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/agdg/ - Amateur Game Dev General

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Thread replies: 779
Thread images: 149

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Post progress edition

> 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
>>170813561

> 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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first for freedom
>>
Ideas are worthless until you make them reality.
>>
>Slow the no dev nigger manchild in charge of anything other than shitting himself
>>
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>gonna fail because my game is multiplayer only
>>
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>he types in the url bar
>>
>>170855682
Call me when the scripting language isn't horribly slow.
>>
>>170855749
A very small error. Whereas doing many floating point operations accumulates error and you end up way off. Also you'll only be dividing in order to use it for rendering or something so it's unlikely the error will be noticeable.
>>
>not making your own language
>>
>>170855786
Gang Beasts did fine and it doesn't even have online
>>
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>>170853842
I still hold that we are making the same game
>>
Which is better

Blender or Maya?
>>
>>170856247
Neither, but Blender is free. So...

Blender
>>
>>170856227
Anon, are you sure you are telling the fire to draw the correct image index every frame?
>>
>>170856247
maya wasn't designed for aliens
>>
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>>170856387
I'm going to go kill myself now
>>
>>170856079
I did.
For scripting.
>>
>>170856394
Haha... Don't be silly Anon Aliens don't exist or use Blender
>>
>>170856247
Blender is not that difficult to use for the basic modelling stuff. Animation is a bit more questionable.
>>
who's /ourdev/?
>>
>>170856247
blender is like a jet that uses voice commands to steer

maya is like a jet that doesn't come with a manual
>>
>>170856247
Get yourself the student version of maya. Exported fbx files don't have metadata saying what it was from, let alone when ue/unity have their way to make special internal files

Just never tell anyone what modelling software you use, and if you're really scared just buy a months worth of the full version subscription to cover yourself
>>
>>170856602
knightdev

Resident evil dev

cubeman dev

gogem
>>
>>170856495
>>170856387
wait. idk how to fix this issue. The sprites need to scale constantly as you move and so I redraw them every frame. How can I keep an animation going? I need to think.

draw_sprite_ext(pair.sprite,0,x,y,pair.scaleFP/scaleDown,pair.scaleFP/scaleDown,0,myShade,fadeRatio)
>>
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So is Recap kill once again? Or was it posted and I just missed it?
>>
>>170856683
What's the jet that just werks in autopilot?
>>
>>170856708
Why not tell people I only have used Blender and had fun making models in it?
>>
>>170856781
Anon, you set the subimg to zero, of course it's not going to animate.
You are supposed to set it to image_index.
>>
>>170856796
sadly None
>>
>>170856889
because then you're putting yourself in a web of lies that only increases your chances of getting caught
>>
>>170856889
What if they start offering patreon money for process videos?
>>
>>170856991
What do you mean? I actually had fun making random models in Blender
>>
>>170856889
>had fun using blender
already caught in a lie, anon
>>
>>170857062
I'm serious I enjoyed it
>>
>>170856708
how do you know it doesn't have some embedded data?

maybe maya has a special way of formatting something as mundane as spaces to catch pirates
>>
There is literally nothing wrong with using Blender
>>
>>170857224
Are you using unity or unreal?
When you build and export a game, it converts everything to unity's own proprietary formats. Any metadata that it would have had is lost

Alternatively if you're a super paranoid fuck, make/export the models in maya, then import/export them through blender
>>
>>170857543
It's inefficient compared to maya's much more logical and streamlined workflow
>>
>>170856079

>not building your own processor architecture
>>
>>170857543
for animation, rigging, and UV Unwrapping maybe. Fuck modeling in blender though.
>>
>>170857692
Both interfaces are pretty much the same
>>
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Making a character for a 3d platformer to take my mind off my spider game, which I hit a writer's block on.
>>
>>170857826
I don't like this meme. Making your own language is a perfectly feasible thing for someone to do. Making your own processor is obviously not.
>>
>>170857850
bait
>>
Do you have a pissed off rant in your game's comments?

https://www.youtube.com/watch?v=ckQw50MTeTY
>>
>>170857836
why not model in Blender?
>>
>>170856793
It's not monday yet. Last week he skipped due to DD.
>>
>>170857906
>being able to change projects without at least a day required to shift mindsets
how I know you aren't truly invested
>>
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>>170857943

For you.
>>
>>170857972
no, but I have apologies to anyone who decompiles my game and has to sift through the hilariously bad code
>>
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Does this look anything like a waterfall?
>>
>>170858083
Casual devving > Invested devving
>>
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repost
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>>170858083
>twiddling your thumbs doing nothing for days because you lack motivation and testosterone somehow makes you more invested in something
>>
>>170858118
I guess you could buy an FPGA, but making a COMPETITIVE processor is an impossibility for any of us. On the other hand, almost all programming languages are garbage and it's not very hard to do better if you're versed in PLT.
>>
>>170857906
you should switch over to Maya instead
>>
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Progress part 2 is an extremely important asset: a path decal.

This is sort of broken; due to how UE4 does mesh decals, it's possible for it to Z-fight with the terrain (there's no actual surface wrapping right now) but for the most part it looks really good. It can break down at extreme camera angles though, and become apparent that it's more or less just a mesh floating just above the surface and being blended into the mesh below. Still, given that the alternative is vertex-paint-blending the paths in, this is much easier for fast level design iteration and looks about as good as the alternative.

The advantage to how the pathing asset is set up is that I can easily slot in just about any texture or material to act as the "path" on a per-level or per-floor basis and it will work.

I've also started hammering out the core motif for the game's main theme song based heavily on "We Bury the Hatchet" by Garth Brooks
>>
>>170858150
it looks like a shiny towel
try animating it first
>>
>>170858202
It's not about motivation anon
it physically takes time to empty your mind of all the shit about one project that you usually keep in your memory so you fill it with shit about another project instead
>>
>>170858150
maybe a frozen one
>>
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>>170858195
>mfw watching this while listening to Snake Eater
>>
>>170858276
How do you make explosions so pretty and smooth? Is it one of those alpha mask things where you shift the range that is visible at a given time which creates the animation?
>>
>>170858083
Changing projects is as easy as clicking New Project in Unity. Also, it's better than doing nothing. I'm just implementing ideas I had for a while.
>>170858208
It is Maya.
>>
>>170858276
I really like that rock stuff, in fact I think most of your attacks should be like that.

if it's a special attack make the special attack be bigger rocks.
>>
Any pixel artists want to work for pay?
>>
>>170856917
>>170856781
Did you fix it already? I want to feel the warm embrace of animated fire.
>>
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>>170859014
rate my cat tho
>>
>>170858592
I'm gonna be totally honest, anon.

When I first got UE4, it was charging for a subscription. When they went free, they gave me $20 Unreal Bucks for their asset store. I spent that $20 on a toon-styled particle effects pack. The explosion was a part of that. It's hand-animated across 16 frames sub-UV to get that effect (then tripled for the yellow, red, and black segments).

I didn't make it. I asset store'd it. It looks so fucking good I didn't tweak it (like I did every other effect that came with it, including the flame and muzzle flash effects). I'd love to tell you my secrets but there are none; I cheated for the explosion.
>>
>>170856683
this is pretty accurate
>>
>>170858874
The shard effects occur whenever Dixie summons a hand. Summoned hands in-combo occur mostly for finishers; think Wicked Weaves. Everything else occurs for special attacks/moves and abilities.

I can look into adding a little burst-and-trail for all attack animations as well, just to emphasize the movement of Dixie's hands/feet, but the thing is, 99% of combat won't be unarmed, it will be with weapons, so I don't want to dump the summoned hands thing into basic melee too much or it will make the weapons seem pointless.
>>
>>170858529
NOT FOR HONOR, BUT FOR YOUUUUUU
>>
>>170859085
Lost a lot of respect for you.
>>
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>>170859024
>>170856917
back, had to kill myself.
actually just took a shower and now ultra comfy
>>
>>170859361
I just think you need bigger attacks then, or like windups or something.

I get what you'r saying with the wicked weave that was my first impression, it's just such a huge difference in visuals that it makes your normals look weak.
>>
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>>170859513
btw, it's very smooth in game. just a slow capture.
>>
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>>170852531
What >>170852785 said. Manual gradients and bloom are a pain but they work just fine. Also, with the right contrast and lighting (animation helps too) you can create the illusion of bloom without needing to actually 'make' it. The eye naturally tends to see things like that when it expects them to be there. Something something brain filling in the gaps.
>>
>>170858012
because I could model in another application far more efficiently. I use both metasequoia and Wings3D for modeling. The hotkeys in wings3d are godlike and customizable
>>
>>170859085
I'm surprised it can look that smooth from being basic drawn frames. Thought it would've looked cool in slow motion
>>
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Oh look! A shader!
>>
>>170859487
I'm sorry. It's literally the only effect that I paid money for untweaked; the list of effects that are made by modifying something from that asset store pack is as follows:

>The cel shader (heavily modified)
>the muzzle flash effect (copied the texture on the muzzle fire, the rest is my mesh and animation stuff)
>Dixie's landing dust effect (which isn't in place yet, but was for Mayhem League and which I'll bring back)
There's also a lightning effect I'll modify, if I decide I need an electric/lightning effect

Hand-animating SubUVs is tough as hell, I did it myself for my slash/swipe effect, and it's something I'd rather not do myself if I can avoid it easily. I had free UnrealBux, gotta use em for something.
>>
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>>170859513
noice
>>
>>170859513
Change the material to be additive and it will look like light and not have the black rim
>>
>>170859928
I'd be your animating personal whore if you taught me
>>
>>170859860
It still does, though that's down to how UE4 handles subUV interpolation.
>>
Anyone here use phaser? I need to know how I can lock a physics body so it'll only move on the Y-axis.
>>
>>170859915

That background is too obtrusive.

The ball is somewhat difficult to track at times.
>>
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I unironically agree with Googum that "fun isn't real".
>>
>>170859079
Idk its okay
>>
>>170860507

Dont worry senpai, I know this sounds fucking stupid but I try to post updates daily because I think it makes me more productive. I didn't intent to have that as a thing in the game.
>>
>>170860557
Fun isn't real, the same way that happiness isn't real
>>
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Made a sprite for you guys to use
>>
>>170860813
you made this yesterday
>>
>>170860717
same it does I have been posting my drawings and pixel art daily and I am slowly getting better at art
>>
>>170860813
xD what a funny and hilarious meme!
>>
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Arfag here, taking requests for single sprites.

I'm not memeing you.
>>
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>>170859993
>>170859938
wew. i wish you could see it at full speed.
>>
>>170861029
A bunny eating a carrot
>>
>>170861029
a 2d cute monster girl
>>
>>170861029
a dog eating the bunny that's eating the carrot
>>
>>170861042
Why is your FOV so offensively small?
>>
>>170861042
What are you using to record? OBS supports 60 fps.
>>
>>170861029
A bitchin' humanoid robot.
>>
>>170860801
Nah.

Happiness is just unsustainable. We know what happens physiologically when you're happy.

Maybe if you're using "fun" as a generic word for "good" then sure. But that's useless for a gamedev.

