?

That's about as advanced as the concept direction is at this time.
>>
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>>170767686

Me.
>>
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When you realize you don't know jack about Unity's lighting.
>>
>>170768535
>speaking professionally in an amateur thread
Lmao
>>
>>170769330
>those vials
anon...
>>
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>>170760920
Hey guys, I've squeezed in the last few games. Keep deving
>>
Dude, where's my game?
>>
>>170768535

i've done quite a lot of high paced music. which was your game? if you have any webms i can get a better idea of the direction. you can email me a link if you dont want to post it here
>>
>>170769474
I love you.
>>
>>170769474
Good job mate, I didn't even make a demo and I love this
>>
>>170769474
im guessing you're only drawing games that actually posted demos for DD13?
>>
>>170762363
funnily enough this is pretty accurate
>>
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>my main character is included too
>>
>>170762359
I think that's the best thing you've done so far.
>>
>>170769474
This >>170769759 was meant for (You)
>>
How often is too often to post progress?
>>
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So, can anyone solve my Unreal issue from last thread?
>>
>>170769902
Less than 90 seconds per post.
>>
>>170769902
Faster than you make it.
>>
>>170769902
If you're progress stops getting (You)s, you're posting too much
>>
>>170770009
Joke's on you, I post only every 2 days and I get zero (You)s, I will try the machine gun method.
>>
>>170769639
U 2 bb

>>170769657
Thanks man, if you post a gameplay screen I'll add you

>>170769759
Which one was yours?

>>170769682
Mostly. But there are a few games added in that are from these threads. Not everyone was feeling stable enough to post, so I figured I'd add them in anyways.. now that I mention that, I need to add in 'Elemental Knight'
>>
>>170770170
8x8px smiley face
>>
>>170769985
>>170769995
>>170770009
Probably should specify to the public. Dev logs and such. Is weekly too much? I feel that it is.
>>
>>170769474
Who's that shirtless guy in the middle?
>>
>>170770170

looks like you're out of room though. my main chars pretty simple looking its not really worth drawing.
>>
>tfw you enjoy working on assets more than working on your actual game
I will spend hours in Blender happily working on something as mundane as a piece of generic furniture yet get tired of working on the game I'm actually using the furniture in in like 15 minutes.

I really love writing, making music, making 2D and 3D art and animation but putting it all together into a workable game is a fucking drag, I took programming courses for years and it's still not something I enjoy doing, it's just some obnoxious yet necessary step in order to contextualize my art assets in the form of a game that people will hopefully enjoy playing.
>>
>>170770170
>Thanks man, if you post a gameplay screen I'll add you
Nah, leave it a demo day thing, it feels more special that way.

>>170770253
Once or twice a week for long, written devlogs, once every day for coold shit that could get retweets and reblogs
>>
>>170770332
Hey you can make all my game's art for free if you want.
>>
>>170770332
Why not find a game to help with
>>
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>>
>>170770253
Depends on your medium. Different social media platforms have different optimal rates-of-posting. Also depends on the time of day, target audience, etc. It's a fucking science, brah.

No more than one a day, though.

Mainly, you should just choose some interval and REALLY stick to it.
>>
>>170770468
:)
>>
>>170770468
nice
>>
>>170770395
Maybe I'll make my next update when I fix things. Then after that, I'll just start showing off features. Either that or I make fillers that go in depth into the mechanics.

Youtube and weekly. Though I was getting way more traffic with starmade videos.

Sidenote, never let your audience convince you that a fully customizable hud is a good idea. It's been probably 120 working hours since the change broke everything.
>>
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nothings fucking working
>>
>>170770332
[x] Make 'lite pack' art for free
[x] Sell 'premium' and 'gold' pack
[x] Get rich

Seriously, we need more good art there are just not enough around. Even more if you can do good-looking low poly stuff.
>>
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Now that I have a nice little toolkit for making basic puzzles, I realize that I have no clue how to actually design a good puzzle.
>>
>>170770332
Hey anon. What do you think of space pirates and lore and the Illuminati? We should talk. Hit me up on Discord.
>>
>>170770332
k thx for update
>>
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Reminder
>>
>>170770782
>find a neat but ded library
>manage to nig-rig a compile due to no warnings about the caveats
>finally attempt the example build
>sea of red errors
>realize the monumental task of updating everything is more work than just making your own
>delete the folder and play vidya out of frustration about the time you wasted
>realize youre wasting more time but dont want to shut out video games

Developing games is a mistake, but i wont stop because no one else will make my games


oh well
>>
>>170762359
how are lasers like those done?
>>
>>170771571
What if I last played my own game?
>>
>>170771770
restart you nodev fuck
>>
>>170770264
https://itch.io/jam/agdg-demo-day-13/rate/125657

>>170770231
Coo

>>170770285
Fair enough, I'll do another one for next time. Was fun

>>170770395
I gotchu. Could help motivate people to get their game in
>>
>>170761243
>tfw started gamedevving around DD3
>tfw thought "I'll make something for DD4!"
>tfw wont even have something for DD14
Such is the life of an artist with no programming skill. And barely any art skill.
>>
>>170771770
I bet you can't even make your own game
>>
>>170765812
The average /v/ shitposter has the same level of knowledge about game production as an orangutan.
>>
>>170761471
How do you get good at writing? All of my games ideas are designed to have no text because I'm terrible at writing.

I can't even write good tutorials.
>>
>>170770332
Are you me?

I have so much fun playing around in Blender I get this really happy high playing around in it then when it comes to programming and putting everything together I lose all motivation even though I am really good at 3d modeling
>>
>>170771827

im not elemental knight dev btw, if you wanted to include his there i wasn't reffering to him.
>>
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babby's first raycasting
>>
>>170772079
post models
>>
>>170772236
>getting projection correct on the first try
You're a hero, anon
You're gonna make it big
>>
>>170772236

Look at this engine devs, you too can create something that was outdated 20 years ago if you work on it for a couple of years. Keep it up!

Don't worry about people who have created their own games in a fraction of the time using premade tools; t-they aren't real game devs!
>>
>>170772236
how did you do it?
>>
16 colors? or 256 colors? or 65536 colors?

can you charge less for a monochrome version of your game?
>>
>>170772640
It's about the journey.

In 5 years he'll be creating masterpieces. You'll still be making the same bland GM/Unity games.
>>
>>170772725
Any little thing you can do to trick a gaming website to run an article about your interesting stunt is probably worth doing.

Assuming a game hasn't done that before.
>>
>>170772372
They never post anything.

Makes me wonder if it's not just another shitpost bait.
>>
>>170772725
>can you charge less for a monochrome version of your game?
please dont give the AAA any shitty ideas
>>
>>170772725
Downwell is $3 and has 3 colors.
So I'd say 1 dollar per color in the game.
>>
>>170772725
>can you charge less for a monochrome version of your game?
>>Not selling colors as day one DLC
It's like you hate money
>>
>>170772939
Free black and white, every single one of the 16 million colors remaining as separate DLC
>>
>there is so much shovelware and crap flooding app stores these days that your game will probably never even get noticed
>>
>>170773115
>>170773114
I'm stealing this.
>>
>>170773230
The problem with app stores isn't the mountains of crap, it's that people WANT the crap.
>>
>>170773329
Do they? Do people really want Flappy Bird clone #374?
>>
>>170773329
If it has an audience then it's not crap.
>>
>>170773230

Contrary to popular belief, it's not all shovelware.

ACTUAL shovelware gets mostly ignored. The popular games like Clash of Clans, Game of War, Candy Crush, etc are all well made games. They're popular in the casual market.
>>
>>170773426
No, something can be crap and have an audience. Just look at Twilight.
>>
>>170773426
Woah now, lets not say anything crazy.
>>
>>170772649
I divided the screen into 640 vertical strips, then used trigonometry to "cast" 640 rays at different angles, evenly dispersed over a 60 degree field of view in order to find the distance to the wall. (I think there's a way to do it with vectors but I thought using trig would be more fun.) Then its just a matter of using more trig to figure out how large you need to draw that slice of wall.

>>170772640
> couple of years
nigga are you crazy, I started this today
>>
>>170773508
Twilight isn't crap, it hit all the right buttons for its target audience and was a huge success.
>>
>>170773819

I have the urge to make shitposts, too.

You should resist.
>>
>>170770332
I'm the same as you, pretty much.
>I took programming courses for years and it's still not something I enjoy doing
I'm employed as a programmer and it's still not something I enjoy doing. You can learn to do this stuff, but you can't learn to LIKE doing it.
>>
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>>170761151
>>170761243
>>170771869
>two weeks to DD13? I'll have a first release build ready by then
>haven't touched my game in two weeks
>>
Demo day videos
https://www.youtube.com/playlist?list=PLALBbjU24rWYS75pJVp_ssIwuySeopCkP

I've actually been working in reverse publishing order this time so I can hopefully hit the demos that didn't get that early posting boost. Here are the individual videos for ctrl-F purposes. It's your fault if you include weird formatting in your title tho

NB. I deliberately muted desktop audio on these recordings, so I didn't have to worry about the game being too loud to hear me over. I played with sound on, and sometimes make comments on it so that's whats going on there.