The nebulous "fun" covers often conflicting things. If you're not breaking it down into physically challenging/mentally challenging/novel/comfortable/exciting/stimulating for senses/emotionally engaging/etc... then you're going to run into problem.
>>
>>170861270
Using ActivePresenter
I think it's the fact that I'm running windows in Parallels right now. It's one of the best programs I've ever used. Windows installed on one half of my drive, but I can swipe back and forth or run windows apps as normal looking windows on the mac side. The whole OS runs super smooth but when i capture there is slow down.
>>170861239
That can all be changed, since not much is hard coded. But i'm just getting the basics up and running.
>>
if everyone has an opinion when it comes to software for modeling, UV unwrapping, etc, then where are all the models?
>>
>tfw when having to make a sell-out lewd furry project because the game that you enjoy working on is taking too long and you need money
>>
>>170860091
How can I teach you if I don't know how to animate?
>>
>>170861553
I don't believe you

Who would pay for lewd furry stuff and where do you find these clients?
>>
>decide to browse itch.io which I never do to find new and cool games this year, maybe some hidden gems

>its all absolutely garbage, shitty, pretentious, "le indie artsy" walking simulators, rip-off or straight up copyright infringement, and just tons and tons of it

damn I see why you guys are so upset about steams entry cost rising now. I would never be attracted by anything from this shitty website
>>
>>170861553
You could get a job.
>>
>>170861029
a 32x32 apple for a 2d side scroller
>>
>>170861706
I haven't had a dayjob in a decade, I don't think now's the time to start down that path again.
>>
>>170861678
you want to know how pretentious this fucking website is

one of the top tags is "cult classic"

what kind of fuck releases their game and tags it with "cult classic"
>>
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>>170861678
>>
>>170861029

How could you do that when you don't know the art style of the game?
>>
Every week I take 1 day off, where I don't take my ADHD meds. I still work for at least 5 hours on my projects, but all the while I question "why am I even bothering". Then the next day I take my meds and 15 minutes later it's "I'm going to make the best fucking game ever with the cleanest reusable code base and I'm gona finish it this week".
At least 6/7 days of my life are filled with happiness and feelings of fulfillment. Today is not one of those days.
>>
>>170861649
>Who would pay for lewd furry stuff
Are you new to the internet?
>>
>>170861678
>steams entry cost rising
They haven't actually announced the price yet have they?
>>
>>170861876
have you actually browsed the website? or are you one of those "yeah my Unity game with 3 assets and shitty models that I tagged with "atmospheric procedurally generated cybertwee LGBT voidscape exploration artgame" is just too deep for you" fags?
>>
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>>170861678
>wandered in from /v/
>>
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>>170861239
better anon?
I more than doubled the width of the triangle
>>
>>170862130
They only said price can range "from 200 to 5000"
>>
>>170862202
Very funny.
>>
>>170861835
I laughed.
>>
>>170862129
I don't believe it unless I see him showing some kind of proof of the claim
>>
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>>170861835
>cult classic
Hahahahah wow. I like itch.io, but this is some bullshit.

Also, I planned to post an image of the games I found no matter what, but get a load of this.
>>
>>170862195
please see
>>170862143

if you actually think they have any quality control, you're fucking blind.

I've seen like 10 games based off trademarked franchises (mario, sonic, stranger things, duck hunt, fable, a few others) in the past 10 minutes i've been browsing
>>
>>170862130
It will be 200 at most, screenshot this.

If I'm wrong then I will print my game's code (and delete it) and eat it on stream.
>>
>>170862262
They didn't even say THAT. They've only mentioned that when they asked various people for input, they received a range of answers "from $100 to $5000".
>>
>>170862330
bokube dev no!
>>
>>170862330
Oh dear
>>
>>170862375
Couldn't all of /agdg/ create an /agdg/ Steam dev account and each person chip in a little toward the fee? Or is that against the ToS?
>>
>>170862330
BOKUBE
O
O
>>
>>170862328
Look everywhere is common knowledge most furries are willing to spend a lot of money on their shit. Devianart is full of furfags doing/requesting commisions, probably tumblr is too. And don't even get me started on thos fucking suits they seem to be expensive as fuck.
>>
>>170862375
It should be $100. That will be enough to keep the 3rd worlders out without making an indie dev not eat for 3 weeks or some shit. Who ever said $5k is just a fuckhead; probably some Triple-A game studio cumslut.
>>
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messing around with the perspective of the walls on the bottom
compare to >>170853892
The biggest issue will be changing the sprites so that it doesn't require me to completely remake levels, so they still have to take up an entire 16x16 tile
>>
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>>170861678
>>
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>Wake up
>See this

What do?
>>
>>170862330
To be fair, Tux Racer would probably meet the definition of a cult classic.
>>
>>170862518
The price will be per-submission exactly to avoid shit like that and those crapware spammers.
>>
>>170862661
Indeed.
>>
>>170862518
The fee is not once per account anymore, you have to pay for each game you upload, so the idea wouldn't really work that well.
>>
>>170862529
I'd say $500 would be better.
>>
>>170862569
Looks comfy.
I will suggest though that you have two kinds of "..." - one that indicates a potentially new convo and one that indicates a repeat. Unless everything is interactable, that is.
Then again it isn't really THAT important; it's just extra polishing
>>
>>170862202
to be totally honest, I'm not sure the best way to have a good field of view. The actual projection is 2:1 (1000px by 500px) but for nowI crop out the edges on the view because objects are centered and only appear when the center enters the FOV (so I'm avoiding pop ins). I guess i need to widen the actual horizontal distance over which objects can be projected, rather than adjust the actual peripheral view. Thanks for making me think about it.
>>
>>170862526
how is this common knowledge if no Anon shows proof this happens a lot?
>>
>>170862529
>>170862839
Really hoping they go with $5k
>>
its real you guys

>browse tag
>"artgame"

>several games where its just a few lowpoly 3d models that spin around and you watch them
>"experimental contemplative virtual experience"

>several "games" which are just tumblr-pieces about refugee-simulation and "oppression stories"

>numerous poor quality literal-meme games ("vaporwave experience")

>a musical rhythm game with no music (??)

>"cybertwee is a movement similar to cyberpunk but focusing on resisting the patriarchy"

some of this stuff is solid gold you guys
>>
>>170862839
Ignore this, I didn't realize it will be per-submission rather than per-account.

Also I think they should consider a lower (nominal or zero) fee for free games.
>>
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How is this looking?
>>
>>170862964
more political games

>one brilliantly titled "neocolonialism ruin everything" which is basically just Pandemic but instead of a virus you play as white people

yep no quality control issues on this website, no sir-ee
>>
>>170863075
Like a samurai with the mumps
>>
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>>170863103
>>
>>170862974
You didn't realize it would be per-submission?
Why would you think it would be per account? They're trying to reduce the amount of garbage; if it was just a membership fee you could literally push any garbage shit, because there is no more greenlight
>>
>>170861763

>>170861919
By being very generic.
>>
>>170863158
Because I haven't been following closely.
>>
>>170862518
agdg publisher when
>>
>>170862964
>>170863103
That's a cool thing though, I loved Newgrounds back in the day exactly because you could find the randomest shit by stupid kids.
>>
teach me how to make a game and answer my dumb questions and explain things like if i was 5 for paypal money
>>
>>170862974
>he wants to open the flood gates for crappy free to play shovelware with ads/DLC
okay
>>
>>170863075
why so many polys?
>>
>>170863345
Yeah, and now it's for sale and instead of kids it's immature adults.
>>
>>170863075
Like you didn't fucking try.
Stop posting low-effort garbage.
>>
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Shout out to that anon who mentioned using RBG data as a positional offset for refraction in last nights thread.
Managed to get this effect working for any arbitrary line angle.
>>
>>170863356
this can be arranged how many shekels?
>>
>>170863356
post questions
>>
>>170863345
some of them are really interesting in the weirdest ways, yeah

and then you have a game where you do nothing but click the mouse to generate a random pixelized image that someone thought was worth $3.00
>>
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>>170863103
There's zero quality control. You can set up an account and upload whatever you want within a few minutes.

It would be kind of retarded (You) to expect anything more from the site.

Also, hows your dev going you goddam salty baby?
>>
>>170863407
I meant completely free (no DLC, no pay-to-win, no hats)
>>
>>170863417
Why so few polys do you mean.
He's sculpting.
>>
>>170863469
You're an arbitrary line angle.
>>
>>170863469
What is it and how did you do it?
>>
>>170863469
Neat.
>>
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>>170863461
No bully please.
>>
>>170863484
depends on how anal and thorough my senpai's gonna be.
>>
>>170863859
Smooth out that dumb cross and subdivide so that you can get to the real work of making shapes and details.
>>
>>170863947
We're always thorough when we do anal.
>>
>>170863859
>loomis 3D
>>
>>170863661
Hey don't bully okay

>>170863781
GM:S Shader stuff!
I have a mask of the triangle pattern, only ever triangle is some arbitrary color. The shader essentially takes a bit of the surface, then offsets it proportionally to the RGB of the mask. The effect is multiplied by the mask's alpha channel, which lets me sort of fade it around the edges.

>>170863797
thnx
>>
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<castlevania music>
>>
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progress:
turning next to a wall while holding an item no longer causes the item to get stuck in the wall


>>170863221
thanks!
>>
>>170864231
Thanks for the explanation! It looks wonderful.
Never knew shader magic was possible in GM
>>
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>>170861678
>>
>>170864726
wow this is the first time I have seen an /agdg/ gamedev use another /agdg/'s art this is pretty funny
>>
>>170864536
i want to sperge out that the paralax is done wrong but maybe for this game it isnt done wrong enough yet
>>
>>170864536
Your qt doesn't even give a fuck about getting killed anymore.
>>
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gonna try and implement floor textures in my raycaster. gonna render each pixel separately, using trig to find where the line from the pov to the pixel on the projection intersects the floor, and save on computing by doing some precalculation.

i'd like to store two angles for each pixel. with my current resolution of 640x360 that would be 2x230,040 elements I'd need to store, and the number gets exponentially larger as you up the resolution.

does this sound reasonable?
>>
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hello darkness my old friend..
>>
>>170865008
do you mean unironically?
>>
>>170865507
Loomis: After Hours
>>
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I used the wrong palette index when drawing the snow animation so I guess it's snowing blood
>>
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>>170865197
>i'd like to store two angles for each pixel.
>does this sound reasonable?
It sounds like you're an absolute fucking madman.

Math for floor textures is pretty hard to get right. Good luck.
>>
>>170865197
Why do you guys waste your time with this stuff? Building a piss simple software raycaster is unproductive and still less interesting than doing complex rendering using the GPU.
>>
>>170865661

Every time I see your meme idle animation I'm instantly reminded of a shitty flash video from newgrounds from like 2002 about eddie murphey and you walked across the street and had 3 options, talking, shooting, or dancing. And every time he did the dance the little black character did a dance similar to your idle animation but with MY GIRL WANTS TO PARTY ALL THE TIME, PARTY ALL THE TIME, PARTY ALL THE TIME

So yeah, that's what I think of when I see your game.
>>
>>170865678
put memes and jump scares in this and you've got an instant steam buster.
>>
>>170864858
wow you are one triggered samefag
>>
>>170865841
Tragically, I fixed those glitches a long time ago and now I only work on non-meme games
>>
>>170865834

Was it Newgrounds that had the guy with the shotgun in the top left corner around that time?
>>
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>>170865954
>>
>>170865730
time you've enjoyed is never time wasted
>>
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>>170866004
>>
>>170866189
If you guys like graphics I'm sure you'd enjoy working with the GPU a lot more. You actually get to make things that look good.
>>
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>>170865197
>>170865730
>>170866189
Indeed, why do anything but for fun. Nothing like building a nice little church on a icy march night in your nice warm bed.
>>
How do you ensure that your game is always 'well designed'? Is good 'game design' important enough that it will make your game sink or swim, irregardless of other factors?
>>
>>170860801
biologists and neuroscientists can explain to you many of the chemical and structural mechanisms of happiness.
>>
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>>170866417
Too obvious
>>
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hmmmmm
>>
>>170866460
And they can do the same to determine when you're experiencing fun, what's your point?
>>
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Who here finish their game engine and are now writing and implementing content?
>>
>>170866417
Juice is what makes or breaks a game.
>>
>>170866417
what the fuck are you trying to ask? developing a game IS designing a game. its everything from gameplay to graphics to level maps to storyline to progression to intended strategies... making something without design would be just a random jumbled mess without anything. you design when you make decisions regarding how your game will function or appear. "good design" is way too broad for you to ask a question about

tl;dr of course it matters designing the game is MAKING THE GAME
>>
>>170866734
Try using some names that don't feel like they were taken right out of kingdom hearts or some equally meolodramatic anime schlock
>>
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>>170866595
where did you steal that tile set from.
>>
>>170866734
pleaes don't post terrible cringe-worthy things you find on the internet while pretending it's part of something you're doing
>>
We have the game juice, but what is the game soda?
>>
>>170866734
but skylarks dev, what does this have to do with space
>>
>>170866675
but thats wrong, we dont define any mental/emotional state as "fun" we might define it as "having fun" but that's under the umbrellas of "happiness" and "excitement".
when we talk about making a game "fun" we're talking about how to make a game elicit "happiness and/or excitement" which is bullshit touchy feely stuff that a neuroscientist wouldn't even try to define because it's too broad an has endless and conflicting meanings and mechanisms in just one individual much less trying to do that among a veried group of subjects all with their own tastes for "fun".

>what's your point?
that it's useless
>>
>>170866936
I made it but I stole the pallet from googling "nes pallet" and castlevania
>>
>>170866417

This general has the best shitposting.
>>
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Rough new char design (right). Trying to make the characters a bit less boring.
>>
>>170867216
Fun is an abstract, subjective, illogical concept. Well done on reaching this basic conclusion. People value fun whether it makes sense or not, and trying to go against that because you can't comprehend something without an objective definition only makes you autistic
>>
>>170867216
The release of endorphins in the brain is actually a pretty well researched science that big game studios follow pretty rigorously.

They came to the conclusion that menu simulators about politics just aren't very fun.
>>
>>170867484
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial
>>
>>170867484
congrats, it's the same.
>>
after pic related i'll make sure the next YESDEV is how to make a game "fun".
>>
>>170867484
Anon the left one looks better
>>
>>170867484
shit i meant left is new
>>
>>170867484
the one on the left is better...
>>
>>170867484
I'm sorry for being rude but you went from generic anime protag to Unearthed: Trail of Ibn Battuta
>>
>>170867484
>scarfs
anon no..
>>
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>>170867629
oh are we posting cryptic youtube creator studio crops now?
>>
>>170867835
But he drew it once so it still counts.
>>
>>170867727
>>170867754
>>170867835
kek nvm, that makes more sense
>>
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>>170867835
lol
>>170867727

>>170867754
>having a problem with scarfs
>>
>>170867929
To be fair I didn't even read the text and automatically assumed left was the new one since I knew what it looked like before.
>>
>>170867749
So is generic anime protag better?
>>
>>170868374
Yes, certainly.
>>
>>170868502
nice
>>
>>170866595
Speedrunners strat
>>
>>170867216
fucking cringe

you're like that edgy teenager who just got into psychology and thinks he has the whole universe figured out

>haha love is pointless its just chemicals in the brain its not REAL i'm so enlightened *tips*
>>
>>170868502
No, right is plain boring and left is generic "I have no inspiration so I will just tack on a random scarf" design, left is marginally better tho.
>>
>that fucking vomit-inducing motion blur on every unreal engine game

goddamn its so annoying. please tell me you're removing that if you're using UE to make your game, anons
>>
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Okay, after circa a month of absolute inactivity with Rune Revolver due to pre-class stuff, a small dev job I had to pay attention to and upgrading my PC, and MISSING DEMO DAY, I'm finally back. Woo!

I didn't change the code at all but I came back to a broken gamepad check script that worked okay before and now doesn't work properly, but other than that I should be resuming work tomorrow and maybe actually working on playable things for DD13.

I know nobody's actually following me or my pretty tech demo, but I still wanted to give a small update.
>>
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>>
>>170869298
DD13 is over, anon.
>>
>>170869380
whoops, I meant dd14
>>
>>170867629
$
>>
>>170867865
h-how
>>
>>170869298
I remember you because your color palette is pretty
ganba, anon
>>
>>170869557
Well you see there is always a spike on a weekend, which is why there are 4 spikes in the 28 day period
It's quite logical when you think about it
>>
>>170869780
how do i collect weekend spikes
>>
>>170869298
>I know nobody's actually following me or my pretty tech demo, but I still wanted to give a small update.
lmao jokes on you idiot, I'm actually interested in your game
Don't worry too much about having to take time off. I know what its like to have to shuffle devtime around real life stuff, but even sporadic progress is still progress. GL for the next demoday, anon.
>>
>>170869298
i think the background needs to be a slightly more nauseating optical illusion
>>
>>170869298
>I know nobody's actually following me or my pretty tech demo
I'm following you, anon. Glad to see you're back at it
>>
>could do something the lazy way and fast, but it will have bad performance
>there's definitely a better way to do it but I don't know how
I'm conflicted.
>>
>>170868869
>psychology
please take your pseudoscience back to /pol/
>>
>>170870147
Time to learn.
>>
>>170870202
gogem confirmed for scientologist
>>
>>170870147
Is it really the lazy and fast way if you don't know another way?
>>
>>170870289
I know this is the lazy way, and I know there is a better more efficient way, it's just I don't know specifically how to do the better way. But I do know how to do the lazy way.
>>
>>170870285
please take your religion back to 2009 /b/
>>
>>170870147
>tfw I don't KNOW how do to the better way
>>
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>>170868828
did someone say speedrun
>>
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First videos w/commentary are up.

Blade of Blood:
https://www.youtube.com/watch?v=Smn2itdnTJE

Gun Cat:
https://www.youtube.com/watch?v=OpCPcCDlcfk

Devs please let me know if you've seen your vids. I hope you find these useful.
>>
>>170870832
If you're not the dev and are watching these out of interest, the Blade of Blood video is particularly long and boring. Just a heads up.
>>
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>>
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Blender is ______
>>
>>170871595
Free
>>
>>170870832
>>170871005
Is Clarent dead?
>>
>issue with gamemaker
>find a detailed solution with a little bit of googling

>issue with godot
>find out that the issue is unfixable after a lot of googling
>>
>>170871748
Charlotte is dead.
David is dead.
Crystal gun girl is dead.
Clarent is dead.
Maid dev is dead.
Sunny dev is dead.
>>
>>170871892
>look guys, I'm lying on /agdg/ again
>>
>>170871895
M-maybe new heroes and heroines will rise up to carry on the cause, anon
>>
>>170871892
What's the issue?
>>
>>170872139
>>170872003
where's your godot game?
>>
>>170872224
I'm working on it, I'm the mobile rhythm game poster
>>
>>170872313
How's Godot? I feel like switching to it after 3.0
>>
Am I gonna get sued if I rip off pong?
>>
Is it common for people to start making a game and not even enjoy it?
>>
>>170866595
is your game supposed to look like absolute shit on purpose
>>
>>170871895
You ever go through the old demodays and think about just how many of the games are dead now?
>>
>>170872726
I got two weeks for a single post complaining about the 15 simultaneous BotW threads on /v/
>>
>>170872689
yeah atari's lawyers are vicious these days
>>
>>170870147
>could do something the lazy way and fast, but it will have bad performance

it isn't stupid if you don't know of a better alternative, dumbass
>>
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>>170867484
Having a gem stick off his arm like this looks kind of stupid. It's generic as fuck but if you seriously need a gem, I'd just put it on a necklace and have it be the pop of color near his neck. You can do cool things with his animations by having the gem sway or react when he fights.

Consider a lighter hat color, because right now it's too close to his hair's color.

What looks "better" about the design on the left is more and brighter colors and slightly better composition that shows more of his design/colors to begin with. The old design is a little Nathan Drake, but it might not matter that much because the style isn't AAA 3D.
>>
>>170871895
spookyquest is still alive, albeit with 15 name changes and he rarely posts here anymore
labyrinth is the same
sugardev is kind-of around too
frost is still alive, he's been posting lately
pugdev is alive
>>
>>170872826
Yes
>>
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>>170872826
Yup. Gamedev is actually awful.
And yet, here I am.
>>
>>170872826
Not enjoy the game they're making or the process of making it?
>>
>>170872409
It seems fine for what I'm doing, it's easy to export to Android and I haven't hit any serious roadblocks.

Some stuff I don't like but is workaroundable for me:
- You can't pass constructor arguments when instancing a scene (worked around by giving the constructor default arguments then calling it again after instancing)
- No ordered map or priority queue type (worked around by just using an array and presorting the elements, since I can know all the elements I'll have in advance)
- Occasional crashing of the editor when messing about with 3D scenes. I think it has something to with having a scene open with another scene instanced in it, then modifying the instanced scene.
- Dynamic typing. I prefer static typing and Haskell is my favorite language for general programming. Godot 3.0 will make it possible to load modules dynamically though, which can include ones written in the language of your choice, as long as it can export functions to C in some way.
- Playing sounds apparently has about a 100ms delay. This is basically automatically worked around though because I will have a lag calibration setting anyway. Might be annoying if I implement hitsounds or keysounds.

I can't really compare it to other engines because I haven't used them. For all I know there could be nice features that I'm missing out on and could help my game. I chose Godot though because I want to avoid proprietary software, and because my software itself couldn't be totally nonproprietary if I used Unity or Unreal, or other big engine.

You could try the engine if you want to see how it feels. There's an official tutorial in the online documentation covering some of the basics, and it's not too hard to pick up.
>>
>>170873075
Very cool of you to do that for him, anon!
I don't think that was a hat, I think it was hair highlights desu
>>
>>170873075
I'm not that anon but I still feel like I should thank you, I think #1 + the crystal necklace would be best.
>>
>>170873075
First one looks like the protagonist of a Pokemon game.
>>
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>go through the trouble of getting movement and attacking in order with placeholder sprites
>suddenly realize that I'm so artistically inept that every project I've ever attempted came to a screeching halt at this exact moment

Every goddamn time, man. Anyone lurking here willing to donate their time and energy and effort to throwing me a bone?
>>
>tfw on very low frame rate you can get stuck in the world
Is this worth fixing?
>>
>>170870832
Hey I remember you from a couple demodays ago

Thanks for contribootan

Sorry if my game disappointed you in its antiprogress
>>
>>170873474
I gotchu senpai.
>>
>>170873703
Thanks man but I feel like there are a few steps missing.
>>
>>170873608
Are you using an engine or making your own? If you're making your own learn how to make a fixed time step, so that physics wont be affected by frame rate.

If you're using an engine switch to a different engine because the one you're using is shit.
>>
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>>170873765
>>
>>170873608
Lock the delta time to the last calculated value since the FPS dropped to 10 or less, this will cause a slowdown but your game will be stable.
>>
>>170873474
>draw a stupid shitty version of your ideal sprite
>use that instead of the placeholder
>go back to deving
>eventually you get tired of looking at the stupid shitty sprite and draw a slightly better version, use that instead
>go back to deving
>eventually realize what's bothering you about this version, fix it with a new draft
>go back to deving
>iteration
>iteration
>iteration

You're welcome
>>
>>170873910
Why don't you just clamp the delta time to a maximum instead of that autistic shit?
>>
>>170870832
>30-40minute videos
now I can't tell if I'm shortchanging people by doing 10minute videos
>>
>>170871895
Why did clarent quit again? He put so much work into that game.
>>
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>>170873919
Just don't iterate TOO much.
>>
>>170873805
It's my own engine. I don't actually have a physics engine, just bounds checking.
>>
>>170874005
brainlet
>>
>>170874016
Even a 5 minute video is good. Even a 5 minute video where the person doesn't talk at all or give any feedback. Just watching someone play your game can be a big help, it shows the dev what the player is doing, what they might get stuck on, what they might not understand.
>>
You know,

I still find very interesting that many artists would rather have their model rot in their HDD and be forgotten for all eternity than trying to release them with the proper license.

>y-you just want to use their hard work for free
That's not really the point, and if they really want that they could sell their models but they don't. If you don't want people to make money with your work their are licenses for that. Heck, you can even bait people to do it and sue them for free money if you're that kind of human.
The truth is that you're creating something that should be used but don't want people to use it. I'm no one to talk since it's your work but I still don't understand the logic behind it.

So many games that could have existed.
>>
>>170874206
>avoiding more state that needs to be kept around
>brainlet
>>
>>170874106
Fix your code, this is really basic shit you do early on.
>>
>>170874016
I agree with >>170874209
When I watch them I sometimes wish people would give my game just a little more of a chance or go exploring in the menus to see if they can make things easier/understand things better but even the quick plays give a ton of insight and I have a huge list to handle before DD14 because of it. I appreciate everyone who gives it a fair shot, even if they don't like the genre or the theme honestly!
>>
>>170874102
>went from absolute cute to modern strongen wymen with neck choker
Told you the game was just sjw pandering.
>>
>>170874272
oh sorry man, which model of mine did you want?
>>
How would you do the controls/UI for a mobile remake of the RTS game Colonies?

I'm wondering if mobile RTS games are a half lost cause because of the tiny touchscreen.
>>
>>170874272
>I WANT FREE SHIT
>>
>>170874272
>tfw no games with this art style

Muh dick
>>
>>170867249
I'm trying to make a game with similar asthetic.
What grid size do you use?
>>
>>170862645
noooo fucker, you make the textures tiny as fuck 64x64 or 128x128 textures, not actually model the fucking pixels out
but if this is some kind of style, ok.
>>
>>170874517
I'm pretty sure there are millions of games with generic animu girls
>>
>>170874715
Post them nigga.

There's only a couple anime games with that kind of 2d sprite art I can think of and they're all from indie devs from japan.
>>
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>>170872934
is your mom/face supposed to look like absolute shit on purpose >?