R.A.D. Ross:
https://www.youtube.com/watch?v=PKozdn4E-Og
A Smol RPG:
https://www.youtube.com/watch?v=e3iXt_jaM4k
https://www.youtube.com/watch?v=DNeQ8vR0ZB8
Legacy Code:
https://youtu.be/LGrULs2-FBk
Frost:
https://youtu.be/gduDh0kHbYk
Cyber-Vania:
https://youtu.be/Jvpj1vqM9Zw
Hack the FBI:
https://youtu.be/Ut9i0G2Ej7Q
Blade of Blood:
https://youtu.be/bEMzVDWFG1Y
NipNip:
https://youtu.be/YlPcQNTqN6c
JamOS:
https://youtu.be/1RdZexugJO4
/AGDG/ Bowling:
https://youtu.be/BXbOnVmk19s
Jinzo:
https://youtu.be/ww817JeYWgk
MoGiSho:
https://youtu.be/IXLVYn3of8Q
GUNCAT:
https://youtu.be/6GT5ew-CFVo
>>
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Finally doing some ZBrush tutorials. Rate my main character.
>>
>>170773918
It is a literary travesty. It is My Immortal with slightly better editing. It contributes nothing positive to the English canon, but rather is a large stain on it. If you put a copy of it next to a copy of Hamlet, they would annihilate each other, like matter and antimatter.
>>
>>170773819
okay but where is your game?
>>
>>170774319
Anon, it was a commercial success, your opinion is irrelevant.
>>
>>170774249
looks like a love doll
>>
>>170774198
would sub to your review channel / 10
>>
>>170774387
My opinion is correct.
>>
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>Started prototyping today
Journey of 100 miles etc.
>>
>>170774319
>reading Hamlet when you can watch it instead
https://www.youtube.com/watch?v=DWjn2oSVBm8
>>
>>170774456
>fun with economics
[triggered]
>>
>>170774456
nice recetear clone
>>
>>170774198
What are your requirements for reviewing games? I might have something for DD14
>>
>>170774249
its not worth rating something youve made in literally 10 minutes.
Come back in a week or two with a serious render
>>
>>170774593
Economics is fun.

>>170774609
Thanks
>>
>>170774891
>Economics is fun.
>fun isnt real
>economics isnt real
checks out
im actually literally triggered https://www.youtube.com/watch?v=HOhTMFbeeyg
>>
>AGDG exists for 7+ years
>No game that I can have sex with
WHAT THE FUCK AGDG
ONE JOB
>>
>>170774198
>MoGiSho:
Thank you for giving it a try! Yes the hitboxes for both enemy attacks and your personal hitbox are smaller than they appear (dead center) to give the player the maximum amount of leeway for survival (despite this people are still eating it pretty hard).

Also the shrine has an offering section. Inside is a Lost Coin Purse. Using this option will then give you enough spirit coins to buy all of the upgrades above it (lives,credits,dust) and let you start at max burst. It was put there for the demo because I knew people who don't play these often would be dying left and right and these upgrades will let someone power through the intro, even if they are using their face.

...unfortunately almost no one looks in the shrine so no one upgrades. I will have to make max upgrades the default for the next demo because at the moment it is not serving its purpose at all. Thank you again!
>>
>>170775043
hey googum
are you pro trump or anti trump?
>>
>>170775043
Advertising is against the rules.
Piss off.
>>
>>170775306
not-gogem here
kill yourself
>>
>>170774198
>>170775252
To add, the hook (sans the story area) is the Burst system but I am having to completely rework it because currently the only way to actually use it is to not get hit for a duration to build it up. I am making it more accessible to more casual/beginner players of the genre and hope to have something to show for it soon.

I also noticed most people don't use the Dust which wipes out all enemy attacks on screen. It is the usual 'bomb' type of mechanic minus the damage but it has its own scoring system as well. Have a good one!
>>
>>170774639
Good controls and good fps.
>>
Probably more of an /ic/ question, but how long do I have to draw to be sorta-OK at stylized/cartoony art? I have a porn game idea and I'd feel weird hiring an artist >implying I'm ever gonna get that far
>>
>gogem says rng is bad and jrpgs suck because they have RNG
>makes a game about rock paper scissors, something that may as well be RNG
What did he mean by this?
>>
>>170775732

Several years if you're starting from scratch.
>>
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>>170774198
>GUNCAT
thank you for the feedback, especially about gamepad not working correctly, definitely have to figure that out

about picking up weapons: the binding is awkward and I take the blame for not teaching it correctly, even if it was spelled out on the tutorial popup

thanks for playing!
>>
I've been positioning myself as an artist for hire, but I love the passion some of you have. If you're a programmer and need an artist, why don't we just talk a little bit, see where it goes...
>>
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>>170775778
>rock paper scissors
>rng
>>
>>170774249
matt thorup?
>>
>>170775676
If my game has customizable controls then you can set them to whatever you want so that counts, right?
>>
>>170775864
>THREE buttons to pick up something
What the fug
>>
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Made my first "attack animation".
>>
>>170775075
http://monstergirlisland.com/
>>
>>170775882
post art
>>
>>170775882
10/10
>>
>>170775885
The point of the game is to guess what the other person is going to do. Meanwhile, googum makes an entire video that says players shouldn't have to make guesses in their games.
>>
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I'ts been about 15 years since I started using Game Maker and I still haven't made a game.
>>
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>>170776106
Yes sir right away sir

Now do you have a game or just being rude for the sake of it
>>
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>>170775970
see that's where I went wrong. it's F plus LEFT or RIGHT to put a weapon on the left or right arm

thought it would be obvious after shooting, but I'm still learning how to user experience. definitely doing it all over for dd14
>>
>>170775732
Years. Just practice regularly and don't think about it.

Also there's nothing wrong with hiring an artist for a porn game, plenty of artists do it. And to be honest porn games tend to need better art than most other games because the main point is having fap material. So it might be best to hire an artist.
>>
>>170776229
>asking for art examples is rude
Is this some kind of obscure new meme?
>>
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>>170775886
Got it in one. Have you followed his tutorials before? If so, thoughts?
>>
>>170776170
baitfish here, I have no idea who gogem is.
>>
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Starting a prototype for a new game, reusing some assets as placeholders from that game I did art for, from DD13.
>>
>>170776106
>>170776161
>>170776334
Ok, I see now. Not having art is another in a long line of excuses, and not actually a problem you want solved, got it.
>>
>>170776470
this is very good, keep going.
>>
>>170775848
>parents insist I had some talent very early (but all parents say that)
>drew quite a lot in later elementary school, also took a summer cartooning class around the same time
>didn't actually learn fundamentals or anything, really just drew slightly better shitty anime than my peers
>basically stopped at middle school anyway

Maybe I'll marry a freak who'll support my fetishes, who knows?
>>
>>170776470
Where is your art?
>>
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>>170776458
Can they get the cats pregnant?
>>
>>170776458
That is not a prototype, that is you fucking around.
>>
>>170762647
>>170762647
Thanks
>>170771725
Here is a bit of how was done in the game:
http://www.kemonogames.com/post/145440294136/how-to-create-plasma-beams
I need to change the collision method, because now uses raycast and with those I couldn't easily do things like lasers stopping bullets or bouncing bullets.
>>170769808
It's all slowly coming together.
>>
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>>170769552
I haven't posted anything yet and will probably be waiting until some time this summer. I'll be around.
>>
>>170776589
No, boys can't get pregnant.

>>170776606
Is there a difference?
>>
>>170776458

Are they catgirls (male)?
>>
I suppose I'll check back later when there's a different crowd, but if you're looking for an artist, I have some time coming up, let's talk.
>>
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Sorry for the delay. I'm going to start playing/recording videos for some demos. It will be some time before they're all uploaded but look out for them.
>>
>>170776737
Is there? I don't know.
>>
>>170775593
If you're not already part of a shmup community, you could try asking for feedback in the 'touhou gameplay thread' on /jp/. Just be aware it's a very slow board and might not care if it's not Touhou.
>>
>>170776737
>No, boys can't get pregnant.
Will there be thirsty lovesick maids in your game, as well?
>>
>>170775306
he will multiply us

>>170776170
having to guess is separate from randomness....
in a random system your guess is always uninformed because the result is random
in a deterministic system the result of a guess informs you for later decisions
Restricted-RPS is a fully deterministic system
>>
>>170776014
None of this makes any sense but it's enjoyable to watch
>>
>>170776532
If Shadman can maintain a devoted fanbase with his shit you could probably do it too, you have more experience than most people (i.e. none). Porn games and porn in general doesn't have especially high standards, if you can draw at all there's a good chance that with some practice you'll scratch someone's weird itch and be semi-successful if you can market yourself.
>>
>>170776810
If for whatever magically reason you decide to play MoGiSho please remember to 1)use the Focus button if you need to dodge or see your hitbox and 2) go to the shrine offering section, use the coin purse and fully upgrade yourself if you aren't used to playing shmups. Thank you!