>>170874569
16x16
>>
>>170863859
MOTHER FUCKER, YOU MAKE THE TEXTURES PIXEL ART
>>170863103
why the fuck would itch.io need quality control? It's basically the tumblr blog (minus the SJW cancer) version of indie dev. You can release a game whenever you want. If it breaks any rules/is illegal, it'll be taken down.

That's all.
>>
>>170874517
??????
are you 2 years old?
>>
>tfw you and Gogem will never collab
>>
>>170874957
Don't tell anyone but I unironically like his art, I would totally hire him if he wasn't an edgy loudmouthed dummy.
>>
>>170874102
#3 on the top row looks best. #6-#8 are pretty good too.
>>
>>170874272
I think about this regarding video games from time to time. You see a game with decent mechanics and very good visuals, but it could be better. Years later it still has not been improved, but you're bound by law to not improve it.
>>
>>170874513
I'm glad you brought up that point.

You see, you little shitposter piece of shit, there are already plenty of good high quality models available for free out there.
The fact that you think your low poly attempt is so good that we don't deserve it for free tells a lot about your mindset, which is what I believe to be the root of the problem with amateurs and indies artists like you.

Whenever I browse all the models on deviantart, I just chuckle at the fact that all of them are never used in any games yet artists are the first ones to complain about how they want to make a game so much but they can't for reasons.
>>
>>170873765
I got you covered senpai

http://drawabox.com/lesson/1
>>
>>170875143
Using pre-made assets as anything other than placeholders is for chumps, you should have a proper art direction with a proper artist to draw it.
>>
>>170873075
Dev here, didn't see this til now. Design drawings are awesome! Makes me wish I had a separate artist.

The gem being on his wrist is explained in the intro sequence, but that's currently being rewritten so the necklace might work. Looking at design #2 the scarf doesn't look that great, I think I'll go for something like #3 but with #1's bag.

What >>170873320 said is right, it's just a hair highlight, but I'll try and see if a hat will work as well.
>>
>>170874883
Talking animation should pause for the eye lasers.

And the other pauses as well.

(I think it'd punctuate the jokes better)
>>
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Tried to stress test my code, and it really struggles on anything more than 2000 tiles and looks like 100 x 40 tiles is the limit before heavy fps drops.

It looks pretty cool with 1 pixel sized tiles, so it would be fun to have a 1000 x 400 tile set up, but not with my shitty coding.
>>
>>170871895
i was here before all of them

and i still have no game
>>
>>170871748
Nah not yet.

>>170874063
Stay tuned. People need breaks sometimes.

>>170873647
You're welcome. What game?

>>170874016
I tend to overdo most things I do. It also takes me a while to try to organize my thoughts into words as you can tell. But I'm really good at noticing the small details regarding design and user experience so I hope that helps the devs out, even if it's not very entertaining to watch. I imagine if everyone did what I did it would just become laborious for the devs to watch it all. I make Arikado watch really long videos I make about things in Clarent too. Sometimes I feel bad because I go into it thinking I will be concise but then I end up with 45 minutes of my babbling he has to sit through.
>>
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>even Clarent is dead
There's no hope for the rest of us if even that yesdev machine is dead.
>>
>>170875863
Good progress anyways
>>
How to make a pixel art smoke effect?
like in a shmup or something when you damage the boss and little plumes of smoke start rising from it
>>
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>>170876293
Can we at least get some sexy Clarent fanart in here?
>>
>>170876530
they are grey circles with black rings
>>
>>170876530
Just copy Metal Slug.
>>
>>170875031
>not valuing loudmouths as an asset
you have a long way to go before your money would be worth anything to me.
>>
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Gave this girl some guts
>>
Who is homph and what does he have with gogem? Does he have a game?
>>
>>170877335
Kinda odd how it's more detailed than the rest of her body.
>>
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It's been so long that I don't know if you anons are still around but I finally added your books.
>>
So I want to make a 3D game, should I save myself the time frustration and use an engine like Unity or Unreal, or should I make the game using something like visual studio and start from scratch?
>>
>>170877528
>LO

Juicy is way better. LO's only draw are its fucking boring covers.
>>
Is 'someone' whom I talked to on Discord here?
>>
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Following a Blender tutorial for rigging, but have a problem. How do I select bones in weight paint mode? BornCG doesn't have screenkeys enabled and he seemed to be doing it easily. Whenever I enter Weight Paint from object mode, I just get pic related but can't select any bones with right or left click.
>>
>>170877528
Now that's a copyright infringement bomb right there.
>>
>>170877554
Maybe I should start screencapping your shitpost to warn people in this thread about it. Just fucking fuck off and get a fucking life already.
>>
>>170877698
YOU NIGGER
NIGGGEEEEERRRRRRR
>>
>>170877757
Make sure that your armature is in pose mode before going to weight paint mode.
>>
>>170877826
I need to get back into the chat and don't know how to use Discord, link in thread is dead.
>>
>>170877757
Hold Ctrl and right click the bone and the armature must be in pose mode for it to work.
>>
>>170877907
Thanks
>>
>>170877948
I got kicked
>>
>>170876949
Do you just dedicate your life to shitting up this thread and attention whoring?

I know you thrive off attention and replying is counter productive, but it seriously makes me angry seeing what a significantly negative influence your namefagging has. Literally nobody likes you and your only recourse is to act like being universally reviled was your plan all along.

I guess enjoy what few (You)s you manage to continue to extract. Reminds me of YandereDev-- eventually nobody will even bother mocking you.
>>
>>170877958
Cheers, that worked too.
>>
>>170878205
lmao nigger
>>
wew
>>
>>170878562
This is great I can finally meet a cutie woman dev to dev with in person!
>>
>>170878562
>games that resist oppressive authoritarianism in all its forms... except for leftist authoritarianism, embrace that!
>>
>>170878562
>authoritarianism means conservative
>diversity means transgender and black
Imagine making a game about Bernie Sanders' brand of authoritarianism and watching people attack you for not being inclusive by including Europeans.
>>
>>170878562
>goes on about people "unsafe" for speaking their political views
>imagine a gay muslim living in saudi arabia in danger of being publicly executed for inadverdently outing himself by participating in the jam
>actually is referring to feminists being cyberbullied
hahaha these people, man
>>
>>170878639
I'm pretty sure even SJWs think North Korea is bad
>>
>>170878859
yet they advocate for the same policies
I'm NOT so sure
>>
>>170878859
>he thinks they're talking about North Korea
>>
>>170878562
all games should include how migrants benefit culture and society

Diversity is good
>>
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>>170878927
>yet they advocate for the same policies
Yeah I don't know about that one, bud.
>>
>>170879015
k keep being an apologist for authoritarians
>>
>>170878982
Calling Euro nanny states leftist authoritarian states is ridiculous for the same reason that calling the current US government authoritarian is ridiculous

Nobody in the first world is suffering under an authoritarian regime
>>
>>170879163
You don't need to have authoritarianism instated to want to fight against it. It's always better to stop this stuff before it gets that far.
>>
>>170879163
>authoritarian states are okay because they were just instated in prosperous nations
LOL get some values faggot
>>
>>170879249
>values

uh its not the 50's anymore grandpa
>>
>>170879309
ok mr. cool
>>
in GML how bad is it to remove an objects parent?

for example, when i pick it up it takes away its parent. when i put it down, it gets its parent again.
>>
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>>170879163
That's the point. But to SJW's, whatever you feel is true, is true!
>>
>>170879830
In terms of program structure, I'd say altering an inheritance hierarchy at runtime is absolutely awful. And I don't think it makes a lot of sense.

What are you trying to do?
>>
>>170878993
In my game you can have immigrants.

Should I penalize the player for allowing it? Like a 20% chance that the native population is killed off if they allow too much immigrants?
>>
>>170880094
change it to 100% and it's accurate
>>
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>>170879163
>>170879924
>>
>>170880171
edgy
>>
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>>170880171
This is what the Firryn actually believe.
>>
>>170880432
just fuck off already
>>
>>170880081
the short of it is, i'm trying to get an instance of an object to collide with other instances under the same parent, but that one instance needs to also not collide with anything else, while the rest of them do.. so removing that instance from the parent seems like it could work, as everything else i've tried has failed miserably.
>>
>>170880563
It's too late for me to fuck off. I'm here forever.
>>
>>170880682
If you update an object's parent, it affects the object, not just the instance. I think you're going to have a bad time trying this.

I'd suggest either rewriting your collisions to take into account the state of colliding instances, or pass the relevant data from your instance to another object and destroy the instance.
>>
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More work on the chart format. None of that is visible so I made it possible to generate random notes as a test of the format.

Also tightened timing a little for testing the feel of tap response when stuff overlaps
>>
>>170865197
>floorcasting
Damn, anon. I couldn't figure that shit out, let me know how you succeed (if you do).
Godspeed!
>>
>>170880094
Will that number be realistic? Would the player even be able to accept enough immigrants to see this event take place?
I mean from the over 70k refugees the US took in since 9/11 zero of them ever committed an act of terrorism.
>>
>>170881037
good ideas, thanks.
>>
>>170877396
quicksand coastline (dropped)
vampire of the sands
restricted-rps (server programmer)
doing something now but im not sure what it is
>>
>>170881267
Woah there my social justice warrior friendo.

Calm down.
>>
>>170871895
No. The dev moved to a side project for some break, but now IRL is getting in the way.
I don't know who David is.
Sounds familiar, but no clue either.
On a break.
He's mainly using his tumblr. Now practicing drawing mostly.
Nope, I have no idea who that is.
>>
>>170881267
Reddit is that way.
>>
>>170877528
Wow, the book I suggested is there! Thank you, anon!

>>170877796
>free advertisement
>bad
How?
>>
>>170880094
>Should I penalize the player for allowing it? Like a 20% chance that the native population is killed off if they allow too much immigrants

only if the native pop is white since they deserve to die
>>
>>170881267
I think you took a wrong turn on your way to reddit pal.
>>
>>170871895
nobody buys pixel platformers anyway who gives afuck
>>
>>170881791
Hollow Knight came out couple weeks ago and is doing great.

?????
>>
>>170881108
>add juice
>receive millions
>>
>>170881823
its not pixels though
retro is a meme
>>
>>170881823
That doesn't fit his narrative therefore go fuck yourself.

oh look I predicted his post while I was typing this one up >>170881889
>>
>>170881924
my narrative is pixels and its not pixels so whatevs breh
>>
>>170881994
Sure as hellfire isn't vector art.
>>
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>>170855490
my game was running a bit slow, only 9fps in debug, and about 91fps in release mode

i didnt understand, I thought it should be pretty fastish

but it was slow as shit

I profiled it, it was only putting the CPUs to 30% use, and the main poll function was taking 25% of the time

hours later I found the culprit, when I was debugging a color corruption bug I put a statement to save the screenshot to a bitmap file on disk last night, so that was still running every frame

so after 5 hours ive found and "fixed" the performance problem now its 200fps in debug mode
>>
>>170882082
you're right it looks handdrawn

point?????
>>
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If someone who knows his C++ could help me out with this, I'd greatly appreciate it.

http://pastebin.com/XnPP9W7s

Basically, in Game::ChangeState(), I'd like to delete Game::state, and then replace it with a new state. I can't figure out how to do it, though.
>>
Any Game Maker (2) experts here?
I need to do an if statement to check if something (basically an index in an input recorder) is the alt key, but I'd rather use something that means alt key rather than just coding "164" (the number that corresponds to alt). I'm looking at the documentation and I know that the constant for the alt key is named vk_alt, but I'm not sure how to use it in an if statement, or what sort of casting is needed.

I tried
if keyboard_check(ord(vk_alt))
but doesn't work because ord() is meant only for letters and numbers. I need something that would work for alt, bracket, space, etc.

http://docs.yoyogames.com/source/dadiospice/002_reference/mouse,%20keyboard%20and%20other%20controls/keyboard%20input/
>>
>>170882127
>'its not pixels'
>it is pixels

Go to sleep, anon. Your reading comprehension is getting pretty bad.
>>
>>170882148
delete state;
state = newState;

i'm rusty
>>
>>170882127
>It's not pixel art because it's high res

Hmm
>>
>>170882148
>>170882251
That results in a memory leak.
>>
>no demoday tier list
>>
>>170882225
>>170882278
and your autism is crippling your ability to think like a normal person
>>
>>170861678
>>
>>170861965
That sounds absolutely nothing like ADHD and entirely like despression.