>>170776869
Thank you for the suggestion. I consider myself a part of /shmupg/ but I have never and will never bring my personal projects up there. I use it as a place to talk about games we love, give and take recommendations and advice or watch some shmup streams. And I wouldn't bring it up in the touhou general for the same reasons. They gather there for a purpose and I wish to leave them in peace.
>>
>>170776458
Combine this with the tetris idea
Give the player a short time to build a dungeon using the blocks then launch adventurers and slowly giving the player more blocks.
Don't drop the tetris idea, it's rad
>>
>>170777156
ok
>>
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>>170777042

When I make all other video games illegal you will be acquitted.
>>
>>170776336
one of the better zbrush tutorials
>>
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>tfw switching everything to use AssetBundles instead of Resources.Load
>>
>>170778068
>switching from pleb technique 1 to pleb technique 2
>>
>>170778218
What's the non-pleb technique? I need to be able to load/unload shit during runtime because it's a waste to keep everything in memory always
>>
>>170778353
not using memes
>>
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A kickstarter I'm following has a extra 1k stretch goal for a fucking crt filter
what das fuck
>>
>>170778406
You'll have to be more specific than that
>>
>>170778591
>bleaches but doesn't wax
why would you only half-gay?
>>
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i decided to stop being a lazy piece of shit and began actually working on my game. let's see how long that lasts.
>>
>>170777982
Nice, I'll stick with them then, thanks. I already feel like I picked up more in thirty minutes than I did with maybe four hours of a different tutorial, mostly because he just skims over the basics and jumps right into practical work.
>>
>>170778774
>bleaches
what does this refer to? Blonde hair?
>>
I sincerely hope you're using a deltatime variable that can be modified to create slow motion effects
>>
>>170779648
What if i'm using gms? What then, huh?
>>
>try something with placeholders
>cube, planes and quads
>game doesn't leave any impression

>add a cute girl and a background rip from an AAA game
>game feels instantly 200% better

Fuck you agdg. Your placeholder meme is fucking bullshit.
>>
>>170774198
>MoGiSho:
Not the dev but
>im not reading all those words
>what are my attacks?
not very promising from a reviewer 2bh
>>
>>170779962
https://docs.yoyogames.com/source/dadiospice/002_reference/date%20and%20time/delta_time.html
Take this, multiply it by a speed constant, then use that as your delta time rather than using the raw delta
>>
>>170769350
From thumbnail i though you are making a Another World kinda like game.
>>
>>170780061
Theatrics are a huge part of making a game "feel" good. Grey boxes are okay for testing features if you're a programmer but don't even think about external testing until you've got enough art so that people aren't offput by the grey nondetail
>>
any devfags that want to make a game with me?

I can give you my copy of gamemaker studio, I bought it on impulse and I'm too retarded to learn it but I really want to make a game

I would be the idea guy and do the music but other that I need help. i understand it's a lot of work so if it gets sold you would be compensated accordingly

we can brainstorm to figure out what to make
>>
>>170780061
We never said to never add art. All we say is that placeholder is good while fleshing out basic mechanics. The thing to avoid is spending a week on a single model, perfecting it, when it might turn out that the game isn't even fun and the model was a waste of time to make.
>>
File: kkk.gif (2MB, 513x299px) Image search: [Google]
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Best part about the nes pallet is that you can fuckin scribble and shit will look good
>>
>>170780217
>Grey boxes are okay for testing features
To some extent. You can't test everything with just grey boxes and I don't why you people think otherwise.

>>170780359
> the model was a waste of time to make
You can use the model anytime in another of your project.
>>
>>170780402
>modern """""""""juice""""""""""" with faux-nes
Thats how i know to avoid a game
>>
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>>170780574
Don't be a stick in the mud anon. Have some fun!
>>
>>170780336
If you can offer music, post music. You'll get more interest if you sell yourself as a music guy instead of an idea guy. Saying stuff like "I'll be the idea guy while you do the programming" is a pretty big red flag for any potential dev.
>>
>>170780676
i get its a meme-game, im just saying
>>
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>>170780752
Would be hotter if her hips were wider and the tits were bigger.
>>
>>170780574
ende yourselfe
>>
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>room transition code in GMS
>on room start, it checks if a given door object exists (instance_exists on checks active objects, and all objects outside of the viewport are deactivated)
>after literal years of this code working fine, it suddenly stops
>>
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>>170780574
>"""""""""meme""""""""""" poster
That's how we all know that you're a shitposter and that your opinion can be discarded.
>>
>>170780745
that's fair. i tried to be pretty upfront about the work imbalance
>>
>>170780935
i feel like this game is an attempt to use all of agdg's memes and actually make a fun game out of them
>>
>>170780935
I like your game anon
>>
>>170780935
Are you MMBN-dev?
>>
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>>170780919
>scene transition code in Godot
>on scene start everything works
>it just works always
>>
>>170780935
line two is missing punctuation
>>
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>>170780935
oh god, I don't remember posting that one
That's straight cringe i'm sorry

>>170781107
no
>>
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back dash
>>
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>>170781358
>That's straight cringe i'm sorry
I actually like how edgy your qt3.14 is.
>>
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doom 2.0
>>
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Hows this for a first attempt at uh, whatever this is?
>>
>>170781947
could an army of john carmacks take over the world?
>>
>>170781975
is this just a 3D model animation exported as a cropped pixellated gif?
>>
>>170782029
You don't need an army of them. The only reason he isn't ruling the world right now is because he doesn't want to.
>>
>>170782059
You betcha!
>>
>>170782163
we can only hope that one day he does take over the world and institute a utopian government.
>>
>>170781975
it's a bit obviously mirrored but it's not bad
blushes usually keep the same slash direction
>>
>>170781975
fix the blush and it's 10/10
>>
>tfw no matter how much your art improves you always think it looks like shit
>>
>>170776656
Hey neat I've been up those stairs.
>>
>>170776647
thanks, i might need some plasma beams too soon
>>
>>170774249
Lookin good
>>
Is there a way to make a trail renderer stop rendering new trails but leave up what it's already made?
>>
>>170781975
Could we see the non-DonkeyKongCountry version of this?
the raw model
>>
>>170778414
wow i read some "babies first shader" tutorials today, and i think i could even do that with some extra googling.
>>
>>170781358
are you the dev that use to post progress using just boxes?
>>
>>170783465
Never.

Pre-rendered sprites is my A E S T H E T I C.
>>
>>170783691
you can accomplish the same effect with a low res filter and it'll be much more adaptable
>>
>>170783929
how abotu I filter ur post insted
>>
>>170783059
welcome to the creative world.
This goes for music and writing as well.
>>
File: LizardMan_Suit1_FD_x2.gif (2MB, 446x628px) Image search: [Google]
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Finished this guy too! Productive day!
>>
>>170783985

Good luck, I'm anonymous and have no consistent post content habits
>>
>>170780565
Depends on the game, there are some genres that you definitely can test everything with a grey box
>>
>>170784080
spooky
>>
>>170784328
That's good to hear. I kind of fear I'm becoming more and more "vanilla"
>>
>>170784080
that's not a lizard man, that's an alien from Alien
>>
>>170784630
The initial inspiration was actually Kerrigan with her back blades
>>
>>170784762
loop the animation fampai
>>
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Art is hard
it's probably not obvious but I'm going to use this animation when the main character is "grabbed" and they will have a change struggle to get out of the grab before a gameover.

>>170784762
whoops meant to loop it
>>
>>170784762
lol how did you mess that up
>>
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>>170784834
well
I won't even delete that post
Here it is but bigger
>>170784889
I didn't click the "Animation loop" on aseprite's export option
>>
I wonder what Gogem is doing right now
>>
>>170784986
make it an idle animation 2bqh
>>
>>170784986
>PARTYHARD.jpg
>>
https://my.mixtape.moe/bjphsc.webm

So today I

* Learned how to put events in animations

* Make reload animation for partial and full seperate

* hitscan hit effect instancing

* shell ejections

* preventing weapon from clipping into walls.
>>
>>170771260
Give more information.

How much goes into a pack? What is in demand?
>>
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>>170769474
>>
There is objectively no reason to have a class that is more than 200 lines if you are adhering to proper OOP methodologies
>>
>>170785329
Often a pack will be something like "forest assets" and include 3 or four trees, some rocks, flowers, mushrooms, grass etc. and will go for like 10-20 bucks. There's lots of low poly stuff around, but not much mid-poly stuff that doesn't look like a meme artstyle but doesn't cost a fortune. Look at the unity asset store to see what sells.
>>
>>170785329
>What is in demand?
Literally everything. Props, characters, houses, places, you can't go wrong with good low poly.

But my theory is that artists are well aware of that and this is why they never create a complete package with enough of those to make a game.
Or they just show one or two houses like that on devianart to get popularity and all. Amusingly I've never seen a single game using any of the cool assets you always see being thrown around.
>>
>>170781593
noice
>>
>>170786096
>Amusingly I've never seen a single game using any of the cool assets you always see being thrown around.
Now that you mention it, other than those shitty spammed crafting-open world meme games, neither have I
>>
>>170786096
>d this is why they never create a complete package with enough of those to make a game.
>Amusingly I've never seen a single game using any of the cool assets you always see being thrown around.

gee i wonder why
>>
>>170786096
No one wants to mix and match sets.
>>
what's your loading screen aggy?
>>
>>170786910
>loading screen
"no"
>>
>>170786910
>loading screen
No.
>>
>>170786910
>loading screen
no.
>>
>>170786910
>loading screen
no
>>
>>170786981
>>170787028
>>170787071
>>170787098

You ARE loading/unloading assets at runtime, right?
>>
Daily reminder that
2D > 3D
>>
>>170786910
Currently my music is all compressed and uncompressed on load so when you see a loading screen it is actually a legitimate loading screen. Before I added it I was getting audio screeching and stuttering in the first 10 seconds or so of startup before everything was in. Once I get around to finishing up mechanics overhauls I am going to look into how I should handle audio properly without losing quality and without putting too much of a strain on older machines.
>>
>>170787139
Yes, but i dont need a loading screen to accomplish this.
>>
>>170787139
>assets
no
>>
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todays progress:
you can now pick up, drop and throw blocks.
>>
>>170787139
I dont know what that means. I just make the stuff in unity, press the play button to load, and after a few seconds it starts working.
>>
>>170787223
You'll find that your players will think your game is cheap if you don't fake a loading screen.

People like fast loading times, but if you give them one better and have no loading times they'll treat you like you've given them mobile shit.
>>
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1 - 3
>work on creating game
4 - 6
>work on options menu
7 - 0 :^)
>create the "About" screen

dubs
>jerk the fuck off
>>
Hey /agdg/, how do you commit to an idea? I've been programming for many years, so the implementation itself isn't the main hurdle for me. Rather, it's committing myself/my time and (if I ever got there) artistic aspects that are problematic - 80% of it's the former.