Fucking psychologists.
>>
>>170882331
Here you go

Pretty great to amazing
>All DD13 entries except jamos_dd13

Didn't download because yikes
>jamos_dd13
>>
>>170882324
give GameState a destructor, and give Game a destructor that deletes state?
>>
what is the secret to drawing good pixel art?
>>
>>170882218
alt control escape shift etc should just be "keyboard_check(vk_alt)" as an example
>>
>>170882482
Being born with the talent to art.
>>
>>170882482
stealing this guys work >>170882501
>>
>>170882331
>tier 1
tier 1
>shit
everything else
>>
>>170882482
Reading/looking up info on techniques
LOTS of practice
Critical feedback
>>
>>170882464
>give GameState a destructor
That does what?
>and give Game a destructor that deletes state
Game already has a destructor that deletes this->state.
>>
>>170882428
What IS jamos? I downloaded it and it tried to connect to the Internet on launch so I shut it down
>>
>>170882604
Dunno. As stated, I didn't download it because wow that image.

In fairness though, Metanoia also attempts to connect to the internet on launch because Unity wants to know where its engine is lagging etc. and I was sleepy and figured 'why not, I'm the only one testing it right now' when I was setting the project up.
>>
>>170882542
Did you try using a debugger to find where the leaking memory is allocated?
>>
>>170874883
>posting the same progress twice
>>
>>170881108
do the long bars mean you have to press all of the keys or just one that is covered by the bar?
>>
>>170882491

That isn't working as I want.

//checks to see if alt->I->A->C is pressed; the recording system itself is working fine.
if (inputBuf4 == keyboard_check(vk_alt) and inputBuf3 == ord("I") and inputBuf2 == ord("A") and inputBuf1 == ord("C"))
{
show_debug_message("the sequence is correct");
}
else //otherwise, show what's in the last spot:
{
show_debug_message("inputBuf4: " + string(inputBuf4));
}

This code gives me
inputBuf4: 164
>>
>>170882491
>>170882902
I should probably mention the input is recorded with the line
inputBuf1 = keyboard_lastkey;
and then I have a script that updates the other slots.
>>
Blender beginner here again, can someone explain why weight paint isn't working properly?

As you can see, weight is set to 0 and strength is set to 1, yet it's not painting properly. Only after scribbling the brush several times does the weight change in a single instance. Am I doing anything wrong?
>>
>>170882881
No, just one covered by the bar. Wider bars are easier to hit.
>>
>>170882542
When you delete the state, you also have to delete all of the objects which belong to that state and use memory. Deleting just the highest level state class isn't good enough
>>
>>170883164
You must paint vertices, not faces.
>>
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>>170876293
C-Clarent is dead?
>>
>>170883381
agdg is dead. There are people here that don't even know who crystal gun girl is.
>>
>>170883432
I don't know who that is. Stuff cycles through pretty often (like a 3 momth period changes 90% of what's posted) but people often come back.

did the Clarent devs say they were throwing in the towel?
>>
why do pixel platformers get all the recognition when they are objectively one of the worst and obsolete genres available?
>>
>>170883358
It appears I'm a retard. Thanks.
>>
>>170883573
Why do nodevs still whine about other people's games?
>>
>>170883709
im not, im whining about them getting more recognition than my better game
>>
>>170882902
>>170883023
I could be wrong but don't you have to add "keyboard_check" before each of the ords that follow the vk_alt one?
>>
>>170883729
Wow I didn't know it was possible to have a game worse than no game
>>
>>170883745
Apparently I don't because the if statement works fine if I just do 164 instead of anything with alt.
>>
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Loading all of the assets for a level takes about 3-4 frames

Should I
>have no loading screen at all
>have "loading" appear on the screen after half a second in the event someone's toaster takes a long time to load
>use a completely artificial timer to make a loading screen last a few seconds just so it "feels" like a "real" game thad needs a loading screen
>>
>>170883942
No loading screen at all, but if it takes more than 5 frames or so pause the game and have really shitty looking text insulting the user's computer.
>>
Ideas are pure. Every step away from ideacraft is a degradation of the game's conceptual integrity
>>
>>170883942
Crossfade from prior screen to new one. If there's a long gap then do a 'Loading [...]' scene.
>>
>>170883942
I'm doing
>start loading
>fade to black
>wait on black until loading is done
>fade to new scene
>>
>>170883942
If it's not a matter of 10's of seconds or greater, some sort of transition effect might be alright. The aesthetic of your game also plays into it though, in some game a loading screen just feels right.

The only important thing is that it looks intentional, don't just let it hang on some random frame.
>>
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>>170873103

if you can call this living
>>
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goddamnit why do all the unreal tutorials have to be entirely done in blueprints?
>>
>>170884125
I wouldn't start the load until after you've faded to black in the event something causes some frame stutter and the fade looks jank
>>
Say I make a game in Java.
But everyone shits on Java.
Is there any way to "hide" that it's a Java game?
>>
>>170884530
Remake the game in a different better language.
>>
>>170884373
Because typing code on the keyboard is for nerds, visual programming is the future
>>
>>170884579
Javascript it is then.
>>
>>170884616
>visual programming is the future
Along with god awful memory management?
>>
>>170884373

They want to sell themselves as the "easy" and "accessible" game engine, so they push the everliving shit out of it.
>>
>>170883942
Load the next level in the background. If the player can go to multiple levels from one level, load one when the player gets close to going to it.
>>
>>170884530
>But everyone shits on Java.
And Notch laughs at them.
>>
>>170882148
>>170882762
I'm not a pro with the debugger, but as far as I can tell, the problem is that when I do

this->state = newState;

inside ChangeState(), the newState that was passed into the function is still left existing. I tried adding delete newState, but that just gives me a read access violation.
.

>>170883341
Okay, but how does that help me?
>>
>>170885051
>but how does that help me?
Is that not what you need to do to get rid of the memory leak? You need to release all of the memory associated with that state, not just the highest level state class
>>
>>170885180
I don't have any data allocated on the heap in my states yet. I'm pretty sure the problem is the way I'm passing/handling the "new Playing" in ChangeState calls.
I just don't know what I'm doing wrong.
>>
>>170884530
It has to run on a JVM.
You can package it with a JVM and wrap it all in an exe so the normies won't know, but you can never actually hide the fact.

If you actually know Java, but don't want to deal with the stigma, then I recommend C# and XNA or monogame.

C# syntax is essentially the same, and it's got some better features, so the only real downside is learning the new API, and XNA/monogame are on-par with any of the major Java engines/libraries.
>>
How do you add juice to something like an rpg or adventure game where you spend a lot of time just walking around and talking to npcs?
>>
>>170885442

juicy menus / dialogue boxes / character portraits
>>
>>170885442
Make the npcs interesting. Have a bunch of weird side stories that you can follow across npcs in different places.
>>
>>170885442
Good dialogue.
>>
>>170885442
Juice in terms of feedback might be a bit hard, but you can still make the player less bored of the world with things like atmospheric music, terrain animations and npc schedules.

It might pay to research other rpgs and see what they do.
>>
>>170885442
A literal metric fuck ton of handcrafted side quests and customization
>>
>>170885442
Fluid walking animations
good footstep sound effects
atmospheric music
Make the world feel alive - lots of moving shit in the background, clouds, birds, firefly particles etc
>>
>>170885327
I know about monogame.
Not a fan of it for various reasons, which may be more subjective than objective at this point.
>>
File: udemy.png (1MB, 1279x687px) Image search: [Google]
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Did you buy Claire's Udemy Course on Blender?
>>
Is /agdg/ now the worst general on /vg/? Or does that honor still go to /elyg/?
>>
>>170886191
>now
This thread is great compared to the way /agdg/ is sometimes.
>>
>>170886191
d* has calmed down a lot recently
>>
>>170878836
>Bernie Sanders' brand of authoritarianism

I rolled my eyes so hard at this statement my optical nerve twisted off

thanks for ruining my eyes you dumb faggot
>>
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>>170886427
disdainful squinting side-eye is the safe and democratic alternative to eyerolling
>>
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yes, this is much easier to create and to read than a line or two of c++
>>
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>>170886427
>>170886776
on the other end of the spectrum make sure never to do the incredulous seizuresque head-roll. it is not safe and not democratic.
>>
>>170887275
But the memory management is trash.
>>
>>170887282
Fuck off idiot.
>>
I'm trying to use both mouse and a controller in my unity game, i'm using the input manager to get Mouse X and Mouse Y properties.
When I use the stick of my controller the values I got are normalized betwen -1 and 1, but with the mouse it's go crazy with values above 1. How do I normalize this?
>>
>>170887736
Does the documentation say what the mouse values mean?
>>
>>170887801
Yes:
If the axis is setup to be delta mouse movement, the mouse delta is multiplied by the axis sensitivity and the range is not -1...1.

I think that I can use Mathf.Clamp for this?
>>
>>170887275
use fucking c++ then you faggot
>>
>>170878562
This thing made me want to game a game about running a country over a few generations, where if you allow certain groups to become a majority, the problems become obvious.
Like, get a majority of mexicans, language changes to spanish. Majority of muslims, woman lose most rights. Majority of blacks you become an African tier country.
But it would be too much effort.
>>
>>170887917
I don't know why it needs to be between -1 and 1, mice don't have a fixed range of motion
>>
>>170888040
But controllers do. I will try to clamp it and post results.
>>
>>170888105
I'm about to sleep, so I won't see your results before the thread dies.
>>
>>170888105
the mouse delta is probably in screen pixels since last call, and then adjusted by the sensitivity setting

you should normalize it based on a factor and the screen resolution, and allow the user to adjust the factor with a slider in the options menu
>>
>>170888285
You are right, thank you!
>>170888217
Good night mate
>>
>>170887934
i would but the tutorials are all in spiderweb
>>
>>170886427
>advocates totalitarian government
>but calls it "free" and "democratic"
>liberals believe it
>>
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do you know of any games where its ui style or its style in general emulates that of inside a computer? kinda like this but not necessarily only command line stuff, just the general style being computery.

ill take any examples i just need some references
>>
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Jam clear for one of our shotguns. Loving this one.
>>
>>170888660
SUPER
HOT
>>
blackshell media reblog my stuff

B-but I'm not even sure if I finish that project, I don't want them to get people's hopes up..
>>
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Here's Frost:
https://www.youtube.com/watch?v=FKmkntYw9dc&feature=youtu.be
>>
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>>170888660
How'd you do the motion blur?
>>
>>170887917
If you insist on normalizing the mouse axis inputs, the only realistic way you could do this is to clamp it to a certain range (and divide it by the range to normalize)

I'm not entirely sure what you believe the value of doing this is, I would think it makes more sense to treat the behaviour of a mouse and gamepad separately rather than trying to apply the same thing to both. If it's for a camera, for example, having the speed of rotation not speed up when you move the mouse faster (due to it being clamped) will feel frustrating and unresponsive

Note that if you are getting the X and Y inputs separately but want your joystick/"mouse joystick" to be a circle rather than a square (ie diagonal gestures are clamped to be normalised so (1,1) doesn't result in greater-than-1 units of magnitude, you need to do the following

>if(vector.squareMagnitude>1f)
>vector.Normalize();

Of course this means you need to store the axes as a Vector2 but you should be doing that anyway
>>
>>170888660
Well, what comes to mind are

The Alien Isolation hacking mini games.
Tis-100
HackNet
Duskers
>>
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>>170888921
PHI I'm watching guncat right now, incredibly detailed feedback

I only wish you had played the newer version because we fixed a lot of things concerning level unfairness and clarity

you pointed out a lot of things I hadn't noticed concerning the camera/aiming at stuff though and I'm taking notes. it was really helpful, thank you!
>>
What's the most pointlessly awful thing in Unity and why is it:
cannot convert `System.Action' expression to type `UnityEngine.Events.UnityAction'
>>
>No games in Haskell
Speak on this
>>
>>170888564
he cant be an authoritarian AND a cuck make up your damn minds /pol/
>>
>>170889421
Tool has to be popular enough before people are assed to make a good game framework/library for it.

Only real goddamn weirdos (who probably aren't interested in making a popular game) will make so much from scratch.
>>
>>170889385
You're trying to act like you're a pro but it literally takes 2min to write your own converter stop being lazy.
>>
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>>170861029
>gets five requests
>makes one, only the last one at that
you bring shame on our clan
>>
>>170889525
It's not about it being hard to circumvent, it's just so dumb.
>>
>>170889468
hey no kinkshaming, my dude, he just wants to watch his wife get fucked when he gets back home from a long day of exerting authority
>>
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>tfw mountains of "it literally takes 2min to write your own, bro" cases
>>
>>170889290
Sorry, I checked the date modified of the file on my PC against the date you mentioned you had updated it, but I guess the date on my PC was when I extracted the zip and not when I downloaded it originally. Maybe I'll give the newer version a shot.