Every idea for something to write that I come up with sounds bad in my head. Even if I recite the ideas of my favorite games, the concept itself sounds bad to me. Like the implementation of it (so long as I don't imagine the real game) would be shitty and boring.

And yet, I see people with more obstacles in their path than me in these threads every week (namely less programming experience) who make nifty things even without good artistic skills, that make me think "wow" and also feel like a shit person.

I just don't know how to commit to anything or evaluate which things are better than others. I know vaguely what genres of games would be interesting to me to make but blank on tangible realizations of them.
>>
>>170787363
>will think your game is cheap if you don't fake a loading screen.
Only if you give them a cheap looking and feeling game.
I have no idea where this nu-dev meme came from, but it needs to stop.

If in [current_year], your 2d pixel shit game has a loading screen, whether fake or real, i well think it a negative.

And your point is also wrong because people are more ADD than ever. Giving them constant loading screens will make them bored and theyll just "come back to it later" while they load ou overwatch or something else.

Also loading screens kill immersion.
>>
>>170787223
Have you tried running your game on a toaster to see what happens?
>>
should i enforce specific aspect ratios? UI is a little easier to design if I do
>>
>>170787739
No
Your UI system should be able to anchor things to various edges/center/percentage of the screen so everything repositions itself automatically and still looks good
>>
>>170787558
>Even if I recite the ideas of my favorite games, the concept itself sounds bad to me. Like the implementation of it (so long as I don't imagine the real game) would be shitty and boring.

games suck, but we play them anyways. try to keep that in mind.
>>
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flowers are 1.pretty and 2.hurt the baddies
>>
>>170787705
Its still in the the tens of thousands, no where near an issue. Which is what happens when youre in 100% control of your game.
>>
>>170787810
well
that is what im doing but there's a UI piece in the middle that gets squished if the ratio goes lower than 1:1
>>
>>170787558
Have an idea you really care about
There was a full year between the conception of the game I'm working on at the moment and the time I actually had free time to start working on it. I still cared about it after all that time so I took that as a sign I could commit to it
>>
>>170784986
cool mc hammer sprite
>>
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Got all 7 of the different types of camera angles I'll be using to follow the character around depending what environment he's in.

Also I learned how to swap individual pieces of his armor around on the fly. I wasn't going to have different visible armor in the game, but now that I learned how to do it, I have no reasons not to have upgradable armor.

Also found out how I can add more animations to my main character without having to re-import him and create the keyframes/names ever single time I do that, which is super nice and a big time saver

Also been learning about arrays for the first time since I decided to have different armor sets. Honestly I'm still a bit confused but it seems super powerful and it seems like it'll make everything easily organized.

Yay progress. I'm actually just doing all this shit so I don't have to work on making more animations, which I really need to do.
>>
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>>170785081
I like this suggestion
>>
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got some passable parenting on collision. now i can have swashbuckling airship combat.
>>
>>170788113
>some cheerful, dancin' nig outside of Silent Hills meth den
let me know when i can give you money
>>
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https://www.youtube.com/watch?v=upI_BdpH1Z0

How are you innovating in this crowded industry, anons? What makes your game unique?
>>
>>170787881
squished meaning the image stretches?
what are you making your ui with?
>>
Thought I had a neat original idea for an in-world floating inventory screen thing, after a minute in laying out the gist of it...

Realize I'm just making a slightly different Majoras Mask inventory screen.

And yet, while writing this post, I just had an idea for a pretty cool mechanic that I've never heard of or seen yet, this one I'll have to try out!
>>
>>170786981
>>170787028
>>170787071
>>170787098
>he doesn't know that players associate loading screens with your game actually having meaningful amounts of content, regardless of reality
>>
>>170788362
>he gives a fuck about the players
>>
>>170788362
No they dont.
Only nu-devs unironically think this bullshit.
My die-hard nintendo zelda fanboy friend even complained to me about BOTW having too much loading/screens.

Refer to my previous reply:>>170787617
>>
>>170788362
>he does x
>when replying directly
Children everywhere
>>
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>>170786910
It's rather plain right now. I might spruce it up since people on older computers might see it more often.
>>
>>170781358
>>170780935
>>170780402
>>170781726
this game id looking pretty good
>>
>>170788323
no i mean the side pieces overlap with the middle piece
>>
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1475785684945.png
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making small sprites on demand
first hit for free
don't forget to include desired resolution and pespective
>>
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>>170787558
Programmer here.

I don't like the meme but just find a concept and as far as programming is concerned be "disciplined" about it.

Committing to a project has never been a hurdle for me, I've been giving them up only when it was time to do art which is out something that is out of my skills.
>>
>>170788983
draw your penis
2x1 px
orthographic perspective
>>
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I bet aggy daggy can't even model this shape
>>
>>170789330
literally one extrude
>>
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>>170789234
>>
>>170788983
How small is small?
>>
>>170788983
a pixel platformer girl
>>
>>170789405
If it's so easy why don't you just show us you do it
>>
>>170789678
cant be fucked reinstalling blender just for a shitpost
>>
>>170789724
Well, you clearly can't model it, cause it's definitely not just "one extrude"
>>
>>170788983
A block of ice, 24 x 42. Used in a 2D sidescroller.
>>
>>170788983
a 32x32 pot. it can be a bit bigger or different shape.
>>
>>170789943
oh, i forgot. its for a 2d sidescroller
>>
>>170788885
There are no commercial screens made with less than 1:1 ratio so it doesn't matter at that point
>>
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>>170789539
under 100x100
want to have some fun, and do things for multiple people, not sweat half a day over single picture

>>170789597
any specifics?

>>170789826
k

>>170789943
k
>>
>>170787813
>games suck, but we play them anyways. try to keep that in mind.
Yeah, good advice. I think it's also a symptom of "execution is everything". I figure I tend to imagine bad implementations.
>>170787894
>Have an idea you really care about
One day I'll get there, I hope.
>>170789086
>just find a concept and as far as programming is concerned be "disciplined" about it.
Yeah, I think at this point I'll just make something - even if I don't feel good about the idea. I'll probably change what it is into something I like better along the way.
>>
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>>170790347
draw dubsman as a pixel art
>>
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i accidentally the last 5 hours fucking around with shaders i don't even need.

but hey they can do some cool stuff and i finally understand why.

thanks anon who posted that shader guy video.
>>
>>170790347
16x32
extremely sexual
>>
>>170790706
you know you need to use that effect for something now anon
could you post the shader video?
>>
>>170790781
mhm
>>
>>170790706
You got a link to that video? I'm using a different engine, but I feel like I could easily appropriate that effect to >>170761596 to make it look more like proper refraction
>>
>>170790445
>even if I don't feel good about the idea
No. Find a concept that you like and go with it, I forgot to add the like part.

You're not going to finish something that you do in your spare time if you don't even like it.
>>
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>>170790706
>found a plugin that does this for me in 1 min
>>
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>>170790913
>>170790812
this specific effect was not in the videos, but this is the channel:

https://www.youtube.com/channel/UCEklP9iLcpExB8vp_fWQseg/videos

this was the texture i used for displacement (red channel x, green channel y)

these are the videos with all the knowledge

https://www.youtube.com/watch?v=kpBnIAPtsj8

and

https://www.youtube.com/watch?v=LnAoD7hgDxw

what i used was more or less the same as that last stripy thing from the pokemon video just with another texture.
>>
>>170791052
well that's not all that came from those 5 hours, but one of the more surprising things.
>>
>>170791186
messing with shaders is one of my favorite things too

the sheer amount of effects you can have with a few clicks is staggering
>>
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prison architect but the theme is hell
>>
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ice.png
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>>170789826
>>
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My Movie2.webm
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TACTICAL EMURGENT SITTING GAEMPLAY
>>
>>170774198
>Legacy Code
Thanks for the feedback man. I think simplifying the controls, adding a tutorial, and softening the difficulty ramp are the next things I'll do.
>>
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ice.png
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>>170789826
sorry I derped you wanted 24x24
>>
>>170791291
is there no way to get up by yourself ?
>>
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>>170791281
>>170791346
Looks pretty good, thanks anon. The dimensions are fine, I mostly wanted a future reference for when I need to make ice related things.
>>
>>170790932
Hm... I think I can find one that I like well enough, mostly by playing 50/50 between what games I already like and what technical aspects I'd like to write. Might not be completely original, but not much is these days.

I'll work on the boilerplate this week and finish a plan during the same time. Thanks for the help.
>>
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ice.png
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>>170791437
>>
>>170791392
not yet no. i'm working on it, i have to make a get up animation.
>>
So agdg, what courses have you bought from Udemy?
>>
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>>170789943
>>
>>170789330
So... one one can do it...
Such "game devs" you are, huh?
>>
>>170792252
was this supposed to have been written in English
>>
Why is Maya so much better than Blender? Can anyone justify the price of the subscription?
>>
>>170791291
Oh the things I'd do with your setup.
>>
>>170792409
I can't imagine there's anything that could justify paying for a program over blender for indie/amateur dev
>>
>>170792576
What about a non-indie/amateur? What does Maya offer besides being the "industry standard"?
>>
>>170792409
>Why is Maya so much better than Blender?
Blender is free as freedom.
>>
>>170792630
the main draws would be support and nicer work flows, and depending on what you're doing better rendering
but they're not really a big deal if you just need modelling. Only old people need support and the workflow would be a minor improvement at best
>>
>>170792247
>dithering
>>
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>>170792434
what kinds of things....
>>
>>170789086
Is that just a redraw of Chun Li's animations or is that original?
>>
>>170792409
because the interface isn't bass ackwards everywhere
>>
>>170791090
Awesome, thanks.. I've been wondering how shaders work and in unity especially. I used to make shaders in UDK like 5 years ago and that's all drag and drop.
>>
>>170790706
Final Fantasy battle transition.
>>
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>>170790781
>>
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>>170762781
>>170763029
>bigger boots
also, make him less symmetrical ... too much symmetry and it makes him look like a robot
>>
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I've got an issue with resolution/scaling, I want to get the same results (pic related) at any resolution, but if I scale it up, the invisible walls don't line up with the UI anymore.
I'm thinking it's a matter of moving the camera around but I'm not really sure if that would be the proper method.
I'm using UE4 by the way.
>>
>>170791291
That Ass Creed dive is sick though. If you could aim and stuff while doing that it would be :okhand:
>>
>>170792986
Actually realistic swordfighting game.
>>
>>170793469
Thats what im doing though
>>
>>170793554
I've seen your swordfighting stuff and it looks fun as hell, but I've been trying to design one based on transitions between historic guards as seen in manuals.
>>
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>>170789330
>>170789678
>>170789779
Not the other guy. I haven't used blender in three years and was a novice at best the last time I used it. It was just two extrudes and a subsurf.

Have fun being special.
>>
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>>170793387
extra picture for clarity, left is what I want, right is what happens if I scale down the game
>>
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https://dl.dropboxusercontent.com/s/nnapaarklz40j5z/2017-03-12_10-50-34.mp4
Added a contextual music cue, the drop in the music happens when the weapon is picked up, which in turn starts the combat.
If the player doesn't pick up the the weapon until the drop happens, it just starts spawning monsters anyways.
The 2 clips in the video showcase
>>
>>170793042
It's a commercial sprite that I pirated found on a Chinese website made by a Chinese artist so I'll let you decide if it's a redraw or not.

I just made this because it'd have been a shame to not make anything with her.
>>
>tfw all of your progress has been backend so there's nothing worth posting on tumblr
>>
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>>170794106
any chance you wold help me get my hands on it?
I don't want to straight up put it in game, just use it as a reference
>>
>>170793878
Resolution. Do you need it?
>>
>>170794306
(not him)
it's not even that great of a sprite senpai, just use http://www.zweifuss.ca/
>>
>>170794358
The screenshot has some placeholder stuff. Or not sure what you mean.
>>
>>170793878
The art style on those walls is great - and the music/the contextual introduction to it really work well. Did you make the combat loop there?

>>170794193
Are there gamedev communities on tumblr I just can't find?

The only good tumblr I've ever found that's on a "productive" subject like that is Accidentally Quadratic.

>>170794106
>>170794306
Don't do it anon, he's a nark from the Kazakhstanian government.
>>
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>>170794306
Sure. I'm not a jew and still haven't forgotten about the old sharing is caring anonymous rule.

Have fun with her. I've realigned and put everything in a single image for convenience.
>>
>>170794446
Just saying it's huge. 5337x3240? Damn. But seriously the game is looking better and better, lots of nice effects like the slowmo and the audio drop.
>>
>>170794509
thanks man
>>
>>170794373
thank you but SF sprites are way too big and complex to imitate
>>
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Guys I got no idea what I want to do art-wise with my ""game"". I'm an inexperienced ""artist"" who only draws something once a month if even.

If I do pixels then it will look like any other indie ""game"". If I do regular digital art then the highly mechanical movements (think Ristar) of the character and world may feel uncanny.
>>
>>170762425
Don't sweat it. Have a simple "training" or some option in the menu, where absolutely newcomers to the genre can learn the basics. As I understand, Touhou games have this kind of small hitbox, and your game is not a shmup, but a Touhou-like. Even if I was one of the folks who couldn't read the hitbox, I say do not do any drastic measures to fix this feature, just let us mortals have the option to learn.
>>
>>170770332
Do you need a code slut? I'm the exact opposite of what you have described. I love to implement mechanics, make my boxes move as accurate as possible, but lose all my interest and motivation when I realize I have to do art, yet I have no visual style in mind, nor any skills to begin with.
>>
>>170772236
Thumbs up! Always good to see other masochists around.
>>
>>170794507
not sure what you mean, and thanks, we're proud of the textures we painted so far.
>>170794521
Ah yea, i was playing around with an unity plugin and DoF camera effect that allow you to take screenshots at any resolution.
>>
>>170788607
I love this, but why do you portray her as a nazi, and where's her pants?
>>
>>170795483
Er, I meant to say the music that starts around 1:14 when the enemies are released. I think it sounds really good.
>>
>>170795638
thanks, currently it's all illegally done though. i'm not making any profit from the game, when i feel like it's more presentable i'll ask the artist for permission.
>>
>>170795718
Ah yeah, no worries. Best of luck to you.
>>
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Technically, now with obstacles, speed boosts, jumping, and zones where you can't draw the rail, I've pretty much got all the mechanics made. All I need to do now is the scoring system, a proper map generator, and all the models.
>>
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>>170795802
*swoons*
>>
>>170795835
Jesus christ what is that
>>
>>170793663
show pre subsurf wireframe
>>
If I were creating a sidescroller with 3D graphics/assets, should I be starting a Unity 3D Project?
>>
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>>170795973
A true beauty
>>
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>>170796265
>>
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>>170780852
>scolds someone on anatomy
>posts 20 heads tall person
>>
>>170796448
>Can't read
>Scolds someone on anything
>>
>>170796448
he only asked for bigger tits and shit i'd hardly call this scolding someone on anatomy
>>
>>170796506
>>170796545
coconut heads are the most disgusting shit in hentai
>>
>>170796603
And you still can't read.
>>
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How do I give the UV an exact size in Blender? I want this square to be as big as the whole texture itself.
>>
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>>170796085
Let me guess, you're mad that I used supporting edge loops?
>>
>>170797364
You're fucking pathetic.
>>
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>>170789330
>>170789405
>>170792252
>>170793663
>>170796085
>>170797364
does this look like fucking /3/ you cumguzzlers
abandon my general at once
>>
>>170797707
3D Games will always be more worthy than your effortless 8bit pixelshit garbage.
>>
>>170797364
Uhh, no I'm mad that you didn't use them on the cube
>>
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>>170797707
MY FUCKING EYES YOU MOTHERFUCKER
>>
>>170797364
Also you need at least 8 edges to make a circle in blenders subsurf
>>
>>170797707
>just seeing the mario screenshot makes me want to play the game again

Why are we all wasting time making complex games again? Have we lost the ability to make simple yet fun games?
>>
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>>170797748
Yes, 3D games made by huge competent teams and freak occurrences, like Minecraft.
You're neither.
>>
>>170798039
You think you're any different going 2D? All it proves is that you have a far more limited skillset. You are trash.
>>
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what should I do with it
>>
>>170798337
Sounds like BS.
>>
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>>170798337
>They have Emi Evans
>>
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>>170797587
And you're very special.
>>
>>170798439
Stop using edge creases, you idiot
>>
>>170798337
Ask if they're willing to work for free for the "exposure."
>>
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To whomever it may concern, I started rewriting the whole game for a cleaner codebase, got around a quarter of it done at this point. Another week or two and I should be back to the same state as slightly after the last demo.
>>
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>>170798337
seems legit
>>
>>170798439
Anon, stop embarrassing yourself
>>
>>170798485
>>170798595
>model this shape
Do you enjoy being pedantic?
>>
>>170798337
they're actually legit, but chances are you cant afford them.
>>
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>>170798337
>you don't need a tumblr or twitter, you just need a good game! -AGDG


Fuck you guys this never happened to me and will never happen if I don't shill like crazy.
>>
Does anyone have some good rigging tutorials? For a humanoid preferably. All the shit I find on youtube is about how to rig these ugly cartoon characters with 5 bones.
>>
>>170798716
what games do you have?
>>
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how difficult would it be to make my own audiosurf style game?
>>
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>>170798626
Yeah, anon, fuck this guy. Topology doesn't matter!
>>
>>170798818
https://www.youtube.com/watch?v=Q2MGttB1E7U
This one is very slow but he goes over everything with some solid methods.
>>
>>170798716
You haven't made a good game though.
>>
>>170799143
That model is pretty ugly but it does look like all the important bones are there. Thanks for the link, I'll give it a shot.
>>
>>170798716
If you want to pay for expensive music this much all you need is money
>>
>>170799261
Can't be helped for the model being ugly.

By the way if you're already familiar with blender and just want a quick custom rig you can try this one
https://www.youtube.com/watch?v=Q9f-WVs3ghI
which has only 2 videos, but from my experience I think that this guy way of rigging is misleading and not effective when you start to think about more complex animations. It's really strange that he got the most views out of all tutorials.
>>
>>170798903
guys...?
>>
>>170798903
manually added note patterns - ez
automatically generated from audio tracks note patterns - not so ez
>>
>>170799659
Stop asking stupid questions and try for yourself.
>>
>>170789330
If you disregard the box it looks like the end of a dildo stretching panties/swimsuit if you know what I mean.
>>
>>170799659
I'm not trying to mock you or anything, but usually when you have to ask "is doing X hard", then it's a sign that it will be for you.
>>
>>170798028
there's already hundreds of well known simple fun games out there

we have to stand out from those
>>
I'm using 3Ds Max but it's pretty much the same If you ask me. Will be sticking with the more rigorous videos to achieve the best I possibly could, but thank you anyway. And yeah I also saw that video when searching around. It does look strange that something that simple gets so many views.
>>
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>>170798028
>just seeing the mario screenshot makes me want to play the game again
speak for yourself
>>
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>>170798028
>Why are we all wasting time making complex games again?
>complex
>implying
>>
>>170798903
How good are you at signal processing?
>>
>>170799972
I eventually need to make the transition to 3DSmax because there are so many qt3.14 in the max format available for free out there.