I'm glad it was useful though. Happy to help.
>>
>>170889562
Unity is dumb and we all know it.

Now stop complaining and go make progress.
>>
>>170889660
Why progress when I can whine about every little thing I don't like?
>>
>>170889619
Coding is easy don't get me started on this. Art is where the difficulty's at.
>>
>>170889729
Artfag here, the art is time consuming but not difficult. Programming is far more difficult.
>>
>>170889284
thanks anon, really helpful
>>
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>>170889578
>>
>>170853892
Don't hand-hold too much now frostdev, I know you're going for a Zelda feel and all that but there's no need to that far.

Also, is there any use to talking to the post-bossfight boss monster when you have the second ring in the demo?
>>
Lambda expressions not being able to refer to themselves is a .net 3.5 thing right?
I remember doing that in a project that wasn't built on a framework a decade behind the times.
>>
>>170889784
Redoing art to fit a very specific brief is the hard part. Being asked bullshit like "can you make it more punchy" or some other vague request is grinding.
>>
>>170888660
There's two Demo Day games that have computer interfaces.
Hack the FBI
and
International Bounty Hunter (although it's only a desktop with two or three apps).
>>
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>>170889920
>Being asked bullshit like "can you make it more punchy"
This is the worst fucking thing, in both art and graphic design.
>>
>>170890014
Dude just give it some WHAM
>>
>>170889920
>what are dynamics
>>
>>170890060
Come on anon, make it POP more! It'll just take you 5 minutes right, it's just doodling haha I'm not gonna pay you!
>>
>>170890107
"When it picks up think about how many people are gonna see it and want your art!"
>>
>>170890107
This post isn't BAZONKLE enough anon, can you improve that?
>>
Fucking artists, just make it good from the start.
>>
>>170890107
>I'm not gonna pay you!
This meme again. To this day I still have to meet or hear about a programmer who did that.

On the other hand we've all heard about at least 10 artists that ran away with the patreon, kickstarter or team's money.
>>
>>170890264
Literally everyone does that, not only programmers
>>
>Accomplishing anything but sticking your thumb up your butt without state or effectful functions
Hahaha
>>
>>170890264
He's not talking about a complete skipping on payment, it's trying to jew someone out of time worked because "it's just a quick sketch lol"

I mean I haven't heard of that happening for gamedev, but it seems to happen to graphic designers a lot
>>
>all these artists
Post art
>>
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>>170890317
Where are you examples? Surely you're not pulling that assumption out of your ass right?

>b-but you too
Is that so?
>breeding seasons
>pic related
>even agdg 700 plus tip pixel sprite
I'm too lazy to go over the archive but don't make me do it.
>>
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>>170890457
Multiplayer online code > Art > Code
>>
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Progress - it's almost playable.
A couple days more work and it'll almost be fun.
>>
>>170890413
Even under contract it happens so often while freelancing graphic design it's not even funny. I'd say a solid 60% of my clients try to get out of paying me for my time or work. It's beyond insulting and aggravating. I'll spend 40 hours in 3 days working on logo designs, bust my ass to impress and give a huge range of choices, then slave away and put in 80 hour work weeks for a single client, 24/7 service and availability, and I've STILL been jewed for all that work. One time I'd sunk nearly 100 hours into a project for a client, they loved the final product after two weeks of constant work with them exclusively, and when I sent my bill they decided to not pay me despite giving them an estimate in that ballpark. I desperately needed money so I even knocked off $400 and they refused to pay. They sent a screenshot of my work to someone who did a quick vector sketch of it for $5 and I still see that fucking logo in town every time I drive to work.
>>
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>all the dull programmers trying to suggests artists are negligible
>>
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Anyone wants me to make sprites for his game?
>>
>>170890717
>A couple days more work and it'll almost be fun.
guess again
>>
>>170890724
that's some shit, Anon
>>
It's never been easier to get into programming. Load up an engine, import some libraries, follow some tutorials, google problems and solutions...

With how redundant specialized programmers are becoming, it's no wonder they are so venomous about visual and idea artists
>>
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Anyone read game dev related books? I think it's all bullshit, you are supposed to making the game, not reading silly books.
>>
>>170890724
Don't you have contracts or something? Also just because you didn't personally create the exact imagine used in the logo doesn't mean you don't own rights to the design. You can sue for copyright infringement if you designed the logo they are using.
>>
>>170890461
Just google it
>>
>>170890808
okay, one week
>>
>>170890923
>the exact imagine
Dammit.
Also I see you did mention contracts. Isn't the point of contracts to prevent things like this?
>>
>>170890923
That was a long time ago when I had first started working. I was naive enough to not know I needed to have contracts with family.
>>
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>>170889071
>>170888040
>>170888285
This is what I got
>>
>>170890461
qz.com/543643
>>
>>170891116
go back to 2D
>>
>>170890990
Oh man that sucks, I have always avoided doing business with friends and family. Things can get ugly really fast and then you are left with a broken relationship and no money.
Your case sounds really bad though.
>>
>>170891214
gogem's jealous of that anon because he realises that he's already better than gogem
>>
>>170891116
you just need to grab & hide the mouse cursor
>>
>>170891728
but then how do I stop the preview if I can't get the mouse to the play button?
>>
>>170891214 (You)
where is
>>170891326 (You)
your game?
>>
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Other than new enemies and weapons, there’s one major game mechanic left to include, and it requires some colorful new items.
>>
>>170892154
I already posted it, look up
>>
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I want to make sprites for your game
>>
>>170892242
that's not a game it's literally just a ceiling
>>
>>170892319
post your art
>>
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>>170892471
>>
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>>170855490
found you guys on /v/ last week

i've got a sprite that isn't stolen now
>>
>>170892319
Do you do textures? I would be happy for some good cave wall (and floor and ceiling) thingie. 32x32 or 64x64.

Are you really okay, by the way, if we use these? Don't you have a site or any contact info where we can commission you etc.?
>>
Can you guys think of games that were the first of their type, more or less? Or at least the first good/successful one?

Basically, games that created (at the time) unique mechanics. Examples I can think of are Factorio, World of Goo, Minecraft, Superhot, Portal, and Braid. Some are more unique than others, of course.
>>
>>170893275
Pong
>>
>>170893275
Rogue.
>>
>>170893185
I don't have site. Yes, I'm OK with you using it.
I can give you an email address, if you want something done sometime.
I need to take care of some stuff, will be back home in 5 hours. Hit me up on that email and I will sent them back when I'm done.
>>
>>170893275
Dark Souls
>>
tfw all my particle effects look the same
>>
>>170893762
The only thing DS created is a rabid underage fanbase of manbabies who think they're hot shit.
>>
How does doing OOP in Unity differ from what you'd normally do? Somehow all the OOP I learned at uni and work never seemed to translate to what I've been making.
>>
>>170893954
Just do what works and stop obsessing over such things.
>>
>>170893982
Mate doing what works is all I know how to do, but it means my code isn't particularly robust. My big projects start to suffer from complexity issues as as result.
>>
>>170893954
Here's the trick anon
Treat Unity gameobjects as if they're just models in the world and unity handles drawing them to the screen

Use your own regular C# classes to handle all objects and movement. Keep one "Game" script that stores and accesses all of your regular C# classes, and use that one update function to manually control your entire update cycle so you know exactly when which thing does what
>>
>>170893275
>Factorio
>its like railroad tycoon crossed with gta1

>super hot
>its an fps where time is paused if your not moving, just like all those other games where enemies move only when you move like robots

what was the first good 3d rpg? daggerfall? ocarina of time?
>>
>>170893954
Can you provide examples of what you are saying?

It's an Entity Component based architecture so that might be a bit weird compared to the regular design patterns like MVC, but everything is OO, you work with classes and objects, you have inheritance, encapsulation, everything.
>>
>>170894084
Dark Souls
>>
>>170894047
Regular classes that relate to a gameobject need to keep a reference to the game object (potentially even just the transform), if you're creating these things at runtime then use GameObject.instantiate and GameObject.destroy as necessary

You can treat Unity as if it's XNA if you want that level of control
>>
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>>170894134
>>
>been playing a lot of Baldur's Gate lately
Damn, I forgot how fun this is. You guys think there's any market for isometric narrative RPGs in this day and age? I'd love to make a game like this or Fallout or Planescape: Torment.
>>
>>170894047
Does anyone actually do this? Every example project I've ever seen just does it the normal way.
>>
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post progress
>>
Just turn on the Maya shortcuts for blender and download a Maya theme and stop complaining you fucks. Blender is better in all respects.
>>
>>170894308
You'll have to do some tricks to make those kind of games appeal to modern audience. It wouldn't work with the way those old games are as they are.

Specifically, people don't have the initiative to "craft their own story" or make any thinking in that way unless you really guide their hand into it and make it very easy and accessible.
>>
>>
>>170893825
Try combining them
You're welcome, put me in the credits
>>
>>170894338
There are a few cases where it can be useful.
But yes, doing engine in an engine is a stupid thing to do to begin with so that's why everyone does it the normal way.
>>
>>170894338
You'll never see an example project that does it

If you're making a serious game, relying on the OnTriggerEnter/Exit methods will be unusable as soon as the order collisions are detected matters. You can also optimise things significantly if you use your own primitive sphere colliders that just compare squMagnitudes for basic trigger collisions like coins and shit
>>
>>170894517
>again with this retarded mindset
You aren't an AAA studio, you are not appealing to the entire population of people playing games.

There are sys admin neckbeards who want to play atmospheric and deep mechanically and systematically games and will pay more then for your average 2D pixelshit platformer to play them. There's plenty of smaller groups of people that are sick of generic mass appeal games and that what the indies supply.
>>
>>170894709
So have multiple update functions? sounds inefficient.
>>
>>170894308
Take a look at how Pillars of Eternity did. I mean figure it out for yourself. It's the only semi-recent entry I've seen that has gotten particularly popular
>>
>tfw no official AGDG collab
>>
>>170894818
Not quite. Following your example, usually the point is to have a standard Update that calls your custom objects in very specifics sets of order for whatever reason.

So yes, it's doing your engine in an engine, which is why I said it could be stupid if you really can't do what you want to do the original way.
>>
>>170894953
But there are.
>>
>>170894793
You're the one who has a retarded mindset if you can't tell the difference between AAA "must appeal and be accessible to literally everyone and their dog" and "you should modernize dead genres or else you'll probably fail".
>>
>>170893275
Isn't Factorio literally based on a successful minecraft mod?
Minecraft -> Infiniminer and Dwarf Fortress
Superhot -> A shooter with a gimmick
>>
>>170895024
where?
>>
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>>170894489
>hit plateau in progress
>take a sick day (today)
>take DXM cough syrup coz coughing
>whoopsie took a bit much
>try dev'ing
>fix problem
>trip balls
>>
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>>170894953
official googum x official homph collabed on official R-RPS
>>
>>170894953
this general can't even make a jam page on its own without 2 weeks of constant shitposting
lower your expectations and work on your own game
>>
>>170895083
Well, I have no idea what you mean by "official", but there are devs who were lone posters before, but now are working together. That's the most aggydaggery collab I can think of.
>>
>>170893275
reccetear? wolfenstein 3D?
>>170894308
people seem to want WASD movement, any time i go in a baldur's gate thread that's what i hear
>narrative RPGs
undertale was a hit, and we're already seeing clones of it

party based RPGs in general have fallen out of fashion is you look at things like dark souls or whatever
>isometric
people don't seem to prefer this to normal views
>>170894663
what is destiny doing these days
>>
>>170895268
Destroying JonTron's career.
>>
>>170891728
I didnt hide the button to show that both mouse and gamepad works fine with the same method because >>170889071 said that I should separate gamepad and mouse control
.>>170891214
Wow, calm down man!
>>
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>he thinks art is important
>>
>>170894953
You only need a handful of people to actually make the game. The rest have to be artists and writers shitting up a proper world or building maps/levels. People here can only make babbys first platformer, not do the things that a team project would benefit from.
>>
>>170893275
Harvest Moon, I think that was one of the first farming games.
>>
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>>170895538
if it isn't then what have i spent my weekend doing
>>
>>170895538
It is.