But right now I'm too lazy to do that and look again for a pirated version, all links for 1- years ago are down.
>>
/firstprogress/
About a week in total of learning Unity on weekends after work and kicking artistbro in the ass each time he's slacking
>>
>>170789086
Why did I get a boner from this?
>>
>>170800410
Looks good anon, what's the development roadmap looking like?
>>
>>170762038
Looks good. I like the second idea.
>>
>>170800389
Man if I ever release something I'm gonna have to buy so much software just before release in case someone looks into it
>>
>>170798028
I am sick of simple games I want a game with complex controls. Keyboards have 100 friggin buttons
>>
>>170794509
dem sitting sprites
>>
If you're using Unity, is buying Max or Maya a waste of money? Should I just stick to Blender?
>>
>>170800741
You don't need complex controls to make a complex game.
>>
>>170800741
which unless you're playing a flight sim, aren't bound to anything
>>
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>>170800539
Blank, to be honest. I've got my idea in my mind of what I eventually want to make; MGS inspired sleepover game, got the design document roughed out. At the moment, I'm just working on learning as much C# scripting as I can from a Udemy course, implementing those techniques into different genres just to learn what the fuck I'm doing. 4 years of student and professional programming are helping a great deal, and my algorithmic thinking is warming up again. Just a matter of time, anon. I shall yesdev. Even if working life and angry gf do their best to stand in the way of progress.
>>
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>he uses one's complement
>negative zero
>>
>>170800829
But it's one way to do it and it's the way I like it

>>170800879
I see you're not a fan of RTS
>>
>>170800894
Well, don't get overly engaged in it.
Remember that it's important to pay attention to other priorities too anon. I'm sure angry gf isn't getting angry just to get in your way.
I believe in you though! You got this anon!
>>
>>170801116
in any case, games with a lot of keybindings aren't the majority
>>
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What do you call/how do you do that thing where you smooth out a spherical object or something similar?

I hate having so many polygons for my little apple here. Surely there is a better way?
>>
>>170801512
They're rare, and even when they have a lot of keybinds they make little to no use of chords and gestures. This is why I want a game with complex controls.
>>
Can all that cancerous 3d modelling go into its own general?
I am fucking sick and tired of seeing washed up "artists" upload their shitty rendershit and never producing a game.
Games only become alive thanks to programmers.
>>
>>170763145
Starcraft 1 came 2 years earlier
>>
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>>170801927

>graphics aren't part of a game
>>
>>170801927
sure but first you have to post your game
>>
>>170801927
I was going to say that modeling is gamedev too but then I remembered all the fundamentally broken games in DD13 that were obviously just made to showcase muh art.
>>
>>170762359
>tells you it's going to shoot, but not WHERE it's going to shoot

fix this
>>
>>170801960
Nobody cares, faggot.
>>
>>170775882
Alright first time around did not go so well.

Anyone here serious or do you just want to meme all day?
>>
>>170775882
do you swallow?
>>
>>170802517
post art
>>
>>170802695
>>170776229

>>170802679
Get a life
>>
>>170802021
>being this jealous
>>
>>170802748
post fucking art already I'm serious
>>
>>170802748
Nice redddit tier comeback faggot
>>
>>
This "artist looking for a team but never works with anyone or posts art" meme is the dumbest meme.
>>
>>170801740
Subsurface division anon
>>
>>170801740
Subdivision Surface
>>
>>170802829
Do you even have a game? Somehow I doubt it, sorry.

>>170802845
Have a great day yourself dumb
>>
>>170803146
why yes I do and I'm looking for an artist
>>
>>170803034
I am realizing this too. Thinking any of you are actually interested in working with me is a terrible meme.

>>170803173
Just skip it
>>
>tfw learning blender because i already have good programmer friends
Feels good not to be a loner.
>>
>>170775882
Hello there, I'm interested.

Do you have a portfolio somewhere? I would like to see if your art fits what I have in mind for my game.
>>
>>170803221
>t. noart
>>
>>170803329
Hope you are not surprised that I don't entirely trust your motives here. Show me your game.
>>
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>>170803329
Sure here you go
>>
>>170803464
Hope you are not surprised that I don't entirely trust your motives here. Show me your art.
>>
>gotta do homework but also want to dev
>>
>>170803575
I see where this is going so just skip it.

>>170803564
Not me
>>
>>170803564
Sorry, but I want people to play my game with both hands and I'm afraid that's not possible with your art.
>>
Anyone have any good ideas that can be made into a game in the span of 10 hours? Looking to make a simple game today to practice - preferably 3d
>>
>>170803783
Do you have any previous experience?
>>
>>170803783
jsut install unity xD
>>
>>170803783
>10 hours

Pong. Unless you're just trying to make a prototype that isn't enough time for a fully finished game.
>>
>>170803905
He could easily make a shitty first person shooter or similar, with placeholder cubes etc of course.
>>
>>170803829
Other than the basic games I made an advanced clone. I can do a bit of blender and I'm an ok programmer. I'm looking for something that is a little more advanced than a snake/mario clone but not by much.
>>
>>170803783
A WoW rip off.
>>
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Reminder to create LOD models!
>>
Artist here.
>>
>>170803564
For as much as I dislike what I see, I much say that you're still way better at art than me...
>>
>>170804087
I just use Simplygon
>>
>>170803991
a pac-man clone
>>
I never made tutorial clones and yet here I am with the best agdg game.

Learning is for chumps.
>>
>>170803564
the central portion of the body is actually pretty well made
>>
>>170774198
Cyber-vania dev here -
Must admit watching your playthrough was a little frustrating.
You joked the page looked like a myspace profile, fair comment but was the information that unreadable?
Most of the issues would have been solved from reading it anon.

Think I'm going to record a "full runthrough" video, I admit, as userfriendly I tried to make it, it's still pretty obtuse to play through at the moment.

Also, seems to be an issue with chrome or the exporter in the engine I use that doesn't like game capture in OBS - annoying for myself trying to record webms for it. Not much I can do about it.
>>
agdg, I'm a nodev going into gamedev and I need your strongest engine
>>
>>170804475
My engine is too strong for you, nodev.
>>
>>170804475
The strongest engine was inside you all along
>>
How do I get an art slave that isn't bad at art.
>>
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>>170804641
you make it fucking rain
>>
>>170804475
https://unity3d.com/
>>
>>170804672
I can jerk to this
>>
>>170804475

Game Maker if you actually want to make something.
>>
>>170804641
see >>170804112
>>
I'm actually an artist
>>
>>170804825
post art
>>
>>170804112
Make me a 3D model of a anthromorphic moose.
>>
>>170804862
Do you actually have a game?
>>
>>170804909
sure
>>
>>170804945
We're done here. Good luck.
>>
I'm applying for a junior enginedev position, they want me to send some code i wrote but I don't really have any 3d graphics code to send and I don't want to send stuff from my college assignments as those got a bit degenerated as they approached deadlines. I want to write something from scratch, what would be a good program to write for this?
>>
>>170805509
notepad I guess, you are the one supposed to know this shit
>>
is unreal's 2D system shit, or is it a decent alternative to unity/gamemaker?
>>
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>see cool progress post on reddit
>read comments
>the coolest thing in the progress post is actually a template/third party asset
>>
>>170805509
>engine dev position
>3D
C++ with OpenGL. But if you are new to this, I'm not sure if you'll gonna make it in time. Good luck, nevertheless. You've got a chance to live the dream!
>>
>>170805509
IDK mang a lang, a model viewer?
>>
>>170804641
$$$
>>
>>170805919
>paying slaves
>>
Is it acceptable to talk about a game design issue I'm having with development?
>>
>>170805728
It's just pointless to use it for 2D.

It's serviceable, but why would you use UE4 and ignore literally 99% of the features?
>>
>spend almost an hour looking for why the HUD didn't scale properly
>anchor was on the wrong side
try to top that kind of amateurism /agdg/
>>
>>170805964
Sure why not?
>>
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>>170805509
>be a shitter who cant code
>apply to engine dev position
is this how unity was created?
>>
>>170804641
Have a game that looks fun to play and the artists will come.
>>
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I have a main object who has other objects around it, and as the main object moves, other objects follow and are always offset at the same position from it.

How can I keep the objects at the same place when I rotate the main object? Pic related.

I used this before for just normal offset:
x = oPlayer.x + xoff;
y = oPlayer.y + yoff;

I tried something like this which feels like it should work but doesn't:
var angle = point_direction(x,y,mouse_x,mouse_y);
var rotx = xoff * cos(degtorad(angle)) - yoff * sin(degtorad(angle));
var roty = xoff * sin(degtorad(angle)) + yoff * cos(degtorad(angle));
x = oPlayer.x + rotx;
y = oPlayer.y + roty;

What am I doing wrong?
>>
>>170806161
How many times has this happened?
>>
>>170805753
>huge wall of self-promotion text on reddit about a gamedev's journey, with greenlight link and all
>watch video
>it's an abhorrent amateur mess worse than most agdg shit
Remember to advertise your games, anons!
>>
>>170806057
Programming is an incredibly hard long process nobody knows how to do it
>>
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>>170806026

Basically my problem is I'm using a crafting system where players use a rare resource (gems) to enchant weapons, armor, and create magic spells.

The issue is I want to also have potion-making being a crafting system but I wouldn't want to use gems to make potions; since potions are only a temporary resource it wouldn't make the player feel good about using their rare and expensive resources on something without permanence, like the other crafting items are

The three solutions I have though of are;
>Apparatuses; can be used in any number of potions, add the gem effects you added to the crafted apparatus to whatever potion you're crafting.
>Alchemy Flasks; instead of crafting normal potions you make multi-use flasks that can be refilled somehow, similar to Path of Exile's system. Gems give these flasks nice qualities
>Forget about using gems for potions and just keep them separate.
>>
>>170806161
My game is too atypical for the casual artfag normie.
>>
>>170806239
Beats me. I've been keeping an eye out for games I'd contribute to but there's barely anything, and those that look fun to me to work on already have someone making the art for it.
>>
>>170806295
Flasks seem like the best alternative, Apparatuses are just flasks with an extra step.
>>
>>170805803
Well, I'm really well versed in C and C++, i've been using it since highschool, algorhithmic competitions and shit, my uni uses it to teach most courses. I just haven't done much work with graphics or in a professional environment (most jobs students can get their hands on are web shit).

I already started learning some basics of OpenGL but I don't know what would be a good small program to send them. I thought maybe a small planet generator, I wrote a perlin noise based map generation program some time ago that I used to quickly make maps for rpg campaigns, I can just figure out how to slap that shit on a sphere (or rather a rounded cube to minimize distortions, no idea how to round a cube tho), maybe add some surface variations based on the texture. I'm afraid that might be too simple tho.
>>
>>170806292
C ruined everything. ML was robbed.
>>
>>170806239
Not him but I know it happened to Placeholdertitle
>>
>>170806432

I guess you're right, thanks.
>>
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>>170806473
This sounds good, anon. But aren't they interested in a sort of game demo? So something which shows off your engine dev skills, but also let them know that you can put together a game loop.

I think it also would be a huge plus if you put something together which could fit in one of their games. So if they mostly make flying games, try to make one, if RTSs, make a prototype of a strategy game etc.

However keep in mind what they have asked for. If they just want some sample code in two days, then it's better if you just polish one of your earlier works.
>>
>>170806295
Unlockables. You need a poison gem to discover a type of potion, and then you just use money to syntethise it.
>>
>>170806215
https://forum.yoyogames.com/index.php?threads/finding-a-fixed-point-on-a-rotating-sprite.1393/
>>
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>>170805954
enjoy your squares and triangles
>>
>>170807074
post art
>>
I'm an artist but I will never post my art here, without 1) being asked nicely, 2) seeing the game
>>
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tfw got absolutely shitfaced on an uncle's birthday yesterday and had to postpone this until after screenshotsaturday.
>>
>>170807138
post money
>>
>>170807171
please post art
>>
>>170807208
would play
>>
>>170807246
Show me the game.
>>
>>170804405
Demo run-through for folks unable to play it, or whatever.
https://www.youtube.com/watch?v=3spRitKfdF4&feature=youtu.be
>>
What's the best way to see if an artist is right for me before paying him?
Is asking for a fullscreen mock-up too much?
>>
If you're making a sidescroller with 3D Graphics in Unity, does that mean you should start a 3D or 2D project?
>>
>>170807340
3D
>>
>>170807334
Kind of. You should get a good idea of whether they're right for you by looking at their previous work.
>>
>>170807340
it doesn't really matter.
>>
On a scale from 1-10, how difficult is it to program an MMO netcode?
>>
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>>170806601
Technically, I ended up talking to 2 artists at different times while dropping my spaghetti really hard each time. They helped me get some ideas of what things should look like, but eventually I decided to attempt drawing things myself even though I haven't actually tried drawing anything more complex than the slash effects I kept redrawing. Maybe redrawing those effects a million times helped. Still bad with colors though.
>>
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>>170806906
Well, it's a junior positions and the only requirements they posted was good knowledge of C++ and OO design, both of which I'm pretty confident in, so I don't think they actually require gamedev knowledge (it's pretty rare to have any experience in this desu, schools don't really teach that and the vast majority of programming jobs don't do any work with 3d graphics, so imho it's not that surprising they'd be willing to train a developer in this area). Also, i feel like the games they use that engine for are not really reproucible on the lap in any reasonable amount of time even in a limited scope.
>>
>>170807591
Those colors are bad.
You should google business men in suits and try to emulate that.
>>
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>>170807550
>>
>>170807754
these are ok colors anon, what.
>>
>>170807591
Pretty uninspired character design tbqhwy.
>>
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maybe there is hope after all.
>>
>>170807850
Why not just make 10 louder?
>>
>>170806215

var rotx = off * cos(degtorad(angle))
var roty = off * sin(degtorad(angle))

Should work.

The x and y offset are the same, as they're the radius.
>>
>>170808035
Is this one game?
>>
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Opinion on jumping animation?
>>
>>170807340
The only real difference between 2D and 3D mode is the main camera preferences. Start a 3d project if you want a perspective camera and 2d if you want a orthographic camera.
>>
>>170807550
It's pretty simplistic in theory. You first need to develop netcode that can handle a few dozen players easily. Then you start developing areas and give each area its own server. As a player moves between areas they are transferred between servers thereby limiting the amount of connections/network traffic to any specific server.

If any one area hits a player cap you'll need to start up a new server and split the playerbase in that area. The hardest part is really building your server system so that it can easily expand to accompany the amount of players.
>>
>>170808147
Something looks off, I think his arm should be raising faster
>>
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Did you buy Clair's Udemy Course? :3
>>
>>170808147
it looks more like a cheering animation than an actual jumping animation
>>
>>170808147
Looks a bit robotic compared to the run, but it's not anything you would notice if you weren't looking for it.
>>
is event_inherited really the only way to add more to a child's event. I wish game maker had made this more visually simple.
>>
>>170808147
I don't like his arms in this pose. Maybe his arms being up like that should only happen when he's moving downwards in the air.
>>
>>170807940
Yeah. I kinda just placed pixels in a vaguely human shape until I didn't immediately hate it.
>>
>>170808147
>animation kicks in when he is half way up the jump
>>
>>170808147

Starts too late.

It's still running after launching into the air.
>>
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Ok shaved 10 frames off of the start of the animation, this look better?
>>
>>170808141
yeah.
>>
>>170808571
Quite
>>
>>170808571
yeah dude thats better
>>
>>170808571
it's better, I'dd add some slight crouching to make the jump looks like he's putting more energy into it
>>
>>170808147
Add a slight crouch making the jump?
Also every body part shouldn't move at once.
>>
Can we all agree that Blender Guru is the best for Blender tutorials?
>>
>>170809003
How do I know if I'm abusing OOP
>>
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>>170793387
>>170793706
>tfw your problem goes unnoticed
>>
>>170808035
assuming 1% of downloads want to buy your finished game at $5, you'd make $85 B)
>>
>>170809404
Not many people use UE4. I can't even tell what your problem is supposed to be, but then I've barely touched the engine.
>>
>>170809404
>using UE4 for 2D
anon...
>>
>>170809404
>>170809671
Wait, I feel stupid, I just unchecked constrain aspect ratio on the camera and it kinda fixes the problem.

>>170809738
It's gonna be 2.5D
It's a small project to get more familiar with UE4 besides.
>>
>>170809927
And not constraining the aspect ratio makes the player able to scale the window until he can't see shit. I'm retarded and I talk too fast.
>>
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>literally copy-paste code from Game Maker's documentation
>doesn't work

Bravo game maker!

And they have the nerve to release GM2?
>>
>>170810558

You need to create the font.
>>
Is the lego "look" copyrighted?
>>
>>170810720
post LLC
>>
>>170810558
They keep GM1 shitty so you'll update
Also some of the documentation is just wrong in some places.
>>
>>170806995
Thanks!
>>
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>>170810773
>LLC
A what
>>
>>170810608
>This will CREATE a new font.

What the hell does font_add do if not that?

If you're talking about creating fonts in the font folder, then yeah that's swell and all but I need to dynamically create some fonts during the game with bold/italic combinations, and that's pretty much exactly what font_add should be doing.
>>
>>170808571
I think that the amount of arm swinging in that run doesn't work well with the speed and posture. Either cut down the arm swing or make the running faster (and maybe have the character lean forward).
>>
>>170810882
One of the first steps when making a game is to establish an LLC to safeguard your own personal assets (laptop, home, car, future wages) from the costly patent litigation which has become par-for-the-course in this industry.
>>
>>170793387
Wrap your canvas in a scale box and a size box.

So:
Scale Box (root)
-Size Box (override with 1920x1080p)
--Canvas
>>
Been conceptualizing a game lately but I dunno if people would actually find it as fun as it sounds to make.

Basically I want to make a simplistic/minimalist RPG with less focus on fancy visuals and more focus on expansive substance. Like tons and tons of quests, stories, gear, regions, etc. but with a graphical style akin to Gen 1 Pokemon, or FF1 and DQ1.

Would that be fun for people or would the meager visuals turn too many people off?
>>
>>170806215
unparent them... then rotate your object... then parent them again... they should be unaffected be the rotation.
>>
>>170811382
>A game like pokemon or ff1 or dq1
Textbook ideaguy
>>
>>170811382
Non-viable for an indie. Content is really fucking time consuming to make. Focus on making interesting game systems and mechanics.