Gameplay > Art > Sound > Story
>>
>>170895632
Undertale disagrees
>>
>>170895675
Sound > Story > Gameplay > Art?
>>
>>170895675
Undertale is a meme game.
>>
>>170895747
It also sold over a million copies and won many awards
>>
>>170895747
So the revised list would be

Memes > Gameplay > Art > Sound > Story
>>
>>170895675
>>170895797
>an exception makes the rule
dumb frogposter
you are not tobyfox
you do not have a following
you need art
>>
>>170894084
>>170895030
Optimizations for huge numbers of entities, which allow for a different style of gameplay than you could get with Minecraft mods, is why I put Factorio on, but remember the list is kind of fast and loose.

Minecraft is another tough one, but no one can deny that the game is single handedly responsible for the survival/crafting (which afaik infinimer didn't really feature) explosion that subsequently occurred.

Superhot I put on mainly because of the VR experience, but again, it's not absolute.

>>170893425 >>170893526 >>170895268 >>170895595
These are good suggestions - thanks, guys.
>>
>>170895675
There's always an exception but that doesn't make it the rule. Undertale got popular because the dev already had a fan base and he made a game that he knew they would love, which helped it become successful.

99% of games still require good art to attract an audience.
>>
>>170895632
A good idea/concept is more important than all of those things.
>>
>>170895797
Doesn't change the fact that its a shit meme game.

>>170895809
Memes are a wild card.
>>
>>170895602
Looks nice, anon.
>>
>>170895739
more like

Memes > Story > Sound > Art
>>
>>170895869
No its not.

Good execution > Originality

Of course, originality executed well is the ideal.
>>
How can I Dev from my smartphone? I'm too much of a poorfag to get a laptop and I have to attend lectures. But it feels like such a waste of time, I could be designing levels or modelling or something.
>>
>>170895951
drop out of college and pursue your dreams idiot
>>
>>170895951
What are you doing at College?
>>
>>170895951
>poorfag
>college
I want eurofags to leave
>>
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>>170895951
>>
>everything works
>come back next day
>everything is broken
How. I literally changed nothing and things stopped working.
>>
>>170895951
>I'm too much of a poorfag to get a laptop
better start renting that boipussy out anon
>>
>>170895983
>>170896016
I'm going to school for game design
>>
>>170896180
am I getting memed on
>>
>>170896180
Bullshit. If you are then you're at a shitty place for it if you can't do anything practical.
>>
>>170896054
Where is your game, Americunt?
>>
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Mecha Jam is starting soon, post some hype mecha music!

https://youtu.be/nEEPosF-tNU
>>
>>170895951
>can afford smartphone
>can't afford laptop
This meme always gets me. Just buy a used laptop. Usually a toaster is even better for devving because it forces you to optimize the shit out of your code.
>>
>>170896873
Got a link to the page?
>>
>>170895951
Autodesk Sketchbook
>>
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----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, Blender, Logic, SDL2
Web: -
Progress:
+ Input for multiple choice menus is now set up
+ Text areas pre-wrap their content and then print it incrementally (no jumping words!)
+ Page breaks are inserted automatically before menus and when the text area overflows
+ You can land on planets/stations if they specify a script to run
+ Rewrote the startup tutorial to be more useful and explain stuff better
+ My DD13 showing was actually halfway decent and got way more attention than I expected and great feedback from a bunch of people
+ VN text areas auto-resize to fit on screen
+ Windowed mode, framerate caps, and custom window sizes are now supported and the user can control these with a config file
+ Implemented a radar/minimap widget with multiple blip sizes for ships, stations, and planets
- There's currently no persistent state across scene invocations, so I can't yet have different content for different visits to the same place
- The interpreter still doesn't know how to specify background images
- I haven't made a page break indicator yet
- Certain kinds of entities are drawn in scenes where they shouldn't appear
>>
>>170889290
I forgot to mention at 19:45 in the video there's an enemy that goes through a wall/locked door.
>>
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You can now pick up keycards, and they have a display on the HUD to show you which ones you've got.
>>
Can a kind soul give me a copy of aseprite compiled for Windows too lazy to compile myself
>>
>>170897128
Yeah but you gotta be able to see them.
>>
How retarded is this concept for a game? I might actually make it over the next few months but idunno.

It's like a Harvest Moon title, except it turns out the achievements to finish the game scale in a way unfeasible to complete without increasing degrees of industrialization. You transition into the mid/late gameplay, which is simple Factorio-style goods production. Pollution from your factory right next to town is rampant and everyone starts to hate you. Eventually when you collect all the achievements most people have moved out and the harvest spirits are gone.
>>
>>170896873
So this is where the memegirl is from
>>
>>170897128
>You can now pick up keycards
why are you resurrecting this dead mechanic

i am honestly curious
>>
>>170897152
https://www.reddit.com/r/PixelArt/comments/48atxr/meta_new_aseprite_113_built_by_me/
>>
>>170895924
>originality
Good ideas do not necessarily equal originality, retard. You amateurs always make this mistake, which would explain why Steam's catalog is full of so much garbage these days.
>>
What if I slapped a big fat IN-GAME FOOTAGE text in my pixelshit game?
I think it would be humorous.
>>
>>170897324
Not the dev, but I'm curious why you think it's a dead mechanic.
>>
>>170897264
I was sold when you said "Harvest Moon"
>>
i can make a collab jam

i just cant do it tho because its impossible and no one wants to anyway
>>
>>170897410
While playing? Pretty cool.
>>
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>>170897289
>memegirl
?
>>
>>170897324
it has "you picked up armour shards" too
>>
>>170897264
2complex4me
>It's like a Harvest Moon title
so stardew valley
>Factorio-style
eh
> Eventually when you collect all the achievements most people have moved out and the harvest spirits are gone.
this is gone home level retardation anon, why don't you just make them gay refugees while you're at it
>>170897416
keycards have been dead since doom and thank god because fuck backtracking and busywork

i wanted to say shit and dated rather than dead but i wanted to be polite
>>170897543
health pickups are fine, if you read every review of Doom 3 from back in the day every reviewer complained to shit about hunting for fiddly colour coded keycards
>>
>>170897417
What I'm worried about though is, does someone who likes to play Harvest Moon or Stardew Valley really want to see Factorio mechanics, or vice versa? Maybe if I do the transition right, it wouldn't matter as much?
>>
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okay so ive added grabbing / ungrabbing input with in-game notification

the text didnt have very good contrast so I wrote a text outliner to give white text a black border

now I fix the content of the text and the enable / disable hotkeys and this way when you hit escape to bring up the menu, your mouse cursor will be free of the window as well, then return to game and it looks into the window for fps control
>>
>>170897264
nice Minecraft with mods clone
>>
>>170897686
That's what people said about my game, but did it stop me? No.
>>
>>170897686
>>170897632
>this is gone home level retardation anon
Alright, back to the drawing board, then, I guess...
>>
>>170897529
Isnt that the hard work and guts girl?
>>
>>170897671
>being considered about how your game will be received instead of creating what you know is Good Quality
Not gonna make it
>>
>>170897748
A lot of successful games could sound retarded on paper. It's the execution that makes or breaks the game.
>>
>>170897671
People love those automation mods in Minecraft so there's certainly an audience, if you set a good balance between harvest moon comfiness and factorio autism then I could see it becoming a hit.
>>
>>170897632
I still don't get it. Especially since keycards do still exist. They are just called "pull the lever" or "get this piece of power up so you can jump higher to access the next area" etc. This road block is still with us, most devs just cover it with something. However Ctesiphon goes a classic route, so it perfectly fits the game.
>>
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new most important item in the game
>>
>>170897796
>>170897803
That makes me feel a little better. Hm, well if nothing else, it would be good practice for the technical aspects of future games. I'll keep working on the OpenGL boilerplate/utility code this week, and maybe in the process I'll think of something better.

Really, I'm not trying to make a popular game, just one that I feel like someone might enjoy if they decided to commit their time to it.
>>
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>>170897767
Hard Work and Guts are not memes. They're scientific facts.

Why aren't you applying them to your game?
>>
>>170897803
I also liked the idea of turning a little village into an industrial shithole, hating on environmentalism is 4chan's sthick nowadays but I think it's fine if you don't make it too preachy.
>>
>>170897803
so all harvest moon comfiness and no factorio autism?
>>170897868
>They are just called "pull the lever" or "get this piece of power up so you can jump higher to access the next area" etc.
so why not just have levers you can pull that are actually visible
>However Ctesiphon goes a classic route, so it perfectly fits the game.
the classic excuse for bad game design

doom also had buttons on walls you could press as well as keycards, guess which one of those things is still around today
>>
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>>170897169
Can you see this one better? I won't be hiding them anywhere stupid or dark so they should usually be easy to spot.

>>170897324
>>170897632
>>170898352

This guy >>170897868 has it, the only three ways to make a level longer is to make it a big-ass corridor full of enemies, a big maze, or you lock parts off until the player does something eg. find a key. Just because I happen to like keycards and you don't doesn't make them in/valid.
>>
>>170882482
years of practice
>>
>>170898507
>why are you resurrecting this dead mechanic
>i like it
fair enough

wall buttons are still simpler
>>
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>>170898352
>guess which one of those things is still around
>>
>>170898729
guess which one of those things is still around in games that aren't literally doom
>>
>>170898507
Can't you make it shine a little or something? There's a big difference between being able to see something when you're looking for it an being able to see something when you're running past it in an FPS level.
>>
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>>170898780
>not literally DOOM
>>
Key cards are mechanically exactly the same as buttons but with the difference that you don't have a big juicy button to press.
>>
>>170898912
you know what also had keycards

gone home
>>
>>170898780
>he doesn't realize that the pendulum is starting to swing back
You're going to see more keycards and other older mechanics in upcoming games.
>>
>>170899021
Gone home was also 3D, therefore 3D games are inferior to 2D games.
>>
>>170898825
I might add some emissive lights like the armor pads/shards. I don't want it to flash or glow or anything like that as I feel it insults the player's intelligence.

Like I said, I'll be putting them in rather obvious places so it's not like a player will be scouring the whole map with a fine-tooth comb looking for keys.
>>
>>170899021
really made me think
>>
What the duck is this autism? Buttons and keycards are both fine and it only depends on the game's setting and the distance from the button/keycard to the door.

Is it a techy facility and the door is fairly close? Button.
Is the place less techy or the door is too far away? Keycard (or just plain old key).

It's purely a question of setting and world building and has almost nothing to do with gameplay.
>>
>>170899056
name three upcoming games with keycards
>>170899057
ok
>>
>>170897264
This sounds like fun mechanics. However the "message" you're trying to send is retarded and could very well ruin an otherwise fun game. Not only is it a boring message, but it's also completely false unless your farm is pumping toxic waste into the rivers or something.
>>
>>170898105
>projecting
>>
>>170899238
Well yeah harvest spirits don't exist in real life.
Also are you literally implying that pollution isn't bad?
>>
>>170898507
If you are here, I would like to ask you a question: how did you made your textures? It amazes me how simple they are when you go close, yet how real they feel from a distance. Is it from some free resource or did you draw them? At what resolution?

Other than that, I can not really give you feedback, since the core of the game is always the same, yet I run trough it every Demo Day because it's so much fun. I loved the rocket launcher and the small hop you make when you shoot under yourself, the night lights and the "getting hurt" sound effects.
>>
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Reply to this comment with music that is perfect for making game. It's best if the piece is long or if it is a whole album, you know?

https://www.youtube.com/watch?v=99myH1orbs4
>>
>>170899214
if i recall how keycards work, keycards are meant to be used for multiple doors of the same colour

so it's not the case of using one key to open one door but multiple doors being unopenable until you get the key
>>
>>170899214
Because /agdg/ thinks every mechanic and feature and method can be condensed to one "best" thing and everything else can be discarded for the rest of time.
>>
>>170899305
Pollution doesn't happen as much anymore, farms are mostly clean now-a-days.
>>
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>>170866889
>Tom
>anime
>>
>>170899308
I do it all by hand, mostly in GIMP because I like its pencil tool for pixel-perfect lines. The only extra thing I do is that for every mesh I generate a quick AO map in Blender and multiply that onto the texture to give it some more depth for virtually no effort. After that, it's all a matter of watching how other people do their art and coming up with my own interpretations.

As for resolution, most of the guns are 256x256, as are the mc's hands, enemies and ammo packs are 128x128, and the keycards are 64x64. Most of the wall textures are 64x64 too.