If you're heart is set on an RPG, just use RPG Maker.
>>
>>170811382
>I want my game to look like some of the best 8-bit games in the industry
>n-nothing fancy at all
>>
>>170811382
There are people who will be turned off but as a 1MA/small team its fine for you to cater to people who won't be. However you are already overscoping. Content that isn't total garbage will take a lot of time to create and revise. If you want something with a lot of content then you either need a lot of manpower or go minimalist to the point of being text only.
>>
>>170793387
you could render everything to a texture with high resolution, put that texture on a quad, put an orthographic cam in front of that quad... than you can manipulate that quad and the camera independent of your actual scene.
>>
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>>170811010
Either I'm missing a step, either I'm doing something wrong. I'm not quite sure what you mean by "override with 1920x1080p".
>>
>>170811382
Find a programmer to make it for you and tell him it will be great for his portfolio :^)
>>
>>170811382
Well, if you just use the same asset and change its color, making tons of shit is much easier.
>>
I get the whole "idea guy" meme but in all seriousness, what's the best way to break into the industry or approach developers as like, a designer, and someone who really does have a lot of great ideas
>>
>>170793387
Is there a reason you're doing it with UI?
>>
>>170812032
have money
lots of it
>>
>>170811492
>>170811652
Your reading comprehension is abysmal.

>>170811583
>Content is really fucking time consuming to make.
But that's part of the point of the minimalist visuals. With simple graphics it'll be easy to work on tons of content.

>If you're heart is set on an RPG, just use RPG Maker.
That was actually my intention.

>>170811760
You'd be surprised. I've got years of backed up text files full of ideas for game content and writing. I've been trying to find a use for all of it.

>>170811879
Yet more sarcastic buttmunch replying. Why so upset by my post, anon? Where's your game?
>>
>>170812032
There is no way you worthless piece of garbage. You either develop a proper skillset or spend the rest of your life as a wageslave, which let's be honest, is all you're really capable of.
>>
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>>170811821
This will keep the hud consistent regardless of the resolution but it will also fix it to a 16:9 aspect ratio.

Using just a scalebox will probably work better for what you're trying to do.
>>
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If people hate creativity and ideas so much, why is this called agdg instead of Amateur Programming General?
>>
>>170812079
This won't work for me but I won't give up

>>170812194
You are mistaken, because I have been developing a skillset. I have been playing games my whole life. I know what's good and I routinely scratch off ideas (I come up with 10-50 a day) that are not worth pursuing. I'd like to see you come up with half the (good) ideas that I do. Looks like your only skill is being a jerk-off.
>>
>>170811652
>some of the best 8-bit games in the industry
>thinks this is remarkable or tough to beat in 2017
Wanna know how I can tell you're not an artist?
>>
Game developers already have hundreds of ideas that we don't have time for. We don't need more idea guys.
>>
>>170812320
code monkies hate artists and ideasmiths, because these are skills that cannot be simply put into a function box like their precious algorhythms
>>
>>170812427
post art
>>
Do games necessarily need sound?
>>
>>170812320
Ideas are useless.

Execution is what matters.
>>
>>170812320
Creativity is only worthwhile when it's coming from someone with the skills to back it up, be it through programming or art.

Ideaguys belong in the trash.
>>
>>170812598
Do humans?
>>
>>170812320
Nothing wrong with ideas, ideaguys are people who ONLY have ideas and that's where the problem lies.
>>
>>170812320
Musicians and artists are also welcome here.

People just don't take kindly to idea guys with no other skillsets, even though being a game designer is a full fledged job by itself. But that's only necessary in the AAA industry with a large team needing to be coordinated and lead towards a single vision. When it's just you and your pal, and one of you has to do all the grunt work(art/programming) while the other just comes with ideas, you can imagine how it would feel unfair, and the other guy will just make his own game with his own ideas if he has the skills for it.

But if you do find someone to work with you, then by all means post progress here. The main point is that people want to see game progress, not idea progress, they don't care much about your documentation unless it's already taken the shape of a game.
>>
in order of replacability: code monkey, artist, ideasmith
>>
>>170812598
I originally wanted to make movies, and I wrote novels and such, but I couldn’t get a budget, so when making a movie started seeming difficult, the NES came out, and I learnt about the world of games. I realized that you could tell a lot of different stories through games too, so I ended up entering the game industry.

Back then, you couldn’t play many sounds or voices, but there was a challenge within that simplicity. It was really fun. From about Metal Gear Solid 2, the sound became beautiful and real, so-called CD quality. And then I went to Harry Gregson-Williams from Hollywood, and got him to do real sounds, and broke it down digitally to play it like that, so from around that time I felt like we were making sound that was close to that of movies.

Games aren’t movies. But like movies, I think sound is 80% of it.

The Phantom Pain has an open world, so linear games, like movies, have the camera go a certain way in a scene, so the right type of music is easily added along with that. So, it’s mostly about the sounds of the environment, but when the player becomes emotional, discovers something, or flees puzzled, sad or angry, adding the all-important melody or rhythm for these situations is a new challenge.
>>
>>170812032
You learn technical skills so you can make your own game. This will prove your ideas are actually worth anything. Designers without technical skills (idea guys) typically come up with ideas that are difficult to implement because they have no idea what it takes to make a game.
>>
>>170812706
This

Ideaguy = almost always bad
Worldbuilder/writer = good
>>
>>170812778
Ideas are a dime a dozen.
>>
>everyone ITT fell for the ideaguy bait again
When will you people ever learn?
>>
Thread Theme?

https://www.youtube.com/watch?v=Yeb08cbUswk
>>
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>>170812078
Gotta display information to the player as well. Pic related is a better representation of what I want than any sketch I can make right now.

>>170812202
That's working exactly as I want it to be, thanks a lot dude, and other dudes who also suggested things.

If anything, fixing it to an aspect ratio is probably what I want, since the camera is also fixed to an aspect ratio, just gotta make these two the same.

>>170812320
Ideas like "It's X, with Y and a little Z" are worthless, they're not even precise guidelines.
>>
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>>
>>170813031
Uber for games
>>
>pajeets ITT sweating when it comes up how replaceable they are
What's wrong, no ideas?
>>
>>170813103
Take away the idea guy and the artist, and the programmer can still find work.

Take away the programmer and the idea guy, and the artist can still find work.

Take away the programmer and the artist, and the idea guy will be collecting unemployment benefits.
>>
might not seem relevant but looks like narc is returning to AGDQ http://youtu.be/jVkv0umozao
>>
>>170793878
That's fucking rad.
>>
>>170813103
Having ideas and having skills useful to game development are not mutually exclusive.
>>
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>>170813103
The programmer can make a game without good graphics.

idea guys and artists are useless when it comes to actually making a viable product.
>>
>>170813069
http://pastebin.com/cu9gDj5Z
>>
Why is it that idea guys come up with so many ideas but can't have the idea of making a game themselves ?
>>
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>>170813484
>artists are useless when it comes to actually making a viable product.
sure thing senpai
>>
>>170813484
Programmers' and artists' labor is useful on its own.

Ideaguys' isn't.
>>
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PROGRAMMERS == GODS
EVERYONE ELSE == TRASH

(webdev faggots are NOT programmers)
>>
new thread
>>170813561
>>170813561
>>170813561
new thread
>>
>>170813243
Spoken like a true code monkey.
>>
>>170813615
Spoken like somebody with no useful skills.
>>
>>170813615
your post is basically "lalalala i'm not hearing you"
>>
>>170812641
Why do you automatically assume that a person has no artistic skill? Just because they have an idea or a concept? Do you know anything about art at all?

>>170812706
The problem lies in a boogeyman term that people throw around unwarranted.
>This post makes me insecure! I'LL CALL THEM IDEAGUY YEAH THAT'LL SHOW 'EM!
>>
>>170812598

They are far better with because then you have 3 dimensions of input/output instead of just two.
>>
>a Turing-complete language is overkill for conversations with NPCs in my language
Welp, down the rabbit hole of writing my own language I go again
>>
I like how we all know it's artists and writers that come up with the good ideas and concepts, but whenever one speaks up it's
>fuck off ideaguy
>fucking ideaguy
>ideaguyideaguyideaguy
>b-but artists and writers are t-totally cool. You're just different from them 'cuz I said so
>>
>>170813735
>>170813716
>I load libraries and use a game engine and solve the same problems people have been solving for decades
>>
>>170814001
That's more than you do, ideakin.
>>
>>170812178
>With simple graphics it'll be easy to work on tons of content.
Roughly how many towns do you plan to have?
How much time do you expect to spend on each town? That includes:
- drawing any town-specific tiles or other artwork you may need
- laying out the buildings and surrounding terrain
- building interior maps for all the buildings
- designing and placing NPCs
- writing any generic (non-quest-related) dialog
>>
>>170813484
>artists are useless when it comes to actually making a viable product.
You're a complete idiot. Even Minecraft has a strong sense of artistry to it.
>>
>>170813838
When did I automatically assume anything?

I can safely assume you're a retard though.
>>
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Thank you for everyone that played the Demo, it was scary but in the end some good stuff game out of it.

Keypoints to fix:
The acceleration/deacceleration was there to give a bit of skill and punishment but annoyed more than helped. So movement will get tweaked to be more precise and responsive, inertia needs to go.

Enemy attacks need to be more clear.

For certain people the game runs extra fast making especially the mouse camera way too sensitive, it seems to be for people with high end rigs. I'm thinking it's something with the FPS being too high or something with the screen refresh rate? I have to do more research on this. Should have made the whole game in delatime but no i was lazy.

Thanks anons!
>>
>>170807208
Looking so good man, you deserved some relaxation time no biggie
>>
>>170813484
Why are you so insecure, anon? Do you really have to make other people's job less valuable than yours, just to make yourself feel better and more important? Or are you just trying to hide the pain which you get from the sad realization that you are simply incapable of doing their work?
>>
I am gonna start developing a game in the much hated Clickteam Fusion 2.5 (I joined the thread during the argument). Ask me anything.
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