I'm glad you like the game enough to keep coming back! It's been a very iterative process as I want all the mechanics done before I start building proper levels. I'm a one-man show and I take a lot of time fussing over details to make sure things feel right too so that also takes time.
>>
>>170899501
well if you want to make a focused game then that's not a bad attitude to have
>>170866734
i didn't realise they were both dudes when i first read this
>>
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>>170899323
This is the ultimate crunch time music.

https://youtu.be/FdU8oqCbvzo
>>
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>>170873765
>>
>>170899415
In that case it would be a matter of what feels most intuitive and what kind of pacing you are setting for the game.

If you want to give the player some freedom in which doors to pick then a keycard is better because a single button opening multiple doors might be confusing unless you put some heavy-handed pointers like a picture-in-picture animation of two doors opening or a map showing which doors opened recently.

And even then the player would easily forget about the second door while he's exploring the first one, with a keycard the player can afford to forget shit which makes for a tighter game design and better pacing.
>>
>>170899832
>well if you want to make a focused game then that's not a bad attitude to have
Yes, yes it is.

Nothing is ever the best, everything is relative.
>>
>>170899956
>If you want to give the player some freedom in which doors to pick then a keycard is better because a single button opening multiple doors might be confusing
in that case there's a problem with door placement being unintuitive if the doors being unlocked by the button seem arbitrary
>And even then the player would easily forget about the second door while he's exploring the first one, with a keycard the player can afford to forget shit
that's a problem with level design

keycards just seem like a crutch for poor level design
>>170899969
>everything is relative.
that's just wrong

objectively bad games and bad game design decisions exist
>>
>>170900379
>objectively bad games
Just because everything is relative doesn't mean every game is somehow good.

>objectively bad game design decisions
Like what for instance? Tell me a mechanic or a feature that's bad 100% of the time and should never ever be used in any context.
>>
>>170900379
It's starting to sound like your idea of "good" level design is just a big corridor with a big glowing arrow pointing to the next objective.

You do realize what made old-school shooters so good was that they weren't actually very logical? That's the whole point, to make you actually explore the level to see what's there.
>>
>>170900379
How is it bad level design? You can't dictate what the player will remember or forget, a keycard provides a good progression pointer that easily tells the player where he has been before, it's not a matter of door placement or anything.
You could use some way to tell the player that he has been in a room before without keycards but that would again be simply a matter of setting and not gameplay.
>>
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>he makes 3d games
>he thinks he'll make it out as a yesdev
>>
how can it be 3d if it's on a flat monitor
>>
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Added back quick thrusts into the rapier's attack combo
>>
>>170900704
>he makes 2D 8/16bit pixelshit
>he thinks his game has a chance of making it among tsunamis of turds
Too bad you didn't have the brains to go 3D.
>>
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tripping balls on DXM what the fuck do i do
>>
How different would /agdg/ be if your posting privileges were revoked if you haven't posted progress in the last 2 days?
>>
>>170898678
>wall buttons are still simpler
Wall buttons are more difficult from a design perspective because the player has to understand that pressing the button opened up a door that is somewhere else where they cannot see right now. Key cards are easier as you just need to make sure the player finds the door first and make it clear that a keycard can open it, which is a one time thing. The key card mechanic is still alive and well though, as it is and has always been a simple reskin of the key and lock that all adventure games use.
>>
>>170899798
Thanks, man! I would like to let you know that your work is very inspiring. Do you plan to keep this Half-Life 1, Quaqe 1-3 style for the visuals, or do you have other plans when the mechanics are fleshed out?
>>
>>170901105
people would just post really shitty progress and continue to shitpost
>>
how come world of horror didn't submit to demo day this time?
>>
>>170900507
>Tell me a mechanic or a feature that's bad 100% of the time
i said bad game design decisions not bad game mechanics

choosing a mechanic that is objectively inferior to another one is a bad game design decision
>>170900664
>It's starting to sound like your idea of "good" level design is just a big corridor with a big glowing arrow pointing to the next objective.
that is exactly how doom levels were designed, you just didn't notice it because they were subtle about it

it's multiple corridors where you intuitively know where to go, with fights and whatever drawing you into the next room instead of MUH BIG GLOWING ARROW
>You do realize what made old-school shooters so good was that they weren't actually very logical?
no what made them good is that you didn't think they were logical and stage managed when in fact they were

either that or you're blinded by nostalgia and enjoyed the parts where you weren't doing anything
>>170900670
>You can't dictate what the player will remember or forget
you can make it so that when the player backtracks they'll come across a door that grabs their attention, with enemies pouring out of it or whatever
>a keycard provides a good progression pointer that easily tells the player where he has been before
no one plays these old school shooters to look up whther you have the right keycard or anything

they're supposed to be fast, it's why they had times or whatever
>>170901241
>the player has to understand that pressing the button opened up a door that is somewhere else where they cannot see right now
you can make it so that when the player backtracks they'll come across a door that grabs their attention, with enemies pouring out of it or whatever
>>
>>170901321
Progress with shitposting > shitposting with shitposting.
>>
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Will sell ideas for $5 and 10% profit.
>>
>>170901105
i have literally posted progress ITT and i'm the biggest shitposter here right now
>>
I like to make games on the 3DS as a hobby using SmileBASIC. Anyone else do this? I got a bunch of stickers from SmileBoom for entering last year's Ogiri

More info:

http://smilebasic.com/en/about/
>>
>>170901341
You are thinking about a very different (keyword different here, not better or worse) kind of level design where keycards aren't really needed since you are dictating where the player should go next, keycards are for open-ended design where the player sets his own pace and nothing like the design you are trying to shoehorn into the discussion.
>>
>>170901315
Always happy to help, even if it's just making an example to inspire others! Yeah I'm keeping this visual style, I'd have to remake all of the assets which would probably take even more time. I do occasionally go back and do another detail pass on certain items, like I did with the SMG once I added emissives, but drastic changes won't be happening now.
>>
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holy shit i just had the best idea ever
>>
>>170901745
it swing benis :----D
>>
>>170901681
>keycards are for open-ended design where the player sets his own pace
i'm talking about keycards in old school FPS games like doom and the game we're discussing

so no they are not for open-ended design
>You are thinking about a very different (keyword different here, not better or worse) kind of level design where keycards aren't really needed
keycards are needed to divide up the levels and make them longer as the dev >>170898507 said
>the only three ways to make a level longer is to make it a big-ass corridor full of enemies, a big maze, or you lock parts off until the player does something eg. find a key
>>
Why haven't you started making an MMO yet?
>>
>>170901016
the patio furniture cracks me up
>>
>>170901745
is the joke that this is what for honour does and it's shit
>>170901016
is the joke that this is dark souls
>>
>>170901882
I'm working on a science-based 100% dragon mmo
>>
>>170901341
>you can make it so that when the player backtracks they'll come across a door that grabs their attention, with enemies pouring out of it or whatever
This forces the player to backtrack and search without knowing what they are searching for or where to look. Igarashi talked about this in interviews on castlevania and is why items and abilities are better.
>>
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>>170901980
no. for honor locks your swing in 3 directions, left right and up, Mount n blade locks your atacks in 4 directions and chivarly locks your atack in 3 directions
this would be more like the Metal gear rising blade mode, but in real fucking time, and you can move
>>
What's the best free software for texturing UV Maps? Krita? Paint.Net?

All I know is that it's not Gimp.
>>
>>170901859
If you are talking about a button that opens a single door then yeah sure that's fine depending on the setting, if your game is all about monsters pouring out of doors then that's naturally more interesting than a key but if you are going for a slower/suspenseful pace then a key would work better
Again, purely a matter of setting.

The problem is when you have multiple doors which was the point of my initial post >>170899956, buttons simply aren't good level design when dealing with open-ended levels.
>>
>>170901745
send this to the ragdoll robot game dev
>>
H-how do I learn how to do my own sprites?
I'm primarily a programmer guy, I can't draw for shit
>>
>>170902414
Trace.
>>
>>170902414
Ask here:

https://discord.gg/PWqthJK

We'll teach you.
>>
>>170902075
>This forces the player to backtrack and search without knowing what they are searching for or where to look.
this is a communication problem

i mean when you've gone and found the keycard and you're returning to the path you went on you find the door

i'm not talking about backtracking in order to look for things, i'm talking about going on a path to find the key and as you got back down that path you find the door
>>170902186
>The problem is when you have multiple doors

>>170902113
so the original design of metal gear rising that got canned because it was a terrible idea

just hope that platinum gets called in to fix your terrible idea i guess
>>170902186
>The problem is when you have multiple doors which was the point of my initial post, buttons simply aren't good level design when dealing with open-ended levels.
i would argue that those kinds of maze games aren't actually good anyway; they just turn out to be inferior versions of the action maze games like doom or wolfenstein or actual adventure/ puzzle games like myst and the witness or whatever

the best game design descision for a bad game design is not actually a good game design decision, if you get what i'm saying
>>
>>170902580
>asking nodev chat how to do anything
>>
>>170902601
>so the original design of metal gear rising that got canned because it was a terrible idea
no, it got canned because kojima team never made a hack n slash, so they could not do the combat parts right

the only thing that DID survive was the cut mode.
>>
>>170902414
yo i'm this guy
>>170895602
i never sprited before 3 days ago, what i did was i picked up a bunch of sprites and tried to merge them/ trace over them and see what worked
>>
>>170902414
Practice practice practice

Look at other people's art and copy it.

Good artists borrow; great artists steal.

I like to look at

http://www.newgrounds.com/art/category/pixel-art

for inspiration since deviantart is terrible.

Also check out pixiv

http://www.pixiv.net/

since asian people are better artists than white people so they're the ones to draw inspiration from
>>
>>170902580
this isn't the agdg discord is it
>>
>>170902667
But that is very much a dev chat, not /agdg/ related.
>>
>>170902580
>mixing identity with imageboards
it's always a mistake lads
>>
>>170902689
>no, it got canned because kojima team never made a hack n slash, so they could not do the combat parts right
and when platinum did the combat parts right they got rid of the gimmick muh blade time except as a little extra thing
>>
>>170902704
It isn't. It's something far better.

You can also learn how to program in Ruby there.
>>
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>>170902809
>got rid of the gimmick muh blade time
thats the hole fucking apeal of the bloody game anon
cuting people in half and drinking their spine liquid
>>
>>170902961
Wow this game looks like total weeb shit. The gameplay of mgsv was a total improvement over this, even if the story was p bad
>>
>>170903041
>dislikes japanese games
>wanna makes games

why? you never going to make something better than your yellow closed eye counterpart
>>
A game about a girl who puts vaseline on toast
A game about a guy who blows his nose with magazines
A game about a girl who dyes her hair with tangerines
>>
>>170903128
I like japanese games and anime but MG:R seems like way over the top weeb shit.
>>
>>170902697
>newgrounds
>pixiv
anon there are much better sources to steal from
if you want to study manga style drawing then get art books from skilled mangaka, and more importantly study classical drawing
art schools in japan are actually sane and study fandamentals instead of modern arts
>>
>>170903256
shit taste

MGR is the pinnacle of gaming
>>
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>>170903185
This should be a jam theme.
>>
>>170903405
Newgrounds is the temple of the old masters.
>>
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>>
How come every time I'm ready to post progress we're at the tail end of a thread and nobody wants to make a new one
>>
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>>170903537
s-shut up
>>
>>170903612
I'll make one just for you
>>
>>170903494
MGR seems like a big quick time event game.

MGS:V has actual gameplay and realism. If Konami hadn't pinched it off too early, the story wouldn't have sucked and it would've been a really awesome game.

It's like the difference between a manga like Attack on Titan (weeb trash) and Akira (art). One is Japanese, yes, and has good elements of that, and the other is japanese and is just an unrefined example of the crude interests of Shonen-genre manga.
>>
>>170903801
>>170903801
>>
>>170903691
>MGR seems like a big quick time event game
wrong
>>
>>170903653
Thanks babe
>>
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>>170903691
>MGS:V has actual gameplay and realism
did we played the same game anon?
>>
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>>170903537

Skyrim but good.
>>
>>170890916
I like books about the history of game dev and some of the technical aspects of how a game was made. Example:

In space invaders, the enemies speed up as you kill more and more. This was actually a design flaw. There simply was not enough memory to hold all the enemies on screen at once, and killing them freed up memory which made the game faster. the dev decided to make it a feature instead of a flaw.
>>
How do I learn to art and sound/music?
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